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 --- docs/battle_anim_commands.md | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'docs') diff --git a/docs/battle_anim_commands.md b/docs/battle_anim_commands.md index 7c4d8313d..16b19bd35 100644 --- a/docs/battle_anim_commands.md +++ b/docs/battle_anim_commands.md @@ -91,6 +91,7 @@ Caveats: - Doesn't work with `anim_4gfx` and `anim_5gfx`. - This overwrites previously loaded animation graphics if you've loaded more than 53 tiles (2row) or 66 tiles (1row). + ## `$DB`: `anim_checkpokeball` Sets `BattleAnimVar` to the result of [GetPokeBallWobble](/engine/battle_anims/pokeball_wobble.asm). @@ -196,7 +197,11 @@ Sets `rOBP0` to *colors*. Sets `rOBP1` to *colors*. -## `$F4`: `anim_clearsprites` +## `$F4`: `anim_keepsprites` + +Causes only the palettes to be cleared from the OAM memory when the animation ends, instead of clearing all of the OAM memory. This causes all objects to start using palette 0 (monochrome) when the animation script ends, and whatever objects were on the screen before the last `anim_ret` will stay on the screen. + +This is only used for the Poke Ball animation. ## `$F5`: `anim_0xf5` -- cgit v1.2.3