kep-hack/crysaudio/sfx_pointers_red.asm
Martha Schilling 185e598a2e 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)
2024-01-03 21:41:24 +00:00

118 lines
2.2 KiB
NASM

SFX:
; entries correspond to SFX_* constants
dbw 0, 0
dba SFX_Get_Item1_1
dba SFX_Get_Item2_1
dba SFX_Tink_1
dba SFX_Heal_HP_1
dba SFX_Heal_Ailment_1
dba SFX_Start_Menu_1
dba SFX_Press_AB_1
dba SFX_Pokedex_Rating_1
dba SFX_Get_Key_Item_1
dba SFX_Poisoned_1
dba SFX_Trade_Machine_1
dba SFX_Turn_On_PC_1
dba SFX_Turn_Off_PC_1
dba SFX_Enter_PC_1
dba SFX_Shrink_1
dba SFX_Switch_1
dba SFX_Healing_Machine_1
dba SFX_Teleport_Exit1_1
dba SFX_Teleport_Enter1_1
dba SFX_Teleport_Exit2_1
dba SFX_Ledge_1
dba SFX_Teleport_Enter2_1
dba SFX_Fly_1
dba SFX_Denied_1
dba SFX_Arrow_Tiles_1
dba SFX_Push_Boulder_1
dba SFX_SS_Anne_Horn_1
dba SFX_Withdraw_Deposit_1
dba SFX_Cut_1
dba SFX_Go_Inside_1
dba SFX_Swap_1
dba SFX_59_1
dba SFX_Purchase_1
dba SFX_Collision_1
dba SFX_Go_Outside_1
dba SFX_Save_1
dba SFX_Pokeflute
dba SFX_Safari_Zone_PA
dba SFX_Level_Up
dba SFX_Ball_Toss
dba SFX_Ball_Poof
dba SFX_Faint_Thud
dba SFX_Run
dba SFX_Dex_Page_Added
dba SFX_Caught_Mon
dba SFX_Peck
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
dba SFX_Battle_0E
dba SFX_Battle_0F
dba SFX_Damage
dba SFX_Not_Very_Effective
dba SFX_Battle_12
dba SFX_Battle_13
dba SFX_Battle_14
dba SFX_Vine_Whip
dba SFX_Battle_16
dba SFX_Battle_17
dba SFX_Battle_18
dba SFX_Battle_19
dba SFX_Super_Effective
dba SFX_Battle_1B
dba SFX_Battle_1C
dba SFX_Doubleslap
dba SFX_Battle_1E
dba SFX_Horn_Drill
dba SFX_Battle_20
dba SFX_Battle_21
dba SFX_Battle_22
dba SFX_Battle_23
dba SFX_Battle_24
dba SFX_Battle_25
dba SFX_Battle_26
dba SFX_Battle_27
dba SFX_Battle_28
dba SFX_Battle_29
dba SFX_Battle_2A
dba SFX_Battle_2B
dba SFX_Battle_2C
dba SFX_Psybeam
dba SFX_Battle_2E
dba SFX_Battle_2F
dba SFX_Psychic_M
dba SFX_Battle_31
dba SFX_Battle_32
dba SFX_Battle_33
dba SFX_Battle_34
dba SFX_Battle_35
dba SFX_Battle_36
dba SFX_Battle_37
dba SFX_Silph_Scope
dba SFX_Intro_Lunge
dba SFX_Intro_Hip
dba SFX_Intro_Hop
dba SFX_Intro_Raise
dba SFX_Intro_Crash
dba SFX_Intro_Whoosh
dba SFX_Slots_Stop_Wheel
dba SFX_Slots_Reward
dba SFX_Slots_New_Spin
dba SFX_Shooting_Star
dba SFX_PokefluteInBattle