cleanup sprite labels
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@@ -1,3 +1,4 @@
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; =========================================================
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; Sprite RAM and Functions
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SprY = $0D00
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@@ -40,7 +41,7 @@ SprSlot = $0FA0 ; Current sprite slot being executed
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SprStunTimer = $0B58 ; counts down from 0xFF
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SprPause = $0F00 ; Inactive if nonzero
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SprFloor = $0F20 ; Layer the sprite is on
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SprFloor = $0F20 ; 0 (top layer), 1 (bottom layer)
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SprType = $0E20 ; Sprite ID
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SprSubtype = $0E30 ; Sprite subtype
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@@ -155,7 +156,7 @@ SpriteRanCheck = $8E
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SprBump = $0CD2
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; Damage sprite is enduring
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SprDmg = $0CE2
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SprDmgTaken = $0CE2
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; Sprite Deflection Properties
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; abcdefgh
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@@ -203,7 +204,10 @@ SprSpecial = $0BB0
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; Bulletproof
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SprBulletproof = $0BA0
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Sprite_SetSpawnedCoords = $09AE64
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SprRoom = $0C9A ;X W Contains the area or room id the sprite has been loaded in
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SprDrop = $0CBA ;X W 00: Drop nothing, 01: drop normal key, 03: Drop green rupee, OtherValues: Drop big key
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; =========================================================
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; The record format for the low table is 4 bytes:
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@@ -232,7 +236,6 @@ SpriteData_OAMProp = $0DB359
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; set the oam coordinate for the sprite draw
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Sprite_PrepOamCoord = $06E416
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; =========================================================
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; Draw the sprite depending of the position of the player
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; (if he has to be over or under link)
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@@ -340,14 +343,9 @@ Sprite_CheckDamageToPlayerIgnoreLayer = $06F131
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; =========================================================
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; play a sound loaded in A
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org $0DBB6E
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Sound_SetSfx1PanLong:
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org $0DBB7C
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Sound_SetSfx2PanLong:
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org $0DBB8A
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Sound_SetSfx3PanLong:
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Sound_SetSfx1PanLong = $0DBB6E
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Sound_SetSfx2PanLong = $0DBB7C
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Sound_SetSfx3PanLong = $0DBB8A
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; =========================================================
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; spawn a new sprite on screen, A = sprite id
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@@ -360,7 +358,8 @@ Sound_SetSfx3PanLong:
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; $08 high y (overlord)
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Sprite_SpawnDynamically = $1DF65D
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Player_ResetState = $07F1A3
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Sprite_SetSpawnedCoords = $09AE64
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Sprite_SetSpawnedCoordinates = $09AE64
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; =========================================================
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; move the sprite if he stand on a conveyor belt
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@@ -428,15 +427,19 @@ Sprite_ProjectSpeedTowardsEntityLong = $06EA22
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; =========================================================
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; Misc long functions
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GetRandomInt = $0DBA71
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Sprite_SpawnFireball = $0DDA06
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Sprite_MoveLong = $1D808C
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Sprite_DrawRippleIfInWater = $1EFF8D
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Sprite_SpawnSparkleGarnish = $058008
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SpriteDraw_WaterRipple = $059FFA
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GetRandomInt = $0DBA71
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Sprite_SpawnSmallSplash = $1EA820
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Sprite_SpawnSparkleGarnish = $058008
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Sprite_ProjectSpeedTowardsPlayer = $06EA1A
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@@ -446,8 +449,6 @@ Sprite_CheckIfLifted = $06AA0C
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Sprite_TransmuteToBomb = $06AD50
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Sprite_SetSpawnedCoordinates = $09AE64
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Guard_ParrySwordAttacks = $06EB5E
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ThrownSprite_TileAndSpriteInteraction_long = $06DFF2
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