Animations
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The most complex subsystem — needs significant depth:
What tile animations are on the GBA: frame sequences swapping tile data at runtime
Animation directory structure: frame PNGs,
key.png,anim.jsonFrame linking modes: automatic (key.png), manual (anim.json), hybrid (NYI)
Palette resolution strategies:
scan_local_metatiles,palette-00–palette-15,internal-png-palette,scan-all-tilesets(NYI)Key frame resolution:
error,warning,mangleMulti-palette subtile resolution:
error,warning,split(NYI)Per-animation overrides: the three-tier cascade (per-tile > per-animation > global)
wire_anim_code: automatic vs manual wiring intotileset_anims.c/hWorked example: importing an animated tileset, modifying an animation
Cross-references: Porytiles Concepts and Terminology for base game differences, Configuration Reference for animation config, Importing an Existing Tileset for animation import