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Anims for Uppercut, Coin Hurl, and Strong Arm
Uppercut reimagines KEP's clusterfuck of an animation, reversing Karate Chop and then reworking the sounds Coin Hurl works like the Poke Ball toss, and then spits out coins on-hit. Looks sort of like Acid in practice. This was weirdly complicated to implement as I had to disentangle the throw animation from the Poke Ball toss in Game Freak fashion. Strong Arm does the "metal" starting animation, then does its best Rollout into DynamicPunch impression.
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5 changed files with 97 additions and 9 deletions
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@ -218,6 +218,7 @@ DEF BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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const ANIM_OBJ_PLAYERHEAD_1ROW
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const ANIM_OBJ_ENEMYFEET_2ROW
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const ANIM_OBJ_PLAYERHEAD_2ROW
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const ANIM_OBJ_COIN_HURL
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DEF NUM_ANIM_OBJS EQU const_value
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; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
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@ -302,6 +303,7 @@ DEF NUM_ANIM_OBJS EQU const_value
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const BATTLEANIMFUNC_ANCIENT_POWER
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const BATTLEANIMFUNC_ROCK_SMASH
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const BATTLEANIMFUNC_COTTON
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const BATTLEANIMFUNC_COINHURL
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DEF NUM_BATTLEANIMFUNCS EQU const_value
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; BattleAnimFrameData indexes (see data/battle_anims/framesets.asm)
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