Port dbsprite macro for OAM y,x,tile,attr data from pokecrystal

This commit is contained in:
Rangi 2020-07-17 15:58:06 -04:00
parent f53341efa1
commit 76289dfda0
15 changed files with 893 additions and 872 deletions

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@ -123,8 +123,8 @@ WriteCutOrBoulderDustAnimationOAMBlock:
jp WriteOAMBlock
CutOrBoulderDustAnimationTilesAndAttributes:
db $FC,$10,$FD,$10
db $FE,$10,$FF,$10
dbsprite 2, -1, 0, 4, $fd, OAM_OBP1
dbsprite 2, -1, 0, 6, $ff, OAM_OBP1
GetCutOrBoulderDustAnimationOffsets:
ld hl, wSpritePlayerStateData1YPixels

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@ -67,8 +67,8 @@ EmotionBubblesPointerTable:
dw HappyEmote
EmotionBubblesOAM:
db $F8,$00,$F9,$00
db $FA,$00,$FB,$00
dbsprite 0, -1, 0, 0, $f9, 0
dbsprite 0, -1, 0, 2, $fb, 0
EmotionBubbles:
ShockEmote: INCBIN "gfx/emotes/shock.2bpp"

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@ -66,13 +66,15 @@ PokeCenterFlashingMonitorAndHealBall:
INCBIN "gfx/overworld/heal_machine.2bpp"
PokeCenterOAMData:
db $24,$34,$7C,$10 ; heal machine monitor
db $2B,$30,$7D,$10 ; pokeballs 1-6
db $2B,$38,$7D,$30
db $30,$30,$7D,$10
db $30,$38,$7D,$30
db $35,$30,$7D,$10
db $35,$38,$7D,$30
; heal machine monitor
dbsprite 6, 4, 4, 4, $7c, OAM_OBP1
; poke balls 1-6
dbsprite 6, 5, 0, 3, $7d, OAM_OBP1
dbsprite 7, 5, 0, 3, $7d, OAM_OBP1 | OAM_HFLIP
dbsprite 6, 6, 0, 0, $7d, OAM_OBP1
dbsprite 7, 6, 0, 0, $7d, OAM_OBP1 | OAM_HFLIP
dbsprite 6, 6, 0, 5, $7d, OAM_OBP1
dbsprite 7, 6, 0, 5, $7d, OAM_OBP1 | OAM_HFLIP
; d = value to xor with palette
FlashSprite8Times:

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@ -72,5 +72,5 @@ LedgeHoppingShadow:
LedgeHoppingShadowEnd:
LedgeHoppingShadowOAM:
db $FF,$10,$FF,$20
db $FF,$40,$FF,$60
dbsprite 2, -1, 0, 7, $ff, OAM_HFLIP
dbsprite 8, -1, 0, 7, $ff, OAM_HFLIP | OAM_VFLIP

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@ -470,14 +470,10 @@ ItsABiteText:
FishingRodOAM:
; specifies how the fishing rod should be drawn on the screen
; first byte = screen y coordinate
; second byte = screen x coordinate
; third byte = tile number
; fourth byte = sprite properties
db $5B, $4C, $FD, $00 ; player facing down
db $44, $4C, $FD, $00 ; player facing up
db $50, $40, $FE, $00 ; player facing left
db $50, $58, $FE, $20 ; player facing right ($20 means "horizontally flip the tile")
dbsprite 9, 11, 4, 3, $fd, 0 ; down
dbsprite 9, 8, 4, 4, $fd, 0 ; up
dbsprite 8, 10, 0, 0, $fe, 0 ; left
dbsprite 11, 10, 0, 0, $fe, OAM_HFLIP ; right
fishing_gfx: MACRO
dw \1