Merge pull request #451 from yenatch/document-battle-anim-macros

Fix and document some battle animation macros
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yenatch 2018-01-01 12:47:28 -05:00 committed by GitHub
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@ -3,28 +3,30 @@
Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [data/moves/animations.asm:BattleAnimations](/data/moves/animations.asm). Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [data/moves/animations.asm:BattleAnimations](/data/moves/animations.asm).
## `$00``$EF`: `anim_wait` *length* ## `$00``$CF`: `anim_wait` *length*
## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param* - *length*: duration in frames
The *x1*/*x2* and *y1*/*y2* pairs specify the position on screen of the animation object.
*x1*/*y1* specify a tile position, and *x2*/*y2* specify a pixel offset from that tile.
Values for *x2*/*y2* are in the 0-7 range, since 8 pixels make a tile. ## `$D0`: `anim_obj` *object*, *x*, *y*, *param*
*Alternate*: `anim_obj` *object*, *x_tile*, *x*, *y_tile*, *y*, *param*
Values for *x1* are between -16 to 31. In practice *x1* starts between 0 to 15, then between -16 to -10. Negative values are relative to the opponent, while positive values are relative to the player. Useful values are between 14 to -10 (for the opponent) and between 0 to 13 (for the player). Spawns an *object* at coordinate (*x*, *y*).
Some sample values are: - *object*: `ANIM_OBJ` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
- *x*: the x position in pixels
- *y*: the y position in pixels
- *x_tile*: an added x position in tiles (8 pixels)
- *y_tile*: an added y position in tiles (8 pixels)
- *param*: modifies the behavior of *object*. The meaning differs for each object.
- 0: player left border The y position also depends on the y offset defined by the object.
- 6: player center
- -15: enemy center - *TODO: what happens for x/y values greater than 160/144 respectively? Is it 1:1 with screen coordinates?*
- -10: enemy right border - *TODO: how are the x/y values mirrored when the opponent is attacking?*
- *TODO: useful positions*
- *TODO: document each object*
Values for *y1* are also between -16 to 31; the useful range is between 2 to 14.
Values between 2 to 8 will be in the opponent's area (2 being the top border and 8 being the
bottom border), and values between 8 to 14 will be in the player's area (again, 8 being the top border and 14 being the bottom border).
The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for the opponent or 10-11 for the player).
## `$D1`: `anim_1gfx` *gfx* ## `$D1`: `anim_1gfx` *gfx*
@ -36,86 +38,186 @@ The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for
## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5* ## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5*
## `$D6`: `anim_incobj` *id* Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.
## `$D7`: `anim_setobj` *id*, *object* - *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
## `$D6`: `anim_incobj` *object_id*
Increments an object's state.
- *object_id*: the nth object in order of creation
Objects are state machines. `anim_incobj` progresses the state of an object.
## `$D7`: `anim_setobj` *object_id*, *state*
Sets an object's state to a specific value.
- *object_id*: the nth object in order of creation
- *state*: the state index
Objects are state machines. `anim_setobj` changes the state of an object.
## `$D8`: `anim_incbgeffect` *bg_effect*
Increments a bg effect's state.
- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
Since there can't be two of the same bg effect, the effect type is used. This is distinct from `anim_incobj`.
## `$D8`: `anim_incbgeffect` *effect*
## `$D9`: `anim_enemyfeetobj` ## `$D9`: `anim_enemyfeetobj`
Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.
## `$DA`: `anim_playerheadobj` ## `$DA`: `anim_playerheadobj`
Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic.
## `$DB`: `anim_checkpokeball` ## `$DB`: `anim_checkpokeball`
Sets `var` to the result of [GetPokeBallWobble](/engine/battle_anims/getpokeballwobble.asm).
## `$DC`: `anim_transform` ## `$DC`: `anim_transform`
## `$DD`: `anim_raisesub` ## `$DD`: `anim_raisesub`
## `$DE`: `anim_dropsub` ## `$DE`: `anim_dropsub`
## `$DF`: `anim_resetobp0` ## `$DF`: `anim_resetobp0`
## `$E0`: `anim_sound` *duration*, *tracks*, *id* Resets rOBP0 to the default (`q0123` or `%00011011`).
## `$E0`: `anim_sound` *duration*, *tracks*, *sound_id*
Plays a sound.
## `$E1`: `anim_cry` *pitch* ## `$E1`: `anim_cry` *pitch*
Plays the user's cry.
## `$E2`: `anim_minimizeopp` ## `$E2`: `anim_minimizeopp`
## `$E3`: `anim_oamon` ## `$E3`: `anim_oamon`
## `$E4`: `anim_oamoff` ## `$E4`: `anim_oamoff`
## `$E5`: `anim_clearobjs` ## `$E5`: `anim_clearobjs`
Removes all active objects.
## `$E6`: `anim_beatup` ## `$E6`: `anim_beatup`
## `$E7`: `anim_0xe7` ## `$E7`: `anim_0xe7`
Does nothing. Unused.
## `$E8`: `anim_updateactorpic` ## `$E8`: `anim_updateactorpic`
## `$E9`: `anim_minimize` ## `$E9`: `anim_minimize`
## `$EA`: `anim_0xea` ## `$EA`: `anim_0xea`
Does nothing. Unused.
## `$EB`: `anim_0xeb` ## `$EB`: `anim_0xeb`
Does nothing. Unused.
## `$EC`: `anim_0xec` ## `$EC`: `anim_0xec`
Does nothing. Unused.
## `$ED`: `anim_0xed` ## `$ED`: `anim_0xed`
Does nothing. Unused.
## `$EE`: `anim_if_param_and` *value*, *address* ## `$EE`: `anim_if_param_and` *value*, *address*
## `$EF`: `anim_jumpuntil` *address* ## `$EF`: `anim_jumpuntil` *address*
## `$F0`: `anim_bgeffect` *effect*, *unknown1*, *unknown2*, *unknown3* Jumps to another script and decrements `param` until it reaches 0. Similar to `anim_loop`.
## `$F0`: `anim_bgeffect` *bg_effect*, *unknown1*, *unknown2*, *unknown3*
- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
## `$F1`: `anim_bgp` *colors* ## `$F1`: `anim_bgp` *colors*
Sets `rBGP` to *colors*.
## `$F2`: `anim_obp0` *colors* ## `$F2`: `anim_obp0` *colors*
Sets `rOBP0` to *colors*.
## `$F3`: `anim_obp1` *colors* ## `$F3`: `anim_obp1` *colors*
Sets `rOBP1` to *colors*.
## `$F4`: `anim_clearsprites` ## `$F4`: `anim_clearsprites`
## `$F5`: `anim_0xf5` ## `$F5`: `anim_0xf5`
Does nothing. Unused.
## `$F6`: `anim_0xf6` ## `$F6`: `anim_0xf6`
Does nothing. Unused.
## `$F7`: `anim_0xf7` ## `$F7`: `anim_0xf7`
Does nothing. Unused.
## `$F8`: `anim_if_param_equal` *value*, *address* ## `$F8`: `anim_if_param_equal` *value*, *address*
Jumps to another script if `wKickCounter` is equal to *value*.
## `$F9`: `anim_setvar` *value* ## `$F9`: `anim_setvar` *value*
Sets `var` to *value*.
## `$FA`: `anim_incvar` ## `$FA`: `anim_incvar`
Increments `var` by 1.
## `$FB`: `anim_if_var_equal` *value*, *address* ## `$FB`: `anim_if_var_equal` *value*, *address*
Jumps to another script if `var` is equal to *value*.
## `$FC`: `anim_jump` *address* ## `$FC`: `anim_jump` *address*
Jumps to another script.
## `$FD`: `anim_loop` *count*, *address* ## `$FD`: `anim_loop` *count*, *address*
Jumps to another script up to *count* times. Then does nothing, allowing execution to continue.
## `$FE`: `anim_call` *address* ## `$FE`: `anim_call` *address*
Calls a script.
There is no call stack. The return address is overwritten, so the maximum call depth is 1.
## `$FF`: `anim_ret` ## `$FF`: `anim_ret`
Ends the script and returns to where it was called from. If there was no caller, the animation ends.

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@ -683,7 +683,7 @@ AnimateEndOfExpBar: ; 8e79d
ld a, $0 ld a, $0
ld [hli], a ld [hli], a
ld a, $6 ; OBJ 6 ld a, PAL_BATTLE_OB_BLUE
ld [hli], a ld [hli], a
jr .anim_loop jr .anim_loop
; 8e7f4 ; 8e7f4
@ -701,7 +701,7 @@ ClearSpriteAnims2: ; 8e814
ld hl, wSpriteAnimDict ld hl, wSpriteAnimDict
ld bc, wSpriteAnimsEnd - wSpriteAnimDict ld bc, wSpriteAnimsEnd - wSpriteAnimDict
.loop .loop
ld [hl], $0 ld [hl], 0
inc hl inc hl
dec bc dec bc
ld a, c ld a, c

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@ -11,10 +11,17 @@ ENDM
enum anim_obj_command ; $d0 enum anim_obj_command ; $d0
anim_obj: MACRO anim_obj: MACRO
db anim_obj_command db anim_obj_command
db \1 ; obj if _NARG <= 4
db (\2 << 3) + \3 ; x db \1 ; object
db (\4 << 3) + \5 ; y db \2 ; x
db \3 ; y
db \4 ; param
else
db \1 ; object
db (\2) * 8 + (\3) ; x_tile, x
db (\4) * 8 + (\5) ; y_tile, y
db \6 ; param db \6 ; param
endc
ENDM ENDM
enum anim_1gfx_command ; $d1 enum anim_1gfx_command ; $d1
@ -60,14 +67,14 @@ ENDM
enum anim_incobj_command ; $d6 enum anim_incobj_command ; $d6
anim_incobj: MACRO anim_incobj: MACRO
db anim_incobj_command db anim_incobj_command
db \1 ; id db \1 ; object_id
ENDM ENDM
enum anim_setobj_command ; $d7 enum anim_setobj_command ; $d7
anim_setobj: MACRO anim_setobj: MACRO
db anim_setobj_command db anim_setobj_command
db \1 ; id db \1 ; object_id
db \2 ; obj db \2 ; value
ENDM ENDM
enum anim_incbgeffect_command ; $d8 enum anim_incbgeffect_command ; $d8
@ -115,7 +122,7 @@ ENDM
anim_sound: MACRO anim_sound: MACRO
db anim_sound_command db anim_sound_command
db (\1 << 2) | \2 ; duration, tracks db (\1 << 2) | \2 ; duration, tracks
db \3 ; id db \3 ; sound_id
ENDM ENDM
enum anim_cry_command ; $e1 enum anim_cry_command ; $e1