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1002 B
1002 B
Pic Animations
Defined in macros/scripts/gfx_anim.asm and battle/anim_commands.asm:BattleAnimCommands.
Pic animations are assembled in 3 parts:
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Top-level animations:
frame
#, duration: Frame 0 is the original pic (no change)setrepeat
#: Sets the number of times to repeatdorepeat
#: Repeats from command # (starting from 0)end
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Bitmasks: Layered over the pic to designate affected tiles
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Frame definitions: first byte is the bitmask used for this frame
following bytes are tile ids mapped to each bit in the mask
Animation data is in these files:
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gfx/pics/anims.asm: Main animations (played everywhere)
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gfx/pics/extras.asm: Extra animations, appended to the main animation.
Used in the status screen (blinking, tail wags etc.) -
gfx/pics/unown_anims.asm and gfx/pics/unown_extras.asm: Unown has its own animation data despite having an entry in the main tables.