Resolve #428: Use HIGH(X)
and LOW(X)
instead of X / $100
and X % $100
or X >> 8
and X & $ff
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@@ -2812,7 +2812,7 @@ _UpdateSprites:: ; 5920
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.fill
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ld a, [VramState]
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bit 1, a
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ld b, SpritesEnd % $100
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ld b, LOW(SpritesEnd)
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jr z, .ok
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ld b, 28 * 4
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.ok
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@@ -2820,7 +2820,7 @@ _UpdateSprites:: ; 5920
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cp b
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ret nc
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ld l, a
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ld h, Sprites / $100
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ld h, HIGH(Sprites)
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ld de, 4
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ld a, b
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ld c, SCREEN_HEIGHT_PX + 16
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@@ -3032,11 +3032,11 @@ PRIORITY_HIGH EQU $30
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ld l, a
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ld a, [hUsedSpriteIndex]
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ld c, a
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ld b, Sprites / $100
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ld b, HIGH(Sprites)
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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 SpritesEnd % $100
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cp LOW(SpritesEnd)
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jr nc, .full
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.addsprite
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ld a, [hFFC0]
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