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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
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