Replace more common sprite ram with symbols
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@@ -63,7 +63,7 @@ Sprite_Twinrova_CheckIfDead:
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.health_not_negative
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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 #$0A : STA.w SprAction, X ; Go to Twinrova_Dead stage
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LDA.b #$10 : STA.w $0D90, X
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PLX
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@@ -79,13 +79,13 @@ Sprite_Twinrova_Prep:
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; Kill the sprite if the Maiden is present
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LDA.l $7EF3CC : CMP.b #$06 : BNE .prep_twinrova
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STZ.w $0DD0, X
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STZ.w SprState, X
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.prep_twinrova
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LDA.b #$5A : STA.w SprHealth, X ; Health
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LDA.b #$80 : STA $0CAA, X
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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LDA.w $0E60, X : AND.b #$BF : STA.w $0E60, X ; Not invincible
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$04 : STA.w SprBump, X ; Bump damage type (4 hearts, green tunic)
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LDA.w SprGfxProps, X : AND.b #$BF : STA.w SprGfxProps, X ; Not invincible
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%SetSpriteSpeedX(15)
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%SetSpriteSpeedX(15)
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@@ -277,9 +277,9 @@ Sprite_Twinrova_Main:
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%Twinrova_Attack()
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LDA #$01 : STA $0360
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LDA $0CAA : AND.b #$03 : STA $0CAA
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LDA.w SprDefl : AND.b #$03 : STA.w SprDefl
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LDA.w SprTimerD, X : BNE +
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LDA $0CAA : ORA.b #$03 : STA $0CAA
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LDA.w SprDefl : ORA.b #$03 : STA.w SprDefl
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LDA.b #$40 : STA.w SprTimerD, X
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LDA $AC : BEQ .fire
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%GotoAction(6) ; Ice Attack
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@@ -539,7 +539,7 @@ RageModeMove:
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; Handle floaty movement with controlled altitude
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LDA.w SprHeight, X : CMP #$10 : BNE .CheckGrounded
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DEC.w SprHeight, X
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DEC.w $0F90, X
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DEC.w SprHeightS, X
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.CheckGrounded
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; Move sprite
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@@ -1018,12 +1018,12 @@ ApplyTwinrovaGraphics:
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; $1DC845
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#Fireball_Configure:
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{
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LDA.w $0CAA,Y
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LDA.w SprDefl,Y
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ORA.b #$08
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STA.w $0CAA,Y
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STA.w SprDefl,Y
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LDA.b #$04
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STA.w $0CD2,Y
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STA.w SprBump,Y
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.exit
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RTS
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@@ -1202,7 +1202,7 @@ Blind_SpawnFromMaiden:
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LDX.b #$00 ; Load the boss into sprite index 0
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; Set the sprite to alive and active
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LDA.b #$09 : STA.w $0DD0,X
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LDA.b #$09 : STA.w SprState,X
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; SPRITE CE
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LDA.b #$CE : STA.w $0E20,X
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@@ -1223,7 +1223,7 @@ Blind_SpawnFromMaiden:
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LDA.b #$00 : STA.w $0DC0,X
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; Set SprMiscC and bulletproof properties
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LDA.b #$02 : STA.w SprMiscC,X : STA.w $0BA0,X
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LDA.b #$02 : STA.w SprMiscC,X : STA.w SprBulletproof,X
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; Set the 2nd key / heart piece items taken room flag
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LDA.w $0403 : ORA.b #$20 : STA.w $0403
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@@ -1272,7 +1272,7 @@ SpritePrep_Blind_PrepareBattle:
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RTL
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.despawn
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STZ.w $0DD0,X
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STZ.w SprState,X
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RTL
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}
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