pokecrystal/constants/battle_anim_constants.asm

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; battle_anim_struct members (see macros/wram.asm)
rsreset
DEF BATTLEANIMSTRUCT_INDEX rb
DEF BATTLEANIMSTRUCT_OAMFLAGS rb
DEF BATTLEANIMSTRUCT_FIX_Y rb
DEF BATTLEANIMSTRUCT_FRAMESET_ID rb
DEF BATTLEANIMSTRUCT_FUNCTION rb
DEF BATTLEANIMSTRUCT_PALETTE rb
DEF BATTLEANIMSTRUCT_TILEID rb
DEF BATTLEANIMOBJ_LENGTH EQU _RS - 1 ; discount BATTLEANIMSTRUCT_INDEX
DEF BATTLEANIMSTRUCT_XCOORD rb
DEF BATTLEANIMSTRUCT_YCOORD rb
DEF BATTLEANIMSTRUCT_XOFFSET rb
DEF BATTLEANIMSTRUCT_YOFFSET rb
DEF BATTLEANIMSTRUCT_PARAM rb
DEF BATTLEANIMSTRUCT_DURATION rb
DEF BATTLEANIMSTRUCT_FRAME rb
DEF BATTLEANIMSTRUCT_JUMPTABLE_INDEX rb
DEF BATTLEANIMSTRUCT_VAR1 rb
DEF BATTLEANIMSTRUCT_VAR2 rb
rb_skip 7
DEF BATTLEANIMSTRUCT_LENGTH EQU _RS
DEF NUM_ANIM_OBJECTS EQU 10 ; see wActiveAnimObjects
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; wBattleAnimTileDict size (see wram.asm)
DEF NUM_BATTLEANIMTILEDICT_ENTRIES EQU 5
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; Start tile for battle animation graphics
DEF BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
; BattleAnimObjects indexes (see data/battle_anims/objects.asm)
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const_def
const ANIM_OBJ_HIT_BIG_YFIX
const ANIM_OBJ_HIT_YFIX
const ANIM_OBJ_HIT_SMALL_YFIX
const ANIM_OBJ_HIT_BIG
const ANIM_OBJ_HIT
const ANIM_OBJ_HIT_SMALL
const ANIM_OBJ_PUNCH
const ANIM_OBJ_KICK
const ANIM_OBJ_PALM
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const ANIM_OBJ_FANG
const ANIM_OBJ_PUNCH_SHAKE
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const ANIM_OBJ_EMBER
const ANIM_OBJ_DRAGON_RAGE
const ANIM_OBJ_FLAMETHROWER
const ANIM_OBJ_FIRE_SPIN
const ANIM_OBJ_FIRE_BLAST
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const ANIM_OBJ_BURNED
const ANIM_OBJ_BLIZZARD
const ANIM_OBJ_ICE
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const ANIM_OBJ_ICE_BEAM
const ANIM_OBJ_RAZOR_LEAF
const ANIM_OBJ_POKE_BALL
const ANIM_OBJ_POKE_BALL_BLOCKED
const ANIM_OBJ_EXPLOSION1
const ANIM_OBJ_EXPLOSION2
const ANIM_OBJ_ACID
const ANIM_OBJ_SLUDGE
const ANIM_OBJ_BETA_BALL_POOF
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const ANIM_OBJ_BALL_POOF
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const ANIM_OBJ_BIG_ROCK
const ANIM_OBJ_SMALL_ROCK
const ANIM_OBJ_STRENGTH
const ANIM_OBJ_SEISMIC_TOSS
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const ANIM_OBJ_BUBBLE
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const ANIM_OBJ_SURF
const ANIM_OBJ_SING
const ANIM_OBJ_WATER_GUN
const ANIM_OBJ_HYDRO_PUMP
const ANIM_OBJ_POWDER
const ANIM_OBJ_BEAM
const ANIM_OBJ_BEAM_TIP
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const ANIM_OBJ_ICE_BUILDUP
const ANIM_OBJ_FROZEN
const ANIM_OBJ_MASTER_BALL_SPARKLE
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const ANIM_OBJ_RECOVER
const ANIM_OBJ_THUNDER1
const ANIM_OBJ_THUNDER2
const ANIM_OBJ_THUNDER3
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const ANIM_OBJ_THUNDER_WAVE
const ANIM_OBJ_SPARKS_CIRCLE_BIG
const ANIM_OBJ_THUNDERBOLT_BALL
const ANIM_OBJ_SPARKS_CIRCLE
const ANIM_OBJ_THUNDERSHOCK_BALL
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const ANIM_OBJ_CLAMP
const ANIM_OBJ_BITE
const ANIM_OBJ_CUT_DOWN_LEFT
const ANIM_OBJ_CUT_DOWN_RIGHT
const ANIM_OBJ_CUT_UP_RIGHT
const ANIM_OBJ_CUT_LONG_DOWN_LEFT
const ANIM_OBJ_CUT_LONG_DOWN_RIGHT
const ANIM_OBJ_SOLAR_BEAM_CHARGE
const ANIM_OBJ_ABSORB_CENTER
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const ANIM_OBJ_GUST
const ANIM_OBJ_VINE_WHIP1
const ANIM_OBJ_VINE_WHIP2
const ANIM_OBJ_RAZOR_WIND1
const ANIM_OBJ_RAZOR_WIND2
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const ANIM_OBJ_SONICBOOM_JP
const ANIM_OBJ_WARP
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const ANIM_OBJ_ABSORB
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const ANIM_OBJ_EGG
const ANIM_OBJ_FOCUS
const ANIM_OBJ_BIND1
const ANIM_OBJ_BIND2
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const ANIM_OBJ_LEECH_SEED
const ANIM_OBJ_SOUND
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const ANIM_OBJ_WAVE
const ANIM_OBJ_CONFUSE_RAY
const ANIM_OBJ_LEER
const ANIM_OBJ_LEER_TIP
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const ANIM_OBJ_SCREEN
const ANIM_OBJ_HARDEN
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const ANIM_OBJ_CHICK
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const ANIM_OBJ_AMNESIA
const ANIM_OBJ_ASLEEP
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const ANIM_OBJ_SKULL
const ANIM_OBJ_DIG_SAND
const ANIM_OBJ_DIG_PILE
const ANIM_OBJ_SAND
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const ANIM_OBJ_PARALYZED
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const ANIM_OBJ_STRING_SHOT
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const ANIM_OBJ_HAZE
const ANIM_OBJ_MIST
const ANIM_OBJ_SMOG
const ANIM_OBJ_POISON_GAS
const ANIM_OBJ_HORN
const ANIM_OBJ_NEEDLE
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const ANIM_OBJ_PETAL_DANCE
const ANIM_OBJ_SLUDGE_BOMB
const ANIM_OBJ_PAY_DAY
const ANIM_OBJ_SONICBOOM_JP_UNUSED
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const ANIM_OBJ_MIMIC
const ANIM_OBJ_ATTRACT
const ANIM_OBJ_BONEMERANG
const ANIM_OBJ_BONE_CLUB
const ANIM_OBJ_BONE_RUSH
const ANIM_OBJ_SWIFT
const ANIM_OBJ_KINESIS
const ANIM_OBJ_FLASH
const ANIM_OBJ_SHINY
const ANIM_OBJ_SKY_ATTACK
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const ANIM_OBJ_LICK
const ANIM_OBJ_WITHDRAW
const ANIM_OBJ_DRAIN
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const ANIM_OBJ_GROWTH
const ANIM_OBJ_CONVERSION2
const ANIM_OBJ_SMOKE
const ANIM_OBJ_SMOKESCREEN
const ANIM_OBJ_SWORDS_DANCE
const ANIM_OBJ_SPEED_LINE
const ANIM_OBJ_SHARPEN
const ANIM_OBJ_DEFENSE_CURL
const ANIM_OBJ_METRONOME_HAND
const ANIM_OBJ_METRONOME_SPARKLE
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const ANIM_OBJ_DISABLE
const ANIM_OBJ_AGILITY
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const ANIM_OBJ_HEART
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const ANIM_OBJ_FLAME_WHEEL
const ANIM_OBJ_SACRED_FIRE
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const ANIM_OBJ_COTTON_SPORE
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const ANIM_OBJ_MILK_DRINK
const ANIM_OBJ_ANGER
const ANIM_OBJ_HEAL_BELL
const ANIM_OBJ_HEAL_BELL_NOTE
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const ANIM_OBJ_BATON_PASS
const ANIM_OBJ_LOCK_ON
const ANIM_OBJ_MIND_READER
const ANIM_OBJ_SAFEGUARD
const ANIM_OBJ_PROTECT
const ANIM_OBJ_THIEF
const ANIM_OBJ_OCTAZOOKA
const ANIM_OBJ_PRESENT
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const ANIM_OBJ_SPIKES
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const ANIM_OBJ_POWDER_SNOW
const ANIM_OBJ_DRAGONBREATH
const ANIM_OBJ_CONVERSION
const ANIM_OBJ_SPIDER_WEB
const ANIM_OBJ_CAKE_UNUSED
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const ANIM_OBJ_NIGHTMARE
const ANIM_OBJ_IN_NIGHTMARE
const ANIM_OBJ_LOVELY_KISS
const ANIM_OBJ_SWEET_KISS
const ANIM_OBJ_SKETCH
const ANIM_OBJ_ENCORE_HAND
const ANIM_OBJ_ENCORE_STAR
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const ANIM_OBJ_DESTINY_BOND
const ANIM_OBJ_MORNING_SUN
const ANIM_OBJ_GLIMMER
const ANIM_OBJ_MOONLIGHT
const ANIM_OBJ_HIDDEN_POWER
const ANIM_OBJ_CROSS_CHOP1
const ANIM_OBJ_CROSS_CHOP2
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const ANIM_OBJ_SANDSTORM
const ANIM_OBJ_ZAP_CANNON
const ANIM_OBJ_SPITE
const ANIM_OBJ_CURSE
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const ANIM_OBJ_PERISH_SONG
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const ANIM_OBJ_FORESIGHT
const ANIM_OBJ_RAPID_SPIN
const ANIM_OBJ_SWAGGER
const ANIM_OBJ_BELLY_DRUM_HAND
const ANIM_OBJ_BELLY_DRUM_NOTE
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const ANIM_OBJ_MEAN_LOOK
const ANIM_OBJ_BETA_PURSUIT
const ANIM_OBJ_SHOOTING_SPARKLE
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const ANIM_OBJ_RAIN
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const ANIM_OBJ_B0
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const ANIM_OBJ_PSYCH_UP
const ANIM_OBJ_ANCIENTPOWER
const ANIM_OBJ_AEROBLAST
const ANIM_OBJ_SHADOW_BALL
const ANIM_OBJ_ROCK_SMASH
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const ANIM_OBJ_FLOWER
const ANIM_OBJ_COTTON
const ANIM_OBJ_ENEMYFEET_1ROW
const ANIM_OBJ_PLAYERHEAD_1ROW
const ANIM_OBJ_ENEMYFEET_2ROW
const ANIM_OBJ_PLAYERHEAD_2ROW
DEF NUM_ANIM_OBJS EQU const_value
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; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
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const_def
const BATTLEANIMFUNC_NULL
const BATTLEANIMFUNC_USER_TO_TARGET
const BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR
const BATTLEANIMFUNC_MOVE_IN_CIRCLE
const BATTLEANIMFUNC_WAVE_TO_TARGET
const BATTLEANIMFUNC_THROW_TO_TARGET
const BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR
const BATTLEANIMFUNC_DROP
const BATTLEANIMFUNC_USER_TO_TARGET_SPIN
const BATTLEANIMFUNC_SHAKE
const BATTLEANIMFUNC_FIRE_BLAST
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const BATTLEANIMFUNC_RAZOR_LEAF
const BATTLEANIMFUNC_BUBBLE
const BATTLEANIMFUNC_SURF
const BATTLEANIMFUNC_SING
const BATTLEANIMFUNC_WATER_GUN
const BATTLEANIMFUNC_EMBER
const BATTLEANIMFUNC_POWDER
const BATTLEANIMFUNC_POKEBALL
const BATTLEANIMFUNC_POKEBALL_BLOCKED
const BATTLEANIMFUNC_RECOVER
const BATTLEANIMFUNC_THUNDER_WAVE
const BATTLEANIMFUNC_CLAMP_ENCORE
const BATTLEANIMFUNC_BITE
const BATTLEANIMFUNC_SOLAR_BEAM
const BATTLEANIMFUNC_GUST
const BATTLEANIMFUNC_RAZOR_WIND
const BATTLEANIMFUNC_KICK
const BATTLEANIMFUNC_ABSORB
const BATTLEANIMFUNC_EGG
const BATTLEANIMFUNC_MOVE_UP
const BATTLEANIMFUNC_WRAP
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const BATTLEANIMFUNC_LEECH_SEED
const BATTLEANIMFUNC_SOUND
const BATTLEANIMFUNC_CONFUSE_RAY
const BATTLEANIMFUNC_DIZZY
const BATTLEANIMFUNC_AMNESIA
const BATTLEANIMFUNC_FLOAT_UP
const BATTLEANIMFUNC_DIG
const BATTLEANIMFUNC_STRING
const BATTLEANIMFUNC_PARALYZED
const BATTLEANIMFUNC_SPIRAL_DESCENT
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const BATTLEANIMFUNC_POISON_GAS
const BATTLEANIMFUNC_HORN
const BATTLEANIMFUNC_NEEDLE
const BATTLEANIMFUNC_PETAL_DANCE
const BATTLEANIMFUNC_THIEF_PAYDAY
const BATTLEANIMFUNC_ABSORB_CIRCLE
const BATTLEANIMFUNC_BONEMERANG
const BATTLEANIMFUNC_SHINY
const BATTLEANIMFUNC_SKY_ATTACK
const BATTLEANIMFUNC_GROWTH_SWORDS_DANCE
const BATTLEANIMFUNC_SMOKE_FLAME_WHEEL
const BATTLEANIMFUNC_PRESENT_SMOKESCREEN
const BATTLEANIMFUNC_STRENGTH_SEISMIC_TOSS
const BATTLEANIMFUNC_SPEED_LINE
const BATTLEANIMFUNC_SLUDGE
const BATTLEANIMFUNC_METRONOME_HAND
const BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH
const BATTLEANIMFUNC_AGILITY
const BATTLEANIMFUNC_SACRED_FIRE
const BATTLEANIMFUNC_SAFEGUARD_PROTECT
const BATTLEANIMFUNC_LOCK_ON_MIND_READER
const BATTLEANIMFUNC_SPIKES
const BATTLEANIMFUNC_HEAL_BELL_NOTES
const BATTLEANIMFUNC_BATON_PASS
const BATTLEANIMFUNC_CONVERSION
const BATTLEANIMFUNC_ENCORE_BELLY_DRUM
const BATTLEANIMFUNC_SWAGGER_MORNING_SUN
const BATTLEANIMFUNC_HIDDEN_POWER
const BATTLEANIMFUNC_CURSE
const BATTLEANIMFUNC_PERISH_SONG
const BATTLEANIMFUNC_RAPID_SPIN
const BATTLEANIMFUNC_BETA_PURSUIT
const BATTLEANIMFUNC_RAIN_SANDSTORM
const BATTLEANIMFUNC_ANIM_OBJ_B0
const BATTLEANIMFUNC_PSYCH_UP
const BATTLEANIMFUNC_ANCIENT_POWER
const BATTLEANIMFUNC_ROCK_SMASH
const BATTLEANIMFUNC_COTTON
DEF NUM_BATTLEANIMFUNCS EQU const_value
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; BattleAnimFrameData indexes (see data/battle_anims/framesets.asm)
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const_def
const BATTLEANIMFRAMESET_00
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const BATTLEANIMFRAMESET_01
const BATTLEANIMFRAMESET_02
const BATTLEANIMFRAMESET_03
const BATTLEANIMFRAMESET_04
const BATTLEANIMFRAMESET_05
const BATTLEANIMFRAMESET_06
const BATTLEANIMFRAMESET_07
const BATTLEANIMFRAMESET_08
const BATTLEANIMFRAMESET_09
const BATTLEANIMFRAMESET_0A
const BATTLEANIMFRAMESET_0B
const BATTLEANIMFRAMESET_0C
const BATTLEANIMFRAMESET_0D
const BATTLEANIMFRAMESET_0E
const BATTLEANIMFRAMESET_0F
const BATTLEANIMFRAMESET_10
const BATTLEANIMFRAMESET_11
const BATTLEANIMFRAMESET_12
const BATTLEANIMFRAMESET_13
const BATTLEANIMFRAMESET_14
const BATTLEANIMFRAMESET_15
const BATTLEANIMFRAMESET_16
const BATTLEANIMFRAMESET_17
const BATTLEANIMFRAMESET_18
const BATTLEANIMFRAMESET_19
const BATTLEANIMFRAMESET_1A
const BATTLEANIMFRAMESET_1B
const BATTLEANIMFRAMESET_1C
const BATTLEANIMFRAMESET_1D
const BATTLEANIMFRAMESET_1E
const BATTLEANIMFRAMESET_1F
const BATTLEANIMFRAMESET_20
const BATTLEANIMFRAMESET_21
const BATTLEANIMFRAMESET_22
const BATTLEANIMFRAMESET_23
const BATTLEANIMFRAMESET_24
const BATTLEANIMFRAMESET_25
const BATTLEANIMFRAMESET_26
const BATTLEANIMFRAMESET_27
const BATTLEANIMFRAMESET_28
const BATTLEANIMFRAMESET_29
const BATTLEANIMFRAMESET_2A
const BATTLEANIMFRAMESET_2B
const BATTLEANIMFRAMESET_2C
const BATTLEANIMFRAMESET_2D
const BATTLEANIMFRAMESET_2E
const BATTLEANIMFRAMESET_2F
const BATTLEANIMFRAMESET_30
const BATTLEANIMFRAMESET_31
const BATTLEANIMFRAMESET_32
const BATTLEANIMFRAMESET_33
const BATTLEANIMFRAMESET_34
const BATTLEANIMFRAMESET_35
const BATTLEANIMFRAMESET_36
const BATTLEANIMFRAMESET_37
const BATTLEANIMFRAMESET_38
const BATTLEANIMFRAMESET_39
const BATTLEANIMFRAMESET_3A
const BATTLEANIMFRAMESET_3B
const BATTLEANIMFRAMESET_3C
const BATTLEANIMFRAMESET_3D
const BATTLEANIMFRAMESET_3E
const BATTLEANIMFRAMESET_3F
const BATTLEANIMFRAMESET_40
const BATTLEANIMFRAMESET_41
const BATTLEANIMFRAMESET_42
const BATTLEANIMFRAMESET_43
const BATTLEANIMFRAMESET_44
const BATTLEANIMFRAMESET_45
const BATTLEANIMFRAMESET_46
const BATTLEANIMFRAMESET_47
const BATTLEANIMFRAMESET_48
const BATTLEANIMFRAMESET_49
const BATTLEANIMFRAMESET_4A
const BATTLEANIMFRAMESET_4B
const BATTLEANIMFRAMESET_4C
const BATTLEANIMFRAMESET_4D
const BATTLEANIMFRAMESET_4E
const BATTLEANIMFRAMESET_4F
const BATTLEANIMFRAMESET_50
const BATTLEANIMFRAMESET_51
const BATTLEANIMFRAMESET_52
const BATTLEANIMFRAMESET_53
const BATTLEANIMFRAMESET_54
const BATTLEANIMFRAMESET_55
const BATTLEANIMFRAMESET_56
const BATTLEANIMFRAMESET_57
const BATTLEANIMFRAMESET_58
const BATTLEANIMFRAMESET_59
const BATTLEANIMFRAMESET_5A
const BATTLEANIMFRAMESET_5B
const BATTLEANIMFRAMESET_5C
const BATTLEANIMFRAMESET_5D
const BATTLEANIMFRAMESET_5E
const BATTLEANIMFRAMESET_5F
const BATTLEANIMFRAMESET_60
const BATTLEANIMFRAMESET_61
const BATTLEANIMFRAMESET_62
const BATTLEANIMFRAMESET_63
const BATTLEANIMFRAMESET_64
const BATTLEANIMFRAMESET_65
const BATTLEANIMFRAMESET_66
const BATTLEANIMFRAMESET_67
const BATTLEANIMFRAMESET_68
const BATTLEANIMFRAMESET_69
const BATTLEANIMFRAMESET_6A
const BATTLEANIMFRAMESET_6B
const BATTLEANIMFRAMESET_6C
const BATTLEANIMFRAMESET_6D
const BATTLEANIMFRAMESET_6E
const BATTLEANIMFRAMESET_6F
const BATTLEANIMFRAMESET_70
const BATTLEANIMFRAMESET_71
const BATTLEANIMFRAMESET_72
const BATTLEANIMFRAMESET_73
const BATTLEANIMFRAMESET_74
const BATTLEANIMFRAMESET_75
const BATTLEANIMFRAMESET_76
const BATTLEANIMFRAMESET_77
const BATTLEANIMFRAMESET_78
const BATTLEANIMFRAMESET_79
const BATTLEANIMFRAMESET_7A
const BATTLEANIMFRAMESET_7B
const BATTLEANIMFRAMESET_7C
const BATTLEANIMFRAMESET_7D
const BATTLEANIMFRAMESET_7E
const BATTLEANIMFRAMESET_7F
const BATTLEANIMFRAMESET_80
const BATTLEANIMFRAMESET_81
const BATTLEANIMFRAMESET_82
const BATTLEANIMFRAMESET_83
const BATTLEANIMFRAMESET_84
const BATTLEANIMFRAMESET_85
const BATTLEANIMFRAMESET_86
const BATTLEANIMFRAMESET_87
const BATTLEANIMFRAMESET_88
const BATTLEANIMFRAMESET_89
const BATTLEANIMFRAMESET_8A
const BATTLEANIMFRAMESET_8B
const BATTLEANIMFRAMESET_8C
const BATTLEANIMFRAMESET_8D
const BATTLEANIMFRAMESET_8E
const BATTLEANIMFRAMESET_8F
const BATTLEANIMFRAMESET_90
const BATTLEANIMFRAMESET_91
const BATTLEANIMFRAMESET_92
const BATTLEANIMFRAMESET_93
const BATTLEANIMFRAMESET_94
const BATTLEANIMFRAMESET_95
const BATTLEANIMFRAMESET_96
const BATTLEANIMFRAMESET_97
const BATTLEANIMFRAMESET_98
const BATTLEANIMFRAMESET_99
const BATTLEANIMFRAMESET_9A
const BATTLEANIMFRAMESET_9B
const BATTLEANIMFRAMESET_9C
const BATTLEANIMFRAMESET_9D
const BATTLEANIMFRAMESET_9E
const BATTLEANIMFRAMESET_9F
const BATTLEANIMFRAMESET_A0
const BATTLEANIMFRAMESET_A1
const BATTLEANIMFRAMESET_A2
const BATTLEANIMFRAMESET_A3
const BATTLEANIMFRAMESET_A4
const BATTLEANIMFRAMESET_A5
const BATTLEANIMFRAMESET_A6
const BATTLEANIMFRAMESET_A7
const BATTLEANIMFRAMESET_A8
const BATTLEANIMFRAMESET_A9
const BATTLEANIMFRAMESET_AA
const BATTLEANIMFRAMESET_AB
const BATTLEANIMFRAMESET_AC
const BATTLEANIMFRAMESET_AD
const BATTLEANIMFRAMESET_AE
const BATTLEANIMFRAMESET_AF
const BATTLEANIMFRAMESET_B0
const BATTLEANIMFRAMESET_B1
const BATTLEANIMFRAMESET_B2
const BATTLEANIMFRAMESET_B3
const BATTLEANIMFRAMESET_B4
const BATTLEANIMFRAMESET_B5
const BATTLEANIMFRAMESET_B6
const BATTLEANIMFRAMESET_B7
const BATTLEANIMFRAMESET_B8
DEF NUM_BATTLEANIMFRAMESETS EQU const_value
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; BattleAnimOAMData indexes (see data/battle_anims/oam.asm)
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const_def
const BATTLEANIMOAMSET_00
const BATTLEANIMOAMSET_01
const BATTLEANIMOAMSET_02
const BATTLEANIMOAMSET_03
const BATTLEANIMOAMSET_04
const BATTLEANIMOAMSET_05
const BATTLEANIMOAMSET_06
const BATTLEANIMOAMSET_07
const BATTLEANIMOAMSET_08
const BATTLEANIMOAMSET_09
const BATTLEANIMOAMSET_0A
const BATTLEANIMOAMSET_0B
const BATTLEANIMOAMSET_0C
const BATTLEANIMOAMSET_0D
const BATTLEANIMOAMSET_0E
const BATTLEANIMOAMSET_0F
const BATTLEANIMOAMSET_10
const BATTLEANIMOAMSET_11
const BATTLEANIMOAMSET_12
const BATTLEANIMOAMSET_13
const BATTLEANIMOAMSET_14
const BATTLEANIMOAMSET_15
const BATTLEANIMOAMSET_16
const BATTLEANIMOAMSET_17
const BATTLEANIMOAMSET_18
const BATTLEANIMOAMSET_19
const BATTLEANIMOAMSET_1A
const BATTLEANIMOAMSET_1B
const BATTLEANIMOAMSET_1C
const BATTLEANIMOAMSET_1D
const BATTLEANIMOAMSET_1E
const BATTLEANIMOAMSET_1F
const BATTLEANIMOAMSET_20
const BATTLEANIMOAMSET_21
const BATTLEANIMOAMSET_22
const BATTLEANIMOAMSET_23
const BATTLEANIMOAMSET_24
const BATTLEANIMOAMSET_25
const BATTLEANIMOAMSET_26
const BATTLEANIMOAMSET_27
const BATTLEANIMOAMSET_28
const BATTLEANIMOAMSET_29
const BATTLEANIMOAMSET_2A
const BATTLEANIMOAMSET_2B
const BATTLEANIMOAMSET_2C
const BATTLEANIMOAMSET_2D
const BATTLEANIMOAMSET_2E
const BATTLEANIMOAMSET_2F
const BATTLEANIMOAMSET_30
const BATTLEANIMOAMSET_31
const BATTLEANIMOAMSET_32
const BATTLEANIMOAMSET_33
const BATTLEANIMOAMSET_34
const BATTLEANIMOAMSET_35
const BATTLEANIMOAMSET_36
const BATTLEANIMOAMSET_37
const BATTLEANIMOAMSET_38
const BATTLEANIMOAMSET_39
const BATTLEANIMOAMSET_3A
const BATTLEANIMOAMSET_3B
const BATTLEANIMOAMSET_3C
const BATTLEANIMOAMSET_3D
const BATTLEANIMOAMSET_3E
const BATTLEANIMOAMSET_3F
const BATTLEANIMOAMSET_40
const BATTLEANIMOAMSET_41
const BATTLEANIMOAMSET_42
const BATTLEANIMOAMSET_43
const BATTLEANIMOAMSET_44
const BATTLEANIMOAMSET_45
const BATTLEANIMOAMSET_46
const BATTLEANIMOAMSET_47
const BATTLEANIMOAMSET_48
const BATTLEANIMOAMSET_49
const BATTLEANIMOAMSET_4A
const BATTLEANIMOAMSET_4B
const BATTLEANIMOAMSET_4C
const BATTLEANIMOAMSET_4D
const BATTLEANIMOAMSET_4E
const BATTLEANIMOAMSET_4F
const BATTLEANIMOAMSET_50
const BATTLEANIMOAMSET_51
const BATTLEANIMOAMSET_52
const BATTLEANIMOAMSET_53
const BATTLEANIMOAMSET_54
const BATTLEANIMOAMSET_55
const BATTLEANIMOAMSET_56
const BATTLEANIMOAMSET_57
const BATTLEANIMOAMSET_58
const BATTLEANIMOAMSET_59
const BATTLEANIMOAMSET_5A
const BATTLEANIMOAMSET_5B
const BATTLEANIMOAMSET_5C
const BATTLEANIMOAMSET_5D
const BATTLEANIMOAMSET_5E
const BATTLEANIMOAMSET_5F
const BATTLEANIMOAMSET_60
const BATTLEANIMOAMSET_61
const BATTLEANIMOAMSET_62
const BATTLEANIMOAMSET_63
const BATTLEANIMOAMSET_64
const BATTLEANIMOAMSET_65
const BATTLEANIMOAMSET_66
const BATTLEANIMOAMSET_67
const BATTLEANIMOAMSET_68
const BATTLEANIMOAMSET_69
const BATTLEANIMOAMSET_6A
const BATTLEANIMOAMSET_6B
const BATTLEANIMOAMSET_6C
const BATTLEANIMOAMSET_6D
const BATTLEANIMOAMSET_6E
const BATTLEANIMOAMSET_6F
const BATTLEANIMOAMSET_70
const BATTLEANIMOAMSET_71
const BATTLEANIMOAMSET_72
const BATTLEANIMOAMSET_73
const BATTLEANIMOAMSET_74
const BATTLEANIMOAMSET_75
const BATTLEANIMOAMSET_76
const BATTLEANIMOAMSET_77
const BATTLEANIMOAMSET_78
const BATTLEANIMOAMSET_79
const BATTLEANIMOAMSET_7A
const BATTLEANIMOAMSET_7B
const BATTLEANIMOAMSET_7C
const BATTLEANIMOAMSET_7D
const BATTLEANIMOAMSET_7E
const BATTLEANIMOAMSET_7F
const BATTLEANIMOAMSET_80
const BATTLEANIMOAMSET_81
const BATTLEANIMOAMSET_82
const BATTLEANIMOAMSET_83
const BATTLEANIMOAMSET_84
const BATTLEANIMOAMSET_85
const BATTLEANIMOAMSET_86
const BATTLEANIMOAMSET_87
const BATTLEANIMOAMSET_88
const BATTLEANIMOAMSET_89
const BATTLEANIMOAMSET_8A
const BATTLEANIMOAMSET_8B
const BATTLEANIMOAMSET_8C
const BATTLEANIMOAMSET_8D
const BATTLEANIMOAMSET_8E
const BATTLEANIMOAMSET_8F
const BATTLEANIMOAMSET_90
const BATTLEANIMOAMSET_91
const BATTLEANIMOAMSET_92
const BATTLEANIMOAMSET_93
const BATTLEANIMOAMSET_94
const BATTLEANIMOAMSET_95
const BATTLEANIMOAMSET_96
const BATTLEANIMOAMSET_97
const BATTLEANIMOAMSET_98
const BATTLEANIMOAMSET_99
const BATTLEANIMOAMSET_9A
const BATTLEANIMOAMSET_9B
const BATTLEANIMOAMSET_9C
const BATTLEANIMOAMSET_9D
const BATTLEANIMOAMSET_9E
const BATTLEANIMOAMSET_9F
const BATTLEANIMOAMSET_A0
const BATTLEANIMOAMSET_A1
const BATTLEANIMOAMSET_A2
const BATTLEANIMOAMSET_A3
const BATTLEANIMOAMSET_A4
const BATTLEANIMOAMSET_A5
const BATTLEANIMOAMSET_A6
const BATTLEANIMOAMSET_A7
const BATTLEANIMOAMSET_A8
const BATTLEANIMOAMSET_A9
const BATTLEANIMOAMSET_AA
const BATTLEANIMOAMSET_AB
const BATTLEANIMOAMSET_AC
const BATTLEANIMOAMSET_AD
const BATTLEANIMOAMSET_AE
const BATTLEANIMOAMSET_AF
const BATTLEANIMOAMSET_B0
const BATTLEANIMOAMSET_B1
const BATTLEANIMOAMSET_B2
const BATTLEANIMOAMSET_B3
const BATTLEANIMOAMSET_B4
const BATTLEANIMOAMSET_B5
const BATTLEANIMOAMSET_B6
const BATTLEANIMOAMSET_B7
const BATTLEANIMOAMSET_B8
const BATTLEANIMOAMSET_B9
const BATTLEANIMOAMSET_BA
const BATTLEANIMOAMSET_BB
const BATTLEANIMOAMSET_BC
const BATTLEANIMOAMSET_BD
const BATTLEANIMOAMSET_BE
const BATTLEANIMOAMSET_BF
const BATTLEANIMOAMSET_C0
const BATTLEANIMOAMSET_C1
const BATTLEANIMOAMSET_C2
const BATTLEANIMOAMSET_C3
const BATTLEANIMOAMSET_C4
const BATTLEANIMOAMSET_C5
const BATTLEANIMOAMSET_C6
const BATTLEANIMOAMSET_C7
const BATTLEANIMOAMSET_C8
const BATTLEANIMOAMSET_C9
const BATTLEANIMOAMSET_CA
const BATTLEANIMOAMSET_CB
const BATTLEANIMOAMSET_CC
const BATTLEANIMOAMSET_CD
const BATTLEANIMOAMSET_CE
const BATTLEANIMOAMSET_CF
const BATTLEANIMOAMSET_D0
const BATTLEANIMOAMSET_D1
const BATTLEANIMOAMSET_D2
const BATTLEANIMOAMSET_D3
const BATTLEANIMOAMSET_D4
const BATTLEANIMOAMSET_D5
const BATTLEANIMOAMSET_D6
const BATTLEANIMOAMSET_D7
DEF NUM_BATTLEANIMOAMSETS EQU const_value
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; BattleBGEffects indexes (see engine/battle_anims/bg_effects.asm)
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const_def 1
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const ANIM_BG_FLASH_INVERTED
const ANIM_BG_FLASH_WHITE
const ANIM_BG_WHITE_HUES
const ANIM_BG_BLACK_HUES
const ANIM_BG_ALTERNATE_HUES
const ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW
const ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW
const ANIM_BG_CYCLE_BGPALS_INVERTED
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const ANIM_BG_HIDE_MON
const ANIM_BG_SHOW_MON
const ANIM_BG_ENTER_MON
const ANIM_BG_RETURN_MON
const ANIM_BG_SURF
const ANIM_BG_WHIRLPOOL
const ANIM_BG_TELEPORT
const ANIM_BG_NIGHT_SHADE
const ANIM_BG_BATTLEROBJ_1ROW
const ANIM_BG_BATTLEROBJ_2ROW
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const ANIM_BG_DOUBLE_TEAM
const ANIM_BG_ACID_ARMOR
const ANIM_BG_RAPID_FLASH
const ANIM_BG_FADE_MON_TO_LIGHT
const ANIM_BG_FADE_MON_TO_BLACK
const ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
const ANIM_BG_FADE_MON_TO_BLACK_REPEATING
const ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
const ANIM_BG_FLASH_MON_REPEATING
const ANIM_BG_FADE_MONS_TO_BLACK_REPEATING
const ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK
const ANIM_BG_FADE_MON_FROM_WHITE
const ANIM_BG_SHAKE_SCREEN_X
const ANIM_BG_SHAKE_SCREEN_Y
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const ANIM_BG_WITHDRAW
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const ANIM_BG_BOUNCE_DOWN
const ANIM_BG_DIG
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const ANIM_BG_TACKLE
const ANIM_BG_BODY_SLAM
const ANIM_BG_WOBBLE_MON
const ANIM_BG_REMOVE_MON
const ANIM_BG_WAVE_DEFORM_MON
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const ANIM_BG_PSYCHIC
const ANIM_BG_BETA_SEND_OUT_MON1
const ANIM_BG_BETA_SEND_OUT_MON2
const ANIM_BG_FLAIL
const ANIM_BG_BETA_PURSUIT
const ANIM_BG_ROLLOUT
const ANIM_BG_VITAL_THROW
const ANIM_BG_START_WATER
const ANIM_BG_WATER
const ANIM_BG_END_WATER
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const ANIM_BG_VIBRATE_MON
const ANIM_BG_WOBBLE_PLAYER
const ANIM_BG_WOBBLE_SCREEN
DEF NUM_ANIM_BGS EQU const_value - 1
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; wBattleAnimTileDict keys (see wram.asm)
; AnimObjGFX indexes (see data/battle_anims/object_gfx.asm)
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const_def 1
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const ANIM_GFX_HIT
const ANIM_GFX_CUT
const ANIM_GFX_FIRE
const ANIM_GFX_WATER
const ANIM_GFX_LIGHTNING
const ANIM_GFX_PLANT
const ANIM_GFX_SMOKE
const ANIM_GFX_EXPLOSION
const ANIM_GFX_ROCKS
const ANIM_GFX_ICE
const ANIM_GFX_POKE_BALL
const ANIM_GFX_POISON
const ANIM_GFX_BUBBLE
const ANIM_GFX_NOISE
const ANIM_GFX_POWDER
const ANIM_GFX_BEAM
const ANIM_GFX_SPEED
const ANIM_GFX_CHARGE
const ANIM_GFX_WIND
const ANIM_GFX_WHIP
const ANIM_GFX_EGG
const ANIM_GFX_ROPE
const ANIM_GFX_PSYCHIC
const ANIM_GFX_REFLECT
const ANIM_GFX_STATUS
const ANIM_GFX_SAND
const ANIM_GFX_WEB
const ANIM_GFX_HAZE
const ANIM_GFX_HORN
const ANIM_GFX_FLOWER
const ANIM_GFX_MISC
const ANIM_GFX_SKY_ATTACK
const ANIM_GFX_GLOBE
const ANIM_GFX_SHAPES
const ANIM_GFX_OBJECTS
const ANIM_GFX_SHINE
const ANIM_GFX_ANGELS
const ANIM_GFX_WAVE
const ANIM_GFX_AEROBLAST
const ANIM_GFX_PLAYERHEAD
const ANIM_GFX_ENEMYFEET
DEF NUM_ANIM_GFX EQU const_value - 1
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; battle_bg_effect struct members (see macros/wram.asm)
rsreset
DEF BG_EFFECT_STRUCT_FUNCTION rb
DEF BG_EFFECT_STRUCT_JT_INDEX rb
DEF BG_EFFECT_STRUCT_BATTLE_TURN rb
DEF BG_EFFECT_STRUCT_PARAM rb
DEF BG_EFFECT_STRUCT_LENGTH EQU _RS
DEF NUM_BG_EFFECTS EQU 5 ; see wActiveBGEffects
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; anim_bgeffect battle turn values for some effects
const_def
const BG_EFFECT_TARGET ; 0
const BG_EFFECT_USER ; 1
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; battle palettes
const_def
const PAL_BATTLE_BG_PLAYER ; 0
const PAL_BATTLE_BG_ENEMY ; 1
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const PAL_BATTLE_BG_ENEMY_HP ; 2
const PAL_BATTLE_BG_PLAYER_HP ; 3
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const PAL_BATTLE_BG_EXP ; 4
const PAL_BATTLE_BG_5 ; 5
const PAL_BATTLE_BG_6 ; 6
const PAL_BATTLE_BG_TEXT ; 7
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; animation object palettes
const_def
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const PAL_BATTLE_OB_ENEMY ; 0
const PAL_BATTLE_OB_PLAYER ; 1
const PAL_BATTLE_OB_GRAY ; 2
const PAL_BATTLE_OB_YELLOW ; 3
const PAL_BATTLE_OB_RED ; 4
const PAL_BATTLE_OB_GREEN ; 5
const PAL_BATTLE_OB_BLUE ; 6
const PAL_BATTLE_OB_BROWN ; 7