ref: f37cf959c930ae9595f9f71ce0d9b17dcf5421d0
dir: /data/moves/animation_special_effect_pointers.asm/
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