add $0FEC, $0B89, $0BB0 to sprite_hooks
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@@ -21,11 +21,13 @@ SprGfx = $0DC0 ; Determine the GFX used for the sprite
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SprMiscA = $0DA0 ; Sprite_DamageFlash palette index
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SprMiscA = $0DA0 ; Sprite_DamageFlash palette index
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SprMiscB = $0DB0 ; Various usages, truly auxiliary
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SprMiscB = $0DB0 ; Various usages, truly auxiliary
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SprMiscC = $0DE0 ; Cardinal direction the sprite is facing
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SprMiscC = $0DE0 ; Cardinal direction the sprite is facing
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SprMiscD = $0E90 ;
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SprMiscD = $0E90 ; Pikit stolen item, misc usage
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SprMiscE = $0EB0 ; Head direction 0123 -> udlr
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SprMiscE = $0EB0 ; Head direction 0123 -> udlr
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SprMiscF = $0EC0 ;
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SprMiscF = $0EC0 ;
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SprMiscG = $0ED0 ;
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SprMiscG = $0ED0 ;
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SprMiscH = $0FC7 ; Luck based prize pack
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SprTimerA = $0DF0 ; Action, decreased by 1 each frame
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SprTimerA = $0DF0 ; Action, decreased by 1 each frame
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SprTimerB = $0E00 ; Animation, decreased by 1 each frame
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SprTimerB = $0E00 ; Animation, decreased by 1 each frame
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SprTimerC = $0E10 ; decreased by 1 each frame
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SprTimerC = $0E10 ; decreased by 1 each frame
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@@ -117,6 +119,8 @@ SprFreeze = $0FC1 ; Seems to freeze sprites
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OAMPtr = $90
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OAMPtr = $90
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OAMPtrH = $92
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OAMPtrH = $92
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OamBackup = $0FEC
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DungeonMainCheck = $021B
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DungeonMainCheck = $021B
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SpriteRanCheck = $8E
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SpriteRanCheck = $8E
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@@ -183,12 +187,18 @@ SprDefl = $0CAA
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SprPrize = $0BE0
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SprPrize = $0BE0
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; tttt a.bp
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; tttt a.bp
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; t - tile hitbox TODO ???
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; t - tile interaction hitbox
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; a - deflect arrows TODO VERIFY
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; a - deflect arrows TODO VERIFY
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; b - boss death
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; b - boss death
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; p - idk
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; p - Sprite ignores falling into a pit when frozen?
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SprTileDie = $0B6B
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SprTileDie = $0B6B
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SprPriority = $0B89
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; For sprites that interact with speical objects (arrows in particular)
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; the special object will identify its type to the sprite via this location.
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SprSpecial = $0BB0
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; If nonzero, ancillae do not interact with the sprite
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; If nonzero, ancillae do not interact with the sprite
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; Bulletproof
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; Bulletproof
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SprBulletproof = $0BA0
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SprBulletproof = $0BA0
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