Move Animation Commands
Defined in macros/scripts/move_anim.asm and battle/anims.asm:BattleAnimations.
$00−$EF: anim_wait length
$D0: anim_obj object, x, y, param
$D1: anim_1gfx gfx
$D2: anim_2gfx gfx1, gfx2
$D3: anim_3gfx gfx1, gfx2, gfx3
$D4: anim_4gfx gfx1, gfx2, gfx3, gfx4
$D5: anim_5gfx gfx1, gfx2, gfx3, gfx4, gfx5
$D6: anim_incobj id
$D7: anim_setobj id, object
$D8: anim_incbgeffect effect
$D9: anim_enemyfeetobj
$DA: anim_playerheadobj
$DB: anim_checkpokeball
$DC: anim_transform
$DD: anim_raisesub
$DE: anim_dropsub
$DF: anim_resetobp0
$E0: anim_sound duration, tracks, id
$E1: anim_cry pitch
$E2: anim_minimizeopp
$E3: anim_oamon
$E4: anim_oamoff
$E5: anim_clearobjs
$E6: anim_beatup
$E7: anim_0xe7
$E8: anim_updateactorpic
$E9: anim_minimize
$EA: anim_0xea
$EB: anim_0xeb
$EC: anim_0xec
$ED: anim_0xed
$EE: anim_if_param_and value, address
$EF: anim_jumpuntil address
$F0: anim_bgeffect effect, unknown1, unknown2, unknown3
$F1: anim_bgp colors
$F2: anim_obp0 colors
$F3: anim_obp1 colors
$F4: anim_clearsprites
$F5: anim_0xf5
$F6: anim_0xf6
$F7: anim_0xf7
$F8: anim_if_param_equal value, address
$F9: anim_setvar value
$FA: anim_incvar
$FB: anim_if_var_equal value, address
$FC: anim_jump address
$FD: anim_loop count, address
$FE: anim_call address
$FF: anim_ret