ref: c312cab0f00dca6ab558cff149457daa0cf5190d
parent: cc5aeb8b87c8f4337c52db66caca593d1456b9d0
author: yenatch <yenatch@gmail.com>
date: Fri Dec 29 12:47:45 EST 2017
Document some battle animation commands
--- a/docs/battle_anim_commands.md
+++ b/docs/battle_anim_commands.md
@@ -3,9 +3,11 @@
Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [data/moves/animations.asm:BattleAnimations](/data/moves/animations.asm).
-## `$00`−`$EF`: `anim_wait` *length*
+## `$00`−`$CF`: `anim_wait` *length*
+*length*: duration in frames
+
## `$D0`: `anim_obj` *object*, *x*, *y*, *param*
*Alternate*: `anim_obj` *object*, *x_tile*, *x*, *y_tile*, *y*, *param*
@@ -33,6 +35,9 @@
## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5*
+*gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
+
+
## `$D6`: `anim_incobj` *id*
## `$D7`: `anim_setobj` *id*, *object*
@@ -39,12 +44,21 @@
## `$D8`: `anim_incbgeffect` *effect*
+
## `$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 `var` to the result of [GetPokeBallWobble](/engine/battle_anims/getpokeballwobble.asm).
+
+
## `$DC`: `anim_transform`
## `$DD`: `anim_raisesub`
@@ -53,10 +67,16 @@
## `$DF`: `anim_resetobp0`
-## `$E0`: `anim_sound` *duration*, *tracks*, *id*
+## `$E0`: `anim_sound` *duration*, *tracks*, *sound_id*
+
+Plays a sound.
+
## `$E1`: `anim_cry` *pitch*
+Plays the user's cry.
+
+
## `$E2`: `anim_minimizeopp`
## `$E3`: `anim_oamon`
@@ -63,8 +83,12 @@
## `$E4`: `anim_oamoff`
+
## `$E5`: `anim_clearobjs`
+Removes all active objects.
+
+
## `$E6`: `anim_beatup`
## `$E7`: `anim_0xe7`
@@ -85,14 +109,25 @@
## `$EF`: `anim_jumpuntil` *address*
-## `$F0`: `anim_bgeffect` *effect*, *unknown1*, *unknown2*, *unknown3*
+## `$F0`: `anim_bgeffect` *bg_effect*, *unknown1*, *unknown2*, *unknown3*
+
+*bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
+
+
## `$F1`: `anim_bgp` *colors*
+Sets `rBGP` to *colors*.
+
## `$F2`: `anim_obp0` *colors*
+Sets `rOBP0` to *colors*.
+
## `$F3`: `anim_obp1` *colors*
+Sets `rOBP1` to *colors*.
+
+
## `$F4`: `anim_clearsprites`
## `$F5`: `anim_0xf5`
@@ -103,16 +138,32 @@
## `$F8`: `anim_if_param_equal` *value*, *address*
+Jumps to another script if `wKickCounter` is equal to *value*.
+
## `$F9`: `anim_setvar` *value*
+Sets `var` to *value*.
+
## `$FA`: `anim_incvar`
+Increments `var` by 1.
+
## `$FB`: `anim_if_var_equal` *value*, *address*
+Jumps to another script if `var` is equal to *value*.
+
## `$FC`: `anim_jump` *address*
+Jumps to another script.
+
## `$FD`: `anim_loop` *count*, *address*
+Jumps to another script up to *count* times. Then does nothing, allowing execution to continue.
+
## `$FE`: `anim_call` *address*
+Calls a script.
+
## `$FF`: `anim_ret`
+
+Ends the script and returns to the place where it was called. If there was no caller, the animation ends.