shithub: pokered

ref: bcfca2e267a6ee023271d90e27e4a7fde06f66fc
dir: /engine/battle/animations.asm/

View raw version
; Draws a "frame block". Frame blocks are blocks of tiles that are put
; together to form frames in battle animations.
DrawFrameBlock: ; 78000 (1e:4000)
	ld l,c
	ld h,b
	ld a,[hli]
	ld [W_NUMFBTILES],a
	ld a,[W_FBDESTADDR + 1]
	ld e,a
	ld a,[W_FBDESTADDR]
	ld d,a
	xor a
	ld [W_FBTILECOUNTER],a ; loop counter
.loop
	ld a,[W_FBTILECOUNTER]
	inc a
	ld [W_FBTILECOUNTER],a
	ld a,[W_SUBANIMTRANSFORM]
	dec a
	jr z,.flipHorizontalAndVertical   ; 1
	dec a
	jp z,.flipHorizontalTranslateDown ; 2
	dec a
	jr z,.flipBaseCoords              ; 3
.noTransformation
	ld a,[W_BASECOORDY]
	add [hl]
	ld [de],a ; store Y
	inc hl
	inc de
	ld a,[W_BASECOORDX]
	jr .finishCopying
.flipBaseCoords
	ld a,[W_BASECOORDY]
	ld b,a
	ld a,136
	sub b ; flip Y base coordinate
	add [hl] ; Y offset
	ld [de],a ; store Y
	inc hl
	inc de
	ld a,[W_BASECOORDX]
	ld b,a
	ld a,168
	sub b ; flip X base coordinate
.finishCopying ; finish copying values to OAM (when [W_SUBANIMTRANSFORM] not 1 or 2)
	add [hl] ; X offset
	ld [de],a ; store X
	inc hl
	inc de
	ld a,[hli]
	add a,$31 ; base tile ID for battle animations
	ld [de],a ; store tile ID
	inc de
	ld a,[hli]
	ld [de],a ; store flags
	inc de
	jp .nextTile
.flipHorizontalAndVertical
	ld a,[W_BASECOORDY]
	add [hl] ; Y offset
	ld b,a
	ld a,136
	sub b ; flip Y coordinate
	ld [de],a ; store Y
	inc hl
	inc de
	ld a,[W_BASECOORDX]
	add [hl] ; X offset
	ld b,a
	ld a,168
	sub b ; flip X coordinate
	ld [de],a ; store X
	inc hl
	inc de
	ld a,[hli]
	add a,$31 ; base tile ID for battle animations
	ld [de],a ; store tile ID
	inc de
; toggle horizontal and vertical flip
	ld a,[hli] ; flags
	and a
	ld b,OAM_VFLIP | OAM_HFLIP
	jr z,.storeFlags1
	cp a,OAM_HFLIP
	ld b,OAM_VFLIP
	jr z,.storeFlags1
	cp a,OAM_VFLIP
	ld b,OAM_HFLIP
	jr z,.storeFlags1
	ld b,0
.storeFlags1
	ld a,b
	ld [de],a
	inc de
	jp .nextTile
.flipHorizontalTranslateDown
	ld a,[W_BASECOORDY]
	add [hl]
	add a,40 ; translate Y coordinate downwards
	ld [de],a ; store Y
	inc hl
	inc de
	ld a,[W_BASECOORDX]
	add [hl]
	ld b,a
	ld a,168
	sub b ; flip X coordinate
	ld [de],a ; store X
	inc hl
	inc de
	ld a,[hli]
	add a,$31 ; base tile ID for battle animations
	ld [de],a ; store tile ID
	inc de
	ld a,[hli]
	bit 5,a ; is horizontal flip enabled?
	jr nz,.disableHorizontalFlip
.enableHorizontalFlip
	set 5,a
	jr .storeFlags2
.disableHorizontalFlip
	res 5,a
.storeFlags2
	ld [de],a
	inc de
.nextTile
	ld a,[W_FBTILECOUNTER]
	ld c,a
	ld a,[W_NUMFBTILES]
	cp c
	jp nz,.loop ; go back up if there are more tiles to draw
.afterDrawingTiles
	ld a,[W_FBMODE]
	cp a,2
	jr z,.advanceFrameBlockDestAddr; skip delay and don't clean OAM buffer
	ld a,[W_SUBANIMFRAMEDELAY]
	ld c,a
	call DelayFrames
	ld a,[W_FBMODE]
	cp a,3
	jr z,.advanceFrameBlockDestAddr ; skip cleaning OAM buffer
	cp a,4
	jr z,.done ; skip cleaning OAM buffer and don't advance the frame block destination address
	ld a,[W_ANIMATIONID]
	cp a,GROWL
	jr z,.resetFrameBlockDestAddr
	call AnimationCleanOAM
.resetFrameBlockDestAddr
	ld hl,wOAMBuffer ; OAM buffer
	ld a,l
	ld [W_FBDESTADDR + 1],a
	ld a,h
	ld [W_FBDESTADDR],a ; set destination address to beginning of OAM buffer
	ret
.advanceFrameBlockDestAddr
	ld a,e
	ld [W_FBDESTADDR + 1],a
	ld a,d
	ld [W_FBDESTADDR],a
.done
	ret

PlayAnimation: ; 780f1 (1e:40f1)
	xor a
	ld [$FF8B],a
	ld [W_SUBANIMTRANSFORM],a
	ld a,[W_ANIMATIONID] ; get animation number
	dec a
	ld l,a
	ld h,0
	add hl,hl
	ld de,AttackAnimationPointers  ; animation command stream pointers
	add hl,de
	ld a,[hli]
	ld h,[hl]
	ld l,a
.animationLoop
	ld a,[hli]
	cp a,$FF
	jr z,.AnimationOver
	cp a,$C0 ; is this subanimation or a special effect?
	jr c,.playSubanimation
.doSpecialEffect
	ld c,a
	ld de,SpecialEffectPointers
.searchSpecialEffectTableLoop
	ld a,[de]
	cp c
	jr z,.foundMatch
	inc de
	inc de
	inc de
	jr .searchSpecialEffectTableLoop
.foundMatch
	ld a,[hli]
	cp a,$FF ; is there a sound to play?
	jr z,.skipPlayingSound
	ld [wAnimSoundID],a ; store sound
	push hl
	push de
	call GetMoveSound
	call PlaySound
	pop de
	pop hl
.skipPlayingSound
	push hl
	inc de
	ld a,[de]
	ld l,a
	inc de
	ld a,[de]
	ld h,a
	ld de,.nextAnimationCommand
	push de
	jp [hl] ; jump to special effect function
.playSubanimation
	ld c,a
	and a,%00111111
	ld [W_SUBANIMFRAMEDELAY],a
	xor a
	sla c
	rla
	sla c
	rla
	ld [wd09f],a ; tile select
	ld a,[hli] ; sound
	ld [wAnimSoundID],a ; store sound
	ld a,[hli] ; subanimation ID
	ld c,l
	ld b,h
	ld l,a
	ld h,0
	add hl,hl
	ld de,SubanimationPointers
	add hl,de
	ld a,l
	ld [W_SUBANIMADDRPTR],a
	ld a,h
	ld [W_SUBANIMADDRPTR + 1],a
	ld l,c
	ld h,b
	push hl
	ld a,[rOBP0]
	push af
	ld a,[wcc79]
	ld [rOBP0],a
	call LoadAnimationTileset
	call LoadSubanimation
	call PlaySubanimation
	pop af
	ld [rOBP0],a
.nextAnimationCommand
	pop hl
	jr .animationLoop
.AnimationOver ; 417B
	ret

LoadSubanimation: ; 7817c (1e:417c)
	ld a,[W_SUBANIMADDRPTR + 1]
	ld h,a
	ld a,[W_SUBANIMADDRPTR]
	ld l,a
	ld a,[hli]
	ld e,a
	ld a,[hl]
	ld d,a ; de = address of subanimation
	ld a,[de]
	ld b,a
	and a,31
	ld [W_SUBANIMCOUNTER],a ; number of frame blocks
	ld a,b
	and a,%11100000
	cp a,5 << 5 ; is subanimation type 5?
	jr nz,.isNotType5
.isType5
	call GetSubanimationTransform2
	jr .saveTransformation
.isNotType5
	call GetSubanimationTransform1
.saveTransformation
; place the upper 3 bits of a into bits 0-2 of a before storing
	srl a
	swap a
	ld [W_SUBANIMTRANSFORM],a
	cp a,4 ; is the animation reversed?
	ld hl,0
	jr nz,.storeSubentryAddr
; if the animation is reversed, then place the initial subentry address at the end of the list of subentries
	ld a,[W_SUBANIMCOUNTER]
	dec a
	ld bc,3
.loop
	add hl,bc
	dec a
	jr nz,.loop
.storeSubentryAddr
	inc de
	add hl,de
	ld a,l
	ld [W_SUBANIMSUBENTRYADDR],a
	ld a,h
	ld [W_SUBANIMSUBENTRYADDR + 1],a
	ret

; called if the subanimation type is not 5
; sets the transform to 0 (i.e. no transform) if it's the player's turn
; sets the transform to the subanimation type if it's the enemy's turn
GetSubanimationTransform1: ; 781c2 (1e:41c2)
	ld b,a
	ld a,[H_WHOSETURN]
	and a
	ld a,b
	ret nz
	xor a
	ret

; called if the subanimation type is 5
; sets the transform to 2 (i.e. horizontal and vertical flip) if it's the player's turn
; sets the transform to 0 (i.e. no transform) if it's the enemy's turn
GetSubanimationTransform2: ; 781ca (1e:41ca)
	ld a,[H_WHOSETURN]
	and a
	ld a,2 << 5
	ret z
	xor a
	ret

; loads tile patterns for battle animations
LoadAnimationTileset: ; 781d2 (1e:41d2)
	ld a,[wd09f] ; tileset select
	add a
	add a
	ld hl,AnimationTilesetPointers
	ld e,a
	ld d,0
	add hl,de
	ld a,[hli]
	ld [wd07d],a ; number of tiles
	ld a,[hli]
	ld e,a
	ld a,[hl]
	ld d,a ; de = address of tileset
	ld hl,vSprites + $310
	ld b, BANK(AnimationTileset1) ; ROM bank
	ld a,[wd07d]
	ld c,a ; number of tiles
	jp CopyVideoData ; load tileset

AnimationTilesetPointers: ; 781f2 (1e:41f2)
	db 79 ; number of tiles
	dw AnimationTileset1
	db $FF

	db 79 ; number of tiles
	dw AnimationTileset2
	db $FF

	db 64 ; number of tiles
	dw AnimationTileset1
	db $FF

AnimationTileset1: ; 781fe (1e:41fe)
	INCBIN "gfx/attack_anim_1.2bpp"

AnimationTileset2: ; 786ee (1e:46ee)
	INCBIN "gfx/attack_anim_2.2bpp"

SlotMachineTiles2: ; 78bde (1e:4bde)
IF DEF(_RED)
	INCBIN "gfx/red/slotmachine2.2bpp"
ENDC
IF DEF(_BLUE)
	INCBIN "gfx/blue/slotmachine2.2bpp"
ENDC
IF DEF(_YELLOW)
	INCBIN "gfx/yellow/slotmachine2.2bpp"
ENDC

MoveAnimation: ; 78d5e (1e:4d5e)
	push hl
	push de
	push bc
	push af
	call WaitForSoundToFinish
	call SetAnimationPalette
	ld a,[W_ANIMATIONID]
	and a
	jr z,.AnimationFinished

	; if throwing a Poké Ball, skip the regular animation code
	cp a,TOSS_ANIM
	jr nz,.MoveAnimation
	ld de,.AnimationFinished
	push de
	jp TossBallAnimation

.MoveAnimation
	; check if battle animations are disabled in the options
	ld a,[W_OPTIONS]
	bit 7,a
	jr nz,.AnimationsDisabled
	call ShareMoveAnimations
	call PlayAnimation
	jr .next4
.AnimationsDisabled
	ld c,30
	call DelayFrames
.next4
	call PlayApplyingAttackAnimation ; shake the screen or flash the pic in and out (to show damage)
.AnimationFinished
	call WaitForSoundToFinish
	xor a
	ld [W_SUBANIMSUBENTRYADDR],a
	ld [wd09b],a
	ld [W_SUBANIMTRANSFORM],a
	dec a
	ld [wAnimSoundID],a
	pop af
	pop bc
	pop de
	pop hl
	ret

ShareMoveAnimations: ; 78da6 (1e:4da6)
; some moves just reuse animations from status conditions
	ld a,[H_WHOSETURN]
	and a
	ret z

	; opponent’s turn

	ld a,[W_ANIMATIONID]

	cp a,AMNESIA
	ld b,CONF_ANIM
	jr z,.Replace

	cp a,REST
	ld b,SLP_ANIM
	ret nz

.Replace
	ld a,b
	ld [W_ANIMATIONID],a
	ret

PlayApplyingAttackAnimation: ; 78dbd (1e:4dbd)
; Generic animation that shows after the move's individual animation
; Different animation depending on whether the move has an additional effect and on whose turn it is
	ld a,[wAnimationType]
	and a
	ret z
	dec a
	add a
	ld c,a
	ld b,0
	ld hl,AnimationTypePointerTable
	add hl,bc
	ld a,[hli]
	ld h,[hl]
	ld l,a
	jp [hl]

AnimationTypePointerTable: ; 78dcf (1e:4dcf)
	dw ShakeScreenVertically ; enemy mon has used a damaging move without a side effect
	dw ShakeScreenHorizontallyHeavy ; enemy mon has used a damaging move with a side effect
	dw ShakeScreenHorizontallySlow ; enemy mon has used a non-damaging move
	dw BlinkEnemyMonSprite ; player mon has used a damaging move without a side effect
	dw ShakeScreenHorizontallyLight ; player mon has used a damaging move with a side effect
	dw ShakeScreenHorizontallySlow2 ; player mon has used a non-damaging move

ShakeScreenVertically: ; 78ddb (1e:4ddb)
	call PlayApplyingAttackSound
	ld b, $8
	jp AnimationShakeScreenVertically

ShakeScreenHorizontallyHeavy: ; 78de3 (1e:4de3)
	call PlayApplyingAttackSound
	ld b, $8
	jp AnimationShakeScreenHorizontallyFast

ShakeScreenHorizontallySlow: ; 78deb (1e:4deb)
	ld bc, $602
	jr AnimationShakeScreenHorizontallySlow

BlinkEnemyMonSprite: ; 78df0 (1e:4df0)
	call PlayApplyingAttackSound
	jp AnimationBlinkEnemyMon

ShakeScreenHorizontallyLight: ; 78df6 (1e:4df6)
	call PlayApplyingAttackSound
	ld b, $2
	jp AnimationShakeScreenHorizontallyFast

ShakeScreenHorizontallySlow2: ; 78dfe (1e:4dfe)
	ld bc, $302

AnimationShakeScreenHorizontallySlow: ; 78e01 (1e:4e01)
	push bc
	push bc
.asm_78e03
	ld a, [rWX]
	inc a
	ld [rWX], a
	ld c, 2
	call DelayFrames
	dec b
	jr nz, .asm_78e03
	pop bc
.asm_78e11
	ld a, [rWX]
	dec a
	ld [rWX], a
	ld c, 2
	call DelayFrames
	dec b
	jr nz, .asm_78e11
	pop bc
	dec c
	jr nz, AnimationShakeScreenHorizontallySlow
	ret

SetAnimationPalette: ; 78e23 (1e:4e23)
	ld a, [wOnSGB]
	and a
	ld a, $e4
	jr z, .asm_78e47
	ld a, $f0
	ld [wcc79], a
	ld b, $e4
	ld a, [W_ANIMATIONID]
	cp TRADE_BALL_DROP_ANIM
	jr c, .asm_78e3f
	cp TRADE_BALL_POOF_ANIM + 1
	jr nc, .asm_78e3f
	ld b, $f0
.asm_78e3f
	ld a, b
	ld [rOBP0], a
	ld a, $6c
	ld [rOBP1], a
	ret
.asm_78e47
	ld a, $e4
	ld [wcc79], a
	ld [rOBP0], a
	ld a, $6c
	ld [rOBP1], a
	ret

PlaySubanimation: ; 78e53 (1e:4e53)
	ld a,[wAnimSoundID]
	cp a,$FF
	jr z,.skipPlayingSound
	call GetMoveSound
	call PlaySound
.skipPlayingSound
	ld hl,wOAMBuffer ; base address of OAM buffer
	ld a,l
	ld [W_FBDESTADDR + 1],a
	ld a,h
	ld [W_FBDESTADDR],a
	ld a,[W_SUBANIMSUBENTRYADDR + 1]
	ld h,a
	ld a,[W_SUBANIMSUBENTRYADDR]
	ld l,a
.loop
	push hl
	ld c,[hl] ; frame block ID
	ld b,0
	ld hl,FrameBlockPointers
	add hl,bc
	add hl,bc
	ld a,[hli]
	ld c,a
	ld a,[hli]
	ld b,a
	pop hl
	inc hl
	push hl
	ld e,[hl] ; base coordinate ID
	ld d,0
	ld hl,FrameBlockBaseCoords  ; base coordinate table
	add hl,de
	add hl,de
	ld a,[hli]
	ld [W_BASECOORDY],a
	ld a,[hl]
	ld [W_BASECOORDX],a
	pop hl
	inc hl
	ld a,[hl] ; frame block mode
	ld [W_FBMODE],a
	call DrawFrameBlock
	call DoSpecialEffectByAnimationId ; run animation-specific function (if there is one)
	ld a,[W_SUBANIMCOUNTER]
	dec a
	ld [W_SUBANIMCOUNTER],a
	ret z
	ld a,[W_SUBANIMSUBENTRYADDR + 1]
	ld h,a
	ld a,[W_SUBANIMSUBENTRYADDR]
	ld l,a
	ld a,[W_SUBANIMTRANSFORM]
	cp a,4 ; is the animation reversed?
	ld bc,3
	jr nz,.nextSubanimationSubentry
	ld bc,-3
.nextSubanimationSubentry
	add hl,bc
	ld a,h
	ld [W_SUBANIMSUBENTRYADDR + 1],a
	ld a,l
	ld [W_SUBANIMSUBENTRYADDR],a
	jp .loop

AnimationCleanOAM: ; 78ec8 (1e:4ec8)
	push hl
	push de
	push bc
	push af
	call DelayFrame
	call ClearSprites
	pop af
	pop bc
	pop de
	pop hl
	ret

; this runs after each frame block is drawn in a subanimation
; it runs a particular special effect based on the animation ID
DoSpecialEffectByAnimationId: ; 78ed7 (1e:4ed7)
	push hl
	push de
	push bc
	ld a,[W_ANIMATIONID]
	ld hl,AnimationIdSpecialEffects
	ld de,3
	call IsInArray
	jr nc,.done
	inc hl
	ld a,[hli]
	ld h,[hl]
	ld l,a
	ld de,.done
	push de
	jp [hl]
.done
	pop bc
	pop de
	pop hl
	ret

; Format: Animation ID (1 byte), Address (2 bytes)
AnimationIdSpecialEffects: ; 78ef5 (1e:4ef5)
	db MEGA_PUNCH
	dw AnimationFlashScreen

	db GUILLOTINE
	dw AnimationFlashScreen

	db MEGA_KICK
	dw AnimationFlashScreen

	db HEADBUTT
	dw AnimationFlashScreen

	db TAIL_WHIP
	dw TailWhipAnimationUnused

	db GROWL
	dw DoGrowlSpecialEffects

	db DISABLE
	dw AnimationFlashScreen

	db BLIZZARD
	dw DoBlizzardSpecialEffects

	db BUBBLEBEAM
	dw AnimationFlashScreen

	db HYPER_BEAM
	dw FlashScreenEveryFourFrameBlocks

	db THUNDERBOLT
	dw FlashScreenEveryEightFrameBlocks

	db REFLECT
	dw AnimationFlashScreen

	db SELFDESTRUCT
	dw DoExplodeSpecialEffects

	db SPORE
	dw AnimationFlashScreen

	db EXPLOSION
	dw DoExplodeSpecialEffects

	db ROCK_SLIDE
	dw DoRockSlideSpecialEffects

	db TRADE_BALL_DROP_ANIM
	dw TradeHidePokemon

	db TRADE_BALL_SHAKE_ANIM
	dw TradeShakePokeball

	db TRADE_BALL_TILT_ANIM
	dw TradeJumpPokeball

	db TOSS_ANIM
	dw DoBallTossSpecialEffects

	db SHAKE_ANIM
	dw DoBallShakeSpecialEffects

	db POOF_ANIM
	dw DoPoofSpecialEffects

	db GREATTOSS_ANIM
	dw DoBallTossSpecialEffects

	db ULTRATOSS_ANIM
	dw DoBallTossSpecialEffects

	db $FF ; terminator

DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
	ld a,[wcf91]
	cp a,3 ; is it a Master Ball or Ultra Ball?
	jr nc,.skipFlashingEffect
.flashingEffect ; do a flashing effect if it's Master Ball or Ultra Ball
	ld a,[rOBP0]
	xor a,%00111100 ; complement colors 1 and 2
	ld [rOBP0],a
.skipFlashingEffect
	ld a,[W_SUBANIMCOUNTER]
	cp a,11 ; is it the beginning of the subanimation?
	jr nz,.skipPlayingSound
; if it is the beginning of the subanimation, play a sound
	ld a,(SFX_08_41 - SFX_Headers_08) / 3
	call PlaySound
.skipPlayingSound
	ld a,[W_ISINBATTLE]
	cp a,02 ; is it a trainer battle?
	jr z,.isTrainerBattle
	ld a,[wd11e]
	cp a,$10 ; is the enemy pokemon the Ghost Marowak?
	ret nz
; if the enemy pokemon is the Ghost Marowak, make it dodge during the last 3 frames
	ld a,[W_SUBANIMCOUNTER]
	cp a,3
	jr z,.moveGhostMarowakLeft
	cp a,2
	jr z,.moveGhostMarowakLeft
	cp a,1
	ret nz
.moveGhostMarowakLeft
	hlCoord 17, 0
	ld de,20
	ld bc,$0707 ; 7 rows and 7 columns
.loop
	push hl
	push bc
	call Func_79862 ; move row of tiles left
	pop bc
	pop hl
	add hl,de
	dec b
	jr nz,.loop
	ld a,%00001000
	ld [$ff10],a ; Channel 1 sweep register
	ret
.isTrainerBattle ; if it's a trainer battle, shorten the animation by one frame
	ld a,[W_SUBANIMCOUNTER]
	cp a,3
	ret nz
	dec a
	ld [W_SUBANIMCOUNTER],a
	ret

DoBallShakeSpecialEffects: ; 78f96 (1e:4f96)
	ld a,[W_SUBANIMCOUNTER]
	cp a,4 ; is it the beginning of a shake?
	jr nz,.skipPlayingSound
; if it is the beginning of a shake, play a sound and wait 2/3 of a second
	ld a,(SFX_08_3c - SFX_Headers_08) / 3
	call PlaySound
	ld c,40
	call DelayFrames
.skipPlayingSound
	ld a,[W_SUBANIMCOUNTER]
	dec a
	ret nz
; if it's the end of the ball shaking subanimation, check if more shakes are left and restart the subanimation
	ld a,[wWhichTrade] ; number of shakes
	dec a ; decrement number of shakes
	ld [wWhichTrade],a
	ret z
; if there are shakes left, restart the subanimation
	ld a,[W_SUBANIMSUBENTRYADDR]
	ld l,a
	ld a,[W_SUBANIMSUBENTRYADDR + 1]
	ld h,a
	ld de,-(4 * 3) ; 4 subentries and 3 bytes per subentry
	add hl,de
	ld a,l
	ld [W_SUBANIMSUBENTRYADDR],a
	ld a,h
	ld [W_SUBANIMSUBENTRYADDR + 1],a
	ld a,5 ; number of subentries in the ball shaking subanimation plus one
	ld [W_SUBANIMCOUNTER],a
	ret

; plays a sound after the second frame of the poof animation
DoPoofSpecialEffects: ; 78fce (1e:4fce)
	ld a,[W_SUBANIMCOUNTER]
	cp a,5
	ret nz
	ld a,(SFX_08_42 - SFX_Headers_08) / 3
	jp PlaySound

DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
	ld a,[W_SUBANIMCOUNTER]
	cp a,12
	ret nc
	cp a,8
	jr nc,.shakeScreen
	cp a,1
	jp z,AnimationFlashScreen ; if it's the end of the subanimation, flash the screen
	ret
; if the subaninmation counter is between 8 and 11, shake the screen horizontally and vertically
.shakeScreen
	ld b,1
	predef PredefShakeScreenHorizontally ; shake horizontally
	ld b,1
	predef_jump PredefShakeScreenVertically ; shake vertically

FlashScreenEveryEightFrameBlocks: ; 78ff7 (1e:4ff7)
	ld a,[W_SUBANIMCOUNTER]
	and a,7 ; is the subanimation counter exactly 8?
	call z,AnimationFlashScreen ; if so, flash the screen
	ret

; flashes the screen if the subanimation counter is divisible by 4
FlashScreenEveryFourFrameBlocks: ; 79000 (1e:5000)
	ld a,[W_SUBANIMCOUNTER]
	and a,3
	call z,AnimationFlashScreen
	ret

; used for Explosion and Selfdestruct
DoExplodeSpecialEffects: ; 79009 (1e:5009)
	ld a,[W_SUBANIMCOUNTER]
	cp a,1 ; is it the end of the subanimation?
	jr nz,FlashScreenEveryFourFrameBlocks
; if it's the end of the subanimation, make the attacking pokemon disappear
	hlCoord 1, 5
	jp AnimationHideMonPic ; make pokemon disappear

; flashes the screen when subanimation counter is 1 modulo 4
DoBlizzardSpecialEffects: ; 79016 (1e:5016)
	ld a,[W_SUBANIMCOUNTER]
	cp a,13
	jp z,AnimationFlashScreen
	cp a,9
	jp z,AnimationFlashScreen
	cp a,5
	jp z,AnimationFlashScreen
	cp a,1
	jp z,AnimationFlashScreen
	ret

; flashes the screen at 3 points in the subanimation
; unused
FlashScreenUnused: ; 7902e (1e:502e)
	ld a,[W_SUBANIMCOUNTER]
	cp a,14
	jp z,AnimationFlashScreen
	cp a,9
	jp z,AnimationFlashScreen
	cp a,2
	jp z,AnimationFlashScreen
	ret

; function to make the pokemon disappear at the beginning of the animation
TradeHidePokemon: ; 79041 (1e:5041)
	ld a,[W_SUBANIMCOUNTER]
	cp a,6
	ret nz
	ld a,$2F
	jp Func_7980c ; make pokemon disappear

; function to make a shaking pokeball jump up at the end of the animation
TradeShakePokeball: ; 7904c (1e:504c)
	ld a,[W_SUBANIMCOUNTER]
	cp a,1
	ret nz
; if it's the end of the animation, make the ball jump up
	ld de,BallMoveDistances1
.loop
	ld hl,wOAMBuffer ; OAM buffer
	ld bc,4
.innerLoop
	ld a,[de]
	cp a,$ff
	jr z,.done
	add [hl] ; add to Y value of OAM entry
	ld [hl],a
	add hl,bc
	ld a,l
	cp a,4 * 4 ; there are 4 entries, each 4 bytes
	jr nz,.innerLoop
	inc de
	push bc
	call Delay3
	pop bc
	jr .loop
.done
	call AnimationCleanOAM
	ld a,(SFX_02_44 - SFX_Headers_02) / 3
	jp PlaySound

BallMoveDistances1: ; 79078 (1e:5078)
	db -12,-12,-8
	db $ff ; terminator

; function to make the pokeball jump up
TradeJumpPokeball: ; 507C
	ld de,BallMoveDistances2
.loop
	ld hl,wOAMBuffer ; OAM buffer
	ld bc,4
.innerLoop
	ld a,[de]
	cp a,$ff
	jp z,ClearScreen
	add [hl]
	ld [hl],a
	add hl,bc
	ld a,l
	cp a,4 * 4 ; there are 4 entries, each 4 bytes
	jr nz,.innerLoop
	inc de
	push de
	ld a,[de]
	cp a,12
	jr z,.playSound
	cp a,$ff
	jr nz,.skipPlayingSound
.playSound ; play sound if next move distance is 12 or this is the last one
	ld a,(SFX_08_58 - SFX_Headers_08) / 3
	call PlaySound
.skipPlayingSound
	push bc
	ld c,5
	call DelayFrames
	pop bc
	ld a,[hSCX] ; background scroll X
	sub a,8 ; scroll to the left
	ld [hSCX],a
	pop de
	jr .loop

BallMoveDistances2: ; 790b3 (1e:50b3)
	db 11,12,-12,-7,7,12,-8,8
	db $ff ; terminator

; this function copies the current musical note graphic
; so that there are two musical notes flying towards the defending pokemon
DoGrowlSpecialEffects: ; 790bc (1e:50bc)
	ld hl,wOAMBuffer ; OAM buffer
	ld de,wOAMBuffer + $10
	ld bc,$10
	call CopyData ; copy the musical note graphic
	ld a,[W_SUBANIMCOUNTER]
	dec a
	call z,AnimationCleanOAM ; clean up at the end of the subanimation
	ret

; this is associated with Tail Whip, but Tail Whip doesn't use any subanimations
TailWhipAnimationUnused: ; 790d0 (1e:50d0)
	ld a,1
	ld [W_SUBANIMCOUNTER],a
	ld c,20
	jp DelayFrames

; Format: Special Effect ID (1 byte), Address (2 bytes)
SpecialEffectPointers: ; 790da (1e:50da)
	db SE_DARK_SCREEN_FLASH ; $FE
	dw AnimationFlashScreen
	db SE_DARK_SCREEN_PALETTE ; $FD
	dw AnimationDarkScreenPalette
	db SE_RESET_SCREEN_PALETTE ; $FC
	dw AnimationResetScreenPalette
	db SE_SHAKE_SCREEN ; $FB
	dw AnimationShakeScreen
	db SE_WATER_DROPLETS_EVERYWHERE ; $FA
	dw AnimationWaterDropletsEverywhere
	db SE_DARKEN_MON_PALETTE ; $F9
	dw AnimationDarkenMonPalette
	db SE_FLASH_SCREEN_LONG ; $F8
	dw AnimationFlashScreenLong
	db SE_SLIDE_MON_UP ; $F7
	dw AnimationSlideMonUp
	db SE_SLIDE_MON_DOWN ; $F6
	dw AnimationSlideMonDown
	db SE_FLASH_MON_PIC ; $F5
	dw AnimationFlashMonPic
	db SE_SLIDE_MON_OUT ; $F4
	dw AnimationSlideMonOut
	db SE_BLINK_MON ; $F3
	dw AnimationBlinkMon
	db SE_MOVE_MON_HORIZONTALLY ; $F2
	dw AnimationMoveMonHorizontally
	db SE_RESET_MON_POSITION ; $F1
	dw AnimationResetMonPosition
	db SE_LIGHT_SCREEN_PALETTE ; $F0
	dw AnimationLightScreenPalette
	db SE_HIDE_MON_PIC ; $EF
	dw AnimationHideMonPic
	db SE_SQUISH_MON_PIC ; $EE
	dw AnimationSquishMonPic
	db SE_SHOOT_BALLS_UPWARD ; $ED
	dw AnimationShootBallsUpward
	db SE_SHOOT_MANY_BALLS_UPWARD ; $EC
	dw AnimationShootManyBallsUpward
	db SE_BOUNCE_UP_AND_DOWN ; $EB
	dw AnimationBoundUpAndDown
	db SE_MINIMIZE_MON ; $EA
	dw AnimationMinimizeMon
	db SE_SLIDE_MON_DOWN_AND_HIDE ; $E9
	dw AnimationSlideMonDownAndHide
	db SE_TRANSFORM_MON ; $E8
	dw AnimationTransformMon
	db SE_LEAVES_FALLING ; $E7
	dw AnimationLeavesFalling
	db SE_PETALS_FALLING ; $E6
	dw AnimationPetalsFalling
	db SE_SLIDE_MON_HALF_LEFT ; $E5
	dw AnimationSlideMonHalfLeft
	db SE_SHAKE_ENEMY_HUD ; $E4
	dw AnimationShakeEnemyHUD
	db SE_SHAKE_ENEMY_HUD_2 ; unused--same pointer as SE_SHAKE_ENEMY_HUD ($E4)
	dw AnimationShakeEnemyHUD
	db SE_SPIRAL_BALLS_INWARD ; $E2
	dw AnimationSpiralBallsInward
	db SE_DELAY_ANIMATION_10 ; $E1
	dw AnimationDelay10
	db SE_FLASH_ENEMY_MON_PIC ; unused--same as SE_FLASH_MON_PIC ($F5), but for the enemy mon
	dw AnimationFlashEnemyMonPic
	db SE_HIDE_ENEMY_MON_PIC ; $DF
	dw AnimationHideEnemyMonPic
	db SE_BLINK_ENEMY_MON ; $DE
	dw AnimationBlinkEnemyMon
	db SE_SHOW_MON_PIC ; $DD
	dw AnimationShowMonPic
	db SE_SHOW_ENEMY_MON_PIC ; $DC
	dw AnimationShowEnemyMonPic
	db SE_SLIDE_ENEMY_MON_OUT ; $DB
	dw AnimationSlideEnemyMonOut
	db SE_SHAKE_BACK_AND_FORTH ; $DA
	dw AnimationShakeBackAndForth
	db SE_SUBSTITUTE_MON ; $D9
	dw AnimationSubstitute
	db SE_WAVY_SCREEN ; $D8
	dw AnimationWavyScreen
	db $FF

AnimationDelay10: ; 79150 (1e:5150)
	ld c,10
	jp DelayFrames

; calls a function with the turn flipped from player to enemy or vice versa
; input - hl - address of function to call
CallWithTurnFlipped: ; 79155 (1e:5155)
	ld a,[H_WHOSETURN]
	push af
	xor a,1
	ld [H_WHOSETURN],a
	ld de,.returnAddress
	push de
	jp [hl]
.returnAddress
	pop af
	ld [H_WHOSETURN],a
	ret

; flashes the screen for an extended period (48 frames)
AnimationFlashScreenLong: ; 79165 (1e:5165)
	ld a,3 ; cycle through the palettes 3 times
	ld [wd08a],a
	ld a,[wOnSGB] ; running on SGB?
	and a
	ld hl,FlashScreenLongMonochrome
	jr z,.loop
	ld hl,FlashScreenLongSGB
.loop
	push hl
.innerLoop
	ld a,[hli]
	cp a,$01 ; is it the end of the palettes?
	jr z,.endOfPalettes
	ld [rBGP],a
	call FlashScreenLongDelay
	jr .innerLoop
.endOfPalettes
	ld a,[wd08a]
	dec a
	ld [wd08a],a
	pop hl
	jr nz,.loop
	ret

; BG palettes
FlashScreenLongMonochrome: ; 7918e (1e:518e)
	db %11111001 ; 3, 3, 2, 1
	db %11111110 ; 3, 3, 3, 2
	db %11111111 ; 3, 3, 3, 3
	db %11111110 ; 3, 3, 3, 2
	db %11111001 ; 3, 3, 2, 1
	db %11100100 ; 3, 2, 1, 0
	db %10010000 ; 2, 1, 0, 0
	db %01000000 ; 1, 0, 0, 0
	db %00000000 ; 0, 0, 0, 0
	db %01000000 ; 1, 0, 0, 0
	db %10010000 ; 2, 1, 0, 0
	db %11100100 ; 3, 2, 1, 0
	db $01 ; terminator

; BG palettes
FlashScreenLongSGB: ; 7919b (1e:519b)
	db %11111000 ; 3, 3, 2, 0
	db %11111100 ; 3, 3, 3, 0
	db %11111111 ; 3, 3, 3, 3
	db %11111100 ; 3, 3, 3, 0
	db %11111000 ; 3, 3, 2, 0
	db %11100100 ; 3, 2, 1, 0
	db %10010000 ; 2, 1, 0, 0
	db %01000000 ; 1, 0, 0, 0
	db %00000000 ; 0, 0, 0, 0
	db %01000000 ; 1, 0, 0, 0
	db %10010000 ; 2, 1, 0, 0
	db %11100100 ; 3, 2, 1, 0
	db $01 ; terminator

; causes a delay of 2 frames for the first cycle
; causes a delay of 1 frame for the second and third cycles
FlashScreenLongDelay: ; 791a8 (1e:51a8)
	ld a,[wd08a]
	cp a,4 ; never true since [wd08a] starts at 3
	ld c,4
	jr z,.delayFrames
	cp a,3
	ld c,2
	jr z,.delayFrames
	cp a,2 ; nothing is done with this
	ld c,1
.delayFrames
	jp DelayFrames

AnimationFlashScreen: ; 791be (1e:51be)
	ld a,[rBGP]
	push af ; save initial palette
	ld a,%00011011 ; 0, 1, 2, 3 (inverted colors)
	ld [rBGP],a
	ld c,2
	call DelayFrames
	xor a ; white out background
	ld [rBGP],a
	ld c,2
	call DelayFrames
	pop af
	ld [rBGP],a ; restore initial palette
	ret

AnimationDarkScreenPalette: ; 791d6 (1e:51d6)
; Changes the screen's palette to a dark palette.
	ld bc, $6f6f
	jr SetAnimationBGPalette

AnimationDarkenMonPalette: ; 791db (1e:51db)
; Darkens the mon sprite's palette.
	ld bc, $f9f4
	jr SetAnimationBGPalette

AnimationUnusedPalette1: ; 791e0 (1e:51e0)
	ld bc, $fef8
	jr SetAnimationBGPalette

AnimationUnusedPalette2: ; 791e5 (1e:51e5)
	ld bc, $ffff
	jr SetAnimationBGPalette

AnimationResetScreenPalette: ; 791ea (1e:51ea)
; Restores the screen's palette to the normal palette.
	ld bc, $e4e4
	jr SetAnimationBGPalette

AnimationUnusedPalette3: ; 791ef (1e:51ef)
	ld bc, $0000
	jr SetAnimationBGPalette

AnimationLightScreenPalette: ; 791f4 (1e:51f4)
; Changes the screen to use a palette with light colors.
	ld bc, $9090
	jr SetAnimationBGPalette

AnimationUnusedPalette4: ; 791f9 (1e:51f9)
	ld bc, $4040

SetAnimationBGPalette: ; 791fc (1e:51fc)
	ld a, [wOnSGB]
	and a
	ld a, b
	jr z, .asm_79204
	ld a, c
.asm_79204
	ld [rBGP], a
	ret

	ld b, $5

AnimationShakeScreenVertically: ; 79209 (1e:5209)
	predef_jump PredefShakeScreenVertically

AnimationShakeScreen: ; 7920e (1e:520e)
; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations.
	ld b, $8

AnimationShakeScreenHorizontallyFast: ; 79210 (1e:5210)
	predef_jump PredefShakeScreenHorizontally

AnimationWaterDropletsEverywhere: ; 79215 (1e:5215)
; Draws water droplets all over the screen and makes them
; scroll. It's hard to describe, but it's the main animation
; in Surf/Mist/Toxic.
	xor a
	ld [wd09f], a
	call LoadAnimationTileset
	ld d, $20
	ld a, $f0
	ld [W_BASECOORDX], a
	ld a, $71
	ld [wd09f], a
.asm_79228
	ld a, $10
	ld [W_BASECOORDY], a
	ld a, $0
	ld [wd08a], a
	call _AnimationWaterDroplets
	ld a, $18
	ld [W_BASECOORDY], a
	ld a, $20
	ld [wd08a], a
	call _AnimationWaterDroplets
	dec d
	jr nz, .asm_79228
	ret

_AnimationWaterDroplets: ; 79246 (1e:5246)
	ld hl, wOAMBuffer
.asm_79249
	ld a, [W_BASECOORDY]
	ld [hli], a
	ld a, [W_BASECOORDX]
	add $1b
	ld [W_BASECOORDX], a
	ld [hli], a
	ld a, [wd09f]
	ld [hli], a
	xor a
	ld [hli], a
	ld a, [W_BASECOORDX]
	cp $90
	jr c, .asm_79249
	sub $a8
	ld [W_BASECOORDX], a
	ld a, [W_BASECOORDY]
	add $10
	ld [W_BASECOORDY], a
	cp $70
	jr c, .asm_79249
	call AnimationCleanOAM
	jp DelayFrame

AnimationSlideMonUp: ; 7927a (1e:527a)
; Slides the mon's sprite upwards.
	ld c, $7
	ld a, [H_WHOSETURN]
	and a
	hlCoord 1, 6
	deCoord 1, 5
	ld a, $30
	jr z, .asm_79291
	hlCoord 12, 1
	deCoord 12, 0
	ld a, $ff
.asm_79291
	ld [wd09f], a
	jp _AnimationSlideMonUp

AnimationSlideMonDown: ; 79297 (1e:5297)
; Slides the mon's sprite down out of the screen.
	xor a
	call GetTileIDList
.asm_7929b
	call GetMonSpriteTileMapPointerFromRowCount
	push bc
	push de
	call CopyPicTiles
	call Delay3
	call AnimationHideMonPic
	pop de
	pop bc
	dec b
	jr nz, .asm_7929b
	ret

AnimationSlideMonOut: ; 792af (1e:52af)
; Slides the mon's sprite out of the screen horizontally.
	ld e, $8
	ld a, $3
	ld [W_SUBANIMTRANSFORM], a
	jp AnimationSlideMonLeft

AnimationSlideEnemyMonOut: ; 792b9 (1e:52b9)
; Slides the enemy mon out of the screen horizontally.
	ld hl, AnimationSlideMonOut
	jp CallWithTurnFlipped

_AnimationSlideMonUp: ; 792bf (1e:52bf)
	push de
	push hl
	push bc
	ld b, $6
.asm_792c4
	push bc
	push de
	push hl
	ld bc, $0007
	call CopyData
	pop de
	pop hl
	ld bc, SCREEN_WIDTH * 2
	add hl, bc
	pop bc
	dec b
	jr nz, .asm_792c4
	ld a, [H_WHOSETURN]
	and a
	hlCoord 1, 11
	jr z, .asm_792e2
	hlCoord 12, 6
.asm_792e2
	ld a, [wd09f]
	inc a
	ld [wd09f], a
	ld c, $7
.asm_792eb
	ld [hli], a
	add $7
	dec c
	jr nz, .asm_792eb
	ld c, 2
	call DelayFrames
	pop bc
	pop hl
	pop de
	dec c
	jr nz, _AnimationSlideMonUp
	ret

_AnimationShakeEnemyHUD: ; 792fd (1e:52fd)
	ld a, $10
	ld [W_BASECOORDX], a
	ld a, $30
	ld [W_BASECOORDY], a
	ld hl, wOAMBuffer
	ld d, $0
	ld c, $7
.asm_7930e
	ld a, [W_BASECOORDY]
	ld e, a
	ld b, $5
.asm_79314
	call Animations_79329
	inc d
	dec b
	jr nz, .asm_79314
	dec c
	ret z
	inc d
	inc d
	ld a, [W_BASECOORDX]
	add $8
	ld [W_BASECOORDX], a
	jr .asm_7930e

Animations_79329: ; 79329 (1e:5329)
	ld a, e
	add $8
	ld e, a
	ld [hli], a
	ld a, [W_BASECOORDX]
	ld [hli], a
	ld a, d
	ld [hli], a
	xor a
	ld [hli], a
	ret

AdjustOAMBlockXPos: ; 79337 (1e:5337)
	ld l, e
	ld h, d

AdjustOAMBlockXPos2: ; 79339 (1e:5339)
	ld de, $4
.loop
	ld a, [wd08a]
	ld b, a
	ld a, [hl]
	add b
	cp $a8
	jr c, .skipPuttingEntryOffScreen
	dec hl
	ld a, $a0
	ld [hli], a
.skipPuttingEntryOffScreen
	ld [hl], a
	add hl, de
	dec c
	jr nz, .loop
	ret

AdjustOAMBlockYPos: ; 79350 (1e:5350)
	ld l, e
	ld h, d

AdjustOAMBlockYPos2: ; 79352 (1e:5352)
	ld de, $4
.loop
	ld a, [wd08a]
	ld b, a
	ld a, [hl]
	add b
	cp $70
	jr c, .skipSettingPreviousEntrysAttribute
	dec hl
	ld a, $a0 ; bug, sets previous OAM entry's attribute
	ld [hli], a
.skipSettingPreviousEntrysAttribute
	ld [hl], a
	add hl, de
	dec c
	jr nz, .loop
	ret

AnimationBlinkEnemyMon: ; 79369 (1e:5369)
; Make the enemy mon's sprite blink on and off for a second or two
	ld hl, AnimationBlinkMon
	jp CallWithTurnFlipped

AnimationBlinkMon: ; 7936f (1e:536f)
; Make the mon's sprite blink on and off for a second or two.
	push af
	ld c, $6
.asm_79372
	push bc
	call AnimationHideMonPic
	ld c, 5
	call DelayFrames
	call AnimationShowMonPic
	ld c, 5
	call DelayFrames
	pop bc
	dec c
	jr nz, .asm_79372
	pop af
	ret

AnimationFlashMonPic: ; 79389 (1e:5389)
; Flashes the mon's sprite on and off
	ld a, [wBattleMonSpecies]
	ld [wHPBarMaxHP + 1], a
	ld a, [wEnemyMonSpecies]
	ld [wHPBarMaxHP], a
	jp Func_79793

AnimationFlashEnemyMonPic: ; 79398 (1e:5398)
; Flashes the enemy mon's sprite on and off
	ld hl, AnimationFlashMonPic
	jp CallWithTurnFlipped

AnimationShowMonPic: ; 7939e (1e:539e)
	xor a
	call GetTileIDList
	call GetMonSpriteTileMapPointerFromRowCount
	call CopyPicTiles
	jp Delay3

AnimationShowEnemyMonPic: ; 793ab (1e:53ab)
; Shows the emenmy mon's front sprite. Used in animations like Seismic Toss
; to make the mon's sprite reappear after disappears offscreen.
	ld hl, AnimationShowMonPic
	jp CallWithTurnFlipped

AnimationShakeBackAndForth: ; 793b1 (1e:53b1)
; Shakes the mon's sprite back and forth rapidly. This is used in Double Team.
; The mon's sprite disappears after this animation.
	ld a, [H_WHOSETURN]
	and a
	hlCoord 0, 5
	deCoord 2, 5
	jr z, .asm_793c2
	hlCoord 11, 0
	deCoord 13, 0

.asm_793c2
	xor a
	ld c, $10
.asm_793c5
	push af
	push bc
	push de
	push hl
	push hl
	push de
	push af
	push hl
	push hl
	call GetTileIDList
	pop hl
	call CopyPicTiles
	call Delay3
	pop hl
	ld bc, $0709
	call ClearScreenArea
	pop af
	call GetTileIDList
	pop hl
	call CopyPicTiles
	call Delay3
	pop hl
	ld bc, $0709
	call ClearScreenArea
	pop hl
	pop de
	pop bc
	pop af
	dec c
	jr nz, .asm_793c5
	ret

AnimationMoveMonHorizontally: ; 793f9 (1e:53f9)
; Shifts the mon's sprite horizontally to a fixed location. Used by lots of
; animations like Tackle/Body Slam.
	call AnimationHideMonPic
	ld a, [H_WHOSETURN]
	and a
	hlCoord 2, 5
	jr z, .asm_79407
	hlCoord 11, 0
.asm_79407
	xor a
	push hl
	call GetTileIDList
	pop hl
	call CopyPicTiles
	ld c, 3
	jp DelayFrames

AnimationResetMonPosition: ; 79415 (1e:5415)
; Resets the mon's sprites to be located at the normal coordinates.
	ld a, [H_WHOSETURN]
	and a
	ld a, $66
	jr z, .asm_7941e
	ld a, $b
.asm_7941e
	call Func_7980c
	jp AnimationShowMonPic

AnimationSpiralBallsInward: ; 79424 (1e:5424)
; Creates an effect that looks like energy balls sprialing into the
; player mon's sprite.  Used in Focus Energy, for example.
	ld a, [H_WHOSETURN]
	and a
	jr z, .asm_79435
	ld a, $d8
	ld [wd08a], a
	ld a, $50
	ld [W_SUBANIMTRANSFORM], a
	jr .asm_7943c
.asm_79435
	xor a
	ld [wd08a], a
	ld [W_SUBANIMTRANSFORM], a
.asm_7943c
	ld d, $7a
	ld c, $3
	xor a
	call Func_797e8
	ld hl, SpiralBallAnimationCoordinates
.asm_79447
	push hl
	ld c, $3
	ld de, wOAMBuffer
.asm_7944d
	ld a, [hl]
	cp $ff
	jr z, .asm_7946f
	ld a, [wd08a]
	add [hl]
	ld [de], a
	inc de
	inc hl
	ld a, [W_SUBANIMTRANSFORM]
	add [hl]
	ld [de], a
	inc hl
	inc de
	inc de
	inc de
	dec c
	jr nz, .asm_7944d
	ld c, 5
	call DelayFrames
	pop hl
	inc hl
	inc hl
	jr .asm_79447
.asm_7946f
	pop hl
	call AnimationCleanOAM
	jp AnimationFlashScreen

SpiralBallAnimationCoordinates: ; 79476 (1e:5476)
; y, x pairs
; This is the sequence of screen coordinates that the spiraling
; balls are positioned at.
	db $38, $28
	db $40, $18
	db $50, $10
	db $60, $18
	db $68, $28
	db $60, $38
	db $50, $40
	db $40, $38
	db $40, $28
	db $46, $1E
	db $50, $18
	db $5B, $1E
	db $60, $28
	db $5B, $32
	db $50, $38
	db $46, $32
	db $48, $28
	db $50, $20
	db $58, $28
	db $50, $30
	db $50, $28
	db $FF ; list terminator

AnimationSquishMonPic: ; 794a1 (1e:54a1)
; Squishes the mon's sprite horizontally making it
; disappear. Used by Teleport/Sky Attack animations.
	ld c, $4
.asm_794a3
	push bc
	ld a, [H_WHOSETURN]
	and a
	jr z, .asm_794b1
	hlCoord 16, 0
	deCoord 14, 0
	jr .asm_794b7
.asm_794b1
	hlCoord 5, 5
	deCoord 3, 5
.asm_794b7
	push de
	xor a
	ld [wd09f], a
	call _AnimationSquishMonPic
	pop hl
	ld a, $1
	ld [wd09f], a
	call _AnimationSquishMonPic
	pop bc
	dec c
	jr nz, .asm_794a3
	call AnimationHideMonPic
	ld c, $2
	jp DelayFrame

_AnimationSquishMonPic: ; 794d4 (1e:54d4)
	ld c, $7
.asm_794d6
	push bc
	push hl
	ld c, $3
	ld a, [wd09f]
	cp $0
	jr nz, .asm_794e7
	call Func_7985b
	dec hl
	jr .asm_794eb
.asm_794e7
	call Func_79862
	inc hl
.asm_794eb
	ld [hl], $7f
	pop hl
	ld de, $14
	add hl, de
	pop bc
	dec c
	jr nz, .asm_794d6
	jp Delay3

AnimationShootBallsUpward: ; 794f9 (1e:54f9)
; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
; animations.
	ld a, [H_WHOSETURN]
	and a
	jr z, .asm_79503
	ld bc, $80
	jr .asm_79506
.asm_79503
	ld bc, $3028
.asm_79506
	ld a, b
	ld [W_BASECOORDY], a
	ld a, c
	ld [W_BASECOORDX], a
	ld bc, $501
	call _AnimationShootBallsUpward
	jp AnimationCleanOAM

_AnimationShootBallsUpward: ; 79517 (1e:5517)
	push bc
	xor a
	ld [wd09f], a
	call LoadAnimationTileset
	pop bc
	ld d, $7a
	ld hl, wOAMBuffer
	push bc
	ld a, [W_BASECOORDY]
	ld e, a
.asm_7952a
	call Animations_79329
	dec b
	jr nz, .asm_7952a
	call DelayFrame
	pop bc
	ld a, b
	ld [wd08a], a
.asm_79538
	push bc
	ld hl, wOAMBuffer
.asm_7953c
	ld a, [W_BASECOORDY]
	add $8
	ld e, a
	ld a, [hl]
	cp e
	jr z, .asm_7954b
	add $fc
	ld [hl], a
	jr .asm_79554
.asm_7954b
	ld [hl], $0
	ld a, [wd08a]
	dec a
	ld [wd08a], a
.asm_79554
	ld de, $4
	add hl, de
	dec b
	jr nz, .asm_7953c
	call DelayFrames
	pop bc
	ld a, [wd08a]
	and a
	jr nz, .asm_79538
	ret

AnimationShootManyBallsUpward: ; 79566 (1e:5566)
; Shoots several pillars of "energy" balls upward.
	ld a, [H_WHOSETURN]
	and a
	ld hl, UpwardBallsAnimXCoordinatesPlayerTurn
	ld a, $50 ; y coordinate for "energy" ball pillar
	jr z, .player
	ld hl, UpwardBallsAnimXCoordinatesEnemyTurn
	ld a, $28 ; y coordinate for "energy" ball pillar
.player
	ld [wTrainerSpriteOffset], a
.loop
	ld a, [wTrainerSpriteOffset]
	ld [W_BASECOORDY], a
	ld a, [hli]
	cp $ff
	jp z, AnimationCleanOAM
	ld [W_BASECOORDX], a
	ld bc, $0401
	push hl
	call _AnimationShootBallsUpward
	pop hl
	jr .loop

UpwardBallsAnimXCoordinatesPlayerTurn: ; 79591 (1e:5591)
; List of x coordinates for each pillar of "energy" balls in the
; AnimationShootManyBallsUpward animation. It's unused in the game.
	db $10, $40, $28, $18, $38, $30
	db $FF ; list terminator

UpwardBallsAnimXCoordinatesEnemyTurn: ; 79598 (1e:5598)
; List of x coordinates for each pillar of "energy" balls in the
; AnimationShootManyBallsUpward animation. It's unused in the game.
	db $60, $90, $78, $68, $88, $80
	db $FF ; list terminator

AnimationMinimizeMon: ; 7959f (1e:559f)
; Changes the mon's sprite to a mini black sprite. Used by the
; Minimize animation.
	ld hl, wTempPic
	push hl
	xor a
	ld bc, $310
	call FillMemory
	pop hl
	ld de, $194
	add hl, de
	ld de, MinimizedMonSprite
	ld c, $5
.asm_795b4
	ld a, [de]
	ld [hli], a
	ld [hli], a
	inc de
	dec c
	jr nz, .asm_795b4
	call Func_79652
	call Delay3
	jp AnimationShowMonPic

MinimizedMonSprite: ; 795c4 (1e:55c4)
	INCBIN "gfx/minimized_mon_sprite.1bpp"

AnimationSlideMonDownAndHide: ; 795c9 (1e:55c9)
; Slides the mon's sprite down and disappears. Used in Acid Armor.
	ld a, $1
	ld c, $2
.asm_795cd
	push bc
	push af
	call AnimationHideMonPic
	pop af
	push af
	call GetTileIDList
	call GetMonSpriteTileMapPointerFromRowCount
	call CopyPicTiles
	ld c, 8
	call DelayFrames
	pop af
	inc a
	pop bc
	dec c
	jr nz, .asm_795cd
	call AnimationHideMonPic
	ld hl, wTempPic
	ld bc, $0310
	xor a
	call FillMemory
	jp Func_79652

AnimationSlideMonLeft: ; 795f8 (1e:55f8)
	ld a, [H_WHOSETURN]
	and a
	jr z, .asm_79602
	hlCoord 12, 0
	jr .asm_79605
.asm_79602
	hlCoord 0, 5
.asm_79605
	ld d, $8
.asm_79607
	push hl
	ld b, $7
.asm_7960a
	ld c, $8
.asm_7960c
	ld a, [H_WHOSETURN]
	and a
	jr z, .asm_79616
	call Func_7963c
	jr .asm_79619
.asm_79616
	call Func_79633
.asm_79619
	ld [hli], a
	dec c
	jr nz, .asm_7960c
	push de
	ld de, $c
	add hl, de
	pop de
	dec b
	jr nz, .asm_7960a
	ld a, [W_SUBANIMTRANSFORM]
	ld c, a
	call DelayFrames
	pop hl
	dec d
	dec e
	jr nz, .asm_79607
	ret

Func_79633: ; 79633 (1e:5633)
	ld a, [hl]
	add $7
	cp $61
	ret c
	ld a, $7f
	ret

Func_7963c: ; 7963c (1e:563c)
	ld a, [hl]
	sub $7
	cp $30
	ret c
	ld a, $7f
	ret

AnimationSlideMonHalfLeft: ; 79645 (1e:5645)
; Slides the mon's sprite halfway out of the screen. It's used in Softboiled.
	ld e, $4
	ld a, $4
	ld [W_SUBANIMTRANSFORM], a
	call AnimationSlideMonLeft
	jp Delay3

Func_79652: ; 79652 (1e:5652)
	ld a, [H_WHOSETURN]
	and a
	ld hl, vBackPic
	jr z, .asm_7965d
	ld hl, vFrontPic
.asm_7965d
	ld de, wTempPic
	ld bc, 7 * 7
	jp CopyVideoData

AnimationWavyScreen: ; 79666 (1e:5666)
; used in Psywave/Psychic etc.
	ld hl, vBGMap0
	call Func_79e0d
	call Delay3
	xor a
	ld [H_AUTOBGTRANSFERENABLED], a
	ld a, $90
	ld [hWY], a
	ld d, $80
	ld e, $8f
	ld c, $ff
	ld hl, WavyScreenLineOffsets
.asm_7967f
	push hl
.asm_79680
	call Func_796ae
	ld a, [$ff44]
	cp e
	jr nz, .asm_79680
	pop hl
	inc hl
	ld a, [hl]
	cp d
	jr nz, .asm_79691
	ld hl, WavyScreenLineOffsets
.asm_79691
	dec c
	jr nz, .asm_7967f
	xor a
	ld [hWY], a
	call SaveScreenTilesToBuffer2
	call ClearScreen
	ld a, $1
	ld [H_AUTOBGTRANSFERENABLED], a
	call Delay3
	call LoadScreenTilesFromBuffer2
	ld hl, vBGMap1
	call Func_79e0d
	ret

Func_796ae: ; 796ae (1e:56ae)
	ld a, [$ff41]
	and $3
	jr nz, Func_796ae
	ld a, [hl]
	ld [$ff43], a
	inc hl
	ld a, [hl]
	cp d
	ret nz
	ld hl, WavyScreenLineOffsets
	ret

WavyScreenLineOffsets: ; 796bf (1e:56bf)
; Sequence of horizontal line pixel offsets for the wavy screen animation.
; This sequence vaguely resembles a sine wave.
	db 0, 0, 0, 0, 0,  1,  1,  1,  2,  2,  2,  2,  2,  1,  1,  1
	db 0, 0, 0, 0, 0, -1, -1, -1, -2, -2, -2, -2, -2, -1, -1, -1
	db $80 ; terminator

AnimationSubstitute: ; 796e0 (1e:56e0)
; Changes the pokemon's sprite to the mini sprite
	ld hl, wTempPic
	xor a
	ld bc, $0310
	call FillMemory
	ld a, [$fff3]
	and a
	jr z, .asm_79715
	ld hl, SlowbroSprite ; facing down sprite
	ld de, wTempPic + $120
	call CopySlowbroSpriteData
	ld hl, SlowbroSprite + $10
	ld de, wTempPic + $120 + $70
	call CopySlowbroSpriteData
	ld hl, SlowbroSprite + $20
	ld de, wTempPic + $120 + $10
	call CopySlowbroSpriteData
	ld hl, SlowbroSprite + $30
	ld de, wTempPic + $120 + $10 + $70
	call CopySlowbroSpriteData
	jr .asm_79739
.asm_79715
	ld hl, SlowbroSprite + $40 ; facing up sprite
	ld de, wTempPic + $120 + $70
	call CopySlowbroSpriteData
	ld hl, SlowbroSprite + $50
	ld de, wTempPic + $120 + $e0
	call CopySlowbroSpriteData
	ld hl, SlowbroSprite + $60
	ld de, wTempPic + $120 + $80
	call CopySlowbroSpriteData
	ld hl, SlowbroSprite + $70
	ld de, wTempPic + $120 + $f0
	call CopySlowbroSpriteData
.asm_79739
	call Func_79652
	jp AnimationShowMonPic

CopySlowbroSpriteData: ; 7973f (1e:573f)
	ld bc, $0010
	ld a, BANK(SlowbroSprite)
	jp FarCopyData2

HideSubstituteShowMonAnim: ; 79747 (1e:5747)
	ld a, [H_WHOSETURN]
	and a
	ld hl, wPlayerMonMinimized
	ld a, [W_PLAYERBATTSTATUS2]
	jr z, .next1
	ld hl, wEnemyMonMinimized
	ld a, [W_ENEMYBATTSTATUS2]
.next1
	push hl
; if the substitute broke, slide it down, else slide it offscreen horizontally
	bit HasSubstituteUp, a
	jr nz, .substituteStillUp
	call AnimationSlideMonDown
	jr .next2
.substituteStillUp
	call AnimationSlideMonOut
.next2
	pop hl
	ld a, [hl]
	and a
	jp nz, AnimationMinimizeMon
	call AnimationFlashMonPic
	jp AnimationShowMonPic

ReshowSubstituteAnim: ; 79771 (1e:5771)
	call AnimationSlideMonOut
	call AnimationSubstitute
	jp AnimationShowMonPic

AnimationBoundUpAndDown: ; 7977a (1e:577a)
; Bounces the mon's sprite up and down several times. It is used
; by Splash's animation.
	ld c, $5
.asm_7977c
	push bc
	call AnimationSlideMonDown
	pop bc
	dec c
	jr nz, .asm_7977c
	jp AnimationShowMonPic

AnimationTransformMon: ; 79787 (1e:5787)
; Redraws this mon's sprite as the back/front sprite of the opposing mon.
; Used in Transform.
	ld a, [wEnemyMonSpecies]
	ld [wHPBarMaxHP + 1], a
	ld a, [wBattleMonSpecies]
	ld [wHPBarMaxHP], a

Func_79793: ; 79793 (1e:5793)
	ld a, [H_WHOSETURN]
	and a
	jr z, .asm_797b0
	ld a, [wHPBarMaxHP]
	ld [wcf91], a
	ld [wd0b5], a
	xor a
	ld [W_SPRITEFLIPPED], a
	call GetMonHeader
	hlCoord 12, 0
	call LoadFrontSpriteByMonIndex
	jr .asm_797d3
.asm_797b0
	ld a, [wBattleMonSpecies2]
	push af
	ld a, [wHPBarMaxHP + 1]
	ld [wBattleMonSpecies2], a
	ld [wd0b5], a
	call GetMonHeader
	predef LoadMonBackPic
	xor a
	call GetTileIDList
	call GetMonSpriteTileMapPointerFromRowCount
	call CopyPicTiles
	pop af
	ld [wBattleMonSpecies2], a
.asm_797d3
	ld b, $1
	jp GoPAL_SET

AnimationHideEnemyMonPic: ; 797d8 (1e:57d8)
; Hides the enemy mon's sprite
	xor a
	ld [H_AUTOBGTRANSFERENABLED], a
	ld hl, AnimationHideMonPic
	call CallWithTurnFlipped
	ld a, $1
	ld [H_AUTOBGTRANSFERENABLED], a
	jp Delay3

Func_797e8: ; 797e8 (1e:57e8)
	push bc
	push de
	ld [wd09f], a
	call LoadAnimationTileset
	pop de
	pop bc
	xor a
	ld e, a
	ld [W_BASECOORDX], a
	ld hl, wOAMBuffer
.asm_797fa
	call Animations_79329
	dec c
	jr nz, .asm_797fa
	ret

AnimationHideMonPic: ; 79801 (1e:5801)
; Hides the mon's sprite.
	ld a, [H_WHOSETURN]
	and a
	jr z, .asm_7980a
	ld a, $c
	jr Func_7980c
.asm_7980a
	ld a, $65

Func_7980c: ; 7980c (1e:580c)
	push hl
	push de
	push bc
	ld e, a
	ld d, $0
	ld hl, wTileMap
	add hl, de
	ld bc, $707
	call ClearScreenArea
	pop bc
	pop de
	pop hl
	ret

; puts the tile map destination address of a mon sprite in hl, given the row count in b
; The usual row count is 7, but it may be smaller when sliding a mon sprite in/out,
; in order to show only a portion of the mon sprite.
GetMonSpriteTileMapPointerFromRowCount: ; 79820 (1e:5820)
	push de
	ld a, [H_WHOSETURN]
	and a
	jr nz, .enemyTurn
	ld a, 20 * 5 + 1
	jr .next
.enemyTurn
	ld a, 12
.next
	ld hl, wTileMap
	ld e, a
	ld d, 0
	add hl, de
	ld a, 7
	sub b
	and a
	jr z, .done
	ld de, 20
.loop
	add hl, de
	dec a
	jr nz, .loop
.done
	pop de
	ret

; Input:
; a = tile ID list index
; Output:
; de = tile ID list pointer
; b = number of rows
; c = number of columns
GetTileIDList: ; 79842 (1e:5842)
	ld hl, TileIDListPointerTable
	ld e, a
	ld d, 0
	add hl, de
	add hl, de
	add hl, de
	ld a, [hli]
	ld e, a
	ld a, [hli]
	ld d, a
	ld a, [hli]
	ld b, a
	and $f
	ld c, a
	ld a, b
	swap a
	and $f
	ld b, a
	ret

Func_7985b: ; 7985b (1e:585b)
	ld a, [hld]
	ld [hli], a
	inc hl
	dec c
	jr nz, Func_7985b
	ret

Func_79862: ; 79862 (1e:5862)
	ld a, [hli]
	ld [hld], a
	dec hl
	dec c
	jr nz, Func_79862
	ret

; get the sound of the move id in b
GetMoveSoundB: ; 79869 (1e:5869)
	ld a, b
	call GetMoveSound
	ld b, a
	ret

; get the sound of the move id in a
GetMoveSound: ; 7986f (1e:586f)
	ld hl,MoveSoundTable
	ld e,a
	ld d,0
	add hl,de
	add hl,de
	add hl,de
	ld a,[hli]
	ld b,a
	call IsCryMove
	jr nc,.NotCryMove
	ld a,[H_WHOSETURN]
	and a
	jr nz,.next
	ld a,[wBattleMonSpecies] ; get number of current monster
	jr .Continue
.next
	ld a,[wEnemyMonSpecies]
.Continue
	push hl
	call GetCryData
	ld b,a
	pop hl
	ld a,[wc0f1]
	add [hl]
	ld [wc0f1],a
	inc hl
	ld a,[wc0f2]
	add [hl]
	ld [wc0f2],a
	jr .done
.NotCryMove
	ld a,[hli]
	ld [wc0f1],a
	ld a,[hli]
	ld [wc0f2],a
.done
	ld a,b
	ret

IsCryMove: ; 798ad (1e:58ad)
; set carry if the move animation involves playing a monster cry
	ld a,[W_ANIMATIONID]
	cp a,GROWL
	jr z,.CryMove
	cp a,ROAR
	jr z,.CryMove
	and a ; clear carry
	ret
.CryMove
	scf
	ret

MoveSoundTable: ; 798bc (1e:58bc)
	db (SFX_08_4a - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_4c - SFX_Headers_08) / 3,$10,$80
	db (SFX_08_5d - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_4b - SFX_Headers_08) / 3,$01,$80
	db (SFX_08_4d - SFX_Headers_08) / 3,$00,$40
	db (SFX_08_77 - SFX_Headers_08) / 3,$00,$ff
	db (SFX_08_4d - SFX_Headers_08) / 3,$10,$60
	db (SFX_08_4d - SFX_Headers_08) / 3,$20,$80
	db (SFX_08_4d - SFX_Headers_08) / 3,$00,$a0
	db (SFX_08_50 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_4f - SFX_Headers_08) / 3,$20,$40
	db (SFX_08_4f - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_4e - SFX_Headers_08) / 3,$00,$a0
	db (SFX_08_51 - SFX_Headers_08) / 3,$10,$c0
	db (SFX_08_51 - SFX_Headers_08) / 3,$00,$a0
	db (SFX_08_52 - SFX_Headers_08) / 3,$00,$c0
	db (SFX_08_52 - SFX_Headers_08) / 3,$10,$a0
	db (SFX_08_53 - SFX_Headers_08) / 3,$00,$e0
	db (SFX_08_51 - SFX_Headers_08) / 3,$20,$c0
	db (SFX_08_54 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_62 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_55 - SFX_Headers_08) / 3,$01,$80
	db (SFX_08_60 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_57 - SFX_Headers_08) / 3,$f0,$40
	db (SFX_08_5a - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_57 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_61 - SFX_Headers_08) / 3,$10,$80
	db (SFX_08_5b - SFX_Headers_08) / 3,$01,$a0
	db (SFX_08_58 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_5e - SFX_Headers_08) / 3,$00,$60
	db (SFX_08_5e - SFX_Headers_08) / 3,$01,$40
	db (SFX_08_5f - SFX_Headers_08) / 3,$00,$a0
	db (SFX_08_5a - SFX_Headers_08) / 3,$10,$a0
	db (SFX_08_60 - SFX_Headers_08) / 3,$00,$c0
	db (SFX_08_54 - SFX_Headers_08) / 3,$10,$60
	db (SFX_08_5a - SFX_Headers_08) / 3,$00,$a0
	db (SFX_08_62 - SFX_Headers_08) / 3,$11,$c0
	db (SFX_08_5a - SFX_Headers_08) / 3,$20,$c0
	db (SFX_08_61 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_5b - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_5b - SFX_Headers_08) / 3,$20,$c0
	db (SFX_08_59 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_71 - SFX_Headers_08) / 3,$ff,$40
	db (SFX_08_5e - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_4b - SFX_Headers_08) / 3,$00,$c0
	db (SFX_08_4b - SFX_Headers_08) / 3,$00,$40
	db (SFX_08_75 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_67 - SFX_Headers_08) / 3,$40,$60
	db (SFX_08_67 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_67 - SFX_Headers_08) / 3,$ff,$40
	db (SFX_08_6a - SFX_Headers_08) / 3,$80,$c0
	db (SFX_08_59 - SFX_Headers_08) / 3,$10,$a0
	db (SFX_08_59 - SFX_Headers_08) / 3,$21,$e0
	db (SFX_08_69 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_64 - SFX_Headers_08) / 3,$20,$60
	db (SFX_08_6a - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_6c - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_68 - SFX_Headers_08) / 3,$40,$80
	db (SFX_08_69 - SFX_Headers_08) / 3,$f0,$e0
	db (SFX_08_6d - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_6a - SFX_Headers_08) / 3,$f0,$60
	db (SFX_08_68 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_76 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_47 - SFX_Headers_08) / 3,$01,$a0
	db (SFX_08_53 - SFX_Headers_08) / 3,$f0,$20
	db (SFX_08_63 - SFX_Headers_08) / 3,$01,$c0
	db (SFX_08_63 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_5a - SFX_Headers_08) / 3,$00,$e0
	db (SFX_08_66 - SFX_Headers_08) / 3,$01,$60
	db (SFX_08_66 - SFX_Headers_08) / 3,$20,$40
	db (SFX_08_64 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_64 - SFX_Headers_08) / 3,$40,$c0
	db (SFX_08_5b - SFX_Headers_08) / 3,$03,$60
	db (SFX_08_65 - SFX_Headers_08) / 3,$11,$e0
	db (SFX_08_52 - SFX_Headers_08) / 3,$20,$e0
	db (SFX_08_6e - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_5c - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_5c - SFX_Headers_08) / 3,$11,$a0
	db (SFX_08_5c - SFX_Headers_08) / 3,$01,$c0
	db (SFX_08_53 - SFX_Headers_08) / 3,$14,$c0
	db (SFX_08_5b - SFX_Headers_08) / 3,$02,$a0
	db (SFX_08_69 - SFX_Headers_08) / 3,$f0,$80
	db (SFX_08_69 - SFX_Headers_08) / 3,$20,$c0
	db (SFX_08_6f - SFX_Headers_08) / 3,$00,$20
	db (SFX_08_6f - SFX_Headers_08) / 3,$20,$80
	db (SFX_08_6e - SFX_Headers_08) / 3,$12,$60
	db (SFX_08_66 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_54 - SFX_Headers_08) / 3,$01,$e0
	db (SFX_08_69 - SFX_Headers_08) / 3,$0f,$e0
	db (SFX_08_69 - SFX_Headers_08) / 3,$11,$20
	db (SFX_08_50 - SFX_Headers_08) / 3,$10,$40
	db (SFX_08_4f - SFX_Headers_08) / 3,$10,$c0
	db (SFX_08_54 - SFX_Headers_08) / 3,$00,$20
	db (SFX_08_70 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_75 - SFX_Headers_08) / 3,$11,$18
	db (SFX_08_49 - SFX_Headers_08) / 3,$20,$c0
	db (SFX_08_48 - SFX_Headers_08) / 3,$20,$c0
	db (SFX_08_65 - SFX_Headers_08) / 3,$00,$10
	db (SFX_08_66 - SFX_Headers_08) / 3,$f0,$20
	db (SFX_08_73 - SFX_Headers_08) / 3,$f0,$c0
	db (SFX_08_51 - SFX_Headers_08) / 3,$f0,$e0
	db (SFX_08_49 - SFX_Headers_08) / 3,$f0,$40
	db (SFX_08_71 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_73 - SFX_Headers_08) / 3,$80,$40
	db (SFX_08_73 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_54 - SFX_Headers_08) / 3,$11,$20
	db (SFX_08_54 - SFX_Headers_08) / 3,$22,$10
	db (SFX_08_5b - SFX_Headers_08) / 3,$f1,$ff
	db (SFX_08_53 - SFX_Headers_08) / 3,$f1,$ff
	db (SFX_08_54 - SFX_Headers_08) / 3,$33,$30
	db (SFX_08_72 - SFX_Headers_08) / 3,$40,$c0
	db (SFX_08_4e - SFX_Headers_08) / 3,$20,$20
	db (SFX_08_4e - SFX_Headers_08) / 3,$f0,$10
	db (SFX_08_4f - SFX_Headers_08) / 3,$f8,$10
	db (SFX_08_51 - SFX_Headers_08) / 3,$f0,$10
	db (SFX_08_65 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_58 - SFX_Headers_08) / 3,$00,$c0
	db (SFX_08_72 - SFX_Headers_08) / 3,$c0,$ff
	db (SFX_08_49 - SFX_Headers_08) / 3,$f2,$20
	db (SFX_08_74 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_74 - SFX_Headers_08) / 3,$00,$40
	db (SFX_08_49 - SFX_Headers_08) / 3,$00,$40
	db (SFX_08_51 - SFX_Headers_08) / 3,$10,$ff
	db (SFX_08_6a - SFX_Headers_08) / 3,$20,$20
	db (SFX_08_72 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_69 - SFX_Headers_08) / 3,$1f,$20
	db (SFX_08_65 - SFX_Headers_08) / 3,$2f,$80
	db (SFX_08_4f - SFX_Headers_08) / 3,$1f,$ff
	db (SFX_08_6b - SFX_Headers_08) / 3,$1f,$60
	db (SFX_08_66 - SFX_Headers_08) / 3,$1e,$20
	db (SFX_08_66 - SFX_Headers_08) / 3,$1f,$18
	db (SFX_08_54 - SFX_Headers_08) / 3,$0f,$80
	db (SFX_08_49 - SFX_Headers_08) / 3,$f8,$10
	db (SFX_08_48 - SFX_Headers_08) / 3,$18,$20
	db (SFX_08_72 - SFX_Headers_08) / 3,$08,$40
	db (SFX_08_57 - SFX_Headers_08) / 3,$01,$e0
	db (SFX_08_51 - SFX_Headers_08) / 3,$09,$ff
	db (SFX_08_75 - SFX_Headers_08) / 3,$42,$01
	db (SFX_08_5c - SFX_Headers_08) / 3,$00,$ff
	db (SFX_08_72 - SFX_Headers_08) / 3,$08,$e0
	db (SFX_08_64 - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_49 - SFX_Headers_08) / 3,$88,$10
	db (SFX_08_65 - SFX_Headers_08) / 3,$48,$ff
	db (SFX_08_48 - SFX_Headers_08) / 3,$ff,$ff
	db (SFX_08_64 - SFX_Headers_08) / 3,$ff,$10
	db (SFX_08_48 - SFX_Headers_08) / 3,$ff,$04
	db (SFX_08_5c - SFX_Headers_08) / 3,$01,$ff
	db (SFX_08_53 - SFX_Headers_08) / 3,$f8,$ff
	db (SFX_08_4c - SFX_Headers_08) / 3,$f0,$f0
	db (SFX_08_4f - SFX_Headers_08) / 3,$08,$10
	db (SFX_08_4d - SFX_Headers_08) / 3,$f0,$ff
	db (SFX_08_5a - SFX_Headers_08) / 3,$f0,$ff
	db (SFX_08_74 - SFX_Headers_08) / 3,$10,$ff
	db (SFX_08_4e - SFX_Headers_08) / 3,$f0,$20
	db (SFX_08_6b - SFX_Headers_08) / 3,$f0,$60
	db (SFX_08_61 - SFX_Headers_08) / 3,$12,$10
	db (SFX_08_76 - SFX_Headers_08) / 3,$f0,$20
	db (SFX_08_5e - SFX_Headers_08) / 3,$12,$ff
	db (SFX_08_71 - SFX_Headers_08) / 3,$80,$04
	db (SFX_08_73 - SFX_Headers_08) / 3,$f0,$10
	db (SFX_08_69 - SFX_Headers_08) / 3,$f8,$ff
	db (SFX_08_66 - SFX_Headers_08) / 3,$f0,$ff
	db (SFX_08_51 - SFX_Headers_08) / 3,$01,$ff
	db (SFX_08_6c - SFX_Headers_08) / 3,$d8,$04
	db (SFX_08_4b - SFX_Headers_08) / 3,$00,$80
	db (SFX_08_4b - SFX_Headers_08) / 3,$00,$80

CopyPicTiles: ; 79aae (1e:5aae)
	ld a, [H_WHOSETURN]
	and a
	ld a, $31 ; base tile ID of player mon sprite
	jr z, .asm_79ab6
; enemy turn
	xor a ; base tile ID of enemy mon sprite
.asm_79ab6
	ld [hBaseTileID], a
	jr asm_79acb

; copy the tiles used when a mon is being sent out
; and "growing" out of the pokeball
CopyGrowingMonTiles: ; 79aba (1e:5aba)
	call GetPredefRegisters
	ld a, [wcd6c]
	and a
	jr nz, .asm_79ac8
	ld de, Unknown_79b02 ; 5x5
	jr asm_79acb
.asm_79ac8
	ld de, Unknown_79b1b ; 3x3
asm_79acb: ; 79acb (1e:5acb)
	xor a
	ld [H_AUTOBGTRANSFERENABLED], a

; b = number of rows
; c = number of columns
CopyTileIDs: ; 79ace (1e:5ace)
	push hl
.rowLoop
	push bc
	push hl
	ld a, [hBaseTileID]
	ld b, a
.columnLoop
	ld a, [de]
	add b
	inc de
	ld [hli], a
	dec c
	jr nz, .columnLoop
	pop hl
	ld bc, 20
	add hl, bc
	pop bc
	dec b
	jr nz, .rowLoop
	ld a, $1
	ld [H_AUTOBGTRANSFERENABLED], a
	pop hl
	ret

TileIDListPointerTable: ; 79aea (1e:5aea)
	dw Unknown_79b24
	db $77
	dw Unknown_79b55
	db $57
	dw Unknown_79b78
	db $37
	dw Unknown_79b8d
	db $77
	dw Unknown_79bbe
	db $77
	dw Unknown_79bef
	db $77
	dw Unknown_79c20
	db $86
	dw Unknown_79c50
	db $3C

Unknown_79b02: ; 79b02 (1e:5b02)
	db $31,$38,$46,$54,$5B
	db $32,$39,$47,$55,$5C
	db $34,$3B,$49,$57,$5E
	db $36,$3D,$4B,$59,$60
	db $37,$3E,$4C,$5A,$61

Unknown_79b1b: ; 79b1b (1e:5b1b)
	db $31,$46,$5B
	db $34,$49,$5E
	db $37,$4C,$61

Unknown_79b24: ; 79b24 (1e:5b24)
	db $00,$07,$0E,$15,$1C,$23,$2A
	db $01,$08,$0F,$16,$1D,$24,$2B
	db $02,$09,$10,$17,$1E,$25,$2C
	db $03,$0A,$11,$18,$1F,$26,$2D
	db $04,$0B,$12,$19,$20,$27,$2E
	db $05,$0C,$13,$1A,$21,$28,$2F
	db $06,$0D,$14,$1B,$22,$29,$30

Unknown_79b55: ; 79b55 (1e:5b55)
	db $00,$07,$0E,$15,$1C,$23,$2A
	db $01,$08,$0F,$16,$1D,$24,$2B
	db $03,$0A,$11,$18,$1F,$26,$2D
	db $04,$0B,$12,$19,$20,$27,$2E
	db $05,$0C,$13,$1A,$21,$28,$2F

Unknown_79b78: ; 79b78 (1e:5b78)
	db $00,$07,$0E,$15,$1C,$23,$2A
	db $02,$09,$10,$17,$1E,$25,$2C
	db $04,$0B,$12,$19,$20,$27,$2E

Unknown_79b8d: ; 79b8d (1e:5b8d)
	db $00,$00,$00,$00,$00,$00,$00
	db $00,$00,$00,$00,$00,$19,$00
	db $02,$06,$0B,$10,$14,$1A,$00
	db $00,$07,$0C,$11,$15,$1B,$00
	db $03,$08,$0D,$12,$16,$1C,$00
	db $04,$09,$0E,$13,$17,$1D,$1F
	db $05,$0A,$0F,$01,$18,$1E,$20

Unknown_79bbe: ; 79bbe (1e:5bbe)
	db $00,$00,$00,$30,$00,$37,$00
	db $00,$00,$2B,$31,$34,$38,$3D
	db $21,$26,$2C,$01,$35,$39,$3E
	db $22,$27,$2D,$32,$36,$01,$00
	db $23,$28,$2E,$33,$01,$3A,$00
	db $24,$29,$2F,$01,$01,$3B,$00
	db $25,$2A,$01,$01,$01,$3C,$00

Unknown_79bef: ; 79bef (1e:5bef)
	db $00,$00,$00,$00,$00,$00,$00
	db $00,$00,$47,$4D,$00,$00,$00
	db $00,$00,$48,$4E,$52,$56,$5B
	db $3F,$43,$49,$4F,$53,$57,$5C
	db $40,$44,$4A,$50,$54,$58,$00
	db $41,$45,$4B,$51,$4C,$59,$5D
	db $42,$46,$4C,$4C,$55,$5A,$5E

Unknown_79c20: ; 79c20 (1e:5c20)
	db $31,$32,$32,$32,$32,$33
	db $34,$35,$36,$36,$37,$38
	db $34,$39,$3A,$3A,$3B,$38
	db $3C,$3D,$3E,$3E,$3F,$40
	db $41,$42,$43,$43,$44,$45
	db $46,$47,$43,$48,$49,$4A
	db $41,$43,$4B,$4C,$4D,$4E
	db $4F,$50,$50,$50,$51,$52

Unknown_79c50: ; 79c50 (1e:5c50)
	db $43,$55,$56,$53,$53,$53,$53,$53,$53,$53,$53,$53
	db $43,$57,$58,$54,$54,$54,$54,$54,$54,$54,$54,$54
	db $43,$59,$5A,$43,$43,$43,$43,$43,$43,$43,$43,$43

AnimationLeavesFalling: ; 79c74 (1e:5c74)
; Makes leaves float down from the top of the screen. This is used
; in Razor Leaf's animation.
	ld a, [$ff48]
	push af
	ld a, [wcc79]
	ld [$ff48], a
	ld d, $37
	ld a, $3
	ld [W_SUBANIMTRANSFORM], a
	call Func_79c97
	pop af
	ld [$ff48], a
	ret

AnimationPetalsFalling: ; 79c8a (1e:5c8a)
; Makes lots of petals fall down from the top of the screen. It's used in
; the animation for Petal Dance.
	ld d, $71
	ld a, $14
	ld [W_SUBANIMTRANSFORM], a
	call Func_79c97
	jp ClearSprites

Func_79c97: ; 79c97 (1e:5c97)
	ld c, a
	ld a, $1
	call Func_797e8
	call Func_79d2a
	call Func_79d52
	ld hl, wOAMBuffer
	ld [hl], $0
.asm_79ca8
	ld hl, wTrainerSpriteOffset
	ld de, $0000
	ld a, [W_SUBANIMTRANSFORM]
	ld c, a
.asm_79cb2
	push bc
	push hl
	push de
	ld a, [hl]
	ld [wd08a], a
	call Func_79d16
	call Func_79cdb
	pop de
	ld hl, $0004
	add hl, de
	ld e, l
	ld d, h
	pop hl
	ld a, [wd08a]
	ld [hli], a
	pop bc
	dec c
	jr nz, .asm_79cb2
	call Delay3
	ld hl, wOAMBuffer
	ld a, [hl]
	cp $68
	jr nz, .asm_79ca8
	ret

Func_79cdb: ; 79cdb (1e:5cdb)
	ld hl, wOAMBuffer
	add hl, de
	ld a, [hl]
	inc a
	inc a
	cp $70
	jr c, .asm_79ce8
	ld a, $a0
.asm_79ce8
	ld [hli], a
	ld a, [wd08a]
	ld b, a
	ld de, Unknown_79d0d
	and $7f
	add e
	jr nc, .asm_79cf6
	inc d
.asm_79cf6
	ld e, a
	ld a, b
	and $80
	jr nz, .asm_79d03
	ld a, [de]
	add [hl]
	ld [hli], a
	inc hl
	xor a
	jr .asm_79d0b
.asm_79d03
	ld a, [de]
	ld b, a
	ld a, [hl]
	sub b
	ld [hli], a
	inc hl
	ld a, $20
.asm_79d0b
	ld [hl], a
	ret

Unknown_79d0d: ; 79d0d (1e:5d0d)
	db $00,$01,$03,$05,$07,$09,$0B,$0D,$0F

Func_79d16: ; 79d16 (1e:5d16)
	ld a, [wd08a]
	inc a
	ld b, a
	and $7f
	cp $9
	ld a, b
	jr nz, .asm_79d26
	and $80
	xor $80
.asm_79d26
	ld [wd08a], a
	ret

Func_79d2a: ; 79d2a (1e:5d2a)
	ld hl, wOAMBuffer + $01
	ld de, Unknown_79d3e
	ld a, [W_SUBANIMTRANSFORM]
	ld c, a
.asm_79d34
	ld a, [de]
	ld [hli], a
	inc hl
	inc hl
	inc hl
	inc de
	dec c
	jr nz, .asm_79d34
	ret

Unknown_79d3e: ; 79d3e (1e:5d3e)
	db $38,$40,$50,$60,$70,$88,$90,$56,$67,$4A,$77,$84,$98,$32,$22,$5C,$6C,$7D,$8E,$99

Func_79d52: ; 79d52 (1e:5d52)
	ld hl, wTrainerSpriteOffset
	ld de, Unknown_79d63
	ld a, [W_SUBANIMTRANSFORM]
	ld c, a
.asm_79d5c
	ld a, [de]
	ld [hli], a
	inc de
	dec c
	jr nz, .asm_79d5c
	ret

Unknown_79d63: ; 79d63 (1e:5d63)
	db $00,$84,$06,$81,$02,$88,$01,$83,$05,$89,$09,$80,$07,$87,$03,$82,$04,$85,$08,$86

AnimationShakeEnemyHUD: ; 79d77 (1e:5d77)
	ld de, vBackPic
	ld hl, vSprites
	ld bc, 7 * 7
	call CopyVideoData
	xor a
	ld [hSCX], a
	ld hl, vBGMap0
	call Func_79e0d
	ld a, $90
	ld [hWY], a
	ld hl, vBGMap0 + $320
	call Func_79e0d
	ld a, $38
	ld [hWY], a
	call _AnimationShakeEnemyHUD
	ld hl, vBGMap0
	call Func_79e0d
	call AnimationHideMonPic
	call Delay3
	ld de, $0208
	call Func_79de9
	call AnimationShowMonPic
	call ClearSprites
	ld a, $90
	ld [hWY], a
	ld hl, vBGMap1
	call Func_79e0d
	xor a
	ld [hWY], a
	call SaveScreenTilesToBuffer1
	ld hl, vBGMap0
	call Func_79e0d
	call ClearScreen
	call Delay3
	call LoadScreenTilesFromBuffer1
	ld hl, vBGMap1
	jp Func_79e0d

; b = tile ID list index
; c = base tile ID
CopyTileIDsFromList: ; 79dda (1e:5dda)
	call GetPredefRegisters
	ld a, c
	ld [hBaseTileID], a
	ld a, b
	push hl
	call GetTileIDList
	pop hl
	jp CopyTileIDs

Func_79de9: ; 79de9 (1e:5de9)
	ld a, [hSCX]
	ld [wTrainerSpriteOffset], a
.asm_79dee
	ld a, [wTrainerSpriteOffset]
	add d
	ld [hSCX], a
	ld c, 2
	call DelayFrames
	ld a, [wTrainerSpriteOffset]
	sub d
	ld [hSCX], a
	ld c, 2
	call DelayFrames
	dec e
	jr nz, .asm_79dee
	ld a, [wTrainerSpriteOffset]
	ld [hSCX], a
	ret

Func_79e0d: ; 79e0d (1e:5e0d)
	ld a, h
	ld [H_AUTOBGTRANSFERDEST + 1], a
	ld a, l
	ld [H_AUTOBGTRANSFERDEST], a
	jp Delay3

TossBallAnimation: ; 79e16 (1e:5e16)
	ld a,[W_ISINBATTLE]
	cp a,2
	jr z,.BlockBall ; if in trainer battle, play different animation
	ld a,[wd11e]
	ld b,a

	; upper nybble: how many animations (from PokeBallAnimations) to play
	; this will be 4 for successful capture, 6 for breakout
	and a,$F0
	swap a
	ld c,a

	; lower nybble: number of shakes
	; store these for later
	ld a,b
	and a,$F
	ld [wWhichTrade],a

	ld hl,.PokeBallAnimations
	; choose which toss animation to use
	ld a,[wcf91]
	cp a,POKE_BALL
	ld b,TOSS_ANIM
	jr z,.done
	cp a,GREAT_BALL
	ld b,GREATTOSS_ANIM
	jr z,.done
	ld b,ULTRATOSS_ANIM
.done
	ld a,b
.PlayNextAnimation
	ld [W_ANIMATIONID],a
	push bc
	push hl
	call PlayAnimation
	pop hl
	ld a,[hli]
	pop bc
	dec c
	jr nz,.PlayNextAnimation
	ret

.PokeBallAnimations: ; 79e50 (1e:5e50)
; sequence of animations that make up the Poké Ball toss
	db POOF_ANIM,HIDEPIC_ANIM,SHAKE_ANIM,POOF_ANIM,SHOWPIC_ANIM

.BlockBall ; 5E55
	ld a,TOSS_ANIM
	ld [W_ANIMATIONID],a
	call PlayAnimation
	ld a,(SFX_08_43 - SFX_Headers_08) / 3
	call PlaySound
	ld a,BLOCKBALL_ANIM
	ld [W_ANIMATIONID],a
	jp PlayAnimation

PlayApplyingAttackSound: ; 79e6a (1e:5e6a)
; play a different sound depending if move is not very effective, neutral, or super-effective
; don't play any sound at all if move is ineffective
	call WaitForSoundToFinish
	ld a, [wDamageMultipliers]
	and $7f
	ret z
	cp $a
	ld a, $20
	ld b, $30
	ld c, (SFX_08_50 - SFX_Headers_08) / 3
	jr z, .asm_79e8b
	ld a, $e0
	ld b, $ff
	ld c, (SFX_08_5a - SFX_Headers_08) / 3
	jr nc, .asm_79e8b
	ld a, $50
	ld b, $1
	ld c, (SFX_08_51 - SFX_Headers_08) / 3
.asm_79e8b
	ld [wc0f1], a
	ld a, b
	ld [wc0f2], a
	ld a, c
	jp PlaySound