diff options
| -rw-r--r-- | data/moves/animations.asm | 1784 | ||||
| -rw-r--r-- | docs/battle_anim_commands.md | 142 | ||||
| -rwxr-xr-x | engine/sprites.asm | 4 | ||||
| -rw-r--r-- | macros/scripts/battle_anims.asm | 21 | 
4 files changed, 1030 insertions, 921 deletions
| diff --git a/data/moves/animations.asm b/data/moves/animations.asm index e28a2e62d..1bc7f596a 100644 --- a/data/moves/animations.asm +++ b/data/moves/animations.asm @@ -291,13 +291,13 @@ BattleAnim_MirrorMove: ; c929b  BattleAnim_SweetScent2: ; c929c  	anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC -	anim_obj ANIM_OBJ_FLOWER,   8, 0,  12, 0, $2 +	anim_obj ANIM_OBJ_FLOWER, 64, 96, $2  	anim_wait 2 -	anim_obj ANIM_OBJ_FLOWER,   8, 0,  10, 0, $2 +	anim_obj ANIM_OBJ_FLOWER, 64, 80, $2  	anim_wait 64 -	anim_obj ANIM_OBJ_COTTON, -15, 0,   5, 0, $15 -	anim_obj ANIM_OBJ_COTTON, -15, 0,   5, 0, $2a -	anim_obj ANIM_OBJ_COTTON, -15, 0,   5, 0, $3f +	anim_obj ANIM_OBJ_COTTON, 136, 40, $15 +	anim_obj ANIM_OBJ_COTTON, 136, 40, $2a +	anim_obj ANIM_OBJ_COTTON, 136, 40, $3f  	anim_bgeffect ANIM_BG_06, $0, $2, $0  	anim_wait 128  	anim_ret @@ -311,13 +311,13 @@ BattleAnim_ThrowPokeBall  	; any other ball  	anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE  	anim_sound 6, 2, SFX_THROW_BALL -	anim_obj ANIM_OBJ_POKE_BALL,   8, 4,  11, 4, $40 +	anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40  	anim_wait 36 -	anim_obj ANIM_OBJ_POKE_BALL, -15, 0,   8, 1, $0 +	anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0  	anim_setobj $2, $7  	anim_wait 16  	anim_sound 0, 1, SFX_BALL_POOF -	anim_obj ANIM_OBJ_BALL_POOF, -15, 0,   8, 0, $10 +	anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10  	anim_wait 16  	anim_jump .Shake  ; c92f2 @@ -325,9 +325,9 @@ BattleAnim_ThrowPokeBall  .TheTrainerBlockedTheBall:  	anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT  	anim_sound 6, 2, SFX_THROW_BALL -	anim_obj ANIM_OBJ_POKE_BALL_BLOCKED,   8, 0,  11, 4, $20 +	anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 64, 92, $20  	anim_wait 20 -	anim_obj ANIM_OBJ_01,  14, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_01, 112, 40, $0  	anim_wait 32  	anim_ret  ; c9305 @@ -335,13 +335,13 @@ BattleAnim_ThrowPokeBall  .UltraBall:  	anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE  	anim_sound 6, 2, SFX_THROW_BALL -	anim_obj ANIM_OBJ_POKE_BALL,   8, 4,  11, 4, $40 +	anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40  	anim_wait 36 -	anim_obj ANIM_OBJ_POKE_BALL, -15, 0,   8, 1, $0 +	anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0  	anim_setobj $2, $7  	anim_wait 16  	anim_sound 0, 1, SFX_BALL_POOF -	anim_obj ANIM_OBJ_BALL_POOF, -15, 0,   8, 0, $10 +	anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10  	anim_wait 16  	anim_jump .Shake  ; c9326 @@ -349,13 +349,13 @@ BattleAnim_ThrowPokeBall  .GreatBall:  	anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE  	anim_sound 6, 2, SFX_THROW_BALL -	anim_obj ANIM_OBJ_POKE_BALL,   8, 4,  11, 4, $40 +	anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40  	anim_wait 36 -	anim_obj ANIM_OBJ_POKE_BALL, -15, 0,   8, 1, $0 +	anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0  	anim_setobj $2, $7  	anim_wait 16  	anim_sound 0, 1, SFX_BALL_POOF -	anim_obj ANIM_OBJ_BALL_POOF, -15, 0,   8, 0, $10 +	anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10  	anim_wait 16  	anim_jump .Shake  ; c9347 @@ -363,23 +363,23 @@ BattleAnim_ThrowPokeBall  .MasterBall:  	anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED  	anim_sound 6, 2, SFX_THROW_BALL -	anim_obj ANIM_OBJ_POKE_BALL,   8, 0,  11, 4, $20 +	anim_obj ANIM_OBJ_POKE_BALL, 64, 92, $20  	anim_wait 36 -	anim_obj ANIM_OBJ_POKE_BALL, -15, 0,   8, 1, $0 +	anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0  	anim_setobj $2, $7  	anim_wait 16  	anim_sound 0, 1, SFX_BALL_POOF -	anim_obj ANIM_OBJ_BALL_POOF, -15, 0,   8, 0, $10 +	anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10  	anim_wait 24  	anim_sound 0, 1, SFX_MASTER_BALL -	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0,   7, 0, $30 -	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0,   7, 0, $31 -	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0,   7, 0, $32 -	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0,   7, 0, $33 -	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0,   7, 0, $34 -	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0,   7, 0, $35 -	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0,   7, 0, $36 -	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0,   7, 0, $37 +	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $30 +	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $31 +	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $32 +	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $33 +	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $34 +	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $35 +	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $36 +	anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $37  	anim_wait 64  .Shake:  	anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0 @@ -413,7 +413,7 @@ BattleAnim_ThrowPokeBall  .BreakFree:  	anim_setobj $1, $b  	anim_sound 0, 1, SFX_BALL_POOF -	anim_obj ANIM_OBJ_BALL_POOF, -15, 0,   8, 0, $10 +	anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10  	anim_wait 2  	anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0  	anim_wait 32 @@ -428,7 +428,7 @@ BattleAnim_SendOutMon: ; c93d1  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_bgeffect ANIM_BG_2B, $0, $1, $0  	anim_sound 0, 0, SFX_BALL_POOF -	anim_obj ANIM_OBJ_1B,   6, 0,  12, 0, $0 +	anim_obj ANIM_OBJ_1B, 48, 96, $0  	anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0  	anim_wait 128  	anim_wait 4 @@ -443,7 +443,7 @@ BattleAnim_SendOutMon: ; c93d1  	anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0  	anim_wait 4  	anim_sound 0, 0, SFX_BALL_POOF -	anim_obj ANIM_OBJ_1B,   6, 0,  12, 0, $0 +	anim_obj ANIM_OBJ_1B, 48, 96, $0  	anim_incbgeffect ANIM_BG_2A  	anim_wait 96  	anim_incbgeffect ANIM_BG_2A @@ -455,35 +455,35 @@ BattleAnim_SendOutMon: ; c93d1  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3  	anim_bgeffect ANIM_BG_06, $0, $2, $0  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_6D,   6, 0,  12, 0, $0 +	anim_obj ANIM_OBJ_6D, 48, 96, $0  	anim_wait 4  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_6D,   6, 0,  12, 0, $8 +	anim_obj ANIM_OBJ_6D, 48, 96, $8  	anim_wait 4  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_6D,   6, 0,  12, 0, $10 +	anim_obj ANIM_OBJ_6D, 48, 96, $10  	anim_wait 4  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_6D,   6, 0,  12, 0, $18 +	anim_obj ANIM_OBJ_6D, 48, 96, $18  	anim_wait 4  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_6D,   6, 0,  12, 0, $20 +	anim_obj ANIM_OBJ_6D, 48, 96, $20  	anim_wait 4  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_6D,   6, 0,  12, 0, $28 +	anim_obj ANIM_OBJ_6D, 48, 96, $28  	anim_wait 4  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_6D,   6, 0,  12, 0, $30 +	anim_obj ANIM_OBJ_6D, 48, 96, $30  	anim_wait 4  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_6D,   6, 0,  12, 0, $38 +	anim_obj ANIM_OBJ_6D, 48, 96, $38  	anim_wait 32  	anim_ret  .Normal:  	anim_1gfx ANIM_GFX_SMOKE  	anim_sound 0, 0, SFX_BALL_POOF -	anim_obj ANIM_OBJ_BALL_POOF,   5, 4,  12, 0, $0 +	anim_obj ANIM_OBJ_BALL_POOF, 44, 96, $0  	anim_wait 4  	anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0  	anim_wait 32 @@ -501,9 +501,9 @@ BattleAnim_BatonPass_branch_c9486: ; c9486  BattleAnim_Confused: ; c948d  	anim_1gfx ANIM_GFX_STATUS  	anim_sound 0, 0, SFX_KINESIS -	anim_obj ANIM_OBJ_CHICK,   5, 4,   7, 0, $15 -	anim_obj ANIM_OBJ_CHICK,   5, 4,   7, 0, $aa -	anim_obj ANIM_OBJ_CHICK,   5, 4,   7, 0, $bf +	anim_obj ANIM_OBJ_CHICK, 44, 56, $15 +	anim_obj ANIM_OBJ_CHICK, 44, 56, $aa +	anim_obj ANIM_OBJ_CHICK, 44, 56, $bf  	anim_wait 96  	anim_ret  ; c94a3 @@ -512,7 +512,7 @@ BattleAnim_Slp: ; c94a3  	anim_1gfx ANIM_GFX_STATUS  	anim_sound 0, 0, SFX_TAIL_WHIP  .loop -	anim_obj ANIM_OBJ_54,   8, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_54, 64, 80, $0  	anim_wait 40  	anim_loop 3, .loop  	anim_wait 32 @@ -523,7 +523,7 @@ BattleAnim_Brn: ; c94b4  	anim_1gfx ANIM_GFX_FIRE  .loop  	anim_sound 0, 0, SFX_BURN -	anim_obj ANIM_OBJ_BURNED,   7, 0,  11, 0, $10 +	anim_obj ANIM_OBJ_BURNED, 56, 88, $10  	anim_wait 4  	anim_loop 3, .loop  	anim_wait 6 @@ -533,10 +533,10 @@ BattleAnim_Brn: ; c94b4  BattleAnim_Psn: ; c94c5  	anim_1gfx ANIM_GFX_POISON  	anim_sound 0, 0, SFX_POISON -	anim_obj ANIM_OBJ_SKULL,   8, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_SKULL, 64, 56, $0  	anim_wait 8  	anim_sound 0, 0, SFX_POISON -	anim_obj ANIM_OBJ_SKULL,   6, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_SKULL, 48, 56, $0  	anim_wait 8  	anim_ret  ; c94da @@ -544,20 +544,20 @@ BattleAnim_Psn: ; c94c5  BattleAnim_Sap: ; c94da  	anim_1gfx ANIM_GFX_CHARGE  	anim_sound 6, 3, SFX_WATER_GUN -	anim_obj ANIM_OBJ_ABSORB,  16, 0,   6, 0, $2 +	anim_obj ANIM_OBJ_ABSORB, 128, 48, $2  	anim_wait 6  	anim_sound 6, 3, SFX_WATER_GUN -	anim_obj ANIM_OBJ_ABSORB, -15, 0,   8, 0, $3 +	anim_obj ANIM_OBJ_ABSORB, 136, 64, $3  	anim_wait 6  	anim_sound 6, 3, SFX_WATER_GUN -	anim_obj ANIM_OBJ_ABSORB, -15, 0,   4, 0, $4 +	anim_obj ANIM_OBJ_ABSORB, 136, 32, $4  	anim_wait 16  	anim_ret  ; c94f8  BattleAnim_Frz: ; c94f8  	anim_1gfx ANIM_GFX_ICE -	anim_obj ANIM_OBJ_FROZEN,   5, 4,  13, 6, $0 +	anim_obj ANIM_OBJ_FROZEN, 44, 110, $0  	anim_sound 0, 0, SFX_SHINE  	anim_wait 16  	anim_sound 0, 0, SFX_SHINE @@ -569,8 +569,8 @@ BattleAnim_Par: ; c9508  	anim_1gfx ANIM_GFX_STATUS  	anim_bgeffect ANIM_BG_06, $0, $2, $0  	anim_sound 0, 0, SFX_THUNDERSHOCK -	anim_obj ANIM_OBJ_PARALYZED,   2, 4,  11, 0, $42 -	anim_obj ANIM_OBJ_PARALYZED,   9, 4,  11, 0, $c2 +	anim_obj ANIM_OBJ_PARALYZED, 20, 88, $42 +	anim_obj ANIM_OBJ_PARALYZED, 76, 88, $c2  	anim_wait 128  	anim_ret  ; c951e @@ -578,21 +578,21 @@ BattleAnim_Par: ; c9508  BattleAnim_InLove: ; c951e  	anim_1gfx ANIM_GFX_OBJECTS  	anim_sound 0, 0, SFX_LICK -	anim_obj ANIM_OBJ_HEART,   8, 0,   9, 4, $0 +	anim_obj ANIM_OBJ_HEART, 64, 76, $0  	anim_wait 32  	anim_sound 0, 0, SFX_LICK -	anim_obj ANIM_OBJ_HEART,   4, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_HEART, 36, 72, $0  	anim_wait 32  	anim_ret  ; c9533  BattleAnim_InSandstorm: ; c9533  	anim_1gfx ANIM_GFX_POWDER -	anim_obj ANIM_OBJ_A2,  11, 0,   0, 0, $0 +	anim_obj ANIM_OBJ_A2, 88, 0, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_A2,   9, 0,   0, 0, $1 +	anim_obj ANIM_OBJ_A2, 72, 0, $1  	anim_wait 8 -	anim_obj ANIM_OBJ_A2,   7, 0,   0, 0, $2 +	anim_obj ANIM_OBJ_A2, 56, 0, $2  .loop  	anim_sound 0, 1, SFX_MENU  	anim_wait 8 @@ -604,7 +604,7 @@ BattleAnim_InSandstorm: ; c9533  BattleAnim_InNightmare: ; c9550  	anim_1gfx ANIM_GFX_ANGELS  	anim_sound 0, 0, SFX_BUBBLEBEAM -	anim_obj ANIM_OBJ_95,   8, 4,  10, 0, $0 +	anim_obj ANIM_OBJ_95, 68, 80, $0  	anim_wait 40  	anim_ret  ; c955c @@ -614,7 +614,7 @@ BattleAnim_InWhirlpool: ; c955c  	anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0  	anim_sound 0, 1, SFX_SURF  .loop -	anim_obj ANIM_OBJ_GUST, -16, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_GUST, 132, 72, $0  	anim_wait 6  	anim_loop 6, .loop  	anim_incbgeffect ANIM_BG_WHIRLPOOL @@ -625,7 +625,7 @@ BattleAnim_InWhirlpool: ; c955c  BattleAnim_HitConfusion: ; c9574  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 0, SFX_POUND -	anim_obj ANIM_OBJ_04,   5, 4,  12, 0, $0 +	anim_obj ANIM_OBJ_04, 44, 96, $0  	anim_wait 16  	anim_ret  ; c9580 @@ -683,9 +683,9 @@ BattleAnim_Shake: ; c95bc  BattleAnim_Pound: ; c95c3  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 1, SFX_POUND -	anim_obj ANIM_OBJ_08, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_08, 136, 56, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 16  	anim_ret  ; c95d5 @@ -693,19 +693,19 @@ BattleAnim_Pound: ; c95c3  BattleAnim_KarateChop: ; c95d5  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 1, SFX_KARATE_CHOP -	anim_obj ANIM_OBJ_08, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_08, 136, 40, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 40, $0  	anim_wait 6  	anim_sound 0, 1, SFX_KARATE_CHOP -	anim_obj ANIM_OBJ_08, -15, 0,   5, 4, $0 +	anim_obj ANIM_OBJ_08, 136, 44, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -15, 0,   5, 4, $0 +	anim_obj ANIM_OBJ_01, 136, 44, $0  	anim_wait 6  	anim_sound 0, 1, SFX_KARATE_CHOP -	anim_obj ANIM_OBJ_08, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_08, 136, 48, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 48, $0  	anim_wait 16  	anim_ret  ; c9605 @@ -714,18 +714,18 @@ BattleAnim_Doubleslap: ; c9605  	anim_1gfx ANIM_GFX_HIT  	anim_if_param_equal $1, BattleAnim_Doubleslap_branch_c961b  	anim_sound 0, 1, SFX_DOUBLESLAP -	anim_obj ANIM_OBJ_08, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_08, 144, 48, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 144, 48, $0  	anim_wait 8  	anim_ret  ; c961b  BattleAnim_Doubleslap_branch_c961b: ; c961b  	anim_sound 0, 1, SFX_DOUBLESLAP -	anim_obj ANIM_OBJ_08,  15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_08, 120, 48, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01,  15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 120, 48, $0  	anim_wait 8  	anim_ret  ; c962b @@ -734,18 +734,18 @@ BattleAnim_CometPunch: ; c962b  	anim_1gfx ANIM_GFX_HIT  	anim_if_param_equal $1, BattleAnim_CometPunch_branch_c9641  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_06, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_06, 144, 48, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 144, 48, $0  	anim_wait 8  	anim_ret  ; c9641  BattleAnim_CometPunch_branch_c9641: ; c9641  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_06,  15, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_06, 120, 64, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01,  15, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_01, 120, 64, $0  	anim_wait 8  	anim_ret  ; c9651 @@ -758,10 +758,10 @@ BattleAnim_MegaPunch: ; c9651  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3  .loop  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_06, -15, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_06, 136, 56, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_06, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_06, 136, 56, $0  	anim_wait 6  	anim_loop 3, .loop  	anim_ret @@ -770,19 +770,19 @@ BattleAnim_MegaPunch: ; c9651  BattleAnim_Stomp: ; c9677  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 1, SFX_STOMP -	anim_obj ANIM_OBJ_07, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_07, 136, 40, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 40, $0  	anim_wait 6  	anim_sound 0, 1, SFX_STOMP -	anim_obj ANIM_OBJ_07, -15, 0,   5, 4, $0 +	anim_obj ANIM_OBJ_07, 136, 44, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -15, 0,   5, 4, $0 +	anim_obj ANIM_OBJ_01, 136, 44, $0  	anim_wait 6  	anim_sound 0, 1, SFX_STOMP -	anim_obj ANIM_OBJ_07, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_07, 136, 48, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 48, $0  	anim_wait 16  	anim_ret  ; c96a7 @@ -791,18 +791,18 @@ BattleAnim_DoubleKick: ; c96a7  	anim_1gfx ANIM_GFX_HIT  	anim_if_param_equal $1, BattleAnim_DoubleKick_branch_c96bd  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_07, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_07, 144, 48, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 144, 48, $0  	anim_wait 8  	anim_ret  ; c96bd  BattleAnim_DoubleKick_branch_c96bd: ; c96bd  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_07,  15, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_07, 120, 64, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01,  15, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_01, 120, 64, $0  	anim_wait 8  	anim_ret  ; c96cd @@ -811,13 +811,13 @@ BattleAnim_JumpKick: ; c96cd  	anim_1gfx ANIM_GFX_HIT  	anim_if_param_equal $1, BattleAnim_JumpKick_branch_c96f1  	anim_sound 0, 1, SFX_JUMP_KICK -	anim_obj ANIM_OBJ_07,  14, 0,   9, 0, $0 -	anim_obj ANIM_OBJ_07,  12, 4,   7, 4, $0 +	anim_obj ANIM_OBJ_07, 112, 72, $0 +	anim_obj ANIM_OBJ_07, 100, 60, $0  	anim_setobj $1, $2  	anim_setobj $2, $2  	anim_wait 24  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_04, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_04, 136, 48, $0  	anim_wait 16  	anim_ret  ; c96f1 @@ -825,7 +825,7 @@ BattleAnim_JumpKick: ; c96cd  BattleAnim_JumpKick_branch_c96f1: ; c96f1  	anim_wait 8  	anim_sound 0, 0, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_04,   5, 4,  11, 0, $0 +	anim_obj ANIM_OBJ_04, 44, 88, $0  	anim_wait 16  	anim_ret  ; c96fc @@ -836,11 +836,11 @@ BattleAnim_HiJumpKick: ; c96fc  	anim_if_param_equal $1, BattleAnim_HiJumpKick_branch_c971e  	anim_wait 32  	anim_sound 0, 1, SFX_JUMP_KICK -	anim_obj ANIM_OBJ_07,  14, 0,   9, 0, $0 +	anim_obj ANIM_OBJ_07, 112, 72, $0  	anim_setobj $1, $2  	anim_wait 16  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_04, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_04, 136, 48, $0  	anim_wait 16  	anim_ret  ; c971e @@ -848,7 +848,7 @@ BattleAnim_HiJumpKick: ; c96fc  BattleAnim_HiJumpKick_branch_c971e: ; c971e  	anim_wait 16  	anim_sound 0, 0, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_04,   5, 4,  11, 0, $0 +	anim_obj ANIM_OBJ_04, 44, 88, $0  	anim_wait 16  	anim_ret  ; c9729 @@ -856,10 +856,10 @@ BattleAnim_HiJumpKick_branch_c971e: ; c971e  BattleAnim_RollingKick: ; c9729  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_07,  14, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_07, 112, 56, $0  	anim_setobj $1, $3  	anim_wait 12 -	anim_obj ANIM_OBJ_01, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 48, $0  	anim_wait 16  	anim_ret  ; c973e @@ -871,10 +871,10 @@ BattleAnim_MegaKick: ; c973e  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3  .loop  	anim_sound 0, 1, SFX_MEGA_KICK -	anim_obj ANIM_OBJ_07, -15, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_07, 136, 56, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_07, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_07, 136, 56, $0  	anim_wait 6  	anim_loop 3, .loop  	anim_ret @@ -884,9 +884,9 @@ BattleAnim_HyperFang: ; c9764  	anim_1gfx ANIM_GFX_HIT  	anim_bgeffect ANIM_BG_1F, $20, $1, $0  	anim_sound 0, 1, SFX_BITE -	anim_obj ANIM_OBJ_09, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_09, 136, 56, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 16  	anim_ret  ; c977b @@ -898,10 +898,10 @@ BattleAnim_SuperFang: ; c977b  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3  .loop  	anim_sound 0, 1, SFX_BITE -	anim_obj ANIM_OBJ_09, -15, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_09, 136, 56, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_09, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_09, 136, 56, $0  	anim_wait 6  	anim_loop 3, .loop  	anim_ret @@ -910,28 +910,28 @@ BattleAnim_SuperFang: ; c977b  BattleAnim_Ember: ; c97a1  	anim_1gfx ANIM_GFX_FIRE  	anim_sound 6, 2, SFX_EMBER -	anim_obj ANIM_OBJ_0B,   8, 0,  12, 0, $12 +	anim_obj ANIM_OBJ_0B, 64, 96, $12  	anim_wait 4  	anim_sound 6, 2, SFX_EMBER -	anim_obj ANIM_OBJ_0B,   8, 0,  12, 4, $14 +	anim_obj ANIM_OBJ_0B, 64, 100, $14  	anim_wait 4  	anim_sound 6, 2, SFX_EMBER -	anim_obj ANIM_OBJ_0B,   8, 0,  10, 4, $13 +	anim_obj ANIM_OBJ_0B, 64, 84, $13  	anim_wait 16  	anim_incobj  1  	anim_incobj  2  	anim_incobj  3  	anim_sound 0, 1, SFX_EMBER -	anim_obj ANIM_OBJ_0B,  15, 0,   8, 4, $30 -	anim_obj ANIM_OBJ_0B, -16, 4,   8, 4, $30 -	anim_obj ANIM_OBJ_0B, -14, 0,   8, 4, $30 +	anim_obj ANIM_OBJ_0B, 120, 68, $30 +	anim_obj ANIM_OBJ_0B, 132, 68, $30 +	anim_obj ANIM_OBJ_0B, 144, 68, $30  	anim_wait 32  	anim_ret  ; c97d8  BattleAnim_FirePunch: ; c97d8  	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE -	anim_obj ANIM_OBJ_0A, -15, 0,   7, 0, $43 +	anim_obj ANIM_OBJ_0A, 136, 56, $43  	anim_call BattleAnim_FirePunch_branch_cbbcc  	anim_wait 16  	anim_ret @@ -941,16 +941,16 @@ BattleAnim_FireSpin: ; c97e5  	anim_1gfx ANIM_GFX_FIRE  .loop  	anim_sound 6, 2, SFX_EMBER -	anim_obj ANIM_OBJ_0E,   8, 0,  11, 0, $4 +	anim_obj ANIM_OBJ_0E, 64, 88, $4  	anim_wait 2  	anim_sound 6, 2, SFX_EMBER -	anim_obj ANIM_OBJ_0E,   8, 0,  12, 0, $3 +	anim_obj ANIM_OBJ_0E, 64, 96, $3  	anim_wait 2  	anim_sound 6, 2, SFX_EMBER -	anim_obj ANIM_OBJ_0E,   8, 0,  11, 0, $3 +	anim_obj ANIM_OBJ_0E, 64, 88, $3  	anim_wait 2  	anim_sound 6, 2, SFX_EMBER -	anim_obj ANIM_OBJ_0E,   8, 0,  12, 0, $4 +	anim_obj ANIM_OBJ_0E, 64, 96, $4  	anim_wait 2  	anim_loop 2, .loop  	anim_wait 96 @@ -961,7 +961,7 @@ BattleAnim_DragonRage: ; c9811  	anim_1gfx ANIM_GFX_FIRE  .loop  	anim_sound 6, 2, SFX_EMBER -	anim_obj ANIM_OBJ_0C,   8, 0,  11, 4, $0 +	anim_obj ANIM_OBJ_0C, 64, 92, $0  	anim_wait 3  	anim_loop 16, .loop  	anim_wait 64 @@ -971,21 +971,21 @@ BattleAnim_DragonRage: ; c9811  BattleAnim_Flamethrower: ; c9822  	anim_1gfx ANIM_GFX_FIRE  	anim_sound 6, 2, SFX_EMBER -	anim_obj ANIM_OBJ_0D,   8, 0,  11, 4, $3 +	anim_obj ANIM_OBJ_0D, 64, 92, $3  	anim_wait 2 -	anim_obj ANIM_OBJ_0D,   9, 3,  10, 6, $5 +	anim_obj ANIM_OBJ_0D, 75, 86, $5  	anim_wait 2 -	anim_obj ANIM_OBJ_0D,  10, 5,  10, 1, $7 +	anim_obj ANIM_OBJ_0D, 85, 81, $7  	anim_wait 2 -	anim_obj ANIM_OBJ_0D,  12, 0,   9, 4, $9 +	anim_obj ANIM_OBJ_0D, 96, 76, $9  	anim_wait 2 -	anim_obj ANIM_OBJ_0D,  13, 2,   8, 7, $b +	anim_obj ANIM_OBJ_0D, 106, 71, $b  	anim_wait 2 -	anim_obj ANIM_OBJ_0D,  14, 4,   8, 2, $c +	anim_obj ANIM_OBJ_0D, 116, 66, $c  	anim_wait 2 -	anim_obj ANIM_OBJ_0D,  15, 6,   7, 5, $a +	anim_obj ANIM_OBJ_0D, 126, 61, $a  	anim_wait 2 -	anim_obj ANIM_OBJ_0D, -15, 0,   7, 0, $8 +	anim_obj ANIM_OBJ_0D, 136, 56, $8  	anim_wait 16  .loop  	anim_sound 0, 1, SFX_EMBER @@ -999,7 +999,7 @@ BattleAnim_FireBlast: ; c9861  	anim_1gfx ANIM_GFX_FIRE  .loop1  	anim_sound 6, 2, SFX_EMBER -	anim_obj ANIM_OBJ_0F,   8, 0,  11, 4, $7 +	anim_obj ANIM_OBJ_0F, 64, 92, $7  	anim_wait 6  	anim_loop 10, .loop1  .loop2 @@ -1019,11 +1019,11 @@ BattleAnim_FireBlast: ; c9861  	anim_wait 2  .loop3  	anim_sound 0, 1, SFX_EMBER -	anim_obj ANIM_OBJ_0F, -15, 0,   7, 0, $1 -	anim_obj ANIM_OBJ_0F, -15, 0,   7, 0, $2 -	anim_obj ANIM_OBJ_0F, -15, 0,   7, 0, $3 -	anim_obj ANIM_OBJ_0F, -15, 0,   7, 0, $4 -	anim_obj ANIM_OBJ_0F, -15, 0,   7, 0, $5 +	anim_obj ANIM_OBJ_0F, 136, 56, $1 +	anim_obj ANIM_OBJ_0F, 136, 56, $2 +	anim_obj ANIM_OBJ_0F, 136, 56, $3 +	anim_obj ANIM_OBJ_0F, 136, 56, $4 +	anim_obj ANIM_OBJ_0F, 136, 56, $5  	anim_wait 16  	anim_loop 2, .loop3  	anim_wait 32 @@ -1032,7 +1032,7 @@ BattleAnim_FireBlast: ; c9861  BattleAnim_IcePunch: ; c98b0  	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE -	anim_obj ANIM_OBJ_0A, -15, 0,   7, 0, $43 +	anim_obj ANIM_OBJ_0A, 136, 56, $43  	anim_call BattleAnim_IcePunch_branch_cbbdf  	anim_wait 32  	anim_ret @@ -1042,13 +1042,13 @@ BattleAnim_IceBeam: ; c98bd  	anim_1gfx ANIM_GFX_ICE  .loop  	anim_sound 6, 2, SFX_SHINE -	anim_obj ANIM_OBJ_ICE_BEAM,   8, 0,  11, 4, $4 +	anim_obj ANIM_OBJ_ICE_BEAM, 64, 92, $4  	anim_wait 4  	anim_loop 5, .loop -	anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0,   9, 2, $10 +	anim_obj ANIM_OBJ_ICE_BUILDUP, 136, 74, $10  .loop2  	anim_sound 6, 2, SFX_SHINE -	anim_obj ANIM_OBJ_ICE_BEAM,   8, 0,  11, 4, $4 +	anim_obj ANIM_OBJ_ICE_BEAM, 64, 92, $4  	anim_wait 4  	anim_loop 15, .loop2  	anim_wait 48 @@ -1063,18 +1063,18 @@ BattleAnim_Blizzard: ; c98e8  	anim_1gfx ANIM_GFX_ICE  .loop  	anim_sound 6, 2, SFX_SHINE -	anim_obj ANIM_OBJ_BLIZZARD,   8, 0,  11, 0, $63 +	anim_obj ANIM_OBJ_BLIZZARD, 64, 88, $63  	anim_wait 2  	anim_sound 6, 2, SFX_SHINE -	anim_obj ANIM_OBJ_BLIZZARD,   8, 0,  10, 0, $64 +	anim_obj ANIM_OBJ_BLIZZARD, 64, 80, $64  	anim_wait 2  	anim_sound 6, 2, SFX_SHINE -	anim_obj ANIM_OBJ_BLIZZARD,   8, 0,  12, 0, $63 +	anim_obj ANIM_OBJ_BLIZZARD, 64, 96, $63  	anim_wait 2  	anim_loop 3, .loop  	anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0  	anim_wait 32 -	anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0,   9, 2, $10 +	anim_obj ANIM_OBJ_ICE_BUILDUP, 136, 74, $10  	anim_wait 128  	anim_sound 0, 1, SFX_SHINE  	anim_wait 8 @@ -1086,13 +1086,13 @@ BattleAnim_Blizzard: ; c98e8  BattleAnim_Bubble: ; c991e  	anim_1gfx ANIM_GFX_BUBBLE  	anim_sound 32, 2, SFX_WATER_GUN -	anim_obj ANIM_OBJ_BUBBLE,   8, 0,  11, 4, $c1 +	anim_obj ANIM_OBJ_BUBBLE, 64, 92, $c1  	anim_wait 6  	anim_sound 32, 2, SFX_WATER_GUN -	anim_obj ANIM_OBJ_BUBBLE,   8, 0,  11, 4, $e1 +	anim_obj ANIM_OBJ_BUBBLE, 64, 92, $e1  	anim_wait 6  	anim_sound 32, 2, SFX_WATER_GUN -	anim_obj ANIM_OBJ_BUBBLE,   8, 0,  11, 4, $d1 +	anim_obj ANIM_OBJ_BUBBLE, 64, 92, $d1  	anim_wait 128  	anim_wait 32  	anim_ret @@ -1102,13 +1102,13 @@ BattleAnim_Bubblebeam: ; c993d  	anim_1gfx ANIM_GFX_BUBBLE  .loop  	anim_sound 16, 2, SFX_BUBBLEBEAM -	anim_obj ANIM_OBJ_BUBBLE,   8, 0,  11, 4, $92 +	anim_obj ANIM_OBJ_BUBBLE, 64, 92, $92  	anim_wait 6  	anim_sound 16, 2, SFX_BUBBLEBEAM -	anim_obj ANIM_OBJ_BUBBLE,   8, 0,  11, 4, $b3 +	anim_obj ANIM_OBJ_BUBBLE, 64, 92, $b3  	anim_wait 6  	anim_sound 16, 2, SFX_BUBBLEBEAM -	anim_obj ANIM_OBJ_BUBBLE,   8, 0,  11, 4, $f4 +	anim_obj ANIM_OBJ_BUBBLE, 64, 92, $f4  	anim_wait 8  	anim_loop 3, .loop  	anim_wait 64 @@ -1129,11 +1129,11 @@ BattleAnim_WaterGun: ; c9979  	anim_1gfx ANIM_GFX_WATER  	anim_call BattleAnim_FollowPlayerHead_1  	anim_sound 16, 2, SFX_WATER_GUN -	anim_obj ANIM_OBJ_24,   8, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_24, 64, 88, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_24,   8, 0,   9, 4, $0 +	anim_obj ANIM_OBJ_24, 64, 76, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_24,   8, 0,  10, 2, $0 +	anim_obj ANIM_OBJ_24, 64, 82, $0  	anim_wait 24  	anim_bgeffect ANIM_BG_31, $1c, $0, $0  	anim_wait 8 @@ -1152,31 +1152,31 @@ BattleAnim_HydroPump: ; c99b4  	anim_1gfx ANIM_GFX_WATER  	anim_call BattleAnim_FollowPlayerHead_1  	anim_sound 0, 1, SFX_HYDRO_PUMP -	anim_obj ANIM_OBJ_25,  13, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_25, 108, 72, $0  	anim_bgeffect ANIM_BG_31, $1c, $0, $0  	anim_wait 8  	anim_sound 0, 1, SFX_HYDRO_PUMP -	anim_obj ANIM_OBJ_25,  14, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_25, 116, 72, $0  	anim_bgeffect ANIM_BG_31, $8, $0, $0  	anim_wait 8  	anim_sound 0, 1, SFX_HYDRO_PUMP -	anim_obj ANIM_OBJ_25,  15, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_25, 124, 72, $0  	anim_bgeffect ANIM_BG_31, $30, $0, $0  	anim_wait 8  	anim_sound 0, 1, SFX_HYDRO_PUMP -	anim_obj ANIM_OBJ_25, -16, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_25, 132, 72, $0  	anim_bgeffect ANIM_BG_31, $1c, $0, $0  	anim_wait 8  	anim_sound 0, 1, SFX_HYDRO_PUMP -	anim_obj ANIM_OBJ_25, -15, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_25, 140, 72, $0  	anim_bgeffect ANIM_BG_31, $8, $0, $0  	anim_wait 8  	anim_sound 0, 1, SFX_HYDRO_PUMP -	anim_obj ANIM_OBJ_25, -14, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_25, 148, 72, $0  	anim_bgeffect ANIM_BG_31, $30, $0, $0  	anim_wait 8  	anim_sound 0, 1, SFX_HYDRO_PUMP -	anim_obj ANIM_OBJ_25, -13, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_25, 156, 72, $0  	anim_bgeffect ANIM_BG_31, $1c, $0, $0  	anim_wait 32  	anim_call BattleAnim_ShowMon_1 @@ -1188,7 +1188,7 @@ BattleAnim_HydroPump: ; c99b4  BattleAnim_Surf: ; c9a2a  	anim_1gfx ANIM_GFX_BUBBLE  	anim_bgeffect ANIM_BG_SURF, $0, $0, $0 -	anim_obj ANIM_OBJ_22,  11, 0,  13, 0, $8 +	anim_obj ANIM_OBJ_22, 88, 104, $8  .loop  	anim_sound 0, 1, SFX_SURF  	anim_wait 32 @@ -1201,10 +1201,10 @@ BattleAnim_Surf: ; c9a2a  BattleAnim_VineWhip: ; c9a42  	anim_1gfx ANIM_GFX_WHIP  	anim_sound 0, 1, SFX_VINE_WHIP -	anim_obj ANIM_OBJ_40,  14, 4,   6, 4, $80 +	anim_obj ANIM_OBJ_40, 116, 52, $80  	anim_wait 4  	anim_sound 0, 1, SFX_VINE_WHIP -	anim_obj ANIM_OBJ_3F,  16, 0,   7, 4, $0 +	anim_obj ANIM_OBJ_3F, 128, 60, $0  	anim_wait 4  	anim_incobj  1  	anim_wait 4 @@ -1214,13 +1214,13 @@ BattleAnim_VineWhip: ; c9a42  BattleAnim_LeechSeed: ; c9a5a  	anim_1gfx ANIM_GFX_PLANT  	anim_sound 16, 2, SFX_VINE_WHIP -	anim_obj ANIM_OBJ_LEECH_SEED,   6, 0,  10, 0, $20 +	anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $20  	anim_wait 8  	anim_sound 16, 2, SFX_VINE_WHIP -	anim_obj ANIM_OBJ_LEECH_SEED,   6, 0,  10, 0, $30 +	anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $30  	anim_wait 8  	anim_sound 16, 2, SFX_VINE_WHIP -	anim_obj ANIM_OBJ_LEECH_SEED,   6, 0,  10, 0, $28 +	anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $28  	anim_wait 32  	anim_sound 0, 1, SFX_CHARGE  	anim_wait 128 @@ -1230,17 +1230,17 @@ BattleAnim_LeechSeed: ; c9a5a  BattleAnim_RazorLeaf: ; c9a7c  	anim_1gfx ANIM_GFX_PLANT  	anim_sound 0, 0, SFX_VINE_WHIP -	anim_obj ANIM_OBJ_RAZOR_LEAF,   6, 0,  10, 0, $28 -	anim_obj ANIM_OBJ_RAZOR_LEAF,   6, 0,  10, 0, $5c -	anim_obj ANIM_OBJ_RAZOR_LEAF,   6, 0,  10, 0, $10 -	anim_obj ANIM_OBJ_RAZOR_LEAF,   6, 0,  10, 0, $e8 -	anim_obj ANIM_OBJ_RAZOR_LEAF,   6, 0,  10, 0, $9c -	anim_obj ANIM_OBJ_RAZOR_LEAF,   6, 0,  10, 0, $d0 +	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $28 +	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $5c +	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $10 +	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $e8 +	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $9c +	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $d0  	anim_wait 6 -	anim_obj ANIM_OBJ_RAZOR_LEAF,   6, 0,  10, 0, $1c -	anim_obj ANIM_OBJ_RAZOR_LEAF,   6, 0,  10, 0, $50 -	anim_obj ANIM_OBJ_RAZOR_LEAF,   6, 0,  10, 0, $dc -	anim_obj ANIM_OBJ_RAZOR_LEAF,   6, 0,  10, 0, $90 +	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $1c +	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $50 +	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $dc +	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $90  	anim_wait 80  	anim_sound 16, 2, SFX_VINE_WHIP  	anim_incobj  3 @@ -1280,15 +1280,15 @@ BattleAnim_Solarbeam: ; c9af2  	; charge turn  	anim_1gfx ANIM_GFX_CHARGE  	anim_sound 0, 0, SFX_CHARGE -	anim_obj ANIM_OBJ_3D,   6, 0,  10, 4, $0 -	anim_obj ANIM_OBJ_3C,   6, 0,  10, 4, $0 -	anim_obj ANIM_OBJ_3C,   6, 0,  10, 4, $8 -	anim_obj ANIM_OBJ_3C,   6, 0,  10, 4, $10 -	anim_obj ANIM_OBJ_3C,   6, 0,  10, 4, $18 -	anim_obj ANIM_OBJ_3C,   6, 0,  10, 4, $20 -	anim_obj ANIM_OBJ_3C,   6, 0,  10, 4, $28 -	anim_obj ANIM_OBJ_3C,   6, 0,  10, 4, $30 -	anim_obj ANIM_OBJ_3C,   6, 0,  10, 4, $38 +	anim_obj ANIM_OBJ_3D, 48, 84, $0 +	anim_obj ANIM_OBJ_3C, 48, 84, $0 +	anim_obj ANIM_OBJ_3C, 48, 84, $8 +	anim_obj ANIM_OBJ_3C, 48, 84, $10 +	anim_obj ANIM_OBJ_3C, 48, 84, $18 +	anim_obj ANIM_OBJ_3C, 48, 84, $20 +	anim_obj ANIM_OBJ_3C, 48, 84, $28 +	anim_obj ANIM_OBJ_3C, 48, 84, $30 +	anim_obj ANIM_OBJ_3C, 48, 84, $38  	anim_wait 104  	anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2  	anim_wait 64 @@ -1305,31 +1305,31 @@ BattleAnim_Solarbeam: ; c9af2  BattleAnim_Thunderpunch: ; c9b3c  	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING -	anim_obj ANIM_OBJ_0A, -15, 0,   7, 0, $43 +	anim_obj ANIM_OBJ_0A, 136, 56, $43  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2  	anim_sound 0, 1, SFX_THUNDER -	anim_obj ANIM_OBJ_2F, -13, 0,   8, 4, $0 +	anim_obj ANIM_OBJ_2F, 152, 68, $0  	anim_wait 64  	anim_ret  ; c9b53  BattleAnim_Thundershock: ; c9b53  	anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION -	anim_obj ANIM_OBJ_34, -15, 0,   7, 0, $2 +	anim_obj ANIM_OBJ_34, 136, 56, $2  	anim_wait 16  	anim_sound 0, 1, SFX_THUNDERSHOCK -	anim_obj ANIM_OBJ_33, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_33, 136, 56, $0  	anim_wait 96  	anim_ret  ; c9b66  BattleAnim_Thunderbolt: ; c9b66  	anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION -	anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0,   7, 0, $2 +	anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2  	anim_wait 16  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2  	anim_sound 0, 1, SFX_THUNDERSHOCK -	anim_obj ANIM_OBJ_31, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_31, 136, 56, $0  	anim_wait 64  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2  	anim_wait 64 @@ -1340,7 +1340,7 @@ BattleAnim_ThunderWave: ; c9b84  	anim_1gfx ANIM_GFX_LIGHTNING  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3  	anim_sound 0, 1, SFX_THUNDERSHOCK -	anim_obj ANIM_OBJ_30, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_30, 136, 56, $0  	anim_wait 20  	anim_bgp $1b  	anim_incobj  1 @@ -1352,13 +1352,13 @@ BattleAnim_Thunder: ; c9b9a  	anim_1gfx ANIM_GFX_LIGHTNING  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20  	anim_sound 0, 1, SFX_THUNDER -	anim_obj ANIM_OBJ_2E,  15, 0,   8, 4, $0 +	anim_obj ANIM_OBJ_2E, 120, 68, $0  	anim_wait 16  	anim_sound 0, 1, SFX_THUNDER -	anim_obj ANIM_OBJ_2F, -13, 0,   8, 4, $0 +	anim_obj ANIM_OBJ_2F, 152, 68, $0  	anim_wait 16  	anim_sound 0, 1, SFX_THUNDER -	anim_obj ANIM_OBJ_2D, -15, 0,   8, 4, $0 +	anim_obj ANIM_OBJ_2D, 136, 68, $0  	anim_wait 48  	anim_ret  ; c9bbd @@ -1370,19 +1370,19 @@ BattleAnim_RazorWind: ; c9bbd  .loop  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2  	anim_sound 0, 1, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_42, -13, 0,   5, 0, $3 +	anim_obj ANIM_OBJ_42, 152, 40, $3  	anim_wait 4  	anim_sound 0, 1, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_42, -15, 0,   7, 0, $3 +	anim_obj ANIM_OBJ_42, 136, 56, $3  	anim_wait 4  	anim_sound 0, 1, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_42, -13, 0,   8, 0, $3 +	anim_obj ANIM_OBJ_42, 152, 64, $3  	anim_wait 4  	anim_sound 0, 1, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_41,  15, 0,   5, 0, $83 +	anim_obj ANIM_OBJ_41, 120, 40, $83  	anim_wait 4  	anim_sound 0, 1, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_41,  15, 0,   8, 0, $83 +	anim_obj ANIM_OBJ_41, 120, 64, $83  	anim_wait 4  	anim_loop 3, .loop  	anim_wait 24 @@ -1393,13 +1393,13 @@ BattleAnim_Sonicboom_JP: ; c9c00  	anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT  .loop  	anim_sound 3, 0, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_43,   8, 0,  10, 0, $3 +	anim_obj ANIM_OBJ_43, 64, 80, $3  	anim_wait 8  	anim_sound 3, 0, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_43,   8, 0,  11, 0, $2 +	anim_obj ANIM_OBJ_43, 64, 88, $2  	anim_wait 8  	anim_sound 3, 0, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_43,   8, 0,  12, 0, $4 +	anim_obj ANIM_OBJ_43, 64, 96, $4  	anim_wait 8  	anim_loop 2, .loop  	anim_wait 32 @@ -1409,7 +1409,7 @@ BattleAnim_Sonicboom_JP: ; c9c00  	anim_incobj  4  	anim_incobj  5  	anim_incobj  6 -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 16  	anim_ret  ; c9c36 @@ -1419,12 +1419,12 @@ BattleAnim_Sonicboom: ; c9c36  	anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT  .loop  	anim_sound 0, 1, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_GUST, -15, 0,   9, 0, $0 +	anim_obj ANIM_OBJ_GUST, 136, 72, $0  	anim_wait 6  	anim_loop 9, .loop -	anim_obj ANIM_OBJ_01, -14, 0,   8, 0, $18 +	anim_obj ANIM_OBJ_01, 144, 64, $18  	anim_wait 8 -	anim_obj ANIM_OBJ_01,  16, 0,   4, 0, $18 +	anim_obj ANIM_OBJ_01, 128, 32, $18  	anim_wait 16  	anim_ret  ; c9c53 @@ -1477,19 +1477,19 @@ BattleAnim_RockThrow: ; c9c9d  	anim_1gfx ANIM_GFX_ROCKS  	anim_bgeffect ANIM_BG_1F, $60, $1, $0  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1E,  16, 0,   8, 0, $40 +	anim_obj ANIM_OBJ_1E, 128, 64, $40  	anim_wait 2  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1D,  15, 0,   8, 4, $30 +	anim_obj ANIM_OBJ_1D, 120, 68, $30  	anim_wait 2  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1E, -13, 0,   8, 4, $30 +	anim_obj ANIM_OBJ_1E, 152, 68, $30  	anim_wait 2  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1D, -14, 0,   8, 0, $40 +	anim_obj ANIM_OBJ_1D, 144, 64, $40  	anim_wait 2  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1E, -15, 0,   8, 4, $30 +	anim_obj ANIM_OBJ_1E, 136, 68, $30  	anim_wait 96  	anim_ret  ; c9cd2 @@ -1499,19 +1499,19 @@ BattleAnim_RockSlide: ; c9cd2  	anim_bgeffect ANIM_BG_1F, $c0, $1, $0  .loop  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1E,  16, 0,   8, 0, $40 +	anim_obj ANIM_OBJ_1E, 128, 64, $40  	anim_wait 4  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1D,  15, 0,   8, 4, $30 +	anim_obj ANIM_OBJ_1D, 120, 68, $30  	anim_wait 4  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1E, -13, 0,   8, 4, $30 +	anim_obj ANIM_OBJ_1E, 152, 68, $30  	anim_wait 4  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1D, -14, 0,   8, 0, $40 +	anim_obj ANIM_OBJ_1D, 144, 64, $40  	anim_wait 4  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1E, -15, 0,   8, 4, $30 +	anim_obj ANIM_OBJ_1E, 136, 68, $30  	anim_wait 16  	anim_loop 4, .loop  	anim_wait 96 @@ -1522,15 +1522,15 @@ BattleAnim_Sing: ; c9d0c  	anim_1gfx ANIM_GFX_NOISE  	anim_sound 16, 2, SFX_SING  .loop -	anim_obj ANIM_OBJ_23,   8, 0,  11, 4, $0 +	anim_obj ANIM_OBJ_23, 64, 92, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_23,   8, 0,  11, 4, $1 +	anim_obj ANIM_OBJ_23, 64, 92, $1  	anim_wait 8 -	anim_obj ANIM_OBJ_23,   8, 0,  11, 4, $2 +	anim_obj ANIM_OBJ_23, 64, 92, $2  	anim_wait 8 -	anim_obj ANIM_OBJ_23,   8, 0,  11, 4, $0 +	anim_obj ANIM_OBJ_23, 64, 92, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_23,   8, 0,  11, 4, $2 +	anim_obj ANIM_OBJ_23, 64, 92, $2  	anim_wait 8  	anim_loop 4, .loop  	anim_wait 64 @@ -1544,19 +1544,19 @@ BattleAnim_StunSpore: ; c9d35  	anim_1gfx ANIM_GFX_POWDER  .loop  	anim_sound 0, 1, SFX_POWDER -	anim_obj ANIM_OBJ_26,  13, 0,   2, 0, $0 +	anim_obj ANIM_OBJ_26, 104, 16, $0  	anim_wait 4  	anim_sound 0, 1, SFX_POWDER -	anim_obj ANIM_OBJ_26, -15, 0,   2, 0, $0 +	anim_obj ANIM_OBJ_26, 136, 16, $0  	anim_wait 4  	anim_sound 0, 1, SFX_POWDER -	anim_obj ANIM_OBJ_26,  14, 0,   2, 0, $0 +	anim_obj ANIM_OBJ_26, 112, 16, $0  	anim_wait 4  	anim_sound 0, 1, SFX_POWDER -	anim_obj ANIM_OBJ_26,  16, 0,   2, 0, $0 +	anim_obj ANIM_OBJ_26, 128, 16, $0  	anim_wait 4  	anim_sound 0, 1, SFX_POWDER -	anim_obj ANIM_OBJ_26,  15, 0,   2, 0, $0 +	anim_obj ANIM_OBJ_26, 120, 16, $0  	anim_wait 4  	anim_loop 2, .loop  	anim_wait 96 @@ -1588,8 +1588,8 @@ BattleAnim_AuroraBeam: ; c9d80  BattleAnim_Vicegrip: ; c9d95  	anim_1gfx ANIM_GFX_CUT  	anim_sound 0, 1, SFX_VICEGRIP -	anim_obj ANIM_OBJ_37, -13, 0,   5, 0, $0 -	anim_obj ANIM_OBJ_39,  15, 0,   9, 0, $0 +	anim_obj ANIM_OBJ_37, 152, 40, $0 +	anim_obj ANIM_OBJ_39, 120, 72, $0  	anim_wait 32  	anim_ret  ; c9da6 @@ -1597,9 +1597,9 @@ BattleAnim_Vicegrip: ; c9d95  BattleAnim_Scratch: ; c9da6  	anim_1gfx ANIM_GFX_CUT  	anim_sound 0, 1, SFX_SCRATCH -	anim_obj ANIM_OBJ_37, -14, 0,   6, 0, $0 -	anim_obj ANIM_OBJ_37, -15, 4,   5, 4, $0 -	anim_obj ANIM_OBJ_37, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_37, 144, 48, $0 +	anim_obj ANIM_OBJ_37, 140, 44, $0 +	anim_obj ANIM_OBJ_37, 136, 40, $0  	anim_wait 32  	anim_ret  ; c9dbc @@ -1608,9 +1608,9 @@ BattleAnim_FurySwipes: ; c9dbc  	anim_1gfx ANIM_GFX_CUT  	anim_if_param_equal $1, BattleAnim_FurySwipes_branch_c9dd9  	anim_sound 0, 1, SFX_SCRATCH -	anim_obj ANIM_OBJ_37, -14, 0,   6, 0, $0 -	anim_obj ANIM_OBJ_37, -15, 4,   5, 4, $0 -	anim_obj ANIM_OBJ_37, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_37, 144, 48, $0 +	anim_obj ANIM_OBJ_37, 140, 44, $0 +	anim_obj ANIM_OBJ_37, 136, 40, $0  	anim_sound 0, 1, SFX_SCRATCH  	anim_wait 32  	anim_ret @@ -1618,9 +1618,9 @@ BattleAnim_FurySwipes: ; c9dbc  BattleAnim_FurySwipes_branch_c9dd9: ; c9dd9  	anim_sound 0, 1, SFX_SCRATCH -	anim_obj ANIM_OBJ_38,  15, 0,   6, 0, $0 -	anim_obj ANIM_OBJ_38,  15, 4,   5, 4, $0 -	anim_obj ANIM_OBJ_38,  16, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_38, 120, 48, $0 +	anim_obj ANIM_OBJ_38, 124, 44, $0 +	anim_obj ANIM_OBJ_38, 128, 40, $0  	anim_sound 0, 1, SFX_SCRATCH  	anim_wait 32  	anim_ret @@ -1629,7 +1629,7 @@ BattleAnim_FurySwipes_branch_c9dd9: ; c9dd9  BattleAnim_Cut: ; c9df0  	anim_1gfx ANIM_GFX_CUT  	anim_sound 0, 1, SFX_CUT -	anim_obj ANIM_OBJ_3A, -13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_3A, 152, 40, $0  	anim_wait 32  	anim_ret  ; c9dfc @@ -1637,36 +1637,36 @@ BattleAnim_Cut: ; c9df0  BattleAnim_Slash: ; c9dfc  	anim_1gfx ANIM_GFX_CUT  	anim_sound 0, 1, SFX_CUT -	anim_obj ANIM_OBJ_3A, -13, 0,   5, 0, $0 -	anim_obj ANIM_OBJ_3A, -14, 4,   4, 4, $0 +	anim_obj ANIM_OBJ_3A, 152, 40, $0 +	anim_obj ANIM_OBJ_3A, 148, 36, $0  	anim_wait 32  	anim_ret  ; c9e0d  BattleAnim_Clamp: ; c9e0d  	anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT -	anim_obj ANIM_OBJ_35, -15, 0,   7, 0, $a0 -	anim_obj ANIM_OBJ_35, -15, 0,   7, 0, $20 +	anim_obj ANIM_OBJ_35, 136, 56, $a0 +	anim_obj ANIM_OBJ_35, 136, 56, $20  	anim_wait 16  	anim_sound 0, 1, SFX_BITE -	anim_obj ANIM_OBJ_01, -14, 0,   6, 0, $18 +	anim_obj ANIM_OBJ_01, 144, 48, $18  	anim_wait 32  	anim_sound 0, 1, SFX_BITE -	anim_obj ANIM_OBJ_01,  16, 0,   8, 0, $18 +	anim_obj ANIM_OBJ_01, 128, 64, $18  	anim_wait 16  	anim_ret  ; c9e2e  BattleAnim_Bite: ; c9e2e  	anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT -	anim_obj ANIM_OBJ_36, -15, 0,   7, 0, $98 -	anim_obj ANIM_OBJ_36, -15, 0,   7, 0, $18 +	anim_obj ANIM_OBJ_36, 136, 56, $98 +	anim_obj ANIM_OBJ_36, 136, 56, $18  	anim_wait 8  	anim_sound 0, 1, SFX_BITE -	anim_obj ANIM_OBJ_01, -14, 0,   6, 0, $18 +	anim_obj ANIM_OBJ_01, 144, 48, $18  	anim_wait 16  	anim_sound 0, 1, SFX_BITE -	anim_obj ANIM_OBJ_01,  16, 0,   8, 0, $18 +	anim_obj ANIM_OBJ_01, 128, 64, $18  	anim_wait 8  	anim_ret  ; c9e4f @@ -1691,7 +1691,7 @@ BattleAnim_Fly: ; c9e6f  	anim_if_param_equal $2, BattleAnim_Fly_branch_c9e82  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 1, SFX_WING_ATTACK -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 32  BattleAnim_Fly_branch_c9e82: ; c9e82  	anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 @@ -1725,14 +1725,14 @@ BattleAnim_Recover: ; c9eaf  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_sound 0, 0, SFX_FULL_HEAL  	anim_bgeffect ANIM_BG_18, $0, $1, $40 -	anim_obj ANIM_OBJ_2C,   5, 4,  11, 0, $30 -	anim_obj ANIM_OBJ_2C,   5, 4,  11, 0, $31 -	anim_obj ANIM_OBJ_2C,   5, 4,  11, 0, $32 -	anim_obj ANIM_OBJ_2C,   5, 4,  11, 0, $33 -	anim_obj ANIM_OBJ_2C,   5, 4,  11, 0, $34 -	anim_obj ANIM_OBJ_2C,   5, 4,  11, 0, $35 -	anim_obj ANIM_OBJ_2C,   5, 4,  11, 0, $36 -	anim_obj ANIM_OBJ_2C,   5, 4,  11, 0, $37 +	anim_obj ANIM_OBJ_2C, 44, 88, $30 +	anim_obj ANIM_OBJ_2C, 44, 88, $31 +	anim_obj ANIM_OBJ_2C, 44, 88, $32 +	anim_obj ANIM_OBJ_2C, 44, 88, $33 +	anim_obj ANIM_OBJ_2C, 44, 88, $34 +	anim_obj ANIM_OBJ_2C, 44, 88, $35 +	anim_obj ANIM_OBJ_2C, 44, 88, $36 +	anim_obj ANIM_OBJ_2C, 44, 88, $37  	anim_wait 64  	anim_incbgeffect ANIM_BG_18  	anim_call BattleAnim_ShowMon_0 @@ -1741,16 +1741,16 @@ BattleAnim_Recover: ; c9eaf  BattleAnim_Absorb: ; c9eeb  	anim_1gfx ANIM_GFX_CHARGE -	anim_obj ANIM_OBJ_3D,   5, 4,  11, 0, $0 +	anim_obj ANIM_OBJ_3D, 44, 88, $0  .loop  	anim_sound 6, 3, SFX_WATER_GUN -	anim_obj ANIM_OBJ_ABSORB,  16, 0,   6, 0, $2 +	anim_obj ANIM_OBJ_ABSORB, 128, 48, $2  	anim_wait 6  	anim_sound 6, 3, SFX_WATER_GUN -	anim_obj ANIM_OBJ_ABSORB, -15, 0,   8, 0, $3 +	anim_obj ANIM_OBJ_ABSORB, 136, 64, $3  	anim_wait 6  	anim_sound 6, 3, SFX_WATER_GUN -	anim_obj ANIM_OBJ_ABSORB, -15, 0,   4, 0, $4 +	anim_obj ANIM_OBJ_ABSORB, 136, 32, $4  	anim_wait 6  	anim_loop 5, .loop  	anim_wait 32 @@ -1764,13 +1764,13 @@ BattleAnim_MegaDrain: ; c9f13  	anim_setvar $0  .loop  	anim_sound 6, 3, SFX_WATER_GUN -	anim_obj ANIM_OBJ_ABSORB,  16, 0,   6, 0, $2 +	anim_obj ANIM_OBJ_ABSORB, 128, 48, $2  	anim_wait 6  	anim_sound 6, 3, SFX_WATER_GUN -	anim_obj ANIM_OBJ_ABSORB, -15, 0,   8, 0, $3 +	anim_obj ANIM_OBJ_ABSORB, 136, 64, $3  	anim_wait 6  	anim_sound 6, 3, SFX_WATER_GUN -	anim_obj ANIM_OBJ_ABSORB, -15, 0,   4, 0, $4 +	anim_obj ANIM_OBJ_ABSORB, 136, 32, $4  	anim_wait 6  	anim_incvar  	anim_if_var_equal $7, .done @@ -1779,7 +1779,7 @@ BattleAnim_MegaDrain: ; c9f13  ; c9f46  .spawn -	anim_obj ANIM_OBJ_3D,   5, 4,  11, 0, $0 +	anim_obj ANIM_OBJ_3D, 44, 88, $0  	anim_jump .loop  ; c9f4e @@ -1793,19 +1793,19 @@ BattleAnim_MegaDrain: ; c9f13  BattleAnim_EggBomb: ; c9f55  	anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION  	anim_sound 0, 0, SFX_SWITCH_POKEMON -	anim_obj ANIM_OBJ_46,   5, 4,  13, 0, $1 +	anim_obj ANIM_OBJ_46, 44, 104, $1  	anim_wait 128  	anim_wait 96  	anim_incobj  1  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3  	anim_sound 0, 1, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_18,  16, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_18, 128, 64, $0  	anim_wait 8  	anim_sound 0, 1, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_18, -14, 0,   8, 4, $0 +	anim_obj ANIM_OBJ_18, 144, 68, $0  	anim_wait 8  	anim_sound 0, 1, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_18, -15, 0,   9, 0, $0 +	anim_obj ANIM_OBJ_18, 136, 72, $0  	anim_wait 24  	anim_ret  ; c9f85 @@ -1814,15 +1814,15 @@ BattleAnim_Softboiled: ; c9f85  	anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_sound 0, 0, SFX_SWITCH_POKEMON -	anim_obj ANIM_OBJ_46,   5, 4,  13, 0, $6 +	anim_obj ANIM_OBJ_46, 44, 104, $6  	anim_wait 128  	anim_incobj  2 -	anim_obj ANIM_OBJ_46,   9, 4,  13, 0, $b +	anim_obj ANIM_OBJ_46, 76, 104, $b  	anim_wait 16  	anim_bgeffect ANIM_BG_18, $0, $1, $40  	anim_sound 0, 0, SFX_METRONOME  .loop -	anim_obj ANIM_OBJ_2C,   5, 4,  11, 0, $20 +	anim_obj ANIM_OBJ_2C, 44, 88, $20  	anim_wait 8  	anim_loop 8, .loop  	anim_wait 128 @@ -1841,19 +1841,19 @@ BattleAnim_SkyAttack_branch_c9fb5: ; c9fb5  	anim_bgeffect ANIM_BG_06, $0, $2, $0  .loop  	anim_sound 0, 0, SFX_SWORDS_DANCE -	anim_obj ANIM_OBJ_47,   5, 4,  13, 4, $6 +	anim_obj ANIM_OBJ_47, 44, 108, $6  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   4, 4,  13, 4, $6 +	anim_obj ANIM_OBJ_47, 36, 108, $6  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   6, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 52, 108, $8  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   3, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 28, 108, $8  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   7, 4,  13, 4, $6 +	anim_obj ANIM_OBJ_47, 60, 108, $6  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   2, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 20, 108, $8  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   8, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 68, 108, $8  	anim_wait 2  	anim_loop 3, .loop  	anim_wait 8 @@ -1877,11 +1877,11 @@ BattleAnim_Bide: ; c9ffc  BattleAnim_Bind: ; ca014  	anim_1gfx ANIM_GFX_ROPE  	anim_sound 0, 1, SFX_BIND -	anim_obj ANIM_OBJ_48, -16, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_48, 132, 64, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_49, -16, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_49, 132, 56, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_48, -16, 4,   6, 0, $0 +	anim_obj ANIM_OBJ_48, 132, 48, $0  	anim_wait 64  	anim_sound 0, 1, SFX_BIND  	anim_incobj  1 @@ -1894,11 +1894,11 @@ BattleAnim_Bind: ; ca014  BattleAnim_Wrap: ; ca036  	anim_1gfx ANIM_GFX_ROPE  	anim_sound 0, 1, SFX_BIND -	anim_obj ANIM_OBJ_48, -16, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_48, 132, 64, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_48, -16, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_48, 132, 56, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_48, -16, 4,   6, 0, $0 +	anim_obj ANIM_OBJ_48, 132, 48, $0  	anim_wait 64  	anim_sound 0, 1, SFX_BIND  	anim_incobj  1 @@ -1922,13 +1922,13 @@ BattleAnim_Confusion: ; ca058  BattleAnim_Constrict: ; ca06c  	anim_1gfx ANIM_GFX_ROPE  	anim_sound 0, 1, SFX_BIND -	anim_obj ANIM_OBJ_49, -16, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_49, 132, 64, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_48, -16, 4,   6, 0, $0 +	anim_obj ANIM_OBJ_48, 132, 48, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_49, -16, 4,   5, 0, $0 +	anim_obj ANIM_OBJ_49, 132, 40, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_48, -16, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_48, 132, 56, $0  	anim_wait 64  	anim_ret  ; ca08a @@ -1995,7 +1995,7 @@ BattleAnim_Supersonic: ; ca0f4  	anim_1gfx ANIM_GFX_PSYCHIC  .loop  	anim_sound 6, 2, SFX_SUPERSONIC -	anim_obj ANIM_OBJ_4C,   8, 0,  11, 0, $2 +	anim_obj ANIM_OBJ_4C, 64, 88, $2  	anim_wait 4  	anim_loop 10, .loop  	anim_wait 64 @@ -2007,7 +2007,7 @@ BattleAnim_Screech: ; ca105  	anim_bgeffect ANIM_BG_1F, $8, $1, $20  	anim_sound 6, 2, SFX_SCREECH  .loop -	anim_obj ANIM_OBJ_4C,   8, 0,  11, 0, $2 +	anim_obj ANIM_OBJ_4C, 64, 88, $2  	anim_wait 2  	anim_loop 2, .loop  	anim_wait 64 @@ -2018,15 +2018,15 @@ BattleAnim_ConfuseRay: ; ca11b  	anim_1gfx ANIM_GFX_SPEED  	anim_bgeffect ANIM_BG_06, $0, $2, $0  	anim_bgeffect ANIM_BG_08, $0, $4, $0 -	anim_obj ANIM_OBJ_4D,   8, 0,  11, 0, $0 -	anim_obj ANIM_OBJ_4D,   8, 0,  11, 0, $80 -	anim_obj ANIM_OBJ_4D,   8, 0,  11, 0, $88 -	anim_obj ANIM_OBJ_4D,   8, 0,  11, 0, $90 -	anim_obj ANIM_OBJ_4D,   8, 0,  11, 0, $98 -	anim_obj ANIM_OBJ_4D,   8, 0,  11, 0, $a0 -	anim_obj ANIM_OBJ_4D,   8, 0,  11, 0, $a8 -	anim_obj ANIM_OBJ_4D,   8, 0,  11, 0, $b0 -	anim_obj ANIM_OBJ_4D,   8, 0,  11, 0, $b8 +	anim_obj ANIM_OBJ_4D, 64, 88, $0 +	anim_obj ANIM_OBJ_4D, 64, 88, $80 +	anim_obj ANIM_OBJ_4D, 64, 88, $88 +	anim_obj ANIM_OBJ_4D, 64, 88, $90 +	anim_obj ANIM_OBJ_4D, 64, 88, $98 +	anim_obj ANIM_OBJ_4D, 64, 88, $a0 +	anim_obj ANIM_OBJ_4D, 64, 88, $a8 +	anim_obj ANIM_OBJ_4D, 64, 88, $b0 +	anim_obj ANIM_OBJ_4D, 64, 88, $b8  .loop  	anim_sound 6, 2, SFX_WHIRLWIND  	anim_wait 16 @@ -2048,11 +2048,11 @@ BattleAnim_Reflect: ; ca16a  	anim_bgeffect ANIM_BG_06, $0, $2, $0  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_50,   9, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_50, 72, 80, $0  	anim_wait 24  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_50,   9, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_50, 72, 80, $0  	anim_wait 64  	anim_ret  ; ca18e @@ -2061,24 +2061,24 @@ BattleAnim_LightScreen: ; ca18e  	anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT  	anim_bgeffect ANIM_BG_06, $0, $2, $0  	anim_sound 0, 0, SFX_FLASH -	anim_obj ANIM_OBJ_50,   9, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_50, 72, 80, $0  	anim_wait 4 -	anim_obj ANIM_OBJ_6D,   9, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_6D, 72, 80, $0  	anim_wait 4 -	anim_obj ANIM_OBJ_6D,   9, 0,  10, 0, $8 +	anim_obj ANIM_OBJ_6D, 72, 80, $8  	anim_wait 4 -	anim_obj ANIM_OBJ_6D,   9, 0,  10, 0, $10 +	anim_obj ANIM_OBJ_6D, 72, 80, $10  	anim_wait 4 -	anim_obj ANIM_OBJ_6D,   9, 0,  10, 0, $18 +	anim_obj ANIM_OBJ_6D, 72, 80, $18  	anim_wait 4 -	anim_obj ANIM_OBJ_50,   9, 0,  10, 0, $0 -	anim_obj ANIM_OBJ_6D,   9, 0,  10, 0, $20 +	anim_obj ANIM_OBJ_50, 72, 80, $0 +	anim_obj ANIM_OBJ_6D, 72, 80, $20  	anim_wait 4 -	anim_obj ANIM_OBJ_6D,   9, 0,  10, 0, $28 +	anim_obj ANIM_OBJ_6D, 72, 80, $28  	anim_wait 4 -	anim_obj ANIM_OBJ_6D,   9, 0,  10, 0, $30 +	anim_obj ANIM_OBJ_6D, 72, 80, $30  	anim_wait 4 -	anim_obj ANIM_OBJ_6D,   9, 0,  10, 0, $38 +	anim_obj ANIM_OBJ_6D, 72, 80, $38  	anim_wait 64  	anim_ret  ; ca1d5 @@ -2086,11 +2086,11 @@ BattleAnim_LightScreen: ; ca18e  BattleAnim_Amnesia: ; ca1d5  	anim_1gfx ANIM_GFX_STATUS  	anim_sound 0, 0, SFX_LICK -	anim_obj ANIM_OBJ_53,   8, 0,  10, 0, $2 +	anim_obj ANIM_OBJ_53, 64, 80, $2  	anim_wait 16 -	anim_obj ANIM_OBJ_53,   8, 4,  10, 0, $1 +	anim_obj ANIM_OBJ_53, 68, 80, $1  	anim_wait 16 -	anim_obj ANIM_OBJ_53,   9, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_53, 72, 80, $0  	anim_wait 64  	anim_ret  ; ca1ed @@ -2098,13 +2098,13 @@ BattleAnim_Amnesia: ; ca1d5  BattleAnim_DizzyPunch: ; ca1ed  	anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_00, -15, 0,   5, 0, $0 -	anim_obj ANIM_OBJ_02, -15, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 40, $0 +	anim_obj ANIM_OBJ_02, 136, 64, $0  	anim_wait 16  	anim_sound 0, 1, SFX_KINESIS -	anim_obj ANIM_OBJ_CHICK, -15, 0,   3, 0, $15 -	anim_obj ANIM_OBJ_CHICK, -15, 0,   3, 0, $aa -	anim_obj ANIM_OBJ_CHICK, -15, 0,   3, 0, $bf +	anim_obj ANIM_OBJ_CHICK, 136, 24, $15 +	anim_obj ANIM_OBJ_CHICK, 136, 24, $aa +	anim_obj ANIM_OBJ_CHICK, 136, 24, $bf  	anim_wait 96  	anim_ret  ; ca212 @@ -2113,7 +2113,7 @@ BattleAnim_Rest: ; ca212  	anim_1gfx ANIM_GFX_STATUS  	anim_sound 0, 0, SFX_TAIL_WHIP  .loop -	anim_obj ANIM_OBJ_54,   8, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_54, 64, 80, $0  	anim_wait 40  	anim_loop 3, .loop  	anim_wait 32 @@ -2148,10 +2148,10 @@ BattleAnim_Dig: ; ca24b  	anim_if_param_equal $2, .fail  	anim_call BattleAnim_FollowPlayerHead_0  	anim_bgeffect ANIM_BG_DIG, $0, $1, $1 -	anim_obj ANIM_OBJ_57,   9, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_57, 72, 104, $0  .loop  	anim_sound 0, 0, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_56,   7, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_56, 56, 104, $0  	anim_wait 16  	anim_loop 6, .loop  	anim_wait 32 @@ -2163,7 +2163,7 @@ BattleAnim_Dig: ; ca24b  .hit  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 32  .fail  	anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 @@ -2181,22 +2181,22 @@ BattleAnim_StringShot: ; ca293  	anim_1gfx ANIM_GFX_WEB  	anim_bgeffect ANIM_BG_07, $0, $2, $0  	anim_sound 6, 2, SFX_MENU -	anim_obj ANIM_OBJ_5A,   8, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_5A, 64, 80, $0  	anim_wait 4  	anim_sound 0, 1, SFX_MENU -	anim_obj ANIM_OBJ_5A, -16, 4,   6, 0, $1 +	anim_obj ANIM_OBJ_5A, 132, 48, $1  	anim_wait 4  	anim_sound 6, 2, SFX_MENU -	anim_obj ANIM_OBJ_5A,   8, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_5A, 64, 88, $0  	anim_wait 4  	anim_sound 0, 1, SFX_MENU -	anim_obj ANIM_OBJ_5A, -16, 4,   8, 0, $1 +	anim_obj ANIM_OBJ_5A, 132, 64, $1  	anim_wait 4  	anim_sound 6, 2, SFX_MENU -	anim_obj ANIM_OBJ_5A,   8, 0,  10, 4, $0 +	anim_obj ANIM_OBJ_5A, 64, 84, $0  	anim_wait 4  	anim_sound 0, 1, SFX_MENU -	anim_obj ANIM_OBJ_5A, -16, 4,   7, 0, $2 +	anim_obj ANIM_OBJ_5A, 132, 56, $2  	anim_wait 64  	anim_ret  ; ca2d1 @@ -2209,7 +2209,7 @@ BattleAnim_Headbutt: ; ca2d1  	anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0  	anim_wait 4  	anim_sound 0, 1, SFX_HEADBUTT -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 8  	anim_call BattleAnim_ShowMon_0  	anim_ret @@ -2221,7 +2221,7 @@ BattleAnim_Tackle: ; ca2ef  	anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0  	anim_wait 4  	anim_sound 0, 1, SFX_TACKLE -	anim_obj ANIM_OBJ_00, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 48, $0  	anim_wait 8  	anim_call BattleAnim_ShowMon_0  	anim_ret @@ -2237,10 +2237,10 @@ BattleAnim_BodySlam: ; ca307  	anim_bgeffect ANIM_BG_25, $0, $1, $0  	anim_wait 3  	anim_sound 0, 1, SFX_TACKLE -	anim_obj ANIM_OBJ_01, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 48, $0  	anim_wait 6  	anim_sound 0, 1, SFX_TACKLE -	anim_obj ANIM_OBJ_01, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 144, 48, $0  	anim_wait 3  	anim_call BattleAnim_ShowMon_0  	anim_ret @@ -2253,11 +2253,11 @@ BattleAnim_TakeDown: ; ca331  	anim_wait 3  	anim_sound 0, 1, SFX_TACKLE  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 -	anim_obj ANIM_OBJ_01,  16, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 128, 56, $0  	anim_wait 6  	anim_sound 0, 1, SFX_TACKLE  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 -	anim_obj ANIM_OBJ_01, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 144, 48, $0  	anim_wait 3  	anim_call BattleAnim_ShowMon_0  	anim_ret @@ -2270,10 +2270,10 @@ BattleAnim_DoubleEdge: ; ca35c  	anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0  	anim_wait 3  	anim_sound 0, 1, SFX_TACKLE -	anim_obj ANIM_OBJ_00,  16, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_00, 128, 48, $0  	anim_wait 6  	anim_sound 0, 1, SFX_TACKLE -	anim_obj ANIM_OBJ_00, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_00, 144, 48, $0  	anim_wait 3  	anim_call BattleAnim_ShowMon_0  	anim_ret @@ -2285,11 +2285,11 @@ BattleAnim_Submission: ; ca382  	anim_bgeffect ANIM_BG_26, $0, $0, $0  	anim_sound 0, 1, SFX_SUBMISSION  	anim_wait 32 -	anim_obj ANIM_OBJ_01,  15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 120, 48, $0  	anim_wait 32 -	anim_obj ANIM_OBJ_01, -13, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 152, 56, $0  	anim_wait 32 -	anim_obj ANIM_OBJ_01, -15, 0,   6, 4, $0 +	anim_obj ANIM_OBJ_01, 136, 52, $0  	anim_wait 32  	anim_incbgeffect ANIM_BG_26  	anim_call BattleAnim_ShowMon_1 @@ -2300,7 +2300,7 @@ BattleAnim_Whirlwind: ; ca3a8  	anim_1gfx ANIM_GFX_WIND  .loop  	anim_sound 0, 0, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_GUST,   8, 0,  14, 0, $0 +	anim_obj ANIM_OBJ_GUST, 64, 112, $0  	anim_wait 6  	anim_loop 9, .loop  	anim_incobj  1 @@ -2325,8 +2325,8 @@ BattleAnim_Hypnosis: ; ca3d8  	anim_1gfx ANIM_GFX_PSYCHIC  .loop  	anim_sound 6, 2, SFX_SUPERSONIC -	anim_obj ANIM_OBJ_4C,   8, 0,  11, 0, $2 -	anim_obj ANIM_OBJ_4C,   7, 0,  10, 0, $2 +	anim_obj ANIM_OBJ_4C, 64, 88, $2 +	anim_obj ANIM_OBJ_4C, 56, 80, $2  	anim_wait 8  	anim_loop 3, .loop  	anim_wait 56 @@ -2337,8 +2337,8 @@ BattleAnim_Haze: ; ca3ee  	anim_1gfx ANIM_GFX_HAZE  	anim_sound 0, 1, SFX_SURF  .loop -	anim_obj ANIM_OBJ_HAZE,   6, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_HAZE, -16, 4,   2, 0, $0 +	anim_obj ANIM_OBJ_HAZE, 48, 56, $0 +	anim_obj ANIM_OBJ_HAZE, 132, 16, $0  	anim_wait 12  	anim_loop 5, .loop  	anim_wait 96 @@ -2350,7 +2350,7 @@ BattleAnim_Mist: ; ca404  	anim_1gfx ANIM_GFX_HAZE  	anim_sound 0, 0, SFX_SURF  .loop -	anim_obj ANIM_OBJ_MIST,   6, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_MIST, 48, 56, $0  	anim_wait 8  	anim_loop 10, .loop  	anim_wait 96 @@ -2361,7 +2361,7 @@ BattleAnim_Smog: ; ca417  	anim_1gfx ANIM_GFX_HAZE  	anim_sound 0, 1, SFX_BUBBLEBEAM  .loop -	anim_obj ANIM_OBJ_SMOG, -16, 4,   2, 0, $0 +	anim_obj ANIM_OBJ_SMOG, 132, 16, $0  	anim_wait 8  	anim_loop 10, .loop  	anim_wait 96 @@ -2372,7 +2372,7 @@ BattleAnim_PoisonGas: ; ca428  	anim_1gfx ANIM_GFX_HAZE  	anim_sound 16, 2, SFX_BUBBLEBEAM  .loop -	anim_obj ANIM_OBJ_POISON_GAS,   5, 4,  10, 0, $2 +	anim_obj ANIM_OBJ_POISON_GAS, 44, 80, $2  	anim_wait 8  	anim_loop 10, .loop  	anim_wait 128 @@ -2381,30 +2381,30 @@ BattleAnim_PoisonGas: ; ca428  BattleAnim_HornAttack: ; ca439  	anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT -	anim_obj ANIM_OBJ_HORN,   9, 0,  10, 0, $1 +	anim_obj ANIM_OBJ_HORN, 72, 80, $1  	anim_wait 16  	anim_sound 0, 1, SFX_HORN_ATTACK -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 16  	anim_ret  ; ca44c  BattleAnim_FuryAttack: ; ca44c  	anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT -	anim_obj ANIM_OBJ_HORN,   9, 0,   9, 0, $2 +	anim_obj ANIM_OBJ_HORN, 72, 72, $2  	anim_wait 8  	anim_sound 0, 1, SFX_HORN_ATTACK -	anim_obj ANIM_OBJ_04,  16, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_04, 128, 40, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_HORN,  10, 0,  11, 0, $2 +	anim_obj ANIM_OBJ_HORN, 80, 88, $2  	anim_wait 8  	anim_sound 0, 1, SFX_HORN_ATTACK -	anim_obj ANIM_OBJ_04, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_04, 136, 56, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_HORN,   9, 4,  10, 0, $2 +	anim_obj ANIM_OBJ_HORN, 76, 80, $2  	anim_wait 8  	anim_sound 0, 1, SFX_HORN_ATTACK -	anim_obj ANIM_OBJ_04, -16, 4,   6, 0, $0 +	anim_obj ANIM_OBJ_04, 132, 48, $0  	anim_wait 8  	anim_ret  ; ca47d @@ -2412,20 +2412,20 @@ BattleAnim_FuryAttack: ; ca44c  BattleAnim_HornDrill: ; ca47d  	anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 -	anim_obj ANIM_OBJ_HORN,   9, 0,  10, 0, $3 +	anim_obj ANIM_OBJ_HORN, 72, 80, $3  	anim_wait 8  .loop  	anim_sound 0, 1, SFX_HORN_ATTACK -	anim_obj ANIM_OBJ_00, -16, 4,   5, 0, $0 +	anim_obj ANIM_OBJ_00, 132, 40, $0  	anim_wait 8  	anim_sound 0, 1, SFX_HORN_ATTACK -	anim_obj ANIM_OBJ_00, -15, 4,   6, 0, $0 +	anim_obj ANIM_OBJ_00, 140, 48, $0  	anim_wait 8  	anim_sound 0, 1, SFX_HORN_ATTACK -	anim_obj ANIM_OBJ_00, -16, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_00, 132, 56, $0  	anim_wait 8  	anim_sound 0, 1, SFX_HORN_ATTACK -	anim_obj ANIM_OBJ_00,  15, 4,   6, 0, $0 +	anim_obj ANIM_OBJ_00, 124, 48, $0  	anim_wait 8  	anim_loop 3, .loop  	anim_ret @@ -2433,10 +2433,10 @@ BattleAnim_HornDrill: ; ca47d  BattleAnim_PoisonSting: ; ca4b4  	anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT -	anim_obj ANIM_OBJ_60,   8, 0,  11, 4, $14 +	anim_obj ANIM_OBJ_60, 64, 92, $14  	anim_wait 16  	anim_sound 0, 1, SFX_POISON_STING -	anim_obj ANIM_OBJ_05, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_05, 136, 56, $0  	anim_wait 16  	anim_ret  ; ca4c7 @@ -2444,12 +2444,12 @@ BattleAnim_PoisonSting: ; ca4b4  BattleAnim_Twineedle: ; ca4c7  	anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT  	anim_sound 0, 1, SFX_POISON_STING -	anim_obj ANIM_OBJ_60,   8, 0,  11, 4, $14 -	anim_obj ANIM_OBJ_60,   7, 0,  10, 4, $14 +	anim_obj ANIM_OBJ_60, 64, 92, $14 +	anim_obj ANIM_OBJ_60, 56, 84, $14  	anim_wait 16  	anim_sound 0, 1, SFX_POISON_STING -	anim_obj ANIM_OBJ_05, -15, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_05,  16, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_05, 136, 56, $0 +	anim_obj ANIM_OBJ_05, 128, 48, $0  	anim_wait 16  	anim_ret  ; ca4e7 @@ -2457,18 +2457,18 @@ BattleAnim_Twineedle: ; ca4c7  BattleAnim_PinMissile: ; ca4e7  	anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT  .loop -	anim_obj ANIM_OBJ_60,   8, 0,  11, 4, $28 +	anim_obj ANIM_OBJ_60, 64, 92, $28  	anim_wait 8 -	anim_obj ANIM_OBJ_60,   7, 0,  10, 4, $28 +	anim_obj ANIM_OBJ_60, 56, 84, $28  	anim_sound 0, 1, SFX_POISON_STING -	anim_obj ANIM_OBJ_05, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_05, 136, 56, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_60,   6, 4,  11, 0, $28 +	anim_obj ANIM_OBJ_60, 52, 88, $28  	anim_sound 0, 1, SFX_POISON_STING -	anim_obj ANIM_OBJ_05,  16, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_05, 128, 48, $0  	anim_wait 8  	anim_sound 0, 1, SFX_POISON_STING -	anim_obj ANIM_OBJ_05, -16, 4,   6, 4, $0 +	anim_obj ANIM_OBJ_05, 132, 52, $0  	anim_loop 3, .loop  	anim_wait 16  	anim_ret @@ -2477,18 +2477,18 @@ BattleAnim_PinMissile: ; ca4e7  BattleAnim_SpikeCannon: ; ca51a  	anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT  .loop -	anim_obj ANIM_OBJ_60,   8, 0,  11, 4, $18 +	anim_obj ANIM_OBJ_60, 64, 92, $18  	anim_wait 8 -	anim_obj ANIM_OBJ_60,   7, 0,  10, 4, $18 +	anim_obj ANIM_OBJ_60, 56, 84, $18  	anim_sound 0, 1, SFX_POISON_STING -	anim_obj ANIM_OBJ_05, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_05, 136, 56, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_60,   6, 4,  11, 0, $18 +	anim_obj ANIM_OBJ_60, 52, 88, $18  	anim_sound 0, 1, SFX_POISON_STING -	anim_obj ANIM_OBJ_05,  16, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_05, 128, 48, $0  	anim_wait 8  	anim_sound 0, 1, SFX_POISON_STING -	anim_obj ANIM_OBJ_05, -16, 4,   6, 4, $0 +	anim_obj ANIM_OBJ_05, 132, 52, $0  	anim_loop 3, .loop  	anim_wait 16  	anim_ret @@ -2512,13 +2512,13 @@ BattleAnim_PetalDance: ; ca564  	anim_sound 0, 0, SFX_MENU  	anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT  .loop -	anim_obj ANIM_OBJ_61,   6, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_61, 48, 56, $0  	anim_wait 11  	anim_loop 8, .loop  	anim_wait 128  	anim_wait 64  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 16  	anim_ret  ; ca580 @@ -2526,10 +2526,10 @@ BattleAnim_PetalDance: ; ca564  BattleAnim_Barrage: ; ca580  	anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION  	anim_sound 6, 2, SFX_THROW_BALL -	anim_obj ANIM_OBJ_62,   8, 0,  11, 4, $10 +	anim_obj ANIM_OBJ_62, 64, 92, $10  	anim_wait 36  	anim_sound 0, 1, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_18, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_18, 136, 56, $0  	anim_wait 16  	anim_ret  ; ca596 @@ -2537,10 +2537,10 @@ BattleAnim_Barrage: ; ca580  BattleAnim_PayDay: ; ca596  	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS  	anim_sound 0, 1, SFX_POUND -	anim_obj ANIM_OBJ_01,  16, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 128, 56, $0  	anim_wait 16  	anim_sound 0, 1, SFX_PAY_DAY -	anim_obj ANIM_OBJ_63,  15, 0,   9, 4, $1 +	anim_obj ANIM_OBJ_63, 120, 76, $1  	anim_wait 64  	anim_ret  ; ca5ac @@ -2549,14 +2549,14 @@ BattleAnim_Mimic: ; ca5ac  	anim_1gfx ANIM_GFX_SPEED  	anim_obp0 $fc  	anim_sound 63, 3, SFX_LICK -	anim_obj ANIM_OBJ_65, -16, 4,   5, 4, $0 -	anim_obj ANIM_OBJ_65, -16, 4,   5, 4, $8 -	anim_obj ANIM_OBJ_65, -16, 4,   5, 4, $10 -	anim_obj ANIM_OBJ_65, -16, 4,   5, 4, $18 -	anim_obj ANIM_OBJ_65, -16, 4,   5, 4, $20 -	anim_obj ANIM_OBJ_65, -16, 4,   5, 4, $28 -	anim_obj ANIM_OBJ_65, -16, 4,   5, 4, $30 -	anim_obj ANIM_OBJ_65, -16, 4,   5, 4, $38 +	anim_obj ANIM_OBJ_65, 132, 44, $0 +	anim_obj ANIM_OBJ_65, 132, 44, $8 +	anim_obj ANIM_OBJ_65, 132, 44, $10 +	anim_obj ANIM_OBJ_65, 132, 44, $18 +	anim_obj ANIM_OBJ_65, 132, 44, $20 +	anim_obj ANIM_OBJ_65, 132, 44, $28 +	anim_obj ANIM_OBJ_65, 132, 44, $30 +	anim_obj ANIM_OBJ_65, 132, 44, $38  	anim_wait 128  	anim_wait 48  	anim_ret @@ -2565,10 +2565,10 @@ BattleAnim_Mimic: ; ca5ac  BattleAnim_LovelyKiss: ; ca5de  	anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS  	anim_bgeffect ANIM_BG_07, $0, $2, $0 -	anim_obj ANIM_OBJ_96, -13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_96, 152, 40, $0  	anim_wait 32  	anim_sound 0, 1, SFX_LICK -	anim_obj ANIM_OBJ_HEART,  16, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_HEART, 128, 40, $0  	anim_wait 40  	anim_ret  ; ca5f6 @@ -2576,10 +2576,10 @@ BattleAnim_LovelyKiss: ; ca5de  BattleAnim_Bonemerang: ; ca5f6  	anim_2gfx ANIM_GFX_MISC, ANIM_GFX_HIT  	anim_sound 6, 2, SFX_HYDRO_PUMP -	anim_obj ANIM_OBJ_67,  11, 0,   7, 0, $1c +	anim_obj ANIM_OBJ_67, 88, 56, $1c  	anim_wait 24  	anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 24  	anim_ret  ; ca60c @@ -2587,11 +2587,11 @@ BattleAnim_Bonemerang: ; ca5f6  BattleAnim_Swift: ; ca60c  	anim_1gfx ANIM_GFX_OBJECTS  	anim_sound 6, 2, SFX_METRONOME -	anim_obj ANIM_OBJ_6A,   8, 0,  11, 0, $4 +	anim_obj ANIM_OBJ_6A, 64, 88, $4  	anim_wait 4 -	anim_obj ANIM_OBJ_6A,   8, 0,   9, 0, $4 +	anim_obj ANIM_OBJ_6A, 64, 72, $4  	anim_wait 4 -	anim_obj ANIM_OBJ_6A,   8, 0,   9, 4, $4 +	anim_obj ANIM_OBJ_6A, 64, 76, $4  	anim_wait 64  	anim_ret  ; ca624 @@ -2603,7 +2603,7 @@ BattleAnim_Crabhammer: ; ca624  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3  .loop  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 12  	anim_loop 3, .loop  	anim_ret @@ -2620,7 +2620,7 @@ BattleAnim_SkullBash: ; ca63f  	anim_wait 4  .loop  	anim_sound 0, 1, SFX_HEADBUTT -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 8  	anim_loop 3, .loop  	anim_call BattleAnim_ShowMon_0 @@ -2630,11 +2630,11 @@ BattleAnim_SkullBash: ; ca63f  BattleAnim_Kinesis: ; ca66a  	anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE  	anim_bgeffect ANIM_BG_06, $0, $2, $0 -	anim_obj ANIM_OBJ_6B,  10, 0,   9, 4, $0 +	anim_obj ANIM_OBJ_6B, 80, 76, $0  	anim_wait 32  .loop  	anim_sound 0, 0, SFX_KINESIS -	anim_obj ANIM_OBJ_4B,   8, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_4B, 64, 88, $0  	anim_wait 32  	anim_loop 3, .loop  	anim_wait 32 @@ -2646,10 +2646,10 @@ BattleAnim_Kinesis: ; ca66a  BattleAnim_Peck: ; ca68b  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 1, SFX_PECK -	anim_obj ANIM_OBJ_02,  16, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_02, 128, 48, $0  	anim_wait 8  	anim_sound 0, 1, SFX_PECK -	anim_obj ANIM_OBJ_02, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_02, 136, 56, $0  	anim_wait 16  	anim_ret  ; ca6a0 @@ -2658,16 +2658,16 @@ BattleAnim_DrillPeck: ; ca6a0  	anim_1gfx ANIM_GFX_HIT  .loop  	anim_sound 0, 1, SFX_PECK -	anim_obj ANIM_OBJ_02,  15, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_02, 124, 56, $0  	anim_wait 4  	anim_sound 0, 1, SFX_PECK -	anim_obj ANIM_OBJ_02, -16, 4,   6, 0, $0 +	anim_obj ANIM_OBJ_02, 132, 48, $0  	anim_wait 4  	anim_sound 0, 1, SFX_PECK -	anim_obj ANIM_OBJ_02, -15, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_02, 140, 56, $0  	anim_wait 4  	anim_sound 0, 1, SFX_PECK -	anim_obj ANIM_OBJ_02, -16, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_02, 132, 64, $0  	anim_wait 4  	anim_loop 5, .loop  	anim_wait 16 @@ -2679,13 +2679,13 @@ BattleAnim_Guillotine: ; ca6cc  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10  	anim_bgeffect ANIM_BG_1F, $40, $2, $0  	anim_sound 0, 1, SFX_VICEGRIP -	anim_obj ANIM_OBJ_37, -13, 4,   5, 4, $0 -	anim_obj ANIM_OBJ_37, -13, 0,   5, 0, $0 -	anim_obj ANIM_OBJ_37, -14, 4,   4, 4, $0 -	anim_obj ANIM_OBJ_39,  15, 4,   9, 4, $0 -	anim_obj ANIM_OBJ_39,  15, 0,   9, 0, $0 -	anim_obj ANIM_OBJ_39,  14, 4,   8, 4, $0 -	anim_obj ANIM_OBJ_39,  15, 0,   9, 0, $0 +	anim_obj ANIM_OBJ_37, 156, 44, $0 +	anim_obj ANIM_OBJ_37, 152, 40, $0 +	anim_obj ANIM_OBJ_37, 148, 36, $0 +	anim_obj ANIM_OBJ_39, 124, 76, $0 +	anim_obj ANIM_OBJ_39, 120, 72, $0 +	anim_obj ANIM_OBJ_39, 116, 68, $0 +	anim_obj ANIM_OBJ_39, 120, 72, $0  	anim_wait 32  	anim_ret  ; ca700 @@ -2695,21 +2695,21 @@ BattleAnim_Flash: ; ca700  	anim_sound 0, 1, SFX_FLASH  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20  	anim_wait 4 -	anim_obj ANIM_OBJ_6C, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_6C, 136, 56, $0  	anim_wait 4 -	anim_obj ANIM_OBJ_6C, -15, 0,   7, 0, $8 +	anim_obj ANIM_OBJ_6C, 136, 56, $8  	anim_wait 4 -	anim_obj ANIM_OBJ_6C, -15, 0,   7, 0, $10 +	anim_obj ANIM_OBJ_6C, 136, 56, $10  	anim_wait 4 -	anim_obj ANIM_OBJ_6C, -15, 0,   7, 0, $18 +	anim_obj ANIM_OBJ_6C, 136, 56, $18  	anim_wait 4 -	anim_obj ANIM_OBJ_6C, -15, 0,   7, 0, $20 +	anim_obj ANIM_OBJ_6C, 136, 56, $20  	anim_wait 4 -	anim_obj ANIM_OBJ_6C, -15, 0,   7, 0, $28 +	anim_obj ANIM_OBJ_6C, 136, 56, $28  	anim_wait 4 -	anim_obj ANIM_OBJ_6C, -15, 0,   7, 0, $30 +	anim_obj ANIM_OBJ_6C, 136, 56, $30  	anim_wait 4 -	anim_obj ANIM_OBJ_6C, -15, 0,   7, 0, $38 +	anim_obj ANIM_OBJ_6C, 136, 56, $38  	anim_wait 32  	anim_ret  ; ca73c @@ -2723,7 +2723,7 @@ BattleAnim_Substitute: ; ca73c  	anim_bgeffect ANIM_BG_27, $0, $1, $0  	anim_wait 48  	anim_raisesub -	anim_obj ANIM_OBJ_BALL_POOF,   6, 0,  12, 0, $0 +	anim_obj ANIM_OBJ_BALL_POOF, 48, 96, $0  	anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0  	anim_wait 32  	anim_ret @@ -2776,7 +2776,7 @@ BattleAnim_SkyAttack: ; ca7a1  	anim_bgeffect ANIM_BG_27, $0, $1, $0  	anim_wait 32  	anim_sound 0, 0, SFX_HYPER_BEAM -	anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW,   6, 0,  11, 0, $40 +	anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 48, 88, $40  	anim_wait 64  	anim_incobj  1  	anim_wait 21 @@ -2807,7 +2807,7 @@ BattleAnim_NightShade: ; ca7cc  BattleAnim_Lick: ; ca7e5  	anim_1gfx ANIM_GFX_WATER  	anim_sound 0, 1, SFX_LICK -	anim_obj ANIM_OBJ_LICK, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_LICK, 136, 56, $0  	anim_wait 64  	anim_ret  ; ca7f1 @@ -2820,7 +2820,7 @@ BattleAnim_TriAttack: ; ca7f1  	anim_wait 16  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4  	anim_sound 0, 1, SFX_THUNDER -	anim_obj ANIM_OBJ_2F, -13, 0,   8, 4, $0 +	anim_obj ANIM_OBJ_2F, 152, 68, $0  	anim_wait 16  	anim_ret  ; ca80c @@ -2831,7 +2831,7 @@ BattleAnim_Withdraw: ; ca80c  	anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50  	anim_wait 48  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_WITHDRAW,   6, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_WITHDRAW, 48, 88, $0  	anim_wait 64  	anim_incobj  2  	anim_wait 1 @@ -2846,7 +2846,7 @@ BattleAnim_Psybeam: ; ca829  	anim_bgeffect ANIM_BG_08, $0, $4, $0  .loop  	anim_sound 6, 2, SFX_PSYBEAM -	anim_obj ANIM_OBJ_4C,   8, 0,  11, 0, $4 +	anim_obj ANIM_OBJ_4C, 64, 88, $4  	anim_wait 4  	anim_loop 10, .loop  	anim_wait 48 @@ -2887,13 +2887,13 @@ BattleAnim_Psywave: ; ca86c  	anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0  .loop  	anim_sound 6, 2, SFX_PSYCHIC -	anim_obj ANIM_OBJ_4C,   8, 0,  10, 0, $2 +	anim_obj ANIM_OBJ_4C, 64, 80, $2  	anim_wait 8  	anim_sound 6, 2, SFX_PSYCHIC -	anim_obj ANIM_OBJ_4C,   8, 0,  11, 0, $3 +	anim_obj ANIM_OBJ_4C, 64, 88, $3  	anim_wait 8  	anim_sound 6, 2, SFX_PSYCHIC -	anim_obj ANIM_OBJ_4C,   8, 0,  12, 0, $4 +	anim_obj ANIM_OBJ_4C, 64, 96, $4  	anim_wait 8  	anim_loop 3, .loop  	anim_wait 32 @@ -2914,16 +2914,16 @@ BattleAnim_Glare: ; ca897  BattleAnim_Thrash: ; ca8a8  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 1, SFX_POUND -	anim_obj ANIM_OBJ_08,  15, 0,   9, 0, $0 -	anim_obj ANIM_OBJ_00,  15, 0,   9, 0, $0 +	anim_obj ANIM_OBJ_08, 120, 72, $0 +	anim_obj ANIM_OBJ_00, 120, 72, $0  	anim_wait 6  	anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE -	anim_obj ANIM_OBJ_06, -15, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_06, 136, 56, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 6  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_07, -13, 0,   5, 0, $0 -	anim_obj ANIM_OBJ_00, -13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_07, 152, 40, $0 +	anim_obj ANIM_OBJ_00, 152, 40, $0  	anim_wait 16  	anim_ret  ; ca8d5 @@ -2932,14 +2932,14 @@ BattleAnim_Growth: ; ca8d5  	anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0  	anim_1gfx ANIM_GFX_CHARGE  	anim_sound 0, 0, SFX_SWORDS_DANCE -	anim_obj ANIM_OBJ_72,   6, 0,  13, 4, $0 -	anim_obj ANIM_OBJ_72,   6, 0,  13, 4, $8 -	anim_obj ANIM_OBJ_72,   6, 0,  13, 4, $10 -	anim_obj ANIM_OBJ_72,   6, 0,  13, 4, $18 -	anim_obj ANIM_OBJ_72,   6, 0,  13, 4, $20 -	anim_obj ANIM_OBJ_72,   6, 0,  13, 4, $28 -	anim_obj ANIM_OBJ_72,   6, 0,  13, 4, $30 -	anim_obj ANIM_OBJ_72,   6, 0,  13, 4, $38 +	anim_obj ANIM_OBJ_72, 48, 108, $0 +	anim_obj ANIM_OBJ_72, 48, 108, $8 +	anim_obj ANIM_OBJ_72, 48, 108, $10 +	anim_obj ANIM_OBJ_72, 48, 108, $18 +	anim_obj ANIM_OBJ_72, 48, 108, $20 +	anim_obj ANIM_OBJ_72, 48, 108, $28 +	anim_obj ANIM_OBJ_72, 48, 108, $30 +	anim_obj ANIM_OBJ_72, 48, 108, $38  	anim_wait 64  	anim_ret  ; ca909 @@ -2947,14 +2947,14 @@ BattleAnim_Growth: ; ca8d5  BattleAnim_Conversion2: ; ca909  	anim_1gfx ANIM_GFX_EXPLOSION  	anim_sound 63, 3, SFX_SHARPEN -	anim_obj ANIM_OBJ_73, -16, 4,   5, 4, $0 -	anim_obj ANIM_OBJ_73, -16, 4,   5, 4, $8 -	anim_obj ANIM_OBJ_73, -16, 4,   5, 4, $10 -	anim_obj ANIM_OBJ_73, -16, 4,   5, 4, $18 -	anim_obj ANIM_OBJ_73, -16, 4,   5, 4, $20 -	anim_obj ANIM_OBJ_73, -16, 4,   5, 4, $28 -	anim_obj ANIM_OBJ_73, -16, 4,   5, 4, $30 -	anim_obj ANIM_OBJ_73, -16, 4,   5, 4, $38 +	anim_obj ANIM_OBJ_73, 132, 44, $0 +	anim_obj ANIM_OBJ_73, 132, 44, $8 +	anim_obj ANIM_OBJ_73, 132, 44, $10 +	anim_obj ANIM_OBJ_73, 132, 44, $18 +	anim_obj ANIM_OBJ_73, 132, 44, $20 +	anim_obj ANIM_OBJ_73, 132, 44, $28 +	anim_obj ANIM_OBJ_73, 132, 44, $30 +	anim_obj ANIM_OBJ_73, 132, 44, $38  	anim_wait 128  	anim_wait 48  	anim_ret @@ -2963,15 +2963,15 @@ BattleAnim_Conversion2: ; ca909  BattleAnim_Smokescreen: ; ca939  	anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE  	anim_sound 6, 2, SFX_THROW_BALL -	anim_obj ANIM_OBJ_75,   8, 0,  11, 4, $6c +	anim_obj ANIM_OBJ_75, 64, 92, $6c  	anim_wait 24  	anim_incobj  1  	anim_sound 0, 1, SFX_BALL_POOF -	anim_obj ANIM_OBJ_BALL_POOF,  13, 4,   8, 6, $10 +	anim_obj ANIM_OBJ_BALL_POOF, 108, 70, $10  	anim_wait 8  .loop  	anim_sound 0, 1, SFX_MENU -	anim_obj ANIM_OBJ_74, -16, 4,   7, 4, $20 +	anim_obj ANIM_OBJ_74, 132, 60, $20  	anim_wait 8  	anim_loop 5, .loop  	anim_wait 128 @@ -2982,12 +2982,12 @@ BattleAnim_Strength: ; ca960  	anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT  	anim_bgeffect ANIM_BG_20, $10, $1, $20  	anim_sound 0, 0, SFX_STRENGTH -	anim_obj ANIM_OBJ_1F,   8, 0,  13, 0, $1 +	anim_obj ANIM_OBJ_1F, 64, 104, $1  	anim_wait 128  	anim_incobj  1  	anim_wait 20  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_00, -16, 4,   5, 0, $0 +	anim_obj ANIM_OBJ_00, 132, 40, $0  	anim_wait 16  	anim_ret  ; ca97e @@ -2995,11 +2995,11 @@ BattleAnim_Strength: ; ca960  BattleAnim_SwordsDance: ; ca97e  	anim_1gfx ANIM_GFX_WHIP  	anim_sound 0, 0, SFX_SWORDS_DANCE -	anim_obj ANIM_OBJ_76,   6, 0,  13, 4, $0 -	anim_obj ANIM_OBJ_76,   6, 0,  13, 4, $d -	anim_obj ANIM_OBJ_76,   6, 0,  13, 4, $1a -	anim_obj ANIM_OBJ_76,   6, 0,  13, 4, $27 -	anim_obj ANIM_OBJ_76,   6, 0,  13, 4, $34 +	anim_obj ANIM_OBJ_76, 48, 108, $0 +	anim_obj ANIM_OBJ_76, 48, 108, $d +	anim_obj ANIM_OBJ_76, 48, 108, $1a +	anim_obj ANIM_OBJ_76, 48, 108, $27 +	anim_obj ANIM_OBJ_76, 48, 108, $34  	anim_wait 56  	anim_ret  ; ca99e @@ -3008,15 +3008,15 @@ BattleAnim_QuickAttack: ; ca99e  	anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT  	anim_sound 0, 0, SFX_MENU  	anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 -	anim_obj ANIM_OBJ_77,   3, 0,  11, 0, $2 -	anim_obj ANIM_OBJ_77,   4, 0,  11, 0, $1 -	anim_obj ANIM_OBJ_77,   5, 0,  11, 0, $0 -	anim_obj ANIM_OBJ_77,   6, 0,  11, 0, $80 -	anim_obj ANIM_OBJ_77,   7, 0,  11, 0, $81 -	anim_obj ANIM_OBJ_77,   8, 0,  11, 0, $82 +	anim_obj ANIM_OBJ_77, 24, 88, $2 +	anim_obj ANIM_OBJ_77, 32, 88, $1 +	anim_obj ANIM_OBJ_77, 40, 88, $0 +	anim_obj ANIM_OBJ_77, 48, 88, $80 +	anim_obj ANIM_OBJ_77, 56, 88, $81 +	anim_obj ANIM_OBJ_77, 64, 88, $82  	anim_wait 12  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 8  	anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0  	anim_wait 16 @@ -3041,7 +3041,7 @@ BattleAnim_Sharpen: ; ca9ed  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_sound 0, 0, SFX_SHARPEN  	anim_bgeffect ANIM_BG_18, $0, $1, $40 -	anim_obj ANIM_OBJ_78,   6, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_78, 48, 88, $0  	anim_wait 96  	anim_incobj  2  	anim_incbgeffect ANIM_BG_18 @@ -3055,7 +3055,7 @@ BattleAnim_DefenseCurl: ; caa0a  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_sound 0, 0, SFX_SHARPEN  	anim_bgeffect ANIM_BG_18, $0, $1, $40 -	anim_obj ANIM_OBJ_79,   6, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_79, 48, 88, $0  	anim_wait 96  	anim_incobj  2  	anim_incbgeffect ANIM_BG_18 @@ -3067,12 +3067,12 @@ BattleAnim_SeismicToss: ; caa27  	anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT  	anim_bgeffect ANIM_BG_20, $10, $1, $20  	anim_sound 0, 0, SFX_STRENGTH -	anim_obj ANIM_OBJ_20,   8, 0,  13, 0, $1 +	anim_obj ANIM_OBJ_20, 64, 104, $1  	anim_wait 128  	anim_incobj  1  	anim_wait 20  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_00, -16, 4,   5, 0, $0 +	anim_obj ANIM_OBJ_00, 132, 40, $0  	anim_wait 16  	anim_ret  ; caa45 @@ -3086,13 +3086,13 @@ BattleAnim_Rage: ; caa45  	anim_incbgeffect ANIM_BG_1A  	anim_call BattleAnim_ShowMon_0  	anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE -	anim_obj ANIM_OBJ_00,  15, 0,   9, 0, $0 +	anim_obj ANIM_OBJ_00, 120, 72, $0  	anim_wait 6  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 6  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_00, -13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_00, 152, 40, $0  	anim_wait 16  	anim_ret  ; caa74 @@ -3102,14 +3102,14 @@ BattleAnim_Agility: ; caa74  	anim_obp0 $fc  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_bgeffect ANIM_BG_18, $0, $1, $40 -	anim_obj ANIM_OBJ_7D,   1, 0,   3, 0, $10 -	anim_obj ANIM_OBJ_7D,   1, 0,   6, 0, $2 -	anim_obj ANIM_OBJ_7D,   1, 0,  11, 0, $8 +	anim_obj ANIM_OBJ_7D, 8, 24, $10 +	anim_obj ANIM_OBJ_7D, 8, 48, $2 +	anim_obj ANIM_OBJ_7D, 8, 88, $8  	anim_wait 4 -	anim_obj ANIM_OBJ_7D,   1, 0,   4, 0, $6 -	anim_obj ANIM_OBJ_7D,   1, 0,   7, 0, $c -	anim_obj ANIM_OBJ_7D,   1, 0,  10, 0, $4 -	anim_obj ANIM_OBJ_7D,   1, 0,  13, 0, $e +	anim_obj ANIM_OBJ_7D, 8, 32, $6 +	anim_obj ANIM_OBJ_7D, 8, 56, $c +	anim_obj ANIM_OBJ_7D, 8, 80, $4 +	anim_obj ANIM_OBJ_7D, 8, 104, $e  .loop  	anim_sound 0, 0, SFX_RAZOR_WIND  	anim_wait 4 @@ -3121,10 +3121,10 @@ BattleAnim_Agility: ; caa74  BattleAnim_BoneClub: ; caab2  	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC -	anim_obj ANIM_OBJ_68,   8, 0,  11, 0, $2 +	anim_obj ANIM_OBJ_68, 64, 88, $2  	anim_wait 32  	anim_sound 0, 1, SFX_BONE_CLUB -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 16  	anim_ret  ; caac5 @@ -3135,10 +3135,10 @@ BattleAnim_Barrier: ; caac5  	anim_bgeffect ANIM_BG_06, $0, $2, $0  	anim_wait 8  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_50,   9, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_50, 72, 80, $0  	anim_wait 32  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_50,   9, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_50, 72, 80, $0  	anim_wait 32  	anim_ret  ; caae1 @@ -3150,19 +3150,19 @@ BattleAnim_Waterfall: ; caae1  	anim_wait 16  	anim_call BattleAnim_ShowMon_0  	anim_sound 0, 1, SFX_LICK -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 3  	anim_sound 0, 1, SFX_LICK -	anim_obj ANIM_OBJ_01, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 48, $0  	anim_wait 3  	anim_sound 0, 1, SFX_LICK -	anim_obj ANIM_OBJ_01, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 40, $0  	anim_wait 3  	anim_sound 0, 1, SFX_LICK -	anim_obj ANIM_OBJ_01, -15, 0,   4, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 32, $0  	anim_wait 3  	anim_sound 0, 1, SFX_LICK -	anim_obj ANIM_OBJ_01, -15, 0,   3, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 24, $0  	anim_wait 8  	anim_ret  ; cab1d @@ -3173,7 +3173,7 @@ BattleAnim_PsychicM: ; cab1d  	anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0  .loop  	anim_sound 6, 2, SFX_PSYCHIC -	anim_obj ANIM_OBJ_4C,   8, 0,  11, 0, $2 +	anim_obj ANIM_OBJ_4C, 64, 88, $2  	anim_wait 8  	anim_loop 8, .loop  	anim_wait 96 @@ -3202,9 +3202,9 @@ BattleAnim_Toxic: ; cab42  BattleAnim_Metronome: ; cab52  	anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED  	anim_sound 0, 0, SFX_METRONOME -	anim_obj ANIM_OBJ_7A,   9, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_7A, 72, 88, $0  .loop -	anim_obj ANIM_OBJ_7B,   9, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_7B, 72, 80, $0  	anim_wait 8  	anim_loop 5, .loop  	anim_wait 48 @@ -3216,18 +3216,18 @@ BattleAnim_Counter: ; cab69  .loop  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2  	anim_sound 0, 1, SFX_POUND -	anim_obj ANIM_OBJ_08,  15, 0,   9, 0, $0 -	anim_obj ANIM_OBJ_00,  15, 0,   9, 0, $0 +	anim_obj ANIM_OBJ_08, 120, 72, $0 +	anim_obj ANIM_OBJ_00, 120, 72, $0  	anim_wait 6  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_06, -15, 0,   5, 0, $0 -	anim_obj ANIM_OBJ_00, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_06, 136, 40, $0 +	anim_obj ANIM_OBJ_00, 136, 40, $0  	anim_wait 6  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2  	anim_sound 0, 1, SFX_MEGA_KICK -	anim_obj ANIM_OBJ_07, -13, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_00, -13, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_07, 152, 56, $0 +	anim_obj ANIM_OBJ_00, 152, 56, $0  	anim_wait 6  	anim_loop 3, .loop  	anim_wait 16 @@ -3238,18 +3238,18 @@ BattleAnim_LowKick: ; cabaa  	anim_1gfx ANIM_GFX_HIT  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_07,  15, 4,   8, 0, $0 -	anim_obj ANIM_OBJ_00,  15, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_07, 124, 64, $0 +	anim_obj ANIM_OBJ_00, 124, 64, $0  	anim_wait 6  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_07, -16, 4,   8, 0, $0 -	anim_obj ANIM_OBJ_00, -16, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_07, 132, 64, $0 +	anim_obj ANIM_OBJ_00, 132, 64, $0  	anim_wait 6  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_07, -15, 4,   8, 0, $0 -	anim_obj ANIM_OBJ_00, -15, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_07, 140, 64, $0 +	anim_obj ANIM_OBJ_00, 140, 64, $0  	anim_wait 16  	anim_ret  ; cabe6 @@ -3257,16 +3257,16 @@ BattleAnim_LowKick: ; cabaa  BattleAnim_WingAttack: ; cabe6  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 1, SFX_WING_ATTACK -	anim_obj ANIM_OBJ_01, -14, 4,   7, 0, $0 -	anim_obj ANIM_OBJ_01,  14, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 148, 56, $0 +	anim_obj ANIM_OBJ_01, 116, 56, $0  	anim_wait 6  	anim_sound 0, 1, SFX_WING_ATTACK -	anim_obj ANIM_OBJ_01, -14, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_01,  15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 144, 56, $0 +	anim_obj ANIM_OBJ_01, 120, 56, $0  	anim_wait 6  	anim_sound 0, 1, SFX_WING_ATTACK -	anim_obj ANIM_OBJ_01, -15, 4,   7, 0, $0 -	anim_obj ANIM_OBJ_01,  15, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 140, 56, $0 +	anim_obj ANIM_OBJ_01, 124, 56, $0  	anim_wait 16  	anim_ret  ; cac13 @@ -3275,7 +3275,7 @@ BattleAnim_Slam: ; cac13  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 1, SFX_WING_ATTACK  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 -	anim_obj ANIM_OBJ_01,  15, 4,   5, 0, $0 +	anim_obj ANIM_OBJ_01, 124, 40, $0  	anim_wait 16  	anim_ret  ; cac24 @@ -3283,11 +3283,11 @@ BattleAnim_Slam: ; cac13  BattleAnim_Disable: ; cac24  	anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS  	anim_bgeffect ANIM_BG_06, $0, $2, $0 -	anim_obj ANIM_OBJ_7C, -16, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_7C, 132, 56, $0  	anim_wait 16  	anim_sound 0, 1, SFX_BIND -	anim_obj ANIM_OBJ_PARALYZED,  13, 0,   7, 0, $42 -	anim_obj ANIM_OBJ_PARALYZED, -12, 0,   7, 0, $c2 +	anim_obj ANIM_OBJ_PARALYZED, 104, 56, $42 +	anim_obj ANIM_OBJ_PARALYZED, 160, 56, $c2  	anim_wait 96  	anim_ret  ; cac41 @@ -3306,7 +3306,7 @@ BattleAnim_TailWhip: ; cac41  BattleAnim_Struggle: ; cac55  	anim_1gfx ANIM_GFX_HIT  	anim_sound 0, 1, SFX_POUND -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 16  	anim_ret  ; cac61 @@ -3316,7 +3316,7 @@ BattleAnim_Sketch: ; cac61  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_bgeffect ANIM_BG_1A, $0, $1, $20  	anim_sound 0, 0, SFX_SKETCH -	anim_obj ANIM_OBJ_98,   9, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_98, 72, 80, $0  	anim_wait 80  	anim_incbgeffect ANIM_BG_1A  	anim_call BattleAnim_ShowMon_0 @@ -3329,27 +3329,27 @@ BattleAnim_TripleKick: ; cac7b  	anim_if_param_equal $1, BattleAnim_TripleKick_branch_cac95  	anim_if_param_equal $2, BattleAnim_TripleKick_branch_caca5  	anim_sound 0, 1, SFX_MEGA_KICK -	anim_obj ANIM_OBJ_07, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_07, 144, 48, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 144, 48, $0  	anim_wait 8  	anim_ret  ; cac95  BattleAnim_TripleKick_branch_cac95: ; cac95  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_07,  15, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_07, 120, 64, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01,  15, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_01, 120, 64, $0  	anim_wait 8  	anim_ret  ; caca5  BattleAnim_TripleKick_branch_caca5: ; caca5  	anim_sound 0, 1, SFX_DOUBLE_KICK -	anim_obj ANIM_OBJ_07, -16, 4,   4, 0, $0 +	anim_obj ANIM_OBJ_07, 132, 32, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -16, 4,   4, 0, $0 +	anim_obj ANIM_OBJ_01, 132, 32, $0  	anim_wait 8  	anim_ret  ; cacb5 @@ -3360,13 +3360,13 @@ BattleAnim_Thief: ; cacb5  	anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0  	anim_wait 16  	anim_sound 0, 1, SFX_THIEF -	anim_obj ANIM_OBJ_01,  16, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 128, 48, $0  	anim_wait 16  	anim_call BattleAnim_ShowMon_0  	anim_wait 1  	anim_1gfx ANIM_GFX_STATUS  	anim_sound 0, 1, SFX_THIEF_2 -	anim_obj ANIM_OBJ_8B,  15, 0,   9, 4, $1 +	anim_obj ANIM_OBJ_8B, 120, 76, $1  	anim_wait 64  	anim_ret  ; cacd9 @@ -3374,13 +3374,13 @@ BattleAnim_Thief: ; cacb5  BattleAnim_SpiderWeb: ; cacd9  	anim_1gfx ANIM_GFX_WEB  	anim_bgeffect ANIM_BG_07, $0, $2, $0 -	anim_obj ANIM_OBJ_92, -16, 4,   6, 0, $0 +	anim_obj ANIM_OBJ_92, 132, 48, $0  	anim_sound 6, 2, SFX_SPIDER_WEB -	anim_obj ANIM_OBJ_5A,   8, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_5A, 64, 80, $0  	anim_wait 4 -	anim_obj ANIM_OBJ_5A,   8, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_5A, 64, 88, $0  	anim_wait 4 -	anim_obj ANIM_OBJ_5A,   8, 0,  10, 4, $0 +	anim_obj ANIM_OBJ_5A, 64, 84, $0  	anim_wait 64  	anim_ret  ; cacfb @@ -3389,10 +3389,10 @@ BattleAnim_MindReader: ; cacfb  	anim_1gfx ANIM_GFX_MISC  	anim_sound 0, 1, SFX_MIND_READER  .loop -	anim_obj ANIM_OBJ_88, -16, 4,   6, 0, $3 -	anim_obj ANIM_OBJ_88, -16, 4,   6, 0, $12 -	anim_obj ANIM_OBJ_88, -16, 4,   6, 0, $20 -	anim_obj ANIM_OBJ_88, -16, 4,   6, 0, $31 +	anim_obj ANIM_OBJ_88, 132, 48, $3 +	anim_obj ANIM_OBJ_88, 132, 48, $12 +	anim_obj ANIM_OBJ_88, 132, 48, $20 +	anim_obj ANIM_OBJ_88, 132, 48, $31  	anim_wait 16  	anim_loop 2, .loop  	anim_wait 32 @@ -3403,8 +3403,8 @@ BattleAnim_Nightmare: ; cad1b  	anim_1gfx ANIM_GFX_ANGELS  	anim_bgp $1b  	anim_obp0 $f -	anim_obj ANIM_OBJ_94, -16, 4,   5, 0, $0 -	anim_obj ANIM_OBJ_94, -16, 4,   5, 0, $a0 +	anim_obj ANIM_OBJ_94, 132, 40, $0 +	anim_obj ANIM_OBJ_94, 132, 40, $a0  	anim_sound 0, 1, SFX_NIGHTMARE  	anim_wait 96  	anim_ret @@ -3414,7 +3414,7 @@ BattleAnim_FlameWheel: ; cad30  	anim_1gfx ANIM_GFX_FIRE  .loop  	anim_sound 0, 0, SFX_EMBER -	anim_obj ANIM_OBJ_7F,   6, 0,  12, 0, $0 +	anim_obj ANIM_OBJ_7F, 48, 96, $0  	anim_wait 6  	anim_loop 8, .loop  	anim_wait 96 @@ -3423,9 +3423,9 @@ BattleAnim_FlameWheel: ; cad30  	anim_wait 4  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3  	anim_sound 0, 1, SFX_EMBER -	anim_obj ANIM_OBJ_0F, -15, 0,   6, 0, $1 -	anim_obj ANIM_OBJ_0F, -15, 0,   6, 0, $4 -	anim_obj ANIM_OBJ_0F, -15, 0,   6, 0, $5 +	anim_obj ANIM_OBJ_0F, 136, 48, $1 +	anim_obj ANIM_OBJ_0F, 136, 48, $4 +	anim_obj ANIM_OBJ_0F, 136, 48, $5  	anim_wait 8  	anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0  	anim_wait 4 @@ -3436,7 +3436,7 @@ BattleAnim_FlameWheel: ; cad30  BattleAnim_Snore: ; cad6b  	anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE -	anim_obj ANIM_OBJ_54,   8, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_54, 64, 80, $0  	anim_wait 32  	anim_bgeffect ANIM_BG_1F, $60, $2, $0  	anim_sound 0, 0, SFX_SNORE @@ -3451,13 +3451,13 @@ BattleAnim_Snore: ; cad6b  BattleAnim_Curse: ; cad86  	anim_if_param_equal $1, .NotGhost  	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS -	anim_obj ANIM_OBJ_A5,   8, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_A5, 68, 72, $0  	anim_sound 0, 0, SFX_CURSE  	anim_wait 32  	anim_incobj  1  	anim_wait 12  	anim_sound 0, 0, SFX_POISON_STING -	anim_obj ANIM_OBJ_04,   5, 4,  12, 0, $0 +	anim_obj ANIM_OBJ_04, 44, 96, $0  	anim_wait 16  	anim_ret  ; cada3 @@ -3473,19 +3473,19 @@ BattleAnim_Curse: ; cad86  	anim_bgeffect ANIM_BG_16, $0, $1, $40  .loop  	anim_sound 0, 0, SFX_SWORDS_DANCE -	anim_obj ANIM_OBJ_47,   5, 4,  13, 4, $6 +	anim_obj ANIM_OBJ_47, 44, 108, $6  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   4, 4,  13, 4, $6 +	anim_obj ANIM_OBJ_47, 36, 108, $6  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   6, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 52, 108, $8  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   3, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 28, 108, $8  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   7, 4,  13, 4, $6 +	anim_obj ANIM_OBJ_47, 60, 108, $6  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   2, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 20, 108, $8  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   8, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 68, 108, $8  	anim_wait 2  	anim_loop 3, .loop  	anim_wait 8 @@ -3500,11 +3500,11 @@ BattleAnim_Flail: ; cadf1  	anim_sound 0, 0, SFX_SUBMISSION  	anim_bgeffect ANIM_BG_2C, $0, $1, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_01,  15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 120, 48, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_01, -13, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 152, 48, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_01, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 48, $0  	anim_wait 8  	anim_incbgeffect ANIM_BG_2C  	anim_call BattleAnim_ShowMon_0 @@ -3515,14 +3515,14 @@ BattleAnim_Conversion: ; cae17  	anim_1gfx ANIM_GFX_EXPLOSION  	anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0  	anim_sound 63, 3, SFX_SHARPEN -	anim_obj ANIM_OBJ_91,   6, 0,  11, 0, $0 -	anim_obj ANIM_OBJ_91,   6, 0,  11, 0, $8 -	anim_obj ANIM_OBJ_91,   6, 0,  11, 0, $10 -	anim_obj ANIM_OBJ_91,   6, 0,  11, 0, $18 -	anim_obj ANIM_OBJ_91,   6, 0,  11, 0, $20 -	anim_obj ANIM_OBJ_91,   6, 0,  11, 0, $28 -	anim_obj ANIM_OBJ_91,   6, 0,  11, 0, $30 -	anim_obj ANIM_OBJ_91,   6, 0,  11, 0, $38 +	anim_obj ANIM_OBJ_91, 48, 88, $0 +	anim_obj ANIM_OBJ_91, 48, 88, $8 +	anim_obj ANIM_OBJ_91, 48, 88, $10 +	anim_obj ANIM_OBJ_91, 48, 88, $18 +	anim_obj ANIM_OBJ_91, 48, 88, $20 +	anim_obj ANIM_OBJ_91, 48, 88, $28 +	anim_obj ANIM_OBJ_91, 48, 88, $30 +	anim_obj ANIM_OBJ_91, 48, 88, $38  	anim_wait 128  	anim_ret  ; cae4b @@ -3533,17 +3533,17 @@ BattleAnim_Aeroblast: ; cae4b  	anim_bgeffect ANIM_BG_1F, $50, $4, $10  	anim_bgeffect ANIM_BG_06, $0, $2, $0  	anim_sound 0, 0, SFX_AEROBLAST -	anim_obj ANIM_OBJ_B3,   9, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_B3, 72, 88, $0  	anim_wait 32  	anim_sound 0, 0, SFX_HYPER_BEAM -	anim_obj ANIM_OBJ_27,  10, 0,  10, 4, $0 +	anim_obj ANIM_OBJ_27, 80, 84, $0  	anim_wait 2  	anim_sound 0, 1, SFX_HYPER_BEAM -	anim_obj ANIM_OBJ_27,  12, 0,   9, 4, $0 +	anim_obj ANIM_OBJ_27, 96, 76, $0  	anim_wait 2  	anim_sound 0, 1, SFX_HYPER_BEAM -	anim_obj ANIM_OBJ_27,  14, 0,   8, 4, $0 -	anim_obj ANIM_OBJ_28,  15, 6,   7, 6, $0 +	anim_obj ANIM_OBJ_27, 112, 68, $0 +	anim_obj ANIM_OBJ_28, 126, 62, $0  	anim_wait 48  	anim_ret  ; cae84 @@ -3553,7 +3553,7 @@ BattleAnim_CottonSpore: ; cae84  	anim_1gfx ANIM_GFX_MISC  	anim_sound 0, 1, SFX_POWDER  .loop ; cae8b -	anim_obj ANIM_OBJ_COTTON_SPORE, -16, 4,   4, 0, $0 +	anim_obj ANIM_OBJ_COTTON_SPORE, 132, 32, $0  	anim_wait 8  	anim_loop 5, .loop  	anim_wait 96 @@ -3564,29 +3564,29 @@ BattleAnim_Reversal: ; cae97  	anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT  	anim_bgeffect ANIM_BG_07, $0, $0, $0  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_04,  14, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_04, 112, 64, $0  	anim_wait 2  	anim_sound 0, 1, SFX_SHINE -	anim_obj ANIM_OBJ_A7,  15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_A7, 120, 56, $0  	anim_wait 2  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_04,  16, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_04, 128, 56, $0  	anim_wait 2  	anim_sound 0, 1, SFX_SHINE -	anim_obj ANIM_OBJ_A7, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_A7, 136, 48, $0  	anim_wait 2  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_04, -14, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_04, 144, 48, $0  	anim_wait 2  	anim_sound 0, 1, SFX_SHINE -	anim_obj ANIM_OBJ_A7, -13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_A7, 152, 40, $0  	anim_wait 24  	anim_ret  ; caed6  BattleAnim_Spite: ; caed6  	anim_1gfx ANIM_GFX_ANGELS -	anim_obj ANIM_OBJ_A4, -16, 4,   2, 0, $0 +	anim_obj ANIM_OBJ_A4, 132, 16, $0  	anim_sound 0, 1, SFX_SPITE  	anim_wait 96  	anim_ret @@ -3596,13 +3596,13 @@ BattleAnim_PowderSnow: ; caee2  	anim_1gfx ANIM_GFX_ICE  .loop ; caee4  	anim_sound 6, 2, SFX_SHINE -	anim_obj ANIM_OBJ_8F,   8, 0,  11, 0, $23 +	anim_obj ANIM_OBJ_8F, 64, 88, $23  	anim_wait 2  	anim_sound 6, 2, SFX_SHINE -	anim_obj ANIM_OBJ_8F,   8, 0,  10, 0, $24 +	anim_obj ANIM_OBJ_8F, 64, 80, $24  	anim_wait 2  	anim_sound 6, 2, SFX_SHINE -	anim_obj ANIM_OBJ_8F,   8, 0,  12, 0, $23 +	anim_obj ANIM_OBJ_8F, 64, 96, $23  	anim_wait 2  	anim_loop 2, .loop  	anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 @@ -3615,11 +3615,11 @@ BattleAnim_PowderSnow: ; caee2  BattleAnim_Protect: ; caf0e  	anim_1gfx ANIM_GFX_OBJECTS  	anim_bgeffect ANIM_BG_07, $0, $2, $0 -	anim_obj ANIM_OBJ_8A,  10, 0,  10, 0, $0 -	anim_obj ANIM_OBJ_8A,  10, 0,  10, 0, $d -	anim_obj ANIM_OBJ_8A,  10, 0,  10, 0, $1a -	anim_obj ANIM_OBJ_8A,  10, 0,  10, 0, $27 -	anim_obj ANIM_OBJ_8A,  10, 0,  10, 0, $34 +	anim_obj ANIM_OBJ_8A, 80, 80, $0 +	anim_obj ANIM_OBJ_8A, 80, 80, $d +	anim_obj ANIM_OBJ_8A, 80, 80, $1a +	anim_obj ANIM_OBJ_8A, 80, 80, $27 +	anim_obj ANIM_OBJ_8A, 80, 80, $34  	anim_sound 0, 0, SFX_PROTECT  	anim_wait 96  	anim_ret @@ -3629,17 +3629,17 @@ BattleAnim_MachPunch: ; caf33  	anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT  	anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0  	anim_sound 0, 0, SFX_MENU -	anim_obj ANIM_OBJ_77,   3, 0,  11, 0, $2 -	anim_obj ANIM_OBJ_77,   4, 0,  11, 0, $1 -	anim_obj ANIM_OBJ_77,   5, 0,  11, 0, $0 -	anim_obj ANIM_OBJ_77,   6, 0,  11, 0, $80 -	anim_obj ANIM_OBJ_77,   7, 0,  11, 0, $81 -	anim_obj ANIM_OBJ_77,   8, 0,  11, 0, $82 +	anim_obj ANIM_OBJ_77, 24, 88, $2 +	anim_obj ANIM_OBJ_77, 32, 88, $1 +	anim_obj ANIM_OBJ_77, 40, 88, $0 +	anim_obj ANIM_OBJ_77, 48, 88, $80 +	anim_obj ANIM_OBJ_77, 56, 88, $81 +	anim_obj ANIM_OBJ_77, 64, 88, $82  	anim_wait 12  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_06, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_06, 136, 56, $0  	anim_wait 6 -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 8  	anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0  	anim_wait 16 @@ -3662,13 +3662,13 @@ BattleAnim_FaintAttack: ; caf84  	anim_bgeffect ANIM_BG_1D, $0, $1, $80  	anim_wait 96  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_04,  15, 0,   4, 0, $0 +	anim_obj ANIM_OBJ_04, 120, 32, $0  	anim_wait 8  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_04, -13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_04, 152, 40, $0  	anim_wait 8  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_04, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_04, 136, 48, $0  	anim_wait 32  	anim_incbgeffect ANIM_BG_1D  	anim_call BattleAnim_ShowMon_0 @@ -3679,11 +3679,11 @@ BattleAnim_FaintAttack: ; caf84  BattleAnim_SweetKiss: ; cafb4  	anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS  	anim_bgeffect ANIM_BG_07, $0, $2, $0 -	anim_obj ANIM_OBJ_97,  12, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_97, 96, 40, $0  	anim_sound 0, 1, SFX_SWEET_KISS  	anim_wait 32  	anim_sound 0, 1, SFX_SWEET_KISS_2 -	anim_obj ANIM_OBJ_HEART,  15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_HEART, 120, 40, $0  	anim_wait 40  	anim_ret  ; cafcf @@ -3691,40 +3691,40 @@ BattleAnim_SweetKiss: ; cafb4  BattleAnim_BellyDrum: ; cafcf  	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE  	anim_sound 0, 0, SFX_BELLY_DRUM -	anim_obj ANIM_OBJ_AA,   8, 0,  13, 0, $0 -	anim_obj ANIM_OBJ_AB,   8, 0,  11, 4, $f8 +	anim_obj ANIM_OBJ_AA, 64, 104, $0 +	anim_obj ANIM_OBJ_AB, 64, 92, $f8  	anim_wait 24  	anim_sound 0, 0, SFX_BELLY_DRUM -	anim_obj ANIM_OBJ_AA,   8, 0,  13, 0, $0 -	anim_obj ANIM_OBJ_AB,   8, 0,  11, 4, $f8 +	anim_obj ANIM_OBJ_AA, 64, 104, $0 +	anim_obj ANIM_OBJ_AB, 64, 92, $f8  	anim_wait 24  	anim_sound 0, 0, SFX_BELLY_DRUM -	anim_obj ANIM_OBJ_AA,   8, 0,  13, 0, $0 -	anim_obj ANIM_OBJ_AB,   8, 0,  11, 4, $f8 +	anim_obj ANIM_OBJ_AA, 64, 104, $0 +	anim_obj ANIM_OBJ_AB, 64, 92, $f8  	anim_wait 12  	anim_sound 0, 0, SFX_BELLY_DRUM -	anim_obj ANIM_OBJ_AA,   8, 0,  13, 0, $0 -	anim_obj ANIM_OBJ_AB,   8, 0,  11, 4, $f8 +	anim_obj ANIM_OBJ_AA, 64, 104, $0 +	anim_obj ANIM_OBJ_AB, 64, 92, $f8  	anim_wait 12  	anim_sound 0, 0, SFX_BELLY_DRUM -	anim_obj ANIM_OBJ_AA,   8, 0,  13, 0, $0 -	anim_obj ANIM_OBJ_AB,   8, 0,  11, 4, $f8 +	anim_obj ANIM_OBJ_AA, 64, 104, $0 +	anim_obj ANIM_OBJ_AB, 64, 92, $f8  	anim_wait 24  	anim_sound 0, 0, SFX_BELLY_DRUM -	anim_obj ANIM_OBJ_AA,   8, 0,  13, 0, $0 -	anim_obj ANIM_OBJ_AB,   8, 0,  11, 4, $f8 +	anim_obj ANIM_OBJ_AA, 64, 104, $0 +	anim_obj ANIM_OBJ_AB, 64, 92, $f8  	anim_wait 12  	anim_sound 0, 0, SFX_BELLY_DRUM -	anim_obj ANIM_OBJ_AA,   8, 0,  13, 0, $0 -	anim_obj ANIM_OBJ_AB,   8, 0,  11, 4, $f8 +	anim_obj ANIM_OBJ_AA, 64, 104, $0 +	anim_obj ANIM_OBJ_AB, 64, 92, $f8  	anim_wait 12  	anim_sound 0, 0, SFX_BELLY_DRUM -	anim_obj ANIM_OBJ_AA,   8, 0,  13, 0, $0 -	anim_obj ANIM_OBJ_AB,   8, 0,  11, 4, $f8 +	anim_obj ANIM_OBJ_AA, 64, 104, $0 +	anim_obj ANIM_OBJ_AB, 64, 92, $f8  	anim_wait 12  	anim_sound 0, 0, SFX_BELLY_DRUM -	anim_obj ANIM_OBJ_AA,   8, 0,  13, 0, $0 -	anim_obj ANIM_OBJ_AB,   8, 0,  11, 4, $f8 +	anim_obj ANIM_OBJ_AA, 64, 104, $0 +	anim_obj ANIM_OBJ_AB, 64, 92, $f8  	anim_wait 12  	anim_ret  ; cb051 @@ -3733,7 +3733,7 @@ BattleAnim_SludgeBomb: ; cb051  	anim_2gfx ANIM_GFX_EGG, ANIM_GFX_POISON  	anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0  	anim_sound 6, 2, SFX_SLUDGE_BOMB -	anim_obj ANIM_OBJ_62,   8, 0,  11, 4, $10 +	anim_obj ANIM_OBJ_62, 64, 92, $10  	anim_wait 36  	anim_call BattleAnim_SludgeBomb_branch_cbc15  	anim_wait 64 @@ -3750,13 +3750,13 @@ BattleAnim_MudSlap: ; cb067  BattleAnim_Octazooka: ; cb06f  	anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE  	anim_sound 6, 2, SFX_SLUDGE_BOMB -	anim_obj ANIM_OBJ_8C,   8, 0,  11, 4, $4 +	anim_obj ANIM_OBJ_8C, 64, 92, $4  	anim_wait 16 -	anim_obj ANIM_OBJ_BALL_POOF, -16, 4,   7, 0, $10 +	anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10  	anim_wait 8  	anim_if_param_equal $0, .done  .loop -	anim_obj ANIM_OBJ_74, -16, 4,   7, 4, $20 +	anim_obj ANIM_OBJ_74, 132, 60, $20  	anim_wait 8  	anim_loop 5, .loop  	anim_wait 128 @@ -3767,13 +3767,13 @@ BattleAnim_Octazooka: ; cb06f  BattleAnim_Spikes: ; cb092  	anim_1gfx ANIM_GFX_MISC  	anim_sound 6, 2, SFX_MENU -	anim_obj ANIM_OBJ_SPIKES,   6, 0,  11, 0, $20 +	anim_obj ANIM_OBJ_SPIKES, 48, 88, $20  	anim_wait 8  	anim_sound 6, 2, SFX_MENU -	anim_obj ANIM_OBJ_SPIKES,   6, 0,  11, 0, $30 +	anim_obj ANIM_OBJ_SPIKES, 48, 88, $30  	anim_wait 8  	anim_sound 6, 2, SFX_MENU -	anim_obj ANIM_OBJ_SPIKES,   6, 0,  11, 0, $28 +	anim_obj ANIM_OBJ_SPIKES, 48, 88, $28  	anim_wait 64  	anim_ret  ; cb0b0 @@ -3783,12 +3783,12 @@ BattleAnim_ZapCannon: ; cb0b0  	anim_bgp $1b  	anim_obp0 $30  	anim_sound 6, 2, SFX_ZAP_CANNON -	anim_obj ANIM_OBJ_A3,   8, 0,  11, 4, $2 +	anim_obj ANIM_OBJ_A3, 64, 92, $2  	anim_wait 40  	anim_sound 0, 1, SFX_THUNDERSHOCK -	anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0,   7, 0, $2 +	anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2  	anim_wait 16 -	anim_obj ANIM_OBJ_31, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_31, 136, 56, $0  	anim_wait 128  	anim_ret  ; cb0d0 @@ -3798,7 +3798,7 @@ BattleAnim_Foresight: ; cb0d0  	anim_call BattleAnim_FollowEnemyFeet_1  	anim_bgeffect ANIM_BG_07, $0, $0, $0  	anim_sound 0, 1, SFX_FORESIGHT -	anim_obj ANIM_OBJ_A7, -16, 4,   5, 0, $0 +	anim_obj ANIM_OBJ_A7, 132, 40, $0  	anim_wait 24  	anim_bgeffect ANIM_BG_19, $0, $0, $40  	anim_wait 64 @@ -3814,13 +3814,13 @@ BattleAnim_DestinyBond: ; cb0f0  	anim_obp0 $0  	anim_if_param_equal $1, BattleAnim_DestinyBond_branch_cb104  	anim_sound 6, 2, SFX_WHIRLWIND -	anim_obj ANIM_OBJ_9B,   5, 4,  15, 0, $2 +	anim_obj ANIM_OBJ_9B, 44, 120, $2  	anim_wait 128  	anim_ret  ; cb104  BattleAnim_DestinyBond_branch_cb104: ; cb104 -	anim_obj ANIM_OBJ_9B, -16, 4,   9, 4, $0 +	anim_obj ANIM_OBJ_9B, 132, 76, $0  	anim_sound 0, 1, SFX_KINESIS  	anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0  	anim_wait 32 @@ -3832,14 +3832,14 @@ BattleAnim_PerishSong: ; cb113  	anim_bgeffect ANIM_BG_06, $0, $2, $0  	anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0  	anim_sound 0, 2, SFX_PERISH_SONG -	anim_obj ANIM_OBJ_PERISH_SONG,  11, 0,   0, 0, $0 -	anim_obj ANIM_OBJ_PERISH_SONG,  11, 0,   0, 0, $8 -	anim_obj ANIM_OBJ_PERISH_SONG,  11, 0,   0, 0, $10 -	anim_obj ANIM_OBJ_PERISH_SONG,  11, 0,   0, 0, $18 -	anim_obj ANIM_OBJ_PERISH_SONG,  11, 0,   0, 0, $20 -	anim_obj ANIM_OBJ_PERISH_SONG,  11, 0,   0, 0, $28 -	anim_obj ANIM_OBJ_PERISH_SONG,  11, 0,   0, 0, $30 -	anim_obj ANIM_OBJ_PERISH_SONG,  11, 0,   0, 0, $38 +	anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $0 +	anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $8 +	anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $10 +	anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $18 +	anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $20 +	anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $28 +	anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $30 +	anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $38  	anim_wait 112  	anim_ret  ; cb14c @@ -3852,11 +3852,11 @@ BattleAnim_IcyWind: ; cb14c  	anim_sound 0, 0, SFX_PSYCHIC  .loop  	anim_wait 8 -	anim_obj ANIM_OBJ_AE,   8, 0,  11, 0, $4 +	anim_obj ANIM_OBJ_AE, 64, 88, $4  	anim_wait 8 -	anim_obj ANIM_OBJ_AE,   8, 0,  10, 0, $4 +	anim_obj ANIM_OBJ_AE, 64, 80, $4  	anim_wait 8 -	anim_obj ANIM_OBJ_AE,   8, 0,  12, 0, $4 +	anim_obj ANIM_OBJ_AE, 64, 96, $4  	anim_wait 8  	anim_loop 2, .loop  	anim_wait 16 @@ -3876,7 +3876,7 @@ BattleAnim_Detect: ; cb18c  	anim_1gfx ANIM_GFX_SHINE  	anim_bgeffect ANIM_BG_07, $0, $0, $0  	anim_sound 0, 0, SFX_FORESIGHT -	anim_obj ANIM_OBJ_A7,   8, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_A7, 64, 88, $0  	anim_wait 24  	anim_ret  ; cb19d @@ -3884,13 +3884,13 @@ BattleAnim_Detect: ; cb18c  BattleAnim_BoneRush: ; cb19d  	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC  	anim_sound 0, 1, SFX_BONE_CLUB -	anim_obj ANIM_OBJ_69, -16, 4,   7, 0, $2 +	anim_obj ANIM_OBJ_69, 132, 56, $2  	anim_wait 16  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_01,  15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 120, 48, $0  	anim_wait 16  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_01, -14, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_01, 144, 64, $0  	anim_wait 16  	anim_ret  ; cb1bc @@ -3899,10 +3899,10 @@ BattleAnim_LockOn: ; cb1bc  	anim_1gfx ANIM_GFX_MISC  	anim_sound 0, 1, SFX_MIND_READER  .loop -	anim_obj ANIM_OBJ_87, -16, 4,   6, 0, $3 -	anim_obj ANIM_OBJ_87, -16, 4,   6, 0, $12 -	anim_obj ANIM_OBJ_87, -16, 4,   6, 0, $20 -	anim_obj ANIM_OBJ_87, -16, 4,   6, 0, $31 +	anim_obj ANIM_OBJ_87, 132, 48, $3 +	anim_obj ANIM_OBJ_87, 132, 48, $12 +	anim_obj ANIM_OBJ_87, 132, 48, $20 +	anim_obj ANIM_OBJ_87, 132, 48, $31  	anim_wait 16  	anim_loop 2, .loop  	anim_wait 32 @@ -3919,24 +3919,24 @@ BattleAnim_Outrage: ; cb1dc  	anim_call BattleAnim_ShowMon_0  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3  	anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE -	anim_obj ANIM_OBJ_00,  15, 0,   9, 0, $0 +	anim_obj ANIM_OBJ_00, 120, 72, $0  	anim_wait 6  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 6  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_00, -13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_00, 152, 40, $0  	anim_wait 16  	anim_ret  ; cb210  BattleAnim_Sandstorm: ; cb210  	anim_1gfx ANIM_GFX_POWDER -	anim_obj ANIM_OBJ_A2,  11, 0,   0, 0, $0 +	anim_obj ANIM_OBJ_A2, 88, 0, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_A2,   9, 0,   0, 0, $1 +	anim_obj ANIM_OBJ_A2, 72, 0, $1  	anim_wait 8 -	anim_obj ANIM_OBJ_A2,   7, 0,   0, 0, $2 +	anim_obj ANIM_OBJ_A2, 56, 0, $2  .loop  	anim_sound 0, 1, SFX_MENU  	anim_wait 8 @@ -3960,15 +3960,15 @@ BattleAnim_GigaDrain: ; cb22d  	anim_bgeffect ANIM_BG_07, $0, $0, $0  .loop  	anim_sound 0, 0, SFX_METRONOME -	anim_obj ANIM_OBJ_9D,   3, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_9D, 24, 64, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_9D,   7, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_9D, 56, 104, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_9D,   3, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_9D, 24, 104, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_9D,   7, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_9D, 56, 64, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_9D,   5, 0,  10, 4, $0 +	anim_obj ANIM_OBJ_9D, 40, 84, $0  	anim_wait 5  	anim_loop 2, .loop  	anim_wait 32 @@ -3982,19 +3982,19 @@ BattleAnim_Endure: ; cb274  	anim_bgeffect ANIM_BG_07, $0, $2, $0  .loop  	anim_sound 0, 0, SFX_SWORDS_DANCE -	anim_obj ANIM_OBJ_47,   5, 4,  13, 4, $6 +	anim_obj ANIM_OBJ_47, 44, 108, $6  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   4, 4,  13, 4, $6 +	anim_obj ANIM_OBJ_47, 36, 108, $6  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   6, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 52, 108, $8  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   3, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 28, 108, $8  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   7, 4,  13, 4, $6 +	anim_obj ANIM_OBJ_47, 60, 108, $6  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   2, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 20, 108, $8  	anim_wait 2 -	anim_obj ANIM_OBJ_47,   8, 4,  13, 4, $8 +	anim_obj ANIM_OBJ_47, 68, 108, $8  	anim_wait 2  	anim_loop 5, .loop  	anim_wait 8 @@ -4008,7 +4008,7 @@ BattleAnim_Charm: ; cb2bb  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_bgeffect ANIM_BG_26, $0, $1, $0  	anim_sound 0, 0, SFX_ATTRACT -	anim_obj ANIM_OBJ_HEART,   8, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_HEART, 64, 80, $0  	anim_wait 32  	anim_incbgeffect ANIM_BG_26  	anim_call BattleAnim_ShowMon_0 @@ -4024,7 +4024,7 @@ BattleAnim_Rollout: ; cb2d5  	anim_bgeffect ANIM_BG_25, $0, $1, $0  	anim_wait 4  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_03, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_03, 136, 40, $0  	anim_wait 8  	anim_call BattleAnim_ShowMon_0  	anim_ret @@ -4034,9 +4034,9 @@ BattleAnim_FalseSwipe: ; cb2f5  	anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT  	anim_bgeffect ANIM_BG_07, $0, $0, $0  	anim_sound 0, 1, SFX_CUT -	anim_obj ANIM_OBJ_3A, -13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_3A, 152, 40, $0  	anim_wait 4 -	anim_obj ANIM_OBJ_9D, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_9D, 136, 40, $0  	anim_wait 32  	anim_ret  ; cb30d @@ -4045,12 +4045,12 @@ BattleAnim_Swagger: ; cb30d  	anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND  .loop  	anim_sound 0, 0, SFX_MENU -	anim_obj ANIM_OBJ_A9,   9, 0,  11, 0, $44 +	anim_obj ANIM_OBJ_A9, 72, 88, $44  	anim_wait 32  	anim_loop 2, .loop  	anim_wait 32  	anim_sound 0, 1, SFX_KINESIS_2 -	anim_obj ANIM_OBJ_83,  13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_83, 104, 40, $0  	anim_wait 40  	anim_ret  ; cb328 @@ -4058,12 +4058,12 @@ BattleAnim_Swagger: ; cb30d  BattleAnim_MilkDrink: ; cb328  	anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE  	anim_call BattleAnim_FollowEnemyFeet_0 -	anim_obj ANIM_OBJ_82,   9, 2,  13, 0, $0 +	anim_obj ANIM_OBJ_82, 74, 104, $0  	anim_wait 16  	anim_bgeffect ANIM_BG_18, $0, $1, $40  	anim_sound 0, 0, SFX_MILK_DRINK  .loop -	anim_obj ANIM_OBJ_2C,   5, 4,  11, 0, $20 +	anim_obj ANIM_OBJ_2C, 44, 88, $20  	anim_wait 8  	anim_loop 8, .loop  	anim_wait 128 @@ -4076,7 +4076,7 @@ BattleAnim_Spark: ; cb34d  	anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION  	anim_sound 0, 0, SFX_ZAP_CANNON  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 -	anim_obj ANIM_OBJ_30,   6, 0,  11, 4, $0 +	anim_obj ANIM_OBJ_30, 48, 92, $0  	anim_wait 24  	anim_setobj $1, $3  	anim_wait 1 @@ -4089,8 +4089,8 @@ BattleAnim_Spark: ; cb34d  	anim_incobj  2  	anim_wait 1  	anim_sound 0, 1, SFX_THUNDERSHOCK -	anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0,   7, 0, $2 -	anim_obj ANIM_OBJ_33, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 +	anim_obj ANIM_OBJ_33, 136, 56, $0  	anim_wait 32  	anim_ret  ; cb386 @@ -4100,11 +4100,11 @@ BattleAnim_FuryCutter: ; cb386  .loop  	anim_sound 0, 1, SFX_CUT  	anim_if_param_and %00000001, .obj1 -	anim_obj ANIM_OBJ_3A, -13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_3A, 152, 40, $0  	anim_jump .okay  .obj1 -	anim_obj ANIM_OBJ_3B,  14, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_3B, 112, 40, $0  .okay  	anim_wait 16  	anim_jumpuntil .loop @@ -4121,16 +4121,16 @@ BattleAnim_SteelWing: ; cb3a1  	anim_1gfx ANIM_GFX_HIT  	anim_resetobp0  	anim_sound 0, 1, SFX_WING_ATTACK -	anim_obj ANIM_OBJ_01, -14, 4,   7, 0, $0 -	anim_obj ANIM_OBJ_01,  14, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 148, 56, $0 +	anim_obj ANIM_OBJ_01, 116, 56, $0  	anim_wait 6  	anim_sound 0, 1, SFX_WING_ATTACK -	anim_obj ANIM_OBJ_01, -14, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_01,  15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 144, 56, $0 +	anim_obj ANIM_OBJ_01, 120, 56, $0  	anim_wait 6  	anim_sound 0, 1, SFX_WING_ATTACK -	anim_obj ANIM_OBJ_01, -15, 4,   7, 0, $0 -	anim_obj ANIM_OBJ_01,  15, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 140, 56, $0 +	anim_obj ANIM_OBJ_01, 124, 56, $0  	anim_wait 16  	anim_ret  ; cb3df @@ -4139,15 +4139,15 @@ BattleAnim_MeanLook: ; cb3df  	anim_1gfx ANIM_GFX_PSYCHIC  	anim_obp0 $e0  	anim_sound 0, 1, SFX_MEAN_LOOK -	anim_obj ANIM_OBJ_AC, -14, 4,   4, 0, $0 +	anim_obj ANIM_OBJ_AC, 148, 32, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_AC,  14, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_AC, 116, 64, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_AC, -14, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_AC, 148, 64, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_AC,  14, 4,   4, 0, $0 +	anim_obj ANIM_OBJ_AC, 116, 32, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_AC, -16, 4,   6, 0, $0 +	anim_obj ANIM_OBJ_AC, 132, 48, $0  	anim_wait 128  	anim_ret  ; cb405 @@ -4156,7 +4156,7 @@ BattleAnim_Attract: ; cb405  	anim_1gfx ANIM_GFX_OBJECTS  .loop  	anim_sound 0, 0, SFX_ATTRACT -	anim_obj ANIM_OBJ_66,   5, 4,  10, 0, $2 +	anim_obj ANIM_OBJ_66, 44, 80, $2  	anim_wait 8  	anim_loop 5, .loop  	anim_wait 128 @@ -4168,7 +4168,7 @@ BattleAnim_SleepTalk: ; cb417  	anim_1gfx ANIM_GFX_STATUS  .loop  	anim_sound 0, 0, SFX_STRENGTH -	anim_obj ANIM_OBJ_54,   8, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_54, 64, 80, $0  	anim_wait 40  	anim_loop 2, .loop  	anim_wait 32 @@ -4177,23 +4177,23 @@ BattleAnim_SleepTalk: ; cb417  BattleAnim_HealBell: ; cb428  	anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE -	anim_obj ANIM_OBJ_84,   9, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_84, 72, 56, $0  	anim_wait 32  .loop  	anim_sound 0, 0, SFX_HEAL_BELL -	anim_obj ANIM_OBJ_85,   9, 0,   6, 4, $0 +	anim_obj ANIM_OBJ_85, 72, 52, $0  	anim_wait 8  	anim_sound 0, 0, SFX_HEAL_BELL -	anim_obj ANIM_OBJ_85,   9, 0,   6, 4, $1 +	anim_obj ANIM_OBJ_85, 72, 52, $1  	anim_wait 8  	anim_sound 0, 0, SFX_HEAL_BELL -	anim_obj ANIM_OBJ_85,   9, 0,   6, 4, $2 +	anim_obj ANIM_OBJ_85, 72, 52, $2  	anim_wait 8  	anim_sound 0, 0, SFX_HEAL_BELL -	anim_obj ANIM_OBJ_85,   9, 0,   6, 4, $0 +	anim_obj ANIM_OBJ_85, 72, 52, $0  	anim_wait 8  	anim_sound 0, 0, SFX_HEAL_BELL -	anim_obj ANIM_OBJ_85,   9, 0,   6, 4, $2 +	anim_obj ANIM_OBJ_85, 72, 52, $2  	anim_wait 8  	anim_loop 4, .loop  	anim_wait 64 @@ -4211,7 +4211,7 @@ BattleAnim_Return: ; cb464  	anim_bgeffect ANIM_BG_25, $0, $1, $0  	anim_wait 4  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_03, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_03, 136, 40, $0  	anim_wait 8  	anim_call BattleAnim_ShowMon_0  	anim_ret @@ -4220,9 +4220,9 @@ BattleAnim_Return: ; cb464  BattleAnim_Present: ; cb488  	anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE  	anim_sound 0, 1, SFX_PRESENT -	anim_obj ANIM_OBJ_8D,   8, 0,  11, 0, $6c +	anim_obj ANIM_OBJ_8D, 64, 88, $6c  	anim_wait 56 -	anim_obj ANIM_OBJ_53,  13, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_53, 104, 48, $0  	anim_wait 48  	anim_incobj  2  	anim_if_param_equal $3, .heal @@ -4239,7 +4239,7 @@ BattleAnim_Present: ; cb488  .heal  	anim_sound 0, 1, SFX_METRONOME  .loop2 -	anim_obj ANIM_OBJ_2C, -16, 4,   6, 0, $24 +	anim_obj ANIM_OBJ_2C, 132, 48, $24  	anim_wait 8  	anim_loop 8, .loop2  	anim_wait 128 @@ -4249,20 +4249,20 @@ BattleAnim_Present: ; cb488  BattleAnim_Frustration: ; cb4c1  	anim_1gfx ANIM_GFX_MISC  	anim_sound 0, 0, SFX_KINESIS_2 -	anim_obj ANIM_OBJ_83,   9, 0,  10, 0, $0 +	anim_obj ANIM_OBJ_83, 72, 80, $0  	anim_wait 40  	anim_1gfx ANIM_GFX_HIT  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_bgeffect ANIM_BG_26, $0, $1, $0  	anim_wait 8  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_01,  15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 120, 48, $0  	anim_wait 8  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_01, -13, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 152, 48, $0  	anim_wait 8  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_01, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 48, $0  	anim_wait 8  	anim_incbgeffect ANIM_BG_26  	anim_wait 1 @@ -4273,11 +4273,11 @@ BattleAnim_Frustration: ; cb4c1  BattleAnim_Safeguard: ; cb4f9  	anim_1gfx ANIM_GFX_MISC  	anim_bgeffect ANIM_BG_06, $0, $2, $0 -	anim_obj ANIM_OBJ_89,  10, 0,  10, 0, $0 -	anim_obj ANIM_OBJ_89,  10, 0,  10, 0, $d -	anim_obj ANIM_OBJ_89,  10, 0,  10, 0, $1a -	anim_obj ANIM_OBJ_89,  10, 0,  10, 0, $27 -	anim_obj ANIM_OBJ_89,  10, 0,  10, 0, $34 +	anim_obj ANIM_OBJ_89, 80, 80, $0 +	anim_obj ANIM_OBJ_89, 80, 80, $d +	anim_obj ANIM_OBJ_89, 80, 80, $1a +	anim_obj ANIM_OBJ_89, 80, 80, $27 +	anim_obj ANIM_OBJ_89, 80, 80, $34  	anim_sound 0, 0, SFX_PROTECT  	anim_wait 96  	anim_ret @@ -4289,8 +4289,8 @@ BattleAnim_PainSplit: ; cb51e  	anim_bgeffect ANIM_BG_25, $0, $1, $0  	anim_wait 4  	anim_sound 0, 1, SFX_TACKLE -	anim_obj ANIM_OBJ_04,  14, 0,   6, 0, $0 -	anim_obj ANIM_OBJ_04,   9, 4,  12, 0, $0 +	anim_obj ANIM_OBJ_04, 112, 48, $0 +	anim_obj ANIM_OBJ_04, 76, 96, $0  	anim_wait 8  	anim_call BattleAnim_ShowMon_0  	anim_wait 1 @@ -4303,7 +4303,7 @@ BattleAnim_SacredFire: ; cb53d  	anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0  .loop  	anim_sound 0, 0, SFX_EMBER -	anim_obj ANIM_OBJ_80,   6, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_80, 48, 104, $0  	anim_wait 8  	anim_loop 8, .loop  	anim_wait 96 @@ -4311,9 +4311,9 @@ BattleAnim_SacredFire: ; cb53d  	anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0  	anim_wait 4  	anim_sound 0, 1, SFX_EMBER -	anim_obj ANIM_OBJ_0F, -15, 0,   6, 0, $1 -	anim_obj ANIM_OBJ_0F, -15, 0,   6, 0, $4 -	anim_obj ANIM_OBJ_0F, -15, 0,   6, 0, $5 +	anim_obj ANIM_OBJ_0F, 136, 48, $1 +	anim_obj ANIM_OBJ_0F, 136, 48, $4 +	anim_obj ANIM_OBJ_0F, 136, 48, $5  	anim_wait 8  	anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0  	anim_wait 4 @@ -4327,15 +4327,15 @@ BattleAnim_Magnitude: ; cb57d  .loop  	anim_bgeffect ANIM_BG_1F, $e, $4, $0  	anim_sound 0, 1, SFX_STRENGTH -	anim_obj ANIM_OBJ_1E,  16, 0,   8, 0, $40 +	anim_obj ANIM_OBJ_1E, 128, 64, $40  	anim_wait 2 -	anim_obj ANIM_OBJ_1E,  15, 0,   8, 4, $30 +	anim_obj ANIM_OBJ_1E, 120, 68, $30  	anim_wait 2 -	anim_obj ANIM_OBJ_1E, -13, 0,   8, 4, $30 +	anim_obj ANIM_OBJ_1E, 152, 68, $30  	anim_wait 2 -	anim_obj ANIM_OBJ_1E, -14, 0,   8, 0, $40 +	anim_obj ANIM_OBJ_1E, 144, 64, $40  	anim_wait 2 -	anim_obj ANIM_OBJ_1E, -15, 0,   8, 4, $30 +	anim_obj ANIM_OBJ_1E, 136, 68, $30  	anim_wait 2  	anim_jumpuntil .loop  	anim_wait 96 @@ -4345,7 +4345,7 @@ BattleAnim_Magnitude: ; cb57d  BattleAnim_Dynamicpunch: ; cb5aa  	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_0A, -15, 0,   7, 0, $43 +	anim_obj ANIM_OBJ_0A, 136, 56, $43  	anim_wait 16  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12  	anim_call BattleAnim_Dynamicpunch_branch_cbb8f @@ -4358,10 +4358,10 @@ BattleAnim_Megahorn: ; cb5c0  	anim_bgeffect ANIM_BG_1F, $40, $2, $0  	anim_wait 48  	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 -	anim_obj ANIM_OBJ_HORN,   9, 0,  10, 0, $1 +	anim_obj ANIM_OBJ_HORN, 72, 80, $1  	anim_sound 0, 1, SFX_HORN_ATTACK  	anim_wait 16 -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 16  	anim_ret  ; cb5de @@ -4370,7 +4370,7 @@ BattleAnim_Dragonbreath: ; cb5de  	anim_1gfx ANIM_GFX_FIRE  	anim_sound 6, 2, SFX_EMBER  .loop -	anim_obj ANIM_OBJ_90,   8, 0,  11, 4, $4 +	anim_obj ANIM_OBJ_90, 64, 92, $4  	anim_wait 4  	anim_loop 10, .loop  	anim_wait 64 @@ -4379,7 +4379,7 @@ BattleAnim_Dragonbreath: ; cb5de  BattleAnim_BatonPass: ; cb5ef  	anim_1gfx ANIM_GFX_MISC -	anim_obj ANIM_OBJ_86,   5, 4,  13, 0, $20 +	anim_obj ANIM_OBJ_86, 44, 104, $20  	anim_sound 0, 0, SFX_BATON_PASS  	anim_call BattleAnim_BatonPass_branch_c9486  	anim_wait 64 @@ -4388,13 +4388,13 @@ BattleAnim_BatonPass: ; cb5ef  BattleAnim_Encore: ; cb5fe  	anim_1gfx ANIM_GFX_OBJECTS -	anim_obj ANIM_OBJ_99,   8, 0,  10, 0, $90 -	anim_obj ANIM_OBJ_99,   8, 0,  10, 0, $10 +	anim_obj ANIM_OBJ_99, 64, 80, $90 +	anim_obj ANIM_OBJ_99, 64, 80, $10  	anim_sound 0, 0, SFX_ENCORE  	anim_wait 16 -	anim_obj ANIM_OBJ_9A,   8, 0,   9, 0, $2c +	anim_obj ANIM_OBJ_9A, 64, 72, $2c  	anim_wait 32 -	anim_obj ANIM_OBJ_9A,   8, 0,   9, 0, $34 +	anim_obj ANIM_OBJ_9A, 64, 72, $34  	anim_wait 16  	anim_ret  ; cb61b @@ -4403,7 +4403,7 @@ BattleAnim_Pursuit: ; cb61b  	anim_1gfx ANIM_GFX_HIT  	anim_if_param_equal $1, BattleAnim_Pursuit_branch_cb62b  	anim_sound 0, 1, SFX_COMET_PUNCH -	anim_obj ANIM_OBJ_01, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 136, 56, $0  	anim_wait 16  	anim_ret  ; cb62b @@ -4412,16 +4412,16 @@ BattleAnim_Pursuit_branch_cb62b: ; cb62b  	anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0  	anim_wait 4  	anim_call BattleAnim_FollowEnemyFeet_1 -	anim_obj ANIM_OBJ_AD, -16, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_AD, 132, 64, $0  	anim_wait 64 -	anim_obj ANIM_OBJ_AD, -16, 4,   8, 0, $1 +	anim_obj ANIM_OBJ_AD, 132, 64, $1  	anim_sound 0, 1, SFX_BALL_POOF  	anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0  	anim_wait 64  	anim_incobj  3  	anim_wait 16  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_00,  15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_00, 120, 56, $0  	anim_bgeffect ANIM_BG_2D, $0, $0, $0  	anim_wait 16  	anim_call BattleAnim_ShowMon_1 @@ -4434,7 +4434,7 @@ BattleAnim_RapidSpin: ; cb65e  	anim_obp0 $e4  .loop  	anim_sound 0, 0, SFX_MENU -	anim_obj ANIM_OBJ_A8,   5, 4,  14, 0, $0 +	anim_obj ANIM_OBJ_A8, 44, 112, $0  	anim_wait 2  	anim_loop 5, .loop  	anim_wait 24 @@ -4443,7 +4443,7 @@ BattleAnim_RapidSpin: ; cb65e  	anim_wait 4  	anim_resetobp0  	anim_sound 0, 1, SFX_MEGA_KICK -	anim_obj ANIM_OBJ_04, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_04, 136, 40, $0  	anim_wait 8  	anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0  	anim_wait 4 @@ -4455,15 +4455,15 @@ BattleAnim_RapidSpin: ; cb65e  BattleAnim_SweetScent: ; cb68e  	anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC  	anim_sound 0, 0, SFX_SWEET_SCENT -	anim_obj ANIM_OBJ_FLOWER,   8, 0,  12, 0, $2 +	anim_obj ANIM_OBJ_FLOWER, 64, 96, $2  	anim_wait 2 -	anim_obj ANIM_OBJ_FLOWER,   8, 0,  10, 0, $2 +	anim_obj ANIM_OBJ_FLOWER, 64, 80, $2  	anim_wait 96  	anim_obp0 $54  	anim_sound 0, 1, SFX_SWEET_SCENT_2 -	anim_obj ANIM_OBJ_COTTON, -15, 0,   5, 0, $15 -	anim_obj ANIM_OBJ_COTTON, -15, 0,   5, 0, $2a -	anim_obj ANIM_OBJ_COTTON, -15, 0,   5, 0, $3f +	anim_obj ANIM_OBJ_COTTON, 136, 40, $15 +	anim_obj ANIM_OBJ_COTTON, 136, 40, $2a +	anim_obj ANIM_OBJ_COTTON, 136, 40, $3f  	anim_wait 128  	anim_ret  ; cb6b6 @@ -4480,7 +4480,7 @@ BattleAnim_IronTail: ; cb6b6  	anim_bgeffect ANIM_BG_26, $0, $1, $0  	anim_wait 16  	anim_sound 0, 1, SFX_MEGA_KICK -	anim_obj ANIM_OBJ_00, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 48, $0  	anim_wait 16  	anim_incbgeffect ANIM_BG_26  	anim_call BattleAnim_ShowMon_0 @@ -4497,9 +4497,9 @@ BattleAnim_MetalClaw: ; cb6dc  	anim_1gfx ANIM_GFX_CUT  	anim_resetobp0  	anim_sound 0, 1, SFX_SCRATCH -	anim_obj ANIM_OBJ_37, -14, 0,   6, 0, $0 -	anim_obj ANIM_OBJ_37, -15, 4,   5, 4, $0 -	anim_obj ANIM_OBJ_37, -15, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_37, 144, 48, $0 +	anim_obj ANIM_OBJ_37, 140, 44, $0 +	anim_obj ANIM_OBJ_37, 136, 40, $0  	anim_wait 32  	anim_ret  ; cb703 @@ -4510,19 +4510,19 @@ BattleAnim_VitalThrow: ; cb703  	anim_bgeffect ANIM_BG_2F, $0, $1, $0  	anim_wait 16  	anim_sound 0, 0, SFX_MENU -	anim_obj ANIM_OBJ_04,   8, 0,  12, 0, $0 +	anim_obj ANIM_OBJ_04, 64, 96, $0  	anim_wait 8  	anim_sound 0, 0, SFX_MENU -	anim_obj ANIM_OBJ_04,   7, 0,  11, 0, $0 +	anim_obj ANIM_OBJ_04, 56, 88, $0  	anim_wait 8  	anim_sound 0, 0, SFX_MENU -	anim_obj ANIM_OBJ_04,   8, 4,  13, 0, $0 +	anim_obj ANIM_OBJ_04, 68, 104, $0  	anim_wait 8  	anim_incbgeffect ANIM_BG_2F  	anim_wait 16  	anim_call BattleAnim_ShowMon_0  	anim_sound 0, 1, SFX_MEGA_PUNCH -	anim_obj ANIM_OBJ_03, -16, 4,   7, 0, $0 +	anim_obj ANIM_OBJ_03, 132, 56, $0  	anim_wait 16  	anim_ret  ; cb739 @@ -4532,7 +4532,7 @@ BattleAnim_MorningSun: ; cb739  	anim_bgeffect ANIM_BG_07, $0, $0, $0  	anim_sound 0, 0, SFX_MORNING_SUN  .loop -	anim_obj ANIM_OBJ_9C,   2, 0,   6, 0, $88 +	anim_obj ANIM_OBJ_9C, 16, 48, $88  	anim_wait 6  	anim_loop 5, .loop  	anim_wait 32 @@ -4570,14 +4570,14 @@ BattleAnim_Crunch: ; cb77e  	anim_bgp $1b  	anim_obp0 $c0  	anim_bgeffect ANIM_BG_1F, $20, $2, $0 -	anim_obj ANIM_OBJ_36, -15, 0,   7, 0, $a8 -	anim_obj ANIM_OBJ_36, -15, 0,   7, 0, $28 +	anim_obj ANIM_OBJ_36, 136, 56, $a8 +	anim_obj ANIM_OBJ_36, 136, 56, $28  	anim_wait 8  	anim_sound 0, 1, SFX_BITE -	anim_obj ANIM_OBJ_00, -14, 0,   6, 0, $18 +	anim_obj ANIM_OBJ_00, 144, 48, $18  	anim_wait 16  	anim_sound 0, 1, SFX_BITE -	anim_obj ANIM_OBJ_00,  16, 0,   8, 0, $18 +	anim_obj ANIM_OBJ_00, 128, 64, $18  	anim_wait 8  	anim_ret  ; cb7a8 @@ -4586,11 +4586,11 @@ BattleAnim_Moonlight: ; cb7a8  	anim_1gfx ANIM_GFX_SHINE  	anim_bgp $1b  	anim_bgeffect ANIM_BG_07, $0, $0, $0 -	anim_obj ANIM_OBJ_9E,   0, 0,   5, 0, $0 -	anim_obj ANIM_OBJ_9E,   2, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_9E,   4, 0,   9, 0, $0 -	anim_obj ANIM_OBJ_9E,   6, 0,  11, 0, $0 -	anim_obj ANIM_OBJ_9E,   8, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_9E, 0, 40, $0 +	anim_obj ANIM_OBJ_9E, 16, 56, $0 +	anim_obj ANIM_OBJ_9E, 32, 72, $0 +	anim_obj ANIM_OBJ_9E, 48, 88, $0 +	anim_obj ANIM_OBJ_9E, 64, 104, $0  	anim_wait 1  	anim_sound 0, 0, SFX_MOONLIGHT  	anim_wait 63 @@ -4608,14 +4608,14 @@ BattleAnim_HiddenPower: ; cb7db  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_bgeffect ANIM_BG_1A, $0, $1, $20  	anim_bgeffect ANIM_BG_07, $0, $2, $0 -	anim_obj ANIM_OBJ_9F,   5, 4,  11, 0, $0 -	anim_obj ANIM_OBJ_9F,   5, 4,  11, 0, $8 -	anim_obj ANIM_OBJ_9F,   5, 4,  11, 0, $10 -	anim_obj ANIM_OBJ_9F,   5, 4,  11, 0, $18 -	anim_obj ANIM_OBJ_9F,   5, 4,  11, 0, $20 -	anim_obj ANIM_OBJ_9F,   5, 4,  11, 0, $28 -	anim_obj ANIM_OBJ_9F,   5, 4,  11, 0, $30 -	anim_obj ANIM_OBJ_9F,   5, 4,  11, 0, $38 +	anim_obj ANIM_OBJ_9F, 44, 88, $0 +	anim_obj ANIM_OBJ_9F, 44, 88, $8 +	anim_obj ANIM_OBJ_9F, 44, 88, $10 +	anim_obj ANIM_OBJ_9F, 44, 88, $18 +	anim_obj ANIM_OBJ_9F, 44, 88, $20 +	anim_obj ANIM_OBJ_9F, 44, 88, $28 +	anim_obj ANIM_OBJ_9F, 44, 88, $30 +	anim_obj ANIM_OBJ_9F, 44, 88, $38  .loop  	anim_sound 0, 0, SFX_SWORDS_DANCE  	anim_wait 8 @@ -4633,7 +4633,7 @@ BattleAnim_HiddenPower: ; cb7db  	anim_incobj  9  	anim_wait 16  	anim_1gfx ANIM_GFX_HIT -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 32  	anim_ret  ; cb83a @@ -4641,8 +4641,8 @@ BattleAnim_HiddenPower: ; cb7db  BattleAnim_CrossChop: ; cb83a  	anim_1gfx ANIM_GFX_CUT  	anim_sound 0, 1, SFX_CUT -	anim_obj ANIM_OBJ_A0, -13, 0,   5, 0, $0 -	anim_obj ANIM_OBJ_A1,  15, 0,   9, 0, $0 +	anim_obj ANIM_OBJ_A0, 152, 40, $0 +	anim_obj ANIM_OBJ_A1, 120, 72, $0  	anim_wait 8  	anim_bgeffect ANIM_BG_1F, $58, $2, $0  	anim_wait 92 @@ -4656,7 +4656,7 @@ BattleAnim_Twister: ; cb85a  	anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT  .loop1  	anim_sound 0, 0, SFX_RAZOR_WIND -	anim_obj ANIM_OBJ_GUST,   8, 0,  14, 0, $0 +	anim_obj ANIM_OBJ_GUST, 64, 112, $0  	anim_wait 6  	anim_loop 9, .loop1  .loop2 @@ -4673,12 +4673,12 @@ BattleAnim_Twister: ; cb85a  	anim_incobj  8  	anim_incobj  9  	anim_wait 64 -	anim_obj ANIM_OBJ_01, -14, 0,   8, 0, $18 +	anim_obj ANIM_OBJ_01, 144, 64, $18  .loop3  	anim_sound 0, 1, SFX_RAZOR_WIND  	anim_wait 8  	anim_loop 4, .loop3 -	anim_obj ANIM_OBJ_01,  16, 0,   4, 0, $18 +	anim_obj ANIM_OBJ_01, 128, 32, $18  .loop4  	anim_sound 0, 1, SFX_RAZOR_WIND  	anim_wait 8 @@ -4701,11 +4701,11 @@ BattleAnim_RainDance: ; cb8b3  	anim_bgp $f8  	anim_obp0 $7c  	anim_sound 0, 1, SFX_RAIN_DANCE -	anim_obj ANIM_OBJ_AF,  11, 0,   0, 0, $0 +	anim_obj ANIM_OBJ_AF, 88, 0, $0  	anim_wait 8 -	anim_obj ANIM_OBJ_AF,  11, 0,   0, 0, $1 +	anim_obj ANIM_OBJ_AF, 88, 0, $1  	anim_wait 8 -	anim_obj ANIM_OBJ_AF,  11, 0,   0, 0, $2 +	anim_obj ANIM_OBJ_AF, 88, 0, $2  	anim_wait 128  	anim_ret  ; cb8cf @@ -4714,11 +4714,11 @@ BattleAnim_SunnyDay: ; cb8cf  	anim_1gfx ANIM_GFX_WATER  	anim_bgp $90  	anim_sound 0, 1, SFX_MORNING_SUN -	anim_obj ANIM_OBJ_AF,  11, 0,   0, 0, $2 +	anim_obj ANIM_OBJ_AF, 88, 0, $2  	anim_wait 8 -	anim_obj ANIM_OBJ_AF,  11, 0,   0, 0, $2 +	anim_obj ANIM_OBJ_AF, 88, 0, $2  	anim_wait 8 -	anim_obj ANIM_OBJ_AF,  11, 0,   0, 0, $2 +	anim_obj ANIM_OBJ_AF, 88, 0, $2  	anim_wait 128  	anim_ret  ; cb8e9 @@ -4728,14 +4728,14 @@ BattleAnim_MirrorCoat: ; cb8e9  	anim_bgeffect ANIM_BG_06, $0, $2, $0  .loop  	anim_sound 0, 0, SFX_SHINE -	anim_obj ANIM_OBJ_50,   9, 0,  10, 0, $0 -	anim_obj ANIM_OBJ_AE,   8, 0,   9, 0, $4 +	anim_obj ANIM_OBJ_50, 72, 80, $0 +	anim_obj ANIM_OBJ_AE, 64, 72, $4  	anim_wait 8 -	anim_obj ANIM_OBJ_AE,   8, 0,  11, 0, $4 +	anim_obj ANIM_OBJ_AE, 64, 88, $4  	anim_wait 8 -	anim_obj ANIM_OBJ_AE,   8, 0,  10, 0, $4 +	anim_obj ANIM_OBJ_AE, 64, 80, $4  	anim_wait 8 -	anim_obj ANIM_OBJ_AE,   8, 0,  12, 0, $4 +	anim_obj ANIM_OBJ_AE, 64, 96, $4  	anim_wait 8  	anim_loop 3, .loop  	anim_wait 32 @@ -4747,10 +4747,10 @@ BattleAnim_PsychUp: ; cb917  	anim_call BattleAnim_FollowEnemyFeet_0  	anim_bgeffect ANIM_BG_1A, $0, $1, $20  	anim_sound 0, 0, SFX_PSYBEAM -	anim_obj ANIM_OBJ_B1,   5, 4,  11, 0, $0 -	anim_obj ANIM_OBJ_B1,   5, 4,  11, 0, $10 -	anim_obj ANIM_OBJ_B1,   5, 4,  11, 0, $20 -	anim_obj ANIM_OBJ_B1,   5, 4,  11, 0, $30 +	anim_obj ANIM_OBJ_B1, 44, 88, $0 +	anim_obj ANIM_OBJ_B1, 44, 88, $10 +	anim_obj ANIM_OBJ_B1, 44, 88, $20 +	anim_obj ANIM_OBJ_B1, 44, 88, $30  	anim_wait 64  	anim_incbgeffect ANIM_BG_1A  	anim_call BattleAnim_ShowMon_0 @@ -4762,15 +4762,15 @@ BattleAnim_Extremespeed: ; cb940  	anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT  	anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0  	anim_sound 0, 0, SFX_MENU -	anim_obj ANIM_OBJ_77,   3, 0,  11, 0, $2 -	anim_obj ANIM_OBJ_77,   4, 0,  11, 0, $1 -	anim_obj ANIM_OBJ_77,   5, 0,  11, 0, $0 -	anim_obj ANIM_OBJ_77,   6, 0,  11, 0, $80 -	anim_obj ANIM_OBJ_77,   7, 0,  11, 0, $81 -	anim_obj ANIM_OBJ_77,   8, 0,  11, 0, $82 +	anim_obj ANIM_OBJ_77, 24, 88, $2 +	anim_obj ANIM_OBJ_77, 32, 88, $1 +	anim_obj ANIM_OBJ_77, 40, 88, $0 +	anim_obj ANIM_OBJ_77, 48, 88, $80 +	anim_obj ANIM_OBJ_77, 56, 88, $81 +	anim_obj ANIM_OBJ_77, 64, 88, $82  	anim_wait 12  	anim_sound 0, 1, SFX_CUT -	anim_obj ANIM_OBJ_3A, -13, 0,   5, 0, $0 +	anim_obj ANIM_OBJ_3A, 152, 40, $0  	anim_wait 32  	anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0  	anim_wait 16 @@ -4780,28 +4780,28 @@ BattleAnim_Extremespeed: ; cb940  BattleAnim_Ancientpower: ; cb97a  	anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT  	anim_sound 0, 0, SFX_SPARK -	anim_obj ANIM_OBJ_B2,   8, 0,  13, 4, $20 +	anim_obj ANIM_OBJ_B2, 64, 108, $20  	anim_wait 8  	anim_sound 0, 0, SFX_SPARK -	anim_obj ANIM_OBJ_B2,   9, 3,  12, 6, $20 +	anim_obj ANIM_OBJ_B2, 75, 102, $20  	anim_wait 8  	anim_sound 0, 0, SFX_SPARK -	anim_obj ANIM_OBJ_B2,  10, 5,  12, 1, $20 +	anim_obj ANIM_OBJ_B2, 85, 97, $20  	anim_wait 8  	anim_sound 0, 0, SFX_SPARK -	anim_obj ANIM_OBJ_B2,  12, 0,  11, 4, $20 +	anim_obj ANIM_OBJ_B2, 96, 92, $20  	anim_wait 8  	anim_sound 0, 1, SFX_SPARK -	anim_obj ANIM_OBJ_B2,  13, 2,  10, 7, $20 +	anim_obj ANIM_OBJ_B2, 106, 87, $20  	anim_wait 8  	anim_sound 0, 1, SFX_SPARK -	anim_obj ANIM_OBJ_B2,  14, 4,  10, 2, $20 +	anim_obj ANIM_OBJ_B2, 116, 82, $20  	anim_wait 8  	anim_sound 0, 1, SFX_SPARK -	anim_obj ANIM_OBJ_B2,  15, 6,   9, 5, $20 +	anim_obj ANIM_OBJ_B2, 126, 77, $20  	anim_wait 8  	anim_sound 0, 1, SFX_SPARK -	anim_obj ANIM_OBJ_00, -15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 56, $0  	anim_wait 6  	anim_ret  ; cb9c6 @@ -4810,9 +4810,9 @@ BattleAnim_ShadowBall: ; cb9c6  	anim_2gfx ANIM_GFX_EGG, ANIM_GFX_SMOKE  	anim_bgp $1b  	anim_sound 6, 2, SFX_SLUDGE_BOMB -	anim_obj ANIM_OBJ_B4,   8, 0,  11, 4, $2 +	anim_obj ANIM_OBJ_B4, 64, 92, $2  	anim_wait 32 -	anim_obj ANIM_OBJ_BALL_POOF, -16, 4,   7, 0, $10 +	anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10  	anim_wait 24  	anim_ret  ; cb9db @@ -4822,14 +4822,14 @@ BattleAnim_FutureSight: ; cb9db  	anim_bgeffect ANIM_BG_06, $0, $2, $0  	anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0  	anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 -	anim_obj ANIM_OBJ_7D,   1, 0,   3, 0, $10 -	anim_obj ANIM_OBJ_7D,   1, 0,   6, 0, $2 -	anim_obj ANIM_OBJ_7D,   1, 0,  11, 0, $8 +	anim_obj ANIM_OBJ_7D, 8, 24, $10 +	anim_obj ANIM_OBJ_7D, 8, 48, $2 +	anim_obj ANIM_OBJ_7D, 8, 88, $8  	anim_wait 4 -	anim_obj ANIM_OBJ_7D,   1, 0,   4, 0, $6 -	anim_obj ANIM_OBJ_7D,   1, 0,   7, 0, $c -	anim_obj ANIM_OBJ_7D,   1, 0,  10, 0, $4 -	anim_obj ANIM_OBJ_7D,   1, 0,  13, 0, $e +	anim_obj ANIM_OBJ_7D, 8, 32, $6 +	anim_obj ANIM_OBJ_7D, 8, 56, $c +	anim_obj ANIM_OBJ_7D, 8, 80, $4 +	anim_obj ANIM_OBJ_7D, 8, 104, $e  .loop  	anim_sound 0, 0, SFX_THROW_BALL  	anim_wait 16 @@ -4841,23 +4841,23 @@ BattleAnim_FutureSight: ; cb9db  BattleAnim_RockSmash: ; cba1b  	anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT  	anim_sound 0, 1, SFX_SPARK -	anim_obj ANIM_OBJ_01,  16, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_01, 128, 56, $0  	anim_sound 0, 1, SFX_SPARK -	anim_obj ANIM_OBJ_B5,  16, 0,   8, 0, $28 -	anim_obj ANIM_OBJ_B5,  16, 0,   8, 0, $5c +	anim_obj ANIM_OBJ_B5, 128, 64, $28 +	anim_obj ANIM_OBJ_B5, 128, 64, $5c  	anim_sound 0, 1, SFX_SPARK -	anim_obj ANIM_OBJ_B5,  16, 0,   8, 0, $10 -	anim_obj ANIM_OBJ_B5,  16, 0,   8, 0, $e8 +	anim_obj ANIM_OBJ_B5, 128, 64, $10 +	anim_obj ANIM_OBJ_B5, 128, 64, $e8  	anim_sound 0, 1, SFX_SPARK -	anim_obj ANIM_OBJ_B5,  16, 0,   8, 0, $9c -	anim_obj ANIM_OBJ_B5,  16, 0,   8, 0, $d0 +	anim_obj ANIM_OBJ_B5, 128, 64, $9c +	anim_obj ANIM_OBJ_B5, 128, 64, $d0  	anim_wait 6  	anim_sound 0, 1, SFX_SPARK -	anim_obj ANIM_OBJ_B5,  16, 0,   8, 0, $1c -	anim_obj ANIM_OBJ_B5,  16, 0,   8, 0, $50 +	anim_obj ANIM_OBJ_B5, 128, 64, $1c +	anim_obj ANIM_OBJ_B5, 128, 64, $50  	anim_sound 0, 1, SFX_SPARK -	anim_obj ANIM_OBJ_B5,  16, 0,   8, 0, $dc -	anim_obj ANIM_OBJ_B5,  16, 0,   8, 0, $90 +	anim_obj ANIM_OBJ_B5, 128, 64, $dc +	anim_obj ANIM_OBJ_B5, 128, 64, $90  	anim_wait 32  	anim_ret  ; cba6a @@ -4868,7 +4868,7 @@ BattleAnim_Whirlpool: ; cba6a  	anim_sound 0, 1, SFX_SURF  	anim_wait 16  .loop -	anim_obj ANIM_OBJ_GUST, -16, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_GUST, 132, 72, $0  	anim_wait 6  	anim_loop 9, .loop  	anim_wait 64 @@ -4892,7 +4892,7 @@ BattleAnim_BeatUp: ; cba84  	anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0  	anim_wait 4  	anim_sound 0, 1, SFX_BEAT_UP -	anim_obj ANIM_OBJ_00, -15, 0,   6, 0, $0 +	anim_obj ANIM_OBJ_00, 136, 48, $0  	anim_wait 8  	anim_call BattleAnim_ShowMon_0  	anim_ret @@ -4901,14 +4901,14 @@ BattleAnim_BeatUp: ; cba84  BattleAnim_DreamEater_branch_cbab3: ; cbab3  BattleAnim_GigaDrain_branch_cbab3: ; cbab3  BattleAnim_LeechLife_branch_cbab3: ; cbab3 -	anim_obj ANIM_OBJ_71, -16, 4,   5, 4, $0 -	anim_obj ANIM_OBJ_71, -16, 4,   5, 4, $8 -	anim_obj ANIM_OBJ_71, -16, 4,   5, 4, $10 -	anim_obj ANIM_OBJ_71, -16, 4,   5, 4, $18 -	anim_obj ANIM_OBJ_71, -16, 4,   5, 4, $20 -	anim_obj ANIM_OBJ_71, -16, 4,   5, 4, $28 -	anim_obj ANIM_OBJ_71, -16, 4,   5, 4, $30 -	anim_obj ANIM_OBJ_71, -16, 4,   5, 4, $38 +	anim_obj ANIM_OBJ_71, 132, 44, $0 +	anim_obj ANIM_OBJ_71, 132, 44, $8 +	anim_obj ANIM_OBJ_71, 132, 44, $10 +	anim_obj ANIM_OBJ_71, 132, 44, $18 +	anim_obj ANIM_OBJ_71, 132, 44, $20 +	anim_obj ANIM_OBJ_71, 132, 44, $28 +	anim_obj ANIM_OBJ_71, 132, 44, $30 +	anim_obj ANIM_OBJ_71, 132, 44, $38  	anim_ret  ; cbadc @@ -4916,29 +4916,29 @@ BattleAnim_Glare_branch_cbadc: ; cbadc  BattleAnim_Leer_branch_cbadc: ; cbadc  BattleAnim_ScaryFace_branch_cbadc: ; cbadc  	anim_sound 6, 2, SFX_LEER -	anim_obj ANIM_OBJ_4E,   9, 0,  10, 4, $0 -	anim_obj ANIM_OBJ_4E,   8, 0,  10, 0, $0 -	anim_obj ANIM_OBJ_4E,  11, 0,   9, 4, $0 -	anim_obj ANIM_OBJ_4E,  10, 0,   9, 0, $0 -	anim_obj ANIM_OBJ_4E,  13, 0,   8, 4, $0 -	anim_obj ANIM_OBJ_4E,  12, 0,   8, 0, $0 -	anim_obj ANIM_OBJ_4E,  15, 0,   7, 4, $0 -	anim_obj ANIM_OBJ_4E,  14, 0,   7, 0, $0 -	anim_obj ANIM_OBJ_4F, -16, 2,   6, 6, $0 -	anim_obj ANIM_OBJ_4F,  15, 2,   6, 2, $0 +	anim_obj ANIM_OBJ_4E, 72, 84, $0 +	anim_obj ANIM_OBJ_4E, 64, 80, $0 +	anim_obj ANIM_OBJ_4E, 88, 76, $0 +	anim_obj ANIM_OBJ_4E, 80, 72, $0 +	anim_obj ANIM_OBJ_4E, 104, 68, $0 +	anim_obj ANIM_OBJ_4E, 96, 64, $0 +	anim_obj ANIM_OBJ_4E, 120, 60, $0 +	anim_obj ANIM_OBJ_4E, 112, 56, $0 +	anim_obj ANIM_OBJ_4F, 130, 54, $0 +	anim_obj ANIM_OBJ_4F, 122, 50, $0  	anim_ret  ; cbb12  BattleAnim_Fly_branch_cbb12: ; cbb12  BattleAnim_Teleport_branch_cbb12: ; cbb12  	anim_sound 0, 0, SFX_WARP_TO -	anim_obj ANIM_OBJ_44,   5, 4,  13, 4, $0 -	anim_obj ANIM_OBJ_44,   5, 4,  12, 4, $0 -	anim_obj ANIM_OBJ_44,   5, 4,  11, 4, $0 -	anim_obj ANIM_OBJ_44,   5, 4,  10, 4, $0 -	anim_obj ANIM_OBJ_44,   5, 4,   9, 4, $0 -	anim_obj ANIM_OBJ_44,   5, 4,   8, 4, $0 -	anim_obj ANIM_OBJ_44,   5, 4,   7, 4, $0 +	anim_obj ANIM_OBJ_44, 44, 108, $0 +	anim_obj ANIM_OBJ_44, 44, 100, $0 +	anim_obj ANIM_OBJ_44, 44, 92, $0 +	anim_obj ANIM_OBJ_44, 44, 84, $0 +	anim_obj ANIM_OBJ_44, 44, 76, $0 +	anim_obj ANIM_OBJ_44, 44, 68, $0 +	anim_obj ANIM_OBJ_44, 44, 60, $0  	anim_ret  ; cbb39 @@ -4946,36 +4946,36 @@ BattleAnim_AuroraBeam_branch_cbb39: ; cbb39  BattleAnim_HyperBeam_branch_cbb39: ; cbb39  BattleAnim_Solarbeam_branch_cbb39: ; cbb39  	anim_sound 0, 0, SFX_HYPER_BEAM -	anim_obj ANIM_OBJ_27,   8, 0,  11, 4, $0 +	anim_obj ANIM_OBJ_27, 64, 92, $0  	anim_wait 4  	anim_sound 0, 0, SFX_HYPER_BEAM -	anim_obj ANIM_OBJ_27,  10, 0,  10, 4, $0 +	anim_obj ANIM_OBJ_27, 80, 84, $0  	anim_wait 4  	anim_sound 0, 1, SFX_HYPER_BEAM -	anim_obj ANIM_OBJ_27,  12, 0,   9, 4, $0 +	anim_obj ANIM_OBJ_27, 96, 76, $0  	anim_wait 4  	anim_sound 0, 1, SFX_HYPER_BEAM -	anim_obj ANIM_OBJ_27,  14, 0,   8, 4, $0 -	anim_obj ANIM_OBJ_28,  15, 6,   7, 6, $0 +	anim_obj ANIM_OBJ_27, 112, 68, $0 +	anim_obj ANIM_OBJ_28, 126, 62, $0  	anim_ret  ; cbb62  BattleAnim_Explosion_branch_cbb62: ; cbb62  BattleAnim_Selfdestruct_branch_cbb62: ; cbb62  	anim_sound 0, 0, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_17,   3, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_17, 24, 64, $0  	anim_wait 5  	anim_sound 0, 0, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_17,   7, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_17, 56, 104, $0  	anim_wait 5  	anim_sound 0, 0, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_17,   3, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_17, 24, 104, $0  	anim_wait 5  	anim_sound 0, 0, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_17,   7, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_17, 56, 64, $0  	anim_wait 5  	anim_sound 0, 0, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_17,   5, 0,  10, 4, $0 +	anim_obj ANIM_OBJ_17, 40, 84, $0  	anim_ret  ; cbb8f @@ -4984,28 +4984,28 @@ BattleAnim_Explosion_branch_cbb8f: ; cbb8f  BattleAnim_Present_branch_cbb8f: ; cbb8f  BattleAnim_Selfdestruct_branch_cbb8f: ; cbb8f  	anim_sound 0, 1, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_17, -14, 4,   4, 0, $0 +	anim_obj ANIM_OBJ_17, 148, 32, $0  	anim_wait 5  	anim_sound 0, 1, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_17,  14, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_17, 116, 72, $0  	anim_wait 5  	anim_sound 0, 1, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_17, -14, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_17, 148, 72, $0  	anim_wait 5  	anim_sound 0, 1, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_17,  14, 4,   4, 0, $0 +	anim_obj ANIM_OBJ_17, 116, 32, $0  	anim_wait 5  	anim_sound 0, 1, SFX_EGG_BOMB -	anim_obj ANIM_OBJ_17, -16, 4,   6, 4, $0 +	anim_obj ANIM_OBJ_17, 132, 52, $0  	anim_ret  ; cbbbc  BattleAnim_Growl_branch_cbbbc: ; cbbbc  BattleAnim_Roar_branch_cbbbc: ; cbbbc  BattleAnim_Snore_branch_cbbbc: ; cbbbc -	anim_obj ANIM_OBJ_4B,   8, 0,   9, 4, $0 -	anim_obj ANIM_OBJ_4B,   8, 0,  11, 0, $1 -	anim_obj ANIM_OBJ_4B,   8, 0,  12, 4, $2 +	anim_obj ANIM_OBJ_4B, 64, 76, $0 +	anim_obj ANIM_OBJ_4B, 64, 88, $1 +	anim_obj ANIM_OBJ_4B, 64, 100, $2  	anim_ret  ; cbbcc @@ -5013,8 +5013,8 @@ BattleAnim_FirePunch_branch_cbbcc: ; cbbcc  BattleAnim_TriAttack_branch_cbbcc: ; cbbcc  	anim_sound 0, 1, SFX_EMBER  .loop -	anim_obj ANIM_OBJ_BURNED, -15, 0,   7, 0, $10 -	anim_obj ANIM_OBJ_BURNED, -15, 0,   7, 0, $90 +	anim_obj ANIM_OBJ_BURNED, 136, 56, $10 +	anim_obj ANIM_OBJ_BURNED, 136, 56, $90  	anim_wait 4  	anim_loop 4, .loop  	anim_ret @@ -5024,22 +5024,22 @@ BattleAnim_IcePunch_branch_cbbdf: ; cbbdf  BattleAnim_PowderSnow_branch_cbbdf: ; cbbdf  BattleAnim_TriAttack_branch_cbbdf: ; cbbdf  	anim_sound 0, 1, SFX_SHINE -	anim_obj ANIM_OBJ_12,  16, 0,   5, 2, $0 +	anim_obj ANIM_OBJ_12, 128, 42, $0  	anim_wait 6  	anim_sound 0, 1, SFX_SHINE -	anim_obj ANIM_OBJ_12, -14, 0,   8, 6, $0 +	anim_obj ANIM_OBJ_12, 144, 70, $0  	anim_wait 6  	anim_sound 0, 1, SFX_SHINE -	anim_obj ANIM_OBJ_12,  15, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_12, 120, 56, $0  	anim_wait 6  	anim_sound 0, 1, SFX_SHINE -	anim_obj ANIM_OBJ_12, -13, 0,   7, 0, $0 +	anim_obj ANIM_OBJ_12, 152, 56, $0  	anim_wait 6  	anim_sound 0, 1, SFX_SHINE -	anim_obj ANIM_OBJ_12, -14, 0,   5, 2, $0 +	anim_obj ANIM_OBJ_12, 144, 42, $0  	anim_wait 6  	anim_sound 0, 1, SFX_SHINE -	anim_obj ANIM_OBJ_12,  16, 0,   8, 6, $0 +	anim_obj ANIM_OBJ_12, 128, 70, $0  	anim_ret  ; cbc15 @@ -5048,13 +5048,13 @@ BattleAnim_Sludge_branch_cbc15: ; cbc15  BattleAnim_Toxic_branch_cbc15: ; cbc15  .loop  	anim_sound 0, 1, SFX_UNKNOWN_7F -	anim_obj ANIM_OBJ_1A, -16, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_1A, 132, 72, $0  	anim_wait 8  	anim_sound 0, 1, SFX_UNKNOWN_7F -	anim_obj ANIM_OBJ_1A,  14, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_1A, 116, 72, $0  	anim_wait 8  	anim_sound 0, 1, SFX_UNKNOWN_7F -	anim_obj ANIM_OBJ_1A, -14, 4,   9, 0, $0 +	anim_obj ANIM_OBJ_1A, 148, 72, $0  	anim_wait 8  	anim_loop 5, .loop  	anim_ret @@ -5064,7 +5064,7 @@ BattleAnim_Acid_branch_cbc35: ; cbc35  BattleAnim_Toxic_branch_cbc35: ; cbc35  .loop  	anim_sound 6, 2, SFX_BUBBLEBEAM -	anim_obj ANIM_OBJ_19,   8, 0,  11, 4, $10 +	anim_obj ANIM_OBJ_19, 64, 92, $10  	anim_wait 5  	anim_loop 8, .loop  	anim_ret @@ -5077,9 +5077,9 @@ BattleAnim_SteelWing_branch_cbc43: ; cbc43  	anim_sound 0, 0, SFX_SHINE  	anim_bgeffect ANIM_BG_17, $0, $1, $40  	anim_wait 8 -	anim_obj ANIM_OBJ_51,   6, 0,  10, 4, $0 +	anim_obj ANIM_OBJ_51, 48, 84, $0  	anim_wait 32 -	anim_obj ANIM_OBJ_51,   6, 0,  10, 4, $0 +	anim_obj ANIM_OBJ_51, 48, 84, $0  	anim_wait 64  	anim_incbgeffect ANIM_BG_17  	anim_ret @@ -5089,7 +5089,7 @@ BattleAnim_MudSlap_branch_cbc5b: ; cbc5b  BattleAnim_SandAttack_branch_cbc5b: ; cbc5b  .loop  	anim_sound 6, 2, SFX_MENU -	anim_obj ANIM_OBJ_58,   8, 0,  11, 4, $4 +	anim_obj ANIM_OBJ_58, 64, 92, $4  	anim_wait 4  	anim_loop 8, .loop  	anim_wait 32 @@ -5100,11 +5100,11 @@ BattleAnim_Moonlight_branch_cbc6a: ; cbc6a  BattleAnim_MorningSun_branch_cbc6a: ; cbc6a  BattleAnim_Synthesis_branch_cbc6a: ; cbc6a  	anim_sound 0, 0, SFX_METRONOME -	anim_obj ANIM_OBJ_9D,   5, 4,   8, 0, $0 +	anim_obj ANIM_OBJ_9D, 44, 64, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_9D,   3, 0,  12, 0, $0 +	anim_obj ANIM_OBJ_9D, 24, 96, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_9D,   7, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_9D, 56, 104, $0  	anim_wait 21  	anim_ret  ; cbc80 @@ -5114,15 +5114,15 @@ BattleAnim_MorningSun_branch_cbc80: ; cbc80  BattleAnim_Synthesis_branch_cbc80: ; cbc80  	anim_sound 0, 0, SFX_METRONOME  .loop -	anim_obj ANIM_OBJ_9D,   3, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_9D, 24, 64, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_9D,   7, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_9D, 56, 104, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_9D,   3, 0,  13, 0, $0 +	anim_obj ANIM_OBJ_9D, 24, 104, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_9D,   7, 0,   8, 0, $0 +	anim_obj ANIM_OBJ_9D, 56, 64, $0  	anim_wait 5 -	anim_obj ANIM_OBJ_9D,   5, 0,  10, 4, $0 +	anim_obj ANIM_OBJ_9D, 40, 84, $0  	anim_wait 5  	anim_loop 2, .loop  	anim_wait 16 diff --git a/docs/battle_anim_commands.md b/docs/battle_anim_commands.md index 5b457bf69..cc5949e7f 100644 --- a/docs/battle_anim_commands.md +++ b/docs/battle_anim_commands.md @@ -3,28 +3,30 @@  Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) and [data/moves/animations.asm:BattleAnimations](/data/moves/animations.asm). -## `$00`−`$EF`: `anim_wait` *length* +## `$00`−`$CF`: `anim_wait` *length* -## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param* +- *length*: duration in frames -The *x1*/*x2* and *y1*/*y2* pairs specify the position on screen of the animation object. -*x1*/*y1* specify a tile position, and *x2*/*y2* specify a pixel offset from that tile.  -Values for *x2*/*y2* are in the 0-7 range, since 8 pixels make a tile. +## `$D0`: `anim_obj` *object*, *x*, *y*, *param* +*Alternate*: `anim_obj` *object*, *x_tile*, *x*, *y_tile*, *y*, *param* -Values for *x1* are between -16 to 31. In practice *x1* starts between 0 to 15, then between -16 to -10. Negative values are relative to the opponent, while positive values are relative to the player. Useful values are between 14 to -10 (for the opponent) and between 0 to 13 (for the player). +Spawns an *object* at coordinate (*x*, *y*). -Some sample values are: +- *object*: `ANIM_OBJ` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm)) +- *x*: the x position in pixels +- *y*: the y position in pixels +- *x_tile*: an added x position in tiles (8 pixels) +- *y_tile*: an added y position in tiles (8 pixels) +- *param*: modifies the behavior of *object*. The meaning differs for each object. -- 0: player left border -- 6: player center -- -15: enemy center -- -10: enemy right border +The y position also depends on the y offset defined by the object. + +- *TODO: what happens for x/y values greater than 160/144 respectively? Is it 1:1 with screen coordinates?* +- *TODO: how are the x/y values mirrored when the opponent is attacking?* +- *TODO: useful positions* +- *TODO: document each object* -Values for *y1* are also between -16 to 31; the useful range is between 2 to 14. -Values between 2 to 8 will be in the opponent's area (2 being the top border and 8 being the -bottom border), and values between 8 to 14 will be in the player's area (again, 8 being the top border and 14 being the bottom border). -The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for the opponent or 10-11 for the player).  ## `$D1`: `anim_1gfx` *gfx* @@ -36,86 +38,186 @@ The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for  ## `$D5`: `anim_5gfx` *gfx1*, *gfx2*, *gfx3*, *gfx4*, *gfx5* -## `$D6`: `anim_incobj` *id* +Loads 1-5 sets of graphics. Will overwrite any previously loaded sets. + +- *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm)) + + +## `$D6`: `anim_incobj` *object_id* + +Increments an object's state. + +- *object_id*: the nth object in order of creation + +Objects are state machines. `anim_incobj` progresses the state of an object. + +## `$D7`: `anim_setobj` *object_id*, *state* -## `$D7`: `anim_setobj` *id*, *object* +Sets an object's state to a specific value. + +- *object_id*: the nth object in order of creation +- *state*: the state index + +Objects are state machines. `anim_setobj` changes the state of an object. + +## `$D8`: `anim_incbgeffect` *bg_effect* + +Increments a bg effect's state. + +- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm)) + +Since there can't be two of the same bg effect, the effect type is used. This is distinct from `anim_incobj`. -## `$D8`: `anim_incbgeffect` *effect*  ## `$D9`: `anim_enemyfeetobj` +Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic. +  ## `$DA`: `anim_playerheadobj` +Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic. + +  ## `$DB`: `anim_checkpokeball` +Sets `var` to the result of [GetPokeBallWobble](/engine/battle_anims/getpokeballwobble.asm). + +  ## `$DC`: `anim_transform`  ## `$DD`: `anim_raisesub`  ## `$DE`: `anim_dropsub` +  ## `$DF`: `anim_resetobp0` -## `$E0`: `anim_sound` *duration*, *tracks*, *id* +Resets rOBP0 to the default (`q0123` or `%00011011`). + + +## `$E0`: `anim_sound` *duration*, *tracks*, *sound_id* + +Plays a sound.  ## `$E1`: `anim_cry` *pitch* +Plays the user's cry. + +  ## `$E2`: `anim_minimizeopp` +  ## `$E3`: `anim_oamon`  ## `$E4`: `anim_oamoff` +  ## `$E5`: `anim_clearobjs` +Removes all active objects. + +  ## `$E6`: `anim_beatup` +  ## `$E7`: `anim_0xe7` +Does nothing. Unused. + +  ## `$E8`: `anim_updateactorpic`  ## `$E9`: `anim_minimize` +  ## `$EA`: `anim_0xea` +Does nothing. Unused. +  ## `$EB`: `anim_0xeb` +Does nothing. Unused. +  ## `$EC`: `anim_0xec` +Does nothing. Unused. +  ## `$ED`: `anim_0xed` +Does nothing. Unused. + +  ## `$EE`: `anim_if_param_and` *value*, *address*  ## `$EF`: `anim_jumpuntil` *address* -## `$F0`: `anim_bgeffect` *effect*, *unknown1*, *unknown2*, *unknown3* +Jumps to another script and decrements `param` until it reaches 0. Similar to `anim_loop`. + + +## `$F0`: `anim_bgeffect` *bg_effect*, *unknown1*, *unknown2*, *unknown3* + +- *bg_effect*: `ANIM_BG` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm)) +  ## `$F1`: `anim_bgp` *colors* +Sets `rBGP` to *colors*. +  ## `$F2`: `anim_obp0` *colors* +Sets `rOBP0` to *colors*. +  ## `$F3`: `anim_obp1` *colors* +Sets `rOBP1` to *colors*. + +  ## `$F4`: `anim_clearsprites` +  ## `$F5`: `anim_0xf5` +Does nothing. Unused. +  ## `$F6`: `anim_0xf6` +Does nothing. Unused. +  ## `$F7`: `anim_0xf7` +Does nothing. Unused. + +  ## `$F8`: `anim_if_param_equal` *value*, *address* +Jumps to another script if `wKickCounter` is equal to *value*. +  ## `$F9`: `anim_setvar` *value* +Sets `var` to *value*. +  ## `$FA`: `anim_incvar` +Increments `var` by 1. +  ## `$FB`: `anim_if_var_equal` *value*, *address* +Jumps to another script if `var` is equal to *value*. +  ## `$FC`: `anim_jump` *address* +Jumps to another script. +  ## `$FD`: `anim_loop` *count*, *address* +Jumps to another script up to *count* times. Then does nothing, allowing execution to continue. +  ## `$FE`: `anim_call` *address* +Calls a script. + +There is no call stack. The return address is overwritten, so the maximum call depth is 1. +  ## `$FF`: `anim_ret` + +Ends the script and returns to where it was called from. If there was no caller, the animation ends. diff --git a/engine/sprites.asm b/engine/sprites.asm index bee01414f..e1aad4832 100755 --- a/engine/sprites.asm +++ b/engine/sprites.asm @@ -683,7 +683,7 @@ AnimateEndOfExpBar: ; 8e79d  	ld a, $0  	ld [hli], a -	ld a, $6 ; OBJ 6 +	ld a, PAL_BATTLE_OB_BLUE  	ld [hli], a  	jr .anim_loop  ; 8e7f4 @@ -701,7 +701,7 @@ ClearSpriteAnims2: ; 8e814  	ld hl, wSpriteAnimDict  	ld bc, wSpriteAnimsEnd - wSpriteAnimDict  .loop -	ld [hl], $0 +	ld [hl], 0  	inc hl  	dec bc  	ld a, c diff --git a/macros/scripts/battle_anims.asm b/macros/scripts/battle_anims.asm index 7b379e7d2..5c7aabed3 100644 --- a/macros/scripts/battle_anims.asm +++ b/macros/scripts/battle_anims.asm @@ -11,10 +11,17 @@ ENDM  	enum anim_obj_command ; $d0  anim_obj: MACRO  	db anim_obj_command -	db \1 ; obj -	db (\2 << 3) + \3 ; x -	db (\4 << 3) + \5 ; y +if _NARG <= 4 +	db \1 ; object +	db \2 ; x +	db \3 ; y +	db \4 ; param +else +	db \1 ; object +	db (\2) * 8 + (\3) ; x_tile, x +	db (\4) * 8 + (\5) ; y_tile, y  	db \6 ; param +endc  ENDM  	enum anim_1gfx_command ; $d1 @@ -60,14 +67,14 @@ ENDM  	enum anim_incobj_command ; $d6  anim_incobj: MACRO  	db anim_incobj_command -	db \1 ; id +	db \1 ; object_id  ENDM  	enum anim_setobj_command ; $d7  anim_setobj: MACRO  	db anim_setobj_command -	db \1 ; id -	db \2 ; obj +	db \1 ; object_id +	db \2 ; value  ENDM  	enum anim_incbgeffect_command ; $d8 @@ -115,7 +122,7 @@ ENDM  anim_sound: MACRO  	db anim_sound_command  	db (\1 << 2) | \2 ; duration, tracks -	db \3 ; id +	db \3 ; sound_id  ENDM  	enum anim_cry_command ; $e1 | 
