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Break up engine/sprites.asm; address yenatch's comments
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@@ -312,13 +312,13 @@ VolumeOff:: ; 3ca3
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ret
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; 3ca8
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Unused_RotatePalettesRightMusic:: ; 3ca8
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Unused_FadeOutMusic:: ; 3ca8
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ld a, 4
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ld [MusicFade], a
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ret
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; 3cae
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RotatePalettesLeftMusic:: ; 3cae
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FadeInMusic:: ; 3cae
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ld a, 4 | 1 << 7
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ld [MusicFade], a
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ret
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@@ -2014,7 +2014,7 @@ FadeToMenu:: ; 2b29
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; 2b3c
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ReturnToCallingMenu:: ; 2b3c
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CloseSubmenu:: ; 2b3c
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call ClearBGPalettes
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call Function2bae
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call UpdateSprites
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@@ -292,7 +292,7 @@ Function87d:: ; 87d
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ld a, $ff
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ld [wOtherPlayerLinkAction], a
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.loop
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call LinkCommunicationsSendReceive
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call LinkTransfer
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call DelayFrame
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call Function82b
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jr z, .check
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@@ -318,14 +318,14 @@ Function87d:: ; 87d
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ld b, 10
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.receive
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call DelayFrame
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call LinkCommunicationsSendReceive
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call LinkTransfer
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dec b
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jr nz, .receive
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ld b, 10
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.acknowledge
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call DelayFrame
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call LinkCommunicationsSignalDataReceived
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call LinkDataReceived
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dec b
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jr nz, .acknowledge
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@@ -334,7 +334,7 @@ Function87d:: ; 87d
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ret
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; 8c1
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LinkCommunicationsSendReceive:: ; 8c1
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LinkTransfer:: ; 8c1
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push bc
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ld b, SERIAL_TIMECAPSULE
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ld a, [wLinkMode]
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@@ -380,7 +380,7 @@ LinkCommunicationsSendReceive:: ; 8c1
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ret
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; 908
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LinkCommunicationsSignalDataReceived:: ; 908
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LinkDataReceived:: ; 908
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; Let the other system know that the data has been received.
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xor a
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ld [hSerialSend], a
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