diff options
Diffstat (limited to 'engine/sprites.asm')
-rwxr-xr-x | engine/sprites.asm | 111 |
1 files changed, 56 insertions, 55 deletions
diff --git a/engine/sprites.asm b/engine/sprites.asm index e5d55ebfb..4c07a2b9e 100755 --- a/engine/sprites.asm +++ b/engine/sprites.asm @@ -11,7 +11,7 @@ ClearSpriteAnims: ; 8cf53 ret ; 8cf62 -Function8cf62: ; 8cf62 +PlaySpriteAnimationsAndDelayFrame: ; 8cf62 call PlaySpriteAnimations call DelayFrame ret @@ -23,7 +23,7 @@ PlaySpriteAnimations: ; 8cf69 push bc push af - ld a, 0 * 4 + ld a, Sprites % $100 ld [wCurrSpriteOAMAddr], a call DoNextFrameForAllSprites @@ -60,7 +60,7 @@ DoNextFrameForAllSprites: ; 8cf7a ld a, [wCurrSpriteOAMAddr] ld l, a - ld h, Sprites / $0100 + ld h, Sprites / $100 .loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> SpritesEnd) ld a, l @@ -139,9 +139,9 @@ InitSpriteAnimStruct:: ; 8cfd6 ; Back up the structure address to bc. ld c, l ld b, h -; Value [wc3b4] is initially set to -1. Set it to +; Value [wSpriteAnimCount] is initially set to -1. Set it to ; the number of objects loaded into this array. - ld hl, wc3b4 + ld hl, wSpriteAnimCount inc [hl] ld a, [hl] and a @@ -163,7 +163,7 @@ endr ld hl, SPRITEANIMSTRUCT_INDEX add hl, bc ; Load the index. - ld a, [wc3b4] + ld a, [wSpriteAnimCount] ld [hli], a ; Copy the table entry to the next two fields. ld a, [de] @@ -172,7 +172,7 @@ endr ld a, [de] ld [hli], a inc de -; Look up the third field from the table in the wc300 array (10x2). +; Look up the third field from the table in the wSpriteAnimDict array (10x2). ; Take the value and load it in ld a, [de] call GetSpriteAnimVTile @@ -532,14 +532,15 @@ endr ret ; 8d1ac -Function8d1ac: ; unreferenced +BrokenGetStdGraphics: ; 8d1ac +; dummied out push hl ld l, a ld h, 0 rept 2 add hl, hl endr - ld de, Unknown_8e706 ; broken 2bpp pointers + ld de, BrokenStdGFXPointers ; broken 2bpp pointers add hl, de ld c, [hl] inc hl @@ -556,52 +557,52 @@ endr ; 8d1c4 SpriteAnimSeqData: ; 8d1c4 - ; ??, sequence, tile - db $01, SPRITE_ANIM_SEQ_01, $00 ; 00 - db $07, SPRITE_ANIM_SEQ_04, $00 ; 01 - db $08, SPRITE_ANIM_SEQ_05, $05 ; 02 - db $0a, SPRITE_ANIM_SEQ_06, $00 ; 03 - db $0b, SPRITE_ANIM_SEQ_07, $06 ; 04 - db $0c, SPRITE_ANIM_SEQ_08, $06 ; 05 - db $0d, SPRITE_ANIM_SEQ_09, $07 ; 06 - db $0e, SPRITE_ANIM_SEQ_0A, $07 ; 07 - db $10, SPRITE_ANIM_SEQ_0B, $07 ; 08 - db $08, SPRITE_ANIM_SEQ_0C, $05 ; 09 - db $11, SPRITE_ANIM_SEQ_00, $00 ; 0a flying sprite - db $12, SPRITE_ANIM_SEQ_0D, $08 ; 0b - db $12, SPRITE_ANIM_SEQ_0E, $08 ; 0c - db $12, SPRITE_ANIM_SEQ_0F, $08 ; 0d - db $13, SPRITE_ANIM_SEQ_10, $00 ; 0e - db $15, SPRITE_ANIM_SEQ_00, $00 ; 0f - db $16, SPRITE_ANIM_SEQ_11, $00 ; 10 - db $17, SPRITE_ANIM_SEQ_12, $00 ; 11 - db $18, SPRITE_ANIM_SEQ_12, $00 ; 12 - db $19, SPRITE_ANIM_SEQ_13, $00 ; 13 - db $1a, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob - db $1b, SPRITE_ANIM_SEQ_00, $00 ; 15 - db $1d, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree - db $1e, SPRITE_ANIM_SEQ_00, $00 ; 17 - db $1d, SPRITE_ANIM_SEQ_17, $00 ; 18 flying leaves - db $1f, SPRITE_ANIM_SEQ_00, $00 ; 19 - db $24, SPRITE_ANIM_SEQ_19, $00 ; 1a - db $25, SPRITE_ANIM_SEQ_00, $00 ; 1b - db $20, SPRITE_ANIM_SEQ_13, $00 ; 1c - db $26, SPRITE_ANIM_SEQ_1A, $00 ; 1d - db $2d, SPRITE_ANIM_SEQ_00, $00 ; 1e - db $2e, SPRITE_ANIM_SEQ_00, $00 ; 1f - db $2f, SPRITE_ANIM_SEQ_00, $00 ; 20 - db $30, SPRITE_ANIM_SEQ_00, $00 ; 21 - db $31, SPRITE_ANIM_SEQ_00, $00 ; 22 - db $32, SPRITE_ANIM_SEQ_1B, $00 ; 23 - db $33, SPRITE_ANIM_SEQ_1C, $00 ; 24 - db $34, SPRITE_ANIM_SEQ_00, $00 ; 25 - db $35, SPRITE_ANIM_SEQ_1D, $00 ; 26 - db $37, SPRITE_ANIM_SEQ_1E, $00 ; 27 - db $38, SPRITE_ANIM_SEQ_1E, $00 ; 28 - db $39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown - db $3f, SPRITE_ANIM_SEQ_21, $00 ; 2a - db $3e, SPRITE_ANIM_SEQ_22, $00 ; 2b - db $40, SPRITE_ANIM_SEQ_00, $00 ; 2c + ; frameset sequence, tile + db SPRITE_ANIM_FRAMESET_01, SPRITE_ANIM_SEQ_01, $00 ; 00 + db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00 ; 01 + db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_05, $05 ; 02 + db SPRITE_ANIM_FRAMESET_0A, SPRITE_ANIM_SEQ_06, $00 ; 03 + db SPRITE_ANIM_FRAMESET_0B, SPRITE_ANIM_SEQ_07, $06 ; 04 + db SPRITE_ANIM_FRAMESET_0C, SPRITE_ANIM_SEQ_08, $06 ; 05 + db SPRITE_ANIM_FRAMESET_SLOT_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem + db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; 07 slots chansey + db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; 08 slots egg + db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_0C, $05 ; 09 + db SPRITE_ANIM_FRAMESET_11, SPRITE_ANIM_SEQ_00, $00 ; 0a flying sprite + db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0D, $08 ; 0b + db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0E, $08 ; 0c + db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0F, $08 ; 0d + db SPRITE_ANIM_FRAMESET_13, SPRITE_ANIM_SEQ_10, $00 ; 0e + db SPRITE_ANIM_FRAMESET_15, SPRITE_ANIM_SEQ_00, $00 ; 0f + db SPRITE_ANIM_FRAMESET_16, SPRITE_ANIM_SEQ_11, $00 ; 10 + db SPRITE_ANIM_FRAMESET_17, SPRITE_ANIM_SEQ_12, $00 ; 11 + db SPRITE_ANIM_FRAMESET_18, SPRITE_ANIM_SEQ_12, $00 ; 12 + db SPRITE_ANIM_FRAMESET_19, SPRITE_ANIM_SEQ_13, $00 ; 13 + db SPRITE_ANIM_FRAMESET_1A, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob + db SPRITE_ANIM_FRAMESET_1B, SPRITE_ANIM_SEQ_00, $00 ; 15 + db SPRITE_ANIM_FRAMESET_1D, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree + db SPRITE_ANIM_FRAMESET_1E, SPRITE_ANIM_SEQ_00, $00 ; 17 + db SPRITE_ANIM_FRAMESET_1D, SPRITE_ANIM_SEQ_17, $00 ; 18 flying leaves + db SPRITE_ANIM_FRAMESET_1F, SPRITE_ANIM_SEQ_00, $00 ; 19 + db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00 ; 1a + db SPRITE_ANIM_FRAMESET_25, SPRITE_ANIM_SEQ_00, $00 ; 1b + db SPRITE_ANIM_FRAMESET_20, SPRITE_ANIM_SEQ_13, $00 ; 1c + db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00 ; 1d + db SPRITE_ANIM_FRAMESET_2D, SPRITE_ANIM_SEQ_00, $00 ; 1e + db SPRITE_ANIM_FRAMESET_2E, SPRITE_ANIM_SEQ_00, $00 ; 1f + db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_00, $00 ; 20 + db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_00, $00 ; 21 + db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_00, $00 ; 22 + db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00 ; 23 + db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00 ; 24 + db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_00, $00 ; 25 + db SPRITE_ANIM_FRAMESET_35, SPRITE_ANIM_SEQ_1D, $00 ; 26 + db SPRITE_ANIM_FRAMESET_37, SPRITE_ANIM_SEQ_1E, $00 ; 27 + db SPRITE_ANIM_FRAMESET_38, SPRITE_ANIM_SEQ_1E, $00 ; 28 + db SPRITE_ANIM_FRAMESET_39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown + db SPRITE_ANIM_FRAMESET_3F, SPRITE_ANIM_SEQ_21, $00 ; 2a + db SPRITE_ANIM_FRAMESET_3E, SPRITE_ANIM_SEQ_22, $00 ; 2b + db SPRITE_ANIM_FRAMESET_40, SPRITE_ANIM_SEQ_00, $00 ; 2c ; 8d24b INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame |