ff3:ff3us:doc:asm:codes:battle_animation_script

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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
Line 193: Line 193:
 $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             $F2E1 drill+$A2 40          $F2E1 Toggle Horizontal Flip (Used by Drill, argument must be 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
  • ff3/ff3us/doc/asm/codes/battle_animation_script.1668823193.txt.gz
  • Last modified: 19 months ago
  • by c-dude