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# Pic Animations
Defined in [macros/scripts/gfx_anims.asm](https://github.com/pret/pokecrystal/blob/master/macros/scripts/gfx_anims.asm).
Pic animations are assembled in 3 parts:
- Top-level animations:
- <code>frame <i>N</i>, <i>duration</i></code>: Frame #0 is the original pic (no change)
- <code>setrepeat <i>N</i></code>: Sets the number of times to repeat
- <code>dorepeat <i>I</i></code>: Repeats from command #<i>I</i> (with the first command being #0)
- `end`
- Bitmasks:
Layered over the pic to designate affected tiles
- Frame definitions:
first byte is the bitmask used for this frame
following bytes are tile ids mapped to each bit in the mask
Animation data is in these files:
- [gfx/pokemon/anims.asm](https://github.com/pret/pokecrystal/blob/master/gfx/pokemon/anims.asm):
Main animations (played everywhere)
- [gfx/pokemon/idles.asm](https://github.com/pret/pokecrystal/blob/master/gfx/pokemon/idles.asm):
Idle animations, appended to the main animation.
Used in the status screen (blinking, tail wags etc.)
- [gfx/pokemon/unown_anims.asm](https://github.com/pret/pokecrystal/blob/master/gfx/pokemon/unown_anims.asm) and [gfx/pokemon/unown_idles.asm](https://github.com/pret/pokecrystal/blob/master/gfx/pokemon/unown_idles.asm):
Unown has its own animation data despite having an entry in the main tables.
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