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

@ -169,6 +169,7 @@ QoL Enhancements
- Various moves have had their animations altered to be less intensive for photosensitive individuals, including every animation that was dimmed on the 3DS (Most notably Blizzard and Thunderbolt). This was done with the aim of also improving the move's animations overall, so some look a little flashier.
- Full list includes Body Slam, Glare, Disable, Blizzard, BubbleBeam, Confusion, Dream Eater, Explosion, Guillotine, Hyper Beam, Mega Kick, Mega Punch, Psychic, Reflect, Rock Slide, Selfdestruct, Spore, and Thunderbolt.
- PureRGB's AI enhancements are ported over; said hack was made by Vortiene. In general, it isn't as stupid as it was before.
- PureRGB's move animation enhancements are also ported over, making several moves look better and more detailed than before.
- Bag capacity is increased from 20 to 30 items.
- Pokemon Box capacity is now 280 Pokemon with 14 boxes.
- Exp. All now works like the modern Exp. Share, giving all party members max exp. It also only has one message, though it does still take time to calculate all the exp being thrown around. It'll take around 3 seconds to calculate, sort of like saving. Oh, and it's a Key Item now, so you can't sell it by accident.
@ -259,7 +260,7 @@ and more!
Known Bugs
====
- Fake Tears and Nasty Plot don't quite look right when done from the opponent's side.
- The new AI (possibly bugged?) behaves quite oddly, such as using Recover at full HP, spamming status-inflicting moves like Lovely Kiss, neglecting supereffective moves, setting up multiple Reflects, etc.
Evolution Methods for new Pokemon
====
@ -365,7 +366,8 @@ If you use our implementations of anything at all, it is encouraged to submit Pu
* Albatross - Many of the new sprites used in the hack (A significant number of post-Gen 1 evolutions, all regional variants, Meltan and Carapthor lines, etc.)
* LuciShrimp - Mewtwo & FireRed/LeafGreen Legendary custom battle music; Area Zero map theme for Mt. Moon Crater.
* jojobear13 & Mateo - DV/StatExp display, move deleter, & move relearner functionality from Shin Pokered, followed [this guide](https://github.com/jojobear13/shinpokered/blob/master/how%20to%20guides/how%20to%20add%20the%20move%20relearner%26deleter.txt). Tweaks were made to make it compatible with the pokered version we worked off of. Thanks specifically to Mateo's Red++ for the ferry system! Jojobear also provided bug fixes!
* thornAvery - Various bug fixes, notably to text speed errors.
* thornAvery - Various bug fixes, notably to text speed errors, as well as making the Battle Tent a lot more functional.
* LadyMisticus - Bug fixes and minor adjustments, and made a well-documented spreadsheet for the hack that details every Pokemon's stats, movepools and locations, plus more!
* pret et al - Pokémon Red and Blue Disassembly Project, many tutorials helped us!
* ausma - Showdown Mod assistance
* Paulluxx - Showdown Mod assistance
@ -374,13 +376,12 @@ If you use our implementations of anything at all, it is encouraged to submit Pu
* Frrf - Assisting with the development of the Pikachu / Eevee Mode + 5 Starters scenes in Oak's Lab, debugging.
* erosunica - Assistance with developing Celadon University & Citrine City, plus sources for various subjects.
* Chatot4444 - Assisting with gym scaling code.
* Enigami - Reworking the Battle Tent's RestoreTeam code to make it work properly.
* LadyMisticus - Made a well-documented spreadsheet for the hack that details every Pokemon's stats, movepools and locations, plus more!
* Enigami - Reworking the Battle Tent's RestoreTeam code to make it work properly.
* HeadBoiSkye - Helped with writing NPC dialogue and Pokédex entries for new Pokémon such as Gyopin.
* ZumiIsawhat? - Restorations of prototype OST.
* FrenchOrange - Reconstructions of various overworld prototype sprites.
* Helix Chamber (RacieBeep & Orchid) - Prototype Pokémon sprites. Precise credits are available [here](https://cdn.discordapp.com/attachments/1014321591657709569/1015347305483878521/unknown.png) and below.
* Vortiene/Vortyne - Reused a bit of code from their pureRGB hack, including their Trainer AI and Pokedex stats page. Assisted in bug fixes. Used their sprite sheet generator.
* Vortiene/Vortyne - Reused a bit of code from their pureRGB hack, including their Trainer AI, move animations and Pokedex stats page. Assisted in bug fixes. Used their sprite sheet generator.
* Pigu-A, RevoSucks, walle303 - Contributors to Pokemon Anniversary Red's repository, where we reused the Green/FemC sprites and the Battle Tent.
* Rangi - Reused a bit of code from their Red* / Blue* hack to make HMs usable in the overworld, and generally being an amazing individual.
* BGVC - Composed the original 4-channel version of the unused Koukan (trading) music.

View file

@ -137,6 +137,13 @@ DEF FIRST_SE_ID EQU const_value
const SUBANIM_0_STAR_HIGH
const SUBANIM_0_FAKE_TEARS
const SUBANIM_0_STAR_ASCENDING
const SUBANIM_AMNESIA
const SUBANIM_AMNESIA1
const SUBANIM_AMNESIA_ENEMY
const SUBANIM_AMNESIA1_ENEMY
const SUBANIM_0_PIN_JAB
const SUBANIM_0_PIN_MISSILE
const SUBANIM_0_BARB_JAB
DEF NUM_SUBANIMS EQU const_value
; types of subanimations
@ -273,6 +280,7 @@ DEF NUM_SUBANIMS EQU const_value
const FRAMEBLOCK_77
const FRAMEBLOCK_78
const FRAMEBLOCK_79
const FRAMEBLOCK_7A
DEF NUM_FRAMEBLOCKS EQU const_value
; base coordinates that are part of subanimations

View file

@ -234,5 +234,7 @@ DEF NUM_ATTACKS EQU const_value - 1
const HIDEPIC_ANIM ; monster disappears
const ROCK_ANIM ; throw rock
const BAIT_ANIM ; throw bait
const AMNESIA_ENEMY_ANIM
const FAKE_TEARS_ENEMY_ANIM
DEF NUM_ATTACK_ANIMS EQU const_value - 1

View file

@ -170,6 +170,7 @@
const SFX_FAINT_FALL
const SFX_BATTLE_09
const SFX_POUND
const SFX_ICE
const SFX_BATTLE_0B
const SFX_BATTLE_0C
const SFX_BATTLE_0D

View file

@ -254,6 +254,11 @@ Sfx_Pound:
channel_count 1
channel 8, Sfx_Pound_Ch8
SFX_Ice::
channel_count 2
channel 5, SFX_Ice_Ch5
channel 8, SFX_Ice_Ch8 ; PureRGBnote: ADDED: new sound effect for ice moves
Sfx_MovePuzzlePiece:
channel_count 1
channel 8, Sfx_MovePuzzlePiece_Ch8
@ -4734,6 +4739,22 @@ Sfx_Psychic_Ch8:
noise_note 15, 12, 2, 16
sound_ret
SFX_Ice_Ch5:
duty_cycle 3
square_note 5, 14, 1, 1792
square_note 3, 14, 1, 1920
square_note 15, 15, 1, 1999
square_note 1, 0, 1, 1984
sound_loop 2, SFX_Ice_Ch5
sound_ret
SFX_Ice_Ch8:
noise_note 15, 8, 1, 34
square_note 1, 0, 1, 1
square_note 1, 0, 1, 1
sound_loop 2, SFX_Ice_Ch8
sound_ret
Sfx_Screech_Ch5:
duty_cycle 2
square_note 15, 15, -7, 2016

View file

@ -55,6 +55,7 @@ SFX:
dba SFX_Faint_Fall
dba SFX_Battle_09
dba SFX_Pound
dba SFX_Ice
dba SFX_Battle_0B
dba SFX_Battle_0C
dba SFX_Battle_0D

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

View file

@ -225,6 +225,8 @@ AttackAnimationPointers:
dw HidePicAnim
dw ThrowRockAnim
dw ThrowBaitAnim
dw AmnesiaEnemyAnim
dw FakeTearsEnemyAnim
assert_table_length NUM_ATTACK_ANIMS
dw ZigZagScreenAnim
@ -255,7 +257,12 @@ ZigZagScreenAnim:
db -1 ; end
PoundAnim:
battle_anim POUND, SUBANIM_0_STAR_TWICE, 0, 8
db -1 ; end
StruggleAnim:
battle_anim AMNESIA, SE_SHAKE_BACK_AND_FORTH
battle_anim NO_MOVE, SE_RESET_MON_POSITION
battle_anim POUND, SUBANIM_0_STAR_TWICE, 0, 8
db -1 ; end
@ -292,18 +299,20 @@ PayDayAnim:
FirePunchAnim:
battle_anim FIRE_PUNCH, SUBANIM_0_STAR_THRICE, 0, 6
battle_anim NO_MOVE, SUBANIM_1_FLAMES, 1, 6
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim FLAMETHROWER, SUBANIM_1_FLAMES, 1, 6
db -1 ; end
IcePunchAnim:
battle_anim ICE_PUNCH, SUBANIM_0_STAR_THRICE, 0, 6
battle_anim NO_MOVE, SUBANIM_0_ICE_RISE, 0, 16
battle_anim ROCK_THROW, SUBANIM_0_ICE_RISE, 0, 16
db -1 ; end
ThunderPunchAnim:
battle_anim THUNDERPUNCH, SUBANIM_0_STAR_THRICE, 0, 6
battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
battle_anim NO_MOVE, SUBANIM_1_LIGHTNING, 1, 6
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim SKY_ATTACK, SUBANIM_1_LIGHTNING, 1, 6
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
@ -330,6 +339,7 @@ SwordsDanceAnim:
battle_anim SWORDS_DANCE, SUBANIM_1_SWORDS_CIRCLING, 1, 6
battle_anim SWORDS_DANCE, SUBANIM_1_SWORDS_CIRCLING, 1, 6
battle_anim SWORDS_DANCE, SUBANIM_1_SWORDS_CIRCLING, 1, 6
battle_anim DOUBLE_TEAM, SE_SHOOT_MANY_BALLS_UPWARD
db -1 ; end
CutAnim:
@ -338,6 +348,9 @@ CutAnim:
db -1 ; end
FairyWindAnim:
battle_anim WHIRLWIND, SUBANIM_1_TORNADO, 1, 6
db -1 ; end
GustAnim:
battle_anim GUST, SUBANIM_1_TORNADO, 1, 6
battle_anim NO_MOVE, SUBANIM_0_STAR_THRICE, 0, 6
@ -388,12 +401,19 @@ MegaKickAnim:
db -1 ; end
JumpKickAnim:
battle_anim JUMP_KICK, SUBANIM_1_STAR_BIG_MOVING, 1, 6
battle_anim NO_MOVE, SE_SLIDE_MON_DOWN
battle_anim BUBBLE, SE_SHOW_MON_PIC
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim JUMP_KICK, SUBANIM_0_STAR_ASCENDING, 0, 8
db -1 ; end
RollingKickAnim:
battle_anim GROWTH, SE_SHAKE_BACK_AND_FORTH
battle_anim NO_MOVE, SE_MOVE_MON_HORIZONTALLY
battle_anim ROLLING_KICK, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SUBANIM_1_STAR_BIG_MOVING, 1, 6
battle_anim NO_MOVE, SE_RESET_MON_POSITION
db -1 ; end
SandAttackAnim:
@ -446,10 +466,22 @@ TakeDownAnim:
db -1 ; end
ThrashAnim:
battle_anim THRASH, SUBANIM_1_STAR_BIG_MOVING, 1, 6
battle_anim GROWTH, SE_SHAKE_BACK_AND_FORTH
battle_anim NO_MOVE, SE_MOVE_MON_HORIZONTALLY
battle_anim THRASH, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SUBANIM_1_STAR_BIG_MOVING, 1, 6
battle_anim NO_MOVE, SE_RESET_MON_POSITION
db -1 ; end
IronHeadAnim:
battle_anim FLASH, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 6
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
battle_anim NO_MOVE, SE_MOVE_MON_HORIZONTALLY
battle_anim DOUBLE_EDGE, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SE_RESET_MON_POSITION
db -1 ; end
DoubleEdgeAnim:
battle_anim LEECH_SEED, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 6
@ -470,15 +502,23 @@ TailWhipAnim:
db -1 ; end
PoisonStingAnim:
battle_anim NO_MOVE, SUBANIM_0_PIN_JAB, 0, 1
battle_anim POISON_STING, SUBANIM_0_STAR, 0, 6
db -1 ; end
TwineedleAnim:
battle_anim TWINEEDLE, SUBANIM_0_STAR_TWICE, 0, 5
battle_anim TWINEEDLE, SUBANIM_0_STAR_TWICE, 0, 5
battle_anim NO_MOVE, SE_MOVE_MON_HORIZONTALLY
battle_anim NO_MOVE, SUBANIM_0_BARB_JAB, 0, 1
battle_anim TWINEEDLE, SUBANIM_0_STAR_TWICE, 0, 3
battle_anim NO_MOVE, SE_RESET_MON_POSITION
battle_anim NO_MOVE, SUBANIM_0_BARB_JAB, 0, 1
battle_anim TWINEEDLE, SUBANIM_0_STAR_TWICE, 0, 3
db -1 ; end
PinMissileAnim:
battle_anim POISON_STING, SUBANIM_0_PIN_MISSILE, 0, 1
battle_anim POISON_STING, SUBANIM_0_PIN_MISSILE, 0, 1
battle_anim PIN_MISSILE, SUBANIM_0_STAR_TWICE, 0, 1
battle_anim PIN_MISSILE, SUBANIM_0_STAR_TWICE, 0, 3
db -1 ; end
@ -552,7 +592,10 @@ WaterGunAnim:
db -1 ; end
HydroPumpAnim:
battle_anim HYDRO_PUMP, SUBANIM_0_WATER_COLUMNS, 0, 6
battle_anim SCRATCH, SE_MOVE_MON_HORIZONTALLY
battle_anim SCRATCH, SE_RESET_MON_POSITION
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim SKULL_BASH, SUBANIM_0_BEAM, 0, 3
battle_anim HYDRO_PUMP, SUBANIM_0_WATER_COLUMNS, 0, 6
db -1 ; end
@ -562,19 +605,22 @@ SurfAnim:
db -1 ; end
IceBeamAnim:
battle_anim CONFUSE_RAY, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim ICE_BEAM, SUBANIM_0_BEAM, 0, 3
battle_anim NO_MOVE, SUBANIM_0_ICE_RISE, 0, 16
battle_anim ROCK_THROW, SUBANIM_0_ICE_RISE, 0, 16
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
PowderSnowAnim:
battle_anim BLIZZARD, SUBANIM_0_CIRCLES_FALLING, 0, 6
battle_anim NO_MOVE, SUBANIM_0_ICE_RISE, 0, 16
battle_anim LEECH_SEED, SUBANIM_0_CIRCLES_FALLING, 0, 6
battle_anim ROCK_THROW, SUBANIM_0_ICE_RISE, 0, 16
db -1 ; end
BlizzardAnim:
battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
battle_anim BLIZZARD, SUBANIM_0_ICE_FALL, 0, 4
battle_anim NO_MOVE, SUBANIM_0_ICE_RISE, 0, 16
battle_anim ROCK_THROW, SUBANIM_0_ICE_RISE, 0, 16
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
;battle_anim HYDRO_PUMP, SUBANIM_0_ICE_FALL, 0, 4 so for some reason, this causes hydro pump's proper sound to play when you use crysaudio. Instead of all this jank, now we're having the ice rise like Ice Beam. If you're using crysaudio and have problems with this, here's your solution.
@ -590,9 +636,12 @@ BubbleBeamAnim:
db -1 ; end
AuroraBeamAnim:
battle_anim AURORA_BEAM, SUBANIM_0_BEAM, 0, 3
battle_anim BUBBLE, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim AURORA_BEAM, SUBANIM_0_BEAM, 0, 2
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
HyperBeamAnim:
@ -611,8 +660,21 @@ DrillPeckAnim:
battle_anim DRILL_PECK, SUBANIM_1_STAR_BIG_MOVING, 1, 6
db -1 ; end
BrutalSwingAnim:
SubmissionAnim:
battle_anim SUBMISSION, SE_MOVE_MON_HORIZONTALLY
battle_anim NO_MOVE, SUBANIM_0_STAR_TWICE, 0, 6
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_RESET_MON_POSITION
battle_anim REST, SE_SLIDE_MON_DOWN
battle_anim NO_MOVE, SE_SHOW_MON_PIC
battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SUBANIM_0_CIRCLE_1_SQUARE_CLOSING, 1, 1
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
BrutalSwingAnim:
battle_anim SUBMISSION, SE_SLIDE_MON_OFF
battle_anim NO_MOVE, SUBANIM_0_STAR_TWICE, 0, 6
battle_anim NO_MOVE, SE_SHOW_MON_PIC
@ -651,6 +713,13 @@ StrengthAnim:
db -1 ; end
DrainingKissAnim:
battle_anim LOVELY_KISS, SUBANIM_0_HEART_1_MUSIC, 0, 6
battle_anim ABSORB, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY, 0, 6
battle_anim NO_MOVE, SUBANIM_0_CIRCLE_1_SQUARE_TOSS_BACK, 0, 6
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
AbsorbAnim:
battle_anim ABSORB, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY, 0, 6
@ -674,8 +743,11 @@ LeechSeedAnim:
GrowthAnim:
battle_anim GROWTH, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SE_SPIRAL_BALLS_INWARD
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 2
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 2
battle_anim NO_MOVE, SUBANIM_0_CIRCLES_CENTERING, 0, 2
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
battle_anim MIMIC, SE_SHOOT_MANY_BALLS_UPWARD
db -1 ; end
RazorLeafAnim:
@ -690,15 +762,22 @@ SolarBeamAnim:
db -1 ; end
PoisonPowderAnim:
battle_anim NO_MOVE, SE_DARKEN_MON_PALETTE
battle_anim POISONPOWDER, SUBANIM_0_CIRCLES_FALLING, 0, 6
battle_anim POISONPOWDER, SE_RESET_SCREEN_PALETTE
db -1 ; end
StunSporeAnim:
battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
battle_anim STUN_SPORE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
battle_anim STUN_SPORE, SUBANIM_0_CIRCLES_FALLING, 0, 6
db -1 ; end
SleepPowderAnim:
battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
battle_anim SLEEP_POWDER, SUBANIM_0_CIRCLES_FALLING, 0, 6
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
PetalDanceAnim:
@ -713,9 +792,11 @@ StringShotAnim:
DragonRageAnim:
battle_anim DRAGON_RAGE, SUBANIM_1_FLAME_BEAM, 1, 6
battle_anim NO_MOVE, SUBANIM_1_FLAME_BEAM, 1, 3
battle_anim NO_MOVE, SUBANIM_1_FLAME_BEAM, 1, 3
battle_anim NO_MOVE, SUBANIM_1_FLAME_BEAM, 1, 3
battle_anim NO_MOVE, SUBANIM_1_FLAME_COLUMN_1, 1, 6
battle_anim NO_MOVE, SUBANIM_1_FLAME_COLUMN_2, 1, 6
battle_anim NO_MOVE, SUBANIM_1_FLAME_COLUMN_3, 1, 6
db -1 ; end
FireSpinAnim:
@ -752,7 +833,7 @@ ThunderAnim:
db -1 ; end
RockThrowAnim:
battle_anim ROCK_THROW, SUBANIM_0_ROCKS_FALL_ENEMY, 0, 4
battle_anim VICEGRIP, SUBANIM_0_ROCKS_FALL_ENEMY, 0, 4
db -1 ; end
EarthquakeAnim:
@ -798,8 +879,8 @@ MeditateAnim:
db -1 ; end
AgilityAnim:
battle_anim AGILITY, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
battle_anim AGILITY, SE_SHAKE_BACK_AND_FORTH
battle_anim BARRIER, SE_SHOW_MON_PIC
db -1 ; end
FeintAttackAnim:
@ -820,7 +901,9 @@ TeleportAnim:
NightShadeAnim:
battle_anim CONFUSION, SE_FLASH_SCREEN_LONG
battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
battle_anim NO_MOVE, SE_WAVY_SCREEN
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
MimicAnim:
@ -846,9 +929,9 @@ DoubleTeamAnim:
db -1 ; end
RecoverAnim:
battle_anim RECOVER, SE_BLINK_MON
battle_anim CONFUSE_RAY, SE_BLINK_MON
battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SE_SPIRAL_BALLS_INWARD
battle_anim RECOVER, SE_SPIRAL_BALLS_INWARD
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
@ -891,7 +974,6 @@ ConfuseRayAnim:
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
;ShelterAnim:
WithdrawAnim:
battle_anim DEFENSE_CURL, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SE_SLIDE_MON_DOWN
@ -933,7 +1015,9 @@ ReflectAnim:
db -1 ; end
FocusEnergyAnim:
battle_anim FOCUS_ENERGY, SE_SPIRAL_BALLS_INWARD
battle_anim FOCUS_ENERGY, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SE_SHOOT_MANY_BALLS_UPWARD
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
BideAnim:
@ -960,8 +1044,9 @@ SelfdestructAnim:
MagnetBombAnim:
EggBombAnim:
battle_anim EGG_BOMB, SUBANIM_1_CIRCLE_BLACK_TOSS, 1, 4
battle_anim BARRAGE, SUBANIM_1_CIRCLE_BLACK_TOSS, 1, 4
battle_anim EGG_BOMB, SUBANIM_1_EXPLOSION_SMALL_ENEMY, 1, 4
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
db -1 ; end
LickAnim:
@ -1013,7 +1098,10 @@ SkullBashAnim:
db -1 ; end
SpikeCannonAnim:
battle_anim SPIKE_CANNON, SUBANIM_1_STAR_BIG_MOVING, 1, 4
battle_anim SWIFT, SUBANIM_0_PIN_JAB, 0, 1
battle_anim SPIKE_CANNON, SUBANIM_1_STAR_BIG_MOVING, 1, 3
battle_anim SWIFT, SUBANIM_0_PIN_JAB, 0, 1
battle_anim SPIKE_CANNON, SUBANIM_1_STAR_BIG_MOVING, 1, 3
db -1 ; end
ConstrictAnim:
@ -1024,12 +1112,14 @@ ConstrictAnim:
NastyPlotAnim:
AmnesiaAnim:
battle_anim AMNESIA, SUBANIM_0_STATUS_CONFUSED, 0, 8
battle_anim AMNESIA, SUBANIM_0_STATUS_CONFUSED, 0, 8
battle_anim MEGA_DRAIN, SUBANIM_AMNESIA1, 1, 2
battle_anim KINESIS, SUBANIM_AMNESIA, 0, 16
battle_anim DOUBLE_TEAM, SE_SHOOT_MANY_BALLS_UPWARD
db -1 ; end
KinesisAnim:
battle_anim KINESIS, SUBANIM_0_STAR_TWICE, 0, 8
battle_anim RAZOR_LEAF, SE_WAVY_SCREEN
battle_anim KINESIS, SE_DARK_SCREEN_FLASH
db -1 ; end
SoftboiledAnim:
@ -1042,7 +1132,15 @@ SoftboiledAnim:
db -1 ; end
HiJumpKickAnim:
battle_anim HI_JUMP_KICK, SUBANIM_1_STAR_BIG_MOVING, 1, 6
battle_anim NO_MOVE, SE_SQUISH_MON_PIC
battle_anim HI_JUMP_KICK, SE_SHOOT_BALLS_UPWARD
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim TAKE_DOWN, SUBANIM_0_STAR_ASCENDING, 1, 6
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SE_SLIDE_MON_DOWN
battle_anim NO_MOVE, SE_SHOW_MON_PIC
db -1 ; end
GlareAnim:
@ -1052,9 +1150,11 @@ GlareAnim:
db -1 ; end
DreamEaterAnim:
battle_anim DREAM_EATER, SE_FLASH_SCREEN_LONG
battle_anim DREAM_EATER, SE_DARK_SCREEN_PALETTE
battle_anim DREAM_EATER, SUBANIM_0_STAR_THRICE, 0, 8
battle_anim HYPNOSIS, SE_FLASH_SCREEN_LONG
battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
battle_anim NO_MOVE, SUBANIM_0_STAR_THRICE, 0, 8
battle_anim HYPNOSIS, SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY, 0, 6
battle_anim NO_MOVE, SUBANIM_0_CIRCLE_1_SQUARE_TOSS_BACK, 0, 6
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
@ -1084,8 +1184,8 @@ LovelyKissAnim:
SkyAttackAnim:
battle_anim SKY_ATTACK, SE_SQUISH_MON_PIC
battle_anim NO_MOVE, SE_SHOOT_BALLS_UPWARD
battle_anim HI_JUMP_KICK, SUBANIM_1_STAR_BIG_MOVING, 1, 6
battle_anim NO_MOVE, SE_SHOW_MON_PIC
battle_anim GLARE, SUBANIM_1_EXPLOSION_SMALL_ENEMY, 0, 6
battle_anim BARRIER, SE_SHOW_MON_PIC
db -1 ; end
TransformAnim:
@ -1109,12 +1209,17 @@ DizzyPunchAnim:
SporeAnim:
battle_anim SPORE, SUBANIM_0_CIRCLES_FALLING, 0, 6
db -1 ; end
DazzleGleamAnim:
FlashAnim:
battle_anim GLARE, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
DazzleGleamAnim:
battle_anim GLARE, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
battle_anim DOUBLE_TEAM, SE_WAVY_SCREEN
db -1 ; end
PsywaveAnim:
battle_anim SUPERSONIC, SUBANIM_0_SOUND_WAVE, 0, 6
@ -1162,6 +1267,7 @@ RockSlideAnim:
HyperFangAnim:
battle_anim HYPER_FANG, SUBANIM_0_STAR_THRICE, 0, 6
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
db -1 ; end
SharpenAnim:
@ -1179,10 +1285,19 @@ ConversionAnim:
db -1 ; end
MirrorShotAnim:
TriAttackAnim:
battle_anim TRI_ATTACK, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SUBANIM_1_TRIANGLE_TOSS, 1, 6
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
TriAttackAnim:
battle_anim TRI_ATTACK, SUBANIM_1_TRIANGLE_TOSS, 1, 6
battle_anim FLAMETHROWER, SUBANIM_1_FLAME_COLUMN_3, 1, 4
battle_anim NO_MOVE, SE_LIGHT_SCREEN_PALETTE
battle_anim PAY_DAY, SUBANIM_0_ICE_RISE, 0, 2
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
battle_anim THUNDER, SUBANIM_1_LIGHTNING, 1, 4
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
SuperFangAnim:
@ -1206,11 +1321,21 @@ SmartStrikeAnim:
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
battle_anim SLASH, SUBANIM_0_HORN_JAB_TWICE, 0, 6
battle_anim NO_MOVE, SUBANIM_1_STAR_BIG, 1, 6
;battle_anim SCRATCH, SUBANIM_0_SCRATCHES, 0, 6
db -1 ; end
FakeTearsAnim:
battle_anim WATER_GUN, SUBANIM_0_FAKE_TEARS, 0, 6
battle_anim AMNESIA, SE_MOVE_MON_HORIZONTALLY
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_RESET_MON_POSITION
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim AMNESIA, SE_MOVE_MON_HORIZONTALLY
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_RESET_MON_POSITION
battle_anim ROAR, SUBANIM_1_SHOUT, 1, 6
battle_anim NO_MOVE, SUBANIM_1_SHOUT, 1, 6
battle_anim NO_MOVE, SE_DARKEN_MON_PALETTE
battle_anim NO_MOVE, SE_SHAKE_ENEMY_HUD
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
FalseSurrenderAnim:
@ -1367,3 +1492,24 @@ ThrowRockAnim:
ThrowBaitAnim:
battle_anim BARRAGE, SUBANIM_0_SAFARI_BAIT, 0, 3
db -1 ; end
AmnesiaEnemyAnim:
battle_anim MEGA_DRAIN, SUBANIM_AMNESIA1_ENEMY, 1, 2
battle_anim KINESIS, SUBANIM_AMNESIA_ENEMY, 0, 16
battle_anim DOUBLE_TEAM, SE_SHOOT_MANY_BALLS_UPWARD
db -1 ; end
FakeTearsEnemyAnim:
battle_anim AMNESIA, SE_MOVE_MON_HORIZONTALLY
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_RESET_MON_POSITION
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim AMNESIA, SE_MOVE_MON_HORIZONTALLY
battle_anim NO_MOVE, SE_DELAY_ANIMATION_10
battle_anim NO_MOVE, SE_RESET_MON_POSITION
battle_anim ROAR, SUBANIM_1_SHOUT, 1, 6
battle_anim NO_MOVE, SUBANIM_1_SHOUT, 1, 6
battle_anim NO_MOVE, SE_DARKEN_MON_PALETTE
battle_anim NO_MOVE, SE_SHAKE_SCREEN
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end

View file

@ -88,7 +88,7 @@ MoveSoundTable:
db SFX_BATTLE_2F, $20, $80 ; THUNDERBOLT
db SFX_BATTLE_2E, $12, $60 ; THUNDER_WAVE
db SFX_BATTLE_26, $00, $80 ; THUNDER
db SFX_BATTLE_14, $01, $e0 ; ROCK_THROW
db SFX_ICE, $01, $e0 ; ROCK_THROW
db SFX_BATTLE_29, $0f, $e0 ; EARTHQUAKE
db SFX_BATTLE_29, $11, $20 ; FISSURE
db SFX_DAMAGE, $10, $40 ; DIG
@ -180,7 +180,7 @@ MoveSoundTable:
db SFX_BATTLE_0B, $01, $80 ; BULLET_PUNCH
db SFX_BATTLE_29, $e8, $ff ; MIRROR_SHOT
db SFX_NOT_VERY_EFFECTIVE, $09, $ff ; SMART_STRIKE
db SFX_BATTLE_24, $30, $60 ; FAKE_TEARS
db SFX_BATTLE_0B, $00, $c0 ; FAKE_TEARS
db SFX_BATTLE_20, $00, $60 ; FALSE_SURRENDER
db SFX_NOT_VERY_EFFECTIVE, $11, $ff ; KOWTOW_CLEAVE
db SFX_BATTLE_37, $10, $60 ; DISARMING_VOICE

View file

@ -429,7 +429,15 @@ ShareMoveAnimations:
ld a, [wAnimationID]
cp AMNESIA
ld b, CONF_ANIM
ld b, AMNESIA_ENEMY_ANIM
jr z, .replaceAnim
cp NASTY_PLOT
ld b, AMNESIA_ENEMY_ANIM
jr z, .replaceAnim
cp FAKE_TEARS
ld b, FAKE_TEARS_ENEMY_ANIM
jr z, .replaceAnim
cp REST
@ -2232,6 +2240,10 @@ IsCryMove:
jr z, .CryMove
cp ROAR
jr z, .CryMove
cp FAKE_TEARS
jr z, .CryMove
cp FAKE_TEARS_ENEMY_ANIM
jr z, .CryMove
and a ; clear carry
ret
.CryMove

View file

@ -355,11 +355,11 @@ INCLUDE "engine/overworld/dust_smoke.asm"
INCLUDE "data/moves/animations.asm"
INCLUDE "data/battle_anims/subanimations.asm"
INCLUDE "data/battle_anims/frame_blocks.asm"
INCLUDE "engine/movie/evolution.asm"
INCLUDE "engine/overworld/elevator.asm"
SECTION "Engine Spillover", ROMX
INCLUDE "engine/movie/evolution.asm"
INCLUDE "engine/overworld/elevator.asm"
INCLUDE "engine/menus/item_descriptions.asm"
INCLUDE "engine/items/tm_prices.asm"
INCLUDE "engine/overworld/ferry_script.asm"