From 35a3a19fda87d95e829aa99bf1b6cf18a839c1a6 Mon Sep 17 00:00:00 2001 From: Remy Oukaour Date: Tue, 26 Dec 2017 18:45:04 -0500 Subject: Use "battle_anims" and "sprite_anims" for clarity, not just "anims" --- docs/battle_anim_commands.md | 121 +++++++++++++++++++++++++++++++++++++++++++ docs/event_commands.md | 2 +- docs/move_anim_commands.md | 121 ------------------------------------------- docs/pic_animations.md | 9 ++-- 4 files changed, 126 insertions(+), 127 deletions(-) create mode 100644 docs/battle_anim_commands.md delete mode 100644 docs/move_anim_commands.md (limited to 'docs') diff --git a/docs/battle_anim_commands.md b/docs/battle_anim_commands.md new file mode 100644 index 000000000..4a11391db --- /dev/null +++ b/docs/battle_anim_commands.md @@ -0,0 +1,121 @@ +# Battle Animation Commands + +Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [data/moves/move_anims.asm:BattleAnimations](/data/moves/move_anims.asm). + + +## `$00`−`$EF`: `anim_wait` *length* + +## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param* + +The *x1*/*x2* and *y1*/*y2* pairs specify the position on screen of the animation object. +*x1*/*y1* specify a tile position, and *x2*/*y2* specify a pixel offset from that tile. + +Values for *x2*/*y2* are in the 0-7 range, since 8 pixels make a tile. + +Values for *x1* are between -16 to 31. In practice *x1* starts between 0 to 15, then between -16 to -10. Negative values are relative to the opponent, while positive values are relative to the player. Useful values are between 14 to -10 (for the opponent) and between 0 to 13 (for the player). + +Some sample values are: + +- 0: player left border +- 6: player center +- -15: enemy center +- -10: enemy right border + +Values for *y1* are also between -16 to 31; the useful range is between 2 to 14. +Values between 2 to 8 will be in the opponent's area (2 being the top border and 8 being the +bottom border), and values between 8 to 14 will be in the player's area (again, 8 being the top border and 14 being the bottom border). +The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for the opponent or 10-11 for the player). + +## `$D1`: `anim_1gfx` *gfx* + +## `$D2`: `anim_2gfx` *gfx1*, *gfx2* + +## `$D3`: `anim_3gfx` *gfx1*, *gfx2*, *gfx3* + +## `$D4`: `anim_4gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4* + +## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5* + +## `$D6`: `anim_incobj` *id* + +## `$D7`: `anim_setobj` *id*, *object* + +## `$D8`: `anim_incbgeffect` *effect* + +## `$D9`: `anim_enemyfeetobj` + +## `$DA`: `anim_playerheadobj` + +## `$DB`: `anim_checkpokeball` + +## `$DC`: `anim_transform` + +## `$DD`: `anim_raisesub` + +## `$DE`: `anim_dropsub` + +## `$DF`: `anim_resetobp0` + +## `$E0`: `anim_sound` *duration*, *tracks*, *id* + +## `$E1`: `anim_cry` *pitch* + +## `$E2`: `anim_minimizeopp` + +## `$E3`: `anim_oamon` + +## `$E4`: `anim_oamoff` + +## `$E5`: `anim_clearobjs` + +## `$E6`: `anim_beatup` + +## `$E7`: `anim_0xe7` + +## `$E8`: `anim_updateactorpic` + +## `$E9`: `anim_minimize` + +## `$EA`: `anim_0xea` + +## `$EB`: `anim_0xeb` + +## `$EC`: `anim_0xec` + +## `$ED`: `anim_0xed` + +## `$EE`: `anim_if_param_and` *value*, *address* + +## `$EF`: `anim_jumpuntil` *address* + +## `$F0`: `anim_bgeffect` *effect*, *unknown1*, *unknown2*, *unknown3* + +## `$F1`: `anim_bgp` *colors* + +## `$F2`: `anim_obp0` *colors* + +## `$F3`: `anim_obp1` *colors* + +## `$F4`: `anim_clearsprites` + +## `$F5`: `anim_0xf5` + +## `$F6`: `anim_0xf6` + +## `$F7`: `anim_0xf7` + +## `$F8`: `anim_if_param_equal` *value*, *address* + +## `$F9`: `anim_setvar` *value* + +## `$FA`: `anim_incvar` + +## `$FB`: `anim_if_var_equal` *value*, *address* + +## `$FC`: `anim_jump` *address* + +## `$FD`: `anim_loop` *count*, *address* + +## `$FE`: `anim_call` *address* + +## `$FF`: `anim_ret` diff --git a/docs/event_commands.md b/docs/event_commands.md index 151d74b54..b4314bd24 100644 --- a/docs/event_commands.md +++ b/docs/event_commands.md @@ -1,6 +1,6 @@ # Event Commands -Defined in [macros/scripts/event.asm](/macros/scripts/event.asm) and [engine/scripting.asm:ScriptCommandTable](/engine/scripting.asm). +Defined in [macros/scripts/events.asm](/macros/scripts/events.asm) and [engine/scripting.asm:ScriptCommandTable](/engine/scripting.asm). ## `$00`: `scall` *script* diff --git a/docs/move_anim_commands.md b/docs/move_anim_commands.md deleted file mode 100644 index 308c4c45e..000000000 --- a/docs/move_anim_commands.md +++ /dev/null @@ -1,121 +0,0 @@ -# Move Animation Commands - -Defined in [macros/scripts/move_anim.asm](/macros/scripts/move_anim.asm) and [data/moves/move_anims.asm:BattleAnimations](/data/moves/move_anims.asm). - - -## `$00`−`$EF`: `anim_wait` *length* - -## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param* - -The *x1*/*x2* and *y1*/*y2* pairs specify the position on screen of the animation object. -*x1*/*y1* specify a tile position, and *x2*/*y2* specify a pixel offset from that tile. - -Values for *x2*/*y2* are in the 0-7 range, since 8 pixels make a tile. - -Values for *x1* are between -16 to 31. In practice *x1* starts between 0 to 15, then between -16 to -10. Negative values are relative to the opponent, while positive values are relative to the player. Useful values are between 14 to -10 (for the opponent) and between 0 to 13 (for the player). - -Some sample values are: - -- 0: player left border -- 6: player center -- -15: enemy center -- -10: enemy right border - -Values for *y1* are also between -16 to 31; the useful range is between 2 to 14. -Values between 2 to 8 will be in the opponent's area (2 being the top border and 8 being the -bottom border), and values between 8 to 14 will be in the player's area (again, 8 being the top border and 14 being the bottom border). -The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for the opponent or 10-11 for the player). - -## `$D1`: `anim_1gfx` *gfx* - -## `$D2`: `anim_2gfx` *gfx1*, *gfx2* - -## `$D3`: `anim_3gfx` *gfx1*, *gfx2*, *gfx3* - -## `$D4`: `anim_4gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4* - -## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5* - -## `$D6`: `anim_incobj` *id* - -## `$D7`: `anim_setobj` *id*, *object* - -## `$D8`: `anim_incbgeffect` *effect* - -## `$D9`: `anim_enemyfeetobj` - -## `$DA`: `anim_playerheadobj` - -## `$DB`: `anim_checkpokeball` - -## `$DC`: `anim_transform` - -## `$DD`: `anim_raisesub` - -## `$DE`: `anim_dropsub` - -## `$DF`: `anim_resetobp0` - -## `$E0`: `anim_sound` *duration*, *tracks*, *id* - -## `$E1`: `anim_cry` *pitch* - -## `$E2`: `anim_minimizeopp` - -## `$E3`: `anim_oamon` - -## `$E4`: `anim_oamoff` - -## `$E5`: `anim_clearobjs` - -## `$E6`: `anim_beatup` - -## `$E7`: `anim_0xe7` - -## `$E8`: `anim_updateactorpic` - -## `$E9`: `anim_minimize` - -## `$EA`: `anim_0xea` - -## `$EB`: `anim_0xeb` - -## `$EC`: `anim_0xec` - -## `$ED`: `anim_0xed` - -## `$EE`: `anim_if_param_and` *value*, *address* - -## `$EF`: `anim_jumpuntil` *address* - -## `$F0`: `anim_bgeffect` *effect*, *unknown1*, *unknown2*, *unknown3* - -## `$F1`: `anim_bgp` *colors* - -## `$F2`: `anim_obp0` *colors* - -## `$F3`: `anim_obp1` *colors* - -## `$F4`: `anim_clearsprites` - -## `$F5`: `anim_0xf5` - -## `$F6`: `anim_0xf6` - -## `$F7`: `anim_0xf7` - -## `$F8`: `anim_if_param_equal` *value*, *address* - -## `$F9`: `anim_setvar` *value* - -## `$FA`: `anim_incvar` - -## `$FB`: `anim_if_var_equal` *value*, *address* - -## `$FC`: `anim_jump` *address* - -## `$FD`: `anim_loop` *count*, *address* - -## `$FE`: `anim_call` *address* - -## `$FF`: `anim_ret` diff --git a/docs/pic_animations.md b/docs/pic_animations.md index 531282c13..ba11a1dc1 100644 --- a/docs/pic_animations.md +++ b/docs/pic_animations.md @@ -1,7 +1,6 @@ # Pic Animations -Defined in [macros/scripts/gfx_anim.asm](/macros/scripts/gfx_anim.asm) and [engine/anims/anim_commands.asm:BattleAnimCommands](/engine/anims/anim_commands.asm). - +Defined in [macros/scripts/gfx_anims.asm](/macros/scripts/gfx_anims.asm). Pic animations are assembled in 3 parts: @@ -20,12 +19,12 @@ Pic animations are assembled in 3 parts: Animation data is in these files: -- gfx/pics/anims.asm: +- [gfx/pokemon/anims.asm](/gfx/pokemon/anims.asm): Main animations (played everywhere) -- gfx/pics/extras.asm: +- [gfx/pokemon/extras.asm](/gfx/pokemon/extras.asm): Extra animations, appended to the main animation. Used in the status screen (blinking, tail wags etc.) -- gfx/pics/unown_anims.asm and gfx/pics/unown_extras.asm: +- [gfx/pokemon/unown_anims.asm](/gfx/pokemon/unown_anims.asm) and [gfx/pokemon/unown_extras.asm](/gfx/pokemon/unown_extras.asm): Unown has its own animation data despite having an entry in the main tables. -- cgit v1.2.3