Differences
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Both sides previous 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 [2023/10/10 03:51] (current) c-dude Added warning that animation subroutines cannot point to other subroutines |
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$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 |