pokecrystal/docs/move_anim_commands.md

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Move Animation Commands

Defined in macros/scripts/move_anim.asm and battle/anims.asm:BattleAnimations.

$00$EF: anim_wait length

$D0: anim_obj object, x, y, param

$D1: anim_1gfx gfx

$D2: anim_2gfx gfx1, gfx2

$D3: anim_3gfx gfx1, gfx2, gfx3

$D4: anim_4gfx gfx1, gfx2, gfx3, gfx4

$D5: anim_5gfx gfx1, gfx2, gfx3, gfx4, gfx5

$D6: anim_incobj id

$D7: anim_setobj id, object

$D8: anim_incbgeffect effect

$D9: anim_enemyfeetobj

$DA: anim_playerheadobj

$DB: anim_checkpokeball

$DC: anim_transform

$DD: anim_raisesub

$DE: anim_dropsub

$DF: anim_resetobp0

$E0: anim_sound duration, tracks, id

$E1: anim_cry pitch

$E2: anim_minimizeopp

$E3: anim_oamon

$E4: anim_oamoff

$E5: anim_clearobjs

$E6: anim_beatup

$E7: anim_0xe7

$E8: anim_updateactorpic

$E9: anim_minimize

$EA: anim_0xea

$EB: anim_0xeb

$EC: anim_0xec

$ED: anim_0xed

$EE: anim_if_param_and value, address

$EF: anim_jumpuntil address

$F0: anim_bgeffect effect, unknown1, unknown2, unknown3

$F1: anim_bgp colors

$F2: anim_obp0 colors

$F3: anim_obp1 colors

$F4: anim_clearsprites

$F5: anim_0xf5

$F6: anim_0xf6

$F7: anim_0xf7

$F8: anim_if_param_equal value, address

$F9: anim_setvar value

$FA: anim_incvar

$FB: anim_if_var_equal value, address

$FC: anim_jump address

$FD: anim_loop count, address

$FE: anim_call address

$FF: anim_ret