`anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`, and documented it in docs/battle_anim_commands.md
6.1 KiB
Battle Animation Commands
Defined in macros/scripts/battle_anims.asm and engine/battle_anims/anim_commands.asm:BattleAnimCommands.
$00
−$CF
: anim_wait length
- length: duration in frames
$D0
: anim_obj object, x, y, param
Alternate: anim_obj object, x_tile, x, y_tile, y, param
Spawns an object at coordinate (x, y).
- object:
ANIM_OBJ
constants (see constants/battle_anim_constants.asm) - x: the x position in pixels
- y: the y position in pixels
- x_tile: an added x position in tiles (8 pixels)
- y_tile: an added y position in tiles (8 pixels)
- param: modifies the behavior of object. The meaning differs for each object.
The y position also depends on the y offset defined by the object.
- TODO: what happens for x/y values greater than 160/144 respectively? Is it 1:1 with screen coordinates?
- TODO: how are the x/y values mirrored when the opponent is attacking?
- TODO: useful positions
- TODO: document each object
$D1
: anim_1gfx gfx
$D2
: anim_2gfx gfx1, gfx2
$D3
: anim_3gfx gfx1, gfx2, gfx3
$D4
: anim_4gfx gfx1, gfx2, gfx3, gfx4
$D5
: anim_5gfx gfx1, gfx2, gfx3, gfx4, gfx5
Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.
- gfx:
ANIM_GFX
constants (see constants/battle_anim_constants.asm)
Caveats:
- These will override any currently-loaded GFX.
$D6
: anim_incobj object_id
Increments an object's state.
- object_id: the nth object in order of creation
Objects are state machines. anim_incobj
progresses the state of an object.
$D7
: anim_setobj object_id, state
Sets an object's state to a specific value.
- object_id: the nth object in order of creation
- state: the state index
Objects are state machines. anim_setobj
changes the state of an object.
$D8
: anim_incbgeffect bg_effect
Increments a bg effect's state.
- bg_effect:
ANIM_BG
constants (see constants/battle_anim_constants.asm)
Since there can't be two of the same bg effect, the effect type is used. This is distinct from anim_incobj
.
$D9
: anim_battlergfx_2row
$DA
: anim_battlergfx_1row
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
andanim_5gfx
. - This overwrites previously loaded animation graphics if you've loaded more than 53 tiles (2row) or 66 tiles (1row).
$DB
: anim_checkpokeball
Sets BattleAnimVar
to the result of GetPokeBallWobble.
$DC
: anim_transform
$DD
: anim_raisesub
$DE
: anim_dropsub
$DF
: anim_resetobp0
Resets rOBP0 to the default (q0123
or %00011011
).
$E0
: anim_sound duration, tracks, sound_id
Plays a sound.
$E1
: anim_cry pitch
Plays the user's cry.
$E2
: anim_minimizeopp
$E3
: anim_oamon
$E4
: anim_oamoff
$E5
: anim_clearobjs
Removes all active objects.
$E6
: anim_beatup
$E7
: anim_0xe7
Does nothing. Unused.
$E8
: anim_updateactorpic
$E9
: anim_minimize
$EA
: anim_0xea
Does nothing. Unused.
$EB
: anim_0xeb
Does nothing. Unused.
$EC
: anim_0xec
Does nothing. Unused.
$ED
: anim_0xed
Does nothing. Unused.
$EE
: anim_if_param_and value, address
$EF
: anim_jumpuntil address
Jumps to another script and decrements param
until it reaches 0. Similar to anim_loop
.
$F0
: anim_bgeffect bg_effect, unknown1, unknown2, unknown3
- bg_effect:
ANIM_BG
constants (see constants/battle_anim_constants.asm)
$F1
: anim_bgp colors
Sets rBGP
to colors.
$F2
: anim_obp0 colors
Sets rOBP0
to colors.
$F3
: anim_obp1 colors
Sets rOBP1
to colors.
$F4
: anim_keepsprites
Causes only the palettes to be cleared from the OAM memory when the animation ends, instead of clearing all of the OAM memory. This causes all objects to start using palette 0 (monochrome) when the animation script ends, and whatever objects were on the screen before the last anim_ret
will stay on the screen.
This is only used for the Poke Ball animation.
$F5
: anim_0xf5
Does nothing. Unused.
$F6
: anim_0xf6
Does nothing. Unused.
$F7
: anim_0xf7
Does nothing. Unused.
$F8
: anim_if_param_equal value, address
Jumps to another script if wBattleAnimParam
(aka wKickCounter
or wPresentPower
) is equal to value.
$F9
: anim_setvar value
Sets BattleAnimVar
to value.
$FA
: anim_incvar
Increments BattleAnimVar
by 1.
$FB
: anim_if_var_equal value, address
Jumps to another script if BattleAnimVar
is equal to value.
$FC
: anim_jump address
Jumps to another script.
$FD
: anim_loop count, address
Jumps to another script up to count times. Then does nothing, allowing execution to continue.
$FE
: anim_call address
Calls a script.
There is no call stack. The return address is overwritten, so the maximum call depth is 1.
$FF
: anim_ret
Ends the script and returns to where it was called from. If there was no caller, the animation ends.