pokegold-spaceworld/data/sprites/old_facings.inc
DrippingYellow 030186d4cf
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Labelling and separating bank01.asm (#117)
* 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
2025-07-07 19:02:15 -04:00

70 lines
3.4 KiB
PHP

; Unreferenced overworld sprite table leftover from Generation I.
; Pseudo-OAM flags originally used by game logic
const_def
const BIT_END_OF_OAM_DATA ; 0
const BIT_SPRITE_UNDER_GRASS ; 1
; Used in SpriteFacingAndAnimationTable
DEF FACING_END EQU 1 << BIT_END_OF_OAM_DATA
DEF UNDER_GRASS EQU 1 << BIT_SPRITE_UNDER_GRASS
Unreferenced_OldSpriteFacingAndAnimationTable:
; 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
; 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
.NormalOAM:
; y, x, attributes
db 0, 0, $00 ; top left
db 0, 8, $00 ; top right
db 8, 0, UNDER_GRASS ; bottom left
db 8, 8, UNDER_GRASS | FACING_END ; bottom right
.FlippedOAM:
; y, x, attributes
db 0, 8, X_FLIP ; top left
db 0, 0, X_FLIP ; top right
db 8, 8, X_FLIP | UNDER_GRASS ; bottom left
db 8, 0, X_FLIP | UNDER_GRASS | FACING_END ; bottom right