Prefix wram labels with w, part 2.
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@@ -2,19 +2,19 @@ DoPlayerMovement:: ; 80000
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call .GetDPad
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ld a, movement_step_sleep
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ld [MovementAnimation], a
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ld [wMovementAnimation], a
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xor a
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ld [wd041], a
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call .TranslateIntoMovement
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ld c, a
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ld a, [MovementAnimation]
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ld a, [wMovementAnimation]
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ld [wPlayerNextMovement], a
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ret
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.GetDPad:
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ld a, [hJoyDown]
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ld [CurInput], a
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ld [wCurInput], a
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; Standing downhill instead moves down.
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@@ -28,12 +28,12 @@ DoPlayerMovement:: ; 80000
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ld a, c
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or D_DOWN
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ld [CurInput], a
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ld [wCurInput], a
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ret
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; 8002d
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.TranslateIntoMovement:
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ld a, [PlayerState]
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ld a, [wPlayerState]
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cp PLAYER_NORMAL
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jr z, .Normal
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cp PLAYER_SURF
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@@ -84,7 +84,7 @@ DoPlayerMovement:: ; 80000
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ret c
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call .CheckWarp
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ret c
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ld a, [WalkingDirection]
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ld a, [wWalkingDirection]
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cp STANDING
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jr z, .HitWall
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call .BumpSound
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@@ -94,12 +94,12 @@ DoPlayerMovement:: ; 80000
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ret
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.NotMoving:
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ld a, [WalkingDirection]
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ld a, [wWalkingDirection]
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cp STANDING
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jr z, .Standing
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; Walking into an edge warp won't bump.
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ld a, [EngineBuffer4]
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ld a, [wEngineBuffer4]
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and a
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jr nz, .CantMove
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call .BumpSound
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@@ -118,7 +118,7 @@ DoPlayerMovement:: ; 80000
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; Tiles such as waterfalls and warps move the player
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; in a given direction, overriding input.
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ld a, [PlayerStandingTile]
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ld a, [wPlayerStandingTile]
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ld c, a
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call CheckWhirlpoolTile
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jr c, .not_whirlpool
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@@ -146,7 +146,7 @@ DoPlayerMovement:: ; 80000
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ld hl, .water_table
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add hl, bc
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ld a, [hl]
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ld [WalkingDirection], a
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ld [wWalkingDirection], a
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jr .continue_walk
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.water_table
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@@ -165,7 +165,7 @@ DoPlayerMovement:: ; 80000
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ld a, [hl]
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cp STANDING
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jr z, .no_walk
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ld [WalkingDirection], a
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ld [wWalkingDirection], a
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jr .continue_walk
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.land1_table
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@@ -188,7 +188,7 @@ DoPlayerMovement:: ; 80000
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ld a, [hl]
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cp STANDING
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jr z, .no_walk
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ld [WalkingDirection], a
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ld [wWalkingDirection], a
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jr .continue_walk
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.land2_table
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@@ -214,7 +214,7 @@ DoPlayerMovement:: ; 80000
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.down
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ld a, DOWN
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ld [WalkingDirection], a
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ld [wWalkingDirection], a
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jr .continue_walk
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.no_walk
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@@ -236,12 +236,12 @@ DoPlayerMovement:: ; 80000
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ld a, [wPlayerTurningDirection]
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cp 0
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jr nz, .not_turning
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ld a, [WalkingDirection]
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ld a, [wWalkingDirection]
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cp STANDING
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jr z, .not_turning
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ld e, a
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ld a, [PlayerDirection]
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ld a, [wPlayerDirection]
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rrca
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rrca
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maskbits NUM_DIRECTIONS
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@@ -262,7 +262,7 @@ DoPlayerMovement:: ; 80000
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.TryStep: ; 8016b
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; Surfing actually calls .TrySurf directly instead of passing through here.
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ld a, [PlayerState]
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ld a, [wPlayerState]
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cp PLAYER_SURF
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jr z, .TrySurf
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cp PLAYER_SURF_PIKA
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@@ -277,7 +277,7 @@ DoPlayerMovement:: ; 80000
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cp 2
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jr z, .bump
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ld a, [PlayerStandingTile]
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ld a, [wPlayerStandingTile]
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call CheckIceTile
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jr nc, .ice
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@@ -289,7 +289,7 @@ DoPlayerMovement:: ; 80000
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bit 2, [hl] ; downhill
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jr z, .fast
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ld a, [WalkingDirection]
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ld a, [wWalkingDirection]
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cp DOWN
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jr z, .fast
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@@ -362,7 +362,7 @@ DoPlayerMovement:: ; 80000
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; 801f3
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.TryJump: ; 801f3
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ld a, [PlayerStandingTile]
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ld a, [wPlayerStandingTile]
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ld e, a
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and $f0
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cp HI_NYBBLE_LEDGES
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@@ -374,7 +374,7 @@ DoPlayerMovement:: ; 80000
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ld d, 0
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ld hl, .data_8021e
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add hl, de
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ld a, [FacingDirection]
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ld a, [wFacingDirection]
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and [hl]
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jr z, .DontJump
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@@ -408,26 +408,26 @@ DoPlayerMovement:: ; 80000
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; This causes wd041 to be nonzero when standing on tile $3e,
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; making bumps silent.
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ld a, [WalkingDirection]
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ld a, [wWalkingDirection]
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; cp STANDING
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; jr z, .not_warp
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ld e, a
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ld d, 0
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ld hl, .EdgeWarps
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add hl, de
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ld a, [PlayerStandingTile]
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ld a, [wPlayerStandingTile]
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cp [hl]
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jr nz, .not_warp
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ld a, 1
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ld [wd041], a
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ld a, [WalkingDirection]
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ld a, [wWalkingDirection]
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; This is in the wrong place.
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cp STANDING
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jr z, .not_warp
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ld e, a
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ld a, [PlayerDirection]
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ld a, [wPlayerDirection]
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rrca
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rrca
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maskbits NUM_DIRECTIONS
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@@ -462,14 +462,14 @@ DoPlayerMovement:: ; 80000
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ld h, [hl]
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ld l, a
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ld a, [WalkingDirection]
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ld a, [wWalkingDirection]
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ld e, a
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cp STANDING
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jp z, .StandInPlace
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add hl, de
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ld a, [hl]
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ld [MovementAnimation], a
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ld [wMovementAnimation], a
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ld hl, .FinishFacing
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add hl, de
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@@ -535,7 +535,7 @@ DoPlayerMovement:: ; 80000
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ld a, 0
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ld [wPlayerTurningDirection], a
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ld a, movement_step_sleep
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ld [MovementAnimation], a
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ld [wMovementAnimation], a
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xor a
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ret
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; 802bf
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@@ -544,7 +544,7 @@ DoPlayerMovement:: ; 80000
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ld a, 0
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ld [wPlayerTurningDirection], a
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ld a, movement_step_bump
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ld [MovementAnimation], a
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ld [wMovementAnimation], a
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xor a
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ret
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; 802cb
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@@ -564,10 +564,10 @@ DoPlayerMovement:: ; 80000
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ld d, 0
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ld hl, .forced_dpad
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add hl, de
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ld a, [CurInput]
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ld a, [wCurInput]
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and BUTTONS
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or [hl]
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ld [CurInput], a
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ld [wCurInput], a
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ret
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.forced_dpad
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@@ -579,7 +579,7 @@ DoPlayerMovement:: ; 80000
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ld hl, .table
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ld de, .table2 - .table1
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ld a, [CurInput]
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ld a, [wCurInput]
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bit D_DOWN_F, a
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jr nz, .d_down
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bit D_UP_F, a
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@@ -598,18 +598,18 @@ DoPlayerMovement:: ; 80000
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.update
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ld a, [hli]
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ld [WalkingDirection], a
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ld [wWalkingDirection], a
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ld a, [hli]
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ld [FacingDirection], a
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ld [wFacingDirection], a
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ld a, [hli]
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ld [WalkingX], a
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ld [wWalkingX], a
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ld a, [hli]
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ld [WalkingY], a
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ld [wWalkingY], a
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld a, [hl]
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ld [WalkingTile], a
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ld [wWalkingTile], a
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ret
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.table
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@@ -621,16 +621,16 @@ DoPlayerMovement:: ; 80000
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; tile collision pointer
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.table1
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db STANDING, FACE_CURRENT, 0, 0
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dw PlayerStandingTile
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dw wPlayerStandingTile
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.table2
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db RIGHT, FACE_RIGHT, 1, 0
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dw TileRight
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dw wTileRight
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db LEFT, FACE_LEFT, -1, 0
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dw TileLeft
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dw wTileLeft
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db UP, FACE_UP, 0, -1
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dw TileUp
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dw wTileUp
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db DOWN, FACE_DOWN, 0, 1
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dw TileDown
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dw wTileDown
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; 80341
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.CheckNPC: ; 80341
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@@ -640,19 +640,19 @@ DoPlayerMovement:: ; 80000
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ld a, 0
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ld [hMapObjectIndexBuffer], a
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; Load the next X coordinate into d
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ld a, [PlayerStandingMapX]
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ld a, [wPlayerStandingMapX]
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ld d, a
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ld a, [WalkingX]
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ld a, [wWalkingX]
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add d
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ld d, a
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; Load the next Y coordinate into e
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ld a, [PlayerStandingMapY]
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ld a, [wPlayerStandingMapY]
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ld e, a
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ld a, [WalkingY]
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ld a, [wWalkingY]
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add e
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ld e, a
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; Find an object struct with coordinates equal to d,e
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ld bc, ObjectStructs ; redundant
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ld bc, wObjectStructs ; redundant
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farcall IsNPCAtCoord
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jr nc, .is_npc
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call .CheckStrengthBoulder
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@@ -691,7 +691,7 @@ DoPlayerMovement:: ; 80000
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add hl, bc
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set 2, [hl]
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ld a, [WalkingDirection]
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ld a, [wWalkingDirection]
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ld d, a
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ld hl, OBJECT_RANGE
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add hl, bc
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@@ -712,13 +712,13 @@ DoPlayerMovement:: ; 80000
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; Return 0 if walking onto land and tile permissions allow it.
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; Otherwise, return carry.
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ld a, [TilePermissions]
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ld a, [wTilePermissions]
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ld d, a
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ld a, [FacingDirection]
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ld a, [wFacingDirection]
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and d
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jr nz, .NotWalkable
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ld a, [WalkingTile]
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ld a, [wWalkingTile]
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call .CheckWalkable
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jr c, .NotWalkable
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@@ -734,13 +734,13 @@ DoPlayerMovement:: ; 80000
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; Return 0 if moving in water, or 1 if moving onto land.
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; Otherwise, return carry.
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ld a, [TilePermissions]
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ld a, [wTilePermissions]
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ld d, a
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ld a, [FacingDirection]
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ld a, [wFacingDirection]
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and d
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jr nz, .NotSurfable
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ld a, [WalkingTile]
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ld a, [wWalkingTile]
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call .CheckSurfable
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jr c, .NotSurfable
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@@ -753,7 +753,7 @@ DoPlayerMovement:: ; 80000
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; 803ca
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.BikeCheck: ; 803ca
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ld a, [PlayerState]
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ld a, [wPlayerState]
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cp PLAYER_BIKE
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ret z
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cp PLAYER_SKATE
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@@ -810,7 +810,7 @@ DoPlayerMovement:: ; 80000
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.GetOutOfWater: ; 803f9
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push bc
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ld a, PLAYER_NORMAL
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ld [PlayerState], a
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ld [wPlayerState], a
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call ReplaceKrisSprite ; UpdateSprites
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pop bc
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ret
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@@ -822,10 +822,10 @@ CheckStandingOnIce:: ; 80404
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jr z, .not_ice
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cp $f0
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jr z, .not_ice
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ld a, [PlayerStandingTile]
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ld a, [wPlayerStandingTile]
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call CheckIceTile
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jr nc, .yep
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ld a, [PlayerState]
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ld a, [wPlayerState]
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cp PLAYER_SKATE
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jr nz, .not_ice
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