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Clean up some data, using macros for multiline list entries
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298 changed files with 5274 additions and 5646 deletions
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@ -1,57 +1,59 @@
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SpriteFacingAndAnimationTable:
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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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; This table is used for overworld sprites $1-$9.
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 0
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dw .WalkingDown, .NormalOAM ; facing down, walk animation frame 1
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 2
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dw .WalkingDown, .FlippedOAM ; facing down, walk animation frame 3
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dw .StandingUp, .NormalOAM ; facing up, walk animation frame 0
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dw .WalkingUp, .NormalOAM ; facing up, walk animation frame 1
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dw .StandingUp, .NormalOAM ; facing up, walk animation frame 2
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dw .WalkingUp, .FlippedOAM ; facing up, walk animation frame 3
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dw .StandingLeft, .NormalOAM ; facing left, walk animation frame 0
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dw .WalkingLeft, .NormalOAM ; facing left, walk animation frame 1
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dw .StandingLeft, .NormalOAM ; facing left, walk animation frame 2
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dw .WalkingLeft, .NormalOAM ; facing left, walk animation frame 3
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dw .StandingLeft, .FlippedOAM ; facing right, walk animation frame 0
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dw .WalkingLeft, .FlippedOAM ; facing right, walk animation frame 1
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dw .StandingLeft, .FlippedOAM ; facing right, walk animation frame 2
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dw .WalkingLeft, .FlippedOAM ; facing right, walk animation frame 3
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; The rest of this table is used for sprites $a and $b.
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; All orientation and animation parameters lead to the same result.
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; Used for immobile sprites like items on the ground.
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 0
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 1
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 2
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dw .StandingDown, .NormalOAM ; facing down, walk animation frame 3
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dw .StandingDown, .NormalOAM ; facing up, walk animation frame 0
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dw .StandingDown, .NormalOAM ; facing up, walk animation frame 1
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dw .StandingDown, .NormalOAM ; facing up, walk animation frame 2
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dw .StandingDown, .NormalOAM ; facing up, walk animation frame 3
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dw .StandingDown, .NormalOAM ; facing left, walk animation frame 0
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dw .StandingDown, .NormalOAM ; facing left, walk animation frame 1
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dw .StandingDown, .NormalOAM ; facing left, walk animation frame 2
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dw .StandingDown, .NormalOAM ; facing left, walk animation frame 3
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dw .StandingDown, .NormalOAM ; facing right, walk animation frame 0
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dw .StandingDown, .NormalOAM ; facing right, walk animation frame 1
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dw .StandingDown, .NormalOAM ; facing right, walk animation frame 2
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dw .StandingDown, .NormalOAM ; facing right, walk animation frame 3
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SpriteFacingDownAndStanding:
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db $00,$01,$02,$03
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SpriteFacingDownAndWalking:
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db $80,$81,$82,$83
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SpriteFacingUpAndStanding:
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db $04,$05,$06,$07
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SpriteFacingUpAndWalking:
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db $84,$85,$86,$87
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SpriteFacingLeftAndStanding:
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db $08,$09,$0a,$0b
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SpriteFacingLeftAndWalking:
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db $88,$89,$8a,$8b
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; four tile ids compose an overworld sprite
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.StandingDown: db $00, $01, $02, $03
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.WalkingDown: db $80, $81, $82, $83
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.StandingUp: db $04, $05, $06, $07
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.WalkingUp: db $84, $85, $86, $87
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.StandingLeft: db $08, $09, $0a, $0b
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.WalkingLeft: db $88, $89, $8a, $8b
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SpriteOAMParameters:
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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:
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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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.NormalOAM:
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; y, x, attributes
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db 0, 0, $00 ; top left
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db 0, 8, $00 ; top right
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db 8, 0, OAMFLAG_CANBEMASKED ; bottom left
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db 8, 8, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
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.FlippedOAM:
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; y, x, attributes
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db 0, 8, OAMFLAG_VFLIPPED ; top left
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db 0, 0, OAMFLAG_VFLIPPED ; top right
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db 8, 8, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left
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db 8, 0, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
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