Replace more common sprite ram with symbols
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@@ -48,7 +48,7 @@ Lanmola_FinishInitialization:
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LDA.l .starting_delay, X : STA.w SprTimerA, X
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LDA.b #$FF : STA $0F70, X
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LDA.b #$FF : STA.w SprHeight, X
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PHX
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@@ -247,7 +247,7 @@ Lanmola_Dive: ;0x03
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.alpha
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; If we are under the ground go to the reset stage
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LDA $0F70, X : BPL .notUnderGroundYet
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LDA.w SprHeight, X : BPL .notUnderGroundYet
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INC $0D80, X
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LDA.b #$80 : STA.w SprTimerA, X
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@@ -290,7 +290,7 @@ Lanmola_Death: ;0x05
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JSR Lanmola_Draw
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LDA.w SprTimerA, X : BNE .timerNotDone
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STZ $0DD0, X
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STZ.w SprState, X
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; Y is the index where we write in RAM
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PHX ; keep X
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@@ -303,7 +303,7 @@ Lanmola_Death: ;0x05
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.next_sprite
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LDA $0E20, X : CMP.b #$54 : BNE .notLanmola
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LDA $0DD0, X : BNE .oneIsntDead
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LDA.w SprState, X : BNE .oneIsntDead
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.notLanmola
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@@ -344,7 +344,7 @@ Lanmola_Death: ;0x05
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LDA.b #$00 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
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LDA.b #$0B : STA $0AAA
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LDA.b #$04 : STA $0DD0, Y
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LDA.b #$04 : STA.w SprState, Y
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LDA.b #$1F : STA.w SprTimerA, Y : STA $0D90, Y
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@@ -353,9 +353,9 @@ Lanmola_Death: ;0x05
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LDA $0C : STA.w SprY, Y
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LDA $0D : STA.w SprYH, Y
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LDA.b #$03 : STA $0E40, Y
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LDA.b #$03 : STA.w SprNbrOAM, Y
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LDA.b #$0C : STA $0F50, Y
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LDA.b #$0C : STA.w SprProps, Y
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LDA.b #$0C : JSL Sound_SetSfx2PanLong
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@@ -594,7 +594,7 @@ Sprite_Shrapnel:
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.active
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LDA $1A : ASL #2 : AND.b #$C0 : STA $0F50, X ; : ORA.b #$00
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LDA $1A : ASL #2 : AND.b #$C0 : STA.w SprProps, X ; : ORA.b #$00
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JSR $E948 ;Sprite4_MoveXyz
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@@ -618,12 +618,12 @@ Sprite_Shrapnel:
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SEP #$20
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;JSR $8094 : BEQ .noTileCollision ;Sprite4_CheckTileCollision
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;STZ $0DD0, X
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;STZ.w SprState, X
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.noTileCollision
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LDA.w SprTimerA, X : BNE .timerNotDone
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STZ $0DD0, X
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STZ.w SprState, X
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.timerNotDone
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