Applied labels and byte designators
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@@ -19,7 +19,7 @@ SwapSpriteIfNecessary:
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LDA.l SpriteSwapper : BEQ + : CLC : ADC.b #!BANK_BASE : CMP.b PlayerSpriteBank : BEQ +
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STA.b PlayerSpriteBank
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STZ.w SkipOAM ; Set Normal Sprite NMI
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JSL.l SpriteSwap_Palette_ArmorAndGloves_part_two
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JSL SpriteSwap_Palette_ArmorAndGloves_part_two
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+
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PLP
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RTL
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@@ -31,14 +31,14 @@ SpriteSwap_Palette_ArmorAndGloves:
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LDA.b #$10 : STA.b PlayerSpriteBank ; Load Original Sprite Location
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REP #$21
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LDA.l ArmorEquipment
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JSL $9BEDFF ; Read Original Palette Code
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JSL Palette_ArmorAndGloves+6 ; Read Original Palette Code
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RTL
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.part_two
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SEP #$30
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LDA.l SpriteSwapper : BNE .continue
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REP #$30
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LDA.l GloveEquipment
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JSL $9BEE21 ; Read Original Palette Code
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JSL Palettes_Load_LinkGloves+6 ; Read Original Palette Code
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RTL
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.continue
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@@ -51,7 +51,7 @@ SpriteSwap_Palette_ArmorAndGloves:
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; Check what Link's armor value is.
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LDA.l ArmorEquipment : AND.w #$00FF : TAX
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LDA.l $9BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA.b Scrap00
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LDA.l LinkMailPalettesOffsets, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA.b Scrap00
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; replace D308 by 7000 and search
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REP #$10 ; set 16-bit index registers
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