Sync battle anim - scripts
This commit is contained in:
@@ -346,59 +346,62 @@
|
||||
#define BG_SOLAR_BEAM_PLAYER 25
|
||||
#define BG_SOLAR_BEAM_CONTESTS 26
|
||||
|
||||
// table ids for general animations
|
||||
#define B_ANIM_CASTFORM_CHANGE 0x0
|
||||
#define B_ANIM_STATS_CHANGE 0x1
|
||||
#define B_ANIM_SUBSTITUTE_FADE 0x2
|
||||
#define B_ANIM_SUBSTITUTE_APPEAR 0x3
|
||||
#define B_ANIM_BAIT_THROW 0x4
|
||||
#define B_ANIM_ITEM_KNOCKOFF 0x5
|
||||
#define B_ANIM_TURN_TRAP 0x6
|
||||
#define B_ANIM_HELD_ITEM_EFFECT 0x7
|
||||
#define B_ANIM_SMOKEBALL_ESCAPE 0x8
|
||||
#define B_ANIM_FOCUS_BAND 0x9
|
||||
#define B_ANIM_RAIN_CONTINUES 0xA
|
||||
#define B_ANIM_SUN_CONTINUES 0xB
|
||||
#define B_ANIM_SANDSTORM_CONTINUES 0xC
|
||||
#define B_ANIM_HAIL_CONTINUES 0xD
|
||||
#define B_ANIM_LEECH_SEED_DRAIN 0xE
|
||||
#define B_ANIM_MON_HIT 0xF
|
||||
#define B_ANIM_ITEM_STEAL 0x10
|
||||
#define B_ANIM_SNATCH_MOVE 0x11
|
||||
#define B_ANIM_FUTURE_SIGHT_HIT 0x12
|
||||
#define B_ANIM_DOOM_DESIRE_HIT 0x13
|
||||
#define B_ANIM_FOCUS_PUNCH_SETUP 0x14
|
||||
#define B_ANIM_INGRAIN_HEAL 0x15
|
||||
#define B_ANIM_WISH_HEAL 0x16
|
||||
#define B_ANIM_MON_SCARED 0x17
|
||||
#define B_ANIM_GHOST_GET_OUT 0x18
|
||||
#define B_ANIM_SILPH_SCOPED 0x19
|
||||
#define B_ANIM_ROCK_THROW 0x1A
|
||||
#define B_ANIM_SAFARI_REACTION 0x1B
|
||||
// table ids for general animations (gBattleAnims_General)
|
||||
#define B_ANIM_CASTFORM_CHANGE 0
|
||||
#define B_ANIM_STATS_CHANGE 1
|
||||
#define B_ANIM_SUBSTITUTE_FADE 2
|
||||
#define B_ANIM_SUBSTITUTE_APPEAR 3
|
||||
#define B_ANIM_BAIT_THROW 4
|
||||
#define B_ANIM_ITEM_KNOCKOFF 5
|
||||
#define B_ANIM_TURN_TRAP 6
|
||||
#define B_ANIM_HELD_ITEM_EFFECT 7
|
||||
#define B_ANIM_SMOKEBALL_ESCAPE 8
|
||||
#define B_ANIM_FOCUS_BAND 9
|
||||
#define B_ANIM_RAIN_CONTINUES 10
|
||||
#define B_ANIM_SUN_CONTINUES 11
|
||||
#define B_ANIM_SANDSTORM_CONTINUES 12
|
||||
#define B_ANIM_HAIL_CONTINUES 13
|
||||
#define B_ANIM_LEECH_SEED_DRAIN 14
|
||||
#define B_ANIM_MON_HIT 15
|
||||
#define B_ANIM_ITEM_STEAL 16
|
||||
#define B_ANIM_SNATCH_MOVE 17
|
||||
#define B_ANIM_FUTURE_SIGHT_HIT 18
|
||||
#define B_ANIM_DOOM_DESIRE_HIT 19
|
||||
#define B_ANIM_FOCUS_PUNCH_SETUP 20
|
||||
#define B_ANIM_INGRAIN_HEAL 21
|
||||
#define B_ANIM_WISH_HEAL 22
|
||||
#define B_ANIM_MON_SCARED 23
|
||||
#define B_ANIM_GHOST_GET_OUT 24
|
||||
#define B_ANIM_SILPH_SCOPED 25
|
||||
#define B_ANIM_ROCK_THROW 26
|
||||
#define B_ANIM_SAFARI_REACTION 27
|
||||
|
||||
// special animations table
|
||||
#define B_ANIM_LVL_UP 0x0
|
||||
#define B_ANIM_SWITCH_OUT_PLAYER_MON 0x1
|
||||
#define B_ANIM_SWITCH_OUT_OPPONENT_MON 0x2
|
||||
#define B_ANIM_BALL_THROW 0x3
|
||||
#define B_ANIM_SAFARI_BALL_THROW 0x4
|
||||
#define B_ANIM_SUBSTITUTE_TO_MON 0x5
|
||||
#define B_ANIM_MON_TO_SUBSTITUTE 0x6
|
||||
// special animations table (gBattleAnims_Special)
|
||||
#define B_ANIM_LVL_UP 0
|
||||
#define B_ANIM_SWITCH_OUT_PLAYER_MON 1
|
||||
#define B_ANIM_SWITCH_OUT_OPPONENT_MON 2
|
||||
#define B_ANIM_BALL_THROW 3
|
||||
#define B_ANIM_BALL_THROW_WITH_TRAINER 4
|
||||
#define B_ANIM_SUBSTITUTE_TO_MON 5
|
||||
#define B_ANIM_MON_TO_SUBSTITUTE 6
|
||||
|
||||
// status animation table
|
||||
#define B_ANIM_STATUS_PSN 0x0
|
||||
#define B_ANIM_STATUS_CONFUSION 0x1
|
||||
#define B_ANIM_STATUS_BRN 0x2
|
||||
#define B_ANIM_STATUS_INFATUATION 0x3
|
||||
#define B_ANIM_STATUS_SLP 0x4
|
||||
#define B_ANIM_STATUS_PRZ 0x5
|
||||
#define B_ANIM_STATUS_FRZ 0x6
|
||||
#define B_ANIM_STATUS_CURSED 0x7
|
||||
#define B_ANIM_STATUS_NIGHTMARE 0x8
|
||||
#define B_ANIM_STATUS_WRAPPED 0x9 // does not actually exist
|
||||
// status animation table (gBattleAnims_StatusConditions)
|
||||
#define B_ANIM_STATUS_PSN 0
|
||||
#define B_ANIM_STATUS_CONFUSION 1
|
||||
#define B_ANIM_STATUS_BRN 2
|
||||
#define B_ANIM_STATUS_INFATUATION 3
|
||||
#define B_ANIM_STATUS_SLP 4
|
||||
#define B_ANIM_STATUS_PRZ 5
|
||||
#define B_ANIM_STATUS_FRZ 6
|
||||
#define B_ANIM_STATUS_CURSED 7
|
||||
#define B_ANIM_STATUS_NIGHTMARE 8
|
||||
#define B_ANIM_STATUS_WRAPPED 9 // does not actually exist
|
||||
|
||||
// Most tasks return a value to gBattleAnimArgs[7].
|
||||
#define ARG_RET_ID 0x7
|
||||
#define ARG_RET_ID 7
|
||||
|
||||
// For createsprite macro to use internally
|
||||
#define ANIMSPRITE_IS_TARGET (1 << 7)
|
||||
|
||||
// Trapping Wrap-like moves end turn animation.
|
||||
#define TRAP_ANIM_BIND 0
|
||||
@@ -415,6 +418,22 @@
|
||||
#define ANIM_WEATHER_SANDSTORM 3
|
||||
#define ANIM_WEATHER_HAIL 4
|
||||
|
||||
// Flags given to various functions to indicate which palettes to consider.
|
||||
// Handled by UnpackSelectedBattlePalettes
|
||||
#define F_PAL_BG (1 << 0)
|
||||
#define F_PAL_ATTACKER (1 << 1)
|
||||
#define F_PAL_TARGET (1 << 2)
|
||||
#define F_PAL_ATK_PARTNER (1 << 3)
|
||||
#define F_PAL_DEF_PARTNER (1 << 4)
|
||||
#define F_PAL_ANIM_1 (1 << 5) // Palette set for GetBattleAnimBg1Data/GetBattleAnimBgDataByPriorityRank. Only used (ineffectually?) by Aromatherapy.
|
||||
#define F_PAL_ANIM_2 (1 << 6) // Palette set for GetBattleAnimBgData/GetBattleAnimBgDataByPriorityRank. Unused.
|
||||
#define F_PAL_ATK_SIDE (F_PAL_ATTACKER | F_PAL_ATK_PARTNER)
|
||||
#define F_PAL_DEF_SIDE (F_PAL_TARGET | F_PAL_DEF_PARTNER)
|
||||
#define F_PAL_BATTLERS (F_PAL_ATK_SIDE | F_PAL_DEF_SIDE)
|
||||
// The below are only used by AnimTask_BlendBattleAnimPal to get battler sprite palettes by position rather than by role.
|
||||
// It's redundant with F_PAL_BATTLERS, because they're only ever used together to refer to all the battlers at once.
|
||||
#define F_PAL_BATTLERS_2 (1 << 7 | 1 << 8 | 1 << 9 | 1 << 10)
|
||||
|
||||
// Battle mon back animations.
|
||||
#define BACK_ANIM_NONE 0x00
|
||||
#define BACK_ANIM_H_SLIDE_QUICK 0x01
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef GUARD_RGB_H
|
||||
#define GUARD_RGB_H
|
||||
|
||||
#define GET_R(color) ((color) & 0x1F)
|
||||
#define GET_G(color) (((color) >> 5) & 0x1F)
|
||||
#define GET_B(color) (((color) >> 10) & 0x1F)
|
||||
|
||||
#define RGB(r, g, b) ((r) | ((g) << 5) | ((b) << 10))
|
||||
#define RGB2(r, g, b) (((b) << 10) | ((g) << 5) | (r))
|
||||
#define _RGB(r, g, b) ((((b) & 0x1F) << 10) + (((g) & 0x1F) << 5) + ((r) & 0x1F))
|
||||
|
||||
#define RGB_ALPHA (1 << 15)
|
||||
#define IS_ALPHA(color) ((color) & RGB_ALPHA)
|
||||
|
||||
#define RGB_BLACK RGB(0, 0, 0)
|
||||
#define RGB_WHITE RGB(31, 31, 31)
|
||||
#define RGB_RED RGB(31, 0, 0)
|
||||
#define RGB_GREEN RGB(0, 31, 0)
|
||||
#define RGB_BLUE RGB(0, 0, 31)
|
||||
#define RGB_YELLOW RGB(31, 31, 0)
|
||||
#define RGB_MAGENTA RGB(31, 0, 31)
|
||||
#define RGB_CYAN RGB(0, 31, 31)
|
||||
#define RGB_WHITEALPHA (RGB_WHITE | RGB_ALPHA)
|
||||
|
||||
#endif // GUARD_RGB_H
|
||||
@@ -79,20 +79,6 @@
|
||||
|
||||
#define TOTAL_OBJ_TILE_COUNT 1024
|
||||
|
||||
#define RGB(r, g, b) ((r) | ((g) << 5) | ((b) << 10))
|
||||
#define RGB2(r, g, b) (((b) << 10) | ((g) << 5) | (r))
|
||||
#define _RGB(r, g, b) ((((b) & 0x1F) << 10) + (((g) & 0x1F) << 5) + ((r) & 0x1F))
|
||||
|
||||
#define RGB_BLACK RGB(0, 0, 0)
|
||||
#define RGB_WHITE RGB(31, 31, 31)
|
||||
#define RGB_RED RGB(31, 0, 0)
|
||||
#define RGB_GREEN RGB(0, 31, 0)
|
||||
#define RGB_BLUE RGB(0, 0, 31)
|
||||
#define RGB_YELLOW RGB(31, 31, 0)
|
||||
#define RGB_MAGENTA RGB(31, 0, 31)
|
||||
#define RGB_CYAN RGB(0, 31, 31)
|
||||
#define RGB_WHITEALPHA (RGB_WHITE | 0x8000)
|
||||
|
||||
// Some functions are strictly inline asm
|
||||
#define NAKED __attribute__((naked))
|
||||
#define UNUSED __attribute__((unused))
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "constants/vars.h"
|
||||
#include "constants/species.h"
|
||||
#include "constants/easy_chat.h"
|
||||
#include "constants/rgb.h"
|
||||
|
||||
// Prevent cross-jump optimization.
|
||||
#define BLOCK_CROSS_JUMP asm("");
|
||||
|
||||
Reference in New Issue
Block a user