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-rw-r--r--data/sprites/facings.asm110
1 files changed, 56 insertions, 54 deletions
diff --git a/data/sprites/facings.asm b/data/sprites/facings.asm
index c412247a..9bfb0027 100644
--- a/data/sprites/facings.asm
+++ b/data/sprites/facings.asm
@@ -1,57 +1,59 @@
SpriteFacingAndAnimationTable:
- 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
+; This table is used for overworld sprites $1-$9.
+ dw .StandingDown, .NormalOAM ; facing down, walk animation frame 0
+ dw .WalkingDown, .NormalOAM ; facing down, walk animation frame 1
+ dw .StandingDown, .NormalOAM ; facing down, walk animation frame 2
+ dw .WalkingDown, .FlippedOAM ; facing down, walk animation frame 3
+ dw .StandingUp, .NormalOAM ; facing up, walk animation frame 0
+ dw .WalkingUp, .NormalOAM ; facing up, walk animation frame 1
+ dw .StandingUp, .NormalOAM ; facing up, walk animation frame 2
+ dw .WalkingUp, .FlippedOAM ; facing up, walk animation frame 3
+ dw .StandingLeft, .NormalOAM ; facing left, walk animation frame 0
+ dw .WalkingLeft, .NormalOAM ; facing left, walk animation frame 1
+ dw .StandingLeft, .NormalOAM ; facing left, walk animation frame 2
+ dw .WalkingLeft, .NormalOAM ; facing left, walk animation frame 3
+ dw .StandingLeft, .FlippedOAM ; facing right, walk animation frame 0
+ dw .WalkingLeft, .FlippedOAM ; facing right, walk animation frame 1
+ dw .StandingLeft, .FlippedOAM ; facing right, walk animation frame 2
+ dw .WalkingLeft, .FlippedOAM ; facing right, walk animation frame 3
+; The rest of this table is used for sprites $a and $b.
+; All orientation and animation parameters lead to the same result.
+; Used for immobile sprites like items on the ground.
+ dw .StandingDown, .NormalOAM ; facing down, walk animation frame 0
+ dw .StandingDown, .NormalOAM ; facing down, walk animation frame 1
+ dw .StandingDown, .NormalOAM ; facing down, walk animation frame 2
+ dw .StandingDown, .NormalOAM ; facing down, walk animation frame 3
+ dw .StandingDown, .NormalOAM ; facing up, walk animation frame 0
+ dw .StandingDown, .NormalOAM ; facing up, walk animation frame 1
+ dw .StandingDown, .NormalOAM ; facing up, walk animation frame 2
+ dw .StandingDown, .NormalOAM ; facing up, walk animation frame 3
+ dw .StandingDown, .NormalOAM ; facing left, walk animation frame 0
+ dw .StandingDown, .NormalOAM ; facing left, walk animation frame 1
+ dw .StandingDown, .NormalOAM ; facing left, walk animation frame 2
+ dw .StandingDown, .NormalOAM ; facing left, walk animation frame 3
+ dw .StandingDown, .NormalOAM ; facing right, walk animation frame 0
+ dw .StandingDown, .NormalOAM ; facing right, walk animation frame 1
+ dw .StandingDown, .NormalOAM ; facing right, walk animation frame 2
+ dw .StandingDown, .NormalOAM ; facing right, walk animation frame 3
-SpriteFacingDownAndStanding:
- db $00,$01,$02,$03
-SpriteFacingDownAndWalking:
- db $80,$81,$82,$83
-SpriteFacingUpAndStanding:
- db $04,$05,$06,$07
-SpriteFacingUpAndWalking:
- db $84,$85,$86,$87
-SpriteFacingLeftAndStanding:
- db $08,$09,$0a,$0b
-SpriteFacingLeftAndWalking:
- db $88,$89,$8a,$8b
+; four tile ids compose an overworld sprite
+.StandingDown: db $00, $01, $02, $03
+.WalkingDown: db $80, $81, $82, $83
+.StandingUp: db $04, $05, $06, $07
+.WalkingUp: db $84, $85, $86, $87
+.StandingLeft: db $08, $09, $0a, $0b
+.WalkingLeft: db $88, $89, $8a, $8b
-SpriteOAMParameters:
- 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:
- 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
+.NormalOAM:
+; y, x, attributes
+ db 0, 0, $00 ; top left
+ db 0, 8, $00 ; top right
+ db 8, 0, OAMFLAG_CANBEMASKED ; bottom left
+ db 8, 8, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
+
+.FlippedOAM:
+; y, x, attributes
+ db 0, 8, OAMFLAG_VFLIPPED ; top left
+ db 0, 0, OAMFLAG_VFLIPPED ; top right
+ db 8, 8, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left
+ db 8, 0, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right