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overworld object struct constants
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496502b3dc
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@ -1767,3 +1767,19 @@ CAVE EQU 4
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GATE EQU 6
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GATE EQU 6
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DUNGEON EQU 7
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DUNGEON EQU 7
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; object struct
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OBJECT_SPRITE EQU $2
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OBJECT_FLAGS EQU $5
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OBJECT_PALETTE EQU $6
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OBJECT_FACING EQU $d
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OBJECT_STANDING_TILE EQU $e
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OBJECT_NEXT_TILE EQU $f
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OBJECT_MAP_X EQU $10
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OBJECT_MAP_Y EQU $11
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OBJECT_NEXT_MAP_X EQU $12
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OBJECT_NEXT_MAP_Y EQU $13
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OBJECT_SPRITE_X EQU $17
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OBJECT_SPRITE_Y EQU $18
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OBJECT_SPRITE_X_OFFSET EQU $19
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OBJECT_SPRITE_Y_OFFSET EQU $1a
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41
main.asm
41
main.asm
@ -3421,20 +3421,23 @@ Function5991: ; 5991
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Function59a4: ; 59a4
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Function59a4: ; 59a4
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xor a
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xor a
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ld hl, $c2eb
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ld hl, $c2eb
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ld bc, $000d
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ld bc, 13
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call ByteFill
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call ByteFill
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ld d, 0
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ld d, 0
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ld bc, $d4d6
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ld bc, ObjectStructs
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ld hl, $c2eb
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ld hl, $c2eb
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.asm_59b6
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.asm_59b6
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push hl
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push hl
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call Function1af1
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call Function1af1
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jr z, .asm_59d9
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jr z, .asm_59d9
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ld hl, $000d
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ld hl, OBJECT_FACING
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add hl, bc
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add hl, bc
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ld a, [hl]
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ld a, [hl]
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cp $ff
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cp -1
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jr z, .asm_59d9
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jr z, .asm_59d9
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; Define the sprite priority.
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ld e, $10
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ld e, $10
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ld hl, $0005
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ld hl, $0005
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add hl, bc
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add hl, bc
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@ -3447,7 +3450,7 @@ Function59a4: ; 59a4
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jr .asm_59e2
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jr .asm_59e2
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.asm_59d9
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.asm_59d9
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ld hl, $0028
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ld hl, ObjectStruct2 - ObjectStruct1
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add hl, bc
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add hl, bc
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ld b, h
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ld b, h
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ld c, l
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ld c, l
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@ -3455,7 +3458,7 @@ Function59a4: ; 59a4
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jr .asm_59ec
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jr .asm_59ec
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.asm_59e2
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.asm_59e2
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ld hl, $0028
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ld hl, ObjectStruct2 - ObjectStruct1
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add hl, bc
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add hl, bc
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ld b, h
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ld b, h
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ld c, l
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ld c, l
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@ -3474,13 +3477,14 @@ Function59a4: ; 59a4
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Function59f3: ; 59f3
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Function59f3: ; 59f3
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ld hl, $c2eb
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ld hl, $c2eb
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.asm_59f6
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.next
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ld a, [hli]
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ld a, [hli]
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ld d, a
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ld d, a
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and $f0
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and $f0
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ret z
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ret z
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cp c
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cp c
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jr nz, .asm_59f6
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jr nz, .next
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push bc
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push bc
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push hl
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push hl
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ld a, d
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ld a, d
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@ -3489,11 +3493,11 @@ Function59f3: ; 59f3
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call Function5a0d
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call Function5a0d
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pop hl
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pop hl
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pop bc
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pop bc
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jr .asm_59f6
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jr .next
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; 5a0d
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; 5a0d
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Function5a0d: ; 5a0d
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Function5a0d: ; 5a0d
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ld hl, $0002
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ld hl, OBJECT_SPRITE
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add hl, bc
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add hl, bc
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ld a, [hl]
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ld a, [hl]
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and $7f
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and $7f
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@ -3518,7 +3522,7 @@ Function5a0d: ; 5a0d
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or $10
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or $10
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.asm_5a2e
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.asm_5a2e
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ld hl, $0006
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ld hl, OBJECT_PALETTE
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add hl, bc
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add hl, bc
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ld d, a
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ld d, a
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ld a, [hl]
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ld a, [hl]
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@ -3533,34 +3537,37 @@ Function5a0d: ; 5a0d
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.asm_5a3f
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.asm_5a3f
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ld [$ffc2], a
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ld [$ffc2], a
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ld hl, $0017
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ld hl, OBJECT_SPRITE_X
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add hl, bc
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add hl, bc
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ld a, [hl]
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ld a, [hl]
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ld hl, $0019
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ld hl, OBJECT_SPRITE_X_OFFSET
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add hl, bc
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add hl, bc
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add [hl]
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add [hl]
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add 8
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add 8
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ld e, a
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ld e, a
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ld a, [$d14c]
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ld a, [$d14c]
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add e
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add e
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ld [$ffbf], a
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ld [$ffbf], a
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ld hl, $0018
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ld hl, OBJECT_SPRITE_Y
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add hl, bc
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add hl, bc
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ld a, [hl]
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ld a, [hl]
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ld hl, $001a
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ld hl, OBJECT_SPRITE_Y_OFFSET
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add hl, bc
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add hl, bc
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add [hl]
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add [hl]
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add $c
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add 12
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ld e, a
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ld e, a
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ld a, [$d14d]
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ld a, [$d14d]
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add e
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add e
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ld [$ffc0], a
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ld [$ffc0], a
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ld hl, $000d
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ld hl, OBJECT_FACING
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add hl, bc
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add hl, bc
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ld a, [hl]
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ld a, [hl]
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cp -1
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cp -1
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6
wram.asm
6
wram.asm
@ -1637,6 +1637,8 @@ CurDay: ; d4cb
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ds 10
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ds 10
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ObjectStructs:
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PlayerStruct: ; d4d6
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PlayerStruct: ; d4d6
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ds 2
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ds 2
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PlayerSprite: ; d4d8
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PlayerSprite: ; d4d8
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@ -1659,7 +1661,9 @@ PlayerAction: ; d4e1
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; 4 spinning
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; 4 spinning
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; 6 fishing
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; 6 fishing
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ds 1
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ds 1
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ds 2
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ds 1
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PlayerFacing: ; d4e3
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ds 1
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StandingTile: ; d4e4
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StandingTile: ; d4e4
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ds 1
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ds 1
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StandingTile2: ; d4e5
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StandingTile2: ; d4e5
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