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Fix anim_obj x/y values
- negative values have no meaning - left in optional tile x/y for backwards compatibility
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@ -5,26 +5,23 @@ Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) a
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## `$00`−`$EF`: `anim_wait` *length*
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## `$00`−`$EF`: `anim_wait` *length*
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## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param*
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The *x1*/*x2* and *y1*/*y2* pairs specify the position on screen of the animation object.
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## `$D0`: `anim_obj` *object*, *x*, *y*, *param*
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*x1*/*y1* specify a tile position, and *x2*/*y2* specify a pixel offset from that tile.
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*Alternate*: `anim_obj` *object*, *x_tile*, *x*, *y_tile*, *y*, *param*
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Values for *x2*/*y2* are in the 0-7 range, since 8 pixels make a tile.
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Spawns an *object* at coordinate (*x*, *y*).
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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).
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*object*: `ANIM_OBJ` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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*x*: the x position in pixels
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*y*: the x position in pixels
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*x_tile*: an added x position in tiles (8 pixels)
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*y_tile*: an added y position in tiles (8 pixels)
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*param*: modifies the behavior of *object*. The meaning differs for each object.
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Some sample values are:
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*TODO: what happens for x/y values greater than 160/144 respectively?*
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*TODO: useful positions*
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*TODO: document each object*
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- 0: player left border
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- 6: player center
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- -15: enemy center
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- -10: enemy right border
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Values for *y1* are also between -16 to 31; the useful range is between 2 to 14.
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Values between 2 to 8 will be in the opponent's area (2 being the top border and 8 being the
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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).
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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).
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## `$D1`: `anim_1gfx` *gfx*
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## `$D1`: `anim_1gfx` *gfx*
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@ -11,10 +11,17 @@ ENDM
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enum anim_obj_command ; $d0
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enum anim_obj_command ; $d0
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anim_obj: MACRO
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anim_obj: MACRO
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db anim_obj_command
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db anim_obj_command
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db \1 ; obj
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if _NARG <= 4
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db (\2 << 3) + \3 ; x
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db \1 ; object
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db (\4 << 3) + \5 ; y
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db \2 ; x
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db \3 ; y
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db \4 ; param
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else
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db \1 ; object
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db (\2) * 8 + (\3) ; x_tile, x
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db (\4) * 8 + (\5) ; y_tile, y
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db \6 ; param
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db \6 ; param
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endc
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ENDM
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ENDM
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enum anim_1gfx_command ; $d1
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enum anim_1gfx_command ; $d1
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