diff --git a/constants/battle_anim_constants.asm b/constants/battle_anim_constants.asm index 3259be61a..c5a873e80 100644 --- a/constants/battle_anim_constants.asm +++ b/constants/battle_anim_constants.asm @@ -219,7 +219,7 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const_def const BATTLEANIMFUNC_NULL const BATTLEANIMFUNC_USER_TO_TARGET - const BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR + const BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR const BATTLEANIMFUNC_MOVE_IN_CIRCLE const BATTLEANIMFUNC_WAVE_TO_TARGET const BATTLEANIMFUNC_THROW_TO_TARGET @@ -712,9 +712,9 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const ANIM_BG_WHITE_HUES const ANIM_BG_BLACK_HUES const ANIM_BG_ALTERNATE_HUES - const ANIM_BG_06 - const ANIM_BG_07 - const ANIM_BG_08 + const ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW + const ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW + const ANIM_BG_CYCLE_BGPALS_INVERTED const ANIM_BG_HIDE_MON const ANIM_BG_SHOW_MON const ANIM_BG_ENTER_MON @@ -728,38 +728,38 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture const ANIM_BG_DOUBLE_TEAM const ANIM_BG_ACID_ARMOR const ANIM_BG_RAPID_FLASH - const ANIM_BG_16 - const ANIM_BG_17 - const ANIM_BG_18 - const ANIM_BG_19 - const ANIM_BG_1A - const ANIM_BG_1B - const ANIM_BG_1C - const ANIM_BG_1D - const ANIM_BG_1E - const ANIM_BG_1F - const ANIM_BG_20 + const ANIM_BG_FADE_MON_TO_LIGHT + const ANIM_BG_FADE_MON_TO_BLACK + const ANIM_BG_FADE_MON_TO_LIGHT_REPEATING + const ANIM_BG_FADE_MON_TO_BLACK_REPEATING + const ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING + const ANIM_BG_FLASH_MON_REPEATING + const ANIM_BG_FADE_MONS_TO_BLACK_REPEATING + const ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK + const ANIM_BG_FADE_MON_FROM_WHITE + const ANIM_BG_SHAKE_SCREEN_X + const ANIM_BG_SHAKE_SCREEN_Y const ANIM_BG_WITHDRAW const ANIM_BG_BOUNCE_DOWN const ANIM_BG_DIG const ANIM_BG_TACKLE - const ANIM_BG_25 - const ANIM_BG_26 - const ANIM_BG_27 - const ANIM_BG_WAVE_DEFORM_USER - const ANIM_BG_PSYCHIC - const ANIM_BG_2A - const ANIM_BG_2B - const ANIM_BG_2C - const ANIM_BG_2D - const ANIM_BG_2E - const ANIM_BG_2F - const ANIM_BG_30 - const ANIM_BG_31 - const ANIM_BG_32 - const ANIM_BG_VIBRATE_MON + const ANIM_BG_BODY_SLAM const ANIM_BG_WOBBLE_MON - const ANIM_BG_35 + const ANIM_BG_REMOVE_MON + const ANIM_BG_WAVE_DEFORM_MON + const ANIM_BG_PSYCHIC + const ANIM_BG_BETA_SEND_OUT_MON1 + const ANIM_BG_BETA_SEND_OUT_MON2 + const ANIM_BG_FLAIL + const ANIM_BG_BETA_PURSUIT + const ANIM_BG_ROLLOUT + const ANIM_BG_VITAL_THROW + const ANIM_BG_START_WATER + const ANIM_BG_WATER + const ANIM_BG_END_WATER + const ANIM_BG_VIBRATE_MON + const ANIM_BG_WOBBLE_PLAYER + const ANIM_BG_WOBBLE_SCREEN ; AnimObjGFX indexes (see data/battle_anims/object_gfx.asm) const_def 1 @@ -814,6 +814,11 @@ BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture BG_EFFECT_STRUCT_LENGTH EQU const_value NUM_BG_EFFECTS EQU 5 ; see wActiveBGEffects +; + const_def + const BG_EFFECT_TARGET ; 0 + const BG_EFFECT_USER ; 1 + ; battle palettes const_def const PAL_BATTLE_BG_PLAYER ; 0 diff --git a/data/battle_anims/objects.asm b/data/battle_anims/objects.asm index 4b9e84d54..0a57f44db 100644 --- a/data/battle_anims/objects.asm +++ b/data/battle_anims/objects.asm @@ -94,7 +94,7 @@ BattleAnimObjects: battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_BIND2 battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_LEECH_SEED battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_SOUND - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_CONFUSE_RAY battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_LEER battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_LEER_TIP @@ -118,11 +118,11 @@ BattleAnimObjects: battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_PETAL_DANCE battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SLUDGE_BOMB battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS ; ANIM_OBJ_PAY_DAY - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP_UNUSED + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP_UNUSED battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_MIMIC battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_ATTRACT battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONEMERANG - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_CLUB + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_CLUB battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_RUSH battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_SWIFT battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_KINESIS @@ -158,11 +158,11 @@ BattleAnimObjects: battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_SAFEGUARD battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_PROTECT battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_THIEF - battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_OCTAZOOKA + battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_OCTAZOOKA battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_STATUS ; ANIM_OBJ_PRESENT battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_SPIKES, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_SPIKES battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_ICE ; ANIM_OBJ_POWDER_SNOW - battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH + battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_CONVERSION, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_SPIDER_WEB battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_CAKE_UNUSED @@ -181,7 +181,7 @@ BattleAnimObjects: battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CROSS_CHOP1 battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CROSS_CHOP2 battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER ; ANIM_OBJ_SANDSTORM - battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON + battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_SPITE battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_CURSE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_CURSE battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_PERISH_SONG, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_PERISH_SONG diff --git a/data/moves/animations.asm b/data/moves/animations.asm index 1991f011c..e022ed98f 100644 --- a/data/moves/animations.asm +++ b/data/moves/animations.asm @@ -296,7 +296,7 @@ BattleAnim_SweetScent2: 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_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_wait 128 anim_ret @@ -375,7 +375,7 @@ BattleAnim_ThrowPokeBall: anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $37 anim_wait 64 .Shake: - anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 8 anim_incobj 2 anim_wait 16 @@ -406,7 +406,7 @@ BattleAnim_ThrowPokeBall: anim_sound 0, 1, SFX_BALL_POOF anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10 anim_wait 2 - anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 32 anim_ret @@ -416,10 +416,10 @@ BattleAnim_SendOutMon: anim_if_param_equal $2, .Unknown anim_1gfx ANIM_GFX_SMOKE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_2B, $0, $1, $0 + anim_bgeffect ANIM_BG_BETA_SEND_OUT_MON2, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_BALL_POOF anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 - anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 128 anim_wait 4 anim_call BattleAnim_ShowMon_0 @@ -428,22 +428,22 @@ BattleAnim_SendOutMon: .Unknown: anim_1gfx ANIM_GFX_SMOKE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_2A, $0, $1, $0 + anim_bgeffect ANIM_BG_BETA_SEND_OUT_MON1, $0, BG_EFFECT_USER, $0 anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 0, SFX_BALL_POOF anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0 - anim_incbgeffect ANIM_BG_2A + anim_incbgeffect ANIM_BG_BETA_SEND_OUT_MON1 anim_wait 96 - anim_incbgeffect ANIM_BG_2A + anim_incbgeffect ANIM_BG_BETA_SEND_OUT_MON1 anim_call BattleAnim_ShowMon_0 anim_ret .Shiny: anim_1gfx ANIM_GFX_SPEED anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_SHINE anim_obj ANIM_OBJ_SHINY, 48, 96, $0 anim_wait 4 @@ -475,14 +475,14 @@ BattleAnim_SendOutMon: anim_sound 0, 0, SFX_BALL_POOF anim_obj ANIM_OBJ_BALL_POOF, 44, 96, $0 anim_wait 4 - anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret BattleAnim_ReturnMon: anim_sound 0, 0, SFX_BALL_POOF .anim: - anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret @@ -549,7 +549,7 @@ BattleAnim_Frz: BattleAnim_Par: anim_1gfx ANIM_GFX_STATUS - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_THUNDERSHOCK anim_obj ANIM_OBJ_PARALYZED, 20, 88, $42 anim_obj ANIM_OBJ_PARALYZED, 76, 88, $c2 @@ -611,16 +611,16 @@ BattleAnim_Miss: BattleAnim_EnemyDamage: .loop - anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 5 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 5 anim_loop 3, .loop anim_ret BattleAnim_EnemyStatDown: anim_call BattleAnim_UserObj_1Row - anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_VIBRATE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 40 anim_call BattleAnim_ShowMon_1 anim_wait 1 @@ -628,24 +628,24 @@ BattleAnim_EnemyStatDown: BattleAnim_PlayerStatDown: anim_call BattleAnim_UserObj_1Row - anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_WOBBLE_PLAYER, $0, $0, $0 anim_wait 40 anim_call BattleAnim_ShowMon_1 anim_wait 1 anim_ret BattleAnim_PlayerDamage: - anim_bgeffect ANIM_BG_20, $20, $2, $20 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $20, $2, $20 anim_wait 40 anim_ret BattleAnim_Wobble: - anim_bgeffect ANIM_BG_35, $0, $0, $0 + anim_bgeffect ANIM_BG_WOBBLE_SCREEN, $0, $0, $0 anim_wait 40 anim_ret BattleAnim_Shake: - anim_bgeffect ANIM_BG_1F, $20, $2, $40 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $2, $40 anim_wait 40 anim_ret @@ -715,7 +715,7 @@ BattleAnim_CometPunch: BattleAnim_MegaPunch: anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop @@ -788,7 +788,7 @@ BattleAnim_JumpKick: BattleAnim_HiJumpKick: anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 anim_if_param_equal $1, .alternate anim_wait 32 anim_sound 0, 1, SFX_JUMP_KICK @@ -819,7 +819,7 @@ BattleAnim_RollingKick: BattleAnim_MegaKick: anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 67 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop @@ -834,7 +834,7 @@ BattleAnim_MegaKick: BattleAnim_HyperFang: anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $20, $1, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $1, $0 anim_sound 0, 1, SFX_BITE anim_obj ANIM_OBJ_FANG, 136, 56, $0 anim_wait 6 @@ -844,7 +844,7 @@ BattleAnim_HyperFang: BattleAnim_SuperFang: anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop @@ -1053,18 +1053,18 @@ BattleAnim_Bubblebeam: anim_loop 3, .loop anim_wait 64 anim_clearobjs - anim_bgeffect ANIM_BG_30, $0, $0, $0 + anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0 anim_wait 1 anim_call BattleAnim_UserObj_2Row - anim_bgeffect ANIM_BG_31, $1c, $0, $0 + anim_bgeffect ANIM_BG_WATER, $1c, $0, $0 anim_wait 19 anim_call BattleAnim_ShowMon_1 - anim_bgeffect ANIM_BG_32, $0, $0, $0 + anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0 anim_wait 8 anim_ret BattleAnim_WaterGun: - anim_bgeffect ANIM_BG_30, $0, $0, $0 + anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0 anim_1gfx ANIM_GFX_WATER anim_call BattleAnim_UserObj_2Row anim_sound 16, 2, SFX_WATER_GUN @@ -1074,51 +1074,51 @@ BattleAnim_WaterGun: anim_wait 8 anim_obj ANIM_OBJ_WATER_GUN, 64, 82, $0 anim_wait 24 - anim_bgeffect ANIM_BG_31, $1c, $0, $0 + anim_bgeffect ANIM_BG_WATER, $1c, $0, $0 anim_wait 8 - anim_bgeffect ANIM_BG_31, $8, $0, $0 + anim_bgeffect ANIM_BG_WATER, $8, $0, $0 anim_wait 8 - anim_bgeffect ANIM_BG_31, $30, $0, $0 + anim_bgeffect ANIM_BG_WATER, $30, $0, $0 anim_wait 32 anim_call BattleAnim_ShowMon_1 - anim_bgeffect ANIM_BG_32, $0, $0, $0 + anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0 anim_wait 16 anim_ret BattleAnim_HydroPump: - anim_bgeffect ANIM_BG_30, $0, $0, $0 + anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0 anim_1gfx ANIM_GFX_WATER anim_call BattleAnim_UserObj_2Row anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj ANIM_OBJ_HYDRO_PUMP, 108, 72, $0 - anim_bgeffect ANIM_BG_31, $1c, $0, $0 + anim_bgeffect ANIM_BG_WATER, $1c, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj ANIM_OBJ_HYDRO_PUMP, 116, 72, $0 - anim_bgeffect ANIM_BG_31, $8, $0, $0 + anim_bgeffect ANIM_BG_WATER, $8, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0 - anim_bgeffect ANIM_BG_31, $30, $0, $0 + anim_bgeffect ANIM_BG_WATER, $30, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0 - anim_bgeffect ANIM_BG_31, $1c, $0, $0 + anim_bgeffect ANIM_BG_WATER, $1c, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0 - anim_bgeffect ANIM_BG_31, $8, $0, $0 + anim_bgeffect ANIM_BG_WATER, $8, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj ANIM_OBJ_HYDRO_PUMP, 148, 72, $0 - anim_bgeffect ANIM_BG_31, $30, $0, $0 + anim_bgeffect ANIM_BG_WATER, $30, $0, $0 anim_wait 8 anim_sound 0, 1, SFX_HYDRO_PUMP anim_obj ANIM_OBJ_HYDRO_PUMP, 156, 72, $0 - anim_bgeffect ANIM_BG_31, $1c, $0, $0 + anim_bgeffect ANIM_BG_WATER, $1c, $0, $0 anim_wait 32 anim_call BattleAnim_ShowMon_1 - anim_bgeffect ANIM_BG_32, $0, $0, $0 + anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0 anim_wait 16 anim_ret @@ -1229,7 +1229,7 @@ BattleAnim_Solarbeam: .FireSolarBeam anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_Beam anim_wait 48 anim_ret @@ -1292,7 +1292,7 @@ BattleAnim_Thunder: BattleAnim_RazorWind: anim_if_param_equal $1, BattleAnim_FocusEnergy anim_1gfx ANIM_GFX_WHIP - anim_bgeffect ANIM_BG_06, $0, $1, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 .loop anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 1, SFX_RAZOR_WIND @@ -1363,14 +1363,14 @@ BattleAnim_Selfdestruct: .loop anim_call BattleAnimSub_Explosion1 anim_wait 5 - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_loop 2, .loop anim_wait 16 anim_ret BattleAnim_Explosion: anim_1gfx ANIM_GFX_EXPLOSION - anim_bgeffect ANIM_BG_1F, $60, $4, $10 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $10 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24 anim_if_param_equal $1, .loop anim_call BattleAnimSub_Explosion2 @@ -1380,7 +1380,7 @@ BattleAnim_Explosion: .loop anim_call BattleAnimSub_Explosion1 anim_wait 5 - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_loop 2, .loop anim_wait 16 anim_ret @@ -1393,7 +1393,7 @@ BattleAnim_Acid: BattleAnim_RockThrow: anim_1gfx ANIM_GFX_ROCKS - anim_bgeffect ANIM_BG_1F, $60, $1, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $1, $0 anim_sound 0, 1, SFX_STRENGTH anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 2 @@ -1413,7 +1413,7 @@ BattleAnim_RockThrow: BattleAnim_RockSlide: anim_1gfx ANIM_GFX_ROCKS - anim_bgeffect ANIM_BG_1F, $c0, $1, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $c0, $1, $0 .loop anim_sound 0, 1, SFX_STRENGTH anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40 @@ -1479,16 +1479,16 @@ BattleAnim_StunSpore: BattleAnim_HyperBeam: anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_1F, $30, $4, $10 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $30, $4, $10 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_Beam anim_wait 48 anim_ret BattleAnim_AuroraBeam: anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_wait 64 anim_call BattleAnimSub_Beam @@ -1578,13 +1578,13 @@ BattleAnim_Bite: BattleAnim_Teleport: anim_1gfx ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0 + anim_bgeffect ANIM_BG_TELEPORT, $0, BG_EFFECT_USER, $0 anim_wait 32 - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_incbgeffect ANIM_BG_TELEPORT anim_call BattleAnim_ShowMon_0 - anim_bgeffect ANIM_BG_06, $0, $1, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 anim_call BattleAnimSub_WarpAway anim_wait 64 anim_ret @@ -1597,14 +1597,14 @@ BattleAnim_Fly: anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 32 .miss: - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .turn1: anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_06, $0, $1, $0 - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_call BattleAnimSub_WarpAway anim_wait 64 anim_ret @@ -1612,7 +1612,7 @@ BattleAnim_Fly: BattleAnim_DoubleTeam: anim_call BattleAnim_TargetObj_2Row anim_sound 0, 0, SFX_PSYBEAM - anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0 + anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, BG_EFFECT_USER, $0 anim_wait 96 anim_incbgeffect ANIM_BG_DOUBLE_TEAM anim_wait 24 @@ -1624,7 +1624,7 @@ BattleAnim_Recover: anim_1gfx ANIM_GFX_BUBBLE anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_FULL_HEAL - anim_bgeffect ANIM_BG_18, $0, $1, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_obj ANIM_OBJ_RECOVER, 44, 88, $30 anim_obj ANIM_OBJ_RECOVER, 44, 88, $31 anim_obj ANIM_OBJ_RECOVER, 44, 88, $32 @@ -1634,7 +1634,7 @@ BattleAnim_Recover: anim_obj ANIM_OBJ_RECOVER, 44, 88, $36 anim_obj ANIM_OBJ_RECOVER, 44, 88, $37 anim_wait 64 - anim_incbgeffect ANIM_BG_18 + anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret @@ -1658,7 +1658,7 @@ BattleAnim_Absorb: BattleAnim_MegaDrain: anim_1gfx ANIM_GFX_CHARGE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_1C, $0, $0, $10 + anim_bgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10 anim_setvar $0 .loop anim_sound 6, 3, SFX_WATER_GUN @@ -1681,7 +1681,7 @@ BattleAnim_MegaDrain: .done anim_wait 32 - anim_incbgeffect ANIM_BG_1C + anim_incbgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret @@ -1713,22 +1713,22 @@ BattleAnim_Softboiled: anim_incobj 2 anim_obj ANIM_OBJ_EGG, 76, 104, $b anim_wait 16 - anim_bgeffect ANIM_BG_18, $0, $1, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_sound 0, 0, SFX_METRONOME .loop anim_obj ANIM_OBJ_RECOVER, 44, 88, $20 anim_wait 8 anim_loop 8, .loop anim_wait 128 - anim_incbgeffect ANIM_BG_18 + anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_FocusEnergy: anim_1gfx ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_16, $0, $1, $40 - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 @@ -1747,7 +1747,7 @@ BattleAnim_FocusEnergy: anim_wait 2 anim_loop 3, .loop anim_wait 8 - anim_incbgeffect ANIM_BG_16 + anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT anim_call BattleAnim_ShowMon_0 anim_ret @@ -1756,9 +1756,9 @@ BattleAnim_Bide: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_ESCAPE_ROPE - anim_bgeffect ANIM_BG_1A, $0, $1, $20 + anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_wait 72 - anim_incbgeffect ANIM_BG_1A + anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret @@ -1798,7 +1798,7 @@ BattleAnim_Confusion: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_UserObj_2Row anim_sound 0, 1, SFX_PSYCHIC - anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 + anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 anim_wait 128 anim_incbgeffect ANIM_BG_NIGHT_SHADE anim_call BattleAnim_ShowMon_1 @@ -1818,7 +1818,7 @@ BattleAnim_Constrict: anim_ret BattleAnim_Earthquake: - anim_bgeffect ANIM_BG_1F, $60, $4, $10 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $10 .loop anim_sound 0, 1, SFX_EMBER anim_wait 24 @@ -1827,7 +1827,7 @@ BattleAnim_Earthquake: BattleAnim_Fissure: anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40 - anim_bgeffect ANIM_BG_1F, $60, $4, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $0 .loop anim_sound 0, 1, SFX_EMBER anim_wait 24 @@ -1837,20 +1837,20 @@ BattleAnim_Fissure: BattleAnim_Growl: anim_1gfx ANIM_GFX_NOISE anim_battlergfx_2row - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_cry $0 .loop anim_call BattleAnimSub_Sound anim_wait 16 anim_loop 3, .loop anim_wait 9 - anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0 + anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0 anim_wait 8 - anim_bgeffect ANIM_BG_19, $0, $0, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40 anim_wait 64 - anim_incbgeffect ANIM_BG_19 + anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 5 anim_incobj 10 anim_wait 8 @@ -1858,7 +1858,7 @@ BattleAnim_Growl: BattleAnim_Roar: anim_1gfx ANIM_GFX_NOISE - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_cry $1 .loop anim_call BattleAnimSub_Sound @@ -1866,7 +1866,7 @@ BattleAnim_Roar: anim_loop 3, .loop anim_wait 16 anim_if_param_equal $0, .done - anim_bgeffect ANIM_BG_27, $0, $0, $0 + anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 64 .done anim_ret @@ -1883,7 +1883,7 @@ BattleAnim_Supersonic: BattleAnim_Screech: anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect ANIM_BG_1F, $8, $1, $20 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $8, $1, $20 anim_sound 6, 2, SFX_SCREECH .loop anim_obj ANIM_OBJ_WAVE, 64, 88, $2 @@ -1894,8 +1894,8 @@ BattleAnim_Screech: BattleAnim_ConfuseRay: anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_bgeffect ANIM_BG_08, $0, $4, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_BGPALS_INVERTED, $0, $4, $0 anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $0 anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $80 anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $88 @@ -1914,14 +1914,14 @@ BattleAnim_ConfuseRay: BattleAnim_Leer: anim_1gfx ANIM_GFX_BEAM - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_EyeBeams anim_wait 16 anim_ret BattleAnim_Reflect: anim_1gfx ANIM_GFX_REFLECT - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 anim_sound 0, 0, SFX_SHINE anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 @@ -1934,7 +1934,7 @@ BattleAnim_Reflect: BattleAnim_LightScreen: anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_FLASH anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 anim_wait 4 @@ -1994,7 +1994,7 @@ BattleAnim_Rest: BattleAnim_AcidArmor: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8 + anim_bgeffect ANIM_BG_ACID_ARMOR, $0, BG_EFFECT_USER, $8 anim_sound 0, 0, SFX_MEGA_PUNCH anim_wait 64 anim_incbgeffect ANIM_BG_ACID_ARMOR @@ -2005,7 +2005,7 @@ BattleAnim_Splash: anim_1gfx ANIM_GFX_HIT anim_sound 0, 0, SFX_VICEGRIP anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 + anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 anim_wait 96 anim_incbgeffect ANIM_BG_BOUNCE_DOWN anim_call BattleAnim_ShowMon_0 @@ -2016,7 +2016,7 @@ BattleAnim_Dig: anim_if_param_equal $0, .hit anim_if_param_equal $2, .fail anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_DIG, $0, $1, $1 + anim_bgeffect ANIM_BG_DIG, $0, BG_EFFECT_USER, $1 anim_obj ANIM_OBJ_DIG_PILE, 72, 104, $0 .loop anim_sound 0, 0, SFX_RAZOR_WIND @@ -2024,7 +2024,7 @@ BattleAnim_Dig: anim_wait 16 anim_loop 6, .loop anim_wait 32 - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_wait 8 anim_incbgeffect ANIM_BG_DIG anim_call BattleAnim_ShowMon_0 @@ -2035,7 +2035,7 @@ BattleAnim_Dig: anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 32 .fail - anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret @@ -2046,7 +2046,7 @@ BattleAnim_SandAttack: BattleAnim_StringShot: anim_1gfx ANIM_GFX_WEB - anim_bgeffect ANIM_BG_07, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 6, 2, SFX_MENU anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0 anim_wait 4 @@ -2069,10 +2069,10 @@ BattleAnim_StringShot: BattleAnim_Headbutt: anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $14, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $14, $2, $0 anim_wait 32 anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 + anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_HEADBUTT anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 @@ -2083,7 +2083,7 @@ BattleAnim_Headbutt: BattleAnim_Tackle: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 + anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 @@ -2094,11 +2094,11 @@ BattleAnim_Tackle: BattleAnim_BodySlam: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 + anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_incbgeffect ANIM_BG_BOUNCE_DOWN anim_wait 4 - anim_bgeffect ANIM_BG_25, $0, $1, $0 + anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 @@ -2112,7 +2112,7 @@ BattleAnim_BodySlam: BattleAnim_TakeDown: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 + anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2 @@ -2129,7 +2129,7 @@ BattleAnim_DoubleEdge: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 + anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 3 anim_sound 0, 1, SFX_TACKLE anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 48, $0 @@ -2143,7 +2143,7 @@ BattleAnim_DoubleEdge: BattleAnim_Submission: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_UserObj_1Row - anim_bgeffect ANIM_BG_26, $0, $0, $0 + anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_TARGET, $0 anim_sound 0, 1, SFX_SUBMISSION anim_wait 32 anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 @@ -2152,7 +2152,7 @@ BattleAnim_Submission: anim_wait 32 anim_obj ANIM_OBJ_HIT_YFIX, 136, 52, $0 anim_wait 32 - anim_incbgeffect ANIM_BG_26 + anim_incbgeffect ANIM_BG_WOBBLE_MON anim_call BattleAnim_ShowMon_1 anim_ret @@ -2175,7 +2175,7 @@ BattleAnim_Whirlwind: anim_sound 16, 2, SFX_WHIRLWIND anim_wait 128 anim_if_param_equal $0, .done - anim_bgeffect ANIM_BG_27, $0, $0, $0 + anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 64 .done anim_ret @@ -2346,10 +2346,10 @@ BattleAnim_Transform: anim_call BattleAnim_TargetObj_2Row anim_transform anim_sound 0, 0, SFX_PSYBEAM - anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0 + anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_updateactorpic - anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER + anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON anim_wait 48 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2406,7 +2406,7 @@ BattleAnim_Mimic: BattleAnim_LovelyKiss: anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS - anim_bgeffect ANIM_BG_07, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj ANIM_OBJ_LOVELY_KISS, 152, 40, $0 anim_wait 32 anim_sound 0, 1, SFX_LICK @@ -2437,7 +2437,7 @@ BattleAnim_Swift: BattleAnim_Crabhammer: anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 .loop @@ -2450,11 +2450,11 @@ BattleAnim_Crabhammer: BattleAnim_SkullBash: anim_if_param_equal $1, BattleAnim_FocusEnergy anim_1gfx ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $14, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $14, $2, $0 anim_wait 32 anim_call BattleAnim_TargetObj_1Row anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 + anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 .loop anim_sound 0, 1, SFX_HEADBUTT @@ -2466,7 +2466,7 @@ BattleAnim_SkullBash: BattleAnim_Kinesis: anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj ANIM_OBJ_KINESIS, 80, 76, $0 anim_wait 32 .loop @@ -2511,7 +2511,7 @@ BattleAnim_DrillPeck: BattleAnim_Guillotine: anim_1gfx ANIM_GFX_CUT anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10 - anim_bgeffect ANIM_BG_1F, $40, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 anim_sound 0, 1, SFX_VICEGRIP anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 156, 44, $0 anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0 @@ -2552,35 +2552,35 @@ BattleAnim_Substitute: anim_if_param_equal $2, .raisesub anim_if_param_equal $1, .dropsub anim_1gfx ANIM_GFX_SMOKE - anim_bgeffect ANIM_BG_27, $0, $1, $0 + anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_raisesub anim_obj ANIM_OBJ_BALL_POOF, 48, 96, $0 - anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .dropsub: - anim_bgeffect ANIM_BG_27, $0, $1, $0 + anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_dropsub - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .raisesub: - anim_bgeffect ANIM_BG_27, $0, $1, $0 + anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_raisesub - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret .dropsub2: - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_dropsub - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_ret @@ -2589,10 +2589,10 @@ BattleAnim_Minimize: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_minimize - anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0 + anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 anim_updateactorpic - anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER + anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON anim_wait 48 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2600,7 +2600,7 @@ BattleAnim_Minimize: BattleAnim_SkyAttack: anim_if_param_equal $1, BattleAnim_FocusEnergy anim_1gfx ANIM_GFX_SKY_ATTACK - anim_bgeffect ANIM_BG_27, $0, $1, $0 + anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 anim_sound 0, 0, SFX_HYPER_BEAM anim_obj ANIM_OBJ_SKY_ATTACK, 48, 88, $40 @@ -2612,7 +2612,7 @@ BattleAnim_SkyAttack: anim_wait 64 anim_incobj 1 anim_wait 32 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret @@ -2622,7 +2622,7 @@ BattleAnim_NightShade: anim_obp1 $1b anim_wait 32 anim_call BattleAnim_UserObj_2Row - anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 + anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 anim_sound 0, 1, SFX_PSYCHIC anim_wait 96 anim_incbgeffect ANIM_BG_NIGHT_SHADE @@ -2651,7 +2651,7 @@ BattleAnim_TriAttack: BattleAnim_Withdraw: anim_1gfx ANIM_GFX_REFLECT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50 + anim_bgeffect ANIM_BG_WITHDRAW, $0, BG_EFFECT_USER, $50 anim_wait 48 anim_sound 0, 0, SFX_SHINE anim_obj ANIM_OBJ_WITHDRAW, 48, 88, $0 @@ -2664,8 +2664,8 @@ BattleAnim_Withdraw: BattleAnim_Psybeam: anim_1gfx ANIM_GFX_PSYCHIC - anim_bgeffect ANIM_BG_06, $0, $2, $0 - anim_bgeffect ANIM_BG_08, $0, $4, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_BGPALS_INVERTED, $0, $4, $0 .loop anim_sound 6, 2, SFX_PSYBEAM anim_obj ANIM_OBJ_WAVE, 64, 88, $4 @@ -2722,7 +2722,7 @@ BattleAnim_Psywave: BattleAnim_Glare: anim_1gfx ANIM_GFX_BEAM anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20 - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_EyeBeams anim_wait 16 anim_ret @@ -2792,7 +2792,7 @@ BattleAnim_Smokescreen: BattleAnim_Strength: anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_20, $10, $1, $20 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $10, $1, $20 anim_sound 0, 0, SFX_STRENGTH anim_obj ANIM_OBJ_STRENGTH, 64, 104, $1 anim_wait 128 @@ -2817,7 +2817,7 @@ BattleAnim_SwordsDance: BattleAnim_QuickAttack: anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT anim_sound 0, 0, SFX_MENU - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2 anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1 anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0 @@ -2828,7 +2828,7 @@ BattleAnim_QuickAttack: anim_sound 0, 1, SFX_COMET_PUNCH anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret @@ -2836,9 +2836,9 @@ BattleAnim_Meditate: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_PSYBEAM - anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0 + anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0 anim_wait 48 - anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER + anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON anim_wait 48 anim_call BattleAnim_ShowMon_0 anim_ret @@ -2848,11 +2848,11 @@ BattleAnim_Sharpen: anim_obp0 $e4 anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SHARPEN - anim_bgeffect ANIM_BG_18, $0, $1, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0 anim_wait 96 anim_incobj 2 - anim_incbgeffect ANIM_BG_18 + anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret @@ -2861,17 +2861,17 @@ BattleAnim_DefenseCurl: anim_obp0 $e4 anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SHARPEN - anim_bgeffect ANIM_BG_18, $0, $1, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0 anim_wait 96 anim_incobj 2 - anim_incbgeffect ANIM_BG_18 + anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_SeismicToss: anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_20, $10, $1, $20 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $10, $1, $20 anim_sound 0, 0, SFX_STRENGTH anim_obj ANIM_OBJ_SEISMIC_TOSS, 64, 104, $1 anim_wait 128 @@ -2885,10 +2885,10 @@ BattleAnim_SeismicToss: BattleAnim_Rage: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_1A, $0, $1, $20 + anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_RAGE anim_wait 72 - anim_incbgeffect ANIM_BG_1A + anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0 @@ -2905,7 +2905,7 @@ BattleAnim_Agility: anim_1gfx ANIM_GFX_WIND anim_obp0 $fc anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_18, $0, $1, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_obj ANIM_OBJ_AGILITY, 8, 24, $10 anim_obj ANIM_OBJ_AGILITY, 8, 48, $2 anim_obj ANIM_OBJ_AGILITY, 8, 88, $8 @@ -2918,7 +2918,7 @@ BattleAnim_Agility: anim_sound 0, 0, SFX_RAZOR_WIND anim_wait 4 anim_loop 18, .loop - anim_incbgeffect ANIM_BG_18 + anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret @@ -2934,7 +2934,7 @@ BattleAnim_BoneClub: BattleAnim_Barrier: anim_1gfx ANIM_GFX_REFLECT anim_battlergfx_2row - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_wait 8 anim_sound 0, 0, SFX_SHINE anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 @@ -2947,7 +2947,7 @@ BattleAnim_Barrier: BattleAnim_Waterfall: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_25, $0, $1, $0 + anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_LICK @@ -3074,7 +3074,7 @@ BattleAnim_Slam: BattleAnim_Disable: anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj ANIM_OBJ_DISABLE, 132, 56, $0 anim_wait 16 anim_sound 0, 1, SFX_BIND @@ -3087,9 +3087,9 @@ BattleAnim_TailWhip: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row anim_sound 0, 0, SFX_TAIL_WHIP - anim_bgeffect ANIM_BG_26, $0, $1, $0 + anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_wait 32 - anim_incbgeffect ANIM_BG_26 + anim_incbgeffect ANIM_BG_WOBBLE_MON anim_call BattleAnim_ShowMon_0 anim_ret @@ -3103,11 +3103,11 @@ BattleAnim_Struggle: BattleAnim_Sketch: anim_1gfx ANIM_GFX_OBJECTS anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_1A, $0, $1, $20 + anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_SKETCH anim_obj ANIM_OBJ_SKETCH, 72, 80, $0 anim_wait 80 - anim_incbgeffect ANIM_BG_1A + anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_ret @@ -3142,7 +3142,7 @@ BattleAnim_TripleKick: BattleAnim_Thief: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 + anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_sound 0, 1, SFX_THIEF anim_obj ANIM_OBJ_HIT_YFIX, 128, 48, $0 @@ -3157,7 +3157,7 @@ BattleAnim_Thief: BattleAnim_SpiderWeb: anim_1gfx ANIM_GFX_WEB - anim_bgeffect ANIM_BG_07, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj ANIM_OBJ_SPIDER_WEB, 132, 48, $0 anim_sound 6, 2, SFX_SPIDER_WEB anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0 @@ -3200,7 +3200,7 @@ BattleAnim_FlameWheel: anim_loop 8, .loop anim_wait 96 anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 + anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_EMBER @@ -3208,7 +3208,7 @@ BattleAnim_FlameWheel: anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4 anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5 anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 9 anim_wait 8 @@ -3218,7 +3218,7 @@ BattleAnim_Snore: anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0 anim_wait 32 - anim_bgeffect ANIM_BG_1F, $60, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $2, $0 anim_sound 0, 0, SFX_SNORE .loop anim_call BattleAnimSub_Sound @@ -3243,12 +3243,12 @@ BattleAnim_Curse: .NotGhost: anim_1gfx ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_19, $0, $1, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_USER, $40 anim_sound 0, 0, SFX_SHARPEN anim_wait 64 - anim_incbgeffect ANIM_BG_19 + anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING anim_wait 1 - anim_bgeffect ANIM_BG_16, $0, $1, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40 .loop anim_sound 0, 0, SFX_SWORDS_DANCE anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 @@ -3267,7 +3267,7 @@ BattleAnim_Curse: anim_wait 2 anim_loop 3, .loop anim_wait 8 - anim_incbgeffect ANIM_BG_16 + anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT anim_call BattleAnim_ShowMon_0 anim_ret @@ -3275,7 +3275,7 @@ BattleAnim_Flail: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row anim_sound 0, 0, SFX_SUBMISSION - anim_bgeffect ANIM_BG_2C, $0, $1, $0 + anim_bgeffect ANIM_BG_FLAIL, $0, BG_EFFECT_USER, $0 anim_wait 8 anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 anim_wait 8 @@ -3283,7 +3283,7 @@ BattleAnim_Flail: anim_wait 8 anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 8 - anim_incbgeffect ANIM_BG_2C + anim_incbgeffect ANIM_BG_FLAIL anim_call BattleAnim_ShowMon_0 anim_ret @@ -3305,8 +3305,8 @@ BattleAnim_Conversion: BattleAnim_Aeroblast: anim_2gfx ANIM_GFX_BEAM, ANIM_GFX_AEROBLAST anim_bgp $1b - anim_bgeffect ANIM_BG_1F, $50, $4, $10 - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $50, $4, $10 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_sound 0, 0, SFX_AEROBLAST anim_obj ANIM_OBJ_AEROBLAST, 72, 88, $0 anim_wait 32 @@ -3335,7 +3335,7 @@ BattleAnim_CottonSpore: BattleAnim_Reversal: anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_07, $0, $0, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj ANIM_OBJ_HIT, 112, 64, $0 anim_wait 2 @@ -3384,7 +3384,7 @@ BattleAnim_PowderSnow: BattleAnim_Protect: anim_1gfx ANIM_GFX_OBJECTS - anim_bgeffect ANIM_BG_07, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj ANIM_OBJ_PROTECT, 80, 80, $0 anim_obj ANIM_OBJ_PROTECT, 80, 80, $d anim_obj ANIM_OBJ_PROTECT, 80, 80, $1a @@ -3396,7 +3396,7 @@ BattleAnim_Protect: BattleAnim_MachPunch: anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_MENU anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2 anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1 @@ -3410,14 +3410,14 @@ BattleAnim_MachPunch: anim_wait 6 anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0 anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret BattleAnim_ScaryFace: anim_1gfx ANIM_GFX_BEAM anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_call BattleAnimSub_EyeBeams anim_wait 64 anim_ret @@ -3426,7 +3426,7 @@ BattleAnim_FaintAttack: anim_1gfx ANIM_GFX_HIT anim_sound 0, 0, SFX_CURSE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_1D, $0, $1, $80 + anim_bgeffect ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK, $0, BG_EFFECT_USER, $80 anim_wait 96 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj ANIM_OBJ_HIT, 120, 32, $0 @@ -3437,14 +3437,14 @@ BattleAnim_FaintAttack: anim_sound 0, 1, SFX_COMET_PUNCH anim_obj ANIM_OBJ_HIT, 136, 48, $0 anim_wait 32 - anim_incbgeffect ANIM_BG_1D + anim_incbgeffect ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK anim_call BattleAnim_ShowMon_0 anim_wait 4 anim_ret BattleAnim_SweetKiss: anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS - anim_bgeffect ANIM_BG_07, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj ANIM_OBJ_SWEET_KISS, 96, 40, $0 anim_sound 0, 1, SFX_SWEET_KISS anim_wait 32 @@ -3555,13 +3555,13 @@ BattleAnim_ZapCannon: BattleAnim_Foresight: anim_1gfx ANIM_GFX_SHINE anim_call BattleAnim_UserObj_1Row - anim_bgeffect ANIM_BG_07, $0, $0, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 1, SFX_FORESIGHT anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0 anim_wait 24 - anim_bgeffect ANIM_BG_19, $0, $0, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40 anim_wait 64 - anim_incbgeffect ANIM_BG_19 + anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING anim_call BattleAnim_ShowMon_1 anim_wait 8 anim_ret @@ -3579,13 +3579,13 @@ BattleAnim_DestinyBond: .fainted: anim_obj ANIM_OBJ_DESTINY_BOND, 132, 76, $0 anim_sound 0, 1, SFX_KINESIS - anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 32 anim_ret BattleAnim_PerishSong: anim_1gfx ANIM_GFX_NOISE - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $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, 88, 0, $0 @@ -3601,7 +3601,7 @@ BattleAnim_PerishSong: BattleAnim_IcyWind: anim_1gfx ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_battlergfx_1row anim_sound 0, 0, SFX_PSYCHIC @@ -3615,12 +3615,12 @@ BattleAnim_IcyWind: anim_wait 8 anim_loop 2, .loop anim_wait 16 - anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0 + anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0 anim_wait 6 - anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8 + anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8 anim_wait 64 anim_incbgeffect ANIM_BG_NIGHT_SHADE - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_incobj 7 anim_wait 1 @@ -3628,7 +3628,7 @@ BattleAnim_IcyWind: BattleAnim_Detect: anim_1gfx ANIM_GFX_SHINE - anim_bgeffect ANIM_BG_07, $0, $0, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 0, SFX_FORESIGHT anim_obj ANIM_OBJ_FORESIGHT, 64, 88, $0 anim_wait 24 @@ -3663,10 +3663,10 @@ BattleAnim_LockOn: BattleAnim_Outrage: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_1A, $0, $1, $20 + anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_OUTRAGE anim_wait 72 - anim_incbgeffect ANIM_BG_1A + anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3 anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE @@ -3697,16 +3697,16 @@ BattleAnim_Sandstorm: BattleAnim_GigaDrain: anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_1C, $0, $0, $10 + anim_bgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10 anim_sound 6, 3, SFX_GIGA_DRAIN anim_call BattleAnimSub_Drain anim_wait 48 anim_wait 128 - anim_incbgeffect ANIM_BG_1C + anim_incbgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_1gfx ANIM_GFX_SHINE - anim_bgeffect ANIM_BG_07, $0, $0, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 .loop anim_sound 0, 0, SFX_METRONOME anim_obj ANIM_OBJ_GLIMMER, 24, 64, $0 @@ -3726,8 +3726,8 @@ BattleAnim_GigaDrain: BattleAnim_Endure: anim_1gfx ANIM_GFX_SPEED anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_1A, $0, $1, $20 - anim_bgeffect ANIM_BG_07, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 .loop anim_sound 0, 0, SFX_SWORDS_DANCE anim_obj ANIM_OBJ_FOCUS, 44, 108, $6 @@ -3746,18 +3746,18 @@ BattleAnim_Endure: anim_wait 2 anim_loop 5, .loop anim_wait 8 - anim_incbgeffect ANIM_BG_1A + anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Charm: anim_1gfx ANIM_GFX_OBJECTS anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_26, $0, $1, $0 + anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_ATTRACT anim_obj ANIM_OBJ_HEART, 64, 80, $0 anim_wait 32 - anim_incbgeffect ANIM_BG_26 + anim_incbgeffect ANIM_BG_WOBBLE_MON anim_call BattleAnim_ShowMon_0 anim_wait 4 anim_ret @@ -3766,8 +3766,8 @@ BattleAnim_Rollout: anim_1gfx ANIM_GFX_HIT anim_sound 0, 0, SFX_SPARK anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_2E, $60, $1, $1 - anim_bgeffect ANIM_BG_25, $0, $1, $0 + anim_bgeffect ANIM_BG_ROLLOUT, $60, $1, $1 + anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0 @@ -3777,7 +3777,7 @@ BattleAnim_Rollout: BattleAnim_FalseSwipe: anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT - anim_bgeffect ANIM_BG_07, $0, $0, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 1, SFX_CUT anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 4 @@ -3803,14 +3803,14 @@ BattleAnim_MilkDrink: anim_call BattleAnim_TargetObj_1Row anim_obj ANIM_OBJ_MILK_DRINK, 74, 104, $0 anim_wait 16 - anim_bgeffect ANIM_BG_18, $0, $1, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 anim_sound 0, 0, SFX_MILK_DRINK .loop anim_obj ANIM_OBJ_RECOVER, 44, 88, $20 anim_wait 8 anim_loop 8, .loop anim_wait 128 - anim_incbgeffect ANIM_BG_18 + anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_ret @@ -3823,10 +3823,10 @@ BattleAnim_Spark: anim_setobj $1, $3 anim_wait 1 anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 + anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_SPARK anim_wait 16 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 2 anim_wait 1 @@ -3938,12 +3938,12 @@ BattleAnim_HealBell: BattleAnim_Return: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0 + anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_RETURN anim_wait 64 anim_incbgeffect ANIM_BG_BOUNCE_DOWN anim_wait 32 - anim_bgeffect ANIM_BG_25, $0, $1, $0 + anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0 @@ -3986,7 +3986,7 @@ BattleAnim_Frustration: anim_wait 40 anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_26, $0, $1, $0 + anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_wait 8 anim_sound 0, 1, SFX_COMET_PUNCH anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0 @@ -3997,14 +3997,14 @@ BattleAnim_Frustration: anim_sound 0, 1, SFX_COMET_PUNCH anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0 anim_wait 8 - anim_incbgeffect ANIM_BG_26 + anim_incbgeffect ANIM_BG_WOBBLE_MON anim_wait 1 anim_call BattleAnim_ShowMon_0 anim_ret BattleAnim_Safeguard: anim_1gfx ANIM_GFX_MISC - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $0 anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $d anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $1a @@ -4017,7 +4017,7 @@ BattleAnim_Safeguard: BattleAnim_PainSplit: anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_25, $0, $1, $0 + anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_TACKLE anim_obj ANIM_OBJ_HIT, 112, 48, $0 @@ -4029,7 +4029,7 @@ BattleAnim_PainSplit: BattleAnim_SacredFire: anim_1gfx ANIM_GFX_FIRE - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 .loop anim_sound 0, 0, SFX_EMBER @@ -4038,14 +4038,14 @@ BattleAnim_SacredFire: anim_loop 8, .loop anim_wait 96 anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 + anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_EMBER anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $1 anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4 anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5 anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 9 anim_wait 8 @@ -4054,7 +4054,7 @@ BattleAnim_SacredFire: BattleAnim_Magnitude: anim_1gfx ANIM_GFX_ROCKS .loop - anim_bgeffect ANIM_BG_1F, $e, $4, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $e, $4, $0 anim_sound 0, 1, SFX_STRENGTH anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40 anim_wait 2 @@ -4082,7 +4082,7 @@ BattleAnim_Dynamicpunch: BattleAnim_Megahorn: anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT - anim_bgeffect ANIM_BG_1F, $40, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0 anim_wait 48 anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3 anim_obj ANIM_OBJ_HORN, 72, 80, $1 @@ -4131,20 +4131,20 @@ BattleAnim_Pursuit: anim_ret .pursued: - anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_call BattleAnim_UserObj_1Row anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $0 anim_wait 64 anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $1 anim_sound 0, 1, SFX_BALL_POOF - anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 64 anim_incobj 3 anim_wait 16 anim_sound 0, 1, SFX_MEGA_PUNCH anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 56, $0 - anim_bgeffect ANIM_BG_2D, $0, $0, $0 + anim_bgeffect ANIM_BG_BETA_PURSUIT, $0, BG_EFFECT_TARGET, $0 anim_wait 16 anim_call BattleAnim_ShowMon_1 anim_wait 1 @@ -4160,13 +4160,13 @@ BattleAnim_RapidSpin: anim_loop 5, .loop anim_wait 24 anim_call BattleAnim_TargetObj_2Row - anim_bgeffect ANIM_BG_25, $0, $1, $0 + anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_resetobp0 anim_sound 0, 1, SFX_MEGA_KICK anim_obj ANIM_OBJ_HIT, 136, 40, $0 anim_wait 8 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 4 anim_incobj 6 anim_wait 1 @@ -4196,12 +4196,12 @@ BattleAnim_IronTail: anim_wait 4 anim_1gfx ANIM_GFX_HIT anim_resetobp0 - anim_bgeffect ANIM_BG_26, $0, $1, $0 + anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_sound 0, 1, SFX_MEGA_KICK anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 anim_wait 16 - anim_incbgeffect ANIM_BG_26 + anim_incbgeffect ANIM_BG_WOBBLE_MON anim_call BattleAnim_ShowMon_0 anim_ret @@ -4224,7 +4224,7 @@ BattleAnim_MetalClaw: BattleAnim_VitalThrow: anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_2F, $0, $1, $0 + anim_bgeffect ANIM_BG_VITAL_THROW, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_sound 0, 0, SFX_MENU anim_obj ANIM_OBJ_HIT, 64, 96, $0 @@ -4235,7 +4235,7 @@ BattleAnim_VitalThrow: anim_sound 0, 0, SFX_MENU anim_obj ANIM_OBJ_HIT, 68, 104, $0 anim_wait 8 - anim_incbgeffect ANIM_BG_2F + anim_incbgeffect ANIM_BG_VITAL_THROW anim_wait 16 anim_call BattleAnim_ShowMon_0 anim_sound 0, 1, SFX_MEGA_PUNCH @@ -4245,7 +4245,7 @@ BattleAnim_VitalThrow: BattleAnim_MorningSun: anim_1gfx ANIM_GFX_SHINE - anim_bgeffect ANIM_BG_07, $0, $0, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 0, SFX_MORNING_SUN .loop anim_obj ANIM_OBJ_MORNING_SUN, 16, 48, $88 @@ -4263,11 +4263,11 @@ BattleAnim_MorningSun: BattleAnim_Synthesis: anim_1gfx ANIM_GFX_SHINE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_18, $0, $1, $40 - anim_bgeffect ANIM_BG_07, $0, $0, $0 + anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_sound 0, 0, SFX_OUTRAGE anim_wait 72 - anim_incbgeffect ANIM_BG_18 + anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING anim_call BattleAnim_ShowMon_0 anim_if_param_equal $1, .one anim_call BattleAnimSub_Glimmer @@ -4281,7 +4281,7 @@ BattleAnim_Crunch: anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT anim_bgp $1b anim_obp0 $c0 - anim_bgeffect ANIM_BG_1F, $20, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $2, $0 anim_obj ANIM_OBJ_BITE, 136, 56, $a8 anim_obj ANIM_OBJ_BITE, 136, 56, $28 anim_wait 8 @@ -4296,7 +4296,7 @@ BattleAnim_Crunch: BattleAnim_Moonlight: anim_1gfx ANIM_GFX_SHINE anim_bgp $1b - anim_bgeffect ANIM_BG_07, $0, $0, $0 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0 anim_obj ANIM_OBJ_MOONLIGHT, 0, 40, $0 anim_obj ANIM_OBJ_MOONLIGHT, 16, 56, $0 anim_obj ANIM_OBJ_MOONLIGHT, 32, 72, $0 @@ -4316,8 +4316,8 @@ BattleAnim_Moonlight: BattleAnim_HiddenPower: anim_1gfx ANIM_GFX_CHARGE anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_1A, $0, $1, $20 - anim_bgeffect ANIM_BG_07, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 + anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0 anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $8 anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $10 @@ -4330,7 +4330,7 @@ BattleAnim_HiddenPower: anim_sound 0, 0, SFX_SWORDS_DANCE anim_wait 8 anim_loop 12, .loop - anim_incbgeffect ANIM_BG_1A + anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 1 anim_incobj 2 @@ -4353,7 +4353,7 @@ BattleAnim_CrossChop: anim_obj ANIM_OBJ_CROSS_CHOP1, 152, 40, $0 anim_obj ANIM_OBJ_CROSS_CHOP2, 120, 72, $0 anim_wait 8 - anim_bgeffect ANIM_BG_1F, $58, $2, $0 + anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $58, $2, $0 anim_wait 92 anim_sound 0, 1, SFX_VICEGRIP anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10 @@ -4430,7 +4430,7 @@ BattleAnim_SunnyDay: BattleAnim_MirrorCoat: anim_2gfx ANIM_GFX_REFLECT, ANIM_GFX_SPEED - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 .loop anim_sound 0, 0, SFX_SHINE anim_obj ANIM_OBJ_SCREEN, 72, 80, $0 @@ -4449,21 +4449,21 @@ BattleAnim_MirrorCoat: BattleAnim_PsychUp: anim_1gfx ANIM_GFX_STATUS anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_1A, $0, $1, $20 + anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20 anim_sound 0, 0, SFX_PSYBEAM anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0 anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $10 anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $20 anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $30 anim_wait 64 - anim_incbgeffect ANIM_BG_1A + anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING anim_call BattleAnim_ShowMon_0 anim_wait 16 anim_ret BattleAnim_Extremespeed: anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT - anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0 anim_sound 0, 0, SFX_MENU anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2 anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1 @@ -4475,7 +4475,7 @@ BattleAnim_Extremespeed: anim_sound 0, 1, SFX_CUT anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0 anim_wait 32 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_ret @@ -4519,7 +4519,7 @@ BattleAnim_ShadowBall: BattleAnim_FutureSight: anim_1gfx ANIM_GFX_WIND - anim_bgeffect ANIM_BG_06, $0, $2, $0 + anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0 anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0 anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0 anim_obj ANIM_OBJ_AGILITY, 8, 24, $10 @@ -4577,16 +4577,16 @@ BattleAnim_Whirlpool: BattleAnim_BeatUp: anim_if_param_equal $0, .current_mon anim_sound 0, 0, SFX_BALL_POOF - anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 anim_beatup anim_sound 0, 0, SFX_BALL_POOF - anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0 anim_wait 16 .current_mon anim_1gfx ANIM_GFX_HIT anim_call BattleAnim_TargetObj_1Row - anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0 + anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_sound 0, 1, SFX_BEAT_UP anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 @@ -4738,13 +4738,13 @@ BattleAnimSub_Acid: BattleAnimSub_Metallic: anim_sound 0, 0, SFX_SHINE - anim_bgeffect ANIM_BG_17, $0, $1, $40 + anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK, $0, BG_EFFECT_USER, $40 anim_wait 8 anim_obj ANIM_OBJ_HARDEN, 48, 84, $0 anim_wait 32 anim_obj ANIM_OBJ_HARDEN, 48, 84, $0 anim_wait 64 - anim_incbgeffect ANIM_BG_17 + anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK anim_ret BattleAnimSub_SandOrMud: @@ -4785,19 +4785,19 @@ BattleAnimSub_Glimmer2: BattleAnim_TargetObj_1Row: anim_battlergfx_2row - anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $0, $0 + anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_TARGET, $0 anim_wait 6 anim_ret BattleAnim_TargetObj_2Row: anim_battlergfx_1row - anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $0, $0 + anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_TARGET, $0 anim_wait 6 anim_ret BattleAnim_ShowMon_0: anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0 anim_wait 5 anim_incobj 1 anim_wait 1 @@ -4805,19 +4805,19 @@ BattleAnim_ShowMon_0: BattleAnim_UserObj_1Row: anim_battlergfx_2row - anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0 + anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0 anim_wait 6 anim_ret BattleAnim_UserObj_2Row: anim_battlergfx_1row - anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0 + anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_ret BattleAnim_ShowMon_1: anim_wait 1 - anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0 + anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0 anim_wait 4 anim_incobj 1 anim_wait 1 diff --git a/engine/battle_anims/anim_commands.asm b/engine/battle_anims/anim_commands.asm index cfaaf0087..fd2457bb3 100644 --- a/engine/battle_anims/anim_commands.asm +++ b/engine/battle_anims/anim_commands.asm @@ -112,7 +112,7 @@ RunBattleAnimScript: cp ROLLOUT jr nz, .not_rollout - ld a, ANIM_BG_2E + ld a, ANIM_BG_ROLLOUT ld b, NUM_BG_EFFECTS ld de, BG_EFFECT_STRUCT_LENGTH ld hl, wBGEffect1Function diff --git a/engine/battle_anims/bg_effects.asm b/engine/battle_anims/bg_effects.asm index bdb88d76c..f4775ab3c 100644 --- a/engine/battle_anims/bg_effects.asm +++ b/engine/battle_anims/bg_effects.asm @@ -85,9 +85,9 @@ BattleBGEffects: dw BattleBGEffect_WhiteHues dw BattleBGEffect_BlackHues dw BattleBGEffect_AlternateHues - dw BattleBGEffect_06 - dw BattleBGEffect_07 - dw BattleBGEffect_08 + dw BattleBGEffect_CycleOBPalsGrayAndYellow + dw BattleBGEffect_CycleMidOBPalsGrayAndYellow + dw BattleBGEffect_CycleBGPals_Inverted dw BattleBGEffect_HideMon dw BattleBGEffect_ShowMon dw BattleBGEffect_EnterMon @@ -101,38 +101,38 @@ BattleBGEffects: dw BattleBGEffect_DoubleTeam dw BattleBGEffect_AcidArmor dw BattleBGEffect_RapidFlash - dw BattleBGEffect_16 - dw BattleBGEffect_17 - dw BattleBGEffect_18 - dw BattleBGEffect_19 - dw BattleBGEffect_1a - dw BattleBGEffect_1b - dw BattleBGEffect_1c - dw BattleBGEffect_1d - dw BattleBGEffect_1e - dw BattleBGEffect_1f - dw BattleBGEffect_20 + dw BattleBGEffect_FadeMonToLight + dw BattleBGEffect_FadeMonToBlack + dw BattleBGEffect_FadeMonToLightRepeating + dw BattleBGEffect_FadeMonToBlackRepeating + dw BattleBGEffect_CycleMonLightDarkRepeating + dw BattleBGEffect_FlashMonRepeating + dw BattleBGEffect_FadeMonsToBlackRepeating + dw BattleBGEffect_FadeMonToWhiteWaitFadeBack + dw BattleBGEffect_FadeMonFromWhite + dw BattleBGEffect_ShakeScreenX + dw BattleBGEffect_ShakeScreenY dw BattleBGEffect_Withdraw dw BattleBGEffect_BounceDown dw BattleBGEffect_Dig dw BattleBGEffect_Tackle - dw BattleBGEffect_25 - dw BattleBGEffect_26 - dw BattleBGEffect_27 - dw BattleBGEffect_28 - dw BattleBGEffect_Psychic - dw BattleBGEffect_2a - dw BattleBGEffect_2b - dw BattleBGEffect_2c - dw BattleBGEffect_2d - dw BattleBGEffect_2e - dw BattleBGEffect_2f - dw BattleBGEffect_30 - dw BattleBGEffect_31 - dw BattleBGEffect_32 - dw BattleBGEffect_VibrateMon + dw BattleBGEffect_BodySlam dw BattleBGEffect_WobbleMon - dw BattleBGEffect_35 + dw BattleBGEffect_RemoveMon + dw BattleBGEffect_WaveDeformMon + dw BattleBGEffect_Psychic + dw BattleBGEffect_BetaSendOutMon1 + dw BattleBGEffect_BetaSendOutMon2 + dw BattleBGEffect_Flail + dw BattleBGEffect_BetaPursuit + dw BattleBGEffect_Rollout + dw BattleBGEffect_VitalThrow + dw BattleBGEffect_StartWater + dw BattleBGEffect_Water + dw BattleBGEffect_EndWater + dw BattleBGEffect_VibrateMon + dw BattleBGEffect_WobblePlayer + dw BattleBGEffect_WobbleScreen BattleBGEffect_End: call EndBattleBGEffect @@ -280,7 +280,7 @@ BattleBGEffect_AlternateHues: dc 2, 1, 0, 0 db -2 -BattleBGEffect_06: +BattleBGEffect_CycleOBPalsGrayAndYellow: call BattleBGEffects_CheckSGB jr nz, .sgb ld de, .PalsCGB @@ -303,7 +303,7 @@ BattleBGEffect_06: dc 3, 0, 0, 0 db -2 -BattleBGEffect_07: +BattleBGEffect_CycleMidOBPalsGrayAndYellow: call BattleBGEffects_CheckSGB jr nz, .sgb ld de, .PalsCGB @@ -326,7 +326,7 @@ BattleBGEffect_07: dc 3, 0, 3, 0 db -2 -BattleBGEffect_08: +BattleBGEffect_CycleBGPals_Inverted: ld de, .Pals call BattleBGEffect_GetNthDMGPal ld [wBGP], a @@ -541,7 +541,8 @@ _QueueBattleAnimation: callfar QueueBattleAnimation ret -BattleBGEffect_27: +BattleBGEffect_RemoveMon: +; Slides mon out of screen call BattleBGEffects_AnonJumptable .anon_dw dw .zero @@ -985,7 +986,7 @@ BattleBGEffect_Whirlpool: ld a, $5e ldh [hLYOverrideEnd], a lb de, 2, 2 - call Functionc8f2e + call DeformScreen ret .one @@ -996,14 +997,15 @@ BattleBGEffect_Whirlpool: call BattleAnim_ResetLCDStatCustom ret -BattleBGEffect_30: +BattleBGEffect_StartWater: call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCY) call BattleBGEffect_SetLCDStatCustoms1 call EndBattleBGEffect ret -BattleBGEffect_31: +BattleBGEffect_Water: +; BG_EFFECT_STRUCT_JT_INDEX: defines Y position of deformation ld hl, BG_EFFECT_STRUCT_03 add hl, bc ld a, [hl] @@ -1029,7 +1031,7 @@ BattleBGEffect_31: jr nc, .done inc [hl] inc [hl] - call Functionc8f9a + call DeformWater ret .done @@ -1037,11 +1039,12 @@ BattleBGEffect_31: call EndBattleBGEffect ret -BattleBGEffect_32: +BattleBGEffect_EndWater: call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_Psychic: +; Hardcoded to always affect opponent call BattleBGEffects_AnonJumptable .anon_dw dw .zero @@ -1058,7 +1061,7 @@ BattleBGEffect_Psychic: ld a, $5f ldh [hLYOverrideEnd], a lb de, 6, 5 - call Functionc8f2e + call DeformScreen ld hl, BG_EFFECT_STRUCT_03 add hl, bc ld [hl], $0 @@ -1091,7 +1094,7 @@ BattleBGEffect_Teleport: ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms1 lb de, 6, 5 - call Functionc8f2e + call DeformScreen ret .one @@ -1118,7 +1121,7 @@ BattleBGEffect_NightShade: add hl, bc ld e, [hl] ld d, 2 - call Functionc8f2e + call DeformScreen ret .one @@ -1239,7 +1242,7 @@ BattleBGEffect_AcidArmor: add hl, bc ld e, [hl] ld d, 2 - call Functionc8f2e + call DeformScreen ld h, HIGH(wLYOverridesBackup) ldh a, [hLYOverrideEnd] ld l, a @@ -1403,11 +1406,14 @@ BattleBGEffect_Tackle: call BattleBGEffects_AnonJumptable .anon_dw dw .zero - dw Tackle_BGEffect25_2d_one - dw Tackle_BGEffect25_2d_two + dw Tackle_MoveForward + dw Tackle_ReturnMove dw .three .zero +; Prepares mon to move forward (player moves right, enemy moves left) +; BG_EFFECT_STRUCT_03 will keep track of distance moved, so it's reset to 0 here +; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target call BattleBGEffects_IncrementJumptable call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) @@ -1433,15 +1439,18 @@ BattleBGEffect_Tackle: call BattleAnim_ResetLCDStatCustom ret -BattleBGEffect_25: +BattleBGEffect_BodySlam: call BattleBGEffects_AnonJumptable .anon_dw dw .zero - dw Tackle_BGEffect25_2d_one - dw Tackle_BGEffect25_2d_two + dw Tackle_MoveForward + dw Tackle_ReturnMove dw .three .zero +; Prepares mon to move forward (player moves right, enemy moves left) +; BG_EFFECT_STRUCT_03 will keep track of distance moved, so it's reset to 0 here +; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target call BattleBGEffects_IncrementJumptable call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) @@ -1467,7 +1476,10 @@ BattleBGEffect_25: call BattleAnim_ResetLCDStatCustom ret -Tackle_BGEffect25_2d_one: +Tackle_MoveForward: +; Moves user horizontally in a direction that can be positive or negative. When the limit is reached (8 pixels) we move to the next function in the jumptable (Tackle_ReturnMove) +; BG_EFFECT_STRUCT_BATTLE_TURN: speed and direction +; BG_EFFECT_STRUCT_03: keeps track of distance moved ld hl, BG_EFFECT_STRUCT_03 add hl, bc ld a, [hl] @@ -1488,14 +1500,17 @@ Tackle_BGEffect25_2d_one: ld [hl], a ret -Tackle_BGEffect25_2d_two: +Tackle_ReturnMove: +; Move user horizontally back to initial position. When we back to position 0, we move to the next function in the jumptable +; BG_EFFECT_STRUCT_BATTLE_TURN: is turned into a negative number (this number is not saved to preserve the initial number) +; BG_EFFECT_STRUCT_03: keeps track of distance moved ld hl, BG_EFFECT_STRUCT_03 add hl, bc ld a, [hl] and a - jr nz, .asm_c8893 + jr nz, .move_back call BattleBGEffects_IncrementJumptable -.asm_c8893 +.move_back call Functionc88a5 ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc @@ -1560,19 +1575,21 @@ Functionc88a5: jr nz, .loop ret -BattleBGEffect_2d: +BattleBGEffect_BetaPursuit: ; unused call BattleBGEffects_AnonJumptable .anon_dw - dw BGEffect2d_2f_zero - dw Tackle_BGEffect25_2d_one - dw Tackle_BGEffect25_2d_two + dw VitalThrow_MoveBackwards + dw Tackle_MoveForward + dw Tackle_ReturnMove dw .three .three call BattleAnim_ResetLCDStatCustom ret -BGEffect2d_2f_zero: +VitalThrow_MoveBackwards: +; Prepares mon to move back back (player moves left, enemy moves right) +; BG_EFFECT_STRUCT_03: keeps track of distance moved, so it's reset to 0 here call BattleBGEffects_IncrementJumptable call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) @@ -1594,13 +1611,13 @@ BGEffect2d_2f_zero: ld [hl], a ret -BattleBGEffect_2f: +BattleBGEffect_VitalThrow: call BattleBGEffects_AnonJumptable .anon_dw - dw BGEffect2d_2f_zero - dw Tackle_BGEffect25_2d_one + dw VitalThrow_MoveBackwards + dw Tackle_MoveForward dw .two - dw Tackle_BGEffect25_2d_two + dw Tackle_ReturnMove dw .four .four @@ -1608,7 +1625,8 @@ BattleBGEffect_2f: .two ret -BattleBGEffect_26: +BattleBGEffect_WobbleMon: +; Similar to BattleBGEffect_WobblePlayer, except it can affect either side and the sine movement has a radius of 8 instead of 6 and it moves at twice the rate call BattleBGEffects_AnonJumptable .anon_dw dw .zero @@ -1646,7 +1664,7 @@ BattleBGEffect_26: call BattleAnim_ResetLCDStatCustom ret -BattleBGEffect_2c: +BattleBGEffect_Flail: call BattleBGEffects_AnonJumptable .anon_dw dw .zero @@ -1700,7 +1718,7 @@ BattleBGEffect_2c: call BattleAnim_ResetLCDStatCustom ret -BattleBGEffect_28: +BattleBGEffect_WaveDeformMon: call BattleBGEffects_AnonJumptable .anon_dw dw .zero @@ -1723,7 +1741,7 @@ BattleBGEffect_28: inc [hl] ld d, a ld e, 4 - call Functionc8f2e + call DeformScreen ret .two @@ -1735,7 +1753,7 @@ BattleBGEffect_28: dec [hl] ld d, a ld e, 4 - call Functionc8f2e + call DeformScreen ret .reset @@ -1792,7 +1810,7 @@ BattleBGEffect_BounceDown: call BattleAnim_ResetLCDStatCustom ret -BattleBGEffect_2a: +BattleBGEffect_BetaSendOutMon1: ; unused call BattleBGEffects_AnonJumptable .anon_dw dw .zero @@ -1900,7 +1918,7 @@ BattleBGEffect_2a: db $00, $40, $90, $e4 db -1 -BattleBGEffect_2b: +BattleBGEffect_BetaSendOutMon2: ; unused call BattleBGEffects_AnonJumptable .anon_dw dw .zero @@ -1929,14 +1947,14 @@ BattleBGEffect_2b: and $f ld d, a ld e, a - call Functionc8f2e + call DeformScreen ret .done call BattleAnim_ResetLCDStatCustom ret -BattleBGEffect_1c: +BattleBGEffect_FadeMonsToBlackRepeating: ldh a, [hCGB] and a jr nz, .cgb @@ -2094,7 +2112,7 @@ BattleBGEffect_1c: db $40, $fc db $90, $f8 -BattleBGEffect_RapidFlash: +BattleBGEffect_RapidFlash: ; unused ld de, .FlashPals call BGEffect_RapidCyclePals ret @@ -2102,7 +2120,8 @@ BattleBGEffect_RapidFlash: .FlashPals: db $e4, $6c, $fe -BattleBGEffect_16: +BattleBGEffect_FadeMonToLight: +; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user ld de, .Pals call BGEffect_RapidCyclePals ret @@ -2110,7 +2129,8 @@ BattleBGEffect_16: .Pals: db $e4, $90, $40, $ff -BattleBGEffect_17: +BattleBGEffect_FadeMonToBlack: +; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user ld de, .Pals call BGEffect_RapidCyclePals ret @@ -2118,7 +2138,8 @@ BattleBGEffect_17: .Pals: db $e4, $f8, $fc, $ff -BattleBGEffect_18: +BattleBGEffect_FadeMonToLightRepeating: +; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user ld de, .Pals call BGEffect_RapidCyclePals ret @@ -2126,7 +2147,8 @@ BattleBGEffect_18: .Pals: db $e4, $90, $40, $90, $fe -BattleBGEffect_19: +BattleBGEffect_FadeMonToBlackRepeating: +; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user ld de, .Pals call BGEffect_RapidCyclePals ret @@ -2134,7 +2156,8 @@ BattleBGEffect_19: .Pals: db $e4, $f8, $fc, $f8, $fe -BattleBGEffect_1a: +BattleBGEffect_CycleMonLightDarkRepeating: +; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user ld de, .Pals call BGEffect_RapidCyclePals ret @@ -2142,7 +2165,8 @@ BattleBGEffect_1a: .Pals: db $e4, $f8, $fc, $f8, $e4, $90, $40, $90, $fe -BattleBGEffect_1b: +BattleBGEffect_FlashMonRepeating: ; unused +; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user ld de, .Pals call BGEffect_RapidCyclePals ret @@ -2150,7 +2174,8 @@ BattleBGEffect_1b: .Pals: db $e4, $fc, $e4, $00, $fe -BattleBGEffect_1d: +BattleBGEffect_FadeMonToWhiteWaitFadeBack: +; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user ld de, .Pals call BGEffect_RapidCyclePals ret @@ -2158,7 +2183,8 @@ BattleBGEffect_1d: .Pals: db $e4, $90, $40, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $40, $90, $e4, $ff -BattleBGEffect_1e: +BattleBGEffect_FadeMonFromWhite: ; unused +; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user ld de, .Pals call BGEffect_RapidCyclePals ret @@ -2167,6 +2193,8 @@ BattleBGEffect_1e: db $00, $40, $90, $e4, $ff BattleBGEffect_VibrateMon: +; Moves mon back and forth sideways for $20 frames +; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user call BattleBGEffects_AnonJumptable .anon_dw dw .zero @@ -2210,7 +2238,8 @@ BattleBGEffect_VibrateMon: call BattleAnim_ResetLCDStatCustom ret -BattleBGEffect_WobbleMon: +BattleBGEffect_WobblePlayer: +; Always affects the player call BattleBGEffects_AnonJumptable .anon_dw dw .zero @@ -2251,7 +2280,7 @@ BattleBGEffect_WobbleMon: call BattleAnim_ResetLCDStatCustom ret -BattleBGEffect_2e: +BattleBGEffect_Rollout: call Functionc8d0b jr c, .xor_a bit 7, a @@ -2268,7 +2297,7 @@ BattleBGEffect_2e: ld [wAnimObject01YOffset], a ret -BattleBGEffect_1f: +BattleBGEffect_ShakeScreenX: call Functionc8d0b jr nc, .skip xor a @@ -2276,7 +2305,7 @@ BattleBGEffect_1f: ldh [hSCX], a ret -BattleBGEffect_20: +BattleBGEffect_ShakeScreenY: call Functionc8d0b jr nc, .skip xor a @@ -2322,7 +2351,7 @@ Functionc8d0b: and a ret -BattleBGEffect_35: +BattleBGEffect_WobbleScreen: ld hl, BG_EFFECT_STRUCT_03 add hl, bc ld a, [hl] @@ -2367,6 +2396,7 @@ BattleBGEffect_GetNthDMGPal: ret BGEffect_RapidCyclePals: +; Last index in DE: $fe signals a loop, $ff signals end ldh a, [hCGB] and a jr nz, .cgb @@ -2674,7 +2704,11 @@ BattleBGEffects_ResetVideoHRAM: call BattleBGEffects_ClearLYOverrides ret -Functionc8f2e: +DeformScreen: +; wBattleAnimTemp0: Progress of the sine wave +; wBattleAnimTemp1 (e): Distance to skip +; wBattleAnimTemp2 (d): Size of wave +; wBattleAnimTemp3: Timer push bc xor a ld [wBattleAnimTemp0], a @@ -2737,7 +2771,7 @@ InitSurfWaves: pop bc ret -Functionc8f9a: +DeformWater: push bc ld [wBattleAnimTemp3], a ld a, e