pokecrystal/docs/move_anim_commands.md

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# Move Animation Commands
## `$00``$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`