fix: fix for pot drops at sprite limit
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8
ram.asm
8
ram.asm
@@ -263,6 +263,8 @@ DungeonID = $7E040C ; High byte mostly unused but sometimes read.
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;
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TransitionDirection = $7E0418 ; OW: 0=N 1=S 2=W 3=E UW: 0=S 1=N 2=E 3=W
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;
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ManipIndex = $7E042C ; Index of manipulable tile. Word length.
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;
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TrapDoorFlag = $7E0468 ; Flag that is set when trap doors are down. 2 bytes
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;
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LayerAdjustment = $7E047A ; Flags layer adjustments. Arms EG.
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@@ -276,6 +278,8 @@ OWEntranceCutscene = $7E04C6 ;
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;
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HeartBeepTimer = $7E04CA ;
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;
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ManipTileMapX = $7E0540 ; Tilemap X position of manipulable tile. $10 x 2 bytes
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;
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CameraTargetN = $7E0610 ; Camera scroll target for directions NSEW
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CameraTargetS = $7E0612 ;
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CameraTargetW = $7E0614 ;
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@@ -344,6 +348,7 @@ EnemyStunTimer = $7E0B58 ; Auto-decrementing timer for stunned enemies.
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;
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BowDryFire = $7E0B9A ; If set, arrows are deleted immediately
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;
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SecretId = $7E0B9C ; Controls the secret spawned from bushes, pots, rocks, etc.
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SaveFileIndex = $7E0B9D ;
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;
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SpriteAncillaInteract = $7E0BA0 ; If nonzero, ancillae do not interact with the sprite. $10 bytes.
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@@ -836,6 +841,7 @@ endmacro
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%assertRAM(OverworldIndexMirror, $7E040A)
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%assertRAM(DungeonID, $7E040C)
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%assertRAM(TransitionDirection, $7E0418)
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%assertRAM(ManipIndex, $7E042C)
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%assertRAM(TrapDoorFlag, $7E0468)
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%assertRAM(LayerAdjustment, $7E047A)
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%assertRAM(RoomIndexMirror, $7E048E)
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@@ -843,6 +849,7 @@ endmacro
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%assertRAM(Map16ChangeIndex, $7E04AC)
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%assertRAM(OWEntranceCutscene, $7E04C6)
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%assertRAM(HeartBeepTimer, $7E04CA)
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%assertRAM(ManipTileMapX, $7E0540)
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%assertRAM(CameraTargetN, $7E0610)
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%assertRAM(CameraTargetS, $7E0612)
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%assertRAM(CameraTargetW, $7E0614)
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@@ -885,6 +892,7 @@ endmacro
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%assertRAM(OverlordYHigh, $7E0B20)
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%assertRAM(EnemyStunTimer, $7E0B58)
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%assertRAM(BowDryFire, $7E0B9A)
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%assertRAM(SecretId, $7E0B9C)
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%assertRAM(SaveFileIndex, $7E0B9D)
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%assertRAM(SpriteAncillaInteract, $7E0BA0)
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%assertRAM(AncillaVelocityY, $7E0C22)
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