3.6 KiB
Battle Animation Commands
Defined in macros/scripts/battle_anims.asm and data/moves/animations.asm:BattleAnimations.
$00
−$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 x 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.
TODO: what happens for x/y values greater than 160/144 respectively? 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
- gfx:
ANIM_GFX
constants (see constants/battle_anim_constants.asm)
$D6
: anim_incobj
id
$D7
: anim_setobj
id, object
$D8
: anim_incbgeffect
effect
$D9
: anim_enemyfeetobj
Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.
$DA
: anim_playerheadobj
Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic.
$DB
: anim_checkpokeball
Sets var
to the result of GetPokeBallWobble.
$DC
: anim_transform
$DD
: anim_raisesub
$DE
: anim_dropsub
$DF
: anim_resetobp0
$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
$E8
: anim_updateactorpic
$E9
: anim_minimize
$EA
: anim_0xea
$EB
: anim_0xeb
$EC
: anim_0xec
$ED
: anim_0xed
$EE
: anim_if_param_and
value, address
$EF
: anim_jumpuntil
address
$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_clearsprites
$F5
: anim_0xf5
$F6
: anim_0xf6
$F7
: anim_0xf7
$F8
: anim_if_param_equal
value, address
Jumps to another script if wKickCounter
is equal to value.
$F9
: anim_setvar
value
Sets var
to value.
$FA
: anim_incvar
Increments var
by 1.
$FB
: anim_if_var_equal
value, address
Jumps to another script if var
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.
$FF
: anim_ret
Ends the script and returns to the place where it was called. If there was no caller, the animation ends.