mirror of https://github.com/zeldaret/oot.git
buffer -> digitBuf
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@ -238,7 +238,7 @@ void KaleidoScope_DrawDebugEditor(PlayState* play) {
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Gfx* gfx;
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Gfx* gfxRef;
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// Used for both storing the digits of the drawn numbers and digit positions
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s16 buffer[4];
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s16 digitBuf[4];
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s16 slot;
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s16 i;
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s16 j;
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@ -282,162 +282,162 @@ void KaleidoScope_DrawDebugEditor(PlayState* play) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
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// Rupees
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buffer[0] = buffer[1] = buffer[2] = 0;
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buffer[3] = gSaveContext.save.info.playerData.rupees;
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while (buffer[3] >= 1000) {
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buffer[0]++;
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buffer[3] -= 1000;
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digitBuf[0] = digitBuf[1] = digitBuf[2] = 0;
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digitBuf[3] = gSaveContext.save.info.playerData.rupees;
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while (digitBuf[3] >= 1000) {
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digitBuf[0]++;
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digitBuf[3] -= 1000;
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}
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while (buffer[3] >= 100) {
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buffer[1]++;
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buffer[3] -= 100;
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while (digitBuf[3] >= 100) {
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digitBuf[1]++;
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digitBuf[3] -= 100;
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}
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while (buffer[3] >= 10) {
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buffer[2]++;
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buffer[3] -= 10;
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while (digitBuf[3] >= 10) {
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digitBuf[2]++;
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digitBuf[3] -= 10;
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}
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for (i = 0, x = 68; i < 4; i++, x += 10) {
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KaleidoScope_DrawDigit(play, buffer[i], x, 15);
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KaleidoScope_DrawDigit(play, digitBuf[i], x, 15);
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}
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// Health capacity
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buffer[2] = 0;
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buffer[3] = gSaveContext.save.info.playerData.healthCapacity / 0x10;
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while (buffer[3] >= 10) {
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buffer[2]++;
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buffer[3] -= 10;
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digitBuf[2] = 0;
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digitBuf[3] = gSaveContext.save.info.playerData.healthCapacity / 0x10;
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while (digitBuf[3] >= 10) {
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digitBuf[2]++;
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digitBuf[3] -= 10;
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}
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KaleidoScope_DrawDigit(play, buffer[2], 146, 15);
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KaleidoScope_DrawDigit(play, buffer[3], 156, 15);
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KaleidoScope_DrawDigit(play, digitBuf[2], 146, 15);
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KaleidoScope_DrawDigit(play, digitBuf[3], 156, 15);
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// Health
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buffer[2] = 0;
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buffer[3] = gSaveContext.save.info.playerData.health / 0x10;
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while (buffer[3] >= 10) {
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buffer[2]++;
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buffer[3] -= 10;
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digitBuf[2] = 0;
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digitBuf[3] = gSaveContext.save.info.playerData.health / 0x10;
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while (digitBuf[3] >= 10) {
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digitBuf[2]++;
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digitBuf[3] -= 10;
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}
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KaleidoScope_DrawDigit(play, buffer[2], 172, 15);
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KaleidoScope_DrawDigit(play, buffer[3], 182, 15);
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KaleidoScope_DrawDigit(play, digitBuf[2], 172, 15);
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KaleidoScope_DrawDigit(play, digitBuf[3], 182, 15);
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// Inventory
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for (slot = 0, i = 0, y = 35; i < 4; i++, y += 15) {
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for (j = 0, x = 78; j < 6; j++, slot++, x += 26) {
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buffer[2] = 0;
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digitBuf[2] = 0;
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if ((slot <= SLOT_BOW) || (slot == SLOT_SLINGSHOT) || (slot == SLOT_BOMBCHU) || (slot == SLOT_MAGIC_BEAN)) {
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buffer[3] = AMMO(gAmmoItems[slot]);
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digitBuf[3] = AMMO(gAmmoItems[slot]);
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} else if (slot == SLOT_OCARINA) {
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buffer[3] = gSaveContext.save.info.inventory.items[slot];
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digitBuf[3] = gSaveContext.save.info.inventory.items[slot];
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} else {
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buffer[3] = gSaveContext.save.info.inventory.items[slot];
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digitBuf[3] = gSaveContext.save.info.inventory.items[slot];
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}
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if (buffer[3] != ITEM_NONE) {
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while (buffer[3] >= 10) {
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buffer[2]++;
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buffer[3] -= 10;
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if (digitBuf[3] != ITEM_NONE) {
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while (digitBuf[3] >= 10) {
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digitBuf[2]++;
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digitBuf[3] -= 10;
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}
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} else {
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buffer[2] = buffer[3] = 0;
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digitBuf[2] = digitBuf[3] = 0;
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}
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KaleidoScope_DrawDigit(play, buffer[2], x, y);
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KaleidoScope_DrawDigit(play, buffer[3], x + 10, y);
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KaleidoScope_DrawDigit(play, digitBuf[2], x, y);
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KaleidoScope_DrawDigit(play, digitBuf[3], x + 10, y);
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}
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}
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// Keys
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for (buffer[1] = 78, i = 0; i < 17; i++) {
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buffer[2] = 0;
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for (digitBuf[1] = 78, i = 0; i < 17; i++) {
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digitBuf[2] = 0;
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if ((buffer[3] = gSaveContext.save.info.inventory.dungeonKeys[i]) >= 0) {
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while (buffer[3] >= 10) {
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buffer[2]++;
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buffer[3] -= 10;
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if ((digitBuf[3] = gSaveContext.save.info.inventory.dungeonKeys[i]) >= 0) {
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while (digitBuf[3] >= 10) {
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digitBuf[2]++;
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digitBuf[3] -= 10;
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}
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} else {
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buffer[2] = buffer[3] = 0;
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digitBuf[2] = digitBuf[3] = 0;
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}
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KaleidoScope_DrawDigit(play, buffer[3], buffer[1], 98);
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buffer[1] += 10;
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KaleidoScope_DrawDigit(play, digitBuf[3], digitBuf[1], 98);
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digitBuf[1] += 10;
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}
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// Upgrades
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for (buffer[1] = 78, i = 0; i < 8; i++, buffer[1] += 12) {
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KaleidoScope_DrawDigit(play, CUR_UPG_VALUE(i), buffer[1], 115);
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for (digitBuf[1] = 78, i = 0; i < 8; i++, digitBuf[1] += 12) {
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KaleidoScope_DrawDigit(play, CUR_UPG_VALUE(i), digitBuf[1], 115);
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}
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// Equipment
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for (buffer[1] = 202, i = 0; i < 4; i++, buffer[1] += 12) {
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KaleidoScope_DrawDigit(play, ALL_EQUIP_VALUE(i), buffer[1], 115);
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for (digitBuf[1] = 202, i = 0; i < 4; i++, digitBuf[1] += 12) {
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KaleidoScope_DrawDigit(play, ALL_EQUIP_VALUE(i), digitBuf[1], 115);
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}
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// Dungeon Items
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for (buffer[1] = 78, i = 0; i < 12; i++, buffer[1] += 12) {
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buffer[2] = gSaveContext.save.info.inventory.dungeonItems[i] & gEquipMasks[0];
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KaleidoScope_DrawDigit(play, buffer[2], buffer[1], 132);
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for (digitBuf[1] = 78, i = 0; i < 12; i++, digitBuf[1] += 12) {
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digitBuf[2] = gSaveContext.save.info.inventory.dungeonItems[i] & gEquipMasks[0];
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KaleidoScope_DrawDigit(play, digitBuf[2], digitBuf[1], 132);
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}
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// Medallions
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for (buffer[1] = 78, i = 0; i < 6; i++, buffer[1] += 12) {
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buffer[2] = 0;
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for (digitBuf[1] = 78, i = 0; i < 6; i++, digitBuf[1] += 12) {
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digitBuf[2] = 0;
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if (CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST + i)) {
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buffer[2] = 1;
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digitBuf[2] = 1;
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}
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KaleidoScope_DrawDigit(play, buffer[2], buffer[1], 149);
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KaleidoScope_DrawDigit(play, digitBuf[2], digitBuf[1], 149);
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}
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// Spiritual Stones
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for (buffer[1] = 210, i = 0; i < 3; i++, buffer[1] += 12) {
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buffer[2] = 0;
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for (digitBuf[1] = 210, i = 0; i < 3; i++, digitBuf[1] += 12) {
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digitBuf[2] = 0;
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if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD + i)) {
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buffer[2] = 1;
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digitBuf[2] = 1;
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}
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KaleidoScope_DrawDigit(play, buffer[2], buffer[1], 149);
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KaleidoScope_DrawDigit(play, digitBuf[2], digitBuf[1], 149);
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}
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// Songs
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for (buffer[1] = 78, i = 0; i < 12; i++, buffer[1] += 12) {
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buffer[2] = 0;
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for (digitBuf[1] = 78, i = 0; i < 12; i++, digitBuf[1] += 12) {
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digitBuf[2] = 0;
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if (CHECK_QUEST_ITEM(QUEST_SONG_MINUET + i)) {
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buffer[2] = 1;
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digitBuf[2] = 1;
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}
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KaleidoScope_DrawDigit(play, buffer[2], buffer[1], 166);
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KaleidoScope_DrawDigit(play, digitBuf[2], digitBuf[1], 166);
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}
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// Other Quest Items
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for (buffer[1] = 78, i = 0; i < 2; i++, buffer[1] += 12) {
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buffer[2] = 0;
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for (digitBuf[1] = 78, i = 0; i < 2; i++, digitBuf[1] += 12) {
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digitBuf[2] = 0;
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if (CHECK_QUEST_ITEM(QUEST_STONE_OF_AGONY + i)) {
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buffer[2] = 1;
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digitBuf[2] = 1;
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}
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KaleidoScope_DrawDigit(play, buffer[2], buffer[1], 185);
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KaleidoScope_DrawDigit(play, digitBuf[2], digitBuf[1], 185);
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}
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// GS Tokens
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buffer[3] = gSaveContext.save.info.inventory.gsTokens;
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buffer[1] = 0;
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buffer[2] = 0;
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while (buffer[3] >= 100) {
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buffer[1]++;
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buffer[3] -= 100;
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digitBuf[3] = gSaveContext.save.info.inventory.gsTokens;
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digitBuf[1] = 0;
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digitBuf[2] = 0;
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while (digitBuf[3] >= 100) {
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digitBuf[1]++;
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digitBuf[3] -= 100;
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}
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while (buffer[3] >= 10) {
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buffer[2]++;
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buffer[3] -= 10;
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while (digitBuf[3] >= 10) {
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digitBuf[2]++;
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digitBuf[3] -= 10;
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}
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KaleidoScope_DrawDigit(play, buffer[1], 145, 185);
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KaleidoScope_DrawDigit(play, buffer[2], 155, 185);
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KaleidoScope_DrawDigit(play, buffer[3], 165, 185);
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KaleidoScope_DrawDigit(play, digitBuf[1], 145, 185);
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KaleidoScope_DrawDigit(play, digitBuf[2], 155, 185);
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KaleidoScope_DrawDigit(play, digitBuf[3], 165, 185);
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// Heart Pieces (X / 4)
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KaleidoScope_DrawDigit(
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