diff --git a/constants/battle_anim_constants.asm b/constants/battle_anim_constants.asm index 919f8d23645..558c38b5d7b 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 @@ -30,794 +30,794 @@ 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 -assert NUM_BATTLEANIMOAMSETS <= FIRST_OAM_CMD, \ - "BATTLEANIMOAMSET_* constants overlap oam*_command constants" +assert NUM_BATTLE_ANIM_OAMSETS <= FIRST_OAM_CMD, \ + "BATTLE_ANIM_OAMSET_* constants overlap oam*_command constants" ; 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_BODY_SLAM - 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_BODY_SLAM ; 25 + const BATTLE_BG_EFFECT_WOBBLE_MON ; 26 + const BATTLE_BG_EFFECT_REMOVE_MON ; 27 + const BATTLE_BG_EFFECT_WAVE_DEFORM_MON ; 28 + const BATTLE_BG_EFFECT_PSYCHIC ; 29 + const BATTLE_BG_EFFECT_BETA_SEND_OUT_MON1 ; 2a + const BATTLE_BG_EFFECT_BETA_SEND_OUT_MON2 ; 2b + const BATTLE_BG_EFFECT_FLAIL ; 2c + const BATTLE_BG_EFFECT_BETA_PURSUIT ; 2d + const BATTLE_BG_EFFECT_ROLLOUT ; 2e + const BATTLE_BG_EFFECT_VITAL_THROW ; 2f + const BATTLE_BG_EFFECT_START_WATER ; 30 + const BATTLE_BG_EFFECT_WATER ; 31 + const BATTLE_BG_EFFECT_END_WATER ; 32 + const BATTLE_BG_EFFECT_VIBRATE_MON ; 33 + const BATTLE_BG_EFFECT_WOBBLE_PLAYER ; 34 + const BATTLE_BG_EFFECT_WOBBLE_SCREEN ; 35 +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 1f929739312..3b952aed49a 100644 --- a/constants/sprite_anim_constants.asm +++ b/constants/sprite_anim_constants.asm @@ -33,93 +33,93 @@ 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_TITLE_TRAIL ; 01 - const SPRITE_ANIM_INDEX_NAMING_SCREEN_CURSOR ; 02 - const SPRITE_ANIM_INDEX_GAMEFREAK_LOGO ; 03 - const SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_STAR ; 04 - const SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_SPARKLE ; 05 - const SPRITE_ANIM_INDEX_SLOTS_GOLEM ; 06 - const SPRITE_ANIM_INDEX_SLOTS_CHANSEY ; 07 - const SPRITE_ANIM_INDEX_SLOTS_EGG ; 08 - const SPRITE_ANIM_INDEX_COMPOSE_MAIL_CURSOR ; 09 - const SPRITE_ANIM_INDEX_RED_WALK ; 0a - const SPRITE_ANIM_INDEX_UNUSED_CURSOR ; 0b - const SPRITE_ANIM_INDEX_MEMORY_GAME_CURSOR ; 0c - const SPRITE_ANIM_INDEX_POKEGEAR_ARROW ; 0d - const SPRITE_ANIM_INDEX_TRADE_POKE_BALL ; 0e - const SPRITE_ANIM_INDEX_TRADE_POOF ; 0f - const SPRITE_ANIM_INDEX_TRADE_TUBE_BULGE ; 10 - const SPRITE_ANIM_INDEX_TRADEMON_ICON ; 11 - const SPRITE_ANIM_INDEX_TRADEMON_BUBBLE ; 12 - const SPRITE_ANIM_INDEX_EVOLUTION_BALL_OF_LIGHT ; 13 - const SPRITE_ANIM_INDEX_RADIO_TUNING_KNOB ; 14 - const SPRITE_ANIM_INDEX_MAGNET_TRAIN_RED ; 15 - const SPRITE_ANIM_INDEX_LEAF ; 16 - const SPRITE_ANIM_INDEX_CUT_TREE ; 17 - const SPRITE_ANIM_INDEX_FLY_LEAF ; 18 - const SPRITE_ANIM_INDEX_EGG_CRACK ; 19 - const SPRITE_ANIM_INDEX_GS_INTRO_HO_OH_LUGIA ; 1a - const SPRITE_ANIM_INDEX_HEADBUTT ; 1b - const SPRITE_ANIM_INDEX_EGG_HATCH ; 1c - const SPRITE_ANIM_INDEX_EZCHAT_CURSOR ; 1d - const SPRITE_ANIM_INDEX_BLUE_WALK ; 1e - const SPRITE_ANIM_INDEX_MAGNET_TRAIN_BLUE ; 1f - const SPRITE_ANIM_INDEX_MOBILE_TRADE_SENT_BALL ; 20 - const SPRITE_ANIM_INDEX_MOBILE_TRADE_OT_BALL ; 21 - const SPRITE_ANIM_INDEX_MOBILE_TRADE_CABLE_BULGE ; 22 - const SPRITE_ANIM_INDEX_MOBILE_TRADE_SENT_PULSE ; 23 - const SPRITE_ANIM_INDEX_MOBILE_TRADE_OT_PULSE ; 24 - const SPRITE_ANIM_INDEX_MOBILE_TRADE_PING ; 25 - const SPRITE_ANIM_INDEX_INTRO_SUICUNE ; 26 - const SPRITE_ANIM_INDEX_INTRO_PICHU ; 27 - const SPRITE_ANIM_INDEX_INTRO_WOOPER ; 28 - const SPRITE_ANIM_INDEX_INTRO_UNOWN ; 29 - const SPRITE_ANIM_INDEX_INTRO_UNOWN_F ; 2a - const SPRITE_ANIM_INDEX_INTRO_SUICUNE_AWAY ; 2b - const SPRITE_ANIM_INDEX_CELEBI ; 2c -DEF NUM_SPRITE_ANIM_INDEXES EQU const_value + const SPRITE_ANIM_OBJ_PARTY_MON ; 00 + const SPRITE_ANIM_OBJ_GS_TITLE_TRAIL ; 01 + const SPRITE_ANIM_OBJ_NAMING_SCREEN_CURSOR ; 02 + const SPRITE_ANIM_OBJ_GAMEFREAK_LOGO ; 03 + const SPRITE_ANIM_OBJ_GS_GAMEFREAK_LOGO_STAR ; 04 + const SPRITE_ANIM_OBJ_GS_GAMEFREAK_LOGO_SPARKLE ; 05 + const SPRITE_ANIM_OBJ_SLOTS_GOLEM ; 06 + const SPRITE_ANIM_OBJ_SLOTS_CHANSEY ; 07 + const SPRITE_ANIM_OBJ_SLOTS_EGG ; 08 + const SPRITE_ANIM_OBJ_COMPOSE_MAIL_CURSOR ; 09 + const SPRITE_ANIM_OBJ_RED_WALK ; 0a + const SPRITE_ANIM_OBJ_UNUSED_CURSOR ; 0b + const SPRITE_ANIM_OBJ_MEMORY_GAME_CURSOR ; 0c + const SPRITE_ANIM_OBJ_POKEGEAR_ARROW ; 0d + const SPRITE_ANIM_OBJ_TRADE_POKE_BALL ; 0e + const SPRITE_ANIM_OBJ_TRADE_POOF ; 0f + const SPRITE_ANIM_OBJ_TRADE_TUBE_BULGE ; 10 + const SPRITE_ANIM_OBJ_TRADEMON_ICON ; 11 + const SPRITE_ANIM_OBJ_TRADEMON_BUBBLE ; 12 + const SPRITE_ANIM_OBJ_EVOLUTION_BALL_OF_LIGHT ; 13 + const SPRITE_ANIM_OBJ_RADIO_TUNING_KNOB ; 14 + const SPRITE_ANIM_OBJ_MAGNET_TRAIN_RED ; 15 + const SPRITE_ANIM_OBJ_LEAF ; 16 + const SPRITE_ANIM_OBJ_CUT_TREE ; 17 + const SPRITE_ANIM_OBJ_FLY_LEAF ; 18 + const SPRITE_ANIM_OBJ_EGG_CRACK ; 19 + const SPRITE_ANIM_OBJ_GS_INTRO_HO_OH_LUGIA ; 1a + const SPRITE_ANIM_OBJ_HEADBUTT ; 1b + const SPRITE_ANIM_OBJ_EGG_HATCH ; 1c + const SPRITE_ANIM_OBJ_EZCHAT_CURSOR ; 1d + const SPRITE_ANIM_OBJ_BLUE_WALK ; 1e + const SPRITE_ANIM_OBJ_MAGNET_TRAIN_BLUE ; 1f + const SPRITE_ANIM_OBJ_MOBILE_TRADE_SENT_BALL ; 20 + const SPRITE_ANIM_OBJ_MOBILE_TRADE_OT_BALL ; 21 + const SPRITE_ANIM_OBJ_MOBILE_TRADE_CABLE_BULGE ; 22 + const SPRITE_ANIM_OBJ_MOBILE_TRADE_SENT_PULSE ; 23 + const SPRITE_ANIM_OBJ_MOBILE_TRADE_OT_PULSE ; 24 + const SPRITE_ANIM_OBJ_MOBILE_TRADE_PING ; 25 + const SPRITE_ANIM_OBJ_INTRO_SUICUNE ; 26 + const SPRITE_ANIM_OBJ_INTRO_PICHU ; 27 + const SPRITE_ANIM_OBJ_INTRO_WOOPER ; 28 + const SPRITE_ANIM_OBJ_INTRO_UNOWN ; 29 + const SPRITE_ANIM_OBJ_INTRO_UNOWN_F ; 2a + const SPRITE_ANIM_OBJ_INTRO_SUICUNE_AWAY ; 2b + const SPRITE_ANIM_OBJ_CELEBI ; 2c +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_TITLE_TRAIL ; 04 - const SPRITE_ANIM_SEQ_NAMING_SCREEN_CURSOR ; 05 - const SPRITE_ANIM_SEQ_GAMEFREAK_LOGO ; 06 - const SPRITE_ANIM_SEQ_GS_GAMEFREAK_LOGO_STAR ; 07 - const SPRITE_ANIM_SEQ_GS_GAMEFREAK_LOGO_SPARKLE ; 08 - const SPRITE_ANIM_SEQ_SLOTS_GOLEM ; 09 - const SPRITE_ANIM_SEQ_SLOTS_CHANSEY ; 0a - const SPRITE_ANIM_SEQ_SLOTS_EGG ; 0b - const SPRITE_ANIM_SEQ_MAIL_CURSOR ; 0c - const SPRITE_ANIM_SEQ_UNUSED_CURSOR ; 0d - const SPRITE_ANIM_SEQ_MEMORY_GAME_CURSOR ; 0e - const SPRITE_ANIM_SEQ_POKEGEAR_ARROW ; 0f - const SPRITE_ANIM_SEQ_TRADE_POKE_BALL ; 10 - const SPRITE_ANIM_SEQ_TRADE_TUBE_BULGE ; 11 - const SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE ; 12 - const SPRITE_ANIM_SEQ_REVEAL_NEW_MON ; 13 - const SPRITE_ANIM_SEQ_RADIO_TUNING_KNOB ; 14 - const SPRITE_ANIM_SEQ_CUT_LEAVES ; 15 - const SPRITE_ANIM_SEQ_FLY_FROM ; 16 - const SPRITE_ANIM_SEQ_FLY_LEAF ; 17 - const SPRITE_ANIM_SEQ_FLY_TO ; 18 - const SPRITE_ANIM_SEQ_GS_INTRO_HO_OH_LUGIA ; 19 - const SPRITE_ANIM_SEQ_EZCHAT_CURSOR ; 1a - const SPRITE_ANIM_SEQ_MOBILE_TRADE_SENT_PULSE ; 1b - const SPRITE_ANIM_SEQ_MOBILE_TRADE_OT_PULSE ; 1c - const SPRITE_ANIM_SEQ_INTRO_SUICUNE ; 1d - const SPRITE_ANIM_SEQ_INTRO_PICHU_WOOPER ; 1e - const SPRITE_ANIM_SEQ_CELEBI ; 1f - const SPRITE_ANIM_SEQ_INTRO_UNOWN ; 20 - const SPRITE_ANIM_SEQ_INTRO_UNOWN_F ; 21 - const SPRITE_ANIM_SEQ_INTRO_SUICUNE_AWAY ; 22 -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_TITLE_TRAIL ; 04 + const SPRITE_ANIM_FUNC_NAMING_SCREEN_CURSOR ; 05 + const SPRITE_ANIM_FUNC_GAMEFREAK_LOGO ; 06 + const SPRITE_ANIM_FUNC_GS_GAMEFREAK_LOGO_STAR ; 07 + const SPRITE_ANIM_FUNC_GS_GAMEFREAK_LOGO_SPARKLE ; 08 + const SPRITE_ANIM_FUNC_SLOTS_GOLEM ; 09 + const SPRITE_ANIM_FUNC_SLOTS_CHANSEY ; 0a + const SPRITE_ANIM_FUNC_SLOTS_EGG ; 0b + const SPRITE_ANIM_FUNC_MAIL_CURSOR ; 0c + const SPRITE_ANIM_FUNC_UNUSED_CURSOR ; 0d + const SPRITE_ANIM_FUNC_MEMORY_GAME_CURSOR ; 0e + const SPRITE_ANIM_FUNC_POKEGEAR_ARROW ; 0f + const SPRITE_ANIM_FUNC_TRADE_POKE_BALL ; 10 + const SPRITE_ANIM_FUNC_TRADE_TUBE_BULGE ; 11 + const SPRITE_ANIM_FUNC_TRADEMON_IN_TUBE ; 12 + const SPRITE_ANIM_FUNC_REVEAL_NEW_MON ; 13 + const SPRITE_ANIM_FUNC_RADIO_TUNING_KNOB ; 14 + const SPRITE_ANIM_FUNC_CUT_LEAVES ; 15 + const SPRITE_ANIM_FUNC_FLY_FROM ; 16 + const SPRITE_ANIM_FUNC_FLY_LEAF ; 17 + const SPRITE_ANIM_FUNC_FLY_TO ; 18 + const SPRITE_ANIM_FUNC_GS_INTRO_HO_OH_LUGIA ; 19 + const SPRITE_ANIM_FUNC_EZCHAT_CURSOR ; 1a + const SPRITE_ANIM_FUNC_MOBILE_TRADE_SENT_PULSE ; 1b + const SPRITE_ANIM_FUNC_MOBILE_TRADE_OT_PULSE ; 1c + const SPRITE_ANIM_FUNC_INTRO_SUICUNE ; 1d + const SPRITE_ANIM_FUNC_INTRO_PICHU_WOOPER ; 1e + const SPRITE_ANIM_FUNC_CELEBI ; 1f + const SPRITE_ANIM_FUNC_INTRO_UNOWN ; 20 + const SPRITE_ANIM_FUNC_INTRO_UNOWN_F ; 21 + const SPRITE_ANIM_FUNC_INTRO_SUICUNE_AWAY ; 22 +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 8a1f33ed29a..e00e510f8a2 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 da80a966e77..e13584d351b 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 0d20f5a8e72..5b367f550e4 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 ec607c8207b..3eb8b086f57 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 d7db565bd27..5c2499016e4 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_2Row 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_2Row - 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_BODY_SLAM, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $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 @@ -2205,274 +2205,274 @@ 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_transform 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_updateactorpic - 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 @@ -2481,69 +2481,69 @@ 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 @@ -2552,131 +2552,131 @@ 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_minimize - 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_updateactorpic - 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 @@ -2686,7 +2686,7 @@ 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 @@ -2694,7 +2694,7 @@ 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 @@ -2702,295 +2702,295 @@ 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_2Row - anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $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 @@ -2998,228 +2998,228 @@ 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_2Row 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 @@ -3230,296 +3230,296 @@ 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 @@ -3527,167 +3527,167 @@ 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 @@ -3696,206 +3696,206 @@ 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_BODY_SLAM, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_ROLLOUT, $60, $1, $1 + anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $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 @@ -3903,68 +3903,68 @@ 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_BODY_SLAM, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $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 @@ -3974,282 +3974,282 @@ 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_2Row - anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $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_2Row - anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0 + anim_bgeffect BATTLE_BG_EFFECT_BODY_SLAM, $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 @@ -4262,13 +4262,13 @@ 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 @@ -4279,30 +4279,30 @@ 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 @@ -4315,23 +4315,23 @@ 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 @@ -4343,29 +4343,29 @@ 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 @@ -4382,12 +4382,12 @@ 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 @@ -4405,326 +4405,326 @@ 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 @@ -4732,26 +4732,26 @@ 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 @@ -4759,26 +4759,26 @@ 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 @@ -4786,19 +4786,19 @@ 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 @@ -4806,19 +4806,19 @@ 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 00000000000..e4fa40bab61 --- /dev/null +++ b/data/sprite_anims/objects.asm @@ -0,0 +1,95 @@ +SpriteAnimObjects: +; entries correspond to SPRITE_ANIM_OBJ_* constants (see constants/sprite_anim_constants.asm) + table_width 3, SpriteAnimObjects + ; frameset, sequence, tile +; SPRITE_ANIM_OBJ_PARTY_MON + db SPRITE_ANIM_FRAMESET_PARTY_MON, SPRITE_ANIM_FUNC_PARTY_MON, SPRITE_ANIM_DICT_DEFAULT +; 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_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_DEFAULT +; 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 +; SPRITE_ANIM_OBJ_EZCHAT_CURSOR + db SPRITE_ANIM_FRAMESET_EZCHAT_CURSOR_1, SPRITE_ANIM_FUNC_EZCHAT_CURSOR, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_BLUE_WALK + db SPRITE_ANIM_FRAMESET_BLUE_WALK, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_MAGNET_TRAIN_BLUE + db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_BLUE, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_MOBILE_TRADE_SENT_BALL + db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_SENT_BALL, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_MOBILE_TRADE_OT_BALL + db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_OT_BALL, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_MOBILE_TRADE_CABLE_BULGE + db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_CABLE_BULGE, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_MOBILE_TRADE_SENT_PULSE + db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_SENT_PULSE, SPRITE_ANIM_FUNC_MOBILE_TRADE_SENT_PULSE, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_MOBILE_TRADE_OT_PULSE + db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_OT_PULSE, SPRITE_ANIM_FUNC_MOBILE_TRADE_OT_PULSE, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_MOBILE_TRADE_PING + db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_PING, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_INTRO_SUICUNE + db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE, SPRITE_ANIM_FUNC_INTRO_SUICUNE, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_INTRO_PICHU + db SPRITE_ANIM_FRAMESET_INTRO_PICHU, SPRITE_ANIM_FUNC_INTRO_PICHU_WOOPER, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_INTRO_WOOPER + db SPRITE_ANIM_FRAMESET_INTRO_WOOPER, SPRITE_ANIM_FUNC_INTRO_PICHU_WOOPER, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_INTRO_UNOWN + db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1, SPRITE_ANIM_FUNC_INTRO_UNOWN, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_INTRO_UNOWN_F + db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F, SPRITE_ANIM_FUNC_INTRO_UNOWN_F, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_INTRO_SUICUNE_AWAY + db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_AWAY, SPRITE_ANIM_FUNC_INTRO_SUICUNE_AWAY, SPRITE_ANIM_DICT_DEFAULT +; SPRITE_ANIM_OBJ_CELEBI + db SPRITE_ANIM_FRAMESET_CELEBI_LEFT, SPRITE_ANIM_FUNC_NULL, SPRITE_ANIM_DICT_DEFAULT + assert_table_length NUM_SPRITE_ANIM_OBJS diff --git a/data/sprite_anims/sequences.asm b/data/sprite_anims/sequences.asm deleted file mode 100644 index c41e96cc1a2..00000000000 --- a/data/sprite_anims/sequences.asm +++ /dev/null @@ -1,95 +0,0 @@ -SpriteAnimSeqData: -; entries correspond to SPRITE_ANIM_INDEX_* constants (see constants/sprite_anim_constants.asm) - table_width 3, SpriteAnimSeqData - ; frameset, sequence, tile -; SPRITE_ANIM_INDEX_PARTY_MON - db SPRITE_ANIM_FRAMESET_PARTY_MON, SPRITE_ANIM_SEQ_PARTY_MON, SPRITE_ANIM_DICT_DEFAULT -; 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_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_DEFAULT -; 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 -; SPRITE_ANIM_INDEX_EZCHAT_CURSOR - db SPRITE_ANIM_FRAMESET_EZCHAT_CURSOR_1, SPRITE_ANIM_SEQ_EZCHAT_CURSOR, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_BLUE_WALK - db SPRITE_ANIM_FRAMESET_BLUE_WALK, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_MAGNET_TRAIN_BLUE - db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_BLUE, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_MOBILE_TRADE_SENT_BALL - db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_SENT_BALL, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_MOBILE_TRADE_OT_BALL - db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_OT_BALL, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_MOBILE_TRADE_CABLE_BULGE - db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_CABLE_BULGE, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_MOBILE_TRADE_SENT_PULSE - db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_SENT_PULSE, SPRITE_ANIM_SEQ_MOBILE_TRADE_SENT_PULSE, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_MOBILE_TRADE_OT_PULSE - db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_OT_PULSE, SPRITE_ANIM_SEQ_MOBILE_TRADE_OT_PULSE, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_MOBILE_TRADE_PING - db SPRITE_ANIM_FRAMESET_MOBILE_TRADE_PING, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_INTRO_SUICUNE - db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE, SPRITE_ANIM_SEQ_INTRO_SUICUNE, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_INTRO_PICHU - db SPRITE_ANIM_FRAMESET_INTRO_PICHU, SPRITE_ANIM_SEQ_INTRO_PICHU_WOOPER, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_INTRO_WOOPER - db SPRITE_ANIM_FRAMESET_INTRO_WOOPER, SPRITE_ANIM_SEQ_INTRO_PICHU_WOOPER, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_INTRO_UNOWN - db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1, SPRITE_ANIM_SEQ_INTRO_UNOWN, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_INTRO_UNOWN_F - db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F, SPRITE_ANIM_SEQ_INTRO_UNOWN_F, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_INTRO_SUICUNE_AWAY - db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_AWAY, SPRITE_ANIM_SEQ_INTRO_SUICUNE_AWAY, SPRITE_ANIM_DICT_DEFAULT -; SPRITE_ANIM_INDEX_CELEBI - db SPRITE_ANIM_FRAMESET_CELEBI_LEFT, SPRITE_ANIM_SEQ_NULL, SPRITE_ANIM_DICT_DEFAULT - assert_table_length NUM_SPRITE_ANIM_INDEXES diff --git a/docs/battle_anim_commands.md b/docs/battle_anim_commands.md index 7cac1a4faba..2337013dd94 100644 --- a/docs/battle_anim_commands.md +++ b/docs/battle_anim_commands.md @@ -85,7 +85,7 @@ Since there can't be two of the same bg effect, the effect type is used. This is ## `$DA`: `anim_battlergfx_1row` Loads animation graphics for the bottom one or two rows of the enemy pokemon and the top one or two rows of the player's. -These graphics are identified through `ANIM_GFX_ENEMYFEET` and `ANIM_GFX_PLAYERHEAD`. +These graphics are identified through `BATTLE_ANIM_GFX_ENEMYFEET` and `BATTLE_ANIM_GFX_PLAYERHEAD`. Caveats: - Doesn't work with `anim_4gfx` and `anim_5gfx`. diff --git a/docs/bugs_and_glitches.md b/docs/bugs_and_glitches.md index b14568bdba8..77152efb5c0 100644 --- a/docs/bugs_and_glitches.md +++ b/docs/bugs_and_glitches.md @@ -2700,7 +2700,7 @@ If `IsInArray` returns `nc`, data at `bc` will be executed as code. -; BUG: BattleAnimCmd only clears the first 6⅔ objects (see docs/bugs_and_glitches.md) ld hl, wActiveAnimObjects - ld a, $a0 -+ ld a, NUM_ANIM_OBJECTS * BATTLEANIMSTRUCT_LENGTH ++ ld a, NUM_BATTLE_ANIM_STRUCTS * BATTLEANIMSTRUCT_LENGTH .loop ld [hl], 0 inc hl diff --git a/docs/design_flaws.md b/docs/design_flaws.md index 213c35ffcb3..6b08afe6d3d 100644 --- a/docs/design_flaws.md +++ b/docs/design_flaws.md @@ -672,7 +672,7 @@ _Sine:: calc_sine_wave ``` -`Sprites_Cosine` and `Sprites_Sine` in [engine/gfx/sprites.asm](https://github.com/pret/pokecrystal/blob/master/engine/gfx/sprites.asm): +`Sprites_Cosine` and `Sprites_Sine` in [engine/sprite_anims/core.asm](https://github.com/pret/pokecrystal/blob/master/engine/sprite_anims/core.asm): ```asm Sprites_Cosine: diff --git a/engine/battle_anims/anim_commands.asm b/engine/battle_anims/anim_commands.asm index d2b252f222c..2d5613f9e53 100644 --- a/engine/battle_anims/anim_commands.asm +++ b/engine/battle_anims/anim_commands.asm @@ -116,7 +116,7 @@ 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 @@ -705,7 +705,7 @@ endr BattleAnimCmd_IncObj: call GetBattleAnimByte - ld e, NUM_ANIM_OBJECTS + ld e, NUM_BATTLE_ANIM_STRUCTS ld bc, wActiveAnimObjects .loop ld hl, BATTLEANIMSTRUCT_INDEX @@ -755,7 +755,7 @@ 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 @@ -790,11 +790,11 @@ 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 @@ -844,11 +844,11 @@ 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 @@ -1455,7 +1455,7 @@ 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 1b8e279a2fe..1e55b39e731 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 @@ -426,13 +426,13 @@ 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 @@ -493,13 +493,13 @@ 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 ca22fcf8708..2f2232e90f8 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 0cefd5a4f51..3cbca9ae60e 100644 --- a/engine/battle_anims/functions.asm +++ b/engine/battle_anims/functions.asm @@ -12,91 +12,91 @@ 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 - dw BattleAnimFunction_MoveFromUserToTargetAndDisappear - dw BattleAnimFunction_MoveInCircle - dw BattleAnimFunction_MoveWaveToTarget - dw BattleAnimFunction_ThrowFromUserToTarget - dw BattleAnimFunction_ThrowFromUserToTargetAndDisappear - dw BattleAnimFunction_Drop - dw BattleAnimFunction_MoveFromUserToTargetSpinAround - dw BattleAnimFunction_Shake - dw BattleAnimFunction_FireBlast - dw BattleAnimFunction_RazorLeaf - dw BattleAnimFunction_Bubble - dw BattleAnimFunction_Surf - dw BattleAnimFunction_Sing - dw BattleAnimFunction_WaterGun - dw BattleAnimFunction_Ember - dw BattleAnimFunction_Powder - dw BattleAnimFunction_PokeBall - dw BattleAnimFunction_PokeBallBlocked - dw BattleAnimFunction_Recover - dw BattleAnimFunction_ThunderWave - dw BattleAnimFunction_Clamp_Encore - dw BattleAnimFunction_Bite - dw BattleAnimFunction_SolarBeam - dw BattleAnimFunction_Gust - dw BattleAnimFunction_RazorWind - dw BattleAnimFunction_Kick - dw BattleAnimFunction_Absorb - dw BattleAnimFunction_Egg - dw BattleAnimFunction_MoveUp - dw BattleAnimFunction_Wrap - dw BattleAnimFunction_LeechSeed - dw BattleAnimFunction_Sound - dw BattleAnimFunction_ConfuseRay - dw BattleAnimFunction_Dizzy - dw BattleAnimFunction_Amnesia - dw BattleAnimFunction_FloatUp - dw BattleAnimFunction_Dig - dw BattleAnimFunction_String - dw BattleAnimFunction_Paralyzed - dw BattleAnimFunction_SpiralDescent - dw BattleAnimFunction_PoisonGas - dw BattleAnimFunction_Horn - dw BattleAnimFunction_Needle - dw BattleAnimFunction_PetalDance - dw BattleAnimFunction_ThiefPayday - dw BattleAnimFunction_AbsorbCircle - dw BattleAnimFunction_Bonemerang - dw BattleAnimFunction_Shiny - dw BattleAnimFunction_SkyAttack - dw BattleAnimFunction_GrowthSwordsDance - dw BattleAnimFunction_SmokeFlameWheel - dw BattleAnimFunction_PresentSmokescreen - dw BattleAnimFunction_StrengthSeismicToss - dw BattleAnimFunction_SpeedLine - dw BattleAnimFunction_Sludge - dw BattleAnimFunction_MetronomeHand - dw BattleAnimFunction_MetronomeSparkleSketch - dw BattleAnimFunction_Agility - dw BattleAnimFunction_SacredFire - dw BattleAnimFunction_SafeguardProtect - dw BattleAnimFunction_LockOnMindReader - dw BattleAnimFunction_Spikes - dw BattleAnimFunction_HealBellNotes - dw BattleAnimFunction_BatonPass - dw BattleAnimFunction_Conversion - dw BattleAnimFunction_EncoreBellyDrum - dw BattleAnimFunction_SwaggerMorningSun - dw BattleAnimFunction_HiddenPower - dw BattleAnimFunction_Curse - dw BattleAnimFunction_PerishSong - dw BattleAnimFunction_RapidSpin - dw BattleAnimFunction_BetaPursuit - dw BattleAnimFunction_RainSandstorm - dw BattleAnimFunction_AnimObjB0 - dw BattleAnimFunction_PsychUp - dw BattleAnimFunction_AncientPower - dw BattleAnimFunction_RockSmash - dw BattleAnimFunction_Cotton - assert_table_length NUM_BATTLEANIMFUNCS - -BattleAnimFunction_Null: + dw BattleAnimFunc_Null + dw BattleAnimFunc_MoveFromUserToTarget + dw BattleAnimFunc_MoveFromUserToTargetAndDisappear + dw BattleAnimFunc_MoveInCircle + dw BattleAnimFunc_MoveWaveToTarget + dw BattleAnimFunc_ThrowFromUserToTarget + dw BattleAnimFunc_ThrowFromUserToTargetAndDisappear + dw BattleAnimFunc_Drop + dw BattleAnimFunc_MoveFromUserToTargetSpinAround + dw BattleAnimFunc_Shake + dw BattleAnimFunc_FireBlast + dw BattleAnimFunc_RazorLeaf + dw BattleAnimFunc_Bubble + dw BattleAnimFunc_Surf + dw BattleAnimFunc_Sing + dw BattleAnimFunc_WaterGun + dw BattleAnimFunc_Ember + dw BattleAnimFunc_Powder + dw BattleAnimFunc_PokeBall + dw BattleAnimFunc_PokeBallBlocked + dw BattleAnimFunc_Recover + dw BattleAnimFunc_ThunderWave + dw BattleAnimFunc_Clamp_Encore + dw BattleAnimFunc_Bite + dw BattleAnimFunc_SolarBeam + dw BattleAnimFunc_Gust + dw BattleAnimFunc_RazorWind + dw BattleAnimFunc_Kick + dw BattleAnimFunc_Absorb + dw BattleAnimFunc_Egg + dw BattleAnimFunc_MoveUp + dw BattleAnimFunc_Wrap + dw BattleAnimFunc_LeechSeed + dw BattleAnimFunc_Sound + dw BattleAnimFunc_ConfuseRay + dw BattleAnimFunc_Dizzy + dw BattleAnimFunc_Amnesia + dw BattleAnimFunc_FloatUp + dw BattleAnimFunc_Dig + dw BattleAnimFunc_String + dw BattleAnimFunc_Paralyzed + dw BattleAnimFunc_SpiralDescent + dw BattleAnimFunc_PoisonGas + dw BattleAnimFunc_Horn + dw BattleAnimFunc_Needle + dw BattleAnimFunc_PetalDance + dw BattleAnimFunc_ThiefPayday + dw BattleAnimFunc_AbsorbCircle + dw BattleAnimFunc_Bonemerang + dw BattleAnimFunc_Shiny + dw BattleAnimFunc_SkyAttack + dw BattleAnimFunc_GrowthSwordsDance + dw BattleAnimFunc_SmokeFlameWheel + dw BattleAnimFunc_PresentSmokescreen + dw BattleAnimFunc_StrengthSeismicToss + dw BattleAnimFunc_SpeedLine + dw BattleAnimFunc_Sludge + dw BattleAnimFunc_MetronomeHand + dw BattleAnimFunc_MetronomeSparkleSketch + dw BattleAnimFunc_Agility + dw BattleAnimFunc_SacredFire + dw BattleAnimFunc_SafeguardProtect + dw BattleAnimFunc_LockOnMindReader + dw BattleAnimFunc_Spikes + dw BattleAnimFunc_HealBellNotes + dw BattleAnimFunc_BatonPass + dw BattleAnimFunc_Conversion + dw BattleAnimFunc_EncoreBellyDrum + dw BattleAnimFunc_SwaggerMorningSun + dw BattleAnimFunc_HiddenPower + dw BattleAnimFunc_Curse + dw BattleAnimFunc_PerishSong + dw BattleAnimFunc_RapidSpin + dw BattleAnimFunc_BetaPursuit + dw BattleAnimFunc_RainSandstorm + dw BattleAnimFunc_AnimObjB0 + dw BattleAnimFunc_PsychUp + dw BattleAnimFunc_AncientPower + dw BattleAnimFunc_RockSmash + dw BattleAnimFunc_Cotton + assert_table_length NUM_BATTLE_ANIM_FUNCS + +BattleAnimFunc_Null: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -106,13 +106,13 @@ BattleAnimFunction_Null: .zero ret -BattleAnimFunction_ThrowFromUserToTargetAndDisappear: - call BattleAnimFunction_ThrowFromUserToTarget +BattleAnimFunc_ThrowFromUserToTargetAndDisappear: + call BattleAnimFunc_ThrowFromUserToTarget ret c call DeinitBattleAnimation ret -BattleAnimFunction_ThrowFromUserToTarget: +BattleAnimFunc_ThrowFromUserToTarget: ; If x coord at $88 or beyond, abort. ld hl, BATTLEANIMSTRUCT_XCOORD add hl, bc @@ -144,7 +144,7 @@ BattleAnimFunction_ThrowFromUserToTarget: scf ret -BattleAnimFunction_MoveWaveToTarget: +BattleAnimFunc_MoveWaveToTarget: ; Wave motion from one mon to another. Obj is cleared when it reaches x coord $88. Examples: Shadow Ball, Dragon Rage ld hl, BATTLEANIMSTRUCT_XCOORD add hl, bc @@ -186,7 +186,7 @@ BattleAnimFunction_MoveWaveToTarget: ld [hl], a ret -BattleAnimFunction_MoveInCircle: +BattleAnimFunc_MoveInCircle: ; Slow circular motion. Examples: Thundershock, Flamethrower ; Obj Param: Distance from center (masked with $7F). Bit 7 causes object to start on other side of the circle call BattleAnim_AnonJumptable @@ -234,7 +234,7 @@ BattleAnimFunction_MoveInCircle: inc [hl] ret -BattleAnimFunction_MoveFromUserToTarget: +BattleAnimFunc_MoveFromUserToTarget: ; Moves object diagonally at a ~30° angle towards opponent and stops when it reaches x coord $84. Obj Param changes the speed call BattleAnim_AnonJumptable .anon_dw @@ -256,8 +256,8 @@ BattleAnimFunction_MoveFromUserToTarget: call BattleAnim_StepToTarget ret -BattleAnimFunction_MoveFromUserToTargetAndDisappear: -; Same as BattleAnimFunction_01 but objs are cleared when they reach x coord $84 +BattleAnimFunc_MoveFromUserToTargetAndDisappear: +; Same as BattleAnimFunc_01 but objs are cleared when they reach x coord $84 ld hl, BATTLEANIMSTRUCT_XCOORD add hl, bc ld a, [hl] @@ -273,7 +273,7 @@ BattleAnimFunction_MoveFromUserToTargetAndDisappear: call DeinitBattleAnimation ret -BattleAnimFunction_PokeBall: +BattleAnimFunc_PokeBall: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -294,7 +294,7 @@ BattleAnimFunction_PokeBall: ret .one - call BattleAnimFunction_ThrowFromUserToTarget + call BattleAnimFunc_ThrowFromUserToTarget ret c ld hl, BATTLEANIMSTRUCT_YOFFSET add hl, bc @@ -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 @@ -390,7 +390,7 @@ BattleAnimFunction_PokeBall: call DeinitBattleAnimation ret -BattleAnimFunction_PokeBallBlocked: +BattleAnimFunc_PokeBallBlocked: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -407,7 +407,7 @@ BattleAnimFunction_PokeBallBlocked: ld a, [hl] cp $70 jr nc, .next - call BattleAnimFunction_ThrowFromUserToTarget + call BattleAnimFunc_ThrowFromUserToTarget ret .next @@ -458,7 +458,7 @@ GetBallAnimPal: INCLUDE "data/battle_anims/ball_colors.asm" -BattleAnimFunction_Ember: +BattleAnimFunc_Ember: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -495,12 +495,12 @@ BattleAnimFunction_Ember: .three call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_FLAMETHROWER + ld a, BATTLE_ANIM_FRAMESET_FLAMETHROWER call ReinitBattleAnimFrameset .four ret -BattleAnimFunction_Drop: +BattleAnimFunc_Drop: ; Drops obj. The Obj Param dictates how fast it is (lower value is faster) and how long it stays bouncing (lower value is longer). Example: Rock Slide call BattleAnim_AnonJumptable .anon_dw @@ -548,7 +548,7 @@ BattleAnimFunction_Drop: call DeinitBattleAnimation ret -BattleAnimFunction_MoveFromUserToTargetSpinAround: +BattleAnimFunc_MoveFromUserToTargetSpinAround: ; Object moves from user to target target and spins around it once. Example: Fire Spin, Swift call BattleAnim_AnonJumptable .anon_dw @@ -661,7 +661,7 @@ BattleAnimFunction_MoveFromUserToTargetSpinAround: jr nz, .loop ret -BattleAnimFunction_Shake: +BattleAnimFunc_Shake: ; Object switches position side to side. Obj Param defines how far to move it. Example: Dynamic Punch ; Some objects use this function with a Param of 0 call BattleAnim_AnonJumptable @@ -711,7 +711,7 @@ BattleAnimFunction_Shake: call DeinitBattleAnimation ret -BattleAnimFunction_FireBlast: +BattleAnimFunc_FireBlast: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -733,7 +733,7 @@ BattleAnimFunction_FireBlast: ld [hl], a cp $7 jr z, .seven - ld a, BATTLEANIMFRAMESET_BURNED + ld a, BATTLE_ANIM_FRAMESET_BURNED call ReinitBattleAnimFrameset ret @@ -752,7 +752,7 @@ 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 @@ -812,7 +812,7 @@ BattleAnimFunction_FireBlast: .six ret -BattleAnimFunction_RazorLeaf: +BattleAnimFunc_RazorLeaf: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -841,7 +841,7 @@ 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 @@ -937,7 +937,7 @@ 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 @@ -998,7 +998,7 @@ BattleAnim_ScatterHorizontal: ld de, -$100 ret -BattleAnimFunction_RockSmash: +BattleAnimFunc_RockSmash: ; Object moves at an arc ; Obj Param: Bit 7 makes arc flip horizontally ; Bit 6 defines offset from base frameset FRAMESET_19 @@ -1014,7 +1014,7 @@ 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 @@ -1064,7 +1064,7 @@ BattleAnimFunction_RockSmash: ld [hl], e ret -BattleAnimFunction_Bubble: +BattleAnimFunc_Bubble: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -1093,7 +1093,7 @@ 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 @@ -1148,7 +1148,7 @@ BattleAnimFunction_Bubble: ld [hl], d ret -BattleAnimFunction_Surf: +BattleAnimFunc_Surf: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -1233,7 +1233,7 @@ BattleAnimFunction_Surf: ldh [hLYOverrideStart], a ret -BattleAnimFunction_Sing: +BattleAnimFunc_Sing: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -1243,8 +1243,8 @@ 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 @@ -1270,7 +1270,7 @@ BattleAnimFunction_Sing: ld [hl], a ret -BattleAnimFunction_WaterGun: +BattleAnimFunc_WaterGun: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -1301,7 +1301,7 @@ 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 @@ -1325,12 +1325,12 @@ BattleAnimFunction_WaterGun: .splash call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_WATER_GUN_3 + ld a, BATTLE_ANIM_FRAMESET_WATER_GUN_3 call ReinitBattleAnimFrameset .three ret -BattleAnimFunction_Powder: +BattleAnimFunc_Powder: ; Obj moves down and disappears at x coord $38 ld hl, BATTLEANIMSTRUCT_YOFFSET add hl, bc @@ -1364,7 +1364,7 @@ BattleAnimFunction_Powder: ld [hl], a ret -BattleAnimFunction_Recover: +BattleAnimFunc_Recover: ; Obj moves in an ever shrinking circle. Obj Param defines initial position in the circle call BattleAnim_AnonJumptable .anon_dw @@ -1433,7 +1433,7 @@ BattleAnimFunction_Recover: dec [hl] ret -BattleAnimFunction_ThunderWave: +BattleAnimFunc_ThunderWave: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -1443,7 +1443,7 @@ BattleAnimFunction_ThunderWave: .one call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_THUNDER_WAVE_EXTRA + ld a, BATTLE_ANIM_FRAMESET_THUNDER_WAVE_EXTRA call ReinitBattleAnimFrameset .zero .two @@ -1453,7 +1453,7 @@ BattleAnimFunction_ThunderWave: call DeinitBattleAnimation ret -BattleAnimFunction_Clamp_Encore: +BattleAnimFunc_Clamp_Encore: ; Claps two objects together, twice. Also used by Encore ; Second object's frameset and position relative to first are both defined via this function ; Obj Param: Distance from center (masked with $7F). Bit 7 flips object horizontally by switching to a different frameset @@ -1510,15 +1510,15 @@ 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 @@ -1540,7 +1540,7 @@ BattleAnimFunction_Clamp_Encore: ld [hl], $1 ret -BattleAnimFunction_Bite: +BattleAnimFunc_Bite: ; Claps two objects together (vertically), twice ; Second object's frameset and position relative to first are both defined via this function ; Obj Param: Distance from center (masked with $7F). Bit 7 flips object vertically by switching to a different frameset @@ -1589,11 +1589,11 @@ 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 @@ -1617,7 +1617,7 @@ BattleAnimFunction_Bite: ld [hl], $1 ret -BattleAnimFunction_SolarBeam: +BattleAnimFunc_SolarBeam: ; Solar Beam charge up animation call BattleAnim_AnonJumptable .anon_dw @@ -1675,7 +1675,7 @@ BattleAnimFunction_SolarBeam: call DeinitBattleAnimation ret -BattleAnimFunction_Gust: +BattleAnimFunc_Gust: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -1801,7 +1801,7 @@ BattleAnimFunction_Gust: .GustOffsets: db 8, 6, 5, 4, 5, 6, 8, 12, 16 -BattleAnimFunction_Absorb: +BattleAnimFunc_Absorb: ; Moves object from target to user and disappears when reaches x coord $30. Example: Absorb, Mega Drain, Leech Seed status ; Obj Param: Speed in the X axis ld hl, BATTLEANIMSTRUCT_XCOORD @@ -1832,7 +1832,7 @@ BattleAnimFunction_Absorb: jr nz, .loop ret -BattleAnimFunction_Wrap: +BattleAnimFunc_Wrap: ; Plays out object frameset. Use anim_incobj to move to next frameset call BattleAnim_AnonJumptable .anon_dw @@ -1844,8 +1844,8 @@ 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? @@ -1855,7 +1855,7 @@ BattleAnimFunction_Wrap: .two ret -BattleAnimFunction_LeechSeed: +BattleAnimFunc_LeechSeed: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -1880,7 +1880,7 @@ 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 @@ -1896,7 +1896,7 @@ BattleAnimFunction_LeechSeed: .flutter call BattleAnim_IncAnonJumptableIndex - ld a, BATTLEANIMFRAMESET_LEECH_SEED_3 + ld a, BATTLE_ANIM_FRAMESET_LEECH_SEED_3 call ReinitBattleAnimFrameset .three ret @@ -1950,7 +1950,7 @@ BattleAnim_StepThrownToTarget: dec [hl] ret -BattleAnimFunction_Spikes: +BattleAnimFunc_Spikes: ; Object is thrown at target. After $20 frames it stops and waits another $20 frames then disappear call BattleAnim_AnonJumptable .anon_dw @@ -1979,8 +1979,8 @@ BattleAnimFunction_Spikes: .two ret -BattleAnimFunction_RazorWind: - call BattleAnimFunction_MoveInCircle +BattleAnimFunc_RazorWind: + call BattleAnimFunc_MoveInCircle ; Causes object to skip ahead the circular motion every frame ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc @@ -1989,7 +1989,7 @@ BattleAnimFunction_RazorWind: ld [hl], a ret -BattleAnimFunction_Kick: +BattleAnimFunc_Kick: ; Uses anim_setobj for different kick types call BattleAnim_AnonJumptable .anon_dw @@ -2073,7 +2073,7 @@ BattleAnimFunction_Kick: ld [hl], a ret -BattleAnimFunction_Egg: +BattleAnimFunc_Egg: ; Used by Egg Bomb and Softboiled ; Obj Param: Defines jumptable starting index call BattleAnim_AnonJumptable @@ -2197,7 +2197,7 @@ 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 @@ -2217,8 +2217,8 @@ 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 @@ -2227,8 +2227,8 @@ 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 @@ -2293,7 +2293,7 @@ BattleAnimFunction_Egg: call BattleAnim_IncAnonJumptableIndex ret -BattleAnimFunction_MoveUp: +BattleAnimFunc_MoveUp: ; Moves object up for 41 frames ; Obj Param: Movement speed ld hl, BATTLEANIMSTRUCT_YOFFSET @@ -2317,9 +2317,9 @@ BattleAnimFunction_MoveUp: ld [hl], a ret -BattleAnimFunction_Sound: +BattleAnimFunc_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 @@ -2343,8 +2343,8 @@ 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 @@ -2397,7 +2397,7 @@ BattleAnimFunction_Sound: ld [hl], a ret -BattleAnimFunction_ConfuseRay: +BattleAnimFunc_ConfuseRay: ; Creates the Confuse Ray object and moves it across the screen until x coord $80 ; Moves horizontally every frame and vertically every 3 frames call BattleAnim_AnonJumptable @@ -2420,7 +2420,7 @@ 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 @@ -2467,7 +2467,7 @@ BattleAnimFunction_ConfuseRay: inc [hl] ret -BattleAnimFunction_Dizzy: +BattleAnimFunc_Dizzy: ; Moves object in a circle where the height is 1/4 the width, with the next frameset from base whether moving left or right. Also used for Nightmare ; Obj Param: Defines starting position in the circle (masked with $80). Bit 7 flips it at the start call BattleAnim_AnonJumptable @@ -2490,8 +2490,8 @@ 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 @@ -2528,22 +2528,22 @@ 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: +BattleAnimFunc_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 @@ -2556,7 +2556,7 @@ 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 @@ -2579,7 +2579,7 @@ BattleAnimFunction_Amnesia: .AmnesiaOffsets: ; Hardcoded Y Offsets for each Obj Param db $ec, $f8, $00 -BattleAnimFunction_FloatUp: +BattleAnimFunc_FloatUp: ; Object moves horizontally in a sine wave, while also moving up. Also used by Charm and the Nightmare status ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc @@ -2609,7 +2609,7 @@ BattleAnimFunction_FloatUp: ld [hl], e ret -BattleAnimFunction_Dig: +BattleAnimFunc_Dig: ; Object moves up then down with a wave motion, while also moving away from the user 1 pixel per frame ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc @@ -2626,7 +2626,7 @@ BattleAnimFunction_Dig: inc [hl] ret -BattleAnimFunction_String: +BattleAnimFunc_String: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -2644,12 +2644,12 @@ 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 -BattleAnimFunction_Paralyzed: +BattleAnimFunc_Paralyzed: ; Also used by Disable ; Obj Param: When bit 7 is set, frameset is replaced with flipped version. This bit is discarded and object then moves back and forth between position in lower nybble and upper nybble of Param every other frame call BattleAnim_AnonJumptable @@ -2685,7 +2685,7 @@ BattleAnimFunction_Paralyzed: xor $ff inc a ld [hl], a - ld a, BATTLEANIMFRAMESET_PARALYZED_FLIPPED + ld a, BATTLE_ANIM_FRAMESET_PARALYZED_FLIPPED call ReinitBattleAnimFrameset ret @@ -2713,7 +2713,7 @@ BattleAnimFunction_Paralyzed: ld [hl], a ret -BattleAnimFunction_SpiralDescent: +BattleAnimFunc_SpiralDescent: ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc ld a, [hl] @@ -2754,7 +2754,7 @@ BattleAnimFunction_SpiralDescent: call DeinitBattleAnimation ret -BattleAnimFunction_PetalDance: +BattleAnimFunc_PetalDance: ; Object moves downwards in a spiral around the user. Object disappears at y coord $28 ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc @@ -2796,11 +2796,11 @@ BattleAnimFunction_PetalDance: call DeinitBattleAnimation ret -BattleAnimFunction_PoisonGas: +BattleAnimFunc_PoisonGas: call BattleAnim_AnonJumptable .anon_dw dw .zero - dw BattleAnimFunction_SpiralDescent + dw BattleAnimFunc_SpiralDescent .zero: ld hl, BATTLEANIMSTRUCT_XCOORD @@ -2832,7 +2832,7 @@ BattleAnimFunction_PoisonGas: call BattleAnim_IncAnonJumptableIndex ret -BattleAnimFunction_SmokeFlameWheel: +BattleAnimFunc_SmokeFlameWheel: ; Object spins around target while also moving upward until it disappears at x coord $e8 ; Obj Param: Defines where the object starts in the circle ld hl, BATTLEANIMSTRUCT_PARAM @@ -2876,7 +2876,7 @@ BattleAnimFunction_SmokeFlameWheel: call DeinitBattleAnimation ret -BattleAnimFunction_SacredFire: +BattleAnimFunc_SacredFire: ; Moves object in a circle where the height is 1/8 the width, while also moving upward 2 pixels per frame for 24 frames after which it disappears ; Obj Param: Is used internally only ld hl, BATTLEANIMSTRUCT_PARAM @@ -2921,7 +2921,7 @@ BattleAnimFunction_SacredFire: call DeinitBattleAnimation ret -BattleAnimFunction_PresentSmokescreen: +BattleAnimFunc_PresentSmokescreen: ; Object bounces from user to target and stops at x coord $6c. Uses anim_incobj to clear object ; Obj Param: Defined but not used call BattleAnim_AnonJumptable @@ -2981,7 +2981,7 @@ BattleAnimFunction_PresentSmokescreen: call DeinitBattleAnimation ret -BattleAnimFunction_Horn: +BattleAnimFunc_Horn: call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -3048,7 +3048,7 @@ BattleAnimFunction_Horn: ld [hl], a ret -BattleAnimFunction_Needle: +BattleAnimFunc_Needle: ; Moves object towards target, either in a straight line or arc. Stops at x coord $84 ; Obj Param: Upper nybble defines the index of the jumptable. Lower nybble defines the speed. call BattleAnim_AnonJumptable @@ -3103,7 +3103,7 @@ BattleAnimFunction_Needle: call BattleAnim_StepToTarget ret -BattleAnimFunction_ThiefPayday: +BattleAnimFunc_ThiefPayday: ; Object drops off target and bounces once on the floor ; Obj Param: Defines every how many frames the object moves horizontally call BattleAnim_AnonJumptable @@ -3156,7 +3156,7 @@ BattleAnimFunction_ThiefPayday: srl [hl] ret -BattleAnimFunction_AbsorbCircle: +BattleAnimFunc_AbsorbCircle: ; A circle of objects that starts at the target and moves to the user. It expands until x coord $5a and then shrinks. Once radius reaches 0, the object disappears. Also used by Mimic and Conversion2 ; Obj Param: Defines the position in the circle the object starts at ld hl, BATTLEANIMSTRUCT_PARAM @@ -3217,7 +3217,7 @@ BattleAnimFunction_AbsorbCircle: call DeinitBattleAnimation ret -BattleAnimFunction_Conversion: +BattleAnimFunc_Conversion: ; A rotating circle of objects centered at a position. It expands for $40 frames and then shrinks. Once radius reaches 0, the object disappears. ; Obj Param: Defines starting point in the circle ld hl, BATTLEANIMSTRUCT_PARAM @@ -3258,7 +3258,7 @@ BattleAnimFunction_Conversion: call DeinitBattleAnimation ret -BattleAnimFunction_Bonemerang: +BattleAnimFunc_Bonemerang: ; Boomerang-like movement from user to target ; Obj Param: Defines position to start at in the circle call BattleAnim_AnonJumptable @@ -3300,7 +3300,7 @@ BattleAnimFunction_Bonemerang: inc [hl] ret -BattleAnimFunction_Shiny: +BattleAnimFunc_Shiny: ; Puts object in a circle formation of radius $10. Also used by Flash and Light Screen ; Obj Param: Defines where the object starts in the circle call BattleAnim_AnonJumptable @@ -3332,7 +3332,7 @@ BattleAnimFunction_Shiny: .one: ret -BattleAnimFunction_SkyAttack: +BattleAnimFunc_SkyAttack: ; Uses anim_incobj to move to next step call BattleAnim_AnonJumptable .anon_dw @@ -3421,7 +3421,7 @@ BattleAnimFunction_SkyAttack: .SGBPals: db $ff, $ff, $00, $00 -BattleAnimFunction_GrowthSwordsDance: +BattleAnimFunc_GrowthSwordsDance: ; Moves object in a circle where the height is 1/8 the width, while also moving upward 2 pixels per frame ; Obj Param: Defines where the object starts in the circle ld hl, BATTLEANIMSTRUCT_PARAM @@ -3453,7 +3453,7 @@ BattleAnimFunction_GrowthSwordsDance: dec [hl] ret -BattleAnimFunction_StrengthSeismicToss: +BattleAnimFunc_StrengthSeismicToss: ; Moves object up for $e0 frames, then shakes it vertically and throws it at the target. Uses anim_incobj to move to final phase ; Obj Param: Defined but not used call BattleAnim_AnonJumptable @@ -3528,7 +3528,7 @@ BattleAnimFunction_StrengthSeismicToss: call DeinitBattleAnimation ret -BattleAnimFunction_SpeedLine: +BattleAnimFunc_SpeedLine: ; Used in moves where the user disappears for a speed-based attack such as Quick Attack, Mach Punch and Extremespeed call BattleAnim_AnonJumptable .anon_dw @@ -3541,7 +3541,7 @@ 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 @@ -3559,8 +3559,8 @@ BattleAnimFunction_SpeedLine: dec [hl] ret -BattleAnimFunction_Sludge: -; Object moves upward for $c frames and switches to BATTLEANIMFRAMESET_SLUDGE_BUBBLE_BURST +BattleAnimFunc_Sludge: +; Object moves upward for $c frames and switches to BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST call BattleAnim_AnonJumptable .anon_dw dw .zero @@ -3585,7 +3585,7 @@ 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 @@ -3593,7 +3593,7 @@ BattleAnimFunction_Sludge: dec [hl] ret -BattleAnimFunction_MetronomeHand: +BattleAnimFunc_MetronomeHand: ; Fast circular motion with an x radius of $8 and y radius of $2 ld hl, BATTLEANIMSTRUCT_VAR1 add hl, bc @@ -3614,7 +3614,7 @@ BattleAnimFunction_MetronomeHand: ld [hl], a ret -BattleAnimFunction_MetronomeSparkleSketch: +BattleAnimFunc_MetronomeSparkleSketch: ; Sideways wave motion while also moving downward until it disappears at y coord $20 ; Obj Param: Only used internally ld hl, BATTLEANIMSTRUCT_YOFFSET @@ -3646,7 +3646,7 @@ BattleAnimFunction_MetronomeSparkleSketch: inc [hl] ret -BattleAnimFunction_Agility: +BattleAnimFunc_Agility: ; Object moves sideways at a speed determined by Obj Param. Can use anim_incobj to make it disappear call BattleAnim_AnonJumptable .anon_dw @@ -3667,7 +3667,7 @@ BattleAnimFunction_Agility: call DeinitBattleAnimation ret -BattleAnimFunction_SafeguardProtect: +BattleAnimFunc_SafeguardProtect: ; Moves object in a circle where the width is 1/2 the height ; Obj Param: Defines starting point in circle ld hl, BATTLEANIMSTRUCT_PARAM @@ -3693,7 +3693,7 @@ BattleAnimFunction_SafeguardProtect: inc [hl] ret -BattleAnimFunction_LockOnMindReader: +BattleAnimFunc_LockOnMindReader: ; Moves objects towards a center position ; Obj Param: Used to define object angle from 0 to 3. Lower nybble defines how much to increase from base frameset while upper nybble defines angle of movement. The object moves for $28 frames, then waits for $10 frames and disappears call BattleAnim_AnonJumptable @@ -3713,8 +3713,8 @@ 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 @@ -3761,7 +3761,7 @@ BattleAnimFunction_LockOnMindReader: call DeinitBattleAnimation ret -BattleAnimFunction_HealBellNotes: +BattleAnimFunc_HealBellNotes: ; Object moves horizontally in a sine wave, while also moving left every other frame and downwards for $38 frames after which it disappears ; Obj Param: Defines a frameset offset from FRAMESET_24 call BattleAnim_AnonJumptable @@ -3773,8 +3773,8 @@ 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 @@ -3806,7 +3806,7 @@ BattleAnimFunction_HealBellNotes: call DeinitBattleAnimation ret -BattleAnimFunction_BatonPass: +BattleAnimFunc_BatonPass: ; Object falls vertically and bounces on the ground ; Obj Param: Defines speed and duration ld hl, BATTLEANIMSTRUCT_PARAM @@ -3838,7 +3838,7 @@ BattleAnimFunction_BatonPass: srl [hl] ret -BattleAnimFunction_EncoreBellyDrum: +BattleAnimFunc_EncoreBellyDrum: ; Object moves at an arc for 8 frames and disappears ; Obj Param: Defines starting position in the arc ld hl, BATTLEANIMSTRUCT_VAR1 @@ -3870,7 +3870,7 @@ BattleAnimFunction_EncoreBellyDrum: call DeinitBattleAnimation ret -BattleAnimFunction_SwaggerMorningSun: +BattleAnimFunc_SwaggerMorningSun: ; Moves object at an angle ; Obj Param: Lower 6 bits define angle of movement and upper 2 bits define speed ld hl, BATTLEANIMSTRUCT_PARAM @@ -3901,7 +3901,7 @@ BattleAnimFunction_SwaggerMorningSun: ld [hl], a ret -BattleAnimFunction_HiddenPower: +BattleAnimFunc_HiddenPower: ; Moves object in a ring around position. Uses anim_incobj to move to second phase, where it expands the radius 8 pixels at a time for 13 frames and then disappears ; Obj Param: Defines starting position in circle call BattleAnim_AnonJumptable @@ -3945,7 +3945,7 @@ BattleAnimFunction_HiddenPower: call BattleAnim_StepCircle ret -BattleAnimFunction_Curse: +BattleAnimFunc_Curse: ; Object moves down and to the left 2 pixels at a time until it reaches x coord $30 and disappears call BattleAnim_AnonJumptable .anon_dw @@ -3973,7 +3973,7 @@ BattleAnimFunction_Curse: .zero: ret -BattleAnimFunction_PerishSong: +BattleAnimFunc_PerishSong: ; Moves object in a large circle with a x radius of $50 and a y radius 1/4 or that, while also moving downwards ; Obj Param: Defines starting position in the circle ld d, $50 @@ -4002,7 +4002,7 @@ BattleAnimFunction_PerishSong: ld [hl], a ret -BattleAnimFunction_RapidSpin: +BattleAnimFunc_RapidSpin: ; Object moves upwards 4 pixels per frame until it disappears at y coord $d0 ld hl, BATTLEANIMSTRUCT_YOFFSET add hl, bc @@ -4019,7 +4019,7 @@ BattleAnimFunction_RapidSpin: call DeinitBattleAnimation ret -BattleAnimFunction_BetaPursuit: +BattleAnimFunc_BetaPursuit: ; Working but unused animation ; Object moves either down or up 4 pixels per frame, depending on Obj Param. Object disappears after 23 frames when going down, or at y coord $d8 when going up ; Obj Param: 0 moves downwards, 1 moves upwards @@ -4071,7 +4071,7 @@ BattleAnimFunction_BetaPursuit: dec [hl] ret -BattleAnimFunction_RainSandstorm: +BattleAnimFunc_RainSandstorm: ; Object moves down 4 pixels at a time and right a variable distance ; Obj Param: Defines variation in the movement ; $0: 2 pixels horizontal movement @@ -4144,8 +4144,8 @@ BattleAnimFunction_RainSandstorm: ld [hl], a ret -BattleAnimFunction_AnimObjB0: ; unused -; Used by object ANIM_OBJ_B0, with itself is not used in any animation +BattleAnimFunc_AnimObjB0: ; unused +; 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 @@ -4177,7 +4177,7 @@ BattleAnimFunction_AnimObjB0: ; unused ld [hl], e ret -BattleAnimFunction_PsychUp: +BattleAnimFunc_PsychUp: ; Object moves in a circle ; Obj Param: Defines starting position in the circle ld d, $18 @@ -4188,7 +4188,7 @@ BattleAnimFunction_PsychUp: call BattleAnim_StepCircle ret -BattleAnimFunction_Cotton: +BattleAnimFunc_Cotton: ; Object moves in a circle slowly ; Obj Param: Defines starting position in the circle ld d, $18 @@ -4203,7 +4203,7 @@ BattleAnimFunction_Cotton: call BattleAnim_StepCircle ret -BattleAnimFunction_AncientPower: +BattleAnimFunc_AncientPower: ; Object moves up and down in an arc for $20 frames and then disappears ; Obj Param: Defines range of arc motion ld hl, BATTLEANIMSTRUCT_VAR1 diff --git a/engine/events/celebi.asm b/engine/events/celebi.asm index 6e50fadd5af..63d973e6e95 100644 --- a/engine/events/celebi.asm +++ b/engine/events/celebi.asm @@ -14,14 +14,14 @@ CelebiShrineEvent: ld [wVramState], a call LoadCelebiGFX depixel 0, 10, 7, 0 - ld a, SPRITE_ANIM_INDEX_CELEBI + ld a, SPRITE_ANIM_OBJ_CELEBI call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], SPECIALCELEBIEVENT_CELEBI ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc - ld [hl], SPRITE_ANIM_SEQ_CELEBI + ld [hl], SPRITE_ANIM_FUNC_CELEBI ld hl, SPRITEANIMSTRUCT_VAR4 add hl, bc ld a, $80 @@ -111,7 +111,7 @@ CelebiEvent_SpawnLeaf: ; unreferenced add $40 ld d, a ld e, $0 - ld a, SPRITE_ANIM_INDEX_FLY_LEAF ; fly land + ld a, SPRITE_ANIM_OBJ_FLY_LEAF ; fly land call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc diff --git a/engine/events/field_moves.asm b/engine/events/field_moves.asm index 6e94f1693ca..88fcfcbb0a6 100644 --- a/engine/events/field_moves.asm +++ b/engine/events/field_moves.asm @@ -32,7 +32,7 @@ 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 @@ -164,7 +164,7 @@ 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 @@ -217,7 +217,7 @@ 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 @@ -304,14 +304,14 @@ 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 @@ -338,14 +338,14 @@ 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 @@ -437,7 +437,7 @@ 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 43b1d716dd4..e7c254bd380 100644 --- a/engine/events/magnet_train.asm +++ b/engine/events/magnet_train.asm @@ -292,7 +292,7 @@ MagnetTrain_Jumptable: ld d, (8 + 2) * TILE_WIDTH + 5 ld a, [wMagnetTrainPlayerSpriteInitX] ld e, a - ld b, SPRITE_ANIM_INDEX_MAGNET_TRAIN_RED + ld b, SPRITE_ANIM_OBJ_MAGNET_TRAIN_RED ldh a, [rSVBK] push af ld a, BANK(wPlayerGender) @@ -300,7 +300,7 @@ MagnetTrain_Jumptable: ld a, [wPlayerGender] bit PLAYERGENDER_FEMALE_F, a jr z, .got_gender - ld b, SPRITE_ANIM_INDEX_MAGNET_TRAIN_BLUE + ld b, SPRITE_ANIM_OBJ_MAGNET_TRAIN_BLUE .got_gender pop af ldh [rSVBK], a diff --git a/engine/games/memory_game.asm b/engine/games/memory_game.asm index 8be4e51c484..ee0653c9659 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 3a42172b9ee..7ff331bab1f 100644 --- a/engine/games/slot_machine.asm +++ b/engine/games/slot_machine.asm @@ -1153,7 +1153,7 @@ 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 @@ -1214,7 +1214,7 @@ 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 @@ -2138,7 +2138,7 @@ 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 db8519e6632..82310cabe53 100644 --- a/engine/gfx/mon_icons.asm +++ b/engine/gfx/mon_icons.asm @@ -84,7 +84,7 @@ Mobile_InitAnimatedMonIcon: call PartyMenu_InitAnimatedMonIcon ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc - ld a, SPRITE_ANIM_SEQ_NULL + ld a, SPRITE_ANIM_FUNC_NULL ld [hl], a ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc @@ -101,7 +101,7 @@ Mobile_InitPartyMenuBGPal71: call SetPartyMonIconAnimSpeed ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc - ld a, SPRITE_ANIM_SEQ_NULL + ld a, SPRITE_ANIM_FUNC_NULL ld [hl], a ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc @@ -174,7 +174,7 @@ InitPartyMenuIcon: ; 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 @@ -221,11 +221,11 @@ 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: @@ -236,11 +236,11 @@ 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: @@ -360,11 +360,11 @@ 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 @@ -394,7 +394,7 @@ 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 @@ -414,11 +414,11 @@ 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 7acff3a5dec..e2ec95bd852 100644 --- a/engine/menus/intro_menu.asm +++ b/engine/menus/intro_menu.asm @@ -1293,7 +1293,7 @@ UpdateTitleTrailSprite: ; unreferenced ret z ld e, a ld d, [hl] - 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 6db4291578e..dd8cd2c25b9 100644 --- a/engine/menus/naming_screen.asm +++ b/engine/menus/naming_screen.asm @@ -166,7 +166,7 @@ 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 @@ -208,14 +208,14 @@ NamingScreen: ld [hli], a ld [hl], a pop de - ld b, SPRITE_ANIM_INDEX_RED_WALK + ld b, SPRITE_ANIM_OBJ_RED_WALK ld a, d cp HIGH(KrisSpriteGFX) jr nz, .not_kris ld a, e cp LOW(KrisSpriteGFX) jr nz, .not_kris - ld b, SPRITE_ANIM_INDEX_BLUE_WALK + ld b, SPRITE_ANIM_OBJ_BLUE_WALK .not_kris ld a, b depixel 4, 4, 4, 0 @@ -377,7 +377,7 @@ 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 @@ -932,7 +932,7 @@ _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 @@ -1051,7 +1051,7 @@ 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 @@ -1152,7 +1152,7 @@ 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 44b2bcf071a..30da991f556 100644 --- a/engine/movie/evolution_animation.asm +++ b/engine/movie/evolution_animation.asm @@ -311,7 +311,7 @@ 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 caad2971b74..534beb958c1 100644 --- a/engine/movie/intro.asm +++ b/engine/movie/intro.asm @@ -388,7 +388,7 @@ IntroScene7: call Intro_ResetLYOverrides farcall ClearSpriteAnims depixel 13, 27, 4, 0 - ld a, SPRITE_ANIM_INDEX_INTRO_SUICUNE + ld a, SPRITE_ANIM_OBJ_INTRO_SUICUNE call InitSpriteAnimStruct ld a, $f0 ld [wGlobalAnimXOffset], a @@ -481,7 +481,7 @@ IntroScene10: .pichu depixel 21, 16, 1, 0 - ld a, SPRITE_ANIM_INDEX_INTRO_PICHU + ld a, SPRITE_ANIM_OBJ_INTRO_PICHU call InitSpriteAnimStruct ld de, SFX_INTRO_PICHU call PlaySFX @@ -489,7 +489,7 @@ IntroScene10: .wooper depixel 22, 6 - ld a, SPRITE_ANIM_INDEX_INTRO_WOOPER + ld a, SPRITE_ANIM_OBJ_INTRO_WOOPER call InitSpriteAnimStruct ld de, SFX_INTRO_PICHU call PlaySFX @@ -668,7 +668,7 @@ IntroScene13: ldh [hWY], a farcall ClearSpriteAnims depixel 13, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_INTRO_SUICUNE + ld a, SPRITE_ANIM_OBJ_INTRO_SUICUNE call InitSpriteAnimStruct ld de, MUSIC_CRYSTAL_OPENING call PlayMusic @@ -779,10 +779,10 @@ IntroScene15: farcall ClearSpriteAnims call Intro_SetCGBPalUpdate depixel 8, 5 - ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN_F + ld a, SPRITE_ANIM_OBJ_INTRO_UNOWN_F call InitSpriteAnimStruct depixel 12, 0 - ld a, SPRITE_ANIM_INDEX_INTRO_SUICUNE_AWAY + ld a, SPRITE_ANIM_OBJ_INTRO_SUICUNE_AWAY call InitSpriteAnimStruct xor a ld [wIntroSceneFrameCounter], a @@ -931,7 +931,7 @@ IntroScene19: ld [hl], $7f call Intro_SetCGBPalUpdate depixel 12, 0 - ld a, SPRITE_ANIM_INDEX_INTRO_SUICUNE_AWAY + ld a, SPRITE_ANIM_OBJ_INTRO_SUICUNE_AWAY call InitSpriteAnimStruct xor a ld [wIntroSceneFrameCounter], a @@ -1189,7 +1189,7 @@ INCLUDE "gfx/intro/fade.pal" CrystalIntro_InitUnownAnim: push de - ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN + ld a, SPRITE_ANIM_OBJ_INTRO_UNOWN call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc @@ -1199,7 +1199,7 @@ CrystalIntro_InitUnownAnim: pop de push de - ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN + ld a, SPRITE_ANIM_OBJ_INTRO_UNOWN call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc @@ -1209,7 +1209,7 @@ CrystalIntro_InitUnownAnim: pop de push de - ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN + ld a, SPRITE_ANIM_OBJ_INTRO_UNOWN call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc @@ -1218,7 +1218,7 @@ CrystalIntro_InitUnownAnim: call ReinitSpriteAnimFrame pop de - ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN + ld a, SPRITE_ANIM_OBJ_INTRO_UNOWN call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc diff --git a/engine/movie/splash.asm b/engine/movie/splash.asm index e209935779d..f592e0a4e46 100644 --- a/engine/movie/splash.asm +++ b/engine/movie/splash.asm @@ -89,7 +89,7 @@ GameFreakPresentsInit: farcall ClearSpriteAnims depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_GAMEFREAK_LOGO + ld a, SPRITE_ANIM_OBJ_GAMEFREAK_LOGO call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_YOFFSET add hl, bc diff --git a/engine/movie/trade_animation.asm b/engine/movie/trade_animation.asm index 5f92954424b..eb7c870d711 100644 --- a/engine/movie/trade_animation.asm +++ b/engine/movie/trade_animation.asm @@ -357,7 +357,7 @@ 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 @@ -366,7 +366,7 @@ 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 @@ -1010,7 +1010,7 @@ 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, 32 @@ -1019,7 +1019,7 @@ 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 @@ -1034,7 +1034,7 @@ 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 @@ -1047,7 +1047,7 @@ 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, 64 diff --git a/engine/pokegear/pokegear.asm b/engine/pokegear/pokegear.asm index 8f094388ec6..05577bb301f 100644 --- a/engine/pokegear/pokegear.asm +++ b/engine/pokegear/pokegear.asm @@ -164,7 +164,7 @@ 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 @@ -655,11 +655,11 @@ PokegearMap_ContinueMap: PokegearMap_InitPlayerIcon: push af depixel 0, 0 - ld b, SPRITE_ANIM_INDEX_RED_WALK + ld b, SPRITE_ANIM_OBJ_RED_WALK ld a, [wPlayerGender] bit PLAYERGENDER_FEMALE_F, a jr z, .got_gender - ld b, SPRITE_ANIM_INDEX_BLUE_WALK + ld b, SPRITE_ANIM_OBJ_BLUE_WALK .got_gender ld a, b call InitSpriteAnimStruct @@ -682,14 +682,14 @@ 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 @@ -740,7 +740,7 @@ 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 @@ -1363,7 +1363,7 @@ 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 @@ -2719,14 +2719,14 @@ 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: @@ -2748,11 +2748,11 @@ TownMapPlayerIcon: call Request2bpp ; Animation/palette depixel 0, 0 - ld b, SPRITE_ANIM_INDEX_RED_WALK ; Male + ld b, SPRITE_ANIM_OBJ_RED_WALK ; Male ld a, [wPlayerGender] bit PLAYERGENDER_FEMALE_F, a jr z, .got_gender - ld b, SPRITE_ANIM_INDEX_BLUE_WALK ; Female + ld b, SPRITE_ANIM_OBJ_BLUE_WALK ; Female .got_gender ld a, b call InitSpriteAnimStruct diff --git a/engine/pokemon/breeding.asm b/engine/pokemon/breeding.asm index f8b70d4a6d8..f778dba44a5 100644 --- a/engine/pokemon/breeding.asm +++ b/engine/pokemon/breeding.asm @@ -782,7 +782,7 @@ EggHatch_CrackShell: add 9 * TILE_WIDTH + 4 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 @@ -810,7 +810,7 @@ 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 9b63eb855ab..7aa7123d783 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 @@ -526,9 +526,9 @@ 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 81% rename from engine/gfx/sprite_anims.asm rename to engine/sprite_anims/functions.asm index b9978e35dcf..4ba46634cf7 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] @@ -12,55 +12,55 @@ DoAnimFrame: jp hl .Jumptable: -; entries correspond to SPRITE_ANIM_SEQ_* constants (see constants/sprite_anim_constants.asm) - table_width 2, DoAnimFrame.Jumptable - dw AnimSeq_Null - dw AnimSeq_PartyMon - dw AnimSeq_PartyMonSwitch - dw AnimSeq_PartyMonSelected - dw AnimSeq_GSTitleTrail - dw AnimSeq_NamingScreenCursor - dw AnimSeq_GameFreakLogo - dw AnimSeq_GSGameFreakLogoStar - dw AnimSeq_GSGameFreakLogoSparkle - dw AnimSeq_SlotsGolem - dw AnimSeq_SlotsChansey - dw AnimSeq_SlotsChanseyEgg - dw AnimSeq_MailCursor - dw AnimSeq_UnusedCursor - dw AnimSeq_MemoryGameCursor - dw AnimSeq_PokegearArrow - dw AnimSeq_TradePokeBall - dw AnimSeq_TradeTubeBulge - dw AnimSeq_TrademonInTube - dw AnimSeq_RevealNewMon - dw AnimSeq_RadioTuningKnob - dw AnimSeq_CutLeaves - dw AnimSeq_FlyFrom - dw AnimSeq_FlyLeaf - dw AnimSeq_FlyTo - dw AnimSeq_GSIntroHoOhLugia - dw AnimSeq_EZChatCursor - dw AnimSeq_MobileTradeSentPulse - dw AnimSeq_MobileTradeOTPulse - dw AnimSeq_IntroSuicune - dw AnimSeq_IntroPichuWooper - dw AnimSeq_Celebi - dw AnimSeq_IntroUnown - dw AnimSeq_IntroUnownF - dw AnimSeq_IntroSuicuneAway - assert_table_length NUM_SPRITE_ANIM_SEQS - -AnimSeq_Null: - ret - -AnimSeq_PartyMon: +; entries correspond to SPRITE_ANIM_FUNC_* constants (see constants/sprite_anim_constants.asm) + table_width 2, DoSpriteAnimFrame.Jumptable + dw SpriteAnimFunc_Null + dw SpriteAnimFunc_PartyMon + dw SpriteAnimFunc_PartyMonSwitch + dw SpriteAnimFunc_PartyMonSelected + dw SpriteAnimFunc_GSTitleTrail + dw SpriteAnimFunc_NamingScreenCursor + dw SpriteAnimFunc_GameFreakLogo + dw SpriteAnimFunc_GSGameFreakLogoStar + dw SpriteAnimFunc_GSGameFreakLogoSparkle + dw SpriteAnimFunc_SlotsGolem + dw SpriteAnimFunc_SlotsChansey + dw SpriteAnimFunc_SlotsChanseyEgg + dw SpriteAnimFunc_MailCursor + dw SpriteAnimFunc_UnusedCursor + dw SpriteAnimFunc_MemoryGameCursor + dw SpriteAnimFunc_PokegearArrow + dw SpriteAnimFunc_TradePokeBall + dw SpriteAnimFunc_TradeTubeBulge + dw SpriteAnimFunc_TrademonInTube + dw SpriteAnimFunc_RevealNewMon + dw SpriteAnimFunc_RadioTuningKnob + dw SpriteAnimFunc_CutLeaves + dw SpriteAnimFunc_FlyFrom + dw SpriteAnimFunc_FlyLeaf + dw SpriteAnimFunc_FlyTo + dw SpriteAnimFunc_GSIntroHoOhLugia + dw SpriteAnimFunc_EZChatCursor + dw SpriteAnimFunc_MobileTradeSentPulse + dw SpriteAnimFunc_MobileTradeOTPulse + dw SpriteAnimFunc_IntroSuicune + dw SpriteAnimFunc_IntroPichuWooper + dw SpriteAnimFunc_Celebi + dw SpriteAnimFunc_IntroUnown + dw SpriteAnimFunc_IntroUnownF + dw SpriteAnimFunc_IntroSuicuneAway + assert_table_length NUM_SPRITE_ANIM_FUNCS + +SpriteAnimFunc_Null: + ret + +SpriteAnimFunc_PartyMon: ld a, [wMenuCursorY] ld hl, SPRITEANIMSTRUCT_INDEX add hl, bc cp [hl] - jr z, AnimSeq_PartyMonSwitch + jr z, SpriteAnimFunc_PartyMonSwitch ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc @@ -71,7 +71,7 @@ AnimSeq_PartyMon: ld [hl], 0 ret -AnimSeq_PartyMonSwitch: +SpriteAnimFunc_PartyMonSwitch: ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc ld [hl], 8 * 3 @@ -113,7 +113,7 @@ AnimSeq_PartyMonSwitch: ld [hl], a ret -AnimSeq_PartyMonSelected: +SpriteAnimFunc_PartyMonSelected: ld a, [wMenuCursorY] ld hl, SPRITEANIMSTRUCT_INDEX @@ -132,7 +132,7 @@ AnimSeq_PartyMonSelected: ld [hl], 8 * 3 ret -AnimSeq_GSTitleTrail: +SpriteAnimFunc_GSTitleTrail: call AnimSeqs_AnonJumptable jp hl .anon_dw @@ -199,7 +199,7 @@ AnimSeq_GSTitleTrail: call DeinitializeSprite ret -AnimSeq_GSIntroHoOhLugia: +SpriteAnimFunc_GSIntroHoOhLugia: ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld a, [hl] @@ -213,19 +213,19 @@ AnimSeq_GSIntroHoOhLugia: ld [hl], a ret -AnimSeq_NamingScreenCursor: +SpriteAnimFunc_NamingScreenCursor: callfar NamingScreen_AnimateCursor ret -AnimSeq_MailCursor: +SpriteAnimFunc_MailCursor: callfar ComposeMail_AnimateCursor ret -AnimSeq_GameFreakLogo: +SpriteAnimFunc_GameFreakLogo: callfar GameFreakLogoSpriteAnim ret -AnimSeq_GSGameFreakLogoStar: +SpriteAnimFunc_GSGameFreakLogoStar: ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld a, [hl] @@ -276,7 +276,7 @@ AnimSeq_GSGameFreakLogoStar: call DeinitializeSprite ret -AnimSeq_GSGameFreakLogoSparkle: +SpriteAnimFunc_GSGameFreakLogoSparkle: ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld a, [hli] @@ -353,11 +353,11 @@ AnimSeq_GSGameFreakLogoSparkle: call DeinitializeSprite ret -AnimSeq_SlotsGolem: +SpriteAnimFunc_SlotsGolem: callfar Slots_AnimateGolem ret -AnimSeq_SlotsChansey: +SpriteAnimFunc_SlotsChansey: callfar Slots_AnimateChansey ld hl, wSlotsDelay ld a, [hl] @@ -368,7 +368,7 @@ AnimSeq_SlotsChansey: call _ReinitSpriteAnimFrame ret -AnimSeq_SlotsChanseyEgg: +SpriteAnimFunc_SlotsChanseyEgg: ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc ld a, [hl] @@ -401,19 +401,19 @@ AnimSeq_SlotsChanseyEgg: ld [hl], a ret -AnimSeq_UnusedCursor: +SpriteAnimFunc_UnusedCursor: callfar UnusedCursor_InterpretJoypad_AnimateCursor ret -AnimSeq_PokegearArrow: +SpriteAnimFunc_PokegearArrow: callfar AnimatePokegearModeIndicatorArrow ret -AnimSeq_MemoryGameCursor: +SpriteAnimFunc_MemoryGameCursor: callfar MemoryGame_InterpretJoypad_AnimateCursor ret -AnimSeq_TradePokeBall: +SpriteAnimFunc_TradePokeBall: call AnimSeqs_AnonJumptable jp hl .anon_dw @@ -537,7 +537,7 @@ AnimSeq_TradePokeBall: call DeinitializeSprite ret -AnimSeq_TradeTubeBulge: +SpriteAnimFunc_TradeTubeBulge: ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc ld a, [hl] @@ -555,11 +555,11 @@ AnimSeq_TradeTubeBulge: call DeinitializeSprite ret -AnimSeq_TrademonInTube: +SpriteAnimFunc_TrademonInTube: callfar TradeAnim_AnimateTrademonInTube ret -AnimSeq_RevealNewMon: +SpriteAnimFunc_RevealNewMon: ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld a, [hl] @@ -596,11 +596,11 @@ AnimSeq_RevealNewMon: call DeinitializeSprite ret -AnimSeq_RadioTuningKnob: +SpriteAnimFunc_RadioTuningKnob: callfar AnimateTuningKnob ret -AnimSeq_CutLeaves: +SpriteAnimFunc_CutLeaves: ld hl, SPRITEANIMSTRUCT_VAR2 add hl, bc ld e, [hl] @@ -639,7 +639,7 @@ AnimSeq_CutLeaves: ld [hl], a ret -AnimSeq_FlyFrom: +SpriteAnimFunc_FlyFrom: ld hl, SPRITEANIMSTRUCT_YCOORD add hl, bc ld a, [hl] @@ -678,7 +678,7 @@ AnimSeq_FlyFrom: ld [hl], a ret -AnimSeq_FlyLeaf: +SpriteAnimFunc_FlyLeaf: ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc ld a, [hl] @@ -707,7 +707,7 @@ AnimSeq_FlyLeaf: call DeinitializeSprite ret -AnimSeq_FlyTo: +SpriteAnimFunc_FlyTo: ld hl, SPRITEANIMSTRUCT_YCOORD add hl, bc ld a, [hl] @@ -739,15 +739,15 @@ AnimSeq_FlyTo: ld [hl], a ret -AnimSeq_MobileTradeSentPulse: +SpriteAnimFunc_MobileTradeSentPulse: farcall MobileTradeAnim_AnimateSentPulse ret -AnimSeq_MobileTradeOTPulse: +SpriteAnimFunc_MobileTradeOTPulse: farcall MobileTradeAnim_AnimateOTPulse ret -AnimSeq_IntroSuicune: +SpriteAnimFunc_IntroSuicune: ld a, [wIntroSceneTimer] and a jr nz, .continue @@ -775,7 +775,7 @@ AnimSeq_IntroSuicune: call _ReinitSpriteAnimFrame ret -AnimSeq_IntroPichuWooper: +SpriteAnimFunc_IntroPichuWooper: ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld a, [hl] @@ -794,7 +794,7 @@ AnimSeq_IntroPichuWooper: .done ret -AnimSeq_IntroUnown: +SpriteAnimFunc_IntroUnown: ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc ld d, [hl] @@ -820,7 +820,7 @@ AnimSeq_IntroUnown: ld [hl], a ret -AnimSeq_IntroUnownF: +SpriteAnimFunc_IntroUnownF: ld a, [wSlotsDelay] cp $40 ret nz @@ -828,7 +828,7 @@ AnimSeq_IntroUnownF: call _ReinitSpriteAnimFrame ret -AnimSeq_IntroSuicuneAway: +SpriteAnimFunc_IntroSuicuneAway: ld hl, SPRITEANIMSTRUCT_YCOORD add hl, bc ld a, [hl] @@ -836,11 +836,11 @@ AnimSeq_IntroSuicuneAway: ld [hl], a ret -AnimSeq_EZChatCursor: +SpriteAnimFunc_EZChatCursor: farcall AnimateEZChatCursor ret -AnimSeq_Celebi: +SpriteAnimFunc_Celebi: farcall UpdateCelebiPosition ret diff --git a/main.asm b/main.asm index a8c32e20799..418538a74f1 100644 --- a/main.asm +++ b/main.asm @@ -304,7 +304,7 @@ INCLUDE "engine/battle/battle_transition.asm" INCLUDE "engine/events/field_moves.asm" INCLUDE "engine/events/magnet_train.asm" INCLUDE "engine/battle/battlestart_copytilemapatonce.asm" -INCLUDE "engine/gfx/sprites.asm" +INCLUDE "engine/sprite_anims/core.asm" INCLUDE "engine/gfx/mon_icons.asm" diff --git a/mobile/fixed_words.asm b/mobile/fixed_words.asm index 0b990f7d453..c4ef4ca59c8 100644 --- a/mobile/fixed_words.asm +++ b/mobile/fixed_words.asm @@ -412,11 +412,11 @@ EZChat_MasterLoop: .SpawnObjects: depixel 3, 1, 2, 5 - ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR + ld a, SPRITE_ANIM_OBJ_EZCHAT_CURSOR call InitSpriteAnimStruct depixel 8, 1, 2, 5 - ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR + ld a, SPRITE_ANIM_OBJ_EZCHAT_CURSOR call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc @@ -424,7 +424,7 @@ EZChat_MasterLoop: ld [hl], a depixel 9, 2, 2, 0 - ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR + ld a, SPRITE_ANIM_OBJ_EZCHAT_CURSOR call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc @@ -432,7 +432,7 @@ EZChat_MasterLoop: ld [hl], a depixel 10, 16 - ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR + ld a, SPRITE_ANIM_OBJ_EZCHAT_CURSOR call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc @@ -440,7 +440,7 @@ EZChat_MasterLoop: ld [hl], a depixel 10, 4 - ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR + ld a, SPRITE_ANIM_OBJ_EZCHAT_CURSOR call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc @@ -448,7 +448,7 @@ EZChat_MasterLoop: ld [hl], a depixel 10, 2 - ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR + ld a, SPRITE_ANIM_OBJ_EZCHAT_CURSOR call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc diff --git a/mobile/mobile_42.asm b/mobile/mobile_42.asm index 18f6280ffcf..558bfeb97ab 100644 --- a/mobile/mobile_42.asm +++ b/mobile/mobile_42.asm @@ -499,7 +499,7 @@ MobileTradeAnim_ShowPlayerMonToBeSent: call DelayFrames call Function108bec depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_SENT_BALL + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_SENT_BALL call InitSpriteAnimStruct ld de, SFX_BALL_POOF call PlaySFX @@ -533,7 +533,7 @@ MobileTradeAnim_ShowOTMonFromTrade: ld a, $90 ldh [hWY], a depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_OT_BALL + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_OT_BALL call InitSpriteAnimStruct call Function108b45 ld a, $1 @@ -632,7 +632,7 @@ MobileTradeAnim_ShowPlayerMonForGTS: call DelayFrames call Function108c2b depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_SENT_BALL + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_SENT_BALL call InitSpriteAnimStruct ld de, SFX_BALL_POOF call PlaySFX @@ -675,7 +675,7 @@ MobileTradeAnim_ShowOTMonFromGTS: ld a, $90 ldh [hWY], a depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_OT_BALL + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_OT_BALL call InitSpriteAnimStruct call Function108b45 ld a, $1 @@ -743,7 +743,7 @@ MobileTradeAnim_GetOddEgg: ld a, $90 ldh [hWY], a depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_OT_BALL + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_OT_BALL call InitSpriteAnimStruct call Function108b45 ld a, $1 @@ -925,7 +925,7 @@ MobileTradeAnim_GiveTrademon1: cp $f8 jr nz, .next depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_CABLE_BULGE + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_CABLE_BULGE call InitSpriteAnimStruct .next @@ -950,7 +950,7 @@ MobileTradeAnim_GiveTrademon1: .init depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_CABLE_BULGE + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_CABLE_BULGE call InitSpriteAnimStruct xor a call Function108ad4 @@ -980,7 +980,7 @@ MobileTradeAnim_GiveTrademon2: call Function108af4 call Function108b5a depixel 9, 10, 2, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_PING + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_PING call InitSpriteAnimStruct ld de, SFX_FORESIGHT call PlaySFX @@ -989,7 +989,7 @@ MobileTradeAnim_GiveTrademon2: xor a ld [wcf64], a depixel 9, 10, 2, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_SENT_PULSE + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_SENT_PULSE call InitSpriteAnimStruct .loop ldh a, [hSCY] @@ -1015,7 +1015,7 @@ MobileTradeAnim_05: ld c, 60 call WaitMobileTradeSpriteAnims depixel 30, 10, 2, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_OT_PULSE + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_OT_PULSE call InitSpriteAnimStruct call GetMobileTradeAnimByte ld de, SFX_THROW_BALL @@ -1036,7 +1036,7 @@ MobileTradeAnim_07: ld c, 80 call DelayFrames depixel 30, 10, 2, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_OT_PULSE + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_OT_PULSE call InitSpriteAnimStruct call GetMobileTradeAnimByte ld de, SFX_THROW_BALL @@ -1059,7 +1059,7 @@ MobileTradeAnim_GetTrademon1: .done farcall DeinitializeAllSprites depixel 9, 10, 2, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_PING + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_PING call InitSpriteAnimStruct ld de, SFX_GLASS_TING_2 call PlaySFX @@ -1094,13 +1094,13 @@ MobileTradeAnim_GetTrademon2: .asm_1088c5 depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_CABLE_BULGE + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_CABLE_BULGE call InitSpriteAnimStruct jr .asm_1088e7 .asm_1088cf depixel 10, 11, 4, 0 - ld a, SPRITE_ANIM_INDEX_MOBILE_TRADE_CABLE_BULGE + ld a, SPRITE_ANIM_OBJ_MOBILE_TRADE_CABLE_BULGE call InitSpriteAnimStruct xor a call Function108ad4 diff --git a/mobile/mobile_5c.asm b/mobile/mobile_5c.asm index 386c8e9407d..616f769f4e7 100644 --- a/mobile/mobile_5c.asm +++ b/mobile/mobile_5c.asm @@ -483,7 +483,7 @@ Function171b42: Function171b4b: depixel 8, 2 - ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR + ld a, SPRITE_ANIM_OBJ_EZCHAT_CURSOR call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc @@ -491,7 +491,7 @@ Function171b4b: ld [hl], a depixel 8, 19 - ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR + ld a, SPRITE_ANIM_OBJ_EZCHAT_CURSOR call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc @@ -499,7 +499,7 @@ Function171b4b: ld [hl], a depixel 17, 14, 2, 0 - ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR + ld a, SPRITE_ANIM_OBJ_EZCHAT_CURSOR call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc diff --git a/ram/wram.asm b/ram/wram.asm index dca2dae61f5..fcba7ce129d 100644 --- a/ram/wram.asm +++ b/ram/wram.asm @@ -203,7 +203,7 @@ 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 @@ -211,7 +211,7 @@ 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:: @@ -3542,13 +3542,13 @@ SECTION "Battle Animations", WRAMX 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