diff options
Diffstat (limited to 'constants.asm')
-rw-r--r-- | constants.asm | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/constants.asm b/constants.asm index e55e5a26..32f0b9b4 100644 --- a/constants.asm +++ b/constants.asm @@ -156,6 +156,8 @@ W_ENEMYMONEVASIONMOD EQU $CD33 W_WHICHTRADE EQU $CD3D ; which entry from TradeMons to select +W_ANIMSOUNDID EQU $CF07 ; sound ID during battle animations + W_WHICHPOKEMON EQU $CF92 ; which pokemon you selected W_WALKCOUNTER EQU $CFC5 ; walk animation counter @@ -269,6 +271,39 @@ W_ENEMYDISABLEDMOVE EQU $D072 W_NUMHITS EQU $D074 ; number of hits in attacks like Doubleslap, etc. +W_ANIMATIONID EQU $D07C ; ID number of the current battle animation + +; base coordinates of frame block +W_BASECOORDX EQU $D081 +W_BASECOORDY EQU $D082 + +W_FBTILECOUNTER EQU $D084 ; counts how many tiles of the current frame block have been drawn + +W_SUBANIMFRAMEDELAY EQU $D086 ; duration of each frame of the current subanimation in terms of screen refreshes + +W_SUBANIMSIZE EQU $D087 ; number of frame blocks in the current subanimation + +W_NUMFBTILES EQU $D089 ; number of tiles in current battle animation frame block + +W_SUBANIMTRANSFORM EQU $D08B ; controls what transformations are applied to the subanimation +; 01: flip horizontally and vertically +; 02: flip horizontally and translate downwards 40 pixels +; 03: translate base coordinates of frame blocks, but don't change their internal coordinates or flip their tiles +; 04: reverse the subanimation + +W_SUBANIMADDRPTR EQU $D094 ; the address _of the address_ of the current subanimation entry (2 bytes) + +W_SUBANIMSUBENTRYADDR EQU $D096 ; the address of the current subentry of the current subanimation (2 bytes) + +W_FBDESTADDR EQU $D09C ; current destination address in OAM for frame blocks (2 bytes, big endian) + +W_FBMODE EQU $D09E ; controls how the frame blocks are put together to form frames +; specifically, after finishing drawing the frame block, the frame block's mode determines what happens +; 00: clean OAM buffer and delay +; 02: move onto the next frame block with no delay and no cleaning OAM buffer +; 03: delay, but don't clean OAM buffer +; 04: delay, without cleaning OAM buffer, and do not advance [W_FBDESTADDR], so that the next frame block will overwrite this one + W_DAMAGE EQU $D0D7 ; List type @@ -833,6 +868,9 @@ rWY EQU $FF4A rWX EQU $FF4B rIE EQU $FFFF +; OAM attribute flags +OAM_HFLIP EQU %00100000 ; horizontal flip +OAM_VFLIP EQU %01000000 ; vertical flip ; pokemon name constants RHYDON EQU $01 |