This was discussed in #706 It also uncovered some off-by-one issues with defining some constants. A few structs now use rsreset/_RS to define their offset constants, as discussed in #739
These two sprite animations are related to the Game Freak Logo splash screen, not the actual intro.
The X and Y flip flags can be applied through the stack consisting of: - Object attributes - Animation frame attributes - OAM Data Each of these negate eachother. Confused yet? The same stack is traversed to obtain the final tile ID, with an added layer on top for the base GFX offset and the offset for the dynamically loaded GFX requested by the object! wBattleAnimDelay is populated with the values passed to `anim_wait`.