Cleanup symbols, rearrange elements
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@@ -54,6 +54,17 @@ OOSPROG = $7EF3D6
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; f - Flipped by fortune tellers to decide fortune set to give
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OOSPROG2 = $7EF3C6
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; .... ...m
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; m - maku tree has met link (0: no | 1: yes)
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OOSPROG3 = $7EF3D4
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; Game state
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; 0x00 - Very start; progress cannot be saved in this state
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; 0x01 - Uncle reached
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; 0x02 - Zelda rescued
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; 0x03 - Agahnim defeated
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GAMESTATE = $7EF3C5
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; Map icon
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; 0x00 - Red X on Maku Tree/Maku Warp
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; 0x01 - Red X on Hall of Secrets
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@@ -85,10 +96,6 @@ MAPICON = $7EF3C7
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; t - Turtle Rock
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CRYSTALS = $7EF37A
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; .... ...m
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; m - maku tree has met link (0: no | 1: yes)
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OOSPROG3 = $7EF3D4
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; 01 - Fishing Rod
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; 02 - Portal Rod
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CUSTOMRODS = $7EF351
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@@ -133,7 +140,29 @@ CurrentDream = $0426
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; Current Song
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CurrentSong = $030F
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; =========================================================
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; The record format for the low table is 4 bytes:
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; byte OBJ*4+0: xxxxxxxx
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; byte OBJ*4+1: yyyyyyyy
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; byte OBJ*4+2: cccccccc
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; byte OBJ*4+3: vhoopppN
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; The record format for the high table is 2 bits:
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; bit 0/2/4/6 of byte OBJ/4: X
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; bit 1/3/5/7 of byte OBJ/4: s
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; Xxxxxxxxx = X position of the sprite. signed but see below.
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; yyyyyyyy = Y position of the sprite.
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; cccccccc = First tile of the sprite.
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; N = Name table of the sprite. See below for VRAM address calculation
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; ppp = Palette of the sprite. The first palette index is 128+ppp*16.
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; oo = Sprite priority. See below for details.
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; h/v = Horizontal/Vertical flip flags.
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; s = Sprite size flag. See below for details.
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OAMPtr = $90
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OAMPtrH = $92
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OamBackup = $0FEC
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; =========================================================
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; Sprite RAM and Functions
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@@ -343,32 +372,6 @@ OverlordTimerA = $0B28
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OverlordTimerB = $0B30
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OverlordTimerC = $0B38
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; =========================================================
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; The record format for the low table is 4 bytes:
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; byte OBJ*4+0: xxxxxxxx
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; byte OBJ*4+1: yyyyyyyy
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; byte OBJ*4+2: cccccccc
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; byte OBJ*4+3: vhoopppN
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; The record format for the high table is 2 bits:
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; bit 0/2/4/6 of byte OBJ/4: X
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; bit 1/3/5/7 of byte OBJ/4: s
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; Xxxxxxxxx = X position of the sprite. signed but see below.
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; yyyyyyyy = Y position of the sprite.
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; cccccccc = First tile of the sprite.
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; N = Name table of the sprite. See below for VRAM address calculation
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; ppp = Palette of the sprite. The first palette index is 128+ppp*16.
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; oo = Sprite priority. See below for details.
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; h/v = Horizontal/Vertical flip flags.
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; s = Sprite size flag. See below for details.
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OAMPtr = $90
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OAMPtrH = $92
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OamBackup = $0FEC
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SpriteData_OAMProp = $0DB359
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; Clear all properties for sprites
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@@ -585,11 +588,22 @@ Sprite_ProjectSpeedTowardsEntityLong = $06EA22
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; =========================================================
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; Guard and Prober functions
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; SprMiscB contains the ID of the parent sprite to alert
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Guard_ChaseLinkOnOneAxis = $05C542
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Guard_ParrySwordAttacks = $06EB5E
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Probe_CheckTileSolidity = $0DC26E
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ProbeAndSparkCheckDirXSpeed = $05C359
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ProbeAndSparkCheckDirYSpeed = $05C361
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ProbeAndSparkXSpeed = $05C369
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ProbeAndSparkYSpeed = $05C371
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ColinearDirections = $05C381
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OrthogonalDirections = $05C389
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ColinearNextDirections = $05C391
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OrthogonalNextDirections = $05C399
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Sprite_SpawnProbeAlways_long = $05C66E
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Sprite_TrackBodyToHead = $05DCA2
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@@ -1055,3 +1069,5 @@ Sparkle_PrepOAMFromRadial = $08DA17
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Fireball_SpawnTrailGarnish = $09B020
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SpriteSFX_QueueSFX2WithPan = $0DBB7C
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SpriteSFX_QueueSFX3WithPan = $0DBB8A
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