pokecrystal-board/docs/pic_animations.md

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# Pic Animations
Defined in [macros/scripts/gfx_anims.asm](/macros/scripts/gfx_anims.asm).
2017-12-14 16:04:44 -08:00
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/pokemon/anims.asm](/gfx/pokemon/anims.asm):
Main animations (played everywhere)
- [gfx/pokemon/extras.asm](/gfx/pokemon/extras.asm):
Extra animations, appended to the main animation.
Used in the status screen (blinking, tail wags etc.)
- [gfx/pokemon/unown_anims.asm](/gfx/pokemon/unown_anims.asm) and [gfx/pokemon/unown_extras.asm](/gfx/pokemon/unown_extras.asm):
Unown has its own animation data despite having an entry in the main tables.