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mid-kid
4154f191e0
Anotate more of the battle anim subsystem
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`.
Pokémon Crystal
This is a disassembly of Pokémon Crystal.
It builds the following ROMs:
- Pokemon - Crystal Version (UE) (V1.0) [C][!].gbc
sha1: f4cd194bdee0d04ca4eac29e09b8e4e9d818c133
- Pokemon - Crystal Version (UE) (V1.1) [C][!].gbc
sha1: f2f52230b536214ef7c9924f483392993e226cfb
To set up the repository, see INSTALL.md.
See also
- FAQ
- Documentation
- Wiki (includes tutorials)
- Discord: pret
- IRC: freenode#pret
Other disassembly projects:
Description
Languages
Assembly
89.2%
C
6.3%
Python
2%
C++
1.6%
INI
0.6%
Other
0.2%