ref: d7a5ea998d5c92607b32e633d8875898a6bc450b
parent: 8152ab612c0405d9e0074b7d51c9785e0dd3bc95
author: PikalaxALT <PikalaxALT@gmail.com>
date: Wed Dec 23 15:46:23 EST 2015
More battle anims and bg effects
--- a/battle/anim_commands.asm
+++ b/battle/anim_commands.asm
@@ -96,13 +96,13 @@
call RunBattleAnimScript
.done
- call Functioncc8f6
+ call BattleAnim_RevertPals
ret
; cc163
RunBattleAnimScript: ; cc163
- call Functioncc8d3
+ call ClearBattleAnims
.playframe
call RunBattleAnimCommand
@@ -114,32 +114,32 @@
; Speed up Rollout's animation.
ld a, [FXAnimIDHi]
or a
- jr nz, .asm_cc193
+ jr nz, .not_rollout
ld a, [FXAnimIDLo]
cp ROLLOUT
- jr nz, .asm_cc193
+ jr nz, .not_rollout
ld a, $2e
ld b, 5
ld de, 4
ld hl, ActiveBGEffects
-.asm_cc18c
+.find
cp [hl]
- jr z, .asm_cc196
+ jr z, .done
add hl, de
dec b
- jr nz, .asm_cc18c
+ jr nz, .find
-.asm_cc193
+.not_rollout
call BattleAnimDelayFrame
-.asm_cc196
+.done
ld a, [BattleAnimFlags]
bit 0, a
jr z, .playframe
- call Functioncc23d
+ call BattleAnim_ClearCGB_OAMFlags
ret
; cc1a1
@@ -193,13 +193,13 @@
ld b, a
ld a, [wBGP]
cp b
- call nz, Functioncc91a
+ call nz, BattleAnim_SetBGPals
ld a, [rOBP0]
ld b, a
ld a, [wOBP0]
cp b
- call nz, Functioncc94b
+ call nz, BattleAnim_SetOBPals
ret
; cc1fb
@@ -253,11 +253,11 @@
; cc23d
-Functioncc23d: ; cc23d
+BattleAnim_ClearCGB_OAMFlags: ; cc23d
ld a, [BattleAnimFlags]
bit 3, a
- jr z, .skip
+ jr z, .delete
ld hl, Sprites + 3
ld c, (SpritesEnd - Sprites) / 4
@@ -272,7 +272,7 @@
jr nz, .loop
ret
-.skip
+.delete
ld hl, Sprites
ld c, SpritesEnd - Sprites
xor a
@@ -341,9 +341,8 @@
ld e, a
ld d, 0
ld hl, BattleAnimCommands
-rept 2
add hl, de
-endr
+ add hl, de
ld a, [hli]
ld h, [hl]
@@ -460,19 +459,19 @@
call GetBattleAnimByte
ld hl, BattleAnimFlags
bit 2, [hl]
- jr nz, .asm_cc35b
+ jr nz, .continue_loop
and a
- jr z, .asm_cc363
+ jr z, .perpetual
dec a
set 2, [hl]
ld [BattleAnimLoops], a
-.asm_cc35b
+.continue_loop
ld hl, BattleAnimLoops
ld a, [hl]
and a
- jr z, .asm_cc372
+ jr z, .return_from_loop
dec [hl]
-.asm_cc363
+.perpetual
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
@@ -482,7 +481,8 @@
inc hl
ld [hl], d
ret
-.asm_cc372
+
+.return_from_loop
ld hl, BattleAnimFlags
res 2, [hl]
ld hl, BattleAnimAddress
@@ -489,9 +489,8 @@
ld e, [hl]
inc hl
ld d, [hl]
-rept 2
inc de
-endr
+ inc de
ld [hl], d
dec hl
ld [hl], e
@@ -498,10 +497,10 @@
ret
BattleAnimCmd_JumpUntil: ; cc383 (33:4383)
- ld hl, wKickCounter
+ ld hl, wBattleAnimParam
ld a, [hl]
and a
- jr z, .asm_cc39a
+ jr z, .dont_jump
dec [hl]
call GetBattleAnimByte
@@ -514,14 +513,13 @@
ld [hl], d
ret
-.asm_cc39a
+.dont_jump
ld hl, BattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
-rept 2
inc de
-endr
+ inc de
ld [hl], d
dec hl
ld [hl], e
@@ -547,9 +545,8 @@
ld e, [hl]
inc hl
ld d, [hl]
-rept 2
inc de
-endr
+ inc de
ld [hl], d
dec hl
ld [hl], e
@@ -568,7 +565,7 @@
BattleAnimCmd_JumpIf: ; cc3d6 (33:43d6)
call GetBattleAnimByte
- ld hl, wKickCounter
+ ld hl, wBattleAnimParam
cp [hl]
jr z, .jump
@@ -576,9 +573,8 @@
ld e, [hl]
inc hl
ld d, [hl]
-rept 2
inc de
-endr
+ inc de
ld [hl], d
dec hl
ld [hl], e
@@ -598,7 +594,7 @@
BattleAnimCmd_JumpAnd: ; cc3fa (33:43fa)
call GetBattleAnimByte
ld e, a
- ld a, [wKickCounter]
+ ld a, [wBattleAnimParam]
and e
jr nz, .jump
@@ -606,9 +602,8 @@
ld e, [hl]
inc hl
ld d, [hl]
-rept 2
inc de
-endr
+ inc de
ld [hl], d
dec hl
ld [hl], e
@@ -697,7 +692,7 @@
ld [BattleAnimTemps], a
.loop
ld a, [BattleAnimTemps]
- cp $4f
+ cp (VTiles1 - VTiles0) / $10 - $31
ret nc
call GetBattleAnimByte
ld [hli], a
@@ -713,7 +708,7 @@
ld de, VTiles0 tile $31
add hl, de
ld a, [BattleAnimByte]
- call Functionce846
+ call LoadBattleAnimObj
ld a, [BattleAnimTemps]
add c
ld [BattleAnimTemps], a
@@ -733,7 +728,7 @@
ld d, [hl]
ld a, [BattleAnimByte]
cp d
- jr z, .increment
+ jr z, .found
ld hl, BATTLEANIMSTRUCT_LENGTH
add hl, bc
ld c, l
@@ -742,7 +737,7 @@
jr nz, .loop
ret
-.increment
+.found
ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
add hl, bc
inc [hl]
@@ -750,24 +745,25 @@
BattleAnimCmd_IncBGEffect: ; cc4e3 (33:44e3)
call GetBattleAnimByte
- ld e, $5
+ ld e, 5
ld bc, ActiveBGEffects
-.asm_cc4eb
+.loop
ld hl, $0
add hl, bc
ld d, [hl]
ld a, [BattleAnimByte]
cp d
- jr z, .asm_cc500
- ld hl, $4
+ jr z, .found
+ ld hl, 4
add hl, bc
ld c, l
ld b, h
dec e
- jr nz, .asm_cc4eb
+ jr nz, .loop
ret
-.asm_cc500
- ld hl, $1
+
+.found
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
inc [hl]
ret
@@ -774,25 +770,26 @@
BattleAnimCmd_SetObj: ; cc506 (33:4506)
call GetBattleAnimByte
- ld e, $a
+ ld e, 10
ld bc, ActiveAnimObjects
-.asm_cc50e
- ld hl, $0
+.loop
+ ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld d, [hl]
ld a, [BattleAnimByte]
cp d
- jr z, .asm_cc523
- ld hl, $18
+ jr z, .found
+ ld hl, BATTLEANIMSTRUCT_LENGTH
add hl, bc
ld c, l
ld b, h
dec e
- jr nz, .asm_cc50e
+ jr nz, .loop
ret
-.asm_cc523
+
+.found
call GetBattleAnimByte
- ld hl, $e
+ ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
add hl, bc
ld [hl], a
ret
@@ -800,16 +797,15 @@
BattleAnimCmd_EnemyFeetObj: ; cc52c (33:452c)
ld hl, wBattleAnimTileDict
-.asm_cc52f
+.loop
ld a, [hl]
and a
- jr z, .asm_cc537
-rept 2
+ jr z, .okay
inc hl
-endr
- jr .asm_cc52f
+ inc hl
+ jr .loop
-.asm_cc537
+.okay
ld a, $28
ld [hli], a
ld a, $42
@@ -824,48 +820,47 @@
ld a, $70
ld [BattleAnimTemps], a
ld a, $7
- call Functioncc561
+ call .LoadFootprint
ld de, VTiles2 tile $31
ld a, $60
ld [BattleAnimTemps], a
ld a, $6
- call Functioncc561
+ call .LoadFootprint
ret
-Functioncc561: ; cc561 (33:4561)
+.LoadFootprint: ; cc561 (33:4561)
push af
push hl
push de
- ld bc, $3301
+ lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 1
call Request2bpp
pop de
ld a, [BattleAnimTemps]
ld l, a
- ld h, $0
+ ld h, 0
add hl, de
ld e, l
ld d, h
pop hl
- ld bc, $10
+ ld bc, 1 tiles
add hl, bc
pop af
dec a
- jr nz, Functioncc561
+ jr nz, .LoadFootprint
ret
BattleAnimCmd_PlayerHeadObj: ; cc57e (33:457e)
ld hl, wBattleAnimTileDict
-.asm_cc581
+.loop
ld a, [hl]
and a
- jr z, .asm_cc589
-rept 2
+ jr z, .okay
inc hl
-endr
- jr .asm_cc581
+ inc hl
+ jr .loop
-.asm_cc589
+.okay
ld a, $28
ld [hli], a
ld a, $35
@@ -880,33 +875,33 @@
ld a, $70
ld [BattleAnimTemps], a
ld a, $7
- call Functioncc5b3
+ call .LoadHead
ld de, VTiles2 tile $31
ld a, $60
ld [BattleAnimTemps], a
ld a, $6
- call Functioncc5b3
+ call .LoadHead
ret
-Functioncc5b3: ; cc5b3 (33:45b3)
+.LoadHead: ; cc5b3 (33:45b3)
push af
push hl
push de
- ld bc, $3302
+ lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 2
call Request2bpp
pop de
ld a, [BattleAnimTemps]
ld l, a
- ld h, $0
+ ld h, 0
add hl, de
ld e, l
ld d, h
pop hl
- ld bc, $20
+ ld bc, 2 tiles
add hl, bc
pop af
dec a
- jr nz, Functioncc5b3
+ jr nz, .LoadHead
ret
BattleAnimCmd_CheckPokeball: ; cc5d0 (33:45d0)
@@ -998,18 +993,18 @@
and a
jr z, .player
- ld hl, MonsterSpriteGFX
- ld de, sScratch + $130
- call CopyMonsterSpriteTile
- ld hl, MonsterSpriteGFX + $10
- ld de, sScratch + $1a0
- call CopyMonsterSpriteTile
- ld hl, MonsterSpriteGFX + $20
- ld de, sScratch + $140
- call CopyMonsterSpriteTile
- ld hl, MonsterSpriteGFX + $30
- ld de, sScratch + $1b0
- call CopyMonsterSpriteTile
+ ld hl, MonsterSpriteGFX + 0 tiles
+ ld de, sScratch + $13 tiles
+ call .CopyTile
+ ld hl, MonsterSpriteGFX + 1 tiles
+ ld de, sScratch + $1a tiles
+ call .CopyTile
+ ld hl, MonsterSpriteGFX + 2 tiles
+ ld de, sScratch + $14 tiles
+ call .CopyTile
+ ld hl, MonsterSpriteGFX + 3 tiles
+ ld de, sScratch + $1b tiles
+ call .CopyTile
ld hl, VTiles2 tile $00
ld de, sScratch
@@ -1018,18 +1013,18 @@
jr .done
.player
- ld hl, MonsterSpriteGFX + $40
- ld de, sScratch + $100
- call CopyMonsterSpriteTile
- ld hl, MonsterSpriteGFX + $50
- ld de, sScratch + $160
- call CopyMonsterSpriteTile
- ld hl, MonsterSpriteGFX + $60
- ld de, sScratch + $110
- call CopyMonsterSpriteTile
- ld hl, MonsterSpriteGFX + $70
- ld de, sScratch + $170
- call CopyMonsterSpriteTile
+ ld hl, MonsterSpriteGFX + 4 tiles
+ ld de, sScratch + $10 tiles
+ call .CopyTile
+ ld hl, MonsterSpriteGFX + 5 tiles
+ ld de, sScratch + $16 tiles
+ call .CopyTile
+ ld hl, MonsterSpriteGFX + 6 tiles
+ ld de, sScratch + $11 tiles
+ call .CopyTile
+ ld hl, MonsterSpriteGFX + 7 tiles
+ ld de, sScratch + $17 tiles
+ call .CopyTile
ld hl, VTiles2 tile $31
ld de, sScratch
@@ -1042,8 +1037,8 @@
ld [rSVBK], a
ret
-CopyMonsterSpriteTile: ; cc6c6 (33:46c6)
- ld bc, $10
+.CopyTile: ; cc6c6 (33:46c6)
+ ld bc, 1 tiles
ld a, BANK(MonsterSpriteGFX)
call FarCopyBytes
ret
@@ -1064,7 +1059,7 @@
GetMinimizePic: ; cc6e7 (33:46e7)
ld hl, sScratch
- ld bc, $310
+ ld bc, $31 tiles
.loop
xor a
ld [hli], a
@@ -1077,7 +1072,7 @@
and a
jr z, .player
- ld de, sScratch + $1a0
+ ld de, sScratch + $1a tiles
call CopyMinimizePic
ld hl, VTiles2 tile $00
ld de, sScratch
@@ -1131,11 +1126,11 @@
and a
jr z, .player
- callab Function3f486
+ callab DropEnemySub
jr .done
.player
- callab Function3f447
+ callab DropPlayerSub
.done
pop af
@@ -1152,7 +1147,7 @@
ld a, [CurPartySpecies] ; CurPartySpecies
push af
- ld a, [wKickCounter]
+ ld a, [wBattleAnimParam]
ld [CurPartySpecies], a ; CurPartySpecies
ld a, [hBattleTurn]
@@ -1159,7 +1154,7 @@
and a
jr z, .player
- ld hl, BattleMonDVs ; BattleMonDVs
+ ld hl, BattleMonDVs
predef GetUnownLetter
ld de, VTiles2 tile $00
predef GetFrontpic
@@ -1166,7 +1161,7 @@
jr .done
.player
- ld hl, EnemyMonDVs ; EnemyMonDVs
+ ld hl, EnemyMonDVs
predef GetUnownLetter
ld de, VTiles2 tile $31
predef GetBackpic
@@ -1385,7 +1380,7 @@
ret
; cc8d3
-Functioncc8d3: ; cc8d3
+ClearBattleAnims: ; cc8d3
; Clear animation block
ld hl, LYOverrides
ld bc, wBattleAnimEnd - LYOverrides
@@ -1402,9 +1397,8 @@
inc hl
ld d, [hl]
ld hl, BattleAnimations
-rept 2
add hl, de
-endr
+ add hl, de
call GetBattleAnimPointer
call BattleAnimAssignPals
call BattleAnimDelayFrame
@@ -1411,7 +1405,7 @@
ret
; cc8f6
-Functioncc8f6: ; cc8f6
+BattleAnim_RevertPals: ; cc8f6
call WaitTop
ld a, %11100100
ld [wBGP], a
@@ -1429,7 +1423,7 @@
ret
; cc91a
-Functioncc91a: ; cc91a
+BattleAnim_SetBGPals: ; cc91a
ld [rBGP], a
ld a, [hCGB]
and a
@@ -1457,7 +1451,7 @@
ret
; cc94b
-Functioncc94b: ; cc94b
+BattleAnim_SetOBPals: ; cc94b
ld [rOBP0], a
ld a, [hCGB]
and a
@@ -1481,7 +1475,7 @@
BattleAnim_UpdateOAM_All: ; cc96e
ld a, $0
- ld [w5_d418], a
+ ld [wBattleAnimOAMPointerLo], a
ld hl, ActiveAnimObjects
ld e, 10
.loop
@@ -1503,7 +1497,7 @@
add hl, bc
dec e
jr nz, .loop
- ld a, [w5_d418]
+ ld a, [wBattleAnimOAMPointerLo]
ld l, a
ld h, Sprites / $100
.loop2
--- a/battle/anim_objects.asm
+++ b/battle/anim_objects.asm
@@ -106,7 +106,7 @@
ld a, [hli]
ld h, [hl]
ld l, a
- ld a, [w5_d418]
+ ld a, [wBattleAnimOAMPointerLo]
ld e, a
ld d, Sprites / $100
.loop
@@ -173,7 +173,7 @@
inc hl
inc de
ld a, e
- ld [w5_d418], a
+ ld [wBattleAnimOAMPointerLo], a
cp $a0
jr nc, .exit_set_carry
dec c
@@ -620,7 +620,7 @@
; ce846
-Functionce846: ; ce846 (33:6846)
+LoadBattleAnimObj: ; ce846 (33:6846)
push hl
ld l, a
ld h, 0
--- a/battle/anims.asm
+++ b/battle/anims.asm
@@ -297,7 +297,7 @@
anim_obj ANIM_OBJ_COTTON, 136, 40, $15
anim_obj ANIM_OBJ_COTTON, 136, 40, $2a
anim_obj ANIM_OBJ_COTTON, 136, 40, $3f
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_wait 128
anim_ret
; c92c1
@@ -420,41 +420,41 @@
; c93d1
BattleAnim_SendOutMon: ; c93d1
- anim_jumpif $0, BattleAnim_SendOutMon_branch_c9471
- anim_jumpif $1, BattleAnim_SendOutMon_branch_c941c
- anim_jumpif $2, BattleAnim_SendOutMon_branch_c93fa
+ anim_jumpif $0, .Normal
+ anim_jumpif $1, .Shiny
+ anim_jumpif $2, .Unknown
anim_1gfx ANIM_GFX_SMOKE
- anim_call BattleAnim_SendOutMon_branch_cbca7
- anim_bgeffect $2b, $0, $1, $0
+ 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_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 128
anim_wait 4
- anim_call BattleAnim_SendOutMon_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; c93fa
-BattleAnim_SendOutMon_branch_c93fa: ; c93fa
+.Unknown: ; c93fa
anim_1gfx ANIM_GFX_SMOKE
- anim_call BattleAnim_SendOutMon_branch_cbca7
- anim_bgeffect $2a, $0, $1, $0
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_2A, $0, $1, $0
anim_wait 1
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_incbgeffect $2a
+ anim_incbgeffect ANIM_BG_2A
anim_wait 96
- anim_incbgeffect $2a
- anim_call BattleAnim_SendOutMon_branch_cbcb7
+ anim_incbgeffect ANIM_BG_2A
+ anim_call BattleAnim_ShowMon_0
anim_ret
; c941c
-BattleAnim_SendOutMon_branch_c941c: ; c941c
+.Shiny: ; c941c
anim_1gfx ANIM_GFX_SPEED
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_6D, 48, 96, $0
anim_wait 4
@@ -482,7 +482,7 @@
anim_ret
; c9471
-BattleAnim_SendOutMon_branch_c9471: ; c9471
+.Normal: ; c9471
anim_1gfx ANIM_GFX_SMOKE
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_1C, 44, 96, $0
@@ -569,7 +569,7 @@
BattleAnim_Par: ; c9508
anim_1gfx ANIM_GFX_STATUS
- anim_bgeffect $6, $0, $2, $0
+ 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
@@ -647,37 +647,37 @@
; c9592
BattleAnim_EnemyStatDown: ; c9592
- anim_call BattleAnim_EnemyStatDown_branch_cbcc2
+ anim_call BattleAnim_FollowEnemyFeet_1
anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0
anim_wait 40
- anim_call BattleAnim_EnemyStatDown_branch_cbcd2
+ anim_call BattleAnim_ShowMon_1
anim_wait 1
anim_ret
; c95a0
BattleAnim_PlayerStatDown: ; c95a0
- anim_call BattleAnim_PlayerStatDown_branch_cbcc2
+ anim_call BattleAnim_FollowEnemyFeet_1
anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0
anim_wait 40
- anim_call BattleAnim_PlayerStatDown_branch_cbcd2
+ anim_call BattleAnim_ShowMon_1
anim_wait 1
anim_ret
; c95ae
BattleAnim_PlayerDamage: ; c95ae
- anim_bgeffect $20, $20, $2, $20
+ anim_bgeffect ANIM_BG_20, $20, $2, $20
anim_wait 40
anim_ret
; c95b5
BattleAnim_Wobble: ; c95b5
- anim_bgeffect $35, $0, $0, $0
+ anim_bgeffect ANIM_BG_35, $0, $0, $0
anim_wait 40
anim_ret
; c95bc
BattleAnim_Shake: ; c95bc
- anim_bgeffect $1f, $20, $2, $40
+ anim_bgeffect ANIM_BG_1F, $20, $2, $40
anim_wait 40
anim_ret
; c95c3
@@ -755,7 +755,7 @@
BattleAnim_Bide_branch_c9651: ; c9651
BattleAnim_MegaPunch: ; c9651
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect $1f, $40, $2, $0
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
BattleAnim_Bide_branch_c965e: ; c965e
@@ -835,7 +835,7 @@
BattleAnim_HiJumpKick: ; c96fc
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect $1f, $40, $2, $0
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
anim_jumpif $1, BattleAnim_HiJumpKick_branch_c971e
anim_wait 32
anim_sound 0, 1, SFX_JUMP_KICK
@@ -869,7 +869,7 @@
BattleAnim_MegaKick: ; c973e
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect $1f, $40, $2, $0
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
anim_wait 67
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
BattleAnim_MegaKick_branch_c974b: ; c974b
@@ -885,7 +885,7 @@
BattleAnim_HyperFang: ; c9764
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect $1f, $20, $1, $0
+ anim_bgeffect ANIM_BG_1F, $20, $1, $0
anim_sound 0, 1, SFX_BITE
anim_obj ANIM_OBJ_09, 136, 56, $0
anim_wait 6
@@ -896,7 +896,7 @@
BattleAnim_SuperFang: ; c977b
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect $1f, $40, $2, $0
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
BattleAnim_SuperFang_branch_c9788: ; c9788
@@ -1116,21 +1116,21 @@
anim_loop 3, BattleAnim_Bubblebeam_branch_c993f
anim_wait 64
anim_clearobjs
- anim_bgeffect $30, $0, $0, $0
+ anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_wait 1
- anim_call BattleAnim_Bubblebeam_branch_cbcca
- anim_bgeffect $31, $1c, $0, $0
+ anim_call BattleAnim_FollowPlayerHead_1
+ anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 19
- anim_call BattleAnim_Bubblebeam_branch_cbcd2
- anim_bgeffect $32, $0, $0, $0
+ anim_call BattleAnim_ShowMon_1
+ anim_bgeffect ANIM_BG_32, $0, $0, $0
anim_wait 8
anim_ret
; c9979
BattleAnim_WaterGun: ; c9979
- anim_bgeffect $30, $0, $0, $0
+ anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_1gfx ANIM_GFX_WATER
- anim_call BattleAnim_WaterGun_branch_cbcca
+ anim_call BattleAnim_FollowPlayerHead_1
anim_sound 16, 2, SFX_WATER_GUN
anim_obj ANIM_OBJ_24, 64, 88, $0
anim_wait 8
@@ -1138,52 +1138,52 @@
anim_wait 8
anim_obj ANIM_OBJ_24, 64, 82, $0
anim_wait 24
- anim_bgeffect $31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 8
- anim_bgeffect $31, $8, $0, $0
+ anim_bgeffect ANIM_BG_31, $8, $0, $0
anim_wait 8
- anim_bgeffect $31, $30, $0, $0
+ anim_bgeffect ANIM_BG_31, $30, $0, $0
anim_wait 32
- anim_call BattleAnim_WaterGun_branch_cbcd2
- anim_bgeffect $32, $0, $0, $0
+ anim_call BattleAnim_ShowMon_1
+ anim_bgeffect ANIM_BG_32, $0, $0, $0
anim_wait 16
anim_ret
; c99b4
BattleAnim_HydroPump: ; c99b4
- anim_bgeffect $30, $0, $0, $0
+ anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_1gfx ANIM_GFX_WATER
- anim_call BattleAnim_HydroPump_branch_cbcca
+ anim_call BattleAnim_FollowPlayerHead_1
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_25, 108, 72, $0
- anim_bgeffect $31, $1c, $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_bgeffect $31, $8, $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_bgeffect $31, $30, $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_bgeffect $31, $1c, $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_bgeffect $31, $8, $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_bgeffect $31, $30, $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_bgeffect $31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 32
- anim_call BattleAnim_HydroPump_branch_cbcd2
- anim_bgeffect $32, $0, $0, $0
+ anim_call BattleAnim_ShowMon_1
+ anim_bgeffect ANIM_BG_32, $0, $0, $0
anim_wait 16
anim_ret
; c9a2a
@@ -1299,7 +1299,7 @@
BattleAnim_Solarbeam_branch_c9b30: ; c9b30
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_call BattleAnim_Solarbeam_branch_cbb39
anim_wait 48
anim_ret
@@ -1368,8 +1368,8 @@
BattleAnim_RazorWind: ; c9bbd
anim_jumpif $1, BattleAnim_RazorWind_branch_c9fb5
anim_1gfx ANIM_GFX_WHIP
- anim_bgeffect $6, $0, $1, $0
-BattleAnim_RazorWind_branch_c9bc8: ; c9bc8
+ anim_bgeffect ANIM_BG_06, $0, $1, $0
+.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
@@ -1386,7 +1386,7 @@
anim_sound 0, 1, SFX_RAZOR_WIND
anim_obj ANIM_OBJ_41, 120, 64, $83
anim_wait 4
- anim_loop 3, BattleAnim_RazorWind_branch_c9bc8
+ anim_loop 3, .loop
anim_wait 24
anim_ret
; c9c00
@@ -1393,7 +1393,7 @@
BattleAnim_Sonicboom_JP: ; c9c00
anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT
-BattleAnim_Sonicboom_JP_branch_c9c03: ; c9c03
+.loop
anim_sound 3, 0, SFX_RAZOR_WIND
anim_obj ANIM_OBJ_43, 64, 80, $3
anim_wait 8
@@ -1403,7 +1403,7 @@
anim_sound 3, 0, SFX_RAZOR_WIND
anim_obj ANIM_OBJ_43, 64, 96, $4
anim_wait 8
- anim_loop 2, BattleAnim_Sonicboom_JP_branch_c9c03
+ anim_loop 2, .loop
anim_wait 32
anim_incobj 1
anim_incobj 2
@@ -1419,12 +1419,11 @@
BattleAnim_Gust: ; c9c36
BattleAnim_Sonicboom: ; c9c36
anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
-BattleAnim_Gust_branch_c9c39: ; c9c39
-BattleAnim_Sonicboom_branch_c9c39: ; c9c39
+.loop
anim_sound 0, 1, SFX_RAZOR_WIND
anim_obj ANIM_OBJ_GUST, 136, 72, $0
anim_wait 6
- anim_loop 9, BattleAnim_Gust_branch_c9c39
+ anim_loop 9, .loop
anim_obj ANIM_OBJ_01, 144, 64, $18
anim_wait 8
anim_obj ANIM_OBJ_01, 128, 32, $18
@@ -1435,17 +1434,17 @@
BattleAnim_Selfdestruct: ; c9c53
anim_1gfx ANIM_GFX_EXPLOSION
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24
- anim_jumpif $1, BattleAnim_Selfdestruct_branch_c9c63
+ anim_jumpif $1, .loop
anim_call BattleAnim_Selfdestruct_branch_cbb8f
anim_wait 16
anim_ret
; c9c63
-BattleAnim_Selfdestruct_branch_c9c63: ; c9c63
+.loop
anim_call BattleAnim_Selfdestruct_branch_cbb62
anim_wait 5
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
- anim_loop 2, BattleAnim_Selfdestruct_branch_c9c63
+ anim_loop 2, .loop
anim_wait 16
anim_ret
; c9c72
@@ -1452,19 +1451,19 @@
BattleAnim_Explosion: ; c9c72
anim_1gfx ANIM_GFX_EXPLOSION
- anim_bgeffect $1f, $60, $4, $10
+ anim_bgeffect ANIM_BG_1F, $60, $4, $10
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24
- anim_jumpif $1, BattleAnim_Explosion_branch_c9c87
+ anim_jumpif $1, .loop
anim_call BattleAnim_Explosion_branch_cbb8f
anim_wait 16
anim_ret
; c9c87
-BattleAnim_Explosion_branch_c9c87: ; c9c87
+.loop
anim_call BattleAnim_Explosion_branch_cbb62
anim_wait 5
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
- anim_loop 2, BattleAnim_Explosion_branch_c9c87
+ anim_loop 2, .loop
anim_wait 16
anim_ret
; c9c96
@@ -1478,7 +1477,7 @@
BattleAnim_RockThrow: ; c9c9d
anim_1gfx ANIM_GFX_ROCKS
- anim_bgeffect $1f, $60, $1, $0
+ anim_bgeffect ANIM_BG_1F, $60, $1, $0
anim_sound 0, 1, SFX_STRENGTH
anim_obj ANIM_OBJ_1E, 128, 64, $40
anim_wait 2
@@ -1499,8 +1498,8 @@
BattleAnim_RockSlide: ; c9cd2
anim_1gfx ANIM_GFX_ROCKS
- anim_bgeffect $1f, $c0, $1, $0
-BattleAnim_RockSlide_branch_c9cd9: ; c9cd9
+ anim_bgeffect ANIM_BG_1F, $c0, $1, $0
+.loop
anim_sound 0, 1, SFX_STRENGTH
anim_obj ANIM_OBJ_1E, 128, 64, $40
anim_wait 4
@@ -1516,7 +1515,7 @@
anim_sound 0, 1, SFX_STRENGTH
anim_obj ANIM_OBJ_1E, 136, 68, $30
anim_wait 16
- anim_loop 4, BattleAnim_RockSlide_branch_c9cd9
+ anim_loop 4, .loop
anim_wait 96
anim_ret
; c9d0c
@@ -1524,7 +1523,7 @@
BattleAnim_Sing: ; c9d0c
anim_1gfx ANIM_GFX_NOISE
anim_sound 16, 2, SFX_SING
-BattleAnim_Sing_branch_c9d11: ; c9d11
+.loop
anim_obj ANIM_OBJ_23, 64, 92, $0
anim_wait 8
anim_obj ANIM_OBJ_23, 64, 92, $1
@@ -1535,7 +1534,7 @@
anim_wait 8
anim_obj ANIM_OBJ_23, 64, 92, $2
anim_wait 8
- anim_loop 4, BattleAnim_Sing_branch_c9d11
+ anim_loop 4, .loop
anim_wait 64
anim_ret
; c9d35
@@ -1545,10 +1544,7 @@
BattleAnim_Spore: ; c9d35
BattleAnim_StunSpore: ; c9d35
anim_1gfx ANIM_GFX_POWDER
-BattleAnim_Poisonpowder_branch_c9d37: ; c9d37
-BattleAnim_SleepPowder_branch_c9d37: ; c9d37
-BattleAnim_Spore_branch_c9d37: ; c9d37
-BattleAnim_StunSpore_branch_c9d37: ; c9d37
+.loop
anim_sound 0, 1, SFX_POWDER
anim_obj ANIM_OBJ_26, 104, 16, $0
anim_wait 4
@@ -1564,7 +1560,7 @@
anim_sound 0, 1, SFX_POWDER
anim_obj ANIM_OBJ_26, 120, 16, $0
anim_wait 4
- anim_loop 2, BattleAnim_Poisonpowder_branch_c9d37
+ anim_loop 2, .loop
anim_wait 96
anim_ret
; c9d6a
@@ -1571,9 +1567,9 @@
BattleAnim_HyperBeam: ; c9d6a
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect $1f, $30, $4, $10
+ anim_bgeffect ANIM_BG_1F, $30, $4, $10
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_call BattleAnim_HyperBeam_branch_cbb39
anim_wait 48
anim_ret
@@ -1581,7 +1577,7 @@
BattleAnim_AuroraBeam: ; c9d80
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_wait 64
anim_call BattleAnim_AuroraBeam_branch_cbb39
@@ -1679,14 +1675,14 @@
BattleAnim_Teleport: ; c9e4f
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_Teleport_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0
anim_wait 32
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
anim_wait 3
anim_incbgeffect ANIM_BG_TELEPORT
- anim_call BattleAnim_Teleport_branch_cbcb7
- anim_bgeffect $6, $0, $1, $0
+ anim_call BattleAnim_ShowMon_0
+ anim_bgeffect ANIM_BG_06, $0, $1, $0
anim_call BattleAnim_Teleport_branch_cbb12
anim_wait 64
anim_ret
@@ -1707,7 +1703,7 @@
BattleAnim_Fly_branch_c9e89: ; c9e89
anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect $6, $0, $1, $0
+ anim_bgeffect ANIM_BG_06, $0, $1, $0
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
anim_call BattleAnim_Fly_branch_cbb12
anim_wait 64
@@ -1715,7 +1711,7 @@
; c9e9a
BattleAnim_DoubleTeam: ; c9e9a
- anim_call BattleAnim_DoubleTeam_branch_cbcaf
+ anim_call BattleAnim_FollowPlayerHead_0
anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0
anim_wait 96
@@ -1722,15 +1718,15 @@
anim_incbgeffect ANIM_BG_DOUBLE_TEAM
anim_wait 24
anim_incbgeffect ANIM_BG_DOUBLE_TEAM
- anim_call BattleAnim_DoubleTeam_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; c9eaf
BattleAnim_Recover: ; c9eaf
anim_1gfx ANIM_GFX_BUBBLE
- anim_call BattleAnim_Recover_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_FULL_HEAL
- anim_bgeffect $18, $0, $1, $40
+ 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
@@ -1740,8 +1736,8 @@
anim_obj ANIM_OBJ_2C, 44, 88, $36
anim_obj ANIM_OBJ_2C, 44, 88, $37
anim_wait 64
- anim_incbgeffect $18
- anim_call BattleAnim_Recover_branch_cbcb7
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
anim_ret
; c9eeb
@@ -1748,7 +1744,7 @@
BattleAnim_Absorb: ; c9eeb
anim_1gfx ANIM_GFX_CHARGE
anim_obj ANIM_OBJ_3D, 44, 88, $0
-BattleAnim_Absorb_branch_c9ef2: ; c9ef2
+.loop
anim_sound 6, 3, SFX_WATER_GUN
anim_obj ANIM_OBJ_45, 128, 48, $2
anim_wait 6
@@ -1758,7 +1754,7 @@
anim_sound 6, 3, SFX_WATER_GUN
anim_obj ANIM_OBJ_45, 136, 32, $4
anim_wait 6
- anim_loop 5, BattleAnim_Absorb_branch_c9ef2
+ anim_loop 5, .loop
anim_wait 32
anim_ret
; c9f13
@@ -1765,10 +1761,10 @@
BattleAnim_MegaDrain: ; c9f13
anim_1gfx ANIM_GFX_CHARGE
- anim_call BattleAnim_MegaDrain_branch_cbca7
- anim_bgeffect $1c, $0, $0, $10
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1C, $0, $0, $10
anim_setvar $0
-BattleAnim_MegaDrain_branch_c9f1f: ; c9f1f
+.loop
anim_sound 6, 3, SFX_WATER_GUN
anim_obj ANIM_OBJ_45, 128, 48, $2
anim_wait 6
@@ -1779,20 +1775,20 @@
anim_obj ANIM_OBJ_45, 136, 32, $4
anim_wait 6
anim_incvar
- anim_jumpvar $7, BattleAnim_MegaDrain_branch_c9f4e
- anim_jumpvar $2, BattleAnim_MegaDrain_branch_c9f46
- anim_jump BattleAnim_MegaDrain_branch_c9f1f
+ anim_jumpvar $7, .done
+ anim_jumpvar $2, .spawn
+ anim_jump .loop
; c9f46
-BattleAnim_MegaDrain_branch_c9f46: ; c9f46
+.spawn
anim_obj ANIM_OBJ_3D, 44, 88, $0
- anim_jump BattleAnim_MegaDrain_branch_c9f1f
+ anim_jump .loop
; c9f4e
-BattleAnim_MegaDrain_branch_c9f4e: ; c9f4e
+.done
anim_wait 32
- anim_incbgeffect $1c
- anim_call BattleAnim_MegaDrain_branch_cbcb7
+ anim_incbgeffect ANIM_BG_1C
+ anim_call BattleAnim_ShowMon_0
anim_ret
; c9f55
@@ -1818,7 +1814,7 @@
BattleAnim_Softboiled: ; c9f85
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE
- anim_call BattleAnim_Softboiled_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_SWITCH_POKEMON
anim_obj ANIM_OBJ_46, 44, 104, $6
anim_wait 128
@@ -1825,15 +1821,15 @@
anim_incobj 2
anim_obj ANIM_OBJ_46, 76, 104, $b
anim_wait 16
- anim_bgeffect $18, $0, $1, $40
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_sound 0, 0, SFX_METRONOME
-BattleAnim_Softboiled_branch_c9fa4: ; c9fa4
+.loop
anim_obj ANIM_OBJ_2C, 44, 88, $20
anim_wait 8
- anim_loop 8, BattleAnim_Softboiled_branch_c9fa4
+ anim_loop 8, .loop
anim_wait 128
- anim_incbgeffect $18
- anim_call BattleAnim_Softboiled_branch_cbcb7
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
anim_ret
; c9fb5
@@ -1842,13 +1838,10 @@
BattleAnim_SkullBash_branch_c9fb5: ; c9fb5
BattleAnim_SkyAttack_branch_c9fb5: ; c9fb5
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_FocusEnergy_branch_cbca7
- anim_bgeffect $16, $0, $1, $40
- anim_bgeffect $6, $0, $2, $0
-BattleAnim_FocusEnergy_branch_c9fc4: ; c9fc4
-BattleAnim_RazorWind_branch_c9fc4: ; c9fc4
-BattleAnim_SkullBash_branch_c9fc4: ; c9fc4
-BattleAnim_SkyAttack_branch_c9fc4: ; c9fc4
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_16, $0, $1, $40
+ 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_wait 2
@@ -1864,10 +1857,10 @@
anim_wait 2
anim_obj ANIM_OBJ_47, 68, 108, $8
anim_wait 2
- anim_loop 3, BattleAnim_FocusEnergy_branch_c9fc4
+ anim_loop 3, .loop
anim_wait 8
- anim_incbgeffect $16
- anim_call BattleAnim_FocusEnergy_branch_cbcb7
+ anim_incbgeffect ANIM_BG_16
+ anim_call BattleAnim_ShowMon_0
anim_ret
; c9ffc
@@ -1874,12 +1867,12 @@
BattleAnim_Bide: ; c9ffc
anim_jumpif $0, BattleAnim_Bide_branch_c9651
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Bide_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_ESCAPE_ROPE
- anim_bgeffect $1a, $0, $1, $20
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_wait 72
- anim_incbgeffect $1a
- anim_call BattleAnim_Bide_branch_cbcb7
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca014
@@ -1919,12 +1912,12 @@
BattleAnim_Confusion: ; ca058
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Confusion_branch_cbcca
+ anim_call BattleAnim_FollowPlayerHead_1
anim_sound 0, 1, SFX_PSYCHIC
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
anim_wait 128
anim_incbgeffect ANIM_BG_NIGHT_SHADE
- anim_call BattleAnim_Confusion_branch_cbcd2
+ anim_call BattleAnim_ShowMon_1
anim_ret
; ca06c
@@ -1943,21 +1936,21 @@
; ca08a
BattleAnim_Earthquake: ; ca08a
- anim_bgeffect $1f, $60, $4, $10
-BattleAnim_Earthquake_branch_ca08f: ; ca08f
+ anim_bgeffect ANIM_BG_1F, $60, $4, $10
+.loop
anim_sound 0, 1, SFX_EMBER
anim_wait 24
- anim_loop 4, BattleAnim_Earthquake_branch_ca08f
+ anim_loop 4, .loop
anim_ret
; ca098
BattleAnim_Fissure: ; ca098
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_bgeffect $1f, $60, $4, $0
-BattleAnim_Fissure_branch_ca0a2: ; ca0a2
+ anim_bgeffect ANIM_BG_1F, $60, $4, $0
+.loop
anim_sound 0, 1, SFX_EMBER
anim_wait 24
- anim_loop 4, BattleAnim_Fissure_branch_ca0a2
+ anim_loop 4, .loop
anim_ret
; ca0ab
@@ -1964,18 +1957,18 @@
BattleAnim_Growl: ; ca0ab
anim_1gfx ANIM_GFX_NOISE
anim_enemyfeetobj
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_cry $0
-BattleAnim_Growl_branch_ca0b5: ; ca0b5
+.loop
anim_call BattleAnim_Growl_branch_cbbbc
anim_wait 16
- anim_loop 3, BattleAnim_Growl_branch_ca0b5
+ anim_loop 3, .loop
anim_wait 9
anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
anim_wait 8
- anim_bgeffect $19, $0, $0, $40
+ anim_bgeffect ANIM_BG_19, $0, $0, $40
anim_wait 64
- anim_incbgeffect $19
+ anim_incbgeffect ANIM_BG_19
anim_wait 1
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 5
@@ -1986,27 +1979,27 @@
BattleAnim_Roar: ; ca0d7
anim_1gfx ANIM_GFX_NOISE
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_cry $1
-BattleAnim_Roar_branch_ca0e0: ; ca0e0
+.loop
anim_call BattleAnim_Roar_branch_cbbbc
anim_wait 16
- anim_loop 3, BattleAnim_Roar_branch_ca0e0
+ anim_loop 3, .loop
anim_wait 16
- anim_jumpif $0, BattleAnim_Roar_branch_ca0f3
- anim_bgeffect $27, $0, $0, $0
+ anim_jumpif $0, .done
+ anim_bgeffect ANIM_BG_27, $0, $0, $0
anim_wait 64
-BattleAnim_Roar_branch_ca0f3: ; ca0f3
+.done
anim_ret
; ca0f4
BattleAnim_Supersonic: ; ca0f4
anim_1gfx ANIM_GFX_PSYCHIC
-BattleAnim_Supersonic_branch_ca0f6: ; ca0f6
+.loop
anim_sound 6, 2, SFX_SUPERSONIC
anim_obj ANIM_OBJ_4C, 64, 88, $2
anim_wait 4
- anim_loop 10, BattleAnim_Supersonic_branch_ca0f6
+ anim_loop 10, .loop
anim_wait 64
anim_ret
; ca105
@@ -2013,12 +2006,12 @@
BattleAnim_Screech: ; ca105
anim_1gfx ANIM_GFX_PSYCHIC
- anim_bgeffect $1f, $8, $1, $20
+ anim_bgeffect ANIM_BG_1F, $8, $1, $20
anim_sound 6, 2, SFX_SCREECH
-BattleAnim_Screech_branch_ca10f: ; ca10f
+.loop
anim_obj ANIM_OBJ_4C, 64, 88, $2
anim_wait 2
- anim_loop 2, BattleAnim_Screech_branch_ca10f
+ anim_loop 2, .loop
anim_wait 64
anim_ret
; ca11b
@@ -2025,8 +2018,8 @@
BattleAnim_ConfuseRay: ; ca11b
anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect $6, $0, $2, $0
- anim_bgeffect $8, $0, $4, $0
+ 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
@@ -2036,10 +2029,10 @@
anim_obj ANIM_OBJ_4D, 64, 88, $a8
anim_obj ANIM_OBJ_4D, 64, 88, $b0
anim_obj ANIM_OBJ_4D, 64, 88, $b8
-BattleAnim_ConfuseRay_branch_ca154: ; ca154
+.loop
anim_sound 6, 2, SFX_WHIRLWIND
anim_wait 16
- anim_loop 8, BattleAnim_ConfuseRay_branch_ca154
+ anim_loop 8, .loop
anim_wait 32
anim_ret
; ca15e
@@ -2046,7 +2039,7 @@
BattleAnim_Leer: ; ca15e
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_call BattleAnim_Leer_branch_cbadc
anim_wait 16
anim_ret
@@ -2054,7 +2047,7 @@
BattleAnim_Reflect: ; ca16a
anim_1gfx ANIM_GFX_REFLECT
- anim_bgeffect $6, $0, $2, $0
+ 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
@@ -2068,7 +2061,7 @@
BattleAnim_LightScreen: ; ca18e
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_sound 0, 0, SFX_FLASH
anim_obj ANIM_OBJ_50, 72, 80, $0
anim_wait 4
@@ -2121,10 +2114,10 @@
BattleAnim_Rest: ; ca212
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 0, SFX_TAIL_WHIP
-BattleAnim_Rest_branch_ca217: ; ca217
+.loop
anim_obj ANIM_OBJ_54, 64, 80, $0
anim_wait 40
- anim_loop 3, BattleAnim_Rest_branch_ca217
+ anim_loop 3, .loop
anim_wait 32
anim_ret
; ca223
@@ -2131,12 +2124,12 @@
BattleAnim_AcidArmor: ; ca223
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_AcidArmor_branch_cbcaf
+ anim_call BattleAnim_FollowPlayerHead_0
anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8
anim_sound 0, 0, SFX_MEGA_PUNCH
anim_wait 64
anim_incbgeffect ANIM_BG_ACID_ARMOR
- anim_call BattleAnim_AcidArmor_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca237
@@ -2143,39 +2136,38 @@
BattleAnim_Splash: ; ca237
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_VICEGRIP
- anim_call BattleAnim_Splash_branch_cbcaf
- anim_bgeffect $22, $0, $1, $0
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_22, $0, $1, $0
anim_wait 96
- anim_incbgeffect $22
- anim_call BattleAnim_Splash_branch_cbcb7
+ anim_incbgeffect ANIM_BG_22
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca24b
BattleAnim_Dig: ; ca24b
anim_2gfx ANIM_GFX_SAND, ANIM_GFX_HIT
- anim_jumpif $0, BattleAnim_Dig_branch_ca27d
- anim_jumpif $2, BattleAnim_Dig_branch_ca286
- anim_call BattleAnim_Dig_branch_cbcaf
- anim_bgeffect $23, $0, $1, $1
+ anim_jumpif $0, .hit
+ 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
-BattleAnim_Dig_branch_ca263: ; ca263
+.loop
anim_sound 0, 0, SFX_RAZOR_WIND
anim_obj ANIM_OBJ_56, 56, 104, $0
anim_wait 16
- anim_loop 6, BattleAnim_Dig_branch_ca263
+ anim_loop 6, .loop
anim_wait 32
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
anim_wait 8
- anim_incbgeffect $23
- anim_call BattleAnim_Dig_branch_cbcb7
+ anim_incbgeffect ANIM_BG_23
+ anim_call BattleAnim_ShowMon_0
anim_ret
-; ca27d
-BattleAnim_Dig_branch_ca27d: ; ca27d
+.hit
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 32
-BattleAnim_Dig_branch_ca286: ; ca286
+.fail
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 32
anim_ret
@@ -2189,7 +2181,7 @@
BattleAnim_StringShot: ; ca293
anim_1gfx ANIM_GFX_WEB
- anim_bgeffect $7, $0, $2, $0
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
anim_sound 6, 2, SFX_MENU
anim_obj ANIM_OBJ_5A, 64, 80, $0
anim_wait 4
@@ -2213,38 +2205,38 @@
BattleAnim_Headbutt: ; ca2d1
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect $1f, $14, $2, $0
+ anim_bgeffect ANIM_BG_1F, $14, $2, $0
anim_wait 32
- anim_call BattleAnim_Headbutt_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
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_wait 8
- anim_call BattleAnim_Headbutt_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca2ef
BattleAnim_Tackle: ; ca2ef
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Tackle_branch_cbcaf
+ anim_call BattleAnim_FollowPlayerHead_0
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_wait 8
- anim_call BattleAnim_Tackle_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca307
BattleAnim_BodySlam: ; ca307
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_BodySlam_branch_cbcaf
- anim_bgeffect $22, $0, $1, $0
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_22, $0, $1, $0
anim_wait 32
- anim_incbgeffect $22
+ anim_incbgeffect ANIM_BG_22
anim_wait 4
- anim_bgeffect $25, $0, $1, $0
+ 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
@@ -2252,13 +2244,13 @@
anim_sound 0, 1, SFX_TACKLE
anim_obj ANIM_OBJ_01, 144, 48, $0
anim_wait 3
- anim_call BattleAnim_BodySlam_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca331
BattleAnim_TakeDown: ; ca331
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_TakeDown_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
@@ -2269,13 +2261,13 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_obj ANIM_OBJ_01, 144, 48, $0
anim_wait 3
- anim_call BattleAnim_TakeDown_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca35c
BattleAnim_DoubleEdge: ; ca35c
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_DoubleEdge_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3
@@ -2285,14 +2277,14 @@
anim_sound 0, 1, SFX_TACKLE
anim_obj ANIM_OBJ_00, 144, 48, $0
anim_wait 3
- anim_call BattleAnim_DoubleEdge_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca382
BattleAnim_Submission: ; ca382
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Submission_branch_cbcc2
- anim_bgeffect $26, $0, $0, $0
+ anim_call BattleAnim_FollowEnemyFeet_1
+ 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
@@ -2301,18 +2293,18 @@
anim_wait 32
anim_obj ANIM_OBJ_01, 136, 52, $0
anim_wait 32
- anim_incbgeffect $26
- anim_call BattleAnim_Submission_branch_cbcd2
+ anim_incbgeffect ANIM_BG_26
+ anim_call BattleAnim_ShowMon_1
anim_ret
; ca3a8
BattleAnim_Whirlwind: ; ca3a8
anim_1gfx ANIM_GFX_WIND
-BattleAnim_Whirlwind_branch_ca3aa: ; ca3aa
+.loop
anim_sound 0, 0, SFX_RAZOR_WIND
anim_obj ANIM_OBJ_GUST, 64, 112, $0
anim_wait 6
- anim_loop 9, BattleAnim_Whirlwind_branch_ca3aa
+ anim_loop 9, .loop
anim_incobj 1
anim_incobj 2
anim_incobj 3
@@ -2324,21 +2316,21 @@
anim_incobj 9
anim_sound 16, 2, SFX_WHIRLWIND
anim_wait 128
- anim_jumpif $0, BattleAnim_Whirlwind_branch_ca3d7
- anim_bgeffect $27, $0, $0, $0
+ anim_jumpif $0, .done
+ anim_bgeffect ANIM_BG_27, $0, $0, $0
anim_wait 64
-BattleAnim_Whirlwind_branch_ca3d7: ; ca3d7
+.done
anim_ret
; ca3d8
BattleAnim_Hypnosis: ; ca3d8
anim_1gfx ANIM_GFX_PSYCHIC
-BattleAnim_Hypnosis_branch_ca3da: ; ca3da
+.loop
anim_sound 6, 2, SFX_SUPERSONIC
anim_obj ANIM_OBJ_4C, 64, 88, $2
anim_obj ANIM_OBJ_4C, 56, 80, $2
anim_wait 8
- anim_loop 3, BattleAnim_Hypnosis_branch_ca3da
+ anim_loop 3, .loop
anim_wait 56
anim_ret
; ca3ee
@@ -2346,11 +2338,11 @@
BattleAnim_Haze: ; ca3ee
anim_1gfx ANIM_GFX_HAZE
anim_sound 0, 1, SFX_SURF
-BattleAnim_Haze_branch_ca3f3: ; ca3f3
+.loop
anim_obj ANIM_OBJ_5B, 48, 56, $0
anim_obj ANIM_OBJ_5B, 132, 16, $0
anim_wait 12
- anim_loop 5, BattleAnim_Haze_branch_ca3f3
+ anim_loop 5, .loop
anim_wait 96
anim_ret
; ca404
@@ -2359,10 +2351,10 @@
anim_obp0 $54
anim_1gfx ANIM_GFX_HAZE
anim_sound 0, 0, SFX_SURF
-BattleAnim_Mist_branch_ca40b: ; ca40b
+.loop
anim_obj ANIM_OBJ_5C, 48, 56, $0
anim_wait 8
- anim_loop 10, BattleAnim_Mist_branch_ca40b
+ anim_loop 10, .loop
anim_wait 96
anim_ret
; ca417
@@ -2370,10 +2362,10 @@
BattleAnim_Smog: ; ca417
anim_1gfx ANIM_GFX_HAZE
anim_sound 0, 1, SFX_BUBBLEBEAM
-BattleAnim_Smog_branch_ca41c: ; ca41c
+.loop
anim_obj ANIM_OBJ_5D, 132, 16, $0
anim_wait 8
- anim_loop 10, BattleAnim_Smog_branch_ca41c
+ anim_loop 10, .loop
anim_wait 96
anim_ret
; ca428
@@ -2381,10 +2373,10 @@
BattleAnim_PoisonGas: ; ca428
anim_1gfx ANIM_GFX_HAZE
anim_sound 16, 2, SFX_BUBBLEBEAM
-BattleAnim_PoisonGas_branch_ca42d: ; ca42d
+.loop
anim_obj ANIM_OBJ_5E, 44, 80, $2
anim_wait 8
- anim_loop 10, BattleAnim_PoisonGas_branch_ca42d
+ anim_loop 10, .loop
anim_wait 128
anim_ret
; ca439
@@ -2424,7 +2416,7 @@
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
anim_obj ANIM_OBJ_5F, 72, 80, $3
anim_wait 8
-BattleAnim_HornDrill_branch_ca48b: ; ca48b
+.loop
anim_sound 0, 1, SFX_HORN_ATTACK
anim_obj ANIM_OBJ_00, 132, 40, $0
anim_wait 8
@@ -2437,7 +2429,7 @@
anim_sound 0, 1, SFX_HORN_ATTACK
anim_obj ANIM_OBJ_00, 124, 48, $0
anim_wait 8
- anim_loop 3, BattleAnim_HornDrill_branch_ca48b
+ anim_loop 3, .loop
anim_ret
; ca4b4
@@ -2466,7 +2458,7 @@
BattleAnim_PinMissile: ; ca4e7
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
-BattleAnim_PinMissile_branch_ca4ea: ; ca4ea
+.loop
anim_obj ANIM_OBJ_60, 64, 92, $28
anim_wait 8
anim_obj ANIM_OBJ_60, 56, 84, $28
@@ -2479,7 +2471,7 @@
anim_wait 8
anim_sound 0, 1, SFX_POISON_STING
anim_obj ANIM_OBJ_05, 132, 52, $0
- anim_loop 3, BattleAnim_PinMissile_branch_ca4ea
+ anim_loop 3, .loop
anim_wait 16
anim_ret
; ca51a
@@ -2486,7 +2478,7 @@
BattleAnim_SpikeCannon: ; ca51a
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
-BattleAnim_SpikeCannon_branch_ca51d: ; ca51d
+.loop
anim_obj ANIM_OBJ_60, 64, 92, $18
anim_wait 8
anim_obj ANIM_OBJ_60, 56, 84, $18
@@ -2499,7 +2491,7 @@
anim_wait 8
anim_sound 0, 1, SFX_POISON_STING
anim_obj ANIM_OBJ_05, 132, 52, $0
- anim_loop 3, BattleAnim_SpikeCannon_branch_ca51d
+ anim_loop 3, .loop
anim_wait 16
anim_ret
; ca54d
@@ -2506,15 +2498,15 @@
BattleAnim_Transform: ; ca54d
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Transform_branch_cbcaf
+ anim_call BattleAnim_FollowPlayerHead_0
anim_transform
anim_sound 0, 0, SFX_PSYBEAM
- anim_bgeffect $28, $0, $1, $0
+ anim_bgeffect ANIM_BG_28, $0, $1, $0
anim_wait 48
anim_updateactorpic
- anim_incbgeffect $28
+ anim_incbgeffect ANIM_BG_28
anim_wait 48
- anim_call BattleAnim_Transform_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca564
@@ -2521,10 +2513,10 @@
BattleAnim_PetalDance: ; ca564
anim_sound 0, 0, SFX_MENU
anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT
-BattleAnim_PetalDance_branch_ca56a: ; ca56a
+.loop
anim_obj ANIM_OBJ_61, 48, 56, $0
anim_wait 11
- anim_loop 8, BattleAnim_PetalDance_branch_ca56a
+ anim_loop 8, .loop
anim_wait 128
anim_wait 64
anim_sound 0, 1, SFX_COMET_PUNCH
@@ -2574,7 +2566,7 @@
BattleAnim_LovelyKiss: ; ca5de
anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
- anim_bgeffect $7, $0, $2, $0
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
anim_obj ANIM_OBJ_96, 152, 40, $0
anim_wait 32
anim_sound 0, 1, SFX_LICK
@@ -2608,14 +2600,14 @@
BattleAnim_Crabhammer: ; ca624
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect $1f, $40, $2, $0
+ anim_bgeffect ANIM_BG_1F, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
-BattleAnim_Crabhammer_branch_ca631: ; ca631
+.loop
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_00, 136, 56, $0
anim_wait 12
- anim_loop 3, BattleAnim_Crabhammer_branch_ca631
+ anim_loop 3, .loop
anim_ret
; ca63f
@@ -2622,31 +2614,31 @@
BattleAnim_SkullBash: ; ca63f
anim_jumpif $1, BattleAnim_SkullBash_branch_c9fb5
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect $1f, $14, $2, $0
+ anim_bgeffect ANIM_BG_1F, $14, $2, $0
anim_wait 32
- anim_call BattleAnim_SkullBash_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
-BattleAnim_SkullBash_branch_ca659: ; ca659
+.loop
anim_sound 0, 1, SFX_HEADBUTT
anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 8
- anim_loop 3, BattleAnim_SkullBash_branch_ca659
- anim_call BattleAnim_SkullBash_branch_cbcb7
+ anim_loop 3, .loop
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca66a
BattleAnim_Kinesis: ; ca66a
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_obj ANIM_OBJ_6B, 80, 76, $0
anim_wait 32
-BattleAnim_Kinesis_branch_ca678: ; ca678
+.loop
anim_sound 0, 0, SFX_KINESIS
anim_obj ANIM_OBJ_4B, 64, 88, $0
anim_wait 32
- anim_loop 3, BattleAnim_Kinesis_branch_ca678
+ anim_loop 3, .loop
anim_wait 32
anim_sound 0, 0, SFX_KINESIS_2
anim_wait 32
@@ -2666,7 +2658,7 @@
BattleAnim_DrillPeck: ; ca6a0
anim_1gfx ANIM_GFX_HIT
-BattleAnim_DrillPeck_branch_ca6a2: ; ca6a2
+.loop
anim_sound 0, 1, SFX_PECK
anim_obj ANIM_OBJ_02, 124, 56, $0
anim_wait 4
@@ -2679,7 +2671,7 @@
anim_sound 0, 1, SFX_PECK
anim_obj ANIM_OBJ_02, 132, 64, $0
anim_wait 4
- anim_loop 5, BattleAnim_DrillPeck_branch_ca6a2
+ anim_loop 5, .loop
anim_wait 16
anim_ret
; ca6cc
@@ -2687,7 +2679,7 @@
BattleAnim_Guillotine: ; ca6cc
anim_1gfx ANIM_GFX_CUT
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
- anim_bgeffect $1f, $40, $2, $0
+ 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
@@ -2730,7 +2722,7 @@
anim_jumpif $2, BattleAnim_Substitute_branch_ca76e
anim_jumpif $1, BattleAnim_Substitute_branch_ca760
anim_1gfx ANIM_GFX_SMOKE
- anim_bgeffect $27, $0, $1, $0
+ anim_bgeffect ANIM_BG_27, $0, $1, $0
anim_wait 48
anim_raisesub
anim_obj ANIM_OBJ_1C, 48, 96, $0
@@ -2740,7 +2732,7 @@
; ca760
BattleAnim_Substitute_branch_ca760: ; ca760
- anim_bgeffect $27, $0, $1, $0
+ anim_bgeffect ANIM_BG_27, $0, $1, $0
anim_wait 48
anim_dropsub
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
@@ -2749,7 +2741,7 @@
; ca76e
BattleAnim_Substitute_branch_ca76e: ; ca76e
- anim_bgeffect $27, $0, $1, $0
+ anim_bgeffect ANIM_BG_27, $0, $1, $0
anim_wait 48
anim_raisesub
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
@@ -2769,14 +2761,14 @@
BattleAnim_Minimize: ; ca78a
anim_sound 0, 0, SFX_SURF
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Minimize_branch_cbcaf
+ anim_call BattleAnim_FollowPlayerHead_0
anim_minimize
- anim_bgeffect $28, $0, $1, $0
+ anim_bgeffect ANIM_BG_28, $0, $1, $0
anim_wait 48
anim_updateactorpic
- anim_incbgeffect $28
+ anim_incbgeffect ANIM_BG_28
anim_wait 48
- anim_call BattleAnim_Minimize_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca7a1
@@ -2783,7 +2775,7 @@
BattleAnim_SkyAttack: ; ca7a1
anim_jumpif $1, BattleAnim_SkyAttack_branch_c9fb5
anim_1gfx ANIM_GFX_SKY_ATTACK
- anim_bgeffect $27, $0, $1, $0
+ 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
@@ -2805,12 +2797,12 @@
anim_bgp $1b
anim_obp1 $1b
anim_wait 32
- anim_call BattleAnim_NightShade_branch_cbcca
+ anim_call BattleAnim_FollowPlayerHead_1
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
anim_sound 0, 1, SFX_PSYCHIC
anim_wait 96
anim_incbgeffect ANIM_BG_NIGHT_SHADE
- anim_call BattleAnim_NightShade_branch_cbcd2
+ anim_call BattleAnim_ShowMon_1
anim_ret
; ca7e5
@@ -2837,8 +2829,8 @@
BattleAnim_Withdraw: ; ca80c
anim_1gfx ANIM_GFX_REFLECT
- anim_call BattleAnim_Withdraw_branch_cbcaf
- anim_bgeffect $21, $0, $1, $50
+ anim_call BattleAnim_FollowPlayerHead_0
+ 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
@@ -2845,20 +2837,20 @@
anim_wait 64
anim_incobj 2
anim_wait 1
- anim_incbgeffect $21
- anim_call BattleAnim_Withdraw_branch_cbcb7
+ anim_incbgeffect ANIM_BG_21
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca829
BattleAnim_Psybeam: ; ca829
anim_1gfx ANIM_GFX_PSYCHIC
- anim_bgeffect $6, $0, $2, $0
- anim_bgeffect $8, $0, $4, $0
-BattleAnim_Psybeam_branch_ca835: ; ca835
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_08, $0, $4, $0
+.loop
anim_sound 6, 2, SFX_PSYBEAM
anim_obj ANIM_OBJ_4C, 64, 88, $4
anim_wait 4
- anim_loop 10, BattleAnim_Psybeam_branch_ca835
+ anim_loop 10, .loop
anim_wait 48
anim_ret
; ca844
@@ -2886,9 +2878,9 @@
BattleAnim_Harden: ; ca85e
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
- anim_call BattleAnim_Harden_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_call BattleAnim_Harden_branch_cbc43
- anim_call BattleAnim_Harden_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca86c
@@ -2895,7 +2887,7 @@
BattleAnim_Psywave: ; ca86c
anim_1gfx ANIM_GFX_PSYCHIC
anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
-BattleAnim_Psywave_branch_ca873: ; ca873
+.loop
anim_sound 6, 2, SFX_PSYCHIC
anim_obj ANIM_OBJ_4C, 64, 80, $2
anim_wait 8
@@ -2905,7 +2897,7 @@
anim_sound 6, 2, SFX_PSYCHIC
anim_obj ANIM_OBJ_4C, 64, 96, $4
anim_wait 8
- anim_loop 3, BattleAnim_Psywave_branch_ca873
+ anim_loop 3, .loop
anim_wait 32
anim_incbgeffect ANIM_BG_PSYCHIC
anim_wait 4
@@ -2915,7 +2907,7 @@
BattleAnim_Glare: ; ca897
anim_1gfx ANIM_GFX_BEAM
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_call BattleAnim_Glare_branch_cbadc
anim_wait 16
anim_ret
@@ -2979,11 +2971,11 @@
anim_sound 0, 1, SFX_BALL_POOF
anim_obj ANIM_OBJ_1C, 108, 70, $10
anim_wait 8
-BattleAnim_Smokescreen_branch_ca951: ; ca951
+.loop
anim_sound 0, 1, SFX_MENU
anim_obj ANIM_OBJ_74, 132, 60, $20
anim_wait 8
- anim_loop 5, BattleAnim_Smokescreen_branch_ca951
+ anim_loop 5, .loop
anim_wait 128
anim_ret
; ca960
@@ -2990,7 +2982,7 @@
BattleAnim_Strength: ; ca960
anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
- anim_bgeffect $20, $10, $1, $20
+ anim_bgeffect ANIM_BG_20, $10, $1, $20
anim_sound 0, 0, SFX_STRENGTH
anim_obj ANIM_OBJ_1F, 64, 104, $1
anim_wait 128
@@ -3035,13 +3027,13 @@
BattleAnim_Meditate: ; ca9d8
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Meditate_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_PSYBEAM
- anim_bgeffect $28, $0, $1, $0
+ anim_bgeffect ANIM_BG_28, $0, $1, $0
anim_wait 48
- anim_incbgeffect $28
+ anim_incbgeffect ANIM_BG_28
anim_wait 48
- anim_call BattleAnim_Meditate_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; ca9ed
@@ -3048,14 +3040,14 @@
BattleAnim_Sharpen: ; ca9ed
anim_1gfx ANIM_GFX_SHAPES
anim_obp0 $e4
- anim_call BattleAnim_Sharpen_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_SHARPEN
- anim_bgeffect $18, $0, $1, $40
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_78, 48, 88, $0
anim_wait 96
anim_incobj 2
- anim_incbgeffect $18
- anim_call BattleAnim_Sharpen_branch_cbcb7
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
anim_ret
; caa0a
@@ -3062,20 +3054,20 @@
BattleAnim_DefenseCurl: ; caa0a
anim_1gfx ANIM_GFX_SHAPES
anim_obp0 $e4
- anim_call BattleAnim_DefenseCurl_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_SHARPEN
- anim_bgeffect $18, $0, $1, $40
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_79, 48, 88, $0
anim_wait 96
anim_incobj 2
- anim_incbgeffect $18
- anim_call BattleAnim_DefenseCurl_branch_cbcb7
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
anim_ret
; caa27
BattleAnim_SeismicToss: ; caa27
anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT
- anim_bgeffect $20, $10, $1, $20
+ anim_bgeffect ANIM_BG_20, $10, $1, $20
anim_sound 0, 0, SFX_STRENGTH
anim_obj ANIM_OBJ_20, 64, 104, $1
anim_wait 128
@@ -3089,12 +3081,12 @@
BattleAnim_Rage: ; caa45
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Rage_branch_cbca7
- anim_bgeffect $1a, $0, $1, $20
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_RAGE
anim_wait 72
- anim_incbgeffect $1a
- anim_call BattleAnim_Rage_branch_cbcb7
+ 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_wait 6
@@ -3110,8 +3102,8 @@
BattleAnim_Agility: ; caa74
anim_1gfx ANIM_GFX_WIND
anim_obp0 $fc
- anim_call BattleAnim_Agility_branch_cbca7
- anim_bgeffect $18, $0, $1, $40
+ 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
@@ -3120,12 +3112,12 @@
anim_obj ANIM_OBJ_7D, 8, 56, $c
anim_obj ANIM_OBJ_7D, 8, 80, $4
anim_obj ANIM_OBJ_7D, 8, 104, $e
-BattleAnim_Agility_branch_caaa4: ; caaa4
+.loop
anim_sound 0, 0, SFX_RAZOR_WIND
anim_wait 4
- anim_loop 18, BattleAnim_Agility_branch_caaa4
- anim_incbgeffect $18
- anim_call BattleAnim_Agility_branch_cbcb7
+ anim_loop 18, .loop
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
anim_ret
; caab2
@@ -3142,7 +3134,7 @@
BattleAnim_Barrier: ; caac5
anim_1gfx ANIM_GFX_REFLECT
anim_enemyfeetobj
- anim_bgeffect $6, $0, $2, $0
+ 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
@@ -3155,10 +3147,10 @@
BattleAnim_Waterfall: ; caae1
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Waterfall_branch_cbcaf
- anim_bgeffect $25, $0, $1, $0
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 16
- anim_call BattleAnim_Waterfall_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_LICK
anim_obj ANIM_OBJ_01, 136, 56, $0
anim_wait 3
@@ -3181,11 +3173,11 @@
anim_1gfx ANIM_GFX_PSYCHIC
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
-BattleAnim_PsychicM_branch_cab29: ; cab29
+.loop
anim_sound 6, 2, SFX_PSYCHIC
anim_obj ANIM_OBJ_4C, 64, 88, $2
anim_wait 8
- anim_loop 8, BattleAnim_PsychicM_branch_cab29
+ anim_loop 8, .loop
anim_wait 96
anim_incbgeffect ANIM_BG_PSYCHIC
anim_wait 4
@@ -3213,10 +3205,10 @@
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED
anim_sound 0, 0, SFX_METRONOME
anim_obj ANIM_OBJ_7A, 72, 88, $0
-BattleAnim_Metronome_branch_cab5d: ; cab5d
+.loop
anim_obj ANIM_OBJ_7B, 72, 80, $0
anim_wait 8
- anim_loop 5, BattleAnim_Metronome_branch_cab5d
+ anim_loop 5, .loop
anim_wait 48
anim_ret
; cab69
@@ -3223,7 +3215,7 @@
BattleAnim_Counter: ; cab69
anim_1gfx ANIM_GFX_HIT
-BattleAnim_Counter_branch_cab6b: ; cab6b
+.loop
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
anim_sound 0, 1, SFX_POUND
anim_obj ANIM_OBJ_08, 120, 72, $0
@@ -3239,7 +3231,7 @@
anim_obj ANIM_OBJ_07, 152, 56, $0
anim_obj ANIM_OBJ_00, 152, 56, $0
anim_wait 6
- anim_loop 3, BattleAnim_Counter_branch_cab6b
+ anim_loop 3, .loop
anim_wait 16
anim_ret
; cabaa
@@ -3292,7 +3284,7 @@
BattleAnim_Disable: ; cac24
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_obj ANIM_OBJ_7C, 132, 56, $0
anim_wait 16
anim_sound 0, 1, SFX_BIND
@@ -3304,12 +3296,12 @@
BattleAnim_TailWhip: ; cac41
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_TailWhip_branch_cbcaf
+ anim_call BattleAnim_FollowPlayerHead_0
anim_sound 0, 0, SFX_TAIL_WHIP
- anim_bgeffect $26, $0, $1, $0
+ anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 32
- anim_incbgeffect $26
- anim_call BattleAnim_TailWhip_branch_cbcb7
+ anim_incbgeffect ANIM_BG_26
+ anim_call BattleAnim_ShowMon_0
anim_ret
; cac55
@@ -3323,13 +3315,13 @@
BattleAnim_Sketch: ; cac61
anim_1gfx ANIM_GFX_OBJECTS
- anim_call BattleAnim_Sketch_branch_cbca7
- anim_bgeffect $1a, $0, $1, $20
+ 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_wait 80
- anim_incbgeffect $1a
- anim_call BattleAnim_Sketch_branch_cbcb7
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_ret
; cac7b
@@ -3366,13 +3358,13 @@
BattleAnim_Thief: ; cacb5
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Thief_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
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_wait 16
- anim_call BattleAnim_Thief_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_1gfx ANIM_GFX_STATUS
anim_sound 0, 1, SFX_THIEF_2
@@ -3383,7 +3375,7 @@
BattleAnim_SpiderWeb: ; cacd9
anim_1gfx ANIM_GFX_WEB
- anim_bgeffect $7, $0, $2, $0
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
anim_obj ANIM_OBJ_92, 132, 48, $0
anim_sound 6, 2, SFX_SPIDER_WEB
anim_obj ANIM_OBJ_5A, 64, 80, $0
@@ -3398,13 +3390,13 @@
BattleAnim_MindReader: ; cacfb
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 1, SFX_MIND_READER
-BattleAnim_MindReader_branch_cad00: ; cad00
+.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_wait 16
- anim_loop 2, BattleAnim_MindReader_branch_cad00
+ anim_loop 2, .loop
anim_wait 32
anim_ret
; cad1b
@@ -3422,13 +3414,13 @@
BattleAnim_FlameWheel: ; cad30
anim_1gfx ANIM_GFX_FIRE
-BattleAnim_FlameWheel_branch_cad32: ; cad32
+.loop
anim_sound 0, 0, SFX_EMBER
anim_obj ANIM_OBJ_7F, 48, 96, $0
anim_wait 6
- anim_loop 8, BattleAnim_FlameWheel_branch_cad32
+ anim_loop 8, .loop
anim_wait 96
- anim_call BattleAnim_FlameWheel_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
@@ -3448,18 +3440,18 @@
anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE
anim_obj ANIM_OBJ_54, 64, 80, $0
anim_wait 32
- anim_bgeffect $1f, $60, $2, $0
+ anim_bgeffect ANIM_BG_1F, $60, $2, $0
anim_sound 0, 0, SFX_SNORE
-BattleAnim_Snore_branch_cad7c: ; cad7c
+.loop
anim_call BattleAnim_Snore_branch_cbbbc
anim_wait 16
- anim_loop 2, BattleAnim_Snore_branch_cad7c
+ anim_loop 2, .loop
anim_wait 8
anim_ret
; cad86
BattleAnim_Curse: ; cad86
- anim_jumpif $1, BattleAnim_Curse_branch_cada3
+ anim_jumpif $1, .NotGhost
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
anim_obj ANIM_OBJ_A5, 68, 72, $0
anim_sound 0, 0, SFX_CURSE
@@ -3472,16 +3464,16 @@
anim_ret
; cada3
-BattleAnim_Curse_branch_cada3: ; cada3
+.NotGhost: ; cada3
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_Curse_branch_cbca7
- anim_bgeffect $19, $0, $1, $40
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_19, $0, $1, $40
anim_sound 0, 0, SFX_SHARPEN
anim_wait 64
- anim_incbgeffect $19
+ anim_incbgeffect ANIM_BG_19
anim_wait 1
- anim_bgeffect $16, $0, $1, $40
-BattleAnim_Curse_branch_cadb9: ; cadb9
+ 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_wait 2
@@ -3497,18 +3489,18 @@
anim_wait 2
anim_obj ANIM_OBJ_47, 68, 108, $8
anim_wait 2
- anim_loop 3, BattleAnim_Curse_branch_cadb9
+ anim_loop 3, .loop
anim_wait 8
- anim_incbgeffect $16
- anim_call BattleAnim_Curse_branch_cbcb7
+ anim_incbgeffect ANIM_BG_16
+ anim_call BattleAnim_ShowMon_0
anim_ret
; cadf1
BattleAnim_Flail: ; cadf1
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Flail_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_SUBMISSION
- anim_bgeffect $2c, $0, $1, $0
+ anim_bgeffect ANIM_BG_2C, $0, $1, $0
anim_wait 8
anim_obj ANIM_OBJ_01, 120, 48, $0
anim_wait 8
@@ -3516,8 +3508,8 @@
anim_wait 8
anim_obj ANIM_OBJ_01, 136, 48, $0
anim_wait 8
- anim_incbgeffect $2c
- anim_call BattleAnim_Flail_branch_cbcb7
+ anim_incbgeffect ANIM_BG_2C
+ anim_call BattleAnim_ShowMon_0
anim_ret
; cae17
@@ -3540,8 +3532,8 @@
BattleAnim_Aeroblast: ; cae4b
anim_2gfx ANIM_GFX_BEAM, ANIM_GFX_AEROBLAST
anim_bgp $1b
- anim_bgeffect $1f, $50, $4, $10
- anim_bgeffect $6, $0, $2, $0
+ 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_wait 32
@@ -3562,10 +3554,10 @@
anim_obp0 $54
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 1, SFX_POWDER
-BattleAnim_CottonSpore_branch_cae8b: ; cae8b
+.loop: ; cae8b
anim_obj ANIM_OBJ_81, 132, 32, $0
anim_wait 8
- anim_loop 5, BattleAnim_CottonSpore_branch_cae8b
+ anim_loop 5, .loop
anim_wait 96
anim_ret
; cae97
@@ -3572,7 +3564,7 @@
BattleAnim_Reversal: ; cae97
anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT
- anim_bgeffect $7, $0, $0, $0
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_04, 112, 64, $0
anim_wait 2
@@ -3604,7 +3596,7 @@
BattleAnim_PowderSnow: ; caee2
anim_1gfx ANIM_GFX_ICE
-BattleAnim_PowderSnow_branch_caee4: ; caee4
+.loop: ; caee4
anim_sound 6, 2, SFX_SHINE
anim_obj ANIM_OBJ_8F, 64, 88, $23
anim_wait 2
@@ -3614,7 +3606,7 @@
anim_sound 6, 2, SFX_SHINE
anim_obj ANIM_OBJ_8F, 64, 96, $23
anim_wait 2
- anim_loop 2, BattleAnim_PowderSnow_branch_caee4
+ anim_loop 2, .loop
anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
anim_wait 40
anim_call BattleAnim_PowderSnow_branch_cbbdf
@@ -3624,7 +3616,7 @@
BattleAnim_Protect: ; caf0e
anim_1gfx ANIM_GFX_OBJECTS
- anim_bgeffect $7, $0, $2, $0
+ 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
@@ -3659,7 +3651,7 @@
BattleAnim_ScaryFace: ; caf73
anim_1gfx ANIM_GFX_BEAM
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_call BattleAnim_ScaryFace_branch_cbadc
anim_wait 64
anim_ret
@@ -3668,8 +3660,8 @@
BattleAnim_FaintAttack: ; caf84
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_CURSE
- anim_call BattleAnim_FaintAttack_branch_cbca7
- anim_bgeffect $1d, $0, $1, $80
+ anim_call BattleAnim_FollowEnemyFeet_0
+ 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
@@ -3680,8 +3672,8 @@
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_04, 136, 48, $0
anim_wait 32
- anim_incbgeffect $1d
- anim_call BattleAnim_FaintAttack_branch_cbcb7
+ anim_incbgeffect ANIM_BG_1D
+ anim_call BattleAnim_ShowMon_0
anim_wait 4
anim_ret
; cafb4
@@ -3688,7 +3680,7 @@
BattleAnim_SweetKiss: ; cafb4
anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
- anim_bgeffect $7, $0, $2, $0
+ anim_bgeffect ANIM_BG_07, $0, $2, $0
anim_obj ANIM_OBJ_97, 96, 40, $0
anim_sound 0, 1, SFX_SWEET_KISS
anim_wait 32
@@ -3764,13 +3756,13 @@
anim_wait 16
anim_obj ANIM_OBJ_1C, 132, 56, $10
anim_wait 8
- anim_jumpif $0, BattleAnim_Octazooka_branch_cb091
-BattleAnim_Octazooka_branch_cb086: ; cb086
+ anim_jumpif $0, .done
+.loop
anim_obj ANIM_OBJ_74, 132, 60, $20
anim_wait 8
- anim_loop 5, BattleAnim_Octazooka_branch_cb086
+ anim_loop 5, .loop
anim_wait 128
-BattleAnim_Octazooka_branch_cb091: ; cb091
+.done
anim_ret
; cb092
@@ -3805,15 +3797,15 @@
BattleAnim_Foresight: ; cb0d0
anim_1gfx ANIM_GFX_SHINE
- anim_call BattleAnim_Foresight_branch_cbcc2
- anim_bgeffect $7, $0, $0, $0
+ 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_wait 24
- anim_bgeffect $19, $0, $0, $40
+ anim_bgeffect ANIM_BG_19, $0, $0, $40
anim_wait 64
- anim_incbgeffect $19
- anim_call BattleAnim_Foresight_branch_cbcd2
+ anim_incbgeffect ANIM_BG_19
+ anim_call BattleAnim_ShowMon_1
anim_wait 8
anim_ret
; cb0f0
@@ -3839,7 +3831,7 @@
BattleAnim_PerishSong: ; cb113
anim_1gfx ANIM_GFX_NOISE
- anim_bgeffect $6, $0, $2, $0
+ 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
@@ -3856,11 +3848,11 @@
BattleAnim_IcyWind: ; cb14c
anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_playerheadobj
anim_sound 0, 0, SFX_PSYCHIC
-BattleAnim_IcyWind_branch_cb15c: ; cb15c
+.loop
anim_wait 8
anim_obj ANIM_OBJ_AE, 64, 88, $4
anim_wait 8
@@ -3868,7 +3860,7 @@
anim_wait 8
anim_obj ANIM_OBJ_AE, 64, 96, $4
anim_wait 8
- anim_loop 2, BattleAnim_IcyWind_branch_cb15c
+ anim_loop 2, .loop
anim_wait 16
anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
anim_wait 6
@@ -3884,7 +3876,7 @@
BattleAnim_Detect: ; cb18c
anim_1gfx ANIM_GFX_SHINE
- anim_bgeffect $7, $0, $0, $0
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 0, SFX_FORESIGHT
anim_obj ANIM_OBJ_A7, 64, 88, $0
anim_wait 24
@@ -3908,13 +3900,13 @@
BattleAnim_LockOn: ; cb1bc
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 1, SFX_MIND_READER
-BattleAnim_LockOn_branch_cb1c1: ; cb1c1
+.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_wait 16
- anim_loop 2, BattleAnim_LockOn_branch_cb1c1
+ anim_loop 2, .loop
anim_wait 32
anim_ret
; cb1dc
@@ -3921,12 +3913,12 @@
BattleAnim_Outrage: ; cb1dc
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Outrage_branch_cbca7
- anim_bgeffect $1a, $0, $1, $20
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_OUTRAGE
anim_wait 72
- anim_incbgeffect $1a
- anim_call BattleAnim_Outrage_branch_cbcb7
+ anim_incbgeffect ANIM_BG_1A
+ 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
@@ -3947,10 +3939,10 @@
anim_obj ANIM_OBJ_A2, 72, 0, $1
anim_wait 8
anim_obj ANIM_OBJ_A2, 56, 0, $2
-BattleAnim_Sandstorm_branch_cb223: ; cb223
+.loop
anim_sound 0, 1, SFX_MENU
anim_wait 8
- anim_loop 16, BattleAnim_Sandstorm_branch_cb223
+ anim_loop 16, .loop
anim_wait 8
anim_ret
; cb22d
@@ -3957,18 +3949,18 @@
BattleAnim_GigaDrain: ; cb22d
anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE
- anim_call BattleAnim_GigaDrain_branch_cbca7
- anim_bgeffect $1c, $0, $0, $10
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1C, $0, $0, $10
anim_sound 6, 3, SFX_GIGA_DRAIN
anim_call BattleAnim_GigaDrain_branch_cbab3
anim_wait 48
anim_wait 128
- anim_incbgeffect $1c
- anim_call BattleAnim_GigaDrain_branch_cbcb7
+ anim_incbgeffect ANIM_BG_1C
+ anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_1gfx ANIM_GFX_SHINE
- anim_bgeffect $7, $0, $0, $0
-BattleAnim_GigaDrain_branch_cb24d: ; cb24d
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
+.loop
anim_sound 0, 0, SFX_METRONOME
anim_obj ANIM_OBJ_9D, 24, 64, $0
anim_wait 5
@@ -3980,7 +3972,7 @@
anim_wait 5
anim_obj ANIM_OBJ_9D, 40, 84, $0
anim_wait 5
- anim_loop 2, BattleAnim_GigaDrain_branch_cb24d
+ anim_loop 2, .loop
anim_wait 32
anim_ret
; cb274
@@ -3987,10 +3979,10 @@
BattleAnim_Endure: ; cb274
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_Endure_branch_cbca7
- anim_bgeffect $1a, $0, $1, $20
- anim_bgeffect $7, $0, $2, $0
-BattleAnim_Endure_branch_cb283: ; cb283
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ 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_wait 2
@@ -4006,22 +3998,22 @@
anim_wait 2
anim_obj ANIM_OBJ_47, 68, 108, $8
anim_wait 2
- anim_loop 5, BattleAnim_Endure_branch_cb283
+ anim_loop 5, .loop
anim_wait 8
- anim_incbgeffect $1a
- anim_call BattleAnim_Endure_branch_cbcb7
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
anim_ret
; cb2bb
BattleAnim_Charm: ; cb2bb
anim_1gfx ANIM_GFX_OBJECTS
- anim_call BattleAnim_Charm_branch_cbca7
- anim_bgeffect $26, $0, $1, $0
+ 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_wait 32
- anim_incbgeffect $26
- anim_call BattleAnim_Charm_branch_cbcb7
+ anim_incbgeffect ANIM_BG_26
+ anim_call BattleAnim_ShowMon_0
anim_wait 4
anim_ret
; cb2d5
@@ -4029,20 +4021,20 @@
BattleAnim_Rollout: ; cb2d5
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_SPARK
- anim_call BattleAnim_Rollout_branch_cbcaf
- anim_bgeffect $2e, $60, $1, $1
- anim_bgeffect $25, $0, $1, $0
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_2E, $60, $1, $1
+ 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_wait 8
- anim_call BattleAnim_Rollout_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; cb2f5
BattleAnim_FalseSwipe: ; cb2f5
anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT
- anim_bgeffect $7, $0, $0, $0
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_CUT
anim_obj ANIM_OBJ_3A, 152, 40, $0
anim_wait 4
@@ -4053,11 +4045,11 @@
BattleAnim_Swagger: ; cb30d
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND
-BattleAnim_Swagger_branch_cb310: ; cb310
+.loop
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_A9, 72, 88, $44
anim_wait 32
- anim_loop 2, BattleAnim_Swagger_branch_cb310
+ anim_loop 2, .loop
anim_wait 32
anim_sound 0, 1, SFX_KINESIS_2
anim_obj ANIM_OBJ_83, 104, 40, $0
@@ -4067,18 +4059,18 @@
BattleAnim_MilkDrink: ; cb328
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE
- anim_call BattleAnim_MilkDrink_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_obj ANIM_OBJ_82, 74, 104, $0
anim_wait 16
- anim_bgeffect $18, $0, $1, $40
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_sound 0, 0, SFX_MILK_DRINK
-BattleAnim_MilkDrink_branch_cb33c: ; cb33c
+.loop
anim_obj ANIM_OBJ_2C, 44, 88, $20
anim_wait 8
- anim_loop 8, BattleAnim_MilkDrink_branch_cb33c
+ anim_loop 8, .loop
anim_wait 128
- anim_incbgeffect $18
- anim_call BattleAnim_MilkDrink_branch_cbcb7
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
anim_ret
; cb34d
@@ -4090,7 +4082,7 @@
anim_wait 24
anim_setobj $1, $3
anim_wait 1
- anim_call BattleAnim_Spark_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_sound 0, 0, SFX_SPARK
anim_wait 16
@@ -4107,18 +4099,17 @@
BattleAnim_FuryCutter: ; cb386
anim_1gfx ANIM_GFX_CUT
-BattleAnim_FuryCutter_branch_cb388: ; cb388
+.loop
anim_sound 0, 1, SFX_CUT
- anim_jumpand $1, BattleAnim_FuryCutter_branch_cb397
+ anim_jumpand $1, .obj1
anim_obj ANIM_OBJ_3A, 152, 40, $0
- anim_jump BattleAnim_FuryCutter_branch_cb39c
-; cb397
+ anim_jump .okay
-BattleAnim_FuryCutter_branch_cb397: ; cb397
+.obj1
anim_obj ANIM_OBJ_3B, 112, 40, $0
-BattleAnim_FuryCutter_branch_cb39c: ; cb39c
+.okay
anim_wait 16
- anim_jumpuntil BattleAnim_FuryCutter_branch_cb388
+ anim_jumpuntil .loop
anim_ret
; cb3a1
@@ -4126,9 +4117,9 @@
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
anim_sound 0, 0, SFX_RAGE
- anim_call BattleAnim_SteelWing_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_call BattleAnim_SteelWing_branch_cbc43
- anim_call BattleAnim_SteelWing_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_1gfx ANIM_GFX_HIT
anim_resetobp0
anim_sound 0, 1, SFX_WING_ATTACK
@@ -4165,11 +4156,11 @@
BattleAnim_Attract: ; cb405
anim_1gfx ANIM_GFX_OBJECTS
-BattleAnim_Attract_branch_cb407: ; cb407
+.loop
anim_sound 0, 0, SFX_ATTRACT
anim_obj ANIM_OBJ_66, 44, 80, $2
anim_wait 8
- anim_loop 5, BattleAnim_Attract_branch_cb407
+ anim_loop 5, .loop
anim_wait 128
anim_wait 64
anim_ret
@@ -4177,11 +4168,11 @@
BattleAnim_SleepTalk: ; cb417
anim_1gfx ANIM_GFX_STATUS
-BattleAnim_SleepTalk_branch_cb419: ; cb419
+.loop
anim_sound 0, 0, SFX_STRENGTH
anim_obj ANIM_OBJ_54, 64, 80, $0
anim_wait 40
- anim_loop 2, BattleAnim_SleepTalk_branch_cb419
+ anim_loop 2, .loop
anim_wait 32
anim_ret
; cb428
@@ -4190,7 +4181,7 @@
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
anim_obj ANIM_OBJ_84, 72, 56, $0
anim_wait 32
-BattleAnim_HealBell_branch_cb431: ; cb431
+.loop
anim_sound 0, 0, SFX_HEAL_BELL
anim_obj ANIM_OBJ_85, 72, 52, $0
anim_wait 8
@@ -4206,7 +4197,7 @@
anim_sound 0, 0, SFX_HEAL_BELL
anim_obj ANIM_OBJ_85, 72, 52, $2
anim_wait 8
- anim_loop 4, BattleAnim_HealBell_branch_cb431
+ anim_loop 4, .loop
anim_wait 64
anim_ret
; cb464
@@ -4213,18 +4204,18 @@
BattleAnim_Return: ; cb464
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Return_branch_cbcaf
- anim_bgeffect $22, $0, $1, $0
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_22, $0, $1, $0
anim_sound 0, 0, SFX_RETURN
anim_wait 64
- anim_incbgeffect $22
+ anim_incbgeffect ANIM_BG_22
anim_wait 32
- anim_bgeffect $25, $0, $1, $0
+ 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_wait 8
- anim_call BattleAnim_Return_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; cb488
@@ -4236,24 +4227,23 @@
anim_obj ANIM_OBJ_53, 104, 48, $0
anim_wait 48
anim_incobj 2
- anim_jumpif $3, BattleAnim_Present_branch_cb4b2
+ anim_jumpif $3, .heal
anim_incobj 1
anim_wait 1
anim_1gfx ANIM_GFX_EXPLOSION
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
-BattleAnim_Present_branch_cb4aa: ; cb4aa
+.loop
anim_call BattleAnim_Present_branch_cbb8f
anim_wait 16
- anim_jumpuntil BattleAnim_Present_branch_cb4aa
+ anim_jumpuntil .loop
anim_ret
-; cb4b2
-BattleAnim_Present_branch_cb4b2: ; cb4b2
+.heal
anim_sound 0, 1, SFX_METRONOME
-BattleAnim_Present_branch_cb4b5: ; cb4b5
+.loop2
anim_obj ANIM_OBJ_2C, 132, 48, $24
anim_wait 8
- anim_loop 8, BattleAnim_Present_branch_cb4b5
+ anim_loop 8, .loop2
anim_wait 128
anim_ret
; cb4c1
@@ -4264,8 +4254,8 @@
anim_obj ANIM_OBJ_83, 72, 80, $0
anim_wait 40
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_Frustration_branch_cbca7
- anim_bgeffect $26, $0, $1, $0
+ anim_call BattleAnim_FollowEnemyFeet_0
+ 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
@@ -4276,15 +4266,15 @@
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_01, 136, 48, $0
anim_wait 8
- anim_incbgeffect $26
+ anim_incbgeffect ANIM_BG_26
anim_wait 1
- anim_call BattleAnim_Frustration_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; cb4f9
BattleAnim_Safeguard: ; cb4f9
anim_1gfx ANIM_GFX_MISC
- anim_bgeffect $6, $0, $2, $0
+ 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
@@ -4297,14 +4287,14 @@
BattleAnim_PainSplit: ; cb51e
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
- anim_call BattleAnim_PainSplit_branch_cbcaf
- anim_bgeffect $25, $0, $1, $0
+ anim_call BattleAnim_FollowPlayerHead_0
+ 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_wait 8
- anim_call BattleAnim_PainSplit_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_ret
; cb53d
@@ -4311,15 +4301,15 @@
BattleAnim_SacredFire: ; cb53d
anim_1gfx ANIM_GFX_FIRE
- anim_bgeffect $6, $0, $2, $0
+ anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
-BattleAnim_SacredFire_branch_cb549: ; cb549
+.loop
anim_sound 0, 0, SFX_EMBER
anim_obj ANIM_OBJ_80, 48, 104, $0
anim_wait 8
- anim_loop 8, BattleAnim_SacredFire_branch_cb549
+ anim_loop 8, .loop
anim_wait 96
- anim_call BattleAnim_SacredFire_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_EMBER
@@ -4336,8 +4326,8 @@
BattleAnim_Magnitude: ; cb57d
anim_1gfx ANIM_GFX_ROCKS
-BattleAnim_Magnitude_branch_cb57f: ; cb57f
- anim_bgeffect $1f, $e, $4, $0
+.loop
+ anim_bgeffect ANIM_BG_1F, $e, $4, $0
anim_sound 0, 1, SFX_STRENGTH
anim_obj ANIM_OBJ_1E, 128, 64, $40
anim_wait 2
@@ -4349,7 +4339,7 @@
anim_wait 2
anim_obj ANIM_OBJ_1E, 136, 68, $30
anim_wait 2
- anim_jumpuntil BattleAnim_Magnitude_branch_cb57f
+ anim_jumpuntil .loop
anim_wait 96
anim_ret
; cb5aa
@@ -4367,7 +4357,7 @@
BattleAnim_Megahorn: ; cb5c0
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_bgeffect $1f, $40, $2, $0
+ 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
@@ -4381,10 +4371,10 @@
BattleAnim_Dragonbreath: ; cb5de
anim_1gfx ANIM_GFX_FIRE
anim_sound 6, 2, SFX_EMBER
-BattleAnim_Dragonbreath_branch_cb5e3: ; cb5e3
+.loop
anim_obj ANIM_OBJ_90, 64, 92, $4
anim_wait 4
- anim_loop 10, BattleAnim_Dragonbreath_branch_cb5e3
+ anim_loop 10, .loop
anim_wait 64
anim_ret
; cb5ef
@@ -4423,7 +4413,7 @@
BattleAnim_Pursuit_branch_cb62b: ; cb62b
anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
anim_wait 4
- anim_call BattleAnim_Pursuit_branch_cbcc2
+ anim_call BattleAnim_FollowEnemyFeet_1
anim_obj ANIM_OBJ_AD, 132, 64, $0
anim_wait 64
anim_obj ANIM_OBJ_AD, 132, 64, $1
@@ -4434,9 +4424,9 @@
anim_wait 16
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_00, 120, 56, $0
- anim_bgeffect $2d, $0, $0, $0
+ anim_bgeffect ANIM_BG_2D, $0, $0, $0
anim_wait 16
- anim_call BattleAnim_Pursuit_branch_cbcd2
+ anim_call BattleAnim_ShowMon_1
anim_wait 1
anim_ret
; cb65e
@@ -4444,14 +4434,14 @@
BattleAnim_RapidSpin: ; cb65e
anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
anim_obp0 $e4
-BattleAnim_RapidSpin_branch_cb663: ; cb663
+.loop
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_A8, 44, 112, $0
anim_wait 2
- anim_loop 5, BattleAnim_RapidSpin_branch_cb663
+ anim_loop 5, .loop
anim_wait 24
- anim_call BattleAnim_RapidSpin_branch_cbcaf
- anim_bgeffect $25, $0, $1, $0
+ anim_call BattleAnim_FollowPlayerHead_0
+ anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_resetobp0
anim_sound 0, 1, SFX_MEGA_KICK
@@ -4484,18 +4474,18 @@
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
anim_sound 0, 0, SFX_RAGE
- anim_call BattleAnim_IronTail_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_call BattleAnim_IronTail_branch_cbc43
anim_wait 4
anim_1gfx ANIM_GFX_HIT
anim_resetobp0
- anim_bgeffect $26, $0, $1, $0
+ 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_wait 16
- anim_incbgeffect $26
- anim_call BattleAnim_IronTail_branch_cbcb7
+ anim_incbgeffect ANIM_BG_26
+ anim_call BattleAnim_ShowMon_0
anim_ret
; cb6dc
@@ -4503,9 +4493,9 @@
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
anim_sound 0, 0, SFX_RAGE
- anim_call BattleAnim_MetalClaw_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
anim_call BattleAnim_MetalClaw_branch_cbc43
- anim_call BattleAnim_MetalClaw_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_1gfx ANIM_GFX_CUT
anim_resetobp0
anim_sound 0, 1, SFX_SCRATCH
@@ -4518,8 +4508,8 @@
BattleAnim_VitalThrow: ; cb703
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_VitalThrow_branch_cbca7
- anim_bgeffect $2f, $0, $1, $0
+ anim_call BattleAnim_FollowEnemyFeet_0
+ 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
@@ -4530,9 +4520,9 @@
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_04, 68, 104, $0
anim_wait 8
- anim_incbgeffect $2f
+ anim_incbgeffect ANIM_BG_2F
anim_wait 16
- anim_call BattleAnim_VitalThrow_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_03, 132, 56, $0
anim_wait 16
@@ -4541,19 +4531,19 @@
BattleAnim_MorningSun: ; cb739
anim_1gfx ANIM_GFX_SHINE
- anim_bgeffect $7, $0, $0, $0
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 0, SFX_MORNING_SUN
-BattleAnim_MorningSun_branch_cb743: ; cb743
+.loop
anim_obj ANIM_OBJ_9C, 16, 48, $88
anim_wait 6
- anim_loop 5, BattleAnim_MorningSun_branch_cb743
+ anim_loop 5, .loop
anim_wait 32
- anim_jumpif $0, BattleAnim_MorningSun_branch_cb756
+ anim_jumpif $0, .zero
anim_call BattleAnim_MorningSun_branch_cbc6a
anim_ret
; cb756
-BattleAnim_MorningSun_branch_cb756: ; cb756
+.zero
anim_call BattleAnim_MorningSun_branch_cbc80
anim_ret
; cb75a
@@ -4560,13 +4550,13 @@
BattleAnim_Synthesis: ; cb75a
anim_1gfx ANIM_GFX_SHINE
- anim_call BattleAnim_Synthesis_branch_cbca7
- anim_bgeffect $18, $0, $1, $40
- anim_bgeffect $7, $0, $0, $0
+ anim_call BattleAnim_FollowEnemyFeet_0
+ anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 0, SFX_OUTRAGE
anim_wait 72
- anim_incbgeffect $18
- anim_call BattleAnim_Synthesis_branch_cbcb7
+ anim_incbgeffect ANIM_BG_18
+ anim_call BattleAnim_ShowMon_0
anim_jumpif $1, BattleAnim_Synthesis_branch_cb77a
anim_call BattleAnim_Synthesis_branch_cbc6a
anim_ret
@@ -4581,7 +4571,7 @@
anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
anim_bgp $1b
anim_obp0 $c0
- anim_bgeffect $1f, $20, $2, $0
+ 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_wait 8
@@ -4597,7 +4587,7 @@
BattleAnim_Moonlight: ; cb7a8
anim_1gfx ANIM_GFX_SHINE
anim_bgp $1b
- anim_bgeffect $7, $0, $0, $0
+ 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
@@ -4618,9 +4608,9 @@
BattleAnim_HiddenPower: ; cb7db
anim_1gfx ANIM_GFX_CHARGE
- anim_call BattleAnim_HiddenPower_branch_cbca7
- anim_bgeffect $1a, $0, $1, $20
- anim_bgeffect $7, $0, $2, $0
+ 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
@@ -4629,12 +4619,12 @@
anim_obj ANIM_OBJ_9F, 44, 88, $28
anim_obj ANIM_OBJ_9F, 44, 88, $30
anim_obj ANIM_OBJ_9F, 44, 88, $38
-BattleAnim_HiddenPower_branch_cb812: ; cb812
+.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_wait 8
- anim_loop 12, BattleAnim_HiddenPower_branch_cb812
- anim_incbgeffect $1a
- anim_call BattleAnim_HiddenPower_branch_cbcb7
+ anim_loop 12, .loop
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_incobj 2
anim_incobj 3
@@ -4657,7 +4647,7 @@
anim_obj ANIM_OBJ_A0, 152, 40, $0
anim_obj ANIM_OBJ_A1, 120, 72, $0
anim_wait 8
- anim_bgeffect $1f, $58, $2, $0
+ anim_bgeffect ANIM_BG_1F, $58, $2, $0
anim_wait 92
anim_sound 0, 1, SFX_VICEGRIP
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
@@ -4667,15 +4657,15 @@
BattleAnim_Twister: ; cb85a
anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
-BattleAnim_Twister_branch_cb85d: ; cb85d
+.loop1
anim_sound 0, 0, SFX_RAZOR_WIND
anim_obj ANIM_OBJ_GUST, 64, 112, $0
anim_wait 6
- anim_loop 9, BattleAnim_Twister_branch_cb85d
-BattleAnim_Twister_branch_cb86a: ; cb86a
+ anim_loop 9, .loop1
+.loop2
anim_sound 0, 0, SFX_RAZOR_WIND
anim_wait 8
- anim_loop 8, BattleAnim_Twister_branch_cb86a
+ anim_loop 8, .loop2
anim_incobj 1
anim_incobj 2
anim_incobj 3
@@ -4687,15 +4677,15 @@
anim_incobj 9
anim_wait 64
anim_obj ANIM_OBJ_01, 144, 64, $18
-BattleAnim_Twister_branch_cb88a: ; cb88a
+.loop3
anim_sound 0, 1, SFX_RAZOR_WIND
anim_wait 8
- anim_loop 4, BattleAnim_Twister_branch_cb88a
+ anim_loop 4, .loop3
anim_obj ANIM_OBJ_01, 128, 32, $18
-BattleAnim_Twister_branch_cb897: ; cb897
+.loop4
anim_sound 0, 1, SFX_RAZOR_WIND
anim_wait 8
- anim_loop 4, BattleAnim_Twister_branch_cb897
+ anim_loop 4, .loop4
anim_incobj 1
anim_incobj 2
anim_incobj 3
@@ -4738,8 +4728,8 @@
BattleAnim_MirrorCoat: ; cb8e9
anim_2gfx ANIM_GFX_REFLECT, ANIM_GFX_SPEED
- anim_bgeffect $6, $0, $2, $0
-BattleAnim_MirrorCoat_branch_cb8f1: ; cb8f1
+ 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
@@ -4750,7 +4740,7 @@
anim_wait 8
anim_obj ANIM_OBJ_AE, 64, 96, $4
anim_wait 8
- anim_loop 3, BattleAnim_MirrorCoat_branch_cb8f1
+ anim_loop 3, .loop
anim_wait 32
anim_ret
; cb917
@@ -4757,8 +4747,8 @@
BattleAnim_PsychUp: ; cb917
anim_1gfx ANIM_GFX_STATUS
- anim_call BattleAnim_PsychUp_branch_cbca7
- anim_bgeffect $1a, $0, $1, $20
+ 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
@@ -4765,8 +4755,8 @@
anim_obj ANIM_OBJ_B1, 44, 88, $20
anim_obj ANIM_OBJ_B1, 44, 88, $30
anim_wait 64
- anim_incbgeffect $1a
- anim_call BattleAnim_PsychUp_branch_cbcb7
+ anim_incbgeffect ANIM_BG_1A
+ anim_call BattleAnim_ShowMon_0
anim_wait 16
anim_ret
; cb940
@@ -4832,7 +4822,7 @@
BattleAnim_FutureSight: ; cb9db
anim_1gfx ANIM_GFX_WIND
- anim_bgeffect $6, $0, $2, $0
+ 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
@@ -4843,10 +4833,10 @@
anim_obj ANIM_OBJ_7D, 8, 56, $c
anim_obj ANIM_OBJ_7D, 8, 80, $4
anim_obj ANIM_OBJ_7D, 8, 104, $e
-BattleAnim_FutureSight_branch_cba10: ; cba10
+.loop
anim_sound 0, 0, SFX_THROW_BALL
anim_wait 16
- anim_loop 4, BattleAnim_FutureSight_branch_cba10
+ anim_loop 4, .loop
anim_incbgeffect ANIM_BG_PSYCHIC
anim_ret
; cba1b
@@ -4880,10 +4870,10 @@
anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0
anim_sound 0, 1, SFX_SURF
anim_wait 16
-BattleAnim_Whirlpool_branch_cba75: ; cba75
+.loop
anim_obj ANIM_OBJ_GUST, 132, 72, $0
anim_wait 6
- anim_loop 9, BattleAnim_Whirlpool_branch_cba75
+ anim_loop 9, .loop
anim_wait 64
anim_incbgeffect ANIM_BG_WHIRLPOOL
anim_wait 1
@@ -4891,7 +4881,7 @@
; cba84
BattleAnim_BeatUp: ; cba84
- anim_jumpif $0, BattleAnim_BeatUp_branch_cba9b
+ anim_jumpif $0, .current_mon
anim_sound 0, 0, SFX_BALL_POOF
anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0
anim_wait 16
@@ -4899,15 +4889,15 @@
anim_sound 0, 0, SFX_BALL_POOF
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 16
-BattleAnim_BeatUp_branch_cba9b: ; cba9b
+.current_mon
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_BeatUp_branch_cbca7
+ anim_call BattleAnim_FollowEnemyFeet_0
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_wait 8
- anim_call BattleAnim_BeatUp_branch_cbcb7
+ anim_call BattleAnim_ShowMon_0
anim_ret
; cbab3
@@ -5025,12 +5015,11 @@
BattleAnim_FirePunch_branch_cbbcc: ; cbbcc
BattleAnim_TriAttack_branch_cbbcc: ; cbbcc
anim_sound 0, 1, SFX_EMBER
-BattleAnim_FirePunch_branch_cbbcf: ; cbbcf
-BattleAnim_TriAttack_branch_cbbcf: ; cbbcf
+.loop
anim_obj ANIM_OBJ_BURNED, 136, 56, $10
anim_obj ANIM_OBJ_BURNED, 136, 56, $90
anim_wait 4
- anim_loop 4, BattleAnim_FirePunch_branch_cbbcf
+ anim_loop 4, .loop
anim_ret
; cbbdf
@@ -5060,6 +5049,7 @@
BattleAnim_SludgeBomb_branch_cbc15: ; cbc15
BattleAnim_Sludge_branch_cbc15: ; cbc15
BattleAnim_Toxic_branch_cbc15: ; cbc15
+.loop
anim_sound 0, 1, SFX_UNKNOWN_7F
anim_obj ANIM_OBJ_1A, 132, 72, $0
anim_wait 8
@@ -5069,16 +5059,17 @@
anim_sound 0, 1, SFX_UNKNOWN_7F
anim_obj ANIM_OBJ_1A, 148, 72, $0
anim_wait 8
- anim_loop 5, BattleAnim_SludgeBomb_branch_cbc15
+ anim_loop 5, .loop
anim_ret
; cbc35
BattleAnim_Acid_branch_cbc35: ; cbc35
BattleAnim_Toxic_branch_cbc35: ; cbc35
+.loop
anim_sound 6, 2, SFX_BUBBLEBEAM
anim_obj ANIM_OBJ_19, 64, 92, $10
anim_wait 5
- anim_loop 8, BattleAnim_Acid_branch_cbc35
+ anim_loop 8, .loop
anim_ret
; cbc43
@@ -5087,22 +5078,23 @@
BattleAnim_MetalClaw_branch_cbc43: ; cbc43
BattleAnim_SteelWing_branch_cbc43: ; cbc43
anim_sound 0, 0, SFX_SHINE
- anim_bgeffect $17, $0, $1, $40
+ anim_bgeffect ANIM_BG_17, $0, $1, $40
anim_wait 8
anim_obj ANIM_OBJ_51, 48, 84, $0
anim_wait 32
anim_obj ANIM_OBJ_51, 48, 84, $0
anim_wait 64
- anim_incbgeffect $17
+ anim_incbgeffect ANIM_BG_17
anim_ret
; cbc5b
BattleAnim_MudSlap_branch_cbc5b: ; cbc5b
BattleAnim_SandAttack_branch_cbc5b: ; cbc5b
+.loop
anim_sound 6, 2, SFX_MENU
anim_obj ANIM_OBJ_58, 64, 92, $4
anim_wait 4
- anim_loop 8, BattleAnim_MudSlap_branch_cbc5b
+ anim_loop 8, .loop
anim_wait 32
anim_ret
; cbc6a
@@ -5124,9 +5116,7 @@
BattleAnim_MorningSun_branch_cbc80: ; cbc80
BattleAnim_Synthesis_branch_cbc80: ; cbc80
anim_sound 0, 0, SFX_METRONOME
-BattleAnim_Moonlight_branch_cbc83: ; cbc83
-BattleAnim_MorningSun_branch_cbc83: ; cbc83
-BattleAnim_Synthesis_branch_cbc83: ; cbc83
+.loop
anim_obj ANIM_OBJ_9D, 24, 64, $0
anim_wait 5
anim_obj ANIM_OBJ_9D, 56, 104, $0
@@ -5137,52 +5127,12 @@
anim_wait 5
anim_obj ANIM_OBJ_9D, 40, 84, $0
anim_wait 5
- anim_loop 2, BattleAnim_Moonlight_branch_cbc83
+ anim_loop 2, .loop
anim_wait 16
anim_ret
; cbca7
-BattleAnim_Agility_branch_cbca7: ; cbca7
-BattleAnim_BeatUp_branch_cbca7: ; cbca7
-BattleAnim_Bide_branch_cbca7: ; cbca7
-BattleAnim_Charm_branch_cbca7: ; cbca7
-BattleAnim_Curse_branch_cbca7: ; cbca7
-BattleAnim_DefenseCurl_branch_cbca7: ; cbca7
-BattleAnim_DoubleEdge_branch_cbca7: ; cbca7
-BattleAnim_Endure_branch_cbca7: ; cbca7
-BattleAnim_FaintAttack_branch_cbca7: ; cbca7
-BattleAnim_Flail_branch_cbca7: ; cbca7
-BattleAnim_FlameWheel_branch_cbca7: ; cbca7
-BattleAnim_FocusEnergy_branch_cbca7: ; cbca7
-BattleAnim_Frustration_branch_cbca7: ; cbca7
-BattleAnim_GigaDrain_branch_cbca7: ; cbca7
-BattleAnim_Harden_branch_cbca7: ; cbca7
-BattleAnim_Headbutt_branch_cbca7: ; cbca7
-BattleAnim_HiddenPower_branch_cbca7: ; cbca7
-BattleAnim_IronTail_branch_cbca7: ; cbca7
-BattleAnim_Meditate_branch_cbca7: ; cbca7
-BattleAnim_MegaDrain_branch_cbca7: ; cbca7
-BattleAnim_MetalClaw_branch_cbca7: ; cbca7
-BattleAnim_MilkDrink_branch_cbca7: ; cbca7
-BattleAnim_Outrage_branch_cbca7: ; cbca7
-BattleAnim_PsychUp_branch_cbca7: ; cbca7
-BattleAnim_Rage_branch_cbca7: ; cbca7
-BattleAnim_RazorWind_branch_cbca7: ; cbca7
-BattleAnim_Recover_branch_cbca7: ; cbca7
-BattleAnim_SacredFire_branch_cbca7: ; cbca7
-BattleAnim_SendOutMon_branch_cbca7: ; cbca7
-BattleAnim_Sharpen_branch_cbca7: ; cbca7
-BattleAnim_Sketch_branch_cbca7: ; cbca7
-BattleAnim_SkullBash_branch_cbca7: ; cbca7
-BattleAnim_SkyAttack_branch_cbca7: ; cbca7
-BattleAnim_Softboiled_branch_cbca7: ; cbca7
-BattleAnim_Spark_branch_cbca7: ; cbca7
-BattleAnim_SteelWing_branch_cbca7: ; cbca7
-BattleAnim_Synthesis_branch_cbca7: ; cbca7
-BattleAnim_TakeDown_branch_cbca7: ; cbca7
-BattleAnim_Teleport_branch_cbca7: ; cbca7
-BattleAnim_Thief_branch_cbca7: ; cbca7
-BattleAnim_VitalThrow_branch_cbca7: ; cbca7
+BattleAnim_FollowEnemyFeet_0: ; cbca7
anim_enemyfeetobj
anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $0, $0
anim_wait 6
@@ -5189,21 +5139,7 @@
anim_ret
; cbcaf
-BattleAnim_AcidArmor_branch_cbcaf: ; cbcaf
-BattleAnim_BodySlam_branch_cbcaf: ; cbcaf
-BattleAnim_Dig_branch_cbcaf: ; cbcaf
-BattleAnim_DoubleTeam_branch_cbcaf: ; cbcaf
-BattleAnim_Minimize_branch_cbcaf: ; cbcaf
-BattleAnim_PainSplit_branch_cbcaf: ; cbcaf
-BattleAnim_RapidSpin_branch_cbcaf: ; cbcaf
-BattleAnim_Return_branch_cbcaf: ; cbcaf
-BattleAnim_Rollout_branch_cbcaf: ; cbcaf
-BattleAnim_Splash_branch_cbcaf: ; cbcaf
-BattleAnim_Tackle_branch_cbcaf: ; cbcaf
-BattleAnim_TailWhip_branch_cbcaf: ; cbcaf
-BattleAnim_Transform_branch_cbcaf: ; cbcaf
-BattleAnim_Waterfall_branch_cbcaf: ; cbcaf
-BattleAnim_Withdraw_branch_cbcaf: ; cbcaf
+BattleAnim_FollowPlayerHead_0: ; cbcaf
anim_playerheadobj
anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $0, $0
anim_wait 6
@@ -5210,58 +5146,7 @@
anim_ret
; cbcb7
-BattleAnim_AcidArmor_branch_cbcb7: ; cbcb7
-BattleAnim_Agility_branch_cbcb7: ; cbcb7
-BattleAnim_BeatUp_branch_cbcb7: ; cbcb7
-BattleAnim_Bide_branch_cbcb7: ; cbcb7
-BattleAnim_BodySlam_branch_cbcb7: ; cbcb7
-BattleAnim_Charm_branch_cbcb7: ; cbcb7
-BattleAnim_Curse_branch_cbcb7: ; cbcb7
-BattleAnim_DefenseCurl_branch_cbcb7: ; cbcb7
-BattleAnim_Dig_branch_cbcb7: ; cbcb7
-BattleAnim_DoubleEdge_branch_cbcb7: ; cbcb7
-BattleAnim_DoubleTeam_branch_cbcb7: ; cbcb7
-BattleAnim_Endure_branch_cbcb7: ; cbcb7
-BattleAnim_FaintAttack_branch_cbcb7: ; cbcb7
-BattleAnim_Flail_branch_cbcb7: ; cbcb7
-BattleAnim_FocusEnergy_branch_cbcb7: ; cbcb7
-BattleAnim_Frustration_branch_cbcb7: ; cbcb7
-BattleAnim_GigaDrain_branch_cbcb7: ; cbcb7
-BattleAnim_Harden_branch_cbcb7: ; cbcb7
-BattleAnim_Headbutt_branch_cbcb7: ; cbcb7
-BattleAnim_HiddenPower_branch_cbcb7: ; cbcb7
-BattleAnim_IronTail_branch_cbcb7: ; cbcb7
-BattleAnim_Meditate_branch_cbcb7: ; cbcb7
-BattleAnim_MegaDrain_branch_cbcb7: ; cbcb7
-BattleAnim_MetalClaw_branch_cbcb7: ; cbcb7
-BattleAnim_MilkDrink_branch_cbcb7: ; cbcb7
-BattleAnim_Minimize_branch_cbcb7: ; cbcb7
-BattleAnim_Outrage_branch_cbcb7: ; cbcb7
-BattleAnim_PainSplit_branch_cbcb7: ; cbcb7
-BattleAnim_PsychUp_branch_cbcb7: ; cbcb7
-BattleAnim_Rage_branch_cbcb7: ; cbcb7
-BattleAnim_RazorWind_branch_cbcb7: ; cbcb7
-BattleAnim_Recover_branch_cbcb7: ; cbcb7
-BattleAnim_Return_branch_cbcb7: ; cbcb7
-BattleAnim_Rollout_branch_cbcb7: ; cbcb7
-BattleAnim_SendOutMon_branch_cbcb7: ; cbcb7
-BattleAnim_Sharpen_branch_cbcb7: ; cbcb7
-BattleAnim_Sketch_branch_cbcb7: ; cbcb7
-BattleAnim_SkullBash_branch_cbcb7: ; cbcb7
-BattleAnim_SkyAttack_branch_cbcb7: ; cbcb7
-BattleAnim_Softboiled_branch_cbcb7: ; cbcb7
-BattleAnim_Splash_branch_cbcb7: ; cbcb7
-BattleAnim_SteelWing_branch_cbcb7: ; cbcb7
-BattleAnim_Synthesis_branch_cbcb7: ; cbcb7
-BattleAnim_Tackle_branch_cbcb7: ; cbcb7
-BattleAnim_TailWhip_branch_cbcb7: ; cbcb7
-BattleAnim_TakeDown_branch_cbcb7: ; cbcb7
-BattleAnim_Teleport_branch_cbcb7: ; cbcb7
-BattleAnim_Thief_branch_cbcb7: ; cbcb7
-BattleAnim_Transform_branch_cbcb7: ; cbcb7
-BattleAnim_VitalThrow_branch_cbcb7: ; cbcb7
-BattleAnim_Waterfall_branch_cbcb7: ; cbcb7
-BattleAnim_Withdraw_branch_cbcb7: ; cbcb7
+BattleAnim_ShowMon_0: ; cbcb7
anim_wait 1
anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
anim_wait 5
@@ -5270,11 +5155,7 @@
anim_ret
; cbcc2
-BattleAnim_EnemyStatDown_branch_cbcc2: ; cbcc2
-BattleAnim_Foresight_branch_cbcc2: ; cbcc2
-BattleAnim_PlayerStatDown_branch_cbcc2: ; cbcc2
-BattleAnim_Pursuit_branch_cbcc2: ; cbcc2
-BattleAnim_Submission_branch_cbcc2: ; cbcc2
+BattleAnim_FollowEnemyFeet_1: ; cbcc2
anim_enemyfeetobj
anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
anim_wait 6
@@ -5281,11 +5162,7 @@
anim_ret
; cbcca
-BattleAnim_Bubblebeam_branch_cbcca: ; cbcca
-BattleAnim_Confusion_branch_cbcca: ; cbcca
-BattleAnim_HydroPump_branch_cbcca: ; cbcca
-BattleAnim_NightShade_branch_cbcca: ; cbcca
-BattleAnim_WaterGun_branch_cbcca: ; cbcca
+BattleAnim_FollowPlayerHead_1: ; cbcca
anim_playerheadobj
anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
anim_wait 4
@@ -5292,16 +5169,7 @@
anim_ret
; cbcd2
-BattleAnim_Bubblebeam_branch_cbcd2: ; cbcd2
-BattleAnim_Confusion_branch_cbcd2: ; cbcd2
-BattleAnim_EnemyStatDown_branch_cbcd2: ; cbcd2
-BattleAnim_Foresight_branch_cbcd2: ; cbcd2
-BattleAnim_HydroPump_branch_cbcd2: ; cbcd2
-BattleAnim_NightShade_branch_cbcd2: ; cbcd2
-BattleAnim_PlayerStatDown_branch_cbcd2: ; cbcd2
-BattleAnim_Pursuit_branch_cbcd2: ; cbcd2
-BattleAnim_Submission_branch_cbcd2: ; cbcd2
-BattleAnim_WaterGun_branch_cbcd2: ; cbcd2
+BattleAnim_ShowMon_1: ; cbcd2
anim_wait 1
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
anim_wait 4
--- a/battle/bg_effects.asm
+++ b/battle/bg_effects.asm
@@ -2,7 +2,7 @@
ExecuteBGEffects: ; c8000 (32:4000)
ld hl, ActiveBGEffects
- ld e, $5
+ ld e, 5
.loop
ld a, [hl]
and a
@@ -11,11 +11,11 @@
ld b, h
push hl
push de
- call Functionc804a
+ call DoBattleBGEffectFunction
pop de
pop hl
.next
- ld bc, $4
+ ld bc, 4
add hl, bc
dec e
jr nz, .loop
@@ -23,12 +23,12 @@
QueueBGEffect: ; c801a (32:401a)
ld hl, ActiveBGEffects
- ld e, $5
+ ld e, 5
.loop
ld a, [hl]
and a
jr z, .load
- ld bc, $4
+ ld bc, 4
add hl, bc
dec e
jr nz, .loop
@@ -38,7 +38,7 @@
.load
ld c, l
ld b, h
- ld hl, $0
+ ld hl, BG_EFFECT_STRUCT_FUNCTION
add hl, bc
ld a, [BattleAnimTemps]
ld [hli], a
@@ -51,13 +51,13 @@
ret
EndBattleBGEffect: ; c8043 (32:4043)
- ld hl, 0
+ ld hl, BG_EFFECT_STRUCT_FUNCTION
add hl, bc
ld [hl], 0
ret
-Functionc804a: ; c804a (32:404a)
- ld hl, 0
+DoBattleBGEffectFunction: ; c804a (32:404a)
+ ld hl, BG_EFFECT_STRUCT_FUNCTION
add hl, bc
ld e, [hl]
ld d, 0
@@ -131,11 +131,11 @@
call EndBattleBGEffect
ret
-Functionc80ca: ; c80ca (32:40ca)
- ld hl, $1
+BatttleBGEffects_GetNamedJumptablePointer: ; c80ca (32:40ca)
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld l, [hl]
- ld h, $0
+ ld h, 0
add hl, hl
add hl, de
ld a, [hli]
@@ -145,10 +145,10 @@
BattleBGEffects_AnonJumptable: ; c80d7 (32:40d7)
pop de
- ld hl, $1
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld l, [hl]
- ld h, $0
+ ld h, 0
add hl, hl
add hl, de
ld a, [hli]
@@ -156,8 +156,8 @@
ld l, a
jp [hl]
-Functionc80e5: ; c80e5 (32:40e5)
- ld hl, $1
+BattleBGEffects_IncrementJumptable: ; c80e5 (32:40e5)
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
inc [hl]
ret
@@ -164,7 +164,7 @@
BattleBGEffect_FlashInverted: ; c80eb (32:40eb)
ld de, .inverted
- jp Functionc80fb
+ jp BattleBGEffect_FlashContinue
; c80f1 (32:40f1)
@@ -175,7 +175,7 @@
BattleBGEffect_FlashWhite: ; c80f3 (32:40f3)
ld de, .white
- jp Functionc80fb
+ jp BattleBGEffect_FlashContinue
; c80f9 (32:40f9)
@@ -184,33 +184,34 @@
db %00000000 ; 0000
; c80fb
-Functionc80fb: ; c80fb (32:40fb)
+BattleBGEffect_FlashContinue: ; c80fb (32:40fb)
+; current timer, flash duration, number of flashes
ld a, $1
ld [BattleAnimTemps], a
- ld hl, $1
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld a, [hl]
and a
- jr z, .asm_c810a
+ jr z, .init
dec [hl]
ret
-.asm_c810a
- ld hl, $2
+.init
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
- ld hl, $1
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld [hl], a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
and a
- jr nz, .asm_c8120
+ jr nz, .apply_pal
call EndBattleBGEffect
ret
-.asm_c8120
+.apply_pal
dec a
ld [hl], a
and 1
@@ -274,13 +275,14 @@
; c8171
BattleBGEffect_06: ; c8171 (32:4171)
- call Functionc9059
- jr nz, .asm_c817b
- ld de, Unknown_c8185
- jr .asm_c817e
-.asm_c817b
- ld de, Unknown_c8188
-.asm_c817e
+ call BattleBGEffects_CheckSGB
+ jr nz, .sgb
+ ld de, .PalsCGB
+ jr .okay
+
+.sgb
+ ld de, .PalsSGB
+.okay
call Functionc8d57
ld [wOBP0], a
ret
@@ -287,22 +289,23 @@
; c8185 (32:4185)
-Unknown_c8185:
+.PalsCGB:
db $e4, $90, $fe
; c8188
-Unknown_c8188:
+.PalsSGB:
db $f0, $c0, $fe
; c818b
BattleBGEffect_07: ; c818b (32:418b)
- call Functionc9059
- jr nz, .asm_c8195
- ld de, Unknown_c819f
- jr .asm_c8198
-.asm_c8195
- ld de, Unknown_c81a2
-.asm_c8198
+ call BattleBGEffects_CheckSGB
+ jr nz, .sgb
+ ld de, .PalsCGB
+ jr .okay
+
+.sgb
+ ld de, .PalsSGB
+.okay
call Functionc8d57
ld [wOBP0], a
ret
@@ -309,16 +312,16 @@
; c819f (32:419f)
-Unknown_c819f:
+.PalsCGB:
db $e4, $d8, $fe
; c81a2
-Unknown_c81a2:
+.PalsSGB:
db $f0, $cc, $fe
; c81a5
BattleBGEffect_08: ; c81a5 (32:41a5)
- ld de, Unknown_c81af
+ ld de, .Pals
call Functionc8d57
ld [wBGP], a
ret
@@ -325,7 +328,7 @@
; c81af (32:41af)
-Unknown_c81af:
+.Pals:
db $1b, $63, $87, $fe
; c81b3
@@ -333,14 +336,14 @@
call BattleBGEffects_AnonJumptable
.anon_jumptable
dw Functionc81c0
- dw Functionc80e5
- dw Functionc80e5
- dw Functionc80e5
+ dw BattleBGEffects_IncrementJumptable
+ dw BattleBGEffects_IncrementJumptable
+ dw BattleBGEffects_IncrementJumptable
dw Functionc81e3
Functionc81c0: ; c81c0 (32:41c0)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
push bc
call Functionc9038
jr nz, .six_by_six
@@ -347,6 +350,7 @@
hlcoord 12, 0
lb bc, 7, 7
jr .got_dims
+
.six_by_six
hlcoord 2, 6
lb bc, 6, 6
@@ -376,6 +380,7 @@
jr nz, .six_by_six
ld de, Unknown_c8210
jr .got_dims
+
.six_by_six
ld de, Unknown_c820c
.got_dims
@@ -403,9 +408,9 @@
.anon_jumptable
dw Functionc8223
dw Functionc825a
- dw Functionc80e5
- dw Functionc80e5
- dw Functionc80e5
+ dw BattleBGEffects_IncrementJumptable
+ dw BattleBGEffects_IncrementJumptable
+ dw BattleBGEffects_IncrementJumptable
dw Functionc827a
@@ -418,7 +423,7 @@
ret
.asm_c8230
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
push bc
call Functionc9038
jr nz, .asm_c8242
@@ -426,6 +431,7 @@
ld [BattleAnimTemps], a
ld a, $84
jr .asm_c8249
+
.asm_c8242
ld a, $b9
ld [BattleAnimTemps], a
@@ -441,7 +447,7 @@
ret
Functionc825a: ; c825a (32:425a)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
push bc
call Functionc9038
jr nz, .asm_c826b
@@ -448,6 +454,7 @@
hlcoord 12, 6
ld bc, $107
jr .asm_c8271
+
.asm_c826b
hlcoord 2, 6
lb bc, 1, 6
@@ -469,9 +476,9 @@
.anon_jumptable
dw Functionc8290
dw Functionc82c7
- dw Functionc80e5
- dw Functionc80e5
- dw Functionc80e5
+ dw BattleBGEffects_IncrementJumptable
+ dw BattleBGEffects_IncrementJumptable
+ dw BattleBGEffects_IncrementJumptable
dw Functionc82e7
@@ -484,7 +491,7 @@
ret
.asm_c829d
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
push bc
call Functionc9038
jr nz, .asm_c82af
@@ -492,6 +499,7 @@
ld [BattleAnimTemps], a
ld a, $84
jr .asm_c82b6
+
.asm_c82af
ld a, $bb
ld [BattleAnimTemps], a
@@ -507,7 +515,7 @@
ret
Functionc82c7: ; c82c7 (32:42c7)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
push bc
call Functionc9038
jr nz, .asm_c82d8
@@ -514,6 +522,7 @@
hlcoord 12, 5
ld bc, $207
jr .asm_c82de
+
.asm_c82d8
hlcoord 2, 6
lb bc, 2, 6
@@ -539,16 +548,16 @@
.anon_jumptable
dw Functionc8302
dw Functionc831d
- dw Functionc80e5
- dw Functionc80e5
+ dw BattleBGEffects_IncrementJumptable
+ dw BattleBGEffects_IncrementJumptable
dw Functionc8365
Functionc8302: ; c8302 (32:4302)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc9038
ld [hl], a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
and a
@@ -555,16 +564,17 @@
jr z, .asm_c8315
ld a, $9
jr .asm_c8317
+
.asm_c8315
ld a, $8
.asm_c8317
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], a
ret
Functionc831d: ; c831d (32:431d)
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
and a
@@ -587,6 +597,7 @@
dec e
jr nz, .asm_c832b
jr .asm_c8355
+
.asm_c833e
hlcoord 19, 0
ld de, $807
@@ -610,8 +621,8 @@
ld [hBGMapThird], a
ld a, $1
ld [hBGMapMode], a
- call Functionc80e5
- ld hl, $3
+ call BattleBGEffects_IncrementJumptable
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
dec [hl]
ret
@@ -619,12 +630,12 @@
Functionc8365: ; c8365 (32:4365)
xor a
ld [hBGMapMode], a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
and a
jr z, .asm_c8377
- ld hl, $1
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld [hl], $1
ret
@@ -638,6 +649,7 @@
jr nz, .asm_c8385
ld de, Unknown_c839e
jr .asm_c8388
+
.asm_c8385
ld de, Unknown_c8394
.asm_c8388
@@ -669,6 +681,7 @@
jr nz, .asm_c83b2
ld de, Unknown_c83d7
jr .asm_c83b5
+
.asm_c83b2
ld de, Unknown_c83c1
.asm_c83b5
@@ -707,14 +720,14 @@
call BattleBGEffects_AnonJumptable
.anon_jumptable
dw Functionc83fa
- dw Functionc80e5
- dw Functionc80e5
+ dw BattleBGEffects_IncrementJumptable
+ dw BattleBGEffects_IncrementJumptable
dw Functionc842a
dw Functionc8434
Functionc83fa: ; c83fa (32:43fa)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld e, [hl]
ld d, $0
@@ -735,7 +748,7 @@
jr z, .asm_c841d
call Functionc8458
.asm_c841d
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
ld a, $1
ld [hBGMapMode], a
ret
@@ -747,7 +760,7 @@
Functionc842a: ; c842a (32:442a)
xor a
ld [hBGMapMode], a
- ld hl, $1
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld [hl], $0
ret
@@ -912,7 +925,7 @@
Functionc854e: ; c854e (32:454e)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
ld de, $202
call Functionc8f69
@@ -955,6 +968,7 @@
ld a, [hl]
pop hl
jr .asm_c858c
+
.asm_c858b
xor a
.asm_c858c
@@ -978,7 +992,7 @@
Functionc85a2: ; c85a2 (32:45a2)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $42
ld [hLCDStatCustom], a
@@ -1006,13 +1020,13 @@
ret
BattleBGEffect_31: ; c85ce (32:45ce)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
ld e, a
add $4
ld [hl], a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
and $f0
@@ -1020,11 +1034,11 @@
xor $ff
add $4
ld d, a
- ld hl, $1
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld a, [hl]
ld [BattleAnimTemps], a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
cp $20
@@ -1053,7 +1067,7 @@
Functionc8610: ; c8610 (32:4610)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
ld [hLCDStatCustom], a
@@ -1063,13 +1077,13 @@
ld [hLCDStatCustom + 2], a
ld de, $605
call Functionc8f2e
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
ret
Functionc862e: ; c862e (32:462e)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
inc [hl]
@@ -1091,7 +1105,7 @@
Functionc8648: ; c8648 (32:4648)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
call Functionc8ede
@@ -1116,11 +1130,11 @@
Functionc866b: ; c866b (32:466b)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $42
call Functionc8ede
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld e, [hl]
ld d, $2
@@ -1147,7 +1161,7 @@
Functionc8698: ; c8698 (32:4698)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
call Functionc8ede
@@ -1154,13 +1168,13 @@
ld a, [hLCDStatCustom + 2]
inc a
ld [hLCDStatCustom + 2], a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld [hl], $0
ret
Functionc86af: ; c86af (32:46af)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
cp $10
@@ -1170,7 +1184,7 @@
ret
Functionc86bd: ; c86bd (32:46bd)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
cp $ff
@@ -1180,20 +1194,20 @@
ret
asm_c86cb: ; c86cb (32:46cb)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
ret
Functionc86cf: ; c86cf (32:46cf)
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
ld d, $2
call Functionc905d
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
add [hl]
call Functionc86ea
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
add $4
@@ -1239,11 +1253,11 @@
Functionc8712: ; c8712 (32:4712)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $42
call Functionc8ede
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld e, [hl]
ld d, $2
@@ -1302,7 +1316,7 @@
Functionc876a: ; c876a (32:476a)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $42
call Functionc8ede
@@ -1309,30 +1323,30 @@
ld a, [hLCDStatCustom + 2]
inc a
ld [hLCDStatCustom + 2], a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld [hl], $1
ret
Functionc8781: ; c8781 (32:4781)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
and $3f
ld d, a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
cp d
ret nc
call Functionc901b
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
rlca
rlca
and $3
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
add [hl]
ld [hl], a
@@ -1352,7 +1366,7 @@
Functionc87b2: ; c87b2 (32:47b2)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $42
call Functionc8ede
@@ -1359,16 +1373,16 @@
ld a, [hLCDStatCustom + 2]
inc a
ld [hLCDStatCustom + 2], a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld [hl], $2
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
ret
Functionc87cf: ; c87cf (32:47cf)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
and a
@@ -1378,7 +1392,7 @@
.asm_c87d9
ld [hl], $10
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
Functionc87de: ; c87de (32:47de)
ld a, [hLCDStatCustom + 1]
@@ -1386,7 +1400,7 @@
ld a, [hLCDStatCustom + 2]
sub l
dec a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
cp [hl]
ret c
@@ -1394,13 +1408,13 @@
push af
and $7
jr nz, .asm_c87f6
- ld hl, $1
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
dec [hl]
.asm_c87f6
pop af
call Functionc901b
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
rept 2
inc [hl]
@@ -1421,7 +1435,7 @@
Functionc8810: ; c8810 (32:4810)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
call Functionc8ede
@@ -1428,7 +1442,7 @@
ld a, [hLCDStatCustom + 2]
inc a
ld [hLCDStatCustom + 2], a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
call Functionc9038
@@ -1435,6 +1449,7 @@
jr nz, .asm_c882f
ld a, $2
jr .asm_c8831
+
.asm_c882f
ld a, $fe
.asm_c8831
@@ -1455,7 +1470,7 @@
Functionc8842: ; c8842 (32:4842)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
call Functionc8ef4
@@ -1462,7 +1477,7 @@
ld a, [hLCDStatCustom + 2]
inc a
ld [hLCDStatCustom + 2], a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
call Functionc9038
@@ -1469,6 +1484,7 @@
jr nz, .asm_c8861
ld a, $2
jr .asm_c8863
+
.asm_c8861
ld a, $fe
.asm_c8863
@@ -1480,7 +1496,7 @@
ret
Functionc8869: ; c8869 (32:4869)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
cp $f8
@@ -1488,13 +1504,13 @@
cp $8
jr nz, .asm_c8879
.asm_c8876
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
.asm_c8879
call Functionc88a5
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
add [hl]
ld [hl], a
@@ -1501,20 +1517,20 @@
ret
Functionc8888: ; c8888 (32:4888)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
and a
jr nz, .asm_c8893
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
.asm_c8893
call Functionc88a5
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
xor $ff
inc a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
add [hl]
ld [hl], a
@@ -1549,6 +1565,7 @@
ld l, a
ld [hl], $0
jr .asm_c88d6
+
.asm_c88d0
ld a, [hLCDStatCustom + 2]
dec a
@@ -1585,7 +1602,7 @@
ret
Functionc88f6: ; c88f6 (32:48f6)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
call Functionc8ede
@@ -1592,7 +1609,7 @@
ld a, [hLCDStatCustom + 2]
inc a
ld [hLCDStatCustom + 2], a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
call Functionc9038
@@ -1599,6 +1616,7 @@
jr nz, .asm_c8915
ld a, $fe
jr .asm_c8917
+
.asm_c8915
ld a, $2
.asm_c8917
@@ -1630,7 +1648,7 @@
Functionc8933: ; c8933 (32:4933)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
call Functionc8ede
@@ -1637,19 +1655,19 @@
ld a, [hLCDStatCustom + 2]
inc a
ld [hLCDStatCustom + 2], a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
ret
Functionc894a: ; c894a (32:494a)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
ld d, $8
call Functionc905d
call Functionc900b
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
add $4
@@ -1669,7 +1687,7 @@
Functionc896d: ; c896d (32:496d)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
call Functionc8ede
@@ -1677,7 +1695,7 @@
inc a
ld [hLCDStatCustom + 2], a
xor a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld [hli], a
ld [hl], a
@@ -1684,13 +1702,13 @@
ret
Functionc8985: ; c8985 (32:4985)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
ld d, $6
call Functionc905d
push af
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
ld d, $2
@@ -1699,12 +1717,12 @@
pop af
add e
call Functionc900b
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
add $8
ld [hl], a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
add $2
@@ -1724,7 +1742,7 @@
Functionc89be: ; c89be (32:49be)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
call Functionc8ede
@@ -1731,7 +1749,7 @@
ret
Functionc89ca: ; c89ca (32:49ca)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
cp $20
@@ -1743,7 +1761,7 @@
ret
Functionc89da: ; c89da (32:49da)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
and a
@@ -1767,7 +1785,7 @@
Functionc89f7: ; c89f7 (32:49f7)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $42
call Functionc8ef4
@@ -1774,22 +1792,22 @@
ld a, [hLCDStatCustom + 2]
inc a
ld [hLCDStatCustom + 2], a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld [hl], $1
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $20
ret
Functionc8a14: ; c8a14 (32:4a14)
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
cp $38
ret nc
push af
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
ld d, $10
@@ -1799,7 +1817,7 @@
pop af
add d
call Functionc901b
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
rept 2
inc [hl]
@@ -1822,7 +1840,7 @@
Functionc8a49: ; c8a49 (32:4a49)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
ld a, $e4
call Functionc8ecb
ld a, $47
@@ -1840,8 +1858,9 @@
xor a
ld [hli], a
jr .asm_c8a60
+
.asm_c8a69
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
@@ -1855,13 +1874,13 @@
ret
.asm_c8a79
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
ld a, [hLCDStatCustom + 1]
inc a
ld [hLCDStatCustom + 1], a
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
ret
Functionc8a88: ; c8a88 (32:4a88)
@@ -1875,7 +1894,7 @@
ret
.asm_c8a96
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
ret
Functionc8a9a: ; c8a9a (32:4a9a)
@@ -1900,7 +1919,7 @@
ret
Functionc8ab0: ; c8ab0 (32:4ab0)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
inc [hl]
@@ -1929,17 +1948,17 @@
Functionc8ad3: ; c8ad3 (32:4ad3)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
call Functionc8ede
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld [hl], $40
ret
Functionc8ae5: ; c8ae5 (32:4ae5)
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
and a
@@ -1970,7 +1989,7 @@
Functionc8b0e: ; c8b0e (32:4b0e)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
ld a, $e4
call Functionc8ecb
ld a, $47
@@ -1982,7 +2001,7 @@
ret
Functionc8b22: ; c8b22 (32:4b22)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
inc [hl]
@@ -2007,6 +2026,7 @@
ld e, [hl]
ld bc, $2f30
jr .asm_c8b5b
+
.asm_c8b4d
ld hl, Unknown_c8be0
add hl, de
@@ -2044,7 +2064,7 @@
asm_c8b7a: ; c8b7a (32:4b7a)
ld de, Jumptable_c8b81
- call Functionc80ca
+ call BatttleBGEffects_GetNamedJumptablePointer
jp [hl]
; c8b81 (32:4b81)
@@ -2056,8 +2076,8 @@
; c8b87
Functionc8b87: ; c8b87
- call Functionc80e5
- ld hl, $3
+ call BattleBGEffects_IncrementJumptable
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
ret
@@ -2065,7 +2085,7 @@
; c8b91
Functionc8b91: ; c8b91
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
inc [hl]
@@ -2235,7 +2255,7 @@
Functionc8c68: ; c8c68 (32:4c68)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
call Functionc8ede
@@ -2242,16 +2262,16 @@
ld a, [hLCDStatCustom + 2]
inc a
ld [hLCDStatCustom + 2], a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld [hl], $1
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $20
ret
Functionc8c85: ; c8c85 (32:4c85)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
and a
@@ -2259,7 +2279,7 @@
dec [hl]
and $1
ret nz
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
xor $ff
@@ -2281,7 +2301,7 @@
Functionc8cab: ; c8cab (32:4cab)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
call Functionc8eca
ld a, $43
ld [hLCDStatCustom], a
@@ -2289,13 +2309,13 @@
ld [hLCDStatCustom + 1], a
ld a, $37
ld [hLCDStatCustom + 2], a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
ret
Functionc8cc3: ; c8cc3 (32:4cc3)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
cp $40
@@ -2303,7 +2323,7 @@
ld d, $6
call Functionc905d
call Functionc900b
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
add $2
@@ -2348,7 +2368,7 @@
ret
Functionc8d0b: ; c8d0b (32:4d0b)
- ld hl, $1
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld a, [hl]
and a
@@ -2359,13 +2379,13 @@
.asm_c8d18
dec [hl]
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
and $f
jr z, .asm_c8d2a
dec [hl]
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
and a
@@ -2376,7 +2396,7 @@
swap a
or [hl]
ld [hl], a
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
xor $ff
@@ -2386,7 +2406,7 @@
ret
BattleBGEffect_35: ; c8d3a (32:4d3a)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
cp $40
@@ -2394,7 +2414,7 @@
ld d, $6
call Functionc905d
ld [hSCX], a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
add $2
@@ -2407,7 +2427,7 @@
ret
Functionc8d57: ; c8d57 (32:4d57)
- ld hl, $1
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld a, [hl]
and a
@@ -2414,7 +2434,7 @@
jr z, .asm_c8d69
dec [hl]
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
call Functionc8eb2
@@ -2421,10 +2441,10 @@
ret
.asm_c8d69
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
- ld hl, $1
+ ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld [hl], a
call Functionc8eac
@@ -2436,7 +2456,7 @@
jr nz, asm_c8dd4
push de
ld de, Jumptable_c8d85
- call Functionc80ca
+ call BatttleBGEffects_GetNamedJumptablePointer
pop de
jp [hl]
@@ -2447,7 +2467,7 @@
Functionc8d8b: ; c8d8b (32:4d8b)
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
ld a, $e4
call Functionc8ecb
ld a, $47
@@ -2455,17 +2475,17 @@
ld a, [hLCDStatCustom + 2]
inc a
ld [hLCDStatCustom + 2], a
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
ld [hl], $0
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld [hl], a
ret
Functionc8daa: ; c8daa (32:4daa)
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
and $f
@@ -2484,7 +2504,7 @@
ret
.asm_c8dc3
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
dec [hl]
ret
@@ -2499,7 +2519,7 @@
asm_c8dd4: ; c8dd4 (32:4dd4)
push de
ld de, Jumptable_c8ddd
- call Functionc80ca
+ call BatttleBGEffects_GetNamedJumptablePointer
pop de
jp [hl]
@@ -2514,21 +2534,21 @@
Functionc8de7: ; c8de7 (32:4de7)
call Functionc9038
jr nz, .asm_c8df2
- call Functionc80e5
- call Functionc80e5
+ call BattleBGEffects_IncrementJumptable
+ call BattleBGEffects_IncrementJumptable
.asm_c8df2
- call Functionc80e5
- ld hl, $3
+ call BattleBGEffects_IncrementJumptable
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
ld [hl], $0
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld [hl], a
ret
Functionc8e02: ; c8e02 (32:4e02)
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
and $f
@@ -2547,7 +2567,7 @@
ret
.asm_c8e1b
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
dec [hl]
ret
@@ -2559,7 +2579,7 @@
ret
Functionc8e2a: ; c8e2a (32:4e2a)
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hl]
and $f
@@ -2578,7 +2598,7 @@
ret
.asm_c8e43
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
dec [hl]
ret
@@ -2644,7 +2664,7 @@
ret
Functionc8eac: ; c8eac (32:4eac)
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
inc [hl]
@@ -2659,7 +2679,7 @@
cp $fe
jr nz, .asm_c8ec6
ld a, [de]
- ld hl, $3
+ ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
.asm_c8ec6
@@ -2694,6 +2714,7 @@
jr nz, .asm_c8eea
ld de, $36
jr .asm_c8eed
+
.asm_c8eea
ld de, $2f5e
.asm_c8eed
@@ -2709,6 +2730,7 @@
jr nz, .asm_c8f00
ld de, $36
jr .asm_c8f03
+
.asm_c8f00
ld de, $2d5e
.asm_c8f03
@@ -2847,6 +2869,7 @@
ld [BattleAnimTemps + 1], a
pop af
jr .asm_c8faf
+
.asm_c8fe1
pop bc
and a
@@ -2929,7 +2952,7 @@
ret
Functionc9038: ; c9038 (32:5038)
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hBattleTurn]
and $1
@@ -2937,7 +2960,7 @@
ret
Functionc9042: ; c9042 (32:5042)
- ld hl, $2
+ ld hl, BG_EFFECT_STRUCT_02
add hl, bc
ld a, [hBattleTurn]
and $1
@@ -2952,7 +2975,7 @@
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret
-Functionc9059: ; c9059 (32:5059)
+BattleBGEffects_CheckSGB: ; c9059 (32:5059)
ld a, [hSGB]
and a
ret
--- a/battle/core.asm
+++ b/battle/core.asm
@@ -3762,7 +3762,7 @@
xor a
ld [wNumHits], a
- ld [wKickCounter], a
+ ld [wBattleAnimParam], a
call SetEnemyTurn
ld de, ANIM_SEND_OUT_MON
call Call_PlayBattleAnim
@@ -3770,7 +3770,7 @@
call BattleCheckEnemyShininess
jr nc, .not_shiny
ld a, 1 ; shiny anim
- ld [wKickCounter], a
+ ld [wBattleAnimParam], a
ld de, ANIM_SEND_OUT_MON
call Call_PlayBattleAnim
.not_shiny
@@ -4268,13 +4268,13 @@
call SetPlayerTurn
xor a
ld [wNumHits], a
- ld [wKickCounter], a
+ ld [wBattleAnimParam], a
ld de, ANIM_SEND_OUT_MON
call Call_PlayBattleAnim
call BattleCheckPlayerShininess
jr nc, .not_shiny
- ld a, $1
- ld [wKickCounter], a
+ ld a, 1
+ ld [wBattleAnimParam], a
ld de, ANIM_SEND_OUT_MON
call Call_PlayBattleAnim
@@ -8398,7 +8398,7 @@
ld hl, BattleAnimCmd_RaiseSub
jr nz, GetBackpic_DoAnim ; substitute
-Function3f447: ; 3f447
+DropPlayerSub: ; 3f447
ld a, [wPlayerMinimized]
and a
ld hl, BattleAnimCmd_MinimizeOpp
@@ -8434,7 +8434,7 @@
ld hl, BattleAnimCmd_RaiseSub
jr nz, GetFrontpic_DoAnim
-Function3f486: ; 3f486
+DropEnemySub: ; 3f486
ld a, [wEnemyMinimized]
and a
ld hl, BattleAnimCmd_MinimizeOpp
@@ -9595,7 +9595,7 @@
ld a, 1
ld [hBattleTurn], a
ld a, 1
- ld [wKickCounter], a
+ ld [wBattleAnimParam], a
ld de, ANIM_SEND_OUT_MON
call Call_PlayBattleAnim
--- a/battle/effect_commands.asm
+++ b/battle/effect_commands.asm
@@ -5584,12 +5584,12 @@
StatUpAnimation: ; 36281
ld bc, wPlayerMinimized
- ld hl, Function3f447
+ ld hl, DropPlayerSub
ld a, [hBattleTurn]
and a
jr z, .do_player ; 0x3628a $6
ld bc, wEnemyMinimized
- ld hl, Function3f486
+ ld hl, DropEnemySub
.do_player
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
@@ -6174,11 +6174,11 @@
BattleCommand_LowerSubNoAnim: ; 365c3
- ld hl, Function3f447
+ ld hl, DropPlayerSub
ld a, [hBattleTurn]
and a
jr z, .PlayerTurn ; 365c9 $3
- ld hl, Function3f486
+ ld hl, DropEnemySub
.PlayerTurn
xor a
ld [hBGMapMode], a
@@ -9239,13 +9239,13 @@
BattleCommand_HealMorn: ; 37b74
; healmorn
ld b, MORN
- jr BattleCommand_HealMorn6c
+ jr BattleCommand_TimeBasedHealContinue
; 37b78
BattleCommand_HealDay: ; 37b78
; healday
ld b, DAY
- jr BattleCommand_HealMorn6c
+ jr BattleCommand_TimeBasedHealContinue
; 37b7c
BattleCommand_HealNite: ; 37b7c
@@ -9254,7 +9254,7 @@
; fallthrough
; 37b7e
-BattleCommand_HealMorn6c: ; 37b7e
+BattleCommand_TimeBasedHealContinue: ; 37b7e
; Time- and weather-sensitive heal.
ld hl, BattleMonMaxHP
@@ -9284,7 +9284,7 @@
ld a, [TimeOfDay]
cp b
jr z, .Weather
- dec c
+ dec c ; double
.Weather
ld a, [Weather]
--- a/battle/objects/gfx_headers.asm
+++ b/battle/objects/gfx_headers.asm
@@ -3,51 +3,50 @@
object_gfx: MACRO
; label, # tiles
- db \2
- db BANK(\1)
- dw \1
+ db \1
+ dba \2
ENDM
- object_gfx AnimObj00GFX, 0
- object_gfx AnimObj01GFX, 21
- object_gfx AnimObj02GFX, 6
- object_gfx AnimObj03GFX, 6
- object_gfx AnimObj04GFX, 20
- object_gfx AnimObj05GFX, 26
- object_gfx AnimObj06GFX, 18
- object_gfx AnimObj07GFX, 12
- object_gfx AnimObj08GFX, 9
- object_gfx AnimObj09GFX, 17
- object_gfx AnimObj10GFX, 6
- object_gfx AnimObj11GFX, 10
- object_gfx AnimObj12GFX, 9
- object_gfx AnimObj13GFX, 13
- object_gfx AnimObj14GFX, 16
- object_gfx AnimObj15GFX, 2
- object_gfx AnimObj16GFX, 11
- object_gfx AnimObj17GFX, 9
- object_gfx AnimObj18GFX, 9
- object_gfx AnimObj19GFX, 19
- object_gfx AnimObj20GFX, 10
- object_gfx AnimObj21GFX, 12
- object_gfx AnimObj22GFX, 18
- object_gfx AnimObj23GFX, 13
- object_gfx AnimObj24GFX, 10
- object_gfx AnimObj25GFX, 27
- object_gfx AnimObj26GFX, 12
- object_gfx AnimObj27GFX, 14
- object_gfx AnimObj28GFX, 16
- object_gfx AnimObj29GFX, 7
- object_gfx AnimObj30GFX, 8
- object_gfx AnimObj31GFX, 40
- object_gfx AnimObj32GFX, 36
- object_gfx AnimObj33GFX, 16
- object_gfx AnimObj34GFX, 48
- object_gfx AnimObj35GFX, 18
- object_gfx AnimObj36GFX, 38
- object_gfx AnimObj37GFX, 35
- object_gfx AnimObj38GFX, 18
- object_gfx AnimObj39GFX, 24
- object_gfx NULL, 1
- object_gfx NULL, 1
+ object_gfx 0, AnimObj00GFX
+ object_gfx 21, AnimObj01GFX
+ object_gfx 6, AnimObj02GFX
+ object_gfx 6, AnimObj03GFX
+ object_gfx 20, AnimObj04GFX
+ object_gfx 26, AnimObj05GFX
+ object_gfx 18, AnimObj06GFX
+ object_gfx 12, AnimObj07GFX
+ object_gfx 9, AnimObj08GFX
+ object_gfx 17, AnimObj09GFX
+ object_gfx 6, AnimObj10GFX
+ object_gfx 10, AnimObj11GFX
+ object_gfx 9, AnimObj12GFX
+ object_gfx 13, AnimObj13GFX
+ object_gfx 16, AnimObj14GFX
+ object_gfx 2, AnimObj15GFX
+ object_gfx 11, AnimObj16GFX
+ object_gfx 9, AnimObj17GFX
+ object_gfx 9, AnimObj18GFX
+ object_gfx 19, AnimObj19GFX
+ object_gfx 10, AnimObj20GFX
+ object_gfx 12, AnimObj21GFX
+ object_gfx 18, AnimObj22GFX
+ object_gfx 13, AnimObj23GFX
+ object_gfx 10, AnimObj24GFX
+ object_gfx 27, AnimObj25GFX
+ object_gfx 12, AnimObj26GFX
+ object_gfx 14, AnimObj27GFX
+ object_gfx 16, AnimObj28GFX
+ object_gfx 7, AnimObj29GFX
+ object_gfx 8, AnimObj30GFX
+ object_gfx 40, AnimObj31GFX
+ object_gfx 36, AnimObj32GFX
+ object_gfx 16, AnimObj33GFX
+ object_gfx 48, AnimObj34GFX
+ object_gfx 18, AnimObj35GFX
+ object_gfx 38, AnimObj36GFX
+ object_gfx 35, AnimObj37GFX
+ object_gfx 18, AnimObj38GFX
+ object_gfx 24, AnimObj39GFX
+ object_gfx 1, NULL
+ object_gfx 1, NULL
; cfd9e
--- a/constants/animation_constants.asm
+++ b/constants/animation_constants.asm
@@ -299,35 +299,61 @@
-ANIM_BG_FLASH_INVERTED EQU $01
-ANIM_BG_FLASH_WHITE EQU $02
-ANIM_BG_WHITE_HUES EQU $03
-ANIM_BG_BLACK_HUES EQU $04
-ANIM_BG_ALTERNATE_HUES EQU $05
-; ???? EQU $06
-; ???? EQU $07
-; ???? EQU $08
-ANIM_BG_HIDE_MON EQU $09
-ANIM_BG_SHOW_MON EQU $0a
-ANIM_BG_ENTER_MON EQU $0b
-ANIM_BG_RETURN_MON EQU $0c
-ANIM_BG_SURF EQU $0d
-ANIM_BG_WHIRLPOOL EQU $0e
-ANIM_BG_TELEPORT EQU $0f
-ANIM_BG_NIGHT_SHADE EQU $10
-ANIM_BG_FEET_FOLLOW EQU $11
-ANIM_BG_HEAD_FOLLOW EQU $12
-ANIM_BG_DOUBLE_TEAM EQU $13
-ANIM_BG_ACID_ARMOR EQU $14
-ANIM_BG_RAPID_FLASH EQU $15 ; unused
+const_value SET 1
+ const ANIM_BG_FLASH_INVERTED
+ const ANIM_BG_FLASH_WHITE
+ const ANIM_BG_WHITE_HUES
+ const ANIM_BG_BLACK_HUES
+ const ANIM_BG_ALTERNATE_HUES
+ const ANIM_BG_06
+ const ANIM_BG_07
+ const ANIM_BG_08
+ const ANIM_BG_HIDE_MON
+ const ANIM_BG_SHOW_MON
+ const ANIM_BG_ENTER_MON
+ const ANIM_BG_RETURN_MON
+ const ANIM_BG_SURF
+ const ANIM_BG_WHIRLPOOL
+ const ANIM_BG_TELEPORT
+ const ANIM_BG_NIGHT_SHADE
+ const ANIM_BG_FEET_FOLLOW
+ const ANIM_BG_HEAD_FOLLOW
+ const ANIM_BG_DOUBLE_TEAM
+ const ANIM_BG_ACID_ARMOR
+ const ANIM_BG_RAPID_FLASH
+ const ANIM_BG_16
+ const ANIM_BG_17
+ const ANIM_BG_18
+ const ANIM_BG_19
+ const ANIM_BG_1A
+ const ANIM_BG_1B
+ const ANIM_BG_1C
+ const ANIM_BG_1D
+ const ANIM_BG_1E
+ const ANIM_BG_1F
+ const ANIM_BG_20
+ const ANIM_BG_21
+ const ANIM_BG_22
+ const ANIM_BG_23
+ const ANIM_BG_TACKLE
+ const ANIM_BG_25
+ const ANIM_BG_26
+ const ANIM_BG_27
+ const ANIM_BG_28
+ const ANIM_BG_PSYCHIC
+ const ANIM_BG_2A
+ const ANIM_BG_2B
+ const ANIM_BG_2C
+ const ANIM_BG_2D
+ const ANIM_BG_2E
+ const ANIM_BG_2F
+ const ANIM_BG_30
+ const ANIM_BG_31
+ const ANIM_BG_32
+ const ANIM_BG_VIBRATE_MON
+ const ANIM_BG_WOBBLE_MON
+ const ANIM_BG_35
-ANIM_BG_TACKLE EQU $24
-
-ANIM_BG_PSYCHIC EQU $29
-
-ANIM_BG_VIBRATE_MON EQU $33
-ANIM_BG_WOBBLE_MON EQU $34
-
const_def
const ANIM_MON_SLOW ; 0
const ANIM_MON_NORMAL ; 1
@@ -338,3 +364,9 @@
const ANIM_MON_UNUSED ; 6
const ANIM_MON_EGG1 ; 7
const ANIM_MON_EGG2 ; 8
+
+ const_def
+ const BG_EFFECT_STRUCT_FUNCTION
+ const BG_EFFECT_STRUCT_JT_INDEX
+ const BG_EFFECT_STRUCT_02
+ const BG_EFFECT_STRUCT_03
--- a/wram.asm
+++ b/wram.asm
@@ -755,6 +755,7 @@
ds 2
wBattleReward:: ds 3
+wBattleAnimParam::
wKickCounter::
wPresentPower:: ds 1
wc68a::
@@ -3317,10 +3318,22 @@
AnimObject10:: battle_anim_struct AnimObject10
ActiveAnimObjectsEnd:: ; d3aa
+battle_bg_effect: MACRO
+\1_Function:: ds 1
+\1_01:: ds 1
+\1_02:: ds 1
+\1_03:: ds 1
+endm
+
ActiveBGEffects:: ; d3fa
- ds 4 * 5
+BGEffect1:: battle_bg_effect BGEffect1
+BGEffect2:: battle_bg_effect BGEffect2
+BGEffect3:: battle_bg_effect BGEffect3
+BGEffect4:: battle_bg_effect BGEffect4
+BGEffect5:: battle_bg_effect BGEffect5
+ActiveBGEffectsEnd::
-wNumActiveBattleAnims:: ds 1
+wNumActiveBattleAnims:: ds 1 ; d40e
BattleAnimFlags:: ; d40f
ds 1
@@ -3336,14 +3349,12 @@
ds 1
BattleAnimByte:: ; d417
ds 1
-w5_d418:: ds 1
+wBattleAnimOAMPointerLo:: ds 1 ; d418
BattleAnimTemps:: ; d419
ds 8
ds 1
w5_d422:: ds $32
wBattleAnimEnd::
- ds $e
-; d462
SECTION "WRAM 5 MOBILE", WRAMX [$d800], BANK [5]
w5_d800:: ds $200