ref: 6c26e2617c8cabdb8e05ca0f7180123a169b13a2
dir: /docs/pic_animations.md/
# Pic Animations Defined in [macros/scripts/pic_anims.asm](https://github.com/pret/pokecrystal/blob/master/macros/scripts/pic_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) - `endanim` - 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.