mirror of https://github.com/pret/pokecrystal.git
dorepeat -> dowait for oam animations
Having the pic animation macros be the same as the oam animation macros isn't really turning out so well... I wonder if we should split them up eventually.
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@ -230,11 +230,11 @@ BattleAnimFrameData:
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frame BATTLEANIMOAMSET_4C, 2
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frame BATTLEANIMOAMSET_4D, 4
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frame BATTLEANIMOAMSET_4E, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_4E, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_4E, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_4E, 2
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delanim
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@ -243,11 +243,11 @@ BattleAnimFrameData:
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frame BATTLEANIMOAMSET_4C, 2, OAM_X_FLIP
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frame BATTLEANIMOAMSET_4D, 4, OAM_X_FLIP
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frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP
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delanim
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@ -256,11 +256,11 @@ BattleAnimFrameData:
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frame BATTLEANIMOAMSET_4C, 2, OAM_X_FLIP, OAM_Y_FLIP
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frame BATTLEANIMOAMSET_4D, 4, OAM_X_FLIP, OAM_Y_FLIP
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frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_4E, 2, OAM_X_FLIP, OAM_Y_FLIP
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delanim
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@ -272,11 +272,11 @@ BattleAnimFrameData:
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frame BATTLEANIMOAMSET_50, 1
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frame BATTLEANIMOAMSET_51, 1
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frame BATTLEANIMOAMSET_52, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2
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delanim
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@ -288,11 +288,11 @@ BattleAnimFrameData:
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frame BATTLEANIMOAMSET_50, 1, OAM_X_FLIP
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frame BATTLEANIMOAMSET_51, 1, OAM_X_FLIP
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frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP
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delanim
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@ -368,13 +368,13 @@ BattleAnimFrameData:
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frame BATTLEANIMOAMSET_10, 3
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frame BATTLEANIMOAMSET_0F, 3
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frame BATTLEANIMOAMSET_12, 1
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dorepeat 1
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dowait 1
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frame BATTLEANIMOAMSET_12, 1
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dorepeat 1
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dowait 1
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frame BATTLEANIMOAMSET_12, 1
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dorepeat 1
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dowait 1
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frame BATTLEANIMOAMSET_12, 1
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dorepeat 1
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dowait 1
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frame BATTLEANIMOAMSET_12, 3
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delanim
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@ -535,13 +535,13 @@ BattleAnimFrameData:
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frame BATTLEANIMOAMSET_34, 32
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frame BATTLEANIMOAMSET_35, 32 ; fallthrough
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.Frameset_2f:
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_35, 4
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_35, 4
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_35, 4
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_35, 4
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delanim
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@ -579,13 +579,13 @@ BattleAnimFrameData:
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.Frameset_35:
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frame BATTLEANIMOAMSET_40, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_40, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_41, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_41, 2
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dorepeat 2
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dowait 2
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dorestart
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.Frameset_36:
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@ -597,7 +597,7 @@ BattleAnimFrameData:
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.Frameset_37:
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frame BATTLEANIMOAMSET_19, 2
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dorepeat 2
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dowait 2
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dorestart
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.Frameset_38:
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@ -607,7 +607,7 @@ BattleAnimFrameData:
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.Frameset_39:
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frame BATTLEANIMOAMSET_18, 2
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dorepeat 2
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dowait 2
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dorestart
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.Frameset_3a:
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@ -639,15 +639,15 @@ BattleAnimFrameData:
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endanim
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.Frameset_44:
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dorepeat 20
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dowait 20
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frame BATTLEANIMOAMSET_55, 40
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frame BATTLEANIMOAMSET_54, 40
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frame BATTLEANIMOAMSET_53, 20
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dorepeat 4
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dowait 4
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frame BATTLEANIMOAMSET_53, 4
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dorepeat 4
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dowait 4
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frame BATTLEANIMOAMSET_53, 4
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dorepeat 4
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dowait 4
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frame BATTLEANIMOAMSET_53, 4
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delanim
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@ -658,11 +658,11 @@ BattleAnimFrameData:
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delanim
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.Frameset_45:
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dorepeat 0
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dowait 0
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frame BATTLEANIMOAMSET_14, 0
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frame BATTLEANIMOAMSET_15, 0
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frame BATTLEANIMOAMSET_14, 0, OAM_X_FLIP
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dorepeat 0
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dowait 0
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frame BATTLEANIMOAMSET_16, 0, OAM_X_FLIP
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frame BATTLEANIMOAMSET_15, 0
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frame BATTLEANIMOAMSET_16, 0
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@ -867,7 +867,7 @@ BattleAnimFrameData:
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delanim
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.Frameset_68:
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dorepeat 15
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dowait 15
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frame BATTLEANIMOAMSET_84, 15
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frame BATTLEANIMOAMSET_85, 15
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frame BATTLEANIMOAMSET_29, 15
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@ -970,11 +970,11 @@ BattleAnimFrameData:
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frame BATTLEANIMOAMSET_9C, 2
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frame BATTLEANIMOAMSET_9D, 2
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frame BATTLEANIMOAMSET_9E, 8
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_9E, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_9E, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_9E, 2
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delanim
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@ -1160,11 +1160,11 @@ BattleAnimFrameData:
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frame BATTLEANIMOAMSET_50, 1
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frame BATTLEANIMOAMSET_51, 1
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frame BATTLEANIMOAMSET_52, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2
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delanim
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@ -1178,11 +1178,11 @@ BattleAnimFrameData:
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frame BATTLEANIMOAMSET_50, 1, OAM_X_FLIP, OAM_Y_FLIP
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frame BATTLEANIMOAMSET_51, 1, OAM_X_FLIP, OAM_Y_FLIP
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frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP
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dorepeat 2
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dowait 2
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frame BATTLEANIMOAMSET_52, 2, OAM_X_FLIP, OAM_Y_FLIP
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delanim
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@ -129,12 +129,12 @@ SpriteAnimFrameData:
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.Frameset_TextEntryCursor:
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frame SPRITE_ANIM_OAMSET_TEXT_ENTRY_CURSOR, 1
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dorepeat 1
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dowait 1
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dorestart
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.Frameset_TextEntryCursorBig:
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frame SPRITE_ANIM_OAMSET_TEXT_ENTRY_CURSOR_BIG, 1
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dorepeat 1
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dowait 1
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dorestart
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.Frameset_GameFreakLogo:
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@ -285,11 +285,11 @@ SpriteAnimFrameData:
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; unused
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frame SPRITE_ANIM_OAMSET_UNUSED_4E, 3
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dorepeat 3
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dowait 3
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dorestart
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.Frameset_Unused1C:
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dorepeat 32
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dowait 32
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endanim
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.Frameset_Leaf:
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@ -299,9 +299,9 @@ SpriteAnimFrameData:
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.Frameset_CutTree:
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frame SPRITE_ANIM_OAMSET_TREE_1, 2
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frame SPRITE_ANIM_OAMSET_CUT_TREE_2, 16
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dorepeat 1
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dowait 1
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frame SPRITE_ANIM_OAMSET_CUT_TREE_3, 1
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dorepeat 1
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dowait 1
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frame SPRITE_ANIM_OAMSET_CUT_TREE_4, 1
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delanim
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@ -483,7 +483,7 @@ SpriteAnimFrameData:
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endanim
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.Frameset_IntroUnownF:
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dorepeat 0
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dowait 0
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endanim
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.Frameset_CelebiLeft:
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@ -15,20 +15,20 @@ ENDM
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enum_start $fc
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enum delanim_command ; $fc
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delanim: MACRO ; used for oam
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delanim: MACRO
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; Removes the object from the screen, as opposed to `endanim` which just stops all motion
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db delanim_command
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ENDM
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enum dorepeat_command ; $fd
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dorepeat: MACRO
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db dorepeat_command
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db \1 ; #
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enum dowait_command ; $fd
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dowait: MACRO
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db dowait_command
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db \1 ; frames
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ENDM
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enum setrepeat_command ; $fe
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setrepeat: MACRO
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db setrepeat_command
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db \1 ; #
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enum dorestart_command ; $fe
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dorestart: MACRO
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db dorestart_command
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ENDM
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enum endanim_command ; $ff
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@ -36,9 +36,18 @@ endanim: MACRO
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db endanim_command
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ENDM
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__enum__ = $fe
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enum dorestart_command ; $fe
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dorestart: MACRO ; used for oam
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db dorestart_command
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; Used for pic animations
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__enum__ = $fd
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enum dorepeat_command ; $fd
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dorepeat: MACRO
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db dorepeat_command
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db \1 ; command offset to jump to
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ENDM
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enum setrepeat_command ; $fe
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setrepeat: MACRO
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db setrepeat_command
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db \1 ; amount of times to repeat
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ENDM
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