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 | # Pic Animations
Defined in [macros/scripts/gfx_anim.asm](/macros/scripts/gfx_anim.asm) and [battle/anim_commands.asm:BattleAnimCommands](/battle/anim_commands.asm).
Pic animations are assembled in 3 parts:
- Top-level animations:
   - `frame` *#*, *duration*: Frame 0 is the original pic (no change)
   - `setrepeat` *#*: Sets the number of times to repeat
   - `dorepeat` *#*: Repeats from command *#* (starting from 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/pics/anims.asm:
  Main animations (played everywhere)
- gfx/pics/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:
  Unown has its own animation data despite having an entry in the main tables.
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