quickdev16/snes/monitor/routines/oamanimationlists.asm
David Voswinkel a7270acdf1 o add monitor
2009-07-20 19:05:40 +02:00

1045 lines
23 KiB
NASM

.Section "oam anilists" superfree
;relative pointers to object animation files
ObjectAnimationLUT:
.dw (ObjAniList000-ObjectAnimationLUT)
.dw (ObjAniList001-ObjectAnimationLUT)
.dw (ObjAniList002-ObjectAnimationLUT)
.dw (ObjAniList003-ObjectAnimationLUT)
.dw (ObjAniList004-ObjectAnimationLUT)
.dw (ObjAniList005-ObjectAnimationLUT)
.dw (ObjAniList006-ObjectAnimationLUT)
.dw (ObjAniList007-ObjectAnimationLUT)
.dw (ObjAniList008-ObjectAnimationLUT)
.dw (ObjAniList009-ObjectAnimationLUT)
.dw (ObjAniList010-ObjectAnimationLUT)
.dw (ObjAniList011-ObjectAnimationLUT)
.dw (ObjAniList012-ObjectAnimationLUT)
.dw (ObjAniList013-ObjectAnimationLUT)
.dw (ObjAniList014-ObjectAnimationLUT)
.dw (ObjAniList015-ObjectAnimationLUT)
.dw (ObjAniList016-ObjectAnimationLUT)
.dw (ObjAniList017-ObjectAnimationLUT)
.dw (ObjAniList018-ObjectAnimationLUT)
.dw (ObjAniList019-ObjectAnimationLUT)
.dw (ObjAniList020-ObjectAnimationLUT)
.dw (ObjAniList021-ObjectAnimationLUT)
.dw (ObjAniList022-ObjectAnimationLUT)
.dw (ObjAniList023-ObjectAnimationLUT)
.dw (ObjAniList024-ObjectAnimationLUT)
.dw (ObjAniList025-ObjectAnimationLUT)
.dw (ObjAniList026-ObjectAnimationLUT)
.dw (ObjAniList027-ObjectAnimationLUT)
.dw (ObjAniList028-ObjectAnimationLUT)
.dw (ObjAniList029-ObjectAnimationLUT)
.dw (ObjAniList030-ObjectAnimationLUT)
.dw (ObjAniList031-ObjectAnimationLUT)
.dw (ObjAniList032-ObjectAnimationLUT)
.dw (ObjAniList033-ObjectAnimationLUT)
ObjAniList000:
;testsprite walk downwards:
; .dw $0100 ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $0183 ;next animation frame
.dw $1002 ;and scroll right a pixel
.dw $000d ;nop
.dw $0183 ;next animation frame
.dw $1002 ;and scroll right a pixel
.dw $000d ;nop
.dw $0183 ;next animation frame
.dw $1002 ;and scroll right a pixel
.dw $000d ;nop
.dw $0183 ;next animation frame
.dw $1002 ;and scroll right a pixel
.dw $000d ;nop
.dw $0183 ;next animation frame
.dw $1002 ;and scroll right a pixel
.dw $000d ;nop
.dw $0184 ;goto tileset frame 1
.dw $7685 ;set palette and config
.dw $1002 ;and scroll right a pixel
.dw $000d ;nop
.dw $0183 ;next animation frame
.dw $1002 ;and scroll right a pixel
.dw $000d ;nop
.dw $0183 ;next animation frame
.dw $1002 ;and scroll right a pixel
.dw $000d ;nop
.dw $0183 ;next animation frame
.dw $1002 ;and scroll right a pixel
.dw $000d ;nop
.dw $0183 ;next animation frame
.dw $1002 ;and scroll right a pixel
.dw $000d ;nop
.dw $0184 ;goto tileset frame 1
.dw $3685 ;set palette and config
; .dw $0001
.dw $0606 ;goto frame 6 in this animation
ObjAniList001:
;main chara top body walking down
.dw $0580 ;create object 5
.dw $0287 ;goto command list 3
ObjAniList002:
;male walking
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
;walking animation
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0284 ;add 2 tileset frames
.dw $0406 ;loop walking animation
ObjAniList003:
;male punching
.dw $0203 ;add 2 tileset frames
.dw $020a ;set subroutine to void
.dw $0103 ;add 2 tileset frames
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $010d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $010d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $010d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $0d0a ;reset subroutine to normal
.dw $000e ;infinite waitloop
ObjAniList004:
;male standing still top
.dw $0004 ;goto tileset frame 1
.dw $000e ;goto animation frame 0(endless loop)
ObjAniList005:
;male falling
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
;standing up, not moving anymore:
.dw $020a ;set subroutine to void
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0e0a ;reset subroutine to normal again, turn player around
.dw $000e ;infinite waitloop
ObjAniList006:
;main chara top body walking down
.dw $0780 ;create object 7
.dw $0487 ;goto command list 4
ObjAniList007:
;male fierce punch
.dw $0103 ;add 2 tileset frames
.dw $000d
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000c ;play soundeffect
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $050a ;set subroutine to fierce punch
.dw $0103 ;add 2 tileset frames
.dw $020a ;set subroutine to void
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $0d0a ;reset subroutine to normal again
.dw $000e ;infinite waitloop
ObjAniList008:
;male falling far (fierce punch)
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
;standing up, not moving anymore:
.dw $020a ;set subroutine to void
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0e0a ;reset subroutine to normal again, turn player around
.dw $000e ;infinite waitloop
ObjAniList009:
;male death/fail continuous
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
;animation loops here
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $100d ;nop
.dw $0103 ;add 2 tileset frames
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $0b84 ;reset tileset frame
.dw $1606 ;loop back to shake head sequence
ObjAniList010:
;male falling far (death)
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
.dw $000d ;nop
;not moving anymore:
.dw $0a0a ;set subroutine to dead
.dw $000e ;infinite waitloop
ObjAniList011:
;male sitting in menu
.dw $0103 ;add 2 tileset frames
.dw $050d ;nop
.dw $0103 ;add 2 tileset frames
.dw $050d ;nop
.dw $0103 ;add 2 tileset frames
.dw $050d ;nop
.dw $0103 ;add 2 tileset frames
.dw $050d ;nop
.dw $0103 ;add 2 tileset frames
.dw $050d ;nop
.dw $0103 ;add 2 tileset frames
.dw $050d ;nop
.dw $0103 ;add 2 tileset frames
.dw $200d ;nop
.dw $0004 ;reset tileset frame
.dw $050d ;nop
.dw $050d ;nop
.dw $050d ;nop
.dw $0006 ;repeat animation
ObjAniList012:
;male standing up in menu
.dw $0b04 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $050d ;nop
.dw $0103 ;add 2 tileset frames
.dw $050d ;nop
.dw $0103 ;add 2 tileset frames
.dw $050d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $070a ;set subroutine to menu running
.dw $000d ;nop
.dw $0006 ;repeat animation
ObjAniList013:
;male spasm for revival
.dw $028a ;set subroutine to void (so player has to wait and autofire doesn't help much)
.dw $0504 ;set frame 6
.dw $060d ;nop
.dw $0103 ;add 2 tileset frames
.dw $060d ;nop
.dw $0103 ;add 2 tileset frames
.dw $080d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $000d ;nop
.dw $0a0a ;set subroutine to dead again
.dw $000e ;infinite waitloop
;male winner cheering:
ObjAniList014:
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
;animation loops here:
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $030d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $030d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $030d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $030d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $1206 ;loop animation
ObjAniList015:
;main chara top body battle steady still
.dw $0203 ;add 2 tileset frames
.dw $000d ;nop
.dw $0203 ;add 2 tileset frames
.dw $000d ;nop
.dw $0203 ;add 2 tileset frames
.dw $000d ;nop
.dw $0203 ;add 2 tileset frames
.dw $000d ;nop
.dw $0203 ;add 2 tileset frames
.dw $000d ;nop
.dw $0203 ;add 2 tileset frames
.dw $000d ;nop
.dw $0203 ;add 2 tileset frames
.dw $000d ;nop
.dw $0203 ;add 2 tileset frames
.dw $000d ;nop
.dw $0203 ;add 2 tileset frames
.dw $000d ;nop
.dw $fe03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $fe03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $fe03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $fe03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $fe03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $fe03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $fe03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $fe03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $fe03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $0006 ;loop walking animation
ObjAniList016:
;small main chara top body battle steady still
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;substract 2 tileset frames
.dw $000d ;nop
.dw $0006 ;loop walking animation
;explosion init
ObjAniList017:
;explosion play
ObjAniList018:
.dw $010d
.dw $0403
.dw $010d
.dw $0403
.dw $010d
.dw $0403
.dw $010d
.dw $0403
.dw $010d
.dw $0403
.dw $010d
.dw $0403
; .dw $050f
.dw $010d
.dw $0001 ;delete
;gra g
ObjAniList019:
.dw $050d
.dw $0103 ;add 2 tileset frames
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $1606 ;loop walking animation
ObjAniList020:
;gra gra
.dw $000d
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $0103 ;add 2 tileset frames
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $040d ;nop
.dw $0103 ;add 2 tileset frames
.dw $030d ;nop
.dw $1d06 ;loop walking animation
ObjAniList021:
;male being stunned
.dw $0103 ;add 2 tileset frames
.dw $0103 ;add 2 tileset frames
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $010d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $020d ;nop
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0d0a ;reset subroutine to normal
.dw $000e ;infinite waitloop
ObjAniList022:
;male blocking
.dw $0103 ;add 2 tileset frames
.dw $000d ;nop
.dw $0103 ;add 2 tileset frames
.dw $0f0a ;set subroutine to block
.dw $0103 ;add 2 tileset frames
.dw $0a0d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $010d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $020d ;nop
.dw $ff03 ;add 2 tileset frames
.dw $0d0a ;reset subroutine to normal
.dw $000e ;infinite waitloop
ObjAniList023:
;male block success, pushing back
.dw $0203 ;add 2 tileset frames
.dw $000d ;nop
.dw $0203 ;add 2 tileset frames
.dw $0103 ;add 2 tileset frames
.dw $0f0a ;set subroutine to block
.dw $ff03 ;sub 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;sub 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;sub 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;sub 2 tileset frames
.dw $000d ;nop
.dw $ff03 ;sub 2 tileset frames
.dw $000d ;nop
.dw $0d0a ;reset subroutine to normal
.dw $000e ;infinite waitloop
ObjAniList024:
.dw $070d ;nop
.dw $0102 ;move down
.dw $070d ;nop
.dw $0102 ;move down
.dw $030d ;nop
.dw $0102 ;move down
.dw $010d ;nop
.dw $0102 ;move down
.dw $000d ;nop
.dw $0102 ;move down
.dw $000d ;nop
.dw $0102 ;move down
.dw $0102 ;move down
.dw $0102 ;move down
.dw $0102 ;move down
.dw $0102 ;move down
.dw $000d ;nop
.dw $0102 ;move down
.dw $000d ;nop
.dw $0102 ;move down
.dw $010d ;nop
.dw $0102 ;move down
.dw $030d ;nop
.dw $0102 ;move down
.dw $070d ;nop
.dw $0102 ;move down
.dw $070d ;nop
.dw $0902 ;move down
.dw $070d ;nop
.dw $0902 ;move down
.dw $030d ;nop
.dw $0902 ;move down
.dw $010d ;nop
.dw $0902 ;move down
.dw $000d ;nop
.dw $0902 ;move down
.dw $000d ;nop
.dw $0902 ;move down
.dw $0902 ;move down
.dw $0902 ;move down
.dw $0902 ;move down
.dw $0902 ;move down
.dw $000d ;nop
.dw $0902 ;move down
.dw $000d ;nop
.dw $0902 ;move down
.dw $010d ;nop
.dw $0902 ;move down
.dw $030d ;nop
.dw $0902 ;move down
.dw $070d ;nop
.dw $0902 ;move down
.dw $0006 ;reset
;particle
ObjAniList025:
.dw $0110 ;vector speed
.dw $b411 ;vector dir
.dw $020d ;nop
.dw $c310 ;vector speed
.dw $040d ;nop
.dw $e411 ;vector dir
.dw $080d ;nop
.dw $c110 ;vector speed
.dw $0b0d ;nop
.dw $3411
.dw $c310 ;vector speed
.dw $e411 ;vector dir
.dw $0b0d ;nop
.dw $0001 ;del
;particle
ObjAniList026:
.dw $db11 ;vector dir
.dw $020d ;nop
.dw $df10 ;vector speed
.dw $040d ;nop
.dw $e011 ;vector dir
.dw $080d ;nop
.dw $f010 ;vector speed
.dw $0b0d ;nop
.dw $1911
.dw $d810 ;vector speed
.dw $dc11 ;vector dir
.dw $0b0d ;nop
.dw $0001 ;del
;particle
ObjAniList027:
.dw $8411 ;vector dir
.dw $080d ;nop
.dw $c810 ;vector speed
.dw $080d ;nop
.dw $c310 ;vector speed
.dw $180d ;nop
.dw $0001 ;del
;particle
ObjAniList028:
.dw $9711 ;vector dir
.dw $080d ;nop
.dw $c810 ;vector speed
.dw $080d ;nop
.dw $c310 ;vector speed
.dw $120d ;nop
.dw $0001 ;del
;particle
ObjAniList029:
.dw $b811 ;vector dir
.dw $020d ;nop
.dw $df10 ;vector speed
.dw $020d ;nop
.dw $e011 ;vector dir
.dw $080d ;nop
.dw $f010 ;vector speed
.dw $080d ;nop
.dw $3911
.dw $d710 ;vector speed
.dw $e211 ;vector dir
.dw $060d ;nop
.dw $0001 ;del
;particle
ObjAniList030:
.dw $c611 ;vector dir
.dw $050d ;nop
.dw $d910 ;vector speed
.dw $e011 ;vector dir
.dw $050d ;nop
.dw $080d ;nop
; .dw $d810 ;vector speed
.dw $050d ;nop
.dw $0211 ;vector dir
.dw $c610 ;vector speed
.dw $d711 ;vector dir
.dw $240d ;nop
.dw $0001 ;del
;particle
ObjAniList031:
.dw $9911 ;vector dir
.dw $050d ;nop
.dw $df10 ;vector speed
.dw $dd11 ;vector dir
.dw $080d ;nop
.dw $d510 ;vector speed
.dw $240d ;nop
.dw $0001 ;del
;particle
ObjAniList032:
.dw $f411 ;vector dir
.dw $060d ;nop
.dw $df10 ;vector speed
.dw $f011 ;vector dir
.dw $040d ;nop
.dw $cf10 ;vector speed
.dw $e911 ;vector dir
.dw $080d ;nop
.dw $c310 ;vector speed
.dw $080d ;nop
.dw $0001 ;del
;particle
ObjAniList033:
.dw $ff11 ;vector dir
.dw $030d ;nop
.dw $df10 ;vector speed
.dw $fc11 ;vector dir
.dw $020d ;nop
.dw $cf10 ;vector speed
.dw $fb11 ;vector dir
.dw $050d ;nop
.dw $c310 ;vector speed
.dw $080d ;nop
.dw $0001 ;del
.ends