ref: c4e3e980b17456c47374c4e4583731924ae30725
parent: d7a5ea998d5c92607b32e633d8875898a6bc450b
author: PikalaxALT <PikalaxALT@gmail.com>
date: Wed Dec 23 17:51:50 EST 2015
More labels related to battle anims
--- a/battle/anim_commands.asm
+++ b/battle/anim_commands.asm
@@ -620,27 +620,27 @@
ret
BattleAnimCmd_Obj: ; cc41f (33:441f)
-; index, ???, ???, ???
+; index, x, y, param
call GetBattleAnimByte
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
call GetBattleAnimByte
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
call GetBattleAnimByte
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTemp2], a
call GetBattleAnimByte
- ld [BattleAnimTemps + 3], a
+ ld [wBattleAnimTemp3], a
call QueueBattleAnimation
ret
BattleAnimCmd_BGEffect: ; cc43b (33:443b)
call GetBattleAnimByte
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
call GetBattleAnimByte
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
call GetBattleAnimByte
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTemp2], a
call GetBattleAnimByte
- ld [BattleAnimTemps + 3], a
+ ld [wBattleAnimTemp3], a
call _QueueBGEffect
ret
@@ -689,14 +689,14 @@
ld c, a
ld hl, wBattleAnimTileDict
xor a
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
.loop
- ld a, [BattleAnimTemps]
+ ld a, [wBattleAnimTemp0]
cp (VTiles1 - VTiles0) / $10 - $31
ret nc
call GetBattleAnimByte
ld [hli], a
- ld a, [BattleAnimTemps]
+ ld a, [wBattleAnimTemp0]
ld [hli], a
push bc
push hl
@@ -709,9 +709,9 @@
add hl, de
ld a, [BattleAnimByte]
call LoadBattleAnimObj
- ld a, [BattleAnimTemps]
+ ld a, [wBattleAnimTemp0]
add c
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
pop hl
pop bc
dec c
@@ -818,12 +818,12 @@
ld hl, VTiles0 tile $73
ld de, VTiles2 tile $06
ld a, $70
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld a, $7
call .LoadFootprint
ld de, VTiles2 tile $31
ld a, $60
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld a, $6
call .LoadFootprint
ret
@@ -835,7 +835,7 @@
lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 1
call Request2bpp
pop de
- ld a, [BattleAnimTemps]
+ ld a, [wBattleAnimTemp0]
ld l, a
ld h, 0
add hl, de
@@ -873,12 +873,12 @@
ld hl, VTiles0 tile $66
ld de, VTiles2 tile $05
ld a, $70
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld a, $7
call .LoadHead
ld de, VTiles2 tile $31
ld a, $60
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld a, $6
call .LoadHead
ret
@@ -890,7 +890,7 @@
lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 2
call Request2bpp
pop de
- ld a, [BattleAnimTemps]
+ ld a, [wBattleAnimTemp0]
ld l, a
ld h, 0
add hl, de
--- a/battle/anim_objects.asm
+++ b/battle/anim_objects.asm
@@ -31,7 +31,7 @@
; cc9c4
InitBattleAnimation: ; cc9c4 (33:49c4)
- ld a, [BattleAnimTemps]
+ ld a, [wBattleAnimTemp0]
ld e, a
ld d, 0
ld hl, BattleAnimObjects
@@ -43,7 +43,7 @@
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld a, [wNumActiveBattleAnims]
- ld [hli], a ; 00
+ ld [hli], a ; Index
ld a, [de]
inc de
ld [hli], a ; 01
@@ -52,24 +52,24 @@
ld [hli], a ; 02
ld a, [de]
inc de
- ld [hli], a ; 03
+ ld [hli], a ; Frameset ID
ld a, [de]
inc de
- ld [hli], a ; 04
+ ld [hli], a ; Function
ld a, [de]
inc de
ld [hli], a ; 05
ld a, [de]
call GetBattleAnimTileOffset
- ld [hli], a ; 06
- ld a, [BattleAnimTemps + 1]
- ld [hli], a ; 07
- ld a, [BattleAnimTemps + 2]
- ld [hli], a ; 08
+ ld [hli], a ; Tile ID
+ ld a, [wBattleAnimTemp1]
+ ld [hli], a ; X Coord
+ ld a, [wBattleAnimTemp2]
+ ld [hli], a ; Y Coord
xor a
- ld [hli], a ; 09
- ld [hli], a ; 0a
- ld a, [BattleAnimTemps + 3]
+ ld [hli], a ; X Offset
+ ld [hli], a ; Y Offset
+ ld a, [wBattleAnimTemp3]
ld [hli], a ; 0b
xor a
ld [hli], a ; 0c
@@ -82,7 +82,7 @@
ret
BattleAnimOAMUpdate: ; cca09
- call Functionccaaa
+ call InitBattleAnimBuffer
call GetBattleAnimFrame
cp -3
jp z, .exit_no_carry
@@ -89,8 +89,8 @@
cp -4
jp z, .delete_exit
push af
- ld hl, BattleAnimTemps
- ld a, [BattleAnimTemps + 7]
+ ld hl, wBattleAnimTempOAMFlags
+ ld a, [wBattleAnimTemp7]
xor [hl]
and $e0
ld [hl], a
@@ -97,9 +97,9 @@
pop af
push bc
call GetBattleAnimOAMPointer
- ld a, [BattleAnimTemps + 2]
+ ld a, [wBattleAnimTempTileID]
add [hl]
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTempTileID], a
inc hl
ld a, [hli]
ld c, a
@@ -110,14 +110,14 @@
ld e, a
ld d, Sprites / $100
.loop
- ld a, [BattleAnimTemps + 4]
+ ld a, [wBattleAnimTempYCoord]
ld b, a
- ld a, [BattleAnimTemps + 6]
+ ld a, [wBattleAnimTempYOffset]
add b
ld b, a
push hl
ld a, [hl]
- ld hl, BattleAnimTemps
+ ld hl, wBattleAnimTempOAMFlags
bit 6, [hl]
jr z, .no_yflip
add $8
@@ -130,14 +130,14 @@
ld [de], a
inc hl
inc de
- ld a, [BattleAnimTemps + 3]
+ ld a, [wBattleAnimTempXCoord]
ld b, a
- ld a, [BattleAnimTemps + 5]
+ ld a, [wBattleAnimTempXOffset]
add b
ld b, a
push hl
ld a, [hl]
- ld hl, BattleAnimTemps
+ ld hl, wBattleAnimTempOAMFlags
bit 5, [hl]
jr z, .no_xflip
add $8
@@ -150,13 +150,13 @@
ld [de], a
inc hl
inc de
- ld a, [BattleAnimTemps + 2]
+ ld a, [wBattleAnimTempTileID]
add $31
add [hl]
ld [de], a
inc hl
inc de
- ld a, [BattleAnimTemps]
+ ld a, [wBattleAnimTempOAMFlags]
ld b, a
ld a, [hl]
xor b
@@ -166,7 +166,7 @@
and $10
or b
ld b, a
- ld a, [BattleAnimTemps + 8]
+ ld a, [wBattleAnimTempPalette]
and $f
or b
ld [de], a
@@ -195,34 +195,34 @@
; ccaaa
-Functionccaaa: ; ccaaa
+InitBattleAnimBuffer: ; ccaaa
ld hl, BATTLEANIMSTRUCT_01
add hl, bc
ld a, [hl]
- and $80
- ld [BattleAnimTemps], a
+ and %10000000
+ ld [wBattleAnimTempOAMFlags], a
xor a
- ld [BattleAnimTemps + 7], a
- ld hl, BATTLEANIMSTRUCT_05
+ ld [wBattleAnimTemp7], a
+ ld hl, BATTLEANIMSTRUCT_PALETTE
add hl, bc
ld a, [hl]
- ld [BattleAnimTemps + 8], a
+ ld [wBattleAnimTempPalette], a
ld hl, BATTLEANIMSTRUCT_02
add hl, bc
ld a, [hl]
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
ld hl, BATTLEANIMSTRUCT_TILEID
add hl, bc
ld a, [hli]
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTempTileID], a
ld a, [hli]
- ld [BattleAnimTemps + 3], a
+ ld [wBattleAnimTempXCoord], a
ld a, [hli]
- ld [BattleAnimTemps + 4], a
+ ld [wBattleAnimTempYCoord], a
ld a, [hli]
- ld [BattleAnimTemps + 5], a
+ ld [wBattleAnimTempXOffset], a
ld a, [hli]
- ld [BattleAnimTemps + 6], a
+ ld [wBattleAnimTempYOffset], a
ld a, [hBattleTurn]
and a
ret z
@@ -229,22 +229,22 @@
ld hl, BATTLEANIMSTRUCT_01
add hl, bc
ld a, [hl]
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTempOAMFlags], a
bit 0, [hl]
ret z
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hli]
ld d, a
- ld a, $b4
+ ld a, (-10 * 8) + 4
sub d
- ld [BattleAnimTemps + 3], a
+ ld [wBattleAnimTempXCoord], a
ld a, [hli]
ld d, a
- ld a, [BattleAnimTemps + 1]
+ ld a, [wBattleAnimTemp1]
cp $ff
jr nz, .check_kinesis_softboiled_milkdrink
- ld a, $28
+ ld a, 5 * 8
add d
jr .done
@@ -265,17 +265,17 @@
.softboiled
.milk_drink
pop af
- sub $8
+ sub 1 * 8
jr .done
.no_sub
pop af
.done
- ld [BattleAnimTemps + 4], a
+ ld [wBattleAnimTempYCoord], a
ld a, [hli]
xor $ff
inc a
- ld [BattleAnimTemps + 5], a
+ ld [wBattleAnimTempXOffset], a
ret
; ccb31
@@ -317,197 +317,198 @@
BattleAnimObjects: ; ccb56
battleanimobj: MACRO
+; ??, ??, frameset, function, ??, tile offset
db \1, \2, \3, \4, \5, \6
endm
- battleanimobj $01, $ff, $00, $00, $02, $01 ; 00
- battleanimobj $01, $ff, $01, $00, $02, $01 ; 01
- battleanimobj $01, $ff, $02, $00, $02, $01 ; 02
- battleanimobj $01, $90, $00, $00, $02, $01 ; 03
- battleanimobj $01, $90, $01, $00, $02, $01 ; 04
- battleanimobj $01, $90, $02, $00, $02, $01 ; 05
- battleanimobj $01, $ff, $03, $00, $02, $01 ; 06
- battleanimobj $01, $ff, $04, $1b, $02, $01 ; 07
- battleanimobj $01, $ff, $05, $00, $02, $01 ; 08
- battleanimobj $01, $ff, $06, $00, $02, $01 ; 09
- battleanimobj $01, $90, $07, $09, $02, $01 ; 0a
- battleanimobj $01, $aa, $10, $10, $04, $03 ; 0b
- battleanimobj $01, $90, $0e, $04, $04, $03 ; 0c
- battleanimobj $01, $90, $0f, $03, $04, $03 ; 0d
- battleanimobj $01, $90, $10, $08, $04, $03 ; 0e
- battleanimobj $01, $90, $0f, $0a, $04, $03 ; 0f
- battleanimobj $01, $90, $11, $03, $04, $03 ; 10
- battleanimobj $01, $90, $12, $08, $06, $0a ; 11
- battleanimobj $01, $90, $13, $00, $06, $0a ; 12
- battleanimobj $01, $90, $14, $01, $06, $0a ; 13
- battleanimobj $21, $78, $16, $0b, $05, $06 ; 14
- battleanimobj $00, $00, $09, $12, $04, $0b ; 15
- battleanimobj $00, $00, $09, $13, $04, $0b ; 16
- battleanimobj $01, $90, $18, $00, $04, $08 ; 17
- battleanimobj $01, $ff, $18, $00, $04, $08 ; 18
- battleanimobj $01, $90, $1d, $06, $02, $0c ; 19
- battleanimobj $01, $b4, $1f, $38, $02, $0c ; 1a
- battleanimobj $01, $90, $08, $00, $02, $07 ; 1b
- battleanimobj $01, $a0, $08, $00, $02, $07 ; 1c
- battleanimobj $01, $ff, $19, $07, $07, $09 ; 1d
- battleanimobj $01, $ff, $1a, $07, $07, $09 ; 1e
- battleanimobj $01, $b0, $1b, $36, $07, $09 ; 1f
- battleanimobj $01, $b0, $84, $36, $06, $21 ; 20
- battleanimobj $01, $90, $21, $0c, $06, $0d ; 21
- battleanimobj $00, $00, $23, $0d, $06, $0d ; 22
- battleanimobj $01, $90, $24, $0e, $02, $0e ; 23
- battleanimobj $61, $80, $27, $0f, $06, $04 ; 24
- battleanimobj $01, $b4, $2a, $00, $06, $04 ; 25
- battleanimobj $01, $40, $2b, $11, $05, $0f ; 26
- battleanimobj $61, $98, $2c, $00, $03, $10 ; 27
- battleanimobj $61, $98, $2d, $09, $03, $10 ; 28
- battleanimobj $01, $b8, $2e, $00, $06, $0a ; 29
- battleanimobj $01, $b8, $2f, $00, $06, $0a ; 2a
- battleanimobj $01, $b8, $30, $14, $07, $11 ; 2b
- battleanimobj $01, $90, $21, $14, $03, $0d ; 2c
- battleanimobj $21, $b0, $31, $00, $03, $05 ; 2d
- battleanimobj $21, $b0, $32, $00, $03, $05 ; 2e
- battleanimobj $21, $b0, $33, $00, $03, $05 ; 2f
- battleanimobj $21, $90, $34, $15, $03, $05 ; 30
- battleanimobj $21, $90, $36, $00, $03, $05 ; 31
- battleanimobj $21, $90, $37, $03, $02, $08 ; 32
- battleanimobj $21, $90, $38, $00, $03, $05 ; 33
- battleanimobj $21, $90, $39, $03, $02, $08 ; 34
- battleanimobj $21, $90, $3a, $16, $02, $02 ; 35
- battleanimobj $01, $90, $3c, $17, $02, $02 ; 36
- battleanimobj $21, $ff, $3e, $00, $02, $02 ; 37
- battleanimobj $21, $ff, $3f, $00, $02, $02 ; 38
- battleanimobj $21, $ff, $40, $00, $02, $02 ; 39
- battleanimobj $21, $ff, $41, $00, $02, $02 ; 3a
- battleanimobj $21, $ff, $42, $00, $02, $02 ; 3b
- battleanimobj $01, $88, $43, $18, $05, $12 ; 3c
- battleanimobj $01, $88, $44, $00, $05, $12 ; 3d
- battleanimobj $21, $b8, $45, $19, $02, $13 ; 3e
- battleanimobj $21, $ff, $46, $00, $02, $14 ; 3f
- battleanimobj $21, $ff, $47, $00, $02, $14 ; 40
- battleanimobj $21, $ff, $48, $1a, $02, $14 ; 41
- battleanimobj $21, $ff, $49, $1a, $02, $14 ; 42
- battleanimobj $21, $98, $4a, $01, $02, $14 ; 43
- battleanimobj $21, $80, $4b, $00, $03, $11 ; 44
- battleanimobj $01, $88, $4c, $1c, $05, $12 ; 45
- battleanimobj $21, $b0, $4d, $1d, $02, $15 ; 46
- battleanimobj $01, $b0, $51, $1e, $03, $11 ; 47
- battleanimobj $21, $ff, $52, $1f, $05, $16 ; 48
- battleanimobj $21, $ff, $54, $1f, $05, $16 ; 49
- battleanimobj $21, $68, $56, $20, $05, $06 ; 4a
- battleanimobj $21, $90, $59, $21, $02, $0e ; 4b
- battleanimobj $21, $90, $5c, $02, $02, $17 ; 4c
- battleanimobj $01, $90, $5d, $22, $03, $11 ; 4d
- battleanimobj $61, $88, $5f, $00, $03, $10 ; 4e
- battleanimobj $61, $88, $2d, $09, $03, $10 ; 4f
- battleanimobj $21, $88, $60, $00, $03, $18 ; 50
- battleanimobj $21, $80, $60, $00, $02, $18 ; 51
- battleanimobj $21, $50, $61, $23, $03, $19 ; 52
- battleanimobj $01, $80, $63, $24, $02, $19 ; 53
- battleanimobj $01, $80, $66, $25, $02, $19 ; 54
- battleanimobj $01, $50, $1c, $00, $02, $0c ; 55
- battleanimobj $21, $a8, $67, $26, $07, $1a ; 56
- battleanimobj $21, $a8, $68, $00, $07, $1a ; 57
- battleanimobj $21, $90, $69, $01, $02, $1a ; 58
- battleanimobj $21, $90, $6d, $28, $03, $19 ; 59
- battleanimobj $21, $90, $6a, $27, $02, $1b ; 5a
- battleanimobj $00, $00, $6f, $29, $02, $1c ; 5b
- battleanimobj $21, $48, $70, $29, $02, $1c ; 5c
- battleanimobj $21, $48, $6f, $29, $02, $1c ; 5d
- battleanimobj $21, $78, $6f, $2a, $02, $1c ; 5e
- battleanimobj $61, $90, $71, $2b, $02, $1d ; 5f
- battleanimobj $61, $90, $72, $2c, $02, $1d ; 60
- battleanimobj $01, $48, $73, $2d, $04, $1e ; 61
- battleanimobj $01, $90, $74, $06, $02, $15 ; 62
- battleanimobj $01, $ff, $75, $2e, $07, $19 ; 63
- battleanimobj $21, $90, $4a, $02, $02, $14 ; 64
- battleanimobj $01, $80, $30, $2f, $02, $11 ; 65
- battleanimobj $01, $78, $76, $2a, $04, $23 ; 66
- battleanimobj $01, $80, $77, $30, $02, $1f ; 67
- battleanimobj $01, $90, $77, $02, $02, $1f ; 68
- battleanimobj $01, $ff, $77, $00, $02, $1f ; 69
- battleanimobj $01, $80, $78, $08, $03, $23 ; 6a
- battleanimobj $21, $90, $79, $00, $02, $1f ; 6b
- battleanimobj $01, $ff, $7a, $31, $03, $11 ; 6c
- battleanimobj $01, $88, $7a, $31, $03, $11 ; 6d
- battleanimobj $21, $88, $7b, $32, $02, $20 ; 6e
- battleanimobj $21, $98, $7c, $00, $02, $04 ; 6f
- battleanimobj $21, $80, $7d, $00, $02, $18 ; 70
- battleanimobj $01, $80, $21, $2f, $06, $0d ; 71
- battleanimobj $01, $b0, $7e, $33, $03, $12 ; 72
- battleanimobj $01, $80, $7f, $2f, $02, $08 ; 73
- battleanimobj $21, $a0, $6f, $34, $02, $1c ; 74
- battleanimobj $21, $a0, $74, $35, $02, $15 ; 75
- battleanimobj $21, $b0, $80, $33, $02, $14 ; 76
- battleanimobj $01, $88, $81, $37, $02, $11 ; 77
- battleanimobj $01, $88, $85, $00, $02, $22 ; 78
- battleanimobj $01, $88, $86, $00, $02, $22 ; 79
- battleanimobj $01, $90, $87, $39, $02, $1f ; 7a
- battleanimobj $01, $80, $30, $3a, $03, $11 ; 7b
- battleanimobj $21, $90, $34, $00, $03, $05 ; 7c
- battleanimobj $a1, $88, $88, $3b, $06, $13 ; 7d
- battleanimobj $01, $80, $76, $25, $04, $23 ; 7e
- battleanimobj $01, $98, $10, $34, $04, $03 ; 7f
- battleanimobj $01, $a8, $0f, $3c, $04, $03 ; 80
- battleanimobj $21, $68, $89, $29, $02, $1f ; 81
- battleanimobj $21, $b0, $8a, $00, $02, $1f ; 82
- battleanimobj $21, $80, $8c, $00, $02, $1f ; 83
- battleanimobj $21, $50, $8d, $00, $03, $1f ; 84
- battleanimobj $01, $40, $24, $40, $02, $0e ; 85
- battleanimobj $21, $a8, $8e, $41, $04, $1f ; 86
- battleanimobj $21, $88, $8f, $3e, $02, $1f ; 87
- battleanimobj $21, $88, $93, $3e, $02, $1f ; 88
- battleanimobj $21, $90, $97, $3d, $02, $1f ; 89
- battleanimobj $21, $90, $78, $3d, $03, $23 ; 8a
- battleanimobj $01, $ff, $99, $2e, $02, $19 ; 8b
- battleanimobj $21, $a0, $74, $02, $02, $15 ; 8c
- battleanimobj $21, $a0, $99, $35, $04, $19 ; 8d
- battleanimobj $21, $70, $8b, $3f, $02, $1f ; 8e
- battleanimobj $01, $90, $15, $08, $02, $0a ; 8f
- battleanimobj $01, $90, $11, $02, $04, $03 ; 90
- battleanimobj $01, $80, $7f, $42, $02, $08 ; 91
- battleanimobj $01, $90, $9a, $00, $02, $1b ; 92
- battleanimobj $21, $a0, $9b, $35, $04, $23 ; 93
- battleanimobj $21, $80, $9c, $23, $02, $25 ; 94
- battleanimobj $21, $80, $9d, $25, $02, $25 ; 95
- battleanimobj $21, $80, $9c, $00, $02, $25 ; 96
- battleanimobj $21, $80, $9e, $00, $06, $25 ; 97
- battleanimobj $61, $80, $9f, $3a, $05, $23 ; 98
- battleanimobj $21, $80, $a0, $16, $02, $23 ; 99
- battleanimobj $21, $70, $78, $43, $03, $23 ; 9a
- battleanimobj $21, $c0, $a2, $01, $02, $25 ; 9b
- battleanimobj $21, $40, $a3, $44, $03, $24 ; 9c
- battleanimobj $01, $80, $a4, $00, $02, $24 ; 9d
- battleanimobj $01, $80, $a5, $00, $03, $24 ; 9e
- battleanimobj $01, $88, $43, $45, $04, $12 ; 9f
- battleanimobj $21, $ff, $a6, $00, $02, $02 ; a0
- battleanimobj $21, $ff, $a7, $00, $02, $02 ; a1
- battleanimobj $21, $00, $b4, $4a, $07, $0f ; a2
- battleanimobj $21, $90, $a8, $02, $03, $05 ; a3
- battleanimobj $21, $40, $9c, $11, $02, $25 ; a4
- battleanimobj $61, $90, $a9, $46, $02, $23 ; a5
- battleanimobj $00, $00, $24, $47, $02, $0e ; a6
- battleanimobj $01, $80, $aa, $00, $02, $24 ; a7
- battleanimobj $21, $b8, $ab, $48, $02, $13 ; a8
- battleanimobj $21, $90, $ac, $44, $02, $13 ; a9
- battleanimobj $01, $a8, $05, $00, $02, $01 ; aa
- battleanimobj $01, $90, $24, $43, $02, $0e ; ab
- battleanimobj $01, $88, $ad, $00, $06, $17 ; ac
- battleanimobj $01, $a8, $ae, $49, $02, $01 ; ad
- battleanimobj $21, $90, $af, $01, $03, $11 ; ae
- battleanimobj $21, $00, $b0, $4a, $02, $04 ; af
- battleanimobj $00, $00, $70, $4b, $04, $1c ; b0
- battleanimobj $01, $88, $b1, $4c, $02, $19 ; b1
- battleanimobj $01, $b8, $19, $4d, $07, $09 ; b2
- battleanimobj $61, $98, $b3, $00, $03, $27 ; b3
- battleanimobj $61, $98, $74, $04, $06, $15 ; b4
- battleanimobj $21, $ff, $19, $4e, $07, $09 ; b5
- battleanimobj $01, $90, $73, $08, $04, $1e ; b6
- battleanimobj $01, $ff, $89, $4f, $04, $1f ; b7
- battleanimobj $00, $00, $b5, $00, $00, $28 ; b8
- battleanimobj $00, $00, $b6, $00, $01, $29 ; b9
- battleanimobj $00, $00, $b7, $00, $00, $28 ; ba
- battleanimobj $00, $00, $b8, $00, $01, $29 ; bb
+ battleanimobj $01, $ff, $00, BATTLEANIMFUNC_00, $02, $01 ; ANIM_OBJ_00
+ battleanimobj $01, $ff, $01, BATTLEANIMFUNC_00, $02, $01 ; ANIM_OBJ_01
+ battleanimobj $01, $ff, $02, BATTLEANIMFUNC_00, $02, $01 ; ANIM_OBJ_02
+ battleanimobj $01, $90, $00, BATTLEANIMFUNC_00, $02, $01 ; ANIM_OBJ_03
+ battleanimobj $01, $90, $01, BATTLEANIMFUNC_00, $02, $01 ; ANIM_OBJ_04
+ battleanimobj $01, $90, $02, BATTLEANIMFUNC_00, $02, $01 ; ANIM_OBJ_05
+ battleanimobj $01, $ff, $03, BATTLEANIMFUNC_00, $02, $01 ; ANIM_OBJ_06
+ battleanimobj $01, $ff, $04, BATTLEANIMFUNC_1B, $02, $01 ; ANIM_OBJ_07
+ battleanimobj $01, $ff, $05, BATTLEANIMFUNC_00, $02, $01 ; ANIM_OBJ_08
+ battleanimobj $01, $ff, $06, BATTLEANIMFUNC_00, $02, $01 ; ANIM_OBJ_09
+ battleanimobj $01, $90, $07, BATTLEANIMFUNC_09, $02, $01 ; ANIM_OBJ_0A
+ battleanimobj $01, $aa, $10, BATTLEANIMFUNC_10, $04, $03 ; ANIM_OBJ_0B
+ battleanimobj $01, $90, $0e, BATTLEANIMFUNC_04, $04, $03 ; ANIM_OBJ_0C
+ battleanimobj $01, $90, $0f, BATTLEANIMFUNC_03, $04, $03 ; ANIM_OBJ_0D
+ battleanimobj $01, $90, $10, BATTLEANIMFUNC_08, $04, $03 ; ANIM_OBJ_0E
+ battleanimobj $01, $90, $0f, BATTLEANIMFUNC_0A, $04, $03 ; ANIM_OBJ_0F
+ battleanimobj $01, $90, $11, BATTLEANIMFUNC_03, $04, $03 ; ANIM_OBJ_BURNED
+ battleanimobj $01, $90, $12, BATTLEANIMFUNC_08, $06, $0a ; ANIM_OBJ_11
+ battleanimobj $01, $90, $13, BATTLEANIMFUNC_00, $06, $0a ; ANIM_OBJ_12
+ battleanimobj $01, $90, $14, BATTLEANIMFUNC_01, $06, $0a ; ANIM_OBJ_13
+ battleanimobj $21, $78, $16, BATTLEANIMFUNC_0B, $05, $06 ; ANIM_OBJ_14
+ battleanimobj $00, $00, $09, BATTLEANIMFUNC_12, $04, $0b ; ANIM_OBJ_POKE_BALL
+ battleanimobj $00, $00, $09, BATTLEANIMFUNC_13, $04, $0b ; ANIM_OBJ_16
+ battleanimobj $01, $90, $18, BATTLEANIMFUNC_00, $04, $08 ; ANIM_OBJ_17
+ battleanimobj $01, $ff, $18, BATTLEANIMFUNC_00, $04, $08 ; ANIM_OBJ_18
+ battleanimobj $01, $90, $1d, BATTLEANIMFUNC_06, $02, $0c ; ANIM_OBJ_19
+ battleanimobj $01, $b4, $1f, BATTLEANIMFUNC_38, $02, $0c ; ANIM_OBJ_1A
+ battleanimobj $01, $90, $08, BATTLEANIMFUNC_00, $02, $07 ; ANIM_OBJ_1B
+ battleanimobj $01, $a0, $08, BATTLEANIMFUNC_00, $02, $07 ; ANIM_OBJ_1C
+ battleanimobj $01, $ff, $19, BATTLEANIMFUNC_07, $07, $09 ; ANIM_OBJ_1D
+ battleanimobj $01, $ff, $1a, BATTLEANIMFUNC_07, $07, $09 ; ANIM_OBJ_1E
+ battleanimobj $01, $b0, $1b, BATTLEANIMFUNC_36, $07, $09 ; ANIM_OBJ_1F
+ battleanimobj $01, $b0, $84, BATTLEANIMFUNC_36, $06, $21 ; ANIM_OBJ_20
+ battleanimobj $01, $90, $21, BATTLEANIMFUNC_0C, $06, $0d ; ANIM_OBJ_21
+ battleanimobj $00, $00, $23, BATTLEANIMFUNC_0D, $06, $0d ; ANIM_OBJ_22
+ battleanimobj $01, $90, $24, BATTLEANIMFUNC_0E, $02, $0e ; ANIM_OBJ_23
+ battleanimobj $61, $80, $27, BATTLEANIMFUNC_0F, $06, $04 ; ANIM_OBJ_24
+ battleanimobj $01, $b4, $2a, BATTLEANIMFUNC_00, $06, $04 ; ANIM_OBJ_25
+ battleanimobj $01, $40, $2b, BATTLEANIMFUNC_11, $05, $0f ; ANIM_OBJ_26
+ battleanimobj $61, $98, $2c, BATTLEANIMFUNC_00, $03, $10 ; ANIM_OBJ_27
+ battleanimobj $61, $98, $2d, BATTLEANIMFUNC_09, $03, $10 ; ANIM_OBJ_28
+ battleanimobj $01, $b8, $2e, BATTLEANIMFUNC_00, $06, $0a ; ANIM_OBJ_29
+ battleanimobj $01, $b8, $2f, BATTLEANIMFUNC_00, $06, $0a ; ANIM_OBJ_FROZEN
+ battleanimobj $01, $b8, $30, BATTLEANIMFUNC_14, $07, $11 ; ANIM_OBJ_2B
+ battleanimobj $01, $90, $21, BATTLEANIMFUNC_14, $03, $0d ; ANIM_OBJ_2C
+ battleanimobj $21, $b0, $31, BATTLEANIMFUNC_00, $03, $05 ; ANIM_OBJ_2D
+ battleanimobj $21, $b0, $32, BATTLEANIMFUNC_00, $03, $05 ; ANIM_OBJ_2E
+ battleanimobj $21, $b0, $33, BATTLEANIMFUNC_00, $03, $05 ; ANIM_OBJ_2F
+ battleanimobj $21, $90, $34, BATTLEANIMFUNC_15, $03, $05 ; ANIM_OBJ_30
+ battleanimobj $21, $90, $36, BATTLEANIMFUNC_00, $03, $05 ; ANIM_OBJ_31
+ battleanimobj $21, $90, $37, BATTLEANIMFUNC_03, $02, $08 ; ANIM_OBJ_32
+ battleanimobj $21, $90, $38, BATTLEANIMFUNC_00, $03, $05 ; ANIM_OBJ_33
+ battleanimobj $21, $90, $39, BATTLEANIMFUNC_03, $02, $08 ; ANIM_OBJ_34
+ battleanimobj $21, $90, $3a, BATTLEANIMFUNC_16, $02, $02 ; ANIM_OBJ_35
+ battleanimobj $01, $90, $3c, BATTLEANIMFUNC_17, $02, $02 ; ANIM_OBJ_36
+ battleanimobj $21, $ff, $3e, BATTLEANIMFUNC_00, $02, $02 ; ANIM_OBJ_37
+ battleanimobj $21, $ff, $3f, BATTLEANIMFUNC_00, $02, $02 ; ANIM_OBJ_38
+ battleanimobj $21, $ff, $40, BATTLEANIMFUNC_00, $02, $02 ; ANIM_OBJ_39
+ battleanimobj $21, $ff, $41, BATTLEANIMFUNC_00, $02, $02 ; ANIM_OBJ_3A
+ battleanimobj $21, $ff, $42, BATTLEANIMFUNC_00, $02, $02 ; ANIM_OBJ_3B
+ battleanimobj $01, $88, $43, BATTLEANIMFUNC_18, $05, $12 ; ANIM_OBJ_3C
+ battleanimobj $01, $88, $44, BATTLEANIMFUNC_00, $05, $12 ; ANIM_OBJ_3D
+ battleanimobj $21, $b8, $45, BATTLEANIMFUNC_19, $02, $13 ; ANIM_OBJ_GUST
+ battleanimobj $21, $ff, $46, BATTLEANIMFUNC_00, $02, $14 ; ANIM_OBJ_3F
+ battleanimobj $21, $ff, $47, BATTLEANIMFUNC_00, $02, $14 ; ANIM_OBJ_40
+ battleanimobj $21, $ff, $48, BATTLEANIMFUNC_1A, $02, $14 ; ANIM_OBJ_41
+ battleanimobj $21, $ff, $49, BATTLEANIMFUNC_1A, $02, $14 ; ANIM_OBJ_42
+ battleanimobj $21, $98, $4a, BATTLEANIMFUNC_01, $02, $14 ; ANIM_OBJ_43
+ battleanimobj $21, $80, $4b, BATTLEANIMFUNC_00, $03, $11 ; ANIM_OBJ_44
+ battleanimobj $01, $88, $4c, BATTLEANIMFUNC_1C, $05, $12 ; ANIM_OBJ_45
+ battleanimobj $21, $b0, $4d, BATTLEANIMFUNC_1D, $02, $15 ; ANIM_OBJ_46
+ battleanimobj $01, $b0, $51, BATTLEANIMFUNC_1E, $03, $11 ; ANIM_OBJ_47
+ battleanimobj $21, $ff, $52, BATTLEANIMFUNC_1F, $05, $16 ; ANIM_OBJ_48
+ battleanimobj $21, $ff, $54, BATTLEANIMFUNC_1F, $05, $16 ; ANIM_OBJ_49
+ battleanimobj $21, $68, $56, BATTLEANIMFUNC_20, $05, $06 ; ANIM_OBJ_4A
+ battleanimobj $21, $90, $59, BATTLEANIMFUNC_21, $02, $0e ; ANIM_OBJ_4B
+ battleanimobj $21, $90, $5c, BATTLEANIMFUNC_02, $02, $17 ; ANIM_OBJ_4C
+ battleanimobj $01, $90, $5d, BATTLEANIMFUNC_22, $03, $11 ; ANIM_OBJ_4D
+ battleanimobj $61, $88, $5f, BATTLEANIMFUNC_00, $03, $10 ; ANIM_OBJ_4E
+ battleanimobj $61, $88, $2d, BATTLEANIMFUNC_09, $03, $10 ; ANIM_OBJ_4F
+ battleanimobj $21, $88, $60, BATTLEANIMFUNC_00, $03, $18 ; ANIM_OBJ_50
+ battleanimobj $21, $80, $60, BATTLEANIMFUNC_00, $02, $18 ; ANIM_OBJ_51
+ battleanimobj $21, $50, $61, BATTLEANIMFUNC_23, $03, $19 ; ANIM_OBJ_CHICK
+ battleanimobj $01, $80, $63, BATTLEANIMFUNC_24, $02, $19 ; ANIM_OBJ_53
+ battleanimobj $01, $80, $66, BATTLEANIMFUNC_25, $02, $19 ; ANIM_OBJ_54
+ battleanimobj $01, $50, $1c, BATTLEANIMFUNC_00, $02, $0c ; ANIM_OBJ_SKULL
+ battleanimobj $21, $a8, $67, BATTLEANIMFUNC_26, $07, $1a ; ANIM_OBJ_56
+ battleanimobj $21, $a8, $68, BATTLEANIMFUNC_00, $07, $1a ; ANIM_OBJ_57
+ battleanimobj $21, $90, $69, BATTLEANIMFUNC_01, $02, $1a ; ANIM_OBJ_58
+ battleanimobj $21, $90, $6d, BATTLEANIMFUNC_28, $03, $19 ; ANIM_OBJ_PARALYZED
+ battleanimobj $21, $90, $6a, BATTLEANIMFUNC_27, $02, $1b ; ANIM_OBJ_5A
+ battleanimobj $00, $00, $6f, BATTLEANIMFUNC_29, $02, $1c ; ANIM_OBJ_5B
+ battleanimobj $21, $48, $70, BATTLEANIMFUNC_29, $02, $1c ; ANIM_OBJ_5C
+ battleanimobj $21, $48, $6f, BATTLEANIMFUNC_29, $02, $1c ; ANIM_OBJ_5D
+ battleanimobj $21, $78, $6f, BATTLEANIMFUNC_2A, $02, $1c ; ANIM_OBJ_5E
+ battleanimobj $61, $90, $71, BATTLEANIMFUNC_2B, $02, $1d ; ANIM_OBJ_5F
+ battleanimobj $61, $90, $72, BATTLEANIMFUNC_2C, $02, $1d ; ANIM_OBJ_60
+ battleanimobj $01, $48, $73, BATTLEANIMFUNC_2D, $04, $1e ; ANIM_OBJ_61
+ battleanimobj $01, $90, $74, BATTLEANIMFUNC_06, $02, $15 ; ANIM_OBJ_62
+ battleanimobj $01, $ff, $75, BATTLEANIMFUNC_2E, $07, $19 ; ANIM_OBJ_63
+ battleanimobj $21, $90, $4a, BATTLEANIMFUNC_02, $02, $14 ; ANIM_OBJ_64
+ battleanimobj $01, $80, $30, BATTLEANIMFUNC_2F, $02, $11 ; ANIM_OBJ_65
+ battleanimobj $01, $78, $76, BATTLEANIMFUNC_2A, $04, $23 ; ANIM_OBJ_66
+ battleanimobj $01, $80, $77, BATTLEANIMFUNC_30, $02, $1f ; ANIM_OBJ_67
+ battleanimobj $01, $90, $77, BATTLEANIMFUNC_02, $02, $1f ; ANIM_OBJ_68
+ battleanimobj $01, $ff, $77, BATTLEANIMFUNC_00, $02, $1f ; ANIM_OBJ_69
+ battleanimobj $01, $80, $78, BATTLEANIMFUNC_08, $03, $23 ; ANIM_OBJ_6A
+ battleanimobj $21, $90, $79, BATTLEANIMFUNC_00, $02, $1f ; ANIM_OBJ_6B
+ battleanimobj $01, $ff, $7a, BATTLEANIMFUNC_31, $03, $11 ; ANIM_OBJ_6C
+ battleanimobj $01, $88, $7a, BATTLEANIMFUNC_31, $03, $11 ; ANIM_OBJ_6D
+ battleanimobj $21, $88, $7b, BATTLEANIMFUNC_32, $02, $20 ; ANIM_OBJ_6E
+ battleanimobj $21, $98, $7c, BATTLEANIMFUNC_00, $02, $04 ; ANIM_OBJ_6F
+ battleanimobj $21, $80, $7d, BATTLEANIMFUNC_00, $02, $18 ; ANIM_OBJ_70
+ battleanimobj $01, $80, $21, BATTLEANIMFUNC_2F, $06, $0d ; ANIM_OBJ_71
+ battleanimobj $01, $b0, $7e, BATTLEANIMFUNC_33, $03, $12 ; ANIM_OBJ_72
+ battleanimobj $01, $80, $7f, BATTLEANIMFUNC_2F, $02, $08 ; ANIM_OBJ_73
+ battleanimobj $21, $a0, $6f, BATTLEANIMFUNC_34, $02, $1c ; ANIM_OBJ_74
+ battleanimobj $21, $a0, $74, BATTLEANIMFUNC_35, $02, $15 ; ANIM_OBJ_75
+ battleanimobj $21, $b0, $80, BATTLEANIMFUNC_33, $02, $14 ; ANIM_OBJ_76
+ battleanimobj $01, $88, $81, BATTLEANIMFUNC_37, $02, $11 ; ANIM_OBJ_77
+ battleanimobj $01, $88, $85, BATTLEANIMFUNC_00, $02, $22 ; ANIM_OBJ_78
+ battleanimobj $01, $88, $86, BATTLEANIMFUNC_00, $02, $22 ; ANIM_OBJ_79
+ battleanimobj $01, $90, $87, BATTLEANIMFUNC_39, $02, $1f ; ANIM_OBJ_7A
+ battleanimobj $01, $80, $30, BATTLEANIMFUNC_3A, $03, $11 ; ANIM_OBJ_7B
+ battleanimobj $21, $90, $34, BATTLEANIMFUNC_00, $03, $05 ; ANIM_OBJ_7C
+ battleanimobj $a1, $88, $88, BATTLEANIMFUNC_3B, $06, $13 ; ANIM_OBJ_7D
+ battleanimobj $01, $80, $76, BATTLEANIMFUNC_25, $04, $23 ; ANIM_OBJ_HEART
+ battleanimobj $01, $98, $10, BATTLEANIMFUNC_34, $04, $03 ; ANIM_OBJ_7F
+ battleanimobj $01, $a8, $0f, BATTLEANIMFUNC_3C, $04, $03 ; ANIM_OBJ_80
+ battleanimobj $21, $68, $89, BATTLEANIMFUNC_29, $02, $1f ; ANIM_OBJ_81
+ battleanimobj $21, $b0, $8a, BATTLEANIMFUNC_00, $02, $1f ; ANIM_OBJ_82
+ battleanimobj $21, $80, $8c, BATTLEANIMFUNC_00, $02, $1f ; ANIM_OBJ_83
+ battleanimobj $21, $50, $8d, BATTLEANIMFUNC_00, $03, $1f ; ANIM_OBJ_84
+ battleanimobj $01, $40, $24, BATTLEANIMFUNC_40, $02, $0e ; ANIM_OBJ_85
+ battleanimobj $21, $a8, $8e, BATTLEANIMFUNC_41, $04, $1f ; ANIM_OBJ_86
+ battleanimobj $21, $88, $8f, BATTLEANIMFUNC_3E, $02, $1f ; ANIM_OBJ_87
+ battleanimobj $21, $88, $93, BATTLEANIMFUNC_3E, $02, $1f ; ANIM_OBJ_88
+ battleanimobj $21, $90, $97, BATTLEANIMFUNC_3D, $02, $1f ; ANIM_OBJ_89
+ battleanimobj $21, $90, $78, BATTLEANIMFUNC_3D, $03, $23 ; ANIM_OBJ_8A
+ battleanimobj $01, $ff, $99, BATTLEANIMFUNC_2E, $02, $19 ; ANIM_OBJ_8B
+ battleanimobj $21, $a0, $74, BATTLEANIMFUNC_02, $02, $15 ; ANIM_OBJ_8C
+ battleanimobj $21, $a0, $99, BATTLEANIMFUNC_35, $04, $19 ; ANIM_OBJ_8D
+ battleanimobj $21, $70, $8b, BATTLEANIMFUNC_3F, $02, $1f ; ANIM_OBJ_8E
+ battleanimobj $01, $90, $15, BATTLEANIMFUNC_08, $02, $0a ; ANIM_OBJ_8F
+ battleanimobj $01, $90, $11, BATTLEANIMFUNC_02, $04, $03 ; ANIM_OBJ_90
+ battleanimobj $01, $80, $7f, BATTLEANIMFUNC_42, $02, $08 ; ANIM_OBJ_91
+ battleanimobj $01, $90, $9a, BATTLEANIMFUNC_00, $02, $1b ; ANIM_OBJ_92
+ battleanimobj $21, $a0, $9b, BATTLEANIMFUNC_35, $04, $23 ; ANIM_OBJ_93
+ battleanimobj $21, $80, $9c, BATTLEANIMFUNC_23, $02, $25 ; ANIM_OBJ_94
+ battleanimobj $21, $80, $9d, BATTLEANIMFUNC_25, $02, $25 ; ANIM_OBJ_95
+ battleanimobj $21, $80, $9c, BATTLEANIMFUNC_00, $02, $25 ; ANIM_OBJ_96
+ battleanimobj $21, $80, $9e, BATTLEANIMFUNC_00, $06, $25 ; ANIM_OBJ_97
+ battleanimobj $61, $80, $9f, BATTLEANIMFUNC_3A, $05, $23 ; ANIM_OBJ_98
+ battleanimobj $21, $80, $a0, BATTLEANIMFUNC_16, $02, $23 ; ANIM_OBJ_99
+ battleanimobj $21, $70, $78, BATTLEANIMFUNC_43, $03, $23 ; ANIM_OBJ_9A
+ battleanimobj $21, $c0, $a2, BATTLEANIMFUNC_01, $02, $25 ; ANIM_OBJ_9B
+ battleanimobj $21, $40, $a3, BATTLEANIMFUNC_44, $03, $24 ; ANIM_OBJ_9C
+ battleanimobj $01, $80, $a4, BATTLEANIMFUNC_00, $02, $24 ; ANIM_OBJ_9D
+ battleanimobj $01, $80, $a5, BATTLEANIMFUNC_00, $03, $24 ; ANIM_OBJ_9E
+ battleanimobj $01, $88, $43, BATTLEANIMFUNC_45, $04, $12 ; ANIM_OBJ_9F
+ battleanimobj $21, $ff, $a6, BATTLEANIMFUNC_00, $02, $02 ; ANIM_OBJ_A0
+ battleanimobj $21, $ff, $a7, BATTLEANIMFUNC_00, $02, $02 ; ANIM_OBJ_A1
+ battleanimobj $21, $00, $b4, BATTLEANIMFUNC_4A, $07, $0f ; ANIM_OBJ_A2
+ battleanimobj $21, $90, $a8, BATTLEANIMFUNC_02, $03, $05 ; ANIM_OBJ_A3
+ battleanimobj $21, $40, $9c, BATTLEANIMFUNC_11, $02, $25 ; ANIM_OBJ_A4
+ battleanimobj $61, $90, $a9, BATTLEANIMFUNC_46, $02, $23 ; ANIM_OBJ_A5
+ battleanimobj $00, $00, $24, BATTLEANIMFUNC_47, $02, $0e ; ANIM_OBJ_A6
+ battleanimobj $01, $80, $aa, BATTLEANIMFUNC_00, $02, $24 ; ANIM_OBJ_A7
+ battleanimobj $21, $b8, $ab, BATTLEANIMFUNC_48, $02, $13 ; ANIM_OBJ_A8
+ battleanimobj $21, $90, $ac, BATTLEANIMFUNC_44, $02, $13 ; ANIM_OBJ_A9
+ battleanimobj $01, $a8, $05, BATTLEANIMFUNC_00, $02, $01 ; ANIM_OBJ_AA
+ battleanimobj $01, $90, $24, BATTLEANIMFUNC_43, $02, $0e ; ANIM_OBJ_AB
+ battleanimobj $01, $88, $ad, BATTLEANIMFUNC_00, $06, $17 ; ANIM_OBJ_AC
+ battleanimobj $01, $a8, $ae, BATTLEANIMFUNC_49, $02, $01 ; ANIM_OBJ_AD
+ battleanimobj $21, $90, $af, BATTLEANIMFUNC_01, $03, $11 ; ANIM_OBJ_AE
+ battleanimobj $21, $00, $b0, BATTLEANIMFUNC_4A, $02, $04 ; ANIM_OBJ_AF
+ battleanimobj $00, $00, $70, BATTLEANIMFUNC_4B, $04, $1c ; ANIM_OBJ_B0
+ battleanimobj $01, $88, $b1, BATTLEANIMFUNC_4C, $02, $19 ; ANIM_OBJ_B1
+ battleanimobj $01, $b8, $19, BATTLEANIMFUNC_4D, $07, $09 ; ANIM_OBJ_B2
+ battleanimobj $61, $98, $b3, BATTLEANIMFUNC_00, $03, $27 ; ANIM_OBJ_B3
+ battleanimobj $61, $98, $74, BATTLEANIMFUNC_04, $06, $15 ; ANIM_OBJ_B4
+ battleanimobj $21, $ff, $19, BATTLEANIMFUNC_4E, $07, $09 ; ANIM_OBJ_B5
+ battleanimobj $01, $90, $73, BATTLEANIMFUNC_08, $04, $1e ; ANIM_OBJ_FLOWER
+ battleanimobj $01, $ff, $89, BATTLEANIMFUNC_4F, $04, $1f ; ANIM_OBJ_COTTON
+ battleanimobj $00, $00, $b5, BATTLEANIMFUNC_00, $00, $28 ; ANIM_OBJ_B8
+ battleanimobj $00, $00, $b6, BATTLEANIMFUNC_00, $01, $29 ; ANIM_OBJ_B9
+ battleanimobj $00, $00, $b7, BATTLEANIMFUNC_00, $00, $28 ; ANIM_OBJ_BA
+ battleanimobj $00, $00, $b8, BATTLEANIMFUNC_00, $01, $29 ; ANIM_OBJ_BB
; ccfbe
INCLUDE "battle/objects/functions.asm"
@@ -560,7 +561,7 @@
ld a, [hl]
and $c0
srl a
- ld [BattleAnimTemps + 7], a
+ ld [wBattleAnimTemp7], a
pop af
ret
--- a/battle/anims.asm
+++ b/battle/anims.asm
@@ -290,19 +290,19 @@
BattleAnim_SweetScent2: ; c929c
anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC
- anim_obj ANIM_OBJ_FLOWER, 64, 96, $2
+ anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2
anim_wait 2
- anim_obj ANIM_OBJ_FLOWER, 64, 80, $2
+ anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2
anim_wait 64
- 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_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_bgeffect ANIM_BG_06, $0, $2, $0
anim_wait 128
anim_ret
; c92c1
-BattleAnim_ThrowPokeBall: ; c92c1
+BattleAnim_ThrowPokeBall
anim_jumpif NO_ITEM, .TheTrainerBlockedTheBall
anim_jumpif MASTER_BALL, .MasterBall
anim_jumpif ULTRA_BALL, .UltraBall
@@ -310,77 +310,77 @@
; any other ball
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_15, 68, 92, $40
+ anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
anim_wait 36
- anim_obj ANIM_OBJ_15, 136, 65, $0
+ anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
anim_setobj $2, $7
anim_wait 16
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1C, 136, 64, $10
+ anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10
anim_wait 16
anim_jump .Shake
; c92f2
-.TheTrainerBlockedTheBall: ; c92f2
+.TheTrainerBlockedTheBall
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_16, 64, 92, $20
+ anim_obj ANIM_OBJ_16, 8, 0, 11, 4, $20
anim_wait 20
- anim_obj ANIM_OBJ_01, 112, 40, $0
+ anim_obj ANIM_OBJ_01, 14, 0, 5, 0, $0
anim_wait 32
anim_ret
; c9305
-.UltraBall: ; c9305
+.UltraBall
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_15, 68, 92, $40
+ anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
anim_wait 36
- anim_obj ANIM_OBJ_15, 136, 65, $0
+ anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
anim_setobj $2, $7
anim_wait 16
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1C, 136, 64, $10
+ anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10
anim_wait 16
anim_jump .Shake
; c9326
-.GreatBall: ; c9326
+.GreatBall
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_15, 68, 92, $40
+ anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
anim_wait 36
- anim_obj ANIM_OBJ_15, 136, 65, $0
+ anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
anim_setobj $2, $7
anim_wait 16
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1C, 136, 64, $10
+ anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10
anim_wait 16
anim_jump .Shake
; c9347
-.MasterBall: ; c9347
+.MasterBall
anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_15, 64, 92, $20
+ anim_obj ANIM_OBJ_POKE_BALL, 8, 0, 11, 4, $20
anim_wait 36
- anim_obj ANIM_OBJ_15, 136, 65, $0
+ anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
anim_setobj $2, $7
anim_wait 16
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1C, 136, 64, $10
+ anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10
anim_wait 24
anim_sound 0, 1, SFX_MASTER_BALL
- anim_obj ANIM_OBJ_2B, 136, 56, $30
- anim_obj ANIM_OBJ_2B, 136, 56, $31
- anim_obj ANIM_OBJ_2B, 136, 56, $32
- anim_obj ANIM_OBJ_2B, 136, 56, $33
- anim_obj ANIM_OBJ_2B, 136, 56, $34
- anim_obj ANIM_OBJ_2B, 136, 56, $35
- anim_obj ANIM_OBJ_2B, 136, 56, $36
- anim_obj ANIM_OBJ_2B, 136, 56, $37
+ anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $30
+ anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $31
+ anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $32
+ anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $33
+ anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $34
+ anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $35
+ anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $36
+ anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $37
anim_wait 64
-.Shake: ; c9392
+.Shake
anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
anim_wait 8
anim_incobj 2
@@ -394,7 +394,7 @@
anim_wait 32
anim_wait 8
anim_setvar $0
-.Loop: ; c93aa
+.Loop
anim_wait 48
anim_checkpokeball
anim_jumpvar $1, .Click
@@ -404,15 +404,15 @@
anim_jump .Loop
; c93bc
-.Click: ; c93bc
+.Click
anim_clearsprites
anim_ret
; c93be
-.BreakFree: ; c93be
+.BreakFree
anim_setobj $1, $b
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1C, 136, 64, $10
+ anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10
anim_wait 2
anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
anim_wait 32
@@ -427,15 +427,14 @@
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, 48, 96, $0
+ anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 128
anim_wait 4
anim_call BattleAnim_ShowMon_0
anim_ret
-; c93fa
-.Unknown: ; c93fa
+.Unknown
anim_1gfx ANIM_GFX_SMOKE
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_2A, $0, $1, $0
@@ -443,49 +442,47 @@
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 4
anim_sound 0, 0, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1B, 48, 96, $0
+ anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0
anim_incbgeffect ANIM_BG_2A
anim_wait 96
anim_incbgeffect ANIM_BG_2A
anim_call BattleAnim_ShowMon_0
anim_ret
-; c941c
-.Shiny: ; c941c
+.Shiny
anim_1gfx ANIM_GFX_SPEED
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, 48, 96, $0
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $0
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 48, 96, $8
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $8
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 48, 96, $10
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $10
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 48, 96, $18
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $18
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 48, 96, $20
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $20
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 48, 96, $28
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $28
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 48, 96, $30
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $30
anim_wait 4
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 48, 96, $38
+ anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $38
anim_wait 32
anim_ret
-; c9471
-.Normal: ; c9471
+.Normal
anim_1gfx ANIM_GFX_SMOKE
anim_sound 0, 0, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1C, 44, 96, $0
+ anim_obj ANIM_OBJ_1C, 5, 4, 12, 0, $0
anim_wait 4
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 32
@@ -503,9 +500,9 @@
BattleAnim_Confused: ; c948d
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 0, SFX_KINESIS
- 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_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_wait 96
anim_ret
; c94a3
@@ -514,7 +511,7 @@
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 0, SFX_TAIL_WHIP
BattleAnim_Slp_branch_c94a8: ; c94a8
- anim_obj ANIM_OBJ_54, 64, 80, $0
+ anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
anim_wait 40
anim_loop 3, BattleAnim_Slp_branch_c94a8
anim_wait 32
@@ -525,7 +522,7 @@
anim_1gfx ANIM_GFX_FIRE
BattleAnim_Brn_branch_c94b6: ; c94b6
anim_sound 0, 0, SFX_BURN
- anim_obj ANIM_OBJ_BURNED, 56, 88, $10
+ anim_obj ANIM_OBJ_BURNED, 7, 0, 11, 0, $10
anim_wait 4
anim_loop 3, BattleAnim_Brn_branch_c94b6
anim_wait 6
@@ -535,10 +532,10 @@
BattleAnim_Psn: ; c94c5
anim_1gfx ANIM_GFX_POISON
anim_sound 0, 0, SFX_POISON
- anim_obj ANIM_OBJ_SKULL, 64, 56, $0
+ anim_obj ANIM_OBJ_SKULL, 8, 0, 7, 0, $0
anim_wait 8
anim_sound 0, 0, SFX_POISON
- anim_obj ANIM_OBJ_SKULL, 48, 56, $0
+ anim_obj ANIM_OBJ_SKULL, 6, 0, 7, 0, $0
anim_wait 8
anim_ret
; c94da
@@ -546,13 +543,13 @@
BattleAnim_Sap: ; c94da
anim_1gfx ANIM_GFX_CHARGE
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_45, 128, 48, $2
+ anim_obj ANIM_OBJ_45, 16, 0, 6, 0, $2
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_45, 136, 64, $3
+ anim_obj ANIM_OBJ_45, -15, 0, 8, 0, $3
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_45, 136, 32, $4
+ anim_obj ANIM_OBJ_45, -15, 0, 4, 0, $4
anim_wait 16
anim_ret
; c94f8
@@ -559,7 +556,7 @@
BattleAnim_Frz: ; c94f8
anim_1gfx ANIM_GFX_ICE
- anim_obj ANIM_OBJ_FROZEN, 44, 110, $0
+ anim_obj ANIM_OBJ_FROZEN, 5, 4, 13, 6, $0
anim_sound 0, 0, SFX_SHINE
anim_wait 16
anim_sound 0, 0, SFX_SHINE
@@ -571,8 +568,8 @@
anim_1gfx ANIM_GFX_STATUS
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_sound 0, 0, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_PARALYZED, 20, 88, $42
- anim_obj ANIM_OBJ_PARALYZED, 76, 88, $c2
+ anim_obj ANIM_OBJ_PARALYZED, 2, 4, 11, 0, $42
+ anim_obj ANIM_OBJ_PARALYZED, 9, 4, 11, 0, $c2
anim_wait 128
anim_ret
; c951e
@@ -580,10 +577,10 @@
BattleAnim_InLove: ; c951e
anim_1gfx ANIM_GFX_OBJECTS
anim_sound 0, 0, SFX_LICK
- anim_obj ANIM_OBJ_HEART, 64, 76, $0
+ anim_obj ANIM_OBJ_HEART, 8, 0, 9, 4, $0
anim_wait 32
anim_sound 0, 0, SFX_LICK
- anim_obj ANIM_OBJ_HEART, 36, 72, $0
+ anim_obj ANIM_OBJ_HEART, 4, 4, 9, 0, $0
anim_wait 32
anim_ret
; c9533
@@ -590,11 +587,11 @@
BattleAnim_InSandstorm: ; c9533
anim_1gfx ANIM_GFX_POWDER
- anim_obj ANIM_OBJ_A2, 88, 0, $0
+ anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_A2, 72, 0, $1
+ anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1
anim_wait 8
- anim_obj ANIM_OBJ_A2, 56, 0, $2
+ anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2
BattleAnim_InSandstorm_branch_c9546: ; c9546
anim_sound 0, 1, SFX_MENU
anim_wait 8
@@ -606,7 +603,7 @@
BattleAnim_InNightmare: ; c9550
anim_1gfx ANIM_GFX_ANGELS
anim_sound 0, 0, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_95, 68, 80, $0
+ anim_obj ANIM_OBJ_95, 8, 4, 10, 0, $0
anim_wait 40
anim_ret
; c955c
@@ -616,7 +613,7 @@
anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0
anim_sound 0, 1, SFX_SURF
BattleAnim_InWhirlpool_branch_c9566: ; c9566
- anim_obj ANIM_OBJ_GUST, 132, 72, $0
+ anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0
anim_wait 6
anim_loop 6, BattleAnim_InWhirlpool_branch_c9566
anim_incbgeffect ANIM_BG_WHIRLPOOL
@@ -627,7 +624,7 @@
BattleAnim_HitConfusion: ; c9574
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_POUND
- anim_obj ANIM_OBJ_04, 44, 96, $0
+ anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0
anim_wait 16
anim_ret
; c9580
@@ -685,9 +682,9 @@
BattleAnim_Pound: ; c95c3
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, 136, 56, $0
+ anim_obj ANIM_OBJ_08, -15, 0, 7, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; c95d5
@@ -695,19 +692,19 @@
BattleAnim_KarateChop: ; c95d5
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, 136, 40, $0
+ anim_obj ANIM_OBJ_08, -15, 0, 5, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 40, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, 136, 44, $0
+ anim_obj ANIM_OBJ_08, -15, 0, 5, 4, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 44, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0
anim_wait 6
anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, 136, 48, $0
+ anim_obj ANIM_OBJ_08, -15, 0, 6, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
anim_wait 16
anim_ret
; c9605
@@ -716,9 +713,9 @@
anim_1gfx ANIM_GFX_HIT
anim_jumpif $1, BattleAnim_Doubleslap_branch_c961b
anim_sound 0, 1, SFX_DOUBLESLAP
- anim_obj ANIM_OBJ_08, 144, 48, $0
+ anim_obj ANIM_OBJ_08, -14, 0, 6, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
anim_wait 8
anim_ret
; c961b
@@ -725,9 +722,9 @@
BattleAnim_Doubleslap_branch_c961b: ; c961b
anim_sound 0, 1, SFX_DOUBLESLAP
- anim_obj ANIM_OBJ_08, 120, 48, $0
+ anim_obj ANIM_OBJ_08, 15, 0, 6, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 120, 48, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
anim_wait 8
anim_ret
; c962b
@@ -736,9 +733,9 @@
anim_1gfx ANIM_GFX_HIT
anim_jumpif $1, BattleAnim_CometPunch_branch_c9641
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, 144, 48, $0
+ anim_obj ANIM_OBJ_06, -14, 0, 6, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
anim_wait 8
anim_ret
; c9641
@@ -745,9 +742,9 @@
BattleAnim_CometPunch_branch_c9641: ; c9641
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, 120, 64, $0
+ anim_obj ANIM_OBJ_06, 15, 0, 8, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 120, 64, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
anim_wait 8
anim_ret
; c9651
@@ -761,10 +758,10 @@
BattleAnim_Bide_branch_c965e: ; c965e
BattleAnim_MegaPunch_branch_c965e: ; c965e
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_06, 136, 56, $0
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_06, 136, 56, $0
+ anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
anim_wait 6
anim_loop 3, BattleAnim_Bide_branch_c965e
anim_ret
@@ -773,19 +770,19 @@
BattleAnim_Stomp: ; c9677
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, 136, 40, $0
+ anim_obj ANIM_OBJ_07, -15, 0, 5, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 40, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, 136, 44, $0
+ anim_obj ANIM_OBJ_07, -15, 0, 5, 4, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 44, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0
anim_wait 6
anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, 136, 48, $0
+ anim_obj ANIM_OBJ_07, -15, 0, 6, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
anim_wait 16
anim_ret
; c96a7
@@ -794,9 +791,9 @@
anim_1gfx ANIM_GFX_HIT
anim_jumpif $1, BattleAnim_DoubleKick_branch_c96bd
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 144, 48, $0
+ anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
anim_wait 8
anim_ret
; c96bd
@@ -803,9 +800,9 @@
BattleAnim_DoubleKick_branch_c96bd: ; c96bd
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 120, 64, $0
+ anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 120, 64, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
anim_wait 8
anim_ret
; c96cd
@@ -814,13 +811,13 @@
anim_1gfx ANIM_GFX_HIT
anim_jumpif $1, BattleAnim_JumpKick_branch_c96f1
anim_sound 0, 1, SFX_JUMP_KICK
- anim_obj ANIM_OBJ_07, 112, 72, $0
- anim_obj ANIM_OBJ_07, 100, 60, $0
+ anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_07, 12, 4, 7, 4, $0
anim_setobj $1, $2
anim_setobj $2, $2
anim_wait 24
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, 136, 48, $0
+ anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
anim_wait 16
anim_ret
; c96f1
@@ -828,7 +825,7 @@
BattleAnim_JumpKick_branch_c96f1: ; c96f1
anim_wait 8
anim_sound 0, 0, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, 44, 88, $0
+ anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0
anim_wait 16
anim_ret
; c96fc
@@ -839,11 +836,11 @@
anim_jumpif $1, BattleAnim_HiJumpKick_branch_c971e
anim_wait 32
anim_sound 0, 1, SFX_JUMP_KICK
- anim_obj ANIM_OBJ_07, 112, 72, $0
+ anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0
anim_setobj $1, $2
anim_wait 16
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, 136, 48, $0
+ anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
anim_wait 16
anim_ret
; c971e
@@ -851,7 +848,7 @@
BattleAnim_HiJumpKick_branch_c971e: ; c971e
anim_wait 16
anim_sound 0, 0, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, 44, 88, $0
+ anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0
anim_wait 16
anim_ret
; c9729
@@ -859,10 +856,10 @@
BattleAnim_RollingKick: ; c9729
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 112, 56, $0
+ anim_obj ANIM_OBJ_07, 14, 0, 7, 0, $0
anim_setobj $1, $3
anim_wait 12
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
anim_wait 16
anim_ret
; c973e
@@ -874,10 +871,10 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
BattleAnim_MegaKick_branch_c974b: ; c974b
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, 136, 56, $0
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_07, 136, 56, $0
+ anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0
anim_wait 6
anim_loop 3, BattleAnim_MegaKick_branch_c974b
anim_ret
@@ -887,9 +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, 136, 56, $0
+ anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; c977b
@@ -901,10 +898,10 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
BattleAnim_SuperFang_branch_c9788: ; c9788
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_09, 136, 56, $0
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_09, 136, 56, $0
+ anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
anim_wait 6
anim_loop 3, BattleAnim_SuperFang_branch_c9788
anim_ret
@@ -913,21 +910,21 @@
BattleAnim_Ember: ; c97a1
anim_1gfx ANIM_GFX_FIRE
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0B, 64, 96, $12
+ anim_obj ANIM_OBJ_0B, 8, 0, 12, 0, $12
anim_wait 4
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0B, 64, 100, $14
+ anim_obj ANIM_OBJ_0B, 8, 0, 12, 4, $14
anim_wait 4
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0B, 64, 84, $13
+ anim_obj ANIM_OBJ_0B, 8, 0, 10, 4, $13
anim_wait 16
anim_incobj 1
anim_incobj 2
anim_incobj 3
anim_sound 0, 1, SFX_EMBER
- 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_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_wait 32
anim_ret
; c97d8
@@ -934,7 +931,7 @@
BattleAnim_FirePunch: ; c97d8
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE
- anim_obj ANIM_OBJ_0A, 136, 56, $43
+ anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
anim_call BattleAnim_FirePunch_branch_cbbcc
anim_wait 16
anim_ret
@@ -944,16 +941,16 @@
anim_1gfx ANIM_GFX_FIRE
BattleAnim_FireSpin_branch_c97e7: ; c97e7
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 64, 88, $4
+ anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $4
anim_wait 2
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 64, 96, $3
+ anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $3
anim_wait 2
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 64, 88, $3
+ anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $3
anim_wait 2
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 64, 96, $4
+ anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $4
anim_wait 2
anim_loop 2, BattleAnim_FireSpin_branch_c97e7
anim_wait 96
@@ -964,7 +961,7 @@
anim_1gfx ANIM_GFX_FIRE
BattleAnim_DragonRage_branch_c9813: ; c9813
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0C, 64, 92, $0
+ anim_obj ANIM_OBJ_0C, 8, 0, 11, 4, $0
anim_wait 3
anim_loop 16, BattleAnim_DragonRage_branch_c9813
anim_wait 64
@@ -974,21 +971,21 @@
BattleAnim_Flamethrower: ; c9822
anim_1gfx ANIM_GFX_FIRE
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0D, 64, 92, $3
+ anim_obj ANIM_OBJ_0D, 8, 0, 11, 4, $3
anim_wait 2
- anim_obj ANIM_OBJ_0D, 75, 86, $5
+ anim_obj ANIM_OBJ_0D, 9, 3, 10, 6, $5
anim_wait 2
- anim_obj ANIM_OBJ_0D, 85, 81, $7
+ anim_obj ANIM_OBJ_0D, 10, 5, 10, 1, $7
anim_wait 2
- anim_obj ANIM_OBJ_0D, 96, 76, $9
+ anim_obj ANIM_OBJ_0D, 12, 0, 9, 4, $9
anim_wait 2
- anim_obj ANIM_OBJ_0D, 106, 71, $b
+ anim_obj ANIM_OBJ_0D, 13, 2, 8, 7, $b
anim_wait 2
- anim_obj ANIM_OBJ_0D, 116, 66, $c
+ anim_obj ANIM_OBJ_0D, 14, 4, 8, 2, $c
anim_wait 2
- anim_obj ANIM_OBJ_0D, 126, 61, $a
+ anim_obj ANIM_OBJ_0D, 15, 6, 7, 5, $a
anim_wait 2
- anim_obj ANIM_OBJ_0D, 136, 56, $8
+ anim_obj ANIM_OBJ_0D, -15, 0, 7, 0, $8
anim_wait 16
BattleAnim_Flamethrower_branch_c9857: ; c9857
anim_sound 0, 1, SFX_EMBER
@@ -1002,7 +999,7 @@
anim_1gfx ANIM_GFX_FIRE
BattleAnim_FireBlast_branch_c9863: ; c9863
anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0F, 64, 92, $7
+ anim_obj ANIM_OBJ_0F, 8, 0, 11, 4, $7
anim_wait 6
anim_loop 10, BattleAnim_FireBlast_branch_c9863
BattleAnim_FireBlast_branch_c9870: ; c9870
@@ -1022,11 +1019,11 @@
anim_wait 2
BattleAnim_FireBlast_branch_c988d: ; c988d
anim_sound 0, 1, SFX_EMBER
- 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_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_wait 16
anim_loop 2, BattleAnim_FireBlast_branch_c988d
anim_wait 32
@@ -1035,7 +1032,7 @@
BattleAnim_IcePunch: ; c98b0
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE
- anim_obj ANIM_OBJ_0A, 136, 56, $43
+ anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
anim_call BattleAnim_IcePunch_branch_cbbdf
anim_wait 32
anim_ret
@@ -1045,13 +1042,13 @@
anim_1gfx ANIM_GFX_ICE
BattleAnim_IceBeam_branch_c98bf: ; c98bf
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_13, 64, 92, $4
+ anim_obj ANIM_OBJ_13, 8, 0, 11, 4, $4
anim_wait 4
anim_loop 5, BattleAnim_IceBeam_branch_c98bf
- anim_obj ANIM_OBJ_29, 136, 74, $10
+ anim_obj ANIM_OBJ_29, -15, 0, 9, 2, $10
BattleAnim_IceBeam_branch_c98d1: ; c98d1
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_13, 64, 92, $4
+ anim_obj ANIM_OBJ_13, 8, 0, 11, 4, $4
anim_wait 4
anim_loop 15, BattleAnim_IceBeam_branch_c98d1
anim_wait 48
@@ -1066,18 +1063,18 @@
anim_1gfx ANIM_GFX_ICE
BattleAnim_Blizzard_branch_c98ea: ; c98ea
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_11, 64, 88, $63
+ anim_obj ANIM_OBJ_11, 8, 0, 11, 0, $63
anim_wait 2
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_11, 64, 80, $64
+ anim_obj ANIM_OBJ_11, 8, 0, 10, 0, $64
anim_wait 2
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_11, 64, 96, $63
+ anim_obj ANIM_OBJ_11, 8, 0, 12, 0, $63
anim_wait 2
anim_loop 3, BattleAnim_Blizzard_branch_c98ea
anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
anim_wait 32
- anim_obj ANIM_OBJ_29, 136, 74, $10
+ anim_obj ANIM_OBJ_29, -15, 0, 9, 2, $10
anim_wait 128
anim_sound 0, 1, SFX_SHINE
anim_wait 8
@@ -1089,13 +1086,13 @@
BattleAnim_Bubble: ; c991e
anim_1gfx ANIM_GFX_BUBBLE
anim_sound 32, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_21, 64, 92, $c1
+ anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $c1
anim_wait 6
anim_sound 32, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_21, 64, 92, $e1
+ anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $e1
anim_wait 6
anim_sound 32, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_21, 64, 92, $d1
+ anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $d1
anim_wait 128
anim_wait 32
anim_ret
@@ -1105,13 +1102,13 @@
anim_1gfx ANIM_GFX_BUBBLE
BattleAnim_Bubblebeam_branch_c993f: ; c993f
anim_sound 16, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_21, 64, 92, $92
+ anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $92
anim_wait 6
anim_sound 16, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_21, 64, 92, $b3
+ anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $b3
anim_wait 6
anim_sound 16, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_21, 64, 92, $f4
+ anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $f4
anim_wait 8
anim_loop 3, BattleAnim_Bubblebeam_branch_c993f
anim_wait 64
@@ -1132,11 +1129,11 @@
anim_1gfx ANIM_GFX_WATER
anim_call BattleAnim_FollowPlayerHead_1
anim_sound 16, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_24, 64, 88, $0
+ anim_obj ANIM_OBJ_24, 8, 0, 11, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_24, 64, 76, $0
+ anim_obj ANIM_OBJ_24, 8, 0, 9, 4, $0
anim_wait 8
- anim_obj ANIM_OBJ_24, 64, 82, $0
+ anim_obj ANIM_OBJ_24, 8, 0, 10, 2, $0
anim_wait 24
anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 8
@@ -1155,31 +1152,31 @@
anim_1gfx ANIM_GFX_WATER
anim_call BattleAnim_FollowPlayerHead_1
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 108, 72, $0
+ anim_obj ANIM_OBJ_25, 13, 4, 9, 0, $0
anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 116, 72, $0
+ anim_obj ANIM_OBJ_25, 14, 4, 9, 0, $0
anim_bgeffect ANIM_BG_31, $8, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 124, 72, $0
+ anim_obj ANIM_OBJ_25, 15, 4, 9, 0, $0
anim_bgeffect ANIM_BG_31, $30, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 132, 72, $0
+ anim_obj ANIM_OBJ_25, -16, 4, 9, 0, $0
anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 140, 72, $0
+ anim_obj ANIM_OBJ_25, -15, 4, 9, 0, $0
anim_bgeffect ANIM_BG_31, $8, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 148, 72, $0
+ anim_obj ANIM_OBJ_25, -14, 4, 9, 0, $0
anim_bgeffect ANIM_BG_31, $30, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 156, 72, $0
+ anim_obj ANIM_OBJ_25, -13, 4, 9, 0, $0
anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 32
anim_call BattleAnim_ShowMon_1
@@ -1191,7 +1188,7 @@
BattleAnim_Surf: ; c9a2a
anim_1gfx ANIM_GFX_BUBBLE
anim_bgeffect ANIM_BG_SURF, $0, $0, $0
- anim_obj ANIM_OBJ_22, 88, 104, $8
+ anim_obj ANIM_OBJ_22, 11, 0, 13, 0, $8
BattleAnim_Surf_branch_c9a36: ; c9a36
anim_sound 0, 1, SFX_SURF
anim_wait 32
@@ -1204,10 +1201,10 @@
BattleAnim_VineWhip: ; c9a42
anim_1gfx ANIM_GFX_WHIP
anim_sound 0, 1, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_40, 116, 52, $80
+ anim_obj ANIM_OBJ_40, 14, 4, 6, 4, $80
anim_wait 4
anim_sound 0, 1, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_3F, 128, 60, $0
+ anim_obj ANIM_OBJ_3F, 16, 0, 7, 4, $0
anim_wait 4
anim_incobj 1
anim_wait 4
@@ -1217,13 +1214,13 @@
BattleAnim_LeechSeed: ; c9a5a
anim_1gfx ANIM_GFX_PLANT
anim_sound 16, 2, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_4A, 48, 80, $20
+ anim_obj ANIM_OBJ_4A, 6, 0, 10, 0, $20
anim_wait 8
anim_sound 16, 2, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_4A, 48, 80, $30
+ anim_obj ANIM_OBJ_4A, 6, 0, 10, 0, $30
anim_wait 8
anim_sound 16, 2, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_4A, 48, 80, $28
+ anim_obj ANIM_OBJ_4A, 6, 0, 10, 0, $28
anim_wait 32
anim_sound 0, 1, SFX_CHARGE
anim_wait 128
@@ -1233,17 +1230,17 @@
BattleAnim_RazorLeaf: ; c9a7c
anim_1gfx ANIM_GFX_PLANT
anim_sound 0, 0, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_14, 48, 80, $28
- anim_obj ANIM_OBJ_14, 48, 80, $5c
- anim_obj ANIM_OBJ_14, 48, 80, $10
- anim_obj ANIM_OBJ_14, 48, 80, $e8
- anim_obj ANIM_OBJ_14, 48, 80, $9c
- anim_obj ANIM_OBJ_14, 48, 80, $d0
+ anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $28
+ anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $5c
+ anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $10
+ anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $e8
+ anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $9c
+ anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $d0
anim_wait 6
- anim_obj ANIM_OBJ_14, 48, 80, $1c
- anim_obj ANIM_OBJ_14, 48, 80, $50
- anim_obj ANIM_OBJ_14, 48, 80, $dc
- anim_obj ANIM_OBJ_14, 48, 80, $90
+ anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $1c
+ anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $50
+ anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $dc
+ anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $90
anim_wait 80
anim_sound 16, 2, SFX_VINE_WHIP
anim_incobj 3
@@ -1282,15 +1279,15 @@
anim_jumpif $0, BattleAnim_Solarbeam_branch_c9b30
anim_1gfx ANIM_GFX_CHARGE
anim_sound 0, 0, SFX_CHARGE
- 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_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_wait 104
anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2
anim_wait 64
@@ -1307,10 +1304,10 @@
BattleAnim_Thunderpunch: ; c9b3c
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING
- anim_obj ANIM_OBJ_0A, 136, 56, $43
+ anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, 152, 68, $0
+ anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
anim_wait 64
anim_ret
; c9b53
@@ -1317,10 +1314,10 @@
BattleAnim_Thundershock: ; c9b53
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
- anim_obj ANIM_OBJ_34, 136, 56, $2
+ anim_obj ANIM_OBJ_34, -15, 0, 7, 0, $2
anim_wait 16
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_33, 136, 56, $0
+ anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0
anim_wait 96
anim_ret
; c9b66
@@ -1327,11 +1324,11 @@
BattleAnim_Thunderbolt: ; c9b66
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
- anim_obj ANIM_OBJ_32, 136, 56, $2
+ anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2
anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_31, 136, 56, $0
+ anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0
anim_wait 64
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_wait 64
@@ -1342,7 +1339,7 @@
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, 136, 56, $0
+ anim_obj ANIM_OBJ_30, -15, 0, 7, 0, $0
anim_wait 20
anim_bgp $1b
anim_incobj 1
@@ -1354,13 +1351,13 @@
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, 120, 68, $0
+ anim_obj ANIM_OBJ_2E, 15, 0, 8, 4, $0
anim_wait 16
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, 152, 68, $0
+ anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
anim_wait 16
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2D, 136, 68, $0
+ anim_obj ANIM_OBJ_2D, -15, 0, 8, 4, $0
anim_wait 48
anim_ret
; c9bbd
@@ -1372,19 +1369,19 @@
.loop
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, 152, 40, $3
+ anim_obj ANIM_OBJ_42, -13, 0, 5, 0, $3
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, 136, 56, $3
+ anim_obj ANIM_OBJ_42, -15, 0, 7, 0, $3
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, 152, 64, $3
+ anim_obj ANIM_OBJ_42, -13, 0, 8, 0, $3
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_41, 120, 40, $83
+ anim_obj ANIM_OBJ_41, 15, 0, 5, 0, $83
anim_wait 4
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_41, 120, 64, $83
+ anim_obj ANIM_OBJ_41, 15, 0, 8, 0, $83
anim_wait 4
anim_loop 3, .loop
anim_wait 24
@@ -1395,13 +1392,13 @@
anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT
.loop
anim_sound 3, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_43, 64, 80, $3
+ anim_obj ANIM_OBJ_43, 8, 0, 10, 0, $3
anim_wait 8
anim_sound 3, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_43, 64, 88, $2
+ anim_obj ANIM_OBJ_43, 8, 0, 11, 0, $2
anim_wait 8
anim_sound 3, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_43, 64, 96, $4
+ anim_obj ANIM_OBJ_43, 8, 0, 12, 0, $4
anim_wait 8
anim_loop 2, .loop
anim_wait 32
@@ -1411,7 +1408,7 @@
anim_incobj 4
anim_incobj 5
anim_incobj 6
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; c9c36
@@ -1421,12 +1418,12 @@
anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
.loop
anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_GUST, 136, 72, $0
+ anim_obj ANIM_OBJ_GUST, -15, 0, 9, 0, $0
anim_wait 6
anim_loop 9, .loop
- anim_obj ANIM_OBJ_01, 144, 64, $18
+ anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18
anim_wait 8
- anim_obj ANIM_OBJ_01, 128, 32, $18
+ anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18
anim_wait 16
anim_ret
; c9c53
@@ -1479,19 +1476,19 @@
anim_1gfx ANIM_GFX_ROCKS
anim_bgeffect ANIM_BG_1F, $60, $1, $0
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 128, 64, $40
+ anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40
anim_wait 2
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, 120, 68, $30
+ anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30
anim_wait 2
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 152, 68, $30
+ anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
anim_wait 2
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, 144, 64, $40
+ anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40
anim_wait 2
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 136, 68, $30
+ anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
anim_wait 96
anim_ret
; c9cd2
@@ -1501,19 +1498,19 @@
anim_bgeffect ANIM_BG_1F, $c0, $1, $0
.loop
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 128, 64, $40
+ anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40
anim_wait 4
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, 120, 68, $30
+ anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30
anim_wait 4
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 152, 68, $30
+ anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
anim_wait 4
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, 144, 64, $40
+ anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40
anim_wait 4
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 136, 68, $30
+ anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
anim_wait 16
anim_loop 4, .loop
anim_wait 96
@@ -1524,15 +1521,15 @@
anim_1gfx ANIM_GFX_NOISE
anim_sound 16, 2, SFX_SING
.loop
- anim_obj ANIM_OBJ_23, 64, 92, $0
+ anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0
anim_wait 8
- anim_obj ANIM_OBJ_23, 64, 92, $1
+ anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $1
anim_wait 8
- anim_obj ANIM_OBJ_23, 64, 92, $2
+ anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2
anim_wait 8
- anim_obj ANIM_OBJ_23, 64, 92, $0
+ anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0
anim_wait 8
- anim_obj ANIM_OBJ_23, 64, 92, $2
+ anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2
anim_wait 8
anim_loop 4, .loop
anim_wait 64
@@ -1546,19 +1543,19 @@
anim_1gfx ANIM_GFX_POWDER
.loop
anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 104, 16, $0
+ anim_obj ANIM_OBJ_26, 13, 0, 2, 0, $0
anim_wait 4
anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 136, 16, $0
+ anim_obj ANIM_OBJ_26, -15, 0, 2, 0, $0
anim_wait 4
anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 112, 16, $0
+ anim_obj ANIM_OBJ_26, 14, 0, 2, 0, $0
anim_wait 4
anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 128, 16, $0
+ anim_obj ANIM_OBJ_26, 16, 0, 2, 0, $0
anim_wait 4
anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 120, 16, $0
+ anim_obj ANIM_OBJ_26, 15, 0, 2, 0, $0
anim_wait 4
anim_loop 2, .loop
anim_wait 96
@@ -1590,8 +1587,8 @@
BattleAnim_Vicegrip: ; c9d95
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_VICEGRIP
- anim_obj ANIM_OBJ_37, 152, 40, $0
- anim_obj ANIM_OBJ_39, 120, 72, $0
+ anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0
anim_wait 32
anim_ret
; c9da6
@@ -1599,9 +1596,9 @@
BattleAnim_Scratch: ; c9da6
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_SCRATCH
- 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_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_wait 32
anim_ret
; c9dbc
@@ -1610,9 +1607,9 @@
anim_1gfx ANIM_GFX_CUT
anim_jumpif $1, BattleAnim_FurySwipes_branch_c9dd9
anim_sound 0, 1, SFX_SCRATCH
- 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_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_sound 0, 1, SFX_SCRATCH
anim_wait 32
anim_ret
@@ -1620,9 +1617,9 @@
BattleAnim_FurySwipes_branch_c9dd9: ; c9dd9
anim_sound 0, 1, SFX_SCRATCH
- 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_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_sound 0, 1, SFX_SCRATCH
anim_wait 32
anim_ret
@@ -1631,7 +1628,7 @@
BattleAnim_Cut: ; c9df0
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, 152, 40, $0
+ anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
anim_wait 32
anim_ret
; c9dfc
@@ -1639,8 +1636,8 @@
BattleAnim_Slash: ; c9dfc
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, 152, 40, $0
- anim_obj ANIM_OBJ_3A, 148, 36, $0
+ anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_3A, -14, 4, 4, 4, $0
anim_wait 32
anim_ret
; c9e0d
@@ -1647,14 +1644,14 @@
BattleAnim_Clamp: ; c9e0d
anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_35, 136, 56, $a0
- anim_obj ANIM_OBJ_35, 136, 56, $20
+ anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $a0
+ anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $20
anim_wait 16
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, 144, 48, $18
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18
anim_wait 32
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, 128, 64, $18
+ anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18
anim_wait 16
anim_ret
; c9e2e
@@ -1661,14 +1658,14 @@
BattleAnim_Bite: ; c9e2e
anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_36, 136, 56, $98
- anim_obj ANIM_OBJ_36, 136, 56, $18
+ anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $98
+ anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $18
anim_wait 8
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, 144, 48, $18
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18
anim_wait 16
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, 128, 64, $18
+ anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18
anim_wait 8
anim_ret
; c9e4f
@@ -1693,7 +1690,7 @@
anim_jumpif $2, BattleAnim_Fly_branch_c9e82
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 32
BattleAnim_Fly_branch_c9e82: ; c9e82
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
@@ -1727,14 +1724,14 @@
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, 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_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_wait 64
anim_incbgeffect ANIM_BG_18
anim_call BattleAnim_ShowMon_0
@@ -1743,16 +1740,16 @@
BattleAnim_Absorb: ; c9eeb
anim_1gfx ANIM_GFX_CHARGE
- anim_obj ANIM_OBJ_3D, 44, 88, $0
+ anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0
.loop
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_45, 128, 48, $2
+ anim_obj ANIM_OBJ_45, 16, 0, 6, 0, $2
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_45, 136, 64, $3
+ anim_obj ANIM_OBJ_45, -15, 0, 8, 0, $3
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_45, 136, 32, $4
+ anim_obj ANIM_OBJ_45, -15, 0, 4, 0, $4
anim_wait 6
anim_loop 5, .loop
anim_wait 32
@@ -1766,13 +1763,13 @@
anim_setvar $0
.loop
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_45, 128, 48, $2
+ anim_obj ANIM_OBJ_45, 16, 0, 6, 0, $2
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_45, 136, 64, $3
+ anim_obj ANIM_OBJ_45, -15, 0, 8, 0, $3
anim_wait 6
anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_45, 136, 32, $4
+ anim_obj ANIM_OBJ_45, -15, 0, 4, 0, $4
anim_wait 6
anim_incvar
anim_jumpvar $7, .done
@@ -1781,7 +1778,7 @@
; c9f46
.spawn
- anim_obj ANIM_OBJ_3D, 44, 88, $0
+ anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0
anim_jump .loop
; c9f4e
@@ -1795,19 +1792,19 @@
BattleAnim_EggBomb: ; c9f55
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION
anim_sound 0, 0, SFX_SWITCH_POKEMON
- anim_obj ANIM_OBJ_46, 44, 104, $1
+ anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $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, 128, 64, $0
+ anim_obj ANIM_OBJ_18, 16, 0, 8, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, 144, 68, $0
+ anim_obj ANIM_OBJ_18, -14, 0, 8, 4, $0
anim_wait 8
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, 136, 72, $0
+ anim_obj ANIM_OBJ_18, -15, 0, 9, 0, $0
anim_wait 24
anim_ret
; c9f85
@@ -1816,15 +1813,15 @@
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, 44, 104, $6
+ anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $6
anim_wait 128
anim_incobj 2
- anim_obj ANIM_OBJ_46, 76, 104, $b
+ anim_obj ANIM_OBJ_46, 9, 4, 13, 0, $b
anim_wait 16
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_sound 0, 0, SFX_METRONOME
.loop
- anim_obj ANIM_OBJ_2C, 44, 88, $20
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20
anim_wait 8
anim_loop 8, .loop
anim_wait 128
@@ -1843,19 +1840,19 @@
anim_bgeffect ANIM_BG_06, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_47, 44, 108, $6
+ anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 36, 108, $6
+ anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 52, 108, $8
+ anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 28, 108, $8
+ anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 60, 108, $6
+ anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 20, 108, $8
+ anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 68, 108, $8
+ anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
anim_wait 2
anim_loop 3, .loop
anim_wait 8
@@ -1879,11 +1876,11 @@
BattleAnim_Bind: ; ca014
anim_1gfx ANIM_GFX_ROPE
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_48, 132, 64, $0
+ anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_49, 132, 56, $0
+ anim_obj ANIM_OBJ_49, -16, 4, 7, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, 132, 48, $0
+ anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
anim_wait 64
anim_sound 0, 1, SFX_BIND
anim_incobj 1
@@ -1896,11 +1893,11 @@
BattleAnim_Wrap: ; ca036
anim_1gfx ANIM_GFX_ROPE
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_48, 132, 64, $0
+ anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, 132, 56, $0
+ anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, 132, 48, $0
+ anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
anim_wait 64
anim_sound 0, 1, SFX_BIND
anim_incobj 1
@@ -1924,13 +1921,13 @@
BattleAnim_Constrict: ; ca06c
anim_1gfx ANIM_GFX_ROPE
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_49, 132, 64, $0
+ anim_obj ANIM_OBJ_49, -16, 4, 8, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, 132, 48, $0
+ anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_49, 132, 40, $0
+ anim_obj ANIM_OBJ_49, -16, 4, 5, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_48, 132, 56, $0
+ anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0
anim_wait 64
anim_ret
; ca08a
@@ -1997,7 +1994,7 @@
anim_1gfx ANIM_GFX_PSYCHIC
.loop
anim_sound 6, 2, SFX_SUPERSONIC
- anim_obj ANIM_OBJ_4C, 64, 88, $2
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
anim_wait 4
anim_loop 10, .loop
anim_wait 64
@@ -2009,7 +2006,7 @@
anim_bgeffect ANIM_BG_1F, $8, $1, $20
anim_sound 6, 2, SFX_SCREECH
.loop
- anim_obj ANIM_OBJ_4C, 64, 88, $2
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
anim_wait 2
anim_loop 2, .loop
anim_wait 64
@@ -2020,15 +2017,15 @@
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, 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
+ 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
.loop
anim_sound 6, 2, SFX_WHIRLWIND
anim_wait 16
@@ -2050,11 +2047,11 @@
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, 72, 80, $0
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
anim_wait 24
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 72, 80, $0
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
anim_wait 64
anim_ret
; ca18e
@@ -2063,24 +2060,24 @@
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, 72, 80, $0
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
anim_wait 4
- anim_obj ANIM_OBJ_6D, 72, 80, $0
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $0
anim_wait 4
- anim_obj ANIM_OBJ_6D, 72, 80, $8
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $8
anim_wait 4
- anim_obj ANIM_OBJ_6D, 72, 80, $10
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $10
anim_wait 4
- anim_obj ANIM_OBJ_6D, 72, 80, $18
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $18
anim_wait 4
- anim_obj ANIM_OBJ_50, 72, 80, $0
- anim_obj ANIM_OBJ_6D, 72, 80, $20
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $20
anim_wait 4
- anim_obj ANIM_OBJ_6D, 72, 80, $28
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $28
anim_wait 4
- anim_obj ANIM_OBJ_6D, 72, 80, $30
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $30
anim_wait 4
- anim_obj ANIM_OBJ_6D, 72, 80, $38
+ anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $38
anim_wait 64
anim_ret
; ca1d5
@@ -2088,11 +2085,11 @@
BattleAnim_Amnesia: ; ca1d5
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 0, SFX_LICK
- anim_obj ANIM_OBJ_53, 64, 80, $2
+ anim_obj ANIM_OBJ_53, 8, 0, 10, 0, $2
anim_wait 16
- anim_obj ANIM_OBJ_53, 68, 80, $1
+ anim_obj ANIM_OBJ_53, 8, 4, 10, 0, $1
anim_wait 16
- anim_obj ANIM_OBJ_53, 72, 80, $0
+ anim_obj ANIM_OBJ_53, 9, 0, 10, 0, $0
anim_wait 64
anim_ret
; ca1ed
@@ -2100,13 +2097,13 @@
BattleAnim_DizzyPunch: ; ca1ed
anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 136, 40, $0
- anim_obj ANIM_OBJ_02, 136, 64, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_02, -15, 0, 8, 0, $0
anim_wait 16
anim_sound 0, 1, SFX_KINESIS
- 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_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_wait 96
anim_ret
; ca212
@@ -2115,7 +2112,7 @@
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 0, SFX_TAIL_WHIP
.loop
- anim_obj ANIM_OBJ_54, 64, 80, $0
+ anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
anim_wait 40
anim_loop 3, .loop
anim_wait 32
@@ -2150,10 +2147,10 @@
anim_jumpif $2, .fail
anim_call BattleAnim_FollowPlayerHead_0
anim_bgeffect ANIM_BG_23, $0, $1, $1
- anim_obj ANIM_OBJ_57, 72, 104, $0
+ anim_obj ANIM_OBJ_57, 9, 0, 13, 0, $0
.loop
anim_sound 0, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_56, 56, 104, $0
+ anim_obj ANIM_OBJ_56, 7, 0, 13, 0, $0
anim_wait 16
anim_loop 6, .loop
anim_wait 32
@@ -2165,7 +2162,7 @@
.hit
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 32
.fail
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
@@ -2183,22 +2180,22 @@
anim_1gfx ANIM_GFX_WEB
anim_bgeffect ANIM_BG_07, $0, $2, $0
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_5A, 64, 80, $0
+ anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0
anim_wait 4
anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_5A, 132, 48, $1
+ anim_obj ANIM_OBJ_5A, -16, 4, 6, 0, $1
anim_wait 4
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_5A, 64, 88, $0
+ anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0
anim_wait 4
anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_5A, 132, 64, $1
+ anim_obj ANIM_OBJ_5A, -16, 4, 8, 0, $1
anim_wait 4
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_5A, 64, 84, $0
+ anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0
anim_wait 4
anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_5A, 132, 56, $2
+ anim_obj ANIM_OBJ_5A, -16, 4, 7, 0, $2
anim_wait 64
anim_ret
; ca2d1
@@ -2211,7 +2208,7 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_HEADBUTT
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2223,7 +2220,7 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, 136, 48, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2239,10 +2236,10 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
anim_wait 3
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2255,11 +2252,11 @@
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_obj ANIM_OBJ_01, 128, 56, $0
+ anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_TACKLE
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
anim_wait 3
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2272,10 +2269,10 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, 128, 48, $0
+ anim_obj ANIM_OBJ_00, 16, 0, 6, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, 144, 48, $0
+ anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $0
anim_wait 3
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2287,11 +2284,11 @@
anim_bgeffect ANIM_BG_26, $0, $0, $0
anim_sound 0, 1, SFX_SUBMISSION
anim_wait 32
- anim_obj ANIM_OBJ_01, 120, 48, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
anim_wait 32
- anim_obj ANIM_OBJ_01, 152, 56, $0
+ anim_obj ANIM_OBJ_01, -13, 0, 7, 0, $0
anim_wait 32
- anim_obj ANIM_OBJ_01, 136, 52, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 4, $0
anim_wait 32
anim_incbgeffect ANIM_BG_26
anim_call BattleAnim_ShowMon_1
@@ -2302,7 +2299,7 @@
anim_1gfx ANIM_GFX_WIND
.loop
anim_sound 0, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_GUST, 64, 112, $0
+ anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0
anim_wait 6
anim_loop 9, .loop
anim_incobj 1
@@ -2327,8 +2324,8 @@
anim_1gfx ANIM_GFX_PSYCHIC
.loop
anim_sound 6, 2, SFX_SUPERSONIC
- anim_obj ANIM_OBJ_4C, 64, 88, $2
- anim_obj ANIM_OBJ_4C, 56, 80, $2
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
+ anim_obj ANIM_OBJ_4C, 7, 0, 10, 0, $2
anim_wait 8
anim_loop 3, .loop
anim_wait 56
@@ -2339,8 +2336,8 @@
anim_1gfx ANIM_GFX_HAZE
anim_sound 0, 1, SFX_SURF
.loop
- anim_obj ANIM_OBJ_5B, 48, 56, $0
- anim_obj ANIM_OBJ_5B, 132, 16, $0
+ anim_obj ANIM_OBJ_5B, 6, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_5B, -16, 4, 2, 0, $0
anim_wait 12
anim_loop 5, .loop
anim_wait 96
@@ -2352,7 +2349,7 @@
anim_1gfx ANIM_GFX_HAZE
anim_sound 0, 0, SFX_SURF
.loop
- anim_obj ANIM_OBJ_5C, 48, 56, $0
+ anim_obj ANIM_OBJ_5C, 6, 0, 7, 0, $0
anim_wait 8
anim_loop 10, .loop
anim_wait 96
@@ -2363,7 +2360,7 @@
anim_1gfx ANIM_GFX_HAZE
anim_sound 0, 1, SFX_BUBBLEBEAM
.loop
- anim_obj ANIM_OBJ_5D, 132, 16, $0
+ anim_obj ANIM_OBJ_5D, -16, 4, 2, 0, $0
anim_wait 8
anim_loop 10, .loop
anim_wait 96
@@ -2374,7 +2371,7 @@
anim_1gfx ANIM_GFX_HAZE
anim_sound 16, 2, SFX_BUBBLEBEAM
.loop
- anim_obj ANIM_OBJ_5E, 44, 80, $2
+ anim_obj ANIM_OBJ_5E, 5, 4, 10, 0, $2
anim_wait 8
anim_loop 10, .loop
anim_wait 128
@@ -2383,10 +2380,10 @@
BattleAnim_HornAttack: ; ca439
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_5F, 72, 80, $1
+ anim_obj ANIM_OBJ_5F, 9, 0, 10, 0, $1
anim_wait 16
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; ca44c
@@ -2393,20 +2390,20 @@
BattleAnim_FuryAttack: ; ca44c
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_5F, 72, 72, $2
+ anim_obj ANIM_OBJ_5F, 9, 0, 9, 0, $2
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, 128, 40, $0
+ anim_obj ANIM_OBJ_04, 16, 0, 5, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_5F, 80, 88, $2
+ anim_obj ANIM_OBJ_5F, 10, 0, 11, 0, $2
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, 136, 56, $0
+ anim_obj ANIM_OBJ_04, -15, 0, 7, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_5F, 76, 80, $2
+ anim_obj ANIM_OBJ_5F, 9, 4, 10, 0, $2
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, 132, 48, $0
+ anim_obj ANIM_OBJ_04, -16, 4, 6, 0, $0
anim_wait 8
anim_ret
; ca47d
@@ -2414,20 +2411,20 @@
BattleAnim_HornDrill: ; ca47d
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_obj ANIM_OBJ_5F, 72, 80, $3
+ anim_obj ANIM_OBJ_5F, 9, 0, 10, 0, $3
anim_wait 8
.loop
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, 132, 40, $0
+ anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, 140, 48, $0
+ anim_obj ANIM_OBJ_00, -15, 4, 6, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, 132, 56, $0
+ anim_obj ANIM_OBJ_00, -16, 4, 7, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, 124, 48, $0
+ anim_obj ANIM_OBJ_00, 15, 4, 6, 0, $0
anim_wait 8
anim_loop 3, .loop
anim_ret
@@ -2435,10 +2432,10 @@
BattleAnim_PoisonSting: ; ca4b4
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_60, 64, 92, $14
+ anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14
anim_wait 16
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 136, 56, $0
+ anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; ca4c7
@@ -2446,12 +2443,12 @@
BattleAnim_Twineedle: ; ca4c7
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_60, 64, 92, $14
- anim_obj ANIM_OBJ_60, 56, 84, $14
+ anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14
+ anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $14
anim_wait 16
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 136, 56, $0
- anim_obj ANIM_OBJ_05, 128, 48, $0
+ anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0
anim_wait 16
anim_ret
; ca4e7
@@ -2459,18 +2456,18 @@
BattleAnim_PinMissile: ; ca4e7
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
.loop
- anim_obj ANIM_OBJ_60, 64, 92, $28
+ anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $28
anim_wait 8
- anim_obj ANIM_OBJ_60, 56, 84, $28
+ anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $28
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 136, 56, $0
+ anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_60, 52, 88, $28
+ anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $28
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 128, 48, $0
+ anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 132, 52, $0
+ anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0
anim_loop 3, .loop
anim_wait 16
anim_ret
@@ -2479,18 +2476,18 @@
BattleAnim_SpikeCannon: ; ca51a
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
.loop
- anim_obj ANIM_OBJ_60, 64, 92, $18
+ anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $18
anim_wait 8
- anim_obj ANIM_OBJ_60, 56, 84, $18
+ anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $18
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 136, 56, $0
+ anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_60, 52, 88, $18
+ anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $18
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 128, 48, $0
+ anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_POISON_STING
- anim_obj ANIM_OBJ_05, 132, 52, $0
+ anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0
anim_loop 3, .loop
anim_wait 16
anim_ret
@@ -2514,13 +2511,13 @@
anim_sound 0, 0, SFX_MENU
anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT
.loop
- anim_obj ANIM_OBJ_61, 48, 56, $0
+ anim_obj ANIM_OBJ_61, 6, 0, 7, 0, $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, 136, 56, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; ca580
@@ -2528,10 +2525,10 @@
BattleAnim_Barrage: ; ca580
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION
anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_62, 64, 92, $10
+ anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10
anim_wait 36
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, 136, 56, $0
+ anim_obj ANIM_OBJ_18, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; ca596
@@ -2539,10 +2536,10 @@
BattleAnim_PayDay: ; ca596
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_01, 128, 56, $0
+ anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
anim_wait 16
anim_sound 0, 1, SFX_PAY_DAY
- anim_obj ANIM_OBJ_63, 120, 76, $1
+ anim_obj ANIM_OBJ_63, 15, 0, 9, 4, $1
anim_wait 64
anim_ret
; ca5ac
@@ -2551,14 +2548,14 @@
anim_1gfx ANIM_GFX_SPEED
anim_obp0 $fc
anim_sound 63, 3, SFX_LICK
- 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_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_wait 128
anim_wait 48
anim_ret
@@ -2567,10 +2564,10 @@
BattleAnim_LovelyKiss: ; ca5de
anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_96, 152, 40, $0
+ anim_obj ANIM_OBJ_96, -13, 0, 5, 0, $0
anim_wait 32
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_HEART, 128, 40, $0
+ anim_obj ANIM_OBJ_HEART, 16, 0, 5, 0, $0
anim_wait 40
anim_ret
; ca5f6
@@ -2578,10 +2575,10 @@
BattleAnim_Bonemerang: ; ca5f6
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_HIT
anim_sound 6, 2, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_67, 88, 56, $1c
+ anim_obj ANIM_OBJ_67, 11, 0, 7, 0, $1c
anim_wait 24
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 24
anim_ret
; ca60c
@@ -2589,11 +2586,11 @@
BattleAnim_Swift: ; ca60c
anim_1gfx ANIM_GFX_OBJECTS
anim_sound 6, 2, SFX_METRONOME
- anim_obj ANIM_OBJ_6A, 64, 88, $4
+ anim_obj ANIM_OBJ_6A, 8, 0, 11, 0, $4
anim_wait 4
- anim_obj ANIM_OBJ_6A, 64, 72, $4
+ anim_obj ANIM_OBJ_6A, 8, 0, 9, 0, $4
anim_wait 4
- anim_obj ANIM_OBJ_6A, 64, 76, $4
+ anim_obj ANIM_OBJ_6A, 8, 0, 9, 4, $4
anim_wait 64
anim_ret
; ca624
@@ -2605,7 +2602,7 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 12
anim_loop 3, .loop
anim_ret
@@ -2622,7 +2619,7 @@
anim_wait 4
.loop
anim_sound 0, 1, SFX_HEADBUTT
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 8
anim_loop 3, .loop
anim_call BattleAnim_ShowMon_0
@@ -2632,11 +2629,11 @@
BattleAnim_Kinesis: ; ca66a
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_obj ANIM_OBJ_6B, 80, 76, $0
+ anim_obj ANIM_OBJ_6B, 10, 0, 9, 4, $0
anim_wait 32
.loop
anim_sound 0, 0, SFX_KINESIS
- anim_obj ANIM_OBJ_4B, 64, 88, $0
+ anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $0
anim_wait 32
anim_loop 3, .loop
anim_wait 32
@@ -2648,10 +2645,10 @@
BattleAnim_Peck: ; ca68b
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 128, 48, $0
+ anim_obj ANIM_OBJ_02, 16, 0, 6, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 136, 56, $0
+ anim_obj ANIM_OBJ_02, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; ca6a0
@@ -2660,16 +2657,16 @@
anim_1gfx ANIM_GFX_HIT
.loop
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 124, 56, $0
+ anim_obj ANIM_OBJ_02, 15, 4, 7, 0, $0
anim_wait 4
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 132, 48, $0
+ anim_obj ANIM_OBJ_02, -16, 4, 6, 0, $0
anim_wait 4
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 140, 56, $0
+ anim_obj ANIM_OBJ_02, -15, 4, 7, 0, $0
anim_wait 4
anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 132, 64, $0
+ anim_obj ANIM_OBJ_02, -16, 4, 8, 0, $0
anim_wait 4
anim_loop 5, .loop
anim_wait 16
@@ -2681,13 +2678,13 @@
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, 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_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_wait 32
anim_ret
; ca700
@@ -2697,21 +2694,21 @@
anim_sound 0, 1, SFX_FLASH
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20
anim_wait 4
- anim_obj ANIM_OBJ_6C, 136, 56, $0
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $0
anim_wait 4
- anim_obj ANIM_OBJ_6C, 136, 56, $8
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $8
anim_wait 4
- anim_obj ANIM_OBJ_6C, 136, 56, $10
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $10
anim_wait 4
- anim_obj ANIM_OBJ_6C, 136, 56, $18
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $18
anim_wait 4
- anim_obj ANIM_OBJ_6C, 136, 56, $20
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $20
anim_wait 4
- anim_obj ANIM_OBJ_6C, 136, 56, $28
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $28
anim_wait 4
- anim_obj ANIM_OBJ_6C, 136, 56, $30
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $30
anim_wait 4
- anim_obj ANIM_OBJ_6C, 136, 56, $38
+ anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $38
anim_wait 32
anim_ret
; ca73c
@@ -2725,7 +2722,7 @@
anim_bgeffect ANIM_BG_27, $0, $1, $0
anim_wait 48
anim_raisesub
- anim_obj ANIM_OBJ_1C, 48, 96, $0
+ anim_obj ANIM_OBJ_1C, 6, 0, 12, 0, $0
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 32
anim_ret
@@ -2778,7 +2775,7 @@
anim_bgeffect ANIM_BG_27, $0, $1, $0
anim_wait 32
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_6E, 48, 88, $40
+ anim_obj ANIM_OBJ_6E, 6, 0, 11, 0, $40
anim_wait 64
anim_incobj 1
anim_wait 21
@@ -2809,7 +2806,7 @@
BattleAnim_Lick: ; ca7e5
anim_1gfx ANIM_GFX_WATER
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_6F, 136, 56, $0
+ anim_obj ANIM_OBJ_6F, -15, 0, 7, 0, $0
anim_wait 64
anim_ret
; ca7f1
@@ -2822,7 +2819,7 @@
anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4
anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, 152, 68, $0
+ anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
anim_wait 16
anim_ret
; ca80c
@@ -2833,7 +2830,7 @@
anim_bgeffect ANIM_BG_21, $0, $1, $50
anim_wait 48
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_70, 48, 88, $0
+ anim_obj ANIM_OBJ_70, 6, 0, 11, 0, $0
anim_wait 64
anim_incobj 2
anim_wait 1
@@ -2848,7 +2845,7 @@
anim_bgeffect ANIM_BG_08, $0, $4, $0
.loop
anim_sound 6, 2, SFX_PSYBEAM
- anim_obj ANIM_OBJ_4C, 64, 88, $4
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $4
anim_wait 4
anim_loop 10, .loop
anim_wait 48
@@ -2889,13 +2886,13 @@
anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
.loop
anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 64, 80, $2
+ anim_obj ANIM_OBJ_4C, 8, 0, 10, 0, $2
anim_wait 8
anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 64, 88, $3
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $3
anim_wait 8
anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 64, 96, $4
+ anim_obj ANIM_OBJ_4C, 8, 0, 12, 0, $4
anim_wait 8
anim_loop 3, .loop
anim_wait 32
@@ -2916,16 +2913,16 @@
BattleAnim_Thrash: ; ca8a8
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, 120, 72, $0
- anim_obj ANIM_OBJ_00, 120, 72, $0
+ anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_06, 136, 56, $0
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 152, 40, $0
- anim_obj ANIM_OBJ_00, 152, 40, $0
+ anim_obj ANIM_OBJ_07, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
anim_wait 16
anim_ret
; ca8d5
@@ -2934,14 +2931,14 @@
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, 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_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_wait 64
anim_ret
; ca909
@@ -2949,14 +2946,14 @@
BattleAnim_Conversion2: ; ca909
anim_1gfx ANIM_GFX_EXPLOSION
anim_sound 63, 3, SFX_SHARPEN
- 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_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_wait 128
anim_wait 48
anim_ret
@@ -2965,15 +2962,15 @@
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, 64, 92, $6c
+ anim_obj ANIM_OBJ_75, 8, 0, 11, 4, $6c
anim_wait 24
anim_incobj 1
anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1C, 108, 70, $10
+ anim_obj ANIM_OBJ_1C, 13, 4, 8, 6, $10
anim_wait 8
.loop
anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_74, 132, 60, $20
+ anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20
anim_wait 8
anim_loop 5, .loop
anim_wait 128
@@ -2984,12 +2981,12 @@
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, 64, 104, $1
+ anim_obj ANIM_OBJ_1F, 8, 0, 13, 0, $1
anim_wait 128
anim_incobj 1
anim_wait 20
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 132, 40, $0
+ anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
anim_wait 16
anim_ret
; ca97e
@@ -2997,11 +2994,11 @@
BattleAnim_SwordsDance: ; ca97e
anim_1gfx ANIM_GFX_WHIP
anim_sound 0, 0, SFX_SWORDS_DANCE
- 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_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_wait 56
anim_ret
; ca99e
@@ -3010,15 +3007,15 @@
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, 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_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_wait 12
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 16
@@ -3043,7 +3040,7 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_SHARPEN
anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_obj ANIM_OBJ_78, 48, 88, $0
+ anim_obj ANIM_OBJ_78, 6, 0, 11, 0, $0
anim_wait 96
anim_incobj 2
anim_incbgeffect ANIM_BG_18
@@ -3057,7 +3054,7 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_SHARPEN
anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_obj ANIM_OBJ_79, 48, 88, $0
+ anim_obj ANIM_OBJ_79, 6, 0, 11, 0, $0
anim_wait 96
anim_incobj 2
anim_incbgeffect ANIM_BG_18
@@ -3069,12 +3066,12 @@
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, 64, 104, $1
+ anim_obj ANIM_OBJ_20, 8, 0, 13, 0, $1
anim_wait 128
anim_incobj 1
anim_wait 20
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 132, 40, $0
+ anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
anim_wait 16
anim_ret
; caa45
@@ -3088,13 +3085,13 @@
anim_incbgeffect ANIM_BG_1A
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_00, 120, 72, $0
+ anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 152, 40, $0
+ anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
anim_wait 16
anim_ret
; caa74
@@ -3104,14 +3101,14 @@
anim_obp0 $fc
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_18, $0, $1, $40
- 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_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_wait 4
- 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
+ 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
.loop
anim_sound 0, 0, SFX_RAZOR_WIND
anim_wait 4
@@ -3123,10 +3120,10 @@
BattleAnim_BoneClub: ; caab2
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC
- anim_obj ANIM_OBJ_68, 64, 88, $2
+ anim_obj ANIM_OBJ_68, 8, 0, 11, 0, $2
anim_wait 32
anim_sound 0, 1, SFX_BONE_CLUB
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; caac5
@@ -3137,10 +3134,10 @@
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_wait 8
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 72, 80, $0
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
anim_wait 32
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 72, 80, $0
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
anim_wait 32
anim_ret
; caae1
@@ -3152,19 +3149,19 @@
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, 136, 40, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, 136, 32, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 4, 0, $0
anim_wait 3
anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, 136, 24, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 3, 0, $0
anim_wait 8
anim_ret
; cab1d
@@ -3175,7 +3172,7 @@
anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
.loop
anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 64, 88, $2
+ anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
anim_wait 8
anim_loop 8, .loop
anim_wait 96
@@ -3204,9 +3201,9 @@
BattleAnim_Metronome: ; cab52
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED
anim_sound 0, 0, SFX_METRONOME
- anim_obj ANIM_OBJ_7A, 72, 88, $0
+ anim_obj ANIM_OBJ_7A, 9, 0, 11, 0, $0
.loop
- anim_obj ANIM_OBJ_7B, 72, 80, $0
+ anim_obj ANIM_OBJ_7B, 9, 0, 10, 0, $0
anim_wait 8
anim_loop 5, .loop
anim_wait 48
@@ -3218,18 +3215,18 @@
.loop
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, 120, 72, $0
- anim_obj ANIM_OBJ_00, 120, 72, $0
+ anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0
+ anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $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, 136, 40, $0
- anim_obj ANIM_OBJ_00, 136, 40, $0
+ anim_obj ANIM_OBJ_06, -15, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $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, 152, 56, $0
- anim_obj ANIM_OBJ_00, 152, 56, $0
+ anim_obj ANIM_OBJ_07, -13, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_00, -13, 0, 7, 0, $0
anim_wait 6
anim_loop 3, .loop
anim_wait 16
@@ -3240,18 +3237,18 @@
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, 124, 64, $0
- anim_obj ANIM_OBJ_00, 124, 64, $0
+ anim_obj ANIM_OBJ_07, 15, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_00, 15, 4, 8, 0, $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, 132, 64, $0
- anim_obj ANIM_OBJ_00, 132, 64, $0
+ anim_obj ANIM_OBJ_07, -16, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_00, -16, 4, 8, 0, $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, 140, 64, $0
- anim_obj ANIM_OBJ_00, 140, 64, $0
+ anim_obj ANIM_OBJ_07, -15, 4, 8, 0, $0
+ anim_obj ANIM_OBJ_00, -15, 4, 8, 0, $0
anim_wait 16
anim_ret
; cabe6
@@ -3259,16 +3256,16 @@
BattleAnim_WingAttack: ; cabe6
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 148, 56, $0
- anim_obj ANIM_OBJ_01, 116, 56, $0
+ anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 144, 56, $0
- anim_obj ANIM_OBJ_01, 120, 56, $0
+ anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 140, 56, $0
- anim_obj ANIM_OBJ_01, 124, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0
anim_wait 16
anim_ret
; cac13
@@ -3277,7 +3274,7 @@
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, 124, 40, $0
+ anim_obj ANIM_OBJ_01, 15, 4, 5, 0, $0
anim_wait 16
anim_ret
; cac24
@@ -3285,11 +3282,11 @@
BattleAnim_Disable: ; cac24
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS
anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_obj ANIM_OBJ_7C, 132, 56, $0
+ anim_obj ANIM_OBJ_7C, -16, 4, 7, 0, $0
anim_wait 16
anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_PARALYZED, 104, 56, $42
- anim_obj ANIM_OBJ_PARALYZED, 160, 56, $c2
+ anim_obj ANIM_OBJ_PARALYZED, 13, 0, 7, 0, $42
+ anim_obj ANIM_OBJ_PARALYZED, -12, 0, 7, 0, $c2
anim_wait 96
anim_ret
; cac41
@@ -3308,7 +3305,7 @@
BattleAnim_Struggle: ; cac55
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; cac61
@@ -3318,7 +3315,7 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_SKETCH
- anim_obj ANIM_OBJ_98, 72, 80, $0
+ anim_obj ANIM_OBJ_98, 9, 0, 10, 0, $0
anim_wait 80
anim_incbgeffect ANIM_BG_1A
anim_call BattleAnim_ShowMon_0
@@ -3331,9 +3328,9 @@
anim_jumpif $1, BattleAnim_TripleKick_branch_cac95
anim_jumpif $2, BattleAnim_TripleKick_branch_caca5
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, 144, 48, $0
+ anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 144, 48, $0
+ anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
anim_wait 8
anim_ret
; cac95
@@ -3340,9 +3337,9 @@
BattleAnim_TripleKick_branch_cac95: ; cac95
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 120, 64, $0
+ anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 120, 64, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
anim_wait 8
anim_ret
; caca5
@@ -3349,9 +3346,9 @@
BattleAnim_TripleKick_branch_caca5: ; caca5
anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 132, 32, $0
+ anim_obj ANIM_OBJ_07, -16, 4, 4, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 132, 32, $0
+ anim_obj ANIM_OBJ_01, -16, 4, 4, 0, $0
anim_wait 8
anim_ret
; cacb5
@@ -3362,13 +3359,13 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 16
anim_sound 0, 1, SFX_THIEF
- anim_obj ANIM_OBJ_01, 128, 48, $0
+ anim_obj ANIM_OBJ_01, 16, 0, 6, 0, $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, 120, 76, $1
+ anim_obj ANIM_OBJ_8B, 15, 0, 9, 4, $1
anim_wait 64
anim_ret
; cacd9
@@ -3376,13 +3373,13 @@
BattleAnim_SpiderWeb: ; cacd9
anim_1gfx ANIM_GFX_WEB
anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_92, 132, 48, $0
+ anim_obj ANIM_OBJ_92, -16, 4, 6, 0, $0
anim_sound 6, 2, SFX_SPIDER_WEB
- anim_obj ANIM_OBJ_5A, 64, 80, $0
+ anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0
anim_wait 4
- anim_obj ANIM_OBJ_5A, 64, 88, $0
+ anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0
anim_wait 4
- anim_obj ANIM_OBJ_5A, 64, 84, $0
+ anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0
anim_wait 64
anim_ret
; cacfb
@@ -3391,10 +3388,10 @@
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 1, SFX_MIND_READER
.loop
- 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_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_wait 16
anim_loop 2, .loop
anim_wait 32
@@ -3405,8 +3402,8 @@
anim_1gfx ANIM_GFX_ANGELS
anim_bgp $1b
anim_obp0 $f
- anim_obj ANIM_OBJ_94, 132, 40, $0
- anim_obj ANIM_OBJ_94, 132, 40, $a0
+ anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $0
+ anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $a0
anim_sound 0, 1, SFX_NIGHTMARE
anim_wait 96
anim_ret
@@ -3416,7 +3413,7 @@
anim_1gfx ANIM_GFX_FIRE
.loop
anim_sound 0, 0, SFX_EMBER
- anim_obj ANIM_OBJ_7F, 48, 96, $0
+ anim_obj ANIM_OBJ_7F, 6, 0, 12, 0, $0
anim_wait 6
anim_loop 8, .loop
anim_wait 96
@@ -3425,9 +3422,9 @@
anim_wait 4
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_sound 0, 1, SFX_EMBER
- 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_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_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 4
@@ -3438,7 +3435,7 @@
BattleAnim_Snore: ; cad6b
anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE
- anim_obj ANIM_OBJ_54, 64, 80, $0
+ anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
anim_wait 32
anim_bgeffect ANIM_BG_1F, $60, $2, $0
anim_sound 0, 0, SFX_SNORE
@@ -3453,13 +3450,13 @@
BattleAnim_Curse: ; cad86
anim_jumpif $1, .NotGhost
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
- anim_obj ANIM_OBJ_A5, 68, 72, $0
+ anim_obj ANIM_OBJ_A5, 8, 4, 9, 0, $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, 44, 96, $0
+ anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0
anim_wait 16
anim_ret
; cada3
@@ -3475,19 +3472,19 @@
anim_bgeffect ANIM_BG_16, $0, $1, $40
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_47, 44, 108, $6
+ anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 36, 108, $6
+ anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 52, 108, $8
+ anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 28, 108, $8
+ anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 60, 108, $6
+ anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 20, 108, $8
+ anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 68, 108, $8
+ anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
anim_wait 2
anim_loop 3, .loop
anim_wait 8
@@ -3502,11 +3499,11 @@
anim_sound 0, 0, SFX_SUBMISSION
anim_bgeffect ANIM_BG_2C, $0, $1, $0
anim_wait 8
- anim_obj ANIM_OBJ_01, 120, 48, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_01, 152, 48, $0
+ anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
anim_wait 8
anim_incbgeffect ANIM_BG_2C
anim_call BattleAnim_ShowMon_0
@@ -3517,14 +3514,14 @@
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, 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_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_wait 128
anim_ret
; cae4b
@@ -3535,17 +3532,17 @@
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, 72, 88, $0
+ anim_obj ANIM_OBJ_B3, 9, 0, 11, 0, $0
anim_wait 32
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 80, 84, $0
+ anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0
anim_wait 2
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 96, 76, $0
+ anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0
anim_wait 2
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 112, 68, $0
- anim_obj ANIM_OBJ_28, 126, 62, $0
+ anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0
anim_wait 48
anim_ret
; cae84
@@ -3555,7 +3552,7 @@
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 1, SFX_POWDER
.loop: ; cae8b
- anim_obj ANIM_OBJ_81, 132, 32, $0
+ anim_obj ANIM_OBJ_81, -16, 4, 4, 0, $0
anim_wait 8
anim_loop 5, .loop
anim_wait 96
@@ -3566,22 +3563,22 @@
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, 112, 64, $0
+ anim_obj ANIM_OBJ_04, 14, 0, 8, 0, $0
anim_wait 2
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_A7, 120, 56, $0
+ anim_obj ANIM_OBJ_A7, 15, 0, 7, 0, $0
anim_wait 2
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, 128, 56, $0
+ anim_obj ANIM_OBJ_04, 16, 0, 7, 0, $0
anim_wait 2
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_A7, 136, 48, $0
+ anim_obj ANIM_OBJ_A7, -15, 0, 6, 0, $0
anim_wait 2
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, 144, 48, $0
+ anim_obj ANIM_OBJ_04, -14, 0, 6, 0, $0
anim_wait 2
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_A7, 152, 40, $0
+ anim_obj ANIM_OBJ_A7, -13, 0, 5, 0, $0
anim_wait 24
anim_ret
; caed6
@@ -3588,7 +3585,7 @@
BattleAnim_Spite: ; caed6
anim_1gfx ANIM_GFX_ANGELS
- anim_obj ANIM_OBJ_A4, 132, 16, $0
+ anim_obj ANIM_OBJ_A4, -16, 4, 2, 0, $0
anim_sound 0, 1, SFX_SPITE
anim_wait 96
anim_ret
@@ -3598,13 +3595,13 @@
anim_1gfx ANIM_GFX_ICE
.loop: ; caee4
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_8F, 64, 88, $23
+ anim_obj ANIM_OBJ_8F, 8, 0, 11, 0, $23
anim_wait 2
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_8F, 64, 80, $24
+ anim_obj ANIM_OBJ_8F, 8, 0, 10, 0, $24
anim_wait 2
anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_8F, 64, 96, $23
+ anim_obj ANIM_OBJ_8F, 8, 0, 12, 0, $23
anim_wait 2
anim_loop 2, .loop
anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
@@ -3617,11 +3614,11 @@
BattleAnim_Protect: ; caf0e
anim_1gfx ANIM_GFX_OBJECTS
anim_bgeffect ANIM_BG_07, $0, $2, $0
- 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_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_sound 0, 0, SFX_PROTECT
anim_wait 96
anim_ret
@@ -3631,17 +3628,17 @@
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, 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_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_wait 12
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_06, 136, 56, $0
+ anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
anim_wait 6
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 16
@@ -3664,13 +3661,13 @@
anim_bgeffect ANIM_BG_1D, $0, $1, $80
anim_wait 96
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, 120, 32, $0
+ anim_obj ANIM_OBJ_04, 15, 0, 4, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, 152, 40, $0
+ anim_obj ANIM_OBJ_04, -13, 0, 5, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, 136, 48, $0
+ anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
anim_wait 32
anim_incbgeffect ANIM_BG_1D
anim_call BattleAnim_ShowMon_0
@@ -3681,11 +3678,11 @@
BattleAnim_SweetKiss: ; cafb4
anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_97, 96, 40, $0
+ anim_obj ANIM_OBJ_97, 12, 0, 5, 0, $0
anim_sound 0, 1, SFX_SWEET_KISS
anim_wait 32
anim_sound 0, 1, SFX_SWEET_KISS_2
- anim_obj ANIM_OBJ_HEART, 120, 40, $0
+ anim_obj ANIM_OBJ_HEART, 15, 0, 5, 0, $0
anim_wait 40
anim_ret
; cafcf
@@ -3693,40 +3690,40 @@
BattleAnim_BellyDrum: ; cafcf
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
anim_wait 24
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
anim_wait 24
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
anim_wait 24
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
anim_wait 12
anim_sound 0, 0, SFX_BELLY_DRUM
- anim_obj ANIM_OBJ_AA, 64, 104, $0
- anim_obj ANIM_OBJ_AB, 64, 92, $f8
+ anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0
+ anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8
anim_wait 12
anim_ret
; cb051
@@ -3735,7 +3732,7 @@
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, 64, 92, $10
+ anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10
anim_wait 36
anim_call BattleAnim_SludgeBomb_branch_cbc15
anim_wait 64
@@ -3752,13 +3749,13 @@
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, 64, 92, $4
+ anim_obj ANIM_OBJ_8C, 8, 0, 11, 4, $4
anim_wait 16
- anim_obj ANIM_OBJ_1C, 132, 56, $10
+ anim_obj ANIM_OBJ_1C, -16, 4, 7, 0, $10
anim_wait 8
anim_jumpif $0, .done
.loop
- anim_obj ANIM_OBJ_74, 132, 60, $20
+ anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20
anim_wait 8
anim_loop 5, .loop
anim_wait 128
@@ -3769,13 +3766,13 @@
BattleAnim_Spikes: ; cb092
anim_1gfx ANIM_GFX_MISC
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_8E, 48, 88, $20
+ anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $20
anim_wait 8
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_8E, 48, 88, $30
+ anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $30
anim_wait 8
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_8E, 48, 88, $28
+ anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $28
anim_wait 64
anim_ret
; cb0b0
@@ -3785,12 +3782,12 @@
anim_bgp $1b
anim_obp0 $30
anim_sound 6, 2, SFX_ZAP_CANNON
- anim_obj ANIM_OBJ_A3, 64, 92, $2
+ anim_obj ANIM_OBJ_A3, 8, 0, 11, 4, $2
anim_wait 40
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_32, 136, 56, $2
+ anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2
anim_wait 16
- anim_obj ANIM_OBJ_31, 136, 56, $0
+ anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0
anim_wait 128
anim_ret
; cb0d0
@@ -3800,7 +3797,7 @@
anim_call BattleAnim_FollowEnemyFeet_1
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_FORESIGHT
- anim_obj ANIM_OBJ_A7, 132, 40, $0
+ anim_obj ANIM_OBJ_A7, -16, 4, 5, 0, $0
anim_wait 24
anim_bgeffect ANIM_BG_19, $0, $0, $40
anim_wait 64
@@ -3816,13 +3813,13 @@
anim_obp0 $0
anim_jumpif $1, BattleAnim_DestinyBond_branch_cb104
anim_sound 6, 2, SFX_WHIRLWIND
- anim_obj ANIM_OBJ_9B, 44, 120, $2
+ anim_obj ANIM_OBJ_9B, 5, 4, 15, 0, $2
anim_wait 128
anim_ret
; cb104
BattleAnim_DestinyBond_branch_cb104: ; cb104
- anim_obj ANIM_OBJ_9B, 132, 76, $0
+ anim_obj ANIM_OBJ_9B, -16, 4, 9, 4, $0
anim_sound 0, 1, SFX_KINESIS
anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
anim_wait 32
@@ -3834,14 +3831,14 @@
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_A6, 88, 0, $0
- anim_obj ANIM_OBJ_A6, 88, 0, $8
- anim_obj ANIM_OBJ_A6, 88, 0, $10
- anim_obj ANIM_OBJ_A6, 88, 0, $18
- anim_obj ANIM_OBJ_A6, 88, 0, $20
- anim_obj ANIM_OBJ_A6, 88, 0, $28
- anim_obj ANIM_OBJ_A6, 88, 0, $30
- anim_obj ANIM_OBJ_A6, 88, 0, $38
+ anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $0
+ anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $8
+ anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $10
+ anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $18
+ anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $20
+ anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $28
+ anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $30
+ anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $38
anim_wait 112
anim_ret
; cb14c
@@ -3854,11 +3851,11 @@
anim_sound 0, 0, SFX_PSYCHIC
.loop
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 88, $4
+ anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 80, $4
+ anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 96, $4
+ anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4
anim_wait 8
anim_loop 2, .loop
anim_wait 16
@@ -3878,7 +3875,7 @@
anim_1gfx ANIM_GFX_SHINE
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 0, SFX_FORESIGHT
- anim_obj ANIM_OBJ_A7, 64, 88, $0
+ anim_obj ANIM_OBJ_A7, 8, 0, 11, 0, $0
anim_wait 24
anim_ret
; cb19d
@@ -3886,13 +3883,13 @@
BattleAnim_BoneRush: ; cb19d
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC
anim_sound 0, 1, SFX_BONE_CLUB
- anim_obj ANIM_OBJ_69, 132, 56, $2
+ anim_obj ANIM_OBJ_69, -16, 4, 7, 0, $2
anim_wait 16
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 120, 48, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
anim_wait 16
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 144, 64, $0
+ anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $0
anim_wait 16
anim_ret
; cb1bc
@@ -3901,10 +3898,10 @@
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 1, SFX_MIND_READER
.loop
- 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_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_wait 16
anim_loop 2, .loop
anim_wait 32
@@ -3921,13 +3918,13 @@
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, 120, 72, $0
+ anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 152, 40, $0
+ anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
anim_wait 16
anim_ret
; cb210
@@ -3934,11 +3931,11 @@
BattleAnim_Sandstorm: ; cb210
anim_1gfx ANIM_GFX_POWDER
- anim_obj ANIM_OBJ_A2, 88, 0, $0
+ anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_A2, 72, 0, $1
+ anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1
anim_wait 8
- anim_obj ANIM_OBJ_A2, 56, 0, $2
+ anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2
.loop
anim_sound 0, 1, SFX_MENU
anim_wait 8
@@ -3962,15 +3959,15 @@
anim_bgeffect ANIM_BG_07, $0, $0, $0
.loop
anim_sound 0, 0, SFX_METRONOME
- anim_obj ANIM_OBJ_9D, 24, 64, $0
+ anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 56, 104, $0
+ anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 24, 104, $0
+ anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 56, 64, $0
+ anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 40, 84, $0
+ anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0
anim_wait 5
anim_loop 2, .loop
anim_wait 32
@@ -3984,19 +3981,19 @@
anim_bgeffect ANIM_BG_07, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_47, 44, 108, $6
+ anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 36, 108, $6
+ anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 52, 108, $8
+ anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 28, 108, $8
+ anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 60, 108, $6
+ anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
anim_wait 2
- anim_obj ANIM_OBJ_47, 20, 108, $8
+ anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
anim_wait 2
- anim_obj ANIM_OBJ_47, 68, 108, $8
+ anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
anim_wait 2
anim_loop 5, .loop
anim_wait 8
@@ -4010,7 +4007,7 @@
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_sound 0, 0, SFX_ATTRACT
- anim_obj ANIM_OBJ_HEART, 64, 80, $0
+ anim_obj ANIM_OBJ_HEART, 8, 0, 10, 0, $0
anim_wait 32
anim_incbgeffect ANIM_BG_26
anim_call BattleAnim_ShowMon_0
@@ -4026,7 +4023,7 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_03, 136, 40, $0
+ anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -4036,9 +4033,9 @@
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, 152, 40, $0
+ anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
anim_wait 4
- anim_obj ANIM_OBJ_9D, 136, 40, $0
+ anim_obj ANIM_OBJ_9D, -15, 0, 5, 0, $0
anim_wait 32
anim_ret
; cb30d
@@ -4047,12 +4044,12 @@
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND
.loop
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_A9, 72, 88, $44
+ anim_obj ANIM_OBJ_A9, 9, 0, 11, 0, $44
anim_wait 32
anim_loop 2, .loop
anim_wait 32
anim_sound 0, 1, SFX_KINESIS_2
- anim_obj ANIM_OBJ_83, 104, 40, $0
+ anim_obj ANIM_OBJ_83, 13, 0, 5, 0, $0
anim_wait 40
anim_ret
; cb328
@@ -4060,12 +4057,12 @@
BattleAnim_MilkDrink: ; cb328
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE
anim_call BattleAnim_FollowEnemyFeet_0
- anim_obj ANIM_OBJ_82, 74, 104, $0
+ anim_obj ANIM_OBJ_82, 9, 2, 13, 0, $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, 44, 88, $20
+ anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20
anim_wait 8
anim_loop 8, .loop
anim_wait 128
@@ -4078,7 +4075,7 @@
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, 48, 92, $0
+ anim_obj ANIM_OBJ_30, 6, 0, 11, 4, $0
anim_wait 24
anim_setobj $1, $3
anim_wait 1
@@ -4091,8 +4088,8 @@
anim_incobj 2
anim_wait 1
anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_32, 136, 56, $2
- anim_obj ANIM_OBJ_33, 136, 56, $0
+ anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2
+ anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0
anim_wait 32
anim_ret
; cb386
@@ -4102,11 +4099,11 @@
.loop
anim_sound 0, 1, SFX_CUT
anim_jumpand $1, .obj1
- anim_obj ANIM_OBJ_3A, 152, 40, $0
+ anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
anim_jump .okay
.obj1
- anim_obj ANIM_OBJ_3B, 112, 40, $0
+ anim_obj ANIM_OBJ_3B, 14, 0, 5, 0, $0
.okay
anim_wait 16
anim_jumpuntil .loop
@@ -4123,16 +4120,16 @@
anim_1gfx ANIM_GFX_HIT
anim_resetobp0
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 148, 56, $0
- anim_obj ANIM_OBJ_01, 116, 56, $0
+ anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 144, 56, $0
- anim_obj ANIM_OBJ_01, 120, 56, $0
+ anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, 140, 56, $0
- anim_obj ANIM_OBJ_01, 124, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0
+ anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0
anim_wait 16
anim_ret
; cb3df
@@ -4141,15 +4138,15 @@
anim_1gfx ANIM_GFX_PSYCHIC
anim_obp0 $e0
anim_sound 0, 1, SFX_MEAN_LOOK
- anim_obj ANIM_OBJ_AC, 148, 32, $0
+ anim_obj ANIM_OBJ_AC, -14, 4, 4, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_AC, 116, 64, $0
+ anim_obj ANIM_OBJ_AC, 14, 4, 8, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_AC, 148, 64, $0
+ anim_obj ANIM_OBJ_AC, -14, 4, 8, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_AC, 116, 32, $0
+ anim_obj ANIM_OBJ_AC, 14, 4, 4, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_AC, 132, 48, $0
+ anim_obj ANIM_OBJ_AC, -16, 4, 6, 0, $0
anim_wait 128
anim_ret
; cb405
@@ -4158,7 +4155,7 @@
anim_1gfx ANIM_GFX_OBJECTS
.loop
anim_sound 0, 0, SFX_ATTRACT
- anim_obj ANIM_OBJ_66, 44, 80, $2
+ anim_obj ANIM_OBJ_66, 5, 4, 10, 0, $2
anim_wait 8
anim_loop 5, .loop
anim_wait 128
@@ -4170,7 +4167,7 @@
anim_1gfx ANIM_GFX_STATUS
.loop
anim_sound 0, 0, SFX_STRENGTH
- anim_obj ANIM_OBJ_54, 64, 80, $0
+ anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
anim_wait 40
anim_loop 2, .loop
anim_wait 32
@@ -4179,23 +4176,23 @@
BattleAnim_HealBell: ; cb428
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
- anim_obj ANIM_OBJ_84, 72, 56, $0
+ anim_obj ANIM_OBJ_84, 9, 0, 7, 0, $0
anim_wait 32
.loop
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 72, 52, $0
+ anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 72, 52, $1
+ anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $1
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 72, 52, $2
+ anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 72, 52, $0
+ anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0
anim_wait 8
anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 72, 52, $2
+ anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2
anim_wait 8
anim_loop 4, .loop
anim_wait 64
@@ -4213,7 +4210,7 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_03, 136, 40, $0
+ anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -4222,9 +4219,9 @@
BattleAnim_Present: ; cb488
anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE
anim_sound 0, 1, SFX_PRESENT
- anim_obj ANIM_OBJ_8D, 64, 88, $6c
+ anim_obj ANIM_OBJ_8D, 8, 0, 11, 0, $6c
anim_wait 56
- anim_obj ANIM_OBJ_53, 104, 48, $0
+ anim_obj ANIM_OBJ_53, 13, 0, 6, 0, $0
anim_wait 48
anim_incobj 2
anim_jumpif $3, .heal
@@ -4241,7 +4238,7 @@
.heal
anim_sound 0, 1, SFX_METRONOME
.loop2
- anim_obj ANIM_OBJ_2C, 132, 48, $24
+ anim_obj ANIM_OBJ_2C, -16, 4, 6, 0, $24
anim_wait 8
anim_loop 8, .loop2
anim_wait 128
@@ -4251,7 +4248,7 @@
BattleAnim_Frustration: ; cb4c1
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 0, SFX_KINESIS_2
- anim_obj ANIM_OBJ_83, 72, 80, $0
+ anim_obj ANIM_OBJ_83, 9, 0, 10, 0, $0
anim_wait 40
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0
@@ -4258,13 +4255,13 @@
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 120, 48, $0
+ anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 152, 48, $0
+ anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 136, 48, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
anim_wait 8
anim_incbgeffect ANIM_BG_26
anim_wait 1
@@ -4275,11 +4272,11 @@
BattleAnim_Safeguard: ; cb4f9
anim_1gfx ANIM_GFX_MISC
anim_bgeffect ANIM_BG_06, $0, $2, $0
- 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_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_sound 0, 0, SFX_PROTECT
anim_wait 96
anim_ret
@@ -4291,8 +4288,8 @@
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_04, 112, 48, $0
- anim_obj ANIM_OBJ_04, 76, 96, $0
+ anim_obj ANIM_OBJ_04, 14, 0, 6, 0, $0
+ anim_obj ANIM_OBJ_04, 9, 4, 12, 0, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_wait 1
@@ -4305,7 +4302,7 @@
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
.loop
anim_sound 0, 0, SFX_EMBER
- anim_obj ANIM_OBJ_80, 48, 104, $0
+ anim_obj ANIM_OBJ_80, 6, 0, 13, 0, $0
anim_wait 8
anim_loop 8, .loop
anim_wait 96
@@ -4313,9 +4310,9 @@
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_EMBER
- 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_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_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 4
@@ -4329,15 +4326,15 @@
.loop
anim_bgeffect ANIM_BG_1F, $e, $4, $0
anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 128, 64, $40
+ anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40
anim_wait 2
- anim_obj ANIM_OBJ_1E, 120, 68, $30
+ anim_obj ANIM_OBJ_1E, 15, 0, 8, 4, $30
anim_wait 2
- anim_obj ANIM_OBJ_1E, 152, 68, $30
+ anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
anim_wait 2
- anim_obj ANIM_OBJ_1E, 144, 64, $40
+ anim_obj ANIM_OBJ_1E, -14, 0, 8, 0, $40
anim_wait 2
- anim_obj ANIM_OBJ_1E, 136, 68, $30
+ anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
anim_wait 2
anim_jumpuntil .loop
anim_wait 96
@@ -4347,7 +4344,7 @@
BattleAnim_Dynamicpunch: ; cb5aa
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_0A, 136, 56, $43
+ anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
anim_call BattleAnim_Dynamicpunch_branch_cbb8f
@@ -4360,10 +4357,10 @@
anim_bgeffect ANIM_BG_1F, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
- anim_obj ANIM_OBJ_5F, 72, 80, $1
+ anim_obj ANIM_OBJ_5F, 9, 0, 10, 0, $1
anim_sound 0, 1, SFX_HORN_ATTACK
anim_wait 16
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; cb5de
@@ -4372,7 +4369,7 @@
anim_1gfx ANIM_GFX_FIRE
anim_sound 6, 2, SFX_EMBER
.loop
- anim_obj ANIM_OBJ_90, 64, 92, $4
+ anim_obj ANIM_OBJ_90, 8, 0, 11, 4, $4
anim_wait 4
anim_loop 10, .loop
anim_wait 64
@@ -4381,7 +4378,7 @@
BattleAnim_BatonPass: ; cb5ef
anim_1gfx ANIM_GFX_MISC
- anim_obj ANIM_OBJ_86, 44, 104, $20
+ anim_obj ANIM_OBJ_86, 5, 4, 13, 0, $20
anim_sound 0, 0, SFX_BATON_PASS
anim_call BattleAnim_BatonPass_branch_c9486
anim_wait 64
@@ -4390,13 +4387,13 @@
BattleAnim_Encore: ; cb5fe
anim_1gfx ANIM_GFX_OBJECTS
- anim_obj ANIM_OBJ_99, 64, 80, $90
- anim_obj ANIM_OBJ_99, 64, 80, $10
+ anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $90
+ anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $10
anim_sound 0, 0, SFX_ENCORE
anim_wait 16
- anim_obj ANIM_OBJ_9A, 64, 72, $2c
+ anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $2c
anim_wait 32
- anim_obj ANIM_OBJ_9A, 64, 72, $34
+ anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $34
anim_wait 16
anim_ret
; cb61b
@@ -4405,7 +4402,7 @@
anim_1gfx ANIM_GFX_HIT
anim_jumpif $1, BattleAnim_Pursuit_branch_cb62b
anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 136, 56, $0
+ anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
anim_wait 16
anim_ret
; cb62b
@@ -4414,9 +4411,9 @@
anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
anim_wait 4
anim_call BattleAnim_FollowEnemyFeet_1
- anim_obj ANIM_OBJ_AD, 132, 64, $0
+ anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $0
anim_wait 64
- anim_obj ANIM_OBJ_AD, 132, 64, $1
+ anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $1
anim_sound 0, 1, SFX_BALL_POOF
anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
anim_wait 64
@@ -4423,7 +4420,7 @@
anim_incobj 3
anim_wait 16
anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, 120, 56, $0
+ anim_obj ANIM_OBJ_00, 15, 0, 7, 0, $0
anim_bgeffect ANIM_BG_2D, $0, $0, $0
anim_wait 16
anim_call BattleAnim_ShowMon_1
@@ -4436,7 +4433,7 @@
anim_obp0 $e4
.loop
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_A8, 44, 112, $0
+ anim_obj ANIM_OBJ_A8, 5, 4, 14, 0, $0
anim_wait 2
anim_loop 5, .loop
anim_wait 24
@@ -4445,7 +4442,7 @@
anim_wait 4
anim_resetobp0
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_04, 136, 40, $0
+ anim_obj ANIM_OBJ_04, -15, 0, 5, 0, $0
anim_wait 8
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 4
@@ -4457,15 +4454,15 @@
BattleAnim_SweetScent: ; cb68e
anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC
anim_sound 0, 0, SFX_SWEET_SCENT
- anim_obj ANIM_OBJ_FLOWER, 64, 96, $2
+ anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2
anim_wait 2
- anim_obj ANIM_OBJ_FLOWER, 64, 80, $2
+ anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2
anim_wait 96
anim_obp0 $54
anim_sound 0, 1, SFX_SWEET_SCENT_2
- 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_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_wait 128
anim_ret
; cb6b6
@@ -4482,7 +4479,7 @@
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 16
anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_00, 136, 48, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
anim_wait 16
anim_incbgeffect ANIM_BG_26
anim_call BattleAnim_ShowMon_0
@@ -4499,9 +4496,9 @@
anim_1gfx ANIM_GFX_CUT
anim_resetobp0
anim_sound 0, 1, SFX_SCRATCH
- 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_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_wait 32
anim_ret
; cb703
@@ -4512,19 +4509,19 @@
anim_bgeffect ANIM_BG_2F, $0, $1, $0
anim_wait 16
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 64, 96, $0
+ anim_obj ANIM_OBJ_04, 8, 0, 12, 0, $0
anim_wait 8
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 56, 88, $0
+ anim_obj ANIM_OBJ_04, 7, 0, 11, 0, $0
anim_wait 8
anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 68, 104, $0
+ anim_obj ANIM_OBJ_04, 8, 4, 13, 0, $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, 132, 56, $0
+ anim_obj ANIM_OBJ_03, -16, 4, 7, 0, $0
anim_wait 16
anim_ret
; cb739
@@ -4534,7 +4531,7 @@
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 0, SFX_MORNING_SUN
.loop
- anim_obj ANIM_OBJ_9C, 16, 48, $88
+ anim_obj ANIM_OBJ_9C, 2, 0, 6, 0, $88
anim_wait 6
anim_loop 5, .loop
anim_wait 32
@@ -4572,14 +4569,14 @@
anim_bgp $1b
anim_obp0 $c0
anim_bgeffect ANIM_BG_1F, $20, $2, $0
- anim_obj ANIM_OBJ_36, 136, 56, $a8
- anim_obj ANIM_OBJ_36, 136, 56, $28
+ anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $a8
+ anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $28
anim_wait 8
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_00, 144, 48, $18
+ anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $18
anim_wait 16
anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_00, 128, 64, $18
+ anim_obj ANIM_OBJ_00, 16, 0, 8, 0, $18
anim_wait 8
anim_ret
; cb7a8
@@ -4588,11 +4585,11 @@
anim_1gfx ANIM_GFX_SHINE
anim_bgp $1b
anim_bgeffect ANIM_BG_07, $0, $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_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_wait 1
anim_sound 0, 0, SFX_MOONLIGHT
anim_wait 63
@@ -4611,14 +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, 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
+ 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
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_wait 8
@@ -4636,7 +4633,7 @@
anim_incobj 9
anim_wait 16
anim_1gfx ANIM_GFX_HIT
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 32
anim_ret
; cb83a
@@ -4644,8 +4641,8 @@
BattleAnim_CrossChop: ; cb83a
anim_1gfx ANIM_GFX_CUT
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_A0, 152, 40, $0
- anim_obj ANIM_OBJ_A1, 120, 72, $0
+ anim_obj ANIM_OBJ_A0, -13, 0, 5, 0, $0
+ anim_obj ANIM_OBJ_A1, 15, 0, 9, 0, $0
anim_wait 8
anim_bgeffect ANIM_BG_1F, $58, $2, $0
anim_wait 92
@@ -4659,7 +4656,7 @@
anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
.loop1
anim_sound 0, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_GUST, 64, 112, $0
+ anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0
anim_wait 6
anim_loop 9, .loop1
.loop2
@@ -4676,12 +4673,12 @@
anim_incobj 8
anim_incobj 9
anim_wait 64
- anim_obj ANIM_OBJ_01, 144, 64, $18
+ anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18
.loop3
anim_sound 0, 1, SFX_RAZOR_WIND
anim_wait 8
anim_loop 4, .loop3
- anim_obj ANIM_OBJ_01, 128, 32, $18
+ anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18
.loop4
anim_sound 0, 1, SFX_RAZOR_WIND
anim_wait 8
@@ -4704,11 +4701,11 @@
anim_bgp $f8
anim_obp0 $7c
anim_sound 0, 1, SFX_RAIN_DANCE
- anim_obj ANIM_OBJ_AF, 88, 0, $0
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $0
anim_wait 8
- anim_obj ANIM_OBJ_AF, 88, 0, $1
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $1
anim_wait 8
- anim_obj ANIM_OBJ_AF, 88, 0, $2
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
anim_wait 128
anim_ret
; cb8cf
@@ -4717,11 +4714,11 @@
anim_1gfx ANIM_GFX_WATER
anim_bgp $90
anim_sound 0, 1, SFX_MORNING_SUN
- anim_obj ANIM_OBJ_AF, 88, 0, $2
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
anim_wait 8
- anim_obj ANIM_OBJ_AF, 88, 0, $2
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
anim_wait 8
- anim_obj ANIM_OBJ_AF, 88, 0, $2
+ anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
anim_wait 128
anim_ret
; cb8e9
@@ -4731,14 +4728,14 @@
anim_bgeffect ANIM_BG_06, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 72, 80, $0
- anim_obj ANIM_OBJ_AE, 64, 72, $4
+ anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
+ anim_obj ANIM_OBJ_AE, 8, 0, 9, 0, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 88, $4
+ anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 80, $4
+ anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4
anim_wait 8
- anim_obj ANIM_OBJ_AE, 64, 96, $4
+ anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4
anim_wait 8
anim_loop 3, .loop
anim_wait 32
@@ -4750,10 +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, 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_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_wait 64
anim_incbgeffect ANIM_BG_1A
anim_call BattleAnim_ShowMon_0
@@ -4765,15 +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, 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_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_wait 12
anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, 152, 40, $0
+ anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
anim_wait 32
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 16
@@ -4783,28 +4780,28 @@
BattleAnim_Ancientpower: ; cb97a
anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 64, 108, $20
+ anim_obj ANIM_OBJ_B2, 8, 0, 13, 4, $20
anim_wait 8
anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 75, 102, $20
+ anim_obj ANIM_OBJ_B2, 9, 3, 12, 6, $20
anim_wait 8
anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 85, 97, $20
+ anim_obj ANIM_OBJ_B2, 10, 5, 12, 1, $20
anim_wait 8
anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 96, 92, $20
+ anim_obj ANIM_OBJ_B2, 12, 0, 11, 4, $20
anim_wait 8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 106, 87, $20
+ anim_obj ANIM_OBJ_B2, 13, 2, 10, 7, $20
anim_wait 8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 116, 82, $20
+ anim_obj ANIM_OBJ_B2, 14, 4, 10, 2, $20
anim_wait 8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 126, 77, $20
+ anim_obj ANIM_OBJ_B2, 15, 6, 9, 5, $20
anim_wait 8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_00, 136, 56, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
anim_wait 6
anim_ret
; cb9c6
@@ -4813,9 +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, 64, 92, $2
+ anim_obj ANIM_OBJ_B4, 8, 0, 11, 4, $2
anim_wait 32
- anim_obj ANIM_OBJ_1C, 132, 56, $10
+ anim_obj ANIM_OBJ_1C, -16, 4, 7, 0, $10
anim_wait 24
anim_ret
; cb9db
@@ -4825,14 +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, 8, 24, $10
- anim_obj ANIM_OBJ_7D, 8, 48, $2
- anim_obj ANIM_OBJ_7D, 8, 88, $8
+ 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_wait 4
- 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
+ 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
.loop
anim_sound 0, 0, SFX_THROW_BALL
anim_wait 16
@@ -4844,23 +4841,23 @@
BattleAnim_RockSmash: ; cba1b
anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_01, 128, 56, $0
+ anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B5, 128, 64, $28
- anim_obj ANIM_OBJ_B5, 128, 64, $5c
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $28
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $5c
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B5, 128, 64, $10
- anim_obj ANIM_OBJ_B5, 128, 64, $e8
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $10
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $e8
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B5, 128, 64, $9c
- anim_obj ANIM_OBJ_B5, 128, 64, $d0
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $9c
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $d0
anim_wait 6
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B5, 128, 64, $1c
- anim_obj ANIM_OBJ_B5, 128, 64, $50
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $1c
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $50
anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B5, 128, 64, $dc
- anim_obj ANIM_OBJ_B5, 128, 64, $90
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $dc
+ anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $90
anim_wait 32
anim_ret
; cba6a
@@ -4871,7 +4868,7 @@
anim_sound 0, 1, SFX_SURF
anim_wait 16
.loop
- anim_obj ANIM_OBJ_GUST, 132, 72, $0
+ anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0
anim_wait 6
anim_loop 9, .loop
anim_wait 64
@@ -4895,7 +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, 136, 48, $0
+ anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
anim_wait 8
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -4904,14 +4901,14 @@
BattleAnim_DreamEater_branch_cbab3: ; cbab3
BattleAnim_GigaDrain_branch_cbab3: ; cbab3
BattleAnim_LeechLife_branch_cbab3: ; cbab3
- 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_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_ret
; cbadc
@@ -4919,16 +4916,16 @@
BattleAnim_Leer_branch_cbadc: ; cbadc
BattleAnim_ScaryFace_branch_cbadc: ; cbadc
anim_sound 6, 2, SFX_LEER
- 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_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_ret
; cbb12
@@ -4935,13 +4932,13 @@
BattleAnim_Fly_branch_cbb12: ; cbb12
BattleAnim_Teleport_branch_cbb12: ; cbb12
anim_sound 0, 0, SFX_WARP_TO
- anim_obj ANIM_OBJ_44, 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_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_ret
; cbb39
@@ -4949,17 +4946,17 @@
BattleAnim_HyperBeam_branch_cbb39: ; cbb39
BattleAnim_Solarbeam_branch_cbb39: ; cbb39
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 64, 92, $0
+ anim_obj ANIM_OBJ_27, 8, 0, 11, 4, $0
anim_wait 4
anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 80, 84, $0
+ anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0
anim_wait 4
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 96, 76, $0
+ anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0
anim_wait 4
anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 112, 68, $0
- anim_obj ANIM_OBJ_28, 126, 62, $0
+ anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0
+ anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0
anim_ret
; cbb62
@@ -4966,19 +4963,19 @@
BattleAnim_Explosion_branch_cbb62: ; cbb62
BattleAnim_Selfdestruct_branch_cbb62: ; cbb62
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 24, 64, $0
+ anim_obj ANIM_OBJ_17, 3, 0, 8, 0, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 56, 104, $0
+ anim_obj ANIM_OBJ_17, 7, 0, 13, 0, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 24, 104, $0
+ anim_obj ANIM_OBJ_17, 3, 0, 13, 0, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 56, 64, $0
+ anim_obj ANIM_OBJ_17, 7, 0, 8, 0, $0
anim_wait 5
anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 40, 84, $0
+ anim_obj ANIM_OBJ_17, 5, 0, 10, 4, $0
anim_ret
; cbb8f
@@ -4987,19 +4984,19 @@
BattleAnim_Present_branch_cbb8f: ; cbb8f
BattleAnim_Selfdestruct_branch_cbb8f: ; cbb8f
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 148, 32, $0
+ anim_obj ANIM_OBJ_17, -14, 4, 4, 0, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 116, 72, $0
+ anim_obj ANIM_OBJ_17, 14, 4, 9, 0, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 148, 72, $0
+ anim_obj ANIM_OBJ_17, -14, 4, 9, 0, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 116, 32, $0
+ anim_obj ANIM_OBJ_17, 14, 4, 4, 0, $0
anim_wait 5
anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 132, 52, $0
+ anim_obj ANIM_OBJ_17, -16, 4, 6, 4, $0
anim_ret
; cbbbc
@@ -5006,9 +5003,9 @@
BattleAnim_Growl_branch_cbbbc: ; cbbbc
BattleAnim_Roar_branch_cbbbc: ; cbbbc
BattleAnim_Snore_branch_cbbbc: ; cbbbc
- 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_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_ret
; cbbcc
@@ -5016,8 +5013,8 @@
BattleAnim_TriAttack_branch_cbbcc: ; cbbcc
anim_sound 0, 1, SFX_EMBER
.loop
- anim_obj ANIM_OBJ_BURNED, 136, 56, $10
- anim_obj ANIM_OBJ_BURNED, 136, 56, $90
+ anim_obj ANIM_OBJ_BURNED, -15, 0, 7, 0, $10
+ anim_obj ANIM_OBJ_BURNED, -15, 0, 7, 0, $90
anim_wait 4
anim_loop 4, .loop
anim_ret
@@ -5027,22 +5024,22 @@
BattleAnim_PowderSnow_branch_cbbdf: ; cbbdf
BattleAnim_TriAttack_branch_cbbdf: ; cbbdf
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 128, 42, $0
+ anim_obj ANIM_OBJ_12, 16, 0, 5, 2, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 144, 70, $0
+ anim_obj ANIM_OBJ_12, -14, 0, 8, 6, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 120, 56, $0
+ anim_obj ANIM_OBJ_12, 15, 0, 7, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 152, 56, $0
+ anim_obj ANIM_OBJ_12, -13, 0, 7, 0, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 144, 42, $0
+ anim_obj ANIM_OBJ_12, -14, 0, 5, 2, $0
anim_wait 6
anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 128, 70, $0
+ anim_obj ANIM_OBJ_12, 16, 0, 8, 6, $0
anim_ret
; cbc15
@@ -5051,13 +5048,13 @@
BattleAnim_Toxic_branch_cbc15: ; cbc15
.loop
anim_sound 0, 1, SFX_UNKNOWN_7F
- anim_obj ANIM_OBJ_1A, 132, 72, $0
+ anim_obj ANIM_OBJ_1A, -16, 4, 9, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_UNKNOWN_7F
- anim_obj ANIM_OBJ_1A, 116, 72, $0
+ anim_obj ANIM_OBJ_1A, 14, 4, 9, 0, $0
anim_wait 8
anim_sound 0, 1, SFX_UNKNOWN_7F
- anim_obj ANIM_OBJ_1A, 148, 72, $0
+ anim_obj ANIM_OBJ_1A, -14, 4, 9, 0, $0
anim_wait 8
anim_loop 5, .loop
anim_ret
@@ -5067,7 +5064,7 @@
BattleAnim_Toxic_branch_cbc35: ; cbc35
.loop
anim_sound 6, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_19, 64, 92, $10
+ anim_obj ANIM_OBJ_19, 8, 0, 11, 4, $10
anim_wait 5
anim_loop 8, .loop
anim_ret
@@ -5080,9 +5077,9 @@
anim_sound 0, 0, SFX_SHINE
anim_bgeffect ANIM_BG_17, $0, $1, $40
anim_wait 8
- anim_obj ANIM_OBJ_51, 48, 84, $0
+ anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0
anim_wait 32
- anim_obj ANIM_OBJ_51, 48, 84, $0
+ anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0
anim_wait 64
anim_incbgeffect ANIM_BG_17
anim_ret
@@ -5092,7 +5089,7 @@
BattleAnim_SandAttack_branch_cbc5b: ; cbc5b
.loop
anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_58, 64, 92, $4
+ anim_obj ANIM_OBJ_58, 8, 0, 11, 4, $4
anim_wait 4
anim_loop 8, .loop
anim_wait 32
@@ -5103,11 +5100,11 @@
BattleAnim_MorningSun_branch_cbc6a: ; cbc6a
BattleAnim_Synthesis_branch_cbc6a: ; cbc6a
anim_sound 0, 0, SFX_METRONOME
- anim_obj ANIM_OBJ_9D, 44, 64, $0
+ anim_obj ANIM_OBJ_9D, 5, 4, 8, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 24, 96, $0
+ anim_obj ANIM_OBJ_9D, 3, 0, 12, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 56, 104, $0
+ anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
anim_wait 21
anim_ret
; cbc80
@@ -5117,15 +5114,15 @@
BattleAnim_Synthesis_branch_cbc80: ; cbc80
anim_sound 0, 0, SFX_METRONOME
.loop
- anim_obj ANIM_OBJ_9D, 24, 64, $0
+ anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 56, 104, $0
+ anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 24, 104, $0
+ anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 56, 64, $0
+ anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0
anim_wait 5
- anim_obj ANIM_OBJ_9D, 40, 84, $0
+ anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0
anim_wait 5
anim_loop 2, .loop
anim_wait 16
--- a/battle/bg_effects.asm
+++ b/battle/bg_effects.asm
@@ -40,13 +40,13 @@
ld b, h
ld hl, BG_EFFECT_STRUCT_FUNCTION
add hl, bc
- ld a, [BattleAnimTemps]
+ ld a, [wBattleAnimTemp0]
ld [hli], a
- ld a, [BattleAnimTemps + 1]
+ ld a, [wBattleAnimTemp1]
ld [hli], a
- ld a, [BattleAnimTemps + 2]
+ ld a, [wBattleAnimTemp2]
ld [hli], a
- ld a, [BattleAnimTemps + 3]
+ ld a, [wBattleAnimTemp3]
ld [hl], a
ret
@@ -187,7 +187,7 @@
BattleBGEffect_FlashContinue: ; c80fb (32:40fb)
; current timer, flash duration, number of flashes
ld a, $1
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld a, [hl]
@@ -385,9 +385,9 @@
ld de, Unknown_c820c
.got_dims
ld a, e
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
ld a, d
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTemp2], a
call Functionc83ed
ret
@@ -428,20 +428,20 @@
call Functionc9038
jr nz, .asm_c8242
ld a, $b8
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld a, $84
jr .asm_c8249
.asm_c8242
ld a, $b9
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld a, $30
.asm_c8249
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
ld a, $40
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTemp2], a
xor a
- ld [BattleAnimTemps + 3], a
+ ld [wBattleAnimTemp3], a
call _QueueBattleAnimation
pop bc
ret
@@ -496,20 +496,20 @@
call Functionc9038
jr nz, .asm_c82af
ld a, $ba
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld a, $84
jr .asm_c82b6
.asm_c82af
ld a, $bb
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld a, $30
.asm_c82b6
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
ld a, $40
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTemp2], a
xor a
- ld [BattleAnimTemps + 3], a
+ ld [wBattleAnimTemp3], a
call _QueueBattleAnimation
pop bc
ret
@@ -654,9 +654,9 @@
ld de, Unknown_c8394
.asm_c8388
ld a, e
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
ld a, d
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTemp2], a
call Functionc83ed
ret
@@ -686,9 +686,9 @@
ld de, Unknown_c83c1
.asm_c83b5
ld a, e
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
ld a, d
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTemp2], a
call Functionc83ed
ret
@@ -732,9 +732,9 @@
ld e, [hl]
ld d, $0
inc [hl]
- ld a, [BattleAnimTemps + 1]
+ ld a, [wBattleAnimTemp1]
ld l, a
- ld a, [BattleAnimTemps + 2]
+ ld a, [wBattleAnimTemp2]
ld h, a
rept 3
add hl, de
@@ -818,7 +818,7 @@
pop hl
inc hl
ld a, [hli]
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
push de
ld e, [hl]
ld d, 0
@@ -833,7 +833,7 @@
.asm_c8484
push bc
push hl
- ld a, [BattleAnimTemps]
+ ld a, [wBattleAnimTemp0]
ld b, a
.asm_c848a
ld a, [de]
@@ -919,59 +919,59 @@
BattleBGEffect_Surf: ; c8545 (32:4545)
call BattleBGEffects_AnonJumptable
.anon_jumptable
- dw Functionc854e
- dw Functionc8557
- dw Functionc8561
+ dw .zero
+ dw .one
+ dw .two
-Functionc854e: ; c854e (32:454e)
+.zero: ; c854e (32:454e)
call BattleBGEffects_IncrementJumptable
- ld de, $202
- call Functionc8f69
+ lb de, 2, 2
+ call InitSurfWaves
-Functionc8557: ; c8557 (32:4557)
+.one: ; c8557 (32:4557)
ld a, [hLCDStatCustom]
and a
ret z
push bc
- call Functionc8565
+ call .RotatewSurfWaveBGEffect
pop bc
ret
-Functionc8561: ; c8561 (32:4561)
- call Functionc8f0a
+.two: ; c8561 (32:4561)
+ call BattleAnim_ResetLCDStatCustom
ret
-Functionc8565: ; c8565 (32:4565)
- ld hl, w5_d422
- ld de, w5_d422 + 1
- ld c, $3f
+.RotatewSurfWaveBGEffect: ; c8565 (32:4565)
+ ld hl, wSurfWaveBGEffect
+ ld de, wSurfWaveBGEffect + 1
+ ld c, wSurfWaveBGEffectEnd - wSurfWaveBGEffect - 1
ld a, [hl]
push af
-.asm_c856f
+.loop
ld a, [de]
inc de
ld [hli], a
dec c
- jr nz, .asm_c856f
+ jr nz, .loop
pop af
ld [hl], a
ld de, LYOverridesBackup
- ld hl, w5_d422
+ ld hl, wSurfWaveBGEffect
ld bc, $0
-.asm_c8580
+.loop2
ld a, [hLCDStatCustom + 1]
cp e
- jr nc, .asm_c858b
+ jr nc, .load_zero
push hl
add hl, bc
ld a, [hl]
pop hl
- jr .asm_c858c
+ jr .okay
-.asm_c858b
+.load_zero
xor a
-.asm_c858c
+.okay
ld [de], a
ld a, c
inc a
@@ -980,7 +980,7 @@
inc de
ld a, e
cp $5f
- jr c, .asm_c8580
+ jr c, .loop2
ret
BattleBGEffect_Whirlpool: ; c8599 (32:4599)
@@ -1009,7 +1009,7 @@
ret
Functionc85be: ; c85be (32:45be)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_30: ; c85c2 (32:45c2)
@@ -1037,7 +1037,7 @@
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld a, [hl]
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
@@ -1055,7 +1055,7 @@
ret
BattleBGEffect_32: ; c8603 (32:4603)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Psychic: ; c8607 (32:4607)
@@ -1093,7 +1093,7 @@
ret
Functionc863b: ; c863b (32:463b)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Teleport: ; c863f (32:463f)
@@ -1118,7 +1118,7 @@
ret
Functionc865e: ; c865e (32:465e)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_NightShade: ; c8662 (32:4662)
@@ -1146,7 +1146,7 @@
ret
Functionc8685: ; c8685 (32:4685)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_DoubleTeam: ; c8689 (32:4689)
@@ -1202,7 +1202,7 @@
add hl, bc
ld a, [hl]
ld d, $2
- call Functionc905d
+ call BattleBGEffects_Sine
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
add [hl]
@@ -1241,7 +1241,7 @@
ret
Functionc8705: ; c8705 (32:4705)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_AcidArmor: ; c8709 (32:4709)
@@ -1304,7 +1304,7 @@
ret
Functionc875d: ; c875d (32:475d)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_21: ; c8761 (32:4761)
@@ -1353,7 +1353,7 @@
ret
Functionc87a3: ; c87a3 (32:47a3)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_23: ; c87a7 (32:47a7)
@@ -1422,7 +1422,7 @@
ret
Functionc8801: ; c8801 (32:4801)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Tackle: ; c8805 (32:4805)
@@ -1457,7 +1457,7 @@
ret
Functionc8833: ; c8833 (32:4833)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_25: ; c8837 (32:4837)
@@ -1492,7 +1492,7 @@
ret
Functionc8865: ; c8865 (32:4865)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
Functionc8869: ; c8869 (32:4869)
@@ -1598,7 +1598,7 @@
Functionc88f2: ; c88f2 (32:48f2)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
Functionc88f6: ; c88f6 (32:48f6)
@@ -1634,7 +1634,7 @@
Functionc8926: ; c8926 (32:4926)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
Functionc8929: ; c8929 (32:4929)
ret
@@ -1665,7 +1665,7 @@
add hl, bc
ld a, [hl]
ld d, $8
- call Functionc905d
+ call BattleBGEffects_Sine
call Functionc900b
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
@@ -1675,7 +1675,7 @@
ret
Functionc8960: ; c8960 (32:4960)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_2c: ; c8964 (32:4964)
@@ -1706,13 +1706,13 @@
add hl, bc
ld a, [hl]
ld d, $6
- call Functionc905d
+ call BattleBGEffects_Sine
push af
ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
ld d, $2
- call Functionc905d
+ call BattleBGEffects_Sine
ld e, a
pop af
add e
@@ -1730,7 +1730,7 @@
ret
Functionc89b1: ; c89b1 (32:49b1)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_28: ; c89b5 (32:49b5)
@@ -1773,7 +1773,7 @@
ret
.asm_c89ea
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_22: ; c89ee (32:49ee)
@@ -1811,7 +1811,7 @@
add hl, bc
ld a, [hl]
ld d, $10
- call Functionc9066
+ call BattleBGEffects_Cosine
add $10
ld d, a
pop af
@@ -1825,7 +1825,7 @@
ret
Functionc8a36: ; c8a36 (32:4a36)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_2a: ; c8a3a (32:4a3a)
@@ -1974,7 +1974,7 @@
ret
.asm_c8afc
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_1c: ; c8b00 (32:4b00)
@@ -2289,7 +2289,7 @@
ret
.asm_c8c9e
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_WobbleMon: ; c8ca2 (32:4ca2)
@@ -2321,7 +2321,7 @@
cp $40
jr nc, Functionc8cdd
ld d, $6
- call Functionc905d
+ call BattleBGEffects_Sine
call Functionc900b
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
@@ -2331,7 +2331,7 @@
ret
Functionc8cdd: ; c8cdd (32:4cdd)
- call Functionc8f0a
+ call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_2e: ; c8ce1 (32:4ce1)
@@ -2412,7 +2412,7 @@
cp $40
jr nc, .asm_c8d53
ld d, $6
- call Functionc905d
+ call BattleBGEffects_Sine
ld [hSCX], a
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
@@ -2740,7 +2740,7 @@
ld [hLCDStatCustom + 2], a
ret
-Functionc8f0a: ; c8f0a (32:4f0a)
+BattleAnim_ResetLCDStatCustom: ; c8f0a (32:4f0a)
xor a
ld [hLCDStatCustom + 1], a
ld [hLCDStatCustom + 2], a
@@ -2765,13 +2765,13 @@
Functionc8f2e: ; c8f2e (32:4f2e)
push bc
xor a
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld a, e
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
ld a, d
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTemp2], a
ld a, $80
- ld [BattleAnimTemps + 3], a
+ ld [wBattleAnimTemp3], a
ld bc, LYOverridesBackup
.asm_c8f43
ld a, [hLCDStatCustom + 1]
@@ -2780,58 +2780,58 @@
ld a, [hLCDStatCustom + 2]
cp c
jr c, .asm_c8f58
- ld a, [BattleAnimTemps + 2]
+ ld a, [wBattleAnimTemp2]
ld d, a
- ld a, [BattleAnimTemps]
- call Functionc905d
+ ld a, [wBattleAnimTemp0]
+ call BattleBGEffects_Sine
ld [bc], a
.asm_c8f58
inc bc
- ld a, [BattleAnimTemps + 1]
- ld hl, BattleAnimTemps
+ ld a, [wBattleAnimTemp1]
+ ld hl, wBattleAnimTemp0
add [hl]
ld [hl], a
- ld hl, BattleAnimTemps + 3
+ ld hl, wBattleAnimTemp3
dec [hl]
jr nz, .asm_c8f43
pop bc
ret
-Functionc8f69: ; c8f69 (32:4f69)
+InitSurfWaves: ; c8f69 (32:4f69)
push bc
xor a
- ld [BattleAnimTemps], a
+ ld [wBattleAnimTemp0], a
ld a, e
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
ld a, d
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTemp2], a
ld a, $40
- ld [BattleAnimTemps + 3], a
- ld bc, w5_d422
-.asm_c8f7e
- ld a, [BattleAnimTemps + 2]
+ ld [wBattleAnimTemp3], a
+ ld bc, wSurfWaveBGEffect
+.loop
+ ld a, [wBattleAnimTemp2]
ld d, a
- ld a, [BattleAnimTemps]
- call Functionc905d
+ ld a, [wBattleAnimTemp0]
+ call BattleBGEffects_Sine
ld [bc], a
inc bc
- ld a, [BattleAnimTemps + 1]
- ld hl, BattleAnimTemps
+ ld a, [wBattleAnimTemp1]
+ ld hl, wBattleAnimTemp0
add [hl]
ld [hl], a
- ld hl, BattleAnimTemps + 3
+ ld hl, wBattleAnimTemp3
dec [hl]
- jr nz, .asm_c8f7e
+ jr nz, .loop
pop bc
ret
Functionc8f9a: ; c8f9a (32:4f9a)
push bc
- ld [BattleAnimTemps + 3], a
+ ld [wBattleAnimTemp3], a
ld a, e
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
ld a, d
- ld [BattleAnimTemps + 2], a
+ ld [wBattleAnimTemp2], a
call Functionc8fe4
ld hl, LYOverridesBackup
add hl, de
@@ -2838,17 +2838,17 @@
ld c, l
ld b, h
.asm_c8faf
- ld a, [BattleAnimTemps + 3]
+ ld a, [wBattleAnimTemp3]
and a
jr z, .asm_c8fe1
dec a
- ld [BattleAnimTemps + 3], a
+ ld [wBattleAnimTemp3], a
push af
- ld a, [BattleAnimTemps + 2]
+ ld a, [wBattleAnimTemp2]
ld d, a
- ld a, [BattleAnimTemps + 1]
+ ld a, [wBattleAnimTemp1]
push hl
- call Functionc905d
+ call BattleBGEffects_Sine
ld e, a
pop hl
ld a, [hLCDStatCustom + 2]
@@ -2864,9 +2864,9 @@
ld [hl], e
dec hl
.asm_c8fd6
- ld a, [BattleAnimTemps + 1]
+ ld a, [wBattleAnimTemp1]
add $4
- ld [BattleAnimTemps + 1], a
+ ld [wBattleAnimTemp1], a
pop af
jr .asm_c8faf
@@ -2878,7 +2878,7 @@
Functionc8fe4: ; c8fe4 (32:4fe4)
ld a, [hLCDStatCustom + 1]
ld e, a
- ld a, [BattleAnimTemps]
+ ld a, [wBattleAnimTemp0]
add e
ld e, a
ld d, $0
@@ -2980,13 +2980,13 @@
and a
ret
-Functionc905d: ; c905d (32:505d)
+BattleBGEffects_Sine: ; c905d (32:505d)
ld e, a
callab BattleAnim_Sine_e
ld a, e
ret
-Functionc9066: ; c9066 (32:5066)
+BattleBGEffects_Cosine: ; c9066 (32:5066)
ld e, a
callab BattleAnim_Cosine_e
ld a, e
--- a/battle/objects/functions.asm
+++ b/battle/objects/functions.asm
@@ -113,7 +113,7 @@
ret
BattleAnimFunction_05: ; cd081 (33:5081)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $88
@@ -120,7 +120,7 @@
ret nc
add $2
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
dec [hl]
ld hl, BATTLEANIMSTRUCT_0F
@@ -131,7 +131,7 @@
add hl, bc
ld d, [hl]
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
scf
@@ -138,7 +138,7 @@
ret
BattleAnimFunction_04: ; cd0a6 (33:50a6)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $88
@@ -149,7 +149,7 @@
.asm_cd0b3
add $2
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
dec [hl]
ld hl, BATTLEANIMSTRUCT_0F
@@ -162,13 +162,13 @@
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
sra a
sra a
@@ -211,13 +211,13 @@
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -236,7 +236,7 @@
ret
.zero: ; cd135 (33:5135)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $84
@@ -248,7 +248,7 @@
ret
BattleAnimFunction_02: ; cd146 (33:5146)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $84
@@ -287,10 +287,10 @@
.one: ; cd17e (33:517e)
call BattleAnimFunction_05
ret c
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
add [hl]
ld [hl], a
@@ -315,7 +315,7 @@
ld a, [hli]
ld d, [hl]
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -327,7 +327,7 @@
ret nz
ld [hl], a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
sub $4
ld [hl], a
@@ -354,7 +354,7 @@
call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], $20
.eight
.ten
@@ -363,7 +363,7 @@
ld a, [hli]
ld d, [hl]
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -395,7 +395,7 @@
ret
.one: ; cd222 (33:5222)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $70
@@ -406,7 +406,7 @@
.next
call BattleAnim_IncAnonJumptableIndex
.two: ; cd232 (33:5232)
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
cp $80
@@ -413,7 +413,7 @@
jr nc, .done
add $4
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
dec [hl]
dec [hl]
@@ -444,7 +444,7 @@
.load
ld a, [hl]
- ld hl, BATTLEANIMSTRUCT_05
+ ld hl, BATTLEANIMSTRUCT_PALETTE
add hl, bc
ld [hl], a
ret
@@ -468,13 +468,13 @@
BattleAnimFunction_10: ; cd284 (33:5284)
call BattleAnim_AnonJumptable
.anon_jumptable
- dw Functioncd291
- dw Functioncd2a0
- dw Functioncd2b1
- dw Functioncd2b5
- dw Functioncd2bd
+ dw .zero
+ dw .one
+ dw .two
+ dw .three
+ dw .four
-Functioncd291: ; cd291 (33:5291)
+.zero: ; cd291 (33:5291)
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
@@ -485,8 +485,8 @@
ld [hl], a
ret
-Functioncd2a0: ; cd2a0 (33:52a0)
- ld hl, BATTLEANIMSTRUCT_07
+.one: ; cd2a0 (33:52a0)
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $88
@@ -497,25 +497,24 @@
call Functionce70a
ret
-Functioncd2b1: ; cd2b1 (33:52b1)
+.two: ; cd2b1 (33:52b1)
call DeinitBattleAnimation
ret
-Functioncd2b5: ; cd2b5 (33:52b5)
+.three: ; cd2b5 (33:52b5)
call BattleAnim_IncAnonJumptableIndex
ld a, $f
call ReinitBattleAnimFrameset
-
-Functioncd2bd: ; cd2bd (33:52bd)
+.four: ; cd2bd (33:52bd)
ret
BattleAnimFunction_07: ; cd2be (33:52be)
call BattleAnim_AnonJumptable
.anon_jumptable
- dw Functioncd2c5
- dw Functioncd2d1
+ dw .zero
+ dw .one
-Functioncd2c5: ; cd2c5 (33:52c5)
+.zero: ; cd2c5 (33:52c5)
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
@@ -522,14 +521,13 @@
ld [hl], $30
inc hl
ld [hl], $48
-
-Functioncd2d1: ; cd2d1 (33:52d1)
+.one: ; cd2d1 (33:52d1)
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld a, [hli]
ld d, [hl]
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -542,19 +540,19 @@
add hl, bc
ld [hl], $20
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
sub [hl]
- jr z, .asm_cd302
- jr c, .asm_cd302
+ jr z, .done
+ jr c, .done
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], a
ret
-.asm_cd302
+.done
call DeinitBattleAnimation
ret
@@ -561,35 +559,33 @@
BattleAnimFunction_08: ; cd306 (33:5306)
call BattleAnim_AnonJumptable
.anon_jumptable
- dw Functioncd311
- dw Functioncd321
- dw Functioncd32a
- dw Functioncd37d
+ dw .zero
+ dw .one
+ dw .two
+ dw .three
-Functioncd311: ; cd311 (33:5311)
- ld hl, BATTLEANIMSTRUCT_07
+.zero: ; cd311 (33:5311)
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $80
- jr nc, .asm_cd31e
- call Functioncd38e
+ jr nc, .next
+ call .SetCoords
ret
-.asm_cd31e
+.next
call BattleAnim_IncAnonJumptableIndex
-
-Functioncd321: ; cd321 (33:5321)
+.one: ; cd321 (33:5321)
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld [hl], $0
-
-Functioncd32a: ; cd32a (33:532a)
+.two: ; cd32a (33:532a)
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld a, [hl]
cp $40
- jr nc, .asm_cd363
+ jr nc, .loop_back
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld a, [hl]
@@ -597,7 +593,7 @@
call BattleAnim_Cosine
sub $18
sra a
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -605,7 +601,7 @@
ld a, [hl]
ld d, $18
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -618,12 +614,12 @@
ld [hl], a
ret
-.asm_cd363
+.loop_back
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
and $f0
- jr z, .asm_cd37a
+ jr z, .finish
sub $10
ld d, a
ld a, [hl]
@@ -635,28 +631,28 @@
dec [hl]
ret
-.asm_cd37a
+.finish
call BattleAnim_IncAnonJumptableIndex
-Functioncd37d: ; cd37d (33:537d)
- ld hl, BATTLEANIMSTRUCT_07
+.three: ; cd37d (33:537d)
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $b0
- jr c, .asm_cd38a
+ jr c, .retain
call DeinitBattleAnimation
ret
-.asm_cd38a
- call Functioncd38e
+.retain
+ call .SetCoords
ret
-Functioncd38e: ; cd38e (33:538e)
+.SetCoords: ; cd38e (33:538e)
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
and $f
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
ld [hl], a
@@ -666,22 +662,22 @@
and $f
ld e, a
srl e
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
-.asm_cd3a9
+.loop
dec [hl]
dec e
- jr nz, .asm_cd3a9
+ jr nz, .loop
ret
BattleAnimFunction_09: ; cd3ae (33:53ae)
call BattleAnim_AnonJumptable
.anon_jumptable
- dw Functioncd3b7
- dw Functioncd3cc
- dw Functioncd3ee
+ dw .zero
+ dw .one
+ dw .two
-Functioncd3b7: ; cd3b7 (33:53b7)
+.zero: ; cd3b7 (33:53b7)
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
@@ -690,20 +686,20 @@
add hl, bc
ld a, [hl]
and $f
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
-Functioncd3cc: ; cd3cc (33:53cc)
+.one: ; cd3cc (33:53cc)
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld a, [hl]
and a
- jr z, .asm_cd3d6
+ jr z, .done_one
dec [hl]
ret
-.asm_cd3d6
+.done_one
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
@@ -712,7 +708,7 @@
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld a, [hl]
xor $ff
@@ -720,7 +716,7 @@
ld [hl], a
ret
-Functioncd3ee: ; cd3ee (33:53ee)
+.two: ; cd3ee (33:53ee)
call DeinitBattleAnimation
ret
@@ -727,18 +723,18 @@
BattleAnimFunction_0A: ; cd3f2 (33:53f2)
call BattleAnim_AnonJumptable
.anon_jumptable
- dw Functioncd409
- dw Functioncd45c
- dw Functioncd467
- dw Functioncd472
- dw Functioncd462
- dw Functioncd46d
- dw Functioncd477
- dw Functioncd41d
- dw Functioncd437
- dw Functioncd458
+ dw .zero
+ dw .one
+ dw .two
+ dw .three
+ dw .four
+ dw .five
+ dw .six
+ dw .seven
+ dw .eight
+ dw .nine
-Functioncd409: ; cd409 (33:5409)
+.zero: ; cd409 (33:5409)
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
@@ -746,30 +742,29 @@
add hl, bc
ld [hl], a
cp $7
- jr z, Functioncd41d
+ jr z, .seven
ld a, $11
call ReinitBattleAnimFrameset
ret
-Functioncd41d: ; cd41d (33:541d)
- ld hl, BATTLEANIMSTRUCT_07
+.seven: ; cd41d (33:541d)
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $88
- jr nc, .asm_cd42f
+ jr nc, .set_up_eight
add $2
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
dec [hl]
ret
-.asm_cd42f
+.set_up_eight
call BattleAnim_IncAnonJumptableIndex
ld a, $10
call ReinitBattleAnimFrameset
-
-Functioncd437: ; cd437 (33:5437)
+.eight: ; cd437 (33:5437)
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld a, [hl]
@@ -777,13 +772,13 @@
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -791,65 +786,65 @@
inc [hl]
ret
-Functioncd458: ; cd458 (33:5458)
+.nine: ; cd458 (33:5458)
call DeinitBattleAnimation
ret
-Functioncd45c: ; cd45c (33:545c)
- ld hl, BATTLEANIMSTRUCT_0A
+.one: ; cd45c (33:545c)
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
dec [hl]
ret
-Functioncd462: ; cd462 (33:5462)
- ld hl, BATTLEANIMSTRUCT_0A
+.four: ; cd462 (33:5462)
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
inc [hl]
-Functioncd467: ; cd467 (33:5467)
- ld hl, BATTLEANIMSTRUCT_09
+.two: ; cd467 (33:5467)
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
dec [hl]
ret
-Functioncd46d: ; cd46d (33:546d)
- ld hl, BATTLEANIMSTRUCT_0A
+.five: ; cd46d (33:546d)
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
inc [hl]
-Functioncd472: ; cd472 (33:5472)
- ld hl, BATTLEANIMSTRUCT_09
+.three: ; cd472 (33:5472)
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
inc [hl]
-Functioncd477: ; cd477 (33:5477)
+.six: ; cd477 (33:5477)
ret
BattleAnimFunction_0B: ; cd478 (33:5478)
call BattleAnim_AnonJumptable
.anon_jumptable
- dw Functioncd48d
- dw Functioncd496
- dw Functioncd4ee
- dw Functioncd53a
- dw Functioncd545
- dw Functioncd545
- dw Functioncd545
- dw Functioncd545
- dw Functioncd549
+ dw .zero
+ dw .one
+ dw .two
+ dw .three
+ dw .four
+ dw .five
+ dw .six
+ dw .seven
+ dw .eight
-Functioncd48d: ; cd48d (33:548d)
+.zero: ; cd48d (33:548d)
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld [hl], $40
-Functioncd496: ; cd496 (33:5496)
+.one: ; cd496 (33:5496)
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld a, [hl]
cp $30
- jr nc, .asm_cd4bc
+ jr nc, .sine_cosine
call BattleAnim_IncAnonJumptableIndex
xor a
ld hl, BATTLEANIMSTRUCT_0F
@@ -867,7 +862,7 @@
ld [hl], $5
ret
-.asm_cd4bc
+.sine_cosine
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
@@ -878,14 +873,14 @@
ld a, [hl]
dec [hl]
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
call Functioncd557
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld h, [hl]
ld l, a
@@ -892,51 +887,51 @@
add hl, de
ld e, l
ld d, h
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], e
ret
-Functioncd4ee: ; cd4ee (33:54ee)
- ld hl, BATTLEANIMSTRUCT_0A
+.two: ; cd4ee (33:54ee)
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
cp $20
- jr nz, .asm_cd4fb
+ jr nz, .sine_cosine_2
call DeinitBattleAnimation
ret
-.asm_cd4fb
+.sine_cosine_2
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld a, [hl]
ld d, $10
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
bit 6, [hl]
- jr nz, .asm_cd519
+ jr nz, .decrease
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
inc [hl]
- jr .asm_cd51e
+ jr .finish
-.asm_cd519
+.decrease
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
dec [hl]
-.asm_cd51e
+.finish
ld de, $80
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld h, [hl]
ld l, a
@@ -943,15 +938,15 @@
add hl, de
ld e, l
ld d, h
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], e
ret
-Functioncd53a: ; cd53a (33:553a)
+.three: ; cd53a (33:553a)
ld a, $16
call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_01
@@ -958,12 +953,15 @@
add hl, bc
res 5, [hl]
-Functioncd545: ; cd545 (33:5545)
+.four
+.five
+.six
+.seven
call BattleAnim_IncAnonJumptableIndex
ret
-Functioncd549: ; cd549 (33:5549)
- ld hl, BATTLEANIMSTRUCT_07
+.eight: ; cd549 (33:5549)
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $c0
@@ -1013,10 +1011,10 @@
BattleAnimFunction_4E: ; cd58a (33:558a)
call BattleAnim_AnonJumptable
.anon_jumptable
- dw Functioncd591
- dw Functioncd5aa
+ dw .zero
+ dw .one
-Functioncd591: ; cd591 (33:5591)
+.zero: ; cd591 (33:5591)
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
@@ -1031,16 +1029,16 @@
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld [hl], $40
-Functioncd5aa: ; cd5aa (33:55aa)
+.one: ; cd5aa (33:55aa)
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld a, [hl]
cp $30
- jr nc, .asm_cd5b7
+ jr nc, .sine_cosine
call DeinitBattleAnimation
ret
-.asm_cd5b7
+.sine_cosine
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
@@ -1051,14 +1049,14 @@
ld a, [hl]
dec [hl]
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
call Functioncd557
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld h, [hl]
ld l, a
@@ -1065,11 +1063,11 @@
add hl, de
ld e, l
ld d, h
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], e
ret
@@ -1076,22 +1074,21 @@
BattleAnimFunction_0C: ; cd5e9 (33:55e9)
call BattleAnim_AnonJumptable
.anon_jumptable
- dw Functioncd5f2
- dw Functioncd5fb
- dw Functioncd61b
+ dw .zero
+ dw .one
+ dw .two
-Functioncd5f2: ; cd5f2 (33:55f2)
+.zero: ; cd5f2 (33:55f2)
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld [hl], $c
-
-Functioncd5fb: ; cd5fb (33:55fb)
+.one: ; cd5fb (33:55fb)
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld a, [hl]
and a
- jr z, .asm_cd60d
+ jr z, .next
dec [hl]
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
@@ -1099,7 +1096,7 @@
call Functionce70a
ret
-.asm_cd60d
+.next
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
@@ -1107,16 +1104,16 @@
ld a, $22
call ReinitBattleAnimFrameset
-Functioncd61b: ; cd61b (33:561b)
- ld hl, BATTLEANIMSTRUCT_07
+.two: ; cd61b (33:561b)
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $98
- jr nc, .asm_cd63f
+ jr nc, .okay
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld a, [hl]
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld h, [hl]
ld l, a
@@ -1127,11 +1124,11 @@
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld [hl], e
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld [hl], d
-.asm_cd63f
- ld hl, BATTLEANIMSTRUCT_08
+.okay
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
cp $20
@@ -1143,9 +1140,9 @@
ld e, a
ld d, $ff
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld h, [hl]
ld l, a
@@ -1153,9 +1150,9 @@
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], e
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld [hl], d
ret
@@ -1163,13 +1160,13 @@
BattleAnimFunction_0D: ; cd66a (33:566a)
call BattleAnim_AnonJumptable
.anon_jumptable
- dw Functioncd677
- dw Functioncd687
- dw Functioncd6c5
- dw Functioncd6c6
- dw Functioncd6d6
+ dw .zero
+ dw .one
+ dw .two
+ dw .three
+ dw .four
-Functioncd677: ; cd677 (33:5677)
+.zero: ; cd677 (33:5677)
call BattleAnim_IncAnonJumptableIndex
ld a, $42
ld [hLCDStatCustom], a
@@ -1179,11 +1176,11 @@
ld [hLCDStatCustom + 2], a
ret
-Functioncd687: ; cd687 (33:5687)
+.one: ; cd687 (33:5687)
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld e, [hl]
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
cp e
@@ -1201,16 +1198,16 @@
ld a, [hl]
ld d, $10
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
add [hl]
sub $10
ret c
ld [hLCDStatCustom + 1], a
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld a, [hl]
inc a
@@ -1220,11 +1217,11 @@
add hl, bc
inc [hl]
inc [hl]
-Functioncd6c5: ; cd6c5 (33:56c5)
+.two: ; cd6c5 (33:56c5)
ret
-Functioncd6c6: ; cd6c6 (33:56c6)
- ld hl, BATTLEANIMSTRUCT_08
+.three: ; cd6c6 (33:56c6)
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
cp $70
@@ -1234,7 +1231,7 @@
ld [hLCDStatCustom + 1], a
ld [hLCDStatCustom + 2], a
-Functioncd6d6: ; cd6d6 (33:56d6)
+.four: ; cd6d6 (33:56d6)
call DeinitBattleAnimation
ret
@@ -1262,7 +1259,7 @@
call ReinitBattleAnimFrameset
Functioncd6f7: ; cd6f7 (33:56f7)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $b8
@@ -1279,7 +1276,7 @@
dec [hl]
ld d, $8
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ret
@@ -1296,7 +1293,7 @@
call BattleAnim_IncAnonJumptableIndex
Functioncd728: ; cd728 (33:5728)
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
cp $30
@@ -1309,7 +1306,7 @@
dec [hl]
ld d, $8
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ret
@@ -1318,10 +1315,10 @@
call BattleAnim_IncAnonJumptableIndex
ld a, $28
call ReinitBattleAnimFrameset
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], $0
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld [hl], $30
ld hl, BATTLEANIMSTRUCT_01
@@ -1331,7 +1328,7 @@
ld [hl], a
Functioncd763: ; cd763 (33:5763)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
cp $18
@@ -1348,7 +1345,7 @@
ret
BattleAnimFunction_11: ; cd777 (33:5777)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
cp $38
@@ -1369,10 +1366,10 @@
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld [hl], e
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], d
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld a, [hl]
xor $10
@@ -1392,7 +1389,7 @@
ld a, [hl]
and $f0
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
@@ -1410,7 +1407,7 @@
Functioncd7d2: ; cd7d2 (33:57d2)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
and a
jr nz, .asm_cd7de
@@ -1423,18 +1420,18 @@
ld a, [hl]
inc [hl]
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld d, [hl]
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -1444,7 +1441,7 @@
ld [hl], a
ret z
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
dec [hl]
ret
@@ -1485,7 +1482,7 @@
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
@@ -1515,13 +1512,13 @@
add hl, bc
ld d, [hl]
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
bit 7, a
jr nz, .asm_cd87e
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
inc a
jr .asm_cd883
@@ -1528,7 +1525,7 @@
.asm_cd87e
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
.asm_cd883
call ReinitBattleAnimFrameset
@@ -1590,7 +1587,7 @@
add hl, bc
ld d, [hl]
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
bit 7, a
@@ -1644,13 +1641,13 @@
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -1660,7 +1657,7 @@
jr z, .asm_cd950
ld d, a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld e, [hl]
ld hl, hPushOAM ; $ff80
add hl, de
@@ -1667,7 +1664,7 @@
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], e
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
@@ -1698,7 +1695,7 @@
ret
Functioncd96e: ; cd96e (33:596e)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $88
@@ -1707,7 +1704,7 @@
ret
Functioncd97b: ; cd97b (33:597b)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $b8
@@ -1717,13 +1714,13 @@
asm_cd988: ; cd988 (33:5988)
call Functioncd99a
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
inc [hl]
ld a, [hl]
and $1
ret nz
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
dec [hl]
ret
@@ -1743,13 +1740,13 @@
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
add [hl]
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -1770,7 +1767,7 @@
and $7
ret nz
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
inc [hl]
ret
@@ -1777,12 +1774,12 @@
.asm_cd9e2
xor a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hli], a
ld [hl], a
@@ -1790,7 +1787,7 @@
Functioncd9f4: ; cd9f4 (33:59f4)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld e, [hl]
ld d, 0
ld hl, Unknown_cda01
@@ -1804,7 +1801,7 @@
; cda0a
BattleAnimFunction_1C: ; cda0a (33:5a0a)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $30
@@ -1818,13 +1815,13 @@
ld a, [hl]
and $f
ld e, a
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
sub e
ld [hl], a
srl e
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
.asm_cda2c
inc [hl]
@@ -1864,13 +1861,13 @@
Functioncda58: ; cda58 (33:5a58)
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], $40
ret
Functioncda62: ; cda62 (33:5a62)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
cp $20
jr c, .asm_cda6f
@@ -1886,7 +1883,7 @@
Functioncda7a: ; cda7a (33:5a7a)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
and a
jr z, .asm_cda84
@@ -1905,7 +1902,7 @@
dec [hl]
ld d, $20
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_02
@@ -1916,7 +1913,7 @@
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld e, [hl]
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_0B
@@ -1936,15 +1933,15 @@
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld [hl], e
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
and $1
ret nz
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
dec [hl]
ret
@@ -1959,13 +1956,13 @@
Functioncdadf: ; cdadf (33:5adf)
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], $40
ret
Functioncdae9: ; cdae9 (33:5ae9)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
cp $20
jr c, .asm_cdaf6
@@ -2000,7 +1997,7 @@
ret
Functioncdb14: ; cdb14 (33:5b14)
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
cp $30
@@ -2016,7 +2013,7 @@
ret
Functioncdb28: ; cdb28 (33:5b28)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $98
@@ -2035,7 +2032,7 @@
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], $2
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
dec [hl]
ret
@@ -2053,7 +2050,7 @@
ld [hl], $80
Functioncdb65: ; cdb65 (33:5b65)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $98
@@ -2066,7 +2063,7 @@
inc [hl]
ld d, $8
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ret
@@ -2104,7 +2101,7 @@
ret
Functioncdbb3: ; cdbb3 (33:5bb3)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $40
@@ -2115,7 +2112,7 @@
ret
Functioncdbc1: ; cdbc1 (33:5bc1)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $4b
@@ -2126,7 +2123,7 @@
ret
Functioncdbcf: ; cdbcf (33:5bcf)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $88
@@ -2134,7 +2131,7 @@
and $f
jr nz, asm_cdbfa
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], $10
call BattleAnim_IncAnonJumptableIndex
ret
@@ -2146,7 +2143,7 @@
Functioncdbeb: ; cdbeb (33:5beb)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
and a
jr z, .asm_cdbf5
@@ -2158,10 +2155,10 @@
add hl, bc
dec [hl]
asm_cdbfa: ; cdbfa (33:5bfa)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
inc [hl]
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_0F
@@ -2171,7 +2168,7 @@
add hl, de
ld e, l
ld d, h
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_0F
@@ -2197,7 +2194,7 @@
inc [hl]
ld d, $2
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
@@ -2205,7 +2202,7 @@
Functioncdc39: ; cdc39 (33:5c39)
ld a, $50
call ReinitBattleAnimFrameset
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], $4
call BattleAnim_IncAnonJumptableIndex
@@ -2226,7 +2223,7 @@
ld a, [hl]
ld d, $20
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -2249,7 +2246,7 @@
ld a, [hli]
ld d, [hl]
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -2262,7 +2259,7 @@
add hl, bc
ld [hl], $20
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
sub $8
ld [hl], a
@@ -2276,7 +2273,7 @@
ret
BattleAnimFunction_1E: ; cdca6 (33:5ca6)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
and a
@@ -2290,7 +2287,7 @@
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld d, [hl]
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
sub d
@@ -2341,7 +2338,7 @@
Functioncdcfe: ; cdcfe (33:5cfe)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
inc [hl]
inc [hl]
@@ -2348,7 +2345,7 @@
ld d, $10
call BattleAnim_Sine
ld d, a
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -2358,13 +2355,13 @@
jr z, .asm_cdd20
dec a
ret z
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], d
ret
.asm_cdd20
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, d
xor $ff
@@ -2385,7 +2382,7 @@
ld a, [hl]
and $3f
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
@@ -2404,38 +2401,38 @@
swap a
ld d, a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
inc [hl]
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $80
ret nc
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
and $3
jr nz, .asm_cdd87
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
dec [hl]
.asm_cdd87
and $1
ret nz
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
inc [hl]
ret
@@ -2479,13 +2476,13 @@
call BattleAnim_Sine
sra a
sra a
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -2531,7 +2528,7 @@
ld hl, Unknown_cde25
add hl, de
ld a, [hl]
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
@@ -2555,24 +2552,24 @@
inc [hl]
ld d, $4
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld e, [hl]
ld hl, $ffa0
add hl, de
ld e, l
ld d, h
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], e
ret
@@ -2584,10 +2581,10 @@
dec [hl]
ld d, $10
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
inc [hl]
ret
@@ -2633,7 +2630,7 @@
and $70
swap a
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld a, e
and $80
@@ -2669,7 +2666,7 @@
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld a, [hl]
xor $ff
@@ -2689,15 +2686,15 @@
sra a
sra a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
add [hl]
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -2707,7 +2704,7 @@
and $7
ret nz
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
cp $28
jr nc, .asm_cdf17
@@ -2730,15 +2727,15 @@
sra a
sra a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
add [hl]
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -2748,7 +2745,7 @@
and $3
ret nz
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
cp $28
jr nc, .asm_cdf55
@@ -2766,7 +2763,7 @@
dw BattleAnimFunction_29
Functioncdf60: ; cdf60 (33:5f60)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $84
@@ -2778,15 +2775,15 @@
inc [hl]
ld d, $18
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
and $1
ret nz
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
dec [hl]
ret
@@ -2807,15 +2804,15 @@
sra a
sra a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
add [hl]
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -2826,7 +2823,7 @@
and $7
ret nz
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
cp $e8
jr z, .asm_cdfc7
@@ -2849,15 +2846,15 @@
sra a
sra a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
add [hl]
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -2868,7 +2865,7 @@
and $3
ret nz
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
cp $d0
jr z, .asm_ce007
@@ -2893,11 +2890,11 @@
add hl, bc
ld [hl], $34
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], $10
Functionce023: ; ce023 (33:6023)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $6c
@@ -2911,7 +2908,7 @@
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld d, [hl]
call BattleAnim_Sine
bit 7, a
@@ -2919,7 +2916,7 @@
xor $ff
inc a
.asm_ce046
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -2931,7 +2928,7 @@
cp $20
ret nz
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
srl [hl]
ret
@@ -2954,7 +2951,7 @@
ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
add hl, bc
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_0F
@@ -2963,7 +2960,7 @@
ret
Functionce083: ; ce083 (33:6083)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $58
@@ -2974,7 +2971,7 @@
Functionce091: ; ce091 (33:6091)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
cp $20
jr c, Functionce09e
@@ -2983,11 +2980,11 @@
Functionce09e: ; ce09e (33:609e)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
ld d, $8
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
sra a
@@ -2996,11 +2993,11 @@
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
add [hl]
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
add $8
ld [hl], a
@@ -3030,7 +3027,7 @@
ld a, [hl]
ld d, $10
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
bit 7, a
jr z, .asm_ce0f0
@@ -3043,7 +3040,7 @@
ld [hl], a
Functionce0f8: ; ce0f8 (33:60f8)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $84
@@ -3069,12 +3066,12 @@
ld hl, BATTLEANIMSTRUCT_0F
add hl, bc
ld [hl], $28
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
sub $28
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], a
Functionce12a: ; ce12a (33:612a)
@@ -3083,7 +3080,7 @@
ld a, [hli]
ld d, [hl]
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -3093,7 +3090,7 @@
add hl, bc
and [hl]
jr nz, .asm_ce149
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
dec [hl]
.asm_ce149
@@ -3120,13 +3117,13 @@
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -3135,7 +3132,7 @@
ld a, [hl]
and $1
jr nz, .asm_ce189
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
dec [hl]
.asm_ce189
@@ -3144,11 +3141,11 @@
ld a, [hl]
and $3
jr nz, .asm_ce197
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
inc [hl]
.asm_ce197
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_0F
@@ -3180,17 +3177,17 @@
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
inc [hl]
ld hl, BATTLEANIMSTRUCT_0F
@@ -3216,11 +3213,11 @@
Functionce1ee: ; ce1ee (33:61ee)
call BattleAnim_IncAnonJumptableIndex
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], a
Functionce1fb: ; ce1fb (33:61fb)
@@ -3230,9 +3227,9 @@
ld d, $30
call BattleAnim_Sine
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
add [hl]
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -3241,7 +3238,7 @@
add $8
ld d, $30
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -3262,7 +3259,7 @@
ld a, [hl]
ld d, $10
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -3270,11 +3267,11 @@
ld a, [hl]
ld d, $10
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld [hl], $f
Functionce254: ; ce254 (33:6254)
@@ -3310,7 +3307,7 @@
Functionce278: ; ce278 (33:6278)
call Functionce29f
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $84
@@ -3321,7 +3318,7 @@
Functionce289: ; ce289 (33:6289)
call Functionce29f
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $d0
@@ -3336,7 +3333,7 @@
Functionce29f: ; ce29f (33:629f)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
and $7
inc [hl]
@@ -3377,9 +3374,9 @@
sra a
sra a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
add [hl]
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -3388,11 +3385,11 @@
inc [hl]
ld d, $18
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
dec [hl]
dec [hl]
ret
@@ -3405,7 +3402,7 @@
dw Functionce34c
Functionce306: ; ce306 (33:6306)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
cp $e0
@@ -3425,7 +3422,7 @@
add hl, de
ld e, l
ld d, h
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_0F
@@ -3435,7 +3432,7 @@
Functionce330: ; ce330 (33:6330)
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
and a
jr z, .asm_ce33a
@@ -3450,7 +3447,7 @@
xor $ff
inc a
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
add [hl]
ld [hl], a
@@ -3457,7 +3454,7 @@
ret
Functionce34c: ; ce34c (33:634c)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $84
@@ -3490,13 +3487,13 @@
add hl, bc
bit 7, [hl]
jr nz, .asm_ce383
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
inc [hl]
ret
.asm_ce383
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
dec [hl]
ret
@@ -3530,7 +3527,7 @@
call ReinitBattleAnimFrameset
Functionce3ae: ; ce3ae (33:63ae)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
dec [hl]
ret
@@ -3544,19 +3541,19 @@
push af
ld d, $2
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop af
ld d, $8
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
BattleAnimFunction_3A: ; ce3d2 (33:63d2)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
cp $20
@@ -3570,7 +3567,7 @@
ld a, [hl]
ld d, $8
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0B
@@ -3580,7 +3577,7 @@
ld [hl], a
and $7
ret nz
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
inc [hl]
ret
@@ -3595,7 +3592,7 @@
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
ld [hl], a
@@ -3613,13 +3610,13 @@
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
sra a
ld [hl], a
@@ -3671,13 +3668,13 @@
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
@@ -3711,7 +3708,7 @@
call ReinitBattleAnimFrameset
Functionce4b0: ; ce4b0 (33:64b0)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
cp $38
@@ -3723,15 +3720,15 @@
inc [hl]
ld d, $18
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
and $1
ret nz
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
dec [hl]
ret
@@ -3757,7 +3754,7 @@
xor $ff
inc a
.asm_ce4f4
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_0F
@@ -3785,13 +3782,13 @@
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
@@ -3818,13 +3815,13 @@
push af
push de
call BattleAnim_Sine
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
@@ -3879,16 +3876,16 @@
dw Functionce59a
Functionce59a: ; ce59a (33:659a)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $30
jr c, .asm_ce5b0
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
dec [hl]
dec [hl]
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
inc [hl]
inc [hl]
@@ -3916,19 +3913,19 @@
add hl, bc
add [hl]
inc [hl]
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
BattleAnimFunction_48: ; ce5dc (33:65dc)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
cp $d0
@@ -3957,12 +3954,12 @@
and a
jr nz, asm_ce61c
call BattleAnim_IncAnonJumptableIndex
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], $ec
Functionce60a: ; ce60a (33:660a)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
cp $4
@@ -3981,7 +3978,7 @@
call BattleAnim_IncAnonJumptableIndex
Functionce622: ; ce622 (33:6622)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
cp $d8
@@ -4010,7 +4007,7 @@
ret
Functionce648: ; ce648 (33:6648)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
add $4
@@ -4019,7 +4016,7 @@
xor a
.asm_ce654
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
inc [hl]
inc [hl]
@@ -4026,7 +4023,7 @@
ret
Functionce65c: ; ce65c (33:665c)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
add $4
@@ -4035,7 +4032,7 @@
xor a
.asm_ce668
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld a, [hl]
add $8
@@ -4043,7 +4040,7 @@
ret
Functionce672: ; ce672 (33:6672)
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
add $4
@@ -4052,7 +4049,7 @@
xor a
.asm_ce67e
ld [hl], a
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld a, [hl]
add $4
@@ -4060,7 +4057,7 @@
ret
BattleAnimFunction_4B: ; ce688 (33:6688)
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_0F
@@ -4082,7 +4079,7 @@
add hl, de
ld e, l
ld d, h
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_0F
@@ -4102,7 +4099,7 @@
BattleAnimFunction_4F: ; ce6bf (33:66bf)
ld d, $18
ld hl, BATTLEANIMSTRUCT_10
- ADD HL, BC
+ add hl, bc
ld a, [hl]
inc [hl]
srl a
@@ -4125,7 +4122,7 @@
call BattleAnim_Sine
xor $ff
inc a
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ret
@@ -4140,13 +4137,13 @@
call BattleAnim_Sine
sra a
sra a
- ld hl, BATTLEANIMSTRUCT_0A
+ ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
- ld hl, BATTLEANIMSTRUCT_09
+ ld hl, BATTLEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
@@ -4154,12 +4151,12 @@
Functionce70a: ; ce70a (33:670a)
and $f
ld e, a
- ld hl, BATTLEANIMSTRUCT_07
+ ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
ld [hl], a
srl e
- ld hl, BATTLEANIMSTRUCT_08
+ ld hl, BATTLEANIMSTRUCT_YCOORD
add hl, bc
.asm_ce719
dec [hl]
--- a/constants/animation_constants.asm
+++ b/constants/animation_constants.asm
@@ -4,12 +4,12 @@
const BATTLEANIMSTRUCT_02
const BATTLEANIMSTRUCT_FRAMESET_ID
const BATTLEANIMSTRUCT_FUNCTION
- const BATTLEANIMSTRUCT_05
+ const BATTLEANIMSTRUCT_PALETTE
const BATTLEANIMSTRUCT_TILEID
- const BATTLEANIMSTRUCT_07
- const BATTLEANIMSTRUCT_08
- const BATTLEANIMSTRUCT_09
- const BATTLEANIMSTRUCT_0A
+ const BATTLEANIMSTRUCT_XCOORD
+ const BATTLEANIMSTRUCT_YCOORD
+ const BATTLEANIMSTRUCT_XOFFSET
+ const BATTLEANIMSTRUCT_YOFFSET
const BATTLEANIMSTRUCT_0B
const BATTLEANIMSTRUCT_DURATION
const BATTLEANIMSTRUCT_FRAME
@@ -47,7 +47,7 @@
const ANIM_OBJ_12
const ANIM_OBJ_13
const ANIM_OBJ_14
- const ANIM_OBJ_15
+ const ANIM_OBJ_POKE_BALL
const ANIM_OBJ_16
const ANIM_OBJ_17
const ANIM_OBJ_18
--- a/macros/move_anim.asm
+++ b/macros/move_anim.asm
@@ -11,9 +11,9 @@
anim_obj: macro
db anim_obj_command
db \1 ; obj
- db \2 ; x
- db \3 ; y
- db \4 ; param
+ db (\2 << 3) + \3 ; x
+ db (\4 << 3) + \5 ; y
+ db \6 ; param
endm
enum anim_1gfx_command ; d1
--- a/wram.asm
+++ b/wram.asm
@@ -3279,30 +3279,30 @@
battle_anim_struct: MACRO
; Placeholder until we can figure out what it all means
-\1Index:: ds 1
-\1Anim01:: ds 1
-\1Anim02:: ds 1
-\1Anim03:: ds 1
-\1AnimFunctionIndex:: ds 1
-\1Anim05:: ds 1
-\1AnimTileID:: ds 1
-\1Anim07:: ds 1
-\1Anim08:: ds 1
-\1Anim09:: ds 1
-\1Anim0a:: ds 1
-\1Anim0b:: ds 1
-\1Anim0c:: ds 1
-\1Anim0d:: ds 1
-\1AnimAnonJumptableIndex:: ds 1
-\1Anim0f:: ds 1
-\1Anim10:: ds 1
-\1Anim11:: ds 1
-\1Anim12:: ds 1
-\1Anim13:: ds 1
-\1Anim14:: ds 1
-\1Anim15:: ds 1
-\1Anim16:: ds 1
-\1Anim17:: ds 1
+\1_Index:: ds 1
+\1_Anim01:: ds 1
+\1_Anim02:: ds 1
+\1_FramesetIndex:: ds 1
+\1_FunctionIndex:: ds 1
+\1_Anim05:: ds 1
+\1_TileID:: ds 1
+\1_XCoord:: ds 1
+\1_YCoord:: ds 1
+\1_XOffset:: ds 1
+\1_YOffset:: ds 1
+\1_Anim0b:: ds 1
+\1_Anim0c:: ds 1
+\1_Anim0d:: ds 1
+\1_AnonJumptableIndex:: ds 1
+\1_Anim0f:: ds 1
+\1_Anim10:: ds 1
+\1_Anim11:: ds 1
+\1_Anim12:: ds 1
+\1_Anim13:: ds 1
+\1_Anim14:: ds 1
+\1_Anim15:: ds 1
+\1_Anim16:: ds 1
+\1_Anim17:: ds 1
endm
ActiveAnimObjects:: ; d30a
@@ -3351,9 +3351,26 @@
ds 1
wBattleAnimOAMPointerLo:: ds 1 ; d418
BattleAnimTemps:: ; d419
- ds 8
- ds 1
-w5_d422:: ds $32
+wBattleAnimTempOAMFlags::
+wBattleAnimTemp0:: ds 1
+wBattleAnimTemp1:: ds 1
+wBattleAnimTempTileID::
+wBattleAnimTemp2:: ds 1
+wBattleAnimTempXCoord::
+wBattleAnimTemp3:: ds 1
+wBattleAnimTempYCoord::
+wBattleAnimTemp4:: ds 1
+wBattleAnimTempXOffset::
+wBattleAnimTemp5:: ds 1
+wBattleAnimTempYOffset::
+wBattleAnimTemp6:: ds 1
+wBattleAnimTemp7:: ds 1
+wBattleAnimTempPalette::
+wBattleAnimTemp8:: ds 1
+
+wSurfWaveBGEffect:: ds $40
+wSurfWaveBGEffectEnd::
+ ds -$e
wBattleAnimEnd::
SECTION "WRAM 5 MOBILE", WRAMX [$d800], BANK [5]