Fix some SPRITE_ANIM_FRAMESET_ constants

Thanks to @roukaour for the fixes.
This commit is contained in:
mid-kid
2017-11-29 20:24:19 +01:00
parent e39c8afbf2
commit 2cc2f057e8
5 changed files with 84 additions and 84 deletions

View File

@@ -1622,7 +1622,7 @@ CrystalIntro_InitUnownAnim: ; e51dc (39:51dc)
ld hl, SPRITEANIMSTRUCT_0C
add hl, bc
ld [hl], $8
ld a, $3c
ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_4
call ReinitSpriteAnimFrame
pop de
@@ -1632,7 +1632,7 @@ CrystalIntro_InitUnownAnim: ; e51dc (39:51dc)
ld hl, SPRITEANIMSTRUCT_0C
add hl, bc
ld [hl], $18
ld a, $3b
ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_3
call ReinitSpriteAnimFrame
pop de
@@ -1642,7 +1642,7 @@ CrystalIntro_InitUnownAnim: ; e51dc (39:51dc)
ld hl, SPRITEANIMSTRUCT_0C
add hl, bc
ld [hl], $28
ld a, $39
ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1
call ReinitSpriteAnimFrame
pop de
@@ -1651,7 +1651,7 @@ CrystalIntro_InitUnownAnim: ; e51dc (39:51dc)
ld hl, SPRITEANIMSTRUCT_0C
add hl, bc
ld [hl], $38
ld a, $3a
ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_2
call ReinitSpriteAnimFrame
ret

View File

@@ -367,7 +367,7 @@ DoAnimFrame: ; 8d24b
cp $2
ret nz
ld [hl], $3
ld a, $f
ld a, SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY_2
call _ReinitSpriteAnimFrame
ret
@@ -431,7 +431,7 @@ DoAnimFrame: ; 8d24b
; 8d493
.sixteen_zero ; 8d493
ld a, $14
ld a, SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL_0
call _ReinitSpriteAnimFrame
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
@@ -780,7 +780,7 @@ DoAnimFrame: ; 8d24b
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld a, $36
ld a, SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_2
call _ReinitSpriteAnimFrame
ret
@@ -834,7 +834,7 @@ DoAnimFrame: ; 8d24b
ld a, [wcf64]
cp $40
ret nz
ld a, $3d
ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F_2
call _ReinitSpriteAnimFrame
ret

View File

@@ -552,51 +552,51 @@ BrokenGetStdGraphics: ; 8d1ac
SpriteAnimSeqData: ; 8d1c4
; frameset sequence, tile
db SPRITE_ANIM_FRAMESET_01, SPRITE_ANIM_SEQ_01, $00 ; 00
db SPRITE_ANIM_FRAMESET_PARTY_MON, SPRITE_ANIM_SEQ_01, $00 ; 00
db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00 ; 01
db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_05, $05 ; 02
db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_05, $05 ; 02
db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_SEQ_GAMEFREAK_LOGO, $00 ; 03
db SPRITE_ANIM_FRAMESET_0B, SPRITE_ANIM_SEQ_07, $06 ; 04 gs intro star
db SPRITE_ANIM_FRAMESET_0C, SPRITE_ANIM_SEQ_08, $06 ; 05 gs intro sparkle
db SPRITE_ANIM_FRAMESET_SLOT_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem
db SPRITE_ANIM_FRAMESET_SLOTS_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem
db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; 07 slots chansey
db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; 08 slots egg
db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_0C, $05 ; 09
db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_0C, $05 ; 09
db SPRITE_ANIM_FRAMESET_WALK_CYCLE, SPRITE_ANIM_SEQ_NULL, $00 ; 0a walk cycle
db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0D, $08 ; 0b
db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0E, $08 ; 0c
db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0F, $08 ; 0d
db SPRITE_ANIM_FRAMESET_13, SPRITE_ANIM_SEQ_10, $00 ; 0e
db SPRITE_ANIM_FRAMESET_15, SPRITE_ANIM_SEQ_NULL, $00 ; 0f
db SPRITE_ANIM_FRAMESET_16, SPRITE_ANIM_SEQ_11, $00 ; 10
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0D, $08 ; 0b
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0E, $08 ; 0c
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0F, $08 ; 0d
db SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL, SPRITE_ANIM_SEQ_10, $00 ; 0e
db SPRITE_ANIM_FRAMESET_TRADE_POOF, SPRITE_ANIM_SEQ_NULL, $00 ; 0f
db SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE, SPRITE_ANIM_SEQ_11, $00 ; 10
db SPRITE_ANIM_FRAMESET_TRADEMON_ICON, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00 ; 11
db SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00 ; 12
db SPRITE_ANIM_FRAMESET_19, SPRITE_ANIM_SEQ_13, $00 ; 13
db SPRITE_ANIM_FRAMESET_1A, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
db SPRITE_ANIM_FRAMESET_1B, SPRITE_ANIM_SEQ_NULL, $00 ; 15 chris on magnet train
db SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT, SPRITE_ANIM_SEQ_13, $00 ; 13
db SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED, SPRITE_ANIM_SEQ_NULL, $00 ; 15 chris on magnet train
db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
db SPRITE_ANIM_FRAMESET_1E, SPRITE_ANIM_SEQ_NULL, $00 ; 17
db SPRITE_ANIM_FRAMESET_CUT_TREE, SPRITE_ANIM_SEQ_NULL, $00 ; 17
db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_FLY_LEAF, $00 ; 18 flying leaves
db SPRITE_ANIM_FRAMESET_1F, SPRITE_ANIM_SEQ_NULL, $00 ; 19
db SPRITE_ANIM_FRAMESET_EGG_CRACK, SPRITE_ANIM_SEQ_NULL, $00 ; 19
db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00 ; 1a
db SPRITE_ANIM_FRAMESET_25, SPRITE_ANIM_SEQ_NULL, $00 ; 1b headbutt
db SPRITE_ANIM_FRAMESET_20, SPRITE_ANIM_SEQ_13, $00 ; 1c
db SPRITE_ANIM_FRAMESET_HEADBUTT, SPRITE_ANIM_SEQ_NULL, $00 ; 1b headbutt
db SPRITE_ANIM_FRAMESET_EGG_HATCH, SPRITE_ANIM_SEQ_13, $00 ; 1c
db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00 ; 1d
db SPRITE_ANIM_FRAMESET_2D, SPRITE_ANIM_SEQ_NULL, $00 ; 1e kris on map
db SPRITE_ANIM_FRAMESET_2E, SPRITE_ANIM_SEQ_NULL, $00 ; 1f kris on magnet train
db SPRITE_ANIM_FRAMESET_BLUE_WALK, SPRITE_ANIM_SEQ_NULL, $00 ; 1e kris on map
db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_BLUE, SPRITE_ANIM_SEQ_NULL, $00 ; 1f kris on magnet train
db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_NULL, $00 ; 20
db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_NULL, $00 ; 21
db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_NULL, $00 ; 22
db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00 ; 23
db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00 ; 24
db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_NULL, $00 ; 25
db SPRITE_ANIM_FRAMESET_35, SPRITE_ANIM_SEQ_1D, $00 ; 26
db SPRITE_ANIM_FRAMESET_37, SPRITE_ANIM_SEQ_1E, $00 ; 27
db SPRITE_ANIM_FRAMESET_38, SPRITE_ANIM_SEQ_1E, $00 ; 28
db SPRITE_ANIM_FRAMESET_39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
db SPRITE_ANIM_FRAMESET_3F, SPRITE_ANIM_SEQ_21, $00 ; 2a
db SPRITE_ANIM_FRAMESET_3E, SPRITE_ANIM_SEQ_22, $00 ; 2b
db SPRITE_ANIM_FRAMESET_40, SPRITE_ANIM_SEQ_NULL, $00 ; 2c
db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE, SPRITE_ANIM_SEQ_1D, $00 ; 26
db SPRITE_ANIM_FRAMESET_INTRO_PICHU, SPRITE_ANIM_SEQ_1E, $00 ; 27
db SPRITE_ANIM_FRAMESET_INTRO_WOOPER, SPRITE_ANIM_SEQ_1E, $00 ; 28
db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F, SPRITE_ANIM_SEQ_21, $00 ; 2a
db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_AWAY, SPRITE_ANIM_SEQ_22, $00 ; 2b
db SPRITE_ANIM_FRAMESET_CELEBI_LEFT, SPRITE_ANIM_SEQ_NULL, $00 ; 2c
; 8d24b
INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame