From 70f883dc8670c95f411a9bbfa6ff13c44c027632 Mon Sep 17 00:00:00 2001 From: vulcandth Date: Sun, 17 Sep 2023 14:48:08 -0500 Subject: [PATCH] Sync sprite and battle anim consts/labels (pret/pokecrystal#1055) * Sync sprite and battle anim consts/labels * Add `; 00` comments * Renamed to `SpriteAnimFunc_` and `BattleAnimFunc_` --- constants/battle_anim_constants.asm | 1572 ++++----- constants/sprite_anim_constants.asm | 186 +- data/battle_anims/framesets.asm | 1348 ++++---- data/battle_anims/oam.asm | 436 +-- data/battle_anims/object_gfx.asm | 4 +- data/battle_anims/objects.asm | 756 ++--- data/moves/animations.asm | 2982 ++++++++--------- data/sprite_anims/objects.asm | 97 + data/sprite_anims/sequences.asm | 97 - engine/battle_anims/anim_commands.asm | 16 +- engine/battle_anims/bg_effects.asm | 10 +- engine/battle_anims/core.asm | 2 +- engine/battle_anims/functions.asm | 112 +- engine/events/field_moves.asm | 16 +- engine/events/magnet_train.asm | 2 +- engine/games/memory_game.asm | 2 +- engine/games/slot_machine.asm | 6 +- engine/gfx/mon_icons.asm | 20 +- engine/menus/intro_menu.asm | 2 +- engine/menus/naming_screen.asm | 12 +- engine/movie/evolution_animation.asm | 2 +- engine/movie/intro.asm | 28 +- engine/movie/splash.asm | 10 +- engine/movie/title.asm | 2 +- engine/movie/trade_animation.asm | 12 +- engine/pokegear/pokegear.asm | 18 +- engine/pokemon/breeding.asm | 4 +- .../sprites.asm => sprite_anims/core.asm} | 12 +- .../functions.asm} | 8 +- main.asm | 2 +- ram/wram.asm | 8 +- vc/pokegold.constants.asm | 2 +- vc/pokegold.patch.template | 2 +- vc/pokesilver.constants.asm | 2 +- vc/pokesilver.patch.template | 2 +- 35 files changed, 3896 insertions(+), 3896 deletions(-) create mode 100644 data/sprite_anims/objects.asm delete mode 100644 data/sprite_anims/sequences.asm rename engine/{gfx/sprites.asm => sprite_anims/core.asm} (97%) rename engine/{gfx/sprite_anims.asm => sprite_anims/functions.asm} (99%) diff --git a/constants/battle_anim_constants.asm b/constants/battle_anim_constants.asm index 721891f9..2349bf0f 100644 --- a/constants/battle_anim_constants.asm +++ b/constants/battle_anim_constants.asm @@ -1,26 +1,26 @@ ; battle_anim_struct members (see macros/ram.asm) rsreset -DEF BATTLEANIMSTRUCT_INDEX rb -DEF BATTLEANIMSTRUCT_OAMFLAGS rb -DEF BATTLEANIMSTRUCT_FIX_Y rb -DEF BATTLEANIMSTRUCT_FRAMESET_ID rb -DEF BATTLEANIMSTRUCT_FUNCTION rb -DEF BATTLEANIMSTRUCT_PALETTE rb -DEF BATTLEANIMSTRUCT_TILEID rb +DEF BATTLEANIMSTRUCT_INDEX rb ; 00 +DEF BATTLEANIMSTRUCT_OAMFLAGS rb ; 01 +DEF BATTLEANIMSTRUCT_FIX_Y rb ; 02 +DEF BATTLEANIMSTRUCT_FRAMESET_ID rb ; 03 +DEF BATTLEANIMSTRUCT_FUNCTION rb ; 04 +DEF BATTLEANIMSTRUCT_PALETTE rb ; 05 +DEF BATTLEANIMSTRUCT_TILEID rb ; 06 DEF BATTLEANIMOBJ_LENGTH EQU _RS - 1 ; discount BATTLEANIMSTRUCT_INDEX -DEF BATTLEANIMSTRUCT_XCOORD rb -DEF BATTLEANIMSTRUCT_YCOORD rb -DEF BATTLEANIMSTRUCT_XOFFSET rb -DEF BATTLEANIMSTRUCT_YOFFSET rb -DEF BATTLEANIMSTRUCT_PARAM rb -DEF BATTLEANIMSTRUCT_DURATION rb -DEF BATTLEANIMSTRUCT_FRAME rb -DEF BATTLEANIMSTRUCT_JUMPTABLE_INDEX rb -DEF BATTLEANIMSTRUCT_VAR1 rb -DEF BATTLEANIMSTRUCT_VAR2 rb +DEF BATTLEANIMSTRUCT_XCOORD rb ; 07 +DEF BATTLEANIMSTRUCT_YCOORD rb ; 08 +DEF BATTLEANIMSTRUCT_XOFFSET rb ; 09 +DEF BATTLEANIMSTRUCT_YOFFSET rb ; 0a +DEF BATTLEANIMSTRUCT_PARAM rb ; 0b +DEF BATTLEANIMSTRUCT_DURATION rb ; 0c +DEF BATTLEANIMSTRUCT_FRAME rb ; 0d +DEF BATTLEANIMSTRUCT_JUMPTABLE_INDEX rb ; 0e +DEF BATTLEANIMSTRUCT_VAR1 rb ; 0f +DEF BATTLEANIMSTRUCT_VAR2 rb ; 10 rb_skip 7 DEF BATTLEANIMSTRUCT_LENGTH EQU _RS -DEF NUM_ANIM_OBJECTS EQU 10 ; see wActiveAnimObjects +DEF NUM_BATTLE_ANIM_STRUCTS EQU 10 ; see wActiveAnimObjects ; wBattleAnimTileDict size (see wram.asm) DEF NUM_BATTLEANIMTILEDICT_ENTRIES EQU 5 @@ -30,790 +30,790 @@ DEF BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture ; BattleAnimObjects indexes (see data/battle_anims/objects.asm) const_def - const ANIM_OBJ_HIT_BIG_YFIX - const ANIM_OBJ_HIT_YFIX - const ANIM_OBJ_HIT_SMALL_YFIX - const ANIM_OBJ_HIT_BIG - const ANIM_OBJ_HIT - const ANIM_OBJ_HIT_SMALL - const ANIM_OBJ_PUNCH - const ANIM_OBJ_KICK - const ANIM_OBJ_PALM - const ANIM_OBJ_FANG - const ANIM_OBJ_PUNCH_SHAKE - const ANIM_OBJ_EMBER - const ANIM_OBJ_DRAGON_RAGE - const ANIM_OBJ_FLAMETHROWER - const ANIM_OBJ_FIRE_SPIN - const ANIM_OBJ_FIRE_BLAST - const ANIM_OBJ_BURNED - const ANIM_OBJ_BLIZZARD - const ANIM_OBJ_ICE - const ANIM_OBJ_ICE_BEAM - const ANIM_OBJ_RAZOR_LEAF - const ANIM_OBJ_POKE_BALL - const ANIM_OBJ_POKE_BALL_BLOCKED - const ANIM_OBJ_EXPLOSION1 - const ANIM_OBJ_EXPLOSION2 - const ANIM_OBJ_ACID - const ANIM_OBJ_SLUDGE - const ANIM_OBJ_BETA_BALL_POOF - const ANIM_OBJ_BALL_POOF - const ANIM_OBJ_BIG_ROCK - const ANIM_OBJ_SMALL_ROCK - const ANIM_OBJ_STRENGTH - const ANIM_OBJ_SEISMIC_TOSS - const ANIM_OBJ_BUBBLE - const ANIM_OBJ_SURF - const ANIM_OBJ_SING - const ANIM_OBJ_WATER_GUN - const ANIM_OBJ_HYDRO_PUMP - const ANIM_OBJ_POWDER - const ANIM_OBJ_BEAM - const ANIM_OBJ_BEAM_TIP - const ANIM_OBJ_ICE_BUILDUP - const ANIM_OBJ_FROZEN - const ANIM_OBJ_MASTER_BALL_SPARKLE - const ANIM_OBJ_RECOVER - const ANIM_OBJ_THUNDER_CENTER - const ANIM_OBJ_THUNDER_LEFT - const ANIM_OBJ_THUNDER_RIGHT - const ANIM_OBJ_THUNDER_WAVE - const ANIM_OBJ_SPARKS_CIRCLE_BIG - const ANIM_OBJ_THUNDERBOLT_BALL - const ANIM_OBJ_SPARKS_CIRCLE - const ANIM_OBJ_THUNDERSHOCK_BALL - const ANIM_OBJ_CLAMP - const ANIM_OBJ_BITE - const ANIM_OBJ_CUT_DOWN_LEFT - const ANIM_OBJ_CUT_DOWN_RIGHT - const ANIM_OBJ_CUT_UP_RIGHT - const ANIM_OBJ_CUT_LONG_DOWN_LEFT - const ANIM_OBJ_CUT_LONG_DOWN_RIGHT - const ANIM_OBJ_SOLAR_BEAM_CHARGE - const ANIM_OBJ_ABSORB_CENTER - const ANIM_OBJ_GUST - const ANIM_OBJ_VINE_WHIP1 - const ANIM_OBJ_VINE_WHIP2 - const ANIM_OBJ_RAZOR_WIND1 - const ANIM_OBJ_RAZOR_WIND2 - const ANIM_OBJ_SONICBOOM_JP - const ANIM_OBJ_WARP - const ANIM_OBJ_ABSORB - const ANIM_OBJ_EGG - const ANIM_OBJ_FOCUS - const ANIM_OBJ_BIND1 - const ANIM_OBJ_BIND2 - const ANIM_OBJ_LEECH_SEED - const ANIM_OBJ_SOUND - const ANIM_OBJ_WAVE - const ANIM_OBJ_CONFUSE_RAY - const ANIM_OBJ_LEER - const ANIM_OBJ_LEER_TIP - const ANIM_OBJ_SCREEN - const ANIM_OBJ_HARDEN - const ANIM_OBJ_CHICK - const ANIM_OBJ_AMNESIA - const ANIM_OBJ_ASLEEP - const ANIM_OBJ_SKULL - const ANIM_OBJ_DIG_SAND - const ANIM_OBJ_DIG_PILE - const ANIM_OBJ_SAND - const ANIM_OBJ_PARALYZED - const ANIM_OBJ_STRING_SHOT - const ANIM_OBJ_HAZE - const ANIM_OBJ_MIST - const ANIM_OBJ_SMOG - const ANIM_OBJ_POISON_GAS - const ANIM_OBJ_HORN - const ANIM_OBJ_NEEDLE - const ANIM_OBJ_PETAL_DANCE - const ANIM_OBJ_SLUDGE_BOMB - const ANIM_OBJ_PAY_DAY - const ANIM_OBJ_SONICBOOM_JP_UNUSED - const ANIM_OBJ_MIMIC - const ANIM_OBJ_ATTRACT - const ANIM_OBJ_BONEMERANG - const ANIM_OBJ_BONE_CLUB - const ANIM_OBJ_BONE_RUSH - const ANIM_OBJ_SWIFT - const ANIM_OBJ_KINESIS - const ANIM_OBJ_FLASH - const ANIM_OBJ_SHINY - const ANIM_OBJ_SKY_ATTACK - const ANIM_OBJ_LICK - const ANIM_OBJ_WITHDRAW - const ANIM_OBJ_DRAIN - const ANIM_OBJ_GROWTH - const ANIM_OBJ_CONVERSION2 - const ANIM_OBJ_SMOKE - const ANIM_OBJ_SMOKESCREEN - const ANIM_OBJ_SWORDS_DANCE - const ANIM_OBJ_SPEED_LINE - const ANIM_OBJ_SHARPEN - const ANIM_OBJ_DEFENSE_CURL - const ANIM_OBJ_METRONOME_HAND - const ANIM_OBJ_METRONOME_SPARKLE - const ANIM_OBJ_DISABLE - const ANIM_OBJ_AGILITY - const ANIM_OBJ_HEART - const ANIM_OBJ_FLAME_WHEEL - const ANIM_OBJ_SACRED_FIRE - const ANIM_OBJ_COTTON_SPORE - const ANIM_OBJ_MILK_DRINK - const ANIM_OBJ_ANGER - const ANIM_OBJ_HEAL_BELL - const ANIM_OBJ_HEAL_BELL_NOTE - const ANIM_OBJ_BATON_PASS - const ANIM_OBJ_LOCK_ON - const ANIM_OBJ_MIND_READER - const ANIM_OBJ_SAFEGUARD - const ANIM_OBJ_PROTECT - const ANIM_OBJ_THIEF - const ANIM_OBJ_OCTAZOOKA - const ANIM_OBJ_PRESENT - const ANIM_OBJ_SPIKES - const ANIM_OBJ_POWDER_SNOW - const ANIM_OBJ_DRAGONBREATH - const ANIM_OBJ_CONVERSION - const ANIM_OBJ_SPIDER_WEB - const ANIM_OBJ_CAKE_UNUSED - const ANIM_OBJ_NIGHTMARE - const ANIM_OBJ_IN_NIGHTMARE - const ANIM_OBJ_LOVELY_KISS - const ANIM_OBJ_SWEET_KISS - const ANIM_OBJ_SKETCH - const ANIM_OBJ_ENCORE_HAND - const ANIM_OBJ_ENCORE_STAR - const ANIM_OBJ_DESTINY_BOND - const ANIM_OBJ_MORNING_SUN - const ANIM_OBJ_GLIMMER - const ANIM_OBJ_MOONLIGHT - const ANIM_OBJ_HIDDEN_POWER - const ANIM_OBJ_CROSS_CHOP1 - const ANIM_OBJ_CROSS_CHOP2 - const ANIM_OBJ_SANDSTORM - const ANIM_OBJ_ZAP_CANNON - const ANIM_OBJ_SPITE - const ANIM_OBJ_CURSE - const ANIM_OBJ_PERISH_SONG - const ANIM_OBJ_FORESIGHT - const ANIM_OBJ_RAPID_SPIN - const ANIM_OBJ_SWAGGER - const ANIM_OBJ_BELLY_DRUM_HAND - const ANIM_OBJ_BELLY_DRUM_NOTE - const ANIM_OBJ_MEAN_LOOK - const ANIM_OBJ_BETA_PURSUIT - const ANIM_OBJ_SHOOTING_SPARKLE - const ANIM_OBJ_RAIN - const ANIM_OBJ_B0 - const ANIM_OBJ_PSYCH_UP - const ANIM_OBJ_ANCIENTPOWER - const ANIM_OBJ_AEROBLAST - const ANIM_OBJ_SHADOW_BALL - const ANIM_OBJ_ROCK_SMASH - const ANIM_OBJ_FLOWER - const ANIM_OBJ_COTTON - const ANIM_OBJ_ENEMYFEET_1ROW - const ANIM_OBJ_PLAYERHEAD_1ROW - const ANIM_OBJ_ENEMYFEET_2ROW - const ANIM_OBJ_PLAYERHEAD_2ROW -DEF NUM_ANIM_OBJS EQU const_value + const BATTLE_ANIM_OBJ_HIT_BIG_YFIX ; 00 + const BATTLE_ANIM_OBJ_HIT_YFIX ; 01 + const BATTLE_ANIM_OBJ_HIT_SMALL_YFIX ; 02 + const BATTLE_ANIM_OBJ_HIT_BIG ; 03 + const BATTLE_ANIM_OBJ_HIT ; 04 + const BATTLE_ANIM_OBJ_HIT_SMALL ; 05 + const BATTLE_ANIM_OBJ_PUNCH ; 06 + const BATTLE_ANIM_OBJ_KICK ; 07 + const BATTLE_ANIM_OBJ_PALM ; 08 + const BATTLE_ANIM_OBJ_FANG ; 09 + const BATTLE_ANIM_OBJ_PUNCH_SHAKE ; 0a + const BATTLE_ANIM_OBJ_EMBER ; 0b + const BATTLE_ANIM_OBJ_DRAGON_RAGE ; 0c + const BATTLE_ANIM_OBJ_FLAMETHROWER ; 0d + const BATTLE_ANIM_OBJ_FIRE_SPIN ; 0e + const BATTLE_ANIM_OBJ_FIRE_BLAST ; 0f + const BATTLE_ANIM_OBJ_BURNED ; 10 + const BATTLE_ANIM_OBJ_BLIZZARD ; 11 + const BATTLE_ANIM_OBJ_ICE ; 12 + const BATTLE_ANIM_OBJ_ICE_BEAM ; 13 + const BATTLE_ANIM_OBJ_RAZOR_LEAF ; 14 + const BATTLE_ANIM_OBJ_POKE_BALL ; 15 + const BATTLE_ANIM_OBJ_POKE_BALL_BLOCKED ; 16 + const BATTLE_ANIM_OBJ_EXPLOSION1 ; 17 + const BATTLE_ANIM_OBJ_EXPLOSION2 ; 18 + const BATTLE_ANIM_OBJ_ACID ; 19 + const BATTLE_ANIM_OBJ_SLUDGE ; 1a + const BATTLE_ANIM_OBJ_BETA_BALL_POOF ; 1b + const BATTLE_ANIM_OBJ_BALL_POOF ; 1c + const BATTLE_ANIM_OBJ_BIG_ROCK ; 1d + const BATTLE_ANIM_OBJ_SMALL_ROCK ; 1e + const BATTLE_ANIM_OBJ_STRENGTH ; 1f + const BATTLE_ANIM_OBJ_SEISMIC_TOSS ; 20 + const BATTLE_ANIM_OBJ_BUBBLE ; 21 + const BATTLE_ANIM_OBJ_SURF ; 22 + const BATTLE_ANIM_OBJ_SING ; 23 + const BATTLE_ANIM_OBJ_WATER_GUN ; 24 + const BATTLE_ANIM_OBJ_HYDRO_PUMP ; 25 + const BATTLE_ANIM_OBJ_POWDER ; 26 + const BATTLE_ANIM_OBJ_BEAM ; 27 + const BATTLE_ANIM_OBJ_BEAM_TIP ; 28 + const BATTLE_ANIM_OBJ_ICE_BUILDUP ; 29 + const BATTLE_ANIM_OBJ_FROZEN ; 2a + const BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE ; 2b + const BATTLE_ANIM_OBJ_RECOVER ; 2c + const BATTLE_ANIM_OBJ_THUNDER_CENTER ; 2d + const BATTLE_ANIM_OBJ_THUNDER_LEFT ; 2e + const BATTLE_ANIM_OBJ_THUNDER_RIGHT ; 2f + const BATTLE_ANIM_OBJ_THUNDER_WAVE ; 30 + const BATTLE_ANIM_OBJ_SPARKS_CIRCLE_BIG ; 31 + const BATTLE_ANIM_OBJ_THUNDERBOLT_BALL ; 32 + const BATTLE_ANIM_OBJ_SPARKS_CIRCLE ; 33 + const BATTLE_ANIM_OBJ_THUNDERSHOCK_BALL ; 34 + const BATTLE_ANIM_OBJ_CLAMP ; 35 + const BATTLE_ANIM_OBJ_BITE ; 36 + const BATTLE_ANIM_OBJ_CUT_DOWN_LEFT ; 37 + const BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT ; 38 + const BATTLE_ANIM_OBJ_CUT_UP_RIGHT ; 39 + const BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT ; 3a + const BATTLE_ANIM_OBJ_CUT_LONG_DOWN_RIGHT ; 3b + const BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE ; 3c + const BATTLE_ANIM_OBJ_ABSORB_CENTER ; 3d + const BATTLE_ANIM_OBJ_GUST ; 3e + const BATTLE_ANIM_OBJ_VINE_WHIP1 ; 3f + const BATTLE_ANIM_OBJ_VINE_WHIP2 ; 40 + const BATTLE_ANIM_OBJ_RAZOR_WIND1 ; 41 + const BATTLE_ANIM_OBJ_RAZOR_WIND2 ; 42 + const BATTLE_ANIM_OBJ_SONICBOOM_JP ; 43 + const BATTLE_ANIM_OBJ_WARP ; 44 + const BATTLE_ANIM_OBJ_ABSORB ; 45 + const BATTLE_ANIM_OBJ_EGG ; 46 + const BATTLE_ANIM_OBJ_FOCUS ; 47 + const BATTLE_ANIM_OBJ_BIND1 ; 48 + const BATTLE_ANIM_OBJ_BIND2 ; 49 + const BATTLE_ANIM_OBJ_LEECH_SEED ; 4a + const BATTLE_ANIM_OBJ_SOUND ; 4b + const BATTLE_ANIM_OBJ_WAVE ; 4c + const BATTLE_ANIM_OBJ_CONFUSE_RAY ; 4d + const BATTLE_ANIM_OBJ_LEER ; 4e + const BATTLE_ANIM_OBJ_LEER_TIP ; 4f + const BATTLE_ANIM_OBJ_SCREEN ; 50 + const BATTLE_ANIM_OBJ_HARDEN ; 51 + const BATTLE_ANIM_OBJ_CHICK ; 52 + const BATTLE_ANIM_OBJ_AMNESIA ; 53 + const BATTLE_ANIM_OBJ_ASLEEP ; 54 + const BATTLE_ANIM_OBJ_SKULL ; 55 + const BATTLE_ANIM_OBJ_DIG_SAND ; 56 + const BATTLE_ANIM_OBJ_DIG_PILE ; 57 + const BATTLE_ANIM_OBJ_SAND ; 58 + const BATTLE_ANIM_OBJ_PARALYZED ; 59 + const BATTLE_ANIM_OBJ_STRING_SHOT ; 5a + const BATTLE_ANIM_OBJ_HAZE ; 5b + const BATTLE_ANIM_OBJ_MIST ; 5c + const BATTLE_ANIM_OBJ_SMOG ; 5d + const BATTLE_ANIM_OBJ_POISON_GAS ; 5e + const BATTLE_ANIM_OBJ_HORN ; 5f + const BATTLE_ANIM_OBJ_NEEDLE ; 60 + const BATTLE_ANIM_OBJ_PETAL_DANCE ; 61 + const BATTLE_ANIM_OBJ_SLUDGE_BOMB ; 62 + const BATTLE_ANIM_OBJ_PAY_DAY ; 63 + const BATTLE_ANIM_OBJ_SONICBOOM_JP_UNUSED ; 64 + const BATTLE_ANIM_OBJ_MIMIC ; 65 + const BATTLE_ANIM_OBJ_ATTRACT ; 66 + const BATTLE_ANIM_OBJ_BONEMERANG ; 67 + const BATTLE_ANIM_OBJ_BONE_CLUB ; 68 + const BATTLE_ANIM_OBJ_BONE_RUSH ; 69 + const BATTLE_ANIM_OBJ_SWIFT ; 6a + const BATTLE_ANIM_OBJ_KINESIS ; 6b + const BATTLE_ANIM_OBJ_FLASH ; 6c + const BATTLE_ANIM_OBJ_SHINY ; 6d + const BATTLE_ANIM_OBJ_SKY_ATTACK ; 6e + const BATTLE_ANIM_OBJ_LICK ; 6f + const BATTLE_ANIM_OBJ_WITHDRAW ; 70 + const BATTLE_ANIM_OBJ_DRAIN ; 71 + const BATTLE_ANIM_OBJ_GROWTH ; 72 + const BATTLE_ANIM_OBJ_CONVERSION2 ; 73 + const BATTLE_ANIM_OBJ_SMOKE ; 74 + const BATTLE_ANIM_OBJ_SMOKESCREEN ; 75 + const BATTLE_ANIM_OBJ_SWORDS_DANCE ; 76 + const BATTLE_ANIM_OBJ_SPEED_LINE ; 77 + const BATTLE_ANIM_OBJ_SHARPEN ; 78 + const BATTLE_ANIM_OBJ_DEFENSE_CURL ; 79 + const BATTLE_ANIM_OBJ_METRONOME_HAND ; 7a + const BATTLE_ANIM_OBJ_METRONOME_SPARKLE ; 7b + const BATTLE_ANIM_OBJ_DISABLE ; 7c + const BATTLE_ANIM_OBJ_AGILITY ; 7d + const BATTLE_ANIM_OBJ_HEART ; 7e + const BATTLE_ANIM_OBJ_FLAME_WHEEL ; 7f + const BATTLE_ANIM_OBJ_SACRED_FIRE ; 80 + const BATTLE_ANIM_OBJ_COTTON_SPORE ; 81 + const BATTLE_ANIM_OBJ_MILK_DRINK ; 82 + const BATTLE_ANIM_OBJ_ANGER ; 83 + const BATTLE_ANIM_OBJ_HEAL_BELL ; 84 + const BATTLE_ANIM_OBJ_HEAL_BELL_NOTE ; 85 + const BATTLE_ANIM_OBJ_BATON_PASS ; 86 + const BATTLE_ANIM_OBJ_LOCK_ON ; 87 + const BATTLE_ANIM_OBJ_MIND_READER ; 88 + const BATTLE_ANIM_OBJ_SAFEGUARD ; 89 + const BATTLE_ANIM_OBJ_PROTECT ; 8a + const BATTLE_ANIM_OBJ_THIEF ; 8b + const BATTLE_ANIM_OBJ_OCTAZOOKA ; 8c + const BATTLE_ANIM_OBJ_PRESENT ; 8d + const BATTLE_ANIM_OBJ_SPIKES ; 8e + const BATTLE_ANIM_OBJ_POWDER_SNOW ; 8f + const BATTLE_ANIM_OBJ_DRAGONBREATH ; 90 + const BATTLE_ANIM_OBJ_CONVERSION ; 91 + const BATTLE_ANIM_OBJ_SPIDER_WEB ; 92 + const BATTLE_ANIM_OBJ_CAKE_UNUSED ; 93 + const BATTLE_ANIM_OBJ_NIGHTMARE ; 94 + const BATTLE_ANIM_OBJ_IN_NIGHTMARE ; 95 + const BATTLE_ANIM_OBJ_LOVELY_KISS ; 96 + const BATTLE_ANIM_OBJ_SWEET_KISS ; 97 + const BATTLE_ANIM_OBJ_SKETCH ; 98 + const BATTLE_ANIM_OBJ_ENCORE_HAND ; 99 + const BATTLE_ANIM_OBJ_ENCORE_STAR ; 9a + const BATTLE_ANIM_OBJ_DESTINY_BOND ; 9b + const BATTLE_ANIM_OBJ_MORNING_SUN ; 9c + const BATTLE_ANIM_OBJ_GLIMMER ; 9d + const BATTLE_ANIM_OBJ_MOONLIGHT ; 9e + const BATTLE_ANIM_OBJ_HIDDEN_POWER ; 9f + const BATTLE_ANIM_OBJ_CROSS_CHOP1 ; a0 + const BATTLE_ANIM_OBJ_CROSS_CHOP2 ; a1 + const BATTLE_ANIM_OBJ_SANDSTORM ; a2 + const BATTLE_ANIM_OBJ_ZAP_CANNON ; a3 + const BATTLE_ANIM_OBJ_SPITE ; a4 + const BATTLE_ANIM_OBJ_CURSE ; a5 + const BATTLE_ANIM_OBJ_PERISH_SONG ; a6 + const BATTLE_ANIM_OBJ_FORESIGHT ; a7 + const BATTLE_ANIM_OBJ_RAPID_SPIN ; a8 + const BATTLE_ANIM_OBJ_SWAGGER ; a9 + const BATTLE_ANIM_OBJ_BELLY_DRUM_HAND ; aa + const BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE ; ab + const BATTLE_ANIM_OBJ_MEAN_LOOK ; ac + const BATTLE_ANIM_OBJ_BETA_PURSUIT ; ad + const BATTLE_ANIM_OBJ_SHOOTING_SPARKLE ; ae + const BATTLE_ANIM_OBJ_RAIN ; af + const BATTLE_ANIM_OBJ_B0 ; b0 + const BATTLE_ANIM_OBJ_PSYCH_UP ; b1 + const BATTLE_ANIM_OBJ_ANCIENTPOWER ; b2 + const BATTLE_ANIM_OBJ_AEROBLAST ; b3 + const BATTLE_ANIM_OBJ_SHADOW_BALL ; b4 + const BATTLE_ANIM_OBJ_ROCK_SMASH ; b5 + const BATTLE_ANIM_OBJ_FLOWER ; b6 + const BATTLE_ANIM_OBJ_COTTON ; b7 + const BATTLE_ANIM_OBJ_ENEMYFEET_1ROW ; b8 + const BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW ; b9 + const BATTLE_ANIM_OBJ_ENEMYFEET_2ROW ; ba + const BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW ; bb +DEF NUM_BATTLE_ANIM_OBJS EQU const_value ; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm) const_def - const BATTLEANIMFUNC_NULL - const BATTLEANIMFUNC_USER_TO_TARGET - const BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR - const BATTLEANIMFUNC_MOVE_IN_CIRCLE - const BATTLEANIMFUNC_WAVE_TO_TARGET - const BATTLEANIMFUNC_THROW_TO_TARGET - const BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR - const BATTLEANIMFUNC_DROP - const BATTLEANIMFUNC_USER_TO_TARGET_SPIN - const BATTLEANIMFUNC_SHAKE - const BATTLEANIMFUNC_FIRE_BLAST - const BATTLEANIMFUNC_RAZOR_LEAF - const BATTLEANIMFUNC_BUBBLE - const BATTLEANIMFUNC_SURF - const BATTLEANIMFUNC_SING - const BATTLEANIMFUNC_WATER_GUN - const BATTLEANIMFUNC_EMBER - const BATTLEANIMFUNC_POWDER - const BATTLEANIMFUNC_POKEBALL - const BATTLEANIMFUNC_POKEBALL_BLOCKED - const BATTLEANIMFUNC_RECOVER - const BATTLEANIMFUNC_THUNDER_WAVE - const BATTLEANIMFUNC_CLAMP_ENCORE - const BATTLEANIMFUNC_BITE - const BATTLEANIMFUNC_SOLAR_BEAM - const BATTLEANIMFUNC_GUST - const BATTLEANIMFUNC_RAZOR_WIND - const BATTLEANIMFUNC_KICK - const BATTLEANIMFUNC_ABSORB - const BATTLEANIMFUNC_EGG - const BATTLEANIMFUNC_MOVE_UP - const BATTLEANIMFUNC_WRAP - const BATTLEANIMFUNC_LEECH_SEED - const BATTLEANIMFUNC_SOUND - const BATTLEANIMFUNC_CONFUSE_RAY - const BATTLEANIMFUNC_DIZZY - const BATTLEANIMFUNC_AMNESIA - const BATTLEANIMFUNC_FLOAT_UP - const BATTLEANIMFUNC_DIG - const BATTLEANIMFUNC_STRING - const BATTLEANIMFUNC_PARALYZED - const BATTLEANIMFUNC_SPIRAL_DESCENT - const BATTLEANIMFUNC_POISON_GAS - const BATTLEANIMFUNC_HORN - const BATTLEANIMFUNC_NEEDLE - const BATTLEANIMFUNC_PETAL_DANCE - const BATTLEANIMFUNC_THIEF_PAYDAY - const BATTLEANIMFUNC_ABSORB_CIRCLE - const BATTLEANIMFUNC_BONEMERANG - const BATTLEANIMFUNC_SHINY - const BATTLEANIMFUNC_SKY_ATTACK - const BATTLEANIMFUNC_GROWTH_SWORDS_DANCE - const BATTLEANIMFUNC_SMOKE_FLAME_WHEEL - const BATTLEANIMFUNC_PRESENT_SMOKESCREEN - const BATTLEANIMFUNC_STRENGTH_SEISMIC_TOSS - const BATTLEANIMFUNC_SPEED_LINE - const BATTLEANIMFUNC_SLUDGE - const BATTLEANIMFUNC_METRONOME_HAND - const BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH - const BATTLEANIMFUNC_AGILITY - const BATTLEANIMFUNC_SACRED_FIRE - const BATTLEANIMFUNC_SAFEGUARD_PROTECT - const BATTLEANIMFUNC_LOCK_ON_MIND_READER - const BATTLEANIMFUNC_SPIKES - const BATTLEANIMFUNC_HEAL_BELL_NOTES - const BATTLEANIMFUNC_BATON_PASS - const BATTLEANIMFUNC_CONVERSION - const BATTLEANIMFUNC_ENCORE_BELLY_DRUM - const BATTLEANIMFUNC_SWAGGER_MORNING_SUN - const BATTLEANIMFUNC_HIDDEN_POWER - const BATTLEANIMFUNC_CURSE - const BATTLEANIMFUNC_PERISH_SONG - const BATTLEANIMFUNC_RAPID_SPIN - const BATTLEANIMFUNC_BETA_PURSUIT - const BATTLEANIMFUNC_RAIN_SANDSTORM - const BATTLEANIMFUNC_ANIM_OBJ_B0 - const BATTLEANIMFUNC_PSYCH_UP - const BATTLEANIMFUNC_ANCIENT_POWER - const BATTLEANIMFUNC_ROCK_SMASH - const BATTLEANIMFUNC_COTTON -DEF NUM_BATTLEANIMFUNCS EQU const_value + const BATTLE_ANIM_FUNC_NULL ; 00 + const BATTLE_ANIM_FUNC_USER_TO_TARGET ; 01 + const BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR ; 02 + const BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE ; 03 + const BATTLE_ANIM_FUNC_WAVE_TO_TARGET ; 04 + const BATTLE_ANIM_FUNC_THROW_TO_TARGET ; 05 + const BATTLE_ANIM_FUNC_THROW_TO_TARGET_DISAPPEAR ; 06 + const BATTLE_ANIM_FUNC_DROP ; 07 + const BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN ; 08 + const BATTLE_ANIM_FUNC_SHAKE ; 09 + const BATTLE_ANIM_FUNC_FIRE_BLAST ; 0a + const BATTLE_ANIM_FUNC_RAZOR_LEAF ; 0b + const BATTLE_ANIM_FUNC_BUBBLE ; 0c + const BATTLE_ANIM_FUNC_SURF ; 0d + const BATTLE_ANIM_FUNC_SING ; 0e + const BATTLE_ANIM_FUNC_WATER_GUN ; 0f + const BATTLE_ANIM_FUNC_EMBER ; 10 + const BATTLE_ANIM_FUNC_POWDER ; 11 + const BATTLE_ANIM_FUNC_POKEBALL ; 12 + const BATTLE_ANIM_FUNC_POKEBALL_BLOCKED ; 13 + const BATTLE_ANIM_FUNC_RECOVER ; 14 + const BATTLE_ANIM_FUNC_THUNDER_WAVE ; 15 + const BATTLE_ANIM_FUNC_CLAMP_ENCORE ; 16 + const BATTLE_ANIM_FUNC_BITE ; 17 + const BATTLE_ANIM_FUNC_SOLAR_BEAM ; 18 + const BATTLE_ANIM_FUNC_GUST ; 19 + const BATTLE_ANIM_FUNC_RAZOR_WIND ; 1a + const BATTLE_ANIM_FUNC_KICK ; 1b + const BATTLE_ANIM_FUNC_ABSORB ; 1c + const BATTLE_ANIM_FUNC_EGG ; 1d + const BATTLE_ANIM_FUNC_MOVE_UP ; 1e + const BATTLE_ANIM_FUNC_WRAP ; 1f + const BATTLE_ANIM_FUNC_LEECH_SEED ; 20 + const BATTLE_ANIM_FUNC_SOUND ; 21 + const BATTLE_ANIM_FUNC_CONFUSE_RAY ; 22 + const BATTLE_ANIM_FUNC_DIZZY ; 23 + const BATTLE_ANIM_FUNC_AMNESIA ; 24 + const BATTLE_ANIM_FUNC_FLOAT_UP ; 25 + const BATTLE_ANIM_FUNC_DIG ; 26 + const BATTLE_ANIM_FUNC_STRING ; 27 + const BATTLE_ANIM_FUNC_PARALYZED ; 28 + const BATTLE_ANIM_FUNC_SPIRAL_DESCENT ; 29 + const BATTLE_ANIM_FUNC_POISON_GAS ; 2a + const BATTLE_ANIM_FUNC_HORN ; 2b + const BATTLE_ANIM_FUNC_NEEDLE ; 2c + const BATTLE_ANIM_FUNC_PETAL_DANCE ; 2d + const BATTLE_ANIM_FUNC_THIEF_PAYDAY ; 2e + const BATTLE_ANIM_FUNC_ABSORB_CIRCLE ; 2f + const BATTLE_ANIM_FUNC_BONEMERANG ; 30 + const BATTLE_ANIM_FUNC_SHINY ; 31 + const BATTLE_ANIM_FUNC_SKY_ATTACK ; 32 + const BATTLE_ANIM_FUNC_GROWTH_SWORDS_DANCE ; 33 + const BATTLE_ANIM_FUNC_SMOKE_FLAME_WHEEL ; 34 + const BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN ; 35 + const BATTLE_ANIM_FUNC_STRENGTH_SEISMIC_TOSS ; 36 + const BATTLE_ANIM_FUNC_SPEED_LINE ; 37 + const BATTLE_ANIM_FUNC_SLUDGE ; 38 + const BATTLE_ANIM_FUNC_METRONOME_HAND ; 39 + const BATTLE_ANIM_FUNC_METRONOME_SPARKLE_SKETCH ; 3a + const BATTLE_ANIM_FUNC_AGILITY ; 3b + const BATTLE_ANIM_FUNC_SACRED_FIRE ; 3c + const BATTLE_ANIM_FUNC_SAFEGUARD_PROTECT ; 3d + const BATTLE_ANIM_FUNC_LOCK_ON_MIND_READER ; 3e + const BATTLE_ANIM_FUNC_SPIKES ; 3f + const BATTLE_ANIM_FUNC_HEAL_BELL_NOTES ; 40 + const BATTLE_ANIM_FUNC_BATON_PASS ; 41 + const BATTLE_ANIM_FUNC_CONVERSION ; 42 + const BATTLE_ANIM_FUNC_ENCORE_BELLY_DRUM ; 43 + const BATTLE_ANIM_FUNC_SWAGGER_MORNING_SUN ; 44 + const BATTLE_ANIM_FUNC_HIDDEN_POWER ; 45 + const BATTLE_ANIM_FUNC_CURSE ; 46 + const BATTLE_ANIM_FUNC_PERISH_SONG ; 47 + const BATTLE_ANIM_FUNC_RAPID_SPIN ; 48 + const BATTLE_ANIM_FUNC_BETA_PURSUIT ; 49 + const BATTLE_ANIM_FUNC_RAIN_SANDSTORM ; 4a + const BATTLE_ANIM_FUNC_BATTLE_ANIM_OBJ_B0 ; 4b + const BATTLE_ANIM_FUNC_PSYCH_UP ; 4c + const BATTLE_ANIM_FUNC_ANCIENT_POWER ; 4d + const BATTLE_ANIM_FUNC_ROCK_SMASH ; 4e + const BATTLE_ANIM_FUNC_COTTON ; 4f +DEF NUM_BATTLE_ANIM_FUNCS EQU const_value ; BattleAnimFrameData indexes (see data/battle_anims/framesets.asm) const_def - const BATTLEANIMFRAMESET_HIT_BIG - const BATTLEANIMFRAMESET_HIT - const BATTLEANIMFRAMESET_HIT_SMALL - const BATTLEANIMFRAMESET_PUNCH - const BATTLEANIMFRAMESET_KICK - const BATTLEANIMFRAMESET_PALM - const BATTLEANIMFRAMESET_FANG - const BATTLEANIMFRAMESET_PUNCH_SHAKE - const BATTLEANIMFRAMESET_BALL_POOF - const BATTLEANIMFRAMESET_POKE_BALL_1 - const BATTLEANIMFRAMESET_POKE_BALL_2 - const BATTLEANIMFRAMESET_POKE_BALL_3 - const BATTLEANIMFRAMESET_POKE_BALL_4 - const BATTLEANIMFRAMESET_POKE_BALL_5 - const BATTLEANIMFRAMESET_DRAGON_RAGE - const BATTLEANIMFRAMESET_FLAMETHROWER - const BATTLEANIMFRAMESET_EMBER - const BATTLEANIMFRAMESET_BURNED - const BATTLEANIMFRAMESET_BLIZZARD - const BATTLEANIMFRAMESET_ICE - const BATTLEANIMFRAMESET_ICE_BEAM - const BATTLEANIMFRAMESET_POWDER_SNOW - const BATTLEANIMFRAMESET_RAZOR_LEAF_1 - const BATTLEANIMFRAMESET_RAZOR_LEAF_2 - const BATTLEANIMFRAMESET_EXPLOSION - const BATTLEANIMFRAMESET_BIG_ROCK - const BATTLEANIMFRAMESET_SMALL_ROCK - const BATTLEANIMFRAMESET_STRENGTH - const BATTLEANIMFRAMESET_SKULL_CROSSBONE - const BATTLEANIMFRAMESET_ACID - const BATTLEANIMFRAMESET_POISON_DROPLET_UNUSED - const BATTLEANIMFRAMESET_SLUDGE_BUBBLE - const BATTLEANIMFRAMESET_SLUDGE_BUBBLE_BURST - const BATTLEANIMFRAMESET_SMALL_BUBBLE - const BATTLEANIMFRAMESET_PULSING_BUBBLE - const BATTLEANIMFRAMESET_SURF - const BATTLEANIMFRAMESET_MUSIC_NOTE_1 - const BATTLEANIMFRAMESET_MUSIC_NOTE_2 - const BATTLEANIMFRAMESET_MUSIC_NOTE_3 - const BATTLEANIMFRAMESET_WATER_GUN_1 - const BATTLEANIMFRAMESET_WATER_GUN_2 - const BATTLEANIMFRAMESET_WATER_GUN_3 - const BATTLEANIMFRAMESET_HYDRO_PUMP - const BATTLEANIMFRAMESET_POWDER - const BATTLEANIMFRAMESET_BEAM - const BATTLEANIMFRAMESET_BEAM_TIP - const BATTLEANIMFRAMESET_ICE_BUILDUP - const BATTLEANIMFRAMESET_FROZEN - const BATTLEANIMFRAMESET_CIRCLING_SPARKLE - const BATTLEANIMFRAMESET_THUNDER_CENTER - const BATTLEANIMFRAMESET_THUNDER_LEFT - const BATTLEANIMFRAMESET_THUNDER_RIGHT - const BATTLEANIMFRAMESET_THUNDER_WAVE_DISABLE - const BATTLEANIMFRAMESET_THUNDER_WAVE_EXTRA - const BATTLEANIMFRAMESET_THUNDERBOLT_SPARKS - const BATTLEANIMFRAMESET_THUNDERBOLT_CORE - const BATTLEANIMFRAMESET_THUNDERSHOCK_SPARKS - const BATTLEANIMFRAMESET_THUNDERSHOCK_CORE - const BATTLEANIMFRAMESET_CLAMP - const BATTLEANIMFRAMESET_CLAMP_FLIPPED - const BATTLEANIMFRAMESET_BITE_1 - const BATTLEANIMFRAMESET_BITE_2 - const BATTLEANIMFRAMESET_CUT_DOWN_LEFT - const BATTLEANIMFRAMESET_CUT_DOWN_RIGHT - const BATTLEANIMFRAMESET_CUT_UP_RIGHT - const BATTLEANIMFRAMESET_CUT_LONG_DOWN_LEFT - const BATTLEANIMFRAMESET_CUT_LONG_DOWN_RIGHT - const BATTLEANIMFRAMESET_CHARGE_ORB_1 - const BATTLEANIMFRAMESET_ABSORB_CENTER - const BATTLEANIMFRAMESET_GUST - const BATTLEANIMFRAMESET_VINE_WHIP_1 - const BATTLEANIMFRAMESET_VINE_WHIP_2 - const BATTLEANIMFRAMESET_RAZOR_WIND_1 - const BATTLEANIMFRAMESET_RAZOR_WIND_2 - const BATTLEANIMFRAMESET_SONICBOOM_JP - const BATTLEANIMFRAMESET_WARP - const BATTLEANIMFRAMESET_CHARGE_ORB_2 - const BATTLEANIMFRAMESET_EGG - const BATTLEANIMFRAMESET_EGG_WOBBLE - const BATTLEANIMFRAMESET_EGG_CRACKED_TOP - const BATTLEANIMFRAMESET_EGG_CRACKED_BOTTOM - const BATTLEANIMFRAMESET_FOCUS - const BATTLEANIMFRAMESET_BIND_1 - const BATTLEANIMFRAMESET_BIND_2 - const BATTLEANIMFRAMESET_BIND_3 - const BATTLEANIMFRAMESET_BIND_4 - const BATTLEANIMFRAMESET_LEECH_SEED_1 - const BATTLEANIMFRAMESET_LEECH_SEED_2 - const BATTLEANIMFRAMESET_LEECH_SEED_3 - const BATTLEANIMFRAMESET_SOUND_1 - const BATTLEANIMFRAMESET_SOUND_2 - const BATTLEANIMFRAMESET_SOUND_3 - const BATTLEANIMFRAMESET_WAVE - const BATTLEANIMFRAMESET_CONFUSE_RAY_1 - const BATTLEANIMFRAMESET_CONFUSE_RAY_2 - const BATTLEANIMFRAMESET_LEER - const BATTLEANIMFRAMESET_REFLECT - const BATTLEANIMFRAMESET_CHICK_1 - const BATTLEANIMFRAMESET_CHICK_2 - const BATTLEANIMFRAMESET_AMNESIA_1 - const BATTLEANIMFRAMESET_AMNESIA_2 - const BATTLEANIMFRAMESET_AMNESIA_3 - const BATTLEANIMFRAMESET_ASLEEP - const BATTLEANIMFRAMESET_DIG_SAND - const BATTLEANIMFRAMESET_DIG_PILE - const BATTLEANIMFRAMESET_SAND - const BATTLEANIMFRAMESET_STRING_SHOT_1 - const BATTLEANIMFRAMESET_STRING_SHOT_2 - const BATTLEANIMFRAMESET_STRING_SHOT_3 - const BATTLEANIMFRAMESET_PARALYZED - const BATTLEANIMFRAMESET_PARALYZED_FLIPPED - const BATTLEANIMFRAMESET_HAZE - const BATTLEANIMFRAMESET_MIST - const BATTLEANIMFRAMESET_HORN - const BATTLEANIMFRAMESET_NEEDLE - const BATTLEANIMFRAMESET_FLOWER - const BATTLEANIMFRAMESET_BARRAGE_BALL - const BATTLEANIMFRAMESET_PAY_DAY - const BATTLEANIMFRAMESET_HEART - const BATTLEANIMFRAMESET_SPINNING_BONE - const BATTLEANIMFRAMESET_STAR - const BATTLEANIMFRAMESET_SPOON - const BATTLEANIMFRAMESET_SPARKLE - const BATTLEANIMFRAMESET_SKY_ATTACK - const BATTLEANIMFRAMESET_LICK - const BATTLEANIMFRAMESET_WITHDRAW_SHELL - const BATTLEANIMFRAMESET_SHRINKING_CHARGE_ORB - const BATTLEANIMFRAMESET_CONVERSION - const BATTLEANIMFRAMESET_SWORD - const BATTLEANIMFRAMESET_SPEED_LINE_1 - const BATTLEANIMFRAMESET_SPEED_LINE_2 - const BATTLEANIMFRAMESET_SPEED_LINE_3 - const BATTLEANIMFRAMESET_SEISMIC_TOSS - const BATTLEANIMFRAMESET_SHARPEN - const BATTLEANIMFRAMESET_DEFENSE_CURL - const BATTLEANIMFRAMESET_METRONOME_HAND - const BATTLEANIMFRAMESET_AGILITY - const BATTLEANIMFRAMESET_COTTON - const BATTLEANIMFRAMESET_MILK_BOTTLE - const BATTLEANIMFRAMESET_SPIKE - const BATTLEANIMFRAMESET_ANGER_VEIN - const BATTLEANIMFRAMESET_HEAL_BELL - const BATTLEANIMFRAMESET_BATON_PASS - const BATTLEANIMFRAMESET_LOCK_ON_1 - const BATTLEANIMFRAMESET_LOCK_ON_2 - const BATTLEANIMFRAMESET_LOCK_ON_3 - const BATTLEANIMFRAMESET_LOCK_ON_4 - const BATTLEANIMFRAMESET_MIND_READER_1 - const BATTLEANIMFRAMESET_MIND_READER_2 - const BATTLEANIMFRAMESET_MIND_READER_3 - const BATTLEANIMFRAMESET_MIND_READER_4 - const BATTLEANIMFRAMESET_SAFEGUARD - const BATTLEANIMFRAMESET_MEGAPHONE_UNUSED - const BATTLEANIMFRAMESET_ITEM_BAG - const BATTLEANIMFRAMESET_SPIDER_WEB - const BATTLEANIMFRAMESET_UNUSED_CAKE - const BATTLEANIMFRAMESET_IMP - const BATTLEANIMFRAMESET_IMP_FLIPPED - const BATTLEANIMFRAMESET_CHERUB - const BATTLEANIMFRAMESET_PENCIL - const BATTLEANIMFRAMESET_ENCORE_HAND - const BATTLEANIMFRAMESET_ENCORE_HAND_FLIPPED - const BATTLEANIMFRAMESET_DESTINY_BOND - const BATTLEANIMFRAMESET_MORNING_SUN - const BATTLEANIMFRAMESET_GLIMMER - const BATTLEANIMFRAMESET_MOONLIGHT - const BATTLEANIMFRAMESET_CROSS_CHOP_1 - const BATTLEANIMFRAMESET_CROSS_CHOP_2 - const BATTLEANIMFRAMESET_ZAP_CANNON - const BATTLEANIMFRAMESET_CURSE_NAIL - const BATTLEANIMFRAMESET_FORESIGHT_SHINE - const BATTLEANIMFRAMESET_RAPID_SPIN - const BATTLEANIMFRAMESET_SWAGGER - const BATTLEANIMFRAMESET_MEAN_LOOK - const BATTLEANIMFRAMESET_UPSIDE_DOWN_PUNCH - const BATTLEANIMFRAMESET_GROWING_SPARKLE - const BATTLEANIMFRAMESET_RAIN - const BATTLEANIMFRAMESET_PSYCH_UP - const BATTLEANIMFRAMESET_SPIRAL_UNUSED - const BATTLEANIMFRAMESET_AEROBLAST - const BATTLEANIMFRAMESET_SANDSTORM - const BATTLEANIMFRAMESET_ENEMYFEET_1ROW - const BATTLEANIMFRAMESET_PLAYERHEAD_1ROW - const BATTLEANIMFRAMESET_ENEMYFEET_2ROW - const BATTLEANIMFRAMESET_PLAYERHEAD_2ROW -DEF NUM_BATTLEANIMFRAMESETS EQU const_value + const BATTLE_ANIM_FRAMESET_HIT_BIG ; 00 + const BATTLE_ANIM_FRAMESET_HIT ; 01 + const BATTLE_ANIM_FRAMESET_HIT_SMALL ; 02 + const BATTLE_ANIM_FRAMESET_PUNCH ; 03 + const BATTLE_ANIM_FRAMESET_KICK ; 04 + const BATTLE_ANIM_FRAMESET_PALM ; 05 + const BATTLE_ANIM_FRAMESET_FANG ; 06 + const BATTLE_ANIM_FRAMESET_PUNCH_SHAKE ; 07 + const BATTLE_ANIM_FRAMESET_BALL_POOF ; 08 + const BATTLE_ANIM_FRAMESET_POKE_BALL_1 ; 09 + const BATTLE_ANIM_FRAMESET_POKE_BALL_2 ; 0a + const BATTLE_ANIM_FRAMESET_POKE_BALL_3 ; 0b + const BATTLE_ANIM_FRAMESET_POKE_BALL_4 ; 0c + const BATTLE_ANIM_FRAMESET_POKE_BALL_5 ; 0d + const BATTLE_ANIM_FRAMESET_DRAGON_RAGE ; 0e + const BATTLE_ANIM_FRAMESET_FLAMETHROWER ; 0f + const BATTLE_ANIM_FRAMESET_EMBER ; 10 + const BATTLE_ANIM_FRAMESET_BURNED ; 11 + const BATTLE_ANIM_FRAMESET_BLIZZARD ; 12 + const BATTLE_ANIM_FRAMESET_ICE ; 13 + const BATTLE_ANIM_FRAMESET_ICE_BEAM ; 14 + const BATTLE_ANIM_FRAMESET_POWDER_SNOW ; 15 + const BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1 ; 16 + const BATTLE_ANIM_FRAMESET_RAZOR_LEAF_2 ; 17 + const BATTLE_ANIM_FRAMESET_EXPLOSION ; 18 + const BATTLE_ANIM_FRAMESET_BIG_ROCK ; 19 + const BATTLE_ANIM_FRAMESET_SMALL_ROCK ; 1a + const BATTLE_ANIM_FRAMESET_STRENGTH ; 1b + const BATTLE_ANIM_FRAMESET_SKULL_CROSSBONE ; 1c + const BATTLE_ANIM_FRAMESET_ACID ; 1d + const BATTLE_ANIM_FRAMESET_POISON_DROPLET_UNUSED ; 1e + const BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE ; 1f + const BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST ; 20 + const BATTLE_ANIM_FRAMESET_SMALL_BUBBLE ; 21 + const BATTLE_ANIM_FRAMESET_PULSING_BUBBLE ; 22 + const BATTLE_ANIM_FRAMESET_SURF ; 23 + const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 ; 24 + const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 ; 25 + const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3 ; 26 + const BATTLE_ANIM_FRAMESET_WATER_GUN_1 ; 27 + const BATTLE_ANIM_FRAMESET_WATER_GUN_2 ; 28 + const BATTLE_ANIM_FRAMESET_WATER_GUN_3 ; 29 + const BATTLE_ANIM_FRAMESET_HYDRO_PUMP ; 2a + const BATTLE_ANIM_FRAMESET_POWDER ; 2b + const BATTLE_ANIM_FRAMESET_BEAM ; 2c + const BATTLE_ANIM_FRAMESET_BEAM_TIP ; 2d + const BATTLE_ANIM_FRAMESET_ICE_BUILDUP ; 2e + const BATTLE_ANIM_FRAMESET_FROZEN ; 2f + const BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE ; 30 + const BATTLE_ANIM_FRAMESET_THUNDER_CENTER ; 31 + const BATTLE_ANIM_FRAMESET_THUNDER_LEFT ; 32 + const BATTLE_ANIM_FRAMESET_THUNDER_RIGHT ; 33 + const BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE ; 34 + const BATTLE_ANIM_FRAMESET_THUNDER_WAVE_EXTRA ; 35 + const BATTLE_ANIM_FRAMESET_THUNDERBOLT_SPARKS ; 36 + const BATTLE_ANIM_FRAMESET_THUNDERBOLT_CORE ; 37 + const BATTLE_ANIM_FRAMESET_THUNDERSHOCK_SPARKS ; 38 + const BATTLE_ANIM_FRAMESET_THUNDERSHOCK_CORE ; 39 + const BATTLE_ANIM_FRAMESET_CLAMP ; 3a + const BATTLE_ANIM_FRAMESET_CLAMP_FLIPPED ; 3b + const BATTLE_ANIM_FRAMESET_BITE_1 ; 3c + const BATTLE_ANIM_FRAMESET_BITE_2 ; 3d + const BATTLE_ANIM_FRAMESET_CUT_DOWN_LEFT ; 3e + const BATTLE_ANIM_FRAMESET_CUT_DOWN_RIGHT ; 3f + const BATTLE_ANIM_FRAMESET_CUT_UP_RIGHT ; 40 + const BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_LEFT ; 41 + const BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_RIGHT ; 42 + const BATTLE_ANIM_FRAMESET_CHARGE_ORB_1 ; 43 + const BATTLE_ANIM_FRAMESET_ABSORB_CENTER ; 44 + const BATTLE_ANIM_FRAMESET_GUST ; 45 + const BATTLE_ANIM_FRAMESET_VINE_WHIP_1 ; 46 + const BATTLE_ANIM_FRAMESET_VINE_WHIP_2 ; 47 + const BATTLE_ANIM_FRAMESET_RAZOR_WIND_1 ; 48 + const BATTLE_ANIM_FRAMESET_RAZOR_WIND_2 ; 49 + const BATTLE_ANIM_FRAMESET_SONICBOOM_JP ; 4a + const BATTLE_ANIM_FRAMESET_WARP ; 4b + const BATTLE_ANIM_FRAMESET_CHARGE_ORB_2 ; 4c + const BATTLE_ANIM_FRAMESET_EGG ; 4d + const BATTLE_ANIM_FRAMESET_EGG_WOBBLE ; 4e + const BATTLE_ANIM_FRAMESET_EGG_CRACKED_TOP ; 4f + const BATTLE_ANIM_FRAMESET_EGG_CRACKED_BOTTOM ; 50 + const BATTLE_ANIM_FRAMESET_FOCUS ; 51 + const BATTLE_ANIM_FRAMESET_BIND_1 ; 52 + const BATTLE_ANIM_FRAMESET_BIND_2 ; 53 + const BATTLE_ANIM_FRAMESET_BIND_3 ; 54 + const BATTLE_ANIM_FRAMESET_BIND_4 ; 55 + const BATTLE_ANIM_FRAMESET_LEECH_SEED_1 ; 56 + const BATTLE_ANIM_FRAMESET_LEECH_SEED_2 ; 57 + const BATTLE_ANIM_FRAMESET_LEECH_SEED_3 ; 58 + const BATTLE_ANIM_FRAMESET_SOUND_1 ; 59 + const BATTLE_ANIM_FRAMESET_SOUND_2 ; 5a + const BATTLE_ANIM_FRAMESET_SOUND_3 ; 5b + const BATTLE_ANIM_FRAMESET_WAVE ; 5c + const BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 ; 5d + const BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2 ; 5e + const BATTLE_ANIM_FRAMESET_LEER ; 5f + const BATTLE_ANIM_FRAMESET_REFLECT ; 60 + const BATTLE_ANIM_FRAMESET_CHICK_1 ; 61 + const BATTLE_ANIM_FRAMESET_CHICK_2 ; 62 + const BATTLE_ANIM_FRAMESET_AMNESIA_1 ; 63 + const BATTLE_ANIM_FRAMESET_AMNESIA_2 ; 64 + const BATTLE_ANIM_FRAMESET_AMNESIA_3 ; 65 + const BATTLE_ANIM_FRAMESET_ASLEEP ; 66 + const BATTLE_ANIM_FRAMESET_DIG_SAND ; 67 + const BATTLE_ANIM_FRAMESET_DIG_PILE ; 68 + const BATTLE_ANIM_FRAMESET_SAND ; 69 + const BATTLE_ANIM_FRAMESET_STRING_SHOT_1 ; 6a + const BATTLE_ANIM_FRAMESET_STRING_SHOT_2 ; 6b + const BATTLE_ANIM_FRAMESET_STRING_SHOT_3 ; 6c + const BATTLE_ANIM_FRAMESET_PARALYZED ; 6d + const BATTLE_ANIM_FRAMESET_PARALYZED_FLIPPED ; 6e + const BATTLE_ANIM_FRAMESET_HAZE ; 6f + const BATTLE_ANIM_FRAMESET_MIST ; 70 + const BATTLE_ANIM_FRAMESET_HORN ; 71 + const BATTLE_ANIM_FRAMESET_NEEDLE ; 72 + const BATTLE_ANIM_FRAMESET_FLOWER ; 73 + const BATTLE_ANIM_FRAMESET_BARRAGE_BALL ; 74 + const BATTLE_ANIM_FRAMESET_PAY_DAY ; 75 + const BATTLE_ANIM_FRAMESET_HEART ; 76 + const BATTLE_ANIM_FRAMESET_SPINNING_BONE ; 77 + const BATTLE_ANIM_FRAMESET_STAR ; 78 + const BATTLE_ANIM_FRAMESET_SPOON ; 79 + const BATTLE_ANIM_FRAMESET_SPARKLE ; 7a + const BATTLE_ANIM_FRAMESET_SKY_ATTACK ; 7b + const BATTLE_ANIM_FRAMESET_LICK ; 7c + const BATTLE_ANIM_FRAMESET_WITHDRAW_SHELL ; 7d + const BATTLE_ANIM_FRAMESET_SHRINKING_CHARGE_ORB ; 7e + const BATTLE_ANIM_FRAMESET_CONVERSION ; 7f + const BATTLE_ANIM_FRAMESET_SWORD ; 80 + const BATTLE_ANIM_FRAMESET_SPEED_LINE_1 ; 81 + const BATTLE_ANIM_FRAMESET_SPEED_LINE_2 ; 82 + const BATTLE_ANIM_FRAMESET_SPEED_LINE_3 ; 83 + const BATTLE_ANIM_FRAMESET_SEISMIC_TOSS ; 84 + const BATTLE_ANIM_FRAMESET_SHARPEN ; 85 + const BATTLE_ANIM_FRAMESET_DEFENSE_CURL ; 86 + const BATTLE_ANIM_FRAMESET_METRONOME_HAND ; 87 + const BATTLE_ANIM_FRAMESET_AGILITY ; 88 + const BATTLE_ANIM_FRAMESET_COTTON ; 89 + const BATTLE_ANIM_FRAMESET_MILK_BOTTLE ; 8a + const BATTLE_ANIM_FRAMESET_SPIKE ; 8b + const BATTLE_ANIM_FRAMESET_ANGER_VEIN ; 8c + const BATTLE_ANIM_FRAMESET_HEAL_BELL ; 8d + const BATTLE_ANIM_FRAMESET_BATON_PASS ; 8e + const BATTLE_ANIM_FRAMESET_LOCK_ON_1 ; 8f + const BATTLE_ANIM_FRAMESET_LOCK_ON_2 ; 90 + const BATTLE_ANIM_FRAMESET_LOCK_ON_3 ; 91 + const BATTLE_ANIM_FRAMESET_LOCK_ON_4 ; 92 + const BATTLE_ANIM_FRAMESET_MIND_READER_1 ; 93 + const BATTLE_ANIM_FRAMESET_MIND_READER_2 ; 94 + const BATTLE_ANIM_FRAMESET_MIND_READER_3 ; 95 + const BATTLE_ANIM_FRAMESET_MIND_READER_4 ; 96 + const BATTLE_ANIM_FRAMESET_SAFEGUARD ; 97 + const BATTLE_ANIM_FRAMESET_MEGAPHONE_UNUSED ; 98 + const BATTLE_ANIM_FRAMESET_ITEM_BAG ; 99 + const BATTLE_ANIM_FRAMESET_SPIDER_WEB ; 9a + const BATTLE_ANIM_FRAMESET_UNUSED_CAKE ; 9b + const BATTLE_ANIM_FRAMESET_IMP ; 9c + const BATTLE_ANIM_FRAMESET_IMP_FLIPPED ; 9d + const BATTLE_ANIM_FRAMESET_CHERUB ; 9e + const BATTLE_ANIM_FRAMESET_PENCIL ; 9f + const BATTLE_ANIM_FRAMESET_ENCORE_HAND ; a0 + const BATTLE_ANIM_FRAMESET_ENCORE_HAND_FLIPPED ; a1 + const BATTLE_ANIM_FRAMESET_DESTINY_BOND ; a2 + const BATTLE_ANIM_FRAMESET_MORNING_SUN ; a3 + const BATTLE_ANIM_FRAMESET_GLIMMER ; a4 + const BATTLE_ANIM_FRAMESET_MOONLIGHT ; a5 + const BATTLE_ANIM_FRAMESET_CROSS_CHOP_1 ; a6 + const BATTLE_ANIM_FRAMESET_CROSS_CHOP_2 ; a7 + const BATTLE_ANIM_FRAMESET_ZAP_CANNON ; a8 + const BATTLE_ANIM_FRAMESET_CURSE_NAIL ; a9 + const BATTLE_ANIM_FRAMESET_FORESIGHT_SHINE ; aa + const BATTLE_ANIM_FRAMESET_RAPID_SPIN ; ab + const BATTLE_ANIM_FRAMESET_SWAGGER ; ac + const BATTLE_ANIM_FRAMESET_MEAN_LOOK ; ad + const BATTLE_ANIM_FRAMESET_UPSIDE_DOWN_PUNCH ; ae + const BATTLE_ANIM_FRAMESET_GROWING_SPARKLE ; af + const BATTLE_ANIM_FRAMESET_RAIN ; b0 + const BATTLE_ANIM_FRAMESET_PSYCH_UP ; b1 + const BATTLE_ANIM_FRAMESET_SPIRAL_UNUSED ; b2 + const BATTLE_ANIM_FRAMESET_AEROBLAST ; b3 + const BATTLE_ANIM_FRAMESET_SANDSTORM ; b4 + const BATTLE_ANIM_FRAMESET_ENEMYFEET_1ROW ; b5 + const BATTLE_ANIM_FRAMESET_PLAYERHEAD_1ROW ; b6 + const BATTLE_ANIM_FRAMESET_ENEMYFEET_2ROW ; b7 + const BATTLE_ANIM_FRAMESET_PLAYERHEAD_2ROW ; b8 +DEF NUM_BATTLE_ANIM_FRAMESETS EQU const_value ; BattleAnimOAMData indexes (see data/battle_anims/oam.asm) const_def - const BATTLEANIMOAMSET_00 - const BATTLEANIMOAMSET_01 - const BATTLEANIMOAMSET_02 - const BATTLEANIMOAMSET_03 - const BATTLEANIMOAMSET_04 - const BATTLEANIMOAMSET_05 - const BATTLEANIMOAMSET_06 - const BATTLEANIMOAMSET_07 - const BATTLEANIMOAMSET_08 - const BATTLEANIMOAMSET_09 - const BATTLEANIMOAMSET_0A - const BATTLEANIMOAMSET_0B - const BATTLEANIMOAMSET_0C - const BATTLEANIMOAMSET_0D - const BATTLEANIMOAMSET_0E - const BATTLEANIMOAMSET_0F - const BATTLEANIMOAMSET_10 - const BATTLEANIMOAMSET_11 - const BATTLEANIMOAMSET_12 - const BATTLEANIMOAMSET_13 - const BATTLEANIMOAMSET_14 - const BATTLEANIMOAMSET_15 - const BATTLEANIMOAMSET_16 - const BATTLEANIMOAMSET_17 - const BATTLEANIMOAMSET_18 - const BATTLEANIMOAMSET_19 - const BATTLEANIMOAMSET_1A - const BATTLEANIMOAMSET_1B - const BATTLEANIMOAMSET_1C - const BATTLEANIMOAMSET_1D - const BATTLEANIMOAMSET_1E - const BATTLEANIMOAMSET_1F - const BATTLEANIMOAMSET_20 - const BATTLEANIMOAMSET_21 - const BATTLEANIMOAMSET_22 - const BATTLEANIMOAMSET_23 - const BATTLEANIMOAMSET_24 - const BATTLEANIMOAMSET_25 - const BATTLEANIMOAMSET_26 - const BATTLEANIMOAMSET_27 - const BATTLEANIMOAMSET_28 - const BATTLEANIMOAMSET_29 - const BATTLEANIMOAMSET_2A - const BATTLEANIMOAMSET_2B - const BATTLEANIMOAMSET_2C - const BATTLEANIMOAMSET_2D - const BATTLEANIMOAMSET_2E - const BATTLEANIMOAMSET_2F - const BATTLEANIMOAMSET_30 - const BATTLEANIMOAMSET_31 - const BATTLEANIMOAMSET_32 - const BATTLEANIMOAMSET_33 - const BATTLEANIMOAMSET_34 - const BATTLEANIMOAMSET_35 - const BATTLEANIMOAMSET_36 - const BATTLEANIMOAMSET_37 - const BATTLEANIMOAMSET_38 - const BATTLEANIMOAMSET_39 - const BATTLEANIMOAMSET_3A - const BATTLEANIMOAMSET_3B - const BATTLEANIMOAMSET_3C - const BATTLEANIMOAMSET_3D - const BATTLEANIMOAMSET_3E - const BATTLEANIMOAMSET_3F - const BATTLEANIMOAMSET_40 - const BATTLEANIMOAMSET_41 - const BATTLEANIMOAMSET_42 - const BATTLEANIMOAMSET_43 - const BATTLEANIMOAMSET_44 - const BATTLEANIMOAMSET_45 - const BATTLEANIMOAMSET_46 - const BATTLEANIMOAMSET_47 - const BATTLEANIMOAMSET_48 - const BATTLEANIMOAMSET_49 - const BATTLEANIMOAMSET_4A - const BATTLEANIMOAMSET_4B - const BATTLEANIMOAMSET_4C - const BATTLEANIMOAMSET_4D - const BATTLEANIMOAMSET_4E - const BATTLEANIMOAMSET_4F - const BATTLEANIMOAMSET_50 - const BATTLEANIMOAMSET_51 - const BATTLEANIMOAMSET_52 - const BATTLEANIMOAMSET_53 - const BATTLEANIMOAMSET_54 - const BATTLEANIMOAMSET_55 - const BATTLEANIMOAMSET_56 - const BATTLEANIMOAMSET_57 - const BATTLEANIMOAMSET_58 - const BATTLEANIMOAMSET_59 - const BATTLEANIMOAMSET_5A - const BATTLEANIMOAMSET_5B - const BATTLEANIMOAMSET_5C - const BATTLEANIMOAMSET_5D - const BATTLEANIMOAMSET_5E - const BATTLEANIMOAMSET_5F - const BATTLEANIMOAMSET_60 - const BATTLEANIMOAMSET_61 - const BATTLEANIMOAMSET_62 - const BATTLEANIMOAMSET_63 - const BATTLEANIMOAMSET_64 - const BATTLEANIMOAMSET_65 - const BATTLEANIMOAMSET_66 - const BATTLEANIMOAMSET_67 - const BATTLEANIMOAMSET_68 - const BATTLEANIMOAMSET_69 - const BATTLEANIMOAMSET_6A - const BATTLEANIMOAMSET_6B - const BATTLEANIMOAMSET_6C - const BATTLEANIMOAMSET_6D - const BATTLEANIMOAMSET_6E - const BATTLEANIMOAMSET_6F - const BATTLEANIMOAMSET_70 - const BATTLEANIMOAMSET_71 - const BATTLEANIMOAMSET_72 - const BATTLEANIMOAMSET_73 - const BATTLEANIMOAMSET_74 - const BATTLEANIMOAMSET_75 - const BATTLEANIMOAMSET_76 - const BATTLEANIMOAMSET_77 - const BATTLEANIMOAMSET_78 - const BATTLEANIMOAMSET_79 - const BATTLEANIMOAMSET_7A - const BATTLEANIMOAMSET_7B - const BATTLEANIMOAMSET_7C - const BATTLEANIMOAMSET_7D - const BATTLEANIMOAMSET_7E - const BATTLEANIMOAMSET_7F - const BATTLEANIMOAMSET_80 - const BATTLEANIMOAMSET_81 - const BATTLEANIMOAMSET_82 - const BATTLEANIMOAMSET_83 - const BATTLEANIMOAMSET_84 - const BATTLEANIMOAMSET_85 - const BATTLEANIMOAMSET_86 - const BATTLEANIMOAMSET_87 - const BATTLEANIMOAMSET_88 - const BATTLEANIMOAMSET_89 - const BATTLEANIMOAMSET_8A - const BATTLEANIMOAMSET_8B - const BATTLEANIMOAMSET_8C - const BATTLEANIMOAMSET_8D - const BATTLEANIMOAMSET_8E - const BATTLEANIMOAMSET_8F - const BATTLEANIMOAMSET_90 - const BATTLEANIMOAMSET_91 - const BATTLEANIMOAMSET_92 - const BATTLEANIMOAMSET_93 - const BATTLEANIMOAMSET_94 - const BATTLEANIMOAMSET_95 - const BATTLEANIMOAMSET_96 - const BATTLEANIMOAMSET_97 - const BATTLEANIMOAMSET_98 - const BATTLEANIMOAMSET_99 - const BATTLEANIMOAMSET_9A - const BATTLEANIMOAMSET_9B - const BATTLEANIMOAMSET_9C - const BATTLEANIMOAMSET_9D - const BATTLEANIMOAMSET_9E - const BATTLEANIMOAMSET_9F - const BATTLEANIMOAMSET_A0 - const BATTLEANIMOAMSET_A1 - const BATTLEANIMOAMSET_A2 - const BATTLEANIMOAMSET_A3 - const BATTLEANIMOAMSET_A4 - const BATTLEANIMOAMSET_A5 - const BATTLEANIMOAMSET_A6 - const BATTLEANIMOAMSET_A7 - const BATTLEANIMOAMSET_A8 - const BATTLEANIMOAMSET_A9 - const BATTLEANIMOAMSET_AA - const BATTLEANIMOAMSET_AB - const BATTLEANIMOAMSET_AC - const BATTLEANIMOAMSET_AD - const BATTLEANIMOAMSET_AE - const BATTLEANIMOAMSET_AF - const BATTLEANIMOAMSET_B0 - const BATTLEANIMOAMSET_B1 - const BATTLEANIMOAMSET_B2 - const BATTLEANIMOAMSET_B3 - const BATTLEANIMOAMSET_B4 - const BATTLEANIMOAMSET_B5 - const BATTLEANIMOAMSET_B6 - const BATTLEANIMOAMSET_B7 - const BATTLEANIMOAMSET_B8 - const BATTLEANIMOAMSET_B9 - const BATTLEANIMOAMSET_BA - const BATTLEANIMOAMSET_BB - const BATTLEANIMOAMSET_BC - const BATTLEANIMOAMSET_BD - const BATTLEANIMOAMSET_BE - const BATTLEANIMOAMSET_BF - const BATTLEANIMOAMSET_C0 - const BATTLEANIMOAMSET_C1 - const BATTLEANIMOAMSET_C2 - const BATTLEANIMOAMSET_C3 - const BATTLEANIMOAMSET_C4 - const BATTLEANIMOAMSET_C5 - const BATTLEANIMOAMSET_C6 - const BATTLEANIMOAMSET_C7 - const BATTLEANIMOAMSET_C8 - const BATTLEANIMOAMSET_C9 - const BATTLEANIMOAMSET_CA - const BATTLEANIMOAMSET_CB - const BATTLEANIMOAMSET_CC - const BATTLEANIMOAMSET_CD - const BATTLEANIMOAMSET_CE - const BATTLEANIMOAMSET_CF - const BATTLEANIMOAMSET_D0 - const BATTLEANIMOAMSET_D1 - const BATTLEANIMOAMSET_D2 - const BATTLEANIMOAMSET_D3 - const BATTLEANIMOAMSET_D4 - const BATTLEANIMOAMSET_D5 - const BATTLEANIMOAMSET_D6 - const BATTLEANIMOAMSET_D7 -DEF NUM_BATTLEANIMOAMSETS EQU const_value + const BATTLE_ANIM_OAMSET_00 + const BATTLE_ANIM_OAMSET_01 + const BATTLE_ANIM_OAMSET_02 + const BATTLE_ANIM_OAMSET_03 + const BATTLE_ANIM_OAMSET_04 + const BATTLE_ANIM_OAMSET_05 + const BATTLE_ANIM_OAMSET_06 + const BATTLE_ANIM_OAMSET_07 + const BATTLE_ANIM_OAMSET_08 + const BATTLE_ANIM_OAMSET_09 + const BATTLE_ANIM_OAMSET_0A + const BATTLE_ANIM_OAMSET_0B + const BATTLE_ANIM_OAMSET_0C + const BATTLE_ANIM_OAMSET_0D + const BATTLE_ANIM_OAMSET_0E + const BATTLE_ANIM_OAMSET_0F + const BATTLE_ANIM_OAMSET_10 + const BATTLE_ANIM_OAMSET_11 + const BATTLE_ANIM_OAMSET_12 + const BATTLE_ANIM_OAMSET_13 + const BATTLE_ANIM_OAMSET_14 + const BATTLE_ANIM_OAMSET_15 + const BATTLE_ANIM_OAMSET_16 + const BATTLE_ANIM_OAMSET_17 + const BATTLE_ANIM_OAMSET_18 + const BATTLE_ANIM_OAMSET_19 + const BATTLE_ANIM_OAMSET_1A + const BATTLE_ANIM_OAMSET_1B + const BATTLE_ANIM_OAMSET_1C + const BATTLE_ANIM_OAMSET_1D + const BATTLE_ANIM_OAMSET_1E + const BATTLE_ANIM_OAMSET_1F + const BATTLE_ANIM_OAMSET_20 + const BATTLE_ANIM_OAMSET_21 + const BATTLE_ANIM_OAMSET_22 + const BATTLE_ANIM_OAMSET_23 + const BATTLE_ANIM_OAMSET_24 + const BATTLE_ANIM_OAMSET_25 + const BATTLE_ANIM_OAMSET_26 + const BATTLE_ANIM_OAMSET_27 + const BATTLE_ANIM_OAMSET_28 + const BATTLE_ANIM_OAMSET_29 + const BATTLE_ANIM_OAMSET_2A + const BATTLE_ANIM_OAMSET_2B + const BATTLE_ANIM_OAMSET_2C + const BATTLE_ANIM_OAMSET_2D + const BATTLE_ANIM_OAMSET_2E + const BATTLE_ANIM_OAMSET_2F + const BATTLE_ANIM_OAMSET_30 + const BATTLE_ANIM_OAMSET_31 + const BATTLE_ANIM_OAMSET_32 + const BATTLE_ANIM_OAMSET_33 + const BATTLE_ANIM_OAMSET_34 + const BATTLE_ANIM_OAMSET_35 + const BATTLE_ANIM_OAMSET_36 + const BATTLE_ANIM_OAMSET_37 + const BATTLE_ANIM_OAMSET_38 + const BATTLE_ANIM_OAMSET_39 + const BATTLE_ANIM_OAMSET_3A + const BATTLE_ANIM_OAMSET_3B + const BATTLE_ANIM_OAMSET_3C + const BATTLE_ANIM_OAMSET_3D + const BATTLE_ANIM_OAMSET_3E + const BATTLE_ANIM_OAMSET_3F + const BATTLE_ANIM_OAMSET_40 + const BATTLE_ANIM_OAMSET_41 + const BATTLE_ANIM_OAMSET_42 + const BATTLE_ANIM_OAMSET_43 + const BATTLE_ANIM_OAMSET_44 + const BATTLE_ANIM_OAMSET_45 + const BATTLE_ANIM_OAMSET_46 + const BATTLE_ANIM_OAMSET_47 + const BATTLE_ANIM_OAMSET_48 + const BATTLE_ANIM_OAMSET_49 + const BATTLE_ANIM_OAMSET_4A + const BATTLE_ANIM_OAMSET_4B + const BATTLE_ANIM_OAMSET_4C + const BATTLE_ANIM_OAMSET_4D + const BATTLE_ANIM_OAMSET_4E + const BATTLE_ANIM_OAMSET_4F + const BATTLE_ANIM_OAMSET_50 + const BATTLE_ANIM_OAMSET_51 + const BATTLE_ANIM_OAMSET_52 + const BATTLE_ANIM_OAMSET_53 + const BATTLE_ANIM_OAMSET_54 + const BATTLE_ANIM_OAMSET_55 + const BATTLE_ANIM_OAMSET_56 + const BATTLE_ANIM_OAMSET_57 + const BATTLE_ANIM_OAMSET_58 + const BATTLE_ANIM_OAMSET_59 + const BATTLE_ANIM_OAMSET_5A + const BATTLE_ANIM_OAMSET_5B + const BATTLE_ANIM_OAMSET_5C + const BATTLE_ANIM_OAMSET_5D + const BATTLE_ANIM_OAMSET_5E + const BATTLE_ANIM_OAMSET_5F + const BATTLE_ANIM_OAMSET_60 + const BATTLE_ANIM_OAMSET_61 + const BATTLE_ANIM_OAMSET_62 + const BATTLE_ANIM_OAMSET_63 + const BATTLE_ANIM_OAMSET_64 + const BATTLE_ANIM_OAMSET_65 + const BATTLE_ANIM_OAMSET_66 + const BATTLE_ANIM_OAMSET_67 + const BATTLE_ANIM_OAMSET_68 + const BATTLE_ANIM_OAMSET_69 + const BATTLE_ANIM_OAMSET_6A + const BATTLE_ANIM_OAMSET_6B + const BATTLE_ANIM_OAMSET_6C + const BATTLE_ANIM_OAMSET_6D + const BATTLE_ANIM_OAMSET_6E + const BATTLE_ANIM_OAMSET_6F + const BATTLE_ANIM_OAMSET_70 + const BATTLE_ANIM_OAMSET_71 + const BATTLE_ANIM_OAMSET_72 + const BATTLE_ANIM_OAMSET_73 + const BATTLE_ANIM_OAMSET_74 + const BATTLE_ANIM_OAMSET_75 + const BATTLE_ANIM_OAMSET_76 + const BATTLE_ANIM_OAMSET_77 + const BATTLE_ANIM_OAMSET_78 + const BATTLE_ANIM_OAMSET_79 + const BATTLE_ANIM_OAMSET_7A + const BATTLE_ANIM_OAMSET_7B + const BATTLE_ANIM_OAMSET_7C + const BATTLE_ANIM_OAMSET_7D + const BATTLE_ANIM_OAMSET_7E + const BATTLE_ANIM_OAMSET_7F + const BATTLE_ANIM_OAMSET_80 + const BATTLE_ANIM_OAMSET_81 + const BATTLE_ANIM_OAMSET_82 + const BATTLE_ANIM_OAMSET_83 + const BATTLE_ANIM_OAMSET_84 + const BATTLE_ANIM_OAMSET_85 + const BATTLE_ANIM_OAMSET_86 + const BATTLE_ANIM_OAMSET_87 + const BATTLE_ANIM_OAMSET_88 + const BATTLE_ANIM_OAMSET_89 + const BATTLE_ANIM_OAMSET_8A + const BATTLE_ANIM_OAMSET_8B + const BATTLE_ANIM_OAMSET_8C + const BATTLE_ANIM_OAMSET_8D + const BATTLE_ANIM_OAMSET_8E + const BATTLE_ANIM_OAMSET_8F + const BATTLE_ANIM_OAMSET_90 + const BATTLE_ANIM_OAMSET_91 + const BATTLE_ANIM_OAMSET_92 + const BATTLE_ANIM_OAMSET_93 + const BATTLE_ANIM_OAMSET_94 + const BATTLE_ANIM_OAMSET_95 + const BATTLE_ANIM_OAMSET_96 + const BATTLE_ANIM_OAMSET_97 + const BATTLE_ANIM_OAMSET_98 + const BATTLE_ANIM_OAMSET_99 + const BATTLE_ANIM_OAMSET_9A + const BATTLE_ANIM_OAMSET_9B + const BATTLE_ANIM_OAMSET_9C + const BATTLE_ANIM_OAMSET_9D + const BATTLE_ANIM_OAMSET_9E + const BATTLE_ANIM_OAMSET_9F + const BATTLE_ANIM_OAMSET_A0 + const BATTLE_ANIM_OAMSET_A1 + const BATTLE_ANIM_OAMSET_A2 + const BATTLE_ANIM_OAMSET_A3 + const BATTLE_ANIM_OAMSET_A4 + const BATTLE_ANIM_OAMSET_A5 + const BATTLE_ANIM_OAMSET_A6 + const BATTLE_ANIM_OAMSET_A7 + const BATTLE_ANIM_OAMSET_A8 + const BATTLE_ANIM_OAMSET_A9 + const BATTLE_ANIM_OAMSET_AA + const BATTLE_ANIM_OAMSET_AB + const BATTLE_ANIM_OAMSET_AC + const BATTLE_ANIM_OAMSET_AD + const BATTLE_ANIM_OAMSET_AE + const BATTLE_ANIM_OAMSET_AF + const BATTLE_ANIM_OAMSET_B0 + const BATTLE_ANIM_OAMSET_B1 + const BATTLE_ANIM_OAMSET_B2 + const BATTLE_ANIM_OAMSET_B3 + const BATTLE_ANIM_OAMSET_B4 + const BATTLE_ANIM_OAMSET_B5 + const BATTLE_ANIM_OAMSET_B6 + const BATTLE_ANIM_OAMSET_B7 + const BATTLE_ANIM_OAMSET_B8 + const BATTLE_ANIM_OAMSET_B9 + const BATTLE_ANIM_OAMSET_BA + const BATTLE_ANIM_OAMSET_BB + const BATTLE_ANIM_OAMSET_BC + const BATTLE_ANIM_OAMSET_BD + const BATTLE_ANIM_OAMSET_BE + const BATTLE_ANIM_OAMSET_BF + const BATTLE_ANIM_OAMSET_C0 + const BATTLE_ANIM_OAMSET_C1 + const BATTLE_ANIM_OAMSET_C2 + const BATTLE_ANIM_OAMSET_C3 + const BATTLE_ANIM_OAMSET_C4 + const BATTLE_ANIM_OAMSET_C5 + const BATTLE_ANIM_OAMSET_C6 + const BATTLE_ANIM_OAMSET_C7 + const BATTLE_ANIM_OAMSET_C8 + const BATTLE_ANIM_OAMSET_C9 + const BATTLE_ANIM_OAMSET_CA + const BATTLE_ANIM_OAMSET_CB + const BATTLE_ANIM_OAMSET_CC + const BATTLE_ANIM_OAMSET_CD + const BATTLE_ANIM_OAMSET_CE + const BATTLE_ANIM_OAMSET_CF + const BATTLE_ANIM_OAMSET_D0 + const BATTLE_ANIM_OAMSET_D1 + const BATTLE_ANIM_OAMSET_D2 + const BATTLE_ANIM_OAMSET_D3 + const BATTLE_ANIM_OAMSET_D4 + const BATTLE_ANIM_OAMSET_D5 + const BATTLE_ANIM_OAMSET_D6 + const BATTLE_ANIM_OAMSET_D7 +DEF NUM_BATTLE_ANIM_OAMSETS EQU const_value ; BattleBGEffects indexes (see engine/battle_anims/bg_effects.asm) const_def 1 - const ANIM_BG_FLASH_INVERTED - const ANIM_BG_FLASH_WHITE - const ANIM_BG_WHITE_HUES - const ANIM_BG_BLACK_HUES - const ANIM_BG_ALTERNATE_HUES - const ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW - const ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW - const ANIM_BG_CYCLE_BGPALS_INVERTED - const ANIM_BG_HIDE_MON - const ANIM_BG_SHOW_MON - const ANIM_BG_ENTER_MON - const ANIM_BG_RETURN_MON - const ANIM_BG_SURF - const ANIM_BG_WHIRLPOOL - const ANIM_BG_TELEPORT - const ANIM_BG_NIGHT_SHADE - const ANIM_BG_BATTLEROBJ_1ROW - const ANIM_BG_BATTLEROBJ_2ROW - const ANIM_BG_DOUBLE_TEAM - const ANIM_BG_ACID_ARMOR - const ANIM_BG_RAPID_FLASH - const ANIM_BG_FADE_MON_TO_LIGHT - const ANIM_BG_FADE_MON_TO_BLACK - const ANIM_BG_FADE_MON_TO_LIGHT_REPEATING - const ANIM_BG_FADE_MON_TO_BLACK_REPEATING - const ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING - const ANIM_BG_FLASH_MON_REPEATING - const ANIM_BG_FADE_MONS_TO_BLACK_REPEATING - const ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK - const ANIM_BG_FADE_MON_FROM_WHITE - const ANIM_BG_SHAKE_SCREEN_X - const ANIM_BG_SHAKE_SCREEN_Y - const ANIM_BG_WITHDRAW - const ANIM_BG_BOUNCE_DOWN - const ANIM_BG_DIG - const ANIM_BG_TACKLE - const ANIM_BG_WOBBLE_MON - const ANIM_BG_REMOVE_MON - const ANIM_BG_WAVE_DEFORM_MON - const ANIM_BG_PSYCHIC - const ANIM_BG_BETA_SEND_OUT_MON1 - const ANIM_BG_BETA_SEND_OUT_MON2 - const ANIM_BG_FLAIL - const ANIM_BG_BETA_PURSUIT - const ANIM_BG_ROLLOUT - const ANIM_BG_VITAL_THROW - const ANIM_BG_START_WATER - const ANIM_BG_WATER - const ANIM_BG_END_WATER - const ANIM_BG_VIBRATE_MON - const ANIM_BG_WOBBLE_PLAYER - const ANIM_BG_WOBBLE_SCREEN -DEF NUM_ANIM_BGS EQU const_value - 1 + const BATTLE_BG_EFFECT_FLASH_INVERTED ; 01 + const BATTLE_BG_EFFECT_FLASH_WHITE ; 02 + const BATTLE_BG_EFFECT_WHITE_HUES ; 03 + const BATTLE_BG_EFFECT_BLACK_HUES ; 04 + const BATTLE_BG_EFFECT_ALTERNATE_HUES ; 05 + const BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW ; 06 + const BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW ; 07 + const BATTLE_BG_EFFECT_CYCLE_BGPALS_INVERTED ; 08 + const BATTLE_BG_EFFECT_HIDE_MON ; 09 + const BATTLE_BG_EFFECT_SHOW_MON ; 0a + const BATTLE_BG_EFFECT_ENTER_MON ; 0b + const BATTLE_BG_EFFECT_RETURN_MON ; 0c + const BATTLE_BG_EFFECT_SURF ; 0d + const BATTLE_BG_EFFECT_WHIRLPOOL ; 0e + const BATTLE_BG_EFFECT_TELEPORT ; 0f + const BATTLE_BG_EFFECT_NIGHT_SHADE ; 10 + const BATTLE_BG_EFFECT_BATTLEROBJ_1ROW ; 11 + const BATTLE_BG_EFFECT_BATTLEROBJ_2ROW ; 12 + const BATTLE_BG_EFFECT_DOUBLE_TEAM ; 13 + const BATTLE_BG_EFFECT_ACID_ARMOR ; 14 + const BATTLE_BG_EFFECT_RAPID_FLASH ; 15 + const BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT ; 16 + const BATTLE_BG_EFFECT_FADE_MON_TO_BLACK ; 17 + const BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING ; 18 + const BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING ; 19 + const BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING ; 1a + const BATTLE_BG_EFFECT_FLASH_MON_REPEATING ; 1b + const BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING ; 1c + const BATTLE_BG_EFFECT_FADE_MON_TO_WHITE_WAIT_FADE_BACK ; 1d + const BATTLE_BG_EFFECT_FADE_MON_FROM_WHITE ; 1e + const BATTLE_BG_EFFECT_SHAKE_SCREEN_X ; 1f + const BATTLE_BG_EFFECT_SHAKE_SCREEN_Y ; 20 + const BATTLE_BG_EFFECT_WITHDRAW ; 21 + const BATTLE_BG_EFFECT_BOUNCE_DOWN ; 22 + const BATTLE_BG_EFFECT_DIG ; 23 + const BATTLE_BG_EFFECT_TACKLE ; 24 + const BATTLE_BG_EFFECT_WOBBLE_MON ; 25 + const BATTLE_BG_EFFECT_REMOVE_MON ; 26 + const BATTLE_BG_EFFECT_WAVE_DEFORM_MON ; 27 + const BATTLE_BG_EFFECT_PSYCHIC ; 28 + const BATTLE_BG_EFFECT_BETA_SEND_OUT_MON1 ; 29 + const BATTLE_BG_EFFECT_BETA_SEND_OUT_MON2 ; 2a + const BATTLE_BG_EFFECT_FLAIL ; 2b + const BATTLE_BG_EFFECT_BETA_PURSUIT ; 2c + const BATTLE_BG_EFFECT_ROLLOUT ; 2d + const BATTLE_BG_EFFECT_VITAL_THROW ; 2e + const BATTLE_BG_EFFECT_START_WATER ; 2f + const BATTLE_BG_EFFECT_WATER ; 30 + const BATTLE_BG_EFFECT_END_WATER ; 31 + const BATTLE_BG_EFFECT_VIBRATE_MON ; 32 + const BATTLE_BG_EFFECT_WOBBLE_PLAYER ; 33 + const BATTLE_BG_EFFECT_WOBBLE_SCREEN ; 34 +DEF NUM_BATTLE_BG_EFFECTS EQU const_value - 1 ; wBattleAnimTileDict keys (see wram.asm) ; AnimObjGFX indexes (see data/battle_anims/object_gfx.asm) const_def 1 - const ANIM_GFX_HIT - const ANIM_GFX_CUT - const ANIM_GFX_FIRE - const ANIM_GFX_WATER - const ANIM_GFX_LIGHTNING - const ANIM_GFX_PLANT - const ANIM_GFX_SMOKE - const ANIM_GFX_EXPLOSION - const ANIM_GFX_ROCKS - const ANIM_GFX_ICE - const ANIM_GFX_POKE_BALL - const ANIM_GFX_POISON - const ANIM_GFX_BUBBLE - const ANIM_GFX_NOISE - const ANIM_GFX_POWDER - const ANIM_GFX_BEAM - const ANIM_GFX_SPEED - const ANIM_GFX_CHARGE - const ANIM_GFX_WIND - const ANIM_GFX_WHIP - const ANIM_GFX_EGG - const ANIM_GFX_ROPE - const ANIM_GFX_PSYCHIC - const ANIM_GFX_REFLECT - const ANIM_GFX_STATUS - const ANIM_GFX_SAND - const ANIM_GFX_WEB - const ANIM_GFX_HAZE - const ANIM_GFX_HORN - const ANIM_GFX_FLOWER - const ANIM_GFX_MISC - const ANIM_GFX_SKY_ATTACK - const ANIM_GFX_GLOBE - const ANIM_GFX_SHAPES - const ANIM_GFX_OBJECTS - const ANIM_GFX_SHINE - const ANIM_GFX_ANGELS - const ANIM_GFX_WAVE - const ANIM_GFX_AEROBLAST - const ANIM_GFX_PLAYERHEAD - const ANIM_GFX_ENEMYFEET -DEF NUM_ANIM_GFX EQU const_value - 1 + const BATTLE_ANIM_GFX_HIT ; 01 + const BATTLE_ANIM_GFX_CUT ; 02 + const BATTLE_ANIM_GFX_FIRE ; 03 + const BATTLE_ANIM_GFX_WATER ; 04 + const BATTLE_ANIM_GFX_LIGHTNING ; 05 + const BATTLE_ANIM_GFX_PLANT ; 06 + const BATTLE_ANIM_GFX_SMOKE ; 07 + const BATTLE_ANIM_GFX_EXPLOSION ; 08 + const BATTLE_ANIM_GFX_ROCKS ; 09 + const BATTLE_ANIM_GFX_ICE ; 0a + const BATTLE_ANIM_GFX_POKE_BALL ; 0b + const BATTLE_ANIM_GFX_POISON ; 0c + const BATTLE_ANIM_GFX_BUBBLE ; 0d + const BATTLE_ANIM_GFX_NOISE ; 0e + const BATTLE_ANIM_GFX_POWDER ; 0f + const BATTLE_ANIM_GFX_BEAM ; 10 + const BATTLE_ANIM_GFX_SPEED ; 11 + const BATTLE_ANIM_GFX_CHARGE ; 12 + const BATTLE_ANIM_GFX_WIND ; 13 + const BATTLE_ANIM_GFX_WHIP ; 14 + const BATTLE_ANIM_GFX_EGG ; 15 + const BATTLE_ANIM_GFX_ROPE ; 16 + const BATTLE_ANIM_GFX_PSYCHIC ; 17 + const BATTLE_ANIM_GFX_REFLECT ; 18 + const BATTLE_ANIM_GFX_STATUS ; 19 + const BATTLE_ANIM_GFX_SAND ; 1a + const BATTLE_ANIM_GFX_WEB ; 1b + const BATTLE_ANIM_GFX_HAZE ; 1c + const BATTLE_ANIM_GFX_HORN ; 1d + const BATTLE_ANIM_GFX_FLOWER ; 1e + const BATTLE_ANIM_GFX_MISC ; 1f + const BATTLE_ANIM_GFX_SKY_ATTACK ; 20 + const BATTLE_ANIM_GFX_GLOBE ; 21 + const BATTLE_ANIM_GFX_SHAPES ; 22 + const BATTLE_ANIM_GFX_OBJECTS ; 23 + const BATTLE_ANIM_GFX_SHINE ; 24 + const BATTLE_ANIM_GFX_ANGELS ; 25 + const BATTLE_ANIM_GFX_WAVE ; 26 + const BATTLE_ANIM_GFX_AEROBLAST ; 27 + const BATTLE_ANIM_GFX_PLAYERHEAD ; 28 + const BATTLE_ANIM_GFX_ENEMYFEET ; 29 +DEF NUM_BATTLE_ANIM_GFX EQU const_value - 1 ; battle_bg_effect struct members (see macros/ram.asm) rsreset diff --git a/constants/sprite_anim_constants.asm b/constants/sprite_anim_constants.asm index 6e25bd62..50fe7be5 100644 --- a/constants/sprite_anim_constants.asm +++ b/constants/sprite_anim_constants.asm @@ -35,102 +35,102 @@ DEF NUM_SPRITE_ANIM_GFX EQU const_value ; wSpriteAnimDict size (see wram.asm) DEF NUM_SPRITEANIMDICT_ENTRIES EQU 10 -; SpriteAnimSeqData indexes (see data/sprite_anims/sequences.asm) +; SpriteAnimObjects indexes (see data/sprite_anims/objects.asm) const_def - const SPRITE_ANIM_INDEX_PARTY_MON ; 00 - const SPRITE_ANIM_INDEX_GS_INTRO_BUBBLE ; 01 - const SPRITE_ANIM_INDEX_GS_INTRO_SHELLDER ; 02 - const SPRITE_ANIM_INDEX_GS_INTRO_MAGIKARP ; 03 - const SPRITE_ANIM_INDEX_UNUSED_INTRO_AERODACTYL ; 04 - const SPRITE_ANIM_INDEX_GS_INTRO_LAPRAS ; 05 - const SPRITE_ANIM_INDEX_GS_INTRO_NOTE ; 06 - const SPRITE_ANIM_INDEX_GS_INTRO_INVISIBLE_NOTE ; 07 - const SPRITE_ANIM_INDEX_GS_INTRO_JIGGLYPUFF ; 08 - const SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU ; 09 - const SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU_TAIL ; 0a - const SPRITE_ANIM_INDEX_GS_INTRO_FIREBALL ; 0b - const SPRITE_ANIM_INDEX_GS_INTRO_CHIKORITA ; 0c - const SPRITE_ANIM_INDEX_GS_INTRO_CYNDAQUIL ; 0d - const SPRITE_ANIM_INDEX_GS_INTRO_TOTODILE ; 0e - const SPRITE_ANIM_INDEX_GS_TITLE_TRAIL ; 0f - const SPRITE_ANIM_INDEX_UNUSED_PIKACHU ; 10 - const SPRITE_ANIM_INDEX_UNUSED_PIKACHU_TAIL ; 11 - const SPRITE_ANIM_INDEX_UNUSED_NOTE ; 12 - const SPRITE_ANIM_INDEX_UNUSED_JIGGLYPUFF ; 13 - const SPRITE_ANIM_INDEX_NAMING_SCREEN_CURSOR ; 14 - const SPRITE_ANIM_INDEX_GAMEFREAK_LOGO ; 15 - const SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_STAR ; 16 - const SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_SPARKLE ; 17 - const SPRITE_ANIM_INDEX_SLOTS_GOLEM ; 18 - const SPRITE_ANIM_INDEX_SLOTS_CHANSEY ; 19 - const SPRITE_ANIM_INDEX_SLOTS_EGG ; 1a - const SPRITE_ANIM_INDEX_COMPOSE_MAIL_CURSOR ; 1b - const SPRITE_ANIM_INDEX_RED_WALK ; 1c - const SPRITE_ANIM_INDEX_UNUSED_CURSOR ; 1d - const SPRITE_ANIM_INDEX_MEMORY_GAME_CURSOR ; 1e - const SPRITE_ANIM_INDEX_POKEGEAR_ARROW ; 1f - const SPRITE_ANIM_INDEX_TRADE_POKE_BALL ; 20 - const SPRITE_ANIM_INDEX_TRADE_POOF ; 21 - const SPRITE_ANIM_INDEX_TRADE_TUBE_BULGE ; 22 - const SPRITE_ANIM_INDEX_TRADEMON_ICON ; 23 - const SPRITE_ANIM_INDEX_TRADEMON_BUBBLE ; 24 - const SPRITE_ANIM_INDEX_EVOLUTION_BALL_OF_LIGHT ; 25 - const SPRITE_ANIM_INDEX_RADIO_TUNING_KNOB ; 26 - const SPRITE_ANIM_INDEX_MAGNET_TRAIN_RED ; 27 - const SPRITE_ANIM_INDEX_LEAF ; 28 - const SPRITE_ANIM_INDEX_CUT_TREE ; 29 - const SPRITE_ANIM_INDEX_FLY_LEAF ; 2a - const SPRITE_ANIM_INDEX_EGG_CRACK ; 2b - const SPRITE_ANIM_INDEX_GS_INTRO_HO_OH_LUGIA ; 2c - const SPRITE_ANIM_INDEX_HEADBUTT ; 2d - const SPRITE_ANIM_INDEX_EGG_HATCH ; 2e -DEF NUM_SPRITE_ANIM_INDEXES EQU const_value + const SPRITE_ANIM_OBJ_PARTY_MON ; 00 + const SPRITE_ANIM_OBJ_GS_INTRO_BUBBLE ; 01 + const SPRITE_ANIM_OBJ_GS_INTRO_SHELLDER ; 02 + const SPRITE_ANIM_OBJ_GS_INTRO_MAGIKARP ; 03 + const SPRITE_ANIM_OBJ_UNUSED_INTRO_AERODACTYL ; 04 + const SPRITE_ANIM_OBJ_GS_INTRO_LAPRAS ; 05 + const SPRITE_ANIM_OBJ_GS_INTRO_NOTE ; 06 + const SPRITE_ANIM_OBJ_GS_INTRO_INVISIBLE_NOTE ; 07 + const SPRITE_ANIM_OBJ_GS_INTRO_JIGGLYPUFF ; 08 + const SPRITE_ANIM_OBJ_GS_INTRO_PIKACHU ; 09 + const SPRITE_ANIM_OBJ_GS_INTRO_PIKACHU_TAIL ; 0a + const SPRITE_ANIM_OBJ_GS_INTRO_FIREBALL ; 0b + const SPRITE_ANIM_OBJ_GS_INTRO_CHIKORITA ; 0c + const SPRITE_ANIM_OBJ_GS_INTRO_CYNDAQUIL ; 0d + const SPRITE_ANIM_OBJ_GS_INTRO_TOTODILE ; 0e + const SPRITE_ANIM_OBJ_GS_TITLE_TRAIL ; 0f + const SPRITE_ANIM_OBJ_UNUSED_PIKACHU ; 10 + const SPRITE_ANIM_OBJ_UNUSED_PIKACHU_TAIL ; 11 + const SPRITE_ANIM_OBJ_UNUSED_NOTE ; 12 + const SPRITE_ANIM_OBJ_UNUSED_JIGGLYPUFF ; 13 + const SPRITE_ANIM_OBJ_NAMING_SCREEN_CURSOR ; 14 + const SPRITE_ANIM_OBJ_GAMEFREAK_LOGO ; 15 + const SPRITE_ANIM_OBJ_GS_GAMEFREAK_LOGO_STAR ; 16 + const SPRITE_ANIM_OBJ_GS_GAMEFREAK_LOGO_SPARKLE ; 17 + const SPRITE_ANIM_OBJ_SLOTS_GOLEM ; 18 + const SPRITE_ANIM_OBJ_SLOTS_CHANSEY ; 19 + const SPRITE_ANIM_OBJ_SLOTS_EGG ; 1a + const SPRITE_ANIM_OBJ_COMPOSE_MAIL_CURSOR ; 1b + const SPRITE_ANIM_OBJ_RED_WALK ; 1c + const SPRITE_ANIM_OBJ_UNUSED_CURSOR ; 1d + const SPRITE_ANIM_OBJ_MEMORY_GAME_CURSOR ; 1e + const SPRITE_ANIM_OBJ_POKEGEAR_ARROW ; 1f + const SPRITE_ANIM_OBJ_TRADE_POKE_BALL ; 20 + const SPRITE_ANIM_OBJ_TRADE_POOF ; 21 + const SPRITE_ANIM_OBJ_TRADE_TUBE_BULGE ; 22 + const SPRITE_ANIM_OBJ_TRADEMON_ICON ; 23 + const SPRITE_ANIM_OBJ_TRADEMON_BUBBLE ; 24 + const SPRITE_ANIM_OBJ_EVOLUTION_BALL_OF_LIGHT ; 25 + const SPRITE_ANIM_OBJ_RADIO_TUNING_KNOB ; 26 + const SPRITE_ANIM_OBJ_MAGNET_TRAIN_RED ; 27 + const SPRITE_ANIM_OBJ_LEAF ; 28 + const SPRITE_ANIM_OBJ_CUT_TREE ; 29 + const SPRITE_ANIM_OBJ_FLY_LEAF ; 2a + const SPRITE_ANIM_OBJ_EGG_CRACK ; 2b + const SPRITE_ANIM_OBJ_GS_INTRO_HO_OH_LUGIA ; 2c + const SPRITE_ANIM_OBJ_HEADBUTT ; 2d + const SPRITE_ANIM_OBJ_EGG_HATCH ; 2e +DEF NUM_SPRITE_ANIM_OBJS EQU const_value -; DoAnimFrame.Jumptable indexes (see engine/gfx/sprite_anims.asm) +; DoSpriteAnimFrame.Jumptable indexes (see engine/sprite_anims/functions.asm) const_def - const SPRITE_ANIM_SEQ_NULL ; 00 - const SPRITE_ANIM_SEQ_PARTY_MON ; 01 - const SPRITE_ANIM_SEQ_PARTY_MON_SWITCH ; 02 - const SPRITE_ANIM_SEQ_PARTY_MON_SELECTED ; 03 - const SPRITE_ANIM_SEQ_GS_INTRO_BUBBLE ; 04 - const SPRITE_ANIM_SEQ_GS_INTRO_SHELLDER ; 05 - const SPRITE_ANIM_SEQ_GS_INTRO_MAGIKARP ; 06 - const SPRITE_ANIM_SEQ_UNUSED_INTRO_AERODACTYL ; 07 - const SPRITE_ANIM_SEQ_GS_INTRO_LAPRAS ; 08 - const SPRITE_ANIM_SEQ_GS_INTRO_NOTE ; 09 - const SPRITE_ANIM_SEQ_GS_INTRO_JIGGLYPUFF ; 0a - const SPRITE_ANIM_SEQ_GS_INTRO_PIKACHU ; 0b - const SPRITE_ANIM_SEQ_GS_INTRO_PIKACHU_TAIL ; 0c - const SPRITE_ANIM_SEQ_GS_INTRO_FIREBALL ; 0d - const SPRITE_ANIM_SEQ_GS_INTRO_CHIKORITA_TOTODILE ; 0e - const SPRITE_ANIM_SEQ_GS_INTRO_CYNDAQUIL ; 0f - const SPRITE_ANIM_SEQ_GS_TITLE_TRAIL ; 10 - const SPRITE_ANIM_SEQ_UNUSED_PIKACHU ; 11 - const SPRITE_ANIM_SEQ_UNUSED_PIKACHU_TAIL ; 12 - const SPRITE_ANIM_SEQ_UNUSED_NOTE ; 13 - const SPRITE_ANIM_SEQ_UNUSED_JIGGLYPUFF ; 14 - const SPRITE_ANIM_SEQ_NAMING_SCREEN_CURSOR ; 15 - const SPRITE_ANIM_SEQ_GAMEFREAK_LOGO ; 16 - const SPRITE_ANIM_SEQ_GS_GAMEFREAK_LOGO_STAR ; 17 - const SPRITE_ANIM_SEQ_GS_GAMEFREAK_LOGO_SPARKLE ; 18 - const SPRITE_ANIM_SEQ_SLOTS_GOLEM ; 19 - const SPRITE_ANIM_SEQ_SLOTS_CHANSEY ; 1a - const SPRITE_ANIM_SEQ_SLOTS_EGG ; 1b - const SPRITE_ANIM_SEQ_MAIL_CURSOR ; 1c - const SPRITE_ANIM_SEQ_UNUSED_CURSOR ; 1d - const SPRITE_ANIM_SEQ_MEMORY_GAME_CURSOR ; 1e - const SPRITE_ANIM_SEQ_POKEGEAR_ARROW ; 1f - const SPRITE_ANIM_SEQ_TRADE_POKE_BALL ; 20 - const SPRITE_ANIM_SEQ_TRADE_TUBE_BULGE ; 21 - const SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE ; 22 - const SPRITE_ANIM_SEQ_REVEAL_NEW_MON ; 23 - const SPRITE_ANIM_SEQ_RADIO_TUNING_KNOB ; 24 - const SPRITE_ANIM_SEQ_CUT_LEAVES ; 25 - const SPRITE_ANIM_SEQ_FLY_FROM ; 26 - const SPRITE_ANIM_SEQ_FLY_LEAF ; 27 - const SPRITE_ANIM_SEQ_FLY_TO ; 28 - const SPRITE_ANIM_SEQ_GS_INTRO_HO_OH_LUGIA ; 29 -DEF NUM_SPRITE_ANIM_SEQS EQU const_value + const SPRITE_ANIM_FUNC_NULL ; 00 + const SPRITE_ANIM_FUNC_PARTY_MON ; 01 + const SPRITE_ANIM_FUNC_PARTY_MON_SWITCH ; 02 + const SPRITE_ANIM_FUNC_PARTY_MON_SELECTED ; 03 + const SPRITE_ANIM_FUNC_GS_INTRO_BUBBLE ; 04 + const SPRITE_ANIM_FUNC_GS_INTRO_SHELLDER ; 05 + const SPRITE_ANIM_FUNC_GS_INTRO_MAGIKARP ; 06 + const SPRITE_ANIM_FUNC_UNUSED_INTRO_AERODACTYL ; 07 + const SPRITE_ANIM_FUNC_GS_INTRO_LAPRAS ; 08 + const SPRITE_ANIM_FUNC_GS_INTRO_NOTE ; 09 + const SPRITE_ANIM_FUNC_GS_INTRO_JIGGLYPUFF ; 0a + const SPRITE_ANIM_FUNC_GS_INTRO_PIKACHU ; 0b + const SPRITE_ANIM_FUNC_GS_INTRO_PIKACHU_TAIL ; 0c + const SPRITE_ANIM_FUNC_GS_INTRO_FIREBALL ; 0d + const SPRITE_ANIM_FUNC_GS_INTRO_CHIKORITA_TOTODILE ; 0e + const SPRITE_ANIM_FUNC_GS_INTRO_CYNDAQUIL ; 0f + const SPRITE_ANIM_FUNC_GS_TITLE_TRAIL ; 10 + const SPRITE_ANIM_FUNC_UNUSED_PIKACHU ; 11 + const SPRITE_ANIM_FUNC_UNUSED_PIKACHU_TAIL ; 12 + const SPRITE_ANIM_FUNC_UNUSED_NOTE ; 13 + const SPRITE_ANIM_FUNC_UNUSED_JIGGLYPUFF ; 14 + const SPRITE_ANIM_FUNC_NAMING_SCREEN_CURSOR ; 15 + const SPRITE_ANIM_FUNC_GAMEFREAK_LOGO ; 16 + const SPRITE_ANIM_FUNC_GS_GAMEFREAK_LOGO_STAR ; 17 + const SPRITE_ANIM_FUNC_GS_GAMEFREAK_LOGO_SPARKLE ; 18 + const SPRITE_ANIM_FUNC_SLOTS_GOLEM ; 19 + const SPRITE_ANIM_FUNC_SLOTS_CHANSEY ; 1a + const SPRITE_ANIM_FUNC_SLOTS_EGG ; 1b + const SPRITE_ANIM_FUNC_MAIL_CURSOR ; 1c + const SPRITE_ANIM_FUNC_UNUSED_CURSOR ; 1d + const SPRITE_ANIM_FUNC_MEMORY_GAME_CURSOR ; 1e + const SPRITE_ANIM_FUNC_POKEGEAR_ARROW ; 1f + const SPRITE_ANIM_FUNC_TRADE_POKE_BALL ; 20 + const SPRITE_ANIM_FUNC_TRADE_TUBE_BULGE ; 21 + const SPRITE_ANIM_FUNC_TRADEMON_IN_TUBE ; 22 + const SPRITE_ANIM_FUNC_REVEAL_NEW_MON ; 23 + const SPRITE_ANIM_FUNC_RADIO_TUNING_KNOB ; 24 + const SPRITE_ANIM_FUNC_CUT_LEAVES ; 25 + const SPRITE_ANIM_FUNC_FLY_FROM ; 26 + const SPRITE_ANIM_FUNC_FLY_LEAF ; 27 + const SPRITE_ANIM_FUNC_FLY_TO ; 28 + const SPRITE_ANIM_FUNC_GS_INTRO_HO_OH_LUGIA ; 29 +DEF NUM_SPRITE_ANIM_FUNCS EQU const_value ; SpriteAnimFrameData indexes (see data/sprite_anims/framesets.asm) const_def diff --git a/data/battle_anims/framesets.asm b/data/battle_anims/framesets.asm index 8a1f33ed..e00e510f 100644 --- a/data/battle_anims/framesets.asm +++ b/data/battle_anims/framesets.asm @@ -1,1270 +1,1270 @@ BattleAnimFrameData: -; entries correspond to BATTLEANIMFRAMESET_* constants +; entries correspond to BATTLE_ANIM_FRAMESET_* constants table_width 2, BattleAnimFrameData - dw .Frameset_HitBig ; BATTLEANIMFRAMESET_HIT_BIG - dw .Frameset_Hit ; BATTLEANIMFRAMESET_HIT - dw .Frameset_HitSmall ; BATTLEANIMFRAMESET_HIT_SMALL - dw .Frameset_Punch ; BATTLEANIMFRAMESET_PUNCH - dw .Frameset_Kick ; BATTLEANIMFRAMESET_KICK - dw .Frameset_Palm ; BATTLEANIMFRAMESET_PALM - dw .Frameset_Fang ; BATTLEANIMFRAMESET_FANG - dw .Frameset_PunchShake ; BATTLEANIMFRAMESET_PUNCH_SHAKE - dw .Frameset_BallPoof ; BATTLEANIMFRAMESET_BALL_POOF - dw .Frameset_PokeBall1 ; BATTLEANIMFRAMESET_POKE_BALL_1 - dw .Frameset_PokeBall2 ; BATTLEANIMFRAMESET_POKE_BALL_2 - dw .Frameset_PokeBall3 ; BATTLEANIMFRAMESET_POKE_BALL_3 - dw .Frameset_PokeBall4 ; BATTLEANIMFRAMESET_POKE_BALL_4 - dw .Frameset_PokeBall5 ; BATTLEANIMFRAMESET_POKE_BALL_5 - dw .Frameset_DragonRage ; BATTLEANIMFRAMESET_DRAGON_RAGE - dw .Frameset_Flamethrower ; BATTLEANIMFRAMESET_FLAMETHROWER - dw .Frameset_Ember ; BATTLEANIMFRAMESET_EMBER - dw .Frameset_Burned ; BATTLEANIMFRAMESET_BURNED - dw .Frameset_Blizzard ; BATTLEANIMFRAMESET_BLIZZARD - dw .Frameset_Ice ; BATTLEANIMFRAMESET_ICE - dw .Frameset_IceBeam ; BATTLEANIMFRAMESET_ICE_BEAM - dw .Frameset_PowderSnow ; BATTLEANIMFRAMESET_POWDER_SNOW - dw .Frameset_RazorLeaf1 ; BATTLEANIMFRAMESET_RAZOR_LEAF_1 - dw .Frameset_RazorLeaf2 ; BATTLEANIMFRAMESET_RAZOR_LEAF_2 - dw .Frameset_Explosion ; BATTLEANIMFRAMESET_EXPLOSION - dw .Frameset_BigRock ; BATTLEANIMFRAMESET_BIG_ROCK - dw .Frameset_SmallRock ; BATTLEANIMFRAMESET_SMALL_ROCK - dw .Frameset_Strength ; BATTLEANIMFRAMESET_STRENGTH - dw .Frameset_SkullCrossbone ; BATTLEANIMFRAMESET_SKULL_CROSSBONE - dw .Frameset_Acid ; BATTLEANIMFRAMESET_ACID - dw .Frameset_PoisonDropletUnused ; BATTLEANIMFRAMESET_POISON_DROPLET_UNUSED - dw .Frameset_SludgeBubble ; BATTLEANIMFRAMESET_SLUDGE_BUBBLE - dw .Frameset_SludgeBubbleBurst ; BATTLEANIMFRAMESET_SLUDGE_BUBBLE_BURST - dw .Frameset_SmallBubble ; BATTLEANIMFRAMESET_SMALL_BUBBLE - dw .Frameset_PulsingBubble ; BATTLEANIMFRAMESET_PULSING_BUBBLE - dw .Frameset_Surf ; BATTLEANIMFRAMESET_SURF - dw .Frameset_MusicNote1 ; BATTLEANIMFRAMESET_MUSIC_NOTE_1 - dw .Frameset_MusicNote2 ; BATTLEANIMFRAMESET_MUSIC_NOTE_2 - dw .Frameset_MusicNote3 ; BATTLEANIMFRAMESET_MUSIC_NOTE_3 - dw .Frameset_WaterGun1 ; BATTLEANIMFRAMESET_WATER_GUN_1 - dw .Frameset_WaterGun2 ; BATTLEANIMFRAMESET_WATER_GUN_2 - dw .Frameset_WaterGun3 ; BATTLEANIMFRAMESET_WATER_GUN_3 - dw .Frameset_HydroPump ; BATTLEANIMFRAMESET_HYDRO_PUMP - dw .Frameset_Powder ; BATTLEANIMFRAMESET_POWDER - dw .Frameset_Beam ; BATTLEANIMFRAMESET_BEAM - dw .Frameset_BeamTip ; BATTLEANIMFRAMESET_BEAM_TIP - dw .Frameset_IceBuildup ; BATTLEANIMFRAMESET_ICE_BUILDUP - dw .Frameset_Frozen ; BATTLEANIMFRAMESET_FROZEN - dw .Frameset_CirclingSparkle ; BATTLEANIMFRAMESET_CIRCLING_SPARKLE - dw .Frameset_ThunderCenter ; BATTLEANIMFRAMESET_THUNDER_CENTER - dw .Frameset_ThunderLeft ; BATTLEANIMFRAMESET_THUNDER_LEFT - dw .Frameset_ThunderRight ; BATTLEANIMFRAMESET_THUNDER_RIGHT - dw .Frameset_ThunderWaveDisable ; BATTLEANIMFRAMESET_THUNDER_WAVE_DISABLE - dw .Frameset_ThunderWaveExtra ; BATTLEANIMFRAMESET_THUNDER_WAVE_EXTRA - dw .Frameset_ThunderBoltSparks ; BATTLEANIMFRAMESET_THUNDERBOLT_SPARKS - dw .Frameset_ThunderBoltCore ; BATTLEANIMFRAMESET_THUNDERBOLT_CORE - dw .Frameset_ThunderShockSparks ; BATTLEANIMFRAMESET_THUNDERSHOCK_SPARKS - dw .Frameset_ThunderShockCore ; BATTLEANIMFRAMESET_THUNDERSHOCK_CORE - dw .Frameset_Clamp ; BATTLEANIMFRAMESET_CLAMP - dw .Frameset_ClampFlipped ; BATTLEANIMFRAMESET_CLAMP_FLIPPED - dw .Frameset_Bite1 ; BATTLEANIMFRAMESET_BITE_1 - dw .Frameset_Bite2 ; BATTLEANIMFRAMESET_BITE_2 - dw .Frameset_CutDownLeft ; BATTLEANIMFRAMESET_CUT_DOWN_LEFT - dw .Frameset_CutDownRight ; BATTLEANIMFRAMESET_CUT_DOWN_RIGHT - dw .Frameset_CutUpRight ; BATTLEANIMFRAMESET_CUT_UP_RIGHT - dw .Frameset_CutLongDownLeft ; BATTLEANIMFRAMESET_CUT_LONG_DOWN_LEFT - dw .Frameset_CutLongDownRight ; BATTLEANIMFRAMESET_CUT_LONG_DOWN_RIGHT - dw .Frameset_ChargeOrb1 ; BATTLEANIMFRAMESET_CHARGE_ORB_1 - dw .Frameset_AbsorbCenter ; BATTLEANIMFRAMESET_ABSORB_CENTER - dw .Frameset_Gust ; BATTLEANIMFRAMESET_GUST - dw .Frameset_VineWhip1 ; BATTLEANIMFRAMESET_VINE_WHIP_1 - dw .Frameset_VineWhip2 ; BATTLEANIMFRAMESET_VINE_WHIP_2 - dw .Frameset_RazorWind1 ; BATTLEANIMFRAMESET_RAZOR_WIND_1 - dw .Frameset_RazorWind2 ; BATTLEANIMFRAMESET_RAZOR_WIND_2 - dw .Frameset_SonicboomJP ; BATTLEANIMFRAMESET_SONICBOOM_JP - dw .Frameset_Warp ; BATTLEANIMFRAMESET_WARP - dw .Frameset_ChargeOrb2 ; BATTLEANIMFRAMESET_CHARGE_ORB_2 - dw .Frameset_Egg ; BATTLEANIMFRAMESET_EGG - dw .Frameset_EggWobble ; BATTLEANIMFRAMESET_EGG_WOBBLE - dw .Frameset_EggCrackedTop ; BATTLEANIMFRAMESET_EGG_CRACKED_TOP - dw .Frameset_EggCrackedBottom ; BATTLEANIMFRAMESET_EGG_CRACKED_BOTTOM - dw .Frameset_Focus ; BATTLEANIMFRAMESET_FOCUS - dw .Frameset_Bind1 ; BATTLEANIMFRAMESET_BIND_1 - dw .Frameset_Bind2 ; BATTLEANIMFRAMESET_BIND_2 - dw .Frameset_Bind3 ; BATTLEANIMFRAMESET_BIND_3 - dw .Frameset_Bind4 ; BATTLEANIMFRAMESET_BIND_4 - dw .Frameset_LeechSeed1 ; BATTLEANIMFRAMESET_LEECH_SEED_1 - dw .Frameset_LeechSeed2 ; BATTLEANIMFRAMESET_LEECH_SEED_2 - dw .Frameset_LeechSeed3 ; BATTLEANIMFRAMESET_LEECH_SEED_3 - dw .Frameset_Sound1 ; BATTLEANIMFRAMESET_SOUND_1 - dw .Frameset_Sound2 ; BATTLEANIMFRAMESET_SOUND_2 - dw .Frameset_Sound3 ; BATTLEANIMFRAMESET_SOUND_3 - dw .Frameset_Wave ; BATTLEANIMFRAMESET_WAVE - dw .Frameset_ConfuseRay1 ; BATTLEANIMFRAMESET_CONFUSE_RAY_1 - dw .Frameset_ConfuseRay2 ; BATTLEANIMFRAMESET_CONFUSE_RAY_2 - dw .Frameset_Leer ; BATTLEANIMFRAMESET_LEER - dw .Frameset_Reflect ; BATTLEANIMFRAMESET_REFLECT - dw .Frameset_Chick1 ; BATTLEANIMFRAMESET_CHICK_1 - dw .Frameset_Chick2 ; BATTLEANIMFRAMESET_CHICK_2 - dw .Frameset_Amnesia1 ; BATTLEANIMFRAMESET_AMNESIA_1 - dw .Frameset_Amnesia2 ; BATTLEANIMFRAMESET_AMNESIA_2 - dw .Frameset_Amnesia3 ; BATTLEANIMFRAMESET_AMNESIA_3 - dw .Frameset_Asleep ; BATTLEANIMFRAMESET_ASLEEP - dw .Frameset_DigSand ; BATTLEANIMFRAMESET_DIG_SAND - dw .Frameset_DigPile ; BATTLEANIMFRAMESET_DIG_PILE - dw .Frameset_Sand ; BATTLEANIMFRAMESET_SAND - dw .Frameset_StringShot1 ; BATTLEANIMFRAMESET_STRING_SHOT_1 - dw .Frameset_StringShot2 ; BATTLEANIMFRAMESET_STRING_SHOT_2 - dw .Frameset_StringShot3 ; BATTLEANIMFRAMESET_STRING_SHOT_3 - dw .Frameset_Paralyzed ; BATTLEANIMFRAMESET_PARALYZED - dw .Frameset_ParalyzedFlipped ; BATTLEANIMFRAMESET_PARALYZED_FLIPPED - dw .Frameset_Haze ; BATTLEANIMFRAMESET_HAZE - dw .Frameset_Mist ; BATTLEANIMFRAMESET_MIST - dw .Frameset_Horn ; BATTLEANIMFRAMESET_HORN - dw .Frameset_Needle ; BATTLEANIMFRAMESET_NEEDLE - dw .Frameset_Flower ; BATTLEANIMFRAMESET_FLOWER - dw .Frameset_BarrageBall ; BATTLEANIMFRAMESET_BARRAGE_BALL - dw .Frameset_PayDay ; BATTLEANIMFRAMESET_PAY_DAY - dw .Frameset_Heart ; BATTLEANIMFRAMESET_HEART - dw .Frameset_SpinningBone ; BATTLEANIMFRAMESET_SPINNING_BONE - dw .Frameset_Star ; BATTLEANIMFRAMESET_STAR - dw .Frameset_Spoon ; BATTLEANIMFRAMESET_SPOON - dw .Frameset_Sparkle ; BATTLEANIMFRAMESET_SPARKLE - dw .Frameset_SkyAttack ; BATTLEANIMFRAMESET_SKY_ATTACK - dw .Frameset_Lick ; BATTLEANIMFRAMESET_LICK - dw .Frameset_WithdrawShell ; BATTLEANIMFRAMESET_WITHDRAW_SHELL - dw .Frameset_ShrinkingChargeOrb ; BATTLEANIMFRAMESET_SHRINKING_CHARGE_ORB - dw .Frameset_Conversion ; BATTLEANIMFRAMESET_CONVERSION - dw .Frameset_Sword ; BATTLEANIMFRAMESET_SWORD - dw .Frameset_SpeedLine1 ; BATTLEANIMFRAMESET_SPEED_LINE_1 - dw .Frameset_SpeedLine2 ; BATTLEANIMFRAMESET_SPEED_LINE_2 - dw .Frameset_SpeedLine3 ; BATTLEANIMFRAMESET_SPEED_LINE_3 - dw .Frameset_SeismicToss ; BATTLEANIMFRAMESET_SEISMIC_TOSS - dw .Frameset_Sharpen ; BATTLEANIMFRAMESET_SHARPEN - dw .Frameset_DefenseCurl ; BATTLEANIMFRAMESET_DEFENSE_CURL - dw .Frameset_MetronomeHand ; BATTLEANIMFRAMESET_METRONOME_HAND - dw .Frameset_Agility ; BATTLEANIMFRAMESET_AGILITY - dw .Frameset_Cotton ; BATTLEANIMFRAMESET_COTTON - dw .Frameset_MilkBottle ; BATTLEANIMFRAMESET_MILK_BOTTLE - dw .Frameset_Spike ; BATTLEANIMFRAMESET_SPIKE - dw .Frameset_AngerVein ; BATTLEANIMFRAMESET_ANGER_VEIN - dw .Frameset_HealBell ; BATTLEANIMFRAMESET_HEAL_BELL - dw .Frameset_BatonPass ; BATTLEANIMFRAMESET_BATON_PASS - dw .Frameset_LockOn1 ; BATTLEANIMFRAMESET_LOCK_ON_1 - dw .Frameset_LockOn2 ; BATTLEANIMFRAMESET_LOCK_ON_2 - dw .Frameset_LockOn3 ; BATTLEANIMFRAMESET_LOCK_ON_3 - dw .Frameset_LockOn4 ; BATTLEANIMFRAMESET_LOCK_ON_4 - dw .Frameset_MindReader1 ; BATTLEANIMFRAMESET_MIND_READER_1 - dw .Frameset_MindReader2 ; BATTLEANIMFRAMESET_MIND_READER_2 - dw .Frameset_MindReader3 ; BATTLEANIMFRAMESET_MIND_READER_3 - dw .Frameset_MindReader4 ; BATTLEANIMFRAMESET_MIND_READER_4 - dw .Frameset_Safeguard ; BATTLEANIMFRAMESET_SAFEGUARD - dw .Frameset_MegaphoneUnused ; BATTLEANIMFRAMESET_MEGAPHONE_UNUSED - dw .Frameset_ItemBag ; BATTLEANIMFRAMESET_ITEM_BAG - dw .Frameset_SpiderWeb ; BATTLEANIMFRAMESET_SPIDER_WEB - dw .Frameset_UnusedCake ; BATTLEANIMFRAMESET_UNUSED_CAKE - dw .Frameset_Imp ; BATTLEANIMFRAMESET_IMP - dw .Frameset_ImpFlipped ; BATTLEANIMFRAMESET_IMP_FLIPPED - dw .Frameset_Cherub ; BATTLEANIMFRAMESET_CHERUB - dw .Frameset_Pencil ; BATTLEANIMFRAMESET_PENCIL - dw .Frameset_EncoreHand ; BATTLEANIMFRAMESET_ENCORE_HAND - dw .Frameset_EncoreHandFlipped ; BATTLEANIMFRAMESET_ENCORE_HAND_FLIPPED - dw .Frameset_DestinyBond ; BATTLEANIMFRAMESET_DESTINY_BOND - dw .Frameset_MorningSun ; BATTLEANIMFRAMESET_MORNING_SUN - dw .Frameset_Glimmer ; BATTLEANIMFRAMESET_GLIMMER - dw .Frameset_Moonlight ; BATTLEANIMFRAMESET_MOONLIGHT - dw .Frameset_CrossChop1 ; BATTLEANIMFRAMESET_CROSS_CHOP_1 - dw .Frameset_CrossChop2 ; BATTLEANIMFRAMESET_CROSS_CHOP_2 - dw .Frameset_ZapCannon ; BATTLEANIMFRAMESET_ZAP_CANNON - dw .Frameset_CurseNail ; BATTLEANIMFRAMESET_CURSE_NAIL - dw .Frameset_ForesightShine ; BATTLEANIMFRAMESET_FORESIGHT_SHINE - dw .Frameset_RapidSpin ; BATTLEANIMFRAMESET_RAPID_SPIN - dw .Frameset_Swagger ; BATTLEANIMFRAMESET_SWAGGER - dw .Frameset_MeanLook ; BATTLEANIMFRAMESET_MEAN_LOOK - dw .Frameset_UpsideDownPunch ; BATTLEANIMFRAMESET_UPSIDE_DOWN_PUNCH - dw .Frameset_GrowingSparkle ; BATTLEANIMFRAMESET_GROWING_SPARKLE - dw .Frameset_Rain ; BATTLEANIMFRAMESET_RAIN - dw .Frameset_PsychUp ; BATTLEANIMFRAMESET_PSYCH_UP - dw .Frameset_SpiralUnused ; BATTLEANIMFRAMESET_SPIRAL_UNUSED - dw .Frameset_Aeroblast ; BATTLEANIMFRAMESET_AEROBLAST - dw .Frameset_Sandstorm ; BATTLEANIMFRAMESET_SANDSTORM - dw .Frameset_EnemyFeet1Row ; BATTLEANIMFRAMESET_ENEMYFEET_1ROW - dw .Frameset_PlayerHead1Row ; BATTLEANIMFRAMESET_PLAYERHEAD_1ROW - dw .Frameset_EnemyFeet2Row ; BATTLEANIMFRAMESET_ENEMYFEET_2ROW - dw .Frameset_PlayerHead2Row ; BATTLEANIMFRAMESET_PLAYERHEAD_2ROW - assert_table_length NUM_BATTLEANIMFRAMESETS + dw .Frameset_HitBig ; BATTLE_ANIM_FRAMESET_HIT_BIG + dw .Frameset_Hit ; BATTLE_ANIM_FRAMESET_HIT + dw .Frameset_HitSmall ; BATTLE_ANIM_FRAMESET_HIT_SMALL + dw .Frameset_Punch ; BATTLE_ANIM_FRAMESET_PUNCH + dw .Frameset_Kick ; BATTLE_ANIM_FRAMESET_KICK + dw .Frameset_Palm ; BATTLE_ANIM_FRAMESET_PALM + dw .Frameset_Fang ; BATTLE_ANIM_FRAMESET_FANG + dw .Frameset_PunchShake ; BATTLE_ANIM_FRAMESET_PUNCH_SHAKE + dw .Frameset_BallPoof ; BATTLE_ANIM_FRAMESET_BALL_POOF + dw .Frameset_PokeBall1 ; BATTLE_ANIM_FRAMESET_POKE_BALL_1 + dw .Frameset_PokeBall2 ; BATTLE_ANIM_FRAMESET_POKE_BALL_2 + dw .Frameset_PokeBall3 ; BATTLE_ANIM_FRAMESET_POKE_BALL_3 + dw .Frameset_PokeBall4 ; BATTLE_ANIM_FRAMESET_POKE_BALL_4 + dw .Frameset_PokeBall5 ; BATTLE_ANIM_FRAMESET_POKE_BALL_5 + dw .Frameset_DragonRage ; BATTLE_ANIM_FRAMESET_DRAGON_RAGE + dw .Frameset_Flamethrower ; BATTLE_ANIM_FRAMESET_FLAMETHROWER + dw .Frameset_Ember ; BATTLE_ANIM_FRAMESET_EMBER + dw .Frameset_Burned ; BATTLE_ANIM_FRAMESET_BURNED + dw .Frameset_Blizzard ; BATTLE_ANIM_FRAMESET_BLIZZARD + dw .Frameset_Ice ; BATTLE_ANIM_FRAMESET_ICE + dw .Frameset_IceBeam ; BATTLE_ANIM_FRAMESET_ICE_BEAM + dw .Frameset_PowderSnow ; BATTLE_ANIM_FRAMESET_POWDER_SNOW + dw .Frameset_RazorLeaf1 ; BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1 + dw .Frameset_RazorLeaf2 ; BATTLE_ANIM_FRAMESET_RAZOR_LEAF_2 + dw .Frameset_Explosion ; BATTLE_ANIM_FRAMESET_EXPLOSION + dw .Frameset_BigRock ; BATTLE_ANIM_FRAMESET_BIG_ROCK + dw .Frameset_SmallRock ; BATTLE_ANIM_FRAMESET_SMALL_ROCK + dw .Frameset_Strength ; BATTLE_ANIM_FRAMESET_STRENGTH + dw .Frameset_SkullCrossbone ; BATTLE_ANIM_FRAMESET_SKULL_CROSSBONE + dw .Frameset_Acid ; BATTLE_ANIM_FRAMESET_ACID + dw .Frameset_PoisonDropletUnused ; BATTLE_ANIM_FRAMESET_POISON_DROPLET_UNUSED + dw .Frameset_SludgeBubble ; BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE + dw .Frameset_SludgeBubbleBurst ; BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST + dw .Frameset_SmallBubble ; BATTLE_ANIM_FRAMESET_SMALL_BUBBLE + dw .Frameset_PulsingBubble ; BATTLE_ANIM_FRAMESET_PULSING_BUBBLE + dw .Frameset_Surf ; BATTLE_ANIM_FRAMESET_SURF + dw .Frameset_MusicNote1 ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 + dw .Frameset_MusicNote2 ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 + dw .Frameset_MusicNote3 ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3 + dw .Frameset_WaterGun1 ; BATTLE_ANIM_FRAMESET_WATER_GUN_1 + dw .Frameset_WaterGun2 ; BATTLE_ANIM_FRAMESET_WATER_GUN_2 + dw .Frameset_WaterGun3 ; BATTLE_ANIM_FRAMESET_WATER_GUN_3 + dw .Frameset_HydroPump ; BATTLE_ANIM_FRAMESET_HYDRO_PUMP + dw .Frameset_Powder ; BATTLE_ANIM_FRAMESET_POWDER + dw .Frameset_Beam ; BATTLE_ANIM_FRAMESET_BEAM + dw .Frameset_BeamTip ; BATTLE_ANIM_FRAMESET_BEAM_TIP + dw .Frameset_IceBuildup ; BATTLE_ANIM_FRAMESET_ICE_BUILDUP + dw .Frameset_Frozen ; BATTLE_ANIM_FRAMESET_FROZEN + dw .Frameset_CirclingSparkle ; BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE + dw .Frameset_ThunderCenter ; BATTLE_ANIM_FRAMESET_THUNDER_CENTER + dw .Frameset_ThunderLeft ; BATTLE_ANIM_FRAMESET_THUNDER_LEFT + dw .Frameset_ThunderRight ; BATTLE_ANIM_FRAMESET_THUNDER_RIGHT + dw .Frameset_ThunderWaveDisable ; BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE + dw .Frameset_ThunderWaveExtra ; BATTLE_ANIM_FRAMESET_THUNDER_WAVE_EXTRA + dw .Frameset_ThunderBoltSparks ; BATTLE_ANIM_FRAMESET_THUNDERBOLT_SPARKS + dw .Frameset_ThunderBoltCore ; BATTLE_ANIM_FRAMESET_THUNDERBOLT_CORE + dw .Frameset_ThunderShockSparks ; BATTLE_ANIM_FRAMESET_THUNDERSHOCK_SPARKS + dw .Frameset_ThunderShockCore ; BATTLE_ANIM_FRAMESET_THUNDERSHOCK_CORE + dw .Frameset_Clamp ; BATTLE_ANIM_FRAMESET_CLAMP + dw .Frameset_ClampFlipped ; BATTLE_ANIM_FRAMESET_CLAMP_FLIPPED + dw .Frameset_Bite1 ; BATTLE_ANIM_FRAMESET_BITE_1 + dw .Frameset_Bite2 ; BATTLE_ANIM_FRAMESET_BITE_2 + dw .Frameset_CutDownLeft ; BATTLE_ANIM_FRAMESET_CUT_DOWN_LEFT + dw .Frameset_CutDownRight ; BATTLE_ANIM_FRAMESET_CUT_DOWN_RIGHT + dw .Frameset_CutUpRight ; BATTLE_ANIM_FRAMESET_CUT_UP_RIGHT + dw .Frameset_CutLongDownLeft ; BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_LEFT + dw .Frameset_CutLongDownRight ; BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_RIGHT + dw .Frameset_ChargeOrb1 ; BATTLE_ANIM_FRAMESET_CHARGE_ORB_1 + dw .Frameset_AbsorbCenter ; BATTLE_ANIM_FRAMESET_ABSORB_CENTER + dw .Frameset_Gust ; BATTLE_ANIM_FRAMESET_GUST + dw .Frameset_VineWhip1 ; BATTLE_ANIM_FRAMESET_VINE_WHIP_1 + dw .Frameset_VineWhip2 ; BATTLE_ANIM_FRAMESET_VINE_WHIP_2 + dw .Frameset_RazorWind1 ; BATTLE_ANIM_FRAMESET_RAZOR_WIND_1 + dw .Frameset_RazorWind2 ; BATTLE_ANIM_FRAMESET_RAZOR_WIND_2 + dw .Frameset_SonicboomJP ; BATTLE_ANIM_FRAMESET_SONICBOOM_JP + dw .Frameset_Warp ; BATTLE_ANIM_FRAMESET_WARP + dw .Frameset_ChargeOrb2 ; BATTLE_ANIM_FRAMESET_CHARGE_ORB_2 + dw .Frameset_Egg ; BATTLE_ANIM_FRAMESET_EGG + dw .Frameset_EggWobble ; BATTLE_ANIM_FRAMESET_EGG_WOBBLE + dw .Frameset_EggCrackedTop ; BATTLE_ANIM_FRAMESET_EGG_CRACKED_TOP + dw .Frameset_EggCrackedBottom ; BATTLE_ANIM_FRAMESET_EGG_CRACKED_BOTTOM + dw .Frameset_Focus ; BATTLE_ANIM_FRAMESET_FOCUS + dw .Frameset_Bind1 ; BATTLE_ANIM_FRAMESET_BIND_1 + dw .Frameset_Bind2 ; BATTLE_ANIM_FRAMESET_BIND_2 + dw .Frameset_Bind3 ; BATTLE_ANIM_FRAMESET_BIND_3 + dw .Frameset_Bind4 ; BATTLE_ANIM_FRAMESET_BIND_4 + dw .Frameset_LeechSeed1 ; BATTLE_ANIM_FRAMESET_LEECH_SEED_1 + dw .Frameset_LeechSeed2 ; BATTLE_ANIM_FRAMESET_LEECH_SEED_2 + dw .Frameset_LeechSeed3 ; BATTLE_ANIM_FRAMESET_LEECH_SEED_3 + dw .Frameset_Sound1 ; BATTLE_ANIM_FRAMESET_SOUND_1 + dw .Frameset_Sound2 ; BATTLE_ANIM_FRAMESET_SOUND_2 + dw .Frameset_Sound3 ; BATTLE_ANIM_FRAMESET_SOUND_3 + dw .Frameset_Wave ; BATTLE_ANIM_FRAMESET_WAVE + dw .Frameset_ConfuseRay1 ; BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 + dw .Frameset_ConfuseRay2 ; BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2 + dw .Frameset_Leer ; BATTLE_ANIM_FRAMESET_LEER + dw .Frameset_Reflect ; BATTLE_ANIM_FRAMESET_REFLECT + dw .Frameset_Chick1 ; BATTLE_ANIM_FRAMESET_CHICK_1 + dw .Frameset_Chick2 ; BATTLE_ANIM_FRAMESET_CHICK_2 + dw .Frameset_Amnesia1 ; BATTLE_ANIM_FRAMESET_AMNESIA_1 + dw .Frameset_Amnesia2 ; BATTLE_ANIM_FRAMESET_AMNESIA_2 + dw .Frameset_Amnesia3 ; BATTLE_ANIM_FRAMESET_AMNESIA_3 + dw .Frameset_Asleep ; BATTLE_ANIM_FRAMESET_ASLEEP + dw .Frameset_DigSand ; BATTLE_ANIM_FRAMESET_DIG_SAND + dw .Frameset_DigPile ; BATTLE_ANIM_FRAMESET_DIG_PILE + dw .Frameset_Sand ; BATTLE_ANIM_FRAMESET_SAND + dw .Frameset_StringShot1 ; BATTLE_ANIM_FRAMESET_STRING_SHOT_1 + dw .Frameset_StringShot2 ; BATTLE_ANIM_FRAMESET_STRING_SHOT_2 + dw .Frameset_StringShot3 ; BATTLE_ANIM_FRAMESET_STRING_SHOT_3 + dw .Frameset_Paralyzed ; BATTLE_ANIM_FRAMESET_PARALYZED + dw .Frameset_ParalyzedFlipped ; BATTLE_ANIM_FRAMESET_PARALYZED_FLIPPED + dw .Frameset_Haze ; BATTLE_ANIM_FRAMESET_HAZE + dw .Frameset_Mist ; BATTLE_ANIM_FRAMESET_MIST + dw .Frameset_Horn ; BATTLE_ANIM_FRAMESET_HORN + dw .Frameset_Needle ; BATTLE_ANIM_FRAMESET_NEEDLE + dw .Frameset_Flower ; BATTLE_ANIM_FRAMESET_FLOWER + dw .Frameset_BarrageBall ; BATTLE_ANIM_FRAMESET_BARRAGE_BALL + dw .Frameset_PayDay ; BATTLE_ANIM_FRAMESET_PAY_DAY + dw .Frameset_Heart ; BATTLE_ANIM_FRAMESET_HEART + dw .Frameset_SpinningBone ; BATTLE_ANIM_FRAMESET_SPINNING_BONE + dw .Frameset_Star ; BATTLE_ANIM_FRAMESET_STAR + dw .Frameset_Spoon ; BATTLE_ANIM_FRAMESET_SPOON + dw .Frameset_Sparkle ; BATTLE_ANIM_FRAMESET_SPARKLE + dw .Frameset_SkyAttack ; BATTLE_ANIM_FRAMESET_SKY_ATTACK + dw .Frameset_Lick ; BATTLE_ANIM_FRAMESET_LICK + dw .Frameset_WithdrawShell ; BATTLE_ANIM_FRAMESET_WITHDRAW_SHELL + dw .Frameset_ShrinkingChargeOrb ; BATTLE_ANIM_FRAMESET_SHRINKING_CHARGE_ORB + dw .Frameset_Conversion ; BATTLE_ANIM_FRAMESET_CONVERSION + dw .Frameset_Sword ; BATTLE_ANIM_FRAMESET_SWORD + dw .Frameset_SpeedLine1 ; BATTLE_ANIM_FRAMESET_SPEED_LINE_1 + dw .Frameset_SpeedLine2 ; BATTLE_ANIM_FRAMESET_SPEED_LINE_2 + dw .Frameset_SpeedLine3 ; BATTLE_ANIM_FRAMESET_SPEED_LINE_3 + dw .Frameset_SeismicToss ; BATTLE_ANIM_FRAMESET_SEISMIC_TOSS + dw .Frameset_Sharpen ; BATTLE_ANIM_FRAMESET_SHARPEN + dw .Frameset_DefenseCurl ; BATTLE_ANIM_FRAMESET_DEFENSE_CURL + dw .Frameset_MetronomeHand ; BATTLE_ANIM_FRAMESET_METRONOME_HAND + dw .Frameset_Agility ; BATTLE_ANIM_FRAMESET_AGILITY + dw .Frameset_Cotton ; BATTLE_ANIM_FRAMESET_COTTON + dw .Frameset_MilkBottle ; BATTLE_ANIM_FRAMESET_MILK_BOTTLE + dw .Frameset_Spike ; BATTLE_ANIM_FRAMESET_SPIKE + dw .Frameset_AngerVein ; BATTLE_ANIM_FRAMESET_ANGER_VEIN + dw .Frameset_HealBell ; BATTLE_ANIM_FRAMESET_HEAL_BELL + dw .Frameset_BatonPass ; BATTLE_ANIM_FRAMESET_BATON_PASS + dw .Frameset_LockOn1 ; BATTLE_ANIM_FRAMESET_LOCK_ON_1 + dw .Frameset_LockOn2 ; BATTLE_ANIM_FRAMESET_LOCK_ON_2 + dw .Frameset_LockOn3 ; BATTLE_ANIM_FRAMESET_LOCK_ON_3 + dw .Frameset_LockOn4 ; BATTLE_ANIM_FRAMESET_LOCK_ON_4 + dw .Frameset_MindReader1 ; BATTLE_ANIM_FRAMESET_MIND_READER_1 + dw .Frameset_MindReader2 ; BATTLE_ANIM_FRAMESET_MIND_READER_2 + dw .Frameset_MindReader3 ; BATTLE_ANIM_FRAMESET_MIND_READER_3 + dw .Frameset_MindReader4 ; BATTLE_ANIM_FRAMESET_MIND_READER_4 + dw .Frameset_Safeguard ; BATTLE_ANIM_FRAMESET_SAFEGUARD + dw .Frameset_MegaphoneUnused ; BATTLE_ANIM_FRAMESET_MEGAPHONE_UNUSED + dw .Frameset_ItemBag ; BATTLE_ANIM_FRAMESET_ITEM_BAG + dw .Frameset_SpiderWeb ; BATTLE_ANIM_FRAMESET_SPIDER_WEB + dw .Frameset_UnusedCake ; BATTLE_ANIM_FRAMESET_UNUSED_CAKE + dw .Frameset_Imp ; BATTLE_ANIM_FRAMESET_IMP + dw .Frameset_ImpFlipped ; BATTLE_ANIM_FRAMESET_IMP_FLIPPED + dw .Frameset_Cherub ; BATTLE_ANIM_FRAMESET_CHERUB + dw .Frameset_Pencil ; BATTLE_ANIM_FRAMESET_PENCIL + dw .Frameset_EncoreHand ; BATTLE_ANIM_FRAMESET_ENCORE_HAND + dw .Frameset_EncoreHandFlipped ; BATTLE_ANIM_FRAMESET_ENCORE_HAND_FLIPPED + dw .Frameset_DestinyBond ; BATTLE_ANIM_FRAMESET_DESTINY_BOND + dw .Frameset_MorningSun ; BATTLE_ANIM_FRAMESET_MORNING_SUN + dw .Frameset_Glimmer ; BATTLE_ANIM_FRAMESET_GLIMMER + dw .Frameset_Moonlight ; BATTLE_ANIM_FRAMESET_MOONLIGHT + dw .Frameset_CrossChop1 ; BATTLE_ANIM_FRAMESET_CROSS_CHOP_1 + dw .Frameset_CrossChop2 ; BATTLE_ANIM_FRAMESET_CROSS_CHOP_2 + dw .Frameset_ZapCannon ; BATTLE_ANIM_FRAMESET_ZAP_CANNON + dw .Frameset_CurseNail ; BATTLE_ANIM_FRAMESET_CURSE_NAIL + dw .Frameset_ForesightShine ; BATTLE_ANIM_FRAMESET_FORESIGHT_SHINE + dw .Frameset_RapidSpin ; BATTLE_ANIM_FRAMESET_RAPID_SPIN + dw .Frameset_Swagger ; BATTLE_ANIM_FRAMESET_SWAGGER + dw .Frameset_MeanLook ; BATTLE_ANIM_FRAMESET_MEAN_LOOK + dw .Frameset_UpsideDownPunch ; BATTLE_ANIM_FRAMESET_UPSIDE_DOWN_PUNCH + dw .Frameset_GrowingSparkle ; BATTLE_ANIM_FRAMESET_GROWING_SPARKLE + dw .Frameset_Rain ; BATTLE_ANIM_FRAMESET_RAIN + dw .Frameset_PsychUp ; BATTLE_ANIM_FRAMESET_PSYCH_UP + dw .Frameset_SpiralUnused ; BATTLE_ANIM_FRAMESET_SPIRAL_UNUSED + dw .Frameset_Aeroblast ; BATTLE_ANIM_FRAMESET_AEROBLAST + dw .Frameset_Sandstorm ; BATTLE_ANIM_FRAMESET_SANDSTORM + dw .Frameset_EnemyFeet1Row ; BATTLE_ANIM_FRAMESET_ENEMYFEET_1ROW + dw .Frameset_PlayerHead1Row ; BATTLE_ANIM_FRAMESET_PLAYERHEAD_1ROW + dw .Frameset_EnemyFeet2Row ; BATTLE_ANIM_FRAMESET_ENEMYFEET_2ROW + dw .Frameset_PlayerHead2Row ; BATTLE_ANIM_FRAMESET_PLAYERHEAD_2ROW + assert_table_length NUM_BATTLE_ANIM_FRAMESETS .Frameset_HitBig: - oamframe BATTLEANIMOAMSET_00, 6 + oamframe BATTLE_ANIM_OAMSET_00, 6 oamdelete .Frameset_Hit: - oamframe BATTLEANIMOAMSET_01, 6 + oamframe BATTLE_ANIM_OAMSET_01, 6 oamdelete .Frameset_HitSmall: - oamframe BATTLEANIMOAMSET_02, 6 + oamframe BATTLE_ANIM_OAMSET_02, 6 oamdelete .Frameset_Punch: - oamframe BATTLEANIMOAMSET_03, 6 + oamframe BATTLE_ANIM_OAMSET_03, 6 oamdelete .Frameset_Kick: - oamframe BATTLEANIMOAMSET_04, 6 + oamframe BATTLE_ANIM_OAMSET_04, 6 oamdelete .Frameset_Palm: - oamframe BATTLEANIMOAMSET_05, 6 + oamframe BATTLE_ANIM_OAMSET_05, 6 oamdelete .Frameset_Fang: - oamframe BATTLEANIMOAMSET_06, 6 + oamframe BATTLE_ANIM_OAMSET_06, 6 oamdelete .Frameset_PunchShake: - oamframe BATTLEANIMOAMSET_03, 4 - oamframe BATTLEANIMOAMSET_01, 1 - oamframe BATTLEANIMOAMSET_03, 4 - oamframe BATTLEANIMOAMSET_01, 1 - oamframe BATTLEANIMOAMSET_03, 4 - oamframe BATTLEANIMOAMSET_01, 1 - oamframe BATTLEANIMOAMSET_03, 4 - oamframe BATTLEANIMOAMSET_01, 1 + oamframe BATTLE_ANIM_OAMSET_03, 4 + oamframe BATTLE_ANIM_OAMSET_01, 1 + oamframe BATTLE_ANIM_OAMSET_03, 4 + oamframe BATTLE_ANIM_OAMSET_01, 1 + oamframe BATTLE_ANIM_OAMSET_03, 4 + oamframe BATTLE_ANIM_OAMSET_01, 1 + oamframe BATTLE_ANIM_OAMSET_03, 4 + oamframe BATTLE_ANIM_OAMSET_01, 1 oamdelete .Frameset_CutDownLeft: - oamframe BATTLEANIMOAMSET_4B, 2 - oamframe BATTLEANIMOAMSET_4C, 2 - oamframe BATTLEANIMOAMSET_4D, 4 - oamframe BATTLEANIMOAMSET_4E, 2 + oamframe BATTLE_ANIM_OAMSET_4B, 2 + oamframe BATTLE_ANIM_OAMSET_4C, 2 + oamframe BATTLE_ANIM_OAMSET_4D, 4 + oamframe BATTLE_ANIM_OAMSET_4E, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_4E, 2 + oamframe BATTLE_ANIM_OAMSET_4E, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_4E, 2 + oamframe BATTLE_ANIM_OAMSET_4E, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_4E, 2 + oamframe BATTLE_ANIM_OAMSET_4E, 2 oamdelete .Frameset_CutDownRight: - oamframe BATTLEANIMOAMSET_4B, 2, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_4C, 2, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_4D, 4, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4B, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4C, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4D, 4, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4E, 2, OAM_X_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4E, 2, OAM_X_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4E, 2, OAM_X_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4E, 2, OAM_X_FLIP oamdelete .Frameset_CutUpRight: - oamframe BATTLEANIMOAMSET_4B, 2, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_4C, 2, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_4D, 4, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4B, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4C, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4D, 4, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP oamdelete .Frameset_CutLongDownLeft: - oamframe BATTLEANIMOAMSET_4B, 1 - oamframe BATTLEANIMOAMSET_4C, 1 - oamframe BATTLEANIMOAMSET_4D, 1 - oamframe BATTLEANIMOAMSET_4F, 1 - oamframe BATTLEANIMOAMSET_50, 1 - oamframe BATTLEANIMOAMSET_51, 1 - oamframe BATTLEANIMOAMSET_52, 2 + oamframe BATTLE_ANIM_OAMSET_4B, 1 + oamframe BATTLE_ANIM_OAMSET_4C, 1 + oamframe BATTLE_ANIM_OAMSET_4D, 1 + oamframe BATTLE_ANIM_OAMSET_4F, 1 + oamframe BATTLE_ANIM_OAMSET_50, 1 + oamframe BATTLE_ANIM_OAMSET_51, 1 + oamframe BATTLE_ANIM_OAMSET_52, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2 + oamframe BATTLE_ANIM_OAMSET_52, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2 + oamframe BATTLE_ANIM_OAMSET_52, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2 + oamframe BATTLE_ANIM_OAMSET_52, 2 oamdelete .Frameset_CutLongDownRight: - oamframe BATTLEANIMOAMSET_4B, 1, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_4C, 1, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_4D, 1, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_4F, 1, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_50, 1, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_51, 1, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_52, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4B, 1, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4C, 1, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4D, 1, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_4F, 1, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_50, 1, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_51, 1, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_52, 2, OAM_X_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_52, 2, OAM_X_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_52, 2, OAM_X_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_52, 2, OAM_X_FLIP oamdelete .Frameset_BallPoof: - oamframe BATTLEANIMOAMSET_00, 3 - oamframe BATTLEANIMOAMSET_07, 3 - oamframe BATTLEANIMOAMSET_08, 3 - oamframe BATTLEANIMOAMSET_09, 3 + oamframe BATTLE_ANIM_OAMSET_00, 3 + oamframe BATTLE_ANIM_OAMSET_07, 3 + oamframe BATTLE_ANIM_OAMSET_08, 3 + oamframe BATTLE_ANIM_OAMSET_09, 3 oamdelete .Frameset_PokeBall1: - oamframe BATTLEANIMOAMSET_0A, 7 - oamframe BATTLEANIMOAMSET_0B, 7 - oamframe BATTLEANIMOAMSET_0A, 7 - oamframe BATTLEANIMOAMSET_0B, 7, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_0A, 7 + oamframe BATTLE_ANIM_OAMSET_0B, 7 + oamframe BATTLE_ANIM_OAMSET_0A, 7 + oamframe BATTLE_ANIM_OAMSET_0B, 7, OAM_X_FLIP oamrestart .Frameset_PokeBall2: - oamframe BATTLEANIMOAMSET_0C, 8 + oamframe BATTLE_ANIM_OAMSET_0C, 8 oamend .Frameset_PokeBall3: - oamframe BATTLEANIMOAMSET_0D, 8 + oamframe BATTLE_ANIM_OAMSET_0D, 8 oamend .Frameset_PokeBall4: - oamframe BATTLEANIMOAMSET_0A, 8 + oamframe BATTLE_ANIM_OAMSET_0A, 8 oamend .Frameset_PokeBall5: - oamframe BATTLEANIMOAMSET_0A, 7 - oamframe BATTLEANIMOAMSET_0B, 7 - oamframe BATTLEANIMOAMSET_0A, 7 - oamframe BATTLEANIMOAMSET_0B, 7, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_0A, 7 + oamframe BATTLE_ANIM_OAMSET_0A, 7 + oamframe BATTLE_ANIM_OAMSET_0B, 7 + oamframe BATTLE_ANIM_OAMSET_0A, 7 + oamframe BATTLE_ANIM_OAMSET_0B, 7, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_0A, 7 oamend .Frameset_DragonRage: - oamframe BATTLEANIMOAMSET_0A, 8 + oamframe BATTLE_ANIM_OAMSET_0A, 8 oamend .Frameset_Flamethrower: - oamframe BATTLEANIMOAMSET_0A, 4 - oamframe BATTLEANIMOAMSET_0E, 4 + oamframe BATTLE_ANIM_OAMSET_0A, 4 + oamframe BATTLE_ANIM_OAMSET_0E, 4 oamrestart .Frameset_Ember: - oamframe BATTLEANIMOAMSET_0F, 4 - oamframe BATTLEANIMOAMSET_10, 4 + oamframe BATTLE_ANIM_OAMSET_0F, 4 + oamframe BATTLE_ANIM_OAMSET_10, 4 oamrestart .Frameset_Burned: - oamframe BATTLEANIMOAMSET_10, 4 - oamframe BATTLEANIMOAMSET_0F, 4 - oamframe BATTLEANIMOAMSET_0E, 4 - oamframe BATTLEANIMOAMSET_0A, 4 - oamframe BATTLEANIMOAMSET_0E, 4 - oamframe BATTLEANIMOAMSET_0A, 4 - oamframe BATTLEANIMOAMSET_0E, 4 - oamframe BATTLEANIMOAMSET_0A, 4 + oamframe BATTLE_ANIM_OAMSET_10, 4 + oamframe BATTLE_ANIM_OAMSET_0F, 4 + oamframe BATTLE_ANIM_OAMSET_0E, 4 + oamframe BATTLE_ANIM_OAMSET_0A, 4 + oamframe BATTLE_ANIM_OAMSET_0E, 4 + oamframe BATTLE_ANIM_OAMSET_0A, 4 + oamframe BATTLE_ANIM_OAMSET_0E, 4 + oamframe BATTLE_ANIM_OAMSET_0A, 4 oamdelete .Frameset_Blizzard: - oamframe BATTLEANIMOAMSET_10, 1 - oamframe BATTLEANIMOAMSET_0F, 1 - oamframe BATTLEANIMOAMSET_12, 1 - oamframe BATTLEANIMOAMSET_11, 1 - oamframe BATTLEANIMOAMSET_12, 1 - oamframe BATTLEANIMOAMSET_0F, 1 + oamframe BATTLE_ANIM_OAMSET_10, 1 + oamframe BATTLE_ANIM_OAMSET_0F, 1 + oamframe BATTLE_ANIM_OAMSET_12, 1 + oamframe BATTLE_ANIM_OAMSET_11, 1 + oamframe BATTLE_ANIM_OAMSET_12, 1 + oamframe BATTLE_ANIM_OAMSET_0F, 1 oamrestart .Frameset_Ice: - oamframe BATTLEANIMOAMSET_10, 3 - oamframe BATTLEANIMOAMSET_0F, 3 - oamframe BATTLEANIMOAMSET_12, 1 + oamframe BATTLE_ANIM_OAMSET_10, 3 + oamframe BATTLE_ANIM_OAMSET_0F, 3 + oamframe BATTLE_ANIM_OAMSET_12, 1 oamwait 1 - oamframe BATTLEANIMOAMSET_12, 1 + oamframe BATTLE_ANIM_OAMSET_12, 1 oamwait 1 - oamframe BATTLEANIMOAMSET_12, 1 + oamframe BATTLE_ANIM_OAMSET_12, 1 oamwait 1 - oamframe BATTLEANIMOAMSET_12, 1 + oamframe BATTLE_ANIM_OAMSET_12, 1 oamwait 1 - oamframe BATTLEANIMOAMSET_12, 3 + oamframe BATTLE_ANIM_OAMSET_12, 3 oamdelete .Frameset_IceBeam: - oamframe BATTLEANIMOAMSET_13, 20 + oamframe BATTLE_ANIM_OAMSET_13, 20 oamdelete .Frameset_PowderSnow: - oamframe BATTLEANIMOAMSET_10, 1 - oamframe BATTLEANIMOAMSET_0F, 1 + oamframe BATTLE_ANIM_OAMSET_10, 1 + oamframe BATTLE_ANIM_OAMSET_0F, 1 oamrestart .Frameset_RazorLeaf1: - oamframe BATTLEANIMOAMSET_14, 8 + oamframe BATTLE_ANIM_OAMSET_14, 8 oamend .Frameset_RazorLeaf2: - oamframe BATTLEANIMOAMSET_17, 4 - oamframe BATTLEANIMOAMSET_16, 8 - oamframe BATTLEANIMOAMSET_15, 8 - oamframe BATTLEANIMOAMSET_16, 8 - oamframe BATTLEANIMOAMSET_17, 4 - oamframe BATTLEANIMOAMSET_17, 4 - oamframe BATTLEANIMOAMSET_16, 8, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_15, 8, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_16, 8, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_17, 4 + oamframe BATTLE_ANIM_OAMSET_17, 4 + oamframe BATTLE_ANIM_OAMSET_16, 8 + oamframe BATTLE_ANIM_OAMSET_15, 8 + oamframe BATTLE_ANIM_OAMSET_16, 8 + oamframe BATTLE_ANIM_OAMSET_17, 4 + oamframe BATTLE_ANIM_OAMSET_17, 4 + oamframe BATTLE_ANIM_OAMSET_16, 8, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_15, 8, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_16, 8, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_17, 4 oamrestart .Frameset_LeechSeed1: - oamframe BATTLEANIMOAMSET_69, 8 + oamframe BATTLE_ANIM_OAMSET_69, 8 oamend .Frameset_LeechSeed2: - oamframe BATTLEANIMOAMSET_69, 32 - oamframe BATTLEANIMOAMSET_6A, 4 - oamframe BATTLEANIMOAMSET_6B, 4 - oamframe BATTLEANIMOAMSET_6D, 4 - oamframe BATTLEANIMOAMSET_6C, 4 + oamframe BATTLE_ANIM_OAMSET_69, 32 + oamframe BATTLE_ANIM_OAMSET_6A, 4 + oamframe BATTLE_ANIM_OAMSET_6B, 4 + oamframe BATTLE_ANIM_OAMSET_6D, 4 + oamframe BATTLE_ANIM_OAMSET_6C, 4 oamend .Frameset_LeechSeed3: - oamframe BATTLEANIMOAMSET_6C, 8 - oamframe BATTLEANIMOAMSET_6D, 8 + oamframe BATTLE_ANIM_OAMSET_6C, 8 + oamframe BATTLE_ANIM_OAMSET_6D, 8 oamrestart .Frameset_Explosion: - oamframe BATTLEANIMOAMSET_18, 4 - oamframe BATTLEANIMOAMSET_19, 4 - oamframe BATTLEANIMOAMSET_1A, 4 + oamframe BATTLE_ANIM_OAMSET_18, 4 + oamframe BATTLE_ANIM_OAMSET_19, 4 + oamframe BATTLE_ANIM_OAMSET_1A, 4 oamdelete .Frameset_BigRock: - oamframe BATTLEANIMOAMSET_1B, 8 + oamframe BATTLE_ANIM_OAMSET_1B, 8 oamend .Frameset_SmallRock: - oamframe BATTLEANIMOAMSET_0F, 8 + oamframe BATTLE_ANIM_OAMSET_0F, 8 oamend .Frameset_Strength: - oamframe BATTLEANIMOAMSET_1C, 8 + oamframe BATTLE_ANIM_OAMSET_1C, 8 oamend .Frameset_SkullCrossbone: - oamframe BATTLEANIMOAMSET_0A, 8 + oamframe BATTLE_ANIM_OAMSET_0A, 8 oamdelete .Frameset_Acid: - oamframe BATTLEANIMOAMSET_1D, 8 + oamframe BATTLE_ANIM_OAMSET_1D, 8 oamend .Frameset_PoisonDropletUnused: - oamframe BATTLEANIMOAMSET_17, 8 + oamframe BATTLE_ANIM_OAMSET_17, 8 oamend .Frameset_SludgeBubble: - oamframe BATTLEANIMOAMSET_0F, 3 - oamframe BATTLEANIMOAMSET_10, 3 - oamframe BATTLEANIMOAMSET_1E, 3 + oamframe BATTLE_ANIM_OAMSET_0F, 3 + oamframe BATTLE_ANIM_OAMSET_10, 3 + oamframe BATTLE_ANIM_OAMSET_1E, 3 oamend .Frameset_SludgeBubbleBurst: - oamframe BATTLEANIMOAMSET_1F, 16 - oamframe BATTLEANIMOAMSET_20, 3 + oamframe BATTLE_ANIM_OAMSET_1F, 16 + oamframe BATTLE_ANIM_OAMSET_20, 3 oamdelete .Frameset_SmallBubble: - oamframe BATTLEANIMOAMSET_20, 8 + oamframe BATTLE_ANIM_OAMSET_20, 8 oamend .Frameset_PulsingBubble: - oamframe BATTLEANIMOAMSET_20, 8 - oamframe BATTLEANIMOAMSET_21, 8 - oamframe BATTLEANIMOAMSET_1B, 8 - oamframe BATTLEANIMOAMSET_21, 8 + oamframe BATTLE_ANIM_OAMSET_20, 8 + oamframe BATTLE_ANIM_OAMSET_21, 8 + oamframe BATTLE_ANIM_OAMSET_1B, 8 + oamframe BATTLE_ANIM_OAMSET_21, 8 oamrestart .Frameset_Surf: - oamframe BATTLEANIMOAMSET_22, 8 + oamframe BATTLE_ANIM_OAMSET_22, 8 oamend .Frameset_MusicNote1: - oamframe BATTLEANIMOAMSET_1B, 8 + oamframe BATTLE_ANIM_OAMSET_1B, 8 oamend .Frameset_MusicNote2: - oamframe BATTLEANIMOAMSET_23, 8 + oamframe BATTLE_ANIM_OAMSET_23, 8 oamend .Frameset_MusicNote3: - oamframe BATTLEANIMOAMSET_24, 8 + oamframe BATTLE_ANIM_OAMSET_24, 8 oamend .Frameset_WaterGun1: - oamframe BATTLEANIMOAMSET_25, 8 + oamframe BATTLE_ANIM_OAMSET_25, 8 oamend .Frameset_WaterGun2: - oamframe BATTLEANIMOAMSET_26, 8 - oamframe BATTLEANIMOAMSET_27, 8 + oamframe BATTLE_ANIM_OAMSET_26, 8 + oamframe BATTLE_ANIM_OAMSET_27, 8 oamend .Frameset_WaterGun3: - oamframe BATTLEANIMOAMSET_28, 8 - oamframe BATTLEANIMOAMSET_29, 8 + oamframe BATTLE_ANIM_OAMSET_28, 8 + oamframe BATTLE_ANIM_OAMSET_29, 8 oamdelete .Frameset_HydroPump: - oamframe BATTLEANIMOAMSET_2A, 1 - oamframe BATTLEANIMOAMSET_2B, 1 - oamframe BATTLEANIMOAMSET_2C, 1 - oamframe BATTLEANIMOAMSET_2D, 1 - oamframe BATTLEANIMOAMSET_2E, 1 - oamframe BATTLEANIMOAMSET_2D, 1 - oamframe BATTLEANIMOAMSET_2C, 1 - oamframe BATTLEANIMOAMSET_2B, 1 - oamframe BATTLEANIMOAMSET_2A, 1 + oamframe BATTLE_ANIM_OAMSET_2A, 1 + oamframe BATTLE_ANIM_OAMSET_2B, 1 + oamframe BATTLE_ANIM_OAMSET_2C, 1 + oamframe BATTLE_ANIM_OAMSET_2D, 1 + oamframe BATTLE_ANIM_OAMSET_2E, 1 + oamframe BATTLE_ANIM_OAMSET_2D, 1 + oamframe BATTLE_ANIM_OAMSET_2C, 1 + oamframe BATTLE_ANIM_OAMSET_2B, 1 + oamframe BATTLE_ANIM_OAMSET_2A, 1 oamdelete .Frameset_Powder: - oamframe BATTLEANIMOAMSET_14, 1 - oamframe BATTLEANIMOAMSET_15, 1 + oamframe BATTLE_ANIM_OAMSET_14, 1 + oamframe BATTLE_ANIM_OAMSET_15, 1 oamrestart .Frameset_Beam: - oamframe BATTLEANIMOAMSET_2F, 4 - oamframe BATTLEANIMOAMSET_30, 40 + oamframe BATTLE_ANIM_OAMSET_2F, 4 + oamframe BATTLE_ANIM_OAMSET_30, 40 oamdelete .Frameset_BeamTip: - oamframe BATTLEANIMOAMSET_31, 8 + oamframe BATTLE_ANIM_OAMSET_31, 8 oamend .Frameset_IceBuildup: - oamframe BATTLEANIMOAMSET_32, 32 - oamframe BATTLEANIMOAMSET_33, 32 - oamframe BATTLEANIMOAMSET_34, 32 - oamframe BATTLEANIMOAMSET_35, 32 ; fallthrough + oamframe BATTLE_ANIM_OAMSET_32, 32 + oamframe BATTLE_ANIM_OAMSET_33, 32 + oamframe BATTLE_ANIM_OAMSET_34, 32 + oamframe BATTLE_ANIM_OAMSET_35, 32 ; fallthrough .Frameset_Frozen: oamwait 2 - oamframe BATTLEANIMOAMSET_35, 4 + oamframe BATTLE_ANIM_OAMSET_35, 4 oamwait 2 - oamframe BATTLEANIMOAMSET_35, 4 + oamframe BATTLE_ANIM_OAMSET_35, 4 oamwait 2 - oamframe BATTLEANIMOAMSET_35, 4 + oamframe BATTLE_ANIM_OAMSET_35, 4 oamwait 2 - oamframe BATTLEANIMOAMSET_35, 4 + oamframe BATTLE_ANIM_OAMSET_35, 4 oamdelete .Frameset_CirclingSparkle: - oamframe BATTLEANIMOAMSET_14, 4 - oamframe BATTLEANIMOAMSET_15, 4 + oamframe BATTLE_ANIM_OAMSET_14, 4 + oamframe BATTLE_ANIM_OAMSET_15, 4 oamrestart .Frameset_ThunderCenter: - oamframe BATTLEANIMOAMSET_36, 2 - oamframe BATTLEANIMOAMSET_37, 2 - oamframe BATTLEANIMOAMSET_38, 2 - oamframe BATTLEANIMOAMSET_39, 32 + oamframe BATTLE_ANIM_OAMSET_36, 2 + oamframe BATTLE_ANIM_OAMSET_37, 2 + oamframe BATTLE_ANIM_OAMSET_38, 2 + oamframe BATTLE_ANIM_OAMSET_39, 32 oamdelete .Frameset_ThunderLeft: - oamframe BATTLEANIMOAMSET_3A, 2 - oamframe BATTLEANIMOAMSET_3B, 2 - oamframe BATTLEANIMOAMSET_3C, 2 - oamframe BATTLEANIMOAMSET_3D, 32 + oamframe BATTLE_ANIM_OAMSET_3A, 2 + oamframe BATTLE_ANIM_OAMSET_3B, 2 + oamframe BATTLE_ANIM_OAMSET_3C, 2 + oamframe BATTLE_ANIM_OAMSET_3D, 32 oamdelete .Frameset_ThunderRight: - oamframe BATTLEANIMOAMSET_3A, 2, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_3B, 2, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_3C, 2, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_3D, 32, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_3A, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_3B, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_3C, 2, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_3D, 32, OAM_X_FLIP oamdelete .Frameset_ThunderWaveDisable: - oamframe BATTLEANIMOAMSET_3E, 8 - oamframe BATTLEANIMOAMSET_3F, 8 - oamframe BATTLEANIMOAMSET_40, 8 + oamframe BATTLE_ANIM_OAMSET_3E, 8 + oamframe BATTLE_ANIM_OAMSET_3F, 8 + oamframe BATTLE_ANIM_OAMSET_40, 8 oamend .Frameset_ThunderWaveExtra: - oamframe BATTLEANIMOAMSET_40, 2 + oamframe BATTLE_ANIM_OAMSET_40, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_40, 2 + oamframe BATTLE_ANIM_OAMSET_40, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_41, 2 + oamframe BATTLE_ANIM_OAMSET_41, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_41, 2 + oamframe BATTLE_ANIM_OAMSET_41, 2 oamwait 2 oamrestart .Frameset_ThunderBoltSparks: - oamframe BATTLEANIMOAMSET_42, 2 - oamframe BATTLEANIMOAMSET_43, 2 - oamframe BATTLEANIMOAMSET_44, 2 - oamframe BATTLEANIMOAMSET_45, 2 + oamframe BATTLE_ANIM_OAMSET_42, 2 + oamframe BATTLE_ANIM_OAMSET_43, 2 + oamframe BATTLE_ANIM_OAMSET_44, 2 + oamframe BATTLE_ANIM_OAMSET_45, 2 oamrestart .Frameset_ThunderBoltCore: - oamframe BATTLEANIMOAMSET_19, 2 + oamframe BATTLE_ANIM_OAMSET_19, 2 oamwait 2 oamrestart .Frameset_ThunderShockSparks: - oamframe BATTLEANIMOAMSET_46, 4 - oamframe BATTLEANIMOAMSET_47, 4 + oamframe BATTLE_ANIM_OAMSET_46, 4 + oamframe BATTLE_ANIM_OAMSET_47, 4 oamrestart .Frameset_ThunderShockCore: - oamframe BATTLEANIMOAMSET_18, 2 + oamframe BATTLE_ANIM_OAMSET_18, 2 oamwait 2 oamrestart .Frameset_Clamp: - oamframe BATTLEANIMOAMSET_48, 8 + oamframe BATTLE_ANIM_OAMSET_48, 8 oamend .Frameset_ClampFlipped: - oamframe BATTLEANIMOAMSET_48, 8, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_48, 8, OAM_X_FLIP oamend .Frameset_Bite1: - oamframe BATTLEANIMOAMSET_49, 8 + oamframe BATTLE_ANIM_OAMSET_49, 8 oamend .Frameset_Bite2: - oamframe BATTLEANIMOAMSET_4A, 8 + oamframe BATTLE_ANIM_OAMSET_4A, 8 oamend .Frameset_ChargeOrb1: - oamframe BATTLEANIMOAMSET_20, 16 - oamframe BATTLEANIMOAMSET_1F, 16 - oamframe BATTLEANIMOAMSET_1E, 16 + oamframe BATTLE_ANIM_OAMSET_20, 16 + oamframe BATTLE_ANIM_OAMSET_1F, 16 + oamframe BATTLE_ANIM_OAMSET_1E, 16 oamend .Frameset_ChargeOrb2: - oamframe BATTLEANIMOAMSET_20, 8 - oamframe BATTLEANIMOAMSET_1F, 8 - oamframe BATTLEANIMOAMSET_1E, 8 + oamframe BATTLE_ANIM_OAMSET_20, 8 + oamframe BATTLE_ANIM_OAMSET_1F, 8 + oamframe BATTLE_ANIM_OAMSET_1E, 8 oamend .Frameset_AbsorbCenter: oamwait 20 - oamframe BATTLEANIMOAMSET_55, 40 - oamframe BATTLEANIMOAMSET_54, 40 - oamframe BATTLEANIMOAMSET_53, 20 + oamframe BATTLE_ANIM_OAMSET_55, 40 + oamframe BATTLE_ANIM_OAMSET_54, 40 + oamframe BATTLE_ANIM_OAMSET_53, 20 oamwait 4 - oamframe BATTLEANIMOAMSET_53, 4 + oamframe BATTLE_ANIM_OAMSET_53, 4 oamwait 4 - oamframe BATTLEANIMOAMSET_53, 4 + oamframe BATTLE_ANIM_OAMSET_53, 4 oamwait 4 - oamframe BATTLEANIMOAMSET_53, 4 + oamframe BATTLE_ANIM_OAMSET_53, 4 oamdelete .Frameset_ShrinkingChargeOrb: - oamframe BATTLEANIMOAMSET_1E, 8 - oamframe BATTLEANIMOAMSET_1F, 8 - oamframe BATTLEANIMOAMSET_20, 8 + oamframe BATTLE_ANIM_OAMSET_1E, 8 + oamframe BATTLE_ANIM_OAMSET_1F, 8 + oamframe BATTLE_ANIM_OAMSET_20, 8 oamdelete .Frameset_Gust: oamwait 0 - oamframe BATTLEANIMOAMSET_14, 0 - oamframe BATTLEANIMOAMSET_15, 0 - oamframe BATTLEANIMOAMSET_14, 0, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_14, 0 + oamframe BATTLE_ANIM_OAMSET_15, 0 + oamframe BATTLE_ANIM_OAMSET_14, 0, OAM_X_FLIP oamwait 0 - oamframe BATTLEANIMOAMSET_16, 0, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_15, 0 - oamframe BATTLEANIMOAMSET_16, 0 + oamframe BATTLE_ANIM_OAMSET_16, 0, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_15, 0 + oamframe BATTLE_ANIM_OAMSET_16, 0 oamrestart .Frameset_VineWhip1: - oamframe BATTLEANIMOAMSET_56, 2 - oamframe BATTLEANIMOAMSET_57, 4 + oamframe BATTLE_ANIM_OAMSET_56, 2 + oamframe BATTLE_ANIM_OAMSET_57, 4 oamdelete .Frameset_VineWhip2: - oamframe BATTLEANIMOAMSET_56, 2, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_57, 4, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_56, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_57, 4, OAM_X_FLIP, OAM_Y_FLIP oamdelete .Frameset_RazorWind1: - oamframe BATTLEANIMOAMSET_56, 1 - oamframe BATTLEANIMOAMSET_57, 1 - oamframe BATTLEANIMOAMSET_58, 1 - oamframe BATTLEANIMOAMSET_57, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_58, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_57, 2 + oamframe BATTLE_ANIM_OAMSET_56, 1 + oamframe BATTLE_ANIM_OAMSET_57, 1 + oamframe BATTLE_ANIM_OAMSET_58, 1 + oamframe BATTLE_ANIM_OAMSET_57, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_58, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_57, 2 oamdelete .Frameset_RazorWind2: - oamframe BATTLEANIMOAMSET_56, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_57, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_58, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_57, 1 - oamframe BATTLEANIMOAMSET_58, 1 - oamframe BATTLEANIMOAMSET_57, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_56, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_57, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_58, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_57, 1 + oamframe BATTLE_ANIM_OAMSET_58, 1 + oamframe BATTLE_ANIM_OAMSET_57, 2, OAM_X_FLIP, OAM_Y_FLIP oamdelete .Frameset_SonicboomJP: - oamframe BATTLEANIMOAMSET_57, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_58, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_57, 1 - oamframe BATTLEANIMOAMSET_58, 1 + oamframe BATTLE_ANIM_OAMSET_57, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_58, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_57, 1 + oamframe BATTLE_ANIM_OAMSET_58, 1 oamrestart .Frameset_Warp: - oamframe BATTLEANIMOAMSET_59, 1 - oamframe BATTLEANIMOAMSET_5A, 1 - oamframe BATTLEANIMOAMSET_5B, 1 - oamframe BATTLEANIMOAMSET_5C, 2 + oamframe BATTLE_ANIM_OAMSET_59, 1 + oamframe BATTLE_ANIM_OAMSET_5A, 1 + oamframe BATTLE_ANIM_OAMSET_5B, 1 + oamframe BATTLE_ANIM_OAMSET_5C, 2 oamdelete .Frameset_Egg: - oamframe BATTLEANIMOAMSET_0A, 10 - oamframe BATTLEANIMOAMSET_0B, 3, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_5D, 3, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_0B, 3, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_0A, 2, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_0B, 1, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_5D, 1 - oamframe BATTLEANIMOAMSET_0B, 1 + oamframe BATTLE_ANIM_OAMSET_0A, 10 + oamframe BATTLE_ANIM_OAMSET_0B, 3, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_5D, 3, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_0B, 3, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_0A, 2, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_0B, 1, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_5D, 1 + oamframe BATTLE_ANIM_OAMSET_0B, 1 oamrestart .Frameset_EggWobble: - oamframe BATTLEANIMOAMSET_0A, 3 - oamframe BATTLEANIMOAMSET_0B, 7, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_0A, 7 - oamframe BATTLEANIMOAMSET_0B, 7 - oamframe BATTLEANIMOAMSET_0A, 3 + oamframe BATTLE_ANIM_OAMSET_0A, 3 + oamframe BATTLE_ANIM_OAMSET_0B, 7, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_0A, 7 + oamframe BATTLE_ANIM_OAMSET_0B, 7 + oamframe BATTLE_ANIM_OAMSET_0A, 3 oamrestart .Frameset_EggCrackedTop: - oamframe BATTLEANIMOAMSET_5E, 32 - oamframe BATTLEANIMOAMSET_5E, 32 + oamframe BATTLE_ANIM_OAMSET_5E, 32 + oamframe BATTLE_ANIM_OAMSET_5E, 32 oamdelete .Frameset_EggCrackedBottom: - oamframe BATTLEANIMOAMSET_5F, 32 - oamframe BATTLEANIMOAMSET_5F, 32 + oamframe BATTLE_ANIM_OAMSET_5F, 32 + oamframe BATTLE_ANIM_OAMSET_5F, 32 oamdelete .Frameset_Focus: - oamframe BATTLEANIMOAMSET_60, 8 + oamframe BATTLE_ANIM_OAMSET_60, 8 oamend .Frameset_Bind1: - oamframe BATTLEANIMOAMSET_61, 1 - oamframe BATTLEANIMOAMSET_62, 1 - oamframe BATTLEANIMOAMSET_63, 1 + oamframe BATTLE_ANIM_OAMSET_61, 1 + oamframe BATTLE_ANIM_OAMSET_62, 1 + oamframe BATTLE_ANIM_OAMSET_63, 1 oamend .Frameset_Bind2: - oamframe BATTLEANIMOAMSET_63, 7 - oamframe BATTLEANIMOAMSET_64, 7 + oamframe BATTLE_ANIM_OAMSET_63, 7 + oamframe BATTLE_ANIM_OAMSET_64, 7 oamrestart .Frameset_Bind3: - oamframe BATTLEANIMOAMSET_65, 1 - oamframe BATTLEANIMOAMSET_66, 1 - oamframe BATTLEANIMOAMSET_67, 1 + oamframe BATTLE_ANIM_OAMSET_65, 1 + oamframe BATTLE_ANIM_OAMSET_66, 1 + oamframe BATTLE_ANIM_OAMSET_67, 1 oamend .Frameset_Bind4: - oamframe BATTLEANIMOAMSET_67, 7 - oamframe BATTLEANIMOAMSET_68, 7 + oamframe BATTLE_ANIM_OAMSET_67, 7 + oamframe BATTLE_ANIM_OAMSET_68, 7 oamrestart .Frameset_Sound1: - oamframe BATTLEANIMOAMSET_6E, 8 + oamframe BATTLE_ANIM_OAMSET_6E, 8 oamend .Frameset_Sound2: - oamframe BATTLEANIMOAMSET_6F, 8 + oamframe BATTLE_ANIM_OAMSET_6F, 8 oamend .Frameset_Sound3: - oamframe BATTLEANIMOAMSET_6E, 8, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_6E, 8, OAM_Y_FLIP oamend .Frameset_Wave: - oamframe BATTLEANIMOAMSET_18, 4 - oamframe BATTLEANIMOAMSET_70, 4 - oamframe BATTLEANIMOAMSET_71, 4 - oamframe BATTLEANIMOAMSET_72, 4 - oamframe BATTLEANIMOAMSET_73, 4 + oamframe BATTLE_ANIM_OAMSET_18, 4 + oamframe BATTLE_ANIM_OAMSET_70, 4 + oamframe BATTLE_ANIM_OAMSET_71, 4 + oamframe BATTLE_ANIM_OAMSET_72, 4 + oamframe BATTLE_ANIM_OAMSET_73, 4 oamdelete .Frameset_ConfuseRay1: - oamframe BATTLEANIMOAMSET_74, 4 - oamframe BATTLEANIMOAMSET_75, 4 + oamframe BATTLE_ANIM_OAMSET_74, 4 + oamframe BATTLE_ANIM_OAMSET_75, 4 oamrestart .Frameset_ConfuseRay2: - oamframe BATTLEANIMOAMSET_14, 8 + oamframe BATTLE_ANIM_OAMSET_14, 8 oamend .Frameset_Sparkle: - oamframe BATTLEANIMOAMSET_74, 3 - oamframe BATTLEANIMOAMSET_14, 3 - oamframe BATTLEANIMOAMSET_15, 3 - oamframe BATTLEANIMOAMSET_14, 3 - oamframe BATTLEANIMOAMSET_15, 3 + oamframe BATTLE_ANIM_OAMSET_74, 3 + oamframe BATTLE_ANIM_OAMSET_14, 3 + oamframe BATTLE_ANIM_OAMSET_15, 3 + oamframe BATTLE_ANIM_OAMSET_14, 3 + oamframe BATTLE_ANIM_OAMSET_15, 3 oamdelete .Frameset_GrowingSparkle: - oamframe BATTLEANIMOAMSET_14, 0 - oamframe BATTLEANIMOAMSET_15, 0 - oamframe BATTLEANIMOAMSET_14, 0 - oamframe BATTLEANIMOAMSET_15, 0 - oamframe BATTLEANIMOAMSET_74, 12 + oamframe BATTLE_ANIM_OAMSET_14, 0 + oamframe BATTLE_ANIM_OAMSET_15, 0 + oamframe BATTLE_ANIM_OAMSET_14, 0 + oamframe BATTLE_ANIM_OAMSET_15, 0 + oamframe BATTLE_ANIM_OAMSET_74, 12 oamdelete .Frameset_Leer: - oamframe BATTLEANIMOAMSET_76, 8 + oamframe BATTLE_ANIM_OAMSET_76, 8 oamend .Frameset_Reflect: - oamframe BATTLEANIMOAMSET_77, 1 - oamframe BATTLEANIMOAMSET_78, 1 - oamframe BATTLEANIMOAMSET_79, 1 - oamframe BATTLEANIMOAMSET_7A, 1 - oamframe BATTLEANIMOAMSET_7B, 1 - oamframe BATTLEANIMOAMSET_7C, 1 - oamframe BATTLEANIMOAMSET_7D, 1 - oamframe BATTLEANIMOAMSET_7C, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_7B, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_7A, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_79, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_78, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_77, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_77, 1 + oamframe BATTLE_ANIM_OAMSET_78, 1 + oamframe BATTLE_ANIM_OAMSET_79, 1 + oamframe BATTLE_ANIM_OAMSET_7A, 1 + oamframe BATTLE_ANIM_OAMSET_7B, 1 + oamframe BATTLE_ANIM_OAMSET_7C, 1 + oamframe BATTLE_ANIM_OAMSET_7D, 1 + oamframe BATTLE_ANIM_OAMSET_7C, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_7B, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_7A, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_79, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_78, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_77, 1, OAM_X_FLIP, OAM_Y_FLIP oamdelete .Frameset_Chick1: - oamframe BATTLEANIMOAMSET_1B, 4 - oamframe BATTLEANIMOAMSET_7E, 4 + oamframe BATTLE_ANIM_OAMSET_1B, 4 + oamframe BATTLE_ANIM_OAMSET_7E, 4 oamrestart .Frameset_Chick2: - oamframe BATTLEANIMOAMSET_1B, 4, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_7E, 4, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_1B, 4, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_7E, 4, OAM_X_FLIP oamrestart .Frameset_Amnesia1: - oamframe BATTLEANIMOAMSET_7F, 8 + oamframe BATTLE_ANIM_OAMSET_7F, 8 oamend .Frameset_Amnesia2: - oamframe BATTLEANIMOAMSET_25, 8 + oamframe BATTLE_ANIM_OAMSET_25, 8 oamend .Frameset_Amnesia3: - oamframe BATTLEANIMOAMSET_80, 8 + oamframe BATTLE_ANIM_OAMSET_80, 8 oamend .Frameset_Asleep: - oamframe BATTLEANIMOAMSET_83, 7 - oamframe BATTLEANIMOAMSET_82, 7 - oamframe BATTLEANIMOAMSET_81, 7 - oamframe BATTLEANIMOAMSET_82, 7 - oamframe BATTLEANIMOAMSET_83, 7 - oamframe BATTLEANIMOAMSET_82, 7 - oamframe BATTLEANIMOAMSET_81, 7 + oamframe BATTLE_ANIM_OAMSET_83, 7 + oamframe BATTLE_ANIM_OAMSET_82, 7 + oamframe BATTLE_ANIM_OAMSET_81, 7 + oamframe BATTLE_ANIM_OAMSET_82, 7 + oamframe BATTLE_ANIM_OAMSET_83, 7 + oamframe BATTLE_ANIM_OAMSET_82, 7 + oamframe BATTLE_ANIM_OAMSET_81, 7 oamdelete .Frameset_DigSand: - oamframe BATTLEANIMOAMSET_1B, 16 + oamframe BATTLE_ANIM_OAMSET_1B, 16 oamdelete .Frameset_DigPile: oamwait 15 - oamframe BATTLEANIMOAMSET_84, 15 - oamframe BATTLEANIMOAMSET_85, 15 - oamframe BATTLEANIMOAMSET_29, 15 - oamframe BATTLEANIMOAMSET_28, 15 - oamframe BATTLEANIMOAMSET_86, 32 + oamframe BATTLE_ANIM_OAMSET_84, 15 + oamframe BATTLE_ANIM_OAMSET_85, 15 + oamframe BATTLE_ANIM_OAMSET_29, 15 + oamframe BATTLE_ANIM_OAMSET_28, 15 + oamframe BATTLE_ANIM_OAMSET_86, 32 oamdelete .Frameset_Sand: - oamframe BATTLEANIMOAMSET_1B, 3 - oamframe BATTLEANIMOAMSET_87, 3 - oamframe BATTLEANIMOAMSET_88, 3 - oamframe BATTLEANIMOAMSET_89, 3 + oamframe BATTLE_ANIM_OAMSET_1B, 3 + oamframe BATTLE_ANIM_OAMSET_87, 3 + oamframe BATTLE_ANIM_OAMSET_88, 3 + oamframe BATTLE_ANIM_OAMSET_89, 3 oamdelete .Frameset_StringShot1: - oamframe BATTLEANIMOAMSET_8A, 2 - oamframe BATTLEANIMOAMSET_8B, 2 - oamframe BATTLEANIMOAMSET_8C, 2 - oamframe BATTLEANIMOAMSET_8D, 2 + oamframe BATTLE_ANIM_OAMSET_8A, 2 + oamframe BATTLE_ANIM_OAMSET_8B, 2 + oamframe BATTLE_ANIM_OAMSET_8C, 2 + oamframe BATTLE_ANIM_OAMSET_8D, 2 oamdelete .Frameset_StringShot2: - oamframe BATTLEANIMOAMSET_61, 2 - oamframe BATTLEANIMOAMSET_62, 2 - oamframe BATTLEANIMOAMSET_63, 2 + oamframe BATTLE_ANIM_OAMSET_61, 2 + oamframe BATTLE_ANIM_OAMSET_62, 2 + oamframe BATTLE_ANIM_OAMSET_63, 2 oamend .Frameset_StringShot3: - oamframe BATTLEANIMOAMSET_65, 2 - oamframe BATTLEANIMOAMSET_66, 2 - oamframe BATTLEANIMOAMSET_67, 2 + oamframe BATTLE_ANIM_OAMSET_65, 2 + oamframe BATTLE_ANIM_OAMSET_66, 2 + oamframe BATTLE_ANIM_OAMSET_67, 2 oamend .Frameset_Paralyzed: - oamframe BATTLEANIMOAMSET_8E, 8 + oamframe BATTLE_ANIM_OAMSET_8E, 8 oamend .Frameset_ParalyzedFlipped: - oamframe BATTLEANIMOAMSET_8E, 8, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_8E, 8, OAM_X_FLIP oamend .Frameset_Haze: - oamframe BATTLEANIMOAMSET_8F, 16 - oamframe BATTLEANIMOAMSET_90, 16 + oamframe BATTLE_ANIM_OAMSET_8F, 16 + oamframe BATTLE_ANIM_OAMSET_90, 16 oamrestart .Frameset_Mist: - oamframe BATTLEANIMOAMSET_91, 16 - oamframe BATTLEANIMOAMSET_92, 16 + oamframe BATTLE_ANIM_OAMSET_91, 16 + oamframe BATTLE_ANIM_OAMSET_92, 16 oamrestart .Frameset_Horn: - oamframe BATTLEANIMOAMSET_93, 8 + oamframe BATTLE_ANIM_OAMSET_93, 8 oamend .Frameset_Needle: - oamframe BATTLEANIMOAMSET_1E, 8 + oamframe BATTLE_ANIM_OAMSET_1E, 8 oamend .Frameset_Flower: - oamframe BATTLEANIMOAMSET_1B, 7 - oamframe BATTLEANIMOAMSET_94, 7 + oamframe BATTLE_ANIM_OAMSET_1B, 7 + oamframe BATTLE_ANIM_OAMSET_94, 7 oamrestart .Frameset_BarrageBall: - oamframe BATTLEANIMOAMSET_95, 8 + oamframe BATTLE_ANIM_OAMSET_95, 8 oamend .Frameset_PayDay: - oamframe BATTLEANIMOAMSET_96, 8 + oamframe BATTLE_ANIM_OAMSET_96, 8 oamend .Frameset_Heart: - oamframe BATTLEANIMOAMSET_95, 8 + oamframe BATTLE_ANIM_OAMSET_95, 8 oamend .Frameset_SpinningBone: - oamframe BATTLEANIMOAMSET_97, 1 - oamframe BATTLEANIMOAMSET_97, 1, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_97, 1 + oamframe BATTLE_ANIM_OAMSET_97, 1, OAM_X_FLIP oamrestart .Frameset_Star: - oamframe BATTLEANIMOAMSET_98, 8 + oamframe BATTLE_ANIM_OAMSET_98, 8 oamend .Frameset_Spoon: - oamframe BATTLEANIMOAMSET_99, 32 - oamframe BATTLEANIMOAMSET_99, 32 - oamframe BATTLEANIMOAMSET_99, 32 - oamframe BATTLEANIMOAMSET_99, 32 - oamframe BATTLEANIMOAMSET_99, 32 - oamframe BATTLEANIMOAMSET_9A, 8 + oamframe BATTLE_ANIM_OAMSET_99, 32 + oamframe BATTLE_ANIM_OAMSET_99, 32 + oamframe BATTLE_ANIM_OAMSET_99, 32 + oamframe BATTLE_ANIM_OAMSET_99, 32 + oamframe BATTLE_ANIM_OAMSET_99, 32 + oamframe BATTLE_ANIM_OAMSET_9A, 8 oamend .Frameset_SkyAttack: - oamframe BATTLEANIMOAMSET_9B, 8 + oamframe BATTLE_ANIM_OAMSET_9B, 8 oamend .Frameset_Lick: - oamframe BATTLEANIMOAMSET_9C, 2 - oamframe BATTLEANIMOAMSET_9D, 2 - oamframe BATTLEANIMOAMSET_9E, 8 + oamframe BATTLE_ANIM_OAMSET_9C, 2 + oamframe BATTLE_ANIM_OAMSET_9D, 2 + oamframe BATTLE_ANIM_OAMSET_9E, 8 oamwait 2 - oamframe BATTLEANIMOAMSET_9E, 2 + oamframe BATTLE_ANIM_OAMSET_9E, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_9E, 2 + oamframe BATTLE_ANIM_OAMSET_9E, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_9E, 2 + oamframe BATTLE_ANIM_OAMSET_9E, 2 oamdelete .Frameset_WithdrawShell: - oamframe BATTLEANIMOAMSET_9F, 8 + oamframe BATTLE_ANIM_OAMSET_9F, 8 oamend .Frameset_Conversion: - oamframe BATTLEANIMOAMSET_0F, 8 + oamframe BATTLE_ANIM_OAMSET_0F, 8 oamend .Frameset_Sword: - oamframe BATTLEANIMOAMSET_6B, 24 + oamframe BATTLE_ANIM_OAMSET_6B, 24 oamdelete .Frameset_SpeedLine1: - oamframe BATTLEANIMOAMSET_A0, 1 ; fallthrough + oamframe BATTLE_ANIM_OAMSET_A0, 1 ; fallthrough .Frameset_SpeedLine2: - oamframe BATTLEANIMOAMSET_A1, 1 ; fallthrough + oamframe BATTLE_ANIM_OAMSET_A1, 1 ; fallthrough .Frameset_SpeedLine3: - oamframe BATTLEANIMOAMSET_A2, 1 + oamframe BATTLE_ANIM_OAMSET_A2, 1 oamdelete .Frameset_SeismicToss: - oamframe BATTLEANIMOAMSET_A3, 8 + oamframe BATTLE_ANIM_OAMSET_A3, 8 oamend .Frameset_Sharpen: - oamframe BATTLEANIMOAMSET_A4, 4 - oamframe BATTLEANIMOAMSET_A5, 4 - oamframe BATTLEANIMOAMSET_A6, 4 - oamframe BATTLEANIMOAMSET_A7, 4 - oamframe BATTLEANIMOAMSET_A6, 4, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_A5, 4, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_A4, 4 + oamframe BATTLE_ANIM_OAMSET_A5, 4 + oamframe BATTLE_ANIM_OAMSET_A6, 4 + oamframe BATTLE_ANIM_OAMSET_A7, 4 + oamframe BATTLE_ANIM_OAMSET_A6, 4, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_A5, 4, OAM_X_FLIP oamrestart .Frameset_DefenseCurl: - oamframe BATTLEANIMOAMSET_A8, 4 - oamframe BATTLEANIMOAMSET_A9, 4 - oamframe BATTLEANIMOAMSET_AA, 4 - oamframe BATTLEANIMOAMSET_AB, 4 - oamframe BATTLEANIMOAMSET_AA, 4, OAM_X_FLIP - oamframe BATTLEANIMOAMSET_A9, 4, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_A8, 4 + oamframe BATTLE_ANIM_OAMSET_A9, 4 + oamframe BATTLE_ANIM_OAMSET_AA, 4 + oamframe BATTLE_ANIM_OAMSET_AB, 4 + oamframe BATTLE_ANIM_OAMSET_AA, 4, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_A9, 4, OAM_X_FLIP oamrestart .Frameset_MetronomeHand: - oamframe BATTLEANIMOAMSET_1B, 8 + oamframe BATTLE_ANIM_OAMSET_1B, 8 oamend .Frameset_Agility: - oamframe BATTLEANIMOAMSET_AC, 8 + oamframe BATTLE_ANIM_OAMSET_AC, 8 oamend .Frameset_Cotton: - oamframe BATTLEANIMOAMSET_AD, 8 + oamframe BATTLE_ANIM_OAMSET_AD, 8 oamend .Frameset_MilkBottle: - oamframe BATTLEANIMOAMSET_AE, 8 + oamframe BATTLE_ANIM_OAMSET_AE, 8 oamend .Frameset_Spike: - oamframe BATTLEANIMOAMSET_AF, 8 + oamframe BATTLE_ANIM_OAMSET_AF, 8 oamend .Frameset_AngerVein: - oamframe BATTLEANIMOAMSET_B0, 32 + oamframe BATTLE_ANIM_OAMSET_B0, 32 oamdelete .Frameset_HealBell: - oamframe BATTLEANIMOAMSET_B1, 7 - oamframe BATTLEANIMOAMSET_B1, 7, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_B1, 7 + oamframe BATTLE_ANIM_OAMSET_B1, 7, OAM_X_FLIP oamrestart .Frameset_BatonPass: - oamframe BATTLEANIMOAMSET_B2, 8 + oamframe BATTLE_ANIM_OAMSET_B2, 8 oamend .Frameset_LockOn1: - oamframe BATTLEANIMOAMSET_B3, 8 + oamframe BATTLE_ANIM_OAMSET_B3, 8 oamend .Frameset_LockOn2: - oamframe BATTLEANIMOAMSET_B3, 8, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_B3, 8, OAM_X_FLIP oamend .Frameset_LockOn3: - oamframe BATTLEANIMOAMSET_B3, 8, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_B3, 8, OAM_Y_FLIP oamend .Frameset_LockOn4: - oamframe BATTLEANIMOAMSET_B3, 8, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_B3, 8, OAM_X_FLIP, OAM_Y_FLIP oamend .Frameset_MindReader1: - oamframe BATTLEANIMOAMSET_B5, 8 + oamframe BATTLE_ANIM_OAMSET_B5, 8 oamend .Frameset_MindReader2: - oamframe BATTLEANIMOAMSET_B5, 8, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_B5, 8, OAM_X_FLIP oamend .Frameset_MindReader3: - oamframe BATTLEANIMOAMSET_B5, 8, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_B5, 8, OAM_Y_FLIP oamend .Frameset_MindReader4: - oamframe BATTLEANIMOAMSET_B5, 8, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_B5, 8, OAM_X_FLIP, OAM_Y_FLIP oamend .Frameset_Safeguard: - oamframe BATTLEANIMOAMSET_B4, 8 + oamframe BATTLE_ANIM_OAMSET_B4, 8 oamend .Frameset_MegaphoneUnused: - oamframe BATTLEANIMOAMSET_6B, 8 + oamframe BATTLE_ANIM_OAMSET_6B, 8 oamend .Frameset_ItemBag: - oamframe BATTLEANIMOAMSET_B6, 8 + oamframe BATTLE_ANIM_OAMSET_B6, 8 oamend .Frameset_SpiderWeb: - oamframe BATTLEANIMOAMSET_B7, 32 + oamframe BATTLE_ANIM_OAMSET_B7, 32 oamend .Frameset_UnusedCake: - oamframe BATTLEANIMOAMSET_1B, 32 + oamframe BATTLE_ANIM_OAMSET_1B, 32 oamend .Frameset_Imp: - oamframe BATTLEANIMOAMSET_B8, 32 + oamframe BATTLE_ANIM_OAMSET_B8, 32 oamend .Frameset_ImpFlipped: - oamframe BATTLEANIMOAMSET_B8, 32, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_B8, 32, OAM_X_FLIP oamend .Frameset_Cherub: - oamframe BATTLEANIMOAMSET_B9, 32 + oamframe BATTLE_ANIM_OAMSET_B9, 32 oamend .Frameset_Pencil: - oamframe BATTLEANIMOAMSET_BA, 32 + oamframe BATTLE_ANIM_OAMSET_BA, 32 oamend .Frameset_EncoreHand: - oamframe BATTLEANIMOAMSET_BB, 32, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_BB, 32, OAM_X_FLIP oamend .Frameset_EncoreHandFlipped: - oamframe BATTLEANIMOAMSET_BB, 32 + oamframe BATTLE_ANIM_OAMSET_BB, 32 oamend .Frameset_DestinyBond: - oamframe BATTLEANIMOAMSET_BC, 32 + oamframe BATTLE_ANIM_OAMSET_BC, 32 oamend .Frameset_MorningSun: - oamframe BATTLEANIMOAMSET_BD, 11 - oamframe BATTLEANIMOAMSET_BE, 11 - oamframe BATTLEANIMOAMSET_1B, 11 + oamframe BATTLE_ANIM_OAMSET_BD, 11 + oamframe BATTLE_ANIM_OAMSET_BE, 11 + oamframe BATTLE_ANIM_OAMSET_1B, 11 oamdelete .Frameset_Glimmer: - oamframe BATTLEANIMOAMSET_BF, 4 - oamframe BATTLEANIMOAMSET_C0, 4 - oamframe BATTLEANIMOAMSET_C1, 4 + oamframe BATTLE_ANIM_OAMSET_BF, 4 + oamframe BATTLE_ANIM_OAMSET_C0, 4 + oamframe BATTLE_ANIM_OAMSET_C1, 4 oamdelete .Frameset_Moonlight: - oamframe BATTLEANIMOAMSET_C2, 32 - oamframe BATTLEANIMOAMSET_C2, 32 + oamframe BATTLE_ANIM_OAMSET_C2, 32 + oamframe BATTLE_ANIM_OAMSET_C2, 32 oamdelete .Frameset_CrossChop1: - oamframe BATTLEANIMOAMSET_4B, 2 - oamframe BATTLEANIMOAMSET_4C, 2 - oamframe BATTLEANIMOAMSET_4D, 32 - oamframe BATTLEANIMOAMSET_4D, 32 - oamframe BATTLEANIMOAMSET_4D, 32 - oamframe BATTLEANIMOAMSET_4F, 1 - oamframe BATTLEANIMOAMSET_50, 1 - oamframe BATTLEANIMOAMSET_51, 1 - oamframe BATTLEANIMOAMSET_52, 2 + oamframe BATTLE_ANIM_OAMSET_4B, 2 + oamframe BATTLE_ANIM_OAMSET_4C, 2 + oamframe BATTLE_ANIM_OAMSET_4D, 32 + oamframe BATTLE_ANIM_OAMSET_4D, 32 + oamframe BATTLE_ANIM_OAMSET_4D, 32 + oamframe BATTLE_ANIM_OAMSET_4F, 1 + oamframe BATTLE_ANIM_OAMSET_50, 1 + oamframe BATTLE_ANIM_OAMSET_51, 1 + oamframe BATTLE_ANIM_OAMSET_52, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2 + oamframe BATTLE_ANIM_OAMSET_52, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2 + oamframe BATTLE_ANIM_OAMSET_52, 2 oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2 + oamframe BATTLE_ANIM_OAMSET_52, 2 oamdelete .Frameset_CrossChop2: - oamframe BATTLEANIMOAMSET_4B, 2, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_4C, 2, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_4D, 32, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_4D, 32, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_4D, 32, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_4F, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_50, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_51, 1, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4B, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4C, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4D, 32, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4D, 32, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4D, 32, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_4F, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_50, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_51, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP oamwait 2 - oamframe BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP oamdelete .Frameset_ZapCannon: - oamframe BATTLEANIMOAMSET_C3, 1 - oamframe BATTLEANIMOAMSET_C3, 1, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_C3, 1 + oamframe BATTLE_ANIM_OAMSET_C3, 1, OAM_X_FLIP, OAM_Y_FLIP oamrestart .Frameset_CurseNail: - oamframe BATTLEANIMOAMSET_C4, 32 + oamframe BATTLE_ANIM_OAMSET_C4, 32 oamend .Frameset_ForesightShine: - oamframe BATTLEANIMOAMSET_C5, 4 - oamframe BATTLEANIMOAMSET_C6, 4 - oamframe BATTLEANIMOAMSET_C7, 4 + oamframe BATTLE_ANIM_OAMSET_C5, 4 + oamframe BATTLE_ANIM_OAMSET_C6, 4 + oamframe BATTLE_ANIM_OAMSET_C7, 4 oamdelete .Frameset_RapidSpin: - oamframe BATTLEANIMOAMSET_C8, 1 - oamframe BATTLEANIMOAMSET_C8, 1, OAM_X_FLIP + oamframe BATTLE_ANIM_OAMSET_C8, 1 + oamframe BATTLE_ANIM_OAMSET_C8, 1, OAM_X_FLIP oamrestart .Frameset_Swagger: - oamframe BATTLEANIMOAMSET_C9, 3 - oamframe BATTLEANIMOAMSET_05, 3 + oamframe BATTLE_ANIM_OAMSET_C9, 3 + oamframe BATTLE_ANIM_OAMSET_05, 3 oamdelete .Frameset_MeanLook: - oamframe BATTLEANIMOAMSET_CA, 32 - oamframe BATTLEANIMOAMSET_CB, 3 - oamframe BATTLEANIMOAMSET_CA, 3 - oamframe BATTLEANIMOAMSET_CB, 3 + oamframe BATTLE_ANIM_OAMSET_CA, 32 + oamframe BATTLE_ANIM_OAMSET_CB, 3 + oamframe BATTLE_ANIM_OAMSET_CA, 3 + oamframe BATTLE_ANIM_OAMSET_CB, 3 oamrestart .Frameset_UpsideDownPunch: - oamframe BATTLEANIMOAMSET_03, 32, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_03, 32, OAM_Y_FLIP oamend .Frameset_Rain: - oamframe BATTLEANIMOAMSET_CC, 32 + oamframe BATTLE_ANIM_OAMSET_CC, 32 oamend .Frameset_PsychUp: - oamframe BATTLEANIMOAMSET_7F, 2 - oamframe BATTLEANIMOAMSET_25, 2 - oamframe BATTLEANIMOAMSET_80, 2 - oamframe BATTLEANIMOAMSET_25, 2 + oamframe BATTLE_ANIM_OAMSET_7F, 2 + oamframe BATTLE_ANIM_OAMSET_25, 2 + oamframe BATTLE_ANIM_OAMSET_80, 2 + oamframe BATTLE_ANIM_OAMSET_25, 2 oamrestart .Frameset_SpiralUnused: - oamframe BATTLEANIMOAMSET_CD, 4 - oamframe BATTLEANIMOAMSET_CE, 4 - oamframe BATTLEANIMOAMSET_CD, 4, OAM_X_FLIP, OAM_Y_FLIP - oamframe BATTLEANIMOAMSET_CE, 4, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_CD, 4 + oamframe BATTLE_ANIM_OAMSET_CE, 4 + oamframe BATTLE_ANIM_OAMSET_CD, 4, OAM_X_FLIP, OAM_Y_FLIP + oamframe BATTLE_ANIM_OAMSET_CE, 4, OAM_X_FLIP, OAM_Y_FLIP oamrestart .Frameset_Aeroblast: - oamframe BATTLEANIMOAMSET_CF, 4 - oamframe BATTLEANIMOAMSET_D0, 4 - oamframe BATTLEANIMOAMSET_D1, 4 - oamframe BATTLEANIMOAMSET_D2, 4 + oamframe BATTLE_ANIM_OAMSET_CF, 4 + oamframe BATTLE_ANIM_OAMSET_D0, 4 + oamframe BATTLE_ANIM_OAMSET_D1, 4 + oamframe BATTLE_ANIM_OAMSET_D2, 4 oamdelete .Frameset_Sandstorm: - oamframe BATTLEANIMOAMSET_D3, 32 + oamframe BATTLE_ANIM_OAMSET_D3, 32 oamend .Frameset_EnemyFeet1Row: - oamframe BATTLEANIMOAMSET_D4, 8 + oamframe BATTLE_ANIM_OAMSET_D4, 8 oamend .Frameset_PlayerHead1Row: - oamframe BATTLEANIMOAMSET_D5, 8 + oamframe BATTLE_ANIM_OAMSET_D5, 8 oamend .Frameset_EnemyFeet2Row: - oamframe BATTLEANIMOAMSET_D6, 8 + oamframe BATTLE_ANIM_OAMSET_D6, 8 oamend .Frameset_PlayerHead2Row: - oamframe BATTLEANIMOAMSET_D7, 8 + oamframe BATTLE_ANIM_OAMSET_D7, 8 oamend diff --git a/data/battle_anims/oam.asm b/data/battle_anims/oam.asm index da80a966..e13584d3 100644 --- a/data/battle_anims/oam.asm +++ b/data/battle_anims/oam.asm @@ -5,225 +5,225 @@ MACRO battleanimoam ENDM BattleAnimOAMData: -; entries correspond to BATTLEANIMOAMSET_* constants +; entries correspond to BATTLE_ANIM_OAMSET_* constants table_width 4, BattleAnimOAMData - battleanimoam $00, 16, .OAMData_00 ; BATTLEANIMOAMSET_00 - battleanimoam $04, 9, .OAMData_01 ; BATTLEANIMOAMSET_01 - battleanimoam $08, 4, .OAMData_02 ; BATTLEANIMOAMSET_02 - battleanimoam $09, 4, .OAMData_03 ; BATTLEANIMOAMSET_03 - battleanimoam $0d, 4, .OAMData_04 ; BATTLEANIMOAMSET_04 - battleanimoam $0f, 4, .OAMData_03 ; BATTLEANIMOAMSET_05 - battleanimoam $13, 4, .OAMData_04 ; BATTLEANIMOAMSET_06 - battleanimoam $04, 16, .OAMData_00 ; BATTLEANIMOAMSET_07 - battleanimoam $08, 16, .OAMData_00 ; BATTLEANIMOAMSET_08 - battleanimoam $08, 16, .OAMData_09 ; BATTLEANIMOAMSET_09 - battleanimoam $00, 4, .OAMData_04 ; BATTLEANIMOAMSET_0A - battleanimoam $02, 4, .OAMData_03 ; BATTLEANIMOAMSET_0B - battleanimoam $06, 2, .OAMData_0c ; BATTLEANIMOAMSET_0C - battleanimoam $07, 2, .OAMData_0c ; BATTLEANIMOAMSET_0D - battleanimoam $02, 4, .OAMData_04 ; BATTLEANIMOAMSET_0E - battleanimoam $04, 1, .OAMData_0f ; BATTLEANIMOAMSET_0F - battleanimoam $05, 1, .OAMData_0f ; BATTLEANIMOAMSET_10 - battleanimoam $00, 2, .OAMData_11 ; BATTLEANIMOAMSET_11 - battleanimoam $02, 2, .OAMData_11 ; BATTLEANIMOAMSET_12 - battleanimoam $00, 4, .OAMData_13 ; BATTLEANIMOAMSET_13 - battleanimoam $00, 1, .OAMData_0f ; BATTLEANIMOAMSET_14 - battleanimoam $01, 1, .OAMData_0f ; BATTLEANIMOAMSET_15 - battleanimoam $02, 1, .OAMData_0f ; BATTLEANIMOAMSET_16 - battleanimoam $03, 1, .OAMData_0f ; BATTLEANIMOAMSET_17 - battleanimoam $00, 4, .OAMData_02 ; BATTLEANIMOAMSET_18 - battleanimoam $01, 16, .OAMData_00 ; BATTLEANIMOAMSET_19 - battleanimoam $05, 16, .OAMData_00 ; BATTLEANIMOAMSET_1A - battleanimoam $00, 4, .OAMData_03 ; BATTLEANIMOAMSET_1B - battleanimoam $05, 12, .OAMData_1c ; BATTLEANIMOAMSET_1C - battleanimoam $02, 4, .OAMData_02 ; BATTLEANIMOAMSET_1D - battleanimoam $06, 1, .OAMData_0f ; BATTLEANIMOAMSET_1E - battleanimoam $07, 1, .OAMData_0f ; BATTLEANIMOAMSET_1F - battleanimoam $08, 1, .OAMData_0f ; BATTLEANIMOAMSET_20 - battleanimoam $04, 4, .OAMData_03 ; BATTLEANIMOAMSET_21 - battleanimoam $09, 22, .OAMData_22 ; BATTLEANIMOAMSET_22 - battleanimoam $04, 2, .OAMData_11 ; BATTLEANIMOAMSET_23 - battleanimoam $06, 2, .OAMData_11 ; BATTLEANIMOAMSET_24 - battleanimoam $0c, 1, .OAMData_0f ; BATTLEANIMOAMSET_25 - battleanimoam $0a, 1, .OAMData_0f ; BATTLEANIMOAMSET_26 - battleanimoam $0b, 4, .OAMData_02 ; BATTLEANIMOAMSET_27 - battleanimoam $08, 4, .OAMData_04 ; BATTLEANIMOAMSET_28 - battleanimoam $06, 4, .OAMData_04 ; BATTLEANIMOAMSET_29 - battleanimoam $00, 5, .OAMData_2a ; BATTLEANIMOAMSET_2A - battleanimoam $03, 6, .OAMData_2b ; BATTLEANIMOAMSET_2B - battleanimoam $00, 7, .OAMData_2c ; BATTLEANIMOAMSET_2C - battleanimoam $03, 8, .OAMData_2d ; BATTLEANIMOAMSET_2D - battleanimoam $00, 9, .OAMData_2e ; BATTLEANIMOAMSET_2E - battleanimoam $00, 4, .OAMData_2f ; BATTLEANIMOAMSET_2F - battleanimoam $02, 4, .OAMData_30 ; BATTLEANIMOAMSET_30 - battleanimoam $04, 6, .OAMData_31 ; BATTLEANIMOAMSET_31 - battleanimoam $00, 2, .OAMData_32 ; BATTLEANIMOAMSET_32 - battleanimoam $00, 7, .OAMData_33 ; BATTLEANIMOAMSET_33 - battleanimoam $00, 14, .OAMData_32 ; BATTLEANIMOAMSET_34 - battleanimoam $00, 21, .OAMData_33 ; BATTLEANIMOAMSET_35 - battleanimoam $00, 2, .OAMData_36 ; BATTLEANIMOAMSET_36 - battleanimoam $00, 6, .OAMData_36 ; BATTLEANIMOAMSET_37 - battleanimoam $00, 10, .OAMData_36 ; BATTLEANIMOAMSET_38 - battleanimoam $00, 14, .OAMData_36 ; BATTLEANIMOAMSET_39 - battleanimoam $00, 2, .OAMData_3a ; BATTLEANIMOAMSET_3A - battleanimoam $00, 6, .OAMData_3a ; BATTLEANIMOAMSET_3B - battleanimoam $00, 10, .OAMData_3a ; BATTLEANIMOAMSET_3C - battleanimoam $00, 14, .OAMData_3a ; BATTLEANIMOAMSET_3D - battleanimoam $00, 4, .OAMData_3e ; BATTLEANIMOAMSET_3E - battleanimoam $00, 16, .OAMData_3e ; BATTLEANIMOAMSET_3F - battleanimoam $00, 26, .OAMData_3e ; BATTLEANIMOAMSET_40 - battleanimoam $00, 26, .OAMData_41 ; BATTLEANIMOAMSET_41 - battleanimoam $0e, 4, .OAMData_42 ; BATTLEANIMOAMSET_42 - battleanimoam $0e, 8, .OAMData_42 ; BATTLEANIMOAMSET_43 - battleanimoam $0e, 4, .OAMData_44 ; BATTLEANIMOAMSET_44 - battleanimoam $0e, 8, .OAMData_44 ; BATTLEANIMOAMSET_45 - battleanimoam $0e, 4, .OAMData_46 ; BATTLEANIMOAMSET_46 - battleanimoam $0e, 4, .OAMData_47 ; BATTLEANIMOAMSET_47 - battleanimoam $00, 6, .OAMData_48 ; BATTLEANIMOAMSET_48 - battleanimoam $03, 4, .OAMData_49 ; BATTLEANIMOAMSET_49 - battleanimoam $03, 2, .OAMData_4a ; BATTLEANIMOAMSET_4A - battleanimoam $01, 5, .OAMData_0f ; BATTLEANIMOAMSET_4B - battleanimoam $01, 6, .OAMData_4c ; BATTLEANIMOAMSET_4C - battleanimoam $01, 7, .OAMData_4d ; BATTLEANIMOAMSET_4D - battleanimoam $01, 3, .OAMData_4d ; BATTLEANIMOAMSET_4E - battleanimoam $01, 8, .OAMData_4f ; BATTLEANIMOAMSET_4F - battleanimoam $01, 9, .OAMData_50 ; BATTLEANIMOAMSET_50 - battleanimoam $01, 10, .OAMData_51 ; BATTLEANIMOAMSET_51 - battleanimoam $01, 6, .OAMData_51 ; BATTLEANIMOAMSET_52 - battleanimoam $00, 9, .OAMData_01 ; BATTLEANIMOAMSET_53 - battleanimoam $04, 4, .OAMData_02 ; BATTLEANIMOAMSET_54 - battleanimoam $05, 4, .OAMData_02 ; BATTLEANIMOAMSET_55 - battleanimoam $00, 2, .OAMData_56 ; BATTLEANIMOAMSET_56 - battleanimoam $02, 2, .OAMData_56 ; BATTLEANIMOAMSET_57 - battleanimoam $04, 2, .OAMData_56 ; BATTLEANIMOAMSET_58 - battleanimoam $02, 4, .OAMData_59 ; BATTLEANIMOAMSET_59 - battleanimoam $02, 4, .OAMData_5a ; BATTLEANIMOAMSET_5A - battleanimoam $02, 2, .OAMData_0c ; BATTLEANIMOAMSET_5B - battleanimoam $04, 2, .OAMData_0c ; BATTLEANIMOAMSET_5C - battleanimoam $06, 4, .OAMData_5d ; BATTLEANIMOAMSET_5D - battleanimoam $08, 2, .OAMData_0c ; BATTLEANIMOAMSET_5E - battleanimoam $09, 2, .OAMData_0c ; BATTLEANIMOAMSET_5F - battleanimoam $05, 2, .OAMData_60 ; BATTLEANIMOAMSET_60 - battleanimoam $00, 2, .OAMData_61 ; BATTLEANIMOAMSET_61 - battleanimoam $00, 5, .OAMData_61 ; BATTLEANIMOAMSET_62 - battleanimoam $00, 9, .OAMData_61 ; BATTLEANIMOAMSET_63 - battleanimoam $09, 9, .OAMData_61 ; BATTLEANIMOAMSET_64 - battleanimoam $00, 4, .OAMData_65 ; BATTLEANIMOAMSET_65 - battleanimoam $00, 7, .OAMData_65 ; BATTLEANIMOAMSET_66 - battleanimoam $00, 9, .OAMData_65 ; BATTLEANIMOAMSET_67 - battleanimoam $09, 9, .OAMData_65 ; BATTLEANIMOAMSET_68 - battleanimoam $04, 1, .OAMData_69 ; BATTLEANIMOAMSET_69 - battleanimoam $05, 2, .OAMData_6a ; BATTLEANIMOAMSET_6A - battleanimoam $06, 4, .OAMData_03 ; BATTLEANIMOAMSET_6B - battleanimoam $0a, 4, .OAMData_03 ; BATTLEANIMOAMSET_6C - battleanimoam $0e, 4, .OAMData_03 ; BATTLEANIMOAMSET_6D - battleanimoam $08, 5, .OAMData_6e ; BATTLEANIMOAMSET_6E - battleanimoam $0d, 3, .OAMData_6f ; BATTLEANIMOAMSET_6F - battleanimoam $01, 8, .OAMData_70 ; BATTLEANIMOAMSET_70 - battleanimoam $03, 8, .OAMData_70 ; BATTLEANIMOAMSET_71 - battleanimoam $05, 8, .OAMData_70 ; BATTLEANIMOAMSET_72 - battleanimoam $07, 8, .OAMData_70 ; BATTLEANIMOAMSET_73 - battleanimoam $06, 4, .OAMData_02 ; BATTLEANIMOAMSET_74 - battleanimoam $07, 4, .OAMData_02 ; BATTLEANIMOAMSET_75 - battleanimoam $0a, 2, .OAMData_76 ; BATTLEANIMOAMSET_76 - battleanimoam $00, 1, .OAMData_77 ; BATTLEANIMOAMSET_77 - battleanimoam $00, 3, .OAMData_78 ; BATTLEANIMOAMSET_78 - battleanimoam $00, 6, .OAMData_79 ; BATTLEANIMOAMSET_79 - battleanimoam $00, 9, .OAMData_7a ; BATTLEANIMOAMSET_7A - battleanimoam $00, 12, .OAMData_7b ; BATTLEANIMOAMSET_7B - battleanimoam $00, 14, .OAMData_7c ; BATTLEANIMOAMSET_7C - battleanimoam $00, 15, .OAMData_7d ; BATTLEANIMOAMSET_7D - battleanimoam $04, 4, .OAMData_03 ; BATTLEANIMOAMSET_7E - battleanimoam $08, 4, .OAMData_03 ; BATTLEANIMOAMSET_7F - battleanimoam $0d, 1, .OAMData_0f ; BATTLEANIMOAMSET_80 - battleanimoam $0e, 4, .OAMData_81 ; BATTLEANIMOAMSET_81 - battleanimoam $10, 1, .OAMData_0f ; BATTLEANIMOAMSET_82 - battleanimoam $11, 1, .OAMData_0f ; BATTLEANIMOAMSET_83 - battleanimoam $04, 2, .OAMData_6a ; BATTLEANIMOAMSET_84 - battleanimoam $05, 2, .OAMData_6a ; BATTLEANIMOAMSET_85 - battleanimoam $0a, 4, .OAMData_04 ; BATTLEANIMOAMSET_86 - battleanimoam $00, 8, .OAMData_87 ; BATTLEANIMOAMSET_87 - battleanimoam $00, 12, .OAMData_88 ; BATTLEANIMOAMSET_88 - battleanimoam $00, 16, .OAMData_87 ; BATTLEANIMOAMSET_89 - battleanimoam $09, 2, .OAMData_8a ; BATTLEANIMOAMSET_8A - battleanimoam $09, 4, .OAMData_8a ; BATTLEANIMOAMSET_8B - battleanimoam $09, 6, .OAMData_8a ; BATTLEANIMOAMSET_8C - battleanimoam $09, 8, .OAMData_8a ; BATTLEANIMOAMSET_8D - battleanimoam $12, 5, .OAMData_8e ; BATTLEANIMOAMSET_8E - battleanimoam $00, 4, .OAMData_8f ; BATTLEANIMOAMSET_8F - battleanimoam $04, 4, .OAMData_8f ; BATTLEANIMOAMSET_90 - battleanimoam $08, 4, .OAMData_8f ; BATTLEANIMOAMSET_91 - battleanimoam $0c, 4, .OAMData_8f ; BATTLEANIMOAMSET_92 - battleanimoam $00, 6, .OAMData_93 ; BATTLEANIMOAMSET_93 - battleanimoam $04, 4, .OAMData_03 ; BATTLEANIMOAMSET_94 - battleanimoam $0a, 4, .OAMData_04 ; BATTLEANIMOAMSET_95 - battleanimoam $15, 4, .OAMData_30 ; BATTLEANIMOAMSET_96 - battleanimoam $04, 4, .OAMData_30 ; BATTLEANIMOAMSET_97 - battleanimoam $0c, 4, .OAMData_04 ; BATTLEANIMOAMSET_98 - battleanimoam $0a, 4, .OAMData_99 ; BATTLEANIMOAMSET_99 - battleanimoam $0c, 4, .OAMData_03 ; BATTLEANIMOAMSET_9A - battleanimoam $00, 36, .OAMData_9b ; BATTLEANIMOAMSET_9B - battleanimoam $0d, 2, .OAMData_9c ; BATTLEANIMOAMSET_9C - battleanimoam $0d, 4, .OAMData_9c ; BATTLEANIMOAMSET_9D - battleanimoam $0d, 6, .OAMData_9c ; BATTLEANIMOAMSET_9E - battleanimoam $02, 8, .OAMData_9f ; BATTLEANIMOAMSET_9F - battleanimoam $08, 7, .OAMData_a0 ; BATTLEANIMOAMSET_A0 - battleanimoam $08, 5, .OAMData_a0 ; BATTLEANIMOAMSET_A1 - battleanimoam $08, 3, .OAMData_a0 ; BATTLEANIMOAMSET_A2 - battleanimoam $00, 16, .OAMData_1c ; BATTLEANIMOAMSET_A3 - battleanimoam $00, 9, .OAMData_a4 ; BATTLEANIMOAMSET_A4 - battleanimoam $06, 9, .OAMData_a4 ; BATTLEANIMOAMSET_A5 - battleanimoam $0c, 9, .OAMData_a4 ; BATTLEANIMOAMSET_A6 - battleanimoam $12, 9, .OAMData_a4 ; BATTLEANIMOAMSET_A7 - battleanimoam $18, 9, .OAMData_a4 ; BATTLEANIMOAMSET_A8 - battleanimoam $1e, 9, .OAMData_a4 ; BATTLEANIMOAMSET_A9 - battleanimoam $24, 9, .OAMData_a4 ; BATTLEANIMOAMSET_AA - battleanimoam $2a, 9, .OAMData_a4 ; BATTLEANIMOAMSET_AB - battleanimoam $03, 4, .OAMData_ac ; BATTLEANIMOAMSET_AC - battleanimoam $12, 4, .OAMData_03 ; BATTLEANIMOAMSET_AD - battleanimoam $10, 4, .OAMData_04 ; BATTLEANIMOAMSET_AE - battleanimoam $16, 1, .OAMData_0f ; BATTLEANIMOAMSET_AF - battleanimoam $17, 4, .OAMData_02 ; BATTLEANIMOAMSET_B0 - battleanimoam $18, 4, .OAMData_03 ; BATTLEANIMOAMSET_B1 - battleanimoam $1c, 4, .OAMData_03 ; BATTLEANIMOAMSET_B2 - battleanimoam $20, 3, .OAMData_03 ; BATTLEANIMOAMSET_B3 - battleanimoam $23, 4, .OAMData_04 ; BATTLEANIMOAMSET_B4 - battleanimoam $25, 3, .OAMData_03 ; BATTLEANIMOAMSET_B5 - battleanimoam $17, 4, .OAMData_03 ; BATTLEANIMOAMSET_B6 - battleanimoam $0a, 16, .OAMData_00 ; BATTLEANIMOAMSET_B7 - battleanimoam $10, 16, .OAMData_1c ; BATTLEANIMOAMSET_B8 - battleanimoam $00, 16, .OAMData_1c ; BATTLEANIMOAMSET_B9 - battleanimoam $04, 4, .OAMData_03 ; BATTLEANIMOAMSET_BA - battleanimoam $08, 2, .OAMData_11 ; BATTLEANIMOAMSET_BB - battleanimoam $20, 6, .OAMData_bc ; BATTLEANIMOAMSET_BC - battleanimoam $08, 1, .OAMData_0f ; BATTLEANIMOAMSET_BD - battleanimoam $04, 4, .OAMData_03 ; BATTLEANIMOAMSET_BE - battleanimoam $1a, 4, .OAMData_30 ; BATTLEANIMOAMSET_BF - battleanimoam $16, 9, .OAMData_01 ; BATTLEANIMOAMSET_C0 - battleanimoam $10, 16, .OAMData_c1 ; BATTLEANIMOAMSET_C1 - battleanimoam $09, 6, .OAMData_c2 ; BATTLEANIMOAMSET_C2 - battleanimoam $11, 9, .OAMData_c3 ; BATTLEANIMOAMSET_C3 - battleanimoam $0e, 4, .OAMData_03 ; BATTLEANIMOAMSET_C4 - battleanimoam $0b, 4, .OAMData_30 ; BATTLEANIMOAMSET_C5 - battleanimoam $1c, 6, .OAMData_02 ; BATTLEANIMOAMSET_C6 - battleanimoam $20, 16, .OAMData_c1 ; BATTLEANIMOAMSET_C7 - battleanimoam $05, 6, .OAMData_c8 ; BATTLEANIMOAMSET_C8 - battleanimoam $0b, 4, .OAMData_03 ; BATTLEANIMOAMSET_C9 - battleanimoam $09, 4, .OAMData_ca ; BATTLEANIMOAMSET_CA - battleanimoam $0b, 4, .OAMData_04 ; BATTLEANIMOAMSET_CB - battleanimoam $11, 13, .OAMData_cc ; BATTLEANIMOAMSET_CC - battleanimoam $00, 9, .OAMData_c3 ; BATTLEANIMOAMSET_CD - battleanimoam $09, 9, .OAMData_c3 ; BATTLEANIMOAMSET_CE - battleanimoam $00, 12, .OAMData_cf ; BATTLEANIMOAMSET_CF - battleanimoam $06, 12, .OAMData_cf ; BATTLEANIMOAMSET_D0 - battleanimoam $0c, 12, .OAMData_cf ; BATTLEANIMOAMSET_D1 - battleanimoam $12, 12, .OAMData_cf ; BATTLEANIMOAMSET_D2 - battleanimoam $00, 13, .OAMData_cc ; BATTLEANIMOAMSET_D3 - battleanimoam $00, 7, .OAMData_d4 ; BATTLEANIMOAMSET_D4 - battleanimoam $00, 6, .OAMData_d5 ; BATTLEANIMOAMSET_D5 - battleanimoam $00, 14, .OAMData_d6 ; BATTLEANIMOAMSET_D6 - battleanimoam $00, 12, .OAMData_d7 ; BATTLEANIMOAMSET_D7 - assert_table_length NUM_BATTLEANIMOAMSETS + battleanimoam $00, 16, .OAMData_00 ; BATTLE_ANIM_OAMSET_00 + battleanimoam $04, 9, .OAMData_01 ; BATTLE_ANIM_OAMSET_01 + battleanimoam $08, 4, .OAMData_02 ; BATTLE_ANIM_OAMSET_02 + battleanimoam $09, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_03 + battleanimoam $0d, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_04 + battleanimoam $0f, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_05 + battleanimoam $13, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_06 + battleanimoam $04, 16, .OAMData_00 ; BATTLE_ANIM_OAMSET_07 + battleanimoam $08, 16, .OAMData_00 ; BATTLE_ANIM_OAMSET_08 + battleanimoam $08, 16, .OAMData_09 ; BATTLE_ANIM_OAMSET_09 + battleanimoam $00, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_0A + battleanimoam $02, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_0B + battleanimoam $06, 2, .OAMData_0c ; BATTLE_ANIM_OAMSET_0C + battleanimoam $07, 2, .OAMData_0c ; BATTLE_ANIM_OAMSET_0D + battleanimoam $02, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_0E + battleanimoam $04, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_0F + battleanimoam $05, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_10 + battleanimoam $00, 2, .OAMData_11 ; BATTLE_ANIM_OAMSET_11 + battleanimoam $02, 2, .OAMData_11 ; BATTLE_ANIM_OAMSET_12 + battleanimoam $00, 4, .OAMData_13 ; BATTLE_ANIM_OAMSET_13 + battleanimoam $00, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_14 + battleanimoam $01, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_15 + battleanimoam $02, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_16 + battleanimoam $03, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_17 + battleanimoam $00, 4, .OAMData_02 ; BATTLE_ANIM_OAMSET_18 + battleanimoam $01, 16, .OAMData_00 ; BATTLE_ANIM_OAMSET_19 + battleanimoam $05, 16, .OAMData_00 ; BATTLE_ANIM_OAMSET_1A + battleanimoam $00, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_1B + battleanimoam $05, 12, .OAMData_1c ; BATTLE_ANIM_OAMSET_1C + battleanimoam $02, 4, .OAMData_02 ; BATTLE_ANIM_OAMSET_1D + battleanimoam $06, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_1E + battleanimoam $07, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_1F + battleanimoam $08, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_20 + battleanimoam $04, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_21 + battleanimoam $09, 22, .OAMData_22 ; BATTLE_ANIM_OAMSET_22 + battleanimoam $04, 2, .OAMData_11 ; BATTLE_ANIM_OAMSET_23 + battleanimoam $06, 2, .OAMData_11 ; BATTLE_ANIM_OAMSET_24 + battleanimoam $0c, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_25 + battleanimoam $0a, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_26 + battleanimoam $0b, 4, .OAMData_02 ; BATTLE_ANIM_OAMSET_27 + battleanimoam $08, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_28 + battleanimoam $06, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_29 + battleanimoam $00, 5, .OAMData_2a ; BATTLE_ANIM_OAMSET_2A + battleanimoam $03, 6, .OAMData_2b ; BATTLE_ANIM_OAMSET_2B + battleanimoam $00, 7, .OAMData_2c ; BATTLE_ANIM_OAMSET_2C + battleanimoam $03, 8, .OAMData_2d ; BATTLE_ANIM_OAMSET_2D + battleanimoam $00, 9, .OAMData_2e ; BATTLE_ANIM_OAMSET_2E + battleanimoam $00, 4, .OAMData_2f ; BATTLE_ANIM_OAMSET_2F + battleanimoam $02, 4, .OAMData_30 ; BATTLE_ANIM_OAMSET_30 + battleanimoam $04, 6, .OAMData_31 ; BATTLE_ANIM_OAMSET_31 + battleanimoam $00, 2, .OAMData_32 ; BATTLE_ANIM_OAMSET_32 + battleanimoam $00, 7, .OAMData_33 ; BATTLE_ANIM_OAMSET_33 + battleanimoam $00, 14, .OAMData_32 ; BATTLE_ANIM_OAMSET_34 + battleanimoam $00, 21, .OAMData_33 ; BATTLE_ANIM_OAMSET_35 + battleanimoam $00, 2, .OAMData_36 ; BATTLE_ANIM_OAMSET_36 + battleanimoam $00, 6, .OAMData_36 ; BATTLE_ANIM_OAMSET_37 + battleanimoam $00, 10, .OAMData_36 ; BATTLE_ANIM_OAMSET_38 + battleanimoam $00, 14, .OAMData_36 ; BATTLE_ANIM_OAMSET_39 + battleanimoam $00, 2, .OAMData_3a ; BATTLE_ANIM_OAMSET_3A + battleanimoam $00, 6, .OAMData_3a ; BATTLE_ANIM_OAMSET_3B + battleanimoam $00, 10, .OAMData_3a ; BATTLE_ANIM_OAMSET_3C + battleanimoam $00, 14, .OAMData_3a ; BATTLE_ANIM_OAMSET_3D + battleanimoam $00, 4, .OAMData_3e ; BATTLE_ANIM_OAMSET_3E + battleanimoam $00, 16, .OAMData_3e ; BATTLE_ANIM_OAMSET_3F + battleanimoam $00, 26, .OAMData_3e ; BATTLE_ANIM_OAMSET_40 + battleanimoam $00, 26, .OAMData_41 ; BATTLE_ANIM_OAMSET_41 + battleanimoam $0e, 4, .OAMData_42 ; BATTLE_ANIM_OAMSET_42 + battleanimoam $0e, 8, .OAMData_42 ; BATTLE_ANIM_OAMSET_43 + battleanimoam $0e, 4, .OAMData_44 ; BATTLE_ANIM_OAMSET_44 + battleanimoam $0e, 8, .OAMData_44 ; BATTLE_ANIM_OAMSET_45 + battleanimoam $0e, 4, .OAMData_46 ; BATTLE_ANIM_OAMSET_46 + battleanimoam $0e, 4, .OAMData_47 ; BATTLE_ANIM_OAMSET_47 + battleanimoam $00, 6, .OAMData_48 ; BATTLE_ANIM_OAMSET_48 + battleanimoam $03, 4, .OAMData_49 ; BATTLE_ANIM_OAMSET_49 + battleanimoam $03, 2, .OAMData_4a ; BATTLE_ANIM_OAMSET_4A + battleanimoam $01, 5, .OAMData_0f ; BATTLE_ANIM_OAMSET_4B + battleanimoam $01, 6, .OAMData_4c ; BATTLE_ANIM_OAMSET_4C + battleanimoam $01, 7, .OAMData_4d ; BATTLE_ANIM_OAMSET_4D + battleanimoam $01, 3, .OAMData_4d ; BATTLE_ANIM_OAMSET_4E + battleanimoam $01, 8, .OAMData_4f ; BATTLE_ANIM_OAMSET_4F + battleanimoam $01, 9, .OAMData_50 ; BATTLE_ANIM_OAMSET_50 + battleanimoam $01, 10, .OAMData_51 ; BATTLE_ANIM_OAMSET_51 + battleanimoam $01, 6, .OAMData_51 ; BATTLE_ANIM_OAMSET_52 + battleanimoam $00, 9, .OAMData_01 ; BATTLE_ANIM_OAMSET_53 + battleanimoam $04, 4, .OAMData_02 ; BATTLE_ANIM_OAMSET_54 + battleanimoam $05, 4, .OAMData_02 ; BATTLE_ANIM_OAMSET_55 + battleanimoam $00, 2, .OAMData_56 ; BATTLE_ANIM_OAMSET_56 + battleanimoam $02, 2, .OAMData_56 ; BATTLE_ANIM_OAMSET_57 + battleanimoam $04, 2, .OAMData_56 ; BATTLE_ANIM_OAMSET_58 + battleanimoam $02, 4, .OAMData_59 ; BATTLE_ANIM_OAMSET_59 + battleanimoam $02, 4, .OAMData_5a ; BATTLE_ANIM_OAMSET_5A + battleanimoam $02, 2, .OAMData_0c ; BATTLE_ANIM_OAMSET_5B + battleanimoam $04, 2, .OAMData_0c ; BATTLE_ANIM_OAMSET_5C + battleanimoam $06, 4, .OAMData_5d ; BATTLE_ANIM_OAMSET_5D + battleanimoam $08, 2, .OAMData_0c ; BATTLE_ANIM_OAMSET_5E + battleanimoam $09, 2, .OAMData_0c ; BATTLE_ANIM_OAMSET_5F + battleanimoam $05, 2, .OAMData_60 ; BATTLE_ANIM_OAMSET_60 + battleanimoam $00, 2, .OAMData_61 ; BATTLE_ANIM_OAMSET_61 + battleanimoam $00, 5, .OAMData_61 ; BATTLE_ANIM_OAMSET_62 + battleanimoam $00, 9, .OAMData_61 ; BATTLE_ANIM_OAMSET_63 + battleanimoam $09, 9, .OAMData_61 ; BATTLE_ANIM_OAMSET_64 + battleanimoam $00, 4, .OAMData_65 ; BATTLE_ANIM_OAMSET_65 + battleanimoam $00, 7, .OAMData_65 ; BATTLE_ANIM_OAMSET_66 + battleanimoam $00, 9, .OAMData_65 ; BATTLE_ANIM_OAMSET_67 + battleanimoam $09, 9, .OAMData_65 ; BATTLE_ANIM_OAMSET_68 + battleanimoam $04, 1, .OAMData_69 ; BATTLE_ANIM_OAMSET_69 + battleanimoam $05, 2, .OAMData_6a ; BATTLE_ANIM_OAMSET_6A + battleanimoam $06, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_6B + battleanimoam $0a, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_6C + battleanimoam $0e, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_6D + battleanimoam $08, 5, .OAMData_6e ; BATTLE_ANIM_OAMSET_6E + battleanimoam $0d, 3, .OAMData_6f ; BATTLE_ANIM_OAMSET_6F + battleanimoam $01, 8, .OAMData_70 ; BATTLE_ANIM_OAMSET_70 + battleanimoam $03, 8, .OAMData_70 ; BATTLE_ANIM_OAMSET_71 + battleanimoam $05, 8, .OAMData_70 ; BATTLE_ANIM_OAMSET_72 + battleanimoam $07, 8, .OAMData_70 ; BATTLE_ANIM_OAMSET_73 + battleanimoam $06, 4, .OAMData_02 ; BATTLE_ANIM_OAMSET_74 + battleanimoam $07, 4, .OAMData_02 ; BATTLE_ANIM_OAMSET_75 + battleanimoam $0a, 2, .OAMData_76 ; BATTLE_ANIM_OAMSET_76 + battleanimoam $00, 1, .OAMData_77 ; BATTLE_ANIM_OAMSET_77 + battleanimoam $00, 3, .OAMData_78 ; BATTLE_ANIM_OAMSET_78 + battleanimoam $00, 6, .OAMData_79 ; BATTLE_ANIM_OAMSET_79 + battleanimoam $00, 9, .OAMData_7a ; BATTLE_ANIM_OAMSET_7A + battleanimoam $00, 12, .OAMData_7b ; BATTLE_ANIM_OAMSET_7B + battleanimoam $00, 14, .OAMData_7c ; BATTLE_ANIM_OAMSET_7C + battleanimoam $00, 15, .OAMData_7d ; BATTLE_ANIM_OAMSET_7D + battleanimoam $04, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_7E + battleanimoam $08, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_7F + battleanimoam $0d, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_80 + battleanimoam $0e, 4, .OAMData_81 ; BATTLE_ANIM_OAMSET_81 + battleanimoam $10, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_82 + battleanimoam $11, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_83 + battleanimoam $04, 2, .OAMData_6a ; BATTLE_ANIM_OAMSET_84 + battleanimoam $05, 2, .OAMData_6a ; BATTLE_ANIM_OAMSET_85 + battleanimoam $0a, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_86 + battleanimoam $00, 8, .OAMData_87 ; BATTLE_ANIM_OAMSET_87 + battleanimoam $00, 12, .OAMData_88 ; BATTLE_ANIM_OAMSET_88 + battleanimoam $00, 16, .OAMData_87 ; BATTLE_ANIM_OAMSET_89 + battleanimoam $09, 2, .OAMData_8a ; BATTLE_ANIM_OAMSET_8A + battleanimoam $09, 4, .OAMData_8a ; BATTLE_ANIM_OAMSET_8B + battleanimoam $09, 6, .OAMData_8a ; BATTLE_ANIM_OAMSET_8C + battleanimoam $09, 8, .OAMData_8a ; BATTLE_ANIM_OAMSET_8D + battleanimoam $12, 5, .OAMData_8e ; BATTLE_ANIM_OAMSET_8E + battleanimoam $00, 4, .OAMData_8f ; BATTLE_ANIM_OAMSET_8F + battleanimoam $04, 4, .OAMData_8f ; BATTLE_ANIM_OAMSET_90 + battleanimoam $08, 4, .OAMData_8f ; BATTLE_ANIM_OAMSET_91 + battleanimoam $0c, 4, .OAMData_8f ; BATTLE_ANIM_OAMSET_92 + battleanimoam $00, 6, .OAMData_93 ; BATTLE_ANIM_OAMSET_93 + battleanimoam $04, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_94 + battleanimoam $0a, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_95 + battleanimoam $15, 4, .OAMData_30 ; BATTLE_ANIM_OAMSET_96 + battleanimoam $04, 4, .OAMData_30 ; BATTLE_ANIM_OAMSET_97 + battleanimoam $0c, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_98 + battleanimoam $0a, 4, .OAMData_99 ; BATTLE_ANIM_OAMSET_99 + battleanimoam $0c, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_9A + battleanimoam $00, 36, .OAMData_9b ; BATTLE_ANIM_OAMSET_9B + battleanimoam $0d, 2, .OAMData_9c ; BATTLE_ANIM_OAMSET_9C + battleanimoam $0d, 4, .OAMData_9c ; BATTLE_ANIM_OAMSET_9D + battleanimoam $0d, 6, .OAMData_9c ; BATTLE_ANIM_OAMSET_9E + battleanimoam $02, 8, .OAMData_9f ; BATTLE_ANIM_OAMSET_9F + battleanimoam $08, 7, .OAMData_a0 ; BATTLE_ANIM_OAMSET_A0 + battleanimoam $08, 5, .OAMData_a0 ; BATTLE_ANIM_OAMSET_A1 + battleanimoam $08, 3, .OAMData_a0 ; BATTLE_ANIM_OAMSET_A2 + battleanimoam $00, 16, .OAMData_1c ; BATTLE_ANIM_OAMSET_A3 + battleanimoam $00, 9, .OAMData_a4 ; BATTLE_ANIM_OAMSET_A4 + battleanimoam $06, 9, .OAMData_a4 ; BATTLE_ANIM_OAMSET_A5 + battleanimoam $0c, 9, .OAMData_a4 ; BATTLE_ANIM_OAMSET_A6 + battleanimoam $12, 9, .OAMData_a4 ; BATTLE_ANIM_OAMSET_A7 + battleanimoam $18, 9, .OAMData_a4 ; BATTLE_ANIM_OAMSET_A8 + battleanimoam $1e, 9, .OAMData_a4 ; BATTLE_ANIM_OAMSET_A9 + battleanimoam $24, 9, .OAMData_a4 ; BATTLE_ANIM_OAMSET_AA + battleanimoam $2a, 9, .OAMData_a4 ; BATTLE_ANIM_OAMSET_AB + battleanimoam $03, 4, .OAMData_ac ; BATTLE_ANIM_OAMSET_AC + battleanimoam $12, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_AD + battleanimoam $10, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_AE + battleanimoam $16, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_AF + battleanimoam $17, 4, .OAMData_02 ; BATTLE_ANIM_OAMSET_B0 + battleanimoam $18, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_B1 + battleanimoam $1c, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_B2 + battleanimoam $20, 3, .OAMData_03 ; BATTLE_ANIM_OAMSET_B3 + battleanimoam $23, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_B4 + battleanimoam $25, 3, .OAMData_03 ; BATTLE_ANIM_OAMSET_B5 + battleanimoam $17, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_B6 + battleanimoam $0a, 16, .OAMData_00 ; BATTLE_ANIM_OAMSET_B7 + battleanimoam $10, 16, .OAMData_1c ; BATTLE_ANIM_OAMSET_B8 + battleanimoam $00, 16, .OAMData_1c ; BATTLE_ANIM_OAMSET_B9 + battleanimoam $04, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_BA + battleanimoam $08, 2, .OAMData_11 ; BATTLE_ANIM_OAMSET_BB + battleanimoam $20, 6, .OAMData_bc ; BATTLE_ANIM_OAMSET_BC + battleanimoam $08, 1, .OAMData_0f ; BATTLE_ANIM_OAMSET_BD + battleanimoam $04, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_BE + battleanimoam $1a, 4, .OAMData_30 ; BATTLE_ANIM_OAMSET_BF + battleanimoam $16, 9, .OAMData_01 ; BATTLE_ANIM_OAMSET_C0 + battleanimoam $10, 16, .OAMData_c1 ; BATTLE_ANIM_OAMSET_C1 + battleanimoam $09, 6, .OAMData_c2 ; BATTLE_ANIM_OAMSET_C2 + battleanimoam $11, 9, .OAMData_c3 ; BATTLE_ANIM_OAMSET_C3 + battleanimoam $0e, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_C4 + battleanimoam $0b, 4, .OAMData_30 ; BATTLE_ANIM_OAMSET_C5 + battleanimoam $1c, 6, .OAMData_02 ; BATTLE_ANIM_OAMSET_C6 + battleanimoam $20, 16, .OAMData_c1 ; BATTLE_ANIM_OAMSET_C7 + battleanimoam $05, 6, .OAMData_c8 ; BATTLE_ANIM_OAMSET_C8 + battleanimoam $0b, 4, .OAMData_03 ; BATTLE_ANIM_OAMSET_C9 + battleanimoam $09, 4, .OAMData_ca ; BATTLE_ANIM_OAMSET_CA + battleanimoam $0b, 4, .OAMData_04 ; BATTLE_ANIM_OAMSET_CB + battleanimoam $11, 13, .OAMData_cc ; BATTLE_ANIM_OAMSET_CC + battleanimoam $00, 9, .OAMData_c3 ; BATTLE_ANIM_OAMSET_CD + battleanimoam $09, 9, .OAMData_c3 ; BATTLE_ANIM_OAMSET_CE + battleanimoam $00, 12, .OAMData_cf ; BATTLE_ANIM_OAMSET_CF + battleanimoam $06, 12, .OAMData_cf ; BATTLE_ANIM_OAMSET_D0 + battleanimoam $0c, 12, .OAMData_cf ; BATTLE_ANIM_OAMSET_D1 + battleanimoam $12, 12, .OAMData_cf ; BATTLE_ANIM_OAMSET_D2 + battleanimoam $00, 13, .OAMData_cc ; BATTLE_ANIM_OAMSET_D3 + battleanimoam $00, 7, .OAMData_d4 ; BATTLE_ANIM_OAMSET_D4 + battleanimoam $00, 6, .OAMData_d5 ; BATTLE_ANIM_OAMSET_D5 + battleanimoam $00, 14, .OAMData_d6 ; BATTLE_ANIM_OAMSET_D6 + battleanimoam $00, 12, .OAMData_d7 ; BATTLE_ANIM_OAMSET_D7 + assert_table_length NUM_BATTLE_ANIM_OAMSETS .OAMData_11: dbsprite -1, -1, 4, 0, $00, $0 diff --git a/data/battle_anims/object_gfx.asm b/data/battle_anims/object_gfx.asm index 0d20f5a8..5b367f55 100644 --- a/data/battle_anims/object_gfx.asm +++ b/data/battle_anims/object_gfx.asm @@ -5,7 +5,7 @@ MACRO anim_obj_gfx ENDM AnimObjGFX: -; entries correspond to ANIM_GFX_* constants +; entries correspond to BATTLE_ANIM_GFX_* constants table_width 4, AnimObjGFX anim_obj_gfx 0, AnimObj00GFX anim_obj_gfx 21, AnimObjHitGFX @@ -49,4 +49,4 @@ AnimObjGFX: anim_obj_gfx 24, AnimObjAeroblastGFX anim_obj_gfx 1, NULL anim_obj_gfx 1, NULL - assert_table_length NUM_ANIM_GFX + 1 + assert_table_length NUM_BATTLE_ANIM_GFX + 1 diff --git a/data/battle_anims/objects.asm b/data/battle_anims/objects.asm index ec607c82..3eb8b086 100644 --- a/data/battle_anims/objects.asm +++ b/data/battle_anims/objects.asm @@ -17,382 +17,382 @@ MACRO battleanimobj ENDM BattleAnimObjects: -; entries correspond to ANIM_OBJ_* constants +; entries correspond to BATTLE_ANIM_OBJ_* constants table_width BATTLEANIMOBJ_LENGTH, BattleAnimObjects -; ANIM_OBJ_HIT_BIG_YFIX - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_HIT_BIG, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_HIT_YFIX - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_HIT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_HIT_SMALL_YFIX - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_HIT_SMALL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_HIT_BIG - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_HIT_BIG, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_HIT - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_HIT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_HIT_SMALL - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_HIT_SMALL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_PUNCH - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_PUNCH, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_KICK - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_KICK, BATTLEANIMFUNC_KICK, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_PALM - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_PALM, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_FANG - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_FANG, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_PUNCH_SHAKE - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_PUNCH_SHAKE, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_EMBER - battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_EMBER, BATTLEANIMFUNC_EMBER, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE -; ANIM_OBJ_DRAGON_RAGE - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_DRAGON_RAGE, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE -; ANIM_OBJ_FLAMETHROWER - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_FLAMETHROWER, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE -; ANIM_OBJ_FIRE_SPIN - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_EMBER, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE -; ANIM_OBJ_FIRE_BLAST - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_FLAMETHROWER, BATTLEANIMFUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE -; ANIM_OBJ_BURNED - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BURNED, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE -; ANIM_OBJ_BLIZZARD - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BLIZZARD, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE -; ANIM_OBJ_ICE - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_ICE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE -; ANIM_OBJ_ICE_BEAM - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_ICE_BEAM, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE -; ANIM_OBJ_RAZOR_LEAF - battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_RAZOR_LEAF_1, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT -; ANIM_OBJ_POKE_BALL - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_POKE_BALL_1, BATTLEANIMFUNC_POKEBALL, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL -; ANIM_OBJ_POKE_BALL_BLOCKED - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_POKE_BALL_1, BATTLEANIMFUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL -; ANIM_OBJ_EXPLOSION1 - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_EXPLOSION, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION -; ANIM_OBJ_EXPLOSION2 - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_EXPLOSION, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION -; ANIM_OBJ_ACID - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_ACID, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON -; ANIM_OBJ_SLUDGE - battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_SLUDGE_BUBBLE, BATTLEANIMFUNC_SLUDGE, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON -; ANIM_OBJ_BETA_BALL_POOF - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BALL_POOF, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE -; ANIM_OBJ_BALL_POOF - battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_BALL_POOF, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE -; ANIM_OBJ_BIG_ROCK - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_BIG_ROCK, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS -; ANIM_OBJ_SMALL_ROCK - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_SMALL_ROCK, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS -; ANIM_OBJ_STRENGTH - battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_STRENGTH, BATTLEANIMFUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS -; ANIM_OBJ_SEISMIC_TOSS - battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_SEISMIC_TOSS, BATTLEANIMFUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BLUE, ANIM_GFX_GLOBE -; ANIM_OBJ_BUBBLE - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SMALL_BUBBLE, BATTLEANIMFUNC_BUBBLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE -; ANIM_OBJ_SURF - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_SURF, BATTLEANIMFUNC_SURF, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE -; ANIM_OBJ_SING - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_SING, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE -; ANIM_OBJ_WATER_GUN - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_WATER_GUN_1, BATTLEANIMFUNC_WATER_GUN, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER -; ANIM_OBJ_HYDRO_PUMP - battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_HYDRO_PUMP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER -; ANIM_OBJ_POWDER - battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_POWDER, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER -; ANIM_OBJ_BEAM - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_BEAM, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM -; ANIM_OBJ_BEAM_TIP - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_BEAM_TIP, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM -; ANIM_OBJ_ICE_BUILDUP - battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_ICE_BUILDUP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE -; ANIM_OBJ_FROZEN - battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_FROZEN, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE -; ANIM_OBJ_MASTER_BALL_SPARKLE - battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_CIRCLING_SPARKLE, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED -; ANIM_OBJ_RECOVER - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SMALL_BUBBLE, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE -; ANIM_OBJ_THUNDER_CENTER - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_THUNDER_CENTER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING -; ANIM_OBJ_THUNDER_LEFT - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_THUNDER_LEFT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING -; ANIM_OBJ_THUNDER_RIGHT - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_THUNDER_RIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING -; ANIM_OBJ_THUNDER_WAVE - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDER_WAVE_DISABLE, BATTLEANIMFUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING -; ANIM_OBJ_THUNDERBOLT_SPARKS - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERBOLT_SPARKS, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING -; ANIM_OBJ_THUNDERBOLT_CORE - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERBOLT_CORE, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION -; ANIM_OBJ_THUNDERSHOCK_SPARKS - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERSHOCK_SPARKS, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING -; ANIM_OBJ_THUNDERSHOCK_CORE - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERSHOCK_CORE, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION -; ANIM_OBJ_CLAMP - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_CLAMP, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT -; ANIM_OBJ_BITE - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BITE_1, BATTLEANIMFUNC_BITE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT -; ANIM_OBJ_CUT_DOWN_LEFT - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_DOWN_LEFT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT -; ANIM_OBJ_CUT_DOWN_RIGHT - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_DOWN_RIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT -; ANIM_OBJ_CUT_UP_RIGHT - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_UP_RIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT -; ANIM_OBJ_CUT_LONG_DOWN_LEFT - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_LONG_DOWN_LEFT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT -; ANIM_OBJ_CUT_LONG_DOWN_RIGHT - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_LONG_DOWN_RIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT -; ANIM_OBJ_SOLAR_BEAM_CHARGE - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_CHARGE_ORB_1, BATTLEANIMFUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE -; ANIM_OBJ_ABSORB_CENTER - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_ABSORB_CENTER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE -; ANIM_OBJ_GUST - battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_GUST, BATTLEANIMFUNC_GUST, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND -; ANIM_OBJ_VINE_WHIP1 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_VINE_WHIP_1, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP -; ANIM_OBJ_VINE_WHIP2 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_VINE_WHIP_2, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP -; ANIM_OBJ_RAZOR_WIND1 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_RAZOR_WIND_1, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP -; ANIM_OBJ_RAZOR_WIND2 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_RAZOR_WIND_2, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP -; ANIM_OBJ_SONICBOOM_JP - battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_SONICBOOM_JP, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP -; ANIM_OBJ_WARP - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_WARP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED -; ANIM_OBJ_ABSORB - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_CHARGE_ORB_2, BATTLEANIMFUNC_ABSORB, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE -; ANIM_OBJ_EGG - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_EGG, BATTLEANIMFUNC_EGG, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG -; ANIM_OBJ_FOCUS - battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_FOCUS, BATTLEANIMFUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED -; ANIM_OBJ_BIND1 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_BIND_1, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE -; ANIM_OBJ_BIND2 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_BIND_3, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE -; ANIM_OBJ_LEECH_SEED - battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_LEECH_SEED_1, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT -; ANIM_OBJ_SOUND - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SOUND_1, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE -; ANIM_OBJ_WAVE - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_WAVE, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC -; ANIM_OBJ_CONFUSE_RAY - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_CONFUSE_RAY_1, BATTLEANIMFUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED -; ANIM_OBJ_LEER - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_LEER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM -; ANIM_OBJ_LEER_TIP - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_BEAM_TIP, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM -; ANIM_OBJ_SCREEN - battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_REFLECT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT -; ANIM_OBJ_HARDEN - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_REFLECT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT -; ANIM_OBJ_CHICK - battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_CHICK_1, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS -; ANIM_OBJ_AMNESIA - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AMNESIA_1, BATTLEANIMFUNC_AMNESIA, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS -; ANIM_OBJ_ASLEEP - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_ASLEEP, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS -; ANIM_OBJ_SKULL_CROSSBONE - battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_SKULL_CROSSBONE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON -; ANIM_OBJ_DIG_SAND - battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_DIG_SAND, BATTLEANIMFUNC_DIG, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND -; ANIM_OBJ_DIG_PILE - battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_DIG_PILE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND -; ANIM_OBJ_SAND - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SAND, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND -; ANIM_OBJ_PARALYZED - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_PARALYZED, BATTLEANIMFUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS -; ANIM_OBJ_STRING_SHOT - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_STRING_SHOT_1, BATTLEANIMFUNC_STRING, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB -; ANIM_OBJ_HAZE - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE -; ANIM_OBJ_MIST - battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_MIST, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE -; ANIM_OBJ_SMOG - battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE -; ANIM_OBJ_POISON_GAS - battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE -; ANIM_OBJ_HORN - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_HORN, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN -; ANIM_OBJ_NEEDLE - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_NEEDLE, BATTLEANIMFUNC_NEEDLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN -; ANIM_OBJ_PETAL_DANCE - battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_FLOWER, BATTLEANIMFUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER -; ANIM_OBJ_SLUDGE_BOMB - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG -; ANIM_OBJ_PAY_DAY - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_PAY_DAY, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS -; ANIM_OBJ_SONICBOOM_JP_UNUSED - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SONICBOOM_JP, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP -; ANIM_OBJ_MIMIC - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CIRCLING_SPARKLE, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED -; ANIM_OBJ_ATTRACT - battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_HEART, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS -; ANIM_OBJ_BONEMERANG - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_SPINNING_BONE, BATTLEANIMFUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_BONE_CLUB - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SPINNING_BONE, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_BONE_RUSH - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_SPINNING_BONE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_SWIFT - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_STAR, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS -; ANIM_OBJ_KINESIS - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SPOON, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_FLASH - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_SPARKLE, BATTLEANIMFUNC_SHINY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED -; ANIM_OBJ_SHINY - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_SPARKLE, BATTLEANIMFUNC_SHINY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED -; ANIM_OBJ_SKY_ATTACK - battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_SKY_ATTACK, BATTLEANIMFUNC_SKY_ATTACK, PAL_BATTLE_OB_GRAY, ANIM_GFX_SKY_ATTACK -; ANIM_OBJ_LICK - battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_LICK, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER -; ANIM_OBJ_WITHDRAW - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_WITHDRAW_SHELL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT -; ANIM_OBJ_DRAIN - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_SMALL_BUBBLE, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE -; ANIM_OBJ_GROWTH - battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_SHRINKING_CHARGE_ORB, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE -; ANIM_OBJ_CONVERSION2 - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CONVERSION, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION -; ANIM_OBJ_SMOKE - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE -; ANIM_OBJ_SMOKESCREEN - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG -; ANIM_OBJ_SWORDS_DANCE - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_SWORD, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP -; ANIM_OBJ_SPEED_LINE - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_SPEED_LINE_1, BATTLEANIMFUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED -; ANIM_OBJ_SHARPEN - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_SHARPEN, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES -; ANIM_OBJ_DEFENSE_CURL - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_DEFENSE_CURL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES -; ANIM_OBJ_METRONOME_HAND - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_METRONOME_HAND, BATTLEANIMFUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_METRONOME_SPARKLE - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CIRCLING_SPARKLE, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED -; ANIM_OBJ_DISABLE - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDER_WAVE_DISABLE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING -; ANIM_OBJ_AGILITY - battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_AGILITY, BATTLEANIMFUNC_AGILITY, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND -; ANIM_OBJ_HEART - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_HEART, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS -; ANIM_OBJ_FLAME_WHEEL - battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_EMBER, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE -; ANIM_OBJ_SACRED_FIRE - battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_FLAMETHROWER, BATTLEANIMFUNC_SACRED_FIRE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE -; ANIM_OBJ_COTTON_SPORE - battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_COTTON, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_MILK_DRINK - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_MILK_BOTTLE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_ANGER - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_ANGER_VEIN, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_HEAL_BELL - battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_HEAL_BELL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC -; ANIM_OBJ_HEAL_BELL_NOTE - battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE -; ANIM_OBJ_BATON_PASS - battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_BATON_PASS, BATTLEANIMFUNC_BATON_PASS, PAL_BATTLE_OB_RED, ANIM_GFX_MISC -; ANIM_OBJ_LOCK_ON - battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_LOCK_ON_1, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_MIND_READER - battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_MIND_READER_1, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_SAFEGUARD - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SAFEGUARD, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_PROTECT - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_STAR, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS -; ANIM_OBJ_THIEF - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_ITEM_BAG, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS -; ANIM_OBJ_OCTAZOOKA - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG -; ANIM_OBJ_PRESENT - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_ITEM_BAG, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_STATUS -; ANIM_OBJ_SPIKES - battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_SPIKE, BATTLEANIMFUNC_SPIKES, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC -; ANIM_OBJ_POWDER_SNOW - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_POWDER_SNOW, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_ICE -; ANIM_OBJ_DRAGONBREATH - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BURNED, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE -; ANIM_OBJ_CONVERSION - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CONVERSION, BATTLEANIMFUNC_CONVERSION, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION -; ANIM_OBJ_SPIDER_WEB - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SPIDER_WEB, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB -; ANIM_OBJ_CAKE_UNUSED - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_UNUSED_CAKE, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS -; ANIM_OBJ_NIGHTMARE - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_IMP, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS -; ANIM_OBJ_IN_NIGHTMARE - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_IMP_FLIPPED, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS -; ANIM_OBJ_LOVELY_KISS - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_IMP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS -; ANIM_OBJ_SWEET_KISS - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_CHERUB, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS -; ANIM_OBJ_SKETCH - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_PENCIL, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_GREEN, ANIM_GFX_OBJECTS -; ANIM_OBJ_ENCORE_HAND - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_ENCORE_HAND, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS -; ANIM_OBJ_ENCORE_STAR - battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_STAR, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS -; ANIM_OBJ_DESTINY_BOND - battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_DESTINY_BOND, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS -; ANIM_OBJ_MORNING_SUN - battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_MORNING_SUN, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE -; ANIM_OBJ_GLIMMER - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_GLIMMER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE -; ANIM_OBJ_MOONLIGHT - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_MOONLIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE -; ANIM_OBJ_HIDDEN_POWER - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_CHARGE_ORB_1, BATTLEANIMFUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE -; ANIM_OBJ_CROSS_CHOP1 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CROSS_CHOP_1, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT -; ANIM_OBJ_CROSS_CHOP2 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CROSS_CHOP_2, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT -; ANIM_OBJ_SANDSTORM - battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_SANDSTORM, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER -; ANIM_OBJ_ZAP_CANNON - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_ZAP_CANNON, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING -; ANIM_OBJ_SPITE - battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_IMP, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS -; ANIM_OBJ_CURSE - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_CURSE_NAIL, BATTLEANIMFUNC_CURSE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS -; ANIM_OBJ_PERISH_SONG - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_PERISH_SONG, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE -; ANIM_OBJ_FORESIGHT - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_FORESIGHT_SHINE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE -; ANIM_OBJ_RAPID_SPIN - battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_RAPID_SPIN, BATTLEANIMFUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND -; ANIM_OBJ_SWAGGER - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SWAGGER, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND -; ANIM_OBJ_BELLY_DRUM_HAND - battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_PALM, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_BELLY_DRUM_NOTE - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE -; ANIM_OBJ_MEAN_LOOK - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_MEAN_LOOK, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC -; ANIM_OBJ_BETA_PURSUIT - battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_UPSIDE_DOWN_PUNCH, BATTLEANIMFUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT -; ANIM_OBJ_SHOOTING_SPARKLE - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_GROWING_SPARKLE, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED -; ANIM_OBJ_RAIN - battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_RAIN, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER -; ANIM_OBJ_B0 - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_MIST, BATTLEANIMFUNC_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE -; ANIM_OBJ_PSYCH_UP - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_PSYCH_UP, BATTLEANIMFUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS -; ANIM_OBJ_ANCIENTPOWER - battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_BIG_ROCK, BATTLEANIMFUNC_ANCIENT_POWER, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS -; ANIM_OBJ_AEROBLAST - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_AEROBLAST, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_AEROBLAST -; ANIM_OBJ_SHADOW_BALL - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_EGG -; ANIM_OBJ_ROCK_SMASH - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_BIG_ROCK, BATTLEANIMFUNC_ROCK_SMASH, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS -; ANIM_OBJ_FLOWER - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_FLOWER, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER -; ANIM_OBJ_COTTON - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_COTTON, BATTLEANIMFUNC_COTTON, PAL_BATTLE_OB_RED, ANIM_GFX_MISC -; ANIM_OBJ_ENEMYFEET_1ROW - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_ENEMYFEET_1ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD -; ANIM_OBJ_PLAYERHEAD_1ROW - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_PLAYERHEAD_1ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET -; ANIM_OBJ_ENEMYFEET_2ROW - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_ENEMYFEET_2ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD -; ANIM_OBJ_PLAYERHEAD_2ROW - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_PLAYERHEAD_2ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET - assert_table_length NUM_ANIM_OBJS +; BATTLE_ANIM_OBJ_HIT_BIG_YFIX + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_HIT_BIG, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_HIT_YFIX + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_HIT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_HIT_SMALL_YFIX + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_HIT_SMALL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_HIT_BIG + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_HIT_BIG, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_HIT + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_HIT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_HIT_SMALL + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_HIT_SMALL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_PUNCH + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_PUNCH, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_KICK + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_KICK, BATTLE_ANIM_FUNC_KICK, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_PALM + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_PALM, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_FANG + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_FANG, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_PUNCH_SHAKE + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_PUNCH_SHAKE, BATTLE_ANIM_FUNC_SHAKE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_EMBER + battleanimobj RELATIVE_X, $aa, BATTLE_ANIM_FRAMESET_EMBER, BATTLE_ANIM_FUNC_EMBER, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE +; BATTLE_ANIM_OBJ_DRAGON_RAGE + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_DRAGON_RAGE, BATTLE_ANIM_FUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE +; BATTLE_ANIM_OBJ_FLAMETHROWER + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_FLAMETHROWER, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE +; BATTLE_ANIM_OBJ_FIRE_SPIN + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_EMBER, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE +; BATTLE_ANIM_OBJ_FIRE_BLAST + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_FLAMETHROWER, BATTLE_ANIM_FUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE +; BATTLE_ANIM_OBJ_BURNED + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BURNED, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE +; BATTLE_ANIM_OBJ_BLIZZARD + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BLIZZARD, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE +; BATTLE_ANIM_OBJ_ICE + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_ICE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE +; BATTLE_ANIM_OBJ_ICE_BEAM + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_ICE_BEAM, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE +; BATTLE_ANIM_OBJ_RAZOR_LEAF + battleanimobj RELATIVE_X | X_FLIP, $78, BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1, BATTLE_ANIM_FUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_PLANT +; BATTLE_ANIM_OBJ_POKE_BALL + battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_POKE_BALL_1, BATTLE_ANIM_FUNC_POKEBALL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_POKE_BALL +; BATTLE_ANIM_OBJ_POKE_BALL_BLOCKED + battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_POKE_BALL_1, BATTLE_ANIM_FUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_POKE_BALL +; BATTLE_ANIM_OBJ_EXPLOSION1 + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_EXPLOSION, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_EXPLOSION +; BATTLE_ANIM_OBJ_EXPLOSION2 + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_EXPLOSION, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_EXPLOSION +; BATTLE_ANIM_OBJ_ACID + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_ACID, BATTLE_ANIM_FUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_POISON +; BATTLE_ANIM_OBJ_SLUDGE + battleanimobj RELATIVE_X, $b4, BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE, BATTLE_ANIM_FUNC_SLUDGE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_POISON +; BATTLE_ANIM_OBJ_BETA_BALL_POOF + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BALL_POOF, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SMOKE +; BATTLE_ANIM_OBJ_BALL_POOF + battleanimobj RELATIVE_X, $a0, BATTLE_ANIM_FRAMESET_BALL_POOF, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SMOKE +; BATTLE_ANIM_OBJ_BIG_ROCK + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_BIG_ROCK, BATTLE_ANIM_FUNC_DROP, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS +; BATTLE_ANIM_OBJ_SMALL_ROCK + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_SMALL_ROCK, BATTLE_ANIM_FUNC_DROP, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS +; BATTLE_ANIM_OBJ_STRENGTH + battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_STRENGTH, BATTLE_ANIM_FUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS +; BATTLE_ANIM_OBJ_SEISMIC_TOSS + battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_SEISMIC_TOSS, BATTLE_ANIM_FUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_GLOBE +; BATTLE_ANIM_OBJ_BUBBLE + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SMALL_BUBBLE, BATTLE_ANIM_FUNC_BUBBLE, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_BUBBLE +; BATTLE_ANIM_OBJ_SURF + battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_SURF, BATTLE_ANIM_FUNC_SURF, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_BUBBLE +; BATTLE_ANIM_OBJ_SING + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_SING, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE +; BATTLE_ANIM_OBJ_WATER_GUN + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLE_ANIM_FRAMESET_WATER_GUN_1, BATTLE_ANIM_FUNC_WATER_GUN, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_WATER +; BATTLE_ANIM_OBJ_HYDRO_PUMP + battleanimobj RELATIVE_X, $b4, BATTLE_ANIM_FRAMESET_HYDRO_PUMP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_WATER +; BATTLE_ANIM_OBJ_POWDER + battleanimobj RELATIVE_X, $40, BATTLE_ANIM_FRAMESET_POWDER, BATTLE_ANIM_FUNC_POWDER, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_POWDER +; BATTLE_ANIM_OBJ_BEAM + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_BEAM, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM +; BATTLE_ANIM_OBJ_BEAM_TIP + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_BEAM_TIP, BATTLE_ANIM_FUNC_SHAKE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM +; BATTLE_ANIM_OBJ_ICE_BUILDUP + battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_ICE_BUILDUP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE +; BATTLE_ANIM_OBJ_FROZEN + battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_FROZEN, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE +; BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE + battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE, BATTLE_ANIM_FUNC_RECOVER, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_SPEED +; BATTLE_ANIM_OBJ_RECOVER + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SMALL_BUBBLE, BATTLE_ANIM_FUNC_RECOVER, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BUBBLE +; BATTLE_ANIM_OBJ_THUNDER_CENTER + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_THUNDER_CENTER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING +; BATTLE_ANIM_OBJ_THUNDER_LEFT + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_THUNDER_LEFT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING +; BATTLE_ANIM_OBJ_THUNDER_RIGHT + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_THUNDER_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING +; BATTLE_ANIM_OBJ_THUNDER_WAVE + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE, BATTLE_ANIM_FUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING +; BATTLE_ANIM_OBJ_THUNDERBOLT_SPARKS + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERBOLT_SPARKS, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING +; BATTLE_ANIM_OBJ_THUNDERBOLT_CORE + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERBOLT_CORE, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION +; BATTLE_ANIM_OBJ_THUNDERSHOCK_SPARKS + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERSHOCK_SPARKS, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING +; BATTLE_ANIM_OBJ_THUNDERSHOCK_CORE + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERSHOCK_CORE, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION +; BATTLE_ANIM_OBJ_CLAMP + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_CLAMP, BATTLE_ANIM_FUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT +; BATTLE_ANIM_OBJ_BITE + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BITE_1, BATTLE_ANIM_FUNC_BITE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT +; BATTLE_ANIM_OBJ_CUT_DOWN_LEFT + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_DOWN_LEFT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT +; BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_DOWN_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT +; BATTLE_ANIM_OBJ_CUT_UP_RIGHT + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_UP_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT +; BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_LEFT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT +; BATTLE_ANIM_OBJ_CUT_LONG_DOWN_RIGHT + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT +; BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE + battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_CHARGE_ORB_1, BATTLE_ANIM_FUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_CHARGE +; BATTLE_ANIM_OBJ_ABSORB_CENTER + battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_ABSORB_CENTER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_CHARGE +; BATTLE_ANIM_OBJ_GUST + battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLE_ANIM_FRAMESET_GUST, BATTLE_ANIM_FUNC_GUST, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WIND +; BATTLE_ANIM_OBJ_VINE_WHIP1 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_VINE_WHIP_1, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP +; BATTLE_ANIM_OBJ_VINE_WHIP2 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_VINE_WHIP_2, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP +; BATTLE_ANIM_OBJ_RAZOR_WIND1 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_RAZOR_WIND_1, BATTLE_ANIM_FUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP +; BATTLE_ANIM_OBJ_RAZOR_WIND2 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_RAZOR_WIND_2, BATTLE_ANIM_FUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP +; BATTLE_ANIM_OBJ_SONICBOOM_JP + battleanimobj RELATIVE_X | X_FLIP, $98, BATTLE_ANIM_FRAMESET_SONICBOOM_JP, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP +; BATTLE_ANIM_OBJ_WARP + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_WARP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED +; BATTLE_ANIM_OBJ_ABSORB + battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_CHARGE_ORB_2, BATTLE_ANIM_FUNC_ABSORB, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_CHARGE +; BATTLE_ANIM_OBJ_EGG + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_EGG, BATTLE_ANIM_FUNC_EGG, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG +; BATTLE_ANIM_OBJ_FOCUS + battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_FOCUS, BATTLE_ANIM_FUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED +; BATTLE_ANIM_OBJ_BIND1 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_BIND_1, BATTLE_ANIM_FUNC_WRAP, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_ROPE +; BATTLE_ANIM_OBJ_BIND2 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_BIND_3, BATTLE_ANIM_FUNC_WRAP, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_ROPE +; BATTLE_ANIM_OBJ_LEECH_SEED + battleanimobj RELATIVE_X | X_FLIP, $68, BATTLE_ANIM_FRAMESET_LEECH_SEED_1, BATTLE_ANIM_FUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_PLANT +; BATTLE_ANIM_OBJ_SOUND + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SOUND_1, BATTLE_ANIM_FUNC_SOUND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE +; BATTLE_ANIM_OBJ_WAVE + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_WAVE, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_PSYCHIC +; BATTLE_ANIM_OBJ_CONFUSE_RAY + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1, BATTLE_ANIM_FUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED +; BATTLE_ANIM_OBJ_LEER + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLE_ANIM_FRAMESET_LEER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM +; BATTLE_ANIM_OBJ_LEER_TIP + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLE_ANIM_FRAMESET_BEAM_TIP, BATTLE_ANIM_FUNC_SHAKE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM +; BATTLE_ANIM_OBJ_SCREEN + battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_REFLECT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_REFLECT +; BATTLE_ANIM_OBJ_HARDEN + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_REFLECT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_REFLECT +; BATTLE_ANIM_OBJ_CHICK + battleanimobj RELATIVE_X | X_FLIP, $50, BATTLE_ANIM_FRAMESET_CHICK_1, BATTLE_ANIM_FUNC_DIZZY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_STATUS +; BATTLE_ANIM_OBJ_AMNESIA + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_AMNESIA_1, BATTLE_ANIM_FUNC_AMNESIA, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS +; BATTLE_ANIM_OBJ_ASLEEP + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_ASLEEP, BATTLE_ANIM_FUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS +; BATTLE_ANIM_OBJ_SKULL_CROSSBONE + battleanimobj RELATIVE_X, $50, BATTLE_ANIM_FRAMESET_SKULL_CROSSBONE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_POISON +; BATTLE_ANIM_OBJ_DIG_SAND + battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLE_ANIM_FRAMESET_DIG_SAND, BATTLE_ANIM_FUNC_DIG, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_SAND +; BATTLE_ANIM_OBJ_DIG_PILE + battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLE_ANIM_FRAMESET_DIG_PILE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_SAND +; BATTLE_ANIM_OBJ_SAND + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SAND, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SAND +; BATTLE_ANIM_OBJ_PARALYZED + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_PARALYZED, BATTLE_ANIM_FUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_STATUS +; BATTLE_ANIM_OBJ_STRING_SHOT + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_STRING_SHOT_1, BATTLE_ANIM_FUNC_STRING, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WEB +; BATTLE_ANIM_OBJ_HAZE + battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE +; BATTLE_ANIM_OBJ_MIST + battleanimobj RELATIVE_X | X_FLIP, $48, BATTLE_ANIM_FRAMESET_MIST, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE +; BATTLE_ANIM_OBJ_SMOG + battleanimobj RELATIVE_X | X_FLIP, $48, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE +; BATTLE_ANIM_OBJ_POISON_GAS + battleanimobj RELATIVE_X | X_FLIP, $78, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE +; BATTLE_ANIM_OBJ_HORN + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLE_ANIM_FRAMESET_HORN, BATTLE_ANIM_FUNC_HORN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HORN +; BATTLE_ANIM_OBJ_NEEDLE + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLE_ANIM_FRAMESET_NEEDLE, BATTLE_ANIM_FUNC_NEEDLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HORN +; BATTLE_ANIM_OBJ_PETAL_DANCE + battleanimobj RELATIVE_X, $48, BATTLE_ANIM_FRAMESET_FLOWER, BATTLE_ANIM_FUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FLOWER +; BATTLE_ANIM_OBJ_SLUDGE_BOMB + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG +; BATTLE_ANIM_OBJ_PAY_DAY + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_PAY_DAY, BATTLE_ANIM_FUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_STATUS +; BATTLE_ANIM_OBJ_SONICBOOM_JP_UNUSED + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SONICBOOM_JP, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP +; BATTLE_ANIM_OBJ_MIMIC + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE, BATTLE_ANIM_FUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SPEED +; BATTLE_ANIM_OBJ_ATTRACT + battleanimobj RELATIVE_X, $78, BATTLE_ANIM_FRAMESET_HEART, BATTLE_ANIM_FUNC_POISON_GAS, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_OBJECTS +; BATTLE_ANIM_OBJ_BONEMERANG + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_SPINNING_BONE, BATTLE_ANIM_FUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_BONE_CLUB + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SPINNING_BONE, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_BONE_RUSH + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_SPINNING_BONE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_SWIFT + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_STAR, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_OBJECTS +; BATTLE_ANIM_OBJ_KINESIS + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SPOON, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_FLASH + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_SPARKLE, BATTLE_ANIM_FUNC_SHINY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED +; BATTLE_ANIM_OBJ_SHINY + battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_SPARKLE, BATTLE_ANIM_FUNC_SHINY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED +; BATTLE_ANIM_OBJ_SKY_ATTACK + battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_SKY_ATTACK, BATTLE_ANIM_FUNC_SKY_ATTACK, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SKY_ATTACK +; BATTLE_ANIM_OBJ_LICK + battleanimobj RELATIVE_X | X_FLIP, $98, BATTLE_ANIM_FRAMESET_LICK, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WATER +; BATTLE_ANIM_OBJ_WITHDRAW + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_WITHDRAW_SHELL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_REFLECT +; BATTLE_ANIM_OBJ_DRAIN + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_SMALL_BUBBLE, BATTLE_ANIM_FUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_BUBBLE +; BATTLE_ANIM_OBJ_GROWTH + battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_SHRINKING_CHARGE_ORB, BATTLE_ANIM_FUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_CHARGE +; BATTLE_ANIM_OBJ_CONVERSION2 + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CONVERSION, BATTLE_ANIM_FUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION +; BATTLE_ANIM_OBJ_SMOKE + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE +; BATTLE_ANIM_OBJ_SMOKESCREEN + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG +; BATTLE_ANIM_OBJ_SWORDS_DANCE + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_SWORD, BATTLE_ANIM_FUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP +; BATTLE_ANIM_OBJ_SPEED_LINE + battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_SPEED_LINE_1, BATTLE_ANIM_FUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SPEED +; BATTLE_ANIM_OBJ_SHARPEN + battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_SHARPEN, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHAPES +; BATTLE_ANIM_OBJ_DEFENSE_CURL + battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_DEFENSE_CURL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHAPES +; BATTLE_ANIM_OBJ_METRONOME_HAND + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_METRONOME_HAND, BATTLE_ANIM_FUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_METRONOME_SPARKLE + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE, BATTLE_ANIM_FUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED +; BATTLE_ANIM_OBJ_DISABLE + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING +; BATTLE_ANIM_OBJ_AGILITY + battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLE_ANIM_FRAMESET_AGILITY, BATTLE_ANIM_FUNC_AGILITY, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_WIND +; BATTLE_ANIM_OBJ_HEART + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_HEART, BATTLE_ANIM_FUNC_FLOAT_UP, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_OBJECTS +; BATTLE_ANIM_OBJ_FLAME_WHEEL + battleanimobj RELATIVE_X, $98, BATTLE_ANIM_FRAMESET_EMBER, BATTLE_ANIM_FUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE +; BATTLE_ANIM_OBJ_SACRED_FIRE + battleanimobj RELATIVE_X, $a8, BATTLE_ANIM_FRAMESET_FLAMETHROWER, BATTLE_ANIM_FUNC_SACRED_FIRE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE +; BATTLE_ANIM_OBJ_COTTON_SPORE + battleanimobj RELATIVE_X | X_FLIP, $68, BATTLE_ANIM_FRAMESET_COTTON, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_MILK_DRINK + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_MILK_BOTTLE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_ANGER + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_ANGER_VEIN, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_HEAL_BELL + battleanimobj RELATIVE_X | X_FLIP, $50, BATTLE_ANIM_FRAMESET_HEAL_BELL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_HEAL_BELL_NOTE + battleanimobj RELATIVE_X, $40, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE +; BATTLE_ANIM_OBJ_BATON_PASS + battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLE_ANIM_FRAMESET_BATON_PASS, BATTLE_ANIM_FUNC_BATON_PASS, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_LOCK_ON + battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_LOCK_ON_1, BATTLE_ANIM_FUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_MIND_READER + battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_MIND_READER_1, BATTLE_ANIM_FUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_SAFEGUARD + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SAFEGUARD, BATTLE_ANIM_FUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_PROTECT + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_STAR, BATTLE_ANIM_FUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_OBJECTS +; BATTLE_ANIM_OBJ_THIEF + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_ITEM_BAG, BATTLE_ANIM_FUNC_THIEF_PAYDAY, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS +; BATTLE_ANIM_OBJ_OCTAZOOKA + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG +; BATTLE_ANIM_OBJ_PRESENT + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_ITEM_BAG, BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_STATUS +; BATTLE_ANIM_OBJ_SPIKES + battleanimobj RELATIVE_X | X_FLIP, $70, BATTLE_ANIM_FRAMESET_SPIKE, BATTLE_ANIM_FUNC_SPIKES, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_POWDER_SNOW + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_POWDER_SNOW, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ICE +; BATTLE_ANIM_OBJ_DRAGONBREATH + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BURNED, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE +; BATTLE_ANIM_OBJ_CONVERSION + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CONVERSION, BATTLE_ANIM_FUNC_CONVERSION, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION +; BATTLE_ANIM_OBJ_SPIDER_WEB + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SPIDER_WEB, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WEB +; BATTLE_ANIM_OBJ_CAKE_UNUSED + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_UNUSED_CAKE, BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_OBJECTS +; BATTLE_ANIM_OBJ_NIGHTMARE + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_IMP, BATTLE_ANIM_FUNC_DIZZY, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS +; BATTLE_ANIM_OBJ_IN_NIGHTMARE + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_IMP_FLIPPED, BATTLE_ANIM_FUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS +; BATTLE_ANIM_OBJ_LOVELY_KISS + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_IMP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS +; BATTLE_ANIM_OBJ_SWEET_KISS + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_CHERUB, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ANGELS +; BATTLE_ANIM_OBJ_SKETCH + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLE_ANIM_FRAMESET_PENCIL, BATTLE_ANIM_FUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_OBJECTS +; BATTLE_ANIM_OBJ_ENCORE_HAND + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_ENCORE_HAND, BATTLE_ANIM_FUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_OBJECTS +; BATTLE_ANIM_OBJ_ENCORE_STAR + battleanimobj RELATIVE_X | X_FLIP, $70, BATTLE_ANIM_FRAMESET_STAR, BATTLE_ANIM_FUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_OBJECTS +; BATTLE_ANIM_OBJ_DESTINY_BOND + battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLE_ANIM_FRAMESET_DESTINY_BOND, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS +; BATTLE_ANIM_OBJ_MORNING_SUN + battleanimobj RELATIVE_X | X_FLIP, $40, BATTLE_ANIM_FRAMESET_MORNING_SUN, BATTLE_ANIM_FUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SHINE +; BATTLE_ANIM_OBJ_GLIMMER + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_GLIMMER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHINE +; BATTLE_ANIM_OBJ_MOONLIGHT + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_MOONLIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SHINE +; BATTLE_ANIM_OBJ_HIDDEN_POWER + battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_CHARGE_ORB_1, BATTLE_ANIM_FUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_CHARGE +; BATTLE_ANIM_OBJ_CROSS_CHOP1 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CROSS_CHOP_1, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT +; BATTLE_ANIM_OBJ_CROSS_CHOP2 + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CROSS_CHOP_2, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT +; BATTLE_ANIM_OBJ_SANDSTORM + battleanimobj RELATIVE_X | X_FLIP, $00, BATTLE_ANIM_FRAMESET_SANDSTORM, BATTLE_ANIM_FUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_POWDER +; BATTLE_ANIM_OBJ_ZAP_CANNON + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_ZAP_CANNON, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING +; BATTLE_ANIM_OBJ_SPITE + battleanimobj RELATIVE_X | X_FLIP, $40, BATTLE_ANIM_FRAMESET_IMP, BATTLE_ANIM_FUNC_POWDER, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS +; BATTLE_ANIM_OBJ_CURSE + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLE_ANIM_FRAMESET_CURSE_NAIL, BATTLE_ANIM_FUNC_CURSE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_OBJECTS +; BATTLE_ANIM_OBJ_PERISH_SONG + battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_PERISH_SONG, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE +; BATTLE_ANIM_OBJ_FORESIGHT + battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_FORESIGHT_SHINE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHINE +; BATTLE_ANIM_OBJ_RAPID_SPIN + battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLE_ANIM_FRAMESET_RAPID_SPIN, BATTLE_ANIM_FUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WIND +; BATTLE_ANIM_OBJ_SWAGGER + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SWAGGER, BATTLE_ANIM_FUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WIND +; BATTLE_ANIM_OBJ_BELLY_DRUM_HAND + battleanimobj RELATIVE_X, $a8, BATTLE_ANIM_FRAMESET_PALM, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE +; BATTLE_ANIM_OBJ_MEAN_LOOK + battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_MEAN_LOOK, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_PSYCHIC +; BATTLE_ANIM_OBJ_BETA_PURSUIT + battleanimobj RELATIVE_X, $a8, BATTLE_ANIM_FRAMESET_UPSIDE_DOWN_PUNCH, BATTLE_ANIM_FUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT +; BATTLE_ANIM_OBJ_SHOOTING_SPARKLE + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_GROWING_SPARKLE, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED +; BATTLE_ANIM_OBJ_RAIN + battleanimobj RELATIVE_X | X_FLIP, $00, BATTLE_ANIM_FRAMESET_RAIN, BATTLE_ANIM_FUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WATER +; BATTLE_ANIM_OBJ_B0 + battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_MIST, BATTLE_ANIM_FUNC_BATTLE_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_HAZE +; BATTLE_ANIM_OBJ_PSYCH_UP + battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_PSYCH_UP, BATTLE_ANIM_FUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS +; BATTLE_ANIM_OBJ_ANCIENTPOWER + battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_BIG_ROCK, BATTLE_ANIM_FUNC_ANCIENT_POWER, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS +; BATTLE_ANIM_OBJ_AEROBLAST + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_AEROBLAST, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_AEROBLAST +; BATTLE_ANIM_OBJ_SHADOW_BALL + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_EGG +; BATTLE_ANIM_OBJ_ROCK_SMASH + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_BIG_ROCK, BATTLE_ANIM_FUNC_ROCK_SMASH, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS +; BATTLE_ANIM_OBJ_FLOWER + battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_FLOWER, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FLOWER +; BATTLE_ANIM_OBJ_COTTON + battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_COTTON, BATTLE_ANIM_FUNC_COTTON, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_MISC +; BATTLE_ANIM_OBJ_ENEMYFEET_1ROW + battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_ENEMYFEET_1ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_ENEMY, BATTLE_ANIM_GFX_PLAYERHEAD +; BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW + battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_PLAYERHEAD_1ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_PLAYER, BATTLE_ANIM_GFX_ENEMYFEET +; BATTLE_ANIM_OBJ_ENEMYFEET_2ROW + battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_ENEMYFEET_2ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_ENEMY, BATTLE_ANIM_GFX_PLAYERHEAD +; BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW + battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_PLAYERHEAD_2ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_PLAYER, BATTLE_ANIM_GFX_ENEMYFEET + assert_table_length NUM_BATTLE_ANIM_OBJS diff --git a/data/moves/animations.asm b/data/moves/animations.asm index 8b344486..b5dbe8e8 100644 --- a/data/moves/animations.asm +++ b/data/moves/animations.asm @@ -289,15 +289,15 @@ BattleAnim_MirrorMove: anim_ret BattleAnim_SweetScent2: - anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC - anim_obj ANIM_OBJ_FLOWER, 64, 96, $2 + anim_2gfx BATTLE_ANIM_GFX_FLOWER, BATTLE_ANIM_GFX_MISC + anim_obj BATTLE_ANIM_OBJ_FLOWER, 64, 96, $2 anim_wait 2 - anim_obj ANIM_OBJ_FLOWER, 64, 80, $2 + anim_obj BATTLE_ANIM_OBJ_FLOWER, 64, 80, $2 anim_wait 64 - anim_obj ANIM_OBJ_COTTON, 136, 40, $15 - anim_obj ANIM_OBJ_COTTON, 136, 40, $2a - anim_obj ANIM_OBJ_COTTON, 136, 40, $3f - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $15 + anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $2a + anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $3f + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_wait 128 anim_ret @@ -307,76 +307,76 @@ BattleAnim_ThrowPokeBall: anim_if_param_equal ULTRA_BALL, .UltraBall anim_if_param_equal GREAT_BALL, .GreatBall ; any other ball - anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE + anim_2gfx BATTLE_ANIM_GFX_POKE_BALL, BATTLE_ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40 + anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 68, 92, $40 anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0 + anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 + anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 16 anim_jump .Shake .TheTrainerBlockedTheBall: - anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_POKE_BALL, BATTLE_ANIM_GFX_HIT anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 64, 92, $20 + anim_obj BATTLE_ANIM_OBJ_POKE_BALL_BLOCKED, 64, 92, $20 anim_wait 20 - anim_obj ANIM_OBJ_HIT_YFIX, 112, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 112, 40, $0 anim_wait 32 anim_ret .UltraBall: - anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE + anim_2gfx BATTLE_ANIM_GFX_POKE_BALL, BATTLE_ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40 + anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 68, 92, $40 anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0 + anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 + anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 16 anim_jump .Shake .GreatBall: - anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE + anim_2gfx BATTLE_ANIM_GFX_POKE_BALL, BATTLE_ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40 + anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 68, 92, $40 anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0 + anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 + anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 16 anim_jump .Shake .MasterBall: - anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED + anim_3gfx BATTLE_ANIM_GFX_POKE_BALL, BATTLE_ANIM_GFX_SMOKE, BATTLE_ANIM_GFX_SPEED anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 64, 92, $20 + anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 64, 92, $20 anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0 + anim_obj BATTLE_ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 + anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 24 anim_sound 0, 1, SFX_MASTER_BALL - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $30 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $31 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $32 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $33 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $34 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $35 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $36 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $37 + anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $30 + anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $31 + anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $32 + anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $33 + anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $34 + anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $35 + anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $36 + anim_obj BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $37 anim_wait 64 .Shake: - anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_RETURN_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 8 anim_incobj 2 anim_wait 16 @@ -405,9 +405,9 @@ BattleAnim_ThrowPokeBall: .BreakFree: anim_setobj $1, $b anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 + anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 2 - anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 32 anim_ret @@ -415,133 +415,133 @@ BattleAnim_SendOutMon: anim_if_param_equal $0, .Normal anim_if_param_equal $1, .Shiny anim_if_param_equal $2, .Unknown - anim_1gfx ANIM_GFX_SMOKE + anim_1gfx BATTLE_ANIM_GFX_SMOKE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_BETA_SEND_OUT_MON2, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BETA_SEND_OUT_MON2, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 - anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0 + anim_obj BATTLE_ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 + anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 128 anim_wait 4 anim_call BattleAnim_ShowMon_0 anim_ret .Unknown: - anim_1gfx ANIM_GFX_SMOKE + anim_1gfx BATTLE_ANIM_GFX_SMOKE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_BETA_SEND_OUT_MON1, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BETA_SEND_OUT_MON1, $0, BG_EFFECT_USER, $0 anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 - anim_incbgeffect ANIM_BG_BETA_SEND_OUT_MON1 + anim_obj BATTLE_ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 + anim_incbgeffect BATTLE_BG_EFFECT_BETA_SEND_OUT_MON1 anim_wait 96 - anim_incbgeffect ANIM_BG_BETA_SEND_OUT_MON1 + anim_incbgeffect BATTLE_BG_EFFECT_BETA_SEND_OUT_MON1 anim_call BattleAnim_ShowMon_0 anim_ret .Shiny: - anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_SPEED + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $3 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SHINY, 48, 96, $0 + anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $0 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SHINY, 48, 96, $8 + anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $8 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SHINY, 48, 96, $10 + anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $10 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SHINY, 48, 96, $18 + anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $18 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SHINY, 48, 96, $20 + anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $20 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SHINY, 48, 96, $28 + anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $28 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SHINY, 48, 96, $30 + anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $30 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SHINY, 48, 96, $38 + anim_obj BATTLE_ANIM_OBJ_SHINY, 48, 96, $38 anim_wait 32 anim_ret .Normal: - anim_1gfx ANIM_GFX_SMOKE + anim_1gfx BATTLE_ANIM_GFX_SMOKE anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 44, 96, $0 + anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 44, 96, $0 anim_wait 4 - anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret BattleAnim_ReturnMon: anim_sound 0, 0, SFX_BALL_POOF BattleAnimSub_Return: - anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_RETURN_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret BattleAnim_Confused: - anim_1gfx ANIM_GFX_STATUS + anim_1gfx BATTLE_ANIM_GFX_STATUS anim_sound 0, 0, SFX_KINESIS - anim_obj ANIM_OBJ_CHICK, 44, 56, $15 - anim_obj ANIM_OBJ_CHICK, 44, 56, $aa - anim_obj ANIM_OBJ_CHICK, 44, 56, $bf + anim_obj BATTLE_ANIM_OBJ_CHICK, 44, 56, $15 + anim_obj BATTLE_ANIM_OBJ_CHICK, 44, 56, $aa + anim_obj BATTLE_ANIM_OBJ_CHICK, 44, 56, $bf anim_wait 96 anim_ret BattleAnim_Slp: - anim_1gfx ANIM_GFX_STATUS + anim_1gfx BATTLE_ANIM_GFX_STATUS anim_sound 0, 0, SFX_TAIL_WHIP .loop - anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0 + anim_obj BATTLE_ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 40 anim_loop 3, .loop anim_wait 32 anim_ret BattleAnim_Brn: - anim_1gfx ANIM_GFX_FIRE + anim_1gfx BATTLE_ANIM_GFX_FIRE .loop anim_sound 0, 0, SFX_BURN - anim_obj ANIM_OBJ_BURNED, 56, 88, $10 + anim_obj BATTLE_ANIM_OBJ_BURNED, 56, 88, $10 anim_wait 4 anim_loop 3, .loop anim_wait 6 anim_ret BattleAnim_Psn: - anim_1gfx ANIM_GFX_POISON + anim_1gfx BATTLE_ANIM_GFX_POISON anim_sound 0, 0, SFX_POISON - anim_obj ANIM_OBJ_SKULL, 64, 56, $0 + anim_obj BATTLE_ANIM_OBJ_SKULL, 64, 56, $0 anim_wait 8 anim_sound 0, 0, SFX_POISON - anim_obj ANIM_OBJ_SKULL, 48, 56, $0 + anim_obj BATTLE_ANIM_OBJ_SKULL, 48, 56, $0 anim_wait 8 anim_ret BattleAnim_Sap: - anim_1gfx ANIM_GFX_CHARGE + anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 128, 48, $2 + anim_obj BATTLE_ANIM_OBJ_ABSORB, 128, 48, $2 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 136, 64, $3 + anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 64, $3 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 136, 32, $4 + anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 32, $4 anim_wait 16 anim_ret BattleAnim_Frz: - anim_1gfx ANIM_GFX_ICE - anim_obj ANIM_OBJ_FROZEN, 44, 110, $0 + anim_1gfx BATTLE_ANIM_GFX_ICE + anim_obj BATTLE_ANIM_OBJ_FROZEN, 44, 110, $0 anim_sound 0, 0, SFX_SHINE anim_wait 16 anim_sound 0, 0, SFX_SHINE @@ -549,31 +549,31 @@ BattleAnim_Frz: anim_ret BattleAnim_Par: - anim_1gfx ANIM_GFX_STATUS - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_STATUS + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_PARALYZED, 20, 88, $42 - anim_obj ANIM_OBJ_PARALYZED, 76, 88, $c2 + anim_obj BATTLE_ANIM_OBJ_PARALYZED, 20, 88, $42 + anim_obj BATTLE_ANIM_OBJ_PARALYZED, 76, 88, $c2 anim_wait 128 anim_ret BattleAnim_InLove: - anim_1gfx ANIM_GFX_OBJECTS + anim_1gfx BATTLE_ANIM_GFX_OBJECTS anim_sound 0, 0, SFX_LICK - anim_obj ANIM_OBJ_HEART, 64, 76, $0 + anim_obj BATTLE_ANIM_OBJ_HEART, 64, 76, $0 anim_wait 32 anim_sound 0, 0, SFX_LICK - anim_obj ANIM_OBJ_HEART, 36, 72, $0 + anim_obj BATTLE_ANIM_OBJ_HEART, 36, 72, $0 anim_wait 32 anim_ret BattleAnim_InSandstorm: - anim_1gfx ANIM_GFX_POWDER - anim_obj ANIM_OBJ_SANDSTORM, 88, 0, $0 + anim_1gfx BATTLE_ANIM_GFX_POWDER + anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 88, 0, $0 anim_wait 8 - anim_obj ANIM_OBJ_SANDSTORM, 72, 0, $1 + anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 72, 0, $1 anim_wait 8 - anim_obj ANIM_OBJ_SANDSTORM, 56, 0, $2 + anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 56, 0, $2 .loop anim_sound 0, 1, SFX_MENU anim_wait 8 @@ -582,28 +582,28 @@ BattleAnim_InSandstorm: anim_ret BattleAnim_InNightmare: - anim_1gfx ANIM_GFX_ANGELS + anim_1gfx BATTLE_ANIM_GFX_ANGELS anim_sound 0, 0, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_IN_NIGHTMARE, 68, 80, $0 + anim_obj BATTLE_ANIM_OBJ_IN_NIGHTMARE, 68, 80, $0 anim_wait 40 anim_ret BattleAnim_InWhirlpool: - anim_1gfx ANIM_GFX_WIND - anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0 + anim_1gfx BATTLE_ANIM_GFX_WIND + anim_bgeffect BATTLE_BG_EFFECT_WHIRLPOOL, $0, $0, $0 anim_sound 0, 1, SFX_SURF .loop - anim_obj ANIM_OBJ_GUST, 132, 72, $0 + anim_obj BATTLE_ANIM_OBJ_GUST, 132, 72, $0 anim_wait 6 anim_loop 6, .loop - anim_incbgeffect ANIM_BG_WHIRLPOOL + anim_incbgeffect BATTLE_BG_EFFECT_WHIRLPOOL anim_wait 1 anim_ret BattleAnim_HitConfusion: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_POUND - anim_obj ANIM_OBJ_HIT, 44, 96, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 44, 96, $0 anim_wait 16 anim_ret @@ -612,16 +612,16 @@ BattleAnim_Miss: BattleAnim_EnemyDamage: .loop - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 5 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 5 anim_loop 3, .loop anim_ret BattleAnim_EnemyStatDown: anim_call BattleAnim_UserObj_1Row - anim_bgeffect ANIM_BG_VIBRATE_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_VIBRATE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 40 anim_call BattleAnim_ShowMon_1 anim_wait 1 @@ -629,310 +629,310 @@ BattleAnim_EnemyStatDown: BattleAnim_PlayerStatDown: anim_call BattleAnim_UserObj_1Row - anim_bgeffect ANIM_BG_WOBBLE_PLAYER, $0, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_PLAYER, $0, $0, $0 anim_wait 40 anim_call BattleAnim_ShowMon_1 anim_wait 1 anim_ret BattleAnim_PlayerDamage: - anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $20, $2, $20 + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_Y, $20, $2, $20 anim_wait 40 anim_ret BattleAnim_Wobble: - anim_bgeffect ANIM_BG_WOBBLE_SCREEN, $0, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_SCREEN, $0, $0, $0 anim_wait 40 anim_ret BattleAnim_Shake: - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $2, $40 + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $20, $2, $40 anim_wait 40 anim_ret BattleAnim_Pound: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_PALM, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_PALM, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_KarateChop: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_PALM, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_PALM, 136, 40, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 6 anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_PALM, 136, 44, $0 + anim_obj BATTLE_ANIM_OBJ_PALM, 136, 44, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 44, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 44, $0 anim_wait 6 anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_PALM, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_PALM, 136, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret BattleAnim_Doubleslap: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_DOUBLESLAP - anim_obj ANIM_OBJ_PALM, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_PALM, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_DOUBLESLAP - anim_obj ANIM_OBJ_PALM, 120, 48, $0 + anim_obj BATTLE_ANIM_OBJ_PALM, 120, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 anim_ret BattleAnim_CometPunch: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_PUNCH, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_PUNCH, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_PUNCH, 120, 64, $0 + anim_obj BATTLE_ANIM_OBJ_PUNCH, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret BattleAnim_MegaPunch: - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_PUNCH, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_PUNCH, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret BattleAnim_Stomp: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_KICK, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 136, 40, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 6 anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_KICK, 136, 44, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 136, 44, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 44, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 44, $0 anim_wait 6 anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_KICK, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 136, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret BattleAnim_DoubleKick: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_KICK, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate: anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_KICK, 120, 64, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret BattleAnim_JumpKick: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_JUMP_KICK - anim_obj ANIM_OBJ_KICK, 112, 72, $0 - anim_obj ANIM_OBJ_KICK, 100, 60, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 112, 72, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 100, 60, $0 anim_setobj $1, $2 anim_setobj $2, $2 anim_wait 24 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_HIT, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 136, 48, $0 anim_wait 16 anim_ret .alternate: anim_wait 8 anim_sound 0, 0, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_HIT, 44, 88, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 44, 88, $0 anim_wait 16 anim_ret BattleAnim_HiJumpKick: - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_if_param_equal $1, .alternate anim_wait 32 anim_sound 0, 1, SFX_JUMP_KICK - anim_obj ANIM_OBJ_KICK, 112, 72, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 112, 72, $0 anim_setobj $1, $2 anim_wait 16 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_HIT, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 136, 48, $0 anim_wait 16 anim_ret .alternate: anim_wait 16 anim_sound 0, 0, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_HIT, 44, 88, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 44, 88, $0 anim_wait 16 anim_ret BattleAnim_RollingKick: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_KICK, 112, 56, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 112, 56, $0 anim_setobj $1, $3 anim_wait 12 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 16 anim_ret BattleAnim_MegaKick: - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 67 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_KICK, 136, 56, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_KICK, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret BattleAnim_HyperFang: - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $1, $0 + anim_1gfx BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $20, $1, $0 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_FANG, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_SuperFang: - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_FANG, 136, 56, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_FANG, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_FANG, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret BattleAnim_Ember: - anim_1gfx ANIM_GFX_FIRE + anim_1gfx BATTLE_ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_EMBER, 64, 96, $12 + anim_obj BATTLE_ANIM_OBJ_EMBER, 64, 96, $12 anim_wait 4 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_EMBER, 64, 100, $14 + anim_obj BATTLE_ANIM_OBJ_EMBER, 64, 100, $14 anim_wait 4 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_EMBER, 64, 84, $13 + anim_obj BATTLE_ANIM_OBJ_EMBER, 64, 84, $13 anim_wait 16 anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_EMBER, 120, 68, $30 - anim_obj ANIM_OBJ_EMBER, 132, 68, $30 - anim_obj ANIM_OBJ_EMBER, 144, 68, $30 + anim_obj BATTLE_ANIM_OBJ_EMBER, 120, 68, $30 + anim_obj BATTLE_ANIM_OBJ_EMBER, 132, 68, $30 + anim_obj BATTLE_ANIM_OBJ_EMBER, 144, 68, $30 anim_wait 32 anim_ret BattleAnim_FirePunch: - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE - anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 + anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_FIRE + anim_obj BATTLE_ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_call BattleAnimSub_Fire anim_wait 16 anim_ret BattleAnim_FireSpin: - anim_1gfx ANIM_GFX_FIRE + anim_1gfx BATTLE_ANIM_GFX_FIRE .loop anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_FIRE_SPIN, 64, 88, $4 + anim_obj BATTLE_ANIM_OBJ_FIRE_SPIN, 64, 88, $4 anim_wait 2 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_FIRE_SPIN, 64, 96, $3 + anim_obj BATTLE_ANIM_OBJ_FIRE_SPIN, 64, 96, $3 anim_wait 2 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_FIRE_SPIN, 64, 88, $3 + anim_obj BATTLE_ANIM_OBJ_FIRE_SPIN, 64, 88, $3 anim_wait 2 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_FIRE_SPIN, 64, 96, $4 + anim_obj BATTLE_ANIM_OBJ_FIRE_SPIN, 64, 96, $4 anim_wait 2 anim_loop 2, .loop anim_wait 96 anim_ret BattleAnim_DragonRage: - anim_1gfx ANIM_GFX_FIRE + anim_1gfx BATTLE_ANIM_GFX_FIRE .loop anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_DRAGON_RAGE, 64, 92, $0 + anim_obj BATTLE_ANIM_OBJ_DRAGON_RAGE, 64, 92, $0 anim_wait 3 anim_loop 16, .loop anim_wait 64 anim_ret BattleAnim_Flamethrower: - anim_1gfx ANIM_GFX_FIRE + anim_1gfx BATTLE_ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_FLAMETHROWER, 64, 92, $3 + anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 64, 92, $3 anim_wait 2 - anim_obj ANIM_OBJ_FLAMETHROWER, 75, 86, $5 + anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 75, 86, $5 anim_wait 2 - anim_obj ANIM_OBJ_FLAMETHROWER, 85, 81, $7 + anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 85, 81, $7 anim_wait 2 - anim_obj ANIM_OBJ_FLAMETHROWER, 96, 76, $9 + anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 96, 76, $9 anim_wait 2 - anim_obj ANIM_OBJ_FLAMETHROWER, 106, 71, $b + anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 106, 71, $b anim_wait 2 - anim_obj ANIM_OBJ_FLAMETHROWER, 116, 66, $c + anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 116, 66, $c anim_wait 2 - anim_obj ANIM_OBJ_FLAMETHROWER, 126, 61, $a + anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 126, 61, $a anim_wait 2 - anim_obj ANIM_OBJ_FLAMETHROWER, 136, 56, $8 + anim_obj BATTLE_ANIM_OBJ_FLAMETHROWER, 136, 56, $8 anim_wait 16 .loop anim_sound 0, 1, SFX_EMBER @@ -942,10 +942,10 @@ BattleAnim_Flamethrower: anim_ret BattleAnim_FireBlast: - anim_1gfx ANIM_GFX_FIRE + anim_1gfx BATTLE_ANIM_GFX_FIRE .loop1 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_FIRE_BLAST, 64, 92, $7 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 64, 92, $7 anim_wait 6 anim_loop 10, .loop1 .loop2 @@ -965,34 +965,34 @@ BattleAnim_FireBlast: anim_wait 2 .loop3 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $1 - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $2 - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $3 - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $4 - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $5 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 56, $1 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 56, $2 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 56, $3 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 56, $4 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 56, $5 anim_wait 16 anim_loop 2, .loop3 anim_wait 32 anim_ret BattleAnim_IcePunch: - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE - anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 + anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_ICE + anim_obj BATTLE_ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_call BattleAnimSub_Ice anim_wait 32 anim_ret BattleAnim_IceBeam: - anim_1gfx ANIM_GFX_ICE + anim_1gfx BATTLE_ANIM_GFX_ICE .loop anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_ICE_BEAM, 64, 92, $4 + anim_obj BATTLE_ANIM_OBJ_ICE_BEAM, 64, 92, $4 anim_wait 4 anim_loop 5, .loop - anim_obj ANIM_OBJ_ICE_BUILDUP, 136, 74, $10 + anim_obj BATTLE_ANIM_OBJ_ICE_BUILDUP, 136, 74, $10 .loop2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_ICE_BEAM, 64, 92, $4 + anim_obj BATTLE_ANIM_OBJ_ICE_BEAM, 64, 92, $4 anim_wait 4 anim_loop 15, .loop2 anim_wait 48 @@ -1003,21 +1003,21 @@ BattleAnim_IceBeam: anim_ret BattleAnim_Blizzard: - anim_1gfx ANIM_GFX_ICE + anim_1gfx BATTLE_ANIM_GFX_ICE .loop anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_BLIZZARD, 64, 88, $63 + anim_obj BATTLE_ANIM_OBJ_BLIZZARD, 64, 88, $63 anim_wait 2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_BLIZZARD, 64, 80, $64 + anim_obj BATTLE_ANIM_OBJ_BLIZZARD, 64, 80, $64 anim_wait 2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_BLIZZARD, 64, 96, $63 + anim_obj BATTLE_ANIM_OBJ_BLIZZARD, 64, 96, $63 anim_wait 2 anim_loop 3, .loop - anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 + anim_bgeffect BATTLE_BG_EFFECT_WHITE_HUES, $0, $8, $0 anim_wait 32 - anim_obj ANIM_OBJ_ICE_BUILDUP, 136, 74, $10 + anim_obj BATTLE_ANIM_OBJ_ICE_BUILDUP, 136, 74, $10 anim_wait 128 anim_sound 0, 1, SFX_SHINE anim_wait 8 @@ -1026,107 +1026,107 @@ BattleAnim_Blizzard: anim_ret BattleAnim_Bubble: - anim_1gfx ANIM_GFX_BUBBLE + anim_1gfx BATTLE_ANIM_GFX_BUBBLE anim_sound 32, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_BUBBLE, 64, 92, $c1 + anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $c1 anim_wait 6 anim_sound 32, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_BUBBLE, 64, 92, $e1 + anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $e1 anim_wait 6 anim_sound 32, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_BUBBLE, 64, 92, $d1 + anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $d1 anim_wait 128 anim_wait 32 anim_ret BattleAnim_Bubblebeam: - anim_1gfx ANIM_GFX_BUBBLE + anim_1gfx BATTLE_ANIM_GFX_BUBBLE .loop anim_sound 16, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_BUBBLE, 64, 92, $92 + anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $92 anim_wait 6 anim_sound 16, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_BUBBLE, 64, 92, $b3 + anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $b3 anim_wait 6 anim_sound 16, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_BUBBLE, 64, 92, $f4 + anim_obj BATTLE_ANIM_OBJ_BUBBLE, 64, 92, $f4 anim_wait 8 anim_loop 3, .loop anim_wait 64 anim_clearobjs - anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_START_WATER, $0, BG_EFFECT_TARGET, $0 anim_wait 1 anim_call BattleAnim_UserObj_2Row - anim_bgeffect ANIM_BG_WATER, $1c, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $1c, $0, $0 anim_wait 19 anim_call BattleAnim_ShowMon_1 - anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_END_WATER, $0, $0, $0 anim_wait 8 anim_ret BattleAnim_WaterGun: - anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0 - anim_1gfx ANIM_GFX_WATER + anim_bgeffect BATTLE_BG_EFFECT_START_WATER, $0, BG_EFFECT_TARGET, $0 + anim_1gfx BATTLE_ANIM_GFX_WATER anim_call BattleAnim_UserObj_2Row anim_sound 16, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_WATER_GUN, 64, 88, $0 + anim_obj BATTLE_ANIM_OBJ_WATER_GUN, 64, 88, $0 anim_wait 8 - anim_obj ANIM_OBJ_WATER_GUN, 64, 76, $0 + anim_obj BATTLE_ANIM_OBJ_WATER_GUN, 64, 76, $0 anim_wait 8 - anim_obj ANIM_OBJ_WATER_GUN, 64, 82, $0 + anim_obj BATTLE_ANIM_OBJ_WATER_GUN, 64, 82, $0 anim_wait 24 - anim_bgeffect ANIM_BG_WATER, $1c, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $1c, $0, $0 anim_wait 8 - anim_bgeffect ANIM_BG_WATER, $8, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $8, $0, $0 anim_wait 8 - anim_bgeffect ANIM_BG_WATER, $30, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $30, $0, $0 anim_wait 32 anim_call BattleAnim_ShowMon_1 - anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_END_WATER, $0, $0, $0 anim_wait 16 anim_ret BattleAnim_HydroPump: - anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0 - anim_1gfx ANIM_GFX_WATER + anim_bgeffect BATTLE_BG_EFFECT_START_WATER, $0, BG_EFFECT_TARGET, $0 + anim_1gfx BATTLE_ANIM_GFX_WATER anim_call BattleAnim_UserObj_2Row anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_HYDRO_PUMP, 108, 72, $0 - anim_bgeffect ANIM_BG_WATER, $1c, $0, $0 + anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 108, 72, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $1c, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_HYDRO_PUMP, 116, 72, $0 - anim_bgeffect ANIM_BG_WATER, $8, $0, $0 + anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 116, 72, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $8, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0 - anim_bgeffect ANIM_BG_WATER, $30, $0, $0 + anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 124, 72, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $30, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0 - anim_bgeffect ANIM_BG_WATER, $1c, $0, $0 + anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 132, 72, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $1c, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0 - anim_bgeffect ANIM_BG_WATER, $8, $0, $0 + anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 140, 72, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $8, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_HYDRO_PUMP, 148, 72, $0 - anim_bgeffect ANIM_BG_WATER, $30, $0, $0 + anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 148, 72, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $30, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_HYDRO_PUMP, 156, 72, $0 - anim_bgeffect ANIM_BG_WATER, $1c, $0, $0 + anim_obj BATTLE_ANIM_OBJ_HYDRO_PUMP, 156, 72, $0 + anim_bgeffect BATTLE_BG_EFFECT_WATER, $1c, $0, $0 anim_wait 32 anim_call BattleAnim_ShowMon_1 - anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_END_WATER, $0, $0, $0 anim_wait 16 anim_ret BattleAnim_Surf: - anim_1gfx ANIM_GFX_BUBBLE - anim_bgeffect ANIM_BG_SURF, $0, $0, $0 - anim_obj ANIM_OBJ_SURF, 88, 104, $8 + anim_1gfx BATTLE_ANIM_GFX_BUBBLE + anim_bgeffect BATTLE_BG_EFFECT_SURF, $0, $0, $0 + anim_obj BATTLE_ANIM_OBJ_SURF, 88, 104, $8 .loop anim_sound 0, 1, SFX_SURF anim_wait 32 @@ -1136,46 +1136,46 @@ BattleAnim_Surf: anim_ret BattleAnim_VineWhip: - anim_1gfx ANIM_GFX_WHIP + anim_1gfx BATTLE_ANIM_GFX_WHIP anim_sound 0, 1, SFX_VINE_WHIP - anim_obj ANIM_OBJ_VINE_WHIP2, 116, 52, $80 + anim_obj BATTLE_ANIM_OBJ_VINE_WHIP2, 116, 52, $80 anim_wait 4 anim_sound 0, 1, SFX_VINE_WHIP - anim_obj ANIM_OBJ_VINE_WHIP1, 128, 60, $0 + anim_obj BATTLE_ANIM_OBJ_VINE_WHIP1, 128, 60, $0 anim_wait 4 anim_incobj 1 anim_wait 4 anim_ret BattleAnim_LeechSeed: - anim_1gfx ANIM_GFX_PLANT + anim_1gfx BATTLE_ANIM_GFX_PLANT anim_sound 16, 2, SFX_VINE_WHIP - anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $20 + anim_obj BATTLE_ANIM_OBJ_LEECH_SEED, 48, 80, $20 anim_wait 8 anim_sound 16, 2, SFX_VINE_WHIP - anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $30 + anim_obj BATTLE_ANIM_OBJ_LEECH_SEED, 48, 80, $30 anim_wait 8 anim_sound 16, 2, SFX_VINE_WHIP - anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $28 + anim_obj BATTLE_ANIM_OBJ_LEECH_SEED, 48, 80, $28 anim_wait 32 anim_sound 0, 1, SFX_CHARGE anim_wait 128 anim_ret BattleAnim_RazorLeaf: - anim_1gfx ANIM_GFX_PLANT + anim_1gfx BATTLE_ANIM_GFX_PLANT anim_sound 0, 0, SFX_VINE_WHIP - anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $28 - anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $5c - anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $10 - anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $e8 - anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $9c - anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $d0 + anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $28 + anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $5c + anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $10 + anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $e8 + anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $9c + anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $d0 anim_wait 6 - anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $1c - anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $50 - anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $dc - anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $90 + anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $1c + anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $50 + anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $dc + anim_obj BATTLE_ANIM_OBJ_RAZOR_LEAF, 48, 80, $90 anim_wait 80 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 3 @@ -1212,64 +1212,64 @@ BattleAnim_RazorLeaf: BattleAnim_Solarbeam: anim_if_param_equal $0, .FireSolarBeam ; charge turn - anim_1gfx ANIM_GFX_CHARGE + anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_sound 0, 0, SFX_CHARGE - anim_obj ANIM_OBJ_ABSORB_CENTER, 48, 84, $0 - anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $0 - anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $8 - anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $10 - anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $18 - anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $20 - anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $28 - anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $30 - anim_obj ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $38 + anim_obj BATTLE_ANIM_OBJ_ABSORB_CENTER, 48, 84, $0 + anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $0 + anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $8 + anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $10 + anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $18 + anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $20 + anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $28 + anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $30 + anim_obj BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE, 48, 84, $38 anim_wait 104 - anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_WHITE, $0, $4, $2 anim_wait 64 anim_ret .FireSolarBeam - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_BEAM + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_Beam anim_wait 48 anim_ret BattleAnim_Thunderpunch: - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING - anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 + anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_LIGHTNING + anim_obj BATTLE_ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $2 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0 + anim_obj BATTLE_ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0 anim_wait 64 anim_ret BattleAnim_Thundershock: - anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj ANIM_OBJ_THUNDERSHOCK_BALL, 136, 56, $2 + anim_2gfx BATTLE_ANIM_GFX_LIGHTNING, BATTLE_ANIM_GFX_EXPLOSION + anim_obj BATTLE_ANIM_OBJ_THUNDERSHOCK_BALL, 136, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0 anim_wait 96 anim_ret BattleAnim_Thunderbolt: - anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 + anim_2gfx BATTLE_ANIM_GFX_LIGHTNING, BATTLE_ANIM_GFX_EXPLOSION + anim_obj BATTLE_ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 anim_wait 16 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0 anim_wait 64 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_wait 64 anim_ret BattleAnim_ThunderWave: - anim_1gfx ANIM_GFX_LIGHTNING - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 + anim_1gfx BATTLE_ANIM_GFX_LIGHTNING + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_THUNDER_WAVE, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_THUNDER_WAVE, 136, 56, $0 anim_wait 20 anim_bgp $1b anim_incobj 1 @@ -1277,55 +1277,55 @@ BattleAnim_ThunderWave: anim_ret BattleAnim_Thunder: - anim_1gfx ANIM_GFX_LIGHTNING - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 + anim_1gfx BATTLE_ANIM_GFX_LIGHTNING + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $6, $20 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_THUNDER_LEFT, 120, 68, $0 + anim_obj BATTLE_ANIM_OBJ_THUNDER_LEFT, 120, 68, $0 anim_wait 16 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0 + anim_obj BATTLE_ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0 anim_wait 16 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_THUNDER_CENTER, 136, 68, $0 + anim_obj BATTLE_ANIM_OBJ_THUNDER_CENTER, 136, 68, $0 anim_wait 48 anim_ret BattleAnim_RazorWind: anim_if_param_equal $1, BattleAnim_FocusEnergy - anim_1gfx ANIM_GFX_WHIP - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 + anim_1gfx BATTLE_ANIM_GFX_WHIP + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 .loop - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_RAZOR_WIND2, 152, 40, $3 + anim_obj BATTLE_ANIM_OBJ_RAZOR_WIND2, 152, 40, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_RAZOR_WIND2, 136, 56, $3 + anim_obj BATTLE_ANIM_OBJ_RAZOR_WIND2, 136, 56, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_RAZOR_WIND2, 152, 64, $3 + anim_obj BATTLE_ANIM_OBJ_RAZOR_WIND2, 152, 64, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_RAZOR_WIND1, 120, 40, $83 + anim_obj BATTLE_ANIM_OBJ_RAZOR_WIND1, 120, 40, $83 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_RAZOR_WIND1, 120, 64, $83 + anim_obj BATTLE_ANIM_OBJ_RAZOR_WIND1, 120, 64, $83 anim_wait 4 anim_loop 3, .loop anim_wait 24 anim_ret BattleAnim_Sonicboom_JP: ; unreferenced - anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_WHIP, BATTLE_ANIM_GFX_HIT .loop anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_SONICBOOM_JP, 64, 80, $3 + anim_obj BATTLE_ANIM_OBJ_SONICBOOM_JP, 64, 80, $3 anim_wait 8 anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_SONICBOOM_JP, 64, 88, $2 + anim_obj BATTLE_ANIM_OBJ_SONICBOOM_JP, 64, 88, $2 anim_wait 8 anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_SONICBOOM_JP, 64, 96, $4 + anim_obj BATTLE_ANIM_OBJ_SONICBOOM_JP, 64, 96, $4 anim_wait 8 anim_loop 2, .loop anim_wait 32 @@ -1335,27 +1335,27 @@ BattleAnim_Sonicboom_JP: ; unreferenced anim_incobj 4 anim_incobj 5 anim_incobj 6 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Gust: BattleAnim_Sonicboom: - anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_WIND, BATTLE_ANIM_GFX_HIT .loop anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, 136, 72, $0 + anim_obj BATTLE_ANIM_OBJ_GUST, 136, 72, $0 anim_wait 6 anim_loop 9, .loop - anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $18 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 64, $18 anim_wait 8 - anim_obj ANIM_OBJ_HIT_YFIX, 128, 32, $18 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 32, $18 anim_wait 16 anim_ret BattleAnim_Selfdestruct: - anim_1gfx ANIM_GFX_EXPLOSION - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24 + anim_1gfx BATTLE_ANIM_GFX_EXPLOSION + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $24 anim_if_param_equal $1, .loop anim_call BattleAnimSub_Explosion2 anim_wait 16 @@ -1364,15 +1364,15 @@ BattleAnim_Selfdestruct: .loop anim_call BattleAnimSub_Explosion1 anim_wait 5 - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_loop 2, .loop anim_wait 16 anim_ret BattleAnim_Explosion: - anim_1gfx ANIM_GFX_EXPLOSION - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $10 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24 + anim_1gfx BATTLE_ANIM_GFX_EXPLOSION + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $60, $4, $10 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $24 anim_if_param_equal $1, .loop anim_call BattleAnimSub_Explosion2 anim_wait 16 @@ -1381,73 +1381,73 @@ BattleAnim_Explosion: .loop anim_call BattleAnimSub_Explosion1 anim_wait 5 - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_loop 2, .loop anim_wait 16 anim_ret BattleAnim_Acid: - anim_1gfx ANIM_GFX_POISON + anim_1gfx BATTLE_ANIM_GFX_POISON anim_call BattleAnimSub_Acid anim_wait 64 anim_ret BattleAnim_RockThrow: - anim_1gfx ANIM_GFX_ROCKS - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $1, $0 + anim_1gfx BATTLE_ANIM_GFX_ROCKS + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $60, $1, $0 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_BIG_ROCK, 120, 68, $30 + anim_obj BATTLE_ANIM_OBJ_BIG_ROCK, 120, 68, $30 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_SMALL_ROCK, 152, 68, $30 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 152, 68, $30 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_BIG_ROCK, 144, 64, $40 + anim_obj BATTLE_ANIM_OBJ_BIG_ROCK, 144, 64, $40 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_SMALL_ROCK, 136, 68, $30 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 136, 68, $30 anim_wait 96 anim_ret BattleAnim_RockSlide: - anim_1gfx ANIM_GFX_ROCKS - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $c0, $1, $0 + anim_1gfx BATTLE_ANIM_GFX_ROCKS + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $c0, $1, $0 .loop anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_BIG_ROCK, 120, 68, $30 + anim_obj BATTLE_ANIM_OBJ_BIG_ROCK, 120, 68, $30 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_SMALL_ROCK, 152, 68, $30 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 152, 68, $30 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_BIG_ROCK, 144, 64, $40 + anim_obj BATTLE_ANIM_OBJ_BIG_ROCK, 144, 64, $40 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_SMALL_ROCK, 136, 68, $30 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 136, 68, $30 anim_wait 16 anim_loop 4, .loop anim_wait 96 anim_ret BattleAnim_Sing: - anim_1gfx ANIM_GFX_NOISE + anim_1gfx BATTLE_ANIM_GFX_NOISE anim_sound 16, 2, SFX_SING .loop - anim_obj ANIM_OBJ_SING, 64, 92, $0 + anim_obj BATTLE_ANIM_OBJ_SING, 64, 92, $0 anim_wait 8 - anim_obj ANIM_OBJ_SING, 64, 92, $1 + anim_obj BATTLE_ANIM_OBJ_SING, 64, 92, $1 anim_wait 8 - anim_obj ANIM_OBJ_SING, 64, 92, $2 + anim_obj BATTLE_ANIM_OBJ_SING, 64, 92, $2 anim_wait 8 - anim_obj ANIM_OBJ_SING, 64, 92, $0 + anim_obj BATTLE_ANIM_OBJ_SING, 64, 92, $0 anim_wait 8 - anim_obj ANIM_OBJ_SING, 64, 92, $2 + anim_obj BATTLE_ANIM_OBJ_SING, 64, 92, $2 anim_wait 8 anim_loop 4, .loop anim_wait 64 @@ -1457,40 +1457,40 @@ BattleAnim_Poisonpowder: BattleAnim_SleepPowder: BattleAnim_Spore: BattleAnim_StunSpore: - anim_1gfx ANIM_GFX_POWDER + anim_1gfx BATTLE_ANIM_GFX_POWDER .loop anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_POWDER, 104, 16, $0 + anim_obj BATTLE_ANIM_OBJ_POWDER, 104, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_POWDER, 136, 16, $0 + anim_obj BATTLE_ANIM_OBJ_POWDER, 136, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_POWDER, 112, 16, $0 + anim_obj BATTLE_ANIM_OBJ_POWDER, 112, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_POWDER, 128, 16, $0 + anim_obj BATTLE_ANIM_OBJ_POWDER, 128, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_POWDER, 120, 16, $0 + anim_obj BATTLE_ANIM_OBJ_POWDER, 120, 16, $0 anim_wait 4 anim_loop 2, .loop anim_wait 96 anim_ret BattleAnim_HyperBeam: - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $30, $4, $10 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_BEAM + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $30, $4, $10 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $40 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_Beam anim_wait 48 anim_ret BattleAnim_AuroraBeam: - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_BEAM + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_wait 64 anim_call BattleAnimSub_Beam anim_wait 48 @@ -1499,93 +1499,93 @@ BattleAnim_AuroraBeam: anim_ret BattleAnim_Vicegrip: - anim_1gfx ANIM_GFX_CUT + anim_1gfx BATTLE_ANIM_GFX_CUT anim_sound 0, 1, SFX_VICEGRIP - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 - anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 anim_wait 32 anim_ret BattleAnim_Scratch: - anim_1gfx ANIM_GFX_CUT + anim_1gfx BATTLE_ANIM_GFX_CUT anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_wait 32 anim_ret BattleAnim_FurySwipes: - anim_1gfx ANIM_GFX_CUT + anim_1gfx BATTLE_ANIM_GFX_CUT anim_if_param_equal $1, .alternate anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret .alternate: anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 120, 48, $0 - anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 124, 44, $0 - anim_obj ANIM_OBJ_CUT_DOWN_RIGHT, 128, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT, 120, 48, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT, 124, 44, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT, 128, 40, $0 anim_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret BattleAnim_Cut: - anim_1gfx ANIM_GFX_CUT + anim_1gfx BATTLE_ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 32 anim_ret BattleAnim_Slash: - anim_1gfx ANIM_GFX_CUT + anim_1gfx BATTLE_ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 - anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 148, 36, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 148, 36, $0 anim_wait 32 anim_ret BattleAnim_Clamp: - anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_obj ANIM_OBJ_CLAMP, 136, 56, $a0 - anim_obj ANIM_OBJ_CLAMP, 136, 56, $20 + anim_2gfx BATTLE_ANIM_GFX_CUT, BATTLE_ANIM_GFX_HIT + anim_obj BATTLE_ANIM_OBJ_CLAMP, 136, 56, $a0 + anim_obj BATTLE_ANIM_OBJ_CLAMP, 136, 56, $20 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $18 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $18 anim_wait 32 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_HIT_YFIX, 128, 64, $18 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 64, $18 anim_wait 16 anim_ret BattleAnim_Bite: - anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_obj ANIM_OBJ_BITE, 136, 56, $98 - anim_obj ANIM_OBJ_BITE, 136, 56, $18 + anim_2gfx BATTLE_ANIM_GFX_CUT, BATTLE_ANIM_GFX_HIT + anim_obj BATTLE_ANIM_OBJ_BITE, 136, 56, $98 + anim_obj BATTLE_ANIM_OBJ_BITE, 136, 56, $18 anim_wait 8 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $18 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $18 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_HIT_YFIX, 128, 64, $18 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 64, $18 anim_wait 8 anim_ret BattleAnim_Teleport: - anim_1gfx ANIM_GFX_SPEED + anim_1gfx BATTLE_ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TELEPORT, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TELEPORT, $0, BG_EFFECT_USER, $0 anim_wait 32 - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_wait 3 - anim_incbgeffect ANIM_BG_TELEPORT + anim_incbgeffect BATTLE_BG_EFFECT_TELEPORT anim_call BattleAnim_ShowMon_0 - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 anim_call BattleAnimSub_WarpAway anim_wait 64 anim_ret @@ -1593,19 +1593,19 @@ BattleAnim_Teleport: BattleAnim_Fly: anim_if_param_equal $1, .turn1 anim_if_param_equal $2, .miss - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 32 .miss: - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .turn1: - anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 + anim_1gfx BATTLE_ANIM_GFX_SPEED + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_call BattleAnimSub_WarpAway anim_wait 64 anim_ret @@ -1613,63 +1613,63 @@ BattleAnim_Fly: BattleAnim_DoubleTeam: anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_PSYBEAM - anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_DOUBLE_TEAM, $0, BG_EFFECT_USER, $0 anim_wait 96 - anim_incbgeffect ANIM_BG_DOUBLE_TEAM + anim_incbgeffect BATTLE_BG_EFFECT_DOUBLE_TEAM anim_wait 24 - anim_incbgeffect ANIM_BG_DOUBLE_TEAM + anim_incbgeffect BATTLE_BG_EFFECT_DOUBLE_TEAM anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Recover: - anim_1gfx ANIM_GFX_BUBBLE + anim_1gfx BATTLE_ANIM_GFX_BUBBLE anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_FULL_HEAL - anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 - anim_obj ANIM_OBJ_RECOVER, 44, 88, $30 - anim_obj ANIM_OBJ_RECOVER, 44, 88, $31 - anim_obj ANIM_OBJ_RECOVER, 44, 88, $32 - anim_obj ANIM_OBJ_RECOVER, 44, 88, $33 - anim_obj ANIM_OBJ_RECOVER, 44, 88, $34 - anim_obj ANIM_OBJ_RECOVER, 44, 88, $35 - anim_obj ANIM_OBJ_RECOVER, 44, 88, $36 - anim_obj ANIM_OBJ_RECOVER, 44, 88, $37 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $30 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $31 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $32 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $33 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $34 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $35 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $36 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $37 anim_wait 64 - anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Absorb: - anim_1gfx ANIM_GFX_CHARGE - anim_obj ANIM_OBJ_ABSORB_CENTER, 44, 88, $0 + anim_1gfx BATTLE_ANIM_GFX_CHARGE + anim_obj BATTLE_ANIM_OBJ_ABSORB_CENTER, 44, 88, $0 .loop anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 128, 48, $2 + anim_obj BATTLE_ANIM_OBJ_ABSORB, 128, 48, $2 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 136, 64, $3 + anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 64, $3 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 136, 32, $4 + anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 32, $4 anim_wait 6 anim_loop 5, .loop anim_wait 32 anim_ret BattleAnim_MegaDrain: - anim_1gfx ANIM_GFX_CHARGE + anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10 anim_setvar $0 .loop anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 128, 48, $2 + anim_obj BATTLE_ANIM_OBJ_ABSORB, 128, 48, $2 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 136, 64, $3 + anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 64, $3 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 136, 32, $4 + anim_obj BATTLE_ANIM_OBJ_ABSORB, 136, 32, $4 anim_wait 6 anim_incvar anim_if_var_equal $7, .done @@ -1677,100 +1677,100 @@ BattleAnim_MegaDrain: anim_jump .loop .spawn - anim_obj ANIM_OBJ_ABSORB_CENTER, 44, 88, $0 + anim_obj BATTLE_ANIM_OBJ_ABSORB_CENTER, 44, 88, $0 anim_jump .loop .done anim_wait 32 - anim_incbgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_EggBomb: - anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION + anim_2gfx BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_EXPLOSION anim_sound 0, 0, SFX_SWITCH_POKEMON - anim_obj ANIM_OBJ_EGG, 44, 104, $1 + anim_obj BATTLE_ANIM_OBJ_EGG, 44, 104, $1 anim_wait 128 anim_wait 96 anim_incobj 1 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION2, 128, 64, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION2, 128, 64, $0 anim_wait 8 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION2, 144, 68, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION2, 144, 68, $0 anim_wait 8 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION2, 136, 72, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION2, 136, 72, $0 anim_wait 24 anim_ret BattleAnim_Softboiled: - anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE + anim_2gfx BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_BUBBLE anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SWITCH_POKEMON - anim_obj ANIM_OBJ_EGG, 44, 104, $6 + anim_obj BATTLE_ANIM_OBJ_EGG, 44, 104, $6 anim_wait 128 anim_incobj 2 - anim_obj ANIM_OBJ_EGG, 76, 104, $b + anim_obj BATTLE_ANIM_OBJ_EGG, 76, 104, $b anim_wait 16 - anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_sound 0, 0, SFX_METRONOME .loop - anim_obj ANIM_OBJ_RECOVER, 44, 88, $20 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $20 anim_wait 8 anim_loop 8, .loop anim_wait 128 - anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_FocusEnergy: - anim_1gfx ANIM_GFX_SPEED + anim_1gfx BATTLE_ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40 - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 36, 108, $6 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 52, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 28, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 60, 108, $6 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 20, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 68, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 3, .loop anim_wait 8 - anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Bide: anim_if_param_equal $0, BattleAnim_MegaPunch - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_ESCAPE_ROPE - anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_wait 72 - anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Bind: - anim_1gfx ANIM_GFX_ROPE + anim_1gfx BATTLE_ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_BIND1, 132, 64, $0 + anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_BIND2, 132, 56, $0 + anim_obj BATTLE_ANIM_OBJ_BIND2, 132, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_BIND1, 132, 48, $0 + anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 64 anim_sound 0, 1, SFX_BIND anim_incobj 1 @@ -1780,13 +1780,13 @@ BattleAnim_Bind: anim_ret BattleAnim_Wrap: - anim_1gfx ANIM_GFX_ROPE + anim_1gfx BATTLE_ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_BIND1, 132, 64, $0 + anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_BIND1, 132, 56, $0 + anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_BIND1, 132, 48, $0 + anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 64 anim_sound 0, 1, SFX_BIND anim_incobj 1 @@ -1796,30 +1796,30 @@ BattleAnim_Wrap: anim_ret BattleAnim_Confusion: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_UserObj_2Row anim_sound 0, 1, SFX_PSYCHIC - anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 + anim_bgeffect BATTLE_BG_EFFECT_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 anim_wait 128 - anim_incbgeffect ANIM_BG_NIGHT_SHADE + anim_incbgeffect BATTLE_BG_EFFECT_NIGHT_SHADE anim_call BattleAnim_ShowMon_1 anim_ret BattleAnim_Constrict: - anim_1gfx ANIM_GFX_ROPE + anim_1gfx BATTLE_ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_BIND2, 132, 64, $0 + anim_obj BATTLE_ANIM_OBJ_BIND2, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_BIND1, 132, 48, $0 + anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_BIND2, 132, 40, $0 + anim_obj BATTLE_ANIM_OBJ_BIND2, 132, 40, $0 anim_wait 8 - anim_obj ANIM_OBJ_BIND1, 132, 56, $0 + anim_obj BATTLE_ANIM_OBJ_BIND1, 132, 56, $0 anim_wait 64 anim_ret BattleAnim_Earthquake: - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $10 + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $60, $4, $10 .loop anim_sound 0, 1, SFX_EMBER anim_wait 24 @@ -1827,8 +1827,8 @@ BattleAnim_Earthquake: anim_ret BattleAnim_Fissure: - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $0 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $40 + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $60, $4, $0 .loop anim_sound 0, 1, SFX_EMBER anim_wait 24 @@ -1836,30 +1836,30 @@ BattleAnim_Fissure: anim_ret BattleAnim_Growl: - anim_1gfx ANIM_GFX_NOISE + anim_1gfx BATTLE_ANIM_GFX_NOISE anim_battlergfx_2row - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_cry $0 .loop anim_call BattleAnimSub_Sound anim_wait 16 anim_loop 3, .loop anim_wait 9 - anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0 anim_wait 8 - anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40 anim_wait 64 - anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 5 anim_incobj 10 anim_wait 8 anim_ret BattleAnim_Roar: - anim_1gfx ANIM_GFX_NOISE - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_NOISE + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_cry $1 .loop anim_call BattleAnimSub_Sound @@ -1867,45 +1867,45 @@ BattleAnim_Roar: anim_loop 3, .loop anim_wait 16 anim_if_param_equal $0, .done - anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 64 .done anim_ret BattleAnim_Supersonic: - anim_1gfx ANIM_GFX_PSYCHIC + anim_1gfx BATTLE_ANIM_GFX_PSYCHIC .loop anim_sound 6, 2, SFX_SUPERSONIC - anim_obj ANIM_OBJ_WAVE, 64, 88, $2 + anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $2 anim_wait 4 anim_loop 10, .loop anim_wait 64 anim_ret BattleAnim_Screech: - anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $8, $1, $20 + anim_1gfx BATTLE_ANIM_GFX_PSYCHIC + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $8, $1, $20 anim_sound 6, 2, SFX_SCREECH .loop - anim_obj ANIM_OBJ_WAVE, 64, 88, $2 + anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $2 anim_wait 2 anim_loop 2, .loop anim_wait 64 anim_ret BattleAnim_ConfuseRay: - anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_bgeffect ANIM_BG_CYCLE_BGPALS_INVERTED, $0, $4, $0 - anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $0 - anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $80 - anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $88 - anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $90 - anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $98 - anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $a0 - anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $a8 - anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $b0 - anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $b8 + anim_1gfx BATTLE_ANIM_GFX_SPEED + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_BGPALS_INVERTED, $0, $4, $0 + anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $0 + anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $80 + anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $88 + anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $90 + anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $98 + anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $a0 + anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $a8 + anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $b0 + anim_obj BATTLE_ANIM_OBJ_CONFUSE_RAY, 64, 88, $b8 .loop anim_sound 6, 2, SFX_WHIRLWIND anim_wait 16 @@ -1914,254 +1914,254 @@ BattleAnim_ConfuseRay: anim_ret BattleAnim_Leer: - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_BEAM + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_EyeBeams anim_wait 16 anim_ret BattleAnim_Reflect: - anim_1gfx ANIM_GFX_REFLECT - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 + anim_1gfx BATTLE_ANIM_GFX_REFLECT + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 24 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 64 anim_ret BattleAnim_LightScreen: - anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_2gfx BATTLE_ANIM_GFX_SPEED, BATTLE_ANIM_GFX_REFLECT + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_FLASH - anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 4 - anim_obj ANIM_OBJ_SHINY, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $0 anim_wait 4 - anim_obj ANIM_OBJ_SHINY, 72, 80, $8 + anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $8 anim_wait 4 - anim_obj ANIM_OBJ_SHINY, 72, 80, $10 + anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $10 anim_wait 4 - anim_obj ANIM_OBJ_SHINY, 72, 80, $18 + anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $18 anim_wait 4 - anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 - anim_obj ANIM_OBJ_SHINY, 72, 80, $20 + anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $20 anim_wait 4 - anim_obj ANIM_OBJ_SHINY, 72, 80, $28 + anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $28 anim_wait 4 - anim_obj ANIM_OBJ_SHINY, 72, 80, $30 + anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $30 anim_wait 4 - anim_obj ANIM_OBJ_SHINY, 72, 80, $38 + anim_obj BATTLE_ANIM_OBJ_SHINY, 72, 80, $38 anim_wait 64 anim_ret BattleAnim_Amnesia: - anim_1gfx ANIM_GFX_STATUS + anim_1gfx BATTLE_ANIM_GFX_STATUS anim_sound 0, 0, SFX_LICK - anim_obj ANIM_OBJ_AMNESIA, 64, 80, $2 + anim_obj BATTLE_ANIM_OBJ_AMNESIA, 64, 80, $2 anim_wait 16 - anim_obj ANIM_OBJ_AMNESIA, 68, 80, $1 + anim_obj BATTLE_ANIM_OBJ_AMNESIA, 68, 80, $1 anim_wait 16 - anim_obj ANIM_OBJ_AMNESIA, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_AMNESIA, 72, 80, $0 anim_wait 64 anim_ret BattleAnim_DizzyPunch: - anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_STATUS, BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0 - anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 136, 64, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 136, 64, $0 anim_wait 16 anim_sound 0, 1, SFX_KINESIS - anim_obj ANIM_OBJ_CHICK, 136, 24, $15 - anim_obj ANIM_OBJ_CHICK, 136, 24, $aa - anim_obj ANIM_OBJ_CHICK, 136, 24, $bf + anim_obj BATTLE_ANIM_OBJ_CHICK, 136, 24, $15 + anim_obj BATTLE_ANIM_OBJ_CHICK, 136, 24, $aa + anim_obj BATTLE_ANIM_OBJ_CHICK, 136, 24, $bf anim_wait 96 anim_ret BattleAnim_Rest: - anim_1gfx ANIM_GFX_STATUS + anim_1gfx BATTLE_ANIM_GFX_STATUS anim_sound 0, 0, SFX_TAIL_WHIP .loop - anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0 + anim_obj BATTLE_ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 40 anim_loop 3, .loop anim_wait 32 anim_ret BattleAnim_AcidArmor: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_ACID_ARMOR, $0, BG_EFFECT_USER, $8 + anim_bgeffect BATTLE_BG_EFFECT_ACID_ARMOR, $0, BG_EFFECT_USER, $8 anim_sound 0, 0, SFX_MEGA_PUNCH anim_wait 64 - anim_incbgeffect ANIM_BG_ACID_ARMOR + anim_incbgeffect BATTLE_BG_EFFECT_ACID_ARMOR anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Splash: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_VICEGRIP anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 anim_wait 96 - anim_incbgeffect ANIM_BG_BOUNCE_DOWN + anim_incbgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Dig: - anim_2gfx ANIM_GFX_SAND, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_SAND, BATTLE_ANIM_GFX_HIT anim_if_param_equal $0, .hit anim_if_param_equal $2, .fail anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_DIG, $0, BG_EFFECT_USER, $1 - anim_obj ANIM_OBJ_DIG_PILE, 72, 104, $0 + anim_bgeffect BATTLE_BG_EFFECT_DIG, $0, BG_EFFECT_USER, $1 + anim_obj BATTLE_ANIM_OBJ_DIG_PILE, 72, 104, $0 .loop anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_DIG_SAND, 56, 104, $0 + anim_obj BATTLE_ANIM_OBJ_DIG_SAND, 56, 104, $0 anim_wait 16 anim_loop 6, .loop anim_wait 32 - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_wait 8 - anim_incbgeffect ANIM_BG_DIG + anim_incbgeffect BATTLE_BG_EFFECT_DIG anim_call BattleAnim_ShowMon_0 anim_ret .hit anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 32 .fail - anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret BattleAnim_SandAttack: - anim_1gfx ANIM_GFX_SAND + anim_1gfx BATTLE_ANIM_GFX_SAND anim_call BattleAnimSub_SandOrMud anim_ret BattleAnim_StringShot: - anim_1gfx ANIM_GFX_WEB - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_WEB + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0 + anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 80, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_STRING_SHOT, 132, 48, $1 + anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 132, 48, $1 anim_wait 4 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_STRING_SHOT, 64, 88, $0 + anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 88, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_STRING_SHOT, 132, 64, $1 + anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 132, 64, $1 anim_wait 4 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_STRING_SHOT, 64, 84, $0 + anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 84, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_STRING_SHOT, 132, 56, $2 + anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 132, 56, $2 anim_wait 64 anim_ret BattleAnim_Headbutt: - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $14, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $14, $2, $0 anim_wait 32 anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_HEADBUTT - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Tackle: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_BodySlam: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 anim_wait 32 - anim_incbgeffect ANIM_BG_BOUNCE_DOWN + anim_incbgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN anim_wait 4 - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_TakeDown: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_DoubleEdge: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10 - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $10 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 128, 48, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Submission: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_UserObj_1Row - anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_MON, $0, BG_EFFECT_TARGET, $0 anim_sound 0, 1, SFX_SUBMISSION anim_wait 32 - anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 32 - anim_obj ANIM_OBJ_HIT_YFIX, 152, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 152, 56, $0 anim_wait 32 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 52, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 52, $0 anim_wait 32 - anim_incbgeffect ANIM_BG_WOBBLE_MON + anim_incbgeffect BATTLE_BG_EFFECT_WOBBLE_MON anim_call BattleAnim_ShowMon_1 anim_ret BattleAnim_Whirlwind: - anim_1gfx ANIM_GFX_WIND + anim_1gfx BATTLE_ANIM_GFX_WIND .loop anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, 64, 112, $0 + anim_obj BATTLE_ANIM_OBJ_GUST, 64, 112, $0 anim_wait 6 anim_loop 9, .loop anim_incobj 1 @@ -2176,28 +2176,28 @@ BattleAnim_Whirlwind: anim_sound 16, 2, SFX_WHIRLWIND anim_wait 128 anim_if_param_equal $0, .done - anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 64 .done anim_ret BattleAnim_Hypnosis: - anim_1gfx ANIM_GFX_PSYCHIC + anim_1gfx BATTLE_ANIM_GFX_PSYCHIC .loop anim_sound 6, 2, SFX_SUPERSONIC - anim_obj ANIM_OBJ_WAVE, 64, 88, $2 - anim_obj ANIM_OBJ_WAVE, 56, 80, $2 + anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $2 + anim_obj BATTLE_ANIM_OBJ_WAVE, 56, 80, $2 anim_wait 8 anim_loop 3, .loop anim_wait 56 anim_ret BattleAnim_Haze: - anim_1gfx ANIM_GFX_HAZE + anim_1gfx BATTLE_ANIM_GFX_HAZE anim_sound 0, 1, SFX_SURF .loop - anim_obj ANIM_OBJ_HAZE, 48, 56, $0 - anim_obj ANIM_OBJ_HAZE, 132, 16, $0 + anim_obj BATTLE_ANIM_OBJ_HAZE, 48, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HAZE, 132, 16, $0 anim_wait 12 anim_loop 5, .loop anim_wait 96 @@ -2205,273 +2205,273 @@ BattleAnim_Haze: BattleAnim_Mist: anim_obp0 $54 - anim_1gfx ANIM_GFX_HAZE + anim_1gfx BATTLE_ANIM_GFX_HAZE anim_sound 0, 0, SFX_SURF .loop - anim_obj ANIM_OBJ_MIST, 48, 56, $0 + anim_obj BATTLE_ANIM_OBJ_MIST, 48, 56, $0 anim_wait 8 anim_loop 10, .loop anim_wait 96 anim_ret BattleAnim_Smog: - anim_1gfx ANIM_GFX_HAZE + anim_1gfx BATTLE_ANIM_GFX_HAZE anim_sound 0, 1, SFX_BUBBLEBEAM .loop - anim_obj ANIM_OBJ_SMOG, 132, 16, $0 + anim_obj BATTLE_ANIM_OBJ_SMOG, 132, 16, $0 anim_wait 8 anim_loop 10, .loop anim_wait 96 anim_ret BattleAnim_PoisonGas: - anim_1gfx ANIM_GFX_HAZE + anim_1gfx BATTLE_ANIM_GFX_HAZE anim_sound 16, 2, SFX_BUBBLEBEAM .loop - anim_obj ANIM_OBJ_POISON_GAS, 44, 80, $2 + anim_obj BATTLE_ANIM_OBJ_POISON_GAS, 44, 80, $2 anim_wait 8 anim_loop 10, .loop anim_wait 128 anim_ret BattleAnim_HornAttack: - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_HORN, 72, 80, $1 + anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT + anim_obj BATTLE_ANIM_OBJ_HORN, 72, 80, $1 anim_wait 16 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_FuryAttack: - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_HORN, 72, 72, $2 + anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT + anim_obj BATTLE_ANIM_OBJ_HORN, 72, 72, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_HIT, 128, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 128, 40, $0 anim_wait 8 - anim_obj ANIM_OBJ_HORN, 80, 88, $2 + anim_obj BATTLE_ANIM_OBJ_HORN, 80, 88, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_HIT, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 136, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_HORN, 76, 80, $2 + anim_obj BATTLE_ANIM_OBJ_HORN, 76, 80, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_HIT, 132, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 132, 48, $0 anim_wait 8 anim_ret BattleAnim_HornDrill: - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_obj ANIM_OBJ_HORN, 72, 80, $3 + anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $40 + anim_obj BATTLE_ANIM_OBJ_HORN, 72, 80, $3 anim_wait 8 .loop anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 140, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 140, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 132, 56, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 124, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 124, 48, $0 anim_wait 8 anim_loop 3, .loop anim_ret BattleAnim_PoisonSting: - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_NEEDLE, 64, 92, $14 + anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT + anim_obj BATTLE_ANIM_OBJ_NEEDLE, 64, 92, $14 anim_wait 16 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Twineedle: - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_NEEDLE, 64, 92, $14 - anim_obj ANIM_OBJ_NEEDLE, 56, 84, $14 + anim_obj BATTLE_ANIM_OBJ_NEEDLE, 64, 92, $14 + anim_obj BATTLE_ANIM_OBJ_NEEDLE, 56, 84, $14 anim_wait 16 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 - anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 16 anim_ret BattleAnim_PinMissile: - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_NEEDLE, 64, 92, $28 + anim_obj BATTLE_ANIM_OBJ_NEEDLE, 64, 92, $28 anim_wait 8 - anim_obj ANIM_OBJ_NEEDLE, 56, 84, $28 + anim_obj BATTLE_ANIM_OBJ_NEEDLE, 56, 84, $28 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_NEEDLE, 52, 88, $28 + anim_obj BATTLE_ANIM_OBJ_NEEDLE, 52, 88, $28 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_HIT_SMALL, 132, 52, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 132, 52, $0 anim_loop 3, .loop anim_wait 16 anim_ret BattleAnim_SpikeCannon: - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_NEEDLE, 64, 92, $18 + anim_obj BATTLE_ANIM_OBJ_NEEDLE, 64, 92, $18 anim_wait 8 - anim_obj ANIM_OBJ_NEEDLE, 56, 84, $18 + anim_obj BATTLE_ANIM_OBJ_NEEDLE, 56, 84, $18 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_HIT_SMALL, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 136, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_NEEDLE, 52, 88, $18 + anim_obj BATTLE_ANIM_OBJ_NEEDLE, 52, 88, $18 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_HIT_SMALL, 128, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_HIT_SMALL, 132, 52, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL, 132, 52, $0 anim_loop 3, .loop anim_wait 16 anim_ret BattleAnim_Transform: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_sound 0, 0, SFX_PSYBEAM - anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_transform - anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON + anim_incbgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON anim_wait 48 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_PetalDance: anim_sound 0, 0, SFX_MENU - anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_FLOWER, BATTLE_ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_PETAL_DANCE, 48, 56, $0 + anim_obj BATTLE_ANIM_OBJ_PETAL_DANCE, 48, 56, $0 anim_wait 11 anim_loop 8, .loop anim_wait 128 anim_wait 64 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Barrage: - anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION + anim_2gfx BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_EXPLOSION anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10 + anim_obj BATTLE_ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10 anim_wait 36 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION2, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION2, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_PayDay: - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS + anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_STATUS anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_PAY_DAY - anim_obj ANIM_OBJ_PAY_DAY, 120, 76, $1 + anim_obj BATTLE_ANIM_OBJ_PAY_DAY, 120, 76, $1 anim_wait 64 anim_ret BattleAnim_Mimic: - anim_1gfx ANIM_GFX_SPEED + anim_1gfx BATTLE_ANIM_GFX_SPEED anim_obp0 $fc anim_sound 63, 3, SFX_LICK - anim_obj ANIM_OBJ_MIMIC, 132, 44, $0 - anim_obj ANIM_OBJ_MIMIC, 132, 44, $8 - anim_obj ANIM_OBJ_MIMIC, 132, 44, $10 - anim_obj ANIM_OBJ_MIMIC, 132, 44, $18 - anim_obj ANIM_OBJ_MIMIC, 132, 44, $20 - anim_obj ANIM_OBJ_MIMIC, 132, 44, $28 - anim_obj ANIM_OBJ_MIMIC, 132, 44, $30 - anim_obj ANIM_OBJ_MIMIC, 132, 44, $38 + anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $0 + anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $8 + anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $10 + anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $18 + anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $20 + anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $28 + anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $30 + anim_obj BATTLE_ANIM_OBJ_MIMIC, 132, 44, $38 anim_wait 128 anim_wait 48 anim_ret BattleAnim_LovelyKiss: - anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_obj ANIM_OBJ_LOVELY_KISS, 152, 40, $0 + anim_2gfx BATTLE_ANIM_GFX_OBJECTS, BATTLE_ANIM_GFX_ANGELS + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_obj BATTLE_ANIM_OBJ_LOVELY_KISS, 152, 40, $0 anim_wait 32 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_HEART, 128, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HEART, 128, 40, $0 anim_wait 40 anim_ret BattleAnim_Bonemerang: - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_HIT anim_sound 6, 2, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_BONEMERANG, 88, 56, $1c + anim_obj BATTLE_ANIM_OBJ_BONEMERANG, 88, 56, $1c anim_wait 24 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 24 anim_ret BattleAnim_Swift: - anim_1gfx ANIM_GFX_OBJECTS + anim_1gfx BATTLE_ANIM_GFX_OBJECTS anim_sound 6, 2, SFX_METRONOME - anim_obj ANIM_OBJ_SWIFT, 64, 88, $4 + anim_obj BATTLE_ANIM_OBJ_SWIFT, 64, 88, $4 anim_wait 4 - anim_obj ANIM_OBJ_SWIFT, 64, 72, $4 + anim_obj BATTLE_ANIM_OBJ_SWIFT, 64, 72, $4 anim_wait 4 - anim_obj ANIM_OBJ_SWIFT, 64, 76, $4 + anim_obj BATTLE_ANIM_OBJ_SWIFT, 64, 76, $4 anim_wait 64 anim_ret BattleAnim_Crabhammer: - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 12 anim_loop 3, .loop anim_ret BattleAnim_SkullBash: anim_if_param_equal $1, BattleAnim_FocusEnergy - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $14, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $14, $2, $0 anim_wait 32 anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 .loop anim_sound 0, 1, SFX_HEADBUTT - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 anim_loop 3, .loop anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Kinesis: - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_obj ANIM_OBJ_KINESIS, 80, 76, $0 + anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_NOISE + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_obj BATTLE_ANIM_OBJ_KINESIS, 80, 76, $0 anim_wait 32 .loop anim_sound 0, 0, SFX_KINESIS - anim_obj ANIM_OBJ_SOUND, 64, 88, $0 + anim_obj BATTLE_ANIM_OBJ_SOUND, 64, 88, $0 anim_wait 32 anim_loop 3, .loop anim_wait 32 @@ -2480,69 +2480,69 @@ BattleAnim_Kinesis: anim_ret BattleAnim_Peck: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 128, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_DrillPeck: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT .loop anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 124, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 124, 56, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 132, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 132, 48, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 140, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 140, 56, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_HIT_SMALL_YFIX, 132, 64, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_SMALL_YFIX, 132, 64, $0 anim_wait 4 anim_loop 5, .loop anim_wait 16 anim_ret BattleAnim_Guillotine: - anim_1gfx ANIM_GFX_CUT - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10 - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_CUT + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $10 + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_sound 0, 1, SFX_VICEGRIP - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 156, 44, $0 - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 148, 36, $0 - anim_obj ANIM_OBJ_CUT_UP_RIGHT, 124, 76, $0 - anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 - anim_obj ANIM_OBJ_CUT_UP_RIGHT, 116, 68, $0 - anim_obj ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 156, 44, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 148, 36, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_UP_RIGHT, 124, 76, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_UP_RIGHT, 116, 68, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_UP_RIGHT, 120, 72, $0 anim_wait 32 anim_ret BattleAnim_Flash: - anim_1gfx ANIM_GFX_SPEED + anim_1gfx BATTLE_ANIM_GFX_SPEED anim_sound 0, 1, SFX_FLASH - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $6, $20 anim_wait 4 - anim_obj ANIM_OBJ_FLASH, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $0 anim_wait 4 - anim_obj ANIM_OBJ_FLASH, 136, 56, $8 + anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $8 anim_wait 4 - anim_obj ANIM_OBJ_FLASH, 136, 56, $10 + anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $10 anim_wait 4 - anim_obj ANIM_OBJ_FLASH, 136, 56, $18 + anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $18 anim_wait 4 - anim_obj ANIM_OBJ_FLASH, 136, 56, $20 + anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $20 anim_wait 4 - anim_obj ANIM_OBJ_FLASH, 136, 56, $28 + anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $28 anim_wait 4 - anim_obj ANIM_OBJ_FLASH, 136, 56, $30 + anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $30 anim_wait 4 - anim_obj ANIM_OBJ_FLASH, 136, 56, $38 + anim_obj BATTLE_ANIM_OBJ_FLASH, 136, 56, $38 anim_wait 32 anim_ret @@ -2551,130 +2551,130 @@ BattleAnim_Substitute: anim_if_param_equal $3, .dropsub2 anim_if_param_equal $2, .raisesub anim_if_param_equal $1, .dropsub - anim_1gfx ANIM_GFX_SMOKE - anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0 + anim_1gfx BATTLE_ANIM_GFX_SMOKE + anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_raisesub - anim_obj ANIM_OBJ_BALL_POOF, 48, 96, $0 - anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0 + anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 48, 96, $0 + anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .dropsub: - anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_dropsub - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .raisesub: - anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_raisesub - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .dropsub2: - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_dropsub - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret BattleAnim_Minimize: anim_sound 0, 0, SFX_SURF - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_minimizeopp - anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON + anim_incbgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON anim_wait 48 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_SkyAttack: anim_if_param_equal $1, BattleAnim_FocusEnergy - anim_1gfx ANIM_GFX_SKY_ATTACK - anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0 + anim_1gfx BATTLE_ANIM_GFX_SKY_ATTACK + anim_bgeffect BATTLE_BG_EFFECT_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_SKY_ATTACK, 48, 88, $40 + anim_obj BATTLE_ANIM_OBJ_SKY_ATTACK, 48, 88, $40 anim_wait 64 anim_incobj 1 anim_wait 21 anim_sound 0, 1, SFX_HYPER_BEAM - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_wait 64 anim_incobj 1 anim_wait 32 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret BattleAnim_NightShade: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_bgp $1b anim_obp1 $1b anim_wait 32 anim_call BattleAnim_UserObj_2Row - anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 + anim_bgeffect BATTLE_BG_EFFECT_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 anim_sound 0, 1, SFX_PSYCHIC anim_wait 96 - anim_incbgeffect ANIM_BG_NIGHT_SHADE + anim_incbgeffect BATTLE_BG_EFFECT_NIGHT_SHADE anim_call BattleAnim_ShowMon_1 anim_ret BattleAnim_Lick: - anim_1gfx ANIM_GFX_WATER + anim_1gfx BATTLE_ANIM_GFX_WATER anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_LICK, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_LICK, 136, 56, $0 anim_wait 64 anim_ret BattleAnim_TriAttack: - anim_3gfx ANIM_GFX_FIRE, ANIM_GFX_ICE, ANIM_GFX_LIGHTNING + anim_3gfx BATTLE_ANIM_GFX_FIRE, BATTLE_ANIM_GFX_ICE, BATTLE_ANIM_GFX_LIGHTNING anim_call BattleAnimSub_Fire anim_wait 16 anim_call BattleAnimSub_Ice anim_wait 16 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $4 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0 + anim_obj BATTLE_ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0 anim_wait 16 anim_ret BattleAnim_Withdraw: - anim_1gfx ANIM_GFX_REFLECT + anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_WITHDRAW, $0, BG_EFFECT_USER, $50 + anim_bgeffect BATTLE_BG_EFFECT_WITHDRAW, $0, BG_EFFECT_USER, $50 anim_wait 48 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_WITHDRAW, 48, 88, $0 + anim_obj BATTLE_ANIM_OBJ_WITHDRAW, 48, 88, $0 anim_wait 64 anim_incobj 2 anim_wait 1 - anim_incbgeffect ANIM_BG_WITHDRAW + anim_incbgeffect BATTLE_BG_EFFECT_WITHDRAW anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Psybeam: - anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_bgeffect ANIM_BG_CYCLE_BGPALS_INVERTED, $0, $4, $0 + anim_1gfx BATTLE_ANIM_GFX_PSYCHIC + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_BGPALS_INVERTED, $0, $4, $0 .loop anim_sound 6, 2, SFX_PSYBEAM - anim_obj ANIM_OBJ_WAVE, 64, 88, $4 + anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $4 anim_wait 4 anim_loop 10, .loop anim_wait 48 anim_ret BattleAnim_DreamEater: - anim_1gfx ANIM_GFX_BUBBLE + anim_1gfx BATTLE_ANIM_GFX_BUBBLE anim_bgp $1b anim_obp0 $27 anim_sound 6, 3, SFX_WATER_GUN @@ -2684,7 +2684,7 @@ BattleAnim_DreamEater: anim_ret BattleAnim_LeechLife: - anim_1gfx ANIM_GFX_BUBBLE + anim_1gfx BATTLE_ANIM_GFX_BUBBLE anim_sound 6, 3, SFX_WATER_GUN anim_call BattleAnimSub_Drain anim_wait 128 @@ -2692,7 +2692,7 @@ BattleAnim_LeechLife: anim_ret BattleAnim_Harden: - anim_1gfx ANIM_GFX_REFLECT + anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_obp0 $0 anim_call BattleAnim_TargetObj_1Row anim_call BattleAnimSub_Metallic @@ -2700,295 +2700,295 @@ BattleAnim_Harden: anim_ret BattleAnim_Psywave: - anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 + anim_1gfx BATTLE_ANIM_GFX_PSYCHIC + anim_bgeffect BATTLE_BG_EFFECT_PSYCHIC, $0, $0, $0 .loop anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_WAVE, 64, 80, $2 + anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 80, $2 anim_wait 8 anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_WAVE, 64, 88, $3 + anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $3 anim_wait 8 anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_WAVE, 64, 96, $4 + anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 96, $4 anim_wait 8 anim_loop 3, .loop anim_wait 32 - anim_incbgeffect ANIM_BG_PSYCHIC + anim_incbgeffect BATTLE_BG_EFFECT_PSYCHIC anim_wait 4 anim_ret BattleAnim_Glare: - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20 - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_BEAM + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $20 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_EyeBeams anim_wait 16 anim_ret BattleAnim_Thrash: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_PALM, 120, 72, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 + anim_obj BATTLE_ANIM_OBJ_PALM, 120, 72, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_PUNCH, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_KICK, 152, 40, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret BattleAnim_Growth: - anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 - anim_1gfx ANIM_GFX_CHARGE + anim_bgeffect BATTLE_BG_EFFECT_WHITE_HUES, $0, $8, $0 + anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_GROWTH, 48, 108, $0 - anim_obj ANIM_OBJ_GROWTH, 48, 108, $8 - anim_obj ANIM_OBJ_GROWTH, 48, 108, $10 - anim_obj ANIM_OBJ_GROWTH, 48, 108, $18 - anim_obj ANIM_OBJ_GROWTH, 48, 108, $20 - anim_obj ANIM_OBJ_GROWTH, 48, 108, $28 - anim_obj ANIM_OBJ_GROWTH, 48, 108, $30 - anim_obj ANIM_OBJ_GROWTH, 48, 108, $38 + anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $0 + anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $8 + anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $10 + anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $18 + anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $20 + anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $28 + anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $30 + anim_obj BATTLE_ANIM_OBJ_GROWTH, 48, 108, $38 anim_wait 64 anim_ret BattleAnim_Conversion2: - anim_1gfx ANIM_GFX_EXPLOSION + anim_1gfx BATTLE_ANIM_GFX_EXPLOSION anim_sound 63, 3, SFX_SHARPEN - anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $0 - anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $8 - anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $10 - anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $18 - anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $20 - anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $28 - anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $30 - anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $38 + anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $0 + anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $8 + anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $10 + anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $18 + anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $20 + anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $28 + anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $30 + anim_obj BATTLE_ANIM_OBJ_CONVERSION2, 132, 44, $38 anim_wait 128 anim_wait 48 anim_ret BattleAnim_Smokescreen: - anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE + anim_3gfx BATTLE_ANIM_GFX_HAZE, BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_SMOKESCREEN, 64, 92, $6c + anim_obj BATTLE_ANIM_OBJ_SMOKESCREEN, 64, 92, $6c anim_wait 24 anim_incobj 1 anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 108, 70, $10 + anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 108, 70, $10 anim_wait 8 .loop anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_SMOKE, 132, 60, $20 + anim_obj BATTLE_ANIM_OBJ_SMOKE, 132, 60, $20 anim_wait 8 anim_loop 5, .loop anim_wait 128 anim_ret BattleAnim_Strength: - anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $10, $1, $20 + anim_2gfx BATTLE_ANIM_GFX_ROCKS, BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_Y, $10, $1, $20 anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_STRENGTH, 64, 104, $1 + anim_obj BATTLE_ANIM_OBJ_STRENGTH, 64, 104, $1 anim_wait 128 anim_incobj 1 anim_wait 20 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 16 anim_ret BattleAnim_SwordsDance: - anim_1gfx ANIM_GFX_WHIP + anim_1gfx BATTLE_ANIM_GFX_WHIP anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $0 - anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $d - anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $1a - anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $27 - anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $34 + anim_obj BATTLE_ANIM_OBJ_SWORDS_DANCE, 48, 108, $0 + anim_obj BATTLE_ANIM_OBJ_SWORDS_DANCE, 48, 108, $d + anim_obj BATTLE_ANIM_OBJ_SWORDS_DANCE, 48, 108, $1a + anim_obj BATTLE_ANIM_OBJ_SWORDS_DANCE, 48, 108, $27 + anim_obj BATTLE_ANIM_OBJ_SWORDS_DANCE, 48, 108, $34 anim_wait 56 anim_ret BattleAnim_QuickAttack: - anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_SPEED, BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_MENU - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 - anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2 - anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1 - anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0 - anim_obj ANIM_OBJ_SPEED_LINE, 48, 88, $80 - anim_obj ANIM_OBJ_SPEED_LINE, 56, 88, $81 - anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 24, 88, $2 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 32, 88, $1 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 40, 88, $0 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 48, 88, $80 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 56, 88, $81 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret BattleAnim_Meditate: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_PSYBEAM - anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 - anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON + anim_incbgeffect BATTLE_BG_EFFECT_WAVE_DEFORM_MON anim_wait 48 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Sharpen: - anim_1gfx ANIM_GFX_SHAPES + anim_1gfx BATTLE_ANIM_GFX_SHAPES anim_obp0 $e4 anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SHARPEN - anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 - anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 + anim_obj BATTLE_ANIM_OBJ_SHARPEN, 48, 88, $0 anim_wait 96 anim_incobj 2 - anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_DefenseCurl: - anim_1gfx ANIM_GFX_SHAPES + anim_1gfx BATTLE_ANIM_GFX_SHAPES anim_obp0 $e4 anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SHARPEN - anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 - anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 + anim_obj BATTLE_ANIM_OBJ_DEFENSE_CURL, 48, 88, $0 anim_wait 96 anim_incobj 2 - anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_SeismicToss: - anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $10, $1, $20 + anim_2gfx BATTLE_ANIM_GFX_GLOBE, BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_Y, $10, $1, $20 anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_SEISMIC_TOSS, 64, 104, $1 + anim_obj BATTLE_ANIM_OBJ_SEISMIC_TOSS, 64, 104, $1 anim_wait 128 anim_incobj 1 anim_wait 20 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 132, 40, $0 anim_wait 16 anim_ret BattleAnim_Rage: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_RAGE anim_wait 72 - anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret BattleAnim_Agility: - anim_1gfx ANIM_GFX_WIND + anim_1gfx BATTLE_ANIM_GFX_WIND anim_obp0 $fc anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 - anim_obj ANIM_OBJ_AGILITY, 8, 24, $10 - anim_obj ANIM_OBJ_AGILITY, 8, 48, $2 - anim_obj ANIM_OBJ_AGILITY, 8, 88, $8 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 24, $10 + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 48, $2 + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 88, $8 anim_wait 4 - anim_obj ANIM_OBJ_AGILITY, 8, 32, $6 - anim_obj ANIM_OBJ_AGILITY, 8, 56, $c - anim_obj ANIM_OBJ_AGILITY, 8, 80, $4 - anim_obj ANIM_OBJ_AGILITY, 8, 104, $e + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 32, $6 + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 56, $c + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 80, $4 + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 104, $e .loop anim_sound 0, 0, SFX_RAZOR_WIND anim_wait 4 anim_loop 18, .loop - anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_BoneClub: - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC - anim_obj ANIM_OBJ_BONE_CLUB, 64, 88, $2 + anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_MISC + anim_obj BATTLE_ANIM_OBJ_BONE_CLUB, 64, 88, $2 anim_wait 32 anim_sound 0, 1, SFX_BONE_CLUB - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Barrier: - anim_1gfx ANIM_GFX_REFLECT + anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_battlergfx_2row - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_wait 8 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 32 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 32 anim_ret BattleAnim_Waterfall: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_HIT_YFIX, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 40, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_HIT_YFIX, 136, 32, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 32, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_HIT_YFIX, 136, 24, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 24, $0 anim_wait 8 anim_ret BattleAnim_PsychicM: - anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 + anim_1gfx BATTLE_ANIM_GFX_PSYCHIC + anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_PSYCHIC, $0, $0, $0 .loop anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_WAVE, 64, 88, $2 + anim_obj BATTLE_ANIM_OBJ_WAVE, 64, 88, $2 anim_wait 8 anim_loop 8, .loop anim_wait 96 - anim_incbgeffect ANIM_BG_PSYCHIC + anim_incbgeffect BATTLE_BG_EFFECT_PSYCHIC anim_wait 4 anim_ret BattleAnim_Sludge: - anim_1gfx ANIM_GFX_POISON + anim_1gfx BATTLE_ANIM_GFX_POISON anim_call BattleAnimSub_Sludge anim_wait 56 anim_ret BattleAnim_Toxic: - anim_1gfx ANIM_GFX_POISON - anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0 + anim_1gfx BATTLE_ANIM_GFX_POISON + anim_bgeffect BATTLE_BG_EFFECT_BLACK_HUES, $0, $8, $0 anim_call BattleAnimSub_Acid anim_wait 32 anim_call BattleAnimSub_Sludge @@ -2996,228 +2996,228 @@ BattleAnim_Toxic: anim_ret BattleAnim_Metronome: - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED + anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_SPEED anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_METRONOME_HAND, 72, 88, $0 + anim_obj BATTLE_ANIM_OBJ_METRONOME_HAND, 72, 88, $0 .loop - anim_obj ANIM_OBJ_METRONOME_SPARKLE, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_METRONOME_SPARKLE, 72, 80, $0 anim_wait 8 anim_loop 5, .loop anim_wait 48 anim_ret BattleAnim_Counter: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT .loop - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_PALM, 120, 72, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 + anim_obj BATTLE_ANIM_OBJ_PALM, 120, 72, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_PUNCH, 136, 40, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_PUNCH, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 40, $0 anim_wait 6 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_KICK, 152, 56, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 56, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 152, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 152, 56, $0 anim_wait 6 anim_loop 3, .loop anim_wait 16 anim_ret BattleAnim_LowKick: - anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 + anim_1gfx BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_KICK, 124, 64, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 124, 64, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 124, 64, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 124, 64, $0 anim_wait 6 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_KICK, 132, 64, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 132, 64, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 132, 64, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 132, 64, $0 anim_wait 6 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_KICK, 140, 64, $0 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 140, 64, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 140, 64, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 140, 64, $0 anim_wait 16 anim_ret BattleAnim_WingAttack: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_HIT_YFIX, 148, 56, $0 - anim_obj ANIM_OBJ_HIT_YFIX, 116, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 148, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 116, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_HIT_YFIX, 144, 56, $0 - anim_obj ANIM_OBJ_HIT_YFIX, 120, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_HIT_YFIX, 140, 56, $0 - anim_obj ANIM_OBJ_HIT_YFIX, 124, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 140, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 124, 56, $0 anim_wait 16 anim_ret BattleAnim_Slam: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 - anim_obj ANIM_OBJ_HIT_YFIX, 124, 40, $0 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $2 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 124, 40, $0 anim_wait 16 anim_ret BattleAnim_Disable: - anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_obj ANIM_OBJ_DISABLE, 132, 56, $0 + anim_2gfx BATTLE_ANIM_GFX_LIGHTNING, BATTLE_ANIM_GFX_STATUS + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_obj BATTLE_ANIM_OBJ_DISABLE, 132, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_PARALYZED, 104, 56, $42 - anim_obj ANIM_OBJ_PARALYZED, 160, 56, $c2 + anim_obj BATTLE_ANIM_OBJ_PARALYZED, 104, 56, $42 + anim_obj BATTLE_ANIM_OBJ_PARALYZED, 160, 56, $c2 anim_wait 96 anim_ret BattleAnim_TailWhip: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_TAIL_WHIP - anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 - anim_incbgeffect ANIM_BG_WOBBLE_MON + anim_incbgeffect BATTLE_BG_EFFECT_WOBBLE_MON anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Struggle: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Sketch: - anim_1gfx ANIM_GFX_OBJECTS + anim_1gfx BATTLE_ANIM_GFX_OBJECTS anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_SKETCH - anim_obj ANIM_OBJ_SKETCH, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_SKETCH, 72, 80, $0 anim_wait 80 - anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_ret BattleAnim_TripleKick: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .alternate1 anim_if_param_equal $2, .alternate2 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_KICK, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 48, $0 anim_wait 8 anim_ret .alternate1: anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_KICK, 120, 64, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 120, 64, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 64, $0 anim_wait 8 anim_ret .alternate2: anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_KICK, 132, 32, $0 + anim_obj BATTLE_ANIM_OBJ_KICK, 132, 32, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 132, 32, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 132, 32, $0 anim_wait 8 anim_ret BattleAnim_Thief: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_sound 0, 1, SFX_THIEF - anim_obj ANIM_OBJ_HIT_YFIX, 128, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 48, $0 anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_wait 1 - anim_1gfx ANIM_GFX_STATUS + anim_1gfx BATTLE_ANIM_GFX_STATUS anim_sound 0, 1, SFX_THIEF_2 - anim_obj ANIM_OBJ_THIEF, 120, 76, $1 + anim_obj BATTLE_ANIM_OBJ_THIEF, 120, 76, $1 anim_wait 64 anim_ret BattleAnim_SpiderWeb: - anim_1gfx ANIM_GFX_WEB - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_obj ANIM_OBJ_SPIDER_WEB, 132, 48, $0 + anim_1gfx BATTLE_ANIM_GFX_WEB + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_obj BATTLE_ANIM_OBJ_SPIDER_WEB, 132, 48, $0 anim_sound 6, 2, SFX_SPIDER_WEB - anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0 + anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 80, $0 anim_wait 4 - anim_obj ANIM_OBJ_STRING_SHOT, 64, 88, $0 + anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 88, $0 anim_wait 4 - anim_obj ANIM_OBJ_STRING_SHOT, 64, 84, $0 + anim_obj BATTLE_ANIM_OBJ_STRING_SHOT, 64, 84, $0 anim_wait 64 anim_ret BattleAnim_MindReader: - anim_1gfx ANIM_GFX_MISC + anim_1gfx BATTLE_ANIM_GFX_MISC anim_sound 0, 1, SFX_MIND_READER .loop - anim_obj ANIM_OBJ_MIND_READER, 132, 48, $3 - anim_obj ANIM_OBJ_MIND_READER, 132, 48, $12 - anim_obj ANIM_OBJ_MIND_READER, 132, 48, $20 - anim_obj ANIM_OBJ_MIND_READER, 132, 48, $31 + anim_obj BATTLE_ANIM_OBJ_MIND_READER, 132, 48, $3 + anim_obj BATTLE_ANIM_OBJ_MIND_READER, 132, 48, $12 + anim_obj BATTLE_ANIM_OBJ_MIND_READER, 132, 48, $20 + anim_obj BATTLE_ANIM_OBJ_MIND_READER, 132, 48, $31 anim_wait 16 anim_loop 2, .loop anim_wait 32 anim_ret BattleAnim_Nightmare: - anim_1gfx ANIM_GFX_ANGELS + anim_1gfx BATTLE_ANIM_GFX_ANGELS anim_bgp $1b anim_obp0 $f - anim_obj ANIM_OBJ_NIGHTMARE, 132, 40, $0 - anim_obj ANIM_OBJ_NIGHTMARE, 132, 40, $a0 + anim_obj BATTLE_ANIM_OBJ_NIGHTMARE, 132, 40, $0 + anim_obj BATTLE_ANIM_OBJ_NIGHTMARE, 132, 40, $a0 anim_sound 0, 1, SFX_NIGHTMARE anim_wait 96 anim_ret BattleAnim_FlameWheel: - anim_1gfx ANIM_GFX_FIRE + anim_1gfx BATTLE_ANIM_GFX_FIRE .loop anim_sound 0, 0, SFX_EMBER - anim_obj ANIM_OBJ_FLAME_WHEEL, 48, 96, $0 + anim_obj BATTLE_ANIM_OBJ_FLAME_WHEEL, 48, 96, $0 anim_wait 6 anim_loop 8, .loop anim_wait 96 anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $1 - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4 - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $1 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $4 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $5 anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 9 anim_wait 8 anim_ret BattleAnim_Snore: - anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE - anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0 + anim_2gfx BATTLE_ANIM_GFX_STATUS, BATTLE_ANIM_GFX_NOISE + anim_obj BATTLE_ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 32 - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $60, $2, $0 anim_sound 0, 0, SFX_SNORE .loop anim_call BattleAnimSub_Sound @@ -3228,296 +3228,296 @@ BattleAnim_Snore: BattleAnim_Curse: anim_if_param_equal $1, .NotGhost - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS - anim_obj ANIM_OBJ_CURSE, 68, 72, $0 + anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_OBJECTS + anim_obj BATTLE_ANIM_OBJ_CURSE, 68, 72, $0 anim_sound 0, 0, SFX_CURSE anim_wait 32 anim_incobj 1 anim_wait 12 anim_sound 0, 0, SFX_POISON_STING - anim_obj ANIM_OBJ_HIT, 44, 96, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 44, 96, $0 anim_wait 16 anim_ret .NotGhost: - anim_1gfx ANIM_GFX_SPEED + anim_1gfx BATTLE_ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_USER, $40 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_USER, $40 anim_sound 0, 0, SFX_SHARPEN anim_wait 64 - anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING anim_wait 1 - anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 36, 108, $6 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 52, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 28, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 60, 108, $6 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 20, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 68, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 3, .loop anim_wait 8 - anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Flail: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SUBMISSION - anim_bgeffect ANIM_BG_FLAIL, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_FLAIL, $0, BG_EFFECT_USER, $0 anim_wait 8 - anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_HIT_YFIX, 152, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 152, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 8 - anim_incbgeffect ANIM_BG_FLAIL + anim_incbgeffect BATTLE_BG_EFFECT_FLAIL anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Conversion: - anim_1gfx ANIM_GFX_EXPLOSION - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_EXPLOSION + anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_sound 63, 3, SFX_SHARPEN - anim_obj ANIM_OBJ_CONVERSION, 48, 88, $0 - anim_obj ANIM_OBJ_CONVERSION, 48, 88, $8 - anim_obj ANIM_OBJ_CONVERSION, 48, 88, $10 - anim_obj ANIM_OBJ_CONVERSION, 48, 88, $18 - anim_obj ANIM_OBJ_CONVERSION, 48, 88, $20 - anim_obj ANIM_OBJ_CONVERSION, 48, 88, $28 - anim_obj ANIM_OBJ_CONVERSION, 48, 88, $30 - anim_obj ANIM_OBJ_CONVERSION, 48, 88, $38 + anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $0 + anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $8 + anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $10 + anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $18 + anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $20 + anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $28 + anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $30 + anim_obj BATTLE_ANIM_OBJ_CONVERSION, 48, 88, $38 anim_wait 128 anim_ret BattleAnim_Aeroblast: - anim_2gfx ANIM_GFX_BEAM, ANIM_GFX_AEROBLAST + anim_2gfx BATTLE_ANIM_GFX_BEAM, BATTLE_ANIM_GFX_AEROBLAST anim_bgp $1b - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $50, $4, $10 - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $50, $4, $10 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_AEROBLAST - anim_obj ANIM_OBJ_AEROBLAST, 72, 88, $0 + anim_obj BATTLE_ANIM_OBJ_AEROBLAST, 72, 88, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_BEAM, 80, 84, $0 + anim_obj BATTLE_ANIM_OBJ_BEAM, 80, 84, $0 anim_wait 2 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_BEAM, 96, 76, $0 + anim_obj BATTLE_ANIM_OBJ_BEAM, 96, 76, $0 anim_wait 2 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_BEAM, 112, 68, $0 - anim_obj ANIM_OBJ_BEAM_TIP, 126, 62, $0 + anim_obj BATTLE_ANIM_OBJ_BEAM, 112, 68, $0 + anim_obj BATTLE_ANIM_OBJ_BEAM_TIP, 126, 62, $0 anim_wait 48 anim_ret BattleAnim_CottonSpore: anim_obp0 $54 - anim_1gfx ANIM_GFX_MISC + anim_1gfx BATTLE_ANIM_GFX_MISC anim_sound 0, 1, SFX_POWDER .loop - anim_obj ANIM_OBJ_COTTON_SPORE, 132, 32, $0 + anim_obj BATTLE_ANIM_OBJ_COTTON_SPORE, 132, 32, $0 anim_wait 8 anim_loop 5, .loop anim_wait 96 anim_ret BattleAnim_Reversal: - anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 + anim_2gfx BATTLE_ANIM_GFX_SHINE, BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT, 112, 64, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 112, 64, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_FORESIGHT, 120, 56, $0 + anim_obj BATTLE_ANIM_OBJ_FORESIGHT, 120, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT, 128, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 128, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_FORESIGHT, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_FORESIGHT, 136, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 144, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_FORESIGHT, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_FORESIGHT, 152, 40, $0 anim_wait 24 anim_ret BattleAnim_Spite: - anim_1gfx ANIM_GFX_ANGELS - anim_obj ANIM_OBJ_SPITE, 132, 16, $0 + anim_1gfx BATTLE_ANIM_GFX_ANGELS + anim_obj BATTLE_ANIM_OBJ_SPITE, 132, 16, $0 anim_sound 0, 1, SFX_SPITE anim_wait 96 anim_ret BattleAnim_PowderSnow: - anim_1gfx ANIM_GFX_ICE + anim_1gfx BATTLE_ANIM_GFX_ICE .loop anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_POWDER_SNOW, 64, 88, $23 + anim_obj BATTLE_ANIM_OBJ_POWDER_SNOW, 64, 88, $23 anim_wait 2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_POWDER_SNOW, 64, 80, $24 + anim_obj BATTLE_ANIM_OBJ_POWDER_SNOW, 64, 80, $24 anim_wait 2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_POWDER_SNOW, 64, 96, $23 + anim_obj BATTLE_ANIM_OBJ_POWDER_SNOW, 64, 96, $23 anim_wait 2 anim_loop 2, .loop - anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 + anim_bgeffect BATTLE_BG_EFFECT_WHITE_HUES, $0, $8, $0 anim_wait 40 anim_call BattleAnimSub_Ice anim_wait 32 anim_ret BattleAnim_Protect: - anim_1gfx ANIM_GFX_OBJECTS - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_obj ANIM_OBJ_PROTECT, 80, 80, $0 - anim_obj ANIM_OBJ_PROTECT, 80, 80, $d - anim_obj ANIM_OBJ_PROTECT, 80, 80, $1a - anim_obj ANIM_OBJ_PROTECT, 80, 80, $27 - anim_obj ANIM_OBJ_PROTECT, 80, 80, $34 + anim_1gfx BATTLE_ANIM_GFX_OBJECTS + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_obj BATTLE_ANIM_OBJ_PROTECT, 80, 80, $0 + anim_obj BATTLE_ANIM_OBJ_PROTECT, 80, 80, $d + anim_obj BATTLE_ANIM_OBJ_PROTECT, 80, 80, $1a + anim_obj BATTLE_ANIM_OBJ_PROTECT, 80, 80, $27 + anim_obj BATTLE_ANIM_OBJ_PROTECT, 80, 80, $34 anim_sound 0, 0, SFX_PROTECT anim_wait 96 anim_ret BattleAnim_MachPunch: - anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 + anim_2gfx BATTLE_ANIM_GFX_SPEED, BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2 - anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1 - anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0 - anim_obj ANIM_OBJ_SPEED_LINE, 48, 88, $80 - anim_obj ANIM_OBJ_SPEED_LINE, 56, 88, $81 - anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 24, 88, $2 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 32, 88, $1 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 40, 88, $0 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 48, 88, $80 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 56, 88, $81 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_PUNCH, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_PUNCH, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret BattleAnim_ScaryFace: - anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_BEAM + anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_EyeBeams anim_wait 64 anim_ret BattleAnim_FaintAttack: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_CURSE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK, $0, BG_EFFECT_USER, $80 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_WHITE_WAIT_FADE_BACK, $0, BG_EFFECT_USER, $80 anim_wait 96 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT, 120, 32, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 120, 32, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 152, 40, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 136, 48, $0 anim_wait 32 - anim_incbgeffect ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_WHITE_WAIT_FADE_BACK anim_call BattleAnim_ShowMon_0 anim_wait 4 anim_ret BattleAnim_SweetKiss: - anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_obj ANIM_OBJ_SWEET_KISS, 96, 40, $0 + anim_2gfx BATTLE_ANIM_GFX_OBJECTS, BATTLE_ANIM_GFX_ANGELS + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_obj BATTLE_ANIM_OBJ_SWEET_KISS, 96, 40, $0 anim_sound 0, 1, SFX_SWEET_KISS anim_wait 32 anim_sound 0, 1, SFX_SWEET_KISS_2 - anim_obj ANIM_OBJ_HEART, 120, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HEART, 120, 40, $0 anim_wait 40 anim_ret BattleAnim_BellyDrum: - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE + anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_NOISE anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 - anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 - anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 - anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 - anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 - anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 - anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 - anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 - anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 - anim_obj ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_HAND, 64, 104, $0 + anim_obj BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE, 64, 92, $f8 anim_wait 12 anim_ret BattleAnim_SludgeBomb: - anim_2gfx ANIM_GFX_EGG, ANIM_GFX_POISON - anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0 + anim_2gfx BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_POISON + anim_bgeffect BATTLE_BG_EFFECT_BLACK_HUES, $0, $8, $0 anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10 + anim_obj BATTLE_ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10 anim_wait 36 anim_call BattleAnimSub_Sludge anim_wait 64 anim_ret BattleAnim_MudSlap: - anim_1gfx ANIM_GFX_SAND + anim_1gfx BATTLE_ANIM_GFX_SAND anim_obp0 $fc anim_call BattleAnimSub_SandOrMud anim_ret BattleAnim_Octazooka: - anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE + anim_3gfx BATTLE_ANIM_GFX_HAZE, BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_SMOKE anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_OCTAZOOKA, 64, 92, $4 + anim_obj BATTLE_ANIM_OBJ_OCTAZOOKA, 64, 92, $4 anim_wait 16 - anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10 + anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 132, 56, $10 anim_wait 8 anim_if_param_equal $0, .done .loop - anim_obj ANIM_OBJ_SMOKE, 132, 60, $20 + anim_obj BATTLE_ANIM_OBJ_SMOKE, 132, 60, $20 anim_wait 8 anim_loop 5, .loop anim_wait 128 @@ -3525,167 +3525,167 @@ BattleAnim_Octazooka: anim_ret BattleAnim_Spikes: - anim_1gfx ANIM_GFX_MISC + anim_1gfx BATTLE_ANIM_GFX_MISC anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_SPIKES, 48, 88, $20 + anim_obj BATTLE_ANIM_OBJ_SPIKES, 48, 88, $20 anim_wait 8 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_SPIKES, 48, 88, $30 + anim_obj BATTLE_ANIM_OBJ_SPIKES, 48, 88, $30 anim_wait 8 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_SPIKES, 48, 88, $28 + anim_obj BATTLE_ANIM_OBJ_SPIKES, 48, 88, $28 anim_wait 64 anim_ret BattleAnim_ZapCannon: - anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION + anim_2gfx BATTLE_ANIM_GFX_LIGHTNING, BATTLE_ANIM_GFX_EXPLOSION anim_bgp $1b anim_obp0 $30 anim_sound 6, 2, SFX_ZAP_CANNON - anim_obj ANIM_OBJ_ZAP_CANNON, 64, 92, $2 + anim_obj BATTLE_ANIM_OBJ_ZAP_CANNON, 64, 92, $2 anim_wait 40 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 + anim_obj BATTLE_ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 anim_wait 16 - anim_obj ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_SPARKS_CIRCLE_BIG, 136, 56, $0 anim_wait 128 anim_ret BattleAnim_Foresight: - anim_1gfx ANIM_GFX_SHINE + anim_1gfx BATTLE_ANIM_GFX_SHINE anim_call BattleAnim_UserObj_1Row - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 1, SFX_FORESIGHT - anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0 + anim_obj BATTLE_ANIM_OBJ_FORESIGHT, 132, 40, $0 anim_wait 24 - anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40 anim_wait 64 - anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING anim_call BattleAnim_ShowMon_1 anim_wait 8 anim_ret BattleAnim_DestinyBond: - anim_1gfx ANIM_GFX_ANGELS + anim_1gfx BATTLE_ANIM_GFX_ANGELS anim_bgp $1b anim_obp0 $0 anim_if_param_equal $1, .fainted anim_sound 6, 2, SFX_WHIRLWIND - anim_obj ANIM_OBJ_DESTINY_BOND, 44, 120, $2 + anim_obj BATTLE_ANIM_OBJ_DESTINY_BOND, 44, 120, $2 anim_wait 128 anim_ret .fainted: - anim_obj ANIM_OBJ_DESTINY_BOND, 132, 76, $0 + anim_obj BATTLE_ANIM_OBJ_DESTINY_BOND, 132, 76, $0 anim_sound 0, 1, SFX_KINESIS - anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_RETURN_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 32 anim_ret BattleAnim_PerishSong: - anim_1gfx ANIM_GFX_NOISE - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_NOISE + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_sound 0, 2, SFX_PERISH_SONG - anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $0 - anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $8 - anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $10 - anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $18 - anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $20 - anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $28 - anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $30 - anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $38 + anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $0 + anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $8 + anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $10 + anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $18 + anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $20 + anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $28 + anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $30 + anim_obj BATTLE_ANIM_OBJ_PERISH_SONG, 88, 0, $38 anim_wait 112 anim_ret BattleAnim_IcyWind: - anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_SPEED + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 anim_battlergfx_1row anim_sound 0, 0, SFX_PSYCHIC .loop anim_wait 8 - anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4 + anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4 anim_wait 8 - anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4 + anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4 anim_wait 8 - anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4 + anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4 anim_wait 8 anim_loop 2, .loop anim_wait 16 - anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0 anim_wait 6 - anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 + anim_bgeffect BATTLE_BG_EFFECT_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 anim_wait 64 - anim_incbgeffect ANIM_BG_NIGHT_SHADE - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_incbgeffect BATTLE_BG_EFFECT_NIGHT_SHADE + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_incobj 7 anim_wait 1 anim_ret BattleAnim_Detect: - anim_1gfx ANIM_GFX_SHINE - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 + anim_1gfx BATTLE_ANIM_GFX_SHINE + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 0, SFX_FORESIGHT - anim_obj ANIM_OBJ_FORESIGHT, 64, 88, $0 + anim_obj BATTLE_ANIM_OBJ_FORESIGHT, 64, 88, $0 anim_wait 24 anim_ret BattleAnim_BoneRush: - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC + anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_MISC anim_sound 0, 1, SFX_BONE_CLUB - anim_obj ANIM_OBJ_BONE_RUSH, 132, 56, $2 + anim_obj BATTLE_ANIM_OBJ_BONE_RUSH, 132, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 64, $0 anim_wait 16 anim_ret BattleAnim_LockOn: - anim_1gfx ANIM_GFX_MISC + anim_1gfx BATTLE_ANIM_GFX_MISC anim_sound 0, 1, SFX_MIND_READER .loop - anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $3 - anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $12 - anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $20 - anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $31 + anim_obj BATTLE_ANIM_OBJ_LOCK_ON, 132, 48, $3 + anim_obj BATTLE_ANIM_OBJ_LOCK_ON, 132, 48, $12 + anim_obj BATTLE_ANIM_OBJ_LOCK_ON, 132, 48, $20 + anim_obj BATTLE_ANIM_OBJ_LOCK_ON, 132, 48, $31 anim_wait 16 anim_loop 2, .loop anim_wait 32 anim_ret BattleAnim_Outrage: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_OUTRAGE anim_wait 72 - anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 152, 40, $0 anim_wait 16 anim_ret BattleAnim_Sandstorm: - anim_1gfx ANIM_GFX_POWDER - anim_obj ANIM_OBJ_SANDSTORM, 88, 0, $0 + anim_1gfx BATTLE_ANIM_GFX_POWDER + anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 88, 0, $0 anim_wait 8 - anim_obj ANIM_OBJ_SANDSTORM, 72, 0, $1 + anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 72, 0, $1 anim_wait 8 - anim_obj ANIM_OBJ_SANDSTORM, 56, 0, $2 + anim_obj BATTLE_ANIM_OBJ_SANDSTORM, 56, 0, $2 .loop anim_sound 0, 1, SFX_MENU anim_wait 8 @@ -3694,206 +3694,206 @@ BattleAnim_Sandstorm: anim_ret BattleAnim_GigaDrain: - anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE + anim_2gfx BATTLE_ANIM_GFX_BUBBLE, BATTLE_ANIM_GFX_CHARGE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10 anim_sound 6, 3, SFX_GIGA_DRAIN anim_call BattleAnimSub_Drain anim_wait 48 anim_wait 128 - anim_incbgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 1 - anim_1gfx ANIM_GFX_SHINE - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 + anim_1gfx BATTLE_ANIM_GFX_SHINE + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 .loop anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_GLIMMER, 24, 64, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 24, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_GLIMMER, 56, 104, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 56, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_GLIMMER, 24, 104, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 24, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_GLIMMER, 56, 64, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 56, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_GLIMMER, 40, 84, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 40, 84, $0 anim_wait 5 anim_loop 2, .loop anim_wait 32 anim_ret BattleAnim_Endure: - anim_1gfx ANIM_GFX_SPEED + anim_1gfx BATTLE_ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 36, 108, $6 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 52, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 28, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 60, 108, $6 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 20, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_FOCUS, 68, 108, $8 + anim_obj BATTLE_ANIM_OBJ_FOCUS, 68, 108, $8 anim_wait 2 anim_loop 5, .loop anim_wait 8 - anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Charm: - anim_1gfx ANIM_GFX_OBJECTS + anim_1gfx BATTLE_ANIM_GFX_OBJECTS anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_ATTRACT - anim_obj ANIM_OBJ_HEART, 64, 80, $0 + anim_obj BATTLE_ANIM_OBJ_HEART, 64, 80, $0 anim_wait 32 - anim_incbgeffect ANIM_BG_WOBBLE_MON + anim_incbgeffect BATTLE_BG_EFFECT_WOBBLE_MON anim_call BattleAnim_ShowMon_0 anim_wait 4 anim_ret BattleAnim_Rollout: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_SPARK anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_ROLLOUT, $60, $1, $1 - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_ROLLOUT, $60, $1, $1 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG, 136, 40, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_FalseSwipe: - anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 + anim_2gfx BATTLE_ANIM_GFX_SHINE, BATTLE_ANIM_GFX_CUT + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 4 - anim_obj ANIM_OBJ_GLIMMER, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 136, 40, $0 anim_wait 32 anim_ret BattleAnim_Swagger: - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND + anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_WIND .loop anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_SWAGGER, 72, 88, $44 + anim_obj BATTLE_ANIM_OBJ_SWAGGER, 72, 88, $44 anim_wait 32 anim_loop 2, .loop anim_wait 32 anim_sound 0, 1, SFX_KINESIS_2 - anim_obj ANIM_OBJ_ANGER, 104, 40, $0 + anim_obj BATTLE_ANIM_OBJ_ANGER, 104, 40, $0 anim_wait 40 anim_ret BattleAnim_MilkDrink: - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE + anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_BUBBLE anim_call BattleAnim_TargetObj_1Row - anim_obj ANIM_OBJ_MILK_DRINK, 74, 104, $0 + anim_obj BATTLE_ANIM_OBJ_MILK_DRINK, 74, 104, $0 anim_wait 16 - anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_sound 0, 0, SFX_MILK_DRINK .loop - anim_obj ANIM_OBJ_RECOVER, 44, 88, $20 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 44, 88, $20 anim_wait 8 anim_loop 8, .loop anim_wait 128 - anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Spark: - anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION + anim_2gfx BATTLE_ANIM_GFX_LIGHTNING, BATTLE_ANIM_GFX_EXPLOSION anim_sound 0, 0, SFX_ZAP_CANNON - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_obj ANIM_OBJ_THUNDER_WAVE, 48, 92, $0 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $4, $3 + anim_obj BATTLE_ANIM_OBJ_THUNDER_WAVE, 48, 92, $0 anim_wait 24 anim_setobj $1, $3 anim_wait 1 anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_SPARK anim_wait 16 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 2 anim_wait 1 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 - anim_obj ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_THUNDERBOLT_BALL, 136, 56, $2 + anim_obj BATTLE_ANIM_OBJ_SPARKS_CIRCLE, 136, 56, $0 anim_wait 32 anim_ret BattleAnim_FuryCutter: - anim_1gfx ANIM_GFX_CUT + anim_1gfx BATTLE_ANIM_GFX_CUT .loop anim_sound 0, 1, SFX_CUT anim_if_param_and %00000001, .obj1 - anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_jump .okay .obj1 - anim_obj ANIM_OBJ_CUT_LONG_DOWN_RIGHT, 112, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_RIGHT, 112, 40, $0 .okay anim_wait 16 anim_jumpuntil .loop anim_ret BattleAnim_SteelWing: - anim_1gfx ANIM_GFX_REFLECT + anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_obp0 $0 anim_sound 0, 0, SFX_RAGE anim_call BattleAnim_TargetObj_1Row anim_call BattleAnimSub_Metallic anim_call BattleAnim_ShowMon_0 - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_resetobp0 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_HIT_YFIX, 148, 56, $0 - anim_obj ANIM_OBJ_HIT_YFIX, 116, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 148, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 116, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_HIT_YFIX, 144, 56, $0 - anim_obj ANIM_OBJ_HIT_YFIX, 120, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_HIT_YFIX, 140, 56, $0 - anim_obj ANIM_OBJ_HIT_YFIX, 124, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 140, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 124, 56, $0 anim_wait 16 anim_ret BattleAnim_MeanLook: - anim_1gfx ANIM_GFX_PSYCHIC + anim_1gfx BATTLE_ANIM_GFX_PSYCHIC anim_obp0 $e0 anim_sound 0, 1, SFX_MEAN_LOOK - anim_obj ANIM_OBJ_MEAN_LOOK, 148, 32, $0 + anim_obj BATTLE_ANIM_OBJ_MEAN_LOOK, 148, 32, $0 anim_wait 5 - anim_obj ANIM_OBJ_MEAN_LOOK, 116, 64, $0 + anim_obj BATTLE_ANIM_OBJ_MEAN_LOOK, 116, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_MEAN_LOOK, 148, 64, $0 + anim_obj BATTLE_ANIM_OBJ_MEAN_LOOK, 148, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_MEAN_LOOK, 116, 32, $0 + anim_obj BATTLE_ANIM_OBJ_MEAN_LOOK, 116, 32, $0 anim_wait 5 - anim_obj ANIM_OBJ_MEAN_LOOK, 132, 48, $0 + anim_obj BATTLE_ANIM_OBJ_MEAN_LOOK, 132, 48, $0 anim_wait 128 anim_ret BattleAnim_Attract: - anim_1gfx ANIM_GFX_OBJECTS + anim_1gfx BATTLE_ANIM_GFX_OBJECTS .loop anim_sound 0, 0, SFX_ATTRACT - anim_obj ANIM_OBJ_ATTRACT, 44, 80, $2 + anim_obj BATTLE_ANIM_OBJ_ATTRACT, 44, 80, $2 anim_wait 8 anim_loop 5, .loop anim_wait 128 @@ -3901,68 +3901,68 @@ BattleAnim_Attract: anim_ret BattleAnim_SleepTalk: - anim_1gfx ANIM_GFX_STATUS + anim_1gfx BATTLE_ANIM_GFX_STATUS .loop anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0 + anim_obj BATTLE_ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 40 anim_loop 2, .loop anim_wait 32 anim_ret BattleAnim_HealBell: - anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE - anim_obj ANIM_OBJ_HEAL_BELL, 72, 56, $0 + anim_2gfx BATTLE_ANIM_GFX_MISC, BATTLE_ANIM_GFX_NOISE + anim_obj BATTLE_ANIM_OBJ_HEAL_BELL, 72, 56, $0 anim_wait 32 .loop anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0 + anim_obj BATTLE_ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $1 + anim_obj BATTLE_ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $1 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2 + anim_obj BATTLE_ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0 + anim_obj BATTLE_ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $0 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2 + anim_obj BATTLE_ANIM_OBJ_HEAL_BELL_NOTE, 72, 52, $2 anim_wait 8 anim_loop 4, .loop anim_wait 64 anim_ret BattleAnim_Return: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_RETURN anim_wait 64 - anim_incbgeffect ANIM_BG_BOUNCE_DOWN + anim_incbgeffect BATTLE_BG_EFFECT_BOUNCE_DOWN anim_wait 32 - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG, 136, 40, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Present: - anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE + anim_2gfx BATTLE_ANIM_GFX_STATUS, BATTLE_ANIM_GFX_BUBBLE anim_sound 0, 1, SFX_PRESENT - anim_obj ANIM_OBJ_PRESENT, 64, 88, $6c + anim_obj BATTLE_ANIM_OBJ_PRESENT, 64, 88, $6c anim_wait 56 - anim_obj ANIM_OBJ_AMNESIA, 104, 48, $0 + anim_obj BATTLE_ANIM_OBJ_AMNESIA, 104, 48, $0 anim_wait 48 anim_incobj 2 anim_if_param_equal $3, .heal anim_incobj 1 anim_wait 1 - anim_1gfx ANIM_GFX_EXPLOSION - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12 + anim_1gfx BATTLE_ANIM_GFX_EXPLOSION + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $12 .loop anim_call BattleAnimSub_Explosion2 anim_wait 16 @@ -3972,282 +3972,282 @@ BattleAnim_Present: .heal anim_sound 0, 1, SFX_METRONOME .loop2 - anim_obj ANIM_OBJ_RECOVER, 132, 48, $24 + anim_obj BATTLE_ANIM_OBJ_RECOVER, 132, 48, $24 anim_wait 8 anim_loop 8, .loop2 anim_wait 128 anim_ret BattleAnim_Frustration: - anim_1gfx ANIM_GFX_MISC + anim_1gfx BATTLE_ANIM_GFX_MISC anim_sound 0, 0, SFX_KINESIS_2 - anim_obj ANIM_OBJ_ANGER, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_ANGER, 72, 80, $0 anim_wait 40 - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_YFIX, 152, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 152, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 8 - anim_incbgeffect ANIM_BG_WOBBLE_MON + anim_incbgeffect BATTLE_BG_EFFECT_WOBBLE_MON anim_wait 1 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Safeguard: - anim_1gfx ANIM_GFX_MISC - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $0 - anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $d - anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $1a - anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $27 - anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $34 + anim_1gfx BATTLE_ANIM_GFX_MISC + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_obj BATTLE_ANIM_OBJ_SAFEGUARD, 80, 80, $0 + anim_obj BATTLE_ANIM_OBJ_SAFEGUARD, 80, 80, $d + anim_obj BATTLE_ANIM_OBJ_SAFEGUARD, 80, 80, $1a + anim_obj BATTLE_ANIM_OBJ_SAFEGUARD, 80, 80, $27 + anim_obj BATTLE_ANIM_OBJ_SAFEGUARD, 80, 80, $34 anim_sound 0, 0, SFX_PROTECT anim_wait 96 anim_ret BattleAnim_PainSplit: - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS + anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_OBJECTS anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_HIT, 112, 48, $0 - anim_obj ANIM_OBJ_HIT, 76, 96, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 112, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 76, 96, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_ret BattleAnim_SacredFire: - anim_1gfx ANIM_GFX_FIRE - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 + anim_1gfx BATTLE_ANIM_GFX_FIRE + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 .loop anim_sound 0, 0, SFX_EMBER - anim_obj ANIM_OBJ_SACRED_FIRE, 48, 104, $0 + anim_obj BATTLE_ANIM_OBJ_SACRED_FIRE, 48, 104, $0 anim_wait 8 anim_loop 8, .loop anim_wait 96 anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $1 - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4 - anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $1 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $4 + anim_obj BATTLE_ANIM_OBJ_FIRE_BLAST, 136, 48, $5 anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 9 anim_wait 8 anim_ret BattleAnim_Magnitude: - anim_1gfx ANIM_GFX_ROCKS + anim_1gfx BATTLE_ANIM_GFX_ROCKS .loop - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $e, $4, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $e, $4, $0 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 2 - anim_obj ANIM_OBJ_SMALL_ROCK, 120, 68, $30 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 120, 68, $30 anim_wait 2 - anim_obj ANIM_OBJ_SMALL_ROCK, 152, 68, $30 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 152, 68, $30 anim_wait 2 - anim_obj ANIM_OBJ_SMALL_ROCK, 144, 64, $40 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 144, 64, $40 anim_wait 2 - anim_obj ANIM_OBJ_SMALL_ROCK, 136, 68, $30 + anim_obj BATTLE_ANIM_OBJ_SMALL_ROCK, 136, 68, $30 anim_wait 2 anim_jumpuntil .loop anim_wait 96 anim_ret BattleAnim_Dynamicpunch: - anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION + anim_2gfx BATTLE_ANIM_GFX_HIT, BATTLE_ANIM_GFX_EXPLOSION anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 + anim_obj BATTLE_ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_wait 16 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $12 anim_call BattleAnimSub_Explosion2 anim_wait 16 anim_ret BattleAnim_Megahorn: - anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 + anim_2gfx BATTLE_ANIM_GFX_HORN, BATTLE_ANIM_GFX_HIT + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 - anim_obj ANIM_OBJ_HORN, 72, 80, $1 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $3 + anim_obj BATTLE_ANIM_OBJ_HORN, 72, 80, $1 anim_sound 0, 1, SFX_HORN_ATTACK anim_wait 16 - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 16 anim_ret BattleAnim_Dragonbreath: - anim_1gfx ANIM_GFX_FIRE + anim_1gfx BATTLE_ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER .loop - anim_obj ANIM_OBJ_DRAGONBREATH, 64, 92, $4 + anim_obj BATTLE_ANIM_OBJ_DRAGONBREATH, 64, 92, $4 anim_wait 4 anim_loop 10, .loop anim_wait 64 anim_ret BattleAnim_BatonPass: - anim_1gfx ANIM_GFX_MISC - anim_obj ANIM_OBJ_BATON_PASS, 44, 104, $20 + anim_1gfx BATTLE_ANIM_GFX_MISC + anim_obj BATTLE_ANIM_OBJ_BATON_PASS, 44, 104, $20 anim_sound 0, 0, SFX_BATON_PASS anim_call BattleAnimSub_Return anim_wait 64 anim_ret BattleAnim_Encore: - anim_1gfx ANIM_GFX_OBJECTS - anim_obj ANIM_OBJ_ENCORE_HAND, 64, 80, $90 - anim_obj ANIM_OBJ_ENCORE_HAND, 64, 80, $10 + anim_1gfx BATTLE_ANIM_GFX_OBJECTS + anim_obj BATTLE_ANIM_OBJ_ENCORE_HAND, 64, 80, $90 + anim_obj BATTLE_ANIM_OBJ_ENCORE_HAND, 64, 80, $10 anim_sound 0, 0, SFX_ENCORE anim_wait 16 - anim_obj ANIM_OBJ_ENCORE_STAR, 64, 72, $2c + anim_obj BATTLE_ANIM_OBJ_ENCORE_STAR, 64, 72, $2c anim_wait 32 - anim_obj ANIM_OBJ_ENCORE_STAR, 64, 72, $34 + anim_obj BATTLE_ANIM_OBJ_ENCORE_STAR, 64, 72, $34 anim_wait 16 anim_ret BattleAnim_Pursuit: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_if_param_equal $1, .pursued anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 16 anim_ret .pursued: - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_call BattleAnim_UserObj_1Row - anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $0 + anim_obj BATTLE_ANIM_OBJ_BETA_PURSUIT, 132, 64, $0 anim_wait 64 - anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $1 + anim_obj BATTLE_ANIM_OBJ_BETA_PURSUIT, 132, 64, $1 anim_sound 0, 1, SFX_BALL_POOF - anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 64 anim_incobj 3 anim_wait 16 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 56, $0 - anim_bgeffect ANIM_BG_BETA_PURSUIT, $0, BG_EFFECT_TARGET, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 120, 56, $0 + anim_bgeffect BATTLE_BG_EFFECT_BETA_PURSUIT, $0, BG_EFFECT_TARGET, $0 anim_wait 16 anim_call BattleAnim_ShowMon_1 anim_wait 1 anim_ret BattleAnim_RapidSpin: - anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_WIND, BATTLE_ANIM_GFX_HIT anim_obp0 $e4 .loop anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_RAPID_SPIN, 44, 112, $0 + anim_obj BATTLE_ANIM_OBJ_RAPID_SPIN, 44, 112, $0 anim_wait 2 anim_loop 5, .loop anim_wait 24 anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_resetobp0 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_HIT, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 136, 40, $0 anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 6 anim_wait 1 anim_ret BattleAnim_SweetScent: - anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC + anim_2gfx BATTLE_ANIM_GFX_FLOWER, BATTLE_ANIM_GFX_MISC anim_sound 0, 0, SFX_SWEET_SCENT - anim_obj ANIM_OBJ_FLOWER, 64, 96, $2 + anim_obj BATTLE_ANIM_OBJ_FLOWER, 64, 96, $2 anim_wait 2 - anim_obj ANIM_OBJ_FLOWER, 64, 80, $2 + anim_obj BATTLE_ANIM_OBJ_FLOWER, 64, 80, $2 anim_wait 96 anim_obp0 $54 anim_sound 0, 1, SFX_SWEET_SCENT_2 - anim_obj ANIM_OBJ_COTTON, 136, 40, $15 - anim_obj ANIM_OBJ_COTTON, 136, 40, $2a - anim_obj ANIM_OBJ_COTTON, 136, 40, $3f + anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $15 + anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $2a + anim_obj BATTLE_ANIM_OBJ_COTTON, 136, 40, $3f anim_wait 128 anim_ret BattleAnim_IronTail: - anim_1gfx ANIM_GFX_REFLECT + anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_obp0 $0 anim_sound 0, 0, SFX_RAGE anim_call BattleAnim_TargetObj_1Row anim_call BattleAnimSub_Metallic anim_wait 4 - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_resetobp0 - anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 16 - anim_incbgeffect ANIM_BG_WOBBLE_MON + anim_incbgeffect BATTLE_BG_EFFECT_WOBBLE_MON anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_MetalClaw: - anim_1gfx ANIM_GFX_REFLECT + anim_1gfx BATTLE_ANIM_GFX_REFLECT anim_obp0 $0 anim_sound 0, 0, SFX_RAGE anim_call BattleAnim_TargetObj_1Row anim_call BattleAnimSub_Metallic anim_call BattleAnim_ShowMon_0 - anim_1gfx ANIM_GFX_CUT + anim_1gfx BATTLE_ANIM_GFX_CUT anim_resetobp0 anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 - anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 144, 48, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 140, 44, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_DOWN_LEFT, 136, 40, $0 anim_wait 32 anim_ret BattleAnim_VitalThrow: - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_VITAL_THROW, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_VITAL_THROW, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_HIT, 64, 96, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 64, 96, $0 anim_wait 8 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_HIT, 56, 88, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 56, 88, $0 anim_wait 8 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_HIT, 68, 104, $0 + anim_obj BATTLE_ANIM_OBJ_HIT, 68, 104, $0 anim_wait 8 - anim_incbgeffect ANIM_BG_VITAL_THROW + anim_incbgeffect BATTLE_BG_EFFECT_VITAL_THROW anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_HIT_BIG, 132, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG, 132, 56, $0 anim_wait 16 anim_ret BattleAnim_MorningSun: - anim_1gfx ANIM_GFX_SHINE - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 + anim_1gfx BATTLE_ANIM_GFX_SHINE + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 0, SFX_MORNING_SUN .loop - anim_obj ANIM_OBJ_MORNING_SUN, 16, 48, $88 + anim_obj BATTLE_ANIM_OBJ_MORNING_SUN, 16, 48, $88 anim_wait 6 anim_loop 5, .loop anim_wait 32 @@ -4260,13 +4260,13 @@ BattleAnim_MorningSun: anim_ret BattleAnim_Synthesis: - anim_1gfx ANIM_GFX_SHINE + anim_1gfx BATTLE_ANIM_GFX_SHINE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 0, SFX_OUTRAGE anim_wait 72 - anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_if_param_equal $1, .one anim_call BattleAnimSub_Glimmer @@ -4277,30 +4277,30 @@ BattleAnim_Synthesis: anim_ret BattleAnim_Crunch: - anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_CUT, BATTLE_ANIM_GFX_HIT anim_bgp $1b anim_obp0 $c0 - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $2, $0 - anim_obj ANIM_OBJ_BITE, 136, 56, $a8 - anim_obj ANIM_OBJ_BITE, 136, 56, $28 + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $20, $2, $0 + anim_obj BATTLE_ANIM_OBJ_BITE, 136, 56, $a8 + anim_obj BATTLE_ANIM_OBJ_BITE, 136, 56, $28 anim_wait 8 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $18 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 144, 48, $18 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 64, $18 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 128, 64, $18 anim_wait 8 anim_ret BattleAnim_Moonlight: - anim_1gfx ANIM_GFX_SHINE + anim_1gfx BATTLE_ANIM_GFX_SHINE anim_bgp $1b - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 - anim_obj ANIM_OBJ_MOONLIGHT, 0, 40, $0 - anim_obj ANIM_OBJ_MOONLIGHT, 16, 56, $0 - anim_obj ANIM_OBJ_MOONLIGHT, 32, 72, $0 - anim_obj ANIM_OBJ_MOONLIGHT, 48, 88, $0 - anim_obj ANIM_OBJ_MOONLIGHT, 64, 104, $0 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 + anim_obj BATTLE_ANIM_OBJ_MOONLIGHT, 0, 40, $0 + anim_obj BATTLE_ANIM_OBJ_MOONLIGHT, 16, 56, $0 + anim_obj BATTLE_ANIM_OBJ_MOONLIGHT, 32, 72, $0 + anim_obj BATTLE_ANIM_OBJ_MOONLIGHT, 48, 88, $0 + anim_obj BATTLE_ANIM_OBJ_MOONLIGHT, 64, 104, $0 anim_wait 1 anim_sound 0, 0, SFX_MOONLIGHT anim_wait 63 @@ -4313,23 +4313,23 @@ BattleAnim_Moonlight: anim_ret BattleAnim_HiddenPower: - anim_1gfx ANIM_GFX_CHARGE + anim_1gfx BATTLE_ANIM_GFX_CHARGE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 - anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0 - anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $8 - anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $10 - anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $18 - anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $20 - anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $28 - anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $30 - anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $38 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $0 + anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $8 + anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $10 + anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $18 + anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $20 + anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $28 + anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $30 + anim_obj BATTLE_ANIM_OBJ_HIDDEN_POWER, 44, 88, $38 .loop anim_sound 0, 0, SFX_SWORDS_DANCE anim_wait 8 anim_loop 12, .loop - anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_incobj 2 @@ -4341,29 +4341,29 @@ BattleAnim_HiddenPower: anim_incobj 8 anim_incobj 9 anim_wait 16 - anim_1gfx ANIM_GFX_HIT - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_1gfx BATTLE_ANIM_GFX_HIT + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 32 anim_ret BattleAnim_CrossChop: - anim_1gfx ANIM_GFX_CUT + anim_1gfx BATTLE_ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_CROSS_CHOP1, 152, 40, $0 - anim_obj ANIM_OBJ_CROSS_CHOP2, 120, 72, $0 + anim_obj BATTLE_ANIM_OBJ_CROSS_CHOP1, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CROSS_CHOP2, 120, 72, $0 anim_wait 8 - anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $58, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHAKE_SCREEN_X, $58, $2, $0 anim_wait 92 anim_sound 0, 1, SFX_VICEGRIP - anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10 + anim_bgeffect BATTLE_BG_EFFECT_FLASH_INVERTED, $0, $8, $10 anim_wait 16 anim_ret BattleAnim_Twister: - anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_WIND, BATTLE_ANIM_GFX_HIT .loop1 anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, 64, 112, $0 + anim_obj BATTLE_ANIM_OBJ_GUST, 64, 112, $0 anim_wait 6 anim_loop 9, .loop1 .loop2 @@ -4380,12 +4380,12 @@ BattleAnim_Twister: anim_incobj 8 anim_incobj 9 anim_wait 64 - anim_obj ANIM_OBJ_HIT_YFIX, 144, 64, $18 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 144, 64, $18 .loop3 anim_sound 0, 1, SFX_RAZOR_WIND anim_wait 8 anim_loop 4, .loop3 - anim_obj ANIM_OBJ_HIT_YFIX, 128, 32, $18 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 32, $18 .loop4 anim_sound 0, 1, SFX_RAZOR_WIND anim_wait 8 @@ -4403,326 +4403,326 @@ BattleAnim_Twister: anim_ret BattleAnim_RainDance: - anim_1gfx ANIM_GFX_WATER + anim_1gfx BATTLE_ANIM_GFX_WATER anim_bgp $f8 anim_obp0 $7c anim_sound 0, 1, SFX_RAIN_DANCE - anim_obj ANIM_OBJ_RAIN, 88, 0, $0 + anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $0 anim_wait 8 - anim_obj ANIM_OBJ_RAIN, 88, 0, $1 + anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $1 anim_wait 8 - anim_obj ANIM_OBJ_RAIN, 88, 0, $2 + anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 128 anim_ret BattleAnim_SunnyDay: - anim_1gfx ANIM_GFX_WATER + anim_1gfx BATTLE_ANIM_GFX_WATER anim_bgp $90 anim_sound 0, 1, SFX_MORNING_SUN - anim_obj ANIM_OBJ_RAIN, 88, 0, $2 + anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 8 - anim_obj ANIM_OBJ_RAIN, 88, 0, $2 + anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 8 - anim_obj ANIM_OBJ_RAIN, 88, 0, $2 + anim_obj BATTLE_ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 128 anim_ret BattleAnim_MirrorCoat: - anim_2gfx ANIM_GFX_REFLECT, ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_2gfx BATTLE_ANIM_GFX_REFLECT, BATTLE_ANIM_GFX_SPEED + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 .loop anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 - anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 72, $4 + anim_obj BATTLE_ANIM_OBJ_SCREEN, 72, 80, $0 + anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 72, $4 anim_wait 8 - anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4 + anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 88, $4 anim_wait 8 - anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4 + anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 80, $4 anim_wait 8 - anim_obj ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4 + anim_obj BATTLE_ANIM_OBJ_SHOOTING_SPARKLE, 64, 96, $4 anim_wait 8 anim_loop 3, .loop anim_wait 32 anim_ret BattleAnim_PsychUp: - anim_1gfx ANIM_GFX_STATUS + anim_1gfx BATTLE_ANIM_GFX_STATUS anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_PSYBEAM - anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0 - anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $10 - anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $20 - anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $30 + anim_obj BATTLE_ANIM_OBJ_PSYCH_UP, 44, 88, $0 + anim_obj BATTLE_ANIM_OBJ_PSYCH_UP, 44, 88, $10 + anim_obj BATTLE_ANIM_OBJ_PSYCH_UP, 44, 88, $20 + anim_obj BATTLE_ANIM_OBJ_PSYCH_UP, 44, 88, $30 anim_wait 64 - anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING + anim_incbgeffect BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 16 anim_ret BattleAnim_Extremespeed: - anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT - anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 + anim_2gfx BATTLE_ANIM_GFX_SPEED, BATTLE_ANIM_GFX_CUT + anim_bgeffect BATTLE_BG_EFFECT_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2 - anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1 - anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0 - anim_obj ANIM_OBJ_SPEED_LINE, 48, 88, $80 - anim_obj ANIM_OBJ_SPEED_LINE, 56, 88, $81 - anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 24, 88, $2 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 32, 88, $1 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 40, 88, $0 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 48, 88, $80 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 56, 88, $81 + anim_obj BATTLE_ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 + anim_obj BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 32 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret BattleAnim_Ancientpower: - anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_ROCKS, BATTLE_ANIM_GFX_HIT anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_ANCIENTPOWER, 64, 108, $20 + anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 64, 108, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_ANCIENTPOWER, 75, 102, $20 + anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 75, 102, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_ANCIENTPOWER, 85, 97, $20 + anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 85, 97, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_ANCIENTPOWER, 96, 92, $20 + anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 96, 92, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_ANCIENTPOWER, 106, 87, $20 + anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 106, 87, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_ANCIENTPOWER, 116, 82, $20 + anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 116, 82, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_ANCIENTPOWER, 126, 77, $20 + anim_obj BATTLE_ANIM_OBJ_ANCIENTPOWER, 126, 77, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 56, $0 anim_wait 6 anim_ret BattleAnim_ShadowBall: - anim_2gfx ANIM_GFX_EGG, ANIM_GFX_SMOKE + anim_2gfx BATTLE_ANIM_GFX_EGG, BATTLE_ANIM_GFX_SMOKE anim_bgp $1b anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_SHADOW_BALL, 64, 92, $2 + anim_obj BATTLE_ANIM_OBJ_SHADOW_BALL, 64, 92, $2 anim_wait 32 - anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10 + anim_obj BATTLE_ANIM_OBJ_BALL_POOF, 132, 56, $10 anim_wait 24 anim_ret BattleAnim_FutureSight: - anim_1gfx ANIM_GFX_WIND - anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 - anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 - anim_obj ANIM_OBJ_AGILITY, 8, 24, $10 - anim_obj ANIM_OBJ_AGILITY, 8, 48, $2 - anim_obj ANIM_OBJ_AGILITY, 8, 88, $8 + anim_1gfx BATTLE_ANIM_GFX_WIND + anim_bgeffect BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_ALTERNATE_HUES, $0, $2, $0 + anim_bgeffect BATTLE_BG_EFFECT_PSYCHIC, $0, $0, $0 + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 24, $10 + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 48, $2 + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 88, $8 anim_wait 4 - anim_obj ANIM_OBJ_AGILITY, 8, 32, $6 - anim_obj ANIM_OBJ_AGILITY, 8, 56, $c - anim_obj ANIM_OBJ_AGILITY, 8, 80, $4 - anim_obj ANIM_OBJ_AGILITY, 8, 104, $e + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 32, $6 + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 56, $c + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 80, $4 + anim_obj BATTLE_ANIM_OBJ_AGILITY, 8, 104, $e .loop anim_sound 0, 0, SFX_THROW_BALL anim_wait 16 anim_loop 4, .loop - anim_incbgeffect ANIM_BG_PSYCHIC + anim_incbgeffect BATTLE_BG_EFFECT_PSYCHIC anim_ret BattleAnim_RockSmash: - anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT + anim_2gfx BATTLE_ANIM_GFX_ROCKS, BATTLE_ANIM_GFX_HIT anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_HIT_YFIX, 128, 56, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_YFIX, 128, 56, $0 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $28 - anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $5c + anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $28 + anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $5c anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $10 - anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $e8 + anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $10 + anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $e8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $9c - anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $d0 + anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $9c + anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $d0 anim_wait 6 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $1c - anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $50 + anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $1c + anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $50 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $dc - anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $90 + anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $dc + anim_obj BATTLE_ANIM_OBJ_ROCK_SMASH, 128, 64, $90 anim_wait 32 anim_ret BattleAnim_Whirlpool: - anim_1gfx ANIM_GFX_WIND - anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0 + anim_1gfx BATTLE_ANIM_GFX_WIND + anim_bgeffect BATTLE_BG_EFFECT_WHIRLPOOL, $0, $0, $0 anim_sound 0, 1, SFX_SURF anim_wait 16 .loop - anim_obj ANIM_OBJ_GUST, 132, 72, $0 + anim_obj BATTLE_ANIM_OBJ_GUST, 132, 72, $0 anim_wait 6 anim_loop 9, .loop anim_wait 64 - anim_incbgeffect ANIM_BG_WHIRLPOOL + anim_incbgeffect BATTLE_BG_EFFECT_WHIRLPOOL anim_wait 1 anim_ret BattleAnim_BeatUp: anim_if_param_equal $0, .current_mon anim_sound 0, 0, SFX_BALL_POOF - anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_RETURN_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_beatup anim_sound 0, 0, SFX_BALL_POOF - anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 .current_mon - anim_1gfx ANIM_GFX_HIT + anim_1gfx BATTLE_ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_BEAT_UP - anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 + anim_obj BATTLE_ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnimSub_Drain: - anim_obj ANIM_OBJ_DRAIN, 132, 44, $0 - anim_obj ANIM_OBJ_DRAIN, 132, 44, $8 - anim_obj ANIM_OBJ_DRAIN, 132, 44, $10 - anim_obj ANIM_OBJ_DRAIN, 132, 44, $18 - anim_obj ANIM_OBJ_DRAIN, 132, 44, $20 - anim_obj ANIM_OBJ_DRAIN, 132, 44, $28 - anim_obj ANIM_OBJ_DRAIN, 132, 44, $30 - anim_obj ANIM_OBJ_DRAIN, 132, 44, $38 + anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $0 + anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $8 + anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $10 + anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $18 + anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $20 + anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $28 + anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $30 + anim_obj BATTLE_ANIM_OBJ_DRAIN, 132, 44, $38 anim_ret BattleAnimSub_EyeBeams: anim_sound 6, 2, SFX_LEER - anim_obj ANIM_OBJ_LEER, 72, 84, $0 - anim_obj ANIM_OBJ_LEER, 64, 80, $0 - anim_obj ANIM_OBJ_LEER, 88, 76, $0 - anim_obj ANIM_OBJ_LEER, 80, 72, $0 - anim_obj ANIM_OBJ_LEER, 104, 68, $0 - anim_obj ANIM_OBJ_LEER, 96, 64, $0 - anim_obj ANIM_OBJ_LEER, 120, 60, $0 - anim_obj ANIM_OBJ_LEER, 112, 56, $0 - anim_obj ANIM_OBJ_LEER_TIP, 130, 54, $0 - anim_obj ANIM_OBJ_LEER_TIP, 122, 50, $0 + anim_obj BATTLE_ANIM_OBJ_LEER, 72, 84, $0 + anim_obj BATTLE_ANIM_OBJ_LEER, 64, 80, $0 + anim_obj BATTLE_ANIM_OBJ_LEER, 88, 76, $0 + anim_obj BATTLE_ANIM_OBJ_LEER, 80, 72, $0 + anim_obj BATTLE_ANIM_OBJ_LEER, 104, 68, $0 + anim_obj BATTLE_ANIM_OBJ_LEER, 96, 64, $0 + anim_obj BATTLE_ANIM_OBJ_LEER, 120, 60, $0 + anim_obj BATTLE_ANIM_OBJ_LEER, 112, 56, $0 + anim_obj BATTLE_ANIM_OBJ_LEER_TIP, 130, 54, $0 + anim_obj BATTLE_ANIM_OBJ_LEER_TIP, 122, 50, $0 anim_ret BattleAnimSub_WarpAway: anim_sound 0, 0, SFX_WARP_TO - anim_obj ANIM_OBJ_WARP, 44, 108, $0 - anim_obj ANIM_OBJ_WARP, 44, 100, $0 - anim_obj ANIM_OBJ_WARP, 44, 92, $0 - anim_obj ANIM_OBJ_WARP, 44, 84, $0 - anim_obj ANIM_OBJ_WARP, 44, 76, $0 - anim_obj ANIM_OBJ_WARP, 44, 68, $0 - anim_obj ANIM_OBJ_WARP, 44, 60, $0 + anim_obj BATTLE_ANIM_OBJ_WARP, 44, 108, $0 + anim_obj BATTLE_ANIM_OBJ_WARP, 44, 100, $0 + anim_obj BATTLE_ANIM_OBJ_WARP, 44, 92, $0 + anim_obj BATTLE_ANIM_OBJ_WARP, 44, 84, $0 + anim_obj BATTLE_ANIM_OBJ_WARP, 44, 76, $0 + anim_obj BATTLE_ANIM_OBJ_WARP, 44, 68, $0 + anim_obj BATTLE_ANIM_OBJ_WARP, 44, 60, $0 anim_ret BattleAnimSub_Beam: anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_BEAM, 64, 92, $0 + anim_obj BATTLE_ANIM_OBJ_BEAM, 64, 92, $0 anim_wait 4 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_BEAM, 80, 84, $0 + anim_obj BATTLE_ANIM_OBJ_BEAM, 80, 84, $0 anim_wait 4 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_BEAM, 96, 76, $0 + anim_obj BATTLE_ANIM_OBJ_BEAM, 96, 76, $0 anim_wait 4 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_BEAM, 112, 68, $0 - anim_obj ANIM_OBJ_BEAM_TIP, 126, 62, $0 + anim_obj BATTLE_ANIM_OBJ_BEAM, 112, 68, $0 + anim_obj BATTLE_ANIM_OBJ_BEAM_TIP, 126, 62, $0 anim_ret BattleAnimSub_Explosion1: anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION1, 24, 64, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 24, 64, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION1, 56, 104, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 56, 104, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION1, 24, 104, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 24, 104, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION1, 56, 64, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 56, 64, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION1, 40, 84, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 40, 84, $0 anim_ret BattleAnimSub_Explosion2: anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION1, 148, 32, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 148, 32, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION1, 116, 72, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 116, 72, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION1, 148, 72, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 148, 72, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION1, 116, 32, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 116, 32, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_EXPLOSION1, 132, 52, $0 + anim_obj BATTLE_ANIM_OBJ_EXPLOSION1, 132, 52, $0 anim_ret BattleAnimSub_Sound: - anim_obj ANIM_OBJ_SOUND, 64, 76, $0 - anim_obj ANIM_OBJ_SOUND, 64, 88, $1 - anim_obj ANIM_OBJ_SOUND, 64, 100, $2 + anim_obj BATTLE_ANIM_OBJ_SOUND, 64, 76, $0 + anim_obj BATTLE_ANIM_OBJ_SOUND, 64, 88, $1 + anim_obj BATTLE_ANIM_OBJ_SOUND, 64, 100, $2 anim_ret BattleAnimSub_Fire: anim_sound 0, 1, SFX_EMBER .loop - anim_obj ANIM_OBJ_BURNED, 136, 56, $10 - anim_obj ANIM_OBJ_BURNED, 136, 56, $90 + anim_obj BATTLE_ANIM_OBJ_BURNED, 136, 56, $10 + anim_obj BATTLE_ANIM_OBJ_BURNED, 136, 56, $90 anim_wait 4 anim_loop 4, .loop anim_ret BattleAnimSub_Ice: anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_ICE, 128, 42, $0 + anim_obj BATTLE_ANIM_OBJ_ICE, 128, 42, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_ICE, 144, 70, $0 + anim_obj BATTLE_ANIM_OBJ_ICE, 144, 70, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_ICE, 120, 56, $0 + anim_obj BATTLE_ANIM_OBJ_ICE, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_ICE, 152, 56, $0 + anim_obj BATTLE_ANIM_OBJ_ICE, 152, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_ICE, 144, 42, $0 + anim_obj BATTLE_ANIM_OBJ_ICE, 144, 42, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_ICE, 128, 70, $0 + anim_obj BATTLE_ANIM_OBJ_ICE, 128, 70, $0 anim_ret BattleAnimSub_Sludge: .loop anim_sound 0, 1, SFX_TOXIC - anim_obj ANIM_OBJ_SLUDGE, 132, 72, $0 + anim_obj BATTLE_ANIM_OBJ_SLUDGE, 132, 72, $0 anim_wait 8 anim_sound 0, 1, SFX_TOXIC - anim_obj ANIM_OBJ_SLUDGE, 116, 72, $0 + anim_obj BATTLE_ANIM_OBJ_SLUDGE, 116, 72, $0 anim_wait 8 anim_sound 0, 1, SFX_TOXIC - anim_obj ANIM_OBJ_SLUDGE, 148, 72, $0 + anim_obj BATTLE_ANIM_OBJ_SLUDGE, 148, 72, $0 anim_wait 8 anim_loop 5, .loop anim_ret @@ -4730,26 +4730,26 @@ BattleAnimSub_Sludge: BattleAnimSub_Acid: .loop anim_sound 6, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_ACID, 64, 92, $10 + anim_obj BATTLE_ANIM_OBJ_ACID, 64, 92, $10 anim_wait 5 anim_loop 8, .loop anim_ret BattleAnimSub_Metallic: anim_sound 0, 0, SFX_SHINE - anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK, $0, BG_EFFECT_USER, $40 + anim_bgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK, $0, BG_EFFECT_USER, $40 anim_wait 8 - anim_obj ANIM_OBJ_HARDEN, 48, 84, $0 + anim_obj BATTLE_ANIM_OBJ_HARDEN, 48, 84, $0 anim_wait 32 - anim_obj ANIM_OBJ_HARDEN, 48, 84, $0 + anim_obj BATTLE_ANIM_OBJ_HARDEN, 48, 84, $0 anim_wait 64 - anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK + anim_incbgeffect BATTLE_BG_EFFECT_FADE_MON_TO_BLACK anim_ret BattleAnimSub_SandOrMud: .loop anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_SAND, 64, 92, $4 + anim_obj BATTLE_ANIM_OBJ_SAND, 64, 92, $4 anim_wait 4 anim_loop 8, .loop anim_wait 32 @@ -4757,26 +4757,26 @@ BattleAnimSub_SandOrMud: BattleAnimSub_Glimmer: anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_GLIMMER, 44, 64, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 44, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_GLIMMER, 24, 96, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 24, 96, $0 anim_wait 5 - anim_obj ANIM_OBJ_GLIMMER, 56, 104, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 56, 104, $0 anim_wait 21 anim_ret BattleAnimSub_Glimmer2: anim_sound 0, 0, SFX_METRONOME .loop - anim_obj ANIM_OBJ_GLIMMER, 24, 64, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 24, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_GLIMMER, 56, 104, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 56, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_GLIMMER, 24, 104, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 24, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_GLIMMER, 56, 64, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 56, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_GLIMMER, 40, 84, $0 + anim_obj BATTLE_ANIM_OBJ_GLIMMER, 40, 84, $0 anim_wait 5 anim_loop 2, .loop anim_wait 16 @@ -4784,19 +4784,19 @@ BattleAnimSub_Glimmer2: BattleAnim_TargetObj_1Row: anim_battlergfx_2row - anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_1ROW, $0, BG_EFFECT_TARGET, $0 anim_wait 6 anim_ret BattleAnim_TargetObj_2Row: anim_battlergfx_1row - anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_2ROW, $0, BG_EFFECT_TARGET, $0 anim_wait 6 anim_ret BattleAnim_ShowMon_0: anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 5 anim_incobj 1 anim_wait 1 @@ -4804,19 +4804,19 @@ BattleAnim_ShowMon_0: BattleAnim_UserObj_1Row: anim_battlergfx_2row - anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0 anim_wait 6 anim_ret BattleAnim_UserObj_2Row: anim_battlergfx_1row - anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_ret BattleAnim_ShowMon_1: anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_incobj 1 anim_wait 1 diff --git a/data/sprite_anims/objects.asm b/data/sprite_anims/objects.asm new file mode 100644 index 00000000..5135e575 --- /dev/null +++ b/data/sprite_anims/objects.asm @@ -0,0 +1,97 @@ +SpriteAnimObjects: +; entries correspond to SPRITE_ANIM_OBJ_* constants + ; frameset, sequence, dict +; SPRITE_ANIM_OBJ_PARTY_MON + db SPRITE_ANIM_FRAMESET_PARTY_MON, SPRITE_ANIM_FUNC_PARTY_MON, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_GS_INTRO_BUBBLE + db SPRITE_ANIM_FRAMESET_GS_INTRO_BUBBLE, SPRITE_ANIM_FUNC_GS_INTRO_BUBBLE, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_GS_INTRO_SHELLDER + db SPRITE_ANIM_FRAMESET_GS_INTRO_SHELLDER, SPRITE_ANIM_FUNC_GS_INTRO_SHELLDER, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_GS_INTRO_MAGIKARP + db SPRITE_ANIM_FRAMESET_GS_INTRO_MAGIKARP, SPRITE_ANIM_FUNC_GS_INTRO_MAGIKARP, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_UNUSED_INTRO_AERODACTYL + db SPRITE_ANIM_FRAMESET_UNUSED_INTRO_AERODACTYL, SPRITE_ANIM_FUNC_UNUSED_INTRO_AERODACTYL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_GS_INTRO_LAPRAS + db SPRITE_ANIM_FRAMESET_GS_INTRO_LAPRAS, SPRITE_ANIM_FUNC_GS_INTRO_LAPRAS, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_GS_INTRO_NOTE + db SPRITE_ANIM_FRAMESET_GS_INTRO_NOTE, SPRITE_ANIM_FUNC_GS_INTRO_NOTE, SPRITE_ANIM_DICT_GS_INTRO +; SPRITE_ANIM_OBJ_GS_INTRO_INVISIBLE_NOTE + db SPRITE_ANIM_FRAMESET_GS_INTRO_INVISIBLE_NOTE, SPRITE_ANIM_FUNC_GS_INTRO_NOTE, SPRITE_ANIM_DICT_GS_INTRO +; SPRITE_ANIM_OBJ_GS_INTRO_JIGGLYPUFF + db SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF, SPRITE_ANIM_FUNC_GS_INTRO_JIGGLYPUFF, SPRITE_ANIM_DICT_GS_INTRO +; SPRITE_ANIM_OBJ_GS_INTRO_PIKACHU + db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU, SPRITE_ANIM_FUNC_GS_INTRO_PIKACHU, SPRITE_ANIM_DICT_GS_INTRO +; SPRITE_ANIM_OBJ_GS_INTRO_PIKACHU_TAIL + db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL, SPRITE_ANIM_FUNC_GS_INTRO_PIKACHU_TAIL, SPRITE_ANIM_DICT_GS_INTRO +; SPRITE_ANIM_OBJ_GS_INTRO_FIREBALL + db SPRITE_ANIM_FRAMESET_GS_INTRO_FIREBALL, SPRITE_ANIM_FUNC_GS_INTRO_FIREBALL, SPRITE_ANIM_DICT_GS_INTRO_2 +; SPRITE_ANIM_OBJ_GS_INTRO_CHIKORITA + db SPRITE_ANIM_FRAMESET_GS_INTRO_CHIKORITA, SPRITE_ANIM_FUNC_GS_INTRO_CHIKORITA_TOTODILE, SPRITE_ANIM_DICT_GS_INTRO_2 +; SPRITE_ANIM_OBJ_GS_INTRO_CYNDAQUIL + db SPRITE_ANIM_FRAMESET_GS_INTRO_CYNDAQUIL, SPRITE_ANIM_FUNC_GS_INTRO_CYNDAQUIL, SPRITE_ANIM_DICT_GS_INTRO_2 +; SPRITE_ANIM_OBJ_GS_INTRO_TOTODILE + db SPRITE_ANIM_FRAMESET_GS_INTRO_TOTODILE, SPRITE_ANIM_FUNC_GS_INTRO_CHIKORITA_TOTODILE, SPRITE_ANIM_DICT_GS_INTRO_2 +; SPRITE_ANIM_OBJ_GS_TITLE_TRAIL + db SPRITE_ANIM_FRAMESET_GS_TITLE_TRAIL, SPRITE_ANIM_FUNC_GS_TITLE_TRAIL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_UNUSED_PIKACHU + db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU, SPRITE_ANIM_FUNC_UNUSED_PIKACHU, SPRITE_ANIM_DICT_GS_INTRO +; SPRITE_ANIM_OBJ_UNUSED_PIKACHU_TAIL + db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL, SPRITE_ANIM_FUNC_UNUSED_PIKACHU_TAIL, SPRITE_ANIM_DICT_GS_INTRO +; SPRITE_ANIM_OBJ_UNUSED_NOTE + db SPRITE_ANIM_FRAMESET_GS_INTRO_NOTE, SPRITE_ANIM_FUNC_UNUSED_NOTE, SPRITE_ANIM_DICT_GS_INTRO +; SPRITE_ANIM_OBJ_UNUSED_JIGGLYPUFF + db SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF, SPRITE_ANIM_FUNC_UNUSED_JIGGLYPUFF, SPRITE_ANIM_DICT_GS_INTRO +; SPRITE_ANIM_OBJ_NAMING_SCREEN_CURSOR + db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_FUNC_NAMING_SCREEN_CURSOR, SPRITE_ANIM_DICT_TEXT_CURSOR +; SPRITE_ANIM_OBJ_GAMEFREAK_LOGO + db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_FUNC_GAMEFREAK_LOGO, SPRITE_ANIM_DICT_GS_SPLASH +; SPRITE_ANIM_OBJ_GS_GAMEFREAK_LOGO_STAR + db SPRITE_ANIM_FRAMESET_GS_GAMEFREAK_LOGO_STAR, SPRITE_ANIM_FUNC_GS_GAMEFREAK_LOGO_STAR, SPRITE_ANIM_DICT_GS_SPLASH +; SPRITE_ANIM_OBJ_GS_GAMEFREAK_LOGO_SPARKLE + db SPRITE_ANIM_FRAMESET_GS_GAMEFREAK_LOGO_SPARKLE, SPRITE_ANIM_FUNC_GS_GAMEFREAK_LOGO_SPARKLE, SPRITE_ANIM_DICT_GS_SPLASH +; SPRITE_ANIM_OBJ_SLOTS_GOLEM + db SPRITE_ANIM_FRAMESET_SLOTS_GOLEM, SPRITE_ANIM_FUNC_SLOTS_GOLEM, SPRITE_ANIM_DICT_SLOTS +; SPRITE_ANIM_OBJ_SLOTS_CHANSEY + db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_FUNC_SLOTS_CHANSEY, SPRITE_ANIM_DICT_SLOTS +; SPRITE_ANIM_OBJ_SLOTS_EGG + db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_FUNC_SLOTS_EGG, SPRITE_ANIM_DICT_SLOTS +; SPRITE_ANIM_OBJ_COMPOSE_MAIL_CURSOR + db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_FUNC_MAIL_CURSOR, SPRITE_ANIM_DICT_TEXT_CURSOR +; SPRITE_ANIM_OBJ_RED_WALK + db SPRITE_ANIM_FRAMESET_RED_WALK, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_UNUSED_CURSOR + db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_FUNC_UNUSED_CURSOR, SPRITE_ANIM_DICT_ARROW_CURSOR +; SPRITE_ANIM_OBJ_MEMORY_GAME_CURSOR + db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_FUNC_MEMORY_GAME_CURSOR, SPRITE_ANIM_DICT_ARROW_CURSOR +; SPRITE_ANIM_OBJ_POKEGEAR_ARROW + db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_FUNC_POKEGEAR_ARROW, SPRITE_ANIM_DICT_ARROW_CURSOR +; SPRITE_ANIM_OBJ_TRADE_POKE_BALL + db SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL, SPRITE_ANIM_FUNC_TRADE_POKE_BALL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_TRADE_POOF + db SPRITE_ANIM_FRAMESET_TRADE_POOF, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_TRADE_TUBE_BULGE + db SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE, SPRITE_ANIM_FUNC_TRADE_TUBE_BULGE, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_TRADEMON_ICON + db SPRITE_ANIM_FRAMESET_TRADEMON_ICON, SPRITE_ANIM_FUNC_TRADEMON_IN_TUBE, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_TRADEMON_BUBBLE + db SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE, SPRITE_ANIM_FUNC_TRADEMON_IN_TUBE, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_EVOLUTION_BALL_OF_LIGHT + db SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT, SPRITE_ANIM_FUNC_REVEAL_NEW_MON, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_RADIO_TUNING_KNOB + db SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB, SPRITE_ANIM_FUNC_RADIO_TUNING_KNOB, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_MAGNET_TRAIN_RED + db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_LEAF + db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_FUNC_CUT_LEAVES, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_CUT_TREE + db SPRITE_ANIM_FRAMESET_CUT_TREE, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_FLY_LEAF + db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_FUNC_FLY_LEAF, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_EGG_CRACK + db SPRITE_ANIM_FRAMESET_EGG_CRACK, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_GS_INTRO_HO_OH_LUGIA + db SPRITE_ANIM_FRAMESET_GS_INTRO_HO_OH_LUGIA, SPRITE_ANIM_FUNC_GS_INTRO_HO_OH_LUGIA, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_HEADBUTT + db SPRITE_ANIM_FRAMESET_HEADBUTT, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_EGG_HATCH + db SPRITE_ANIM_FRAMESET_EGG_HATCH_1, SPRITE_ANIM_FUNC_REVEAL_NEW_MON, SPRITE_ANIM_DICT_DEFAULT diff --git a/data/sprite_anims/sequences.asm b/data/sprite_anims/sequences.asm deleted file mode 100644 index c2242782..00000000 --- a/data/sprite_anims/sequences.asm +++ /dev/null @@ -1,97 +0,0 @@ -SpriteAnimSeqData: -; entries correspond to SPRITE_ANIM_INDEX_* constants - ; frameset, sequence, dict -; SPRITE_ANIM_INDEX_PARTY_MON - db SPRITE_ANIM_FRAMESET_PARTY_MON, SPRITE_ANIM_SEQ_PARTY_MON, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_GS_INTRO_BUBBLE - db SPRITE_ANIM_FRAMESET_GS_INTRO_BUBBLE, SPRITE_ANIM_SEQ_GS_INTRO_BUBBLE, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_GS_INTRO_SHELLDER - db SPRITE_ANIM_FRAMESET_GS_INTRO_SHELLDER, SPRITE_ANIM_SEQ_GS_INTRO_SHELLDER, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_GS_INTRO_MAGIKARP - db SPRITE_ANIM_FRAMESET_GS_INTRO_MAGIKARP, SPRITE_ANIM_SEQ_GS_INTRO_MAGIKARP, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_UNUSED_INTRO_AERODACTYL - db SPRITE_ANIM_FRAMESET_UNUSED_INTRO_AERODACTYL, SPRITE_ANIM_SEQ_UNUSED_INTRO_AERODACTYL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_GS_INTRO_LAPRAS - db SPRITE_ANIM_FRAMESET_GS_INTRO_LAPRAS, SPRITE_ANIM_SEQ_GS_INTRO_LAPRAS, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_GS_INTRO_NOTE - db SPRITE_ANIM_FRAMESET_GS_INTRO_NOTE, SPRITE_ANIM_SEQ_GS_INTRO_NOTE, SPRITE_ANIM_DICT_GS_INTRO -; SPRITE_ANIM_INDEX_GS_INTRO_INVISIBLE_NOTE - db SPRITE_ANIM_FRAMESET_GS_INTRO_INVISIBLE_NOTE, SPRITE_ANIM_SEQ_GS_INTRO_NOTE, SPRITE_ANIM_DICT_GS_INTRO -; SPRITE_ANIM_INDEX_GS_INTRO_JIGGLYPUFF - db SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF, SPRITE_ANIM_SEQ_GS_INTRO_JIGGLYPUFF, SPRITE_ANIM_DICT_GS_INTRO -; SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU - db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU, SPRITE_ANIM_SEQ_GS_INTRO_PIKACHU, SPRITE_ANIM_DICT_GS_INTRO -; SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU_TAIL - db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL, SPRITE_ANIM_SEQ_GS_INTRO_PIKACHU_TAIL, SPRITE_ANIM_DICT_GS_INTRO -; SPRITE_ANIM_INDEX_GS_INTRO_FIREBALL - db SPRITE_ANIM_FRAMESET_GS_INTRO_FIREBALL, SPRITE_ANIM_SEQ_GS_INTRO_FIREBALL, SPRITE_ANIM_DICT_GS_INTRO_2 -; SPRITE_ANIM_INDEX_GS_INTRO_CHIKORITA - db SPRITE_ANIM_FRAMESET_GS_INTRO_CHIKORITA, SPRITE_ANIM_SEQ_GS_INTRO_CHIKORITA_TOTODILE, SPRITE_ANIM_DICT_GS_INTRO_2 -; SPRITE_ANIM_INDEX_GS_INTRO_CYNDAQUIL - db SPRITE_ANIM_FRAMESET_GS_INTRO_CYNDAQUIL, SPRITE_ANIM_SEQ_GS_INTRO_CYNDAQUIL, SPRITE_ANIM_DICT_GS_INTRO_2 -; SPRITE_ANIM_INDEX_GS_INTRO_TOTODILE - db SPRITE_ANIM_FRAMESET_GS_INTRO_TOTODILE, SPRITE_ANIM_SEQ_GS_INTRO_CHIKORITA_TOTODILE, SPRITE_ANIM_DICT_GS_INTRO_2 -; SPRITE_ANIM_INDEX_GS_TITLE_TRAIL - db SPRITE_ANIM_FRAMESET_GS_TITLE_TRAIL, SPRITE_ANIM_SEQ_GS_TITLE_TRAIL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_UNUSED_PIKACHU - db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU, SPRITE_ANIM_SEQ_UNUSED_PIKACHU, SPRITE_ANIM_DICT_GS_INTRO -; SPRITE_ANIM_INDEX_UNUSED_PIKACHU_TAIL - db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL, SPRITE_ANIM_SEQ_UNUSED_PIKACHU_TAIL, SPRITE_ANIM_DICT_GS_INTRO -; SPRITE_ANIM_INDEX_UNUSED_NOTE - db SPRITE_ANIM_FRAMESET_GS_INTRO_NOTE, SPRITE_ANIM_SEQ_UNUSED_NOTE, SPRITE_ANIM_DICT_GS_INTRO -; SPRITE_ANIM_INDEX_UNUSED_JIGGLYPUFF - db SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF, SPRITE_ANIM_SEQ_UNUSED_JIGGLYPUFF, SPRITE_ANIM_DICT_GS_INTRO -; SPRITE_ANIM_INDEX_NAMING_SCREEN_CURSOR - db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_NAMING_SCREEN_CURSOR, SPRITE_ANIM_DICT_TEXT_CURSOR -; SPRITE_ANIM_INDEX_GAMEFREAK_LOGO - db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_SEQ_GAMEFREAK_LOGO, SPRITE_ANIM_DICT_GS_SPLASH -; SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_STAR - db SPRITE_ANIM_FRAMESET_GS_GAMEFREAK_LOGO_STAR, SPRITE_ANIM_SEQ_GS_GAMEFREAK_LOGO_STAR, SPRITE_ANIM_DICT_GS_SPLASH -; SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_SPARKLE - db SPRITE_ANIM_FRAMESET_GS_GAMEFREAK_LOGO_SPARKLE, SPRITE_ANIM_SEQ_GS_GAMEFREAK_LOGO_SPARKLE, SPRITE_ANIM_DICT_GS_SPLASH -; SPRITE_ANIM_INDEX_SLOTS_GOLEM - db SPRITE_ANIM_FRAMESET_SLOTS_GOLEM, SPRITE_ANIM_SEQ_SLOTS_GOLEM, SPRITE_ANIM_DICT_SLOTS -; SPRITE_ANIM_INDEX_SLOTS_CHANSEY - db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, SPRITE_ANIM_DICT_SLOTS -; SPRITE_ANIM_INDEX_SLOTS_EGG - db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, SPRITE_ANIM_DICT_SLOTS -; SPRITE_ANIM_INDEX_COMPOSE_MAIL_CURSOR - db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_MAIL_CURSOR, SPRITE_ANIM_DICT_TEXT_CURSOR -; SPRITE_ANIM_INDEX_RED_WALK - db SPRITE_ANIM_FRAMESET_RED_WALK, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_UNUSED_CURSOR - db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_UNUSED_CURSOR, SPRITE_ANIM_DICT_ARROW_CURSOR -; SPRITE_ANIM_INDEX_MEMORY_GAME_CURSOR - db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_MEMORY_GAME_CURSOR, SPRITE_ANIM_DICT_ARROW_CURSOR -; SPRITE_ANIM_INDEX_POKEGEAR_ARROW - db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_POKEGEAR_ARROW, SPRITE_ANIM_DICT_ARROW_CURSOR -; SPRITE_ANIM_INDEX_TRADE_POKE_BALL - db SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL, SPRITE_ANIM_SEQ_TRADE_POKE_BALL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_TRADE_POOF - db SPRITE_ANIM_FRAMESET_TRADE_POOF, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_TRADE_TUBE_BULGE - db SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE, SPRITE_ANIM_SEQ_TRADE_TUBE_BULGE, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_TRADEMON_ICON - db SPRITE_ANIM_FRAMESET_TRADEMON_ICON, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_TRADEMON_BUBBLE - db SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_EVOLUTION_BALL_OF_LIGHT - db SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT, SPRITE_ANIM_SEQ_REVEAL_NEW_MON, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_RADIO_TUNING_KNOB - db SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB, SPRITE_ANIM_SEQ_RADIO_TUNING_KNOB, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_MAGNET_TRAIN_RED - db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_LEAF - db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_CUT_LEAVES, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_CUT_TREE - db SPRITE_ANIM_FRAMESET_CUT_TREE, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_FLY_LEAF - db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_FLY_LEAF, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_EGG_CRACK - db SPRITE_ANIM_FRAMESET_EGG_CRACK, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_GS_INTRO_HO_OH_LUGIA - db SPRITE_ANIM_FRAMESET_GS_INTRO_HO_OH_LUGIA, SPRITE_ANIM_SEQ_GS_INTRO_HO_OH_LUGIA, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_HEADBUTT - db SPRITE_ANIM_FRAMESET_HEADBUTT, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_EGG_HATCH - db SPRITE_ANIM_FRAMESET_EGG_HATCH_1, SPRITE_ANIM_SEQ_REVEAL_NEW_MON, SPRITE_ANIM_DICT_DEFAULT diff --git a/engine/battle_anims/anim_commands.asm b/engine/battle_anims/anim_commands.asm index d1b4402f..21bdc44f 100644 --- a/engine/battle_anims/anim_commands.asm +++ b/engine/battle_anims/anim_commands.asm @@ -94,7 +94,7 @@ RunBattleAnimScript: cp ROLLOUT jr nz, .not_rollout - ld a, ANIM_BG_ROLLOUT + ld a, BATTLE_BG_EFFECT_ROLLOUT ld b, NUM_BG_EFFECTS ld de, BG_EFFECT_STRUCT_LENGTH ld hl, wBGEffect1Function @@ -678,7 +678,7 @@ endr BattleAnimCmd_IncObj: call GetBattleAnimByte - ld e, NUM_ANIM_OBJECTS + ld e, NUM_BATTLE_ANIM_STRUCTS ld bc, wActiveAnimObjects .loop ld hl, BATTLEANIMSTRUCT_INDEX @@ -728,7 +728,7 @@ BattleAnimCmd_IncBGEffect: BattleAnimCmd_SetObj: call GetBattleAnimByte - ld e, NUM_ANIM_OBJECTS + ld e, NUM_BATTLE_ANIM_STRUCTS ld bc, wActiveAnimObjects .loop ld hl, BATTLEANIMSTRUCT_INDEX @@ -763,11 +763,11 @@ BattleAnimCmd_BattlerGFX_1Row: jr .loop .okay - ld a, ANIM_GFX_PLAYERHEAD + ld a, BATTLE_ANIM_GFX_PLAYERHEAD ld [hli], a ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE ld [hli], a - ld a, ANIM_GFX_ENEMYFEET + ld a, BATTLE_ANIM_GFX_ENEMYFEET ld [hli], a ld a, ($80 - 6) - BATTLEANIM_BASE_TILE ld [hl], a @@ -817,11 +817,11 @@ BattleAnimCmd_BattlerGFX_2Row: jr .loop .okay - ld a, ANIM_GFX_PLAYERHEAD + ld a, BATTLE_ANIM_GFX_PLAYERHEAD ld [hli], a ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE ld [hli], a - ld a, ANIM_GFX_ENEMYFEET + ld a, BATTLE_ANIM_GFX_ENEMYFEET ld [hli], a ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE ld [hl], a @@ -1330,7 +1330,7 @@ BattleAnim_UpdateOAM_All: ld a, 0 ld [wBattleAnimOAMPointerLo], a ld hl, wActiveAnimObjects - ld e, NUM_ANIM_OBJECTS + ld e, NUM_BATTLE_ANIM_STRUCTS .loop ld a, [hl] and a diff --git a/engine/battle_anims/bg_effects.asm b/engine/battle_anims/bg_effects.asm index 08514e44..08e480df 100644 --- a/engine/battle_anims/bg_effects.asm +++ b/engine/battle_anims/bg_effects.asm @@ -78,7 +78,7 @@ DoBattleBGEffectFunction: jp hl BattleBGEffects: -; entries correspond to ANIM_BG_* constants +; entries correspond to BATTLE_BG_EFFECT_* constants dw BattleBGEffect_End dw BattleBGEffect_FlashInverted dw BattleBGEffect_FlashWhite @@ -424,13 +424,13 @@ BattleBGEffect_BattlerObj_1Row: push bc call BGEffect_CheckBattleTurn jr nz, .player_side - ld a, ANIM_OBJ_ENEMYFEET_1ROW + ld a, BATTLE_ANIM_OBJ_ENEMYFEET_1ROW ld [wBattleObjectTempID], a ld a, 16 * TILE_WIDTH + 4 jr .okay .player_side - ld a, ANIM_OBJ_PLAYERHEAD_1ROW + ld a, BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW ld [wBattleObjectTempID], a ld a, 6 * TILE_WIDTH .okay @@ -491,13 +491,13 @@ BattleBGEffect_BattlerObj_2Row: push bc call BGEffect_CheckBattleTurn jr nz, .player_side - ld a, ANIM_OBJ_ENEMYFEET_2ROW + ld a, BATTLE_ANIM_OBJ_ENEMYFEET_2ROW ld [wBattleObjectTempID], a ld a, 16 * TILE_WIDTH + 4 jr .okay .player_side - ld a, ANIM_OBJ_PLAYERHEAD_2ROW + ld a, BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW ld [wBattleObjectTempID], a ld a, 6 * TILE_WIDTH .okay diff --git a/engine/battle_anims/core.asm b/engine/battle_anims/core.asm index ca22fcf8..2f2232e9 100644 --- a/engine/battle_anims/core.asm +++ b/engine/battle_anims/core.asm @@ -1,6 +1,6 @@ QueueBattleAnimation: ld hl, wActiveAnimObjects - ld e, NUM_ANIM_OBJECTS + ld e, NUM_BATTLE_ANIM_STRUCTS .loop ld a, [hl] and a diff --git a/engine/battle_anims/functions.asm b/engine/battle_anims/functions.asm index 93b9ee0e..2099e46c 100644 --- a/engine/battle_anims/functions.asm +++ b/engine/battle_anims/functions.asm @@ -12,7 +12,7 @@ DoBattleAnimFrame: jp hl .Jumptable: -; entries correspond to BATTLEANIMFUNC_* constants +; entries correspond to BATTLE_ANIM_FUNC_* constants table_width 2, DoBattleAnimFrame.Jumptable dw BattleAnimFunction_Null dw BattleAnimFunction_MoveFromUserToTarget @@ -94,7 +94,7 @@ DoBattleAnimFrame: dw BattleAnimFunction_AncientPower dw BattleAnimFunction_RockSmash dw BattleAnimFunction_Cotton - assert_table_length NUM_BATTLEANIMFUNCS + assert_table_length NUM_BATTLE_ANIM_FUNCS BattleAnimFunction_Null: call BattleAnim_AnonJumptable @@ -303,14 +303,14 @@ BattleAnimFunction_PokeBall: add hl, bc add [hl] ld [hl], a - ld a, BATTLEANIMFRAMESET_POKE_BALL_3 + ld a, BATTLE_ANIM_FRAMESET_POKE_BALL_3 call ReinitBattleAnimFrameset call BattleAnim_IncAnonJumptableIndex ret .three call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_POKE_BALL_1 + ld a, BATTLE_ANIM_FRAMESET_POKE_BALL_1 call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc @@ -340,13 +340,13 @@ BattleAnimFunction_PokeBall: sub $4 ld [hl], a ret nz - ld a, BATTLEANIMFRAMESET_POKE_BALL_4 + ld a, BATTLE_ANIM_FRAMESET_POKE_BALL_4 call ReinitBattleAnimFrameset call BattleAnim_IncAnonJumptableIndex ret .six - ld a, BATTLEANIMFRAMESET_POKE_BALL_5 + ld a, BATTLE_ANIM_FRAMESET_POKE_BALL_5 call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc @@ -358,7 +358,7 @@ BattleAnimFunction_PokeBall: .seven call GetBallAnimPal - ld a, BATTLEANIMFRAMESET_POKE_BALL_2 + ld a, BATTLE_ANIM_FRAMESET_POKE_BALL_2 call ReinitBattleAnimFrameset call BattleAnim_IncAnonJumptableIndex ld hl, BATTLEANIMSTRUCT_VAR2 @@ -489,7 +489,7 @@ BattleAnimFunction_Ember: .three call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_FLAMETHROWER + ld a, BATTLE_ANIM_FRAMESET_FLAMETHROWER call ReinitBattleAnimFrameset .four ret @@ -727,7 +727,7 @@ BattleAnimFunction_FireBlast: ld [hl], a cp $7 jr z, .seven - ld a, BATTLEANIMFRAMESET_BURNED + ld a, BATTLE_ANIM_FRAMESET_BURNED call ReinitBattleAnimFrameset ret @@ -746,7 +746,7 @@ BattleAnimFunction_FireBlast: .set_up_eight call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_EMBER + ld a, BATTLE_ANIM_FRAMESET_EMBER call ReinitBattleAnimFrameset .eight ld hl, BATTLEANIMSTRUCT_VAR1 @@ -835,7 +835,7 @@ BattleAnimFunction_RazorLeaf: add hl, bc ld [hli], a ld [hl], a - ld a, BATTLEANIMFRAMESET_RAZOR_LEAF_2 + ld a, BATTLE_ANIM_FRAMESET_RAZOR_LEAF_2 call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_PARAM add hl, bc @@ -931,7 +931,7 @@ BattleAnimFunction_RazorLeaf: ret .three - ld a, BATTLEANIMFRAMESET_RAZOR_LEAF_1 + ld a, BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1 call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_OAMFLAGS add hl, bc @@ -1008,7 +1008,7 @@ BattleAnimFunction_RockSmash: and $40 rlca rlca - add BATTLEANIMFRAMESET_BIG_ROCK + add BATTLE_ANIM_FRAMESET_BIG_ROCK ld hl, BATTLEANIMSTRUCT_FRAMESET_ID add hl, bc ld [hl], a @@ -1087,7 +1087,7 @@ BattleAnimFunction_Bubble: ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc ld [hl], $0 - ld a, BATTLEANIMFRAMESET_PULSING_BUBBLE + ld a, BATTLE_ANIM_FRAMESET_PULSING_BUBBLE call ReinitBattleAnimFrameset .two ld hl, BATTLEANIMSTRUCT_XCOORD @@ -1237,8 +1237,8 @@ BattleAnimFunction_Sing: call BattleAnim_IncAnonJumptableIndex ld hl, BATTLEANIMSTRUCT_PARAM add hl, bc - ld a, BATTLEANIMFRAMESET_MUSIC_NOTE_1 - add [hl] ; BATTLEANIMFRAMESET_MUSIC_NOTE_2 BATTLEANIMFRAMESET_MUSIC_NOTE_3 + ld a, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 + add [hl] ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3 call ReinitBattleAnimFrameset .one @@ -1295,7 +1295,7 @@ BattleAnimFunction_WaterGun: .run_down call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_WATER_GUN_2 + ld a, BATTLE_ANIM_FRAMESET_WATER_GUN_2 call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_YOFFSET add hl, bc @@ -1319,7 +1319,7 @@ BattleAnimFunction_WaterGun: .splash call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_WATER_GUN_3 + ld a, BATTLE_ANIM_FRAMESET_WATER_GUN_3 call ReinitBattleAnimFrameset .three ret @@ -1437,7 +1437,7 @@ BattleAnimFunction_ThunderWave: .one call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_THUNDER_WAVE_EXTRA + ld a, BATTLE_ANIM_FRAMESET_THUNDER_WAVE_EXTRA call ReinitBattleAnimFrameset .zero .two @@ -1504,15 +1504,15 @@ BattleAnimFunction_Clamp_Encore: ld hl, BATTLEANIMSTRUCT_VAR2 add hl, bc ld a, [hl] - inc a ; BATTLEANIMFRAMESET_3B (Clamp Flipped) - ; BATTLEANIMFRAMESET_A1 (Hands Flipped) + inc a ; BATTLE_ANIM_FRAMESET_3B (Clamp Flipped) + ; BATTLE_ANIM_FRAMESET_A1 (Hands Flipped) jr .reinit .load_no_inc ld hl, BATTLEANIMSTRUCT_VAR2 add hl, bc - ld a, [hl] ; BATTLEANIMFRAMESET_3A (Clamp) - ; BATTLEANIMFRAMESET_A0 (Hands) + ld a, [hl] ; BATTLE_ANIM_FRAMESET_3A (Clamp) + ; BATTLE_ANIM_FRAMESET_A0 (Hands) .reinit call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_VAR1 @@ -1583,11 +1583,11 @@ BattleAnimFunction_Bite: ld [hl], a bit 7, a jr nz, .flipped2 - ld a, BATTLEANIMFRAMESET_BITE_2 + ld a, BATTLE_ANIM_FRAMESET_BITE_2 jr .got_frameset .flipped2 - ld a, BATTLEANIMFRAMESET_BITE_1 + ld a, BATTLE_ANIM_FRAMESET_BITE_1 .got_frameset call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_VAR1 @@ -1838,8 +1838,8 @@ BattleAnimFunction_Wrap: ld hl, BATTLEANIMSTRUCT_FRAMESET_ID add hl, bc ld a, [hl] - inc a ; BATTLEANIMFRAMESET_BIND_2 - ; BATTLEANIMFRAMESET_BIND_4 + inc a ; BATTLE_ANIM_FRAMESET_BIND_2 + ; BATTLE_ANIM_FRAMESET_BIND_4 call ReinitBattleAnimFrameset call BattleAnim_IncAnonJumptableIndex ld hl, BATTLEANIMSTRUCT_VAR1 ; Unused? @@ -1874,7 +1874,7 @@ BattleAnimFunction_LeechSeed: .sprout ld [hl], $40 - ld a, BATTLEANIMFRAMESET_LEECH_SEED_2 + ld a, BATTLE_ANIM_FRAMESET_LEECH_SEED_2 call ReinitBattleAnimFrameset call BattleAnim_IncAnonJumptableIndex ret @@ -1890,7 +1890,7 @@ BattleAnimFunction_LeechSeed: .flutter call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_LEECH_SEED_3 + ld a, BATTLE_ANIM_FRAMESET_LEECH_SEED_3 call ReinitBattleAnimFrameset .three ret @@ -2191,7 +2191,7 @@ BattleAnimFunction_Egg: .seven ; Switches Softboiled frameset to egg wobbling - ld a, BATTLEANIMFRAMESET_EGG_WOBBLE ; Egg wobbling + ld a, BATTLE_ANIM_FRAMESET_EGG_WOBBLE ; Egg wobbling call ReinitBattleAnimFrameset call BattleAnim_IncAnonJumptableIndex ret @@ -2211,8 +2211,8 @@ BattleAnimFunction_Egg: ret .nine - ; First Softboiled ANIM_OBJ_EGG turns into the bottom half frameset - ld a, BATTLEANIMFRAMESET_EGG_CRACKED_BOTTOM ; Cracked egg bottom + ; First Softboiled BATTLE_ANIM_OBJ_EGG turns into the bottom half frameset + ld a, BATTLE_ANIM_FRAMESET_EGG_CRACKED_BOTTOM ; Cracked egg bottom call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_YOFFSET add hl, bc @@ -2221,8 +2221,8 @@ BattleAnimFunction_Egg: ret .eleven - ; Second Softboiled ANIM_OBJ_EGG - ld a, BATTLEANIMFRAMESET_EGG_CRACKED_TOP ; Cracked egg top + ; Second Softboiled BATTLE_ANIM_OBJ_EGG + ld a, BATTLE_ANIM_FRAMESET_EGG_CRACKED_TOP ; Cracked egg top call ReinitBattleAnimFrameset call BattleAnim_IncAnonJumptableIndex ld hl, BATTLEANIMSTRUCT_VAR1 @@ -2313,7 +2313,7 @@ BattleAnimFunction_MoveUp: BattleAnimFunction_Sound: ; Moves object back and forth in one of three angles using a sine behavior and disappear after 8 frames. Used in Growl, Snore and Kinesis -; Obj Param: Used to define object angle. How much to increase from base frameset, which is hardcoded as BATTLEANIMFRAMESET_SOUND_1 +; Obj Param: Used to define object angle. How much to increase from base frameset, which is hardcoded as BATTLE_ANIM_FRAMESET_SOUND_1 call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -2337,8 +2337,8 @@ BattleAnimFunction_Sound: ld [hl], $8 ; duration ld hl, BATTLEANIMSTRUCT_PARAM add hl, bc - ld a, BATTLEANIMFRAMESET_SOUND_1 - add [hl] ; BATTLEANIMFRAMESET_SOUND_2 BATTLEANIMFRAMESET_SOUND_3 + ld a, BATTLE_ANIM_FRAMESET_SOUND_1 + add [hl] ; BATTLE_ANIM_FRAMESET_SOUND_2 BATTLE_ANIM_FRAMESET_SOUND_3 call ReinitBattleAnimFrameset ret @@ -2414,7 +2414,7 @@ BattleAnimFunction_ConfuseRay: and $80 rlca ld [hl], a - add BATTLEANIMFRAMESET_CONFUSE_RAY_1 ; BATTLEANIMFRAMESET_CONFUSE_RAY_2 + add BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 ; BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2 call ReinitBattleAnimFrameset ret @@ -2484,8 +2484,8 @@ BattleAnimFunction_Dizzy: rlca ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc - add [hl] ; BATTLEANIMFRAMESET_61 BATTLEANIMFRAMESET_62 - ; BATTLEANIMFRAMESET_9C BATTLEANIMFRAMESET_9D + add [hl] ; BATTLE_ANIM_FRAMESET_61 BATTLE_ANIM_FRAMESET_62 + ; BATTLE_ANIM_FRAMESET_9C BATTLE_ANIM_FRAMESET_9D call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_PARAM add hl, bc @@ -2522,22 +2522,22 @@ BattleAnimFunction_Dizzy: ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc ld a, [hl] - inc a ; BATTLEANIMFRAMESET_62 - ; BATTLEANIMFRAMESET_9D + inc a ; BATTLE_ANIM_FRAMESET_62 + ; BATTLE_ANIM_FRAMESET_9D jr .got_frameset .not_flipped ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc - ld a, [hl] ; BATTLEANIMFRAMESET_61 - ; BATTLEANIMFRAMESET_9C + ld a, [hl] ; BATTLE_ANIM_FRAMESET_61 + ; BATTLE_ANIM_FRAMESET_9C .got_frameset call ReinitBattleAnimFrameset ret BattleAnimFunction_Amnesia: ; Creates 3 objects based on Obj Param -; Obj Param: How much to increase from base frameset, which is hardcoded as BATTLEANIMFRAMESET_AMNESIA_1 +; Obj Param: How much to increase from base frameset, which is hardcoded as BATTLE_ANIM_FRAMESET_AMNESIA_1 ; anim_incobj is used to DeInit object (used by Present) call BattleAnim_AnonJumptable .anon_dw @@ -2550,7 +2550,7 @@ BattleAnimFunction_Amnesia: ld hl, BATTLEANIMSTRUCT_PARAM add hl, bc ld a, [hl] - add BATTLEANIMFRAMESET_AMNESIA_1 ; BATTLEANIMFRAMESET_AMNESIA_2 BATTLEANIMFRAMESET_AMNESIA_3 + add BATTLE_ANIM_FRAMESET_AMNESIA_1 ; BATTLE_ANIM_FRAMESET_AMNESIA_2 BATTLE_ANIM_FRAMESET_AMNESIA_3 call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_PARAM add hl, bc @@ -2638,7 +2638,7 @@ BattleAnimFunction_String: add hl, bc set OAM_Y_FLIP, [hl] .not_param_zero - add BATTLEANIMFRAMESET_STRING_SHOT_1 ; BATTLEANIMFRAMESET_STRING_SHOT_2 BATTLEANIMFRAMESET_STRING_SHOT_3 + add BATTLE_ANIM_FRAMESET_STRING_SHOT_1 ; BATTLE_ANIM_FRAMESET_STRING_SHOT_2 BATTLE_ANIM_FRAMESET_STRING_SHOT_3 call ReinitBattleAnimFrameset .one ret @@ -2679,7 +2679,7 @@ BattleAnimFunction_Paralyzed: xor $ff inc a ld [hl], a - ld a, BATTLEANIMFRAMESET_PARALYZED_FLIPPED + ld a, BATTLE_ANIM_FRAMESET_PARALYZED_FLIPPED call ReinitBattleAnimFrameset ret @@ -3535,7 +3535,7 @@ BattleAnimFunction_SpeedLine: add hl, bc ld a, [hl] and $7f - add BATTLEANIMFRAMESET_SPEED_LINE_1 ; BATTLEANIMFRAMESET_SPEED_LINE_2 BATTLEANIMFRAMESET_SPEED_LINE_3 + add BATTLE_ANIM_FRAMESET_SPEED_LINE_1 ; BATTLE_ANIM_FRAMESET_SPEED_LINE_2 BATTLE_ANIM_FRAMESET_SPEED_LINE_3 call ReinitBattleAnimFrameset .one ld hl, BATTLEANIMSTRUCT_PARAM @@ -3554,7 +3554,7 @@ BattleAnimFunction_SpeedLine: ret BattleAnimFunction_Sludge: -; Object moves upward for $c frames and switches to BATTLEANIMFRAMESET_SLUDGE_BUBBLE_BURST +; Object moves upward for $c frames and switches to BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -3579,7 +3579,7 @@ BattleAnimFunction_Sludge: .done call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_SLUDGE_BUBBLE_BURST + ld a, BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST call ReinitBattleAnimFrameset .two ld hl, BATTLEANIMSTRUCT_YOFFSET @@ -3707,8 +3707,8 @@ BattleAnimFunction_LockOnMindReader: and $f ld hl, BATTLEANIMSTRUCT_FRAMESET_ID add hl, bc - add [hl] ; BATTLEANIMFRAMESET_8F BATTLEANIMFRAMESET_90 BATTLEANIMFRAMESET_91 - ; BATTLEANIMFRAMESET_93 BATTLEANIMFRAMESET_94 BATTLEANIMFRAMESET_95 + add [hl] ; BATTLE_ANIM_FRAMESET_8F BATTLE_ANIM_FRAMESET_90 BATTLE_ANIM_FRAMESET_91 + ; BATTLE_ANIM_FRAMESET_93 BATTLE_ANIM_FRAMESET_94 BATTLE_ANIM_FRAMESET_95 call ReinitBattleAnimFrameset ld hl, BATTLEANIMSTRUCT_PARAM add hl, bc @@ -3767,8 +3767,8 @@ BattleAnimFunction_HealBellNotes: call BattleAnim_IncAnonJumptableIndex ld hl, BATTLEANIMSTRUCT_PARAM add hl, bc - ld a, BATTLEANIMFRAMESET_MUSIC_NOTE_1 - add [hl] ; BATTLEANIMFRAMESET_MUSIC_NOTE_2 BATTLEANIMFRAMESET_MUSIC_NOTE_3 + ld a, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 + add [hl] ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3 call ReinitBattleAnimFrameset .one ld hl, BATTLEANIMSTRUCT_YOFFSET @@ -4139,7 +4139,7 @@ BattleAnimFunction_RainSandstorm: ret BattleAnimFunction_AnimObjB0: ; unused -; Used by object ANIM_OBJ_B0, with itself is not used in any animation +; Used by object BATTLE_ANIM_OBJ_B0, with itself is not used in any animation ; Obj Param: Lower nybble is added to VAR1 while upper nybble is added to XCOORD ld hl, BATTLEANIMSTRUCT_XCOORD add hl, bc diff --git a/engine/events/field_moves.asm b/engine/events/field_moves.asm index 01157e91..f0997418 100644 --- a/engine/events/field_moves.asm +++ b/engine/events/field_moves.asm @@ -31,7 +31,7 @@ ShakeHeadbuttTree: lb bc, BANK(HeadbuttTreeGFX), 8 call Request2bpp call Cut_Headbutt_GetPixelFacing - ld a, SPRITE_ANIM_INDEX_HEADBUTT + ld a, SPRITE_ANIM_OBJ_HEADBUTT call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc @@ -159,7 +159,7 @@ OWCutJumptable: Cut_SpawnAnimateTree: call Cut_Headbutt_GetPixelFacing - ld a, SPRITE_ANIM_INDEX_CUT_TREE ; cut tree + ld a, SPRITE_ANIM_OBJ_CUT_TREE ; cut tree call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc @@ -212,7 +212,7 @@ Cut_WaitAnimSFX: Cut_SpawnLeaf: push de push af - ld a, SPRITE_ANIM_INDEX_LEAF ; leaf + ld a, SPRITE_ANIM_OBJ_LEAF ; leaf call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc @@ -299,14 +299,14 @@ FlyFromAnim: ld [wVramState], a call FlyFunction_InitGFX depixel 10, 10, 4, 0 - ld a, SPRITE_ANIM_INDEX_RED_WALK + ld a, SPRITE_ANIM_OBJ_RED_WALK call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], FIELDMOVE_FLY ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc - ld [hl], SPRITE_ANIM_SEQ_FLY_FROM + ld [hl], SPRITE_ANIM_FUNC_FLY_FROM ld a, 128 ld [wFrameCounter], a .loop @@ -333,14 +333,14 @@ FlyToAnim: ld [wVramState], a call FlyFunction_InitGFX depixel 31, 10, 4, 0 - ld a, SPRITE_ANIM_INDEX_RED_WALK + ld a, SPRITE_ANIM_OBJ_RED_WALK call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], FIELDMOVE_FLY ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc - ld [hl], SPRITE_ANIM_SEQ_FLY_TO + ld [hl], SPRITE_ANIM_FUNC_FLY_TO ld hl, SPRITEANIMSTRUCT_VAR4 add hl, bc ld [hl], 11 * TILE_WIDTH @@ -432,7 +432,7 @@ FlyFunction_FrameTimer: add 8 * 8 ; gives a number in [$40, $50, $60, $70] ld d, a ld e, 0 - ld a, SPRITE_ANIM_INDEX_FLY_LEAF + ld a, SPRITE_ANIM_OBJ_FLY_LEAF call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc diff --git a/engine/events/magnet_train.asm b/engine/events/magnet_train.asm index 13b080aa..2099c58f 100644 --- a/engine/events/magnet_train.asm +++ b/engine/events/magnet_train.asm @@ -291,7 +291,7 @@ MagnetTrain_Jumptable: ld d, (8 + 2) * TILE_WIDTH + 5 ld a, [wMagnetTrainPlayerSpriteInitX] ld e, a - ld a, SPRITE_ANIM_INDEX_MAGNET_TRAIN_RED + ld a, SPRITE_ANIM_OBJ_MAGNET_TRAIN_RED call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc diff --git a/engine/games/memory_game.asm b/engine/games/memory_game.asm index 8be4e51c..ee0653c9 100644 --- a/engine/games/memory_game.asm +++ b/engine/games/memory_game.asm @@ -109,7 +109,7 @@ endr .spawn_object depixel 6, 3, 4, 4 - ld a, SPRITE_ANIM_INDEX_MEMORY_GAME_CURSOR + ld a, SPRITE_ANIM_OBJ_MEMORY_GAME_CURSOR call InitSpriteAnimStruct ld a, 5 ld [wMemoryGameNumberTriesRemaining], a diff --git a/engine/games/slot_machine.asm b/engine/games/slot_machine.asm index e913d763..fe75a15d 100644 --- a/engine/games/slot_machine.asm +++ b/engine/games/slot_machine.asm @@ -1152,7 +1152,7 @@ ReelAction_InitGolem: push bc push af depixel 12, 13 - ld a, SPRITE_ANIM_INDEX_SLOTS_GOLEM + ld a, SPRITE_ANIM_OBJ_SLOTS_GOLEM call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR3 add hl, bc @@ -1213,7 +1213,7 @@ ReelAction_InitChansey: ld [hl], 0 push bc depixel 12, 0 - ld a, SPRITE_ANIM_INDEX_SLOTS_CHANSEY + ld a, SPRITE_ANIM_OBJ_SLOTS_CHANSEY call InitSpriteAnimStruct pop bc xor a @@ -2132,7 +2132,7 @@ Slots_AnimateChansey: dec [hl] push bc depixel 12, 13, 0, 4 - ld a, SPRITE_ANIM_INDEX_SLOTS_EGG + ld a, SPRITE_ANIM_OBJ_SLOTS_EGG call InitSpriteAnimStruct pop bc ret diff --git a/engine/gfx/mon_icons.asm b/engine/gfx/mon_icons.asm index 1ea00a63..ceb28838 100644 --- a/engine/gfx/mon_icons.asm +++ b/engine/gfx/mon_icons.asm @@ -63,7 +63,7 @@ PartyMenu_InitAnimatedMonIcon: ; x coord ld e, $10 ; type is partymon icon - ld a, SPRITE_ANIM_INDEX_PARTY_MON + ld a, SPRITE_ANIM_OBJ_PARTY_MON call _InitSpriteAnimStruct pop af ld hl, SPRITEANIMSTRUCT_TILE_ID @@ -141,11 +141,11 @@ NamingScreen_InitAnimatedMonIcon: xor a call GetIconGFX depixel 4, 4, 4, 0 - ld a, SPRITE_ANIM_INDEX_PARTY_MON + ld a, SPRITE_ANIM_OBJ_PARTY_MON call _InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc - ld [hl], SPRITE_ANIM_SEQ_NULL + ld [hl], SPRITE_ANIM_FUNC_NULL ret MoveList_InitAnimatedMonIcon: @@ -156,11 +156,11 @@ MoveList_InitAnimatedMonIcon: call GetIconGFX ld d, 3 * TILE_WIDTH + 2 ; depixel 3, 4, 2, 4 ld e, 4 * TILE_WIDTH + 4 - ld a, SPRITE_ANIM_INDEX_PARTY_MON + ld a, SPRITE_ANIM_OBJ_PARTY_MON call _InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc - ld [hl], SPRITE_ANIM_SEQ_NULL + ld [hl], SPRITE_ANIM_FUNC_NULL ret Trade_LoadMonIconGFX: @@ -242,11 +242,11 @@ FreezeMonIcons: jr z, .next cp d jr z, .loadwithtwo - ld a, SPRITE_ANIM_SEQ_NULL + ld a, SPRITE_ANIM_FUNC_NULL jr .ok .loadwithtwo - ld a, SPRITE_ANIM_SEQ_PARTY_MON_SWITCH + ld a, SPRITE_ANIM_FUNC_PARTY_MON_SWITCH .ok push hl @@ -276,7 +276,7 @@ UnfreezeMonIcons: ld b, h ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc - ld [hl], SPRITE_ANIM_SEQ_PARTY_MON + ld [hl], SPRITE_ANIM_FUNC_PARTY_MON pop hl .next ld bc, $10 @@ -296,11 +296,11 @@ HoldSwitchmonIcon: jr z, .next cp d jr z, .is_switchmon - ld a, SPRITE_ANIM_SEQ_PARTY_MON_SELECTED + ld a, SPRITE_ANIM_FUNC_PARTY_MON_SELECTED jr .join_back .is_switchmon - ld a, SPRITE_ANIM_SEQ_PARTY_MON_SWITCH + ld a, SPRITE_ANIM_FUNC_PARTY_MON_SWITCH .join_back push hl ld c, l diff --git a/engine/menus/intro_menu.asm b/engine/menus/intro_menu.asm index b1fea876..81ed4af9 100644 --- a/engine/menus/intro_menu.asm +++ b/engine/menus/intro_menu.asm @@ -1102,7 +1102,7 @@ IF DEF(_GOLD) ELIF DEF(_SILVER) depixel 15, 11, 4, 0 ENDC - ld a, SPRITE_ANIM_INDEX_GS_TITLE_TRAIL + ld a, SPRITE_ANIM_OBJ_GS_TITLE_TRAIL call InitSpriteAnimStruct ret diff --git a/engine/menus/naming_screen.asm b/engine/menus/naming_screen.asm index 7dcf9a09..0e1b06cc 100644 --- a/engine/menus/naming_screen.asm +++ b/engine/menus/naming_screen.asm @@ -164,7 +164,7 @@ NamingScreen: ld [hli], a ld [hl], a depixel 4, 4, 4, 0 - ld a, SPRITE_ANIM_INDEX_RED_WALK + ld a, SPRITE_ANIM_OBJ_RED_WALK call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_FRAMESET_ID add hl, bc @@ -196,7 +196,7 @@ NamingScreen: ld [hli], a ld [hl], a depixel 4, 4, 4, 0 - ld a, SPRITE_ANIM_INDEX_RED_WALK + ld a, SPRITE_ANIM_OBJ_RED_WALK call InitSpriteAnimStruct ret @@ -355,7 +355,7 @@ NamingScreenJoypadLoop: jr nz, .got_cursor_position ld d, 8 * TILE_WIDTH .got_cursor_position - ld a, SPRITE_ANIM_INDEX_NAMING_SCREEN_CURSOR + ld a, SPRITE_ANIM_OBJ_NAMING_SCREEN_CURSOR call InitSpriteAnimStruct ld a, c ld [wNamingScreenCursorObjectPointer], a @@ -917,7 +917,7 @@ _ComposeMailMessage: ; init mail icon depixel 3, 2 - ld a, SPRITE_ANIM_INDEX_PARTY_MON + ld a, SPRITE_ANIM_OBJ_PARTY_MON call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID @@ -1036,7 +1036,7 @@ INCBIN "gfx/naming_screen/mail.2bpp" .init_blinking_cursor depixel 9, 2 - ld a, SPRITE_ANIM_INDEX_COMPOSE_MAIL_CURSOR + ld a, SPRITE_ANIM_OBJ_COMPOSE_MAIL_CURSOR call InitSpriteAnimStruct ld a, c ld [wNamingScreenCursorObjectPointer], a @@ -1137,7 +1137,7 @@ INCBIN "gfx/naming_screen/mail.2bpp" call .PlaceMailCharset ret -; called from engine/gfx/sprite_anims.asm +; called from engine/sprite_anims/functions.asm ComposeMail_AnimateCursor: call .GetDPad diff --git a/engine/movie/evolution_animation.asm b/engine/movie/evolution_animation.asm index 2c4f6529..01e0808a 100644 --- a/engine/movie/evolution_animation.asm +++ b/engine/movie/evolution_animation.asm @@ -235,7 +235,7 @@ EvolutionAnimation: .GenerateBallOfLight: push de depixel 9, 11 - ld a, SPRITE_ANIM_INDEX_EVOLUTION_BALL_OF_LIGHT + ld a, SPRITE_ANIM_OBJ_EVOLUTION_BALL_OF_LIGHT call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc diff --git a/engine/movie/intro.asm b/engine/movie/intro.asm index 70edeedb..a6c8dc41 100644 --- a/engine/movie/intro.asm +++ b/engine/movie/intro.asm @@ -349,7 +349,7 @@ Intro_InitBubble: ld e, [hl] inc hl ld d, [hl] - ld a, SPRITE_ANIM_INDEX_GS_INTRO_BUBBLE + ld a, SPRITE_ANIM_OBJ_GS_INTRO_BUBBLE call InitSpriteAnimStruct ret @@ -394,7 +394,7 @@ Intro_InitMagikarps: ret .InitAnim: - ld a, SPRITE_ANIM_INDEX_GS_INTRO_MAGIKARP + ld a, SPRITE_ANIM_OBJ_GS_INTRO_MAGIKARP call InitSpriteAnimStruct ret @@ -406,7 +406,7 @@ Intro_InitShellders: depixel 16, 15 .InitAnim: - ld a, SPRITE_ANIM_INDEX_GS_INTRO_SHELLDER + ld a, SPRITE_ANIM_OBJ_GS_INTRO_SHELLDER call InitSpriteAnimStruct ret @@ -415,13 +415,13 @@ Intro_InitLapras: and %00011111 ret nz depixel 16, 24 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_LAPRAS + ld a, SPRITE_ANIM_OBJ_GS_INTRO_LAPRAS call InitSpriteAnimStruct ret Intro_UnusedInitAerodactyl: ; unreferenced depixel 2, 0 - ld a, SPRITE_ANIM_INDEX_UNUSED_INTRO_AERODACTYL + ld a, SPRITE_ANIM_OBJ_UNUSED_INTRO_AERODACTYL call InitSpriteAnimStruct ret @@ -734,28 +734,28 @@ Intro_InitNote: and %01111111 jr z, .invisible depixel 11, 6, 4, 0 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_NOTE + ld a, SPRITE_ANIM_OBJ_GS_INTRO_NOTE call InitSpriteAnimStruct ret .invisible depixel 10, 6, 4, 0 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_INVISIBLE_NOTE + ld a, SPRITE_ANIM_OBJ_GS_INTRO_INVISIBLE_NOTE call InitSpriteAnimStruct ret Intro_InitJigglypuff: depixel 14, 6 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_JIGGLYPUFF + ld a, SPRITE_ANIM_OBJ_GS_INTRO_JIGGLYPUFF call InitSpriteAnimStruct ret Intro_InitPikachu: depixel 14, 24 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU + ld a, SPRITE_ANIM_OBJ_GS_INTRO_PIKACHU call InitSpriteAnimStruct depixel 14, 24 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU_TAIL + ld a, SPRITE_ANIM_OBJ_GS_INTRO_PIKACHU_TAIL call InitSpriteAnimStruct ret @@ -1019,7 +1019,7 @@ Intro_ChikoritaAppears: ld de, SFX_GS_INTRO_POKEMON_APPEARS call PlaySFX depixel 22, 1 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_CHIKORITA + ld a, SPRITE_ANIM_OBJ_GS_INTRO_CHIKORITA call InitSpriteAnimStruct ret @@ -1027,7 +1027,7 @@ Intro_CyndaquilAppears: ld de, SFX_GS_INTRO_POKEMON_APPEARS call PlaySFX depixel 22, 20 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_CYNDAQUIL + ld a, SPRITE_ANIM_OBJ_GS_INTRO_CYNDAQUIL call InitSpriteAnimStruct ret @@ -1035,7 +1035,7 @@ Intro_TotodileAppears: ld de, SFX_GS_INTRO_POKEMON_APPEARS call PlaySFX depixel 22, 1 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_TOTODILE + ld a, SPRITE_ANIM_OBJ_GS_INTRO_TOTODILE call InitSpriteAnimStruct ret @@ -1150,7 +1150,7 @@ Intro_AnimateFireball: and 3 ret nz depixel 12, 10, 4, 4 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_FIREBALL + ld a, SPRITE_ANIM_OBJ_GS_INTRO_FIREBALL call InitSpriteAnimStruct ld hl, hSCX dec [hl] diff --git a/engine/movie/splash.asm b/engine/movie/splash.asm index b22b8930..6ebd35e4 100644 --- a/engine/movie/splash.asm +++ b/engine/movie/splash.asm @@ -148,7 +148,7 @@ GameFreakPresents_Star: ld [wIntroSceneFrameCounter], a depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_STAR + ld a, SPRITE_ANIM_OBJ_GS_GAMEFREAK_LOGO_STAR call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 @@ -165,13 +165,13 @@ GameFreakPresents_PlaceLogo: ; Draw the Game Freak logo (may be initially invisible due to palette) ; wait until the star animation completed -; this counter is set in DoAnimFrame.GSIntroStar in engine/gfx/sprite_anims.asm +; this counter is set in DoSpriteAnimFrame.GSIntroStar in engine/sprite_anims/functions.asm ld a, [wIntroSceneFrameCounter] and a ret z depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_GAMEFREAK_LOGO + ld a, SPRITE_ANIM_OBJ_GAMEFREAK_LOGO call InitSpriteAnimStruct call GameFreakPresents_NextScene @@ -247,7 +247,7 @@ GameFreakPresents_WaitForTimer: ret GameFreakPresents_UpdateLogoPal: -; called from DoAnimFrame.GameFreakLogo +; called from DoSpriteAnimFrame.GameFreakLogo ; OBP1 was initialized at end of GameFreakPresents_Init ; once we reached the final state, leave it alone @@ -284,7 +284,7 @@ GameFreakPresents_Sparkle: ; set up a new sparkle sprite push af depixel 11, 11 - ld a, SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_SPARKLE + ld a, SPRITE_ANIM_OBJ_GS_GAMEFREAK_LOGO_SPARKLE call InitSpriteAnimStruct pop af diff --git a/engine/movie/title.asm b/engine/movie/title.asm index a2af9c2a..f3b69f79 100644 --- a/engine/movie/title.asm +++ b/engine/movie/title.asm @@ -69,7 +69,7 @@ TitleScreen: ld [hl], a ; wTitleScreenTimer + 1 depixel 12, 11 - ld a, SPRITE_ANIM_INDEX_GS_INTRO_HO_OH_LUGIA + ld a, SPRITE_ANIM_OBJ_GS_INTRO_HO_OH_LUGIA call InitSpriteAnimStruct ld hl, wSpriteAnim1 ld de, wSpriteAnim10 diff --git a/engine/movie/trade_animation.asm b/engine/movie/trade_animation.asm index 939677df..d9b26b4b 100644 --- a/engine/movie/trade_animation.asm +++ b/engine/movie/trade_animation.asm @@ -339,7 +339,7 @@ TradeAnim_InitTubeAnim: call LoadTradeBubbleGFX pop de - ld a, SPRITE_ANIM_INDEX_TRADEMON_ICON + ld a, SPRITE_ANIM_OBJ_TRADEMON_ICON call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX @@ -348,7 +348,7 @@ TradeAnim_InitTubeAnim: ld [hl], b pop de - ld a, SPRITE_ANIM_INDEX_TRADEMON_BUBBLE + ld a, SPRITE_ANIM_OBJ_TRADEMON_BUBBLE call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX @@ -946,7 +946,7 @@ TrademonStats_PrintTrademonID: TradeAnim_RockingBall: depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_TRADE_POKE_BALL + ld a, SPRITE_ANIM_OBJ_TRADE_POKE_BALL call InitSpriteAnimStruct call TradeAnim_AdvanceScriptPointer ld a, 64 @@ -955,7 +955,7 @@ TradeAnim_RockingBall: TradeAnim_DropBall: depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_TRADE_POKE_BALL + ld a, SPRITE_ANIM_OBJ_TRADE_POKE_BALL call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc @@ -970,7 +970,7 @@ TradeAnim_DropBall: TradeAnim_Poof: depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_TRADE_POOF + ld a, SPRITE_ANIM_OBJ_TRADE_POOF call InitSpriteAnimStruct call TradeAnim_AdvanceScriptPointer ld a, 16 @@ -983,7 +983,7 @@ TradeAnim_BulgeThroughTube: ld a, %11100100 ; 3,2,1,0 call DmgToCgbObjPal0 depixel 5, 11 - ld a, SPRITE_ANIM_INDEX_TRADE_TUBE_BULGE + ld a, SPRITE_ANIM_OBJ_TRADE_TUBE_BULGE call InitSpriteAnimStruct call TradeAnim_AdvanceScriptPointer ld a, 128 diff --git a/engine/pokegear/pokegear.asm b/engine/pokegear/pokegear.asm index 9c5fd6e2..93de654d 100644 --- a/engine/pokegear/pokegear.asm +++ b/engine/pokegear/pokegear.asm @@ -156,7 +156,7 @@ INCBIN "gfx/pokegear/fast_ship.2bpp" InitPokegearModeIndicatorArrow: depixel 4, 2, 4, 0 - ld a, SPRITE_ANIM_INDEX_POKEGEAR_ARROW + ld a, SPRITE_ANIM_OBJ_POKEGEAR_ARROW call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc @@ -647,7 +647,7 @@ PokegearMap_ContinueMap: PokegearMap_InitPlayerIcon: push af depixel 0, 0 - ld a, SPRITE_ANIM_INDEX_RED_WALK + ld a, SPRITE_ANIM_OBJ_RED_WALK call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc @@ -668,14 +668,14 @@ PokegearMap_InitPlayerIcon: PokegearMap_InitCursor: push af depixel 0, 0 - ld a, SPRITE_ANIM_INDEX_POKEGEAR_ARROW + ld a, SPRITE_ANIM_OBJ_POKEGEAR_ARROW call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], $04 ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc - ld [hl], SPRITE_ANIM_SEQ_NULL + ld [hl], SPRITE_ANIM_FUNC_NULL pop af push bc call PokegearMap_UpdateCursorPosition @@ -726,7 +726,7 @@ TownMap_GetKantoLandmarkLimits: PokegearRadio_Init: call InitPokegearTilemap depixel 4, 10, 4, 4 - ld a, SPRITE_ANIM_INDEX_RADIO_TUNING_KNOB + ld a, SPRITE_ANIM_OBJ_RADIO_TUNING_KNOB call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc @@ -1349,7 +1349,7 @@ INCBIN "gfx/pokegear/clock.tilemap.rle" _UpdateRadioStation: jr UpdateRadioStation -; called from engine/gfx/sprite_anims.asm +; called from engine/sprite_anims/functions.asm AnimateTuningKnob: push bc @@ -2664,14 +2664,14 @@ TownMapMon: farcall GetSpeciesIcon ; Animation/palette depixel 0, 0 - ld a, SPRITE_ANIM_INDEX_PARTY_MON + ld a, SPRITE_ANIM_OBJ_PARTY_MON call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], $08 ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc - ld [hl], SPRITE_ANIM_SEQ_NULL + ld [hl], SPRITE_ANIM_FUNC_NULL ret TownMapPlayerIcon: @@ -2690,7 +2690,7 @@ TownMapPlayerIcon: call Request2bpp ; Animation/palette depixel 0, 0 - ld a, SPRITE_ANIM_INDEX_RED_WALK + ld a, SPRITE_ANIM_OBJ_RED_WALK call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc diff --git a/engine/pokemon/breeding.asm b/engine/pokemon/breeding.asm index c7097625..87ac13d6 100644 --- a/engine/pokemon/breeding.asm +++ b/engine/pokemon/breeding.asm @@ -766,7 +766,7 @@ EggHatch_CrackShell: add 9 * TILE_WIDTH ld d, a ld e, 11 * TILE_WIDTH - ld a, SPRITE_ANIM_INDEX_EGG_CRACK + ld a, SPRITE_ANIM_OBJ_EGG_CRACK call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc @@ -794,7 +794,7 @@ Hatch_InitShellFragments: push hl push bc - ld a, SPRITE_ANIM_INDEX_EGG_HATCH + ld a, SPRITE_ANIM_OBJ_EGG_HATCH call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID diff --git a/engine/gfx/sprites.asm b/engine/sprite_anims/core.asm similarity index 97% rename from engine/gfx/sprites.asm rename to engine/sprite_anims/core.asm index aeef4a8f..bb5604c7 100644 --- a/engine/gfx/sprites.asm +++ b/engine/sprite_anims/core.asm @@ -43,7 +43,7 @@ DoNextFrameForAllSprites: ld b, h push hl push de - call DoAnimFrame ; Uses a massive dw + call DoSpriteAnimFrame ; Uses a massive dw call UpdateAnimFrame pop de pop hl @@ -82,7 +82,7 @@ DoNextFrameForFirst16Sprites: ld b, h push hl push de - call DoAnimFrame ; Uses a massive dw + call DoSpriteAnimFrame ; Uses a massive dw call UpdateAnimFrame pop de pop hl @@ -145,11 +145,11 @@ _InitSpriteAnimStruct:: inc [hl] .nonzero -; Get row a of SpriteAnimSeqData, copy the pointer into de +; Get row a of SpriteAnimObjects, copy the pointer into de pop af ld e, a ld d, 0 - ld hl, SpriteAnimSeqData + ld hl, SpriteAnimObjects add hl, de add hl, de add hl, de @@ -513,9 +513,9 @@ UnusedLoadSpriteAnimGFX: ; unreferenced pop bc ret -INCLUDE "data/sprite_anims/sequences.asm" +INCLUDE "data/sprite_anims/objects.asm" -INCLUDE "engine/gfx/sprite_anims.asm" +INCLUDE "engine/sprite_anims/functions.asm" INCLUDE "data/sprite_anims/framesets.asm" diff --git a/engine/gfx/sprite_anims.asm b/engine/sprite_anims/functions.asm similarity index 99% rename from engine/gfx/sprite_anims.asm rename to engine/sprite_anims/functions.asm index d01ee47c..5a18deda 100644 --- a/engine/gfx/sprite_anims.asm +++ b/engine/sprite_anims/functions.asm @@ -1,4 +1,4 @@ -DoAnimFrame: +DoSpriteAnimFrame: ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc ld e, [hl] @@ -12,8 +12,8 @@ DoAnimFrame: jp hl .Jumptable: -; entries correspond to SPRITE_ANIM_SEQ_* constants (see constants/sprite_anim_constants.asm) - table_width 2, DoAnimFrame.Jumptable +; entries correspond to SPRITE_ANIM_FUNC_* constants (see constants/sprite_anim_constants.asm) + table_width 2, DoSpriteAnimFrame.Jumptable dw AnimSeq_Null dw AnimSeq_PartyMon dw AnimSeq_PartyMonSwitch @@ -56,7 +56,7 @@ DoAnimFrame: dw AnimSeq_FlyLeaf dw AnimSeq_FlyTo dw AnimSeq_GSIntroHoOhLugia - assert_table_length NUM_SPRITE_ANIM_SEQS + assert_table_length NUM_SPRITE_ANIM_FUNCS AnimSeq_Null: ret diff --git a/main.asm b/main.asm index 8679154d..c9bf5903 100644 --- a/main.asm +++ b/main.asm @@ -230,7 +230,7 @@ INCLUDE "engine/tilesets/timeofday_pals.asm" INCLUDE "engine/battle/battle_transition.asm" INCLUDE "engine/events/field_moves.asm" INCLUDE "engine/events/magnet_train.asm" -INCLUDE "engine/gfx/sprites.asm" +INCLUDE "engine/sprite_anims/core.asm" INCLUDE "engine/gfx/mon_icons.asm" INCLUDE "engine/movie/init_hof_credits.asm" diff --git a/ram/wram.asm b/ram/wram.asm index 401f31ae..06ecd707 100644 --- a/ram/wram.asm +++ b/ram/wram.asm @@ -198,7 +198,7 @@ wSpriteAnimData:: wSpriteAnimDict:: ; wSpriteAnimDict pairs keys with values -; keys: SPRITE_ANIM_DICT_* indexes (taken from SpriteAnimSeqData) +; keys: SPRITE_ANIM_DICT_* indexes (taken from SpriteAnimObjects) ; values: vTiles0 offsets ds NUM_SPRITEANIMDICT_ENTRIES * 2 @@ -206,7 +206,7 @@ wSpriteAnimationStructs:: ; wSpriteAnim1 - wSpriteAnim10 for n, 1, NUM_SPRITE_ANIM_STRUCTS + 1 ; field 0: index -; fields 1-3: loaded from SpriteAnimSeqData +; fields 1-3: loaded from SpriteAnimObjects wSpriteAnim{d:n}:: sprite_anim_struct wSpriteAnim{d:n} endr wSpriteAnimationStructsEnd:: @@ -663,13 +663,13 @@ NEXTU ; battle wBattleAnimTileDict:: ; wBattleAnimTileDict pairs keys with values -; keys: ANIM_GFX_* indexes (taken from anim_*gfx arguments) +; keys: BATTLE_ANIM_GFX_* indexes (taken from anim_*gfx arguments) ; values: vTiles0 offsets ds NUM_BATTLEANIMTILEDICT_ENTRIES * 2 wActiveAnimObjects:: ; wAnimObject1 - wAnimObject10 -for n, 1, NUM_ANIM_OBJECTS + 1 +for n, 1, NUM_BATTLE_ANIM_STRUCTS + 1 wAnimObject{d:n}:: battle_anim_struct wAnimObject{d:n} endr diff --git a/vc/pokegold.constants.asm b/vc/pokegold.constants.asm index a5b30e2f..a3e1cc7b 100644 --- a/vc/pokegold.constants.asm +++ b/vc/pokegold.constants.asm @@ -40,7 +40,7 @@ ENDM vc_const "@" ; [FPA 042801 Begin] - vc_const ANIM_GFX_BUBBLE + vc_const BATTLE_ANIM_GFX_BUBBLE ; [fight begin] vc_const SCREEN_HEIGHT_PX diff --git a/vc/pokegold.patch.template b/vc/pokegold.patch.template index 06f8e34b..10dc8419 100644 --- a/vc/pokegold.patch.template +++ b/vc/pokegold.patch.template @@ -420,7 +420,7 @@ MotionBlur0 = 11 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer2 wStringBuffer2+1 wStringBuffer2+2 wStringBuffer2+3 wStringBuffer2+4 wStringBuffer2+5 wBattleAnimTileDict+2} ConditionValueB = {dws_ == == == == == == == } -ConditionValueC = {dws_ "P" "R" "E" "S" "E" "N" ANIM_GFX_BUBBLE } +ConditionValueC = {dws_ "P" "R" "E" "S" "E" "N" BATTLE_ANIM_GFX_BUBBLE } diff --git a/vc/pokesilver.constants.asm b/vc/pokesilver.constants.asm index 31d92789..0da206e0 100644 --- a/vc/pokesilver.constants.asm +++ b/vc/pokesilver.constants.asm @@ -40,7 +40,7 @@ ENDM vc_const "@" ; [FPA 042801 Begin] - vc_const ANIM_GFX_BUBBLE + vc_const BATTLE_ANIM_GFX_BUBBLE ; [fight begin] vc_const SCREEN_HEIGHT_PX diff --git a/vc/pokesilver.patch.template b/vc/pokesilver.patch.template index 98f34646..e7dadf57 100644 --- a/vc/pokesilver.patch.template +++ b/vc/pokesilver.patch.template @@ -425,7 +425,7 @@ MotionBlur0 = 11 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer2 wStringBuffer2+1 wStringBuffer2+2 wStringBuffer2+3 wStringBuffer2+4 wStringBuffer2+5 wBattleAnimTileDict+2} ConditionValueB = {dws_ == == == == == == == } -ConditionValueC = {dws_ "P" "R" "E" "S" "E" "N" ANIM_GFX_BUBBLE } +ConditionValueC = {dws_ "P" "R" "E" "S" "E" "N" BATTLE_ANIM_GFX_BUBBLE }