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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
Document stat change animation
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Before Width: | Height: | Size: 430 B After Width: | Height: | Size: 430 B |
@ -4769,17 +4769,18 @@ extern const u32 gMetalShineTilemap[];
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extern const u32 gBattleAnimMaskImage_Curse[];
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extern const u32 gBattleAnimMaskTilemap_Curse[];
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extern const u32 gBattleStatMask_Gfx[];
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extern const u32 gBattleStatMask1_Tilemap[];
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extern const u32 gBattleStatMask2_Tilemap[];
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extern const u32 gBattleStatMask1_Pal[];
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extern const u32 gBattleStatMask2_Pal[];
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extern const u32 gBattleStatMask3_Pal[];
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extern const u32 gBattleStatMask4_Pal[];
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extern const u32 gBattleStatMask5_Pal[];
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extern const u32 gBattleStatMask6_Pal[];
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extern const u32 gBattleStatMask7_Pal[];
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extern const u32 gBattleStatMask8_Pal[];
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extern const u32 gStatAnim_Gfx[];
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extern const u32 gStatAnim_Increase_Tilemap[];
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extern const u32 gStatAnim_Decrease_Tilemap[];
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extern const u32 gStatAnim_Defense_Pal[];
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extern const u32 gStatAnim_Attack_Pal[];
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extern const u32 gStatAnim_Accuracy_Pal[];
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extern const u32 gStatAnim_Speed_Pal[];
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extern const u32 gStatAnim_Multiple_Pal[];
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extern const u32 gStatAnim_Evasion_Pal[];
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extern const u32 gStatAnim_SpAttack_Pal[];
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extern const u32 gStatAnim_SpDefense_Pal[];
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extern const u32 gContestInterfaceGfx[];
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extern const u32 gContestAudienceGfx[];
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@ -532,8 +532,8 @@ void AnimTask_StatsChange(u8 taskId)
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gBattleAnimArgs[0] = goesDown;
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gBattleAnimArgs[1] = animStatId;
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gBattleAnimArgs[2] = 0;
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gBattleAnimArgs[3] = 0;
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gBattleAnimArgs[2] = FALSE; // Whether it's the target, rather than attacker
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gBattleAnimArgs[3] = FALSE; // Whether it hits multiple battlers
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gBattleAnimArgs[4] = sharply;
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gTasks[taskId].func = InitStatsChangeAnimation;
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gTasks[taskId].func(taskId);
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@ -16,7 +16,7 @@ struct AnimStatsChangeData
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{
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u8 battler1;
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u8 battler2;
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u8 higherPriority;
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bool8 hidBattler2;
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s16 data[8];
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u16 species;
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};
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@ -388,6 +388,27 @@ static void AnimTask_DrawFallingWhiteLinesOnAttacker_Step(u8 taskId)
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}
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}
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// Defines for data array in sAnimStatsChangeData
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#define aDecrease data[0]
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#define aAnimStatId data[1]
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#define aIsTarget data[2]
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#define aMultipleBattlers data[3] // Always false. Changes for multiple battlers are instead run sequentially.
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#define aSharply data[4]
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// Task data defines for InitStatsChangeAnimation
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#define tAnimSpriteId1 data[0]
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#define tVelocity data[1]
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#define tMultipleBattlers data[2]
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#define tAnimSpriteId2 data[3]
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#define tTargetBlend data[4]
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#define tWaitTime data[5]
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#define tHidBattler2 data[6]
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#define tBattler2SpriteId data[7]
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#define tWaitTimer data[10]
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#define tFadeTimer data[11]
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#define tBlend data[12]
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#define tState data[15]
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void InitStatsChangeAnimation(u8 taskId)
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{
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u8 i;
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@ -401,21 +422,19 @@ void InitStatsChangeAnimation(u8 taskId)
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static void StatsChangeAnimation_Step1(u8 taskId)
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{
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if (sAnimStatsChangeData->data[2] == 0)
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if (!sAnimStatsChangeData->aIsTarget)
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sAnimStatsChangeData->battler1 = gBattleAnimAttacker;
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else
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sAnimStatsChangeData->battler1 = gBattleAnimTarget;
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sAnimStatsChangeData->battler2 = BATTLE_PARTNER(sAnimStatsChangeData->battler1);
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if (IsContest() || (sAnimStatsChangeData->data[3] && !IsBattlerSpriteVisible(sAnimStatsChangeData->battler2)))
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sAnimStatsChangeData->data[3] = 0;
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if (IsContest() || (sAnimStatsChangeData->aMultipleBattlers && !IsBattlerSpriteVisible(sAnimStatsChangeData->battler2)))
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sAnimStatsChangeData->aMultipleBattlers = FALSE;
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gBattle_WIN0H = 0;
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gBattle_WIN0V = 0;
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SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR
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| WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR);
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SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG0 | WINOUT_WIN01_BG2 | WINOUT_WIN01_BG3 | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR
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| WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR);
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SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_ALL | WININ_WIN1_ALL);
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SetGpuReg(REG_OFFSET_WINOUT, (WINOUT_WIN01_ALL & ~WINOUT_WIN01_BG1) | WINOUT_WINOBJ_ALL);
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SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_OBJWIN_ON);
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SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG1 | BLDCNT_TGT2_ALL | BLDCNT_EFFECT_BLEND);
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 16));
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@ -424,16 +443,17 @@ static void StatsChangeAnimation_Step1(u8 taskId)
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if (!IsContest())
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SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 1);
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if (IsDoubleBattle() && sAnimStatsChangeData->data[3] == 0)
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if (IsDoubleBattle() && !sAnimStatsChangeData->aMultipleBattlers)
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{
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if (GetBattlerPosition(sAnimStatsChangeData->battler1) == B_POSITION_OPPONENT_RIGHT
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|| GetBattlerPosition(sAnimStatsChangeData->battler1) == B_POSITION_PLAYER_LEFT)
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{
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if (IsBattlerSpriteVisible(sAnimStatsChangeData->battler2) == TRUE)
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{
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gSprites[gBattlerSpriteIds[sAnimStatsChangeData->battler2]].oam.priority -= 1;
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// Push the battler not being animated back so it doesn't receive the animation.
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gSprites[gBattlerSpriteIds[sAnimStatsChangeData->battler2]].oam.priority--;
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SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1);
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sAnimStatsChangeData->higherPriority = 1;
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sAnimStatsChangeData->hidBattler2 = TRUE;
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}
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}
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}
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@ -462,80 +482,80 @@ static void StatsChangeAnimation_Step2(u8 taskId)
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spriteId2 = 0;
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battlerSpriteId = gBattlerSpriteIds[sAnimStatsChangeData->battler1];
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spriteId = CreateInvisibleSpriteCopy(sAnimStatsChangeData->battler1, battlerSpriteId, sAnimStatsChangeData->species);
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if (sAnimStatsChangeData->data[3])
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if (sAnimStatsChangeData->aMultipleBattlers)
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{
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battlerSpriteId = gBattlerSpriteIds[sAnimStatsChangeData->battler2];
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spriteId2 = CreateInvisibleSpriteCopy(sAnimStatsChangeData->battler2, battlerSpriteId, sAnimStatsChangeData->species);
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}
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GetBattleAnimBg1Data(&animBgData);
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if (sAnimStatsChangeData->data[0] == 0)
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AnimLoadCompressedBgTilemapHandleContest(&animBgData, gBattleStatMask1_Tilemap, FALSE);
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if (!sAnimStatsChangeData->aDecrease)
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AnimLoadCompressedBgTilemapHandleContest(&animBgData, gStatAnim_Increase_Tilemap, FALSE);
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else
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AnimLoadCompressedBgTilemapHandleContest(&animBgData, gBattleStatMask2_Tilemap, FALSE);
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AnimLoadCompressedBgTilemapHandleContest(&animBgData, gStatAnim_Decrease_Tilemap, FALSE);
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AnimLoadCompressedBgGfx(animBgData.bgId, gBattleStatMask_Gfx, animBgData.tilesOffset);
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switch (sAnimStatsChangeData->data[1])
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AnimLoadCompressedBgGfx(animBgData.bgId, gStatAnim_Gfx, animBgData.tilesOffset);
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switch (sAnimStatsChangeData->aAnimStatId)
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{
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case STAT_ANIM_PAL_ATK:
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LoadCompressedPalette(gBattleStatMask2_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gStatAnim_Attack_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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case STAT_ANIM_PAL_DEF:
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LoadCompressedPalette(gBattleStatMask1_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gStatAnim_Defense_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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case STAT_ANIM_PAL_ACC:
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LoadCompressedPalette(gBattleStatMask3_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gStatAnim_Accuracy_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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case STAT_ANIM_PAL_SPEED:
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LoadCompressedPalette(gBattleStatMask4_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gStatAnim_Speed_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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case STAT_ANIM_PAL_EVASION:
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LoadCompressedPalette(gBattleStatMask6_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gStatAnim_Evasion_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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case STAT_ANIM_PAL_SPATK:
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LoadCompressedPalette(gBattleStatMask7_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gStatAnim_SpAttack_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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case STAT_ANIM_PAL_SPDEF:
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LoadCompressedPalette(gBattleStatMask8_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gStatAnim_SpDefense_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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default:
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// case STAT_ANIM_PAL_MULTIPLE:
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LoadCompressedPalette(gBattleStatMask5_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gStatAnim_Multiple_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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}
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gBattle_BG1_X = 0;
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gBattle_BG1_Y = 0;
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if (sAnimStatsChangeData->data[0] == 1)
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if (sAnimStatsChangeData->aDecrease == TRUE)
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{
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gBattle_BG1_X = 64;
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gTasks[taskId].data[1] = -3;
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gTasks[taskId].tVelocity = -3;
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}
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else
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{
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gTasks[taskId].data[1] = 3;
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gTasks[taskId].tVelocity = 3;
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}
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if (sAnimStatsChangeData->data[4] == 0)
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if (!sAnimStatsChangeData->aSharply)
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{
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gTasks[taskId].data[4] = 10;
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gTasks[taskId].data[5] = 20;
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gTasks[taskId].tTargetBlend = 10;
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gTasks[taskId].tWaitTime = 20;
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}
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else
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{
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gTasks[taskId].data[4] = 13;
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gTasks[taskId].data[5] = 30;
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gTasks[taskId].tTargetBlend = 13;
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gTasks[taskId].tWaitTime = 30;
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}
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gTasks[taskId].data[0] = spriteId;
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gTasks[taskId].data[2] = sAnimStatsChangeData->data[3];
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gTasks[taskId].data[3] = spriteId2;
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gTasks[taskId].data[6] = sAnimStatsChangeData->higherPriority;
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gTasks[taskId].data[7] = gBattlerSpriteIds[sAnimStatsChangeData->battler2];
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gTasks[taskId].tAnimSpriteId1 = spriteId;
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gTasks[taskId].tMultipleBattlers = sAnimStatsChangeData->aMultipleBattlers;
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gTasks[taskId].tAnimSpriteId2 = spriteId2;
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gTasks[taskId].tHidBattler2 = sAnimStatsChangeData->hidBattler2;
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gTasks[taskId].tBattler2SpriteId = gBattlerSpriteIds[sAnimStatsChangeData->battler2];
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gTasks[taskId].func = StatsChangeAnimation_Step3;
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if (sAnimStatsChangeData->data[0] == 0)
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if (!sAnimStatsChangeData->aDecrease)
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PlaySE12WithPanning(SE_M_STAT_INCREASE, BattleAnimAdjustPanning2(SOUND_PAN_ATTACKER));
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else
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PlaySE12WithPanning(SE_M_STAT_DECREASE, BattleAnimAdjustPanning2(SOUND_PAN_ATTACKER));
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@ -543,44 +563,46 @@ static void StatsChangeAnimation_Step2(u8 taskId)
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static void StatsChangeAnimation_Step3(u8 taskId)
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{
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gBattle_BG1_Y += gTasks[taskId].data[1];
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gBattle_BG1_Y += gTasks[taskId].tVelocity;
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switch (gTasks[taskId].data[15])
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switch (gTasks[taskId].tState)
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{
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case 0:
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if (gTasks[taskId].data[11]++ > 0)
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// Fade in
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if (gTasks[taskId].tFadeTimer++ > 0)
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{
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gTasks[taskId].data[11] = 0;
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gTasks[taskId].data[12]++;
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[12], 16 - gTasks[taskId].data[12]));
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if (gTasks[taskId].data[12] == gTasks[taskId].data[4])
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gTasks[taskId].data[15]++;
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gTasks[taskId].tFadeTimer = 0;
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gTasks[taskId].tBlend++;
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].tBlend, 16 - gTasks[taskId].tBlend));
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if (gTasks[taskId].tBlend == gTasks[taskId].tTargetBlend)
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gTasks[taskId].tState++;
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}
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break;
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case 1:
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if (++gTasks[taskId].data[10] == gTasks[taskId].data[5])
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gTasks[taskId].data[15]++;
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// Wait
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if (++gTasks[taskId].tWaitTimer == gTasks[taskId].tWaitTime)
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gTasks[taskId].tState++;
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break;
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case 2:
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if (gTasks[taskId].data[11]++ > 0)
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// Fade out
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if (gTasks[taskId].tFadeTimer++ > 0)
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{
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gTasks[taskId].data[11] = 0;
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gTasks[taskId].data[12]--;
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[12], 16 - gTasks[taskId].data[12]));
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if (gTasks[taskId].data[12] == 0)
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gTasks[taskId].tFadeTimer = 0;
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gTasks[taskId].tBlend--;
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].tBlend, 16 - gTasks[taskId].tBlend));
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if (gTasks[taskId].tBlend == 0)
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{
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ResetBattleAnimBg(FALSE);
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gTasks[taskId].data[15]++;
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gTasks[taskId].tState++;
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}
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}
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break;
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case 3:
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// Reset
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gBattle_WIN0H = 0;
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gBattle_WIN0V = 0;
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SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR
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| WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR);
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SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR
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| WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR);
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SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_ALL | WININ_WIN1_ALL);
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SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_ALL | WINOUT_WINOBJ_ALL);
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if (!IsContest())
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SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 0);
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@ -588,12 +610,14 @@ static void StatsChangeAnimation_Step3(u8 taskId)
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SetGpuReg(REG_OFFSET_DISPCNT, GetGpuReg(REG_OFFSET_DISPCNT) ^ DISPCNT_OBJWIN_ON);
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SetGpuReg(REG_OFFSET_BLDCNT, 0);
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SetGpuReg(REG_OFFSET_BLDALPHA, 0);
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DestroySprite(&gSprites[gTasks[taskId].data[0]]);
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if (gTasks[taskId].data[2])
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DestroySprite(&gSprites[gTasks[taskId].data[3]]);
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if (gTasks[taskId].data[6] == 1)
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gSprites[gTasks[taskId].data[7]].oam.priority++;
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DestroySprite(&gSprites[gTasks[taskId].tAnimSpriteId1]);
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if (gTasks[taskId].tMultipleBattlers)
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DestroySprite(&gSprites[gTasks[taskId].tAnimSpriteId2]);
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// Restore battler 2's priority
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if (gTasks[taskId].tHidBattler2 == TRUE)
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gSprites[gTasks[taskId].tBattler2SpriteId].oam.priority++;
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FREE_AND_SET_NULL(sAnimStatsChangeData);
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DestroyAnimVisualTask(taskId);
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@ -601,6 +625,24 @@ static void StatsChangeAnimation_Step3(u8 taskId)
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}
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}
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#undef aDecrease
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#undef aAnimStatId
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#undef aIsTarget
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#undef aMultipleBattlers
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#undef aSharply
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#undef tAnimSpriteId1
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#undef tVelocity
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#undef tMultipleBattlers
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#undef tAnimSpriteId2
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#undef tTargetBlend
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#undef tWaitTime
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#undef tHidBattler2
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#undef tBattler2SpriteId
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#undef tWaitTimer
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#undef tFadeTimer
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#undef tBlend
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#undef tState
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void AnimTask_Flash(u8 taskId)
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{
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u32 selectedPalettes = GetBattleMonSpritePalettesMask(1, 1, 1, 1);
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@ -865,18 +865,17 @@ const u32 gBattleAnimSpritePal_PinkCloud[] = INCBIN_U32("graphics/battle_anims/s
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const u32 gBattleAnimSpriteGfx_SweatDrop[] = INCBIN_U32("graphics/battle_anims/sprites/sweat_drop.4bpp.lz");
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const u32 gBattleAnimSpritePal_SweatDrop[] = INCBIN_U32("graphics/battle_anims/sprites/sweat_drop.gbapal.lz");
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||||
const u32 gBattleStatMask_Gfx[] = INCBIN_U32("graphics/battle_anims/masks/stat.4bpp.lz");
|
||||
const u32 gBattleStatMask1_Tilemap[] = INCBIN_U32("graphics/battle_anims/masks/stat_tilemap_1.bin.lz");
|
||||
const u32 gBattleStatMask2_Tilemap[] = INCBIN_U32("graphics/battle_anims/masks/stat_tilemap_2.bin.lz");
|
||||
|
||||
const u32 gBattleStatMask1_Pal[] = INCBIN_U32("graphics/battle_anims/masks/stat1.gbapal.lz");
|
||||
const u32 gBattleStatMask2_Pal[] = INCBIN_U32("graphics/battle_anims/masks/stat2.gbapal.lz");
|
||||
const u32 gBattleStatMask3_Pal[] = INCBIN_U32("graphics/battle_anims/masks/stat3.gbapal.lz");
|
||||
const u32 gBattleStatMask4_Pal[] = INCBIN_U32("graphics/battle_anims/masks/stat4.gbapal.lz");
|
||||
const u32 gBattleStatMask5_Pal[] = INCBIN_U32("graphics/battle_anims/masks/stat5.gbapal.lz");
|
||||
const u32 gBattleStatMask6_Pal[] = INCBIN_U32("graphics/battle_anims/masks/stat6.gbapal.lz");
|
||||
const u32 gBattleStatMask7_Pal[] = INCBIN_U32("graphics/battle_anims/masks/stat7.gbapal.lz");
|
||||
const u32 gBattleStatMask8_Pal[] = INCBIN_U32("graphics/battle_anims/masks/stat8.gbapal.lz");
|
||||
const u32 gStatAnim_Gfx[] = INCBIN_U32("graphics/battle_anims/stat_change/tiles.4bpp.lz");
|
||||
const u32 gStatAnim_Increase_Tilemap[] = INCBIN_U32("graphics/battle_anims/stat_change/increase.bin.lz");
|
||||
const u32 gStatAnim_Decrease_Tilemap[] = INCBIN_U32("graphics/battle_anims/stat_change/decrease.bin.lz");
|
||||
const u32 gStatAnim_Defense_Pal[] = INCBIN_U32("graphics/battle_anims/stat_change/defense.gbapal.lz");
|
||||
const u32 gStatAnim_Attack_Pal[] = INCBIN_U32("graphics/battle_anims/stat_change/attack.gbapal.lz");
|
||||
const u32 gStatAnim_Accuracy_Pal[] = INCBIN_U32("graphics/battle_anims/stat_change/accuracy.gbapal.lz");
|
||||
const u32 gStatAnim_Speed_Pal[] = INCBIN_U32("graphics/battle_anims/stat_change/speed.gbapal.lz");
|
||||
const u32 gStatAnim_Multiple_Pal[] = INCBIN_U32("graphics/battle_anims/stat_change/multiple.gbapal.lz");
|
||||
const u32 gStatAnim_Evasion_Pal[] = INCBIN_U32("graphics/battle_anims/stat_change/evasion.gbapal.lz");
|
||||
const u32 gStatAnim_SpAttack_Pal[] = INCBIN_U32("graphics/battle_anims/stat_change/sp_attack.gbapal.lz");
|
||||
const u32 gStatAnim_SpDefense_Pal[] = INCBIN_U32("graphics/battle_anims/stat_change/sp_defense.gbapal.lz");
|
||||
|
||||
const u32 gCureBubblesGfx[] = INCBIN_U32("graphics/battle_anims/masks/cure_bubbles.4bpp.lz");
|
||||
const u32 gCureBubblesPal[] = INCBIN_U32("graphics/battle_anims/masks/cure_bubbles.gbapal.lz");
|
||||
|
Loading…
Reference in New Issue
Block a user