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-rw-r--r--Chat_Room.mdwn4
-rw-r--r--GSC/Flags.mdwn669
-rw-r--r--GSC/Level-up_Moves_and_Evolutions.mdwn185
-rw-r--r--GSC/Trainers.mdwn120
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-rw-r--r--GSC/connections.mdwn103
-rw-r--r--GameFreak_Dev.mdwn5
-rw-r--r--RGBY/Battle_Animations.mdwn114
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-rw-r--r--RGBY/Battle_Animations/Animations_List.mdwn1298
-rw-r--r--RGBY/Battle_Animations/Frame_Blocks_List.mdwn1352
-rw-r--r--RGBY/Battle_Animations/Special_Effects_List.mdwn427
-rw-r--r--RGBY/Battle_Animations/Subanimations_List.mdwn1263
-rw-r--r--RGBY/Scripting_Reference.mdwn726
-rw-r--r--Tutorials.md3
-rw-r--r--Tutorials/New-Fairy-type.md (renamed from New-type-(Fairy).md)0
-rw-r--r--index.mdwn52
-rw-r--r--local.css16
111 files changed, 3 insertions, 6334 deletions
diff --git a/Chat_Room.mdwn b/Chat_Room.mdwn
deleted file mode 100644
index 07d32bb..0000000
--- a/Chat_Room.mdwn
+++ /dev/null
@@ -1,4 +0,0 @@
-To access the Skeetendo IRC chat:
-
-1. Download an IRC client (like [XChat](http://xchat.org/)).
-2. Connect to the *nucleus.kafuka.org* server, channel *#skeetendo*.
diff --git a/GSC/Flags.mdwn b/GSC/Flags.mdwn
deleted file mode 100644
index 8a978b9..0000000
--- a/GSC/Flags.mdwn
+++ /dev/null
@@ -1,669 +0,0 @@
-# Crystal
-
-
-## Table 1
-* 0008 got tm31 mud-slap
-* 0009 got tm49 fury cutter
-* 000a got tm01 dynamicpunch
-* 000b got tm45 attract
-* 000c got tm30 shadow ball
-* 000d got tm23 iron tail
-* 000e got tm16 icy wind
-* 000f got tm24 dragonbreath
-* 0010 got hm01 cut
-* 0011 got hm02 fly
-* 0012 got hm03 surf
-* 0013 got hm04 strength
-* 0014 got hm05 flash
-* 0015 got hm06 whirlpool
-* 0017 got old rod
-* 0018 got good rod
-* 0019 got super rod
-* 001a ??? got pokémon from elm
-* 001b got cyndaquil from elm
-* 001c got totodile from elm
-* 001d got chikorita from elm
-* 001e got mystery egg from mr. pokémon
-* 001f ??? fulfilled elm's quest? can use communication center, use mart1 instead of mart0, can learn how to catch pokémon
-* 0020 jasmine returned to gym
-* 0021 cleared radio tower
-* 0022 cleared rocket hideout
-* 0023 got secretpotion from pharmacy
-* 0024 got ss ticket from elm
-* 0025 used the card key in the radio tower
-* 0026 refused to help lance at lake of rage
-* 0027 got berry from route 30 house
-* 0028 made whitney cry
-* 002a fought sudowoodo
-* 002b cleared slowpoke’s well
-* 002c refused to take egg from elm’s aide
-* 002d got togepi egg from elm’s aide
-* 002e made unown appear in ruins
-* 003d healed moomoo
-* 003e got tm13 snore from moomoo farm
-* 003f talked to farmer about moomoo
-* 0040 talked to mom after showing elm the mystery egg
-* 0041 dude talked to you
-* 0042 learned to catch pokémon
-* 0043 elm called about stolen pokémon
-* 0045 got shuckie
-* 0046 mania took shuckie or let you keep him
-* 0047 got sunny day from radio tower
-* 0048 got pink bow from mary
-* 0049 used basement key
-* 004b got tm08 rock smash
-* 004d got mystic water in cherrygrove
-* 004e got tm05 roar
-* 004f got eevee
-* 0050 got kenya
-* 0051 gave kenya
-* 0052 got hp up from randy
-* 0053 got tm50 nightmare
-* 0054 togepi hatched
-* 0055 showed togepi to elm
-* 0056 got everstone from elm
-* 0057 got quick claw
-* 0058 got tm10 hidden power
-* 0059 got tm36 sludge bomb
-* 005a got itemfinder
-* 005b got bicycle
-* 005c got squirtbottle
-* 005d got miracle seed in route 32
-* 005e got charcoal in charcoal kiln
-* 005f got tm02 headbutt
-* 0060 decided to help lance
-* 0061 got tyrogue from kiyo
-* 0062 met frieda of friday
-* 0063 got poison barb from frieda
-* 0064 met tuscany of tuesday
-* 0065 got pink bow from tuscany
-* 0066 met arthur of thursday
-* 0067 got hard stone from arthur
-* 0068 met sunny of sunday
-* 0069 got magnet from sunny
-* 006a met wesley of wednesday
-* 006b got blackbelt from wesley
-* 006c met santos of saturday
-* 006d got spell tag from santos
-* 006e met monica of monday
-* 006f got sharp beak from monica
-* 0070 got soft sand from kate
-* 0071 got metal coat from grandfather on ss aqua
-* 0072 got blackglasses in dark cave
-* 0073 got king's rock in slowpoke well
-* 0074 got tm47 steel wing
-* 0075 got tm37 sandstorm
-* 0077 told elm about togepi over the phone
-* 0078 got clear bell
-* 0079 got silver wing
-* 007a got tm12 sweet scent
-* 007b released the beasts
-* 007c got master ball from elm
-* 0086 found revive in rocket base b1f
-* 00be got gs ball (cf 0340)
-* 00c9 returned machine part
-* 00ca met manager at power plant
-* 00cb met rocket grunt at cerulean gym
-* 00cc met red's mom
-* 00cd restored power to kanto
-* 00ce got coins from gambler at celadon
-* 00cf met copycat, found out about lost item
-* 00d0 returned lost item to copycat
-* 00d1 got pass from copycat
-* 00d2 got lost item from fan club
-* 00d3 ??? listened to fan club president but bag was full? (seems to be a bug here)
-* 00d4 listened to fan club president
-* 00d5 talked to seafoam gym guy once
-* 00d6 enable diploma printing
-* 00d8 cleared nugget bridge
-* 00d9 talked to warden’s granddaughter
-* 00da got tm03 curse
-* 00db got cleanse tag
-* 00dc got tm19 giga drain
-* 00dd got tm06 toxic
-* 00de got up-grade
-* 00df got tm07 zap cannon
-* 00e0 got tm42 dream eater
-* 00e3 got tm29 psychic
-* 00f9 found leftovers in celadon cafe
-* 00fb found machine part in cerulean gym
-* 0261 showed beverly marill
-* 028d showed derek pikachu
-* 0293 showed tiffany clefairy
-* 029e ??? buena offered her phone number? (cf. 033c)
-* 02d3 switch 1
-* 02d4 switch 2
-* 02d5 switch 3
-* 02d6 emergency switch
-* 02d7 switch
-* 02d8 switch
-* 02d9 switch
-* 02da switch
-* 02db switch
-* 02dc switch
-* 02dd switch
-* 02de switch
-* 02df switch
-* 02e0 switch
-* 02e1 switch
-* 02e2 uncovered staircase in mahogany mart
-* 02e3 turned off security cameras
-* 02e4 security camera
-* 02e5 security camera
-* 02e6 security camera
-* 02e7 security camera
-* 02e8 security camera
-* 02e9 exploding trap
-* 02ea exploding trap
-* 02eb exploding trap
-* 02ec exploding trap
-* 02ed exploding trap
-* 02ee exploding trap
-* 02ef exploding trap
-* 02f0 exploding trap
-* 02f1 exploding trap
-* 02f2 exploding trap
-* 02f3 exploding trap
-* 02f4 exploding trap
-* 02f5 exploding trap
-* 02f6 exploding trap
-* 02f7 exploding trap
-* 02f8 exploding trap
-* 02f9 exploding trap
-* 02fa exploding trap
-* 02fb exploding trap
-* 02fc exploding trap
-* 02fd exploding trap
-* 02fe exploding trap
-* 02ff learned hail giovanni
-* 0300 opened door to rocket hideout transmitter
-* 030a will’s room exit open
-* 030b koga’s room entrance closed
-* 030c koga’s room exit open
-* 030d koga’s room entrance closed
-* 030e bruno’s room exit open
-* 030f karen’s room entrance closed
-* 0310 karen’s room exit open
-* 0311 lance’s room entrance closed
-* 0317 fought ho-oh
-* 0318 fought lugia
-* 0319 beat rival in mt. moon
-* 031a met bill’s grandpa
-* 031b showed lickitung to bill’s grandpa
-* 031c showed oddish to bill’s grandpa
-* 031d showed staryu to bill’s grandpa
-* 031e showed growlithe/vulpix to bill’s grandpa
-* 031f showed pichu to bill’s grandpa
-* 0320 got everstone from bill’s grandpa
-* 0321 got leaf stone from bill’s grandpa
-* 0322 got water stone from bill’s grandpa
-* 0323 got fire stone from bill’s grandpa
-* 0324 got thunderstone from bill’s grandpa
-* 0325 listened to radio in neighbor’s house
-* 0326 wall opened in ho-oh chamber
-* 0327 wall opened in kabuto chamber
-* 0328 wall opened in omanyte chamber
-* 0329 wall opened in aerodactyl chamber
-* 032b ??? wade has berry
-* 032c ??? wade has psncureberry
-* 032d ??? wade has przcureberry
-* 032e ??? wade has bitter berry
-* 032f ??? wilton has ultra ball
-* 0330 ??? wilton has great ball
-* 0331 ??? wilton has poké ball
-* 0334 koji allows you passage to tin tower
-* 0335 fought suicune
-* 0336 ??? got rainbow wing
-* 0337 ??? huey protein
-* 0338 ??? joey hp up
-* 0339 ??? vance carbos
-* 033a ??? parry iron
-* 033b ??? erin calcium
-* 033c buena offered her phone number
-* 033d met buena
-* 033e got odd egg
-* 0340 got gs ball (c.f. 00be)
-* 03e8 beat swimmer♀ elaine
-* 03e9 beat swimmer♀ paula
-* 03ea beat swimmer♀ kaylee
-* 03eb beat swimmer♀ susie
-* 03ec beat swimmer♀ denise
-* 03ed beat swimmer♀ kara
-* 03ee beat swimmer♀ wendy
-* 03f3 beat swimmer♀ dawn
-* 03f5 beat swimmer♀ nicole
-* 03f6 beat swimmer♀ lori
-* 03f8 beat swimmer♀ nikki
-* 03f9 beat swimmer♀ diana
-* 03fa beat swimmer♀ briana
-* 03fb beat bird keeper rod
-* 03fc beat bird keeper abe
-* 03fd beat bird keeper bryan
-* 03fe beat bird keeper theo
-* 03ff beat bird keeper toby
-* 0400 beat bird keeper denis
-* 0401 beat bird keeper vance (1)
-* 0402 beat bird keeper hank
-* 0403 beat bird keeper roy
-* 0404 beat bird keeper boris
-* 0405 beat bird keeper bob
-* 0407 beat bird keeper peter
-* 0408 beat bird keeper jose
-* 0409 beat bird keeper perry
-* 040a beat bird keeper bret
-* 040e beat boarder ronald
-* 040f beat boarder brad
-* 0410 beat boarder douglas
-* 0411 beat sage chow
-* 0412 beat sage nico
-* 0413 beat sage jin
-* 0414 beat sage troy
-* 0415 beat sage jeffrey
-* 0416 beat sage ping
-* 0417 beat sage edmond
-* 0418 beat sage neal
-* 0419 beat sage li
-* 041a beat camper roland
-* 041b beat camper todd (1)
-* 041c beat camper ivan
-* 041d beat camper elliot
-* 041f beat camper lloyd
-* 0420 beat camper dean
-* 0421 beat camper sid
-* 0424 beat camper ted
-* 042b beat camper jerry
-* 042c beat camper spencer
-* 042d beat burglar duncan
-* 042e beat burglar eddie
-* 042f beat burglar corey
-* 0433 beat biker dwayne
-* 0434 beat biker harris
-* 0435 beat biker zeke
-* 0436 beat biker charles
-* 0437 beat biker riley
-* 0438 beat biker joel
-* 0439 beat biker glenn
-* 043a beat psychic nathan
-* 043b beat psychic franklin
-* 043c beat psychic herman
-* 043d beat psychic fidel
-* 043e beat psychic greg
-* 043f beat psychic norman
-* 0440 beat psychic mark
-* 0441 beat psychic phil
-* 0442 beat psychic richard
-* 0443 beat psychic gilbert
-* 0444 beat psychic jared
-* 0445 beat psychic rodney
-* 0446 beat firebreather otis
-* 0449 beat firebreather burt
-* 044a beat firebreather bill
-* 044b beat firebreather walt
-* 044c beat firebreather ray
-* 044d beat firebreather lyle
-* 044e beat fisher justin
-* 044f beat fisher ralph (1)
-* 0450 beat fisher arnold
-* 0451 beat fisher kyle
-* 0452 beat fisher henry
-* 0453 beat fisher marvin
-* 0454 beat fisher tully (1)
-* 0455 beat fisher andre
-* 0456 beat fisher raymond
-* 0457 beat fisher wilton (1)
-* 0458 beat fisher edgar
-* 0459 beat fisher jonah
-* 045a beat fisher martin
-* 045b beat fisher stephen
-* 045c beat fisher barney
-* 0462 beat fisher scott
-* 0464 beat twins amy & may
-* 0465 beat twins ann & anne
-* 0468 beat twins jo & zoe
-* 046a beat twins meg & peg
-* 046c beat schoolboy jack (1)
-* 046d beat schoolboy kip
-* 046e beat schoolboy alan
-* 046f beat schoolboy johnny
-* 0470 beat schoolboy danny
-* 0471 beat schoolboy tommy
-* 0472 beat schoolboy dudley
-* 0473 beat schoolboy joe
-* 0474 beat schoolboy billy
-* 0475 beat schoolboy chad (1)
-* 0476 beat schoolboy nate
-* 0477 beat schoolboy ricky
-* 047e beat picnicker liz (1)
-* 047f beat picnicker gina (1)
-* 0480 beat picnicker brooke
-* 0481 beat picnicker kim
-* 0483 beat picnicker hope
-* 0484 beat picnicker sharon
-* 0485 beat picnicker debra
-* 0487 beat picnicker erin (1)
-* 048a beat picnicker heidi
-* 048b beat picnicker edna
-* 0490 beat picnicker tanya
-* 0491 beat picnicker tiffany (3)
-* 0493 beat guitarist clyde
-* 0494 beat guitarist vincent
-* 0495 beat juggler irwin (1)
-* 0496 beat juggler fritz
-* 0497 beat juggler horton
-* 049a beat gentleman preston
-* 049b beat gentleman edward
-* 049c beat gentleman gregory
-* 049e beat gentleman alfred
-* 049f beat scientist ross
-* 04a0 beat scientist mitch
-* 04a1 beat scientist jed
-* 04a2 beat scientist marc
-* 04a3 beat scientist rich
-* 04a5 beat blackbelt yoshi
-* 04a7 beat blackbelt lao
-* 04a8 beat blackbelt nob
-* 04aa beat blackbelt lung
-* 04ab beat blackbelt kenji (3)
-* 04ac beat blackbelt wai
-* 04ad beat beauty victoria
-* 04ae beat beauty samantha
-* 04b2 beat beauty cassie
-* 04ba beat beauty julia
-* 04bc beat beauty valerie
-* 04bd beat falkner
-* 04be beat bugsy
-* 04bf beat whitney
-* 04c0 beat morty
-* 04c1 beat jasmine
-* 04c2 beat chuck
-* 04c3 beat pryce
-* 04c4 beat clair
-* 04c5 beat brock
-* 04c6 beat misty
-* 04c7 beat lt.surge
-* 04c9 beat janine
-* 04ca beat sabrina
-* 04cc beat blue
-* 04cd beat pokéfan♂ william
-* 04ce beat pokéfan♂ derek
-* 04cf beat pokéfan♂ robert
-* 04d0 beat pokéfan♂ joshua
-* 04d1 beat pokéfan♂ carter
-* 04d2 beat pokéfan♂ trevor
-* 04d3 beat pokéfan♂ brandon
-* 04d4 beat pokéfan♂ jeremy
-* 04d5 beat pokéfan♂ colin
-* 04d8 beat pokéfan♂ alex
-* 04d9 beat pokéfan♀ beverly
-* 04da beat pokéfan♀ ruth
-* 04dd beat pokéfan♀ georgia
-* 04df beat kimono girl naoko
-* 04e0 beat kimono girl sayo
-* 04e1 beat kimono girl zuki
-* 04e2 beat kimono girl kuni
-* 04e3 beat kimono girl miki
-* 04e4 beat pokémaniac larry
-* 04e5 beat pokémaniac andrew
-* 04e6 beat pokémaniac calvin
-* 04e7 beat pokémaniac shane
-* 04e8 beat pokémaniac ben
-* 04e9 beat pokémaniac brent
-* 04ea beat pokémaniac ron
-* 04eb beat pokémaniac ethan
-* 04ee beat pokémaniac issac
-* 04ef beat pokémaniac donald
-* 04f0 beat pokémaniac zach
-* 04f1 beat rocket grunt♂
-* 04f2 beat rocket grunt♂
-* 04f3 beat rocket grunt♂
-* 04f4 beat rocket grunt♂
-* 04f5 beat rocket grunt♂
-* 04f6 beat rocket grunt♂
-* 04f7 beat rocket grunt♂
-* 04f8 beat rocket grunt♂
-* 04f9 beat rocket grunt♂
-* 04fa beat rocket grunt♂
-* 04fb beat rocket grunt♂
-* 04fd beat rocket grunt♂
-* 04fe beat rocket grunt♂
-* 04ff beat rocket grunt♂
-* 0500 beat rocket grunt♂
-* 0501 beat rocket grunt♂
-* 0502 beat rocket grunt♂
-* 0503 beat rocket grunt♂
-* 0508 beat rocket grunt♂
-* 0509 beat rocket grunt♂
-* 050c beat rocket grunt♂
-* 050d beat rocket grunt♂
-* 0510 beat rocket grunt♀
-* 0511 beat rocket grunt♀
-* 0512 beat rocket grunt♀
-* 0513 beat rocket grunt♀
-* 0514 beat rocket grunt♀
-* 0515 beat lass carrie
-* 0516 beat lass bridget
-* 0518 beat lass krise
-* 0519 beat lass connie (1)
-* 051b beat lass laura
-* 051c beat lass shannon
-* 051d beat lass michelle
-* 051e beat lass dana
-* 051f beat lass ellen
-* 0525 beat hiker russell
-* 0526 beat hiker phillip
-* 0527 beat hiker leonard
-* 0528 beat hiker anthony (2)
-* 0529 beat hiker benjamin
-* 052a beat hiker erik
-* 052b beat hiker michael
-* 052c beat hiker parry (3)
-* 052d beat hiker timothy
-* 052e beat hiker bailey
-* 0530 beat hiker tim
-* 0531 beat hiker noland
-* 0532 beat hiker sidney
-* 0533 beat hiker kenny
-* 0534 beat hiker jim
-* 0535 beat hiker daniel
-* 0538 beat bug catcher don
-* 0539 beat bug catcher rob
-* 053a beat bug catcher ed
-* 053b beat bug catcher wade (1)
-* 053c beat bug catcher benny
-* 053d beat bug catcher al
-* 053e beat bug catcher josh
-* 053f beat bug catcher arnie (1)
-* 0540 beat bug catcher ken
-* 0543 beat bug catcher doug
-* 0548 beat cooltrainer♂ nick
-* 0549 beat cooltrainer♂ aaron
-* 054a beat cooltrainer♂ paul
-* 054b beat cooltrainer♂ cody
-* 054c beat cooltrainer♂ mike
-* 054f beat cooltrainer♂ ryan
-* 0550 beat cooltrainer♂ jake
-* 0551 beat cooltrainer♂ gaven (3)
-* 0552 beat cooltrainer♂ blake
-* 0553 beat cooltrainer♂ brian
-* 0557 beat cooltrainer♂ sean
-* 055a beat cooltrainer♂ allen
-* 055b beat cooltrainer♀ gwen
-* 055c beat cooltrainer♀ lois
-* 055d beat cooltrainer♀ fran
-* 055e beat cooltrainer♀ lola
-* 055f beat cooltrainer♀ kate
-* 0560 beat cooltrainer♀ irene
-* 0561 beat cooltrainer♀ kelly
-* 0562 beat cooltrainer♀ joyce
-* 0563 beat cooltrainer♀ beth (1)
-* 0564 beat cooltrainer♀ reena (1)
-* 0565 beat cooltrainer♀ megan
-* 0567 beat cooltrainer♀ carol
-* 0568 beat cooltrainer♀ quinn
-* 0569 beat cooltrainer♀ emma
-* 056a beat cooltrainer♀ cybil
-* 056b beat cooltrainer♀ jenn
-* 056f beat rocket executive♀
-* 0572 beat rocket executive♂
-* 0575 beat sailor eugene
-* 0576 beat sailor huey (1)
-* 0577 beat sailor terrell
-* 0578 beat sailor kent
-* 0579 beat sailor ernest
-* 057a beat sailor jeff
-* 057b beat sailor garrett
-* 057c beat sailor kenneth
-* 057e beat sailor harry
-* 0582 beat super nerd eric
-* 0586 beat super nerd sam
-* 0587 beat super nerd tom
-* 0588 beat super nerd pat
-* 0589 beat super nerd shawn
-* 058a beat super nerd teru
-* 058b beat medium martha
-* 058c beat medium grace
-* 0590 beat medium rebecca
-* 0591 beat medium doris
-* 0592 beat skier roxanne
-* 0593 beat skier clarissa
-* 0594 beat swimmer♂ harold
-* 0595 beat swimmer♂ simon
-* 0596 beat swimmer♂ randall
-* 0597 beat swimmer♂ charlie
-* 0598 beat swimmer♂ george
-* 0599 beat swimmer♂ berke
-* 059a beat swimmer♂ kirk
-* 059b beat swimmer♂ mathew
-* 05a1 beat swimmer♂ jerome
-* 05a2 beat swimmer♂ tucker
-* 05a4 beat swimmer♂ cameron
-* 05a5 beat swimmer♂ seth
-* 05a8 beat swimmer♂ parker
-* 05a9 beat youngster joey (1)
-* 05aa beat youngster mikey
-* 05ab beat youngster albert
-* 05ac beat youngster gordon
-* 05ad beat youngster samuel
-* 05ae beat youngster ian
-* 05b1 beat youngster warren
-* 05b2 beat youngster jimmy
-* 05b3 beat youngster owen
-* 05b4 beat youngster jason
-* 05b5 beat teacher colette
-* 05b6 beat teacher hillary
-* 05b7 beat teacher shirley
-* 05bb beat elite 4 karen
-* 05bc beat champion lance
-* 05bd beat cooltrainer♂ darin
-* 05be beat cooltrainer♀ cara
-* 05bf beat twins lea & pia
-* 05c0 beat bug catcher wayne
-* 05c1 beat beauty olivia
-* 05c4 beat pokémaniac miler
-* 05c5 beat super nerd hugh
-* 05c6 beat super nerd markus
-* 05c7 beat pokéfan♂ rex
-* 05c8 beat pokéfan♂ allan
-* 05c9 beat sage gaku
-* 05ca beat sage masa
-* 05cb beat sage koji
-* 06ff guide gent visible in cherrygrove
-* 0700 elm's aide in violet pokémon center
-* 0701 elm's aide in lab
-* 070d boulder in ice path
-* 070e boulder in ice path
-* 070f boulder in ice path
-* 0710 boulder in ice path
-* 0750 fought snorlax
-* 077d picked up focus band
-* 0794 picked up gold berry from ho-oh item room
-* 0795 picked up mysteryberry from ho-oh item room
-* 0796 picked up revival herb from ho-oh item room
-* 0797 picked up charcoal from ho-oh item room
-* 0798 picked up berry from kabuto item room
-* 0799 picked up psncureberry from kabuto item room
-* 079a picked up heal powder from kabuto item room
-* 079b picked up energypowder from kabuto item room
-* 079c picked up mysteryberry from omanyte item room
-* 079d picked up mystic water from omanyte item room
-* 079e picked up stardust from omanyte item room
-* 079f picked up star piece from omanyte item room
-* 07a0 picked up gold berry from aerodactyl item room
-* 07a1 picked up moon stone from aerodactyl item room
-* 07a2 picked up heal powder from aerodactyl item room
-* 07a3 picked up energy root from aerodactyl item room
-* 07ae ??? saw suicune at cianwood city
-* 07af ??? saw suicune on route 42
-* 07b0 ??? saw suicune on route 36
-* 07b7 ??? set when fought ho-oh
-
-## Table 2
-* 0000 pokégear radio card
-* 0001 pokégear map card
-* 0002 pokégear phone card
-* 0003 pokégear expn card
-* 0004 pokégear
-* 0008 mom saves money
-* 000b pokédex
-* 000c unown pokédex
-* 0013 ??? rockets took over radio tower
-* 0019 going downhill
-* 001a ??? set in cycling road
-* 001b got zephyrbadge
-* 001c got hivebadge
-* 001d got plainbadge
-* 001e got fogbadge
-* 001f got mineralbadge
-* 0020 got stormbadge
-* 0021 got glacierbadge
-* 0022 got risingbadge
-* 0023 got boulderbadge
-* 0024 got cascadebadge
-* 0025 got thunderbadge
-* 0026 got rainbowbadge
-* 0027 got soulbadge
-* 0028 got marshbadge
-* 0029 got volcanobadge
-* 002a got earthbadge
-* 0057 fought in trainer hall today
-* 0059 fought lapras
-* 0061 goldenrod department store sale is on
-* 0063 player is female
-* 0064 have gs ball after kurt examined it
-* 0065 jack wants rematch
-* 0066 huey wants rematch
-* 0067 gaven wants rematch
-* 0068 beth wants rematch
-* 0069 jose wants rematch
-* 006a reena wants rematch
-* 006b joey wants rematch
-* 006c wade wants rematch
-* 006d ralph wants rematch
-* 006e liz wants rematch
-* 006f anthony wants rematch
-* 0070 todd wants rematch
-* 0071 gina wants rematch
-* 0072 arnie wants rematch
-* 0073 alan wants rematch
-* 0074 dana wants rematch
-* 0075 chad wants rematch
-* 0076 tully wants rematch
-* 0077 brent wants rematch
-* 0078 tiffany wants rematch
-* 0079 vance wants rematch
-* 007a wilton wants rematch
-* 007b parry wants rematch
-* 007c erin wants rematch
-* 007d beverly has nugget
-* 007e jose has star piece
-* 007f wade has item (see bittable1 $032b, $032c, $032d, $032e)
-* 0080 gina has leaf stone
-* 0081 alan has fire stone
-* 0082 liz has thunderstone
-* 0083 derek has nugget
-* 0084 tully has water stone
-* 0085 tiffany has pink bow
-* 0086 wilton has item (see bittable1 $032f, $0330, $0331)
-* 009f female player has been transformed into male
-* 00a0 dunsparce is swarming
-* 00a1 yanma is swarming
diff --git a/GSC/Level-up_Moves_and_Evolutions.mdwn b/GSC/Level-up_Moves_and_Evolutions.mdwn
deleted file mode 100644
index 5a0dc8b..0000000
--- a/GSC/Level-up_Moves_and_Evolutions.mdwn
+++ /dev/null
@@ -1,185 +0,0 @@
-
-
-Starting at offset 0x427BD (Gold/Silver) or 0x425B1 (Crystal) is an array of 251 two‐byte pointers. Following a pointer will lead you to the evolutions and level‐up moves of each Pokémon. The pointers are in Pokédex order.
-
-Once you find the data, you’ll see that the format is as follows:
-
- <Evolution>+ <0x00> <Attack>+ <0x00>
-
-An evolution is defined like this:
-
- <Evolution Type> <Trigger> <Evolves To>
-
-The trigger depends on the evolution type.
-
-* Evolution Type 0x01: Trigger is the level at which the Pokémon evolves.
-
-* Evolution Type 0x02: Trigger is the item number of the evolution stone.
-
-* Evolution Type 0x03: Trigger is a held item used while trading, or 0xFF for non‐item trade.
-
-* Evolution Type 0x04: The Pokémon evolves when happy. Trigger is:
-
- * 0x01: Any time of day.
-
- * 0x02: Morning or Day.
-
- * 0x03: Night.
-
-* Evolution Type 0x05: The Pokémon evolves at a certain level, but only if it has certain stats. Trigger is two bytes, the first being the level and the second being:
-
- * 0x01: Attack > Defense
-
- * 0x02: Attack < Defense
-
- * 0x03: Attack = Defense
-
-Attacks are easier. They are just:
-
- <Level> <Attack>
-
-# Examples
-
-## Offset 0x429B3: Bulbasaur
-
- 01 10 02: evolves to Pokémon #2 (Ivysaur) at level 16
-
- 00: no more evolutions
-
- 01 21: Tackle at level 1
-
- 04 2D: Growl at level 4
-
- 07 49: Leech Seed at level 7
-
- 0A 16: Vine Whip at level 10
-
- 0F 4D: Poisonpowder at level 15
-
- 0F 4F: Sleep Powder at level 15
-
- 14 4B: Razor Leaf at level 20
-
- 19 E6: Sweet Scent at level 25
-
- 20 4A: Growth at level 32
-
- 27 EB: Synthesis at level 39
-
- 2E 4C: Solar Beam at level 46
-
- 00: no more level‐up moves
-
-## Offset 0x429CE: Ivysaur
-
- 01 20 03: evolves to Pokémon #3 (Venusaur) at level 32
-
- 00: no more evolutions
-
- 01 21: Tackle at level 1
-
- 01 2D: Growl at level 1
-
- 01 49: Leech Seed at level 1
-
- 04 2D: Growl at level 4
-
- 07 49: Leech Seed at level 7
-
- 0A 16: Vine Whip at level 10
-
- 0F 4D: Poisonpowder at level 15
-
- 0F 4F: Sleep Powder at level 15
-
- 16 4B: Razor Leaf at level 22
-
- 1D E6: Sweet Scent at level 29
-
- 26 4A: Growth at level 38
-
- 2F EB: Synthesis at level 47
-
- 38 4C: Solar Beam at level 56
-
- 00: no more level‐up moves
-
-## Offset 0x429ED: Venusaur
-
- 00: no more evolutions
-
- 01 21: Tackle at level 1
-
- 01 2D: Growl at level 1
-
- 01 49: Leech Seed at level 1
-
- 01 16: Vine Whip at level 1
-
- 04 2D: Growl at level 4
-
- 07 49: Leech Seed at level 7
-
- 0A 16: Vine Whip at level 10
-
- 0F 4D: Poisonpowder at level 15
-
- 0F 4F: Sleep Powder at level 15
-
- 16 4B: Razor Leaf at level 22
-
- 1D E6: Sweet Scent at level 29
-
- 29 4A: Growth at level 41
-
- 35 EB: Synthesis at level 53
-
- 41 4C: Solar Beam at level 65
-
- 00: no more level‐up moves
-
-## Offset 0x434C0: Eevee
-
- 02 17 87: Evolves to Jolteon via Thunderstone
-
- 02 18 86: Evolves to Vaporeon via Water Stone
-
- 02 16 88: Evolves to Flareon via Fire Stone
-
- 04 02 C4: Evolves to Espeon when happy in Morning or Day
-
- 04 03 C5: Evolves to Umbreon when happy at Night
-
- 00: no more evolutions
-
- 01 21: Tackle at level 1
-
- 01 27: Tail Whip at level 1
-
- 08 1C: Sand Attack at level 8
-
- 10 2D: Growl at level 16
-
- 17 62: Quick Attack at level 17
-
- 1E 2C: Bite at level 30
-
- 24 74: Focus Energy at level 36
-
- 2A 24: Take Down at level 42
-
- 00: no more level‐up moves
-
-## Offset 0x43CF7: Tyrogue
-
- 05 14 02 6B: Evolves to Hitmonchan at level 20 if Defense > Attack
-
- 05 14 01 6A: Evolves to Hitmonlee at level 20 if Defense < Attack
-
- 05 14 03 ED: Evolves to Hitmontop at level 20 if Defense = Attack
-
- 00: no more evolutions
-
- 01 21: Tackle at level 1
-
- 00: no more level‐up moves
diff --git a/GSC/Trainers.mdwn b/GSC/Trainers.mdwn
deleted file mode 100644
index 06590ec..0000000
--- a/GSC/Trainers.mdwn
+++ /dev/null
@@ -1,120 +0,0 @@
-Editing trainer data is extremely simple. First, let's find the trainer we wish to edit.
-
-Trainers are sorted by class: all Fishers are in a group, all Youngsters are in another group, and so on. A list of the classes is below:
-
- * 01 Leader [Falkner]
- * 02 Leader [Whitney]
- * 03 Leader [Bugsy]
- * 04 Leader [Morty]
- * 05 Leader [Pryce]
- * 06 Leader [Jasmine]
- * 07 Leader [Chuck]
- * 08 Leader [Clair]
- * 09 Silver [1]
- * 0A Pokémon Prof.
- * 0B Elite Four [Will]
- * 0C PKMN Trainer [Cal]
- * 0D Elite Four [Bruno]
- * 0E Elite Four [Karen]
- * 0F Elite Four [Koga]
- * 10 Champion
- * 11 Leader [Brock]
- * 12 Leader [Misty]
- * 13 Leader [Lt.Surge]
- * 14 Scientist
- * 15 Leader [Erika]
- * 16 Youngster
- * 17 Schoolboy
- * 18 Bird Keeper
- * 19 Lass
- * 1A Leader [Janine]
- * 1B Cooltrainer♂
- * 1C Cooltrainer♀
- * 1D Beauty
- * 1E Pokémaniac
- * 1F Rocket [Male Grunt]
- * 20 Gentleman
- * 21 Skier
- * 22 Teacher
- * 23 Leader [Sabrina]
- * 24 Bug Catcher
- * 25 Fisher
- * 26 Swimmer♂
- * 27 Swimmer♀
- * 28 Sailor
- * 29 Super Nerd
- * 2A Silver [2]
- * 2B Guitarist
- * 2C Hiker
- * 2D Biker
- * 2E Leader [Blaine]
- * 2F Burglar
- * 30 Firebreather
- * 31 Juggler
- * 32 Blackbelt
- * 33 Rocket [Male Executive]
- * 34 Psychic
- * 35 Picnicker
- * 36 Camper
- * 37 Rocket [Female Executive]
- * 38 Sage
- * 39 Medium
- * 3A Boarder
- * 3B Pokéfan [Male]
- * 3C Kimono Girl
- * 3D Twins
- * 3E Pokéfan [Female]
- * 3F PKMN Trainer [Red]
- * 40 Leader [Blue]
- * 41 Officer
- * 42 Rocket [Female Grunt]
- * 43 Mysticalman [Eusine] (Crystal only)
-
-To find where each group is stored, follow its two‐byte pointer from the array at offset 0x3993E (Gold/Silver) or 0x39999 (Crystal).
-
-Next, load the table file in your hex editor and search for the trainer’s name. You should be taken immediately to the trainer data, which is stored like this:
-
- <Trainer Name> <0x50> <Data type> <Pokémon Data>+ <0xFF>
-
-The Pokémon data format varies based on the Data Type.
-
- * Data type <0x00>: Pokémon Data is &lt;Level> &lt;Species>. Used by most trainers.
- * Data type <0x01>: Pokémon Data is &lt;Level> &lt;Pokémon> &lt;Move1> &lt;Move2> &lt;Move3> &lt;Move4>. Used often for Gym Leaders.
- * Data type <0x02>: Pokémon Data is &lt;Level> &lt;Pokémon> &lt;Held Item>. Used mainly by Pokéfans.
- * Data type <0x03>: Pokémon Data is &lt;Level> &lt;Pokémon> &lt;Held Item> &lt;Move1> &lt;Move2> &lt;Move3> &lt;Move4>. Used by a few Cooltrainers.
-
-# Example 1
-
-I want to replace Youngster Mikey’s Rattata with a Pikachu. I see the bytes 0xA4 0x5D at [0x3993E + (0x16 − 1) × 2 = 0x39968], so Youngsters are kept at offset 0x39DA4. I go there and search for “MIKEY”, winding up at 0x39DAD.
-
-The bytes there are:
-
- 8c 88 8a 84 98 50 00 02 10 04 13 ff
-
-Which translate to:
-
- * MIKEY
- * 0x50
- * Data type 0x00
- * Level 2 Pidgey
- * Level 4 Rattata
-
-So I replace the 0x13 representing Rattata with 0x19 for Pikachu.
-
-# Example 2
-
-I want to give Falkner a Hoothoot. Falkner’s class is the first, so I follow the pointer at 0x3993E to 0x399C2. Since there is only one Falkner, the data here are what I want to change:
-
- 85 80 8b 8a 8d 84 91 50 01 07 10 21 bd 00 00 09 11 21 bd 10 00 ff
-
- * FALKNER
- * 0x50
- * Data type 0x01
- * Level 7 Pidgey: Tackle, Sand‐Attack
- * Level 9 Pidgeotto: Tackle, Sand‐Attack, Mud Slap
-
-I just need to add some Hoothoot data near the end:
-
- 85 80 8b 8a 8d 84 91 50 01 07 10 21 bd 00 00 09 11 21 bd 10 00 0a a3 21 2d c1 00 ff
-
-But wait! This is longer than the original, so just adding those bytes will make the data clash with Whitney’s data at 0x399D8. Instead, I put Falkner’s new trainer data in some free space in the same bank: offset 0x3B800. Then I change the pointer at 0x3993E to 00 78 in order to point to it.
diff --git a/GSC/blockdata.png b/GSC/blockdata.png
deleted file mode 100644
index 5fbb4a2..0000000
--- a/GSC/blockdata.png
+++ /dev/null
Binary files differ
diff --git a/GSC/connections.mdwn b/GSC/connections.mdwn
deleted file mode 100644
index 0c76c29..0000000
--- a/GSC/connections.mdwn
+++ /dev/null
@@ -1,103 +0,0 @@
-
-# definitions
-
-*strip pointer* is the address of the first tile drawn from the blockdata of the new map that appears in a connection strip. Strips are always drawn starting from the top-left.
-
-*strip destination* is the address of the first tile of the connection strip on the current map struct. The strip destination for a given connection will point to the location in the $c800 map to start drawing the connection strip.
-
-*connection strip length* is the height of the strip in east/west connections, and the width of the strip in north/south connections. The opposite dimension is 3 blocks.
-
-*window block* is the address of the block in the new map struct that is supposed to be at the top-left of the screen when you enter the new map. This is used as a reference to draw new tiles to the bg map. Vertical (east/west) and horizontal (north/south) distance from the edge of the map are factored in at runtime.
-
-*x offset* and *y offset* adjust the player's position when entering the new map. This generally means placing the player at the opposite end of the map in the direction they entered from.
-
-# diagram
-
-<img src="/GSC/blockdata.png" />
-
-(it's from <a href="https://sites.google.com/site/tauwasser/blockdata.png">tauwasser</a>)
-
-# blockdata addresses
-
-Here's a handy cheat sheet for common addresses used when making connections. Note that there is a 3 block border around the current map at all times.
-
-* top left block of top left 3x3 is $c800
-* top left block of top 3xw is $c800 + 3
-* top left block of top right 3x3 is $c800 + 3 + w
-* middle left block of top left 3x3 is $c800 + 3 + w + 3
-* middle left block of top 3xw is $c800 + 3 + w + 3 + 3
-* middle left block of top right 3x3 is $c800 + 3 + w + 3 + 3 + w
-* bottom left block of top left 3x3 is $c800 + 3 + w + 3 + 3 + w + 3
-* bottom left block of top 3xw is $c800 + 3 + w + 3 + 3 + w + 3 + 3
-* bottom left block of top right 3x3 is $c800 + 3 + w + 3 + 3 + w + 3 + 3 + w
-* top left block of left hx3 is $c800 + 3 + w + 3 + 3 + w + 3 + 3 + w + 3
-
-<table>
-<tr><td><b>block location</b></td><td><b>full expression</b></td><td><b>simplified</b></td></tr>
-<tr><td>top left block of top left 3x3</td><td>$c800</td><td>$c800</td></tr>
-<tr><td>top left block of top 3xw</td><td>$c800 + 3</td><td>$c800 + 3</td></tr>
-<tr><td>top left block of top right 3x3</td><td>$c800 + 3 + w</td><td>$c800 + w + 3</td></tr>
-<tr><td>middle-row leftmost-column block of top left 3x3</td><td>$c800 + 3 + w + 3</td><td>$c800 + w + 6</td></tr>
-<tr><td>middle-row leftmost-column block of top 3xw</td><td>$c800 + 3 + w + 3 + 3</td><td>$c800 + w + 9</td></tr>
-<tr><td>middle-row leftmost-column block of top right 3x3</td><td>$c800 + 3 + w + 3 + 3 + w</td><td>$c800 + (w * 2) + 9</td></tr>
-<tr><td>bottom left block of top left 3x3</td><td>$c800 + 3 + w + 3 + 3 + w + 3</td><td>$c800 + (w * 2) + 12</td></tr>
-<tr><td>bottom left block of top 3xw</td><td>$c800 + 3 + w + 3 + 3 + w + 3 + 3</td><td>$c800 + (w * 2) + 15</td></tr>
-<tr><td>bottom left block of top right 3x3</td><td>$c800 + 3 + w + 3 + 3 + w + 3 + 3 + w</td><td>$c800 + (w * 3) + 15</td></tr>
-<tr><td>top left block of left hx3</td><td>$c800 + 3 + w + 3 + 3 + w + 3 + 3 + w + 3</td><td>$c800 + (w * 3) + 18</td></tr>
-
-<tr><td>top left block of hxw (current map)</td><td>$c800 + 3 + w + 3 + 3 + w + 3 + 3 + w + 3 + 3</td><td>$c800 + (w * 3) + 21</td></tr>
-<tr><td>top left block of right hx3</td><td>$c800 + 3 + w + 3 + 3 + w + 3 + 3 + w + 3 + 3 + w</td><td>$c800 + (w * 4) + 21</td></tr>
-<tr><td>bottom left block of left hx3</td><td>...</td><td>$c800 + (w * 3) + (w * (h - 1)) + (2 * (h * 3)) + 15</td></tr>
-
-<tr><td>bottom left of bottom left 3x3</td><td>$c800 + (2 * (3 * w)) + (2 * (3 * h)) + (w * h) + 36 - 3 - w - 3</td><td>...</td></tr>
-<tr><td>bottom left of bottom 3xw</td><td>$c800 + (2 * (3 * w)) + (2 * (3 * h)) + (w * h) + 36 - 3 - w</td><td>...</td></tr>
-<tr><td>bottom left of bottom right 3x3</td><td>...</td><td>$c800 + (2 * (3 * w)) + (2 * (3 * h)) + (w * h) + 36 - 3</td></tr>
-<tr><td>bottom right block</td><td>...</td><td>$c800 + (2 * (3 * w)) + (2 * (3 * h)) + (w * h) + 36 - 1</td></tr>
-</table>
-
-<div id="20x20" />
-# 20x20 map simplifications
-
-Flush 20x20 maps can be connected to achieve a seamless overworld.
-Take caution to make applicable corners use the same blocks as the opposite diagonal map's border tile.
-
-## North
- ; NORTH to Example
- db GROUP_EXAMPLE, MAP_EXAMPLE
- dw Example_BlockData + EXAMPLE_WIDTH * (EXAMPLE_HEIGHT - 3) ; strip pointer
- dw OverworldMap + 3 ; strip destination
- db EXAMPLE_WIDTH ; strip length
- db EXAMPLE_WIDTH ; connected map width
- db EXAMPLE_HEIGHT * 2 - 1, 0 ; y, x offset
- dw OverworldMap + (EXAMPLE_WIDTH + 6) * (EXAMPLE_HEIGHT) + 1 ; window
-
-## South
- ; SOUTH to Example
- db GROUP_EXAMPLE, MAP_EXAMPLE
- dw Example_BlockData ; strip destination
- dw OverworldMap + (EXAMPLE_WIDTH + 6) * (EXAMPLE_HEIGHT + 3) + 3 ; strip location
- db EXAMPLE_WIDTH ; strip length
- db EXAMPLE_WIDTH ; connected map width
- db 0, 0 ; y, x offset
- dw OverworldMap + EXAMPLE_WIDTH + 6 + 1 ; window
-
-## West
- ; WEST to Example
- db GROUP_EXAMPLE, MAP_EXAMPLE
- dw Example_BlockData + EXAMPLE_WIDTH - 3 ; strip pointer
- dw OverworldMap + (EXAMPLE_WIDTH + 6) * 3 ; strip destination
- db EXAMPLE_HEIGHT ; strip length
- db EXAMPLE_WIDTH ; connected map width
- db 0, EXAMPLE_WIDTH * 2 - 1 ; y, x offset
- dw OverworldMap + EXAMPLE_WIDTH * 2 + 6 ; window
-
-## East
- ; EAST to Example
- db GROUP_EXAMPLE, MAP_EXAMPLE
- dw Example_BlockData ; strip pointer
- dw OverworldMap + (EXAMPLE_WIDTH + 6) * 4 - 3 ; strip destination
- db EXAMPLE_HEIGHT ; strip length
- db EXAMPLE_WIDTH ; connected map width
- db 0, 0 ; y, x offset
- dw OverworldMap + EXAMPLE_WIDTH + 6 + 1
-
diff --git a/GameFreak_Dev.mdwn b/GameFreak_Dev.mdwn
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--- a/GameFreak_Dev.mdwn
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@@ -1,5 +0,0 @@
-This page documents various interesting facts about the Game Freak dev process.
-
-Most of Gold and Silver’s music was created on an Amiga, converted to MIDI, and reconverted to the GSC music format. Some songs, though, like the Unown radio music, were created by hand directly in the GSC music format. (source: [masuda’s blog](http://www.gamefreak.co.jp/blog/dir_english/?p=185))
-
-During Red and Green’s development, Satoru Iwata wrote the tools for graphics compression. Later, he converted the battle engine to Pokémon Stadium. (source: [Iwata Asks interview](http://iwataasks.nintendo.com/interviews/#/ds/pokemon/0/0))
diff --git a/RGBY/Battle_Animations.mdwn b/RGBY/Battle_Animations.mdwn
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-# Battle Animations
-
-* [[RGBY/Battle Animations/Animations List]]
-* [[RGBY/Battle Animations/Subanimations List]]
-* [[RGBY/Battle Animations/Frame Blocks List]]
-* [[RGBY/Battle Animations/Special Effects List]]
-
-Tile Patterns 1: 1E:41FE - 46ED
-Tile Patterns 2: 1E:46EE - 4BDD
-
-## Animations format
-
-1E:607D - Table of pointers. There are 0xCB entries, one for each animation.
-
-Each of these pointers points to a sequence of “special effects” and “subanimations.”
-
-There are two types of commands that can occur in the sequence.
-
-The first type just calls a specific ASM function (a special effect).
-
-The second type is played by RealPlayAnimation (1E:4E53) and is a sequence of images (a subanimation). It is made up of “frame blocks”. Note that RealPlayAnimation calls a function that may call an additional ASM function depending on the animation ID (not subanimation ID) after each “frame block”.
-
-The format here is also follows.
-
-If byte 0 is 0xC0 or greater, then it is a special effect.
-
-Format:
-
-* byte 0: special effect ID (from 0xD8 to 0xFE inclusive)
-* byte 1: sound ID
-
-## Special effects format
-
-There is a table for special effect functions at 1E:50DA.
-
-Format:
-
-* byte 0: special effect ID
-* bytes 1-2: address of function
-
-If byte 0 is less than 0xC0, then it is a sequence of images (sprites).
-
-Format:
-
-* byte 0
- * bits 0-5: duration of each frame within subanimation (in terms of screen refreshes)
- * bits 6-7: select tile pattern data
-* byte 1: sound ID
-* byte 2: subanimation ID
-
-## Subanimations format
-
-1E:676D - Table of pointers. These are the “subanimations”. There are 0x56 of them.
-
-Format:
-
-* byte 0
- * bits 0-4: number of “frame blocks”
- * bits 5-7: “type”
-
-The type controls how the subanimation changes depending on whether the player or enemy attacks.
-
-* 00: no difference between player and enemy attacking
-* 01: when an enemy attacks, flip the entire battle animation layer across the screen horizontally and vertically
-* 02: when an enemy attacks, flip the entire battle animation layer across the screen horizontally and translate it downwards by 40 pixels
-* 03: when an enemy attacks, flip the base coordinates across the screen horizontally and vertically (this translates the image but does not mirror it)
-* 04: when an enemy attacks, do the animation in reverse order
-* 05: when the player attacks, flip the entire battle animation layer across the screen horizontally and translate it downwards by 40 pixels (i.e. behave as though the player is the enemy and the mode is 2)
-* Values 6 and 7 are unused.
-
-The first byte is followed by a list of subentries, the amount of which is indicated in bits 0-4 of byte 0.
-
-Subentry Format:
-
-* byte 0: “frame block” ID
-* byte 1: Base Coordinate ID
-* byte 2: mode
- * 00: usual mode; normal delay and clear the animation layer after
- * 02: no delay and no clearing the animation layer; this is useful for drawing bigger objects
- * 03: normal delay, but no clearing the animation layer
- * 04: normal delay, but no clearing the animation layer; makes this “frame block” temporary, such that the next “frame block” will overwrite it
- * All other mode values are unused and behave like 00.
-
-## Frame blocks format
-
-1E:6F74 - Table of pointers. These are the “frame blocks”. There are 0x7A of them.
-
-Each “frame block” is a block of tiles. Subanimations consist of drawing these blocks at various screen positions in sequence. Multiple frame blocks can be combined to form larger objects if the appropriate mode is used.
-
-Frame Block Format:
-
-The first byte is the number of tiles within the block. Each tile has a subentry.
-
-Subentry Format:
-
-These follow the format in OAM. Note that these values are not copied directly and may be modified before written into OAM.
-
-* byte 0: Y offset from base coordinate of block
-* byte 1: X offset from base coordinate of block
-* byte 2: tile ID (0x31 (the base of the battle animation tiles) is added to this value)
-* byte 3: flags
- * bit 5: X flip
- * bit 6: Y flip
-
-### Frame block coordinates
-
-1E:7C85 - Coordinate pairs.
-
-These are used as base coordinates for “frame blocks”.
-
-Format:
-
-* byte 0: Y
-* byte 1: X
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diff --git a/RGBY/Battle_Animations/Animations_List.mdwn b/RGBY/Battle_Animations/Animations_List.mdwn
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index e1ab05b..0000000
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@@ -1,1298 +0,0 @@
-# Battle Animations
-
-## Animation 0x01
-POUND
-
-* Subanimation, ID: 0x01, Frame Duration: 8, Sound: 0x00, Tiles Select: 0
-
-## Animation 0x02
-KARATE_CHOP
-
-* Subanimation, ID: 0x03, Frame Duration: 8, Sound: 0x01, Tiles Select: 0
-
-## Animation 0x03
-DOUBLESLAP
-
-* Subanimation, ID: 0x01, Frame Duration: 5, Sound: 0x02, Tiles Select: 0
-* Subanimation, ID: 0x01, Frame Duration: 5, Sound: 0x02, Tiles Select: 0
-
-## Animation 0x04
-COMET_PUNCH
-
-* Subanimation, ID: 0x02, Frame Duration: 4, Sound: 0x03, Tiles Select: 0
-* Subanimation, ID: 0x02, Frame Duration: 4, Sound: 0x03, Tiles Select: 0
-
-## Animation 0x05
-MEGA_PUNCH
-
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x04, Tiles Select: 1
-
-## Animation 0x06
-PAY_DAY
-
-* Subanimation, ID: 0x01, Frame Duration: 8, Sound: 0x00, Tiles Select: 0
-* Subanimation, ID: 0x52, Frame Duration: 4, Sound: 0x05, Tiles Select: 0
-
-## Animation 0x07
-FIRE_PUNCH
-
-* Subanimation, ID: 0x02, Frame Duration: 6, Sound: 0x06, Tiles Select: 0
-* Subanimation, ID: 0x11, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-
-## Animation 0x08
-ICE_PUNCH
-
-* Subanimation, ID: 0x02, Frame Duration: 6, Sound: 0x07, Tiles Select: 0
-* Subanimation, ID: 0x2F, Frame Duration: 16, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0x09
-THUNDERPUNCH
-
-* Subanimation, ID: 0x02, Frame Duration: 6, Sound: 0x08, Tiles Select: 0
-* Special Effect, ID: 0xFD, Sound: 0xFF
-* Subanimation, ID: 0x2B, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x0A
-SCRATCH
-
-* Subanimation, ID: 0x0F, Frame Duration: 6, Sound: 0x09, Tiles Select: 0
-
-## Animation 0x0B
-VICEGRIP
-
-* Subanimation, ID: 0x2A, Frame Duration: 8, Sound: 0x0A, Tiles Select: 0
-
-## Animation 0x0C
-GUILLOTINE
-
-* Subanimation, ID: 0x2A, Frame Duration: 6, Sound: 0x0B, Tiles Select: 0
-
-## Animation 0x0D
-RAZOR_WIND
-
-* Subanimation, ID: 0x16, Frame Duration: 4, Sound: 0x0C, Tiles Select: 0
-
-## Animation 0x0E
-SWORDS_DANCE
-
-* Subanimation, ID: 0x18, Frame Duration: 6, Sound: 0x0D, Tiles Select: 1
-* Subanimation, ID: 0x18, Frame Duration: 6, Sound: 0x0D, Tiles Select: 1
-* Subanimation, ID: 0x18, Frame Duration: 6, Sound: 0x0D, Tiles Select: 1
-
-## Animation 0x0F
-CUT
-
-* Special Effect, ID: 0xFE, Sound: 0x0E
-* Subanimation, ID: 0x16, Frame Duration: 4, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0x10
-GUST
-
-* Subanimation, ID: 0x10, Frame Duration: 6, Sound: 0x0F, Tiles Select: 1
-* Subanimation, ID: 0x02, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0x11
-WING_ATTACK
-
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x10, Tiles Select: 1
-
-## Animation 0x12
-WHIRLWIND
-
-* Subanimation, ID: 0x10, Frame Duration: 6, Sound: 0x11, Tiles Select: 1
-* Special Effect, ID: 0xDB, Sound: 0xFF
-
-## Animation 0x13
-FLY
-
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x12, Tiles Select: 1
-* Special Effect, ID: 0xDD, Sound: 0xFF
-
-## Animation 0x14
-BIND
-
-* Subanimation, ID: 0x23, Frame Duration: 4, Sound: 0x13, Tiles Select: 0
-* Subanimation, ID: 0x23, Frame Duration: 4, Sound: 0x13, Tiles Select: 0
-
-## Animation 0x15
-SLAM
-
-* Subanimation, ID: 0x02, Frame Duration: 6, Sound: 0x14, Tiles Select: 0
-
-## Animation 0x16
-VINE_WHIP
-
-* Subanimation, ID: 0x16, Frame Duration: 1, Sound: 0x15, Tiles Select: 0
-* Subanimation, ID: 0x01, Frame Duration: 8, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0x17
-STOMP
-
-* Subanimation, ID: 0x05, Frame Duration: 8, Sound: 0x16, Tiles Select: 1
-
-## Animation 0x18
-DOUBLE_KICK
-
-* Subanimation, ID: 0x01, Frame Duration: 8, Sound: 0x17, Tiles Select: 0
-* Subanimation, ID: 0x01, Frame Duration: 8, Sound: 0x17, Tiles Select: 0
-
-## Animation 0x19
-MEGA_KICK
-
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x18, Tiles Select: 1
-
-## Animation 0x1A
-JUMP_KICK
-
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x19, Tiles Select: 1
-
-## Animation 0x1B
-ROLLING_KICK
-
-* Special Effect, ID: 0xFE, Sound: 0x1A
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-
-## Animation 0x1C
-SAND_ATTACK
-
-* Subanimation, ID: 0x28, Frame Duration: 6, Sound: 0x1B, Tiles Select: 1
-
-## Animation 0x1D
-HEADBUTT
-
-* Subanimation, ID: 0x05, Frame Duration: 6, Sound: 0x1C, Tiles Select: 1
-
-## Animation 0x1E
-HORN_ATTACK
-
-* Subanimation, ID: 0x45, Frame Duration: 6, Sound: 0x1D, Tiles Select: 0
-* Subanimation, ID: 0x05, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-
-## Animation 0x1F
-FURY_ATTACK
-
-* Subanimation, ID: 0x46, Frame Duration: 2, Sound: 0x1E, Tiles Select: 0
-* Subanimation, ID: 0x46, Frame Duration: 2, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0x20
-HORN_DRILL
-
-* Subanimation, ID: 0x05, Frame Duration: 2, Sound: 0x1F, Tiles Select: 1
-* Subanimation, ID: 0x05, Frame Duration: 2, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x05, Frame Duration: 2, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x05, Frame Duration: 2, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x05, Frame Duration: 2, Sound: 0xFF, Tiles Select: 1
-
-## Animation 0x21
-TACKLE
-
-* Special Effect, ID: 0xF2, Sound: 0x48
-* Special Effect, ID: 0xF1, Sound: 0xFF
-
-## Animation 0x22
-BODY_SLAM
-
-* Special Effect, ID: 0xF2, Sound: 0x48
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xF1, Sound: 0xFF
-
-## Animation 0x23
-WRAP
-
-* Subanimation, ID: 0x23, Frame Duration: 4, Sound: 0x22, Tiles Select: 0
-* Subanimation, ID: 0x23, Frame Duration: 4, Sound: 0x22, Tiles Select: 0
-* Subanimation, ID: 0x23, Frame Duration: 4, Sound: 0x22, Tiles Select: 0
-
-## Animation 0x24
-TAKE_DOWN
-
-* Special Effect, ID: 0xF2, Sound: 0x48
-* Special Effect, ID: 0xFE, Sound: 0x23
-* Special Effect, ID: 0xF1, Sound: 0xFF
-
-## Animation 0x25
-THRASH
-
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x24, Tiles Select: 1
-
-## Animation 0x26
-DOUBLE_EDGE
-
-* Special Effect, ID: 0xF0, Sound: 0x48
-* Subanimation, ID: 0x2D, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xFC, Sound: 0xFF
-* Special Effect, ID: 0xF2, Sound: 0xFF
-* Special Effect, ID: 0xFE, Sound: 0x25
-* Special Effect, ID: 0xF1, Sound: 0xFF
-
-## Animation 0x27
-TAIL_WHIP
-
-* Special Effect, ID: 0xF2, Sound: 0x84
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xF1, Sound: 0x84
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xF2, Sound: 0x84
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xF1, Sound: 0x84
-
-## Animation 0x28
-POISON_STING
-
-* Subanimation, ID: 0x00, Frame Duration: 6, Sound: 0x27, Tiles Select: 0
-
-## Animation 0x29
-TWINEEDLE
-
-* Subanimation, ID: 0x01, Frame Duration: 5, Sound: 0x28, Tiles Select: 0
-* Subanimation, ID: 0x01, Frame Duration: 5, Sound: 0x28, Tiles Select: 0
-
-## Animation 0x2A
-PIN_MISSILE
-
-* Subanimation, ID: 0x01, Frame Duration: 3, Sound: 0x29, Tiles Select: 0
-
-## Animation 0x2B
-LEER
-
-* Special Effect, ID: 0xFD, Sound: 0x48
-* Special Effect, ID: 0xFE, Sound: 0x2A
-* Special Effect, ID: 0xFE, Sound: 0x2A
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x2C
-BITE
-
-* Subanimation, ID: 0x02, Frame Duration: 8, Sound: 0x2B, Tiles Select: 0
-
-## Animation 0x2D
-GROWL
-
-* Subanimation, ID: 0x12, Frame Duration: 6, Sound: 0x2C, Tiles Select: 1
-
-## Animation 0x2E
-ROAR
-
-* Subanimation, ID: 0x15, Frame Duration: 6, Sound: 0x2D, Tiles Select: 1
-* Subanimation, ID: 0x15, Frame Duration: 6, Sound: 0x2D, Tiles Select: 1
-* Subanimation, ID: 0x15, Frame Duration: 6, Sound: 0x2D, Tiles Select: 1
-
-## Animation 0x2F
-SING
-
-* Subanimation, ID: 0x12, Frame Duration: 6, Sound: 0x2E, Tiles Select: 1
-* Subanimation, ID: 0x40, Frame Duration: 16, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x40, Frame Duration: 16, Sound: 0xFF, Tiles Select: 1
-
-## Animation 0x30
-SUPERSONIC
-
-* Subanimation, ID: 0x31, Frame Duration: 6, Sound: 0x2F, Tiles Select: 0
-
-## Animation 0x31
-SONICBOOM
-
-* Subanimation, ID: 0x15, Frame Duration: 6, Sound: 0x2D, Tiles Select: 1
-* Subanimation, ID: 0x15, Frame Duration: 6, Sound: 0x2D, Tiles Select: 1
-* Subanimation, ID: 0x10, Frame Duration: 6, Sound: 0x0F, Tiles Select: 1
-* Subanimation, ID: 0x05, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-
-## Animation 0x32
-DISABLE
-
-* Special Effect, ID: 0xFD, Sound: 0x48
-* Special Effect, ID: 0xFE, Sound: 0x2A
-* Special Effect, ID: 0xFE, Sound: 0x2A
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x33
-ACID
-
-* Subanimation, ID: 0x13, Frame Duration: 6, Sound: 0x32, Tiles Select: 1
-* Subanimation, ID: 0x14, Frame Duration: 6, Sound: 0x32, Tiles Select: 1
-
-## Animation 0x34
-EMBER
-
-* Subanimation, ID: 0x11, Frame Duration: 6, Sound: 0x33, Tiles Select: 1
-
-## Animation 0x35
-FLAMETHROWER
-
-* Subanimation, ID: 0x1F, Frame Duration: 6, Sound: 0x34, Tiles Select: 1
-* Subanimation, ID: 0x0C, Frame Duration: 6, Sound: 0x34, Tiles Select: 1
-* Subanimation, ID: 0x0D, Frame Duration: 6, Sound: 0x34, Tiles Select: 1
-
-## Animation 0x36
-MIST
-
-* Special Effect, ID: 0xF0, Sound: 0xFF
-* Special Effect, ID: 0xFA, Sound: 0x38
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x37
-WATER_GUN
-
-* Subanimation, ID: 0x2C, Frame Duration: 6, Sound: 0x36, Tiles Select: 0
-
-## Animation 0x38
-HYDRO_PUMP
-
-* Subanimation, ID: 0x1A, Frame Duration: 6, Sound: 0x37, Tiles Select: 0
-* Subanimation, ID: 0x1A, Frame Duration: 6, Sound: 0x37, Tiles Select: 0
-
-## Animation 0x39
-SURF
-
-* Special Effect, ID: 0xFA, Sound: 0x38
-* Subanimation, ID: 0x1A, Frame Duration: 6, Sound: 0x37, Tiles Select: 0
-
-## Animation 0x3A
-ICE_BEAM
-
-* Subanimation, ID: 0x2E, Frame Duration: 3, Sound: 0x39, Tiles Select: 0
-* Subanimation, ID: 0x2F, Frame Duration: 16, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0x3B
-BLIZZARD
-
-* Subanimation, ID: 0x38, Frame Duration: 4, Sound: 0x3A, Tiles Select: 0
-* Subanimation, ID: 0x38, Frame Duration: 4, Sound: 0x37, Tiles Select: 0
-
-## Animation 0x3C
-PSYBEAM
-
-* Subanimation, ID: 0x2E, Frame Duration: 3, Sound: 0x3B, Tiles Select: 0
-* Special Effect, ID: 0xF8, Sound: 0xFF
-
-## Animation 0x3D
-BUBBLEBEAM
-
-* Subanimation, ID: 0x35, Frame Duration: 18, Sound: 0x3C, Tiles Select: 0
-
-## Animation 0x3E
-AURORA_BEAM
-
-* Subanimation, ID: 0x2E, Frame Duration: 3, Sound: 0x3D, Tiles Select: 0
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-
-## Animation 0x3F
-HYPER_BEAM
-
-* Special Effect, ID: 0xFD, Sound: 0x48
-* Special Effect, ID: 0xE2, Sound: 0xFF
-* Subanimation, ID: 0x2E, Frame Duration: 2, Sound: 0x3E, Tiles Select: 0
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x04, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x40
-PECK
-
-* Subanimation, ID: 0x01, Frame Duration: 8, Sound: 0x3F, Tiles Select: 0
-
-## Animation 0x41
-DRILL_PECK
-
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x40, Tiles Select: 1
-
-## Animation 0x42
-SUBMISSION
-
-* Special Effect, ID: 0xF4, Sound: 0x41
-* Subanimation, ID: 0x01, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xDD, Sound: 0xFF
-
-## Animation 0x43
-LOW_KICK
-
-* Special Effect, ID: 0xF4, Sound: 0x42
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xDD, Sound: 0xFF
-
-## Animation 0x44
-COUNTER
-
-* Special Effect, ID: 0xF4, Sound: 0x43
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xDD, Sound: 0xFF
-
-## Animation 0x45
-SEISMIC_TOSS
-
-* Special Effect, ID: 0xDE, Sound: 0xFF
-* Subanimation, ID: 0x4E, Frame Duration: 1, Sound: 0x8B, Tiles Select: 1
-* Special Effect, ID: 0xDF, Sound: 0xFF
-* Special Effect, ID: 0xF4, Sound: 0xFF
-* Subanimation, ID: 0x4F, Frame Duration: 2, Sound: 0x44, Tiles Select: 1
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xDD, Sound: 0xFF
-* Subanimation, ID: 0x50, Frame Duration: 1, Sound: 0x44, Tiles Select: 1
-* Special Effect, ID: 0xDC, Sound: 0xFF
-* Special Effect, ID: 0xFB, Sound: 0xFF
-
-## Animation 0x46
-STRENGTH
-
-* Special Effect, ID: 0xF2, Sound: 0x48
-* Special Effect, ID: 0xF1, Sound: 0xFF
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x06, Tiles Select: 1
-
-## Animation 0x47
-ABSORB
-
-* Special Effect, ID: 0xF0, Sound: 0x46
-* Subanimation, ID: 0x21, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-* Subanimation, ID: 0x22, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x48
-MEGA_DRAIN
-
-* Special Effect, ID: 0xF0, Sound: 0x47
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Subanimation, ID: 0x21, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-* Subanimation, ID: 0x22, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x49
-LEECH_SEED
-
-* Subanimation, ID: 0x1B, Frame Duration: 6, Sound: 0x48, Tiles Select: 1
-* Subanimation, ID: 0x1C, Frame Duration: 21, Sound: 0x4D, Tiles Select: 1
-
-## Animation 0x4A
-GROWTH
-
-* Special Effect, ID: 0xF0, Sound: 0x49
-* Special Effect, ID: 0xE2, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x4B
-RAZOR_LEAF
-
-* Special Effect, ID: 0xE7, Sound: 0x4A
-* Subanimation, ID: 0x44, Frame Duration: 1, Sound: 0x80, Tiles Select: 1
-* Subanimation, ID: 0x16, Frame Duration: 1, Sound: 0x0C, Tiles Select: 0
-
-## Animation 0x4C
-SOLARBEAM
-
-* Subanimation, ID: 0x2E, Frame Duration: 6, Sound: 0x4B, Tiles Select: 0
-* Subanimation, ID: 0x01, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0x4D
-POISONPOWDER
-
-* Subanimation, ID: 0x36, Frame Duration: 6, Sound: 0x4C, Tiles Select: 0
-
-## Animation 0x4E
-STUN_SPORE
-
-* Subanimation, ID: 0x36, Frame Duration: 6, Sound: 0x4D, Tiles Select: 0
-
-## Animation 0x4F
-SLEEP_POWDER
-
-* Subanimation, ID: 0x36, Frame Duration: 6, Sound: 0x4E, Tiles Select: 0
-
-## Animation 0x50
-PETAL_DANCE
-
-* Special Effect, ID: 0xF0, Sound: 0x4F
-* Special Effect, ID: 0xE6, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x51
-STRING_SHOT
-
-* Subanimation, ID: 0x37, Frame Duration: 8, Sound: 0x50, Tiles Select: 0
-
-## Animation 0x52
-DRAGON_RAGE
-
-* Subanimation, ID: 0x1F, Frame Duration: 6, Sound: 0x51, Tiles Select: 1
-* Subanimation, ID: 0x0C, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x0D, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x0E, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-
-## Animation 0x53
-FIRE_SPIN
-
-* Subanimation, ID: 0x0C, Frame Duration: 6, Sound: 0x52, Tiles Select: 1
-* Subanimation, ID: 0x0D, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x0E, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-
-## Animation 0x54
-THUNDERSHOCK
-
-* Subanimation, ID: 0x29, Frame Duration: 2, Sound: 0x53, Tiles Select: 1
-
-## Animation 0x55
-THUNDERBOLT
-
-* Subanimation, ID: 0x29, Frame Duration: 1, Sound: 0x54, Tiles Select: 1
-* Subanimation, ID: 0x29, Frame Duration: 1, Sound: 0x54, Tiles Select: 1
-
-## Animation 0x56
-THUNDER_WAVE
-
-* Subanimation, ID: 0x29, Frame Duration: 2, Sound: 0x55, Tiles Select: 1
-* Subanimation, ID: 0x23, Frame Duration: 2, Sound: 0xFF, Tiles Select: 0
-* Subanimation, ID: 0x23, Frame Duration: 4, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0x57
-THUNDER
-
-* Special Effect, ID: 0xFD, Sound: 0x56
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Subanimation, ID: 0x2B, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Subanimation, ID: 0x29, Frame Duration: 2, Sound: 0x54, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x58
-ROCK_THROW
-
-* Subanimation, ID: 0x30, Frame Duration: 4, Sound: 0x57, Tiles Select: 0
-
-## Animation 0x59
-EARTHQUAKE
-
-* Special Effect, ID: 0xFB, Sound: 0x58
-* Special Effect, ID: 0xFB, Sound: 0x58
-
-## Animation 0x5A
-FISSURE
-
-* Special Effect, ID: 0xFE, Sound: 0x59
-* Special Effect, ID: 0xFB, Sound: 0xFF
-* Special Effect, ID: 0xFE, Sound: 0x59
-* Special Effect, ID: 0xFB, Sound: 0xFF
-
-## Animation 0x5B
-DIG
-
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x5A, Tiles Select: 1
-* Special Effect, ID: 0xF7, Sound: 0xFF
-
-## Animation 0x5C
-TOXIC
-
-* Special Effect, ID: 0xFA, Sound: 0x38
-* Subanimation, ID: 0x14, Frame Duration: 6, Sound: 0x5B, Tiles Select: 1
-
-## Animation 0x5D
-CONFUSION
-
-* Special Effect, ID: 0xF8, Sound: 0x5C
-
-## Animation 0x5E
-PSYCHIC_M
-
-* Special Effect, ID: 0xF8, Sound: 0x5D
-* Special Effect, ID: 0xD8, Sound: 0xFF
-
-## Animation 0x5F
-HYPNOSIS
-
-* Special Effect, ID: 0xF8, Sound: 0x5E
-
-## Animation 0x60
-MEDITATE
-
-* Special Effect, ID: 0xF0, Sound: 0x5F
-* Subanimation, ID: 0x43, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x61
-AGILITY
-
-* Special Effect, ID: 0xF0, Sound: 0x60
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x62
-QUICK_ATTACK
-
-* Special Effect, ID: 0xF4, Sound: 0x61
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xDD, Sound: 0xFF
-
-## Animation 0x63
-RAGE
-
-* Subanimation, ID: 0x01, Frame Duration: 6, Sound: 0x62, Tiles Select: 0
-
-## Animation 0x64
-TELEPORT
-
-* Special Effect, ID: 0xEE, Sound: 0x63
-* Special Effect, ID: 0xED, Sound: 0xFF
-
-## Animation 0x65
-NIGHT_SHADE
-
-* Special Effect, ID: 0xF8, Sound: 0x5C
-* Special Effect, ID: 0xD8, Sound: 0xFF
-
-## Animation 0x66
-MIMIC
-
-* Subanimation, ID: 0x21, Frame Duration: 6, Sound: 0x65, Tiles Select: 1
-* Subanimation, ID: 0x22, Frame Duration: 6, Sound: 0x65, Tiles Select: 1
-
-## Animation 0x67
-SCREECH
-
-* Subanimation, ID: 0x12, Frame Duration: 6, Sound: 0x66, Tiles Select: 1
-
-## Animation 0x68
-DOUBLE_TEAM
-
-* Special Effect, ID: 0xFD, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-* Special Effect, ID: 0xDA, Sound: 0x67
-* Special Effect, ID: 0xDD, Sound: 0xFF
-* Subanimation, ID: 0x33, Frame Duration: 6, Sound: 0x6F, Tiles Select: 1
-
-## Animation 0x69
-RECOVER
-
-* Special Effect, ID: 0xF3, Sound: 0x68
-* Special Effect, ID: 0xF0, Sound: 0xFF
-* Special Effect, ID: 0xE2, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x6A
-HARDEN
-
-* Special Effect, ID: 0xF0, Sound: 0x69
-* Subanimation, ID: 0x43, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x6B
-MINIMIZE
-
-* Special Effect, ID: 0xF0, Sound: 0x6A
-* Special Effect, ID: 0xE2, Sound: 0xFF
-* Special Effect, ID: 0xEA, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x6C
-SMOKESCREEN
-
-* Subanimation, ID: 0x28, Frame Duration: 6, Sound: 0x6B, Tiles Select: 1
-* Subanimation, ID: 0x0A, Frame Duration: 4, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xF9, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xFD, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xF9, Sound: 0xFF
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x6D
-CONFUSE_RAY
-
-* Special Effect, ID: 0xFD, Sound: 0x6C
-* Subanimation, ID: 0x3E, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x6E
-WITHDRAW
-
-* Special Effect, ID: 0xF0, Sound: 0x6E
-* Special Effect, ID: 0xF6, Sound: 0xFF
-* Subanimation, ID: 0x51, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xFC, Sound: 0xFF
-* Special Effect, ID: 0xDD, Sound: 0xFF
-
-## Animation 0x6F
-DEFENSE_CURL
-
-* Special Effect, ID: 0xF0, Sound: 0x6E
-* Subanimation, ID: 0x43, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x70
-BARRIER
-
-* Subanimation, ID: 0x33, Frame Duration: 6, Sound: 0x6F, Tiles Select: 1
-* Subanimation, ID: 0x33, Frame Duration: 6, Sound: 0x6F, Tiles Select: 1
-
-## Animation 0x71
-LIGHT_SCREEN
-
-* Special Effect, ID: 0xF0, Sound: 0xFF
-* Subanimation, ID: 0x33, Frame Duration: 6, Sound: 0x70, Tiles Select: 1
-* Subanimation, ID: 0x33, Frame Duration: 6, Sound: 0x70, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x72
-HAZE
-
-* Special Effect, ID: 0xF9, Sound: 0xFF
-* Special Effect, ID: 0xFA, Sound: 0x38
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x73
-REFLECT
-
-* Special Effect, ID: 0xFD, Sound: 0xFF
-* Subanimation, ID: 0x33, Frame Duration: 6, Sound: 0x72, Tiles Select: 1
-* Subanimation, ID: 0x33, Frame Duration: 6, Sound: 0x72, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x74
-FOCUS_ENERGY
-
-* Special Effect, ID: 0xE2, Sound: 0x73
-
-## Animation 0x75
-BIDE
-
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x74, Tiles Select: 1
-
-## Animation 0x76
-METRONOME
-
-* Special Effect, ID: 0xF2, Sound: 0x84
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xF1, Sound: 0x84
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xF2, Sound: 0x84
-* Special Effect, ID: 0xE1, Sound: 0xFF
-* Special Effect, ID: 0xF1, Sound: 0x84
-
-## Animation 0x77
-MIRROR_MOVE
-
-* Subanimation, ID: 0x01, Frame Duration: 8, Sound: 0x76, Tiles Select: 0
-
-## Animation 0x78
-SELFDESTRUCT
-
-* Subanimation, ID: 0x34, Frame Duration: 3, Sound: 0x77, Tiles Select: 1
-
-## Animation 0x79
-EGG_BOMB
-
-* Subanimation, ID: 0x41, Frame Duration: 4, Sound: 0x78, Tiles Select: 1
-* Subanimation, ID: 0x42, Frame Duration: 4, Sound: 0x78, Tiles Select: 1
-
-## Animation 0x7A
-LICK
-
-* Subanimation, ID: 0x14, Frame Duration: 6, Sound: 0x7B, Tiles Select: 1
-
-## Animation 0x7B
-SMOG
-
-* Special Effect, ID: 0xF9, Sound: 0x48
-* Subanimation, ID: 0x19, Frame Duration: 6, Sound: 0x7A, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x7C
-SLUDGE
-
-* Subanimation, ID: 0x13, Frame Duration: 6, Sound: 0x7B, Tiles Select: 1
-* Subanimation, ID: 0x14, Frame Duration: 6, Sound: 0x7B, Tiles Select: 1
-
-## Animation 0x7D
-BONE_CLUB
-
-* Subanimation, ID: 0x02, Frame Duration: 8, Sound: 0x7C, Tiles Select: 0
-
-## Animation 0x7E
-FIRE_BLAST
-
-* Subanimation, ID: 0x1F, Frame Duration: 6, Sound: 0x7D, Tiles Select: 1
-* Subanimation, ID: 0x20, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x20, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x0C, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x0D, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-
-## Animation 0x7F
-WATERFALL
-
-* Special Effect, ID: 0xF6, Sound: 0x48
-* Subanimation, ID: 0x1A, Frame Duration: 6, Sound: 0x37, Tiles Select: 0
-* Subanimation, ID: 0x02, Frame Duration: 8, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xF7, Sound: 0xFF
-
-## Animation 0x80
-CLAMP
-
-* Subanimation, ID: 0x2A, Frame Duration: 8, Sound: 0x7F, Tiles Select: 0
-* Subanimation, ID: 0x23, Frame Duration: 6, Sound: 0x83, Tiles Select: 0
-* Subanimation, ID: 0x23, Frame Duration: 6, Sound: 0x83, Tiles Select: 0
-
-## Animation 0x81
-SWIFT
-
-* Subanimation, ID: 0x3F, Frame Duration: 3, Sound: 0x80, Tiles Select: 1
-
-## Animation 0x82
-SKULL_BASH
-
-* Subanimation, ID: 0x05, Frame Duration: 6, Sound: 0x81, Tiles Select: 1
-
-## Animation 0x83
-SPIKE_CANNON
-
-* Subanimation, ID: 0x04, Frame Duration: 4, Sound: 0x82, Tiles Select: 1
-
-## Animation 0x84
-CONSTRICT
-
-* Subanimation, ID: 0x23, Frame Duration: 6, Sound: 0x83, Tiles Select: 0
-* Subanimation, ID: 0x23, Frame Duration: 6, Sound: 0x83, Tiles Select: 0
-* Subanimation, ID: 0x23, Frame Duration: 6, Sound: 0x83, Tiles Select: 0
-
-## Animation 0x85
-AMNESIA
-
-* Subanimation, ID: 0x25, Frame Duration: 8, Sound: 0x84, Tiles Select: 0
-* Subanimation, ID: 0x25, Frame Duration: 8, Sound: 0x84, Tiles Select: 0
-
-## Animation 0x86
-KINESIS
-
-* Subanimation, ID: 0x01, Frame Duration: 8, Sound: 0x85, Tiles Select: 0
-
-## Animation 0x87
-SOFTBOILED
-
-* Special Effect, ID: 0xE5, Sound: 0x48
-* Subanimation, ID: 0x4C, Frame Duration: 8, Sound: 0x86, Tiles Select: 0
-* Special Effect, ID: 0xF0, Sound: 0xFF
-* Special Effect, ID: 0xE2, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-* Special Effect, ID: 0xDD, Sound: 0xFF
-
-## Animation 0x88
-HI_JUMP_KICK
-
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x87, Tiles Select: 1
-
-## Animation 0x89
-GLARE
-
-* Special Effect, ID: 0xFD, Sound: 0x48
-* Special Effect, ID: 0xFE, Sound: 0x88
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x8A
-DREAM_EATER
-
-* Special Effect, ID: 0xF8, Sound: 0x89
-* Special Effect, ID: 0xFD, Sound: 0x89
-* Subanimation, ID: 0x02, Frame Duration: 8, Sound: 0x89, Tiles Select: 0
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x8B
-POISON_GAS
-
-* Subanimation, ID: 0x19, Frame Duration: 6, Sound: 0x8A, Tiles Select: 1
-
-## Animation 0x8C
-BARRAGE
-
-* Subanimation, ID: 0x41, Frame Duration: 3, Sound: 0x8B, Tiles Select: 1
-* Subanimation, ID: 0x55, Frame Duration: 5, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0x8D
-LEECH_LIFE
-
-* Subanimation, ID: 0x02, Frame Duration: 8, Sound: 0x8C, Tiles Select: 0
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Subanimation, ID: 0x21, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-* Subanimation, ID: 0x22, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xFE, Sound: 0xFF
-
-## Animation 0x8E
-LOVELY_KISS
-
-* Subanimation, ID: 0x12, Frame Duration: 6, Sound: 0x8D, Tiles Select: 0
-
-## Animation 0x8F
-SKY_ATTACK
-
-* Special Effect, ID: 0xEE, Sound: 0x8E
-* Special Effect, ID: 0xED, Sound: 0xFF
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x87, Tiles Select: 1
-* Special Effect, ID: 0xDD, Sound: 0xFF
-
-## Animation 0x90
-TRANSFORM
-
-* Subanimation, ID: 0x21, Frame Duration: 6, Sound: 0x8F, Tiles Select: 1
-* Subanimation, ID: 0x22, Frame Duration: 4, Sound: 0x8F, Tiles Select: 1
-* Subanimation, ID: 0x47, Frame Duration: 8, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xE8, Sound: 0xFF
-
-## Animation 0x91
-BUBBLE
-
-* Subanimation, ID: 0x35, Frame Duration: 22, Sound: 0x90, Tiles Select: 0
-
-## Animation 0x92
-DIZZY_PUNCH
-
-* Subanimation, ID: 0x17, Frame Duration: 6, Sound: 0x91, Tiles Select: 0
-* Subanimation, ID: 0x17, Frame Duration: 6, Sound: 0x91, Tiles Select: 0
-* Subanimation, ID: 0x17, Frame Duration: 6, Sound: 0x91, Tiles Select: 0
-* Subanimation, ID: 0x02, Frame Duration: 6, Sound: 0x02, Tiles Select: 0
-
-## Animation 0x93
-SPORE
-
-* Subanimation, ID: 0x36, Frame Duration: 6, Sound: 0x92, Tiles Select: 0
-
-## Animation 0x94
-FLASH
-
-* Special Effect, ID: 0xF0, Sound: 0x48
-* Special Effect, ID: 0xFE, Sound: 0x88
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0x95
-PSYWAVE
-
-* Subanimation, ID: 0x31, Frame Duration: 6, Sound: 0x2F, Tiles Select: 0
-* Special Effect, ID: 0xD8, Sound: 0x5C
-
-## Animation 0x96
-SPLASH
-
-* Special Effect, ID: 0xEB, Sound: 0x95
-
-## Animation 0x97
-ACID_ARMOR
-
-* Special Effect, ID: 0xE9, Sound: 0x96
-
-## Animation 0x98
-CRABHAMMER
-
-* Subanimation, ID: 0x05, Frame Duration: 6, Sound: 0x97, Tiles Select: 1
-* Subanimation, ID: 0x2A, Frame Duration: 6, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0x99
-EXPLOSION
-
-* Subanimation, ID: 0x34, Frame Duration: 3, Sound: 0x98, Tiles Select: 1
-
-## Animation 0x9A
-FURY_SWIPES
-
-* Subanimation, ID: 0x0F, Frame Duration: 4, Sound: 0x99, Tiles Select: 0
-
-## Animation 0x9B
-BONEMERANG
-
-* Subanimation, ID: 0x02, Frame Duration: 6, Sound: 0x9A, Tiles Select: 0
-
-## Animation 0x9C
-REST
-
-* Subanimation, ID: 0x3A, Frame Duration: 16, Sound: 0x9B, Tiles Select: 0
-* Subanimation, ID: 0x3A, Frame Duration: 16, Sound: 0x9B, Tiles Select: 0
-
-## Animation 0x9D
-ROCK_SLIDE
-
-* Subanimation, ID: 0x1D, Frame Duration: 4, Sound: 0x9C, Tiles Select: 0
-* Subanimation, ID: 0x1E, Frame Duration: 3, Sound: 0x9C, Tiles Select: 0
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0x9D, Tiles Select: 1
-
-## Animation 0x9E
-HYPER_FANG
-
-* Subanimation, ID: 0x02, Frame Duration: 6, Sound: 0x9D, Tiles Select: 0
-
-## Animation 0x9F
-SHARPEN
-
-* Special Effect, ID: 0xF0, Sound: 0x9E
-* Subanimation, ID: 0x43, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFE, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xA0
-CONVERSION
-
-* Special Effect, ID: 0xFE, Sound: 0x9F
-* Subanimation, ID: 0x21, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Subanimation, ID: 0x22, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFE, Sound: 0xFF
-
-## Animation 0xA1
-TRI_ATTACK
-
-* Special Effect, ID: 0xFE, Sound: 0xA0
-* Subanimation, ID: 0x4D, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFE, Sound: 0xFF
-
-## Animation 0xA2
-SUPER_FANG
-
-* Special Effect, ID: 0xFD, Sound: 0x48
-* Subanimation, ID: 0x04, Frame Duration: 6, Sound: 0xA1, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xA3
-SLASH
-
-* Subanimation, ID: 0x0F, Frame Duration: 6, Sound: 0xA2, Tiles Select: 0
-
-## Animation 0xA4
-SUBSTITUTE
-
-* Special Effect, ID: 0xF4, Sound: 0xA3
-* Subanimation, ID: 0x47, Frame Duration: 8, Sound: 0xFF, Tiles Select: 0
-* Special Effect, ID: 0xD9, Sound: 0xFF
-
-## Animation 0xA5
-STRUGGLE
-
-* Subanimation, ID: 0x01, Frame Duration: 8, Sound: 0x00, Tiles Select: 0
-
-## Animation 0xA6
-SHOWPIC_ANIM
-
-* Special Effect, ID: 0xDC, Sound: 0xFF
-
-## Animation 0xA7
-UNKNOWN_A7
-
-* Special Effect, ID: 0xDD, Sound: 0xFF
-
-## Animation 0xA8
-UNKNOWN_A8
-
-* Special Effect, ID: 0xF5, Sound: 0xFF
-
-## Animation 0xA9
-UNKNOWN_A9
-
-* Special Effect, ID: 0xE4, Sound: 0xFF
-
-## Animation 0xAA
-UNKNOWN_AA
-
-* Subanimation, ID: 0x48, Frame Duration: 6, Sound: 0xFF, Tiles Select: 2
-
-## Animation 0xAB
-UNKNOWN_AB
-
-* Subanimation, ID: 0x49, Frame Duration: 4, Sound: 0xFF, Tiles Select: 2
-
-## Animation 0xAC
-UNKNOWN_AC
-
-* Subanimation, ID: 0x4A, Frame Duration: 6, Sound: 0xFF, Tiles Select: 2
-
-## Animation 0xAD
-UNKNOWN_AD
-
-* Subanimation, ID: 0x4B, Frame Duration: 6, Sound: 0xFF, Tiles Select: 2
-
-## Animation 0xAE
-UNKNOWN_AE
-
-* Special Effect, ID: 0xF0, Sound: 0xFF
-* Special Effect, ID: 0xE2, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xAF
-UNKNOWN_AF
-
-* Special Effect, ID: 0xF0, Sound: 0xFF
-* Special Effect, ID: 0xE2, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xB0
-UNKNOWN_B0
-
-* Special Effect, ID: 0xF0, Sound: 0xFF
-* Subanimation, ID: 0x43, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xB1
-UNKNOWN_B1
-
-* Special Effect, ID: 0xF0, Sound: 0xFF
-* Subanimation, ID: 0x43, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xB2
-UNKNOWN_B2
-
-* Special Effect, ID: 0xF9, Sound: 0xFF
-* Special Effect, ID: 0xE2, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xB3
-UNKNOWN_B3
-
-* Special Effect, ID: 0xF9, Sound: 0xFF
-* Special Effect, ID: 0xE2, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xB4
-UNKNOWN_B4
-
-* Special Effect, ID: 0xF9, Sound: 0xFF
-* Subanimation, ID: 0x43, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xB5
-UNKNOWN_B5
-
-* Special Effect, ID: 0xF9, Sound: 0xFF
-* Subanimation, ID: 0x43, Frame Duration: 6, Sound: 0xFF, Tiles Select: 1
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xB6
-UNKNOWN_B6
-
-* Special Effect, ID: 0xF0, Sound: 0xFF
-* Special Effect, ID: 0xEC, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xB7
-UNKNOWN_B7
-
-* Special Effect, ID: 0xF0, Sound: 0xFF
-* Special Effect, ID: 0xEC, Sound: 0xFF
-* Special Effect, ID: 0xFC, Sound: 0xFF
-
-## Animation 0xB8
-UNKNOWN_B8
-
-* Subanimation, ID: 0x24, Frame Duration: 4, Sound: 0x13, Tiles Select: 0
-* Subanimation, ID: 0x24, Frame Duration: 4, Sound: 0x13, Tiles Select: 0
-
-## Animation 0xB9
-UNKNOWN_B9
-
-* Subanimation, ID: 0x24, Frame Duration: 4, Sound: 0x13, Tiles Select: 0
-* Subanimation, ID: 0x24, Frame Duration: 4, Sound: 0x13, Tiles Select: 0
-
-## Animation 0xBA
-UNKNOWN_BA
-
-* Subanimation, ID: 0x27, Frame Duration: 8, Sound: 0x13, Tiles Select: 0
-* Subanimation, ID: 0x27, Frame Duration: 8, Sound: 0x13, Tiles Select: 0
-
-## Animation 0xBB
-UNKNOWN_BB
-
-* Subanimation, ID: 0x27, Frame Duration: 8, Sound: 0x13, Tiles Select: 0
-* Subanimation, ID: 0x27, Frame Duration: 8, Sound: 0x13, Tiles Select: 0
-
-## Animation 0xBC
-UNKNOWN_BC
-
-* Subanimation, ID: 0x3A, Frame Duration: 16, Sound: 0x9B, Tiles Select: 0
-* Subanimation, ID: 0x3A, Frame Duration: 16, Sound: 0x9B, Tiles Select: 0
-
-## Animation 0xBD
-SLP_ANIM
-
-* Subanimation, ID: 0x3B, Frame Duration: 16, Sound: 0x9B, Tiles Select: 0
-* Subanimation, ID: 0x3B, Frame Duration: 16, Sound: 0x9B, Tiles Select: 0
-
-## Animation 0xBE
-UNKNOWN_BE
-
-* Subanimation, ID: 0x25, Frame Duration: 8, Sound: 0x84, Tiles Select: 0
-* Subanimation, ID: 0x25, Frame Duration: 8, Sound: 0x84, Tiles Select: 0
-
-## Animation 0xBF
-CONF_ANIM
-
-* Subanimation, ID: 0x26, Frame Duration: 8, Sound: 0x84, Tiles Select: 0
-* Subanimation, ID: 0x26, Frame Duration: 8, Sound: 0x84, Tiles Select: 0
-
-## Animation 0xC0
-UNKNOWN_C0
-
-* Special Effect, ID: 0xF6, Sound: 0x5A
-
-## Animation 0xC1
-TOSS_ANIM
-
-* Subanimation, ID: 0x06, Frame Duration: 3, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0xC2
-UNKNOWN_C2
-
-* Subanimation, ID: 0x09, Frame Duration: 4, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0xC3
-POOF_ANIM
-
-* Subanimation, ID: 0x0A, Frame Duration: 4, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0xC4
-BLOCKBALL_ANIM
-
-* Subanimation, ID: 0x0B, Frame Duration: 3, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0xC5
-GREATTOSS_ANIM
-
-* Subanimation, ID: 0x07, Frame Duration: 3, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0xC6
-ULTRATOSS_ANIM
-
-* Subanimation, ID: 0x08, Frame Duration: 2, Sound: 0xFF, Tiles Select: 0
-
-## Animation 0xC7
-UNKNOWN_C7
-
-* Special Effect, ID: 0xFB, Sound: 0xFF
-
-## Animation 0xC8
-HIDEPIC_ANIM
-
-* Special Effect, ID: 0xDF, Sound: 0xFF
-
-## Animation 0xC9
-UNKNOWN_C9
-
-* Subanimation, ID: 0x53, Frame Duration: 3, Sound: 0x8B, Tiles Select: 0
-
-## Animation 0xCA
-UNKNOWN_CA
-
-* Subanimation, ID: 0x54, Frame Duration: 3, Sound: 0x8B, Tiles Select: 0
-
-## Animation 0xCB
-UNKNOWN_CB
-
-* Special Effect, ID: 0xD8, Sound: 0xFF
diff --git a/RGBY/Battle_Animations/Frame_Blocks_List.mdwn b/RGBY/Battle_Animations/Frame_Blocks_List.mdwn
deleted file mode 100644
index c16bf1d..0000000
--- a/RGBY/Battle_Animations/Frame_Blocks_List.mdwn
+++ /dev/null
@@ -1,1352 +0,0 @@
-<table>
-<caption>Frame Block 0x00, Num. Subentries: 0</caption>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x01, Num. Subentries: 9</caption>
-<tr><td> 0</td><td> 0</td><td>0x2C</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x2D</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x2C</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x3C</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x3D</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x3C</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x2C</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x2D</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x2C</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x02, Num. Subentries: 16</caption>
-<tr><td> 0</td><td> 0</td><td>0x20</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x21</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x21</td><td>0x20</tr>
-<tr><td>24</td><td> 0</td><td>0x20</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x30</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x31</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x31</td><td>0x20</tr>
-<tr><td>24</td><td> 8</td><td>0x30</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x30</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x31</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x31</td><td>0x60</tr>
-<tr><td>24</td><td>16</td><td>0x30</td><td>0x60</tr>
-<tr><td> 0</td><td>24</td><td>0x20</td><td>0x40</tr>
-<tr><td> 8</td><td>24</td><td>0x21</td><td>0x40</tr>
-<tr><td>16</td><td>24</td><td>0x21</td><td>0x60</tr>
-<tr><td>24</td><td>24</td><td>0x20</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x03, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x02</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x02</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x12</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x12</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x04, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x06</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x07</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x16</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x17</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x05, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x07</td><td>0x20</tr>
-<tr><td> 8</td><td> 0</td><td>0x06</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x17</td><td>0x20</tr>
-<tr><td> 8</td><td> 8</td><td>0x16</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x06, Num. Subentries: 12</caption>
-<tr><td> 8</td><td> 0</td><td>0x23</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x32</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x33</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x23</td><td>0x20</tr>
-<tr><td>16</td><td> 8</td><td>0x33</td><td>0x20</tr>
-<tr><td>24</td><td> 8</td><td>0x32</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x32</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x33</td><td>0x40</tr>
-<tr><td> 8</td><td>24</td><td>0x23</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x33</td><td>0x60</tr>
-<tr><td>24</td><td>16</td><td>0x32</td><td>0x60</tr>
-<tr><td>16</td><td>24</td><td>0x23</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x07, Num. Subentries: 16</caption>
-<tr><td> 0</td><td> 0</td><td>0x20</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x21</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x30</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x31</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x21</td><td>0x20</tr>
-<tr><td>24</td><td> 0</td><td>0x20</td><td>0x20</tr>
-<tr><td>16</td><td> 8</td><td>0x31</td><td>0x20</tr>
-<tr><td>24</td><td> 8</td><td>0x30</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x30</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x31</td><td>0x40</tr>
-<tr><td> 0</td><td>24</td><td>0x20</td><td>0x40</tr>
-<tr><td> 8</td><td>24</td><td>0x21</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x31</td><td>0x60</tr>
-<tr><td>24</td><td>16</td><td>0x30</td><td>0x60</tr>
-<tr><td>16</td><td>24</td><td>0x21</td><td>0x60</tr>
-<tr><td>24</td><td>24</td><td>0x20</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x08, Num. Subentries: 16</caption>
-<tr><td> 0</td><td> 0</td><td>0x20</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x21</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x30</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x31</td><td>0x00</tr>
-<tr><td>24</td><td> 0</td><td>0x21</td><td>0x20</tr>
-<tr><td>32</td><td> 0</td><td>0x20</td><td>0x20</tr>
-<tr><td>24</td><td> 8</td><td>0x31</td><td>0x20</tr>
-<tr><td>32</td><td> 8</td><td>0x30</td><td>0x20</tr>
-<tr><td> 0</td><td>24</td><td>0x30</td><td>0x40</tr>
-<tr><td> 8</td><td>24</td><td>0x31</td><td>0x40</tr>
-<tr><td> 0</td><td>32</td><td>0x20</td><td>0x40</tr>
-<tr><td> 8</td><td>32</td><td>0x21</td><td>0x40</tr>
-<tr><td>24</td><td>24</td><td>0x31</td><td>0x60</tr>
-<tr><td>32</td><td>24</td><td>0x30</td><td>0x60</tr>
-<tr><td>24</td><td>32</td><td>0x21</td><td>0x60</tr>
-<tr><td>32</td><td>32</td><td>0x20</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x09, Num. Subentries: 12</caption>
-<tr><td> 0</td><td> 0</td><td>0x24</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x25</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x34</td><td>0x00</tr>
-<tr><td>24</td><td> 0</td><td>0x25</td><td>0x20</tr>
-<tr><td>32</td><td> 0</td><td>0x24</td><td>0x20</tr>
-<tr><td>32</td><td> 8</td><td>0x34</td><td>0x20</tr>
-<tr><td> 0</td><td>24</td><td>0x34</td><td>0x40</tr>
-<tr><td> 0</td><td>32</td><td>0x24</td><td>0x40</tr>
-<tr><td> 8</td><td>32</td><td>0x25</td><td>0x40</tr>
-<tr><td>32</td><td>24</td><td>0x34</td><td>0x60</tr>
-<tr><td>24</td><td>32</td><td>0x25</td><td>0x60</tr>
-<tr><td>32</td><td>32</td><td>0x24</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x0A, Num. Subentries: 12</caption>
-<tr><td> 0</td><td> 0</td><td>0x24</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x25</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x34</td><td>0x00</tr>
-<tr><td>32</td><td> 0</td><td>0x25</td><td>0x20</tr>
-<tr><td>40</td><td> 0</td><td>0x24</td><td>0x20</tr>
-<tr><td>40</td><td> 8</td><td>0x34</td><td>0x20</tr>
-<tr><td> 0</td><td>32</td><td>0x34</td><td>0x40</tr>
-<tr><td> 0</td><td>40</td><td>0x24</td><td>0x40</tr>
-<tr><td> 8</td><td>40</td><td>0x25</td><td>0x40</tr>
-<tr><td>40</td><td>32</td><td>0x34</td><td>0x60</tr>
-<tr><td>32</td><td>40</td><td>0x25</td><td>0x60</tr>
-<tr><td>40</td><td>40</td><td>0x24</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x0B, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x05</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x05</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x15</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x15</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x0C, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x04</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x04</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x14</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x14</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x0D, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x0C</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x0D</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x1C</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x1D</td><td>0x00</tr>
-<tr><td> 0</td><td>16</td><td>0x1D</td><td>0x60</tr>
-<tr><td> 8</td><td>16</td><td>0x1C</td><td>0x60</tr>
-<tr><td> 0</td><td>24</td><td>0x0D</td><td>0x60</tr>
-<tr><td> 8</td><td>24</td><td>0x0C</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x0E, Num. Subentries: 4</caption>
-<tr><td> 0</td><td>32</td><td>0x0C</td><td>0x00</tr>
-<tr><td> 8</td><td>32</td><td>0x0D</td><td>0x00</tr>
-<tr><td> 0</td><td>40</td><td>0x1C</td><td>0x00</tr>
-<tr><td> 8</td><td>40</td><td>0x1D</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x0F, Num. Subentries: 4</caption>
-<tr><td> 0</td><td>48</td><td>0x1D</td><td>0x60</tr>
-<tr><td> 8</td><td>48</td><td>0x1C</td><td>0x60</tr>
-<tr><td> 0</td><td>56</td><td>0x0D</td><td>0x60</tr>
-<tr><td> 8</td><td>56</td><td>0x0C</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x10, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x0E</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x0F</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x1E</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x1F</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x0F</td><td>0x20</tr>
-<tr><td>24</td><td> 0</td><td>0x0E</td><td>0x20</tr>
-<tr><td>16</td><td> 8</td><td>0x1F</td><td>0x20</tr>
-<tr><td>24</td><td> 8</td><td>0x1E</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x11, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x0E</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x0F</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x1E</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x1F</td><td>0x00</tr>
-<tr><td>32</td><td> 0</td><td>0x0F</td><td>0x20</tr>
-<tr><td>40</td><td> 0</td><td>0x0E</td><td>0x20</tr>
-<tr><td>32</td><td> 8</td><td>0x1F</td><td>0x20</tr>
-<tr><td>40</td><td> 8</td><td>0x1E</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x12, Num. Subentries: 3</caption>
-<tr><td> 0</td><td> 0</td><td>0x37</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x37</td><td>0x00</tr>
-<tr><td>32</td><td> 0</td><td>0x37</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x13, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x36</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x36</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x36</td><td>0x40</tr>
-<tr><td> 8</td><td> 8</td><td>0x36</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x14, Num. Subentries: 8</caption>
-<tr><td>16</td><td> 0</td><td>0x28</td><td>0x00</tr>
-<tr><td>24</td><td> 0</td><td>0x28</td><td>0x20</tr>
-<tr><td>16</td><td> 8</td><td>0x38</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x38</td><td>0x20</tr>
-<tr><td>32</td><td> 0</td><td>0x36</td><td>0x00</tr>
-<tr><td>40</td><td> 0</td><td>0x36</td><td>0x20</tr>
-<tr><td>32</td><td> 8</td><td>0x36</td><td>0x40</tr>
-<tr><td>40</td><td> 8</td><td>0x36</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x15, Num. Subentries: 12</caption>
-<tr><td> 0</td><td> 0</td><td>0x28</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x28</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x38</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x38</td><td>0x20</tr>
-<tr><td>16</td><td> 0</td><td>0x29</td><td>0x00</tr>
-<tr><td>24</td><td> 0</td><td>0x29</td><td>0x20</tr>
-<tr><td>16</td><td> 8</td><td>0x39</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x39</td><td>0x20</tr>
-<tr><td>32</td><td> 0</td><td>0x28</td><td>0x00</tr>
-<tr><td>40</td><td> 0</td><td>0x28</td><td>0x20</tr>
-<tr><td>32</td><td> 8</td><td>0x38</td><td>0x00</tr>
-<tr><td>40</td><td> 8</td><td>0x38</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x16, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x29</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x29</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x39</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x39</td><td>0x20</tr>
-<tr><td>32</td><td> 0</td><td>0x29</td><td>0x00</tr>
-<tr><td>40</td><td> 0</td><td>0x29</td><td>0x20</tr>
-<tr><td>32</td><td> 8</td><td>0x39</td><td>0x00</tr>
-<tr><td>40</td><td> 8</td><td>0x39</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x17, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x08</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x09</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x18</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x19</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x18, Num. Subentries: 1</caption>
-<tr><td> 0</td><td>24</td><td>0x45</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x19, Num. Subentries: 2</caption>
-<tr><td> 8</td><td>24</td><td>0x45</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x46</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x1A, Num. Subentries: 2</caption>
-<tr><td>16</td><td>16</td><td>0x45</td><td>0x60</tr>
-<tr><td>16</td><td>24</td><td>0x46</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x1B, Num. Subentries: 2</caption>
-<tr><td>24</td><td>16</td><td>0x45</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x46</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x1C, Num. Subentries: 2</caption>
-<tr><td>32</td><td> 8</td><td>0x45</td><td>0x60</tr>
-<tr><td>32</td><td>16</td><td>0x46</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x1D, Num. Subentries: 2</caption>
-<tr><td>40</td><td> 8</td><td>0x45</td><td>0x00</tr>
-<tr><td>40</td><td> 0</td><td>0x46</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x1E, Num. Subentries: 2</caption>
-<tr><td>48</td><td> 0</td><td>0x45</td><td>0x60</tr>
-<tr><td>48</td><td> 8</td><td>0x46</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x1F, Num. Subentries: 2</caption>
-<tr><td> 0</td><td> 0</td><td>0x03</td><td>0x00</tr>
-<tr><td>48</td><td> 0</td><td>0x03</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x20, Num. Subentries: 6</caption>
-<tr><td> 0</td><td> 0</td><td>0x03</td><td>0x00</tr>
-<tr><td>48</td><td> 0</td><td>0x03</td><td>0x20</tr>
-<tr><td> 8</td><td> 8</td><td>0x03</td><td>0x00</tr>
-<tr><td>40</td><td> 8</td><td>0x03</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x13</td><td>0x00</tr>
-<tr><td>48</td><td> 8</td><td>0x13</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x21, Num. Subentries: 12</caption>
-<tr><td> 0</td><td> 0</td><td>0x03</td><td>0x00</tr>
-<tr><td>48</td><td> 0</td><td>0x03</td><td>0x20</tr>
-<tr><td> 8</td><td> 8</td><td>0x03</td><td>0x00</tr>
-<tr><td>40</td><td> 8</td><td>0x03</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x13</td><td>0x00</tr>
-<tr><td>48</td><td> 8</td><td>0x13</td><td>0x20</tr>
-<tr><td>16</td><td>16</td><td>0x03</td><td>0x00</tr>
-<tr><td>32</td><td>16</td><td>0x03</td><td>0x20</tr>
-<tr><td> 8</td><td>16</td><td>0x13</td><td>0x00</tr>
-<tr><td>40</td><td>16</td><td>0x13</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x03</td><td>0x00</tr>
-<tr><td>48</td><td>16</td><td>0x03</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x22, Num. Subentries: 19</caption>
-<tr><td> 0</td><td> 0</td><td>0x03</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x13</td><td>0x00</tr>
-<tr><td> 0</td><td>16</td><td>0x03</td><td>0x00</tr>
-<tr><td> 0</td><td>24</td><td>0x13</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x03</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x13</td><td>0x00</tr>
-<tr><td> 8</td><td>24</td><td>0x03</td><td>0x00</tr>
-<tr><td>16</td><td>16</td><td>0x03</td><td>0x00</tr>
-<tr><td>16</td><td>24</td><td>0x13</td><td>0x00</tr>
-<tr><td>24</td><td>24</td><td>0x03</td><td>0x00</tr>
-<tr><td>32</td><td>16</td><td>0x03</td><td>0x20</tr>
-<tr><td>32</td><td>24</td><td>0x13</td><td>0x20</tr>
-<tr><td>40</td><td> 8</td><td>0x03</td><td>0x20</tr>
-<tr><td>40</td><td>16</td><td>0x13</td><td>0x20</tr>
-<tr><td>40</td><td>24</td><td>0x03</td><td>0x20</tr>
-<tr><td>48</td><td> 0</td><td>0x03</td><td>0x20</tr>
-<tr><td>48</td><td> 8</td><td>0x13</td><td>0x20</tr>
-<tr><td>48</td><td>16</td><td>0x03</td><td>0x20</tr>
-<tr><td>48</td><td>24</td><td>0x13</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x23, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x0A</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x0B</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x1A</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x1B</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x24, Num. Subentries: 2</caption>
-<tr><td> 0</td><td> 8</td><td>0x0A</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x0B</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x25, Num. Subentries: 12</caption>
-<tr><td> 0</td><td>16</td><td>0x0A</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x0B</td><td>0x00</tr>
-<tr><td> 0</td><td>24</td><td>0x1A</td><td>0x00</tr>
-<tr><td> 8</td><td>24</td><td>0x1B</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x0A</td><td>0x00</tr>
-<tr><td>24</td><td> 0</td><td>0x0B</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x1A</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x1B</td><td>0x00</tr>
-<tr><td>32</td><td> 8</td><td>0x0A</td><td>0x00</tr>
-<tr><td>40</td><td> 8</td><td>0x0B</td><td>0x00</tr>
-<tr><td>32</td><td>16</td><td>0x1A</td><td>0x00</tr>
-<tr><td>40</td><td>16</td><td>0x1B</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x26, Num. Subentries: 4</caption>
-<tr><td>16</td><td> 0</td><td>0x44</td><td>0x00</tr>
-<tr><td>24</td><td> 0</td><td>0x44</td><td>0x20</tr>
-<tr><td>16</td><td> 8</td><td>0x44</td><td>0x40</tr>
-<tr><td>24</td><td> 8</td><td>0x44</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x27, Num. Subentries: 5</caption>
-<tr><td> 8</td><td> 8</td><td>0x44</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x44</td><td>0x20</tr>
-<tr><td> 8</td><td>16</td><td>0x44</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x44</td><td>0x60</tr>
-<tr><td>24</td><td> 0</td><td>0x47</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x28, Num. Subentries: 6</caption>
-<tr><td> 0</td><td>16</td><td>0x44</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x44</td><td>0x20</tr>
-<tr><td> 0</td><td>24</td><td>0x44</td><td>0x40</tr>
-<tr><td> 8</td><td>24</td><td>0x44</td><td>0x60</tr>
-<tr><td>16</td><td> 8</td><td>0x47</td><td>0x00</tr>
-<tr><td>22</td><td> 2</td><td>0x47</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x29, Num. Subentries: 4</caption>
-<tr><td> 0</td><td>24</td><td>0x47</td><td>0x00</tr>
-<tr><td> 6</td><td>18</td><td>0x47</td><td>0x00</tr>
-<tr><td>12</td><td>12</td><td>0x47</td><td>0x00</tr>
-<tr><td>18</td><td> 6</td><td>0x47</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x2A, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x44</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x44</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x44</td><td>0x40</tr>
-<tr><td> 8</td><td> 8</td><td>0x44</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x2B, Num. Subentries: 2</caption>
-<tr><td> 2</td><td> 6</td><td>0x47</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x47</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x2C, Num. Subentries: 1</caption>
-<tr><td> 0</td><td>160</td><td>0x4D</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x2D, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x26</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x27</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x36</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x37</td><td>0x00</tr>
-<tr><td> 0</td><td>16</td><td>0x28</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x29</td><td>0x00</tr>
-<tr><td> 0</td><td>24</td><td>0x38</td><td>0x00</tr>
-<tr><td> 8</td><td>24</td><td>0x39</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x2E, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x27</td><td>0x20</tr>
-<tr><td> 8</td><td> 0</td><td>0x26</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x37</td><td>0x20</tr>
-<tr><td> 8</td><td> 8</td><td>0x36</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x29</td><td>0x20</tr>
-<tr><td> 8</td><td>16</td><td>0x28</td><td>0x20</tr>
-<tr><td> 0</td><td>24</td><td>0x39</td><td>0x20</tr>
-<tr><td> 8</td><td>24</td><td>0x38</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x2F, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x0C</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x0D</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x0C</td><td>0x40</tr>
-<tr><td> 8</td><td> 8</td><td>0x0D</td><td>0x40</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x30, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x44</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x44</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x44</td><td>0x40</tr>
-<tr><td> 8</td><td> 8</td><td>0x44</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x31, Num. Subentries: 1</caption>
-<tr><td> 0</td><td> 0</td><td>0x45</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x32, Num. Subentries: 7</caption>
-<tr><td> 0</td><td> 0</td><td>0x4D</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x2F</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x4D</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x4E</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x07</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x4E</td><td>0x20</tr>
-<tr><td> 8</td><td>16</td><td>0x3F</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x33, Num. Subentries: 7</caption>
-<tr><td> 8</td><td> 0</td><td>0x3F</td><td>0x40</tr>
-<tr><td> 0</td><td> 8</td><td>0x4E</td><td>0x40</tr>
-<tr><td> 8</td><td> 8</td><td>0x07</td><td>0x40</tr>
-<tr><td>16</td><td> 8</td><td>0x4E</td><td>0x60</tr>
-<tr><td> 0</td><td>16</td><td>0x4D</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x2F</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x4D</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x34, Num. Subentries: 1</caption>
-<tr><td> 0</td><td>160</td><td>0x00</td><td>0x10</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x35, Num. Subentries: 6</caption>
-<tr><td> 0</td><td> 0</td><td>0x2A</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x2B</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x3A</td><td>0x00</tr>
-<tr><td> 0</td><td>16</td><td>0x3A</td><td>0x40</tr>
-<tr><td> 0</td><td>24</td><td>0x2A</td><td>0x40</tr>
-<tr><td> 8</td><td>24</td><td>0x2B</td><td>0x40</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x36, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x00</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x01</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x10</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x11</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x37, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x01</td><td>0xA0</tr>
-<tr><td> 8</td><td> 0</td><td>0x00</td><td>0xA0</tr>
-<tr><td> 0</td><td> 8</td><td>0x11</td><td>0xA0</tr>
-<tr><td> 8</td><td> 8</td><td>0x10</td><td>0xA0</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x38, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x0A</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x0B</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x1A</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x1B</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x39, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x0B</td><td>0x20</tr>
-<tr><td> 8</td><td> 0</td><td>0x0A</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x1B</td><td>0x20</tr>
-<tr><td> 8</td><td> 8</td><td>0x1A</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x3A, Num. Subentries: 4</caption>
-<tr><td> 0</td><td>32</td><td>0x05</td><td>0x00</tr>
-<tr><td> 8</td><td>32</td><td>0x05</td><td>0x20</tr>
-<tr><td> 0</td><td>40</td><td>0x15</td><td>0x00</tr>
-<tr><td> 8</td><td>40</td><td>0x15</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x3B, Num. Subentries: 5</caption>
-<tr><td> 0</td><td>24</td><td>0x04</td><td>0x00</tr>
-<tr><td> 8</td><td>24</td><td>0x04</td><td>0x20</tr>
-<tr><td> 0</td><td>32</td><td>0x14</td><td>0x00</tr>
-<tr><td> 8</td><td>32</td><td>0x14</td><td>0x20</tr>
-<tr><td> 4</td><td>40</td><td>0x41</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x3C, Num. Subentries: 6</caption>
-<tr><td> 0</td><td>16</td><td>0x05</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x05</td><td>0x20</tr>
-<tr><td> 0</td><td>24</td><td>0x15</td><td>0x00</tr>
-<tr><td> 8</td><td>24</td><td>0x15</td><td>0x20</tr>
-<tr><td> 4</td><td>32</td><td>0x42</td><td>0x00</tr>
-<tr><td> 4</td><td>40</td><td>0x42</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x3D, Num. Subentries: 7</caption>
-<tr><td> 0</td><td> 8</td><td>0x04</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x04</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x14</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x14</td><td>0x20</tr>
-<tr><td> 4</td><td>24</td><td>0x41</td><td>0x00</tr>
-<tr><td> 4</td><td>32</td><td>0x41</td><td>0x00</tr>
-<tr><td> 4</td><td>40</td><td>0x41</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x3E, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x05</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x05</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x15</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x15</td><td>0x20</tr>
-<tr><td> 4</td><td>16</td><td>0x42</td><td>0x00</tr>
-<tr><td> 4</td><td>24</td><td>0x42</td><td>0x00</tr>
-<tr><td> 4</td><td>32</td><td>0x42</td><td>0x00</tr>
-<tr><td> 4</td><td>40</td><td>0x42</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x3F, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x04</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x04</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x14</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x14</td><td>0x20</tr>
-<tr><td> 4</td><td>16</td><td>0x41</td><td>0x00</tr>
-<tr><td> 4</td><td>24</td><td>0x41</td><td>0x00</tr>
-<tr><td> 4</td><td>32</td><td>0x41</td><td>0x00</tr>
-<tr><td> 4</td><td>40</td><td>0x41</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x40, Num. Subentries: 3</caption>
-<tr><td> 0</td><td> 0</td><td>0x3D</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x3D</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x3D</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x41, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x06</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x06</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x16</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x17</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x42, Num. Subentries: 11</caption>
-<tr><td>16</td><td> 0</td><td>0x42</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x42</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x42</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x42</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x42</td><td>0x00</tr>
-<tr><td>32</td><td> 8</td><td>0x42</td><td>0x00</tr>
-<tr><td>16</td><td>16</td><td>0x42</td><td>0x00</tr>
-<tr><td> 8</td><td>24</td><td>0x42</td><td>0x00</tr>
-<tr><td>24</td><td>24</td><td>0x42</td><td>0x00</tr>
-<tr><td> 0</td><td>32</td><td>0x42</td><td>0x00</tr>
-<tr><td>32</td><td>32</td><td>0x42</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x43, Num. Subentries: 11</caption>
-<tr><td>16</td><td> 0</td><td>0x41</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x41</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x41</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x41</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x41</td><td>0x00</tr>
-<tr><td>32</td><td> 8</td><td>0x41</td><td>0x00</tr>
-<tr><td>16</td><td>16</td><td>0x41</td><td>0x00</tr>
-<tr><td> 8</td><td>24</td><td>0x41</td><td>0x00</tr>
-<tr><td>24</td><td>24</td><td>0x41</td><td>0x00</tr>
-<tr><td> 0</td><td>32</td><td>0x41</td><td>0x00</tr>
-<tr><td>32</td><td>32</td><td>0x41</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x44, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>40</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td> 0</td><td>40</td><td>0x49</td><td>0x00</tr>
-<tr><td>40</td><td>40</td><td>0x49</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x45, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>24</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td> 0</td><td>24</td><td>0x49</td><td>0x00</tr>
-<tr><td>24</td><td>24</td><td>0x49</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x46, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x49</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x47, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x43</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x43</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x43</td><td>0x40</tr>
-<tr><td> 8</td><td> 8</td><td>0x43</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x48, Num. Subentries: 4</caption>
-<tr><td> 8</td><td> 8</td><td>0x33</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x33</td><td>0x20</tr>
-<tr><td> 8</td><td>16</td><td>0x33</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x33</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x49, Num. Subentries: 16</caption>
-<tr><td> 0</td><td> 0</td><td>0x22</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x23</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x23</td><td>0x20</tr>
-<tr><td>24</td><td> 0</td><td>0x22</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x32</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x43</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x43</td><td>0x20</tr>
-<tr><td>24</td><td> 8</td><td>0x32</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x32</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x43</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x43</td><td>0x60</tr>
-<tr><td>24</td><td>16</td><td>0x32</td><td>0x60</tr>
-<tr><td> 0</td><td>24</td><td>0x22</td><td>0x40</tr>
-<tr><td> 8</td><td>24</td><td>0x23</td><td>0x40</tr>
-<tr><td>16</td><td>24</td><td>0x23</td><td>0x60</tr>
-<tr><td>24</td><td>24</td><td>0x22</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x4A, Num. Subentries: 4</caption>
-<tr><td>24</td><td> 8</td><td>0x4C</td><td>0x20</tr>
-<tr><td> 8</td><td>32</td><td>0x4B</td><td>0x00</tr>
-<tr><td>32</td><td>48</td><td>0x4C</td><td>0x00</tr>
-<tr><td>48</td><td>24</td><td>0x4B</td><td>0x40</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x4B, Num. Subentries: 4</caption>
-<tr><td>24</td><td> 0</td><td>0x4C</td><td>0x00</tr>
-<tr><td> 0</td><td>32</td><td>0x4B</td><td>0x40</tr>
-<tr><td>32</td><td>56</td><td>0x4C</td><td>0x20</tr>
-<tr><td>56</td><td>24</td><td>0x4B</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x4C, Num. Subentries: 4</caption>
-<tr><td> 8</td><td>16</td><td>0x4A</td><td>0x40</tr>
-<tr><td>16</td><td>48</td><td>0x4A</td><td>0x00</tr>
-<tr><td>48</td><td>40</td><td>0x4A</td><td>0x20</tr>
-<tr><td>40</td><td> 8</td><td>0x4A</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x4D, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 8</td><td>0x4A</td><td>0x20</tr>
-<tr><td> 8</td><td>56</td><td>0x4A</td><td>0x60</tr>
-<tr><td>56</td><td>48</td><td>0x4A</td><td>0x40</tr>
-<tr><td>48</td><td> 0</td><td>0x4A</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x4E, Num. Subentries: 8</caption>
-<tr><td>48</td><td> 0</td><td>0x44</td><td>0x00</tr>
-<tr><td>56</td><td> 0</td><td>0x44</td><td>0x20</tr>
-<tr><td>48</td><td> 8</td><td>0x44</td><td>0x40</tr>
-<tr><td>56</td><td> 8</td><td>0x44</td><td>0x60</tr>
-<tr><td>10</td><td>38</td><td>0x44</td><td>0x00</tr>
-<tr><td>18</td><td>38</td><td>0x44</td><td>0x20</tr>
-<tr><td>10</td><td>46</td><td>0x44</td><td>0x40</tr>
-<tr><td>18</td><td>46</td><td>0x44</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x4F, Num. Subentries: 12</caption>
-<tr><td>34</td><td>14</td><td>0x44</td><td>0x00</tr>
-<tr><td>42</td><td>14</td><td>0x44</td><td>0x20</tr>
-<tr><td>34</td><td>22</td><td>0x44</td><td>0x40</tr>
-<tr><td>42</td><td>22</td><td>0x44</td><td>0x60</tr>
-<tr><td>50</td><td> 6</td><td>0x47</td><td>0x00</tr>
-<tr><td>56</td><td> 0</td><td>0x47</td><td>0x00</tr>
-<tr><td>22</td><td>26</td><td>0x44</td><td>0x00</tr>
-<tr><td>30</td><td>26</td><td>0x44</td><td>0x20</tr>
-<tr><td>22</td><td>34</td><td>0x44</td><td>0x40</tr>
-<tr><td>30</td><td>34</td><td>0x44</td><td>0x60</tr>
-<tr><td> 8</td><td>48</td><td>0x47</td><td>0x00</tr>
-<tr><td>14</td><td>42</td><td>0x47</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x50, Num. Subentries: 8</caption>
-<tr><td>50</td><td> 6</td><td>0x47</td><td>0x00</tr>
-<tr><td>56</td><td> 0</td><td>0x47</td><td>0x00</tr>
-<tr><td>38</td><td>18</td><td>0x47</td><td>0x00</tr>
-<tr><td>44</td><td>12</td><td>0x47</td><td>0x00</tr>
-<tr><td>26</td><td>30</td><td>0x47</td><td>0x00</tr>
-<tr><td>32</td><td>24</td><td>0x47</td><td>0x00</tr>
-<tr><td>14</td><td>42</td><td>0x47</td><td>0x00</tr>
-<tr><td>20</td><td>36</td><td>0x47</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x51, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x35</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x35</td><td>0x40</tr>
-<tr><td> 0</td><td>16</td><td>0x35</td><td>0x00</tr>
-<tr><td> 0</td><td>24</td><td>0x35</td><td>0x60</tr>
-<tr><td>64</td><td> 0</td><td>0x35</td><td>0x00</tr>
-<tr><td>64</td><td> 8</td><td>0x35</td><td>0x60</tr>
-<tr><td>64</td><td>16</td><td>0x35</td><td>0x20</tr>
-<tr><td>64</td><td>24</td><td>0x35</td><td>0x40</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x52, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x2A</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x2B</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x3A</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x3B</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x53, Num. Subentries: 3</caption>
-<tr><td> 0</td><td> 0</td><td>0x3F</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x3F</td><td>0x00</tr>
-<tr><td> 6</td><td> 8</td><td>0x3F</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x54, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x0E</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x0E</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x0F</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x0F</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x55, Num. Subentries: 3</caption>
-<tr><td> 0</td><td>16</td><td>0x2C</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x3C</td><td>0x00</tr>
-<tr><td>16</td><td>16</td><td>0x2D</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x56, Num. Subentries: 6</caption>
-<tr><td>16</td><td>16</td><td>0x31</td><td>0x00</tr>
-<tr><td>24</td><td>16</td><td>0x31</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x2C</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x3C</td><td>0x00</tr>
-<tr><td>32</td><td> 8</td><td>0x2D</td><td>0x00</tr>
-<tr><td>32</td><td>16</td><td>0x2D</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x57, Num. Subentries: 9</caption>
-<tr><td>32</td><td> 8</td><td>0x31</td><td>0x00</tr>
-<tr><td>32</td><td>16</td><td>0x31</td><td>0x00</tr>
-<tr><td>40</td><td> 8</td><td>0x31</td><td>0x00</tr>
-<tr><td>40</td><td>16</td><td>0x31</td><td>0x00</tr>
-<tr><td>32</td><td> 0</td><td>0x2C</td><td>0x00</tr>
-<tr><td>40</td><td> 0</td><td>0x3C</td><td>0x00</tr>
-<tr><td>48</td><td> 0</td><td>0x2D</td><td>0x00</tr>
-<tr><td>48</td><td> 8</td><td>0x2D</td><td>0x00</tr>
-<tr><td>48</td><td>16</td><td>0x2D</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x58, Num. Subentries: 7</caption>
-<tr><td> 0</td><td> 0</td><td>0x46</td><td>0x00</tr>
-<tr><td> 2</td><td> 8</td><td>0x47</td><td>0x00</tr>
-<tr><td> 3</td><td>16</td><td>0x48</td><td>0x00</tr>
-<tr><td> 4</td><td>24</td><td>0x48</td><td>0x00</tr>
-<tr><td> 5</td><td>32</td><td>0x48</td><td>0x00</tr>
-<tr><td> 5</td><td>40</td><td>0x48</td><td>0x00</tr>
-<tr><td> 5</td><td>48</td><td>0x48</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x59, Num. Subentries: 1</caption>
-<tr><td> 0</td><td> 0</td><td>0x42</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x5A, Num. Subentries: 12</caption>
-<tr><td> 0</td><td> 0</td><td>0x24</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x25</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x34</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x25</td><td>0x20</tr>
-<tr><td>24</td><td> 0</td><td>0x24</td><td>0x20</tr>
-<tr><td>24</td><td> 8</td><td>0x34</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x34</td><td>0x40</tr>
-<tr><td> 0</td><td>24</td><td>0x24</td><td>0x40</tr>
-<tr><td> 8</td><td>24</td><td>0x25</td><td>0x40</tr>
-<tr><td>24</td><td>16</td><td>0x34</td><td>0x60</tr>
-<tr><td>16</td><td>24</td><td>0x25</td><td>0x60</tr>
-<tr><td>24</td><td>24</td><td>0x24</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x5B, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x43</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x43</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x43</td><td>0x40</tr>
-<tr><td> 8</td><td> 8</td><td>0x43</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x5C, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td> 8</td><td> 2</td><td>0x49</td><td>0x00</tr>
-<tr><td> 0</td><td>24</td><td>0x49</td><td>0x00</tr>
-<tr><td>16</td><td>16</td><td>0x49</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x43</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x43</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x43</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x43</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x5D, Num. Subentries: 11</caption>
-<tr><td> 0</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td> 2</td><td>24</td><td>0x49</td><td>0x00</tr>
-<tr><td>16</td><td>20</td><td>0x49</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x43</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x43</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x43</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x43</td><td>0x60</tr>
-<tr><td> 8</td><td> 4</td><td>0x43</td><td>0x00</tr>
-<tr><td>16</td><td> 4</td><td>0x43</td><td>0x20</tr>
-<tr><td> 8</td><td>12</td><td>0x43</td><td>0x40</tr>
-<tr><td>16</td><td>12</td><td>0x43</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x5E, Num. Subentries: 15</caption>
-<tr><td> 8</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td> 0</td><td>32</td><td>0x49</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x43</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x43</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x43</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x43</td><td>0x60</tr>
-<tr><td>16</td><td>16</td><td>0x43</td><td>0x00</tr>
-<tr><td>24</td><td>16</td><td>0x43</td><td>0x20</tr>
-<tr><td>16</td><td>24</td><td>0x43</td><td>0x40</tr>
-<tr><td>24</td><td>24</td><td>0x43</td><td>0x60</tr>
-<tr><td> 8</td><td>32</td><td>0x43</td><td>0x00</tr>
-<tr><td>16</td><td>32</td><td>0x43</td><td>0x20</tr>
-<tr><td> 8</td><td>40</td><td>0x43</td><td>0x40</tr>
-<tr><td>16</td><td>40</td><td>0x43</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x5F, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>32</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>48</td><td> 0</td><td>0x49</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x60, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>32</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>48</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td>40</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td>56</td><td> 8</td><td>0x49</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x61, Num. Subentries: 12</caption>
-<tr><td> 0</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>32</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>48</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td>40</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td>56</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td> 0</td><td>16</td><td>0x49</td><td>0x00</tr>
-<tr><td>16</td><td>16</td><td>0x49</td><td>0x00</tr>
-<tr><td>32</td><td>16</td><td>0x49</td><td>0x00</tr>
-<tr><td>48</td><td>16</td><td>0x49</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x62, Num. Subentries: 15</caption>
-<tr><td> 0</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>32</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td>48</td><td> 0</td><td>0x49</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td>40</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td>56</td><td> 8</td><td>0x49</td><td>0x00</tr>
-<tr><td> 0</td><td>16</td><td>0x49</td><td>0x00</tr>
-<tr><td>16</td><td>16</td><td>0x49</td><td>0x00</tr>
-<tr><td>32</td><td>16</td><td>0x49</td><td>0x00</tr>
-<tr><td>48</td><td>16</td><td>0x49</td><td>0x00</tr>
-<tr><td> 8</td><td>24</td><td>0x49</td><td>0x00</tr>
-<tr><td>24</td><td>24</td><td>0x49</td><td>0x00</tr>
-<tr><td>40</td><td>24</td><td>0x49</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x63, Num. Subentries: 6</caption>
-<tr><td> 0</td><td>16</td><td>0x26</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x27</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x26</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x27</td><td>0x00</tr>
-<tr><td>32</td><td> 0</td><td>0x26</td><td>0x00</tr>
-<tr><td>40</td><td> 0</td><td>0x27</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x64, Num. Subentries: 6</caption>
-<tr><td> 0</td><td>24</td><td>0x27</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x26</td><td>0x00</tr>
-<tr><td>16</td><td>16</td><td>0x27</td><td>0x00</tr>
-<tr><td>24</td><td> 8</td><td>0x26</td><td>0x00</tr>
-<tr><td>32</td><td> 8</td><td>0x27</td><td>0x00</tr>
-<tr><td>40</td><td> 0</td><td>0x26</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x65, Num. Subentries: 6</caption>
-<tr><td> 0</td><td> 0</td><td>0x1C</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x1D</td><td>0x00</tr>
-<tr><td> 0</td><td>16</td><td>0x1C</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x1D</td><td>0x00</tr>
-<tr><td> 0</td><td>32</td><td>0x1C</td><td>0x00</tr>
-<tr><td> 8</td><td>32</td><td>0x1D</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x66, Num. Subentries: 2</caption>
-<tr><td> 0</td><td> 0</td><td>0x03</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x13</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x67, Num. Subentries: 1</caption>
-<tr><td> 0</td><td> 0</td><td>0x03</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x68, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x03</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x03</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x13</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x13</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x69, Num. Subentries: 1</caption>
-<tr><td> 0</td><td> 0</td><td>0x06</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x6A, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x2E</td><td>0x00</tr>
-<tr><td>48</td><td> 0</td><td>0x2E</td><td>0x20</tr>
-<tr><td> 0</td><td>48</td><td>0x2E</td><td>0x40</tr>
-<tr><td>48</td><td>48</td><td>0x2E</td><td>0x60</tr>
-<tr><td>24</td><td> 0</td><td>0x2F</td><td>0x00</tr>
-<tr><td>24</td><td>48</td><td>0x2F</td><td>0x40</tr>
-<tr><td> 0</td><td>24</td><td>0x3E</td><td>0x00</tr>
-<tr><td>48</td><td>24</td><td>0x3E</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x6B, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x2E</td><td>0x00</tr>
-<tr><td>32</td><td> 0</td><td>0x2E</td><td>0x20</tr>
-<tr><td> 0</td><td>32</td><td>0x2E</td><td>0x40</tr>
-<tr><td>32</td><td>32</td><td>0x2E</td><td>0x60</tr>
-<tr><td>16</td><td> 0</td><td>0x2F</td><td>0x00</tr>
-<tr><td>16</td><td>32</td><td>0x2F</td><td>0x40</tr>
-<tr><td> 0</td><td>16</td><td>0x3E</td><td>0x00</tr>
-<tr><td>32</td><td>16</td><td>0x3E</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x6C, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x2E</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x2E</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x2E</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x2E</td><td>0x60</tr>
-<tr><td> 8</td><td> 0</td><td>0x2F</td><td>0x00</tr>
-<tr><td> 8</td><td>16</td><td>0x2F</td><td>0x40</tr>
-<tr><td> 0</td><td> 8</td><td>0x3E</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x3E</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x6D, Num. Subentries: 2</caption>
-<tr><td> 0</td><td> 0</td><td>0x1E</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x1F</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x6E, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x48</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x48</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x12</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x12</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x6F, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x4A</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x07</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x16</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x17</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x70, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x07</td><td>0x20</tr>
-<tr><td> 8</td><td> 0</td><td>0x4A</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x17</td><td>0x20</tr>
-<tr><td> 8</td><td> 8</td><td>0x16</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x71, Num. Subentries: 16</caption>
-<tr><td> 0</td><td> 0</td><td>0x22</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x3B</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x23</td><td>0x20</tr>
-<tr><td>24</td><td> 0</td><td>0x22</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x32</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x43</td><td>0x00</tr>
-<tr><td>16</td><td> 8</td><td>0x43</td><td>0x20</tr>
-<tr><td>24</td><td> 8</td><td>0x32</td><td>0x20</tr>
-<tr><td> 0</td><td>16</td><td>0x32</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x43</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x43</td><td>0x60</tr>
-<tr><td>24</td><td>16</td><td>0x32</td><td>0x60</tr>
-<tr><td> 0</td><td>24</td><td>0x22</td><td>0x40</tr>
-<tr><td> 8</td><td>24</td><td>0x23</td><td>0x40</tr>
-<tr><td>16</td><td>24</td><td>0x23</td><td>0x60</tr>
-<tr><td>24</td><td>24</td><td>0x22</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x72, Num. Subentries: 12</caption>
-<tr><td> 0</td><td> 0</td><td>0x32</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x43</td><td>0x00</tr>
-<tr><td>16</td><td> 0</td><td>0x43</td><td>0x20</tr>
-<tr><td>24</td><td> 0</td><td>0x32</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x32</td><td>0x40</tr>
-<tr><td> 8</td><td> 8</td><td>0x43</td><td>0x40</tr>
-<tr><td>16</td><td> 8</td><td>0x43</td><td>0x60</tr>
-<tr><td>24</td><td> 8</td><td>0x32</td><td>0x60</tr>
-<tr><td> 0</td><td>16</td><td>0x22</td><td>0x40</tr>
-<tr><td> 8</td><td>16</td><td>0x23</td><td>0x40</tr>
-<tr><td>16</td><td>16</td><td>0x23</td><td>0x60</tr>
-<tr><td>24</td><td>16</td><td>0x22</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x73, Num. Subentries: 8</caption>
-<tr><td> 0</td><td> 0</td><td>0x32</td><td>0x40</tr>
-<tr><td> 8</td><td> 0</td><td>0x43</td><td>0x40</tr>
-<tr><td>16</td><td> 0</td><td>0x43</td><td>0x60</tr>
-<tr><td>24</td><td> 0</td><td>0x32</td><td>0x60</tr>
-<tr><td> 0</td><td> 8</td><td>0x22</td><td>0x40</tr>
-<tr><td> 8</td><td> 8</td><td>0x23</td><td>0x40</tr>
-<tr><td>16</td><td> 8</td><td>0x23</td><td>0x60</tr>
-<tr><td>24</td><td> 8</td><td>0x22</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x74, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x22</td><td>0x40</tr>
-<tr><td> 8</td><td> 0</td><td>0x23</td><td>0x40</tr>
-<tr><td>16</td><td> 0</td><td>0x23</td><td>0x60</tr>
-<tr><td>24</td><td> 0</td><td>0x22</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x75, Num. Subentries: 4</caption>
-<tr><td> 0</td><td> 0</td><td>0x43</td><td>0x00</tr>
-<tr><td> 8</td><td> 0</td><td>0x43</td><td>0x20</tr>
-<tr><td> 0</td><td> 8</td><td>0x22</td><td>0x00</tr>
-<tr><td> 8</td><td> 8</td><td>0x43</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x76, Num. Subentries: 7</caption>
-<tr><td>16</td><td> 0</td><td>0x2F</td><td>0x00</tr>
-<tr><td> 8</td><td> 1</td><td>0x2F</td><td>0x00</tr>
-<tr><td>24</td><td> 1</td><td>0x2F</td><td>0x00</tr>
-<tr><td> 0</td><td> 2</td><td>0x2E</td><td>0x00</tr>
-<tr><td>32</td><td> 2</td><td>0x2E</td><td>0x20</tr>
-<tr><td> 0</td><td>10</td><td>0x3E</td><td>0x00</tr>
-<tr><td>32</td><td>10</td><td>0x3E</td><td>0x20</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x77, Num. Subentries: 4</caption>
-<tr><td> 2</td><td> 0</td><td>0x4B</td><td>0x00</tr>
-<tr><td>10</td><td> 0</td><td>0x4C</td><td>0x00</tr>
-<tr><td> 0</td><td> 8</td><td>0x4C</td><td>0x60</tr>
-<tr><td> 8</td><td> 8</td><td>0x4B</td><td>0x60</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x78, Num. Subentries: 1</caption>
-<tr><td> 0</td><td> 0</td><td>0x4D</td><td>0x00</tr>
-</table>
-
-<table>
-<thead><tr><th>x</th><th>y</th><th>Tile</th><th>Flags</th></tr></thead>
-<caption>Frame Block 0x79, Num. Subentries: 1</caption>
-<tr><td> 0</td><td> 0</td><td>0x4E</td><td>0x00</tr>
-</table>
diff --git a/RGBY/Battle_Animations/Special_Effects_List.mdwn b/RGBY/Battle_Animations/Special_Effects_List.mdwn
deleted file mode 100644
index d9b81d2..0000000
--- a/RGBY/Battle_Animations/Special_Effects_List.mdwn
+++ /dev/null
@@ -1,427 +0,0 @@
-# Special Effects
-
-## Special Effect 0xD8
-Used By:
-
-* PSYCHIC_M
-* NIGHT_SHADE
-* PSYWAVE
-* UNKNOWN_CB
-
-Causes the whole screen to shimmer.
-
-## Special Effect 0xD9
-Used By:
-
-* SUBSTITUTE
-
-Replace the attacking Pokemon's picture with the substitute picture.
-
-## Special Effect 0xDA
-Used By:
-
-* DOUBLE_TEAM
-
-Makes the attacking pokemon alternately shift left and right 16 times in rapid succession.
-
-## Special Effect 0xDB
-Used By:
-
-* WHIRLWIND
-
-Slide the defending pokemon off the screen.
-
-## Special Effect 0xDC
-Used By:
-
-* SEISMIC_TOSS
-* SHOWPIC_ANIM
-
-Restore the sprite of the defending pokemon.
-
-## Special Effect 0xDD
-Used By:
-
-* FLY
-* SUBMISSION
-* LOW_KICK
-* COUNTER
-* SEISMIC_TOSS
-* QUICK_ATTACK
-* DOUBLE_TEAM
-* WITHDRAW
-* SOFTBOILED
-* SKY_ATTACK
-* UNKNOWN_A7
-
-Restore the sprite of the attacking pokemon.
-
-## Special Effect 0xDE
-Used By:
-
-* SEISMIC_TOSS
-
-Make the defending pokemon's picture flicker.
-
-## Special Effect 0xDF
-Used By:
-
-* SEISMIC_TOSS
-* HIDEPIC_ANIM
-
-## Special Effect 0xE0
-Used By:
-
-
-## Special Effect 0xE1
-Used By:
-
-* TAIL_WHIP
-* AURORA_BEAM
-* SEISMIC_TOSS
-* DOUBLE_TEAM
-* SMOKESCREEN
-* METRONOME
-
-10 frame delay.
-
-## Special Effect 0xE2
-Used By:
-
-* HYPER_BEAM
-* GROWTH
-* RECOVER
-* MINIMIZE
-* FOCUS_ENERGY
-* SOFTBOILED
-* UNKNOWN_AE
-* UNKNOWN_AF
-* UNKNOWN_B2
-* UNKNOWN_B3
-
-Three spheres move in a spiral path towards the pokemon who used the move.
-
-## Special Effect 0xE3
-Used By:
-
-
-## Special Effect 0xE4
-Used By:
-
-* UNKNOWN_A9
-
-## Special Effect 0xE5
-Used By:
-
-* SOFTBOILED
-
-Slide the attacking pokemon halfway off the screen.
-
-## Special Effect 0xE6
-Used By:
-
-* PETAL_DANCE
-
-## Special Effect 0xE7
-Used By:
-
-* RAZOR_LEAF
-
-## Special Effect 0xE8
-Used By:
-
-* TRANSFORM
-
-## Special Effect 0xE9
-Used By:
-
-* ACID_ARMOR
-
-## Special Effect 0xEA
-Used By:
-
-* MINIMIZE
-
-## Special Effect 0xEB
-Used By:
-
-* SPLASH
-
-## Special Effect 0xEC
-Used By:
-
-* UNKNOWN_B6
-* UNKNOWN_B7
-
-## Special Effect 0xED
-Used By:
-
-* TELEPORT
-* SKY_ATTACK
-
-## Special Effect 0xEE
-Used By:
-
-* TELEPORT
-* SKY_ATTACK
-
-## Special Effect 0xEF
-Used By:
-
-
-## Special Effect 0xF0
-Used By:
-
-* DOUBLE_EDGE
-* MIST
-* ABSORB
-* MEGA_DRAIN
-* GROWTH
-* PETAL_DANCE
-* MEDITATE
-* AGILITY
-* RECOVER
-* HARDEN
-* MINIMIZE
-* WITHDRAW
-* DEFENSE_CURL
-* LIGHT_SCREEN
-* SOFTBOILED
-* FLASH
-* SHARPEN
-* UNKNOWN_AE
-* UNKNOWN_AF
-* UNKNOWN_B0
-* UNKNOWN_B1
-* UNKNOWN_B6
-* UNKNOWN_B7
-
-Background palette effect. Lighten the screen.
-
-Details for monochrome graphics (not SGB):
-
-* Black → Dark Gray
-* Dark Gray → Light Gray
-* Light Gray → White
-* White → White (stays the same)
-
-## Special Effect 0xF1
-Used By:
-
-* TACKLE
-* BODY_SLAM
-* TAKE_DOWN
-* DOUBLE_EDGE
-* TAIL_WHIP
-* STRENGTH
-* METRONOME
-
-Move attacking pokemon back to normal position after special effect 0xF2.
-
-## Special Effect 0xF2
-Used By:
-
-* TACKLE
-* BODY_SLAM
-* TAKE_DOWN
-* DOUBLE_EDGE
-* TAIL_WHIP
-* STRENGTH
-* METRONOME
-
-Move attacking pokemon forward towards defending pokemon.
-
-## Special Effect 0xF3
-Used By:
-
-* RECOVER
-
-Make the attacking pokemon's picture flicker.
-
-## Special Effect 0xF4
-Used By:
-
-* SUBMISSION
-* LOW_KICK
-* COUNTER
-* SEISMIC_TOSS
-* QUICK_ATTACK
-* SUBSTITUTE
-
-Slide the attacking pokemon off the screen.
-
-## Special Effect 0xF5
-Used By:
-
-* UNKNOWN_A8
-
-## Special Effect 0xF6
-Used By:
-
-* WITHDRAW
-* WATERFALL
-* UNKNOWN_C0
-
-## Special Effect 0xF7
-Used By:
-
-* DIG
-* WATERFALL
-
-## Special Effect 0xF8
-Used By:
-
-* PSYBEAM
-* CONFUSION
-* PSYCHIC_M
-* HYPNOSIS
-* NIGHT_SHADE
-* DREAM_EATER
-
-## Special Effect 0xF9
-Used By:
-
-* SMOKESCREEN
-* HAZE
-* SMOG
-* UNKNOWN_B2
-* UNKNOWN_B3
-* UNKNOWN_B4
-* UNKNOWN_B5
-
-Background palette effect. Darken the screen.
-
-Details for monochrome graphics (not SGB):
-
-* Black → Black (stays the same)
-* Dark Gray → Black
-* Light Gray → Dark Gray
-* White → Light Gray
-
-## Special Effect 0xFA
-Used By:
-
-* MIST
-* SURF
-* TOXIC
-* HAZE
-
-## Special Effect 0xFB
-Used By:
-
-* SEISMIC_TOSS
-* EARTHQUAKE
-* FISSURE
-* UNKNOWN_C7
-
-## Special Effect 0xFC
-Used By:
-
-* THUNDERPUNCH
-* DOUBLE_EDGE
-* LEER
-* DISABLE
-* MIST
-* HYPER_BEAM
-* ABSORB
-* MEGA_DRAIN
-* GROWTH
-* PETAL_DANCE
-* THUNDER
-* MEDITATE
-* AGILITY
-* DOUBLE_TEAM
-* RECOVER
-* HARDEN
-* MINIMIZE
-* SMOKESCREEN
-* CONFUSE_RAY
-* WITHDRAW
-* DEFENSE_CURL
-* LIGHT_SCREEN
-* HAZE
-* REFLECT
-* SMOG
-* SOFTBOILED
-* GLARE
-* DREAM_EATER
-* FLASH
-* SHARPEN
-* SUPER_FANG
-* UNKNOWN_AE
-* UNKNOWN_AF
-* UNKNOWN_B0
-* UNKNOWN_B1
-* UNKNOWN_B2
-* UNKNOWN_B3
-* UNKNOWN_B4
-* UNKNOWN_B5
-* UNKNOWN_B6
-* UNKNOWN_B7
-
-Restore normal background palette.
-
-## Special Effect 0xFD
-Used By:
-
-* THUNDERPUNCH
-* LEER
-* DISABLE
-* HYPER_BEAM
-* THUNDER
-* DOUBLE_TEAM
-* SMOKESCREEN
-* CONFUSE_RAY
-* REFLECT
-* GLARE
-* DREAM_EATER
-* SUPER_FANG
-
-Background palette effect. Invert light and dark (although the mapping is not one to one).
-
-Details for monochrome graphics (not SGB):
-
-* Black → Light Gray
-* Dark Gray → Dark Gray (stays the same)
-* Light Gray → Black
-* White → Black
-
-## Special Effect 0xFE
-Used By:
-
-* CUT
-* ROLLING_KICK
-* BODY_SLAM
-* TAKE_DOWN
-* DOUBLE_EDGE
-* LEER
-* DISABLE
-* HYPER_BEAM
-* MEGA_DRAIN
-* THUNDER
-* FISSURE
-* MEDITATE
-* DOUBLE_TEAM
-* HARDEN
-* DEFENSE_CURL
-* GLARE
-* LEECH_LIFE
-* FLASH
-* SHARPEN
-* CONVERSION
-* TRI_ATTACK
-
-Background palette effect. Simulates a bright flash of light.
-
-Details for monochrome graphics (not SGB):
-
-For two frames, do a one to one inversion of light and dark.
-
-* Black → White
-* Dark Gray → Light Gray
-* Light Gray → Dark Gray
-* White → Black
-
-After that, for two frames, white out the background layer.
-
-Then, restore the initial palette.
diff --git a/RGBY/Battle_Animations/Subanimations_List.mdwn b/RGBY/Battle_Animations/Subanimations_List.mdwn
deleted file mode 100644
index f1b64b0..0000000
--- a/RGBY/Battle_Animations/Subanimations_List.mdwn
+++ /dev/null
@@ -1,1263 +0,0 @@
-* Tileset 0
-* [[00.gif]]
-* Subanimation 0x00, Type: 2, Num. Frame Blocks: 1
-* Used By:
- * Poison Sting
-* Frame Block ID: 0x01, X: 120, Y: 40, Mode: 0
-<hr>
-* Tileset 0
-* [[01.gif]]
-* Subanimation 0x01, Type: 2, Num. Frame Blocks: 2
-* Used By:
- * Pound
- * Doubleslap
- * Pay Day
- * Vine Whip
- * Double Kick
- * Twineedle
- * Pin Missile
- * Peck
- * Submission
- * Solarbeam
- * Rage
- * Mirror Move
- * Kinesis
- * Struggle
-* Frame Block ID: 0x01, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x01, X: 128, Y: 48, Mode: 0
-<hr>
-* Tileset 0
-* [[02.gif]]
-* Subanimation 0x02, Type: 2, Num. Frame Blocks: 3
-* Used By:
- * Comet Punch
- * Fire Punch
- * Ice Punch
- * Thunderpunch
- * Gust
- * Slam
- * Bite
- * Bone Club
- * Waterfall
- * Dream Eater
- * Leech Life
- * Dizzy Punch
- * Bonemerang
- * Hyper Fang
-* Frame Block ID: 0x01, X: 136, Y: 32, Mode: 0
-* Frame Block ID: 0x01, X: 104, Y: 40, Mode: 0
-* Frame Block ID: 0x01, X: 120, Y: 48, Mode: 0
-<hr>
-* Tileset 0
-* [[03.gif]]
-* Subanimation 0x03, Type: 2, Num. Frame Blocks: 4
-* Used By:
- * Karate Chop
-* Frame Block ID: 0x01, X: 128, Y: 24, Mode: 0
-* Frame Block ID: 0x01, X: 128, Y: 32, Mode: 0
-* Frame Block ID: 0x01, X: 128, Y: 40, Mode: 0
-* Frame Block ID: 0x01, X: 128, Y: 48, Mode: 0
-<hr>
-* Tileset 1
-* [[04.gif]]
-* Subanimation 0x04, Type: 2, Num. Frame Blocks: 3
-* Used By:
- * Mega Punch
- * Wing Attack
- * Fly
- * Mega Kick
- * Jump Kick
- * Rolling Kick
- * Thrash
- * Hyper Beam
- * Drill Peck
- * Low Kick
- * Counter
- * Strength
- * Dig
- * Quick Attack
- * Bide
- * Spike Cannon
- * Hi Jump Kick
- * Sky Attack
- * Rock Slide
- * Super Fang
-* Frame Block ID: 0x02, X: 104, Y: 48, Mode: 0
-* Frame Block ID: 0x02, X: 120, Y: 32, Mode: 0
-* Frame Block ID: 0x02, X: 128, Y: 16, Mode: 0
-<hr>
-* Tileset 1
-* [[05.gif]]
-* Subanimation 0x05, Type: 2, Num. Frame Blocks: 1
-* Used By:
- * Stomp
- * Headbutt
- * Horn Attack
- * Horn Drill
- * Sonicboom
- * Skull Bash
- * Crabhammer
-* Frame Block ID: 0x02, X: 120, Y: 32, Mode: 0
-<hr>
-* Tileset 0
-* [[06.gif]]
-* Subanimation 0x06, Type: 0, Num. Frame Blocks: 11
-* Used By:
- * Poké Ball toss
-* Frame Block ID: 0x03, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x03, X: 48, Y: 76, Mode: 0
-* Frame Block ID: 0x03, X: 56, Y: 64, Mode: 0
-* Frame Block ID: 0x03, X: 64, Y: 56, Mode: 0
-* Frame Block ID: 0x03, X: 72, Y: 48, Mode: 0
-* Frame Block ID: 0x03, X: 80, Y: 40, Mode: 0
-* Frame Block ID: 0x03, X: 88, Y: 32, Mode: 0
-* Frame Block ID: 0x03, X: 96, Y: 30, Mode: 0
-* Frame Block ID: 0x03, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x03, X: 112, Y: 41, Mode: 0
-* Frame Block ID: 0x03, X: 120, Y: 50, Mode: 0
-<hr>
-* Tileset 0
-* [[07.gif]]
-* Subanimation 0x07, Type: 0, Num. Frame Blocks: 11
-* Used By:
- * Great Ball toss
-* Frame Block ID: 0x03, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x03, X: 48, Y: 76, Mode: 0
-* Frame Block ID: 0x03, X: 56, Y: 67, Mode: 0
-* Frame Block ID: 0x03, X: 64, Y: 59, Mode: 0
-* Frame Block ID: 0x03, X: 72, Y: 51, Mode: 0
-* Frame Block ID: 0x03, X: 80, Y: 45, Mode: 0
-* Frame Block ID: 0x03, X: 88, Y: 40, Mode: 0
-* Frame Block ID: 0x03, X: 96, Y: 38, Mode: 0
-* Frame Block ID: 0x03, X: 104, Y: 40, Mode: 0
-* Frame Block ID: 0x03, X: 112, Y: 45, Mode: 0
-* Frame Block ID: 0x03, X: 120, Y: 50, Mode: 0
-<hr>
-* Tileset 0
-* [[08.gif]]
-* Subanimation 0x08, Type: 0, Num. Frame Blocks: 11
-* Used By:
- * Ultra Ball toss
-* Frame Block ID: 0x03, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x03, X: 48, Y: 80, Mode: 0
-* Frame Block ID: 0x03, X: 56, Y: 72, Mode: 0
-* Frame Block ID: 0x03, X: 64, Y: 64, Mode: 0
-* Frame Block ID: 0x03, X: 72, Y: 56, Mode: 0
-* Frame Block ID: 0x03, X: 80, Y: 52, Mode: 0
-* Frame Block ID: 0x03, X: 88, Y: 48, Mode: 0
-* Frame Block ID: 0x03, X: 96, Y: 47, Mode: 0
-* Frame Block ID: 0x03, X: 104, Y: 48, Mode: 0
-* Frame Block ID: 0x03, X: 112, Y: 49, Mode: 0
-* Frame Block ID: 0x03, X: 120, Y: 50, Mode: 0
-<hr>
-* Tileset 0
-* [[09.gif]]
-* Subanimation 0x09, Type: 0, Num. Frame Blocks: 4
-* Used By:
- * Ball shake
-* Frame Block ID: 0x03, X: 120, Y: 56, Mode: 4
-* Frame Block ID: 0x04, X: 120, Y: 56, Mode: 4
-* Frame Block ID: 0x03, X: 120, Y: 56, Mode: 4
-* Frame Block ID: 0x05, X: 120, Y: 56, Mode: 4
-<hr>
-* Tileset 0
-* [[0A.gif]]
-* Subanimation 0x0A, Type: 2, Num. Frame Blocks: 6
-* Used By:
- * Smokescreen
- * Ball poof
-* Frame Block ID: 0x06, X: 112, Y: 48, Mode: 0
-* Frame Block ID: 0x07, X: 112, Y: 48, Mode: 0
-* Frame Block ID: 0x08, X: 108, Y: 44, Mode: 0
-* Frame Block ID: 0x09, X: 108, Y: 44, Mode: 0
-* Frame Block ID: 0x0A, X: 104, Y: 40, Mode: 0
-* Frame Block ID: 0x0A, X: 104, Y: 40, Mode: 0
-<hr>
-* Tileset 0
-* [[0B.gif]]
-* Subanimation 0x0B, Type: 0, Num. Frame Blocks: 4
-* Used By:
- * Ball blocked
-* Frame Block ID: 0x01, X: 96, Y: 40, Mode: 0
-* Frame Block ID: 0x03, X: 96, Y: 64, Mode: 0
-* Frame Block ID: 0x03, X: 88, Y: 88, Mode: 0
-* Frame Block ID: 0x03, X: 80, Y: 64, Mode: 0
-<hr>
-* Tileset 1
-* [[0C.gif]]
-* Subanimation 0x0C, Type: 2, Num. Frame Blocks: 3
-* Used By:
- * Flamethrower
- * Dragon Rage
- * Fire Spin
- * Fire Blast
-* Frame Block ID: 0x0C, X: 104, Y: 56, Mode: 0
-* Frame Block ID: 0x0C, X: 120, Y: 56, Mode: 0
-* Frame Block ID: 0x0C, X: 136, Y: 56, Mode: 0
-<hr>
-* Tileset 1
-* [[0D.gif]]
-* Subanimation 0x0D, Type: 2, Num. Frame Blocks: 6
-* Used By:
- * Flamethrower
- * Dragon Rage
- * Fire Spin
- * Fire Blast
-* Frame Block ID: 0x0C, X: 104, Y: 56, Mode: 2
-* Frame Block ID: 0x0C, X: 104, Y: 40, Mode: 0
-* Frame Block ID: 0x0C, X: 120, Y: 56, Mode: 2
-* Frame Block ID: 0x0C, X: 120, Y: 40, Mode: 0
-* Frame Block ID: 0x0C, X: 136, Y: 56, Mode: 2
-* Frame Block ID: 0x0C, X: 136, Y: 40, Mode: 0
-<hr>
-* Tileset 1
-* [[0E.gif]]
-* Subanimation 0x0E, Type: 2, Num. Frame Blocks: 9
-* Used By:
- * Dragon Rage
- * Fire Spin
-* Frame Block ID: 0x0C, X: 104, Y: 56, Mode: 2
-* Frame Block ID: 0x0C, X: 104, Y: 40, Mode: 2
-* Frame Block ID: 0x0C, X: 104, Y: 24, Mode: 0
-* Frame Block ID: 0x0C, X: 120, Y: 56, Mode: 2
-* Frame Block ID: 0x0C, X: 120, Y: 40, Mode: 2
-* Frame Block ID: 0x0C, X: 120, Y: 24, Mode: 0
-* Frame Block ID: 0x0C, X: 136, Y: 56, Mode: 2
-* Frame Block ID: 0x0C, X: 136, Y: 40, Mode: 2
-* Frame Block ID: 0x0C, X: 136, Y: 24, Mode: 0
-<hr>
-* Tileset 0
-* [[0F.gif]]
-* Subanimation 0x0F, Type: 2, Num. Frame Blocks: 12
-* Used By:
- * Scratch
- * Fury Swipes
- * Slash
-* Frame Block ID: 0x26, X: 104, Y: 32, Mode: 2
-* Frame Block ID: 0x26, X: 112, Y: 40, Mode: 2
-* Frame Block ID: 0x26, X: 120, Y: 48, Mode: 0
-* Frame Block ID: 0x27, X: 104, Y: 32, Mode: 2
-* Frame Block ID: 0x27, X: 112, Y: 40, Mode: 2
-* Frame Block ID: 0x27, X: 120, Y: 48, Mode: 0
-* Frame Block ID: 0x28, X: 104, Y: 32, Mode: 2
-* Frame Block ID: 0x28, X: 112, Y: 40, Mode: 2
-* Frame Block ID: 0x28, X: 120, Y: 48, Mode: 0
-* Frame Block ID: 0x29, X: 104, Y: 32, Mode: 2
-* Frame Block ID: 0x29, X: 112, Y: 40, Mode: 2
-* Frame Block ID: 0x29, X: 120, Y: 48, Mode: 0
-<hr>
-* Tileset 1
-* [[10.gif]]
-* Subanimation 0x10, Type: 4, Num. Frame Blocks: 8
-* Used By:
- * Gust
- * Whirlwind
- * Sonicboom
-* Frame Block ID: 0x2D, X: 48, Y: 80, Mode: 0
-* Frame Block ID: 0x2E, X: 56, Y: 80, Mode: 0
-* Frame Block ID: 0x2D, X: 64, Y: 80, Mode: 0
-* Frame Block ID: 0x2E, X: 72, Y: 80, Mode: 0
-* Frame Block ID: 0x2D, X: 80, Y: 80, Mode: 0
-* Frame Block ID: 0x2E, X: 88, Y: 72, Mode: 0
-* Frame Block ID: 0x2D, X: 96, Y: 64, Mode: 0
-* Frame Block ID: 0x2E, X: 104, Y: 48, Mode: 0
-<hr>
-* Tileset 1
-* [[11.gif]]
-* Subanimation 0x11, Type: 2, Num. Frame Blocks: 12
-* Used By:
- * Fire Punch
- * Ember
-* Frame Block ID: 0x0B, X: 120, Y: 64, Mode: 0
-* Frame Block ID: 0x0C, X: 120, Y: 64, Mode: 0
-* Frame Block ID: 0x0B, X: 120, Y: 64, Mode: 0
-* Frame Block ID: 0x0C, X: 120, Y: 64, Mode: 0
-* Frame Block ID: 0x0B, X: 136, Y: 64, Mode: 0
-* Frame Block ID: 0x0C, X: 136, Y: 64, Mode: 0
-* Frame Block ID: 0x0B, X: 136, Y: 64, Mode: 0
-* Frame Block ID: 0x0C, X: 136, Y: 64, Mode: 0
-* Frame Block ID: 0x0B, X: 128, Y: 64, Mode: 0
-* Frame Block ID: 0x0C, X: 128, Y: 64, Mode: 0
-* Frame Block ID: 0x0B, X: 128, Y: 64, Mode: 0
-* Frame Block ID: 0x0C, X: 128, Y: 64, Mode: 0
-<hr>
-* Tileset 0
-* [[12_0.gif]]
-* Tileset 1
-* [[12_1.gif]]
-* Subanimation 0x12, Type: 3, Num. Frame Blocks: 9
-* Used By:
- * Growl
- * Sing
- * Screech
- * Lovely Kiss
-* Frame Block ID: 0x17, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x17, X: 54, Y: 66, Mode: 0
-* Frame Block ID: 0x17, X: 68, Y: 56, Mode: 0
-* Frame Block ID: 0x17, X: 82, Y: 64, Mode: 0
-* Frame Block ID: 0x17, X: 96, Y: 72, Mode: 0
-* Frame Block ID: 0x17, X: 110, Y: 62, Mode: 0
-* Frame Block ID: 0x17, X: 124, Y: 40, Mode: 0
-* Frame Block ID: 0x17, X: 138, Y: 40, Mode: 0
-* Frame Block ID: 0x17, X: 152, Y: 48, Mode: 0
-<hr>
-* Tileset 1
-* [[13.gif]]
-* Subanimation 0x13, Type: 4, Num. Frame Blocks: 6
-* Used By:
- * Acid
- * Sludge
-* Frame Block ID: 0x30, X: 56, Y: 67, Mode: 0
-* Frame Block ID: 0x30, X: 72, Y: 51, Mode: 0
-* Frame Block ID: 0x30, X: 88, Y: 40, Mode: 0
-* Frame Block ID: 0x30, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x30, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x30, X: 120, Y: 32, Mode: 0
-<hr>
-* Tileset 1
-* [[14.gif]]
-* Subanimation 0x14, Type: 2, Num. Frame Blocks: 9
-* Used By:
- * Acid
- * Toxic
- * Lick
- * Sludge
-* Frame Block ID: 0x30, X: 120, Y: 32, Mode: 0
-* Frame Block ID: 0x30, X: 120, Y: 32, Mode: 3
-* Frame Block ID: 0x31, X: 120, Y: 48, Mode: 4
-* Frame Block ID: 0x31, X: 120, Y: 56, Mode: 4
-* Frame Block ID: 0x31, X: 120, Y: 64, Mode: 0
-* Frame Block ID: 0x30, X: 120, Y: 32, Mode: 2
-* Frame Block ID: 0x31, X: 128, Y: 48, Mode: 4
-* Frame Block ID: 0x31, X: 128, Y: 56, Mode: 4
-* Frame Block ID: 0x31, X: 128, Y: 64, Mode: 0
-<hr>
-* Tileset 1
-* [[15.gif]]
-* Subanimation 0x15, Type: 1, Num. Frame Blocks: 2
-* Used By:
- * Roar
- * Sonicboom
-* Frame Block ID: 0x35, X: 64, Y: 72, Mode: 0
-* Frame Block ID: 0x35, X: 57, Y: 72, Mode: 0
-<hr>
-* Tileset 0
-* [[16.gif]]
-* Subanimation 0x16, Type: 2, Num. Frame Blocks: 12
-* Used By:
- * Razor Wind
- * Cut
- * Vine Whip
- * Razor Leaf
-* Frame Block ID: 0x2A, X: 144, Y: 16, Mode: 0
-* Frame Block ID: 0x2B, X: 144, Y: 16, Mode: 2
-* Frame Block ID: 0x2B, X: 136, Y: 24, Mode: 2
-* Frame Block ID: 0x2A, X: 128, Y: 32, Mode: 4
-* Frame Block ID: 0x2B, X: 128, Y: 32, Mode: 2
-* Frame Block ID: 0x2B, X: 120, Y: 40, Mode: 2
-* Frame Block ID: 0x2A, X: 112, Y: 48, Mode: 4
-* Frame Block ID: 0x2B, X: 112, Y: 48, Mode: 2
-* Frame Block ID: 0x2B, X: 104, Y: 56, Mode: 2
-* Frame Block ID: 0x2A, X: 96, Y: 64, Mode: 4
-* Frame Block ID: 0x2C, X: 104, Y: 16, Mode: 2
-* Frame Block ID: 0x2C, X: 104, Y: 16, Mode: 0
-<hr>
-* Tileset 0
-* [[17.gif]]
-* Subanimation 0x17, Type: 2, Num. Frame Blocks: 4
-* Used By:
- * Dizzy Punch
-* Frame Block ID: 0x36, X: 136, Y: 36, Mode: 0
-* Frame Block ID: 0x36, X: 112, Y: 36, Mode: 0
-* Frame Block ID: 0x37, X: 112, Y: 28, Mode: 0
-* Frame Block ID: 0x37, X: 136, Y: 28, Mode: 0
-<hr>
-* Tileset 1
-* [[18.gif]]
-* Subanimation 0x18, Type: 5, Num. Frame Blocks: 4
-* Used By:
- * Swords Dance
-* Frame Block ID: 0x36, X: 136, Y: 36, Mode: 0
-* Frame Block ID: 0x36, X: 112, Y: 36, Mode: 0
-* Frame Block ID: 0x37, X: 112, Y: 28, Mode: 0
-* Frame Block ID: 0x37, X: 136, Y: 28, Mode: 0
-<hr>
-* Tileset 1
-* [[19.gif]]
-* Subanimation 0x19, Type: 4, Num. Frame Blocks: 12
-* Used By:
- * Smog
- * Poison Gas
-* Frame Block ID: 0x38, X: 56, Y: 67, Mode: 0
-* Frame Block ID: 0x39, X: 56, Y: 67, Mode: 0
-* Frame Block ID: 0x38, X: 72, Y: 51, Mode: 0
-* Frame Block ID: 0x39, X: 72, Y: 51, Mode: 0
-* Frame Block ID: 0x38, X: 88, Y: 40, Mode: 0
-* Frame Block ID: 0x39, X: 88, Y: 40, Mode: 0
-* Frame Block ID: 0x38, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x39, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x38, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x39, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x38, X: 120, Y: 32, Mode: 0
-* Frame Block ID: 0x39, X: 120, Y: 32, Mode: 0
-<hr>
-* Tileset 0
-* [[1A.gif]]
-* Subanimation 0x1A, Type: 2, Num. Frame Blocks: 16
-* Used By:
- * Hydro Pump
- * Surf
- * Waterfall
-* Frame Block ID: 0x3A, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x3B, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x3C, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x3D, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x3E, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x3F, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x3E, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x3F, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x3A, X: 128, Y: 24, Mode: 0
-* Frame Block ID: 0x3B, X: 128, Y: 24, Mode: 0
-* Frame Block ID: 0x3C, X: 128, Y: 24, Mode: 0
-* Frame Block ID: 0x3D, X: 128, Y: 24, Mode: 0
-* Frame Block ID: 0x3E, X: 128, Y: 24, Mode: 0
-* Frame Block ID: 0x3F, X: 128, Y: 24, Mode: 0
-* Frame Block ID: 0x3E, X: 128, Y: 24, Mode: 0
-* Frame Block ID: 0x3F, X: 128, Y: 24, Mode: 0
-<hr>
-* Tileset 1
-* [[1B.gif]]
-* Subanimation 0x1B, Type: 4, Num. Frame Blocks: 4
-* Used By:
- * Leech Seed
-* Frame Block ID: 0x40, X: 56, Y: 67, Mode: 0
-* Frame Block ID: 0x40, X: 72, Y: 51, Mode: 0
-* Frame Block ID: 0x40, X: 88, Y: 40, Mode: 0
-* Frame Block ID: 0x40, X: 104, Y: 40, Mode: 0
-<hr>
-* Tileset 1
-* [[1C.gif]]
-* Subanimation 0x1C, Type: 2, Num. Frame Blocks: 3
-* Used By:
- * Leech Seed
-* Frame Block ID: 0x41, X: 104, Y: 52, Mode: 0
-* Frame Block ID: 0x41, X: 136, Y: 52, Mode: 0
-* Frame Block ID: 0x41, X: 120, Y: 56, Mode: 0
-<hr>
-* Tileset 0
-* [[1D.gif]]
-* Subanimation 0x1D, Type: 5, Num. Frame Blocks: 15
-* Used By:
- * Rock Slide
-* Frame Block ID: 0x24, X: 112, Y: 56, Mode: 0
-* Frame Block ID: 0x23, X: 112, Y: 48, Mode: 2
-* Frame Block ID: 0x24, X: 128, Y: 56, Mode: 0
-* Frame Block ID: 0x23, X: 112, Y: 40, Mode: 2
-* Frame Block ID: 0x23, X: 128, Y: 48, Mode: 2
-* Frame Block ID: 0x24, X: 96, Y: 56, Mode: 0
-* Frame Block ID: 0x25, X: 96, Y: 32, Mode: 4
-* Frame Block ID: 0x25, X: 96, Y: 16, Mode: 4
-* Frame Block ID: 0x25, X: 96, Y: 8, Mode: 4
-* Frame Block ID: 0x25, X: 96, Y: 11, Mode: 4
-* Frame Block ID: 0x25, X: 96, Y: 8, Mode: 4
-* Frame Block ID: 0x25, X: 96, Y: 11, Mode: 4
-* Frame Block ID: 0x25, X: 96, Y: 8, Mode: 4
-* Frame Block ID: 0x25, X: 96, Y: 11, Mode: 4
-* Frame Block ID: 0x25, X: 96, Y: 8, Mode: 3
-<hr>
-* Tileset 0
-* [[1E.gif]]
-* Subanimation 0x1E, Type: 0, Num. Frame Blocks: 1
-* Used By:
- * Rock Slide
-* Frame Block ID: 0x25, X: 64, Y: 48, Mode: 0
-<hr>
-* Tileset 1
-* [[1F.gif]]
-* Subanimation 0x1F, Type: 4, Num. Frame Blocks: 5
-* Used By:
- * Flamethrower
- * Dragon Rage
- * Fire Blast
-* Frame Block ID: 0x0C, X: 40, Y: 88, Mode: 3
-* Frame Block ID: 0x0C, X: 60, Y: 80, Mode: 3
-* Frame Block ID: 0x0C, X: 80, Y: 72, Mode: 3
-* Frame Block ID: 0x0C, X: 100, Y: 64, Mode: 3
-* Frame Block ID: 0x0C, X: 120, Y: 56, Mode: 0
-<hr>
-* Tileset 1
-* [[20.gif]]
-* Subanimation 0x20, Type: 2, Num. Frame Blocks: 2
-* Used By:
- * Fire Blast
-* Frame Block ID: 0x42, X: 104, Y: 24, Mode: 0
-* Frame Block ID: 0x43, X: 104, Y: 24, Mode: 0
-<hr>
-* Tileset 0
-* [[21_0.gif]]
-* Tileset 1
-* [[21_1.gif]]
-* Subanimation 0x21, Type: 2, Num. Frame Blocks: 3
-* Used By:
- * Absorb
- * Mega Drain
- * Mimic
- * Leech Life
- * Transform
- * Conversion
-* Frame Block ID: 0x44, X: 104, Y: 16, Mode: 0
-* Frame Block ID: 0x45, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x46, X: 120, Y: 32, Mode: 2
-<hr>
-* Tileset 0
-* [[22_0.gif]]
-* Tileset 1
-* [[22_1.gif]]
-* Subanimation 0x22, Type: 4, Num. Frame Blocks: 11
-* Used By:
- * Absorb
- * Mega Drain
- * Mimic
- * Leech Life
- * Transform
- * Conversion
-* Frame Block ID: 0x47, X: 120, Y: 32, Mode: 0
-* Frame Block ID: 0x47, X: 112, Y: 28, Mode: 0
-* Frame Block ID: 0x47, X: 104, Y: 24, Mode: 0
-* Frame Block ID: 0x47, X: 96, Y: 22, Mode: 0
-* Frame Block ID: 0x47, X: 88, Y: 20, Mode: 0
-* Frame Block ID: 0x47, X: 84, Y: 18, Mode: 0
-* Frame Block ID: 0x47, X: 80, Y: 20, Mode: 0
-* Frame Block ID: 0x47, X: 76, Y: 24, Mode: 0
-* Frame Block ID: 0x47, X: 72, Y: 28, Mode: 0
-* Frame Block ID: 0x47, X: 56, Y: 48, Mode: 0
-* Frame Block ID: 0x47, X: 40, Y: 72, Mode: 0
-<hr>
-* Tileset 0
-* [[23.gif]]
-* Subanimation 0x23, Type: 2, Num. Frame Blocks: 2
-* Used By:
- * Bind
- * Wrap
- * Thunder Wave
- * Clamp
- * Constrict
-* Frame Block ID: 0x51, X: 96, Y: 40, Mode: 0
-* Frame Block ID: 0x51, X: 98, Y: 40, Mode: 0
-<hr>
-* Tileset 0
-* [[24.gif]]
-* Subanimation 0x24, Type: 5, Num. Frame Blocks: 2
-* Used By:
- * Unknown (0xB8)
- * Unknown (0xB9)
-* Frame Block ID: 0x51, X: 96, Y: 40, Mode: 0
-* Frame Block ID: 0x51, X: 98, Y: 40, Mode: 0
-<hr>
-* Tileset 0
-* [[25.gif]]
-* Subanimation 0x25, Type: 3, Num. Frame Blocks: 2
-* Used By:
- * Amnesia
- * Unknown (0xBE)
-* Frame Block ID: 0x52, X: 48, Y: 56, Mode: 0
-* Frame Block ID: 0x52, X: 72, Y: 64, Mode: 0
-<hr>
-* Tileset 0
-* [[26.gif]]
-* Subanimation 0x26, Type: 0, Num. Frame Blocks: 2
-* Used By:
- * Confused Pokémon
-* Frame Block ID: 0x52, X: 112, Y: 16, Mode: 0
-* Frame Block ID: 0x52, X: 96, Y: 32, Mode: 0
-<hr>
-* Tileset 0
-* [[27.gif]]
-* Subanimation 0x27, Type: 5, Num. Frame Blocks: 2
-* Used By:
- * Unknown (0xBA)
- * Unknown (0xBB)
-* Frame Block ID: 0x54, X: 112, Y: 16, Mode: 0
-* Frame Block ID: 0x54, X: 96, Y: 32, Mode: 0
-<hr>
-* Tileset 1
-* [[28.gif]]
-* Subanimation 0x28, Type: 1, Num. Frame Blocks: 3
-* Used By:
- * Sand Attack
- * Smokescreen
-* Frame Block ID: 0x55, X: 72, Y: 48, Mode: 3
-* Frame Block ID: 0x56, X: 72, Y: 48, Mode: 3
-* Frame Block ID: 0x57, X: 72, Y: 48, Mode: 0
-<hr>
-* Tileset 1
-* [[29.gif]]
-* Subanimation 0x29, Type: 2, Num. Frame Blocks: 29
-* Used By:
- * Thundershock
- * Thunderbolt
- * Thunder Wave
- * Thunder
-* Frame Block ID: 0x48, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x4A, X: 98, Y: 16, Mode: 3
-* Frame Block ID: 0x4B, X: 96, Y: 16, Mode: 3
-* Frame Block ID: 0x49, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x4A, X: 98, Y: 16, Mode: 3
-* Frame Block ID: 0x4B, X: 96, Y: 16, Mode: 0
-* Frame Block ID: 0x4C, X: 96, Y: 18, Mode: 3
-* Frame Block ID: 0x4D, X: 98, Y: 18, Mode: 3
-* Frame Block ID: 0x49, X: 114, Y: 32, Mode: 0
-* Frame Block ID: 0x4C, X: 96, Y: 18, Mode: 3
-* Frame Block ID: 0x4D, X: 98, Y: 18, Mode: 0
-* Frame Block ID: 0x4A, X: 98, Y: 16, Mode: 3
-* Frame Block ID: 0x4B, X: 96, Y: 16, Mode: 3
-* Frame Block ID: 0x49, X: 114, Y: 34, Mode: 0
-* Frame Block ID: 0x4A, X: 98, Y: 16, Mode: 3
-* Frame Block ID: 0x4B, X: 96, Y: 16, Mode: 0
-* Frame Block ID: 0x4C, X: 96, Y: 18, Mode: 3
-* Frame Block ID: 0x4D, X: 98, Y: 18, Mode: 3
-* Frame Block ID: 0x49, X: 112, Y: 34, Mode: 0
-* Frame Block ID: 0x4C, X: 96, Y: 18, Mode: 3
-* Frame Block ID: 0x4D, X: 96, Y: 16, Mode: 0
-* Frame Block ID: 0x4A, X: 98, Y: 16, Mode: 3
-* Frame Block ID: 0x4B, X: 96, Y: 16, Mode: 3
-* Frame Block ID: 0x49, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x4A, X: 98, Y: 16, Mode: 3
-* Frame Block ID: 0x4B, X: 96, Y: 16, Mode: 0
-* Frame Block ID: 0x4C, X: 96, Y: 18, Mode: 3
-* Frame Block ID: 0x4D, X: 96, Y: 16, Mode: 3
-* Frame Block ID: 0x49, X: 114, Y: 32, Mode: 0
-<hr>
-* Tileset 0
-* [[2A.gif]]
-* Subanimation 0x2A, Type: 2, Num. Frame Blocks: 4
-* Used By:
- * Vicegrip
- * Guillotine
- * Clamp
- * Crabhammer
-* Frame Block ID: 0x4E, X: 96, Y: 24, Mode: 0
-* Frame Block ID: 0x4F, X: 96, Y: 24, Mode: 0
-* Frame Block ID: 0x50, X: 96, Y: 24, Mode: 0
-* Frame Block ID: 0x50, X: 96, Y: 24, Mode: 0
-<hr>
-* Tileset 1
-* [[2B.gif]]
-* Subanimation 0x2B, Type: 2, Num. Frame Blocks: 11
-* Used By:
- * Thunderpunch
- * Thunder
-* Frame Block ID: 0x0D, X: 128, Y: 16, Mode: 3
-* Frame Block ID: 0x0E, X: 128, Y: 16, Mode: 3
-* Frame Block ID: 0x0F, X: 128, Y: 16, Mode: 0
-* Frame Block ID: 0x0D, X: 128, Y: 32, Mode: 0
-* Frame Block ID: 0x0D, X: 128, Y: 32, Mode: 0
-* Frame Block ID: 0x0D, X: 128, Y: 52, Mode: 0
-* Frame Block ID: 0x0D, X: 128, Y: 52, Mode: 0
-* Frame Block ID: 0x10, X: 120, Y: 56, Mode: 0
-* Frame Block ID: 0x10, X: 120, Y: 56, Mode: 0
-* Frame Block ID: 0x11, X: 112, Y: 48, Mode: 0
-* Frame Block ID: 0x11, X: 112, Y: 48, Mode: 0
-<hr>
-* Tileset 0
-* [[2C.gif]]
-* Subanimation 0x2C, Type: 2, Num. Frame Blocks: 12
-* Used By:
- * Water Gun
-* Frame Block ID: 0x12, X: 112, Y: 16, Mode: 0
-* Frame Block ID: 0x12, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x12, X: 112, Y: 48, Mode: 0
-* Frame Block ID: 0x12, X: 112, Y: 64, Mode: 0
-* Frame Block ID: 0x13, X: 112, Y: 72, Mode: 0
-* Frame Block ID: 0x13, X: 112, Y: 72, Mode: 2
-* Frame Block ID: 0x14, X: 112, Y: 72, Mode: 0
-* Frame Block ID: 0x14, X: 112, Y: 72, Mode: 2
-* Frame Block ID: 0x15, X: 112, Y: 72, Mode: 0
-* Frame Block ID: 0x15, X: 112, Y: 72, Mode: 0
-* Frame Block ID: 0x16, X: 112, Y: 72, Mode: 0
-* Frame Block ID: 0x16, X: 112, Y: 72, Mode: 0
-<hr>
-* Tileset 0
-* [[2D.gif]]
-* Subanimation 0x2D, Type: 3, Num. Frame Blocks: 6
-* Used By:
- * Double Edge
-* Frame Block ID: 0x44, X: 20, Y: 64, Mode: 0
-* Frame Block ID: 0x45, X: 28, Y: 72, Mode: 0
-* Frame Block ID: 0x46, X: 36, Y: 80, Mode: 0
-* Frame Block ID: 0x47, X: 36, Y: 80, Mode: 0
-* Frame Block ID: 0x47, X: 36, Y: 80, Mode: 0
-* Frame Block ID: 0x47, X: 36, Y: 80, Mode: 0
-<hr>
-* Tileset 0
-* [[2E.gif]]
-* Subanimation 0x2E, Type: 1, Num. Frame Blocks: 14
-* Used By:
- * Ice Beam
- * Psybeam
- * Aurora Beam
- * Hyper Beam
- * Solarbeam
-* Frame Block ID: 0x18, X: 56, Y: 56, Mode: 2
-* Frame Block ID: 0x75, X: 64, Y: 72, Mode: 4
-* Frame Block ID: 0x19, X: 56, Y: 56, Mode: 2
-* Frame Block ID: 0x75, X: 72, Y: 68, Mode: 4
-* Frame Block ID: 0x1A, X: 56, Y: 56, Mode: 2
-* Frame Block ID: 0x75, X: 80, Y: 64, Mode: 4
-* Frame Block ID: 0x1B, X: 56, Y: 56, Mode: 2
-* Frame Block ID: 0x75, X: 88, Y: 60, Mode: 4
-* Frame Block ID: 0x1C, X: 56, Y: 56, Mode: 2
-* Frame Block ID: 0x75, X: 96, Y: 56, Mode: 4
-* Frame Block ID: 0x1D, X: 56, Y: 56, Mode: 2
-* Frame Block ID: 0x75, X: 104, Y: 52, Mode: 4
-* Frame Block ID: 0x1E, X: 56, Y: 56, Mode: 2
-* Frame Block ID: 0x75, X: 112, Y: 48, Mode: 0
-<hr>
-* Tileset 0
-* [[2F.gif]]
-* Subanimation 0x2F, Type: 2, Num. Frame Blocks: 4
-* Used By:
- * Ice Punch
- * Ice Beam
-* Frame Block ID: 0x1F, X: 104, Y: 64, Mode: 0
-* Frame Block ID: 0x20, X: 104, Y: 56, Mode: 0
-* Frame Block ID: 0x21, X: 104, Y: 48, Mode: 0
-* Frame Block ID: 0x22, X: 104, Y: 40, Mode: 0
-<hr>
-* Tileset 0
-* [[30.gif]]
-* Subanimation 0x30, Type: 2, Num. Frame Blocks: 18
-* Used By:
- * Rock Throw
-* Frame Block ID: 0x23, X: 104, Y: 16, Mode: 2
-* Frame Block ID: 0x23, X: 120, Y: 16, Mode: 2
-* Frame Block ID: 0x23, X: 136, Y: 16, Mode: 0
-* Frame Block ID: 0x23, X: 104, Y: 24, Mode: 2
-* Frame Block ID: 0x23, X: 120, Y: 16, Mode: 2
-* Frame Block ID: 0x23, X: 136, Y: 16, Mode: 0
-* Frame Block ID: 0x23, X: 104, Y: 32, Mode: 2
-* Frame Block ID: 0x23, X: 120, Y: 16, Mode: 2
-* Frame Block ID: 0x23, X: 136, Y: 24, Mode: 0
-* Frame Block ID: 0x25, X: 104, Y: 24, Mode: 0
-* Frame Block ID: 0x25, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x25, X: 104, Y: 40, Mode: 0
-* Frame Block ID: 0x24, X: 104, Y: 64, Mode: 2
-* Frame Block ID: 0x23, X: 120, Y: 48, Mode: 2
-* Frame Block ID: 0x23, X: 136, Y: 56, Mode: 0
-* Frame Block ID: 0x23, X: 120, Y: 56, Mode: 2
-* Frame Block ID: 0x24, X: 136, Y: 64, Mode: 0
-* Frame Block ID: 0x24, X: 136, Y: 64, Mode: 0
-<hr>
-* Tileset 0
-* [[31.gif]]
-* Subanimation 0x31, Type: 1, Num. Frame Blocks: 10
-* Used By:
- * Supersonic
- * Psywave
-* Frame Block ID: 0x2F, X: 64, Y: 80, Mode: 0
-* Frame Block ID: 0x2F, X: 68, Y: 80, Mode: 0
-* Frame Block ID: 0x2F, X: 72, Y: 72, Mode: 0
-* Frame Block ID: 0x2F, X: 76, Y: 72, Mode: 0
-* Frame Block ID: 0x2F, X: 80, Y: 64, Mode: 0
-* Frame Block ID: 0x2F, X: 84, Y: 64, Mode: 0
-* Frame Block ID: 0x2F, X: 88, Y: 56, Mode: 0
-* Frame Block ID: 0x2F, X: 92, Y: 56, Mode: 0
-* Frame Block ID: 0x2F, X: 96, Y: 48, Mode: 0
-* Frame Block ID: 0x2F, X: 100, Y: 48, Mode: 0
-<hr>
-* Tileset 0
-* [[32_0.gif]]
-* Tileset 1
-* [[32_1.gif]]
-* (above two images are possible graphics for this unused subanimation)
-* Subanimation 0x32, Type: 3, Num. Frame Blocks: 3
-* Used By:
- * None
-* Frame Block ID: 0x47, X: 48, Y: 64, Mode: 0
-* Frame Block ID: 0x47, X: 56, Y: 56, Mode: 0
-* Frame Block ID: 0x47, X: 64, Y: 48, Mode: 0
-<hr>
-* Tileset 1
-* [[33.gif]]
-* Subanimation 0x33, Type: 1, Num. Frame Blocks: 6
-* Used By:
- * Double Team
- * Barrier
- * Light Screen
- * Reflect
-* Frame Block ID: 0x58, X: 72, Y: 56, Mode: 0
-* Frame Block ID: 0x34, X: 72, Y: 56, Mode: 0
-* Frame Block ID: 0x58, X: 72, Y: 56, Mode: 0
-* Frame Block ID: 0x34, X: 72, Y: 56, Mode: 0
-* Frame Block ID: 0x58, X: 72, Y: 56, Mode: 0
-* Frame Block ID: 0x34, X: 72, Y: 56, Mode: 0
-<hr>
-* Tileset 1
-* [[34.gif]]
-* Subanimation 0x34, Type: 1, Num. Frame Blocks: 21
-* Used By:
- * Selfdestruct
- * Explosion
-* Frame Block ID: 0x48, X: 16, Y: 56, Mode: 0
-* Frame Block ID: 0x49, X: 16, Y: 56, Mode: 0
-* Frame Block ID: 0x5A, X: 16, Y: 56, Mode: 0
-* Frame Block ID: 0x48, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x49, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x5A, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x48, X: 16, Y: 80, Mode: 0
-* Frame Block ID: 0x49, X: 16, Y: 80, Mode: 0
-* Frame Block ID: 0x5A, X: 16, Y: 80, Mode: 0
-* Frame Block ID: 0x48, X: 40, Y: 56, Mode: 0
-* Frame Block ID: 0x49, X: 40, Y: 56, Mode: 0
-* Frame Block ID: 0x5A, X: 40, Y: 56, Mode: 0
-* Frame Block ID: 0x48, X: 24, Y: 72, Mode: 0
-* Frame Block ID: 0x49, X: 24, Y: 72, Mode: 0
-* Frame Block ID: 0x5A, X: 24, Y: 72, Mode: 0
-* Frame Block ID: 0x48, X: 32, Y: 64, Mode: 0
-* Frame Block ID: 0x49, X: 32, Y: 64, Mode: 0
-* Frame Block ID: 0x5A, X: 32, Y: 64, Mode: 0
-* Frame Block ID: 0x48, X: 32, Y: 72, Mode: 0
-* Frame Block ID: 0x49, X: 32, Y: 72, Mode: 0
-* Frame Block ID: 0x5A, X: 32, Y: 72, Mode: 0
-<hr>
-* Tileset 0
-* [[35.gif]]
-* Subanimation 0x35, Type: 1, Num. Frame Blocks: 4
-* Used By:
- * Bubblebeam
- * Bubble
-* Frame Block ID: 0x5B, X: 60, Y: 64, Mode: 3
-* Frame Block ID: 0x5C, X: 80, Y: 56, Mode: 3
-* Frame Block ID: 0x5D, X: 100, Y: 40, Mode: 3
-* Frame Block ID: 0x5E, X: 120, Y: 24, Mode: 0
-<hr>
-* Tileset 0
-* [[36.gif]]
-* Subanimation 0x36, Type: 2, Num. Frame Blocks: 8
-* Used By:
- * Poisonpowder
- * Stun Spore
- * Sleep Powder
- * Spore
-* Frame Block ID: 0x5F, X: 96, Y: 16, Mode: 0
-* Frame Block ID: 0x5F, X: 104, Y: 16, Mode: 0
-* Frame Block ID: 0x60, X: 96, Y: 16, Mode: 0
-* Frame Block ID: 0x60, X: 104, Y: 16, Mode: 0
-* Frame Block ID: 0x61, X: 96, Y: 16, Mode: 0
-* Frame Block ID: 0x61, X: 104, Y: 16, Mode: 0
-* Frame Block ID: 0x62, X: 96, Y: 16, Mode: 0
-* Frame Block ID: 0x62, X: 104, Y: 16, Mode: 0
-<hr>
-* Tileset 0
-* [[37.gif]]
-* Subanimation 0x37, Type: 1, Num. Frame Blocks: 10
-* Used By:
- * String Shot
-* Frame Block ID: 0x63, X: 56, Y: 48, Mode: 0
-* Frame Block ID: 0x64, X: 64, Y: 48, Mode: 0
-* Frame Block ID: 0x63, X: 72, Y: 56, Mode: 0
-* Frame Block ID: 0x65, X: 152, Y: 24, Mode: 0
-* Frame Block ID: 0x65, X: 144, Y: 28, Mode: 0
-* Frame Block ID: 0x65, X: 136, Y: 32, Mode: 0
-* Frame Block ID: 0x65, X: 128, Y: 36, Mode: 0
-* Frame Block ID: 0x65, X: 120, Y: 40, Mode: 0
-* Frame Block ID: 0x65, X: 112, Y: 44, Mode: 0
-* Frame Block ID: 0x65, X: 104, Y: 48, Mode: 0
-<hr>
-* Tileset 0
-* [[38.gif]]
-* Subanimation 0x38, Type: 2, Num. Frame Blocks: 16
-* Used By:
- * Blizzard
-* Frame Block ID: 0x66, X: 80, Y: 16, Mode: 0
-* Frame Block ID: 0x66, X: 88, Y: 32, Mode: 0
-* Frame Block ID: 0x66, X: 96, Y: 48, Mode: 0
-* Frame Block ID: 0x67, X: 104, Y: 64, Mode: 3
-* Frame Block ID: 0x66, X: 112, Y: 16, Mode: 4
-* Frame Block ID: 0x66, X: 120, Y: 32, Mode: 4
-* Frame Block ID: 0x66, X: 128, Y: 48, Mode: 4
-* Frame Block ID: 0x67, X: 136, Y: 64, Mode: 3
-* Frame Block ID: 0x66, X: 96, Y: 16, Mode: 4
-* Frame Block ID: 0x66, X: 104, Y: 32, Mode: 4
-* Frame Block ID: 0x66, X: 112, Y: 48, Mode: 4
-* Frame Block ID: 0x67, X: 120, Y: 64, Mode: 3
-* Frame Block ID: 0x66, X: 128, Y: 16, Mode: 4
-* Frame Block ID: 0x66, X: 136, Y: 32, Mode: 4
-* Frame Block ID: 0x66, X: 144, Y: 48, Mode: 4
-* Frame Block ID: 0x67, X: 152, Y: 64, Mode: 0
-<hr>
-* Tileset 0
-* [[39_0.gif]]
-* Tileset 1
-* [[39_1.gif]]
-* (above two images are possible graphics for this unused subanimation)
-* Subanimation 0x39, Type: 3, Num. Frame Blocks: 1
-* Used By:
- * None
-* Frame Block ID: 0x47, X: 36, Y: 76, Mode: 0
-<hr>
-* Tileset 0
-* [[3A.gif]]
-* Subanimation 0x3A, Type: 3, Num. Frame Blocks: 3
-* Used By:
- * Rest
- * Unknown (0xBC)
-* Frame Block ID: 0x53, X: 48, Y: 56, Mode: 0
-* Frame Block ID: 0x53, X: 40, Y: 56, Mode: 0
-* Frame Block ID: 0x53, X: 32, Y: 64, Mode: 0
-<hr>
-* Tileset 0
-* [[3B.gif]]
-* Subanimation 0x3B, Type: 0, Num. Frame Blocks: 3
-* Used By:
- * Sleeping Pokémon
-* Frame Block ID: 0x53, X: 112, Y: 16, Mode: 0
-* Frame Block ID: 0x53, X: 104, Y: 40, Mode: 0
-* Frame Block ID: 0x53, X: 96, Y: 32, Mode: 0
-<hr>
-* Tileset 0
-* [[3C_0.gif]]
-* Tileset 1
-* [[3C_1.gif]]
-* (above two images are possible graphics for this unused subanimation)
-* Subanimation 0x3C, Type: 3, Num. Frame Blocks: 7
-* Used By:
- * None
-* Frame Block ID: 0x59, X: 76, Y: 80, Mode: 3
-* Frame Block ID: 0x59, X: 77, Y: 96, Mode: 3
-* Frame Block ID: 0x59, X: 74, Y: 64, Mode: 3
-* Frame Block ID: 0x59, X: 77, Y: 88, Mode: 3
-* Frame Block ID: 0x59, X: 75, Y: 72, Mode: 3
-* Frame Block ID: 0x59, X: 77, Y: 104, Mode: 3
-* Frame Block ID: 0x59, X: 72, Y: 56, Mode: 0
-<hr>
-* Tileset 0
-* [[3D_0.gif]]
-* Tileset 1
-* [[3D_1.gif]]
-* (above two images are possible graphics for this unused subanimation)
-* Subanimation 0x3D, Type: 0, Num. Frame Blocks: 8
-* Used By:
- * None
-* Frame Block ID: 0x3A, X: 80, Y: 64, Mode: 0
-* Frame Block ID: 0x3B, X: 80, Y: 64, Mode: 0
-* Frame Block ID: 0x3C, X: 80, Y: 64, Mode: 0
-* Frame Block ID: 0x3D, X: 80, Y: 64, Mode: 0
-* Frame Block ID: 0x3E, X: 80, Y: 64, Mode: 0
-* Frame Block ID: 0x3F, X: 80, Y: 64, Mode: 0
-* Frame Block ID: 0x3E, X: 80, Y: 64, Mode: 0
-* Frame Block ID: 0x3F, X: 80, Y: 64, Mode: 0
-<hr>
-* Tileset 1
-* [[3E.gif]]
-* Subanimation 0x3E, Type: 4, Num. Frame Blocks: 18
-* Used By:
- * Confuse Ray
-* Frame Block ID: 0x02, X: 56, Y: 67, Mode: 0
-* Frame Block ID: 0x34, X: 56, Y: 67, Mode: 0
-* Frame Block ID: 0x02, X: 56, Y: 67, Mode: 0
-* Frame Block ID: 0x02, X: 72, Y: 51, Mode: 0
-* Frame Block ID: 0x34, X: 72, Y: 51, Mode: 0
-* Frame Block ID: 0x02, X: 72, Y: 51, Mode: 0
-* Frame Block ID: 0x02, X: 88, Y: 40, Mode: 0
-* Frame Block ID: 0x34, X: 88, Y: 40, Mode: 0
-* Frame Block ID: 0x02, X: 88, Y: 40, Mode: 0
-* Frame Block ID: 0x02, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x34, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x02, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x02, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x34, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x02, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x02, X: 120, Y: 32, Mode: 0
-* Frame Block ID: 0x34, X: 120, Y: 32, Mode: 0
-* Frame Block ID: 0x02, X: 120, Y: 32, Mode: 0
-<hr>
-* Tileset 1
-* [[3F.gif]]
-* Subanimation 0x3F, Type: 3, Num. Frame Blocks: 18
-* Used By:
- * Swift
-* Frame Block ID: 0x68, X: 72, Y: 72, Mode: 0
-* Frame Block ID: 0x68, X: 88, Y: 64, Mode: 0
-* Frame Block ID: 0x68, X: 104, Y: 56, Mode: 0
-* Frame Block ID: 0x68, X: 120, Y: 48, Mode: 0
-* Frame Block ID: 0x68, X: 136, Y: 40, Mode: 0
-* Frame Block ID: 0x68, X: 152, Y: 32, Mode: 0
-* Frame Block ID: 0x68, X: 72, Y: 56, Mode: 0
-* Frame Block ID: 0x68, X: 88, Y: 48, Mode: 0
-* Frame Block ID: 0x68, X: 104, Y: 40, Mode: 0
-* Frame Block ID: 0x68, X: 120, Y: 32, Mode: 0
-* Frame Block ID: 0x68, X: 136, Y: 24, Mode: 0
-* Frame Block ID: 0x68, X: 152, Y: 16, Mode: 0
-* Frame Block ID: 0x68, X: 72, Y: 88, Mode: 0
-* Frame Block ID: 0x68, X: 88, Y: 80, Mode: 0
-* Frame Block ID: 0x68, X: 104, Y: 72, Mode: 0
-* Frame Block ID: 0x68, X: 120, Y: 64, Mode: 0
-* Frame Block ID: 0x68, X: 136, Y: 56, Mode: 0
-* Frame Block ID: 0x68, X: 152, Y: 48, Mode: 0
-<hr>
-* Tileset 1
-* [[40.gif]]
-* Subanimation 0x40, Type: 2, Num. Frame Blocks: 6
-* Used By:
- * Sing
-* Frame Block ID: 0x17, X: 136, Y: 36, Mode: 0
-* Frame Block ID: 0x17, X: 112, Y: 36, Mode: 0
-* Frame Block ID: 0x17, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x17, X: 112, Y: 28, Mode: 0
-* Frame Block ID: 0x17, X: 136, Y: 28, Mode: 0
-* Frame Block ID: 0x17, X: 144, Y: 32, Mode: 0
-<hr>
-* Tileset 1
-* [[41.gif]]
-* Subanimation 0x41, Type: 4, Num. Frame Blocks: 5
-* Used By:
- * Egg Bomb
- * Barrage
-* Frame Block ID: 0x03, X: 56, Y: 67, Mode: 0
-* Frame Block ID: 0x03, X: 72, Y: 51, Mode: 0
-* Frame Block ID: 0x03, X: 88, Y: 40, Mode: 0
-* Frame Block ID: 0x03, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x03, X: 120, Y: 32, Mode: 0
-<hr>
-* Tileset 1
-* [[42.gif]]
-* Subanimation 0x42, Type: 2, Num. Frame Blocks: 3
-* Used By:
- * Egg Bomb
-* Frame Block ID: 0x48, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x49, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x5A, X: 112, Y: 24, Mode: 0
-<hr>
-* Tileset 0
-* [[43_0.gif]]
-* Tileset 1
-* [[43_1.gif]]
-* Subanimation 0x43, Type: 5, Num. Frame Blocks: 3
-* Used By:
- * Meditate
- * Harden
- * Defense Curl
- * Sharpen
- * Unknown (0xB0)
- * Unknown (0xB1)
- * Unknown (0xB4)
- * Unknown (0xB5)
-* Frame Block ID: 0x6A, X: 104, Y: 24, Mode: 0
-* Frame Block ID: 0x6B, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x6C, X: 120, Y: 40, Mode: 0
-<hr>
-* Tileset 1
-* [[44.gif]]
-* Subanimation 0x44, Type: 1, Num. Frame Blocks: 12
-* Used By:
- * Razor Leaf
-* Frame Block ID: 0x69, X: 72, Y: 72, Mode: 0
-* Frame Block ID: 0x69, X: 88, Y: 64, Mode: 0
-* Frame Block ID: 0x69, X: 104, Y: 56, Mode: 0
-* Frame Block ID: 0x69, X: 120, Y: 48, Mode: 0
-* Frame Block ID: 0x69, X: 136, Y: 40, Mode: 0
-* Frame Block ID: 0x69, X: 152, Y: 32, Mode: 0
-* Frame Block ID: 0x69, X: 72, Y: 56, Mode: 0
-* Frame Block ID: 0x69, X: 88, Y: 48, Mode: 0
-* Frame Block ID: 0x69, X: 104, Y: 40, Mode: 0
-* Frame Block ID: 0x69, X: 120, Y: 32, Mode: 0
-* Frame Block ID: 0x69, X: 136, Y: 24, Mode: 0
-* Frame Block ID: 0x69, X: 152, Y: 16, Mode: 0
-<hr>
-* Tileset 0
-* [[45.gif]]
-* Subanimation 0x45, Type: 1, Num. Frame Blocks: 4
-* Used By:
- * Horn Attack
-* Frame Block ID: 0x6D, X: 64, Y: 60, Mode: 0
-* Frame Block ID: 0x6D, X: 80, Y: 56, Mode: 0
-* Frame Block ID: 0x6D, X: 72, Y: 68, Mode: 0
-* Frame Block ID: 0x6D, X: 88, Y: 64, Mode: 0
-<hr>
-* Tileset 0
-* [[46.gif]]
-* Subanimation 0x46, Type: 1, Num. Frame Blocks: 6
-* Used By:
- * Fury Attack
-* Frame Block ID: 0x6D, X: 64, Y: 60, Mode: 0
-* Frame Block ID: 0x6D, X: 80, Y: 56, Mode: 0
-* Frame Block ID: 0x6D, X: 72, Y: 68, Mode: 0
-* Frame Block ID: 0x6D, X: 88, Y: 64, Mode: 0
-* Frame Block ID: 0x6D, X: 40, Y: 52, Mode: 0
-* Frame Block ID: 0x6D, X: 56, Y: 48, Mode: 0
-<hr>
-* Tileset 0
-* [[47.gif]]
-* Subanimation 0x47, Type: 1, Num. Frame Blocks: 3
-* Used By:
- * Transform
- * Substitute
-* Frame Block ID: 0x06, X: 32, Y: 72, Mode: 0
-* Frame Block ID: 0x07, X: 32, Y: 72, Mode: 0
-* Frame Block ID: 0x08, X: 28, Y: 68, Mode: 0
-<hr>
-* Tileset 0
-* [[48.gif]]
-* Subanimation 0x48, Type: 0, Num. Frame Blocks: 6
-* Used By:
- * Unknown (0xAA)
-* Frame Block ID: 0x03, X: 80, Y: 72, Mode: 4
-* Frame Block ID: 0x03, X: 80, Y: 80, Mode: 4
-* Frame Block ID: 0x04, X: 80, Y: 80, Mode: 4
-* Frame Block ID: 0x03, X: 80, Y: 80, Mode: 4
-* Frame Block ID: 0x05, X: 80, Y: 80, Mode: 4
-* Frame Block ID: 0x03, X: 80, Y: 80, Mode: 3
-<hr>
-* Tileset 0
-* [[49.gif]]
-* Subanimation 0x49, Type: 0, Num. Frame Blocks: 4
-* Used By:
- * Unknown (0xAB)
-* Frame Block ID: 0x04, X: 80, Y: 80, Mode: 4
-* Frame Block ID: 0x03, X: 80, Y: 80, Mode: 4
-* Frame Block ID: 0x05, X: 80, Y: 80, Mode: 4
-* Frame Block ID: 0x03, X: 80, Y: 80, Mode: 3
-<hr>
-* Tileset 0
-* [[4A.gif]]
-* Subanimation 0x4A, Type: 0, Num. Frame Blocks: 1
-* Used By:
- * Unknown (0xAC)
-* Frame Block ID: 0x04, X: 80, Y: 56, Mode: 3
-<hr>
-* Tileset 0
-* [[4B.gif]]
-* Subanimation 0x4B, Type: 0, Num. Frame Blocks: 3
-* Used By:
- * Unknown (0xAD)
-* Frame Block ID: 0x06, X: 72, Y: 64, Mode: 0
-* Frame Block ID: 0x07, X: 72, Y: 64, Mode: 0
-* Frame Block ID: 0x08, X: 72, Y: 64, Mode: 0
-<hr>
-* Tileset 0
-* [[4C.gif]]
-* Subanimation 0x4C, Type: 3, Num. Frame Blocks: 8
-* Used By:
- * Softboiled
-* Frame Block ID: 0x6F, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x6E, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x70, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x6E, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x6F, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x6E, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x70, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x6E, X: 40, Y: 88, Mode: 0
-<hr>
-* Tileset 1
-* [[4D.gif]]
-* Subanimation 0x4D, Type: 1, Num. Frame Blocks: 6
-* Used By:
- * Tri Attack
-* Frame Block ID: 0x32, X: 72, Y: 72, Mode: 0
-* Frame Block ID: 0x33, X: 88, Y: 56, Mode: 0
-* Frame Block ID: 0x32, X: 104, Y: 56, Mode: 0
-* Frame Block ID: 0x33, X: 112, Y: 40, Mode: 0
-* Frame Block ID: 0x32, X: 136, Y: 40, Mode: 0
-* Frame Block ID: 0x33, X: 152, Y: 24, Mode: 0
-<hr>
-* Tileset 1
-* [[4E.gif]]
-* Subanimation 0x4E, Type: 2, Num. Frame Blocks: 1
-* Used By:
- * Seismic Toss
-* Frame Block ID: 0x71, X: 112, Y: 32, Mode: 3
-<hr>
-* Tileset 1
-* [[4F.gif]]
-* Subanimation 0x4F, Type: 2, Num. Frame Blocks: 7
-* Used By:
- * Seismic Toss
-* Frame Block ID: 0x71, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x71, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x71, X: 112, Y: 16, Mode: 0
-* Frame Block ID: 0x71, X: 112, Y: 8, Mode: 0
-* Frame Block ID: 0x72, X: 112, Y: 8, Mode: 0
-* Frame Block ID: 0x73, X: 112, Y: 8, Mode: 0
-* Frame Block ID: 0x74, X: 112, Y: 8, Mode: 0
-<hr>
-* Tileset 1
-* [[50.gif]]
-* Subanimation 0x50, Type: 2, Num. Frame Blocks: 8
-* Used By:
- * Seismic Toss
-* Frame Block ID: 0x74, X: 112, Y: 8, Mode: 0
-* Frame Block ID: 0x73, X: 112, Y: 8, Mode: 0
-* Frame Block ID: 0x72, X: 112, Y: 8, Mode: 0
-* Frame Block ID: 0x71, X: 112, Y: 8, Mode: 0
-* Frame Block ID: 0x71, X: 112, Y: 16, Mode: 0
-* Frame Block ID: 0x71, X: 112, Y: 24, Mode: 0
-* Frame Block ID: 0x71, X: 112, Y: 32, Mode: 0
-* Frame Block ID: 0x71, X: 112, Y: 40, Mode: 0
-<hr>
-* Tileset 0
-* [[51.gif]]
-* Subanimation 0x51, Type: 5, Num. Frame Blocks: 6
-* Used By:
- * Withdraw
-* Frame Block ID: 0x76, X: 112, Y: 48, Mode: 0
-* Frame Block ID: 0x34, X: 112, Y: 48, Mode: 0
-* Frame Block ID: 0x76, X: 112, Y: 48, Mode: 0
-* Frame Block ID: 0x34, X: 112, Y: 48, Mode: 0
-* Frame Block ID: 0x76, X: 112, Y: 48, Mode: 0
-* Frame Block ID: 0x34, X: 112, Y: 48, Mode: 0
-<hr>
-* Tileset 0
-* [[52.gif]]
-* Subanimation 0x52, Type: 2, Num. Frame Blocks: 7
-* Used By:
- * Pay Day
-* Frame Block ID: 0x77, X: 112, Y: 64, Mode: 0
-* Frame Block ID: 0x77, X: 108, Y: 56, Mode: 0
-* Frame Block ID: 0x77, X: 104, Y: 48, Mode: 0
-* Frame Block ID: 0x77, X: 100, Y: 56, Mode: 0
-* Frame Block ID: 0x77, X: 96, Y: 64, Mode: 0
-* Frame Block ID: 0x77, X: 92, Y: 56, Mode: 0
-* Frame Block ID: 0x77, X: 88, Y: 64, Mode: 0
-<hr>
-* Tileset 0
-* [[53.gif]]
-* Subanimation 0x53, Type: 0, Num. Frame Blocks: 12
-* Used By:
- * Unknown (0xC9)
-* Frame Block ID: 0x78, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x78, X: 48, Y: 76, Mode: 0
-* Frame Block ID: 0x78, X: 56, Y: 64, Mode: 0
-* Frame Block ID: 0x78, X: 64, Y: 56, Mode: 0
-* Frame Block ID: 0x78, X: 72, Y: 48, Mode: 0
-* Frame Block ID: 0x78, X: 80, Y: 40, Mode: 0
-* Frame Block ID: 0x78, X: 88, Y: 32, Mode: 0
-* Frame Block ID: 0x78, X: 96, Y: 30, Mode: 0
-* Frame Block ID: 0x78, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x78, X: 112, Y: 41, Mode: 0
-* Frame Block ID: 0x78, X: 120, Y: 50, Mode: 0
-* Frame Block ID: 0x01, X: 116, Y: 46, Mode: 0
-<hr>
-* Tileset 0
-* [[54.gif]]
-* Subanimation 0x54, Type: 0, Num. Frame Blocks: 11
-* Used By:
- * Unknown (0xCA)
-* Frame Block ID: 0x79, X: 40, Y: 88, Mode: 0
-* Frame Block ID: 0x79, X: 48, Y: 76, Mode: 0
-* Frame Block ID: 0x79, X: 56, Y: 64, Mode: 0
-* Frame Block ID: 0x79, X: 64, Y: 56, Mode: 0
-* Frame Block ID: 0x79, X: 72, Y: 48, Mode: 0
-* Frame Block ID: 0x79, X: 80, Y: 40, Mode: 0
-* Frame Block ID: 0x79, X: 88, Y: 32, Mode: 0
-* Frame Block ID: 0x79, X: 96, Y: 30, Mode: 0
-* Frame Block ID: 0x79, X: 104, Y: 32, Mode: 0
-* Frame Block ID: 0x79, X: 112, Y: 41, Mode: 0
-* Frame Block ID: 0x79, X: 120, Y: 50, Mode: 0
-<hr>
-* Tileset 0
-* [[55.gif]]
-* Subanimation 0x55, Type: 2, Num. Frame Blocks: 1
-* Used By:
- * Barrage
-* Frame Block ID: 0x01, X: 116, Y: 28, Mode: 0
diff --git a/RGBY/Scripting_Reference.mdwn b/RGBY/Scripting_Reference.mdwn
deleted file mode 100644
index eefbb03..0000000
--- a/RGBY/Scripting_Reference.mdwn
+++ /dev/null
@@ -1,726 +0,0 @@
-# Red/Blue Scripting Reference
-
-## PLAY\_CRY $13d0
-
-1. select Mon ID:
- * ld a,xx
-2. call $13d0
-
-## PRINT\_BCD\_NUMBER $15cd
-
-1. select flags (bit 765) and length of number (low nybble):
- * ld c,xx
-2. select location of number:
- * ld de,ddee
-3. select location on the screen ($C3A0-c507):
- * ld hl,hhll
-4. call $15cd
-
-<table>
-<thead><tr><th> Upper three bits </th><th> Leading zeros </th><th> Print ¥</th></tr></thead>
-<tr><td> 000 </td><td> 0 = zero </td><td> </td></tr>
-<tr><td> 001 </td><td> 0 = zero </td><td> YES </td></tr>
-<tr><td> 010 </td><td> 0 = zero </td><td> </td></tr>
-<tr><td> 011 </td><td> 0 = zero </td><td> YES </td></tr>
-<tr><td> 100 </td><td> 0 = space </td><td> </td></tr>
-<tr><td> 101 </td><td> 0 = space </td><td> YES </td></tr>
-<tr><td> 110 </td><td> 0 = nothing </td><td> </td></tr>
-<tr><td> 111 </td><td> 0 = nothing </td><td> YES </td></tr>
-</table>
-
-## COPY\_GFX\_1BPP $1886
-
-1. set source:
- * ld a,aa ;bank
- * ld de,ddee ;pointer
-2. set destination:
- * ld hl,hhll
-3. set tile number:
- * ld c,cc
-4. call $1886
-
-## CLEAN\_SCREEN\_PART $18c4 (or DRAW\_BOX?)
-
-1. set height(b) and width(c) of area (unit is tile):
- * ld bc,hhww
-2. set starting tile on screen (screen begins at c3a0):
- * ld hl,$c???
-3. call $18c4
-
-## MUSIC\_RELATED $23b1/$23a1
-
-### STOP music
-
-1. select stop\_marker:
- * ld a,$ff
-2. call $23b1
-
-(read also APPENDIX $23b1)
-
-### LOAD music
-
-1. select music\_bank
- * ld c,xx
-2. select music\_specifics(???)
- * ld a,yy
-3. call $23a1
-
-## SCRIPT\_TEXT $2920
-
-Check Text Pointer Structure for in‐depth examination
-
-1. select text\_ID
- * ld a,xx
- * ld [ff00+8c],a
-2. call $2920
-
-<table>
-<thead><tr><th>val</th><th>text</th></tr></thead>
-<tr><td> $00</td><td>menu </td></tr>
-<tr><td> $d3</td><td>“PA: your safari game is over!” </td></tr>
-<tr><td> $d0</td><td>“\n fainted” </td></tr>
-<tr><td> $d1</td><td>black‐out sentence </td></tr>
-<tr><td> $d2</td><td>“REPEL’s effect wore off” </td></tr>
-<tr><td> $f5</td><td>vending machine </td></tr>
-<tr><td> $f6</td><td>Cable Club </td></tr>
-<tr><td> $f7</td><td>slot machines </td></tr>
-<tr><td> $fc</td><td>turn on PC </td></tr>
-<tr><td> $fd</td><td>“switch on!” (Mon Storage Sys) </td></tr>
-<tr><td> $fe</td><td>mart buy/sell menu </td></tr>
-<tr><td> $ff</td><td>pokécenter heal speech </td></tr>
-</table>
-
-## COPY\_DATA\_[cf7b]\_FF $2a5a
-
-Writes data from hl into [cf7b]. FF-terminated.
-
-1. select source:
- * ld hl,hhll
-2. call $2a5a
-
-## COUNT\_SET\_BITS $2b7f
-
-Value is stored always in $d11e.
-
-1. select starting byte:
- * ld hl,hhll
-2. select number of bytes (i.e number of bits/8)
- * ld b,bb
-3. call $2a5a
-
-## ADD\_ITEM\_LIST $2bcf
-
-This is probably a sub-routine of GIVE\_ITEM.
-
-1. select list’s starting byte:
- * ld hl,hhll
-2. select type and quantity of items:
- * ld a,xx ;type
- * ld [$cf91],a
- * ld a,yy
- * ld [$cf96],a ;quantity
-3. call $2bcf
-
-## GET\_MON\_NAME\_[cd6d] $2f9e
-
-Write the Pokémon name (real name, not nickname), at cd6d.
-Used mainly for texts (that use command[01] to write text
-from RAM).
-
-1. select monID:
- * ld a,xx
- * ld [$d11e],a
-2. call $2f9e
-
-## LOAD\_LEVEL $3071
-
-Loads map specified in $d35e and all related to it?
-
-1. call $3071
-
-[load mapID in [$D35E]; maybe event displacement could be necessary too.]
-
-## TOSS\_ITEM $30c4
-
-1. load starting address:
- * ld hl,$d31d
-2. call $30c4
-
-[add more info]
-
-## CC57\_SCRIPTS $310e
-
- IF (bit 0,[$d736])
- {
- ld b,6
- ld hl,$63e0
- jp Bankswitch
- }
-
-$CC57 must be ≠ 0 for
-this function to be activated.
-
-1. set subScript ptr:
- * ld a,xx ;subScriptID
-2. call $310e ???
-
-## TRAINER\_IN\_MAP $3160
-
-Handles both level script and trainer events:
-
-1. Select data:
- * ld hl,TrainerHeaders
- * ld de,ScriptPtrTable
-2. call correctly:
- * ld a,[ScriptFlag]
- * call $3160
- * ld [ScriptFlag],a
- * ret
-
-;ScriptFlag ex: Viridian Gym = [$D5FB]
-
-## STORE\_2\_STRINGS $317f
-
-Stores 2 strings in RAM:
-
-* [$CF5F] $11 bytes max
-* [$CF70] $0B bytes max
-
-1. load ptrs:
- * ld hl,string1
- * ld de,string2
-2. call $317f
-
-* string1: [char][char]…[$50]
-* string2: [char][char]…[$50]
-
-## SET\_BATTLE $31cc
-
-This is a map-script (not text-script)
-
-1. set Battle Specs ptr:
- * ld hl,TrainerHeaders
-2. set ptr to battle ptrs:
- * ld de,ddee
-3. call $31cc
-
-TrainerHeaders:
-
-*[flagbit (and textscriptID)]
-*[trainer’s view range x 0x10]
-*[flag-byte ptr]
-*[ptr to text before battle]
-*[ptr to text later on]
-*[ptr to text ending battle]
-*[ptr to text (same as previous)]
-*[0xFF]
-
-[check Appendix:Trainer scripts]
-
-## HEX\_DEC\_CONVERT $323d
-
-1. select mode:
- * ld b,xyz000vw\\
-; x = write zeros\\
-; y = don’t\\
-; z = P?\\
-; v = 2B\\
-; w = 1B\\
-;vw = 3B
-2. select RAM location:
- * ld de,ddee
-3. call $323d
-
-## SAVE\_OAM\_POS? $32ef
-
-1. select Object\_ID:
- * ld a,xx
- * ld [$cf13],a
-2. call $32ef
-
-[not sure]
-
-## STORE\_WINLOSE\_TEXT $3354
-
-1. select win\_text and lose\_text:
- * ld hl,hhll
- * ld de,ddee
-2. call $3354
-
-## HANDLE\_SPINNERS $3442
-
-1. Set spinners’ table:
- * ld hl,.Spinners
-2. call $3442
-
-Spinners:
-
-*[Y][X][Mov1.Ptr]
-*[Y][X][Mov2.Ptr]
-*…
-*[Y][X][MovN.Ptr]
-*[$FF]
-
-Mov.Ptr:
-
-*[Direction][n. of steps]
-*…
-*[$FF]
-
-sound\_A7, outside, is spin sound
-
-## FORCE\_PLAYER\_MOVE $3486
-
-1. load path in $ccd3 (check $350c)
-2. set length\_of\_path:
- * ld a,xx
- * ld [$cd38]
-3. call $3486
-
-[$cd38] > 0 until path\_move is over.
-
-## CHECK\_ITEM $3493
-
-1. select Item\_ID:
- * ld b,xx
-2. call $3493
-
-## FACE\_OBJECT $34a6
-
-1. select person’s ID:
- * ld a,xx
- * ld [$ff8c],a
-2. select direction:
- * ld a,yy
- * ld [$ff8d],a
-3. call $34a6
-
-## CHECK\_COORDS $34bf
-
-Sets carry if finds a match.
-
-CoordsTable = [Y][X]…[FF]
-
-1. select CoordsTable pointer:
- * ld hl,hhll
-2. call $34bf
-
-(example: Seafoam holes)
-
-## COPY\_RLE\_DATA $350c
-
-Note: ‘de’ is source, ‘hl’ is dest
-
-1. select source (run-length encoded)
- * ld de,ddee
- * ld [$ff00+8c],a
-2. select destination (in RAM area): preferably $CCD3
- * ld hl,hhll
-3. call $350c
-
-* [OUT: ccd2 = data decompressed length]
-* [OUT: a = [ccd2] + 1]
-
-## CALL\_ANOTHER\_BANK $35d6
-
-1. select Bank:
- * ld b,xx
-2. select Address
- * ld hl,aabb
-3. call $35d6
-
-## YES\_NO\_CHOICE $35ec
-
-1. call $35ec
-2. check choice (0 = Yes, 1 = No)
- * ld a,[$cc26]
- * and a
-3. Highly customizable (ret nz; jr z,xx; etc..)
-
-## APPLY\_PATH $363a
-
-1. select people\_ID
- * ld a,xx
- * ld [$ff00+8c],a
-2. path\_structure pointer
- * ld de,yyzz
-3. call $363a
-
-[bit 0,[$d730] ≠ 0 until path\_move is over.]
-
-## LOAD\_FONT\_GFX $3680
-
-Simple as that:
-
-1. call $3680
-
-## LOAD\_TEXTBOX\_GFX $36a0
-
-Simple as that (loads fullCaps chars,apices,jpn chars and textboxes’ borders):
-
-1. call $36a0
-
-## LOAD\_HEALTHBAR\_GFX $36c0
-
-Simple as that (loads healthbar, textbox borders, monMenu gfx):
-
-1. call $36c0
-
-## BACKUP\_SCREEN\_BUFF $36f4
-
-Saves area $C3A0-$C507 to $CD81-$CEE8
-
-1. call $36f4
-
-## RESTORE\_SCREEN\_BUFF $3701
-
-Loads area $CD81-$CEE8 to $C3A0-$C507 and print it to screen.
-
-1. call $3701
-
-## REFRESH\_SCREEN $3739
-
-1. select how many times to refresh:
- * ld c,xx
-2. call $3739
-
-## WAIT\_END\_CRY $3748
-
-Usually used right after “$13d0”
-
-1. call $3748
-
-## GET\_KEY\_PRESS $3831
-
-1. call $3831
-2. Read what key is pressed:
- * ld a,[$ffb5]
-
-* [ffb7 = keyDown] ;XXX
-* [ffb5 = keyPress] ;XXX
-
-## MULTIPLY $38ac
-
-RESULT is stored in [$ff96]-[$ff98], obviously in little-endian.
-
-1. clean result’s MSB [$ff96]:
- * xor a
- * ld [$ff96],a
-2. load factors:
- * ;1st factor [16 bit]
- * ld a,hh
- * ld [$ff97],a
- * ld a,ll
- * ld [$ff98],a
- * ;2nd factor [8 bit]
- * ld a,ii
- * ld [$ff99],a
-3. call $38ac
-
-## DIVIDE $38b9
-
-Formats are Big-Endian (!).
-Result is 16 bit.
-
-1. load dividend in area [$ff93 + {reg.b}] through [$ff95 + {reg.b}].
-2. load divisor:
- * ld a,dd
- * ld [$ff99],a
-3. Load HRAM-used shift:
- * ld b,bb ;2 ≤ bb ≤ 4
-4. call $38b9
-
-[result is rounded down (int)]
-
-## ADD\_MON\_ASK\_NICK $3927 ;??? needs fix
-
-Actually adds monster to the party and asks for nickname:
-
-1. Don’t know why:
- * or a
- * ld [$cc49],a
-2. select level and specie:
- * ld a,lv
- * ld [$d127],a
- * ld a,xx
- * ld a,[$cf91]
- * ld a,[$d11e]
-3. call $3927
-
-## MULTIPLY\_$3a87
-
-hl = (a x bc) + hl
-
-1. Load values (a, bc, hl)
-2. call $3a87
-
-## PRINT\_TEXT $3c49
-
-1. select {Pointer\_offset - 1} (must point to a byte=$17):
- * ld hl,xxyy
-2. call $3c49
-
-Pointed structure is a text command.
-
-## SELECT\_CODE\_POINTER $3d97
-
-1. select pointer\_ID:
- * ld a,xx
- * ld a,(vvww)
-2. select pointertable’s pointer:
- * ld hl,yyzz
-3. call $3d97
-
-[for more info check APPENDIX($3d97)]
-
-## GIVE\_ITEM 0x3e2e
-
-1. select item ID(b) and quantity(c):
- * ld bc,xxyy
-
-Double choice:
-
-1. call $3e2e
-
-1. ld a,$1e
- * call $3e6d
-
-## GIVE\_PKMN $3e48
-
-1. select pkmn(b) & level(c):
- * ld bc,xxyy
-2. call $3e48
-3. check carry
-
-## GET\_RND\_NUM $3e5c
-
-1. call $3e5c
-
- a = 1st random value
- [$FFD3] = 1st random value
- [$FFD4] = 2nd random value
-
-## GENERAL SCRIPT $3e6d
-
-### How to use
-
-1. [OPTIONAL] value needed in the subroutine
- * ld a,xx
- * ld [$cc4d],a
-2. subroutine ID
- * ld a,yy
-3. call subroutine selection
- * call $3e6d
-
-[for more info check APPENDIX($3e6d)]
-
-## RESTORE\_REGS\_PREDEF $3e94
-
-This routine is used by routines called by Predef (routine at $3e6d) and
-restores registers that were saved in the following RAM locations:
-
-* cc4f: h
-* cc50: l
-* cc51: d
-* cc52: e
-* cc53: b
-* cc54: c
-
-1. call $3e94
-
-[skip this]
-## APPLY\_DOUBLE\_PATH 06:64
-
-1. select pkmn(b) & level(c):
- * ld bc,xxyy
-2. call $3e48
-3. check carry
-
-[/end skip]
-
-## TEXT ZONE (pointer table pointed by TextPointer [MapHeader])
-
-## APPENDIX ($23b1)
-
-97 = poisoned pokemon sound (while walking in overworld)
-
-## APPENDIX TRAINER SCRIPTS
-
- Text-script part:
- {
- db $08
- ld hl,MyTrainerHeader1
- call $31cc
- jp $24d7
- MyTrainerHeaders:
- MyTrainerHeader1:
- ;(…)
- ;(…)
- MyTrainerHeaderN:
- ;(…)
- db $FF
- }
-
- Map-script part:
- {
- ld hl,MyTrainerHeaders
- ld de,TrainerScriptPtrs
- ld a,[MapFlag]
- call $3160
- ld [MapFlag],a
- ret
- TrainerScriptPtrs:
- dw $3219
- dw $324c
- dw $3275
- }
-
- 3219:
- {
- Reads trainerHeader (first of all checks flag, if set skip to next trainerHeader, until FF-endByte)
- }
- 324c:
- {
- }
- 3275:
- {
- }
-
-## APPENDIX ($3d97)
-
-example Pallet town:
-
- …
- ROM6:4E6A 21 73 4E ld hl,4e73 ;pointer to pointers’table
- ROM6:4E6D FA F1 D5 ld a,(d5f1) ;PalletRAM for code\_ID
-
- ;jp xxyy with yy = (hl + ax2), xx = (hl + 1 + ax2)
-
- ROM6:4E70 C3 97 3D jp 3d97
- …
-
-## APPENDIX ($3e6d)
-
-RAM used:
-
-* cc4e: subroutine\_ID
-* cf12: old bank number
-* d0b7: new bank number
-* cc4f: h
-* cc50: l
-* cc51: d
-* cc52: e
-* cc53: b
-* cc54: c
-* + lot of other RAMs, depending on which subr is called.
-
-To recover registers’ values ‘call $3e94’
-
-note1: various “clone” pointers[$09=$0a=$0d=$0e], why?
-
-note2: pointers that point to bank0 (ID=$1d,$1e)load bank3, is it just padding?
-
-note3: following pointers are little-endian (actually middle-endian: |bank|little-endian ptr|).
-
-<table>
-<thead><tr><th>ID</th><th>Pointer</th><th>Purpose</th></tr></thead>
-<tr><td> 00</td><td> 0F 604D</td><td> </td></tr>
-<tr><td> 01</td><td> 0F C670</td><td> </td></tr>
-<tr><td> 02</td><td> 0F 7370</td><td> </td></tr>
-<tr><td> 03</td><td> 0B 407E</td><td> </td></tr>
-<tr><td> 04</td><td> 0F 0371 </td><td>magnify backpics </td></tr>
-<tr><td> 05</td><td> 1E BA5A</td><td> </td></tr>
-<tr><td> 06</td><td> 03 3271</td><td> </td></tr>
-<tr><td> 07</td><td> 03 A576 </td><td>restore mon’s health (es.: 1st rival battle) </td></tr>
-<tr><td> 08</td><td> 1E 5E4D </td><td>animations maybe?? </td></tr>
-<tr><td> 09</td><td> 03 1E77</td><td> </td></tr>
-<tr><td> 0a</td><td> 03 1E77</td><td> </td></tr>
-<tr><td> 0b</td><td> 03 1D78</td><td> </td></tr>
-<tr><td> 0c</td><td> 03 3678</td><td>subtract coins (BCD operation (decimal adjust)) </td></tr>
-<tr><td> 0d</td><td> 03 1E77</td><td> </td></tr>
-<tr><td> 0e</td><td> 03 1E77</td><td> </td></tr>
-<tr><td> 0f</td><td> 03 5078</td><td> </td></tr>
-<tr><td> 10</td><td> 03 6676 </td><td>RAMtbls:D737/9A/ED..setBit,resByte(\{bit}),b={0,1,2}c=[aaaaabbb] </td></tr>
-<tr><td> 11</td><td> 03 D771 </td><td>make an object visible (flags: d5a6-d5c6) [opposite of ID=15] </td></tr>
-<tr><td> 12</td><td> 03 A671 </td><td>check shown/hidden objects (flags starting at $d5a6) </td></tr>
-<tr><td> 13</td><td> 03 9C46</td><td> </td></tr>
-<tr><td> 14</td><td> 0F 834A</td><td> </td></tr>
-<tr><td> 15</td><td> 03 C871 </td><td>make an object invisible (flags: d5a6-) [opposite of ID=11] </td></tr>
-<tr><td> 16</td><td> 03 C871</td><td> </td></tr>
-<tr><td> 17</td><td> 03 9E6E</td><td> </td></tr>
-<tr><td> 18</td><td> 03 5078 </td><td>initialize flags (and things like itemsack, etc.) </td></tr>
-<tr><td> 19</td><td> 03 5447 </td><td>load tileset header </td></tr>
-<tr><td> 1a</td><td> 0E 5B6F </td><td>GetLevUpAtks_ </td></tr>
-<tr><td> 1b</td><td> 01 436E</td><td> </td></tr>
-<tr><td> 1c</td><td> 03 A578 </td><td>check item in bag </td></tr>
-<tr><td> 1d</td><td> 03 B53E</td><td> </td></tr>
-<tr><td> 1e</td><td> 03 2E3E </td><td>give item (b = item_ID, c = item_num) </td></tr>
-<tr><td> 1f</td><td> 12 EB40 </td><td>blink screen for 4 frames [example: poisoned pokemon] </td></tr>
-<tr><td> 20</td><td> 03 BA78 </td><td>somehow related to apply_movement </td></tr>
-<tr><td> 21</td><td> 12 FF40</td><td> </td></tr>
-<tr><td> 22</td><td> 03 2979 </td><td>somehow related to apply_movement </td></tr>
-<tr><td> 23</td><td> 03 A079</td><td> </td></tr>
-<tr><td> 24</td><td> 12 2541</td><td> </td></tr>
-<tr><td> 25</td><td> 03 1D7A</td><td> </td></tr>
-<tr><td> 26</td><td> 03 DC79</td><td> </td></tr>
-<tr><td> 27</td><td> 01 B05A</td><td> </td></tr>
-<tr><td> 28</td><td> 0F 026D</td><td> </td></tr>
-<tr><td> 29</td><td> 10 0040</td><td> </td></tr>
-<tr><td> 2a</td><td> 0E 1C6D </td><td>GetEvos’ subset (label: Predef_2a_) </td></tr>
-<tr><td> 2b</td><td> 1C 8C77</td><td> </td></tr>
-<tr><td> 2c</td><td> 0F 186F</td><td> </td></tr>
-<tr><td> 2d</td><td> 01 5F5A</td><td> </td></tr>
-<tr><td> 2e</td><td> 03 036A </td><td>Bio screen, gym-leaders/badges arrangement </td></tr>
-<tr><td> 2f</td><td> 10 F350</td><td> </td></tr>
-<tr><td> 30</td><td> 1C 6D49</td><td> </td></tr>
-<tr><td> 31</td><td> 1E DA5D</td><td> </td></tr>
-<tr><td> 32</td><td> 10 8256 </td><td>load intro(copyrights,Gamefreak,NidoVSJigg) </td></tr>
-<tr><td> 33</td><td> 1E 6958</td><td> </td></tr>
-<tr><td> 34</td><td> 1C 5D4B</td><td> </td></tr>
-<tr><td> 35</td><td> 03 8645</td><td> </td></tr>
-<tr><td> 36</td><td> 04 5369</td><td> </td></tr>
-<tr><td> 37</td><td> 04 576B</td><td> </td></tr>
-<tr><td> 38</td><td> 10 E250</td><td> </td></tr>
-<tr><td> 39</td><td> 15 0F69</td><td> </td></tr>
-<tr><td> 3a</td><td> 10 1050 </td><td>convert Mon_ID Chaotic-to-Dex </td></tr>
-<tr><td> 3b</td><td> 01 A162 </td><td>decompr sprite(hl=ptr,b=bank)& arrange[used in BioMenu & not only] </td></tr>
-<tr><td> 3c</td><td> 03 546F</td><td> </td></tr>
-<tr><td> 3d</td><td> 10 D142 </td><td>load DexPage (INPUT:[$d11e]=DexMonID) </td></tr>
-<tr><td> 3e</td><td> 0E B86F </td><td>GetWildMonAtks_ </td></tr>
-<tr><td> 3f</td><td> 1C 0A77 </td><td>SAVE GAME </td></tr>
-<tr><td> 40</td><td> 1C 2B60 </td><td>send SGB-packs at beginning (MLT_REQ,DATA_SND,PCT_TRN,…) </td></tr>
-<tr><td> 41</td><td> 03 1371</td><td> </td></tr>
-<tr><td> 42</td><td> 17 5E5B</td><td> </td></tr>
-<tr><td> 43</td><td> 04 3E77</td><td> </td></tr>
-<tr><td> 44</td><td> 04 6377</td><td> </td></tr>
-<tr><td> 45</td><td> 1C DF5D </td><td>load SGB packages (PAL_SET) </td></tr>
-<tr><td> 46</td><td> 17 DC40 </td><td>load dex screen (es:lab when choosing starter) </td></tr>
-<tr><td> 47</td><td> 03 E572</td><td> </td></tr>
-<tr><td> 48</td><td> 03 1D7A</td><td> </td></tr>
-<tr><td> 49</td><td> 0F EC4D</td><td> </td></tr>
-<tr><td> 4a</td><td> 1C 604F </td><td>TownMap (in Dex only?) </td></tr>
-<tr><td> 4b</td><td> 09 6B7D</td><td> </td></tr>
-<tr><td> 4c</td><td> 05 477C </td><td>balloon over head (cd4f:personID, cd50:([!][?][^_^]) </td></tr>
-<tr><td> 4d</td><td> 01 AF5A</td><td> </td></tr>
-<tr><td> 4e</td><td> 01 EB64</td><td> </td></tr>
-<tr><td> 4f</td><td> 0D A17C</td><td> </td></tr>
-<tr><td> 50</td><td> 1C 0F78 </td><td>save dex & party infos to SRAM1 </td></tr>
-<tr><td> 51</td><td> 1C BD76 </td><td>load dex & party infos from SRAM1 </td></tr>
-<tr><td> 52</td><td> 1C E875 </td><td>load SAV from SRAM1 </td></tr>
-<tr><td> 53</td><td> 1C E277 </td><td>save current bank’s stored mons to SRAM1 </td></tr>
-<tr><td> 54</td><td> 1C D95A</td><td> </td></tr>
-<tr><td> 55</td><td> 1D 5C40</td><td> </td></tr>
-<tr><td> 56</td><td> 11 6941</td><td> </td></tr>
-<tr><td> 57</td><td> 1E BA45</td><td> </td></tr>
-<tr><td> 58</td><td> 1E 1045</td><td> </td></tr>
-<tr><td> 59</td><td> 03 BE45</td><td> </td></tr>
-<tr><td> 5a</td><td> 03 0B46</td><td> </td></tr>
-<tr><td> 5b</td><td> 03 994D</td><td> </td></tr>
-<tr><td> 5c</td><td> 01 E14D </td><td>check H/S obj (RAM_Table D5CE, FF-term.) ??? </td></tr>
-<tr><td> 5d</td><td> 09 987D</td><td> </td></tr>
-<tr><td> 5e</td><td> 03 7374 </td><td>related to AttacksData </td></tr>
-<tr><td> 5f</td><td> 04 EF68</td><td> </td></tr>
-<tr><td> 60</td><td> 04 F668</td><td> </td></tr>
-<tr><td> 61</td><td> 07 C649</td><td> </td></tr>
-<tr><td> 62</td><td> 16 3550</td><td> </td></tr>
-</table>
diff --git a/Tutorials.md b/Tutorials.md
new file mode 100644
index 0000000..6430df5
--- /dev/null
+++ b/Tutorials.md
@@ -0,0 +1,3 @@
+**How to add a new…**
+
+- [Type (Fairy)](Tutorials/New-Fairy-type.md)
diff --git a/New-type-(Fairy).md b/Tutorials/New-Fairy-type.md
index 23aef99..23aef99 100644
--- a/New-type-(Fairy).md
+++ b/Tutorials/New-Fairy-type.md
diff --git a/index.mdwn b/index.mdwn
deleted file mode 100644
index 178109b..0000000
--- a/index.mdwn
+++ /dev/null
@@ -1,52 +0,0 @@
-haxwiki a wiki for pokémon gen1/gen2 hacking.
-
-<a name="editing" />
-# Editing this wiki
-
-[Register to edit here](http://diyhpl.us/piny-commands/newuser/) and [see other commands](http://diyhpl.us/piny-commands/). You can also clone this wiki with git and push changes back:
-
- git clone git://wiki.iimarck.us/haxwiki.git
-
-Note to push changes you must push with your registered account:
-
- git push username@wiki.iimarck.us:/srv/git/haxwiki.git master
-
-You can make this easier by updating the remotes:
-
- git remote add origin username@diyhpl.us:/srv/git/haxwiki.git master
-
-Now "git push" should work without debilitating complaint.
-
-[browse wiki history on cgit](https://secure.diyhpl.us/cgit/haxwiki)
-
-# What this wiki is not
-
-* A replacement for [TCRF](http://tcrf.net/) (beta stuff is neat but TCRF is probably better at it)
-
-* A place to talk about your hacks (this place is for info on game internals)
-
-# List of pages
-
-* [[GameFreak Dev]]
-
-## RGBY
-
-* [[RGBY/Battle Animations]]
-
-* [[RGBY/Scripting Reference]]
-
-## GSC
-
-* [[GSC/Level-up Moves and Evolutions]]
-
-* [[GSC/Flags]]
-
-* [[GSC/Trainers]]
-
-# Community
-
-* [Message board](http://hax.iimarck.us/)
-
-* [[Chat Room]]
-
-* Wiki: You Are Here
diff --git a/local.css b/local.css
deleted file mode 100644
index 4cda651..0000000
--- a/local.css
+++ /dev/null
@@ -1,16 +0,0 @@
-td, th {
- border: #000 1px solid;
-}
-
-table {
- border-collapse: collapse;
-}
-
-caption {
- background-color: #DDD;
- color: #000;
- border-top: #000 1px solid;
- border-left: #000 1px solid;
- border-right: #000 1px solid;
- margin-top: 1em;
-}