From 469c51d08637dc9951e4068ecb3700a363294b54 Mon Sep 17 00:00:00 2001 From: mid-kid Date: Fri, 15 Feb 2019 02:54:35 +0100 Subject: dorepeat -> dowait for oam animations Having the pic animation macros be the same as the oam animation macros isn't really turning out so well... I wonder if we should split them up eventually. --- data/battle_anims/framesets.asm | 90 ++++++++++++++++++++--------------------- data/sprite_anims/framesets.asm | 14 +++---- 2 files changed, 52 insertions(+), 52 deletions(-) (limited to 'data') diff --git a/data/battle_anims/framesets.asm b/data/battle_anims/framesets.asm index e0fe57007..a5641570c 100644 --- a/data/battle_anims/framesets.asm +++ b/data/battle_anims/framesets.asm @@ -230,11 +230,11 @@ BattleAnimFrameData: frame BATTLEANIMOAMSET_4C, 2 frame BATTLEANIMOAMSET_4D, 4 frame BATTLEANIMOAMSET_4E, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_4E, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_4E, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_4E, 2 delanim @@ -243,11 +243,11 @@ BattleAnimFrameData: frame BATTLEANIMOAMSET_4C, 2, OAM_X_FLIP frame BATTLEANIMOAMSET_4D, 4, OAM_X_FLIP frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP delanim @@ -256,11 +256,11 @@ BattleAnimFrameData: frame BATTLEANIMOAMSET_4C, 2, OAM_X_FLIP, OAM_Y_FLIP frame BATTLEANIMOAMSET_4D, 4, OAM_X_FLIP, OAM_Y_FLIP frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP delanim @@ -272,11 +272,11 @@ BattleAnimFrameData: frame BATTLEANIMOAMSET_50, 1 frame BATTLEANIMOAMSET_51, 1 frame BATTLEANIMOAMSET_52, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2 delanim @@ -288,11 +288,11 @@ BattleAnimFrameData: frame BATTLEANIMOAMSET_50, 1, OAM_X_FLIP frame BATTLEANIMOAMSET_51, 1, OAM_X_FLIP frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP delanim @@ -368,13 +368,13 @@ BattleAnimFrameData: frame BATTLEANIMOAMSET_10, 3 frame BATTLEANIMOAMSET_0F, 3 frame BATTLEANIMOAMSET_12, 1 - dorepeat 1 + dowait 1 frame BATTLEANIMOAMSET_12, 1 - dorepeat 1 + dowait 1 frame BATTLEANIMOAMSET_12, 1 - dorepeat 1 + dowait 1 frame BATTLEANIMOAMSET_12, 1 - dorepeat 1 + dowait 1 frame BATTLEANIMOAMSET_12, 3 delanim @@ -535,13 +535,13 @@ BattleAnimFrameData: frame BATTLEANIMOAMSET_34, 32 frame BATTLEANIMOAMSET_35, 32 ; fallthrough .Frameset_2f: - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_35, 4 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_35, 4 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_35, 4 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_35, 4 delanim @@ -579,13 +579,13 @@ BattleAnimFrameData: .Frameset_35: frame BATTLEANIMOAMSET_40, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_40, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_41, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_41, 2 - dorepeat 2 + dowait 2 dorestart .Frameset_36: @@ -597,7 +597,7 @@ BattleAnimFrameData: .Frameset_37: frame BATTLEANIMOAMSET_19, 2 - dorepeat 2 + dowait 2 dorestart .Frameset_38: @@ -607,7 +607,7 @@ BattleAnimFrameData: .Frameset_39: frame BATTLEANIMOAMSET_18, 2 - dorepeat 2 + dowait 2 dorestart .Frameset_3a: @@ -639,15 +639,15 @@ BattleAnimFrameData: endanim .Frameset_44: - dorepeat 20 + dowait 20 frame BATTLEANIMOAMSET_55, 40 frame BATTLEANIMOAMSET_54, 40 frame BATTLEANIMOAMSET_53, 20 - dorepeat 4 + dowait 4 frame BATTLEANIMOAMSET_53, 4 - dorepeat 4 + dowait 4 frame BATTLEANIMOAMSET_53, 4 - dorepeat 4 + dowait 4 frame BATTLEANIMOAMSET_53, 4 delanim @@ -658,11 +658,11 @@ BattleAnimFrameData: delanim .Frameset_45: - dorepeat 0 + dowait 0 frame BATTLEANIMOAMSET_14, 0 frame BATTLEANIMOAMSET_15, 0 frame BATTLEANIMOAMSET_14, 0, OAM_X_FLIP - dorepeat 0 + dowait 0 frame BATTLEANIMOAMSET_16, 0, OAM_X_FLIP frame BATTLEANIMOAMSET_15, 0 frame BATTLEANIMOAMSET_16, 0 @@ -867,7 +867,7 @@ BattleAnimFrameData: delanim .Frameset_68: - dorepeat 15 + dowait 15 frame BATTLEANIMOAMSET_84, 15 frame BATTLEANIMOAMSET_85, 15 frame BATTLEANIMOAMSET_29, 15 @@ -970,11 +970,11 @@ BattleAnimFrameData: frame BATTLEANIMOAMSET_9C, 2 frame BATTLEANIMOAMSET_9D, 2 frame BATTLEANIMOAMSET_9E, 8 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_9E, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_9E, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_9E, 2 delanim @@ -1160,11 +1160,11 @@ BattleAnimFrameData: frame BATTLEANIMOAMSET_50, 1 frame BATTLEANIMOAMSET_51, 1 frame BATTLEANIMOAMSET_52, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2 - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2 delanim @@ -1178,11 +1178,11 @@ BattleAnimFrameData: frame BATTLEANIMOAMSET_50, 1, OAM_X_FLIP, OAM_Y_FLIP frame BATTLEANIMOAMSET_51, 1, OAM_X_FLIP, OAM_Y_FLIP frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP - dorepeat 2 + dowait 2 frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP delanim diff --git a/data/sprite_anims/framesets.asm b/data/sprite_anims/framesets.asm index 666f2b2e2..549b4b637 100644 --- a/data/sprite_anims/framesets.asm +++ b/data/sprite_anims/framesets.asm @@ -129,12 +129,12 @@ SpriteAnimFrameData: .Frameset_TextEntryCursor: frame SPRITE_ANIM_OAMSET_TEXT_ENTRY_CURSOR, 1 - dorepeat 1 + dowait 1 dorestart .Frameset_TextEntryCursorBig: frame SPRITE_ANIM_OAMSET_TEXT_ENTRY_CURSOR_BIG, 1 - dorepeat 1 + dowait 1 dorestart .Frameset_GameFreakLogo: @@ -285,11 +285,11 @@ SpriteAnimFrameData: ; unused frame SPRITE_ANIM_OAMSET_UNUSED_4E, 3 - dorepeat 3 + dowait 3 dorestart .Frameset_Unused1C: - dorepeat 32 + dowait 32 endanim .Frameset_Leaf: @@ -299,9 +299,9 @@ SpriteAnimFrameData: .Frameset_CutTree: frame SPRITE_ANIM_OAMSET_TREE_1, 2 frame SPRITE_ANIM_OAMSET_CUT_TREE_2, 16 - dorepeat 1 + dowait 1 frame SPRITE_ANIM_OAMSET_CUT_TREE_3, 1 - dorepeat 1 + dowait 1 frame SPRITE_ANIM_OAMSET_CUT_TREE_4, 1 delanim @@ -483,7 +483,7 @@ SpriteAnimFrameData: endanim .Frameset_IntroUnownF: - dorepeat 0 + dowait 0 endanim .Frameset_CelebiLeft: -- cgit v1.2.3 From 4154f191e09404748de4faa3a63bcb51faf42c98 Mon Sep 17 00:00:00 2001 From: mid-kid Date: Fri, 15 Feb 2019 02:56:24 +0100 Subject: 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`. --- data/battle_anims/oam.asm | 2 +- data/sprite_anims/oam.asm | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'data') diff --git a/data/battle_anims/oam.asm b/data/battle_anims/oam.asm index 1beca2937..42c9c8295 100644 --- a/data/battle_anims/oam.asm +++ b/data/battle_anims/oam.asm @@ -1,6 +1,6 @@ BattleAnimOAMData: ; entries correspond to BATTLEANIMOAMSET_* constants - ; vtile offset, length, pointer + ; vtile offset, data length, data pointer dbbw $00, 16, .OAMData_00 ; BATTLEANIMOAMSET_00 dbbw $04, 9, .OAMData_01 ; BATTLEANIMOAMSET_01 dbbw $08, 4, .OAMData_02 ; BATTLEANIMOAMSET_02 diff --git a/data/sprite_anims/oam.asm b/data/sprite_anims/oam.asm index 4fa153504..ece914e0c 100644 --- a/data/sprite_anims/oam.asm +++ b/data/sprite_anims/oam.asm @@ -1,6 +1,6 @@ SpriteAnimOAMData: ; entries correspond to SPRITE_ANIM_OAMSET_* constants - ; vtile offset, pointer + ; vtile offset, data pointer dbw $00, .OAMData_RedWalk ; SPRITE_ANIM_OAMSET_RED_WALK_1 dbw $04, .OAMData_RedWalk ; SPRITE_ANIM_OAMSET_RED_WALK_2 dbw $4c, .OAMData_1x1_Palette0 ; SPRITE_ANIM_OAMSET_GS_INTRO_BUBBLE_1 -- cgit v1.2.3 From 80ece33e3e847563188782b76107256fba53088d Mon Sep 17 00:00:00 2001 From: mid-kid Date: Sat, 16 Feb 2019 12:55:15 +0100 Subject: Document wBattleAnimFlags `anim_clearsprites` was misnamed, so I renamed it to `anim_keepsprites`, and documented it in docs/battle_anim_commands.md --- data/moves/animations.asm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'data') diff --git a/data/moves/animations.asm b/data/moves/animations.asm index 0902c143a..3b069efed 100644 --- a/data/moves/animations.asm +++ b/data/moves/animations.asm @@ -398,7 +398,7 @@ BattleAnim_ThrowPokeBall: anim_jump .Loop .Click: - anim_clearsprites + anim_keepsprites anim_ret .BreakFree: -- cgit v1.2.3