pokecrystal-board/constants/battle_anim_constants.asm
2023-09-24 15:06:19 +02:00

857 lines
28 KiB
NASM

; battle_anim_struct members (see macros/ram.asm)
rsreset
DEF BATTLEANIMSTRUCT_INDEX rb ; 00
DEF BATTLEANIMSTRUCT_OAMFLAGS rb ; 01
DEF BATTLEANIMSTRUCT_FIX_Y rb ; 02
DEF BATTLEANIMSTRUCT_FRAMESET_ID rb ; 03
DEF BATTLEANIMSTRUCT_FUNCTION rb ; 04
DEF BATTLEANIMSTRUCT_PALETTE rb ; 05
DEF BATTLEANIMSTRUCT_TILEID rb ; 06
DEF BATTLEANIMOBJ_LENGTH EQU _RS - 1 ; discount BATTLEANIMSTRUCT_INDEX
DEF BATTLEANIMSTRUCT_XCOORD rb ; 07
DEF BATTLEANIMSTRUCT_YCOORD rb ; 08
DEF BATTLEANIMSTRUCT_XOFFSET rb ; 09
DEF BATTLEANIMSTRUCT_YOFFSET rb ; 0a
DEF BATTLEANIMSTRUCT_PARAM rb ; 0b
DEF BATTLEANIMSTRUCT_DURATION rb ; 0c
DEF BATTLEANIMSTRUCT_FRAME rb ; 0d
DEF BATTLEANIMSTRUCT_JUMPTABLE_INDEX rb ; 0e
DEF BATTLEANIMSTRUCT_VAR1 rb ; 0f
DEF BATTLEANIMSTRUCT_VAR2 rb ; 10
rb_skip 7
DEF BATTLEANIMSTRUCT_LENGTH EQU _RS
DEF NUM_BATTLE_ANIM_STRUCTS EQU 10 ; see wActiveAnimObjects
; wBattleAnimTileDict size (see wram.asm)
DEF NUM_BATTLEANIMTILEDICT_ENTRIES EQU 5
; Start tile for battle animation graphics
DEF BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
; BattleAnimObjects indexes (see data/battle_anims/objects.asm)
const_def
const BATTLE_ANIM_OBJ_HIT_BIG_YFIX
const BATTLE_ANIM_OBJ_HIT_YFIX
const BATTLE_ANIM_OBJ_HIT_SMALL_YFIX
const BATTLE_ANIM_OBJ_HIT_BIG
const BATTLE_ANIM_OBJ_HIT
const BATTLE_ANIM_OBJ_HIT_SMALL
const BATTLE_ANIM_OBJ_PUNCH
const BATTLE_ANIM_OBJ_KICK
const BATTLE_ANIM_OBJ_PALM
const BATTLE_ANIM_OBJ_FANG
const BATTLE_ANIM_OBJ_PUNCH_SHAKE
const BATTLE_ANIM_OBJ_EMBER
const BATTLE_ANIM_OBJ_DRAGON_RAGE
const BATTLE_ANIM_OBJ_FLAMETHROWER
const BATTLE_ANIM_OBJ_FIRE_SPIN
const BATTLE_ANIM_OBJ_FIRE_BLAST
const BATTLE_ANIM_OBJ_BURNED
const BATTLE_ANIM_OBJ_BLIZZARD
const BATTLE_ANIM_OBJ_ICE
const BATTLE_ANIM_OBJ_ICE_BEAM
const BATTLE_ANIM_OBJ_RAZOR_LEAF
const BATTLE_ANIM_OBJ_POKE_BALL
const BATTLE_ANIM_OBJ_POKE_BALL_BLOCKED
const BATTLE_ANIM_OBJ_EXPLOSION1
const BATTLE_ANIM_OBJ_EXPLOSION2
const BATTLE_ANIM_OBJ_ACID
const BATTLE_ANIM_OBJ_SLUDGE
const BATTLE_ANIM_OBJ_BETA_BALL_POOF
const BATTLE_ANIM_OBJ_BALL_POOF
const BATTLE_ANIM_OBJ_BIG_ROCK
const BATTLE_ANIM_OBJ_SMALL_ROCK
const BATTLE_ANIM_OBJ_STRENGTH
const BATTLE_ANIM_OBJ_SEISMIC_TOSS
const BATTLE_ANIM_OBJ_BUBBLE
const BATTLE_ANIM_OBJ_SURF
const BATTLE_ANIM_OBJ_SING
const BATTLE_ANIM_OBJ_WATER_GUN
const BATTLE_ANIM_OBJ_HYDRO_PUMP
const BATTLE_ANIM_OBJ_POWDER
const BATTLE_ANIM_OBJ_BEAM
const BATTLE_ANIM_OBJ_BEAM_TIP
const BATTLE_ANIM_OBJ_ICE_BUILDUP
const BATTLE_ANIM_OBJ_FROZEN
const BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE
const BATTLE_ANIM_OBJ_RECOVER
const BATTLE_ANIM_OBJ_THUNDER_CENTER
const BATTLE_ANIM_OBJ_THUNDER_LEFT
const BATTLE_ANIM_OBJ_THUNDER_RIGHT
const BATTLE_ANIM_OBJ_THUNDER_WAVE
const BATTLE_ANIM_OBJ_SPARKS_CIRCLE_BIG
const BATTLE_ANIM_OBJ_THUNDERBOLT_BALL
const BATTLE_ANIM_OBJ_SPARKS_CIRCLE
const BATTLE_ANIM_OBJ_THUNDERSHOCK_BALL
const BATTLE_ANIM_OBJ_CLAMP
const BATTLE_ANIM_OBJ_BITE
const BATTLE_ANIM_OBJ_CUT_DOWN_LEFT
const BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT
const BATTLE_ANIM_OBJ_CUT_UP_RIGHT
const BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT
const BATTLE_ANIM_OBJ_CUT_LONG_DOWN_RIGHT
const BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE
const BATTLE_ANIM_OBJ_ABSORB_CENTER
const BATTLE_ANIM_OBJ_GUST
const BATTLE_ANIM_OBJ_VINE_WHIP1
const BATTLE_ANIM_OBJ_VINE_WHIP2
const BATTLE_ANIM_OBJ_RAZOR_WIND1
const BATTLE_ANIM_OBJ_RAZOR_WIND2
const BATTLE_ANIM_OBJ_SONICBOOM_JP
const BATTLE_ANIM_OBJ_WARP
const BATTLE_ANIM_OBJ_ABSORB
const BATTLE_ANIM_OBJ_EGG
const BATTLE_ANIM_OBJ_FOCUS
const BATTLE_ANIM_OBJ_BIND1
const BATTLE_ANIM_OBJ_BIND2
const BATTLE_ANIM_OBJ_LEECH_SEED
const BATTLE_ANIM_OBJ_SOUND
const BATTLE_ANIM_OBJ_WAVE
const BATTLE_ANIM_OBJ_CONFUSE_RAY
const BATTLE_ANIM_OBJ_LEER
const BATTLE_ANIM_OBJ_LEER_TIP
const BATTLE_ANIM_OBJ_SCREEN
const BATTLE_ANIM_OBJ_HARDEN
const BATTLE_ANIM_OBJ_CHICK
const BATTLE_ANIM_OBJ_AMNESIA
const BATTLE_ANIM_OBJ_ASLEEP
const BATTLE_ANIM_OBJ_SKULL
const BATTLE_ANIM_OBJ_DIG_SAND
const BATTLE_ANIM_OBJ_DIG_PILE
const BATTLE_ANIM_OBJ_SAND
const BATTLE_ANIM_OBJ_PARALYZED
const BATTLE_ANIM_OBJ_STRING_SHOT
const BATTLE_ANIM_OBJ_HAZE
const BATTLE_ANIM_OBJ_MIST
const BATTLE_ANIM_OBJ_SMOG
const BATTLE_ANIM_OBJ_POISON_GAS
const BATTLE_ANIM_OBJ_HORN
const BATTLE_ANIM_OBJ_NEEDLE
const BATTLE_ANIM_OBJ_PETAL_DANCE
const BATTLE_ANIM_OBJ_SLUDGE_BOMB
const BATTLE_ANIM_OBJ_PAY_DAY
const BATTLE_ANIM_OBJ_SONICBOOM_JP_UNUSED
const BATTLE_ANIM_OBJ_MIMIC
const BATTLE_ANIM_OBJ_ATTRACT
const BATTLE_ANIM_OBJ_BONEMERANG
const BATTLE_ANIM_OBJ_BONE_CLUB
const BATTLE_ANIM_OBJ_BONE_RUSH
const BATTLE_ANIM_OBJ_SWIFT
const BATTLE_ANIM_OBJ_KINESIS
const BATTLE_ANIM_OBJ_FLASH
const BATTLE_ANIM_OBJ_SHINY
const BATTLE_ANIM_OBJ_SKY_ATTACK
const BATTLE_ANIM_OBJ_LICK
const BATTLE_ANIM_OBJ_WITHDRAW
const BATTLE_ANIM_OBJ_DRAIN
const BATTLE_ANIM_OBJ_GROWTH
const BATTLE_ANIM_OBJ_CONVERSION2
const BATTLE_ANIM_OBJ_SMOKE
const BATTLE_ANIM_OBJ_SMOKESCREEN
const BATTLE_ANIM_OBJ_SWORDS_DANCE
const BATTLE_ANIM_OBJ_SPEED_LINE
const BATTLE_ANIM_OBJ_SHARPEN
const BATTLE_ANIM_OBJ_DEFENSE_CURL
const BATTLE_ANIM_OBJ_METRONOME_HAND
const BATTLE_ANIM_OBJ_METRONOME_SPARKLE
const BATTLE_ANIM_OBJ_DISABLE
const BATTLE_ANIM_OBJ_AGILITY
const BATTLE_ANIM_OBJ_HEART
const BATTLE_ANIM_OBJ_FLAME_WHEEL
const BATTLE_ANIM_OBJ_SACRED_FIRE
const BATTLE_ANIM_OBJ_COTTON_SPORE
const BATTLE_ANIM_OBJ_MILK_DRINK
const BATTLE_ANIM_OBJ_ANGER
const BATTLE_ANIM_OBJ_HEAL_BELL
const BATTLE_ANIM_OBJ_HEAL_BELL_NOTE
const BATTLE_ANIM_OBJ_BATON_PASS
const BATTLE_ANIM_OBJ_LOCK_ON
const BATTLE_ANIM_OBJ_MIND_READER
const BATTLE_ANIM_OBJ_SAFEGUARD
const BATTLE_ANIM_OBJ_PROTECT
const BATTLE_ANIM_OBJ_THIEF
const BATTLE_ANIM_OBJ_OCTAZOOKA
const BATTLE_ANIM_OBJ_PRESENT
const BATTLE_ANIM_OBJ_SPIKES
const BATTLE_ANIM_OBJ_POWDER_SNOW
const BATTLE_ANIM_OBJ_DRAGONBREATH
const BATTLE_ANIM_OBJ_CONVERSION
const BATTLE_ANIM_OBJ_SPIDER_WEB
const BATTLE_ANIM_OBJ_CAKE_UNUSED
const BATTLE_ANIM_OBJ_NIGHTMARE
const BATTLE_ANIM_OBJ_IN_NIGHTMARE
const BATTLE_ANIM_OBJ_LOVELY_KISS
const BATTLE_ANIM_OBJ_SWEET_KISS
const BATTLE_ANIM_OBJ_SKETCH
const BATTLE_ANIM_OBJ_ENCORE_HAND
const BATTLE_ANIM_OBJ_ENCORE_STAR
const BATTLE_ANIM_OBJ_DESTINY_BOND
const BATTLE_ANIM_OBJ_MORNING_SUN
const BATTLE_ANIM_OBJ_GLIMMER
const BATTLE_ANIM_OBJ_MOONLIGHT
const BATTLE_ANIM_OBJ_HIDDEN_POWER
const BATTLE_ANIM_OBJ_CROSS_CHOP1
const BATTLE_ANIM_OBJ_CROSS_CHOP2
const BATTLE_ANIM_OBJ_SANDSTORM
const BATTLE_ANIM_OBJ_ZAP_CANNON
const BATTLE_ANIM_OBJ_SPITE
const BATTLE_ANIM_OBJ_CURSE
const BATTLE_ANIM_OBJ_PERISH_SONG
const BATTLE_ANIM_OBJ_FORESIGHT
const BATTLE_ANIM_OBJ_RAPID_SPIN
const BATTLE_ANIM_OBJ_SWAGGER
const BATTLE_ANIM_OBJ_BELLY_DRUM_HAND
const BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE
const BATTLE_ANIM_OBJ_MEAN_LOOK
const BATTLE_ANIM_OBJ_BETA_PURSUIT
const BATTLE_ANIM_OBJ_SHOOTING_SPARKLE
const BATTLE_ANIM_OBJ_RAIN
const BATTLE_ANIM_OBJ_B0
const BATTLE_ANIM_OBJ_PSYCH_UP
const BATTLE_ANIM_OBJ_ANCIENTPOWER
const BATTLE_ANIM_OBJ_AEROBLAST
const BATTLE_ANIM_OBJ_SHADOW_BALL
const BATTLE_ANIM_OBJ_ROCK_SMASH
const BATTLE_ANIM_OBJ_FLOWER
const BATTLE_ANIM_OBJ_COTTON
const BATTLE_ANIM_OBJ_ENEMYFEET_1ROW
const BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW
const BATTLE_ANIM_OBJ_ENEMYFEET_2ROW
const BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW
DEF NUM_BATTLE_ANIM_OBJS EQU const_value
; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
const_def
const BATTLE_ANIM_FUNC_NULL
const BATTLE_ANIM_FUNC_USER_TO_TARGET
const BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR
const BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE
const BATTLE_ANIM_FUNC_WAVE_TO_TARGET
const BATTLE_ANIM_FUNC_THROW_TO_TARGET
const BATTLE_ANIM_FUNC_THROW_TO_TARGET_DISAPPEAR
const BATTLE_ANIM_FUNC_DROP
const BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN
const BATTLE_ANIM_FUNC_SHAKE
const BATTLE_ANIM_FUNC_FIRE_BLAST
const BATTLE_ANIM_FUNC_RAZOR_LEAF
const BATTLE_ANIM_FUNC_BUBBLE
const BATTLE_ANIM_FUNC_SURF
const BATTLE_ANIM_FUNC_SING
const BATTLE_ANIM_FUNC_WATER_GUN
const BATTLE_ANIM_FUNC_EMBER
const BATTLE_ANIM_FUNC_POWDER
const BATTLE_ANIM_FUNC_POKEBALL
const BATTLE_ANIM_FUNC_POKEBALL_BLOCKED
const BATTLE_ANIM_FUNC_RECOVER
const BATTLE_ANIM_FUNC_THUNDER_WAVE
const BATTLE_ANIM_FUNC_CLAMP_ENCORE
const BATTLE_ANIM_FUNC_BITE
const BATTLE_ANIM_FUNC_SOLAR_BEAM
const BATTLE_ANIM_FUNC_GUST
const BATTLE_ANIM_FUNC_RAZOR_WIND
const BATTLE_ANIM_FUNC_KICK
const BATTLE_ANIM_FUNC_ABSORB
const BATTLE_ANIM_FUNC_EGG
const BATTLE_ANIM_FUNC_MOVE_UP
const BATTLE_ANIM_FUNC_WRAP
const BATTLE_ANIM_FUNC_LEECH_SEED
const BATTLE_ANIM_FUNC_SOUND
const BATTLE_ANIM_FUNC_CONFUSE_RAY
const BATTLE_ANIM_FUNC_DIZZY
const BATTLE_ANIM_FUNC_AMNESIA
const BATTLE_ANIM_FUNC_FLOAT_UP
const BATTLE_ANIM_FUNC_DIG
const BATTLE_ANIM_FUNC_STRING
const BATTLE_ANIM_FUNC_PARALYZED
const BATTLE_ANIM_FUNC_SPIRAL_DESCENT
const BATTLE_ANIM_FUNC_POISON_GAS
const BATTLE_ANIM_FUNC_HORN
const BATTLE_ANIM_FUNC_NEEDLE
const BATTLE_ANIM_FUNC_PETAL_DANCE
const BATTLE_ANIM_FUNC_THIEF_PAYDAY
const BATTLE_ANIM_FUNC_ABSORB_CIRCLE
const BATTLE_ANIM_FUNC_BONEMERANG
const BATTLE_ANIM_FUNC_SHINY
const BATTLE_ANIM_FUNC_SKY_ATTACK
const BATTLE_ANIM_FUNC_GROWTH_SWORDS_DANCE
const BATTLE_ANIM_FUNC_SMOKE_FLAME_WHEEL
const BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN
const BATTLE_ANIM_FUNC_STRENGTH_SEISMIC_TOSS
const BATTLE_ANIM_FUNC_SPEED_LINE
const BATTLE_ANIM_FUNC_SLUDGE
const BATTLE_ANIM_FUNC_METRONOME_HAND
const BATTLE_ANIM_FUNC_METRONOME_SPARKLE_SKETCH
const BATTLE_ANIM_FUNC_AGILITY
const BATTLE_ANIM_FUNC_SACRED_FIRE
const BATTLE_ANIM_FUNC_SAFEGUARD_PROTECT
const BATTLE_ANIM_FUNC_LOCK_ON_MIND_READER
const BATTLE_ANIM_FUNC_SPIKES
const BATTLE_ANIM_FUNC_HEAL_BELL_NOTES
const BATTLE_ANIM_FUNC_BATON_PASS
const BATTLE_ANIM_FUNC_CONVERSION
const BATTLE_ANIM_FUNC_ENCORE_BELLY_DRUM
const BATTLE_ANIM_FUNC_SWAGGER_MORNING_SUN
const BATTLE_ANIM_FUNC_HIDDEN_POWER
const BATTLE_ANIM_FUNC_CURSE
const BATTLE_ANIM_FUNC_PERISH_SONG
const BATTLE_ANIM_FUNC_RAPID_SPIN
const BATTLE_ANIM_FUNC_BETA_PURSUIT
const BATTLE_ANIM_FUNC_RAIN_SANDSTORM
const BATTLE_ANIM_FUNC_BATTLE_ANIM_OBJ_B0
const BATTLE_ANIM_FUNC_PSYCH_UP
const BATTLE_ANIM_FUNC_ANCIENT_POWER
const BATTLE_ANIM_FUNC_ROCK_SMASH
const BATTLE_ANIM_FUNC_COTTON
DEF NUM_BATTLE_ANIM_FUNCS EQU const_value
; BattleAnimFrameData indexes (see data/battle_anims/framesets.asm)
const_def
const BATTLE_ANIM_FRAMESET_HIT_BIG
const BATTLE_ANIM_FRAMESET_HIT
const BATTLE_ANIM_FRAMESET_HIT_SMALL
const BATTLE_ANIM_FRAMESET_PUNCH
const BATTLE_ANIM_FRAMESET_KICK
const BATTLE_ANIM_FRAMESET_PALM
const BATTLE_ANIM_FRAMESET_FANG
const BATTLE_ANIM_FRAMESET_PUNCH_SHAKE
const BATTLE_ANIM_FRAMESET_BALL_POOF
const BATTLE_ANIM_FRAMESET_POKE_BALL_1
const BATTLE_ANIM_FRAMESET_POKE_BALL_2
const BATTLE_ANIM_FRAMESET_POKE_BALL_3
const BATTLE_ANIM_FRAMESET_POKE_BALL_4
const BATTLE_ANIM_FRAMESET_POKE_BALL_5
const BATTLE_ANIM_FRAMESET_DRAGON_RAGE
const BATTLE_ANIM_FRAMESET_FLAMETHROWER
const BATTLE_ANIM_FRAMESET_EMBER
const BATTLE_ANIM_FRAMESET_BURNED
const BATTLE_ANIM_FRAMESET_BLIZZARD
const BATTLE_ANIM_FRAMESET_ICE
const BATTLE_ANIM_FRAMESET_ICE_BEAM
const BATTLE_ANIM_FRAMESET_POWDER_SNOW
const BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1
const BATTLE_ANIM_FRAMESET_RAZOR_LEAF_2
const BATTLE_ANIM_FRAMESET_EXPLOSION
const BATTLE_ANIM_FRAMESET_BIG_ROCK
const BATTLE_ANIM_FRAMESET_SMALL_ROCK
const BATTLE_ANIM_FRAMESET_STRENGTH
const BATTLE_ANIM_FRAMESET_SKULL_CROSSBONE
const BATTLE_ANIM_FRAMESET_ACID
const BATTLE_ANIM_FRAMESET_POISON_DROPLET_UNUSED
const BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE
const BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST
const BATTLE_ANIM_FRAMESET_SMALL_BUBBLE
const BATTLE_ANIM_FRAMESET_PULSING_BUBBLE
const BATTLE_ANIM_FRAMESET_SURF
const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1
const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2
const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
const BATTLE_ANIM_FRAMESET_WATER_GUN_1
const BATTLE_ANIM_FRAMESET_WATER_GUN_2
const BATTLE_ANIM_FRAMESET_WATER_GUN_3
const BATTLE_ANIM_FRAMESET_HYDRO_PUMP
const BATTLE_ANIM_FRAMESET_POWDER
const BATTLE_ANIM_FRAMESET_BEAM
const BATTLE_ANIM_FRAMESET_BEAM_TIP
const BATTLE_ANIM_FRAMESET_ICE_BUILDUP
const BATTLE_ANIM_FRAMESET_FROZEN
const BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE
const BATTLE_ANIM_FRAMESET_THUNDER_CENTER
const BATTLE_ANIM_FRAMESET_THUNDER_LEFT
const BATTLE_ANIM_FRAMESET_THUNDER_RIGHT
const BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE
const BATTLE_ANIM_FRAMESET_THUNDER_WAVE_EXTRA
const BATTLE_ANIM_FRAMESET_THUNDERBOLT_SPARKS
const BATTLE_ANIM_FRAMESET_THUNDERBOLT_CORE
const BATTLE_ANIM_FRAMESET_THUNDERSHOCK_SPARKS
const BATTLE_ANIM_FRAMESET_THUNDERSHOCK_CORE
const BATTLE_ANIM_FRAMESET_CLAMP
const BATTLE_ANIM_FRAMESET_CLAMP_FLIPPED
const BATTLE_ANIM_FRAMESET_BITE_1
const BATTLE_ANIM_FRAMESET_BITE_2
const BATTLE_ANIM_FRAMESET_CUT_DOWN_LEFT
const BATTLE_ANIM_FRAMESET_CUT_DOWN_RIGHT
const BATTLE_ANIM_FRAMESET_CUT_UP_RIGHT
const BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_LEFT
const BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_RIGHT
const BATTLE_ANIM_FRAMESET_CHARGE_ORB_1
const BATTLE_ANIM_FRAMESET_ABSORB_CENTER
const BATTLE_ANIM_FRAMESET_GUST
const BATTLE_ANIM_FRAMESET_VINE_WHIP_1
const BATTLE_ANIM_FRAMESET_VINE_WHIP_2
const BATTLE_ANIM_FRAMESET_RAZOR_WIND_1
const BATTLE_ANIM_FRAMESET_RAZOR_WIND_2
const BATTLE_ANIM_FRAMESET_SONICBOOM_JP
const BATTLE_ANIM_FRAMESET_WARP
const BATTLE_ANIM_FRAMESET_CHARGE_ORB_2
const BATTLE_ANIM_FRAMESET_EGG
const BATTLE_ANIM_FRAMESET_EGG_WOBBLE
const BATTLE_ANIM_FRAMESET_EGG_CRACKED_TOP
const BATTLE_ANIM_FRAMESET_EGG_CRACKED_BOTTOM
const BATTLE_ANIM_FRAMESET_FOCUS
const BATTLE_ANIM_FRAMESET_BIND_1
const BATTLE_ANIM_FRAMESET_BIND_2
const BATTLE_ANIM_FRAMESET_BIND_3
const BATTLE_ANIM_FRAMESET_BIND_4
const BATTLE_ANIM_FRAMESET_LEECH_SEED_1
const BATTLE_ANIM_FRAMESET_LEECH_SEED_2
const BATTLE_ANIM_FRAMESET_LEECH_SEED_3
const BATTLE_ANIM_FRAMESET_SOUND_1
const BATTLE_ANIM_FRAMESET_SOUND_2
const BATTLE_ANIM_FRAMESET_SOUND_3
const BATTLE_ANIM_FRAMESET_WAVE
const BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1
const BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2
const BATTLE_ANIM_FRAMESET_LEER
const BATTLE_ANIM_FRAMESET_REFLECT
const BATTLE_ANIM_FRAMESET_CHICK_1
const BATTLE_ANIM_FRAMESET_CHICK_2
const BATTLE_ANIM_FRAMESET_AMNESIA_1
const BATTLE_ANIM_FRAMESET_AMNESIA_2
const BATTLE_ANIM_FRAMESET_AMNESIA_3
const BATTLE_ANIM_FRAMESET_ASLEEP
const BATTLE_ANIM_FRAMESET_DIG_SAND
const BATTLE_ANIM_FRAMESET_DIG_PILE
const BATTLE_ANIM_FRAMESET_SAND
const BATTLE_ANIM_FRAMESET_STRING_SHOT_1
const BATTLE_ANIM_FRAMESET_STRING_SHOT_2
const BATTLE_ANIM_FRAMESET_STRING_SHOT_3
const BATTLE_ANIM_FRAMESET_PARALYZED
const BATTLE_ANIM_FRAMESET_PARALYZED_FLIPPED
const BATTLE_ANIM_FRAMESET_HAZE
const BATTLE_ANIM_FRAMESET_MIST
const BATTLE_ANIM_FRAMESET_HORN
const BATTLE_ANIM_FRAMESET_NEEDLE
const BATTLE_ANIM_FRAMESET_FLOWER
const BATTLE_ANIM_FRAMESET_BARRAGE_BALL
const BATTLE_ANIM_FRAMESET_PAY_DAY
const BATTLE_ANIM_FRAMESET_HEART
const BATTLE_ANIM_FRAMESET_SPINNING_BONE
const BATTLE_ANIM_FRAMESET_STAR
const BATTLE_ANIM_FRAMESET_SPOON
const BATTLE_ANIM_FRAMESET_SPARKLE
const BATTLE_ANIM_FRAMESET_SKY_ATTACK
const BATTLE_ANIM_FRAMESET_LICK
const BATTLE_ANIM_FRAMESET_WITHDRAW_SHELL
const BATTLE_ANIM_FRAMESET_SHRINKING_CHARGE_ORB
const BATTLE_ANIM_FRAMESET_CONVERSION
const BATTLE_ANIM_FRAMESET_SWORD
const BATTLE_ANIM_FRAMESET_SPEED_LINE_1
const BATTLE_ANIM_FRAMESET_SPEED_LINE_2
const BATTLE_ANIM_FRAMESET_SPEED_LINE_3
const BATTLE_ANIM_FRAMESET_SEISMIC_TOSS
const BATTLE_ANIM_FRAMESET_SHARPEN
const BATTLE_ANIM_FRAMESET_DEFENSE_CURL
const BATTLE_ANIM_FRAMESET_METRONOME_HAND
const BATTLE_ANIM_FRAMESET_AGILITY
const BATTLE_ANIM_FRAMESET_COTTON
const BATTLE_ANIM_FRAMESET_MILK_BOTTLE
const BATTLE_ANIM_FRAMESET_SPIKE
const BATTLE_ANIM_FRAMESET_ANGER_VEIN
const BATTLE_ANIM_FRAMESET_HEAL_BELL
const BATTLE_ANIM_FRAMESET_BATON_PASS
const BATTLE_ANIM_FRAMESET_LOCK_ON_1
const BATTLE_ANIM_FRAMESET_LOCK_ON_2
const BATTLE_ANIM_FRAMESET_LOCK_ON_3
const BATTLE_ANIM_FRAMESET_LOCK_ON_4
const BATTLE_ANIM_FRAMESET_MIND_READER_1
const BATTLE_ANIM_FRAMESET_MIND_READER_2
const BATTLE_ANIM_FRAMESET_MIND_READER_3
const BATTLE_ANIM_FRAMESET_MIND_READER_4
const BATTLE_ANIM_FRAMESET_SAFEGUARD
const BATTLE_ANIM_FRAMESET_MEGAPHONE_UNUSED
const BATTLE_ANIM_FRAMESET_ITEM_BAG
const BATTLE_ANIM_FRAMESET_SPIDER_WEB
const BATTLE_ANIM_FRAMESET_UNUSED_CAKE
const BATTLE_ANIM_FRAMESET_IMP
const BATTLE_ANIM_FRAMESET_IMP_FLIPPED
const BATTLE_ANIM_FRAMESET_CHERUB
const BATTLE_ANIM_FRAMESET_PENCIL
const BATTLE_ANIM_FRAMESET_ENCORE_HAND
const BATTLE_ANIM_FRAMESET_ENCORE_HAND_FLIPPED
const BATTLE_ANIM_FRAMESET_DESTINY_BOND
const BATTLE_ANIM_FRAMESET_MORNING_SUN
const BATTLE_ANIM_FRAMESET_GLIMMER
const BATTLE_ANIM_FRAMESET_MOONLIGHT
const BATTLE_ANIM_FRAMESET_CROSS_CHOP_1
const BATTLE_ANIM_FRAMESET_CROSS_CHOP_2
const BATTLE_ANIM_FRAMESET_ZAP_CANNON
const BATTLE_ANIM_FRAMESET_CURSE_NAIL
const BATTLE_ANIM_FRAMESET_FORESIGHT_SHINE
const BATTLE_ANIM_FRAMESET_RAPID_SPIN
const BATTLE_ANIM_FRAMESET_SWAGGER
const BATTLE_ANIM_FRAMESET_MEAN_LOOK
const BATTLE_ANIM_FRAMESET_UPSIDE_DOWN_PUNCH
const BATTLE_ANIM_FRAMESET_GROWING_SPARKLE
const BATTLE_ANIM_FRAMESET_RAIN
const BATTLE_ANIM_FRAMESET_PSYCH_UP
const BATTLE_ANIM_FRAMESET_SPIRAL_UNUSED
const BATTLE_ANIM_FRAMESET_AEROBLAST
const BATTLE_ANIM_FRAMESET_SANDSTORM
const BATTLE_ANIM_FRAMESET_ENEMYFEET_1ROW
const BATTLE_ANIM_FRAMESET_PLAYERHEAD_1ROW
const BATTLE_ANIM_FRAMESET_ENEMYFEET_2ROW
const BATTLE_ANIM_FRAMESET_PLAYERHEAD_2ROW
DEF NUM_BATTLE_ANIM_FRAMESETS EQU const_value
; BattleAnimOAMData indexes (see data/battle_anims/oam.asm)
const_def
const BATTLE_ANIM_OAMSET_00
const BATTLE_ANIM_OAMSET_01
const BATTLE_ANIM_OAMSET_02
const BATTLE_ANIM_OAMSET_03
const BATTLE_ANIM_OAMSET_04
const BATTLE_ANIM_OAMSET_05
const BATTLE_ANIM_OAMSET_06
const BATTLE_ANIM_OAMSET_07
const BATTLE_ANIM_OAMSET_08
const BATTLE_ANIM_OAMSET_09
const BATTLE_ANIM_OAMSET_0A
const BATTLE_ANIM_OAMSET_0B
const BATTLE_ANIM_OAMSET_0C
const BATTLE_ANIM_OAMSET_0D
const BATTLE_ANIM_OAMSET_0E
const BATTLE_ANIM_OAMSET_0F
const BATTLE_ANIM_OAMSET_10
const BATTLE_ANIM_OAMSET_11
const BATTLE_ANIM_OAMSET_12
const BATTLE_ANIM_OAMSET_13
const BATTLE_ANIM_OAMSET_14
const BATTLE_ANIM_OAMSET_15
const BATTLE_ANIM_OAMSET_16
const BATTLE_ANIM_OAMSET_17
const BATTLE_ANIM_OAMSET_18
const BATTLE_ANIM_OAMSET_19
const BATTLE_ANIM_OAMSET_1A
const BATTLE_ANIM_OAMSET_1B
const BATTLE_ANIM_OAMSET_1C
const BATTLE_ANIM_OAMSET_1D
const BATTLE_ANIM_OAMSET_1E
const BATTLE_ANIM_OAMSET_1F
const BATTLE_ANIM_OAMSET_20
const BATTLE_ANIM_OAMSET_21
const BATTLE_ANIM_OAMSET_22
const BATTLE_ANIM_OAMSET_23
const BATTLE_ANIM_OAMSET_24
const BATTLE_ANIM_OAMSET_25
const BATTLE_ANIM_OAMSET_26
const BATTLE_ANIM_OAMSET_27
const BATTLE_ANIM_OAMSET_28
const BATTLE_ANIM_OAMSET_29
const BATTLE_ANIM_OAMSET_2A
const BATTLE_ANIM_OAMSET_2B
const BATTLE_ANIM_OAMSET_2C
const BATTLE_ANIM_OAMSET_2D
const BATTLE_ANIM_OAMSET_2E
const BATTLE_ANIM_OAMSET_2F
const BATTLE_ANIM_OAMSET_30
const BATTLE_ANIM_OAMSET_31
const BATTLE_ANIM_OAMSET_32
const BATTLE_ANIM_OAMSET_33
const BATTLE_ANIM_OAMSET_34
const BATTLE_ANIM_OAMSET_35
const BATTLE_ANIM_OAMSET_36
const BATTLE_ANIM_OAMSET_37
const BATTLE_ANIM_OAMSET_38
const BATTLE_ANIM_OAMSET_39
const BATTLE_ANIM_OAMSET_3A
const BATTLE_ANIM_OAMSET_3B
const BATTLE_ANIM_OAMSET_3C
const BATTLE_ANIM_OAMSET_3D
const BATTLE_ANIM_OAMSET_3E
const BATTLE_ANIM_OAMSET_3F
const BATTLE_ANIM_OAMSET_40
const BATTLE_ANIM_OAMSET_41
const BATTLE_ANIM_OAMSET_42
const BATTLE_ANIM_OAMSET_43
const BATTLE_ANIM_OAMSET_44
const BATTLE_ANIM_OAMSET_45
const BATTLE_ANIM_OAMSET_46
const BATTLE_ANIM_OAMSET_47
const BATTLE_ANIM_OAMSET_48
const BATTLE_ANIM_OAMSET_49
const BATTLE_ANIM_OAMSET_4A
const BATTLE_ANIM_OAMSET_4B
const BATTLE_ANIM_OAMSET_4C
const BATTLE_ANIM_OAMSET_4D
const BATTLE_ANIM_OAMSET_4E
const BATTLE_ANIM_OAMSET_4F
const BATTLE_ANIM_OAMSET_50
const BATTLE_ANIM_OAMSET_51
const BATTLE_ANIM_OAMSET_52
const BATTLE_ANIM_OAMSET_53
const BATTLE_ANIM_OAMSET_54
const BATTLE_ANIM_OAMSET_55
const BATTLE_ANIM_OAMSET_56
const BATTLE_ANIM_OAMSET_57
const BATTLE_ANIM_OAMSET_58
const BATTLE_ANIM_OAMSET_59
const BATTLE_ANIM_OAMSET_5A
const BATTLE_ANIM_OAMSET_5B
const BATTLE_ANIM_OAMSET_5C
const BATTLE_ANIM_OAMSET_5D
const BATTLE_ANIM_OAMSET_5E
const BATTLE_ANIM_OAMSET_5F
const BATTLE_ANIM_OAMSET_60
const BATTLE_ANIM_OAMSET_61
const BATTLE_ANIM_OAMSET_62
const BATTLE_ANIM_OAMSET_63
const BATTLE_ANIM_OAMSET_64
const BATTLE_ANIM_OAMSET_65
const BATTLE_ANIM_OAMSET_66
const BATTLE_ANIM_OAMSET_67
const BATTLE_ANIM_OAMSET_68
const BATTLE_ANIM_OAMSET_69
const BATTLE_ANIM_OAMSET_6A
const BATTLE_ANIM_OAMSET_6B
const BATTLE_ANIM_OAMSET_6C
const BATTLE_ANIM_OAMSET_6D
const BATTLE_ANIM_OAMSET_6E
const BATTLE_ANIM_OAMSET_6F
const BATTLE_ANIM_OAMSET_70
const BATTLE_ANIM_OAMSET_71
const BATTLE_ANIM_OAMSET_72
const BATTLE_ANIM_OAMSET_73
const BATTLE_ANIM_OAMSET_74
const BATTLE_ANIM_OAMSET_75
const BATTLE_ANIM_OAMSET_76
const BATTLE_ANIM_OAMSET_77
const BATTLE_ANIM_OAMSET_78
const BATTLE_ANIM_OAMSET_79
const BATTLE_ANIM_OAMSET_7A
const BATTLE_ANIM_OAMSET_7B
const BATTLE_ANIM_OAMSET_7C
const BATTLE_ANIM_OAMSET_7D
const BATTLE_ANIM_OAMSET_7E
const BATTLE_ANIM_OAMSET_7F
const BATTLE_ANIM_OAMSET_80
const BATTLE_ANIM_OAMSET_81
const BATTLE_ANIM_OAMSET_82
const BATTLE_ANIM_OAMSET_83
const BATTLE_ANIM_OAMSET_84
const BATTLE_ANIM_OAMSET_85
const BATTLE_ANIM_OAMSET_86
const BATTLE_ANIM_OAMSET_87
const BATTLE_ANIM_OAMSET_88
const BATTLE_ANIM_OAMSET_89
const BATTLE_ANIM_OAMSET_8A
const BATTLE_ANIM_OAMSET_8B
const BATTLE_ANIM_OAMSET_8C
const BATTLE_ANIM_OAMSET_8D
const BATTLE_ANIM_OAMSET_8E
const BATTLE_ANIM_OAMSET_8F
const BATTLE_ANIM_OAMSET_90
const BATTLE_ANIM_OAMSET_91
const BATTLE_ANIM_OAMSET_92
const BATTLE_ANIM_OAMSET_93
const BATTLE_ANIM_OAMSET_94
const BATTLE_ANIM_OAMSET_95
const BATTLE_ANIM_OAMSET_96
const BATTLE_ANIM_OAMSET_97
const BATTLE_ANIM_OAMSET_98
const BATTLE_ANIM_OAMSET_99
const BATTLE_ANIM_OAMSET_9A
const BATTLE_ANIM_OAMSET_9B
const BATTLE_ANIM_OAMSET_9C
const BATTLE_ANIM_OAMSET_9D
const BATTLE_ANIM_OAMSET_9E
const BATTLE_ANIM_OAMSET_9F
const BATTLE_ANIM_OAMSET_A0
const BATTLE_ANIM_OAMSET_A1
const BATTLE_ANIM_OAMSET_A2
const BATTLE_ANIM_OAMSET_A3
const BATTLE_ANIM_OAMSET_A4
const BATTLE_ANIM_OAMSET_A5
const BATTLE_ANIM_OAMSET_A6
const BATTLE_ANIM_OAMSET_A7
const BATTLE_ANIM_OAMSET_A8
const BATTLE_ANIM_OAMSET_A9
const BATTLE_ANIM_OAMSET_AA
const BATTLE_ANIM_OAMSET_AB
const BATTLE_ANIM_OAMSET_AC
const BATTLE_ANIM_OAMSET_AD
const BATTLE_ANIM_OAMSET_AE
const BATTLE_ANIM_OAMSET_AF
const BATTLE_ANIM_OAMSET_B0
const BATTLE_ANIM_OAMSET_B1
const BATTLE_ANIM_OAMSET_B2
const BATTLE_ANIM_OAMSET_B3
const BATTLE_ANIM_OAMSET_B4
const BATTLE_ANIM_OAMSET_B5
const BATTLE_ANIM_OAMSET_B6
const BATTLE_ANIM_OAMSET_B7
const BATTLE_ANIM_OAMSET_B8
const BATTLE_ANIM_OAMSET_B9
const BATTLE_ANIM_OAMSET_BA
const BATTLE_ANIM_OAMSET_BB
const BATTLE_ANIM_OAMSET_BC
const BATTLE_ANIM_OAMSET_BD
const BATTLE_ANIM_OAMSET_BE
const BATTLE_ANIM_OAMSET_BF
const BATTLE_ANIM_OAMSET_C0
const BATTLE_ANIM_OAMSET_C1
const BATTLE_ANIM_OAMSET_C2
const BATTLE_ANIM_OAMSET_C3
const BATTLE_ANIM_OAMSET_C4
const BATTLE_ANIM_OAMSET_C5
const BATTLE_ANIM_OAMSET_C6
const BATTLE_ANIM_OAMSET_C7
const BATTLE_ANIM_OAMSET_C8
const BATTLE_ANIM_OAMSET_C9
const BATTLE_ANIM_OAMSET_CA
const BATTLE_ANIM_OAMSET_CB
const BATTLE_ANIM_OAMSET_CC
const BATTLE_ANIM_OAMSET_CD
const BATTLE_ANIM_OAMSET_CE
const BATTLE_ANIM_OAMSET_CF
const BATTLE_ANIM_OAMSET_D0
const BATTLE_ANIM_OAMSET_D1
const BATTLE_ANIM_OAMSET_D2
const BATTLE_ANIM_OAMSET_D3
const BATTLE_ANIM_OAMSET_D4
const BATTLE_ANIM_OAMSET_D5
const BATTLE_ANIM_OAMSET_D6
const BATTLE_ANIM_OAMSET_D7
DEF NUM_BATTLE_ANIM_OAMSETS EQU const_value
assert NUM_BATTLE_ANIM_OAMSETS <= FIRST_OAM_CMD, \
"BATTLE_ANIM_OAMSET_* constants overlap oam*_command constants"
; BattleBGEffects indexes (see engine/battle_anims/bg_effects.asm)
const_def 1
const BATTLE_BG_EFFECT_FLASH_INVERTED
const BATTLE_BG_EFFECT_FLASH_WHITE
const BATTLE_BG_EFFECT_WHITE_HUES
const BATTLE_BG_EFFECT_BLACK_HUES
const BATTLE_BG_EFFECT_ALTERNATE_HUES
const BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW
const BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW
const BATTLE_BG_EFFECT_CYCLE_BGPALS_INVERTED
const BATTLE_BG_EFFECT_HIDE_MON
const BATTLE_BG_EFFECT_SHOW_MON
const BATTLE_BG_EFFECT_ENTER_MON
const BATTLE_BG_EFFECT_RETURN_MON
const BATTLE_BG_EFFECT_SURF
const BATTLE_BG_EFFECT_WHIRLPOOL
const BATTLE_BG_EFFECT_TELEPORT
const BATTLE_BG_EFFECT_NIGHT_SHADE
const BATTLE_BG_EFFECT_BATTLEROBJ_1ROW
const BATTLE_BG_EFFECT_BATTLEROBJ_2ROW
const BATTLE_BG_EFFECT_DOUBLE_TEAM
const BATTLE_BG_EFFECT_ACID_ARMOR
const BATTLE_BG_EFFECT_RAPID_FLASH
const BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT
const BATTLE_BG_EFFECT_FADE_MON_TO_BLACK
const BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING
const BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING
const BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING
const BATTLE_BG_EFFECT_FLASH_MON_REPEATING
const BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING
const BATTLE_BG_EFFECT_FADE_MON_TO_WHITE_WAIT_FADE_BACK
const BATTLE_BG_EFFECT_FADE_MON_FROM_WHITE
const BATTLE_BG_EFFECT_SHAKE_SCREEN_X
const BATTLE_BG_EFFECT_SHAKE_SCREEN_Y
const BATTLE_BG_EFFECT_WITHDRAW
const BATTLE_BG_EFFECT_BOUNCE_DOWN
const BATTLE_BG_EFFECT_DIG
const BATTLE_BG_EFFECT_TACKLE
const BATTLE_BG_EFFECT_BODY_SLAM
const BATTLE_BG_EFFECT_WOBBLE_MON
const BATTLE_BG_EFFECT_REMOVE_MON
const BATTLE_BG_EFFECT_WAVE_DEFORM_MON
const BATTLE_BG_EFFECT_PSYCHIC
const BATTLE_BG_EFFECT_BETA_SEND_OUT_MON1
const BATTLE_BG_EFFECT_BETA_SEND_OUT_MON2
const BATTLE_BG_EFFECT_FLAIL
const BATTLE_BG_EFFECT_BETA_PURSUIT
const BATTLE_BG_EFFECT_ROLLOUT
const BATTLE_BG_EFFECT_VITAL_THROW
const BATTLE_BG_EFFECT_START_WATER
const BATTLE_BG_EFFECT_WATER
const BATTLE_BG_EFFECT_END_WATER
const BATTLE_BG_EFFECT_VIBRATE_MON
const BATTLE_BG_EFFECT_WOBBLE_PLAYER
const BATTLE_BG_EFFECT_WOBBLE_SCREEN
DEF NUM_ANIM_BGS EQU const_value - 1
; wBattleAnimTileDict keys (see wram.asm)
; AnimObjGFX indexes (see data/battle_anims/object_gfx.asm)
const_def 1
const BATTLE_ANIM_GFX_HIT
const BATTLE_ANIM_GFX_CUT
const BATTLE_ANIM_GFX_FIRE
const BATTLE_ANIM_GFX_WATER
const BATTLE_ANIM_GFX_LIGHTNING
const BATTLE_ANIM_GFX_PLANT
const BATTLE_ANIM_GFX_SMOKE
const BATTLE_ANIM_GFX_EXPLOSION
const BATTLE_ANIM_GFX_ROCKS
const BATTLE_ANIM_GFX_ICE
const BATTLE_ANIM_GFX_POKE_BALL
const BATTLE_ANIM_GFX_POISON
const BATTLE_ANIM_GFX_BUBBLE
const BATTLE_ANIM_GFX_NOISE
const BATTLE_ANIM_GFX_POWDER
const BATTLE_ANIM_GFX_BEAM
const BATTLE_ANIM_GFX_SPEED
const BATTLE_ANIM_GFX_CHARGE
const BATTLE_ANIM_GFX_WIND
const BATTLE_ANIM_GFX_WHIP
const BATTLE_ANIM_GFX_EGG
const BATTLE_ANIM_GFX_ROPE
const BATTLE_ANIM_GFX_PSYCHIC
const BATTLE_ANIM_GFX_REFLECT
const BATTLE_ANIM_GFX_STATUS
const BATTLE_ANIM_GFX_SAND
const BATTLE_ANIM_GFX_WEB
const BATTLE_ANIM_GFX_HAZE
const BATTLE_ANIM_GFX_HORN
const BATTLE_ANIM_GFX_FLOWER
const BATTLE_ANIM_GFX_MISC
const BATTLE_ANIM_GFX_SKY_ATTACK
const BATTLE_ANIM_GFX_GLOBE
const BATTLE_ANIM_GFX_SHAPES
const BATTLE_ANIM_GFX_OBJECTS
const BATTLE_ANIM_GFX_SHINE
const BATTLE_ANIM_GFX_ANGELS
const BATTLE_ANIM_GFX_WAVE
const BATTLE_ANIM_GFX_AEROBLAST
const BATTLE_ANIM_GFX_PLAYERHEAD
const BATTLE_ANIM_GFX_ENEMYFEET
DEF NUM_ANIM_GFX EQU const_value - 1
; battle_bg_effect struct members (see macros/ram.asm)
rsreset
DEF BG_EFFECT_STRUCT_FUNCTION rb
DEF BG_EFFECT_STRUCT_JT_INDEX rb
DEF BG_EFFECT_STRUCT_BATTLE_TURN rb
DEF BG_EFFECT_STRUCT_PARAM rb
DEF BG_EFFECT_STRUCT_LENGTH EQU _RS
DEF NUM_BG_EFFECTS EQU 5 ; see wActiveBGEffects
; anim_bgeffect battle turn values for some effects
const_def
const BG_EFFECT_TARGET ; 0
const BG_EFFECT_USER ; 1
; battle palettes
const_def
const PAL_BATTLE_BG_PLAYER ; 0
const PAL_BATTLE_BG_ENEMY ; 1
const PAL_BATTLE_BG_ENEMY_HP ; 2
const PAL_BATTLE_BG_PLAYER_HP ; 3
const PAL_BATTLE_BG_EXP ; 4
const PAL_BATTLE_BG_5 ; 5
const PAL_BATTLE_BG_6 ; 6
const PAL_BATTLE_BG_TEXT ; 7
; animation object palettes
const_def
const PAL_BATTLE_OB_ENEMY ; 0
const PAL_BATTLE_OB_PLAYER ; 1
const PAL_BATTLE_OB_GRAY ; 2
const PAL_BATTLE_OB_YELLOW ; 3
const PAL_BATTLE_OB_RED ; 4
const PAL_BATTLE_OB_GREEN ; 5
const PAL_BATTLE_OB_BLUE ; 6
const PAL_BATTLE_OB_BROWN ; 7