Facings: ; entries correspond to FACING_* constants dw FacingStepDown0 dw FacingStepDown1 dw FacingStepDown2 dw FacingStepDown3 dw FacingStepUp0 dw FacingStepUp1 dw FacingStepUp2 dw FacingStepUp3 dw FacingStepLeft0 dw FacingStepLeft1 dw FacingStepLeft2 dw FacingStepLeft3 dw FacingStepRight0 dw FacingStepRight1 dw FacingStepRight2 dw FacingStepRight3 dw FacingFishDown dw FacingFishUp dw FacingFishLeft dw FacingFishRight dw FacingEmote dw FacingShadow dw FacingBigDollAsymmetric dw FacingBigDollSymmetric dw FacingWeirdTree0 dw FacingWeirdTree1 dw FacingWeirdTree2 dw FacingWeirdTree3 dw FacingBoulderDust1 dw FacingBoulderDust2 dw FacingGrass1 dw FacingGrass2 .End dw 0 NUM_FACINGS EQU (Facings.End - Facings) / 2 ; Tables used as a reference to transform OAM data. ; Format: ; db y, x, attributes, tile index FacingStepDown0: FacingStepDown2: FacingWeirdTree0: FacingWeirdTree2: ; standing down db 4 ; # db 0, 0, 0, $00 db 0, 8, 0, $01 db 8, 0, RELATIVE_ATTRIBUTES, $02 db 8, 8, RELATIVE_ATTRIBUTES, $03 FacingStepDown1: ; walking down 1 db 4 ; # db 0, 0, 0, $80 db 0, 8, 0, $81 db 8, 0, RELATIVE_ATTRIBUTES, $82 db 8, 8, RELATIVE_ATTRIBUTES, $83 FacingStepDown3: ; walking down 2 db 4 ; # db 0, 8, X_FLIP, $80 db 0, 0, X_FLIP, $81 db 8, 8, RELATIVE_ATTRIBUTES | X_FLIP, $82 db 8, 0, RELATIVE_ATTRIBUTES | X_FLIP, $83 FacingStepUp0: FacingStepUp2: ; standing up db 4 ; # db 0, 0, 0, $04 db 0, 8, 0, $05 db 8, 0, RELATIVE_ATTRIBUTES, $06 db 8, 8, RELATIVE_ATTRIBUTES, $07 FacingStepUp1: ; walking up 1 db 4 ; # db 0, 0, 0, $84 db 0, 8, 0, $85 db 8, 0, RELATIVE_ATTRIBUTES, $86 db 8, 8, RELATIVE_ATTRIBUTES, $87 FacingStepUp3: ; walking up 2 db 4 ; # db 0, 8, X_FLIP, $84 db 0, 0, X_FLIP, $85 db 8, 8, RELATIVE_ATTRIBUTES | X_FLIP, $86 db 8, 0, RELATIVE_ATTRIBUTES | X_FLIP, $87 FacingStepLeft0: FacingStepLeft2: ; standing left db 4 ; # db 0, 0, 0, $08 db 0, 8, 0, $09 db 8, 0, RELATIVE_ATTRIBUTES, $0a db 8, 8, RELATIVE_ATTRIBUTES, $0b FacingStepRight0: FacingStepRight2: ; standing right db 4 ; # db 0, 8, X_FLIP, $08 db 0, 0, X_FLIP, $09 db 8, 8, RELATIVE_ATTRIBUTES | X_FLIP, $0a db 8, 0, RELATIVE_ATTRIBUTES | X_FLIP, $0b FacingStepLeft1: FacingStepLeft3: ; walking left db 4 ; # db 0, 0, 0, $88 db 0, 8, 0, $89 db 8, 0, RELATIVE_ATTRIBUTES, $8a db 8, 8, RELATIVE_ATTRIBUTES, $8b FacingStepRight1: FacingStepRight3: ; walking right db 4 ; # db 0, 8, X_FLIP, $88 db 0, 0, X_FLIP, $89 db 8, 8, RELATIVE_ATTRIBUTES | X_FLIP, $8a db 8, 0, RELATIVE_ATTRIBUTES | X_FLIP, $8b FacingFishDown: ; fishing down db 5 ; # db 0, 0, 0, $00 db 0, 8, 0, $01 db 8, 0, RELATIVE_ATTRIBUTES, $02 db 8, 8, RELATIVE_ATTRIBUTES, $03 db 16, 0, ABSOLUTE_TILE_ID, $fc FacingFishUp: ; fishing up db 5 ; # db 0, 0, 0, $04 db 0, 8, 0, $05 db 8, 0, RELATIVE_ATTRIBUTES, $06 db 8, 8, RELATIVE_ATTRIBUTES, $07 db -8, 0, ABSOLUTE_TILE_ID, $fc FacingFishLeft: ; fishing left db 5 ; # db 0, 0, 0, $08 db 0, 8, 0, $09 db 8, 0, RELATIVE_ATTRIBUTES, $0a db 8, 8, RELATIVE_ATTRIBUTES, $0b db 5, -8, ABSOLUTE_TILE_ID | X_FLIP, $fd FacingFishRight: ; fishing right db 5 ; # db 0, 8, X_FLIP, $08 db 0, 0, X_FLIP, $09 db 8, 8, RELATIVE_ATTRIBUTES | X_FLIP, $0a db 8, 0, RELATIVE_ATTRIBUTES | X_FLIP, $0b db 5, 16, ABSOLUTE_TILE_ID, $fd FacingEmote: ; emote db 4 ; # db 0, 0, ABSOLUTE_TILE_ID, $f8 db 0, 8, ABSOLUTE_TILE_ID, $f9 db 8, 0, ABSOLUTE_TILE_ID, $fa db 8, 8, ABSOLUTE_TILE_ID, $fb FacingShadow: ; shadow db 2 ; # db 0, 0, ABSOLUTE_TILE_ID, $fc db 0, 8, ABSOLUTE_TILE_ID | X_FLIP, $fc FacingBigDollSymmetric: ; big snorlax or lapras 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 FacingWeirdTree1: db 4 ; # db 0, 0, 0, $04 db 0, 8, 0, $05 db 8, 0, 0, $06 db 8, 8, 0, $07 FacingWeirdTree3: 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 FacingBigDollAsymmetric: ; big doll other than snorlax or lapras 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 FacingBoulderDust1: ; boulder dust 1 db 4 ; # db 0, 0, ABSOLUTE_TILE_ID, $fe db 0, 8, ABSOLUTE_TILE_ID, $fe db 8, 0, ABSOLUTE_TILE_ID, $fe db 8, 8, ABSOLUTE_TILE_ID, $fe FacingBoulderDust2: ; boulder dust 2 db 4 ; # db 0, 0, ABSOLUTE_TILE_ID, $ff db 0, 8, ABSOLUTE_TILE_ID, $ff db 8, 0, ABSOLUTE_TILE_ID, $ff db 8, 8, ABSOLUTE_TILE_ID, $ff FacingGrass1: db 2 ; # db 8, 0, ABSOLUTE_TILE_ID, $fe db 8, 8, ABSOLUTE_TILE_ID | X_FLIP, $fe FacingGrass2: db 2 ; # db 9, -1, ABSOLUTE_TILE_ID, $fe db 9, 9, ABSOLUTE_TILE_ID | X_FLIP, $fe