Commit Graph

26 Commits

Author SHA1 Message Date
vulcandth aba1f14044
Sync sprite and battle anim consts/labels (#1055)
* Sync sprite and battle anim consts/labels

* Add `; 00` comments

* Renamed to `SpriteAnimFunc_` and `BattleAnimFunc_`
2023-09-17 13:09:28 -05:00
SoupPotato 6180be355e
Labeled framesets and related constants (#1063)
* Labeled Framesets and Constants Related

* Feedback Implemented with PascalCase and Constant Renames

* Fix framset.asm comment spacing

* `BATTLEANIMFRAMESET_35` to `BATTLEANIMFRAMESET_THUNDER_WAVE_EXTRA`

* Feedback applied and labeled 1E & B2

* Fixed SpinningBone

---------

Co-authored-by: vulcandth <vulcandth@gmail.com>
2023-08-21 19:09:23 -05:00
Rangi a2e8f078a4 Split "gfx anims" into "pic anims" and "sprite anims"
Fixes #876
2022-07-04 01:11:42 -04:00
vulcandth 3648afda16
RGBDS syntax updates (#905)
New MACRO and DEF syntax
2022-06-06 17:25:42 -04:00
Rangi ed0a0f7159 Move the dbbw, dbww, and dbwww macros to legacy 2021-05-30 15:51:49 -04:00
Rangi 40902ffe24 Verify data table sizes with table_width and assert_table_length macros
This was discussed in #706

It also uncovered some off-by-one issues with defining some constants.

A few structs now use rsreset/_RS to define their offset constants, as discussed in #739
2021-03-04 00:15:03 -05:00
Rangi 4a323cf591 UnusedSpriteAnimGFX was to sprite anims as AnimObjGFX is to battle anims 2020-10-30 17:41:03 -04:00
Rangi fe1a58deea Identify wSpriteAnimDict key constants 2020-10-30 15:39:08 -04:00
7Soul cf26f55985
Identify battle bg effects functions and constants (#773)
Identify battle bg effects functions and constants
2020-10-06 15:45:09 -04:00
7Soul 836da09f4e
Identify anim object constants (#772)
Identify anim object constants
2020-10-04 15:06:38 -04:00
7Soul 2ffc5f907f
Identify battle animation functions (#771)
Identify battle animation functions
2020-10-03 21:54:02 -04:00
Rangi 0ef004a4db `dsprite y, ypx, x, xpx, off, attr` -> `dbsprite x, y, xpx, ypx, off, attr` 2020-04-04 16:00:30 -04:00
mid-kid 4154f191e0 Anotate more of the battle anim subsystem
The X and Y flip flags can be applied through the stack consisting of:
- Object attributes
- Animation frame attributes
- OAM Data
Each of these negate eachother.

Confused yet? The same stack is traversed to obtain the final tile ID,
with an added layer on top for the base GFX offset and the offset for
the dynamically loaded GFX requested by the object!

wBattleAnimDelay is populated with the values passed to `anim_wait`.
2019-02-15 03:01:59 +01:00
mid-kid 469c51d086 dorepeat -> dowait for oam animations
Having the pic animation macros be the same as the oam animation macros
isn't really turning out so well... I wonder if we should split them up
eventually.
2019-02-15 02:54:35 +01:00
mid-kid c4979d9770 Rename "feet and head follow" commands
The lot of these were rather misnamed, since they're used to replace
part of the player or enemy with objects for several background effects.
https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244
2018-11-25 23:57:38 +01:00
mid-kid 2746288030 Define ANIM_GFX for PLAYER and ENEMY
These are used where the head or the feet of the player/enemy have to be
moved in an animation, and shouldn't overlap. These aren't actual GFX
and should be loaded with the proper commands, and they're always loaded
at the end of the VRAM area.

Furthermore, I've defined BATTLEANIM_BASE_TILE, which is the tile from
which battle animation graphics may start to load. This value was picked
to make sure at least an entire pokemon pic fits in the area before it,
even though it doesn't seem very used...
2018-11-21 23:44:31 +01:00
mid-kid 32833adef3 Use ANIM_GFX constants for battle animations 2018-11-21 22:35:36 +01:00
Rangi 5693cc49cf Single newline at the end of files 2018-06-25 12:07:35 -04:00
mid-kid 1d9a68dbdd Remove all address comments 2018-06-24 16:13:22 +02:00
Rangi d5fff8aa96 Constants for PC menu indexes
'db  ' -> 'db '
2018-05-18 22:18:00 -04:00
mid-kid 81fff9bb80 Fix file permissions
I have no idea why this was a thing (do people store this repo on FAT32
flash drives or something?), but quite a bit of files had a permission
of 755. This isn't really a problem, but it's inconsistent and weird.
2018-04-01 17:05:10 +02:00
Remy Oukaour 960783cdf4 Label more ANIM_OBJ_* constants 2018-01-12 13:47:04 -05:00
Remy Oukaour af4001132e Break up engine/events_3.asm 2018-01-11 23:50:44 -05:00
xCrystal 50fc9c3389 endm -> ENDM 2017-12-28 22:31:16 +01:00
Remy Oukaour 9bc680bd6d Battle animation data is like sprite animation data 2017-12-26 19:27:56 -05:00
Remy Oukaour 35a3a19fda Use "battle_anims" and "sprite_anims" for clarity, not just "anims" 2017-12-26 18:45:04 -05:00