# Pic Animations Defined in [macros/scripts/gfx_anims.asm](https://github.com/pret/pokecrystal/macros/scripts/gfx_anims.asm). Pic animations are assembled in 3 parts: - Top-level animations: - frame N, duration: Frame #0 is the original pic (no change) - setrepeat N: Sets the number of times to repeat - dorepeat I: Repeats from command #I (starting from 0) - `end` - Bitmasks: Layered over the pic to designate affected tiles - Frame definitions: first byte is the bitmask used for this frame following bytes are tile ids mapped to each bit in the mask Animation data is in these files: - [gfx/pokemon/anims.asm](https://github.com/pret/pokecrystal/gfx/pokemon/anims.asm): Main animations (played everywhere) - [gfx/pokemon/idles.asm](https://github.com/pret/pokecrystal/gfx/pokemon/idles.asm): Idle animations, appended to the main animation. Used in the status screen (blinking, tail wags etc.) - [gfx/pokemon/unown_anims.asm](https://github.com/pret/pokecrystal/gfx/pokemon/unown_anims.asm) and [gfx/pokemon/unown_idles.asm](https://github.com/pret/pokecrystal/gfx/pokemon/unown_idles.asm): Unown has its own animation data despite having an entry in the main tables.