ref: da28d1a84b0499bead314e17ae2ff0d13eb03196
dir: /docs/battle_anim_commands.md/
# Battle Animation Commands 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* ## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param* The *x1*/*x2* and *y1*/*y2* pairs specify the position on screen of the animation object. *x1*/*y1* specify a tile position, and *x2*/*y2* specify a pixel offset from that tile. Values for *x2*/*y2* are in the 0-7 range, since 8 pixels make a tile. Values for *x1* are between -16 to 31. In practice *x1* starts between 0 to 15, then between -16 to -10. Negative values are relative to the opponent, while positive values are relative to the player. Useful values are between 14 to -10 (for the opponent) and between 0 to 13 (for the player). Some sample values are: - 0: player left border - 6: player center - -15: enemy center - -10: enemy right border Values for *y1* are also between -16 to 31; the useful range is between 2 to 14. Values between 2 to 8 will be in the opponent's area (2 being the top border and 8 being the bottom border), and values between 8 to 14 will be in the player's area (again, 8 being the top border and 14 being the bottom border). The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for the opponent or 10-11 for the player). ## `$D1`: `anim_1gfx` *gfx* ## `$D2`: `anim_2gfx` *gfx1*, *gfx2* ## `$D3`: `anim_3gfx` *gfx1*, *gfx2*, *gfx3* ## `$D4`: `anim_4gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4* ## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5* ## `$D6`: `anim_incobj` *id* ## `$D7`: `anim_setobj` *id*, *object* ## `$D8`: `anim_incbgeffect` *effect* ## `$D9`: `anim_enemyfeetobj` ## `$DA`: `anim_playerheadobj` ## `$DB`: `anim_checkpokeball` ## `$DC`: `anim_transform` ## `$DD`: `anim_raisesub` ## `$DE`: `anim_dropsub` ## `$DF`: `anim_resetobp0` ## `$E0`: `anim_sound` *duration*, *tracks*, *id* ## `$E1`: `anim_cry` *pitch* ## `$E2`: `anim_minimizeopp` ## `$E3`: `anim_oamon` ## `$E4`: `anim_oamoff` ## `$E5`: `anim_clearobjs` ## `$E6`: `anim_beatup` ## `$E7`: `anim_0xe7` ## `$E8`: `anim_updateactorpic` ## `$E9`: `anim_minimize` ## `$EA`: `anim_0xea` ## `$EB`: `anim_0xeb` ## `$EC`: `anim_0xec` ## `$ED`: `anim_0xed` ## `$EE`: `anim_if_param_and` *value*, *address* ## `$EF`: `anim_jumpuntil` *address* ## `$F0`: `anim_bgeffect` *effect*, *unknown1*, *unknown2*, *unknown3* ## `$F1`: `anim_bgp` *colors* ## `$F2`: `anim_obp0` *colors* ## `$F3`: `anim_obp1` *colors* ## `$F4`: `anim_clearsprites` ## `$F5`: `anim_0xf5` ## `$F6`: `anim_0xf6` ## `$F7`: `anim_0xf7` ## `$F8`: `anim_if_param_equal` *value*, *address* ## `$F9`: `anim_setvar` *value* ## `$FA`: `anim_incvar` ## `$FB`: `anim_if_var_equal` *value*, *address* ## `$FC`: `anim_jump` *address* ## `$FD`: `anim_loop` *count*, *address* ## `$FE`: `anim_call` *address* ## `$FF`: `anim_ret`