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-rw-r--r--battle/anims.asm5175
1 files changed, 0 insertions, 5175 deletions
diff --git a/battle/anims.asm b/battle/anims.asm
deleted file mode 100644
index e0b7f0014..000000000
--- a/battle/anims.asm
+++ /dev/null
@@ -1,5175 +0,0 @@
-BattleAnimations:: ; c906f
- dw BattleAnim_0
- dw BattleAnim_Pound
- dw BattleAnim_KarateChop
- dw BattleAnim_Doubleslap
- dw BattleAnim_CometPunch
- dw BattleAnim_MegaPunch
- dw BattleAnim_PayDay
- dw BattleAnim_FirePunch
- dw BattleAnim_IcePunch
- dw BattleAnim_Thunderpunch
- dw BattleAnim_Scratch
- dw BattleAnim_Vicegrip
- dw BattleAnim_Guillotine
- dw BattleAnim_RazorWind
- dw BattleAnim_SwordsDance
- dw BattleAnim_Cut
- dw BattleAnim_Gust
- dw BattleAnim_WingAttack
- dw BattleAnim_Whirlwind
- dw BattleAnim_Fly
- dw BattleAnim_Bind
- dw BattleAnim_Slam
- dw BattleAnim_VineWhip
- dw BattleAnim_Stomp
- dw BattleAnim_DoubleKick
- dw BattleAnim_MegaKick
- dw BattleAnim_JumpKick
- dw BattleAnim_RollingKick
- dw BattleAnim_SandAttack
- dw BattleAnim_Headbutt
- dw BattleAnim_HornAttack
- dw BattleAnim_FuryAttack
- dw BattleAnim_HornDrill
- dw BattleAnim_Tackle
- dw BattleAnim_BodySlam
- dw BattleAnim_Wrap
- dw BattleAnim_TakeDown
- dw BattleAnim_Thrash
- dw BattleAnim_DoubleEdge
- dw BattleAnim_TailWhip
- dw BattleAnim_PoisonSting
- dw BattleAnim_Twineedle
- dw BattleAnim_PinMissile
- dw BattleAnim_Leer
- dw BattleAnim_Bite
- dw BattleAnim_Growl
- dw BattleAnim_Roar
- dw BattleAnim_Sing
- dw BattleAnim_Supersonic
- dw BattleAnim_Sonicboom
- dw BattleAnim_Disable
- dw BattleAnim_Acid
- dw BattleAnim_Ember
- dw BattleAnim_Flamethrower
- dw BattleAnim_Mist
- dw BattleAnim_WaterGun
- dw BattleAnim_HydroPump
- dw BattleAnim_Surf
- dw BattleAnim_IceBeam
- dw BattleAnim_Blizzard
- dw BattleAnim_Psybeam
- dw BattleAnim_Bubblebeam
- dw BattleAnim_AuroraBeam
- dw BattleAnim_HyperBeam
- dw BattleAnim_Peck
- dw BattleAnim_DrillPeck
- dw BattleAnim_Submission
- dw BattleAnim_LowKick
- dw BattleAnim_Counter
- dw BattleAnim_SeismicToss
- dw BattleAnim_Strength
- dw BattleAnim_Absorb
- dw BattleAnim_MegaDrain
- dw BattleAnim_LeechSeed
- dw BattleAnim_Growth
- dw BattleAnim_RazorLeaf
- dw BattleAnim_Solarbeam
- dw BattleAnim_Poisonpowder
- dw BattleAnim_StunSpore
- dw BattleAnim_SleepPowder
- dw BattleAnim_PetalDance
- dw BattleAnim_StringShot
- dw BattleAnim_DragonRage
- dw BattleAnim_FireSpin
- dw BattleAnim_Thundershock
- dw BattleAnim_Thunderbolt
- dw BattleAnim_ThunderWave
- dw BattleAnim_Thunder
- dw BattleAnim_RockThrow
- dw BattleAnim_Earthquake
- dw BattleAnim_Fissure
- dw BattleAnim_Dig
- dw BattleAnim_Toxic
- dw BattleAnim_Confusion
- dw BattleAnim_PsychicM
- dw BattleAnim_Hypnosis
- dw BattleAnim_Meditate
- dw BattleAnim_Agility
- dw BattleAnim_QuickAttack
- dw BattleAnim_Rage
- dw BattleAnim_Teleport
- dw BattleAnim_NightShade
- dw BattleAnim_Mimic
- dw BattleAnim_Screech
- dw BattleAnim_DoubleTeam
- dw BattleAnim_Recover
- dw BattleAnim_Harden
- dw BattleAnim_Minimize
- dw BattleAnim_Smokescreen
- dw BattleAnim_ConfuseRay
- dw BattleAnim_Withdraw
- dw BattleAnim_DefenseCurl
- dw BattleAnim_Barrier
- dw BattleAnim_LightScreen
- dw BattleAnim_Haze
- dw BattleAnim_Reflect
- dw BattleAnim_FocusEnergy
- dw BattleAnim_Bide
- dw BattleAnim_Metronome
- dw BattleAnim_MirrorMove
- dw BattleAnim_Selfdestruct
- dw BattleAnim_EggBomb
- dw BattleAnim_Lick
- dw BattleAnim_Smog
- dw BattleAnim_Sludge
- dw BattleAnim_BoneClub
- dw BattleAnim_FireBlast
- dw BattleAnim_Waterfall
- dw BattleAnim_Clamp
- dw BattleAnim_Swift
- dw BattleAnim_SkullBash
- dw BattleAnim_SpikeCannon
- dw BattleAnim_Constrict
- dw BattleAnim_Amnesia
- dw BattleAnim_Kinesis
- dw BattleAnim_Softboiled
- dw BattleAnim_HiJumpKick
- dw BattleAnim_Glare
- dw BattleAnim_DreamEater
- dw BattleAnim_PoisonGas
- dw BattleAnim_Barrage
- dw BattleAnim_LeechLife
- dw BattleAnim_LovelyKiss
- dw BattleAnim_SkyAttack
- dw BattleAnim_Transform
- dw BattleAnim_Bubble
- dw BattleAnim_DizzyPunch
- dw BattleAnim_Spore
- dw BattleAnim_Flash
- dw BattleAnim_Psywave
- dw BattleAnim_Splash
- dw BattleAnim_AcidArmor
- dw BattleAnim_Crabhammer
- dw BattleAnim_Explosion
- dw BattleAnim_FurySwipes
- dw BattleAnim_Bonemerang
- dw BattleAnim_Rest
- dw BattleAnim_RockSlide
- dw BattleAnim_HyperFang
- dw BattleAnim_Sharpen
- dw BattleAnim_Conversion
- dw BattleAnim_TriAttack
- dw BattleAnim_SuperFang
- dw BattleAnim_Slash
- dw BattleAnim_Substitute
- dw BattleAnim_Struggle
- dw BattleAnim_Sketch
- dw BattleAnim_TripleKick
- dw BattleAnim_Thief
- dw BattleAnim_SpiderWeb
- dw BattleAnim_MindReader
- dw BattleAnim_Nightmare
- dw BattleAnim_FlameWheel
- dw BattleAnim_Snore
- dw BattleAnim_Curse
- dw BattleAnim_Flail
- dw BattleAnim_Conversion2
- dw BattleAnim_Aeroblast
- dw BattleAnim_CottonSpore
- dw BattleAnim_Reversal
- dw BattleAnim_Spite
- dw BattleAnim_PowderSnow
- dw BattleAnim_Protect
- dw BattleAnim_MachPunch
- dw BattleAnim_ScaryFace
- dw BattleAnim_FaintAttack
- dw BattleAnim_SweetKiss
- dw BattleAnim_BellyDrum
- dw BattleAnim_SludgeBomb
- dw BattleAnim_MudSlap
- dw BattleAnim_Octazooka
- dw BattleAnim_Spikes
- dw BattleAnim_ZapCannon
- dw BattleAnim_Foresight
- dw BattleAnim_DestinyBond
- dw BattleAnim_PerishSong
- dw BattleAnim_IcyWind
- dw BattleAnim_Detect
- dw BattleAnim_BoneRush
- dw BattleAnim_LockOn
- dw BattleAnim_Outrage
- dw BattleAnim_Sandstorm
- dw BattleAnim_GigaDrain
- dw BattleAnim_Endure
- dw BattleAnim_Charm
- dw BattleAnim_Rollout
- dw BattleAnim_FalseSwipe
- dw BattleAnim_Swagger
- dw BattleAnim_MilkDrink
- dw BattleAnim_Spark
- dw BattleAnim_FuryCutter
- dw BattleAnim_SteelWing
- dw BattleAnim_MeanLook
- dw BattleAnim_Attract
- dw BattleAnim_SleepTalk
- dw BattleAnim_HealBell
- dw BattleAnim_Return
- dw BattleAnim_Present
- dw BattleAnim_Frustration
- dw BattleAnim_Safeguard
- dw BattleAnim_PainSplit
- dw BattleAnim_SacredFire
- dw BattleAnim_Magnitude
- dw BattleAnim_Dynamicpunch
- dw BattleAnim_Megahorn
- dw BattleAnim_Dragonbreath
- dw BattleAnim_BatonPass
- dw BattleAnim_Encore
- dw BattleAnim_Pursuit
- dw BattleAnim_RapidSpin
- dw BattleAnim_SweetScent
- dw BattleAnim_IronTail
- dw BattleAnim_MetalClaw
- dw BattleAnim_VitalThrow
- dw BattleAnim_MorningSun
- dw BattleAnim_Synthesis
- dw BattleAnim_Moonlight
- dw BattleAnim_HiddenPower
- dw BattleAnim_CrossChop
- dw BattleAnim_Twister
- dw BattleAnim_RainDance
- dw BattleAnim_SunnyDay
- dw BattleAnim_Crunch
- dw BattleAnim_MirrorCoat
- dw BattleAnim_PsychUp
- dw BattleAnim_Extremespeed
- dw BattleAnim_Ancientpower
- dw BattleAnim_ShadowBall
- dw BattleAnim_FutureSight
- dw BattleAnim_RockSmash
- dw BattleAnim_Whirlpool
- dw BattleAnim_BeatUp
- dw BattleAnim_252
- dw BattleAnim_253
- dw BattleAnim_254
- dw BattleAnim_SweetScent2
-; $100
- dw BattleAnim_ThrowPokeBall
- dw BattleAnim_SendOutMon
- dw BattleAnim_ReturnMon
- dw BattleAnim_Confused
- dw BattleAnim_Slp
- dw BattleAnim_Brn
- dw BattleAnim_Psn
- dw BattleAnim_Sap
- dw BattleAnim_Frz
- dw BattleAnim_Par
- dw BattleAnim_InLove
- dw BattleAnim_InSandstorm
- dw BattleAnim_InNightmare
- dw BattleAnim_InWhirlpool
- dw BattleAnim_Miss
- dw BattleAnim_EnemyDamage
- dw BattleAnim_EnemyStatDown
- dw BattleAnim_PlayerStatDown
- dw BattleAnim_PlayerDamage
- dw BattleAnim_Wobble
- dw BattleAnim_Shake
- dw BattleAnim_HitConfusion
-; c929b
-
-BattleAnim_0: ; c929b
-BattleAnim_252: ; c929b
-BattleAnim_253: ; c929b
-BattleAnim_254: ; c929b
-BattleAnim_MirrorMove: ; c929b
- anim_ret
-; c929c
-
-BattleAnim_SweetScent2: ; c929c
- anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC
- anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2
- anim_wait 2
- anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2
- anim_wait 64
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $15
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $2a
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $3f
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_wait 128
- anim_ret
-; c92c1
-
-BattleAnim_ThrowPokeBall
- anim_if_param_equal NO_ITEM, .TheTrainerBlockedTheBall
- anim_if_param_equal MASTER_BALL, .MasterBall
- anim_if_param_equal ULTRA_BALL, .UltraBall
- anim_if_param_equal GREAT_BALL, .GreatBall
- ; any other ball
- anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
- anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
- anim_wait 36
- anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
- anim_setobj $2, $7
- anim_wait 16
- anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
- anim_wait 16
- anim_jump .Shake
-; c92f2
-
-.TheTrainerBlockedTheBall:
- anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT
- anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 8, 0, 11, 4, $20
- anim_wait 20
- anim_obj ANIM_OBJ_01, 14, 0, 5, 0, $0
- anim_wait 32
- anim_ret
-; c9305
-
-.UltraBall:
- anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
- anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
- anim_wait 36
- anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
- anim_setobj $2, $7
- anim_wait 16
- anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
- anim_wait 16
- anim_jump .Shake
-; c9326
-
-.GreatBall:
- anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
- anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
- anim_wait 36
- anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
- anim_setobj $2, $7
- anim_wait 16
- anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
- anim_wait 16
- anim_jump .Shake
-; c9347
-
-.MasterBall:
- anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED
- anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_POKE_BALL, 8, 0, 11, 4, $20
- anim_wait 36
- anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0
- anim_setobj $2, $7
- anim_wait 16
- anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
- anim_wait 24
- anim_sound 0, 1, SFX_MASTER_BALL
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $30
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $31
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $32
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $33
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $34
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $35
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $36
- anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $37
- anim_wait 64
-.Shake:
- anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
- anim_wait 8
- anim_incobj 2
- anim_wait 16
- anim_sound 0, 1, SFX_CHANGE_DEX_MODE
- anim_incobj 1
- anim_wait 32
- anim_sound 0, 1, SFX_BALL_BOUNCE
- anim_wait 32
- anim_wait 32
- anim_wait 32
- anim_wait 8
- anim_setvar $0
-.Loop:
- anim_wait 48
- anim_checkpokeball
- anim_if_var_equal $1, .Click
- anim_if_var_equal $2, .BreakFree
- anim_incobj 1
- anim_sound 0, 1, SFX_BALL_WIGGLE
- anim_jump .Loop
-; c93bc
-
-.Click:
- anim_clearsprites
- anim_ret
-; c93be
-
-.BreakFree:
- anim_setobj $1, $b
- anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10
- anim_wait 2
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
- anim_wait 32
- anim_ret
-; c93d1
-
-BattleAnim_SendOutMon: ; c93d1
- anim_if_param_equal $0, .Normal
- anim_if_param_equal $1, .Shiny
- anim_if_param_equal $2, .Unknown
- anim_1gfx ANIM_GFX_SMOKE
- 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_ShowMon_0
- anim_ret
-
-.Unknown:
- anim_1gfx ANIM_GFX_SMOKE
- 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, 0, SFX_BALL_POOF
- anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0
- anim_incbgeffect ANIM_BG_2A
- anim_wait 96
- anim_incbgeffect ANIM_BG_2A
- anim_call BattleAnim_ShowMon_0
- anim_ret
-
-.Shiny:
- anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $0
- anim_wait 4
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $8
- anim_wait 4
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $10
- anim_wait 4
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $18
- anim_wait 4
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $20
- anim_wait 4
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $28
- anim_wait 4
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $30
- anim_wait 4
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $38
- anim_wait 32
- anim_ret
-
-.Normal:
- anim_1gfx ANIM_GFX_SMOKE
- anim_sound 0, 0, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, 5, 4, 12, 0, $0
- anim_wait 4
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
- anim_wait 32
- anim_ret
-; c9483
-
-BattleAnim_ReturnMon: ; c9483
- anim_sound 0, 0, SFX_BALL_POOF
-BattleAnim_BatonPass_branch_c9486: ; c9486
- anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0
- anim_wait 32
- anim_ret
-; c948d
-
-BattleAnim_Confused: ; c948d
- anim_1gfx ANIM_GFX_STATUS
- anim_sound 0, 0, SFX_KINESIS
- anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $15
- anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $aa
- anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $bf
- anim_wait 96
- anim_ret
-; c94a3
-
-BattleAnim_Slp: ; c94a3
- anim_1gfx ANIM_GFX_STATUS
- anim_sound 0, 0, SFX_TAIL_WHIP
-.loop
- anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
- anim_wait 40
- anim_loop 3, .loop
- anim_wait 32
- anim_ret
-; c94b4
-
-BattleAnim_Brn: ; c94b4
- anim_1gfx ANIM_GFX_FIRE
-.loop
- anim_sound 0, 0, SFX_BURN
- anim_obj ANIM_OBJ_BURNED, 7, 0, 11, 0, $10
- anim_wait 4
- anim_loop 3, .loop
- anim_wait 6
- anim_ret
-; c94c5
-
-BattleAnim_Psn: ; c94c5
- anim_1gfx ANIM_GFX_POISON
- anim_sound 0, 0, SFX_POISON
- anim_obj ANIM_OBJ_SKULL, 8, 0, 7, 0, $0
- anim_wait 8
- 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 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2
- anim_wait 6
- anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3
- anim_wait 6
- anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4
- anim_wait 16
- anim_ret
-; c94f8
-
-BattleAnim_Frz: ; c94f8
- anim_1gfx ANIM_GFX_ICE
- anim_obj ANIM_OBJ_FROZEN, 5, 4, 13, 6, $0
- anim_sound 0, 0, SFX_SHINE
- anim_wait 16
- anim_sound 0, 0, SFX_SHINE
- anim_wait 16
- anim_ret
-; c9508
-
-BattleAnim_Par: ; c9508
- anim_1gfx ANIM_GFX_STATUS
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_sound 0, 0, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_PARALYZED, 2, 4, 11, 0, $42
- anim_obj ANIM_OBJ_PARALYZED, 9, 4, 11, 0, $c2
- anim_wait 128
- anim_ret
-; c951e
-
-BattleAnim_InLove: ; c951e
- anim_1gfx ANIM_GFX_OBJECTS
- anim_sound 0, 0, SFX_LICK
- anim_obj ANIM_OBJ_HEART, 8, 0, 9, 4, $0
- anim_wait 32
- 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 ANIM_OBJ_A2, 11, 0, 0, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1
- anim_wait 8
- anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2
-.loop
- anim_sound 0, 1, SFX_MENU
- anim_wait 8
- anim_loop 6, .loop
- anim_wait 8
- anim_ret
-; c9550
-
-BattleAnim_InNightmare: ; c9550
- anim_1gfx ANIM_GFX_ANGELS
- anim_sound 0, 0, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_95, 8, 4, 10, 0, $0
- anim_wait 40
- anim_ret
-; c955c
-
-BattleAnim_InWhirlpool: ; c955c
- anim_1gfx ANIM_GFX_WIND
- anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0
- anim_sound 0, 1, SFX_SURF
-.loop
- anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0
- anim_wait 6
- anim_loop 6, .loop
- anim_incbgeffect ANIM_BG_WHIRLPOOL
- anim_wait 1
- anim_ret
-; c9574
-
-BattleAnim_HitConfusion: ; c9574
- anim_1gfx ANIM_GFX_HIT
- anim_sound 0, 0, SFX_POUND
- anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0
- anim_wait 16
- anim_ret
-; c9580
-
-BattleAnim_Miss: ; c9580
- anim_ret
-; c9581
-
-BattleAnim_EnemyDamage: ; 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, .loop
- anim_ret
-; c9592
-
-BattleAnim_EnemyStatDown: ; c9592
- anim_call BattleAnim_FollowEnemyFeet_1
- anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0
- anim_wait 40
- anim_call BattleAnim_ShowMon_1
- anim_wait 1
- anim_ret
-; c95a0
-
-BattleAnim_PlayerStatDown: ; c95a0
- anim_call BattleAnim_FollowEnemyFeet_1
- anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0
- anim_wait 40
- anim_call BattleAnim_ShowMon_1
- anim_wait 1
- anim_ret
-; c95ae
-
-BattleAnim_PlayerDamage: ; c95ae
- anim_bgeffect ANIM_BG_20, $20, $2, $20
- anim_wait 40
- anim_ret
-; c95b5
-
-BattleAnim_Wobble: ; c95b5
- anim_bgeffect ANIM_BG_35, $0, $0, $0
- anim_wait 40
- anim_ret
-; c95bc
-
-BattleAnim_Shake: ; c95bc
- anim_bgeffect ANIM_BG_1F, $20, $2, $40
- anim_wait 40
- anim_ret
-; c95c3
-
-BattleAnim_Pound: ; c95c3
- anim_1gfx ANIM_GFX_HIT
- anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, -15, 0, 7, 0, $0
- anim_wait 6
- 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 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, -15, 0, 5, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, -15, 0, 5, 4, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0
- anim_wait 6
- anim_sound 0, 1, SFX_KARATE_CHOP
- anim_obj ANIM_OBJ_08, -15, 0, 6, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
- anim_wait 16
- anim_ret
-; c9605
-
-BattleAnim_Doubleslap: ; c9605
- anim_1gfx ANIM_GFX_HIT
- anim_if_param_equal $1, BattleAnim_Doubleslap_branch_c961b
- anim_sound 0, 1, SFX_DOUBLESLAP
- anim_obj ANIM_OBJ_08, -14, 0, 6, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
- anim_wait 8
- anim_ret
-; c961b
-
-BattleAnim_Doubleslap_branch_c961b: ; c961b
- anim_sound 0, 1, SFX_DOUBLESLAP
- anim_obj ANIM_OBJ_08, 15, 0, 6, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
- anim_wait 8
- anim_ret
-; c962b
-
-BattleAnim_CometPunch: ; c962b
- anim_1gfx ANIM_GFX_HIT
- anim_if_param_equal $1, BattleAnim_CometPunch_branch_c9641
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, -14, 0, 6, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
- anim_wait 8
- anim_ret
-; c9641
-
-BattleAnim_CometPunch_branch_c9641: ; c9641
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, 15, 0, 8, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
- anim_wait 8
- anim_ret
-; c9651
-
-BattleAnim_Bide_branch_c9651: ; c9651
-BattleAnim_MegaPunch: ; c9651
- anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
- anim_wait 48
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
-.loop
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
- anim_wait 6
- anim_loop 3, .loop
- anim_ret
-; c9677
-
-BattleAnim_Stomp: ; c9677
- anim_1gfx ANIM_GFX_HIT
- anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, -15, 0, 5, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, -15, 0, 5, 4, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0
- anim_wait 6
- anim_sound 0, 1, SFX_STOMP
- anim_obj ANIM_OBJ_07, -15, 0, 6, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
- anim_wait 16
- anim_ret
-; c96a7
-
-BattleAnim_DoubleKick: ; c96a7
- anim_1gfx ANIM_GFX_HIT
- anim_if_param_equal $1, BattleAnim_DoubleKick_branch_c96bd
- anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
- anim_wait 8
- anim_ret
-; c96bd
-
-BattleAnim_DoubleKick_branch_c96bd: ; c96bd
- anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
- anim_wait 8
- anim_ret
-; c96cd
-
-BattleAnim_JumpKick: ; c96cd
- anim_1gfx ANIM_GFX_HIT
- anim_if_param_equal $1, BattleAnim_JumpKick_branch_c96f1
- anim_sound 0, 1, SFX_JUMP_KICK
- anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0
- anim_obj ANIM_OBJ_07, 12, 4, 7, 4, $0
- anim_setobj $1, $2
- anim_setobj $2, $2
- anim_wait 24
- anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
- anim_wait 16
- anim_ret
-; c96f1
-
-BattleAnim_JumpKick_branch_c96f1: ; c96f1
- anim_wait 8
- anim_sound 0, 0, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0
- anim_wait 16
- anim_ret
-; c96fc
-
-BattleAnim_HiJumpKick: ; c96fc
- anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
- anim_if_param_equal $1, BattleAnim_HiJumpKick_branch_c971e
- anim_wait 32
- anim_sound 0, 1, SFX_JUMP_KICK
- anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0
- anim_setobj $1, $2
- anim_wait 16
- 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, 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 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 14, 0, 7, 0, $0
- anim_setobj $1, $3
- anim_wait 12
- 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 ANIM_BG_1F, $40, $2, $0
- anim_wait 67
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
-.loop
- anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0
- anim_wait 6
- anim_loop 3, .loop
- anim_ret
-; c9764
-
-BattleAnim_HyperFang: ; c9764
- anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $20, $1, $0
- anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
- anim_wait 6
- 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 ANIM_BG_1F, $40, $2, $0
- anim_wait 48
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
-.loop
- anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0
- anim_wait 6
- anim_loop 3, .loop
- anim_ret
-; c97a1
-
-BattleAnim_Ember: ; c97a1
- anim_1gfx ANIM_GFX_FIRE
- anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0B, 8, 0, 12, 0, $12
- anim_wait 4
- anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0B, 8, 0, 12, 4, $14
- anim_wait 4
- 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 ANIM_OBJ_0A, -15, 0, 7, 0, $43
- anim_call BattleAnim_FirePunch_branch_cbbcc
- anim_wait 16
- anim_ret
-; c97e5
-
-BattleAnim_FireSpin: ; c97e5
- anim_1gfx ANIM_GFX_FIRE
-.loop
- anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $4
- anim_wait 2
- anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $3
- anim_wait 2
- anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $3
- anim_wait 2
- anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $4
- anim_wait 2
- anim_loop 2, .loop
- anim_wait 96
- anim_ret
-; c9811
-
-BattleAnim_DragonRage: ; c9811
- anim_1gfx ANIM_GFX_FIRE
-.loop
- anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0C, 8, 0, 11, 4, $0
- anim_wait 3
- anim_loop 16, .loop
- anim_wait 64
- anim_ret
-; c9822
-
-BattleAnim_Flamethrower: ; c9822
- anim_1gfx ANIM_GFX_FIRE
- anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0D, 8, 0, 11, 4, $3
- anim_wait 2
- anim_obj ANIM_OBJ_0D, 9, 3, 10, 6, $5
- anim_wait 2
- anim_obj ANIM_OBJ_0D, 10, 5, 10, 1, $7
- anim_wait 2
- anim_obj ANIM_OBJ_0D, 12, 0, 9, 4, $9
- anim_wait 2
- anim_obj ANIM_OBJ_0D, 13, 2, 8, 7, $b
- anim_wait 2
- anim_obj ANIM_OBJ_0D, 14, 4, 8, 2, $c
- anim_wait 2
- anim_obj ANIM_OBJ_0D, 15, 6, 7, 5, $a
- anim_wait 2
- anim_obj ANIM_OBJ_0D, -15, 0, 7, 0, $8
- anim_wait 16
-.loop
- anim_sound 0, 1, SFX_EMBER
- anim_wait 16
- anim_loop 6, .loop
- anim_wait 16
- anim_ret
-; c9861
-
-BattleAnim_FireBlast: ; c9861
- anim_1gfx ANIM_GFX_FIRE
-.loop1
- anim_sound 6, 2, SFX_EMBER
- anim_obj ANIM_OBJ_0F, 8, 0, 11, 4, $7
- anim_wait 6
- 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
-.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 ANIM_OBJ_0A, -15, 0, 7, 0, $43
- anim_call BattleAnim_IcePunch_branch_cbbdf
- anim_wait 32
- anim_ret
-; c98bd
-
-BattleAnim_IceBeam: ; c98bd
- anim_1gfx ANIM_GFX_ICE
-.loop
- anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_ICE_BEAM, 8, 0, 11, 4, $4
- anim_wait 4
- anim_loop 5, .loop
- anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0, 9, 2, $10
-.loop2
- anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_ICE_BEAM, 8, 0, 11, 4, $4
- anim_wait 4
- anim_loop 15, .loop2
- anim_wait 48
- anim_sound 0, 1, SFX_SHINE
- anim_wait 8
- anim_sound 0, 1, SFX_SHINE
- anim_wait 8
- anim_ret
-; c98e8
-
-BattleAnim_Blizzard: ; c98e8
- anim_1gfx ANIM_GFX_ICE
-.loop
- anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 11, 0, $63
- anim_wait 2
- anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 10, 0, $64
- anim_wait 2
- anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 12, 0, $63
- anim_wait 2
- anim_loop 3, .loop
- anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
- anim_wait 32
- anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0, 9, 2, $10
- anim_wait 128
- anim_sound 0, 1, SFX_SHINE
- anim_wait 8
- anim_sound 0, 1, SFX_SHINE
- anim_wait 24
- anim_ret
-; c991e
-
-BattleAnim_Bubble: ; c991e
- anim_1gfx ANIM_GFX_BUBBLE
- anim_sound 32, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $c1
- anim_wait 6
- anim_sound 32, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $e1
- anim_wait 6
- anim_sound 32, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $d1
- anim_wait 128
- anim_wait 32
- anim_ret
-; c993d
-
-BattleAnim_Bubblebeam: ; c993d
- anim_1gfx ANIM_GFX_BUBBLE
-.loop
- anim_sound 16, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $92
- anim_wait 6
- anim_sound 16, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $b3
- anim_wait 6
- anim_sound 16, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $f4
- anim_wait 8
- anim_loop 3, .loop
- anim_wait 64
- anim_clearobjs
- anim_bgeffect ANIM_BG_30, $0, $0, $0
- anim_wait 1
- anim_call BattleAnim_FollowPlayerHead_1
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
- anim_wait 19
- anim_call BattleAnim_ShowMon_1
- anim_bgeffect ANIM_BG_32, $0, $0, $0
- anim_wait 8
- anim_ret
-; c9979
-
-BattleAnim_WaterGun: ; c9979
- anim_bgeffect ANIM_BG_30, $0, $0, $0
- anim_1gfx ANIM_GFX_WATER
- anim_call BattleAnim_FollowPlayerHead_1
- anim_sound 16, 2, SFX_WATER_GUN
- anim_obj ANIM_OBJ_24, 8, 0, 11, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_24, 8, 0, 9, 4, $0
- anim_wait 8
- anim_obj ANIM_OBJ_24, 8, 0, 10, 2, $0
- anim_wait 24
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
- anim_wait 8
- anim_bgeffect ANIM_BG_31, $8, $0, $0
- anim_wait 8
- anim_bgeffect ANIM_BG_31, $30, $0, $0
- anim_wait 32
- anim_call BattleAnim_ShowMon_1
- anim_bgeffect ANIM_BG_32, $0, $0, $0
- anim_wait 16
- anim_ret
-; c99b4
-
-BattleAnim_HydroPump: ; c99b4
- anim_bgeffect ANIM_BG_30, $0, $0, $0
- anim_1gfx ANIM_GFX_WATER
- anim_call BattleAnim_FollowPlayerHead_1
- anim_sound 0, 1, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_25, 13, 4, 9, 0, $0
- anim_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_ShowMon_1
- anim_bgeffect ANIM_BG_32, $0, $0, $0
- anim_wait 16
- anim_ret
-; c9a2a
-
-BattleAnim_Surf: ; c9a2a
- anim_1gfx ANIM_GFX_BUBBLE
- anim_bgeffect ANIM_BG_SURF, $0, $0, $0
- anim_obj ANIM_OBJ_22, 11, 0, 13, 0, $8
-.loop
- anim_sound 0, 1, SFX_SURF
- anim_wait 32
- anim_loop 4, .loop
- anim_incobj 1
- anim_wait 56
- anim_ret
-; c9a42
-
-BattleAnim_VineWhip: ; c9a42
- anim_1gfx ANIM_GFX_WHIP
- anim_sound 0, 1, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_40, 14, 4, 6, 4, $80
- anim_wait 4
- anim_sound 0, 1, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_3F, 16, 0, 7, 4, $0
- anim_wait 4
- anim_incobj 1
- anim_wait 4
- anim_ret
-; c9a5a
-
-BattleAnim_LeechSeed: ; c9a5a
- anim_1gfx ANIM_GFX_PLANT
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $20
- anim_wait 8
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $30
- anim_wait 8
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $28
- anim_wait 32
- anim_sound 0, 1, SFX_CHARGE
- anim_wait 128
- anim_ret
-; c9a7c
-
-BattleAnim_RazorLeaf: ; c9a7c
- anim_1gfx ANIM_GFX_PLANT
- anim_sound 0, 0, SFX_VINE_WHIP
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $28
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $5c
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $10
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $e8
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $9c
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $d0
- anim_wait 6
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $1c
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $50
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $dc
- anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $90
- anim_wait 80
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 3
- anim_wait 2
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 5
- anim_wait 2
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 7
- anim_wait 2
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 9
- anim_wait 2
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 1
- anim_wait 2
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 2
- anim_wait 2
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 4
- anim_wait 2
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 6
- anim_wait 2
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 8
- anim_wait 2
- anim_sound 16, 2, SFX_VINE_WHIP
- anim_incobj 10
- anim_wait 64
- anim_ret
-; c9af2
-
-BattleAnim_Solarbeam: ; c9af2
- anim_if_param_equal $0, .FireSolarBeam
- ; charge turn
- anim_1gfx ANIM_GFX_CHARGE
- anim_sound 0, 0, SFX_CHARGE
- anim_obj ANIM_OBJ_3D, 6, 0, 10, 4, $0
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $0
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $8
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $10
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $18
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $20
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $28
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $30
- anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $38
- anim_wait 104
- anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2
- anim_wait 64
- anim_ret
-; c9b30
-
-.FireSolarBeam
- anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_call BattleAnim_Solarbeam_branch_cbb39
- anim_wait 48
- anim_ret
-; c9b3c
-
-BattleAnim_Thunderpunch: ; c9b3c
- anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING
- anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2
- anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
- anim_wait 64
- anim_ret
-; c9b53
-
-BattleAnim_Thundershock: ; c9b53
- anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
- anim_obj ANIM_OBJ_34, -15, 0, 7, 0, $2
- anim_wait 16
- 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 ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
- anim_wait 16
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0
- anim_wait 64
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_wait 64
- anim_ret
-; c9b84
-
-BattleAnim_ThunderWave: ; c9b84
- anim_1gfx ANIM_GFX_LIGHTNING
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
- anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_30, -15, 0, 7, 0, $0
- anim_wait 20
- anim_bgp $1b
- anim_incobj 1
- anim_wait 96
- anim_ret
-; c9b9a
-
-BattleAnim_Thunder: ; c9b9a
- anim_1gfx ANIM_GFX_LIGHTNING
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20
- anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2E, 15, 0, 8, 4, $0
- anim_wait 16
- anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
- anim_wait 16
- anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2D, -15, 0, 8, 4, $0
- anim_wait 48
- anim_ret
-; c9bbd
-
-BattleAnim_RazorWind: ; c9bbd
- anim_if_param_equal $1, BattleAnim_RazorWind_branch_c9fb5
- anim_1gfx ANIM_GFX_WHIP
- anim_bgeffect ANIM_BG_06, $0, $1, $0
-.loop
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, -13, 0, 5, 0, $3
- anim_wait 4
- anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, -15, 0, 7, 0, $3
- anim_wait 4
- anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_42, -13, 0, 8, 0, $3
- anim_wait 4
- anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_41, 15, 0, 5, 0, $83
- anim_wait 4
- anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_41, 15, 0, 8, 0, $83
- anim_wait 4
- anim_loop 3, .loop
- anim_wait 24
- anim_ret
-; c9c00
-
-BattleAnim_Sonicboom_JP: ; c9c00
- anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT
-.loop
- anim_sound 3, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_43, 8, 0, 10, 0, $3
- anim_wait 8
- anim_sound 3, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_43, 8, 0, 11, 0, $2
- anim_wait 8
- anim_sound 3, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_43, 8, 0, 12, 0, $4
- anim_wait 8
- 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 ANIM_OBJ_01, -15, 0, 7, 0, $0
- anim_wait 16
- anim_ret
-; c9c36
-
-BattleAnim_Gust: ; c9c36
-BattleAnim_Sonicboom: ; c9c36
- anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
-.loop
- anim_sound 0, 1, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_GUST, -15, 0, 9, 0, $0
- anim_wait 6
- anim_loop 9, .loop
- anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18
- anim_wait 8
- anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18
- anim_wait 16
- anim_ret
-; c9c53
-
-BattleAnim_Selfdestruct: ; c9c53
- anim_1gfx ANIM_GFX_EXPLOSION
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24
- anim_if_param_equal $1, .loop
- anim_call BattleAnim_Selfdestruct_branch_cbb8f
- anim_wait 16
- anim_ret
-; c9c63
-
-.loop
- anim_call BattleAnim_Selfdestruct_branch_cbb62
- anim_wait 5
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
- anim_loop 2, .loop
- anim_wait 16
- anim_ret
-; c9c72
-
-BattleAnim_Explosion: ; c9c72
- anim_1gfx ANIM_GFX_EXPLOSION
- anim_bgeffect ANIM_BG_1F, $60, $4, $10
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24
- anim_if_param_equal $1, .loop
- anim_call BattleAnim_Explosion_branch_cbb8f
- anim_wait 16
- anim_ret
-; c9c87
-
-.loop
- anim_call BattleAnim_Explosion_branch_cbb62
- anim_wait 5
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
- anim_loop 2, .loop
- anim_wait 16
- anim_ret
-; c9c96
-
-BattleAnim_Acid: ; c9c96
- anim_1gfx ANIM_GFX_POISON
- anim_call BattleAnim_Acid_branch_cbc35
- anim_wait 64
- anim_ret
-; c9c9d
-
-BattleAnim_RockThrow: ; c9c9d
- anim_1gfx ANIM_GFX_ROCKS
- anim_bgeffect ANIM_BG_1F, $60, $1, $0
- anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40
- anim_wait 2
- anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30
- anim_wait 2
- anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
- anim_wait 2
- anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40
- anim_wait 2
- 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 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 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30
- anim_wait 4
- anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
- anim_wait 4
- anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40
- anim_wait 4
- anim_sound 0, 1, SFX_STRENGTH
- anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
- anim_wait 16
- anim_loop 4, .loop
- anim_wait 96
- anim_ret
-; c9d0c
-
-BattleAnim_Sing: ; c9d0c
- anim_1gfx ANIM_GFX_NOISE
- anim_sound 16, 2, SFX_SING
-.loop
- anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0
- anim_wait 8
- anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $1
- anim_wait 8
- anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2
- anim_wait 8
- anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0
- anim_wait 8
- anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2
- anim_wait 8
- anim_loop 4, .loop
- anim_wait 64
- anim_ret
-; c9d35
-
-BattleAnim_Poisonpowder: ; c9d35
-BattleAnim_SleepPowder: ; c9d35
-BattleAnim_Spore: ; c9d35
-BattleAnim_StunSpore: ; c9d35
- anim_1gfx ANIM_GFX_POWDER
-.loop
- anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 13, 0, 2, 0, $0
- anim_wait 4
- anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, -15, 0, 2, 0, $0
- anim_wait 4
- anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 14, 0, 2, 0, $0
- anim_wait 4
- anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 16, 0, 2, 0, $0
- anim_wait 4
- anim_sound 0, 1, SFX_POWDER
- anim_obj ANIM_OBJ_26, 15, 0, 2, 0, $0
- anim_wait 4
- anim_loop 2, .loop
- anim_wait 96
- anim_ret
-; c9d6a
-
-BattleAnim_HyperBeam: ; c9d6a
- anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_1F, $30, $4, $10
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_call BattleAnim_HyperBeam_branch_cbb39
- anim_wait 48
- anim_ret
-; c9d80
-
-BattleAnim_AuroraBeam: ; c9d80
- anim_1gfx ANIM_GFX_BEAM
- 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_wait 64
- anim_ret
-; c9d95
-
-BattleAnim_Vicegrip: ; c9d95
- anim_1gfx ANIM_GFX_CUT
- anim_sound 0, 1, SFX_VICEGRIP
- anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0
- anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0
- anim_wait 32
- anim_ret
-; c9da6
-
-BattleAnim_Scratch: ; c9da6
- anim_1gfx ANIM_GFX_CUT
- anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0
- anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0
- anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0
- anim_wait 32
- anim_ret
-; c9dbc
-
-BattleAnim_FurySwipes: ; c9dbc
- anim_1gfx ANIM_GFX_CUT
- anim_if_param_equal $1, BattleAnim_FurySwipes_branch_c9dd9
- anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0
- anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0
- anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0
- anim_sound 0, 1, SFX_SCRATCH
- anim_wait 32
- anim_ret
-; c9dd9
-
-BattleAnim_FurySwipes_branch_c9dd9: ; c9dd9
- anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_38, 15, 0, 6, 0, $0
- anim_obj ANIM_OBJ_38, 15, 4, 5, 4, $0
- anim_obj ANIM_OBJ_38, 16, 0, 5, 0, $0
- anim_sound 0, 1, SFX_SCRATCH
- anim_wait 32
- anim_ret
-; c9df0
-
-BattleAnim_Cut: ; c9df0
- anim_1gfx ANIM_GFX_CUT
- anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
- anim_wait 32
- anim_ret
-; c9dfc
-
-BattleAnim_Slash: ; c9dfc
- anim_1gfx ANIM_GFX_CUT
- anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
- anim_obj ANIM_OBJ_3A, -14, 4, 4, 4, $0
- anim_wait 32
- anim_ret
-; c9e0d
-
-BattleAnim_Clamp: ; c9e0d
- anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $a0
- anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $20
- anim_wait 16
- anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18
- anim_wait 32
- 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 ANIM_OBJ_36, -15, 0, 7, 0, $98
- anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $18
- anim_wait 8
- anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18
- anim_wait 16
- 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_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_ShowMon_0
- anim_bgeffect ANIM_BG_06, $0, $1, $0
- anim_call BattleAnim_Teleport_branch_cbb12
- anim_wait 64
- anim_ret
-; c9e6f
-
-BattleAnim_Fly: ; c9e6f
- anim_if_param_equal $1, BattleAnim_Fly_branch_c9e89
- anim_if_param_equal $2, BattleAnim_Fly_branch_c9e82
- anim_1gfx ANIM_GFX_HIT
- anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
- anim_wait 32
-BattleAnim_Fly_branch_c9e82: ; c9e82
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
- anim_wait 32
- anim_ret
-; c9e89
-
-BattleAnim_Fly_branch_c9e89: ; c9e89
- anim_1gfx ANIM_GFX_SPEED
- 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
- anim_ret
-; c9e9a
-
-BattleAnim_DoubleTeam: ; c9e9a
- 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_ShowMon_0
- anim_ret
-; c9eaf
-
-BattleAnim_Recover: ; c9eaf
- anim_1gfx ANIM_GFX_BUBBLE
- 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 ANIM_BG_18
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; c9eeb
-
-BattleAnim_Absorb: ; c9eeb
- anim_1gfx ANIM_GFX_CHARGE
- anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0
-.loop
- anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2
- anim_wait 6
- anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3
- anim_wait 6
- anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4
- anim_wait 6
- anim_loop 5, .loop
- anim_wait 32
- anim_ret
-; c9f13
-
-BattleAnim_MegaDrain: ; c9f13
- anim_1gfx ANIM_GFX_CHARGE
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_1C, $0, $0, $10
- anim_setvar $0
-.loop
- anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2
- anim_wait 6
- anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3
- anim_wait 6
- anim_sound 6, 3, SFX_WATER_GUN
- anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4
- anim_wait 6
- anim_incvar
- anim_if_var_equal $7, .done
- anim_if_var_equal $2, .spawn
- anim_jump .loop
-; c9f46
-
-.spawn
- anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0
- anim_jump .loop
-; c9f4e
-
-.done
- anim_wait 32
- 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, 0, SFX_SWITCH_POKEMON
- anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $1
- anim_wait 128
- anim_wait 96
- anim_incobj 1
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
- anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, 16, 0, 8, 0, $0
- anim_wait 8
- anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_18, -14, 0, 8, 4, $0
- anim_wait 8
- 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_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 ANIM_OBJ_46, 9, 4, 13, 0, $b
- anim_wait 16
- anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_sound 0, 0, SFX_METRONOME
-.loop
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20
- anim_wait 8
- anim_loop 8, .loop
- anim_wait 128
- anim_incbgeffect ANIM_BG_18
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; c9fb5
-
-BattleAnim_FocusEnergy: ; c9fb5
-BattleAnim_RazorWind_branch_c9fb5: ; c9fb5
-BattleAnim_SkullBash_branch_c9fb5: ; c9fb5
-BattleAnim_SkyAttack_branch_c9fb5: ; c9fb5
- anim_1gfx ANIM_GFX_SPEED
- 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 ANIM_OBJ_47, 4, 4, 13, 4, $6
- anim_wait 2
- anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
- anim_wait 2
- anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
- anim_wait 2
- anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
- anim_wait 2
- anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
- anim_wait 2
- anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
- anim_wait 2
- anim_loop 3, .loop
- anim_wait 8
- anim_incbgeffect ANIM_BG_16
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; c9ffc
-
-BattleAnim_Bide: ; c9ffc
- anim_if_param_equal $0, BattleAnim_Bide_branch_c9651
- anim_1gfx ANIM_GFX_HIT
- 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 ANIM_BG_1A
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca014
-
-BattleAnim_Bind: ; ca014
- anim_1gfx ANIM_GFX_ROPE
- anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_49, -16, 4, 7, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
- anim_wait 64
- 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 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
- anim_wait 64
- 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_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_ShowMon_1
- anim_ret
-; ca06c
-
-BattleAnim_Constrict: ; ca06c
- anim_1gfx ANIM_GFX_ROPE
- anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_49, -16, 4, 8, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_49, -16, 4, 5, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0
- anim_wait 64
- anim_ret
-; ca08a
-
-BattleAnim_Earthquake: ; ca08a
- anim_bgeffect ANIM_BG_1F, $60, $4, $10
-.loop
- anim_sound 0, 1, SFX_EMBER
- anim_wait 24
- anim_loop 4, .loop
- anim_ret
-; ca098
-
-BattleAnim_Fissure: ; ca098
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_bgeffect ANIM_BG_1F, $60, $4, $0
-.loop
- anim_sound 0, 1, SFX_EMBER
- anim_wait 24
- anim_loop 4, .loop
- anim_ret
-; ca0ab
-
-BattleAnim_Growl: ; ca0ab
- anim_1gfx ANIM_GFX_NOISE
- anim_enemyfeetobj
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_cry $0
-.loop
- anim_call BattleAnim_Growl_branch_cbbbc
- anim_wait 16
- anim_loop 3, .loop
- anim_wait 9
- anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
- anim_wait 8
- anim_bgeffect ANIM_BG_19, $0, $0, $40
- anim_wait 64
- anim_incbgeffect ANIM_BG_19
- anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
- anim_wait 5
- anim_incobj 10
- anim_wait 8
- anim_ret
-; ca0d7
-
-BattleAnim_Roar: ; ca0d7
- anim_1gfx ANIM_GFX_NOISE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_cry $1
-.loop
- anim_call BattleAnim_Roar_branch_cbbbc
- anim_wait 16
- anim_loop 3, .loop
- anim_wait 16
- anim_if_param_equal $0, .done
- anim_bgeffect ANIM_BG_27, $0, $0, $0
- anim_wait 64
-.done
- anim_ret
-; ca0f4
-
-BattleAnim_Supersonic: ; ca0f4
- anim_1gfx ANIM_GFX_PSYCHIC
-.loop
- anim_sound 6, 2, SFX_SUPERSONIC
- anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
- anim_wait 4
- anim_loop 10, .loop
- anim_wait 64
- anim_ret
-; ca105
-
-BattleAnim_Screech: ; ca105
- anim_1gfx ANIM_GFX_PSYCHIC
- 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, .loop
- anim_wait 64
- anim_ret
-; ca11b
-
-BattleAnim_ConfuseRay: ; ca11b
- anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_bgeffect ANIM_BG_08, $0, $4, $0
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $0
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $80
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $88
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $90
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $98
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $a0
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $a8
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $b0
- anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $b8
-.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 ANIM_BG_06, $0, $2, $0
- anim_call BattleAnim_Leer_branch_cbadc
- anim_wait 16
- anim_ret
-; ca16a
-
-BattleAnim_Reflect: ; ca16a
- anim_1gfx ANIM_GFX_REFLECT
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
- anim_wait 24
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
- anim_wait 64
- anim_ret
-; ca18e
-
-BattleAnim_LightScreen: ; ca18e
- anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_sound 0, 0, SFX_FLASH
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
- anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $0
- anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $8
- anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $10
- anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $18
- anim_wait 4
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $20
- anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $28
- anim_wait 4
- anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $30
- anim_wait 4
- 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, 0, SFX_LICK
- anim_obj ANIM_OBJ_53, 8, 0, 10, 0, $2
- anim_wait 16
- anim_obj ANIM_OBJ_53, 8, 4, 10, 0, $1
- anim_wait 16
- 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 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, 0, SFX_TAIL_WHIP
-.loop
- anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
- anim_wait 40
- anim_loop 3, .loop
- anim_wait 32
- anim_ret
-; ca223
-
-BattleAnim_AcidArmor: ; ca223
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
- anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8
- anim_sound 0, 0, SFX_MEGA_PUNCH
- anim_wait 64
- anim_incbgeffect ANIM_BG_ACID_ARMOR
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca237
-
-BattleAnim_Splash: ; ca237
- anim_1gfx ANIM_GFX_HIT
- 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 ANIM_BG_BOUNCE_DOWN
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca24b
-
-BattleAnim_Dig: ; ca24b
- anim_2gfx ANIM_GFX_SAND, ANIM_GFX_HIT
- anim_if_param_equal $0, .hit
- anim_if_param_equal $2, .fail
- anim_call BattleAnim_FollowPlayerHead_0
- anim_bgeffect ANIM_BG_DIG, $0, $1, $1
- anim_obj ANIM_OBJ_57, 9, 0, 13, 0, $0
-.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 ANIM_BG_DIG
- anim_call BattleAnim_ShowMon_0
- anim_ret
-
-.hit
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
- anim_wait 32
-.fail
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
- anim_wait 32
- anim_ret
-; ca28d
-
-BattleAnim_SandAttack: ; ca28d
- anim_1gfx ANIM_GFX_SAND
- anim_call BattleAnim_SandAttack_branch_cbc5b
- anim_ret
-; ca293
-
-BattleAnim_StringShot: ; ca293
- anim_1gfx ANIM_GFX_WEB
- anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0
- anim_wait 4
- anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_5A, -16, 4, 6, 0, $1
- anim_wait 4
- anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0
- anim_wait 4
- anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_5A, -16, 4, 8, 0, $1
- anim_wait 4
- anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0
- anim_wait 4
- 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 ANIM_BG_1F, $14, $2, $0
- anim_wait 32
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
- anim_wait 4
- anim_sound 0, 1, SFX_HEADBUTT
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
- anim_wait 8
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca2ef
-
-BattleAnim_Tackle: ; ca2ef
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
- anim_wait 4
- anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
- anim_wait 8
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca307
-
-BattleAnim_BodySlam: ; ca307
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
- anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
- anim_wait 32
- anim_incbgeffect ANIM_BG_BOUNCE_DOWN
- anim_wait 4
- anim_bgeffect ANIM_BG_25, $0, $1, $0
- anim_wait 3
- anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
- anim_wait 3
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca331
-
-BattleAnim_TakeDown: ; ca331
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
- anim_wait 3
- anim_sound 0, 1, SFX_TACKLE
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_TACKLE
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
- anim_wait 3
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca35c
-
-BattleAnim_DoubleEdge: ; ca35c
- anim_1gfx ANIM_GFX_HIT
- 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 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, 16, 0, 6, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $0
- anim_wait 3
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca382
-
-BattleAnim_Submission: ; ca382
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_1
- anim_bgeffect ANIM_BG_26, $0, $0, $0
- anim_sound 0, 1, SFX_SUBMISSION
- anim_wait 32
- anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
- anim_wait 32
- anim_obj ANIM_OBJ_01, -13, 0, 7, 0, $0
- anim_wait 32
- anim_obj ANIM_OBJ_01, -15, 0, 6, 4, $0
- anim_wait 32
- anim_incbgeffect ANIM_BG_26
- anim_call BattleAnim_ShowMon_1
- anim_ret
-; ca3a8
-
-BattleAnim_Whirlwind: ; ca3a8
- anim_1gfx ANIM_GFX_WIND
-.loop
- anim_sound 0, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0
- anim_wait 6
- 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_if_param_equal $0, .done
- anim_bgeffect ANIM_BG_27, $0, $0, $0
- anim_wait 64
-.done
- anim_ret
-; ca3d8
-
-BattleAnim_Hypnosis: ; ca3d8
- anim_1gfx ANIM_GFX_PSYCHIC
-.loop
- anim_sound 6, 2, SFX_SUPERSONIC
- anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
- anim_obj ANIM_OBJ_4C, 7, 0, 10, 0, $2
- anim_wait 8
- anim_loop 3, .loop
- anim_wait 56
- anim_ret
-; ca3ee
-
-BattleAnim_Haze: ; ca3ee
- anim_1gfx ANIM_GFX_HAZE
- anim_sound 0, 1, SFX_SURF
-.loop
- anim_obj ANIM_OBJ_HAZE, 6, 0, 7, 0, $0
- anim_obj ANIM_OBJ_HAZE, -16, 4, 2, 0, $0
- anim_wait 12
- anim_loop 5, .loop
- anim_wait 96
- anim_ret
-; ca404
-
-BattleAnim_Mist: ; ca404
- anim_obp0 $54
- anim_1gfx ANIM_GFX_HAZE
- anim_sound 0, 0, SFX_SURF
-.loop
- anim_obj ANIM_OBJ_MIST, 6, 0, 7, 0, $0
- anim_wait 8
- anim_loop 10, .loop
- anim_wait 96
- anim_ret
-; ca417
-
-BattleAnim_Smog: ; ca417
- anim_1gfx ANIM_GFX_HAZE
- anim_sound 0, 1, SFX_BUBBLEBEAM
-.loop
- anim_obj ANIM_OBJ_SMOG, -16, 4, 2, 0, $0
- anim_wait 8
- anim_loop 10, .loop
- anim_wait 96
- anim_ret
-; ca428
-
-BattleAnim_PoisonGas: ; ca428
- anim_1gfx ANIM_GFX_HAZE
- anim_sound 16, 2, SFX_BUBBLEBEAM
-.loop
- anim_obj ANIM_OBJ_POISON_GAS, 5, 4, 10, 0, $2
- anim_wait 8
- anim_loop 10, .loop
- anim_wait 128
- anim_ret
-; ca439
-
-BattleAnim_HornAttack: ; ca439
- anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $1
- anim_wait 16
- 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 ANIM_OBJ_HORN, 9, 0, 9, 0, $2
- anim_wait 8
- anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, 16, 0, 5, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_HORN, 10, 0, 11, 0, $2
- anim_wait 8
- anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, -15, 0, 7, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_HORN, 9, 4, 10, 0, $2
- anim_wait 8
- anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_04, -16, 4, 6, 0, $0
- anim_wait 8
- anim_ret
-; ca47d
-
-BattleAnim_HornDrill: ; ca47d
- anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $3
- anim_wait 8
-.loop
- anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
- anim_wait 8
- anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, -15, 4, 6, 0, $0
- anim_wait 8
- anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, -16, 4, 7, 0, $0
- anim_wait 8
- anim_sound 0, 1, SFX_HORN_ATTACK
- anim_obj ANIM_OBJ_00, 15, 4, 6, 0, $0
- anim_wait 8
- anim_loop 3, .loop
- anim_ret
-; ca4b4
-
-BattleAnim_PoisonSting: ; ca4b4
- anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14
- anim_wait 16
- 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 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 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
-.loop
- anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $28
- anim_wait 8
- 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 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 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
-.loop
- anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $18
- anim_wait 8
- 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 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 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_FollowPlayerHead_0
- anim_transform
- anim_sound 0, 0, SFX_PSYBEAM
- anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
- anim_wait 48
- anim_updateactorpic
- anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
- anim_wait 48
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca564
-
-BattleAnim_PetalDance: ; ca564
- anim_sound 0, 0, SFX_MENU
- anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT
-.loop
- anim_obj ANIM_OBJ_61, 6, 0, 7, 0, $0
- anim_wait 11
- anim_loop 8, .loop
- anim_wait 128
- anim_wait 64
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
- anim_wait 16
- anim_ret
-; ca580
-
-BattleAnim_Barrage: ; ca580
- anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION
- anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10
- anim_wait 36
- 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 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0
- anim_wait 16
- anim_sound 0, 1, SFX_PAY_DAY
- anim_obj ANIM_OBJ_63, 15, 0, 9, 4, $1
- anim_wait 64
- anim_ret
-; ca5ac
-
-BattleAnim_Mimic: ; ca5ac
- anim_1gfx ANIM_GFX_SPEED
- anim_obp0 $fc
- anim_sound 63, 3, SFX_LICK
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $0
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $8
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $10
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $18
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $20
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $28
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $30
- anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $38
- anim_wait 128
- anim_wait 48
- anim_ret
-; ca5de
-
-BattleAnim_LovelyKiss: ; ca5de
- anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
- anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_96, -13, 0, 5, 0, $0
- anim_wait 32
- 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 6, 2, SFX_HYDRO_PUMP
- anim_obj ANIM_OBJ_67, 11, 0, 7, 0, $1c
- anim_wait 24
- 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 6, 2, SFX_METRONOME
- anim_obj ANIM_OBJ_6A, 8, 0, 11, 0, $4
- anim_wait 4
- anim_obj ANIM_OBJ_6A, 8, 0, 9, 0, $4
- anim_wait 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 ANIM_BG_1F, $40, $2, $0
- anim_wait 48
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
-.loop
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
- anim_wait 12
- anim_loop 3, .loop
- anim_ret
-; ca63f
-
-BattleAnim_SkullBash: ; ca63f
- anim_if_param_equal $1, BattleAnim_SkullBash_branch_c9fb5
- anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $14, $2, $0
- anim_wait 32
- 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
-.loop
- anim_sound 0, 1, SFX_HEADBUTT
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
- anim_wait 8
- 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 ANIM_BG_06, $0, $2, $0
- anim_obj ANIM_OBJ_6B, 10, 0, 9, 4, $0
- anim_wait 32
-.loop
- anim_sound 0, 0, SFX_KINESIS
- anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $0
- anim_wait 32
- anim_loop 3, .loop
- anim_wait 32
- anim_sound 0, 0, SFX_KINESIS_2
- anim_wait 32
- anim_ret
-; ca68b
-
-BattleAnim_Peck: ; ca68b
- anim_1gfx ANIM_GFX_HIT
- anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 16, 0, 6, 0, $0
- anim_wait 8
- 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
-.loop
- anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, 15, 4, 7, 0, $0
- anim_wait 4
- anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, -16, 4, 6, 0, $0
- anim_wait 4
- anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, -15, 4, 7, 0, $0
- anim_wait 4
- anim_sound 0, 1, SFX_PECK
- anim_obj ANIM_OBJ_02, -16, 4, 8, 0, $0
- anim_wait 4
- anim_loop 5, .loop
- anim_wait 16
- anim_ret
-; ca6cc
-
-BattleAnim_Guillotine: ; ca6cc
- anim_1gfx ANIM_GFX_CUT
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
- anim_sound 0, 1, SFX_VICEGRIP
- anim_obj ANIM_OBJ_37, -13, 4, 5, 4, $0
- anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0
- anim_obj ANIM_OBJ_37, -14, 4, 4, 4, $0
- anim_obj ANIM_OBJ_39, 15, 4, 9, 4, $0
- anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0
- anim_obj ANIM_OBJ_39, 14, 4, 8, 4, $0
- anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0
- anim_wait 32
- anim_ret
-; ca700
-
-BattleAnim_Flash: ; ca700
- anim_1gfx ANIM_GFX_SPEED
- anim_sound 0, 1, SFX_FLASH
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20
- anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $0
- anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $8
- anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $10
- anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $18
- anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $20
- anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $28
- anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $30
- anim_wait 4
- anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $38
- anim_wait 32
- anim_ret
-; ca73c
-
-BattleAnim_Substitute: ; ca73c
- anim_sound 0, 0, SFX_SURF
- anim_if_param_equal $3, BattleAnim_Substitute_branch_ca77c
- anim_if_param_equal $2, BattleAnim_Substitute_branch_ca76e
- anim_if_param_equal $1, BattleAnim_Substitute_branch_ca760
- anim_1gfx ANIM_GFX_SMOKE
- anim_bgeffect ANIM_BG_27, $0, $1, $0
- anim_wait 48
- anim_raisesub
- anim_obj ANIM_OBJ_BALL_POOF, 6, 0, 12, 0, $0
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
- anim_wait 32
- anim_ret
-; ca760
-
-BattleAnim_Substitute_branch_ca760: ; ca760
- anim_bgeffect ANIM_BG_27, $0, $1, $0
- anim_wait 48
- anim_dropsub
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
- anim_wait 32
- anim_ret
-; ca76e
-
-BattleAnim_Substitute_branch_ca76e: ; ca76e
- anim_bgeffect ANIM_BG_27, $0, $1, $0
- anim_wait 48
- anim_raisesub
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
- anim_wait 32
- anim_ret
-; ca77c
-
-BattleAnim_Substitute_branch_ca77c: ; ca77c
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
- anim_wait 48
- anim_dropsub
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
- anim_wait 32
- anim_ret
-; ca78a
-
-BattleAnim_Minimize: ; ca78a
- anim_sound 0, 0, SFX_SURF
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
- anim_minimize
- anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
- anim_wait 48
- anim_updateactorpic
- anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
- anim_wait 48
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca7a1
-
-BattleAnim_SkyAttack: ; ca7a1
- anim_if_param_equal $1, BattleAnim_SkyAttack_branch_c9fb5
- anim_1gfx ANIM_GFX_SKY_ATTACK
- anim_bgeffect ANIM_BG_27, $0, $1, $0
- anim_wait 32
- anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 6, 0, 11, 0, $40
- anim_wait 64
- anim_incobj 1
- anim_wait 21
- anim_sound 0, 1, SFX_HYPER_BEAM
- anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
- anim_wait 64
- anim_incobj 1
- anim_wait 32
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
- anim_wait 16
- anim_ret
-; ca7cc
-
-BattleAnim_NightShade: ; ca7cc
- anim_1gfx ANIM_GFX_HIT
- anim_bgp $1b
- anim_obp1 $1b
- anim_wait 32
- anim_call BattleAnim_FollowPlayerHead_1
- anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
- anim_sound 0, 1, SFX_PSYCHIC
- anim_wait 96
- anim_incbgeffect ANIM_BG_NIGHT_SHADE
- anim_call BattleAnim_ShowMon_1
- anim_ret
-; ca7e5
-
-BattleAnim_Lick: ; ca7e5
- anim_1gfx ANIM_GFX_WATER
- anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_LICK, -15, 0, 7, 0, $0
- anim_wait 64
- anim_ret
-; ca7f1
-
-BattleAnim_TriAttack: ; ca7f1
- anim_3gfx ANIM_GFX_FIRE, ANIM_GFX_ICE, ANIM_GFX_LIGHTNING
- anim_call BattleAnim_TriAttack_branch_cbbcc
- anim_wait 16
- anim_call BattleAnim_TriAttack_branch_cbbdf
- anim_wait 16
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4
- anim_sound 0, 1, SFX_THUNDER
- anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0
- anim_wait 16
- anim_ret
-; ca80c
-
-BattleAnim_Withdraw: ; ca80c
- anim_1gfx ANIM_GFX_REFLECT
- anim_call BattleAnim_FollowPlayerHead_0
- anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50
- anim_wait 48
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_WITHDRAW, 6, 0, 11, 0, $0
- anim_wait 64
- anim_incobj 2
- anim_wait 1
- anim_incbgeffect ANIM_BG_WITHDRAW
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca829
-
-BattleAnim_Psybeam: ; ca829
- anim_1gfx ANIM_GFX_PSYCHIC
- 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 10, .loop
- anim_wait 48
- anim_ret
-; ca844
-
-BattleAnim_DreamEater: ; ca844
- anim_1gfx ANIM_GFX_BUBBLE
- anim_bgp $1b
- anim_obp0 $27
- anim_sound 6, 3, SFX_WATER_GUN
- anim_call BattleAnim_DreamEater_branch_cbab3
- anim_wait 128
- anim_wait 48
- anim_ret
-; ca853
-
-BattleAnim_LeechLife: ; ca853
- anim_1gfx ANIM_GFX_BUBBLE
- anim_sound 6, 3, SFX_WATER_GUN
- anim_call BattleAnim_LeechLife_branch_cbab3
- anim_wait 128
- anim_wait 48
- anim_ret
-; ca85e
-
-BattleAnim_Harden: ; ca85e
- anim_1gfx ANIM_GFX_REFLECT
- anim_obp0 $0
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_call BattleAnim_Harden_branch_cbc43
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca86c
-
-BattleAnim_Psywave: ; ca86c
- anim_1gfx ANIM_GFX_PSYCHIC
- anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
-.loop
- anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 8, 0, 10, 0, $2
- anim_wait 8
- anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $3
- anim_wait 8
- anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 8, 0, 12, 0, $4
- anim_wait 8
- anim_loop 3, .loop
- anim_wait 32
- anim_incbgeffect ANIM_BG_PSYCHIC
- anim_wait 4
- anim_ret
-; ca897
-
-BattleAnim_Glare: ; ca897
- anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_call BattleAnim_Glare_branch_cbadc
- anim_wait 16
- anim_ret
-; ca8a8
-
-BattleAnim_Thrash: ; ca8a8
- anim_1gfx ANIM_GFX_HIT
- anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0
- anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, -13, 0, 5, 0, $0
- anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
- anim_wait 16
- anim_ret
-; ca8d5
-
-BattleAnim_Growth: ; ca8d5
- anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
- anim_1gfx ANIM_GFX_CHARGE
- anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $0
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $8
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $10
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $18
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $20
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $28
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $30
- anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $38
- anim_wait 64
- anim_ret
-; ca909
-
-BattleAnim_Conversion2: ; ca909
- anim_1gfx ANIM_GFX_EXPLOSION
- anim_sound 63, 3, SFX_SHARPEN
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $0
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $8
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $10
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $18
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $20
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $28
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $30
- anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $38
- anim_wait 128
- anim_wait 48
- anim_ret
-; ca939
-
-BattleAnim_Smokescreen: ; ca939
- anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE
- anim_sound 6, 2, SFX_THROW_BALL
- anim_obj ANIM_OBJ_75, 8, 0, 11, 4, $6c
- anim_wait 24
- anim_incobj 1
- anim_sound 0, 1, SFX_BALL_POOF
- anim_obj ANIM_OBJ_BALL_POOF, 13, 4, 8, 6, $10
- anim_wait 8
-.loop
- anim_sound 0, 1, SFX_MENU
- anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20
- anim_wait 8
- anim_loop 5, .loop
- anim_wait 128
- anim_ret
-; ca960
-
-BattleAnim_Strength: ; ca960
- anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_20, $10, $1, $20
- anim_sound 0, 0, SFX_STRENGTH
- anim_obj ANIM_OBJ_1F, 8, 0, 13, 0, $1
- anim_wait 128
- anim_incobj 1
- anim_wait 20
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
- anim_wait 16
- anim_ret
-; ca97e
-
-BattleAnim_SwordsDance: ; ca97e
- anim_1gfx ANIM_GFX_WHIP
- anim_sound 0, 0, SFX_SWORDS_DANCE
- anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $0
- anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $d
- anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $1a
- anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $27
- anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $34
- anim_wait 56
- anim_ret
-; ca99e
-
-BattleAnim_QuickAttack: ; ca99e
- anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
- anim_sound 0, 0, SFX_MENU
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
- anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2
- anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1
- anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0
- anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80
- anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81
- anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82
- anim_wait 12
- 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
- anim_ret
-; ca9d8
-
-BattleAnim_Meditate: ; ca9d8
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_sound 0, 0, SFX_PSYBEAM
- anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
- anim_wait 48
- anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
- anim_wait 48
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; ca9ed
-
-BattleAnim_Sharpen: ; ca9ed
- anim_1gfx ANIM_GFX_SHAPES
- anim_obp0 $e4
- 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 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_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 ANIM_BG_18
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; caa27
-
-BattleAnim_SeismicToss: ; caa27
- anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_20, $10, $1, $20
- anim_sound 0, 0, SFX_STRENGTH
- anim_obj ANIM_OBJ_20, 8, 0, 13, 0, $1
- anim_wait 128
- anim_incobj 1
- anim_wait 20
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0
- anim_wait 16
- anim_ret
-; caa45
-
-BattleAnim_Rage: ; caa45
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
- anim_sound 0, 0, SFX_RAGE
- anim_wait 72
- 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 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0
- anim_wait 16
- anim_ret
-; caa74
-
-BattleAnim_Agility: ; caa74
- anim_1gfx ANIM_GFX_WIND
- anim_obp0 $fc
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_obj ANIM_OBJ_7D, 1, 0, 3, 0, $10
- anim_obj ANIM_OBJ_7D, 1, 0, 6, 0, $2
- anim_obj ANIM_OBJ_7D, 1, 0, 11, 0, $8
- anim_wait 4
- anim_obj ANIM_OBJ_7D, 1, 0, 4, 0, $6
- anim_obj ANIM_OBJ_7D, 1, 0, 7, 0, $c
- anim_obj ANIM_OBJ_7D, 1, 0, 10, 0, $4
- anim_obj ANIM_OBJ_7D, 1, 0, 13, 0, $e
-.loop
- anim_sound 0, 0, SFX_RAZOR_WIND
- anim_wait 4
- 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 ANIM_OBJ_68, 8, 0, 11, 0, $2
- anim_wait 32
- anim_sound 0, 1, SFX_BONE_CLUB
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
- anim_wait 16
- anim_ret
-; caac5
-
-BattleAnim_Barrier: ; caac5
- anim_1gfx ANIM_GFX_REFLECT
- anim_enemyfeetobj
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_wait 8
- anim_sound 0, 0, SFX_SHINE
- anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0
- anim_wait 32
- 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_FollowPlayerHead_0
- anim_bgeffect ANIM_BG_25, $0, $1, $0
- anim_wait 16
- anim_call BattleAnim_ShowMon_0
- anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
- anim_wait 3
- anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
- anim_wait 3
- anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0
- anim_wait 3
- anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, -15, 0, 4, 0, $0
- anim_wait 3
- anim_sound 0, 1, SFX_LICK
- anim_obj ANIM_OBJ_01, -15, 0, 3, 0, $0
- anim_wait 8
- anim_ret
-; cab1d
-
-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
-.loop
- anim_sound 6, 2, SFX_PSYCHIC
- anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2
- anim_wait 8
- anim_loop 8, .loop
- anim_wait 96
- anim_incbgeffect ANIM_BG_PSYCHIC
- anim_wait 4
- anim_ret
-; cab3b
-
-BattleAnim_Sludge: ; cab3b
- anim_1gfx ANIM_GFX_POISON
- anim_call BattleAnim_Sludge_branch_cbc15
- anim_wait 56
- anim_ret
-; cab42
-
-BattleAnim_Toxic: ; cab42
- anim_1gfx ANIM_GFX_POISON
- anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0
- anim_call BattleAnim_Toxic_branch_cbc35
- anim_wait 32
- anim_call BattleAnim_Toxic_branch_cbc15
- anim_wait 64
- anim_ret
-; cab52
-
-BattleAnim_Metronome: ; cab52
- anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED
- anim_sound 0, 0, SFX_METRONOME
- anim_obj ANIM_OBJ_7A, 9, 0, 11, 0, $0
-.loop
- anim_obj ANIM_OBJ_7B, 9, 0, 10, 0, $0
- anim_wait 8
- anim_loop 5, .loop
- anim_wait 48
- anim_ret
-; cab69
-
-BattleAnim_Counter: ; cab69
- anim_1gfx ANIM_GFX_HIT
-.loop
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
- anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0
- anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
- anim_wait 6
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_06, -15, 0, 5, 0, $0
- anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $0
- anim_wait 6
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2
- anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, -13, 0, 7, 0, $0
- anim_obj ANIM_OBJ_00, -13, 0, 7, 0, $0
- anim_wait 6
- anim_loop 3, .loop
- anim_wait 16
- anim_ret
-; cabaa
-
-BattleAnim_LowKick: ; cabaa
- anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 15, 4, 8, 0, $0
- anim_obj ANIM_OBJ_00, 15, 4, 8, 0, $0
- anim_wait 6
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, -16, 4, 8, 0, $0
- anim_obj ANIM_OBJ_00, -16, 4, 8, 0, $0
- anim_wait 6
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
- anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, -15, 4, 8, 0, $0
- anim_obj ANIM_OBJ_00, -15, 4, 8, 0, $0
- anim_wait 16
- anim_ret
-; cabe6
-
-BattleAnim_WingAttack: ; cabe6
- anim_1gfx ANIM_GFX_HIT
- anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0
- anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0
- anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0
- anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0
- anim_wait 16
- anim_ret
-; cac13
-
-BattleAnim_Slam: ; cac13
- anim_1gfx ANIM_GFX_HIT
- anim_sound 0, 1, SFX_WING_ATTACK
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2
- anim_obj ANIM_OBJ_01, 15, 4, 5, 0, $0
- anim_wait 16
- anim_ret
-; cac24
-
-BattleAnim_Disable: ; cac24
- anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_obj ANIM_OBJ_7C, -16, 4, 7, 0, $0
- anim_wait 16
- anim_sound 0, 1, SFX_BIND
- anim_obj ANIM_OBJ_PARALYZED, 13, 0, 7, 0, $42
- anim_obj ANIM_OBJ_PARALYZED, -12, 0, 7, 0, $c2
- anim_wait 96
- anim_ret
-; cac41
-
-BattleAnim_TailWhip: ; cac41
- anim_1gfx ANIM_GFX_HIT
- 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 ANIM_BG_26
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; cac55
-
-BattleAnim_Struggle: ; cac55
- anim_1gfx ANIM_GFX_HIT
- anim_sound 0, 1, SFX_POUND
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
- anim_wait 16
- anim_ret
-; cac61
-
-BattleAnim_Sketch: ; cac61
- anim_1gfx ANIM_GFX_OBJECTS
- 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 ANIM_BG_1A
- anim_call BattleAnim_ShowMon_0
- anim_wait 1
- anim_ret
-; cac7b
-
-BattleAnim_TripleKick: ; cac7b
- anim_1gfx ANIM_GFX_HIT
- anim_if_param_equal $1, BattleAnim_TripleKick_branch_cac95
- anim_if_param_equal $2, BattleAnim_TripleKick_branch_caca5
- anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0
- anim_wait 8
- anim_ret
-; cac95
-
-BattleAnim_TripleKick_branch_cac95: ; cac95
- anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0
- anim_wait 6
- anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0
- anim_wait 8
- anim_ret
-; caca5
-
-BattleAnim_TripleKick_branch_caca5: ; caca5
- anim_sound 0, 1, SFX_DOUBLE_KICK
- anim_obj ANIM_OBJ_07, -16, 4, 4, 0, $0
- anim_wait 6
- 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_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
- anim_wait 16
- anim_sound 0, 1, SFX_THIEF
- anim_obj ANIM_OBJ_01, 16, 0, 6, 0, $0
- anim_wait 16
- anim_call BattleAnim_ShowMon_0
- anim_wait 1
- anim_1gfx ANIM_GFX_STATUS
- anim_sound 0, 1, SFX_THIEF_2
- anim_obj ANIM_OBJ_8B, 15, 0, 9, 4, $1
- anim_wait 64
- anim_ret
-; cacd9
-
-BattleAnim_SpiderWeb: ; cacd9
- anim_1gfx ANIM_GFX_WEB
- anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_92, -16, 4, 6, 0, $0
- anim_sound 6, 2, SFX_SPIDER_WEB
- anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0
- anim_wait 4
- anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0
- anim_wait 4
- 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 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
-
-BattleAnim_Nightmare: ; cad1b
- anim_1gfx ANIM_GFX_ANGELS
- anim_bgp $1b
- anim_obp0 $f
- anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $0
- anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $a0
- anim_sound 0, 1, SFX_NIGHTMARE
- anim_wait 96
- anim_ret
-; cad30
-
-BattleAnim_FlameWheel: ; cad30
- anim_1gfx ANIM_GFX_FIRE
-.loop
- anim_sound 0, 0, SFX_EMBER
- anim_obj ANIM_OBJ_7F, 6, 0, 12, 0, $0
- anim_wait 6
- anim_loop 8, .loop
- anim_wait 96
- 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 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_wait 8
- anim_ret
-; cad6b
-
-BattleAnim_Snore: ; cad6b
- anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE
- anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
- anim_wait 32
- 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, .loop
- anim_wait 8
- anim_ret
-; cad86
-
-BattleAnim_Curse: ; cad86
- anim_if_param_equal $1, .NotGhost
- anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
- anim_obj ANIM_OBJ_A5, 8, 4, 9, 0, $0
- anim_sound 0, 0, SFX_CURSE
- anim_wait 32
- anim_incobj 1
- anim_wait 12
- anim_sound 0, 0, SFX_POISON_STING
- anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0
- anim_wait 16
- anim_ret
-; cada3
-
-.NotGhost: ; cada3
- anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_19, $0, $1, $40
- anim_sound 0, 0, SFX_SHARPEN
- anim_wait 64
- anim_incbgeffect ANIM_BG_19
- anim_wait 1
- 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 ANIM_OBJ_47, 4, 4, 13, 4, $6
- anim_wait 2
- anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
- anim_wait 2
- anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
- anim_wait 2
- anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
- anim_wait 2
- anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
- anim_wait 2
- anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
- anim_wait 2
- anim_loop 3, .loop
- anim_wait 8
- anim_incbgeffect ANIM_BG_16
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; cadf1
-
-BattleAnim_Flail: ; cadf1
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_sound 0, 0, SFX_SUBMISSION
- anim_bgeffect ANIM_BG_2C, $0, $1, $0
- anim_wait 8
- anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
- anim_wait 8
- 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 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
-
-BattleAnim_Aeroblast: ; cae4b
- anim_2gfx ANIM_GFX_BEAM, ANIM_GFX_AEROBLAST
- anim_bgp $1b
- 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, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0
- anim_wait 2
- anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0
- anim_wait 2
- anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0
- anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0
- anim_wait 48
- anim_ret
-; cae84
-
-BattleAnim_CottonSpore: ; cae84
- anim_obp0 $54
- anim_1gfx ANIM_GFX_MISC
- anim_sound 0, 1, SFX_POWDER
-.loop ; cae8b
- anim_obj ANIM_OBJ_COTTON_SPORE, -16, 4, 4, 0, $0
- anim_wait 8
- anim_loop 5, .loop
- anim_wait 96
- anim_ret
-; cae97
-
-BattleAnim_Reversal: ; cae97
- anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_07, $0, $0, $0
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, 14, 0, 8, 0, $0
- anim_wait 2
- anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_A7, 15, 0, 7, 0, $0
- anim_wait 2
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, 16, 0, 7, 0, $0
- anim_wait 2
- anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_A7, -15, 0, 6, 0, $0
- anim_wait 2
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_04, -14, 0, 6, 0, $0
- anim_wait 2
- 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 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
-.loop ; caee4
- anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_8F, 8, 0, 11, 0, $23
- anim_wait 2
- anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_8F, 8, 0, 10, 0, $24
- anim_wait 2
- anim_sound 6, 2, SFX_SHINE
- anim_obj ANIM_OBJ_8F, 8, 0, 12, 0, $23
- anim_wait 2
- anim_loop 2, .loop
- anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
- anim_wait 40
- anim_call BattleAnim_PowderSnow_branch_cbbdf
- anim_wait 32
- anim_ret
-; caf0e
-
-BattleAnim_Protect: ; caf0e
- anim_1gfx ANIM_GFX_OBJECTS
- anim_bgeffect ANIM_BG_07, $0, $2, $0
- anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $0
- anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $d
- anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $1a
- anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $27
- anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $34
- anim_sound 0, 0, SFX_PROTECT
- anim_wait 96
- anim_ret
-; caf33
-
-BattleAnim_MachPunch: ; caf33
- anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
- anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2
- anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1
- anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0
- anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80
- anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81
- anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82
- anim_wait 12
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0
- anim_wait 6
- 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
- anim_ret
-; caf73
-
-BattleAnim_ScaryFace: ; caf73
- anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_call BattleAnim_ScaryFace_branch_cbadc
- anim_wait 64
- anim_ret
-; caf84
-
-BattleAnim_FaintAttack: ; caf84
- anim_1gfx ANIM_GFX_HIT
- anim_sound 0, 0, SFX_CURSE
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_1D, $0, $1, $80
- anim_wait 96
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, 15, 0, 4, 0, $0
- anim_wait 8
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, -13, 0, 5, 0, $0
- anim_wait 8
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0
- anim_wait 32
- 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 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 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, 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, 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, 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, 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, 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, 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, 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, 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, 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
-
-BattleAnim_SludgeBomb: ; cb051
- anim_2gfx ANIM_GFX_EGG, ANIM_GFX_POISON
- anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0
- anim_sound 6, 2, SFX_SLUDGE_BOMB
- anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10
- anim_wait 36
- anim_call BattleAnim_SludgeBomb_branch_cbc15
- anim_wait 64
- anim_ret
-; cb067
-
-BattleAnim_MudSlap: ; cb067
- anim_1gfx ANIM_GFX_SAND
- anim_obp0 $fc
- anim_call BattleAnim_MudSlap_branch_cbc5b
- anim_ret
-; cb06f
-
-BattleAnim_Octazooka: ; cb06f
- anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE
- anim_sound 6, 2, SFX_SLUDGE_BOMB
- anim_obj ANIM_OBJ_8C, 8, 0, 11, 4, $4
- anim_wait 16
- anim_obj ANIM_OBJ_BALL_POOF, -16, 4, 7, 0, $10
- anim_wait 8
- anim_if_param_equal $0, .done
-.loop
- anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20
- anim_wait 8
- anim_loop 5, .loop
- anim_wait 128
-.done
- anim_ret
-; cb092
-
-BattleAnim_Spikes: ; cb092
- anim_1gfx ANIM_GFX_MISC
- anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $20
- anim_wait 8
- anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $30
- anim_wait 8
- anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $28
- anim_wait 64
- anim_ret
-; cb0b0
-
-BattleAnim_ZapCannon: ; cb0b0
- anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
- anim_bgp $1b
- anim_obp0 $30
- anim_sound 6, 2, SFX_ZAP_CANNON
- anim_obj ANIM_OBJ_A3, 8, 0, 11, 4, $2
- anim_wait 40
- anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
- anim_wait 16
- 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_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 ANIM_BG_19, $0, $0, $40
- anim_wait 64
- anim_incbgeffect ANIM_BG_19
- anim_call BattleAnim_ShowMon_1
- anim_wait 8
- anim_ret
-; cb0f0
-
-BattleAnim_DestinyBond: ; cb0f0
- anim_1gfx ANIM_GFX_ANGELS
- anim_bgp $1b
- anim_obp0 $0
- anim_if_param_equal $1, BattleAnim_DestinyBond_branch_cb104
- anim_sound 6, 2, SFX_WHIRLWIND
- anim_obj ANIM_OBJ_9B, 5, 4, 15, 0, $2
- anim_wait 128
- anim_ret
-; cb104
-
-BattleAnim_DestinyBond_branch_cb104: ; cb104
- 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
-; cb113
-
-BattleAnim_PerishSong: ; cb113
- anim_1gfx ANIM_GFX_NOISE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
- anim_sound 0, 2, SFX_PERISH_SONG
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $0
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $8
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $10
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $18
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $20
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $28
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $30
- anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $38
- anim_wait 112
- anim_ret
-; cb14c
-
-BattleAnim_IcyWind: ; cb14c
- anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
- anim_playerheadobj
- anim_sound 0, 0, SFX_PSYCHIC
-.loop
- anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4
- anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4
- anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4
- anim_wait 8
- anim_loop 2, .loop
- anim_wait 16
- anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
- anim_wait 6
- anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
- anim_wait 64
- anim_incbgeffect ANIM_BG_NIGHT_SHADE
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
- anim_wait 4
- anim_incobj 7
- anim_wait 1
- anim_ret
-; cb18c
-
-BattleAnim_Detect: ; cb18c
- anim_1gfx ANIM_GFX_SHINE
- anim_bgeffect ANIM_BG_07, $0, $0, $0
- anim_sound 0, 0, SFX_FORESIGHT
- anim_obj ANIM_OBJ_A7, 8, 0, 11, 0, $0
- anim_wait 24
- anim_ret
-; cb19d
-
-BattleAnim_BoneRush: ; cb19d
- anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC
- anim_sound 0, 1, SFX_BONE_CLUB
- anim_obj ANIM_OBJ_69, -16, 4, 7, 0, $2
- anim_wait 16
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
- anim_wait 16
- 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 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_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
- anim_sound 0, 0, SFX_OUTRAGE
- anim_wait 72
- anim_incbgeffect ANIM_BG_1A
- anim_call BattleAnim_ShowMon_0
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
- anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
- anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
- anim_wait 6
- 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 ANIM_OBJ_A2, 11, 0, 0, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1
- anim_wait 8
- anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2
-.loop
- anim_sound 0, 1, SFX_MENU
- anim_wait 8
- anim_loop 16, .loop
- anim_wait 8
- anim_ret
-; cb22d
-
-BattleAnim_GigaDrain: ; cb22d
- anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE
- 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 ANIM_BG_1C
- anim_call BattleAnim_ShowMon_0
- anim_wait 1
- anim_1gfx ANIM_GFX_SHINE
- 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 ANIM_OBJ_9D, 7, 0, 13, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0
- anim_wait 5
- anim_loop 2, .loop
- anim_wait 32
- anim_ret
-; cb274
-
-BattleAnim_Endure: ; cb274
- anim_1gfx ANIM_GFX_SPEED
- 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 ANIM_OBJ_47, 4, 4, 13, 4, $6
- anim_wait 2
- anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8
- anim_wait 2
- anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8
- anim_wait 2
- anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6
- anim_wait 2
- anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8
- anim_wait 2
- anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8
- anim_wait 2
- anim_loop 5, .loop
- anim_wait 8
- anim_incbgeffect ANIM_BG_1A
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; cb2bb
-
-BattleAnim_Charm: ; cb2bb
- anim_1gfx ANIM_GFX_OBJECTS
- 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 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, 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 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0
- anim_wait 8
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; cb2f5
-
-BattleAnim_FalseSwipe: ; cb2f5
- anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT
- anim_bgeffect ANIM_BG_07, $0, $0, $0
- anim_sound 0, 1, SFX_CUT
- anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
- anim_wait 4
- 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
-.loop
- anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_A9, 9, 0, 11, 0, $44
- anim_wait 32
- anim_loop 2, .loop
- anim_wait 32
- anim_sound 0, 1, SFX_KINESIS_2
- anim_obj ANIM_OBJ_83, 13, 0, 5, 0, $0
- anim_wait 40
- anim_ret
-; cb328
-
-BattleAnim_MilkDrink: ; cb328
- anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_obj ANIM_OBJ_82, 9, 2, 13, 0, $0
- anim_wait 16
- anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_sound 0, 0, SFX_MILK_DRINK
-.loop
- anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20
- anim_wait 8
- anim_loop 8, .loop
- anim_wait 128
- 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, 0, SFX_ZAP_CANNON
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
- anim_obj ANIM_OBJ_30, 6, 0, 11, 4, $0
- anim_wait 24
- anim_setobj $1, $3
- anim_wait 1
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
- 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_wait 1
- anim_sound 0, 1, SFX_THUNDERSHOCK
- anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
- anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0
- anim_wait 32
- anim_ret
-; cb386
-
-BattleAnim_FuryCutter: ; cb386
- anim_1gfx ANIM_GFX_CUT
-.loop
- anim_sound 0, 1, SFX_CUT
- anim_if_param_and %00000001, .obj1
- anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0
- anim_jump .okay
-
-.obj1
- anim_obj ANIM_OBJ_3B, 14, 0, 5, 0, $0
-.okay
- anim_wait 16
- anim_jumpuntil .loop
- anim_ret
-; cb3a1
-
-BattleAnim_SteelWing: ; cb3a1
- anim_1gfx ANIM_GFX_REFLECT
- anim_obp0 $0
- anim_sound 0, 0, SFX_RAGE
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_call BattleAnim_SteelWing_branch_cbc43
- anim_call BattleAnim_ShowMon_0
- anim_1gfx ANIM_GFX_HIT
- anim_resetobp0
- anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0
- anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0
- anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_WING_ATTACK
- anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0
- anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0
- anim_wait 16
- anim_ret
-; cb3df
-
-BattleAnim_MeanLook: ; cb3df
- anim_1gfx ANIM_GFX_PSYCHIC
- anim_obp0 $e0
- anim_sound 0, 1, SFX_MEAN_LOOK
- anim_obj ANIM_OBJ_AC, -14, 4, 4, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_AC, 14, 4, 8, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_AC, -14, 4, 8, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_AC, 14, 4, 4, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_AC, -16, 4, 6, 0, $0
- anim_wait 128
- anim_ret
-; cb405
-
-BattleAnim_Attract: ; cb405
- anim_1gfx ANIM_GFX_OBJECTS
-.loop
- anim_sound 0, 0, SFX_ATTRACT
- anim_obj ANIM_OBJ_66, 5, 4, 10, 0, $2
- anim_wait 8
- anim_loop 5, .loop
- anim_wait 128
- anim_wait 64
- anim_ret
-; cb417
-
-BattleAnim_SleepTalk: ; cb417
- anim_1gfx ANIM_GFX_STATUS
-.loop
- anim_sound 0, 0, SFX_STRENGTH
- anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0
- anim_wait 40
- anim_loop 2, .loop
- anim_wait 32
- anim_ret
-; cb428
-
-BattleAnim_HealBell: ; cb428
- anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
- anim_obj ANIM_OBJ_84, 9, 0, 7, 0, $0
- anim_wait 32
-.loop
- anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0
- anim_wait 8
- anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $1
- anim_wait 8
- anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2
- anim_wait 8
- anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0
- anim_wait 8
- anim_sound 0, 0, SFX_HEAL_BELL
- anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2
- anim_wait 8
- anim_loop 4, .loop
- anim_wait 64
- anim_ret
-; cb464
-
-BattleAnim_Return: ; cb464
- anim_1gfx ANIM_GFX_HIT
- 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 ANIM_BG_BOUNCE_DOWN
- anim_wait 32
- anim_bgeffect ANIM_BG_25, $0, $1, $0
- anim_wait 4
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0
- anim_wait 8
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; cb488
-
-BattleAnim_Present: ; cb488
- anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE
- anim_sound 0, 1, SFX_PRESENT
- anim_obj ANIM_OBJ_8D, 8, 0, 11, 0, $6c
- anim_wait 56
- anim_obj ANIM_OBJ_53, 13, 0, 6, 0, $0
- anim_wait 48
- anim_incobj 2
- anim_if_param_equal $3, .heal
- anim_incobj 1
- anim_wait 1
- anim_1gfx ANIM_GFX_EXPLOSION
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
-.loop
- anim_call BattleAnim_Present_branch_cbb8f
- anim_wait 16
- anim_jumpuntil .loop
- anim_ret
-
-.heal
- anim_sound 0, 1, SFX_METRONOME
-.loop2
- anim_obj ANIM_OBJ_2C, -16, 4, 6, 0, $24
- anim_wait 8
- anim_loop 8, .loop2
- anim_wait 128
- anim_ret
-; cb4c1
-
-BattleAnim_Frustration: ; cb4c1
- anim_1gfx ANIM_GFX_MISC
- anim_sound 0, 0, SFX_KINESIS_2
- anim_obj ANIM_OBJ_83, 9, 0, 10, 0, $0
- anim_wait 40
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_26, $0, $1, $0
- anim_wait 8
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0
- anim_wait 8
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0
- anim_wait 8
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0
- anim_wait 8
- anim_incbgeffect ANIM_BG_26
- anim_wait 1
- anim_call BattleAnim_ShowMon_0
- anim_ret
-; cb4f9
-
-BattleAnim_Safeguard: ; cb4f9
- anim_1gfx ANIM_GFX_MISC
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $0
- anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $d
- anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $1a
- anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $27
- anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $34
- anim_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_FollowPlayerHead_0
- anim_bgeffect ANIM_BG_25, $0, $1, $0
- anim_wait 4
- anim_sound 0, 1, SFX_TACKLE
- anim_obj ANIM_OBJ_04, 14, 0, 6, 0, $0
- anim_obj ANIM_OBJ_04, 9, 4, 12, 0, $0
- anim_wait 8
- anim_call BattleAnim_ShowMon_0
- anim_wait 1
- anim_ret
-; cb53d
-
-BattleAnim_SacredFire: ; cb53d
- anim_1gfx ANIM_GFX_FIRE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
-.loop
- anim_sound 0, 0, SFX_EMBER
- anim_obj ANIM_OBJ_80, 6, 0, 13, 0, $0
- anim_wait 8
- anim_loop 8, .loop
- anim_wait 96
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
- anim_wait 4
- anim_sound 0, 1, SFX_EMBER
- anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $1
- anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $4
- anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $5
- anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
- anim_wait 4
- anim_incobj 9
- anim_wait 8
- anim_ret
-; cb57d
-
-BattleAnim_Magnitude: ; cb57d
- anim_1gfx ANIM_GFX_ROCKS
-.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 ANIM_OBJ_1E, 15, 0, 8, 4, $30
- anim_wait 2
- anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30
- anim_wait 2
- anim_obj ANIM_OBJ_1E, -14, 0, 8, 0, $40
- anim_wait 2
- anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30
- anim_wait 2
- anim_jumpuntil .loop
- anim_wait 96
- anim_ret
-; cb5aa
-
-BattleAnim_Dynamicpunch: ; cb5aa
- anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43
- anim_wait 16
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
- anim_call BattleAnim_Dynamicpunch_branch_cbb8f
- anim_wait 16
- anim_ret
-; cb5c0
-
-BattleAnim_Megahorn: ; cb5c0
- anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
- anim_wait 48
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
- anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $1
- anim_sound 0, 1, SFX_HORN_ATTACK
- anim_wait 16
- 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 6, 2, SFX_EMBER
-.loop
- anim_obj ANIM_OBJ_90, 8, 0, 11, 4, $4
- anim_wait 4
- anim_loop 10, .loop
- anim_wait 64
- anim_ret
-; cb5ef
-
-BattleAnim_BatonPass: ; cb5ef
- anim_1gfx ANIM_GFX_MISC
- 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
-; cb5fe
-
-BattleAnim_Encore: ; cb5fe
- anim_1gfx ANIM_GFX_OBJECTS
- anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $90
- anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $10
- anim_sound 0, 0, SFX_ENCORE
- anim_wait 16
- anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $2c
- anim_wait 32
- anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $34
- anim_wait 16
- anim_ret
-; cb61b
-
-BattleAnim_Pursuit: ; cb61b
- anim_1gfx ANIM_GFX_HIT
- anim_if_param_equal $1, BattleAnim_Pursuit_branch_cb62b
- anim_sound 0, 1, SFX_COMET_PUNCH
- anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0
- anim_wait 16
- anim_ret
-; cb62b
-
-BattleAnim_Pursuit_branch_cb62b: ; cb62b
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
- anim_wait 4
- anim_call BattleAnim_FollowEnemyFeet_1
- anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $0
- anim_wait 64
- 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_wait 16
- 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_ShowMon_1
- anim_wait 1
- anim_ret
-; cb65e
-
-BattleAnim_RapidSpin: ; cb65e
- anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
- anim_obp0 $e4
-.loop
- anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_A8, 5, 4, 14, 0, $0
- anim_wait 2
- anim_loop 5, .loop
- anim_wait 24
- anim_call BattleAnim_FollowPlayerHead_0
- anim_bgeffect ANIM_BG_25, $0, $1, $0
- anim_wait 4
- anim_resetobp0
- 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_wait 1
- anim_ret
-; cb68e
-
-BattleAnim_SweetScent: ; cb68e
- anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC
- anim_sound 0, 0, SFX_SWEET_SCENT
- anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2
- anim_wait 2
- anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2
- anim_wait 96
- anim_obp0 $54
- anim_sound 0, 1, SFX_SWEET_SCENT_2
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $15
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $2a
- anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $3f
- anim_wait 128
- anim_ret
-; cb6b6
-
-BattleAnim_IronTail: ; cb6b6
- anim_1gfx ANIM_GFX_REFLECT
- anim_obp0 $0
- 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 ANIM_BG_26, $0, $1, $0
- anim_wait 16
- anim_sound 0, 1, SFX_MEGA_KICK
- anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
- anim_wait 16
- 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, 0, SFX_RAGE
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_call BattleAnim_MetalClaw_branch_cbc43
- anim_call BattleAnim_ShowMon_0
- anim_1gfx ANIM_GFX_CUT
- anim_resetobp0
- anim_sound 0, 1, SFX_SCRATCH
- anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0
- anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0
- anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0
- anim_wait 32
- anim_ret
-; cb703
-
-BattleAnim_VitalThrow: ; cb703
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_2F, $0, $1, $0
- anim_wait 16
- anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 8, 0, 12, 0, $0
- anim_wait 8
- anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 7, 0, 11, 0, $0
- anim_wait 8
- anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_04, 8, 4, 13, 0, $0
- anim_wait 8
- anim_incbgeffect ANIM_BG_2F
- anim_wait 16
- anim_call BattleAnim_ShowMon_0
- anim_sound 0, 1, SFX_MEGA_PUNCH
- anim_obj ANIM_OBJ_03, -16, 4, 7, 0, $0
- anim_wait 16
- anim_ret
-; cb739
-
-BattleAnim_MorningSun: ; cb739
- anim_1gfx ANIM_GFX_SHINE
- 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, .loop
- anim_wait 32
- anim_if_param_equal 0, .zero
- anim_call BattleAnim_MorningSun_branch_cbc6a
- anim_ret
-; cb756
-
-.zero
- anim_call BattleAnim_MorningSun_branch_cbc80
- anim_ret
-; cb75a
-
-BattleAnim_Synthesis: ; cb75a
- anim_1gfx ANIM_GFX_SHINE
- 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 ANIM_BG_18
- anim_call BattleAnim_ShowMon_0
- anim_if_param_equal $1, .one
- anim_call BattleAnim_Synthesis_branch_cbc6a
- anim_ret
-; cb77a
-
-.one
- anim_call BattleAnim_Synthesis_branch_cbc80
- anim_ret
-; cb77e
-
-BattleAnim_Crunch: ; cb77e
- anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
- anim_bgp $1b
- anim_obp0 $c0
- anim_bgeffect ANIM_BG_1F, $20, $2, $0
- anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $a8
- anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $28
- anim_wait 8
- anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $18
- anim_wait 16
- anim_sound 0, 1, SFX_BITE
- anim_obj ANIM_OBJ_00, 16, 0, 8, 0, $18
- anim_wait 8
- anim_ret
-; cb7a8
-
-BattleAnim_Moonlight: ; cb7a8
- anim_1gfx ANIM_GFX_SHINE
- anim_bgp $1b
- anim_bgeffect ANIM_BG_07, $0, $0, $0
- anim_obj ANIM_OBJ_9E, 0, 0, 5, 0, $0
- anim_obj ANIM_OBJ_9E, 2, 0, 7, 0, $0
- anim_obj ANIM_OBJ_9E, 4, 0, 9, 0, $0
- anim_obj ANIM_OBJ_9E, 6, 0, 11, 0, $0
- anim_obj ANIM_OBJ_9E, 8, 0, 13, 0, $0
- anim_wait 1
- anim_sound 0, 0, SFX_MOONLIGHT
- anim_wait 63
- anim_if_param_equal $3, .three
- anim_call BattleAnim_Moonlight_branch_cbc6a
- anim_ret
-
-.three
- anim_call BattleAnim_Moonlight_branch_cbc80
- anim_ret
-; cb7db
-
-BattleAnim_HiddenPower: ; cb7db
- anim_1gfx ANIM_GFX_CHARGE
- 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_wait 16
- anim_1gfx ANIM_GFX_HIT
- 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 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 ANIM_BG_1F, $58, $2, $0
- anim_wait 92
- anim_sound 0, 1, SFX_VICEGRIP
- anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
- anim_wait 16
- anim_ret
-; cb85a
-
-BattleAnim_Twister: ; cb85a
- anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT
-.loop1
- anim_sound 0, 0, SFX_RAZOR_WIND
- anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0
- anim_wait 6
- 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 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
-
-BattleAnim_RainDance: ; cb8b3
- anim_1gfx ANIM_GFX_WATER
- anim_bgp $f8
- anim_obp0 $7c
- anim_sound 0, 1, SFX_RAIN_DANCE
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $0
- anim_wait 8
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $1
- anim_wait 8
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
- anim_wait 128
- anim_ret
-; cb8cf
-
-BattleAnim_SunnyDay: ; cb8cf
- anim_1gfx ANIM_GFX_WATER
- anim_bgp $90
- anim_sound 0, 1, SFX_MORNING_SUN
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
- anim_wait 8
- anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2
- anim_wait 8
- 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 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 ANIM_OBJ_AE, 8, 0, 11, 0, $4
- anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4
- anim_wait 8
- anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4
- anim_wait 8
- anim_loop 3, .loop
- anim_wait 32
- anim_ret
-; cb917
-
-BattleAnim_PsychUp: ; cb917
- anim_1gfx ANIM_GFX_STATUS
- 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 ANIM_BG_1A
- anim_call BattleAnim_ShowMon_0
- anim_wait 16
- anim_ret
-; cb940
-
-BattleAnim_Extremespeed: ; cb940
- anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
- anim_sound 0, 0, SFX_MENU
- anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2
- anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1
- anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0
- anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80
- anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81
- anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82
- anim_wait 12
- 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
- anim_ret
-; cb97a
-
-BattleAnim_Ancientpower: ; cb97a
- anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
- anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 8, 0, 13, 4, $20
- anim_wait 8
- anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 9, 3, 12, 6, $20
- anim_wait 8
- anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 10, 5, 12, 1, $20
- anim_wait 8
- anim_sound 0, 0, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 12, 0, 11, 4, $20
- anim_wait 8
- anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 13, 2, 10, 7, $20
- anim_wait 8
- anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 14, 4, 10, 2, $20
- anim_wait 8
- anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_B2, 15, 6, 9, 5, $20
- anim_wait 8
- anim_sound 0, 1, SFX_SPARK
- anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0
- anim_wait 6
- anim_ret
-; cb9c6
-
-BattleAnim_ShadowBall: ; cb9c6
- anim_2gfx ANIM_GFX_EGG, ANIM_GFX_SMOKE
- anim_bgp $1b
- anim_sound 6, 2, SFX_SLUDGE_BOMB
- anim_obj ANIM_OBJ_B4, 8, 0, 11, 4, $2
- anim_wait 32
- anim_obj ANIM_OBJ_BALL_POOF, -16, 4, 7, 0, $10
- anim_wait 24
- anim_ret
-; cb9db
-
-BattleAnim_FutureSight: ; cb9db
- anim_1gfx ANIM_GFX_WIND
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
- anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
- anim_obj ANIM_OBJ_7D, 1, 0, 3, 0, $10
- anim_obj ANIM_OBJ_7D, 1, 0, 6, 0, $2
- anim_obj ANIM_OBJ_7D, 1, 0, 11, 0, $8
- anim_wait 4
- anim_obj ANIM_OBJ_7D, 1, 0, 4, 0, $6
- anim_obj ANIM_OBJ_7D, 1, 0, 7, 0, $c
- anim_obj ANIM_OBJ_7D, 1, 0, 10, 0, $4
- anim_obj ANIM_OBJ_7D, 1, 0, 13, 0, $e
-.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 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 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
-
-BattleAnim_Whirlpool: ; cba6a
- anim_1gfx ANIM_GFX_WIND
- anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0
- anim_sound 0, 1, SFX_SURF
- anim_wait 16
-.loop
- anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0
- anim_wait 6
- anim_loop 9, .loop
- anim_wait 64
- anim_incbgeffect ANIM_BG_WHIRLPOOL
- anim_wait 1
- anim_ret
-; cba84
-
-BattleAnim_BeatUp: ; cba84
- anim_if_param_equal $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, 0, SFX_BALL_POOF
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
- anim_wait 16
-.current_mon
- anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
- anim_wait 4
- anim_sound 0, 1, SFX_BEAT_UP
- anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0
- anim_wait 8
- 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 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 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, 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, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 8, 0, 11, 4, $0
- anim_wait 4
- anim_sound 0, 0, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0
- anim_wait 4
- anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0
- anim_wait 4
- anim_sound 0, 1, SFX_HYPER_BEAM
- anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0
- anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0
- anim_ret
-; cbb62
-
-BattleAnim_Explosion_branch_cbb62: ; cbb62
-BattleAnim_Selfdestruct_branch_cbb62: ; cbb62
- anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 3, 0, 8, 0, $0
- anim_wait 5
- anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 7, 0, 13, 0, $0
- anim_wait 5
- anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 3, 0, 13, 0, $0
- anim_wait 5
- anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 7, 0, 8, 0, $0
- anim_wait 5
- anim_sound 0, 0, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 5, 0, 10, 4, $0
- anim_ret
-; cbb8f
-
-BattleAnim_Dynamicpunch_branch_cbb8f: ; cbb8f
-BattleAnim_Explosion_branch_cbb8f: ; cbb8f
-BattleAnim_Present_branch_cbb8f: ; cbb8f
-BattleAnim_Selfdestruct_branch_cbb8f: ; cbb8f
- anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, -14, 4, 4, 0, $0
- anim_wait 5
- anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 14, 4, 9, 0, $0
- anim_wait 5
- anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, -14, 4, 9, 0, $0
- anim_wait 5
- anim_sound 0, 1, SFX_EGG_BOMB
- anim_obj ANIM_OBJ_17, 14, 4, 4, 0, $0
- anim_wait 5
- 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 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 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, .loop
- anim_ret
-; cbbdf
-
-BattleAnim_IcePunch_branch_cbbdf: ; cbbdf
-BattleAnim_PowderSnow_branch_cbbdf: ; cbbdf
-BattleAnim_TriAttack_branch_cbbdf: ; cbbdf
- anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 16, 0, 5, 2, $0
- anim_wait 6
- anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, -14, 0, 8, 6, $0
- anim_wait 6
- anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, 15, 0, 7, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, -13, 0, 7, 0, $0
- anim_wait 6
- anim_sound 0, 1, SFX_SHINE
- anim_obj ANIM_OBJ_12, -14, 0, 5, 2, $0
- anim_wait 6
- 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
-.loop
- anim_sound 0, 1, SFX_UNKNOWN_7F
- anim_obj ANIM_OBJ_1A, -16, 4, 9, 0, $0
- anim_wait 8
- anim_sound 0, 1, SFX_UNKNOWN_7F
- anim_obj ANIM_OBJ_1A, 14, 4, 9, 0, $0
- anim_wait 8
- anim_sound 0, 1, SFX_UNKNOWN_7F
- anim_obj ANIM_OBJ_1A, -14, 4, 9, 0, $0
- anim_wait 8
- anim_loop 5, .loop
- anim_ret
-; cbc35
-
-BattleAnim_Acid_branch_cbc35: ; cbc35
-BattleAnim_Toxic_branch_cbc35: ; cbc35
-.loop
- anim_sound 6, 2, SFX_BUBBLEBEAM
- anim_obj ANIM_OBJ_19, 8, 0, 11, 4, $10
- anim_wait 5
- anim_loop 8, .loop
- anim_ret
-; cbc43
-
-BattleAnim_Harden_branch_cbc43: ; cbc43
-BattleAnim_IronTail_branch_cbc43: ; cbc43
-BattleAnim_MetalClaw_branch_cbc43: ; cbc43
-BattleAnim_SteelWing_branch_cbc43: ; cbc43
- anim_sound 0, 0, SFX_SHINE
- anim_bgeffect ANIM_BG_17, $0, $1, $40
- anim_wait 8
- anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0
- anim_wait 32
- anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0
- anim_wait 64
- anim_incbgeffect ANIM_BG_17
- anim_ret
-; cbc5b
-
-BattleAnim_MudSlap_branch_cbc5b: ; cbc5b
-BattleAnim_SandAttack_branch_cbc5b: ; cbc5b
-.loop
- anim_sound 6, 2, SFX_MENU
- anim_obj ANIM_OBJ_58, 8, 0, 11, 4, $4
- anim_wait 4
- anim_loop 8, .loop
- anim_wait 32
- anim_ret
-; cbc6a
-
-BattleAnim_Moonlight_branch_cbc6a: ; cbc6a
-BattleAnim_MorningSun_branch_cbc6a: ; cbc6a
-BattleAnim_Synthesis_branch_cbc6a: ; cbc6a
- anim_sound 0, 0, SFX_METRONOME
- anim_obj ANIM_OBJ_9D, 5, 4, 8, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_9D, 3, 0, 12, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
- anim_wait 21
- anim_ret
-; cbc80
-
-BattleAnim_Moonlight_branch_cbc80: ; cbc80
-BattleAnim_MorningSun_branch_cbc80: ; cbc80
-BattleAnim_Synthesis_branch_cbc80: ; cbc80
- anim_sound 0, 0, SFX_METRONOME
-.loop
- anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0
- anim_wait 5
- anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0
- anim_wait 5
- anim_loop 2, .loop
- anim_wait 16
- anim_ret
-; cbca7
-
-BattleAnim_FollowEnemyFeet_0: ; cbca7
- anim_enemyfeetobj
- anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $0, $0
- anim_wait 6
- anim_ret
-; cbcaf
-
-BattleAnim_FollowPlayerHead_0: ; cbcaf
- anim_playerheadobj
- anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $0, $0
- anim_wait 6
- anim_ret
-; cbcb7
-
-BattleAnim_ShowMon_0: ; cbcb7
- anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
- anim_wait 5
- anim_incobj 1
- anim_wait 1
- anim_ret
-; cbcc2
-
-BattleAnim_FollowEnemyFeet_1: ; cbcc2
- anim_enemyfeetobj
- anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
- anim_wait 6
- anim_ret
-; cbcca
-
-BattleAnim_FollowPlayerHead_1: ; cbcca
- anim_playerheadobj
- anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
- anim_wait 4
- anim_ret
-; cbcd2
-
-BattleAnim_ShowMon_1: ; cbcd2
- anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
- anim_wait 4
- anim_incobj 1
- anim_wait 1
- anim_ret
-; cbcdd