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Events and some WRAM cleanup
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@@ -561,48 +561,48 @@ SpriteAnimSeqData: ; 8d1c4
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db SPRITE_ANIM_FRAMESET_01, SPRITE_ANIM_SEQ_01, $00 ; 00
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db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00 ; 01
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db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_05, $05 ; 02
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db SPRITE_ANIM_FRAMESET_0A, SPRITE_ANIM_SEQ_06, $00 ; 03
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db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_SEQ_GAMEFREAK_LOGO, $00 ; 03
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db SPRITE_ANIM_FRAMESET_0B, SPRITE_ANIM_SEQ_07, $06 ; 04
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db SPRITE_ANIM_FRAMESET_0C, SPRITE_ANIM_SEQ_08, $06 ; 05
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db SPRITE_ANIM_FRAMESET_SLOT_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem
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db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; 07 slots chansey
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db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; 08 slots egg
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db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_0C, $05 ; 09
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db SPRITE_ANIM_FRAMESET_11, SPRITE_ANIM_SEQ_00, $00 ; 0a flying sprite
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db SPRITE_ANIM_FRAMESET_WALK_CYCLE, SPRITE_ANIM_SEQ_NULL, $00 ; 0a walk cycle
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0D, $08 ; 0b
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0E, $08 ; 0c
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0F, $08 ; 0d
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db SPRITE_ANIM_FRAMESET_13, SPRITE_ANIM_SEQ_10, $00 ; 0e
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db SPRITE_ANIM_FRAMESET_15, SPRITE_ANIM_SEQ_00, $00 ; 0f
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db SPRITE_ANIM_FRAMESET_15, SPRITE_ANIM_SEQ_NULL, $00 ; 0f
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db SPRITE_ANIM_FRAMESET_16, SPRITE_ANIM_SEQ_11, $00 ; 10
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db SPRITE_ANIM_FRAMESET_17, SPRITE_ANIM_SEQ_12, $00 ; 11
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db SPRITE_ANIM_FRAMESET_18, SPRITE_ANIM_SEQ_12, $00 ; 12
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db SPRITE_ANIM_FRAMESET_19, SPRITE_ANIM_SEQ_13, $00 ; 13
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db SPRITE_ANIM_FRAMESET_1A, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
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db SPRITE_ANIM_FRAMESET_1B, SPRITE_ANIM_SEQ_00, $00 ; 15
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db SPRITE_ANIM_FRAMESET_1D, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
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db SPRITE_ANIM_FRAMESET_1E, SPRITE_ANIM_SEQ_00, $00 ; 17
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db SPRITE_ANIM_FRAMESET_1D, SPRITE_ANIM_SEQ_17, $00 ; 18 flying leaves
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db SPRITE_ANIM_FRAMESET_1F, SPRITE_ANIM_SEQ_00, $00 ; 19
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db SPRITE_ANIM_FRAMESET_1B, SPRITE_ANIM_SEQ_NULL, $00 ; 15
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db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
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db SPRITE_ANIM_FRAMESET_1E, SPRITE_ANIM_SEQ_NULL, $00 ; 17
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db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_FLY_LEAF, $00 ; 18 flying leaves
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db SPRITE_ANIM_FRAMESET_1F, SPRITE_ANIM_SEQ_NULL, $00 ; 19
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db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00 ; 1a
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db SPRITE_ANIM_FRAMESET_25, SPRITE_ANIM_SEQ_00, $00 ; 1b headbutt
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db SPRITE_ANIM_FRAMESET_25, SPRITE_ANIM_SEQ_NULL, $00 ; 1b headbutt
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db SPRITE_ANIM_FRAMESET_20, SPRITE_ANIM_SEQ_13, $00 ; 1c
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db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00 ; 1d
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db SPRITE_ANIM_FRAMESET_2D, SPRITE_ANIM_SEQ_00, $00 ; 1e
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db SPRITE_ANIM_FRAMESET_2E, SPRITE_ANIM_SEQ_00, $00 ; 1f
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db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_00, $00 ; 20
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db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_00, $00 ; 21
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db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_00, $00 ; 22
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db SPRITE_ANIM_FRAMESET_2D, SPRITE_ANIM_SEQ_NULL, $00 ; 1e
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db SPRITE_ANIM_FRAMESET_2E, SPRITE_ANIM_SEQ_NULL, $00 ; 1f
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db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_NULL, $00 ; 20
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db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_NULL, $00 ; 21
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db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_NULL, $00 ; 22
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db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00 ; 23
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db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00 ; 24
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db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_00, $00 ; 25
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db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_NULL, $00 ; 25
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db SPRITE_ANIM_FRAMESET_35, SPRITE_ANIM_SEQ_1D, $00 ; 26
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db SPRITE_ANIM_FRAMESET_37, SPRITE_ANIM_SEQ_1E, $00 ; 27
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db SPRITE_ANIM_FRAMESET_38, SPRITE_ANIM_SEQ_1E, $00 ; 28
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db SPRITE_ANIM_FRAMESET_39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
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db SPRITE_ANIM_FRAMESET_3F, SPRITE_ANIM_SEQ_21, $00 ; 2a
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db SPRITE_ANIM_FRAMESET_3E, SPRITE_ANIM_SEQ_22, $00 ; 2b
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db SPRITE_ANIM_FRAMESET_40, SPRITE_ANIM_SEQ_00, $00 ; 2c
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db SPRITE_ANIM_FRAMESET_40, SPRITE_ANIM_SEQ_NULL, $00 ; 2c
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; 8d24b
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INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame
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