diff options
author | mid-kid <esteve.varela@gmail.com> | 2019-02-15 02:56:24 +0100 |
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committer | mid-kid <esteve.varela@gmail.com> | 2019-02-15 03:01:59 +0100 |
commit | 4154f191e09404748de4faa3a63bcb51faf42c98 (patch) | |
tree | 118efe338996d328190ce432aac26c6d8b6fa0cc /data/battle_anims | |
parent | 469c51d08637dc9951e4068ecb3700a363294b54 (diff) |
Anotate more of the battle anim subsystem
The X and Y flip flags can be applied through the stack consisting of:
- Object attributes
- Animation frame attributes
- OAM Data
Each of these negate eachother.
Confused yet? The same stack is traversed to obtain the final tile ID,
with an added layer on top for the base GFX offset and the offset for
the dynamically loaded GFX requested by the object!
wBattleAnimDelay is populated with the values passed to `anim_wait`.
Diffstat (limited to 'data/battle_anims')
-rw-r--r-- | data/battle_anims/oam.asm | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/data/battle_anims/oam.asm b/data/battle_anims/oam.asm index 1beca2937..42c9c8295 100644 --- a/data/battle_anims/oam.asm +++ b/data/battle_anims/oam.asm @@ -1,6 +1,6 @@ BattleAnimOAMData: ; entries correspond to BATTLEANIMOAMSET_* constants - ; vtile offset, length, pointer + ; vtile offset, data length, data pointer dbbw $00, 16, .OAMData_00 ; BATTLEANIMOAMSET_00 dbbw $04, 9, .OAMData_01 ; BATTLEANIMOAMSET_01 dbbw $08, 4, .OAMData_02 ; BATTLEANIMOAMSET_02 |