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Detailing monitor (obj26) animation scripts
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Clownacy committed Oct 26, 2015
1 parent 4a0c761 commit 78dc2c8
Showing 1 changed file with 43 additions and 22 deletions.
65 changes: 43 additions & 22 deletions s2.asm
Expand Up @@ -23915,32 +23915,53 @@ Obj2E_Wait:
; animation script
; off_12CCE:
Ani_obj26: offsetTable
offsetTableEntry.w byte_12CE4 ; 0
offsetTableEntry.w byte_12CE8 ; 1
offsetTableEntry.w byte_12CF0 ; 2
offsetTableEntry.w byte_12CF8 ; 3
offsetTableEntry.w byte_12D00 ; 4
offsetTableEntry.w byte_12D08 ; 5
offsetTableEntry.w byte_12D10 ; 6
offsetTableEntry.w byte_12D18 ; 7
offsetTableEntry.w byte_12D20 ; 8
offsetTableEntry.w byte_12D28 ; 9
offsetTableEntry.w byte_12D30 ; $A
byte_12CE4:
offsetTableEntry.w Ani_obj26_Static ; 0
offsetTableEntry.w Ani_obj26_Sonic ; 1
offsetTableEntry.w Ani_obj26_Tails ; 2
offsetTableEntry.w Ani_obj26_Eggman ; 3
offsetTableEntry.w Ani_obj26_Ring ; 4
offsetTableEntry.w Ani_obj26_Shoes ; 5
offsetTableEntry.w Ani_obj26_Shield ; 6
offsetTableEntry.w Ani_obj26_Invincibility ; 7
offsetTableEntry.w Ani_obj26_Teleport ; 8
offsetTableEntry.w Ani_obj26_QuestionMark ; 9
offsetTableEntry.w Ani_obj26_Broken ; $A
; byte_12CE4:
Ani_obj26_Static:
dc.b $01 ; duration
dc.b $00 ; frame number (which sprite table to use)
dc.b $01 ; frame number
dc.b $FF ; terminator
byte_12CE8: dc.b 1, 0, 2, 2, 1, 2, 2,$FF
byte_12CF0: dc.b 1, 0, 3, 3, 1, 3, 3,$FF
byte_12CF8: dc.b 1, 0, 4, 4, 1, 4, 4,$FF
byte_12D00: dc.b 1, 0, 5, 5, 1, 5, 5,$FF
byte_12D08: dc.b 1, 0, 6, 6, 1, 6, 6,$FF
byte_12D10: dc.b 1, 0, 7, 7, 1, 7, 7,$FF
byte_12D18: dc.b 1, 0, 8, 8, 1, 8, 8,$FF
byte_12D20: dc.b 1, 0, 9, 9, 1, 9, 9,$FF
byte_12D28: dc.b 1, 0, $A, $A, 1, $A, $A,$FF
byte_12D30: dc.b 2, 0, 1, $B,$FE, 1
; byte_12CE8:
Ani_obj26_Sonic:
dc.b 1, 0, 2, 2, 1, 2, 2,$FF
; byte_12CF0:
Ani_obj26_Tails:
dc.b 1, 0, 3, 3, 1, 3, 3,$FF
; byte_12CF8:
Ani_obj26_Eggman:
dc.b 1, 0, 4, 4, 1, 4, 4,$FF
; byte_12D00:
Ani_obj26_Ring:
dc.b 1, 0, 5, 5, 1, 5, 5,$FF
; byte_12D08:
Ani_obj26_Shoes:
dc.b 1, 0, 6, 6, 1, 6, 6,$FF
; byte_12D10:
Ani_obj26_Shield:
dc.b 1, 0, 7, 7, 1, 7, 7,$FF
; byte_12D18:
Ani_obj26_Invincibility:
dc.b 1, 0, 8, 8, 1, 8, 8,$FF
; byte_12D20:
Ani_obj26_Teleport:
dc.b 1, 0, 9, 9, 1, 9, 9,$FF
; byte_12D28:
Ani_obj26_QuestionMark:
dc.b 1, 0, $A, $A, 1, $A, $A,$FF
; byte_12D30:
Ani_obj26_Broken:
dc.b 2, 0, 1, $B,$FE, 1
even
; ---------------------------------------------------------------------------------
; Sprite Mappings - Sprite table for monitor and monitor contents (26, ??)
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