2017-12-11 20:44:29 -08:00
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# Pic Animations
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2017-12-14 16:04:44 -08:00
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Defined in [macros/scripts/gfx_anim.asm](/macros/scripts/gfx_anim.asm) and [battle/anim_commands.asm:BattleAnimCommands](/battle/anim_commands.asm).
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2017-12-11 20:44:29 -08:00
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Pic animations are assembled in 3 parts:
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- Top-level animations:
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- `frame` *#*, *duration*: Frame 0 is the original pic (no change)
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- `setrepeat` *#*: Sets the number of times to repeat
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- `dorepeat` *#*: Repeats from command *#* (starting from 0)
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- `end`
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- Bitmasks:
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Layered over the pic to designate affected tiles
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- Frame definitions:
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first byte is the bitmask used for this frame
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following bytes are tile ids mapped to each bit in the mask
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Animation data is in these files:
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- gfx/pics/anims.asm:
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Main animations (played everywhere)
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- gfx/pics/extras.asm:
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Extra animations, appended to the main animation.
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Used in the status screen (blinking, tail wags etc.)
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- gfx/pics/unown_anims.asm and gfx/pics/unown_extras.asm:
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Unown has its own animation data despite having an entry in the main tables.
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