Decompiled battle anim OAM and AnimObjGFX, split up and labelled battle animation graphics, other minor changes

This commit is contained in:
DrippingYellow 2025-05-12 15:51:41 -05:00
parent e5d5c4c92a
commit d6d33bfb0c
53 changed files with 1607 additions and 271 deletions

View File

@ -490,222 +490,218 @@ DEF NUM_BATTLE_ANIM_FUNCS EQU const_value
; BattleAnimOAMData indexes (see data/battle_anims/oam.asm)
const_def
const BATTLEANIMOAMSET_00
const BATTLEANIMOAMSET_01
const BATTLEANIMOAMSET_02
const BATTLEANIMOAMSET_03
const BATTLEANIMOAMSET_04
const BATTLEANIMOAMSET_05
const BATTLEANIMOAMSET_06
const BATTLEANIMOAMSET_07
const BATTLEANIMOAMSET_08
const BATTLEANIMOAMSET_09
const BATTLEANIMOAMSET_0A
const BATTLEANIMOAMSET_0B
const BATTLEANIMOAMSET_0C
const BATTLEANIMOAMSET_0D
const BATTLEANIMOAMSET_0E
const BATTLEANIMOAMSET_0F
const BATTLEANIMOAMSET_10
const BATTLEANIMOAMSET_11
const BATTLEANIMOAMSET_12
const BATTLEANIMOAMSET_13
const BATTLEANIMOAMSET_14
const BATTLEANIMOAMSET_15
const BATTLEANIMOAMSET_16
const BATTLEANIMOAMSET_17
const BATTLEANIMOAMSET_18
const BATTLEANIMOAMSET_19
const BATTLEANIMOAMSET_1A
const BATTLEANIMOAMSET_1B
const BATTLEANIMOAMSET_1C
const BATTLEANIMOAMSET_1D
const BATTLEANIMOAMSET_1E
const BATTLEANIMOAMSET_1F
const BATTLEANIMOAMSET_20
const BATTLEANIMOAMSET_21
const BATTLEANIMOAMSET_22
const BATTLEANIMOAMSET_23
const BATTLEANIMOAMSET_24
const BATTLEANIMOAMSET_25
const BATTLEANIMOAMSET_26
const BATTLEANIMOAMSET_27
const BATTLEANIMOAMSET_28
const BATTLEANIMOAMSET_29
const BATTLEANIMOAMSET_2A
const BATTLEANIMOAMSET_2B
const BATTLEANIMOAMSET_2C
const BATTLEANIMOAMSET_2D
const BATTLEANIMOAMSET_2E
const BATTLEANIMOAMSET_2F
const BATTLEANIMOAMSET_30
const BATTLEANIMOAMSET_31
const BATTLEANIMOAMSET_32
const BATTLEANIMOAMSET_33
const BATTLEANIMOAMSET_34
const BATTLEANIMOAMSET_35
const BATTLEANIMOAMSET_36
const BATTLEANIMOAMSET_37
const BATTLEANIMOAMSET_38
const BATTLEANIMOAMSET_39
const BATTLEANIMOAMSET_3A
const BATTLEANIMOAMSET_3B
const BATTLEANIMOAMSET_3C
const BATTLEANIMOAMSET_3D
const BATTLEANIMOAMSET_3E
const BATTLEANIMOAMSET_3F
const BATTLEANIMOAMSET_40
const BATTLEANIMOAMSET_41
const BATTLEANIMOAMSET_42
const BATTLEANIMOAMSET_43
const BATTLEANIMOAMSET_44
const BATTLEANIMOAMSET_45
const BATTLEANIMOAMSET_46
const BATTLEANIMOAMSET_47
const BATTLEANIMOAMSET_48
const BATTLEANIMOAMSET_49
const BATTLEANIMOAMSET_4A
const BATTLEANIMOAMSET_4B
const BATTLEANIMOAMSET_4C
const BATTLEANIMOAMSET_4D
const BATTLEANIMOAMSET_4E
const BATTLEANIMOAMSET_4F
const BATTLEANIMOAMSET_50
const BATTLEANIMOAMSET_51
const BATTLEANIMOAMSET_52
const BATTLEANIMOAMSET_53
const BATTLEANIMOAMSET_54
const BATTLEANIMOAMSET_55
const BATTLEANIMOAMSET_56
const BATTLEANIMOAMSET_57
const BATTLEANIMOAMSET_58
const BATTLEANIMOAMSET_59
const BATTLEANIMOAMSET_5A
const BATTLEANIMOAMSET_5B
const BATTLEANIMOAMSET_5C
const BATTLEANIMOAMSET_5D
const BATTLEANIMOAMSET_5E
const BATTLEANIMOAMSET_5F
const BATTLEANIMOAMSET_60
const BATTLEANIMOAMSET_61
const BATTLEANIMOAMSET_62
const BATTLEANIMOAMSET_63
const BATTLEANIMOAMSET_64
const BATTLEANIMOAMSET_65
const BATTLEANIMOAMSET_66
const BATTLEANIMOAMSET_67
const BATTLEANIMOAMSET_68
const BATTLEANIMOAMSET_69
const BATTLEANIMOAMSET_6A
const BATTLEANIMOAMSET_6B
const BATTLEANIMOAMSET_6C
const BATTLEANIMOAMSET_6D
const BATTLEANIMOAMSET_6E
const BATTLEANIMOAMSET_6F
const BATTLEANIMOAMSET_70
const BATTLEANIMOAMSET_71
const BATTLEANIMOAMSET_72
const BATTLEANIMOAMSET_73
const BATTLEANIMOAMSET_74
const BATTLEANIMOAMSET_75
const BATTLEANIMOAMSET_76
const BATTLEANIMOAMSET_77
const BATTLEANIMOAMSET_78
const BATTLEANIMOAMSET_79
const BATTLEANIMOAMSET_7A
const BATTLEANIMOAMSET_7B
const BATTLEANIMOAMSET_7C
const BATTLEANIMOAMSET_7D
const BATTLEANIMOAMSET_7E
const BATTLEANIMOAMSET_7F
const BATTLEANIMOAMSET_80
const BATTLEANIMOAMSET_81
const BATTLEANIMOAMSET_82
const BATTLEANIMOAMSET_83
const BATTLEANIMOAMSET_84
const BATTLEANIMOAMSET_85
const BATTLEANIMOAMSET_86
const BATTLEANIMOAMSET_87
const BATTLEANIMOAMSET_88
const BATTLEANIMOAMSET_89
const BATTLEANIMOAMSET_8A
const BATTLEANIMOAMSET_8B
const BATTLEANIMOAMSET_8C
const BATTLEANIMOAMSET_8D
const BATTLEANIMOAMSET_8E
const BATTLEANIMOAMSET_8F
const BATTLEANIMOAMSET_90
const BATTLEANIMOAMSET_91
const BATTLEANIMOAMSET_92
const BATTLEANIMOAMSET_93
const BATTLEANIMOAMSET_94
const BATTLEANIMOAMSET_95
const BATTLEANIMOAMSET_96
const BATTLEANIMOAMSET_97
const BATTLEANIMOAMSET_98
const BATTLEANIMOAMSET_99
const BATTLEANIMOAMSET_9A
const BATTLEANIMOAMSET_9B
const BATTLEANIMOAMSET_9C
const BATTLEANIMOAMSET_9D
const BATTLEANIMOAMSET_9E
const BATTLEANIMOAMSET_9F
const BATTLEANIMOAMSET_A0
const BATTLEANIMOAMSET_A1
const BATTLEANIMOAMSET_A2
const BATTLEANIMOAMSET_A3
const BATTLEANIMOAMSET_A4
const BATTLEANIMOAMSET_A5
const BATTLEANIMOAMSET_A6
const BATTLEANIMOAMSET_A7
const BATTLEANIMOAMSET_A8
const BATTLEANIMOAMSET_A9
const BATTLEANIMOAMSET_AA
const BATTLEANIMOAMSET_AB
const BATTLEANIMOAMSET_AC
const BATTLEANIMOAMSET_AD
const BATTLEANIMOAMSET_AE
const BATTLEANIMOAMSET_AF
const BATTLEANIMOAMSET_B0
const BATTLEANIMOAMSET_B1
const BATTLEANIMOAMSET_B2
const BATTLEANIMOAMSET_B3
const BATTLEANIMOAMSET_B4
const BATTLEANIMOAMSET_B5
const BATTLEANIMOAMSET_B6
const BATTLEANIMOAMSET_B7
const BATTLEANIMOAMSET_B8
const BATTLEANIMOAMSET_B9
const BATTLEANIMOAMSET_BA
const BATTLEANIMOAMSET_BB
const BATTLEANIMOAMSET_BC
const BATTLEANIMOAMSET_BD
const BATTLEANIMOAMSET_BE
const BATTLEANIMOAMSET_BF
const BATTLEANIMOAMSET_C0
const BATTLEANIMOAMSET_C1
const BATTLEANIMOAMSET_C2
const BATTLEANIMOAMSET_C3
const BATTLEANIMOAMSET_C4
const BATTLEANIMOAMSET_C5
const BATTLEANIMOAMSET_C6
const BATTLEANIMOAMSET_C7
const BATTLEANIMOAMSET_C8
const BATTLEANIMOAMSET_C9
const BATTLEANIMOAMSET_CA
const BATTLEANIMOAMSET_CB
const BATTLEANIMOAMSET_CC
const BATTLEANIMOAMSET_CD
const BATTLEANIMOAMSET_CE
const BATTLEANIMOAMSET_CF
const BATTLEANIMOAMSET_D0
const BATTLEANIMOAMSET_D1
const BATTLEANIMOAMSET_D2
const BATTLEANIMOAMSET_D3
const BATTLEANIMOAMSET_D4
const BATTLEANIMOAMSET_D5
const BATTLEANIMOAMSET_D6
const BATTLEANIMOAMSET_D7
const BATTLE_ANIM_OAMSET_00
const BATTLE_ANIM_OAMSET_01
const BATTLE_ANIM_OAMSET_02
const BATTLE_ANIM_OAMSET_03
const BATTLE_ANIM_OAMSET_04
const BATTLE_ANIM_OAMSET_05
const BATTLE_ANIM_OAMSET_06
const BATTLE_ANIM_OAMSET_07
const BATTLE_ANIM_OAMSET_08
const BATTLE_ANIM_OAMSET_09
const BATTLE_ANIM_OAMSET_0A
const BATTLE_ANIM_OAMSET_0B
const BATTLE_ANIM_OAMSET_0C
const BATTLE_ANIM_OAMSET_0D
const BATTLE_ANIM_OAMSET_0E
const BATTLE_ANIM_OAMSET_0F
const BATTLE_ANIM_OAMSET_10
const BATTLE_ANIM_OAMSET_11
const BATTLE_ANIM_OAMSET_12
const BATTLE_ANIM_OAMSET_13
const BATTLE_ANIM_OAMSET_14
const BATTLE_ANIM_OAMSET_15
const BATTLE_ANIM_OAMSET_16
const BATTLE_ANIM_OAMSET_17
const BATTLE_ANIM_OAMSET_18
const BATTLE_ANIM_OAMSET_19
const BATTLE_ANIM_OAMSET_1A
const BATTLE_ANIM_OAMSET_1B
const BATTLE_ANIM_OAMSET_1C
const BATTLE_ANIM_OAMSET_1D
const BATTLE_ANIM_OAMSET_1E
const BATTLE_ANIM_OAMSET_1F
const BATTLE_ANIM_OAMSET_20
const BATTLE_ANIM_OAMSET_21
const BATTLE_ANIM_OAMSET_22
const BATTLE_ANIM_OAMSET_23
const BATTLE_ANIM_OAMSET_24
const BATTLE_ANIM_OAMSET_25
const BATTLE_ANIM_OAMSET_26
const BATTLE_ANIM_OAMSET_27
const BATTLE_ANIM_OAMSET_28
const BATTLE_ANIM_OAMSET_29
const BATTLE_ANIM_OAMSET_2A
const BATTLE_ANIM_OAMSET_2B
const BATTLE_ANIM_OAMSET_2C
const BATTLE_ANIM_OAMSET_2D
const BATTLE_ANIM_OAMSET_2E
const BATTLE_ANIM_OAMSET_2F
const BATTLE_ANIM_OAMSET_30
const BATTLE_ANIM_OAMSET_31
const BATTLE_ANIM_OAMSET_32
const BATTLE_ANIM_OAMSET_33
const BATTLE_ANIM_OAMSET_34
const BATTLE_ANIM_OAMSET_35
const BATTLE_ANIM_OAMSET_36
const BATTLE_ANIM_OAMSET_37
const BATTLE_ANIM_OAMSET_38
const BATTLE_ANIM_OAMSET_39
const BATTLE_ANIM_OAMSET_3A
const BATTLE_ANIM_OAMSET_3B
const BATTLE_ANIM_OAMSET_3C
const BATTLE_ANIM_OAMSET_3D
const BATTLE_ANIM_OAMSET_3E
const BATTLE_ANIM_OAMSET_3F
const BATTLE_ANIM_OAMSET_40
const BATTLE_ANIM_OAMSET_41
const BATTLE_ANIM_OAMSET_42
const BATTLE_ANIM_OAMSET_43
const BATTLE_ANIM_OAMSET_44
const BATTLE_ANIM_OAMSET_45
const BATTLE_ANIM_OAMSET_46
const BATTLE_ANIM_OAMSET_47
const BATTLE_ANIM_OAMSET_48
const BATTLE_ANIM_OAMSET_49
const BATTLE_ANIM_OAMSET_4A
const BATTLE_ANIM_OAMSET_4B
const BATTLE_ANIM_OAMSET_4C
const BATTLE_ANIM_OAMSET_4D
const BATTLE_ANIM_OAMSET_4E
const BATTLE_ANIM_OAMSET_4F
const BATTLE_ANIM_OAMSET_50
const BATTLE_ANIM_OAMSET_51
const BATTLE_ANIM_OAMSET_52
const BATTLE_ANIM_OAMSET_53
const BATTLE_ANIM_OAMSET_54
const BATTLE_ANIM_OAMSET_55
const BATTLE_ANIM_OAMSET_56
const BATTLE_ANIM_OAMSET_57
const BATTLE_ANIM_OAMSET_58
const BATTLE_ANIM_OAMSET_59
const BATTLE_ANIM_OAMSET_5A
const BATTLE_ANIM_OAMSET_5B
const BATTLE_ANIM_OAMSET_5C
const BATTLE_ANIM_OAMSET_5D
const BATTLE_ANIM_OAMSET_5E
const BATTLE_ANIM_OAMSET_5F
const BATTLE_ANIM_OAMSET_60
const BATTLE_ANIM_OAMSET_61
const BATTLE_ANIM_OAMSET_62
const BATTLE_ANIM_OAMSET_63
const BATTLE_ANIM_OAMSET_64
const BATTLE_ANIM_OAMSET_65
const BATTLE_ANIM_OAMSET_66
const BATTLE_ANIM_OAMSET_67
const BATTLE_ANIM_OAMSET_68
const BATTLE_ANIM_OAMSET_69
const BATTLE_ANIM_OAMSET_6A
const BATTLE_ANIM_OAMSET_6B
const BATTLE_ANIM_OAMSET_6C
const BATTLE_ANIM_OAMSET_6D
const BATTLE_ANIM_OAMSET_6E
const BATTLE_ANIM_OAMSET_6F
const BATTLE_ANIM_OAMSET_70
const BATTLE_ANIM_OAMSET_71
const BATTLE_ANIM_OAMSET_72
const BATTLE_ANIM_OAMSET_73
const BATTLE_ANIM_OAMSET_74
const BATTLE_ANIM_OAMSET_75
const BATTLE_ANIM_OAMSET_76
const BATTLE_ANIM_OAMSET_77
const BATTLE_ANIM_OAMSET_78
const BATTLE_ANIM_OAMSET_79
const BATTLE_ANIM_OAMSET_7A
const BATTLE_ANIM_OAMSET_7B
const BATTLE_ANIM_OAMSET_7C
const BATTLE_ANIM_OAMSET_7D
const BATTLE_ANIM_OAMSET_7E
const BATTLE_ANIM_OAMSET_7F
const BATTLE_ANIM_OAMSET_80
const BATTLE_ANIM_OAMSET_81
const BATTLE_ANIM_OAMSET_82
const BATTLE_ANIM_OAMSET_83
const BATTLE_ANIM_OAMSET_84
const BATTLE_ANIM_OAMSET_85
const BATTLE_ANIM_OAMSET_86
const BATTLE_ANIM_OAMSET_87
const BATTLE_ANIM_OAMSET_88
const BATTLE_ANIM_OAMSET_89
const BATTLE_ANIM_OAMSET_8A
const BATTLE_ANIM_OAMSET_8B
const BATTLE_ANIM_OAMSET_8C
const BATTLE_ANIM_OAMSET_8D
const BATTLE_ANIM_OAMSET_8E
const BATTLE_ANIM_OAMSET_8F
const BATTLE_ANIM_OAMSET_90
const BATTLE_ANIM_OAMSET_91
const BATTLE_ANIM_OAMSET_92
const BATTLE_ANIM_OAMSET_93
const BATTLE_ANIM_OAMSET_94
const BATTLE_ANIM_OAMSET_95
const BATTLE_ANIM_OAMSET_96
const BATTLE_ANIM_OAMSET_97
const BATTLE_ANIM_OAMSET_98
const BATTLE_ANIM_OAMSET_99
const BATTLE_ANIM_OAMSET_9A
const BATTLE_ANIM_OAMSET_9B
const BATTLE_ANIM_OAMSET_9C
const BATTLE_ANIM_OAMSET_9D
const BATTLE_ANIM_OAMSET_9E
const BATTLE_ANIM_OAMSET_9F
const BATTLE_ANIM_OAMSET_A0
const BATTLE_ANIM_OAMSET_A1
const BATTLE_ANIM_OAMSET_A2
const BATTLE_ANIM_OAMSET_A3
const BATTLE_ANIM_OAMSET_A4
const BATTLE_ANIM_OAMSET_A5
const BATTLE_ANIM_OAMSET_A6
const BATTLE_ANIM_OAMSET_A7
const BATTLE_ANIM_OAMSET_A8
const BATTLE_ANIM_OAMSET_A9
const BATTLE_ANIM_OAMSET_AA
const BATTLE_ANIM_OAMSET_AB
const BATTLE_ANIM_OAMSET_AC
const BATTLE_ANIM_OAMSET_AD
const BATTLE_ANIM_OAMSET_AE
const BATTLE_ANIM_OAMSET_AF
const BATTLE_ANIM_OAMSET_B0
const BATTLE_ANIM_OAMSET_B1
const BATTLE_ANIM_OAMSET_B2
const BATTLE_ANIM_OAMSET_B3
const BATTLE_ANIM_OAMSET_B4
const BATTLE_ANIM_OAMSET_B5
const BATTLE_ANIM_OAMSET_B6
const BATTLE_ANIM_OAMSET_B7
const BATTLE_ANIM_OAMSET_B8
const BATTLE_ANIM_OAMSET_B9
const BATTLE_ANIM_OAMSET_BA
const BATTLE_ANIM_OAMSET_BB
const BATTLE_ANIM_OAMSET_BC
const BATTLE_ANIM_OAMSET_BD
const BATTLE_ANIM_OAMSET_BE
const BATTLE_ANIM_OAMSET_BF
const BATTLE_ANIM_OAMSET_C0
const BATTLE_ANIM_OAMSET_C1
const BATTLE_ANIM_OAMSET_C2
const BATTLE_ANIM_OAMSET_C3
const BATTLE_ANIM_OAMSET_C4
const BATTLE_ANIM_OAMSET_C5
const BATTLE_ANIM_OAMSET_C6
const BATTLE_ANIM_OAMSET_C7
const BATTLE_ANIM_OAMSET_C8
const BATTLE_ANIM_OAMSET_C9
const BATTLE_ANIM_OAMSET_CA
const BATTLE_ANIM_OAMSET_CB
const BATTLE_ANIM_OAMSET_CC
const BATTLE_ANIM_OAMSET_CD
const BATTLE_ANIM_OAMSET_CE
const BATTLE_ANIM_OAMSET_CF
const BATTLE_ANIM_OAMSET_D0
const BATTLE_ANIM_OAMSET_D1
const BATTLE_ANIM_OAMSET_D2
DEF NUM_BATTLE_ANIM_OAMSETS EQU const_value
; BattleBGEffects indexes (see engine/battle_anims/bg_effects.asm)
const_def 1
@ -763,47 +759,49 @@ DEF NUM_BATTLE_ANIM_FUNCS EQU const_value
;const ANIM_BG_WOBBLE_MON
;const ANIM_BG_35
; wBattleAnimTileDict keys (see wram.asm)
; AnimObjGFX indexes (see data/battle_anims/object_gfx.asm)
const_def 1
const ANIM_GFX_HIT
const ANIM_GFX_CUT
const ANIM_GFX_FIRE
const ANIM_GFX_WATER
const ANIM_GFX_LIGHTNING
const ANIM_GFX_PLANT
const ANIM_GFX_SMOKE
const ANIM_GFX_EXPLOSION
const ANIM_GFX_ROCKS
const ANIM_GFX_ICE
const ANIM_GFX_POKE_BALL
const ANIM_GFX_POISON
const ANIM_GFX_BUBBLE
const ANIM_GFX_NOISE
const ANIM_GFX_POWDER
const ANIM_GFX_BEAM
const ANIM_GFX_SPEED
const ANIM_GFX_CHARGE
const ANIM_GFX_WIND
const ANIM_GFX_WHIP
const ANIM_GFX_EGG
const ANIM_GFX_ROPE
const ANIM_GFX_PSYCHIC
const ANIM_GFX_REFLECT
const ANIM_GFX_STATUS
const ANIM_GFX_SAND
const ANIM_GFX_WEB
const ANIM_GFX_HAZE
const ANIM_GFX_HORN
const ANIM_GFX_FLOWER
const ANIM_GFX_MISC
const ANIM_GFX_SKY_ATTACK
const ANIM_GFX_GLOBE
const ANIM_GFX_SHAPES
const ANIM_GFX_OBJECTS
const ANIM_GFX_SHINE
const ANIM_GFX_ANGELS
const ANIM_GFX_WAVE
const ANIM_GFX_AEROBLAST
const BATTLE_ANIM_GFX_HIT ; 01
const BATTLE_ANIM_GFX_CUT ; 02
const BATTLE_ANIM_GFX_FIRE ; 03
const BATTLE_ANIM_GFX_WATER ; 04
const BATTLE_ANIM_GFX_LIGHTNING ; 05
const BATTLE_ANIM_GFX_PLANT ; 06
const BATTLE_ANIM_GFX_SMOKE ; 07
const BATTLE_ANIM_GFX_EXPLOSION ; 08
const BATTLE_ANIM_GFX_ROCKS ; 09
const BATTLE_ANIM_GFX_ICE ; 0a
const BATTLE_ANIM_GFX_POKE_BALL ; 0b
const BATTLE_ANIM_GFX_POISON ; 0c
const BATTLE_ANIM_GFX_BUBBLE ; 0d
const BATTLE_ANIM_GFX_NOISE ; 0e
const BATTLE_ANIM_GFX_POWDER ; 0f
const BATTLE_ANIM_GFX_BEAM ; 10
const BATTLE_ANIM_GFX_SPEED ; 11
const BATTLE_ANIM_GFX_CHARGE ; 12
const BATTLE_ANIM_GFX_WIND ; 13
const BATTLE_ANIM_GFX_WHIP ; 14
const BATTLE_ANIM_GFX_EGG ; 15
const BATTLE_ANIM_GFX_ROPE ; 16
const BATTLE_ANIM_GFX_PSYCHIC ; 17
const BATTLE_ANIM_GFX_REFLECT ; 18
const BATTLE_ANIM_GFX_STATUS ; 19
const BATTLE_ANIM_GFX_SAND ; 1a
const BATTLE_ANIM_GFX_WEB ; 1b
const BATTLE_ANIM_GFX_HAZE ; 1c
const BATTLE_ANIM_GFX_HORN ; 1d
const BATTLE_ANIM_GFX_FLOWER ; 1e
const BATTLE_ANIM_GFX_MISC ; 1f
const BATTLE_ANIM_GFX_SKY_ATTACK ; 20
const BATTLE_ANIM_GFX_GLOBE ; 21
const BATTLE_ANIM_GFX_SHAPES ; 22
const BATTLE_ANIM_GFX_OBJECTS ; 23
const BATTLE_ANIM_GFX_SHINE ; 24
const BATTLE_ANIM_GFX_ANGELS ; 25
const BATTLE_ANIM_GFX_PLAYERHEAD ; 26
const BATTLE_ANIM_GFX_ENEMYFEET ; 27
DEF NUM_BATTLE_ANIM_GFX EQU const_value - 1
; battle_bg_effect struct members (see macros/wram.asm)
const_def

1079
data/battle_anims/oam.inc Normal file

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@ -0,0 +1,50 @@
MACRO anim_obj_gfx
; # tiles, gfx pointer
db \1
dba \2
ENDM
AnimObjGFX:
; entries correspond to BATTLE_ANIM_GFX_* constants
table_width 4, AnimObjGFX
anim_obj_gfx 0, AnimObj00GFX
anim_obj_gfx 21, AnimObjHitGFX
anim_obj_gfx 6, AnimObjCutGFX
anim_obj_gfx 6, AnimObjFireGFX
anim_obj_gfx 20, AnimObjWaterGFX
anim_obj_gfx 26, AnimObjLightningGFX
anim_obj_gfx 18, AnimObjPlantGFX
anim_obj_gfx 12, AnimObjSmokeGFX
anim_obj_gfx 9, AnimObjExplosionGFX
anim_obj_gfx 17, AnimObjRocksGFX
anim_obj_gfx 6, AnimObjIceGFX
anim_obj_gfx 10, AnimObjPokeBallGFX
anim_obj_gfx 9, AnimObjPoisonGFX
anim_obj_gfx 13, AnimObjBubbleGFX
anim_obj_gfx 16, AnimObjNoiseGFX
anim_obj_gfx 2, AnimObjPowderGFX
anim_obj_gfx 11, AnimObjBeamGFX
anim_obj_gfx 9, AnimObjSpeedGFX
anim_obj_gfx 9, AnimObjChargeGFX
anim_obj_gfx 19, AnimObjWindGFX
anim_obj_gfx 10, AnimObjWhipGFX
anim_obj_gfx 12, AnimObjEggGFX
anim_obj_gfx 18, AnimObjRopeGFX
anim_obj_gfx 13, AnimObjPsychicGFX
anim_obj_gfx 10, AnimObjReflectGFX
anim_obj_gfx 27, AnimObjStatusGFX
anim_obj_gfx 12, AnimObjSandGFX
anim_obj_gfx 14, AnimObjWebGFX
anim_obj_gfx 16, AnimObjHazeGFX
anim_obj_gfx 7, AnimObjHornGFX
anim_obj_gfx 8, AnimObjFlowerGFX
anim_obj_gfx 40, AnimObjMiscGFX
anim_obj_gfx 36, AnimObjSkyAttackGFX
anim_obj_gfx 16, AnimObjGlobeGFX
anim_obj_gfx 48, AnimObjShapesGFX
anim_obj_gfx 18, AnimObjObjectsGFX
anim_obj_gfx 38, AnimObjShineGFX
anim_obj_gfx 35, AnimObjAngelsGFX
anim_obj_gfx 0, NULL
anim_obj_gfx 0, NULL
assert_table_length NUM_BATTLE_ANIM_GFX + 1

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@ -606,11 +606,11 @@ BattleAnimCmd_BattlerGFX_1Row:
jr .loop
.okay
ld a, $26 ; BATTLE_ANIM_GFX_PLAYERHEAD
ld a, BATTLE_ANIM_GFX_PLAYERHEAD
ld [hli], a
ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE
ld [hli], a
ld a, $27 ; BATTLE_ANIM_GFX_ENEMYFEET
ld a, BATTLE_ANIM_GFX_ENEMYFEET
ld [hli], a
ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
ld [hl], a
@ -660,11 +660,11 @@ BattleAnimCmd_BattlerGFX_2Row:
jr .loop
.okay
ld a, $26 ;BATTLE_ANIM_GFX_PLAYERHEAD
ld a, BATTLE_ANIM_GFX_PLAYERHEAD
ld [hli], a
ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE
ld [hli], a
ld a, $27 ;BATTLE_ANIM_GFX_ENEMYFEET
ld a, BATTLE_ANIM_GFX_ENEMYFEET
ld [hli], a
ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
ld [hl], a

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@ -4158,8 +4158,9 @@ BattleAnim_StepToTarget:
jr nz, .loop
ret
; Changed in the final version to pop the return address instead of directly accessing it,
; and also to make it so that they didn't have to put "jp hl" after EVERY call to this function.
BattleAnim_AnonJumptable:
; All of this was optimized to "pop de" in the final version.
ld hl, sp+0
ld e, [hl]
inc hl
@ -4175,7 +4176,6 @@ BattleAnim_AnonJumptable:
ld a, [hli]
ld h, [hl]
ld l, a
; The final game replaces this with "jp hl" to avoid having to put that after every single call for this function.
ret
BattleAnim_IncAnonJumptableIndex:

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@ -7435,9 +7435,11 @@ BattleCommand_Selfdestruct:
ld de, wEnemySubStatus4
.ok
; BUG: hl is increased one too many times, causing only the lower byte of the user's current HP to be zeroed out,
; and incorrectly zeroing the high byte of the user's max HP.
xor a
ld [hli], a
ld [hli], a
ld [hli], a ; Without this line, the bug wouldn't happen. This byte isn't even used in normal gameplay (wPartyMon#Unused)
inc hl
ld [hli], a
ld [hl], a

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@ -6416,7 +6416,7 @@ AddBattleMoneyToAccount:
call PrintText
ret
BattleText_PlayerPickedUpPayDayMoney:
BattleText_PlayerPickedUpPayDayMoney:
text "<PLAYER>は @"
deciram wPayDayMoney, 3, 6
text "円"

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@ -304,3 +304,145 @@ _ExecuteBGEffects:
_QueueBGEffect:
callfar QueueBGEffect
ret
SECTION "engine/dumps/bank33.asm@ReinitBattleAnimFrameset", ROMX
ReinitBattleAnimFrameset:
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], 0
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld [hl], -1
ret
GetBattleAnimFrame:
.loop
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld a, [hl]
and a
jr z, .next_frame
dec [hl]
call .GetPointer
ld a, [hli]
push af
jr .okay
.next_frame
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
inc [hl]
call .GetPointer
ld a, [hli]
cp oamrestart_command
jr z, .restart
cp oamend_command
jr z, .repeat_last
push af
ld a, [hl]
push hl
and ~(Y_FLIP << 1 | X_FLIP << 1)
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
pop hl
.okay
ld a, [hl]
and Y_FLIP << 1 | X_FLIP << 1 ; The << 1 is compensated in the "oamframe" macro
srl a
ld [wBattleAnimTempFrameOAMFlags], a
pop af
ret
.repeat_last
xor a
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
dec [hl]
dec [hl]
jr .loop
.restart
xor a
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
dec a
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld [hl], a
jr .loop
.GetPointer:
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld e, [hl]
ld d, 0
ld hl, BattleAnimFrameData
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld l, [hl]
ld h, 0
add hl, hl
add hl, de
ret
GetBattleAnimOAMPointer:
ld l, a
ld h, 0
ld de, BattleAnimOAMData
add hl, hl
add hl, hl
add hl, de
ret
LoadBattleAnimGFX:
push hl
ld l, a
ld h, 0
add hl, hl
add hl, hl
ld de, AnimObjGFX
add hl, de
ld c, [hl]
inc hl
ld b, [hl]
inc hl
ld e, [hl]
inc hl
ld d, [hl]
pop hl
push bc
call Request2bpp
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/oam.inc"
INCLUDE "data/battle_anims/object_gfx.inc"

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gfx/battle_anims/speed.png Normal file

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gfx/battle_anims/water.png Normal file

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gfx/battle_anims/whip.png Normal file

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View File

@ -373,10 +373,47 @@ INCLUDE "gfx/pokemon/egg.inc"
SECTION "gfx.asm@Attack Animation GFX", ROMX
INCBIN "gfx/battle_anims/attack_animations_1.2bpp"
PointerGFX::
INCBIN "gfx/battle_anims/pointer.2bpp"
INCBIN "gfx/battle_anims/attack_animations_2.2bpp"
AnimObj00GFX:
AnimObjHitGFX: INCBIN "gfx/battle_anims/hit.2bpp"
AnimObjCutGFX: INCBIN "gfx/battle_anims/cut.2bpp"
AnimObjFireGFX: INCBIN "gfx/battle_anims/fire.2bpp"
AnimObjWaterGFX: INCBIN "gfx/battle_anims/water.2bpp"
AnimObjLightningGFX: INCBIN "gfx/battle_anims/lightning.2bpp"
AnimObjSmokeGFX: INCBIN "gfx/battle_anims/smoke.2bpp"
AnimObjExplosionGFX: INCBIN "gfx/battle_anims/explosion.2bpp"
AnimObjIceGFX: INCBIN "gfx/battle_anims/ice.2bpp"
AnimObjRocksGFX: INCBIN "gfx/battle_anims/rocks.2bpp"
AnimObjPoisonGFX: INCBIN "gfx/battle_anims/poison.2bpp"
AnimObjPlantGFX: INCBIN "gfx/battle_anims/plant.2bpp"
AnimObjPokeBallGFX: INCBIN "gfx/battle_anims/pokeball.2bpp"
AnimObjBubbleGFX: INCBIN "gfx/battle_anims/bubble.2bpp"
AnimObjNoiseGFX: INCBIN "gfx/battle_anims/noise.2bpp"
AnimObjReflectGFX: INCBIN "gfx/battle_anims/reflect.2bpp"
AnimObjPowderGFX: INCBIN "gfx/battle_anims/powder.2bpp"
AnimObjBeamGFX: INCBIN "gfx/battle_anims/beam.2bpp"
AnimObjSpeedGFX: INCBIN "gfx/battle_anims/speed.2bpp"
AnimObjChargeGFX: INCBIN "gfx/battle_anims/charge.2bpp"
AnimObjWindGFX: INCBIN "gfx/battle_anims/wind.2bpp"
AnimObjWhipGFX: INCBIN "gfx/battle_anims/whip.2bpp"
AnimObjRopeGFX: INCBIN "gfx/battle_anims/rope.2bpp"
AnimObjEggGFX: INCBIN "gfx/battle_anims/egg.2bpp"
AnimObjPsychicGFX: INCBIN "gfx/battle_anims/psychic.2bpp"
AnimObjSandGFX: INCBIN "gfx/battle_anims/sand.2bpp"
AnimObjWebGFX: INCBIN "gfx/battle_anims/web.2bpp"
AnimObjHazeGFX: INCBIN "gfx/battle_anims/haze.2bpp"
AnimObjHornGFX: INCBIN "gfx/battle_anims/horn.2bpp"
AnimObjFlowerGFX: INCBIN "gfx/battle_anims/flower.2bpp"
AnimObjMiscGFX:
PointerGFX: INCBIN "gfx/battle_anims/pointer.2bpp"
INCBIN "gfx/battle_anims/misc.2bpp"
AnimObjSkyAttackGFX: INCBIN "gfx/battle_anims/skyattack.2bpp"
AnimObjGlobeGFX: INCBIN "gfx/battle_anims/globe.2bpp"
AnimObjShapesGFX: INCBIN "gfx/battle_anims/shapes.2bpp"
AnimObjStatusGFX: INCBIN "gfx/battle_anims/status.2bpp"
AnimObjObjectsGFX: INCBIN "gfx/battle_anims/objects.2bpp"
AnimObjShineGFX: INCBIN "gfx/battle_anims/shine.2bpp"
AnimObjAngelsGFX: INCBIN "gfx/battle_anims/angels.2bpp"
;INCBIN "gfx/battle_anims/destinybond.2bpp"
SECTION "gfx.asm@Pokemon Party Sprites", ROMX
MenuMonIconGFX::

View File

@ -31,3 +31,21 @@ $(BUILD)/gfx/battle_anims/attack_animations_1.2bpp: tools/gfx += --trim-whitespa
$(BUILD)/gfx/battle_anims/attack_animations_2.2bpp: tools/gfx += --trim-whitespace
$(BUILD)/gfx/title/title_logo.2bpp: tools/gfx += --trim-whitespace
$(BUILD)/gfx/battle_anims/angels.2bpp: tools/gfx += --trim-whitespace
$(BUILD)/gfx/battle_anims/beam.2bpp: tools/gfx += --remove-xflip --remove-yflip --remove-whitespace
$(BUILD)/gfx/battle_anims/bubble.2bpp: tools/gfx += --trim-whitespace
$(BUILD)/gfx/battle_anims/charge.2bpp: tools/gfx += --trim-whitespace
$(BUILD)/gfx/battle_anims/egg.2bpp: tools/gfx += --remove-whitespace
$(BUILD)/gfx/battle_anims/explosion.2bpp: tools/gfx += --remove-whitespace
$(BUILD)/gfx/battle_anims/hit.2bpp: tools/gfx += --remove-whitespace
$(BUILD)/gfx/battle_anims/horn.2bpp: tools/gfx += --remove-whitespace
$(BUILD)/gfx/battle_anims/lightning.2bpp: tools/gfx += --remove-whitespace
$(BUILD)/gfx/battle_anims/misc.2bpp: tools/gfx += --remove-duplicates --remove-xflip
$(BUILD)/gfx/battle_anims/noise.2bpp: tools/gfx += --remove-whitespace
$(BUILD)/gfx/battle_anims/objects.2bpp: tools/gfx += --remove-whitespace --remove-xflip
$(BUILD)/gfx/battle_anims/pokeball.2bpp: tools/gfx += --remove-xflip --keep-whitespace
$(BUILD)/gfx/battle_anims/reflect.2bpp: tools/gfx += --remove-whitespace
$(BUILD)/gfx/battle_anims/rocks.2bpp: tools/gfx += --remove-whitespace
$(BUILD)/gfx/battle_anims/skyattack.2bpp: tools/gfx += --remove-whitespace
$(BUILD)/gfx/battle_anims/status.2bpp: tools/gfx += --remove-whitespace

View File

@ -779,6 +779,13 @@ ROMX $33
"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"
;org $6cc8
;"engine/dumps/bank33.asm@OamData"
ROMX $34

View File

@ -76,12 +76,15 @@
;33:6224 BattleAnim_IncAnonJumptableIndex
;33:622a BattleAnim_Cosine
;33:622c BattleAnim_Sine
33:62a9 ReinitBattleAnimFrameset
33:62bb GetBattleAnimFrame
;33:62a9 ReinitBattleAnimFrameset
;33:62bb GetBattleAnimFrame
;33:625D BattleAnim_Sine_e
;33:6263 BattleAnim_Cosine_e
33:6326 GetBattleAnimOAMPointer
33:6330 LoadBattleAnimGFX
;33:6326 GetBattleAnimOAMPointer
;33:6330 LoadBattleAnimGFX
;33:697C BattleAnimOAMData
;33:6CC8 OAMData
;33:7780 AnimObjGFX
38:48A2 PokerMinigame