Fix bug with Sprite_SelectNewDirection data bank long jump
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@@ -53,7 +53,7 @@ endmacro
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macro PlayAnimation(frame_start, frame_end, frame_wait)
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #<frame_end>+1 : BCC .noframereset
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LDA.b #<frame_start> : STA.w SprFrame, X
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LDA.b #<frame_start> : STA.w SprFrame, X
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.noframereset
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LDA.b #<frame_wait> : STA.w SprTimerB, X
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+
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@@ -70,9 +70,9 @@ endmacro
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; Return Carry Set if message is displayed
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; can use BCC .label <> .label to see if message have been displayed
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macro ShowSolicitedMessage(message_id)
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LDY.b #(<message_id>)>>8
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LDA.b #<message_id>
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JSL Sprite_ShowSolicitedMessageIfPlayerFacing
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LDY.b #(<message_id>)>>8
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LDA.b #<message_id>
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JSL Sprite_ShowSolicitedMessageIfPlayerFacing
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endmacro
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macro ShowMessageOnContact(message_id)
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@@ -110,12 +110,12 @@ macro SetHarmless(value)
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LDA.w SprNbrOAM, X
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AND #$7F
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if <value> != 0
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ORA.b #(<value>)<<7
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ORA.b #(<value>)<<7
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endif
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STA.w SprNbrOAM, X
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endmacro
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; Set Room Flag (Chest 6)
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; Set Room Flag (Chest 6)
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; Do not use if you have more than 5 chests or a small key under a pot
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; in that room unless you want it to be already opened/taken
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macro SetRoomFlag(value)
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