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synced 2025-04-09 05:44:44 -07:00
Rename "feet and head follow" commands
The lot of these were rather misnamed, since they're used to replace part of the player or enemy with objects for several background effects. https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244
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@ -215,10 +215,10 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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const ANIM_OBJ_ROCK_SMASH
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const ANIM_OBJ_FLOWER
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const ANIM_OBJ_COTTON
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const ANIM_OBJ_PLAYERFEETFOLLOW
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const ANIM_OBJ_ENEMYFEETFOLLOW
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const ANIM_OBJ_PLAYERHEADFOLLOW
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const ANIM_OBJ_ENEMYHEADFOLLOW
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const ANIM_OBJ_ENEMYFEET_1ROW
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const ANIM_OBJ_PLAYERHEAD_1ROW
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const ANIM_OBJ_ENEMYFEET_2ROW
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const ANIM_OBJ_PLAYERHEAD_2ROW
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; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
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const_def
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@ -728,8 +728,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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const ANIM_BG_WHIRLPOOL
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const ANIM_BG_TELEPORT
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const ANIM_BG_NIGHT_SHADE
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const ANIM_BG_FEET_FOLLOW
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const ANIM_BG_HEAD_FOLLOW
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const ANIM_BG_BATTLEROBJ_1ROW
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const ANIM_BG_BATTLEROBJ_2ROW
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const ANIM_BG_DOUBLE_TEAM
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const ANIM_BG_ACID_ARMOR
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const ANIM_BG_RAPID_FLASH
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@ -807,8 +807,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
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const ANIM_GFX_ANGELS
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const ANIM_GFX_WAVE
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const ANIM_GFX_AEROBLAST
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const ANIM_GFX_PLAYER
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const ANIM_GFX_ENEMY
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const ANIM_GFX_PLAYERHEAD
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const ANIM_GFX_ENEMYFEET
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; battle_bg_effect struct members (see macros/wram.asm)
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const_def
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@ -202,7 +202,7 @@ BattleAnimObjects:
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battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ROCK_SMASH
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battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_FLOWER
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battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_COTTON
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERFEETFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYFEETFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERHEADFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYHEADFOLLOW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_1ROW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_1ROW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_2ROW
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battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_2ROW
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File diff suppressed because it is too large
Load Diff
@ -334,8 +334,8 @@ BattleAnimCommands::
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dw BattleAnimCmd_IncObj
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dw BattleAnimCmd_SetObj
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dw BattleAnimCmd_IncBGEffect
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dw BattleAnimCmd_EnemyFeetObj
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dw BattleAnimCmd_PlayerHeadObj
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dw BattleAnimCmd_BattlerGFX_1Row
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dw BattleAnimCmd_BattlerGFX_2Row
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dw BattleAnimCmd_CheckPokeball
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dw BattleAnimCmd_Transform
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dw BattleAnimCmd_RaiseSub
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@ -681,7 +681,7 @@ endr
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ld de, vTiles0 tile BATTLEANIM_BASE_TILE
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add hl, de
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ld a, [wBattleAnimByte]
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call LoadBattleAnimObj
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call LoadBattleAnimGFX
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ld a, [wBattleAnimTemp0]
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add c
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ld [wBattleAnimTemp0], a
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@ -767,7 +767,7 @@ BattleAnimCmd_SetObj:
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ld [hl], a
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ret
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BattleAnimCmd_EnemyFeetObj:
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BattleAnimCmd_BattlerGFX_1Row:
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ld hl, wBattleAnimTileDict
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.loop
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ld a, [hl]
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@ -778,11 +778,11 @@ BattleAnimCmd_EnemyFeetObj:
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jr .loop
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.okay
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ld a, ANIM_GFX_PLAYER
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ld a, ANIM_GFX_PLAYERHEAD
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ld [hli], a
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ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE
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ld [hli], a
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ld a, ANIM_GFX_ENEMY
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ld a, ANIM_GFX_ENEMYFEET
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ld [hli], a
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ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
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ld [hl], a
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@ -821,7 +821,7 @@ BattleAnimCmd_EnemyFeetObj:
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jr nz, .LoadFeet
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ret
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BattleAnimCmd_PlayerHeadObj:
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BattleAnimCmd_BattlerGFX_2Row:
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ld hl, wBattleAnimTileDict
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.loop
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ld a, [hl]
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@ -832,11 +832,11 @@ BattleAnimCmd_PlayerHeadObj:
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jr .loop
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.okay
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ld a, ANIM_GFX_PLAYER
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ld a, ANIM_GFX_PLAYERHEAD
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ld [hli], a
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ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE
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ld [hli], a
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ld a, ANIM_GFX_ENEMY
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ld a, ANIM_GFX_ENEMYFEET
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ld [hli], a
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ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
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ld [hl], a
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@ -96,8 +96,8 @@ BattleBGEffects:
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dw BattleBGEffect_Whirlpool
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dw BattleBGEffect_Teleport
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dw BattleBGEffect_NightShade
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dw BattleBGEffect_FeetFollow
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dw BattleBGEffect_HeadFollow
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dw BattleBGEffect_BattlerObj_1Row
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dw BattleBGEffect_BattlerObj_2Row
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dw BattleBGEffect_DoubleTeam
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dw BattleBGEffect_AcidArmor
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dw BattleBGEffect_RapidFlash
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@ -403,7 +403,7 @@ BattleBGEffect_ShowMon:
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db 3, $00, 3
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db -1
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BattleBGEffect_FeetFollow:
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BattleBGEffect_BattlerObj_1Row:
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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@ -425,14 +425,14 @@ BattleBGEffect_FeetFollow:
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call BattleBGEffects_IncrementJumptable
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push bc
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call BGEffect_CheckBattleTurn
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jr nz, .player_turn
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ld a, ANIM_OBJ_PLAYERFEETFOLLOW
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jr nz, .player_side
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ld a, ANIM_OBJ_ENEMYFEET_1ROW
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ld [wBattleObjectTempID], a
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ld a, 16 * TILE_WIDTH + 4
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jr .okay
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.player_turn
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ld a, ANIM_OBJ_ENEMYFEETFOLLOW
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.player_side
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ld a, ANIM_OBJ_PLAYERHEAD_1ROW
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ld [wBattleObjectTempID], a
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ld a, 6 * TILE_WIDTH
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.okay
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@ -449,12 +449,12 @@ BattleBGEffect_FeetFollow:
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call BattleBGEffects_IncrementJumptable
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push bc
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call BGEffect_CheckBattleTurn
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jr nz, .player_turn_2
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jr nz, .player_side_2
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hlcoord 12, 6
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lb bc, 1, 7
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jr .okay2
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.player_turn_2
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.player_side_2
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hlcoord 2, 6
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lb bc, 1, 6
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.okay2
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@ -470,7 +470,7 @@ BattleBGEffect_FeetFollow:
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call EndBattleBGEffect
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ret
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BattleBGEffect_HeadFollow:
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BattleBGEffect_BattlerObj_2Row:
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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@ -492,14 +492,14 @@ BattleBGEffect_HeadFollow:
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call BattleBGEffects_IncrementJumptable
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push bc
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call BGEffect_CheckBattleTurn
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jr nz, .player_turn
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ld a, ANIM_OBJ_PLAYERHEADFOLLOW
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jr nz, .player_side
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ld a, ANIM_OBJ_ENEMYFEET_2ROW
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ld [wBattleObjectTempID], a
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ld a, 16 * TILE_WIDTH + 4
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jr .okay
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.player_turn
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ld a, ANIM_OBJ_ENEMYHEADFOLLOW
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.player_side
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ld a, ANIM_OBJ_PLAYERHEAD_2ROW
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ld [wBattleObjectTempID], a
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ld a, 6 * TILE_WIDTH
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.okay
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@ -516,12 +516,12 @@ BattleBGEffect_HeadFollow:
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call BattleBGEffects_IncrementJumptable
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push bc
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call BGEffect_CheckBattleTurn
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jr nz, .player_turn_2
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jr nz, .player_side_2
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hlcoord 12, 5
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lb bc, 2, 7
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jr .okay2
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.player_turn_2
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.player_side_2
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hlcoord 2, 6
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lb bc, 2, 6
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.okay2
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@ -100,7 +100,7 @@ GetBattleAnimOAMPointer:
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add hl, de
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ret
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LoadBattleAnimObj:
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LoadBattleAnimGFX:
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push hl
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ld l, a
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ld h, 0
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@ -85,12 +85,12 @@ anim_incbgeffect: MACRO
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ENDM
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enum anim_enemyfeetobj_command ; $d9
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anim_enemyfeetobj: MACRO
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anim_battlergfx_2row: MACRO
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db anim_enemyfeetobj_command
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ENDM
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enum anim_playerheadobj_command ; $da
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anim_playerheadobj: MACRO
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anim_battlergfx_1row: MACRO
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db anim_playerheadobj_command
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ENDM
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