mirror of https://github.com/pret/pokecrystal.git
4154f191e0
The X and Y flip flags can be applied through the stack consisting of: - Object attributes - Animation frame attributes - OAM Data Each of these negate eachother. Confused yet? The same stack is traversed to obtain the final tile ID, with an added layer on top for the base GFX offset and the offset for the dynamically loaded GFX requested by the object! wBattleAnimDelay is populated with the values passed to `anim_wait`. |
||
---|---|---|
.. | ||
ball_colors.asm | ||
framesets.asm | ||
oam.asm | ||
object_gfx.asm | ||
objects.asm |