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f1a341a751
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d4b1c6463e
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@ -973,8 +973,7 @@ FieldProcess::
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ldh a, [hDownState]
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cp a, 0
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jr nz, :+
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call SFXKill
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ld a, SFX_MOVE
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ld a, SFX_DROP
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call SFXEnqueue
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; If the down button is held, lock.
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: ldh a, [hDownState]
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@ -988,7 +987,6 @@ FieldProcess::
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; If we're out of lock delay, play a sound.
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cp a, 0
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jr nz, .draw
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call SFXKill
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ld a, SFX_LOCK
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call SFXEnqueue
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jr .draw
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@ -715,7 +715,7 @@ sSFXBell::
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db REG_NR22_CH2_VOLEV, $08, REG_NR23_CH2_FRQLO, $97, REG_NR24_CH2_FRQHI, $87, $FE
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sSFXBellEnd::
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sSFXMove::
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db REG_NR42_CH4_VOLEV, $F1, REG_NR41_CH4_LENGT, $3F, REG_NR42_CH4_VOLEV, $F1, REG_NR43_CH4_FQRND, $00
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db REG_NR42_CH4_VOLEV, $21, REG_NR41_CH4_LENGT, $3F, REG_NR42_CH4_VOLEV, $21, REG_NR43_CH4_FQRND, $00
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db REG_NR44_CH4_CNTRL, $80, $FE
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sSFXMoveEnd::
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sSFXRankUp::
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@ -205,18 +205,16 @@ fetchPieceMode:
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jr z, .lda1
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.ldb1
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ldh a, [hBState]
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cp a, 0
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jr z, .checkIRSB
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ld a, $FF
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ldh [hBState], a
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jr .cp1
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.lda1
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ldh a, [hAState]
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cp a, 0
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jr z, .checkIRSB
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ld a, $FF
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ldh [hAState], a
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.cp1
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cp a, 0
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jr z, .checkIRSB
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ld a, 3
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ldh [hCurrentPieceRotationState], a
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ld a, SFX_IRS
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@ -228,18 +226,16 @@ fetchPieceMode:
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jr z, .ldb2
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.lda2
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ld a, [hAState]
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cp a, 0
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jr z, .checkJingle
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ld a, $FF
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ldh [hAState], a
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jr .cp2
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.ldb2
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ldh a, [hBState]
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cp a, 0
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jr z, .checkJingle
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ld a, $FF
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ldh [hBState], a
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.cp2
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cp a, 0
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jr z, .checkJingle
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ld a, 1
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ldh [hCurrentPieceRotationState], a
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ld a, SFX_IRS
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@ -480,18 +476,16 @@ DoHold:
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jr z, .lda3
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.ldb3
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ldh a, [hBState]
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cp a, 0
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cp z, .checkIRSHB
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ld a, $FF
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ldh [hBState], a
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jr .cp3
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.lda3
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ldh a, [hAState]
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cp a, 0
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cp z, .checkIRSHB
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ld a, $FF
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ldh [hAState], a
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.cp3
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cp a, 0
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jr z, .checkIRSHB
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ld a, 3
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ldh [hCurrentPieceRotationState], a
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ld a, SFX_IRS
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@ -503,18 +497,16 @@ DoHold:
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jr z, .ldb4
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.lda4
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ldh a, [hAState]
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cp a, 0
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jr z, .noRotation
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ld a, $FF
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ldh [hAState], a
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jr .cp4
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.ldb4
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ldh a, [hBState]
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cp a, 0
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jr z, .noRotation
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ld a, $FF
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ldh [hBState], a
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.cp4
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cp a, 0
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jr z, .noRotation
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ld a, 1
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ldh [hCurrentPieceRotationState], a
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ld a, SFX_IRS
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