rename SprPriority to SprFlash based on zel_ram.lst documentation
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@@ -27,7 +27,12 @@ SprMiscE = $0EB0 ; Head direction 0123 -> udlr
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SprMiscF = $0EC0 ;
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SprMiscG = $0ED0 ;
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SprMiscH = $0FC7 ; Luck based prize pack
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; Used in sprite state 0x03 (falling in water)
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; used as delay in most of the sprites
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SprDelay = $0E80
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; Enemy color flash buffer
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SprFlash = $0B89
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SprTimerA = $0DF0 ; Action, decreased by 1 each frame
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SprTimerB = $0E00 ; Animation, decreased by 1 each frame
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@@ -80,9 +85,6 @@ SprGfxProps = $0E60
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; Direction of sprite collision with wall
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SprCollision = $0E70
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; Used in sprite state 0x03 (falling in water)
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; used as delay in most of the sprites
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SprDelay = $0E80
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; Definitely closely tied to the process of a sprite taking damage.
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; Seems to serve as a palette cycling index, or a state variable.
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@@ -117,14 +119,6 @@ SprHeight = $0F70 ; Distance from the shadow
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SprHeightS = $0F90 ; Distance from the shadow subpixel
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SprFreeze = $0FC1 ; Seems to freeze sprites
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OAMPtr = $90
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OAMPtrH = $92
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OamBackup = $0FEC
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DungeonMainCheck = $021B
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SpriteRanCheck = $8E
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; Primarily deals with bump damage
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; tzpd bbbb
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; t - TODO
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@@ -190,8 +184,6 @@ SprPrize = $0BE0
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; p - Sprite ignores falling into a pit when frozen?
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SprTileDie = $0B6B
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SprPriority = $0B89
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; For sprites that interact with speical objects (arrows in particular)
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; the special object will identify its type to the sprite via this location.
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SprSpecial = $0BB0
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@@ -224,6 +216,11 @@ SprDrop = $0CBA ;X W 00: Drop nothing, 01: drop normal key, 03: Drop green
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; h/v = Horizontal/Vertical flip flags.
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; s = Sprite size flag. See below for details.
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OAMPtr = $90
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OAMPtrH = $92
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OamBackup = $0FEC
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SpriteData_OAMProp = $0DB359
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; Clear all properties for sprites
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@@ -484,6 +481,9 @@ AreaIndex = $8A ; Return the current overworld area ID
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; [ABCD BG1/BG2/BG3/BG4][X size of the mosaic pixels 0-16]
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Mosaic = $95
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DungeonMainCheck = $021B
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SpriteRanCheck = $8E
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; Underworld:
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; Flags sprite deaths in underworld based on slot.
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; Indexed by 2 * room ID.
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