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More sprite anim documentation
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@ -137,10 +137,10 @@
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const SPRITE_ANIM_FRAMESET_LEAF ; 1d
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const SPRITE_ANIM_FRAMESET_LEAF ; 1d
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const SPRITE_ANIM_FRAMESET_CUT_TREE ; 1e
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const SPRITE_ANIM_FRAMESET_CUT_TREE ; 1e
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const SPRITE_ANIM_FRAMESET_EGG_CRACK ; 1f
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const SPRITE_ANIM_FRAMESET_EGG_CRACK ; 1f
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const SPRITE_ANIM_FRAMESET_EGG_HATCH ; 20
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const SPRITE_ANIM_FRAMESET_EGG_HATCH_1 ; 20
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const SPRITE_ANIM_FRAMESET_UNUSED_21 ; 21
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const SPRITE_ANIM_FRAMESET_EGG_HATCH_2 ; 21
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const SPRITE_ANIM_FRAMESET_UNUSED_22 ; 22
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const SPRITE_ANIM_FRAMESET_EGG_HATCH_3 ; 22
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const SPRITE_ANIM_FRAMESET_UNUSED_23 ; 23
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const SPRITE_ANIM_FRAMESET_EGG_HATCH_4 ; 23
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const SPRITE_ANIM_FRAMESET_GS_INTRO_HO_OH ; 24
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const SPRITE_ANIM_FRAMESET_GS_INTRO_HO_OH ; 24
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const SPRITE_ANIM_FRAMESET_HEADBUTT ; 25
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const SPRITE_ANIM_FRAMESET_HEADBUTT ; 25
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const SPRITE_ANIM_FRAMESET_EZCHAT_CURSOR_0 ; 26
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const SPRITE_ANIM_FRAMESET_EZCHAT_CURSOR_0 ; 26
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@ -32,10 +32,10 @@ SpriteAnimFrameData: ; 8d6e6
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dw .Frameset_Leaf
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dw .Frameset_Leaf
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dw .Frameset_CutTree
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dw .Frameset_CutTree
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dw .Frameset_EggCrack
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dw .Frameset_EggCrack
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dw .Frameset_EggHatch
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dw .Frameset_EggHatch1
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dw .Frameset_Unused21
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dw .Frameset_EggHatch2
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dw .Frameset_Unused22
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dw .Frameset_EggHatch3
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dw .Frameset_Unused23
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dw .Frameset_EggHatch4
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dw .Frameset_GSIntroHoOh
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dw .Frameset_GSIntroHoOh
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dw .Frameset_HeadbuttTree
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dw .Frameset_HeadbuttTree
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dw .Frameset_EZChatCursor0
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dw .Frameset_EZChatCursor0
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@ -310,19 +310,19 @@ SpriteAnimFrameData: ; 8d6e6
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frame SPRITE_ANIM_OAMSET_EGG_CRACK, 32
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frame SPRITE_ANIM_OAMSET_EGG_CRACK, 32
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endanim
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endanim
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.Frameset_EggHatch:
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.Frameset_EggHatch1:
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frame SPRITE_ANIM_OAMSET_EGG_HATCH, 32
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frame SPRITE_ANIM_OAMSET_EGG_HATCH, 32
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endanim
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endanim
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.Frameset_Unused21:
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.Frameset_EggHatch2:
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frame SPRITE_ANIM_OAMSET_EGG_HATCH, 32, OAM_X_FLIP
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frame SPRITE_ANIM_OAMSET_EGG_HATCH, 32, OAM_X_FLIP
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endanim
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endanim
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.Frameset_Unused22:
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.Frameset_EggHatch3:
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frame SPRITE_ANIM_OAMSET_EGG_HATCH, 32, OAM_Y_FLIP
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frame SPRITE_ANIM_OAMSET_EGG_HATCH, 32, OAM_Y_FLIP
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endanim
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endanim
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.Frameset_Unused23:
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.Frameset_EggHatch4:
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frame SPRITE_ANIM_OAMSET_EGG_HATCH, 32, OAM_X_FLIP, OAM_Y_FLIP
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frame SPRITE_ANIM_OAMSET_EGG_HATCH, 32, OAM_X_FLIP, OAM_Y_FLIP
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endanim
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endanim
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@ -29,7 +29,7 @@ SpriteAnimSeqData: ; 8d1c4
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db SPRITE_ANIM_FRAMESET_EGG_CRACK, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_EGG_CRACK
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db SPRITE_ANIM_FRAMESET_EGG_CRACK, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_EGG_CRACK
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db SPRITE_ANIM_FRAMESET_GS_INTRO_HO_OH, SPRITE_ANIM_SEQ_GS_INTRO_HO_OH, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_HO_OH
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db SPRITE_ANIM_FRAMESET_GS_INTRO_HO_OH, SPRITE_ANIM_SEQ_GS_INTRO_HO_OH, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_HO_OH
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db SPRITE_ANIM_FRAMESET_HEADBUTT, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_HEADBUTT
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db SPRITE_ANIM_FRAMESET_HEADBUTT, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_HEADBUTT
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db SPRITE_ANIM_FRAMESET_EGG_HATCH, SPRITE_ANIM_SEQ_REVEAL_NEW_MON, $00 ; SPRITE_ANIM_INDEX_EGG_HATCH
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db SPRITE_ANIM_FRAMESET_EGG_HATCH_1, SPRITE_ANIM_SEQ_REVEAL_NEW_MON, $00 ; SPRITE_ANIM_INDEX_EGG_HATCH
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db SPRITE_ANIM_FRAMESET_EZCHAT_CURSOR_0, SPRITE_ANIM_SEQ_EZCHAT_CURSOR, $00 ; SPRITE_ANIM_INDEX_EZCHAT_CURSOR
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db SPRITE_ANIM_FRAMESET_EZCHAT_CURSOR_0, SPRITE_ANIM_SEQ_EZCHAT_CURSOR, $00 ; SPRITE_ANIM_INDEX_EZCHAT_CURSOR
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db SPRITE_ANIM_FRAMESET_BLUE_WALK, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_BLUE_WALK
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db SPRITE_ANIM_FRAMESET_BLUE_WALK, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_BLUE_WALK
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db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_BLUE, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_MAGNET_TRAIN_BLUE
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db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_BLUE, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_MAGNET_TRAIN_BLUE
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@ -39,7 +39,7 @@ DoAnimFrame: ; 8d24b
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dw .FlyFrom
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dw .FlyFrom
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dw .FlyLeaf
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dw .FlyLeaf
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dw .FlyTo
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dw .FlyTo
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dw .ForUnused1A
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dw .GSIntroHoOh
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dw .EZChatCursor
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dw .EZChatCursor
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dw .MobileTradeSentPulse
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dw .MobileTradeSentPulse
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dw .MobileTradeOTPulse
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dw .MobileTradeOTPulse
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@ -202,7 +202,7 @@ DoAnimFrame: ; 8d24b
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ret
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ret
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; 8d35a
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; 8d35a
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.ForUnused1A ; 8d35a (23:535a)
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.GSIntroHoOh ; 8d35a (23:535a)
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_0C
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add hl, bc
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add hl, bc
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ld a, [hl]
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ld a, [hl]
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