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