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Rename Map<N>Object addresses to MapObject<N>; create wMapObjectsBackups and sMapObjectsBackups in respective WRAM/SRAM sections (#32)
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@@ -124,6 +124,12 @@ DEF PLAYER_OBJECT EQU 0
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DEF MAPOBJECT_PALETTE_MASK EQU %11110000
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DEF MAPOBJECT_TYPE_MASK EQU %00001111
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; number of entries in MapObjectsBackups.
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; this sets a limit to the maximum number of different maps that can be reentered during a level.
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; map groups with more than NUM_MAP_OBJECTS_BACKUPS maps are only ok if no more than
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; NUM_MAP_OBJECTS_BACKUPS can be possibly accesed during the same level play.
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DEF NUM_MAP_OBJECTS_BACKUPS EQU 10
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; SpriteMovementData struct members (see data/sprites/map_objects.asm)
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rsreset
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DEF SPRITEMOVEATTR_MOVEMENT rb ; 0
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