Update SRAM item names
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@@ -49,7 +49,7 @@ Sprite_AntiKirby_Prep:
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STZ.w SprDefl, X
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STZ.w SprTileDie, X
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STZ.w SprMiscB, X
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LDA.l SWORD : DEC : TAY
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LDA.l Sword : DEC : TAY
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LDA .bump_damage, Y : STA.w SprBump, X
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LDA .health, Y : STA.w SprHealth, X
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LDA .prize_pack, Y : STA.w SprPrize, X
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@@ -47,7 +47,7 @@ Sprite_Booki_Long:
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Sprite_Booki_Prep:
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{
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PHB : PHK : PLB
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LDA.l SWORD : DEC A : TAY
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LDA.l Sword : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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STZ.w SprMiscB, X
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PLB
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@@ -51,7 +51,7 @@ Sprite_HelmetChuchu_Long:
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Sprite_HelmetChuchu_Prep:
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{
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PHB : PHK : PLB
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LDA.l SWORD : DEC A : TAY
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LDA.l Sword : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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JSL GetRandomInt : AND.b #$02 : STA.w SprAction, X
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STZ.w SprMiscB, X
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@@ -50,7 +50,7 @@ Sprite_ThunderGhost_Long:
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Sprite_ThunderGhost_Prep:
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{
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PHB : PHK : PLB
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LDA.l SWORD : DEC A : TAY
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LDA.l Sword : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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LDA.b #$08 : STA.w SprTimerB, X
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LDA.b #$08 : STA.w SprTimerA, X
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@@ -71,7 +71,7 @@ Sprite_EonOwl_Prep:
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.NotGaebora
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LDA.w AreaIndex : CMP.b #$50 : BNE .not_intro
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; If Map 0x50, don't spawn after getting sword
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LDA.l SWORD : CMP.b #$01 : BCC .continue
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LDA.l Sword : CMP.b #$01 : BCC .continue
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STZ.w SprState, X
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.continue
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.not_intro
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@@ -76,9 +76,9 @@ MapleHandler:
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Maple_CheckForPendant:
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{
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; Check for pendant
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LDA.l PENDANTS : AND.b #$04 : BNE .courage
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LDA.l PENDANTS : AND.b #$02 : BNE .power
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LDA.l PENDANTS : AND.b #$01 : BNE .wisdom
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LDA.l Pendants : AND.b #$04 : BNE .courage
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LDA.l Pendants : AND.b #$02 : BNE .power
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LDA.l Pendants : AND.b #$01 : BNE .wisdom
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JMP .none
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.courage
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LDA.l Dreams : AND.b #$04 : BNE .power
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