Sync with pokecrystal up to b0ddb07

This commit is contained in:
xCrystal 2023-08-22 01:09:23 +01:00
parent d6001be90c
commit 5e78fd1ecc
11 changed files with 898 additions and 858 deletions

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@ -66,11 +66,12 @@ jobs:
if: ${{ github.event_name == 'push' && github.repository_owner == 'pret' }} if: ${{ github.event_name == 'push' && github.repository_owner == 'pret' }}
run: | run: |
cp -v *.sym symbols/ cp -v *.sym symbols/
cp -v *.map symbols/
- name: Update symbols - name: Update symbols
if: ${{ github.event_name == 'push' && github.repository_owner == 'pret' }} if: ${{ github.event_name == 'push' && github.repository_owner == 'pret' }}
uses: EndBug/add-and-commit@v9 uses: EndBug/add-and-commit@v9
with: with:
cwd: "./symbols" cwd: "./symbols"
add: "*.sym" add: "*.sym *.map"
message: ${{ github.event.commits[0].message }} message: ${{ github.event.commits[0].message }}

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@ -75,9 +75,9 @@ DEF BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_FROZEN const ANIM_OBJ_FROZEN
const ANIM_OBJ_MASTER_BALL_SPARKLE const ANIM_OBJ_MASTER_BALL_SPARKLE
const ANIM_OBJ_RECOVER const ANIM_OBJ_RECOVER
const ANIM_OBJ_THUNDER1 const ANIM_OBJ_THUNDER_CENTER
const ANIM_OBJ_THUNDER2 const ANIM_OBJ_THUNDER_LEFT
const ANIM_OBJ_THUNDER3 const ANIM_OBJ_THUNDER_RIGHT
const ANIM_OBJ_THUNDER_WAVE const ANIM_OBJ_THUNDER_WAVE
const ANIM_OBJ_SPARKS_CIRCLE_BIG const ANIM_OBJ_SPARKS_CIRCLE_BIG
const ANIM_OBJ_THUNDERBOLT_BALL const ANIM_OBJ_THUNDERBOLT_BALL
@ -306,191 +306,191 @@ DEF NUM_BATTLEANIMFUNCS EQU const_value
; BattleAnimFrameData indexes (see data/battle_anims/framesets.asm) ; BattleAnimFrameData indexes (see data/battle_anims/framesets.asm)
const_def const_def
const BATTLEANIMFRAMESET_00 const BATTLEANIMFRAMESET_HIT_BIG
const BATTLEANIMFRAMESET_01 const BATTLEANIMFRAMESET_HIT
const BATTLEANIMFRAMESET_02 const BATTLEANIMFRAMESET_HIT_SMALL
const BATTLEANIMFRAMESET_03 const BATTLEANIMFRAMESET_PUNCH
const BATTLEANIMFRAMESET_04 const BATTLEANIMFRAMESET_KICK
const BATTLEANIMFRAMESET_05 const BATTLEANIMFRAMESET_PALM
const BATTLEANIMFRAMESET_06 const BATTLEANIMFRAMESET_FANG
const BATTLEANIMFRAMESET_07 const BATTLEANIMFRAMESET_PUNCH_SHAKE
const BATTLEANIMFRAMESET_08 const BATTLEANIMFRAMESET_BALL_POOF
const BATTLEANIMFRAMESET_09 const BATTLEANIMFRAMESET_POKE_BALL_1
const BATTLEANIMFRAMESET_0A const BATTLEANIMFRAMESET_POKE_BALL_2
const BATTLEANIMFRAMESET_0B const BATTLEANIMFRAMESET_POKE_BALL_3
const BATTLEANIMFRAMESET_0C const BATTLEANIMFRAMESET_POKE_BALL_4
const BATTLEANIMFRAMESET_0D const BATTLEANIMFRAMESET_POKE_BALL_5
const BATTLEANIMFRAMESET_0E const BATTLEANIMFRAMESET_DRAGON_RAGE
const BATTLEANIMFRAMESET_0F const BATTLEANIMFRAMESET_FLAMETHROWER
const BATTLEANIMFRAMESET_10 const BATTLEANIMFRAMESET_EMBER
const BATTLEANIMFRAMESET_11 const BATTLEANIMFRAMESET_BURNED
const BATTLEANIMFRAMESET_12 const BATTLEANIMFRAMESET_BLIZZARD
const BATTLEANIMFRAMESET_13 const BATTLEANIMFRAMESET_ICE
const BATTLEANIMFRAMESET_14 const BATTLEANIMFRAMESET_ICE_BEAM
const BATTLEANIMFRAMESET_15 const BATTLEANIMFRAMESET_POWDER_SNOW
const BATTLEANIMFRAMESET_16 const BATTLEANIMFRAMESET_RAZOR_LEAF_1
const BATTLEANIMFRAMESET_17 const BATTLEANIMFRAMESET_RAZOR_LEAF_2
const BATTLEANIMFRAMESET_18 const BATTLEANIMFRAMESET_EXPLOSION
const BATTLEANIMFRAMESET_19 const BATTLEANIMFRAMESET_BIG_ROCK
const BATTLEANIMFRAMESET_1A const BATTLEANIMFRAMESET_SMALL_ROCK
const BATTLEANIMFRAMESET_1B const BATTLEANIMFRAMESET_STRENGTH
const BATTLEANIMFRAMESET_1C const BATTLEANIMFRAMESET_SKULL_CROSSBONE
const BATTLEANIMFRAMESET_1D const BATTLEANIMFRAMESET_ACID
const BATTLEANIMFRAMESET_1E const BATTLEANIMFRAMESET_POISON_DROPLET_UNUSED
const BATTLEANIMFRAMESET_1F const BATTLEANIMFRAMESET_SLUDGE_BUBBLE
const BATTLEANIMFRAMESET_20 const BATTLEANIMFRAMESET_SLUDGE_BUBBLE_BURST
const BATTLEANIMFRAMESET_21 const BATTLEANIMFRAMESET_SMALL_BUBBLE
const BATTLEANIMFRAMESET_22 const BATTLEANIMFRAMESET_PULSING_BUBBLE
const BATTLEANIMFRAMESET_23 const BATTLEANIMFRAMESET_SURF
const BATTLEANIMFRAMESET_24 const BATTLEANIMFRAMESET_MUSIC_NOTE_1
const BATTLEANIMFRAMESET_25 const BATTLEANIMFRAMESET_MUSIC_NOTE_2
const BATTLEANIMFRAMESET_26 const BATTLEANIMFRAMESET_MUSIC_NOTE_3
const BATTLEANIMFRAMESET_27 const BATTLEANIMFRAMESET_WATER_GUN_1
const BATTLEANIMFRAMESET_28 const BATTLEANIMFRAMESET_WATER_GUN_2
const BATTLEANIMFRAMESET_29 const BATTLEANIMFRAMESET_WATER_GUN_3
const BATTLEANIMFRAMESET_2A const BATTLEANIMFRAMESET_HYDRO_PUMP
const BATTLEANIMFRAMESET_2B const BATTLEANIMFRAMESET_POWDER
const BATTLEANIMFRAMESET_2C const BATTLEANIMFRAMESET_BEAM
const BATTLEANIMFRAMESET_2D const BATTLEANIMFRAMESET_BEAM_TIP
const BATTLEANIMFRAMESET_2E const BATTLEANIMFRAMESET_ICE_BUILDUP
const BATTLEANIMFRAMESET_2F const BATTLEANIMFRAMESET_FROZEN
const BATTLEANIMFRAMESET_30 const BATTLEANIMFRAMESET_CIRCLING_SPARKLE
const BATTLEANIMFRAMESET_31 const BATTLEANIMFRAMESET_THUNDER_CENTER
const BATTLEANIMFRAMESET_32 const BATTLEANIMFRAMESET_THUNDER_LEFT
const BATTLEANIMFRAMESET_33 const BATTLEANIMFRAMESET_THUNDER_RIGHT
const BATTLEANIMFRAMESET_34 const BATTLEANIMFRAMESET_THUNDER_WAVE_DISABLE
const BATTLEANIMFRAMESET_35 const BATTLEANIMFRAMESET_THUNDER_WAVE_EXTRA
const BATTLEANIMFRAMESET_36 const BATTLEANIMFRAMESET_THUNDERBOLT_SPARKS
const BATTLEANIMFRAMESET_37 const BATTLEANIMFRAMESET_THUNDERBOLT_CORE
const BATTLEANIMFRAMESET_38 const BATTLEANIMFRAMESET_THUNDERSHOCK_SPARKS
const BATTLEANIMFRAMESET_39 const BATTLEANIMFRAMESET_THUNDERSHOCK_CORE
const BATTLEANIMFRAMESET_3A const BATTLEANIMFRAMESET_CLAMP
const BATTLEANIMFRAMESET_3B const BATTLEANIMFRAMESET_CLAMP_FLIPPED
const BATTLEANIMFRAMESET_3C const BATTLEANIMFRAMESET_BITE_1
const BATTLEANIMFRAMESET_3D const BATTLEANIMFRAMESET_BITE_2
const BATTLEANIMFRAMESET_3E const BATTLEANIMFRAMESET_CUT_DOWN_LEFT
const BATTLEANIMFRAMESET_3F const BATTLEANIMFRAMESET_CUT_DOWN_RIGHT
const BATTLEANIMFRAMESET_40 const BATTLEANIMFRAMESET_CUT_UP_RIGHT
const BATTLEANIMFRAMESET_41 const BATTLEANIMFRAMESET_CUT_LONG_DOWN_LEFT
const BATTLEANIMFRAMESET_42 const BATTLEANIMFRAMESET_CUT_LONG_DOWN_RIGHT
const BATTLEANIMFRAMESET_43 const BATTLEANIMFRAMESET_CHARGE_ORB_1
const BATTLEANIMFRAMESET_44 const BATTLEANIMFRAMESET_ABSORB_CENTER
const BATTLEANIMFRAMESET_45 const BATTLEANIMFRAMESET_GUST
const BATTLEANIMFRAMESET_46 const BATTLEANIMFRAMESET_VINE_WHIP_1
const BATTLEANIMFRAMESET_47 const BATTLEANIMFRAMESET_VINE_WHIP_2
const BATTLEANIMFRAMESET_48 const BATTLEANIMFRAMESET_RAZOR_WIND_1
const BATTLEANIMFRAMESET_49 const BATTLEANIMFRAMESET_RAZOR_WIND_2
const BATTLEANIMFRAMESET_4A const BATTLEANIMFRAMESET_SONICBOOM_JP
const BATTLEANIMFRAMESET_4B const BATTLEANIMFRAMESET_WARP
const BATTLEANIMFRAMESET_4C const BATTLEANIMFRAMESET_CHARGE_ORB_2
const BATTLEANIMFRAMESET_4D const BATTLEANIMFRAMESET_EGG
const BATTLEANIMFRAMESET_4E const BATTLEANIMFRAMESET_EGG_WOBBLE
const BATTLEANIMFRAMESET_4F const BATTLEANIMFRAMESET_EGG_CRACKED_TOP
const BATTLEANIMFRAMESET_50 const BATTLEANIMFRAMESET_EGG_CRACKED_BOTTOM
const BATTLEANIMFRAMESET_51 const BATTLEANIMFRAMESET_FOCUS
const BATTLEANIMFRAMESET_52 const BATTLEANIMFRAMESET_BIND_1
const BATTLEANIMFRAMESET_53 const BATTLEANIMFRAMESET_BIND_2
const BATTLEANIMFRAMESET_54 const BATTLEANIMFRAMESET_BIND_3
const BATTLEANIMFRAMESET_55 const BATTLEANIMFRAMESET_BIND_4
const BATTLEANIMFRAMESET_56 const BATTLEANIMFRAMESET_LEECH_SEED_1
const BATTLEANIMFRAMESET_57 const BATTLEANIMFRAMESET_LEECH_SEED_2
const BATTLEANIMFRAMESET_58 const BATTLEANIMFRAMESET_LEECH_SEED_3
const BATTLEANIMFRAMESET_59 const BATTLEANIMFRAMESET_SOUND_1
const BATTLEANIMFRAMESET_5A const BATTLEANIMFRAMESET_SOUND_2
const BATTLEANIMFRAMESET_5B const BATTLEANIMFRAMESET_SOUND_3
const BATTLEANIMFRAMESET_5C const BATTLEANIMFRAMESET_WAVE
const BATTLEANIMFRAMESET_5D const BATTLEANIMFRAMESET_CONFUSE_RAY_1
const BATTLEANIMFRAMESET_5E const BATTLEANIMFRAMESET_CONFUSE_RAY_2
const BATTLEANIMFRAMESET_5F const BATTLEANIMFRAMESET_LEER
const BATTLEANIMFRAMESET_60 const BATTLEANIMFRAMESET_REFLECT
const BATTLEANIMFRAMESET_61 const BATTLEANIMFRAMESET_CHICK_1
const BATTLEANIMFRAMESET_62 const BATTLEANIMFRAMESET_CHICK_2
const BATTLEANIMFRAMESET_63 const BATTLEANIMFRAMESET_AMNESIA_1
const BATTLEANIMFRAMESET_64 const BATTLEANIMFRAMESET_AMNESIA_2
const BATTLEANIMFRAMESET_65 const BATTLEANIMFRAMESET_AMNESIA_3
const BATTLEANIMFRAMESET_66 const BATTLEANIMFRAMESET_ASLEEP
const BATTLEANIMFRAMESET_67 const BATTLEANIMFRAMESET_DIG_SAND
const BATTLEANIMFRAMESET_68 const BATTLEANIMFRAMESET_DIG_PILE
const BATTLEANIMFRAMESET_69 const BATTLEANIMFRAMESET_SAND
const BATTLEANIMFRAMESET_6A const BATTLEANIMFRAMESET_STRING_SHOT_1
const BATTLEANIMFRAMESET_6B const BATTLEANIMFRAMESET_STRING_SHOT_2
const BATTLEANIMFRAMESET_6C const BATTLEANIMFRAMESET_STRING_SHOT_3
const BATTLEANIMFRAMESET_6D const BATTLEANIMFRAMESET_PARALYZED
const BATTLEANIMFRAMESET_6E const BATTLEANIMFRAMESET_PARALYZED_FLIPPED
const BATTLEANIMFRAMESET_6F const BATTLEANIMFRAMESET_HAZE
const BATTLEANIMFRAMESET_70 const BATTLEANIMFRAMESET_MIST
const BATTLEANIMFRAMESET_71 const BATTLEANIMFRAMESET_HORN
const BATTLEANIMFRAMESET_72 const BATTLEANIMFRAMESET_NEEDLE
const BATTLEANIMFRAMESET_73 const BATTLEANIMFRAMESET_FLOWER
const BATTLEANIMFRAMESET_74 const BATTLEANIMFRAMESET_BARRAGE_BALL
const BATTLEANIMFRAMESET_75 const BATTLEANIMFRAMESET_PAY_DAY
const BATTLEANIMFRAMESET_76 const BATTLEANIMFRAMESET_HEART
const BATTLEANIMFRAMESET_77 const BATTLEANIMFRAMESET_SPINNING_BONE
const BATTLEANIMFRAMESET_78 const BATTLEANIMFRAMESET_STAR
const BATTLEANIMFRAMESET_79 const BATTLEANIMFRAMESET_SPOON
const BATTLEANIMFRAMESET_7A const BATTLEANIMFRAMESET_SPARKLE
const BATTLEANIMFRAMESET_7B const BATTLEANIMFRAMESET_SKY_ATTACK
const BATTLEANIMFRAMESET_7C const BATTLEANIMFRAMESET_LICK
const BATTLEANIMFRAMESET_7D const BATTLEANIMFRAMESET_WITHDRAW_SHELL
const BATTLEANIMFRAMESET_7E const BATTLEANIMFRAMESET_SHRINKING_CHARGE_ORB
const BATTLEANIMFRAMESET_7F const BATTLEANIMFRAMESET_CONVERSION
const BATTLEANIMFRAMESET_80 const BATTLEANIMFRAMESET_SWORD
const BATTLEANIMFRAMESET_81 const BATTLEANIMFRAMESET_SPEED_LINE_1
const BATTLEANIMFRAMESET_82 const BATTLEANIMFRAMESET_SPEED_LINE_2
const BATTLEANIMFRAMESET_83 const BATTLEANIMFRAMESET_SPEED_LINE_3
const BATTLEANIMFRAMESET_84 const BATTLEANIMFRAMESET_SEISMIC_TOSS
const BATTLEANIMFRAMESET_85 const BATTLEANIMFRAMESET_SHARPEN
const BATTLEANIMFRAMESET_86 const BATTLEANIMFRAMESET_DEFENSE_CURL
const BATTLEANIMFRAMESET_87 const BATTLEANIMFRAMESET_METRONOME_HAND
const BATTLEANIMFRAMESET_88 const BATTLEANIMFRAMESET_AGILITY
const BATTLEANIMFRAMESET_89 const BATTLEANIMFRAMESET_COTTON
const BATTLEANIMFRAMESET_8A const BATTLEANIMFRAMESET_MILK_BOTTLE
const BATTLEANIMFRAMESET_8B const BATTLEANIMFRAMESET_SPIKE
const BATTLEANIMFRAMESET_8C const BATTLEANIMFRAMESET_ANGER_VEIN
const BATTLEANIMFRAMESET_8D const BATTLEANIMFRAMESET_HEAL_BELL
const BATTLEANIMFRAMESET_8E const BATTLEANIMFRAMESET_BATON_PASS
const BATTLEANIMFRAMESET_8F const BATTLEANIMFRAMESET_LOCK_ON_1
const BATTLEANIMFRAMESET_90 const BATTLEANIMFRAMESET_LOCK_ON_2
const BATTLEANIMFRAMESET_91 const BATTLEANIMFRAMESET_LOCK_ON_3
const BATTLEANIMFRAMESET_92 const BATTLEANIMFRAMESET_LOCK_ON_4
const BATTLEANIMFRAMESET_93 const BATTLEANIMFRAMESET_MIND_READER_1
const BATTLEANIMFRAMESET_94 const BATTLEANIMFRAMESET_MIND_READER_2
const BATTLEANIMFRAMESET_95 const BATTLEANIMFRAMESET_MIND_READER_3
const BATTLEANIMFRAMESET_96 const BATTLEANIMFRAMESET_MIND_READER_4
const BATTLEANIMFRAMESET_97 const BATTLEANIMFRAMESET_SAFEGUARD
const BATTLEANIMFRAMESET_98 const BATTLEANIMFRAMESET_MEGAPHONE_UNUSED
const BATTLEANIMFRAMESET_99 const BATTLEANIMFRAMESET_ITEM_BAG
const BATTLEANIMFRAMESET_9A const BATTLEANIMFRAMESET_SPIDER_WEB
const BATTLEANIMFRAMESET_9B const BATTLEANIMFRAMESET_UNUSED_CAKE
const BATTLEANIMFRAMESET_9C const BATTLEANIMFRAMESET_IMP
const BATTLEANIMFRAMESET_9D const BATTLEANIMFRAMESET_IMP_FLIPPED
const BATTLEANIMFRAMESET_9E const BATTLEANIMFRAMESET_CHERUB
const BATTLEANIMFRAMESET_9F const BATTLEANIMFRAMESET_PENCIL
const BATTLEANIMFRAMESET_A0 const BATTLEANIMFRAMESET_ENCORE_HAND
const BATTLEANIMFRAMESET_A1 const BATTLEANIMFRAMESET_ENCORE_HAND_FLIPPED
const BATTLEANIMFRAMESET_A2 const BATTLEANIMFRAMESET_DESTINY_BOND
const BATTLEANIMFRAMESET_A3 const BATTLEANIMFRAMESET_MORNING_SUN
const BATTLEANIMFRAMESET_A4 const BATTLEANIMFRAMESET_GLIMMER
const BATTLEANIMFRAMESET_A5 const BATTLEANIMFRAMESET_MOONLIGHT
const BATTLEANIMFRAMESET_A6 const BATTLEANIMFRAMESET_CROSS_CHOP_1
const BATTLEANIMFRAMESET_A7 const BATTLEANIMFRAMESET_CROSS_CHOP_2
const BATTLEANIMFRAMESET_A8 const BATTLEANIMFRAMESET_ZAP_CANNON
const BATTLEANIMFRAMESET_A9 const BATTLEANIMFRAMESET_CURSE_NAIL
const BATTLEANIMFRAMESET_AA const BATTLEANIMFRAMESET_FORESIGHT_SHINE
const BATTLEANIMFRAMESET_AB const BATTLEANIMFRAMESET_RAPID_SPIN
const BATTLEANIMFRAMESET_AC const BATTLEANIMFRAMESET_SWAGGER
const BATTLEANIMFRAMESET_AD const BATTLEANIMFRAMESET_MEAN_LOOK
const BATTLEANIMFRAMESET_AE const BATTLEANIMFRAMESET_UPSIDE_DOWN_PUNCH
const BATTLEANIMFRAMESET_AF const BATTLEANIMFRAMESET_GROWING_SPARKLE
const BATTLEANIMFRAMESET_B0 const BATTLEANIMFRAMESET_RAIN
const BATTLEANIMFRAMESET_B1 const BATTLEANIMFRAMESET_PSYCH_UP
const BATTLEANIMFRAMESET_B2 const BATTLEANIMFRAMESET_SPIRAL_UNUSED
const BATTLEANIMFRAMESET_B3 const BATTLEANIMFRAMESET_AEROBLAST
const BATTLEANIMFRAMESET_B4 const BATTLEANIMFRAMESET_SANDSTORM
const BATTLEANIMFRAMESET_B5 const BATTLEANIMFRAMESET_ENEMYFEET_1ROW
const BATTLEANIMFRAMESET_B6 const BATTLEANIMFRAMESET_PLAYERHEAD_1ROW
const BATTLEANIMFRAMESET_B7 const BATTLEANIMFRAMESET_ENEMYFEET_2ROW
const BATTLEANIMFRAMESET_B8 const BATTLEANIMFRAMESET_PLAYERHEAD_2ROW
DEF NUM_BATTLEANIMFRAMESETS EQU const_value DEF NUM_BATTLEANIMFRAMESETS EQU const_value
; BattleAnimOAMData indexes (see data/battle_anims/oam.asm) ; BattleAnimOAMData indexes (see data/battle_anims/oam.asm)

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@ -65,77 +65,116 @@ DEF NUM_DECO_NAMES EQU const_value
const PUT_AWAY_DOLL const PUT_AWAY_DOLL
DEF NUM_DECO_ACTIONS EQU const_value - 1 DEF NUM_DECO_ACTIONS EQU const_value - 1
DEF __deco_value__ = 0 ; DecorationIDs indexes (see data/decorations/decorations.asm)
const_def
MACRO deco const DECOFLAG_FEATHERY_BED
const DECO_\1 const DECOFLAG_PINK_BED
DEF DECOFLAG_\1 EQU __deco_value__ const DECOFLAG_POLKADOT_BED
DEF __deco_value__ += 1 const DECOFLAG_PIKACHU_BED
ENDM const DECOFLAG_RED_CARPET
const DECOFLAG_BLUE_CARPET
const DECOFLAG_YELLOW_CARPET
const DECOFLAG_GREEN_CARPET
const DECOFLAG_MAGNAPLANT
const DECOFLAG_TROPICPLANT
const DECOFLAG_JUMBOPLANT
const DECOFLAG_TOWN_MAP
const DECOFLAG_PIKACHU_POSTER
const DECOFLAG_CLEFAIRY_POSTER
const DECOFLAG_JIGGLYPUFF_POSTER
const DECOFLAG_FAMICOM
const DECOFLAG_SNES
const DECOFLAG_N64
const DECOFLAG_VIRTUAL_BOY
const DECOFLAG_PIKACHU_DOLL
const DECOFLAG_SURF_PIKACHU_DOLL
const DECOFLAG_CLEFAIRY_DOLL
const DECOFLAG_JIGGLYPUFF_DOLL
const DECOFLAG_BULBASAUR_DOLL
const DECOFLAG_CHARMANDER_DOLL
const DECOFLAG_SQUIRTLE_DOLL
const DECOFLAG_POLIWAG_DOLL
const DECOFLAG_DIGLETT_DOLL
const DECOFLAG_STARYU_DOLL
const DECOFLAG_MAGIKARP_DOLL
const DECOFLAG_ODDISH_DOLL
const DECOFLAG_GENGAR_DOLL
const DECOFLAG_SHELLDER_DOLL
const DECOFLAG_GRIMER_DOLL
const DECOFLAG_VOLTORB_DOLL
const DECOFLAG_WEEDLE_DOLL
const DECOFLAG_UNOWN_DOLL
const DECOFLAG_GEODUDE_DOLL
const DECOFLAG_MACHOP_DOLL
const DECOFLAG_TENTACOOL_DOLL
const DECOFLAG_BIG_SNORLAX_DOLL
const DECOFLAG_BIG_ONIX_DOLL
const DECOFLAG_BIG_LAPRAS_DOLL
DEF NUM_NON_TROPHY_DECOS EQU const_value
const DECOFLAG_GOLD_TROPHY_DOLL
const DECOFLAG_SILVER_TROPHY_DOLL
DEF NUM_DECOS EQU const_value
; decorations: ; decorations:
; - DecorationAttributes (see data/decorations/attributes.asm) ; - DecorationAttributes (see data/decorations/attributes.asm)
; - DecorationIDs (see data/decorations/decorations.asm)
const_def 1 const_def 1
; FindOwnedBeds.beds values (see engine/overworld/decorations.asm) ; FindOwnedBeds.beds values (see engine/overworld/decorations.asm)
const BEDS const BEDS
deco FEATHERY_BED const DECO_FEATHERY_BED
deco PINK_BED const DECO_PINK_BED
deco POLKADOT_BED const DECO_POLKADOT_BED
deco PIKACHU_BED const DECO_PIKACHU_BED
; FindOwnedCarpets.carpets values (see engine/overworld/decorations.asm) ; FindOwnedCarpets.carpets values (see engine/overworld/decorations.asm)
const CARPETS const CARPETS
deco RED_CARPET const DECO_RED_CARPET
deco BLUE_CARPET const DECO_BLUE_CARPET
deco YELLOW_CARPET const DECO_YELLOW_CARPET
deco GREEN_CARPET const DECO_GREEN_CARPET
; FindOwnedPlants.plants values (see engine/overworld/decorations.asm) ; FindOwnedPlants.plants values (see engine/overworld/decorations.asm)
const PLANTS const PLANTS
deco MAGNAPLANT const DECO_MAGNAPLANT
deco TROPICPLANT const DECO_TROPICPLANT
deco JUMBOPLANT const DECO_JUMBOPLANT
; FindOwnedPosters.posters values (see engine/overworld/decorations.asm) ; FindOwnedPosters.posters values (see engine/overworld/decorations.asm)
const POSTERS const POSTERS
deco TOWN_MAP const DECO_TOWN_MAP
deco PIKACHU_POSTER const DECO_PIKACHU_POSTER
deco CLEFAIRY_POSTER const DECO_CLEFAIRY_POSTER
deco JIGGLYPUFF_POSTER const DECO_JIGGLYPUFF_POSTER
; FindOwnedConsoles.consoles values (see engine/overworld/decorations.asm) ; FindOwnedConsoles.consoles values (see engine/overworld/decorations.asm)
const CONSOLES const CONSOLES
deco FAMICOM const DECO_FAMICOM
deco SNES const DECO_SNES
deco N64 const DECO_N64
deco VIRTUAL_BOY const DECO_VIRTUAL_BOY
; FindOwnedBigDolls.big_dolls values (see engine/overworld/decorations.asm) ; FindOwnedBigDolls.big_dolls values (see engine/overworld/decorations.asm)
const BIG_DOLLS const BIG_DOLLS
deco BIG_SNORLAX_DOLL const DECO_BIG_SNORLAX_DOLL
deco BIG_ONIX_DOLL const DECO_BIG_ONIX_DOLL
deco BIG_LAPRAS_DOLL const DECO_BIG_LAPRAS_DOLL
; FindOwnedOrnaments.ornaments values (see engine/overworld/decorations.asm) ; FindOwnedOrnaments.ornaments values (see engine/overworld/decorations.asm)
const DOLLS const DOLLS
deco PIKACHU_DOLL const DECO_PIKACHU_DOLL
deco SURF_PIKACHU_DOLL const DECO_SURF_PIKACHU_DOLL
deco CLEFAIRY_DOLL const DECO_CLEFAIRY_DOLL
deco JIGGLYPUFF_DOLL const DECO_JIGGLYPUFF_DOLL
deco BULBASAUR_DOLL const DECO_BULBASAUR_DOLL
deco CHARMANDER_DOLL const DECO_CHARMANDER_DOLL
deco SQUIRTLE_DOLL const DECO_SQUIRTLE_DOLL
deco POLIWAG_DOLL const DECO_POLIWAG_DOLL
deco DIGLETT_DOLL const DECO_DIGLETT_DOLL
deco STARMIE_DOLL const DECO_STARYU_DOLL
deco MAGIKARP_DOLL const DECO_MAGIKARP_DOLL
deco ODDISH_DOLL const DECO_ODDISH_DOLL
deco GENGAR_DOLL const DECO_GENGAR_DOLL
deco SHELLDER_DOLL const DECO_SHELLDER_DOLL
deco GRIMER_DOLL const DECO_GRIMER_DOLL
deco VOLTORB_DOLL const DECO_VOLTORB_DOLL
deco WEEDLE_DOLL const DECO_WEEDLE_DOLL
deco UNOWN_DOLL const DECO_UNOWN_DOLL
deco GEODUDE_DOLL const DECO_GEODUDE_DOLL
deco MACHOP_DOLL const DECO_MACHOP_DOLL
deco TENTACOOL_DOLL const DECO_TENTACOOL_DOLL
DEF NUM_NON_TROPHY_DECOS EQU __deco_value__ const DECO_GOLD_TROPHY_DOLL
deco GOLD_TROPHY_DOLL const DECO_SILVER_TROPHY_DOLL
deco SILVER_TROPHY_DOLL
DEF NUM_DECOS EQU __deco_value__
DEF NUM_DECO_CATEGORIES EQU const_value - 1 - NUM_DECOS DEF NUM_DECO_CATEGORIES EQU const_value - 1 - NUM_DECOS

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@ -42,7 +42,7 @@
const EVENT_DECO_SQUIRTLE_DOLL const EVENT_DECO_SQUIRTLE_DOLL
const EVENT_DECO_POLIWAG_DOLL const EVENT_DECO_POLIWAG_DOLL
const EVENT_DECO_DIGLETT_DOLL const EVENT_DECO_DIGLETT_DOLL
const EVENT_DECO_STARMIE_DOLL const EVENT_DECO_STARYU_DOLL
const EVENT_DECO_MAGIKARP_DOLL const EVENT_DECO_MAGIKARP_DOLL
const EVENT_DECO_ODDISH_DOLL const EVENT_DECO_ODDISH_DOLL
const EVENT_DECO_GENGAR_DOLL const EVENT_DECO_GENGAR_DOLL

File diff suppressed because it is too large Load Diff

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@ -20,379 +20,379 @@ BattleAnimObjects:
; entries correspond to ANIM_OBJ_* constants ; entries correspond to ANIM_OBJ_* constants
table_width BATTLEANIMOBJ_LENGTH, BattleAnimObjects table_width BATTLEANIMOBJ_LENGTH, BattleAnimObjects
; ANIM_OBJ_HIT_BIG_YFIX ; ANIM_OBJ_HIT_BIG_YFIX
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_HIT_BIG, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_HIT_YFIX ; ANIM_OBJ_HIT_YFIX
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_HIT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_HIT_SMALL_YFIX ; ANIM_OBJ_HIT_SMALL_YFIX
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_HIT_SMALL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_HIT_BIG ; ANIM_OBJ_HIT_BIG
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_HIT_BIG, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_HIT ; ANIM_OBJ_HIT
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_HIT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_HIT_SMALL ; ANIM_OBJ_HIT_SMALL
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_HIT_SMALL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_PUNCH ; ANIM_OBJ_PUNCH
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_PUNCH, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_KICK ; ANIM_OBJ_KICK
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_KICK, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_KICK, BATTLEANIMFUNC_KICK, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_PALM ; ANIM_OBJ_PALM
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_PALM, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_FANG ; ANIM_OBJ_FANG
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_FANG, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_PUNCH_SHAKE ; ANIM_OBJ_PUNCH_SHAKE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_PUNCH_SHAKE, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_EMBER ; ANIM_OBJ_EMBER
battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_EMBER, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_EMBER, BATTLEANIMFUNC_EMBER, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_DRAGON_RAGE ; ANIM_OBJ_DRAGON_RAGE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_DRAGON_RAGE, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_FLAMETHROWER ; ANIM_OBJ_FLAMETHROWER
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_FLAMETHROWER, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_FIRE_SPIN ; ANIM_OBJ_FIRE_SPIN
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_EMBER, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_FIRE_BLAST ; ANIM_OBJ_FIRE_BLAST
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_FLAMETHROWER, BATTLEANIMFUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_BURNED ; ANIM_OBJ_BURNED
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BURNED, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_BLIZZARD ; ANIM_OBJ_BLIZZARD
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BLIZZARD, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE
; ANIM_OBJ_ICE ; ANIM_OBJ_ICE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_ICE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE
; ANIM_OBJ_ICE_BEAM ; ANIM_OBJ_ICE_BEAM
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_ICE_BEAM, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE
; ANIM_OBJ_RAZOR_LEAF ; ANIM_OBJ_RAZOR_LEAF
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_RAZOR_LEAF_1, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT
; ANIM_OBJ_POKE_BALL ; ANIM_OBJ_POKE_BALL
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_POKEBALL, PAL_BATTLE_OB_RED, ANIM_GFX_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 ; ANIM_OBJ_POKE_BALL_BLOCKED
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_POKE_BALL_1, BATTLEANIMFUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL
; ANIM_OBJ_EXPLOSION1 ; ANIM_OBJ_EXPLOSION1
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_EXPLOSION, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION
; ANIM_OBJ_EXPLOSION2 ; ANIM_OBJ_EXPLOSION2
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_EXPLOSION, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION
; ANIM_OBJ_ACID ; ANIM_OBJ_ACID
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_ACID, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON
; ANIM_OBJ_SLUDGE ; ANIM_OBJ_SLUDGE
battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_SLUDGE, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_SLUDGE_BUBBLE, BATTLEANIMFUNC_SLUDGE, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON
; ANIM_OBJ_BETA_BALL_POOF ; ANIM_OBJ_BETA_BALL_POOF
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BALL_POOF, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE
; ANIM_OBJ_BALL_POOF ; ANIM_OBJ_BALL_POOF
battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_BALL_POOF, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE
; ANIM_OBJ_BIG_ROCK ; ANIM_OBJ_BIG_ROCK
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_BIG_ROCK, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS
; ANIM_OBJ_SMALL_ROCK ; ANIM_OBJ_SMALL_ROCK
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_SMALL_ROCK, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS
; ANIM_OBJ_STRENGTH ; ANIM_OBJ_STRENGTH
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_1B, BATTLEANIMFUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_STRENGTH, BATTLEANIMFUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS
; ANIM_OBJ_SEISMIC_TOSS ; ANIM_OBJ_SEISMIC_TOSS
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_84, BATTLEANIMFUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BLUE, ANIM_GFX_GLOBE battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_SEISMIC_TOSS, BATTLEANIMFUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BLUE, ANIM_GFX_GLOBE
; ANIM_OBJ_BUBBLE ; ANIM_OBJ_BUBBLE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_BUBBLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SMALL_BUBBLE, BATTLEANIMFUNC_BUBBLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE
; ANIM_OBJ_SURF ; ANIM_OBJ_SURF
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_23, BATTLEANIMFUNC_SURF, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_SURF, BATTLEANIMFUNC_SURF, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE
; ANIM_OBJ_SING ; ANIM_OBJ_SING
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_SING, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_SING, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE
; ANIM_OBJ_WATER_GUN ; ANIM_OBJ_WATER_GUN
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_WATER_GUN, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER 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 ; ANIM_OBJ_HYDRO_PUMP
battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_HYDRO_PUMP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER
; ANIM_OBJ_POWDER ; ANIM_OBJ_POWDER
battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_POWDER, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER
; ANIM_OBJ_BEAM ; ANIM_OBJ_BEAM
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_BEAM, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM
; ANIM_OBJ_BEAM_TIP ; ANIM_OBJ_BEAM_TIP
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_BEAM_TIP, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM
; ANIM_OBJ_ICE_BUILDUP ; ANIM_OBJ_ICE_BUILDUP
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_ICE_BUILDUP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE
; ANIM_OBJ_FROZEN ; ANIM_OBJ_FROZEN
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_FROZEN, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE
; ANIM_OBJ_MASTER_BALL_SPARKLE ; ANIM_OBJ_MASTER_BALL_SPARKLE
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_CIRCLING_SPARKLE, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED
; ANIM_OBJ_RECOVER ; ANIM_OBJ_RECOVER
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SMALL_BUBBLE, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE
; ANIM_OBJ_THUNDER1 ; ANIM_OBJ_THUNDER_CENTER
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_THUNDER_CENTER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDER2 ; ANIM_OBJ_THUNDER_LEFT
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_THUNDER_LEFT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDER3 ; ANIM_OBJ_THUNDER_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_THUNDER_RIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDER_WAVE ; ANIM_OBJ_THUNDER_WAVE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDER_WAVE_DISABLE, BATTLEANIMFUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_SPARKS_CIRCLE_BIG ; ANIM_OBJ_THUNDERBOLT_SPARKS
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERBOLT_SPARKS, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDERBOLT_BALL ; ANIM_OBJ_THUNDERBOLT_CORE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERBOLT_CORE, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION
; ANIM_OBJ_SPARKS_CIRCLE ; ANIM_OBJ_THUNDERSHOCK_SPARKS
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERSHOCK_SPARKS, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDERSHOCK_BALL ; ANIM_OBJ_THUNDERSHOCK_CORE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERSHOCK_CORE, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION
; ANIM_OBJ_CLAMP ; ANIM_OBJ_CLAMP
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_CLAMP, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_BITE ; ANIM_OBJ_BITE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_BITE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BITE_1, BATTLEANIMFUNC_BITE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_CUT_DOWN_LEFT ; ANIM_OBJ_CUT_DOWN_LEFT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_DOWN_LEFT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_CUT_DOWN_RIGHT ; ANIM_OBJ_CUT_DOWN_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_DOWN_RIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_CUT_UP_RIGHT ; ANIM_OBJ_CUT_UP_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT 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 ; ANIM_OBJ_CUT_LONG_DOWN_LEFT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT 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 ; ANIM_OBJ_CUT_LONG_DOWN_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT 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 ; ANIM_OBJ_SOLAR_BEAM_CHARGE
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_CHARGE_ORB_1, BATTLEANIMFUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE
; ANIM_OBJ_ABSORB_CENTER ; ANIM_OBJ_ABSORB_CENTER
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_ABSORB_CENTER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE
; ANIM_OBJ_GUST ; ANIM_OBJ_GUST
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_GUST, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_GUST, BATTLEANIMFUNC_GUST, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND
; ANIM_OBJ_VINE_WHIP1 ; ANIM_OBJ_VINE_WHIP1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_VINE_WHIP_1, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_VINE_WHIP2 ; ANIM_OBJ_VINE_WHIP2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_VINE_WHIP_2, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_RAZOR_WIND1 ; ANIM_OBJ_RAZOR_WIND1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_RAZOR_WIND_1, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_RAZOR_WIND2 ; ANIM_OBJ_RAZOR_WIND2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_RAZOR_WIND_2, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_SONICBOOM_JP ; ANIM_OBJ_SONICBOOM_JP
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_SONICBOOM_JP, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_WARP ; ANIM_OBJ_WARP
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_WARP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_ABSORB ; ANIM_OBJ_ABSORB
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_ABSORB, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_CHARGE_ORB_2, BATTLEANIMFUNC_ABSORB, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE
; ANIM_OBJ_EGG ; ANIM_OBJ_EGG
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_EGG, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_EGG, BATTLEANIMFUNC_EGG, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG
; ANIM_OBJ_FOCUS ; ANIM_OBJ_FOCUS
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_FOCUS, BATTLEANIMFUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_BIND1 ; ANIM_OBJ_BIND1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_BIND_1, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE
; ANIM_OBJ_BIND2 ; ANIM_OBJ_BIND2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_BIND_3, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE
; ANIM_OBJ_LEECH_SEED ; ANIM_OBJ_LEECH_SEED
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_LEECH_SEED_1, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT
; ANIM_OBJ_SOUND ; ANIM_OBJ_SOUND
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SOUND_1, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE
; ANIM_OBJ_WAVE ; ANIM_OBJ_WAVE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_WAVE, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC
; ANIM_OBJ_CONFUSE_RAY ; ANIM_OBJ_CONFUSE_RAY
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_CONFUSE_RAY_1, BATTLEANIMFUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_LEER ; ANIM_OBJ_LEER
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_LEER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM
; ANIM_OBJ_LEER_TIP ; ANIM_OBJ_LEER_TIP
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_BEAM_TIP, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM
; ANIM_OBJ_SCREEN ; ANIM_OBJ_SCREEN
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_REFLECT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT
; ANIM_OBJ_HARDEN ; ANIM_OBJ_HARDEN
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_REFLECT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT
; ANIM_OBJ_CHICK ; ANIM_OBJ_CHICK
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_CHICK_1, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS
; ANIM_OBJ_AMNESIA ; ANIM_OBJ_AMNESIA
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_AMNESIA, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AMNESIA_1, BATTLEANIMFUNC_AMNESIA, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS
; ANIM_OBJ_ASLEEP ; ANIM_OBJ_ASLEEP
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_ASLEEP, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS
; ANIM_OBJ_SKULL ; ANIM_OBJ_SKULL_CROSSBONE
battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_SKULL_CROSSBONE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON
; ANIM_OBJ_DIG_SAND ; ANIM_OBJ_DIG_SAND
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_DIG, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_DIG_SAND, BATTLEANIMFUNC_DIG, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND
; ANIM_OBJ_DIG_PILE ; ANIM_OBJ_DIG_PILE
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_DIG_PILE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND
; ANIM_OBJ_SAND ; ANIM_OBJ_SAND
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SAND, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND
; ANIM_OBJ_PARALYZED ; ANIM_OBJ_PARALYZED
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_PARALYZED, BATTLEANIMFUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS
; ANIM_OBJ_STRING_SHOT ; ANIM_OBJ_STRING_SHOT
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_STRING, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_STRING_SHOT_1, BATTLEANIMFUNC_STRING, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB
; ANIM_OBJ_HAZE ; ANIM_OBJ_HAZE
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
; ANIM_OBJ_MIST ; ANIM_OBJ_MIST
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_MIST, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
; ANIM_OBJ_SMOG ; ANIM_OBJ_SMOG
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
; ANIM_OBJ_POISON_GAS ; ANIM_OBJ_POISON_GAS
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
; ANIM_OBJ_HORN ; ANIM_OBJ_HORN
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_HORN, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN
; ANIM_OBJ_NEEDLE ; ANIM_OBJ_NEEDLE
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_NEEDLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_NEEDLE, BATTLEANIMFUNC_NEEDLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN
; ANIM_OBJ_PETAL_DANCE ; ANIM_OBJ_PETAL_DANCE
battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_FLOWER, BATTLEANIMFUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER
; ANIM_OBJ_SLUDGE_BOMB ; ANIM_OBJ_SLUDGE_BOMB
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG
; ANIM_OBJ_PAY_DAY ; ANIM_OBJ_PAY_DAY
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_PAY_DAY, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS
; ANIM_OBJ_SONICBOOM_JP_UNUSED ; ANIM_OBJ_SONICBOOM_JP_UNUSED
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SONICBOOM_JP, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_MIMIC ; ANIM_OBJ_MIMIC
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CIRCLING_SPARKLE, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED
; ANIM_OBJ_ATTRACT ; ANIM_OBJ_ATTRACT
battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_HEART, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS
; ANIM_OBJ_BONEMERANG ; ANIM_OBJ_BONEMERANG
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_SPINNING_BONE, BATTLEANIMFUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_BONE_CLUB ; ANIM_OBJ_BONE_CLUB
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SPINNING_BONE, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_BONE_RUSH ; ANIM_OBJ_BONE_RUSH
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_SPINNING_BONE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_SWIFT ; ANIM_OBJ_SWIFT
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_STAR, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS
; ANIM_OBJ_KINESIS ; ANIM_OBJ_KINESIS
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SPOON, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_FLASH ; ANIM_OBJ_FLASH
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_SHINY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_SPARKLE, BATTLEANIMFUNC_SHINY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_SHINY ; ANIM_OBJ_SHINY
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_SHINY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_SPARKLE, BATTLEANIMFUNC_SHINY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_SKY_ATTACK ; ANIM_OBJ_SKY_ATTACK
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_SKY_ATTACK, PAL_BATTLE_OB_GRAY, ANIM_GFX_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 ; ANIM_OBJ_LICK
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_LICK, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER
; ANIM_OBJ_WITHDRAW ; ANIM_OBJ_WITHDRAW
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_WITHDRAW_SHELL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT
; ANIM_OBJ_DRAIN ; ANIM_OBJ_DRAIN
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_SMALL_BUBBLE, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE
; ANIM_OBJ_GROWTH ; ANIM_OBJ_GROWTH
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_SHRINKING_CHARGE_ORB, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE
; ANIM_OBJ_CONVERSION2 ; ANIM_OBJ_CONVERSION2
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CONVERSION, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION
; ANIM_OBJ_SMOKE ; ANIM_OBJ_SMOKE
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
; ANIM_OBJ_SMOKESCREEN ; ANIM_OBJ_SMOKESCREEN
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG
; ANIM_OBJ_SWORDS_DANCE ; ANIM_OBJ_SWORDS_DANCE
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_80, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_SWORD, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_SPEED_LINE ; ANIM_OBJ_SPEED_LINE
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_SPEED_LINE_1, BATTLEANIMFUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED
; ANIM_OBJ_SHARPEN ; ANIM_OBJ_SHARPEN
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_SHARPEN, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES
; ANIM_OBJ_DEFENSE_CURL ; ANIM_OBJ_DEFENSE_CURL
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_DEFENSE_CURL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES
; ANIM_OBJ_METRONOME_HAND ; ANIM_OBJ_METRONOME_HAND
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_METRONOME_HAND, BATTLEANIMFUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_METRONOME_SPARKLE ; ANIM_OBJ_METRONOME_SPARKLE
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CIRCLING_SPARKLE, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_DISABLE ; ANIM_OBJ_DISABLE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDER_WAVE_DISABLE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_AGILITY ; ANIM_OBJ_AGILITY
battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_AGILITY, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_AGILITY, BATTLEANIMFUNC_AGILITY, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND
; ANIM_OBJ_HEART ; ANIM_OBJ_HEART
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_HEART, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS
; ANIM_OBJ_FLAME_WHEEL ; ANIM_OBJ_FLAME_WHEEL
battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_EMBER, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_SACRED_FIRE ; ANIM_OBJ_SACRED_FIRE
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_SACRED_FIRE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_FLAMETHROWER, BATTLEANIMFUNC_SACRED_FIRE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_COTTON_SPORE ; ANIM_OBJ_COTTON_SPORE
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_COTTON, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_MILK_DRINK ; ANIM_OBJ_MILK_DRINK
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_MILK_BOTTLE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_ANGER ; ANIM_OBJ_ANGER
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_ANGER_VEIN, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_HEAL_BELL ; ANIM_OBJ_HEAL_BELL
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_HEAL_BELL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC
; ANIM_OBJ_HEAL_BELL_NOTE ; ANIM_OBJ_HEAL_BELL_NOTE
battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE
; ANIM_OBJ_BATON_PASS ; ANIM_OBJ_BATON_PASS
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_BATON_PASS, PAL_BATTLE_OB_RED, ANIM_GFX_MISC battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_BATON_PASS, BATTLEANIMFUNC_BATON_PASS, PAL_BATTLE_OB_RED, ANIM_GFX_MISC
; ANIM_OBJ_LOCK_ON ; ANIM_OBJ_LOCK_ON
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC 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 ; ANIM_OBJ_MIND_READER
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC 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 ; ANIM_OBJ_SAFEGUARD
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SAFEGUARD, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_PROTECT ; ANIM_OBJ_PROTECT
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_STAR, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS
; ANIM_OBJ_THIEF ; ANIM_OBJ_THIEF
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_ITEM_BAG, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS
; ANIM_OBJ_OCTAZOOKA ; ANIM_OBJ_OCTAZOOKA
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG
; ANIM_OBJ_PRESENT ; ANIM_OBJ_PRESENT
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_STATUS battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_ITEM_BAG, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_STATUS
; ANIM_OBJ_SPIKES ; ANIM_OBJ_SPIKES
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_SPIKES, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_SPIKE, BATTLEANIMFUNC_SPIKES, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_POWDER_SNOW ; ANIM_OBJ_POWDER_SNOW
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_ICE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_POWDER_SNOW, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_ICE
; ANIM_OBJ_DRAGONBREATH ; ANIM_OBJ_DRAGONBREATH
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BURNED, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_CONVERSION ; ANIM_OBJ_CONVERSION
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_CONVERSION, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CONVERSION, BATTLEANIMFUNC_CONVERSION, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION
; ANIM_OBJ_SPIDER_WEB ; ANIM_OBJ_SPIDER_WEB
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SPIDER_WEB, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB
; ANIM_OBJ_CAKE_UNUSED ; ANIM_OBJ_CAKE_UNUSED
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_UNUSED_CAKE, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS
; ANIM_OBJ_NIGHTMARE ; ANIM_OBJ_NIGHTMARE
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_IMP, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS
; ANIM_OBJ_IN_NIGHTMARE ; ANIM_OBJ_IN_NIGHTMARE
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_IMP_FLIPPED, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS
; ANIM_OBJ_LOVELY_KISS ; ANIM_OBJ_LOVELY_KISS
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_IMP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS
; ANIM_OBJ_SWEET_KISS ; ANIM_OBJ_SWEET_KISS
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_CHERUB, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS
; ANIM_OBJ_SKETCH ; ANIM_OBJ_SKETCH
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_GREEN, ANIM_GFX_OBJECTS 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 ; ANIM_OBJ_ENCORE_HAND
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_ENCORE_HAND, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS
; ANIM_OBJ_ENCORE_STAR ; ANIM_OBJ_ENCORE_STAR
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_STAR, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS
; ANIM_OBJ_DESTINY_BOND ; ANIM_OBJ_DESTINY_BOND
battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_DESTINY_BOND, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS
; ANIM_OBJ_MORNING_SUN ; ANIM_OBJ_MORNING_SUN
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_MORNING_SUN, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE
; ANIM_OBJ_GLIMMER ; ANIM_OBJ_GLIMMER
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_GLIMMER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE
; ANIM_OBJ_MOONLIGHT ; ANIM_OBJ_MOONLIGHT
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_MOONLIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE
; ANIM_OBJ_HIDDEN_POWER ; ANIM_OBJ_HIDDEN_POWER
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_CHARGE_ORB_1, BATTLEANIMFUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE
; ANIM_OBJ_CROSS_CHOP1 ; ANIM_OBJ_CROSS_CHOP1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CROSS_CHOP_1, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_CROSS_CHOP2 ; ANIM_OBJ_CROSS_CHOP2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CROSS_CHOP_2, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_SANDSTORM ; ANIM_OBJ_SANDSTORM
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_SANDSTORM, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER
; ANIM_OBJ_ZAP_CANNON ; ANIM_OBJ_ZAP_CANNON
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_ZAP_CANNON, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_SPITE ; ANIM_OBJ_SPITE
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_IMP, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS
; ANIM_OBJ_CURSE ; ANIM_OBJ_CURSE
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_CURSE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_CURSE_NAIL, BATTLEANIMFUNC_CURSE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS
; ANIM_OBJ_PERISH_SONG ; ANIM_OBJ_PERISH_SONG
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_PERISH_SONG, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_PERISH_SONG, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE
; ANIM_OBJ_FORESIGHT ; ANIM_OBJ_FORESIGHT
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_FORESIGHT_SHINE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE
; ANIM_OBJ_RAPID_SPIN ; ANIM_OBJ_RAPID_SPIN
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_RAPID_SPIN, BATTLEANIMFUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND
; ANIM_OBJ_SWAGGER ; ANIM_OBJ_SWAGGER
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SWAGGER, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND
; ANIM_OBJ_BELLY_DRUM_HAND ; ANIM_OBJ_BELLY_DRUM_HAND
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_PALM, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_BELLY_DRUM_NOTE ; ANIM_OBJ_BELLY_DRUM_NOTE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE
; ANIM_OBJ_MEAN_LOOK ; ANIM_OBJ_MEAN_LOOK
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_MEAN_LOOK, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC
; ANIM_OBJ_BETA_PURSUIT ; ANIM_OBJ_BETA_PURSUIT
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_UPSIDE_DOWN_PUNCH, BATTLEANIMFUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_SHOOTING_SPARKLE ; ANIM_OBJ_SHOOTING_SPARKLE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_GROWING_SPARKLE, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_RAIN ; ANIM_OBJ_RAIN
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_RAIN, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER
; ANIM_OBJ_B0 ; ANIM_OBJ_B0
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_MIST, BATTLEANIMFUNC_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE
; ANIM_OBJ_PSYCH_UP ; ANIM_OBJ_PSYCH_UP
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_PSYCH_UP, BATTLEANIMFUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS
; ANIM_OBJ_ANCIENTPOWER ; ANIM_OBJ_ANCIENTPOWER
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_ANCIENT_POWER, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_BIG_ROCK, BATTLEANIMFUNC_ANCIENT_POWER, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS
; ANIM_OBJ_AEROBLAST ; ANIM_OBJ_AEROBLAST
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_B3, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_AEROBLAST battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_AEROBLAST, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_AEROBLAST
; ANIM_OBJ_SHADOW_BALL ; ANIM_OBJ_SHADOW_BALL
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_EGG 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 ; ANIM_OBJ_ROCK_SMASH
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_ROCK_SMASH, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_BIG_ROCK, BATTLEANIMFUNC_ROCK_SMASH, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS
; ANIM_OBJ_FLOWER ; ANIM_OBJ_FLOWER
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_FLOWER, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER
; ANIM_OBJ_COTTON ; ANIM_OBJ_COTTON
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_COTTON, PAL_BATTLE_OB_RED, ANIM_GFX_MISC battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_COTTON, BATTLEANIMFUNC_COTTON, PAL_BATTLE_OB_RED, ANIM_GFX_MISC
; ANIM_OBJ_ENEMYFEET_1ROW ; ANIM_OBJ_ENEMYFEET_1ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_ENEMYFEET_1ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD
; ANIM_OBJ_PLAYERHEAD_1ROW ; ANIM_OBJ_PLAYERHEAD_1ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_PLAYERHEAD_1ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET
; ANIM_OBJ_ENEMYFEET_2ROW ; ANIM_OBJ_ENEMYFEET_2ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_ENEMYFEET_2ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD
; ANIM_OBJ_PLAYERHEAD_2ROW ; ANIM_OBJ_PLAYERHEAD_2ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_PLAYERHEAD_2ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET
assert_table_length NUM_ANIM_OBJS assert_table_length NUM_ANIM_OBJS

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@ -47,7 +47,7 @@ DecorationAttributes:
decoration DECO_DOLL, SQUIRTLE, SET_UP_DOLL, EVENT_DECO_SQUIRTLE_DOLL, SPRITE_SQUIRTLE decoration DECO_DOLL, SQUIRTLE, SET_UP_DOLL, EVENT_DECO_SQUIRTLE_DOLL, SPRITE_SQUIRTLE
decoration DECO_DOLL, POLIWAG, SET_UP_DOLL, EVENT_DECO_POLIWAG_DOLL, SPRITE_POLIWAG decoration DECO_DOLL, POLIWAG, SET_UP_DOLL, EVENT_DECO_POLIWAG_DOLL, SPRITE_POLIWAG
decoration DECO_DOLL, DIGLETT, SET_UP_DOLL, EVENT_DECO_DIGLETT_DOLL, SPRITE_DIGLETT decoration DECO_DOLL, DIGLETT, SET_UP_DOLL, EVENT_DECO_DIGLETT_DOLL, SPRITE_DIGLETT
decoration DECO_DOLL, STARYU, SET_UP_DOLL, EVENT_DECO_STARMIE_DOLL, SPRITE_STARMIE decoration DECO_DOLL, STARYU, SET_UP_DOLL, EVENT_DECO_STARYU_DOLL, SPRITE_STARMIE
decoration DECO_DOLL, MAGIKARP, SET_UP_DOLL, EVENT_DECO_MAGIKARP_DOLL, SPRITE_MAGIKARP decoration DECO_DOLL, MAGIKARP, SET_UP_DOLL, EVENT_DECO_MAGIKARP_DOLL, SPRITE_MAGIKARP
decoration DECO_DOLL, ODDISH, SET_UP_DOLL, EVENT_DECO_ODDISH_DOLL, SPRITE_ODDISH decoration DECO_DOLL, ODDISH, SET_UP_DOLL, EVENT_DECO_ODDISH_DOLL, SPRITE_ODDISH
decoration DECO_DOLL, GENGAR, SET_UP_DOLL, EVENT_DECO_GENGAR_DOLL, SPRITE_GENGAR decoration DECO_DOLL, GENGAR, SET_UP_DOLL, EVENT_DECO_GENGAR_DOLL, SPRITE_GENGAR

View File

@ -35,7 +35,7 @@ DecorationIDs:
db DECO_SQUIRTLE_DOLL ; 24 db DECO_SQUIRTLE_DOLL ; 24
db DECO_POLIWAG_DOLL ; 25 db DECO_POLIWAG_DOLL ; 25
db DECO_DIGLETT_DOLL ; 26 db DECO_DIGLETT_DOLL ; 26
db DECO_STARMIE_DOLL ; 27 db DECO_STARYU_DOLL ; 27
db DECO_MAGIKARP_DOLL ; 28 db DECO_MAGIKARP_DOLL ; 28
db DECO_ODDISH_DOLL ; 29 db DECO_ODDISH_DOLL ; 29
db DECO_GENGAR_DOLL ; 2a db DECO_GENGAR_DOLL ; 2a

View File

@ -1240,7 +1240,7 @@ BattleAnim_Thunderpunch:
anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43 anim_obj ANIM_OBJ_PUNCH_SHAKE, 136, 56, $43
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2
anim_sound 0, 1, SFX_THUNDER anim_sound 0, 1, SFX_THUNDER
anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0 anim_obj ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0
anim_wait 64 anim_wait 64
anim_ret anim_ret
@ -1280,13 +1280,13 @@ BattleAnim_Thunder:
anim_1gfx ANIM_GFX_LIGHTNING anim_1gfx ANIM_GFX_LIGHTNING
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20
anim_sound 0, 1, SFX_THUNDER anim_sound 0, 1, SFX_THUNDER
anim_obj ANIM_OBJ_THUNDER2, 120, 68, $0 anim_obj ANIM_OBJ_THUNDER_LEFT, 120, 68, $0
anim_wait 16 anim_wait 16
anim_sound 0, 1, SFX_THUNDER anim_sound 0, 1, SFX_THUNDER
anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0 anim_obj ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0
anim_wait 16 anim_wait 16
anim_sound 0, 1, SFX_THUNDER anim_sound 0, 1, SFX_THUNDER
anim_obj ANIM_OBJ_THUNDER1, 136, 68, $0 anim_obj ANIM_OBJ_THUNDER_CENTER, 136, 68, $0
anim_wait 48 anim_wait 48
anim_ret anim_ret
@ -2645,7 +2645,7 @@ BattleAnim_TriAttack:
anim_wait 16 anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4
anim_sound 0, 1, SFX_THUNDER anim_sound 0, 1, SFX_THUNDER
anim_obj ANIM_OBJ_THUNDER3, 152, 68, $0 anim_obj ANIM_OBJ_THUNDER_RIGHT, 152, 68, $0
anim_wait 16 anim_wait 16
anim_ret anim_ret

View File

@ -303,14 +303,14 @@ BattleAnimFunction_PokeBall:
add hl, bc add hl, bc
add [hl] add [hl]
ld [hl], a ld [hl], a
ld a, BATTLEANIMFRAMESET_0B ld a, BATTLEANIMFRAMESET_POKE_BALL_3
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ret ret
.three .three
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld a, BATTLEANIMFRAMESET_09 ld a, BATTLEANIMFRAMESET_POKE_BALL_1
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_VAR1 ld hl, BATTLEANIMSTRUCT_VAR1
add hl, bc add hl, bc
@ -340,13 +340,13 @@ BattleAnimFunction_PokeBall:
sub $4 sub $4
ld [hl], a ld [hl], a
ret nz ret nz
ld a, BATTLEANIMFRAMESET_0C ld a, BATTLEANIMFRAMESET_POKE_BALL_4
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ret ret
.six .six
ld a, BATTLEANIMFRAMESET_0D ld a, BATTLEANIMFRAMESET_POKE_BALL_5
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc add hl, bc
@ -358,7 +358,7 @@ BattleAnimFunction_PokeBall:
.seven .seven
call GetBallAnimPal call GetBallAnimPal
ld a, BATTLEANIMFRAMESET_0A ld a, BATTLEANIMFRAMESET_POKE_BALL_2
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR2 ld hl, BATTLEANIMSTRUCT_VAR2
@ -495,7 +495,7 @@ BattleAnimFunction_Ember:
.three .three
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld a, BATTLEANIMFRAMESET_0F ld a, BATTLEANIMFRAMESET_FLAMETHROWER
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.four .four
ret ret
@ -733,7 +733,7 @@ BattleAnimFunction_FireBlast:
ld [hl], a ld [hl], a
cp $7 cp $7
jr z, .seven jr z, .seven
ld a, BATTLEANIMFRAMESET_11 ld a, BATTLEANIMFRAMESET_BURNED
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ret ret
@ -752,7 +752,7 @@ BattleAnimFunction_FireBlast:
.set_up_eight .set_up_eight
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld a, BATTLEANIMFRAMESET_10 ld a, BATTLEANIMFRAMESET_EMBER
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.eight .eight
ld hl, BATTLEANIMSTRUCT_VAR1 ld hl, BATTLEANIMSTRUCT_VAR1
@ -841,7 +841,7 @@ BattleAnimFunction_RazorLeaf:
add hl, bc add hl, bc
ld [hli], a ld [hli], a
ld [hl], a ld [hl], a
ld a, BATTLEANIMFRAMESET_17 ld a, BATTLEANIMFRAMESET_RAZOR_LEAF_2
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_PARAM ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc add hl, bc
@ -937,7 +937,7 @@ BattleAnimFunction_RazorLeaf:
ret ret
.three .three
ld a, BATTLEANIMFRAMESET_16 ld a, BATTLEANIMFRAMESET_RAZOR_LEAF_1
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_OAMFLAGS ld hl, BATTLEANIMSTRUCT_OAMFLAGS
add hl, bc add hl, bc
@ -1014,7 +1014,7 @@ BattleAnimFunction_RockSmash:
and $40 and $40
rlca rlca
rlca rlca
add BATTLEANIMFRAMESET_19 add BATTLEANIMFRAMESET_BIG_ROCK
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc add hl, bc
ld [hl], a ld [hl], a
@ -1093,7 +1093,7 @@ BattleAnimFunction_Bubble:
ld hl, BATTLEANIMSTRUCT_VAR1 ld hl, BATTLEANIMSTRUCT_VAR1
add hl, bc add hl, bc
ld [hl], $0 ld [hl], $0
ld a, BATTLEANIMFRAMESET_22 ld a, BATTLEANIMFRAMESET_PULSING_BUBBLE
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.two .two
ld hl, BATTLEANIMSTRUCT_XCOORD ld hl, BATTLEANIMSTRUCT_XCOORD
@ -1243,8 +1243,8 @@ BattleAnimFunction_Sing:
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc add hl, bc
ld a, BATTLEANIMFRAMESET_24 ld a, BATTLEANIMFRAMESET_MUSIC_NOTE_1
add [hl] ; BATTLEANIMFRAMESET_25 BATTLEANIMFRAMESET_26 add [hl] ; BATTLEANIMFRAMESET_MUSIC_NOTE_2 BATTLEANIMFRAMESET_MUSIC_NOTE_3
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.one .one
@ -1301,7 +1301,7 @@ BattleAnimFunction_WaterGun:
.run_down .run_down
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld a, BATTLEANIMFRAMESET_28 ld a, BATTLEANIMFRAMESET_WATER_GUN_2
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_YOFFSET ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc add hl, bc
@ -1325,7 +1325,7 @@ BattleAnimFunction_WaterGun:
.splash .splash
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld a, BATTLEANIMFRAMESET_29 ld a, BATTLEANIMFRAMESET_WATER_GUN_3
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.three .three
ret ret
@ -1443,7 +1443,7 @@ BattleAnimFunction_ThunderWave:
.one .one
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld a, BATTLEANIMFRAMESET_35 ld a, BATTLEANIMFRAMESET_THUNDER_WAVE_EXTRA
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.zero .zero
.two .two
@ -1589,11 +1589,11 @@ BattleAnimFunction_Bite:
ld [hl], a ld [hl], a
bit 7, a bit 7, a
jr nz, .flipped2 jr nz, .flipped2
ld a, BATTLEANIMFRAMESET_3D ld a, BATTLEANIMFRAMESET_BITE_2
jr .got_frameset jr .got_frameset
.flipped2 .flipped2
ld a, BATTLEANIMFRAMESET_3C ld a, BATTLEANIMFRAMESET_BITE_1
.got_frameset .got_frameset
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_VAR1 ld hl, BATTLEANIMSTRUCT_VAR1
@ -1844,8 +1844,8 @@ BattleAnimFunction_Wrap:
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
inc a ; BATTLEANIMFRAMESET_53 inc a ; BATTLEANIMFRAMESET_BIND_2
; BATTLEANIMFRAMESET_55 ; BATTLEANIMFRAMESET_BIND_4
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1 ; Unused? ld hl, BATTLEANIMSTRUCT_VAR1 ; Unused?
@ -1880,7 +1880,7 @@ BattleAnimFunction_LeechSeed:
.sprout .sprout
ld [hl], $40 ld [hl], $40
ld a, BATTLEANIMFRAMESET_57 ld a, BATTLEANIMFRAMESET_LEECH_SEED_2
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ret ret
@ -1896,7 +1896,7 @@ BattleAnimFunction_LeechSeed:
.flutter .flutter
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld a, BATTLEANIMFRAMESET_58 ld a, BATTLEANIMFRAMESET_LEECH_SEED_3
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.three .three
ret ret
@ -2197,7 +2197,7 @@ BattleAnimFunction_Egg:
.seven .seven
; Switches Softboiled frameset to egg wobbling ; Switches Softboiled frameset to egg wobbling
ld a, BATTLEANIMFRAMESET_4E ; Egg wobbling ld a, BATTLEANIMFRAMESET_EGG_WOBBLE ; Egg wobbling
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ret ret
@ -2218,7 +2218,7 @@ BattleAnimFunction_Egg:
.nine .nine
; First Softboiled ANIM_OBJ_EGG turns into the bottom half frameset ; First Softboiled ANIM_OBJ_EGG turns into the bottom half frameset
ld a, BATTLEANIMFRAMESET_50 ; Cracked egg bottom ld a, BATTLEANIMFRAMESET_EGG_CRACKED_BOTTOM ; Cracked egg bottom
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_YOFFSET ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc add hl, bc
@ -2228,7 +2228,7 @@ BattleAnimFunction_Egg:
.eleven .eleven
; Second Softboiled ANIM_OBJ_EGG ; Second Softboiled ANIM_OBJ_EGG
ld a, BATTLEANIMFRAMESET_4F ; Cracked egg top ld a, BATTLEANIMFRAMESET_EGG_CRACKED_TOP ; Cracked egg top
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1 ld hl, BATTLEANIMSTRUCT_VAR1
@ -2319,7 +2319,7 @@ BattleAnimFunction_MoveUp:
BattleAnimFunction_Sound: BattleAnimFunction_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 ; 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_59 ; Obj Param: Used to define object angle. How much to increase from base frameset, which is hardcoded as BATTLEANIMFRAMESET_SOUND_1
call BattleAnim_AnonJumptable call BattleAnim_AnonJumptable
.anon_dw .anon_dw
dw .zero dw .zero
@ -2343,8 +2343,8 @@ BattleAnimFunction_Sound:
ld [hl], $8 ; duration ld [hl], $8 ; duration
ld hl, BATTLEANIMSTRUCT_PARAM ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc add hl, bc
ld a, BATTLEANIMFRAMESET_59 ld a, BATTLEANIMFRAMESET_SOUND_1
add [hl] ; BATTLEANIMFRAMESET_5A BATTLEANIMFRAMESET_5B add [hl] ; BATTLEANIMFRAMESET_SOUND_2 BATTLEANIMFRAMESET_SOUND_3
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ret ret
@ -2420,7 +2420,7 @@ BattleAnimFunction_ConfuseRay:
and $80 and $80
rlca rlca
ld [hl], a ld [hl], a
add BATTLEANIMFRAMESET_5D ; BATTLEANIMFRAMESET_5E add BATTLEANIMFRAMESET_CONFUSE_RAY_1 ; BATTLEANIMFRAMESET_CONFUSE_RAY_2
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ret ret
@ -2543,7 +2543,7 @@ BattleAnimFunction_Dizzy:
BattleAnimFunction_Amnesia: BattleAnimFunction_Amnesia:
; Creates 3 objects based on Obj Param ; Creates 3 objects based on Obj Param
; Obj Param: How much to increase from base frameset, which is hardcoded as BATTLEANIMFRAMESET_63 ; Obj Param: How much to increase from base frameset, which is hardcoded as BATTLEANIMFRAMESET_AMNESIA_1
; anim_incobj is used to DeInit object (used by Present) ; anim_incobj is used to DeInit object (used by Present)
call BattleAnim_AnonJumptable call BattleAnim_AnonJumptable
.anon_dw .anon_dw
@ -2556,7 +2556,7 @@ BattleAnimFunction_Amnesia:
ld hl, BATTLEANIMSTRUCT_PARAM ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
add BATTLEANIMFRAMESET_63 ; BATTLEANIMFRAMESET_64 BATTLEANIMFRAMESET_65 add BATTLEANIMFRAMESET_AMNESIA_1 ; BATTLEANIMFRAMESET_AMNESIA_2 BATTLEANIMFRAMESET_AMNESIA_3
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_PARAM ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc add hl, bc
@ -2644,7 +2644,7 @@ BattleAnimFunction_String:
add hl, bc add hl, bc
set OAM_Y_FLIP, [hl] set OAM_Y_FLIP, [hl]
.not_param_zero .not_param_zero
add BATTLEANIMFRAMESET_6A ; BATTLEANIMFRAMESET_6B BATTLEANIMFRAMESET_6C add BATTLEANIMFRAMESET_STRING_SHOT_1 ; BATTLEANIMFRAMESET_STRING_SHOT_2 BATTLEANIMFRAMESET_STRING_SHOT_3
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.one .one
ret ret
@ -2685,7 +2685,7 @@ BattleAnimFunction_Paralyzed:
xor $ff xor $ff
inc a inc a
ld [hl], a ld [hl], a
ld a, BATTLEANIMFRAMESET_6E ld a, BATTLEANIMFRAMESET_PARALYZED_FLIPPED
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
ret ret
@ -3531,7 +3531,7 @@ BattleAnimFunction_SpeedLine:
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
and $7f and $7f
add BATTLEANIMFRAMESET_81 ; BATTLEANIMFRAMESET_82 BATTLEANIMFRAMESET_83 add BATTLEANIMFRAMESET_SPEED_LINE_1 ; BATTLEANIMFRAMESET_SPEED_LINE_2 BATTLEANIMFRAMESET_SPEED_LINE_3
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.one .one
ld hl, BATTLEANIMSTRUCT_PARAM ld hl, BATTLEANIMSTRUCT_PARAM
@ -3550,7 +3550,7 @@ BattleAnimFunction_SpeedLine:
ret ret
BattleAnimFunction_Sludge: BattleAnimFunction_Sludge:
; Object moves upward for $c frames and switches to FRAMESET_20 ; Object moves upward for $c frames and switches to BATTLEANIMFRAMESET_SLUDGE_BUBBLE_BURST
call BattleAnim_AnonJumptable call BattleAnim_AnonJumptable
.anon_dw .anon_dw
dw .zero dw .zero
@ -3575,7 +3575,7 @@ BattleAnimFunction_Sludge:
.done .done
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld a, BATTLEANIMFRAMESET_20 ld a, BATTLEANIMFRAMESET_SLUDGE_BUBBLE_BURST
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.two .two
ld hl, BATTLEANIMSTRUCT_YOFFSET ld hl, BATTLEANIMSTRUCT_YOFFSET
@ -3763,8 +3763,8 @@ BattleAnimFunction_HealBellNotes:
call BattleAnim_IncAnonJumptableIndex call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc add hl, bc
ld a, BATTLEANIMFRAMESET_24 ld a, BATTLEANIMFRAMESET_MUSIC_NOTE_1
add [hl] ; BATTLEANIMFRAMESET_25 BATTLEANIMFRAMESET_26 add [hl] ; BATTLEANIMFRAMESET_MUSIC_NOTE_2 BATTLEANIMFRAMESET_MUSIC_NOTE_3
call ReinitBattleAnimFrameset call ReinitBattleAnimFrameset
.one .one
ld hl, BATTLEANIMSTRUCT_YOFFSET ld hl, BATTLEANIMSTRUCT_YOFFSET

View File

@ -303,7 +303,7 @@ FindOwnedOrnaments:
db DECO_SQUIRTLE_DOLL ; 24 db DECO_SQUIRTLE_DOLL ; 24
db DECO_POLIWAG_DOLL ; 25 db DECO_POLIWAG_DOLL ; 25
db DECO_DIGLETT_DOLL ; 26 db DECO_DIGLETT_DOLL ; 26
db DECO_STARMIE_DOLL ; 27 db DECO_STARYU_DOLL ; 27
db DECO_MAGIKARP_DOLL ; 28 db DECO_MAGIKARP_DOLL ; 28
db DECO_ODDISH_DOLL ; 29 db DECO_ODDISH_DOLL ; 29
db DECO_GENGAR_DOLL ; 2a db DECO_GENGAR_DOLL ; 2a