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Both sides previous revision Previous revision Next revision | Previous revision | ||
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 |
ff3:ff3us:doc:asm:codes:battle_animation_script [2024/06/05 18:54] (current) c-dude Added more thorough definition to command $A2 |
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$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) | ||
$A1 xx yy $FA90 Jump Backward Along Vector (speed xx, code branch yy) | $A1 xx yy $FA90 Jump Backward Along Vector (speed xx, code branch yy) | ||
- | $A2 | + | $A2 40 |
$A3 xxxx $F1E5 Shift Color Palette Left | $A3 xxxx $F1E5 Shift Color Palette Left | ||
$A4 xxxx $F21D Shift Color Palette Right | $A4 xxxx $F21D Shift Color Palette Right | ||
Line 268: | Line 268: | ||
$BE xx $EA98 Set Screen Mosaic to xx ($2106) | $BE xx $EA98 Set Screen Mosaic to xx ($2106) | ||
$BF xxxx $EA85 Jump to Subroutine $xxxx | $BF xxxx $EA85 Jump to Subroutine $xxxx | ||
+ | NOTE! Animations can only handle one layer of subroutine! | ||
+ | As such, animation subroutines cannot lead to other subroutines, | ||
+ | meaning you can't use them as easy hooks to amend an existing animation! | ||
+ | If you're changing an animation and you need more bytes, | ||
+ | you're going to have to relocate it to another spot in the D0 bank instead. | ||
$C0 $EA76 Return from Subroutine | $C0 $EA76 Return from Subroutine | ||
$C1 xx yy $EA05 xx = vector movement speed ???, yy = number of bytes to branch backwards | $C1 xx yy $EA05 xx = vector movement speed ???, yy = number of bytes to branch backwards |