cleanup link ram
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@@ -509,11 +509,26 @@ LinkYH = $21 ; High position Y of link
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LinkX = $22 ; Position X of link
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LinkX = $22 ; Position X of link
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LinkXH = $23 ; High position X of link
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LinkXH = $23 ; High position X of link
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LinkPushDir = $26 ; ----UDLR [U Up][D Down][L Left][R Right] Direction link is pushing against
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; ----UDLR
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LinkFaceDir = $2F ; Direction link is facing 00:Up, 02:Down, 04:Left, 06:Right
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; [U Up][D Down][L Left][R Right]
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LinkLastDir = $66 ; Last direction link moved towards 00:Up, 01:Down, 02:Left, 03:Right
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; Direction link is pushing against
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LinkMoveDir = $67 ; ----UDLR [U Up][D Down][L Left][R Right] direction link is "walking towards"
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LinkPushDir = $26
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LinkMoveInfo = $6A ; 0: Not moving, 1: Moving but NOT diagonally, 2: Moving diagonally
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; Direction link is facing
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; 00:Up, 02:Down, 04:Left, 06:Right
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LinkFaceDir = $2F
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; Last direction link moved towards
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; 00:Up, 01:Down, 02:Left, 03:Right
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LinkLastDir = $66
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; ----UDLR
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; [U Up][D Down][L Left][R Right]
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; direction link is "walking towards"
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LinkMoveDir = $67
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; 0: Not moving, 1: Moving cardinal, 2: Moving diagonally
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LinkMoveInfo = $6A
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LinkRecoilY = $27 ; Recoiling speed Y of link
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LinkRecoilY = $27 ; Recoiling speed Y of link
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LinkRecoilX = $28 ; Recoiling speed X of link
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LinkRecoilX = $28 ; Recoiling speed X of link
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@@ -521,27 +536,102 @@ LinkRecoilX = $28 ; Recoiling speed X of link
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LinkVisible = $4B ; if set to 0x0C link will be invisible
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LinkVisible = $4B ; if set to 0x0C link will be invisible
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LinkBunnyGfx = $56 ; if set to 1 link will be bunny, otherwise link
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LinkBunnyGfx = $56 ; if set to 1 link will be bunny, otherwise link
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LinkSpeed = $57 ; 0x00: normal speed, 0x01-0x0F: slow,<2C>> 0x10:fast
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; 0x00: normal speed, 0x01-0x0F: slow,<2C>> 0x10:fast
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LinkSpeedTbl = $5E ; 0x00: normal speed, 0x02: walking on stair speed, 0x10: dashing speed
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LinkSpeed = $57
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LinkFalling = $5B ; if is set to 0x02 or 0x03 link is falling
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LinkState = $5D ; See documentation for that address (0x00 = normal ground state, 0x01 falling, 0x02 recoil, 0x03 spin attack) and many more
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; 0x00: normal speed, 0x02: walking on stair speed, 0x10: dashing speed
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LinkDoorway = $6C ; 0: Link is not in a doorway, 1: is in a vertical doorway, 2: is in horizontal doorway
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LinkSpeedTbl = $5E
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; if is set to 0x02 or 0x03 link is falling
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LinkFalling = $5B
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LinkGrabGfx = $02DA ; 0: Nothing, 1: a hand in the air, 2: 2 hands in the air (like getting triforce)
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; LinkState_Default : 0x00
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LinkPoofGfx = $02E1 ; if not 0 add a poof gfx on link
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; LinkState_Pits : 0x01
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LinkBunTimer = $02E2 ; Bunny timer for link how many time you will stay in bunny before transforming back
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; LinkState_Recoil : 0x02
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LinkMenuMove = $02E4 ; if not 0 prevent link from moving and opening the menu
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; LinkState_SpinAttack : 0x03
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LinkDamage = $037B ; if not 0 prevent link from getting any damages from sprites
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; LinkState_Swimming : 0x04
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; LinkState_OnIce : 0x05
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; LinkState_Recoil : 0x06
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; LinkState_Zapped : 0x07
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; LinkState_UsingEther : 0x08
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; LinkState_UsingBombos : 0x09
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; LinkState_UsingQuake : 0x0A
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; LinkState_HoppingSouthOW : 0x0B
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; LinkState_HoppingHorizontallyOW : 0x0C
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; LinkState_HoppingDiagonallyUpOW : 0x0D
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; LinkState_HoppingDiagonallyDownOW : 0x0E
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; LinkState_0F : 0x0F
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; LinkState_0F : 0x10
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; LinkState_Dashing : 0x11
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; LinkState_ExitingDash : 0x12
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; LinkState_Hookshotting : 0x13
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; LinkState_CrossingWorlds : 0x14
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; LinkState_ShowingOffItem : 0x15
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; LinkState_Sleeping : 0x16
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; LinkState_Bunny : 0x17
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; LinkState_HoldingBigRock : 0x18
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; LinkState_ReceivingEther : 0x19
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; LinkState_ReceivingBombos : 0x1A
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; LinkState_ReadingDesertTablet : 0x1B
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; LinkState_TemporaryBunny : 0x1C
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; LinkState_TreePull : 0x1D
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; LinkState_SpinAttack : 0x1E
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LinkState = $5D
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; 0: Link is not in a doorway
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; 1: is in a vertical doorway
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; 2: is in horizontal doorway
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LinkDoorway = $6C
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; 0: Nothing
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; 1: a hand in the air
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; 2: 2 hands in the air (like getting triforce)
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LinkGrabGfx = $02DA
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; if not 0 add a poof gfx on link
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LinkPoofGfx = $02E1
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; Bunny timer for link before transforming back
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LinkBunTimer = $02E2
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; if not 0 prevent link from moving and opening the menu
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LinkMenuMove = $02E4
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; if not 0 prevent link from getting any damages from sprites
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LinkDamage = $037B
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; ----CCCC
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; [C Touching chest id]
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LinkColChest = $02E5
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; 0: Not on somaria platform, 2: On somaria platform
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LinkSomaria = $02F5
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; BP-AETHR
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; [B Boomerang][P Powder]
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; [A Bow&Arrows][E UnusedItem]
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; [T UnusedItem][H Hammer][R Rods]
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LinkItemUse = $0301
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LinkColChest = $02E5 ; ----CCCC [C Touching chest id]
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LinkSomaria = $02F5 ; 0: Not on somaria platform, 2: On somaria platform
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LinkItemUse = $0301 ; BP-AETHR [B Boomerang][P Powder][A Bow&Arrows][E UnusedItem][T UnusedItem][H Hammer][R Rods]
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LinkItemY = $0303 ; Currently equipped item on the Y button
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LinkItemY = $0303 ; Currently equipped item on the Y button
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LinkCarrying = $0308 ; 0: Nothing, 1:Picking up something, 2: Throwing something
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LinkAnim = $037A ; 0: Normal, 1: Shovel, 2: Praying, 4:Hookshot, 8:Somaria, 10: Bug net, 20: Read book, 40: Tree pull
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; 0: Nothing, 1:Picking up something, 2: Throwing something
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LinkCarrying = $0308
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; .... ..tl
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; t - tossing object
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; l - lifting object
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LinkCarryOrToss = $0309
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; 0: Normal
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; 1: Shovel
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; 2: Praying
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; 4: Hookshot
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; 8: Somaria
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; 10: Bug net
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; 20: Read book
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; 40: Tree pull
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LinkAnim = $037A
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LinkWallCheat = $037F ; If non zero can walk through walls
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LinkWallCheat = $037F ; If non zero can walk through walls
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