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](/macros/scripts/gfx_anim.asm) and [battle/anim_commands.asm:BattleAnimCommands](/battle/anim_commands.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/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.