Replace more common sprite ram with symbols
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@@ -144,7 +144,7 @@ LinkItem_FishingRod:
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JSL Sprite_SetSpawnedCoordinates
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LDA.w $0E20, Y : CMP.b #$D2 : BNE .notafish
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LDA #$04 : STA.w $0F70, Y
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LDA #$04 : STA.w SprHeight, Y
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LDA #$01 : STA.w $0D80, Y
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.notafish
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@@ -156,7 +156,7 @@ LinkItem_FishingRod:
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PLX
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LDA.b #$FF : STA.w SprTimerD, Y
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LDA.b #$20 : STA.w $0F80, Y ; Gravity
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;LDA.b #$06 : STA.w $0F70, Y
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;LDA.b #$06 : STA.w SprHeight, Y
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.noPrize
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LDA.b #$02 : STA.l $7F5BA2 ; set fishing rod state to pulling back
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@@ -172,7 +172,7 @@ EndFishing:
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LDA #$00
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STA.l $7F5BA2
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LDA.l $7F5BA3 : TAX
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STZ.w $0DD0, X
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STZ.w SprState, X
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STZ.b $5E
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STZ.w $0300
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STZ.b $3D
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@@ -298,13 +298,13 @@ FloaterBoySpriteCheck:
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Sprite_CheckIfActive:
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{
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LDA.w $0FC1 ; Remove that if want to be able to pause all other sprites
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LDA.w SprFreeze ; Remove that if want to be able to pause all other sprites
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BNE .inactive
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LDA.b $11
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BNE .inactive
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LDA.w $0CAA, X
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LDA.w SprDefl, X
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BMI .active
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LDA.w $0F00, X
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@@ -342,7 +342,7 @@ SpritePrep_Floater:
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.DoInitFloater
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LDA.b #$08 : STA.w $0F70, X ; Height
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LDA.b #$08 : STA.w SprHeight, X ; Height
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LDA.b #$10 : STA.w $0F80, X ; Gravity
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LDA.b #$00 : STA.w SprMiscG, X ; is it in water?
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LDA.b #$00 : STA.w SprMiscE, X ; Wiggling Velocity index
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@@ -409,9 +409,9 @@ Sprite_Floater:
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LDA.w $0F80, X : SEC : SBC.b #$01 : STA.w $0F80, X
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LDA.w $0F70, X : BPL .aloft
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LDA.w SprHeight, X : BPL .aloft
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STZ.w $0F70, X
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STZ.w SprHeight, X
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LDA.w SprXSpeed, X : ASL A : ROR.w SprXSpeed, X
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@@ -506,7 +506,7 @@ DismissRodFromMenu:
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LDA #$00
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STA.l $7F5BA2
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LDA.l $7F5BA3 : TAX
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STZ.w $0DD0, X
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STZ.w SprState, X
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STZ.b $5E
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STZ.w $0300
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STZ.b $3D
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@@ -72,7 +72,7 @@ Ancilla_HandlePortalCollision:
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RTL
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.not_portal_arrow
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; Restore arrow deflection sprite code from $088DC3
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LDA.w $0B6B,Y : AND.b #$08
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LDA.w SprTileDie,Y : AND.b #$08
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RTL
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}
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