# Move Animation Commands Defined in [macros/scripts/move_anim.asm](/macros/scripts/move_anim.asm) and [battle/anims.asm:BattleAnimations](/battle/anims.asm). ## `$00`−`$EF`: `anim_wait` *length* ## `$D0`: `anim_obj` *object*, *x*, *y*, *param* ## `$D1`: `anim_1gfx` *gfx* ## `$D2`: `anim_2gfx` *gfx1*, *gfx2* ## `$D3`: `anim_3gfx` *gfx1*, *gfx2*, *gfx3* ## `$D4`: `anim_4gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4* ## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5* ## `$D6`: `anim_incobj` *id* ## `$D7`: `anim_setobj` *id*, *object* ## `$D8`: `anim_incbgeffect` *effect* ## `$D9`: `anim_enemyfeetobj` ## `$DA`: `anim_playerheadobj` ## `$DB`: `anim_checkpokeball` ## `$DC`: `anim_transform` ## `$DD`: `anim_raisesub` ## `$DE`: `anim_dropsub` ## `$DF`: `anim_resetobp0` ## `$E0`: `anim_sound` *duration*, *tracks*, *id* ## `$E1`: `anim_cry` *pitch* ## `$E2`: `anim_minimizeopp` ## `$E3`: `anim_oamon` ## `$E4`: `anim_oamoff` ## `$E5`: `anim_clearobjs` ## `$E6`: `anim_beatup` ## `$E7`: `anim_0xe7` ## `$E8`: `anim_updateactorpic` ## `$E9`: `anim_minimize` ## `$EA`: `anim_0xea` ## `$EB`: `anim_0xeb` ## `$EC`: `anim_0xec` ## `$ED`: `anim_0xed` ## `$EE`: `anim_if_param_and` *value*, *address* ## `$EF`: `anim_jumpuntil` *address* ## `$F0`: `anim_bgeffect` *effect*, *unknown1*, *unknown2*, *unknown3* ## `$F1`: `anim_bgp` *colors* ## `$F2`: `anim_obp0` *colors* ## `$F3`: `anim_obp1` *colors* ## `$F4`: `anim_clearsprites` ## `$F5`: `anim_0xf5` ## `$F6`: `anim_0xf6` ## `$F7`: `anim_0xf7` ## `$F8`: `anim_if_param_equal` *value*, *address* ## `$F9`: `anim_setvar` *value* ## `$FA`: `anim_incvar` ## `$FB`: `anim_if_var_equal` *value*, *address* ## `$FC`: `anim_jump` *address* ## `$FD`: `anim_loop` *count*, *address* ## `$FE`: `anim_call` *address* ## `$FF`: `anim_ret`