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Split out map sprite facing data.
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parent
4be11293e5
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57
data/facing.asm
Normal file
57
data/facing.asm
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@ -0,0 +1,57 @@
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SpriteFacingAndAnimationTable: ; 4000 (1:4000)
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 0
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dw SpriteFacingDownAndWalking, SpriteOAMParameters ; facing down, walk animation frame 1
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 2
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dw SpriteFacingDownAndWalking, SpriteOAMParametersFlipped ; facing down, walk animation frame 3
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dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 0
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dw SpriteFacingUpAndWalking, SpriteOAMParameters ; facing up, walk animation frame 1
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dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 2
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dw SpriteFacingUpAndWalking, SpriteOAMParametersFlipped ; facing up, walk animation frame 3
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dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 0
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dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 1
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dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 2
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dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 3
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dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 0
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dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 1
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dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 2
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dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 3
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; ---
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; This table is used for sprites $a and $b.
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; All orientation and animation parameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; lead to the same result. Used for immobile
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; sprites like items on the ground
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; ---
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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SpriteFacingDownAndStanding: ; 4080 (1:4080)
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db $00,$01,$02,$03
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SpriteFacingDownAndWalking: ; 4084 (1:4084)
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db $80,$81,$82,$83
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SpriteFacingUpAndStanding: ; 4088 (1:4088)
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db $04,$05,$06,$07
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SpriteFacingUpAndWalking: ; 408c (1:408c)
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db $84,$85,$86,$87
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SpriteFacingLeftAndStanding: ; 4090 (1:4090)
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db $08,$09,$0a,$0b
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SpriteFacingLeftAndWalking: ; 4094 (1:4094)
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db $88,$89,$8a,$8b
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SpriteOAMParameters: ; 4098 (1:4098)
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db $00,$00, $00 ; top left
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db $00,$08, $00 ; top right
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db $08,$00, OAMFLAG_CANBEMASKED ; bottom left
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db $08,$08, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
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SpriteOAMParametersFlipped: ; 40a4 (1:40a4)
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db $00,$08, OAMFLAG_VFLIPPED
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db $00,$00, OAMFLAG_VFLIPPED
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db $08,$08, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED
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db $08,$00, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA
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59
main.asm
59
main.asm
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@ -5,64 +5,7 @@ INCLUDE "home.asm"
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SECTION "bank1",ROMX,BANK[$1]
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SpriteFacingAndAnimationTable: ; 4000 (1:4000)
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 0
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dw SpriteFacingDownAndWalking, SpriteOAMParameters ; facing down, walk animation frame 1
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 2
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dw SpriteFacingDownAndWalking, SpriteOAMParametersFlipped ; facing down, walk animation frame 3
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dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 0
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dw SpriteFacingUpAndWalking, SpriteOAMParameters ; facing up, walk animation frame 1
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dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 2
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dw SpriteFacingUpAndWalking, SpriteOAMParametersFlipped ; facing up, walk animation frame 3
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dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 0
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dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 1
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dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 2
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dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 3
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dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 0
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dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 1
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dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 2
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dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 3
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; ---
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; This table is used for sprites $a and $b.
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; All orientation and animation parameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; lead to the same result. Used for immobile
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; sprites like items on the ground
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dw SpriteFacingDownAndStanding, SpriteOAMParameters ; ---
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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dw SpriteFacingDownAndStanding, SpriteOAMParameters
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SpriteFacingDownAndStanding: ; 4080 (1:4080)
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db $00,$01,$02,$03
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SpriteFacingDownAndWalking: ; 4084 (1:4084)
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db $80,$81,$82,$83
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SpriteFacingUpAndStanding: ; 4088 (1:4088)
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db $04,$05,$06,$07
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SpriteFacingUpAndWalking: ; 408c (1:408c)
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db $84,$85,$86,$87
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SpriteFacingLeftAndStanding: ; 4090 (1:4090)
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db $08,$09,$0a,$0b
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SpriteFacingLeftAndWalking: ; 4094 (1:4094)
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db $88,$89,$8a,$8b
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SpriteOAMParameters: ; 4098 (1:4098)
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db $00,$00, $00 ; top left
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db $00,$08, $00 ; top right
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db $08,$00, OAMFLAG_CANBEMASKED ; bottom left
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db $08,$08, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
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SpriteOAMParametersFlipped: ; 40a4 (1:40a4)
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db $00,$08, OAMFLAG_VFLIPPED
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db $00,$00, OAMFLAG_VFLIPPED
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db $08,$08, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED
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db $08,$00, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA
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INCLUDE "data/facing.asm"
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Func_40b0::
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; Reset player status on blackout.
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