anim_wait: macro if \1 >= $d0 flip out endc db \1 endm anim_obj: macro db $d0 db \1 ; obj db \2 ; x db \3 ; y db \4 ; param endm anim_1gfx: macro db $d1 db \1 ; gfx1 endm anim_2gfx: macro db $d2 db \1 ; gfx1 db \2 ; gfx2 endm anim_3gfx: macro db $d3 db \1 ; gfx1 db \2 ; gfx2 db \3 ; gfx3 endm anim_4gfx: macro db $d4 db \1 ; gfx1 db \2 ; gfx2 db \3 ; gfx3 db \4 ; gfx4 endm anim_5gfx: macro db $d5 db \1 ; gfx1 db \2 ; gfx2 db \3 ; gfx3 db \4 ; gfx4 db \5 ; gfx5 endm anim_incobj: macro db $d6 db \1 ; id endm anim_setobj: macro db $d7 db \1 ; id db \2 ; obj endm anim_incbgeffect: macro db $d8 db \1 ; effect endm anim_enemyfeetobj: macro db $d9 endm anim_playerheadobj: macro db $da endm anim_checkpokeball: macro db $db endm anim_transform: macro db $dc endm anim_raisesub: macro db $dd endm anim_dropsub: macro db $de endm anim_resetobp0: macro db $df endm anim_sound: macro db $e0 db \1 ; tracks db \2 ; id endm anim_cry: macro db $e1 db \1 ; pitch endm anim_minimizeopp: macro db $e2 endm anim_oamon: macro db $e3 endm anim_oamoff: macro db $e4 endm anim_clearobjs: macro db $e5 endm anim_beatup: macro db $e6 endm anim_0xe7: macro db $e7 endm anim_updateactorpic: macro db $e8 endm anim_minimize: macro db $e9 endm anim_0xea: macro db $ea endm anim_0xeb: macro db $eb endm anim_0xec: macro db $ec endm anim_0xed: macro db $ed endm anim_jumpand: macro db $ee db \1 ; value dw \2 ; address endm anim_jumpuntil: macro db $ef dw \1 ; address endm anim_bgeffect: macro db $f0 db \1 ; effect db \2 ; unknown db \3 ; unknown db \4 ; unknown endm anim_bgp: macro db $f1 db \1 ; colors endm anim_obp0: macro db $f2 db \1 ; colors endm anim_obp1: macro db $f3 db \1 ; colors endm anim_clearsprites: macro db $f4 endm anim_0xf5: macro db $f5 endm anim_0xf6: macro db $f6 endm anim_0xf7: macro db $f7 endm anim_jumpif: macro db $f8 db \1 ; value dw \2 ; address endm anim_setvar: macro db $f9 db \1 ; value endm anim_incvar: macro db $fa endm anim_jumpvar: macro db $fb db \1 ; value dw \2 ; address endm anim_jump: macro db $fc dw \1 ; address endm anim_loop: macro db $fd db \1 ; count dw \2 ; address endm anim_call: macro db $fe dw \1 ; address endm anim_ret: macro db $ff endm