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ff3:ff3us:doc:asm:codes:battle_animation_script [2022/11/19 01:40] c-dude Fill in some $80 subcommands that were documented in the battle animation disassembly |
ff3:ff3us:doc:asm:codes:battle_animation_script [2022/11/19 01:59] c-dude Annotate blank descriptions with info from the Battle Animations disassembly |
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$99 ----ppp- | $99 ----ppp- | ||
$9A $FC40 Set Thread Facing Direction to Match Attacker | $9A $FC40 Set Thread Facing Direction to Match Attacker | ||
- | $9B | + | $9B xx |
$9C xx $F2A2 | $9C xx $F2A2 | ||
$9D xx $F2F1 | $9D xx $F2F1 | ||
- | $9E | + | $9E xx |
$9F xx $F7CF Animated Loop start (loop count equal to the number of active threads, xx = 0) (autocrossbow) | $9F xx $F7CF Animated Loop start (loop count equal to the number of active threads, xx = 0) (autocrossbow) | ||
$A0 xx yy $FA4B Jump Forward Along Vector (speed xx, code branch yy) | $A0 xx yy $FA4B Jump Forward Along Vector (speed xx, code branch yy) | ||
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$C8 xx $E7B1 Set attacker modified graphic index | $C8 xx $E7B1 Set attacker modified graphic index | ||
$C9 xx $DAE4 Play sound effect xx ($00 means play default for this animation) | $C9 xx $DAE4 Play sound effect xx ($00 means play default for this animation) | ||
- | $CA | + | $CA xx |
$CB eddddddd | $CB eddddddd | ||
e: 1 = enable, 0 = disable | e: 1 = enable, 0 = disable | ||
Line 343: | Line 343: | ||
| | ||
$D5 ------vh | $D5 ------vh | ||
- | $D6 | + | $D6 xx yy $E6CD scroll background to (xx,yy), typically used to shake the screen |
$D7 xx $E68D Move Fire Dance Sprites | $D7 xx $E68D Move Fire Dance Sprites | ||
$D8 xx yy zz $E5F9 x: x speed, y: y speed, z: ??? | $D8 xx yy zz $E5F9 x: x speed, y: y speed, z: ??? | ||
Line 355: | Line 355: | ||
$E0 xx yy dd rr $E3A0 Modify Triangle | $E0 xx yy dd rr $E3A0 Modify Triangle | ||
$E1 xx $E328 show/hide attacker sprite | $E1 xx $E328 show/hide attacker sprite | ||
- | $E2 $DD8D | + | $E2 |
- | $E3 $DD42 | + | $E3 |
- | $E4 | + | $E4 |
$E5 xx yy zz $E15D yy = number of bytes to branch backwards | $E5 xx yy zz $E15D yy = number of bytes to branch backwards | ||
$E6 xx yy zz $E1B3 yy = number of bytes to branch backwards | $E6 xx yy zz $E1B3 yy = number of bytes to branch backwards | ||
- | $E7 | + | $E7 |
$E8 rr tt $DCDF Move rr,tt in polar coordinates (radius, | $E8 rr tt $DCDF Move rr,tt in polar coordinates (radius, | ||
$E9 xx yy $DC9B Move randomly (0...xx, | $E9 xx yy $DC9B Move randomly (0...xx, | ||
Line 373: | Line 373: | ||
$EF rr tt $DCD9 similar to $E8 | $EF rr tt $DCD9 similar to $E8 | ||
$F0 5 words $DB6C Jump based on current target index (char1, char2, char3, char4, monster) | $F0 5 words $DB6C Jump based on current target index (char1, char2, char3, char4, monster) | ||
- | $F1 xx | + | $F1 m------s |
+ | m = affect monster | ||
+ | s = show sprite | ||
$F2 $F980 Set a trajectory from target center to attacker | $F2 $F980 Set a trajectory from target center to attacker | ||
$F3 5 words $DB64 Jump based on current attacker index (char1, char2, char3, char4, monster) | $F3 5 words $DB64 Jump based on current attacker index (char1, char2, char3, char4, monster) | ||
Line 381: | Line 383: | ||
$F7 xx $DB50 Wait until vertical scanline position xx | $F7 xx $DB50 Wait until vertical scanline position xx | ||
$F8 xxxx yyyy $DB31 Jump to either xxxx or yyyy if magitek mode is enabled | $F8 xxxx yyyy $DB31 Jump to either xxxx or yyyy if magitek mode is enabled | ||
- | $F9 xx yy zz $DAF9 | + | $F9 xx yy zz $DAF9 set attacker magitek armor action to xx |
$FA xxxx $DB23 Jump to $xxxx | $FA xxxx $DB23 Jump to $xxxx | ||
$FB rgbfffff | $FB rgbfffff |