PureRGB move enhancements + Nasty Plot and Fake Tears animation fix

Just a bit more to go! Added improved animations for the following moves, mostly taken from Vortiene's PureRGB hack:

- Struggle (user now shakes before attacking)
- Fire Punch (added sound effects)
- Ice Punch (added sound effects)
- ThunderPunch (added sound effects)
- Swords Dance (increased duration by adding an unused subanimation)
- Fairy Wind (changed sound effect)
- Jump Kick (much more detailed, user's sprite dips down before attacking, and the hit is carried upwards)
- Rolling Kick (user now shakes before attacking)
- Thrash (user now shakes before attacking)
- Iron Head (changed sound effect)
- Poison Sting (added new graphic that looks like a needle being fired at the opponent)
- Twineedle (added new graphic that looks like a pair of stingers being fired at the opponent)
- Pin Missile (added new graphic that looks like a needle being fired at the opponent)
- Hydro Pump (the first half of the attack now looks more like a blast of water instead of two rising colums of water)
- Ice Beam (screen briefly brightens when used, added sound effects)
- Blizzard (added sound effects)
- Aurora Beam (screen briefly brightens when used)
- Submission (much more detailed animation that shows the user falling back to the ground after the attack)
- Draining Kiss (added Lovely Kiss' animation to the first half of the attack so it wasn't a clone of Absorb)
- Growth (increased duration by adding more subanimations)
- PoisonPowder (the palettes temporarily darken slightly when used)
- Stun Spore (the screen temporarily lights up slightly when used)
- Sleep Powder (the screen temporarily lights up slightly when used)
- Dragon Rage (increased duration by adding more subanimations)
- Rock Throw (changed sound effect slightly)
- Agility (user now shakes when used)
- Night Shade (the screen inverts colours temporarily when used)
- Recover (changed sound effect slightly)
- Focus Energy (reused its unused animation)
- Egg Bomb and Magnet Bomb (sound effect changed)
- Spike Cannon (added new graphic that looks like a needle being fired at the opponent)
- Amnesia and Nasty Plot (completely new animation that doesn't reuse the confused animation)
- Kinesis (completely new animation, looks more like a psychic move now)
- Hi Jump Kick (much more detailed, user's sprite jumps up before attacking, then lands afterwards)
- Dream Eater (changed sound effect, now has HP drain animation
- Sky Attack (changed sound effect and subanimation)
- Dazzling Gleam (the screen now turns wavy like Psychic after the initial flash)
- Hyper Fang (the screen flashes for a moment when the attack lands)
- Tri Attack (added the fire, ice and electric elements present in later animations, but note that the move still has no secondary effect)
- Fake Tears (completely new animation that involves the user literally shaking and crying)
This commit is contained in:
Martha Schilling 2024-01-03 21:41:24 +00:00
parent 640464ff1b
commit 185e598a2e
12 changed files with 295 additions and 49 deletions

View file

@ -122,6 +122,7 @@ FrameBlockPointers:
dw FrameBlock77
dw FrameBlock78
dw FrameBlock79
dw FrameBlock7a
assert_table_length NUM_FRAMEBLOCKS
FrameBlock01:
@ -1232,6 +1233,10 @@ FrameBlock79:
db 1 ; #
dbsprite 0, 0, 0, 0, $4e, 0
FrameBlock7a:
db 1 ; #
dbsprite 0, 0, 0, 0, $1f, 0
INCLUDE "data/battle_anims/base_coords.asm"
FrameBlock00:

View file

@ -88,6 +88,13 @@ SubanimationPointers:
dw Subanim_0StarHigh
dw Subanim_0FakeTears
dw Subanim_0StarAscending ; Uppercut
dw SubanimationAmnesia
dw SubanimationAmnesia1
dw SubanimationAmnesiaEnemy
dw SubanimationAmnesia1Enemy
dw Subanim_0PinJab
dw Subanim_0PinMissile
dw Subanim_0BarbJab
assert_table_length NUM_SUBANIMS
; format:
@ -974,4 +981,46 @@ Subanim_0FakeTears:
db FRAMEBLOCK_15, BASECOORD_98, FRAMEBLOCKMODE_00
db FRAMEBLOCK_16, BASECOORD_98, FRAMEBLOCKMODE_00
db FRAMEBLOCK_16, BASECOORD_98, FRAMEBLOCKMODE_00
SubanimationAmnesia:
subanim SUBANIMTYPE_COORDFLIP, 2
db FRAMEBLOCK_52, BASECOORD_72, FRAMEBLOCKMODE_00
db FRAMEBLOCK_52, BASECOORD_77, FRAMEBLOCKMODE_00
SubanimationAmnesia1:
subanim SUBANIMTYPE_HVFLIP, 2
db FRAMEBLOCK_39, BASECOORD_72, FRAMEBLOCKMODE_00
db FRAMEBLOCK_38, BASECOORD_72, FRAMEBLOCKMODE_00
SubanimationAmnesiaEnemy:
subanim SUBANIMTYPE_NORMAL, 2
db FRAMEBLOCK_52, BASECOORD_01, FRAMEBLOCKMODE_00
db FRAMEBLOCK_52, BASECOORD_00, FRAMEBLOCKMODE_00
SubanimationAmnesia1Enemy:
subanim SUBANIMTYPE_NORMAL, 2
db FRAMEBLOCK_39, BASECOORD_01, FRAMEBLOCKMODE_00
db FRAMEBLOCK_38, BASECOORD_01, FRAMEBLOCKMODE_00
Subanim_0PinJab:
subanim SUBANIMTYPE_HVFLIP, 5
db FRAMEBLOCK_7A, BASECOORD_30, FRAMEBLOCKMODE_00
db FRAMEBLOCK_7A, BASECOORD_40, FRAMEBLOCKMODE_00
db FRAMEBLOCK_7A, BASECOORD_41, FRAMEBLOCKMODE_00
db FRAMEBLOCK_7A, BASECOORD_42, FRAMEBLOCKMODE_00
db FRAMEBLOCK_7A, BASECOORD_21, FRAMEBLOCKMODE_00
Subanim_0PinMissile:
subanim SUBANIMTYPE_HVFLIP, 3
db FRAMEBLOCK_7A, BASECOORD_41, FRAMEBLOCKMODE_02
db FRAMEBLOCK_7A, BASECOORD_42, FRAMEBLOCKMODE_02
db FRAMEBLOCK_7A, BASECOORD_21, FRAMEBLOCKMODE_00
Subanim_0BarbJab:
subanim SUBANIMTYPE_HVFLIP, 4
db FRAMEBLOCK_6D, BASECOORD_4E, FRAMEBLOCKMODE_02
db FRAMEBLOCK_6D, BASECOORD_42, FRAMEBLOCKMODE_00
db FRAMEBLOCK_6D, BASECOORD_23, FRAMEBLOCKMODE_02
db FRAMEBLOCK_6D, BASECOORD_21, FRAMEBLOCKMODE_02