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Fix some SPRITE_ANIM_FRAMESET_ constants
Thanks to @roukaour for the fixes.
This commit is contained in:
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@ -367,71 +367,71 @@ MAX_OUTDOOR_SPRITES EQU 23
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const_def
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const SPRITE_ANIM_FRAMESET_00
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const SPRITE_ANIM_FRAMESET_01
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const SPRITE_ANIM_FRAMESET_02
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const SPRITE_ANIM_FRAMESET_03
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const SPRITE_ANIM_FRAMESET_04
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const SPRITE_ANIM_FRAMESET_05
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const SPRITE_ANIM_FRAMESET_06
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const SPRITE_ANIM_FRAMESET_PARTY_MON
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const SPRITE_ANIM_FRAMESET_02 ; unused?
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const SPRITE_ANIM_FRAMESET_03 ; unused?
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const SPRITE_ANIM_FRAMESET_04 ; unused?
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const SPRITE_ANIM_FRAMESET_05 ; unused?
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const SPRITE_ANIM_FRAMESET_06 ; unused?
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const SPRITE_ANIM_FRAMESET_07
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const SPRITE_ANIM_FRAMESET_08
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const SPRITE_ANIM_FRAMESET_09
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const SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR
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const SPRITE_ANIM_FRAMESET_09 ; unused?
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const SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO
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const SPRITE_ANIM_FRAMESET_0B
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const SPRITE_ANIM_FRAMESET_0C
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const SPRITE_ANIM_FRAMESET_SLOT_GOLEM
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const SPRITE_ANIM_FRAMESET_SLOTS_GOLEM
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const SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY
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const SPRITE_ANIM_FRAMESET_0F
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const SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY_2
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const SPRITE_ANIM_FRAMESET_SLOTS_EGG
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const SPRITE_ANIM_FRAMESET_WALK_CYCLE
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const SPRITE_ANIM_FRAMESET_12
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const SPRITE_ANIM_FRAMESET_13
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const SPRITE_ANIM_FRAMESET_14
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const SPRITE_ANIM_FRAMESET_15
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const SPRITE_ANIM_FRAMESET_16
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const SPRITE_ANIM_FRAMESET_STILL_CURSOR
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const SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL
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const SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL_0
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const SPRITE_ANIM_FRAMESET_TRADE_POOF
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const SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE
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const SPRITE_ANIM_FRAMESET_TRADEMON_ICON
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const SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE
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const SPRITE_ANIM_FRAMESET_19
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const SPRITE_ANIM_FRAMESET_1A
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const SPRITE_ANIM_FRAMESET_1B
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const SPRITE_ANIM_FRAMESET_1C
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const SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT
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const SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB
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const SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED
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const SPRITE_ANIM_FRAMESET_1C ; unused?
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const SPRITE_ANIM_FRAMESET_LEAF
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const SPRITE_ANIM_FRAMESET_1E
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const SPRITE_ANIM_FRAMESET_1F
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const SPRITE_ANIM_FRAMESET_20
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const SPRITE_ANIM_FRAMESET_21
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const SPRITE_ANIM_FRAMESET_22
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const SPRITE_ANIM_FRAMESET_23
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const SPRITE_ANIM_FRAMESET_CUT_TREE
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const SPRITE_ANIM_FRAMESET_EGG_CRACK
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const SPRITE_ANIM_FRAMESET_EGG_HATCH
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const SPRITE_ANIM_FRAMESET_21 ; unused?
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const SPRITE_ANIM_FRAMESET_22 ; unused?
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const SPRITE_ANIM_FRAMESET_23 ; unused?
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const SPRITE_ANIM_FRAMESET_24
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const SPRITE_ANIM_FRAMESET_25
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const SPRITE_ANIM_FRAMESET_HEADBUTT
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const SPRITE_ANIM_FRAMESET_26
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const SPRITE_ANIM_FRAMESET_27
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const SPRITE_ANIM_FRAMESET_28
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const SPRITE_ANIM_FRAMESET_29
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const SPRITE_ANIM_FRAMESET_2A
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const SPRITE_ANIM_FRAMESET_2B
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const SPRITE_ANIM_FRAMESET_2C
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const SPRITE_ANIM_FRAMESET_2D
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const SPRITE_ANIM_FRAMESET_2E
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const SPRITE_ANIM_FRAMESET_27 ; unused?
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const SPRITE_ANIM_FRAMESET_28 ; unused?
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const SPRITE_ANIM_FRAMESET_29 ; unused?
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const SPRITE_ANIM_FRAMESET_2A ; unused?
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const SPRITE_ANIM_FRAMESET_2B ; unused?
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const SPRITE_ANIM_FRAMESET_2C ; unused?
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const SPRITE_ANIM_FRAMESET_BLUE_WALK
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const SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_BLUE
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const SPRITE_ANIM_FRAMESET_2F
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const SPRITE_ANIM_FRAMESET_30
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const SPRITE_ANIM_FRAMESET_31
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const SPRITE_ANIM_FRAMESET_32
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const SPRITE_ANIM_FRAMESET_33
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const SPRITE_ANIM_FRAMESET_34
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const SPRITE_ANIM_FRAMESET_35
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const SPRITE_ANIM_FRAMESET_36
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const SPRITE_ANIM_FRAMESET_37
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const SPRITE_ANIM_FRAMESET_38
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const SPRITE_ANIM_FRAMESET_39
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const SPRITE_ANIM_FRAMESET_3A
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const SPRITE_ANIM_FRAMESET_3B
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const SPRITE_ANIM_FRAMESET_3C
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const SPRITE_ANIM_FRAMESET_3D
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const SPRITE_ANIM_FRAMESET_3E
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const SPRITE_ANIM_FRAMESET_3F
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const SPRITE_ANIM_FRAMESET_40
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const SPRITE_ANIM_FRAMESET_41
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const SPRITE_ANIM_FRAMESET_INTRO_SUICUNE
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const SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_2
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const SPRITE_ANIM_FRAMESET_INTRO_PICHU
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const SPRITE_ANIM_FRAMESET_INTRO_WOOPER
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const SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1
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const SPRITE_ANIM_FRAMESET_INTRO_UNOWN_2
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const SPRITE_ANIM_FRAMESET_INTRO_UNOWN_3
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const SPRITE_ANIM_FRAMESET_INTRO_UNOWN_4
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const SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F_2
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const SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_AWAY
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const SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F
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const SPRITE_ANIM_FRAMESET_CELEBI_LEFT
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const SPRITE_ANIM_FRAMESET_CELEBI_RIGHT
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const_def
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const SPRITE_ANIM_SEQ_NULL
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@ -1622,7 +1622,7 @@ CrystalIntro_InitUnownAnim: ; e51dc (39:51dc)
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ld hl, SPRITEANIMSTRUCT_0C
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add hl, bc
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ld [hl], $8
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ld a, $3c
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ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_4
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call ReinitSpriteAnimFrame
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pop de
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@ -1632,7 +1632,7 @@ CrystalIntro_InitUnownAnim: ; e51dc (39:51dc)
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ld hl, SPRITEANIMSTRUCT_0C
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add hl, bc
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ld [hl], $18
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ld a, $3b
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ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_3
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call ReinitSpriteAnimFrame
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pop de
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@ -1642,7 +1642,7 @@ CrystalIntro_InitUnownAnim: ; e51dc (39:51dc)
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ld hl, SPRITEANIMSTRUCT_0C
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add hl, bc
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ld [hl], $28
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ld a, $39
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ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1
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call ReinitSpriteAnimFrame
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pop de
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@ -1651,7 +1651,7 @@ CrystalIntro_InitUnownAnim: ; e51dc (39:51dc)
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ld hl, SPRITEANIMSTRUCT_0C
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add hl, bc
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ld [hl], $38
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ld a, $3a
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ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_2
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call ReinitSpriteAnimFrame
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ret
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@ -367,7 +367,7 @@ DoAnimFrame: ; 8d24b
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cp $2
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ret nz
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ld [hl], $3
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ld a, $f
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ld a, SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY_2
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call _ReinitSpriteAnimFrame
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ret
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@ -431,7 +431,7 @@ DoAnimFrame: ; 8d24b
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; 8d493
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.sixteen_zero ; 8d493
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ld a, $14
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ld a, SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL_0
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call _ReinitSpriteAnimFrame
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ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
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@ -780,7 +780,7 @@ DoAnimFrame: ; 8d24b
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ld hl, SPRITEANIMSTRUCT_YOFFSET
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add hl, bc
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ld [hl], a
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ld a, $36
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ld a, SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_2
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call _ReinitSpriteAnimFrame
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ret
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@ -834,7 +834,7 @@ DoAnimFrame: ; 8d24b
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ld a, [wcf64]
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cp $40
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ret nz
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ld a, $3d
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ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F_2
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call _ReinitSpriteAnimFrame
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ret
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@ -552,51 +552,51 @@ BrokenGetStdGraphics: ; 8d1ac
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SpriteAnimSeqData: ; 8d1c4
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; frameset sequence, tile
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db SPRITE_ANIM_FRAMESET_01, SPRITE_ANIM_SEQ_01, $00 ; 00
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db SPRITE_ANIM_FRAMESET_PARTY_MON, SPRITE_ANIM_SEQ_01, $00 ; 00
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db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00 ; 01
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db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_05, $05 ; 02
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db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_05, $05 ; 02
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db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_SEQ_GAMEFREAK_LOGO, $00 ; 03
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db SPRITE_ANIM_FRAMESET_0B, SPRITE_ANIM_SEQ_07, $06 ; 04 gs intro star
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db SPRITE_ANIM_FRAMESET_0C, SPRITE_ANIM_SEQ_08, $06 ; 05 gs intro sparkle
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db SPRITE_ANIM_FRAMESET_SLOT_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem
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db SPRITE_ANIM_FRAMESET_SLOTS_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem
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db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; 07 slots chansey
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db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; 08 slots egg
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db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_0C, $05 ; 09
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db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_0C, $05 ; 09
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db SPRITE_ANIM_FRAMESET_WALK_CYCLE, SPRITE_ANIM_SEQ_NULL, $00 ; 0a walk cycle
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0D, $08 ; 0b
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0E, $08 ; 0c
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0F, $08 ; 0d
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db SPRITE_ANIM_FRAMESET_13, SPRITE_ANIM_SEQ_10, $00 ; 0e
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db SPRITE_ANIM_FRAMESET_15, SPRITE_ANIM_SEQ_NULL, $00 ; 0f
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db SPRITE_ANIM_FRAMESET_16, SPRITE_ANIM_SEQ_11, $00 ; 10
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db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0D, $08 ; 0b
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db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0E, $08 ; 0c
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db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0F, $08 ; 0d
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db SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL, SPRITE_ANIM_SEQ_10, $00 ; 0e
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db SPRITE_ANIM_FRAMESET_TRADE_POOF, SPRITE_ANIM_SEQ_NULL, $00 ; 0f
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db SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE, SPRITE_ANIM_SEQ_11, $00 ; 10
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db SPRITE_ANIM_FRAMESET_TRADEMON_ICON, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00 ; 11
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db SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00 ; 12
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db SPRITE_ANIM_FRAMESET_19, SPRITE_ANIM_SEQ_13, $00 ; 13
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db SPRITE_ANIM_FRAMESET_1A, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
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db SPRITE_ANIM_FRAMESET_1B, SPRITE_ANIM_SEQ_NULL, $00 ; 15 chris on magnet train
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db SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT, SPRITE_ANIM_SEQ_13, $00 ; 13
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db SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
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db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED, SPRITE_ANIM_SEQ_NULL, $00 ; 15 chris on magnet train
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db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
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db SPRITE_ANIM_FRAMESET_1E, SPRITE_ANIM_SEQ_NULL, $00 ; 17
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db SPRITE_ANIM_FRAMESET_CUT_TREE, SPRITE_ANIM_SEQ_NULL, $00 ; 17
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db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_FLY_LEAF, $00 ; 18 flying leaves
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db SPRITE_ANIM_FRAMESET_1F, SPRITE_ANIM_SEQ_NULL, $00 ; 19
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db SPRITE_ANIM_FRAMESET_EGG_CRACK, SPRITE_ANIM_SEQ_NULL, $00 ; 19
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db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00 ; 1a
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db SPRITE_ANIM_FRAMESET_25, SPRITE_ANIM_SEQ_NULL, $00 ; 1b headbutt
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db SPRITE_ANIM_FRAMESET_20, SPRITE_ANIM_SEQ_13, $00 ; 1c
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db SPRITE_ANIM_FRAMESET_HEADBUTT, SPRITE_ANIM_SEQ_NULL, $00 ; 1b headbutt
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db SPRITE_ANIM_FRAMESET_EGG_HATCH, SPRITE_ANIM_SEQ_13, $00 ; 1c
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db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00 ; 1d
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db SPRITE_ANIM_FRAMESET_2D, SPRITE_ANIM_SEQ_NULL, $00 ; 1e kris on map
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db SPRITE_ANIM_FRAMESET_2E, SPRITE_ANIM_SEQ_NULL, $00 ; 1f kris on magnet train
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db SPRITE_ANIM_FRAMESET_BLUE_WALK, SPRITE_ANIM_SEQ_NULL, $00 ; 1e kris on map
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db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_BLUE, SPRITE_ANIM_SEQ_NULL, $00 ; 1f kris on magnet train
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db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_NULL, $00 ; 20
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db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_NULL, $00 ; 21
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db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_NULL, $00 ; 22
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db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00 ; 23
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db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00 ; 24
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db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_NULL, $00 ; 25
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db SPRITE_ANIM_FRAMESET_35, SPRITE_ANIM_SEQ_1D, $00 ; 26
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db SPRITE_ANIM_FRAMESET_37, SPRITE_ANIM_SEQ_1E, $00 ; 27
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db SPRITE_ANIM_FRAMESET_38, SPRITE_ANIM_SEQ_1E, $00 ; 28
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db SPRITE_ANIM_FRAMESET_39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
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db SPRITE_ANIM_FRAMESET_3F, SPRITE_ANIM_SEQ_21, $00 ; 2a
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db SPRITE_ANIM_FRAMESET_3E, SPRITE_ANIM_SEQ_22, $00 ; 2b
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db SPRITE_ANIM_FRAMESET_40, SPRITE_ANIM_SEQ_NULL, $00 ; 2c
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db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE, SPRITE_ANIM_SEQ_1D, $00 ; 26
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db SPRITE_ANIM_FRAMESET_INTRO_PICHU, SPRITE_ANIM_SEQ_1E, $00 ; 27
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db SPRITE_ANIM_FRAMESET_INTRO_WOOPER, SPRITE_ANIM_SEQ_1E, $00 ; 28
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db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
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db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F, SPRITE_ANIM_SEQ_21, $00 ; 2a
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db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_AWAY, SPRITE_ANIM_SEQ_22, $00 ; 2b
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db SPRITE_ANIM_FRAMESET_CELEBI_LEFT, SPRITE_ANIM_SEQ_NULL, $00 ; 2c
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; 8d24b
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INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame
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@ -214,14 +214,14 @@ UpdateCelebiPosition: ; 49aa2 (12:5aa2)
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jr nc, .left
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, $41
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ld a, SPRITE_ANIM_FRAMESET_CELEBI_RIGHT
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call ReinitSpriteAnimFrame
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jr .done
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.left
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, $40
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ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT
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call ReinitSpriteAnimFrame
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.done
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ret
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@ -231,7 +231,7 @@ UpdateCelebiPosition: ; 49aa2 (12:5aa2)
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pop af
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, $40
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ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT
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call ReinitSpriteAnimFrame
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ret
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