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LoadSpinnerArrowTiles::
ld a, [wSpritePlayerStateData1ImageIndex]
srl a
srl a
ld hl, SpinnerPlayerFacingDirections
ld c, a
ld b, $0
add hl, bc
ld a, [hl]
ld [wSpritePlayerStateData1ImageIndex], a
ld a, [wCurMapTileset]
cp FACILITY
ld hl, FacilitySpinnerArrows
jr z, .asm_44ff6
ld hl, GymSpinnerArrows
.asm_44ff6
ld a, [wSimulatedJoypadStatesIndex]
bit 0, a
jr nz, .asm_45001
ld de, $18
add hl, de
.asm_45001
ld a, $4
ld bc, $0
.asm_45006
push af
push hl
push bc
add hl, bc
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld c, a
ld a, [hli]
ld b, a
ld a, [hli]
ld h, [hl]
ld l, a
call CopyVideoData
pop bc
ld a, $6
add c
ld c, a
pop hl
pop af
dec a
jr nz, .asm_45006
ret
INCLUDE "data/tilesets/spinner_tiles.asm"
SpinnerPlayerFacingDirections:
; This isn't the order of the facing directions. Rather, it's a list of
; the facing directions that come next. For example, when the player is
; facing down (00), the next facing direction is left (08).
db $08 ; down -> left
db $0C ; up -> right
db $04 ; left -> up
db $00 ; right -> down
; these tiles are the animation for the tiles that push the player in dungeons like Rocket HQ
SpinnerArrowAnimTiles:
INCBIN "gfx/overworld/spinners.2bpp"
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