slot machines
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@@ -11,7 +11,7 @@ ClearSpriteAnims: ; 8cf53
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ret
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; 8cf62
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Function8cf62: ; 8cf62
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PlaySpriteAnimationsAndDelayFrame: ; 8cf62
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call PlaySpriteAnimations
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call DelayFrame
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ret
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@@ -23,7 +23,7 @@ PlaySpriteAnimations: ; 8cf69
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push bc
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push af
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ld a, 0 * 4
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ld a, Sprites % $100
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ld [wCurrSpriteOAMAddr], a
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call DoNextFrameForAllSprites
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@@ -60,7 +60,7 @@ DoNextFrameForAllSprites: ; 8cf7a
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ld a, [wCurrSpriteOAMAddr]
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ld l, a
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ld h, Sprites / $0100
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ld h, Sprites / $100
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.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> SpritesEnd)
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ld a, l
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@@ -139,9 +139,9 @@ InitSpriteAnimStruct:: ; 8cfd6
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; Back up the structure address to bc.
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ld c, l
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ld b, h
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; Value [wc3b4] is initially set to -1. Set it to
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; Value [wSpriteAnimCount] is initially set to -1. Set it to
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; the number of objects loaded into this array.
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ld hl, wc3b4
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ld hl, wSpriteAnimCount
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inc [hl]
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ld a, [hl]
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and a
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@@ -163,7 +163,7 @@ endr
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ld hl, SPRITEANIMSTRUCT_INDEX
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add hl, bc
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; Load the index.
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ld a, [wc3b4]
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ld a, [wSpriteAnimCount]
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ld [hli], a
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; Copy the table entry to the next two fields.
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ld a, [de]
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@@ -172,7 +172,7 @@ endr
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ld a, [de]
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ld [hli], a
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inc de
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; Look up the third field from the table in the wc300 array (10x2).
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; Look up the third field from the table in the wSpriteAnimDict array (10x2).
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; Take the value and load it in
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ld a, [de]
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call GetSpriteAnimVTile
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@@ -532,14 +532,15 @@ endr
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ret
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; 8d1ac
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Function8d1ac: ; unreferenced
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BrokenGetStdGraphics: ; 8d1ac
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; dummied out
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push hl
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ld l, a
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ld h, 0
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rept 2
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add hl, hl
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endr
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ld de, Unknown_8e706 ; broken 2bpp pointers
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ld de, BrokenStdGFXPointers ; broken 2bpp pointers
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add hl, de
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ld c, [hl]
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inc hl
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@@ -556,52 +557,52 @@ endr
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; 8d1c4
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SpriteAnimSeqData: ; 8d1c4
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; ??, sequence, tile
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db $01, SPRITE_ANIM_SEQ_01, $00 ; 00
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db $07, SPRITE_ANIM_SEQ_04, $00 ; 01
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db $08, SPRITE_ANIM_SEQ_05, $05 ; 02
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db $0a, SPRITE_ANIM_SEQ_06, $00 ; 03
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db $0b, SPRITE_ANIM_SEQ_07, $06 ; 04
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db $0c, SPRITE_ANIM_SEQ_08, $06 ; 05
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db $0d, SPRITE_ANIM_SEQ_09, $07 ; 06
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db $0e, SPRITE_ANIM_SEQ_0A, $07 ; 07
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db $10, SPRITE_ANIM_SEQ_0B, $07 ; 08
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db $08, SPRITE_ANIM_SEQ_0C, $05 ; 09
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db $11, SPRITE_ANIM_SEQ_00, $00 ; 0a flying sprite
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db $12, SPRITE_ANIM_SEQ_0D, $08 ; 0b
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db $12, SPRITE_ANIM_SEQ_0E, $08 ; 0c
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db $12, SPRITE_ANIM_SEQ_0F, $08 ; 0d
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db $13, SPRITE_ANIM_SEQ_10, $00 ; 0e
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db $15, SPRITE_ANIM_SEQ_00, $00 ; 0f
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db $16, SPRITE_ANIM_SEQ_11, $00 ; 10
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db $17, SPRITE_ANIM_SEQ_12, $00 ; 11
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db $18, SPRITE_ANIM_SEQ_12, $00 ; 12
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db $19, SPRITE_ANIM_SEQ_13, $00 ; 13
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db $1a, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
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db $1b, SPRITE_ANIM_SEQ_00, $00 ; 15
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db $1d, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
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db $1e, SPRITE_ANIM_SEQ_00, $00 ; 17
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db $1d, SPRITE_ANIM_SEQ_17, $00 ; 18 flying leaves
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db $1f, SPRITE_ANIM_SEQ_00, $00 ; 19
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db $24, SPRITE_ANIM_SEQ_19, $00 ; 1a
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db $25, SPRITE_ANIM_SEQ_00, $00 ; 1b
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db $20, SPRITE_ANIM_SEQ_13, $00 ; 1c
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db $26, SPRITE_ANIM_SEQ_1A, $00 ; 1d
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db $2d, SPRITE_ANIM_SEQ_00, $00 ; 1e
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db $2e, SPRITE_ANIM_SEQ_00, $00 ; 1f
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db $2f, SPRITE_ANIM_SEQ_00, $00 ; 20
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db $30, SPRITE_ANIM_SEQ_00, $00 ; 21
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db $31, SPRITE_ANIM_SEQ_00, $00 ; 22
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db $32, SPRITE_ANIM_SEQ_1B, $00 ; 23
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db $33, SPRITE_ANIM_SEQ_1C, $00 ; 24
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db $34, SPRITE_ANIM_SEQ_00, $00 ; 25
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db $35, SPRITE_ANIM_SEQ_1D, $00 ; 26
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db $37, SPRITE_ANIM_SEQ_1E, $00 ; 27
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db $38, SPRITE_ANIM_SEQ_1E, $00 ; 28
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db $39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
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db $3f, SPRITE_ANIM_SEQ_21, $00 ; 2a
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db $3e, SPRITE_ANIM_SEQ_22, $00 ; 2b
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db $40, SPRITE_ANIM_SEQ_00, $00 ; 2c
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; frameset sequence, tile
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db SPRITE_ANIM_FRAMESET_01, SPRITE_ANIM_SEQ_01, $00 ; 00
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db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00 ; 01
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db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_05, $05 ; 02
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db SPRITE_ANIM_FRAMESET_0A, SPRITE_ANIM_SEQ_06, $00 ; 03
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db SPRITE_ANIM_FRAMESET_0B, SPRITE_ANIM_SEQ_07, $06 ; 04
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db SPRITE_ANIM_FRAMESET_0C, SPRITE_ANIM_SEQ_08, $06 ; 05
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db SPRITE_ANIM_FRAMESET_SLOT_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem
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db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; 07 slots chansey
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db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; 08 slots egg
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db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_0C, $05 ; 09
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db SPRITE_ANIM_FRAMESET_11, SPRITE_ANIM_SEQ_00, $00 ; 0a flying sprite
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0D, $08 ; 0b
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0E, $08 ; 0c
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0F, $08 ; 0d
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db SPRITE_ANIM_FRAMESET_13, SPRITE_ANIM_SEQ_10, $00 ; 0e
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db SPRITE_ANIM_FRAMESET_15, SPRITE_ANIM_SEQ_00, $00 ; 0f
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db SPRITE_ANIM_FRAMESET_16, SPRITE_ANIM_SEQ_11, $00 ; 10
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db SPRITE_ANIM_FRAMESET_17, SPRITE_ANIM_SEQ_12, $00 ; 11
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db SPRITE_ANIM_FRAMESET_18, SPRITE_ANIM_SEQ_12, $00 ; 12
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db SPRITE_ANIM_FRAMESET_19, SPRITE_ANIM_SEQ_13, $00 ; 13
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db SPRITE_ANIM_FRAMESET_1A, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
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db SPRITE_ANIM_FRAMESET_1B, SPRITE_ANIM_SEQ_00, $00 ; 15
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db SPRITE_ANIM_FRAMESET_1D, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
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db SPRITE_ANIM_FRAMESET_1E, SPRITE_ANIM_SEQ_00, $00 ; 17
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db SPRITE_ANIM_FRAMESET_1D, SPRITE_ANIM_SEQ_17, $00 ; 18 flying leaves
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db SPRITE_ANIM_FRAMESET_1F, SPRITE_ANIM_SEQ_00, $00 ; 19
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db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00 ; 1a
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db SPRITE_ANIM_FRAMESET_25, SPRITE_ANIM_SEQ_00, $00 ; 1b
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db SPRITE_ANIM_FRAMESET_20, SPRITE_ANIM_SEQ_13, $00 ; 1c
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db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00 ; 1d
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db SPRITE_ANIM_FRAMESET_2D, SPRITE_ANIM_SEQ_00, $00 ; 1e
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db SPRITE_ANIM_FRAMESET_2E, SPRITE_ANIM_SEQ_00, $00 ; 1f
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db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_00, $00 ; 20
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db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_00, $00 ; 21
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db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_00, $00 ; 22
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db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00 ; 23
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db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00 ; 24
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db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_00, $00 ; 25
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db SPRITE_ANIM_FRAMESET_35, SPRITE_ANIM_SEQ_1D, $00 ; 26
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db SPRITE_ANIM_FRAMESET_37, SPRITE_ANIM_SEQ_1E, $00 ; 27
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db SPRITE_ANIM_FRAMESET_38, SPRITE_ANIM_SEQ_1E, $00 ; 28
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db SPRITE_ANIM_FRAMESET_39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
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db SPRITE_ANIM_FRAMESET_3F, SPRITE_ANIM_SEQ_21, $00 ; 2a
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db SPRITE_ANIM_FRAMESET_3E, SPRITE_ANIM_SEQ_22, $00 ; 2b
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db SPRITE_ANIM_FRAMESET_40, SPRITE_ANIM_SEQ_00, $00 ; 2c
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; 8d24b
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INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame
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