summaryrefslogtreecommitdiff
path: root/constants/battle_anim_constants.asm
AgeCommit message (Collapse)Author
2019-02-16Fix issues in reviewmid-kid
2019-02-16Add more constants for battle anim structsmid-kid
Any access of the wram arrays for battle anim objects and background effects use appropriate macros and constants, now.
2019-02-06BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAMmid-kid
This structure member is used for storing the parameter passed to `anim_obj`.
2018-11-25Rename "feet and head follow" commandsmid-kid
The lot of these were rather misnamed, since they're used to replace part of the player or enemy with objects for several background effects. https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244
2018-11-21Define ANIM_GFX for PLAYER and ENEMYmid-kid
These are used where the head or the feet of the player/enemy have to be moved in an animation, and shouldn't overlap. These aren't actual GFX and should be loaded with the proper commands, and they're always loaded at the end of the VRAM area. Furthermore, I've defined BATTLEANIM_BASE_TILE, which is the tile from which battle animation graphics may start to load. This value was picked to make sure at least an entire pokemon pic fits in the area before it, even though it doesn't seem very used...
2018-01-31const_def NRangi
2018-01-12Label more ANIM_OBJ_* constantsRemy Oukaour
2017-12-29SET -> setxCrystal
2017-12-26Use "battle_anims" and "sprite_anims" for clarity, not just "anims"Remy Oukaour