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Rename _UpdateSprites to _UpdateActiveSprites and create UpdateActiveSprites in home back (along with the existing UpdateSprites)
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@@ -288,7 +288,7 @@ BoardMenu_BreakDieAnimation:
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ld a, $4 * SPRITEOAMSTRUCT_LENGTH ; w/o SPRITE_ANIM_OBJ_BOARD_MENU_APPEAR_DIE_NUMBER
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.go
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ldh [hUsedSpriteIndex], a
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farcall _UpdateSpritesAfterOffset
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farcall _UpdateActiveSpritesAfterOffset
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ld de, SFX_STRENGTH
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call PlaySFX
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@@ -315,7 +315,7 @@ BoardMenu_BreakDieAnimation:
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ld a, $4 * SPRITEOAMSTRUCT_LENGTH
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ldh [hUsedSpriteIndex], a
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farcall _UpdateSpritesAfterOffset
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farcall _UpdateActiveSpritesAfterOffset
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; play move die number animation
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ld a, 43 ; total duration of SPRITE_ANIM_FRAMESET_BOARD_MENU_MOVE_DIE_NUMBER
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@@ -57,7 +57,7 @@ EndSpaceScript::
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; clear spaces left sprites
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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farcall _UpdateSprites
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call UpdateActiveSprites
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; fade out slow to white
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ld b, RGBFADE_TO_WHITE_8BGP_8OBP
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jp DoRGBFadeEffect
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@@ -94,8 +94,7 @@ ArriveToRegularSpace:
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ld a, [wPlayerTile]
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cp COLL_END_SPACE
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ret nz
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farcall _UpdateSprites
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ret
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jp UpdateActiveSprites
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LandedInRegularSpaceScript:
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callasm LandedInRegularSpace
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