diff options
Diffstat (limited to 'docs')
| -rw-r--r-- | docs/battle_anim_commands.md | 15 | ||||
| -rw-r--r-- | docs/bugs_and_glitches.md | 2 | 
2 files changed, 12 insertions, 5 deletions
| diff --git a/docs/battle_anim_commands.md b/docs/battle_anim_commands.md index 86763b24a..7c4d8313d 100644 --- a/docs/battle_anim_commands.md +++ b/docs/battle_anim_commands.md @@ -47,6 +47,9 @@ Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.  - *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm)) +Caveats: +- These will override any currently-loaded GFX. +  ## `$D6`: <code>anim_incobj <i>object_id</i></code> @@ -76,15 +79,17 @@ Increments a bg effect's state.  Since there can't be two of the same bg effect, the effect type is used. This is distinct from `anim_incobj`. -## `$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. +## `$D9`: `anim_battlergfx_2row` -## `$DA`: `anim_playerheadobj` +## `$DA`: `anim_battlergfx_1row` -Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic. +Loads animation graphics for the bottom one or two rows of the enemy pokemon and the top one or two rows of the player's.   +These graphics are identified through `ANIM_GFX_ENEMYFEET` and `ANIM_GFX_PLAYERHEAD`. +Caveats: +- Doesn't work with `anim_4gfx` and `anim_5gfx`. +- This overwrites previously loaded animation graphics if you've loaded more than 53 tiles (2row) or 66 tiles (1row).  ## `$DB`: `anim_checkpokeball` diff --git a/docs/bugs_and_glitches.md b/docs/bugs_and_glitches.md index 76aea54e6..d4d8c7870 100644 --- a/docs/bugs_and_glitches.md +++ b/docs/bugs_and_glitches.md @@ -183,7 +183,9 @@ This bug existed for all battles in Gold and Silver, and was only fixed for sing   	callfar CheckUserHasEnoughHP   	jr nc, .failed  + ++	push bc  +	call BattleCommand_AttackUp2 ++	pop bc  +	ld a, [wAttackMissed]  +	and a  +	jr nz, .failed | 
