Replace common sprite ram with their symbols
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@@ -202,8 +202,8 @@ Sprite_Farore_Main:
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}
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; 07
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; Look at the RAM SprY to $0D60, the first few are the actual positions of the sprite
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; that you can just set manually or $0D40 and $0D50 are the "speeds" of the sprites irrc
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; Look at the RAM SprY to SprYRound, the first few are the actual positions of the sprite
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; that you can just set manually or SprYSpeed and SprXSpeed are the "speeds" of the sprites irrc
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; You can set one of the speeds and then call the function called Sprite_Move
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; And then that will handle it applying the speed for you
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MakuArea_FaroreWaitForKydrog:
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@@ -75,12 +75,12 @@ ChickenLady:
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.main
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#_1AFED3: LDA.b #$01
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#_1AFED5: STA.w $0DE0,X
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#_1AFED5: STA.w SprMiscC,X
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#_1AFED8: JSL SpriteDraw_RaceGameLady
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#_1AFEDC: JSR Sprite_CheckIfActive_Bank1A
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#_1AFEDF: LDA.w $0DF0,X
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#_1AFEDF: LDA.w SprTimerA,X
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#_1AFEE2: CMP.b #$01
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#_1AFEE4: BNE .no_message
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@@ -259,10 +259,10 @@ Sprite_VillageDog_Main:
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CheckIfPlayerIsNearby:
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{
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REP #$20
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LDA $22 : CLC : ADC #$0012 : CMP $0FD8 : BCC .out
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LDA $22 : SEC : SBC #$0012 : CMP $0FD8 : BCS .out
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LDA $20 : CLC : ADC #$001A : CMP $0FDA : BCC .out
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LDA $20 : SEC : SBC #$001A : CMP $0FDA : BCS .out
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LDA $22 : CLC : ADC #$0012 : CMP.w SprCachedX : BCC .out
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LDA $22 : SEC : SBC #$0012 : CMP.w SprCachedX : BCS .out
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LDA $20 : CLC : ADC #$001A : CMP.w SprCachedY : BCC .out
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LDA $20 : SEC : SBC #$001A : CMP.w SprCachedY : BCS .out
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SEP #$21
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RTS ; Return with carry set
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