pokecrystal-board/docs/pic_animations.md
2017-12-14 19:04:44 -05:00

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Pic Animations

Defined in macros/scripts/gfx_anim.asm and battle/anim_commands.asm:BattleAnimCommands.

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/pics/anims.asm: Main animations (played everywhere)

  • gfx/pics/extras.asm: Extra animations, appended to the main animation.
    Used in the status screen (blinking, tail wags etc.)

  • gfx/pics/unown_anims.asm and gfx/pics/unown_extras.asm: Unown has its own animation data despite having an entry in the main tables.