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25724: Animation phase table for Sam when rolling
Used by the routine at 25784. Each entry in this table comprises 4 bytes. The first entry corresponds to animation phase 1.
25724 DEFB 0 x-coordinate increment (if facing left)
25725 DEFB 0 x-coordinate increment (if facing right)
25726 DEFB 0 y-coordinate increment
25727 DEFB 6 Bits 0-6: base animatory state (6); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 2.
25728 DEFB 253 x-coordinate increment (if facing left)
25729 DEFB 1 x-coordinate increment (if facing right)
25730 DEFB 2 y-coordinate increment
25731 DEFB 15 Bits 0-6: base animatory state (15); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 3.
25732 DEFB 1 x-coordinate increment (if facing left)
25733 DEFB 1 x-coordinate increment (if facing right)
25734 DEFB 255 y-coordinate increment
25735 DEFB 9 Bits 0-6: base animatory state (9); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 4.
25736 DEFB 254 x-coordinate increment (if facing left)
25737 DEFB 0 x-coordinate increment (if facing right)
25738 DEFB 2 y-coordinate increment
25739 DEFB 31 Bits 0-6: base animatory state (31); bit 7 reset: Sam cannot land on his feet yet
The next entry corresponds to animation phase 5.
25740 DEFB 1 x-coordinate increment (if facing left)
25741 DEFB 1 x-coordinate increment (if facing right)
25742 DEFB 252 y-coordinate increment
25743 DEFB 138 Bits 0-6: base animatory state (10); bit 7 set: check whether Sam has landed on his feet
The next entry corresponds to animation phase 6.
25744 DEFB 255 x-coordinate increment (if facing left)
25745 DEFB 1 x-coordinate increment (if facing right)
25746 DEFB 0 y-coordinate increment
25747 DEFB 128 Bits 0-6: base animatory state (0); bit 7 set: check whether Sam has landed on his feet
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