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Define ANIM_GFX for PLAYER and ENEMY
These are used where the head or the feet of the player/enemy have to be moved in an animation, and shouldn't overlap. These aren't actual GFX and should be loaded with the proper commands, and they're always loaded at the end of the VRAM area. Furthermore, I've defined BATTLEANIM_BASE_TILE, which is the tile from which battle animation graphics may start to load. This value was picked to make sure at least an entire pokemon pic fits in the area before it, even though it doesn't seem very used...
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@ -26,6 +26,9 @@
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const BATTLEANIMSTRUCT_17
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BATTLEANIMSTRUCT_LENGTH EQU const_value
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; Start tile for battle animation graphics
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BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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; BattleAnimObjects indexes (see data/battle_anims/objects.asm)
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const_def
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const ANIM_OBJ_00
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@ -804,6 +807,8 @@ BATTLEANIMSTRUCT_LENGTH EQU const_value
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const ANIM_GFX_ANGELS
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const ANIM_GFX_WAVE
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const ANIM_GFX_AEROBLAST
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const ANIM_GFX_PLAYER
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const ANIM_GFX_ENEMY
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; battle_bg_effect struct members (see macros/wram.asm)
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const_def
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@ -202,7 +202,7 @@ BattleAnimObjects:
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battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ROCK_SMASH
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_FLOWER
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_COTTON
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERFEETFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYFEETFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERHEADFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYHEADFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERFEETFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYFEETFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERHEADFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYHEADFOLLOW
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@ -665,7 +665,7 @@ BattleAnimCmd_5GFX:
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ld [wBattleAnimTemp0], a
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.loop
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ld a, [wBattleAnimTemp0]
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cp (vTiles1 - vTiles0) / $10 - $31
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cp (vTiles1 - vTiles0) / LEN_2BPP_TILE - BATTLEANIM_BASE_TILE
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ret nc
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call GetBattleAnimByte
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ld [hli], a
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@ -678,7 +678,7 @@ BattleAnimCmd_5GFX:
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rept 4
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add hl, hl
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endr
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ld de, vTiles0 tile $31
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ld de, vTiles0 tile BATTLEANIM_BASE_TILE
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add hl, de
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ld a, [wBattleAnimByte]
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call LoadBattleAnimObj
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@ -778,33 +778,33 @@ BattleAnimCmd_EnemyFeetObj:
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jr .loop
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.okay
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ld a, $28
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ld a, ANIM_GFX_PLAYER
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ld [hli], a
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ld a, $42
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ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE
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ld [hli], a
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ld a, $29
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ld a, ANIM_GFX_ENEMY
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ld [hli], a
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ld a, $49
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ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
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ld [hl], a
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ld hl, vTiles0 tile $73
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ld de, vTiles2 tile $06
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ld a, $70
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ld hl, vTiles0 tile ($80 - 6 - 7)
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ld de, vTiles2 tile $06 ; Enemy feet start tile
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ld a, 7 tiles ; Enemy pic height
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ld [wBattleAnimTemp0], a
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ld a, $7
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call .LoadFootprint
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ld de, vTiles2 tile $31
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ld a, $60
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ld a, 7 ; Copy 7x1 tiles
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call .LoadFeet
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ld de, vTiles2 tile $31 ; Player head start tile
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ld a, 6 tiles ; Player pic height
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ld [wBattleAnimTemp0], a
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ld a, $6
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call .LoadFootprint
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ld a, 6 ; Copy 6x1 tiles
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call .LoadFeet
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ret
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.LoadFootprint:
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.LoadFeet:
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push af
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push hl
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push de
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lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 1
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lb bc, BANK(@), 1
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call Request2bpp
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pop de
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ld a, [wBattleAnimTemp0]
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@ -818,7 +818,7 @@ BattleAnimCmd_EnemyFeetObj:
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add hl, bc
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pop af
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dec a
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jr nz, .LoadFootprint
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jr nz, .LoadFeet
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ret
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BattleAnimCmd_PlayerHeadObj:
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@ -832,25 +832,25 @@ BattleAnimCmd_PlayerHeadObj:
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jr .loop
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.okay
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ld a, $28
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ld a, ANIM_GFX_PLAYER
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ld [hli], a
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ld a, $35
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ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE
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ld [hli], a
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ld a, $29
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ld a, ANIM_GFX_ENEMY
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ld [hli], a
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ld a, $43
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ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
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ld [hl], a
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ld hl, vTiles0 tile $66
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ld de, vTiles2 tile $05
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ld a, $70
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ld hl, vTiles0 tile ($80 - 6 * 2 - 7 * 2)
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ld de, vTiles2 tile $05 ; Enemy feet start tile
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ld a, 7 tiles ; Enemy pic height
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ld [wBattleAnimTemp0], a
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ld a, $7
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ld a, 7 ; Copy 7x2 tiles
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call .LoadHead
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ld de, vTiles2 tile $31
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ld a, $60
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ld de, vTiles2 tile $31 ; Player head start tile
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ld a, 6 tiles ; Player pic height
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ld [wBattleAnimTemp0], a
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ld a, $6
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ld a, 6 ; Copy 6x2 tiles
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call .LoadHead
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ret
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@ -858,7 +858,7 @@ BattleAnimCmd_PlayerHeadObj:
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push af
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push hl
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push de
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lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 2
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lb bc, BANK(@), 2
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call Request2bpp
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pop de
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ld a, [wBattleAnimTemp0]
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@ -927,14 +927,14 @@ BattleAnimCmd_UpdateActorPic:
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ld hl, vTiles2 tile $00
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ld b, 0
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ld c, $31
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ld c, 7 * 7
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call Request2bpp
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ret
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.player
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ld hl, vTiles2 tile $31
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ld b, 0
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ld c, $24
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ld c, 6 * 6
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call Request2bpp
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ret
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@ -1028,7 +1028,7 @@ BattleAnimCmd_MinimizeOpp:
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GetMinimizePic:
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ld hl, sScratch
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ld bc, $31 tiles
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ld bc, (7 * 7) tiles
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.loop
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xor a
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ld [hli], a
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@ -147,7 +147,7 @@ BattleAnimOAMUpdate:
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inc hl
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inc de
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ld a, [wBattleAnimTempTileID]
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add $31
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add BATTLEANIM_BASE_TILE
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add [hl]
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ld [de], a
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inc hl
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