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More minor improvements
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@ -3356,6 +3356,8 @@ jr_020_604A:
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ret ; $604A: $C9
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Data_020_604B::
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; @TODO This is a big block of data for the ocarina song selection popup
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; involving how it animates and draws on the subscreen
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db $F8, $F0, $22, $01, $F8, $F8, $22, $21, $F8, $00, $24, $02, $F8, $08, $24, $22
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db $F8, $10, $26, $00, $F8, $18, $26, $20, $08, $F0, $20, $00, $08, $F8, $20, $00
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db $08, $00, $20, $00, $08, $08, $20, $00, $08, $10, $20, $00, $08, $18, $20, $00
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@ -3886,8 +3888,10 @@ InventoryVisibleHandler::
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jr jr_020_6436 ; $63F3: $18 $41
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jr_020_63F5:
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; POI: Debug tool 3 check to enable free movement mode on the subscreen
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; and resetting the photo album on pushing Select
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ldh a, [hJoypadState] ; $63F5: $F0 $CC
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and $40 ; $63F7: $E6 $40
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and J_SELECT ; $63F7: $E6 $40
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jr z, jr_020_641E ; $63F9: $28 $23
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ld a, $09 ; $63FB: $3E $09
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@ -3918,7 +3922,7 @@ jr_020_641E:
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jr nz, jr_020_6445 ; $6429: $20 $1A
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ldh a, [hJoypadState] ; $642B: $F0 $CC
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and $80 ; $642D: $E6 $80
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and J_START ; $642D: $E6 $80
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jr z, jr_020_6445 ; $642F: $28 $14
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ld a, $0C ; $6431: $3E $0C
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@ -4165,7 +4169,7 @@ InventoryFadeOutHandler::
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jr nz, jr_020_6628 ; $6610: $20 $16
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ldh a, [hMapRoom] ; $6612: $F0 $F6
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cp $64 ; $6614: $FE $64
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cp $64 ; @TODO ?? Map screen where you take the ghost after the house
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jr nz, jr_020_6626 ; $6616: $20 $0E
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ld hl, $C193 ; $6618: $21 $93 $C1
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@ -4230,7 +4234,7 @@ jr_020_6659:
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and $7F ; $666E: $E6 $7F
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ld [rLCDC], a ; $6670: $E0 $40
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ldh a, [hMapId] ; $6672: $F0 $F7
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cp $FF ; $6674: $FE $FF
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cp MAP_COLOR_DUNGEON ; $6674: $FE $FF
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jr nz, jr_020_667C ; $6676: $20 $04
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ld a, $01 ; $6678: $3E $01
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@ -5480,6 +5484,7 @@ data_020_763B::
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; These look like pointers, but actually point to random locations in
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; the ROM, to make the water geyser splashing effect.
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; @TODO Actually seems to be palette colors
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Data_020_783F::
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dw $7845
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dw $787D
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@ -5569,7 +5574,7 @@ Data_020_783F::
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dw $660F
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dw $6ED6
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; Copy semi-random data to $DC10
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; Copy palette data to $DC10
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; (Called during the Credits water geyser sequence; to animate the water?)
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func_020_78ED::
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ld a, [wCreditsScratch0] ; $78ED: $FA $00 $D0
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