From 4154f191e09404748de4faa3a63bcb51faf42c98 Mon Sep 17 00:00:00 2001 From: mid-kid Date: Fri, 15 Feb 2019 02:56:24 +0100 Subject: 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`. --- data/battle_anims/oam.asm | 2 +- data/sprite_anims/oam.asm | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'data') 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 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 -- cgit v1.2.3