pokecrystal/engine/battle_anims
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
..
anim_commands.asm Define ANIM_GFX for PLAYER and ENEMY 2018-11-21 23:44:31 +01:00
bg_effects.asm Use 0/1/2/3 for palettes, and rgbds opt feature for battle transition graphic 2018-09-09 18:15:54 -04:00
core.asm Define ANIM_GFX for PLAYER and ENEMY 2018-11-21 23:44:31 +01:00
functions.asm These are signed offsets, not addresses (thanks, PikalaxALT) 2018-08-25 14:43:02 -04:00
helpers.asm Single newline at the end of files 2018-06-25 12:07:35 -04:00
pokeball_wobble.asm Use labels instead of constants for HRAM 2018-08-25 14:28:22 -04:00