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https://github.com/thornAvery/kep-hack.git
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Port dbsprite macro for OAM y,x,tile,attr data from pokecrystal
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commit
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15 changed files with 893 additions and 872 deletions
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@ -123,8 +123,8 @@ WriteCutOrBoulderDustAnimationOAMBlock:
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jp WriteOAMBlock
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CutOrBoulderDustAnimationTilesAndAttributes:
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db $FC,$10,$FD,$10
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db $FE,$10,$FF,$10
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dbsprite 2, -1, 0, 4, $fd, OAM_OBP1
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dbsprite 2, -1, 0, 6, $ff, OAM_OBP1
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GetCutOrBoulderDustAnimationOffsets:
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ld hl, wSpritePlayerStateData1YPixels
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@ -67,8 +67,8 @@ EmotionBubblesPointerTable:
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dw HappyEmote
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EmotionBubblesOAM:
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db $F8,$00,$F9,$00
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db $FA,$00,$FB,$00
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dbsprite 0, -1, 0, 0, $f9, 0
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dbsprite 0, -1, 0, 2, $fb, 0
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EmotionBubbles:
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ShockEmote: INCBIN "gfx/emotes/shock.2bpp"
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@ -66,13 +66,15 @@ PokeCenterFlashingMonitorAndHealBall:
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INCBIN "gfx/overworld/heal_machine.2bpp"
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PokeCenterOAMData:
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db $24,$34,$7C,$10 ; heal machine monitor
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db $2B,$30,$7D,$10 ; pokeballs 1-6
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db $2B,$38,$7D,$30
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db $30,$30,$7D,$10
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db $30,$38,$7D,$30
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db $35,$30,$7D,$10
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db $35,$38,$7D,$30
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; heal machine monitor
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dbsprite 6, 4, 4, 4, $7c, OAM_OBP1
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; poke balls 1-6
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dbsprite 6, 5, 0, 3, $7d, OAM_OBP1
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dbsprite 7, 5, 0, 3, $7d, OAM_OBP1 | OAM_HFLIP
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dbsprite 6, 6, 0, 0, $7d, OAM_OBP1
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dbsprite 7, 6, 0, 0, $7d, OAM_OBP1 | OAM_HFLIP
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dbsprite 6, 6, 0, 5, $7d, OAM_OBP1
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dbsprite 7, 6, 0, 5, $7d, OAM_OBP1 | OAM_HFLIP
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; d = value to xor with palette
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FlashSprite8Times:
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@ -72,5 +72,5 @@ LedgeHoppingShadow:
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LedgeHoppingShadowEnd:
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LedgeHoppingShadowOAM:
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db $FF,$10,$FF,$20
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db $FF,$40,$FF,$60
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dbsprite 2, -1, 0, 7, $ff, OAM_HFLIP
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dbsprite 8, -1, 0, 7, $ff, OAM_HFLIP | OAM_VFLIP
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@ -470,14 +470,10 @@ ItsABiteText:
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FishingRodOAM:
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; specifies how the fishing rod should be drawn on the screen
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; first byte = screen y coordinate
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; second byte = screen x coordinate
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; third byte = tile number
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; fourth byte = sprite properties
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db $5B, $4C, $FD, $00 ; player facing down
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db $44, $4C, $FD, $00 ; player facing up
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db $50, $40, $FE, $00 ; player facing left
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db $50, $58, $FE, $20 ; player facing right ($20 means "horizontally flip the tile")
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dbsprite 9, 11, 4, 3, $fd, 0 ; down
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dbsprite 9, 8, 4, 4, $fd, 0 ; up
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dbsprite 8, 10, 0, 0, $fe, 0 ; left
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dbsprite 11, 10, 0, 0, $fe, OAM_HFLIP ; right
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fishing_gfx: MACRO
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dw \1
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