diff options
Diffstat (limited to 'battle/anims.asm')
-rw-r--r-- | battle/anims.asm | 4332 |
1 files changed, 2098 insertions, 2234 deletions
diff --git a/battle/anims.asm b/battle/anims.asm index d18cfff43..5d8050c83 100644 --- a/battle/anims.asm +++ b/battle/anims.asm @@ -290,129 +290,129 @@ BattleAnim_MirrorMove: ; c929b BattleAnim_SweetScent2: ; c929c anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC - anim_obj ANIM_OBJ_FLOWER, 64, 96, $2 + anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2 anim_wait 2 - anim_obj ANIM_OBJ_FLOWER, 64, 80, $2 + anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2 anim_wait 64 - 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 $6, $0, $2, $0 + 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_bgeffect ANIM_BG_06, $0, $2, $0 anim_wait 128 anim_ret ; c92c1 -BattleAnim_ThrowPokeBall: ; c92c1 +BattleAnim_ThrowPokeBall anim_jumpif NO_ITEM, .TheTrainerBlockedTheBall anim_jumpif MASTER_BALL, .MasterBall anim_jumpif ULTRA_BALL, .UltraBall anim_jumpif GREAT_BALL, .GreatBall ; any other ball anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE - anim_sound $1a, SFX_THROW_BALL - anim_obj $15, 68, 92, $40 + anim_sound 6, 2, SFX_THROW_BALL + anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40 anim_wait 36 - anim_obj $15, 136, 65, $0 + anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 anim_setobj $2, $7 anim_wait 16 - anim_sound $1, SFX_BALL_POOF - anim_obj $1c, 136, 64, $10 + anim_sound 0, 1, SFX_BALL_POOF + anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10 anim_wait 16 anim_jump .Shake ; c92f2 -.TheTrainerBlockedTheBall: ; c92f2 +.TheTrainerBlockedTheBall anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT - anim_sound $1a, SFX_THROW_BALL - anim_obj $16, 64, 92, $20 + anim_sound 6, 2, SFX_THROW_BALL + anim_obj ANIM_OBJ_16, 8, 0, 11, 4, $20 anim_wait 20 - anim_obj $1, 112, 40, $0 + anim_obj ANIM_OBJ_01, 14, 0, 5, 0, $0 anim_wait 32 anim_ret ; c9305 -.UltraBall: ; c9305 +.UltraBall anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE - anim_sound $1a, SFX_THROW_BALL - anim_obj $15, 68, 92, $40 + anim_sound 6, 2, SFX_THROW_BALL + anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40 anim_wait 36 - anim_obj $15, 136, 65, $0 + anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 anim_setobj $2, $7 anim_wait 16 - anim_sound $1, SFX_BALL_POOF - anim_obj $1c, 136, 64, $10 + anim_sound 0, 1, SFX_BALL_POOF + anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10 anim_wait 16 anim_jump .Shake ; c9326 -.GreatBall: ; c9326 +.GreatBall anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE - anim_sound $1a, SFX_THROW_BALL - anim_obj $15, 68, 92, $40 + anim_sound 6, 2, SFX_THROW_BALL + anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40 anim_wait 36 - anim_obj $15, 136, 65, $0 + anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 anim_setobj $2, $7 anim_wait 16 - anim_sound $1, SFX_BALL_POOF - anim_obj $1c, 136, 64, $10 + anim_sound 0, 1, SFX_BALL_POOF + anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10 anim_wait 16 anim_jump .Shake ; c9347 -.MasterBall: ; c9347 +.MasterBall anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED - anim_sound $1a, SFX_THROW_BALL - anim_obj $15, 64, 92, $20 + anim_sound 6, 2, SFX_THROW_BALL + anim_obj ANIM_OBJ_POKE_BALL, 8, 0, 11, 4, $20 anim_wait 36 - anim_obj $15, 136, 65, $0 + anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 anim_setobj $2, $7 anim_wait 16 - anim_sound $1, SFX_BALL_POOF - anim_obj $1c, 136, 64, $10 + anim_sound 0, 1, SFX_BALL_POOF + anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10 anim_wait 24 - anim_sound $1, SFX_MASTER_BALL - anim_obj $2b, 136, 56, $30 - anim_obj $2b, 136, 56, $31 - anim_obj $2b, 136, 56, $32 - anim_obj $2b, 136, 56, $33 - anim_obj $2b, 136, 56, $34 - anim_obj $2b, 136, 56, $35 - anim_obj $2b, 136, 56, $36 - anim_obj $2b, 136, 56, $37 + anim_sound 0, 1, SFX_MASTER_BALL + anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $30 + anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $31 + anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $32 + anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $33 + anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $34 + anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $35 + anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $36 + anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $37 anim_wait 64 -.Shake: ; c9392 +.Shake anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0 anim_wait 8 - anim_incobj $2 + anim_incobj 2 anim_wait 16 - anim_sound $1, SFX_CHANGE_DEX_MODE - anim_incobj $1 + anim_sound 0, 1, SFX_CHANGE_DEX_MODE + anim_incobj 1 anim_wait 32 - anim_sound $1, SFX_BALL_BOUNCE + anim_sound 0, 1, SFX_BALL_BOUNCE anim_wait 32 anim_wait 32 anim_wait 32 anim_wait 8 anim_setvar $0 -.Loop: ; c93aa +.Loop anim_wait 48 anim_checkpokeball anim_jumpvar $1, .Click anim_jumpvar $2, .BreakFree - anim_incobj $1 - anim_sound $1, SFX_BALL_WIGGLE + anim_incobj 1 + anim_sound 0, 1, SFX_BALL_WIGGLE anim_jump .Loop ; c93bc -.Click: ; c93bc +.Click anim_clearsprites anim_ret ; c93be -.BreakFree: ; c93be +.BreakFree anim_setobj $1, $b - anim_sound $1, SFX_BALL_POOF - anim_obj $1c, 136, 64, $10 + anim_sound 0, 1, SFX_BALL_POOF + anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10 anim_wait 2 anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0 anim_wait 32 @@ -420,72 +420,69 @@ BattleAnim_ThrowPokeBall: ; c92c1 ; c93d1 BattleAnim_SendOutMon: ; c93d1 - anim_jumpif $0, BattleAnim_SendOutMon_branch_c9471 - anim_jumpif $1, BattleAnim_SendOutMon_branch_c941c - anim_jumpif $2, BattleAnim_SendOutMon_branch_c93fa + anim_jumpif $0, .Normal + anim_jumpif $1, .Shiny + anim_jumpif $2, .Unknown anim_1gfx ANIM_GFX_SMOKE - anim_call BattleAnim_SendOutMon_branch_cbca7 - anim_bgeffect $2b, $0, $1, $0 - anim_sound $0, SFX_BALL_POOF - anim_obj $1b, 48, 96, $0 + 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_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 anim_wait 128 anim_wait 4 - anim_call BattleAnim_SendOutMon_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret -; c93fa -BattleAnim_SendOutMon_branch_c93fa: ; c93fa +.Unknown anim_1gfx ANIM_GFX_SMOKE - anim_call BattleAnim_SendOutMon_branch_cbca7 - anim_bgeffect $2a, $0, $1, $0 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_2A, $0, $1, $0 anim_wait 1 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 4 - anim_sound $0, SFX_BALL_POOF - anim_obj $1b, 48, 96, $0 - anim_incbgeffect $2a + anim_sound 0, 0, SFX_BALL_POOF + anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0 + anim_incbgeffect ANIM_BG_2A anim_wait 96 - anim_incbgeffect $2a - anim_call BattleAnim_SendOutMon_branch_cbcb7 + anim_incbgeffect ANIM_BG_2A + anim_call BattleAnim_ShowMon_0 anim_ret -; c941c -BattleAnim_SendOutMon_branch_c941c: ; c941c +.Shiny anim_1gfx ANIM_GFX_SPEED anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_bgeffect $6, $0, $2, $0 - anim_sound $0, SFX_SHINE - anim_obj $6d, 48, 96, $0 + 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_wait 4 - anim_sound $0, SFX_SHINE - anim_obj $6d, 48, 96, $8 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $8 anim_wait 4 - anim_sound $0, SFX_SHINE - anim_obj $6d, 48, 96, $10 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $10 anim_wait 4 - anim_sound $0, SFX_SHINE - anim_obj $6d, 48, 96, $18 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $18 anim_wait 4 - anim_sound $0, SFX_SHINE - anim_obj $6d, 48, 96, $20 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $20 anim_wait 4 - anim_sound $0, SFX_SHINE - anim_obj $6d, 48, 96, $28 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $28 anim_wait 4 - anim_sound $0, SFX_SHINE - anim_obj $6d, 48, 96, $30 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $30 anim_wait 4 - anim_sound $0, SFX_SHINE - anim_obj $6d, 48, 96, $38 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $38 anim_wait 32 anim_ret -; c9471 -BattleAnim_SendOutMon_branch_c9471: ; c9471 +.Normal anim_1gfx ANIM_GFX_SMOKE - anim_sound $0, SFX_BALL_POOF - anim_obj $1c, 44, 96, $0 + anim_sound 0, 0, SFX_BALL_POOF + anim_obj ANIM_OBJ_1C, 5, 4, 12, 0, $0 anim_wait 4 anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 anim_wait 32 @@ -493,7 +490,7 @@ BattleAnim_SendOutMon_branch_c9471: ; c9471 ; c9483 BattleAnim_ReturnMon: ; c9483 - anim_sound $0, SFX_BALL_POOF + anim_sound 0, 0, SFX_BALL_POOF BattleAnim_BatonPass_branch_c9486: ; c9486 anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0 anim_wait 32 @@ -502,111 +499,111 @@ BattleAnim_BatonPass_branch_c9486: ; c9486 BattleAnim_Confused: ; c948d anim_1gfx ANIM_GFX_STATUS - anim_sound $0, SFX_KINESIS - 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_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_wait 96 anim_ret ; c94a3 BattleAnim_Slp: ; c94a3 anim_1gfx ANIM_GFX_STATUS - anim_sound $0, SFX_TAIL_WHIP -BattleAnim_Slp_branch_c94a8: ; c94a8 - anim_obj $54, 64, 80, $0 + anim_sound 0, 0, SFX_TAIL_WHIP +.loop + anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 anim_wait 40 - anim_loop $3, BattleAnim_Slp_branch_c94a8 + anim_loop 3, .loop anim_wait 32 anim_ret ; c94b4 BattleAnim_Brn: ; c94b4 anim_1gfx ANIM_GFX_FIRE -BattleAnim_Brn_branch_c94b6: ; c94b6 - anim_sound $0, SFX_BURN - anim_obj $10, 56, 88, $10 +.loop + anim_sound 0, 0, SFX_BURN + anim_obj ANIM_OBJ_BURNED, 7, 0, 11, 0, $10 anim_wait 4 - anim_loop $3, BattleAnim_Brn_branch_c94b6 + anim_loop 3, .loop anim_wait 6 anim_ret ; c94c5 BattleAnim_Psn: ; c94c5 anim_1gfx ANIM_GFX_POISON - anim_sound $0, SFX_POISON - anim_obj ANIM_OBJ_SKULL, 64, 56, $0 + anim_sound 0, 0, SFX_POISON + anim_obj ANIM_OBJ_SKULL, 8, 0, 7, 0, $0 anim_wait 8 - anim_sound $0, SFX_POISON - anim_obj ANIM_OBJ_SKULL, 48, 56, $0 + anim_sound 0, 0, SFX_POISON + anim_obj ANIM_OBJ_SKULL, 6, 0, 7, 0, $0 anim_wait 8 anim_ret ; c94da BattleAnim_Sap: ; c94da anim_1gfx ANIM_GFX_CHARGE - anim_sound $1b, SFX_WATER_GUN - anim_obj $45, 128, 48, $2 + anim_sound 6, 3, SFX_WATER_GUN + anim_obj ANIM_OBJ_45, 16, 0, 6, 0, $2 anim_wait 6 - anim_sound $1b, SFX_WATER_GUN - anim_obj $45, 136, 64, $3 + anim_sound 6, 3, SFX_WATER_GUN + anim_obj ANIM_OBJ_45, -15, 0, 8, 0, $3 anim_wait 6 - anim_sound $1b, SFX_WATER_GUN - anim_obj $45, 136, 32, $4 + anim_sound 6, 3, SFX_WATER_GUN + anim_obj ANIM_OBJ_45, -15, 0, 4, 0, $4 anim_wait 16 anim_ret ; c94f8 BattleAnim_Frz: ; c94f8 anim_1gfx ANIM_GFX_ICE - anim_obj ANIM_OBJ_FROZEN, 44, 110, $0 - anim_sound $0, SFX_SHINE + anim_obj ANIM_OBJ_FROZEN, 5, 4, 13, 6, $0 + anim_sound 0, 0, SFX_SHINE anim_wait 16 - anim_sound $0, SFX_SHINE + anim_sound 0, 0, SFX_SHINE anim_wait 16 anim_ret ; c9508 BattleAnim_Par: ; c9508 anim_1gfx ANIM_GFX_STATUS - anim_bgeffect $6, $0, $2, $0 - anim_sound $0, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_PARALYZED, 20, 88, $42 - anim_obj ANIM_OBJ_PARALYZED, 76, 88, $c2 + 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_wait 128 anim_ret ; c951e BattleAnim_InLove: ; c951e anim_1gfx ANIM_GFX_OBJECTS - anim_sound $0, SFX_LICK - anim_obj ANIM_OBJ_HEART, 64, 76, $0 + anim_sound 0, 0, SFX_LICK + anim_obj ANIM_OBJ_HEART, 8, 0, 9, 4, $0 anim_wait 32 - anim_sound $0, SFX_LICK - anim_obj ANIM_OBJ_HEART, 36, 72, $0 + anim_sound 0, 0, SFX_LICK + anim_obj ANIM_OBJ_HEART, 4, 4, 9, 0, $0 anim_wait 32 anim_ret ; c9533 BattleAnim_InSandstorm: ; c9533 anim_1gfx ANIM_GFX_POWDER - anim_obj $a2, 88, 0, $0 + anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0 anim_wait 8 - anim_obj $a2, 72, 0, $1 + anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1 anim_wait 8 - anim_obj $a2, 56, 0, $2 -BattleAnim_InSandstorm_branch_c9546: ; c9546 - anim_sound $1, SFX_MENU + anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2 +.loop + anim_sound 0, 1, SFX_MENU anim_wait 8 - anim_loop $6, BattleAnim_InSandstorm_branch_c9546 + anim_loop 6, .loop anim_wait 8 anim_ret ; c9550 BattleAnim_InNightmare: ; c9550 anim_1gfx ANIM_GFX_ANGELS - anim_sound $0, SFX_BUBBLEBEAM - anim_obj $95, 68, 80, $0 + anim_sound 0, 0, SFX_BUBBLEBEAM + anim_obj ANIM_OBJ_95, 8, 4, 10, 0, $0 anim_wait 40 anim_ret ; c955c @@ -614,11 +611,11 @@ BattleAnim_InNightmare: ; c9550 BattleAnim_InWhirlpool: ; c955c anim_1gfx ANIM_GFX_WIND anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0 - anim_sound $1, SFX_SURF -BattleAnim_InWhirlpool_branch_c9566: ; c9566 - anim_obj ANIM_OBJ_GUST, 132, 72, $0 + anim_sound 0, 1, SFX_SURF +.loop + anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0 anim_wait 6 - anim_loop $6, BattleAnim_InWhirlpool_branch_c9566 + anim_loop 6, .loop anim_incbgeffect ANIM_BG_WHIRLPOOL anim_wait 1 anim_ret @@ -626,8 +623,8 @@ BattleAnim_InWhirlpool_branch_c9566: ; c9566 BattleAnim_HitConfusion: ; c9574 anim_1gfx ANIM_GFX_HIT - anim_sound $0, SFX_POUND - anim_obj $4, 44, 96, $0 + anim_sound 0, 0, SFX_POUND + anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0 anim_wait 16 anim_ret ; c9580 @@ -637,77 +634,77 @@ BattleAnim_Miss: ; c9580 ; c9581 BattleAnim_EnemyDamage: ; c9581 -BattleAnim_EnemyDamage_branch_c9581: ; c9581 +.loop anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0 anim_wait 5 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 5 - anim_loop $3, BattleAnim_EnemyDamage_branch_c9581 + anim_loop 3, .loop anim_ret ; c9592 BattleAnim_EnemyStatDown: ; c9592 - anim_call BattleAnim_EnemyStatDown_branch_cbcc2 + anim_call BattleAnim_FollowEnemyFeet_1 anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0 anim_wait 40 - anim_call BattleAnim_EnemyStatDown_branch_cbcd2 + anim_call BattleAnim_ShowMon_1 anim_wait 1 anim_ret ; c95a0 BattleAnim_PlayerStatDown: ; c95a0 - anim_call BattleAnim_PlayerStatDown_branch_cbcc2 + anim_call BattleAnim_FollowEnemyFeet_1 anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0 anim_wait 40 - anim_call BattleAnim_PlayerStatDown_branch_cbcd2 + anim_call BattleAnim_ShowMon_1 anim_wait 1 anim_ret ; c95ae BattleAnim_PlayerDamage: ; c95ae - anim_bgeffect $20, $20, $2, $20 + anim_bgeffect ANIM_BG_20, $20, $2, $20 anim_wait 40 anim_ret ; c95b5 BattleAnim_Wobble: ; c95b5 - anim_bgeffect $35, $0, $0, $0 + anim_bgeffect ANIM_BG_35, $0, $0, $0 anim_wait 40 anim_ret ; c95bc BattleAnim_Shake: ; c95bc - anim_bgeffect $1f, $20, $2, $40 + anim_bgeffect ANIM_BG_1F, $20, $2, $40 anim_wait 40 anim_ret ; c95c3 BattleAnim_Pound: ; c95c3 anim_1gfx ANIM_GFX_HIT - anim_sound $1, SFX_POUND - anim_obj $8, 136, 56, $0 + anim_sound 0, 1, SFX_POUND + anim_obj ANIM_OBJ_08, -15, 0, 7, 0, $0 anim_wait 6 - anim_obj $1, 136, 56, $0 + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; c95d5 BattleAnim_KarateChop: ; c95d5 anim_1gfx ANIM_GFX_HIT - anim_sound $1, SFX_KARATE_CHOP - anim_obj $8, 136, 40, $0 + anim_sound 0, 1, SFX_KARATE_CHOP + anim_obj ANIM_OBJ_08, -15, 0, 5, 0, $0 anim_wait 6 - anim_obj $1, 136, 40, $0 + anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0 anim_wait 6 - anim_sound $1, SFX_KARATE_CHOP - anim_obj $8, 136, 44, $0 + anim_sound 0, 1, SFX_KARATE_CHOP + anim_obj ANIM_OBJ_08, -15, 0, 5, 4, $0 anim_wait 6 - anim_obj $1, 136, 44, $0 + anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0 anim_wait 6 - anim_sound $1, SFX_KARATE_CHOP - anim_obj $8, 136, 48, $0 + anim_sound 0, 1, SFX_KARATE_CHOP + anim_obj ANIM_OBJ_08, -15, 0, 6, 0, $0 anim_wait 6 - anim_obj $1, 136, 48, $0 + anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 anim_wait 16 anim_ret ; c9605 @@ -715,19 +712,19 @@ BattleAnim_KarateChop: ; c95d5 BattleAnim_Doubleslap: ; c9605 anim_1gfx ANIM_GFX_HIT anim_jumpif $1, BattleAnim_Doubleslap_branch_c961b - anim_sound $1, SFX_DOUBLESLAP - anim_obj $8, 144, 48, $0 + anim_sound 0, 1, SFX_DOUBLESLAP + anim_obj ANIM_OBJ_08, -14, 0, 6, 0, $0 anim_wait 6 - anim_obj $1, 144, 48, $0 + anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 anim_wait 8 anim_ret ; c961b BattleAnim_Doubleslap_branch_c961b: ; c961b - anim_sound $1, SFX_DOUBLESLAP - anim_obj $8, 120, 48, $0 + anim_sound 0, 1, SFX_DOUBLESLAP + anim_obj ANIM_OBJ_08, 15, 0, 6, 0, $0 anim_wait 6 - anim_obj $1, 120, 48, $0 + anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 anim_wait 8 anim_ret ; c962b @@ -735,19 +732,19 @@ BattleAnim_Doubleslap_branch_c961b: ; c961b BattleAnim_CometPunch: ; c962b anim_1gfx ANIM_GFX_HIT anim_jumpif $1, BattleAnim_CometPunch_branch_c9641 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $6, 144, 48, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_06, -14, 0, 6, 0, $0 anim_wait 6 - anim_obj $1, 144, 48, $0 + anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 anim_wait 8 anim_ret ; c9641 BattleAnim_CometPunch_branch_c9641: ; c9641 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $6, 120, 64, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_06, 15, 0, 8, 0, $0 anim_wait 6 - anim_obj $1, 120, 64, $0 + anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0 anim_wait 8 anim_ret ; c9651 @@ -755,37 +752,36 @@ BattleAnim_CometPunch_branch_c9641: ; c9641 BattleAnim_Bide_branch_c9651: ; c9651 BattleAnim_MegaPunch: ; c9651 anim_1gfx ANIM_GFX_HIT - anim_bgeffect $1f, $40, $2, $0 + anim_bgeffect ANIM_BG_1F, $40, $2, $0 anim_wait 48 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 -BattleAnim_Bide_branch_c965e: ; c965e -BattleAnim_MegaPunch_branch_c965e: ; c965e - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $6, 136, 56, $0 - anim_obj $0, 136, 56, $0 +.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_wait 6 - anim_obj $6, 136, 56, $0 + anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0 anim_wait 6 - anim_loop $3, BattleAnim_Bide_branch_c965e + anim_loop 3, .loop anim_ret ; c9677 BattleAnim_Stomp: ; c9677 anim_1gfx ANIM_GFX_HIT - anim_sound $1, SFX_STOMP - anim_obj $7, 136, 40, $0 + anim_sound 0, 1, SFX_STOMP + anim_obj ANIM_OBJ_07, -15, 0, 5, 0, $0 anim_wait 6 - anim_obj $1, 136, 40, $0 + anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0 anim_wait 6 - anim_sound $1, SFX_STOMP - anim_obj $7, 136, 44, $0 + anim_sound 0, 1, SFX_STOMP + anim_obj ANIM_OBJ_07, -15, 0, 5, 4, $0 anim_wait 6 - anim_obj $1, 136, 44, $0 + anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0 anim_wait 6 - anim_sound $1, SFX_STOMP - anim_obj $7, 136, 48, $0 + anim_sound 0, 1, SFX_STOMP + anim_obj ANIM_OBJ_07, -15, 0, 6, 0, $0 anim_wait 6 - anim_obj $1, 136, 48, $0 + anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 anim_wait 16 anim_ret ; c96a7 @@ -793,19 +789,19 @@ BattleAnim_Stomp: ; c9677 BattleAnim_DoubleKick: ; c96a7 anim_1gfx ANIM_GFX_HIT anim_jumpif $1, BattleAnim_DoubleKick_branch_c96bd - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $7, 144, 48, $0 + anim_sound 0, 1, SFX_DOUBLE_KICK + anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0 anim_wait 6 - anim_obj $1, 144, 48, $0 + anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 anim_wait 8 anim_ret ; c96bd BattleAnim_DoubleKick_branch_c96bd: ; c96bd - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $7, 120, 64, $0 + anim_sound 0, 1, SFX_DOUBLE_KICK + anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0 anim_wait 6 - anim_obj $1, 120, 64, $0 + anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0 anim_wait 8 anim_ret ; c96cd @@ -813,128 +809,128 @@ BattleAnim_DoubleKick_branch_c96bd: ; c96bd BattleAnim_JumpKick: ; c96cd anim_1gfx ANIM_GFX_HIT anim_jumpif $1, BattleAnim_JumpKick_branch_c96f1 - anim_sound $1, SFX_JUMP_KICK - anim_obj $7, 112, 72, $0 - anim_obj $7, 100, 60, $0 + 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_setobj $1, $2 anim_setobj $2, $2 anim_wait 24 - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $4, 136, 48, $0 + anim_sound 0, 1, SFX_DOUBLE_KICK + anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0 anim_wait 16 anim_ret ; c96f1 BattleAnim_JumpKick_branch_c96f1: ; c96f1 anim_wait 8 - anim_sound $0, SFX_DOUBLE_KICK - anim_obj $4, 44, 88, $0 + anim_sound 0, 0, SFX_DOUBLE_KICK + anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0 anim_wait 16 anim_ret ; c96fc BattleAnim_HiJumpKick: ; c96fc anim_1gfx ANIM_GFX_HIT - anim_bgeffect $1f, $40, $2, $0 + anim_bgeffect ANIM_BG_1F, $40, $2, $0 anim_jumpif $1, BattleAnim_HiJumpKick_branch_c971e anim_wait 32 - anim_sound $1, SFX_JUMP_KICK - anim_obj $7, 112, 72, $0 + anim_sound 0, 1, SFX_JUMP_KICK + anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0 anim_setobj $1, $2 anim_wait 16 - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $4, 136, 48, $0 + anim_sound 0, 1, SFX_DOUBLE_KICK + anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0 anim_wait 16 anim_ret ; c971e BattleAnim_HiJumpKick_branch_c971e: ; c971e anim_wait 16 - anim_sound $0, SFX_DOUBLE_KICK - anim_obj $4, 44, 88, $0 + anim_sound 0, 0, SFX_DOUBLE_KICK + anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0 anim_wait 16 anim_ret ; c9729 BattleAnim_RollingKick: ; c9729 anim_1gfx ANIM_GFX_HIT - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $7, 112, 56, $0 + anim_sound 0, 1, SFX_DOUBLE_KICK + anim_obj ANIM_OBJ_07, 14, 0, 7, 0, $0 anim_setobj $1, $3 anim_wait 12 - anim_obj $1, 136, 48, $0 + anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 anim_wait 16 anim_ret ; c973e BattleAnim_MegaKick: ; c973e anim_1gfx ANIM_GFX_HIT - anim_bgeffect $1f, $40, $2, $0 + anim_bgeffect ANIM_BG_1F, $40, $2, $0 anim_wait 67 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 -BattleAnim_MegaKick_branch_c974b: ; c974b - anim_sound $1, SFX_MEGA_KICK - anim_obj $7, 136, 56, $0 - anim_obj $0, 136, 56, $0 +.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_wait 6 - anim_obj $7, 136, 56, $0 + anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0 anim_wait 6 - anim_loop $3, BattleAnim_MegaKick_branch_c974b + anim_loop 3, .loop anim_ret ; c9764 BattleAnim_HyperFang: ; c9764 anim_1gfx ANIM_GFX_HIT - anim_bgeffect $1f, $20, $1, $0 - anim_sound $1, SFX_BITE - anim_obj $9, 136, 56, $0 + 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_wait 6 - anim_obj $1, 136, 56, $0 + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; c977b BattleAnim_SuperFang: ; c977b anim_1gfx ANIM_GFX_HIT - anim_bgeffect $1f, $40, $2, $0 + anim_bgeffect ANIM_BG_1F, $40, $2, $0 anim_wait 48 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 -BattleAnim_SuperFang_branch_c9788: ; c9788 - anim_sound $1, SFX_BITE - anim_obj $9, 136, 56, $0 - anim_obj $0, 136, 56, $0 +.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_wait 6 - anim_obj $9, 136, 56, $0 + anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0 anim_wait 6 - anim_loop $3, BattleAnim_SuperFang_branch_c9788 + anim_loop 3, .loop anim_ret ; c97a1 BattleAnim_Ember: ; c97a1 anim_1gfx ANIM_GFX_FIRE - anim_sound $1a, SFX_EMBER - anim_obj $b, 64, 96, $12 + anim_sound 6, 2, SFX_EMBER + anim_obj ANIM_OBJ_0B, 8, 0, 12, 0, $12 anim_wait 4 - anim_sound $1a, SFX_EMBER - anim_obj $b, 64, 100, $14 + anim_sound 6, 2, SFX_EMBER + anim_obj ANIM_OBJ_0B, 8, 0, 12, 4, $14 anim_wait 4 - anim_sound $1a, SFX_EMBER - anim_obj $b, 64, 84, $13 - anim_wait 16 - anim_incobj $1 - anim_incobj $2 - anim_incobj $3 - anim_sound $1, SFX_EMBER - anim_obj $b, 120, 68, $30 - anim_obj $b, 132, 68, $30 - anim_obj $b, 144, 68, $30 + anim_sound 6, 2, SFX_EMBER + anim_obj ANIM_OBJ_0B, 8, 0, 10, 4, $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_wait 32 anim_ret ; c97d8 BattleAnim_FirePunch: ; c97d8 anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE - anim_obj $a, 136, 56, $43 + anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 anim_call BattleAnim_FirePunch_branch_cbbcc anim_wait 16 anim_ret @@ -942,100 +938,100 @@ BattleAnim_FirePunch: ; c97d8 BattleAnim_FireSpin: ; c97e5 anim_1gfx ANIM_GFX_FIRE -BattleAnim_FireSpin_branch_c97e7: ; c97e7 - anim_sound $1a, SFX_EMBER - anim_obj $e, 64, 88, $4 +.loop + anim_sound 6, 2, SFX_EMBER + anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $4 anim_wait 2 - anim_sound $1a, SFX_EMBER - anim_obj $e, 64, 96, $3 + anim_sound 6, 2, SFX_EMBER + anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $3 anim_wait 2 - anim_sound $1a, SFX_EMBER - anim_obj $e, 64, 88, $3 + anim_sound 6, 2, SFX_EMBER + anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $3 anim_wait 2 - anim_sound $1a, SFX_EMBER - anim_obj $e, 64, 96, $4 + anim_sound 6, 2, SFX_EMBER + anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $4 anim_wait 2 - anim_loop $2, BattleAnim_FireSpin_branch_c97e7 + anim_loop 2, .loop anim_wait 96 anim_ret ; c9811 BattleAnim_DragonRage: ; c9811 anim_1gfx ANIM_GFX_FIRE -BattleAnim_DragonRage_branch_c9813: ; c9813 - anim_sound $1a, SFX_EMBER - anim_obj $c, 64, 92, $0 +.loop + anim_sound 6, 2, SFX_EMBER + anim_obj ANIM_OBJ_0C, 8, 0, 11, 4, $0 anim_wait 3 - anim_loop $10, BattleAnim_DragonRage_branch_c9813 + anim_loop 16, .loop anim_wait 64 anim_ret ; c9822 BattleAnim_Flamethrower: ; c9822 anim_1gfx ANIM_GFX_FIRE - anim_sound $1a, SFX_EMBER - anim_obj $d, 64, 92, $3 + anim_sound 6, 2, SFX_EMBER + anim_obj ANIM_OBJ_0D, 8, 0, 11, 4, $3 anim_wait 2 - anim_obj $d, 75, 86, $5 + anim_obj ANIM_OBJ_0D, 9, 3, 10, 6, $5 anim_wait 2 - anim_obj $d, 85, 81, $7 + anim_obj ANIM_OBJ_0D, 10, 5, 10, 1, $7 anim_wait 2 - anim_obj $d, 96, 76, $9 + anim_obj ANIM_OBJ_0D, 12, 0, 9, 4, $9 anim_wait 2 - anim_obj $d, 106, 71, $b + anim_obj ANIM_OBJ_0D, 13, 2, 8, 7, $b anim_wait 2 - anim_obj $d, 116, 66, $c + anim_obj ANIM_OBJ_0D, 14, 4, 8, 2, $c anim_wait 2 - anim_obj $d, 126, 61, $a + anim_obj ANIM_OBJ_0D, 15, 6, 7, 5, $a anim_wait 2 - anim_obj $d, 136, 56, $8 + anim_obj ANIM_OBJ_0D, -15, 0, 7, 0, $8 anim_wait 16 -BattleAnim_Flamethrower_branch_c9857: ; c9857 - anim_sound $1, SFX_EMBER +.loop + anim_sound 0, 1, SFX_EMBER anim_wait 16 - anim_loop $6, BattleAnim_Flamethrower_branch_c9857 + anim_loop 6, .loop anim_wait 16 anim_ret ; c9861 BattleAnim_FireBlast: ; c9861 anim_1gfx ANIM_GFX_FIRE -BattleAnim_FireBlast_branch_c9863: ; c9863 - anim_sound $1a, SFX_EMBER - anim_obj $f, 64, 92, $7 +.loop1 + anim_sound 6, 2, SFX_EMBER + anim_obj ANIM_OBJ_0F, 8, 0, 11, 4, $7 anim_wait 6 - anim_loop $a, BattleAnim_FireBlast_branch_c9863 -BattleAnim_FireBlast_branch_c9870: ; c9870 - anim_sound $1, SFX_EMBER - anim_wait 8 - anim_loop $a, BattleAnim_FireBlast_branch_c9870 - anim_incobj $1 - anim_incobj $2 - anim_incobj $3 - anim_incobj $4 - anim_incobj $5 - anim_incobj $6 - anim_incobj $7 - anim_incobj $8 - anim_incobj $9 - anim_incobj $a + anim_loop 10, .loop1 +.loop2 + anim_sound 0, 1, SFX_EMBER + anim_wait 8 + anim_loop 10, .loop2 + anim_incobj 1 + anim_incobj 2 + anim_incobj 3 + anim_incobj 4 + anim_incobj 5 + anim_incobj 6 + anim_incobj 7 + anim_incobj 8 + anim_incobj 9 + anim_incobj 10 anim_wait 2 -BattleAnim_FireBlast_branch_c988d: ; c988d - anim_sound $1, SFX_EMBER - anim_obj $f, 136, 56, $1 - anim_obj $f, 136, 56, $2 - anim_obj $f, 136, 56, $3 - anim_obj $f, 136, 56, $4 - anim_obj $f, 136, 56, $5 - anim_wait 16 - anim_loop $2, BattleAnim_FireBlast_branch_c988d +.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_wait 16 + anim_loop 2, .loop3 anim_wait 32 anim_ret ; c98b0 BattleAnim_IcePunch: ; c98b0 anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE - anim_obj $a, 136, 56, $43 + anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 anim_call BattleAnim_IcePunch_branch_cbbdf anim_wait 32 anim_ret @@ -1043,59 +1039,59 @@ BattleAnim_IcePunch: ; c98b0 BattleAnim_IceBeam: ; c98bd anim_1gfx ANIM_GFX_ICE -BattleAnim_IceBeam_branch_c98bf: ; c98bf - anim_sound $1a, SFX_SHINE - anim_obj $13, 64, 92, $4 +.loop + anim_sound 6, 2, SFX_SHINE + anim_obj ANIM_OBJ_13, 8, 0, 11, 4, $4 anim_wait 4 - anim_loop $5, BattleAnim_IceBeam_branch_c98bf - anim_obj $29, 136, 74, $10 -BattleAnim_IceBeam_branch_c98d1: ; c98d1 - anim_sound $1a, SFX_SHINE - anim_obj $13, 64, 92, $4 + anim_loop 5, .loop + anim_obj ANIM_OBJ_29, -15, 0, 9, 2, $10 +.loop2 + anim_sound 6, 2, SFX_SHINE + anim_obj ANIM_OBJ_13, 8, 0, 11, 4, $4 anim_wait 4 - anim_loop $f, BattleAnim_IceBeam_branch_c98d1 + anim_loop 15, .loop2 anim_wait 48 - anim_sound $1, SFX_SHINE + anim_sound 0, 1, SFX_SHINE anim_wait 8 - anim_sound $1, SFX_SHINE + anim_sound 0, 1, SFX_SHINE anim_wait 8 anim_ret ; c98e8 BattleAnim_Blizzard: ; c98e8 anim_1gfx ANIM_GFX_ICE -BattleAnim_Blizzard_branch_c98ea: ; c98ea - anim_sound $1a, SFX_SHINE - anim_obj $11, 64, 88, $63 +.loop + anim_sound 6, 2, SFX_SHINE + anim_obj ANIM_OBJ_11, 8, 0, 11, 0, $63 anim_wait 2 - anim_sound $1a, SFX_SHINE - anim_obj $11, 64, 80, $64 + anim_sound 6, 2, SFX_SHINE + anim_obj ANIM_OBJ_11, 8, 0, 10, 0, $64 anim_wait 2 - anim_sound $1a, SFX_SHINE - anim_obj $11, 64, 96, $63 + anim_sound 6, 2, SFX_SHINE + anim_obj ANIM_OBJ_11, 8, 0, 12, 0, $63 anim_wait 2 - anim_loop $3, BattleAnim_Blizzard_branch_c98ea + anim_loop 3, .loop anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 anim_wait 32 - anim_obj $29, 136, 74, $10 + anim_obj ANIM_OBJ_29, -15, 0, 9, 2, $10 anim_wait 128 - anim_sound $1, SFX_SHINE + anim_sound 0, 1, SFX_SHINE anim_wait 8 - anim_sound $1, SFX_SHINE + anim_sound 0, 1, SFX_SHINE anim_wait 24 anim_ret ; c991e BattleAnim_Bubble: ; c991e anim_1gfx ANIM_GFX_BUBBLE - anim_sound $82, SFX_WATER_GUN - anim_obj $21, 64, 92, $c1 + anim_sound 32, 2, SFX_WATER_GUN + anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $c1 anim_wait 6 - anim_sound $82, SFX_WATER_GUN - anim_obj $21, 64, 92, $e1 + anim_sound 32, 2, SFX_WATER_GUN + anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $e1 anim_wait 6 - anim_sound $82, SFX_WATER_GUN - anim_obj $21, 64, 92, $d1 + anim_sound 32, 2, SFX_WATER_GUN + anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $d1 anim_wait 128 anim_wait 32 anim_ret @@ -1103,87 +1099,87 @@ BattleAnim_Bubble: ; c991e BattleAnim_Bubblebeam: ; c993d anim_1gfx ANIM_GFX_BUBBLE -BattleAnim_Bubblebeam_branch_c993f: ; c993f - anim_sound $42, SFX_BUBBLEBEAM - anim_obj $21, 64, 92, $92 +.loop + anim_sound 16, 2, SFX_BUBBLEBEAM + anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $92 anim_wait 6 - anim_sound $42, SFX_BUBBLEBEAM - anim_obj $21, 64, 92, $b3 + anim_sound 16, 2, SFX_BUBBLEBEAM + anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $b3 anim_wait 6 - anim_sound $42, SFX_BUBBLEBEAM - anim_obj $21, 64, 92, $f4 + anim_sound 16, 2, SFX_BUBBLEBEAM + anim_obj ANIM_OBJ_21, 8, 0, 11, 4, $f4 anim_wait 8 - anim_loop $3, BattleAnim_Bubblebeam_branch_c993f + anim_loop 3, .loop anim_wait 64 anim_clearobjs - anim_bgeffect $30, $0, $0, $0 + anim_bgeffect ANIM_BG_30, $0, $0, $0 anim_wait 1 - anim_call BattleAnim_Bubblebeam_branch_cbcca - anim_bgeffect $31, $1c, $0, $0 + anim_call BattleAnim_FollowPlayerHead_1 + anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 19 - anim_call BattleAnim_Bubblebeam_branch_cbcd2 - anim_bgeffect $32, $0, $0, $0 + anim_call BattleAnim_ShowMon_1 + anim_bgeffect ANIM_BG_32, $0, $0, $0 anim_wait 8 anim_ret ; c9979 BattleAnim_WaterGun: ; c9979 - anim_bgeffect $30, $0, $0, $0 + anim_bgeffect ANIM_BG_30, $0, $0, $0 anim_1gfx ANIM_GFX_WATER - anim_call BattleAnim_WaterGun_branch_cbcca - anim_sound $42, SFX_WATER_GUN - anim_obj $24, 64, 88, $0 + anim_call BattleAnim_FollowPlayerHead_1 + anim_sound 16, 2, SFX_WATER_GUN + anim_obj ANIM_OBJ_24, 8, 0, 11, 0, $0 anim_wait 8 - anim_obj $24, 64, 76, $0 + anim_obj ANIM_OBJ_24, 8, 0, 9, 4, $0 anim_wait 8 - anim_obj $24, 64, 82, $0 + anim_obj ANIM_OBJ_24, 8, 0, 10, 2, $0 anim_wait 24 - anim_bgeffect $31, $1c, $0, $0 + anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 8 - anim_bgeffect $31, $8, $0, $0 + anim_bgeffect ANIM_BG_31, $8, $0, $0 anim_wait 8 - anim_bgeffect $31, $30, $0, $0 + anim_bgeffect ANIM_BG_31, $30, $0, $0 anim_wait 32 - anim_call BattleAnim_WaterGun_branch_cbcd2 - anim_bgeffect $32, $0, $0, $0 + anim_call BattleAnim_ShowMon_1 + anim_bgeffect ANIM_BG_32, $0, $0, $0 anim_wait 16 anim_ret ; c99b4 BattleAnim_HydroPump: ; c99b4 - anim_bgeffect $30, $0, $0, $0 + anim_bgeffect ANIM_BG_30, $0, $0, $0 anim_1gfx ANIM_GFX_WATER - anim_call BattleAnim_HydroPump_branch_cbcca - anim_sound $1, SFX_HYDRO_PUMP - anim_obj $25, 108, 72, $0 - anim_bgeffect $31, $1c, $0, $0 - anim_wait 8 - anim_sound $1, SFX_HYDRO_PUMP - anim_obj $25, 116, 72, $0 - anim_bgeffect $31, $8, $0, $0 - anim_wait 8 - anim_sound $1, SFX_HYDRO_PUMP - anim_obj $25, 124, 72, $0 - anim_bgeffect $31, $30, $0, $0 - anim_wait 8 - anim_sound $1, SFX_HYDRO_PUMP - anim_obj $25, 132, 72, $0 - anim_bgeffect $31, $1c, $0, $0 - anim_wait 8 - anim_sound $1, SFX_HYDRO_PUMP - anim_obj $25, 140, 72, $0 - anim_bgeffect $31, $8, $0, $0 - anim_wait 8 - anim_sound $1, SFX_HYDRO_PUMP - anim_obj $25, 148, 72, $0 - anim_bgeffect $31, $30, $0, $0 - anim_wait 8 - anim_sound $1, SFX_HYDRO_PUMP - anim_obj $25, 156, 72, $0 - anim_bgeffect $31, $1c, $0, $0 + anim_call BattleAnim_FollowPlayerHead_1 + anim_sound 0, 1, SFX_HYDRO_PUMP + anim_obj ANIM_OBJ_25, 13, 4, 9, 0, $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_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_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_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_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_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_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 32 - anim_call BattleAnim_HydroPump_branch_cbcd2 - anim_bgeffect $32, $0, $0, $0 + anim_call BattleAnim_ShowMon_1 + anim_bgeffect ANIM_BG_32, $0, $0, $0 anim_wait 16 anim_ret ; c9a2a @@ -1191,89 +1187,89 @@ BattleAnim_HydroPump: ; c99b4 BattleAnim_Surf: ; c9a2a anim_1gfx ANIM_GFX_BUBBLE anim_bgeffect ANIM_BG_SURF, $0, $0, $0 - anim_obj $22, 88, 104, $8 -BattleAnim_Surf_branch_c9a36: ; c9a36 - anim_sound $1, SFX_SURF + anim_obj ANIM_OBJ_22, 11, 0, 13, 0, $8 +.loop + anim_sound 0, 1, SFX_SURF anim_wait 32 - anim_loop $4, BattleAnim_Surf_branch_c9a36 - anim_incobj $1 + anim_loop 4, .loop + anim_incobj 1 anim_wait 56 anim_ret ; c9a42 BattleAnim_VineWhip: ; c9a42 anim_1gfx ANIM_GFX_WHIP - anim_sound $1, SFX_VINE_WHIP - anim_obj $40, 116, 52, $80 + anim_sound 0, 1, SFX_VINE_WHIP + anim_obj ANIM_OBJ_40, 14, 4, 6, 4, $80 anim_wait 4 - anim_sound $1, SFX_VINE_WHIP - anim_obj $3f, 128, 60, $0 + anim_sound 0, 1, SFX_VINE_WHIP + anim_obj ANIM_OBJ_3F, 16, 0, 7, 4, $0 anim_wait 4 - anim_incobj $1 + anim_incobj 1 anim_wait 4 anim_ret ; c9a5a BattleAnim_LeechSeed: ; c9a5a anim_1gfx ANIM_GFX_PLANT - anim_sound $42, SFX_VINE_WHIP - anim_obj $4a, 48, 80, $20 + anim_sound 16, 2, SFX_VINE_WHIP + anim_obj ANIM_OBJ_4A, 6, 0, 10, 0, $20 anim_wait 8 - anim_sound $42, SFX_VINE_WHIP - anim_obj $4a, 48, 80, $30 + anim_sound 16, 2, SFX_VINE_WHIP + anim_obj ANIM_OBJ_4A, 6, 0, 10, 0, $30 anim_wait 8 - anim_sound $42, SFX_VINE_WHIP - anim_obj $4a, 48, 80, $28 + anim_sound 16, 2, SFX_VINE_WHIP + anim_obj ANIM_OBJ_4A, 6, 0, 10, 0, $28 anim_wait 32 - anim_sound $1, SFX_CHARGE + anim_sound 0, 1, SFX_CHARGE anim_wait 128 anim_ret ; c9a7c BattleAnim_RazorLeaf: ; c9a7c anim_1gfx ANIM_GFX_PLANT - anim_sound $0, SFX_VINE_WHIP - anim_obj $14, 48, 80, $28 - anim_obj $14, 48, 80, $5c - anim_obj $14, 48, 80, $10 - anim_obj $14, 48, 80, $e8 - anim_obj $14, 48, 80, $9c - anim_obj $14, 48, 80, $d0 + anim_sound 0, 0, SFX_VINE_WHIP + anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $28 + anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $5c + anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $10 + anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $e8 + anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $9c + anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $d0 anim_wait 6 - anim_obj $14, 48, 80, $1c - anim_obj $14, 48, 80, $50 - anim_obj $14, 48, 80, $dc - anim_obj $14, 48, 80, $90 + anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $1c + anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $50 + anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $dc + anim_obj ANIM_OBJ_14, 6, 0, 10, 0, $90 anim_wait 80 - anim_sound $42, SFX_VINE_WHIP - anim_incobj $3 + anim_sound 16, 2, SFX_VINE_WHIP + anim_incobj 3 anim_wait 2 - anim_sound $42, SFX_VINE_WHIP - anim_incobj $5 + anim_sound 16, 2, SFX_VINE_WHIP + anim_incobj 5 anim_wait 2 - anim_sound $42, SFX_VINE_WHIP - anim_incobj $7 + anim_sound 16, 2, SFX_VINE_WHIP + anim_incobj 7 anim_wait 2 - anim_sound $42, SFX_VINE_WHIP - anim_incobj $9 + anim_sound 16, 2, SFX_VINE_WHIP + anim_incobj 9 anim_wait 2 - anim_sound $42, SFX_VINE_WHIP - anim_incobj $1 + anim_sound 16, 2, SFX_VINE_WHIP + anim_incobj 1 anim_wait 2 - anim_sound $42, SFX_VINE_WHIP - anim_incobj $2 + anim_sound 16, 2, SFX_VINE_WHIP + anim_incobj 2 anim_wait 2 - anim_sound $42, SFX_VINE_WHIP - anim_incobj $4 + anim_sound 16, 2, SFX_VINE_WHIP + anim_incobj 4 anim_wait 2 - anim_sound $42, SFX_VINE_WHIP - anim_incobj $6 + anim_sound 16, 2, SFX_VINE_WHIP + anim_incobj 6 anim_wait 2 - anim_sound $42, SFX_VINE_WHIP - anim_incobj $8 + anim_sound 16, 2, SFX_VINE_WHIP + anim_incobj 8 anim_wait 2 - anim_sound $42, SFX_VINE_WHIP - anim_incobj $a + anim_sound 16, 2, SFX_VINE_WHIP + anim_incobj 10 anim_wait 64 anim_ret ; c9af2 @@ -1281,16 +1277,16 @@ BattleAnim_RazorLeaf: ; c9a7c BattleAnim_Solarbeam: ; c9af2 anim_jumpif $0, BattleAnim_Solarbeam_branch_c9b30 anim_1gfx ANIM_GFX_CHARGE - anim_sound $0, SFX_CHARGE - anim_obj $3d, 48, 84, $0 - anim_obj $3c, 48, 84, $0 - anim_obj $3c, 48, 84, $8 - anim_obj $3c, 48, 84, $10 - anim_obj $3c, 48, 84, $18 - anim_obj $3c, 48, 84, $20 - anim_obj $3c, 48, 84, $28 - anim_obj $3c, 48, 84, $30 - anim_obj $3c, 48, 84, $38 + 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_wait 104 anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2 anim_wait 64 @@ -1299,7 +1295,7 @@ BattleAnim_Solarbeam: ; c9af2 BattleAnim_Solarbeam_branch_c9b30: ; c9b30 anim_1gfx ANIM_GFX_BEAM - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_call BattleAnim_Solarbeam_branch_cbb39 anim_wait 48 anim_ret @@ -1307,31 +1303,31 @@ BattleAnim_Solarbeam_branch_c9b30: ; c9b30 BattleAnim_Thunderpunch: ; c9b3c anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING - anim_obj $a, 136, 56, $43 + anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 - anim_sound $1, SFX_THUNDER - anim_obj $2f, 152, 68, $0 + anim_sound 0, 1, SFX_THUNDER + anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0 anim_wait 64 anim_ret ; c9b53 BattleAnim_Thundershock: ; c9b53 anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj $34, 136, 56, $2 + anim_obj ANIM_OBJ_34, -15, 0, 7, 0, $2 anim_wait 16 - anim_sound $1, SFX_THUNDERSHOCK - anim_obj $33, 136, 56, $0 + anim_sound 0, 1, SFX_THUNDERSHOCK + anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0 anim_wait 96 anim_ret ; c9b66 BattleAnim_Thunderbolt: ; c9b66 anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj $32, 136, 56, $2 + anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2 anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound $1, SFX_THUNDERSHOCK - anim_obj $31, 136, 56, $0 + anim_sound 0, 1, SFX_THUNDERSHOCK + anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0 anim_wait 64 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_wait 64 @@ -1341,11 +1337,11 @@ BattleAnim_Thunderbolt: ; c9b66 BattleAnim_ThunderWave: ; c9b84 anim_1gfx ANIM_GFX_LIGHTNING anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_sound $1, SFX_THUNDERSHOCK - anim_obj $30, 136, 56, $0 + anim_sound 0, 1, SFX_THUNDERSHOCK + anim_obj ANIM_OBJ_30, -15, 0, 7, 0, $0 anim_wait 20 anim_bgp $1b - anim_incobj $1 + anim_incobj 1 anim_wait 96 anim_ret ; c9b9a @@ -1353,14 +1349,14 @@ BattleAnim_ThunderWave: ; c9b84 BattleAnim_Thunder: ; c9b9a anim_1gfx ANIM_GFX_LIGHTNING anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 - anim_sound $1, SFX_THUNDER - anim_obj $2e, 120, 68, $0 + anim_sound 0, 1, SFX_THUNDER + anim_obj ANIM_OBJ_2E, 15, 0, 8, 4, $0 anim_wait 16 - anim_sound $1, SFX_THUNDER - anim_obj $2f, 152, 68, $0 + anim_sound 0, 1, SFX_THUNDER + anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0 anim_wait 16 - anim_sound $1, SFX_THUNDER - anim_obj $2d, 136, 68, $0 + anim_sound 0, 1, SFX_THUNDER + anim_obj ANIM_OBJ_2D, -15, 0, 8, 4, $0 anim_wait 48 anim_ret ; c9bbd @@ -1368,50 +1364,50 @@ BattleAnim_Thunder: ; c9b9a BattleAnim_RazorWind: ; c9bbd anim_jumpif $1, BattleAnim_RazorWind_branch_c9fb5 anim_1gfx ANIM_GFX_WHIP - anim_bgeffect $6, $0, $1, $0 -BattleAnim_RazorWind_branch_c9bc8: ; c9bc8 + anim_bgeffect ANIM_BG_06, $0, $1, $0 +.loop anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound $1, SFX_RAZOR_WIND - anim_obj $42, 152, 40, $3 + anim_sound 0, 1, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_42, -13, 0, 5, 0, $3 anim_wait 4 - anim_sound $1, SFX_RAZOR_WIND - anim_obj $42, 136, 56, $3 + anim_sound 0, 1, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_42, -15, 0, 7, 0, $3 anim_wait 4 - anim_sound $1, SFX_RAZOR_WIND - anim_obj $42, 152, 64, $3 + anim_sound 0, 1, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_42, -13, 0, 8, 0, $3 anim_wait 4 - anim_sound $1, SFX_RAZOR_WIND - anim_obj $41, 120, 40, $83 + anim_sound 0, 1, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_41, 15, 0, 5, 0, $83 anim_wait 4 - anim_sound $1, SFX_RAZOR_WIND - anim_obj $41, 120, 64, $83 + anim_sound 0, 1, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_41, 15, 0, 8, 0, $83 anim_wait 4 - anim_loop $3, BattleAnim_RazorWind_branch_c9bc8 + anim_loop 3, .loop anim_wait 24 anim_ret ; c9c00 BattleAnim_Sonicboom_JP: ; c9c00 anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT -BattleAnim_Sonicboom_JP_branch_c9c03: ; c9c03 - anim_sound $c, SFX_RAZOR_WIND - anim_obj $43, 64, 80, $3 +.loop + anim_sound 3, 0, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_43, 8, 0, 10, 0, $3 anim_wait 8 - anim_sound $c, SFX_RAZOR_WIND - anim_obj $43, 64, 88, $2 + anim_sound 3, 0, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_43, 8, 0, 11, 0, $2 anim_wait 8 - anim_sound $c, SFX_RAZOR_WIND - anim_obj $43, 64, 96, $4 + anim_sound 3, 0, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_43, 8, 0, 12, 0, $4 anim_wait 8 - anim_loop $2, BattleAnim_Sonicboom_JP_branch_c9c03 + anim_loop 2, .loop anim_wait 32 - anim_incobj $1 - anim_incobj $2 - anim_incobj $3 - anim_incobj $4 - anim_incobj $5 - anim_incobj $6 - anim_obj $1, 136, 56, $0 + anim_incobj 1 + anim_incobj 2 + anim_incobj 3 + anim_incobj 4 + anim_incobj 5 + anim_incobj 6 + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; c9c36 @@ -1419,15 +1415,14 @@ BattleAnim_Sonicboom_JP_branch_c9c03: ; c9c03 BattleAnim_Gust: ; c9c36 BattleAnim_Sonicboom: ; c9c36 anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT -BattleAnim_Gust_branch_c9c39: ; c9c39 -BattleAnim_Sonicboom_branch_c9c39: ; c9c39 - anim_sound $1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, 136, 72, $0 +.loop + anim_sound 0, 1, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_GUST, -15, 0, 9, 0, $0 anim_wait 6 - anim_loop $9, BattleAnim_Gust_branch_c9c39 - anim_obj $1, 144, 64, $18 + anim_loop 9, .loop + anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18 anim_wait 8 - anim_obj $1, 128, 32, $18 + anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18 anim_wait 16 anim_ret ; c9c53 @@ -1435,36 +1430,36 @@ BattleAnim_Sonicboom_branch_c9c39: ; c9c39 BattleAnim_Selfdestruct: ; c9c53 anim_1gfx ANIM_GFX_EXPLOSION anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24 - anim_jumpif $1, BattleAnim_Selfdestruct_branch_c9c63 + anim_jumpif $1, .loop anim_call BattleAnim_Selfdestruct_branch_cbb8f anim_wait 16 anim_ret ; c9c63 -BattleAnim_Selfdestruct_branch_c9c63: ; c9c63 +.loop anim_call BattleAnim_Selfdestruct_branch_cbb62 anim_wait 5 anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_loop $2, BattleAnim_Selfdestruct_branch_c9c63 + anim_loop 2, .loop anim_wait 16 anim_ret ; c9c72 BattleAnim_Explosion: ; c9c72 anim_1gfx ANIM_GFX_EXPLOSION - anim_bgeffect $1f, $60, $4, $10 + anim_bgeffect ANIM_BG_1F, $60, $4, $10 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24 - anim_jumpif $1, BattleAnim_Explosion_branch_c9c87 + anim_jumpif $1, .loop anim_call BattleAnim_Explosion_branch_cbb8f anim_wait 16 anim_ret ; c9c87 -BattleAnim_Explosion_branch_c9c87: ; c9c87 +.loop anim_call BattleAnim_Explosion_branch_cbb62 anim_wait 5 anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_loop $2, BattleAnim_Explosion_branch_c9c87 + anim_loop 2, .loop anim_wait 16 anim_ret ; c9c96 @@ -1478,64 +1473,64 @@ BattleAnim_Acid: ; c9c96 BattleAnim_RockThrow: ; c9c9d anim_1gfx ANIM_GFX_ROCKS - anim_bgeffect $1f, $60, $1, $0 - anim_sound $1, SFX_STRENGTH - anim_obj $1e, 128, 64, $40 + 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_wait 2 - anim_sound $1, SFX_STRENGTH - anim_obj $1d, 120, 68, $30 + anim_sound 0, 1, SFX_STRENGTH + anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30 anim_wait 2 - anim_sound $1, SFX_STRENGTH - anim_obj $1e, 152, 68, $30 + anim_sound 0, 1, SFX_STRENGTH + anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30 anim_wait 2 - anim_sound $1, SFX_STRENGTH - anim_obj $1d, 144, 64, $40 + anim_sound 0, 1, SFX_STRENGTH + anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40 anim_wait 2 - anim_sound $1, SFX_STRENGTH - anim_obj $1e, 136, 68, $30 + anim_sound 0, 1, SFX_STRENGTH + anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30 anim_wait 96 anim_ret ; c9cd2 BattleAnim_RockSlide: ; c9cd2 anim_1gfx ANIM_GFX_ROCKS - anim_bgeffect $1f, $c0, $1, $0 -BattleAnim_RockSlide_branch_c9cd9: ; c9cd9 - anim_sound $1, SFX_STRENGTH - anim_obj $1e, 128, 64, $40 + 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_wait 4 - anim_sound $1, SFX_STRENGTH - anim_obj $1d, 120, 68, $30 + anim_sound 0, 1, SFX_STRENGTH + anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30 anim_wait 4 - anim_sound $1, SFX_STRENGTH - anim_obj $1e, 152, 68, $30 + anim_sound 0, 1, SFX_STRENGTH + anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30 anim_wait 4 - anim_sound $1, SFX_STRENGTH - anim_obj $1d, 144, 64, $40 + anim_sound 0, 1, SFX_STRENGTH + anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40 anim_wait 4 - anim_sound $1, SFX_STRENGTH - anim_obj $1e, 136, 68, $30 + anim_sound 0, 1, SFX_STRENGTH + anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30 anim_wait 16 - anim_loop $4, BattleAnim_RockSlide_branch_c9cd9 + anim_loop 4, .loop anim_wait 96 anim_ret ; c9d0c BattleAnim_Sing: ; c9d0c anim_1gfx ANIM_GFX_NOISE - anim_sound $42, SFX_SING -BattleAnim_Sing_branch_c9d11: ; c9d11 - anim_obj $23, 64, 92, $0 + anim_sound 16, 2, SFX_SING +.loop + anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0 anim_wait 8 - anim_obj $23, 64, 92, $1 + anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $1 anim_wait 8 - anim_obj $23, 64, 92, $2 + anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2 anim_wait 8 - anim_obj $23, 64, 92, $0 + anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0 anim_wait 8 - anim_obj $23, 64, 92, $2 + anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2 anim_wait 8 - anim_loop $4, BattleAnim_Sing_branch_c9d11 + anim_loop 4, .loop anim_wait 64 anim_ret ; c9d35 @@ -1545,35 +1540,32 @@ BattleAnim_SleepPowder: ; c9d35 BattleAnim_Spore: ; c9d35 BattleAnim_StunSpore: ; c9d35 anim_1gfx ANIM_GFX_POWDER -BattleAnim_Poisonpowder_branch_c9d37: ; c9d37 -BattleAnim_SleepPowder_branch_c9d37: ; c9d37 -BattleAnim_Spore_branch_c9d37: ; c9d37 -BattleAnim_StunSpore_branch_c9d37: ; c9d37 - anim_sound $1, SFX_POWDER - anim_obj $26, 104, 16, $0 +.loop + anim_sound 0, 1, SFX_POWDER + anim_obj ANIM_OBJ_26, 13, 0, 2, 0, $0 anim_wait 4 - anim_sound $1, SFX_POWDER - anim_obj $26, 136, 16, $0 + anim_sound 0, 1, SFX_POWDER + anim_obj ANIM_OBJ_26, -15, 0, 2, 0, $0 anim_wait 4 - anim_sound $1, SFX_POWDER - anim_obj $26, 112, 16, $0 + anim_sound 0, 1, SFX_POWDER + anim_obj ANIM_OBJ_26, 14, 0, 2, 0, $0 anim_wait 4 - anim_sound $1, SFX_POWDER - anim_obj $26, 128, 16, $0 + anim_sound 0, 1, SFX_POWDER + anim_obj ANIM_OBJ_26, 16, 0, 2, 0, $0 anim_wait 4 - anim_sound $1, SFX_POWDER - anim_obj $26, 120, 16, $0 + anim_sound 0, 1, SFX_POWDER + anim_obj ANIM_OBJ_26, 15, 0, 2, 0, $0 anim_wait 4 - anim_loop $2, BattleAnim_Poisonpowder_branch_c9d37 + anim_loop 2, .loop anim_wait 96 anim_ret ; c9d6a BattleAnim_HyperBeam: ; c9d6a anim_1gfx ANIM_GFX_BEAM - anim_bgeffect $1f, $30, $4, $10 + anim_bgeffect ANIM_BG_1F, $30, $4, $10 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_call BattleAnim_HyperBeam_branch_cbb39 anim_wait 48 anim_ret @@ -1581,31 +1573,31 @@ BattleAnim_HyperBeam: ; c9d6a BattleAnim_AuroraBeam: ; c9d80 anim_1gfx ANIM_GFX_BEAM - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_wait 64 anim_call BattleAnim_AuroraBeam_branch_cbb39 anim_wait 48 - anim_incobj $5 + anim_incobj 5 anim_wait 64 anim_ret ; c9d95 BattleAnim_Vicegrip: ; c9d95 anim_1gfx ANIM_GFX_CUT - anim_sound $1, SFX_VICEGRIP - anim_obj $37, 152, 40, $0 - anim_obj $39, 120, 72, $0 + 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_wait 32 anim_ret ; c9da6 BattleAnim_Scratch: ; c9da6 anim_1gfx ANIM_GFX_CUT - anim_sound $1, SFX_SCRATCH - anim_obj $37, 144, 48, $0 - anim_obj $37, 140, 44, $0 - anim_obj $37, 136, 40, $0 + 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_wait 32 anim_ret ; c9dbc @@ -1613,80 +1605,80 @@ BattleAnim_Scratch: ; c9da6 BattleAnim_FurySwipes: ; c9dbc anim_1gfx ANIM_GFX_CUT anim_jumpif $1, BattleAnim_FurySwipes_branch_c9dd9 - anim_sound $1, SFX_SCRATCH - anim_obj $37, 144, 48, $0 - anim_obj $37, 140, 44, $0 - anim_obj $37, 136, 40, $0 - anim_sound $1, SFX_SCRATCH + 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_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret ; c9dd9 BattleAnim_FurySwipes_branch_c9dd9: ; c9dd9 - anim_sound $1, SFX_SCRATCH - anim_obj $38, 120, 48, $0 - anim_obj $38, 124, 44, $0 - anim_obj $38, 128, 40, $0 - anim_sound $1, SFX_SCRATCH + 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_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret ; c9df0 BattleAnim_Cut: ; c9df0 anim_1gfx ANIM_GFX_CUT - anim_sound $1, SFX_CUT - anim_obj $3a, 152, 40, $0 + anim_sound 0, 1, SFX_CUT + anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 anim_wait 32 anim_ret ; c9dfc BattleAnim_Slash: ; c9dfc anim_1gfx ANIM_GFX_CUT - anim_sound $1, SFX_CUT - anim_obj $3a, 152, 40, $0 - anim_obj $3a, 148, 36, $0 + 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_wait 32 anim_ret ; c9e0d BattleAnim_Clamp: ; c9e0d anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_obj $35, 136, 56, $a0 - anim_obj $35, 136, 56, $20 + anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $a0 + anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $20 anim_wait 16 - anim_sound $1, SFX_BITE - anim_obj $1, 144, 48, $18 + anim_sound 0, 1, SFX_BITE + anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18 anim_wait 32 - anim_sound $1, SFX_BITE - anim_obj $1, 128, 64, $18 + anim_sound 0, 1, SFX_BITE + anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18 anim_wait 16 anim_ret ; c9e2e BattleAnim_Bite: ; c9e2e anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_obj $36, 136, 56, $98 - anim_obj $36, 136, 56, $18 + anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $98 + anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $18 anim_wait 8 - anim_sound $1, SFX_BITE - anim_obj $1, 144, 48, $18 + anim_sound 0, 1, SFX_BITE + anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18 anim_wait 16 - anim_sound $1, SFX_BITE - anim_obj $1, 128, 64, $18 + anim_sound 0, 1, SFX_BITE + anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18 anim_wait 8 anim_ret ; c9e4f BattleAnim_Teleport: ; c9e4f anim_1gfx ANIM_GFX_SPEED - anim_call BattleAnim_Teleport_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0 anim_wait 32 anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 anim_wait 3 anim_incbgeffect ANIM_BG_TELEPORT - anim_call BattleAnim_Teleport_branch_cbcb7 - anim_bgeffect $6, $0, $1, $0 + anim_call BattleAnim_ShowMon_0 + anim_bgeffect ANIM_BG_06, $0, $1, $0 anim_call BattleAnim_Teleport_branch_cbb12 anim_wait 64 anim_ret @@ -1696,8 +1688,8 @@ BattleAnim_Fly: ; c9e6f anim_jumpif $1, BattleAnim_Fly_branch_c9e89 anim_jumpif $2, BattleAnim_Fly_branch_c9e82 anim_1gfx ANIM_GFX_HIT - anim_sound $1, SFX_WING_ATTACK - anim_obj $1, 136, 56, $0 + anim_sound 0, 1, SFX_WING_ATTACK + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 32 BattleAnim_Fly_branch_c9e82: ; c9e82 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 @@ -1707,7 +1699,7 @@ BattleAnim_Fly_branch_c9e82: ; c9e82 BattleAnim_Fly_branch_c9e89: ; c9e89 anim_1gfx ANIM_GFX_SPEED - anim_bgeffect $6, $0, $1, $0 + anim_bgeffect ANIM_BG_06, $0, $1, $0 anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 anim_call BattleAnim_Fly_branch_cbb12 anim_wait 64 @@ -1715,125 +1707,125 @@ BattleAnim_Fly_branch_c9e89: ; c9e89 ; c9e9a BattleAnim_DoubleTeam: ; c9e9a - anim_call BattleAnim_DoubleTeam_branch_cbcaf - anim_sound $0, SFX_PSYBEAM + anim_call BattleAnim_FollowPlayerHead_0 + anim_sound 0, 0, SFX_PSYBEAM anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0 anim_wait 96 anim_incbgeffect ANIM_BG_DOUBLE_TEAM anim_wait 24 anim_incbgeffect ANIM_BG_DOUBLE_TEAM - anim_call BattleAnim_DoubleTeam_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; c9eaf BattleAnim_Recover: ; c9eaf anim_1gfx ANIM_GFX_BUBBLE - anim_call BattleAnim_Recover_branch_cbca7 - anim_sound $0, SFX_FULL_HEAL - anim_bgeffect $18, $0, $1, $40 - anim_obj $2c, 44, 88, $30 - anim_obj $2c, 44, 88, $31 - anim_obj $2c, 44, 88, $32 - anim_obj $2c, 44, 88, $33 - anim_obj $2c, 44, 88, $34 - anim_obj $2c, 44, 88, $35 - anim_obj $2c, 44, 88, $36 - anim_obj $2c, 44, 88, $37 + 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_wait 64 - anim_incbgeffect $18 - anim_call BattleAnim_Recover_branch_cbcb7 + anim_incbgeffect ANIM_BG_18 + anim_call BattleAnim_ShowMon_0 anim_ret ; c9eeb BattleAnim_Absorb: ; c9eeb anim_1gfx ANIM_GFX_CHARGE - anim_obj $3d, 44, 88, $0 -BattleAnim_Absorb_branch_c9ef2: ; c9ef2 - anim_sound $1b, SFX_WATER_GUN - anim_obj $45, 128, 48, $2 + anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0 +.loop + anim_sound 6, 3, SFX_WATER_GUN + anim_obj ANIM_OBJ_45, 16, 0, 6, 0, $2 anim_wait 6 - anim_sound $1b, SFX_WATER_GUN - anim_obj $45, 136, 64, $3 + anim_sound 6, 3, SFX_WATER_GUN + anim_obj ANIM_OBJ_45, -15, 0, 8, 0, $3 anim_wait 6 - anim_sound $1b, SFX_WATER_GUN - anim_obj $45, 136, 32, $4 + anim_sound 6, 3, SFX_WATER_GUN + anim_obj ANIM_OBJ_45, -15, 0, 4, 0, $4 anim_wait 6 - anim_loop $5, BattleAnim_Absorb_branch_c9ef2 + anim_loop 5, .loop anim_wait 32 anim_ret ; c9f13 BattleAnim_MegaDrain: ; c9f13 anim_1gfx ANIM_GFX_CHARGE - anim_call BattleAnim_MegaDrain_branch_cbca7 - anim_bgeffect $1c, $0, $0, $10 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_1C, $0, $0, $10 anim_setvar $0 -BattleAnim_MegaDrain_branch_c9f1f: ; c9f1f - anim_sound $1b, SFX_WATER_GUN - anim_obj $45, 128, 48, $2 +.loop + anim_sound 6, 3, SFX_WATER_GUN + anim_obj ANIM_OBJ_45, 16, 0, 6, 0, $2 anim_wait 6 - anim_sound $1b, SFX_WATER_GUN - anim_obj $45, 136, 64, $3 + anim_sound 6, 3, SFX_WATER_GUN + anim_obj ANIM_OBJ_45, -15, 0, 8, 0, $3 anim_wait 6 - anim_sound $1b, SFX_WATER_GUN - anim_obj $45, 136, 32, $4 + anim_sound 6, 3, SFX_WATER_GUN + anim_obj ANIM_OBJ_45, -15, 0, 4, 0, $4 anim_wait 6 anim_incvar - anim_jumpvar $7, BattleAnim_MegaDrain_branch_c9f4e - anim_jumpvar $2, BattleAnim_MegaDrain_branch_c9f46 - anim_jump BattleAnim_MegaDrain_branch_c9f1f + anim_jumpvar $7, .done + anim_jumpvar $2, .spawn + anim_jump .loop ; c9f46 -BattleAnim_MegaDrain_branch_c9f46: ; c9f46 - anim_obj $3d, 44, 88, $0 - anim_jump BattleAnim_MegaDrain_branch_c9f1f +.spawn + anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0 + anim_jump .loop ; c9f4e -BattleAnim_MegaDrain_branch_c9f4e: ; c9f4e +.done anim_wait 32 - anim_incbgeffect $1c - anim_call BattleAnim_MegaDrain_branch_cbcb7 + anim_incbgeffect ANIM_BG_1C + anim_call BattleAnim_ShowMon_0 anim_ret ; c9f55 BattleAnim_EggBomb: ; c9f55 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION - anim_sound $0, SFX_SWITCH_POKEMON - anim_obj $46, 44, 104, $1 + anim_sound 0, 0, SFX_SWITCH_POKEMON + anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $1 anim_wait 128 anim_wait 96 - anim_incobj $1 + anim_incobj 1 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 - anim_sound $1, SFX_EGG_BOMB - anim_obj $18, 128, 64, $0 + anim_sound 0, 1, SFX_EGG_BOMB + anim_obj ANIM_OBJ_18, 16, 0, 8, 0, $0 anim_wait 8 - anim_sound $1, SFX_EGG_BOMB - anim_obj $18, 144, 68, $0 + anim_sound 0, 1, SFX_EGG_BOMB + anim_obj ANIM_OBJ_18, -14, 0, 8, 4, $0 anim_wait 8 - anim_sound $1, SFX_EGG_BOMB - anim_obj $18, 136, 72, $0 + anim_sound 0, 1, SFX_EGG_BOMB + anim_obj ANIM_OBJ_18, -15, 0, 9, 0, $0 anim_wait 24 anim_ret ; c9f85 BattleAnim_Softboiled: ; c9f85 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE - anim_call BattleAnim_Softboiled_branch_cbca7 - anim_sound $0, SFX_SWITCH_POKEMON - anim_obj $46, 44, 104, $6 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_sound 0, 0, SFX_SWITCH_POKEMON + anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $6 anim_wait 128 - anim_incobj $2 - anim_obj $46, 76, 104, $b + anim_incobj 2 + anim_obj ANIM_OBJ_46, 9, 4, 13, 0, $b anim_wait 16 - anim_bgeffect $18, $0, $1, $40 - anim_sound $0, SFX_METRONOME -BattleAnim_Softboiled_branch_c9fa4: ; c9fa4 - anim_obj $2c, 44, 88, $20 + 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_wait 8 - anim_loop $8, BattleAnim_Softboiled_branch_c9fa4 + anim_loop 8, .loop anim_wait 128 - anim_incbgeffect $18 - anim_call BattleAnim_Softboiled_branch_cbcb7 + anim_incbgeffect ANIM_BG_18 + anim_call BattleAnim_ShowMon_0 anim_ret ; c9fb5 @@ -1842,211 +1834,208 @@ BattleAnim_RazorWind_branch_c9fb5: ; c9fb5 BattleAnim_SkullBash_branch_c9fb5: ; c9fb5 BattleAnim_SkyAttack_branch_c9fb5: ; c9fb5 anim_1gfx ANIM_GFX_SPEED - anim_call BattleAnim_FocusEnergy_branch_cbca7 - anim_bgeffect $16, $0, $1, $40 - anim_bgeffect $6, $0, $2, $0 -BattleAnim_FocusEnergy_branch_c9fc4: ; c9fc4 -BattleAnim_RazorWind_branch_c9fc4: ; c9fc4 -BattleAnim_SkullBash_branch_c9fc4: ; c9fc4 -BattleAnim_SkyAttack_branch_c9fc4: ; c9fc4 - anim_sound $0, SFX_SWORDS_DANCE - anim_obj $47, 44, 108, $6 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_16, $0, $1, $40 + 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_wait 2 - anim_obj $47, 36, 108, $6 + anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6 anim_wait 2 - anim_obj $47, 52, 108, $8 + anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8 anim_wait 2 - anim_obj $47, 28, 108, $8 + anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8 anim_wait 2 - anim_obj $47, 60, 108, $6 + anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6 anim_wait 2 - anim_obj $47, 20, 108, $8 + anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8 anim_wait 2 - anim_obj $47, 68, 108, $8 + anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8 anim_wait 2 - anim_loop $3, BattleAnim_FocusEnergy_branch_c9fc4 + anim_loop 3, .loop anim_wait 8 - anim_incbgeffect $16 - anim_call BattleAnim_FocusEnergy_branch_cbcb7 + anim_incbgeffect ANIM_BG_16 + anim_call BattleAnim_ShowMon_0 anim_ret ; c9ffc BattleAnim_Bide: ; c9ffc anim_jumpif $0, BattleAnim_Bide_branch_c9651 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Bide_branch_cbca7 - anim_sound $0, SFX_ESCAPE_ROPE - anim_bgeffect $1a, $0, $1, $20 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_sound 0, 0, SFX_ESCAPE_ROPE + anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_wait 72 - anim_incbgeffect $1a - anim_call BattleAnim_Bide_branch_cbcb7 + anim_incbgeffect ANIM_BG_1A + anim_call BattleAnim_ShowMon_0 anim_ret ; ca014 BattleAnim_Bind: ; ca014 anim_1gfx ANIM_GFX_ROPE - anim_sound $1, SFX_BIND - anim_obj $48, 132, 64, $0 + anim_sound 0, 1, SFX_BIND + anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0 anim_wait 8 - anim_obj $49, 132, 56, $0 + anim_obj ANIM_OBJ_49, -16, 4, 7, 0, $0 anim_wait 8 - anim_obj $48, 132, 48, $0 + anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0 anim_wait 64 - anim_sound $1, SFX_BIND - anim_incobj $1 - anim_incobj $2 - anim_incobj $3 + anim_sound 0, 1, SFX_BIND + anim_incobj 1 + anim_incobj 2 + anim_incobj 3 anim_wait 96 anim_ret ; ca036 BattleAnim_Wrap: ; ca036 anim_1gfx ANIM_GFX_ROPE - anim_sound $1, SFX_BIND - anim_obj $48, 132, 64, $0 + anim_sound 0, 1, SFX_BIND + anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0 anim_wait 8 - anim_obj $48, 132, 56, $0 + anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0 anim_wait 8 - anim_obj $48, 132, 48, $0 + anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0 anim_wait 64 - anim_sound $1, SFX_BIND - anim_incobj $1 - anim_incobj $2 - anim_incobj $3 + anim_sound 0, 1, SFX_BIND + anim_incobj 1 + anim_incobj 2 + anim_incobj 3 anim_wait 96 anim_ret ; ca058 BattleAnim_Confusion: ; ca058 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Confusion_branch_cbcca - anim_sound $1, SFX_PSYCHIC + anim_call BattleAnim_FollowPlayerHead_1 + anim_sound 0, 1, SFX_PSYCHIC anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 anim_wait 128 anim_incbgeffect ANIM_BG_NIGHT_SHADE - anim_call BattleAnim_Confusion_branch_cbcd2 + anim_call BattleAnim_ShowMon_1 anim_ret ; ca06c BattleAnim_Constrict: ; ca06c anim_1gfx ANIM_GFX_ROPE - anim_sound $1, SFX_BIND - anim_obj $49, 132, 64, $0 + anim_sound 0, 1, SFX_BIND + anim_obj ANIM_OBJ_49, -16, 4, 8, 0, $0 anim_wait 8 - anim_obj $48, 132, 48, $0 + anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0 anim_wait 8 - anim_obj $49, 132, 40, $0 + anim_obj ANIM_OBJ_49, -16, 4, 5, 0, $0 anim_wait 8 - anim_obj $48, 132, 56, $0 + anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0 anim_wait 64 anim_ret ; ca08a BattleAnim_Earthquake: ; ca08a - anim_bgeffect $1f, $60, $4, $10 -BattleAnim_Earthquake_branch_ca08f: ; ca08f - anim_sound $1, SFX_EMBER + anim_bgeffect ANIM_BG_1F, $60, $4, $10 +.loop + anim_sound 0, 1, SFX_EMBER anim_wait 24 - anim_loop $4, BattleAnim_Earthquake_branch_ca08f + anim_loop 4, .loop anim_ret ; ca098 BattleAnim_Fissure: ; ca098 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_bgeffect $1f, $60, $4, $0 -BattleAnim_Fissure_branch_ca0a2: ; ca0a2 - anim_sound $1, SFX_EMBER + anim_bgeffect ANIM_BG_1F, $60, $4, $0 +.loop + anim_sound 0, 1, SFX_EMBER anim_wait 24 - anim_loop $4, BattleAnim_Fissure_branch_ca0a2 + anim_loop 4, .loop anim_ret ; ca0ab BattleAnim_Growl: ; ca0ab anim_1gfx ANIM_GFX_NOISE anim_enemyfeetobj - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_cry $0 -BattleAnim_Growl_branch_ca0b5: ; ca0b5 +.loop anim_call BattleAnim_Growl_branch_cbbbc anim_wait 16 - anim_loop $3, BattleAnim_Growl_branch_ca0b5 + anim_loop 3, .loop anim_wait 9 anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0 anim_wait 8 - anim_bgeffect $19, $0, $0, $40 + anim_bgeffect ANIM_BG_19, $0, $0, $40 anim_wait 64 - anim_incbgeffect $19 + anim_incbgeffect ANIM_BG_19 anim_wait 1 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 5 - anim_incobj $a + anim_incobj 10 anim_wait 8 anim_ret ; ca0d7 BattleAnim_Roar: ; ca0d7 anim_1gfx ANIM_GFX_NOISE - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_cry $1 -BattleAnim_Roar_branch_ca0e0: ; ca0e0 +.loop anim_call BattleAnim_Roar_branch_cbbbc anim_wait 16 - anim_loop $3, BattleAnim_Roar_branch_ca0e0 + anim_loop 3, .loop anim_wait 16 - anim_jumpif $0, BattleAnim_Roar_branch_ca0f3 - anim_bgeffect $27, $0, $0, $0 + anim_jumpif $0, .done + anim_bgeffect ANIM_BG_27, $0, $0, $0 anim_wait 64 -BattleAnim_Roar_branch_ca0f3: ; ca0f3 +.done anim_ret ; ca0f4 BattleAnim_Supersonic: ; ca0f4 anim_1gfx ANIM_GFX_PSYCHIC -BattleAnim_Supersonic_branch_ca0f6: ; ca0f6 - anim_sound $1a, SFX_SUPERSONIC - anim_obj $4c, 64, 88, $2 +.loop + anim_sound 6, 2, SFX_SUPERSONIC + anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2 anim_wait 4 - anim_loop $a, BattleAnim_Supersonic_branch_ca0f6 + anim_loop 10, .loop anim_wait 64 anim_ret ; ca105 BattleAnim_Screech: ; ca105 anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect $1f, $8, $1, $20 - anim_sound $1a, SFX_SCREECH -BattleAnim_Screech_branch_ca10f: ; ca10f - anim_obj $4c, 64, 88, $2 + 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_wait 2 - anim_loop $2, BattleAnim_Screech_branch_ca10f + anim_loop 2, .loop anim_wait 64 anim_ret ; ca11b BattleAnim_ConfuseRay: ; ca11b anim_1gfx ANIM_GFX_SPEED - anim_bgeffect $6, $0, $2, $0 - anim_bgeffect $8, $0, $4, $0 - anim_obj $4d, 64, 88, $0 - anim_obj $4d, 64, 88, $80 - anim_obj $4d, 64, 88, $88 - anim_obj $4d, 64, 88, $90 - anim_obj $4d, 64, 88, $98 - anim_obj $4d, 64, 88, $a0 - anim_obj $4d, 64, 88, $a8 - anim_obj $4d, 64, 88, $b0 - anim_obj $4d, 64, 88, $b8 -BattleAnim_ConfuseRay_branch_ca154: ; ca154 - anim_sound $1a, SFX_WHIRLWIND - anim_wait 16 - anim_loop $8, BattleAnim_ConfuseRay_branch_ca154 + 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 +.loop + anim_sound 6, 2, SFX_WHIRLWIND + anim_wait 16 + anim_loop 8, .loop anim_wait 32 anim_ret ; ca15e BattleAnim_Leer: ; ca15e anim_1gfx ANIM_GFX_BEAM - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_call BattleAnim_Leer_branch_cbadc anim_wait 16 anim_ret @@ -2054,128 +2043,127 @@ BattleAnim_Leer: ; ca15e BattleAnim_Reflect: ; ca16a anim_1gfx ANIM_GFX_REFLECT - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound $0, SFX_SHINE - anim_obj $50, 72, 80, $0 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 anim_wait 24 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound $0, SFX_SHINE - anim_obj $50, 72, 80, $0 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 anim_wait 64 anim_ret ; ca18e BattleAnim_LightScreen: ; ca18e anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT - anim_bgeffect $6, $0, $2, $0 - anim_sound $0, SFX_FLASH - anim_obj $50, 72, 80, $0 + 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_wait 4 - anim_obj $6d, 72, 80, $0 + anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $0 anim_wait 4 - anim_obj $6d, 72, 80, $8 + anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $8 anim_wait 4 - anim_obj $6d, 72, 80, $10 + anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $10 anim_wait 4 - anim_obj $6d, 72, 80, $18 + anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $18 anim_wait 4 - anim_obj $50, 72, 80, $0 - anim_obj $6d, 72, 80, $20 + anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $20 anim_wait 4 - anim_obj $6d, 72, 80, $28 + anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $28 anim_wait 4 - anim_obj $6d, 72, 80, $30 + anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $30 anim_wait 4 - anim_obj $6d, 72, 80, $38 + anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $38 anim_wait 64 anim_ret ; ca1d5 BattleAnim_Amnesia: ; ca1d5 anim_1gfx ANIM_GFX_STATUS - anim_sound $0, SFX_LICK - anim_obj $53, 64, 80, $2 + anim_sound 0, 0, SFX_LICK + anim_obj ANIM_OBJ_53, 8, 0, 10, 0, $2 anim_wait 16 - anim_obj $53, 68, 80, $1 + anim_obj ANIM_OBJ_53, 8, 4, 10, 0, $1 anim_wait 16 - anim_obj $53, 72, 80, $0 + anim_obj ANIM_OBJ_53, 9, 0, 10, 0, $0 anim_wait 64 anim_ret ; ca1ed BattleAnim_DizzyPunch: ; ca1ed anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $0, 136, 40, $0 - anim_obj $2, 136, 64, $0 - anim_wait 16 - anim_sound $1, SFX_KINESIS - 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_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_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_wait 96 anim_ret ; ca212 BattleAnim_Rest: ; ca212 anim_1gfx ANIM_GFX_STATUS - anim_sound $0, SFX_TAIL_WHIP -BattleAnim_Rest_branch_ca217: ; ca217 - anim_obj $54, 64, 80, $0 + anim_sound 0, 0, SFX_TAIL_WHIP +.loop + anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 anim_wait 40 - anim_loop $3, BattleAnim_Rest_branch_ca217 + anim_loop 3, .loop anim_wait 32 anim_ret ; ca223 BattleAnim_AcidArmor: ; ca223 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_AcidArmor_branch_cbcaf + anim_call BattleAnim_FollowPlayerHead_0 anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8 - anim_sound $0, SFX_MEGA_PUNCH + anim_sound 0, 0, SFX_MEGA_PUNCH anim_wait 64 anim_incbgeffect ANIM_BG_ACID_ARMOR - anim_call BattleAnim_AcidArmor_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca237 BattleAnim_Splash: ; ca237 anim_1gfx ANIM_GFX_HIT - anim_sound $0, SFX_VICEGRIP - anim_call BattleAnim_Splash_branch_cbcaf - anim_bgeffect $22, $0, $1, $0 + anim_sound 0, 0, SFX_VICEGRIP + anim_call BattleAnim_FollowPlayerHead_0 + anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 anim_wait 96 - anim_incbgeffect $22 - anim_call BattleAnim_Splash_branch_cbcb7 + anim_incbgeffect ANIM_BG_BOUNCE_DOWN + anim_call BattleAnim_ShowMon_0 anim_ret ; ca24b BattleAnim_Dig: ; ca24b anim_2gfx ANIM_GFX_SAND, ANIM_GFX_HIT - anim_jumpif $0, BattleAnim_Dig_branch_ca27d - anim_jumpif $2, BattleAnim_Dig_branch_ca286 - anim_call BattleAnim_Dig_branch_cbcaf - anim_bgeffect $23, $0, $1, $1 - anim_obj $57, 72, 104, $0 -BattleAnim_Dig_branch_ca263: ; ca263 - anim_sound $0, SFX_RAZOR_WIND - anim_obj $56, 56, 104, $0 - anim_wait 16 - anim_loop $6, BattleAnim_Dig_branch_ca263 + anim_jumpif $0, .hit + anim_jumpif $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 +.loop + anim_sound 0, 0, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_56, 7, 0, 13, 0, $0 + anim_wait 16 + anim_loop 6, .loop anim_wait 32 anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 anim_wait 8 - anim_incbgeffect $23 - anim_call BattleAnim_Dig_branch_cbcb7 + anim_incbgeffect ANIM_BG_DIG + anim_call BattleAnim_ShowMon_0 anim_ret -; ca27d -BattleAnim_Dig_branch_ca27d: ; ca27d - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $1, 136, 56, $0 +.hit + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 32 -BattleAnim_Dig_branch_ca286: ; ca286 +.fail anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 anim_wait 32 anim_ret @@ -2189,168 +2177,168 @@ BattleAnim_SandAttack: ; ca28d BattleAnim_StringShot: ; ca293 anim_1gfx ANIM_GFX_WEB - anim_bgeffect $7, $0, $2, $0 - anim_sound $1a, SFX_MENU - anim_obj $5a, 64, 80, $0 + 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_wait 4 - anim_sound $1, SFX_MENU - anim_obj $5a, 132, 48, $1 + anim_sound 0, 1, SFX_MENU + anim_obj ANIM_OBJ_5A, -16, 4, 6, 0, $1 anim_wait 4 - anim_sound $1a, SFX_MENU - anim_obj $5a, 64, 88, $0 + anim_sound 6, 2, SFX_MENU + anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0 anim_wait 4 - anim_sound $1, SFX_MENU - anim_obj $5a, 132, 64, $1 + anim_sound 0, 1, SFX_MENU + anim_obj ANIM_OBJ_5A, -16, 4, 8, 0, $1 anim_wait 4 - anim_sound $1a, SFX_MENU - anim_obj $5a, 64, 84, $0 + anim_sound 6, 2, SFX_MENU + anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0 anim_wait 4 - anim_sound $1, SFX_MENU - anim_obj $5a, 132, 56, $2 + anim_sound 0, 1, SFX_MENU + anim_obj ANIM_OBJ_5A, -16, 4, 7, 0, $2 anim_wait 64 anim_ret ; ca2d1 BattleAnim_Headbutt: ; ca2d1 anim_1gfx ANIM_GFX_HIT - anim_bgeffect $1f, $14, $2, $0 + anim_bgeffect ANIM_BG_1F, $14, $2, $0 anim_wait 32 - anim_call BattleAnim_Headbutt_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 - anim_sound $1, SFX_HEADBUTT - anim_obj $1, 136, 56, $0 + anim_sound 0, 1, SFX_HEADBUTT + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 8 - anim_call BattleAnim_Headbutt_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca2ef BattleAnim_Tackle: ; ca2ef anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Tackle_branch_cbcaf + anim_call BattleAnim_FollowPlayerHead_0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 - anim_sound $1, SFX_TACKLE - anim_obj $0, 136, 48, $0 + anim_sound 0, 1, SFX_TACKLE + anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0 anim_wait 8 - anim_call BattleAnim_Tackle_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca307 BattleAnim_BodySlam: ; ca307 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_BodySlam_branch_cbcaf - anim_bgeffect $22, $0, $1, $0 + anim_call BattleAnim_FollowPlayerHead_0 + anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 anim_wait 32 - anim_incbgeffect $22 + anim_incbgeffect ANIM_BG_BOUNCE_DOWN anim_wait 4 - anim_bgeffect $25, $0, $1, $0 + anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 3 - anim_sound $1, SFX_TACKLE - anim_obj $1, 136, 48, $0 + anim_sound 0, 1, SFX_TACKLE + anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 anim_wait 6 - anim_sound $1, SFX_TACKLE - anim_obj $1, 144, 48, $0 + anim_sound 0, 1, SFX_TACKLE + anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 anim_wait 3 - anim_call BattleAnim_BodySlam_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca331 BattleAnim_TakeDown: ; ca331 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_TakeDown_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 3 - anim_sound $1, SFX_TACKLE + anim_sound 0, 1, SFX_TACKLE anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj $1, 128, 56, $0 + anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0 anim_wait 6 - anim_sound $1, SFX_TACKLE + anim_sound 0, 1, SFX_TACKLE anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj $1, 144, 48, $0 + anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 anim_wait 3 - anim_call BattleAnim_TakeDown_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca35c BattleAnim_DoubleEdge: ; ca35c anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_DoubleEdge_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 3 - anim_sound $1, SFX_TACKLE - anim_obj $0, 128, 48, $0 + anim_sound 0, 1, SFX_TACKLE + anim_obj ANIM_OBJ_00, 16, 0, 6, 0, $0 anim_wait 6 - anim_sound $1, SFX_TACKLE - anim_obj $0, 144, 48, $0 + anim_sound 0, 1, SFX_TACKLE + anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $0 anim_wait 3 - anim_call BattleAnim_DoubleEdge_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca382 BattleAnim_Submission: ; ca382 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Submission_branch_cbcc2 - anim_bgeffect $26, $0, $0, $0 - anim_sound $1, SFX_SUBMISSION + anim_call BattleAnim_FollowEnemyFeet_1 + anim_bgeffect ANIM_BG_26, $0, $0, $0 + anim_sound 0, 1, SFX_SUBMISSION anim_wait 32 - anim_obj $1, 120, 48, $0 + anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 anim_wait 32 - anim_obj $1, 152, 56, $0 + anim_obj ANIM_OBJ_01, -13, 0, 7, 0, $0 anim_wait 32 - anim_obj $1, 136, 52, $0 + anim_obj ANIM_OBJ_01, -15, 0, 6, 4, $0 anim_wait 32 - anim_incbgeffect $26 - anim_call BattleAnim_Submission_branch_cbcd2 + anim_incbgeffect ANIM_BG_26 + anim_call BattleAnim_ShowMon_1 anim_ret ; ca3a8 BattleAnim_Whirlwind: ; ca3a8 anim_1gfx ANIM_GFX_WIND -BattleAnim_Whirlwind_branch_ca3aa: ; ca3aa - anim_sound $0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, 64, 112, $0 +.loop + anim_sound 0, 0, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0 anim_wait 6 - anim_loop $9, BattleAnim_Whirlwind_branch_ca3aa - anim_incobj $1 - anim_incobj $2 - anim_incobj $3 - anim_incobj $4 - anim_incobj $5 - anim_incobj $6 - anim_incobj $7 - anim_incobj $8 - anim_incobj $9 - anim_sound $42, SFX_WHIRLWIND + anim_loop 9, .loop + anim_incobj 1 + anim_incobj 2 + anim_incobj 3 + anim_incobj 4 + anim_incobj 5 + anim_incobj 6 + anim_incobj 7 + anim_incobj 8 + anim_incobj 9 + anim_sound 16, 2, SFX_WHIRLWIND anim_wait 128 - anim_jumpif $0, BattleAnim_Whirlwind_branch_ca3d7 - anim_bgeffect $27, $0, $0, $0 + anim_jumpif $0, .done + anim_bgeffect ANIM_BG_27, $0, $0, $0 anim_wait 64 -BattleAnim_Whirlwind_branch_ca3d7: ; ca3d7 +.done anim_ret ; ca3d8 BattleAnim_Hypnosis: ; ca3d8 anim_1gfx ANIM_GFX_PSYCHIC -BattleAnim_Hypnosis_branch_ca3da: ; ca3da - anim_sound $1a, SFX_SUPERSONIC - anim_obj $4c, 64, 88, $2 - anim_obj $4c, 56, 80, $2 +.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_wait 8 - anim_loop $3, BattleAnim_Hypnosis_branch_ca3da + anim_loop 3, .loop anim_wait 56 anim_ret ; ca3ee BattleAnim_Haze: ; ca3ee anim_1gfx ANIM_GFX_HAZE - anim_sound $1, SFX_SURF -BattleAnim_Haze_branch_ca3f3: ; ca3f3 - anim_obj $5b, 48, 56, $0 - anim_obj $5b, 132, 16, $0 + anim_sound 0, 1, SFX_SURF +.loop + anim_obj ANIM_OBJ_5B, 6, 0, 7, 0, $0 + anim_obj ANIM_OBJ_5B, -16, 4, 2, 0, $0 anim_wait 12 - anim_loop $5, BattleAnim_Haze_branch_ca3f3 + anim_loop 5, .loop anim_wait 96 anim_ret ; ca404 @@ -2358,63 +2346,63 @@ BattleAnim_Haze_branch_ca3f3: ; ca3f3 BattleAnim_Mist: ; ca404 anim_obp0 $54 anim_1gfx ANIM_GFX_HAZE - anim_sound $0, SFX_SURF -BattleAnim_Mist_branch_ca40b: ; ca40b - anim_obj $5c, 48, 56, $0 + anim_sound 0, 0, SFX_SURF +.loop + anim_obj ANIM_OBJ_5C, 6, 0, 7, 0, $0 anim_wait 8 - anim_loop $a, BattleAnim_Mist_branch_ca40b + anim_loop 10, .loop anim_wait 96 anim_ret ; ca417 BattleAnim_Smog: ; ca417 anim_1gfx ANIM_GFX_HAZE - anim_sound $1, SFX_BUBBLEBEAM -BattleAnim_Smog_branch_ca41c: ; ca41c - anim_obj $5d, 132, 16, $0 + anim_sound 0, 1, SFX_BUBBLEBEAM +.loop + anim_obj ANIM_OBJ_5D, -16, 4, 2, 0, $0 anim_wait 8 - anim_loop $a, BattleAnim_Smog_branch_ca41c + anim_loop 10, .loop anim_wait 96 anim_ret ; ca428 BattleAnim_PoisonGas: ; ca428 anim_1gfx ANIM_GFX_HAZE - anim_sound $42, SFX_BUBBLEBEAM -BattleAnim_PoisonGas_branch_ca42d: ; ca42d - anim_obj $5e, 44, 80, $2 + anim_sound 16, 2, SFX_BUBBLEBEAM +.loop + anim_obj ANIM_OBJ_5E, 5, 4, 10, 0, $2 anim_wait 8 - anim_loop $a, BattleAnim_PoisonGas_branch_ca42d + anim_loop 10, .loop anim_wait 128 anim_ret ; ca439 BattleAnim_HornAttack: ; ca439 anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj $5f, 72, 80, $1 + anim_obj ANIM_OBJ_5F, 9, 0, 10, 0, $1 anim_wait 16 - anim_sound $1, SFX_HORN_ATTACK - anim_obj $1, 136, 56, $0 + anim_sound 0, 1, SFX_HORN_ATTACK + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; ca44c BattleAnim_FuryAttack: ; ca44c anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj $5f, 72, 72, $2 + anim_obj ANIM_OBJ_5F, 9, 0, 9, 0, $2 anim_wait 8 - anim_sound $1, SFX_HORN_ATTACK - anim_obj $4, 128, 40, $0 + anim_sound 0, 1, SFX_HORN_ATTACK + anim_obj ANIM_OBJ_04, 16, 0, 5, 0, $0 anim_wait 8 - anim_obj $5f, 80, 88, $2 + anim_obj ANIM_OBJ_5F, 10, 0, 11, 0, $2 anim_wait 8 - anim_sound $1, SFX_HORN_ATTACK - anim_obj $4, 136, 56, $0 + anim_sound 0, 1, SFX_HORN_ATTACK + anim_obj ANIM_OBJ_04, -15, 0, 7, 0, $0 anim_wait 8 - anim_obj $5f, 76, 80, $2 + anim_obj ANIM_OBJ_5F, 9, 4, 10, 0, $2 anim_wait 8 - anim_sound $1, SFX_HORN_ATTACK - anim_obj $4, 132, 48, $0 + anim_sound 0, 1, SFX_HORN_ATTACK + anim_obj ANIM_OBJ_04, -16, 4, 6, 0, $0 anim_wait 8 anim_ret ; ca47d @@ -2422,135 +2410,135 @@ 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 $5f, 72, 80, $3 + anim_obj ANIM_OBJ_5F, 9, 0, 10, 0, $3 anim_wait 8 -BattleAnim_HornDrill_branch_ca48b: ; ca48b - anim_sound $1, SFX_HORN_ATTACK - anim_obj $0, 132, 40, $0 +.loop + anim_sound 0, 1, SFX_HORN_ATTACK + anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0 anim_wait 8 - anim_sound $1, SFX_HORN_ATTACK - anim_obj $0, 140, 48, $0 + anim_sound 0, 1, SFX_HORN_ATTACK + anim_obj ANIM_OBJ_00, -15, 4, 6, 0, $0 anim_wait 8 - anim_sound $1, SFX_HORN_ATTACK - anim_obj $0, 132, 56, $0 + anim_sound 0, 1, SFX_HORN_ATTACK + anim_obj ANIM_OBJ_00, -16, 4, 7, 0, $0 anim_wait 8 - anim_sound $1, SFX_HORN_ATTACK - anim_obj $0, 124, 48, $0 + anim_sound 0, 1, SFX_HORN_ATTACK + anim_obj ANIM_OBJ_00, 15, 4, 6, 0, $0 anim_wait 8 - anim_loop $3, BattleAnim_HornDrill_branch_ca48b + anim_loop 3, .loop anim_ret ; ca4b4 BattleAnim_PoisonSting: ; ca4b4 anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj $60, 64, 92, $14 + anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14 anim_wait 16 - anim_sound $1, SFX_POISON_STING - anim_obj $5, 136, 56, $0 + anim_sound 0, 1, SFX_POISON_STING + anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; ca4c7 BattleAnim_Twineedle: ; ca4c7 anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_sound $1, SFX_POISON_STING - anim_obj $60, 64, 92, $14 - anim_obj $60, 56, 84, $14 + 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_wait 16 - anim_sound $1, SFX_POISON_STING - anim_obj $5, 136, 56, $0 - anim_obj $5, 128, 48, $0 + 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_wait 16 anim_ret ; ca4e7 BattleAnim_PinMissile: ; ca4e7 anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT -BattleAnim_PinMissile_branch_ca4ea: ; ca4ea - anim_obj $60, 64, 92, $28 +.loop + anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $28 anim_wait 8 - anim_obj $60, 56, 84, $28 - anim_sound $1, SFX_POISON_STING - anim_obj $5, 136, 56, $0 + anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $28 + anim_sound 0, 1, SFX_POISON_STING + anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 anim_wait 8 - anim_obj $60, 52, 88, $28 - anim_sound $1, SFX_POISON_STING - anim_obj $5, 128, 48, $0 + anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $28 + anim_sound 0, 1, SFX_POISON_STING + anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0 anim_wait 8 - anim_sound $1, SFX_POISON_STING - anim_obj $5, 132, 52, $0 - anim_loop $3, BattleAnim_PinMissile_branch_ca4ea + anim_sound 0, 1, SFX_POISON_STING + anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0 + anim_loop 3, .loop anim_wait 16 anim_ret ; ca51a BattleAnim_SpikeCannon: ; ca51a anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT -BattleAnim_SpikeCannon_branch_ca51d: ; ca51d - anim_obj $60, 64, 92, $18 +.loop + anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $18 anim_wait 8 - anim_obj $60, 56, 84, $18 - anim_sound $1, SFX_POISON_STING - anim_obj $5, 136, 56, $0 + anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $18 + anim_sound 0, 1, SFX_POISON_STING + anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 anim_wait 8 - anim_obj $60, 52, 88, $18 - anim_sound $1, SFX_POISON_STING - anim_obj $5, 128, 48, $0 + anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $18 + anim_sound 0, 1, SFX_POISON_STING + anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0 anim_wait 8 - anim_sound $1, SFX_POISON_STING - anim_obj $5, 132, 52, $0 - anim_loop $3, BattleAnim_SpikeCannon_branch_ca51d + anim_sound 0, 1, SFX_POISON_STING + anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0 + anim_loop 3, .loop anim_wait 16 anim_ret ; ca54d BattleAnim_Transform: ; ca54d anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Transform_branch_cbcaf + anim_call BattleAnim_FollowPlayerHead_0 anim_transform - anim_sound $0, SFX_PSYBEAM - anim_bgeffect $28, $0, $1, $0 + anim_sound 0, 0, SFX_PSYBEAM + anim_bgeffect ANIM_BG_28, $0, $1, $0 anim_wait 48 anim_updateactorpic - anim_incbgeffect $28 + anim_incbgeffect ANIM_BG_28 anim_wait 48 - anim_call BattleAnim_Transform_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca564 BattleAnim_PetalDance: ; ca564 - anim_sound $0, SFX_MENU + anim_sound 0, 0, SFX_MENU anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT -BattleAnim_PetalDance_branch_ca56a: ; ca56a - anim_obj $61, 48, 56, $0 +.loop + anim_obj ANIM_OBJ_61, 6, 0, 7, 0, $0 anim_wait 11 - anim_loop $8, BattleAnim_PetalDance_branch_ca56a + anim_loop 8, .loop anim_wait 128 anim_wait 64 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $0, 136, 56, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; ca580 BattleAnim_Barrage: ; ca580 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION - anim_sound $1a, SFX_THROW_BALL - anim_obj $62, 64, 92, $10 + anim_sound 6, 2, SFX_THROW_BALL + anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10 anim_wait 36 - anim_sound $1, SFX_EGG_BOMB - anim_obj $18, 136, 56, $0 + anim_sound 0, 1, SFX_EGG_BOMB + anim_obj ANIM_OBJ_18, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; ca596 BattleAnim_PayDay: ; ca596 anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS - anim_sound $1, SFX_POUND - anim_obj $1, 128, 56, $0 + anim_sound 0, 1, SFX_POUND + anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0 anim_wait 16 - anim_sound $1, SFX_PAY_DAY - anim_obj $63, 120, 76, $1 + anim_sound 0, 1, SFX_PAY_DAY + anim_obj ANIM_OBJ_63, 15, 0, 9, 4, $1 anim_wait 64 anim_ret ; ca5ac @@ -2558,15 +2546,15 @@ BattleAnim_PayDay: ; ca596 BattleAnim_Mimic: ; ca5ac anim_1gfx ANIM_GFX_SPEED anim_obp0 $fc - anim_sound $ff, SFX_LICK - anim_obj $65, 132, 44, $0 - anim_obj $65, 132, 44, $8 - anim_obj $65, 132, 44, $10 - anim_obj $65, 132, 44, $18 - anim_obj $65, 132, 44, $20 - anim_obj $65, 132, 44, $28 - anim_obj $65, 132, 44, $30 - anim_obj $65, 132, 44, $38 + 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_wait 128 anim_wait 48 anim_ret @@ -2574,112 +2562,112 @@ BattleAnim_Mimic: ; ca5ac BattleAnim_LovelyKiss: ; ca5de anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS - anim_bgeffect $7, $0, $2, $0 - anim_obj $96, 152, 40, $0 + anim_bgeffect ANIM_BG_07, $0, $2, $0 + anim_obj ANIM_OBJ_96, -13, 0, 5, 0, $0 anim_wait 32 - anim_sound $1, SFX_LICK - anim_obj ANIM_OBJ_HEART, 128, 40, $0 + anim_sound 0, 1, SFX_LICK + anim_obj ANIM_OBJ_HEART, 16, 0, 5, 0, $0 anim_wait 40 anim_ret ; ca5f6 BattleAnim_Bonemerang: ; ca5f6 anim_2gfx ANIM_GFX_MISC, ANIM_GFX_HIT - anim_sound $1a, SFX_HYDRO_PUMP - anim_obj $67, 88, 56, $1c + anim_sound 6, 2, SFX_HYDRO_PUMP + anim_obj ANIM_OBJ_67, 11, 0, 7, 0, $1c anim_wait 24 - anim_sound $1, SFX_MOVE_PUZZLE_PIECE - anim_obj $1, 136, 56, $0 + anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 24 anim_ret ; ca60c BattleAnim_Swift: ; ca60c anim_1gfx ANIM_GFX_OBJECTS - anim_sound $1a, SFX_METRONOME - anim_obj $6a, 64, 88, $4 + anim_sound 6, 2, SFX_METRONOME + anim_obj ANIM_OBJ_6A, 8, 0, 11, 0, $4 anim_wait 4 - anim_obj $6a, 64, 72, $4 + anim_obj ANIM_OBJ_6A, 8, 0, 9, 0, $4 anim_wait 4 - anim_obj $6a, 64, 76, $4 + anim_obj ANIM_OBJ_6A, 8, 0, 9, 4, $4 anim_wait 64 anim_ret ; ca624 BattleAnim_Crabhammer: ; ca624 anim_1gfx ANIM_GFX_HIT - anim_bgeffect $1f, $40, $2, $0 + anim_bgeffect ANIM_BG_1F, $40, $2, $0 anim_wait 48 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 -BattleAnim_Crabhammer_branch_ca631: ; ca631 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $0, 136, 56, $0 +.loop + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 anim_wait 12 - anim_loop $3, BattleAnim_Crabhammer_branch_ca631 + anim_loop 3, .loop anim_ret ; ca63f BattleAnim_SkullBash: ; ca63f anim_jumpif $1, BattleAnim_SkullBash_branch_c9fb5 anim_1gfx ANIM_GFX_HIT - anim_bgeffect $1f, $14, $2, $0 + anim_bgeffect ANIM_BG_1F, $14, $2, $0 anim_wait 32 - anim_call BattleAnim_SkullBash_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 -BattleAnim_SkullBash_branch_ca659: ; ca659 - anim_sound $1, SFX_HEADBUTT - anim_obj $1, 136, 56, $0 +.loop + anim_sound 0, 1, SFX_HEADBUTT + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 8 - anim_loop $3, BattleAnim_SkullBash_branch_ca659 - anim_call BattleAnim_SkullBash_branch_cbcb7 + anim_loop 3, .loop + anim_call BattleAnim_ShowMon_0 anim_ret ; ca66a BattleAnim_Kinesis: ; ca66a anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE - anim_bgeffect $6, $0, $2, $0 - anim_obj $6b, 80, 76, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_obj ANIM_OBJ_6B, 10, 0, 9, 4, $0 anim_wait 32 -BattleAnim_Kinesis_branch_ca678: ; ca678 - anim_sound $0, SFX_KINESIS - anim_obj $4b, 64, 88, $0 +.loop + anim_sound 0, 0, SFX_KINESIS + anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $0 anim_wait 32 - anim_loop $3, BattleAnim_Kinesis_branch_ca678 + anim_loop 3, .loop anim_wait 32 - anim_sound $0, SFX_KINESIS_2 + anim_sound 0, 0, SFX_KINESIS_2 anim_wait 32 anim_ret ; ca68b BattleAnim_Peck: ; ca68b anim_1gfx ANIM_GFX_HIT - anim_sound $1, SFX_PECK - anim_obj $2, 128, 48, $0 + anim_sound 0, 1, SFX_PECK + anim_obj ANIM_OBJ_02, 16, 0, 6, 0, $0 anim_wait 8 - anim_sound $1, SFX_PECK - anim_obj $2, 136, 56, $0 + anim_sound 0, 1, SFX_PECK + anim_obj ANIM_OBJ_02, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; ca6a0 BattleAnim_DrillPeck: ; ca6a0 anim_1gfx ANIM_GFX_HIT -BattleAnim_DrillPeck_branch_ca6a2: ; ca6a2 - anim_sound $1, SFX_PECK - anim_obj $2, 124, 56, $0 +.loop + anim_sound 0, 1, SFX_PECK + anim_obj ANIM_OBJ_02, 15, 4, 7, 0, $0 anim_wait 4 - anim_sound $1, SFX_PECK - anim_obj $2, 132, 48, $0 + anim_sound 0, 1, SFX_PECK + anim_obj ANIM_OBJ_02, -16, 4, 6, 0, $0 anim_wait 4 - anim_sound $1, SFX_PECK - anim_obj $2, 140, 56, $0 + anim_sound 0, 1, SFX_PECK + anim_obj ANIM_OBJ_02, -15, 4, 7, 0, $0 anim_wait 4 - anim_sound $1, SFX_PECK - anim_obj $2, 132, 64, $0 + anim_sound 0, 1, SFX_PECK + anim_obj ANIM_OBJ_02, -16, 4, 8, 0, $0 anim_wait 4 - anim_loop $5, BattleAnim_DrillPeck_branch_ca6a2 + anim_loop 5, .loop anim_wait 16 anim_ret ; ca6cc @@ -2687,60 +2675,60 @@ BattleAnim_DrillPeck_branch_ca6a2: ; ca6a2 BattleAnim_Guillotine: ; ca6cc anim_1gfx ANIM_GFX_CUT anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10 - anim_bgeffect $1f, $40, $2, $0 - anim_sound $1, SFX_VICEGRIP - anim_obj $37, 156, 44, $0 - anim_obj $37, 152, 40, $0 - anim_obj $37, 148, 36, $0 - anim_obj $39, 124, 76, $0 - anim_obj $39, 120, 72, $0 - anim_obj $39, 116, 68, $0 - anim_obj $39, 120, 72, $0 + 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_wait 32 anim_ret ; ca700 BattleAnim_Flash: ; ca700 anim_1gfx ANIM_GFX_SPEED - anim_sound $1, SFX_FLASH + anim_sound 0, 1, SFX_FLASH anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 anim_wait 4 - anim_obj $6c, 136, 56, $0 + anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $0 anim_wait 4 - anim_obj $6c, 136, 56, $8 + anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $8 anim_wait 4 - anim_obj $6c, 136, 56, $10 + anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $10 anim_wait 4 - anim_obj $6c, 136, 56, $18 + anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $18 anim_wait 4 - anim_obj $6c, 136, 56, $20 + anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $20 anim_wait 4 - anim_obj $6c, 136, 56, $28 + anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $28 anim_wait 4 - anim_obj $6c, 136, 56, $30 + anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $30 anim_wait 4 - anim_obj $6c, 136, 56, $38 + anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $38 anim_wait 32 anim_ret ; ca73c BattleAnim_Substitute: ; ca73c - anim_sound $0, SFX_SURF + anim_sound 0, 0, SFX_SURF anim_jumpif $3, BattleAnim_Substitute_branch_ca77c anim_jumpif $2, BattleAnim_Substitute_branch_ca76e anim_jumpif $1, BattleAnim_Substitute_branch_ca760 anim_1gfx ANIM_GFX_SMOKE - anim_bgeffect $27, $0, $1, $0 + anim_bgeffect ANIM_BG_27, $0, $1, $0 anim_wait 48 anim_raisesub - anim_obj $1c, 48, 96, $0 + anim_obj ANIM_OBJ_1C, 6, 0, 12, 0, $0 anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 anim_wait 32 anim_ret ; ca760 BattleAnim_Substitute_branch_ca760: ; ca760 - anim_bgeffect $27, $0, $1, $0 + anim_bgeffect ANIM_BG_27, $0, $1, $0 anim_wait 48 anim_dropsub anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 @@ -2749,7 +2737,7 @@ BattleAnim_Substitute_branch_ca760: ; ca760 ; ca76e BattleAnim_Substitute_branch_ca76e: ; ca76e - anim_bgeffect $27, $0, $1, $0 + anim_bgeffect ANIM_BG_27, $0, $1, $0 anim_wait 48 anim_raisesub anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 @@ -2767,33 +2755,33 @@ BattleAnim_Substitute_branch_ca77c: ; ca77c ; ca78a BattleAnim_Minimize: ; ca78a - anim_sound $0, SFX_SURF + anim_sound 0, 0, SFX_SURF anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Minimize_branch_cbcaf + anim_call BattleAnim_FollowPlayerHead_0 anim_minimize - anim_bgeffect $28, $0, $1, $0 + anim_bgeffect ANIM_BG_28, $0, $1, $0 anim_wait 48 anim_updateactorpic - anim_incbgeffect $28 + anim_incbgeffect ANIM_BG_28 anim_wait 48 - anim_call BattleAnim_Minimize_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca7a1 BattleAnim_SkyAttack: ; ca7a1 anim_jumpif $1, BattleAnim_SkyAttack_branch_c9fb5 anim_1gfx ANIM_GFX_SKY_ATTACK - anim_bgeffect $27, $0, $1, $0 + anim_bgeffect ANIM_BG_27, $0, $1, $0 anim_wait 32 - anim_sound $0, SFX_HYPER_BEAM - anim_obj $6e, 48, 88, $40 + anim_sound 0, 0, SFX_HYPER_BEAM + anim_obj ANIM_OBJ_6E, 6, 0, 11, 0, $40 anim_wait 64 - anim_incobj $1 + anim_incobj 1 anim_wait 21 - anim_sound $1, SFX_HYPER_BEAM + anim_sound 0, 1, SFX_HYPER_BEAM anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_wait 64 - anim_incobj $1 + anim_incobj 1 anim_wait 32 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -2805,19 +2793,19 @@ BattleAnim_NightShade: ; ca7cc anim_bgp $1b anim_obp1 $1b anim_wait 32 - anim_call BattleAnim_NightShade_branch_cbcca + anim_call BattleAnim_FollowPlayerHead_1 anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 - anim_sound $1, SFX_PSYCHIC + anim_sound 0, 1, SFX_PSYCHIC anim_wait 96 anim_incbgeffect ANIM_BG_NIGHT_SHADE - anim_call BattleAnim_NightShade_branch_cbcd2 + anim_call BattleAnim_ShowMon_1 anim_ret ; ca7e5 BattleAnim_Lick: ; ca7e5 anim_1gfx ANIM_GFX_WATER - anim_sound $1, SFX_LICK - anim_obj $6f, 136, 56, $0 + anim_sound 0, 1, SFX_LICK + anim_obj ANIM_OBJ_6F, -15, 0, 7, 0, $0 anim_wait 64 anim_ret ; ca7f1 @@ -2829,36 +2817,36 @@ BattleAnim_TriAttack: ; ca7f1 anim_call BattleAnim_TriAttack_branch_cbbdf anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4 - anim_sound $1, SFX_THUNDER - anim_obj $2f, 152, 68, $0 + anim_sound 0, 1, SFX_THUNDER + anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0 anim_wait 16 anim_ret ; ca80c BattleAnim_Withdraw: ; ca80c anim_1gfx ANIM_GFX_REFLECT - anim_call BattleAnim_Withdraw_branch_cbcaf - anim_bgeffect $21, $0, $1, $50 + anim_call BattleAnim_FollowPlayerHead_0 + anim_bgeffect ANIM_BG_21, $0, $1, $50 anim_wait 48 - anim_sound $0, SFX_SHINE - anim_obj $70, 48, 88, $0 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_70, 6, 0, 11, 0, $0 anim_wait 64 - anim_incobj $2 + anim_incobj 2 anim_wait 1 - anim_incbgeffect $21 - anim_call BattleAnim_Withdraw_branch_cbcb7 + anim_incbgeffect ANIM_BG_21 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca829 BattleAnim_Psybeam: ; ca829 anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect $6, $0, $2, $0 - anim_bgeffect $8, $0, $4, $0 -BattleAnim_Psybeam_branch_ca835: ; ca835 - anim_sound $1a, SFX_PSYBEAM - anim_obj $4c, 64, 88, $4 + anim_bgeffect ANIM_BG_06, $0, $2, $0 + 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_wait 4 - anim_loop $a, BattleAnim_Psybeam_branch_ca835 + anim_loop 10, .loop anim_wait 48 anim_ret ; ca844 @@ -2867,7 +2855,7 @@ BattleAnim_DreamEater: ; ca844 anim_1gfx ANIM_GFX_BUBBLE anim_bgp $1b anim_obp0 $27 - anim_sound $1b, SFX_WATER_GUN + anim_sound 6, 3, SFX_WATER_GUN anim_call BattleAnim_DreamEater_branch_cbab3 anim_wait 128 anim_wait 48 @@ -2876,7 +2864,7 @@ BattleAnim_DreamEater: ; ca844 BattleAnim_LeechLife: ; ca853 anim_1gfx ANIM_GFX_BUBBLE - anim_sound $1b, SFX_WATER_GUN + anim_sound 6, 3, SFX_WATER_GUN anim_call BattleAnim_LeechLife_branch_cbab3 anim_wait 128 anim_wait 48 @@ -2886,26 +2874,26 @@ BattleAnim_LeechLife: ; ca853 BattleAnim_Harden: ; ca85e anim_1gfx ANIM_GFX_REFLECT anim_obp0 $0 - anim_call BattleAnim_Harden_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_Harden_branch_cbc43 - anim_call BattleAnim_Harden_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca86c BattleAnim_Psywave: ; ca86c anim_1gfx ANIM_GFX_PSYCHIC anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 -BattleAnim_Psywave_branch_ca873: ; ca873 - anim_sound $1a, SFX_PSYCHIC - anim_obj $4c, 64, 80, $2 +.loop + anim_sound 6, 2, SFX_PSYCHIC + anim_obj ANIM_OBJ_4C, 8, 0, 10, 0, $2 anim_wait 8 - anim_sound $1a, SFX_PSYCHIC - anim_obj $4c, 64, 88, $3 + anim_sound 6, 2, SFX_PSYCHIC + anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $3 anim_wait 8 - anim_sound $1a, SFX_PSYCHIC - anim_obj $4c, 64, 96, $4 + anim_sound 6, 2, SFX_PSYCHIC + anim_obj ANIM_OBJ_4C, 8, 0, 12, 0, $4 anim_wait 8 - anim_loop $3, BattleAnim_Psywave_branch_ca873 + anim_loop 3, .loop anim_wait 32 anim_incbgeffect ANIM_BG_PSYCHIC anim_wait 4 @@ -2915,7 +2903,7 @@ BattleAnim_Psywave_branch_ca873: ; ca873 BattleAnim_Glare: ; ca897 anim_1gfx ANIM_GFX_BEAM anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20 - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_call BattleAnim_Glare_branch_cbadc anim_wait 16 anim_ret @@ -2923,17 +2911,17 @@ BattleAnim_Glare: ; ca897 BattleAnim_Thrash: ; ca8a8 anim_1gfx ANIM_GFX_HIT - anim_sound $1, SFX_POUND - anim_obj $8, 120, 72, $0 - anim_obj $0, 120, 72, $0 + 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_wait 6 - anim_sound $1, SFX_MOVE_PUZZLE_PIECE - anim_obj $6, 136, 56, $0 - anim_obj $0, 136, 56, $0 + 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_wait 6 - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $7, 152, 40, $0 - anim_obj $0, 152, 40, $0 + 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_wait 16 anim_ret ; ca8d5 @@ -2941,30 +2929,30 @@ BattleAnim_Thrash: ; ca8a8 BattleAnim_Growth: ; ca8d5 anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 anim_1gfx ANIM_GFX_CHARGE - anim_sound $0, SFX_SWORDS_DANCE - anim_obj $72, 48, 108, $0 - anim_obj $72, 48, 108, $8 - anim_obj $72, 48, 108, $10 - anim_obj $72, 48, 108, $18 - anim_obj $72, 48, 108, $20 - anim_obj $72, 48, 108, $28 - anim_obj $72, 48, 108, $30 - anim_obj $72, 48, 108, $38 + 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_wait 64 anim_ret ; ca909 BattleAnim_Conversion2: ; ca909 anim_1gfx ANIM_GFX_EXPLOSION - anim_sound $ff, SFX_SHARPEN - anim_obj $73, 132, 44, $0 - anim_obj $73, 132, 44, $8 - anim_obj $73, 132, 44, $10 - anim_obj $73, 132, 44, $18 - anim_obj $73, 132, 44, $20 - anim_obj $73, 132, 44, $28 - anim_obj $73, 132, 44, $30 - anim_obj $73, 132, 44, $38 + 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_wait 128 anim_wait 48 anim_ret @@ -2972,61 +2960,61 @@ BattleAnim_Conversion2: ; ca909 BattleAnim_Smokescreen: ; ca939 anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE - anim_sound $1a, SFX_THROW_BALL - anim_obj $75, 64, 92, $6c + anim_sound 6, 2, SFX_THROW_BALL + anim_obj ANIM_OBJ_75, 8, 0, 11, 4, $6c anim_wait 24 - anim_incobj $1 - anim_sound $1, SFX_BALL_POOF - anim_obj $1c, 108, 70, $10 + anim_incobj 1 + anim_sound 0, 1, SFX_BALL_POOF + anim_obj ANIM_OBJ_1C, 13, 4, 8, 6, $10 anim_wait 8 -BattleAnim_Smokescreen_branch_ca951: ; ca951 - anim_sound $1, SFX_MENU - anim_obj $74, 132, 60, $20 +.loop + anim_sound 0, 1, SFX_MENU + anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20 anim_wait 8 - anim_loop $5, BattleAnim_Smokescreen_branch_ca951 + anim_loop 5, .loop anim_wait 128 anim_ret ; ca960 BattleAnim_Strength: ; ca960 anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT - anim_bgeffect $20, $10, $1, $20 - anim_sound $0, SFX_STRENGTH - anim_obj $1f, 64, 104, $1 + 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_wait 128 - anim_incobj $1 + anim_incobj 1 anim_wait 20 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $0, 132, 40, $0 + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0 anim_wait 16 anim_ret ; ca97e BattleAnim_SwordsDance: ; ca97e anim_1gfx ANIM_GFX_WHIP - anim_sound $0, SFX_SWORDS_DANCE - anim_obj $76, 48, 108, $0 - anim_obj $76, 48, 108, $d - anim_obj $76, 48, 108, $1a - anim_obj $76, 48, 108, $27 - anim_obj $76, 48, 108, $34 + 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_wait 56 anim_ret ; ca99e BattleAnim_QuickAttack: ; ca99e anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT - anim_sound $0, SFX_MENU + anim_sound 0, 0, SFX_MENU anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_obj $77, 24, 88, $2 - anim_obj $77, 32, 88, $1 - anim_obj $77, 40, 88, $0 - anim_obj $77, 48, 88, $80 - anim_obj $77, 56, 88, $81 - anim_obj $77, 64, 88, $82 + 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_wait 12 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $1, 136, 56, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -3035,74 +3023,74 @@ BattleAnim_QuickAttack: ; ca99e BattleAnim_Meditate: ; ca9d8 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Meditate_branch_cbca7 - anim_sound $0, SFX_PSYBEAM - anim_bgeffect $28, $0, $1, $0 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_sound 0, 0, SFX_PSYBEAM + anim_bgeffect ANIM_BG_28, $0, $1, $0 anim_wait 48 - anim_incbgeffect $28 + anim_incbgeffect ANIM_BG_28 anim_wait 48 - anim_call BattleAnim_Meditate_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; ca9ed BattleAnim_Sharpen: ; ca9ed anim_1gfx ANIM_GFX_SHAPES anim_obp0 $e4 - anim_call BattleAnim_Sharpen_branch_cbca7 - anim_sound $0, SFX_SHARPEN - anim_bgeffect $18, $0, $1, $40 - anim_obj $78, 48, 88, $0 + 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_wait 96 - anim_incobj $2 - anim_incbgeffect $18 - anim_call BattleAnim_Sharpen_branch_cbcb7 + anim_incobj 2 + anim_incbgeffect ANIM_BG_18 + anim_call BattleAnim_ShowMon_0 anim_ret ; caa0a BattleAnim_DefenseCurl: ; caa0a anim_1gfx ANIM_GFX_SHAPES anim_obp0 $e4 - anim_call BattleAnim_DefenseCurl_branch_cbca7 - anim_sound $0, SFX_SHARPEN - anim_bgeffect $18, $0, $1, $40 - anim_obj $79, 48, 88, $0 + 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_wait 96 - anim_incobj $2 - anim_incbgeffect $18 - anim_call BattleAnim_DefenseCurl_branch_cbcb7 + anim_incobj 2 + anim_incbgeffect ANIM_BG_18 + anim_call BattleAnim_ShowMon_0 anim_ret ; caa27 BattleAnim_SeismicToss: ; caa27 anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT - anim_bgeffect $20, $10, $1, $20 - anim_sound $0, SFX_STRENGTH - anim_obj $20, 64, 104, $1 + 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_wait 128 - anim_incobj $1 + anim_incobj 1 anim_wait 20 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $0, 132, 40, $0 + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0 anim_wait 16 anim_ret ; caa45 BattleAnim_Rage: ; caa45 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Rage_branch_cbca7 - anim_bgeffect $1a, $0, $1, $20 - anim_sound $0, SFX_RAGE + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_1A, $0, $1, $20 + anim_sound 0, 0, SFX_RAGE anim_wait 72 - anim_incbgeffect $1a - anim_call BattleAnim_Rage_branch_cbcb7 - anim_sound $1, SFX_MOVE_PUZZLE_PIECE - anim_obj $0, 120, 72, $0 + 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_wait 6 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $0, 136, 56, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 anim_wait 6 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $0, 152, 40, $0 + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0 anim_wait 16 anim_ret ; caa74 @@ -3110,31 +3098,31 @@ BattleAnim_Rage: ; caa45 BattleAnim_Agility: ; caa74 anim_1gfx ANIM_GFX_WIND anim_obp0 $fc - anim_call BattleAnim_Agility_branch_cbca7 - anim_bgeffect $18, $0, $1, $40 - anim_obj $7d, 8, 24, $10 - anim_obj $7d, 8, 48, $2 - anim_obj $7d, 8, 88, $8 + 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_wait 4 - anim_obj $7d, 8, 32, $6 - anim_obj $7d, 8, 56, $c - anim_obj $7d, 8, 80, $4 - anim_obj $7d, 8, 104, $e -BattleAnim_Agility_branch_caaa4: ; caaa4 - anim_sound $0, SFX_RAZOR_WIND + 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 +.loop + anim_sound 0, 0, SFX_RAZOR_WIND anim_wait 4 - anim_loop $12, BattleAnim_Agility_branch_caaa4 - anim_incbgeffect $18 - anim_call BattleAnim_Agility_branch_cbcb7 + anim_loop 18, .loop + anim_incbgeffect ANIM_BG_18 + anim_call BattleAnim_ShowMon_0 anim_ret ; caab2 BattleAnim_BoneClub: ; caab2 anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC - anim_obj $68, 64, 88, $2 + anim_obj ANIM_OBJ_68, 8, 0, 11, 0, $2 anim_wait 32 - anim_sound $1, SFX_BONE_CLUB - anim_obj $1, 136, 56, $0 + anim_sound 0, 1, SFX_BONE_CLUB + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; caac5 @@ -3142,37 +3130,37 @@ BattleAnim_BoneClub: ; caab2 BattleAnim_Barrier: ; caac5 anim_1gfx ANIM_GFX_REFLECT anim_enemyfeetobj - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_wait 8 - anim_sound $0, SFX_SHINE - anim_obj $50, 72, 80, $0 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 anim_wait 32 - anim_sound $0, SFX_SHINE - anim_obj $50, 72, 80, $0 + anim_sound 0, 0, SFX_SHINE + anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 anim_wait 32 anim_ret ; caae1 BattleAnim_Waterfall: ; caae1 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Waterfall_branch_cbcaf - anim_bgeffect $25, $0, $1, $0 + anim_call BattleAnim_FollowPlayerHead_0 + anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 16 - anim_call BattleAnim_Waterfall_branch_cbcb7 - anim_sound $1, SFX_LICK - anim_obj $1, 136, 56, $0 + anim_call BattleAnim_ShowMon_0 + anim_sound 0, 1, SFX_LICK + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 3 - anim_sound $1, SFX_LICK - anim_obj $1, 136, 48, $0 + anim_sound 0, 1, SFX_LICK + anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 anim_wait 3 - anim_sound $1, SFX_LICK - anim_obj $1, 136, 40, $0 + anim_sound 0, 1, SFX_LICK + anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0 anim_wait 3 - anim_sound $1, SFX_LICK - anim_obj $1, 136, 32, $0 + anim_sound 0, 1, SFX_LICK + anim_obj ANIM_OBJ_01, -15, 0, 4, 0, $0 anim_wait 3 - anim_sound $1, SFX_LICK - anim_obj $1, 136, 24, $0 + anim_sound 0, 1, SFX_LICK + anim_obj ANIM_OBJ_01, -15, 0, 3, 0, $0 anim_wait 8 anim_ret ; cab1d @@ -3181,11 +3169,11 @@ BattleAnim_PsychicM: ; cab1d anim_1gfx ANIM_GFX_PSYCHIC anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 -BattleAnim_PsychicM_branch_cab29: ; cab29 - anim_sound $1a, SFX_PSYCHIC - anim_obj $4c, 64, 88, $2 +.loop + anim_sound 6, 2, SFX_PSYCHIC + anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2 anim_wait 8 - anim_loop $8, BattleAnim_PsychicM_branch_cab29 + anim_loop 8, .loop anim_wait 96 anim_incbgeffect ANIM_BG_PSYCHIC anim_wait 4 @@ -3211,35 +3199,35 @@ BattleAnim_Toxic: ; cab42 BattleAnim_Metronome: ; cab52 anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED - anim_sound $0, SFX_METRONOME - anim_obj $7a, 72, 88, $0 -BattleAnim_Metronome_branch_cab5d: ; cab5d - anim_obj $7b, 72, 80, $0 + anim_sound 0, 0, SFX_METRONOME + anim_obj ANIM_OBJ_7A, 9, 0, 11, 0, $0 +.loop + anim_obj ANIM_OBJ_7B, 9, 0, 10, 0, $0 anim_wait 8 - anim_loop $5, BattleAnim_Metronome_branch_cab5d + anim_loop 5, .loop anim_wait 48 anim_ret ; cab69 BattleAnim_Counter: ; cab69 anim_1gfx ANIM_GFX_HIT -BattleAnim_Counter_branch_cab6b: ; cab6b +.loop anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 - anim_sound $1, SFX_POUND - anim_obj $8, 120, 72, $0 - anim_obj $0, 120, 72, $0 + 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_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $6, 136, 40, $0 - anim_obj $0, 136, 40, $0 + 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_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 - anim_sound $1, SFX_MEGA_KICK - anim_obj $7, 152, 56, $0 - anim_obj $0, 152, 56, $0 + 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_wait 6 - anim_loop $3, BattleAnim_Counter_branch_cab6b + anim_loop 3, .loop anim_wait 16 anim_ret ; cabaa @@ -3247,89 +3235,89 @@ BattleAnim_Counter_branch_cab6b: ; cab6b BattleAnim_LowKick: ; cabaa anim_1gfx ANIM_GFX_HIT anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $7, 124, 64, $0 - anim_obj $0, 124, 64, $0 + 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_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $7, 132, 64, $0 - anim_obj $0, 132, 64, $0 + 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_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $7, 140, 64, $0 - anim_obj $0, 140, 64, $0 + 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_wait 16 anim_ret ; cabe6 BattleAnim_WingAttack: ; cabe6 anim_1gfx ANIM_GFX_HIT - anim_sound $1, SFX_WING_ATTACK - anim_obj $1, 148, 56, $0 - anim_obj $1, 116, 56, $0 + 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_wait 6 - anim_sound $1, SFX_WING_ATTACK - anim_obj $1, 144, 56, $0 - anim_obj $1, 120, 56, $0 + 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_wait 6 - anim_sound $1, SFX_WING_ATTACK - anim_obj $1, 140, 56, $0 - anim_obj $1, 124, 56, $0 + 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_wait 16 anim_ret ; cac13 BattleAnim_Slam: ; cac13 anim_1gfx ANIM_GFX_HIT - anim_sound $1, SFX_WING_ATTACK + anim_sound 0, 1, SFX_WING_ATTACK anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 - anim_obj $1, 124, 40, $0 + anim_obj ANIM_OBJ_01, 15, 4, 5, 0, $0 anim_wait 16 anim_ret ; cac24 BattleAnim_Disable: ; cac24 anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS - anim_bgeffect $6, $0, $2, $0 - anim_obj $7c, 132, 56, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_obj ANIM_OBJ_7C, -16, 4, 7, 0, $0 anim_wait 16 - anim_sound $1, SFX_BIND - anim_obj ANIM_OBJ_PARALYZED, 104, 56, $42 - anim_obj ANIM_OBJ_PARALYZED, 160, 56, $c2 + 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_wait 96 anim_ret ; cac41 BattleAnim_TailWhip: ; cac41 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_TailWhip_branch_cbcaf - anim_sound $0, SFX_TAIL_WHIP - anim_bgeffect $26, $0, $1, $0 + anim_call BattleAnim_FollowPlayerHead_0 + anim_sound 0, 0, SFX_TAIL_WHIP + anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_wait 32 - anim_incbgeffect $26 - anim_call BattleAnim_TailWhip_branch_cbcb7 + anim_incbgeffect ANIM_BG_26 + anim_call BattleAnim_ShowMon_0 anim_ret ; cac55 BattleAnim_Struggle: ; cac55 anim_1gfx ANIM_GFX_HIT - anim_sound $1, SFX_POUND - anim_obj $1, 136, 56, $0 + anim_sound 0, 1, SFX_POUND + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; cac61 BattleAnim_Sketch: ; cac61 anim_1gfx ANIM_GFX_OBJECTS - anim_call BattleAnim_Sketch_branch_cbca7 - anim_bgeffect $1a, $0, $1, $20 - anim_sound $0, SFX_SKETCH - anim_obj $98, 72, 80, $0 + 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_wait 80 - anim_incbgeffect $1a - anim_call BattleAnim_Sketch_branch_cbcb7 + anim_incbgeffect ANIM_BG_1A + anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_ret ; cac7b @@ -3338,73 +3326,73 @@ BattleAnim_TripleKick: ; cac7b anim_1gfx ANIM_GFX_HIT anim_jumpif $1, BattleAnim_TripleKick_branch_cac95 anim_jumpif $2, BattleAnim_TripleKick_branch_caca5 - anim_sound $1, SFX_MEGA_KICK - anim_obj $7, 144, 48, $0 + anim_sound 0, 1, SFX_MEGA_KICK + anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0 anim_wait 6 - anim_obj $1, 144, 48, $0 + anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 anim_wait 8 anim_ret ; cac95 BattleAnim_TripleKick_branch_cac95: ; cac95 - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $7, 120, 64, $0 + anim_sound 0, 1, SFX_DOUBLE_KICK + anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0 anim_wait 6 - anim_obj $1, 120, 64, $0 + anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0 anim_wait 8 anim_ret ; caca5 BattleAnim_TripleKick_branch_caca5: ; caca5 - anim_sound $1, SFX_DOUBLE_KICK - anim_obj $7, 132, 32, $0 + anim_sound 0, 1, SFX_DOUBLE_KICK + anim_obj ANIM_OBJ_07, -16, 4, 4, 0, $0 anim_wait 6 - anim_obj $1, 132, 32, $0 + anim_obj ANIM_OBJ_01, -16, 4, 4, 0, $0 anim_wait 8 anim_ret ; cacb5 BattleAnim_Thief: ; cacb5 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Thief_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 16 - anim_sound $1, SFX_THIEF - anim_obj $1, 128, 48, $0 + anim_sound 0, 1, SFX_THIEF + anim_obj ANIM_OBJ_01, 16, 0, 6, 0, $0 anim_wait 16 - anim_call BattleAnim_Thief_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_1gfx ANIM_GFX_STATUS - anim_sound $1, SFX_THIEF_2 - anim_obj $8b, 120, 76, $1 + anim_sound 0, 1, SFX_THIEF_2 + anim_obj ANIM_OBJ_8B, 15, 0, 9, 4, $1 anim_wait 64 anim_ret ; cacd9 BattleAnim_SpiderWeb: ; cacd9 anim_1gfx ANIM_GFX_WEB - anim_bgeffect $7, $0, $2, $0 - anim_obj $92, 132, 48, $0 - anim_sound $1a, SFX_SPIDER_WEB - anim_obj $5a, 64, 80, $0 + anim_bgeffect ANIM_BG_07, $0, $2, $0 + anim_obj ANIM_OBJ_92, -16, 4, 6, 0, $0 + anim_sound 6, 2, SFX_SPIDER_WEB + anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0 anim_wait 4 - anim_obj $5a, 64, 88, $0 + anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0 anim_wait 4 - anim_obj $5a, 64, 84, $0 + anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0 anim_wait 64 anim_ret ; cacfb BattleAnim_MindReader: ; cacfb anim_1gfx ANIM_GFX_MISC - anim_sound $1, SFX_MIND_READER -BattleAnim_MindReader_branch_cad00: ; cad00 - anim_obj $88, 132, 48, $3 - anim_obj $88, 132, 48, $12 - anim_obj $88, 132, 48, $20 - anim_obj $88, 132, 48, $31 - anim_wait 16 - anim_loop $2, BattleAnim_MindReader_branch_cad00 + 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_wait 16 + anim_loop 2, .loop anim_wait 32 anim_ret ; cad1b @@ -3413,126 +3401,126 @@ BattleAnim_Nightmare: ; cad1b anim_1gfx ANIM_GFX_ANGELS anim_bgp $1b anim_obp0 $f - anim_obj $94, 132, 40, $0 - anim_obj $94, 132, 40, $a0 - anim_sound $1, SFX_NIGHTMARE + anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $0 + anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $a0 + anim_sound 0, 1, SFX_NIGHTMARE anim_wait 96 anim_ret ; cad30 BattleAnim_FlameWheel: ; cad30 anim_1gfx ANIM_GFX_FIRE -BattleAnim_FlameWheel_branch_cad32: ; cad32 - anim_sound $0, SFX_EMBER - anim_obj $7f, 48, 96, $0 +.loop + anim_sound 0, 0, SFX_EMBER + anim_obj ANIM_OBJ_7F, 6, 0, 12, 0, $0 anim_wait 6 - anim_loop $8, BattleAnim_FlameWheel_branch_cad32 + anim_loop 8, .loop anim_wait 96 - anim_call BattleAnim_FlameWheel_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_sound $1, SFX_EMBER - anim_obj $f, 136, 48, $1 - anim_obj $f, 136, 48, $4 - anim_obj $f, 136, 48, $5 + 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_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 - anim_incobj $9 + anim_incobj 9 anim_wait 8 anim_ret ; cad6b BattleAnim_Snore: ; cad6b anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE - anim_obj $54, 64, 80, $0 + anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 anim_wait 32 - anim_bgeffect $1f, $60, $2, $0 - anim_sound $0, SFX_SNORE -BattleAnim_Snore_branch_cad7c: ; cad7c + anim_bgeffect ANIM_BG_1F, $60, $2, $0 + anim_sound 0, 0, SFX_SNORE +.loop anim_call BattleAnim_Snore_branch_cbbbc anim_wait 16 - anim_loop $2, BattleAnim_Snore_branch_cad7c + anim_loop 2, .loop anim_wait 8 anim_ret ; cad86 BattleAnim_Curse: ; cad86 - anim_jumpif $1, BattleAnim_Curse_branch_cada3 + anim_jumpif $1, .NotGhost anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS - anim_obj $a5, 68, 72, $0 - anim_sound $0, SFX_CURSE + anim_obj ANIM_OBJ_A5, 8, 4, 9, 0, $0 + anim_sound 0, 0, SFX_CURSE anim_wait 32 - anim_incobj $1 + anim_incobj 1 anim_wait 12 - anim_sound $0, SFX_POISON_STING - anim_obj $4, 44, 96, $0 + anim_sound 0, 0, SFX_POISON_STING + anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0 anim_wait 16 anim_ret ; cada3 -BattleAnim_Curse_branch_cada3: ; cada3 +.NotGhost: ; cada3 anim_1gfx ANIM_GFX_SPEED - anim_call BattleAnim_Curse_branch_cbca7 - anim_bgeffect $19, $0, $1, $40 - anim_sound $0, SFX_SHARPEN + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_19, $0, $1, $40 + anim_sound 0, 0, SFX_SHARPEN anim_wait 64 - anim_incbgeffect $19 + anim_incbgeffect ANIM_BG_19 anim_wait 1 - anim_bgeffect $16, $0, $1, $40 -BattleAnim_Curse_branch_cadb9: ; cadb9 - anim_sound $0, SFX_SWORDS_DANCE - anim_obj $47, 44, 108, $6 + 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_wait 2 - anim_obj $47, 36, 108, $6 + anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6 anim_wait 2 - anim_obj $47, 52, 108, $8 + anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8 anim_wait 2 - anim_obj $47, 28, 108, $8 + anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8 anim_wait 2 - anim_obj $47, 60, 108, $6 + anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6 anim_wait 2 - anim_obj $47, 20, 108, $8 + anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8 anim_wait 2 - anim_obj $47, 68, 108, $8 + anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8 anim_wait 2 - anim_loop $3, BattleAnim_Curse_branch_cadb9 + anim_loop 3, .loop anim_wait 8 - anim_incbgeffect $16 - anim_call BattleAnim_Curse_branch_cbcb7 + anim_incbgeffect ANIM_BG_16 + anim_call BattleAnim_ShowMon_0 anim_ret ; cadf1 BattleAnim_Flail: ; cadf1 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Flail_branch_cbca7 - anim_sound $0, SFX_SUBMISSION - anim_bgeffect $2c, $0, $1, $0 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_sound 0, 0, SFX_SUBMISSION + anim_bgeffect ANIM_BG_2C, $0, $1, $0 anim_wait 8 - anim_obj $1, 120, 48, $0 + anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 anim_wait 8 - anim_obj $1, 152, 48, $0 + anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0 anim_wait 8 - anim_obj $1, 136, 48, $0 + anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 anim_wait 8 - anim_incbgeffect $2c - anim_call BattleAnim_Flail_branch_cbcb7 + anim_incbgeffect ANIM_BG_2C + anim_call BattleAnim_ShowMon_0 anim_ret ; cae17 BattleAnim_Conversion: ; cae17 anim_1gfx ANIM_GFX_EXPLOSION anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_sound $ff, SFX_SHARPEN - anim_obj $91, 48, 88, $0 - anim_obj $91, 48, 88, $8 - anim_obj $91, 48, 88, $10 - anim_obj $91, 48, 88, $18 - anim_obj $91, 48, 88, $20 - anim_obj $91, 48, 88, $28 - anim_obj $91, 48, 88, $30 - anim_obj $91, 48, 88, $38 + 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_wait 128 anim_ret ; cae4b @@ -3540,20 +3528,20 @@ BattleAnim_Conversion: ; cae17 BattleAnim_Aeroblast: ; cae4b anim_2gfx ANIM_GFX_BEAM, ANIM_GFX_AEROBLAST anim_bgp $1b - anim_bgeffect $1f, $50, $4, $10 - anim_bgeffect $6, $0, $2, $0 - anim_sound $0, SFX_AEROBLAST - anim_obj $b3, 72, 88, $0 + 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_wait 32 - anim_sound $0, SFX_HYPER_BEAM - anim_obj $27, 80, 84, $0 + anim_sound 0, 0, SFX_HYPER_BEAM + anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0 anim_wait 2 - anim_sound $1, SFX_HYPER_BEAM - anim_obj $27, 96, 76, $0 + anim_sound 0, 1, SFX_HYPER_BEAM + anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0 anim_wait 2 - anim_sound $1, SFX_HYPER_BEAM - anim_obj $27, 112, 68, $0 - anim_obj $28, 126, 62, $0 + 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_wait 48 anim_ret ; cae84 @@ -3561,60 +3549,60 @@ BattleAnim_Aeroblast: ; cae4b BattleAnim_CottonSpore: ; cae84 anim_obp0 $54 anim_1gfx ANIM_GFX_MISC - anim_sound $1, SFX_POWDER -BattleAnim_CottonSpore_branch_cae8b: ; cae8b - anim_obj $81, 132, 32, $0 + anim_sound 0, 1, SFX_POWDER +.loop: ; cae8b + anim_obj ANIM_OBJ_81, -16, 4, 4, 0, $0 anim_wait 8 - anim_loop $5, BattleAnim_CottonSpore_branch_cae8b + anim_loop 5, .loop anim_wait 96 anim_ret ; cae97 BattleAnim_Reversal: ; cae97 anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT - anim_bgeffect $7, $0, $0, $0 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $4, 112, 64, $0 + 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_wait 2 - anim_sound $1, SFX_SHINE - anim_obj $a7, 120, 56, $0 + anim_sound 0, 1, SFX_SHINE + anim_obj ANIM_OBJ_A7, 15, 0, 7, 0, $0 anim_wait 2 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $4, 128, 56, $0 + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_04, 16, 0, 7, 0, $0 anim_wait 2 - anim_sound $1, SFX_SHINE - anim_obj $a7, 136, 48, $0 + anim_sound 0, 1, SFX_SHINE + anim_obj ANIM_OBJ_A7, -15, 0, 6, 0, $0 anim_wait 2 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $4, 144, 48, $0 + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_04, -14, 0, 6, 0, $0 anim_wait 2 - anim_sound $1, SFX_SHINE - anim_obj $a7, 152, 40, $0 + anim_sound 0, 1, SFX_SHINE + anim_obj ANIM_OBJ_A7, -13, 0, 5, 0, $0 anim_wait 24 anim_ret ; caed6 BattleAnim_Spite: ; caed6 anim_1gfx ANIM_GFX_ANGELS - anim_obj $a4, 132, 16, $0 - anim_sound $1, SFX_SPITE + anim_obj ANIM_OBJ_A4, -16, 4, 2, 0, $0 + anim_sound 0, 1, SFX_SPITE anim_wait 96 anim_ret ; caee2 BattleAnim_PowderSnow: ; caee2 anim_1gfx ANIM_GFX_ICE -BattleAnim_PowderSnow_branch_caee4: ; caee4 - anim_sound $1a, SFX_SHINE - anim_obj $8f, 64, 88, $23 +.loop: ; caee4 + anim_sound 6, 2, SFX_SHINE + anim_obj ANIM_OBJ_8F, 8, 0, 11, 0, $23 anim_wait 2 - anim_sound $1a, SFX_SHINE - anim_obj $8f, 64, 80, $24 + anim_sound 6, 2, SFX_SHINE + anim_obj ANIM_OBJ_8F, 8, 0, 10, 0, $24 anim_wait 2 - anim_sound $1a, SFX_SHINE - anim_obj $8f, 64, 96, $23 + anim_sound 6, 2, SFX_SHINE + anim_obj ANIM_OBJ_8F, 8, 0, 12, 0, $23 anim_wait 2 - anim_loop $2, BattleAnim_PowderSnow_branch_caee4 + anim_loop 2, .loop anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 anim_wait 40 anim_call BattleAnim_PowderSnow_branch_cbbdf @@ -3624,13 +3612,13 @@ BattleAnim_PowderSnow_branch_caee4: ; caee4 BattleAnim_Protect: ; caf0e anim_1gfx ANIM_GFX_OBJECTS - anim_bgeffect $7, $0, $2, $0 - anim_obj $8a, 80, 80, $0 - anim_obj $8a, 80, 80, $d - anim_obj $8a, 80, 80, $1a - anim_obj $8a, 80, 80, $27 - anim_obj $8a, 80, 80, $34 - anim_sound $0, SFX_PROTECT + 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_sound 0, 0, SFX_PROTECT anim_wait 96 anim_ret ; caf33 @@ -3638,18 +3626,18 @@ BattleAnim_Protect: ; caf0e BattleAnim_MachPunch: ; caf33 anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_sound $0, SFX_MENU - anim_obj $77, 24, 88, $2 - anim_obj $77, 32, 88, $1 - anim_obj $77, 40, 88, $0 - anim_obj $77, 48, 88, $80 - anim_obj $77, 56, 88, $81 - anim_obj $77, 64, 88, $82 + 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_wait 12 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $6, 136, 56, $0 + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0 anim_wait 6 - anim_obj $1, 136, 56, $0 + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -3659,7 +3647,7 @@ BattleAnim_MachPunch: ; caf33 BattleAnim_ScaryFace: ; caf73 anim_1gfx ANIM_GFX_BEAM anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_call BattleAnim_ScaryFace_branch_cbadc anim_wait 64 anim_ret @@ -3667,74 +3655,74 @@ BattleAnim_ScaryFace: ; caf73 BattleAnim_FaintAttack: ; caf84 anim_1gfx ANIM_GFX_HIT - anim_sound $0, SFX_CURSE - anim_call BattleAnim_FaintAttack_branch_cbca7 - anim_bgeffect $1d, $0, $1, $80 + anim_sound 0, 0, SFX_CURSE + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_1D, $0, $1, $80 anim_wait 96 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $4, 120, 32, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_04, 15, 0, 4, 0, $0 anim_wait 8 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $4, 152, 40, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_04, -13, 0, 5, 0, $0 anim_wait 8 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $4, 136, 48, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0 anim_wait 32 - anim_incbgeffect $1d - anim_call BattleAnim_FaintAttack_branch_cbcb7 + anim_incbgeffect ANIM_BG_1D + anim_call BattleAnim_ShowMon_0 anim_wait 4 anim_ret ; cafb4 BattleAnim_SweetKiss: ; cafb4 anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS - anim_bgeffect $7, $0, $2, $0 - anim_obj $97, 96, 40, $0 - anim_sound $1, SFX_SWEET_KISS + anim_bgeffect ANIM_BG_07, $0, $2, $0 + anim_obj ANIM_OBJ_97, 12, 0, 5, 0, $0 + anim_sound 0, 1, SFX_SWEET_KISS anim_wait 32 - anim_sound $1, SFX_SWEET_KISS_2 - anim_obj ANIM_OBJ_HEART, 120, 40, $0 + anim_sound 0, 1, SFX_SWEET_KISS_2 + anim_obj ANIM_OBJ_HEART, 15, 0, 5, 0, $0 anim_wait 40 anim_ret ; cafcf BattleAnim_BellyDrum: ; cafcf anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE - anim_sound $0, SFX_BELLY_DRUM - anim_obj $aa, 64, 104, $0 - anim_obj $ab, 64, 92, $f8 + 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_wait 24 - anim_sound $0, SFX_BELLY_DRUM - anim_obj $aa, 64, 104, $0 - anim_obj $ab, 64, 92, $f8 + 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_wait 24 - anim_sound $0, SFX_BELLY_DRUM - anim_obj $aa, 64, 104, $0 - anim_obj $ab, 64, 92, $f8 + 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_wait 12 - anim_sound $0, SFX_BELLY_DRUM - anim_obj $aa, 64, 104, $0 - anim_obj $ab, 64, 92, $f8 + 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_wait 12 - anim_sound $0, SFX_BELLY_DRUM - anim_obj $aa, 64, 104, $0 - anim_obj $ab, 64, 92, $f8 + 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_wait 24 - anim_sound $0, SFX_BELLY_DRUM - anim_obj $aa, 64, 104, $0 - anim_obj $ab, 64, 92, $f8 + 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_wait 12 - anim_sound $0, SFX_BELLY_DRUM - anim_obj $aa, 64, 104, $0 - anim_obj $ab, 64, 92, $f8 + 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_wait 12 - anim_sound $0, SFX_BELLY_DRUM - anim_obj $aa, 64, 104, $0 - anim_obj $ab, 64, 92, $f8 + 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_wait 12 - anim_sound $0, SFX_BELLY_DRUM - anim_obj $aa, 64, 104, $0 - anim_obj $ab, 64, 92, $f8 + 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_wait 12 anim_ret ; cb051 @@ -3742,8 +3730,8 @@ BattleAnim_BellyDrum: ; cafcf BattleAnim_SludgeBomb: ; cb051 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_POISON anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0 - anim_sound $1a, SFX_SLUDGE_BOMB - anim_obj $62, 64, 92, $10 + anim_sound 6, 2, SFX_SLUDGE_BOMB + anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10 anim_wait 36 anim_call BattleAnim_SludgeBomb_branch_cbc15 anim_wait 64 @@ -3759,31 +3747,31 @@ BattleAnim_MudSlap: ; cb067 BattleAnim_Octazooka: ; cb06f anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE - anim_sound $1a, SFX_SLUDGE_BOMB - anim_obj $8c, 64, 92, $4 + anim_sound 6, 2, SFX_SLUDGE_BOMB + anim_obj ANIM_OBJ_8C, 8, 0, 11, 4, $4 anim_wait 16 - anim_obj $1c, 132, 56, $10 + anim_obj ANIM_OBJ_1C, -16, 4, 7, 0, $10 anim_wait 8 - anim_jumpif $0, BattleAnim_Octazooka_branch_cb091 -BattleAnim_Octazooka_branch_cb086: ; cb086 - anim_obj $74, 132, 60, $20 + anim_jumpif $0, .done +.loop + anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20 anim_wait 8 - anim_loop $5, BattleAnim_Octazooka_branch_cb086 + anim_loop 5, .loop anim_wait 128 -BattleAnim_Octazooka_branch_cb091: ; cb091 +.done anim_ret ; cb092 BattleAnim_Spikes: ; cb092 anim_1gfx ANIM_GFX_MISC - anim_sound $1a, SFX_MENU - anim_obj $8e, 48, 88, $20 + anim_sound 6, 2, SFX_MENU + anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $20 anim_wait 8 - anim_sound $1a, SFX_MENU - anim_obj $8e, 48, 88, $30 + anim_sound 6, 2, SFX_MENU + anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $30 anim_wait 8 - anim_sound $1a, SFX_MENU - anim_obj $8e, 48, 88, $28 + anim_sound 6, 2, SFX_MENU + anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $28 anim_wait 64 anim_ret ; cb0b0 @@ -3792,28 +3780,28 @@ BattleAnim_ZapCannon: ; cb0b0 anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION anim_bgp $1b anim_obp0 $30 - anim_sound $1a, SFX_ZAP_CANNON - anim_obj $a3, 64, 92, $2 + anim_sound 6, 2, SFX_ZAP_CANNON + anim_obj ANIM_OBJ_A3, 8, 0, 11, 4, $2 anim_wait 40 - anim_sound $1, SFX_THUNDERSHOCK - anim_obj $32, 136, 56, $2 + anim_sound 0, 1, SFX_THUNDERSHOCK + anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2 anim_wait 16 - anim_obj $31, 136, 56, $0 + anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0 anim_wait 128 anim_ret ; cb0d0 BattleAnim_Foresight: ; cb0d0 anim_1gfx ANIM_GFX_SHINE - anim_call BattleAnim_Foresight_branch_cbcc2 - anim_bgeffect $7, $0, $0, $0 - anim_sound $1, SFX_FORESIGHT - anim_obj $a7, 132, 40, $0 + 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_wait 24 - anim_bgeffect $19, $0, $0, $40 + anim_bgeffect ANIM_BG_19, $0, $0, $40 anim_wait 64 - anim_incbgeffect $19 - anim_call BattleAnim_Foresight_branch_cbcd2 + anim_incbgeffect ANIM_BG_19 + anim_call BattleAnim_ShowMon_1 anim_wait 8 anim_ret ; cb0f0 @@ -3823,15 +3811,15 @@ BattleAnim_DestinyBond: ; cb0f0 anim_bgp $1b anim_obp0 $0 anim_jumpif $1, BattleAnim_DestinyBond_branch_cb104 - anim_sound $1a, SFX_WHIRLWIND - anim_obj $9b, 44, 120, $2 + anim_sound 6, 2, SFX_WHIRLWIND + anim_obj ANIM_OBJ_9B, 5, 4, 15, 0, $2 anim_wait 128 anim_ret ; cb104 BattleAnim_DestinyBond_branch_cb104: ; cb104 - anim_obj $9b, 132, 76, $0 - anim_sound $1, SFX_KINESIS + anim_obj ANIM_OBJ_9B, -16, 4, 9, 4, $0 + anim_sound 0, 1, SFX_KINESIS anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0 anim_wait 32 anim_ret @@ -3839,36 +3827,36 @@ BattleAnim_DestinyBond_branch_cb104: ; cb104 BattleAnim_PerishSong: ; cb113 anim_1gfx ANIM_GFX_NOISE - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_sound $2, SFX_PERISH_SONG - anim_obj $a6, 88, 0, $0 - anim_obj $a6, 88, 0, $8 - anim_obj $a6, 88, 0, $10 - anim_obj $a6, 88, 0, $18 - anim_obj $a6, 88, 0, $20 - anim_obj $a6, 88, 0, $28 - anim_obj $a6, 88, 0, $30 - anim_obj $a6, 88, 0, $38 + anim_sound 0, 2, SFX_PERISH_SONG + anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $0 + anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $8 + anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $10 + anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $18 + anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $20 + anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $28 + anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $30 + anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $38 anim_wait 112 anim_ret ; cb14c BattleAnim_IcyWind: ; cb14c anim_1gfx ANIM_GFX_SPEED - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_playerheadobj - anim_sound $0, SFX_PSYCHIC -BattleAnim_IcyWind_branch_cb15c: ; cb15c + anim_sound 0, 0, SFX_PSYCHIC +.loop anim_wait 8 - anim_obj $ae, 64, 88, $4 + anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4 anim_wait 8 - anim_obj $ae, 64, 80, $4 + anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4 anim_wait 8 - anim_obj $ae, 64, 96, $4 + anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4 anim_wait 8 - anim_loop $2, BattleAnim_IcyWind_branch_cb15c + anim_loop 2, .loop anim_wait 16 anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0 anim_wait 6 @@ -3877,271 +3865,270 @@ BattleAnim_IcyWind_branch_cb15c: ; cb15c anim_incbgeffect ANIM_BG_NIGHT_SHADE anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 4 - anim_incobj $7 + anim_incobj 7 anim_wait 1 anim_ret ; cb18c BattleAnim_Detect: ; cb18c anim_1gfx ANIM_GFX_SHINE - anim_bgeffect $7, $0, $0, $0 - anim_sound $0, SFX_FORESIGHT - anim_obj $a7, 64, 88, $0 + 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_wait 24 anim_ret ; cb19d BattleAnim_BoneRush: ; cb19d anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC - anim_sound $1, SFX_BONE_CLUB - anim_obj $69, 132, 56, $2 + anim_sound 0, 1, SFX_BONE_CLUB + anim_obj ANIM_OBJ_69, -16, 4, 7, 0, $2 anim_wait 16 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $1, 120, 48, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 anim_wait 16 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $1, 144, 64, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $0 anim_wait 16 anim_ret ; cb1bc BattleAnim_LockOn: ; cb1bc anim_1gfx ANIM_GFX_MISC - anim_sound $1, SFX_MIND_READER -BattleAnim_LockOn_branch_cb1c1: ; cb1c1 - anim_obj $87, 132, 48, $3 - anim_obj $87, 132, 48, $12 - anim_obj $87, 132, 48, $20 - anim_obj $87, 132, 48, $31 - anim_wait 16 - anim_loop $2, BattleAnim_LockOn_branch_cb1c1 + 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_wait 16 + anim_loop 2, .loop anim_wait 32 anim_ret ; cb1dc BattleAnim_Outrage: ; cb1dc anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Outrage_branch_cbca7 - anim_bgeffect $1a, $0, $1, $20 - anim_sound $0, SFX_OUTRAGE + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_1A, $0, $1, $20 + anim_sound 0, 0, SFX_OUTRAGE anim_wait 72 - anim_incbgeffect $1a - anim_call BattleAnim_Outrage_branch_cbcb7 + anim_incbgeffect ANIM_BG_1A + anim_call BattleAnim_ShowMon_0 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_sound $1, SFX_MOVE_PUZZLE_PIECE - anim_obj $0, 120, 72, $0 + anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE + anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0 anim_wait 6 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $0, 136, 56, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 anim_wait 6 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $0, 152, 40, $0 + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0 anim_wait 16 anim_ret ; cb210 BattleAnim_Sandstorm: ; cb210 anim_1gfx ANIM_GFX_POWDER - anim_obj $a2, 88, 0, $0 + anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0 anim_wait 8 - anim_obj $a2, 72, 0, $1 + anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1 anim_wait 8 - anim_obj $a2, 56, 0, $2 -BattleAnim_Sandstorm_branch_cb223: ; cb223 - anim_sound $1, SFX_MENU + anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2 +.loop + anim_sound 0, 1, SFX_MENU anim_wait 8 - anim_loop $10, BattleAnim_Sandstorm_branch_cb223 + anim_loop 16, .loop anim_wait 8 anim_ret ; cb22d BattleAnim_GigaDrain: ; cb22d anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE - anim_call BattleAnim_GigaDrain_branch_cbca7 - anim_bgeffect $1c, $0, $0, $10 - anim_sound $1b, SFX_GIGA_DRAIN + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_1C, $0, $0, $10 + anim_sound 6, 3, SFX_GIGA_DRAIN anim_call BattleAnim_GigaDrain_branch_cbab3 anim_wait 48 anim_wait 128 - anim_incbgeffect $1c - anim_call BattleAnim_GigaDrain_branch_cbcb7 + anim_incbgeffect ANIM_BG_1C + anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_1gfx ANIM_GFX_SHINE - anim_bgeffect $7, $0, $0, $0 -BattleAnim_GigaDrain_branch_cb24d: ; cb24d - anim_sound $0, SFX_METRONOME - anim_obj $9d, 24, 64, $0 + 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_wait 5 - anim_obj $9d, 56, 104, $0 + anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0 anim_wait 5 - anim_obj $9d, 24, 104, $0 + anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0 anim_wait 5 - anim_obj $9d, 56, 64, $0 + anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0 anim_wait 5 - anim_obj $9d, 40, 84, $0 + anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0 anim_wait 5 - anim_loop $2, BattleAnim_GigaDrain_branch_cb24d + anim_loop 2, .loop anim_wait 32 anim_ret ; cb274 BattleAnim_Endure: ; cb274 anim_1gfx ANIM_GFX_SPEED - anim_call BattleAnim_Endure_branch_cbca7 - anim_bgeffect $1a, $0, $1, $20 - anim_bgeffect $7, $0, $2, $0 -BattleAnim_Endure_branch_cb283: ; cb283 - anim_sound $0, SFX_SWORDS_DANCE - anim_obj $47, 44, 108, $6 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_1A, $0, $1, $20 + 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_wait 2 - anim_obj $47, 36, 108, $6 + anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6 anim_wait 2 - anim_obj $47, 52, 108, $8 + anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8 anim_wait 2 - anim_obj $47, 28, 108, $8 + anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8 anim_wait 2 - anim_obj $47, 60, 108, $6 + anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6 anim_wait 2 - anim_obj $47, 20, 108, $8 + anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8 anim_wait 2 - anim_obj $47, 68, 108, $8 + anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8 anim_wait 2 - anim_loop $5, BattleAnim_Endure_branch_cb283 + anim_loop 5, .loop anim_wait 8 - anim_incbgeffect $1a - anim_call BattleAnim_Endure_branch_cbcb7 + anim_incbgeffect ANIM_BG_1A + anim_call BattleAnim_ShowMon_0 anim_ret ; cb2bb BattleAnim_Charm: ; cb2bb anim_1gfx ANIM_GFX_OBJECTS - anim_call BattleAnim_Charm_branch_cbca7 - anim_bgeffect $26, $0, $1, $0 - anim_sound $0, SFX_ATTRACT - anim_obj ANIM_OBJ_HEART, 64, 80, $0 + 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_wait 32 - anim_incbgeffect $26 - anim_call BattleAnim_Charm_branch_cbcb7 + anim_incbgeffect ANIM_BG_26 + anim_call BattleAnim_ShowMon_0 anim_wait 4 anim_ret ; cb2d5 BattleAnim_Rollout: ; cb2d5 anim_1gfx ANIM_GFX_HIT - anim_sound $0, SFX_SPARK - anim_call BattleAnim_Rollout_branch_cbcaf - anim_bgeffect $2e, $60, $1, $1 - anim_bgeffect $25, $0, $1, $0 + anim_sound 0, 0, SFX_SPARK + anim_call BattleAnim_FollowPlayerHead_0 + anim_bgeffect ANIM_BG_2E, $60, $1, $1 + anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 4 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $3, 136, 40, $0 + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0 anim_wait 8 - anim_call BattleAnim_Rollout_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; cb2f5 BattleAnim_FalseSwipe: ; cb2f5 anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT - anim_bgeffect $7, $0, $0, $0 - anim_sound $1, SFX_CUT - anim_obj $3a, 152, 40, $0 + 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_wait 4 - anim_obj $9d, 136, 40, $0 + anim_obj ANIM_OBJ_9D, -15, 0, 5, 0, $0 anim_wait 32 anim_ret ; cb30d BattleAnim_Swagger: ; cb30d anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND -BattleAnim_Swagger_branch_cb310: ; cb310 - anim_sound $0, SFX_MENU - anim_obj $a9, 72, 88, $44 +.loop + anim_sound 0, 0, SFX_MENU + anim_obj ANIM_OBJ_A9, 9, 0, 11, 0, $44 anim_wait 32 - anim_loop $2, BattleAnim_Swagger_branch_cb310 + anim_loop 2, .loop anim_wait 32 - anim_sound $1, SFX_KINESIS_2 - anim_obj $83, 104, 40, $0 + anim_sound 0, 1, SFX_KINESIS_2 + anim_obj ANIM_OBJ_83, 13, 0, 5, 0, $0 anim_wait 40 anim_ret ; cb328 BattleAnim_MilkDrink: ; cb328 anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE - anim_call BattleAnim_MilkDrink_branch_cbca7 - anim_obj $82, 74, 104, $0 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_obj ANIM_OBJ_82, 9, 2, 13, 0, $0 anim_wait 16 - anim_bgeffect $18, $0, $1, $40 - anim_sound $0, SFX_MILK_DRINK -BattleAnim_MilkDrink_branch_cb33c: ; cb33c - anim_obj $2c, 44, 88, $20 + 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_wait 8 - anim_loop $8, BattleAnim_MilkDrink_branch_cb33c + anim_loop 8, .loop anim_wait 128 - anim_incbgeffect $18 - anim_call BattleAnim_MilkDrink_branch_cbcb7 + anim_incbgeffect ANIM_BG_18 + anim_call BattleAnim_ShowMon_0 anim_ret ; cb34d BattleAnim_Spark: ; cb34d anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_sound $0, SFX_ZAP_CANNON + anim_sound 0, 0, SFX_ZAP_CANNON anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_obj $30, 48, 92, $0 + anim_obj ANIM_OBJ_30, 6, 0, 11, 4, $0 anim_wait 24 anim_setobj $1, $3 anim_wait 1 - anim_call BattleAnim_Spark_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 - anim_sound $0, SFX_SPARK + anim_sound 0, 0, SFX_SPARK anim_wait 16 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 - anim_incobj $2 + anim_incobj 2 anim_wait 1 - anim_sound $1, SFX_THUNDERSHOCK - anim_obj $32, 136, 56, $2 - anim_obj $33, 136, 56, $0 + anim_sound 0, 1, SFX_THUNDERSHOCK + anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2 + anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0 anim_wait 32 anim_ret ; cb386 BattleAnim_FuryCutter: ; cb386 anim_1gfx ANIM_GFX_CUT -BattleAnim_FuryCutter_branch_cb388: ; cb388 - anim_sound $1, SFX_CUT - anim_jumpand $1, BattleAnim_FuryCutter_branch_cb397 - anim_obj $3a, 152, 40, $0 - anim_jump BattleAnim_FuryCutter_branch_cb39c -; cb397 +.loop + anim_sound 0, 1, SFX_CUT + anim_jumpand $1, .obj1 + anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 + anim_jump .okay -BattleAnim_FuryCutter_branch_cb397: ; cb397 - anim_obj $3b, 112, 40, $0 -BattleAnim_FuryCutter_branch_cb39c: ; cb39c +.obj1 + anim_obj ANIM_OBJ_3B, 14, 0, 5, 0, $0 +.okay anim_wait 16 - anim_jumpuntil BattleAnim_FuryCutter_branch_cb388 + anim_jumpuntil .loop anim_ret ; cb3a1 BattleAnim_SteelWing: ; cb3a1 anim_1gfx ANIM_GFX_REFLECT anim_obp0 $0 - anim_sound $0, SFX_RAGE - anim_call BattleAnim_SteelWing_branch_cbca7 + anim_sound 0, 0, SFX_RAGE + anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_SteelWing_branch_cbc43 - anim_call BattleAnim_SteelWing_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_1gfx ANIM_GFX_HIT anim_resetobp0 - anim_sound $1, SFX_WING_ATTACK - anim_obj $1, 148, 56, $0 - anim_obj $1, 116, 56, $0 + 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_wait 6 - anim_sound $1, SFX_WING_ATTACK - anim_obj $1, 144, 56, $0 - anim_obj $1, 120, 56, $0 + 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_wait 6 - anim_sound $1, SFX_WING_ATTACK - anim_obj $1, 140, 56, $0 - anim_obj $1, 124, 56, $0 + 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_wait 16 anim_ret ; cb3df @@ -4149,27 +4136,27 @@ BattleAnim_SteelWing: ; cb3a1 BattleAnim_MeanLook: ; cb3df anim_1gfx ANIM_GFX_PSYCHIC anim_obp0 $e0 - anim_sound $1, SFX_MEAN_LOOK - anim_obj $ac, 148, 32, $0 + anim_sound 0, 1, SFX_MEAN_LOOK + anim_obj ANIM_OBJ_AC, -14, 4, 4, 0, $0 anim_wait 5 - anim_obj $ac, 116, 64, $0 + anim_obj ANIM_OBJ_AC, 14, 4, 8, 0, $0 anim_wait 5 - anim_obj $ac, 148, 64, $0 + anim_obj ANIM_OBJ_AC, -14, 4, 8, 0, $0 anim_wait 5 - anim_obj $ac, 116, 32, $0 + anim_obj ANIM_OBJ_AC, 14, 4, 4, 0, $0 anim_wait 5 - anim_obj $ac, 132, 48, $0 + anim_obj ANIM_OBJ_AC, -16, 4, 6, 0, $0 anim_wait 128 anim_ret ; cb405 BattleAnim_Attract: ; cb405 anim_1gfx ANIM_GFX_OBJECTS -BattleAnim_Attract_branch_cb407: ; cb407 - anim_sound $0, SFX_ATTRACT - anim_obj $66, 44, 80, $2 +.loop + anim_sound 0, 0, SFX_ATTRACT + anim_obj ANIM_OBJ_66, 5, 4, 10, 0, $2 anim_wait 8 - anim_loop $5, BattleAnim_Attract_branch_cb407 + anim_loop 5, .loop anim_wait 128 anim_wait 64 anim_ret @@ -4177,187 +4164,186 @@ BattleAnim_Attract_branch_cb407: ; cb407 BattleAnim_SleepTalk: ; cb417 anim_1gfx ANIM_GFX_STATUS -BattleAnim_SleepTalk_branch_cb419: ; cb419 - anim_sound $0, SFX_STRENGTH - anim_obj $54, 64, 80, $0 +.loop + anim_sound 0, 0, SFX_STRENGTH + anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 anim_wait 40 - anim_loop $2, BattleAnim_SleepTalk_branch_cb419 + anim_loop 2, .loop anim_wait 32 anim_ret ; cb428 BattleAnim_HealBell: ; cb428 anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE - anim_obj $84, 72, 56, $0 + anim_obj ANIM_OBJ_84, 9, 0, 7, 0, $0 anim_wait 32 -BattleAnim_HealBell_branch_cb431: ; cb431 - anim_sound $0, SFX_HEAL_BELL - anim_obj $85, 72, 52, $0 +.loop + anim_sound 0, 0, SFX_HEAL_BELL + anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0 anim_wait 8 - anim_sound $0, SFX_HEAL_BELL - anim_obj $85, 72, 52, $1 + anim_sound 0, 0, SFX_HEAL_BELL + anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $1 anim_wait 8 - anim_sound $0, SFX_HEAL_BELL - anim_obj $85, 72, 52, $2 + anim_sound 0, 0, SFX_HEAL_BELL + anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2 anim_wait 8 - anim_sound $0, SFX_HEAL_BELL - anim_obj $85, 72, 52, $0 + anim_sound 0, 0, SFX_HEAL_BELL + anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0 anim_wait 8 - anim_sound $0, SFX_HEAL_BELL - anim_obj $85, 72, 52, $2 + anim_sound 0, 0, SFX_HEAL_BELL + anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2 anim_wait 8 - anim_loop $4, BattleAnim_HealBell_branch_cb431 + anim_loop 4, .loop anim_wait 64 anim_ret ; cb464 BattleAnim_Return: ; cb464 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Return_branch_cbcaf - anim_bgeffect $22, $0, $1, $0 - anim_sound $0, SFX_RETURN + anim_call BattleAnim_FollowPlayerHead_0 + anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 + anim_sound 0, 0, SFX_RETURN anim_wait 64 - anim_incbgeffect $22 + anim_incbgeffect ANIM_BG_BOUNCE_DOWN anim_wait 32 - anim_bgeffect $25, $0, $1, $0 + anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 4 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $3, 136, 40, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0 anim_wait 8 - anim_call BattleAnim_Return_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; cb488 BattleAnim_Present: ; cb488 anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE - anim_sound $1, SFX_PRESENT - anim_obj $8d, 64, 88, $6c + anim_sound 0, 1, SFX_PRESENT + anim_obj ANIM_OBJ_8D, 8, 0, 11, 0, $6c anim_wait 56 - anim_obj $53, 104, 48, $0 + anim_obj ANIM_OBJ_53, 13, 0, 6, 0, $0 anim_wait 48 - anim_incobj $2 - anim_jumpif $3, BattleAnim_Present_branch_cb4b2 - anim_incobj $1 + anim_incobj 2 + anim_jumpif $3, .heal + anim_incobj 1 anim_wait 1 anim_1gfx ANIM_GFX_EXPLOSION anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12 -BattleAnim_Present_branch_cb4aa: ; cb4aa +.loop anim_call BattleAnim_Present_branch_cbb8f anim_wait 16 - anim_jumpuntil BattleAnim_Present_branch_cb4aa + anim_jumpuntil .loop anim_ret -; cb4b2 -BattleAnim_Present_branch_cb4b2: ; cb4b2 - anim_sound $1, SFX_METRONOME -BattleAnim_Present_branch_cb4b5: ; cb4b5 - anim_obj $2c, 132, 48, $24 +.heal + anim_sound 0, 1, SFX_METRONOME +.loop2 + anim_obj ANIM_OBJ_2C, -16, 4, 6, 0, $24 anim_wait 8 - anim_loop $8, BattleAnim_Present_branch_cb4b5 + anim_loop 8, .loop2 anim_wait 128 anim_ret ; cb4c1 BattleAnim_Frustration: ; cb4c1 anim_1gfx ANIM_GFX_MISC - anim_sound $0, SFX_KINESIS_2 - anim_obj $83, 72, 80, $0 + anim_sound 0, 0, SFX_KINESIS_2 + anim_obj ANIM_OBJ_83, 9, 0, 10, 0, $0 anim_wait 40 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_Frustration_branch_cbca7 - anim_bgeffect $26, $0, $1, $0 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_wait 8 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $1, 120, 48, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 anim_wait 8 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $1, 152, 48, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0 anim_wait 8 - anim_sound $1, SFX_COMET_PUNCH - anim_obj $1, 136, 48, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 anim_wait 8 - anim_incbgeffect $26 + anim_incbgeffect ANIM_BG_26 anim_wait 1 - anim_call BattleAnim_Frustration_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; cb4f9 BattleAnim_Safeguard: ; cb4f9 anim_1gfx ANIM_GFX_MISC - anim_bgeffect $6, $0, $2, $0 - anim_obj $89, 80, 80, $0 - anim_obj $89, 80, 80, $d - anim_obj $89, 80, 80, $1a - anim_obj $89, 80, 80, $27 - anim_obj $89, 80, 80, $34 - anim_sound $0, SFX_PROTECT + 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_sound 0, 0, SFX_PROTECT anim_wait 96 anim_ret ; cb51e BattleAnim_PainSplit: ; cb51e anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS - anim_call BattleAnim_PainSplit_branch_cbcaf - anim_bgeffect $25, $0, $1, $0 + anim_call BattleAnim_FollowPlayerHead_0 + anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 4 - anim_sound $1, SFX_TACKLE - anim_obj $4, 112, 48, $0 - anim_obj $4, 76, 96, $0 + 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_wait 8 - anim_call BattleAnim_PainSplit_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_ret ; cb53d BattleAnim_SacredFire: ; cb53d anim_1gfx ANIM_GFX_FIRE - anim_bgeffect $6, $0, $2, $0 + anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 -BattleAnim_SacredFire_branch_cb549: ; cb549 - anim_sound $0, SFX_EMBER - anim_obj $80, 48, 104, $0 +.loop + anim_sound 0, 0, SFX_EMBER + anim_obj ANIM_OBJ_80, 6, 0, 13, 0, $0 anim_wait 8 - anim_loop $8, BattleAnim_SacredFire_branch_cb549 + anim_loop 8, .loop anim_wait 96 - anim_call BattleAnim_SacredFire_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 - anim_sound $1, SFX_EMBER - anim_obj $f, 136, 48, $1 - anim_obj $f, 136, 48, $4 - anim_obj $f, 136, 48, $5 + 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_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 - anim_incobj $9 + anim_incobj 9 anim_wait 8 anim_ret ; cb57d BattleAnim_Magnitude: ; cb57d anim_1gfx ANIM_GFX_ROCKS -BattleAnim_Magnitude_branch_cb57f: ; cb57f - anim_bgeffect $1f, $e, $4, $0 - anim_sound $1, SFX_STRENGTH - anim_obj $1e, 128, 64, $40 +.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_wait 2 - anim_obj $1e, 120, 68, $30 + anim_obj ANIM_OBJ_1E, 15, 0, 8, 4, $30 anim_wait 2 - anim_obj $1e, 152, 68, $30 + anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30 anim_wait 2 - anim_obj $1e, 144, 64, $40 + anim_obj ANIM_OBJ_1E, -14, 0, 8, 0, $40 anim_wait 2 - anim_obj $1e, 136, 68, $30 + anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30 anim_wait 2 - anim_jumpuntil BattleAnim_Magnitude_branch_cb57f + anim_jumpuntil .loop anim_wait 96 anim_ret ; cb5aa BattleAnim_Dynamicpunch: ; cb5aa anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION - anim_sound $1, SFX_COMET_PUNCH - anim_obj $a, 136, 56, $43 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12 anim_call BattleAnim_Dynamicpunch_branch_cbb8f @@ -4367,32 +4353,32 @@ BattleAnim_Dynamicpunch: ; cb5aa BattleAnim_Megahorn: ; cb5c0 anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_bgeffect $1f, $40, $2, $0 + anim_bgeffect ANIM_BG_1F, $40, $2, $0 anim_wait 48 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 - anim_obj $5f, 72, 80, $1 - anim_sound $1, SFX_HORN_ATTACK + anim_obj ANIM_OBJ_5F, 9, 0, 10, 0, $1 + anim_sound 0, 1, SFX_HORN_ATTACK anim_wait 16 - anim_obj $0, 136, 56, $0 + anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; cb5de BattleAnim_Dragonbreath: ; cb5de anim_1gfx ANIM_GFX_FIRE - anim_sound $1a, SFX_EMBER -BattleAnim_Dragonbreath_branch_cb5e3: ; cb5e3 - anim_obj $90, 64, 92, $4 + anim_sound 6, 2, SFX_EMBER +.loop + anim_obj ANIM_OBJ_90, 8, 0, 11, 4, $4 anim_wait 4 - anim_loop $a, BattleAnim_Dragonbreath_branch_cb5e3 + anim_loop 10, .loop anim_wait 64 anim_ret ; cb5ef BattleAnim_BatonPass: ; cb5ef anim_1gfx ANIM_GFX_MISC - anim_obj $86, 44, 104, $20 - anim_sound $0, SFX_BATON_PASS + anim_obj ANIM_OBJ_86, 5, 4, 13, 0, $20 + anim_sound 0, 0, SFX_BATON_PASS anim_call BattleAnim_BatonPass_branch_c9486 anim_wait 64 anim_ret @@ -4400,13 +4386,13 @@ BattleAnim_BatonPass: ; cb5ef BattleAnim_Encore: ; cb5fe anim_1gfx ANIM_GFX_OBJECTS - anim_obj $99, 64, 80, $90 - anim_obj $99, 64, 80, $10 - anim_sound $0, SFX_ENCORE + anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $90 + anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $10 + anim_sound 0, 0, SFX_ENCORE anim_wait 16 - anim_obj $9a, 64, 72, $2c + anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $2c anim_wait 32 - anim_obj $9a, 64, 72, $34 + anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $34 anim_wait 16 anim_ret ; cb61b @@ -4414,8 +4400,8 @@ BattleAnim_Encore: ; cb5fe BattleAnim_Pursuit: ; cb61b anim_1gfx ANIM_GFX_HIT anim_jumpif $1, BattleAnim_Pursuit_branch_cb62b - anim_sound $1, SFX_COMET_PUNCH - anim_obj $1, 136, 56, $0 + anim_sound 0, 1, SFX_COMET_PUNCH + anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 anim_wait 16 anim_ret ; cb62b @@ -4423,20 +4409,20 @@ BattleAnim_Pursuit: ; cb61b BattleAnim_Pursuit_branch_cb62b: ; cb62b anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0 anim_wait 4 - anim_call BattleAnim_Pursuit_branch_cbcc2 - anim_obj $ad, 132, 64, $0 + anim_call BattleAnim_FollowEnemyFeet_1 + anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $0 anim_wait 64 - anim_obj $ad, 132, 64, $1 - anim_sound $1, SFX_BALL_POOF + anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $1 + anim_sound 0, 1, SFX_BALL_POOF anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0 anim_wait 64 - anim_incobj $3 + anim_incobj 3 anim_wait 16 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $0, 120, 56, $0 - anim_bgeffect $2d, $0, $0, $0 + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_00, 15, 0, 7, 0, $0 + anim_bgeffect ANIM_BG_2D, $0, $0, $0 anim_wait 16 - anim_call BattleAnim_Pursuit_branch_cbcd2 + anim_call BattleAnim_ShowMon_1 anim_wait 1 anim_ret ; cb65e @@ -4444,38 +4430,38 @@ BattleAnim_Pursuit_branch_cb62b: ; cb62b BattleAnim_RapidSpin: ; cb65e anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT anim_obp0 $e4 -BattleAnim_RapidSpin_branch_cb663: ; cb663 - anim_sound $0, SFX_MENU - anim_obj $a8, 44, 112, $0 +.loop + anim_sound 0, 0, SFX_MENU + anim_obj ANIM_OBJ_A8, 5, 4, 14, 0, $0 anim_wait 2 - anim_loop $5, BattleAnim_RapidSpin_branch_cb663 + anim_loop 5, .loop anim_wait 24 - anim_call BattleAnim_RapidSpin_branch_cbcaf - anim_bgeffect $25, $0, $1, $0 + anim_call BattleAnim_FollowPlayerHead_0 + anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 4 anim_resetobp0 - anim_sound $1, SFX_MEGA_KICK - anim_obj $4, 136, 40, $0 + anim_sound 0, 1, SFX_MEGA_KICK + anim_obj ANIM_OBJ_04, -15, 0, 5, 0, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 - anim_incobj $6 + anim_incobj 6 anim_wait 1 anim_ret ; cb68e BattleAnim_SweetScent: ; cb68e anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC - anim_sound $0, SFX_SWEET_SCENT - anim_obj ANIM_OBJ_FLOWER, 64, 96, $2 + anim_sound 0, 0, SFX_SWEET_SCENT + anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2 anim_wait 2 - anim_obj ANIM_OBJ_FLOWER, 64, 80, $2 + anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2 anim_wait 96 anim_obp0 $54 - anim_sound $1, SFX_SWEET_SCENT_2 - 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_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_wait 128 anim_ret ; cb6b6 @@ -4483,90 +4469,90 @@ BattleAnim_SweetScent: ; cb68e BattleAnim_IronTail: ; cb6b6 anim_1gfx ANIM_GFX_REFLECT anim_obp0 $0 - anim_sound $0, SFX_RAGE - anim_call BattleAnim_IronTail_branch_cbca7 + anim_sound 0, 0, SFX_RAGE + anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_IronTail_branch_cbc43 anim_wait 4 anim_1gfx ANIM_GFX_HIT anim_resetobp0 - anim_bgeffect $26, $0, $1, $0 + anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_wait 16 - anim_sound $1, SFX_MEGA_KICK - anim_obj $0, 136, 48, $0 + anim_sound 0, 1, SFX_MEGA_KICK + anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0 anim_wait 16 - anim_incbgeffect $26 - anim_call BattleAnim_IronTail_branch_cbcb7 + anim_incbgeffect ANIM_BG_26 + anim_call BattleAnim_ShowMon_0 anim_ret ; cb6dc BattleAnim_MetalClaw: ; cb6dc anim_1gfx ANIM_GFX_REFLECT anim_obp0 $0 - anim_sound $0, SFX_RAGE - anim_call BattleAnim_MetalClaw_branch_cbca7 + anim_sound 0, 0, SFX_RAGE + anim_call BattleAnim_FollowEnemyFeet_0 anim_call BattleAnim_MetalClaw_branch_cbc43 - anim_call BattleAnim_MetalClaw_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_1gfx ANIM_GFX_CUT anim_resetobp0 - anim_sound $1, SFX_SCRATCH - anim_obj $37, 144, 48, $0 - anim_obj $37, 140, 44, $0 - anim_obj $37, 136, 40, $0 + 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_wait 32 anim_ret ; cb703 BattleAnim_VitalThrow: ; cb703 anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_VitalThrow_branch_cbca7 - anim_bgeffect $2f, $0, $1, $0 + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_2F, $0, $1, $0 anim_wait 16 - anim_sound $0, SFX_MENU - anim_obj $4, 64, 96, $0 + anim_sound 0, 0, SFX_MENU + anim_obj ANIM_OBJ_04, 8, 0, 12, 0, $0 anim_wait 8 - anim_sound $0, SFX_MENU - anim_obj $4, 56, 88, $0 + anim_sound 0, 0, SFX_MENU + anim_obj ANIM_OBJ_04, 7, 0, 11, 0, $0 anim_wait 8 - anim_sound $0, SFX_MENU - anim_obj $4, 68, 104, $0 + anim_sound 0, 0, SFX_MENU + anim_obj ANIM_OBJ_04, 8, 4, 13, 0, $0 anim_wait 8 - anim_incbgeffect $2f + anim_incbgeffect ANIM_BG_2F anim_wait 16 - anim_call BattleAnim_VitalThrow_branch_cbcb7 - anim_sound $1, SFX_MEGA_PUNCH - anim_obj $3, 132, 56, $0 + anim_call BattleAnim_ShowMon_0 + anim_sound 0, 1, SFX_MEGA_PUNCH + anim_obj ANIM_OBJ_03, -16, 4, 7, 0, $0 anim_wait 16 anim_ret ; cb739 BattleAnim_MorningSun: ; cb739 anim_1gfx ANIM_GFX_SHINE - anim_bgeffect $7, $0, $0, $0 - anim_sound $0, SFX_MORNING_SUN -BattleAnim_MorningSun_branch_cb743: ; cb743 - anim_obj $9c, 16, 48, $88 + 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_wait 6 - anim_loop $5, BattleAnim_MorningSun_branch_cb743 + anim_loop 5, .loop anim_wait 32 - anim_jumpif $0, BattleAnim_MorningSun_branch_cb756 + anim_jumpif $0, .zero anim_call BattleAnim_MorningSun_branch_cbc6a anim_ret ; cb756 -BattleAnim_MorningSun_branch_cb756: ; cb756 +.zero anim_call BattleAnim_MorningSun_branch_cbc80 anim_ret ; cb75a BattleAnim_Synthesis: ; cb75a anim_1gfx ANIM_GFX_SHINE - anim_call BattleAnim_Synthesis_branch_cbca7 - anim_bgeffect $18, $0, $1, $40 - anim_bgeffect $7, $0, $0, $0 - anim_sound $0, SFX_OUTRAGE + anim_call BattleAnim_FollowEnemyFeet_0 + anim_bgeffect ANIM_BG_18, $0, $1, $40 + anim_bgeffect ANIM_BG_07, $0, $0, $0 + anim_sound 0, 0, SFX_OUTRAGE anim_wait 72 - anim_incbgeffect $18 - anim_call BattleAnim_Synthesis_branch_cbcb7 + anim_incbgeffect ANIM_BG_18 + anim_call BattleAnim_ShowMon_0 anim_jumpif $1, BattleAnim_Synthesis_branch_cb77a anim_call BattleAnim_Synthesis_branch_cbc6a anim_ret @@ -4581,15 +4567,15 @@ BattleAnim_Crunch: ; cb77e anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT anim_bgp $1b anim_obp0 $c0 - anim_bgeffect $1f, $20, $2, $0 - anim_obj $36, 136, 56, $a8 - anim_obj $36, 136, 56, $28 + 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_wait 8 - anim_sound $1, SFX_BITE - anim_obj $0, 144, 48, $18 + anim_sound 0, 1, SFX_BITE + anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $18 anim_wait 16 - anim_sound $1, SFX_BITE - anim_obj $0, 128, 64, $18 + anim_sound 0, 1, SFX_BITE + anim_obj ANIM_OBJ_00, 16, 0, 8, 0, $18 anim_wait 8 anim_ret ; cb7a8 @@ -4597,14 +4583,14 @@ BattleAnim_Crunch: ; cb77e BattleAnim_Moonlight: ; cb7a8 anim_1gfx ANIM_GFX_SHINE anim_bgp $1b - anim_bgeffect $7, $0, $0, $0 - anim_obj $9e, 0, 40, $0 - anim_obj $9e, 16, 56, $0 - anim_obj $9e, 32, 72, $0 - anim_obj $9e, 48, 88, $0 - anim_obj $9e, 64, 104, $0 + 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_wait 1 - anim_sound $0, SFX_MOONLIGHT + anim_sound 0, 0, SFX_MOONLIGHT anim_wait 63 anim_jumpif $3, BattleAnim_Moonlight_branch_cb7d7 anim_call BattleAnim_Moonlight_branch_cbc6a @@ -4618,48 +4604,48 @@ BattleAnim_Moonlight_branch_cb7d7: ; cb7d7 BattleAnim_HiddenPower: ; cb7db anim_1gfx ANIM_GFX_CHARGE - anim_call BattleAnim_HiddenPower_branch_cbca7 - anim_bgeffect $1a, $0, $1, $20 - anim_bgeffect $7, $0, $2, $0 - anim_obj $9f, 44, 88, $0 - anim_obj $9f, 44, 88, $8 - anim_obj $9f, 44, 88, $10 - anim_obj $9f, 44, 88, $18 - anim_obj $9f, 44, 88, $20 - anim_obj $9f, 44, 88, $28 - anim_obj $9f, 44, 88, $30 - anim_obj $9f, 44, 88, $38 -BattleAnim_HiddenPower_branch_cb812: ; cb812 - anim_sound $0, SFX_SWORDS_DANCE - anim_wait 8 - anim_loop $c, BattleAnim_HiddenPower_branch_cb812 - anim_incbgeffect $1a - anim_call BattleAnim_HiddenPower_branch_cbcb7 + 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 +.loop + anim_sound 0, 0, SFX_SWORDS_DANCE + anim_wait 8 + anim_loop 12, .loop + anim_incbgeffect ANIM_BG_1A + anim_call BattleAnim_ShowMon_0 anim_wait 1 - anim_incobj $2 - anim_incobj $3 - anim_incobj $4 - anim_incobj $5 - anim_incobj $6 - anim_incobj $7 - anim_incobj $8 - anim_incobj $9 + anim_incobj 2 + anim_incobj 3 + anim_incobj 4 + anim_incobj 5 + anim_incobj 6 + anim_incobj 7 + anim_incobj 8 + anim_incobj 9 anim_wait 16 anim_1gfx ANIM_GFX_HIT - anim_obj $0, 136, 56, $0 + anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 anim_wait 32 anim_ret ; cb83a BattleAnim_CrossChop: ; cb83a anim_1gfx ANIM_GFX_CUT - anim_sound $1, SFX_CUT - anim_obj $a0, 152, 40, $0 - anim_obj $a1, 120, 72, $0 + 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_wait 8 - anim_bgeffect $1f, $58, $2, $0 + anim_bgeffect ANIM_BG_1F, $58, $2, $0 anim_wait 92 - anim_sound $1, SFX_VICEGRIP + anim_sound 0, 1, SFX_VICEGRIP anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10 anim_wait 16 anim_ret @@ -4667,44 +4653,44 @@ BattleAnim_CrossChop: ; cb83a BattleAnim_Twister: ; cb85a anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT -BattleAnim_Twister_branch_cb85d: ; cb85d - anim_sound $0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, 64, 112, $0 +.loop1 + anim_sound 0, 0, SFX_RAZOR_WIND + anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0 anim_wait 6 - anim_loop $9, BattleAnim_Twister_branch_cb85d -BattleAnim_Twister_branch_cb86a: ; cb86a - anim_sound $0, SFX_RAZOR_WIND - anim_wait 8 - anim_loop $8, BattleAnim_Twister_branch_cb86a - anim_incobj $1 - anim_incobj $2 - anim_incobj $3 - anim_incobj $4 - anim_incobj $5 - anim_incobj $6 - anim_incobj $7 - anim_incobj $8 - anim_incobj $9 + anim_loop 9, .loop1 +.loop2 + anim_sound 0, 0, SFX_RAZOR_WIND + anim_wait 8 + anim_loop 8, .loop2 + anim_incobj 1 + anim_incobj 2 + anim_incobj 3 + anim_incobj 4 + anim_incobj 5 + anim_incobj 6 + anim_incobj 7 + anim_incobj 8 + anim_incobj 9 anim_wait 64 - anim_obj $1, 144, 64, $18 -BattleAnim_Twister_branch_cb88a: ; cb88a - anim_sound $1, SFX_RAZOR_WIND - anim_wait 8 - anim_loop $4, BattleAnim_Twister_branch_cb88a - anim_obj $1, 128, 32, $18 -BattleAnim_Twister_branch_cb897: ; cb897 - anim_sound $1, SFX_RAZOR_WIND - anim_wait 8 - anim_loop $4, BattleAnim_Twister_branch_cb897 - anim_incobj $1 - anim_incobj $2 - anim_incobj $3 - anim_incobj $4 - anim_incobj $5 - anim_incobj $6 - anim_incobj $7 - anim_incobj $8 - anim_incobj $9 + anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $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 +.loop4 + anim_sound 0, 1, SFX_RAZOR_WIND + anim_wait 8 + anim_loop 4, .loop4 + anim_incobj 1 + anim_incobj 2 + anim_incobj 3 + anim_incobj 4 + anim_incobj 5 + anim_incobj 6 + anim_incobj 7 + anim_incobj 8 + anim_incobj 9 anim_wait 32 anim_ret ; cb8b3 @@ -4713,12 +4699,12 @@ BattleAnim_RainDance: ; cb8b3 anim_1gfx ANIM_GFX_WATER anim_bgp $f8 anim_obp0 $7c - anim_sound $1, SFX_RAIN_DANCE - anim_obj $af, 88, 0, $0 + anim_sound 0, 1, SFX_RAIN_DANCE + anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $0 anim_wait 8 - anim_obj $af, 88, 0, $1 + anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $1 anim_wait 8 - anim_obj $af, 88, 0, $2 + anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 anim_wait 128 anim_ret ; cb8cf @@ -4726,47 +4712,47 @@ BattleAnim_RainDance: ; cb8b3 BattleAnim_SunnyDay: ; cb8cf anim_1gfx ANIM_GFX_WATER anim_bgp $90 - anim_sound $1, SFX_MORNING_SUN - anim_obj $af, 88, 0, $2 + anim_sound 0, 1, SFX_MORNING_SUN + anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 anim_wait 8 - anim_obj $af, 88, 0, $2 + anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 anim_wait 8 - anim_obj $af, 88, 0, $2 + anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 anim_wait 128 anim_ret ; cb8e9 BattleAnim_MirrorCoat: ; cb8e9 anim_2gfx ANIM_GFX_REFLECT, ANIM_GFX_SPEED - anim_bgeffect $6, $0, $2, $0 -BattleAnim_MirrorCoat_branch_cb8f1: ; cb8f1 - anim_sound $0, SFX_SHINE - anim_obj $50, 72, 80, $0 - anim_obj $ae, 64, 72, $4 + 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_wait 8 - anim_obj $ae, 64, 88, $4 + anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4 anim_wait 8 - anim_obj $ae, 64, 80, $4 + anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4 anim_wait 8 - anim_obj $ae, 64, 96, $4 + anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4 anim_wait 8 - anim_loop $3, BattleAnim_MirrorCoat_branch_cb8f1 + anim_loop 3, .loop anim_wait 32 anim_ret ; cb917 BattleAnim_PsychUp: ; cb917 anim_1gfx ANIM_GFX_STATUS - anim_call BattleAnim_PsychUp_branch_cbca7 - anim_bgeffect $1a, $0, $1, $20 - anim_sound $0, SFX_PSYBEAM - anim_obj $b1, 44, 88, $0 - anim_obj $b1, 44, 88, $10 - anim_obj $b1, 44, 88, $20 - anim_obj $b1, 44, 88, $30 + 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_wait 64 - anim_incbgeffect $1a - anim_call BattleAnim_PsychUp_branch_cbcb7 + anim_incbgeffect ANIM_BG_1A + anim_call BattleAnim_ShowMon_0 anim_wait 16 anim_ret ; cb940 @@ -4774,16 +4760,16 @@ BattleAnim_PsychUp: ; cb917 BattleAnim_Extremespeed: ; cb940 anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_sound $0, SFX_MENU - anim_obj $77, 24, 88, $2 - anim_obj $77, 32, 88, $1 - anim_obj $77, 40, 88, $0 - anim_obj $77, 48, 88, $80 - anim_obj $77, 56, 88, $81 - anim_obj $77, 64, 88, $82 + 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_wait 12 - anim_sound $1, SFX_CUT - anim_obj $3a, 152, 40, $0 + anim_sound 0, 1, SFX_CUT + anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 anim_wait 32 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -4792,29 +4778,29 @@ BattleAnim_Extremespeed: ; cb940 BattleAnim_Ancientpower: ; cb97a anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT - anim_sound $0, SFX_SPARK - anim_obj $b2, 64, 108, $20 + anim_sound 0, 0, SFX_SPARK + anim_obj ANIM_OBJ_B2, 8, 0, 13, 4, $20 anim_wait 8 - anim_sound $0, SFX_SPARK - anim_obj $b2, 75, 102, $20 + anim_sound 0, 0, SFX_SPARK + anim_obj ANIM_OBJ_B2, 9, 3, 12, 6, $20 anim_wait 8 - anim_sound $0, SFX_SPARK - anim_obj $b2, 85, 97, $20 + anim_sound 0, 0, SFX_SPARK + anim_obj ANIM_OBJ_B2, 10, 5, 12, 1, $20 anim_wait 8 - anim_sound $0, SFX_SPARK - anim_obj $b2, 96, 92, $20 + anim_sound 0, 0, SFX_SPARK + anim_obj ANIM_OBJ_B2, 12, 0, 11, 4, $20 anim_wait 8 - anim_sound $1, SFX_SPARK - anim_obj $b2, 106, 87, $20 + anim_sound 0, 1, SFX_SPARK + anim_obj ANIM_OBJ_B2, 13, 2, 10, 7, $20 anim_wait 8 - anim_sound $1, SFX_SPARK - anim_obj $b2, 116, 82, $20 + anim_sound 0, 1, SFX_SPARK + anim_obj ANIM_OBJ_B2, 14, 4, 10, 2, $20 anim_wait 8 - anim_sound $1, SFX_SPARK - anim_obj $b2, 126, 77, $20 + anim_sound 0, 1, SFX_SPARK + anim_obj ANIM_OBJ_B2, 15, 6, 9, 5, $20 anim_wait 8 - anim_sound $1, SFX_SPARK - anim_obj $0, 136, 56, $0 + anim_sound 0, 1, SFX_SPARK + anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 anim_wait 6 anim_ret ; cb9c6 @@ -4822,55 +4808,55 @@ BattleAnim_Ancientpower: ; cb97a BattleAnim_ShadowBall: ; cb9c6 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_SMOKE anim_bgp $1b - anim_sound $1a, SFX_SLUDGE_BOMB - anim_obj $b4, 64, 92, $2 + anim_sound 6, 2, SFX_SLUDGE_BOMB + anim_obj ANIM_OBJ_B4, 8, 0, 11, 4, $2 anim_wait 32 - anim_obj $1c, 132, 56, $10 + anim_obj ANIM_OBJ_1C, -16, 4, 7, 0, $10 anim_wait 24 anim_ret ; cb9db BattleAnim_FutureSight: ; cb9db anim_1gfx ANIM_GFX_WIND - anim_bgeffect $6, $0, $2, $0 + 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 $7d, 8, 24, $10 - anim_obj $7d, 8, 48, $2 - anim_obj $7d, 8, 88, $8 + 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_wait 4 - anim_obj $7d, 8, 32, $6 - anim_obj $7d, 8, 56, $c - anim_obj $7d, 8, 80, $4 - anim_obj $7d, 8, 104, $e -BattleAnim_FutureSight_branch_cba10: ; cba10 - anim_sound $0, SFX_THROW_BALL - anim_wait 16 - anim_loop $4, BattleAnim_FutureSight_branch_cba10 + 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 +.loop + anim_sound 0, 0, SFX_THROW_BALL + anim_wait 16 + anim_loop 4, .loop anim_incbgeffect ANIM_BG_PSYCHIC anim_ret ; cba1b BattleAnim_RockSmash: ; cba1b anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT - anim_sound $1, SFX_SPARK - anim_obj $1, 128, 56, $0 - anim_sound $1, SFX_SPARK - anim_obj $b5, 128, 64, $28 - anim_obj $b5, 128, 64, $5c - anim_sound $1, SFX_SPARK - anim_obj $b5, 128, 64, $10 - anim_obj $b5, 128, 64, $e8 - anim_sound $1, SFX_SPARK - anim_obj $b5, 128, 64, $9c - anim_obj $b5, 128, 64, $d0 + anim_sound 0, 1, SFX_SPARK + anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $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_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_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_wait 6 - anim_sound $1, SFX_SPARK - anim_obj $b5, 128, 64, $1c - anim_obj $b5, 128, 64, $50 - anim_sound $1, SFX_SPARK - anim_obj $b5, 128, 64, $dc - anim_obj $b5, 128, 64, $90 + 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_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_wait 32 anim_ret ; cba6a @@ -4878,12 +4864,12 @@ BattleAnim_RockSmash: ; cba1b BattleAnim_Whirlpool: ; cba6a anim_1gfx ANIM_GFX_WIND anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0 - anim_sound $1, SFX_SURF + anim_sound 0, 1, SFX_SURF anim_wait 16 -BattleAnim_Whirlpool_branch_cba75: ; cba75 - anim_obj ANIM_OBJ_GUST, 132, 72, $0 +.loop + anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0 anim_wait 6 - anim_loop $9, BattleAnim_Whirlpool_branch_cba75 + anim_loop 9, .loop anim_wait 64 anim_incbgeffect ANIM_BG_WHIRLPOOL anim_wait 1 @@ -4891,104 +4877,104 @@ BattleAnim_Whirlpool_branch_cba75: ; cba75 ; cba84 BattleAnim_BeatUp: ; cba84 - anim_jumpif $0, BattleAnim_BeatUp_branch_cba9b - anim_sound $0, SFX_BALL_POOF + anim_jumpif $0, .current_mon + anim_sound 0, 0, SFX_BALL_POOF anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0 anim_wait 16 anim_beatup - anim_sound $0, SFX_BALL_POOF + anim_sound 0, 0, SFX_BALL_POOF anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 anim_wait 16 -BattleAnim_BeatUp_branch_cba9b: ; cba9b +.current_mon anim_1gfx ANIM_GFX_HIT - anim_call BattleAnim_BeatUp_branch_cbca7 + anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 - anim_sound $1, SFX_BEAT_UP - anim_obj $0, 136, 48, $0 + anim_sound 0, 1, SFX_BEAT_UP + anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0 anim_wait 8 - anim_call BattleAnim_BeatUp_branch_cbcb7 + anim_call BattleAnim_ShowMon_0 anim_ret ; cbab3 BattleAnim_DreamEater_branch_cbab3: ; cbab3 BattleAnim_GigaDrain_branch_cbab3: ; cbab3 BattleAnim_LeechLife_branch_cbab3: ; cbab3 - anim_obj $71, 132, 44, $0 - anim_obj $71, 132, 44, $8 - anim_obj $71, 132, 44, $10 - anim_obj $71, 132, 44, $18 - anim_obj $71, 132, 44, $20 - anim_obj $71, 132, 44, $28 - anim_obj $71, 132, 44, $30 - anim_obj $71, 132, 44, $38 + 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_ret ; cbadc BattleAnim_Glare_branch_cbadc: ; cbadc BattleAnim_Leer_branch_cbadc: ; cbadc BattleAnim_ScaryFace_branch_cbadc: ; cbadc - anim_sound $1a, SFX_LEER - anim_obj $4e, 72, 84, $0 - anim_obj $4e, 64, 80, $0 - anim_obj $4e, 88, 76, $0 - anim_obj $4e, 80, 72, $0 - anim_obj $4e, 104, 68, $0 - anim_obj $4e, 96, 64, $0 - anim_obj $4e, 120, 60, $0 - anim_obj $4e, 112, 56, $0 - anim_obj $4f, 130, 54, $0 - anim_obj $4f, 122, 50, $0 + 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_ret ; cbb12 BattleAnim_Fly_branch_cbb12: ; cbb12 BattleAnim_Teleport_branch_cbb12: ; cbb12 - anim_sound $0, SFX_WARP_TO - anim_obj $44, 44, 108, $0 - anim_obj $44, 44, 100, $0 - anim_obj $44, 44, 92, $0 - anim_obj $44, 44, 84, $0 - anim_obj $44, 44, 76, $0 - anim_obj $44, 44, 68, $0 - anim_obj $44, 44, 60, $0 + 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_ret ; cbb39 BattleAnim_AuroraBeam_branch_cbb39: ; cbb39 BattleAnim_HyperBeam_branch_cbb39: ; cbb39 BattleAnim_Solarbeam_branch_cbb39: ; cbb39 - anim_sound $0, SFX_HYPER_BEAM - anim_obj $27, 64, 92, $0 + anim_sound 0, 0, SFX_HYPER_BEAM + anim_obj ANIM_OBJ_27, 8, 0, 11, 4, $0 anim_wait 4 - anim_sound $0, SFX_HYPER_BEAM - anim_obj $27, 80, 84, $0 + anim_sound 0, 0, SFX_HYPER_BEAM + anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0 anim_wait 4 - anim_sound $1, SFX_HYPER_BEAM - anim_obj $27, 96, 76, $0 + anim_sound 0, 1, SFX_HYPER_BEAM + anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0 anim_wait 4 - anim_sound $1, SFX_HYPER_BEAM - anim_obj $27, 112, 68, $0 - anim_obj $28, 126, 62, $0 + 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_ret ; cbb62 BattleAnim_Explosion_branch_cbb62: ; cbb62 BattleAnim_Selfdestruct_branch_cbb62: ; cbb62 - anim_sound $0, SFX_EGG_BOMB - anim_obj $17, 24, 64, $0 + anim_sound 0, 0, SFX_EGG_BOMB + anim_obj ANIM_OBJ_17, 3, 0, 8, 0, $0 anim_wait 5 - anim_sound $0, SFX_EGG_BOMB - anim_obj $17, 56, 104, $0 + anim_sound 0, 0, SFX_EGG_BOMB + anim_obj ANIM_OBJ_17, 7, 0, 13, 0, $0 anim_wait 5 - anim_sound $0, SFX_EGG_BOMB - anim_obj $17, 24, 104, $0 + anim_sound 0, 0, SFX_EGG_BOMB + anim_obj ANIM_OBJ_17, 3, 0, 13, 0, $0 anim_wait 5 - anim_sound $0, SFX_EGG_BOMB - anim_obj $17, 56, 64, $0 + anim_sound 0, 0, SFX_EGG_BOMB + anim_obj ANIM_OBJ_17, 7, 0, 8, 0, $0 anim_wait 5 - anim_sound $0, SFX_EGG_BOMB - anim_obj $17, 40, 84, $0 + anim_sound 0, 0, SFX_EGG_BOMB + anim_obj ANIM_OBJ_17, 5, 0, 10, 4, $0 anim_ret ; cbb8f @@ -4996,89 +4982,90 @@ BattleAnim_Dynamicpunch_branch_cbb8f: ; cbb8f BattleAnim_Explosion_branch_cbb8f: ; cbb8f BattleAnim_Present_branch_cbb8f: ; cbb8f BattleAnim_Selfdestruct_branch_cbb8f: ; cbb8f - anim_sound $1, SFX_EGG_BOMB - anim_obj $17, 148, 32, $0 + anim_sound 0, 1, SFX_EGG_BOMB + anim_obj ANIM_OBJ_17, -14, 4, 4, 0, $0 anim_wait 5 - anim_sound $1, SFX_EGG_BOMB - anim_obj $17, 116, 72, $0 + anim_sound 0, 1, SFX_EGG_BOMB + anim_obj ANIM_OBJ_17, 14, 4, 9, 0, $0 anim_wait 5 - anim_sound $1, SFX_EGG_BOMB - anim_obj $17, 148, 72, $0 + anim_sound 0, 1, SFX_EGG_BOMB + anim_obj ANIM_OBJ_17, -14, 4, 9, 0, $0 anim_wait 5 - anim_sound $1, SFX_EGG_BOMB - anim_obj $17, 116, 32, $0 + anim_sound 0, 1, SFX_EGG_BOMB + anim_obj ANIM_OBJ_17, 14, 4, 4, 0, $0 anim_wait 5 - anim_sound $1, SFX_EGG_BOMB - anim_obj $17, 132, 52, $0 + anim_sound 0, 1, SFX_EGG_BOMB + anim_obj ANIM_OBJ_17, -16, 4, 6, 4, $0 anim_ret ; cbbbc BattleAnim_Growl_branch_cbbbc: ; cbbbc BattleAnim_Roar_branch_cbbbc: ; cbbbc BattleAnim_Snore_branch_cbbbc: ; cbbbc - anim_obj $4b, 64, 76, $0 - anim_obj $4b, 64, 88, $1 - anim_obj $4b, 64, 100, $2 + 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_ret ; cbbcc BattleAnim_FirePunch_branch_cbbcc: ; cbbcc BattleAnim_TriAttack_branch_cbbcc: ; cbbcc - anim_sound $1, SFX_EMBER -BattleAnim_FirePunch_branch_cbbcf: ; cbbcf -BattleAnim_TriAttack_branch_cbbcf: ; cbbcf - anim_obj $10, 136, 56, $10 - anim_obj $10, 136, 56, $90 + 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_wait 4 - anim_loop $4, BattleAnim_FirePunch_branch_cbbcf + anim_loop 4, .loop anim_ret ; cbbdf BattleAnim_IcePunch_branch_cbbdf: ; cbbdf BattleAnim_PowderSnow_branch_cbbdf: ; cbbdf BattleAnim_TriAttack_branch_cbbdf: ; cbbdf - anim_sound $1, SFX_SHINE - anim_obj $12, 128, 42, $0 + anim_sound 0, 1, SFX_SHINE + anim_obj ANIM_OBJ_12, 16, 0, 5, 2, $0 anim_wait 6 - anim_sound $1, SFX_SHINE - anim_obj $12, 144, 70, $0 + anim_sound 0, 1, SFX_SHINE + anim_obj ANIM_OBJ_12, -14, 0, 8, 6, $0 anim_wait 6 - anim_sound $1, SFX_SHINE - anim_obj $12, 120, 56, $0 + anim_sound 0, 1, SFX_SHINE + anim_obj ANIM_OBJ_12, 15, 0, 7, 0, $0 anim_wait 6 - anim_sound $1, SFX_SHINE - anim_obj $12, 152, 56, $0 + anim_sound 0, 1, SFX_SHINE + anim_obj ANIM_OBJ_12, -13, 0, 7, 0, $0 anim_wait 6 - anim_sound $1, SFX_SHINE - anim_obj $12, 144, 42, $0 + anim_sound 0, 1, SFX_SHINE + anim_obj ANIM_OBJ_12, -14, 0, 5, 2, $0 anim_wait 6 - anim_sound $1, SFX_SHINE - anim_obj $12, 128, 70, $0 + anim_sound 0, 1, SFX_SHINE + anim_obj ANIM_OBJ_12, 16, 0, 8, 6, $0 anim_ret ; cbc15 BattleAnim_SludgeBomb_branch_cbc15: ; cbc15 BattleAnim_Sludge_branch_cbc15: ; cbc15 BattleAnim_Toxic_branch_cbc15: ; cbc15 - anim_sound $1, SFX_UNKNOWN_7F - anim_obj $1a, 132, 72, $0 +.loop + anim_sound 0, 1, SFX_UNKNOWN_7F + anim_obj ANIM_OBJ_1A, -16, 4, 9, 0, $0 anim_wait 8 - anim_sound $1, SFX_UNKNOWN_7F - anim_obj $1a, 116, 72, $0 + anim_sound 0, 1, SFX_UNKNOWN_7F + anim_obj ANIM_OBJ_1A, 14, 4, 9, 0, $0 anim_wait 8 - anim_sound $1, SFX_UNKNOWN_7F - anim_obj $1a, 148, 72, $0 + anim_sound 0, 1, SFX_UNKNOWN_7F + anim_obj ANIM_OBJ_1A, -14, 4, 9, 0, $0 anim_wait 8 - anim_loop $5, BattleAnim_SludgeBomb_branch_cbc15 + anim_loop 5, .loop anim_ret ; cbc35 BattleAnim_Acid_branch_cbc35: ; cbc35 BattleAnim_Toxic_branch_cbc35: ; cbc35 - anim_sound $1a, SFX_BUBBLEBEAM - anim_obj $19, 64, 92, $10 +.loop + anim_sound 6, 2, SFX_BUBBLEBEAM + anim_obj ANIM_OBJ_19, 8, 0, 11, 4, $10 anim_wait 5 - anim_loop $8, BattleAnim_Acid_branch_cbc35 + anim_loop 8, .loop anim_ret ; cbc43 @@ -5086,23 +5073,24 @@ BattleAnim_Harden_branch_cbc43: ; cbc43 BattleAnim_IronTail_branch_cbc43: ; cbc43 BattleAnim_MetalClaw_branch_cbc43: ; cbc43 BattleAnim_SteelWing_branch_cbc43: ; cbc43 - anim_sound $0, SFX_SHINE - anim_bgeffect $17, $0, $1, $40 + anim_sound 0, 0, SFX_SHINE + anim_bgeffect ANIM_BG_17, $0, $1, $40 anim_wait 8 - anim_obj $51, 48, 84, $0 + anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0 anim_wait 32 - anim_obj $51, 48, 84, $0 + anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0 anim_wait 64 - anim_incbgeffect $17 + anim_incbgeffect ANIM_BG_17 anim_ret ; cbc5b BattleAnim_MudSlap_branch_cbc5b: ; cbc5b BattleAnim_SandAttack_branch_cbc5b: ; cbc5b - anim_sound $1a, SFX_MENU - anim_obj $58, 64, 92, $4 +.loop + anim_sound 6, 2, SFX_MENU + anim_obj ANIM_OBJ_58, 8, 0, 11, 4, $4 anim_wait 4 - anim_loop $8, BattleAnim_MudSlap_branch_cbc5b + anim_loop 8, .loop anim_wait 32 anim_ret ; cbc6a @@ -5110,12 +5098,12 @@ BattleAnim_SandAttack_branch_cbc5b: ; cbc5b BattleAnim_Moonlight_branch_cbc6a: ; cbc6a BattleAnim_MorningSun_branch_cbc6a: ; cbc6a BattleAnim_Synthesis_branch_cbc6a: ; cbc6a - anim_sound $0, SFX_METRONOME - anim_obj $9d, 44, 64, $0 + anim_sound 0, 0, SFX_METRONOME + anim_obj ANIM_OBJ_9D, 5, 4, 8, 0, $0 anim_wait 5 - anim_obj $9d, 24, 96, $0 + anim_obj ANIM_OBJ_9D, 3, 0, 12, 0, $0 anim_wait 5 - anim_obj $9d, 56, 104, $0 + anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0 anim_wait 21 anim_ret ; cbc80 @@ -5123,189 +5111,65 @@ BattleAnim_Synthesis_branch_cbc6a: ; cbc6a BattleAnim_Moonlight_branch_cbc80: ; cbc80 BattleAnim_MorningSun_branch_cbc80: ; cbc80 BattleAnim_Synthesis_branch_cbc80: ; cbc80 - anim_sound $0, SFX_METRONOME -BattleAnim_Moonlight_branch_cbc83: ; cbc83 -BattleAnim_MorningSun_branch_cbc83: ; cbc83 -BattleAnim_Synthesis_branch_cbc83: ; cbc83 - anim_obj $9d, 24, 64, $0 + anim_sound 0, 0, SFX_METRONOME +.loop + anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0 anim_wait 5 - anim_obj $9d, 56, 104, $0 + anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0 anim_wait 5 - anim_obj $9d, 24, 104, $0 + anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0 anim_wait 5 - anim_obj $9d, 56, 64, $0 + anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0 anim_wait 5 - anim_obj $9d, 40, 84, $0 + anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0 anim_wait 5 - anim_loop $2, BattleAnim_Moonlight_branch_cbc83 + anim_loop 2, .loop anim_wait 16 anim_ret ; cbca7 -BattleAnim_Agility_branch_cbca7: ; cbca7 -BattleAnim_BeatUp_branch_cbca7: ; cbca7 -BattleAnim_Bide_branch_cbca7: ; cbca7 -BattleAnim_Charm_branch_cbca7: ; cbca7 -BattleAnim_Curse_branch_cbca7: ; cbca7 -BattleAnim_DefenseCurl_branch_cbca7: ; cbca7 -BattleAnim_DoubleEdge_branch_cbca7: ; cbca7 -BattleAnim_Endure_branch_cbca7: ; cbca7 -BattleAnim_FaintAttack_branch_cbca7: ; cbca7 -BattleAnim_Flail_branch_cbca7: ; cbca7 -BattleAnim_FlameWheel_branch_cbca7: ; cbca7 -BattleAnim_FocusEnergy_branch_cbca7: ; cbca7 -BattleAnim_Frustration_branch_cbca7: ; cbca7 -BattleAnim_GigaDrain_branch_cbca7: ; cbca7 -BattleAnim_Harden_branch_cbca7: ; cbca7 -BattleAnim_Headbutt_branch_cbca7: ; cbca7 -BattleAnim_HiddenPower_branch_cbca7: ; cbca7 -BattleAnim_IronTail_branch_cbca7: ; cbca7 -BattleAnim_Meditate_branch_cbca7: ; cbca7 -BattleAnim_MegaDrain_branch_cbca7: ; cbca7 -BattleAnim_MetalClaw_branch_cbca7: ; cbca7 -BattleAnim_MilkDrink_branch_cbca7: ; cbca7 -BattleAnim_Outrage_branch_cbca7: ; cbca7 -BattleAnim_PsychUp_branch_cbca7: ; cbca7 -BattleAnim_Rage_branch_cbca7: ; cbca7 -BattleAnim_RazorWind_branch_cbca7: ; cbca7 -BattleAnim_Recover_branch_cbca7: ; cbca7 -BattleAnim_SacredFire_branch_cbca7: ; cbca7 -BattleAnim_SendOutMon_branch_cbca7: ; cbca7 -BattleAnim_Sharpen_branch_cbca7: ; cbca7 -BattleAnim_Sketch_branch_cbca7: ; cbca7 -BattleAnim_SkullBash_branch_cbca7: ; cbca7 -BattleAnim_SkyAttack_branch_cbca7: ; cbca7 -BattleAnim_Softboiled_branch_cbca7: ; cbca7 -BattleAnim_Spark_branch_cbca7: ; cbca7 -BattleAnim_SteelWing_branch_cbca7: ; cbca7 -BattleAnim_Synthesis_branch_cbca7: ; cbca7 -BattleAnim_TakeDown_branch_cbca7: ; cbca7 -BattleAnim_Teleport_branch_cbca7: ; cbca7 -BattleAnim_Thief_branch_cbca7: ; cbca7 -BattleAnim_VitalThrow_branch_cbca7: ; cbca7 +BattleAnim_FollowEnemyFeet_0: ; cbca7 anim_enemyfeetobj anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $0, $0 anim_wait 6 anim_ret ; cbcaf -BattleAnim_AcidArmor_branch_cbcaf: ; cbcaf -BattleAnim_BodySlam_branch_cbcaf: ; cbcaf -BattleAnim_Dig_branch_cbcaf: ; cbcaf -BattleAnim_DoubleTeam_branch_cbcaf: ; cbcaf -BattleAnim_Minimize_branch_cbcaf: ; cbcaf -BattleAnim_PainSplit_branch_cbcaf: ; cbcaf -BattleAnim_RapidSpin_branch_cbcaf: ; cbcaf -BattleAnim_Return_branch_cbcaf: ; cbcaf -BattleAnim_Rollout_branch_cbcaf: ; cbcaf -BattleAnim_Splash_branch_cbcaf: ; cbcaf -BattleAnim_Tackle_branch_cbcaf: ; cbcaf -BattleAnim_TailWhip_branch_cbcaf: ; cbcaf -BattleAnim_Transform_branch_cbcaf: ; cbcaf -BattleAnim_Waterfall_branch_cbcaf: ; cbcaf -BattleAnim_Withdraw_branch_cbcaf: ; cbcaf +BattleAnim_FollowPlayerHead_0: ; cbcaf anim_playerheadobj anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $0, $0 anim_wait 6 anim_ret ; cbcb7 -BattleAnim_AcidArmor_branch_cbcb7: ; cbcb7 -BattleAnim_Agility_branch_cbcb7: ; cbcb7 -BattleAnim_BeatUp_branch_cbcb7: ; cbcb7 -BattleAnim_Bide_branch_cbcb7: ; cbcb7 -BattleAnim_BodySlam_branch_cbcb7: ; cbcb7 -BattleAnim_Charm_branch_cbcb7: ; cbcb7 -BattleAnim_Curse_branch_cbcb7: ; cbcb7 -BattleAnim_DefenseCurl_branch_cbcb7: ; cbcb7 -BattleAnim_Dig_branch_cbcb7: ; cbcb7 -BattleAnim_DoubleEdge_branch_cbcb7: ; cbcb7 -BattleAnim_DoubleTeam_branch_cbcb7: ; cbcb7 -BattleAnim_Endure_branch_cbcb7: ; cbcb7 -BattleAnim_FaintAttack_branch_cbcb7: ; cbcb7 -BattleAnim_Flail_branch_cbcb7: ; cbcb7 -BattleAnim_FocusEnergy_branch_cbcb7: ; cbcb7 -BattleAnim_Frustration_branch_cbcb7: ; cbcb7 -BattleAnim_GigaDrain_branch_cbcb7: ; cbcb7 -BattleAnim_Harden_branch_cbcb7: ; cbcb7 -BattleAnim_Headbutt_branch_cbcb7: ; cbcb7 -BattleAnim_HiddenPower_branch_cbcb7: ; cbcb7 -BattleAnim_IronTail_branch_cbcb7: ; cbcb7 -BattleAnim_Meditate_branch_cbcb7: ; cbcb7 -BattleAnim_MegaDrain_branch_cbcb7: ; cbcb7 -BattleAnim_MetalClaw_branch_cbcb7: ; cbcb7 -BattleAnim_MilkDrink_branch_cbcb7: ; cbcb7 -BattleAnim_Minimize_branch_cbcb7: ; cbcb7 -BattleAnim_Outrage_branch_cbcb7: ; cbcb7 -BattleAnim_PainSplit_branch_cbcb7: ; cbcb7 -BattleAnim_PsychUp_branch_cbcb7: ; cbcb7 -BattleAnim_Rage_branch_cbcb7: ; cbcb7 -BattleAnim_RazorWind_branch_cbcb7: ; cbcb7 -BattleAnim_Recover_branch_cbcb7: ; cbcb7 -BattleAnim_Return_branch_cbcb7: ; cbcb7 -BattleAnim_Rollout_branch_cbcb7: ; cbcb7 -BattleAnim_SendOutMon_branch_cbcb7: ; cbcb7 -BattleAnim_Sharpen_branch_cbcb7: ; cbcb7 -BattleAnim_Sketch_branch_cbcb7: ; cbcb7 -BattleAnim_SkullBash_branch_cbcb7: ; cbcb7 -BattleAnim_SkyAttack_branch_cbcb7: ; cbcb7 -BattleAnim_Softboiled_branch_cbcb7: ; cbcb7 -BattleAnim_Splash_branch_cbcb7: ; cbcb7 -BattleAnim_SteelWing_branch_cbcb7: ; cbcb7 -BattleAnim_Synthesis_branch_cbcb7: ; cbcb7 -BattleAnim_Tackle_branch_cbcb7: ; cbcb7 -BattleAnim_TailWhip_branch_cbcb7: ; cbcb7 -BattleAnim_TakeDown_branch_cbcb7: ; cbcb7 -BattleAnim_Teleport_branch_cbcb7: ; cbcb7 -BattleAnim_Thief_branch_cbcb7: ; cbcb7 -BattleAnim_Transform_branch_cbcb7: ; cbcb7 -BattleAnim_VitalThrow_branch_cbcb7: ; cbcb7 -BattleAnim_Waterfall_branch_cbcb7: ; cbcb7 -BattleAnim_Withdraw_branch_cbcb7: ; cbcb7 +BattleAnim_ShowMon_0: ; cbcb7 anim_wait 1 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 5 - anim_incobj $1 + anim_incobj 1 anim_wait 1 anim_ret ; cbcc2 -BattleAnim_EnemyStatDown_branch_cbcc2: ; cbcc2 -BattleAnim_Foresight_branch_cbcc2: ; cbcc2 -BattleAnim_PlayerStatDown_branch_cbcc2: ; cbcc2 -BattleAnim_Pursuit_branch_cbcc2: ; cbcc2 -BattleAnim_Submission_branch_cbcc2: ; cbcc2 +BattleAnim_FollowEnemyFeet_1: ; cbcc2 anim_enemyfeetobj anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0 anim_wait 6 anim_ret ; cbcca -BattleAnim_Bubblebeam_branch_cbcca: ; cbcca -BattleAnim_Confusion_branch_cbcca: ; cbcca -BattleAnim_HydroPump_branch_cbcca: ; cbcca -BattleAnim_NightShade_branch_cbcca: ; cbcca -BattleAnim_WaterGun_branch_cbcca: ; cbcca +BattleAnim_FollowPlayerHead_1: ; cbcca anim_playerheadobj anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0 anim_wait 4 anim_ret ; cbcd2 -BattleAnim_Bubblebeam_branch_cbcd2: ; cbcd2 -BattleAnim_Confusion_branch_cbcd2: ; cbcd2 -BattleAnim_EnemyStatDown_branch_cbcd2: ; cbcd2 -BattleAnim_Foresight_branch_cbcd2: ; cbcd2 -BattleAnim_HydroPump_branch_cbcd2: ; cbcd2 -BattleAnim_NightShade_branch_cbcd2: ; cbcd2 -BattleAnim_PlayerStatDown_branch_cbcd2: ; cbcd2 -BattleAnim_Pursuit_branch_cbcd2: ; cbcd2 -BattleAnim_Submission_branch_cbcd2: ; cbcd2 -BattleAnim_WaterGun_branch_cbcd2: ; cbcd2 +BattleAnim_ShowMon_1: ; cbcd2 anim_wait 1 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 4 - anim_incobj $1 + anim_incobj 1 anim_wait 1 anim_ret ; cbcdd |