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synced 2025-04-09 05:44:44 -07:00
Sync with pokecrystal up to b0ddb07
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@@ -303,14 +303,14 @@ BattleAnimFunction_PokeBall:
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add hl, bc
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add [hl]
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ld [hl], a
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ld a, BATTLEANIMFRAMESET_0B
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ld a, BATTLEANIMFRAMESET_POKE_BALL_3
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call ReinitBattleAnimFrameset
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call BattleAnim_IncAnonJumptableIndex
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ret
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.three
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLEANIMFRAMESET_09
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ld a, BATTLEANIMFRAMESET_POKE_BALL_1
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
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@@ -340,13 +340,13 @@ BattleAnimFunction_PokeBall:
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sub $4
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ld [hl], a
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ret nz
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ld a, BATTLEANIMFRAMESET_0C
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ld a, BATTLEANIMFRAMESET_POKE_BALL_4
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call ReinitBattleAnimFrameset
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call BattleAnim_IncAnonJumptableIndex
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ret
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.six
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ld a, BATTLEANIMFRAMESET_0D
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ld a, BATTLEANIMFRAMESET_POKE_BALL_5
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
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@@ -358,7 +358,7 @@ BattleAnimFunction_PokeBall:
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.seven
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call GetBallAnimPal
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ld a, BATTLEANIMFRAMESET_0A
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ld a, BATTLEANIMFRAMESET_POKE_BALL_2
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call ReinitBattleAnimFrameset
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call BattleAnim_IncAnonJumptableIndex
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ld hl, BATTLEANIMSTRUCT_VAR2
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@@ -495,7 +495,7 @@ BattleAnimFunction_Ember:
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.three
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLEANIMFRAMESET_0F
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ld a, BATTLEANIMFRAMESET_FLAMETHROWER
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call ReinitBattleAnimFrameset
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.four
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ret
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@@ -733,7 +733,7 @@ BattleAnimFunction_FireBlast:
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ld [hl], a
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cp $7
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jr z, .seven
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ld a, BATTLEANIMFRAMESET_11
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ld a, BATTLEANIMFRAMESET_BURNED
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call ReinitBattleAnimFrameset
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ret
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@@ -752,7 +752,7 @@ BattleAnimFunction_FireBlast:
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.set_up_eight
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLEANIMFRAMESET_10
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ld a, BATTLEANIMFRAMESET_EMBER
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call ReinitBattleAnimFrameset
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.eight
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ld hl, BATTLEANIMSTRUCT_VAR1
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@@ -841,7 +841,7 @@ BattleAnimFunction_RazorLeaf:
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add hl, bc
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ld [hli], a
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ld [hl], a
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ld a, BATTLEANIMFRAMESET_17
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ld a, BATTLEANIMFRAMESET_RAZOR_LEAF_2
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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@@ -937,7 +937,7 @@ BattleAnimFunction_RazorLeaf:
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ret
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.three
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ld a, BATTLEANIMFRAMESET_16
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ld a, BATTLEANIMFRAMESET_RAZOR_LEAF_1
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_OAMFLAGS
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add hl, bc
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@@ -1014,7 +1014,7 @@ BattleAnimFunction_RockSmash:
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and $40
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rlca
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rlca
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add BATTLEANIMFRAMESET_19
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add BATTLEANIMFRAMESET_BIG_ROCK
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld [hl], a
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@@ -1093,7 +1093,7 @@ BattleAnimFunction_Bubble:
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ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
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ld [hl], $0
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ld a, BATTLEANIMFRAMESET_22
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ld a, BATTLEANIMFRAMESET_PULSING_BUBBLE
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call ReinitBattleAnimFrameset
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.two
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ld hl, BATTLEANIMSTRUCT_XCOORD
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@@ -1243,8 +1243,8 @@ BattleAnimFunction_Sing:
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call BattleAnim_IncAnonJumptableIndex
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLEANIMFRAMESET_24
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add [hl] ; BATTLEANIMFRAMESET_25 BATTLEANIMFRAMESET_26
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ld a, BATTLEANIMFRAMESET_MUSIC_NOTE_1
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add [hl] ; BATTLEANIMFRAMESET_MUSIC_NOTE_2 BATTLEANIMFRAMESET_MUSIC_NOTE_3
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call ReinitBattleAnimFrameset
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.one
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@@ -1301,7 +1301,7 @@ BattleAnimFunction_WaterGun:
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.run_down
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLEANIMFRAMESET_28
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ld a, BATTLEANIMFRAMESET_WATER_GUN_2
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
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@@ -1325,7 +1325,7 @@ BattleAnimFunction_WaterGun:
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.splash
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLEANIMFRAMESET_29
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ld a, BATTLEANIMFRAMESET_WATER_GUN_3
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call ReinitBattleAnimFrameset
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.three
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ret
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@@ -1443,7 +1443,7 @@ BattleAnimFunction_ThunderWave:
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.one
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLEANIMFRAMESET_35
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ld a, BATTLEANIMFRAMESET_THUNDER_WAVE_EXTRA
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call ReinitBattleAnimFrameset
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.zero
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.two
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@@ -1589,11 +1589,11 @@ BattleAnimFunction_Bite:
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ld [hl], a
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bit 7, a
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jr nz, .flipped2
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ld a, BATTLEANIMFRAMESET_3D
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ld a, BATTLEANIMFRAMESET_BITE_2
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jr .got_frameset
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.flipped2
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ld a, BATTLEANIMFRAMESET_3C
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ld a, BATTLEANIMFRAMESET_BITE_1
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.got_frameset
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_VAR1
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@@ -1844,8 +1844,8 @@ BattleAnimFunction_Wrap:
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, [hl]
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inc a ; BATTLEANIMFRAMESET_53
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; BATTLEANIMFRAMESET_55
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inc a ; BATTLEANIMFRAMESET_BIND_2
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; BATTLEANIMFRAMESET_BIND_4
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call ReinitBattleAnimFrameset
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call BattleAnim_IncAnonJumptableIndex
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ld hl, BATTLEANIMSTRUCT_VAR1 ; Unused?
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@@ -1880,7 +1880,7 @@ BattleAnimFunction_LeechSeed:
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.sprout
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ld [hl], $40
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ld a, BATTLEANIMFRAMESET_57
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ld a, BATTLEANIMFRAMESET_LEECH_SEED_2
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call ReinitBattleAnimFrameset
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call BattleAnim_IncAnonJumptableIndex
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ret
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@@ -1896,7 +1896,7 @@ BattleAnimFunction_LeechSeed:
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.flutter
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLEANIMFRAMESET_58
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ld a, BATTLEANIMFRAMESET_LEECH_SEED_3
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call ReinitBattleAnimFrameset
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.three
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ret
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@@ -2197,7 +2197,7 @@ BattleAnimFunction_Egg:
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.seven
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; Switches Softboiled frameset to egg wobbling
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ld a, BATTLEANIMFRAMESET_4E ; Egg wobbling
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ld a, BATTLEANIMFRAMESET_EGG_WOBBLE ; Egg wobbling
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call ReinitBattleAnimFrameset
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call BattleAnim_IncAnonJumptableIndex
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ret
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@@ -2218,7 +2218,7 @@ BattleAnimFunction_Egg:
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.nine
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; First Softboiled ANIM_OBJ_EGG turns into the bottom half frameset
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ld a, BATTLEANIMFRAMESET_50 ; Cracked egg bottom
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ld a, BATTLEANIMFRAMESET_EGG_CRACKED_BOTTOM ; Cracked egg bottom
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
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@@ -2228,7 +2228,7 @@ BattleAnimFunction_Egg:
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.eleven
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; Second Softboiled ANIM_OBJ_EGG
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ld a, BATTLEANIMFRAMESET_4F ; Cracked egg top
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ld a, BATTLEANIMFRAMESET_EGG_CRACKED_TOP ; Cracked egg top
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call ReinitBattleAnimFrameset
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call BattleAnim_IncAnonJumptableIndex
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ld hl, BATTLEANIMSTRUCT_VAR1
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@@ -2319,7 +2319,7 @@ BattleAnimFunction_MoveUp:
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BattleAnimFunction_Sound:
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; 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
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; Obj Param: Used to define object angle. How much to increase from base frameset, which is hardcoded as BATTLEANIMFRAMESET_59
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; Obj Param: Used to define object angle. How much to increase from base frameset, which is hardcoded as BATTLEANIMFRAMESET_SOUND_1
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
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@@ -2343,8 +2343,8 @@ BattleAnimFunction_Sound:
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ld [hl], $8 ; duration
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLEANIMFRAMESET_59
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add [hl] ; BATTLEANIMFRAMESET_5A BATTLEANIMFRAMESET_5B
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ld a, BATTLEANIMFRAMESET_SOUND_1
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add [hl] ; BATTLEANIMFRAMESET_SOUND_2 BATTLEANIMFRAMESET_SOUND_3
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call ReinitBattleAnimFrameset
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ret
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@@ -2420,7 +2420,7 @@ BattleAnimFunction_ConfuseRay:
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and $80
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rlca
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ld [hl], a
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add BATTLEANIMFRAMESET_5D ; BATTLEANIMFRAMESET_5E
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add BATTLEANIMFRAMESET_CONFUSE_RAY_1 ; BATTLEANIMFRAMESET_CONFUSE_RAY_2
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call ReinitBattleAnimFrameset
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ret
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@@ -2543,7 +2543,7 @@ BattleAnimFunction_Dizzy:
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BattleAnimFunction_Amnesia:
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; Creates 3 objects based on Obj Param
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; Obj Param: How much to increase from base frameset, which is hardcoded as BATTLEANIMFRAMESET_63
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; Obj Param: How much to increase from base frameset, which is hardcoded as BATTLEANIMFRAMESET_AMNESIA_1
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; anim_incobj is used to DeInit object (used by Present)
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call BattleAnim_AnonJumptable
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.anon_dw
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@@ -2556,7 +2556,7 @@ BattleAnimFunction_Amnesia:
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, [hl]
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add BATTLEANIMFRAMESET_63 ; BATTLEANIMFRAMESET_64 BATTLEANIMFRAMESET_65
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add BATTLEANIMFRAMESET_AMNESIA_1 ; BATTLEANIMFRAMESET_AMNESIA_2 BATTLEANIMFRAMESET_AMNESIA_3
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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@@ -2644,7 +2644,7 @@ BattleAnimFunction_String:
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add hl, bc
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set OAM_Y_FLIP, [hl]
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.not_param_zero
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add BATTLEANIMFRAMESET_6A ; BATTLEANIMFRAMESET_6B BATTLEANIMFRAMESET_6C
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add BATTLEANIMFRAMESET_STRING_SHOT_1 ; BATTLEANIMFRAMESET_STRING_SHOT_2 BATTLEANIMFRAMESET_STRING_SHOT_3
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call ReinitBattleAnimFrameset
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.one
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ret
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@@ -2685,7 +2685,7 @@ BattleAnimFunction_Paralyzed:
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xor $ff
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inc a
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ld [hl], a
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ld a, BATTLEANIMFRAMESET_6E
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ld a, BATTLEANIMFRAMESET_PARALYZED_FLIPPED
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call ReinitBattleAnimFrameset
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ret
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@@ -3531,7 +3531,7 @@ BattleAnimFunction_SpeedLine:
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add hl, bc
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ld a, [hl]
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and $7f
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add BATTLEANIMFRAMESET_81 ; BATTLEANIMFRAMESET_82 BATTLEANIMFRAMESET_83
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add BATTLEANIMFRAMESET_SPEED_LINE_1 ; BATTLEANIMFRAMESET_SPEED_LINE_2 BATTLEANIMFRAMESET_SPEED_LINE_3
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call ReinitBattleAnimFrameset
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.one
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ld hl, BATTLEANIMSTRUCT_PARAM
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@@ -3550,7 +3550,7 @@ BattleAnimFunction_SpeedLine:
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ret
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BattleAnimFunction_Sludge:
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; Object moves upward for $c frames and switches to FRAMESET_20
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; Object moves upward for $c frames and switches to BATTLEANIMFRAMESET_SLUDGE_BUBBLE_BURST
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
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@@ -3575,7 +3575,7 @@ BattleAnimFunction_Sludge:
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.done
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLEANIMFRAMESET_20
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ld a, BATTLEANIMFRAMESET_SLUDGE_BUBBLE_BURST
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call ReinitBattleAnimFrameset
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.two
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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@@ -3763,8 +3763,8 @@ BattleAnimFunction_HealBellNotes:
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call BattleAnim_IncAnonJumptableIndex
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLEANIMFRAMESET_24
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add [hl] ; BATTLEANIMFRAMESET_25 BATTLEANIMFRAMESET_26
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ld a, BATTLEANIMFRAMESET_MUSIC_NOTE_1
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add [hl] ; BATTLEANIMFRAMESET_MUSIC_NOTE_2 BATTLEANIMFRAMESET_MUSIC_NOTE_3
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call ReinitBattleAnimFrameset
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.one
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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