bulk replace SprX/SprY labels to all sprites, .w qualifiers on STAs
This commit is contained in:
@@ -61,13 +61,13 @@ Sprite_Twinrova_CheckIfDead:
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LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
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; If health is negative, set back to zero
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LDA SprHealth, X : CMP.b #$C3 : BCC .health_not_negative
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LDA.b #$00 : STA SprHealth, X
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LDA.b #$00 : STA.w SprHealth, X
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.health_not_negative
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LDA SprHealth, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
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LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
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LDA.b #$0A : STA.w SprAction, X ; Go to Twinrova_Dead stage
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LDA.b #$10 : STA.w $0D90, X
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PLX
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.not_dead
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@@ -85,7 +85,7 @@ Sprite_Twinrova_Prep:
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STZ.w $0DD0, X
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.prep_twinrova
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LDA.b #$5A : STA SprHealth, X ; Health
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LDA.b #$5A : STA.w SprHealth, X ; Health
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LDA.b #$80 : STA $0CAA, X
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
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@@ -192,11 +192,11 @@ Sprite_Twinrova_Main:
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; -------------------------------------------
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; Phase 2
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LDA SprTimerE, X : BNE .kotake
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LDA #$70 : STA SprTimerD, X
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LDA #$70 : STA.w SprTimerD, X
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%GotoAction(8) ; Koume Mode
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RTS
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.kotake
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LDA #$70 : STA SprTimerD, X
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LDA #$70 : STA.w SprTimerD, X
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%GotoAction(9) ; Kotake Mode
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RTS
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@@ -228,11 +228,11 @@ Sprite_Twinrova_Main:
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RTS
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.random_strafe
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JSL GetRandomInt : AND.b #$01 : BEQ .strafe_left
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LDA #$10 : STA SprXSpeed, X
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LDA #$10 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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.strafe_left
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LDA #$F0 : STA SprXSpeed, X
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LDA #$F0 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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@@ -375,7 +375,7 @@ Sprite_Twinrova_Main:
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.PerformDodge
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JSR DoRandomStrafe
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LDA.b #$20 : STA.w SprTimerA, X ; Set timer for dodge duration
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LDA.b #$02 : STA SprMiscA, X ; Set state to random strafe
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LDA.b #$02 : STA.w SprMiscA, X ; Set state to random strafe
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RTS
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.PerformRetaliate
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@@ -431,7 +431,7 @@ Sprite_Twinrova_Main:
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JSR RageModeMove
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LDA SprTimerD, X : BNE +
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LDA #$70 : STA SprTimerE, X
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LDA #$70 : STA.w SprTimerE, X
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%GotoAction(1)
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+
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RTS
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@@ -511,24 +511,24 @@ RageModeMove:
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CMP.b #$0E
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BCC .SetRandomDodge ; 11-14 -> Random dodge
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; 15 -> Stay in place
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LDA.b #$04 : STA SprMiscA, X
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LDA.b #$30 : STA SprTimerA, X ; Set timer for 48 frames
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LDA.b #$04 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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RTS
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BRA .StayInPlace
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.SetMoveTowardsPlayer
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LDA.b #$01 : STA SprMiscA, X
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LDA.b #$30 : STA SprTimerA, X ; Set timer for 48 frames
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LDA.b #$01 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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BRA .MoveTowardsPlayer
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.SetRandomStrafe
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LDA.b #$02 : STA SprMiscA, X
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LDA.b #$30 : STA SprTimerA, X ; Set timer for 48 frames
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LDA.b #$02 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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BRA .RandomStrafe
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.SetRandomDodge
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LDA.b #$03 : STA SprMiscA, X
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LDA.b #$30 : STA SprTimerA, X ; Set timer for 48 frames
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LDA.b #$03 : STA.w SprMiscA, X
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LDA.b #$30 : STA.w SprTimerA, X ; Set timer for 48 frames
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BRA .RandomDodge
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.MoveTowardsPlayer
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@@ -547,9 +547,9 @@ RageModeMove:
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JSL GetRandomInt
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AND.b #$03
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TAY
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LDA VelocityOffsets+4, Y : STA SprXSpeed, X
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LDA VelocityOffsets+4, Y : STA.w SprXSpeed, X
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INY
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LDA VelocityOffsets, Y : STA SprYSpeed, X
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LDA VelocityOffsets, Y : STA.w SprYSpeed, X
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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BRA .UpdatePosition
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@@ -565,9 +565,9 @@ RageModeMove:
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JSL GetRandomInt
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AND.b #$03
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TAY
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LDA VelocityOffsets, Y : EOR #$FF : INC : STA SprXSpeed, X
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LDA VelocityOffsets, Y : EOR #$FF : INC : STA.w SprXSpeed, X
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INY
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LDA VelocityOffsets+4, Y : EOR #$FF : INC : STA SprYSpeed, X
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LDA VelocityOffsets+4, Y : EOR #$FF : INC : STA.w SprYSpeed, X
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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BRA .UpdatePosition
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@@ -595,9 +595,9 @@ DoRandomStrafe:
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JSL GetRandomInt
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AND.b #$03
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TAY
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LDA VelocityOffsets, Y : STA SprXSpeed, X
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LDA VelocityOffsets, Y : STA.w SprXSpeed, X
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INY
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LDA VelocityOffsets+4, Y : STA SprYSpeed, X
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LDA VelocityOffsets+4, Y : STA.w SprYSpeed, X
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LDA.b #$10 : STA.w SprHeight, X ; Set height
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RTS
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}
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@@ -1085,23 +1085,23 @@ ReleaseFireballs:
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LDA.w .speed_y,Y
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STA.w $0D40,X
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LDA.w $0D10,X
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LDA.w SprX,X
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CLC
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ADC.w .offset_x_low,Y
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STA.w $0D10,X
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STA.w SprX,X
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LDA.w $0D30,X
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LDA.w SprXH,X
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ADC.w .offset_x_high,Y
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STA.w $0D30,X
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STA.w SprXH,X
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LDA.w $0D00,X
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LDA.w SprY,X
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CLC
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ADC.w .offset_y_low,Y
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STA.w $0D00,X
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STA.w SprY,X
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LDA.w $0D20,X
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LDA.w SprYH,X
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ADC.w .offset_y_high,Y
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STA.w $0D20,X
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STA.w SprYH,X
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PLX
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@@ -1243,10 +1243,10 @@ Blind_SpawnFromMaiden:
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LDA.b #$CE : STA.w $0E20,X
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; Load the position cache from the maiden follower
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LDA.b $00 : STA.w $0D10,X
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LDA.b $01 : STA.w $0D30,X
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LDA.b $02 : SEC : SBC.b #$10 : STA.w $0D00,X
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LDA.b $03 : STA.w $0D20,X
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LDA.b $00 : STA.w SprX,X
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LDA.b $01 : STA.w SprXH,X
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LDA.b $02 : SEC : SBC.b #$10 : STA.w SprY,X
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LDA.b $03 : STA.w SprYH,X
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; Removed because it was causing the sprite to disappear
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; JSL SpritePrep_LoadProperties
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@@ -1360,18 +1360,18 @@ BlindLaser_SpawnTrailGarnish:
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TYA
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STA.l $7FF92C,X
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LDA.w $0D10,Y
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LDA.w SprX,Y
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STA.l $7FF83C,X
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LDA.w $0D30,Y
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LDA.w SprXH,Y
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STA.l $7FF878,X
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LDA.w $0D00,Y
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LDA.w SprY,Y
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CLC
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ADC.b #$10
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STA.l $7FF81E,X
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LDA.w $0D20,Y
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LDA.w SprYH,Y
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ADC.b #$00
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STA.l $7FF85A,X
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@@ -1409,11 +1409,11 @@ pullpc
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NewMantlePrep:
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{
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LDA $0D00, X : CLC : ADC.b #$07 : STA $0D00, X
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LDA $0D10, X : CLC : ADC.b #$08 : STA $0D10, X
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LDA SprY, X : CLC : ADC.b #$07 : STA.w SprY, X
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LDA SprX, X : CLC : ADC.b #$08 : STA.w SprX, X
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LDA $7EF0DA : AND #$0F : BEQ +
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LDA $0D10, X : CLC : ADC.b #$28 : STA $0D10, X
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LDA SprX, X : CLC : ADC.b #$28 : STA.w SprX, X
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+
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RTL
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