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remove address comments
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764 changed files with 8371 additions and 8371 deletions
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@ -1,4 +1,4 @@
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EnterMapAnim: ; 70510 (1c:4510)
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EnterMapAnim:
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call InitFacingDirectionList
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ld a, $ec
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ld [wSpriteStateData1 + 4], a ; player's sprite Y screen position
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@ -63,7 +63,7 @@ EnterMapAnim: ; 70510 (1c:4510)
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call LoadPlayerSpriteGraphics
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jr .restoreDefaultMusic
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FlyAnimationEnterScreenCoords: ; 70592 (1c:4592)
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FlyAnimationEnterScreenCoords:
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; y, x pairs
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; This is the sequence of screen coordinates used by the overworld
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; Fly animation when the player is entering a map.
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@ -80,7 +80,7 @@ FlyAnimationEnterScreenCoords: ; 70592 (1c:4592)
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db $3C, $48
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db $3C, $40
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PlayerSpinWhileMovingDown: ; 705aa (1c:45aa)
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PlayerSpinWhileMovingDown:
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ld hl, wPlayerSpinWhileMovingUpOrDownAnimDeltaY
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ld a, $10
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ld [hli], a ; wPlayerSpinWhileMovingUpOrDownAnimDeltaY
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@ -90,7 +90,7 @@ PlayerSpinWhileMovingDown: ; 705aa (1c:45aa)
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ld [hl], a ; wPlayerSpinWhileMovingUpOrDownAnimFrameDelay
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jp PlayerSpinWhileMovingUpOrDown
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_LeaveMapAnim: ; 705ba (1c:45ba)
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_LeaveMapAnim:
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call InitFacingDirectionList
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call IsPlayerStandingOnWarpPadOrHole
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ld a, b
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@ -167,7 +167,7 @@ _LeaveMapAnim: ; 705ba (1c:45ba)
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call GBFadeOutToWhite
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jp RestoreFacingDirectionAndYScreenPos
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FlyAnimationScreenCoords1: ; 7064f (1c:464f)
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FlyAnimationScreenCoords1:
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; y, x pairs
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; This is the sequence of screen coordinates used by the first part
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; of the Fly overworld animation.
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@ -184,7 +184,7 @@ FlyAnimationScreenCoords1: ; 7064f (1c:464f)
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db $2A, $98
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db $27, $A0
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FlyAnimationScreenCoords2: ; 70667 (1c:4667)
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FlyAnimationScreenCoords2:
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; y, x pairs
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; This is the sequence of screen coordinates used by the second part
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; of the Fly overworld animation.
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@ -201,7 +201,7 @@ FlyAnimationScreenCoords2: ; 70667 (1c:4667)
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db $F0, $00
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LeaveMapThroughHoleAnim: ; 7067d (1c:467d)
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LeaveMapThroughHoleAnim:
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ld a, $ff
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ld [wUpdateSpritesEnabled], a ; disable UpdateSprites
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; shift upper half of player's sprite down 8 pixels and hide lower half
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@ -223,7 +223,7 @@ LeaveMapThroughHoleAnim: ; 7067d (1c:467d)
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ld [wUpdateSpritesEnabled], a ; enable UpdateSprites
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jp RestoreFacingDirectionAndYScreenPos
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DoFlyAnimation: ; 706ae (1c:46ae)
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DoFlyAnimation:
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ld a, [wFlyAnimBirdSpriteImageIndex]
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xor $1 ; make the bird flap its wings
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ld [wFlyAnimBirdSpriteImageIndex], a
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@ -247,7 +247,7 @@ DoFlyAnimation: ; 706ae (1c:46ae)
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jr nz, DoFlyAnimation
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ret
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LoadBirdSpriteGraphics: ; 706d7 (1c:46d7)
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LoadBirdSpriteGraphics:
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ld de, BirdSprite
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ld hl, vNPCSprites
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lb bc, BANK(BirdSprite), $0c
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@ -257,7 +257,7 @@ LoadBirdSpriteGraphics: ; 706d7 (1c:46d7)
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lb bc, BANK(BirdSprite), $0c
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jp CopyVideoData
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InitFacingDirectionList: ; 706ef (1c:46ef)
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InitFacingDirectionList:
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ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images)
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ld [wSavedPlayerFacingDirection], a
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ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position
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@ -276,12 +276,12 @@ InitFacingDirectionList: ; 706ef (1c:46ef)
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dec hl
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ret
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PlayerSpinningFacingOrder: ; 70713 (1c:4713)
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PlayerSpinningFacingOrder:
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; The order of the direction the player's sprite is facing when teleporting
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; away. Creates a spinning effect.
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db SPRITE_FACING_DOWN, SPRITE_FACING_LEFT, SPRITE_FACING_UP, SPRITE_FACING_RIGHT
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SpinPlayerSprite: ; 70717 (1c:4717)
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SpinPlayerSprite:
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; copy the current value from the list into the sprite data and rotate the list
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ld a, [hl]
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ld [wSpriteStateData1 + 2], a ; player's sprite facing direction (image index is locked to standing images)
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@ -295,7 +295,7 @@ SpinPlayerSprite: ; 70717 (1c:4717)
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pop hl
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ret
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PlayerSpinInPlace: ; 70730 (1c:4730)
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PlayerSpinInPlace:
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call SpinPlayerSprite
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ld a, [wPlayerSpinInPlaceAnimFrameDelay]
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ld c, a
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@ -316,7 +316,7 @@ PlayerSpinInPlace: ; 70730 (1c:4730)
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call DelayFrames
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jr PlayerSpinInPlace
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PlayerSpinWhileMovingUpOrDown: ; 70755 (1c:4755)
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PlayerSpinWhileMovingUpOrDown:
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call SpinPlayerSprite
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ld a, [wPlayerSpinWhileMovingUpOrDownAnimDeltaY]
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ld c, a
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@ -332,7 +332,7 @@ PlayerSpinWhileMovingUpOrDown: ; 70755 (1c:4755)
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call DelayFrames
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jr PlayerSpinWhileMovingUpOrDown
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RestoreFacingDirectionAndYScreenPos: ; 70772 (1c:4772)
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RestoreFacingDirectionAndYScreenPos:
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ld a, [wSavedPlayerScreenY]
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ld [wSpriteStateData1 + 4], a
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ld a, [wSavedPlayerFacingDirection]
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@ -340,14 +340,14 @@ RestoreFacingDirectionAndYScreenPos: ; 70772 (1c:4772)
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ret
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; if SGB, 2 frames, else 3 frames
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GetPlayerTeleportAnimFrameDelay: ; 7077f (1c:477f)
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GetPlayerTeleportAnimFrameDelay:
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ld a, [wOnSGB]
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xor $1
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inc a
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inc a
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ret
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IsPlayerStandingOnWarpPadOrHole: ; 70787 (1c:4787)
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IsPlayerStandingOnWarpPadOrHole:
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ld b, 0
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ld hl, .warpPadAndHoleData
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ld a, [wCurMapTileset]
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@ -374,14 +374,14 @@ IsPlayerStandingOnWarpPadOrHole: ; 70787 (1c:4787)
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ret
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; format: db tileset id, tile id, value to be put in [wStandingOnWarpPadOrHole]
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.warpPadAndHoleData: ; 707a9 (1c:47a9)
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.warpPadAndHoleData:
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db FACILITY, $20, 1 ; warp pad
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db FACILITY, $11, 2 ; hole
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db CAVERN, $22, 2 ; hole
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db INTERIOR, $55, 1 ; warp pad
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db $FF
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FishingAnim: ; 707b6 (1c:47b6)
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FishingAnim:
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ld c, 10
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call DelayFrames
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ld hl, wd736
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@ -462,19 +462,19 @@ FishingAnim: ; 707b6 (1c:47b6)
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ld [hl], a
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ret
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NoNibbleText: ; 70847 (1c:4847)
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NoNibbleText:
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TX_FAR _NoNibbleText
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db "@"
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NothingHereText: ; 7084c (1c:484c)
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NothingHereText:
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TX_FAR _NothingHereText
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db "@"
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ItsABiteText: ; 70851 (1c:4851)
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ItsABiteText:
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TX_FAR _ItsABiteText
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db "@"
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FishingRodOAM: ; 70856 (1c:4856)
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FishingRodOAM:
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; specifies how the fishing rod should be drawn on the screen
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; first byte = screen y coordinate
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; second byte = screen x coordinate
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@ -485,7 +485,7 @@ FishingRodOAM: ; 70856 (1c:4856)
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db $50, $40, $FE, $00 ; player facing left
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db $50, $58, $FE, $20 ; player facing right ($20 means "horizontally flip the tile")
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RedFishingTiles: ; 70866 (1c:4866)
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RedFishingTiles:
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dw RedFishingTilesFront
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db 2, BANK(RedFishingTilesFront)
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dw vNPCSprites + $20
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@ -502,7 +502,7 @@ RedFishingTiles: ; 70866 (1c:4866)
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db 3, BANK(RedFishingRodTiles)
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dw vNPCSprites2 + $7d0
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_HandleMidJump: ; 7087e (1c:487e)
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_HandleMidJump:
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ld a, [wPlayerJumpingYScreenCoordsIndex]
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ld c, a
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inc a
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@ -534,6 +534,6 @@ _HandleMidJump: ; 7087e (1c:487e)
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ld [wJoyIgnore], a
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ret
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PlayerJumpingYScreenCoords: ; 708ba (1c:48ba)
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PlayerJumpingYScreenCoords:
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; Sequence of y screen coordinates for player's sprite when jumping over a ledge.
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db $38, $36, $34, $32, $31, $30, $30, $30, $31, $32, $33, $34, $36, $38, $3C, $3C
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