pokered/data/sprites/facings.asm

60 lines
3.1 KiB
NASM
Raw Normal View History

2016-06-12 00:24:04 +00:00
SpriteFacingAndAnimationTable:
; This table is used for overworld sprites $1-$9.
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 0
dw .WalkingDown, .NormalOAM ; facing down, walk animation frame 1
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 2
dw .WalkingDown, .FlippedOAM ; facing down, walk animation frame 3
dw .StandingUp, .NormalOAM ; facing up, walk animation frame 0
dw .WalkingUp, .NormalOAM ; facing up, walk animation frame 1
dw .StandingUp, .NormalOAM ; facing up, walk animation frame 2
dw .WalkingUp, .FlippedOAM ; facing up, walk animation frame 3
dw .StandingLeft, .NormalOAM ; facing left, walk animation frame 0
dw .WalkingLeft, .NormalOAM ; facing left, walk animation frame 1
dw .StandingLeft, .NormalOAM ; facing left, walk animation frame 2
dw .WalkingLeft, .NormalOAM ; facing left, walk animation frame 3
dw .StandingLeft, .FlippedOAM ; facing right, walk animation frame 0
dw .WalkingLeft, .FlippedOAM ; facing right, walk animation frame 1
dw .StandingLeft, .FlippedOAM ; facing right, walk animation frame 2
dw .WalkingLeft, .FlippedOAM ; facing right, walk animation frame 3
; The rest of this table is used for sprites $a and $b.
; All orientation and animation parameters lead to the same result.
; Used for immobile sprites like items on the ground.
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 0
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 1
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 2
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 3
dw .StandingDown, .NormalOAM ; facing up, walk animation frame 0
dw .StandingDown, .NormalOAM ; facing up, walk animation frame 1
dw .StandingDown, .NormalOAM ; facing up, walk animation frame 2
dw .StandingDown, .NormalOAM ; facing up, walk animation frame 3
dw .StandingDown, .NormalOAM ; facing left, walk animation frame 0
dw .StandingDown, .NormalOAM ; facing left, walk animation frame 1
dw .StandingDown, .NormalOAM ; facing left, walk animation frame 2
dw .StandingDown, .NormalOAM ; facing left, walk animation frame 3
dw .StandingDown, .NormalOAM ; facing right, walk animation frame 0
dw .StandingDown, .NormalOAM ; facing right, walk animation frame 1
dw .StandingDown, .NormalOAM ; facing right, walk animation frame 2
dw .StandingDown, .NormalOAM ; facing right, walk animation frame 3
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; four tile ids compose an overworld sprite
.StandingDown: db $00, $01, $02, $03
.WalkingDown: db $80, $81, $82, $83
.StandingUp: db $04, $05, $06, $07
.WalkingUp: db $84, $85, $86, $87
.StandingLeft: db $08, $09, $0a, $0b
.WalkingLeft: db $88, $89, $8a, $8b
2014-05-26 00:37:29 +00:00
.NormalOAM:
; y, x, attributes
db 0, 0, $00 ; top left
db 0, 8, $00 ; top right
db 8, 0, OAMFLAG_CANBEMASKED ; bottom left
db 8, 8, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
.FlippedOAM:
; y, x, attributes
db 0, 8, OAM_HFLIP ; top left
db 0, 0, OAM_HFLIP ; top right
db 8, 8, OAM_HFLIP | OAMFLAG_CANBEMASKED ; bottom left
db 8, 0, OAM_HFLIP | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right