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b5d2540e7c
* Identify more bit flags * Space
65 lines
1.3 KiB
NASM
65 lines
1.3 KiB
NASM
LoadSpinnerArrowTiles::
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ld a, [wSpritePlayerStateData1ImageIndex]
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srl a
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srl a
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ld hl, SpinnerPlayerFacingDirections
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ld c, a
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ld b, $0
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add hl, bc
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ld a, [hl]
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ld [wSpritePlayerStateData1ImageIndex], a
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ld a, [wCurMapTileset]
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cp FACILITY
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ld hl, FacilitySpinnerArrows
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jr z, .gotSpinnerArrows
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ld hl, GymSpinnerArrows
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.gotSpinnerArrows
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ld a, [wSimulatedJoypadStatesIndex]
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bit 0, a ; even or odd?
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jr nz, .alternateGraphics
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ld de, 6 * 4
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add hl, de
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.alternateGraphics
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ld a, $4
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ld bc, $0
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.loop
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push af
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push hl
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push bc
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add hl, bc
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ld a, [hli]
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ld e, a
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ld a, [hli]
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ld d, a
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ld a, [hli]
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ld c, a
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ld a, [hli]
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ld b, a
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ld a, [hli]
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ld h, [hl]
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ld l, a
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call CopyVideoData
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pop bc
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ld a, $6
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add c
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ld c, a
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pop hl
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pop af
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dec a
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jr nz, .loop
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ret
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INCLUDE "data/tilesets/spinner_tiles.asm"
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SpinnerPlayerFacingDirections:
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; This isn't the order of the facing directions. Rather, it's a list of
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; the facing directions that come next. For example, when the player is
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; facing down (00), the next facing direction is left (08).
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db $08 ; down -> left
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db $0C ; up -> right
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db $04 ; left -> up
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db $00 ; right -> down
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; these tiles are the animation for the tiles that push the player in dungeons like Rocket HQ
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SpinnerArrowAnimTiles:
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INCBIN "gfx/overworld/spinners.2bpp"
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