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Adjust step frame and durations in StepFunction_Turn so that player's sprite is still when landing in a space (#7)
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@@ -1614,10 +1614,10 @@ StepFunction_Turn:
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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ld a, [hl]
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ld [hl], 2
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ld [hl], 4
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ld hl, OBJECT_STEP_DURATION
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add hl, bc
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ld [hl], 2
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ld [hl], 1
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call ObjectStep_IncAnonJumptableIndex
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.step1
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ld hl, OBJECT_STEP_DURATION
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@@ -1634,7 +1634,7 @@ StepFunction_Turn:
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ld [hl], a
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ld hl, OBJECT_STEP_DURATION
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add hl, bc
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ld [hl], 2
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ld [hl], 3
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call ObjectStep_IncAnonJumptableIndex
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.step2
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ld hl, OBJECT_STEP_DURATION
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@@ -3213,7 +3213,7 @@ InitBranchArrowsSprites:
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.loop
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ld a, [de]
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cp -1 ;
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jr z, .next1 ; skip this arrow if this direction is not valid
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jr z, .next1 ; skip this arrow if this direction is not available
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; draw this arrow and advance hUsedSpriteIndex
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; preserve loop variables d, e, c
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