Identify more sprite graphics and map object labels, and have consistent anonymous jumptable labels
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@@ -134,7 +134,7 @@ HandleQueuedCommand:
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dba CmdQueue_Type3
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dba CmdQueue_Type4
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CmdQueueAnonymousJumptable:
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CmdQueues_AnonJumptable:
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ld hl, CMDQUEUE_05
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add hl, bc
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ld a, [hl]
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@@ -142,13 +142,13 @@ CmdQueueAnonymousJumptable:
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rst JumpTable
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ret
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CmdQueueAnonJT_Increment:
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CmdQueues_IncAnonJumptableIndex:
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ld hl, CMDQUEUE_05
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add hl, bc
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inc [hl]
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ret
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CmdQueueAnonJT_Decrement:
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CmdQueues_DecAnonJumptableIndex:
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ld hl, CMDQUEUE_05
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add hl, bc
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dec [hl]
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@@ -162,7 +162,7 @@ CmdQueue_Type1:
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ret
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CmdQueue_Type4:
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call CmdQueueAnonymousJumptable
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call CmdQueues_AnonJumptable
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; anonymous dw
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dw .zero
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dw .one
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@@ -172,7 +172,7 @@ CmdQueue_Type4:
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ld hl, CMDQUEUE_04
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add hl, bc
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ld [hl], a
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call CmdQueueAnonJT_Increment
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call CmdQueues_IncAnonJumptableIndex
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.one
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ld hl, CMDQUEUE_ADDR
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add hl, bc
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@@ -206,7 +206,7 @@ CmdQueue_Type4:
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ret
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CmdQueue_Type3:
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call CmdQueueAnonymousJumptable
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call CmdQueues_AnonJumptable
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; anonymous dw
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dw .zero
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dw .one
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@@ -215,11 +215,11 @@ CmdQueue_Type3:
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.zero
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call .IsPlayerFacingDown
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jr z, .PlayerNotFacingDown
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call CmdQueueAnonJT_Increment
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call CmdQueues_IncAnonJumptableIndex
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.one
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call .IsPlayerFacingDown
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jr z, .PlayerNotFacingDown
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call CmdQueueAnonJT_Increment
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call CmdQueues_IncAnonJumptableIndex
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ld hl, CMDQUEUE_02
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add hl, bc
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@@ -230,7 +230,7 @@ CmdQueue_Type3:
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.two
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call .IsPlayerFacingDown
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jr z, .PlayerNotFacingDown
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call CmdQueueAnonJT_Decrement
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call CmdQueues_DecAnonJumptableIndex
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ld hl, CMDQUEUE_03
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add hl, bc
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