pokecrystal/docs/battle_anim_commands.md

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Battle Animation Commands

Defined in macros/scripts/battle_anims.asm and engine/battle_anims/anim_commands.asm:BattleAnimCommands.

$00$CF: anim_wait length

  • length: duration in frames

$D0: anim_obj object, x, y, param

Alternate: anim_obj object, x_tile, x, y_tile, y, param

Spawns an object at coordinate (x, y).

  • object: ANIM_OBJ constants (see constants/battle_anim_constants.asm)
  • x: the x position in pixels
  • y: the y position in pixels
  • x_tile: an added x position in tiles (8 pixels)
  • y_tile: an added y position in tiles (8 pixels)
  • param: modifies the behavior of object. The meaning differs for each object.

The y position also depends on the y offset defined by the object.

  • TODO: what happens for x/y values greater than 160/144 respectively? Is it 1:1 with screen coordinates?
  • TODO: how are the x/y values mirrored when the opponent is attacking?
  • TODO: useful positions
  • TODO: document each object

$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

Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.

$D6: anim_incobj object_id

Increments an object's state.

  • object_id: the nth object in order of creation

Objects are state machines. anim_incobj progresses the state of an object.

$D7: anim_setobj object_id, state

Sets an object's state to a specific value.

  • object_id: the nth object in order of creation
  • state: the state index

Objects are state machines. anim_setobj changes the state of an object.

$D8: anim_incbgeffect bg_effect

Increments a bg effect's state.

Since there can't be two of the same bg effect, the effect type is used. This is distinct from anim_incobj.

$D9: anim_enemyfeetobj

Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.

$DA: anim_playerheadobj

Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic.

$DB: anim_checkpokeball

Sets BattleAnimVar to the result of GetPokeBallWobble.

$DC: anim_transform

$DD: anim_raisesub

$DE: anim_dropsub

$DF: anim_resetobp0

Resets rOBP0 to the default (q0123 or %00011011).

$E0: anim_sound duration, tracks, sound_id

Plays a sound.

$E1: anim_cry pitch

Plays the user's cry.

$E2: anim_minimizeopp

$E3: anim_oamon

$E4: anim_oamoff

$E5: anim_clearobjs

Removes all active objects.

$E6: anim_beatup

$E7: anim_0xe7

Does nothing. Unused.

$E8: anim_updateactorpic

$E9: anim_minimize

$EA: anim_0xea

Does nothing. Unused.

$EB: anim_0xeb

Does nothing. Unused.

$EC: anim_0xec

Does nothing. Unused.

$ED: anim_0xed

Does nothing. Unused.

$EE: anim_if_param_and value, address

$EF: anim_jumpuntil address

Jumps to another script and decrements param until it reaches 0. Similar to anim_loop.

$F0: anim_bgeffect bg_effect, unknown1, unknown2, unknown3

$F1: anim_bgp colors

Sets rBGP to colors.

$F2: anim_obp0 colors

Sets rOBP0 to colors.

$F3: anim_obp1 colors

Sets rOBP1 to colors.

$F4: anim_clearsprites

$F5: anim_0xf5

Does nothing. Unused.

$F6: anim_0xf6

Does nothing. Unused.

$F7: anim_0xf7

Does nothing. Unused.

$F8: anim_if_param_equal value, address

Jumps to another script if wBattleAnimParam (aka wKickCounter or wPresentPower) is equal to value.

$F9: anim_setvar value

Sets BattleAnimVar to value.

$FA: anim_incvar

Increments BattleAnimVar by 1.

$FB: anim_if_var_equal value, address

Jumps to another script if BattleAnimVar is equal to value.

$FC: anim_jump address

Jumps to another script.

$FD: anim_loop count, address

Jumps to another script up to count times. Then does nothing, allowing execution to continue.

$FE: anim_call address

Calls a script.

There is no call stack. The return address is overwritten, so the maximum call depth is 1.

$FF: anim_ret

Ends the script and returns to where it was called from. If there was no caller, the animation ends.