Decompiled framesets

This commit is contained in:
DrippingYellow 2025-05-13 10:48:09 -05:00
parent 4da7eb811a
commit c01e1f1331
6 changed files with 1816 additions and 508 deletions

View File

@ -302,191 +302,190 @@ DEF NUM_BATTLE_ANIM_FUNCS EQU const_value
; BattleAnimFrameData indexes (see data/battle_anims/framesets.asm)
const_def
const BATTLE_ANIM_FRAMESET_00
const BATTLE_ANIM_FRAMESET_01
const BATTLE_ANIM_FRAMESET_02
const BATTLE_ANIM_FRAMESET_03
const BATTLE_ANIM_FRAMESET_04
const BATTLE_ANIM_FRAMESET_05
const BATTLE_ANIM_FRAMESET_06
const BATTLE_ANIM_FRAMESET_07
const BATTLE_ANIM_FRAMESET_08
const BATTLE_ANIM_FRAMESET_POKE_BALL_1
const BATTLE_ANIM_FRAMESET_POKE_BALL_2
const BATTLE_ANIM_FRAMESET_POKE_BALL_3
const BATTLE_ANIM_FRAMESET_POKE_BALL_4
const BATTLE_ANIM_FRAMESET_POKE_BALL_5
const BATTLE_ANIM_FRAMESET_0E
const BATTLE_ANIM_FRAMESET_FLAMETHROWER
const BATTLE_ANIM_FRAMESET_EMBER
const BATTLE_ANIM_FRAMESET_BURNED
const BATTLE_ANIM_FRAMESET_12
const BATTLE_ANIM_FRAMESET_13
const BATTLE_ANIM_FRAMESET_14
const BATTLE_ANIM_FRAMESET_15
const BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1
const BATTLE_ANIM_FRAMESET_RAZOR_LEAF_2
const BATTLE_ANIM_FRAMESET_18
const BATTLE_ANIM_FRAMESET_19
const BATTLE_ANIM_FRAMESET_1A
const BATTLE_ANIM_FRAMESET_1B
const BATTLE_ANIM_FRAMESET_1C
const BATTLE_ANIM_FRAMESET_1D
const BATTLE_ANIM_FRAMESET_1E
const BATTLE_ANIM_FRAMESET_1F
const BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST
const BATTLE_ANIM_FRAMESET_21
const BATTLE_ANIM_FRAMESET_PULSING_BUBBLE
const BATTLE_ANIM_FRAMESET_23
const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1
const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2
const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
const BATTLE_ANIM_FRAMESET_WATER_GUN_1
const BATTLE_ANIM_FRAMESET_WATER_GUN_2
const BATTLE_ANIM_FRAMESET_WATER_GUN_3
const BATTLE_ANIM_FRAMESET_2A
const BATTLE_ANIM_FRAMESET_2B
const BATTLE_ANIM_FRAMESET_2C
const BATTLE_ANIM_FRAMESET_2D
const BATTLE_ANIM_FRAMESET_2E
const BATTLE_ANIM_FRAMESET_2F
const BATTLE_ANIM_FRAMESET_30
const BATTLE_ANIM_FRAMESET_31
const BATTLE_ANIM_FRAMESET_32
const BATTLE_ANIM_FRAMESET_33
const BATTLE_ANIM_FRAMESET_34
const BATTLE_ANIM_FRAMESET_THUNDER_WAVE_EXTRA
const BATTLE_ANIM_FRAMESET_36
const BATTLE_ANIM_FRAMESET_37
const BATTLE_ANIM_FRAMESET_38
const BATTLE_ANIM_FRAMESET_39
const BATTLE_ANIM_FRAMESET_3A
const BATTLE_ANIM_FRAMESET_3B
const BATTLE_ANIM_FRAMESET_BITE_1
const BATTLE_ANIM_FRAMESET_BITE_2
const BATTLE_ANIM_FRAMESET_3E
const BATTLE_ANIM_FRAMESET_3F
const BATTLE_ANIM_FRAMESET_40
const BATTLE_ANIM_FRAMESET_41
const BATTLE_ANIM_FRAMESET_42
const BATTLE_ANIM_FRAMESET_43
const BATTLE_ANIM_FRAMESET_44
const BATTLE_ANIM_FRAMESET_45
const BATTLE_ANIM_FRAMESET_46
const BATTLE_ANIM_FRAMESET_47
const BATTLE_ANIM_FRAMESET_48
const BATTLE_ANIM_FRAMESET_49
const BATTLE_ANIM_FRAMESET_4A
const BATTLE_ANIM_FRAMESET_4B
const BATTLE_ANIM_FRAMESET_4C
const BATTLE_ANIM_FRAMESET_4D
const BATTLE_ANIM_FRAMESET_EGG_WOBBLE
const BATTLE_ANIM_FRAMESET_EGG_CRACKED_TOP
const BATTLE_ANIM_FRAMESET_EGG_CRACKED_BOTTOM
const BATTLE_ANIM_FRAMESET_51
const BATTLE_ANIM_FRAMESET_52
const BATTLE_ANIM_FRAMESET_53
const BATTLE_ANIM_FRAMESET_54
const BATTLE_ANIM_FRAMESET_55
const BATTLE_ANIM_FRAMESET_LEECH_SEED
const BATTLE_ANIM_FRAMESET_LEECH_SEED_2
const BATTLE_ANIM_FRAMESET_LEECH_SEED_3
const BATTLE_ANIM_FRAMESET_SOUND_1
const BATTLE_ANIM_FRAMESET_SOUND_2
const BATTLE_ANIM_FRAMESET_SOUND_3
const BATTLE_ANIM_FRAMESET_5C
const BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1
const BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2
const BATTLE_ANIM_FRAMESET_5F
const BATTLE_ANIM_FRAMESET_60
const BATTLE_ANIM_FRAMESET_61
const BATTLE_ANIM_FRAMESET_62
const BATTLE_ANIM_FRAMESET_AMNESIA_1
const BATTLE_ANIM_FRAMESET_AMNESIA_2
const BATTLE_ANIM_FRAMESET_AMNESIA_3
const BATTLE_ANIM_FRAMESET_66
const BATTLE_ANIM_FRAMESET_67
const BATTLE_ANIM_FRAMESET_68
const BATTLE_ANIM_FRAMESET_69
const BATTLE_ANIM_FRAMESET_STRING_SHOT_1
const BATTLE_ANIM_FRAMESET_STRING_SHOT_2
const BATTLE_ANIM_FRAMESET_STRING_SHOT_3
const BATTLE_ANIM_FRAMESET_6D
const BATTLE_ANIM_FRAMESET_PARALYZED_FLIPPED
const BATTLE_ANIM_FRAMESET_6F
const BATTLE_ANIM_FRAMESET_70
const BATTLE_ANIM_FRAMESET_71
const BATTLE_ANIM_FRAMESET_72
const BATTLE_ANIM_FRAMESET_73
const BATTLE_ANIM_FRAMESET_74
const BATTLE_ANIM_FRAMESET_75
const BATTLE_ANIM_FRAMESET_76
const BATTLE_ANIM_FRAMESET_77
const BATTLE_ANIM_FRAMESET_78
const BATTLE_ANIM_FRAMESET_79
const BATTLE_ANIM_FRAMESET_7A
const BATTLE_ANIM_FRAMESET_7B
const BATTLE_ANIM_FRAMESET_7C
const BATTLE_ANIM_FRAMESET_7D
const BATTLE_ANIM_FRAMESET_7E
const BATTLE_ANIM_FRAMESET_7F
const BATTLE_ANIM_FRAMESET_80
const BATTLE_ANIM_FRAMESET_SPEED_LINE_1
const BATTLE_ANIM_FRAMESET_SPEED_LINE_2
const BATTLE_ANIM_FRAMESET_SPEED_LINE_3
const BATTLE_ANIM_FRAMESET_84
const BATTLE_ANIM_FRAMESET_85
const BATTLE_ANIM_FRAMESET_86
const BATTLE_ANIM_FRAMESET_87
const BATTLE_ANIM_FRAMESET_88
const BATTLE_ANIM_FRAMESET_89
const BATTLE_ANIM_FRAMESET_8A
const BATTLE_ANIM_FRAMESET_8B
const BATTLE_ANIM_FRAMESET_8C
const BATTLE_ANIM_FRAMESET_8D
const BATTLE_ANIM_FRAMESET_8E
const BATTLE_ANIM_FRAMESET_8F
const BATTLE_ANIM_FRAMESET_90
const BATTLE_ANIM_FRAMESET_91
const BATTLE_ANIM_FRAMESET_92
const BATTLE_ANIM_FRAMESET_93
const BATTLE_ANIM_FRAMESET_94
const BATTLE_ANIM_FRAMESET_95
const BATTLE_ANIM_FRAMESET_96
const BATTLE_ANIM_FRAMESET_97
const BATTLE_ANIM_FRAMESET_98
const BATTLE_ANIM_FRAMESET_99
const BATTLE_ANIM_FRAMESET_9A
const BATTLE_ANIM_FRAMESET_9B
const BATTLE_ANIM_FRAMESET_9C
const BATTLE_ANIM_FRAMESET_9D
const BATTLE_ANIM_FRAMESET_9E
const BATTLE_ANIM_FRAMESET_9F
const BATTLE_ANIM_FRAMESET_A0
const BATTLE_ANIM_FRAMESET_A1
const BATTLE_ANIM_FRAMESET_A2
const BATTLE_ANIM_FRAMESET_A3
const BATTLE_ANIM_FRAMESET_A4
const BATTLE_ANIM_FRAMESET_A5
const BATTLE_ANIM_FRAMESET_A6
const BATTLE_ANIM_FRAMESET_A7
const BATTLE_ANIM_FRAMESET_A8
const BATTLE_ANIM_FRAMESET_A9
const BATTLE_ANIM_FRAMESET_AA
const BATTLE_ANIM_FRAMESET_AB
const BATTLE_ANIM_FRAMESET_AC
const BATTLE_ANIM_FRAMESET_AD
const BATTLE_ANIM_FRAMESET_AE
const BATTLE_ANIM_FRAMESET_AF
const BATTLE_ANIM_FRAMESET_B0
const BATTLE_ANIM_FRAMESET_B1
const BATTLE_ANIM_FRAMESET_B2
const BATTLE_ANIM_FRAMESET_B3
const BATTLE_ANIM_FRAMESET_B4
const BATTLE_ANIM_FRAMESET_B5
const BATTLE_ANIM_FRAMESET_B6
const BATTLE_ANIM_FRAMESET_B7
const BATTLE_ANIM_FRAMESET_B8
const BATTLE_ANIM_FRAMESET_HIT_BIG ; 00
const BATTLE_ANIM_FRAMESET_HIT ; 01
const BATTLE_ANIM_FRAMESET_HIT_SMALL ; 02
const BATTLE_ANIM_FRAMESET_PUNCH ; 03
const BATTLE_ANIM_FRAMESET_KICK ; 04
const BATTLE_ANIM_FRAMESET_PALM ; 05
const BATTLE_ANIM_FRAMESET_FANG ; 06
const BATTLE_ANIM_FRAMESET_PUNCH_SHAKE ; 07
const BATTLE_ANIM_FRAMESET_BALL_POOF ; 08
const BATTLE_ANIM_FRAMESET_POKE_BALL_1 ; 09
const BATTLE_ANIM_FRAMESET_POKE_BALL_2 ; 0a
const BATTLE_ANIM_FRAMESET_POKE_BALL_3 ; 0b
const BATTLE_ANIM_FRAMESET_POKE_BALL_4 ; 0c
const BATTLE_ANIM_FRAMESET_POKE_BALL_5 ; 0d
const BATTLE_ANIM_FRAMESET_DRAGON_RAGE ; 0e
const BATTLE_ANIM_FRAMESET_FLAMETHROWER ; 0f
const BATTLE_ANIM_FRAMESET_EMBER ; 10
const BATTLE_ANIM_FRAMESET_BURNED ; 11
const BATTLE_ANIM_FRAMESET_BLIZZARD ; 12
const BATTLE_ANIM_FRAMESET_ICE ; 13
const BATTLE_ANIM_FRAMESET_ICE_BEAM ; 14
const BATTLE_ANIM_FRAMESET_POWDER_SNOW ; 15
const BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1 ; 16
const BATTLE_ANIM_FRAMESET_RAZOR_LEAF_2 ; 17
const BATTLE_ANIM_FRAMESET_EXPLOSION ; 18
const BATTLE_ANIM_FRAMESET_BIG_ROCK ; 19
const BATTLE_ANIM_FRAMESET_SMALL_ROCK ; 1a
const BATTLE_ANIM_FRAMESET_STRENGTH ; 1b
const BATTLE_ANIM_FRAMESET_SKULL_CROSSBONE ; 1c
const BATTLE_ANIM_FRAMESET_ACID ; 1d
const BATTLE_ANIM_FRAMESET_POISON_DROPLET_UNUSED ; 1e
const BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE ; 1f
const BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST ; 20
const BATTLE_ANIM_FRAMESET_SMALL_BUBBLE ; 21
const BATTLE_ANIM_FRAMESET_PULSING_BUBBLE ; 22
const BATTLE_ANIM_FRAMESET_SURF ; 23
const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 ; 24
const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 ; 25
const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3 ; 26
const BATTLE_ANIM_FRAMESET_WATER_GUN_1 ; 27
const BATTLE_ANIM_FRAMESET_WATER_GUN_2 ; 28
const BATTLE_ANIM_FRAMESET_WATER_GUN_3 ; 29
const BATTLE_ANIM_FRAMESET_HYDRO_PUMP ; 2a
const BATTLE_ANIM_FRAMESET_POWDER ; 2b
const BATTLE_ANIM_FRAMESET_BEAM ; 2c
const BATTLE_ANIM_FRAMESET_BEAM_TIP ; 2d
const BATTLE_ANIM_FRAMESET_ICE_BUILDUP ; 2e
const BATTLE_ANIM_FRAMESET_FROZEN ; 2f
const BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE ; 30
const BATTLE_ANIM_FRAMESET_THUNDER_CENTER ; 31
const BATTLE_ANIM_FRAMESET_THUNDER_LEFT ; 32
const BATTLE_ANIM_FRAMESET_THUNDER_RIGHT ; 33
const BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE ; 34
const BATTLE_ANIM_FRAMESET_THUNDER_WAVE_EXTRA ; 35
const BATTLE_ANIM_FRAMESET_THUNDERBOLT_SPARKS ; 36
const BATTLE_ANIM_FRAMESET_THUNDERBOLT_CORE ; 37
const BATTLE_ANIM_FRAMESET_THUNDERSHOCK_SPARKS ; 38
const BATTLE_ANIM_FRAMESET_THUNDERSHOCK_CORE ; 39
const BATTLE_ANIM_FRAMESET_CLAMP ; 3a
const BATTLE_ANIM_FRAMESET_CLAMP_FLIPPED ; 3b
const BATTLE_ANIM_FRAMESET_BITE_1 ; 3c
const BATTLE_ANIM_FRAMESET_BITE_2 ; 3d
const BATTLE_ANIM_FRAMESET_CUT_DOWN_LEFT ; 3e
const BATTLE_ANIM_FRAMESET_CUT_DOWN_RIGHT ; 3f
const BATTLE_ANIM_FRAMESET_CUT_UP_RIGHT ; 40
const BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_LEFT ; 41
const BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_RIGHT ; 42
const BATTLE_ANIM_FRAMESET_CHARGE_ORB_1 ; 43
const BATTLE_ANIM_FRAMESET_ABSORB_CENTER ; 44
const BATTLE_ANIM_FRAMESET_GUST ; 45
const BATTLE_ANIM_FRAMESET_VINE_WHIP_1 ; 46
const BATTLE_ANIM_FRAMESET_VINE_WHIP_2 ; 47
const BATTLE_ANIM_FRAMESET_RAZOR_WIND_1 ; 48
const BATTLE_ANIM_FRAMESET_RAZOR_WIND_2 ; 49
const BATTLE_ANIM_FRAMESET_SONICBOOM_JP ; 4a
const BATTLE_ANIM_FRAMESET_WARP ; 4b
const BATTLE_ANIM_FRAMESET_CHARGE_ORB_2 ; 4c
const BATTLE_ANIM_FRAMESET_EGG ; 4d
const BATTLE_ANIM_FRAMESET_EGG_WOBBLE ; 4e
const BATTLE_ANIM_FRAMESET_EGG_CRACKED_TOP ; 4f
const BATTLE_ANIM_FRAMESET_EGG_CRACKED_BOTTOM ; 50
const BATTLE_ANIM_FRAMESET_FOCUS ; 51
const BATTLE_ANIM_FRAMESET_BIND_1 ; 52
const BATTLE_ANIM_FRAMESET_BIND_2 ; 53
const BATTLE_ANIM_FRAMESET_BIND_3 ; 54
const BATTLE_ANIM_FRAMESET_BIND_4 ; 55
const BATTLE_ANIM_FRAMESET_LEECH_SEED_1 ; 56
const BATTLE_ANIM_FRAMESET_LEECH_SEED_2 ; 57
const BATTLE_ANIM_FRAMESET_LEECH_SEED_3 ; 58
const BATTLE_ANIM_FRAMESET_SOUND_1 ; 59
const BATTLE_ANIM_FRAMESET_SOUND_2 ; 5a
const BATTLE_ANIM_FRAMESET_SOUND_3 ; 5b
const BATTLE_ANIM_FRAMESET_WAVE ; 5c
const BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 ; 5d
const BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2 ; 5e
const BATTLE_ANIM_FRAMESET_LEER ; 5f
const BATTLE_ANIM_FRAMESET_REFLECT ; 60
const BATTLE_ANIM_FRAMESET_CHICK_1 ; 61
const BATTLE_ANIM_FRAMESET_CHICK_2 ; 62
const BATTLE_ANIM_FRAMESET_AMNESIA_1 ; 63
const BATTLE_ANIM_FRAMESET_AMNESIA_2 ; 64
const BATTLE_ANIM_FRAMESET_AMNESIA_3 ; 65
const BATTLE_ANIM_FRAMESET_ASLEEP ; 66
const BATTLE_ANIM_FRAMESET_DIG_SAND ; 67
const BATTLE_ANIM_FRAMESET_DIG_PILE ; 68
const BATTLE_ANIM_FRAMESET_SAND ; 69
const BATTLE_ANIM_FRAMESET_STRING_SHOT_1 ; 6a
const BATTLE_ANIM_FRAMESET_STRING_SHOT_2 ; 6b
const BATTLE_ANIM_FRAMESET_STRING_SHOT_3 ; 6c
const BATTLE_ANIM_FRAMESET_PARALYZED ; 6d
const BATTLE_ANIM_FRAMESET_PARALYZED_FLIPPED ; 6e
const BATTLE_ANIM_FRAMESET_HAZE ; 6f
const BATTLE_ANIM_FRAMESET_MIST ; 70
const BATTLE_ANIM_FRAMESET_HORN ; 71
const BATTLE_ANIM_FRAMESET_NEEDLE ; 72
const BATTLE_ANIM_FRAMESET_FLOWER ; 73
const BATTLE_ANIM_FRAMESET_BARRAGE_BALL ; 74
const BATTLE_ANIM_FRAMESET_PAY_DAY ; 75
const BATTLE_ANIM_FRAMESET_HEART ; 76
const BATTLE_ANIM_FRAMESET_SPINNING_BONE ; 77
const BATTLE_ANIM_FRAMESET_STAR ; 78
const BATTLE_ANIM_FRAMESET_SPOON ; 79
const BATTLE_ANIM_FRAMESET_SPARKLE ; 7a
const BATTLE_ANIM_FRAMESET_SKY_ATTACK ; 7b
const BATTLE_ANIM_FRAMESET_LICK ; 7c
const BATTLE_ANIM_FRAMESET_WITHDRAW_SHELL ; 7d
const BATTLE_ANIM_FRAMESET_SHRINKING_CHARGE_ORB ; 7e
const BATTLE_ANIM_FRAMESET_CONVERSION ; 7f
const BATTLE_ANIM_FRAMESET_SWORD ; 80
const BATTLE_ANIM_FRAMESET_SPEED_LINE_1 ; 81
const BATTLE_ANIM_FRAMESET_SPEED_LINE_2 ; 82
const BATTLE_ANIM_FRAMESET_SPEED_LINE_3 ; 83
const BATTLE_ANIM_FRAMESET_SEISMIC_TOSS ; 84
const BATTLE_ANIM_FRAMESET_SHARPEN ; 85
const BATTLE_ANIM_FRAMESET_DEFENSE_CURL ; 86
const BATTLE_ANIM_FRAMESET_METRONOME_HAND ; 87
const BATTLE_ANIM_FRAMESET_AGILITY ; 88
const BATTLE_ANIM_FRAMESET_COTTON ; 89
const BATTLE_ANIM_FRAMESET_MILK_BOTTLE ; 8a
const BATTLE_ANIM_FRAMESET_SPIKE ; 8b
const BATTLE_ANIM_FRAMESET_ANGER_VEIN ; 8c
const BATTLE_ANIM_FRAMESET_HEAL_BELL ; 8d
const BATTLE_ANIM_FRAMESET_BATON_PASS ; 8e
const BATTLE_ANIM_FRAMESET_LOCK_ON_1 ; 8f
const BATTLE_ANIM_FRAMESET_LOCK_ON_2 ; 90
const BATTLE_ANIM_FRAMESET_LOCK_ON_3 ; 91
const BATTLE_ANIM_FRAMESET_LOCK_ON_4 ; 92
const BATTLE_ANIM_FRAMESET_MIND_READER_1 ; 93
const BATTLE_ANIM_FRAMESET_MIND_READER_2 ; 94
const BATTLE_ANIM_FRAMESET_MIND_READER_3 ; 95
const BATTLE_ANIM_FRAMESET_MIND_READER_4 ; 96
const BATTLE_ANIM_FRAMESET_SAFEGUARD ; 97
const BATTLE_ANIM_FRAMESET_MEGAPHONE ; 98
const BATTLE_ANIM_FRAMESET_ITEM_BAG ; 99
const BATTLE_ANIM_FRAMESET_SPIDER_WEB ; 9a
const BATTLE_ANIM_FRAMESET_TEMPT_CAKE ; 9b
const BATTLE_ANIM_FRAMESET_IMP ; 9c
const BATTLE_ANIM_FRAMESET_IMP_FLIPPED ; 9d
const BATTLE_ANIM_FRAMESET_CHERUB ; 9e
const BATTLE_ANIM_FRAMESET_PENCIL ; 9f
const BATTLE_ANIM_FRAMESET_ENCORE_HAND ; a0
const BATTLE_ANIM_FRAMESET_ENCORE_HAND_FLIPPED ; a1
const BATTLE_ANIM_FRAMESET_DESTINY_BOND ; a2
const BATTLE_ANIM_FRAMESET_MORNING_SUN ; a3
const BATTLE_ANIM_FRAMESET_GLIMMER ; a4
const BATTLE_ANIM_FRAMESET_MOONLIGHT ; a5
const BATTLE_ANIM_FRAMESET_CROSS_CUTTER_1 ; a6
const BATTLE_ANIM_FRAMESET_CROSS_CUTTER_2 ; a7
const BATTLE_ANIM_FRAMESET_ZAP_CANNON ; a8
const BATTLE_ANIM_FRAMESET_CURSE_NAIL ; a9
const BATTLE_ANIM_FRAMESET_FORESIGHT_SHINE ; aa
const BATTLE_ANIM_FRAMESET_RAPID_SPIN ; ab
const BATTLE_ANIM_FRAMESET_SWAGGER ; ac
const BATTLE_ANIM_FRAMESET_STALKER ; ad
const BATTLE_ANIM_FRAMESET_UPSIDE_DOWN_PUNCH ; ae
const BATTLE_ANIM_FRAMESET_GROWING_SPARKLE ; af
const BATTLE_ANIM_FRAMESET_RAIN_1 ; b0
const BATTLE_ANIM_FRAMESET_RAIN_2 ; b1
const BATTLE_ANIM_FRAMESET_RAIN_3 ; b2
const BATTLE_ANIM_FRAMESET_ENEMYFEET_1ROW ; b3
const BATTLE_ANIM_FRAMESET_PLAYERHEAD_1ROW ; b4
const BATTLE_ANIM_FRAMESET_ENEMYFEET_2ROW ; b5
const BATTLE_ANIM_FRAMESET_PLAYERHEAD_2ROW ; b6
DEF NUM_BATTLE_ANIM_FRAMESETS EQU const_value
; BattleAnimOAMData indexes (see data/battle_anims/oam.asm)
const_def

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@ -0,0 +1,368 @@
INCLUDE "constants.asm"
SECTION "engine/dumps/bank33.asm", ROMX
QueueBattleAnimation:
ld hl, wActiveAnimObjects
ld e, NUM_BATTLE_ANIM_STRUCTS
.loop
ld a, [hl]
and a
jr z, .done
ld bc, BATTLEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
scf
ret
.done
ld c, l
ld b, h
ld hl, wLastAnimObjectIndex
inc [hl]
call InitBattleAnimation
ret
DeinitBattleAnimation:
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld [hl], $0
ret
InitBattleAnimation:
ld a, [wBattleObjectTempID]
ld e, a
ld d, 0
ld hl, BattleAnimObjects
rept BATTLEANIMOBJ_LENGTH
add hl, de
endr
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld a, [wLastAnimObjectIndex]
ld [hli], a ; BATTLEANIMSTRUCT_INDEX
ld a, [de]
inc de
ld [hli], a ; BATTLEANIMSTRUCT_OAMFLAGS
ld a, [de]
inc de
ld [hli], a ; BATTLEANIMSTRUCT_FIX_Y
ld a, [de]
inc de
ld [hli], a ; BATTLEANIMSTRUCT_FRAMESET_ID
ld a, [de]
inc de
ld [hli], a ; BATTLEANIMSTRUCT_FUNCTION
ld a, [de]
call GetBattleAnimTileOffset
ld [hli], a ; BATTLEANIMSTRUCT_TILEID
ld a, [wBattleObjectTempXCoord]
ld [hli], a ; BATTLEANIMSTRUCT_XCOORD
ld a, [wBattleObjectTempYCoord]
ld [hli], a ; BATTLEANIMSTRUCT_YCOORD
xor a
ld [hli], a ; BATTLEANIMSTRUCT_XOFFSET
ld [hli], a ; BATTLEANIMSTRUCT_YOFFSET
ld a, [wBattleObjectTempParam]
ld [hli], a ; BATTLEANIMSTRUCT_PARAM
xor a
ld [hli], a ; BATTLEANIMSTRUCT_DURATION
dec a
ld [hli], a ; BATTLEANIMSTRUCT_FRAME
xor a
ld [hli], a ; BATTLEANIMSTRUCT_JUMPTABLE_INDEX
ld [hli], a ; BATTLEANIMSTRUCT_VAR1
ld [hl], a ; BATTLEANIMSTRUCT_VAR2
ret
BattleAnimOAMUpdate:
call InitBattleAnimBuffer
call GetBattleAnimFrame
cp oamwait_command
jr z, .done
cp oamdelete_command
jr z, .delete
push af
ld hl, wBattleAnimTempOAMFlags
ld a, [wBattleAnimTempFrameOAMFlags]
xor [hl]
and PRIORITY | Y_FLIP | X_FLIP
ld [hl], a
pop af
push bc
call GetBattleAnimOAMPointer
ld a, [wBattleAnimTempTileID]
add [hl] ; tile offset
ld [wBattleAnimTempTileID], a
inc hl
ld a, [hli] ; oam data length
ld c, a
ld a, [hli] ; oam data pointer
ld h, [hl]
ld l, a
ld a, [wBattleAnimOAMPointerLo]
ld e, a
ld d, HIGH(wShadowOAM)
.loop
; Y Coord
ld a, [wBattleAnimTempYCoord]
ld b, a
ld a, [wBattleAnimTempYOffset]
add b
ld b, a
call .XFlip
add b
ld [de], a
; X Coord
inc hl
inc de
ld a, [wBattleAnimTempXCoord]
ld b, a
ld a, [wBattleAnimTempXOffset]
add b
ld b, a
call .YFlip
add b
ld [de], a
; Tile ID
inc hl
inc de
ld a, [wBattleAnimTempTileID]
add BATTLEANIM_BASE_TILE
add [hl]
ld [de], a
; Attributes
inc hl
inc de
call .UpdateAttributes
ld [de], a
inc hl
inc de
ld a, e
ld [wBattleAnimOAMPointerLo], a
cp LOW(wShadowOAMEnd)
jr nc, .exit_set_carry
dec c
jr nz, .loop
pop bc
jr .done
.delete
call DeinitBattleAnimation
.done
and a
ret
.exit_set_carry
pop bc
scf
ret
; This and the other two subroutines below it are kind of pointless to have as subroutines,
; as they only get run once... which is likely why they were merged into the main function in the final game.
.XFlip:
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
bit OAM_Y_FLIP, [hl]
jr z, .no_yflip
add $8
xor $ff
inc a
.no_yflip
pop hl
ret
.YFlip:
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
bit OAM_X_FLIP, [hl]
jr z, .no_xflip
add $8
xor $ff
inc a
.no_xflip
pop hl
ret
.UpdateAttributes:
ld a, [wBattleAnimTempOAMFlags]
ld b, a
ld a, [hl]
xor b
and PRIORITY | Y_FLIP | X_FLIP
ld b, a
ld a, [hl]
and OBP_NUM
or b
ret
InitBattleAnimBuffer:
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
add hl, bc
ld a, [hl]
and PRIORITY
ld [wBattleAnimTempOAMFlags], a
xor a
ld [wBattleAnimTempFrameOAMFlags], a
ld hl, BATTLEANIMSTRUCT_FIX_Y
add hl, bc
ld a, [hl]
ld [wBattleAnimTempFixY], a
ld hl, BATTLEANIMSTRUCT_TILEID
add hl, bc
ld a, [hli]
ld [wBattleAnimTempTileID], a
ld a, [hli]
ld [wBattleAnimTempXCoord], a
ld a, [hli]
ld [wBattleAnimTempYCoord], a
ld a, [hli]
ld [wBattleAnimTempXOffset], a
ld a, [hli]
ld [wBattleAnimTempYOffset], a
ldh a, [hBattleTurn]
and a
ret z
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
add hl, bc
ld a, [hl]
ld [wBattleAnimTempOAMFlags], a
bit BATTLEANIMSTRUCT_OAMFLAGS_FIX_COORDS_F, [hl]
ret z
ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hli]
ld d, a
ld a, (-10 * TILE_WIDTH) + 4
sub d
ld [wBattleAnimTempXCoord], a
ld a, [hli]
ld d, a
ld a, [wBattleAnimTempFixY]
cp $ff
jr nz, .check_kinesis_softboiled_milkdrink
ld a, 5 * TILE_WIDTH
add d
jr .done
; The changes for these animations were seemingly expanded upon for the final game
.check_kinesis_softboiled_milkdrink
sub d
.done
ld [wBattleAnimTempYCoord], a
ld a, [hli]
xor $ff
inc a
ld [wBattleAnimTempXOffset], a
ret
GetBattleAnimTileOffset:
push hl
push bc
ld hl, wBattleAnimTileDict
ld b, a
ld c, NUM_BATTLEANIMTILEDICT_ENTRIES
.loop
ld a, [hli]
cp b
jr z, .load
inc hl
dec c
jr nz, .loop
xor a
jr .done
.load
ld a, [hl]
.done
pop bc
pop hl
ret
_ExecuteBGEffects:
callfar ExecuteBGEffects
ret
_QueueBGEffect:
callfar QueueBGEffect
ret
; Data from CC80F to CCB97 (905 bytes)
BattleAnimObjects:
db $01, $FF, $00, $00, $01, $01, $FF, $01, $00, $01, $01, $FF, $02, $00, $01, $01
db $90, $00, $00, $01, $01, $90, $01, $00, $01, $01, $90, $02, $00, $01, $01, $FF
db $03, $00, $01, $01, $FF, $04, $1B, $01, $01, $FF, $05, $00, $01, $01, $FF, $06
db $00, $01, $01, $90, $07, $09, $01, $01, $AA, $10, $10, $03, $01, $90, $0E, $04
db $03, $01, $90, $0F, $03, $03, $01, $90, $10, $08, $03, $01, $90, $0F, $0A, $03
db $01, $90, $11, $03, $03, $01, $90, $12, $08, $0A, $01, $90, $13, $00, $0A, $01
db $90, $14, $01, $0A, $21, $78, $16, $0B, $06, $00, $00, $09, $12, $0B, $00, $00
db $09, $13, $0B, $01, $90, $18, $00, $08, $01, $FF, $18, $00, $08, $01, $90, $1D
db $06, $0C, $01, $B4, $1F, $38, $0C, $01, $90, $08, $00, $07, $01, $A0, $08, $00
db $07, $01, $FF, $19, $07, $09, $01, $FF, $1A, $07, $09, $01, $B0, $1B, $36, $09
db $01, $B0, $84, $36, $21, $01, $90, $21, $0C, $0D, $00, $00, $23, $0D, $0D, $01
db $90, $24, $0E, $0E, $61, $80, $27, $0F, $04, $01, $B4, $2A, $00, $04, $01, $40
db $2B, $11, $0F, $61, $98, $2C, $00, $10, $61, $98, $2D, $09, $10, $01, $B8, $2E
db $00, $0A, $01, $B8, $2F, $00, $0A, $01, $B8, $30, $14, $11, $01, $90, $21, $14
db $0D, $21, $B0, $31, $00, $05, $21, $B0, $32, $00, $05, $21, $B0, $33, $00, $05
db $21, $90, $34, $15, $05, $21, $90, $36, $00, $05, $21, $90, $37, $03, $08, $21
db $90, $38, $00, $05, $21, $90, $39, $03, $08, $21, $90, $3A, $16, $02, $01, $90
db $3C, $17, $02, $21, $FF, $3E, $00, $02, $21, $FF, $3F, $00, $02, $21, $FF, $40
db $00, $02, $21, $FF, $41, $00, $02, $21, $FF, $42, $00, $02, $01, $88, $43, $18
db $12, $01, $88, $44, $00, $12, $21, $B8, $45, $19, $13, $21, $FF, $46, $00, $14
db $21, $FF, $47, $00, $14, $21, $FF, $48, $1A, $14, $21, $FF, $49, $1A, $14, $21
db $98, $4A, $01, $14, $21, $80, $4B, $00, $11, $01, $88, $4C, $1C, $12, $21, $B0
db $4D, $1D, $15, $01, $B0, $51, $1E, $11, $21, $FF, $52, $1F, $16, $21, $FF, $54
db $1F, $16, $21, $68, $56, $20, $06, $21, $90, $59, $21, $0E, $21, $90, $5C, $02
db $17, $01, $90, $5D, $22, $11, $61, $88, $5F, $00, $10, $61, $88, $2D, $09, $10
db $21, $88, $60, $00, $18, $21, $80, $60, $00, $18, $21, $50, $61, $23, $19, $01
db $80, $63, $24, $19, $01, $80, $66, $25, $19, $01, $50, $1C, $00, $0C, $21, $A8
db $67, $26, $1A, $21, $A8, $68, $00, $1A, $21, $90, $69, $01, $1A, $21, $90, $6D
db $28, $19, $21, $90, $6A, $27, $1B, $00, $00, $6F, $29, $1C, $21, $48, $70, $29
db $1C, $21, $48, $6F, $29, $1C, $21, $78, $6F, $2A, $1C, $61, $90, $71, $2B, $1D
db $61, $90, $72, $2C, $1D, $01, $48, $73, $2D, $1E, $01, $90, $74, $06, $15, $01
db $FF, $75, $2E, $19, $01, $90, $75, $02, $19, $01, $80, $30, $2F, $11, $01, $78
db $76, $2A, $23, $01, $80, $77, $30, $1F, $01, $90, $77, $02, $1F, $01, $FF, $77
db $00, $1F, $01, $80, $78, $08, $23, $21, $90, $79, $00, $1F, $01, $FF, $7A, $31
db $11, $01, $88, $7A, $31, $11, $21, $88, $7B, $32, $20, $21, $98, $7C, $00, $04
db $21, $80, $7D, $00, $18, $01, $80, $21, $2F, $0D, $01, $B0, $7E, $33, $12, $01
db $80, $7F, $2F, $08, $21, $A0, $6F, $34, $1C, $21, $A0, $74, $35, $15, $21, $B0
db $80, $33, $14, $01, $88, $81, $37, $11, $01, $88, $85, $00, $22, $01, $88, $86
db $00, $22, $01, $90, $87, $39, $1F, $01, $80, $30, $3A, $11, $21, $90, $34, $00
db $05, $A1, $88, $88, $3B, $13, $01, $80, $76, $25, $23, $01, $98, $10, $34, $03
db $01, $A8, $0F, $3C, $03, $21, $68, $89, $29, $1F, $21, $B0, $8A, $00, $1F, $21
db $80, $8C, $00, $1F, $21, $50, $8D, $00, $1F, $21, $40, $24, $40, $0E, $21, $A8
db $8E, $41, $1F, $21, $88, $8F, $3E, $1F, $21, $88, $93, $3E, $1F, $21, $90, $97
db $3D, $1F, $21, $90, $98, $00, $1F, $21, $90, $78, $3D, $23, $01, $FF, $99, $2E
db $19, $21, $A0, $74, $02, $15, $21, $A0, $99, $35, $19, $21, $70, $8B, $3F, $1F
db $01, $90, $15, $08, $0A, $01, $90, $11, $02, $03, $01, $80, $7F, $42, $08, $01
db $90, $9A, $00, $1B, $21, $A0, $9B, $35, $23, $21, $80, $9C, $23, $25, $21, $80
db $9D, $25, $25, $21, $80, $9C, $00, $25, $21, $80, $9E, $00, $25, $61, $80, $9F
db $3A, $23, $21, $80, $A0, $16, $23, $21, $70, $78, $43, $23, $21, $C0, $A2, $01
db $25, $21, $40, $A3, $44, $24, $01, $80, $A4, $00, $24, $01, $80, $A5, $00, $24
db $01, $88, $43, $45, $12, $21, $FF, $A6, $00, $02, $21, $FF, $A7, $00, $02, $01
db $90, $2B, $08, $0F, $21, $90, $A8, $02, $05, $21, $40, $9C, $11, $25, $61, $90
db $A9, $46, $23, $00, $00, $24, $47, $0E, $01, $80, $AA, $00, $24, $21, $B8, $AB
db $48, $13, $21, $90, $AC, $44, $13, $01, $A8, $05, $00, $01, $01, $90, $24, $43
db $0E, $01, $88, $AD, $00, $17, $01, $A8, $AE, $49, $01, $21, $90, $AF, $01, $11
db $21, $00, $B0, $4A, $04, $00, $00, $B3, $00, $26, $00, $00, $B4, $00, $27, $00
db $00, $B5, $00, $26, $00, $00, $B6, $00, $27
INCLUDE "engine/battle_anims/framesets.inc"

View File

@ -1,7 +1,7 @@
INCLUDE "constants.asm"
SECTION "engine/battle_anims/functions.asm", ROMX
SECTION "engine/battle_anims/functions.asm", ROMX
; TODO: Uncomment the asserts once we have all the framesets labelled
DoBattleAnimFrame:

View File

@ -1,311 +1,6 @@
INCLUDE "constants.asm"
SECTION "engine/dumps/bank33.asm", ROMX
QueueBattleAnimation:
ld hl, wActiveAnimObjects
ld e, NUM_BATTLE_ANIM_STRUCTS
.loop
ld a, [hl]
and a
jr z, .done
ld bc, BATTLEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
scf
ret
.done
ld c, l
ld b, h
ld hl, wLastAnimObjectIndex
inc [hl]
call InitBattleAnimation
ret
DeinitBattleAnimation:
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld [hl], $0
ret
InitBattleAnimation:
ld a, [wBattleObjectTempID]
ld e, a
ld d, 0
ld hl, BattleAnimObjects
rept BATTLEANIMOBJ_LENGTH
add hl, de
endr
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld a, [wLastAnimObjectIndex]
ld [hli], a ; BATTLEANIMSTRUCT_INDEX
ld a, [de]
inc de
ld [hli], a ; BATTLEANIMSTRUCT_OAMFLAGS
ld a, [de]
inc de
ld [hli], a ; BATTLEANIMSTRUCT_FIX_Y
ld a, [de]
inc de
ld [hli], a ; BATTLEANIMSTRUCT_FRAMESET_ID
ld a, [de]
inc de
ld [hli], a ; BATTLEANIMSTRUCT_FUNCTION
ld a, [de]
call GetBattleAnimTileOffset
ld [hli], a ; BATTLEANIMSTRUCT_TILEID
ld a, [wBattleObjectTempXCoord]
ld [hli], a ; BATTLEANIMSTRUCT_XCOORD
ld a, [wBattleObjectTempYCoord]
ld [hli], a ; BATTLEANIMSTRUCT_YCOORD
xor a
ld [hli], a ; BATTLEANIMSTRUCT_XOFFSET
ld [hli], a ; BATTLEANIMSTRUCT_YOFFSET
ld a, [wBattleObjectTempParam]
ld [hli], a ; BATTLEANIMSTRUCT_PARAM
xor a
ld [hli], a ; BATTLEANIMSTRUCT_DURATION
dec a
ld [hli], a ; BATTLEANIMSTRUCT_FRAME
xor a
ld [hli], a ; BATTLEANIMSTRUCT_JUMPTABLE_INDEX
ld [hli], a ; BATTLEANIMSTRUCT_VAR1
ld [hl], a ; BATTLEANIMSTRUCT_VAR2
ret
BattleAnimOAMUpdate:
call InitBattleAnimBuffer
call GetBattleAnimFrame
cp oamwait_command
jr z, .done
cp oamdelete_command
jr z, .delete
push af
ld hl, wBattleAnimTempOAMFlags
ld a, [wBattleAnimTempFrameOAMFlags]
xor [hl]
and PRIORITY | Y_FLIP | X_FLIP
ld [hl], a
pop af
push bc
call GetBattleAnimOAMPointer
ld a, [wBattleAnimTempTileID]
add [hl] ; tile offset
ld [wBattleAnimTempTileID], a
inc hl
ld a, [hli] ; oam data length
ld c, a
ld a, [hli] ; oam data pointer
ld h, [hl]
ld l, a
ld a, [wBattleAnimOAMPointerLo]
ld e, a
ld d, HIGH(wShadowOAM)
.loop
; Y Coord
ld a, [wBattleAnimTempYCoord]
ld b, a
ld a, [wBattleAnimTempYOffset]
add b
ld b, a
call .XFlip
add b
ld [de], a
; X Coord
inc hl
inc de
ld a, [wBattleAnimTempXCoord]
ld b, a
ld a, [wBattleAnimTempXOffset]
add b
ld b, a
call .YFlip
add b
ld [de], a
; Tile ID
inc hl
inc de
ld a, [wBattleAnimTempTileID]
add BATTLEANIM_BASE_TILE
add [hl]
ld [de], a
; Attributes
inc hl
inc de
call .UpdateAttributes
ld [de], a
inc hl
inc de
ld a, e
ld [wBattleAnimOAMPointerLo], a
cp LOW(wShadowOAMEnd)
jr nc, .exit_set_carry
dec c
jr nz, .loop
pop bc
jr .done
.delete
call DeinitBattleAnimation
.done
and a
ret
.exit_set_carry
pop bc
scf
ret
; This and the other two subroutines below it are kind of pointless to have as subroutines,
; as they only get run once... which is likely why they were merged into the main function in the final game.
.XFlip:
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
bit OAM_Y_FLIP, [hl]
jr z, .no_yflip
add $8
xor $ff
inc a
.no_yflip
pop hl
ret
.YFlip:
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
bit OAM_X_FLIP, [hl]
jr z, .no_xflip
add $8
xor $ff
inc a
.no_xflip
pop hl
ret
.UpdateAttributes:
ld a, [wBattleAnimTempOAMFlags]
ld b, a
ld a, [hl]
xor b
and PRIORITY | Y_FLIP | X_FLIP
ld b, a
ld a, [hl]
and OBP_NUM
or b
ret
InitBattleAnimBuffer:
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
add hl, bc
ld a, [hl]
and PRIORITY
ld [wBattleAnimTempOAMFlags], a
xor a
ld [wBattleAnimTempFrameOAMFlags], a
ld hl, BATTLEANIMSTRUCT_FIX_Y
add hl, bc
ld a, [hl]
ld [wBattleAnimTempFixY], a
ld hl, BATTLEANIMSTRUCT_TILEID
add hl, bc
ld a, [hli]
ld [wBattleAnimTempTileID], a
ld a, [hli]
ld [wBattleAnimTempXCoord], a
ld a, [hli]
ld [wBattleAnimTempYCoord], a
ld a, [hli]
ld [wBattleAnimTempXOffset], a
ld a, [hli]
ld [wBattleAnimTempYOffset], a
ldh a, [hBattleTurn]
and a
ret z
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
add hl, bc
ld a, [hl]
ld [wBattleAnimTempOAMFlags], a
bit BATTLEANIMSTRUCT_OAMFLAGS_FIX_COORDS_F, [hl]
ret z
ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hli]
ld d, a
ld a, (-10 * TILE_WIDTH) + 4
sub d
ld [wBattleAnimTempXCoord], a
ld a, [hli]
ld d, a
ld a, [wBattleAnimTempFixY]
cp $ff
jr nz, .check_kinesis_softboiled_milkdrink
ld a, 5 * TILE_WIDTH
add d
jr .done
; The changes for these animations were seemingly expanded upon for the final game
.check_kinesis_softboiled_milkdrink
sub d
.done
ld [wBattleAnimTempYCoord], a
ld a, [hli]
xor $ff
inc a
ld [wBattleAnimTempXOffset], a
ret
GetBattleAnimTileOffset:
push hl
push bc
ld hl, wBattleAnimTileDict
ld b, a
ld c, NUM_BATTLEANIMTILEDICT_ENTRIES
.loop
ld a, [hli]
cp b
jr z, .load
inc hl
dec c
jr nz, .loop
xor a
jr .done
.load
ld a, [hl]
.done
pop bc
pop hl
ret
_ExecuteBGEffects:
callfar ExecuteBGEffects
ret
_QueueBGEffect:
callfar QueueBGEffect
ret
SECTION "engine/dumps/bank33.asm@ReinitBattleAnimFrameset", ROMX
SECTION "engine/battle_anims/helper.asm", ROMX
ReinitBattleAnimFrameset:
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
@ -432,17 +127,9 @@ LoadBattleAnimGFX:
pop bc
ret
BattleAnimFrameData:
dw Frameset_HitBig
SECTION "engine/dumps/bank33.asm@Frames", ROMX
Frameset_HitBig:
oamframe BATTLE_ANIM_OAMSET_00, 6
oamdelete
SECTION "engine/dumps/bank33.asm@BattleAnimOamData", ROMX
INCLUDE "data/battle_anims/framesets.inc"
INCLUDE "data/battle_anims/oam.inc"
INCLUDE "data/battle_anims/object_gfx.inc"
INCLUDE "data/battle_anims/object_gfx.inc"

View File

@ -777,13 +777,15 @@ ROMX $33
org $4000
"engine/battle_anims/anim_commands.asm"
"engine/dumps/bank33.asm"
org $4b98
"engine/battle_anims/functions.asm"
"engine/dumps/bank33.asm@ReinitBattleAnimFrameset"
org $64b6
"engine/dumps/bank33.asm@Frames"
org $697c
"engine/dumps/bank33.asm@BattleAnimOamData"
"engine/battle_anims/helper.asm"
;org $4b98
;"engine/battle_anims/functions.asm"
;"engine/dumps/bank33.asm@ReinitBattleAnimFrameset"
;org $64b6
;"engine/dumps/bank33.asm@Frames"
;org $697c
;"engine/dumps/bank33.asm@BattleAnimOamData"
;org $6cc8
;"engine/dumps/bank33.asm@OamData"