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-rw-r--r--battle/anims.asm4332
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