shithub: pokecrystal

ref: 7a532435bf5782d89d09f2f4e0985cf3e90d890f
dir: /docs/battle_anim_commands.md/

View raw version
# Battle Animation Commands

Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [engine/battle_anims/anim_commands.asm:BattleAnimCommands](/engine/battle_anims/anim_commands.asm).


## `$00`−`$CF`: <code>anim_wait <i>length</i></code>

- *length*: duration in frames


## `$D0`: <code>anim_obj <i>object</i>, <i>x</i>, <i>y</i>, <i>param</i></code>

***Alternate*: <code>anim_obj <i>object</i>, <i>x_tile</i>, <i>x</i>, <i>y_tile</i>, <i>y</i>, <i>param</i></code>**

Spawns an *object* at coordinate (*x*, *y*).

- *object*: `ANIM_OBJ` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
- *x*: the x position in pixels
- *y*: the y position in pixels
- *x_tile*: an added x position in tiles (8 pixels)
- *y_tile*: an added y position in tiles (8 pixels)
- *param*: modifies the behavior of *object*. The meaning differs for each object.

The y position also depends on the y offset defined by the object.

- *TODO: what happens for x/y values greater than 160/144 respectively? Is it 1:1 with screen coordinates?*
- *TODO: how are the x/y values mirrored when the opponent is attacking?*
- *TODO: useful positions*
- *TODO: document each object*


## `$D1`: <code>anim_1gfx <i>gfx</i></code>


## `$D2`: <code>anim_2gfx <i>gfx1</i>, <i>gfx2</i></code>


## `$D3`: <code>anim_3gfx <i>gfx1</i>, <i>gfx2</i>, <i>gfx3</i></code>


## `$D4`: <code>anim_4gfx <i>gfx1</i>, <i>gfx2</i>, <i>gfx3</i>, <i>gfx4</i></code>


## `$D5`: <code>anim_5gfx <i>gfx1</i>, <i>gfx2</i>, <i>gfx3</i>, <i>gfx4</i>, <i>gfx5</i></code>

Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.

- *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))


## `$D6`: <code>anim_incobj <i>object_id</i></code>

Increments an object's state.

- *object_id*: the nth object in order of creation

Objects are state machines. `anim_incobj` progresses the state of an object.


## `$D7`: <code>anim_setobj <i>object_id</i>, <i>state</i></code>

Sets an object's state to a specific value.

- *object_id*: the nth object in order of creation
- *state*: the state index

Objects are state machines. `anim_setobj` changes the state of an object.


## `$D8`: <code>anim_incbgeffect <i>bg_effect</i></code>

Increments a bg effect's state.

- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))

Since there can't be two of the same bg effect, the effect type is used. This is distinct from `anim_incobj`.


## `$D9`: `anim_enemyfeetobj`

Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.


## `$DA`: `anim_playerheadobj`

Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic.


## `$DB`: `anim_checkpokeball`

Sets `BattleAnimVar` to the result of [GetPokeBallWobble](/engine/battle_anims/getpokeballwobble.asm).


## `$DC`: `anim_transform`


## `$DD`: `anim_raisesub`


## `$DE`: `anim_dropsub`


## `$DF`: `anim_resetobp0`

Resets rOBP0 to the default (`q0123` or `%00011011`).


## `$E0`: <code>anim_sound <i>duration</i>, <i>tracks</i>, <i>sound_id</i></code>

Plays a sound.


## `$E1`: <code>anim_cry <i>pitch</i></code>

Plays the user's cry.


## `$E2`: `anim_minimizeopp`


## `$E3`: `anim_oamon`


## `$E4`: `anim_oamoff`


## `$E5`: `anim_clearobjs`

Removes all active objects.


## `$E6`: `anim_beatup`


## `$E7`: `anim_0xe7`

Does nothing. Unused.


## `$E8`: `anim_updateactorpic`


## `$E9`: `anim_minimize`


## `$EA`: `anim_0xea`

Does nothing. Unused.


## `$EB`: `anim_0xeb`

Does nothing. Unused.


## `$EC`: `anim_0xec`

Does nothing. Unused.


## `$ED`: `anim_0xed`

Does nothing. Unused.


## `$EE`: <code>anim_if_param_and <i>value</i>, <i>address</i></code>


## `$EF`: <code>anim_jumpuntil <i>address</i></code>

Jumps to another script and decrements `param` until it reaches 0. Similar to `anim_loop`.


## `$F0`: <code>anim_bgeffect <i>bg_effect</i>, <i>unknown1</i>, <i>unknown2</i>, <i>unknown3</i></code>

- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))


## `$F1`: <code>anim_bgp <i>colors</i></code>

Sets `rBGP` to *colors*.


## `$F2`: <code>anim_obp0 <i>colors</i></code>

Sets `rOBP0` to *colors*.


## `$F3`: <code>anim_obp1 <i>colors</i></code>

Sets `rOBP1` to *colors*.


## `$F4`: `anim_clearsprites`


## `$F5`: `anim_0xf5`

Does nothing. Unused.


## `$F6`: `anim_0xf6`

Does nothing. Unused.


## `$F7`: `anim_0xf7`

Does nothing. Unused.


## `$F8`: <code>anim_if_param_equal <i>value</i>, <i>address</i></code>

Jumps to another script if `wBattleAnimParam` (aka `wKickCounter` or `wPresentPower`) is equal to *value*.


## `$F9`: <code>anim_setvar <i>value</i></code>

Sets `BattleAnimVar` to *value*.


## `$FA`: `anim_incvar`

Increments `BattleAnimVar` by 1.


## `$FB`: <code>anim_if_var_equal <i>value</i>, <i>address</i></code>

Jumps to another script if `BattleAnimVar` is equal to *value*.


## `$FC`: <code>anim_jump <i>address</i></code>

Jumps to another script.


## `$FD`: <code>anim_loop <i>count</i>, <i>address</i></code>

Jumps to another script up to *count* times. Then does nothing, allowing execution to continue.


## `$FE`: <code>anim_call <i>address</i></code>

Calls a script.

There is no call stack. The return address is overwritten, so the maximum call depth is 1.


## `$FF`: `anim_ret`

Ends the script and returns to where it was called from. If there was no caller, the animation ends.