Prefix wram labels with w, part 2.
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@@ -162,7 +162,7 @@ _TitleScreen: ; 10ed67
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ld a, [rSVBK]
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push af
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ld a, BANK(LYOverrides)
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ld a, BANK(wLYOverrides)
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ld [rSVBK], a
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; Make alternating lines come in from opposite sides
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@@ -171,7 +171,7 @@ _TitleScreen: ; 10ed67
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; see anything until these values are overwritten!)
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ld b, 80 / 2 ; alternate for 80 lines
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ld hl, LYOverrides
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ld hl, wLYOverrides
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.loop
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; $00 is the middle position
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ld [hl], +112 ; coming from the left
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@@ -182,9 +182,9 @@ _TitleScreen: ; 10ed67
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jr nz, .loop
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; Make sure the rest of the buffer is empty
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ld hl, LYOverrides + 80
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ld hl, wLYOverrides + 80
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xor a
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ld bc, LYOverridesEnd - (LYOverrides + 80)
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ld bc, wLYOverridesEnd - (wLYOverrides + 80)
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call ByteFill
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; Let LCD Stat know we're messing around with SCX
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@@ -323,7 +323,7 @@ DrawTitleGraphic: ; 10eeef
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; 10ef06
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InitializeBackground: ; 10ef06
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ld hl, Sprite01
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ld hl, wSprite01
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ld d, -$22
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ld e, $0
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ld c, 5
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@@ -366,7 +366,7 @@ AnimateTitleCrystal: ; 10ef32
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; Stop at y=6
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; y is really from the bottom of the sprite, which is two tiles high
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ld hl, Sprite01YCoord
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ld hl, wSprite01YCoord
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ld a, [hl]
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cp 6 + 2 * TILE_WIDTH
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ret z
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