pokecrystal/engine/facings.asm

269 lines
4.1 KiB
NASM

Facings: ; 4049
dw Facing00
dw Facing01
dw Facing02
dw Facing03
dw Facing04
dw Facing05
dw Facing06
dw Facing07
dw Facing08
dw Facing09
dw Facing10
dw Facing11
dw Facing12
dw Facing13
dw Facing14
dw Facing15
dw Facing16
dw Facing17
dw Facing18
dw Facing19
dw Facing20
dw Facing21
dw Facing22
dw Facing23
dw Facing24
dw Facing25
dw Facing26
dw Facing27
dw Facing28
dw Facing29
dw Facing30
dw Facing31
FacingsEnd: dw 0
NUM_FACINGS EQU (FacingsEnd - Facings) / 2
; Tables used as a reference to transform OAM data.
; Format:
; db y, x, attributes, tile index
; Attributes:
X_FLIP EQU 1 << OAM_X_FLIP
Y_FLIP EQU 1 << OAM_Y_FLIP
BEHIND_BG EQU 1 << OAM_PRIORITY
Facing00:
Facing02:
Facing24:
Facing26: ; standing down
db 4 ; #
db 0, 0, 0, $00
db 0, 8, 0, $01
db 8, 0, 2, $02
db 8, 8, 2, $03
; 409c
Facing01: ; walking down 1
db 4 ; #
db 0, 0, 0, $80
db 0, 8, 0, $81
db 8, 0, 2, $82
db 8, 8, 2, $83
; 40ad
Facing03: ; walking down 2
db 4 ; #
db 0, 8, X_FLIP, $80
db 0, 0, X_FLIP, $81
db 8, 8, 2 | X_FLIP, $82
db 8, 0, 2 | X_FLIP, $83
; 40be
Facing04:
Facing06: ; standing up
db 4 ; #
db 0, 0, 0, $04
db 0, 8, 0, $05
db 8, 0, 2, $06
db 8, 8, 2, $07
; 40cf
Facing05: ; walking up 1
db 4 ; #
db 0, 0, 0, $84
db 0, 8, 0, $85
db 8, 0, 2, $86
db 8, 8, 2, $87
; 40e0
Facing07: ; walking up 2
db 4 ; #
db 0, 8, X_FLIP, $84
db 0, 0, X_FLIP, $85
db 8, 8, 2 | X_FLIP, $86
db 8, 0, 2 | X_FLIP, $87
; 40f1
Facing08:
Facing10: ; standing left
db 4 ; #
db 0, 0, 0, $08
db 0, 8, 0, $09
db 8, 0, 2, $0a
db 8, 8, 2, $0b
; 4102
Facing12:
Facing14: ; standing right
db 4 ; #
db 0, 8, X_FLIP, $08
db 0, 0, X_FLIP, $09
db 8, 8, 2 | X_FLIP, $0a
db 8, 0, 2 | X_FLIP, $0b
; 4113
Facing09:
Facing11: ; walking left
db 4 ; #
db 0, 0, 0, $88
db 0, 8, 0, $89
db 8, 0, 2, $8a
db 8, 8, 2, $8b
; 4124
Facing13:
Facing15: ; walking right
db 4 ; #
db 0, 8, X_FLIP, $88
db 0, 0, X_FLIP, $89
db 8, 8, 2 | X_FLIP, $8a
db 8, 0, 2 | X_FLIP, $8b
; 4135
Facing16: ; fishing down
db 5 ; #
db 0, 0, 0, $00
db 0, 8, 0, $01
db 8, 0, 2, $02
db 8, 8, 2, $03
db 16, 0, 4, $fc
; 414a
Facing17: ; fishing up
db 5 ; #
db 0, 0, 0, $04
db 0, 8, 0, $05
db 8, 0, 2, $06
db 8, 8, 2, $07
db -8, 0, 4, $fc
; 415f
Facing18: ; fishing left
db 5 ; #
db 0, 0, 0, $08
db 0, 8, 0, $09
db 8, 0, 2, $0a
db 8, 8, 2, $0b
db 5, -8, 4 | X_FLIP, $fd
; 4174
Facing19: ; fishing right
db 5 ; #
db 0, 8, X_FLIP, $08
db 0, 0, X_FLIP, $09
db 8, 8, 2 | X_FLIP, $0a
db 8, 0, 2 | X_FLIP, $0b
db 5, 16, 4, $fd
; 4189
Facing20: ; emote
db 4 ; #
db 0, 0, 4, $f8
db 0, 8, 4, $f9
db 8, 0, 4, $fa
db 8, 8, 4, $fb
; 419a
Facing21: ; shadow
db 2 ; #
db 0, 0, 4, $fc
db 0, 8, 4 | X_FLIP, $fc
; 41a3
Facing23: ; big doll
db 16 ; #
db 0, 0, 0, $00
db 0, 8, 0, $01
db 8, 0, 0, $02
db 8, 8, 0, $03
db 16, 0, 0, $04
db 16, 8, 0, $05
db 24, 0, 0, $06
db 24, 8, 0, $07
db 0, 24, X_FLIP, $00
db 0, 16, X_FLIP, $01
db 8, 24, X_FLIP, $02
db 8, 16, X_FLIP, $03
db 16, 24, X_FLIP, $04
db 16, 16, X_FLIP, $05
db 24, 24, X_FLIP, $06
db 24, 16, X_FLIP, $07
; 41e4
Facing25: ; 41e4
db 4 ; #
db 0, 0, 0, $04
db 0, 8, 0, $05
db 8, 0, 0, $06
db 8, 8, 0, $07
; 41f5
Facing27: ; 41f5
db 4 ; #
db 0, 8, X_FLIP, $04
db 0, 0, X_FLIP, $05
db 8, 8, X_FLIP, $06
db 8, 0, X_FLIP, $07
; 4206
Facing22: ; 4206
db 14 ; #
db 0, 0, 0, $00
db 0, 8, 0, $01
db 8, 0, 0, $04
db 8, 8, 0, $05
db 16, 8, 0, $07
db 24, 8, 0, $0a
db 0, 24, 0, $03
db 0, 16, 0, $02
db 8, 24, X_FLIP, $02
db 8, 16, 0, $06
db 16, 24, 0, $09
db 16, 16, 0, $08
db 24, 24, X_FLIP, $04
db 24, 16, 0, $0b
; 423f
Facing28: ; boulder dust 1
db 4 ; #
db 0, 0, 4, $fe
db 0, 8, 4, $fe
db 8, 0, 4, $fe
db 8, 8, 4, $fe
; 4250
Facing29: ; boulder dust 2
db 4 ; #
db 0, 0, 4, $ff
db 0, 8, 4, $ff
db 8, 0, 4, $ff
db 8, 8, 4, $ff
; 4261
Facing30: ; 4261
db 2 ; #
db 8, 0, 4, $fe
db 8, 8, 4 | X_FLIP, $fe
; 426a
Facing31: ; 426a
db 2 ; #
db 9, -1, 4, $fe
db 9, 9, 4 | X_FLIP, $fe
; 4273