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* Started labelling dumped bank 1 functions, identified movement values * Changed all NPCs to use the new movement constants * Updated the rest of the movement constant instances, removed the old movement_constants.asm * Ready to deal the finishing blow to bank01.asm * Bank 01 is no more. Other scattered changes. * Labelled a few flags and matched a few variables with pokegold * Finished labelling bank02.asm too while I was at it
70 lines
3.4 KiB
PHP
70 lines
3.4 KiB
PHP
; Unreferenced overworld sprite table leftover from Generation I.
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; Pseudo-OAM flags originally used by game logic
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const_def
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const BIT_END_OF_OAM_DATA ; 0
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const BIT_SPRITE_UNDER_GRASS ; 1
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; Used in SpriteFacingAndAnimationTable
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DEF FACING_END EQU 1 << BIT_END_OF_OAM_DATA
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DEF UNDER_GRASS EQU 1 << BIT_SPRITE_UNDER_GRASS
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Unreferenced_OldSpriteFacingAndAnimationTable:
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; This table is used for overworld sprites $1-$9.
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 0
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dw .WalkingDown, .NormalOAM ; facing down, walk animation frame 1
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 2
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dw .WalkingDown, .FlippedOAM ; facing down, walk animation frame 3
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dw .StandingUp, .NormalOAM ; facing up, walk animation frame 0
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dw .WalkingUp, .NormalOAM ; facing up, walk animation frame 1
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dw .StandingUp, .NormalOAM ; facing up, walk animation frame 2
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dw .WalkingUp, .FlippedOAM ; facing up, walk animation frame 3
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dw .StandingLeft, .NormalOAM ; facing left, walk animation frame 0
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dw .WalkingLeft, .NormalOAM ; facing left, walk animation frame 1
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dw .StandingLeft, .NormalOAM ; facing left, walk animation frame 2
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dw .WalkingLeft, .NormalOAM ; facing left, walk animation frame 3
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dw .StandingLeft, .FlippedOAM ; facing right, walk animation frame 0
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dw .WalkingLeft, .FlippedOAM ; facing right, walk animation frame 1
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dw .StandingLeft, .FlippedOAM ; facing right, walk animation frame 2
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dw .WalkingLeft, .FlippedOAM ; facing right, walk animation frame 3
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; The rest of this table is used for sprites $a and $b.
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; All orientation and animation parameters lead to the same result.
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; Used for immobile sprites like items on the ground.
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 0
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 1
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 2
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 3
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dw .StandingDown, .NormalOAM ; facing up, walk animation frame 0
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dw .StandingDown, .NormalOAM ; facing up, walk animation frame 1
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dw .StandingDown, .NormalOAM ; facing up, walk animation frame 2
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dw .StandingDown, .NormalOAM ; facing up, walk animation frame 3
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dw .StandingDown, .NormalOAM ; facing left, walk animation frame 0
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dw .StandingDown, .NormalOAM ; facing left, walk animation frame 1
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dw .StandingDown, .NormalOAM ; facing left, walk animation frame 2
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dw .StandingDown, .NormalOAM ; facing left, walk animation frame 3
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dw .StandingDown, .NormalOAM ; facing right, walk animation frame 0
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dw .StandingDown, .NormalOAM ; facing right, walk animation frame 1
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dw .StandingDown, .NormalOAM ; facing right, walk animation frame 2
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dw .StandingDown, .NormalOAM ; facing right, walk animation frame 3
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; four tile ids compose an overworld sprite
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.StandingDown: db $00, $01, $02, $03
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.WalkingDown: db $80, $81, $82, $83
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.StandingUp: db $04, $05, $06, $07
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.WalkingUp: db $84, $85, $86, $87
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.StandingLeft: db $08, $09, $0a, $0b
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.WalkingLeft: db $88, $89, $8a, $8b
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.NormalOAM:
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; y, x, attributes
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db 0, 0, $00 ; top left
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db 0, 8, $00 ; top right
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db 8, 0, UNDER_GRASS ; bottom left
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db 8, 8, UNDER_GRASS | FACING_END ; bottom right
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.FlippedOAM:
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; y, x, attributes
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db 0, 8, X_FLIP ; top left
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db 0, 0, X_FLIP ; top right
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db 8, 8, X_FLIP | UNDER_GRASS ; bottom left
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db 8, 0, X_FLIP | UNDER_GRASS | FACING_END ; bottom right
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