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# Pic Animations
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Defined in [macros/scripts/gfx_anim.asm ](/macros/scripts/gfx_anim.asm ) and [engine/anims/anim_commands.asm:BattleAnimCommands ](/engine/anims/anim_commands.asm ).
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Pic animations are assembled in 3 parts:
- Top-level animations:
- `frame` *#* , *duration* : Frame 0 is the original pic (no change)
- `setrepeat` *#* : Sets the number of times to repeat
- `dorepeat` *#* : Repeats from command *#* (starting from 0)
- `end`
- Bitmasks:
Layered over the pic to designate affected tiles
- Frame definitions:
first byte is the bitmask used for this frame
following bytes are tile ids mapped to each bit in the mask
Animation data is in these files:
- gfx/pics/anims.asm:
Main animations (played everywhere)
- gfx/pics/extras.asm:
Extra animations, appended to the main animation.
Used in the status screen (blinking, tail wags etc.)
- gfx/pics/unown_anims.asm and gfx/pics/unown_extras.asm:
Unown has its own animation data despite having an entry in the main tables.