Defined in macros/scripts/pic_anims.asm.
Pic animations are assembled in 3 parts:
Top-level animations:
frame N, duration: Frame #0 is the original pic (no change)setrepeat N: Sets the number of times to repeatdorepeat I: Repeats from command #I (with the first command being #0)endanimBitmasks: 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/pokemon/anims.asm: Main animations (played everywhere)
gfx/pokemon/idles.asm:
Idle animations, appended to the main animation.
Used in the status screen (blinking, tail wags etc.)
gfx/pokemon/unown_anims.asm and gfx/pokemon/unown_idles.asm: Unown has its own animation data despite having an entry in the main tables.