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Fix some constants surrounding sprite animations
Also commented the use of the field surrounding the struct initialization functions. SPRITEANIMSTRUCT_0C -> SPRITEANIMSTRUCT_VAR1 SPRITEANIMSTRUCT_0D -> SPRITEANIMSTRUCT_VAR2 SPRITEANIMSTRUCT_0E -> SPRITEANIMSTRUCT_VAR3 SPRITEANIMSTRUCT_0F -> SPRITEANIMSTRUCT_VAR4 BATTLEANIMSTRUCT_01 -> BATTLEANIMSTRUCT_OAMFLAGS BATTLEANIMSTRUCT_ANON_JT_INDEX -> BATTLEANIMSTRUCT_JUMPTABLE_INDEX BATTLEANIMSTRUCT_0F -> BATTLEANIMSTRUCT_VAR1 BATTLEANIMSTRUCT_10 -> BATTLEANIMSTRUCT_VAR2
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@@ -324,7 +324,7 @@ EvolutionAnimation:
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], $0
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld [hl], $10
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ret
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@@ -1190,7 +1190,7 @@ CrystalIntro_InitUnownAnim:
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push de
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ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld [hl], $8
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ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_4
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@@ -1200,7 +1200,7 @@ CrystalIntro_InitUnownAnim:
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push de
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ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld [hl], $18
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ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_3
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@@ -1210,7 +1210,7 @@ CrystalIntro_InitUnownAnim:
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push de
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ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld [hl], $28
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ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1
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@@ -1219,7 +1219,7 @@ CrystalIntro_InitUnownAnim:
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ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld [hl], $38
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ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_2
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@@ -94,10 +94,10 @@ GameFreakPresentsInit:
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ld hl, SPRITEANIMSTRUCT_YOFFSET
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add hl, bc
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ld [hl], 160
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld [hl], 96
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ld hl, SPRITEANIMSTRUCT_0D
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ld hl, SPRITEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], 48
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xor a
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@@ -231,7 +231,7 @@ GameFreakLogo_Bounce:
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; Sine offset starts at 48 (32+32/2, or pi+pi/2), so it starts at the maximum
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; value of the sine wave (i.e. the top of the screen).
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ld hl, SPRITEANIMSTRUCT_0C ; jump height
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ld hl, SPRITEANIMSTRUCT_VAR1 ; jump height
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add hl, bc
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ld a, [hl]
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and a
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@@ -239,7 +239,7 @@ GameFreakLogo_Bounce:
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; Load the sine offset, make sure it doesn't reach the negative part of the wave
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ld d, a
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ld hl, SPRITEANIMSTRUCT_0D ; sine offset
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ld hl, SPRITEANIMSTRUCT_VAR2 ; sine offset
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add hl, bc
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ld a, [hl]
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and $3f ; full circle = 2*pi = 2*32
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@@ -255,7 +255,7 @@ GameFreakLogo_Bounce:
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ld [hl], e
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; Decrement the sine offset
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ld hl, SPRITEANIMSTRUCT_0D ; sine offset
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ld hl, SPRITEANIMSTRUCT_VAR2 ; sine offset
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add hl, bc
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ld a, [hl]
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dec [hl]
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@@ -263,7 +263,7 @@ GameFreakLogo_Bounce:
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ret nz
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; If the ditto's reached the ground, decrement the jump height and play the sfx
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ld hl, SPRITEANIMSTRUCT_0C ; jump height
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ld hl, SPRITEANIMSTRUCT_VAR1 ; jump height
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add hl, bc
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ld a, [hl]
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sub 48
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@@ -276,7 +276,7 @@ GameFreakLogo_Bounce:
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ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
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inc [hl]
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ld hl, SPRITEANIMSTRUCT_0D
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ld hl, SPRITEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], 0
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ld de, SFX_DITTO_POP_UP
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@@ -285,7 +285,7 @@ GameFreakLogo_Bounce:
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GameFreakLogo_Ditto:
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; Wait a little, then start transforming
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ld hl, SPRITEANIMSTRUCT_0D ; frame count
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ld hl, SPRITEANIMSTRUCT_VAR2 ; frame count
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add hl, bc
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ld a, [hl]
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cp 32
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@@ -297,7 +297,7 @@ GameFreakLogo_Ditto:
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ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
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inc [hl]
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ld hl, SPRITEANIMSTRUCT_0D
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ld hl, SPRITEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], 0
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ld de, SFX_DITTO_TRANSFORM
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@@ -305,7 +305,7 @@ GameFreakLogo_Ditto:
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ret
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GameFreakLogo_Transform:
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ld hl, SPRITEANIMSTRUCT_0D ; frame count
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ld hl, SPRITEANIMSTRUCT_VAR2 ; frame count
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add hl, bc
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ld a, [hl]
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cp 64
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@@ -1084,13 +1084,13 @@ TradeAnim_AnimateTrademonInTube:
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.InitTimer:
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call .JumptableNext
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld [hl], $80
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ret
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.WaitTimer1:
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld a, [hl]
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dec [hl]
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@@ -1148,13 +1148,13 @@ TradeAnim_AnimateTrademonInTube:
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.done_move_left
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call .JumptableNext
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld [hl], $80
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ret
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.WaitTimer2:
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ld hl, SPRITEANIMSTRUCT_0C
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld a, [hl]
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dec [hl]
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