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Use HIGH() and LOW()
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22 changed files with 89 additions and 87 deletions
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@ -20,8 +20,8 @@ UncompressSpriteData::
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; initializes necessary data to load a sprite and runs UncompressSpriteDataLoop
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_UncompressSpriteData::
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ld hl, sSpriteBuffer1
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ld c, (2*SPRITEBUFFERSIZE) % $100
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ld b, (2*SPRITEBUFFERSIZE) / $100
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ld c, LOW(2 * SPRITEBUFFERSIZE)
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ld b, HIGH(2 * SPRITEBUFFERSIZE)
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xor a
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call FillMemory ; clear sprite buffer 1 and 2
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ld a, $1
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