add ancilla labels and move ancilla table
This commit is contained in:
@@ -1,75 +1,3 @@
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; Ancilla IDs
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db $00 ; 0x00 - NOTHING
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db $08 ; 0x01 - SOMARIA BULLET
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db $0C ; 0x02 - FIRE ROD SHOT
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db $10 ; 0x03 - UNUSED
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db $10 ; 0x04 - BEAM HIT
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db $04 ; 0x05 - BOOMERANG
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db $10 ; 0x06 - WALL HIT
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db $18 ; 0x07 - BOMB
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db $08 ; 0x08 - DOOR DEBRIS
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db $08 ; 0x09 - ARROW
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db $08 ; 0x0A - ARROW IN THE WALL
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db $00 ; 0x0B - ICE ROD SHOT
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db $14 ; 0x0C - SWORD BEAM_BOUNCE
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db $00 ; 0x0D - SPIN ATTACK FULL CHARGE SPARK
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db $10 ; 0x0E - BLAST WALL EXPLOSION
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db $28 ; 0x0F - BLAST WALL EXPLOSION
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db $18 ; 0x10 - BLAST WALL EXPLOSION
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db $10 ; 0x11 - ICE ROD WALL HIT
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db $10 ; 0x12 - BLAST WALL EXPLOSION
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db $10 ; 0x13 - ICE ROD SPARKLE
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db $10 ; 0x14 - BAD POINTER
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db $0C ; 0x15 - SPLASH
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db $08 ; 0x16 - HIT STARS
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db $08 ; 0x17 - SHOVEL DIRT
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db $50 ; 0x18 - ETHER SPELL
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db $00 ; 0x19 - BOMBOS SPELL
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db $10 ; 0x1A - POWDER DUST
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db $08 ; 0x1B - SWORD WALL HIT
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db $40 ; 0x1C - QUAKE SPELL
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db $00 ; 0x1D - SCREEN SHAKE
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db $0C ; 0x1E - DASH DUST
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db $24 ; 0x1F - HOOKSHOT
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db $10 ; 0x20 - BLANKET
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db $0C ; 0x21 - SNORE
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db $08 ; 0x22 - ITEM GET
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db $10 ; 0x23 - LINK POOF
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db $10 ; 0x24 - GRAVESTONE
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db $04 ; 0x25 - BAD POINTER
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db $0C ; 0x26 - SWORD SWING SPARKLE
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db $1C ; 0x27 - DUCK
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db $00 ; 0x28 - WISH POND ITEM
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db $10 ; 0x29 - MILESTONE ITEM GET
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db $14 ; 0x2A - SPIN ATTACK SPARKLE A
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db $14 ; 0x2B - SPIN ATTACK SPARKLE B
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db $10 ; 0x2C - SOMARIA BLOCK
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db $08 ; 0x2D - SOMARIA BLOCK FIZZ
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db $20 ; 0x2E - SOMARIA BLOCK FISSION
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db $10 ; 0x2F - LAMP FLAME
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db $10 ; 0x30 - BYRNA WINDUP SPARK
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db $10 ; 0x31 - BYRNA SPARK
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db $04 ; 0x32 - BLAST WALL FIREBALL
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db $00 ; 0x33 - BLAST WALL EXPLOSION
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db $80 ; 0x34 - SKULL WOODS FIRE
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db $10 ; 0x35 - MASTER SWORD GET
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db $04 ; 0x36 - FLUTE
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db $30 ; 0x37 - WEATHERVANE EXPLOSION
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db $14 ; 0x38 - CUTSCENE DUCK
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db $10 ; 0x39 - SOMARIA PLATFORM POOF
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db $00 ; 0x3A - BIG BOMB EXPLOSION
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db $10 ; 0x3B - SWORD UP SPARKLE
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db $00 ; 0x3C - SPIN ATTACK CHARGE SPARKLE
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db $00 ; 0x3D - ITEM SPLASH
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db $08 ; 0x3E - RISING CRYSTAL
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db $00 ; 0x3F - BUSH POOF
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db $10 ; 0x40 - DWARF POOF
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db $08 ; 0x41 - WATERFALL SPLASH
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db $78 ; 0x42 - HAPPINESS POND RUPEES
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db $80 ; 0x43 - GANONS TOWER CUTSCENE
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; Garnish IDs
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; Garnish IDs
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dw Garnish01_FireSnakeTail
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dw Garnish01_FireSnakeTail
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dw Garnish02_MothulaBeamTrail
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dw Garnish02_MothulaBeamTrail
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@@ -291,7 +219,8 @@ dw Module07_19_MirrorFade ; 0x19
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dw Module07_1A_RoomDraw_OpenTriforceDoor_bounce ; 0x1A
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dw Module07_1A_RoomDraw_OpenTriforceDoor_bounce ; 0x1A
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Link_ControlHandler
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Link_ControlHandler = $5D
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dw LinkState_Default ; 0x00
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dw LinkState_Default ; 0x00
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dw LinkState_Pits ; 0x01
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dw LinkState_Pits ; 0x01
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@@ -549,3 +549,101 @@ Link_ResetProperties_B = $07F1E6
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Link_ResetProperties_C = $07F1FA
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Link_ResetProperties_C = $07F1FA
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; =========================================================
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; =========================================================
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; Ancilla
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AnciOAMPrior = $0280 ; Ancilla oam priority if non zero use highest priority for draw
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AnciColTimer = $028A ; Ancilla collision timer to prevent doing collision code too often set to 06 after a collision
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AnciZSpeed = $0294 ; Ancilla Z Speed
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AnciHeight = $029E ; Ancilla Height how far it is from its shadow
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AnciHeightH = $02A8 ; Ancilla Height hight byte how far it is from its shadow
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AnciMiscA = $0BF0 ; This can be used to do anything in ancilla
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AnciMiscB = $0C54 ; This can be used to do anything in ancilla
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AnciMiscC = $0C5E ; This can be used to do anything in ancilla (often used to track item received)
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AnciMiscD = $0C72 ; This can be used to do anything in ancilla (often used to track direction)
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AnciTimerA = $0C68 ; This is a timer, value is decreased by 1 every frame
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AnciY = $0BFA ; Position Y of the ancilla (Up to Down)
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AnciX = $0C04 ; Position X of the ancilla (Left to Right)
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AnciYH = $0C0E ; High (often determine the room) Position Y of the ancilla (Up to Down)
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AnciXH = $0C18 ; High (often determine the room) Position X of the ancilla (Left to Right)
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AnciXSpeed = $0C22 ; Y Speed of the ancilla can go negative to go up
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AnciYSpeed = $0C2C ; X Speed of the ancilla can go negative to go left
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AnciLayer = $0C7C ; return the floor where the ancilla is
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AnciOamBuf = $0C86 ; Oam buffer?
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AnciOAMNbr = $0C90 ; Number of OAM slots used
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AnciYsub = $0C36 ; sub pixel for Y position for ancilla
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AnciXsub = $0C40 ; sub pixel for X position for ancilla
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; Ancilla IDs
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; db $00 ; 0x00 - NOTHING
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; db $08 ; 0x01 - SOMARIA BULLET
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; db $0C ; 0x02 - FIRE ROD SHOT
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; db $10 ; 0x03 - UNUSED
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; db $10 ; 0x04 - BEAM HIT
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; db $04 ; 0x05 - BOOMERANG
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; db $10 ; 0x06 - WALL HIT
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; db $18 ; 0x07 - BOMB
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; db $08 ; 0x08 - DOOR DEBRIS
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; db $08 ; 0x09 - ARROW
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; db $08 ; 0x0A - ARROW IN THE WALL
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; db $00 ; 0x0B - ICE ROD SHOT
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; db $14 ; 0x0C - SWORD BEAM_BOUNCE
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; db $00 ; 0x0D - SPIN ATTACK FULL CHARGE SPARK
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; db $10 ; 0x0E - BLAST WALL EXPLOSION
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; db $28 ; 0x0F - BLAST WALL EXPLOSION
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; db $18 ; 0x10 - BLAST WALL EXPLOSION
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; db $10 ; 0x11 - ICE ROD WALL HIT
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; db $10 ; 0x12 - BLAST WALL EXPLOSION
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; db $10 ; 0x13 - ICE ROD SPARKLE
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; db $10 ; 0x14 - BAD POINTER
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; db $0C ; 0x15 - SPLASH
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; db $08 ; 0x16 - HIT STARS
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; db $08 ; 0x17 - SHOVEL DIRT
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; db $50 ; 0x18 - ETHER SPELL
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; db $00 ; 0x19 - BOMBOS SPELL
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; db $10 ; 0x1A - POWDER DUST
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; db $08 ; 0x1B - SWORD WALL HIT
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; db $40 ; 0x1C - QUAKE SPELL
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; db $00 ; 0x1D - SCREEN SHAKE
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; db $0C ; 0x1E - DASH DUST
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; db $24 ; 0x1F - HOOKSHOT
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; db $10 ; 0x20 - BLANKET
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; db $0C ; 0x21 - SNORE
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; db $08 ; 0x22 - ITEM GET
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; db $10 ; 0x23 - LINK POOF
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; db $10 ; 0x24 - GRAVESTONE
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; db $04 ; 0x25 - BAD POINTER
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; db $0C ; 0x26 - SWORD SWING SPARKLE
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; db $1C ; 0x27 - DUCK
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; db $00 ; 0x28 - WISH POND ITEM
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; db $10 ; 0x29 - MILESTONE ITEM GET
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; db $14 ; 0x2A - SPIN ATTACK SPARKLE A
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; db $14 ; 0x2B - SPIN ATTACK SPARKLE B
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; db $10 ; 0x2C - SOMARIA BLOCK
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; db $08 ; 0x2D - SOMARIA BLOCK FIZZ
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; db $20 ; 0x2E - SOMARIA BLOCK FISSION
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; db $10 ; 0x2F - LAMP FLAME
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; db $10 ; 0x30 - BYRNA WINDUP SPARK
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; db $10 ; 0x31 - BYRNA SPARK
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; db $04 ; 0x32 - BLAST WALL FIREBALL
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; db $00 ; 0x33 - BLAST WALL EXPLOSION
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; db $80 ; 0x34 - SKULL WOODS FIRE
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; db $10 ; 0x35 - MASTER SWORD GET
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; db $04 ; 0x36 - FLUTE
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; db $30 ; 0x37 - WEATHERVANE EXPLOSION
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; db $14 ; 0x38 - CUTSCENE DUCK
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; db $10 ; 0x39 - SOMARIA PLATFORM POOF
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; db $00 ; 0x3A - BIG BOMB EXPLOSION
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; db $10 ; 0x3B - SWORD UP SPARKLE
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; db $00 ; 0x3C - SPIN ATTACK CHARGE SPARKLE
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; db $00 ; 0x3D - ITEM SPLASH
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; db $08 ; 0x3E - RISING CRYSTAL
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; db $00 ; 0x3F - BUSH POOF
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; db $10 ; 0x40 - DWARF POOF
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; db $08 ; 0x41 - WATERFALL SPLASH
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; db $78 ; 0x42 - HAPPINESS POND RUPEES
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; db $80 ; 0x43 - GANONS TOWER CUTSCENE
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AnciType = $0C4A
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