Sync sprite and battle anim consts/labels (#1055)

* Sync sprite and battle anim consts/labels

* Add `; 00` comments

* Renamed to `SpriteAnimFunc_` and `BattleAnimFunc_`
This commit is contained in:
vulcandth
2023-09-17 13:09:28 -05:00
committed by GitHub
parent b0ddb0758d
commit aba1f14044
37 changed files with 4148 additions and 4148 deletions

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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
## `$DA`: `anim_battlergfx_1row`
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.
These graphics are identified through `ANIM_GFX_ENEMYFEET` and `ANIM_GFX_PLAYERHEAD`.
These graphics are identified through `BATTLE_ANIM_GFX_ENEMYFEET` and `BATTLE_ANIM_GFX_PLAYERHEAD`.
Caveats:
- 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.
-; BUG: BattleAnimCmd only clears the first 6⅔ objects (see docs/bugs_and_glitches.md)
ld hl, wActiveAnimObjects
- ld a, $a0
+ ld a, NUM_ANIM_OBJECTS * BATTLEANIMSTRUCT_LENGTH
+ ld a, NUM_BATTLE_ANIM_STRUCTS * BATTLEANIMSTRUCT_LENGTH
.loop
ld [hl], 0
inc hl

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@@ -672,7 +672,7 @@ _Sine::
calc_sine_wave
```
`Sprites_Cosine` and `Sprites_Sine` in [engine/gfx/sprites.asm](https://github.com/pret/pokecrystal/blob/master/engine/gfx/sprites.asm):
`Sprites_Cosine` and `Sprites_Sine` in [engine/sprite_anims/core.asm](https://github.com/pret/pokecrystal/blob/master/engine/sprite_anims/core.asm):
```asm
Sprites_Cosine: