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Implementation
!RAM		= $0BF6			; 256 bytes of free RAM. Must be on shadow RAM.

!L1_Screen_Lo = !RAM ; 96 bytes (32 * 3).
!L2_Screen_Lo = !RAM+48 ; 48 bytes (shared).
!L1_Screen_Hi = !RAM+96 ; 96 bytes (32 * 3).
!L2_Screen_Hi = !RAM+96+48 ; 48 bytes (shared).

; These ones don't need to be on the shadow RAM, though...
!L1_Lookup_Lo = !RAM+96+96 ; 32 bytes
!L2_Lookup_Lo = !RAM+96+96+16 ; 16 bytes (shared)
!L1_Lookup_Hi = !RAM+96+96+32 ; 32 bytes
!L2_Lookup_Hi = !RAM+96+96+32+16 ; 16 bytes (shared)

org $00BDA8

; These pointers will remap the Map16 per screen table to the RAM, which is the main
; key behind the patch: we can dynamically modify the table, keeping compatibility with
; pretty much all ASM hacks and original game map16 modifications.

Ptrs00BDA8:
dw !L1_Screen_Lo
dw !L1_Screen_Lo
dw !L1_Screen_Lo
dw $0000
dw $0000
dw $0000
dw $0000
dw $BBEC
dw $BBEC
dw $0000
dw $BBEC
dw $0000
dw !L1_Screen_Lo
dw $BBEC
dw !L1_Screen_Lo
dw !L1_Screen_Lo
dw $0000
dw !L1_Screen_Lo
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw !L1_Screen_Lo
dw !L1_Screen_Lo

Ptrs00BDE8:
dw !L2_Screen_Lo
dw !L2_Screen_Lo
dw !L2_Screen_Lo
dw $0000
dw $0000
dw $0000
dw $0000
dw $BC16
dw $BC16
dw $0000
dw $BC16
dw $0000
dw !L2_Screen_Lo
dw $BC16
dw !L2_Screen_Lo
dw !L2_Screen_Lo
dw $0000
dw !L2_Screen_Lo
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw !L2_Screen_Lo
dw !L2_Screen_Lo

Ptrs00BE28:
dw !L1_Screen_Hi
dw !L1_Screen_Hi
dw !L1_Screen_Hi
dw $0000
dw $0000
dw $0000
dw $0000
dw $BD54
dw $BD54
dw $0000
dw $BD54
dw $0000
dw !L1_Screen_Hi
dw $BD54
dw !L1_Screen_Hi
dw !L1_Screen_Hi
dw $0000
dw !L1_Screen_Hi
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw !L1_Screen_Hi
dw !L1_Screen_Hi

Ptrs00BE68:
dw !L2_Screen_Hi
dw !L2_Screen_Hi
dw !L2_Screen_Hi
dw $0000
dw $0000
dw $0000
dw $0000
dw $BD7E
dw $BD7E
dw $0000
dw $BD7E
dw $0000
dw !L2_Screen_Hi
dw $BD7E
dw !L2_Screen_Hi
dw !L2_Screen_Hi
dw $0000
dw !L2_Screen_Hi
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw $0000
dw !L2_Screen_Hi
dw !L2_Screen_Hi

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