From cc5aeb8b87c8f4337c52db66caca593d1456b9d0 Mon Sep 17 00:00:00 2001 From: yenatch Date: Fri, 29 Dec 2017 13:38:04 -0500 Subject: [PATCH] Fix anim_obj x/y values - negative values have no meaning - left in optional tile x/y for backwards compatibility --- data/moves/animations.asm | 1784 +++++++++++++++---------------- docs/battle_anim_commands.md | 27 +- macros/scripts/battle_anims.asm | 13 +- 3 files changed, 914 insertions(+), 910 deletions(-) diff --git a/data/moves/animations.asm b/data/moves/animations.asm index e28a2e62d..1bc7f596a 100644 --- a/data/moves/animations.asm +++ b/data/moves/animations.asm @@ -291,13 +291,13 @@ BattleAnim_MirrorMove: ; c929b BattleAnim_SweetScent2: ; c929c anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC - anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2 + anim_obj ANIM_OBJ_FLOWER, 64, 96, $2 anim_wait 2 - anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2 + anim_obj ANIM_OBJ_FLOWER, 64, 80, $2 anim_wait 64 - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $15 - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $2a - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $3f + anim_obj ANIM_OBJ_COTTON, 136, 40, $15 + anim_obj ANIM_OBJ_COTTON, 136, 40, $2a + anim_obj ANIM_OBJ_COTTON, 136, 40, $3f anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_wait 128 anim_ret @@ -311,13 +311,13 @@ BattleAnim_ThrowPokeBall ; any other ball anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40 + anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40 anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 + anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10 + anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 16 anim_jump .Shake ; c92f2 @@ -325,9 +325,9 @@ BattleAnim_ThrowPokeBall .TheTrainerBlockedTheBall: anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 8, 0, 11, 4, $20 + anim_obj ANIM_OBJ_POKE_BALL_BLOCKED, 64, 92, $20 anim_wait 20 - anim_obj ANIM_OBJ_01, 14, 0, 5, 0, $0 + anim_obj ANIM_OBJ_01, 112, 40, $0 anim_wait 32 anim_ret ; c9305 @@ -335,13 +335,13 @@ BattleAnim_ThrowPokeBall .UltraBall: anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40 + anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40 anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 + anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10 + anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 16 anim_jump .Shake ; c9326 @@ -349,13 +349,13 @@ BattleAnim_ThrowPokeBall .GreatBall: anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40 + anim_obj ANIM_OBJ_POKE_BALL, 68, 92, $40 anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 + anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10 + anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 16 anim_jump .Shake ; c9347 @@ -363,23 +363,23 @@ BattleAnim_ThrowPokeBall .MasterBall: anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_POKE_BALL, 8, 0, 11, 4, $20 + anim_obj ANIM_OBJ_POKE_BALL, 64, 92, $20 anim_wait 36 - anim_obj ANIM_OBJ_POKE_BALL, -15, 0, 8, 1, $0 + anim_obj ANIM_OBJ_POKE_BALL, 136, 65, $0 anim_setobj $2, $7 anim_wait 16 anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10 + anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 24 anim_sound 0, 1, SFX_MASTER_BALL - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $30 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $31 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $32 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $33 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $34 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $35 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $36 - anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, -15, 0, 7, 0, $37 + anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $30 + anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $31 + anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $32 + anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $33 + anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $34 + anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $35 + anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $36 + anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $37 anim_wait 64 .Shake: anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0 @@ -413,7 +413,7 @@ BattleAnim_ThrowPokeBall .BreakFree: anim_setobj $1, $b anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, -15, 0, 8, 0, $10 + anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 2 anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0 anim_wait 32 @@ -428,7 +428,7 @@ BattleAnim_SendOutMon: ; c93d1 anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_2B, $0, $1, $0 anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0 + anim_obj ANIM_OBJ_1B, 48, 96, $0 anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 anim_wait 128 anim_wait 4 @@ -443,7 +443,7 @@ BattleAnim_SendOutMon: ; c93d1 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 4 anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_1B, 6, 0, 12, 0, $0 + anim_obj ANIM_OBJ_1B, 48, 96, $0 anim_incbgeffect ANIM_BG_2A anim_wait 96 anim_incbgeffect ANIM_BG_2A @@ -455,35 +455,35 @@ BattleAnim_SendOutMon: ; c93d1 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $0 + anim_obj ANIM_OBJ_6D, 48, 96, $0 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $8 + anim_obj ANIM_OBJ_6D, 48, 96, $8 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $10 + anim_obj ANIM_OBJ_6D, 48, 96, $10 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $18 + anim_obj ANIM_OBJ_6D, 48, 96, $18 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $20 + anim_obj ANIM_OBJ_6D, 48, 96, $20 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $28 + anim_obj ANIM_OBJ_6D, 48, 96, $28 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $30 + anim_obj ANIM_OBJ_6D, 48, 96, $30 anim_wait 4 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_6D, 6, 0, 12, 0, $38 + anim_obj ANIM_OBJ_6D, 48, 96, $38 anim_wait 32 anim_ret .Normal: anim_1gfx ANIM_GFX_SMOKE anim_sound 0, 0, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 5, 4, 12, 0, $0 + anim_obj ANIM_OBJ_BALL_POOF, 44, 96, $0 anim_wait 4 anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 anim_wait 32 @@ -501,9 +501,9 @@ BattleAnim_BatonPass_branch_c9486: ; c9486 BattleAnim_Confused: ; c948d anim_1gfx ANIM_GFX_STATUS anim_sound 0, 0, SFX_KINESIS - anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $15 - anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $aa - anim_obj ANIM_OBJ_CHICK, 5, 4, 7, 0, $bf + anim_obj ANIM_OBJ_CHICK, 44, 56, $15 + anim_obj ANIM_OBJ_CHICK, 44, 56, $aa + anim_obj ANIM_OBJ_CHICK, 44, 56, $bf anim_wait 96 anim_ret ; c94a3 @@ -512,7 +512,7 @@ BattleAnim_Slp: ; c94a3 anim_1gfx ANIM_GFX_STATUS anim_sound 0, 0, SFX_TAIL_WHIP .loop - anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 + anim_obj ANIM_OBJ_54, 64, 80, $0 anim_wait 40 anim_loop 3, .loop anim_wait 32 @@ -523,7 +523,7 @@ BattleAnim_Brn: ; c94b4 anim_1gfx ANIM_GFX_FIRE .loop anim_sound 0, 0, SFX_BURN - anim_obj ANIM_OBJ_BURNED, 7, 0, 11, 0, $10 + anim_obj ANIM_OBJ_BURNED, 56, 88, $10 anim_wait 4 anim_loop 3, .loop anim_wait 6 @@ -533,10 +533,10 @@ BattleAnim_Brn: ; c94b4 BattleAnim_Psn: ; c94c5 anim_1gfx ANIM_GFX_POISON anim_sound 0, 0, SFX_POISON - anim_obj ANIM_OBJ_SKULL, 8, 0, 7, 0, $0 + anim_obj ANIM_OBJ_SKULL, 64, 56, $0 anim_wait 8 anim_sound 0, 0, SFX_POISON - anim_obj ANIM_OBJ_SKULL, 6, 0, 7, 0, $0 + anim_obj ANIM_OBJ_SKULL, 48, 56, $0 anim_wait 8 anim_ret ; c94da @@ -544,20 +544,20 @@ BattleAnim_Psn: ; c94c5 BattleAnim_Sap: ; c94da anim_1gfx ANIM_GFX_CHARGE anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2 + anim_obj ANIM_OBJ_ABSORB, 128, 48, $2 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3 + anim_obj ANIM_OBJ_ABSORB, 136, 64, $3 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4 + anim_obj ANIM_OBJ_ABSORB, 136, 32, $4 anim_wait 16 anim_ret ; c94f8 BattleAnim_Frz: ; c94f8 anim_1gfx ANIM_GFX_ICE - anim_obj ANIM_OBJ_FROZEN, 5, 4, 13, 6, $0 + anim_obj ANIM_OBJ_FROZEN, 44, 110, $0 anim_sound 0, 0, SFX_SHINE anim_wait 16 anim_sound 0, 0, SFX_SHINE @@ -569,8 +569,8 @@ BattleAnim_Par: ; c9508 anim_1gfx ANIM_GFX_STATUS anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_sound 0, 0, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_PARALYZED, 2, 4, 11, 0, $42 - anim_obj ANIM_OBJ_PARALYZED, 9, 4, 11, 0, $c2 + anim_obj ANIM_OBJ_PARALYZED, 20, 88, $42 + anim_obj ANIM_OBJ_PARALYZED, 76, 88, $c2 anim_wait 128 anim_ret ; c951e @@ -578,21 +578,21 @@ BattleAnim_Par: ; c9508 BattleAnim_InLove: ; c951e anim_1gfx ANIM_GFX_OBJECTS anim_sound 0, 0, SFX_LICK - anim_obj ANIM_OBJ_HEART, 8, 0, 9, 4, $0 + anim_obj ANIM_OBJ_HEART, 64, 76, $0 anim_wait 32 anim_sound 0, 0, SFX_LICK - anim_obj ANIM_OBJ_HEART, 4, 4, 9, 0, $0 + anim_obj ANIM_OBJ_HEART, 36, 72, $0 anim_wait 32 anim_ret ; c9533 BattleAnim_InSandstorm: ; c9533 anim_1gfx ANIM_GFX_POWDER - anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0 + anim_obj ANIM_OBJ_A2, 88, 0, $0 anim_wait 8 - anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1 + anim_obj ANIM_OBJ_A2, 72, 0, $1 anim_wait 8 - anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2 + anim_obj ANIM_OBJ_A2, 56, 0, $2 .loop anim_sound 0, 1, SFX_MENU anim_wait 8 @@ -604,7 +604,7 @@ BattleAnim_InSandstorm: ; c9533 BattleAnim_InNightmare: ; c9550 anim_1gfx ANIM_GFX_ANGELS anim_sound 0, 0, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_95, 8, 4, 10, 0, $0 + anim_obj ANIM_OBJ_95, 68, 80, $0 anim_wait 40 anim_ret ; c955c @@ -614,7 +614,7 @@ BattleAnim_InWhirlpool: ; c955c anim_bgeffect ANIM_BG_WHIRLPOOL, $0, $0, $0 anim_sound 0, 1, SFX_SURF .loop - anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0 + anim_obj ANIM_OBJ_GUST, 132, 72, $0 anim_wait 6 anim_loop 6, .loop anim_incbgeffect ANIM_BG_WHIRLPOOL @@ -625,7 +625,7 @@ BattleAnim_InWhirlpool: ; c955c BattleAnim_HitConfusion: ; c9574 anim_1gfx ANIM_GFX_HIT anim_sound 0, 0, SFX_POUND - anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0 + anim_obj ANIM_OBJ_04, 44, 96, $0 anim_wait 16 anim_ret ; c9580 @@ -683,9 +683,9 @@ BattleAnim_Shake: ; c95bc BattleAnim_Pound: ; c95c3 anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_08, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 16 anim_ret ; c95d5 @@ -693,19 +693,19 @@ BattleAnim_Pound: ; c95c3 BattleAnim_KarateChop: ; c95d5 anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_08, 136, 40, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_01, 136, 40, $0 anim_wait 6 anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, -15, 0, 5, 4, $0 + anim_obj ANIM_OBJ_08, 136, 44, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0 + anim_obj ANIM_OBJ_01, 136, 44, $0 anim_wait 6 anim_sound 0, 1, SFX_KARATE_CHOP - anim_obj ANIM_OBJ_08, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_08, 136, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 136, 48, $0 anim_wait 16 anim_ret ; c9605 @@ -714,18 +714,18 @@ BattleAnim_Doubleslap: ; c9605 anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, BattleAnim_Doubleslap_branch_c961b anim_sound 0, 1, SFX_DOUBLESLAP - anim_obj ANIM_OBJ_08, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_08, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 144, 48, $0 anim_wait 8 anim_ret ; c961b BattleAnim_Doubleslap_branch_c961b: ; c961b anim_sound 0, 1, SFX_DOUBLESLAP - anim_obj ANIM_OBJ_08, 15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_08, 120, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 120, 48, $0 anim_wait 8 anim_ret ; c962b @@ -734,18 +734,18 @@ BattleAnim_CometPunch: ; c962b anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, BattleAnim_CometPunch_branch_c9641 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_06, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 144, 48, $0 anim_wait 8 anim_ret ; c9641 BattleAnim_CometPunch_branch_c9641: ; c9641 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, 15, 0, 8, 0, $0 + anim_obj ANIM_OBJ_06, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0 + anim_obj ANIM_OBJ_01, 120, 64, $0 anim_wait 8 anim_ret ; c9651 @@ -758,10 +758,10 @@ BattleAnim_MegaPunch: ; c9651 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0 - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_06, 136, 56, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_06, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret @@ -770,19 +770,19 @@ BattleAnim_MegaPunch: ; c9651 BattleAnim_Stomp: ; c9677 anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_07, 136, 40, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_01, 136, 40, $0 anim_wait 6 anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, -15, 0, 5, 4, $0 + anim_obj ANIM_OBJ_07, 136, 44, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 5, 4, $0 + anim_obj ANIM_OBJ_01, 136, 44, $0 anim_wait 6 anim_sound 0, 1, SFX_STOMP - anim_obj ANIM_OBJ_07, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_07, 136, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 136, 48, $0 anim_wait 16 anim_ret ; c96a7 @@ -791,18 +791,18 @@ BattleAnim_DoubleKick: ; c96a7 anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, BattleAnim_DoubleKick_branch_c96bd anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_07, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 144, 48, $0 anim_wait 8 anim_ret ; c96bd BattleAnim_DoubleKick_branch_c96bd: ; c96bd anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0 + anim_obj ANIM_OBJ_07, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0 + anim_obj ANIM_OBJ_01, 120, 64, $0 anim_wait 8 anim_ret ; c96cd @@ -811,13 +811,13 @@ BattleAnim_JumpKick: ; c96cd anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, BattleAnim_JumpKick_branch_c96f1 anim_sound 0, 1, SFX_JUMP_KICK - anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0 - anim_obj ANIM_OBJ_07, 12, 4, 7, 4, $0 + anim_obj ANIM_OBJ_07, 112, 72, $0 + anim_obj ANIM_OBJ_07, 100, 60, $0 anim_setobj $1, $2 anim_setobj $2, $2 anim_wait 24 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_04, 136, 48, $0 anim_wait 16 anim_ret ; c96f1 @@ -825,7 +825,7 @@ BattleAnim_JumpKick: ; c96cd BattleAnim_JumpKick_branch_c96f1: ; c96f1 anim_wait 8 anim_sound 0, 0, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0 + anim_obj ANIM_OBJ_04, 44, 88, $0 anim_wait 16 anim_ret ; c96fc @@ -836,11 +836,11 @@ BattleAnim_HiJumpKick: ; c96fc anim_if_param_equal $1, BattleAnim_HiJumpKick_branch_c971e anim_wait 32 anim_sound 0, 1, SFX_JUMP_KICK - anim_obj ANIM_OBJ_07, 14, 0, 9, 0, $0 + anim_obj ANIM_OBJ_07, 112, 72, $0 anim_setobj $1, $2 anim_wait 16 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_04, 136, 48, $0 anim_wait 16 anim_ret ; c971e @@ -848,7 +848,7 @@ BattleAnim_HiJumpKick: ; c96fc BattleAnim_HiJumpKick_branch_c971e: ; c971e anim_wait 16 anim_sound 0, 0, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_04, 5, 4, 11, 0, $0 + anim_obj ANIM_OBJ_04, 44, 88, $0 anim_wait 16 anim_ret ; c9729 @@ -856,10 +856,10 @@ BattleAnim_HiJumpKick_branch_c971e: ; c971e BattleAnim_RollingKick: ; c9729 anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 14, 0, 7, 0, $0 + anim_obj ANIM_OBJ_07, 112, 56, $0 anim_setobj $1, $3 anim_wait 12 - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 136, 48, $0 anim_wait 16 anim_ret ; c973e @@ -871,10 +871,10 @@ BattleAnim_MegaKick: ; c973e anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0 - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_07, 136, 56, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_07, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_07, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret @@ -884,9 +884,9 @@ BattleAnim_HyperFang: ; c9764 anim_1gfx ANIM_GFX_HIT anim_bgeffect ANIM_BG_1F, $20, $1, $0 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_09, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 16 anim_ret ; c977b @@ -898,10 +898,10 @@ BattleAnim_SuperFang: ; c977b anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0 - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_09, 136, 56, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_09, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_09, 136, 56, $0 anim_wait 6 anim_loop 3, .loop anim_ret @@ -910,28 +910,28 @@ BattleAnim_SuperFang: ; c977b BattleAnim_Ember: ; c97a1 anim_1gfx ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0B, 8, 0, 12, 0, $12 + anim_obj ANIM_OBJ_0B, 64, 96, $12 anim_wait 4 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0B, 8, 0, 12, 4, $14 + anim_obj ANIM_OBJ_0B, 64, 100, $14 anim_wait 4 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0B, 8, 0, 10, 4, $13 + anim_obj ANIM_OBJ_0B, 64, 84, $13 anim_wait 16 anim_incobj 1 anim_incobj 2 anim_incobj 3 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0B, 15, 0, 8, 4, $30 - anim_obj ANIM_OBJ_0B, -16, 4, 8, 4, $30 - anim_obj ANIM_OBJ_0B, -14, 0, 8, 4, $30 + anim_obj ANIM_OBJ_0B, 120, 68, $30 + anim_obj ANIM_OBJ_0B, 132, 68, $30 + anim_obj ANIM_OBJ_0B, 144, 68, $30 anim_wait 32 anim_ret ; c97d8 BattleAnim_FirePunch: ; c97d8 anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE - anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 + anim_obj ANIM_OBJ_0A, 136, 56, $43 anim_call BattleAnim_FirePunch_branch_cbbcc anim_wait 16 anim_ret @@ -941,16 +941,16 @@ BattleAnim_FireSpin: ; c97e5 anim_1gfx ANIM_GFX_FIRE .loop anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $4 + anim_obj ANIM_OBJ_0E, 64, 88, $4 anim_wait 2 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $3 + anim_obj ANIM_OBJ_0E, 64, 96, $3 anim_wait 2 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 8, 0, 11, 0, $3 + anim_obj ANIM_OBJ_0E, 64, 88, $3 anim_wait 2 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0E, 8, 0, 12, 0, $4 + anim_obj ANIM_OBJ_0E, 64, 96, $4 anim_wait 2 anim_loop 2, .loop anim_wait 96 @@ -961,7 +961,7 @@ BattleAnim_DragonRage: ; c9811 anim_1gfx ANIM_GFX_FIRE .loop anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0C, 8, 0, 11, 4, $0 + anim_obj ANIM_OBJ_0C, 64, 92, $0 anim_wait 3 anim_loop 16, .loop anim_wait 64 @@ -971,21 +971,21 @@ BattleAnim_DragonRage: ; c9811 BattleAnim_Flamethrower: ; c9822 anim_1gfx ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0D, 8, 0, 11, 4, $3 + anim_obj ANIM_OBJ_0D, 64, 92, $3 anim_wait 2 - anim_obj ANIM_OBJ_0D, 9, 3, 10, 6, $5 + anim_obj ANIM_OBJ_0D, 75, 86, $5 anim_wait 2 - anim_obj ANIM_OBJ_0D, 10, 5, 10, 1, $7 + anim_obj ANIM_OBJ_0D, 85, 81, $7 anim_wait 2 - anim_obj ANIM_OBJ_0D, 12, 0, 9, 4, $9 + anim_obj ANIM_OBJ_0D, 96, 76, $9 anim_wait 2 - anim_obj ANIM_OBJ_0D, 13, 2, 8, 7, $b + anim_obj ANIM_OBJ_0D, 106, 71, $b anim_wait 2 - anim_obj ANIM_OBJ_0D, 14, 4, 8, 2, $c + anim_obj ANIM_OBJ_0D, 116, 66, $c anim_wait 2 - anim_obj ANIM_OBJ_0D, 15, 6, 7, 5, $a + anim_obj ANIM_OBJ_0D, 126, 61, $a anim_wait 2 - anim_obj ANIM_OBJ_0D, -15, 0, 7, 0, $8 + anim_obj ANIM_OBJ_0D, 136, 56, $8 anim_wait 16 .loop anim_sound 0, 1, SFX_EMBER @@ -999,7 +999,7 @@ BattleAnim_FireBlast: ; c9861 anim_1gfx ANIM_GFX_FIRE .loop1 anim_sound 6, 2, SFX_EMBER - anim_obj ANIM_OBJ_0F, 8, 0, 11, 4, $7 + anim_obj ANIM_OBJ_0F, 64, 92, $7 anim_wait 6 anim_loop 10, .loop1 .loop2 @@ -1019,11 +1019,11 @@ BattleAnim_FireBlast: ; c9861 anim_wait 2 .loop3 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $1 - anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $2 - anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $3 - anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $4 - anim_obj ANIM_OBJ_0F, -15, 0, 7, 0, $5 + anim_obj ANIM_OBJ_0F, 136, 56, $1 + anim_obj ANIM_OBJ_0F, 136, 56, $2 + anim_obj ANIM_OBJ_0F, 136, 56, $3 + anim_obj ANIM_OBJ_0F, 136, 56, $4 + anim_obj ANIM_OBJ_0F, 136, 56, $5 anim_wait 16 anim_loop 2, .loop3 anim_wait 32 @@ -1032,7 +1032,7 @@ BattleAnim_FireBlast: ; c9861 BattleAnim_IcePunch: ; c98b0 anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE - anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 + anim_obj ANIM_OBJ_0A, 136, 56, $43 anim_call BattleAnim_IcePunch_branch_cbbdf anim_wait 32 anim_ret @@ -1042,13 +1042,13 @@ BattleAnim_IceBeam: ; c98bd anim_1gfx ANIM_GFX_ICE .loop anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_ICE_BEAM, 8, 0, 11, 4, $4 + anim_obj ANIM_OBJ_ICE_BEAM, 64, 92, $4 anim_wait 4 anim_loop 5, .loop - anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0, 9, 2, $10 + anim_obj ANIM_OBJ_ICE_BUILDUP, 136, 74, $10 .loop2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_ICE_BEAM, 8, 0, 11, 4, $4 + anim_obj ANIM_OBJ_ICE_BEAM, 64, 92, $4 anim_wait 4 anim_loop 15, .loop2 anim_wait 48 @@ -1063,18 +1063,18 @@ BattleAnim_Blizzard: ; c98e8 anim_1gfx ANIM_GFX_ICE .loop anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 11, 0, $63 + anim_obj ANIM_OBJ_BLIZZARD, 64, 88, $63 anim_wait 2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 10, 0, $64 + anim_obj ANIM_OBJ_BLIZZARD, 64, 80, $64 anim_wait 2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_BLIZZARD, 8, 0, 12, 0, $63 + anim_obj ANIM_OBJ_BLIZZARD, 64, 96, $63 anim_wait 2 anim_loop 3, .loop anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 anim_wait 32 - anim_obj ANIM_OBJ_ICE_BUILDUP, -15, 0, 9, 2, $10 + anim_obj ANIM_OBJ_ICE_BUILDUP, 136, 74, $10 anim_wait 128 anim_sound 0, 1, SFX_SHINE anim_wait 8 @@ -1086,13 +1086,13 @@ BattleAnim_Blizzard: ; c98e8 BattleAnim_Bubble: ; c991e anim_1gfx ANIM_GFX_BUBBLE anim_sound 32, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $c1 + anim_obj ANIM_OBJ_BUBBLE, 64, 92, $c1 anim_wait 6 anim_sound 32, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $e1 + anim_obj ANIM_OBJ_BUBBLE, 64, 92, $e1 anim_wait 6 anim_sound 32, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $d1 + anim_obj ANIM_OBJ_BUBBLE, 64, 92, $d1 anim_wait 128 anim_wait 32 anim_ret @@ -1102,13 +1102,13 @@ BattleAnim_Bubblebeam: ; c993d anim_1gfx ANIM_GFX_BUBBLE .loop anim_sound 16, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $92 + anim_obj ANIM_OBJ_BUBBLE, 64, 92, $92 anim_wait 6 anim_sound 16, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $b3 + anim_obj ANIM_OBJ_BUBBLE, 64, 92, $b3 anim_wait 6 anim_sound 16, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_BUBBLE, 8, 0, 11, 4, $f4 + anim_obj ANIM_OBJ_BUBBLE, 64, 92, $f4 anim_wait 8 anim_loop 3, .loop anim_wait 64 @@ -1129,11 +1129,11 @@ BattleAnim_WaterGun: ; c9979 anim_1gfx ANIM_GFX_WATER anim_call BattleAnim_FollowPlayerHead_1 anim_sound 16, 2, SFX_WATER_GUN - anim_obj ANIM_OBJ_24, 8, 0, 11, 0, $0 + anim_obj ANIM_OBJ_24, 64, 88, $0 anim_wait 8 - anim_obj ANIM_OBJ_24, 8, 0, 9, 4, $0 + anim_obj ANIM_OBJ_24, 64, 76, $0 anim_wait 8 - anim_obj ANIM_OBJ_24, 8, 0, 10, 2, $0 + anim_obj ANIM_OBJ_24, 64, 82, $0 anim_wait 24 anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 8 @@ -1152,31 +1152,31 @@ BattleAnim_HydroPump: ; c99b4 anim_1gfx ANIM_GFX_WATER anim_call BattleAnim_FollowPlayerHead_1 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 13, 4, 9, 0, $0 + anim_obj ANIM_OBJ_25, 108, 72, $0 anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 14, 4, 9, 0, $0 + anim_obj ANIM_OBJ_25, 116, 72, $0 anim_bgeffect ANIM_BG_31, $8, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, 15, 4, 9, 0, $0 + anim_obj ANIM_OBJ_25, 124, 72, $0 anim_bgeffect ANIM_BG_31, $30, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, -16, 4, 9, 0, $0 + anim_obj ANIM_OBJ_25, 132, 72, $0 anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, -15, 4, 9, 0, $0 + anim_obj ANIM_OBJ_25, 140, 72, $0 anim_bgeffect ANIM_BG_31, $8, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, -14, 4, 9, 0, $0 + anim_obj ANIM_OBJ_25, 148, 72, $0 anim_bgeffect ANIM_BG_31, $30, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_25, -13, 4, 9, 0, $0 + anim_obj ANIM_OBJ_25, 156, 72, $0 anim_bgeffect ANIM_BG_31, $1c, $0, $0 anim_wait 32 anim_call BattleAnim_ShowMon_1 @@ -1188,7 +1188,7 @@ BattleAnim_HydroPump: ; c99b4 BattleAnim_Surf: ; c9a2a anim_1gfx ANIM_GFX_BUBBLE anim_bgeffect ANIM_BG_SURF, $0, $0, $0 - anim_obj ANIM_OBJ_22, 11, 0, 13, 0, $8 + anim_obj ANIM_OBJ_22, 88, 104, $8 .loop anim_sound 0, 1, SFX_SURF anim_wait 32 @@ -1201,10 +1201,10 @@ BattleAnim_Surf: ; c9a2a BattleAnim_VineWhip: ; c9a42 anim_1gfx ANIM_GFX_WHIP anim_sound 0, 1, SFX_VINE_WHIP - anim_obj ANIM_OBJ_40, 14, 4, 6, 4, $80 + anim_obj ANIM_OBJ_40, 116, 52, $80 anim_wait 4 anim_sound 0, 1, SFX_VINE_WHIP - anim_obj ANIM_OBJ_3F, 16, 0, 7, 4, $0 + anim_obj ANIM_OBJ_3F, 128, 60, $0 anim_wait 4 anim_incobj 1 anim_wait 4 @@ -1214,13 +1214,13 @@ BattleAnim_VineWhip: ; c9a42 BattleAnim_LeechSeed: ; c9a5a anim_1gfx ANIM_GFX_PLANT anim_sound 16, 2, SFX_VINE_WHIP - anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $20 + anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $20 anim_wait 8 anim_sound 16, 2, SFX_VINE_WHIP - anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $30 + anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $30 anim_wait 8 anim_sound 16, 2, SFX_VINE_WHIP - anim_obj ANIM_OBJ_LEECH_SEED, 6, 0, 10, 0, $28 + anim_obj ANIM_OBJ_LEECH_SEED, 48, 80, $28 anim_wait 32 anim_sound 0, 1, SFX_CHARGE anim_wait 128 @@ -1230,17 +1230,17 @@ BattleAnim_LeechSeed: ; c9a5a BattleAnim_RazorLeaf: ; c9a7c anim_1gfx ANIM_GFX_PLANT anim_sound 0, 0, SFX_VINE_WHIP - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $28 - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $5c - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $10 - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $e8 - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $9c - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $d0 + anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $28 + anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $5c + anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $10 + anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $e8 + anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $9c + anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $d0 anim_wait 6 - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $1c - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $50 - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $dc - anim_obj ANIM_OBJ_RAZOR_LEAF, 6, 0, 10, 0, $90 + anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $1c + anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $50 + anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $dc + anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $90 anim_wait 80 anim_sound 16, 2, SFX_VINE_WHIP anim_incobj 3 @@ -1280,15 +1280,15 @@ BattleAnim_Solarbeam: ; c9af2 ; charge turn anim_1gfx ANIM_GFX_CHARGE anim_sound 0, 0, SFX_CHARGE - anim_obj ANIM_OBJ_3D, 6, 0, 10, 4, $0 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $0 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $8 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $10 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $18 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $20 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $28 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $30 - anim_obj ANIM_OBJ_3C, 6, 0, 10, 4, $38 + anim_obj ANIM_OBJ_3D, 48, 84, $0 + anim_obj ANIM_OBJ_3C, 48, 84, $0 + anim_obj ANIM_OBJ_3C, 48, 84, $8 + anim_obj ANIM_OBJ_3C, 48, 84, $10 + anim_obj ANIM_OBJ_3C, 48, 84, $18 + anim_obj ANIM_OBJ_3C, 48, 84, $20 + anim_obj ANIM_OBJ_3C, 48, 84, $28 + anim_obj ANIM_OBJ_3C, 48, 84, $30 + anim_obj ANIM_OBJ_3C, 48, 84, $38 anim_wait 104 anim_bgeffect ANIM_BG_FLASH_WHITE, $0, $4, $2 anim_wait 64 @@ -1305,31 +1305,31 @@ BattleAnim_Solarbeam: ; c9af2 BattleAnim_Thunderpunch: ; c9b3c anim_2gfx ANIM_GFX_HIT, ANIM_GFX_LIGHTNING - anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 + anim_obj ANIM_OBJ_0A, 136, 56, $43 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0 + anim_obj ANIM_OBJ_2F, 152, 68, $0 anim_wait 64 anim_ret ; c9b53 BattleAnim_Thundershock: ; c9b53 anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj ANIM_OBJ_34, -15, 0, 7, 0, $2 + anim_obj ANIM_OBJ_34, 136, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_33, 136, 56, $0 anim_wait 96 anim_ret ; c9b66 BattleAnim_Thunderbolt: ; c9b66 anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION - anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2 + anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_31, 136, 56, $0 anim_wait 64 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_wait 64 @@ -1340,7 +1340,7 @@ BattleAnim_ThunderWave: ; c9b84 anim_1gfx ANIM_GFX_LIGHTNING anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_30, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_30, 136, 56, $0 anim_wait 20 anim_bgp $1b anim_incobj 1 @@ -1352,13 +1352,13 @@ BattleAnim_Thunder: ; c9b9a anim_1gfx ANIM_GFX_LIGHTNING anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2E, 15, 0, 8, 4, $0 + anim_obj ANIM_OBJ_2E, 120, 68, $0 anim_wait 16 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0 + anim_obj ANIM_OBJ_2F, 152, 68, $0 anim_wait 16 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2D, -15, 0, 8, 4, $0 + anim_obj ANIM_OBJ_2D, 136, 68, $0 anim_wait 48 anim_ret ; c9bbd @@ -1370,19 +1370,19 @@ BattleAnim_RazorWind: ; c9bbd .loop anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, -13, 0, 5, 0, $3 + anim_obj ANIM_OBJ_42, 152, 40, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, -15, 0, 7, 0, $3 + anim_obj ANIM_OBJ_42, 136, 56, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_42, -13, 0, 8, 0, $3 + anim_obj ANIM_OBJ_42, 152, 64, $3 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_41, 15, 0, 5, 0, $83 + anim_obj ANIM_OBJ_41, 120, 40, $83 anim_wait 4 anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_41, 15, 0, 8, 0, $83 + anim_obj ANIM_OBJ_41, 120, 64, $83 anim_wait 4 anim_loop 3, .loop anim_wait 24 @@ -1393,13 +1393,13 @@ BattleAnim_Sonicboom_JP: ; c9c00 anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT .loop anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_43, 8, 0, 10, 0, $3 + anim_obj ANIM_OBJ_43, 64, 80, $3 anim_wait 8 anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_43, 8, 0, 11, 0, $2 + anim_obj ANIM_OBJ_43, 64, 88, $2 anim_wait 8 anim_sound 3, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_43, 8, 0, 12, 0, $4 + anim_obj ANIM_OBJ_43, 64, 96, $4 anim_wait 8 anim_loop 2, .loop anim_wait 32 @@ -1409,7 +1409,7 @@ BattleAnim_Sonicboom_JP: ; c9c00 anim_incobj 4 anim_incobj 5 anim_incobj 6 - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 16 anim_ret ; c9c36 @@ -1419,12 +1419,12 @@ BattleAnim_Sonicboom: ; c9c36 anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT .loop anim_sound 0, 1, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, -15, 0, 9, 0, $0 + anim_obj ANIM_OBJ_GUST, 136, 72, $0 anim_wait 6 anim_loop 9, .loop - anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18 + anim_obj ANIM_OBJ_01, 144, 64, $18 anim_wait 8 - anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18 + anim_obj ANIM_OBJ_01, 128, 32, $18 anim_wait 16 anim_ret ; c9c53 @@ -1477,19 +1477,19 @@ BattleAnim_RockThrow: ; c9c9d anim_1gfx ANIM_GFX_ROCKS anim_bgeffect ANIM_BG_1F, $60, $1, $0 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40 + anim_obj ANIM_OBJ_1E, 128, 64, $40 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30 + anim_obj ANIM_OBJ_1D, 120, 68, $30 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30 + anim_obj ANIM_OBJ_1E, 152, 68, $30 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40 + anim_obj ANIM_OBJ_1D, 144, 64, $40 anim_wait 2 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30 + anim_obj ANIM_OBJ_1E, 136, 68, $30 anim_wait 96 anim_ret ; c9cd2 @@ -1499,19 +1499,19 @@ BattleAnim_RockSlide: ; c9cd2 anim_bgeffect ANIM_BG_1F, $c0, $1, $0 .loop anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40 + anim_obj ANIM_OBJ_1E, 128, 64, $40 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, 15, 0, 8, 4, $30 + anim_obj ANIM_OBJ_1D, 120, 68, $30 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30 + anim_obj ANIM_OBJ_1E, 152, 68, $30 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1D, -14, 0, 8, 0, $40 + anim_obj ANIM_OBJ_1D, 144, 64, $40 anim_wait 4 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30 + anim_obj ANIM_OBJ_1E, 136, 68, $30 anim_wait 16 anim_loop 4, .loop anim_wait 96 @@ -1522,15 +1522,15 @@ BattleAnim_Sing: ; c9d0c anim_1gfx ANIM_GFX_NOISE anim_sound 16, 2, SFX_SING .loop - anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0 + anim_obj ANIM_OBJ_23, 64, 92, $0 anim_wait 8 - anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $1 + anim_obj ANIM_OBJ_23, 64, 92, $1 anim_wait 8 - anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2 + anim_obj ANIM_OBJ_23, 64, 92, $2 anim_wait 8 - anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $0 + anim_obj ANIM_OBJ_23, 64, 92, $0 anim_wait 8 - anim_obj ANIM_OBJ_23, 8, 0, 11, 4, $2 + anim_obj ANIM_OBJ_23, 64, 92, $2 anim_wait 8 anim_loop 4, .loop anim_wait 64 @@ -1544,19 +1544,19 @@ BattleAnim_StunSpore: ; c9d35 anim_1gfx ANIM_GFX_POWDER .loop anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 13, 0, 2, 0, $0 + anim_obj ANIM_OBJ_26, 104, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, -15, 0, 2, 0, $0 + anim_obj ANIM_OBJ_26, 136, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 14, 0, 2, 0, $0 + anim_obj ANIM_OBJ_26, 112, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 16, 0, 2, 0, $0 + anim_obj ANIM_OBJ_26, 128, 16, $0 anim_wait 4 anim_sound 0, 1, SFX_POWDER - anim_obj ANIM_OBJ_26, 15, 0, 2, 0, $0 + anim_obj ANIM_OBJ_26, 120, 16, $0 anim_wait 4 anim_loop 2, .loop anim_wait 96 @@ -1588,8 +1588,8 @@ BattleAnim_AuroraBeam: ; c9d80 BattleAnim_Vicegrip: ; c9d95 anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_VICEGRIP - anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0 - anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0 + anim_obj ANIM_OBJ_37, 152, 40, $0 + anim_obj ANIM_OBJ_39, 120, 72, $0 anim_wait 32 anim_ret ; c9da6 @@ -1597,9 +1597,9 @@ BattleAnim_Vicegrip: ; c9d95 BattleAnim_Scratch: ; c9da6 anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0 - anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0 - anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_37, 144, 48, $0 + anim_obj ANIM_OBJ_37, 140, 44, $0 + anim_obj ANIM_OBJ_37, 136, 40, $0 anim_wait 32 anim_ret ; c9dbc @@ -1608,9 +1608,9 @@ BattleAnim_FurySwipes: ; c9dbc anim_1gfx ANIM_GFX_CUT anim_if_param_equal $1, BattleAnim_FurySwipes_branch_c9dd9 anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0 - anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0 - anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_37, 144, 48, $0 + anim_obj ANIM_OBJ_37, 140, 44, $0 + anim_obj ANIM_OBJ_37, 136, 40, $0 anim_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret @@ -1618,9 +1618,9 @@ BattleAnim_FurySwipes: ; c9dbc BattleAnim_FurySwipes_branch_c9dd9: ; c9dd9 anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_38, 15, 0, 6, 0, $0 - anim_obj ANIM_OBJ_38, 15, 4, 5, 4, $0 - anim_obj ANIM_OBJ_38, 16, 0, 5, 0, $0 + anim_obj ANIM_OBJ_38, 120, 48, $0 + anim_obj ANIM_OBJ_38, 124, 44, $0 + anim_obj ANIM_OBJ_38, 128, 40, $0 anim_sound 0, 1, SFX_SCRATCH anim_wait 32 anim_ret @@ -1629,7 +1629,7 @@ BattleAnim_FurySwipes_branch_c9dd9: ; c9dd9 BattleAnim_Cut: ; c9df0 anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_3A, 152, 40, $0 anim_wait 32 anim_ret ; c9dfc @@ -1637,36 +1637,36 @@ BattleAnim_Cut: ; c9df0 BattleAnim_Slash: ; c9dfc anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 - anim_obj ANIM_OBJ_3A, -14, 4, 4, 4, $0 + anim_obj ANIM_OBJ_3A, 152, 40, $0 + anim_obj ANIM_OBJ_3A, 148, 36, $0 anim_wait 32 anim_ret ; c9e0d BattleAnim_Clamp: ; c9e0d anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $a0 - anim_obj ANIM_OBJ_35, -15, 0, 7, 0, $20 + anim_obj ANIM_OBJ_35, 136, 56, $a0 + anim_obj ANIM_OBJ_35, 136, 56, $20 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18 + anim_obj ANIM_OBJ_01, 144, 48, $18 anim_wait 32 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18 + anim_obj ANIM_OBJ_01, 128, 64, $18 anim_wait 16 anim_ret ; c9e2e BattleAnim_Bite: ; c9e2e anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT - anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $98 - anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $18 + anim_obj ANIM_OBJ_36, 136, 56, $98 + anim_obj ANIM_OBJ_36, 136, 56, $18 anim_wait 8 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $18 + anim_obj ANIM_OBJ_01, 144, 48, $18 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_01, 16, 0, 8, 0, $18 + anim_obj ANIM_OBJ_01, 128, 64, $18 anim_wait 8 anim_ret ; c9e4f @@ -1691,7 +1691,7 @@ BattleAnim_Fly: ; c9e6f anim_if_param_equal $2, BattleAnim_Fly_branch_c9e82 anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 32 BattleAnim_Fly_branch_c9e82: ; c9e82 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 @@ -1725,14 +1725,14 @@ BattleAnim_Recover: ; c9eaf anim_call BattleAnim_FollowEnemyFeet_0 anim_sound 0, 0, SFX_FULL_HEAL anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $30 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $31 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $32 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $33 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $34 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $35 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $36 - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $37 + anim_obj ANIM_OBJ_2C, 44, 88, $30 + anim_obj ANIM_OBJ_2C, 44, 88, $31 + anim_obj ANIM_OBJ_2C, 44, 88, $32 + anim_obj ANIM_OBJ_2C, 44, 88, $33 + anim_obj ANIM_OBJ_2C, 44, 88, $34 + anim_obj ANIM_OBJ_2C, 44, 88, $35 + anim_obj ANIM_OBJ_2C, 44, 88, $36 + anim_obj ANIM_OBJ_2C, 44, 88, $37 anim_wait 64 anim_incbgeffect ANIM_BG_18 anim_call BattleAnim_ShowMon_0 @@ -1741,16 +1741,16 @@ BattleAnim_Recover: ; c9eaf BattleAnim_Absorb: ; c9eeb anim_1gfx ANIM_GFX_CHARGE - anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0 + anim_obj ANIM_OBJ_3D, 44, 88, $0 .loop anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2 + anim_obj ANIM_OBJ_ABSORB, 128, 48, $2 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3 + anim_obj ANIM_OBJ_ABSORB, 136, 64, $3 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4 + anim_obj ANIM_OBJ_ABSORB, 136, 32, $4 anim_wait 6 anim_loop 5, .loop anim_wait 32 @@ -1764,13 +1764,13 @@ BattleAnim_MegaDrain: ; c9f13 anim_setvar $0 .loop anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, 16, 0, 6, 0, $2 + anim_obj ANIM_OBJ_ABSORB, 128, 48, $2 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 8, 0, $3 + anim_obj ANIM_OBJ_ABSORB, 136, 64, $3 anim_wait 6 anim_sound 6, 3, SFX_WATER_GUN - anim_obj ANIM_OBJ_ABSORB, -15, 0, 4, 0, $4 + anim_obj ANIM_OBJ_ABSORB, 136, 32, $4 anim_wait 6 anim_incvar anim_if_var_equal $7, .done @@ -1779,7 +1779,7 @@ BattleAnim_MegaDrain: ; c9f13 ; c9f46 .spawn - anim_obj ANIM_OBJ_3D, 5, 4, 11, 0, $0 + anim_obj ANIM_OBJ_3D, 44, 88, $0 anim_jump .loop ; c9f4e @@ -1793,19 +1793,19 @@ BattleAnim_MegaDrain: ; c9f13 BattleAnim_EggBomb: ; c9f55 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION anim_sound 0, 0, SFX_SWITCH_POKEMON - anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $1 + anim_obj ANIM_OBJ_46, 44, 104, $1 anim_wait 128 anim_wait 96 anim_incobj 1 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, 16, 0, 8, 0, $0 + anim_obj ANIM_OBJ_18, 128, 64, $0 anim_wait 8 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, -14, 0, 8, 4, $0 + anim_obj ANIM_OBJ_18, 144, 68, $0 anim_wait 8 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, -15, 0, 9, 0, $0 + anim_obj ANIM_OBJ_18, 136, 72, $0 anim_wait 24 anim_ret ; c9f85 @@ -1814,15 +1814,15 @@ BattleAnim_Softboiled: ; c9f85 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE anim_call BattleAnim_FollowEnemyFeet_0 anim_sound 0, 0, SFX_SWITCH_POKEMON - anim_obj ANIM_OBJ_46, 5, 4, 13, 0, $6 + anim_obj ANIM_OBJ_46, 44, 104, $6 anim_wait 128 anim_incobj 2 - anim_obj ANIM_OBJ_46, 9, 4, 13, 0, $b + anim_obj ANIM_OBJ_46, 76, 104, $b anim_wait 16 anim_bgeffect ANIM_BG_18, $0, $1, $40 anim_sound 0, 0, SFX_METRONOME .loop - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20 + anim_obj ANIM_OBJ_2C, 44, 88, $20 anim_wait 8 anim_loop 8, .loop anim_wait 128 @@ -1841,19 +1841,19 @@ BattleAnim_SkyAttack_branch_c9fb5: ; c9fb5 anim_bgeffect ANIM_BG_06, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6 + anim_obj ANIM_OBJ_47, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6 + anim_obj ANIM_OBJ_47, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6 + anim_obj ANIM_OBJ_47, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 68, 108, $8 anim_wait 2 anim_loop 3, .loop anim_wait 8 @@ -1877,11 +1877,11 @@ BattleAnim_Bide: ; c9ffc BattleAnim_Bind: ; ca014 anim_1gfx ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0 + anim_obj ANIM_OBJ_48, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_49, -16, 4, 7, 0, $0 + anim_obj ANIM_OBJ_49, 132, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0 + anim_obj ANIM_OBJ_48, 132, 48, $0 anim_wait 64 anim_sound 0, 1, SFX_BIND anim_incobj 1 @@ -1894,11 +1894,11 @@ BattleAnim_Bind: ; ca014 BattleAnim_Wrap: ; ca036 anim_1gfx ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_48, -16, 4, 8, 0, $0 + anim_obj ANIM_OBJ_48, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0 + anim_obj ANIM_OBJ_48, 132, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0 + anim_obj ANIM_OBJ_48, 132, 48, $0 anim_wait 64 anim_sound 0, 1, SFX_BIND anim_incobj 1 @@ -1922,13 +1922,13 @@ BattleAnim_Confusion: ; ca058 BattleAnim_Constrict: ; ca06c anim_1gfx ANIM_GFX_ROPE anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_49, -16, 4, 8, 0, $0 + anim_obj ANIM_OBJ_49, 132, 64, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, -16, 4, 6, 0, $0 + anim_obj ANIM_OBJ_48, 132, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_49, -16, 4, 5, 0, $0 + anim_obj ANIM_OBJ_49, 132, 40, $0 anim_wait 8 - anim_obj ANIM_OBJ_48, -16, 4, 7, 0, $0 + anim_obj ANIM_OBJ_48, 132, 56, $0 anim_wait 64 anim_ret ; ca08a @@ -1995,7 +1995,7 @@ BattleAnim_Supersonic: ; ca0f4 anim_1gfx ANIM_GFX_PSYCHIC .loop anim_sound 6, 2, SFX_SUPERSONIC - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2 + anim_obj ANIM_OBJ_4C, 64, 88, $2 anim_wait 4 anim_loop 10, .loop anim_wait 64 @@ -2007,7 +2007,7 @@ BattleAnim_Screech: ; ca105 anim_bgeffect ANIM_BG_1F, $8, $1, $20 anim_sound 6, 2, SFX_SCREECH .loop - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2 + anim_obj ANIM_OBJ_4C, 64, 88, $2 anim_wait 2 anim_loop 2, .loop anim_wait 64 @@ -2018,15 +2018,15 @@ BattleAnim_ConfuseRay: ; ca11b anim_1gfx ANIM_GFX_SPEED anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_08, $0, $4, $0 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $0 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $80 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $88 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $90 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $98 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $a0 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $a8 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $b0 - anim_obj ANIM_OBJ_4D, 8, 0, 11, 0, $b8 + anim_obj ANIM_OBJ_4D, 64, 88, $0 + anim_obj ANIM_OBJ_4D, 64, 88, $80 + anim_obj ANIM_OBJ_4D, 64, 88, $88 + anim_obj ANIM_OBJ_4D, 64, 88, $90 + anim_obj ANIM_OBJ_4D, 64, 88, $98 + anim_obj ANIM_OBJ_4D, 64, 88, $a0 + anim_obj ANIM_OBJ_4D, 64, 88, $a8 + anim_obj ANIM_OBJ_4D, 64, 88, $b0 + anim_obj ANIM_OBJ_4D, 64, 88, $b8 .loop anim_sound 6, 2, SFX_WHIRLWIND anim_wait 16 @@ -2048,11 +2048,11 @@ BattleAnim_Reflect: ; ca16a anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_50, 72, 80, $0 anim_wait 24 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_50, 72, 80, $0 anim_wait 64 anim_ret ; ca18e @@ -2061,24 +2061,24 @@ BattleAnim_LightScreen: ; ca18e anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_sound 0, 0, SFX_FLASH - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_50, 72, 80, $0 anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_6D, 72, 80, $0 anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $8 + anim_obj ANIM_OBJ_6D, 72, 80, $8 anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $10 + anim_obj ANIM_OBJ_6D, 72, 80, $10 anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $18 + anim_obj ANIM_OBJ_6D, 72, 80, $18 anim_wait 4 - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $20 + anim_obj ANIM_OBJ_50, 72, 80, $0 + anim_obj ANIM_OBJ_6D, 72, 80, $20 anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $28 + anim_obj ANIM_OBJ_6D, 72, 80, $28 anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $30 + anim_obj ANIM_OBJ_6D, 72, 80, $30 anim_wait 4 - anim_obj ANIM_OBJ_6D, 9, 0, 10, 0, $38 + anim_obj ANIM_OBJ_6D, 72, 80, $38 anim_wait 64 anim_ret ; ca1d5 @@ -2086,11 +2086,11 @@ BattleAnim_LightScreen: ; ca18e BattleAnim_Amnesia: ; ca1d5 anim_1gfx ANIM_GFX_STATUS anim_sound 0, 0, SFX_LICK - anim_obj ANIM_OBJ_53, 8, 0, 10, 0, $2 + anim_obj ANIM_OBJ_53, 64, 80, $2 anim_wait 16 - anim_obj ANIM_OBJ_53, 8, 4, 10, 0, $1 + anim_obj ANIM_OBJ_53, 68, 80, $1 anim_wait 16 - anim_obj ANIM_OBJ_53, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_53, 72, 80, $0 anim_wait 64 anim_ret ; ca1ed @@ -2098,13 +2098,13 @@ BattleAnim_Amnesia: ; ca1d5 BattleAnim_DizzyPunch: ; ca1ed anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_HIT anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $0 - anim_obj ANIM_OBJ_02, -15, 0, 8, 0, $0 + anim_obj ANIM_OBJ_00, 136, 40, $0 + anim_obj ANIM_OBJ_02, 136, 64, $0 anim_wait 16 anim_sound 0, 1, SFX_KINESIS - anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $15 - anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $aa - anim_obj ANIM_OBJ_CHICK, -15, 0, 3, 0, $bf + anim_obj ANIM_OBJ_CHICK, 136, 24, $15 + anim_obj ANIM_OBJ_CHICK, 136, 24, $aa + anim_obj ANIM_OBJ_CHICK, 136, 24, $bf anim_wait 96 anim_ret ; ca212 @@ -2113,7 +2113,7 @@ BattleAnim_Rest: ; ca212 anim_1gfx ANIM_GFX_STATUS anim_sound 0, 0, SFX_TAIL_WHIP .loop - anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 + anim_obj ANIM_OBJ_54, 64, 80, $0 anim_wait 40 anim_loop 3, .loop anim_wait 32 @@ -2148,10 +2148,10 @@ BattleAnim_Dig: ; ca24b anim_if_param_equal $2, .fail anim_call BattleAnim_FollowPlayerHead_0 anim_bgeffect ANIM_BG_DIG, $0, $1, $1 - anim_obj ANIM_OBJ_57, 9, 0, 13, 0, $0 + anim_obj ANIM_OBJ_57, 72, 104, $0 .loop anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_56, 7, 0, 13, 0, $0 + anim_obj ANIM_OBJ_56, 56, 104, $0 anim_wait 16 anim_loop 6, .loop anim_wait 32 @@ -2163,7 +2163,7 @@ BattleAnim_Dig: ; ca24b .hit anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 32 .fail anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 @@ -2181,22 +2181,22 @@ BattleAnim_StringShot: ; ca293 anim_1gfx ANIM_GFX_WEB anim_bgeffect ANIM_BG_07, $0, $2, $0 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0 + anim_obj ANIM_OBJ_5A, 64, 80, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_5A, -16, 4, 6, 0, $1 + anim_obj ANIM_OBJ_5A, 132, 48, $1 anim_wait 4 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0 + anim_obj ANIM_OBJ_5A, 64, 88, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_5A, -16, 4, 8, 0, $1 + anim_obj ANIM_OBJ_5A, 132, 64, $1 anim_wait 4 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0 + anim_obj ANIM_OBJ_5A, 64, 84, $0 anim_wait 4 anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_5A, -16, 4, 7, 0, $2 + anim_obj ANIM_OBJ_5A, 132, 56, $2 anim_wait 64 anim_ret ; ca2d1 @@ -2209,7 +2209,7 @@ BattleAnim_Headbutt: ; ca2d1 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_HEADBUTT - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2221,7 +2221,7 @@ BattleAnim_Tackle: ; ca2ef anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_00, 136, 48, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2237,10 +2237,10 @@ BattleAnim_BodySlam: ; ca307 anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 136, 48, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2253,11 +2253,11 @@ BattleAnim_TakeDown: ; ca331 anim_wait 3 anim_sound 0, 1, SFX_TACKLE anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 128, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2270,10 +2270,10 @@ BattleAnim_DoubleEdge: ; ca35c anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, 16, 0, 6, 0, $0 + anim_obj ANIM_OBJ_00, 128, 48, $0 anim_wait 6 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_00, 144, 48, $0 anim_wait 3 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2285,11 +2285,11 @@ BattleAnim_Submission: ; ca382 anim_bgeffect ANIM_BG_26, $0, $0, $0 anim_sound 0, 1, SFX_SUBMISSION anim_wait 32 - anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 120, 48, $0 anim_wait 32 - anim_obj ANIM_OBJ_01, -13, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 152, 56, $0 anim_wait 32 - anim_obj ANIM_OBJ_01, -15, 0, 6, 4, $0 + anim_obj ANIM_OBJ_01, 136, 52, $0 anim_wait 32 anim_incbgeffect ANIM_BG_26 anim_call BattleAnim_ShowMon_1 @@ -2300,7 +2300,7 @@ BattleAnim_Whirlwind: ; ca3a8 anim_1gfx ANIM_GFX_WIND .loop anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0 + anim_obj ANIM_OBJ_GUST, 64, 112, $0 anim_wait 6 anim_loop 9, .loop anim_incobj 1 @@ -2325,8 +2325,8 @@ BattleAnim_Hypnosis: ; ca3d8 anim_1gfx ANIM_GFX_PSYCHIC .loop anim_sound 6, 2, SFX_SUPERSONIC - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2 - anim_obj ANIM_OBJ_4C, 7, 0, 10, 0, $2 + anim_obj ANIM_OBJ_4C, 64, 88, $2 + anim_obj ANIM_OBJ_4C, 56, 80, $2 anim_wait 8 anim_loop 3, .loop anim_wait 56 @@ -2337,8 +2337,8 @@ BattleAnim_Haze: ; ca3ee anim_1gfx ANIM_GFX_HAZE anim_sound 0, 1, SFX_SURF .loop - anim_obj ANIM_OBJ_HAZE, 6, 0, 7, 0, $0 - anim_obj ANIM_OBJ_HAZE, -16, 4, 2, 0, $0 + anim_obj ANIM_OBJ_HAZE, 48, 56, $0 + anim_obj ANIM_OBJ_HAZE, 132, 16, $0 anim_wait 12 anim_loop 5, .loop anim_wait 96 @@ -2350,7 +2350,7 @@ BattleAnim_Mist: ; ca404 anim_1gfx ANIM_GFX_HAZE anim_sound 0, 0, SFX_SURF .loop - anim_obj ANIM_OBJ_MIST, 6, 0, 7, 0, $0 + anim_obj ANIM_OBJ_MIST, 48, 56, $0 anim_wait 8 anim_loop 10, .loop anim_wait 96 @@ -2361,7 +2361,7 @@ BattleAnim_Smog: ; ca417 anim_1gfx ANIM_GFX_HAZE anim_sound 0, 1, SFX_BUBBLEBEAM .loop - anim_obj ANIM_OBJ_SMOG, -16, 4, 2, 0, $0 + anim_obj ANIM_OBJ_SMOG, 132, 16, $0 anim_wait 8 anim_loop 10, .loop anim_wait 96 @@ -2372,7 +2372,7 @@ BattleAnim_PoisonGas: ; ca428 anim_1gfx ANIM_GFX_HAZE anim_sound 16, 2, SFX_BUBBLEBEAM .loop - anim_obj ANIM_OBJ_POISON_GAS, 5, 4, 10, 0, $2 + anim_obj ANIM_OBJ_POISON_GAS, 44, 80, $2 anim_wait 8 anim_loop 10, .loop anim_wait 128 @@ -2381,30 +2381,30 @@ BattleAnim_PoisonGas: ; ca428 BattleAnim_HornAttack: ; ca439 anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $1 + anim_obj ANIM_OBJ_HORN, 72, 80, $1 anim_wait 16 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 16 anim_ret ; ca44c BattleAnim_FuryAttack: ; ca44c anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_HORN, 9, 0, 9, 0, $2 + anim_obj ANIM_OBJ_HORN, 72, 72, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, 16, 0, 5, 0, $0 + anim_obj ANIM_OBJ_04, 128, 40, $0 anim_wait 8 - anim_obj ANIM_OBJ_HORN, 10, 0, 11, 0, $2 + anim_obj ANIM_OBJ_HORN, 80, 88, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_04, 136, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_HORN, 9, 4, 10, 0, $2 + anim_obj ANIM_OBJ_HORN, 76, 80, $2 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_04, -16, 4, 6, 0, $0 + anim_obj ANIM_OBJ_04, 132, 48, $0 anim_wait 8 anim_ret ; ca47d @@ -2412,20 +2412,20 @@ BattleAnim_FuryAttack: ; ca44c BattleAnim_HornDrill: ; ca47d anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $3 + anim_obj ANIM_OBJ_HORN, 72, 80, $3 anim_wait 8 .loop anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0 + anim_obj ANIM_OBJ_00, 132, 40, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, -15, 4, 6, 0, $0 + anim_obj ANIM_OBJ_00, 140, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, -16, 4, 7, 0, $0 + anim_obj ANIM_OBJ_00, 132, 56, $0 anim_wait 8 anim_sound 0, 1, SFX_HORN_ATTACK - anim_obj ANIM_OBJ_00, 15, 4, 6, 0, $0 + anim_obj ANIM_OBJ_00, 124, 48, $0 anim_wait 8 anim_loop 3, .loop anim_ret @@ -2433,10 +2433,10 @@ BattleAnim_HornDrill: ; ca47d BattleAnim_PoisonSting: ; ca4b4 anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14 + anim_obj ANIM_OBJ_60, 64, 92, $14 anim_wait 16 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_05, 136, 56, $0 anim_wait 16 anim_ret ; ca4c7 @@ -2444,12 +2444,12 @@ BattleAnim_PoisonSting: ; ca4b4 BattleAnim_Twineedle: ; ca4c7 anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $14 - anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $14 + anim_obj ANIM_OBJ_60, 64, 92, $14 + anim_obj ANIM_OBJ_60, 56, 84, $14 anim_wait 16 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 - anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0 + anim_obj ANIM_OBJ_05, 136, 56, $0 + anim_obj ANIM_OBJ_05, 128, 48, $0 anim_wait 16 anim_ret ; ca4e7 @@ -2457,18 +2457,18 @@ BattleAnim_Twineedle: ; ca4c7 BattleAnim_PinMissile: ; ca4e7 anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $28 + anim_obj ANIM_OBJ_60, 64, 92, $28 anim_wait 8 - anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $28 + anim_obj ANIM_OBJ_60, 56, 84, $28 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_05, 136, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $28 + anim_obj ANIM_OBJ_60, 52, 88, $28 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0 + anim_obj ANIM_OBJ_05, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0 + anim_obj ANIM_OBJ_05, 132, 52, $0 anim_loop 3, .loop anim_wait 16 anim_ret @@ -2477,18 +2477,18 @@ BattleAnim_PinMissile: ; ca4e7 BattleAnim_SpikeCannon: ; ca51a anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_60, 8, 0, 11, 4, $18 + anim_obj ANIM_OBJ_60, 64, 92, $18 anim_wait 8 - anim_obj ANIM_OBJ_60, 7, 0, 10, 4, $18 + anim_obj ANIM_OBJ_60, 56, 84, $18 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_05, 136, 56, $0 anim_wait 8 - anim_obj ANIM_OBJ_60, 6, 4, 11, 0, $18 + anim_obj ANIM_OBJ_60, 52, 88, $18 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, 16, 0, 6, 0, $0 + anim_obj ANIM_OBJ_05, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_POISON_STING - anim_obj ANIM_OBJ_05, -16, 4, 6, 4, $0 + anim_obj ANIM_OBJ_05, 132, 52, $0 anim_loop 3, .loop anim_wait 16 anim_ret @@ -2512,13 +2512,13 @@ BattleAnim_PetalDance: ; ca564 anim_sound 0, 0, SFX_MENU anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT .loop - anim_obj ANIM_OBJ_61, 6, 0, 7, 0, $0 + anim_obj ANIM_OBJ_61, 48, 56, $0 anim_wait 11 anim_loop 8, .loop anim_wait 128 anim_wait 64 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 16 anim_ret ; ca580 @@ -2526,10 +2526,10 @@ BattleAnim_PetalDance: ; ca564 BattleAnim_Barrage: ; ca580 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10 + anim_obj ANIM_OBJ_62, 64, 92, $10 anim_wait 36 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_18, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_18, 136, 56, $0 anim_wait 16 anim_ret ; ca596 @@ -2537,10 +2537,10 @@ BattleAnim_Barrage: ; ca580 BattleAnim_PayDay: ; ca596 anim_2gfx ANIM_GFX_HIT, ANIM_GFX_STATUS anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 128, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_PAY_DAY - anim_obj ANIM_OBJ_63, 15, 0, 9, 4, $1 + anim_obj ANIM_OBJ_63, 120, 76, $1 anim_wait 64 anim_ret ; ca5ac @@ -2549,14 +2549,14 @@ BattleAnim_Mimic: ; ca5ac anim_1gfx ANIM_GFX_SPEED anim_obp0 $fc anim_sound 63, 3, SFX_LICK - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $0 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $8 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $10 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $18 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $20 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $28 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $30 - anim_obj ANIM_OBJ_65, -16, 4, 5, 4, $38 + anim_obj ANIM_OBJ_65, 132, 44, $0 + anim_obj ANIM_OBJ_65, 132, 44, $8 + anim_obj ANIM_OBJ_65, 132, 44, $10 + anim_obj ANIM_OBJ_65, 132, 44, $18 + anim_obj ANIM_OBJ_65, 132, 44, $20 + anim_obj ANIM_OBJ_65, 132, 44, $28 + anim_obj ANIM_OBJ_65, 132, 44, $30 + anim_obj ANIM_OBJ_65, 132, 44, $38 anim_wait 128 anim_wait 48 anim_ret @@ -2565,10 +2565,10 @@ BattleAnim_Mimic: ; ca5ac BattleAnim_LovelyKiss: ; ca5de anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_96, -13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_96, 152, 40, $0 anim_wait 32 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_HEART, 16, 0, 5, 0, $0 + anim_obj ANIM_OBJ_HEART, 128, 40, $0 anim_wait 40 anim_ret ; ca5f6 @@ -2576,10 +2576,10 @@ BattleAnim_LovelyKiss: ; ca5de BattleAnim_Bonemerang: ; ca5f6 anim_2gfx ANIM_GFX_MISC, ANIM_GFX_HIT anim_sound 6, 2, SFX_HYDRO_PUMP - anim_obj ANIM_OBJ_67, 11, 0, 7, 0, $1c + anim_obj ANIM_OBJ_67, 88, 56, $1c anim_wait 24 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 24 anim_ret ; ca60c @@ -2587,11 +2587,11 @@ BattleAnim_Bonemerang: ; ca5f6 BattleAnim_Swift: ; ca60c anim_1gfx ANIM_GFX_OBJECTS anim_sound 6, 2, SFX_METRONOME - anim_obj ANIM_OBJ_6A, 8, 0, 11, 0, $4 + anim_obj ANIM_OBJ_6A, 64, 88, $4 anim_wait 4 - anim_obj ANIM_OBJ_6A, 8, 0, 9, 0, $4 + anim_obj ANIM_OBJ_6A, 64, 72, $4 anim_wait 4 - anim_obj ANIM_OBJ_6A, 8, 0, 9, 4, $4 + anim_obj ANIM_OBJ_6A, 64, 76, $4 anim_wait 64 anim_ret ; ca624 @@ -2603,7 +2603,7 @@ BattleAnim_Crabhammer: ; ca624 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 12 anim_loop 3, .loop anim_ret @@ -2620,7 +2620,7 @@ BattleAnim_SkullBash: ; ca63f anim_wait 4 .loop anim_sound 0, 1, SFX_HEADBUTT - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 8 anim_loop 3, .loop anim_call BattleAnim_ShowMon_0 @@ -2630,11 +2630,11 @@ BattleAnim_SkullBash: ; ca63f BattleAnim_Kinesis: ; ca66a anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_obj ANIM_OBJ_6B, 10, 0, 9, 4, $0 + anim_obj ANIM_OBJ_6B, 80, 76, $0 anim_wait 32 .loop anim_sound 0, 0, SFX_KINESIS - anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $0 + anim_obj ANIM_OBJ_4B, 64, 88, $0 anim_wait 32 anim_loop 3, .loop anim_wait 32 @@ -2646,10 +2646,10 @@ BattleAnim_Kinesis: ; ca66a BattleAnim_Peck: ; ca68b anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 16, 0, 6, 0, $0 + anim_obj ANIM_OBJ_02, 128, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_02, 136, 56, $0 anim_wait 16 anim_ret ; ca6a0 @@ -2658,16 +2658,16 @@ BattleAnim_DrillPeck: ; ca6a0 anim_1gfx ANIM_GFX_HIT .loop anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, 15, 4, 7, 0, $0 + anim_obj ANIM_OBJ_02, 124, 56, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, -16, 4, 6, 0, $0 + anim_obj ANIM_OBJ_02, 132, 48, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, -15, 4, 7, 0, $0 + anim_obj ANIM_OBJ_02, 140, 56, $0 anim_wait 4 anim_sound 0, 1, SFX_PECK - anim_obj ANIM_OBJ_02, -16, 4, 8, 0, $0 + anim_obj ANIM_OBJ_02, 132, 64, $0 anim_wait 4 anim_loop 5, .loop anim_wait 16 @@ -2679,13 +2679,13 @@ BattleAnim_Guillotine: ; ca6cc anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10 anim_bgeffect ANIM_BG_1F, $40, $2, $0 anim_sound 0, 1, SFX_VICEGRIP - anim_obj ANIM_OBJ_37, -13, 4, 5, 4, $0 - anim_obj ANIM_OBJ_37, -13, 0, 5, 0, $0 - anim_obj ANIM_OBJ_37, -14, 4, 4, 4, $0 - anim_obj ANIM_OBJ_39, 15, 4, 9, 4, $0 - anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0 - anim_obj ANIM_OBJ_39, 14, 4, 8, 4, $0 - anim_obj ANIM_OBJ_39, 15, 0, 9, 0, $0 + anim_obj ANIM_OBJ_37, 156, 44, $0 + anim_obj ANIM_OBJ_37, 152, 40, $0 + anim_obj ANIM_OBJ_37, 148, 36, $0 + anim_obj ANIM_OBJ_39, 124, 76, $0 + anim_obj ANIM_OBJ_39, 120, 72, $0 + anim_obj ANIM_OBJ_39, 116, 68, $0 + anim_obj ANIM_OBJ_39, 120, 72, $0 anim_wait 32 anim_ret ; ca700 @@ -2695,21 +2695,21 @@ BattleAnim_Flash: ; ca700 anim_sound 0, 1, SFX_FLASH anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20 anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_6C, 136, 56, $0 anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $8 + anim_obj ANIM_OBJ_6C, 136, 56, $8 anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $10 + anim_obj ANIM_OBJ_6C, 136, 56, $10 anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $18 + anim_obj ANIM_OBJ_6C, 136, 56, $18 anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $20 + anim_obj ANIM_OBJ_6C, 136, 56, $20 anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $28 + anim_obj ANIM_OBJ_6C, 136, 56, $28 anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $30 + anim_obj ANIM_OBJ_6C, 136, 56, $30 anim_wait 4 - anim_obj ANIM_OBJ_6C, -15, 0, 7, 0, $38 + anim_obj ANIM_OBJ_6C, 136, 56, $38 anim_wait 32 anim_ret ; ca73c @@ -2723,7 +2723,7 @@ BattleAnim_Substitute: ; ca73c anim_bgeffect ANIM_BG_27, $0, $1, $0 anim_wait 48 anim_raisesub - anim_obj ANIM_OBJ_BALL_POOF, 6, 0, 12, 0, $0 + anim_obj ANIM_OBJ_BALL_POOF, 48, 96, $0 anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 anim_wait 32 anim_ret @@ -2776,7 +2776,7 @@ BattleAnim_SkyAttack: ; ca7a1 anim_bgeffect ANIM_BG_27, $0, $1, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 6, 0, 11, 0, $40 + anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 48, 88, $40 anim_wait 64 anim_incobj 1 anim_wait 21 @@ -2807,7 +2807,7 @@ BattleAnim_NightShade: ; ca7cc BattleAnim_Lick: ; ca7e5 anim_1gfx ANIM_GFX_WATER anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_LICK, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_LICK, 136, 56, $0 anim_wait 64 anim_ret ; ca7f1 @@ -2820,7 +2820,7 @@ BattleAnim_TriAttack: ; ca7f1 anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4 anim_sound 0, 1, SFX_THUNDER - anim_obj ANIM_OBJ_2F, -13, 0, 8, 4, $0 + anim_obj ANIM_OBJ_2F, 152, 68, $0 anim_wait 16 anim_ret ; ca80c @@ -2831,7 +2831,7 @@ BattleAnim_Withdraw: ; ca80c anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50 anim_wait 48 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_WITHDRAW, 6, 0, 11, 0, $0 + anim_obj ANIM_OBJ_WITHDRAW, 48, 88, $0 anim_wait 64 anim_incobj 2 anim_wait 1 @@ -2846,7 +2846,7 @@ BattleAnim_Psybeam: ; ca829 anim_bgeffect ANIM_BG_08, $0, $4, $0 .loop anim_sound 6, 2, SFX_PSYBEAM - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $4 + anim_obj ANIM_OBJ_4C, 64, 88, $4 anim_wait 4 anim_loop 10, .loop anim_wait 48 @@ -2887,13 +2887,13 @@ BattleAnim_Psywave: ; ca86c anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 .loop anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 8, 0, 10, 0, $2 + anim_obj ANIM_OBJ_4C, 64, 80, $2 anim_wait 8 anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $3 + anim_obj ANIM_OBJ_4C, 64, 88, $3 anim_wait 8 anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 8, 0, 12, 0, $4 + anim_obj ANIM_OBJ_4C, 64, 96, $4 anim_wait 8 anim_loop 3, .loop anim_wait 32 @@ -2914,16 +2914,16 @@ BattleAnim_Glare: ; ca897 BattleAnim_Thrash: ; ca8a8 anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0 - anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0 + anim_obj ANIM_OBJ_08, 120, 72, $0 + anim_obj ANIM_OBJ_00, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0 - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_06, 136, 56, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, -13, 0, 5, 0, $0 - anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_07, 152, 40, $0 + anim_obj ANIM_OBJ_00, 152, 40, $0 anim_wait 16 anim_ret ; ca8d5 @@ -2932,14 +2932,14 @@ BattleAnim_Growth: ; ca8d5 anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 anim_1gfx ANIM_GFX_CHARGE anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $0 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $8 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $10 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $18 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $20 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $28 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $30 - anim_obj ANIM_OBJ_72, 6, 0, 13, 4, $38 + anim_obj ANIM_OBJ_72, 48, 108, $0 + anim_obj ANIM_OBJ_72, 48, 108, $8 + anim_obj ANIM_OBJ_72, 48, 108, $10 + anim_obj ANIM_OBJ_72, 48, 108, $18 + anim_obj ANIM_OBJ_72, 48, 108, $20 + anim_obj ANIM_OBJ_72, 48, 108, $28 + anim_obj ANIM_OBJ_72, 48, 108, $30 + anim_obj ANIM_OBJ_72, 48, 108, $38 anim_wait 64 anim_ret ; ca909 @@ -2947,14 +2947,14 @@ BattleAnim_Growth: ; ca8d5 BattleAnim_Conversion2: ; ca909 anim_1gfx ANIM_GFX_EXPLOSION anim_sound 63, 3, SFX_SHARPEN - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $0 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $8 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $10 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $18 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $20 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $28 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $30 - anim_obj ANIM_OBJ_73, -16, 4, 5, 4, $38 + anim_obj ANIM_OBJ_73, 132, 44, $0 + anim_obj ANIM_OBJ_73, 132, 44, $8 + anim_obj ANIM_OBJ_73, 132, 44, $10 + anim_obj ANIM_OBJ_73, 132, 44, $18 + anim_obj ANIM_OBJ_73, 132, 44, $20 + anim_obj ANIM_OBJ_73, 132, 44, $28 + anim_obj ANIM_OBJ_73, 132, 44, $30 + anim_obj ANIM_OBJ_73, 132, 44, $38 anim_wait 128 anim_wait 48 anim_ret @@ -2963,15 +2963,15 @@ BattleAnim_Conversion2: ; ca909 BattleAnim_Smokescreen: ; ca939 anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE anim_sound 6, 2, SFX_THROW_BALL - anim_obj ANIM_OBJ_75, 8, 0, 11, 4, $6c + anim_obj ANIM_OBJ_75, 64, 92, $6c anim_wait 24 anim_incobj 1 anim_sound 0, 1, SFX_BALL_POOF - anim_obj ANIM_OBJ_BALL_POOF, 13, 4, 8, 6, $10 + anim_obj ANIM_OBJ_BALL_POOF, 108, 70, $10 anim_wait 8 .loop anim_sound 0, 1, SFX_MENU - anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20 + anim_obj ANIM_OBJ_74, 132, 60, $20 anim_wait 8 anim_loop 5, .loop anim_wait 128 @@ -2982,12 +2982,12 @@ BattleAnim_Strength: ; ca960 anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT anim_bgeffect ANIM_BG_20, $10, $1, $20 anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_1F, 8, 0, 13, 0, $1 + anim_obj ANIM_OBJ_1F, 64, 104, $1 anim_wait 128 anim_incobj 1 anim_wait 20 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0 + anim_obj ANIM_OBJ_00, 132, 40, $0 anim_wait 16 anim_ret ; ca97e @@ -2995,11 +2995,11 @@ BattleAnim_Strength: ; ca960 BattleAnim_SwordsDance: ; ca97e anim_1gfx ANIM_GFX_WHIP anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $0 - anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $d - anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $1a - anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $27 - anim_obj ANIM_OBJ_76, 6, 0, 13, 4, $34 + anim_obj ANIM_OBJ_76, 48, 108, $0 + anim_obj ANIM_OBJ_76, 48, 108, $d + anim_obj ANIM_OBJ_76, 48, 108, $1a + anim_obj ANIM_OBJ_76, 48, 108, $27 + anim_obj ANIM_OBJ_76, 48, 108, $34 anim_wait 56 anim_ret ; ca99e @@ -3008,15 +3008,15 @@ BattleAnim_QuickAttack: ; ca99e anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT anim_sound 0, 0, SFX_MENU anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 - anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2 - anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1 - anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0 - anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80 - anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81 - anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82 + anim_obj ANIM_OBJ_77, 24, 88, $2 + anim_obj ANIM_OBJ_77, 32, 88, $1 + anim_obj ANIM_OBJ_77, 40, 88, $0 + anim_obj ANIM_OBJ_77, 48, 88, $80 + anim_obj ANIM_OBJ_77, 56, 88, $81 + anim_obj ANIM_OBJ_77, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -3041,7 +3041,7 @@ BattleAnim_Sharpen: ; ca9ed anim_call BattleAnim_FollowEnemyFeet_0 anim_sound 0, 0, SFX_SHARPEN anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_78, 6, 0, 11, 0, $0 + anim_obj ANIM_OBJ_78, 48, 88, $0 anim_wait 96 anim_incobj 2 anim_incbgeffect ANIM_BG_18 @@ -3055,7 +3055,7 @@ BattleAnim_DefenseCurl: ; caa0a anim_call BattleAnim_FollowEnemyFeet_0 anim_sound 0, 0, SFX_SHARPEN anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_79, 6, 0, 11, 0, $0 + anim_obj ANIM_OBJ_79, 48, 88, $0 anim_wait 96 anim_incobj 2 anim_incbgeffect ANIM_BG_18 @@ -3067,12 +3067,12 @@ BattleAnim_SeismicToss: ; caa27 anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT anim_bgeffect ANIM_BG_20, $10, $1, $20 anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_20, 8, 0, 13, 0, $1 + anim_obj ANIM_OBJ_20, 64, 104, $1 anim_wait 128 anim_incobj 1 anim_wait 20 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -16, 4, 5, 0, $0 + anim_obj ANIM_OBJ_00, 132, 40, $0 anim_wait 16 anim_ret ; caa45 @@ -3086,13 +3086,13 @@ BattleAnim_Rage: ; caa45 anim_incbgeffect ANIM_BG_1A anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0 + anim_obj ANIM_OBJ_00, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_00, 152, 40, $0 anim_wait 16 anim_ret ; caa74 @@ -3102,14 +3102,14 @@ BattleAnim_Agility: ; caa74 anim_obp0 $fc anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_obj ANIM_OBJ_7D, 1, 0, 3, 0, $10 - anim_obj ANIM_OBJ_7D, 1, 0, 6, 0, $2 - anim_obj ANIM_OBJ_7D, 1, 0, 11, 0, $8 + anim_obj ANIM_OBJ_7D, 8, 24, $10 + anim_obj ANIM_OBJ_7D, 8, 48, $2 + anim_obj ANIM_OBJ_7D, 8, 88, $8 anim_wait 4 - anim_obj ANIM_OBJ_7D, 1, 0, 4, 0, $6 - anim_obj ANIM_OBJ_7D, 1, 0, 7, 0, $c - anim_obj ANIM_OBJ_7D, 1, 0, 10, 0, $4 - anim_obj ANIM_OBJ_7D, 1, 0, 13, 0, $e + anim_obj ANIM_OBJ_7D, 8, 32, $6 + anim_obj ANIM_OBJ_7D, 8, 56, $c + anim_obj ANIM_OBJ_7D, 8, 80, $4 + anim_obj ANIM_OBJ_7D, 8, 104, $e .loop anim_sound 0, 0, SFX_RAZOR_WIND anim_wait 4 @@ -3121,10 +3121,10 @@ BattleAnim_Agility: ; caa74 BattleAnim_BoneClub: ; caab2 anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC - anim_obj ANIM_OBJ_68, 8, 0, 11, 0, $2 + anim_obj ANIM_OBJ_68, 64, 88, $2 anim_wait 32 anim_sound 0, 1, SFX_BONE_CLUB - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 16 anim_ret ; caac5 @@ -3135,10 +3135,10 @@ BattleAnim_Barrier: ; caac5 anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_wait 8 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_50, 72, 80, $0 anim_wait 32 anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_50, 72, 80, $0 anim_wait 32 anim_ret ; caae1 @@ -3150,19 +3150,19 @@ BattleAnim_Waterfall: ; caae1 anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 136, 48, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_01, 136, 40, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, -15, 0, 4, 0, $0 + anim_obj ANIM_OBJ_01, 136, 32, $0 anim_wait 3 anim_sound 0, 1, SFX_LICK - anim_obj ANIM_OBJ_01, -15, 0, 3, 0, $0 + anim_obj ANIM_OBJ_01, 136, 24, $0 anim_wait 8 anim_ret ; cab1d @@ -3173,7 +3173,7 @@ BattleAnim_PsychicM: ; cab1d anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 .loop anim_sound 6, 2, SFX_PSYCHIC - anim_obj ANIM_OBJ_4C, 8, 0, 11, 0, $2 + anim_obj ANIM_OBJ_4C, 64, 88, $2 anim_wait 8 anim_loop 8, .loop anim_wait 96 @@ -3202,9 +3202,9 @@ BattleAnim_Toxic: ; cab42 BattleAnim_Metronome: ; cab52 anim_2gfx ANIM_GFX_MISC, ANIM_GFX_SPEED anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_7A, 9, 0, 11, 0, $0 + anim_obj ANIM_OBJ_7A, 72, 88, $0 .loop - anim_obj ANIM_OBJ_7B, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_7B, 72, 80, $0 anim_wait 8 anim_loop 5, .loop anim_wait 48 @@ -3216,18 +3216,18 @@ BattleAnim_Counter: ; cab69 .loop anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_08, 15, 0, 9, 0, $0 - anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0 + anim_obj ANIM_OBJ_08, 120, 72, $0 + anim_obj ANIM_OBJ_00, 120, 72, $0 anim_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_06, -15, 0, 5, 0, $0 - anim_obj ANIM_OBJ_00, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_06, 136, 40, $0 + anim_obj ANIM_OBJ_00, 136, 40, $0 anim_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $2 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, -13, 0, 7, 0, $0 - anim_obj ANIM_OBJ_00, -13, 0, 7, 0, $0 + anim_obj ANIM_OBJ_07, 152, 56, $0 + anim_obj ANIM_OBJ_00, 152, 56, $0 anim_wait 6 anim_loop 3, .loop anim_wait 16 @@ -3238,18 +3238,18 @@ BattleAnim_LowKick: ; cabaa anim_1gfx ANIM_GFX_HIT anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 15, 4, 8, 0, $0 - anim_obj ANIM_OBJ_00, 15, 4, 8, 0, $0 + anim_obj ANIM_OBJ_07, 124, 64, $0 + anim_obj ANIM_OBJ_00, 124, 64, $0 anim_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, -16, 4, 8, 0, $0 - anim_obj ANIM_OBJ_00, -16, 4, 8, 0, $0 + anim_obj ANIM_OBJ_07, 132, 64, $0 + anim_obj ANIM_OBJ_00, 132, 64, $0 anim_wait 6 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, -15, 4, 8, 0, $0 - anim_obj ANIM_OBJ_00, -15, 4, 8, 0, $0 + anim_obj ANIM_OBJ_07, 140, 64, $0 + anim_obj ANIM_OBJ_00, 140, 64, $0 anim_wait 16 anim_ret ; cabe6 @@ -3257,16 +3257,16 @@ BattleAnim_LowKick: ; cabaa BattleAnim_WingAttack: ; cabe6 anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0 - anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0 + anim_obj ANIM_OBJ_01, 148, 56, $0 + anim_obj ANIM_OBJ_01, 116, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0 - anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 144, 56, $0 + anim_obj ANIM_OBJ_01, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0 - anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0 + anim_obj ANIM_OBJ_01, 140, 56, $0 + anim_obj ANIM_OBJ_01, 124, 56, $0 anim_wait 16 anim_ret ; cac13 @@ -3275,7 +3275,7 @@ BattleAnim_Slam: ; cac13 anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_WING_ATTACK anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $2 - anim_obj ANIM_OBJ_01, 15, 4, 5, 0, $0 + anim_obj ANIM_OBJ_01, 124, 40, $0 anim_wait 16 anim_ret ; cac24 @@ -3283,11 +3283,11 @@ BattleAnim_Slam: ; cac13 BattleAnim_Disable: ; cac24 anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_obj ANIM_OBJ_7C, -16, 4, 7, 0, $0 + anim_obj ANIM_OBJ_7C, 132, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_BIND - anim_obj ANIM_OBJ_PARALYZED, 13, 0, 7, 0, $42 - anim_obj ANIM_OBJ_PARALYZED, -12, 0, 7, 0, $c2 + anim_obj ANIM_OBJ_PARALYZED, 104, 56, $42 + anim_obj ANIM_OBJ_PARALYZED, 160, 56, $c2 anim_wait 96 anim_ret ; cac41 @@ -3306,7 +3306,7 @@ BattleAnim_TailWhip: ; cac41 BattleAnim_Struggle: ; cac55 anim_1gfx ANIM_GFX_HIT anim_sound 0, 1, SFX_POUND - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 16 anim_ret ; cac61 @@ -3316,7 +3316,7 @@ BattleAnim_Sketch: ; cac61 anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_sound 0, 0, SFX_SKETCH - anim_obj ANIM_OBJ_98, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_98, 72, 80, $0 anim_wait 80 anim_incbgeffect ANIM_BG_1A anim_call BattleAnim_ShowMon_0 @@ -3329,27 +3329,27 @@ BattleAnim_TripleKick: ; cac7b anim_if_param_equal $1, BattleAnim_TripleKick_branch_cac95 anim_if_param_equal $2, BattleAnim_TripleKick_branch_caca5 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_07, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_07, 144, 48, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 144, 48, $0 anim_wait 8 anim_ret ; cac95 BattleAnim_TripleKick_branch_cac95: ; cac95 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, 15, 0, 8, 0, $0 + anim_obj ANIM_OBJ_07, 120, 64, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, 15, 0, 8, 0, $0 + anim_obj ANIM_OBJ_01, 120, 64, $0 anim_wait 8 anim_ret ; caca5 BattleAnim_TripleKick_branch_caca5: ; caca5 anim_sound 0, 1, SFX_DOUBLE_KICK - anim_obj ANIM_OBJ_07, -16, 4, 4, 0, $0 + anim_obj ANIM_OBJ_07, 132, 32, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -16, 4, 4, 0, $0 + anim_obj ANIM_OBJ_01, 132, 32, $0 anim_wait 8 anim_ret ; cacb5 @@ -3360,13 +3360,13 @@ BattleAnim_Thief: ; cacb5 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 16 anim_sound 0, 1, SFX_THIEF - anim_obj ANIM_OBJ_01, 16, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 128, 48, $0 anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_1gfx ANIM_GFX_STATUS anim_sound 0, 1, SFX_THIEF_2 - anim_obj ANIM_OBJ_8B, 15, 0, 9, 4, $1 + anim_obj ANIM_OBJ_8B, 120, 76, $1 anim_wait 64 anim_ret ; cacd9 @@ -3374,13 +3374,13 @@ BattleAnim_Thief: ; cacb5 BattleAnim_SpiderWeb: ; cacd9 anim_1gfx ANIM_GFX_WEB anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_92, -16, 4, 6, 0, $0 + anim_obj ANIM_OBJ_92, 132, 48, $0 anim_sound 6, 2, SFX_SPIDER_WEB - anim_obj ANIM_OBJ_5A, 8, 0, 10, 0, $0 + anim_obj ANIM_OBJ_5A, 64, 80, $0 anim_wait 4 - anim_obj ANIM_OBJ_5A, 8, 0, 11, 0, $0 + anim_obj ANIM_OBJ_5A, 64, 88, $0 anim_wait 4 - anim_obj ANIM_OBJ_5A, 8, 0, 10, 4, $0 + anim_obj ANIM_OBJ_5A, 64, 84, $0 anim_wait 64 anim_ret ; cacfb @@ -3389,10 +3389,10 @@ BattleAnim_MindReader: ; cacfb anim_1gfx ANIM_GFX_MISC anim_sound 0, 1, SFX_MIND_READER .loop - anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $3 - anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $12 - anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $20 - anim_obj ANIM_OBJ_88, -16, 4, 6, 0, $31 + anim_obj ANIM_OBJ_88, 132, 48, $3 + anim_obj ANIM_OBJ_88, 132, 48, $12 + anim_obj ANIM_OBJ_88, 132, 48, $20 + anim_obj ANIM_OBJ_88, 132, 48, $31 anim_wait 16 anim_loop 2, .loop anim_wait 32 @@ -3403,8 +3403,8 @@ BattleAnim_Nightmare: ; cad1b anim_1gfx ANIM_GFX_ANGELS anim_bgp $1b anim_obp0 $f - anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $0 - anim_obj ANIM_OBJ_94, -16, 4, 5, 0, $a0 + anim_obj ANIM_OBJ_94, 132, 40, $0 + anim_obj ANIM_OBJ_94, 132, 40, $a0 anim_sound 0, 1, SFX_NIGHTMARE anim_wait 96 anim_ret @@ -3414,7 +3414,7 @@ BattleAnim_FlameWheel: ; cad30 anim_1gfx ANIM_GFX_FIRE .loop anim_sound 0, 0, SFX_EMBER - anim_obj ANIM_OBJ_7F, 6, 0, 12, 0, $0 + anim_obj ANIM_OBJ_7F, 48, 96, $0 anim_wait 6 anim_loop 8, .loop anim_wait 96 @@ -3423,9 +3423,9 @@ BattleAnim_FlameWheel: ; cad30 anim_wait 4 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $1 - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $4 - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $5 + anim_obj ANIM_OBJ_0F, 136, 48, $1 + anim_obj ANIM_OBJ_0F, 136, 48, $4 + anim_obj ANIM_OBJ_0F, 136, 48, $5 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 @@ -3436,7 +3436,7 @@ BattleAnim_FlameWheel: ; cad30 BattleAnim_Snore: ; cad6b anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE - anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 + anim_obj ANIM_OBJ_54, 64, 80, $0 anim_wait 32 anim_bgeffect ANIM_BG_1F, $60, $2, $0 anim_sound 0, 0, SFX_SNORE @@ -3451,13 +3451,13 @@ BattleAnim_Snore: ; cad6b BattleAnim_Curse: ; cad86 anim_if_param_equal $1, .NotGhost anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS - anim_obj ANIM_OBJ_A5, 8, 4, 9, 0, $0 + anim_obj ANIM_OBJ_A5, 68, 72, $0 anim_sound 0, 0, SFX_CURSE anim_wait 32 anim_incobj 1 anim_wait 12 anim_sound 0, 0, SFX_POISON_STING - anim_obj ANIM_OBJ_04, 5, 4, 12, 0, $0 + anim_obj ANIM_OBJ_04, 44, 96, $0 anim_wait 16 anim_ret ; cada3 @@ -3473,19 +3473,19 @@ BattleAnim_Curse: ; cad86 anim_bgeffect ANIM_BG_16, $0, $1, $40 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6 + anim_obj ANIM_OBJ_47, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6 + anim_obj ANIM_OBJ_47, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6 + anim_obj ANIM_OBJ_47, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 68, 108, $8 anim_wait 2 anim_loop 3, .loop anim_wait 8 @@ -3500,11 +3500,11 @@ BattleAnim_Flail: ; cadf1 anim_sound 0, 0, SFX_SUBMISSION anim_bgeffect ANIM_BG_2C, $0, $1, $0 anim_wait 8 - anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 120, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 152, 48, $0 anim_wait 8 - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 136, 48, $0 anim_wait 8 anim_incbgeffect ANIM_BG_2C anim_call BattleAnim_ShowMon_0 @@ -3515,14 +3515,14 @@ BattleAnim_Conversion: ; cae17 anim_1gfx ANIM_GFX_EXPLOSION anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_sound 63, 3, SFX_SHARPEN - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $0 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $8 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $10 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $18 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $20 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $28 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $30 - anim_obj ANIM_OBJ_91, 6, 0, 11, 0, $38 + anim_obj ANIM_OBJ_91, 48, 88, $0 + anim_obj ANIM_OBJ_91, 48, 88, $8 + anim_obj ANIM_OBJ_91, 48, 88, $10 + anim_obj ANIM_OBJ_91, 48, 88, $18 + anim_obj ANIM_OBJ_91, 48, 88, $20 + anim_obj ANIM_OBJ_91, 48, 88, $28 + anim_obj ANIM_OBJ_91, 48, 88, $30 + anim_obj ANIM_OBJ_91, 48, 88, $38 anim_wait 128 anim_ret ; cae4b @@ -3533,17 +3533,17 @@ BattleAnim_Aeroblast: ; cae4b anim_bgeffect ANIM_BG_1F, $50, $4, $10 anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_sound 0, 0, SFX_AEROBLAST - anim_obj ANIM_OBJ_B3, 9, 0, 11, 0, $0 + anim_obj ANIM_OBJ_B3, 72, 88, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0 + anim_obj ANIM_OBJ_27, 80, 84, $0 anim_wait 2 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0 + anim_obj ANIM_OBJ_27, 96, 76, $0 anim_wait 2 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0 - anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0 + anim_obj ANIM_OBJ_27, 112, 68, $0 + anim_obj ANIM_OBJ_28, 126, 62, $0 anim_wait 48 anim_ret ; cae84 @@ -3553,7 +3553,7 @@ BattleAnim_CottonSpore: ; cae84 anim_1gfx ANIM_GFX_MISC anim_sound 0, 1, SFX_POWDER .loop ; cae8b - anim_obj ANIM_OBJ_COTTON_SPORE, -16, 4, 4, 0, $0 + anim_obj ANIM_OBJ_COTTON_SPORE, 132, 32, $0 anim_wait 8 anim_loop 5, .loop anim_wait 96 @@ -3564,29 +3564,29 @@ BattleAnim_Reversal: ; cae97 anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, 14, 0, 8, 0, $0 + anim_obj ANIM_OBJ_04, 112, 64, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_A7, 15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_A7, 120, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, 16, 0, 7, 0, $0 + anim_obj ANIM_OBJ_04, 128, 56, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_A7, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_A7, 136, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_04, -14, 0, 6, 0, $0 + anim_obj ANIM_OBJ_04, 144, 48, $0 anim_wait 2 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_A7, -13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_A7, 152, 40, $0 anim_wait 24 anim_ret ; caed6 BattleAnim_Spite: ; caed6 anim_1gfx ANIM_GFX_ANGELS - anim_obj ANIM_OBJ_A4, -16, 4, 2, 0, $0 + anim_obj ANIM_OBJ_A4, 132, 16, $0 anim_sound 0, 1, SFX_SPITE anim_wait 96 anim_ret @@ -3596,13 +3596,13 @@ BattleAnim_PowderSnow: ; caee2 anim_1gfx ANIM_GFX_ICE .loop ; caee4 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_8F, 8, 0, 11, 0, $23 + anim_obj ANIM_OBJ_8F, 64, 88, $23 anim_wait 2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_8F, 8, 0, 10, 0, $24 + anim_obj ANIM_OBJ_8F, 64, 80, $24 anim_wait 2 anim_sound 6, 2, SFX_SHINE - anim_obj ANIM_OBJ_8F, 8, 0, 12, 0, $23 + anim_obj ANIM_OBJ_8F, 64, 96, $23 anim_wait 2 anim_loop 2, .loop anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 @@ -3615,11 +3615,11 @@ BattleAnim_PowderSnow: ; caee2 BattleAnim_Protect: ; caf0e anim_1gfx ANIM_GFX_OBJECTS anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $0 - anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $d - anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $1a - anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $27 - anim_obj ANIM_OBJ_8A, 10, 0, 10, 0, $34 + anim_obj ANIM_OBJ_8A, 80, 80, $0 + anim_obj ANIM_OBJ_8A, 80, 80, $d + anim_obj ANIM_OBJ_8A, 80, 80, $1a + anim_obj ANIM_OBJ_8A, 80, 80, $27 + anim_obj ANIM_OBJ_8A, 80, 80, $34 anim_sound 0, 0, SFX_PROTECT anim_wait 96 anim_ret @@ -3629,17 +3629,17 @@ BattleAnim_MachPunch: ; caf33 anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2 - anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1 - anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0 - anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80 - anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81 - anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82 + anim_obj ANIM_OBJ_77, 24, 88, $2 + anim_obj ANIM_OBJ_77, 32, 88, $1 + anim_obj ANIM_OBJ_77, 40, 88, $0 + anim_obj ANIM_OBJ_77, 48, 88, $80 + anim_obj ANIM_OBJ_77, 56, 88, $81 + anim_obj ANIM_OBJ_77, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_06, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_06, 136, 56, $0 anim_wait 6 - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -3662,13 +3662,13 @@ BattleAnim_FaintAttack: ; caf84 anim_bgeffect ANIM_BG_1D, $0, $1, $80 anim_wait 96 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, 15, 0, 4, 0, $0 + anim_obj ANIM_OBJ_04, 120, 32, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, -13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_04, 152, 40, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_04, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_04, 136, 48, $0 anim_wait 32 anim_incbgeffect ANIM_BG_1D anim_call BattleAnim_ShowMon_0 @@ -3679,11 +3679,11 @@ BattleAnim_FaintAttack: ; caf84 BattleAnim_SweetKiss: ; cafb4 anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_97, 12, 0, 5, 0, $0 + anim_obj ANIM_OBJ_97, 96, 40, $0 anim_sound 0, 1, SFX_SWEET_KISS anim_wait 32 anim_sound 0, 1, SFX_SWEET_KISS_2 - anim_obj ANIM_OBJ_HEART, 15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_HEART, 120, 40, $0 anim_wait 40 anim_ret ; cafcf @@ -3691,40 +3691,40 @@ BattleAnim_SweetKiss: ; cafb4 BattleAnim_BellyDrum: ; cafcf anim_2gfx ANIM_GFX_HIT, ANIM_GFX_NOISE anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 + anim_obj ANIM_OBJ_AA, 64, 104, $0 + anim_obj ANIM_OBJ_AB, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 + anim_obj ANIM_OBJ_AA, 64, 104, $0 + anim_obj ANIM_OBJ_AB, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 + anim_obj ANIM_OBJ_AA, 64, 104, $0 + anim_obj ANIM_OBJ_AB, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 + anim_obj ANIM_OBJ_AA, 64, 104, $0 + anim_obj ANIM_OBJ_AB, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 + anim_obj ANIM_OBJ_AA, 64, 104, $0 + anim_obj ANIM_OBJ_AB, 64, 92, $f8 anim_wait 24 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 + anim_obj ANIM_OBJ_AA, 64, 104, $0 + anim_obj ANIM_OBJ_AB, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 + anim_obj ANIM_OBJ_AA, 64, 104, $0 + anim_obj ANIM_OBJ_AB, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 + anim_obj ANIM_OBJ_AA, 64, 104, $0 + anim_obj ANIM_OBJ_AB, 64, 92, $f8 anim_wait 12 anim_sound 0, 0, SFX_BELLY_DRUM - anim_obj ANIM_OBJ_AA, 8, 0, 13, 0, $0 - anim_obj ANIM_OBJ_AB, 8, 0, 11, 4, $f8 + anim_obj ANIM_OBJ_AA, 64, 104, $0 + anim_obj ANIM_OBJ_AB, 64, 92, $f8 anim_wait 12 anim_ret ; cb051 @@ -3733,7 +3733,7 @@ BattleAnim_SludgeBomb: ; cb051 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_POISON anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0 anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_62, 8, 0, 11, 4, $10 + anim_obj ANIM_OBJ_62, 64, 92, $10 anim_wait 36 anim_call BattleAnim_SludgeBomb_branch_cbc15 anim_wait 64 @@ -3750,13 +3750,13 @@ BattleAnim_MudSlap: ; cb067 BattleAnim_Octazooka: ; cb06f anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_8C, 8, 0, 11, 4, $4 + anim_obj ANIM_OBJ_8C, 64, 92, $4 anim_wait 16 - anim_obj ANIM_OBJ_BALL_POOF, -16, 4, 7, 0, $10 + anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10 anim_wait 8 anim_if_param_equal $0, .done .loop - anim_obj ANIM_OBJ_74, -16, 4, 7, 4, $20 + anim_obj ANIM_OBJ_74, 132, 60, $20 anim_wait 8 anim_loop 5, .loop anim_wait 128 @@ -3767,13 +3767,13 @@ BattleAnim_Octazooka: ; cb06f BattleAnim_Spikes: ; cb092 anim_1gfx ANIM_GFX_MISC anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $20 + anim_obj ANIM_OBJ_SPIKES, 48, 88, $20 anim_wait 8 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $30 + anim_obj ANIM_OBJ_SPIKES, 48, 88, $30 anim_wait 8 anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $28 + anim_obj ANIM_OBJ_SPIKES, 48, 88, $28 anim_wait 64 anim_ret ; cb0b0 @@ -3783,12 +3783,12 @@ BattleAnim_ZapCannon: ; cb0b0 anim_bgp $1b anim_obp0 $30 anim_sound 6, 2, SFX_ZAP_CANNON - anim_obj ANIM_OBJ_A3, 8, 0, 11, 4, $2 + anim_obj ANIM_OBJ_A3, 64, 92, $2 anim_wait 40 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2 + anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 anim_wait 16 - anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_31, 136, 56, $0 anim_wait 128 anim_ret ; cb0d0 @@ -3798,7 +3798,7 @@ BattleAnim_Foresight: ; cb0d0 anim_call BattleAnim_FollowEnemyFeet_1 anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_sound 0, 1, SFX_FORESIGHT - anim_obj ANIM_OBJ_A7, -16, 4, 5, 0, $0 + anim_obj ANIM_OBJ_A7, 132, 40, $0 anim_wait 24 anim_bgeffect ANIM_BG_19, $0, $0, $40 anim_wait 64 @@ -3814,13 +3814,13 @@ BattleAnim_DestinyBond: ; cb0f0 anim_obp0 $0 anim_if_param_equal $1, BattleAnim_DestinyBond_branch_cb104 anim_sound 6, 2, SFX_WHIRLWIND - anim_obj ANIM_OBJ_9B, 5, 4, 15, 0, $2 + anim_obj ANIM_OBJ_9B, 44, 120, $2 anim_wait 128 anim_ret ; cb104 BattleAnim_DestinyBond_branch_cb104: ; cb104 - anim_obj ANIM_OBJ_9B, -16, 4, 9, 4, $0 + anim_obj ANIM_OBJ_9B, 132, 76, $0 anim_sound 0, 1, SFX_KINESIS anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0 anim_wait 32 @@ -3832,14 +3832,14 @@ BattleAnim_PerishSong: ; cb113 anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_sound 0, 2, SFX_PERISH_SONG - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $0 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $8 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $10 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $18 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $20 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $28 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $30 - anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $38 + anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $0 + anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $8 + anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $10 + anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $18 + anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $20 + anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $28 + anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $30 + anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $38 anim_wait 112 anim_ret ; cb14c @@ -3852,11 +3852,11 @@ BattleAnim_IcyWind: ; cb14c anim_sound 0, 0, SFX_PSYCHIC .loop anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4 + anim_obj ANIM_OBJ_AE, 64, 88, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4 + anim_obj ANIM_OBJ_AE, 64, 80, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4 + anim_obj ANIM_OBJ_AE, 64, 96, $4 anim_wait 8 anim_loop 2, .loop anim_wait 16 @@ -3876,7 +3876,7 @@ BattleAnim_Detect: ; cb18c anim_1gfx ANIM_GFX_SHINE anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_sound 0, 0, SFX_FORESIGHT - anim_obj ANIM_OBJ_A7, 8, 0, 11, 0, $0 + anim_obj ANIM_OBJ_A7, 64, 88, $0 anim_wait 24 anim_ret ; cb19d @@ -3884,13 +3884,13 @@ BattleAnim_Detect: ; cb18c BattleAnim_BoneRush: ; cb19d anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC anim_sound 0, 1, SFX_BONE_CLUB - anim_obj ANIM_OBJ_69, -16, 4, 7, 0, $2 + anim_obj ANIM_OBJ_69, 132, 56, $2 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 120, 48, $0 anim_wait 16 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $0 + anim_obj ANIM_OBJ_01, 144, 64, $0 anim_wait 16 anim_ret ; cb1bc @@ -3899,10 +3899,10 @@ BattleAnim_LockOn: ; cb1bc anim_1gfx ANIM_GFX_MISC anim_sound 0, 1, SFX_MIND_READER .loop - anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $3 - anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $12 - anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $20 - anim_obj ANIM_OBJ_87, -16, 4, 6, 0, $31 + anim_obj ANIM_OBJ_87, 132, 48, $3 + anim_obj ANIM_OBJ_87, 132, 48, $12 + anim_obj ANIM_OBJ_87, 132, 48, $20 + anim_obj ANIM_OBJ_87, 132, 48, $31 anim_wait 16 anim_loop 2, .loop anim_wait 32 @@ -3919,24 +3919,24 @@ BattleAnim_Outrage: ; cb1dc anim_call BattleAnim_ShowMon_0 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE - anim_obj ANIM_OBJ_00, 15, 0, 9, 0, $0 + anim_obj ANIM_OBJ_00, 120, 72, $0 anim_wait 6 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, -13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_00, 152, 40, $0 anim_wait 16 anim_ret ; cb210 BattleAnim_Sandstorm: ; cb210 anim_1gfx ANIM_GFX_POWDER - anim_obj ANIM_OBJ_A2, 11, 0, 0, 0, $0 + anim_obj ANIM_OBJ_A2, 88, 0, $0 anim_wait 8 - anim_obj ANIM_OBJ_A2, 9, 0, 0, 0, $1 + anim_obj ANIM_OBJ_A2, 72, 0, $1 anim_wait 8 - anim_obj ANIM_OBJ_A2, 7, 0, 0, 0, $2 + anim_obj ANIM_OBJ_A2, 56, 0, $2 .loop anim_sound 0, 1, SFX_MENU anim_wait 8 @@ -3960,15 +3960,15 @@ BattleAnim_GigaDrain: ; cb22d anim_bgeffect ANIM_BG_07, $0, $0, $0 .loop anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0 + anim_obj ANIM_OBJ_9D, 24, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0 + anim_obj ANIM_OBJ_9D, 56, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0 + anim_obj ANIM_OBJ_9D, 24, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0 + anim_obj ANIM_OBJ_9D, 56, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0 + anim_obj ANIM_OBJ_9D, 40, 84, $0 anim_wait 5 anim_loop 2, .loop anim_wait 32 @@ -3982,19 +3982,19 @@ BattleAnim_Endure: ; cb274 anim_bgeffect ANIM_BG_07, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE - anim_obj ANIM_OBJ_47, 5, 4, 13, 4, $6 + anim_obj ANIM_OBJ_47, 44, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 4, 4, 13, 4, $6 + anim_obj ANIM_OBJ_47, 36, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 6, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 52, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 3, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 28, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 7, 4, 13, 4, $6 + anim_obj ANIM_OBJ_47, 60, 108, $6 anim_wait 2 - anim_obj ANIM_OBJ_47, 2, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 20, 108, $8 anim_wait 2 - anim_obj ANIM_OBJ_47, 8, 4, 13, 4, $8 + anim_obj ANIM_OBJ_47, 68, 108, $8 anim_wait 2 anim_loop 5, .loop anim_wait 8 @@ -4008,7 +4008,7 @@ BattleAnim_Charm: ; cb2bb anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_sound 0, 0, SFX_ATTRACT - anim_obj ANIM_OBJ_HEART, 8, 0, 10, 0, $0 + anim_obj ANIM_OBJ_HEART, 64, 80, $0 anim_wait 32 anim_incbgeffect ANIM_BG_26 anim_call BattleAnim_ShowMon_0 @@ -4024,7 +4024,7 @@ BattleAnim_Rollout: ; cb2d5 anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_03, 136, 40, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -4034,9 +4034,9 @@ BattleAnim_FalseSwipe: ; cb2f5 anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_3A, 152, 40, $0 anim_wait 4 - anim_obj ANIM_OBJ_9D, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_9D, 136, 40, $0 anim_wait 32 anim_ret ; cb30d @@ -4045,12 +4045,12 @@ BattleAnim_Swagger: ; cb30d anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND .loop anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_A9, 9, 0, 11, 0, $44 + anim_obj ANIM_OBJ_A9, 72, 88, $44 anim_wait 32 anim_loop 2, .loop anim_wait 32 anim_sound 0, 1, SFX_KINESIS_2 - anim_obj ANIM_OBJ_83, 13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_83, 104, 40, $0 anim_wait 40 anim_ret ; cb328 @@ -4058,12 +4058,12 @@ BattleAnim_Swagger: ; cb30d BattleAnim_MilkDrink: ; cb328 anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE anim_call BattleAnim_FollowEnemyFeet_0 - anim_obj ANIM_OBJ_82, 9, 2, 13, 0, $0 + anim_obj ANIM_OBJ_82, 74, 104, $0 anim_wait 16 anim_bgeffect ANIM_BG_18, $0, $1, $40 anim_sound 0, 0, SFX_MILK_DRINK .loop - anim_obj ANIM_OBJ_2C, 5, 4, 11, 0, $20 + anim_obj ANIM_OBJ_2C, 44, 88, $20 anim_wait 8 anim_loop 8, .loop anim_wait 128 @@ -4076,7 +4076,7 @@ BattleAnim_Spark: ; cb34d anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION anim_sound 0, 0, SFX_ZAP_CANNON anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_obj ANIM_OBJ_30, 6, 0, 11, 4, $0 + anim_obj ANIM_OBJ_30, 48, 92, $0 anim_wait 24 anim_setobj $1, $3 anim_wait 1 @@ -4089,8 +4089,8 @@ BattleAnim_Spark: ; cb34d anim_incobj 2 anim_wait 1 anim_sound 0, 1, SFX_THUNDERSHOCK - anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2 - anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2 + anim_obj ANIM_OBJ_33, 136, 56, $0 anim_wait 32 anim_ret ; cb386 @@ -4100,11 +4100,11 @@ BattleAnim_FuryCutter: ; cb386 .loop anim_sound 0, 1, SFX_CUT anim_if_param_and %00000001, .obj1 - anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_3A, 152, 40, $0 anim_jump .okay .obj1 - anim_obj ANIM_OBJ_3B, 14, 0, 5, 0, $0 + anim_obj ANIM_OBJ_3B, 112, 40, $0 .okay anim_wait 16 anim_jumpuntil .loop @@ -4121,16 +4121,16 @@ BattleAnim_SteelWing: ; cb3a1 anim_1gfx ANIM_GFX_HIT anim_resetobp0 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -14, 4, 7, 0, $0 - anim_obj ANIM_OBJ_01, 14, 4, 7, 0, $0 + anim_obj ANIM_OBJ_01, 148, 56, $0 + anim_obj ANIM_OBJ_01, 116, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -14, 0, 7, 0, $0 - anim_obj ANIM_OBJ_01, 15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 144, 56, $0 + anim_obj ANIM_OBJ_01, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_WING_ATTACK - anim_obj ANIM_OBJ_01, -15, 4, 7, 0, $0 - anim_obj ANIM_OBJ_01, 15, 4, 7, 0, $0 + anim_obj ANIM_OBJ_01, 140, 56, $0 + anim_obj ANIM_OBJ_01, 124, 56, $0 anim_wait 16 anim_ret ; cb3df @@ -4139,15 +4139,15 @@ BattleAnim_MeanLook: ; cb3df anim_1gfx ANIM_GFX_PSYCHIC anim_obp0 $e0 anim_sound 0, 1, SFX_MEAN_LOOK - anim_obj ANIM_OBJ_AC, -14, 4, 4, 0, $0 + anim_obj ANIM_OBJ_AC, 148, 32, $0 anim_wait 5 - anim_obj ANIM_OBJ_AC, 14, 4, 8, 0, $0 + anim_obj ANIM_OBJ_AC, 116, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_AC, -14, 4, 8, 0, $0 + anim_obj ANIM_OBJ_AC, 148, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_AC, 14, 4, 4, 0, $0 + anim_obj ANIM_OBJ_AC, 116, 32, $0 anim_wait 5 - anim_obj ANIM_OBJ_AC, -16, 4, 6, 0, $0 + anim_obj ANIM_OBJ_AC, 132, 48, $0 anim_wait 128 anim_ret ; cb405 @@ -4156,7 +4156,7 @@ BattleAnim_Attract: ; cb405 anim_1gfx ANIM_GFX_OBJECTS .loop anim_sound 0, 0, SFX_ATTRACT - anim_obj ANIM_OBJ_66, 5, 4, 10, 0, $2 + anim_obj ANIM_OBJ_66, 44, 80, $2 anim_wait 8 anim_loop 5, .loop anim_wait 128 @@ -4168,7 +4168,7 @@ BattleAnim_SleepTalk: ; cb417 anim_1gfx ANIM_GFX_STATUS .loop anim_sound 0, 0, SFX_STRENGTH - anim_obj ANIM_OBJ_54, 8, 0, 10, 0, $0 + anim_obj ANIM_OBJ_54, 64, 80, $0 anim_wait 40 anim_loop 2, .loop anim_wait 32 @@ -4177,23 +4177,23 @@ BattleAnim_SleepTalk: ; cb417 BattleAnim_HealBell: ; cb428 anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE - anim_obj ANIM_OBJ_84, 9, 0, 7, 0, $0 + anim_obj ANIM_OBJ_84, 72, 56, $0 anim_wait 32 .loop anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0 + anim_obj ANIM_OBJ_85, 72, 52, $0 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $1 + anim_obj ANIM_OBJ_85, 72, 52, $1 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2 + anim_obj ANIM_OBJ_85, 72, 52, $2 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $0 + anim_obj ANIM_OBJ_85, 72, 52, $0 anim_wait 8 anim_sound 0, 0, SFX_HEAL_BELL - anim_obj ANIM_OBJ_85, 9, 0, 6, 4, $2 + anim_obj ANIM_OBJ_85, 72, 52, $2 anim_wait 8 anim_loop 4, .loop anim_wait 64 @@ -4211,7 +4211,7 @@ BattleAnim_Return: ; cb464 anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_03, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_03, 136, 40, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -4220,9 +4220,9 @@ BattleAnim_Return: ; cb464 BattleAnim_Present: ; cb488 anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE anim_sound 0, 1, SFX_PRESENT - anim_obj ANIM_OBJ_8D, 8, 0, 11, 0, $6c + anim_obj ANIM_OBJ_8D, 64, 88, $6c anim_wait 56 - anim_obj ANIM_OBJ_53, 13, 0, 6, 0, $0 + anim_obj ANIM_OBJ_53, 104, 48, $0 anim_wait 48 anim_incobj 2 anim_if_param_equal $3, .heal @@ -4239,7 +4239,7 @@ BattleAnim_Present: ; cb488 .heal anim_sound 0, 1, SFX_METRONOME .loop2 - anim_obj ANIM_OBJ_2C, -16, 4, 6, 0, $24 + anim_obj ANIM_OBJ_2C, 132, 48, $24 anim_wait 8 anim_loop 8, .loop2 anim_wait 128 @@ -4249,20 +4249,20 @@ BattleAnim_Present: ; cb488 BattleAnim_Frustration: ; cb4c1 anim_1gfx ANIM_GFX_MISC anim_sound 0, 0, SFX_KINESIS_2 - anim_obj ANIM_OBJ_83, 9, 0, 10, 0, $0 + anim_obj ANIM_OBJ_83, 72, 80, $0 anim_wait 40 anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, 15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 120, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, -13, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 152, 48, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_01, 136, 48, $0 anim_wait 8 anim_incbgeffect ANIM_BG_26 anim_wait 1 @@ -4273,11 +4273,11 @@ BattleAnim_Frustration: ; cb4c1 BattleAnim_Safeguard: ; cb4f9 anim_1gfx ANIM_GFX_MISC anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $0 - anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $d - anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $1a - anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $27 - anim_obj ANIM_OBJ_89, 10, 0, 10, 0, $34 + anim_obj ANIM_OBJ_89, 80, 80, $0 + anim_obj ANIM_OBJ_89, 80, 80, $d + anim_obj ANIM_OBJ_89, 80, 80, $1a + anim_obj ANIM_OBJ_89, 80, 80, $27 + anim_obj ANIM_OBJ_89, 80, 80, $34 anim_sound 0, 0, SFX_PROTECT anim_wait 96 anim_ret @@ -4289,8 +4289,8 @@ BattleAnim_PainSplit: ; cb51e anim_bgeffect ANIM_BG_25, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE - anim_obj ANIM_OBJ_04, 14, 0, 6, 0, $0 - anim_obj ANIM_OBJ_04, 9, 4, 12, 0, $0 + anim_obj ANIM_OBJ_04, 112, 48, $0 + anim_obj ANIM_OBJ_04, 76, 96, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_wait 1 @@ -4303,7 +4303,7 @@ BattleAnim_SacredFire: ; cb53d anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 .loop anim_sound 0, 0, SFX_EMBER - anim_obj ANIM_OBJ_80, 6, 0, 13, 0, $0 + anim_obj ANIM_OBJ_80, 48, 104, $0 anim_wait 8 anim_loop 8, .loop anim_wait 96 @@ -4311,9 +4311,9 @@ BattleAnim_SacredFire: ; cb53d anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_EMBER - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $1 - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $4 - anim_obj ANIM_OBJ_0F, -15, 0, 6, 0, $5 + anim_obj ANIM_OBJ_0F, 136, 48, $1 + anim_obj ANIM_OBJ_0F, 136, 48, $4 + anim_obj ANIM_OBJ_0F, 136, 48, $5 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 @@ -4327,15 +4327,15 @@ BattleAnim_Magnitude: ; cb57d .loop anim_bgeffect ANIM_BG_1F, $e, $4, $0 anim_sound 0, 1, SFX_STRENGTH - anim_obj ANIM_OBJ_1E, 16, 0, 8, 0, $40 + anim_obj ANIM_OBJ_1E, 128, 64, $40 anim_wait 2 - anim_obj ANIM_OBJ_1E, 15, 0, 8, 4, $30 + anim_obj ANIM_OBJ_1E, 120, 68, $30 anim_wait 2 - anim_obj ANIM_OBJ_1E, -13, 0, 8, 4, $30 + anim_obj ANIM_OBJ_1E, 152, 68, $30 anim_wait 2 - anim_obj ANIM_OBJ_1E, -14, 0, 8, 0, $40 + anim_obj ANIM_OBJ_1E, 144, 64, $40 anim_wait 2 - anim_obj ANIM_OBJ_1E, -15, 0, 8, 4, $30 + anim_obj ANIM_OBJ_1E, 136, 68, $30 anim_wait 2 anim_jumpuntil .loop anim_wait 96 @@ -4345,7 +4345,7 @@ BattleAnim_Magnitude: ; cb57d BattleAnim_Dynamicpunch: ; cb5aa anim_2gfx ANIM_GFX_HIT, ANIM_GFX_EXPLOSION anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_0A, -15, 0, 7, 0, $43 + anim_obj ANIM_OBJ_0A, 136, 56, $43 anim_wait 16 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12 anim_call BattleAnim_Dynamicpunch_branch_cbb8f @@ -4358,10 +4358,10 @@ BattleAnim_Megahorn: ; cb5c0 anim_bgeffect ANIM_BG_1F, $40, $2, $0 anim_wait 48 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 - anim_obj ANIM_OBJ_HORN, 9, 0, 10, 0, $1 + anim_obj ANIM_OBJ_HORN, 72, 80, $1 anim_sound 0, 1, SFX_HORN_ATTACK anim_wait 16 - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 16 anim_ret ; cb5de @@ -4370,7 +4370,7 @@ BattleAnim_Dragonbreath: ; cb5de anim_1gfx ANIM_GFX_FIRE anim_sound 6, 2, SFX_EMBER .loop - anim_obj ANIM_OBJ_90, 8, 0, 11, 4, $4 + anim_obj ANIM_OBJ_90, 64, 92, $4 anim_wait 4 anim_loop 10, .loop anim_wait 64 @@ -4379,7 +4379,7 @@ BattleAnim_Dragonbreath: ; cb5de BattleAnim_BatonPass: ; cb5ef anim_1gfx ANIM_GFX_MISC - anim_obj ANIM_OBJ_86, 5, 4, 13, 0, $20 + anim_obj ANIM_OBJ_86, 44, 104, $20 anim_sound 0, 0, SFX_BATON_PASS anim_call BattleAnim_BatonPass_branch_c9486 anim_wait 64 @@ -4388,13 +4388,13 @@ BattleAnim_BatonPass: ; cb5ef BattleAnim_Encore: ; cb5fe anim_1gfx ANIM_GFX_OBJECTS - anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $90 - anim_obj ANIM_OBJ_99, 8, 0, 10, 0, $10 + anim_obj ANIM_OBJ_99, 64, 80, $90 + anim_obj ANIM_OBJ_99, 64, 80, $10 anim_sound 0, 0, SFX_ENCORE anim_wait 16 - anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $2c + anim_obj ANIM_OBJ_9A, 64, 72, $2c anim_wait 32 - anim_obj ANIM_OBJ_9A, 8, 0, 9, 0, $34 + anim_obj ANIM_OBJ_9A, 64, 72, $34 anim_wait 16 anim_ret ; cb61b @@ -4403,7 +4403,7 @@ BattleAnim_Pursuit: ; cb61b anim_1gfx ANIM_GFX_HIT anim_if_param_equal $1, BattleAnim_Pursuit_branch_cb62b anim_sound 0, 1, SFX_COMET_PUNCH - anim_obj ANIM_OBJ_01, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 136, 56, $0 anim_wait 16 anim_ret ; cb62b @@ -4412,16 +4412,16 @@ BattleAnim_Pursuit_branch_cb62b: ; cb62b anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0 anim_wait 4 anim_call BattleAnim_FollowEnemyFeet_1 - anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $0 + anim_obj ANIM_OBJ_AD, 132, 64, $0 anim_wait 64 - anim_obj ANIM_OBJ_AD, -16, 4, 8, 0, $1 + anim_obj ANIM_OBJ_AD, 132, 64, $1 anim_sound 0, 1, SFX_BALL_POOF anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0 anim_wait 64 anim_incobj 3 anim_wait 16 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_00, 15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_00, 120, 56, $0 anim_bgeffect ANIM_BG_2D, $0, $0, $0 anim_wait 16 anim_call BattleAnim_ShowMon_1 @@ -4434,7 +4434,7 @@ BattleAnim_RapidSpin: ; cb65e anim_obp0 $e4 .loop anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_A8, 5, 4, 14, 0, $0 + anim_obj ANIM_OBJ_A8, 44, 112, $0 anim_wait 2 anim_loop 5, .loop anim_wait 24 @@ -4443,7 +4443,7 @@ BattleAnim_RapidSpin: ; cb65e anim_wait 4 anim_resetobp0 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_04, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_04, 136, 40, $0 anim_wait 8 anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 anim_wait 4 @@ -4455,15 +4455,15 @@ BattleAnim_RapidSpin: ; cb65e BattleAnim_SweetScent: ; cb68e anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_MISC anim_sound 0, 0, SFX_SWEET_SCENT - anim_obj ANIM_OBJ_FLOWER, 8, 0, 12, 0, $2 + anim_obj ANIM_OBJ_FLOWER, 64, 96, $2 anim_wait 2 - anim_obj ANIM_OBJ_FLOWER, 8, 0, 10, 0, $2 + anim_obj ANIM_OBJ_FLOWER, 64, 80, $2 anim_wait 96 anim_obp0 $54 anim_sound 0, 1, SFX_SWEET_SCENT_2 - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $15 - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $2a - anim_obj ANIM_OBJ_COTTON, -15, 0, 5, 0, $3f + anim_obj ANIM_OBJ_COTTON, 136, 40, $15 + anim_obj ANIM_OBJ_COTTON, 136, 40, $2a + anim_obj ANIM_OBJ_COTTON, 136, 40, $3f anim_wait 128 anim_ret ; cb6b6 @@ -4480,7 +4480,7 @@ BattleAnim_IronTail: ; cb6b6 anim_bgeffect ANIM_BG_26, $0, $1, $0 anim_wait 16 anim_sound 0, 1, SFX_MEGA_KICK - anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_00, 136, 48, $0 anim_wait 16 anim_incbgeffect ANIM_BG_26 anim_call BattleAnim_ShowMon_0 @@ -4497,9 +4497,9 @@ BattleAnim_MetalClaw: ; cb6dc anim_1gfx ANIM_GFX_CUT anim_resetobp0 anim_sound 0, 1, SFX_SCRATCH - anim_obj ANIM_OBJ_37, -14, 0, 6, 0, $0 - anim_obj ANIM_OBJ_37, -15, 4, 5, 4, $0 - anim_obj ANIM_OBJ_37, -15, 0, 5, 0, $0 + anim_obj ANIM_OBJ_37, 144, 48, $0 + anim_obj ANIM_OBJ_37, 140, 44, $0 + anim_obj ANIM_OBJ_37, 136, 40, $0 anim_wait 32 anim_ret ; cb703 @@ -4510,19 +4510,19 @@ BattleAnim_VitalThrow: ; cb703 anim_bgeffect ANIM_BG_2F, $0, $1, $0 anim_wait 16 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 8, 0, 12, 0, $0 + anim_obj ANIM_OBJ_04, 64, 96, $0 anim_wait 8 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 7, 0, 11, 0, $0 + anim_obj ANIM_OBJ_04, 56, 88, $0 anim_wait 8 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_04, 8, 4, 13, 0, $0 + anim_obj ANIM_OBJ_04, 68, 104, $0 anim_wait 8 anim_incbgeffect ANIM_BG_2F anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MEGA_PUNCH - anim_obj ANIM_OBJ_03, -16, 4, 7, 0, $0 + anim_obj ANIM_OBJ_03, 132, 56, $0 anim_wait 16 anim_ret ; cb739 @@ -4532,7 +4532,7 @@ BattleAnim_MorningSun: ; cb739 anim_bgeffect ANIM_BG_07, $0, $0, $0 anim_sound 0, 0, SFX_MORNING_SUN .loop - anim_obj ANIM_OBJ_9C, 2, 0, 6, 0, $88 + anim_obj ANIM_OBJ_9C, 16, 48, $88 anim_wait 6 anim_loop 5, .loop anim_wait 32 @@ -4570,14 +4570,14 @@ BattleAnim_Crunch: ; cb77e anim_bgp $1b anim_obp0 $c0 anim_bgeffect ANIM_BG_1F, $20, $2, $0 - anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $a8 - anim_obj ANIM_OBJ_36, -15, 0, 7, 0, $28 + anim_obj ANIM_OBJ_36, 136, 56, $a8 + anim_obj ANIM_OBJ_36, 136, 56, $28 anim_wait 8 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_00, -14, 0, 6, 0, $18 + anim_obj ANIM_OBJ_00, 144, 48, $18 anim_wait 16 anim_sound 0, 1, SFX_BITE - anim_obj ANIM_OBJ_00, 16, 0, 8, 0, $18 + anim_obj ANIM_OBJ_00, 128, 64, $18 anim_wait 8 anim_ret ; cb7a8 @@ -4586,11 +4586,11 @@ BattleAnim_Moonlight: ; cb7a8 anim_1gfx ANIM_GFX_SHINE anim_bgp $1b anim_bgeffect ANIM_BG_07, $0, $0, $0 - anim_obj ANIM_OBJ_9E, 0, 0, 5, 0, $0 - anim_obj ANIM_OBJ_9E, 2, 0, 7, 0, $0 - anim_obj ANIM_OBJ_9E, 4, 0, 9, 0, $0 - anim_obj ANIM_OBJ_9E, 6, 0, 11, 0, $0 - anim_obj ANIM_OBJ_9E, 8, 0, 13, 0, $0 + anim_obj ANIM_OBJ_9E, 0, 40, $0 + anim_obj ANIM_OBJ_9E, 16, 56, $0 + anim_obj ANIM_OBJ_9E, 32, 72, $0 + anim_obj ANIM_OBJ_9E, 48, 88, $0 + anim_obj ANIM_OBJ_9E, 64, 104, $0 anim_wait 1 anim_sound 0, 0, SFX_MOONLIGHT anim_wait 63 @@ -4608,14 +4608,14 @@ BattleAnim_HiddenPower: ; cb7db anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_bgeffect ANIM_BG_07, $0, $2, $0 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $0 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $8 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $10 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $18 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $20 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $28 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $30 - anim_obj ANIM_OBJ_9F, 5, 4, 11, 0, $38 + anim_obj ANIM_OBJ_9F, 44, 88, $0 + anim_obj ANIM_OBJ_9F, 44, 88, $8 + anim_obj ANIM_OBJ_9F, 44, 88, $10 + anim_obj ANIM_OBJ_9F, 44, 88, $18 + anim_obj ANIM_OBJ_9F, 44, 88, $20 + anim_obj ANIM_OBJ_9F, 44, 88, $28 + anim_obj ANIM_OBJ_9F, 44, 88, $30 + anim_obj ANIM_OBJ_9F, 44, 88, $38 .loop anim_sound 0, 0, SFX_SWORDS_DANCE anim_wait 8 @@ -4633,7 +4633,7 @@ BattleAnim_HiddenPower: ; cb7db anim_incobj 9 anim_wait 16 anim_1gfx ANIM_GFX_HIT - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 32 anim_ret ; cb83a @@ -4641,8 +4641,8 @@ BattleAnim_HiddenPower: ; cb7db BattleAnim_CrossChop: ; cb83a anim_1gfx ANIM_GFX_CUT anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_A0, -13, 0, 5, 0, $0 - anim_obj ANIM_OBJ_A1, 15, 0, 9, 0, $0 + anim_obj ANIM_OBJ_A0, 152, 40, $0 + anim_obj ANIM_OBJ_A1, 120, 72, $0 anim_wait 8 anim_bgeffect ANIM_BG_1F, $58, $2, $0 anim_wait 92 @@ -4656,7 +4656,7 @@ BattleAnim_Twister: ; cb85a anim_2gfx ANIM_GFX_WIND, ANIM_GFX_HIT .loop1 anim_sound 0, 0, SFX_RAZOR_WIND - anim_obj ANIM_OBJ_GUST, 8, 0, 14, 0, $0 + anim_obj ANIM_OBJ_GUST, 64, 112, $0 anim_wait 6 anim_loop 9, .loop1 .loop2 @@ -4673,12 +4673,12 @@ BattleAnim_Twister: ; cb85a anim_incobj 8 anim_incobj 9 anim_wait 64 - anim_obj ANIM_OBJ_01, -14, 0, 8, 0, $18 + anim_obj ANIM_OBJ_01, 144, 64, $18 .loop3 anim_sound 0, 1, SFX_RAZOR_WIND anim_wait 8 anim_loop 4, .loop3 - anim_obj ANIM_OBJ_01, 16, 0, 4, 0, $18 + anim_obj ANIM_OBJ_01, 128, 32, $18 .loop4 anim_sound 0, 1, SFX_RAZOR_WIND anim_wait 8 @@ -4701,11 +4701,11 @@ BattleAnim_RainDance: ; cb8b3 anim_bgp $f8 anim_obp0 $7c anim_sound 0, 1, SFX_RAIN_DANCE - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $0 + anim_obj ANIM_OBJ_AF, 88, 0, $0 anim_wait 8 - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $1 + anim_obj ANIM_OBJ_AF, 88, 0, $1 anim_wait 8 - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 + anim_obj ANIM_OBJ_AF, 88, 0, $2 anim_wait 128 anim_ret ; cb8cf @@ -4714,11 +4714,11 @@ BattleAnim_SunnyDay: ; cb8cf anim_1gfx ANIM_GFX_WATER anim_bgp $90 anim_sound 0, 1, SFX_MORNING_SUN - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 + anim_obj ANIM_OBJ_AF, 88, 0, $2 anim_wait 8 - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 + anim_obj ANIM_OBJ_AF, 88, 0, $2 anim_wait 8 - anim_obj ANIM_OBJ_AF, 11, 0, 0, 0, $2 + anim_obj ANIM_OBJ_AF, 88, 0, $2 anim_wait 128 anim_ret ; cb8e9 @@ -4728,14 +4728,14 @@ BattleAnim_MirrorCoat: ; cb8e9 anim_bgeffect ANIM_BG_06, $0, $2, $0 .loop anim_sound 0, 0, SFX_SHINE - anim_obj ANIM_OBJ_50, 9, 0, 10, 0, $0 - anim_obj ANIM_OBJ_AE, 8, 0, 9, 0, $4 + anim_obj ANIM_OBJ_50, 72, 80, $0 + anim_obj ANIM_OBJ_AE, 64, 72, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 11, 0, $4 + anim_obj ANIM_OBJ_AE, 64, 88, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 10, 0, $4 + anim_obj ANIM_OBJ_AE, 64, 80, $4 anim_wait 8 - anim_obj ANIM_OBJ_AE, 8, 0, 12, 0, $4 + anim_obj ANIM_OBJ_AE, 64, 96, $4 anim_wait 8 anim_loop 3, .loop anim_wait 32 @@ -4747,10 +4747,10 @@ BattleAnim_PsychUp: ; cb917 anim_call BattleAnim_FollowEnemyFeet_0 anim_bgeffect ANIM_BG_1A, $0, $1, $20 anim_sound 0, 0, SFX_PSYBEAM - anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $0 - anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $10 - anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $20 - anim_obj ANIM_OBJ_B1, 5, 4, 11, 0, $30 + anim_obj ANIM_OBJ_B1, 44, 88, $0 + anim_obj ANIM_OBJ_B1, 44, 88, $10 + anim_obj ANIM_OBJ_B1, 44, 88, $20 + anim_obj ANIM_OBJ_B1, 44, 88, $30 anim_wait 64 anim_incbgeffect ANIM_BG_1A anim_call BattleAnim_ShowMon_0 @@ -4762,15 +4762,15 @@ BattleAnim_Extremespeed: ; cb940 anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 anim_sound 0, 0, SFX_MENU - anim_obj ANIM_OBJ_77, 3, 0, 11, 0, $2 - anim_obj ANIM_OBJ_77, 4, 0, 11, 0, $1 - anim_obj ANIM_OBJ_77, 5, 0, 11, 0, $0 - anim_obj ANIM_OBJ_77, 6, 0, 11, 0, $80 - anim_obj ANIM_OBJ_77, 7, 0, 11, 0, $81 - anim_obj ANIM_OBJ_77, 8, 0, 11, 0, $82 + anim_obj ANIM_OBJ_77, 24, 88, $2 + anim_obj ANIM_OBJ_77, 32, 88, $1 + anim_obj ANIM_OBJ_77, 40, 88, $0 + anim_obj ANIM_OBJ_77, 48, 88, $80 + anim_obj ANIM_OBJ_77, 56, 88, $81 + anim_obj ANIM_OBJ_77, 64, 88, $82 anim_wait 12 anim_sound 0, 1, SFX_CUT - anim_obj ANIM_OBJ_3A, -13, 0, 5, 0, $0 + anim_obj ANIM_OBJ_3A, 152, 40, $0 anim_wait 32 anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 anim_wait 16 @@ -4780,28 +4780,28 @@ BattleAnim_Extremespeed: ; cb940 BattleAnim_Ancientpower: ; cb97a anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 8, 0, 13, 4, $20 + anim_obj ANIM_OBJ_B2, 64, 108, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 9, 3, 12, 6, $20 + anim_obj ANIM_OBJ_B2, 75, 102, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 10, 5, 12, 1, $20 + anim_obj ANIM_OBJ_B2, 85, 97, $20 anim_wait 8 anim_sound 0, 0, SFX_SPARK - anim_obj ANIM_OBJ_B2, 12, 0, 11, 4, $20 + anim_obj ANIM_OBJ_B2, 96, 92, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B2, 13, 2, 10, 7, $20 + anim_obj ANIM_OBJ_B2, 106, 87, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B2, 14, 4, 10, 2, $20 + anim_obj ANIM_OBJ_B2, 116, 82, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B2, 15, 6, 9, 5, $20 + anim_obj ANIM_OBJ_B2, 126, 77, $20 anim_wait 8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_00, -15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_00, 136, 56, $0 anim_wait 6 anim_ret ; cb9c6 @@ -4810,9 +4810,9 @@ BattleAnim_ShadowBall: ; cb9c6 anim_2gfx ANIM_GFX_EGG, ANIM_GFX_SMOKE anim_bgp $1b anim_sound 6, 2, SFX_SLUDGE_BOMB - anim_obj ANIM_OBJ_B4, 8, 0, 11, 4, $2 + anim_obj ANIM_OBJ_B4, 64, 92, $2 anim_wait 32 - anim_obj ANIM_OBJ_BALL_POOF, -16, 4, 7, 0, $10 + anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10 anim_wait 24 anim_ret ; cb9db @@ -4822,14 +4822,14 @@ BattleAnim_FutureSight: ; cb9db anim_bgeffect ANIM_BG_06, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 - anim_obj ANIM_OBJ_7D, 1, 0, 3, 0, $10 - anim_obj ANIM_OBJ_7D, 1, 0, 6, 0, $2 - anim_obj ANIM_OBJ_7D, 1, 0, 11, 0, $8 + anim_obj ANIM_OBJ_7D, 8, 24, $10 + anim_obj ANIM_OBJ_7D, 8, 48, $2 + anim_obj ANIM_OBJ_7D, 8, 88, $8 anim_wait 4 - anim_obj ANIM_OBJ_7D, 1, 0, 4, 0, $6 - anim_obj ANIM_OBJ_7D, 1, 0, 7, 0, $c - anim_obj ANIM_OBJ_7D, 1, 0, 10, 0, $4 - anim_obj ANIM_OBJ_7D, 1, 0, 13, 0, $e + anim_obj ANIM_OBJ_7D, 8, 32, $6 + anim_obj ANIM_OBJ_7D, 8, 56, $c + anim_obj ANIM_OBJ_7D, 8, 80, $4 + anim_obj ANIM_OBJ_7D, 8, 104, $e .loop anim_sound 0, 0, SFX_THROW_BALL anim_wait 16 @@ -4841,23 +4841,23 @@ BattleAnim_FutureSight: ; cb9db BattleAnim_RockSmash: ; cba1b anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_01, 16, 0, 7, 0, $0 + anim_obj ANIM_OBJ_01, 128, 56, $0 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $28 - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $5c + anim_obj ANIM_OBJ_B5, 128, 64, $28 + anim_obj ANIM_OBJ_B5, 128, 64, $5c anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $10 - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $e8 + anim_obj ANIM_OBJ_B5, 128, 64, $10 + anim_obj ANIM_OBJ_B5, 128, 64, $e8 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $9c - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $d0 + anim_obj ANIM_OBJ_B5, 128, 64, $9c + anim_obj ANIM_OBJ_B5, 128, 64, $d0 anim_wait 6 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $1c - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $50 + anim_obj ANIM_OBJ_B5, 128, 64, $1c + anim_obj ANIM_OBJ_B5, 128, 64, $50 anim_sound 0, 1, SFX_SPARK - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $dc - anim_obj ANIM_OBJ_B5, 16, 0, 8, 0, $90 + anim_obj ANIM_OBJ_B5, 128, 64, $dc + anim_obj ANIM_OBJ_B5, 128, 64, $90 anim_wait 32 anim_ret ; cba6a @@ -4868,7 +4868,7 @@ BattleAnim_Whirlpool: ; cba6a anim_sound 0, 1, SFX_SURF anim_wait 16 .loop - anim_obj ANIM_OBJ_GUST, -16, 4, 9, 0, $0 + anim_obj ANIM_OBJ_GUST, 132, 72, $0 anim_wait 6 anim_loop 9, .loop anim_wait 64 @@ -4892,7 +4892,7 @@ BattleAnim_BeatUp: ; cba84 anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 anim_wait 4 anim_sound 0, 1, SFX_BEAT_UP - anim_obj ANIM_OBJ_00, -15, 0, 6, 0, $0 + anim_obj ANIM_OBJ_00, 136, 48, $0 anim_wait 8 anim_call BattleAnim_ShowMon_0 anim_ret @@ -4901,14 +4901,14 @@ BattleAnim_BeatUp: ; cba84 BattleAnim_DreamEater_branch_cbab3: ; cbab3 BattleAnim_GigaDrain_branch_cbab3: ; cbab3 BattleAnim_LeechLife_branch_cbab3: ; cbab3 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $0 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $8 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $10 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $18 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $20 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $28 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $30 - anim_obj ANIM_OBJ_71, -16, 4, 5, 4, $38 + anim_obj ANIM_OBJ_71, 132, 44, $0 + anim_obj ANIM_OBJ_71, 132, 44, $8 + anim_obj ANIM_OBJ_71, 132, 44, $10 + anim_obj ANIM_OBJ_71, 132, 44, $18 + anim_obj ANIM_OBJ_71, 132, 44, $20 + anim_obj ANIM_OBJ_71, 132, 44, $28 + anim_obj ANIM_OBJ_71, 132, 44, $30 + anim_obj ANIM_OBJ_71, 132, 44, $38 anim_ret ; cbadc @@ -4916,29 +4916,29 @@ BattleAnim_Glare_branch_cbadc: ; cbadc BattleAnim_Leer_branch_cbadc: ; cbadc BattleAnim_ScaryFace_branch_cbadc: ; cbadc anim_sound 6, 2, SFX_LEER - anim_obj ANIM_OBJ_4E, 9, 0, 10, 4, $0 - anim_obj ANIM_OBJ_4E, 8, 0, 10, 0, $0 - anim_obj ANIM_OBJ_4E, 11, 0, 9, 4, $0 - anim_obj ANIM_OBJ_4E, 10, 0, 9, 0, $0 - anim_obj ANIM_OBJ_4E, 13, 0, 8, 4, $0 - anim_obj ANIM_OBJ_4E, 12, 0, 8, 0, $0 - anim_obj ANIM_OBJ_4E, 15, 0, 7, 4, $0 - anim_obj ANIM_OBJ_4E, 14, 0, 7, 0, $0 - anim_obj ANIM_OBJ_4F, -16, 2, 6, 6, $0 - anim_obj ANIM_OBJ_4F, 15, 2, 6, 2, $0 + anim_obj ANIM_OBJ_4E, 72, 84, $0 + anim_obj ANIM_OBJ_4E, 64, 80, $0 + anim_obj ANIM_OBJ_4E, 88, 76, $0 + anim_obj ANIM_OBJ_4E, 80, 72, $0 + anim_obj ANIM_OBJ_4E, 104, 68, $0 + anim_obj ANIM_OBJ_4E, 96, 64, $0 + anim_obj ANIM_OBJ_4E, 120, 60, $0 + anim_obj ANIM_OBJ_4E, 112, 56, $0 + anim_obj ANIM_OBJ_4F, 130, 54, $0 + anim_obj ANIM_OBJ_4F, 122, 50, $0 anim_ret ; cbb12 BattleAnim_Fly_branch_cbb12: ; cbb12 BattleAnim_Teleport_branch_cbb12: ; cbb12 anim_sound 0, 0, SFX_WARP_TO - anim_obj ANIM_OBJ_44, 5, 4, 13, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 12, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 11, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 10, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 9, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 8, 4, $0 - anim_obj ANIM_OBJ_44, 5, 4, 7, 4, $0 + anim_obj ANIM_OBJ_44, 44, 108, $0 + anim_obj ANIM_OBJ_44, 44, 100, $0 + anim_obj ANIM_OBJ_44, 44, 92, $0 + anim_obj ANIM_OBJ_44, 44, 84, $0 + anim_obj ANIM_OBJ_44, 44, 76, $0 + anim_obj ANIM_OBJ_44, 44, 68, $0 + anim_obj ANIM_OBJ_44, 44, 60, $0 anim_ret ; cbb39 @@ -4946,36 +4946,36 @@ BattleAnim_AuroraBeam_branch_cbb39: ; cbb39 BattleAnim_HyperBeam_branch_cbb39: ; cbb39 BattleAnim_Solarbeam_branch_cbb39: ; cbb39 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 8, 0, 11, 4, $0 + anim_obj ANIM_OBJ_27, 64, 92, $0 anim_wait 4 anim_sound 0, 0, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 10, 0, 10, 4, $0 + anim_obj ANIM_OBJ_27, 80, 84, $0 anim_wait 4 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 12, 0, 9, 4, $0 + anim_obj ANIM_OBJ_27, 96, 76, $0 anim_wait 4 anim_sound 0, 1, SFX_HYPER_BEAM - anim_obj ANIM_OBJ_27, 14, 0, 8, 4, $0 - anim_obj ANIM_OBJ_28, 15, 6, 7, 6, $0 + anim_obj ANIM_OBJ_27, 112, 68, $0 + anim_obj ANIM_OBJ_28, 126, 62, $0 anim_ret ; cbb62 BattleAnim_Explosion_branch_cbb62: ; cbb62 BattleAnim_Selfdestruct_branch_cbb62: ; cbb62 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 3, 0, 8, 0, $0 + anim_obj ANIM_OBJ_17, 24, 64, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 7, 0, 13, 0, $0 + anim_obj ANIM_OBJ_17, 56, 104, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 3, 0, 13, 0, $0 + anim_obj ANIM_OBJ_17, 24, 104, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 7, 0, 8, 0, $0 + anim_obj ANIM_OBJ_17, 56, 64, $0 anim_wait 5 anim_sound 0, 0, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 5, 0, 10, 4, $0 + anim_obj ANIM_OBJ_17, 40, 84, $0 anim_ret ; cbb8f @@ -4984,28 +4984,28 @@ BattleAnim_Explosion_branch_cbb8f: ; cbb8f BattleAnim_Present_branch_cbb8f: ; cbb8f BattleAnim_Selfdestruct_branch_cbb8f: ; cbb8f anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, -14, 4, 4, 0, $0 + anim_obj ANIM_OBJ_17, 148, 32, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 14, 4, 9, 0, $0 + anim_obj ANIM_OBJ_17, 116, 72, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, -14, 4, 9, 0, $0 + anim_obj ANIM_OBJ_17, 148, 72, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, 14, 4, 4, 0, $0 + anim_obj ANIM_OBJ_17, 116, 32, $0 anim_wait 5 anim_sound 0, 1, SFX_EGG_BOMB - anim_obj ANIM_OBJ_17, -16, 4, 6, 4, $0 + anim_obj ANIM_OBJ_17, 132, 52, $0 anim_ret ; cbbbc BattleAnim_Growl_branch_cbbbc: ; cbbbc BattleAnim_Roar_branch_cbbbc: ; cbbbc BattleAnim_Snore_branch_cbbbc: ; cbbbc - anim_obj ANIM_OBJ_4B, 8, 0, 9, 4, $0 - anim_obj ANIM_OBJ_4B, 8, 0, 11, 0, $1 - anim_obj ANIM_OBJ_4B, 8, 0, 12, 4, $2 + anim_obj ANIM_OBJ_4B, 64, 76, $0 + anim_obj ANIM_OBJ_4B, 64, 88, $1 + anim_obj ANIM_OBJ_4B, 64, 100, $2 anim_ret ; cbbcc @@ -5013,8 +5013,8 @@ BattleAnim_FirePunch_branch_cbbcc: ; cbbcc BattleAnim_TriAttack_branch_cbbcc: ; cbbcc anim_sound 0, 1, SFX_EMBER .loop - anim_obj ANIM_OBJ_BURNED, -15, 0, 7, 0, $10 - anim_obj ANIM_OBJ_BURNED, -15, 0, 7, 0, $90 + anim_obj ANIM_OBJ_BURNED, 136, 56, $10 + anim_obj ANIM_OBJ_BURNED, 136, 56, $90 anim_wait 4 anim_loop 4, .loop anim_ret @@ -5024,22 +5024,22 @@ BattleAnim_IcePunch_branch_cbbdf: ; cbbdf BattleAnim_PowderSnow_branch_cbbdf: ; cbbdf BattleAnim_TriAttack_branch_cbbdf: ; cbbdf anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 16, 0, 5, 2, $0 + anim_obj ANIM_OBJ_12, 128, 42, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, -14, 0, 8, 6, $0 + anim_obj ANIM_OBJ_12, 144, 70, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 15, 0, 7, 0, $0 + anim_obj ANIM_OBJ_12, 120, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, -13, 0, 7, 0, $0 + anim_obj ANIM_OBJ_12, 152, 56, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, -14, 0, 5, 2, $0 + anim_obj ANIM_OBJ_12, 144, 42, $0 anim_wait 6 anim_sound 0, 1, SFX_SHINE - anim_obj ANIM_OBJ_12, 16, 0, 8, 6, $0 + anim_obj ANIM_OBJ_12, 128, 70, $0 anim_ret ; cbc15 @@ -5048,13 +5048,13 @@ BattleAnim_Sludge_branch_cbc15: ; cbc15 BattleAnim_Toxic_branch_cbc15: ; cbc15 .loop anim_sound 0, 1, SFX_UNKNOWN_7F - anim_obj ANIM_OBJ_1A, -16, 4, 9, 0, $0 + anim_obj ANIM_OBJ_1A, 132, 72, $0 anim_wait 8 anim_sound 0, 1, SFX_UNKNOWN_7F - anim_obj ANIM_OBJ_1A, 14, 4, 9, 0, $0 + anim_obj ANIM_OBJ_1A, 116, 72, $0 anim_wait 8 anim_sound 0, 1, SFX_UNKNOWN_7F - anim_obj ANIM_OBJ_1A, -14, 4, 9, 0, $0 + anim_obj ANIM_OBJ_1A, 148, 72, $0 anim_wait 8 anim_loop 5, .loop anim_ret @@ -5064,7 +5064,7 @@ BattleAnim_Acid_branch_cbc35: ; cbc35 BattleAnim_Toxic_branch_cbc35: ; cbc35 .loop anim_sound 6, 2, SFX_BUBBLEBEAM - anim_obj ANIM_OBJ_19, 8, 0, 11, 4, $10 + anim_obj ANIM_OBJ_19, 64, 92, $10 anim_wait 5 anim_loop 8, .loop anim_ret @@ -5077,9 +5077,9 @@ BattleAnim_SteelWing_branch_cbc43: ; cbc43 anim_sound 0, 0, SFX_SHINE anim_bgeffect ANIM_BG_17, $0, $1, $40 anim_wait 8 - anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0 + anim_obj ANIM_OBJ_51, 48, 84, $0 anim_wait 32 - anim_obj ANIM_OBJ_51, 6, 0, 10, 4, $0 + anim_obj ANIM_OBJ_51, 48, 84, $0 anim_wait 64 anim_incbgeffect ANIM_BG_17 anim_ret @@ -5089,7 +5089,7 @@ BattleAnim_MudSlap_branch_cbc5b: ; cbc5b BattleAnim_SandAttack_branch_cbc5b: ; cbc5b .loop anim_sound 6, 2, SFX_MENU - anim_obj ANIM_OBJ_58, 8, 0, 11, 4, $4 + anim_obj ANIM_OBJ_58, 64, 92, $4 anim_wait 4 anim_loop 8, .loop anim_wait 32 @@ -5100,11 +5100,11 @@ BattleAnim_Moonlight_branch_cbc6a: ; cbc6a BattleAnim_MorningSun_branch_cbc6a: ; cbc6a BattleAnim_Synthesis_branch_cbc6a: ; cbc6a anim_sound 0, 0, SFX_METRONOME - anim_obj ANIM_OBJ_9D, 5, 4, 8, 0, $0 + anim_obj ANIM_OBJ_9D, 44, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 3, 0, 12, 0, $0 + anim_obj ANIM_OBJ_9D, 24, 96, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0 + anim_obj ANIM_OBJ_9D, 56, 104, $0 anim_wait 21 anim_ret ; cbc80 @@ -5114,15 +5114,15 @@ BattleAnim_MorningSun_branch_cbc80: ; cbc80 BattleAnim_Synthesis_branch_cbc80: ; cbc80 anim_sound 0, 0, SFX_METRONOME .loop - anim_obj ANIM_OBJ_9D, 3, 0, 8, 0, $0 + anim_obj ANIM_OBJ_9D, 24, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 7, 0, 13, 0, $0 + anim_obj ANIM_OBJ_9D, 56, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 3, 0, 13, 0, $0 + anim_obj ANIM_OBJ_9D, 24, 104, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 7, 0, 8, 0, $0 + anim_obj ANIM_OBJ_9D, 56, 64, $0 anim_wait 5 - anim_obj ANIM_OBJ_9D, 5, 0, 10, 4, $0 + anim_obj ANIM_OBJ_9D, 40, 84, $0 anim_wait 5 anim_loop 2, .loop anim_wait 16 diff --git a/docs/battle_anim_commands.md b/docs/battle_anim_commands.md index 5b457bf69..3f237b321 100644 --- a/docs/battle_anim_commands.md +++ b/docs/battle_anim_commands.md @@ -5,26 +5,23 @@ Defined in [macros/scripts/battle_anims.asm](/macros/scripts/battle_anims.asm) a ## `$00`−`$EF`: `anim_wait` *length* -## `$D0`: `anim_obj` *object*, *x1*, *x2*, *y1*, *y2*, *param* -The *x1*/*x2* and *y1*/*y2* pairs specify the position on screen of the animation object. -*x1*/*y1* specify a tile position, and *x2*/*y2* specify a pixel offset from that tile. +## `$D0`: `anim_obj` *object*, *x*, *y*, *param* +*Alternate*: `anim_obj` *object*, *x_tile*, *x*, *y_tile*, *y*, *param* -Values for *x2*/*y2* are in the 0-7 range, since 8 pixels make a tile. +Spawns an *object* at coordinate (*x*, *y*). -Values for *x1* are between -16 to 31. In practice *x1* starts between 0 to 15, then between -16 to -10. Negative values are relative to the opponent, while positive values are relative to the player. Useful values are between 14 to -10 (for the opponent) and between 0 to 13 (for the player). +*object*: `ANIM_OBJ` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm)) +*x*: the x position in pixels +*y*: the x position in pixels +*x_tile*: an added x position in tiles (8 pixels) +*y_tile*: an added y position in tiles (8 pixels) +*param*: modifies the behavior of *object*. The meaning differs for each object. -Some sample values are: +*TODO: what happens for x/y values greater than 160/144 respectively?* +*TODO: useful positions* +*TODO: document each object* -- 0: player left border -- 6: player center -- -15: enemy center -- -10: enemy right border - -Values for *y1* are also between -16 to 31; the useful range is between 2 to 14. -Values between 2 to 8 will be in the opponent's area (2 being the top border and 8 being the -bottom border), and values between 8 to 14 will be in the player's area (again, 8 being the top border and 14 being the bottom border). -The center of the body is often 2 to 4 tiles away from the border (i.e., 5-6 for the opponent or 10-11 for the player). ## `$D1`: `anim_1gfx` *gfx* diff --git a/macros/scripts/battle_anims.asm b/macros/scripts/battle_anims.asm index 7b379e7d2..50a8a7a5c 100644 --- a/macros/scripts/battle_anims.asm +++ b/macros/scripts/battle_anims.asm @@ -11,10 +11,17 @@ ENDM enum anim_obj_command ; $d0 anim_obj: MACRO db anim_obj_command - db \1 ; obj - db (\2 << 3) + \3 ; x - db (\4 << 3) + \5 ; y +if _NARG <= 4 + db \1 ; object + db \2 ; x + db \3 ; y + db \4 ; param +else + db \1 ; object + db (\2) * 8 + (\3) ; x_tile, x + db (\4) * 8 + (\5) ; y_tile, y db \6 ; param +endc ENDM enum anim_1gfx_command ; $d1