ref: 17f45b5c95b7ec33bd28d7ab1e8869e287ea4dbc
dir: /docs/pic_animations.md/
# Pic Animations Defined in [macros/scripts/gfx_anim.asm](/macros/scripts/gfx_anim.asm) and [battle/anim_commands.asm:BattleAnimCommands](/battle/anim_commands.asm). Pic animations are assembled in 3 parts: - Top-level animations: - `frame` *#*, *duration*: Frame 0 is the original pic (no change) - `setrepeat` *#*: Sets the number of times to repeat - `dorepeat` *#*: Repeats from command *#* (starting from 0) - `end` - Bitmasks: Layered over the pic to designate affected tiles - Frame definitions: first byte is the bitmask used for this frame following bytes are tile ids mapped to each bit in the mask Animation data is in these files: - gfx/pics/anims.asm: Main animations (played everywhere) - gfx/pics/extras.asm: Extra animations, appended to the main animation. Used in the status screen (blinking, tail wags etc.) - gfx/pics/unown_anims.asm and gfx/pics/unown_extras.asm: Unown has its own animation data despite having an entry in the main tables.