diff --git a/constants/battle_anim_constants.asm b/constants/battle_anim_constants.asm index d49aafec4..c55d4e9d6 100644 --- a/constants/battle_anim_constants.asm +++ b/constants/battle_anim_constants.asm @@ -37,13 +37,13 @@ BATTLEANIMSTRUCT_LENGTH EQU const_value const ANIM_OBJ_06 const ANIM_OBJ_07 const ANIM_OBJ_08 - const ANIM_OBJ_09 + const ANIM_OBJ_FANG const ANIM_OBJ_0A - const ANIM_OBJ_0B - const ANIM_OBJ_0C - const ANIM_OBJ_0D - const ANIM_OBJ_0E - const ANIM_OBJ_0F + const ANIM_OBJ_EMBER + const ANIM_OBJ_DRAGON_RAGE + const ANIM_OBJ_FLAMETHROWER + const ANIM_OBJ_FIRE_SPIN + const ANIM_OBJ_FIRE_BLAST const ANIM_OBJ_BURNED const ANIM_OBJ_BLIZZARD const ANIM_OBJ_12 @@ -57,32 +57,32 @@ BATTLEANIMSTRUCT_LENGTH EQU const_value const ANIM_OBJ_1A const ANIM_OBJ_1B const ANIM_OBJ_BALL_POOF - const ANIM_OBJ_1D - const ANIM_OBJ_1E - const ANIM_OBJ_1F - const ANIM_OBJ_20 + const ANIM_OBJ_BIG_ROCK + const ANIM_OBJ_SMALL_ROCK + const ANIM_OBJ_STRENGTH + const ANIM_OBJ_SEISMIC_TOSS const ANIM_OBJ_BUBBLE - const ANIM_OBJ_22 - const ANIM_OBJ_23 - const ANIM_OBJ_24 - const ANIM_OBJ_25 - const ANIM_OBJ_26 + const ANIM_OBJ_SURF + const ANIM_OBJ_SING + const ANIM_OBJ_WATER_GUN + const ANIM_OBJ_HYDRO_PUMP + const ANIM_OBJ_POWDER const ANIM_OBJ_27 const ANIM_OBJ_28 const ANIM_OBJ_ICE_BUILDUP const ANIM_OBJ_FROZEN const ANIM_OBJ_MASTER_BALL_SPARKLE - const ANIM_OBJ_2C + const ANIM_OBJ_RECOVER const ANIM_OBJ_2D const ANIM_OBJ_2E const ANIM_OBJ_2F - const ANIM_OBJ_30 + const ANIM_OBJ_THUNDER_WAVE const ANIM_OBJ_31 const ANIM_OBJ_LIGHTNING_BOLT const ANIM_OBJ_33 const ANIM_OBJ_34 - const ANIM_OBJ_35 - const ANIM_OBJ_36 + const ANIM_OBJ_CLAMP + const ANIM_OBJ_BITE const ANIM_OBJ_37 const ANIM_OBJ_38 const ANIM_OBJ_39 @@ -95,127 +95,127 @@ BATTLEANIMSTRUCT_LENGTH EQU const_value const ANIM_OBJ_40 const ANIM_OBJ_41 const ANIM_OBJ_42 - const ANIM_OBJ_43 + const ANIM_OBJ_SONICBOOM_JP const ANIM_OBJ_44 const ANIM_OBJ_ABSORB - const ANIM_OBJ_46 + const ANIM_OBJ_EGG const ANIM_OBJ_47 const ANIM_OBJ_48 const ANIM_OBJ_49 const ANIM_OBJ_LEECH_SEED const ANIM_OBJ_4B - const ANIM_OBJ_4C - const ANIM_OBJ_4D + const ANIM_OBJ_WAVE + const ANIM_OBJ_CONFUSE_RAY const ANIM_OBJ_4E const ANIM_OBJ_4F - const ANIM_OBJ_50 - const ANIM_OBJ_51 + const ANIM_OBJ_SCREEN + const ANIM_OBJ_HARDEN const ANIM_OBJ_CHICK - const ANIM_OBJ_53 - const ANIM_OBJ_54 + const ANIM_OBJ_AMNESIA + const ANIM_OBJ_ASLEEP const ANIM_OBJ_SKULL const ANIM_OBJ_56 const ANIM_OBJ_57 const ANIM_OBJ_58 const ANIM_OBJ_PARALYZED - const ANIM_OBJ_5A + const ANIM_OBJ_STRING_SHOT const ANIM_OBJ_HAZE const ANIM_OBJ_MIST const ANIM_OBJ_SMOG const ANIM_OBJ_POISON_GAS const ANIM_OBJ_HORN const ANIM_OBJ_60 - const ANIM_OBJ_61 - const ANIM_OBJ_62 - const ANIM_OBJ_63 + const ANIM_OBJ_PETAL_DANCE + const ANIM_OBJ_SLUDGE_BOMB + const ANIM_OBJ_PAY_DAY const ANIM_OBJ_64 - const ANIM_OBJ_65 - const ANIM_OBJ_66 - const ANIM_OBJ_67 - const ANIM_OBJ_68 - const ANIM_OBJ_69 - const ANIM_OBJ_6A - const ANIM_OBJ_6B - const ANIM_OBJ_6C - const ANIM_OBJ_6D - const ANIM_OBJ_SKY_ATTACK_FEAROW + const ANIM_OBJ_MIMIC + const ANIM_OBJ_ATTRACT + const ANIM_OBJ_BONEMERANG + const ANIM_OBJ_BONE_CLUB + const ANIM_OBJ_BONE_RUSH + const ANIM_OBJ_SWIFT + const ANIM_OBJ_KINESIS + const ANIM_OBJ_FLASH + const ANIM_OBJ_SHINY + const ANIM_OBJ_SKY_ATTACK const ANIM_OBJ_LICK const ANIM_OBJ_WITHDRAW const ANIM_OBJ_71 - const ANIM_OBJ_72 - const ANIM_OBJ_73 - const ANIM_OBJ_74 - const ANIM_OBJ_75 - const ANIM_OBJ_76 - const ANIM_OBJ_77 - const ANIM_OBJ_78 - const ANIM_OBJ_79 + const ANIM_OBJ_GROWTH + const ANIM_OBJ_CONVERSION2 + const ANIM_OBJ_SMOKE + const ANIM_OBJ_SMOKESCREEN + const ANIM_OBJ_SWORDS_DANCE + const ANIM_OBJ_SPEED_LINE + const ANIM_OBJ_SHARPEN + const ANIM_OBJ_DEFENSE_CURL const ANIM_OBJ_7A const ANIM_OBJ_7B - const ANIM_OBJ_7C - const ANIM_OBJ_7D + const ANIM_OBJ_DISABLE + const ANIM_OBJ_AGILITY const ANIM_OBJ_HEART - const ANIM_OBJ_7F - const ANIM_OBJ_80 + const ANIM_OBJ_FLAME_WHEEL + const ANIM_OBJ_SACRED_FIRE const ANIM_OBJ_COTTON_SPORE - const ANIM_OBJ_82 - const ANIM_OBJ_83 + const ANIM_OBJ_MILK_DRINK + const ANIM_OBJ_ANGER const ANIM_OBJ_84 const ANIM_OBJ_85 - const ANIM_OBJ_86 - const ANIM_OBJ_87 - const ANIM_OBJ_88 - const ANIM_OBJ_89 - const ANIM_OBJ_8A - const ANIM_OBJ_8B - const ANIM_OBJ_8C - const ANIM_OBJ_8D + const ANIM_OBJ_BATON_PASS + const ANIM_OBJ_LOCK_ON + const ANIM_OBJ_MIND_READER + const ANIM_OBJ_SAFEGUARD + const ANIM_OBJ_PROTECT + const ANIM_OBJ_THIEF + const ANIM_OBJ_OCTAZOOKA + const ANIM_OBJ_PRESENT const ANIM_OBJ_SPIKES - const ANIM_OBJ_8F - const ANIM_OBJ_90 - const ANIM_OBJ_91 - const ANIM_OBJ_92 + const ANIM_OBJ_POWDER_SNOW + const ANIM_OBJ_DRAGONBREATH + const ANIM_OBJ_CONVERSION + const ANIM_OBJ_SPIDER_WEB const ANIM_OBJ_93 - const ANIM_OBJ_94 - const ANIM_OBJ_95 - const ANIM_OBJ_96 - const ANIM_OBJ_97 - const ANIM_OBJ_98 + const ANIM_OBJ_NIGHTMARE + const ANIM_OBJ_IN_NIGHTMARE + const ANIM_OBJ_LOVELY_KISS + const ANIM_OBJ_SWEET_KISS + const ANIM_OBJ_SKETCH const ANIM_OBJ_99 const ANIM_OBJ_9A - const ANIM_OBJ_9B - const ANIM_OBJ_9C - const ANIM_OBJ_9D - const ANIM_OBJ_9E - const ANIM_OBJ_9F + const ANIM_OBJ_DESTINY_BOND + const ANIM_OBJ_MORNING_SUN + const ANIM_OBJ_GLIMMER + const ANIM_OBJ_MOONLIGHT + const ANIM_OBJ_HIDDEN_POWER const ANIM_OBJ_A0 const ANIM_OBJ_A1 - const ANIM_OBJ_A2 - const ANIM_OBJ_A3 - const ANIM_OBJ_A4 - const ANIM_OBJ_A5 + const ANIM_OBJ_SANDSTORM + const ANIM_OBJ_ZAP_CANNON + const ANIM_OBJ_SPITE + const ANIM_OBJ_CURSE const ANIM_OBJ_PERISH_SONG - const ANIM_OBJ_A7 - const ANIM_OBJ_A8 - const ANIM_OBJ_A9 + const ANIM_OBJ_FORESIGHT + const ANIM_OBJ_RAPID_SPIN + const ANIM_OBJ_SWAGGER const ANIM_OBJ_AA const ANIM_OBJ_AB - const ANIM_OBJ_AC + const ANIM_OBJ_MEAN_LOOK const ANIM_OBJ_AD const ANIM_OBJ_AE - const ANIM_OBJ_AF + const ANIM_OBJ_RAIN const ANIM_OBJ_B0 - const ANIM_OBJ_B1 - const ANIM_OBJ_B2 - const ANIM_OBJ_B3 - const ANIM_OBJ_B4 - const ANIM_OBJ_B5 + const ANIM_OBJ_PSYCH_UP + const ANIM_OBJ_ANCIENTPOWER + const ANIM_OBJ_AEROBLAST + const ANIM_OBJ_SHADOW_BALL + const ANIM_OBJ_ROCK_SMASH const ANIM_OBJ_FLOWER const ANIM_OBJ_COTTON const ANIM_OBJ_PLAYERFEETFOLLOW const ANIM_OBJ_ENEMYFEETFOLLOW - const ANIM_OBJ_BA - const ANIM_OBJ_BB + const ANIM_OBJ_PLAYERHEADFOLLOW + const ANIM_OBJ_ENEMYHEADFOLLOW ; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm) const_def diff --git a/data/battle_anims/objects.asm b/data/battle_anims/objects.asm index b3ea63510..3d46ae2d7 100755 --- a/data/battle_anims/objects.asm +++ b/data/battle_anims/objects.asm @@ -27,13 +27,13 @@ BattleAnimObjects: ; ccb56 battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_06 battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_1B, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_07 battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_08 - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_09 + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_FANG battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_09, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_0A - battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_10, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_0B - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_04, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_0C - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_0D - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_0E - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_0A, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_0F + battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_10, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_EMBER + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_04, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_DRAGON_RAGE + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FLAMETHROWER + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FIRE_SPIN + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_0A, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FIRE_BLAST battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_BURNED battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_08, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_BLIZZARD battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_12 @@ -47,32 +47,32 @@ BattleAnimObjects: ; ccb56 battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_38, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_1A battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $07 ; ANIM_OBJ_1B battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $07 ; ANIM_OBJ_BALL_POOF - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_1D - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_1E - battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_1B, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_1F - battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_84, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BLUE, $21 ; ANIM_OBJ_20 + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_BIG_ROCK + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_SMALL_ROCK + battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_1B, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_STRENGTH + battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_84, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BLUE, $21 ; ANIM_OBJ_SEISMIC_TOSS battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_0C, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_BUBBLE - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_23, BATTLEANIMFUNC_0D, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_22 - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_0E, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_23 - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_0F, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_24 - battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_25 - battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GREEN, $0f ; ANIM_OBJ_26 + battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_23, BATTLEANIMFUNC_0D, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_SURF + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_0E, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_SING + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_0F, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_WATER_GUN + battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_HYDRO_PUMP + battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GREEN, $0f ; ANIM_OBJ_POWDER battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_27 battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_28 battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_ICE_BUILDUP battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_FROZEN battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_14, PAL_BATTLE_OB_BROWN, $11 ; ANIM_OBJ_MASTER_BALL_SPARKLE - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_14, PAL_BATTLE_OB_YELLOW, $0d ; ANIM_OBJ_2C + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_14, PAL_BATTLE_OB_YELLOW, $0d ; ANIM_OBJ_RECOVER battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2D battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2E battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2F - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_15, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_30 + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_15, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_THUNDER_WAVE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_31 battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_LIGHTNING_BOLT battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_33 battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_34 - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_35 - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_17, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_36 + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_CLAMP + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_17, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_BITE battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_37 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_38 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_39 @@ -85,125 +85,125 @@ BattleAnimObjects: ; ccb56 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_40 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_41 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_42 - battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_43 + battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_SONICBOOM_JP battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_44 battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_1C, PAL_BATTLE_OB_GREEN, $12 ; ANIM_OBJ_ABSORB - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_1D, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_46 + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_1D, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_EGG battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_1E, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_47 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, $16 ; ANIM_OBJ_48 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, $16 ; ANIM_OBJ_49 battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, $06 ; ANIM_OBJ_LEECH_SEED battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_21, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_4B - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $17 ; ANIM_OBJ_4C - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_22, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_4D + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $17 ; ANIM_OBJ_WAVE + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_22, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_CONFUSE_RAY battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_4E battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_4F - battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $18 ; ANIM_OBJ_50 - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $18 ; ANIM_OBJ_51 + battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $18 ; ANIM_OBJ_SCREEN + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $18 ; ANIM_OBJ_HARDEN battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_23, PAL_BATTLE_OB_YELLOW, $19 ; ANIM_OBJ_CHICK - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_24, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_53 - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_54 + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_24, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_AMNESIA + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_ASLEEP battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_SKULL battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_26, PAL_BATTLE_OB_BROWN, $1a ; ANIM_OBJ_56 battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BROWN, $1a ; ANIM_OBJ_57 battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $1a ; ANIM_OBJ_58 battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_28, PAL_BATTLE_OB_YELLOW, $19 ; ANIM_OBJ_PARALYZED - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_27, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_5A + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_27, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_STRING_SHOT battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_HAZE battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_MIST battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_SMOG battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_POISON_GAS battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, $1d ; ANIM_OBJ_HORN battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_2C, PAL_BATTLE_OB_GRAY, $1d ; ANIM_OBJ_60 - battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_2D, PAL_BATTLE_OB_RED, $1e ; ANIM_OBJ_61 - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_62 - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_BROWN, $19 ; ANIM_OBJ_63 + battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_2D, PAL_BATTLE_OB_RED, $1e ; ANIM_OBJ_PETAL_DANCE + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_SLUDGE_BOMB + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_BROWN, $19 ; ANIM_OBJ_PAY_DAY battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_64 - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_65 - battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_66 - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_30, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_67 - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_68 - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_69 - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_08, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_6A - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_6B - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_6C - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_6D - battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, PAL_BATTLE_OB_GRAY, $20 ; ANIM_OBJ_SKY_ATTACK_FEAROW + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_MIMIC + battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_ATTRACT + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_30, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONEMERANG + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONE_CLUB + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONE_RUSH + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_08, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_SWIFT + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_KINESIS + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_FLASH + battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_SHINY + battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, PAL_BATTLE_OB_GRAY, $20 ; ANIM_OBJ_SKY_ATTACK battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $04 ; ANIM_OBJ_LICK battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $18 ; ANIM_OBJ_WITHDRAW battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_71 - battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_33, PAL_BATTLE_OB_YELLOW, $12 ; ANIM_OBJ_72 - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_73 - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_34, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_74 - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_35, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_75 - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_80, BATTLEANIMFUNC_33, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_76 - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_37, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_77 - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_78 - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_79 + battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_33, PAL_BATTLE_OB_YELLOW, $12 ; ANIM_OBJ_GROWTH + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_CONVERSION2 + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_34, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_SMOKE + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_35, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_SMOKESCREEN + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_80, BATTLEANIMFUNC_33, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_SWORDS_DANCE + battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_37, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_SPEED_LINE + battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_SHARPEN + battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_DEFENSE_CURL battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_39, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_7A battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_7B - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_7C - battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_3B, PAL_BATTLE_OB_BLUE, $13 ; ANIM_OBJ_7D + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_DISABLE + battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_3B, PAL_BATTLE_OB_BLUE, $13 ; ANIM_OBJ_AGILITY battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_25, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_HEART - battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_34, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_7F - battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_3C, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_80 + battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_34, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FLAME_WHEEL + battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_3C, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_SACRED_FIRE battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_COTTON_SPORE - battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_82 - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_83 + battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_MILK_DRINK + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_ANGER battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $1f ; ANIM_OBJ_84 battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_40, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_85 - battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_41, PAL_BATTLE_OB_RED, $1f ; ANIM_OBJ_86 - battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_87 - battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_88 - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_89 - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_8A - battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_8B - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_8C - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, $19 ; ANIM_OBJ_8D + battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_41, PAL_BATTLE_OB_RED, $1f ; ANIM_OBJ_BATON_PASS + battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_LOCK_ON + battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_MIND_READER + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_SAFEGUARD + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_PROTECT + battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_THIEF + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_OCTAZOOKA + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, $19 ; ANIM_OBJ_PRESENT battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_3F, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_SPIKES - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_08, PAL_BATTLE_OB_GRAY, $0a ; ANIM_OBJ_8F - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_02, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_90 - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_42, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_91 - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_92 + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_08, PAL_BATTLE_OB_GRAY, $0a ; ANIM_OBJ_POWDER_SNOW + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_02, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_DRAGONBREATH + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_42, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_CONVERSION + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_SPIDER_WEB battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_93 - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_23, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_94 - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_95 - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_96 - battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $25 ; ANIM_OBJ_97 - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_GREEN, $23 ; ANIM_OBJ_98 + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_23, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_NIGHTMARE + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_IN_NIGHTMARE + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_LOVELY_KISS + battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $25 ; ANIM_OBJ_SWEET_KISS + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_GREEN, $23 ; ANIM_OBJ_SKETCH battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, $23 ; ANIM_OBJ_99 battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_43, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_9A - battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_9B - battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_44, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_9C - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_9D - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_9E - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_45, PAL_BATTLE_OB_RED, $12 ; ANIM_OBJ_9F + battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_DESTINY_BOND + battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_44, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_MORNING_SUN + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_GLIMMER + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_MOONLIGHT + battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_45, PAL_BATTLE_OB_RED, $12 ; ANIM_OBJ_HIDDEN_POWER battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_A0 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_A1 - battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_BROWN, $0f ; ANIM_OBJ_A2 - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_02, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_A3 - battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_A4 - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, PAL_BATTLE_OB_GRAY, $23 ; ANIM_OBJ_A5 + battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_BROWN, $0f ; ANIM_OBJ_SANDSTORM + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_02, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_ZAP_CANNON + battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_SPITE + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, PAL_BATTLE_OB_GRAY, $23 ; ANIM_OBJ_CURSE battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_47, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_PERISH_SONG - battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_A7 - battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_48, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_A8 - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_44, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_A9 + battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_FORESIGHT + battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_48, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_RAPID_SPIN + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_44, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_SWAGGER battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_AA battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_43, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_AB - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $17 ; ANIM_OBJ_AC + battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $17 ; ANIM_OBJ_MEAN_LOOK battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_49, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_AD battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_01, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_AE - battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_GRAY, $04 ; ANIM_OBJ_AF + battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_GRAY, $04 ; ANIM_OBJ_RAIN battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_4B, PAL_BATTLE_OB_RED, $1c ; ANIM_OBJ_B0 - battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_4C, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_B1 - battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4D, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_B2 - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_B3, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $27 ; ANIM_OBJ_B3 - battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_04, PAL_BATTLE_OB_BLUE, $15 ; ANIM_OBJ_B4 - battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_B5 + battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_4C, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_PSYCH_UP + battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4D, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_ANCIENTPOWER + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_B3, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $27 ; ANIM_OBJ_AEROBLAST + battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_04, PAL_BATTLE_OB_BLUE, $15 ; ANIM_OBJ_SHADOW_BALL + battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_ROCK_SMASH battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, $1e ; ANIM_OBJ_FLOWER battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, $1f ; ANIM_OBJ_COTTON battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERFEETFOLLOW battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYFEETFOLLOW - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_BA - battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_BB + battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERHEADFOLLOW + battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYHEADFOLLOW ; ccfbe diff --git a/data/moves/animations.asm b/data/moves/animations.asm index 1bc7f596a..7f097c3f6 100644 --- a/data/moves/animations.asm +++ b/data/moves/animations.asm @@ -455,28 +455,28 @@ BattleAnim_SendOutMon: ; c93d1 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 48, 96, $0 + anim_obj ANIM_OBJ_SHINY, 48, 96, $0 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 48, 96, $8 + anim_obj ANIM_OBJ_SHINY, 48, 96, $8 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 48, 96, $10 + anim_obj ANIM_OBJ_SHINY, 48, 96, $10 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 48, 96, $18 + anim_obj ANIM_OBJ_SHINY, 48, 96, $18 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 48, 96, $20 + anim_obj ANIM_OBJ_SHINY, 48, 96, $20 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 48, 96, $28 + anim_obj ANIM_OBJ_SHINY, 48, 96, $28 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 48, 96, $30 + anim_obj ANIM_OBJ_SHINY, 48, 96, $30 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 48, 96, $38 + anim_obj ANIM_OBJ_SHINY, 48, 96, $38 anim_wait 32 anim_ret @@ -512,7 +512,7 @@ BattleAnim_Slp: ; c94a3 anim_1gfx ANIM_GFX_STATUS anim_sound 0, 0, SFX_TAIL_WHIP .loop - anim_obj ANIM_OBJ_54, 64, 80, $0 + anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 40 anim_loop 3, .loop anim_wait 32 @@ -588,11 +588,11 @@ BattleAnim_InLove: ; c951e BattleAnim_InSandstorm: ; c9533 anim_1gfx ANIM_GFX_POWDER - anim_obj ANIM_OBJ_A2, 88, 0, $0 + anim_obj ANIM_OBJ_SANDSTORM, 88, 0, $0 anim_wait 8 - anim_obj ANIM_OBJ_A2, 72, 0, $1 + anim_obj ANIM_OBJ_SANDSTORM, 72, 0, $1 anim_wait 8 - anim_obj ANIM_OBJ_A2, 56, 0, $2 + anim_obj ANIM_OBJ_SANDSTORM, 56, 0, $2 .loop anim_sound 0, 1, SFX_MENU anim_wait 8 @@ -604,7 +604,7 @@ BattleAnim_InSandstorm: ; c9533 BattleAnim_InNightmare: ; c9550 anim_1gfx ANIM_GFX_ANGELS anim_sound 0, 0, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_95, 68, 80, $0 + anim_obj ANIM_OBJ_IN_NIGHTMARE, 68, 80, $0 anim_wait 40 anim_ret ; c955c @@ -884,7 +884,7 @@ BattleAnim_HyperFang: ; c9764 anim_1gfx ANIM_GFX_HIT anim_bgeffect ANIM_BG_1F, $20, $1, $0 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_09, 136, 56, $0 + anim_obj ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 16 @@ -898,10 +898,10 @@ BattleAnim_SuperFang: ; c977b anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_09, 136, 56, $0 + anim_obj ANIM_OBJ_FANG, 136, 56, $0 anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_09, 136, 56, $0 + anim_obj ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret @@ -910,21 +910,21 @@ BattleAnim_SuperFang: ; c977b BattleAnim_Ember: ; c97a1 anim_1gfx ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0B, 64, 96, $12 + anim_obj ANIM_OBJ_EMBER, 64, 96, $12 anim_wait 4 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0B, 64, 100, $14 + anim_obj ANIM_OBJ_EMBER, 64, 100, $14 anim_wait 4 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0B, 64, 84, $13 + anim_obj ANIM_OBJ_EMBER, 64, 84, $13 anim_wait 16 anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0B, 120, 68, $30 - anim_obj ANIM_OBJ_0B, 132, 68, $30 - anim_obj ANIM_OBJ_0B, 144, 68, $30 + anim_obj ANIM_OBJ_EMBER, 120, 68, $30 + anim_obj ANIM_OBJ_EMBER, 132, 68, $30 + anim_obj ANIM_OBJ_EMBER, 144, 68, $30 anim_wait 32 anim_ret ; c97d8 @@ -941,16 +941,16 @@ BattleAnim_FireSpin: ; c97e5 anim_1gfx ANIM_GFX_FIRE .loop anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 64, 88, $4 + anim_obj ANIM_OBJ_FIRE_SPIN, 64, 88, $4 anim_wait 2 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 64, 96, $3 + anim_obj ANIM_OBJ_FIRE_SPIN, 64, 96, $3 anim_wait 2 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 64, 88, $3 + anim_obj ANIM_OBJ_FIRE_SPIN, 64, 88, $3 anim_wait 2 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 64, 96, $4 + anim_obj ANIM_OBJ_FIRE_SPIN, 64, 96, $4 anim_wait 2 anim_loop 2, .loop anim_wait 96 @@ -961,7 +961,7 @@ BattleAnim_DragonRage: ; c9811 anim_1gfx ANIM_GFX_FIRE .loop anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0C, 64, 92, $0 + anim_obj ANIM_OBJ_DRAGON_RAGE, 64, 92, $0 anim_wait 3 anim_loop 16, .loop anim_wait 64 @@ -971,21 +971,21 @@ BattleAnim_DragonRage: ; c9811 BattleAnim_Flamethrower: ; c9822 anim_1gfx ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0D, 64, 92, $3 + anim_obj ANIM_OBJ_FLAMETHROWER, 64, 92, $3 anim_wait 2 - anim_obj ANIM_OBJ_0D, 75, 86, $5 + anim_obj ANIM_OBJ_FLAMETHROWER, 75, 86, $5 anim_wait 2 - anim_obj ANIM_OBJ_0D, 85, 81, $7 + anim_obj ANIM_OBJ_FLAMETHROWER, 85, 81, $7 anim_wait 2 - anim_obj ANIM_OBJ_0D, 96, 76, $9 + anim_obj ANIM_OBJ_FLAMETHROWER, 96, 76, $9 anim_wait 2 - anim_obj ANIM_OBJ_0D, 106, 71, $b + anim_obj ANIM_OBJ_FLAMETHROWER, 106, 71, $b anim_wait 2 - anim_obj ANIM_OBJ_0D, 116, 66, $c + anim_obj ANIM_OBJ_FLAMETHROWER, 116, 66, $c anim_wait 2 - anim_obj ANIM_OBJ_0D, 126, 61, $a + anim_obj ANIM_OBJ_FLAMETHROWER, 126, 61, $a anim_wait 2 - anim_obj ANIM_OBJ_0D, 136, 56, $8 + anim_obj ANIM_OBJ_FLAMETHROWER, 136, 56, $8 anim_wait 16 .loop anim_sound 0, 1, SFX_EMBER @@ -999,7 +999,7 @@ BattleAnim_FireBlast: ; c9861 anim_1gfx ANIM_GFX_FIRE .loop1 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0F, 64, 92, $7 + anim_obj ANIM_OBJ_FIRE_BLAST, 64, 92, $7 anim_wait 6 anim_loop 10, .loop1 .loop2 @@ -1019,11 +1019,11 @@ BattleAnim_FireBlast: ; c9861 anim_wait 2 .loop3 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0F, 136, 56, $1 - anim_obj ANIM_OBJ_0F, 136, 56, $2 - anim_obj ANIM_OBJ_0F, 136, 56, $3 - anim_obj ANIM_OBJ_0F, 136, 56, $4 - anim_obj ANIM_OBJ_0F, 136, 56, $5 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $1 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $2 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $3 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $4 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $5 anim_wait 16 anim_loop 2, .loop3 anim_wait 32 @@ -1129,11 +1129,11 @@ BattleAnim_WaterGun: ; c9979 anim_1gfx ANIM_GFX_WATER anim_call BattleAnim_FollowPlayerHead_1 anim_sound 16, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_24, 64, 88, $0 + anim_obj ANIM_OBJ_WATER_GUN, 64, 88, $0 anim_wait 8 - anim_obj ANIM_OBJ_24, 64, 76, $0 + anim_obj ANIM_OBJ_WATER_GUN, 64, 76, $0 anim_wait 8 - anim_obj ANIM_OBJ_24, 64, 82, $0 + anim_obj ANIM_OBJ_WATER_GUN, 64, 82, $0 anim_wait 24 anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 8 @@ -1152,31 +1152,31 @@ BattleAnim_HydroPump: ; c99b4 anim_1gfx ANIM_GFX_WATER anim_call BattleAnim_FollowPlayerHead_1 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 108, 72, $0 + anim_obj ANIM_OBJ_HYDRO_PUMP, 108, 72, $0 anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 116, 72, $0 + anim_obj ANIM_OBJ_HYDRO_PUMP, 116, 72, $0 anim_bgeffect ANIM_BG_31, $8, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 124, 72, $0 + anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0 anim_bgeffect ANIM_BG_31, $30, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 132, 72, $0 + anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0 anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 140, 72, $0 + anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0 anim_bgeffect ANIM_BG_31, $8, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 148, 72, $0 + anim_obj ANIM_OBJ_HYDRO_PUMP, 148, 72, $0 anim_bgeffect ANIM_BG_31, $30, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 156, 72, $0 + anim_obj ANIM_OBJ_HYDRO_PUMP, 156, 72, $0 anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 32 anim_call BattleAnim_ShowMon_1 @@ -1188,7 +1188,7 @@ BattleAnim_HydroPump: ; c99b4 BattleAnim_Surf: ; c9a2a anim_1gfx ANIM_GFX_BUBBLE anim_bgeffect ANIM_BG_SURF, $0, $0, $0 - anim_obj ANIM_OBJ_22, 88, 104, $8 + anim_obj ANIM_OBJ_SURF, 88, 104, $8 .loop anim_sound 0, 1, SFX_SURF anim_wait 32 @@ -1340,7 +1340,7 @@ BattleAnim_ThunderWave: ; c9b84 anim_1gfx ANIM_GFX_LIGHTNING anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_30, 136, 56, $0 + anim_obj ANIM_OBJ_THUNDER_WAVE, 136, 56, $0 anim_wait 20 anim_bgp $1b anim_incobj 1 @@ -1393,13 +1393,13 @@ BattleAnim_Sonicboom_JP: ; c9c00 anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT .loop anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_43, 64, 80, $3 + anim_obj ANIM_OBJ_SONICBOOM_JP, 64, 80, $3 anim_wait 8 anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_43, 64, 88, $2 + anim_obj ANIM_OBJ_SONICBOOM_JP, 64, 88, $2 anim_wait 8 anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_43, 64, 96, $4 + anim_obj ANIM_OBJ_SONICBOOM_JP, 64, 96, $4 anim_wait 8 anim_loop 2, .loop anim_wait 32 @@ -1477,19 +1477,19 @@ BattleAnim_RockThrow: ; c9c9d anim_1gfx ANIM_GFX_ROCKS anim_bgeffect ANIM_BG_1F, $60, $1, $0 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 128, 64, $40 + anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, 120, 68, $30 + anim_obj ANIM_OBJ_BIG_ROCK, 120, 68, $30 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 152, 68, $30 + anim_obj ANIM_OBJ_SMALL_ROCK, 152, 68, $30 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, 144, 64, $40 + anim_obj ANIM_OBJ_BIG_ROCK, 144, 64, $40 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 136, 68, $30 + anim_obj ANIM_OBJ_SMALL_ROCK, 136, 68, $30 anim_wait 96 anim_ret ; c9cd2 @@ -1499,19 +1499,19 @@ BattleAnim_RockSlide: ; c9cd2 anim_bgeffect ANIM_BG_1F, $c0, $1, $0 .loop anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 128, 64, $40 + anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, 120, 68, $30 + anim_obj ANIM_OBJ_BIG_ROCK, 120, 68, $30 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 152, 68, $30 + anim_obj ANIM_OBJ_SMALL_ROCK, 152, 68, $30 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, 144, 64, $40 + anim_obj ANIM_OBJ_BIG_ROCK, 144, 64, $40 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 136, 68, $30 + anim_obj ANIM_OBJ_SMALL_ROCK, 136, 68, $30 anim_wait 16 anim_loop 4, .loop anim_wait 96 @@ -1522,15 +1522,15 @@ BattleAnim_Sing: ; c9d0c anim_1gfx ANIM_GFX_NOISE anim_sound 16, 2, SFX_SING .loop - anim_obj ANIM_OBJ_23, 64, 92, $0 + anim_obj ANIM_OBJ_SING, 64, 92, $0 anim_wait 8 - anim_obj ANIM_OBJ_23, 64, 92, $1 + anim_obj ANIM_OBJ_SING, 64, 92, $1 anim_wait 8 - anim_obj ANIM_OBJ_23, 64, 92, $2 + anim_obj ANIM_OBJ_SING, 64, 92, $2 anim_wait 8 - anim_obj ANIM_OBJ_23, 64, 92, $0 + anim_obj ANIM_OBJ_SING, 64, 92, $0 anim_wait 8 - anim_obj ANIM_OBJ_23, 64, 92, $2 + anim_obj ANIM_OBJ_SING, 64, 92, $2 anim_wait 8 anim_loop 4, .loop anim_wait 64 @@ -1544,19 +1544,19 @@ BattleAnim_StunSpore: ; c9d35 anim_1gfx ANIM_GFX_POWDER .loop anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 104, 16, $0 + anim_obj ANIM_OBJ_POWDER, 104, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 136, 16, $0 + anim_obj ANIM_OBJ_POWDER, 136, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 112, 16, $0 + anim_obj ANIM_OBJ_POWDER, 112, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 128, 16, $0 + anim_obj ANIM_OBJ_POWDER, 128, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 120, 16, $0 + anim_obj ANIM_OBJ_POWDER, 120, 16, $0 anim_wait 4 anim_loop 2, .loop anim_wait 96 @@ -1645,8 +1645,8 @@ BattleAnim_Slash: ; c9dfc BattleAnim_Clamp: ; c9e0d anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_obj ANIM_OBJ_35, 136, 56, $a0 - anim_obj ANIM_OBJ_35, 136, 56, $20 + anim_obj ANIM_OBJ_CLAMP, 136, 56, $a0 + anim_obj ANIM_OBJ_CLAMP, 136, 56, $20 anim_wait 16 anim_sound 0, 1, SFX_BITE anim_obj ANIM_OBJ_01, 144, 48, $18 @@ -1659,8 +1659,8 @@ BattleAnim_Clamp: ; c9e0d BattleAnim_Bite: ; c9e2e anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_obj ANIM_OBJ_36, 136, 56, $98 - anim_obj ANIM_OBJ_36, 136, 56, $18 + anim_obj ANIM_OBJ_BITE, 136, 56, $98 + anim_obj ANIM_OBJ_BITE, 136, 56, $18 anim_wait 8 anim_sound 0, 1, SFX_BITE anim_obj ANIM_OBJ_01, 144, 48, $18 @@ -1725,14 +1725,14 @@ BattleAnim_Recover: ; c9eaf anim_call BattleAnim_FollowEnemyFeet_0 anim_sound 0, 0, SFX_FULL_HEAL anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_2C, 44, 88, $30 - anim_obj ANIM_OBJ_2C, 44, 88, $31 - anim_obj ANIM_OBJ_2C, 44, 88, $32 - anim_obj ANIM_OBJ_2C, 44, 88, $33 - anim_obj ANIM_OBJ_2C, 44, 88, $34 - anim_obj ANIM_OBJ_2C, 44, 88, $35 - anim_obj ANIM_OBJ_2C, 44, 88, $36 - anim_obj ANIM_OBJ_2C, 44, 88, $37 + anim_obj ANIM_OBJ_RECOVER, 44, 88, $30 + anim_obj ANIM_OBJ_RECOVER, 44, 88, $31 + anim_obj ANIM_OBJ_RECOVER, 44, 88, $32 + anim_obj ANIM_OBJ_RECOVER, 44, 88, $33 + anim_obj ANIM_OBJ_RECOVER, 44, 88, $34 + anim_obj ANIM_OBJ_RECOVER, 44, 88, $35 + anim_obj ANIM_OBJ_RECOVER, 44, 88, $36 + anim_obj ANIM_OBJ_RECOVER, 44, 88, $37 anim_wait 64 anim_incbgeffect ANIM_BG_18 anim_call BattleAnim_ShowMon_0 @@ -1793,7 +1793,7 @@ BattleAnim_MegaDrain: ; c9f13 BattleAnim_EggBomb: ; c9f55 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION anim_sound 0, 0, SFX_SWITCH_POKEMON - anim_obj ANIM_OBJ_46, 44, 104, $1 + anim_obj ANIM_OBJ_EGG, 44, 104, $1 anim_wait 128 anim_wait 96 anim_incobj 1 @@ -1814,15 +1814,15 @@ BattleAnim_Softboiled: ; c9f85 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE anim_call BattleAnim_FollowEnemyFeet_0 anim_sound 0, 0, SFX_SWITCH_POKEMON - anim_obj ANIM_OBJ_46, 44, 104, $6 + anim_obj ANIM_OBJ_EGG, 44, 104, $6 anim_wait 128 anim_incobj 2 - anim_obj ANIM_OBJ_46, 76, 104, $b + anim_obj ANIM_OBJ_EGG, 76, 104, $b anim_wait 16 anim_bgeffect ANIM_BG_18, $0, $1, $40 anim_sound 0, 0, SFX_METRONOME .loop - anim_obj ANIM_OBJ_2C, 44, 88, $20 + anim_obj ANIM_OBJ_RECOVER, 44, 88, $20 anim_wait 8 anim_loop 8, .loop anim_wait 128 @@ -1995,7 +1995,7 @@ BattleAnim_Supersonic: ; ca0f4 anim_1gfx ANIM_GFX_PSYCHIC .loop anim_sound 6, 2, SFX_SUPERSONIC - anim_obj ANIM_OBJ_4C, 64, 88, $2 + anim_obj ANIM_OBJ_WAVE, 64, 88, $2 anim_wait 4 anim_loop 10, .loop anim_wait 64 @@ -2007,7 +2007,7 @@ BattleAnim_Screech: ; ca105 anim_bgeffect ANIM_BG_1F, $8, $1, $20 anim_sound 6, 2, SFX_SCREECH .loop - anim_obj ANIM_OBJ_4C, 64, 88, $2 + anim_obj ANIM_OBJ_WAVE, 64, 88, $2 anim_wait 2 anim_loop 2, .loop anim_wait 64 @@ -2018,15 +2018,15 @@ BattleAnim_ConfuseRay: ; ca11b anim_1gfx ANIM_GFX_SPEED anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_08, $0, $4, $0 - anim_obj ANIM_OBJ_4D, 64, 88, $0 - anim_obj ANIM_OBJ_4D, 64, 88, $80 - anim_obj ANIM_OBJ_4D, 64, 88, $88 - anim_obj ANIM_OBJ_4D, 64, 88, $90 - anim_obj ANIM_OBJ_4D, 64, 88, $98 - anim_obj ANIM_OBJ_4D, 64, 88, $a0 - anim_obj ANIM_OBJ_4D, 64, 88, $a8 - anim_obj ANIM_OBJ_4D, 64, 88, $b0 - anim_obj ANIM_OBJ_4D, 64, 88, $b8 + anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $0 + anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $80 + anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $88 + anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $90 + anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $98 + anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $a0 + anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $a8 + anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $b0 + anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $b8 .loop anim_sound 6, 2, SFX_WHIRLWIND anim_wait 16 @@ -2048,11 +2048,11 @@ BattleAnim_Reflect: ; ca16a anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 72, 80, $0 + anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 24 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 72, 80, $0 + anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 64 anim_ret ; ca18e @@ -2061,24 +2061,24 @@ BattleAnim_LightScreen: ; ca18e anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_sound 0, 0, SFX_FLASH - anim_obj ANIM_OBJ_50, 72, 80, $0 + anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 4 - anim_obj ANIM_OBJ_6D, 72, 80, $0 + anim_obj ANIM_OBJ_SHINY, 72, 80, $0 anim_wait 4 - anim_obj ANIM_OBJ_6D, 72, 80, $8 + anim_obj ANIM_OBJ_SHINY, 72, 80, $8 anim_wait 4 - anim_obj ANIM_OBJ_6D, 72, 80, $10 + anim_obj ANIM_OBJ_SHINY, 72, 80, $10 anim_wait 4 - anim_obj ANIM_OBJ_6D, 72, 80, $18 + anim_obj ANIM_OBJ_SHINY, 72, 80, $18 anim_wait 4 - anim_obj ANIM_OBJ_50, 72, 80, $0 - anim_obj ANIM_OBJ_6D, 72, 80, $20 + anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 + anim_obj ANIM_OBJ_SHINY, 72, 80, $20 anim_wait 4 - anim_obj ANIM_OBJ_6D, 72, 80, $28 + anim_obj ANIM_OBJ_SHINY, 72, 80, $28 anim_wait 4 - anim_obj ANIM_OBJ_6D, 72, 80, $30 + anim_obj ANIM_OBJ_SHINY, 72, 80, $30 anim_wait 4 - anim_obj ANIM_OBJ_6D, 72, 80, $38 + anim_obj ANIM_OBJ_SHINY, 72, 80, $38 anim_wait 64 anim_ret ; ca1d5 @@ -2086,11 +2086,11 @@ BattleAnim_LightScreen: ; ca18e BattleAnim_Amnesia: ; ca1d5 anim_1gfx ANIM_GFX_STATUS anim_sound 0, 0, SFX_LICK - anim_obj ANIM_OBJ_53, 64, 80, $2 + anim_obj ANIM_OBJ_AMNESIA, 64, 80, $2 anim_wait 16 - anim_obj ANIM_OBJ_53, 68, 80, $1 + anim_obj ANIM_OBJ_AMNESIA, 68, 80, $1 anim_wait 16 - anim_obj ANIM_OBJ_53, 72, 80, $0 + anim_obj ANIM_OBJ_AMNESIA, 72, 80, $0 anim_wait 64 anim_ret ; ca1ed @@ -2113,7 +2113,7 @@ BattleAnim_Rest: ; ca212 anim_1gfx ANIM_GFX_STATUS anim_sound 0, 0, SFX_TAIL_WHIP .loop - anim_obj ANIM_OBJ_54, 64, 80, $0 + anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 40 anim_loop 3, .loop anim_wait 32 @@ -2181,22 +2181,22 @@ BattleAnim_StringShot: ; ca293 anim_1gfx ANIM_GFX_WEB anim_bgeffect ANIM_BG_07, $0, $2, $0 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_5A, 64, 80, $0 + anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_5A, 132, 48, $1 + anim_obj ANIM_OBJ_STRING_SHOT, 132, 48, $1 anim_wait 4 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_5A, 64, 88, $0 + anim_obj ANIM_OBJ_STRING_SHOT, 64, 88, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_5A, 132, 64, $1 + anim_obj ANIM_OBJ_STRING_SHOT, 132, 64, $1 anim_wait 4 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_5A, 64, 84, $0 + anim_obj ANIM_OBJ_STRING_SHOT, 64, 84, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_5A, 132, 56, $2 + anim_obj ANIM_OBJ_STRING_SHOT, 132, 56, $2 anim_wait 64 anim_ret ; ca2d1 @@ -2325,8 +2325,8 @@ BattleAnim_Hypnosis: ; ca3d8 anim_1gfx ANIM_GFX_PSYCHIC .loop anim_sound 6, 2, SFX_SUPERSONIC - anim_obj ANIM_OBJ_4C, 64, 88, $2 - anim_obj ANIM_OBJ_4C, 56, 80, $2 + anim_obj ANIM_OBJ_WAVE, 64, 88, $2 + anim_obj ANIM_OBJ_WAVE, 56, 80, $2 anim_wait 8 anim_loop 3, .loop anim_wait 56 @@ -2512,7 +2512,7 @@ BattleAnim_PetalDance: ; ca564 anim_sound 0, 0, SFX_MENU anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_61, 48, 56, $0 + anim_obj ANIM_OBJ_PETAL_DANCE, 48, 56, $0 anim_wait 11 anim_loop 8, .loop anim_wait 128 @@ -2526,7 +2526,7 @@ BattleAnim_PetalDance: ; ca564 BattleAnim_Barrage: ; ca580 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_62, 64, 92, $10 + anim_obj ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10 anim_wait 36 anim_sound 0, 1, SFX_EGG_BOMB anim_obj ANIM_OBJ_18, 136, 56, $0 @@ -2540,7 +2540,7 @@ BattleAnim_PayDay: ; ca596 anim_obj ANIM_OBJ_01, 128, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_PAY_DAY - anim_obj ANIM_OBJ_63, 120, 76, $1 + anim_obj ANIM_OBJ_PAY_DAY, 120, 76, $1 anim_wait 64 anim_ret ; ca5ac @@ -2549,14 +2549,14 @@ BattleAnim_Mimic: ; ca5ac anim_1gfx ANIM_GFX_SPEED anim_obp0 $fc anim_sound 63, 3, SFX_LICK - anim_obj ANIM_OBJ_65, 132, 44, $0 - anim_obj ANIM_OBJ_65, 132, 44, $8 - anim_obj ANIM_OBJ_65, 132, 44, $10 - anim_obj ANIM_OBJ_65, 132, 44, $18 - anim_obj ANIM_OBJ_65, 132, 44, $20 - anim_obj ANIM_OBJ_65, 132, 44, $28 - anim_obj ANIM_OBJ_65, 132, 44, $30 - anim_obj ANIM_OBJ_65, 132, 44, $38 + anim_obj ANIM_OBJ_MIMIC, 132, 44, $0 + anim_obj ANIM_OBJ_MIMIC, 132, 44, $8 + anim_obj ANIM_OBJ_MIMIC, 132, 44, $10 + anim_obj ANIM_OBJ_MIMIC, 132, 44, $18 + anim_obj ANIM_OBJ_MIMIC, 132, 44, $20 + anim_obj ANIM_OBJ_MIMIC, 132, 44, $28 + anim_obj ANIM_OBJ_MIMIC, 132, 44, $30 + anim_obj ANIM_OBJ_MIMIC, 132, 44, $38 anim_wait 128 anim_wait 48 anim_ret @@ -2565,7 +2565,7 @@ BattleAnim_Mimic: ; ca5ac BattleAnim_LovelyKiss: ; ca5de anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_96, 152, 40, $0 + anim_obj ANIM_OBJ_LOVELY_KISS, 152, 40, $0 anim_wait 32 anim_sound 0, 1, SFX_LICK anim_obj ANIM_OBJ_HEART, 128, 40, $0 @@ -2576,7 +2576,7 @@ BattleAnim_LovelyKiss: ; ca5de BattleAnim_Bonemerang: ; ca5f6 anim_2gfx ANIM_GFX_MISC, ANIM_GFX_HIT anim_sound 6, 2, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_67, 88, 56, $1c + anim_obj ANIM_OBJ_BONEMERANG, 88, 56, $1c anim_wait 24 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE anim_obj ANIM_OBJ_01, 136, 56, $0 @@ -2587,11 +2587,11 @@ BattleAnim_Bonemerang: ; ca5f6 BattleAnim_Swift: ; ca60c anim_1gfx ANIM_GFX_OBJECTS anim_sound 6, 2, SFX_METRONOME - anim_obj ANIM_OBJ_6A, 64, 88, $4 + anim_obj ANIM_OBJ_SWIFT, 64, 88, $4 anim_wait 4 - anim_obj ANIM_OBJ_6A, 64, 72, $4 + anim_obj ANIM_OBJ_SWIFT, 64, 72, $4 anim_wait 4 - anim_obj ANIM_OBJ_6A, 64, 76, $4 + anim_obj ANIM_OBJ_SWIFT, 64, 76, $4 anim_wait 64 anim_ret ; ca624 @@ -2630,7 +2630,7 @@ BattleAnim_SkullBash: ; ca63f BattleAnim_Kinesis: ; ca66a anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_obj ANIM_OBJ_6B, 80, 76, $0 + anim_obj ANIM_OBJ_KINESIS, 80, 76, $0 anim_wait 32 .loop anim_sound 0, 0, SFX_KINESIS @@ -2695,21 +2695,21 @@ BattleAnim_Flash: ; ca700 anim_sound 0, 1, SFX_FLASH anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 anim_wait 4 - anim_obj ANIM_OBJ_6C, 136, 56, $0 + anim_obj ANIM_OBJ_FLASH, 136, 56, $0 anim_wait 4 - anim_obj ANIM_OBJ_6C, 136, 56, $8 + anim_obj ANIM_OBJ_FLASH, 136, 56, $8 anim_wait 4 - anim_obj ANIM_OBJ_6C, 136, 56, $10 + anim_obj ANIM_OBJ_FLASH, 136, 56, $10 anim_wait 4 - anim_obj ANIM_OBJ_6C, 136, 56, $18 + anim_obj ANIM_OBJ_FLASH, 136, 56, $18 anim_wait 4 - anim_obj ANIM_OBJ_6C, 136, 56, $20 + anim_obj ANIM_OBJ_FLASH, 136, 56, $20 anim_wait 4 - anim_obj ANIM_OBJ_6C, 136, 56, $28 + anim_obj ANIM_OBJ_FLASH, 136, 56, $28 anim_wait 4 - anim_obj ANIM_OBJ_6C, 136, 56, $30 + anim_obj ANIM_OBJ_FLASH, 136, 56, $30 anim_wait 4 - anim_obj ANIM_OBJ_6C, 136, 56, $38 + anim_obj ANIM_OBJ_FLASH, 136, 56, $38 anim_wait 32 anim_ret ; ca73c @@ -2776,7 +2776,7 @@ BattleAnim_SkyAttack: ; ca7a1 anim_bgeffect ANIM_BG_27, $0, $1, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 48, 88, $40 + anim_obj ANIM_OBJ_SKY_ATTACK, 48, 88, $40 anim_wait 64 anim_incobj 1 anim_wait 21 @@ -2846,7 +2846,7 @@ BattleAnim_Psybeam: ; ca829 anim_bgeffect ANIM_BG_08, $0, $4, $0 .loop anim_sound 6, 2, SFX_PSYBEAM - anim_obj ANIM_OBJ_4C, 64, 88, $4 + anim_obj ANIM_OBJ_WAVE, 64, 88, $4 anim_wait 4 anim_loop 10, .loop anim_wait 48 @@ -2887,13 +2887,13 @@ BattleAnim_Psywave: ; ca86c anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 .loop anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 64, 80, $2 + anim_obj ANIM_OBJ_WAVE, 64, 80, $2 anim_wait 8 anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 64, 88, $3 + anim_obj ANIM_OBJ_WAVE, 64, 88, $3 anim_wait 8 anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 64, 96, $4 + anim_obj ANIM_OBJ_WAVE, 64, 96, $4 anim_wait 8 anim_loop 3, .loop anim_wait 32 @@ -2932,14 +2932,14 @@ BattleAnim_Growth: ; ca8d5 anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 anim_1gfx ANIM_GFX_CHARGE anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_72, 48, 108, $0 - anim_obj ANIM_OBJ_72, 48, 108, $8 - anim_obj ANIM_OBJ_72, 48, 108, $10 - anim_obj ANIM_OBJ_72, 48, 108, $18 - anim_obj ANIM_OBJ_72, 48, 108, $20 - anim_obj ANIM_OBJ_72, 48, 108, $28 - anim_obj ANIM_OBJ_72, 48, 108, $30 - anim_obj ANIM_OBJ_72, 48, 108, $38 + anim_obj ANIM_OBJ_GROWTH, 48, 108, $0 + anim_obj ANIM_OBJ_GROWTH, 48, 108, $8 + anim_obj ANIM_OBJ_GROWTH, 48, 108, $10 + anim_obj ANIM_OBJ_GROWTH, 48, 108, $18 + anim_obj ANIM_OBJ_GROWTH, 48, 108, $20 + anim_obj ANIM_OBJ_GROWTH, 48, 108, $28 + anim_obj ANIM_OBJ_GROWTH, 48, 108, $30 + anim_obj ANIM_OBJ_GROWTH, 48, 108, $38 anim_wait 64 anim_ret ; ca909 @@ -2947,14 +2947,14 @@ BattleAnim_Growth: ; ca8d5 BattleAnim_Conversion2: ; ca909 anim_1gfx ANIM_GFX_EXPLOSION anim_sound 63, 3, SFX_SHARPEN - anim_obj ANIM_OBJ_73, 132, 44, $0 - anim_obj ANIM_OBJ_73, 132, 44, $8 - anim_obj ANIM_OBJ_73, 132, 44, $10 - anim_obj ANIM_OBJ_73, 132, 44, $18 - anim_obj ANIM_OBJ_73, 132, 44, $20 - anim_obj ANIM_OBJ_73, 132, 44, $28 - anim_obj ANIM_OBJ_73, 132, 44, $30 - anim_obj ANIM_OBJ_73, 132, 44, $38 + anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $0 + anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $8 + anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $10 + anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $18 + anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $20 + anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $28 + anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $30 + anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $38 anim_wait 128 anim_wait 48 anim_ret @@ -2963,7 +2963,7 @@ BattleAnim_Conversion2: ; ca909 BattleAnim_Smokescreen: ; ca939 anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_75, 64, 92, $6c + anim_obj ANIM_OBJ_SMOKESCREEN, 64, 92, $6c anim_wait 24 anim_incobj 1 anim_sound 0, 1, SFX_BALL_POOF @@ -2971,7 +2971,7 @@ BattleAnim_Smokescreen: ; ca939 anim_wait 8 .loop anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_74, 132, 60, $20 + anim_obj ANIM_OBJ_SMOKE, 132, 60, $20 anim_wait 8 anim_loop 5, .loop anim_wait 128 @@ -2982,7 +2982,7 @@ BattleAnim_Strength: ; ca960 anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT anim_bgeffect ANIM_BG_20, $10, $1, $20 anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_1F, 64, 104, $1 + anim_obj ANIM_OBJ_STRENGTH, 64, 104, $1 anim_wait 128 anim_incobj 1 anim_wait 20 @@ -2995,11 +2995,11 @@ BattleAnim_Strength: ; ca960 BattleAnim_SwordsDance: ; ca97e anim_1gfx ANIM_GFX_WHIP anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_76, 48, 108, $0 - anim_obj ANIM_OBJ_76, 48, 108, $d - anim_obj ANIM_OBJ_76, 48, 108, $1a - anim_obj ANIM_OBJ_76, 48, 108, $27 - anim_obj ANIM_OBJ_76, 48, 108, $34 + anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $0 + anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $d + anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $1a + anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $27 + anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $34 anim_wait 56 anim_ret ; ca99e @@ -3008,12 +3008,12 @@ BattleAnim_QuickAttack: ; ca99e anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT anim_sound 0, 0, SFX_MENU anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_obj ANIM_OBJ_77, 24, 88, $2 - anim_obj ANIM_OBJ_77, 32, 88, $1 - anim_obj ANIM_OBJ_77, 40, 88, $0 - anim_obj ANIM_OBJ_77, 48, 88, $80 - anim_obj ANIM_OBJ_77, 56, 88, $81 - anim_obj ANIM_OBJ_77, 64, 88, $82 + anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2 + anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1 + anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0 + anim_obj ANIM_OBJ_SPEED_LINE, 48, 88, $80 + anim_obj ANIM_OBJ_SPEED_LINE, 56, 88, $81 + anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj ANIM_OBJ_01, 136, 56, $0 @@ -3041,7 +3041,7 @@ BattleAnim_Sharpen: ; ca9ed anim_call BattleAnim_FollowEnemyFeet_0 anim_sound 0, 0, SFX_SHARPEN anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_78, 48, 88, $0 + anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0 anim_wait 96 anim_incobj 2 anim_incbgeffect ANIM_BG_18 @@ -3055,7 +3055,7 @@ BattleAnim_DefenseCurl: ; caa0a anim_call BattleAnim_FollowEnemyFeet_0 anim_sound 0, 0, SFX_SHARPEN anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_79, 48, 88, $0 + anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0 anim_wait 96 anim_incobj 2 anim_incbgeffect ANIM_BG_18 @@ -3067,7 +3067,7 @@ BattleAnim_SeismicToss: ; caa27 anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT anim_bgeffect ANIM_BG_20, $10, $1, $20 anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_20, 64, 104, $1 + anim_obj ANIM_OBJ_SEISMIC_TOSS, 64, 104, $1 anim_wait 128 anim_incobj 1 anim_wait 20 @@ -3102,14 +3102,14 @@ BattleAnim_Agility: ; caa74 anim_obp0 $fc anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_7D, 8, 24, $10 - anim_obj ANIM_OBJ_7D, 8, 48, $2 - anim_obj ANIM_OBJ_7D, 8, 88, $8 + anim_obj ANIM_OBJ_AGILITY, 8, 24, $10 + anim_obj ANIM_OBJ_AGILITY, 8, 48, $2 + anim_obj ANIM_OBJ_AGILITY, 8, 88, $8 anim_wait 4 - anim_obj ANIM_OBJ_7D, 8, 32, $6 - anim_obj ANIM_OBJ_7D, 8, 56, $c - anim_obj ANIM_OBJ_7D, 8, 80, $4 - anim_obj ANIM_OBJ_7D, 8, 104, $e + anim_obj ANIM_OBJ_AGILITY, 8, 32, $6 + anim_obj ANIM_OBJ_AGILITY, 8, 56, $c + anim_obj ANIM_OBJ_AGILITY, 8, 80, $4 + anim_obj ANIM_OBJ_AGILITY, 8, 104, $e .loop anim_sound 0, 0, SFX_RAZOR_WIND anim_wait 4 @@ -3121,7 +3121,7 @@ BattleAnim_Agility: ; caa74 BattleAnim_BoneClub: ; caab2 anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC - anim_obj ANIM_OBJ_68, 64, 88, $2 + anim_obj ANIM_OBJ_BONE_CLUB, 64, 88, $2 anim_wait 32 anim_sound 0, 1, SFX_BONE_CLUB anim_obj ANIM_OBJ_01, 136, 56, $0 @@ -3135,10 +3135,10 @@ BattleAnim_Barrier: ; caac5 anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_wait 8 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 72, 80, $0 + anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 32 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 72, 80, $0 + anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 32 anim_ret ; caae1 @@ -3173,7 +3173,7 @@ BattleAnim_PsychicM: ; cab1d anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 .loop anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 64, 88, $2 + anim_obj ANIM_OBJ_WAVE, 64, 88, $2 anim_wait 8 anim_loop 8, .loop anim_wait 96 @@ -3283,7 +3283,7 @@ BattleAnim_Slam: ; cac13 BattleAnim_Disable: ; cac24 anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_obj ANIM_OBJ_7C, 132, 56, $0 + anim_obj ANIM_OBJ_DISABLE, 132, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_BIND anim_obj ANIM_OBJ_PARALYZED, 104, 56, $42 @@ -3316,7 +3316,7 @@ BattleAnim_Sketch: ; cac61 anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_sound 0, 0, SFX_SKETCH - anim_obj ANIM_OBJ_98, 72, 80, $0 + anim_obj ANIM_OBJ_SKETCH, 72, 80, $0 anim_wait 80 anim_incbgeffect ANIM_BG_1A anim_call BattleAnim_ShowMon_0 @@ -3366,7 +3366,7 @@ BattleAnim_Thief: ; cacb5 anim_wait 1 anim_1gfx ANIM_GFX_STATUS anim_sound 0, 1, SFX_THIEF_2 - anim_obj ANIM_OBJ_8B, 120, 76, $1 + anim_obj ANIM_OBJ_THIEF, 120, 76, $1 anim_wait 64 anim_ret ; cacd9 @@ -3374,13 +3374,13 @@ BattleAnim_Thief: ; cacb5 BattleAnim_SpiderWeb: ; cacd9 anim_1gfx ANIM_GFX_WEB anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_92, 132, 48, $0 + anim_obj ANIM_OBJ_SPIDER_WEB, 132, 48, $0 anim_sound 6, 2, SFX_SPIDER_WEB - anim_obj ANIM_OBJ_5A, 64, 80, $0 + anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0 anim_wait 4 - anim_obj ANIM_OBJ_5A, 64, 88, $0 + anim_obj ANIM_OBJ_STRING_SHOT, 64, 88, $0 anim_wait 4 - anim_obj ANIM_OBJ_5A, 64, 84, $0 + anim_obj ANIM_OBJ_STRING_SHOT, 64, 84, $0 anim_wait 64 anim_ret ; cacfb @@ -3389,10 +3389,10 @@ BattleAnim_MindReader: ; cacfb anim_1gfx ANIM_GFX_MISC anim_sound 0, 1, SFX_MIND_READER .loop - anim_obj ANIM_OBJ_88, 132, 48, $3 - anim_obj ANIM_OBJ_88, 132, 48, $12 - anim_obj ANIM_OBJ_88, 132, 48, $20 - anim_obj ANIM_OBJ_88, 132, 48, $31 + anim_obj ANIM_OBJ_MIND_READER, 132, 48, $3 + anim_obj ANIM_OBJ_MIND_READER, 132, 48, $12 + anim_obj ANIM_OBJ_MIND_READER, 132, 48, $20 + anim_obj ANIM_OBJ_MIND_READER, 132, 48, $31 anim_wait 16 anim_loop 2, .loop anim_wait 32 @@ -3403,8 +3403,8 @@ BattleAnim_Nightmare: ; cad1b anim_1gfx ANIM_GFX_ANGELS anim_bgp $1b anim_obp0 $f - anim_obj ANIM_OBJ_94, 132, 40, $0 - anim_obj ANIM_OBJ_94, 132, 40, $a0 + anim_obj ANIM_OBJ_NIGHTMARE, 132, 40, $0 + anim_obj ANIM_OBJ_NIGHTMARE, 132, 40, $a0 anim_sound 0, 1, SFX_NIGHTMARE anim_wait 96 anim_ret @@ -3414,7 +3414,7 @@ BattleAnim_FlameWheel: ; cad30 anim_1gfx ANIM_GFX_FIRE .loop anim_sound 0, 0, SFX_EMBER - anim_obj ANIM_OBJ_7F, 48, 96, $0 + anim_obj ANIM_OBJ_FLAME_WHEEL, 48, 96, $0 anim_wait 6 anim_loop 8, .loop anim_wait 96 @@ -3423,9 +3423,9 @@ BattleAnim_FlameWheel: ; cad30 anim_wait 4 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0F, 136, 48, $1 - anim_obj ANIM_OBJ_0F, 136, 48, $4 - anim_obj ANIM_OBJ_0F, 136, 48, $5 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $1 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 @@ -3436,7 +3436,7 @@ BattleAnim_FlameWheel: ; cad30 BattleAnim_Snore: ; cad6b anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE - anim_obj ANIM_OBJ_54, 64, 80, $0 + anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 32 anim_bgeffect ANIM_BG_1F, $60, $2, $0 anim_sound 0, 0, SFX_SNORE @@ -3451,7 +3451,7 @@ BattleAnim_Snore: ; cad6b BattleAnim_Curse: ; cad86 anim_if_param_equal $1, .NotGhost anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS - anim_obj ANIM_OBJ_A5, 68, 72, $0 + anim_obj ANIM_OBJ_CURSE, 68, 72, $0 anim_sound 0, 0, SFX_CURSE anim_wait 32 anim_incobj 1 @@ -3515,14 +3515,14 @@ BattleAnim_Conversion: ; cae17 anim_1gfx ANIM_GFX_EXPLOSION anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_sound 63, 3, SFX_SHARPEN - anim_obj ANIM_OBJ_91, 48, 88, $0 - anim_obj ANIM_OBJ_91, 48, 88, $8 - anim_obj ANIM_OBJ_91, 48, 88, $10 - anim_obj ANIM_OBJ_91, 48, 88, $18 - anim_obj ANIM_OBJ_91, 48, 88, $20 - anim_obj ANIM_OBJ_91, 48, 88, $28 - anim_obj ANIM_OBJ_91, 48, 88, $30 - anim_obj ANIM_OBJ_91, 48, 88, $38 + anim_obj ANIM_OBJ_CONVERSION, 48, 88, $0 + anim_obj ANIM_OBJ_CONVERSION, 48, 88, $8 + anim_obj ANIM_OBJ_CONVERSION, 48, 88, $10 + anim_obj ANIM_OBJ_CONVERSION, 48, 88, $18 + anim_obj ANIM_OBJ_CONVERSION, 48, 88, $20 + anim_obj ANIM_OBJ_CONVERSION, 48, 88, $28 + anim_obj ANIM_OBJ_CONVERSION, 48, 88, $30 + anim_obj ANIM_OBJ_CONVERSION, 48, 88, $38 anim_wait 128 anim_ret ; cae4b @@ -3533,7 +3533,7 @@ BattleAnim_Aeroblast: ; cae4b anim_bgeffect ANIM_BG_1F, $50, $4, $10 anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_sound 0, 0, SFX_AEROBLAST - anim_obj ANIM_OBJ_B3, 72, 88, $0 + anim_obj ANIM_OBJ_AEROBLAST, 72, 88, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM anim_obj ANIM_OBJ_27, 80, 84, $0 @@ -3567,26 +3567,26 @@ BattleAnim_Reversal: ; cae97 anim_obj ANIM_OBJ_04, 112, 64, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_A7, 120, 56, $0 + anim_obj ANIM_OBJ_FORESIGHT, 120, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj ANIM_OBJ_04, 128, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_A7, 136, 48, $0 + anim_obj ANIM_OBJ_FORESIGHT, 136, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj ANIM_OBJ_04, 144, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_A7, 152, 40, $0 + anim_obj ANIM_OBJ_FORESIGHT, 152, 40, $0 anim_wait 24 anim_ret ; caed6 BattleAnim_Spite: ; caed6 anim_1gfx ANIM_GFX_ANGELS - anim_obj ANIM_OBJ_A4, 132, 16, $0 + anim_obj ANIM_OBJ_SPITE, 132, 16, $0 anim_sound 0, 1, SFX_SPITE anim_wait 96 anim_ret @@ -3596,13 +3596,13 @@ BattleAnim_PowderSnow: ; caee2 anim_1gfx ANIM_GFX_ICE .loop ; caee4 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_8F, 64, 88, $23 + anim_obj ANIM_OBJ_POWDER_SNOW, 64, 88, $23 anim_wait 2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_8F, 64, 80, $24 + anim_obj ANIM_OBJ_POWDER_SNOW, 64, 80, $24 anim_wait 2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_8F, 64, 96, $23 + anim_obj ANIM_OBJ_POWDER_SNOW, 64, 96, $23 anim_wait 2 anim_loop 2, .loop anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 @@ -3615,11 +3615,11 @@ BattleAnim_PowderSnow: ; caee2 BattleAnim_Protect: ; caf0e anim_1gfx ANIM_GFX_OBJECTS anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_8A, 80, 80, $0 - anim_obj ANIM_OBJ_8A, 80, 80, $d - anim_obj ANIM_OBJ_8A, 80, 80, $1a - anim_obj ANIM_OBJ_8A, 80, 80, $27 - anim_obj ANIM_OBJ_8A, 80, 80, $34 + anim_obj ANIM_OBJ_PROTECT, 80, 80, $0 + anim_obj ANIM_OBJ_PROTECT, 80, 80, $d + anim_obj ANIM_OBJ_PROTECT, 80, 80, $1a + anim_obj ANIM_OBJ_PROTECT, 80, 80, $27 + anim_obj ANIM_OBJ_PROTECT, 80, 80, $34 anim_sound 0, 0, SFX_PROTECT anim_wait 96 anim_ret @@ -3629,12 +3629,12 @@ BattleAnim_MachPunch: ; caf33 anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_77, 24, 88, $2 - anim_obj ANIM_OBJ_77, 32, 88, $1 - anim_obj ANIM_OBJ_77, 40, 88, $0 - anim_obj ANIM_OBJ_77, 48, 88, $80 - anim_obj ANIM_OBJ_77, 56, 88, $81 - anim_obj ANIM_OBJ_77, 64, 88, $82 + anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2 + anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1 + anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0 + anim_obj ANIM_OBJ_SPEED_LINE, 48, 88, $80 + anim_obj ANIM_OBJ_SPEED_LINE, 56, 88, $81 + anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj ANIM_OBJ_06, 136, 56, $0 @@ -3679,7 +3679,7 @@ BattleAnim_FaintAttack: ; caf84 BattleAnim_SweetKiss: ; cafb4 anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_97, 96, 40, $0 + anim_obj ANIM_OBJ_SWEET_KISS, 96, 40, $0 anim_sound 0, 1, SFX_SWEET_KISS anim_wait 32 anim_sound 0, 1, SFX_SWEET_KISS_2 @@ -3733,7 +3733,7 @@ BattleAnim_SludgeBomb: ; cb051 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_POISON anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0 anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_62, 64, 92, $10 + anim_obj ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10 anim_wait 36 anim_call BattleAnim_SludgeBomb_branch_cbc15 anim_wait 64 @@ -3750,13 +3750,13 @@ BattleAnim_MudSlap: ; cb067 BattleAnim_Octazooka: ; cb06f anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_8C, 64, 92, $4 + anim_obj ANIM_OBJ_OCTAZOOKA, 64, 92, $4 anim_wait 16 anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10 anim_wait 8 anim_if_param_equal $0, .done .loop - anim_obj ANIM_OBJ_74, 132, 60, $20 + anim_obj ANIM_OBJ_SMOKE, 132, 60, $20 anim_wait 8 anim_loop 5, .loop anim_wait 128 @@ -3783,7 +3783,7 @@ BattleAnim_ZapCannon: ; cb0b0 anim_bgp $1b anim_obp0 $30 anim_sound 6, 2, SFX_ZAP_CANNON - anim_obj ANIM_OBJ_A3, 64, 92, $2 + anim_obj ANIM_OBJ_ZAP_CANNON, 64, 92, $2 anim_wait 40 anim_sound 0, 1, SFX_THUNDERSHOCK anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 @@ -3798,7 +3798,7 @@ BattleAnim_Foresight: ; cb0d0 anim_call BattleAnim_FollowEnemyFeet_1 anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_sound 0, 1, SFX_FORESIGHT - anim_obj ANIM_OBJ_A7, 132, 40, $0 + anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0 anim_wait 24 anim_bgeffect ANIM_BG_19, $0, $0, $40 anim_wait 64 @@ -3814,13 +3814,13 @@ BattleAnim_DestinyBond: ; cb0f0 anim_obp0 $0 anim_if_param_equal $1, BattleAnim_DestinyBond_branch_cb104 anim_sound 6, 2, SFX_WHIRLWIND - anim_obj ANIM_OBJ_9B, 44, 120, $2 + anim_obj ANIM_OBJ_DESTINY_BOND, 44, 120, $2 anim_wait 128 anim_ret ; cb104 BattleAnim_DestinyBond_branch_cb104: ; cb104 - anim_obj ANIM_OBJ_9B, 132, 76, $0 + anim_obj ANIM_OBJ_DESTINY_BOND, 132, 76, $0 anim_sound 0, 1, SFX_KINESIS anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0 anim_wait 32 @@ -3876,7 +3876,7 @@ BattleAnim_Detect: ; cb18c anim_1gfx ANIM_GFX_SHINE anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_sound 0, 0, SFX_FORESIGHT - anim_obj ANIM_OBJ_A7, 64, 88, $0 + anim_obj ANIM_OBJ_FORESIGHT, 64, 88, $0 anim_wait 24 anim_ret ; cb19d @@ -3884,7 +3884,7 @@ BattleAnim_Detect: ; cb18c BattleAnim_BoneRush: ; cb19d anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC anim_sound 0, 1, SFX_BONE_CLUB - anim_obj ANIM_OBJ_69, 132, 56, $2 + anim_obj ANIM_OBJ_BONE_RUSH, 132, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj ANIM_OBJ_01, 120, 48, $0 @@ -3899,10 +3899,10 @@ BattleAnim_LockOn: ; cb1bc anim_1gfx ANIM_GFX_MISC anim_sound 0, 1, SFX_MIND_READER .loop - anim_obj ANIM_OBJ_87, 132, 48, $3 - anim_obj ANIM_OBJ_87, 132, 48, $12 - anim_obj ANIM_OBJ_87, 132, 48, $20 - anim_obj ANIM_OBJ_87, 132, 48, $31 + anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $3 + anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $12 + anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $20 + anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $31 anim_wait 16 anim_loop 2, .loop anim_wait 32 @@ -3932,11 +3932,11 @@ BattleAnim_Outrage: ; cb1dc BattleAnim_Sandstorm: ; cb210 anim_1gfx ANIM_GFX_POWDER - anim_obj ANIM_OBJ_A2, 88, 0, $0 + anim_obj ANIM_OBJ_SANDSTORM, 88, 0, $0 anim_wait 8 - anim_obj ANIM_OBJ_A2, 72, 0, $1 + anim_obj ANIM_OBJ_SANDSTORM, 72, 0, $1 anim_wait 8 - anim_obj ANIM_OBJ_A2, 56, 0, $2 + anim_obj ANIM_OBJ_SANDSTORM, 56, 0, $2 .loop anim_sound 0, 1, SFX_MENU anim_wait 8 @@ -3960,15 +3960,15 @@ BattleAnim_GigaDrain: ; cb22d anim_bgeffect ANIM_BG_07, $0, $0, $0 .loop anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_9D, 24, 64, $0 + anim_obj ANIM_OBJ_GLIMMER, 24, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 56, 104, $0 + anim_obj ANIM_OBJ_GLIMMER, 56, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 24, 104, $0 + anim_obj ANIM_OBJ_GLIMMER, 24, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 56, 64, $0 + anim_obj ANIM_OBJ_GLIMMER, 56, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 40, 84, $0 + anim_obj ANIM_OBJ_GLIMMER, 40, 84, $0 anim_wait 5 anim_loop 2, .loop anim_wait 32 @@ -4036,7 +4036,7 @@ BattleAnim_FalseSwipe: ; cb2f5 anim_sound 0, 1, SFX_CUT anim_obj ANIM_OBJ_3A, 152, 40, $0 anim_wait 4 - anim_obj ANIM_OBJ_9D, 136, 40, $0 + anim_obj ANIM_OBJ_GLIMMER, 136, 40, $0 anim_wait 32 anim_ret ; cb30d @@ -4045,12 +4045,12 @@ BattleAnim_Swagger: ; cb30d anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND .loop anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_A9, 72, 88, $44 + anim_obj ANIM_OBJ_SWAGGER, 72, 88, $44 anim_wait 32 anim_loop 2, .loop anim_wait 32 anim_sound 0, 1, SFX_KINESIS_2 - anim_obj ANIM_OBJ_83, 104, 40, $0 + anim_obj ANIM_OBJ_ANGER, 104, 40, $0 anim_wait 40 anim_ret ; cb328 @@ -4058,12 +4058,12 @@ BattleAnim_Swagger: ; cb30d BattleAnim_MilkDrink: ; cb328 anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE anim_call BattleAnim_FollowEnemyFeet_0 - anim_obj ANIM_OBJ_82, 74, 104, $0 + anim_obj ANIM_OBJ_MILK_DRINK, 74, 104, $0 anim_wait 16 anim_bgeffect ANIM_BG_18, $0, $1, $40 anim_sound 0, 0, SFX_MILK_DRINK .loop - anim_obj ANIM_OBJ_2C, 44, 88, $20 + anim_obj ANIM_OBJ_RECOVER, 44, 88, $20 anim_wait 8 anim_loop 8, .loop anim_wait 128 @@ -4076,7 +4076,7 @@ BattleAnim_Spark: ; cb34d anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION anim_sound 0, 0, SFX_ZAP_CANNON anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_obj ANIM_OBJ_30, 48, 92, $0 + anim_obj ANIM_OBJ_THUNDER_WAVE, 48, 92, $0 anim_wait 24 anim_setobj $1, $3 anim_wait 1 @@ -4139,15 +4139,15 @@ BattleAnim_MeanLook: ; cb3df anim_1gfx ANIM_GFX_PSYCHIC anim_obp0 $e0 anim_sound 0, 1, SFX_MEAN_LOOK - anim_obj ANIM_OBJ_AC, 148, 32, $0 + anim_obj ANIM_OBJ_MEAN_LOOK, 148, 32, $0 anim_wait 5 - anim_obj ANIM_OBJ_AC, 116, 64, $0 + anim_obj ANIM_OBJ_MEAN_LOOK, 116, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_AC, 148, 64, $0 + anim_obj ANIM_OBJ_MEAN_LOOK, 148, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_AC, 116, 32, $0 + anim_obj ANIM_OBJ_MEAN_LOOK, 116, 32, $0 anim_wait 5 - anim_obj ANIM_OBJ_AC, 132, 48, $0 + anim_obj ANIM_OBJ_MEAN_LOOK, 132, 48, $0 anim_wait 128 anim_ret ; cb405 @@ -4156,7 +4156,7 @@ BattleAnim_Attract: ; cb405 anim_1gfx ANIM_GFX_OBJECTS .loop anim_sound 0, 0, SFX_ATTRACT - anim_obj ANIM_OBJ_66, 44, 80, $2 + anim_obj ANIM_OBJ_ATTRACT, 44, 80, $2 anim_wait 8 anim_loop 5, .loop anim_wait 128 @@ -4168,7 +4168,7 @@ BattleAnim_SleepTalk: ; cb417 anim_1gfx ANIM_GFX_STATUS .loop anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_54, 64, 80, $0 + anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 40 anim_loop 2, .loop anim_wait 32 @@ -4220,9 +4220,9 @@ BattleAnim_Return: ; cb464 BattleAnim_Present: ; cb488 anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE anim_sound 0, 1, SFX_PRESENT - anim_obj ANIM_OBJ_8D, 64, 88, $6c + anim_obj ANIM_OBJ_PRESENT, 64, 88, $6c anim_wait 56 - anim_obj ANIM_OBJ_53, 104, 48, $0 + anim_obj ANIM_OBJ_AMNESIA, 104, 48, $0 anim_wait 48 anim_incobj 2 anim_if_param_equal $3, .heal @@ -4239,7 +4239,7 @@ BattleAnim_Present: ; cb488 .heal anim_sound 0, 1, SFX_METRONOME .loop2 - anim_obj ANIM_OBJ_2C, 132, 48, $24 + anim_obj ANIM_OBJ_RECOVER, 132, 48, $24 anim_wait 8 anim_loop 8, .loop2 anim_wait 128 @@ -4249,7 +4249,7 @@ BattleAnim_Present: ; cb488 BattleAnim_Frustration: ; cb4c1 anim_1gfx ANIM_GFX_MISC anim_sound 0, 0, SFX_KINESIS_2 - anim_obj ANIM_OBJ_83, 72, 80, $0 + anim_obj ANIM_OBJ_ANGER, 72, 80, $0 anim_wait 40 anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_FollowEnemyFeet_0 @@ -4273,11 +4273,11 @@ BattleAnim_Frustration: ; cb4c1 BattleAnim_Safeguard: ; cb4f9 anim_1gfx ANIM_GFX_MISC anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_obj ANIM_OBJ_89, 80, 80, $0 - anim_obj ANIM_OBJ_89, 80, 80, $d - anim_obj ANIM_OBJ_89, 80, 80, $1a - anim_obj ANIM_OBJ_89, 80, 80, $27 - anim_obj ANIM_OBJ_89, 80, 80, $34 + anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $0 + anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $d + anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $1a + anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $27 + anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $34 anim_sound 0, 0, SFX_PROTECT anim_wait 96 anim_ret @@ -4303,7 +4303,7 @@ BattleAnim_SacredFire: ; cb53d anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 .loop anim_sound 0, 0, SFX_EMBER - anim_obj ANIM_OBJ_80, 48, 104, $0 + anim_obj ANIM_OBJ_SACRED_FIRE, 48, 104, $0 anim_wait 8 anim_loop 8, .loop anim_wait 96 @@ -4311,9 +4311,9 @@ BattleAnim_SacredFire: ; cb53d anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0F, 136, 48, $1 - anim_obj ANIM_OBJ_0F, 136, 48, $4 - anim_obj ANIM_OBJ_0F, 136, 48, $5 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $1 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4 + anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 @@ -4327,15 +4327,15 @@ BattleAnim_Magnitude: ; cb57d .loop anim_bgeffect ANIM_BG_1F, $e, $4, $0 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 128, 64, $40 + anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 2 - anim_obj ANIM_OBJ_1E, 120, 68, $30 + anim_obj ANIM_OBJ_SMALL_ROCK, 120, 68, $30 anim_wait 2 - anim_obj ANIM_OBJ_1E, 152, 68, $30 + anim_obj ANIM_OBJ_SMALL_ROCK, 152, 68, $30 anim_wait 2 - anim_obj ANIM_OBJ_1E, 144, 64, $40 + anim_obj ANIM_OBJ_SMALL_ROCK, 144, 64, $40 anim_wait 2 - anim_obj ANIM_OBJ_1E, 136, 68, $30 + anim_obj ANIM_OBJ_SMALL_ROCK, 136, 68, $30 anim_wait 2 anim_jumpuntil .loop anim_wait 96 @@ -4370,7 +4370,7 @@ BattleAnim_Dragonbreath: ; cb5de anim_1gfx ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER .loop - anim_obj ANIM_OBJ_90, 64, 92, $4 + anim_obj ANIM_OBJ_DRAGONBREATH, 64, 92, $4 anim_wait 4 anim_loop 10, .loop anim_wait 64 @@ -4379,7 +4379,7 @@ BattleAnim_Dragonbreath: ; cb5de BattleAnim_BatonPass: ; cb5ef anim_1gfx ANIM_GFX_MISC - anim_obj ANIM_OBJ_86, 44, 104, $20 + anim_obj ANIM_OBJ_BATON_PASS, 44, 104, $20 anim_sound 0, 0, SFX_BATON_PASS anim_call BattleAnim_BatonPass_branch_c9486 anim_wait 64 @@ -4434,7 +4434,7 @@ BattleAnim_RapidSpin: ; cb65e anim_obp0 $e4 .loop anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_A8, 44, 112, $0 + anim_obj ANIM_OBJ_RAPID_SPIN, 44, 112, $0 anim_wait 2 anim_loop 5, .loop anim_wait 24 @@ -4532,7 +4532,7 @@ BattleAnim_MorningSun: ; cb739 anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_sound 0, 0, SFX_MORNING_SUN .loop - anim_obj ANIM_OBJ_9C, 16, 48, $88 + anim_obj ANIM_OBJ_MORNING_SUN, 16, 48, $88 anim_wait 6 anim_loop 5, .loop anim_wait 32 @@ -4570,8 +4570,8 @@ BattleAnim_Crunch: ; cb77e anim_bgp $1b anim_obp0 $c0 anim_bgeffect ANIM_BG_1F, $20, $2, $0 - anim_obj ANIM_OBJ_36, 136, 56, $a8 - anim_obj ANIM_OBJ_36, 136, 56, $28 + anim_obj ANIM_OBJ_BITE, 136, 56, $a8 + anim_obj ANIM_OBJ_BITE, 136, 56, $28 anim_wait 8 anim_sound 0, 1, SFX_BITE anim_obj ANIM_OBJ_00, 144, 48, $18 @@ -4586,11 +4586,11 @@ BattleAnim_Moonlight: ; cb7a8 anim_1gfx ANIM_GFX_SHINE anim_bgp $1b anim_bgeffect ANIM_BG_07, $0, $0, $0 - anim_obj ANIM_OBJ_9E, 0, 40, $0 - anim_obj ANIM_OBJ_9E, 16, 56, $0 - anim_obj ANIM_OBJ_9E, 32, 72, $0 - anim_obj ANIM_OBJ_9E, 48, 88, $0 - anim_obj ANIM_OBJ_9E, 64, 104, $0 + anim_obj ANIM_OBJ_MOONLIGHT, 0, 40, $0 + anim_obj ANIM_OBJ_MOONLIGHT, 16, 56, $0 + anim_obj ANIM_OBJ_MOONLIGHT, 32, 72, $0 + anim_obj ANIM_OBJ_MOONLIGHT, 48, 88, $0 + anim_obj ANIM_OBJ_MOONLIGHT, 64, 104, $0 anim_wait 1 anim_sound 0, 0, SFX_MOONLIGHT anim_wait 63 @@ -4608,14 +4608,14 @@ BattleAnim_HiddenPower: ; cb7db anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_9F, 44, 88, $0 - anim_obj ANIM_OBJ_9F, 44, 88, $8 - anim_obj ANIM_OBJ_9F, 44, 88, $10 - anim_obj ANIM_OBJ_9F, 44, 88, $18 - anim_obj ANIM_OBJ_9F, 44, 88, $20 - anim_obj ANIM_OBJ_9F, 44, 88, $28 - anim_obj ANIM_OBJ_9F, 44, 88, $30 - anim_obj ANIM_OBJ_9F, 44, 88, $38 + anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0 + anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $8 + anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $10 + anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $18 + anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $20 + anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $28 + anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $30 + anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $38 .loop anim_sound 0, 0, SFX_SWORDS_DANCE anim_wait 8 @@ -4701,11 +4701,11 @@ BattleAnim_RainDance: ; cb8b3 anim_bgp $f8 anim_obp0 $7c anim_sound 0, 1, SFX_RAIN_DANCE - anim_obj ANIM_OBJ_AF, 88, 0, $0 + anim_obj ANIM_OBJ_RAIN, 88, 0, $0 anim_wait 8 - anim_obj ANIM_OBJ_AF, 88, 0, $1 + anim_obj ANIM_OBJ_RAIN, 88, 0, $1 anim_wait 8 - anim_obj ANIM_OBJ_AF, 88, 0, $2 + anim_obj ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 128 anim_ret ; cb8cf @@ -4714,11 +4714,11 @@ BattleAnim_SunnyDay: ; cb8cf anim_1gfx ANIM_GFX_WATER anim_bgp $90 anim_sound 0, 1, SFX_MORNING_SUN - anim_obj ANIM_OBJ_AF, 88, 0, $2 + anim_obj ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 8 - anim_obj ANIM_OBJ_AF, 88, 0, $2 + anim_obj ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 8 - anim_obj ANIM_OBJ_AF, 88, 0, $2 + anim_obj ANIM_OBJ_RAIN, 88, 0, $2 anim_wait 128 anim_ret ; cb8e9 @@ -4728,7 +4728,7 @@ BattleAnim_MirrorCoat: ; cb8e9 anim_bgeffect ANIM_BG_06, $0, $2, $0 .loop anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 72, 80, $0 + anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 anim_obj ANIM_OBJ_AE, 64, 72, $4 anim_wait 8 anim_obj ANIM_OBJ_AE, 64, 88, $4 @@ -4747,10 +4747,10 @@ BattleAnim_PsychUp: ; cb917 anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_sound 0, 0, SFX_PSYBEAM - anim_obj ANIM_OBJ_B1, 44, 88, $0 - anim_obj ANIM_OBJ_B1, 44, 88, $10 - anim_obj ANIM_OBJ_B1, 44, 88, $20 - anim_obj ANIM_OBJ_B1, 44, 88, $30 + anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0 + anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $10 + anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $20 + anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $30 anim_wait 64 anim_incbgeffect ANIM_BG_1A anim_call BattleAnim_ShowMon_0 @@ -4762,12 +4762,12 @@ BattleAnim_Extremespeed: ; cb940 anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_77, 24, 88, $2 - anim_obj ANIM_OBJ_77, 32, 88, $1 - anim_obj ANIM_OBJ_77, 40, 88, $0 - anim_obj ANIM_OBJ_77, 48, 88, $80 - anim_obj ANIM_OBJ_77, 56, 88, $81 - anim_obj ANIM_OBJ_77, 64, 88, $82 + anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2 + anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1 + anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0 + anim_obj ANIM_OBJ_SPEED_LINE, 48, 88, $80 + anim_obj ANIM_OBJ_SPEED_LINE, 56, 88, $81 + anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_CUT anim_obj ANIM_OBJ_3A, 152, 40, $0 @@ -4780,25 +4780,25 @@ BattleAnim_Extremespeed: ; cb940 BattleAnim_Ancientpower: ; cb97a anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 64, 108, $20 + anim_obj ANIM_OBJ_ANCIENTPOWER, 64, 108, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 75, 102, $20 + anim_obj ANIM_OBJ_ANCIENTPOWER, 75, 102, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 85, 97, $20 + anim_obj ANIM_OBJ_ANCIENTPOWER, 85, 97, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 96, 92, $20 + anim_obj ANIM_OBJ_ANCIENTPOWER, 96, 92, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B2, 106, 87, $20 + anim_obj ANIM_OBJ_ANCIENTPOWER, 106, 87, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B2, 116, 82, $20 + anim_obj ANIM_OBJ_ANCIENTPOWER, 116, 82, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B2, 126, 77, $20 + anim_obj ANIM_OBJ_ANCIENTPOWER, 126, 77, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK anim_obj ANIM_OBJ_00, 136, 56, $0 @@ -4810,7 +4810,7 @@ BattleAnim_ShadowBall: ; cb9c6 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_SMOKE anim_bgp $1b anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_B4, 64, 92, $2 + anim_obj ANIM_OBJ_SHADOW_BALL, 64, 92, $2 anim_wait 32 anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10 anim_wait 24 @@ -4822,14 +4822,14 @@ BattleAnim_FutureSight: ; cb9db anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 - anim_obj ANIM_OBJ_7D, 8, 24, $10 - anim_obj ANIM_OBJ_7D, 8, 48, $2 - anim_obj ANIM_OBJ_7D, 8, 88, $8 + anim_obj ANIM_OBJ_AGILITY, 8, 24, $10 + anim_obj ANIM_OBJ_AGILITY, 8, 48, $2 + anim_obj ANIM_OBJ_AGILITY, 8, 88, $8 anim_wait 4 - anim_obj ANIM_OBJ_7D, 8, 32, $6 - anim_obj ANIM_OBJ_7D, 8, 56, $c - anim_obj ANIM_OBJ_7D, 8, 80, $4 - anim_obj ANIM_OBJ_7D, 8, 104, $e + anim_obj ANIM_OBJ_AGILITY, 8, 32, $6 + anim_obj ANIM_OBJ_AGILITY, 8, 56, $c + anim_obj ANIM_OBJ_AGILITY, 8, 80, $4 + anim_obj ANIM_OBJ_AGILITY, 8, 104, $e .loop anim_sound 0, 0, SFX_THROW_BALL anim_wait 16 @@ -4843,21 +4843,21 @@ BattleAnim_RockSmash: ; cba1b anim_sound 0, 1, SFX_SPARK anim_obj ANIM_OBJ_01, 128, 56, $0 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 128, 64, $28 - anim_obj ANIM_OBJ_B5, 128, 64, $5c + anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $28 + anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $5c anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 128, 64, $10 - anim_obj ANIM_OBJ_B5, 128, 64, $e8 + anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $10 + anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $e8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 128, 64, $9c - anim_obj ANIM_OBJ_B5, 128, 64, $d0 + anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $9c + anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $d0 anim_wait 6 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 128, 64, $1c - anim_obj ANIM_OBJ_B5, 128, 64, $50 + anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $1c + anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $50 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 128, 64, $dc - anim_obj ANIM_OBJ_B5, 128, 64, $90 + anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $dc + anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $90 anim_wait 32 anim_ret ; cba6a @@ -5077,9 +5077,9 @@ BattleAnim_SteelWing_branch_cbc43: ; cbc43 anim_sound 0, 0, SFX_SHINE anim_bgeffect ANIM_BG_17, $0, $1, $40 anim_wait 8 - anim_obj ANIM_OBJ_51, 48, 84, $0 + anim_obj ANIM_OBJ_HARDEN, 48, 84, $0 anim_wait 32 - anim_obj ANIM_OBJ_51, 48, 84, $0 + anim_obj ANIM_OBJ_HARDEN, 48, 84, $0 anim_wait 64 anim_incbgeffect ANIM_BG_17 anim_ret @@ -5100,11 +5100,11 @@ BattleAnim_Moonlight_branch_cbc6a: ; cbc6a BattleAnim_MorningSun_branch_cbc6a: ; cbc6a BattleAnim_Synthesis_branch_cbc6a: ; cbc6a anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_9D, 44, 64, $0 + anim_obj ANIM_OBJ_GLIMMER, 44, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 24, 96, $0 + anim_obj ANIM_OBJ_GLIMMER, 24, 96, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 56, 104, $0 + anim_obj ANIM_OBJ_GLIMMER, 56, 104, $0 anim_wait 21 anim_ret ; cbc80 @@ -5114,15 +5114,15 @@ BattleAnim_MorningSun_branch_cbc80: ; cbc80 BattleAnim_Synthesis_branch_cbc80: ; cbc80 anim_sound 0, 0, SFX_METRONOME .loop - anim_obj ANIM_OBJ_9D, 24, 64, $0 + anim_obj ANIM_OBJ_GLIMMER, 24, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 56, 104, $0 + anim_obj ANIM_OBJ_GLIMMER, 56, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 24, 104, $0 + anim_obj ANIM_OBJ_GLIMMER, 24, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 56, 64, $0 + anim_obj ANIM_OBJ_GLIMMER, 56, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 40, 84, $0 + anim_obj ANIM_OBJ_GLIMMER, 40, 84, $0 anim_wait 5 anim_loop 2, .loop anim_wait 16 diff --git a/engine/battle_anims/bg_effects.asm b/engine/battle_anims/bg_effects.asm index bb8feb1f9..f63257df7 100644 --- a/engine/battle_anims/bg_effects.asm +++ b/engine/battle_anims/bg_effects.asm @@ -506,13 +506,13 @@ BattleBGEffect_HeadFollow: ; c8281 (32:4281) push bc call BGEffect_CheckBattleTurn jr nz, .player_turn - ld a, ANIM_OBJ_BA + ld a, ANIM_OBJ_PLAYERHEADFOLLOW ld [wBattleAnimTemp0], a ld a, 16 * 8 + 4 jr .okay .player_turn - ld a, ANIM_OBJ_BB + ld a, ANIM_OBJ_ENEMYHEADFOLLOW ld [wBattleAnimTemp0], a ld a, 6 * 8 .okay