ref: ecd2eb2447bf4dee4ec3be35f881c7e7102adb1b
dir: /engine/overworld/spinners.asm/
LoadSpinnerArrowTiles:: ld a, [wSpritePlayerStateData1ImageIndex] srl a srl a ld hl, SpinnerPlayerFacingDirections ld c, a ld b, $0 add hl, bc ld a, [hl] ld [wSpritePlayerStateData1ImageIndex], a ld a, [wCurMapTileset] cp FACILITY ld hl, FacilitySpinnerArrows jr z, .gotSpinnerArrows ld hl, GymSpinnerArrows .gotSpinnerArrows ld a, [wSimulatedJoypadStatesIndex] bit 0, a jr nz, .alternateGraphics ld de, 6 * 4 add hl, de .alternateGraphics ld a, $4 ld bc, $0 .loop push af push hl push bc add hl, bc ld a, [hli] ld e, a ld a, [hli] ld d, a ld a, [hli] ld c, a ld a, [hli] ld b, a ld a, [hli] ld h, [hl] ld l, a call CopyVideoData pop bc ld a, $6 add c ld c, a pop hl pop af dec a jr nz, .loop ret INCLUDE "data/tilesets/spinner_tiles.asm" SpinnerPlayerFacingDirections: ; This isn't the order of the facing directions. Rather, it's a list of ; the facing directions that come next. For example, when the player is ; facing down (00), the next facing direction is left (08). db $08 ; down -> left db $0C ; up -> right db $04 ; left -> up db $00 ; right -> down ; these tiles are the animation for the tiles that push the player in dungeons like Rocket HQ SpinnerArrowAnimTiles: INCBIN "gfx/overworld/spinners.2bpp"