ref: ecd2eb2447bf4dee4ec3be35f881c7e7102adb1b
dir: /data/sprites/facings.asm/
SpriteFacingAndAnimationTable: ; 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 ; 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 .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, OAM_HFLIP ; top left db 0, 0, OAM_HFLIP ; top right db 8, 8, OAM_HFLIP | OAMFLAG_CANBEMASKED ; bottom left db 8, 0, OAM_HFLIP | OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right