List of battle animations by index number in Generation I
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This is the list of Pokémon battle animations by index number in Generation I games.
List
These are the available battle animations:
- From 0x00 (0) to 0x55 (85), there are some new objects created for the purposes of each animation (such as fire, water, electricity, etc.) Almost all of them are in black and white, except the Poké Ball-related ones.
- From 0xD8 (216) to 0xFE (254), there are some special effects that are applied to either or both Pokémon in battle, or to the whole screen. They often share the same color palettes as the Pokémon affected (for instance, a blue Pokémon uses blue effects).
From 0x00 (0) to 0x0F (15)
Index # | Description | Used on |
---|---|---|
0x00 (0) | Hit target once | |
0x01 (1) | Hit target twice | |
0x02 (2) | Hit target three times as a triangle | |
0x03 (3) | Hit target four times | |
0x04 (4) | Hit target three times as a diagonal line | |
0x05 (5) | Hit target once (large size) |
|
0x06 (6) | Player throws slow Poké Ball |
Poké Ball (regular) |
0x07 (7) | Player throws fast Poké Ball | |
0x08 (8) | Player throws fast spinning Poké Ball | |
0x09 (9) | Poké Ball shaking |
|
0x0A (10) | Poké Ball breaks in pieces | Also used when a wild Pokémon escapes the Poké Ball. |
0x0B (11) | Poké Ball blocked | Attempting to catch the opposing Trainer's Pokémon. |
0x0C (12) | Target is burned by single flame | |
0x0D (13) | Target is burned by two-flame pillar | |
0x0E (14) | Target is burned by three-flame pillar | |
0x0F (15) | Target is slashed three times at once |
From 0x10 (16) to 0x1F (31)
Index # | Description | Used on |
---|---|---|
0x10 (16) | Tornado from user to target | |
0x11 (17) | Target is burned from below | |
0x12 (18) | Musical notes from user to target | |
0x13 (19) | Black substance from user to target | |
0x14 (20) | Black substance dripping from target | |
0x15 (21) | Sound waves from user | |
0x16 (22) | Target is slashed once | |
0x17 (23) | Bird hits target | |
0x18 (24) | Swords | |
0x19 (25) | Cloud from user to target | |
0x1A (26) | Target hit by jets of water from below | |
0x1B (27) | Seeds from user to target | |
0x1C (28) | Three seedlings on target | |
0x1D (29) | User lifts rocks | |
0x1E (30) | Rocks from user to target | |
0x1F (31) | Fire from user to target |
From 0x20 (32) to 0x2F (47)
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: Double-check animation 0x24 (paralysis) and 0x26 (opponent's confusion) |
Index # | Description | Used on |
---|---|---|
0x20 (32) | Target is burned by daimonji (bonfire in the shape of kanji 大) |
|
0x21 (33) | Tileset 0: Four white circle pieces form a whole circle on the target Tileset 1: Four black square pieces form a whole square on the target |
|
0x22 (34) | Tileset 0: White circle from target to user Tileset 1: Black square from target to user | |
0x23 (35) | Waves at the sides of target | |
0x24 (36) | ? | Pokémon is paralyzed. |
0x25 (37) | Question marks | Also used when Pokémon is confused. |
0x26 (38) | Question marks | Used when opponent's Pokémon is confused? |
0x27 (39) | Skulls |
|
0x28 (40) | Dust from user to target | |
0x29 (41) | Target is shocked by a ball of electricity | |
0x2A (42) | Target is slashed diagonally from two sides at once | |
0x2B (43) | Target is hit by a thunderbolt, then some electricity jumps to the sides | |
0x2C (44) | Target is hit by water from the sky | |
0x2D (45) | Four white circle pieces form a whole circle on the user | |
0x2E (46) | Energy beam from user to target | |
0x2F (47) | Target is hit by ice from below |
From 0x30 (48) to 0x3F (63)
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: Double-check 0x3B (opponent sleeping?) |
Index # | Description | Used on |
---|---|---|
0x30 (48) | Target is hit by rocks | |
0x31 (49) | Waves from user to target | |
0x32 (50) | ? | Unused |
0x33 (51) | User is protected by a blinking barrier | |
0x34 (52) | User explodes | |
0x35 (53) | Bubbles from user to target | |
0x36 (54) | Powder falls on target | |
0x37 (55) | String from user to target | |
0x38 (56) | Target is hit by falling ice shards | |
0x39 (57) | ? | Unused |
0x3A (58) | "Zzz" text | This animation is also used when a Pokémon is sleeping. |
0x3B (59) | "Zzz" text | Used when the opponent Pokémon is sleeping? |
0x3C (60) | ? | Unused |
0x3D (61) | ||
0x3E (62) | Blinking hit balloon from user to target | |
0x3F (63) | Stars from user to target |
From 0x40 (64) to 0x55 (86)
Index # | Description | Used on |
---|---|---|
0x40 (64) | Musical note floating near target | |
0x41 (65) | Black circle from user to target | |
0x42 (66) | Black circle explosion on target | |
0x43 (67) | Tileset 0: A circle shrinking on the user Tileset 1: A square shrinking on the user |
|
0x44 (68) | Leaves from user to target | |
0x45 (69) | Spike moving near user (slower version) |
|
0x46 (70) | Spike moving near user (faster version) |
|
0x47 (71) | User breaks out of Poké Ball | |
0x48 (72) | Poké Ball drops | Used in trades. |
0x49 (73) | Poké Ball pieces form an entire Poké Ball | |
0x4A (74) | Poké Ball appears | |
0x4B (75) | Poké Ball disappears | |
0x4C (76) | Egg shaking | |
0x4D (77) | Triangle from user to target | |
0x4E (78) | Black ball appears in place of target | |
0x4F (79) | Black ball goes up | |
0x50 (80) | Black ball goes down | |
0x51 (81) | Shell blinks in place of user | |
0x52 (82) | Coins from user to target | |
0x53 (84) | Player throws rock | Throw rock in the Safari Zone |
0x54 (85) | Player throws bait | Throw bait in the Safari Zone |
0x55 (86) | Target is hit once |
From 0xD8 (216) to 0xEF (239)
Index # | Description | Used on |
---|---|---|
0xD8 (216) | Screen waves | |
0xD9 (217) | User is replaced by Substitute sprite | |
0xDA (218) | User shakes back and forth | |
0xDB (219) | Target slides off | |
0xDC (220) | Reset target sprite | |
0xDD (221) | Reset user sprite | |
0xDE (222) | Blink target | |
0xDF (223) | Hide target | |
0xE0 (224) | ? | Unused |
0xE1 (225) | Delay 10 frames | Used in several moves, as a delay between two visual effects, or as a delay at the end of the move animation. This is often used multiple times at once for a longer delay. |
0xE2 (226) | Balls spiral inwards (this has the same color palette as the user) |
|
0xE3 (227) | ? | Unused |
0xE4 (228) | ? | Unused |
0xE5 (229) | User slides back and stops halfway | |
0xE6 (230) | Petals fall | |
0xE7 (231) | Leaves fall | |
0xE8 (232) | User transforms into target | |
0xE9 (233) | User slides down and disappears (it remains invisible until fainted or switched out) |
|
0xEA (234) | User is replaced by Minimize sprite | |
0xEB (235) | User bounces | |
0xEC (236) | ? | Unused |
0xED (237) | Balls shoot upwards (this has the same color palette as the user) |
|
0xEE (238) | User is squished | |
0xEF (239) | Hide user | Used as a part of several battle animations. |
From 0xF0 (240) to 0xFE (254)
Index # | Description | Used on |
---|---|---|
0xF0 (240) | Brighten all color palettes (black is completely removed and white becomes more common; specifically, the colors 0, 1, 2, 3 respectively become 1, 2, 3, 3) |
|
0xF1 (241) | Reset user position | |
0xF2 (242) | User moves horizontally | |
0xF3 (243) | User blinks | |
0xF4 (244) | User slides back | |
0xF5 (245) | Target blinks quickly | Used when the target is hit by a damaging move with no side effect. |
0xF6 (246) | User slides down | This is also used when a Pokémon faints. |
0xF7 (247) | User slides up | |
0xF8 (248) | Quickly flashes a dark palette 3 times | |
0xF9 (249) | Both Pokémon are darkned, and both HP bars become black | |
0xFA (250) | Water droplets | |
0xFB (251) | Screen shakes | |
0xFC (252) | Reset color palettes | Used in several moves to restore the original color palettes after they were changed. |
0xFD (253) | Darken screen (white disappears and black becomes more common; specifically, the colors 0, 1, 2, 3 respectively become 2, 1, 0, 0) |
|
0xFE (254) | Darken screen by reversing colors (specifically, the colors 0, 1, 2, 3 respectively become 3, 2, 1, 0) |
This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |