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.
This commit is contained in:
Llinos Evans 2024-08-26 23:39:23 +01:00
parent 6919fa5fe3
commit 1f0cc46814
5 changed files with 97 additions and 9 deletions

View file

@ -94,6 +94,7 @@ DoBattleAnimFrame:
dw BattleAnimFunction_AncientPower
dw BattleAnimFunction_RockSmash
dw BattleAnimFunction_Cotton
dw BattleAnimFunction_CoinHurl
assert_table_length NUM_BATTLEANIMFUNCS
BattleAnimFunction_Null:
@ -273,6 +274,23 @@ BattleAnimFunction_MoveFromUserToTargetAndDisappear:
call DeinitBattleAnimation
ret
; Poke Ball animation function without the jumptable and palchoice
; managed to finish this by freak accident tbh it's nice tho
BattleAnimFunction_CoinHurl:
call BattleAnimFunction_ThrowFromUserToTarget
ret c
ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
add [hl]
ld [hl], a
ld a, BATTLEANIMFRAMESET_75
call ReinitBattleAnimFrameset
call DeinitBattleAnimation
ret
BattleAnimFunction_PokeBall:
call BattleAnim_AnonJumptable
.anon_dw