pokered/constants/move_animation_constants.asm
BlueZangoose 0f5a9eb146
Change names of move subanimations to be meaningful (#389)
Co-authored-by: Rangi <remy.oukaour+rangi42@gmail.com>
2022-09-25 14:17:39 -04:00

464 lines
12 KiB
NASM

; special effects that are part of move animations
; SpecialEffectPointers associates them with effect routines (see data/battle_anims/special_effect_pointers.asm)
const_def $C0
DEF FIRST_SE_ID EQU const_value
const_skip $18
const SE_WAVY_SCREEN ; $D8 used in Psywave/Night Shade/Psychic etc.
const SE_SUBSTITUTE_MON ; $D9 used in Substitute (turns the pokemon into a mini sprite)
const SE_SHAKE_BACK_AND_FORTH ; $DA used in Double Team
const SE_SLIDE_ENEMY_MON_OFF ; $DB used in Whirlwind
const SE_SHOW_ENEMY_MON_PIC ; $DC used in Seismic Toss
const SE_SHOW_MON_PIC ; $DD used in Low Kick/Quick Attack/Seismic Toss etc.
const SE_BLINK_ENEMY_MON ; $DE used in Seismic Toss
const SE_HIDE_ENEMY_MON_PIC ; $DF used in Seismic Toss
const SE_FLASH_ENEMY_MON_PIC ; $E0 unused
const SE_DELAY_ANIMATION_10 ; $E1 used in lots of animations
const SE_SPIRAL_BALLS_INWARD ; $E2 used in Growth/Focus Energy/Hyper Beam etc.
const SE_SHAKE_ENEMY_HUD_2 ; $E3 unused
const SE_SHAKE_ENEMY_HUD ; $E4
const SE_SLIDE_MON_HALF_OFF ; $E5 used in Softboiled
const SE_PETALS_FALLING ; $E6 used in Petal Dance
const SE_LEAVES_FALLING ; $E7 used in Razor Leaf
const SE_TRANSFORM_MON ; $E8 used in Transform
const SE_SLIDE_MON_DOWN_AND_HIDE ; $E9 used in Acid Armor
const SE_MINIMIZE_MON ; $EA used in Minimize
const SE_BOUNCE_UP_AND_DOWN ; $EB used in Splash
const SE_SHOOT_MANY_BALLS_UPWARD ; $EC used in an unused animation
const SE_SHOOT_BALLS_UPWARD ; $ED used in Teleport/Sky Attack
const SE_SQUISH_MON_PIC ; $EE used in Teleport/Sky Attack
const SE_HIDE_MON_PIC ; $EF
const SE_LIGHT_SCREEN_PALETTE ; $F0 used in Mist/Double Edge/Absorb/etc.
const SE_RESET_MON_POSITION ; $F1 used in Tackle/Body Slam/etc.
const SE_MOVE_MON_HORIZONTALLY ; $F2 used in Tackle/Body Slam/etc.
const SE_BLINK_MON ; $F3 used in Recover
const SE_SLIDE_MON_OFF ; $F4 used in Seismic Toss/Low Kick/etc.
const SE_FLASH_MON_PIC ; $F5
const SE_SLIDE_MON_DOWN ; $F6 used in Withdraw/Waterfall/fainting
const SE_SLIDE_MON_UP ; $F7 used in Dig/Waterfall/etc.
const SE_FLASH_SCREEN_LONG ; $F8 used in Confusion/Psychic/etc.
const SE_DARKEN_MON_PALETTE ; $F9 used in Smokescreen/Smog/etc.
const SE_WATER_DROPLETS_EVERYWHERE ; $FA used in Mist/Surf/Toxic/etc.
const SE_SHAKE_SCREEN ; $FB used in Earthquake/Fissure/etc.
const SE_RESET_SCREEN_PALETTE ; $FC used in Leer/Thunderpunch/etc.
const SE_DARK_SCREEN_PALETTE ; $FD used in Hyper Beam/Thunderpunch/etc.
const SE_DARK_SCREEN_FLASH ; $FE used in Cut/Take Down/etc.
; subanimations that are part of move animations
; SubanimationPointers indexes (see data/battle_anims/subanimations.asm)
; The 0 or 1 in the name of a subanim indicates whether to use tileset 0 or 1 data/moves/animations.asm.
; "Both" indicates either can be used for different images using the same animation.
const_def
const SUBANIM_0_STAR
const SUBANIM_0_STAR_TWICE
const SUBANIM_0_STAR_THRICE
const SUBANIM_0_STAR_DESCENDING
const SUBANIM_1_STAR_BIG_MOVING
const SUBANIM_1_STAR_BIG
const SUBANIM_0_BALL_TOSS_HIGH
const SUBANIM_0_BALL_TOSS_MIDDLE
const SUBANIM_0_BALL_TOSS_LOW
const SUBANIM_0_BALL_SHAKE_ENEMY
const SUBANIM_0_BALL_POOF_ENEMY
const SUBANIM_0_BALL_BLOCK
const SUBANIM_1_FLAME_COLUMN_1
const SUBANIM_1_FLAME_COLUMN_2
const SUBANIM_1_FLAME_COLUMN_3
const SUBANIM_0_SCRATCHES
const SUBANIM_1_TORNADO
const SUBANIM_1_FLAMES
const SUBANIM_0_HEART_1_MUSIC
const SUBANIM_1_BLOB_TOSS
const SUBANIM_1_BLOB_DRIP_ENEMY
const SUBANIM_1_SHOUT
const SUBANIM_0_SLICE
const SUBANIM_0_BIRDIES_CIRCLING_ENEMY
const SUBANIM_1_SWORDS_CIRCLING
const SUBANIM_1_CLOUD_TOSS
const SUBANIM_0_WATER_COLUMNS
const SUBANIM_1_SEED_TOSS
const SUBANIM_1_SEED_LAND
const SUBANIM_0_ROCKS_LIFT
const SUBANIM_0_ROCKS_TOSS
const SUBANIM_1_FLAME_BEAM
const SUBANIM_1_FLAME_STAR
const SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY
const SUBANIM_0_CIRCLE_1_SQUARE_TOSS_BACK
const SUBANIM_0_BIND
const SUBANIM_0_STATUS_PARALYZED
const SUBANIM_0_STATUS_CONFUSED
const SUBANIM_0_STATUS_CONFUSED_ENEMY
const SUBANIM_0_STATUS_POISONED
const SUBANIM_1_SAND
const SUBANIM_1_LIGHTNING_BALL
const SUBANIM_0_SLICE_BOTH_SIDES
const SUBANIM_1_LIGHTNING
const SUBANIM_0_WATER_DROPLETS
const SUBANIM_0_CIRCLES_CENTERING
const SUBANIM_0_BEAM
const SUBANIM_0_ICE_RISE
const SUBANIM_0_ROCKS_FALL_ENEMY
const SUBANIM_0_SOUND_WAVE
const SUBANIM_0_CIRCLE_1_SQUARE_HALF_TOSS ; unused
const SUBANIM_1_BARRIER
const SUBANIM_1_SELFDESTRUCT
const SUBANIM_0_WATER_BUBBLES
const SUBANIM_0_CIRCLES_FALLING
const SUBANIM_0_STRING_SHOT
const SUBANIM_0_ICE_FALL
const SUBANIM_0_CIRCLE_1_SQUARE_APPEARS ; unused
const SUBANIM_0_STATUS_SLEEP
const SUBANIM_0_STATUS_SLEEP_ENEMY
const SUBANIM_0_WATER_1_FIRE_BARRIER ; unused
const SUBANIM_0_WATER_1_FIRE_GEYSER ; unused
const SUBANIM_1_STAR_BIG_TOSS
const SUBANIM_1_STARS_SMALL_TOSS
const SUBANIM_1_MUSIC_CIRCLING_ENEMY
const SUBANIM_1_CIRCLE_BLACK_TOSS
const SUBANIM_1_EXPLOSION_SMALL_ENEMY
const SUBANIM_0_CIRCLE_1_SQUARE_CLOSING
const SUBANIM_1_LEAVES_TOSS
const SUBANIM_0_HORN_JAB_TWICE
const SUBANIM_0_HORN_JAB_THRICE
const SUBANIM_0_BALL_POOF
const SUBANIM_2_TRADE_BALL_DROP
const SUBANIM_2_TRADE_BALL_SHAKE
const SUBANIM_2_TRADE_BALL_APPEAR
const SUBANIM_2_TRADE_BALL_POOF
const SUBANIM_0_EGG_SHAKING
const SUBANIM_1_TRIANGLE_TOSS
const SUBANIM_1_SPHERE_BIG
const SUBANIM_1_SPHERE_BIG_RISE
const SUBANIM_1_SPHERE_BIG_FALL
const SUBANIM_0_SHELL
const SUBANIM_0_COIN_BOUNCE
const SUBANIM_0_SAFARI_ROCK
const SUBANIM_0_SAFARI_BAIT
const SUBANIM_0_STAR_HIGH
DEF NUM_SUBANIMS EQU const_value
; types of subanimations
const_def
const SUBANIMTYPE_NORMAL
const SUBANIMTYPE_HVFLIP
const SUBANIMTYPE_HFLIP
const SUBANIMTYPE_COORDFLIP
const SUBANIMTYPE_REVERSE
const SUBANIMTYPE_ENEMY
; frame blocks that are part of subanimations
; FrameBlockPointers indexes (see data/battle_anims/frame_blocks.asm)
const_def
const FRAMEBLOCK_00
const FRAMEBLOCK_01
const FRAMEBLOCK_02
const FRAMEBLOCK_03
const FRAMEBLOCK_04
const FRAMEBLOCK_05
const FRAMEBLOCK_06
const FRAMEBLOCK_07
const FRAMEBLOCK_08
const FRAMEBLOCK_09
const FRAMEBLOCK_0A
const FRAMEBLOCK_0B
const FRAMEBLOCK_0C
const FRAMEBLOCK_0D
const FRAMEBLOCK_0E
const FRAMEBLOCK_0F
const FRAMEBLOCK_10
const FRAMEBLOCK_11
const FRAMEBLOCK_12
const FRAMEBLOCK_13
const FRAMEBLOCK_14
const FRAMEBLOCK_15
const FRAMEBLOCK_16
const FRAMEBLOCK_17
const FRAMEBLOCK_18
const FRAMEBLOCK_19
const FRAMEBLOCK_1A
const FRAMEBLOCK_1B
const FRAMEBLOCK_1C
const FRAMEBLOCK_1D
const FRAMEBLOCK_1E
const FRAMEBLOCK_1F
const FRAMEBLOCK_20
const FRAMEBLOCK_21
const FRAMEBLOCK_22
const FRAMEBLOCK_23
const FRAMEBLOCK_24
const FRAMEBLOCK_25
const FRAMEBLOCK_26
const FRAMEBLOCK_27
const FRAMEBLOCK_28
const FRAMEBLOCK_29
const FRAMEBLOCK_2A
const FRAMEBLOCK_2B
const FRAMEBLOCK_2C
const FRAMEBLOCK_2D
const FRAMEBLOCK_2E
const FRAMEBLOCK_2F
const FRAMEBLOCK_30
const FRAMEBLOCK_31
const FRAMEBLOCK_32
const FRAMEBLOCK_33
const FRAMEBLOCK_34
const FRAMEBLOCK_35
const FRAMEBLOCK_36
const FRAMEBLOCK_37
const FRAMEBLOCK_38
const FRAMEBLOCK_39
const FRAMEBLOCK_3A
const FRAMEBLOCK_3B
const FRAMEBLOCK_3C
const FRAMEBLOCK_3D
const FRAMEBLOCK_3E
const FRAMEBLOCK_3F
const FRAMEBLOCK_40
const FRAMEBLOCK_41
const FRAMEBLOCK_42
const FRAMEBLOCK_43
const FRAMEBLOCK_44
const FRAMEBLOCK_45
const FRAMEBLOCK_46
const FRAMEBLOCK_47
const FRAMEBLOCK_SMALL_BLACK_CIRCLE
const FRAMEBLOCK_LARGE_BLACK_CIRCLE
const FRAMEBLOCK_4A
const FRAMEBLOCK_4B
const FRAMEBLOCK_4C
const FRAMEBLOCK_4D
const FRAMEBLOCK_4E
const FRAMEBLOCK_4F
const FRAMEBLOCK_50
const FRAMEBLOCK_51
const FRAMEBLOCK_52
const FRAMEBLOCK_53
const FRAMEBLOCK_54
const FRAMEBLOCK_55
const FRAMEBLOCK_56
const FRAMEBLOCK_57
const FRAMEBLOCK_58
const FRAMEBLOCK_59
const FRAMEBLOCK_5A
const FRAMEBLOCK_5B
const FRAMEBLOCK_5C
const FRAMEBLOCK_5D
const FRAMEBLOCK_5E
const FRAMEBLOCK_5F
const FRAMEBLOCK_60
const FRAMEBLOCK_61
const FRAMEBLOCK_62
const FRAMEBLOCK_63
const FRAMEBLOCK_64
const FRAMEBLOCK_65
const FRAMEBLOCK_66
const FRAMEBLOCK_67
const FRAMEBLOCK_68
const FRAMEBLOCK_69
const FRAMEBLOCK_6A
const FRAMEBLOCK_6B
const FRAMEBLOCK_6C
const FRAMEBLOCK_6D
const FRAMEBLOCK_6E
const FRAMEBLOCK_6F
const FRAMEBLOCK_70
const FRAMEBLOCK_71
const FRAMEBLOCK_72
const FRAMEBLOCK_73
const FRAMEBLOCK_74
const FRAMEBLOCK_75
const FRAMEBLOCK_76
const FRAMEBLOCK_77
const FRAMEBLOCK_78
const FRAMEBLOCK_79
DEF NUM_FRAMEBLOCKS EQU const_value
; base coordinates that are part of subanimations
; FrameBlockBaseCoords indexes (see data/battle_anims/base_coords.asm)
const_def
const BASECOORD_00
const BASECOORD_01
const BASECOORD_02
const BASECOORD_03
const BASECOORD_04
const BASECOORD_05
const BASECOORD_06
const BASECOORD_07
const BASECOORD_08
const BASECOORD_09
const BASECOORD_0A
const BASECOORD_0B
const BASECOORD_0C
const BASECOORD_0D
const BASECOORD_0E
const BASECOORD_0F
const BASECOORD_10
const BASECOORD_11
const BASECOORD_12
const BASECOORD_13
const BASECOORD_14
const BASECOORD_15
const BASECOORD_16
const BASECOORD_17
const BASECOORD_18
const BASECOORD_19
const BASECOORD_1A
const BASECOORD_1B
const BASECOORD_1C
const BASECOORD_1D
const BASECOORD_1E
const BASECOORD_1F
const BASECOORD_20
const BASECOORD_21
const BASECOORD_22
const BASECOORD_23
const BASECOORD_24
const BASECOORD_25
const BASECOORD_26
const BASECOORD_27
const BASECOORD_28
const BASECOORD_29
const BASECOORD_2A
const BASECOORD_2B
const BASECOORD_2C
const BASECOORD_2D
const BASECOORD_2E
const BASECOORD_2F
const BASECOORD_30
const BASECOORD_31
const BASECOORD_32
const BASECOORD_33
const BASECOORD_34
const BASECOORD_35
const BASECOORD_36
const BASECOORD_37
const BASECOORD_38
const BASECOORD_39
const BASECOORD_3A
const BASECOORD_3B
const BASECOORD_3C
const BASECOORD_3D
const BASECOORD_3E
const BASECOORD_3F
const BASECOORD_40
const BASECOORD_41
const BASECOORD_42
const BASECOORD_43
const BASECOORD_44
const BASECOORD_45
const BASECOORD_46
const BASECOORD_47
const BASECOORD_48
const BASECOORD_49
const BASECOORD_4A
const BASECOORD_4B
const BASECOORD_4C
const BASECOORD_4D
const BASECOORD_4E
const BASECOORD_4F
const BASECOORD_50
const BASECOORD_51
const BASECOORD_52
const BASECOORD_53
const BASECOORD_54
const BASECOORD_55
const BASECOORD_56
const BASECOORD_57
const BASECOORD_58
const BASECOORD_59
const BASECOORD_5A
const BASECOORD_5B
const BASECOORD_5C
const BASECOORD_5D
const BASECOORD_5E
const BASECOORD_5F
const BASECOORD_60
const BASECOORD_61
const BASECOORD_62
const BASECOORD_63
const BASECOORD_64
const BASECOORD_65
const BASECOORD_66
const BASECOORD_67
const BASECOORD_68
const BASECOORD_69
const BASECOORD_6A
const BASECOORD_6B
const BASECOORD_6C
const BASECOORD_6D
const BASECOORD_6E
const BASECOORD_6F
const BASECOORD_70
const BASECOORD_71
const BASECOORD_72
const BASECOORD_73
const BASECOORD_74
const BASECOORD_75
const BASECOORD_76
const BASECOORD_77
const BASECOORD_78
const BASECOORD_79
const BASECOORD_7A
const BASECOORD_7B
const BASECOORD_7C
const BASECOORD_7D
const BASECOORD_7E
const BASECOORD_7F
const BASECOORD_80
const BASECOORD_81
const BASECOORD_82
const BASECOORD_83
const BASECOORD_84
const BASECOORD_85
const BASECOORD_86
const BASECOORD_87
const BASECOORD_88
const BASECOORD_89
const BASECOORD_8A
const BASECOORD_8B
const BASECOORD_8C
const BASECOORD_8D
const BASECOORD_8E
const BASECOORD_8F
const BASECOORD_90
const BASECOORD_91
const BASECOORD_92
const BASECOORD_93
const BASECOORD_94
const BASECOORD_95
const BASECOORD_96
const BASECOORD_97
const BASECOORD_98
const BASECOORD_99
const BASECOORD_9A
const BASECOORD_9B
const BASECOORD_9C
const BASECOORD_9D
const BASECOORD_9E
const BASECOORD_9F
const BASECOORD_A0
const BASECOORD_A1
const BASECOORD_A2
const BASECOORD_A3
const BASECOORD_A4
const BASECOORD_A5
const BASECOORD_A6
const BASECOORD_A7
const BASECOORD_A8
const BASECOORD_A9
const BASECOORD_AA
const BASECOORD_AB
const BASECOORD_AC
const BASECOORD_AD
const BASECOORD_AE
const BASECOORD_AF
const BASECOORD_B0
DEF NUM_BASECOORDS EQU const_value
; frame block modes that are part of subanimations
const_def
const FRAMEBLOCKMODE_00
const FRAMEBLOCKMODE_01
const FRAMEBLOCKMODE_02
const FRAMEBLOCKMODE_03
const FRAMEBLOCKMODE_04