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; Pseudo-OAM flags used by game logic
const_def
const BIT_END_OF_OAM_DATA ; 0
const BIT_SPRITE_UNDER_GRASS ; 1
; Used in SpriteFacingAndAnimationTable (see data/sprites/facings.asm)
DEF FACING_END EQU 1 << BIT_END_OF_OAM_DATA
DEF UNDER_GRASS EQU 1 << BIT_SPRITE_UNDER_GRASS
; OAM attribute flags
DEF OAM_PALETTE EQU %111
const_def 3
const OAM_TILE_BANK ; 3
const OAM_OBP_NUM ; 4 ; Non CGB Mode Only
const OAM_X_FLIP ; 5
const OAM_Y_FLIP ; 6
const OAM_PRIORITY ; 7 ; 0: OBJ above BG, 1: OBJ behind BG (colors 1-3)
; OAM attribute masks
DEF OAM_OBP1 EQU 1 << OAM_OBP_NUM ; OBJ palette 1
DEF OAM_HFLIP EQU 1 << OAM_X_FLIP ; horizontal flip
DEF OAM_VFLIP EQU 1 << OAM_Y_FLIP ; vertical flip
DEF OAM_BEHIND_BG EQU 1 << OAM_PRIORITY ; behind bg (except color 0)
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