Identify anim object constants (#772)

Identify anim object constants
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7Soul 2020-10-04 16:06:38 -03:00 committed by GitHub
parent 2ffc5f907f
commit 836da09f4e
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 526 additions and 526 deletions

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@ -26,17 +26,17 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
; BattleAnimObjects indexes (see data/battle_anims/objects.asm) ; BattleAnimObjects indexes (see data/battle_anims/objects.asm)
const_def const_def
const ANIM_OBJ_00 const ANIM_OBJ_HIT_BIG_YFIX
const ANIM_OBJ_01 const ANIM_OBJ_HIT_YFIX
const ANIM_OBJ_02 const ANIM_OBJ_HIT_SMALL_YFIX
const ANIM_OBJ_03 const ANIM_OBJ_HIT_BIG
const ANIM_OBJ_04 const ANIM_OBJ_HIT
const ANIM_OBJ_05 const ANIM_OBJ_HIT_SMALL
const ANIM_OBJ_06 const ANIM_OBJ_PUNCH
const ANIM_OBJ_07 const ANIM_OBJ_KICK
const ANIM_OBJ_08 const ANIM_OBJ_PALM
const ANIM_OBJ_FANG const ANIM_OBJ_FANG
const ANIM_OBJ_0A const ANIM_OBJ_PUNCH_SHAKE
const ANIM_OBJ_EMBER const ANIM_OBJ_EMBER
const ANIM_OBJ_DRAGON_RAGE const ANIM_OBJ_DRAGON_RAGE
const ANIM_OBJ_FLAMETHROWER const ANIM_OBJ_FLAMETHROWER
@ -44,16 +44,16 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_FIRE_BLAST const ANIM_OBJ_FIRE_BLAST
const ANIM_OBJ_BURNED const ANIM_OBJ_BURNED
const ANIM_OBJ_BLIZZARD const ANIM_OBJ_BLIZZARD
const ANIM_OBJ_12 const ANIM_OBJ_ICE
const ANIM_OBJ_ICE_BEAM const ANIM_OBJ_ICE_BEAM
const ANIM_OBJ_RAZOR_LEAF const ANIM_OBJ_RAZOR_LEAF
const ANIM_OBJ_POKE_BALL const ANIM_OBJ_POKE_BALL
const ANIM_OBJ_POKE_BALL_BLOCKED const ANIM_OBJ_POKE_BALL_BLOCKED
const ANIM_OBJ_17 const ANIM_OBJ_EXPLOSION1
const ANIM_OBJ_18 const ANIM_OBJ_EXPLOSION2
const ANIM_OBJ_19 const ANIM_OBJ_ACID
const ANIM_OBJ_1A const ANIM_OBJ_SLUDGE
const ANIM_OBJ_1B const ANIM_OBJ_BETA_BALL_POOF
const ANIM_OBJ_BALL_POOF const ANIM_OBJ_BALL_POOF
const ANIM_OBJ_BIG_ROCK const ANIM_OBJ_BIG_ROCK
const ANIM_OBJ_SMALL_ROCK const ANIM_OBJ_SMALL_ROCK
@ -65,56 +65,56 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_WATER_GUN const ANIM_OBJ_WATER_GUN
const ANIM_OBJ_HYDRO_PUMP const ANIM_OBJ_HYDRO_PUMP
const ANIM_OBJ_POWDER const ANIM_OBJ_POWDER
const ANIM_OBJ_27 const ANIM_OBJ_BEAM
const ANIM_OBJ_28 const ANIM_OBJ_BEAM_TIP
const ANIM_OBJ_ICE_BUILDUP const ANIM_OBJ_ICE_BUILDUP
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_2D const ANIM_OBJ_THUNDER1
const ANIM_OBJ_2E const ANIM_OBJ_THUNDER2
const ANIM_OBJ_2F const ANIM_OBJ_THUNDER3
const ANIM_OBJ_THUNDER_WAVE const ANIM_OBJ_THUNDER_WAVE
const ANIM_OBJ_31 const ANIM_OBJ_SPARKS_CIRCLE_BIG
const ANIM_OBJ_LIGHTNING_BOLT const ANIM_OBJ_THUNDERBOLT_BALL
const ANIM_OBJ_33 const ANIM_OBJ_SPARKS_CIRCLE
const ANIM_OBJ_34 const ANIM_OBJ_THUNDERSHOCK_BALL
const ANIM_OBJ_CLAMP const ANIM_OBJ_CLAMP
const ANIM_OBJ_BITE const ANIM_OBJ_BITE
const ANIM_OBJ_37 const ANIM_OBJ_CUT_DOWN_LEFT
const ANIM_OBJ_38 const ANIM_OBJ_CUT_DOWN_RIGHT
const ANIM_OBJ_39 const ANIM_OBJ_CUT_UP_RIGHT
const ANIM_OBJ_3A const ANIM_OBJ_CUT_LONG_DOWN_LEFT
const ANIM_OBJ_3B const ANIM_OBJ_CUT_LONG_DOWN_RIGHT
const ANIM_OBJ_3C const ANIM_OBJ_SOLAR_BEAM_CHARGE
const ANIM_OBJ_3D const ANIM_OBJ_ABSORB_CENTER
const ANIM_OBJ_GUST const ANIM_OBJ_GUST
const ANIM_OBJ_3F const ANIM_OBJ_VINE_WHIP1
const ANIM_OBJ_40 const ANIM_OBJ_VINE_WHIP2
const ANIM_OBJ_41 const ANIM_OBJ_RAZOR_WIND1
const ANIM_OBJ_42 const ANIM_OBJ_RAZOR_WIND2
const ANIM_OBJ_SONICBOOM_JP const ANIM_OBJ_SONICBOOM_JP
const ANIM_OBJ_44 const ANIM_OBJ_WARP
const ANIM_OBJ_ABSORB const ANIM_OBJ_ABSORB
const ANIM_OBJ_EGG const ANIM_OBJ_EGG
const ANIM_OBJ_47 const ANIM_OBJ_FOCUS
const ANIM_OBJ_48 const ANIM_OBJ_BIND1
const ANIM_OBJ_49 const ANIM_OBJ_BIND2
const ANIM_OBJ_LEECH_SEED const ANIM_OBJ_LEECH_SEED
const ANIM_OBJ_4B const ANIM_OBJ_SOUND
const ANIM_OBJ_WAVE const ANIM_OBJ_WAVE
const ANIM_OBJ_CONFUSE_RAY const ANIM_OBJ_CONFUSE_RAY
const ANIM_OBJ_4E const ANIM_OBJ_LEER
const ANIM_OBJ_4F const ANIM_OBJ_LEER_TIP
const ANIM_OBJ_SCREEN const ANIM_OBJ_SCREEN
const ANIM_OBJ_HARDEN const ANIM_OBJ_HARDEN
const ANIM_OBJ_CHICK const ANIM_OBJ_CHICK
const ANIM_OBJ_AMNESIA const ANIM_OBJ_AMNESIA
const ANIM_OBJ_ASLEEP const ANIM_OBJ_ASLEEP
const ANIM_OBJ_SKULL const ANIM_OBJ_SKULL
const ANIM_OBJ_56 const ANIM_OBJ_DIG_SAND
const ANIM_OBJ_57 const ANIM_OBJ_DIG_PILE
const ANIM_OBJ_58 const ANIM_OBJ_SAND
const ANIM_OBJ_PARALYZED const ANIM_OBJ_PARALYZED
const ANIM_OBJ_STRING_SHOT const ANIM_OBJ_STRING_SHOT
const ANIM_OBJ_HAZE const ANIM_OBJ_HAZE
@ -122,11 +122,11 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_SMOG const ANIM_OBJ_SMOG
const ANIM_OBJ_POISON_GAS const ANIM_OBJ_POISON_GAS
const ANIM_OBJ_HORN const ANIM_OBJ_HORN
const ANIM_OBJ_60 const ANIM_OBJ_NEEDLE
const ANIM_OBJ_PETAL_DANCE const ANIM_OBJ_PETAL_DANCE
const ANIM_OBJ_SLUDGE_BOMB const ANIM_OBJ_SLUDGE_BOMB
const ANIM_OBJ_PAY_DAY const ANIM_OBJ_PAY_DAY
const ANIM_OBJ_64 const ANIM_OBJ_SONICBOOM_JP_UNUSED
const ANIM_OBJ_MIMIC const ANIM_OBJ_MIMIC
const ANIM_OBJ_ATTRACT const ANIM_OBJ_ATTRACT
const ANIM_OBJ_BONEMERANG const ANIM_OBJ_BONEMERANG
@ -139,7 +139,7 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_SKY_ATTACK const ANIM_OBJ_SKY_ATTACK
const ANIM_OBJ_LICK const ANIM_OBJ_LICK
const ANIM_OBJ_WITHDRAW const ANIM_OBJ_WITHDRAW
const ANIM_OBJ_71 const ANIM_OBJ_DRAIN
const ANIM_OBJ_GROWTH const ANIM_OBJ_GROWTH
const ANIM_OBJ_CONVERSION2 const ANIM_OBJ_CONVERSION2
const ANIM_OBJ_SMOKE const ANIM_OBJ_SMOKE
@ -148,8 +148,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_SPEED_LINE const ANIM_OBJ_SPEED_LINE
const ANIM_OBJ_SHARPEN const ANIM_OBJ_SHARPEN
const ANIM_OBJ_DEFENSE_CURL const ANIM_OBJ_DEFENSE_CURL
const ANIM_OBJ_7A const ANIM_OBJ_METRONOME_HAND
const ANIM_OBJ_7B const ANIM_OBJ_METRONOME_SPARKLE
const ANIM_OBJ_DISABLE const ANIM_OBJ_DISABLE
const ANIM_OBJ_AGILITY const ANIM_OBJ_AGILITY
const ANIM_OBJ_HEART const ANIM_OBJ_HEART
@ -158,8 +158,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_COTTON_SPORE const ANIM_OBJ_COTTON_SPORE
const ANIM_OBJ_MILK_DRINK const ANIM_OBJ_MILK_DRINK
const ANIM_OBJ_ANGER const ANIM_OBJ_ANGER
const ANIM_OBJ_84 const ANIM_OBJ_HEAL_BELL
const ANIM_OBJ_85 const ANIM_OBJ_HEAL_BELL_NOTE
const ANIM_OBJ_BATON_PASS const ANIM_OBJ_BATON_PASS
const ANIM_OBJ_LOCK_ON const ANIM_OBJ_LOCK_ON
const ANIM_OBJ_MIND_READER const ANIM_OBJ_MIND_READER
@ -173,21 +173,21 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_DRAGONBREATH const ANIM_OBJ_DRAGONBREATH
const ANIM_OBJ_CONVERSION const ANIM_OBJ_CONVERSION
const ANIM_OBJ_SPIDER_WEB const ANIM_OBJ_SPIDER_WEB
const ANIM_OBJ_93 const ANIM_OBJ_CAKE_UNUSED
const ANIM_OBJ_NIGHTMARE const ANIM_OBJ_NIGHTMARE
const ANIM_OBJ_IN_NIGHTMARE const ANIM_OBJ_IN_NIGHTMARE
const ANIM_OBJ_LOVELY_KISS const ANIM_OBJ_LOVELY_KISS
const ANIM_OBJ_SWEET_KISS const ANIM_OBJ_SWEET_KISS
const ANIM_OBJ_SKETCH const ANIM_OBJ_SKETCH
const ANIM_OBJ_99 const ANIM_OBJ_ENCORE_HAND
const ANIM_OBJ_9A const ANIM_OBJ_ENCORE_STAR
const ANIM_OBJ_DESTINY_BOND const ANIM_OBJ_DESTINY_BOND
const ANIM_OBJ_MORNING_SUN const ANIM_OBJ_MORNING_SUN
const ANIM_OBJ_GLIMMER const ANIM_OBJ_GLIMMER
const ANIM_OBJ_MOONLIGHT const ANIM_OBJ_MOONLIGHT
const ANIM_OBJ_HIDDEN_POWER const ANIM_OBJ_HIDDEN_POWER
const ANIM_OBJ_A0 const ANIM_OBJ_CROSS_CHOP1
const ANIM_OBJ_A1 const ANIM_OBJ_CROSS_CHOP2
const ANIM_OBJ_SANDSTORM const ANIM_OBJ_SANDSTORM
const ANIM_OBJ_ZAP_CANNON const ANIM_OBJ_ZAP_CANNON
const ANIM_OBJ_SPITE const ANIM_OBJ_SPITE
@ -196,11 +196,11 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_FORESIGHT const ANIM_OBJ_FORESIGHT
const ANIM_OBJ_RAPID_SPIN const ANIM_OBJ_RAPID_SPIN
const ANIM_OBJ_SWAGGER const ANIM_OBJ_SWAGGER
const ANIM_OBJ_AA const ANIM_OBJ_BELLY_DRUM_HAND
const ANIM_OBJ_AB const ANIM_OBJ_BELLY_DRUM_NOTE
const ANIM_OBJ_MEAN_LOOK const ANIM_OBJ_MEAN_LOOK
const ANIM_OBJ_AD const ANIM_OBJ_BETA_PURSUIT
const ANIM_OBJ_AE const ANIM_OBJ_SHOOTING_SPARKLE
const ANIM_OBJ_RAIN const ANIM_OBJ_RAIN
const ANIM_OBJ_B0 const ANIM_OBJ_B0
const ANIM_OBJ_PSYCH_UP const ANIM_OBJ_PSYCH_UP

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@ -18,17 +18,17 @@ ENDM
BattleAnimObjects: BattleAnimObjects:
; entries correspond to ANIM_OBJ_* constants ; entries correspond to ANIM_OBJ_* constants
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_00 battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_BIG_YFIX
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_01 battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_YFIX
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_02 battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_SMALL_YFIX
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_03 battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_BIG
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_04 battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_05 battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_HIT_SMALL
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_06 battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_PUNCH
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_KICK, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_07 battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_KICK, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_KICK
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_08 battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_PALM
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_FANG battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_FANG
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_0A battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_PUNCH_SHAKE
battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_EMBER, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_EMBER battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_EMBER, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_EMBER
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGON_RAGE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGON_RAGE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FLAMETHROWER battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FLAMETHROWER
@ -36,16 +36,16 @@ BattleAnimObjects:
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FIRE_BLAST battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FIRE_BLAST
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_BURNED battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_BURNED
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_BLIZZARD battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_BLIZZARD
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_12 battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BEAM battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BEAM
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_RAZOR_LEAF battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_RAZOR_LEAF
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_POKEBALL, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_POKEBALL, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL_BLOCKED battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL_BLOCKED
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_17 battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_EXPLOSION1
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_18 battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_EXPLOSION2
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_19 battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_ACID
battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_SLUDGE, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_1A battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_SLUDGE, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_SLUDGE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_1B battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_BETA_BALL_POOF
battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_BALL_POOF battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_BALL_POOF
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_BIG_ROCK battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_BIG_ROCK
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_SMALL_ROCK battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_SMALL_ROCK
@ -57,56 +57,56 @@ BattleAnimObjects:
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_WATER_GUN, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_WATER_GUN battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_WATER_GUN, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_WATER_GUN
battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_HYDRO_PUMP battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_HYDRO_PUMP
battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER ; ANIM_OBJ_POWDER battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER ; ANIM_OBJ_POWDER
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_27 battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_BEAM
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_28 battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_BEAM_TIP
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BUILDUP battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BUILDUP
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_FROZEN battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_FROZEN
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED ; ANIM_OBJ_MASTER_BALL_SPARKLE battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED ; ANIM_OBJ_MASTER_BALL_SPARKLE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE ; ANIM_OBJ_RECOVER battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE ; ANIM_OBJ_RECOVER
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2D battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER1
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2E battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER2
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2F battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER3
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER_WAVE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER_WAVE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_31 battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_SPARKS_CIRCLE_BIG
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_LIGHTNING_BOLT battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_THUNDERBOLT_BALL
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_33 battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_SPARKS_CIRCLE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_34 battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_THUNDERSHOCK_BALL
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CLAMP battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CLAMP
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_BITE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_BITE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_BITE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_BITE
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_37 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_DOWN_LEFT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_38 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_DOWN_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_39 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_UP_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3A battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_LONG_DOWN_LEFT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3B battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CUT_LONG_DOWN_RIGHT
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3C battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_SOLAR_BEAM_CHARGE
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3D battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_ABSORB_CENTER
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_GUST, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_GUST battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_GUST, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_GUST
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_3F battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_VINE_WHIP1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_40 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_VINE_WHIP2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_41 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_RAZOR_WIND1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_42 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_RAZOR_WIND2
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_44 battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_WARP
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_ABSORB, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_ABSORB battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_ABSORB, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_ABSORB
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_EGG, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_EGG battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_EGG, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_EGG
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_47 battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_FOCUS
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_48 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_BIND1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_49 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_BIND2
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_LEECH_SEED battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_LEECH_SEED
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_4B battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_SOUND
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_CONFUSE_RAY battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_CONFUSE_RAY
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4E battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_LEER
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4F battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_LEER_TIP
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT ; ANIM_OBJ_SCREEN battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT ; ANIM_OBJ_SCREEN
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_HARDEN battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_HARDEN
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_CHICK battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_CHICK
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_AMNESIA, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_AMNESIA battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_AMNESIA, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_AMNESIA
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_ASLEEP battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_ASLEEP
battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_SKULL battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_SKULL
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_DIG, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_56 battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_DIG, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_DIG_SAND
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_57 battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_DIG_PILE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND ; ANIM_OBJ_58 battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND ; ANIM_OBJ_SAND
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_PARALYZED battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_PARALYZED
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_STRING, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_STRING_SHOT battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_STRING, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_STRING_SHOT
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_HAZE battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_HAZE
@ -114,11 +114,11 @@ BattleAnimObjects:
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOG battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOG
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_POISON_GAS battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_POISON_GAS
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_HORN battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_HORN
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_NEEDLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_60 battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_NEEDLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_NEEDLE
battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_PETAL_DANCE battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_PETAL_DANCE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SLUDGE_BOMB battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SLUDGE_BOMB
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS ; ANIM_OBJ_PAY_DAY battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS ; ANIM_OBJ_PAY_DAY
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_64 battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP_UNUSED
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_MIMIC battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_MIMIC
battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_ATTRACT battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_ATTRACT
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONEMERANG battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONEMERANG
@ -131,7 +131,7 @@ BattleAnimObjects:
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_SKY_ATTACK, PAL_BATTLE_OB_GRAY, ANIM_GFX_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 ; ANIM_OBJ_SKY_ATTACK
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_LICK battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_LICK
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_WITHDRAW battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_WITHDRAW
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_71 battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_DRAIN
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE ; ANIM_OBJ_GROWTH battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE ; ANIM_OBJ_GROWTH
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION2 battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION2
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOKE battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOKE
@ -140,8 +140,8 @@ BattleAnimObjects:
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_SPEED_LINE battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_SPEED_LINE
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_SHARPEN battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_SHARPEN
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_DEFENSE_CURL battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_DEFENSE_CURL
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_7A battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_METRONOME_HAND
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_7B battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_METRONOME_SPARKLE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_DISABLE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_DISABLE
battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_AGILITY, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND ; ANIM_OBJ_AGILITY battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_AGILITY, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND ; ANIM_OBJ_AGILITY
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_HEART battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_HEART
@ -150,8 +150,8 @@ BattleAnimObjects:
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_COTTON_SPORE battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_COTTON_SPORE
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MILK_DRINK battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MILK_DRINK
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_ANGER battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_ANGER
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC ; ANIM_OBJ_84 battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC ; ANIM_OBJ_HEAL_BELL
battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_85 battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_HEAL_BELL_NOTE
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_BATON_PASS, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_BATON_PASS battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_BATON_PASS, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_BATON_PASS
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_LOCK_ON battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_LOCK_ON
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MIND_READER battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MIND_READER
@ -165,21 +165,21 @@ BattleAnimObjects:
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_CONVERSION, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_CONVERSION, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_SPIDER_WEB battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_SPIDER_WEB
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_93 battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_CAKE_UNUSED
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_NIGHTMARE battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_NIGHTMARE
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_IN_NIGHTMARE battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_IN_NIGHTMARE
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_LOVELY_KISS battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_LOVELY_KISS
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS ; ANIM_OBJ_SWEET_KISS battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS ; ANIM_OBJ_SWEET_KISS
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_GREEN, ANIM_GFX_OBJECTS ; ANIM_OBJ_SKETCH battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_GREEN, ANIM_GFX_OBJECTS ; ANIM_OBJ_SKETCH
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_99 battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_ENCORE_HAND
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_9A battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_ENCORE_STAR
battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_DESTINY_BOND battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_DESTINY_BOND
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MORNING_SUN battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MORNING_SUN
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_GLIMMER battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_GLIMMER
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MOONLIGHT battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MOONLIGHT
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE ; ANIM_OBJ_HIDDEN_POWER battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE ; ANIM_OBJ_HIDDEN_POWER
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A0 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CROSS_CHOP1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A1 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CROSS_CHOP2
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER ; ANIM_OBJ_SANDSTORM battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER ; ANIM_OBJ_SANDSTORM
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_SPITE battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_SPITE
@ -188,11 +188,11 @@ BattleAnimObjects:
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_FORESIGHT battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_FORESIGHT
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_RAPID_SPIN battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_RAPID_SPIN
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_SWAGGER battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_SWAGGER
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AA battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_BELLY_DRUM_HAND
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_AB battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_BELLY_DRUM_NOTE
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC ; ANIM_OBJ_MEAN_LOOK battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC ; ANIM_OBJ_MEAN_LOOK
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AD battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_BETA_PURSUIT
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_AE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_SHOOTING_SPARKLE
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_RAIN battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_RAIN
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE ; ANIM_OBJ_B0 battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE ; ANIM_OBJ_B0
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_PSYCH_UP battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_PSYCH_UP

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