Replace more common sprite ram with symbols
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@@ -60,10 +60,10 @@ Sprite_Portal_Prep:
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PHB : PHK : PLB
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; Persist outside of camera
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LDA #$00 : STA $0CAA, X
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LDA #$00 : STA.w SprDefl, X
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LDA.w SprHitbox, X : AND.b #$C0 : STA.w SprHitbox, X
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STZ.w $0B6B, X
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LDA.b #$FF : STA.w $0BA0, X
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STZ.w SprTileDie, X
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LDA.b #$FF : STA.w SprBulletproof, X
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PLB
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RTL
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@@ -297,13 +297,13 @@ CheckForDismissPortal:
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LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next
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PHX
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LDA.w BlueSpriteIndex : TAX
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STZ.w $0DD0, X
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STZ.w SprState, X
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DEC.w $06FE
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PLX
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.DespawnOrange
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PHX
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LDA.w OrangeSpriteIndex : TAX
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STZ.w $0DD0, X
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STZ.w SprState, X
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DEC.w $06FE
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PLX
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RTS
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@@ -329,7 +329,7 @@ RejectOnTileCollision:
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LDA #$3C ; SFX2.3C Error beep
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STA $012E ; Queue sound effect
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LDA #$00 : STA $0DD0, X
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LDA #$00 : STA.w SprState, X
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DEC $06FE
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.not_out_of_bounds
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