Replace more common sprite ram with symbols
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@@ -310,7 +310,7 @@ KillPeaShot:
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; Kill the pea shot
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PHX
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LDA.w Offspring1_Id : TAX
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STZ.w $0DD0, X
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STZ.w SprState, X
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PLX
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RTS
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}
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@@ -248,13 +248,13 @@ Sprite_Chuchu_Move:
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JSL Sprite_MoveAltitude
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DEC.w $0F80,X : DEC.w $0F80,X
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LDA.w $0F70, X : BPL .aloft
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STZ.w $0F70, X
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LDA.w SprHeight, X : BPL .aloft
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STZ.w SprHeight, X
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LDA.b $08 : STA.w $0F80, X ; set height from 08
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LDA.b $09
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JSL Sprite_ApplySpeedTowardsPlayer
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.aloft
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LDA.w $0F70, X : BEQ .dontmove
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LDA.w SprHeight, X : BEQ .dontmove
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JSL Sprite_Move
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.dontmove
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@@ -60,9 +60,9 @@ Sprite_Poltergeist_Prep:
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{
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PHB : PHK : PLB
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LDA #$00 : STA $0F60, X ; Persist
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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LDA #$02 : STA $0E40, X ;1 tile by default
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LDA #$00 : STA.w SprHitbox, X ; Persist
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LDA #$00 : STA.w SprDefl, X ; Sprite persist in dungeon
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LDA #$02 : STA.w SprNbrOAM, X ;1 tile by default
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LDA #$01 : STA.w SprAction, X ; by default it's a chair
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LDA.w SprSubtype, X : CMP #$10 : BNE .notPictureFrame
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@@ -75,7 +75,7 @@ Sprite_Poltergeist_Prep:
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CMP #$11 : BNE .notAxe
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LDA #$07 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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LDA #$04 : STA $0E40, X
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LDA #$04 : STA.w SprNbrOAM, X
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BRA .done
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.notAxe
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@@ -97,7 +97,7 @@ Sprite_Poltergeist_Prep:
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CMP #$14 : BNE .notBed
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LDA #5 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$06 : STA $0E40, X
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LDA #$06 : STA.w SprNbrOAM, X
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BRA .done
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.notBed
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@@ -105,7 +105,7 @@ Sprite_Poltergeist_Prep:
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CMP #$15 : BNE .notDoor
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LDA #36 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$04 : STA $0E40, X
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LDA #$04 : STA.w SprNbrOAM, X
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LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X
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LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X
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BRA .done
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@@ -283,19 +283,19 @@ Chair:
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Shatter:
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{
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LDA.b #$A6 : STA $0E40, X
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LDA.b #$A6 : STA.w SprNbrOAM, X
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LDA.b #$1F : JSL Sound_SetSfx2PanLong
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STZ $0DC0, X
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LDA.b #$04 : STA.w SprMiscB, X
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LDA.b #$06 : STA $0DD0, X
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LDA.b #$06 : STA.w SprState, X
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LDA.b #$1F : STA.w SprTimerA, X
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LDA.b #$EC : STA $0E20, X
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LDA $0E40, X : CLC : ADC #$04 : STA $0E40, X
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LDA.w SprNbrOAM, X : CLC : ADC #$04 : STA.w SprNbrOAM, X
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STZ $0EF0, X
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@@ -81,7 +81,7 @@ Sprite_SeaUrchin_Main:
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LDA.b #$06 : STA.w SprState, X
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LDA.b #$0A : STA.w SprTimerA, X
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STZ.w $0BE0,X
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STZ.w SprPrize,X
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LDA.b #$09 ; SFX2.1E
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JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
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