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.

Caveats:

  • These will override any currently-loaded GFX.

$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_battlergfx_2row

$DA: anim_battlergfx_1row

Loads animation graphics for the bottom one or two rows of the enemy pokemon and the top one or two rows of the player's.
These graphics are identified through ANIM_GFX_ENEMYFEET and ANIM_GFX_PLAYERHEAD.

Caveats:

  • Doesn't work with anim_4gfx and anim_5gfx.
  • This overwrites previously loaded animation graphics if you've loaded more than 53 tiles (2row) or 66 tiles (1row).

$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_keepsprites

Causes only the palettes to be cleared from the OAM memory when the animation ends, instead of clearing all of the OAM memory. This causes all objects to start using palette 0 (monochrome) when the animation script ends, and whatever objects were on the screen before the last anim_ret will stay on the screen.

This is only used for the Poke Ball animation.

$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 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.