# Pic Animations Defined in [macros/scripts/gfx_anims.asm](/macros/scripts/gfx_anims.asm). Pic animations are assembled in 3 parts: - Top-level animations: - `frame` *#*, *duration*: Frame 0 is the original pic (no change) - `setrepeat` *#*: Sets the number of times to repeat - `dorepeat` *#*: Repeats from command *#* (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](/gfx/pokemon/anims.asm): Main animations (played everywhere) - [gfx/pokemon/extras.asm](/gfx/pokemon/extras.asm): Extra animations, appended to the main animation. Used in the status screen (blinking, tail wags etc.) - [gfx/pokemon/unown_anims.asm](/gfx/pokemon/unown_anims.asm) and [gfx/pokemon/unown_extras.asm](/gfx/pokemon/unown_extras.asm): Unown has its own animation data despite having an entry in the main tables.