SpriteFacingAndAnimationTable: ; 4000 (1:4000) dw SpriteFacingDownAndStanding ; facing down, walk animation frame 0 dw SpriteFacingDownAndWalking ; facing down, walk animation frame 1 dw SpriteFacingDownAndStanding ; facing down, walk animation frame 2 dw SpriteFacingDownAndWalking2 ; facing down, walk animation frame 3 dw SpriteFacingUpAndStanding ; facing up, walk animation frame 0 dw SpriteFacingUpAndWalking ; facing up, walk animation frame 1 dw SpriteFacingUpAndStanding ; facing up, walk animation frame 2 dw SpriteFacingUpAndWalking2 ; facing up, walk animation frame 3 dw SpriteFacingLeftAndStanding ; facing left, walk animation frame 0 dw SpriteFacingLeftAndWalking ; facing left, walk animation frame 1 dw SpriteFacingLeftAndStanding ; facing left, walk animation frame 2 dw SpriteFacingLeftAndWalking ; facing left, walk animation frame 3 dw SpriteFacingRightAndStanding ; facing right, walk animation frame 0 dw SpriteFacingRightAndWalking ; facing right, walk animation frame 1 dw SpriteFacingRightAndStanding ; facing right, walk animation frame 2 dw SpriteFacingRightAndWalking ; facing right, walk animation frame 3 dw SpriteFacingDownAndStanding ; --- dw SpriteFacingDownAndStanding ; This table is used for sprites $a and $b. dw SpriteFacingDownAndStanding ; All orientation and animation parameters dw SpriteFacingDownAndStanding ; lead to the same result. Used for immobile dw SpriteFacingDownAndStanding ; sprites like items on the ground dw SpriteFacingDownAndStanding ; --- dw SpriteFacingDownAndStanding dw SpriteFacingDownAndStanding dw SpriteFacingDownAndStanding dw SpriteFacingDownAndStanding dw SpriteFacingDownAndStanding dw SpriteFacingDownAndStanding dw SpriteFacingDownAndStanding dw SpriteFacingDownAndStanding dw SpriteFacingDownAndStanding dw SpriteFacingDownAndStanding ; special case dw SpriteSpecialCase ; pikachu maybe? SpriteFacingDownAndStanding: ; 4042 (1:4042) db $04 ; Sprite OAM Parameters db $00,$00,$00,$00 ; top left db $00,$08,$01,$00 ; top right db $08,$00,$02,OAMFLAG_CANBEMASKED ; bottom left db $08,$08,$03,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right SpriteFacingDownAndWalking: ; 4053 (1:4053) db $04 ; Sprite OAM Parameters db $00,$00,$80,$00 ; top left db $00,$08,$81,$00 ; top right db $08,$00,$82,OAMFLAG_CANBEMASKED ; bottom left db $08,$08,$83,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right SpriteFacingDownAndWalking2: ; 4064 (1:4064) db $04 ; Sprite OAM Parameters db $00,$08,$80,OAMFLAG_VFLIPPED ; top left db $00,$00,$81,OAMFLAG_VFLIPPED ; top right db $08,$08,$82,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left db $08,$00,$83,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right SpriteFacingUpAndStanding: ; 4075 (1:4075) db $04 ; Sprite OAM Parameters db $00,$00,$04,$00 ; top left db $00,$08,$05,$00 ; top right db $08,$00,$06,OAMFLAG_CANBEMASKED ; bottom left db $08,$08,$07,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right SpriteFacingUpAndWalking: ; 4086 (1:4086) db $04 ; Sprite OAM Parameters db $00,$00,$84,$00 ; top left db $00,$08,$85,$00 ; top right db $08,$00,$86,OAMFLAG_CANBEMASKED ; bottom left db $08,$08,$87,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right SpriteFacingUpAndWalking2: ; 4097 (1:4097) db $04 ; Sprite OAM Parameters db $00,$08,$84,OAMFLAG_VFLIPPED ; top left db $00,$00,$85,OAMFLAG_VFLIPPED ; top right db $08,$08,$86,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left db $08,$00,$87,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right SpriteFacingLeftAndStanding: ; 40a8 (1:40a8) db $04 ; Sprite OAM Parameters db $00,$00,$08,$00 ; top left db $00,$08,$09,$00 ; top right db $08,$00,$0a,OAMFLAG_CANBEMASKED ; bottom left db $08,$08,$0b,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right SpriteFacingLeftAndWalking: ; 40b9 (1:40b9) db $04 ; Sprite OAM Parameters db $00,$00,$88,$00 ; top left db $00,$08,$89,$00 ; top right db $08,$00,$8a,OAMFLAG_CANBEMASKED ; bottom left db $08,$08,$8b,OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right SpriteFacingRightAndStanding: ; 40ca (1:40ca) db $04 ; Sprite OAM Parameters db $00,$08,$08,OAMFLAG_VFLIPPED ; top left db $00,$00,$09,OAMFLAG_VFLIPPED ; top right db $08,$08,$0a,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left db $08,$00,$0b,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right SpriteFacingRightAndWalking: ; 40db (1:40db) db $04 ; Sprite OAM Parameters db $00,$08,$88,OAMFLAG_VFLIPPED ; top left db $00,$00,$89,OAMFLAG_VFLIPPED ; top right db $08,$08,$8a,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left db $08,$00,$8b,OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right SpriteSpecialCase ; 40ec (1:40ec) db $09 ; Sprite OAM Parameters db -$4,-$4,$00,$00 db -$4,$04,$01,$00 db -$4,$0c,$00,OAMFLAG_VFLIPPED db $04,-$4,$01,$00 db $04,$04,$02,$00 db $04,$0c,$01,$00 db $0c,-$4,$00,OAM_VFLIP | OAMFLAG_CANBEMASKED db $0c,$04,$01,OAMFLAG_CANBEMASKED db $0c,$0c,$00,OAM_VFLIP | OAM_HFLIP | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA