Person action and facing labels, part 1
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@@ -1,25 +1,25 @@
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Facings: ; 4049
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dw Facing00
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dw Facing01
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dw Facing02
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dw Facing03
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dw Facing04
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dw Facing05
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dw Facing06
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dw Facing07
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dw Facing08
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dw Facing09
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dw Facing10
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dw Facing11
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dw Facing12
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dw Facing13
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dw Facing14
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dw Facing15
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dw Facing16
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dw Facing17
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dw Facing18
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dw Facing19
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dw Facing20
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dw FacingStepDown0
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dw FacingStepDown1
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dw FacingStepDown2
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dw FacingStepDown3
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dw FacingStepUp0
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dw FacingStepUp1
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dw FacingStepUp2
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dw FacingStepUp3
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dw FacingStepLeft0
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dw FacingStepLeft1
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dw FacingStepLeft2
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dw FacingStepLeft3
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dw FacingStepRight0
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dw FacingStepRight1
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dw FacingStepRight2
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dw FacingStepRight3
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dw FacingFishDown
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dw FacingFishUp
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dw FacingFishLeft
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dw FacingFishRight
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dw FacingEmote
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dw Facing21
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dw Facing22
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dw Facing23
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@@ -29,8 +29,8 @@ Facings: ; 4049
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dw Facing27
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dw Facing28
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dw Facing29
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dw Facing30
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dw Facing31
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dw FacingGrass1
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dw FacingGrass2
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FacingsEnd: dw 0
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NUM_FACINGS EQU (FacingsEnd - Facings) / 2
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@@ -47,8 +47,8 @@ Y_FLIP EQU 1 << OAM_Y_FLIP
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BEHIND_BG EQU 1 << OAM_PRIORITY
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Facing00:
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Facing02:
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FacingStepDown0:
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FacingStepDown2:
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Facing24:
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Facing26: ; standing down
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db 4 ; #
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@@ -58,7 +58,7 @@ Facing26: ; standing down
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db 8, 8, 2, $03
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; 409c
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Facing01: ; walking down 1
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FacingStepDown1: ; walking down 1
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db 4 ; #
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db 0, 0, 0, $80
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db 0, 8, 0, $81
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@@ -66,7 +66,7 @@ Facing01: ; walking down 1
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db 8, 8, 2, $83
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; 40ad
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Facing03: ; walking down 2
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FacingStepDown3: ; walking down 2
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db 4 ; #
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db 0, 8, X_FLIP, $80
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db 0, 0, X_FLIP, $81
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@@ -74,8 +74,8 @@ Facing03: ; walking down 2
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db 8, 0, 2 | X_FLIP, $83
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; 40be
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Facing04:
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Facing06: ; standing up
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FacingStepUp0:
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FacingStepUp2: ; standing up
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db 4 ; #
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db 0, 0, 0, $04
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db 0, 8, 0, $05
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@@ -83,7 +83,7 @@ Facing06: ; standing up
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db 8, 8, 2, $07
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; 40cf
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Facing05: ; walking up 1
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FacingStepUp1: ; walking up 1
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db 4 ; #
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db 0, 0, 0, $84
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db 0, 8, 0, $85
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@@ -91,7 +91,7 @@ Facing05: ; walking up 1
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db 8, 8, 2, $87
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; 40e0
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Facing07: ; walking up 2
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FacingStepUp3: ; walking up 2
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db 4 ; #
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db 0, 8, X_FLIP, $84
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db 0, 0, X_FLIP, $85
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@@ -99,8 +99,8 @@ Facing07: ; walking up 2
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db 8, 0, 2 | X_FLIP, $87
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; 40f1
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Facing08:
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Facing10: ; standing left
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FacingStepLeft0:
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FacingStepLeft2: ; standing left
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db 4 ; #
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db 0, 0, 0, $08
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db 0, 8, 0, $09
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@@ -108,8 +108,8 @@ Facing10: ; standing left
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db 8, 8, 2, $0b
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; 4102
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Facing12:
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Facing14: ; standing right
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FacingStepRight0:
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FacingStepRight2: ; standing right
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db 4 ; #
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db 0, 8, X_FLIP, $08
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db 0, 0, X_FLIP, $09
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@@ -117,8 +117,8 @@ Facing14: ; standing right
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db 8, 0, 2 | X_FLIP, $0b
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; 4113
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Facing09:
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Facing11: ; walking left
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FacingStepLeft1:
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FacingStepLeft3: ; walking left
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db 4 ; #
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db 0, 0, 0, $88
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db 0, 8, 0, $89
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@@ -126,8 +126,8 @@ Facing11: ; walking left
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db 8, 8, 2, $8b
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; 4124
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Facing13:
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Facing15: ; walking right
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FacingStepRight1:
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FacingStepRight3: ; walking right
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db 4 ; #
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db 0, 8, X_FLIP, $88
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db 0, 0, X_FLIP, $89
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@@ -135,7 +135,7 @@ Facing15: ; walking right
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db 8, 0, 2 | X_FLIP, $8b
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; 4135
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Facing16: ; fishing down
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FacingFishDown: ; fishing down
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db 5 ; #
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db 0, 0, 0, $00
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db 0, 8, 0, $01
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@@ -144,7 +144,7 @@ Facing16: ; fishing down
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db 16, 0, 4, $fc
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; 414a
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Facing17: ; fishing up
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FacingFishUp: ; fishing up
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db 5 ; #
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db 0, 0, 0, $04
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db 0, 8, 0, $05
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@@ -153,7 +153,7 @@ Facing17: ; fishing up
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db -8, 0, 4, $fc
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; 415f
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Facing18: ; fishing left
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FacingFishLeft: ; fishing left
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db 5 ; #
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db 0, 0, 0, $08
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db 0, 8, 0, $09
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@@ -162,7 +162,7 @@ Facing18: ; fishing left
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db 5, -8, 4 | X_FLIP, $fd
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; 4174
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Facing19: ; fishing right
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FacingFishRight: ; fishing right
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db 5 ; #
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db 0, 8, X_FLIP, $08
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db 0, 0, X_FLIP, $09
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@@ -171,7 +171,7 @@ Facing19: ; fishing right
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db 5, 16, 4, $fd
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; 4189
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Facing20: ; emote
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FacingEmote: ; emote
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db 4 ; #
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db 0, 0, 4, $f8
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db 0, 8, 4, $f9
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@@ -255,13 +255,13 @@ Facing29: ; boulder dust 2
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db 8, 8, 4, $ff
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; 4261
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Facing30: ; 4261
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FacingGrass1: ; 4261
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db 2 ; #
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db 8, 0, 4, $fe
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db 8, 8, 4 | X_FLIP, $fe
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; 426a
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Facing31: ; 426a
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FacingGrass2: ; 426a
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db 2 ; #
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db 9, -1, 4, $fe
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db 9, 9, 4 | X_FLIP, $fe
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@@ -14,23 +14,23 @@
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; 445f
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Pointers445f: ; 445f
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dw SetFacingStanding, SetFacingStanding ; 00
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dw Function44b5, SetFacingCurrent ; 01 standing?
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dw Function44c1, SetFacingCurrent ; 02 walking?
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dw Function4508, SetFacingCurrent ; 03 bumping?
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dw Function4529, SetFacingCurrent ; 04
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dw Function4539, SetFacingStanding ; 05
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dw Function456e, Function456e ; 06
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dw Function457b, SetFacingStanding ; 07
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dw Function4582, Function4582 ; 08
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dw Function4589, Function4589 ; 09
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dw Function4590, Function45a4 ; 0a
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dw Function45ab, SetFacingCurrent ; 0c
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dw Function45be, Function45be ; 0b
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dw Function45c5, Function45c5 ; 0d
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dw Function45da, SetFacingStanding ; 0e
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dw Function45ed, SetFacingStanding ; 0f
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dw Function44e4, SetFacingCurrent ; 10
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dw SetFacingStanding, SetFacingStanding ; 00
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dw SetFacingStandAction, SetFacingCurrent ; 01 standing?
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dw SetFacingStepAction, SetFacingCurrent ; 02 walking?
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dw SetFacingBumpAction, SetFacingCurrent ; 03 bumping?
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dw SetFacingCounterclockwiseSpin, SetFacingCurrent ; 04
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dw SetFacingCounterclockwiseSpin2, SetFacingStanding ; 05
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dw SetFacingFish, SetFacingFish ; 06
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dw Function457b, SetFacingStanding ; 07
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dw Function4582, Function4582 ; 08
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dw Function4589, Function4589 ; 09
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dw Function4590, Function45a4 ; 0a
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dw Function45ab, SetFacingCurrent ; 0c
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dw Function45be, Function45be ; 0b
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dw Function45c5, Function45c5 ; 0d
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dw Function45da, SetFacingStanding ; 0e
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dw SetFacingGrassShake, SetFacingStanding ; 0f
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dw Function44e4, SetFacingCurrent ; 10
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; 44a3
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SetFacingStanding: ; 44a3
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@@ -49,16 +49,16 @@ SetFacingCurrent: ; 44aa
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ret
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; 44b5
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Function44b5: ; 44b5
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SetFacingStandAction: ; 44b5
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ld hl, OBJECT_FACING_STEP
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add hl, bc
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ld a, [hl]
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and 1
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jr nz, Function44c1
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jr nz, SetFacingStepAction
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jp SetFacingCurrent
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; 44c1
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Function44c1: ; 44c1
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SetFacingStepAction: ; 44c1
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING, [hl]
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@@ -112,7 +112,7 @@ Function44e4: ; 44e4
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ret
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; 4508
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Function4508: ; 4508
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SetFacingBumpAction: ; 4508
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING, [hl]
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@@ -138,8 +138,8 @@ Function4508: ; 4508
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ret
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; 4529
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Function4529: ; 4529
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call Function453f
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SetFacingCounterclockwiseSpin: ; 4529
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call CounterclockwiseSpinAction
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ld hl, OBJECT_FACING
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add hl, bc
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ld a, [hl]
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@@ -150,12 +150,16 @@ Function4529: ; 4529
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ret
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; 4539
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Function4539: ; 4539
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call Function453f
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SetFacingCounterclockwiseSpin2: ; 4539
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call CounterclockwiseSpinAction
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jp SetFacingStanding
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; 453f
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Function453f: ; 453f
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CounterclockwiseSpinAction: ; 453f
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; Here, OBJECT_STEP_FRAME consists of two 2-bit components,
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; using only bits 0,1 and 4,5.
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; bits 0,1 is a timer (4 overworld frames)
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; bits 4,5 determines the facing - the direction is counterclockwise.
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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ld a, [hl]
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@@ -195,11 +199,11 @@ Function453f: ; 453f
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db OW_DOWN, OW_RIGHT, OW_UP, OW_LEFT
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; 456e
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Function456e: ; 456e
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SetFacingFish: ; 456e
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call GetSpriteDirection
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rrca
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rrca
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add $10
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add FACING_FISH_DOWN
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ld hl, OBJECT_FACING_STEP
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add hl, bc
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ld [hl], a
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@@ -238,7 +242,7 @@ Function4590: ; 4590
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jr z, Function45a4
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ld hl, OBJECT_FACING_STEP
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add hl, bc
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ld [hl], FACING_04
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ld [hl], FACING_STEP_UP_0
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ret
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; 45a4
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@@ -305,7 +309,7 @@ Function45da: ; 45da
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ret
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; 45ed
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Function45ed: ; 45ed
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SetFacingGrassShake: ; 45ed
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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inc [hl]
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@@ -313,9 +317,9 @@ Function45ed: ; 45ed
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ld hl, OBJECT_FACING_STEP
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add hl, bc
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and 4
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ld a, FACING_1E
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ld a, FACING_GRASS_1
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jr z, .ok
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inc a ; FACING_1F
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inc a ; FACING_GRASS_2
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.ok
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ld [hl], a
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@@ -965,7 +965,7 @@ MapObjectMovementPattern: ; 47dd
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call ._MovementShadow_Grass_Emote_BoulderDust
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_0F
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ld [hl], PERSON_ACTION_GRASS_SHAKE
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ld hl, OBJECT_STEP_DURATION
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add hl, de
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ld a, [hl]
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