Prefix wram labels with w, part 2.
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@@ -40,7 +40,7 @@ Function437b: ; 437b
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ld hl, OBJECT_FLAGS2
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add hl, bc
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res 6, [hl]
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ld a, [XCoord]
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ld a, [wXCoord]
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ld e, a
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ld hl, OBJECT_NEXT_MAP_X
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add hl, bc
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@@ -50,7 +50,7 @@ Function437b: ; 437b
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jr c, .ok
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cp MAPOBJECT_SCREEN_WIDTH
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jr nc, .ok
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ld a, [YCoord]
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ld a, [wYCoord]
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ld e, a
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ld hl, OBJECT_NEXT_MAP_Y
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add hl, bc
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@@ -66,7 +66,7 @@ Function437b: ; 437b
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ld hl, OBJECT_FLAGS2
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add hl, bc
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set 6, [hl]
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ld a, [XCoord]
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ld a, [wXCoord]
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ld e, a
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ld hl, OBJECT_INIT_X
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add hl, bc
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@@ -76,7 +76,7 @@ Function437b: ; 437b
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jr c, .ok2
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cp MAPOBJECT_SCREEN_WIDTH
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jr nc, .ok2
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ld a, [YCoord]
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ld a, [wYCoord]
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ld e, a
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ld hl, OBJECT_INIT_Y
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add hl, bc
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@@ -169,7 +169,7 @@ asm_4448
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; 444d
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_HandleObjectAction
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; call [4 * ObjectStructs[ObjInd, OBJECT_ACTION] + de]
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; call [4 * wObjectStructs[ObjInd, OBJECT_ACTION] + de]
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ld hl, OBJECT_ACTION
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add hl, bc
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ld a, [hl]
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@@ -2149,7 +2149,7 @@ DespawnEmote: ; 5579
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ret
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.DeleteEmote:
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ld de, ObjectStructs
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ld de, wObjectStructs
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ld a, NUM_OBJECT_STRUCTS
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.loop
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push af
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@@ -2223,10 +2223,10 @@ CopyTempObjectData: ; 55b9
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; 55e0
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Function55e0:: ; 55e0
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ld a, [VramState]
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ld a, [wVramState]
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bit 0, a
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ret z
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ld bc, ObjectStructs
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ld bc, wObjectStructs
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xor a
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.loop
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ld [hMapObjectIndexBuffer], a
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@@ -2289,7 +2289,7 @@ Function5629: ; 5629
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Function5645: ; 5645
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xor a
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ld bc, ObjectStructs
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ld bc, wObjectStructs
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.loop
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ld [hMapObjectIndexBuffer], a
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call SetFacing_Standing
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@@ -2359,7 +2359,7 @@ Function56a3: ; 56a3
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ld e, [hl]
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inc d
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inc e
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ld a, [XCoord]
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ld a, [wXCoord]
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cp d
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jr z, .equal_x
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jr nc, .nope
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@@ -2367,7 +2367,7 @@ Function56a3: ; 56a3
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cp d
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jr c, .nope
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.equal_x
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ld a, [YCoord]
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ld a, [wYCoord]
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cp e
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jr z, .equal_y
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jr nc, .nope
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@@ -2508,7 +2508,7 @@ HandleNPCStep:: ; 576a
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ret
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.DoStepsForAllObjects:
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ld bc, ObjectStructs
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ld bc, wObjectStructs
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xor a
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.loop
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ld [hMapObjectIndexBuffer], a
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@@ -2533,7 +2533,7 @@ RefreshPlayerSprite: ; 579d
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ld [wPlayerMovement], a
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xor a
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ld [wPlayerTurningDirection], a
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ld [PlayerObjectStepFrame], a
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ld [wPlayerObjectStepFrame], a
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call .TryResetPlayerAction
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farcall CheckWarpFacingDown
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call c, SpawnInFacingDown
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@@ -2549,7 +2549,7 @@ RefreshPlayerSprite: ; 579d
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.ok
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ld a, OBJECT_ACTION_00
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ld [PlayerAction], a
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ld [wPlayerAction], a
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ret
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; 57ca
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@@ -2567,7 +2567,7 @@ RefreshPlayerSprite: ; 579d
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SpawnInFacingDown: ; 57d9
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ld a, 0
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ContinueSpawnFacing: ; 57db
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ld bc, PlayerStruct
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ld bc, wPlayerStruct
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call SetSpriteDirection
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ret
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; 57e2
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@@ -2586,7 +2586,7 @@ SetPlayerPalette: ; 57e2
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swap a
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and %00000111
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ld d, a
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ld bc, PlayerStruct
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ld bc, wPlayerStruct
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ld hl, OBJECT_PALETTE
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add hl, bc
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ld a, [hl]
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@@ -2681,7 +2681,7 @@ Function586e: ; 586e
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; 587a
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Function587a: ; 587a
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ld bc, ObjectStructs
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ld bc, wObjectStructs
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xor a
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.loop
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push af
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@@ -2726,7 +2726,7 @@ _SetFlagsForMovement_2:: ; 5897
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Function58b9:: ; 58b9
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push bc
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ld bc, ObjectStructs
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ld bc, wObjectStructs
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xor a
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.loop
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push af
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@@ -2803,7 +2803,7 @@ Function5903: ; 5903
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; 5920
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_UpdateSprites:: ; 5920
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ld a, [VramState]
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ld a, [wVramState]
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bit 0, a
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ret z
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xor a
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@@ -2819,9 +2819,9 @@ _UpdateSprites:: ; 5920
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ret
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.fill
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ld a, [VramState]
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ld a, [wVramState]
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bit 1, a
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ld b, LOW(SpritesEnd)
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ld b, LOW(wSpritesEnd)
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jr z, .ok
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ld b, 28 * SPRITEOAMSTRUCT_LENGTH
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.ok
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@@ -2849,7 +2849,7 @@ ApplyBGMapAnchorToObjects: ; 5958
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ld d, a
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ld a, [wPlayerBGMapOffsetY]
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ld e, a
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ld bc, ObjectStructs
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ld bc, wObjectStructs
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ld a, NUM_OBJECT_STRUCTS
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.loop
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push af
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@@ -2903,7 +2903,7 @@ InitSprites: ; 5991
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ld bc, NUM_OBJECT_STRUCTS
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call ByteFill
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ld d, 0
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ld bc, ObjectStructs
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ld bc, wObjectStructs
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ld hl, wMovementPointer
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.loop
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push hl
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@@ -3047,7 +3047,7 @@ InitSprites: ; 5991
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ld a, [hli]
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ld [hUsedSpriteTile], a
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add c
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cp LOW(SpritesEnd)
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cp LOW(wSpritesEnd)
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jr nc, .full
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.addsprite
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ld a, [hFFC0]
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@@ -3107,17 +3107,17 @@ InitSprites: ; 5991
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ret
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.Addresses: ; 5ace
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dw PlayerStruct
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dw Object1Struct
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dw Object2Struct
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dw Object3Struct
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dw Object4Struct
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dw Object5Struct
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dw Object6Struct
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dw Object7Struct
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dw Object8Struct
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dw Object9Struct
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dw Object10Struct
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dw Object11Struct
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dw Object12Struct
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dw wPlayerStruct
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dw wObject1Struct
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dw wObject2Struct
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dw wObject3Struct
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dw wObject4Struct
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dw wObject5Struct
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dw wObject6Struct
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dw wObject7Struct
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dw wObject8Struct
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dw wObject9Struct
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dw wObject10Struct
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dw wObject11Struct
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dw wObject12Struct
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; 5ae8
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