Replace common sprite ram with their symbols
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@@ -38,14 +38,14 @@ Lanmola_DrawDirtLONG:
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Lanmola_DrawDirt:
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{
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LDA $0E00, X : BNE .timerNotDone
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LDA.w SprTimerB, X : BNE .timerNotDone
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RTS
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.timerNotDone
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; Determine weather the dirt should draw in front of or behind the body
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; based on its y velocity.
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LDA $0D40, X : ASL A : ROL A : ASL A : EOR $0D80, X : AND.b #$02 : BEQ .nu
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LDA.w SprYSpeed, X : ASL A : ROL A : ASL A : EOR $0D80, X : AND.b #$02 : BEQ .nu
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LDA.b #$08 : JSL OAM_AllocateFromRegionB
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BRA .xi
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@@ -56,10 +56,10 @@ Lanmola_DrawDirt:
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LDY.b #$00
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LDA $0E00, X : LSR #2 : AND.b #$03 : EOR.b #$03 : ASL A : STA $06
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LDA.w SprTimerB, X : LSR #2 : AND.b #$03 : EOR.b #$03 : ASL A : STA $06
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LDA $0DC0, X : XBA
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LDA $0DE0, X
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LDA.w SprMiscC, X
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REP #$20 : SEC : SBC $E2 : STA $00 : SEP #$20
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STZ $37
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@@ -68,7 +68,7 @@ Lanmola_DrawDirt:
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.notNegative3
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LDA $0EB0, X : XBA
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LDA.w SprMiscE, X : XBA
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LDA $0E70, X
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REP #$20 : SEC : SBC $E8 : STA $02 : SEP #$20
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@@ -281,8 +281,8 @@ Lanmola_MoveSegment:
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PLX
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LDA $0D40, X : SEC : SBC $0F80, X : STA $00
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LDA $0D50, X : STA $01
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LDA.w SprYSpeed, X : SEC : SBC $0F80, X : STA $00
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LDA.w SprXSpeed, X : STA $01
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JSL Sprite_ConvertVelocityToAngle : STA $0F
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LDA $7EEA00, X : STA $04 ;.sprite_regions
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@@ -330,7 +330,7 @@ Lanmola_MoveSegment:
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SetShrapnelTimer:
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{
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LDA.b #$40 : STA $0DF0, Y
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LDA.b #$40 : STA.w SprTimerA, Y
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JSL GetRandomInt ; replaced code
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