shithub: pokecrystal

Download patch

ref: 03e149e55933cb9725a5785f21136f9fc3f3cade
parent: 62b756c46e5c527a3a3fe2fea0ac99d96bb8cf3e
author: Rangi <remy.oukaour+rangi42@gmail.com>
date: Mon Nov 9 10:05:14 EST 2020

Identify wBattleAnimTemp0-3

--- a/constants/battle_anim_constants.asm
+++ b/constants/battle_anim_constants.asm
@@ -814,7 +814,7 @@
 	const BG_EFFECT_STRUCT_FUNCTION
 	const BG_EFFECT_STRUCT_JT_INDEX
 	const BG_EFFECT_STRUCT_BATTLE_TURN
-	const BG_EFFECT_STRUCT_03
+	const BG_EFFECT_STRUCT_PARAM
 BG_EFFECT_STRUCT_LENGTH EQU const_value
 NUM_BG_EFFECTS EQU 5 ; see wActiveBGEffects
 
--- a/engine/battle_anims/anim_commands.asm
+++ b/engine/battle_anims/anim_commands.asm
@@ -611,13 +611,13 @@
 
 BattleAnimCmd_BGEffect:
 	call GetBattleAnimByte
-	ld [wBattleAnimTemp0], a
+	ld [wBattleBGEffectTempID], a
 	call GetBattleAnimByte
-	ld [wBattleAnimTemp1], a
+	ld [wBattleBGEffectTempJumptableIndex], a
 	call GetBattleAnimByte
-	ld [wBattleAnimTemp2], a
+	ld [wBattleBGEffectTempTurn], a
 	call GetBattleAnimByte
-	ld [wBattleAnimTemp3], a
+	ld [wBattleBGEffectTempParam], a
 	call _QueueBGEffect
 	ret
 
@@ -667,14 +667,14 @@
 	ld c, a
 	ld hl, wBattleAnimTileDict
 	xor a
-	ld [wBattleAnimTemp0], a
+	ld [wBattleAnimGFXTempTileID], a
 .loop
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattleAnimGFXTempTileID]
 	cp (vTiles1 - vTiles0) / LEN_2BPP_TILE - BATTLEANIM_BASE_TILE
 	ret nc
 	call GetBattleAnimByte
 	ld [hli], a
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattleAnimGFXTempTileID]
 	ld [hli], a
 	push bc
 	push hl
@@ -687,9 +687,9 @@
 	add hl, de
 	ld a, [wBattleAnimByte]
 	call LoadBattleAnimGFX
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattleAnimGFXTempTileID]
 	add c
-	ld [wBattleAnimTemp0], a
+	ld [wBattleAnimGFXTempTileID], a
 	pop hl
 	pop bc
 	dec c
@@ -795,12 +795,12 @@
 	ld hl, vTiles0 tile ($80 - 6 - 7)
 	ld de, vTiles2 tile $06 ; Enemy feet start tile
 	ld a, 7 tiles ; Enemy pic height
-	ld [wBattleAnimTemp0], a
+	ld [wBattleAnimGFXTempPicHeight], a
 	ld a, 7 ; Copy 7x1 tiles
 	call .LoadFeet
 	ld de, vTiles2 tile $31 ; Player head start tile
 	ld a, 6 tiles ; Player pic height
-	ld [wBattleAnimTemp0], a
+	ld [wBattleAnimGFXTempPicHeight], a
 	ld a, 6 ; Copy 6x1 tiles
 	call .LoadFeet
 	ret
@@ -812,7 +812,7 @@
 	lb bc, BANK(@), 1
 	call Request2bpp
 	pop de
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattleAnimGFXTempPicHeight]
 	ld l, a
 	ld h, 0
 	add hl, de
@@ -849,12 +849,12 @@
 	ld hl, vTiles0 tile ($80 - 6 * 2 - 7 * 2)
 	ld de, vTiles2 tile $05 ; Enemy feet start tile
 	ld a, 7 tiles ; Enemy pic height
-	ld [wBattleAnimTemp0], a
+	ld [wBattleAnimGFXTempPicHeight], a
 	ld a, 7 ; Copy 7x2 tiles
 	call .LoadHead
 	ld de, vTiles2 tile $31 ; Player head start tile
 	ld a, 6 tiles ; Player pic height
-	ld [wBattleAnimTemp0], a
+	ld [wBattleAnimGFXTempPicHeight], a
 	ld a, 6 ; Copy 6x2 tiles
 	call .LoadHead
 	ret
@@ -866,7 +866,7 @@
 	lb bc, BANK(@), 2
 	call Request2bpp
 	pop de
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattleAnimGFXTempPicHeight]
 	ld l, a
 	ld h, 0
 	add hl, de
--- a/engine/battle_anims/bg_effects.asm
+++ b/engine/battle_anims/bg_effects.asm
@@ -48,13 +48,13 @@
 	ld b, h
 	ld hl, BG_EFFECT_STRUCT_FUNCTION
 	add hl, bc
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattleBGEffectTempID]
 	ld [hli], a
-	ld a, [wBattleAnimTemp1]
+	ld a, [wBattleBGEffectTempJumptableIndex]
 	ld [hli], a
-	ld a, [wBattleAnimTemp2]
+	ld a, [wBattleBGEffectTempTurn]
 	ld [hli], a
-	ld a, [wBattleAnimTemp3]
+	ld a, [wBattleBGEffectTempParam]
 	ld [hl], a
 	ret
 
@@ -188,7 +188,7 @@
 BattleBGEffect_FlashContinue:
 ; current timer, flash duration, number of flashes
 	ld a, $1
-	ld [wBattleAnimTemp0], a
+	ld [wBattleBGEffectTempID], a ; unused?
 	ld hl, BG_EFFECT_STRUCT_JT_INDEX
 	add hl, bc
 	ld a, [hl]
@@ -204,7 +204,7 @@
 	ld hl, BG_EFFECT_STRUCT_JT_INDEX
 	add hl, bc
 	ld [hl], a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -390,9 +390,9 @@
 	ld de, .PlayerData
 .got_pointer
 	ld a, e
-	ld [wBattleAnimTemp1], a
+	ld [wBattlePicResizeTempPointer], a
 	ld a, d
-	ld [wBattleAnimTemp2], a
+	ld [wBattlePicResizeTempPointer + 1], a
 	call BattleBGEffect_RunPicResizeScript
 	ret
 
@@ -566,7 +566,7 @@
 .user
 	ld a, $8
 .okay
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], a
 	ret
@@ -620,7 +620,7 @@
 	ld a, $1
 	ldh [hBGMapMode], a
 	call BattleBGEffects_IncAnonJumptableIndex
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	dec [hl]
 	ret
@@ -628,7 +628,7 @@
 .four
 	xor a
 	ldh [hBGMapMode], a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -652,9 +652,9 @@
 	ld de, .PlayerData
 .okay
 	ld a, e
-	ld [wBattleAnimTemp1], a
+	ld [wBattlePicResizeTempPointer], a
 	ld a, d
-	ld [wBattleAnimTemp2], a
+	ld [wBattlePicResizeTempPointer + 1], a
 	call BattleBGEffect_RunPicResizeScript
 	ret
 
@@ -679,9 +679,9 @@
 	ld de, .PlayerData
 .okay
 	ld a, e
-	ld [wBattleAnimTemp1], a
+	ld [wBattlePicResizeTempPointer], a
 	ld a, d
-	ld [wBattleAnimTemp2], a
+	ld [wBattlePicResizeTempPointer + 1], a
 	call BattleBGEffect_RunPicResizeScript
 	ret
 
@@ -714,14 +714,14 @@
 	dw .end
 
 .zero
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld e, [hl]
 	ld d, $0
 	inc [hl]
-	ld a, [wBattleAnimTemp1]
+	ld a, [wBattlePicResizeTempPointer]
 	ld l, a
-	ld a, [wBattleAnimTemp2]
+	ld a, [wBattlePicResizeTempPointer + 1]
 	ld h, a
 	add hl, de
 	add hl, de
@@ -809,7 +809,7 @@
 	pop hl
 	inc hl
 	ld a, [hli]
-	ld [wBattleAnimTemp0], a
+	ld [wBattlePicResizeTempBaseTileID], a
 ; get coord
 	push de
 	ld e, [hl]
@@ -825,7 +825,7 @@
 .row
 	push bc
 	push hl
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattlePicResizeTempBaseTileID]
 	ld b, a
 .col
 	ld a, [de]
@@ -1006,7 +1006,7 @@
 
 BattleBGEffect_Water:
 ; BG_EFFECT_STRUCT_JT_INDEX: defines Y position of deformation
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	ld e, a
@@ -1023,7 +1023,7 @@
 	ld hl, BG_EFFECT_STRUCT_JT_INDEX
 	add hl, bc
 	ld a, [hl]
-	ld [wBattleAnimTemp0], a
+	ld [wBattleSineWaveTempProgress], a
 	ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
 	add hl, bc
 	ld a, [hl]
@@ -1062,13 +1062,13 @@
 	ldh [hLYOverrideEnd], a
 	lb de, 6, 5
 	call DeformScreen
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $0
 	ret
 
 .one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -1117,7 +1117,7 @@
 	call BattleBGEffects_ClearLYOverrides
 	ld a, LOW(rSCY)
 	call BattleBGEffect_SetLCDStatCustoms1
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld e, [hl]
 	ld d, 2
@@ -1156,7 +1156,7 @@
 	ret
 
 .one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	cp $10
@@ -1166,7 +1166,7 @@
 	ret
 
 .three
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	cp $ff
@@ -1185,7 +1185,7 @@
 	ld a, [hl]
 	ld d, $2
 	call BattleBGEffects_Sine
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	add [hl]
 	call .UpdateLYOverrides
@@ -1238,7 +1238,7 @@
 	call BattleBGEffects_ClearLYOverrides
 	ld a, LOW(rSCY)
 	call BattleBGEffect_SetLCDStatCustoms1
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld e, [hl]
 	ld d, 2
@@ -1309,7 +1309,7 @@
 	ret
 
 .one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	and $3f
@@ -1320,7 +1320,7 @@
 	cp d
 	ret nc
 	call BGEffect_DisplaceLYOverridesBackup
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	rlca
@@ -1355,13 +1355,13 @@
 	ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
 	add hl, bc
 	ld [hl], $2
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $0
 	ret
 
 .one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -1412,7 +1412,7 @@
 
 .zero
 ; Prepares mon to move forward (player moves right, enemy moves left)
-; BG_EFFECT_STRUCT_03 will keep track of distance moved, so it's reset to 0 here
+; BG_EFFECT_STRUCT_PARAM will keep track of distance moved, so it's reset to 0 here
 ; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target
 	call BattleBGEffects_IncAnonJumptableIndex
 	call BattleBGEffects_ClearLYOverrides
@@ -1421,7 +1421,7 @@
 	ldh a, [hLYOverrideEnd]
 	inc a
 	ldh [hLYOverrideEnd], a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], 0
 	call BGEffect_CheckBattleTurn
@@ -1449,7 +1449,7 @@
 
 .zero
 ; Prepares mon to move forward (player moves right, enemy moves left)
-; BG_EFFECT_STRUCT_03 will keep track of distance moved, so it's reset to 0 here
+; BG_EFFECT_STRUCT_PARAM will keep track of distance moved, so it's reset to 0 here
 ; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target
 	call BattleBGEffects_IncAnonJumptableIndex
 	call BattleBGEffects_ClearLYOverrides
@@ -1458,7 +1458,7 @@
 	ldh a, [hLYOverrideEnd]
 	inc a
 	ldh [hLYOverrideEnd], a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], 0
 	call BGEffect_CheckBattleTurn
@@ -1479,8 +1479,8 @@
 Tackle_MoveForward:
 ; Moves user horizontally in a direction that can be positive or negative. When the limit is reached (8 pixels) we move to the next function in the jumptable (Tackle_ReturnMove)
 ; BG_EFFECT_STRUCT_BATTLE_TURN: speed and direction
-; BG_EFFECT_STRUCT_03: keeps track of distance moved
-	ld hl, BG_EFFECT_STRUCT_03
+; BG_EFFECT_STRUCT_PARAM: keeps track of distance moved
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	cp -8
@@ -1494,7 +1494,7 @@
 	ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
 	add hl, bc
 	ld a, [hl]
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	add [hl]
 	ld [hl], a
@@ -1503,8 +1503,8 @@
 Tackle_ReturnMove:
 ; Move user horizontally back to initial position. When we back to position 0, we move to the next function in the jumptable
 ; BG_EFFECT_STRUCT_BATTLE_TURN: is turned into a negative number (this number is not saved to preserve the initial number)
-; BG_EFFECT_STRUCT_03: keeps track of distance moved
-	ld hl, BG_EFFECT_STRUCT_03
+; BG_EFFECT_STRUCT_PARAM: keeps track of distance moved
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -1517,7 +1517,7 @@
 	ld a, [hl]
 	xor $ff
 	inc a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	add [hl]
 	ld [hl], a
@@ -1589,7 +1589,7 @@
 
 VitalThrow_MoveBackwards:
 ; Prepares mon to move back back (player moves left, enemy moves right)
-; BG_EFFECT_STRUCT_03: keeps track of distance moved, so it's reset to 0 here
+; BG_EFFECT_STRUCT_PARAM: keeps track of distance moved, so it's reset to 0 here
 	call BattleBGEffects_IncAnonJumptableIndex
 	call BattleBGEffects_ClearLYOverrides
 	ld a, LOW(rSCX)
@@ -1597,7 +1597,7 @@
 	ldh a, [hLYOverrideEnd]
 	inc a
 	ldh [hLYOverrideEnd], a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $0
 	call BGEffect_CheckBattleTurn
@@ -1641,19 +1641,19 @@
 	ldh a, [hLYOverrideEnd]
 	inc a
 	ldh [hLYOverrideEnd], a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $0
 	ret
 
 .one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	ld d, $8
 	call BattleBGEffects_Sine
 	call BGEffect_FillLYOverridesBackup
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	add $4
@@ -1687,7 +1687,7 @@
 	ret
 
 .one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	ld d, $6
@@ -1707,7 +1707,7 @@
 	ld a, [hl]
 	add $8
 	ld [hl], a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	add $2
@@ -1733,7 +1733,7 @@
 	ret
 
 .one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	cp $20
@@ -1745,7 +1745,7 @@
 	ret
 
 .two
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -1778,7 +1778,7 @@
 	ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
 	add hl, bc
 	ld [hl], $1
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $20
 	ret
@@ -1790,7 +1790,7 @@
 	cp $38
 	ret nc
 	push af
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	ld d, $10
@@ -1800,7 +1800,7 @@
 	pop af
 	add d
 	call BGEffect_DisplaceLYOverridesBackup
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	inc [hl]
 	inc [hl]
@@ -1841,7 +1841,7 @@
 	jr .loop
 
 .done
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $0
 .one
@@ -1855,7 +1855,7 @@
 	ret
 
 .next
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $0
 	ldh a, [hLYOverrideStart]
@@ -1899,7 +1899,7 @@
 	ret
 
 .GetLYOverride:
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -1977,7 +1977,7 @@
 	ret
 
 .one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -2050,13 +2050,13 @@
 
 .cgb_zero
 	call BattleBGEffects_IncAnonJumptableIndex
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $0
 	ret
 
 .cgb_one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -2211,13 +2211,13 @@
 	ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
 	add hl, bc
 	ld [hl], $1
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $20
 	ret
 
 .one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -2255,13 +2255,13 @@
 	ldh [hLYOverrideStart], a
 	ld a, $37
 	ldh [hLYOverrideEnd], a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $0
 	ret
 
 .one
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	cp $40
@@ -2269,7 +2269,7 @@
 	ld d, $6
 	call BattleBGEffects_Sine
 	call BGEffect_FillLYOverridesBackup
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	add $2
@@ -2325,7 +2325,7 @@
 
 .okay
 	dec [hl]
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	and $f
@@ -2352,7 +2352,7 @@
 	ret
 
 BattleBGEffect_WobbleScreen:
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	cp $40
@@ -2360,7 +2360,7 @@
 	ld d, $6
 	call BattleBGEffects_Sine
 	ldh [hSCX], a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	add $2
@@ -2379,7 +2379,7 @@
 	and a
 	jr z, .zero
 	dec [hl]
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	call BattleBGEffect_GetNextDMGPal
@@ -2420,7 +2420,7 @@
 	ldh a, [hLYOverrideEnd]
 	inc a
 	ldh [hLYOverrideEnd], a
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	ld [hl], $0
@@ -2449,7 +2449,7 @@
 	ret
 
 .okay_2_dmg
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	dec [hl]
 	ret
@@ -2482,7 +2482,7 @@
 	call BattleBGEffects_IncAnonJumptableIndex
 .player_turn_cgb
 	call BattleBGEffects_IncAnonJumptableIndex
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	ld [hl], $0
@@ -2511,7 +2511,7 @@
 	ret
 
 .okay_2_cgb
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	dec [hl]
 	ret
@@ -2542,7 +2542,7 @@
 	ret
 
 .okay_4_cgb
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	dec [hl]
 	ret
@@ -2608,7 +2608,7 @@
 	ret
 
 BattleBGEffect_GetFirstDMGPal:
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -2622,7 +2622,7 @@
 	cp -2
 	jr nz, .repeat
 	ld a, [de]
-	ld hl, BG_EFFECT_STRUCT_03
+	ld hl, BG_EFFECT_STRUCT_PARAM
 	add hl, bc
 	ld [hl], $0
 .repeat
@@ -2705,19 +2705,15 @@
 	ret
 
 DeformScreen:
-; wBattleAnimTemp0: Progress of the sine wave
-; wBattleAnimTemp1 (e): Distance to skip
-; wBattleAnimTemp2 (d): Size of wave
-; wBattleAnimTemp3: Timer
 	push bc
 	xor a
-	ld [wBattleAnimTemp0], a
+	ld [wBattleSineWaveTempProgress], a
 	ld a, e
-	ld [wBattleAnimTemp1], a
+	ld [wBattleSineWaveTempOffset], a
 	ld a, d
-	ld [wBattleAnimTemp2], a
+	ld [wBattleSineWaveTempAmplitude], a
 	ld a, $80
-	ld [wBattleAnimTemp3], a
+	ld [wBattleSineWaveTempTimer], a
 	ld bc, wLYOverridesBackup
 .loop
 	ldh a, [hLYOverrideStart]
@@ -2726,18 +2722,18 @@
 	ldh a, [hLYOverrideEnd]
 	cp c
 	jr c, .next
-	ld a, [wBattleAnimTemp2]
+	ld a, [wBattleSineWaveTempAmplitude]
 	ld d, a
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattleSineWaveTempProgress]
 	call BattleBGEffects_Sine
 	ld [bc], a
 .next
 	inc bc
-	ld a, [wBattleAnimTemp1]
-	ld hl, wBattleAnimTemp0
+	ld a, [wBattleSineWaveTempOffset]
+	ld hl, wBattleSineWaveTempProgress
 	add [hl]
 	ld [hl], a
-	ld hl, wBattleAnimTemp3
+	ld hl, wBattleSineWaveTempTimer
 	dec [hl]
 	jr nz, .loop
 	pop bc
@@ -2746,26 +2742,26 @@
 InitSurfWaves:
 	push bc
 	xor a
-	ld [wBattleAnimTemp0], a
+	ld [wBattleSineWaveTempProgress], a
 	ld a, e
-	ld [wBattleAnimTemp1], a
+	ld [wBattleSineWaveTempOffset], a
 	ld a, d
-	ld [wBattleAnimTemp2], a
+	ld [wBattleSineWaveTempAmplitude], a
 	ld a, $40
-	ld [wBattleAnimTemp3], a
+	ld [wBattleSineWaveTempTimer], a
 	ld bc, wSurfWaveBGEffect
 .loop
-	ld a, [wBattleAnimTemp2]
+	ld a, [wBattleSineWaveTempAmplitude]
 	ld d, a
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattleSineWaveTempProgress]
 	call BattleBGEffects_Sine
 	ld [bc], a
 	inc bc
-	ld a, [wBattleAnimTemp1]
-	ld hl, wBattleAnimTemp0
+	ld a, [wBattleSineWaveTempOffset]
+	ld hl, wBattleSineWaveTempProgress
 	add [hl]
 	ld [hl], a
-	ld hl, wBattleAnimTemp3
+	ld hl, wBattleSineWaveTempTimer
 	dec [hl]
 	jr nz, .loop
 	pop bc
@@ -2773,11 +2769,11 @@
 
 DeformWater:
 	push bc
-	ld [wBattleAnimTemp3], a
+	ld [wBattleSineWaveTempTimer], a
 	ld a, e
-	ld [wBattleAnimTemp1], a
+	ld [wBattleSineWaveTempOffset], a
 	ld a, d
-	ld [wBattleAnimTemp2], a
+	ld [wBattleSineWaveTempAmplitude], a
 	call .GetLYOverrideBackupAddrOffset
 	ld hl, wLYOverridesBackup
 	add hl, de
@@ -2784,15 +2780,15 @@
 	ld c, l
 	ld b, h
 .loop
-	ld a, [wBattleAnimTemp3]
+	ld a, [wBattleSineWaveTempTimer]
 	and a
 	jr z, .done
 	dec a
-	ld [wBattleAnimTemp3], a
+	ld [wBattleSineWaveTempTimer], a
 	push af
-	ld a, [wBattleAnimTemp2]
+	ld a, [wBattleSineWaveTempAmplitude]
 	ld d, a
-	ld a, [wBattleAnimTemp1]
+	ld a, [wBattleSineWaveTempOffset]
 	push hl
 	call BattleBGEffects_Sine
 	ld e, a
@@ -2810,9 +2806,9 @@
 	ld [hl], e
 	dec hl
 .skip2
-	ld a, [wBattleAnimTemp1]
+	ld a, [wBattleSineWaveTempOffset]
 	add $4
-	ld [wBattleAnimTemp1], a
+	ld [wBattleSineWaveTempOffset], a
 	pop af
 	jr .loop
 
@@ -2824,7 +2820,7 @@
 .GetLYOverrideBackupAddrOffset:
 	ldh a, [hLYOverrideStart]
 	ld e, a
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattleSineWaveTempProgress]
 	add e
 	ld e, a
 	ld d, $0
--- a/macros/wram.asm
+++ b/macros/wram.asm
@@ -386,8 +386,8 @@
 ENDM
 
 battle_bg_effect: MACRO
-\1Function:: db
-\1Field01::  ds 1
-\1Field02::  ds 1
-\1Field03::  ds 1
+\1Function::       db
+\1JumptableIndex:: db
+\1BattleTurn::     db
+\1Param::          db
 ENDM
--- a/wram.asm
+++ b/wram.asm
@@ -3337,13 +3337,6 @@
 wBattleAnimOAMPointerLo:: db
 
 UNION
-; unidentified
-wBattleAnimTemp0:: db
-wBattleAnimTemp1:: db
-wBattleAnimTemp2:: db
-wBattleAnimTemp3:: db
-
-NEXTU
 wBattleObjectTempID:: db
 wBattleObjectTempXCoord:: db
 wBattleObjectTempYCoord:: db
@@ -3350,6 +3343,12 @@
 wBattleObjectTempParam:: db
 
 NEXTU
+wBattleBGEffectTempID:: db
+wBattleBGEffectTempJumptableIndex:: db
+wBattleBGEffectTempTurn:: db
+wBattleBGEffectTempParam:: db
+
+NEXTU
 wBattleAnimTempOAMFlags:: db
 wBattleAnimTempFixY:: db
 wBattleAnimTempTileID:: db
@@ -3359,6 +3358,20 @@
 wBattleAnimTempYOffset:: db
 wBattleAnimTempFrameOAMFlags:: db
 wBattleAnimTempPalette:: db
+
+NEXTU
+wBattleAnimGFXTempTileID::
+wBattleAnimGFXTempPicHeight:: db
+
+NEXTU
+wBattleSineWaveTempProgress:: db
+wBattleSineWaveTempOffset:: db
+wBattleSineWaveTempAmplitude:: db
+wBattleSineWaveTempTimer:: db
+
+NEXTU
+wBattlePicResizeTempBaseTileID:: db
+wBattlePicResizeTempPointer:: dw
 ENDU
 
 UNION