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Fix section linking
Create linker script and float all sections
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@@ -32,7 +32,7 @@ _AnimateTileset:: ; fc000
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ld h, [hl]
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ld l, a
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jp [hl]
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jp hl
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; fc01b
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Tileset00Anim: ; 0xfc01b
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@@ -420,7 +420,7 @@ ScrollTileDown: ; fc36a
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AnimateFountain: ; fc387
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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ld hl, .frames
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@@ -462,7 +462,7 @@ AnimateWaterTile: ; fc402
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; Draw a water tile for the current frame in VRAM tile at de.
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; Save sp in bc (see WriteTile).
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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@@ -497,7 +497,7 @@ WaterTileFrames: ; fc41c
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ForestTreeLeftAnimation: ; fc45c
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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@@ -539,7 +539,7 @@ ForestTreeRightFrames: ; fc4a4
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ForestTreeRightAnimation: ; fc4c4
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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@@ -574,7 +574,7 @@ ForestTreeRightAnimation: ; fc4c4
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ForestTreeLeftAnimation2: ; fc4f2
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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@@ -606,7 +606,7 @@ ForestTreeLeftAnimation2: ; fc4f2
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ForestTreeRightAnimation2: ; fc51c
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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@@ -671,7 +671,7 @@ AnimateFlowerTile: ; fc56d
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; No parameters.
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; Save sp in bc (see WriteTile).
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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@@ -707,7 +707,7 @@ FlowerTileFrames: ; fc58c
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SafariFountainAnim1: ; fc5cc
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; Splash in the bottom-right corner of the fountain.
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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ld a, [TileAnimationTimer]
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@@ -729,7 +729,7 @@ SafariFountainAnim1: ; fc5cc
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SafariFountainAnim2: ; fc5eb
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; Splash in the top-left corner of the fountain.
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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ld a, [TileAnimationTimer]
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@@ -760,7 +760,7 @@ AnimateSproutPillarTile: ; fc645
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; Destination (VRAM)
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; Address of the first tile in the frame array
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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@@ -820,7 +820,7 @@ AnimateWhirlpoolTile: ; fc678
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; Only does one of 4 tiles at a time.
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; Save sp in bc (see WriteTile).
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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@@ -860,7 +860,7 @@ WriteTileFromBuffer: ; fc696
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; Write tiledata at wTileAnimBuffer to de.
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; wTileAnimBuffer is loaded to sp for WriteTile.
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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@@ -877,7 +877,7 @@ WriteTileToBuffer: ; fc6a2
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; Write tiledata de to wTileAnimBuffer.
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; de is loaded to sp for WriteTile.
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ld hl, [sp+0]
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ld hl, sp+0
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ld b, h
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ld c, l
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