bulk replace SprX/SprY labels to all sprites, .w qualifiers on STAs
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@@ -218,7 +218,7 @@ Sprite_Farore_Main:
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}
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; 07
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; Look at the RAM $0D00 to $0D60, the first few are the actual positions of the sprite
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; Look at the RAM SprY to $0D60, the first few are the actual positions of the sprite
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; that you can just set manually or $0D40 and $0D50 are the "speeds" of the sprites irrc
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; You can set one of the speeds and then call the function called Sprite_Move
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; And then that will handle it applying the speed for you
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@@ -63,7 +63,7 @@ Sprite_Korok_Prep:
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{
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PHB : PHK : PLB
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LDA SprSubtype, X : STA SprAction,X
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LDA SprSubtype, X : STA.w SprAction,X
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PLB
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RTL
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@@ -16,10 +16,10 @@ pullpc
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RanchGirl_Message:
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{
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LDA $7EF34C : CMP.b #$01 : BCS .has_ocarina
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%ShowUnconditionalMessage($017D)
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LDA #$01 : STA SprMiscD, X
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RTL
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.has_ocarina
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%ShowUnconditionalMessage($017D)
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LDA #$01 : STA.w SprMiscD, X
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RTL
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.has_ocarina
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%ShowUnconditionalMessage($010E)
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RTL
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}
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@@ -68,27 +68,27 @@ pushpc
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org $01AFECF
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ChickenLady:
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{
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#_1AFECF: JSR .main
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#_1AFECF: JSR .main
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#_1AFED2: RTL
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#_1AFED2: RTL
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.main
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#_1AFED3: LDA.b #$01
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#_1AFED5: STA.w $0DE0,X
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#_1AFED3: LDA.b #$01
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#_1AFED5: STA.w $0DE0,X
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#_1AFED8: JSL SpriteDraw_RaceGameLady
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#_1AFEDC: JSR Sprite_CheckIfActive_Bank1A
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#_1AFED8: JSL SpriteDraw_RaceGameLady
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#_1AFEDC: JSR Sprite_CheckIfActive_Bank1A
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#_1AFEDF: LDA.w $0DF0,X
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#_1AFEE2: CMP.b #$01
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#_1AFEE4: BNE .no_message
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#_1AFEDF: LDA.w $0DF0,X
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#_1AFEE2: CMP.b #$01
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#_1AFEE4: BNE .no_message
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JSL RanchGirl_Message
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JSL RanchGirl_Message
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.no_message
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JSL RanchGirl_TeachSong
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JSL RanchGirl_TeachSong
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.return
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#_1AFEFF: RTS
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#_1AFEFF: RTS
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}
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warnpc $01AFEFF
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