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Merge pull request #451 from yenatch/document-battle-anim-macros
Fix and document some battle animation macros
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Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [data/moves/animations.asm:BattleAnimations](/data/moves/animations.asm).
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## `$00`−`$EF`: `anim_wait` *length*
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## `$00`−`$CF`: `anim_wait` *length*
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## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param*
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- *length*: duration in frames
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The *x1*/*x2* and *y1*/*y2* pairs specify the position on screen of the animation object.
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*x1*/*y1* specify a tile position, and *x2*/*y2* specify a pixel offset from that tile.
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Values for *x2*/*y2* are in the 0-7 range, since 8 pixels make a tile.
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## `$D0`: `anim_obj` *object*, *x*, *y*, *param*
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*Alternate*: `anim_obj` *object*, *x_tile*, *x*, *y_tile*, *y*, *param*
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Values for *x1* are between -16 to 31. In practice *x1* starts between 0 to 15, then between -16 to -10. Negative values are relative to the opponent, while positive values are relative to the player. Useful values are between 14 to -10 (for the opponent) and between 0 to 13 (for the player).
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Spawns an *object* at coordinate (*x*, *y*).
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Some sample values are:
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- *object*: `ANIM_OBJ` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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- *x*: the x position in pixels
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- *y*: the y position in pixels
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- *x_tile*: an added x position in tiles (8 pixels)
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- *y_tile*: an added y position in tiles (8 pixels)
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- *param*: modifies the behavior of *object*. The meaning differs for each object.
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- 0: player left border
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- 6: player center
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- -15: enemy center
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- -10: enemy right border
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The y position also depends on the y offset defined by the object.
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- *TODO: what happens for x/y values greater than 160/144 respectively? Is it 1:1 with screen coordinates?*
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- *TODO: how are the x/y values mirrored when the opponent is attacking?*
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- *TODO: useful positions*
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- *TODO: document each object*
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Values for *y1* are also between -16 to 31; the useful range is between 2 to 14.
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Values between 2 to 8 will be in the opponent's area (2 being the top border and 8 being the
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bottom border), and values between 8 to 14 will be in the player's area (again, 8 being the top border and 14 being the bottom border).
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The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for the opponent or 10-11 for the player).
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## `$D1`: `anim_1gfx` *gfx*
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@ -36,86 +38,186 @@ The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for
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## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5*
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## `$D6`: `anim_incobj` *id*
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Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.
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## `$D7`: `anim_setobj` *id*, *object*
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- *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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## `$D6`: `anim_incobj` *object_id*
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Increments an object's state.
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- *object_id*: the nth object in order of creation
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Objects are state machines. `anim_incobj` progresses the state of an object.
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## `$D7`: `anim_setobj` *object_id*, *state*
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Sets an object's state to a specific value.
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- *object_id*: the nth object in order of creation
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- *state*: the state index
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Objects are state machines. `anim_setobj` changes the state of an object.
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## `$D8`: `anim_incbgeffect` *bg_effect*
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Increments a bg effect's state.
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- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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Since there can't be two of the same bg effect, the effect type is used. This is distinct from `anim_incobj`.
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## `$D8`: `anim_incbgeffect` *effect*
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## `$D9`: `anim_enemyfeetobj`
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Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.
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## `$DA`: `anim_playerheadobj`
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Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic.
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## `$DB`: `anim_checkpokeball`
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Sets `var` to the result of [GetPokeBallWobble](/engine/battle_anims/getpokeballwobble.asm).
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## `$DC`: `anim_transform`
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## `$DD`: `anim_raisesub`
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## `$DE`: `anim_dropsub`
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## `$DF`: `anim_resetobp0`
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## `$E0`: `anim_sound` *duration*, *tracks*, *id*
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Resets rOBP0 to the default (`q0123` or `%00011011`).
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## `$E0`: `anim_sound` *duration*, *tracks*, *sound_id*
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Plays a sound.
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## `$E1`: `anim_cry` *pitch*
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Plays the user's cry.
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## `$E2`: `anim_minimizeopp`
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## `$E3`: `anim_oamon`
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## `$E4`: `anim_oamoff`
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## `$E5`: `anim_clearobjs`
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Removes all active objects.
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## `$E6`: `anim_beatup`
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## `$E7`: `anim_0xe7`
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Does nothing. Unused.
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## `$E8`: `anim_updateactorpic`
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## `$E9`: `anim_minimize`
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## `$EA`: `anim_0xea`
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Does nothing. Unused.
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## `$EB`: `anim_0xeb`
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Does nothing. Unused.
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## `$EC`: `anim_0xec`
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Does nothing. Unused.
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## `$ED`: `anim_0xed`
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Does nothing. Unused.
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## `$EE`: `anim_if_param_and` *value*, *address*
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## `$EF`: `anim_jumpuntil` *address*
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## `$F0`: `anim_bgeffect` *effect*, *unknown1*, *unknown2*, *unknown3*
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Jumps to another script and decrements `param` until it reaches 0. Similar to `anim_loop`.
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## `$F0`: `anim_bgeffect` *bg_effect*, *unknown1*, *unknown2*, *unknown3*
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- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
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## `$F1`: `anim_bgp` *colors*
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Sets `rBGP` to *colors*.
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## `$F2`: `anim_obp0` *colors*
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Sets `rOBP0` to *colors*.
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## `$F3`: `anim_obp1` *colors*
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Sets `rOBP1` to *colors*.
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## `$F4`: `anim_clearsprites`
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## `$F5`: `anim_0xf5`
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Does nothing. Unused.
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## `$F6`: `anim_0xf6`
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Does nothing. Unused.
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## `$F7`: `anim_0xf7`
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Does nothing. Unused.
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## `$F8`: `anim_if_param_equal` *value*, *address*
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Jumps to another script if `wKickCounter` is equal to *value*.
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## `$F9`: `anim_setvar` *value*
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Sets `var` to *value*.
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## `$FA`: `anim_incvar`
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Increments `var` by 1.
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## `$FB`: `anim_if_var_equal` *value*, *address*
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Jumps to another script if `var` is equal to *value*.
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## `$FC`: `anim_jump` *address*
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Jumps to another script.
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## `$FD`: `anim_loop` *count*, *address*
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Jumps to another script up to *count* times. Then does nothing, allowing execution to continue.
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## `$FE`: `anim_call` *address*
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Calls a script.
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There is no call stack. The return address is overwritten, so the maximum call depth is 1.
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## `$FF`: `anim_ret`
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Ends the script and returns to where it was called from. If there was no caller, the animation ends.
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@ -683,7 +683,7 @@ AnimateEndOfExpBar: ; 8e79d
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ld a, $0
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ld [hli], a
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ld a, $6 ; OBJ 6
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ld a, PAL_BATTLE_OB_BLUE
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ld [hli], a
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jr .anim_loop
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; 8e7f4
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@ -701,7 +701,7 @@ ClearSpriteAnims2: ; 8e814
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ld hl, wSpriteAnimDict
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ld bc, wSpriteAnimsEnd - wSpriteAnimDict
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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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dec bc
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ld a, c
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@ -11,10 +11,17 @@ ENDM
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enum anim_obj_command ; $d0
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anim_obj: MACRO
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db anim_obj_command
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db \1 ; obj
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db (\2 << 3) + \3 ; x
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db (\4 << 3) + \5 ; y
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if _NARG <= 4
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db \1 ; object
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db \2 ; x
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db \3 ; y
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db \4 ; param
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else
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db \1 ; object
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db (\2) * 8 + (\3) ; x_tile, x
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db (\4) * 8 + (\5) ; y_tile, y
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db \6 ; param
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endc
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ENDM
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enum anim_1gfx_command ; $d1
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@ -60,14 +67,14 @@ ENDM
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enum anim_incobj_command ; $d6
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anim_incobj: MACRO
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db anim_incobj_command
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db \1 ; id
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db \1 ; object_id
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ENDM
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enum anim_setobj_command ; $d7
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anim_setobj: MACRO
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db anim_setobj_command
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db \1 ; id
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db \2 ; obj
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db \1 ; object_id
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db \2 ; value
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ENDM
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enum anim_incbgeffect_command ; $d8
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@ -115,7 +122,7 @@ ENDM
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anim_sound: MACRO
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db anim_sound_command
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db (\1 << 2) | \2 ; duration, tracks
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db \3 ; id
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db \3 ; sound_id
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ENDM
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enum anim_cry_command ; $e1
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