Cleanup overworld overlays jump table organization
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@@ -78,12 +78,33 @@ RTS
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pullpc
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;===============================================
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; Entrance Animation
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;===============================================
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; Zarby Notes
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; don't forget to set $C8 to zero (STZ.b $C8)
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; don't forget to set $B0 to zero (STZ.b $B0)
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ShakeScreen:
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{
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REP #$20
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LDA.b $1A
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AND.w #$0001
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ASL A
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TAX
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LDA.l $01C961, X
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STA.w $011A
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LDA.l $01C965, X
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STA.w $011C
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.exit
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SEP #$20
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RTS
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}
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; =========================================================
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; Zora Temple Hidden Waterfall
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ZoraTemple_EntranceAnimation:
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{
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; If $B0 is 8, then we move the camera back to the origin
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@@ -122,30 +143,6 @@ ZoraTemple_EntranceAnimation:
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dw Frame6
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dw Frame7
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dw Frame8
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}
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; =========================================================
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; Shake screen
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; =========================================================
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ShakeScreen:
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{
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REP #$20
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LDA.b $1A
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AND.w #$0001
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ASL A
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TAX
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LDA.l $01C961, X
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STA.w $011A
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LDA.l $01C965, X
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STA.w $011C
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.exit
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SEP #$20
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RTS
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}
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Frame0:
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{
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@@ -645,6 +642,8 @@ Frame8:
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RTS
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}
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}
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; =========================================================
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; Castle Drawbridge
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@@ -928,7 +927,7 @@ Castle_Frame3:
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RTS
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}
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;===============================================
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; =========================================================
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TailPalace_EntranceAnimation:
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{
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