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
This commit is contained in:
mid-kid 2018-11-25 23:57:38 +01:00
parent 112667e773
commit c4979d9770
7 changed files with 122 additions and 122 deletions

View File

@ -215,10 +215,10 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_OBJ_ROCK_SMASH const ANIM_OBJ_ROCK_SMASH
const ANIM_OBJ_FLOWER const ANIM_OBJ_FLOWER
const ANIM_OBJ_COTTON const ANIM_OBJ_COTTON
const ANIM_OBJ_PLAYERFEETFOLLOW const ANIM_OBJ_ENEMYFEET_1ROW
const ANIM_OBJ_ENEMYFEETFOLLOW const ANIM_OBJ_PLAYERHEAD_1ROW
const ANIM_OBJ_PLAYERHEADFOLLOW const ANIM_OBJ_ENEMYFEET_2ROW
const ANIM_OBJ_ENEMYHEADFOLLOW const ANIM_OBJ_PLAYERHEAD_2ROW
; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm) ; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
const_def const_def
@ -728,8 +728,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_BG_WHIRLPOOL const ANIM_BG_WHIRLPOOL
const ANIM_BG_TELEPORT const ANIM_BG_TELEPORT
const ANIM_BG_NIGHT_SHADE const ANIM_BG_NIGHT_SHADE
const ANIM_BG_FEET_FOLLOW const ANIM_BG_BATTLEROBJ_1ROW
const ANIM_BG_HEAD_FOLLOW const ANIM_BG_BATTLEROBJ_2ROW
const ANIM_BG_DOUBLE_TEAM const ANIM_BG_DOUBLE_TEAM
const ANIM_BG_ACID_ARMOR const ANIM_BG_ACID_ARMOR
const ANIM_BG_RAPID_FLASH const ANIM_BG_RAPID_FLASH
@ -807,8 +807,8 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
const ANIM_GFX_ANGELS const ANIM_GFX_ANGELS
const ANIM_GFX_WAVE const ANIM_GFX_WAVE
const ANIM_GFX_AEROBLAST const ANIM_GFX_AEROBLAST
const ANIM_GFX_PLAYER const ANIM_GFX_PLAYERHEAD
const ANIM_GFX_ENEMY const ANIM_GFX_ENEMYFEET
; battle_bg_effect struct members (see macros/wram.asm) ; battle_bg_effect struct members (see macros/wram.asm)
const_def const_def

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@ -202,7 +202,7 @@ BattleAnimObjects:
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ROCK_SMASH battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ROCK_SMASH
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_FLOWER battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_FLOWER
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_COTTON battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_COTTON
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERFEETFOLLOW battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_1ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYFEETFOLLOW battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_1ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERHEADFOLLOW battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_2ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYHEADFOLLOW battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_2ROW

View File

@ -415,7 +415,7 @@ BattleAnim_SendOutMon:
anim_if_param_equal $1, .Shiny anim_if_param_equal $1, .Shiny
anim_if_param_equal $2, .Unknown anim_if_param_equal $2, .Unknown
anim_1gfx ANIM_GFX_SMOKE anim_1gfx ANIM_GFX_SMOKE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_2B, $0, $1, $0 anim_bgeffect ANIM_BG_2B, $0, $1, $0
anim_sound 0, 0, SFX_BALL_POOF anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_1B, 48, 96, $0 anim_obj ANIM_OBJ_1B, 48, 96, $0
@ -427,7 +427,7 @@ BattleAnim_SendOutMon:
.Unknown: .Unknown:
anim_1gfx ANIM_GFX_SMOKE anim_1gfx ANIM_GFX_SMOKE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_2A, $0, $1, $0 anim_bgeffect ANIM_BG_2A, $0, $1, $0
anim_wait 1 anim_wait 1
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
@ -619,7 +619,7 @@ BattleAnim_EnemyDamage:
anim_ret anim_ret
BattleAnim_EnemyStatDown: BattleAnim_EnemyStatDown:
anim_call BattleAnim_FollowEnemyFeet_1 anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0 anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0
anim_wait 40 anim_wait 40
anim_call BattleAnim_ShowMon_1 anim_call BattleAnim_ShowMon_1
@ -627,7 +627,7 @@ BattleAnim_EnemyStatDown:
anim_ret anim_ret
BattleAnim_PlayerStatDown: BattleAnim_PlayerStatDown:
anim_call BattleAnim_FollowEnemyFeet_1 anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0 anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0
anim_wait 40 anim_wait 40
anim_call BattleAnim_ShowMon_1 anim_call BattleAnim_ShowMon_1
@ -1056,7 +1056,7 @@ BattleAnim_Bubblebeam:
anim_clearobjs anim_clearobjs
anim_bgeffect ANIM_BG_30, $0, $0, $0 anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_wait 1 anim_wait 1
anim_call BattleAnim_FollowPlayerHead_1 anim_call BattleAnim_UserObj_2Row
anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 19 anim_wait 19
anim_call BattleAnim_ShowMon_1 anim_call BattleAnim_ShowMon_1
@ -1067,7 +1067,7 @@ BattleAnim_Bubblebeam:
BattleAnim_WaterGun: BattleAnim_WaterGun:
anim_bgeffect ANIM_BG_30, $0, $0, $0 anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_1gfx ANIM_GFX_WATER anim_1gfx ANIM_GFX_WATER
anim_call BattleAnim_FollowPlayerHead_1 anim_call BattleAnim_UserObj_2Row
anim_sound 16, 2, SFX_WATER_GUN anim_sound 16, 2, SFX_WATER_GUN
anim_obj ANIM_OBJ_WATER_GUN, 64, 88, $0 anim_obj ANIM_OBJ_WATER_GUN, 64, 88, $0
anim_wait 8 anim_wait 8
@ -1089,7 +1089,7 @@ BattleAnim_WaterGun:
BattleAnim_HydroPump: BattleAnim_HydroPump:
anim_bgeffect ANIM_BG_30, $0, $0, $0 anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_1gfx ANIM_GFX_WATER anim_1gfx ANIM_GFX_WATER
anim_call BattleAnim_FollowPlayerHead_1 anim_call BattleAnim_UserObj_2Row
anim_sound 0, 1, SFX_HYDRO_PUMP anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 108, 72, $0 anim_obj ANIM_OBJ_HYDRO_PUMP, 108, 72, $0
anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_bgeffect ANIM_BG_31, $1c, $0, $0
@ -1578,7 +1578,7 @@ BattleAnim_Bite:
BattleAnim_Teleport: BattleAnim_Teleport:
anim_1gfx ANIM_GFX_SPEED anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0 anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0
anim_wait 32 anim_wait 32
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
@ -1611,7 +1611,7 @@ BattleAnim_Fly_branch_c9e89:
anim_ret anim_ret
BattleAnim_DoubleTeam: BattleAnim_DoubleTeam:
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_sound 0, 0, SFX_PSYBEAM anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0 anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0
anim_wait 96 anim_wait 96
@ -1623,7 +1623,7 @@ BattleAnim_DoubleTeam:
BattleAnim_Recover: BattleAnim_Recover:
anim_1gfx ANIM_GFX_BUBBLE anim_1gfx ANIM_GFX_BUBBLE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_FULL_HEAL anim_sound 0, 0, SFX_FULL_HEAL
anim_bgeffect ANIM_BG_18, $0, $1, $40 anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_RECOVER, 44, 88, $30 anim_obj ANIM_OBJ_RECOVER, 44, 88, $30
@ -1658,7 +1658,7 @@ BattleAnim_Absorb:
BattleAnim_MegaDrain: BattleAnim_MegaDrain:
anim_1gfx ANIM_GFX_CHARGE anim_1gfx ANIM_GFX_CHARGE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1C, $0, $0, $10 anim_bgeffect ANIM_BG_1C, $0, $0, $10
anim_setvar $0 anim_setvar $0
.loop .loop
@ -1707,7 +1707,7 @@ BattleAnim_EggBomb:
BattleAnim_Softboiled: BattleAnim_Softboiled:
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SWITCH_POKEMON anim_sound 0, 0, SFX_SWITCH_POKEMON
anim_obj ANIM_OBJ_EGG, 44, 104, $6 anim_obj ANIM_OBJ_EGG, 44, 104, $6
anim_wait 128 anim_wait 128
@ -1730,7 +1730,7 @@ BattleAnim_RazorWind_branch_c9fb5:
BattleAnim_SkullBash_branch_c9fb5: BattleAnim_SkullBash_branch_c9fb5:
BattleAnim_SkyAttack_branch_c9fb5: BattleAnim_SkyAttack_branch_c9fb5:
anim_1gfx ANIM_GFX_SPEED anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_16, $0, $1, $40 anim_bgeffect ANIM_BG_16, $0, $1, $40
anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_06, $0, $2, $0
.loop .loop
@ -1758,7 +1758,7 @@ BattleAnim_SkyAttack_branch_c9fb5:
BattleAnim_Bide: BattleAnim_Bide:
anim_if_param_equal $0, BattleAnim_Bide_branch_c9651 anim_if_param_equal $0, BattleAnim_Bide_branch_c9651
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_ESCAPE_ROPE anim_sound 0, 0, SFX_ESCAPE_ROPE
anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_wait 72 anim_wait 72
@ -1800,7 +1800,7 @@ BattleAnim_Wrap:
BattleAnim_Confusion: BattleAnim_Confusion:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowPlayerHead_1 anim_call BattleAnim_UserObj_2Row
anim_sound 0, 1, SFX_PSYCHIC anim_sound 0, 1, SFX_PSYCHIC
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
anim_wait 128 anim_wait 128
@ -1840,7 +1840,7 @@ BattleAnim_Fissure:
BattleAnim_Growl: BattleAnim_Growl:
anim_1gfx ANIM_GFX_NOISE anim_1gfx ANIM_GFX_NOISE
anim_enemyfeetobj anim_battlergfx_2row
anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_cry $0 anim_cry $0
.loop .loop
@ -1848,7 +1848,7 @@ BattleAnim_Growl:
anim_wait 16 anim_wait 16
anim_loop 3, .loop anim_loop 3, .loop
anim_wait 9 anim_wait 9
anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0 anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
anim_wait 8 anim_wait 8
anim_bgeffect ANIM_BG_19, $0, $0, $40 anim_bgeffect ANIM_BG_19, $0, $0, $40
anim_wait 64 anim_wait 64
@ -1997,7 +1997,7 @@ BattleAnim_Rest:
BattleAnim_AcidArmor: BattleAnim_AcidArmor:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8 anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8
anim_sound 0, 0, SFX_MEGA_PUNCH anim_sound 0, 0, SFX_MEGA_PUNCH
anim_wait 64 anim_wait 64
@ -2008,7 +2008,7 @@ BattleAnim_AcidArmor:
BattleAnim_Splash: BattleAnim_Splash:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_VICEGRIP anim_sound 0, 0, SFX_VICEGRIP
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
anim_wait 96 anim_wait 96
anim_incbgeffect ANIM_BG_BOUNCE_DOWN anim_incbgeffect ANIM_BG_BOUNCE_DOWN
@ -2019,7 +2019,7 @@ BattleAnim_Dig:
anim_2gfx ANIM_GFX_SAND, ANIM_GFX_HIT anim_2gfx ANIM_GFX_SAND, ANIM_GFX_HIT
anim_if_param_equal $0, .hit anim_if_param_equal $0, .hit
anim_if_param_equal $2, .fail anim_if_param_equal $2, .fail
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_DIG, $0, $1, $1 anim_bgeffect ANIM_BG_DIG, $0, $1, $1
anim_obj ANIM_OBJ_57, 72, 104, $0 anim_obj ANIM_OBJ_57, 72, 104, $0
.loop .loop
@ -2075,7 +2075,7 @@ BattleAnim_Headbutt:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_bgeffect ANIM_BG_1F, $14, $2, $0 anim_bgeffect ANIM_BG_1F, $14, $2, $0
anim_wait 32 anim_wait 32
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4 anim_wait 4
anim_sound 0, 1, SFX_HEADBUTT anim_sound 0, 1, SFX_HEADBUTT
@ -2086,7 +2086,7 @@ BattleAnim_Headbutt:
BattleAnim_Tackle: BattleAnim_Tackle:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4 anim_wait 4
anim_sound 0, 1, SFX_TACKLE anim_sound 0, 1, SFX_TACKLE
@ -2097,7 +2097,7 @@ BattleAnim_Tackle:
BattleAnim_BodySlam: BattleAnim_BodySlam:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
anim_wait 32 anim_wait 32
anim_incbgeffect ANIM_BG_BOUNCE_DOWN anim_incbgeffect ANIM_BG_BOUNCE_DOWN
@ -2115,7 +2115,7 @@ BattleAnim_BodySlam:
BattleAnim_TakeDown: BattleAnim_TakeDown:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3 anim_wait 3
anim_sound 0, 1, SFX_TACKLE anim_sound 0, 1, SFX_TACKLE
@ -2131,7 +2131,7 @@ BattleAnim_TakeDown:
BattleAnim_DoubleEdge: BattleAnim_DoubleEdge:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3 anim_wait 3
@ -2146,7 +2146,7 @@ BattleAnim_DoubleEdge:
BattleAnim_Submission: BattleAnim_Submission:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_1 anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_26, $0, $0, $0 anim_bgeffect ANIM_BG_26, $0, $0, $0
anim_sound 0, 1, SFX_SUBMISSION anim_sound 0, 1, SFX_SUBMISSION
anim_wait 32 anim_wait 32
@ -2347,7 +2347,7 @@ BattleAnim_SpikeCannon:
BattleAnim_Transform: BattleAnim_Transform:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_transform anim_transform
anim_sound 0, 0, SFX_PSYBEAM anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0 anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
@ -2456,7 +2456,7 @@ BattleAnim_SkullBash:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_bgeffect ANIM_BG_1F, $14, $2, $0 anim_bgeffect ANIM_BG_1F, $14, $2, $0
anim_wait 32 anim_wait 32
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4 anim_wait 4
@ -2591,7 +2591,7 @@ BattleAnim_Substitute_branch_ca77c:
BattleAnim_Minimize: BattleAnim_Minimize:
anim_sound 0, 0, SFX_SURF anim_sound 0, 0, SFX_SURF
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_minimize anim_minimize
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0 anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
anim_wait 48 anim_wait 48
@ -2625,7 +2625,7 @@ BattleAnim_NightShade:
anim_bgp $1b anim_bgp $1b
anim_obp1 $1b anim_obp1 $1b
anim_wait 32 anim_wait 32
anim_call BattleAnim_FollowPlayerHead_1 anim_call BattleAnim_UserObj_2Row
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
anim_sound 0, 1, SFX_PSYCHIC anim_sound 0, 1, SFX_PSYCHIC
anim_wait 96 anim_wait 96
@ -2654,7 +2654,7 @@ BattleAnim_TriAttack:
BattleAnim_Withdraw: BattleAnim_Withdraw:
anim_1gfx ANIM_GFX_REFLECT anim_1gfx ANIM_GFX_REFLECT
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50 anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50
anim_wait 48 anim_wait 48
anim_sound 0, 0, SFX_SHINE anim_sound 0, 0, SFX_SHINE
@ -2699,7 +2699,7 @@ BattleAnim_LeechLife:
BattleAnim_Harden: BattleAnim_Harden:
anim_1gfx ANIM_GFX_REFLECT anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0 anim_obp0 $0
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_Harden_branch_cbc43 anim_call BattleAnim_Harden_branch_cbc43
anim_call BattleAnim_ShowMon_0 anim_call BattleAnim_ShowMon_0
anim_ret anim_ret
@ -2838,7 +2838,7 @@ BattleAnim_QuickAttack:
BattleAnim_Meditate: BattleAnim_Meditate:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_PSYBEAM anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0 anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
anim_wait 48 anim_wait 48
@ -2850,7 +2850,7 @@ BattleAnim_Meditate:
BattleAnim_Sharpen: BattleAnim_Sharpen:
anim_1gfx ANIM_GFX_SHAPES anim_1gfx ANIM_GFX_SHAPES
anim_obp0 $e4 anim_obp0 $e4
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SHARPEN anim_sound 0, 0, SFX_SHARPEN
anim_bgeffect ANIM_BG_18, $0, $1, $40 anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0 anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0
@ -2863,7 +2863,7 @@ BattleAnim_Sharpen:
BattleAnim_DefenseCurl: BattleAnim_DefenseCurl:
anim_1gfx ANIM_GFX_SHAPES anim_1gfx ANIM_GFX_SHAPES
anim_obp0 $e4 anim_obp0 $e4
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SHARPEN anim_sound 0, 0, SFX_SHARPEN
anim_bgeffect ANIM_BG_18, $0, $1, $40 anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0 anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0
@ -2888,7 +2888,7 @@ BattleAnim_SeismicToss:
BattleAnim_Rage: BattleAnim_Rage:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_RAGE anim_sound 0, 0, SFX_RAGE
anim_wait 72 anim_wait 72
@ -2908,7 +2908,7 @@ BattleAnim_Rage:
BattleAnim_Agility: BattleAnim_Agility:
anim_1gfx ANIM_GFX_WIND anim_1gfx ANIM_GFX_WIND
anim_obp0 $fc anim_obp0 $fc
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_18, $0, $1, $40 anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_AGILITY, 8, 24, $10 anim_obj ANIM_OBJ_AGILITY, 8, 24, $10
anim_obj ANIM_OBJ_AGILITY, 8, 48, $2 anim_obj ANIM_OBJ_AGILITY, 8, 48, $2
@ -2937,7 +2937,7 @@ BattleAnim_BoneClub:
BattleAnim_Barrier: BattleAnim_Barrier:
anim_1gfx ANIM_GFX_REFLECT anim_1gfx ANIM_GFX_REFLECT
anim_enemyfeetobj anim_battlergfx_2row
anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_wait 8 anim_wait 8
anim_sound 0, 0, SFX_SHINE anim_sound 0, 0, SFX_SHINE
@ -2950,7 +2950,7 @@ BattleAnim_Barrier:
BattleAnim_Waterfall: BattleAnim_Waterfall:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 16 anim_wait 16
anim_call BattleAnim_ShowMon_0 anim_call BattleAnim_ShowMon_0
@ -3089,7 +3089,7 @@ BattleAnim_Disable:
BattleAnim_TailWhip: BattleAnim_TailWhip:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_sound 0, 0, SFX_TAIL_WHIP anim_sound 0, 0, SFX_TAIL_WHIP
anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 32 anim_wait 32
@ -3106,7 +3106,7 @@ BattleAnim_Struggle:
BattleAnim_Sketch: BattleAnim_Sketch:
anim_1gfx ANIM_GFX_OBJECTS anim_1gfx ANIM_GFX_OBJECTS
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_SKETCH anim_sound 0, 0, SFX_SKETCH
anim_obj ANIM_OBJ_SKETCH, 72, 80, $0 anim_obj ANIM_OBJ_SKETCH, 72, 80, $0
@ -3145,7 +3145,7 @@ BattleAnim_TripleKick_branch_caca5:
BattleAnim_Thief: BattleAnim_Thief:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 16 anim_wait 16
anim_sound 0, 1, SFX_THIEF anim_sound 0, 1, SFX_THIEF
@ -3203,7 +3203,7 @@ BattleAnim_FlameWheel:
anim_wait 6 anim_wait 6
anim_loop 8, .loop anim_loop 8, .loop
anim_wait 96 anim_wait 96
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4 anim_wait 4
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
@ -3246,7 +3246,7 @@ BattleAnim_Curse:
.NotGhost: .NotGhost:
anim_1gfx ANIM_GFX_SPEED anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_19, $0, $1, $40 anim_bgeffect ANIM_BG_19, $0, $1, $40
anim_sound 0, 0, SFX_SHARPEN anim_sound 0, 0, SFX_SHARPEN
anim_wait 64 anim_wait 64
@ -3277,7 +3277,7 @@ BattleAnim_Curse:
BattleAnim_Flail: BattleAnim_Flail:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SUBMISSION anim_sound 0, 0, SFX_SUBMISSION
anim_bgeffect ANIM_BG_2C, $0, $1, $0 anim_bgeffect ANIM_BG_2C, $0, $1, $0
anim_wait 8 anim_wait 8
@ -3429,7 +3429,7 @@ BattleAnim_ScaryFace:
BattleAnim_FaintAttack: BattleAnim_FaintAttack:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_CURSE anim_sound 0, 0, SFX_CURSE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1D, $0, $1, $80 anim_bgeffect ANIM_BG_1D, $0, $1, $80
anim_wait 96 anim_wait 96
anim_sound 0, 1, SFX_COMET_PUNCH anim_sound 0, 1, SFX_COMET_PUNCH
@ -3558,7 +3558,7 @@ BattleAnim_ZapCannon:
BattleAnim_Foresight: BattleAnim_Foresight:
anim_1gfx ANIM_GFX_SHINE anim_1gfx ANIM_GFX_SHINE
anim_call BattleAnim_FollowEnemyFeet_1 anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_FORESIGHT anim_sound 0, 1, SFX_FORESIGHT
anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0 anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0
@ -3607,7 +3607,7 @@ BattleAnim_IcyWind:
anim_1gfx ANIM_GFX_SPEED anim_1gfx ANIM_GFX_SPEED
anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_playerheadobj anim_battlergfx_1row
anim_sound 0, 0, SFX_PSYCHIC anim_sound 0, 0, SFX_PSYCHIC
.loop .loop
anim_wait 8 anim_wait 8
@ -3619,7 +3619,7 @@ BattleAnim_IcyWind:
anim_wait 8 anim_wait 8
anim_loop 2, .loop anim_loop 2, .loop
anim_wait 16 anim_wait 16
anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0 anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
anim_wait 6 anim_wait 6
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
anim_wait 64 anim_wait 64
@ -3666,7 +3666,7 @@ BattleAnim_LockOn:
BattleAnim_Outrage: BattleAnim_Outrage:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_OUTRAGE anim_sound 0, 0, SFX_OUTRAGE
anim_wait 72 anim_wait 72
@ -3700,7 +3700,7 @@ BattleAnim_Sandstorm:
BattleAnim_GigaDrain: BattleAnim_GigaDrain:
anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1C, $0, $0, $10 anim_bgeffect ANIM_BG_1C, $0, $0, $10
anim_sound 6, 3, SFX_GIGA_DRAIN anim_sound 6, 3, SFX_GIGA_DRAIN
anim_call BattleAnim_GigaDrain_branch_cbab3 anim_call BattleAnim_GigaDrain_branch_cbab3
@ -3729,7 +3729,7 @@ BattleAnim_GigaDrain:
BattleAnim_Endure: BattleAnim_Endure:
anim_1gfx ANIM_GFX_SPEED anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_bgeffect ANIM_BG_07, $0, $2, $0 anim_bgeffect ANIM_BG_07, $0, $2, $0
.loop .loop
@ -3756,7 +3756,7 @@ BattleAnim_Endure:
BattleAnim_Charm: BattleAnim_Charm:
anim_1gfx ANIM_GFX_OBJECTS anim_1gfx ANIM_GFX_OBJECTS
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_sound 0, 0, SFX_ATTRACT anim_sound 0, 0, SFX_ATTRACT
anim_obj ANIM_OBJ_HEART, 64, 80, $0 anim_obj ANIM_OBJ_HEART, 64, 80, $0
@ -3769,7 +3769,7 @@ BattleAnim_Charm:
BattleAnim_Rollout: BattleAnim_Rollout:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_SPARK anim_sound 0, 0, SFX_SPARK
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_2E, $60, $1, $1 anim_bgeffect ANIM_BG_2E, $60, $1, $1
anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4 anim_wait 4
@ -3804,7 +3804,7 @@ BattleAnim_Swagger:
BattleAnim_MilkDrink: BattleAnim_MilkDrink:
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_obj ANIM_OBJ_MILK_DRINK, 74, 104, $0 anim_obj ANIM_OBJ_MILK_DRINK, 74, 104, $0
anim_wait 16 anim_wait 16
anim_bgeffect ANIM_BG_18, $0, $1, $40 anim_bgeffect ANIM_BG_18, $0, $1, $40
@ -3826,7 +3826,7 @@ BattleAnim_Spark:
anim_wait 24 anim_wait 24
anim_setobj $1, $3 anim_setobj $1, $3
anim_wait 1 anim_wait 1
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_sound 0, 0, SFX_SPARK anim_sound 0, 0, SFX_SPARK
anim_wait 16 anim_wait 16
@ -3859,7 +3859,7 @@ BattleAnim_SteelWing:
anim_1gfx ANIM_GFX_REFLECT anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0 anim_obp0 $0
anim_sound 0, 0, SFX_RAGE anim_sound 0, 0, SFX_RAGE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_SteelWing_branch_cbc43 anim_call BattleAnim_SteelWing_branch_cbc43
anim_call BattleAnim_ShowMon_0 anim_call BattleAnim_ShowMon_0
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
@ -3941,7 +3941,7 @@ BattleAnim_HealBell:
BattleAnim_Return: BattleAnim_Return:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
anim_sound 0, 0, SFX_RETURN anim_sound 0, 0, SFX_RETURN
anim_wait 64 anim_wait 64
@ -3989,7 +3989,7 @@ BattleAnim_Frustration:
anim_obj ANIM_OBJ_ANGER, 72, 80, $0 anim_obj ANIM_OBJ_ANGER, 72, 80, $0
anim_wait 40 anim_wait 40
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 8 anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH anim_sound 0, 1, SFX_COMET_PUNCH
@ -4020,7 +4020,7 @@ BattleAnim_Safeguard:
BattleAnim_PainSplit: BattleAnim_PainSplit:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4 anim_wait 4
anim_sound 0, 1, SFX_TACKLE anim_sound 0, 1, SFX_TACKLE
@ -4041,7 +4041,7 @@ BattleAnim_SacredFire:
anim_wait 8 anim_wait 8
anim_loop 8, .loop anim_loop 8, .loop
anim_wait 96 anim_wait 96
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4 anim_wait 4
anim_sound 0, 1, SFX_EMBER anim_sound 0, 1, SFX_EMBER
@ -4137,7 +4137,7 @@ BattleAnim_Pursuit:
BattleAnim_Pursuit_branch_cb62b: BattleAnim_Pursuit_branch_cb62b:
anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0 anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
anim_wait 4 anim_wait 4
anim_call BattleAnim_FollowEnemyFeet_1 anim_call BattleAnim_UserObj_1Row
anim_obj ANIM_OBJ_AD, 132, 64, $0 anim_obj ANIM_OBJ_AD, 132, 64, $0
anim_wait 64 anim_wait 64
anim_obj ANIM_OBJ_AD, 132, 64, $1 anim_obj ANIM_OBJ_AD, 132, 64, $1
@ -4163,7 +4163,7 @@ BattleAnim_RapidSpin:
anim_wait 2 anim_wait 2
anim_loop 5, .loop anim_loop 5, .loop
anim_wait 24 anim_wait 24
anim_call BattleAnim_FollowPlayerHead_0 anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4 anim_wait 4
anim_resetobp0 anim_resetobp0
@ -4195,7 +4195,7 @@ BattleAnim_IronTail:
anim_1gfx ANIM_GFX_REFLECT anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0 anim_obp0 $0
anim_sound 0, 0, SFX_RAGE anim_sound 0, 0, SFX_RAGE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_IronTail_branch_cbc43 anim_call BattleAnim_IronTail_branch_cbc43
anim_wait 4 anim_wait 4
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
@ -4213,7 +4213,7 @@ BattleAnim_MetalClaw:
anim_1gfx ANIM_GFX_REFLECT anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0 anim_obp0 $0
anim_sound 0, 0, SFX_RAGE anim_sound 0, 0, SFX_RAGE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_MetalClaw_branch_cbc43 anim_call BattleAnim_MetalClaw_branch_cbc43
anim_call BattleAnim_ShowMon_0 anim_call BattleAnim_ShowMon_0
anim_1gfx ANIM_GFX_CUT anim_1gfx ANIM_GFX_CUT
@ -4227,7 +4227,7 @@ BattleAnim_MetalClaw:
BattleAnim_VitalThrow: BattleAnim_VitalThrow:
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_2F, $0, $1, $0 anim_bgeffect ANIM_BG_2F, $0, $1, $0
anim_wait 16 anim_wait 16
anim_sound 0, 0, SFX_MENU anim_sound 0, 0, SFX_MENU
@ -4266,7 +4266,7 @@ BattleAnim_MorningSun:
BattleAnim_Synthesis: BattleAnim_Synthesis:
anim_1gfx ANIM_GFX_SHINE anim_1gfx ANIM_GFX_SHINE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_18, $0, $1, $40 anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 0, SFX_OUTRAGE anim_sound 0, 0, SFX_OUTRAGE
@ -4319,7 +4319,7 @@ BattleAnim_Moonlight:
BattleAnim_HiddenPower: BattleAnim_HiddenPower:
anim_1gfx ANIM_GFX_CHARGE anim_1gfx ANIM_GFX_CHARGE
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_bgeffect ANIM_BG_07, $0, $2, $0 anim_bgeffect ANIM_BG_07, $0, $2, $0
anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0 anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0
@ -4452,7 +4452,7 @@ BattleAnim_MirrorCoat:
BattleAnim_PsychUp: BattleAnim_PsychUp:
anim_1gfx ANIM_GFX_STATUS anim_1gfx ANIM_GFX_STATUS
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_PSYBEAM anim_sound 0, 0, SFX_PSYBEAM
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0 anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0
@ -4589,7 +4589,7 @@ BattleAnim_BeatUp:
anim_wait 16 anim_wait 16
.current_mon .current_mon
anim_1gfx ANIM_GFX_HIT anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4 anim_wait 4
anim_sound 0, 1, SFX_BEAT_UP anim_sound 0, 1, SFX_BEAT_UP
@ -4814,15 +4814,15 @@ BattleAnim_Synthesis_branch_cbc80:
anim_wait 16 anim_wait 16
anim_ret anim_ret
BattleAnim_FollowEnemyFeet_0: BattleAnim_TargetObj_1Row:
anim_enemyfeetobj anim_battlergfx_2row
anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $0, $0 anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $0, $0
anim_wait 6 anim_wait 6
anim_ret anim_ret
BattleAnim_FollowPlayerHead_0: BattleAnim_TargetObj_2Row:
anim_playerheadobj anim_battlergfx_1row
anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $0, $0 anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $0, $0
anim_wait 6 anim_wait 6
anim_ret anim_ret
@ -4834,15 +4834,15 @@ BattleAnim_ShowMon_0:
anim_wait 1 anim_wait 1
anim_ret anim_ret
BattleAnim_FollowEnemyFeet_1: BattleAnim_UserObj_1Row:
anim_enemyfeetobj anim_battlergfx_2row
anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0 anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
anim_wait 6 anim_wait 6
anim_ret anim_ret
BattleAnim_FollowPlayerHead_1: BattleAnim_UserObj_2Row:
anim_playerheadobj anim_battlergfx_1row
anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0 anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
anim_wait 4 anim_wait 4
anim_ret anim_ret

View File

@ -334,8 +334,8 @@ BattleAnimCommands::
dw BattleAnimCmd_IncObj dw BattleAnimCmd_IncObj
dw BattleAnimCmd_SetObj dw BattleAnimCmd_SetObj
dw BattleAnimCmd_IncBGEffect dw BattleAnimCmd_IncBGEffect
dw BattleAnimCmd_EnemyFeetObj dw BattleAnimCmd_BattlerGFX_1Row
dw BattleAnimCmd_PlayerHeadObj dw BattleAnimCmd_BattlerGFX_2Row
dw BattleAnimCmd_CheckPokeball dw BattleAnimCmd_CheckPokeball
dw BattleAnimCmd_Transform dw BattleAnimCmd_Transform
dw BattleAnimCmd_RaiseSub dw BattleAnimCmd_RaiseSub
@ -681,7 +681,7 @@ endr
ld de, vTiles0 tile BATTLEANIM_BASE_TILE ld de, vTiles0 tile BATTLEANIM_BASE_TILE
add hl, de add hl, de
ld a, [wBattleAnimByte] ld a, [wBattleAnimByte]
call LoadBattleAnimObj call LoadBattleAnimGFX
ld a, [wBattleAnimTemp0] ld a, [wBattleAnimTemp0]
add c add c
ld [wBattleAnimTemp0], a ld [wBattleAnimTemp0], a
@ -767,7 +767,7 @@ BattleAnimCmd_SetObj:
ld [hl], a ld [hl], a
ret ret
BattleAnimCmd_EnemyFeetObj: BattleAnimCmd_BattlerGFX_1Row:
ld hl, wBattleAnimTileDict ld hl, wBattleAnimTileDict
.loop .loop
ld a, [hl] ld a, [hl]
@ -778,11 +778,11 @@ BattleAnimCmd_EnemyFeetObj:
jr .loop jr .loop
.okay .okay
ld a, ANIM_GFX_PLAYER ld a, ANIM_GFX_PLAYERHEAD
ld [hli], a ld [hli], a
ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE
ld [hli], a ld [hli], a
ld a, ANIM_GFX_ENEMY ld a, ANIM_GFX_ENEMYFEET
ld [hli], a ld [hli], a
ld a, ($80 - 6) - BATTLEANIM_BASE_TILE ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
ld [hl], a ld [hl], a
@ -821,7 +821,7 @@ BattleAnimCmd_EnemyFeetObj:
jr nz, .LoadFeet jr nz, .LoadFeet
ret ret
BattleAnimCmd_PlayerHeadObj: BattleAnimCmd_BattlerGFX_2Row:
ld hl, wBattleAnimTileDict ld hl, wBattleAnimTileDict
.loop .loop
ld a, [hl] ld a, [hl]
@ -832,11 +832,11 @@ BattleAnimCmd_PlayerHeadObj:
jr .loop jr .loop
.okay .okay
ld a, ANIM_GFX_PLAYER ld a, ANIM_GFX_PLAYERHEAD
ld [hli], a ld [hli], a
ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE
ld [hli], a ld [hli], a
ld a, ANIM_GFX_ENEMY ld a, ANIM_GFX_ENEMYFEET
ld [hli], a ld [hli], a
ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
ld [hl], a ld [hl], a

View File

@ -96,8 +96,8 @@ BattleBGEffects:
dw BattleBGEffect_Whirlpool dw BattleBGEffect_Whirlpool
dw BattleBGEffect_Teleport dw BattleBGEffect_Teleport
dw BattleBGEffect_NightShade dw BattleBGEffect_NightShade
dw BattleBGEffect_FeetFollow dw BattleBGEffect_BattlerObj_1Row
dw BattleBGEffect_HeadFollow dw BattleBGEffect_BattlerObj_2Row
dw BattleBGEffect_DoubleTeam dw BattleBGEffect_DoubleTeam
dw BattleBGEffect_AcidArmor dw BattleBGEffect_AcidArmor
dw BattleBGEffect_RapidFlash dw BattleBGEffect_RapidFlash
@ -403,7 +403,7 @@ BattleBGEffect_ShowMon:
db 3, $00, 3 db 3, $00, 3
db -1 db -1
BattleBGEffect_FeetFollow: BattleBGEffect_BattlerObj_1Row:
call BattleBGEffects_AnonJumptable call BattleBGEffects_AnonJumptable
.anon_dw .anon_dw
dw .zero dw .zero
@ -425,14 +425,14 @@ BattleBGEffect_FeetFollow:
call BattleBGEffects_IncrementJumptable call BattleBGEffects_IncrementJumptable
push bc push bc
call BGEffect_CheckBattleTurn call BGEffect_CheckBattleTurn
jr nz, .player_turn jr nz, .player_side
ld a, ANIM_OBJ_PLAYERFEETFOLLOW ld a, ANIM_OBJ_ENEMYFEET_1ROW
ld [wBattleObjectTempID], a ld [wBattleObjectTempID], a
ld a, 16 * TILE_WIDTH + 4 ld a, 16 * TILE_WIDTH + 4
jr .okay jr .okay
.player_turn .player_side
ld a, ANIM_OBJ_ENEMYFEETFOLLOW ld a, ANIM_OBJ_PLAYERHEAD_1ROW
ld [wBattleObjectTempID], a ld [wBattleObjectTempID], a
ld a, 6 * TILE_WIDTH ld a, 6 * TILE_WIDTH
.okay .okay
@ -449,12 +449,12 @@ BattleBGEffect_FeetFollow:
call BattleBGEffects_IncrementJumptable call BattleBGEffects_IncrementJumptable
push bc push bc
call BGEffect_CheckBattleTurn call BGEffect_CheckBattleTurn
jr nz, .player_turn_2 jr nz, .player_side_2
hlcoord 12, 6 hlcoord 12, 6
lb bc, 1, 7 lb bc, 1, 7
jr .okay2 jr .okay2
.player_turn_2 .player_side_2
hlcoord 2, 6 hlcoord 2, 6
lb bc, 1, 6 lb bc, 1, 6
.okay2 .okay2
@ -470,7 +470,7 @@ BattleBGEffect_FeetFollow:
call EndBattleBGEffect call EndBattleBGEffect
ret ret
BattleBGEffect_HeadFollow: BattleBGEffect_BattlerObj_2Row:
call BattleBGEffects_AnonJumptable call BattleBGEffects_AnonJumptable
.anon_dw .anon_dw
dw .zero dw .zero
@ -492,14 +492,14 @@ BattleBGEffect_HeadFollow:
call BattleBGEffects_IncrementJumptable call BattleBGEffects_IncrementJumptable
push bc push bc
call BGEffect_CheckBattleTurn call BGEffect_CheckBattleTurn
jr nz, .player_turn jr nz, .player_side
ld a, ANIM_OBJ_PLAYERHEADFOLLOW ld a, ANIM_OBJ_ENEMYFEET_2ROW
ld [wBattleObjectTempID], a ld [wBattleObjectTempID], a
ld a, 16 * TILE_WIDTH + 4 ld a, 16 * TILE_WIDTH + 4
jr .okay jr .okay
.player_turn .player_side
ld a, ANIM_OBJ_ENEMYHEADFOLLOW ld a, ANIM_OBJ_PLAYERHEAD_2ROW
ld [wBattleObjectTempID], a ld [wBattleObjectTempID], a
ld a, 6 * TILE_WIDTH ld a, 6 * TILE_WIDTH
.okay .okay
@ -516,12 +516,12 @@ BattleBGEffect_HeadFollow:
call BattleBGEffects_IncrementJumptable call BattleBGEffects_IncrementJumptable
push bc push bc
call BGEffect_CheckBattleTurn call BGEffect_CheckBattleTurn
jr nz, .player_turn_2 jr nz, .player_side_2
hlcoord 12, 5 hlcoord 12, 5
lb bc, 2, 7 lb bc, 2, 7
jr .okay2 jr .okay2
.player_turn_2 .player_side_2
hlcoord 2, 6 hlcoord 2, 6
lb bc, 2, 6 lb bc, 2, 6
.okay2 .okay2

View File

@ -100,7 +100,7 @@ GetBattleAnimOAMPointer:
add hl, de add hl, de
ret ret
LoadBattleAnimObj: LoadBattleAnimGFX:
push hl push hl
ld l, a ld l, a
ld h, 0 ld h, 0

View File

@ -85,12 +85,12 @@ anim_incbgeffect: MACRO
ENDM ENDM
enum anim_enemyfeetobj_command ; $d9 enum anim_enemyfeetobj_command ; $d9
anim_enemyfeetobj: MACRO anim_battlergfx_2row: MACRO
db anim_enemyfeetobj_command db anim_enemyfeetobj_command
ENDM ENDM
enum anim_playerheadobj_command ; $da enum anim_playerheadobj_command ; $da
anim_playerheadobj: MACRO anim_battlergfx_1row: MACRO
db anim_playerheadobj_command db anim_playerheadobj_command
ENDM ENDM