pokecrystal/docs/move_anim_commands.md

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# Move Animation Commands
Defined in [macros/scripts/move_anim.asm](/macros/scripts/move_anim.asm) and [battle/anims.asm:BattleAnimations](/battle/anims.asm).
## `$00``$EF`: `anim_wait` *length*
## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param*
The *x1*/*x2* and *y1*/*y2* pairs specify the position on screen of the animation object.
*x1*/*y1* specify a tile position, and *x2*/*y2* specify a pixel offset from that tile.
Values for *x2*/*y2* are in the 0-7 range, since 8 pixels make a tile.
Values for *x1* are between -16 to 31. In practice *x1* starts between 0 to 15, then between -16 to -10. Negative values are relative to the opponent, while positive values are relative to the player. Useful values are between 14 to -10 (for the opponent) and between 0 to 13 (for the player).
Some sample values are:
- 0: player left border
- 6: player center
- -15: enemy center
- -10: enemy right border
Values for *y1* are also between -16 to 31; the useful range is between 2 to 14.
Values between 2 to 8 will be in the opponent's area (2 being the top border and 8 being the
bottom border), and values between 8 to 14 will be in the player's area (again, 8 being the top border and 14 being the bottom border).
The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for the opponent or 10-11 for the player).
## `$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`