diff options
author | mid-kid <esteve.varela@gmail.com> | 2019-02-15 02:56:24 +0100 |
---|---|---|
committer | mid-kid <esteve.varela@gmail.com> | 2019-02-15 03:01:59 +0100 |
commit | 4154f191e09404748de4faa3a63bcb51faf42c98 (patch) | |
tree | 118efe338996d328190ce432aac26c6d8b6fa0cc /engine/battle_anims/anim_commands.asm | |
parent | 469c51d08637dc9951e4068ecb3700a363294b54 (diff) |
Anotate more of the battle anim subsystem
The X and Y flip flags can be applied through the stack consisting of:
- Object attributes
- Animation frame attributes
- OAM Data
Each of these negate eachother.
Confused yet? The same stack is traversed to obtain the final tile ID,
with an added layer on top for the base GFX offset and the offset for
the dynamically loaded GFX requested by the object!
wBattleAnimDelay is populated with the values passed to `anim_wait`.
Diffstat (limited to 'engine/battle_anims/anim_commands.asm')
-rw-r--r-- | engine/battle_anims/anim_commands.asm | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/engine/battle_anims/anim_commands.asm b/engine/battle_anims/anim_commands.asm index f6c6b06a6..6c30ab51d 100644 --- a/engine/battle_anims/anim_commands.asm +++ b/engine/battle_anims/anim_commands.asm @@ -267,12 +267,12 @@ RunBattleAnimCommand: ret .CheckTimer: - ld a, [wBattleAnimDuration] + ld a, [wBattleAnimDelay] and a jr z, .done dec a - ld [wBattleAnimDuration], a + ld [wBattleAnimDelay], a and a ret @@ -296,10 +296,10 @@ RunBattleAnimCommand: ret .not_done_with_anim - cp $d0 + cp anim_obj_command jr nc, .do_anim - ld [wBattleAnimDuration], a + ld [wBattleAnimDelay], a ret .do_anim @@ -310,7 +310,7 @@ RunBattleAnimCommand: .DoCommand: ; Execute battle animation command in [wBattleAnimByte]. ld a, [wBattleAnimByte] - sub $d0 + sub anim_obj_command ld e, a ld d, 0 |