shithub: pokered

ref: 5c0f33cb5350d3e11bd75cc04d943549667ecd4c
dir: /data/moves/animation_special_effect_pointers.asm/

View raw version
special_effect: MACRO
	db \1
	dw \2
ENDM

SpecialEffectPointers:
; special effect id, effect routine address
	special_effect SE_DARK_SCREEN_FLASH, AnimationFlashScreen ; $FE
	special_effect SE_DARK_SCREEN_PALETTE, AnimationDarkScreenPalette ; $FD
	special_effect SE_RESET_SCREEN_PALETTE, AnimationResetScreenPalette ; $FC
	special_effect SE_SHAKE_SCREEN, AnimationShakeScreen ; $FB
	special_effect SE_WATER_DROPLETS_EVERYWHERE, AnimationWaterDropletsEverywhere ; $FA
	special_effect SE_DARKEN_MON_PALETTE, AnimationDarkenMonPalette ; $F9
	special_effect SE_FLASH_SCREEN_LONG, AnimationFlashScreenLong ; $F8
	special_effect SE_SLIDE_MON_UP, AnimationSlideMonUp ; $F7
	special_effect SE_SLIDE_MON_DOWN, AnimationSlideMonDown ; $F6
	special_effect SE_FLASH_MON_PIC, AnimationFlashMonPic ; $F5
	special_effect SE_SLIDE_MON_OFF, AnimationSlideMonOff ; $F4
	special_effect SE_BLINK_MON, AnimationBlinkMon ; $F3
	special_effect SE_MOVE_MON_HORIZONTALLY, AnimationMoveMonHorizontally ; $F2
	special_effect SE_RESET_MON_POSITION, AnimationResetMonPosition ; $F1
	special_effect SE_LIGHT_SCREEN_PALETTE, AnimationLightScreenPalette ; $F0
	special_effect SE_HIDE_MON_PIC, AnimationHideMonPic ; $EF
	special_effect SE_SQUISH_MON_PIC, AnimationSquishMonPic ; $EE
	special_effect SE_SHOOT_BALLS_UPWARD, AnimationShootBallsUpward ; $ED
	special_effect SE_SHOOT_MANY_BALLS_UPWARD, AnimationShootManyBallsUpward ; $EC
	special_effect SE_BOUNCE_UP_AND_DOWN, AnimationBoundUpAndDown ; $EB
	special_effect SE_MINIMIZE_MON, AnimationMinimizeMon ; $EA
	special_effect SE_SLIDE_MON_DOWN_AND_HIDE, AnimationSlideMonDownAndHide ; $E9
	special_effect SE_TRANSFORM_MON, AnimationTransformMon ; $E8
	special_effect SE_LEAVES_FALLING, AnimationLeavesFalling ; $E7
	special_effect SE_PETALS_FALLING, AnimationPetalsFalling ; $E6
	special_effect SE_SLIDE_MON_HALF_OFF, AnimationSlideMonHalfOff ; $E5
	special_effect SE_SHAKE_ENEMY_HUD, AnimationShakeEnemyHUD ; $E4
	special_effect SE_SHAKE_ENEMY_HUD_2, AnimationShakeEnemyHUD ; unused--same pointer as SE_SHAKE_ENEMY_HUD ($E4)
	special_effect SE_SPIRAL_BALLS_INWARD, AnimationSpiralBallsInward ; $E2
	special_effect SE_DELAY_ANIMATION_10, AnimationDelay10 ; $E1
	special_effect SE_FLASH_ENEMY_MON_PIC, AnimationFlashEnemyMonPic ; unused--same as SE_FLASH_MON_PIC ($F5), but for the enemy mon
	special_effect SE_HIDE_ENEMY_MON_PIC, AnimationHideEnemyMonPic ; $DF
	special_effect SE_BLINK_ENEMY_MON, AnimationBlinkEnemyMon ; $DE
	special_effect SE_SHOW_MON_PIC, AnimationShowMonPic ; $DD
	special_effect SE_SHOW_ENEMY_MON_PIC, AnimationShowEnemyMonPic ; $DC
	special_effect SE_SLIDE_ENEMY_MON_OFF, AnimationSlideEnemyMonOff ; $DB
	special_effect SE_SHAKE_BACK_AND_FORTH, AnimationShakeBackAndForth ; $DA
	special_effect SE_SUBSTITUTE_MON, AnimationSubstitute ; $D9
	special_effect SE_WAVY_SCREEN, AnimationWavyScreen ; $D8
	db -1 ; end