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path: root/engine/battle_anims/core.asm
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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
2020-10-30UnusedSpriteAnimGFX was to sprite anims as AnimObjGFX is to battle animsRangi
2020-10-30Identify wSpriteAnimDict key constantsRangi
2020-10-26Comment, remove, or revise many unreferenced labelsRangi
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
2019-02-16Standardize on $ff ^ X for bitwise negating 8-bit valuesRangi
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.
2019-02-15wNumActiveBattleAnims → wLastAnimObjectIndexmid-kid
This variable never decrements, it only increments to give each battle animation a different, and incremental "index".
2019-02-15Anotate more of the battle anim subsystemmid-kid
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`.
2019-02-06BATTLEANIMSTRUCT_0B -> BATTLEANIMSTRUCT_PARAMmid-kid
This structure member is used for storing the parameter passed to `anim_obj`.
2018-11-22Identified another user of wBattleAnimTempmid-kid
QueueBattleAnimation loads an object using these wram addresses. Usually populated by the anim_obj command, but in a couple of cases also manually.
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...
2018-08-25Use labels instead of constants for HRAMRangi
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
2018-06-25Single newline at the end of filesRangi
2018-06-24Fix triple newlines left over from removing address commentsRangi
2018-06-24Remove all address commentsmid-kid
2018-04-01Fix file permissionsmid-kid
I have no idea why this was a thing (do people store this repo on FAT32 flash drives or something?), but quite a bit of files had a permission of 755. This isn't really a problem, but it's inconsistent and weird.
2018-01-23Prefix wram labels with w, part 2.luckytyphlosion
2018-01-23Prefix wram labels with w, part 1.luckytyphlosion
Handle edge cases first.
2018-01-10Resolve #461Remy Oukaour