Merge pull request #148 from duncathan/credits

End Screen Overhaul
This commit is contained in:
duncathan salt 2021-03-29 19:03:08 -06:00 committed by GitHub
commit afbb107b3a
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27 changed files with 2402 additions and 458 deletions

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@ -0,0 +1,43 @@
offset 40cf90
#define
count=EBP-4
Strip_addr=0049D628
Credit.mode=49D620
MAX_STRIP=7F
size=50
Strip.flag=EAX
Strip.x=EAX+4
Strip.y=EAX+8
Strip.cast=EAX+0C
Strip.str=EAX+10
#enddefine
push ebp
mov ebp, esp
push ecx
mov eax, [Strip_addr]
mov edx, MAX_STRIP
:$LL4@ActionStri
test BYTE [Strip.flag], 80
je :$LN5@ActionStri
cmp [Credit.mode], 0
je :$LN5@ActionStri
sub [Strip.y], 100
:$LN5@ActionStri
cmp [Strip.y], -2000
jg :$LN2@ActionStri
and [Strip.flag], 0
:$LN2@ActionStri
add eax, size
sub edx, 1
jne :$LL4@ActionStri
leave
retn

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offset 40d3e0
#define
size=50
MAX_STRIP=7F
Strip_addr=0049d628
#enddefine
PUSH EBP
MOV EBP,ESP
PUSH 18
PUSH 0
PUSH 0049D610
CALL 00480D30
ADD ESP,0C
/*
PUSH 500
PUSH 0
PUSH 0049D628
CALL 00480D30
ADD ESP,0C
*/
PUSH size
PUSH MAX_STRIP
CALL 00487701
ADD ESP,8
MOV [Strip_addr],EAX
POP EBP
RETN
INT3

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offset 4115e6
PUSH 7E0

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ActionStripper.txt
InitCreditScript.txt
LoadGenericDataMAX_STRIP.txt
PutStripper.txt
RestoreStripper.txt
SetStripper.txt
StartCreditScript.txt
ReleaseCreditScript.txt

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offset 40D010
#define
; Constants
MAX_STRIP=7F
MAX_STRIPx10=7f0
size=50
; Locals
ArrayPad=EBP-4
rc_addr=EBP-14
rc.left=EBP-14
rc.right=EBP-0C
rc.top=EBP-10
rc.bottom=EBP-8
; References
Strip_addr=0049D628
Strip.flag=ecx
Strip.x=ecx+4
Strip.y=ecx+8
Strip.cast=ecx+0c
Strip.str=ecx+10
grcFull=0048f92c
; Functions
PutBitmap3=0040c3c0
; Builtins
___security_cookie=498b20
__security_check_cookie=00480dc1
#enddefine
push ebp
mov ebp,esp
sub esp, 14 ; 00000018H
push ebx
push esi
push edi
; Line 92
xor esi, esi
xor edi, edi
:$LL4@PutStrippe
; Line 94
mov ecx, [Strip_addr]
test BYTE [esi+Strip.flag], 80 ; 00000080H
je :$LN2@PutStrippe
; Line 97
and [rc.left], 0
mov [rc.right], 140 ; 00000140H
mov [rc.top], edi
lea eax, [edi+10]
mov [rc.bottom], eax
; Line 102
push 23 ; 00000023H
lea eax, [rc_addr]
push eax
mov ebx, 1ff ; 000001ffH
mov eax, [esi+Strip.y]
cdq
and edx, ebx
add eax, edx
sar eax, 9
push eax
mov eax, [esi+Strip.x]
cdq
and edx, ebx
add eax, edx
sar eax, 9
push eax
push grcFull
call PutBitmap3
; Line 110
push 25 ; 00000025H
mov ecx, [Strip_addr]
mov eax, [esi+Strip.cast]
cdq
mov ebx, 0d
idiv ebx
imul edx, edx, 18
imul eax, eax, 18
mov [rc.left], edx
add edx, 18 ; 00000018H
mov [rc.right], edx
mov [rc.top], eax
add eax, 18
mov [rc.bottom], eax
lea eax, [rc_addr]
push eax
mov ebx, 1ff
mov eax, [esi+Strip.y]
cdq
and edx, ebx
add eax, edx
sar eax, 9
sub eax, 8
push eax
mov eax, [esi+Strip.x]
cdq
and edx, ebx
add eax, edx
sar eax, 9
sub eax, 18 ; 00000018H
push eax
push grcFull
call PutBitmap3
add esp, 28 ; 00000028H
:$LN2@PutStrippe
; Line 92
add edi, 10 ; 00000010H
add esi, size ; 00000050H
cmp edi, MAX_STRIPx10 ; 000007f0H
jl :$LL4@PutStrippe
; Line 113
pop edi
pop esi
pop ebx
leave
retn

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offset 40d410
#define
Credit.pData=49d614
Strip=49d628
_free=0048128b
#enddefine
push ebp
mov ebp,esp
mov eax, [Credit.pData]
test eax, eax
je :$LN2@ReleaseCre
push eax
call _free
pop ecx
and [Credit.pData], 0
:$LN2@ReleaseCre
mov eax, [Strip]
test eax, eax
je :$LN3@ReleaseCre
push eax
call _free
pop ecx
:$LN3@ReleaseCre
retn

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@ -0,0 +1,83 @@
offset 40d240
#define
; Constants
MAX_STRIPx10=7F0
; Locals
ArrayPad = EBP-4
rc_addr = EBP-14
rc.left=EBP-14
rc.right=EBP-0c
rc.top=EBP-10
rc.bottom=EBP-8
; References
Credit=49D620
Strip_addr=0049D628
Strip.flag=0049D628
Strip.x=0049D62C
Strip.y=0049D630
Strip.cast=0049D634
Strip.str=0049D638
; Functions
CortBox2=0040ca80
PutText2=0040ceb0
; Builtins
___security_cookie=498b20
__security_check_cookie=00480dc1
#enddefine
push ebp
mov ebp, esp
sub esp, 14 ; 00000014H
push esi
push edi
; Line 151
xor edi, edi
xor esi, esi
:$LL4@RestoreStr
; Line 153
mov eax, [Strip_addr]
test [edi+eax], 128 ; 00000080H
je :$LN2@RestoreStr
; Line 155
and [rc.left], 0
; Line 156
mov [rc.right], 140 ; 00000140H
; Line 157
mov [rc.top], esi
; Line 158
lea eax, [esi+16]
mov [rc.bottom], eax
; Line 160
push 23 ; 00000023H
push 0
lea eax, [rc_addr]
push eax
call CortBox2
; Line 161
push 23 ; 00000023H
push 00feffff ; 00feffffH
mov eax, [Strip_addr]
add eax, 10 ; 00000010H
add eax, edi
push eax
push [rc.top]
push 0
call PutText2
add esp, 20 ; 00000020H
:$LN2@RestoreStr
; Line 151
add esi, 10 ; 00000010H
add edi, 50 ; 00000050H
cmp esi, MAX_STRIPx10 ; 000007f0H
jl :$LL4@RestoreStr
; Line 164
pop edi
pop esi
leave
retn

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@ -0,0 +1,116 @@
offset 40d150
#define
; Constants
MAX_STRIP=7F
size=50
; Locals
ArrayPad=EBP-4
rc_addr=EBP-14
rc.left=EBP-14
rc.right=EBP-0C
rc.top=EBP-10
rc.bottom=EBP-8
; Arguments
argx=EBP+8
argy=EBP+0C
argtext=EBP+10
argcast=EBP+14
; References
Strip_addr=0049D628
Strip.flag=edx
Strip.x=edx+4
Strip.y=edx+8
Strip.cast=edx+0c
Strip.str=edx+10
; Functions
CortBox2=0040ca80
PutText2=0040ceb0
; Builtins
___security_cookie=498b20
__security_check_cookie=00480dc1
_strcpy=00481100
#enddefine
push ebp
mov ebp, esp
sub esp, 14 ; 00000014H
mov eax, [___security_cookie]
mov [ArrayPad], eax
mov edx, [Strip_addr]
mov eax, edx
push esi
push edi
mov edi, [argtext]
; Line 121
xor esi, esi
:$LL4@SetStrippe
; Line 122
test [eax], 80 ; 00000080H
je :$LN13@SetStrippe
; Line 121
inc esi
add eax, size ; 00000050H
mov ecx, esi
cmp esi, MAX_STRIP ; 0000007fH
jl :$LL4@SetStrippe
; Line 125
cmp ecx, MAX_STRIP ; 0000007fH
je :$LN1@SetStrippe
:$LN13@SetStrippe
; Line 129
imul ecx, esi, size
mov [ecx+Strip.flag], 80 ; 00000080H
; Line 130
mov eax, [argx]
mov [ecx+Strip.x], eax
; Line 131
mov eax, [argy]
mov [ecx+Strip.y], eax
; Line 132
mov eax, [argcast]
mov [ecx+Strip.cast], eax
; Line 133
push edi
lea eax, [Strip.str]
add eax, ecx
push eax
call _strcpy
; Line 136
and [rc.left], 0
; Line 137
mov [rc.right], 140 ; 00000140H
; Line 138
shl esi, 4
mov [rc.top], esi
; Line 139
lea eax, [esi+10]
mov [rc.bottom], eax
; Line 141
push 23 ; 00000023H
push 0
lea eax, [rc_addr]
push eax
call CortBox2
; Line 142
push 23 ; 00000023H
push 00feffff ; 00feffffH
push edi
push [rc.top]
push 0
call PutText2
add esp, 28 ; 00000028H
:$LN1@SetStrippe
; Line 143
pop edi
pop esi
mov ecx, [ArrayPad]
call __security_check_cookie
leave
retn

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offset 40d440
#define
; Constants
MAX_STRIP=7F
fullsize=27b0 ; 0x50 * 0x7f
; Locals
path=EBP-108
ArrayPad=EBP-4
; References
Strip_addr=0049D628
Credit.pData=49D614
Credit.size=49d610
Credit.offset=49d618
Credit.wait=49d61c
Credit.mode=49d620
Illust.x=49d60c
Illust.act_no=49d608
grcGame.left=48f91c
gDataPath=0049E220
; Functions
GetFileSizeLong=00410d80
EncryptionBinaryData2=004215c0
ReloadBitmapFile=0040BFD0
; Builtins
___security_cookie=498b20
__security_check_cookie=00480dc1
_malloc=004813a3
_free=0048128B
_memset=00480d30
_sprintf=00481010
_fopen=00480FFD
_fread=00480f55
; Strings
credit_script=48f918
format=0048C374
str_rb=0048C37C
str_casts=0048c380
#enddefine
push ebp
mov ebp, esp
sub esp, 108 ; 00000108H
mov eax, [___security_cookie]
mov [ArrayPad], eax
; Line 241
mov eax, [Credit.pData]
push esi
xor esi, esi
push edi
test eax, eax
je :$LN2@StartCredi
; Line 243
push eax
call _free
pop ecx
; Line 244
mov [Credit.pData], esi
:$LN2@StartCredi
; Line 248
push [credit_script]
lea eax, [path]
push gDataPath
push format
push eax
call _sprintf
; Line 250
lea eax, [path]
push eax
call GetFileSizeLong
add esp, 14 ; 00000014H
mov [Credit.size], eax
; Line 251
cmp eax, -1
je :$LN8@StartCredi
; Line 255
push eax
call _malloc
mov [Credit.pData], eax
pop ecx
; Line 256
test eax, eax
je :$LN8@StartCredi
; Line 259
lea eax, [path]
push str_rb
push eax
call _fopen
pop ecx
pop ecx
; Line 260
test eax, eax
jne :$LN5@StartCredi
; Line 262
push [Credit.pData]
call _free
pop ecx
:$LN8@StartCredi
; Line 299
xor eax, eax
:$LN1@StartCredi
pop edi
pop esi
mov ecx, [ArrayPad]
call __security_check_cookie
leave
retn
:$LN5@StartCredi
; Line 267
push eax
push [Credit.size]
xor edi, edi
inc edi
push edi
push [Credit.pData]
call _fread
; Line 274
push [Credit.size]
push [Credit.pData]
call EncryptionBinaryData2
; Line 293
push 25 ; 00000025H
push str_casts
mov [Credit.offset], esi
mov [Credit.wait], esi
mov [Credit.mode], edi
mov [Illust.x], fffec000 ; fffec000H
mov [Illust.act_no], esi
mov [grcGame.left], 0a0 ; 000000a0H
call ReloadBitmapFile
add esp, 20 ; 00000020H
test eax, eax
je SHORT :$LN8@StartCredi
; Line 297
push fullsize
push esi
push [Strip_addr]
call _memset
add esp, 0c ; 0000000cH
; Line 298
mov eax, edi
jmp :$LN1@StartCredi
data cc cc cc cc cc cc cc cc

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@ -0,0 +1,108 @@
; ActionCredit_Read
offset 0040d684
#define
var_a=ebp-30
len=ebp-34
var_text=ebp-2c
Credit.pData=49d614
Credit.offset=49d618
Credit.wait=49d61c
Credit.start_x=49d624
_memcpy=4813c0
GetScriptNumber=40db00
SetStripper=40d150
IsShiftJIS=410e90
#enddefine
mov ecx,[Credit.offset]
inc ecx
mov [Credit.offset],ecx
mov [var_a],ecx
:loop
mov eax,[Credit.pData]
add eax,[var_a]
movsx ecx,BYTE [eax]
cmp ecx,5d
je :break
push ecx
call IsShiftJIS
pop ecx
mov ecx,[var_a]
test eax,eax
je :notShiftJIS
inc ecx
:notShiftJIS
inc ecx
mov [var_a],ecx
jmp :loop
:break
; len = a - Credit.offset
mov edx,[var_a]
sub edx,[Credit.offset]
mov [len],edx
push edx ; Arg3 = len
mov ecx,[Credit.pData]
add ecx,[Credit.offset]
push ecx ; Arg2 = &Credit.pData[Credit.offset]
lea ecx,[var_text]
push ecx ; Arg1 = text
call _memcpy
add esp,0c
; text[len] = '\0'
mov ecx,[len]
mov [ecx+var_text],0
; Credit.offset = a+1
mov eax,[var_a]
inc eax
mov [Credit.offset],eax
add eax,[Credit.pData]
push eax ; Arg1 = &Credit.pData[Credit.offset]
call GetScriptNumber
; len = GetScriptNumber
mov [len],eax
pop ecx
push eax ; Arg4 = len
lea eax,[var_text]
push eax ; Arg3 = text
mov edx,1f000
mov eax,[Credit.wait]
cmp eax,0
jge :more
imul eax,eax,200
add edx,eax
:more
push edx
mov eax,[Credit.start_x]
push eax ; Arg1 = Credit.start_x
call SetStripper
add esp,10
; Credit.wait = 0
mov [Credit.wait],0
; Credit.offset += 0
mov eax,[Credit.offset]
add eax,4
mov [Credit.offset],eax
jmp 0040da6a

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@ -1,139 +1,375 @@
#00-0
#0,00
<END
7 bit incrementer using 7 half adders
7 bit + 3 bit adder using 2 full adders and 4 half adders
yes i just implemented a full on logic circuit in tsc using negative event numbers in order to count how many items the player collected. just wait until i have to parse it in the god forsaken credits using credit tsc
A B | S C
---------
0 0 | 0 0
0 1 | 1 0
1 0 | 1 0
1 1 | 0 1
S = A^B S = (A^B)^C
C = A&B C = (A&B) | (C&(A^B))
A B | S C A B C | S C
--------- -----------
0 0 | 0 0 0 0 0 | 0 0
0 1 | 1 0 0 0 1 | 1 0
1 0 | 1 0 0 1 0 | 1 0
1 1 | 0 1 0 1 1 | 0 1
1 0 0 | 1 0
1 0 1 | 0 1
1 1 0 | 0 1
1 1 1 | 1 1
Flags
-------
1 |4001
2 |4002
4 |4003
8 |4004
16|4005
32|4006
64|4007
C |4100
|item|regA|regB|life|dead
---------------------------
1 |4001|4201|4301|4011|4021
2 |4002|4202|4302|4012|4022
4 |4003|4203|4303|4013|4023
8 |4004|4204|----|4014|4024
16|4005|4205|----|4015|4025
32|4006|4206|----|4016|4026
64|4007|4207|----|----|4027
F |4009|4100|----|4019|4029 (with the exception of carry flag 4100, these flags are used after addition to determine where to put the output)
First bit: A = XXX1, B = 1
A==0 : A=1, B=0 (change both)
#00.'
<FLJ4001:00.(<FL+4001<FL-4100<EVE00.)
A==1 : A=0, B=1 (change both)
#00.(
<FL-4001<FL+4100<EVE00.)
Not technically counters like these are but other relevant flags:
|pups|misl
-|----|----
1|5001|4031
2|5002|4032
3|5003|4033
4|5004|4034
5|5005|4035
x|----|4036 (24-pack)
Second bit: A = XXX2, B = 1XX1
#00.)
<FLJ4002:00.*<FLJ4100:00.+<EVE00.-
A==0, B==0 : A=0, B=0 (no change)
#00.*
<FLJ4100:00.,<EVE00.-
A==1, B==0 : A=1, B=0 (no change)
#00.+
<FL+4002<FL-4100<EVE00.-
A==0, B==1 : A=1, B=0 (change both)
#00.,
<FL-4002<EVE00.-
A==1, B==1 : A=0, B=1 (unset A)
A==0, B==0 : S1=0, C=0
#0-00
<FL-4100<FLJ4201:0-01<FLJ4301:0-02<EVE0-10
A==1, B==0 : S1=1, C=0
#0-01
<FLJ4301:0-03<EVE0-10
A==0, B==1 : S1=1, C=0
#0-02
<FL+4201<EVE0-10
A==1, B==1 : S1=0, C=1
#0-03
<FL-4201<FL+4100<EVE0-10
Third bit: A = XXX3, B = 1XX1
#00.-
<FLJ4003:00..<FLJ4100:00./<EVE00/'
A==0, B==0 : A=0, B=0 (no change)
#00..
<FLJ4100:00.0<EVE00/'
A==1, B==0 : A=1, B=0 (no change)
#00./
<FL+4003<FL-4100<EVE00/'
A==0, B==1 : A=1, B=0 (change both)
#00.0
<FL-4003<EVE00/'
A==1, B==1 : A=0, B=1 (unset A)
A==0, B==0, C==0 : S2=0, C=0
#0-10
<FLJ4202:0-11<FLJ4302:0-12<FLJ4100:0-13<EVE0-20
A==1, B==0, C==0 : S2=1, C=0
#0-11
<FLJ4302:0-14<FLJ4100:0-15<EVE0-20
A==0, B==1, C==0 : S2=1, C=0
#0-12
<FLJ4100:0-16<FL+4202<EVE0-20
A==0, B==0, C==1 : S2=1, C=0
#0-13
<FL+4202<FL-4100<EVE0-20
A==1, B==1, C==0 : S2=0, C=1
#0-14
<FLJ4100:0-17<FL-4202<FL+4100<EVE0-20
A==1, B==0, C==1 : S2=0, C=1
#0-15
<FL-4202<EVE0-20
A==0, B==1, C==1 : S2=0, C=1
#0-16
<EVE0-20
A==1, B==1, C==0 : S2=0, C=1
#0-17
<FLJ4100:0-18<FL-4202<FL+4100<EVE0-20
A==1, B==1, C==1 : S2=1, C=1
#0-18
<EVE0-20
Fourth bit: A = XXX4, B = 1XXX
#00/'
<FLJ4004:00/(<FLJ4100:00/)<EVE00/+
A==0, B==0 : A=0, B=0 (no change)
#00/(
<FLJ4100:00/*<EVE00/+
A==1, B==0 : A=1, B=0 (no change)
#00/)
<FL+4004<FL-4100<EVE00/+
A==0, B==1 : A=1, B=0 (change both)
#00/*
<FL-4004<EVE00/+
A==1, B==1 : A=0, B=1 (unset A)
A==0, B==0, C==0 : S2=0, C=0
#0-20
<FLJ4203:0-21<FLJ4303:0-22<FLJ4100:0-23<EVE0-30
A==1, B==0, C==0 : S2=1, C=0
#0-21
<FLJ4303:0-24<FLJ4100:0-25<EVE0-30
A==0, B==1, C==0 : S2=1, C=0
#0-22
<FLJ4100:0-26<FL+4203<EVE0-30
A==0, B==0, C==1 : S2=1, C=0
#0-23
<FL+4203<FL-4100<EVE0-30
A==1, B==1, C==0 : S2=0, C=1
#0-24
<FLJ4100:0-27<FL-4203<FL+4100<EVE0-30
A==1, B==0, C==1 : S2=0, C=1
#0-25
<FL-4203<EVE0-30
A==0, B==1, C==1 : S2=0, C=1
#0-26
<EVE0-30
A==1, B==1, C==0 : S2=0, C=1
#0-27
<FLJ4100:0-28<FL-4203<FL+4100<EVE0-30
A==1, B==1, C==1 : S2=1, C=1
#0-28
<EVE0-30
Fifth bit: A = XXX5, B = 1XXX
#00/+
<FLJ4005:00/,<FLJ4100:00/-<EVE00//
A==0, B==0 : A=0, B=0 (no change)
#00/,
<FLJ4100:00/.<EVE00//
A==1, B==0 : A=1, B=0 (no change)
#00/-
<FL+4005<FL-4100<EVE00//
A==0, B==1 : A=1, B=0 (change both)
#00/.
<FL-4005<EVE00//
A==1, B==1 : A=0, B=1 (unset A)
A==0, C==0 : S3=0, C=0
#0-30
<FLJ4204:0-31<FLJ4100:0-32<EVE0-40
A==1, C==0 : S3=1, C=0
#0-31
<FLJ4100:0-33<EVE0-40
A==0, C==1 : S3=1, C=0
#0-32
<FL+4204<FL-4100<EVE0-40
A==1, C==1 : C3=0, C=1
#0-33
<FL-4204<EVE0-40
Sixth bit: A = XXX6, B = 1XXX
#00//
<FLJ4006:00/0<FLJ4100:000'<EVE000)
A==0, B==0 : A=0, B=0 (no change)
#00/0
<FLJ4100:000(<EVE000)
A==1, B==0 : A=1, B=0 (no change)
#000'
<FL+4006<FL-4100<EVE000)
A==0, B==1 : A=1, B=0 (change both)
#000(
<FL-4006<EVE000)
A==1, B==1 : A=0, B=1 (unset A)
same pattern proceeds
#0-40
<FLJ4205:0-41<FLJ4100:0-42<EVE0-50
#0-41
<FLJ4100:0-43<EVE0-50
#0-42
<FL+4205<FL-4100<EVE0-50
#0-43
<FL-4205<EVE0-50
Seventh bit: A = XXX7, B = 1XXX
#000)
<FLJ4007:000*<FLJ4100:000+<EVE000/
A==0, B==0 : A=0, B=0 (no change)
#000*
<FLJ4100:000,<EVE000/
A==1, B==0 : A=1, B=0 (no change)
#000+
<FL+4007<FL-4100<EVE000/
A==0, B==1 : A=1, B=0 (change both)
#000,
<FL-4007<EVE000/
A==1, B==1 : A=0, B=1 (unset A)
#0-50
<FLJ4206:0-51<FLJ4100:0-52<EVE0-60
#0-51
<FLJ4100:0-53<EVE0-60
#0-52
<FL+4206<FL-4100<EVE0-60
#0-53
<FL-4206<EVE0-60
#0-60
<FLJ4207:0-61<FLJ4100:0-62<EVE0-70
#0-61
<FLJ4100:0-63<EVE0-70
#0-62
<FL+4207<FL-4100<EVE0-70
#0-63
<FL-4207<EVE0-70
#0-70
<FLJ4009:0.00<FLJ4019:0.20<FLJ4029:0.40<END
#0.00
<FLJ4201:0.01<FL-4001<EVE0.02
#0.01
<FL+4001<EVE0.02
#0.02
<FLJ4202:0.03<FL-4002<EVE0.04
#0.03
<FL+4002<EVE0.04
#0.04
<FLJ4203:0.05<FL-4003<EVE0.06
#0.05
<FL+4003<EVE0.06
#0.06
<FLJ4204:0.07<FL-4004<EVE0.08
#0.07
<FL+4004<EVE0.08
#0.08
<FLJ4205:0.09<FL-4005<EVE0.10
#0.09
<FL+4005<EVE0.10
#0.10
<FLJ4206:0.11<FL-4006<EVE0.12
#0.11
<FL+4006<EVE0.12
#0.12
<FLJ4207:0.13<FL-4007<EVE0.14
#0.13
<FL+4007<EVE0.14
#0.14
<FL-4009<END
#0.20
<FLJ4201:0.21<FL-4011<EVE0.22
#0.21
<FL+4011<EVE0.22
#0.22
<FLJ4202:0.23<FL-4012<EVE0.24
#0.23
<FL+4012<EVE0.24
#0.24
<FLJ4203:0.25<FL-4013<EVE0.26
#0.25
<FL+4013<EVE0.26
#0.26
<FLJ4204:0.27<FL-4014<EVE0.28
#0.27
<FL+4014<EVE0.28
#0.28
<FLJ4205:0.29<FL-4015<EVE0.30
#0.29
<FL+4015<EVE0.30
#0.30
<FLJ4206:0.31<FL-4016<EVE0.32
#0.31
<FL+4016<EVE0.32
#0.32
<FL-4019<EVE0015 Increment item counter after collecting HP
#0.40
<FLJ4201:0.41<FL-4021<EVE0.42
#0.41
<FL+4021<EVE0.42
#0.42
<FLJ4202:0.43<FL-4022<EVE0.44
#0.43
<FL+4022<EVE0.44
#0.44
<FLJ4203:0.45<FL-4023<EVE0.46
#0.45
<FL+4023<EVE0.46
#0.46
<FLJ4204:0.47<FL-4024<EVE0.48
#0.47
<FL+4024<EVE0.48
#0.48
<FLJ4205:0.49<FL-4025<EVE0.50
#0.49
<FL+4025<EVE0.50
#0.50
<FLJ4206:0.51<FL-4026<EVE0.52
#0.51
<FL+4026<EVE0.52
#0.52
<FLJ4207:0.53<FL-4027<EVE0.54
#0.53
<FL+4027<EVE0.54
#0.54
<FL-4029
<FL-7999<SVP<FL+7999
<END Save the incremented death counter before continuing gameplay
#0/00
<FL+4009<FL+4301<FL-4302<FL-4303
<FLJ4001:0/01<FL-4201<EVE0/02
#0/01
<FL+4201<EVE0/02
#0/02
<FLJ4002:0/03<FL-4202<EVE0/04
#0/03
<FL+4202<EVE0/04
#0/04
<FLJ4003:0/05<FL-4203<EVE0/06
#0/05
<FL+4203<EVE0/06
#0/06
<FLJ4004:0/07<FL-4204<EVE0/08
#0/07
<FL+4204<EVE0/08
#0/08
<FLJ4005:0/09<FL-4205<EVE0/10
#0/09
<FL+4205<EVE0/10
#0/10
<FLJ4006:0/11<FL-4206<EVE0/12
#0/11
<FL+4206<EVE0/12
#0/12
<FLJ4007:0/13<FL-4207<EVE0/14
#0/13
<FL+4207<EVE0/14
#0/14
<EVE0-00
#0/20
<FL+4019
<FLJ4011:0/21<FL-4201<EVE0/22
#0/21
<FL+4201<EVE0/22
#0/22
<FLJ4012:0/23<FL-4202<EVE0/24
#0/23
<FL+4202<EVE0/24
#0/24
<FLJ4013:0/25<FL-4203<EVE0/26
#0/25
<FL+4203<EVE0/26
#0/26
<FLJ4014:0/27<FL-4204<EVE0/28
#0/27
<FL+4204<EVE0/28
#0/28
<FLJ4015:0/29<FL-4205<EVE0/30
#0/29
<FL+4205<EVE0/30
#0/30
<FLJ4016:0/31<FL-4206<EVE0/32
#0/31
<FL+4206<EVE0/32
#0/32
<EVE0-00
#0/40
<FLJ4035:0000<FLJ4034:0/44<FLJ4033:0/43<FLJ4032:0/42<FLJ4031:0/41
<FL+4031<EVE0015
#0/41
<FL+4032<EVE0015
#0/42
<FL+4033<EVE0015
#0/43
<FL+4034<EVE0015
#0/44
<FL+4035<EVE0015
#0/50
<FL+4029<FL+4301<FL-4302<FL-4303
<FLJ4021:0/51<FL-4201<EVE0/52
#0/51
<FL+4201<EVE0/52
#0/52
<FLJ4022:0/53<FL-4202<EVE0/54
#0/53
<FL+4202<EVE0/54
#0/54
<FLJ4023:0/55<FL-4203<EVE0/56
#0/55
<FL+4203<EVE0/56
#0/56
<FLJ4024:0/57<FL-4204<EVE0/58
#0/57
<FL+4204<EVE0/58
#0/58
<FLJ4025:0/59<FL-4205<EVE0/60
#0/59
<FL+4205<EVE0/60
#0/60
<FLJ4026:0/61<FL-4206<EVE0/62
#0/61
<FL+4206<EVE0/62
#0/62
<FLJ4027:0/63<FL-4207<EVE0/64
#0/63
<FL+4207<EVE0/64
#0/64
<EVE0-00
#000.
<SK-0042<EVE0/50
#000/
<END in case i want additional behavior after incrementing
#0000
<END
#0000
<FLJ7999:000/<FL+7999
<SKJ0042:000.<END
#0001
<PRI<MSG<TUREmpty.<NOD<END
#0002
<AMJ0002:0003<PRI<MSG<TUR<GIT0002<AM+0002:0000
<AMJ0002:0003<PRI<MSG<TUR<GIT0002<AM+0002:0000<FL+7000
Got the =Polar Star=!<WAI0025<NOD<EVE0015
#0003
<PRI<MSG<TUR<GIT0013<TAM0002:0013:0000
<PRI<MSG<TUR<GIT0013<TAM0002:0013:0000<FL+7001
=Polar Star= became the =Spur=!<WAI0025<NOD<EVE0015
#0004
<PRI
<MSG<TUR<GIT0003
<MSG<TUR<GIT0003<FL+7002
Got the =Fireball=!<WAI0025<NOD<CLR
<FLJ2801:0006<FL+2801<AM+0003:0000<EVE0015
#0005
<PRI
<MSG<TUR<GIT0001
<MSG<TUR<GIT0001<FL+7003
Got the =Snake=!<WAI0025<NOD<CLR
<FLJ2801:0006<FL+2801<AM+0001:0000<EVE0015
#0006
@ -142,19 +378,19 @@ with the =Snake= and vice-versa
at the computer in Arthur's House.<WAI0050<NOD<FL+2802
<CLRTrade now?<YNJ0015<AMJ0001:0043<TAM0003:0001:0000<EVE0015
#0007
<PRI<MSG<TUR<GIT0007<AM+0007:0100<FL+2820
<PRI<MSG<TUR<GIT0007<AM+0007:0100<FL+2820<FL+7004
Got the =Bubbler=!<WAI0025<NOD<EVE0015
#0008
<PRI<MSG<TUR<GIT0004<AM+0004:0100
<PRI<MSG<TUR<GIT0004<AM+0004:0100<FL+7005
Got the =Machine Gun=!<WAI0025<NOD<EVE0015
#0009
<PRI
<MSG<TUR<GIT0009
<MSG<TUR<GIT0009<FL+7006
Got the =Blade=!<WAI0025<NOD<CLR
<FLJ2810:0011<FL+2810<AM+0009:0000<EVE0015
#0010
<PRI
<MSG<TUR<GIT0012
<MSG<TUR<GIT0012<FL+7007
Got the =Nemesis=!<WAI0025<NOD<CLR
<FLJ2810:0011<FL+2810<AM+0012:0000<EVE0015
#0011
@ -164,20 +400,20 @@ at the computer in Arthur's House.<WAI0050<NOD<FL+2811
<CLRTrade now?<YNJ0015<AMJ0009:0044<TAM0012:0009:0000<EVE0015
#0012
<PRI<MSG<TUR<GIT1006Got a =Life Capsule=!<ML+0003
Max health increased by 3!<WAI0025<NOD<EVE0015
Max health increased by 3!<WAI0025<NOD<FL+4301<FL+4302<FL-4303<EVE0028
#0013
<PRI<MSG<TUR<GIT1006Got a =Life Capsule=!<ML+0004
Max health increased by 4!<WAI0025<NOD<EVE0015
Max health increased by 4!<WAI0025<NOD<FL-4301<FL-4302<FL+4303<EVE0028
#0014
<PRI<MSG<TUR<GIT1006Got a =Life Capsule=!<ML+0005
Max health increased by 5!<WAI0025<NOD<EVE0015
Max health increased by 5!<WAI0025<NOD<FL+4301<FL-4302<FL+4303<EVE0028
#0015
<EVE00.' Shortcut to increment the item counter. much easier than remembering that ridiculous event number
<EVE0/00 increment the item counter
#0016
<PRI<MSG<TUR
Do you want to save?<YNJ0000<FL+0431<SVP<CLRGame saved.<NOD<END
Do you want to save?<YNJ0000<FL+0431<FL-7999<SVP<FL+7999<CLRGame saved.<NOD<END
#0017
<PRI<SAT<FLJ0201:0018
<LI+1000<SOU0020<AE+<MSG
@ -214,22 +450,26 @@ Got the last =Puppy=!<WAI0025<NOD<EVE0015
#0026
<CNP5274:0136:0000<EVE0021
#0028
<EVE0/20 Add to life counter
#0029
<EVE0/40 Set missile expansion count flags
#0030
<PRI<FLJ2420:0032<FLJ0201:0031<FL+0201<AM+0005:0010<MSG<TUR
<GIT0005Got the =Missile Launcher=!<WAI0025<NOD<EVE0015
<PRI<FLJ2420:0032<FLJ0201:0031<FL+0201<FL+7008<AM+0005:0010<MSG<TUR
<GIT0005Got the =Missile Launcher=!<WAI0025<NOD<EVE0029
#0031
<PRI<AM+0005:0005<MSG<TUR
<GIT0006Max missiles increased by 5!<WAI0025<NOD<EVE0015
<GIT0006Max missiles increased by 5!<WAI0025<NOD<EVE0029
#0032
<PRI<AM+0010:0005<MSG<TUR
<GIT0011Max missiles increased by 5!<WAI0025<NOD<EVE0015
<GIT0011Max missiles increased by 5!<WAI0025<NOD<EVE0029
#0033
<FL+2421<AMJ0005:0034<EVE0030
#0034
<PRI<FL+2420<FL-2421<MSG<TUR<GIT0010<TAM0005:0010:0000
<PRI<FL+2420<FL-2421<FL+7009<MSG<TUR<GIT0010<TAM0005:0010:0000
Your Missiles have been powered up!<WAI0025<NOD<EVE0015
#0035
<PRI<FLJ2420:0037<FLJ0201:0036<FL+0201<MSG<TUR<GIT0005<AM+0005:0029
<PRI<FL+4036<FLJ2420:0037<FLJ0201:0036<FL+0201<MSG<TUR<GIT0005<AM+0005:0029
Got the =Missile Launcher=!<WAI0025<NOD<EVE0015
#0036
<PRI<AM+0005:0024<MSG<TUR<GIT0006Max missiles increased by 24!<WAI0025<NOD<EVE0015
@ -238,16 +478,19 @@ Got the =Missile Launcher=!<WAI0025<NOD<EVE0015
#0038
<FLJ2421:0034<EVE0030
#0040
<SK+0042
<KEY<CMU0000<WAI0040<PRI<WAI0040<CMU0003
<MSG<TUR
You have died.<NOD<CLRWant to retry?<YNJ0049<CLO
<FAO0001<WAI0050<FLJ0431:0048<INI
#0041
<SK+0042
<KEY<CMU0000<HMC<WAI0040<PRI<WAI0040<CMU0003
<MSG<TUR
You have drowned.<NOD<CLRWant to retry?<YNJ0049<CLO
<FAO0001<WAI0050<FLJ0431:0048<INI
#0042
<SK+0042
<KEY<CMU0000<WAI0040<PRI<WAI0040<CMU0003
<MSG<TUR<HMC
You were never seen again...<NOD<CLRWant to retry?<YNJ0049<CLO
@ -263,117 +506,117 @@ You were never seen again...<NOD<CLRWant to retry?<YNJ0049<CLO
#0049
<CLO<FAO0004<ESC
#0051
<PRI<MSG<TUR<GIT1001<IT+0001
<PRI<MSG<TUR<GIT1001<IT+0001<FL+7100
Got =Arthur's Key=!<WAI0025<NOD<EVE0015
#0052
<PRI<MSG<TUR<GIT1002<IT+0002<EQ+0002
<PRI<MSG<TUR<GIT1002<IT+0002<EQ+0002<FL+7101
Got the =Map System=!<WAI0025<NOD<EVE0015
#0053
<PRI<MSG<TUR<GIT1003<IT+0003
<PRI<MSG<TUR<GIT1003<IT+0003<FL+7102
Got =Santa's Key=!<WAI0025<NOD<EVE0015
#0054
<PRI<MSG<TUR<GIT1004<IT+0004
<PRI<MSG<TUR<GIT1004<IT+0004<FL+7103
Got the =Silver Locket=!<WAI0025<NOD<EVE0015
#0055
<PRI<MSG<TUR<GIT1005<IT+0005
<PRI<MSG<TUR<GIT1005<IT+0005<FL+7104
Got the =Beast Fang=!<WAI0025<NOD<EVE0015
#0057
<PRI<MSG<TUR<GIT1007<IT+0007
<PRI<MSG<TUR<GIT1007<IT+0007<FL+7105
Got the =ID Card=!<WAI0025<NOD<EVE0015
#0058
<PRI<MSG<TUR<GIT1008<IT+0008
<PRI<MSG<TUR<GIT1008<IT+0008<FL+7106
Got the =Jellyfish Juice=!<WAI0025<NOD<EVE0015
#0059
<PRI<MSG<TUR<GIT1009<IT+0009
<PRI<MSG<TUR<GIT1009<IT+0009<FL+7107
Got the =Rusty Key=!<WAI0025<NOD<EVE0015
#0060
<PRI<MSG<TUR<GIT1010<IT+0010
<PRI<MSG<TUR<GIT1010<IT+0010<FL+7108
Got the =Gum Key=!<WAI0025<NOD<EVE0015
#0061
<PRI<MSG<TUR<GIT1011<IT+0011
<PRI<MSG<TUR<GIT1011<IT+0011<FL+7109
Got the =Gum Base=!<WAI0025<NOD<EVE0015
#0062
<PRI<MSG<TUR<GIT1012<IT+0012
<PRI<MSG<TUR<GIT1012<IT+0012<FL+7110
Got the =Charcoal=!<WAI0025<NOD<EVE0015
#0063
<PRI<MSG<TUR<GIT1013<IT+0013
<PRI<MSG<TUR<GIT1013<IT+0013<FL+7111
Got the =Explosive=!<WAI0025<NOD<EVE0015
#0064
<EVE0020
<EVE0020<FL+7112 (Puppies have their own flags)
#0065
<PRI<MSG<TUR<GIT1015<IT+0015
<PRI<MSG<TUR<GIT1015<IT+0015<FL+7113
Got the =Life Pot=!<WAI0025<NOD<EVE0015
#0066
<PRI<MSG<TUR<GIT1016<IT+0016
<PRI<MSG<TUR<GIT1016<IT+0016<FL+7114
Got the =Cure-All=!<WAI0025<NOD<EVE0015
#0067
<PRI<MSG<TUR<GIT1017<IT+0017
<PRI<MSG<TUR<GIT1017<IT+0017<FL+7115
Got the =Clinic Key=!<WAI0025<NOD<EVE0015
#0068
<ITJ0018:0073
<PRI<MSG<TUR<GIT1018<IT+0018<EQ+0001<FL+0742
<PRI<MSG<TUR<GIT1018<IT+0018<EQ+0001<FL+0742<FL+7116
Got the =Booster v0.8=!<WAI0025<NOD<EVE0015
#0069
<PRI<MSG<TUR<GIT1019<IT+0019<EQ+0004
<PRI<MSG<TUR<GIT1019<IT+0019<EQ+0004<FL+7117
Got the =Arms Barrier=!<WAI0025<NOD<EVE0015
#0070
<PRI<MSG<TUR<GIT1020<IT+0020<EQ+0008
<PRI<MSG<TUR<GIT1020<IT+0020<EQ+0008<FL+7118
Got the =Turbocharge=!<WAI0025<NOD<EVE0015
#0071
<PRI<MSG<TUR<GIT1021<IT+0021<EQ+0016<FL+2900
<PRI<MSG<TUR<GIT1021<IT+0021<EQ+0016<FL+2900<FL+7119
Got =Curly's Air Tank=!<WAI0025<NOD<EVE0015
#0072
<PRI<MSG<TUR<GIT1022<IT+0022
<PRI<MSG<TUR<GIT1022<IT+0022<FL+7120
Got the =Nikumaru Counter=!<WAI0025<NOD<EVE0015
#0073
<PRI<MSG<TUR<GIT1023<IT+0023<IT-0018<EQ+0032<EQ-0001<FL+0743<FL-0742
<PRI<MSG<TUR<GIT1023<IT+0023<IT-0018<EQ+0032<EQ-0001<FL+0743<FL-0742<FL+7121
Got the =Booster v2.0=!<WAI0025<NOD<EVE0015
#0074
<IT+0024<EQ+0064<FL+1020
<IT+0024<EQ+0064<FL+1020<FL+7122
<PRI<MSG<TUR<GIT1024
Got the =Mimiga Mask=!<WAI0025<NOD<EVE0015
#0075
<PRI<MSG<TUR<GIT1025<IT+0025
<PRI<MSG<TUR<GIT1025<IT+0025<FL+7123
Got the =Teleporter Room Key=!<WAI0025<NOD<EVE0015
#0076
<PRI<MSG<TUR<GIT1026<IT+0026
<PRI<MSG<TUR<GIT1026<IT+0026<FL+7124
Got =Sue's Letter=!<WAI0025<NOD<EVE0015
#0077
<PRI<MSG<TUR<GIT1027<IT+0027
<PRI<MSG<TUR<GIT1027<IT+0027<FL+7125
Got the =Controller=!<WAI0025<NOD<EVE0015
#0078
<PRI<MSG<TUR<GIT1028<IT+0028
<PRI<MSG<TUR<GIT1028<IT+0028<FL+7126
Got the =Broken Sprinkler=!<WAI0025<NOD<EVE0015
#0079
<PRI<MSG<TUR<GIT1029<IT+0029
<PRI<MSG<TUR<GIT1029<IT+0029<FL+7127
Got the =Sprinkler=!<WAI0025<NOD<EVE0015
#0080
<PRI<MSG<TUR<GIT1030<IT+0030
<PRI<MSG<TUR<GIT1030<IT+0030<FL+7128
Got the =Tow Rope=!<WAI0025<NOD<EVE0015
#0081
<PRI<MSG<TUR<GIT1031<IT+0031
<PRI<MSG<TUR<GIT1031<IT+0031<FL+7129
Got the =Clay Figure Medal=!<WAI0025<NOD<EVE0015
#0082
<PRI<MSG<TUR<GIT1032<IT+0032
<PRI<MSG<TUR<GIT1032<IT+0032<FL+7130
Got the =Little Man=!<WAI0025<NOD<EVE0015
#0083
<PRI<MSG<TUR<GIT1033<IT+0033
<PRI<MSG<TUR<GIT1033<IT+0033<FL+7131
Got the =Mushroom Badge=!<WAI0025<NOD<EVE0015
#0084
<PRI<MSG<TUR<GIT1034<IT+0034
<PRI<MSG<TUR<GIT1034<IT+0034<FL+7132
Got =Ma Pignon=!<WAI0025<NOD<EVE0015
#0085
<PRI<MSG<TUR<GIT1035<IT+0035
<PRI<MSG<TUR<GIT1035<IT+0035<FL+7133
Got =Curly's Underwear=!<WAI0025<NOD<EVE0015
#0086
<PRI<MSG<TUR<GIT1036<IT+0036
<PRI<MSG<TUR<GIT1036<IT+0036<FL+7134
Got the =Alien Medal=!<WAI0025<NOD<EVE0015
#0087
<PRI<MSG<TUR<GIT1037<IT+0037
<PRI<MSG<TUR<GIT1037<IT+0037<FL+7135
Got =Chaco's Lipstick=!<WAI0025<NOD<EVE0015
#0088
<PRI<MSG<TUR<GIT1038<IT+0038<EQ+0128<FL+0722
<PRI<MSG<TUR<GIT1038<IT+0038<EQ+0128<FL+0722<FL+7136
Got the =Whimsical Star=!<WAI0025<NOD<EVE0015
#0089
<PRI<MSG<TUR<GIT1039<IT+0039
<PRI<MSG<TUR<GIT1039<IT+0039<FL+7137
Got the =Iron Bond=!<WAI0025<NOD<EVE0015

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@ -157,3 +157,6 @@
<FMU<WAI0200<CMU0000
<CNP0600:0360:0000
<WAI9999<END
#1300
<FAI0001<WAI9999<END

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@ -8,7 +8,7 @@
#0093
<MNA<CMU0002<FAI0003<FLJ6202:0095<END
#0094
<MNA<CMU0002<FAI0004<FLJ6202:0095<END
<MNA<CMU0002<FAI0004<FLJ6202:0095<EVE0000
#0095
<CMP0017:0003:0138<CMP0017:0002:0000<CMP0017:0004:0000<END
Make the chest (5HP Life Capsule) always accessible in Camp mode

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@ -8,7 +8,7 @@
#0093
<MNA<CMU0002<FAI0003<END
#0094
<MNA<FLJ0341:0095<CMU0002<FAI0004<END
<MNA<FLJ0341:0095<CMU0002<FAI0004<EVE0000
#0095
<CMU0014<FAI0004<END
#0098
@ -39,7 +39,7 @@
#0200
<FL+2892
<PS+0001:0201<PS+0002:0205<PS+0003:0211<PS+0004:0220<PS+0005:0220
<KEY<SAT<MSGArthur's Arsenal:<NOD<SLP
<KEY<SAT<MSGArthur's Arsenal:<NOD<SLP
#0201
<FLJ2802:0202<MSGCan't trade.<NOD<SLP
#0202

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@ -2,7 +2,7 @@
#0090
<MNA<CMU0008<FAI0000<END
#0091
<MNA<CMU0008<FAI0001<END
<MNA<CMU0008<FAI0001<EVE0000
#0092
<MNA<CMU0008<FAI0002<END
#0093

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@ -1,4 +1,4 @@
#0100
<KEY<CRE<ANP0200:0010:0002<WAI0050
<FAI0001<WAI0484<FAO0001
<WAI9999<END
<TRA0000:1300:0000:0000

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@ -1 +1 @@
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@ -1 +1 @@
S`a``=:l{u‰lsulq~€`b``j``a`j```bl‡qy``e0=:lvqy```al‡qy`dhdlvq```a=:l‡qyiiiilu~t
lyzyyVS<EFBFBD><EFBFBD><EFBFBD>吏y{yyペyzyペyy{<7B>樺yy~yVS<56>蟹yyyz<79>樺y}±<>釜yyyzVS<56>寢yyyyホ|yyペyyyペyyy

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@ -530,10 +530,11 @@ function worldGraph:Arthur() return self.spawn == "Arthur's House" end
function worldGraph:Camp() return self.spawn == "Camp" end
function worldGraph:getSpawnScript()
if self:StartPoint() then return "<FL+6200<EVE0091" end
local initialHPCounter = "<FL+4011<FL+4012" -- initializes the HP counter to 3 HP
if self:StartPoint() then return initialHPCounter .. "<FL+6200<EVE0091" end
local earlyGameFlags = "<FL+0301<FL+0302<FL+1641<FL+1642<FL+0320<FL+0321"
if self:Arthur() then return "<FL+6201" .. earlyGameFlags .. "<TRA0001:0094:0008:0004" end
if self:Camp() then return "<FL+6202" .. earlyGameFlags .. "<TRA0040:0094:0014:0009" end
if self:Arthur() then return initialHPCounter .. "<FL+6201" .. earlyGameFlags .. "<TRA0001:0094:0008:0004" end
if self:Camp() then return initialHPCounter .. "<FL+6202" .. earlyGameFlags .. "<TRA0040:0094:0014:0009" end
end
function worldGraph:getLocations()