Use labels instead of constants for HRAM
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
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@@ -1,7 +1,7 @@
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BlankScreen:
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call DisableSpriteUpdates
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xor a
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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call ClearBGPalettes
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call ClearSprites
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hlcoord 0, 0
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@@ -41,10 +41,10 @@ SpawnPlayer:
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.ok
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ld [hl], e
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ld a, PLAYER_OBJECT
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ld [hMapObjectIndexBuffer], a
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ldh [hMapObjectIndexBuffer], a
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ld bc, wMapObjects
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ld a, PLAYER_OBJECT
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ld [hObjectStructIndexBuffer], a
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ldh [hObjectStructIndexBuffer], a
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ld de, wObjectStructs
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call CopyMapObjectToObjectStruct
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ld a, PLAYER
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@@ -93,7 +93,7 @@ WriteObjectXY::
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ld hl, OBJECT_NEXT_MAP_Y
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add hl, bc
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ld e, [hl]
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ld a, [hMapObjectIndexBuffer]
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ldh a, [hMapObjectIndexBuffer]
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ld b, a
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call CopyDECoordsToMapObject
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and a
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@@ -136,12 +136,12 @@ CopyObjectStruct::
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ld a, 1
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ld de, OBJECT_STRUCT_LENGTH
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.loop
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ld [hObjectStructIndexBuffer], a
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ldh [hObjectStructIndexBuffer], a
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ld a, [hl]
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and a
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jr z, .done
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add hl, de
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ld a, [hObjectStructIndexBuffer]
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ldh a, [hObjectStructIndexBuffer]
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inc a
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cp NUM_OBJECT_STRUCTS
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jr nz, .loop
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@@ -167,12 +167,12 @@ CopyMapObjectToObjectStruct:
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ret
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.CopyMapObjectToTempObject:
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ld a, [hObjectStructIndexBuffer]
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ldh a, [hObjectStructIndexBuffer]
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ld hl, MAPOBJECT_OBJECT_STRUCT_ID
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add hl, bc
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ld [hl], a
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ld a, [hMapObjectIndexBuffer]
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ldh a, [hMapObjectIndexBuffer]
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ld [wTempObjectCopyMapObjectIndex], a
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ld hl, MAPOBJECT_SPRITE
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@@ -227,7 +227,7 @@ InitializeVisibleSprites:
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ld bc, wMapObjects + OBJECT_LENGTH
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ld a, 1
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.loop
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ld [hMapObjectIndexBuffer], a
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ldh [hMapObjectIndexBuffer], a
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ld hl, MAPOBJECT_SPRITE
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add hl, bc
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ld a, [hl]
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@@ -275,7 +275,7 @@ InitializeVisibleSprites:
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add hl, bc
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ld b, h
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ld c, l
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ld a, [hMapObjectIndexBuffer]
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ldh a, [hMapObjectIndexBuffer]
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inc a
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cp NUM_OBJECTS
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jr nz, .loop
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@@ -314,7 +314,7 @@ CheckObjectEnteringVisibleRange::
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ld bc, wMapObjects + OBJECT_LENGTH
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ld a, 1
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.loop_v
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ld [hMapObjectIndexBuffer], a
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ldh [hMapObjectIndexBuffer], a
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ld hl, MAPOBJECT_SPRITE
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add hl, bc
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ld a, [hl]
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@@ -349,7 +349,7 @@ CheckObjectEnteringVisibleRange::
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add hl, bc
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ld b, h
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ld c, l
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ld a, [hMapObjectIndexBuffer]
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ldh a, [hMapObjectIndexBuffer]
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inc a
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cp NUM_OBJECTS
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jr nz, .loop_v
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@@ -370,7 +370,7 @@ CheckObjectEnteringVisibleRange::
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ld bc, wMapObjects + OBJECT_LENGTH
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ld a, 1
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.loop_h
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ld [hMapObjectIndexBuffer], a
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ldh [hMapObjectIndexBuffer], a
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ld hl, MAPOBJECT_SPRITE
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add hl, bc
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ld a, [hl]
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@@ -405,7 +405,7 @@ CheckObjectEnteringVisibleRange::
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add hl, bc
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ld b, h
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ld c, l
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ld a, [hMapObjectIndexBuffer]
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ldh a, [hMapObjectIndexBuffer]
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inc a
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cp NUM_OBJECTS
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jr nz, .loop_h
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@@ -514,14 +514,14 @@ CopyTempObjectToObjectStruct:
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ret
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TrainerWalkToPlayer:
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ld a, [hLastTalked]
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ldh a, [hLastTalked]
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call InitMovementBuffer
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ld a, movement_step_sleep
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call AppendToMovementBuffer
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ld a, [wd03f]
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dec a
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jr z, .TerminateStep
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ld a, [hLastTalked]
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ldh a, [hLastTalked]
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ld b, a
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ld c, PLAYER
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ld d, 1
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@@ -678,7 +678,7 @@ FollowNotExact::
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ld hl, OBJECT_SPRITE_Y
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add hl, de
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ld [hl], a
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ld a, [hObjectStructIndexBuffer]
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ldh a, [hObjectStructIndexBuffer]
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ld hl, OBJECT_RANGE
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add hl, de
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ld [hl], a
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