diff options
| author | mid-kid <esteve.varela@gmail.com> | 2019-02-15 02:56:24 +0100 |
|---|---|---|
| committer | mid-kid <esteve.varela@gmail.com> | 2019-02-15 03:01:59 +0100 |
| commit | 4154f191e09404748de4faa3a63bcb51faf42c98 (patch) | |
| tree | 118efe338996d328190ce432aac26c6d8b6fa0cc /data/sprite_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/sprite_anims')
| -rw-r--r-- | data/sprite_anims/oam.asm | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/data/sprite_anims/oam.asm b/data/sprite_anims/oam.asm index 4fa153504..ece914e0c 100644 --- a/data/sprite_anims/oam.asm +++ b/data/sprite_anims/oam.asm @@ -1,6 +1,6 @@ SpriteAnimOAMData: ; entries correspond to SPRITE_ANIM_OAMSET_* constants - ; vtile offset, pointer + ; vtile offset, data pointer dbw $00, .OAMData_RedWalk ; SPRITE_ANIM_OAMSET_RED_WALK_1 dbw $04, .OAMData_RedWalk ; SPRITE_ANIM_OAMSET_RED_WALK_2 dbw $4c, .OAMData_1x1_Palette0 ; SPRITE_ANIM_OAMSET_GS_INTRO_BUBBLE_1 |
