Animations

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This page is a placeholder. Content coming soon.

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.json

  • Frame linking modes: automatic (key.png), manual (anim.json), hybrid (NYI)

  • Palette resolution strategies: scan_local_metatiles, palette-00palette-15, internal-png-palette, scan-all-tilesets (NYI)

  • Key frame resolution: error, warning, mangle

  • Multi-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 into tileset_anims.c/h

  • Worked 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