Update minecart and pedestal sprite positions; clean up switch track code
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@@ -317,13 +317,13 @@ Sprite_Minecart_Prep:
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; already been given a position. This is necessary to allow for more
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; than one stopping point to be in one room.
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.TrackStartingX
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dw $1190, $12D0, $1300, $1100, $1300, $1300, $1300, $1300
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dw $1190, $1160, $1300, $1100, $1300, $1300, $1300, $1300
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dw $1300, $1300, $1300, $1300, $1300, $1300, $1300, $1300
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dw $1300, $1300, $1300, $1300, $1300, $1300, $1300, $1300
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dw $1300, $1300, $1300, $1300, $1300, $1300, $1300, $1300
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.TrackStartingY
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dw $1380, $1120, $1100, $10D0, $1100, $1100, $1100, $1100
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dw $1380, $10C9, $1100, $10D0, $1100, $1100, $1100, $1100
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dw $1100, $1100, $1100, $1100, $1100, $1100, $1100, $1100
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dw $1100, $1100, $1100, $1100, $1100, $1100, $1100, $1100
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dw $1100, $1100, $1100, $1100, $1100, $1100, $1100, $1100
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@@ -5,6 +5,7 @@
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; Fortress Secrets (Map 5E)
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pushpc
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; Sprite_B3_PedestalPlaque
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org $1EE05F
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JSL CheckForBook
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pullpc
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@@ -37,7 +38,7 @@ PedestalPlaque:
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CMP.b #$5E : BEQ .fortress_secrets
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JMP .return
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.zora_temple
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LDA.l $7EF29E : AND.b #$20 : BNE .return
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LDA.b SongFlag : CMP.b #$03 : BNE .return
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LDA.b #$01 : STA $04C6
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@@ -29,9 +29,7 @@
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long);
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; =========================================================
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%Set_Sprite_Properties(Sprite_RotatingTrack_Prep, Sprite_RotatingTrack_Long)
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Sprite_RotatingTrack_Long:
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{
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@@ -44,8 +42,6 @@ Sprite_RotatingTrack_Long:
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RTL
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}
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; =========================================================
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Sprite_RotatingTrack_Prep:
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{
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PHB : PHK : PLB
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@@ -55,10 +51,10 @@ Sprite_RotatingTrack_Prep:
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; We use AND #$F8 to clamp to a 8x8 grid.
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; Subtract 8 from the Y position to get the tile right above instead.
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LDA.w SprY, X : AND #$F8 : SEC : SBC.b #$08 : STA.b $00
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LDA.w SprYH, X : STA.b $01
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LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : AND #$F8 : STA.b $02
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LDA.w SprXH, X : STA.b $03
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LDA.w SprXH, X : STA.b $03
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; Fetch tile attributes based on current coordinates
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LDA.b #$00 : JSL Sprite_GetTileAttr
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@@ -140,8 +136,6 @@ Sprite_RotatingTrack_Main:
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}
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}
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; =========================================================
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Sprite_RotatingTrack_Draw:
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{
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JSL Sprite_PrepOamCoord
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