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# Pic Animations
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Defined in [macros/scripts/gfx_anims.asm ](https://github.com/pret/pokecrystal/blob/master/macros/scripts/gfx_anims.asm ).
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Pic animations are assembled in 3 parts:
- Top-level animations:
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- < code > frame < i > N</ i > , < i > duration</ i ></ code > : Frame #0 is the original pic (no change)
- < code > setrepeat < i > N</ i ></ code > : Sets the number of times to repeat
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- < code > dorepeat < i > I</ i ></ code > : Repeats from command #< i > I</ i > (with the first command being #0 )
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- `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:
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- [gfx/pokemon/anims.asm ](https://github.com/pret/pokecrystal/blob/master/gfx/pokemon/anims.asm ):
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Main animations (played everywhere)
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- [gfx/pokemon/idles.asm ](https://github.com/pret/pokecrystal/blob/master/gfx/pokemon/idles.asm ):
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Idle animations, appended to the main animation.
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Used in the status screen (blinking, tail wags etc.)
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- [gfx/pokemon/unown_anims.asm ](https://github.com/pret/pokecrystal/blob/master/gfx/pokemon/unown_anims.asm ) and [gfx/pokemon/unown_idles.asm ](https://github.com/pret/pokecrystal/blob/master/gfx/pokemon/unown_idles.asm ):
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Unown has its own animation data despite having an entry in the main tables.