DEF ABSOLUTE_X EQU $00 DEF RELATIVE_X EQU $01 MACRO battleanimobj db \1 ; flags ; bit 7: priority ; bit 6: y flip (for enemy) ; bit 5: x flip (for enemy) ; bit 0: enable enemy animation coord fixing (x = $b4 - x; see below for y) db \2 ; enemy animation y fix param ; if $FF: y = y + 5 tiles ; else: y = -y - (1 tile) * (is_softboiled_animation) db \3 ; video sequence db \4 ; callback db \5 ; palette db \6 ; tile offset ENDM BattleAnimObjects: ; entries correspond to BATTLE_ANIM_OBJ_* constants table_width BATTLEANIMOBJ_LENGTH, BattleAnimObjects ; BATTLE_ANIM_OBJ_HIT_BIG_YFIX battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_HIT_BIG, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_HIT_YFIX battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_HIT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_HIT_SMALL_YFIX battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_HIT_SMALL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_HIT_BIG battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_HIT_BIG, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_HIT battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_HIT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_HIT_SMALL battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_HIT_SMALL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_PUNCH battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_PUNCH, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_KICK battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_KICK, BATTLE_ANIM_FUNC_KICK, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_PALM battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_PALM, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_FANG battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_FANG, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_PUNCH_SHAKE battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_PUNCH_SHAKE, BATTLE_ANIM_FUNC_SHAKE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_EMBER battleanimobj RELATIVE_X, $aa, BATTLE_ANIM_FRAMESET_EMBER, BATTLE_ANIM_FUNC_EMBER, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE ; BATTLE_ANIM_OBJ_DRAGON_RAGE battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_DRAGON_RAGE, BATTLE_ANIM_FUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE ; BATTLE_ANIM_OBJ_FLAMETHROWER battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_FLAMETHROWER, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE ; BATTLE_ANIM_OBJ_FIRE_SPIN battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_EMBER, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE ; BATTLE_ANIM_OBJ_FIRE_BLAST battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_FLAMETHROWER, BATTLE_ANIM_FUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE ; BATTLE_ANIM_OBJ_BURNED battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BURNED, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE ; BATTLE_ANIM_OBJ_BLIZZARD battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BLIZZARD, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE ; BATTLE_ANIM_OBJ_ICE battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_ICE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE ; BATTLE_ANIM_OBJ_ICE_BEAM battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_ICE_BEAM, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE ; BATTLE_ANIM_OBJ_RAZOR_LEAF battleanimobj RELATIVE_X | X_FLIP, $78, BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1, BATTLE_ANIM_FUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_PLANT ; BATTLE_ANIM_OBJ_POKE_BALL battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_POKE_BALL_1, BATTLE_ANIM_FUNC_POKEBALL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_POKE_BALL ; BATTLE_ANIM_OBJ_POKE_BALL_BLOCKED battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_POKE_BALL_1, BATTLE_ANIM_FUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_POKE_BALL ; BATTLE_ANIM_OBJ_EXPLOSION1 battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_EXPLOSION, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_EXPLOSION ; BATTLE_ANIM_OBJ_EXPLOSION2 battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_EXPLOSION, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_EXPLOSION ; BATTLE_ANIM_OBJ_ACID battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_ACID, BATTLE_ANIM_FUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_POISON ; BATTLE_ANIM_OBJ_SLUDGE battleanimobj RELATIVE_X, $b4, BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE, BATTLE_ANIM_FUNC_SLUDGE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_POISON ; BATTLE_ANIM_OBJ_BETA_BALL_POOF battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BALL_POOF, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SMOKE ; BATTLE_ANIM_OBJ_BALL_POOF battleanimobj RELATIVE_X, $a0, BATTLE_ANIM_FRAMESET_BALL_POOF, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SMOKE ; BATTLE_ANIM_OBJ_BIG_ROCK battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_BIG_ROCK, BATTLE_ANIM_FUNC_DROP, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS ; BATTLE_ANIM_OBJ_SMALL_ROCK battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_SMALL_ROCK, BATTLE_ANIM_FUNC_DROP, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS ; BATTLE_ANIM_OBJ_STRENGTH battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_STRENGTH, BATTLE_ANIM_FUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS ; BATTLE_ANIM_OBJ_SEISMIC_TOSS battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_SEISMIC_TOSS, BATTLE_ANIM_FUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_GLOBE ; BATTLE_ANIM_OBJ_BUBBLE battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SMALL_BUBBLE, BATTLE_ANIM_FUNC_BUBBLE, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_BUBBLE ; BATTLE_ANIM_OBJ_SURF battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_SURF, BATTLE_ANIM_FUNC_SURF, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_BUBBLE ; BATTLE_ANIM_OBJ_SING battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_SING, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE ; BATTLE_ANIM_OBJ_WATER_GUN battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLE_ANIM_FRAMESET_WATER_GUN_1, BATTLE_ANIM_FUNC_WATER_GUN, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_WATER ; BATTLE_ANIM_OBJ_HYDRO_PUMP battleanimobj RELATIVE_X, $b4, BATTLE_ANIM_FRAMESET_HYDRO_PUMP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_WATER ; BATTLE_ANIM_OBJ_POWDER battleanimobj RELATIVE_X, $40, BATTLE_ANIM_FRAMESET_POWDER, BATTLE_ANIM_FUNC_POWDER, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_POWDER ; BATTLE_ANIM_OBJ_BEAM battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_BEAM, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM ; BATTLE_ANIM_OBJ_BEAM_TIP battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_BEAM_TIP, BATTLE_ANIM_FUNC_SHAKE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM ; BATTLE_ANIM_OBJ_ICE_BUILDUP battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_ICE_BUILDUP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE ; BATTLE_ANIM_OBJ_FROZEN battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_FROZEN, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE ; BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE, BATTLE_ANIM_FUNC_RECOVER, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_SPEED ; BATTLE_ANIM_OBJ_RECOVER battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SMALL_BUBBLE, BATTLE_ANIM_FUNC_RECOVER, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BUBBLE ; BATTLE_ANIM_OBJ_THUNDER_CENTER battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_THUNDER_CENTER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING ; BATTLE_ANIM_OBJ_THUNDER_LEFT battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_THUNDER_LEFT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING ; BATTLE_ANIM_OBJ_THUNDER_RIGHT battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_THUNDER_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING ; BATTLE_ANIM_OBJ_THUNDER_WAVE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE, BATTLE_ANIM_FUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING ; BATTLE_ANIM_OBJ_THUNDERBOLT_SPARKS battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERBOLT_SPARKS, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING ; BATTLE_ANIM_OBJ_THUNDERBOLT_CORE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERBOLT_CORE, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION ; BATTLE_ANIM_OBJ_THUNDERSHOCK_SPARKS battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERSHOCK_SPARKS, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING ; BATTLE_ANIM_OBJ_THUNDERSHOCK_CORE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERSHOCK_CORE, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION ; BATTLE_ANIM_OBJ_CLAMP battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_CLAMP, BATTLE_ANIM_FUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT ; BATTLE_ANIM_OBJ_BITE battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BITE_1, BATTLE_ANIM_FUNC_BITE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT ; BATTLE_ANIM_OBJ_CUT_DOWN_LEFT battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_DOWN_LEFT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT ; BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_DOWN_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT ; BATTLE_ANIM_OBJ_CUT_UP_RIGHT battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_UP_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT ; BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_LEFT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT ; BATTLE_ANIM_OBJ_CUT_LONG_DOWN_RIGHT battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT ; BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_CHARGE_ORB_1, BATTLE_ANIM_FUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_CHARGE ; BATTLE_ANIM_OBJ_ABSORB_CENTER battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_ABSORB_CENTER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_CHARGE ; BATTLE_ANIM_OBJ_GUST battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLE_ANIM_FRAMESET_GUST, BATTLE_ANIM_FUNC_GUST, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WIND ; BATTLE_ANIM_OBJ_VINE_WHIP1 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_VINE_WHIP_1, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP ; BATTLE_ANIM_OBJ_VINE_WHIP2 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_VINE_WHIP_2, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP ; BATTLE_ANIM_OBJ_RAZOR_WIND1 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_RAZOR_WIND_1, BATTLE_ANIM_FUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP ; BATTLE_ANIM_OBJ_RAZOR_WIND2 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_RAZOR_WIND_2, BATTLE_ANIM_FUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP ; BATTLE_ANIM_OBJ_SONICBOOM_JP battleanimobj RELATIVE_X | X_FLIP, $98, BATTLE_ANIM_FRAMESET_SONICBOOM_JP, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP ; BATTLE_ANIM_OBJ_WARP battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_WARP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED ; BATTLE_ANIM_OBJ_ABSORB battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_CHARGE_ORB_2, BATTLE_ANIM_FUNC_ABSORB, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_CHARGE ; BATTLE_ANIM_OBJ_EGG battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_EGG, BATTLE_ANIM_FUNC_EGG, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG ; BATTLE_ANIM_OBJ_FOCUS battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_FOCUS, BATTLE_ANIM_FUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED ; BATTLE_ANIM_OBJ_BIND1 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_BIND_1, BATTLE_ANIM_FUNC_WRAP, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_ROPE ; BATTLE_ANIM_OBJ_BIND2 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_BIND_3, BATTLE_ANIM_FUNC_WRAP, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_ROPE ; BATTLE_ANIM_OBJ_LEECH_SEED battleanimobj RELATIVE_X | X_FLIP, $68, BATTLE_ANIM_FRAMESET_LEECH_SEED_1, BATTLE_ANIM_FUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_PLANT ; BATTLE_ANIM_OBJ_SOUND battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SOUND_1, BATTLE_ANIM_FUNC_SOUND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE ; BATTLE_ANIM_OBJ_WAVE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_WAVE, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_PSYCHIC ; BATTLE_ANIM_OBJ_CONFUSE_RAY battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1, BATTLE_ANIM_FUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED ; BATTLE_ANIM_OBJ_LEER battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLE_ANIM_FRAMESET_LEER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM ; BATTLE_ANIM_OBJ_LEER_TIP battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLE_ANIM_FRAMESET_BEAM_TIP, BATTLE_ANIM_FUNC_SHAKE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM ; BATTLE_ANIM_OBJ_SCREEN battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_REFLECT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_REFLECT ; BATTLE_ANIM_OBJ_HARDEN battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_REFLECT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_REFLECT ; BATTLE_ANIM_OBJ_CHICK battleanimobj RELATIVE_X | X_FLIP, $50, BATTLE_ANIM_FRAMESET_CHICK_1, BATTLE_ANIM_FUNC_DIZZY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_STATUS ; BATTLE_ANIM_OBJ_AMNESIA battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_AMNESIA_1, BATTLE_ANIM_FUNC_AMNESIA, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS ; BATTLE_ANIM_OBJ_ASLEEP battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_ASLEEP, BATTLE_ANIM_FUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS ; BATTLE_ANIM_OBJ_SKULL_CROSSBONE battleanimobj RELATIVE_X, $50, BATTLE_ANIM_FRAMESET_SKULL_CROSSBONE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_POISON ; BATTLE_ANIM_OBJ_DIG_SAND battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLE_ANIM_FRAMESET_DIG_SAND, BATTLE_ANIM_FUNC_DIG, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_SAND ; BATTLE_ANIM_OBJ_DIG_PILE battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLE_ANIM_FRAMESET_DIG_PILE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_SAND ; BATTLE_ANIM_OBJ_SAND battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SAND, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SAND ; BATTLE_ANIM_OBJ_PARALYZED battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_PARALYZED, BATTLE_ANIM_FUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_STATUS ; BATTLE_ANIM_OBJ_STRING_SHOT battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_STRING_SHOT_1, BATTLE_ANIM_FUNC_STRING, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WEB ; BATTLE_ANIM_OBJ_HAZE battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE ; BATTLE_ANIM_OBJ_MIST battleanimobj RELATIVE_X | X_FLIP, $48, BATTLE_ANIM_FRAMESET_MIST, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE ; BATTLE_ANIM_OBJ_SMOG battleanimobj RELATIVE_X | X_FLIP, $48, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE ; BATTLE_ANIM_OBJ_POISON_GAS battleanimobj RELATIVE_X | X_FLIP, $78, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE ; BATTLE_ANIM_OBJ_HORN battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLE_ANIM_FRAMESET_HORN, BATTLE_ANIM_FUNC_HORN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HORN ; BATTLE_ANIM_OBJ_NEEDLE battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLE_ANIM_FRAMESET_NEEDLE, BATTLE_ANIM_FUNC_NEEDLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HORN ; BATTLE_ANIM_OBJ_PETAL_DANCE battleanimobj RELATIVE_X, $48, BATTLE_ANIM_FRAMESET_FLOWER, BATTLE_ANIM_FUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FLOWER ; BATTLE_ANIM_OBJ_SLUDGE_BOMB battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG ; BATTLE_ANIM_OBJ_PAY_DAY battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_PAY_DAY, BATTLE_ANIM_FUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_STATUS ; BATTLE_ANIM_OBJ_SONICBOOM_JP_UNUSED battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SONICBOOM_JP, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP ; BATTLE_ANIM_OBJ_MIMIC battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE, BATTLE_ANIM_FUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SPEED ; BATTLE_ANIM_OBJ_ATTRACT battleanimobj RELATIVE_X, $78, BATTLE_ANIM_FRAMESET_HEART, BATTLE_ANIM_FUNC_POISON_GAS, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_OBJECTS ; BATTLE_ANIM_OBJ_BONEMERANG battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_SPINNING_BONE, BATTLE_ANIM_FUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_BONE_CLUB battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SPINNING_BONE, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_BONE_RUSH battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_SPINNING_BONE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_SWIFT battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_STAR, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_OBJECTS ; BATTLE_ANIM_OBJ_KINESIS battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SPOON, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_FLASH battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_SPARKLE, BATTLE_ANIM_FUNC_SHINY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED ; BATTLE_ANIM_OBJ_SHINY battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_SPARKLE, BATTLE_ANIM_FUNC_SHINY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED ; BATTLE_ANIM_OBJ_SKY_ATTACK battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_SKY_ATTACK, BATTLE_ANIM_FUNC_SKY_ATTACK, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SKY_ATTACK ; BATTLE_ANIM_OBJ_LICK battleanimobj RELATIVE_X | X_FLIP, $98, BATTLE_ANIM_FRAMESET_LICK, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WATER ; BATTLE_ANIM_OBJ_WITHDRAW battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_WITHDRAW_SHELL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_REFLECT ; BATTLE_ANIM_OBJ_DRAIN battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_SMALL_BUBBLE, BATTLE_ANIM_FUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_BUBBLE ; BATTLE_ANIM_OBJ_GROWTH battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_SHRINKING_CHARGE_ORB, BATTLE_ANIM_FUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_CHARGE ; BATTLE_ANIM_OBJ_CONVERSION2 battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CONVERSION, BATTLE_ANIM_FUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION ; BATTLE_ANIM_OBJ_SMOKE battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE ; BATTLE_ANIM_OBJ_SMOKESCREEN battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG ; BATTLE_ANIM_OBJ_SWORDS_DANCE battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_SWORD, BATTLE_ANIM_FUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP ; BATTLE_ANIM_OBJ_SPEED_LINE battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_SPEED_LINE_1, BATTLE_ANIM_FUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SPEED ; BATTLE_ANIM_OBJ_SHARPEN battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_SHARPEN, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHAPES ; BATTLE_ANIM_OBJ_DEFENSE_CURL battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_DEFENSE_CURL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHAPES ; BATTLE_ANIM_OBJ_METRONOME_HAND battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_METRONOME_HAND, BATTLE_ANIM_FUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_METRONOME_SPARKLE battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE, BATTLE_ANIM_FUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED ; BATTLE_ANIM_OBJ_DISABLE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING ; BATTLE_ANIM_OBJ_AGILITY battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLE_ANIM_FRAMESET_AGILITY, BATTLE_ANIM_FUNC_AGILITY, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_WIND ; BATTLE_ANIM_OBJ_HEART battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_HEART, BATTLE_ANIM_FUNC_FLOAT_UP, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_OBJECTS ; BATTLE_ANIM_OBJ_FLAME_WHEEL battleanimobj RELATIVE_X, $98, BATTLE_ANIM_FRAMESET_EMBER, BATTLE_ANIM_FUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE ; BATTLE_ANIM_OBJ_SACRED_FIRE battleanimobj RELATIVE_X, $a8, BATTLE_ANIM_FRAMESET_FLAMETHROWER, BATTLE_ANIM_FUNC_SACRED_FIRE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE ; BATTLE_ANIM_OBJ_COTTON_SPORE battleanimobj RELATIVE_X | X_FLIP, $68, BATTLE_ANIM_FRAMESET_COTTON, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_MILK_DRINK battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_MILK_BOTTLE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_ANGER battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_ANGER_VEIN, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_HEAL_BELL battleanimobj RELATIVE_X | X_FLIP, $50, BATTLE_ANIM_FRAMESET_HEAL_BELL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_HEAL_BELL_NOTE battleanimobj RELATIVE_X, $40, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE ; BATTLE_ANIM_OBJ_BATON_PASS battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLE_ANIM_FRAMESET_BATON_PASS, BATTLE_ANIM_FUNC_BATON_PASS, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_LOCK_ON battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_LOCK_ON_1, BATTLE_ANIM_FUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_MIND_READER battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_MIND_READER_1, BATTLE_ANIM_FUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_SAFEGUARD battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SAFEGUARD, BATTLE_ANIM_FUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_PROTECT battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_STAR, BATTLE_ANIM_FUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_OBJECTS ; BATTLE_ANIM_OBJ_THIEF battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_ITEM_BAG, BATTLE_ANIM_FUNC_THIEF_PAYDAY, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS ; BATTLE_ANIM_OBJ_OCTAZOOKA battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG ; BATTLE_ANIM_OBJ_PRESENT battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_ITEM_BAG, BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_STATUS ; BATTLE_ANIM_OBJ_SPIKES battleanimobj RELATIVE_X | X_FLIP, $70, BATTLE_ANIM_FRAMESET_SPIKE, BATTLE_ANIM_FUNC_SPIKES, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_POWDER_SNOW battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_POWDER_SNOW, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ICE ; BATTLE_ANIM_OBJ_DRAGONBREATH battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BURNED, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE ; BATTLE_ANIM_OBJ_CONVERSION battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CONVERSION, BATTLE_ANIM_FUNC_CONVERSION, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION ; BATTLE_ANIM_OBJ_SPIDER_WEB battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SPIDER_WEB, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WEB ; BATTLE_ANIM_OBJ_CAKE_UNUSED battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_UNUSED_CAKE, BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_OBJECTS ; BATTLE_ANIM_OBJ_NIGHTMARE battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_IMP, BATTLE_ANIM_FUNC_DIZZY, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS ; BATTLE_ANIM_OBJ_IN_NIGHTMARE battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_IMP_FLIPPED, BATTLE_ANIM_FUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS ; BATTLE_ANIM_OBJ_LOVELY_KISS battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_IMP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS ; BATTLE_ANIM_OBJ_SWEET_KISS battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_CHERUB, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ANGELS ; BATTLE_ANIM_OBJ_SKETCH battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLE_ANIM_FRAMESET_PENCIL, BATTLE_ANIM_FUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_OBJECTS ; BATTLE_ANIM_OBJ_ENCORE_HAND battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_ENCORE_HAND, BATTLE_ANIM_FUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_OBJECTS ; BATTLE_ANIM_OBJ_ENCORE_STAR battleanimobj RELATIVE_X | X_FLIP, $70, BATTLE_ANIM_FRAMESET_STAR, BATTLE_ANIM_FUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_OBJECTS ; BATTLE_ANIM_OBJ_DESTINY_BOND battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLE_ANIM_FRAMESET_DESTINY_BOND, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS ; BATTLE_ANIM_OBJ_MORNING_SUN battleanimobj RELATIVE_X | X_FLIP, $40, BATTLE_ANIM_FRAMESET_MORNING_SUN, BATTLE_ANIM_FUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SHINE ; BATTLE_ANIM_OBJ_GLIMMER battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_GLIMMER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHINE ; BATTLE_ANIM_OBJ_MOONLIGHT battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_MOONLIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SHINE ; BATTLE_ANIM_OBJ_HIDDEN_POWER battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_CHARGE_ORB_1, BATTLE_ANIM_FUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_CHARGE ; BATTLE_ANIM_OBJ_CROSS_CHOP1 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CROSS_CHOP_1, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT ; BATTLE_ANIM_OBJ_CROSS_CHOP2 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CROSS_CHOP_2, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT ; BATTLE_ANIM_OBJ_SANDSTORM battleanimobj RELATIVE_X | X_FLIP, $00, BATTLE_ANIM_FRAMESET_SANDSTORM, BATTLE_ANIM_FUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_POWDER ; BATTLE_ANIM_OBJ_ZAP_CANNON battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_ZAP_CANNON, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING ; BATTLE_ANIM_OBJ_SPITE battleanimobj RELATIVE_X | X_FLIP, $40, BATTLE_ANIM_FRAMESET_IMP, BATTLE_ANIM_FUNC_POWDER, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS ; BATTLE_ANIM_OBJ_CURSE battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLE_ANIM_FRAMESET_CURSE_NAIL, BATTLE_ANIM_FUNC_CURSE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_OBJECTS ; BATTLE_ANIM_OBJ_PERISH_SONG battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_PERISH_SONG, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE ; BATTLE_ANIM_OBJ_FORESIGHT battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_FORESIGHT_SHINE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHINE ; BATTLE_ANIM_OBJ_RAPID_SPIN battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLE_ANIM_FRAMESET_RAPID_SPIN, BATTLE_ANIM_FUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WIND ; BATTLE_ANIM_OBJ_SWAGGER battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SWAGGER, BATTLE_ANIM_FUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WIND ; BATTLE_ANIM_OBJ_BELLY_DRUM_HAND battleanimobj RELATIVE_X, $a8, BATTLE_ANIM_FRAMESET_PALM, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE ; BATTLE_ANIM_OBJ_MEAN_LOOK battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_MEAN_LOOK, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_PSYCHIC ; BATTLE_ANIM_OBJ_BETA_PURSUIT battleanimobj RELATIVE_X, $a8, BATTLE_ANIM_FRAMESET_UPSIDE_DOWN_PUNCH, BATTLE_ANIM_FUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT ; BATTLE_ANIM_OBJ_SHOOTING_SPARKLE battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_GROWING_SPARKLE, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED ; BATTLE_ANIM_OBJ_RAIN battleanimobj RELATIVE_X | X_FLIP, $00, BATTLE_ANIM_FRAMESET_RAIN, BATTLE_ANIM_FUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WATER ; BATTLE_ANIM_OBJ_B0 battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_MIST, BATTLE_ANIM_FUNC_BATTLE_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_HAZE ; BATTLE_ANIM_OBJ_PSYCH_UP battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_PSYCH_UP, BATTLE_ANIM_FUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS ; BATTLE_ANIM_OBJ_ANCIENTPOWER battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_BIG_ROCK, BATTLE_ANIM_FUNC_ANCIENT_POWER, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS ; BATTLE_ANIM_OBJ_AEROBLAST battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_AEROBLAST, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_AEROBLAST ; BATTLE_ANIM_OBJ_SHADOW_BALL battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_EGG ; BATTLE_ANIM_OBJ_ROCK_SMASH battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_BIG_ROCK, BATTLE_ANIM_FUNC_ROCK_SMASH, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS ; BATTLE_ANIM_OBJ_FLOWER battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_FLOWER, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FLOWER ; BATTLE_ANIM_OBJ_COTTON battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_COTTON, BATTLE_ANIM_FUNC_COTTON, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_MISC ; BATTLE_ANIM_OBJ_ENEMYFEET_1ROW battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_ENEMYFEET_1ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_ENEMY, BATTLE_ANIM_GFX_PLAYERHEAD ; BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_PLAYERHEAD_1ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_PLAYER, BATTLE_ANIM_GFX_ENEMYFEET ; BATTLE_ANIM_OBJ_ENEMYFEET_2ROW battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_ENEMYFEET_2ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_ENEMY, BATTLE_ANIM_GFX_PLAYERHEAD ; BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_PLAYERHEAD_2ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_PLAYER, BATTLE_ANIM_GFX_ENEMYFEET assert_table_length NUM_BATTLE_ANIM_OBJS