.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