diff options
-rw-r--r-- | data/facing.asm | 57 | ||||
-rwxr-xr-x | main.asm | 59 |
2 files changed, 58 insertions, 58 deletions
diff --git a/data/facing.asm b/data/facing.asm new file mode 100644 index 00000000..6906002e --- /dev/null +++ b/data/facing.asm @@ -0,0 +1,57 @@ +SpriteFacingAndAnimationTable: ; 4000 (1:4000) + dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 0 + dw SpriteFacingDownAndWalking, SpriteOAMParameters ; facing down, walk animation frame 1 + dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 2 + dw SpriteFacingDownAndWalking, SpriteOAMParametersFlipped ; facing down, walk animation frame 3 + dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 0 + dw SpriteFacingUpAndWalking, SpriteOAMParameters ; facing up, walk animation frame 1 + dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 2 + dw SpriteFacingUpAndWalking, SpriteOAMParametersFlipped ; facing up, walk animation frame 3 + dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 0 + dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 1 + dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 2 + dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 3 + dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 0 + dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 1 + dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 2 + dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 3 + dw SpriteFacingDownAndStanding, SpriteOAMParameters ; --- + dw SpriteFacingDownAndStanding, SpriteOAMParameters ; This table is used for sprites $a and $b. + dw SpriteFacingDownAndStanding, SpriteOAMParameters ; All orientation and animation parameters + dw SpriteFacingDownAndStanding, SpriteOAMParameters ; lead to the same result. Used for immobile + dw SpriteFacingDownAndStanding, SpriteOAMParameters ; sprites like items on the ground + dw SpriteFacingDownAndStanding, SpriteOAMParameters ; --- + dw SpriteFacingDownAndStanding, SpriteOAMParameters + dw SpriteFacingDownAndStanding, SpriteOAMParameters + dw SpriteFacingDownAndStanding, SpriteOAMParameters + dw SpriteFacingDownAndStanding, SpriteOAMParameters + dw SpriteFacingDownAndStanding, SpriteOAMParameters + dw SpriteFacingDownAndStanding, SpriteOAMParameters + dw SpriteFacingDownAndStanding, SpriteOAMParameters + dw SpriteFacingDownAndStanding, SpriteOAMParameters + dw SpriteFacingDownAndStanding, SpriteOAMParameters + dw SpriteFacingDownAndStanding, SpriteOAMParameters + +SpriteFacingDownAndStanding: ; 4080 (1:4080) + db $00,$01,$02,$03 +SpriteFacingDownAndWalking: ; 4084 (1:4084) + db $80,$81,$82,$83 +SpriteFacingUpAndStanding: ; 4088 (1:4088) + db $04,$05,$06,$07 +SpriteFacingUpAndWalking: ; 408c (1:408c) + db $84,$85,$86,$87 +SpriteFacingLeftAndStanding: ; 4090 (1:4090) + db $08,$09,$0a,$0b +SpriteFacingLeftAndWalking: ; 4094 (1:4094) + db $88,$89,$8a,$8b + +SpriteOAMParameters: ; 4098 (1:4098) + db $00,$00, $00 ; top left + db $00,$08, $00 ; top right + db $08,$00, OAMFLAG_CANBEMASKED ; bottom left + db $08,$08, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right +SpriteOAMParametersFlipped: ; 40a4 (1:40a4) + db $00,$08, OAMFLAG_VFLIPPED + db $00,$00, OAMFLAG_VFLIPPED + db $08,$08, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED + db $08,$00, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA @@ -5,64 +5,7 @@ INCLUDE "home.asm" SECTION "bank1",ROMX,BANK[$1] -SpriteFacingAndAnimationTable: ; 4000 (1:4000) - dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 0 - dw SpriteFacingDownAndWalking, SpriteOAMParameters ; facing down, walk animation frame 1 - dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 2 - dw SpriteFacingDownAndWalking, SpriteOAMParametersFlipped ; facing down, walk animation frame 3 - dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 0 - dw SpriteFacingUpAndWalking, SpriteOAMParameters ; facing up, walk animation frame 1 - dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 2 - dw SpriteFacingUpAndWalking, SpriteOAMParametersFlipped ; facing up, walk animation frame 3 - dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 0 - dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 1 - dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 2 - dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 3 - dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 0 - dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 1 - dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 2 - dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 3 - dw SpriteFacingDownAndStanding, SpriteOAMParameters ; --- - dw SpriteFacingDownAndStanding, SpriteOAMParameters ; This table is used for sprites $a and $b. - dw SpriteFacingDownAndStanding, SpriteOAMParameters ; All orientation and animation parameters - dw SpriteFacingDownAndStanding, SpriteOAMParameters ; lead to the same result. Used for immobile - dw SpriteFacingDownAndStanding, SpriteOAMParameters ; sprites like items on the ground - dw SpriteFacingDownAndStanding, SpriteOAMParameters ; --- - dw SpriteFacingDownAndStanding, SpriteOAMParameters - dw SpriteFacingDownAndStanding, SpriteOAMParameters - dw SpriteFacingDownAndStanding, SpriteOAMParameters - dw SpriteFacingDownAndStanding, SpriteOAMParameters - dw SpriteFacingDownAndStanding, SpriteOAMParameters - dw SpriteFacingDownAndStanding, SpriteOAMParameters - dw SpriteFacingDownAndStanding, SpriteOAMParameters - dw SpriteFacingDownAndStanding, SpriteOAMParameters - dw SpriteFacingDownAndStanding, SpriteOAMParameters - dw SpriteFacingDownAndStanding, SpriteOAMParameters - -SpriteFacingDownAndStanding: ; 4080 (1:4080) - db $00,$01,$02,$03 -SpriteFacingDownAndWalking: ; 4084 (1:4084) - db $80,$81,$82,$83 -SpriteFacingUpAndStanding: ; 4088 (1:4088) - db $04,$05,$06,$07 -SpriteFacingUpAndWalking: ; 408c (1:408c) - db $84,$85,$86,$87 -SpriteFacingLeftAndStanding: ; 4090 (1:4090) - db $08,$09,$0a,$0b -SpriteFacingLeftAndWalking: ; 4094 (1:4094) - db $88,$89,$8a,$8b - -SpriteOAMParameters: ; 4098 (1:4098) - db $00,$00, $00 ; top left - db $00,$08, $00 ; top right - db $08,$00, OAMFLAG_CANBEMASKED ; bottom left - db $08,$08, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right -SpriteOAMParametersFlipped: ; 40a4 (1:40a4) - db $00,$08, OAMFLAG_VFLIPPED - db $00,$00, OAMFLAG_VFLIPPED - db $08,$08, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED - db $08,$00, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA - +INCLUDE "data/facing.asm" Func_40b0:: ; Reset player status on blackout. |