Beispiel #1
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};

const struct SpriteTemplate gBattleAnimSpriteTemplate_83DB428 =
{
    .tileTag = 0,
    .paletteTag = 0,
    .oam = &gDummyOamData,
    .anims = gDummySpriteAnimTable,
    .images = NULL,
    .affineAnims = gDummySpriteAffineAnimTable,
    .callback = sub_80E24B8,
};

const union AffineAnimCmd gSpriteAffineAnim_83DB440[] =
{
    AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
    AFFINEANIMCMD_END,
};

const union AffineAnimCmd gSpriteAffineAnim_83DB450[] =
{
    AFFINEANIMCMD_FRAME(0xD8, 0xD8, 0, 0),
    AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
    AFFINEANIMCMD_END,
};

const union AffineAnimCmd gSpriteAffineAnim_83DB468[] =
{
    AFFINEANIMCMD_FRAME(0xB0, 0xB0, 0, 0),
    AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 8),
    AFFINEANIMCMD_END,
Beispiel #2
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const union AnimCmd *const gSpriteAnimTable_83D70D8[] =
{
    gSpriteAnim_83D7098,
    gSpriteAnim_83D70A0,
    gSpriteAnim_83D70A8,
    gSpriteAnim_83D70B0,
    gSpriteAnim_83D70B8,
    gSpriteAnim_83D70C0,
    gSpriteAnim_83D70C8,
    gSpriteAnim_83D70D0,
};

const union AffineAnimCmd gSpriteAffineAnim_83D70F8[] =
{
    AFFINEANIMCMD_FRAME(0xC, 0xC, 0, 16),
    AFFINEANIMCMD_FRAME(0xFFF4, 0xFFF4, 0, 16),
    AFFINEANIMCMD_JUMP(0),
};

const union AffineAnimCmd *const gSpriteAffineAnimTable_83D7110[] =
{
    gSpriteAffineAnim_83D70F8,
};

const struct SpriteTemplate gBattleAnimSpriteTemplate_83D7114 =
{
    .tileTag = 10072,
    .paletteTag = 10072,
    .oam = &gOamData_837DFEC,
    .anims = gSpriteAnimTable_83D70D8,
Beispiel #3
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#include "sound.h"

extern s16 gBattleAnimArgs[];
extern u8 gAnimBankAttacker;
extern u8 gAnimBankTarget;
extern const union AnimCmd *const gSpriteAnimTable_83D6424[];
extern const union AnimCmd *const gSpriteAnimTable_83D6420[];

void sub_80CC474(struct Sprite* sprite);
static void sub_80CC580(struct Sprite* sprite);

// flying_petals (petals fly across the screen.)
// Used by Aromatherapy.

const union AffineAnimCmd gSpriteAffineAnim_83D689C[] = {
    AFFINEANIMCMD_FRAME(256, 256, 0, 0),
    AFFINEANIMCMD_FRAME(0, 0, 4, 1),
    AFFINEANIMCMD_JUMP(1),
};

const union AffineAnimCmd *const gSpriteAffineAnimTable_83D68B4[] = {
    gSpriteAffineAnim_83D689C,
};

const struct SpriteTemplate gBattleAnimSpriteTemplate_83D68B8 =
{
    .tileTag = 10159,
    .paletteTag = 10159,
    .oam = &gOamData_837DF24,
    .anims = gSpriteAnimTable_83D6424,
    .images = NULL,
Beispiel #4
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    gSpriteAnim_83D6294,
    gSpriteAnim_83D629C,
};

const union AnimCmd *const gSpriteAnimTable_83D62D0[] =
{
    gSpriteAnim_83D62A4,
};

const union AnimCmd *const gSpriteAnimTable_83D62D4[] =
{
    gSpriteAnim_83D62AC,
};

const union AffineAnimCmd gSpriteAffineAnim_83D62D8[] = {
    AFFINEANIMCMD_FRAME(-5, -5, 0, 1),
    AFFINEANIMCMD_JUMP(0),
};

const union AffineAnimCmd *const gSpriteAffineAnimTable_83D62E8[] = {
    gSpriteAffineAnim_83D62D8,
};

const struct SpriteTemplate gBattleAnimSpriteTemplate_83D62EC =
{
    .tileTag = 10147,
    .paletteTag = 10147,
    .oam = &gOamData_837E0AC,
    .anims = gSpriteAnimTable_83D62D4,
    .images = NULL,
    .affineAnims = gSpriteAffineAnimTable_83D62E8,
Beispiel #5
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#include "trig.h"
#include "battle_anim.h"
#include "sound.h"

extern s16 gBattleAnimArgs[];
extern u8 gAnimBankAttacker;
extern u8 gAnimBankTarget;

static void sub_80D0904(u8 taskId);

// grow (grows a Pokemon then shrinks back to normal size.)
// Used in Swagger and Bulk Up.

const union AffineAnimCmd gSpriteAffineAnim_83D7714[] =
{
    AFFINEANIMCMD_FRAME(-4, -5, 0, 12),
    AFFINEANIMCMD_FRAME(0, 0, 0, 24),
    AFFINEANIMCMD_FRAME(4, 5, 0, 12),
    AFFINEANIMCMD_END,
};

void sub_80D08C8(u8 taskId)
{
    struct Task* task = &gTasks[taskId];
    u8 spriteId = GetAnimBattlerSpriteId(0);
    sub_80798F4(task, spriteId, &gSpriteAffineAnim_83D7714);
    task->func = sub_80D0904;
}

static void sub_80D0904(u8 taskId)
{
Beispiel #6
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// Used by Rest and the sleep turn when the Pokemon is still asleep.

const union AnimCmd gSpriteAnim_83D6D20[] =
{
    ANIMCMD_FRAME(0, 40),
    ANIMCMD_END,
};

const union AnimCmd *const gSpriteAnimTable_83D6D28[] =
{
    gSpriteAnim_83D6D20,
};

const union AffineAnimCmd gSpriteAffineAnim_83D6D2C[] =
{
    AFFINEANIMCMD_FRAME(0x14, 0x14, -30, 0),
    AFFINEANIMCMD_FRAME(0x8, 0x8, 1, 24),
    AFFINEANIMCMD_END,
};

const union AffineAnimCmd gSpriteAffineAnim_83D6D44[] =
{
    AFFINEANIMCMD_LOOP(0),
    AFFINEANIMCMD_FRAME(0x0, 0x0, 1, 24),
    AFFINEANIMCMD_LOOP(10),
};

const union AffineAnimCmd gSpriteAffineAnim_83D6D5C[] =
{
    AFFINEANIMCMD_FRAME(0x14, 0x14, 30, 0),
    AFFINEANIMCMD_FRAME(0x8, 0x8, -1, 24),
Beispiel #7
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};

const struct SpriteTemplate gBattleAnimSpriteTemplate_83DAC7C =
{
    .tileTag = ANIM_TAG_MUD_SAND,
    .paletteTag = ANIM_TAG_MUD_SAND,
    .oam = &gOamData_837DF24,
    .anims = gDummySpriteAnimTable,
    .images = NULL,
    .affineAnims = gDummySpriteAffineAnimTable,
    .callback = sub_80DCFE4,
};

const union AffineAnimCmd gSpriteAffineAnim_83DAC94[] =
{
    AFFINEANIMCMD_FRAME(0xC0, 0xC0, 0, 0),
    AFFINEANIMCMD_FRAME(0x2, 0xFFFD, 0, 5),
    AFFINEANIMCMD_FRAME(0xFFFE, 0x3, 0, 5),
    AFFINEANIMCMD_JUMP(1),
};

const union AffineAnimCmd *const gSpriteAffineAnimTable_83DACB4[] =
{
    gSpriteAffineAnim_83DAC94,
};

const struct SpriteTemplate gBattleAnimSpriteTemplate_83DACB8 =
{
    .tileTag = ANIM_TAG_WATER_ORB,
    .paletteTag = ANIM_TAG_WATER_ORB,
    .oam = &gOamData_837E0AC,
Beispiel #8
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#include "global.h"
#include "rom_8077ABC.h"
#include "trig.h"
#include "battle_anim.h"
#include "sound.h"

extern s16 gBattleAnimArgs[];
extern u8 gAnimBankAttacker;
extern u8 gAnimBankTarget;

// startle (the pokemon sprite shrivels upward and restores after a brief time.)
// Used in Fake Out, Trick, and Astonish.

const union AffineAnimCmd gSpriteAffineAnim_83D7A98[] =
{
    AFFINEANIMCMD_FRAME(0x000A, 0xFFF3, 0x00, 0x0A),
    AFFINEANIMCMD_FRAME(0xFFF6, 0x000D, 0x00, 0x0A),
    AFFINEANIMCMD_END,
};

// opponent
void sub_80D1E38(u8 taskId)
{
    u8 spriteId = GetAnimBattlerSpriteId(1);
    if (++gTasks[taskId].data[0] == 1)
    {
        sub_80798F4(&gTasks[taskId], GetAnimBattlerSpriteId(1), &gSpriteAffineAnim_83D7A98);
        gSprites[spriteId].pos2.x = 4;
    }
    else
    {