mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
Merge pull request #578 from mid-kid/master
Fixes in the animation subsystem.
This commit is contained in:
commit
e025ab9db0
12
INSTALL.md
12
INSTALL.md
@ -90,7 +90,7 @@ sudo apt-get install make gcc git
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To install **rgbds**:
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```bash
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sudo apt-get install bison libpng-dev
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sudo apt-get install pkg-config flex bison libpng-dev
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git clone --depth=1 https://github.com/rednex/rgbds
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sudo make -C rgbds CFLAGS=-O2 install
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```
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@ -106,7 +106,7 @@ sudo zypper install make gcc git
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To install **rgbds**:
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```bash
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sudo zypper install bison libpng16-devel
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sudo zypper install pkg-config flex bison libpng16-devel
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git clone --depth=1 https://github.com/rednex/rgbds
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sudo make -C rgbds CFLAGS=-O2 install
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```
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@ -119,10 +119,12 @@ To install the software required for **pokecrystal**:
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sudo pacman -S make gcc git
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```
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To install **rgbds**:
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**rgbds** is available on the [AUR](https://aur.archlinux.org/packages/rgbds/).
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Alternatively, to install **rgbds** manually:
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```bash
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sudo pacman -S bison libpng
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sudo pacman -S pkg-config flex bison libpng
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git clone --depth=1 https://github.com/rednex/rgbds
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sudo make -C rgbds CFLAGS=-O2 install
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```
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@ -152,6 +154,8 @@ If your distro is not listed here, try to find the required software in its repo
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If `rgbds` is not available, you'll also need these:
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- `pkg-config`
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- `flex`
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- `bison`
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- `libpng` (and the development headers)
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@ -1105,7 +1105,7 @@ ReadNoiseSample:
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ld a, [de]
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inc de
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cp $ff
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cp endchannel_cmd
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jr z, .quit
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and $f
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@ -1136,9 +1136,9 @@ ReadNoiseSample:
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ParseMusic:
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; parses until a note is read or the song is ended
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call GetMusicByte ; store next byte in a
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cp $ff ; is the song over?
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cp endchannel_cmd
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jr z, .endchannel
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cp $d0 ; is it a note?
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cp first_music_cmd
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jr c, .readnote
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; then it's a command
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.readcommand
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@ -1350,7 +1350,7 @@ ParseMusicCommand:
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; reload command
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ld a, [wCurMusicByte]
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; get command #
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sub $d0 ; first command
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sub first_music_cmd
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ld e, a
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ld d, 0
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; seek command pointer
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@ -1613,7 +1613,7 @@ Music_JumpIf:
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ld [hl], d
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ret
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MusicEE
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MusicEE:
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; conditional jump
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; checks a byte in ram corresponding to the current channel
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; doesn't seem to be set by any commands
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@ -24,11 +24,11 @@
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const CHAN3 ; 2
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const CHAN4 ; 3
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NUM_MUSIC_CHANS EQU const_value
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NUM_NOISE_CHANS EQU const_value
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const CHAN5 ; 4
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const CHAN6 ; 5
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const CHAN7 ; 6
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const CHAN8 ; 7
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NUM_NOISE_CHANS EQU const_value - NUM_MUSIC_CHANS
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NUM_CHANNELS EQU const_value
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; channel_struct members (see macros/wram.asm)
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@ -26,6 +26,9 @@
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const BATTLEANIMSTRUCT_17
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BATTLEANIMSTRUCT_LENGTH EQU const_value
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; Start tile for battle animation graphics
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BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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; BattleAnimObjects indexes (see data/battle_anims/objects.asm)
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const_def
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const ANIM_OBJ_00
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@ -212,10 +215,10 @@ BATTLEANIMSTRUCT_LENGTH EQU const_value
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const ANIM_OBJ_ROCK_SMASH
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const ANIM_OBJ_FLOWER
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const ANIM_OBJ_COTTON
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const ANIM_OBJ_PLAYERFEETFOLLOW
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const ANIM_OBJ_ENEMYFEETFOLLOW
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const ANIM_OBJ_PLAYERHEADFOLLOW
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const ANIM_OBJ_ENEMYHEADFOLLOW
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const ANIM_OBJ_ENEMYFEET_1ROW
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const ANIM_OBJ_PLAYERHEAD_1ROW
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const ANIM_OBJ_ENEMYFEET_2ROW
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const ANIM_OBJ_PLAYERHEAD_2ROW
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; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
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const_def
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@ -725,8 +728,8 @@ BATTLEANIMSTRUCT_LENGTH EQU const_value
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const ANIM_BG_WHIRLPOOL
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const ANIM_BG_TELEPORT
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const ANIM_BG_NIGHT_SHADE
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const ANIM_BG_FEET_FOLLOW
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const ANIM_BG_HEAD_FOLLOW
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const ANIM_BG_BATTLEROBJ_1ROW
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const ANIM_BG_BATTLEROBJ_2ROW
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const ANIM_BG_DOUBLE_TEAM
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const ANIM_BG_ACID_ARMOR
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const ANIM_BG_RAPID_FLASH
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@ -804,6 +807,8 @@ BATTLEANIMSTRUCT_LENGTH EQU const_value
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const ANIM_GFX_ANGELS
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const ANIM_GFX_WAVE
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const ANIM_GFX_AEROBLAST
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const ANIM_GFX_PLAYERHEAD
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const ANIM_GFX_ENEMYFEET
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; battle_bg_effect struct members (see macros/wram.asm)
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const_def
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@ -7,9 +7,10 @@ MALE EQU 0
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FEMALE EQU 1
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; FlagAction arguments (see home/flag.asm)
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RESET_FLAG EQU 0
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SET_FLAG EQU 1
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CHECK_FLAG EQU 2
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const_def
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const RESET_FLAG
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const SET_FLAG
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const CHECK_FLAG
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; G/S version ID: 0 = Gold, 1 = Silver (used by checkver)
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GS_VERSION EQU 0
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@ -2,7 +2,7 @@
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; (except accuracy, see data/battle/accuracy_multipliers.asm).
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; This table is identical to data/battle/stat_multipliers_2.asm.
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; This one is used by CalcStats.
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; This one is used by CalcBattleStats.
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StatLevelMultipliers:
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db 25, 100 ; -6 = 25%
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@ -18,191 +18,191 @@ ENDM
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BattleAnimObjects:
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; entries correspond to ANIM_OBJ_* constants
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_00
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_01
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_02
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_03
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_04
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_05
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_06
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_1B, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_07
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_08
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_FANG
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_09, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_0A
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battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_10, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_EMBER
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_04, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_DRAGON_RAGE
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FLAMETHROWER
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FIRE_SPIN
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_0A, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FIRE_BLAST
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_BURNED
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_08, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_BLIZZARD
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_12
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_01, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_ICE_BEAM
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battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, $06 ; ANIM_OBJ_RAZOR_LEAF
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_12, PAL_BATTLE_OB_RED, $0b ; ANIM_OBJ_POKE_BALL
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_13, PAL_BATTLE_OB_RED, $0b ; ANIM_OBJ_POKE_BALL_BLOCKED
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, $08 ; ANIM_OBJ_17
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, $08 ; ANIM_OBJ_18
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_19
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battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_38, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_1A
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $07 ; ANIM_OBJ_1B
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battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $07 ; ANIM_OBJ_BALL_POOF
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_BIG_ROCK
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_SMALL_ROCK
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battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_1B, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_STRENGTH
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battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_84, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BLUE, $21 ; ANIM_OBJ_SEISMIC_TOSS
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_0C, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_BUBBLE
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_23, BATTLEANIMFUNC_0D, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_SURF
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_0E, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_SING
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battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_0F, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_WATER_GUN
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battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_HYDRO_PUMP
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battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GREEN, $0f ; ANIM_OBJ_POWDER
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battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_27
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battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_28
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battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_ICE_BUILDUP
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battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_FROZEN
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battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_14, PAL_BATTLE_OB_BROWN, $11 ; ANIM_OBJ_MASTER_BALL_SPARKLE
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_14, PAL_BATTLE_OB_YELLOW, $0d ; ANIM_OBJ_RECOVER
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battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2D
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||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2E
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2F
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battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_15, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_THUNDER_WAVE
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battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_31
|
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battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_LIGHTNING_BOLT
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_33
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_34
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_CLAMP
|
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_17, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_BITE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_37
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||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_38
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_39
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_3A
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_3B
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_18, PAL_BATTLE_OB_GREEN, $12 ; ANIM_OBJ_3C
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GREEN, $12 ; ANIM_OBJ_3D
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_19, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_GUST
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_3F
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_40
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_41
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_42
|
||||
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_SONICBOOM_JP
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_44
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_1C, PAL_BATTLE_OB_GREEN, $12 ; ANIM_OBJ_ABSORB
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_1D, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_EGG
|
||||
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_1E, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_47
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, $16 ; ANIM_OBJ_48
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, $16 ; ANIM_OBJ_49
|
||||
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, $06 ; ANIM_OBJ_LEECH_SEED
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_21, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_4B
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $17 ; ANIM_OBJ_WAVE
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_22, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_CONFUSE_RAY
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_4E
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_4F
|
||||
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $18 ; ANIM_OBJ_SCREEN
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $18 ; ANIM_OBJ_HARDEN
|
||||
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_23, PAL_BATTLE_OB_YELLOW, $19 ; ANIM_OBJ_CHICK
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_24, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_AMNESIA
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_ASLEEP
|
||||
battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_SKULL
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_26, PAL_BATTLE_OB_BROWN, $1a ; ANIM_OBJ_56
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BROWN, $1a ; ANIM_OBJ_57
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $1a ; ANIM_OBJ_58
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_28, PAL_BATTLE_OB_YELLOW, $19 ; ANIM_OBJ_PARALYZED
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_27, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_STRING_SHOT
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_HAZE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_MIST
|
||||
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_SMOG
|
||||
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_POISON_GAS
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, $1d ; ANIM_OBJ_HORN
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_2C, PAL_BATTLE_OB_GRAY, $1d ; ANIM_OBJ_60
|
||||
battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_2D, PAL_BATTLE_OB_RED, $1e ; ANIM_OBJ_PETAL_DANCE
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_SLUDGE_BOMB
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_BROWN, $19 ; ANIM_OBJ_PAY_DAY
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_64
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_MIMIC
|
||||
battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_ATTRACT
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_30, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONEMERANG
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONE_CLUB
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONE_RUSH
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_08, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_SWIFT
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_KINESIS
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_FLASH
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_SHINY
|
||||
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, PAL_BATTLE_OB_GRAY, $20 ; ANIM_OBJ_SKY_ATTACK
|
||||
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $04 ; ANIM_OBJ_LICK
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $18 ; ANIM_OBJ_WITHDRAW
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_71
|
||||
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_33, PAL_BATTLE_OB_YELLOW, $12 ; ANIM_OBJ_GROWTH
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_CONVERSION2
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_34, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_SMOKE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_35, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_SMOKESCREEN
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_80, BATTLEANIMFUNC_33, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_SWORDS_DANCE
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_37, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_SPEED_LINE
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_SHARPEN
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_DEFENSE_CURL
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_39, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_7A
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_7B
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_DISABLE
|
||||
battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_3B, PAL_BATTLE_OB_BLUE, $13 ; ANIM_OBJ_AGILITY
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_25, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_HEART
|
||||
battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_34, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FLAME_WHEEL
|
||||
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_3C, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_SACRED_FIRE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_COTTON_SPORE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_MILK_DRINK
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_ANGER
|
||||
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $1f ; ANIM_OBJ_84
|
||||
battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_40, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_85
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_41, PAL_BATTLE_OB_RED, $1f ; ANIM_OBJ_BATON_PASS
|
||||
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_LOCK_ON
|
||||
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_MIND_READER
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_SAFEGUARD
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_PROTECT
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_THIEF
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_OCTAZOOKA
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, $19 ; ANIM_OBJ_PRESENT
|
||||
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_3F, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_SPIKES
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_08, PAL_BATTLE_OB_GRAY, $0a ; ANIM_OBJ_POWDER_SNOW
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_02, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_DRAGONBREATH
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_42, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_CONVERSION
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_SPIDER_WEB
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_93
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_23, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_NIGHTMARE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_IN_NIGHTMARE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_LOVELY_KISS
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $25 ; ANIM_OBJ_SWEET_KISS
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_GREEN, $23 ; ANIM_OBJ_SKETCH
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, $23 ; ANIM_OBJ_99
|
||||
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_43, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_9A
|
||||
battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_DESTINY_BOND
|
||||
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_44, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_MORNING_SUN
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_GLIMMER
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_MOONLIGHT
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_45, PAL_BATTLE_OB_RED, $12 ; ANIM_OBJ_HIDDEN_POWER
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_A0
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_A1
|
||||
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_BROWN, $0f ; ANIM_OBJ_SANDSTORM
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_02, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_ZAP_CANNON
|
||||
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_SPITE
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, PAL_BATTLE_OB_GRAY, $23 ; ANIM_OBJ_CURSE
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_47, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_PERISH_SONG
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_FORESIGHT
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_48, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_RAPID_SPIN
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_44, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_SWAGGER
|
||||
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_AA
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_43, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_AB
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $17 ; ANIM_OBJ_MEAN_LOOK
|
||||
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_49, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_AD
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_01, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_AE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_GRAY, $04 ; ANIM_OBJ_RAIN
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_4B, PAL_BATTLE_OB_RED, $1c ; ANIM_OBJ_B0
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_4C, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_PSYCH_UP
|
||||
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4D, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_ANCIENTPOWER
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_B3, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $27 ; ANIM_OBJ_AEROBLAST
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_04, PAL_BATTLE_OB_BLUE, $15 ; ANIM_OBJ_SHADOW_BALL
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_ROCK_SMASH
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, $1e ; ANIM_OBJ_FLOWER
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, $1f ; ANIM_OBJ_COTTON
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERFEETFOLLOW
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYFEETFOLLOW
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERHEADFOLLOW
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYHEADFOLLOW
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_00
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_01
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_02
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_03
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_04
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_05
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_06
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_1B, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_07
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_08
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_FANG
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_09, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_0A
|
||||
battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_10, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_EMBER
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_04, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGON_RAGE
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FLAMETHROWER
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FIRE_SPIN
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_0A, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FIRE_BLAST
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_BURNED
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_08, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_BLIZZARD
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_12
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_01, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BEAM
|
||||
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_RAZOR_LEAF
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_12, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_13, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL_BLOCKED
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_17
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_18
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_19
|
||||
battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_38, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_1A
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_1B
|
||||
battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_BALL_POOF
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_BIG_ROCK
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_SMALL_ROCK
|
||||
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_1B, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_STRENGTH
|
||||
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_84, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BLUE, ANIM_GFX_GLOBE ; ANIM_OBJ_SEISMIC_TOSS
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_0C, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_BUBBLE
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_23, BATTLEANIMFUNC_0D, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_SURF
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_0E, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_SING
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_0F, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_WATER_GUN
|
||||
battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_HYDRO_PUMP
|
||||
battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER ; ANIM_OBJ_POWDER
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_27
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_28
|
||||
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BUILDUP
|
||||
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_FROZEN
|
||||
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_14, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED ; ANIM_OBJ_MASTER_BALL_SPARKLE
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_14, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE ; ANIM_OBJ_RECOVER
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2D
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2E
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2F
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_15, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER_WAVE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_31
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_LIGHTNING_BOLT
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_33
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_34
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CLAMP
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_17, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_BITE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_37
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_38
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_39
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3A
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3B
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_18, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3C
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3D
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_19, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_GUST
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_3F
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_40
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_41
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_42
|
||||
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_44
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_1C, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_ABSORB
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_1D, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_EGG
|
||||
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_1E, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_47
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_48
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_49
|
||||
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_LEECH_SEED
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_21, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_4B
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_22, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_CONFUSE_RAY
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4E
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4F
|
||||
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT ; ANIM_OBJ_SCREEN
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_HARDEN
|
||||
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_23, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_CHICK
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_24, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_AMNESIA
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_ASLEEP
|
||||
battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_SKULL
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_26, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_56
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_57
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND ; ANIM_OBJ_58
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_28, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_PARALYZED
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_27, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_STRING_SHOT
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_HAZE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_MIST
|
||||
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOG
|
||||
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_POISON_GAS
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_HORN
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_2C, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_60
|
||||
battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_2D, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_PETAL_DANCE
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SLUDGE_BOMB
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS ; ANIM_OBJ_PAY_DAY
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_64
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_MIMIC
|
||||
battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_ATTRACT
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_30, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONEMERANG
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_CLUB
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_RUSH
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_08, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_SWIFT
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_KINESIS
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_FLASH
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_SHINY
|
||||
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, PAL_BATTLE_OB_GRAY, ANIM_GFX_SKY_ATTACK ; ANIM_OBJ_SKY_ATTACK
|
||||
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_LICK
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_WITHDRAW
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_71
|
||||
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_33, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE ; ANIM_OBJ_GROWTH
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION2
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_34, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOKE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_35, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SMOKESCREEN
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_80, BATTLEANIMFUNC_33, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SWORDS_DANCE
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_37, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_SPEED_LINE
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_SHARPEN
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_DEFENSE_CURL
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_39, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_7A
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_7B
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_DISABLE
|
||||
battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_3B, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND ; ANIM_OBJ_AGILITY
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_25, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_HEART
|
||||
battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_34, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FLAME_WHEEL
|
||||
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_3C, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_SACRED_FIRE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_COTTON_SPORE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MILK_DRINK
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_ANGER
|
||||
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC ; ANIM_OBJ_84
|
||||
battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_40, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_85
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_41, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_BATON_PASS
|
||||
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_LOCK_ON
|
||||
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MIND_READER
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_SAFEGUARD
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_PROTECT
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_THIEF
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_OCTAZOOKA
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, ANIM_GFX_STATUS ; ANIM_OBJ_PRESENT
|
||||
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_3F, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_SPIKES
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_08, PAL_BATTLE_OB_GRAY, ANIM_GFX_ICE ; ANIM_OBJ_POWDER_SNOW
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_02, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_42, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_SPIDER_WEB
|
||||
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_93
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_23, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_NIGHTMARE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_IN_NIGHTMARE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_LOVELY_KISS
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS ; ANIM_OBJ_SWEET_KISS
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_GREEN, ANIM_GFX_OBJECTS ; ANIM_OBJ_SKETCH
|
||||
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_99
|
||||
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_43, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_9A
|
||||
battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_DESTINY_BOND
|
||||
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_44, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MORNING_SUN
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_GLIMMER
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MOONLIGHT
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_45, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE ; ANIM_OBJ_HIDDEN_POWER
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A0
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A1
|
||||
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER ; ANIM_OBJ_SANDSTORM
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_02, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON
|
||||
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_SPITE
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_CURSE
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_47, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_PERISH_SONG
|
||||
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_FORESIGHT
|
||||
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_48, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_RAPID_SPIN
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_44, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_SWAGGER
|
||||
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AA
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_43, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_AB
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC ; ANIM_OBJ_MEAN_LOOK
|
||||
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_49, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AD
|
||||
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_01, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_AE
|
||||
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_RAIN
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_4B, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE ; ANIM_OBJ_B0
|
||||
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_4C, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_PSYCH_UP
|
||||
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4D, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ANCIENTPOWER
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_B3, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_AEROBLAST ; ANIM_OBJ_AEROBLAST
|
||||
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_04, PAL_BATTLE_OB_BLUE, ANIM_GFX_EGG ; ANIM_OBJ_SHADOW_BALL
|
||||
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ROCK_SMASH
|
||||
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_FLOWER
|
||||
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_COTTON
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_1ROW
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_1ROW
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_2ROW
|
||||
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_2ROW
|
||||
|
@ -415,7 +415,7 @@ BattleAnim_SendOutMon:
|
||||
anim_if_param_equal $1, .Shiny
|
||||
anim_if_param_equal $2, .Unknown
|
||||
anim_1gfx ANIM_GFX_SMOKE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_2B, $0, $1, $0
|
||||
anim_sound 0, 0, SFX_BALL_POOF
|
||||
anim_obj ANIM_OBJ_1B, 48, 96, $0
|
||||
@ -427,7 +427,7 @@ BattleAnim_SendOutMon:
|
||||
|
||||
.Unknown:
|
||||
anim_1gfx ANIM_GFX_SMOKE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_2A, $0, $1, $0
|
||||
anim_wait 1
|
||||
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
|
||||
@ -619,7 +619,7 @@ BattleAnim_EnemyDamage:
|
||||
anim_ret
|
||||
|
||||
BattleAnim_EnemyStatDown:
|
||||
anim_call BattleAnim_FollowEnemyFeet_1
|
||||
anim_call BattleAnim_UserObj_1Row
|
||||
anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0
|
||||
anim_wait 40
|
||||
anim_call BattleAnim_ShowMon_1
|
||||
@ -627,7 +627,7 @@ BattleAnim_EnemyStatDown:
|
||||
anim_ret
|
||||
|
||||
BattleAnim_PlayerStatDown:
|
||||
anim_call BattleAnim_FollowEnemyFeet_1
|
||||
anim_call BattleAnim_UserObj_1Row
|
||||
anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0
|
||||
anim_wait 40
|
||||
anim_call BattleAnim_ShowMon_1
|
||||
@ -1056,7 +1056,7 @@ BattleAnim_Bubblebeam:
|
||||
anim_clearobjs
|
||||
anim_bgeffect ANIM_BG_30, $0, $0, $0
|
||||
anim_wait 1
|
||||
anim_call BattleAnim_FollowPlayerHead_1
|
||||
anim_call BattleAnim_UserObj_2Row
|
||||
anim_bgeffect ANIM_BG_31, $1c, $0, $0
|
||||
anim_wait 19
|
||||
anim_call BattleAnim_ShowMon_1
|
||||
@ -1067,7 +1067,7 @@ BattleAnim_Bubblebeam:
|
||||
BattleAnim_WaterGun:
|
||||
anim_bgeffect ANIM_BG_30, $0, $0, $0
|
||||
anim_1gfx ANIM_GFX_WATER
|
||||
anim_call BattleAnim_FollowPlayerHead_1
|
||||
anim_call BattleAnim_UserObj_2Row
|
||||
anim_sound 16, 2, SFX_WATER_GUN
|
||||
anim_obj ANIM_OBJ_WATER_GUN, 64, 88, $0
|
||||
anim_wait 8
|
||||
@ -1089,7 +1089,7 @@ BattleAnim_WaterGun:
|
||||
BattleAnim_HydroPump:
|
||||
anim_bgeffect ANIM_BG_30, $0, $0, $0
|
||||
anim_1gfx ANIM_GFX_WATER
|
||||
anim_call BattleAnim_FollowPlayerHead_1
|
||||
anim_call BattleAnim_UserObj_2Row
|
||||
anim_sound 0, 1, SFX_HYDRO_PUMP
|
||||
anim_obj ANIM_OBJ_HYDRO_PUMP, 108, 72, $0
|
||||
anim_bgeffect ANIM_BG_31, $1c, $0, $0
|
||||
@ -1578,7 +1578,7 @@ BattleAnim_Bite:
|
||||
|
||||
BattleAnim_Teleport:
|
||||
anim_1gfx ANIM_GFX_SPEED
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0
|
||||
anim_wait 32
|
||||
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
|
||||
@ -1611,7 +1611,7 @@ BattleAnim_Fly_branch_c9e89:
|
||||
anim_ret
|
||||
|
||||
BattleAnim_DoubleTeam:
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_sound 0, 0, SFX_PSYBEAM
|
||||
anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0
|
||||
anim_wait 96
|
||||
@ -1623,7 +1623,7 @@ BattleAnim_DoubleTeam:
|
||||
|
||||
BattleAnim_Recover:
|
||||
anim_1gfx ANIM_GFX_BUBBLE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_sound 0, 0, SFX_FULL_HEAL
|
||||
anim_bgeffect ANIM_BG_18, $0, $1, $40
|
||||
anim_obj ANIM_OBJ_RECOVER, 44, 88, $30
|
||||
@ -1658,7 +1658,7 @@ BattleAnim_Absorb:
|
||||
|
||||
BattleAnim_MegaDrain:
|
||||
anim_1gfx ANIM_GFX_CHARGE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_1C, $0, $0, $10
|
||||
anim_setvar $0
|
||||
.loop
|
||||
@ -1707,7 +1707,7 @@ BattleAnim_EggBomb:
|
||||
|
||||
BattleAnim_Softboiled:
|
||||
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_sound 0, 0, SFX_SWITCH_POKEMON
|
||||
anim_obj ANIM_OBJ_EGG, 44, 104, $6
|
||||
anim_wait 128
|
||||
@ -1730,7 +1730,7 @@ BattleAnim_RazorWind_branch_c9fb5:
|
||||
BattleAnim_SkullBash_branch_c9fb5:
|
||||
BattleAnim_SkyAttack_branch_c9fb5:
|
||||
anim_1gfx ANIM_GFX_SPEED
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_16, $0, $1, $40
|
||||
anim_bgeffect ANIM_BG_06, $0, $2, $0
|
||||
.loop
|
||||
@ -1758,7 +1758,7 @@ BattleAnim_SkyAttack_branch_c9fb5:
|
||||
BattleAnim_Bide:
|
||||
anim_if_param_equal $0, BattleAnim_Bide_branch_c9651
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_sound 0, 0, SFX_ESCAPE_ROPE
|
||||
anim_bgeffect ANIM_BG_1A, $0, $1, $20
|
||||
anim_wait 72
|
||||
@ -1800,7 +1800,7 @@ BattleAnim_Wrap:
|
||||
|
||||
BattleAnim_Confusion:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowPlayerHead_1
|
||||
anim_call BattleAnim_UserObj_2Row
|
||||
anim_sound 0, 1, SFX_PSYCHIC
|
||||
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
|
||||
anim_wait 128
|
||||
@ -1840,7 +1840,7 @@ BattleAnim_Fissure:
|
||||
|
||||
BattleAnim_Growl:
|
||||
anim_1gfx ANIM_GFX_NOISE
|
||||
anim_enemyfeetobj
|
||||
anim_battlergfx_2row
|
||||
anim_bgeffect ANIM_BG_06, $0, $2, $0
|
||||
anim_cry $0
|
||||
.loop
|
||||
@ -1848,7 +1848,7 @@ BattleAnim_Growl:
|
||||
anim_wait 16
|
||||
anim_loop 3, .loop
|
||||
anim_wait 9
|
||||
anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
|
||||
anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
|
||||
anim_wait 8
|
||||
anim_bgeffect ANIM_BG_19, $0, $0, $40
|
||||
anim_wait 64
|
||||
@ -1997,7 +1997,7 @@ BattleAnim_Rest:
|
||||
|
||||
BattleAnim_AcidArmor:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8
|
||||
anim_sound 0, 0, SFX_MEGA_PUNCH
|
||||
anim_wait 64
|
||||
@ -2008,7 +2008,7 @@ BattleAnim_AcidArmor:
|
||||
BattleAnim_Splash:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_sound 0, 0, SFX_VICEGRIP
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
|
||||
anim_wait 96
|
||||
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
|
||||
@ -2019,7 +2019,7 @@ BattleAnim_Dig:
|
||||
anim_2gfx ANIM_GFX_SAND, ANIM_GFX_HIT
|
||||
anim_if_param_equal $0, .hit
|
||||
anim_if_param_equal $2, .fail
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_DIG, $0, $1, $1
|
||||
anim_obj ANIM_OBJ_57, 72, 104, $0
|
||||
.loop
|
||||
@ -2075,7 +2075,7 @@ BattleAnim_Headbutt:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_bgeffect ANIM_BG_1F, $14, $2, $0
|
||||
anim_wait 32
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
|
||||
anim_wait 4
|
||||
anim_sound 0, 1, SFX_HEADBUTT
|
||||
@ -2086,7 +2086,7 @@ BattleAnim_Headbutt:
|
||||
|
||||
BattleAnim_Tackle:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
|
||||
anim_wait 4
|
||||
anim_sound 0, 1, SFX_TACKLE
|
||||
@ -2097,7 +2097,7 @@ BattleAnim_Tackle:
|
||||
|
||||
BattleAnim_BodySlam:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
|
||||
anim_wait 32
|
||||
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
|
||||
@ -2115,7 +2115,7 @@ BattleAnim_BodySlam:
|
||||
|
||||
BattleAnim_TakeDown:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
|
||||
anim_wait 3
|
||||
anim_sound 0, 1, SFX_TACKLE
|
||||
@ -2131,7 +2131,7 @@ BattleAnim_TakeDown:
|
||||
|
||||
BattleAnim_DoubleEdge:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10
|
||||
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
|
||||
anim_wait 3
|
||||
@ -2146,7 +2146,7 @@ BattleAnim_DoubleEdge:
|
||||
|
||||
BattleAnim_Submission:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_1
|
||||
anim_call BattleAnim_UserObj_1Row
|
||||
anim_bgeffect ANIM_BG_26, $0, $0, $0
|
||||
anim_sound 0, 1, SFX_SUBMISSION
|
||||
anim_wait 32
|
||||
@ -2347,7 +2347,7 @@ BattleAnim_SpikeCannon:
|
||||
|
||||
BattleAnim_Transform:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_transform
|
||||
anim_sound 0, 0, SFX_PSYBEAM
|
||||
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
|
||||
@ -2456,7 +2456,7 @@ BattleAnim_SkullBash:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_bgeffect ANIM_BG_1F, $14, $2, $0
|
||||
anim_wait 32
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
|
||||
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
|
||||
anim_wait 4
|
||||
@ -2591,7 +2591,7 @@ BattleAnim_Substitute_branch_ca77c:
|
||||
BattleAnim_Minimize:
|
||||
anim_sound 0, 0, SFX_SURF
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_minimize
|
||||
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
|
||||
anim_wait 48
|
||||
@ -2625,7 +2625,7 @@ BattleAnim_NightShade:
|
||||
anim_bgp $1b
|
||||
anim_obp1 $1b
|
||||
anim_wait 32
|
||||
anim_call BattleAnim_FollowPlayerHead_1
|
||||
anim_call BattleAnim_UserObj_2Row
|
||||
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
|
||||
anim_sound 0, 1, SFX_PSYCHIC
|
||||
anim_wait 96
|
||||
@ -2654,7 +2654,7 @@ BattleAnim_TriAttack:
|
||||
|
||||
BattleAnim_Withdraw:
|
||||
anim_1gfx ANIM_GFX_REFLECT
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50
|
||||
anim_wait 48
|
||||
anim_sound 0, 0, SFX_SHINE
|
||||
@ -2699,7 +2699,7 @@ BattleAnim_LeechLife:
|
||||
BattleAnim_Harden:
|
||||
anim_1gfx ANIM_GFX_REFLECT
|
||||
anim_obp0 $0
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_call BattleAnim_Harden_branch_cbc43
|
||||
anim_call BattleAnim_ShowMon_0
|
||||
anim_ret
|
||||
@ -2838,7 +2838,7 @@ BattleAnim_QuickAttack:
|
||||
|
||||
BattleAnim_Meditate:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_sound 0, 0, SFX_PSYBEAM
|
||||
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
|
||||
anim_wait 48
|
||||
@ -2850,7 +2850,7 @@ BattleAnim_Meditate:
|
||||
BattleAnim_Sharpen:
|
||||
anim_1gfx ANIM_GFX_SHAPES
|
||||
anim_obp0 $e4
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_sound 0, 0, SFX_SHARPEN
|
||||
anim_bgeffect ANIM_BG_18, $0, $1, $40
|
||||
anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0
|
||||
@ -2863,7 +2863,7 @@ BattleAnim_Sharpen:
|
||||
BattleAnim_DefenseCurl:
|
||||
anim_1gfx ANIM_GFX_SHAPES
|
||||
anim_obp0 $e4
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_sound 0, 0, SFX_SHARPEN
|
||||
anim_bgeffect ANIM_BG_18, $0, $1, $40
|
||||
anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0
|
||||
@ -2888,7 +2888,7 @@ BattleAnim_SeismicToss:
|
||||
|
||||
BattleAnim_Rage:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_1A, $0, $1, $20
|
||||
anim_sound 0, 0, SFX_RAGE
|
||||
anim_wait 72
|
||||
@ -2908,7 +2908,7 @@ BattleAnim_Rage:
|
||||
BattleAnim_Agility:
|
||||
anim_1gfx ANIM_GFX_WIND
|
||||
anim_obp0 $fc
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_18, $0, $1, $40
|
||||
anim_obj ANIM_OBJ_AGILITY, 8, 24, $10
|
||||
anim_obj ANIM_OBJ_AGILITY, 8, 48, $2
|
||||
@ -2937,7 +2937,7 @@ BattleAnim_BoneClub:
|
||||
|
||||
BattleAnim_Barrier:
|
||||
anim_1gfx ANIM_GFX_REFLECT
|
||||
anim_enemyfeetobj
|
||||
anim_battlergfx_2row
|
||||
anim_bgeffect ANIM_BG_06, $0, $2, $0
|
||||
anim_wait 8
|
||||
anim_sound 0, 0, SFX_SHINE
|
||||
@ -2950,7 +2950,7 @@ BattleAnim_Barrier:
|
||||
|
||||
BattleAnim_Waterfall:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_25, $0, $1, $0
|
||||
anim_wait 16
|
||||
anim_call BattleAnim_ShowMon_0
|
||||
@ -3089,7 +3089,7 @@ BattleAnim_Disable:
|
||||
|
||||
BattleAnim_TailWhip:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_sound 0, 0, SFX_TAIL_WHIP
|
||||
anim_bgeffect ANIM_BG_26, $0, $1, $0
|
||||
anim_wait 32
|
||||
@ -3106,7 +3106,7 @@ BattleAnim_Struggle:
|
||||
|
||||
BattleAnim_Sketch:
|
||||
anim_1gfx ANIM_GFX_OBJECTS
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_1A, $0, $1, $20
|
||||
anim_sound 0, 0, SFX_SKETCH
|
||||
anim_obj ANIM_OBJ_SKETCH, 72, 80, $0
|
||||
@ -3145,7 +3145,7 @@ BattleAnim_TripleKick_branch_caca5:
|
||||
|
||||
BattleAnim_Thief:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
|
||||
anim_wait 16
|
||||
anim_sound 0, 1, SFX_THIEF
|
||||
@ -3203,7 +3203,7 @@ BattleAnim_FlameWheel:
|
||||
anim_wait 6
|
||||
anim_loop 8, .loop
|
||||
anim_wait 96
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
|
||||
anim_wait 4
|
||||
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
|
||||
@ -3246,7 +3246,7 @@ BattleAnim_Curse:
|
||||
|
||||
.NotGhost:
|
||||
anim_1gfx ANIM_GFX_SPEED
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_19, $0, $1, $40
|
||||
anim_sound 0, 0, SFX_SHARPEN
|
||||
anim_wait 64
|
||||
@ -3277,7 +3277,7 @@ BattleAnim_Curse:
|
||||
|
||||
BattleAnim_Flail:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_sound 0, 0, SFX_SUBMISSION
|
||||
anim_bgeffect ANIM_BG_2C, $0, $1, $0
|
||||
anim_wait 8
|
||||
@ -3429,7 +3429,7 @@ BattleAnim_ScaryFace:
|
||||
BattleAnim_FaintAttack:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_sound 0, 0, SFX_CURSE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_1D, $0, $1, $80
|
||||
anim_wait 96
|
||||
anim_sound 0, 1, SFX_COMET_PUNCH
|
||||
@ -3558,7 +3558,7 @@ BattleAnim_ZapCannon:
|
||||
|
||||
BattleAnim_Foresight:
|
||||
anim_1gfx ANIM_GFX_SHINE
|
||||
anim_call BattleAnim_FollowEnemyFeet_1
|
||||
anim_call BattleAnim_UserObj_1Row
|
||||
anim_bgeffect ANIM_BG_07, $0, $0, $0
|
||||
anim_sound 0, 1, SFX_FORESIGHT
|
||||
anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0
|
||||
@ -3607,7 +3607,7 @@ BattleAnim_IcyWind:
|
||||
anim_1gfx ANIM_GFX_SPEED
|
||||
anim_bgeffect ANIM_BG_06, $0, $2, $0
|
||||
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
|
||||
anim_playerheadobj
|
||||
anim_battlergfx_1row
|
||||
anim_sound 0, 0, SFX_PSYCHIC
|
||||
.loop
|
||||
anim_wait 8
|
||||
@ -3619,7 +3619,7 @@ BattleAnim_IcyWind:
|
||||
anim_wait 8
|
||||
anim_loop 2, .loop
|
||||
anim_wait 16
|
||||
anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
|
||||
anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
|
||||
anim_wait 6
|
||||
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
|
||||
anim_wait 64
|
||||
@ -3666,7 +3666,7 @@ BattleAnim_LockOn:
|
||||
|
||||
BattleAnim_Outrage:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_1A, $0, $1, $20
|
||||
anim_sound 0, 0, SFX_OUTRAGE
|
||||
anim_wait 72
|
||||
@ -3700,7 +3700,7 @@ BattleAnim_Sandstorm:
|
||||
|
||||
BattleAnim_GigaDrain:
|
||||
anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_1C, $0, $0, $10
|
||||
anim_sound 6, 3, SFX_GIGA_DRAIN
|
||||
anim_call BattleAnim_GigaDrain_branch_cbab3
|
||||
@ -3729,7 +3729,7 @@ BattleAnim_GigaDrain:
|
||||
|
||||
BattleAnim_Endure:
|
||||
anim_1gfx ANIM_GFX_SPEED
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_1A, $0, $1, $20
|
||||
anim_bgeffect ANIM_BG_07, $0, $2, $0
|
||||
.loop
|
||||
@ -3756,7 +3756,7 @@ BattleAnim_Endure:
|
||||
|
||||
BattleAnim_Charm:
|
||||
anim_1gfx ANIM_GFX_OBJECTS
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_26, $0, $1, $0
|
||||
anim_sound 0, 0, SFX_ATTRACT
|
||||
anim_obj ANIM_OBJ_HEART, 64, 80, $0
|
||||
@ -3769,7 +3769,7 @@ BattleAnim_Charm:
|
||||
BattleAnim_Rollout:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_sound 0, 0, SFX_SPARK
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_2E, $60, $1, $1
|
||||
anim_bgeffect ANIM_BG_25, $0, $1, $0
|
||||
anim_wait 4
|
||||
@ -3804,7 +3804,7 @@ BattleAnim_Swagger:
|
||||
|
||||
BattleAnim_MilkDrink:
|
||||
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_obj ANIM_OBJ_MILK_DRINK, 74, 104, $0
|
||||
anim_wait 16
|
||||
anim_bgeffect ANIM_BG_18, $0, $1, $40
|
||||
@ -3826,7 +3826,7 @@ BattleAnim_Spark:
|
||||
anim_wait 24
|
||||
anim_setobj $1, $3
|
||||
anim_wait 1
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
|
||||
anim_sound 0, 0, SFX_SPARK
|
||||
anim_wait 16
|
||||
@ -3859,7 +3859,7 @@ BattleAnim_SteelWing:
|
||||
anim_1gfx ANIM_GFX_REFLECT
|
||||
anim_obp0 $0
|
||||
anim_sound 0, 0, SFX_RAGE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_call BattleAnim_SteelWing_branch_cbc43
|
||||
anim_call BattleAnim_ShowMon_0
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
@ -3941,7 +3941,7 @@ BattleAnim_HealBell:
|
||||
|
||||
BattleAnim_Return:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
|
||||
anim_sound 0, 0, SFX_RETURN
|
||||
anim_wait 64
|
||||
@ -3989,7 +3989,7 @@ BattleAnim_Frustration:
|
||||
anim_obj ANIM_OBJ_ANGER, 72, 80, $0
|
||||
anim_wait 40
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_26, $0, $1, $0
|
||||
anim_wait 8
|
||||
anim_sound 0, 1, SFX_COMET_PUNCH
|
||||
@ -4020,7 +4020,7 @@ BattleAnim_Safeguard:
|
||||
|
||||
BattleAnim_PainSplit:
|
||||
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_25, $0, $1, $0
|
||||
anim_wait 4
|
||||
anim_sound 0, 1, SFX_TACKLE
|
||||
@ -4041,7 +4041,7 @@ BattleAnim_SacredFire:
|
||||
anim_wait 8
|
||||
anim_loop 8, .loop
|
||||
anim_wait 96
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
|
||||
anim_wait 4
|
||||
anim_sound 0, 1, SFX_EMBER
|
||||
@ -4137,7 +4137,7 @@ BattleAnim_Pursuit:
|
||||
BattleAnim_Pursuit_branch_cb62b:
|
||||
anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
|
||||
anim_wait 4
|
||||
anim_call BattleAnim_FollowEnemyFeet_1
|
||||
anim_call BattleAnim_UserObj_1Row
|
||||
anim_obj ANIM_OBJ_AD, 132, 64, $0
|
||||
anim_wait 64
|
||||
anim_obj ANIM_OBJ_AD, 132, 64, $1
|
||||
@ -4163,7 +4163,7 @@ BattleAnim_RapidSpin:
|
||||
anim_wait 2
|
||||
anim_loop 5, .loop
|
||||
anim_wait 24
|
||||
anim_call BattleAnim_FollowPlayerHead_0
|
||||
anim_call BattleAnim_TargetObj_2Row
|
||||
anim_bgeffect ANIM_BG_25, $0, $1, $0
|
||||
anim_wait 4
|
||||
anim_resetobp0
|
||||
@ -4195,7 +4195,7 @@ BattleAnim_IronTail:
|
||||
anim_1gfx ANIM_GFX_REFLECT
|
||||
anim_obp0 $0
|
||||
anim_sound 0, 0, SFX_RAGE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_call BattleAnim_IronTail_branch_cbc43
|
||||
anim_wait 4
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
@ -4213,7 +4213,7 @@ BattleAnim_MetalClaw:
|
||||
anim_1gfx ANIM_GFX_REFLECT
|
||||
anim_obp0 $0
|
||||
anim_sound 0, 0, SFX_RAGE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_call BattleAnim_MetalClaw_branch_cbc43
|
||||
anim_call BattleAnim_ShowMon_0
|
||||
anim_1gfx ANIM_GFX_CUT
|
||||
@ -4227,7 +4227,7 @@ BattleAnim_MetalClaw:
|
||||
|
||||
BattleAnim_VitalThrow:
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_2F, $0, $1, $0
|
||||
anim_wait 16
|
||||
anim_sound 0, 0, SFX_MENU
|
||||
@ -4266,7 +4266,7 @@ BattleAnim_MorningSun:
|
||||
|
||||
BattleAnim_Synthesis:
|
||||
anim_1gfx ANIM_GFX_SHINE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_18, $0, $1, $40
|
||||
anim_bgeffect ANIM_BG_07, $0, $0, $0
|
||||
anim_sound 0, 0, SFX_OUTRAGE
|
||||
@ -4319,7 +4319,7 @@ BattleAnim_Moonlight:
|
||||
|
||||
BattleAnim_HiddenPower:
|
||||
anim_1gfx ANIM_GFX_CHARGE
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_1A, $0, $1, $20
|
||||
anim_bgeffect ANIM_BG_07, $0, $2, $0
|
||||
anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0
|
||||
@ -4452,7 +4452,7 @@ BattleAnim_MirrorCoat:
|
||||
|
||||
BattleAnim_PsychUp:
|
||||
anim_1gfx ANIM_GFX_STATUS
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_1A, $0, $1, $20
|
||||
anim_sound 0, 0, SFX_PSYBEAM
|
||||
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0
|
||||
@ -4589,7 +4589,7 @@ BattleAnim_BeatUp:
|
||||
anim_wait 16
|
||||
.current_mon
|
||||
anim_1gfx ANIM_GFX_HIT
|
||||
anim_call BattleAnim_FollowEnemyFeet_0
|
||||
anim_call BattleAnim_TargetObj_1Row
|
||||
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
|
||||
anim_wait 4
|
||||
anim_sound 0, 1, SFX_BEAT_UP
|
||||
@ -4814,15 +4814,15 @@ BattleAnim_Synthesis_branch_cbc80:
|
||||
anim_wait 16
|
||||
anim_ret
|
||||
|
||||
BattleAnim_FollowEnemyFeet_0:
|
||||
anim_enemyfeetobj
|
||||
anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $0, $0
|
||||
BattleAnim_TargetObj_1Row:
|
||||
anim_battlergfx_2row
|
||||
anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $0, $0
|
||||
anim_wait 6
|
||||
anim_ret
|
||||
|
||||
BattleAnim_FollowPlayerHead_0:
|
||||
anim_playerheadobj
|
||||
anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $0, $0
|
||||
BattleAnim_TargetObj_2Row:
|
||||
anim_battlergfx_1row
|
||||
anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $0, $0
|
||||
anim_wait 6
|
||||
anim_ret
|
||||
|
||||
@ -4834,15 +4834,15 @@ BattleAnim_ShowMon_0:
|
||||
anim_wait 1
|
||||
anim_ret
|
||||
|
||||
BattleAnim_FollowEnemyFeet_1:
|
||||
anim_enemyfeetobj
|
||||
anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
|
||||
BattleAnim_UserObj_1Row:
|
||||
anim_battlergfx_2row
|
||||
anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
|
||||
anim_wait 6
|
||||
anim_ret
|
||||
|
||||
BattleAnim_FollowPlayerHead_1:
|
||||
anim_playerheadobj
|
||||
anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
|
||||
BattleAnim_UserObj_2Row:
|
||||
anim_battlergfx_1row
|
||||
anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
|
||||
anim_wait 4
|
||||
anim_ret
|
||||
|
||||
|
@ -47,6 +47,9 @@ Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.
|
||||
|
||||
- *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
|
||||
|
||||
Caveats:
|
||||
- These will override any currently-loaded GFX.
|
||||
|
||||
|
||||
## `$D6`: <code>anim_incobj <i>object_id</i></code>
|
||||
|
||||
@ -76,15 +79,17 @@ Increments a bg effect's state.
|
||||
Since there can't be two of the same bg effect, the effect type is used. This is distinct from `anim_incobj`.
|
||||
|
||||
|
||||
## `$D9`: `anim_enemyfeetobj`
|
||||
|
||||
Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.
|
||||
## `$D9`: `anim_battlergfx_2row`
|
||||
|
||||
|
||||
## `$DA`: `anim_playerheadobj`
|
||||
## `$DA`: `anim_battlergfx_1row`
|
||||
|
||||
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.
|
||||
Loads animation graphics for the bottom one or two rows of the enemy pokemon and the top one or two rows of the player's.
|
||||
These graphics are identified through `ANIM_GFX_ENEMYFEET` and `ANIM_GFX_PLAYERHEAD`.
|
||||
|
||||
Caveats:
|
||||
- Doesn't work with `anim_4gfx` and `anim_5gfx`.
|
||||
- This overwrites previously loaded animation graphics if you've loaded more than 53 tiles (2row) or 66 tiles (1row).
|
||||
|
||||
## `$DB`: `anim_checkpokeball`
|
||||
|
||||
|
@ -183,7 +183,9 @@ This bug existed for all battles in Gold and Silver, and was only fixed for sing
|
||||
callfar CheckUserHasEnoughHP
|
||||
jr nc, .failed
|
||||
+
|
||||
+ push bc
|
||||
+ call BattleCommand_AttackUp2
|
||||
+ pop bc
|
||||
+ ld a, [wAttackMissed]
|
||||
+ and a
|
||||
+ jr nz, .failed
|
||||
|
@ -4854,7 +4854,7 @@ CalcPlayerStats:
|
||||
ld bc, wBattleMonAttack
|
||||
|
||||
ld a, 5
|
||||
call CalcStats
|
||||
call CalcBattleStats
|
||||
|
||||
ld hl, BadgeStatBoosts
|
||||
call CallBattleCore
|
||||
@ -4875,7 +4875,7 @@ CalcEnemyStats:
|
||||
ld bc, wEnemyMonAttack
|
||||
|
||||
ld a, 5
|
||||
call CalcStats
|
||||
call CalcBattleStats
|
||||
|
||||
call BattleCommand_SwitchTurn
|
||||
|
||||
@ -4887,7 +4887,7 @@ CalcEnemyStats:
|
||||
|
||||
jp BattleCommand_SwitchTurn
|
||||
|
||||
CalcStats:
|
||||
CalcBattleStats:
|
||||
.loop
|
||||
push af
|
||||
ld a, [hli]
|
||||
@ -6221,21 +6221,6 @@ BattleCommand_Heal:
|
||||
|
||||
INCLUDE "engine/battle/move_effects/transform.asm"
|
||||
|
||||
BattleSideCopy:
|
||||
; Copy bc bytes from hl to de if it's the player's turn.
|
||||
; Copy bc bytes from de to hl if it's the enemy's turn.
|
||||
ldh a, [hBattleTurn]
|
||||
and a
|
||||
jr z, .copy
|
||||
|
||||
; Swap hl and de
|
||||
push hl
|
||||
ld h, d
|
||||
ld l, e
|
||||
pop de
|
||||
.copy
|
||||
jp CopyBytes
|
||||
|
||||
BattleEffect_ButItFailed:
|
||||
call AnimateFailedMove
|
||||
jp PrintButItFailed
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
BattleCommand_Transform:
|
||||
; transform
|
||||
|
||||
@ -137,3 +136,18 @@ BattleCommand_Transform:
|
||||
call nz, LoadAnim
|
||||
ld hl, TransformedText
|
||||
jp StdBattleTextBox
|
||||
|
||||
BattleSideCopy:
|
||||
; Copy bc bytes from hl to de if it's the player's turn.
|
||||
; Copy bc bytes from de to hl if it's the enemy's turn.
|
||||
ldh a, [hBattleTurn]
|
||||
and a
|
||||
jr z, .copy
|
||||
|
||||
; Swap hl and de
|
||||
push hl
|
||||
ld h, d
|
||||
ld l, e
|
||||
pop de
|
||||
.copy
|
||||
jp CopyBytes
|
||||
|
@ -334,8 +334,8 @@ BattleAnimCommands::
|
||||
dw BattleAnimCmd_IncObj
|
||||
dw BattleAnimCmd_SetObj
|
||||
dw BattleAnimCmd_IncBGEffect
|
||||
dw BattleAnimCmd_EnemyFeetObj
|
||||
dw BattleAnimCmd_PlayerHeadObj
|
||||
dw BattleAnimCmd_BattlerGFX_1Row
|
||||
dw BattleAnimCmd_BattlerGFX_2Row
|
||||
dw BattleAnimCmd_CheckPokeball
|
||||
dw BattleAnimCmd_Transform
|
||||
dw BattleAnimCmd_RaiseSub
|
||||
@ -595,13 +595,13 @@ BattleAnimCmd_IfParamAnd:
|
||||
BattleAnimCmd_Obj:
|
||||
; index, x, y, param
|
||||
call GetBattleAnimByte
|
||||
ld [wBattleAnimTemp0], a
|
||||
ld [wBattleObjectTempID], a
|
||||
call GetBattleAnimByte
|
||||
ld [wBattleAnimTemp1], a
|
||||
ld [wBattleObjectTempXCoord], a
|
||||
call GetBattleAnimByte
|
||||
ld [wBattleAnimTemp2], a
|
||||
ld [wBattleObjectTempYCoord], a
|
||||
call GetBattleAnimByte
|
||||
ld [wBattleAnimTemp3], a
|
||||
ld [wBattleObjectTemp0b], a
|
||||
call QueueBattleAnimation
|
||||
ret
|
||||
|
||||
@ -665,7 +665,7 @@ BattleAnimCmd_5GFX:
|
||||
ld [wBattleAnimTemp0], a
|
||||
.loop
|
||||
ld a, [wBattleAnimTemp0]
|
||||
cp (vTiles1 - vTiles0) / $10 - $31
|
||||
cp (vTiles1 - vTiles0) / LEN_2BPP_TILE - BATTLEANIM_BASE_TILE
|
||||
ret nc
|
||||
call GetBattleAnimByte
|
||||
ld [hli], a
|
||||
@ -678,10 +678,10 @@ BattleAnimCmd_5GFX:
|
||||
rept 4
|
||||
add hl, hl
|
||||
endr
|
||||
ld de, vTiles0 tile $31
|
||||
ld de, vTiles0 tile BATTLEANIM_BASE_TILE
|
||||
add hl, de
|
||||
ld a, [wBattleAnimByte]
|
||||
call LoadBattleAnimObj
|
||||
call LoadBattleAnimGFX
|
||||
ld a, [wBattleAnimTemp0]
|
||||
add c
|
||||
ld [wBattleAnimTemp0], a
|
||||
@ -767,7 +767,7 @@ BattleAnimCmd_SetObj:
|
||||
ld [hl], a
|
||||
ret
|
||||
|
||||
BattleAnimCmd_EnemyFeetObj:
|
||||
BattleAnimCmd_BattlerGFX_1Row:
|
||||
ld hl, wBattleAnimTileDict
|
||||
.loop
|
||||
ld a, [hl]
|
||||
@ -778,33 +778,33 @@ BattleAnimCmd_EnemyFeetObj:
|
||||
jr .loop
|
||||
|
||||
.okay
|
||||
ld a, $28
|
||||
ld a, ANIM_GFX_PLAYERHEAD
|
||||
ld [hli], a
|
||||
ld a, $42
|
||||
ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE
|
||||
ld [hli], a
|
||||
ld a, $29
|
||||
ld a, ANIM_GFX_ENEMYFEET
|
||||
ld [hli], a
|
||||
ld a, $49
|
||||
ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
|
||||
ld [hl], a
|
||||
|
||||
ld hl, vTiles0 tile $73
|
||||
ld de, vTiles2 tile $06
|
||||
ld a, $70
|
||||
ld hl, vTiles0 tile ($80 - 6 - 7)
|
||||
ld de, vTiles2 tile $06 ; Enemy feet start tile
|
||||
ld a, 7 tiles ; Enemy pic height
|
||||
ld [wBattleAnimTemp0], a
|
||||
ld a, $7
|
||||
call .LoadFootprint
|
||||
ld de, vTiles2 tile $31
|
||||
ld a, $60
|
||||
ld a, 7 ; Copy 7x1 tiles
|
||||
call .LoadFeet
|
||||
ld de, vTiles2 tile $31 ; Player head start tile
|
||||
ld a, 6 tiles ; Player pic height
|
||||
ld [wBattleAnimTemp0], a
|
||||
ld a, $6
|
||||
call .LoadFootprint
|
||||
ld a, 6 ; Copy 6x1 tiles
|
||||
call .LoadFeet
|
||||
ret
|
||||
|
||||
.LoadFootprint:
|
||||
.LoadFeet:
|
||||
push af
|
||||
push hl
|
||||
push de
|
||||
lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 1
|
||||
lb bc, BANK(@), 1
|
||||
call Request2bpp
|
||||
pop de
|
||||
ld a, [wBattleAnimTemp0]
|
||||
@ -818,10 +818,10 @@ BattleAnimCmd_EnemyFeetObj:
|
||||
add hl, bc
|
||||
pop af
|
||||
dec a
|
||||
jr nz, .LoadFootprint
|
||||
jr nz, .LoadFeet
|
||||
ret
|
||||
|
||||
BattleAnimCmd_PlayerHeadObj:
|
||||
BattleAnimCmd_BattlerGFX_2Row:
|
||||
ld hl, wBattleAnimTileDict
|
||||
.loop
|
||||
ld a, [hl]
|
||||
@ -832,25 +832,25 @@ BattleAnimCmd_PlayerHeadObj:
|
||||
jr .loop
|
||||
|
||||
.okay
|
||||
ld a, $28
|
||||
ld a, ANIM_GFX_PLAYERHEAD
|
||||
ld [hli], a
|
||||
ld a, $35
|
||||
ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE
|
||||
ld [hli], a
|
||||
ld a, $29
|
||||
ld a, ANIM_GFX_ENEMYFEET
|
||||
ld [hli], a
|
||||
ld a, $43
|
||||
ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
|
||||
ld [hl], a
|
||||
|
||||
ld hl, vTiles0 tile $66
|
||||
ld de, vTiles2 tile $05
|
||||
ld a, $70
|
||||
ld hl, vTiles0 tile ($80 - 6 * 2 - 7 * 2)
|
||||
ld de, vTiles2 tile $05 ; Enemy feet start tile
|
||||
ld a, 7 tiles ; Enemy pic height
|
||||
ld [wBattleAnimTemp0], a
|
||||
ld a, $7
|
||||
ld a, 7 ; Copy 7x2 tiles
|
||||
call .LoadHead
|
||||
ld de, vTiles2 tile $31
|
||||
ld a, $60
|
||||
ld de, vTiles2 tile $31 ; Player head start tile
|
||||
ld a, 6 tiles ; Player pic height
|
||||
ld [wBattleAnimTemp0], a
|
||||
ld a, $6
|
||||
ld a, 6 ; Copy 6x2 tiles
|
||||
call .LoadHead
|
||||
ret
|
||||
|
||||
@ -858,7 +858,7 @@ BattleAnimCmd_PlayerHeadObj:
|
||||
push af
|
||||
push hl
|
||||
push de
|
||||
lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 2
|
||||
lb bc, BANK(@), 2
|
||||
call Request2bpp
|
||||
pop de
|
||||
ld a, [wBattleAnimTemp0]
|
||||
@ -927,14 +927,14 @@ BattleAnimCmd_UpdateActorPic:
|
||||
|
||||
ld hl, vTiles2 tile $00
|
||||
ld b, 0
|
||||
ld c, $31
|
||||
ld c, 7 * 7
|
||||
call Request2bpp
|
||||
ret
|
||||
|
||||
.player
|
||||
ld hl, vTiles2 tile $31
|
||||
ld b, 0
|
||||
ld c, $24
|
||||
ld c, 6 * 6
|
||||
call Request2bpp
|
||||
ret
|
||||
|
||||
@ -1028,7 +1028,7 @@ BattleAnimCmd_MinimizeOpp:
|
||||
|
||||
GetMinimizePic:
|
||||
ld hl, sScratch
|
||||
ld bc, $31 tiles
|
||||
ld bc, (7 * 7) tiles
|
||||
.loop
|
||||
xor a
|
||||
ld [hli], a
|
||||
|
@ -96,8 +96,8 @@ BattleBGEffects:
|
||||
dw BattleBGEffect_Whirlpool
|
||||
dw BattleBGEffect_Teleport
|
||||
dw BattleBGEffect_NightShade
|
||||
dw BattleBGEffect_FeetFollow
|
||||
dw BattleBGEffect_HeadFollow
|
||||
dw BattleBGEffect_BattlerObj_1Row
|
||||
dw BattleBGEffect_BattlerObj_2Row
|
||||
dw BattleBGEffect_DoubleTeam
|
||||
dw BattleBGEffect_AcidArmor
|
||||
dw BattleBGEffect_RapidFlash
|
||||
@ -403,7 +403,7 @@ BattleBGEffect_ShowMon:
|
||||
db 3, $00, 3
|
||||
db -1
|
||||
|
||||
BattleBGEffect_FeetFollow:
|
||||
BattleBGEffect_BattlerObj_1Row:
|
||||
call BattleBGEffects_AnonJumptable
|
||||
.anon_dw
|
||||
dw .zero
|
||||
@ -425,22 +425,22 @@ BattleBGEffect_FeetFollow:
|
||||
call BattleBGEffects_IncrementJumptable
|
||||
push bc
|
||||
call BGEffect_CheckBattleTurn
|
||||
jr nz, .player_turn
|
||||
ld a, ANIM_OBJ_PLAYERFEETFOLLOW
|
||||
ld [wBattleAnimTemp0], a
|
||||
ld a, 16 * 8 + 4
|
||||
jr nz, .player_side
|
||||
ld a, ANIM_OBJ_ENEMYFEET_1ROW
|
||||
ld [wBattleObjectTempID], a
|
||||
ld a, 16 * TILE_WIDTH + 4
|
||||
jr .okay
|
||||
|
||||
.player_turn
|
||||
ld a, ANIM_OBJ_ENEMYFEETFOLLOW
|
||||
ld [wBattleAnimTemp0], a
|
||||
ld a, 6 * 8
|
||||
.player_side
|
||||
ld a, ANIM_OBJ_PLAYERHEAD_1ROW
|
||||
ld [wBattleObjectTempID], a
|
||||
ld a, 6 * TILE_WIDTH
|
||||
.okay
|
||||
ld [wBattleAnimTemp1], a
|
||||
ld a, 8 * 8
|
||||
ld [wBattleAnimTemp2], a
|
||||
ld [wBattleObjectTempXCoord], a
|
||||
ld a, 8 * TILE_WIDTH
|
||||
ld [wBattleObjectTempYCoord], a
|
||||
xor a
|
||||
ld [wBattleAnimTemp3], a
|
||||
ld [wBattleObjectTemp0b], a
|
||||
call _QueueBattleAnimation
|
||||
pop bc
|
||||
ret
|
||||
@ -449,12 +449,12 @@ BattleBGEffect_FeetFollow:
|
||||
call BattleBGEffects_IncrementJumptable
|
||||
push bc
|
||||
call BGEffect_CheckBattleTurn
|
||||
jr nz, .player_turn_2
|
||||
jr nz, .player_side_2
|
||||
hlcoord 12, 6
|
||||
lb bc, 1, 7
|
||||
jr .okay2
|
||||
|
||||
.player_turn_2
|
||||
.player_side_2
|
||||
hlcoord 2, 6
|
||||
lb bc, 1, 6
|
||||
.okay2
|
||||
@ -470,7 +470,7 @@ BattleBGEffect_FeetFollow:
|
||||
call EndBattleBGEffect
|
||||
ret
|
||||
|
||||
BattleBGEffect_HeadFollow:
|
||||
BattleBGEffect_BattlerObj_2Row:
|
||||
call BattleBGEffects_AnonJumptable
|
||||
.anon_dw
|
||||
dw .zero
|
||||
@ -492,22 +492,22 @@ BattleBGEffect_HeadFollow:
|
||||
call BattleBGEffects_IncrementJumptable
|
||||
push bc
|
||||
call BGEffect_CheckBattleTurn
|
||||
jr nz, .player_turn
|
||||
ld a, ANIM_OBJ_PLAYERHEADFOLLOW
|
||||
ld [wBattleAnimTemp0], a
|
||||
ld a, 16 * 8 + 4
|
||||
jr nz, .player_side
|
||||
ld a, ANIM_OBJ_ENEMYFEET_2ROW
|
||||
ld [wBattleObjectTempID], a
|
||||
ld a, 16 * TILE_WIDTH + 4
|
||||
jr .okay
|
||||
|
||||
.player_turn
|
||||
ld a, ANIM_OBJ_ENEMYHEADFOLLOW
|
||||
ld [wBattleAnimTemp0], a
|
||||
ld a, 6 * 8
|
||||
.player_side
|
||||
ld a, ANIM_OBJ_PLAYERHEAD_2ROW
|
||||
ld [wBattleObjectTempID], a
|
||||
ld a, 6 * TILE_WIDTH
|
||||
.okay
|
||||
ld [wBattleAnimTemp1], a
|
||||
ld a, 8 * 8
|
||||
ld [wBattleAnimTemp2], a
|
||||
ld [wBattleObjectTempXCoord], a
|
||||
ld a, 8 * TILE_WIDTH
|
||||
ld [wBattleObjectTempYCoord], a
|
||||
xor a
|
||||
ld [wBattleAnimTemp3], a
|
||||
ld [wBattleObjectTemp0b], a
|
||||
call _QueueBattleAnimation
|
||||
pop bc
|
||||
ret
|
||||
@ -516,12 +516,12 @@ BattleBGEffect_HeadFollow:
|
||||
call BattleBGEffects_IncrementJumptable
|
||||
push bc
|
||||
call BGEffect_CheckBattleTurn
|
||||
jr nz, .player_turn_2
|
||||
jr nz, .player_side_2
|
||||
hlcoord 12, 5
|
||||
lb bc, 2, 7
|
||||
jr .okay2
|
||||
|
||||
.player_turn_2
|
||||
.player_side_2
|
||||
hlcoord 2, 6
|
||||
lb bc, 2, 6
|
||||
.okay2
|
||||
|
@ -27,7 +27,7 @@ DeinitBattleAnimation:
|
||||
ret
|
||||
|
||||
InitBattleAnimation:
|
||||
ld a, [wBattleAnimTemp0]
|
||||
ld a, [wBattleObjectTempID]
|
||||
ld e, a
|
||||
ld d, 0
|
||||
ld hl, BattleAnimObjects
|
||||
@ -58,14 +58,14 @@ endr
|
||||
ld a, [de]
|
||||
call GetBattleAnimTileOffset
|
||||
ld [hli], a ; Tile ID
|
||||
ld a, [wBattleAnimTemp1]
|
||||
ld a, [wBattleObjectTempXCoord]
|
||||
ld [hli], a ; X Coord
|
||||
ld a, [wBattleAnimTemp2]
|
||||
ld a, [wBattleObjectTempYCoord]
|
||||
ld [hli], a ; Y Coord
|
||||
xor a
|
||||
ld [hli], a ; X Offset
|
||||
ld [hli], a ; Y Offset
|
||||
ld a, [wBattleAnimTemp3]
|
||||
ld a, [wBattleObjectTemp0b]
|
||||
ld [hli], a ; 0b
|
||||
xor a
|
||||
ld [hli], a ; 0c
|
||||
@ -147,7 +147,7 @@ BattleAnimOAMUpdate:
|
||||
inc hl
|
||||
inc de
|
||||
ld a, [wBattleAnimTempTileID]
|
||||
add $31
|
||||
add BATTLEANIM_BASE_TILE
|
||||
add [hl]
|
||||
ld [de], a
|
||||
inc hl
|
||||
|
@ -100,7 +100,7 @@ GetBattleAnimOAMPointer:
|
||||
add hl, de
|
||||
ret
|
||||
|
||||
LoadBattleAnimObj:
|
||||
LoadBattleAnimGFX:
|
||||
push hl
|
||||
ld l, a
|
||||
ld h, 0
|
||||
|
@ -45,12 +45,10 @@ FlagAction::
|
||||
and 7
|
||||
|
||||
; shift de right by three bits (get the index within memory)
|
||||
rept 3
|
||||
srl d
|
||||
rr e
|
||||
srl d
|
||||
rr e
|
||||
srl d
|
||||
rr e
|
||||
endr
|
||||
add hl, de
|
||||
|
||||
; implement a decoder
|
||||
|
@ -97,7 +97,7 @@ endc
|
||||
ENDM
|
||||
|
||||
dsprite: MACRO
|
||||
; y tile, y pxl, x tile, x pxl, vtile offset, flags, attributes
|
||||
; y tile, y pxl, x tile, x pxl, vtile offset, attributes
|
||||
db (\1 * 8) % $100 + \2, (\3 * 8) % $100 + \4, \5, \6
|
||||
ENDM
|
||||
|
||||
|
@ -21,12 +21,13 @@ ENDM
|
||||
|
||||
; MusicCommands indexes (see audio/engine.asm)
|
||||
enum_start $d8
|
||||
first_music_cmd EQU __enum__ + -8
|
||||
|
||||
enum notetype_cmd ; $d8
|
||||
octave: MACRO
|
||||
db notetype_cmd - (\1)
|
||||
db first_music_cmd + 8 - (\1)
|
||||
ENDM
|
||||
|
||||
enum notetype_cmd ; $d8
|
||||
notetype: MACRO
|
||||
db notetype_cmd
|
||||
db \1 ; note_length
|
||||
@ -68,11 +69,11 @@ ENDM
|
||||
enum sound_duty_cmd ; $de
|
||||
sound_duty: MACRO
|
||||
db sound_duty_cmd
|
||||
if _NARG == 4
|
||||
if _NARG == 4
|
||||
db \1 | (\2 << 2) | (\3 << 4) | (\4 << 6) ; duty sequence
|
||||
else
|
||||
else
|
||||
db \1 ; LEGACY: Support for one-byte duty value
|
||||
endc
|
||||
endc
|
||||
ENDM
|
||||
|
||||
enum togglesfx_cmd ; $df
|
||||
|
@ -17,6 +17,7 @@ if _NARG <= 4
|
||||
db \3 ; y
|
||||
db \4 ; param
|
||||
else
|
||||
; LEGACY: Support the tile+offset format
|
||||
db \1 ; object
|
||||
db (\2) * 8 + (\3) ; x_tile, x
|
||||
db (\4) * 8 + (\5) ; y_tile, y
|
||||
@ -84,12 +85,12 @@ anim_incbgeffect: MACRO
|
||||
ENDM
|
||||
|
||||
enum anim_enemyfeetobj_command ; $d9
|
||||
anim_enemyfeetobj: MACRO
|
||||
anim_battlergfx_2row: MACRO
|
||||
db anim_enemyfeetobj_command
|
||||
ENDM
|
||||
|
||||
enum anim_playerheadobj_command ; $da
|
||||
anim_playerheadobj: MACRO
|
||||
anim_battlergfx_1row: MACRO
|
||||
db anim_playerheadobj_command
|
||||
ENDM
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user