Clean up some data, using macros for multiline list entries

This commit is contained in:
Rangi 2020-07-14 10:21:18 -04:00
parent aa97e196dd
commit f37cf959c9
298 changed files with 5274 additions and 5646 deletions

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@ -1,57 +1,59 @@
SpriteFacingAndAnimationTable:
dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 0
dw SpriteFacingDownAndWalking, SpriteOAMParameters ; facing down, walk animation frame 1
dw SpriteFacingDownAndStanding, SpriteOAMParameters ; facing down, walk animation frame 2
dw SpriteFacingDownAndWalking, SpriteOAMParametersFlipped ; facing down, walk animation frame 3
dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 0
dw SpriteFacingUpAndWalking, SpriteOAMParameters ; facing up, walk animation frame 1
dw SpriteFacingUpAndStanding, SpriteOAMParameters ; facing up, walk animation frame 2
dw SpriteFacingUpAndWalking, SpriteOAMParametersFlipped ; facing up, walk animation frame 3
dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 0
dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 1
dw SpriteFacingLeftAndStanding, SpriteOAMParameters ; facing left, walk animation frame 2
dw SpriteFacingLeftAndWalking, SpriteOAMParameters ; facing left, walk animation frame 3
dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 0
dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 1
dw SpriteFacingLeftAndStanding, SpriteOAMParametersFlipped ; facing right, walk animation frame 2
dw SpriteFacingLeftAndWalking, SpriteOAMParametersFlipped ; facing right, walk animation frame 3
dw SpriteFacingDownAndStanding, SpriteOAMParameters ; ---
dw SpriteFacingDownAndStanding, SpriteOAMParameters ; This table is used for sprites $a and $b.
dw SpriteFacingDownAndStanding, SpriteOAMParameters ; All orientation and animation parameters
dw SpriteFacingDownAndStanding, SpriteOAMParameters ; lead to the same result. Used for immobile
dw SpriteFacingDownAndStanding, SpriteOAMParameters ; sprites like items on the ground
dw SpriteFacingDownAndStanding, SpriteOAMParameters ; ---
dw SpriteFacingDownAndStanding, SpriteOAMParameters
dw SpriteFacingDownAndStanding, SpriteOAMParameters
dw SpriteFacingDownAndStanding, SpriteOAMParameters
dw SpriteFacingDownAndStanding, SpriteOAMParameters
dw SpriteFacingDownAndStanding, SpriteOAMParameters
dw SpriteFacingDownAndStanding, SpriteOAMParameters
dw SpriteFacingDownAndStanding, SpriteOAMParameters
dw SpriteFacingDownAndStanding, SpriteOAMParameters
dw SpriteFacingDownAndStanding, SpriteOAMParameters
dw SpriteFacingDownAndStanding, SpriteOAMParameters
; This table is used for overworld sprites $1-$9.
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 0
dw .WalkingDown, .NormalOAM ; facing down, walk animation frame 1
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 2
dw .WalkingDown, .FlippedOAM ; facing down, walk animation frame 3
dw .StandingUp, .NormalOAM ; facing up, walk animation frame 0
dw .WalkingUp, .NormalOAM ; facing up, walk animation frame 1
dw .StandingUp, .NormalOAM ; facing up, walk animation frame 2
dw .WalkingUp, .FlippedOAM ; facing up, walk animation frame 3
dw .StandingLeft, .NormalOAM ; facing left, walk animation frame 0
dw .WalkingLeft, .NormalOAM ; facing left, walk animation frame 1
dw .StandingLeft, .NormalOAM ; facing left, walk animation frame 2
dw .WalkingLeft, .NormalOAM ; facing left, walk animation frame 3
dw .StandingLeft, .FlippedOAM ; facing right, walk animation frame 0
dw .WalkingLeft, .FlippedOAM ; facing right, walk animation frame 1
dw .StandingLeft, .FlippedOAM ; facing right, walk animation frame 2
dw .WalkingLeft, .FlippedOAM ; facing right, walk animation frame 3
; The rest of this table is used for sprites $a and $b.
; All orientation and animation parameters lead to the same result.
; Used for immobile sprites like items on the ground.
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 0
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 1
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 2
dw .StandingDown, .NormalOAM ; facing down, walk animation frame 3
dw .StandingDown, .NormalOAM ; facing up, walk animation frame 0
dw .StandingDown, .NormalOAM ; facing up, walk animation frame 1
dw .StandingDown, .NormalOAM ; facing up, walk animation frame 2
dw .StandingDown, .NormalOAM ; facing up, walk animation frame 3
dw .StandingDown, .NormalOAM ; facing left, walk animation frame 0
dw .StandingDown, .NormalOAM ; facing left, walk animation frame 1
dw .StandingDown, .NormalOAM ; facing left, walk animation frame 2
dw .StandingDown, .NormalOAM ; facing left, walk animation frame 3
dw .StandingDown, .NormalOAM ; facing right, walk animation frame 0
dw .StandingDown, .NormalOAM ; facing right, walk animation frame 1
dw .StandingDown, .NormalOAM ; facing right, walk animation frame 2
dw .StandingDown, .NormalOAM ; facing right, walk animation frame 3
SpriteFacingDownAndStanding:
db $00,$01,$02,$03
SpriteFacingDownAndWalking:
db $80,$81,$82,$83
SpriteFacingUpAndStanding:
db $04,$05,$06,$07
SpriteFacingUpAndWalking:
db $84,$85,$86,$87
SpriteFacingLeftAndStanding:
db $08,$09,$0a,$0b
SpriteFacingLeftAndWalking:
db $88,$89,$8a,$8b
; four tile ids compose an overworld sprite
.StandingDown: db $00, $01, $02, $03
.WalkingDown: db $80, $81, $82, $83
.StandingUp: db $04, $05, $06, $07
.WalkingUp: db $84, $85, $86, $87
.StandingLeft: db $08, $09, $0a, $0b
.WalkingLeft: db $88, $89, $8a, $8b
SpriteOAMParameters:
db $00,$00, $00 ; top left
db $00,$08, $00 ; top right
db $08,$00, OAMFLAG_CANBEMASKED ; bottom left
db $08,$08, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
SpriteOAMParametersFlipped:
db $00,$08, OAMFLAG_VFLIPPED
db $00,$00, OAMFLAG_VFLIPPED
db $08,$08, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED
db $08,$00, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA
.NormalOAM:
; y, x, attributes
db 0, 0, $00 ; top left
db 0, 8, $00 ; top right
db 8, 0, OAMFLAG_CANBEMASKED ; bottom left
db 8, 8, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
.FlippedOAM:
; y, x, attributes
db 0, 8, OAMFLAG_VFLIPPED ; top left
db 0, 0, OAMFLAG_VFLIPPED ; top right
db 8, 8, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left
db 8, 0, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right