mirror of
https://github.com/pret/pokeyellow.git
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127 lines
3.3 KiB
NASM
127 lines
3.3 KiB
NASM
SpriteFacingAndAnimationTable:
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; This table is used for overworld sprites $1-$9.
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dw .StandingDown ; facing down, walk animation frame 0
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dw .WalkingDown ; facing down, walk animation frame 1
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dw .StandingDown ; facing down, walk animation frame 2
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dw .WalkingDown2 ; facing down, walk animation frame 3
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dw .StandingUp ; facing up, walk animation frame 0
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dw .WalkingUp ; facing up, walk animation frame 1
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dw .StandingUp ; facing up, walk animation frame 2
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dw .WalkingUp2 ; facing up, walk animation frame 3
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dw .StandingLeft ; facing left, walk animation frame 0
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dw .WalkingLeft ; facing left, walk animation frame 1
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dw .StandingLeft ; facing left, walk animation frame 2
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dw .WalkingLeft ; facing left, walk animation frame 3
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dw .StandingRight ; facing right, walk animation frame 0
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dw .WalkingRight ; facing right, walk animation frame 1
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dw .StandingRight ; facing right, walk animation frame 2
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dw .WalkingRight ; 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
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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dw .StandingDown
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; special case
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dw .SpecialCase ; pikachu maybe?
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; Tables used as a reference to transform OAM data.
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; Format:
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; db y, x, attributes, tile index
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.StandingDown:
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db 4 ; #
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db 0, 0, $00, 0
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db 0, 8, $01, 0
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db 8, 0, $02, UNDER_GRASS
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db 8, 8, $03, UNDER_GRASS | FACING_END
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.WalkingDown:
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db 4 ; #
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db 0, 0, $80, 0
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db 0, 8, $81, 0
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db 8, 0, $82, UNDER_GRASS
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db 8, 8, $83, UNDER_GRASS | FACING_END
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.WalkingDown2:
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db 4 ; #
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db 0, 8, $80, OAM_XFLIP
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db 0, 0, $81, OAM_XFLIP
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db 8, 8, $82, OAM_XFLIP | UNDER_GRASS
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db 8, 0, $83, OAM_XFLIP | UNDER_GRASS | FACING_END
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.StandingUp:
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db 4 ; #
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db 0, 0, $04, 0
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db 0, 8, $05, 0
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db 8, 0, $06, UNDER_GRASS
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db 8, 8, $07, UNDER_GRASS | FACING_END
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.WalkingUp:
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db 4 ; #
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db 0, 0, $84, 0
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db 0, 8, $85, 0
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db 8, 0, $86, UNDER_GRASS
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db 8, 8, $87, UNDER_GRASS | FACING_END
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.WalkingUp2:
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db 4 ; #
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db 0, 8, $84, OAM_XFLIP
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db 0, 0, $85, OAM_XFLIP
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db 8, 8, $86, OAM_XFLIP | UNDER_GRASS
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db 8, 0, $87, OAM_XFLIP | UNDER_GRASS | FACING_END
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.StandingLeft:
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db 4 ; #
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db 0, 0, $08, 0
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db 0, 8, $09, 0
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db 8, 0, $0a, UNDER_GRASS
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db 8, 8, $0b, UNDER_GRASS | FACING_END
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.WalkingLeft:
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db 4 ; #
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db 0, 0, $88, 0
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db 0, 8, $89, 0
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db 8, 0, $8a, UNDER_GRASS
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db 8, 8, $8b, UNDER_GRASS | FACING_END
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.StandingRight:
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db 4 ; #
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db 0, 8, $08, OAM_XFLIP
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db 0, 0, $09, OAM_XFLIP
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db 8, 8, $0a, OAM_XFLIP | UNDER_GRASS
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db 8, 0, $0b, OAM_XFLIP | UNDER_GRASS | FACING_END
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.WalkingRight:
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db 4 ; #
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db 0, 8, $88, OAM_XFLIP
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db 0, 0, $89, OAM_XFLIP
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db 8, 8, $8a, OAM_XFLIP | UNDER_GRASS
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db 8, 0, $8b, OAM_XFLIP | UNDER_GRASS | FACING_END
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.SpecialCase:
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db 9 ; #
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db -4, -4, $00, 0
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db -4, 4, $01, 0
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db -4, 12, $00, OAM_XFLIP
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db 4, -4, $01, 0
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db 4, 4, $02, 0
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db 4, 12, $01, 0
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db 12, -4, $00, OAM_YFLIP | UNDER_GRASS
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db 12, 4, $01, UNDER_GRASS
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db 12, 12, $00, OAM_YFLIP | OAM_XFLIP | UNDER_GRASS | FACING_END
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