Person action and facing labels, part 2

This commit is contained in:
PikalaxALT 2016-09-27 10:10:13 -04:00
parent ef98c44edd
commit 8f2d68a9e6
6 changed files with 115 additions and 116 deletions

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@ -230,8 +230,7 @@ NUM_SPRITEHEADER_FIELDS EQU const_value
const SPRITEMOVEDATA_BOULDERDUST ; 22
const SPRITEMOVEDATA_GRASS ; 23
const SPRITEMOVEDATA_LAPRAS ; 24
const SPRITEMOVEDATA_25 ; 25
NUM_SPRITEMOVEDATA EQU const_value +- 1
NUM_SPRITEMOVEDATA EQU const_value
SPRITEMOVEDATA_FIELDS EQU 6
; sprite movement functions
@ -303,16 +302,16 @@ MAX_OUTDOOR_SPRITES EQU 23
const PERSON_ACTION_SPIN
const PERSON_ACTION_SPIN_FLICKER
const PERSON_ACTION_FISHING
const PERSON_ACTION_07
const PERSON_ACTION_SHADOW
const PERSON_ACTION_EMOTE
const PERSON_ACTION_09
const PERSON_ACTION_0A
const PERSON_ACTION_0B
const PERSON_ACTION_0C
const PERSON_ACTION_0D
const PERSON_ACTION_0E
const PERSON_ACTION_BIG_SNORLAX
const PERSON_ACTION_BOUNCE
const PERSON_ACTION_WEIRD_TREE
const PERSON_ACTION_BIG_LAPRAS
const PERSON_ACTION_BIG_DOLL
const PERSON_ACTION_BOULDER_DUST
const PERSON_ACTION_GRASS_SHAKE
const PERSON_ACTION_10
const PERSON_ACTION_SKYFALL
const_def
const FACING_STEP_DOWN_0
@ -336,15 +335,15 @@ MAX_OUTDOOR_SPRITES EQU 23
const FACING_FISH_LEFT
const FACING_FISH_RIGHT
const FACING_EMOTE
const FACING_15
const FACING_16
const FACING_17
const FACING_18
const FACING_19
const FACING_1A
const FACING_1B
const FACING_1C
const FACING_1D
const FACING_SHADOW
const FACING_BIG_DOLL_ASYM
const FACING_BIG_DOLL_SYM
const FACING_WEIRD_TREE_0
const FACING_WEIRD_TREE_1
const FACING_WEIRD_TREE_2
const FACING_WEIRD_TREE_3
const FACING_BOULDER_DUST_1
const FACING_BOULDER_DUST_2
const FACING_GRASS_1
const FACING_GRASS_2

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@ -3,42 +3,42 @@ sprite_movement_data: macro
dn \6, 0
endm
; function, facing, action, flags1, flags2, palette flags
sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 00
sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 01
sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 02
sprite_movement_data SPRITEMOVEFN_SLOW_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 03
sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_Y, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 04
sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_X, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 05
sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 06
sprite_movement_data SPRITEMOVEFN_STANDING, UP, PERSON_ACTION_STAND, $00, $00, %0000 ; 07
sprite_movement_data SPRITEMOVEFN_STANDING, LEFT, PERSON_ACTION_STAND, $00, $00, %0000 ; 08
sprite_movement_data SPRITEMOVEFN_STANDING, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 09
sprite_movement_data SPRITEMOVEFN_FAST_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0a
sprite_movement_data SPRITEMOVEFN_OBEY_DPAD, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 0b
sprite_movement_data SPRITEMOVEFN_08, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0c
sprite_movement_data SPRITEMOVEFN_09, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0d
sprite_movement_data SPRITEMOVEFN_0A, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0e
sprite_movement_data SPRITEMOVEFN_0B, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0f
sprite_movement_data SPRITEMOVEFN_0C, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 10
sprite_movement_data SPRITEMOVEFN_0D, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 11
sprite_movement_data SPRITEMOVEFN_0E, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 12
sprite_movement_data SPRITEMOVEFN_FOLLOW, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 13
sprite_movement_data SPRITEMOVEFN_SCRIPTED, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 14
sprite_movement_data SPRITEMOVEFN_BIG_SNORLAX, DOWN, PERSON_ACTION_09, $2e, $01, %1100 ; 15
sprite_movement_data SPRITEMOVEFN_BOUNCE, DOWN, PERSON_ACTION_0A, $2e, $00, %0000 ; 16
sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 17
sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $2e, $10, %0000 ; 18
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_STAND, $2e, $00, %0100 ; 19
sprite_movement_data SPRITEMOVEFN_FOLLOWNOTEXACT, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 1a
sprite_movement_data SPRITEMOVEFN_SHADOW, DOWN, PERSON_ACTION_00, $8e, $01, %0000 ; 1b
sprite_movement_data SPRITEMOVEFN_EMOTE, DOWN, PERSON_ACTION_EMOTE, $8e, $02, %0000 ; 1c
sprite_movement_data SPRITEMOVEFN_SCREENSHAKE, DOWN, PERSON_ACTION_00, $82, $00, %0000 ; 1d
sprite_movement_data SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE, LEFT, PERSON_ACTION_STAND, $00, $00, %0000 ; 1e
sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 1f
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_0C, $2e, $01, %1100 ; 20
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_0D, $2e, $01, %1100 ; 21
sprite_movement_data SPRITEMOVEFN_BOULDERDUST, DOWN, PERSON_ACTION_0E, $8e, $01, %0000 ; 22
sprite_movement_data SPRITEMOVEFN_GRASS, DOWN, PERSON_ACTION_GRASS_SHAKE, $8e, $02, %0000 ; 23
sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0010 ; 24
sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25
; function, facing, action, flags1, flags2, palette flags
sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 00
sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 01
sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 02
sprite_movement_data SPRITEMOVEFN_SLOW_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 03
sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_Y, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 04
sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_X, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 05
sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 06
sprite_movement_data SPRITEMOVEFN_STANDING, UP, PERSON_ACTION_STAND, $00, $00, %0000 ; 07
sprite_movement_data SPRITEMOVEFN_STANDING, LEFT, PERSON_ACTION_STAND, $00, $00, %0000 ; 08
sprite_movement_data SPRITEMOVEFN_STANDING, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 09
sprite_movement_data SPRITEMOVEFN_FAST_RANDOM_SPIN, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0a
sprite_movement_data SPRITEMOVEFN_OBEY_DPAD, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 0b
sprite_movement_data SPRITEMOVEFN_08, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0c
sprite_movement_data SPRITEMOVEFN_09, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0d
sprite_movement_data SPRITEMOVEFN_0A, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0e
sprite_movement_data SPRITEMOVEFN_0B, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 0f
sprite_movement_data SPRITEMOVEFN_0C, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 10
sprite_movement_data SPRITEMOVEFN_0D, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 11
sprite_movement_data SPRITEMOVEFN_0E, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 12
sprite_movement_data SPRITEMOVEFN_FOLLOW, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 13
sprite_movement_data SPRITEMOVEFN_SCRIPTED, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 14
sprite_movement_data SPRITEMOVEFN_BIG_SNORLAX, DOWN, PERSON_ACTION_BIG_SNORLAX, $2e, $01, %1100 ; 15
sprite_movement_data SPRITEMOVEFN_BOUNCE, DOWN, PERSON_ACTION_BOUNCE, $2e, $00, %0000 ; 16
sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $0c, $00, %0000 ; 17
sprite_movement_data SPRITEMOVEFN_STANDING, DOWN, PERSON_ACTION_STAND, $2e, $10, %0000 ; 18
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_STAND, $2e, $00, %0100 ; 19
sprite_movement_data SPRITEMOVEFN_FOLLOWNOTEXACT, DOWN, PERSON_ACTION_STAND, $02, $00, %0000 ; 1a
sprite_movement_data SPRITEMOVEFN_SHADOW, DOWN, PERSON_ACTION_00, $8e, $01, %0000 ; 1b
sprite_movement_data SPRITEMOVEFN_EMOTE, DOWN, PERSON_ACTION_EMOTE, $8e, $02, %0000 ; 1c
sprite_movement_data SPRITEMOVEFN_SCREENSHAKE, DOWN, PERSON_ACTION_00, $82, $00, %0000 ; 1d
sprite_movement_data SPRITEMOVEFN_SPIN_COUNTERCLOCKWISE, LEFT, PERSON_ACTION_STAND, $00, $00, %0000 ; 1e
sprite_movement_data SPRITEMOVEFN_SPIN_CLOCKWISE, RIGHT, PERSON_ACTION_STAND, $00, $00, %0000 ; 1f
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_BIG_LAPRAS, $2e, $01, %1100 ; 20
sprite_movement_data SPRITEMOVEFN_STRENGTH, DOWN, PERSON_ACTION_BIG_DOLL, $2e, $01, %1100 ; 21
sprite_movement_data SPRITEMOVEFN_BOULDERDUST, DOWN, PERSON_ACTION_BOULDER_DUST, $8e, $01, %0000 ; 22
sprite_movement_data SPRITEMOVEFN_GRASS, DOWN, PERSON_ACTION_GRASS_SHAKE, $8e, $02, %0000 ; 23
sprite_movement_data SPRITEMOVEFN_RANDOM_WALK_XY, DOWN, PERSON_ACTION_STAND, $00, $00, %0010 ; 24
sprite_movement_data SPRITEMOVEFN_00, DOWN, PERSON_ACTION_STAND, $00, $00, %0000 ; 25

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@ -20,15 +20,15 @@ Facings: ; 4049
dw FacingFishLeft
dw FacingFishRight
dw FacingEmote
dw Facing21
dw Facing22
dw Facing23
dw Facing24
dw Facing25
dw Facing26
dw Facing27
dw Facing28
dw Facing29
dw FacingShadow
dw FacingBigDollAsymmetric
dw FacingBigDollSymmetric
dw FacingWeirdTree0
dw FacingWeirdTree1
dw FacingWeirdTree2
dw FacingWeirdTree3
dw FacingBoulderDust1
dw FacingBoulderDust2
dw FacingGrass1
dw FacingGrass2
FacingsEnd: dw 0
@ -49,8 +49,8 @@ BEHIND_BG EQU 1 << OAM_PRIORITY
FacingStepDown0:
FacingStepDown2:
Facing24:
Facing26: ; standing down
FacingWeirdTree0:
FacingWeirdTree2: ; standing down
db 4 ; #
db 0, 0, 0, $00
db 0, 8, 0, $01
@ -179,13 +179,13 @@ FacingEmote: ; emote
db 8, 8, 4, $fb
; 419a
Facing21: ; shadow
FacingShadow: ; shadow
db 2 ; #
db 0, 0, 4, $fc
db 0, 8, 4 | X_FLIP, $fc
; 41a3
Facing23: ; big snorlax or lapras doll
FacingBigDollSymmetric: ; big snorlax or lapras doll
db 16 ; #
db 0, 0, 0, $00
db 0, 8, 0, $01
@ -205,7 +205,7 @@ Facing23: ; big snorlax or lapras doll
db 24, 16, X_FLIP, $07
; 41e4
Facing25: ; 41e4
FacingWeirdTree1: ; 41e4
db 4 ; #
db 0, 0, 0, $04
db 0, 8, 0, $05
@ -213,7 +213,7 @@ Facing25: ; 41e4
db 8, 8, 0, $07
; 41f5
Facing27: ; 41f5
FacingWeirdTree3: ; 41f5
db 4 ; #
db 0, 8, X_FLIP, $04
db 0, 0, X_FLIP, $05
@ -221,7 +221,7 @@ Facing27: ; 41f5
db 8, 0, X_FLIP, $07
; 4206
Facing22: ; big doll other than snorlax or lapras
FacingBigDollAsymmetric: ; big doll other than snorlax or lapras
db 14 ; #
db 0, 0, 0, $00
db 0, 8, 0, $01
@ -239,7 +239,7 @@ Facing22: ; big doll other than snorlax or lapras
db 24, 16, 0, $0b
; 423f
Facing28: ; boulder dust 1
FacingBoulderDust1: ; boulder dust 1
db 4 ; #
db 0, 0, 4, $fe
db 0, 8, 4, $fe
@ -247,7 +247,7 @@ Facing28: ; boulder dust 1
db 8, 8, 4, $fe
; 4250
Facing29: ; boulder dust 2
FacingBoulderDust2: ; boulder dust 2
db 4 ; #
db 0, 0, 4, $ff
db 0, 8, 4, $ff

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@ -21,16 +21,16 @@ Pointers445f: ; 445f
dw SetFacingCounterclockwiseSpin, SetFacingCurrent ; 04
dw SetFacingCounterclockwiseSpin2, SetFacingStanding ; 05
dw SetFacingFish, SetFacingFish ; 06
dw Function457b, SetFacingStanding ; 07
dw Function4582, Function4582 ; 08
dw Function4589, Function4589 ; 09
dw Function4590, Function45a4 ; 0a
dw Function45ab, SetFacingCurrent ; 0c
dw Function45be, Function45be ; 0b
dw Function45c5, Function45c5 ; 0d
dw Function45da, SetFacingStanding ; 0e
dw SetFacingShadow, SetFacingStanding ; 07
dw SetFacingEmote, SetFacingEmote ; 08
dw SetFacingBigDollSym, SetFacingBigDollSym ; 09
dw SetFacingBounce, SetFacingFreezeBounce ; 0a
dw SetFacingWeirdTree, SetFacingCurrent ; 0b
dw SetFacingBigDollAsym, SetFacingBigDollAsym ; 0c
dw SetFacingBigDoll, SetFacingBigDoll ; 0d
dw SetFacingBoulderDust, SetFacingStanding ; 0e
dw SetFacingGrassShake, SetFacingStanding ; 0f
dw Function44e4, SetFacingCurrent ; 10
dw SetFacingSkyfall, SetFacingCurrent ; 10
; 44a3
SetFacingStanding: ; 44a3
@ -42,7 +42,7 @@ SetFacingStanding: ; 44a3
SetFacingCurrent: ; 44aa
call GetSpriteDirection
or 0 ; useless
or FACING_STEP_DOWN_0 ; useless
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
@ -77,7 +77,7 @@ SetFacingStepAction: ; 44c1
ld d, a
call GetSpriteDirection
or 0 ; useless
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING_STEP
add hl, bc
@ -85,7 +85,7 @@ SetFacingStepAction: ; 44c1
ret
; 44e4
Function44e4: ; 44e4
SetFacingSkyfall: ; 44e4
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
@ -104,7 +104,7 @@ Function44e4: ; 44e4
ld d, a
call GetSpriteDirection
or 0 ; useless
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING_STEP
add hl, bc
@ -130,7 +130,7 @@ SetFacingBumpAction: ; 4508
ld d, a
call GetSpriteDirection
or 0 ; useless
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING_STEP
add hl, bc
@ -143,7 +143,7 @@ SetFacingCounterclockwiseSpin: ; 4529
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
or 0 ; useless
or FACING_STEP_DOWN_0 ; useless
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
@ -210,28 +210,28 @@ SetFacingFish: ; 456e
ret
; 457b
Function457b: ; 457b
SetFacingShadow: ; 457b
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_15
ld [hl], FACING_SHADOW
ret
; 4582
Function4582: ; 4582 emote
SetFacingEmote: ; 4582 emote
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_EMOTE
ret
; 4589
Function4589: ; 4589
SetFacingBigDollSym: ; 4589
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_17
ld [hl], FACING_BIG_DOLL_SYM
ret
; 4590
Function4590: ; 4590
SetFacingBounce: ; 4590
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
@ -239,21 +239,21 @@ Function4590: ; 4590
and %00001111
ld [hl], a
and %00001000
jr z, Function45a4
jr z, SetFacingFreezeBounce
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_STEP_UP_0
ret
; 45a4
Function45a4: ; 45a4
SetFacingFreezeBounce: ; 45a4
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], 0
ld [hl], FACING_STEP_DOWN_0
ret
; 45ab
Function45ab: ; 45ab
SetFacingWeirdTree: ; 45ab
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
@ -262,28 +262,28 @@ Function45ab: ; 45ab
and %00001100
rrca
rrca
add $18
add FACING_WEIRD_TREE_0
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 45be
Function45be: ; 45be
SetFacingBigDollAsym: ; 45be
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_16
ld [hl], FACING_BIG_DOLL_ASYM
ret
; 45c5
Function45c5: ; 45c5
SetFacingBigDoll: ; 45c5
ld a, [VariableSprites + SPRITE_BIG_DOLL - SPRITE_VARS]
ld d, FACING_17 ; symmetric
ld d, FACING_BIG_DOLL_SYM ; symmetric
cp SPRITE_BIG_SNORLAX
jr z, .ok
cp SPRITE_BIG_LAPRAS
jr z, .ok
ld d, FACING_16 ; asymmetric
ld d, FACING_BIG_DOLL_ASYM ; asymmetric
.ok
ld hl, OBJECT_FACING_STEP
@ -292,7 +292,7 @@ Function45c5: ; 45c5
ret
; 45da
Function45da: ; 45da
SetFacingBoulderDust: ; 45da
ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
@ -301,9 +301,9 @@ Function45da: ; 45da
ld hl, OBJECT_FACING_STEP
add hl, bc
and 2
ld a, FACING_1C
ld a, FACING_BOULDER_DUST_1
jr z, .ok
inc a ; FACING_1D
inc a ; FACING_BOULDER_DUST_2
.ok
ld [hl], a
ret

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@ -776,7 +776,7 @@ MapObjectMovementPattern: ; 47dd
ld [hl], STANDING
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], PERSON_ACTION_09
ld [hl], PERSON_ACTION_BIG_SNORLAX
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_04
@ -789,7 +789,7 @@ MapObjectMovementPattern: ; 47dd
ld [hl], STANDING
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], PERSON_ACTION_0A
ld [hl], PERSON_ACTION_BOUNCE
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_04
@ -864,7 +864,7 @@ MapObjectMovementPattern: ; 47dd
call ._MovementShadow_Grass_Emote_BoulderDust
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], PERSON_ACTION_07
ld [hl], PERSON_ACTION_SHADOW
ld hl, OBJECT_STEP_DURATION
add hl, de
ld a, [hl]
@ -921,7 +921,7 @@ MapObjectMovementPattern: ; 47dd
call ._MovementShadow_Grass_Emote_BoulderDust
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], PERSON_ACTION_0E
ld [hl], PERSON_ACTION_BOULDER_DUST
ld hl, OBJECT_STEP_DURATION
add hl, de
ld a, [hl]
@ -1804,7 +1804,7 @@ SkyfallTop: ; 4f83
.Init:
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], PERSON_ACTION_10
ld [hl], PERSON_ACTION_SKYFALL
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 16

View File

@ -365,7 +365,7 @@ Movement_tree_shake: ; 5279
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], PERSON_ACTION_0B
ld [hl], PERSON_ACTION_WEIRD_TREE
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc