; Pseudo-OAM flags used by game logic const_def const BIT_END_OF_OAM_DATA ; 0 const BIT_SPRITE_UNDER_GRASS ; 1 ; Used in SpriteFacingAndAnimationTable (see data/sprites/facings.asm) DEF FACING_END EQU 1 << BIT_END_OF_OAM_DATA DEF UNDER_GRASS EQU 1 << BIT_SPRITE_UNDER_GRASS ; OAM attribute flags DEF OAM_PALETTE EQU %111 const_def 3 const OAM_TILE_BANK ; 3 const OAM_OBP_NUM ; 4 ; Non CGB Mode Only const OAM_X_FLIP ; 5 const OAM_Y_FLIP ; 6 const OAM_PRIORITY ; 7 ; 0: OBJ above BG, 1: OBJ behind BG (colors 1-3) ; OAM attribute masks DEF OAM_OBP1 EQU 1 << OAM_OBP_NUM ; OBJ palette 1 DEF OAM_HFLIP EQU 1 << OAM_X_FLIP ; horizontal flip DEF OAM_VFLIP EQU 1 << OAM_Y_FLIP ; vertical flip DEF OAM_BEHIND_BG EQU 1 << OAM_PRIORITY ; behind bg (except color 0)