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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@@ -23,7 +23,7 @@ PlaySpriteAnimations: ; 8cf69
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push bc
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push af
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ld a, Sprites % $100
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ld a, LOW(Sprites)
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ld [wCurrSpriteOAMAddr], a
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call DoNextFrameForAllSprites
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@@ -60,11 +60,11 @@ DoNextFrameForAllSprites: ; 8cf7a
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ld a, [wCurrSpriteOAMAddr]
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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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.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> SpritesEnd)
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ld a, l
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cp SpritesEnd % $100
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cp LOW(SpritesEnd)
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jr nc, .done
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xor a
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ld [hli], a
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@@ -100,11 +100,11 @@ DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8)
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ld a, [wCurrSpriteOAMAddr]
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ld l, a
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ld h, (Sprites + $40) / $100
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ld h, HIGH(Sprites + 16 * 4)
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.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> Sprites + $40)
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ld a, l
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cp (Sprites + 16 * 4) % $100
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cp LOW(Sprites + 16 * 4)
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jr nc, .done
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xor a
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ld [hli], a
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@@ -253,7 +253,7 @@ UpdateAnimFrame: ; 8d04c
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push bc
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ld a, [wCurrSpriteOAMAddr]
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ld e, a
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ld d, Sprites / $100
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ld d, HIGH(Sprites)
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ld a, [hli]
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ld c, a ; number of objects
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.loop
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@@ -302,7 +302,7 @@ UpdateAnimFrame: ; 8d04c
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inc de
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ld a, e
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ld [wCurrSpriteOAMAddr], a
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cp SpritesEnd % $100
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cp LOW(SpritesEnd)
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jr nc, .reached_the_end
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dec c
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jr nz, .loop
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