ref: 8c3905c4cdb4f24810473da51d52cc3e16062173
parent: 148e79546d2c3deb025390ad168b5c90dc118530
parent: 927e87eda525b9b322033982f929945626b3eae2
author: yenatch <yenatch@gmail.com>
date: Mon Jan 1 07:47:28 EST 2018
Merge pull request #451 from yenatch/document-battle-anim-macros Fix and document some battle animation macros
--- a/data/moves/animations.asm
+++ b/data/moves/animations.asm
@@ -291,13 +291,13 @@
BattleAnim_SweetScent2: ; c929c
anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC
- anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2
+ anim_obj ANIM_OBJ_FLOWER, 64, 96, $2
anim_wait 2
- anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2
+ anim_obj ANIM_OBJ_FLOWER, 64, 80, $2
anim_wait 64
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $15
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $2a
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $3f
+ anim_obj ANIM_OBJ_COTTON, 136, 40, $15
+ anim_obj ANIM_OBJ_COTTON, 136, 40, $2a
+ anim_obj ANIM_OBJ_COTTON, 136, 40, $3f
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_wait 128
anim_ret
@@ -311,13 +311,13 @@
; any other ball
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
+ anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40
anim_wait 36
- anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
+ anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0
anim_setobj $2, $7
anim_wait 16
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
+ anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10
anim_wait 16
anim_jump .Shake
; c92f2
@@ -325,9 +325,9 @@
.TheTrainerBlockedTheBall:
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 8, 0, 11, 4, $20
+ anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 64, 92, $20
anim_wait 20
- anim_obj ANIM_OBJ_01, 14, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_01, 112, 40, $0
anim_wait 32
anim_ret
; c9305
@@ -335,13 +335,13 @@
.UltraBall:
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
+ anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40
anim_wait 36
- anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
+ anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0
anim_setobj $2, $7
anim_wait 16
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
+ anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10
anim_wait 16
anim_jump .Shake
; c9326
@@ -349,13 +349,13 @@
.GreatBall:
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
+ anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40
anim_wait 36
- anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
+ anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0
anim_setobj $2, $7
anim_wait 16
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
+ anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10
anim_wait 16
anim_jump .Shake
; c9347
@@ -363,23 +363,23 @@
.MasterBall:
anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_POKE_BALL, 8, 0, 11, 4, $20
+ anim_obj ANIM_OBJ_POKE_BALL, 64, 92, $20
anim_wait 36
- anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
+ anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0
anim_setobj $2, $7
anim_wait 16
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
+ anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10
anim_wait 24
anim_sound 0, 1, SFX_MASTER_BALL
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $30
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $31
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $32
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $33
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $34
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $35
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $36
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $37
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $30
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $31
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $32
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $33
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $34
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $35
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $36
+ anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $37
anim_wait 64
.Shake:
anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
@@ -413,7 +413,7 @@
.BreakFree:
anim_setobj $1, $b
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
+ anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10
anim_wait 2
anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
anim_wait 32
@@ -428,7 +428,7 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_2B, $0, $1, $0
anim_sound 0, 0, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0
+ anim_obj ANIM_OBJ_1B, 48, 96, $0
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 128
anim_wait 4
@@ -443,7 +443,7 @@
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 4
anim_sound 0, 0, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0
+ anim_obj ANIM_OBJ_1B, 48, 96, $0
anim_incbgeffect ANIM_BG_2A
anim_wait 96
anim_incbgeffect ANIM_BG_2A
@@ -455,28 +455,28 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $0
+ anim_obj ANIM_OBJ_6D, 48, 96, $0
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $8
+ anim_obj ANIM_OBJ_6D, 48, 96, $8
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $10
+ anim_obj ANIM_OBJ_6D, 48, 96, $10
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $18
+ anim_obj ANIM_OBJ_6D, 48, 96, $18
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $20
+ anim_obj ANIM_OBJ_6D, 48, 96, $20
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $28
+ anim_obj ANIM_OBJ_6D, 48, 96, $28
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $30
+ anim_obj ANIM_OBJ_6D, 48, 96, $30
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $38
+ anim_obj ANIM_OBJ_6D, 48, 96, $38
anim_wait 32
anim_ret
@@ -483,7 +483,7 @@
.Normal:
anim_1gfx ANIM_GFX_SMOKE
anim_sound 0, 0, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, 5, 4, 12, 0, $0
+ anim_obj ANIM_OBJ_BALL_POOF, 44, 96, $0
anim_wait 4
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 32
@@ -501,9 +501,9 @@
BattleAnim_Confused: ; c948d
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 0, SFX_KINESIS
- anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $15
- anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $aa
- anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $bf
+ anim_obj ANIM_OBJ_CHICK, 44, 56, $15
+ anim_obj ANIM_OBJ_CHICK, 44, 56, $aa
+ anim_obj ANIM_OBJ_CHICK, 44, 56, $bf
anim_wait 96
anim_ret
; c94a3
@@ -512,7 +512,7 @@
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 0, SFX_TAIL_WHIP
.loop
- anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_54, 64, 80, $0
anim_wait 40
anim_loop 3, .loop
anim_wait 32
@@ -523,7 +523,7 @@
anim_1gfx ANIM_GFX_FIRE
.loop
anim_sound 0, 0, SFX_BURN
- anim_obj ANIM_OBJ_BURNED, 7, 0, 11, 0, $10
+ anim_obj ANIM_OBJ_BURNED, 56, 88, $10
anim_wait 4
anim_loop 3, .loop
anim_wait 6
@@ -533,10 +533,10 @@
BattleAnim_Psn: ; c94c5
anim_1gfx ANIM_GFX_POISON
anim_sound 0, 0, SFX_POISON
- anim_obj ANIM_OBJ_SKULL, 8, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_SKULL, 64, 56, $0
anim_wait 8
anim_sound 0, 0, SFX_POISON
- anim_obj ANIM_OBJ_SKULL, 6, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_SKULL, 48, 56, $0
anim_wait 8
anim_ret
; c94da
@@ -544,13 +544,13 @@
BattleAnim_Sap: ; c94da
anim_1gfx ANIM_GFX_CHARGE
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2
+ anim_obj ANIM_OBJ_ABSORB, 128, 48, $2
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3
+ anim_obj ANIM_OBJ_ABSORB, 136, 64, $3
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4
+ anim_obj ANIM_OBJ_ABSORB, 136, 32, $4
anim_wait 16
anim_ret
; c94f8
@@ -557,7 +557,7 @@
BattleAnim_Frz: ; c94f8
anim_1gfx ANIM_GFX_ICE
- anim_obj ANIM_OBJ_FROZEN, 5, 4, 13, 6, $0
+ anim_obj ANIM_OBJ_FROZEN, 44, 110, $0
anim_sound 0, 0, SFX_SHINE
anim_wait 16
anim_sound 0, 0, SFX_SHINE
@@ -569,8 +569,8 @@
anim_1gfx ANIM_GFX_STATUS
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_sound 0, 0, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_PARALYZED, 2, 4, 11, 0, $42
- anim_obj ANIM_OBJ_PARALYZED, 9, 4, 11, 0, $c2
+ anim_obj ANIM_OBJ_PARALYZED, 20, 88, $42
+ anim_obj ANIM_OBJ_PARALYZED, 76, 88, $c2
anim_wait 128
anim_ret
; c951e
@@ -578,10 +578,10 @@
BattleAnim_InLove: ; c951e
anim_1gfx ANIM_GFX_OBJECTS
anim_sound 0, 0, SFX_LICK
- anim_obj ANIM_OBJ_HEART, 8, 0, 9, 4, $0
+ anim_obj ANIM_OBJ_HEART, 64, 76, $0
anim_wait 32
anim_sound 0, 0, SFX_LICK
- anim_obj ANIM_OBJ_HEART, 4, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_HEART, 36, 72, $0
anim_wait 32
anim_ret
; c9533
@@ -588,11 +588,11 @@
BattleAnim_InSandstorm: ; c9533
anim_1gfx ANIM_GFX_POWDER
- anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0
+ anim_obj ANIM_OBJ_A2, 88, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1
+ anim_obj ANIM_OBJ_A2, 72, 0, $1
anim_wait 8
- anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2
+ anim_obj ANIM_OBJ_A2, 56, 0, $2
.loop
anim_sound 0, 1, SFX_MENU
anim_wait 8
@@ -604,7 +604,7 @@
BattleAnim_InNightmare: ; c9550
anim_1gfx ANIM_GFX_ANGELS
anim_sound 0, 0, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_95, 8, 4, 10, 0, $0
+ anim_obj ANIM_OBJ_95, 68, 80, $0
anim_wait 40
anim_ret
; c955c
@@ -614,7 +614,7 @@
anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0
anim_sound 0, 1, SFX_SURF
.loop
- anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_GUST, 132, 72, $0
anim_wait 6
anim_loop 6, .loop
anim_incbgeffect ANIM_BG_WHIRLPOOL
@@ -625,7 +625,7 @@
BattleAnim_HitConfusion: ; c9574
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_POUND
- anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0
+ anim_obj ANIM_OBJ_04, 44, 96, $0
anim_wait 16
anim_ret
; c9580
@@ -683,9 +683,9 @@
BattleAnim_Pound: ; c95c3
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_08, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 16
anim_ret
; c95d5
@@ -693,19 +693,19 @@
BattleAnim_KarateChop: ; c95d5
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_08, 136, 40, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 40, $0
anim_wait 6
anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, -15, 0, 5, 4, $0
+ anim_obj ANIM_OBJ_08, 136, 44, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0
+ anim_obj ANIM_OBJ_01, 136, 44, $0
anim_wait 6
anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_08, 136, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 48, $0
anim_wait 16
anim_ret
; c9605
@@ -714,9 +714,9 @@
anim_1gfx ANIM_GFX_HIT
anim_if_param_equal $1, BattleAnim_Doubleslap_branch_c961b
anim_sound 0, 1, SFX_DOUBLESLAP
- anim_obj ANIM_OBJ_08, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_08, 144, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 144, 48, $0
anim_wait 8
anim_ret
; c961b
@@ -723,9 +723,9 @@
BattleAnim_Doubleslap_branch_c961b: ; c961b
anim_sound 0, 1, SFX_DOUBLESLAP
- anim_obj ANIM_OBJ_08, 15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_08, 120, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 120, 48, $0
anim_wait 8
anim_ret
; c962b
@@ -734,9 +734,9 @@
anim_1gfx ANIM_GFX_HIT
anim_if_param_equal $1, BattleAnim_CometPunch_branch_c9641
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_06, 144, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 144, 48, $0
anim_wait 8
anim_ret
; c9641
@@ -743,9 +743,9 @@
BattleAnim_CometPunch_branch_c9641: ; c9641
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, 15, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_06, 120, 64, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_01, 120, 64, $0
anim_wait 8
anim_ret
; c9651
@@ -758,10 +758,10 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_06, 136, 56, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_06, 136, 56, $0
anim_wait 6
anim_loop 3, .loop
anim_ret
@@ -770,19 +770,19 @@
BattleAnim_Stomp: ; c9677
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_07, 136, 40, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 40, $0
anim_wait 6
anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, -15, 0, 5, 4, $0
+ anim_obj ANIM_OBJ_07, 136, 44, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0
+ anim_obj ANIM_OBJ_01, 136, 44, $0
anim_wait 6
anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_07, 136, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 48, $0
anim_wait 16
anim_ret
; c96a7
@@ -791,9 +791,9 @@
anim_1gfx ANIM_GFX_HIT
anim_if_param_equal $1, BattleAnim_DoubleKick_branch_c96bd
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_07, 144, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 144, 48, $0
anim_wait 8
anim_ret
; c96bd
@@ -800,9 +800,9 @@
BattleAnim_DoubleKick_branch_c96bd: ; c96bd
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_07, 120, 64, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_01, 120, 64, $0
anim_wait 8
anim_ret
; c96cd
@@ -811,13 +811,13 @@
anim_1gfx ANIM_GFX_HIT
anim_if_param_equal $1, BattleAnim_JumpKick_branch_c96f1
anim_sound 0, 1, SFX_JUMP_KICK
- anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0
- anim_obj ANIM_OBJ_07, 12, 4, 7, 4, $0
+ anim_obj ANIM_OBJ_07, 112, 72, $0
+ anim_obj ANIM_OBJ_07, 100, 60, $0
anim_setobj $1, $2
anim_setobj $2, $2
anim_wait 24
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_04, 136, 48, $0
anim_wait 16
anim_ret
; c96f1
@@ -825,7 +825,7 @@
BattleAnim_JumpKick_branch_c96f1: ; c96f1
anim_wait 8
anim_sound 0, 0, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0
+ anim_obj ANIM_OBJ_04, 44, 88, $0
anim_wait 16
anim_ret
; c96fc
@@ -836,11 +836,11 @@
anim_if_param_equal $1, BattleAnim_HiJumpKick_branch_c971e
anim_wait 32
anim_sound 0, 1, SFX_JUMP_KICK
- anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_07, 112, 72, $0
anim_setobj $1, $2
anim_wait 16
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_04, 136, 48, $0
anim_wait 16
anim_ret
; c971e
@@ -848,7 +848,7 @@
BattleAnim_HiJumpKick_branch_c971e: ; c971e
anim_wait 16
anim_sound 0, 0, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0
+ anim_obj ANIM_OBJ_04, 44, 88, $0
anim_wait 16
anim_ret
; c9729
@@ -856,10 +856,10 @@
BattleAnim_RollingKick: ; c9729
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 14, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_07, 112, 56, $0
anim_setobj $1, $3
anim_wait 12
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 48, $0
anim_wait 16
anim_ret
; c973e
@@ -871,10 +871,10 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_07, 136, 56, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_07, 136, 56, $0
anim_wait 6
anim_loop 3, .loop
anim_ret
@@ -884,9 +884,9 @@
anim_1gfx ANIM_GFX_HIT
anim_bgeffect ANIM_BG_1F, $20, $1, $0
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_09, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 16
anim_ret
; c977b
@@ -898,10 +898,10 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_09, 136, 56, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_09, 136, 56, $0
anim_wait 6
anim_loop 3, .loop
anim_ret
@@ -910,21 +910,21 @@
BattleAnim_Ember: ; c97a1
anim_1gfx ANIM_GFX_FIRE
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0B, 8, 0, 12, 0, $12
+ anim_obj ANIM_OBJ_0B, 64, 96, $12
anim_wait 4
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0B, 8, 0, 12, 4, $14
+ anim_obj ANIM_OBJ_0B, 64, 100, $14
anim_wait 4
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0B, 8, 0, 10, 4, $13
+ anim_obj ANIM_OBJ_0B, 64, 84, $13
anim_wait 16
anim_incobj 1
anim_incobj 2
anim_incobj 3
anim_sound 0, 1, SFX_EMBER
- anim_obj ANIM_OBJ_0B, 15, 0, 8, 4, $30
- anim_obj ANIM_OBJ_0B, -16, 4, 8, 4, $30
- anim_obj ANIM_OBJ_0B, -14, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_0B, 120, 68, $30
+ anim_obj ANIM_OBJ_0B, 132, 68, $30
+ anim_obj ANIM_OBJ_0B, 144, 68, $30
anim_wait 32
anim_ret
; c97d8
@@ -931,7 +931,7 @@
BattleAnim_FirePunch: ; c97d8
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE
- anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
+ anim_obj ANIM_OBJ_0A, 136, 56, $43
anim_call BattleAnim_FirePunch_branch_cbbcc
anim_wait 16
anim_ret
@@ -941,16 +941,16 @@
anim_1gfx ANIM_GFX_FIRE
.loop
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $4
+ anim_obj ANIM_OBJ_0E, 64, 88, $4
anim_wait 2
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $3
+ anim_obj ANIM_OBJ_0E, 64, 96, $3
anim_wait 2
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $3
+ anim_obj ANIM_OBJ_0E, 64, 88, $3
anim_wait 2
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $4
+ anim_obj ANIM_OBJ_0E, 64, 96, $4
anim_wait 2
anim_loop 2, .loop
anim_wait 96
@@ -961,7 +961,7 @@
anim_1gfx ANIM_GFX_FIRE
.loop
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0C, 8, 0, 11, 4, $0
+ anim_obj ANIM_OBJ_0C, 64, 92, $0
anim_wait 3
anim_loop 16, .loop
anim_wait 64
@@ -971,21 +971,21 @@
BattleAnim_Flamethrower: ; c9822
anim_1gfx ANIM_GFX_FIRE
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0D, 8, 0, 11, 4, $3
+ anim_obj ANIM_OBJ_0D, 64, 92, $3
anim_wait 2
- anim_obj ANIM_OBJ_0D, 9, 3, 10, 6, $5
+ anim_obj ANIM_OBJ_0D, 75, 86, $5
anim_wait 2
- anim_obj ANIM_OBJ_0D, 10, 5, 10, 1, $7
+ anim_obj ANIM_OBJ_0D, 85, 81, $7
anim_wait 2
- anim_obj ANIM_OBJ_0D, 12, 0, 9, 4, $9
+ anim_obj ANIM_OBJ_0D, 96, 76, $9
anim_wait 2
- anim_obj ANIM_OBJ_0D, 13, 2, 8, 7, $b
+ anim_obj ANIM_OBJ_0D, 106, 71, $b
anim_wait 2
- anim_obj ANIM_OBJ_0D, 14, 4, 8, 2, $c
+ anim_obj ANIM_OBJ_0D, 116, 66, $c
anim_wait 2
- anim_obj ANIM_OBJ_0D, 15, 6, 7, 5, $a
+ anim_obj ANIM_OBJ_0D, 126, 61, $a
anim_wait 2
- anim_obj ANIM_OBJ_0D, -15, 0, 7, 0, $8
+ anim_obj ANIM_OBJ_0D, 136, 56, $8
anim_wait 16
.loop
anim_sound 0, 1, SFX_EMBER
@@ -999,7 +999,7 @@
anim_1gfx ANIM_GFX_FIRE
.loop1
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0F, 8, 0, 11, 4, $7
+ anim_obj ANIM_OBJ_0F, 64, 92, $7
anim_wait 6
anim_loop 10, .loop1
.loop2
@@ -1019,11 +1019,11 @@
anim_wait 2
.loop3
anim_sound 0, 1, SFX_EMBER
- anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $1
- anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $2
- anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $3
- anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $4
- anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $5
+ anim_obj ANIM_OBJ_0F, 136, 56, $1
+ anim_obj ANIM_OBJ_0F, 136, 56, $2
+ anim_obj ANIM_OBJ_0F, 136, 56, $3
+ anim_obj ANIM_OBJ_0F, 136, 56, $4
+ anim_obj ANIM_OBJ_0F, 136, 56, $5
anim_wait 16
anim_loop 2, .loop3
anim_wait 32
@@ -1032,7 +1032,7 @@
BattleAnim_IcePunch: ; c98b0
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE
- anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
+ anim_obj ANIM_OBJ_0A, 136, 56, $43
anim_call BattleAnim_IcePunch_branch_cbbdf
anim_wait 32
anim_ret
@@ -1042,13 +1042,13 @@
anim_1gfx ANIM_GFX_ICE
.loop
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_ICE_BEAM, 8, 0, 11, 4, $4
+ anim_obj ANIM_OBJ_ICE_BEAM, 64, 92, $4
anim_wait 4
anim_loop 5, .loop
- anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0, 9, 2, $10
+ anim_obj ANIM_OBJ_ICE_BUILDUP, 136, 74, $10
.loop2
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_ICE_BEAM, 8, 0, 11, 4, $4
+ anim_obj ANIM_OBJ_ICE_BEAM, 64, 92, $4
anim_wait 4
anim_loop 15, .loop2
anim_wait 48
@@ -1063,18 +1063,18 @@
anim_1gfx ANIM_GFX_ICE
.loop
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 11, 0, $63
+ anim_obj ANIM_OBJ_BLIZZARD, 64, 88, $63
anim_wait 2
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 10, 0, $64
+ anim_obj ANIM_OBJ_BLIZZARD, 64, 80, $64
anim_wait 2
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 12, 0, $63
+ anim_obj ANIM_OBJ_BLIZZARD, 64, 96, $63
anim_wait 2
anim_loop 3, .loop
anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
anim_wait 32
- anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0, 9, 2, $10
+ anim_obj ANIM_OBJ_ICE_BUILDUP, 136, 74, $10
anim_wait 128
anim_sound 0, 1, SFX_SHINE
anim_wait 8
@@ -1086,13 +1086,13 @@
BattleAnim_Bubble: ; c991e
anim_1gfx ANIM_GFX_BUBBLE
anim_sound 32, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $c1
+ anim_obj ANIM_OBJ_BUBBLE, 64, 92, $c1
anim_wait 6
anim_sound 32, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $e1
+ anim_obj ANIM_OBJ_BUBBLE, 64, 92, $e1
anim_wait 6
anim_sound 32, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $d1
+ anim_obj ANIM_OBJ_BUBBLE, 64, 92, $d1
anim_wait 128
anim_wait 32
anim_ret
@@ -1102,13 +1102,13 @@
anim_1gfx ANIM_GFX_BUBBLE
.loop
anim_sound 16, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $92
+ anim_obj ANIM_OBJ_BUBBLE, 64, 92, $92
anim_wait 6
anim_sound 16, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $b3
+ anim_obj ANIM_OBJ_BUBBLE, 64, 92, $b3
anim_wait 6
anim_sound 16, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $f4
+ anim_obj ANIM_OBJ_BUBBLE, 64, 92, $f4
anim_wait 8
anim_loop 3, .loop
anim_wait 64
@@ -1129,11 +1129,11 @@
anim_1gfx ANIM_GFX_WATER
anim_call BattleAnim_FollowPlayerHead_1
anim_sound 16, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_24, 8, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_24, 64, 88, $0
anim_wait 8
- anim_obj ANIM_OBJ_24, 8, 0, 9, 4, $0
+ anim_obj ANIM_OBJ_24, 64, 76, $0
anim_wait 8
- anim_obj ANIM_OBJ_24, 8, 0, 10, 2, $0
+ anim_obj ANIM_OBJ_24, 64, 82, $0
anim_wait 24
anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 8
@@ -1152,31 +1152,31 @@
anim_1gfx ANIM_GFX_WATER
anim_call BattleAnim_FollowPlayerHead_1
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 13, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_25, 108, 72, $0
anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 14, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_25, 116, 72, $0
anim_bgeffect ANIM_BG_31, $8, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 15, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_25, 124, 72, $0
anim_bgeffect ANIM_BG_31, $30, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, -16, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_25, 132, 72, $0
anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, -15, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_25, 140, 72, $0
anim_bgeffect ANIM_BG_31, $8, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, -14, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_25, 148, 72, $0
anim_bgeffect ANIM_BG_31, $30, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, -13, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_25, 156, 72, $0
anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 32
anim_call BattleAnim_ShowMon_1
@@ -1188,7 +1188,7 @@
BattleAnim_Surf: ; c9a2a
anim_1gfx ANIM_GFX_BUBBLE
anim_bgeffect ANIM_BG_SURF, $0, $0, $0
- anim_obj ANIM_OBJ_22, 11, 0, 13, 0, $8
+ anim_obj ANIM_OBJ_22, 88, 104, $8
.loop
anim_sound 0, 1, SFX_SURF
anim_wait 32
@@ -1201,10 +1201,10 @@
BattleAnim_VineWhip: ; c9a42
anim_1gfx ANIM_GFX_WHIP
anim_sound 0, 1, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_40, 14, 4, 6, 4, $80
+ anim_obj ANIM_OBJ_40, 116, 52, $80
anim_wait 4
anim_sound 0, 1, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_3F, 16, 0, 7, 4, $0
+ anim_obj ANIM_OBJ_3F, 128, 60, $0
anim_wait 4
anim_incobj 1
anim_wait 4
@@ -1214,13 +1214,13 @@
BattleAnim_LeechSeed: ; c9a5a
anim_1gfx ANIM_GFX_PLANT
anim_sound 16, 2, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $20
+ anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $20
anim_wait 8
anim_sound 16, 2, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $30
+ anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $30
anim_wait 8
anim_sound 16, 2, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $28
+ anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $28
anim_wait 32
anim_sound 0, 1, SFX_CHARGE
anim_wait 128
@@ -1230,17 +1230,17 @@
BattleAnim_RazorLeaf: ; c9a7c
anim_1gfx ANIM_GFX_PLANT
anim_sound 0, 0, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $28
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $5c
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $10
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $e8
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $9c
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $d0
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $28
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $5c
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $10
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $e8
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $9c
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $d0
anim_wait 6
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $1c
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $50
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $dc
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $90
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $1c
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $50
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $dc
+ anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $90
anim_wait 80
anim_sound 16, 2, SFX_VINE_WHIP
anim_incobj 3
@@ -1280,15 +1280,15 @@
; charge turn
anim_1gfx ANIM_GFX_CHARGE
anim_sound 0, 0, SFX_CHARGE
- anim_obj ANIM_OBJ_3D, 6, 0, 10, 4, $0
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $0
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $8
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $10
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $18
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $20
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $28
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $30
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $38
+ anim_obj ANIM_OBJ_3D, 48, 84, $0
+ anim_obj ANIM_OBJ_3C, 48, 84, $0
+ anim_obj ANIM_OBJ_3C, 48, 84, $8
+ anim_obj ANIM_OBJ_3C, 48, 84, $10
+ anim_obj ANIM_OBJ_3C, 48, 84, $18
+ anim_obj ANIM_OBJ_3C, 48, 84, $20
+ anim_obj ANIM_OBJ_3C, 48, 84, $28
+ anim_obj ANIM_OBJ_3C, 48, 84, $30
+ anim_obj ANIM_OBJ_3C, 48, 84, $38
anim_wait 104
anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2
anim_wait 64
@@ -1305,10 +1305,10 @@
BattleAnim_Thunderpunch: ; c9b3c
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING
- anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
+ anim_obj ANIM_OBJ_0A, 136, 56, $43
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_2F, 152, 68, $0
anim_wait 64
anim_ret
; c9b53
@@ -1315,10 +1315,10 @@
BattleAnim_Thundershock: ; c9b53
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
- anim_obj ANIM_OBJ_34, -15, 0, 7, 0, $2
+ anim_obj ANIM_OBJ_34, 136, 56, $2
anim_wait 16
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_33, 136, 56, $0
anim_wait 96
anim_ret
; c9b66
@@ -1325,11 +1325,11 @@
BattleAnim_Thunderbolt: ; c9b66
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
- anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
+ anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2
anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_31, 136, 56, $0
anim_wait 64
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_wait 64
@@ -1340,7 +1340,7 @@
anim_1gfx ANIM_GFX_LIGHTNING
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_30, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_30, 136, 56, $0
anim_wait 20
anim_bgp $1b
anim_incobj 1
@@ -1352,13 +1352,13 @@
anim_1gfx ANIM_GFX_LIGHTNING
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2E, 15, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_2E, 120, 68, $0
anim_wait 16
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_2F, 152, 68, $0
anim_wait 16
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2D, -15, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_2D, 136, 68, $0
anim_wait 48
anim_ret
; c9bbd
@@ -1370,19 +1370,19 @@
.loop
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, -13, 0, 5, 0, $3
+ anim_obj ANIM_OBJ_42, 152, 40, $3
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, -15, 0, 7, 0, $3
+ anim_obj ANIM_OBJ_42, 136, 56, $3
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, -13, 0, 8, 0, $3
+ anim_obj ANIM_OBJ_42, 152, 64, $3
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_41, 15, 0, 5, 0, $83
+ anim_obj ANIM_OBJ_41, 120, 40, $83
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_41, 15, 0, 8, 0, $83
+ anim_obj ANIM_OBJ_41, 120, 64, $83
anim_wait 4
anim_loop 3, .loop
anim_wait 24
@@ -1393,13 +1393,13 @@
anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT
.loop
anim_sound 3, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_43, 8, 0, 10, 0, $3
+ anim_obj ANIM_OBJ_43, 64, 80, $3
anim_wait 8
anim_sound 3, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_43, 8, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_43, 64, 88, $2
anim_wait 8
anim_sound 3, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_43, 8, 0, 12, 0, $4
+ anim_obj ANIM_OBJ_43, 64, 96, $4
anim_wait 8
anim_loop 2, .loop
anim_wait 32
@@ -1409,7 +1409,7 @@
anim_incobj 4
anim_incobj 5
anim_incobj 6
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 16
anim_ret
; c9c36
@@ -1419,12 +1419,12 @@
anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
.loop
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_GUST, -15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_GUST, 136, 72, $0
anim_wait 6
anim_loop 9, .loop
- anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18
+ anim_obj ANIM_OBJ_01, 144, 64, $18
anim_wait 8
- anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18
+ anim_obj ANIM_OBJ_01, 128, 32, $18
anim_wait 16
anim_ret
; c9c53
@@ -1477,19 +1477,19 @@
anim_1gfx ANIM_GFX_ROCKS
anim_bgeffect ANIM_BG_1F, $60, $1, $0
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40
+ anim_obj ANIM_OBJ_1E, 128, 64, $40
anim_wait 2
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_1D, 120, 68, $30
anim_wait 2
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_1E, 152, 68, $30
anim_wait 2
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40
+ anim_obj ANIM_OBJ_1D, 144, 64, $40
anim_wait 2
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_1E, 136, 68, $30
anim_wait 96
anim_ret
; c9cd2
@@ -1499,19 +1499,19 @@
anim_bgeffect ANIM_BG_1F, $c0, $1, $0
.loop
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40
+ anim_obj ANIM_OBJ_1E, 128, 64, $40
anim_wait 4
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_1D, 120, 68, $30
anim_wait 4
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_1E, 152, 68, $30
anim_wait 4
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40
+ anim_obj ANIM_OBJ_1D, 144, 64, $40
anim_wait 4
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_1E, 136, 68, $30
anim_wait 16
anim_loop 4, .loop
anim_wait 96
@@ -1522,15 +1522,15 @@
anim_1gfx ANIM_GFX_NOISE
anim_sound 16, 2, SFX_SING
.loop
- anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0
+ anim_obj ANIM_OBJ_23, 64, 92, $0
anim_wait 8
- anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $1
+ anim_obj ANIM_OBJ_23, 64, 92, $1
anim_wait 8
- anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2
+ anim_obj ANIM_OBJ_23, 64, 92, $2
anim_wait 8
- anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0
+ anim_obj ANIM_OBJ_23, 64, 92, $0
anim_wait 8
- anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2
+ anim_obj ANIM_OBJ_23, 64, 92, $2
anim_wait 8
anim_loop 4, .loop
anim_wait 64
@@ -1544,19 +1544,19 @@
anim_1gfx ANIM_GFX_POWDER
.loop
anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 13, 0, 2, 0, $0
+ anim_obj ANIM_OBJ_26, 104, 16, $0
anim_wait 4
anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, -15, 0, 2, 0, $0
+ anim_obj ANIM_OBJ_26, 136, 16, $0
anim_wait 4
anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 14, 0, 2, 0, $0
+ anim_obj ANIM_OBJ_26, 112, 16, $0
anim_wait 4
anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 16, 0, 2, 0, $0
+ anim_obj ANIM_OBJ_26, 128, 16, $0
anim_wait 4
anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 15, 0, 2, 0, $0
+ anim_obj ANIM_OBJ_26, 120, 16, $0
anim_wait 4
anim_loop 2, .loop
anim_wait 96
@@ -1588,8 +1588,8 @@
BattleAnim_Vicegrip: ; c9d95
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_VICEGRIP
- anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0
- anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_37, 152, 40, $0
+ anim_obj ANIM_OBJ_39, 120, 72, $0
anim_wait 32
anim_ret
; c9da6
@@ -1597,9 +1597,9 @@
BattleAnim_Scratch: ; c9da6
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0
- anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0
- anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_37, 144, 48, $0
+ anim_obj ANIM_OBJ_37, 140, 44, $0
+ anim_obj ANIM_OBJ_37, 136, 40, $0
anim_wait 32
anim_ret
; c9dbc
@@ -1608,9 +1608,9 @@
anim_1gfx ANIM_GFX_CUT
anim_if_param_equal $1, BattleAnim_FurySwipes_branch_c9dd9
anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0
- anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0
- anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_37, 144, 48, $0
+ anim_obj ANIM_OBJ_37, 140, 44, $0
+ anim_obj ANIM_OBJ_37, 136, 40, $0
anim_sound 0, 1, SFX_SCRATCH
anim_wait 32
anim_ret
@@ -1618,9 +1618,9 @@
BattleAnim_FurySwipes_branch_c9dd9: ; c9dd9
anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_38, 15, 0, 6, 0, $0
- anim_obj ANIM_OBJ_38, 15, 4, 5, 4, $0
- anim_obj ANIM_OBJ_38, 16, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_38, 120, 48, $0
+ anim_obj ANIM_OBJ_38, 124, 44, $0
+ anim_obj ANIM_OBJ_38, 128, 40, $0
anim_sound 0, 1, SFX_SCRATCH
anim_wait 32
anim_ret
@@ -1629,7 +1629,7 @@
BattleAnim_Cut: ; c9df0
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_3A, 152, 40, $0
anim_wait 32
anim_ret
; c9dfc
@@ -1637,8 +1637,8 @@
BattleAnim_Slash: ; c9dfc
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
- anim_obj ANIM_OBJ_3A, -14, 4, 4, 4, $0
+ anim_obj ANIM_OBJ_3A, 152, 40, $0
+ anim_obj ANIM_OBJ_3A, 148, 36, $0
anim_wait 32
anim_ret
; c9e0d
@@ -1645,14 +1645,14 @@
BattleAnim_Clamp: ; c9e0d
anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $a0
- anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $20
+ anim_obj ANIM_OBJ_35, 136, 56, $a0
+ anim_obj ANIM_OBJ_35, 136, 56, $20
anim_wait 16
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18
+ anim_obj ANIM_OBJ_01, 144, 48, $18
anim_wait 32
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18
+ anim_obj ANIM_OBJ_01, 128, 64, $18
anim_wait 16
anim_ret
; c9e2e
@@ -1659,14 +1659,14 @@
BattleAnim_Bite: ; c9e2e
anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $98
- anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $18
+ anim_obj ANIM_OBJ_36, 136, 56, $98
+ anim_obj ANIM_OBJ_36, 136, 56, $18
anim_wait 8
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18
+ anim_obj ANIM_OBJ_01, 144, 48, $18
anim_wait 16
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18
+ anim_obj ANIM_OBJ_01, 128, 64, $18
anim_wait 8
anim_ret
; c9e4f
@@ -1691,7 +1691,7 @@
anim_if_param_equal $2, BattleAnim_Fly_branch_c9e82
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 32
BattleAnim_Fly_branch_c9e82: ; c9e82
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
@@ -1725,14 +1725,14 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_FULL_HEAL
anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $30
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $31
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $32
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $33
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $34
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $35
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $36
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $37
+ anim_obj ANIM_OBJ_2C, 44, 88, $30
+ anim_obj ANIM_OBJ_2C, 44, 88, $31
+ anim_obj ANIM_OBJ_2C, 44, 88, $32
+ anim_obj ANIM_OBJ_2C, 44, 88, $33
+ anim_obj ANIM_OBJ_2C, 44, 88, $34
+ anim_obj ANIM_OBJ_2C, 44, 88, $35
+ anim_obj ANIM_OBJ_2C, 44, 88, $36
+ anim_obj ANIM_OBJ_2C, 44, 88, $37
anim_wait 64
anim_incbgeffect ANIM_BG_18
anim_call BattleAnim_ShowMon_0
@@ -1741,16 +1741,16 @@
BattleAnim_Absorb: ; c9eeb
anim_1gfx ANIM_GFX_CHARGE
- anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0
+ anim_obj ANIM_OBJ_3D, 44, 88, $0
.loop
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2
+ anim_obj ANIM_OBJ_ABSORB, 128, 48, $2
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3
+ anim_obj ANIM_OBJ_ABSORB, 136, 64, $3
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4
+ anim_obj ANIM_OBJ_ABSORB, 136, 32, $4
anim_wait 6
anim_loop 5, .loop
anim_wait 32
@@ -1764,13 +1764,13 @@
anim_setvar $0
.loop
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2
+ anim_obj ANIM_OBJ_ABSORB, 128, 48, $2
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3
+ anim_obj ANIM_OBJ_ABSORB, 136, 64, $3
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4
+ anim_obj ANIM_OBJ_ABSORB, 136, 32, $4
anim_wait 6
anim_incvar
anim_if_var_equal $7, .done
@@ -1779,7 +1779,7 @@
; c9f46
.spawn
- anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0
+ anim_obj ANIM_OBJ_3D, 44, 88, $0
anim_jump .loop
; c9f4e
@@ -1793,19 +1793,19 @@
BattleAnim_EggBomb: ; c9f55
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION
anim_sound 0, 0, SFX_SWITCH_POKEMON
- anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $1
+ anim_obj ANIM_OBJ_46, 44, 104, $1
anim_wait 128
anim_wait 96
anim_incobj 1
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, 16, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_18, 128, 64, $0
anim_wait 8
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, -14, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_18, 144, 68, $0
anim_wait 8
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, -15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_18, 136, 72, $0
anim_wait 24
anim_ret
; c9f85
@@ -1814,15 +1814,15 @@
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE
anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_SWITCH_POKEMON
- anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $6
+ anim_obj ANIM_OBJ_46, 44, 104, $6
anim_wait 128
anim_incobj 2
- anim_obj ANIM_OBJ_46, 9, 4, 13, 0, $b
+ anim_obj ANIM_OBJ_46, 76, 104, $b
anim_wait 16
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_sound 0, 0, SFX_METRONOME
.loop
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20
+ anim_obj ANIM_OBJ_2C, 44, 88, $20
anim_wait 8
anim_loop 8, .loop
anim_wait 128
@@ -1841,19 +1841,19 @@
anim_bgeffect ANIM_BG_06, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6
+ anim_obj ANIM_OBJ_47, 44, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6
+ anim_obj ANIM_OBJ_47, 36, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 52, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 28, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
+ anim_obj ANIM_OBJ_47, 60, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 20, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 68, 108, $8
anim_wait 2
anim_loop 3, .loop
anim_wait 8
@@ -1877,11 +1877,11 @@
BattleAnim_Bind: ; ca014
anim_1gfx ANIM_GFX_ROPE
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_48, 132, 64, $0
anim_wait 8
- anim_obj ANIM_OBJ_49, -16, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_49, 132, 56, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
+ anim_obj ANIM_OBJ_48, 132, 48, $0
anim_wait 64
anim_sound 0, 1, SFX_BIND
anim_incobj 1
@@ -1894,11 +1894,11 @@
BattleAnim_Wrap: ; ca036
anim_1gfx ANIM_GFX_ROPE
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_48, 132, 64, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_48, 132, 56, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
+ anim_obj ANIM_OBJ_48, 132, 48, $0
anim_wait 64
anim_sound 0, 1, SFX_BIND
anim_incobj 1
@@ -1922,13 +1922,13 @@
BattleAnim_Constrict: ; ca06c
anim_1gfx ANIM_GFX_ROPE
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_49, -16, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_49, 132, 64, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
+ anim_obj ANIM_OBJ_48, 132, 48, $0
anim_wait 8
- anim_obj ANIM_OBJ_49, -16, 4, 5, 0, $0
+ anim_obj ANIM_OBJ_49, 132, 40, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_48, 132, 56, $0
anim_wait 64
anim_ret
; ca08a
@@ -1995,7 +1995,7 @@
anim_1gfx ANIM_GFX_PSYCHIC
.loop
anim_sound 6, 2, SFX_SUPERSONIC
- anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_4C, 64, 88, $2
anim_wait 4
anim_loop 10, .loop
anim_wait 64
@@ -2007,7 +2007,7 @@
anim_bgeffect ANIM_BG_1F, $8, $1, $20
anim_sound 6, 2, SFX_SCREECH
.loop
- anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_4C, 64, 88, $2
anim_wait 2
anim_loop 2, .loop
anim_wait 64
@@ -2018,15 +2018,15 @@
anim_1gfx ANIM_GFX_SPEED
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_bgeffect ANIM_BG_08, $0, $4, $0
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $0
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $80
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $88
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $90
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $98
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $a0
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $a8
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $b0
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $b8
+ anim_obj ANIM_OBJ_4D, 64, 88, $0
+ anim_obj ANIM_OBJ_4D, 64, 88, $80
+ anim_obj ANIM_OBJ_4D, 64, 88, $88
+ anim_obj ANIM_OBJ_4D, 64, 88, $90
+ anim_obj ANIM_OBJ_4D, 64, 88, $98
+ anim_obj ANIM_OBJ_4D, 64, 88, $a0
+ anim_obj ANIM_OBJ_4D, 64, 88, $a8
+ anim_obj ANIM_OBJ_4D, 64, 88, $b0
+ anim_obj ANIM_OBJ_4D, 64, 88, $b8
.loop
anim_sound 6, 2, SFX_WHIRLWIND
anim_wait 16
@@ -2048,11 +2048,11 @@
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_50, 72, 80, $0
anim_wait 24
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_50, 72, 80, $0
anim_wait 64
anim_ret
; ca18e
@@ -2061,24 +2061,24 @@
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_sound 0, 0, SFX_FLASH
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_50, 72, 80, $0
anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_6D, 72, 80, $0
anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $8
+ anim_obj ANIM_OBJ_6D, 72, 80, $8
anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $10
+ anim_obj ANIM_OBJ_6D, 72, 80, $10
anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $18
+ anim_obj ANIM_OBJ_6D, 72, 80, $18
anim_wait 4
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $20
+ anim_obj ANIM_OBJ_50, 72, 80, $0
+ anim_obj ANIM_OBJ_6D, 72, 80, $20
anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $28
+ anim_obj ANIM_OBJ_6D, 72, 80, $28
anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $30
+ anim_obj ANIM_OBJ_6D, 72, 80, $30
anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $38
+ anim_obj ANIM_OBJ_6D, 72, 80, $38
anim_wait 64
anim_ret
; ca1d5
@@ -2086,11 +2086,11 @@
BattleAnim_Amnesia: ; ca1d5
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 0, SFX_LICK
- anim_obj ANIM_OBJ_53, 8, 0, 10, 0, $2
+ anim_obj ANIM_OBJ_53, 64, 80, $2
anim_wait 16
- anim_obj ANIM_OBJ_53, 8, 4, 10, 0, $1
+ anim_obj ANIM_OBJ_53, 68, 80, $1
anim_wait 16
- anim_obj ANIM_OBJ_53, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_53, 72, 80, $0
anim_wait 64
anim_ret
; ca1ed
@@ -2098,13 +2098,13 @@
BattleAnim_DizzyPunch: ; ca1ed
anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $0
- anim_obj ANIM_OBJ_02, -15, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 40, $0
+ anim_obj ANIM_OBJ_02, 136, 64, $0
anim_wait 16
anim_sound 0, 1, SFX_KINESIS
- anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $15
- anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $aa
- anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $bf
+ anim_obj ANIM_OBJ_CHICK, 136, 24, $15
+ anim_obj ANIM_OBJ_CHICK, 136, 24, $aa
+ anim_obj ANIM_OBJ_CHICK, 136, 24, $bf
anim_wait 96
anim_ret
; ca212
@@ -2113,7 +2113,7 @@
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 0, SFX_TAIL_WHIP
.loop
- anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_54, 64, 80, $0
anim_wait 40
anim_loop 3, .loop
anim_wait 32
@@ -2148,10 +2148,10 @@
anim_if_param_equal $2, .fail
anim_call BattleAnim_FollowPlayerHead_0
anim_bgeffect ANIM_BG_DIG, $0, $1, $1
- anim_obj ANIM_OBJ_57, 9, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_57, 72, 104, $0
.loop
anim_sound 0, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_56, 7, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_56, 56, 104, $0
anim_wait 16
anim_loop 6, .loop
anim_wait 32
@@ -2163,7 +2163,7 @@
.hit
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 32
.fail
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
@@ -2181,22 +2181,22 @@
anim_1gfx ANIM_GFX_WEB
anim_bgeffect ANIM_BG_07, $0, $2, $0
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_5A, 64, 80, $0
anim_wait 4
anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_5A, -16, 4, 6, 0, $1
+ anim_obj ANIM_OBJ_5A, 132, 48, $1
anim_wait 4
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_5A, 64, 88, $0
anim_wait 4
anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_5A, -16, 4, 8, 0, $1
+ anim_obj ANIM_OBJ_5A, 132, 64, $1
anim_wait 4
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_5A, 64, 84, $0
anim_wait 4
anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_5A, -16, 4, 7, 0, $2
+ anim_obj ANIM_OBJ_5A, 132, 56, $2
anim_wait 64
anim_ret
; ca2d1
@@ -2209,7 +2209,7 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_HEADBUTT
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2221,7 +2221,7 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 48, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2237,10 +2237,10 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 48, $0
anim_wait 6
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 144, 48, $0
anim_wait 3
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2253,11 +2253,11 @@
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 128, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_TACKLE
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 144, 48, $0
anim_wait 3
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2270,10 +2270,10 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, 16, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_00, 128, 48, $0
anim_wait 6
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_00, 144, 48, $0
anim_wait 3
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2285,11 +2285,11 @@
anim_bgeffect ANIM_BG_26, $0, $0, $0
anim_sound 0, 1, SFX_SUBMISSION
anim_wait 32
- anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 120, 48, $0
anim_wait 32
- anim_obj ANIM_OBJ_01, -13, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 152, 56, $0
anim_wait 32
- anim_obj ANIM_OBJ_01, -15, 0, 6, 4, $0
+ anim_obj ANIM_OBJ_01, 136, 52, $0
anim_wait 32
anim_incbgeffect ANIM_BG_26
anim_call BattleAnim_ShowMon_1
@@ -2300,7 +2300,7 @@
anim_1gfx ANIM_GFX_WIND
.loop
anim_sound 0, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0
+ anim_obj ANIM_OBJ_GUST, 64, 112, $0
anim_wait 6
anim_loop 9, .loop
anim_incobj 1
@@ -2325,8 +2325,8 @@
anim_1gfx ANIM_GFX_PSYCHIC
.loop
anim_sound 6, 2, SFX_SUPERSONIC
- anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
- anim_obj ANIM_OBJ_4C, 7, 0, 10, 0, $2
+ anim_obj ANIM_OBJ_4C, 64, 88, $2
+ anim_obj ANIM_OBJ_4C, 56, 80, $2
anim_wait 8
anim_loop 3, .loop
anim_wait 56
@@ -2337,8 +2337,8 @@
anim_1gfx ANIM_GFX_HAZE
anim_sound 0, 1, SFX_SURF
.loop
- anim_obj ANIM_OBJ_HAZE, 6, 0, 7, 0, $0
- anim_obj ANIM_OBJ_HAZE, -16, 4, 2, 0, $0
+ anim_obj ANIM_OBJ_HAZE, 48, 56, $0
+ anim_obj ANIM_OBJ_HAZE, 132, 16, $0
anim_wait 12
anim_loop 5, .loop
anim_wait 96
@@ -2350,7 +2350,7 @@
anim_1gfx ANIM_GFX_HAZE
anim_sound 0, 0, SFX_SURF
.loop
- anim_obj ANIM_OBJ_MIST, 6, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_MIST, 48, 56, $0
anim_wait 8
anim_loop 10, .loop
anim_wait 96
@@ -2361,7 +2361,7 @@
anim_1gfx ANIM_GFX_HAZE
anim_sound 0, 1, SFX_BUBBLEBEAM
.loop
- anim_obj ANIM_OBJ_SMOG, -16, 4, 2, 0, $0
+ anim_obj ANIM_OBJ_SMOG, 132, 16, $0
anim_wait 8
anim_loop 10, .loop
anim_wait 96
@@ -2372,7 +2372,7 @@
anim_1gfx ANIM_GFX_HAZE
anim_sound 16, 2, SFX_BUBBLEBEAM
.loop
- anim_obj ANIM_OBJ_POISON_GAS, 5, 4, 10, 0, $2
+ anim_obj ANIM_OBJ_POISON_GAS, 44, 80, $2
anim_wait 8
anim_loop 10, .loop
anim_wait 128
@@ -2381,10 +2381,10 @@
BattleAnim_HornAttack: ; ca439
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $1
+ anim_obj ANIM_OBJ_HORN, 72, 80, $1
anim_wait 16
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 16
anim_ret
; ca44c
@@ -2391,20 +2391,20 @@
BattleAnim_FuryAttack: ; ca44c
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_HORN, 9, 0, 9, 0, $2
+ anim_obj ANIM_OBJ_HORN, 72, 72, $2
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, 16, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_04, 128, 40, $0
anim_wait 8
- anim_obj ANIM_OBJ_HORN, 10, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_HORN, 80, 88, $2
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_04, 136, 56, $0
anim_wait 8
- anim_obj ANIM_OBJ_HORN, 9, 4, 10, 0, $2
+ anim_obj ANIM_OBJ_HORN, 76, 80, $2
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, -16, 4, 6, 0, $0
+ anim_obj ANIM_OBJ_04, 132, 48, $0
anim_wait 8
anim_ret
; ca47d
@@ -2412,20 +2412,20 @@
BattleAnim_HornDrill: ; ca47d
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $3
+ anim_obj ANIM_OBJ_HORN, 72, 80, $3
anim_wait 8
.loop
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
+ anim_obj ANIM_OBJ_00, 132, 40, $0
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, -15, 4, 6, 0, $0
+ anim_obj ANIM_OBJ_00, 140, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, -16, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_00, 132, 56, $0
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, 15, 4, 6, 0, $0
+ anim_obj ANIM_OBJ_00, 124, 48, $0
anim_wait 8
anim_loop 3, .loop
anim_ret
@@ -2433,10 +2433,10 @@
BattleAnim_PoisonSting: ; ca4b4
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14
+ anim_obj ANIM_OBJ_60, 64, 92, $14
anim_wait 16
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_05, 136, 56, $0
anim_wait 16
anim_ret
; ca4c7
@@ -2444,12 +2444,12 @@
BattleAnim_Twineedle: ; ca4c7
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14
- anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $14
+ anim_obj ANIM_OBJ_60, 64, 92, $14
+ anim_obj ANIM_OBJ_60, 56, 84, $14
anim_wait 16
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
- anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_05, 136, 56, $0
+ anim_obj ANIM_OBJ_05, 128, 48, $0
anim_wait 16
anim_ret
; ca4e7
@@ -2457,18 +2457,18 @@
BattleAnim_PinMissile: ; ca4e7
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
.loop
- anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $28
+ anim_obj ANIM_OBJ_60, 64, 92, $28
anim_wait 8
- anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $28
+ anim_obj ANIM_OBJ_60, 56, 84, $28
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_05, 136, 56, $0
anim_wait 8
- anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $28
+ anim_obj ANIM_OBJ_60, 52, 88, $28
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_05, 128, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0
+ anim_obj ANIM_OBJ_05, 132, 52, $0
anim_loop 3, .loop
anim_wait 16
anim_ret
@@ -2477,18 +2477,18 @@
BattleAnim_SpikeCannon: ; ca51a
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
.loop
- anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $18
+ anim_obj ANIM_OBJ_60, 64, 92, $18
anim_wait 8
- anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $18
+ anim_obj ANIM_OBJ_60, 56, 84, $18
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_05, 136, 56, $0
anim_wait 8
- anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $18
+ anim_obj ANIM_OBJ_60, 52, 88, $18
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_05, 128, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0
+ anim_obj ANIM_OBJ_05, 132, 52, $0
anim_loop 3, .loop
anim_wait 16
anim_ret
@@ -2512,13 +2512,13 @@
anim_sound 0, 0, SFX_MENU
anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT
.loop
- anim_obj ANIM_OBJ_61, 6, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_61, 48, 56, $0
anim_wait 11
anim_loop 8, .loop
anim_wait 128
anim_wait 64
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 16
anim_ret
; ca580
@@ -2526,10 +2526,10 @@
BattleAnim_Barrage: ; ca580
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10
+ anim_obj ANIM_OBJ_62, 64, 92, $10
anim_wait 36
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_18, 136, 56, $0
anim_wait 16
anim_ret
; ca596
@@ -2537,10 +2537,10 @@
BattleAnim_PayDay: ; ca596
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 128, 56, $0
anim_wait 16
anim_sound 0, 1, SFX_PAY_DAY
- anim_obj ANIM_OBJ_63, 15, 0, 9, 4, $1
+ anim_obj ANIM_OBJ_63, 120, 76, $1
anim_wait 64
anim_ret
; ca5ac
@@ -2549,14 +2549,14 @@
anim_1gfx ANIM_GFX_SPEED
anim_obp0 $fc
anim_sound 63, 3, SFX_LICK
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $0
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $8
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $10
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $18
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $20
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $28
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $30
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $38
+ anim_obj ANIM_OBJ_65, 132, 44, $0
+ anim_obj ANIM_OBJ_65, 132, 44, $8
+ anim_obj ANIM_OBJ_65, 132, 44, $10
+ anim_obj ANIM_OBJ_65, 132, 44, $18
+ anim_obj ANIM_OBJ_65, 132, 44, $20
+ anim_obj ANIM_OBJ_65, 132, 44, $28
+ anim_obj ANIM_OBJ_65, 132, 44, $30
+ anim_obj ANIM_OBJ_65, 132, 44, $38
anim_wait 128
anim_wait 48
anim_ret
@@ -2565,10 +2565,10 @@
BattleAnim_LovelyKiss: ; ca5de
anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_96, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_96, 152, 40, $0
anim_wait 32
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_HEART, 16, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_HEART, 128, 40, $0
anim_wait 40
anim_ret
; ca5f6
@@ -2576,10 +2576,10 @@
BattleAnim_Bonemerang: ; ca5f6
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_HIT
anim_sound 6, 2, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_67, 11, 0, 7, 0, $1c
+ anim_obj ANIM_OBJ_67, 88, 56, $1c
anim_wait 24
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 24
anim_ret
; ca60c
@@ -2587,11 +2587,11 @@
BattleAnim_Swift: ; ca60c
anim_1gfx ANIM_GFX_OBJECTS
anim_sound 6, 2, SFX_METRONOME
- anim_obj ANIM_OBJ_6A, 8, 0, 11, 0, $4
+ anim_obj ANIM_OBJ_6A, 64, 88, $4
anim_wait 4
- anim_obj ANIM_OBJ_6A, 8, 0, 9, 0, $4
+ anim_obj ANIM_OBJ_6A, 64, 72, $4
anim_wait 4
- anim_obj ANIM_OBJ_6A, 8, 0, 9, 4, $4
+ anim_obj ANIM_OBJ_6A, 64, 76, $4
anim_wait 64
anim_ret
; ca624
@@ -2603,7 +2603,7 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 12
anim_loop 3, .loop
anim_ret
@@ -2620,7 +2620,7 @@
anim_wait 4
.loop
anim_sound 0, 1, SFX_HEADBUTT
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 8
anim_loop 3, .loop
anim_call BattleAnim_ShowMon_0
@@ -2630,11 +2630,11 @@
BattleAnim_Kinesis: ; ca66a
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_obj ANIM_OBJ_6B, 10, 0, 9, 4, $0
+ anim_obj ANIM_OBJ_6B, 80, 76, $0
anim_wait 32
.loop
anim_sound 0, 0, SFX_KINESIS
- anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_4B, 64, 88, $0
anim_wait 32
anim_loop 3, .loop
anim_wait 32
@@ -2646,10 +2646,10 @@
BattleAnim_Peck: ; ca68b
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 16, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_02, 128, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_02, 136, 56, $0
anim_wait 16
anim_ret
; ca6a0
@@ -2658,16 +2658,16 @@
anim_1gfx ANIM_GFX_HIT
.loop
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 15, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_02, 124, 56, $0
anim_wait 4
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, -16, 4, 6, 0, $0
+ anim_obj ANIM_OBJ_02, 132, 48, $0
anim_wait 4
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, -15, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_02, 140, 56, $0
anim_wait 4
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, -16, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_02, 132, 64, $0
anim_wait 4
anim_loop 5, .loop
anim_wait 16
@@ -2679,13 +2679,13 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
anim_bgeffect ANIM_BG_1F, $40, $2, $0
anim_sound 0, 1, SFX_VICEGRIP
- anim_obj ANIM_OBJ_37, -13, 4, 5, 4, $0
- anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0
- anim_obj ANIM_OBJ_37, -14, 4, 4, 4, $0
- anim_obj ANIM_OBJ_39, 15, 4, 9, 4, $0
- anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0
- anim_obj ANIM_OBJ_39, 14, 4, 8, 4, $0
- anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_37, 156, 44, $0
+ anim_obj ANIM_OBJ_37, 152, 40, $0
+ anim_obj ANIM_OBJ_37, 148, 36, $0
+ anim_obj ANIM_OBJ_39, 124, 76, $0
+ anim_obj ANIM_OBJ_39, 120, 72, $0
+ anim_obj ANIM_OBJ_39, 116, 68, $0
+ anim_obj ANIM_OBJ_39, 120, 72, $0
anim_wait 32
anim_ret
; ca700
@@ -2695,21 +2695,21 @@
anim_sound 0, 1, SFX_FLASH
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20
anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_6C, 136, 56, $0
anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $8
+ anim_obj ANIM_OBJ_6C, 136, 56, $8
anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $10
+ anim_obj ANIM_OBJ_6C, 136, 56, $10
anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $18
+ anim_obj ANIM_OBJ_6C, 136, 56, $18
anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $20
+ anim_obj ANIM_OBJ_6C, 136, 56, $20
anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $28
+ anim_obj ANIM_OBJ_6C, 136, 56, $28
anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $30
+ anim_obj ANIM_OBJ_6C, 136, 56, $30
anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $38
+ anim_obj ANIM_OBJ_6C, 136, 56, $38
anim_wait 32
anim_ret
; ca73c
@@ -2723,7 +2723,7 @@
anim_bgeffect ANIM_BG_27, $0, $1, $0
anim_wait 48
anim_raisesub
- anim_obj ANIM_OBJ_BALL_POOF, 6, 0, 12, 0, $0
+ anim_obj ANIM_OBJ_BALL_POOF, 48, 96, $0
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 32
anim_ret
@@ -2776,7 +2776,7 @@
anim_bgeffect ANIM_BG_27, $0, $1, $0
anim_wait 32
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 6, 0, 11, 0, $40
+ anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 48, 88, $40
anim_wait 64
anim_incobj 1
anim_wait 21
@@ -2807,7 +2807,7 @@
BattleAnim_Lick: ; ca7e5
anim_1gfx ANIM_GFX_WATER
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_LICK, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_LICK, 136, 56, $0
anim_wait 64
anim_ret
; ca7f1
@@ -2820,7 +2820,7 @@
anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_2F, 152, 68, $0
anim_wait 16
anim_ret
; ca80c
@@ -2831,7 +2831,7 @@
anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50
anim_wait 48
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_WITHDRAW, 6, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_WITHDRAW, 48, 88, $0
anim_wait 64
anim_incobj 2
anim_wait 1
@@ -2846,7 +2846,7 @@
anim_bgeffect ANIM_BG_08, $0, $4, $0
.loop
anim_sound 6, 2, SFX_PSYBEAM
- anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $4
+ anim_obj ANIM_OBJ_4C, 64, 88, $4
anim_wait 4
anim_loop 10, .loop
anim_wait 48
@@ -2887,13 +2887,13 @@
anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
.loop
anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 8, 0, 10, 0, $2
+ anim_obj ANIM_OBJ_4C, 64, 80, $2
anim_wait 8
anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $3
+ anim_obj ANIM_OBJ_4C, 64, 88, $3
anim_wait 8
anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 8, 0, 12, 0, $4
+ anim_obj ANIM_OBJ_4C, 64, 96, $4
anim_wait 8
anim_loop 3, .loop
anim_wait 32
@@ -2914,16 +2914,16 @@
BattleAnim_Thrash: ; ca8a8
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0
- anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_08, 120, 72, $0
+ anim_obj ANIM_OBJ_00, 120, 72, $0
anim_wait 6
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_06, 136, 56, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, -13, 0, 5, 0, $0
- anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_07, 152, 40, $0
+ anim_obj ANIM_OBJ_00, 152, 40, $0
anim_wait 16
anim_ret
; ca8d5
@@ -2932,14 +2932,14 @@
anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
anim_1gfx ANIM_GFX_CHARGE
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $0
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $8
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $10
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $18
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $20
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $28
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $30
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $38
+ anim_obj ANIM_OBJ_72, 48, 108, $0
+ anim_obj ANIM_OBJ_72, 48, 108, $8
+ anim_obj ANIM_OBJ_72, 48, 108, $10
+ anim_obj ANIM_OBJ_72, 48, 108, $18
+ anim_obj ANIM_OBJ_72, 48, 108, $20
+ anim_obj ANIM_OBJ_72, 48, 108, $28
+ anim_obj ANIM_OBJ_72, 48, 108, $30
+ anim_obj ANIM_OBJ_72, 48, 108, $38
anim_wait 64
anim_ret
; ca909
@@ -2947,14 +2947,14 @@
BattleAnim_Conversion2: ; ca909
anim_1gfx ANIM_GFX_EXPLOSION
anim_sound 63, 3, SFX_SHARPEN
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $0
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $8
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $10
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $18
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $20
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $28
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $30
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $38
+ anim_obj ANIM_OBJ_73, 132, 44, $0
+ anim_obj ANIM_OBJ_73, 132, 44, $8
+ anim_obj ANIM_OBJ_73, 132, 44, $10
+ anim_obj ANIM_OBJ_73, 132, 44, $18
+ anim_obj ANIM_OBJ_73, 132, 44, $20
+ anim_obj ANIM_OBJ_73, 132, 44, $28
+ anim_obj ANIM_OBJ_73, 132, 44, $30
+ anim_obj ANIM_OBJ_73, 132, 44, $38
anim_wait 128
anim_wait 48
anim_ret
@@ -2963,15 +2963,15 @@
BattleAnim_Smokescreen: ; ca939
anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_75, 8, 0, 11, 4, $6c
+ anim_obj ANIM_OBJ_75, 64, 92, $6c
anim_wait 24
anim_incobj 1
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, 13, 4, 8, 6, $10
+ anim_obj ANIM_OBJ_BALL_POOF, 108, 70, $10
anim_wait 8
.loop
anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20
+ anim_obj ANIM_OBJ_74, 132, 60, $20
anim_wait 8
anim_loop 5, .loop
anim_wait 128
@@ -2982,12 +2982,12 @@
anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
anim_bgeffect ANIM_BG_20, $10, $1, $20
anim_sound 0, 0, SFX_STRENGTH
- anim_obj ANIM_OBJ_1F, 8, 0, 13, 0, $1
+ anim_obj ANIM_OBJ_1F, 64, 104, $1
anim_wait 128
anim_incobj 1
anim_wait 20
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
+ anim_obj ANIM_OBJ_00, 132, 40, $0
anim_wait 16
anim_ret
; ca97e
@@ -2995,11 +2995,11 @@
BattleAnim_SwordsDance: ; ca97e
anim_1gfx ANIM_GFX_WHIP
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $0
- anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $d
- anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $1a
- anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $27
- anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $34
+ anim_obj ANIM_OBJ_76, 48, 108, $0
+ anim_obj ANIM_OBJ_76, 48, 108, $d
+ anim_obj ANIM_OBJ_76, 48, 108, $1a
+ anim_obj ANIM_OBJ_76, 48, 108, $27
+ anim_obj ANIM_OBJ_76, 48, 108, $34
anim_wait 56
anim_ret
; ca99e
@@ -3008,15 +3008,15 @@
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
anim_sound 0, 0, SFX_MENU
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
- anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2
- anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1
- anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0
- anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80
- anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81
- anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82
+ anim_obj ANIM_OBJ_77, 24, 88, $2
+ anim_obj ANIM_OBJ_77, 32, 88, $1
+ anim_obj ANIM_OBJ_77, 40, 88, $0
+ anim_obj ANIM_OBJ_77, 48, 88, $80
+ anim_obj ANIM_OBJ_77, 56, 88, $81
+ anim_obj ANIM_OBJ_77, 64, 88, $82
anim_wait 12
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 16
@@ -3041,7 +3041,7 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_SHARPEN
anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_obj ANIM_OBJ_78, 6, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_78, 48, 88, $0
anim_wait 96
anim_incobj 2
anim_incbgeffect ANIM_BG_18
@@ -3055,7 +3055,7 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_SHARPEN
anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_obj ANIM_OBJ_79, 6, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_79, 48, 88, $0
anim_wait 96
anim_incobj 2
anim_incbgeffect ANIM_BG_18
@@ -3067,12 +3067,12 @@
anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT
anim_bgeffect ANIM_BG_20, $10, $1, $20
anim_sound 0, 0, SFX_STRENGTH
- anim_obj ANIM_OBJ_20, 8, 0, 13, 0, $1
+ anim_obj ANIM_OBJ_20, 64, 104, $1
anim_wait 128
anim_incobj 1
anim_wait 20
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
+ anim_obj ANIM_OBJ_00, 132, 40, $0
anim_wait 16
anim_ret
; caa45
@@ -3086,13 +3086,13 @@
anim_incbgeffect ANIM_BG_1A
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_00, 120, 72, $0
anim_wait 6
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_00, 152, 40, $0
anim_wait 16
anim_ret
; caa74
@@ -3102,14 +3102,14 @@
anim_obp0 $fc
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_obj ANIM_OBJ_7D, 1, 0, 3, 0, $10
- anim_obj ANIM_OBJ_7D, 1, 0, 6, 0, $2
- anim_obj ANIM_OBJ_7D, 1, 0, 11, 0, $8
+ anim_obj ANIM_OBJ_7D, 8, 24, $10
+ anim_obj ANIM_OBJ_7D, 8, 48, $2
+ anim_obj ANIM_OBJ_7D, 8, 88, $8
anim_wait 4
- anim_obj ANIM_OBJ_7D, 1, 0, 4, 0, $6
- anim_obj ANIM_OBJ_7D, 1, 0, 7, 0, $c
- anim_obj ANIM_OBJ_7D, 1, 0, 10, 0, $4
- anim_obj ANIM_OBJ_7D, 1, 0, 13, 0, $e
+ anim_obj ANIM_OBJ_7D, 8, 32, $6
+ anim_obj ANIM_OBJ_7D, 8, 56, $c
+ anim_obj ANIM_OBJ_7D, 8, 80, $4
+ anim_obj ANIM_OBJ_7D, 8, 104, $e
.loop
anim_sound 0, 0, SFX_RAZOR_WIND
anim_wait 4
@@ -3121,10 +3121,10 @@
BattleAnim_BoneClub: ; caab2
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC
- anim_obj ANIM_OBJ_68, 8, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_68, 64, 88, $2
anim_wait 32
anim_sound 0, 1, SFX_BONE_CLUB
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 16
anim_ret
; caac5
@@ -3135,10 +3135,10 @@
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_wait 8
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_50, 72, 80, $0
anim_wait 32
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_50, 72, 80, $0
anim_wait 32
anim_ret
; caae1
@@ -3150,19 +3150,19 @@
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 48, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 40, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, -15, 0, 4, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 32, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, -15, 0, 3, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 24, $0
anim_wait 8
anim_ret
; cab1d
@@ -3173,7 +3173,7 @@
anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
.loop
anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_4C, 64, 88, $2
anim_wait 8
anim_loop 8, .loop
anim_wait 96
@@ -3202,9 +3202,9 @@
BattleAnim_Metronome: ; cab52
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED
anim_sound 0, 0, SFX_METRONOME
- anim_obj ANIM_OBJ_7A, 9, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_7A, 72, 88, $0
.loop
- anim_obj ANIM_OBJ_7B, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_7B, 72, 80, $0
anim_wait 8
anim_loop 5, .loop
anim_wait 48
@@ -3216,18 +3216,18 @@
.loop
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0
- anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_08, 120, 72, $0
+ anim_obj ANIM_OBJ_00, 120, 72, $0
anim_wait 6
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, -15, 0, 5, 0, $0
- anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_06, 136, 40, $0
+ anim_obj ANIM_OBJ_00, 136, 40, $0
anim_wait 6
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, -13, 0, 7, 0, $0
- anim_obj ANIM_OBJ_00, -13, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_07, 152, 56, $0
+ anim_obj ANIM_OBJ_00, 152, 56, $0
anim_wait 6
anim_loop 3, .loop
anim_wait 16
@@ -3238,18 +3238,18 @@
anim_1gfx ANIM_GFX_HIT
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 15, 4, 8, 0, $0
- anim_obj ANIM_OBJ_00, 15, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_07, 124, 64, $0
+ anim_obj ANIM_OBJ_00, 124, 64, $0
anim_wait 6
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, -16, 4, 8, 0, $0
- anim_obj ANIM_OBJ_00, -16, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_07, 132, 64, $0
+ anim_obj ANIM_OBJ_00, 132, 64, $0
anim_wait 6
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, -15, 4, 8, 0, $0
- anim_obj ANIM_OBJ_00, -15, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_07, 140, 64, $0
+ anim_obj ANIM_OBJ_00, 140, 64, $0
anim_wait 16
anim_ret
; cabe6
@@ -3257,16 +3257,16 @@
BattleAnim_WingAttack: ; cabe6
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0
- anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 148, 56, $0
+ anim_obj ANIM_OBJ_01, 116, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0
- anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 144, 56, $0
+ anim_obj ANIM_OBJ_01, 120, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0
- anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 140, 56, $0
+ anim_obj ANIM_OBJ_01, 124, 56, $0
anim_wait 16
anim_ret
; cac13
@@ -3275,7 +3275,7 @@
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_WING_ATTACK
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2
- anim_obj ANIM_OBJ_01, 15, 4, 5, 0, $0
+ anim_obj ANIM_OBJ_01, 124, 40, $0
anim_wait 16
anim_ret
; cac24
@@ -3283,11 +3283,11 @@
BattleAnim_Disable: ; cac24
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS
anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_obj ANIM_OBJ_7C, -16, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_7C, 132, 56, $0
anim_wait 16
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_PARALYZED, 13, 0, 7, 0, $42
- anim_obj ANIM_OBJ_PARALYZED, -12, 0, 7, 0, $c2
+ anim_obj ANIM_OBJ_PARALYZED, 104, 56, $42
+ anim_obj ANIM_OBJ_PARALYZED, 160, 56, $c2
anim_wait 96
anim_ret
; cac41
@@ -3306,7 +3306,7 @@
BattleAnim_Struggle: ; cac55
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 16
anim_ret
; cac61
@@ -3316,7 +3316,7 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_SKETCH
- anim_obj ANIM_OBJ_98, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_98, 72, 80, $0
anim_wait 80
anim_incbgeffect ANIM_BG_1A
anim_call BattleAnim_ShowMon_0
@@ -3329,9 +3329,9 @@
anim_if_param_equal $1, BattleAnim_TripleKick_branch_cac95
anim_if_param_equal $2, BattleAnim_TripleKick_branch_caca5
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_07, 144, 48, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 144, 48, $0
anim_wait 8
anim_ret
; cac95
@@ -3338,9 +3338,9 @@
BattleAnim_TripleKick_branch_cac95: ; cac95
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_07, 120, 64, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_01, 120, 64, $0
anim_wait 8
anim_ret
; caca5
@@ -3347,9 +3347,9 @@
BattleAnim_TripleKick_branch_caca5: ; caca5
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, -16, 4, 4, 0, $0
+ anim_obj ANIM_OBJ_07, 132, 32, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -16, 4, 4, 0, $0
+ anim_obj ANIM_OBJ_01, 132, 32, $0
anim_wait 8
anim_ret
; cacb5
@@ -3360,13 +3360,13 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 16
anim_sound 0, 1, SFX_THIEF
- anim_obj ANIM_OBJ_01, 16, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 128, 48, $0
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 1, SFX_THIEF_2
- anim_obj ANIM_OBJ_8B, 15, 0, 9, 4, $1
+ anim_obj ANIM_OBJ_8B, 120, 76, $1
anim_wait 64
anim_ret
; cacd9
@@ -3374,13 +3374,13 @@
BattleAnim_SpiderWeb: ; cacd9
anim_1gfx ANIM_GFX_WEB
anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_92, -16, 4, 6, 0, $0
+ anim_obj ANIM_OBJ_92, 132, 48, $0
anim_sound 6, 2, SFX_SPIDER_WEB
- anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_5A, 64, 80, $0
anim_wait 4
- anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_5A, 64, 88, $0
anim_wait 4
- anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_5A, 64, 84, $0
anim_wait 64
anim_ret
; cacfb
@@ -3389,10 +3389,10 @@
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 1, SFX_MIND_READER
.loop
- anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $3
- anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $12
- anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $20
- anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $31
+ anim_obj ANIM_OBJ_88, 132, 48, $3
+ anim_obj ANIM_OBJ_88, 132, 48, $12
+ anim_obj ANIM_OBJ_88, 132, 48, $20
+ anim_obj ANIM_OBJ_88, 132, 48, $31
anim_wait 16
anim_loop 2, .loop
anim_wait 32
@@ -3403,8 +3403,8 @@
anim_1gfx ANIM_GFX_ANGELS
anim_bgp $1b
anim_obp0 $f
- anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $0
- anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $a0
+ anim_obj ANIM_OBJ_94, 132, 40, $0
+ anim_obj ANIM_OBJ_94, 132, 40, $a0
anim_sound 0, 1, SFX_NIGHTMARE
anim_wait 96
anim_ret
@@ -3414,7 +3414,7 @@
anim_1gfx ANIM_GFX_FIRE
.loop
anim_sound 0, 0, SFX_EMBER
- anim_obj ANIM_OBJ_7F, 6, 0, 12, 0, $0
+ anim_obj ANIM_OBJ_7F, 48, 96, $0
anim_wait 6
anim_loop 8, .loop
anim_wait 96
@@ -3423,9 +3423,9 @@
anim_wait 4
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_sound 0, 1, SFX_EMBER
- anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $1
- anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $4
- anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $5
+ anim_obj ANIM_OBJ_0F, 136, 48, $1
+ anim_obj ANIM_OBJ_0F, 136, 48, $4
+ anim_obj ANIM_OBJ_0F, 136, 48, $5
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 4
@@ -3436,7 +3436,7 @@
BattleAnim_Snore: ; cad6b
anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE
- anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_54, 64, 80, $0
anim_wait 32
anim_bgeffect ANIM_BG_1F, $60, $2, $0
anim_sound 0, 0, SFX_SNORE
@@ -3451,13 +3451,13 @@
BattleAnim_Curse: ; cad86
anim_if_param_equal $1, .NotGhost
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
- anim_obj ANIM_OBJ_A5, 8, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_A5, 68, 72, $0
anim_sound 0, 0, SFX_CURSE
anim_wait 32
anim_incobj 1
anim_wait 12
anim_sound 0, 0, SFX_POISON_STING
- anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0
+ anim_obj ANIM_OBJ_04, 44, 96, $0
anim_wait 16
anim_ret
; cada3
@@ -3473,19 +3473,19 @@
anim_bgeffect ANIM_BG_16, $0, $1, $40
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6
+ anim_obj ANIM_OBJ_47, 44, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6
+ anim_obj ANIM_OBJ_47, 36, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 52, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 28, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
+ anim_obj ANIM_OBJ_47, 60, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 20, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 68, 108, $8
anim_wait 2
anim_loop 3, .loop
anim_wait 8
@@ -3500,11 +3500,11 @@
anim_sound 0, 0, SFX_SUBMISSION
anim_bgeffect ANIM_BG_2C, $0, $1, $0
anim_wait 8
- anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 120, 48, $0
anim_wait 8
- anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 152, 48, $0
anim_wait 8
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 48, $0
anim_wait 8
anim_incbgeffect ANIM_BG_2C
anim_call BattleAnim_ShowMon_0
@@ -3515,14 +3515,14 @@
anim_1gfx ANIM_GFX_EXPLOSION
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_sound 63, 3, SFX_SHARPEN
- anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $0
- anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $8
- anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $10
- anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $18
- anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $20
- anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $28
- anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $30
- anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $38
+ anim_obj ANIM_OBJ_91, 48, 88, $0
+ anim_obj ANIM_OBJ_91, 48, 88, $8
+ anim_obj ANIM_OBJ_91, 48, 88, $10
+ anim_obj ANIM_OBJ_91, 48, 88, $18
+ anim_obj ANIM_OBJ_91, 48, 88, $20
+ anim_obj ANIM_OBJ_91, 48, 88, $28
+ anim_obj ANIM_OBJ_91, 48, 88, $30
+ anim_obj ANIM_OBJ_91, 48, 88, $38
anim_wait 128
anim_ret
; cae4b
@@ -3533,17 +3533,17 @@
anim_bgeffect ANIM_BG_1F, $50, $4, $10
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_sound 0, 0, SFX_AEROBLAST
- anim_obj ANIM_OBJ_B3, 9, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_B3, 72, 88, $0
anim_wait 32
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_27, 80, 84, $0
anim_wait 2
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0
+ anim_obj ANIM_OBJ_27, 96, 76, $0
anim_wait 2
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0
- anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0
+ anim_obj ANIM_OBJ_27, 112, 68, $0
+ anim_obj ANIM_OBJ_28, 126, 62, $0
anim_wait 48
anim_ret
; cae84
@@ -3553,7 +3553,7 @@
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 1, SFX_POWDER
.loop ; cae8b
- anim_obj ANIM_OBJ_COTTON_SPORE, -16, 4, 4, 0, $0
+ anim_obj ANIM_OBJ_COTTON_SPORE, 132, 32, $0
anim_wait 8
anim_loop 5, .loop
anim_wait 96
@@ -3564,22 +3564,22 @@
anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, 14, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_04, 112, 64, $0
anim_wait 2
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_A7, 15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_A7, 120, 56, $0
anim_wait 2
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, 16, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_04, 128, 56, $0
anim_wait 2
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_A7, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_A7, 136, 48, $0
anim_wait 2
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, -14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_04, 144, 48, $0
anim_wait 2
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_A7, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_A7, 152, 40, $0
anim_wait 24
anim_ret
; caed6
@@ -3586,7 +3586,7 @@
BattleAnim_Spite: ; caed6
anim_1gfx ANIM_GFX_ANGELS
- anim_obj ANIM_OBJ_A4, -16, 4, 2, 0, $0
+ anim_obj ANIM_OBJ_A4, 132, 16, $0
anim_sound 0, 1, SFX_SPITE
anim_wait 96
anim_ret
@@ -3596,13 +3596,13 @@
anim_1gfx ANIM_GFX_ICE
.loop ; caee4
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_8F, 8, 0, 11, 0, $23
+ anim_obj ANIM_OBJ_8F, 64, 88, $23
anim_wait 2
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_8F, 8, 0, 10, 0, $24
+ anim_obj ANIM_OBJ_8F, 64, 80, $24
anim_wait 2
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_8F, 8, 0, 12, 0, $23
+ anim_obj ANIM_OBJ_8F, 64, 96, $23
anim_wait 2
anim_loop 2, .loop
anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
@@ -3615,11 +3615,11 @@
BattleAnim_Protect: ; caf0e
anim_1gfx ANIM_GFX_OBJECTS
anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $0
- anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $d
- anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $1a
- anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $27
- anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $34
+ anim_obj ANIM_OBJ_8A, 80, 80, $0
+ anim_obj ANIM_OBJ_8A, 80, 80, $d
+ anim_obj ANIM_OBJ_8A, 80, 80, $1a
+ anim_obj ANIM_OBJ_8A, 80, 80, $27
+ anim_obj ANIM_OBJ_8A, 80, 80, $34
anim_sound 0, 0, SFX_PROTECT
anim_wait 96
anim_ret
@@ -3629,17 +3629,17 @@
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2
- anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1
- anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0
- anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80
- anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81
- anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82
+ anim_obj ANIM_OBJ_77, 24, 88, $2
+ anim_obj ANIM_OBJ_77, 32, 88, $1
+ anim_obj ANIM_OBJ_77, 40, 88, $0
+ anim_obj ANIM_OBJ_77, 48, 88, $80
+ anim_obj ANIM_OBJ_77, 56, 88, $81
+ anim_obj ANIM_OBJ_77, 64, 88, $82
anim_wait 12
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_06, 136, 56, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 16
@@ -3662,13 +3662,13 @@
anim_bgeffect ANIM_BG_1D, $0, $1, $80
anim_wait 96
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, 15, 0, 4, 0, $0
+ anim_obj ANIM_OBJ_04, 120, 32, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_04, 152, 40, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_04, 136, 48, $0
anim_wait 32
anim_incbgeffect ANIM_BG_1D
anim_call BattleAnim_ShowMon_0
@@ -3679,11 +3679,11 @@
BattleAnim_SweetKiss: ; cafb4
anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_97, 12, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_97, 96, 40, $0
anim_sound 0, 1, SFX_SWEET_KISS
anim_wait 32
anim_sound 0, 1, SFX_SWEET_KISS_2
- anim_obj ANIM_OBJ_HEART, 15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_HEART, 120, 40, $0
anim_wait 40
anim_ret
; cafcf
@@ -3691,40 +3691,40 @@
BattleAnim_BellyDrum: ; cafcf
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
- anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_obj ANIM_OBJ_AA, 64, 104, $0
+ anim_obj ANIM_OBJ_AB, 64, 92, $f8
anim_wait 24
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
- anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_obj ANIM_OBJ_AA, 64, 104, $0
+ anim_obj ANIM_OBJ_AB, 64, 92, $f8
anim_wait 24
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
- anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_obj ANIM_OBJ_AA, 64, 104, $0
+ anim_obj ANIM_OBJ_AB, 64, 92, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
- anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_obj ANIM_OBJ_AA, 64, 104, $0
+ anim_obj ANIM_OBJ_AB, 64, 92, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
- anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_obj ANIM_OBJ_AA, 64, 104, $0
+ anim_obj ANIM_OBJ_AB, 64, 92, $f8
anim_wait 24
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
- anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_obj ANIM_OBJ_AA, 64, 104, $0
+ anim_obj ANIM_OBJ_AB, 64, 92, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
- anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_obj ANIM_OBJ_AA, 64, 104, $0
+ anim_obj ANIM_OBJ_AB, 64, 92, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
- anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_obj ANIM_OBJ_AA, 64, 104, $0
+ anim_obj ANIM_OBJ_AB, 64, 92, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
- anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
+ anim_obj ANIM_OBJ_AA, 64, 104, $0
+ anim_obj ANIM_OBJ_AB, 64, 92, $f8
anim_wait 12
anim_ret
; cb051
@@ -3733,7 +3733,7 @@
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_POISON
anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0
anim_sound 6, 2, SFX_SLUDGE_BOMB
- anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10
+ anim_obj ANIM_OBJ_62, 64, 92, $10
anim_wait 36
anim_call BattleAnim_SludgeBomb_branch_cbc15
anim_wait 64
@@ -3750,13 +3750,13 @@
BattleAnim_Octazooka: ; cb06f
anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_SLUDGE_BOMB
- anim_obj ANIM_OBJ_8C, 8, 0, 11, 4, $4
+ anim_obj ANIM_OBJ_8C, 64, 92, $4
anim_wait 16
- anim_obj ANIM_OBJ_BALL_POOF, -16, 4, 7, 0, $10
+ anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10
anim_wait 8
anim_if_param_equal $0, .done
.loop
- anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20
+ anim_obj ANIM_OBJ_74, 132, 60, $20
anim_wait 8
anim_loop 5, .loop
anim_wait 128
@@ -3767,13 +3767,13 @@
BattleAnim_Spikes: ; cb092
anim_1gfx ANIM_GFX_MISC
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $20
+ anim_obj ANIM_OBJ_SPIKES, 48, 88, $20
anim_wait 8
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $30
+ anim_obj ANIM_OBJ_SPIKES, 48, 88, $30
anim_wait 8
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $28
+ anim_obj ANIM_OBJ_SPIKES, 48, 88, $28
anim_wait 64
anim_ret
; cb0b0
@@ -3783,12 +3783,12 @@
anim_bgp $1b
anim_obp0 $30
anim_sound 6, 2, SFX_ZAP_CANNON
- anim_obj ANIM_OBJ_A3, 8, 0, 11, 4, $2
+ anim_obj ANIM_OBJ_A3, 64, 92, $2
anim_wait 40
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
+ anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2
anim_wait 16
- anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_31, 136, 56, $0
anim_wait 128
anim_ret
; cb0d0
@@ -3798,7 +3798,7 @@
anim_call BattleAnim_FollowEnemyFeet_1
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_FORESIGHT
- anim_obj ANIM_OBJ_A7, -16, 4, 5, 0, $0
+ anim_obj ANIM_OBJ_A7, 132, 40, $0
anim_wait 24
anim_bgeffect ANIM_BG_19, $0, $0, $40
anim_wait 64
@@ -3814,13 +3814,13 @@
anim_obp0 $0
anim_if_param_equal $1, BattleAnim_DestinyBond_branch_cb104
anim_sound 6, 2, SFX_WHIRLWIND
- anim_obj ANIM_OBJ_9B, 5, 4, 15, 0, $2
+ anim_obj ANIM_OBJ_9B, 44, 120, $2
anim_wait 128
anim_ret
; cb104
BattleAnim_DestinyBond_branch_cb104: ; cb104
- anim_obj ANIM_OBJ_9B, -16, 4, 9, 4, $0
+ anim_obj ANIM_OBJ_9B, 132, 76, $0
anim_sound 0, 1, SFX_KINESIS
anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
anim_wait 32
@@ -3832,14 +3832,14 @@
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_sound 0, 2, SFX_PERISH_SONG
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $0
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $8
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $10
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $18
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $20
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $28
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $30
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $38
+ anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $0
+ anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $8
+ anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $10
+ anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $18
+ anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $20
+ anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $28
+ anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $30
+ anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $38
anim_wait 112
anim_ret
; cb14c
@@ -3852,11 +3852,11 @@
anim_sound 0, 0, SFX_PSYCHIC
.loop
anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4
+ anim_obj ANIM_OBJ_AE, 64, 88, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4
+ anim_obj ANIM_OBJ_AE, 64, 80, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4
+ anim_obj ANIM_OBJ_AE, 64, 96, $4
anim_wait 8
anim_loop 2, .loop
anim_wait 16
@@ -3876,7 +3876,7 @@
anim_1gfx ANIM_GFX_SHINE
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 0, SFX_FORESIGHT
- anim_obj ANIM_OBJ_A7, 8, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_A7, 64, 88, $0
anim_wait 24
anim_ret
; cb19d
@@ -3884,13 +3884,13 @@
BattleAnim_BoneRush: ; cb19d
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC
anim_sound 0, 1, SFX_BONE_CLUB
- anim_obj ANIM_OBJ_69, -16, 4, 7, 0, $2
+ anim_obj ANIM_OBJ_69, 132, 56, $2
anim_wait 16
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 120, 48, $0
anim_wait 16
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_01, 144, 64, $0
anim_wait 16
anim_ret
; cb1bc
@@ -3899,10 +3899,10 @@
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 1, SFX_MIND_READER
.loop
- anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $3
- anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $12
- anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $20
- anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $31
+ anim_obj ANIM_OBJ_87, 132, 48, $3
+ anim_obj ANIM_OBJ_87, 132, 48, $12
+ anim_obj ANIM_OBJ_87, 132, 48, $20
+ anim_obj ANIM_OBJ_87, 132, 48, $31
anim_wait 16
anim_loop 2, .loop
anim_wait 32
@@ -3919,13 +3919,13 @@
anim_call BattleAnim_ShowMon_0
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_00, 120, 72, $0
anim_wait 6
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_00, 152, 40, $0
anim_wait 16
anim_ret
; cb210
@@ -3932,11 +3932,11 @@
BattleAnim_Sandstorm: ; cb210
anim_1gfx ANIM_GFX_POWDER
- anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0
+ anim_obj ANIM_OBJ_A2, 88, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1
+ anim_obj ANIM_OBJ_A2, 72, 0, $1
anim_wait 8
- anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2
+ anim_obj ANIM_OBJ_A2, 56, 0, $2
.loop
anim_sound 0, 1, SFX_MENU
anim_wait 8
@@ -3960,15 +3960,15 @@
anim_bgeffect ANIM_BG_07, $0, $0, $0
.loop
anim_sound 0, 0, SFX_METRONOME
- anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_9D, 24, 64, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_9D, 56, 104, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_9D, 24, 104, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_9D, 56, 64, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_9D, 40, 84, $0
anim_wait 5
anim_loop 2, .loop
anim_wait 32
@@ -3982,19 +3982,19 @@
anim_bgeffect ANIM_BG_07, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6
+ anim_obj ANIM_OBJ_47, 44, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6
+ anim_obj ANIM_OBJ_47, 36, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 52, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 28, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
+ anim_obj ANIM_OBJ_47, 60, 108, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 20, 108, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
+ anim_obj ANIM_OBJ_47, 68, 108, $8
anim_wait 2
anim_loop 5, .loop
anim_wait 8
@@ -4008,7 +4008,7 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_sound 0, 0, SFX_ATTRACT
- anim_obj ANIM_OBJ_HEART, 8, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_HEART, 64, 80, $0
anim_wait 32
anim_incbgeffect ANIM_BG_26
anim_call BattleAnim_ShowMon_0
@@ -4024,7 +4024,7 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_03, 136, 40, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -4034,9 +4034,9 @@
anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_3A, 152, 40, $0
anim_wait 4
- anim_obj ANIM_OBJ_9D, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_9D, 136, 40, $0
anim_wait 32
anim_ret
; cb30d
@@ -4045,12 +4045,12 @@
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND
.loop
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_A9, 9, 0, 11, 0, $44
+ anim_obj ANIM_OBJ_A9, 72, 88, $44
anim_wait 32
anim_loop 2, .loop
anim_wait 32
anim_sound 0, 1, SFX_KINESIS_2
- anim_obj ANIM_OBJ_83, 13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_83, 104, 40, $0
anim_wait 40
anim_ret
; cb328
@@ -4058,12 +4058,12 @@
BattleAnim_MilkDrink: ; cb328
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE
anim_call BattleAnim_FollowEnemyFeet_0
- anim_obj ANIM_OBJ_82, 9, 2, 13, 0, $0
+ anim_obj ANIM_OBJ_82, 74, 104, $0
anim_wait 16
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_sound 0, 0, SFX_MILK_DRINK
.loop
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20
+ anim_obj ANIM_OBJ_2C, 44, 88, $20
anim_wait 8
anim_loop 8, .loop
anim_wait 128
@@ -4076,7 +4076,7 @@
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
anim_sound 0, 0, SFX_ZAP_CANNON
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
- anim_obj ANIM_OBJ_30, 6, 0, 11, 4, $0
+ anim_obj ANIM_OBJ_30, 48, 92, $0
anim_wait 24
anim_setobj $1, $3
anim_wait 1
@@ -4089,8 +4089,8 @@
anim_incobj 2
anim_wait 1
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
- anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2
+ anim_obj ANIM_OBJ_33, 136, 56, $0
anim_wait 32
anim_ret
; cb386
@@ -4100,11 +4100,11 @@
.loop
anim_sound 0, 1, SFX_CUT
anim_if_param_and %00000001, .obj1
- anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_3A, 152, 40, $0
anim_jump .okay
.obj1
- anim_obj ANIM_OBJ_3B, 14, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_3B, 112, 40, $0
.okay
anim_wait 16
anim_jumpuntil .loop
@@ -4121,16 +4121,16 @@
anim_1gfx ANIM_GFX_HIT
anim_resetobp0
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0
- anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 148, 56, $0
+ anim_obj ANIM_OBJ_01, 116, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0
- anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 144, 56, $0
+ anim_obj ANIM_OBJ_01, 120, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0
- anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 140, 56, $0
+ anim_obj ANIM_OBJ_01, 124, 56, $0
anim_wait 16
anim_ret
; cb3df
@@ -4139,15 +4139,15 @@
anim_1gfx ANIM_GFX_PSYCHIC
anim_obp0 $e0
anim_sound 0, 1, SFX_MEAN_LOOK
- anim_obj ANIM_OBJ_AC, -14, 4, 4, 0, $0
+ anim_obj ANIM_OBJ_AC, 148, 32, $0
anim_wait 5
- anim_obj ANIM_OBJ_AC, 14, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_AC, 116, 64, $0
anim_wait 5
- anim_obj ANIM_OBJ_AC, -14, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_AC, 148, 64, $0
anim_wait 5
- anim_obj ANIM_OBJ_AC, 14, 4, 4, 0, $0
+ anim_obj ANIM_OBJ_AC, 116, 32, $0
anim_wait 5
- anim_obj ANIM_OBJ_AC, -16, 4, 6, 0, $0
+ anim_obj ANIM_OBJ_AC, 132, 48, $0
anim_wait 128
anim_ret
; cb405
@@ -4156,7 +4156,7 @@
anim_1gfx ANIM_GFX_OBJECTS
.loop
anim_sound 0, 0, SFX_ATTRACT
- anim_obj ANIM_OBJ_66, 5, 4, 10, 0, $2
+ anim_obj ANIM_OBJ_66, 44, 80, $2
anim_wait 8
anim_loop 5, .loop
anim_wait 128
@@ -4168,7 +4168,7 @@
anim_1gfx ANIM_GFX_STATUS
.loop
anim_sound 0, 0, SFX_STRENGTH
- anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_54, 64, 80, $0
anim_wait 40
anim_loop 2, .loop
anim_wait 32
@@ -4177,23 +4177,23 @@
BattleAnim_HealBell: ; cb428
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
- anim_obj ANIM_OBJ_84, 9, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_84, 72, 56, $0
anim_wait 32
.loop
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0
+ anim_obj ANIM_OBJ_85, 72, 52, $0
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $1
+ anim_obj ANIM_OBJ_85, 72, 52, $1
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2
+ anim_obj ANIM_OBJ_85, 72, 52, $2
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0
+ anim_obj ANIM_OBJ_85, 72, 52, $0
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2
+ anim_obj ANIM_OBJ_85, 72, 52, $2
anim_wait 8
anim_loop 4, .loop
anim_wait 64
@@ -4211,7 +4211,7 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_03, 136, 40, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -4220,9 +4220,9 @@
BattleAnim_Present: ; cb488
anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE
anim_sound 0, 1, SFX_PRESENT
- anim_obj ANIM_OBJ_8D, 8, 0, 11, 0, $6c
+ anim_obj ANIM_OBJ_8D, 64, 88, $6c
anim_wait 56
- anim_obj ANIM_OBJ_53, 13, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_53, 104, 48, $0
anim_wait 48
anim_incobj 2
anim_if_param_equal $3, .heal
@@ -4239,7 +4239,7 @@
.heal
anim_sound 0, 1, SFX_METRONOME
.loop2
- anim_obj ANIM_OBJ_2C, -16, 4, 6, 0, $24
+ anim_obj ANIM_OBJ_2C, 132, 48, $24
anim_wait 8
anim_loop 8, .loop2
anim_wait 128
@@ -4249,7 +4249,7 @@
BattleAnim_Frustration: ; cb4c1
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 0, SFX_KINESIS_2
- anim_obj ANIM_OBJ_83, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_83, 72, 80, $0
anim_wait 40
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0
@@ -4256,13 +4256,13 @@
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 120, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 152, 48, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 48, $0
anim_wait 8
anim_incbgeffect ANIM_BG_26
anim_wait 1
@@ -4273,11 +4273,11 @@
BattleAnim_Safeguard: ; cb4f9
anim_1gfx ANIM_GFX_MISC
anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $0
- anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $d
- anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $1a
- anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $27
- anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $34
+ anim_obj ANIM_OBJ_89, 80, 80, $0
+ anim_obj ANIM_OBJ_89, 80, 80, $d
+ anim_obj ANIM_OBJ_89, 80, 80, $1a
+ anim_obj ANIM_OBJ_89, 80, 80, $27
+ anim_obj ANIM_OBJ_89, 80, 80, $34
anim_sound 0, 0, SFX_PROTECT
anim_wait 96
anim_ret
@@ -4289,8 +4289,8 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_04, 14, 0, 6, 0, $0
- anim_obj ANIM_OBJ_04, 9, 4, 12, 0, $0
+ anim_obj ANIM_OBJ_04, 112, 48, $0
+ anim_obj ANIM_OBJ_04, 76, 96, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_wait 1
@@ -4303,7 +4303,7 @@
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
.loop
anim_sound 0, 0, SFX_EMBER
- anim_obj ANIM_OBJ_80, 6, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_80, 48, 104, $0
anim_wait 8
anim_loop 8, .loop
anim_wait 96
@@ -4311,9 +4311,9 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_EMBER
- anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $1
- anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $4
- anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $5
+ anim_obj ANIM_OBJ_0F, 136, 48, $1
+ anim_obj ANIM_OBJ_0F, 136, 48, $4
+ anim_obj ANIM_OBJ_0F, 136, 48, $5
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 4
@@ -4327,15 +4327,15 @@
.loop
anim_bgeffect ANIM_BG_1F, $e, $4, $0
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40
+ anim_obj ANIM_OBJ_1E, 128, 64, $40
anim_wait 2
- anim_obj ANIM_OBJ_1E, 15, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_1E, 120, 68, $30
anim_wait 2
- anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_1E, 152, 68, $30
anim_wait 2
- anim_obj ANIM_OBJ_1E, -14, 0, 8, 0, $40
+ anim_obj ANIM_OBJ_1E, 144, 64, $40
anim_wait 2
- anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
+ anim_obj ANIM_OBJ_1E, 136, 68, $30
anim_wait 2
anim_jumpuntil .loop
anim_wait 96
@@ -4345,7 +4345,7 @@
BattleAnim_Dynamicpunch: ; cb5aa
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
+ anim_obj ANIM_OBJ_0A, 136, 56, $43
anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
anim_call BattleAnim_Dynamicpunch_branch_cbb8f
@@ -4358,10 +4358,10 @@
anim_bgeffect ANIM_BG_1F, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
- anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $1
+ anim_obj ANIM_OBJ_HORN, 72, 80, $1
anim_sound 0, 1, SFX_HORN_ATTACK
anim_wait 16
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 16
anim_ret
; cb5de
@@ -4370,7 +4370,7 @@
anim_1gfx ANIM_GFX_FIRE
anim_sound 6, 2, SFX_EMBER
.loop
- anim_obj ANIM_OBJ_90, 8, 0, 11, 4, $4
+ anim_obj ANIM_OBJ_90, 64, 92, $4
anim_wait 4
anim_loop 10, .loop
anim_wait 64
@@ -4379,7 +4379,7 @@
BattleAnim_BatonPass: ; cb5ef
anim_1gfx ANIM_GFX_MISC
- anim_obj ANIM_OBJ_86, 5, 4, 13, 0, $20
+ anim_obj ANIM_OBJ_86, 44, 104, $20
anim_sound 0, 0, SFX_BATON_PASS
anim_call BattleAnim_BatonPass_branch_c9486
anim_wait 64
@@ -4388,13 +4388,13 @@
BattleAnim_Encore: ; cb5fe
anim_1gfx ANIM_GFX_OBJECTS
- anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $90
- anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $10
+ anim_obj ANIM_OBJ_99, 64, 80, $90
+ anim_obj ANIM_OBJ_99, 64, 80, $10
anim_sound 0, 0, SFX_ENCORE
anim_wait 16
- anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $2c
+ anim_obj ANIM_OBJ_9A, 64, 72, $2c
anim_wait 32
- anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $34
+ anim_obj ANIM_OBJ_9A, 64, 72, $34
anim_wait 16
anim_ret
; cb61b
@@ -4403,7 +4403,7 @@
anim_1gfx ANIM_GFX_HIT
anim_if_param_equal $1, BattleAnim_Pursuit_branch_cb62b
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 16
anim_ret
; cb62b
@@ -4412,9 +4412,9 @@
anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
anim_wait 4
anim_call BattleAnim_FollowEnemyFeet_1
- anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_AD, 132, 64, $0
anim_wait 64
- anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $1
+ anim_obj ANIM_OBJ_AD, 132, 64, $1
anim_sound 0, 1, SFX_BALL_POOF
anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
anim_wait 64
@@ -4421,7 +4421,7 @@
anim_incobj 3
anim_wait 16
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, 120, 56, $0
anim_bgeffect ANIM_BG_2D, $0, $0, $0
anim_wait 16
anim_call BattleAnim_ShowMon_1
@@ -4434,7 +4434,7 @@
anim_obp0 $e4
.loop
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_A8, 5, 4, 14, 0, $0
+ anim_obj ANIM_OBJ_A8, 44, 112, $0
anim_wait 2
anim_loop 5, .loop
anim_wait 24
@@ -4443,7 +4443,7 @@
anim_wait 4
anim_resetobp0
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_04, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_04, 136, 40, $0
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 4
@@ -4455,15 +4455,15 @@
BattleAnim_SweetScent: ; cb68e
anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC
anim_sound 0, 0, SFX_SWEET_SCENT
- anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2
+ anim_obj ANIM_OBJ_FLOWER, 64, 96, $2
anim_wait 2
- anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2
+ anim_obj ANIM_OBJ_FLOWER, 64, 80, $2
anim_wait 96
anim_obp0 $54
anim_sound 0, 1, SFX_SWEET_SCENT_2
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $15
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $2a
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $3f
+ anim_obj ANIM_OBJ_COTTON, 136, 40, $15
+ anim_obj ANIM_OBJ_COTTON, 136, 40, $2a
+ anim_obj ANIM_OBJ_COTTON, 136, 40, $3f
anim_wait 128
anim_ret
; cb6b6
@@ -4480,7 +4480,7 @@
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 16
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 48, $0
anim_wait 16
anim_incbgeffect ANIM_BG_26
anim_call BattleAnim_ShowMon_0
@@ -4497,9 +4497,9 @@
anim_1gfx ANIM_GFX_CUT
anim_resetobp0
anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0
- anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0
- anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_37, 144, 48, $0
+ anim_obj ANIM_OBJ_37, 140, 44, $0
+ anim_obj ANIM_OBJ_37, 136, 40, $0
anim_wait 32
anim_ret
; cb703
@@ -4510,19 +4510,19 @@
anim_bgeffect ANIM_BG_2F, $0, $1, $0
anim_wait 16
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 8, 0, 12, 0, $0
+ anim_obj ANIM_OBJ_04, 64, 96, $0
anim_wait 8
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 7, 0, 11, 0, $0
+ anim_obj ANIM_OBJ_04, 56, 88, $0
anim_wait 8
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 8, 4, 13, 0, $0
+ anim_obj ANIM_OBJ_04, 68, 104, $0
anim_wait 8
anim_incbgeffect ANIM_BG_2F
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_03, -16, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_03, 132, 56, $0
anim_wait 16
anim_ret
; cb739
@@ -4532,7 +4532,7 @@
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 0, SFX_MORNING_SUN
.loop
- anim_obj ANIM_OBJ_9C, 2, 0, 6, 0, $88
+ anim_obj ANIM_OBJ_9C, 16, 48, $88
anim_wait 6
anim_loop 5, .loop
anim_wait 32
@@ -4570,14 +4570,14 @@
anim_bgp $1b
anim_obp0 $c0
anim_bgeffect ANIM_BG_1F, $20, $2, $0
- anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $a8
- anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $28
+ anim_obj ANIM_OBJ_36, 136, 56, $a8
+ anim_obj ANIM_OBJ_36, 136, 56, $28
anim_wait 8
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $18
+ anim_obj ANIM_OBJ_00, 144, 48, $18
anim_wait 16
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_00, 16, 0, 8, 0, $18
+ anim_obj ANIM_OBJ_00, 128, 64, $18
anim_wait 8
anim_ret
; cb7a8
@@ -4586,11 +4586,11 @@
anim_1gfx ANIM_GFX_SHINE
anim_bgp $1b
anim_bgeffect ANIM_BG_07, $0, $0, $0
- anim_obj ANIM_OBJ_9E, 0, 0, 5, 0, $0
- anim_obj ANIM_OBJ_9E, 2, 0, 7, 0, $0
- anim_obj ANIM_OBJ_9E, 4, 0, 9, 0, $0
- anim_obj ANIM_OBJ_9E, 6, 0, 11, 0, $0
- anim_obj ANIM_OBJ_9E, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_9E, 0, 40, $0
+ anim_obj ANIM_OBJ_9E, 16, 56, $0
+ anim_obj ANIM_OBJ_9E, 32, 72, $0
+ anim_obj ANIM_OBJ_9E, 48, 88, $0
+ anim_obj ANIM_OBJ_9E, 64, 104, $0
anim_wait 1
anim_sound 0, 0, SFX_MOONLIGHT
anim_wait 63
@@ -4608,14 +4608,14 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $0
- anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $8
- anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $10
- anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $18
- anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $20
- anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $28
- anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $30
- anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $38
+ anim_obj ANIM_OBJ_9F, 44, 88, $0
+ anim_obj ANIM_OBJ_9F, 44, 88, $8
+ anim_obj ANIM_OBJ_9F, 44, 88, $10
+ anim_obj ANIM_OBJ_9F, 44, 88, $18
+ anim_obj ANIM_OBJ_9F, 44, 88, $20
+ anim_obj ANIM_OBJ_9F, 44, 88, $28
+ anim_obj ANIM_OBJ_9F, 44, 88, $30
+ anim_obj ANIM_OBJ_9F, 44, 88, $38
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_wait 8
@@ -4633,7 +4633,7 @@
anim_incobj 9
anim_wait 16
anim_1gfx ANIM_GFX_HIT
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 32
anim_ret
; cb83a
@@ -4641,8 +4641,8 @@
BattleAnim_CrossChop: ; cb83a
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_A0, -13, 0, 5, 0, $0
- anim_obj ANIM_OBJ_A1, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_A0, 152, 40, $0
+ anim_obj ANIM_OBJ_A1, 120, 72, $0
anim_wait 8
anim_bgeffect ANIM_BG_1F, $58, $2, $0
anim_wait 92
@@ -4656,7 +4656,7 @@
anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
.loop1
anim_sound 0, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0
+ anim_obj ANIM_OBJ_GUST, 64, 112, $0
anim_wait 6
anim_loop 9, .loop1
.loop2
@@ -4673,12 +4673,12 @@
anim_incobj 8
anim_incobj 9
anim_wait 64
- anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18
+ anim_obj ANIM_OBJ_01, 144, 64, $18
.loop3
anim_sound 0, 1, SFX_RAZOR_WIND
anim_wait 8
anim_loop 4, .loop3
- anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18
+ anim_obj ANIM_OBJ_01, 128, 32, $18
.loop4
anim_sound 0, 1, SFX_RAZOR_WIND
anim_wait 8
@@ -4701,11 +4701,11 @@
anim_bgp $f8
anim_obp0 $7c
anim_sound 0, 1, SFX_RAIN_DANCE
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $0
+ anim_obj ANIM_OBJ_AF, 88, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $1
+ anim_obj ANIM_OBJ_AF, 88, 0, $1
anim_wait 8
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
+ anim_obj ANIM_OBJ_AF, 88, 0, $2
anim_wait 128
anim_ret
; cb8cf
@@ -4714,11 +4714,11 @@
anim_1gfx ANIM_GFX_WATER
anim_bgp $90
anim_sound 0, 1, SFX_MORNING_SUN
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
+ anim_obj ANIM_OBJ_AF, 88, 0, $2
anim_wait 8
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
+ anim_obj ANIM_OBJ_AF, 88, 0, $2
anim_wait 8
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
+ anim_obj ANIM_OBJ_AF, 88, 0, $2
anim_wait 128
anim_ret
; cb8e9
@@ -4728,14 +4728,14 @@
anim_bgeffect ANIM_BG_06, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
- anim_obj ANIM_OBJ_AE, 8, 0, 9, 0, $4
+ anim_obj ANIM_OBJ_50, 72, 80, $0
+ anim_obj ANIM_OBJ_AE, 64, 72, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4
+ anim_obj ANIM_OBJ_AE, 64, 88, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4
+ anim_obj ANIM_OBJ_AE, 64, 80, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4
+ anim_obj ANIM_OBJ_AE, 64, 96, $4
anim_wait 8
anim_loop 3, .loop
anim_wait 32
@@ -4747,10 +4747,10 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_PSYBEAM
- anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $0
- anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $10
- anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $20
- anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $30
+ anim_obj ANIM_OBJ_B1, 44, 88, $0
+ anim_obj ANIM_OBJ_B1, 44, 88, $10
+ anim_obj ANIM_OBJ_B1, 44, 88, $20
+ anim_obj ANIM_OBJ_B1, 44, 88, $30
anim_wait 64
anim_incbgeffect ANIM_BG_1A
anim_call BattleAnim_ShowMon_0
@@ -4762,15 +4762,15 @@
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2
- anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1
- anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0
- anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80
- anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81
- anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82
+ anim_obj ANIM_OBJ_77, 24, 88, $2
+ anim_obj ANIM_OBJ_77, 32, 88, $1
+ anim_obj ANIM_OBJ_77, 40, 88, $0
+ anim_obj ANIM_OBJ_77, 48, 88, $80
+ anim_obj ANIM_OBJ_77, 56, 88, $81
+ anim_obj ANIM_OBJ_77, 64, 88, $82
anim_wait 12
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_3A, 152, 40, $0
anim_wait 32
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 16
@@ -4780,28 +4780,28 @@
BattleAnim_Ancientpower: ; cb97a
anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 8, 0, 13, 4, $20
+ anim_obj ANIM_OBJ_B2, 64, 108, $20
anim_wait 8
anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 9, 3, 12, 6, $20
+ anim_obj ANIM_OBJ_B2, 75, 102, $20
anim_wait 8
anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 10, 5, 12, 1, $20
+ anim_obj ANIM_OBJ_B2, 85, 97, $20
anim_wait 8
anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 12, 0, 11, 4, $20
+ anim_obj ANIM_OBJ_B2, 96, 92, $20
anim_wait 8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 13, 2, 10, 7, $20
+ anim_obj ANIM_OBJ_B2, 106, 87, $20
anim_wait 8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 14, 4, 10, 2, $20
+ anim_obj ANIM_OBJ_B2, 116, 82, $20
anim_wait 8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 15, 6, 9, 5, $20
+ anim_obj ANIM_OBJ_B2, 126, 77, $20
anim_wait 8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 6
anim_ret
; cb9c6
@@ -4810,9 +4810,9 @@
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_SMOKE
anim_bgp $1b
anim_sound 6, 2, SFX_SLUDGE_BOMB
- anim_obj ANIM_OBJ_B4, 8, 0, 11, 4, $2
+ anim_obj ANIM_OBJ_B4, 64, 92, $2
anim_wait 32
- anim_obj ANIM_OBJ_BALL_POOF, -16, 4, 7, 0, $10
+ anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10
anim_wait 24
anim_ret
; cb9db
@@ -4822,14 +4822,14 @@
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
- anim_obj ANIM_OBJ_7D, 1, 0, 3, 0, $10
- anim_obj ANIM_OBJ_7D, 1, 0, 6, 0, $2
- anim_obj ANIM_OBJ_7D, 1, 0, 11, 0, $8
+ anim_obj ANIM_OBJ_7D, 8, 24, $10
+ anim_obj ANIM_OBJ_7D, 8, 48, $2
+ anim_obj ANIM_OBJ_7D, 8, 88, $8
anim_wait 4
- anim_obj ANIM_OBJ_7D, 1, 0, 4, 0, $6
- anim_obj ANIM_OBJ_7D, 1, 0, 7, 0, $c
- anim_obj ANIM_OBJ_7D, 1, 0, 10, 0, $4
- anim_obj ANIM_OBJ_7D, 1, 0, 13, 0, $e
+ anim_obj ANIM_OBJ_7D, 8, 32, $6
+ anim_obj ANIM_OBJ_7D, 8, 56, $c
+ anim_obj ANIM_OBJ_7D, 8, 80, $4
+ anim_obj ANIM_OBJ_7D, 8, 104, $e
.loop
anim_sound 0, 0, SFX_THROW_BALL
anim_wait 16
@@ -4841,23 +4841,23 @@
BattleAnim_RockSmash: ; cba1b
anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 128, 56, $0
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $28
- anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $5c
+ anim_obj ANIM_OBJ_B5, 128, 64, $28
+ anim_obj ANIM_OBJ_B5, 128, 64, $5c
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $10
- anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $e8
+ anim_obj ANIM_OBJ_B5, 128, 64, $10
+ anim_obj ANIM_OBJ_B5, 128, 64, $e8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $9c
- anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $d0
+ anim_obj ANIM_OBJ_B5, 128, 64, $9c
+ anim_obj ANIM_OBJ_B5, 128, 64, $d0
anim_wait 6
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $1c
- anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $50
+ anim_obj ANIM_OBJ_B5, 128, 64, $1c
+ anim_obj ANIM_OBJ_B5, 128, 64, $50
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $dc
- anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $90
+ anim_obj ANIM_OBJ_B5, 128, 64, $dc
+ anim_obj ANIM_OBJ_B5, 128, 64, $90
anim_wait 32
anim_ret
; cba6a
@@ -4868,7 +4868,7 @@
anim_sound 0, 1, SFX_SURF
anim_wait 16
.loop
- anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_GUST, 132, 72, $0
anim_wait 6
anim_loop 9, .loop
anim_wait 64
@@ -4892,7 +4892,7 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_BEAT_UP
- anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_00, 136, 48, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -4901,14 +4901,14 @@
BattleAnim_DreamEater_branch_cbab3: ; cbab3
BattleAnim_GigaDrain_branch_cbab3: ; cbab3
BattleAnim_LeechLife_branch_cbab3: ; cbab3
- anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $0
- anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $8
- anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $10
- anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $18
- anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $20
- anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $28
- anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $30
- anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $38
+ anim_obj ANIM_OBJ_71, 132, 44, $0
+ anim_obj ANIM_OBJ_71, 132, 44, $8
+ anim_obj ANIM_OBJ_71, 132, 44, $10
+ anim_obj ANIM_OBJ_71, 132, 44, $18
+ anim_obj ANIM_OBJ_71, 132, 44, $20
+ anim_obj ANIM_OBJ_71, 132, 44, $28
+ anim_obj ANIM_OBJ_71, 132, 44, $30
+ anim_obj ANIM_OBJ_71, 132, 44, $38
anim_ret
; cbadc
@@ -4916,16 +4916,16 @@
BattleAnim_Leer_branch_cbadc: ; cbadc
BattleAnim_ScaryFace_branch_cbadc: ; cbadc
anim_sound 6, 2, SFX_LEER
- anim_obj ANIM_OBJ_4E, 9, 0, 10, 4, $0
- anim_obj ANIM_OBJ_4E, 8, 0, 10, 0, $0
- anim_obj ANIM_OBJ_4E, 11, 0, 9, 4, $0
- anim_obj ANIM_OBJ_4E, 10, 0, 9, 0, $0
- anim_obj ANIM_OBJ_4E, 13, 0, 8, 4, $0
- anim_obj ANIM_OBJ_4E, 12, 0, 8, 0, $0
- anim_obj ANIM_OBJ_4E, 15, 0, 7, 4, $0
- anim_obj ANIM_OBJ_4E, 14, 0, 7, 0, $0
- anim_obj ANIM_OBJ_4F, -16, 2, 6, 6, $0
- anim_obj ANIM_OBJ_4F, 15, 2, 6, 2, $0
+ anim_obj ANIM_OBJ_4E, 72, 84, $0
+ anim_obj ANIM_OBJ_4E, 64, 80, $0
+ anim_obj ANIM_OBJ_4E, 88, 76, $0
+ anim_obj ANIM_OBJ_4E, 80, 72, $0
+ anim_obj ANIM_OBJ_4E, 104, 68, $0
+ anim_obj ANIM_OBJ_4E, 96, 64, $0
+ anim_obj ANIM_OBJ_4E, 120, 60, $0
+ anim_obj ANIM_OBJ_4E, 112, 56, $0
+ anim_obj ANIM_OBJ_4F, 130, 54, $0
+ anim_obj ANIM_OBJ_4F, 122, 50, $0
anim_ret
; cbb12
@@ -4932,13 +4932,13 @@
BattleAnim_Fly_branch_cbb12: ; cbb12
BattleAnim_Teleport_branch_cbb12: ; cbb12
anim_sound 0, 0, SFX_WARP_TO
- anim_obj ANIM_OBJ_44, 5, 4, 13, 4, $0
- anim_obj ANIM_OBJ_44, 5, 4, 12, 4, $0
- anim_obj ANIM_OBJ_44, 5, 4, 11, 4, $0
- anim_obj ANIM_OBJ_44, 5, 4, 10, 4, $0
- anim_obj ANIM_OBJ_44, 5, 4, 9, 4, $0
- anim_obj ANIM_OBJ_44, 5, 4, 8, 4, $0
- anim_obj ANIM_OBJ_44, 5, 4, 7, 4, $0
+ anim_obj ANIM_OBJ_44, 44, 108, $0
+ anim_obj ANIM_OBJ_44, 44, 100, $0
+ anim_obj ANIM_OBJ_44, 44, 92, $0
+ anim_obj ANIM_OBJ_44, 44, 84, $0
+ anim_obj ANIM_OBJ_44, 44, 76, $0
+ anim_obj ANIM_OBJ_44, 44, 68, $0
+ anim_obj ANIM_OBJ_44, 44, 60, $0
anim_ret
; cbb39
@@ -4946,17 +4946,17 @@
BattleAnim_HyperBeam_branch_cbb39: ; cbb39
BattleAnim_Solarbeam_branch_cbb39: ; cbb39
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 8, 0, 11, 4, $0
+ anim_obj ANIM_OBJ_27, 64, 92, $0
anim_wait 4
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_27, 80, 84, $0
anim_wait 4
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0
+ anim_obj ANIM_OBJ_27, 96, 76, $0
anim_wait 4
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0
- anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0
+ anim_obj ANIM_OBJ_27, 112, 68, $0
+ anim_obj ANIM_OBJ_28, 126, 62, $0
anim_ret
; cbb62
@@ -4963,19 +4963,19 @@
BattleAnim_Explosion_branch_cbb62: ; cbb62
BattleAnim_Selfdestruct_branch_cbb62: ; cbb62
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 3, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_17, 24, 64, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 7, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_17, 56, 104, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 3, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_17, 24, 104, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 7, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_17, 56, 64, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 5, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_17, 40, 84, $0
anim_ret
; cbb8f
@@ -4984,19 +4984,19 @@
BattleAnim_Present_branch_cbb8f: ; cbb8f
BattleAnim_Selfdestruct_branch_cbb8f: ; cbb8f
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, -14, 4, 4, 0, $0
+ anim_obj ANIM_OBJ_17, 148, 32, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 14, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_17, 116, 72, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, -14, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_17, 148, 72, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 14, 4, 4, 0, $0
+ anim_obj ANIM_OBJ_17, 116, 32, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, -16, 4, 6, 4, $0
+ anim_obj ANIM_OBJ_17, 132, 52, $0
anim_ret
; cbbbc
@@ -5003,9 +5003,9 @@
BattleAnim_Growl_branch_cbbbc: ; cbbbc
BattleAnim_Roar_branch_cbbbc: ; cbbbc
BattleAnim_Snore_branch_cbbbc: ; cbbbc
- anim_obj ANIM_OBJ_4B, 8, 0, 9, 4, $0
- anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $1
- anim_obj ANIM_OBJ_4B, 8, 0, 12, 4, $2
+ anim_obj ANIM_OBJ_4B, 64, 76, $0
+ anim_obj ANIM_OBJ_4B, 64, 88, $1
+ anim_obj ANIM_OBJ_4B, 64, 100, $2
anim_ret
; cbbcc
@@ -5013,8 +5013,8 @@
BattleAnim_TriAttack_branch_cbbcc: ; cbbcc
anim_sound 0, 1, SFX_EMBER
.loop
- anim_obj ANIM_OBJ_BURNED, -15, 0, 7, 0, $10
- anim_obj ANIM_OBJ_BURNED, -15, 0, 7, 0, $90
+ anim_obj ANIM_OBJ_BURNED, 136, 56, $10
+ anim_obj ANIM_OBJ_BURNED, 136, 56, $90
anim_wait 4
anim_loop 4, .loop
anim_ret
@@ -5024,22 +5024,22 @@
BattleAnim_PowderSnow_branch_cbbdf: ; cbbdf
BattleAnim_TriAttack_branch_cbbdf: ; cbbdf
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 16, 0, 5, 2, $0
+ anim_obj ANIM_OBJ_12, 128, 42, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, -14, 0, 8, 6, $0
+ anim_obj ANIM_OBJ_12, 144, 70, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_12, 120, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, -13, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_12, 152, 56, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, -14, 0, 5, 2, $0
+ anim_obj ANIM_OBJ_12, 144, 42, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 16, 0, 8, 6, $0
+ anim_obj ANIM_OBJ_12, 128, 70, $0
anim_ret
; cbc15
@@ -5048,13 +5048,13 @@
BattleAnim_Toxic_branch_cbc15: ; cbc15
.loop
anim_sound 0, 1, SFX_UNKNOWN_7F
- anim_obj ANIM_OBJ_1A, -16, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_1A, 132, 72, $0
anim_wait 8
anim_sound 0, 1, SFX_UNKNOWN_7F
- anim_obj ANIM_OBJ_1A, 14, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_1A, 116, 72, $0
anim_wait 8
anim_sound 0, 1, SFX_UNKNOWN_7F
- anim_obj ANIM_OBJ_1A, -14, 4, 9, 0, $0
+ anim_obj ANIM_OBJ_1A, 148, 72, $0
anim_wait 8
anim_loop 5, .loop
anim_ret
@@ -5064,7 +5064,7 @@
BattleAnim_Toxic_branch_cbc35: ; cbc35
.loop
anim_sound 6, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_19, 8, 0, 11, 4, $10
+ anim_obj ANIM_OBJ_19, 64, 92, $10
anim_wait 5
anim_loop 8, .loop
anim_ret
@@ -5077,9 +5077,9 @@
anim_sound 0, 0, SFX_SHINE
anim_bgeffect ANIM_BG_17, $0, $1, $40
anim_wait 8
- anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_51, 48, 84, $0
anim_wait 32
- anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_51, 48, 84, $0
anim_wait 64
anim_incbgeffect ANIM_BG_17
anim_ret
@@ -5089,7 +5089,7 @@
BattleAnim_SandAttack_branch_cbc5b: ; cbc5b
.loop
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_58, 8, 0, 11, 4, $4
+ anim_obj ANIM_OBJ_58, 64, 92, $4
anim_wait 4
anim_loop 8, .loop
anim_wait 32
@@ -5100,11 +5100,11 @@
BattleAnim_MorningSun_branch_cbc6a: ; cbc6a
BattleAnim_Synthesis_branch_cbc6a: ; cbc6a
anim_sound 0, 0, SFX_METRONOME
- anim_obj ANIM_OBJ_9D, 5, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_9D, 44, 64, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 3, 0, 12, 0, $0
+ anim_obj ANIM_OBJ_9D, 24, 96, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_9D, 56, 104, $0
anim_wait 21
anim_ret
; cbc80
@@ -5114,15 +5114,15 @@
BattleAnim_Synthesis_branch_cbc80: ; cbc80
anim_sound 0, 0, SFX_METRONOME
.loop
- anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_9D, 24, 64, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_9D, 56, 104, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_9D, 24, 104, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0
+ anim_obj ANIM_OBJ_9D, 56, 64, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0
+ anim_obj ANIM_OBJ_9D, 40, 84, $0
anim_wait 5
anim_loop 2, .loop
anim_wait 16
--- a/docs/battle_anim_commands.md
+++ b/docs/battle_anim_commands.md
@@ -3,29 +3,31 @@
Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [data/moves/animations.asm:BattleAnimations](/data/moves/animations.asm).
-## `$00`−`$EF`: `anim_wait` *length*
+## `$00`−`$CF`: `anim_wait` *length*
-## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param*
+- *length*: duration in frames
-The *x1*/*x2* and *y1*/*y2* pairs specify the position on screen of the animation object.
-*x1*/*y1* specify a tile position, and *x2*/*y2* specify a pixel offset from that tile.
-Values for *x2*/*y2* are in the 0-7 range, since 8 pixels make a tile.
+## `$D0`: `anim_obj` *object*, *x*, *y*, *param*
+*Alternate*: `anim_obj` *object*, *x_tile*, *x*, *y_tile*, *y*, *param*
-Values for *x1* are between -16 to 31. In practice *x1* starts between 0 to 15, then between -16 to -10. Negative values are relative to the opponent, while positive values are relative to the player. Useful values are between 14 to -10 (for the opponent) and between 0 to 13 (for the player).
+Spawns an *object* at coordinate (*x*, *y*).
-Some sample values are:
+- *object*: `ANIM_OBJ` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
+- *x*: the x position in pixels
+- *y*: the y position in pixels
+- *x_tile*: an added x position in tiles (8 pixels)
+- *y_tile*: an added y position in tiles (8 pixels)
+- *param*: modifies the behavior of *object*. The meaning differs for each object.
-- 0: player left border
-- 6: player center
-- -15: enemy center
-- -10: enemy right border
+The y position also depends on the y offset defined by the object.
-Values for *y1* are also between -16 to 31; the useful range is between 2 to 14.
-Values between 2 to 8 will be in the opponent's area (2 being the top border and 8 being the
-bottom border), and values between 8 to 14 will be in the player's area (again, 8 being the top border and 14 being the bottom border).
-The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for the opponent or 10-11 for the player).
+- *TODO: what happens for x/y values greater than 160/144 respectively? Is it 1:1 with screen coordinates?*
+- *TODO: how are the x/y values mirrored when the opponent is attacking?*
+- *TODO: useful positions*
+- *TODO: document each object*
+
## `$D1`: `anim_1gfx` *gfx*
## `$D2`: `anim_2gfx` *gfx1*, *gfx2*
@@ -36,18 +38,51 @@
## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5*
-## `$D6`: `anim_incobj` *id*
+Loads 1-5 sets of graphics. Will overwrite any previously loaded sets.
-## `$D7`: `anim_setobj` *id*, *object*
+- *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
-## `$D8`: `anim_incbgeffect` *effect*
+## `$D6`: `anim_incobj` *object_id*
+
+Increments an object's state.
+
+- *object_id*: the nth object in order of creation
+
+Objects are state machines. `anim_incobj` progresses the state of an object.
+
+## `$D7`: `anim_setobj` *object_id*, *state*
+
+Sets an object's state to a specific value.
+
+- *object_id*: the nth object in order of creation
+- *state*: the state index
+
+Objects are state machines. `anim_setobj` changes the state of an object.
+
+## `$D8`: `anim_incbgeffect` *bg_effect*
+
+Increments a bg effect's state.
+
+- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
+
+Since there can't be two of the same bg effect, the effect type is used. This is distinct from `anim_incobj`.
+
+
## `$D9`: `anim_enemyfeetobj`
+Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.
+
## `$DA`: `anim_playerheadobj`
+Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic.
+
+
## `$DB`: `anim_checkpokeball`
+Sets `var` to the result of [GetPokeBallWobble](/engine/battle_anims/getpokeballwobble.asm).
+
+
## `$DC`: `anim_transform`
## `$DD`: `anim_raisesub`
@@ -54,68 +89,135 @@
## `$DE`: `anim_dropsub`
+
## `$DF`: `anim_resetobp0`
-## `$E0`: `anim_sound` *duration*, *tracks*, *id*
+Resets rOBP0 to the default (`q0123` or `%00011011`).
+
+## `$E0`: `anim_sound` *duration*, *tracks*, *sound_id*
+
+Plays a sound.
+
## `$E1`: `anim_cry` *pitch*
+Plays the user's cry.
+
+
## `$E2`: `anim_minimizeopp`
+
## `$E3`: `anim_oamon`
## `$E4`: `anim_oamoff`
+
## `$E5`: `anim_clearobjs`
+Removes all active objects.
+
+
## `$E6`: `anim_beatup`
+
## `$E7`: `anim_0xe7`
+Does nothing. Unused.
+
+
## `$E8`: `anim_updateactorpic`
## `$E9`: `anim_minimize`
+
## `$EA`: `anim_0xea`
+Does nothing. Unused.
+
## `$EB`: `anim_0xeb`
+Does nothing. Unused.
+
## `$EC`: `anim_0xec`
+Does nothing. Unused.
+
## `$ED`: `anim_0xed`
+Does nothing. Unused.
+
+
## `$EE`: `anim_if_param_and` *value*, *address*
## `$EF`: `anim_jumpuntil` *address*
-## `$F0`: `anim_bgeffect` *effect*, *unknown1*, *unknown2*, *unknown3*
+Jumps to another script and decrements `param` until it reaches 0. Similar to `anim_loop`.
+
+## `$F0`: `anim_bgeffect` *bg_effect*, *unknown1*, *unknown2*, *unknown3*
+
+- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
+
+
## `$F1`: `anim_bgp` *colors*
+Sets `rBGP` to *colors*.
+
## `$F2`: `anim_obp0` *colors*
+Sets `rOBP0` to *colors*.
+
## `$F3`: `anim_obp1` *colors*
+Sets `rOBP1` to *colors*.
+
+
## `$F4`: `anim_clearsprites`
+
## `$F5`: `anim_0xf5`
+Does nothing. Unused.
+
## `$F6`: `anim_0xf6`
+Does nothing. Unused.
+
## `$F7`: `anim_0xf7`
+Does nothing. Unused.
+
+
## `$F8`: `anim_if_param_equal` *value*, *address*
+Jumps to another script if `wKickCounter` is equal to *value*.
+
## `$F9`: `anim_setvar` *value*
+Sets `var` to *value*.
+
## `$FA`: `anim_incvar`
+Increments `var` by 1.
+
## `$FB`: `anim_if_var_equal` *value*, *address*
+Jumps to another script if `var` is equal to *value*.
+
## `$FC`: `anim_jump` *address*
+Jumps to another script.
+
## `$FD`: `anim_loop` *count*, *address*
+Jumps to another script up to *count* times. Then does nothing, allowing execution to continue.
+
## `$FE`: `anim_call` *address*
+Calls a script.
+
+There is no call stack. The return address is overwritten, so the maximum call depth is 1.
+
## `$FF`: `anim_ret`
+
+Ends the script and returns to where it was called from. If there was no caller, the animation ends.
--- a/engine/sprites.asm
+++ b/engine/sprites.asm
@@ -683,7 +683,7 @@
ld a, $0
ld [hli], a
- ld a, $6 ; OBJ 6
+ ld a, PAL_BATTLE_OB_BLUE
ld [hli], a
jr .anim_loop
; 8e7f4
@@ -701,7 +701,7 @@
ld hl, wSpriteAnimDict
ld bc, wSpriteAnimsEnd - wSpriteAnimDict
.loop
- ld [hl], $0
+ ld [hl], 0
inc hl
dec bc
ld a, c
--- a/macros/scripts/battle_anims.asm
+++ b/macros/scripts/battle_anims.asm
@@ -11,10 +11,17 @@
enum anim_obj_command ; $d0
anim_obj: MACRO
db anim_obj_command
- db \1 ; obj
- db (\2 << 3) + \3 ; x
- db (\4 << 3) + \5 ; y
+if _NARG <= 4
+ db \1 ; object
+ db \2 ; x
+ db \3 ; y
+ db \4 ; param
+else
+ db \1 ; object
+ db (\2) * 8 + (\3) ; x_tile, x
+ db (\4) * 8 + (\5) ; y_tile, y
db \6 ; param
+endc
ENDM
enum anim_1gfx_command ; $d1
@@ -60,14 +67,14 @@
enum anim_incobj_command ; $d6
anim_incobj: MACRO
db anim_incobj_command
- db \1 ; id
+ db \1 ; object_id
ENDM
enum anim_setobj_command ; $d7
anim_setobj: MACRO
db anim_setobj_command
- db \1 ; id
- db \2 ; obj
+ db \1 ; object_id
+ db \2 ; value
ENDM
enum anim_incbgeffect_command ; $d8
@@ -115,7 +122,7 @@
anim_sound: MACRO
db anim_sound_command
db (\1 << 2) | \2 ; duration, tracks
- db \3 ; id
+ db \3 ; sound_id
ENDM
enum anim_cry_command ; $e1