const u32 gBattleEnvironmentTiles_TallGrass[] = INCBIN_U32("graphics/battle_environment/tall_grass/tiles.4bpp.lz");
const u32 gBattleEnvironmentPalette_TallGrass[] = INCBIN_U32("graphics/battle_environment/tall_grass/palette.gbapal.lz");
const u32 gBattleEnvironmentTilemap_TallGrass[] = INCBIN_U32("graphics/battle_environment/tall_grass/map.bin.lz");

const u32 gBattleEnvironmentTiles_LongGrass[] = INCBIN_U32("graphics/battle_environment/long_grass/tiles.4bpp.lz");
const u32 gBattleEnvironmentPalette_LongGrass[] = INCBIN_U32("graphics/battle_environment/long_grass/palette.gbapal.lz");
const u32 gBattleEnvironmentTilemap_LongGrass[] = INCBIN_U32("graphics/battle_environment/long_grass/map.bin.lz");

const u32 gBattleEnvironmentTiles_Sand[] = INCBIN_U32("graphics/battle_environment/sand/tiles.4bpp.lz");
const u32 gBattleEnvironmentPalette_Sand[] = INCBIN_U32("graphics/battle_environment/sand/palette.gbapal.lz");
const u32 gBattleEnvironmentTilemap_Sand[] = INCBIN_U32("graphics/battle_environment/sand/map.bin.lz");

const u32 gBattleEnvironmentTiles_Underwater[] = INCBIN_U32("graphics/battle_environment/underwater/tiles.4bpp.lz");
const u32 gBattleEnvironmentPalette_Underwater[] = INCBIN_U32("graphics/battle_environment/underwater/palette.gbapal.lz");
const u32 gBattleEnvironmentTilemap_Underwater[] = INCBIN_U32("graphics/battle_environment/underwater/map.bin.lz");

const u32 gBattleEnvironmentTiles_Water[] = INCBIN_U32("graphics/battle_environment/water/tiles.4bpp.lz");
const u32 gBattleEnvironmentPalette_Water[] = INCBIN_U32("graphics/battle_environment/water/palette.gbapal.lz");
const u32 gBattleEnvironmentTilemap_Water[] = INCBIN_U32("graphics/battle_environment/water/map.bin.lz");

const u32 gBattleEnvironmentTiles_PondWater[] = INCBIN_U32("graphics/battle_environment/pond_water/tiles.4bpp.lz");
const u32 gBattleEnvironmentPalette_PondWater[] = INCBIN_U32("graphics/battle_environment/pond_water/palette.gbapal.lz");
const u32 gBattleEnvironmentTilemap_PondWater[] = INCBIN_U32("graphics/battle_environment/pond_water/map.bin.lz");

const u32 gBattleEnvironmentTiles_Rock[] = INCBIN_U32("graphics/battle_environment/rock/tiles.4bpp.lz");
const u32 gBattleEnvironmentPalette_Rock[] = INCBIN_U32("graphics/battle_environment/rock/palette.gbapal.lz");
const u32 gBattleEnvironmentTilemap_Rock[] = INCBIN_U32("graphics/battle_environment/rock/map.bin.lz");

const u32 gBattleEnvironmentTiles_Cave[] = INCBIN_U32("graphics/battle_environment/cave/tiles.4bpp.lz");
const u32 gBattleEnvironmentPalette_Cave[] = INCBIN_U32("graphics/battle_environment/cave/palette.gbapal.lz");
const u32 gBattleEnvironmentTilemap_Cave[] = INCBIN_U32("graphics/battle_environment/cave/map.bin.lz");

const u32 gBattleEnvironmentPalette_Plain[] = INCBIN_U32("graphics/battle_environment/plain/palette.gbapal.lz");

const u32 gBattleEnvironmentTiles_Building[] = INCBIN_U32("graphics/battle_environment/building/tiles.4bpp.lz");
const u32 gBattleEnvironmentPalette_Frontier[] = INCBIN_U32("graphics/battle_environment/stadium/battle_frontier.gbapal.lz"); // this is also used for link battles
const u32 gBattleEnvironmentTilemap_Building[] = INCBIN_U32("graphics/battle_environment/building/map.bin.lz");

const u32 gBattleEnvironmentTiles_Stadium[] = INCBIN_U32("graphics/battle_environment/stadium/tiles.4bpp.lz");
const u32 gBattleEnvironmentTilemap_Stadium[] = INCBIN_U32("graphics/battle_environment/stadium/map.bin.lz");

const u32 gBattleEnvironmentTiles_Rayquaza[] = INCBIN_U32("graphics/battle_environment/sky/tiles.4bpp.lz");
const u32 gBattleEnvironmentTilemap_Rayquaza[] = INCBIN_U32("graphics/battle_environment/sky/map.bin.lz");

const u32 gBattleEnvironmentPalette_Building[] = INCBIN_U32("graphics/battle_environment/building/palette.gbapal.lz");

const u32 gBattleEnvironmentPalette_Kyogre[] = INCBIN_U32("graphics/battle_environment/water/kyogre.gbapal.lz");
const u32 gBattleEnvironmentPalette_Groudon[] = INCBIN_U32("graphics/battle_environment/cave/groudon.gbapal.lz");
const u32 gBattleEnvironmentPalette_BuildingGym[] = INCBIN_U32("graphics/battle_environment/building/palette2.gbapal.lz");
const u32 gBattleEnvironmentPalette_BuildingLeader[] = INCBIN_U32("graphics/battle_environment/building/palette3.gbapal.lz");
const u32 gBattleEnvironmentPalette_StadiumAqua[] = INCBIN_U32("graphics/battle_environment/stadium/palette1.gbapal.lz");
const u32 gBattleEnvironmentPalette_StadiumMagma[] = INCBIN_U32("graphics/battle_environment/stadium/palette2.gbapal.lz");
const u32 gBattleEnvironmentPalette_StadiumSidney[] = INCBIN_U32("graphics/battle_environment/stadium/palette3.gbapal.lz");
const u32 gBattleEnvironmentPalette_StadiumPhoebe[] = INCBIN_U32("graphics/battle_environment/stadium/palette4.gbapal.lz");
const u32 gBattleEnvironmentPalette_StadiumGlacia[] = INCBIN_U32("graphics/battle_environment/stadium/palette5.gbapal.lz");
const u32 gBattleEnvironmentPalette_StadiumDrake[] = INCBIN_U32("graphics/battle_environment/stadium/palette6.gbapal.lz");
const u32 gBattleEnvironmentPalette_StadiumWallace[] = INCBIN_U32("graphics/battle_environment/stadium/palette7.gbapal.lz");
const u32 gBattleEnvironmentPalette_Rayquaza[] = INCBIN_U32("graphics/battle_environment/sky/palette.gbapal.lz");

const u32 gBattleEnvironmentAnimTiles_TallGrass[] = INCBIN_U32("graphics/battle_environment/tall_grass/anim_tiles.4bpp.lz");
const u32 gBattleEnvironmentAnimTilemap_TallGrass[] = INCBIN_U32("graphics/battle_environment/tall_grass/anim_map.bin.lz");

const u32 gBattleEnvironmentAnimTiles_LongGrass[] = INCBIN_U32("graphics/battle_environment/long_grass/anim_tiles.4bpp.lz");
const u32 gBattleEnvironmentAnimTilemap_LongGrass[] = INCBIN_U32("graphics/battle_environment/long_grass/anim_map.bin.lz");

const u32 gBattleEnvironmentAnimTiles_Sand[] = INCBIN_U32("graphics/battle_environment/sand/anim_tiles.4bpp.lz");
const u32 gBattleEnvironmentAnimTilemap_Sand[] = INCBIN_U32("graphics/battle_environment/sand/anim_map.bin.lz");

const u32 gBattleEnvironmentAnimTiles_Underwater[] = INCBIN_U32("graphics/battle_environment/underwater/anim_tiles.4bpp.lz");
const u32 gBattleEnvironmentAnimTilemap_Underwater[] = INCBIN_U32("graphics/battle_environment/underwater/anim_map.bin.lz");

const u32 gBattleEnvironmentAnimTiles_Water[] = INCBIN_U32("graphics/battle_environment/water/anim_tiles.4bpp.lz");
const u32 gBattleEnvironmentAnimTilemap_Water[] = INCBIN_U32("graphics/battle_environment/water/anim_map.bin.lz");

const u32 gBattleEnvironmentAnimTiles_PondWater[] = INCBIN_U32("graphics/battle_environment/pond_water/anim_tiles.4bpp.lz");
const u32 gBattleEnvironmentAnimTilemap_PondWater[] = INCBIN_U32("graphics/battle_environment/pond_water/anim_map.bin.lz");

const u32 gBattleEnvironmentAnimTiles_Rock[] = INCBIN_U32("graphics/battle_environment/rock/anim_tiles.4bpp.lz");
const u32 gBattleEnvironmentAnimTilemap_Rock[] = INCBIN_U32("graphics/battle_environment/rock/anim_map.bin.lz");

const u32 gBattleEnvironmentAnimTiles_Cave[] = INCBIN_U32("graphics/battle_environment/cave/anim_tiles.4bpp.lz");
const u32 gBattleEnvironmentAnimTilemap_Cave[] = INCBIN_U32("graphics/battle_environment/cave/anim_map.bin.lz");

const u32 gBattleEnvironmentAnimTiles_Building[] = INCBIN_U32("graphics/battle_environment/building/anim_tiles.4bpp.lz");
const u32 gBattleEnvironmentAnimTilemap_Building[] = INCBIN_U32("graphics/battle_environment/building/anim_map.bin.lz");

const u32 gBattleEnvironmentAnimTiles_Rayquaza[] = INCBIN_U32("graphics/battle_environment/sky/anim_tiles.4bpp.lz");
const u32 gBattleEnvironmentAnimTilemap_Rayquaza[] = INCBIN_U32("graphics/battle_environment/sky/anim_map.bin.lz");
