mirror of https://github.com/pret/pokecrystal.git
257 lines
5.7 KiB
Markdown
257 lines
5.7 KiB
Markdown
# Battle Animation Commands
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Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [engine/battle_anims/anim_commands.asm:BattleAnimCommands](/engine/battle_anims/anim_commands.asm).
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## `$00`−`$CF`: <code>anim_wait <i>length</i></code>
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- *length*: duration in frames
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## `$D0`: <code>anim_obj <i>object</i>, <i>x</i>, <i>y</i>, <i>param</i></code>
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***Alternate*: <code>anim_obj <i>object</i>, <i>x_tile</i>, <i>x</i>, <i>y_tile</i>, <i>y</i>, <i>param</i></code>**
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Spawns an *object* at coordinate (*x*, *y*).
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- *object*: `ANIM_OBJ` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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- *x*: the x position in pixels
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- *y*: the y position in pixels
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- *x_tile*: an added x position in tiles (8 pixels)
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- *y_tile*: an added y position in tiles (8 pixels)
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- *param*: modifies the behavior of *object*. The meaning differs for each object.
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The y position also depends on the y offset defined by the object.
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- *TODO: what happens for x/y values greater than 160/144 respectively? Is it 1:1 with screen coordinates?*
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- *TODO: how are the x/y values mirrored when the opponent is attacking?*
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- *TODO: useful positions*
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- *TODO: document each object*
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## `$D1`: <code>anim_1gfx <i>gfx</i></code>
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## `$D2`: <code>anim_2gfx <i>gfx1</i>, <i>gfx2</i></code>
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## `$D3`: <code>anim_3gfx <i>gfx1</i>, <i>gfx2</i>, <i>gfx3</i></code>
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## `$D4`: <code>anim_4gfx <i>gfx1</i>, <i>gfx2</i>, <i>gfx3</i>, <i>gfx4</i></code>
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## `$D5`: <code>anim_5gfx <i>gfx1</i>, <i>gfx2</i>, <i>gfx3</i>, <i>gfx4</i>, <i>gfx5</i></code>
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Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.
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- *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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Caveats:
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- These will override any currently-loaded GFX.
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## `$D6`: <code>anim_incobj <i>object_id</i></code>
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Increments an object's state.
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- *object_id*: the nth object in order of creation
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Objects are state machines. `anim_incobj` progresses the state of an object.
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## `$D7`: <code>anim_setobj <i>object_id</i>, <i>state</i></code>
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Sets an object's state to a specific value.
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- *object_id*: the nth object in order of creation
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- *state*: the state index
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Objects are state machines. `anim_setobj` changes the state of an object.
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## `$D8`: <code>anim_incbgeffect <i>bg_effect</i></code>
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Increments a bg effect's state.
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- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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Since there can't be two of the same bg effect, the effect type is used. This is distinct from `anim_incobj`.
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## `$D9`: `anim_battlergfx_2row`
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## `$DA`: `anim_battlergfx_1row`
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Loads animation graphics for the bottom one or two rows of the enemy pokemon and the top one or two rows of the player's.
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These graphics are identified through `ANIM_GFX_ENEMYFEET` and `ANIM_GFX_PLAYERHEAD`.
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Caveats:
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- Doesn't work with `anim_4gfx` and `anim_5gfx`.
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- This overwrites previously loaded animation graphics if you've loaded more than 53 tiles (2row) or 66 tiles (1row).
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## `$DB`: `anim_checkpokeball`
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Sets `BattleAnimVar` to the result of [GetPokeBallWobble](/engine/battle_anims/pokeball_wobble.asm).
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## `$DC`: `anim_transform`
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## `$DD`: `anim_raisesub`
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## `$DE`: `anim_dropsub`
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## `$DF`: `anim_resetobp0`
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Resets rOBP0 to the default (`q0123` or `%00011011`).
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## `$E0`: <code>anim_sound <i>duration</i>, <i>tracks</i>, <i>sound_id</i></code>
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Plays a sound.
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## `$E1`: <code>anim_cry <i>pitch</i></code>
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Plays the user's cry.
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## `$E2`: `anim_minimizeopp`
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## `$E3`: `anim_oamon`
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## `$E4`: `anim_oamoff`
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## `$E5`: `anim_clearobjs`
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Removes all active objects.
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## `$E6`: `anim_beatup`
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## `$E7`: `anim_0xe7`
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Does nothing. Unused.
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## `$E8`: `anim_updateactorpic`
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## `$E9`: `anim_minimize`
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## `$EA`: `anim_0xea`
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Does nothing. Unused.
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## `$EB`: `anim_0xeb`
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Does nothing. Unused.
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## `$EC`: `anim_0xec`
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Does nothing. Unused.
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## `$ED`: `anim_0xed`
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Does nothing. Unused.
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## `$EE`: <code>anim_if_param_and <i>value</i>, <i>address</i></code>
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## `$EF`: <code>anim_jumpuntil <i>address</i></code>
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Jumps to another script and decrements `param` until it reaches 0. Similar to `anim_loop`.
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## `$F0`: <code>anim_bgeffect <i>bg_effect</i>, <i>unknown1</i>, <i>unknown2</i>, <i>unknown3</i></code>
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- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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## `$F1`: <code>anim_bgp <i>colors</i></code>
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Sets `rBGP` to *colors*.
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## `$F2`: <code>anim_obp0 <i>colors</i></code>
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Sets `rOBP0` to *colors*.
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## `$F3`: <code>anim_obp1 <i>colors</i></code>
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Sets `rOBP1` to *colors*.
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## `$F4`: `anim_clearsprites`
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## `$F5`: `anim_0xf5`
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Does nothing. Unused.
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## `$F6`: `anim_0xf6`
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Does nothing. Unused.
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## `$F7`: `anim_0xf7`
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Does nothing. Unused.
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## `$F8`: <code>anim_if_param_equal <i>value</i>, <i>address</i></code>
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Jumps to another script if `wBattleAnimParam` (aka `wKickCounter` or `wPresentPower`) is equal to *value*.
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## `$F9`: <code>anim_setvar <i>value</i></code>
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Sets `BattleAnimVar` to *value*.
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## `$FA`: `anim_incvar`
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Increments `BattleAnimVar` by 1.
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## `$FB`: <code>anim_if_var_equal <i>value</i>, <i>address</i></code>
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Jumps to another script if `BattleAnimVar` is equal to *value*.
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## `$FC`: <code>anim_jump <i>address</i></code>
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Jumps to another script.
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## `$FD`: <code>anim_loop <i>count</i>, <i>address</i></code>
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Jumps to another script up to *count* times. Then does nothing, allowing execution to continue.
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## `$FE`: <code>anim_call <i>address</i></code>
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Calls a script.
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There is no call stack. The return address is overwritten, so the maximum call depth is 1.
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## `$FF`: `anim_ret`
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Ends the script and returns to where it was called from. If there was no caller, the animation ends.
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