pokecrystal/engine/battle_anims
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
..
anim_commands.asm Anotate more of the battle anim subsystem 2019-02-15 03:01:59 +01:00
bg_effects.asm BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAM 2019-02-06 08:12:52 +01:00
core.asm Anotate more of the battle anim subsystem 2019-02-15 03:01:59 +01:00
functions.asm Document all possible values for ReinitBattleAnimFrameset 2019-02-06 10:16:40 +01:00
helpers.asm Anotate more of the battle anim subsystem 2019-02-15 03:01:59 +01:00
pokeball_wobble.asm Use labels instead of constants for HRAM 2018-08-25 14:28:22 -04:00