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Add more constants for battle anim structs
Any access of the wram arrays for battle anim objects and background effects use appropriate macros and constants, now.
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@ -25,6 +25,7 @@
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const BATTLEANIMSTRUCT_16
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const BATTLEANIMSTRUCT_16
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const BATTLEANIMSTRUCT_17
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const BATTLEANIMSTRUCT_17
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BATTLEANIMSTRUCT_LENGTH EQU const_value
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BATTLEANIMSTRUCT_LENGTH EQU const_value
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NUM_ANIM_OBJECTS EQUS "(wActiveAnimObjectsEnd - wActiveAnimObjects) / BATTLEANIMSTRUCT_LENGTH"
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; Start tile for battle animation graphics
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; Start tile for battle animation graphics
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BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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@ -816,6 +817,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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const BG_EFFECT_STRUCT_JT_INDEX
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const BG_EFFECT_STRUCT_JT_INDEX
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const BG_EFFECT_STRUCT_BATTLE_TURN
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const BG_EFFECT_STRUCT_BATTLE_TURN
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const BG_EFFECT_STRUCT_03
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const BG_EFFECT_STRUCT_03
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BG_EFFECT_STRUCT_LENGTH EQU const_value
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NUM_BG_EFFECTS EQUS "(wActiveBGEffectsEnd - wActiveBGEffects) / BG_EFFECT_STRUCT_LENGTH"
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; battle palettes
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; battle palettes
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const_def
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const_def
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@ -112,10 +112,10 @@ RunBattleAnimScript:
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cp ROLLOUT
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cp ROLLOUT
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jr nz, .not_rollout
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jr nz, .not_rollout
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ld a, $2e
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ld a, ANIM_BG_2E
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ld b, 5
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ld b, NUM_BG_EFFECTS
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ld de, 4
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ld de, BG_EFFECT_STRUCT_LENGTH
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ld hl, wActiveBGEffects
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ld hl, wBGEffect1Function
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.find
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.find
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cp [hl]
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cp [hl]
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jr z, .done
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jr z, .done
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@ -643,10 +643,13 @@ BattleAnimCmd_ResetObp0:
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ret
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ret
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BattleAnimCmd_ClearObjs:
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BattleAnimCmd_ClearObjs:
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; BUG: This function only clears the first 6+(2/3) objects
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ld hl, wActiveAnimObjects
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ld hl, wActiveAnimObjects
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ld a, $a0
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ld a, $a0
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; ld a, wActiveAnimObjectsEnd - wActiveAnimObjects
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.loop
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.loop
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ld [hl], $0
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ld [hl], 0
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inc hl
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inc hl
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dec a
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dec a
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jr nz, .loop
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jr nz, .loop
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@ -693,7 +696,7 @@ endr
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BattleAnimCmd_IncObj:
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BattleAnimCmd_IncObj:
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call GetBattleAnimByte
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call GetBattleAnimByte
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ld e, 10
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ld e, NUM_ANIM_OBJECTS
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ld bc, wActiveAnimObjects
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ld bc, wActiveAnimObjects
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.loop
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.loop
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ld hl, BATTLEANIMSTRUCT_INDEX
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ld hl, BATTLEANIMSTRUCT_INDEX
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@ -718,8 +721,8 @@ BattleAnimCmd_IncObj:
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BattleAnimCmd_IncBGEffect:
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BattleAnimCmd_IncBGEffect:
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call GetBattleAnimByte
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call GetBattleAnimByte
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ld e, 5
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ld e, NUM_BG_EFFECTS
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ld bc, wActiveBGEffects
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ld bc, wBGEffect1Function
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.loop
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.loop
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ld hl, $0
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ld hl, $0
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add hl, bc
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add hl, bc
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@ -743,7 +746,7 @@ BattleAnimCmd_IncBGEffect:
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BattleAnimCmd_SetObj:
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BattleAnimCmd_SetObj:
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call GetBattleAnimByte
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call GetBattleAnimByte
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ld e, 10
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ld e, NUM_ANIM_OBJECTS
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ld bc, wActiveAnimObjects
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ld bc, wActiveAnimObjects
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.loop
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.loop
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ld hl, BATTLEANIMSTRUCT_INDEX
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ld hl, BATTLEANIMSTRUCT_INDEX
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@ -1430,10 +1433,10 @@ BattleAnim_SetOBPals:
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ret
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ret
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BattleAnim_UpdateOAM_All:
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BattleAnim_UpdateOAM_All:
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ld a, $0
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ld a, 0
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ld [wBattleAnimOAMPointerLo], a
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ld [wBattleAnimOAMPointerLo], a
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ld hl, wActiveAnimObjects
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ld hl, wActiveAnimObjects
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ld e, 10
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ld e, NUM_ANIM_OBJECTS
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.loop
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.loop
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ld a, [hl]
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ld a, [hl]
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and a
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and a
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@ -10,7 +10,7 @@
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ExecuteBGEffects:
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ExecuteBGEffects:
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ld hl, wActiveBGEffects
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ld hl, wActiveBGEffects
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ld e, 5
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ld e, NUM_BG_EFFECTS
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.loop
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.loop
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ld a, [hl]
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ld a, [hl]
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and a
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and a
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@ -23,7 +23,7 @@ ExecuteBGEffects:
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pop de
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pop de
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pop hl
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pop hl
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.next
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.next
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ld bc, 4
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ld bc, BG_EFFECT_STRUCT_LENGTH
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add hl, bc
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add hl, bc
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dec e
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dec e
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jr nz, .loop
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jr nz, .loop
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@ -31,12 +31,12 @@ ExecuteBGEffects:
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QueueBGEffect:
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QueueBGEffect:
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ld hl, wActiveBGEffects
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ld hl, wActiveBGEffects
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ld e, 5
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ld e, NUM_BG_EFFECTS
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.loop
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.loop
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ld a, [hl]
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ld a, [hl]
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and a
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and a
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jr z, .load
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jr z, .load
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ld bc, 4
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ld bc, BG_EFFECT_STRUCT_LENGTH
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add hl, bc
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add hl, bc
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dec e
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dec e
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jr nz, .loop
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jr nz, .loop
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@ -1,6 +1,6 @@
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QueueBattleAnimation:
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QueueBattleAnimation:
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ld hl, wActiveAnimObjects
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ld hl, wActiveAnimObjects
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ld e, 10
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ld e, NUM_ANIM_OBJECTS
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.loop
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.loop
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ld a, [hl]
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ld a, [hl]
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and a
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and a
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