Copy @henrxv's anim_obj documentation to docs/move_anim_commands.md (closes #399)

This commit is contained in:
Remy Oukaour 2017-12-25 14:40:30 -05:00
parent 1ea988b8a4
commit c659823761

View File

@ -5,7 +5,26 @@ Defined in [macros/scripts/move_anim.asm](/macros/scripts/move_anim.asm) and [ba
## `$00``$EF`: `anim_wait` *length* ## `$00``$EF`: `anim_wait` *length*
## `$D0`: `anim_obj` *object*, *x*, *y*, *param* ## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param*
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.
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).
Some sample values are:
- 0: player left border
- 6: player center
- -15: enemy center
- -10: enemy right border
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*