cleanup whitespace
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@@ -31,7 +31,7 @@ org $018264 ; Object ID 0x32
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org $0182A8 ; Object ID 0x54
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dw SpriteBodyObjects
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; RoomDraw_WeirdUglyPot
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; RoomDraw_WeirdUglyPot
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org $018650 ; Object ID 230
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dw HeavyPot
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@@ -63,7 +63,7 @@ org $2C8000
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InitHeavyPot:
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{
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LDA.w #$1010
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PHX
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PHX
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LDX.w $042C ; MANIPINDEX
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LDA.w #$1111 : STA $0500, X ; M16BUFF500
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@@ -83,10 +83,10 @@ CustomObjectHandler:
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STZ $03 ; 03 will be used to store the object ID for custom config
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LDA $00 : PHA
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LDA $02 : PHA
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; $00 Will be used for tile count and tile to skip
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; $00 Will be used for tile count and tile to skip
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LDA $B2 : ASL #2 : ORA $B4
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;get the offset for the object data based on the object height
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;get the offset for the object data based on the object height
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ASL : TAX
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LDA .ObjOffset, X
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TAX
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@@ -128,11 +128,11 @@ CustomObjectHandler:
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RTL
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.ObjOffset
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dw .LeftRight-.ObjData ; 00
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dw .UpDown-.ObjData ; 01
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dw .TopLeft-.ObjData ; 02
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dw .TopRight-.ObjData ; 03
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dw .Bottomleft-.ObjData ; 04
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dw .LeftRight-.ObjData ; 00
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dw .UpDown-.ObjData ; 01
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dw .TopLeft-.ObjData ; 02
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dw .TopRight-.ObjData ; 03
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dw .Bottomleft-.ObjData ; 04
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dw .BottomRight-.ObjData ; 05
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dw .UpDownFloor-.ObjData ; 06
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dw .LeftRightFloor-.ObjData ; 07
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@@ -142,7 +142,7 @@ CustomObjectHandler:
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dw .BottomRightFloor-.ObjData ; 11
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dw .FloorAny-.ObjData ; 12
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dw .WallSwordHouse-.ObjData ; 13
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dw .TrackAny-.ObjData ; 14
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dw .TrackAny-.ObjData ; 14
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dw .SmallStatue-.ObjData ; 15
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.ObjData
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@@ -188,10 +188,10 @@ SpriteObjectsDraw:
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STZ $03 ; 03 will be used to store the object ID for custom config
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LDA $00 : PHA
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LDA $02 : PHA
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; $00 Will be used for tile count and tile to skip
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; $00 Will be used for tile count and tile to skip
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LDA $B2 : ASL #2 : ORA $B4
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;get the offset for the object data based on the object height
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;get the offset for the object data based on the object height
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ASL : TAX
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LDA .ObjOffset, X
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TAX
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@@ -253,10 +253,10 @@ CustomObjectHandler2:
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STZ $03 ; 03 will be used to store the object ID for custom config
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LDA $00 : PHA
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LDA $02 : PHA
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; $00 Will be used for tile count and tile to skip
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; $00 Will be used for tile count and tile to skip
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LDA $B2 : ASL #2 : ORA $B4
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;get the offset for the object data based on the object height
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;get the offset for the object data based on the object height
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ASL : TAX
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LDA .ObjOffset, X
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TAX
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@@ -313,7 +313,7 @@ CustomObjectHandler2:
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pushpc
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; Item ID 22B
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; Item ID 22B
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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@@ -342,4 +342,4 @@ org $00C3B8
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; #obj2866:
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; dw $282C, $0808, $080D, $282D
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; dw $09EF, $0878, $682D, $09EF
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; dw $4878, $682C, $4808, $480D
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; dw $4878, $682C, $4808, $480D
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@@ -28,7 +28,7 @@ org $0E9889
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; FlashGanonTowerPalette
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org $0EF587
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LDA.b $8A
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CMP.b #$73
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CMP.b #$73
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BEQ .on_dark_dm
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CMP.b #$75
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BEQ .on_dark_dm
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@@ -336,4 +336,4 @@ SpawnPointData:
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#_02DC51: db $03 ; 0x03 - Uncle - SONG 03
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#_02DC52: db $10 ; 0x04 - Throne - SONG 10
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#_02DC53: db $12 ; 0x05 - Old man cave - SONG 12
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#_02DC54: db $12 ; 0x06 - Old man home - SONG 12
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#_02DC54: db $12 ; 0x06 - Old man home - SONG 12
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@@ -53,8 +53,6 @@ Sprite_Goron_Long:
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Sprite_Goron_Prep:
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{
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PHB : PHK : PLB
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PLB
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RTL
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}
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