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path: root/constants/battle_anim_constants.asm
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2021-03-04Define more struct offset constants with rsreset instead of const_defRangi
This was discussed in #739
2021-03-04Verify data table sizes with table_width and assert_table_length macrosRangi
This was discussed in #706 It also uncovered some off-by-one issues with defining some constants. A few structs now use rsreset/_RS to define their offset constants, as discussed in #739
2020-11-09Identify wBattleAnimTemp0-3Rangi
2020-10-30UnusedSpriteAnimGFX was to sprite anims as AnimObjGFX is to battle animsRangi
2020-10-30Identify wSpriteAnimDict key constantsRangi
2020-10-06Update battle anim bg function comments, and identify more unnamed labelsRangi
2020-10-06 Identify battle bg effects functions and constants (#773)7Soul
Identify battle bg effects functions and constants
2020-10-04Identify anim object constants (#772)7Soul
Identify anim object constants
2020-10-03Identify battle animation functions (#771)7Soul
Identify battle animation functions
2020-08-27Fix some constants surrounding sprite animationsmid-kid
Also commented the use of the field surrounding the struct initialization functions. SPRITEANIMSTRUCT_0C -> SPRITEANIMSTRUCT_VAR1 SPRITEANIMSTRUCT_0D -> SPRITEANIMSTRUCT_VAR2 SPRITEANIMSTRUCT_0E -> SPRITEANIMSTRUCT_VAR3 SPRITEANIMSTRUCT_0F -> SPRITEANIMSTRUCT_VAR4 BATTLEANIMSTRUCT_01 -> BATTLEANIMSTRUCT_OAMFLAGS BATTLEANIMSTRUCT_ANON_JT_INDEX -> BATTLEANIMSTRUCT_JUMPTABLE_INDEX BATTLEANIMSTRUCT_0F -> BATTLEANIMSTRUCT_VAR1 BATTLEANIMSTRUCT_10 -> BATTLEANIMSTRUCT_VAR2
2020-07-10Use const_skip and const_next macros for brevityRangi
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