Replace more common sprite ram with symbols
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@@ -61,7 +61,7 @@ Sprite_KydrogBoss_CheckIfDead:
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LDA.w SprHealth, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
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LDA.b #$04 : STA.w SprState, X ;kill sprite boss style
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LDA.b #$09 : STA.w SprAction, X ;go to KydrogBoss_Death stage
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STZ.w $0D90,X
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@@ -79,11 +79,11 @@ Sprite_KydrogBoss_Prep:
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LDA #$00 : STA !KydrogPhase
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LDA.b #$A0 : STA.w SprHealth, X ; health
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LDA.b #$80 : STA $0CAA, X
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$03 : STA $0F60, X ; hitbox settings
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LDA.b #$03 : STA.w SprHitbox, X ; hitbox settings
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LDA.b #$07 : STA.w SprBump, X ; bump damage type
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LDA $0E60, X : AND.b #$BF : STA $0E60, X ; Not invincible
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LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X ; Not invincible
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JSR KydrogBoss_Set_Damage ; Set the damage table
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@@ -466,10 +466,10 @@ CheckForNextPhase:
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; TODO: Use a timer to unfreeze the sprite
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Sprite_CheckIfFrozen:
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{
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LDA $0DD0, X : CMP.b #$0B : BNE .not_frozen
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LDA.w SprState, X : CMP.b #$0B : BNE .not_frozen
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LDA.w SprTimerC, X : BNE .not_frozen
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LDA.b #$00 : STA.l $7FFA3C,X
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LDA.b #$09 : STA.w $0DD0, X
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LDA.b #$09 : STA.w SprState, X
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.not_frozen
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RTS
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}
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@@ -564,12 +564,12 @@ Kydrog_ThrowBoneAtPlayer:
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LDA.w SprX, X : CLC : ADC.b #$10 : STA.w SprX, X
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LDA.w SprY, X : SEC : SBC.b #$04 : STA.w SprY, X
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LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayer
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LDA.b #$21 : STA $0E40, X : STA $0BA0, X
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LDA $0E60, X : ORA.b #$40 : STA $0E60, X
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LDA.b #$48 : STA $0CAA, X
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LDA.b #$21 : STA.w SprNbrOAM, X : STA.w SprBulletproof, X
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LDA.w SprGfxProps, X : ORA.b #$40 : STA.w SprGfxProps, X
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LDA.b #$48 : STA.w SprDefl, X
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LDA.b #$10 : STA.w SprTimerC, X
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LDA.b #$14 : STA $0F60, X
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LDA.b #$07 : STA $0F50, X
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LDA.b #$14 : STA.w SprHitbox, X
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LDA.b #$07 : STA.w SprProps, X
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LDA.b #$20 : STA.w SprBump, X
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PLX
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LDA.b #$02 : JSL Sound_SetSfx2PanLong
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@@ -595,7 +595,7 @@ GetNumberSpawnStalfos:
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BRA .not_a_skull
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.increment_count
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LDA $0DD0, X : CMP.b #$00 : BEQ .not_a_skull
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LDA.w SprState, X : CMP.b #$00 : BEQ .not_a_skull
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INC $00
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.not_a_skull
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