Move Animation Commands
Defined in macros/scripts/move_anim.asm and battle/anims.asm:BattleAnimations.
$00
−$EF
: anim_wait
length
$D0
: anim_obj
object, x, y, param
$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
$D6
: anim_incobj
id
$D7
: anim_setobj
id, object
$D8
: anim_incbgeffect
effect
$D9
: anim_enemyfeetobj
$DA
: anim_playerheadobj
$DB
: anim_checkpokeball
$DC
: anim_transform
$DD
: anim_raisesub
$DE
: anim_dropsub
$DF
: anim_resetobp0
$E0
: anim_sound
duration, tracks, id
$E1
: anim_cry
pitch
$E2
: anim_minimizeopp
$E3
: anim_oamon
$E4
: anim_oamoff
$E5
: anim_clearobjs
$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
effect, unknown1, unknown2, unknown3
$F1
: anim_bgp
colors
$F2
: anim_obp0
colors
$F3
: anim_obp1
colors
$F4
: anim_clearsprites
$F5
: anim_0xf5
$F6
: anim_0xf6
$F7
: anim_0xf7
$F8
: anim_if_param_equal
value, address
$F9
: anim_setvar
value
$FA
: anim_incvar
$FB
: anim_if_var_equal
value, address
$FC
: anim_jump
address
$FD
: anim_loop
count, address
$FE
: anim_call
address
$FF
: anim_ret