Sync sprite and battle anim consts/labels (#1055)
* Sync sprite and battle anim consts/labels * Add `; 00` comments * Renamed to `SpriteAnimFunc_` and `BattleAnimFunc_`
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@@ -85,7 +85,7 @@ Since there can't be two of the same bg effect, the effect type is used. This is
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## `$DA`: `anim_battlergfx_1row`
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Loads animation graphics for the bottom one or two rows of the enemy pokemon and the top one or two rows of the player's.
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These graphics are identified through `ANIM_GFX_ENEMYFEET` and `ANIM_GFX_PLAYERHEAD`.
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These graphics are identified through `BATTLE_ANIM_GFX_ENEMYFEET` and `BATTLE_ANIM_GFX_PLAYERHEAD`.
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Caveats:
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- Doesn't work with `anim_4gfx` and `anim_5gfx`.
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@@ -2700,7 +2700,7 @@ If `IsInArray` returns `nc`, data at `bc` will be executed as code.
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-; BUG: BattleAnimCmd only clears the first 6⅔ objects (see docs/bugs_and_glitches.md)
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ld hl, wActiveAnimObjects
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- ld a, $a0
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+ ld a, NUM_ANIM_OBJECTS * BATTLEANIMSTRUCT_LENGTH
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+ ld a, NUM_BATTLE_ANIM_STRUCTS * BATTLEANIMSTRUCT_LENGTH
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.loop
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ld [hl], 0
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inc hl
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@@ -672,7 +672,7 @@ _Sine::
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calc_sine_wave
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```
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`Sprites_Cosine` and `Sprites_Sine` in [engine/gfx/sprites.asm](https://github.com/pret/pokecrystal/blob/master/engine/gfx/sprites.asm):
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`Sprites_Cosine` and `Sprites_Sine` in [engine/sprite_anims/core.asm](https://github.com/pret/pokecrystal/blob/master/engine/sprite_anims/core.asm):
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```asm
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Sprites_Cosine:
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