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4452acb021
swap LEFT and RIGHT FACE is better named STAY because sprites that have no range do not necessarily face any direction STAY has been renamed to NONE because sprites that use this will spin randomly, except for the item/voltorb/electrode sprite I never should have listened to https://github.com/iimarckus/pokered/issues/89
37 lines
1.5 KiB
NASM
Executable file
37 lines
1.5 KiB
NASM
Executable file
VictoryRoad2Object: ; 0x51915 (size=154)
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db $7d ; border block
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db $7 ; warps
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db $8, $0, $2, VICTORY_ROAD_1
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db $7, $1d, $3, $ff
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db $8, $1d, $3, $ff
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db $7, $17, $0, VICTORY_ROAD_3
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db $e, $19, $2, VICTORY_ROAD_3
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db $7, $1b, $1, VICTORY_ROAD_3
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db $1, $1, $3, VICTORY_ROAD_3
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db $0 ; signs
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db $d ; objects
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object SPRITE_HIKER, $c, $9, STAY, LEFT, $1, BLACKBELT + $C8, $9
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object SPRITE_BLACK_HAIR_BOY_2, $15, $d, STAY, LEFT, $2, JUGGLER + $C8, $2
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object SPRITE_BLACK_HAIR_BOY_1, $13, $8, STAY, DOWN, $3, TAMER + $C8, $5
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object SPRITE_BLACK_HAIR_BOY_2, $4, $2, STAY, DOWN, $4, POKEMANIAC + $C8, $6
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object SPRITE_BLACK_HAIR_BOY_2, $1a, $3, STAY, LEFT, $5, JUGGLER + $C8, $5
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object SPRITE_BIRD, $b, $5, STAY, UP, $6, MOLTRES, 50
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object SPRITE_BALL, $1b, $5, STAY, NONE, $7, TM_17
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object SPRITE_BALL, $12, $9, STAY, NONE, $8, FULL_HEAL
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object SPRITE_BALL, $9, $b, STAY, NONE, $9, TM_05
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object SPRITE_BALL, $b, $0, STAY, NONE, $a, GUARD_SPEC_
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object SPRITE_BOULDER, $4, $e, STAY, BOULDER_MOVEMENT_BYTE_2, $b ; person
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object SPRITE_BOULDER, $5, $5, STAY, BOULDER_MOVEMENT_BYTE_2, $c ; person
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object SPRITE_BOULDER, $17, $10, STAY, BOULDER_MOVEMENT_BYTE_2, $d ; person
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; warp-to
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EVENT_DISP VICTORY_ROAD_2_WIDTH, $8, $0 ; VICTORY_ROAD_1
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EVENT_DISP VICTORY_ROAD_2_WIDTH, $7, $1d
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EVENT_DISP VICTORY_ROAD_2_WIDTH, $8, $1d
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EVENT_DISP VICTORY_ROAD_2_WIDTH, $7, $17 ; VICTORY_ROAD_3
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EVENT_DISP VICTORY_ROAD_2_WIDTH, $e, $19 ; VICTORY_ROAD_3
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EVENT_DISP VICTORY_ROAD_2_WIDTH, $7, $1b ; VICTORY_ROAD_3
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EVENT_DISP VICTORY_ROAD_2_WIDTH, $1, $1 ; VICTORY_ROAD_3
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