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Sync with pokecrystal up to aba1f14
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@@ -116,7 +116,7 @@ RunBattleAnimScript:
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cp ROLLOUT
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jr nz, .not_rollout
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ld a, ANIM_BG_ROLLOUT
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ld a, BATTLE_BG_EFFECT_ROLLOUT
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ld b, NUM_BG_EFFECTS
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ld de, BG_EFFECT_STRUCT_LENGTH
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ld hl, wBGEffect1Function
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@@ -645,7 +645,7 @@ BattleAnimCmd_ResetObp0:
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BattleAnimCmd_ClearObjs:
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ld hl, wActiveAnimObjects
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ld a, NUM_ANIM_OBJECTS * BATTLEANIMSTRUCT_LENGTH
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ld a, NUM_BATTLE_ANIM_STRUCTS * BATTLEANIMSTRUCT_LENGTH
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.loop
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ld [hl], 0
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inc hl
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@@ -695,7 +695,7 @@ endr
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BattleAnimCmd_IncObj:
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call GetBattleAnimByte
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ld e, NUM_ANIM_OBJECTS
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ld e, NUM_BATTLE_ANIM_STRUCTS
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ld bc, wActiveAnimObjects
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.loop
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ld hl, BATTLEANIMSTRUCT_INDEX
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@@ -745,7 +745,7 @@ BattleAnimCmd_IncBGEffect:
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BattleAnimCmd_SetObj:
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call GetBattleAnimByte
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ld e, NUM_ANIM_OBJECTS
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ld e, NUM_BATTLE_ANIM_STRUCTS
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ld bc, wActiveAnimObjects
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.loop
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ld hl, BATTLEANIMSTRUCT_INDEX
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@@ -780,11 +780,11 @@ BattleAnimCmd_BattlerGFX_1Row:
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jr .loop
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.okay
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ld a, ANIM_GFX_PLAYERHEAD
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ld a, BATTLE_ANIM_GFX_PLAYERHEAD
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ld [hli], a
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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, ANIM_GFX_ENEMYFEET
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ld a, BATTLE_ANIM_GFX_ENEMYFEET
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ld [hli], a
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ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
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ld [hl], a
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@@ -834,11 +834,11 @@ BattleAnimCmd_BattlerGFX_2Row:
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jr .loop
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.okay
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ld a, ANIM_GFX_PLAYERHEAD
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ld a, BATTLE_ANIM_GFX_PLAYERHEAD
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ld [hli], a
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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, ANIM_GFX_ENEMYFEET
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ld a, BATTLE_ANIM_GFX_ENEMYFEET
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ld [hli], a
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ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
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ld [hl], a
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@@ -1422,7 +1422,7 @@ BattleAnim_UpdateOAM_All:
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ld a, 0
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ld [wBattleAnimOAMPointerLo], a
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ld hl, wActiveAnimObjects
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ld e, NUM_ANIM_OBJECTS
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ld e, NUM_BATTLE_ANIM_STRUCTS
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.loop
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ld a, [hl]
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and a
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@@ -78,7 +78,7 @@ DoBattleBGEffectFunction:
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jp hl
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BattleBGEffects:
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; entries correspond to ANIM_BG_* constants
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; entries correspond to BATTLE_BG_EFFECT_* constants
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dw BattleBGEffect_End
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dw BattleBGEffect_FlashInverted
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dw BattleBGEffect_FlashWhite
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@@ -402,13 +402,13 @@ BattleBGEffect_BattlerObj_1Row:
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push bc
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call BGEffect_CheckBattleTurn
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jr nz, .player_side
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ld a, ANIM_OBJ_ENEMYFEET_1ROW
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ld a, BATTLE_ANIM_OBJ_ENEMYFEET_1ROW
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ld [wBattleObjectTempID], a
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ld a, 16 * TILE_WIDTH + 4
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jr .okay
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.player_side
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ld a, ANIM_OBJ_PLAYERHEAD_1ROW
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ld a, BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW
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ld [wBattleObjectTempID], a
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ld a, 6 * TILE_WIDTH
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.okay
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@@ -469,13 +469,13 @@ BattleBGEffect_BattlerObj_2Row:
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push bc
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call BGEffect_CheckBattleTurn
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jr nz, .player_side
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ld a, ANIM_OBJ_ENEMYFEET_2ROW
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ld a, BATTLE_ANIM_OBJ_ENEMYFEET_2ROW
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ld [wBattleObjectTempID], a
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ld a, 16 * TILE_WIDTH + 4
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jr .okay
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.player_side
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ld a, ANIM_OBJ_PLAYERHEAD_2ROW
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ld a, BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW
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ld [wBattleObjectTempID], a
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ld a, 6 * TILE_WIDTH
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.okay
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@@ -1,6 +1,6 @@
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QueueBattleAnimation:
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ld hl, wActiveAnimObjects
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ld e, NUM_ANIM_OBJECTS
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ld e, NUM_BATTLE_ANIM_STRUCTS
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.loop
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ld a, [hl]
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and a
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