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Updated Outrage's animation
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SoupPotato committed Sep 10, 2024
1 parent 226ab18 commit 38e85bc
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236 changes: 122 additions & 114 deletions constants/battle_anim_constants.asm
Original file line number Diff line number Diff line change
Expand Up @@ -177,64 +177,65 @@ DEF BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const BATTLE_ANIM_OBJ_DRAGONBREATH ; 90
const BATTLE_ANIM_OBJ_CONVERSION ; 91
const BATTLE_ANIM_OBJ_SPIDER_WEB ; 92
const BATTLE_ANIM_OBJ_CAKE_UNUSED ; 93
const BATTLE_ANIM_OBJ_NIGHTMARE ; 94
const BATTLE_ANIM_OBJ_IN_NIGHTMARE ; 95
const BATTLE_ANIM_OBJ_LOVELY_KISS ; 96
const BATTLE_ANIM_OBJ_SWEET_KISS ; 97
const BATTLE_ANIM_OBJ_SKETCH ; 98
const BATTLE_ANIM_OBJ_ENCORE_HAND ; 99
const BATTLE_ANIM_OBJ_ENCORE_STAR ; 9a
const BATTLE_ANIM_OBJ_DESTINY_BOND ; 9b
const BATTLE_ANIM_OBJ_MORNING_SUN ; 9c
const BATTLE_ANIM_OBJ_GLIMMER ; 9d
const BATTLE_ANIM_OBJ_MOONLIGHT ; 9e
const BATTLE_ANIM_OBJ_HIDDEN_POWER ; 9f
const BATTLE_ANIM_OBJ_CROSS_CHOP1 ; a0
const BATTLE_ANIM_OBJ_CROSS_CHOP2 ; a1
const BATTLE_ANIM_OBJ_SANDSTORM ; a2
const BATTLE_ANIM_OBJ_ZAP_CANNON ; a3
const BATTLE_ANIM_OBJ_SPITE ; a4
const BATTLE_ANIM_OBJ_CURSE ; a5
const BATTLE_ANIM_OBJ_PERISH_SONG ; a6
const BATTLE_ANIM_OBJ_FORESIGHT ; a7
const BATTLE_ANIM_OBJ_RAPID_SPIN ; a8
const BATTLE_ANIM_OBJ_SWAGGER ; a9
const BATTLE_ANIM_OBJ_BELLY_DRUM_HAND ; aa
const BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE ; ab
const BATTLE_ANIM_OBJ_MEAN_LOOK ; ac
const BATTLE_ANIM_OBJ_BETA_PURSUIT ; ad
const BATTLE_ANIM_OBJ_SHOOTING_SPARKLE ; ae
const BATTLE_ANIM_OBJ_RAIN ; af
const BATTLE_ANIM_OBJ_B0 ; b0
const BATTLE_ANIM_OBJ_PSYCH_UP ; b1
const BATTLE_ANIM_OBJ_ANCIENTPOWER ; b2
const BATTLE_ANIM_OBJ_AEROBLAST ; b3
const BATTLE_ANIM_OBJ_SHADOW_BALL ; b4
const BATTLE_ANIM_OBJ_ROCK_SMASH ; b5
const BATTLE_ANIM_OBJ_FLOWER ; b6
const BATTLE_ANIM_OBJ_COTTON ; b7
const BATTLE_ANIM_OBJ_ENEMYFEET_1ROW ; b8
const BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW ; b9
const BATTLE_ANIM_OBJ_ENEMYFEET_2ROW ; ba
const BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW ; bb
const BATTLE_ANIM_OBJ_MINIMIZE ; bc
const BATTLE_ANIM_OBJ_MEDIUM_HORN ; bd
const BATTLE_ANIM_OBJ_SAFARI_ROCK ; be
const BATTLE_ANIM_OBJ_SAFARI_BAIT ; bf
const BATTLE_ANIM_OBJ_RISING_BUBBLE ; c0
const BATTLE_ANIM_OBJ_BUBBLE_SPLASH ; c1
const BATTLE_ANIM_OBJ_OCTAZOOKA_SMOKE ; c2
const BATTLE_ANIM_OBJ_INK_SPLASH ; c3
const BATTLE_ANIM_OBJ_DAZZLE ; c4
const BATTLE_ANIM_OBJ_SHOOTING_TRIANGLE ; c5
const BATTLE_ANIM_OBJ_SPINNING_TRIANGLE ; c6
const BATTLE_ANIM_OBJ_POISON_DROPLET ; c7
const BATTLE_ANIM_OBJ_MUSHROOM ; c8
const BATTLE_ANIM_OBJ_POWDER_SHOOT ; c9
const BATTLE_ANIM_OBJ_EGG_BOMB ; ca
const BATTLE_ANIM_OBJ_SHOOTING_MIST ; cb
const BATTLE_ANIM_OBJ_PETAL_DANCE_IMPACT ; cc
const BATTLE_ANIM_OBJ_NIGHTMARE ; 93
const BATTLE_ANIM_OBJ_IN_NIGHTMARE ; 94
const BATTLE_ANIM_OBJ_LOVELY_KISS ; 95
const BATTLE_ANIM_OBJ_SWEET_KISS ; 96
const BATTLE_ANIM_OBJ_SKETCH ; 97
const BATTLE_ANIM_OBJ_ENCORE_HAND ; 98
const BATTLE_ANIM_OBJ_ENCORE_STAR ; 99
const BATTLE_ANIM_OBJ_DESTINY_BOND ; 9a
const BATTLE_ANIM_OBJ_MORNING_SUN ; 9b
const BATTLE_ANIM_OBJ_GLIMMER ; 9c
const BATTLE_ANIM_OBJ_MOONLIGHT ; 9d
const BATTLE_ANIM_OBJ_HIDDEN_POWER ; 9e
const BATTLE_ANIM_OBJ_CROSS_CHOP1 ; 9f
const BATTLE_ANIM_OBJ_CROSS_CHOP2 ; a0
const BATTLE_ANIM_OBJ_SANDSTORM ; a1
const BATTLE_ANIM_OBJ_ZAP_CANNON ; a2
const BATTLE_ANIM_OBJ_SPITE ; a3
const BATTLE_ANIM_OBJ_CURSE ; a4
const BATTLE_ANIM_OBJ_PERISH_SONG ; a5
const BATTLE_ANIM_OBJ_FORESIGHT ; a6
const BATTLE_ANIM_OBJ_RAPID_SPIN ; a7
const BATTLE_ANIM_OBJ_SWAGGER ; a8
const BATTLE_ANIM_OBJ_BELLY_DRUM_HAND ; a9
const BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE ; aa
const BATTLE_ANIM_OBJ_MEAN_LOOK ; ab
const BATTLE_ANIM_OBJ_SHOOTING_SPARKLE ; ac
const BATTLE_ANIM_OBJ_RAIN ; ad
const BATTLE_ANIM_OBJ_B0 ; ae
const BATTLE_ANIM_OBJ_PSYCH_UP ; af
const BATTLE_ANIM_OBJ_ANCIENTPOWER ; b0
const BATTLE_ANIM_OBJ_AEROBLAST ; b1
const BATTLE_ANIM_OBJ_SHADOW_BALL ; b2
const BATTLE_ANIM_OBJ_ROCK_SMASH ; b3
const BATTLE_ANIM_OBJ_FLOWER ; b4
const BATTLE_ANIM_OBJ_COTTON ; b5
const BATTLE_ANIM_OBJ_ENEMYFEET_1ROW ; b6
const BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW ; b7
const BATTLE_ANIM_OBJ_ENEMYFEET_2ROW ; b8
const BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW ; b9
const BATTLE_ANIM_OBJ_MINIMIZE ; ba
const BATTLE_ANIM_OBJ_MEDIUM_HORN ; bb
const BATTLE_ANIM_OBJ_SAFARI_ROCK ; bc
const BATTLE_ANIM_OBJ_SAFARI_BAIT ; bd
const BATTLE_ANIM_OBJ_RISING_BUBBLE ; be
const BATTLE_ANIM_OBJ_BUBBLE_SPLASH ; bf
const BATTLE_ANIM_OBJ_OCTAZOOKA_SMOKE ; c0
const BATTLE_ANIM_OBJ_INK_SPLASH ; c1
const BATTLE_ANIM_OBJ_DAZZLE ; c2
const BATTLE_ANIM_OBJ_SHOOTING_TRIANGLE ; c3
const BATTLE_ANIM_OBJ_SPINNING_TRIANGLE ; c4
const BATTLE_ANIM_OBJ_POISON_DROPLET ; c5
const BATTLE_ANIM_OBJ_MUSHROOM ; c6
const BATTLE_ANIM_OBJ_POWDER_SHOOT ; c7
const BATTLE_ANIM_OBJ_EGG_BOMB ; c8
const BATTLE_ANIM_OBJ_SHOOTING_MIST ; c9
const BATTLE_ANIM_OBJ_PETAL_DANCE_IMPACT ; ca
const BATTLE_ANIM_OBJ_SWIRL_SHORT ; cb
const BATTLE_ANIM_OBJ_VORTEX ; cc
const BATTLE_ANIM_OBJ_RADIAL_FLAME ; cd
DEF NUM_BATTLE_ANIM_OBJS EQU const_value

; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
Expand Down Expand Up @@ -320,7 +321,8 @@ DEF NUM_BATTLE_ANIM_OBJS EQU const_value
const BATTLE_ANIM_FUNC_ROCK_SMASH ; 4e
const BATTLE_ANIM_FUNC_COTTON ; 4f
const BATTLE_ANIM_FUNC_BUBBLE_SPLASH ; 50
const BATTLE_ANIM_FUNC_RADIAL_MOVE_OUT_SLOW ; 51
const BATTLE_ANIM_FUNC_RADIAL_MOVE_OUT ; 51
const BATTLE_ANIM_FUNC_RADIAL_MOVE_OUT_SLOW ; 52
DEF NUM_BATTLE_ANIM_FUNCS EQU const_value

; BattleAnimFrameData indexes (see data/battle_anims/framesets.asm)
Expand Down Expand Up @@ -480,45 +482,44 @@ DEF NUM_BATTLE_ANIM_FUNCS EQU const_value
const BATTLE_ANIM_FRAMESET_MEGAPHONE_UNUSED ; 98
const BATTLE_ANIM_FRAMESET_ITEM_BAG ; 99
const BATTLE_ANIM_FRAMESET_SPIDER_WEB ; 9a
const BATTLE_ANIM_FRAMESET_UNUSED_CAKE ; 9b
const BATTLE_ANIM_FRAMESET_IMP ; 9c
const BATTLE_ANIM_FRAMESET_IMP_FLIPPED ; 9d
const BATTLE_ANIM_FRAMESET_CHERUB ; 9e
const BATTLE_ANIM_FRAMESET_PENCIL ; 9f
const BATTLE_ANIM_FRAMESET_ENCORE_HAND ; a0
const BATTLE_ANIM_FRAMESET_ENCORE_HAND_FLIPPED ; a1
const BATTLE_ANIM_FRAMESET_DESTINY_BOND ; a2
const BATTLE_ANIM_FRAMESET_MORNING_SUN ; a3
const BATTLE_ANIM_FRAMESET_GLIMMER ; a4
const BATTLE_ANIM_FRAMESET_MOONLIGHT ; a5
const BATTLE_ANIM_FRAMESET_CROSS_CHOP_1 ; a6
const BATTLE_ANIM_FRAMESET_CROSS_CHOP_2 ; a7
const BATTLE_ANIM_FRAMESET_ZAP_CANNON ; a8
const BATTLE_ANIM_FRAMESET_CURSE_NAIL ; a9
const BATTLE_ANIM_FRAMESET_FORESIGHT_SHINE ; aa
const BATTLE_ANIM_FRAMESET_RAPID_SPIN ; ab
const BATTLE_ANIM_FRAMESET_SWAGGER ; ac
const BATTLE_ANIM_FRAMESET_MEAN_LOOK ; ad
const BATTLE_ANIM_FRAMESET_UPSIDE_DOWN_PUNCH ; ae
const BATTLE_ANIM_FRAMESET_GROWING_SPARKLE ; af
const BATTLE_ANIM_FRAMESET_RAIN ; b0
const BATTLE_ANIM_FRAMESET_PSYCH_UP ; b1
const BATTLE_ANIM_FRAMESET_SPIRAL_UNUSED ; b2
const BATTLE_ANIM_FRAMESET_AEROBLAST ; b3
const BATTLE_ANIM_FRAMESET_SANDSTORM ; b4
const BATTLE_ANIM_FRAMESET_ENEMYFEET_1ROW ; b5
const BATTLE_ANIM_FRAMESET_PLAYERHEAD_1ROW ; b6
const BATTLE_ANIM_FRAMESET_ENEMYFEET_2ROW ; b7
const BATTLE_ANIM_FRAMESET_PLAYERHEAD_2ROW ; b8
const BATTLE_ANIM_FRAMESET_MEDIUM_HORN ; b9
const BATTLE_ANIM_FRAMESET_SAFARI_BAIT ; ba
const BATTLE_ANIM_FRAMESET_MINIMIZE ; bb
const BATTLE_ANIM_FRAMESET_BUBBLE_SPLASH ; bc
const BATTLE_ANIM_FRAMESET_SMOKE_PUFF ; bd
const BATTLE_ANIM_FRAMESET_INK_SPLASH ; be
const BATTLE_ANIM_FRAMESET_SPINNING_TRIANGLE ; bf
const BATTLE_ANIM_FRAMESET_SPINNING_TRIANGLE_SLOW ; c0
const BATTLE_ANIM_FRAMESET_BOUNCING_MUSHROOM ; c1
const BATTLE_ANIM_FRAMESET_IMP ; 9b
const BATTLE_ANIM_FRAMESET_IMP_FLIPPED ; 9c
const BATTLE_ANIM_FRAMESET_CHERUB ; 9d
const BATTLE_ANIM_FRAMESET_PENCIL ; 9e
const BATTLE_ANIM_FRAMESET_ENCORE_HAND ; 9f
const BATTLE_ANIM_FRAMESET_ENCORE_HAND_FLIPPED ; a0
const BATTLE_ANIM_FRAMESET_DESTINY_BOND ; a1
const BATTLE_ANIM_FRAMESET_MORNING_SUN ; a2
const BATTLE_ANIM_FRAMESET_GLIMMER ; a3
const BATTLE_ANIM_FRAMESET_MOONLIGHT ; a4
const BATTLE_ANIM_FRAMESET_CROSS_CHOP_1 ; a5
const BATTLE_ANIM_FRAMESET_CROSS_CHOP_2 ; a6
const BATTLE_ANIM_FRAMESET_ZAP_CANNON ; a7
const BATTLE_ANIM_FRAMESET_CURSE_NAIL ; a8
const BATTLE_ANIM_FRAMESET_FORESIGHT_SHINE ; a9
const BATTLE_ANIM_FRAMESET_RAPID_SPIN ; aa
const BATTLE_ANIM_FRAMESET_SWAGGER ; ab
const BATTLE_ANIM_FRAMESET_MEAN_LOOK ; ac
const BATTLE_ANIM_FRAMESET_GROWING_SPARKLE ; ad
const BATTLE_ANIM_FRAMESET_RAIN ; ae
const BATTLE_ANIM_FRAMESET_PSYCH_UP ; af
const BATTLE_ANIM_FRAMESET_AEROBLAST ; b0
const BATTLE_ANIM_FRAMESET_SANDSTORM ; b1
const BATTLE_ANIM_FRAMESET_ENEMYFEET_1ROW ; b2
const BATTLE_ANIM_FRAMESET_PLAYERHEAD_1ROW ; b3
const BATTLE_ANIM_FRAMESET_ENEMYFEET_2ROW ; b4
const BATTLE_ANIM_FRAMESET_PLAYERHEAD_2ROW ; b5
const BATTLE_ANIM_FRAMESET_MEDIUM_HORN ; b6
const BATTLE_ANIM_FRAMESET_SAFARI_BAIT ; b7
const BATTLE_ANIM_FRAMESET_MINIMIZE ; b8
const BATTLE_ANIM_FRAMESET_BUBBLE_SPLASH ; b9
const BATTLE_ANIM_FRAMESET_SMOKE_PUFF ; ba
const BATTLE_ANIM_FRAMESET_INK_SPLASH ; bb
const BATTLE_ANIM_FRAMESET_SPINNING_TRIANGLE ; bc
const BATTLE_ANIM_FRAMESET_SPINNING_TRIANGLE_SLOW ; bd
const BATTLE_ANIM_FRAMESET_BOUNCING_MUSHROOM ; be
const BATTLE_ANIM_FRAMESET_SWIRL_SHORT ; bf
const BATTLE_ANIM_FRAMESET_VORTEX ; c0
DEF NUM_BATTLE_ANIM_FRAMESETS EQU const_value

; BattleAnimOAMData indexes (see data/battle_anims/oam.asm)
Expand Down Expand Up @@ -745,6 +746,12 @@ DEF NUM_BATTLE_ANIM_FRAMESETS EQU const_value
const BATTLE_ANIM_OAMSET_DB
const BATTLE_ANIM_OAMSET_DC
const BATTLE_ANIM_OAMSET_DD
const BATTLE_ANIM_OAMSET_DE
const BATTLE_ANIM_OAMSET_DF
const BATTLE_ANIM_OAMSET_E0
const BATTLE_ANIM_OAMSET_E1
const BATTLE_ANIM_OAMSET_E2
const BATTLE_ANIM_OAMSET_E3
DEF NUM_BATTLE_ANIM_OAMSETS EQU const_value

assert NUM_BATTLE_ANIM_OAMSETS <= FIRST_OAM_CMD, \
Expand Down Expand Up @@ -856,8 +863,10 @@ DEF NUM_BATTLE_BG_EFFECTS EQU const_value - 1
const BATTLE_ANIM_GFX_MUSHROOM ; 2b
const BATTLE_ANIM_GFX_BEAM_AURORA ; 2c
const BATTLE_ANIM_GFX_PETALS ; 2d
const BATTLE_ANIM_GFX_PLAYERHEAD ; 2e
const BATTLE_ANIM_GFX_ENEMYFEET ; 2f
const BATTLE_ANIM_GFX_SWIRL ; 2e
const BATTLE_ANIM_GFX_VORTEX ; 2f
const BATTLE_ANIM_GFX_PLAYERHEAD ; 30
const BATTLE_ANIM_GFX_ENEMYFEET ; 31
DEF NUM_BATTLE_ANIM_GFX EQU const_value - 1

; battle_bg_effect struct members (see macros/ram.asm)
Expand Down Expand Up @@ -922,20 +931,19 @@ DEF NUM_BG_EFFECTS EQU 5 ; see wActiveBGEffects
const PAL_BTLCUSTOM_PEACH ; 10
const PAL_BTLCUSTOM_LIGHT_SCREEN ; 11
const PAL_BTLCUSTOM_REFLECT ; 11
const PAL_BTLCUSTOM_MIRROR_COAT ; 12
const PAL_BTLCUSTOM_HP_FIGHTING ; 13
const PAL_BTLCUSTOM_HP_FLYING ; 14
const PAL_BTLCUSTOM_HP_GROUND ; 15
const PAL_BTLCUSTOM_HP_ROCK ; 16
const PAL_BTLCUSTOM_HP_BUG ; 17
const PAL_BTLCUSTOM_HP_DRAGON ; 18
const PAL_BTLCUSTOM_HP_DARK ; 19
const PAL_BTLCUSTOM_HP_STEEL ; 1a
const PAL_BTLCUSTOM_HP_PSYCHIC ; 1b
const PAL_BTLCUSTOM_HP_GHOST ; 1c
const PAL_BTLCUSTOM_ACID ; 1d
const PAL_BTLCUSTOM_LIME ; 1e
const PAL_BTLCUSTOM_PINK ; 1f
const PAL_BTLCUSTOM_HP_FIGHTING ; 12
const PAL_BTLCUSTOM_HP_FLYING ; 13
const PAL_BTLCUSTOM_HP_GROUND ; 14
const PAL_BTLCUSTOM_HP_ROCK ; 15
const PAL_BTLCUSTOM_HP_BUG ; 16
const PAL_BTLCUSTOM_HP_DRAGON ; 17
const PAL_BTLCUSTOM_HP_DARK ; 18
const PAL_BTLCUSTOM_HP_STEEL ; 19
const PAL_BTLCUSTOM_HP_PSYCHIC ; 1a
const PAL_BTLCUSTOM_HP_GHOST ; 1b
const PAL_BTLCUSTOM_ACID ; 1c
const PAL_BTLCUSTOM_LIME ; 1d
const PAL_BTLCUSTOM_PINK ; 1e

DEF NUM_CUSTOM_BATTLE_PALETTES EQU const_value

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