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authormid-kid <esteve.varela@gmail.com>2019-02-15 02:56:24 +0100
committermid-kid <esteve.varela@gmail.com>2019-02-15 03:01:59 +0100
commit4154f191e09404748de4faa3a63bcb51faf42c98 (patch)
tree118efe338996d328190ce432aac26c6d8b6fa0cc /data/battle_anims
parent469c51d08637dc9951e4068ecb3700a363294b54 (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.asm2
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