Aca solo tengo la rutina de los backs, pero a base de esta podriamos sacar las demas, y podriamos basarnos el dissamblery de cristal
ld a, (D119) ' Load a with type of battle
cp a, 03
jr z, @a= 00 + routine
ld a, (ram address) ' index of the backsprite (which is 01 or bigger to not match with DUDE's sprite)
jr @routine
:a = 00
xor a, a
:routine
ld hl, tableStart
ld b, 00
ld c, a
add hl, bc
add hl, bc
add hl, bc ' add index value thrice
ldi a, (hl)
ld b, a ' b = rom bank of the sprite
ldi a, (hl)
ld h, (hl)
ld l, a ' hl = pointer to the sprite
jp @show pic
:show pic
ld de, 9310 (load ram address to write data loaded in hl)
ld c, 31 (no idea)
ld a, 3F (no idea)
call 2E49 (call the sprite transfering routine?)
ret
:tableStart
[DUDE's pointer (3b)] [First player image (3b)] [Second player image (3b)]...