; battle_anim_struct members (see macros/ram.asm) rsreset DEF BATTLEANIMSTRUCT_INDEX rb ; 00 DEF BATTLEANIMSTRUCT_OAMFLAGS rb ; 01 DEF BATTLEANIMSTRUCT_FIX_Y rb ; 02 DEF BATTLEANIMSTRUCT_FRAMESET_ID rb ; 03 DEF BATTLEANIMSTRUCT_FUNCTION rb ; 04 DEF BATTLEANIMSTRUCT_PALETTE rb ; 05 DEF BATTLEANIMSTRUCT_TILEID rb ; 06 DEF BATTLEANIMOBJ_LENGTH EQU _RS - 1 ; discount BATTLEANIMSTRUCT_INDEX DEF BATTLEANIMSTRUCT_XCOORD rb ; 07 DEF BATTLEANIMSTRUCT_YCOORD rb ; 08 DEF BATTLEANIMSTRUCT_XOFFSET rb ; 09 DEF BATTLEANIMSTRUCT_YOFFSET rb ; 0a DEF BATTLEANIMSTRUCT_PARAM rb ; 0b DEF BATTLEANIMSTRUCT_DURATION rb ; 0c DEF BATTLEANIMSTRUCT_FRAME rb ; 0d DEF BATTLEANIMSTRUCT_JUMPTABLE_INDEX rb ; 0e DEF BATTLEANIMSTRUCT_VAR1 rb ; 0f DEF BATTLEANIMSTRUCT_VAR2 rb ; 10 rb_skip 7 DEF BATTLEANIMSTRUCT_LENGTH EQU _RS DEF NUM_BATTLE_ANIM_STRUCTS EQU 10 ; see wActiveAnimObjects ; wBattleAnimTileDict size (see wram.asm) DEF NUM_BATTLEANIMTILEDICT_ENTRIES EQU 5 ; Start tile for battle animation graphics DEF BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture ; BattleAnimObjects indexes (see data/battle_anims/objects.asm) const_def const BATTLE_ANIM_OBJ_HIT_BIG_YFIX ; 00 const BATTLE_ANIM_OBJ_HIT_YFIX ; 01 const BATTLE_ANIM_OBJ_HIT_SMALL_YFIX ; 02 const BATTLE_ANIM_OBJ_HIT_BIG ; 03 const BATTLE_ANIM_OBJ_HIT ; 04 const BATTLE_ANIM_OBJ_HIT_SMALL ; 05 const BATTLE_ANIM_OBJ_PUNCH ; 06 const BATTLE_ANIM_OBJ_KICK ; 07 const BATTLE_ANIM_OBJ_PALM ; 08 const BATTLE_ANIM_OBJ_FANG ; 09 const BATTLE_ANIM_OBJ_PUNCH_SHAKE ; 0a const BATTLE_ANIM_OBJ_EMBER ; 0b const BATTLE_ANIM_OBJ_DRAGON_RAGE ; 0c const BATTLE_ANIM_OBJ_FLAMETHROWER ; 0d const BATTLE_ANIM_OBJ_FIRE_SPIN ; 0e const BATTLE_ANIM_OBJ_FIRE_BLAST ; 0f const BATTLE_ANIM_OBJ_BURNED ; 10 const BATTLE_ANIM_OBJ_BLIZZARD ; 11 const BATTLE_ANIM_OBJ_ICE ; 12 const BATTLE_ANIM_OBJ_ICE_BEAM ; 13 const BATTLE_ANIM_OBJ_RAZOR_LEAF ; 14 const BATTLE_ANIM_OBJ_POKE_BALL ; 15 const BATTLE_ANIM_OBJ_POKE_BALL_BLOCKED ; 16 const BATTLE_ANIM_OBJ_EXPLOSION1 ; 17 const BATTLE_ANIM_OBJ_EXPLOSION2 ; 18 const BATTLE_ANIM_OBJ_ACID ; 19 const BATTLE_ANIM_OBJ_SLUDGE ; 1a const BATTLE_ANIM_OBJ_BETA_BALL_POOF ; 1b const BATTLE_ANIM_OBJ_BALL_POOF ; 1c const BATTLE_ANIM_OBJ_BIG_ROCK ; 1d const BATTLE_ANIM_OBJ_SMALL_ROCK ; 1e const BATTLE_ANIM_OBJ_STRENGTH ; 1f const BATTLE_ANIM_OBJ_SEISMIC_TOSS ; 20 const BATTLE_ANIM_OBJ_BUBBLE ; 21 const BATTLE_ANIM_OBJ_SURF ; 22 const BATTLE_ANIM_OBJ_SING ; 23 const BATTLE_ANIM_OBJ_WATER_GUN ; 24 const BATTLE_ANIM_OBJ_HYDRO_PUMP ; 25 const BATTLE_ANIM_OBJ_POWDER ; 26 const BATTLE_ANIM_OBJ_BEAM ; 27 const BATTLE_ANIM_OBJ_BEAM_TIP ; 28 const BATTLE_ANIM_OBJ_ICE_BUILDUP ; 29 const BATTLE_ANIM_OBJ_FROZEN ; 2a const BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE ; 2b const BATTLE_ANIM_OBJ_RECOVER ; 2c const BATTLE_ANIM_OBJ_THUNDER_CENTER ; 2d const BATTLE_ANIM_OBJ_THUNDER_LEFT ; 2e const BATTLE_ANIM_OBJ_THUNDER_RIGHT ; 2f const BATTLE_ANIM_OBJ_THUNDER_WAVE ; 30 const BATTLE_ANIM_OBJ_SPARKS_CIRCLE_BIG ; 31 const BATTLE_ANIM_OBJ_THUNDERBOLT_BALL ; 32 const BATTLE_ANIM_OBJ_SPARKS_CIRCLE ; 33 const BATTLE_ANIM_OBJ_THUNDERSHOCK_BALL ; 34 const BATTLE_ANIM_OBJ_CLAMP ; 35 const BATTLE_ANIM_OBJ_BITE ; 36 const BATTLE_ANIM_OBJ_CUT_DOWN_LEFT ; 37 const BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT ; 38 const BATTLE_ANIM_OBJ_CUT_UP_RIGHT ; 39 const BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT ; 3a const BATTLE_ANIM_OBJ_CUT_LONG_DOWN_RIGHT ; 3b const BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE ; 3c const BATTLE_ANIM_OBJ_ABSORB_CENTER ; 3d const BATTLE_ANIM_OBJ_GUST ; 3e const BATTLE_ANIM_OBJ_VINE_WHIP1 ; 3f const BATTLE_ANIM_OBJ_VINE_WHIP2 ; 40 const BATTLE_ANIM_OBJ_RAZOR_WIND1 ; 41 const BATTLE_ANIM_OBJ_RAZOR_WIND2 ; 42 const BATTLE_ANIM_OBJ_SONICBOOM_JP ; 43 const BATTLE_ANIM_OBJ_WARP ; 44 const BATTLE_ANIM_OBJ_ABSORB ; 45 const BATTLE_ANIM_OBJ_EGG ; 46 const BATTLE_ANIM_OBJ_FOCUS ; 47 const BATTLE_ANIM_OBJ_BIND1 ; 48 const BATTLE_ANIM_OBJ_BIND2 ; 49 const BATTLE_ANIM_OBJ_LEECH_SEED ; 4a const BATTLE_ANIM_OBJ_SOUND ; 4b const BATTLE_ANIM_OBJ_WAVE ; 4c const BATTLE_ANIM_OBJ_CONFUSE_RAY ; 4d const BATTLE_ANIM_OBJ_LEER ; 4e const BATTLE_ANIM_OBJ_LEER_TIP ; 4f const BATTLE_ANIM_OBJ_SCREEN ; 50 const BATTLE_ANIM_OBJ_HARDEN ; 51 const BATTLE_ANIM_OBJ_CHICK ; 52 const BATTLE_ANIM_OBJ_AMNESIA ; 53 const BATTLE_ANIM_OBJ_ASLEEP ; 54 const BATTLE_ANIM_OBJ_SKULL ; 55 const BATTLE_ANIM_OBJ_DIG_SAND ; 56 const BATTLE_ANIM_OBJ_DIG_PILE ; 57 const BATTLE_ANIM_OBJ_SAND ; 58 const BATTLE_ANIM_OBJ_PARALYZED ; 59 const BATTLE_ANIM_OBJ_STRING_SHOT ; 5a const BATTLE_ANIM_OBJ_HAZE ; 5b const BATTLE_ANIM_OBJ_MIST ; 5c const BATTLE_ANIM_OBJ_SMOG ; 5d const BATTLE_ANIM_OBJ_POISON_GAS ; 5e const BATTLE_ANIM_OBJ_HORN ; 5f const BATTLE_ANIM_OBJ_NEEDLE ; 60 const BATTLE_ANIM_OBJ_PETAL_DANCE ; 61 const BATTLE_ANIM_OBJ_SLUDGE_BOMB ; 62 const BATTLE_ANIM_OBJ_PAY_DAY ; 63 const BATTLE_ANIM_OBJ_SONICBOOM_JP_UNUSED ; 64 const BATTLE_ANIM_OBJ_MIMIC ; 65 const BATTLE_ANIM_OBJ_ATTRACT ; 66 const BATTLE_ANIM_OBJ_BONEMERANG ; 67 const BATTLE_ANIM_OBJ_BONE_CLUB ; 68 const BATTLE_ANIM_OBJ_BONE_RUSH ; 69 const BATTLE_ANIM_OBJ_SWIFT ; 6a const BATTLE_ANIM_OBJ_KINESIS ; 6b const BATTLE_ANIM_OBJ_FLASH ; 6c const BATTLE_ANIM_OBJ_SHINY ; 6d const BATTLE_ANIM_OBJ_SKY_ATTACK ; 6e const BATTLE_ANIM_OBJ_LICK ; 6f const BATTLE_ANIM_OBJ_WITHDRAW ; 70 const BATTLE_ANIM_OBJ_DRAIN ; 71 const BATTLE_ANIM_OBJ_GROWTH ; 72 const BATTLE_ANIM_OBJ_CONVERSION2 ; 73 const BATTLE_ANIM_OBJ_SMOKE ; 74 const BATTLE_ANIM_OBJ_SMOKESCREEN ; 75 const BATTLE_ANIM_OBJ_SWORDS_DANCE ; 76 const BATTLE_ANIM_OBJ_SPEED_LINE ; 77 const BATTLE_ANIM_OBJ_SHARPEN ; 78 const BATTLE_ANIM_OBJ_DEFENSE_CURL ; 79 const BATTLE_ANIM_OBJ_METRONOME_HAND ; 7a const BATTLE_ANIM_OBJ_METRONOME_SPARKLE ; 7b const BATTLE_ANIM_OBJ_DISABLE ; 7c const BATTLE_ANIM_OBJ_AGILITY ; 7d const BATTLE_ANIM_OBJ_HEART ; 7e const BATTLE_ANIM_OBJ_FLAME_WHEEL ; 7f const BATTLE_ANIM_OBJ_SACRED_FIRE ; 80 const BATTLE_ANIM_OBJ_COTTON_SPORE ; 81 const BATTLE_ANIM_OBJ_MILK_DRINK ; 82 const BATTLE_ANIM_OBJ_ANGER ; 83 const BATTLE_ANIM_OBJ_HEAL_BELL ; 84 const BATTLE_ANIM_OBJ_HEAL_BELL_NOTE ; 85 const BATTLE_ANIM_OBJ_BATON_PASS ; 86 const BATTLE_ANIM_OBJ_LOCK_ON ; 87 const BATTLE_ANIM_OBJ_MIND_READER ; 88 const BATTLE_ANIM_OBJ_SAFEGUARD ; 89 const BATTLE_ANIM_OBJ_PROTECT ; 8a const BATTLE_ANIM_OBJ_THIEF ; 8b const BATTLE_ANIM_OBJ_OCTAZOOKA ; 8c const BATTLE_ANIM_OBJ_PRESENT ; 8d const BATTLE_ANIM_OBJ_SPIKES ; 8e const BATTLE_ANIM_OBJ_POWDER_SNOW ; 8f const BATTLE_ANIM_OBJ_DRAGONBREATH ; 90 const BATTLE_ANIM_OBJ_CONVERSION ; 91 const BATTLE_ANIM_OBJ_SPIDER_WEB ; 92 const BATTLE_ANIM_OBJ_CAKE_UNUSED ; 93 const BATTLE_ANIM_OBJ_NIGHTMARE ; 94 const BATTLE_ANIM_OBJ_IN_NIGHTMARE ; 95 const BATTLE_ANIM_OBJ_LOVELY_KISS ; 96 const BATTLE_ANIM_OBJ_SWEET_KISS ; 97 const BATTLE_ANIM_OBJ_SKETCH ; 98 const BATTLE_ANIM_OBJ_ENCORE_HAND ; 99 const BATTLE_ANIM_OBJ_ENCORE_STAR ; 9a const BATTLE_ANIM_OBJ_DESTINY_BOND ; 9b const BATTLE_ANIM_OBJ_MORNING_SUN ; 9c const BATTLE_ANIM_OBJ_GLIMMER ; 9d const BATTLE_ANIM_OBJ_MOONLIGHT ; 9e const BATTLE_ANIM_OBJ_HIDDEN_POWER ; 9f const BATTLE_ANIM_OBJ_CROSS_CHOP1 ; a0 const BATTLE_ANIM_OBJ_CROSS_CHOP2 ; a1 const BATTLE_ANIM_OBJ_SANDSTORM ; a2 const BATTLE_ANIM_OBJ_ZAP_CANNON ; a3 const BATTLE_ANIM_OBJ_SPITE ; a4 const BATTLE_ANIM_OBJ_CURSE ; a5 const BATTLE_ANIM_OBJ_PERISH_SONG ; a6 const BATTLE_ANIM_OBJ_FORESIGHT ; a7 const BATTLE_ANIM_OBJ_RAPID_SPIN ; a8 const BATTLE_ANIM_OBJ_SWAGGER ; a9 const BATTLE_ANIM_OBJ_BELLY_DRUM_HAND ; aa const BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE ; ab const BATTLE_ANIM_OBJ_MEAN_LOOK ; ac const BATTLE_ANIM_OBJ_BETA_PURSUIT ; ad const BATTLE_ANIM_OBJ_SHOOTING_SPARKLE ; ae const BATTLE_ANIM_OBJ_RAIN ; af const BATTLE_ANIM_OBJ_B0 ; b0 const BATTLE_ANIM_OBJ_PSYCH_UP ; b1 const BATTLE_ANIM_OBJ_ANCIENTPOWER ; b2 const BATTLE_ANIM_OBJ_AEROBLAST ; b3 const BATTLE_ANIM_OBJ_SHADOW_BALL ; b4 const BATTLE_ANIM_OBJ_ROCK_SMASH ; b5 const BATTLE_ANIM_OBJ_FLOWER ; b6 const BATTLE_ANIM_OBJ_COTTON ; b7 const BATTLE_ANIM_OBJ_ENEMYFEET_1ROW ; b8 const BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW ; b9 const BATTLE_ANIM_OBJ_ENEMYFEET_2ROW ; ba const BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW ; bb DEF NUM_BATTLE_ANIM_OBJS EQU const_value ; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm) const_def const BATTLE_ANIM_FUNC_NULL ; 00 const BATTLE_ANIM_FUNC_USER_TO_TARGET ; 01 const BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR ; 02 const BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE ; 03 const BATTLE_ANIM_FUNC_WAVE_TO_TARGET ; 04 const BATTLE_ANIM_FUNC_THROW_TO_TARGET ; 05 const BATTLE_ANIM_FUNC_THROW_TO_TARGET_DISAPPEAR ; 06 const BATTLE_ANIM_FUNC_DROP ; 07 const BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN ; 08 const BATTLE_ANIM_FUNC_SHAKE ; 09 const BATTLE_ANIM_FUNC_FIRE_BLAST ; 0a const BATTLE_ANIM_FUNC_RAZOR_LEAF ; 0b const BATTLE_ANIM_FUNC_BUBBLE ; 0c const BATTLE_ANIM_FUNC_SURF ; 0d const BATTLE_ANIM_FUNC_SING ; 0e const BATTLE_ANIM_FUNC_WATER_GUN ; 0f const BATTLE_ANIM_FUNC_EMBER ; 10 const BATTLE_ANIM_FUNC_POWDER ; 11 const BATTLE_ANIM_FUNC_POKEBALL ; 12 const BATTLE_ANIM_FUNC_POKEBALL_BLOCKED ; 13 const BATTLE_ANIM_FUNC_RECOVER ; 14 const BATTLE_ANIM_FUNC_THUNDER_WAVE ; 15 const BATTLE_ANIM_FUNC_CLAMP_ENCORE ; 16 const BATTLE_ANIM_FUNC_BITE ; 17 const BATTLE_ANIM_FUNC_SOLAR_BEAM ; 18 const BATTLE_ANIM_FUNC_GUST ; 19 const BATTLE_ANIM_FUNC_RAZOR_WIND ; 1a const BATTLE_ANIM_FUNC_KICK ; 1b const BATTLE_ANIM_FUNC_ABSORB ; 1c const BATTLE_ANIM_FUNC_EGG ; 1d const BATTLE_ANIM_FUNC_MOVE_UP ; 1e const BATTLE_ANIM_FUNC_WRAP ; 1f const BATTLE_ANIM_FUNC_LEECH_SEED ; 20 const BATTLE_ANIM_FUNC_SOUND ; 21 const BATTLE_ANIM_FUNC_CONFUSE_RAY ; 22 const BATTLE_ANIM_FUNC_DIZZY ; 23 const BATTLE_ANIM_FUNC_AMNESIA ; 24 const BATTLE_ANIM_FUNC_FLOAT_UP ; 25 const BATTLE_ANIM_FUNC_DIG ; 26 const BATTLE_ANIM_FUNC_STRING ; 27 const BATTLE_ANIM_FUNC_PARALYZED ; 28 const BATTLE_ANIM_FUNC_SPIRAL_DESCENT ; 29 const BATTLE_ANIM_FUNC_POISON_GAS ; 2a const BATTLE_ANIM_FUNC_HORN ; 2b const BATTLE_ANIM_FUNC_NEEDLE ; 2c const BATTLE_ANIM_FUNC_PETAL_DANCE ; 2d const BATTLE_ANIM_FUNC_THIEF_PAYDAY ; 2e const BATTLE_ANIM_FUNC_ABSORB_CIRCLE ; 2f const BATTLE_ANIM_FUNC_BONEMERANG ; 30 const BATTLE_ANIM_FUNC_SHINY ; 31 const BATTLE_ANIM_FUNC_SKY_ATTACK ; 32 const BATTLE_ANIM_FUNC_GROWTH_SWORDS_DANCE ; 33 const BATTLE_ANIM_FUNC_SMOKE_FLAME_WHEEL ; 34 const BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN ; 35 const BATTLE_ANIM_FUNC_STRENGTH_SEISMIC_TOSS ; 36 const BATTLE_ANIM_FUNC_SPEED_LINE ; 37 const BATTLE_ANIM_FUNC_SLUDGE ; 38 const BATTLE_ANIM_FUNC_METRONOME_HAND ; 39 const BATTLE_ANIM_FUNC_METRONOME_SPARKLE_SKETCH ; 3a const BATTLE_ANIM_FUNC_AGILITY ; 3b const BATTLE_ANIM_FUNC_SACRED_FIRE ; 3c const BATTLE_ANIM_FUNC_SAFEGUARD_PROTECT ; 3d const BATTLE_ANIM_FUNC_LOCK_ON_MIND_READER ; 3e const BATTLE_ANIM_FUNC_SPIKES ; 3f const BATTLE_ANIM_FUNC_HEAL_BELL_NOTES ; 40 const BATTLE_ANIM_FUNC_BATON_PASS ; 41 const BATTLE_ANIM_FUNC_CONVERSION ; 42 const BATTLE_ANIM_FUNC_ENCORE_BELLY_DRUM ; 43 const BATTLE_ANIM_FUNC_SWAGGER_MORNING_SUN ; 44 const BATTLE_ANIM_FUNC_HIDDEN_POWER ; 45 const BATTLE_ANIM_FUNC_CURSE ; 46 const BATTLE_ANIM_FUNC_PERISH_SONG ; 47 const BATTLE_ANIM_FUNC_RAPID_SPIN ; 48 const BATTLE_ANIM_FUNC_BETA_PURSUIT ; 49 const BATTLE_ANIM_FUNC_RAIN_SANDSTORM ; 4a const BATTLE_ANIM_FUNC_BATTLE_ANIM_OBJ_B0 ; 4b const BATTLE_ANIM_FUNC_PSYCH_UP ; 4c const BATTLE_ANIM_FUNC_ANCIENT_POWER ; 4d const BATTLE_ANIM_FUNC_ROCK_SMASH ; 4e const BATTLE_ANIM_FUNC_COTTON ; 4f DEF NUM_BATTLE_ANIM_FUNCS EQU const_value ; BattleAnimFrameData indexes (see data/battle_anims/framesets.asm) const_def const BATTLE_ANIM_FRAMESET_HIT_BIG ; 00 const BATTLE_ANIM_FRAMESET_HIT ; 01 const BATTLE_ANIM_FRAMESET_HIT_SMALL ; 02 const BATTLE_ANIM_FRAMESET_PUNCH ; 03 const BATTLE_ANIM_FRAMESET_KICK ; 04 const BATTLE_ANIM_FRAMESET_PALM ; 05 const BATTLE_ANIM_FRAMESET_FANG ; 06 const BATTLE_ANIM_FRAMESET_PUNCH_SHAKE ; 07 const BATTLE_ANIM_FRAMESET_BALL_POOF ; 08 const BATTLE_ANIM_FRAMESET_POKE_BALL_1 ; 09 const BATTLE_ANIM_FRAMESET_POKE_BALL_2 ; 0a const BATTLE_ANIM_FRAMESET_POKE_BALL_3 ; 0b const BATTLE_ANIM_FRAMESET_POKE_BALL_4 ; 0c const BATTLE_ANIM_FRAMESET_POKE_BALL_5 ; 0d const BATTLE_ANIM_FRAMESET_DRAGON_RAGE ; 0e const BATTLE_ANIM_FRAMESET_FLAMETHROWER ; 0f const BATTLE_ANIM_FRAMESET_EMBER ; 10 const BATTLE_ANIM_FRAMESET_BURNED ; 11 const BATTLE_ANIM_FRAMESET_BLIZZARD ; 12 const BATTLE_ANIM_FRAMESET_ICE ; 13 const BATTLE_ANIM_FRAMESET_ICE_BEAM ; 14 const BATTLE_ANIM_FRAMESET_POWDER_SNOW ; 15 const BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1 ; 16 const BATTLE_ANIM_FRAMESET_RAZOR_LEAF_2 ; 17 const BATTLE_ANIM_FRAMESET_EXPLOSION ; 18 const BATTLE_ANIM_FRAMESET_BIG_ROCK ; 19 const BATTLE_ANIM_FRAMESET_SMALL_ROCK ; 1a const BATTLE_ANIM_FRAMESET_STRENGTH ; 1b const BATTLE_ANIM_FRAMESET_SKULL_CROSSBONE ; 1c const BATTLE_ANIM_FRAMESET_ACID ; 1d const BATTLE_ANIM_FRAMESET_POISON_DROPLET_UNUSED ; 1e const BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE ; 1f const BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST ; 20 const BATTLE_ANIM_FRAMESET_SMALL_BUBBLE ; 21 const BATTLE_ANIM_FRAMESET_PULSING_BUBBLE ; 22 const BATTLE_ANIM_FRAMESET_SURF ; 23 const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 ; 24 const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 ; 25 const BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3 ; 26 const BATTLE_ANIM_FRAMESET_WATER_GUN_1 ; 27 const BATTLE_ANIM_FRAMESET_WATER_GUN_2 ; 28 const BATTLE_ANIM_FRAMESET_WATER_GUN_3 ; 29 const BATTLE_ANIM_FRAMESET_HYDRO_PUMP ; 2a const BATTLE_ANIM_FRAMESET_POWDER ; 2b const BATTLE_ANIM_FRAMESET_BEAM ; 2c const BATTLE_ANIM_FRAMESET_BEAM_TIP ; 2d const BATTLE_ANIM_FRAMESET_ICE_BUILDUP ; 2e const BATTLE_ANIM_FRAMESET_FROZEN ; 2f const BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE ; 30 const BATTLE_ANIM_FRAMESET_THUNDER_CENTER ; 31 const BATTLE_ANIM_FRAMESET_THUNDER_LEFT ; 32 const BATTLE_ANIM_FRAMESET_THUNDER_RIGHT ; 33 const BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE ; 34 const BATTLE_ANIM_FRAMESET_THUNDER_WAVE_EXTRA ; 35 const BATTLE_ANIM_FRAMESET_THUNDERBOLT_SPARKS ; 36 const BATTLE_ANIM_FRAMESET_THUNDERBOLT_CORE ; 37 const BATTLE_ANIM_FRAMESET_THUNDERSHOCK_SPARKS ; 38 const BATTLE_ANIM_FRAMESET_THUNDERSHOCK_CORE ; 39 const BATTLE_ANIM_FRAMESET_CLAMP ; 3a const BATTLE_ANIM_FRAMESET_CLAMP_FLIPPED ; 3b const BATTLE_ANIM_FRAMESET_BITE_1 ; 3c const BATTLE_ANIM_FRAMESET_BITE_2 ; 3d const BATTLE_ANIM_FRAMESET_CUT_DOWN_LEFT ; 3e const BATTLE_ANIM_FRAMESET_CUT_DOWN_RIGHT ; 3f const BATTLE_ANIM_FRAMESET_CUT_UP_RIGHT ; 40 const BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_LEFT ; 41 const BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_RIGHT ; 42 const BATTLE_ANIM_FRAMESET_CHARGE_ORB_1 ; 43 const BATTLE_ANIM_FRAMESET_ABSORB_CENTER ; 44 const BATTLE_ANIM_FRAMESET_GUST ; 45 const BATTLE_ANIM_FRAMESET_VINE_WHIP_1 ; 46 const BATTLE_ANIM_FRAMESET_VINE_WHIP_2 ; 47 const BATTLE_ANIM_FRAMESET_RAZOR_WIND_1 ; 48 const BATTLE_ANIM_FRAMESET_RAZOR_WIND_2 ; 49 const BATTLE_ANIM_FRAMESET_SONICBOOM_JP ; 4a const BATTLE_ANIM_FRAMESET_WARP ; 4b const BATTLE_ANIM_FRAMESET_CHARGE_ORB_2 ; 4c const BATTLE_ANIM_FRAMESET_EGG ; 4d const BATTLE_ANIM_FRAMESET_EGG_WOBBLE ; 4e const BATTLE_ANIM_FRAMESET_EGG_CRACKED_TOP ; 4f const BATTLE_ANIM_FRAMESET_EGG_CRACKED_BOTTOM ; 50 const BATTLE_ANIM_FRAMESET_FOCUS ; 51 const BATTLE_ANIM_FRAMESET_BIND_1 ; 52 const BATTLE_ANIM_FRAMESET_BIND_2 ; 53 const BATTLE_ANIM_FRAMESET_BIND_3 ; 54 const BATTLE_ANIM_FRAMESET_BIND_4 ; 55 const BATTLE_ANIM_FRAMESET_LEECH_SEED_1 ; 56 const BATTLE_ANIM_FRAMESET_LEECH_SEED_2 ; 57 const BATTLE_ANIM_FRAMESET_LEECH_SEED_3 ; 58 const BATTLE_ANIM_FRAMESET_SOUND_1 ; 59 const BATTLE_ANIM_FRAMESET_SOUND_2 ; 5a const BATTLE_ANIM_FRAMESET_SOUND_3 ; 5b const BATTLE_ANIM_FRAMESET_WAVE ; 5c const BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 ; 5d const BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2 ; 5e const BATTLE_ANIM_FRAMESET_LEER ; 5f const BATTLE_ANIM_FRAMESET_REFLECT ; 60 const BATTLE_ANIM_FRAMESET_CHICK_1 ; 61 const BATTLE_ANIM_FRAMESET_CHICK_2 ; 62 const BATTLE_ANIM_FRAMESET_AMNESIA_1 ; 63 const BATTLE_ANIM_FRAMESET_AMNESIA_2 ; 64 const BATTLE_ANIM_FRAMESET_AMNESIA_3 ; 65 const BATTLE_ANIM_FRAMESET_ASLEEP ; 66 const BATTLE_ANIM_FRAMESET_DIG_SAND ; 67 const BATTLE_ANIM_FRAMESET_DIG_PILE ; 68 const BATTLE_ANIM_FRAMESET_SAND ; 69 const BATTLE_ANIM_FRAMESET_STRING_SHOT_1 ; 6a const BATTLE_ANIM_FRAMESET_STRING_SHOT_2 ; 6b const BATTLE_ANIM_FRAMESET_STRING_SHOT_3 ; 6c const BATTLE_ANIM_FRAMESET_PARALYZED ; 6d const BATTLE_ANIM_FRAMESET_PARALYZED_FLIPPED ; 6e const BATTLE_ANIM_FRAMESET_HAZE ; 6f const BATTLE_ANIM_FRAMESET_MIST ; 70 const BATTLE_ANIM_FRAMESET_HORN ; 71 const BATTLE_ANIM_FRAMESET_NEEDLE ; 72 const BATTLE_ANIM_FRAMESET_FLOWER ; 73 const BATTLE_ANIM_FRAMESET_BARRAGE_BALL ; 74 const BATTLE_ANIM_FRAMESET_PAY_DAY ; 75 const BATTLE_ANIM_FRAMESET_HEART ; 76 const BATTLE_ANIM_FRAMESET_SPINNING_BONE ; 77 const BATTLE_ANIM_FRAMESET_STAR ; 78 const BATTLE_ANIM_FRAMESET_SPOON ; 79 const BATTLE_ANIM_FRAMESET_SPARKLE ; 7a const BATTLE_ANIM_FRAMESET_SKY_ATTACK ; 7b const BATTLE_ANIM_FRAMESET_LICK ; 7c const BATTLE_ANIM_FRAMESET_WITHDRAW_SHELL ; 7d const BATTLE_ANIM_FRAMESET_SHRINKING_CHARGE_ORB ; 7e const BATTLE_ANIM_FRAMESET_CONVERSION ; 7f const BATTLE_ANIM_FRAMESET_SWORD ; 80 const BATTLE_ANIM_FRAMESET_SPEED_LINE_1 ; 81 const BATTLE_ANIM_FRAMESET_SPEED_LINE_2 ; 82 const BATTLE_ANIM_FRAMESET_SPEED_LINE_3 ; 83 const BATTLE_ANIM_FRAMESET_SEISMIC_TOSS ; 84 const BATTLE_ANIM_FRAMESET_SHARPEN ; 85 const BATTLE_ANIM_FRAMESET_DEFENSE_CURL ; 86 const BATTLE_ANIM_FRAMESET_METRONOME_HAND ; 87 const BATTLE_ANIM_FRAMESET_AGILITY ; 88 const BATTLE_ANIM_FRAMESET_COTTON ; 89 const BATTLE_ANIM_FRAMESET_MILK_BOTTLE ; 8a const BATTLE_ANIM_FRAMESET_SPIKE ; 8b const BATTLE_ANIM_FRAMESET_ANGER_VEIN ; 8c const BATTLE_ANIM_FRAMESET_HEAL_BELL ; 8d const BATTLE_ANIM_FRAMESET_BATON_PASS ; 8e const BATTLE_ANIM_FRAMESET_LOCK_ON_1 ; 8f const BATTLE_ANIM_FRAMESET_LOCK_ON_2 ; 90 const BATTLE_ANIM_FRAMESET_LOCK_ON_3 ; 91 const BATTLE_ANIM_FRAMESET_LOCK_ON_4 ; 92 const BATTLE_ANIM_FRAMESET_MIND_READER_1 ; 93 const BATTLE_ANIM_FRAMESET_MIND_READER_2 ; 94 const BATTLE_ANIM_FRAMESET_MIND_READER_3 ; 95 const BATTLE_ANIM_FRAMESET_MIND_READER_4 ; 96 const BATTLE_ANIM_FRAMESET_SAFEGUARD ; 97 const BATTLE_ANIM_FRAMESET_MEGAPHONE_UNUSED ; 98 const BATTLE_ANIM_FRAMESET_ITEM_BAG ; 99 const BATTLE_ANIM_FRAMESET_SPIDER_WEB ; 9a const BATTLE_ANIM_FRAMESET_UNUSED_CAKE ; 9b const BATTLE_ANIM_FRAMESET_IMP ; 9c const BATTLE_ANIM_FRAMESET_IMP_FLIPPED ; 9d const BATTLE_ANIM_FRAMESET_CHERUB ; 9e const BATTLE_ANIM_FRAMESET_PENCIL ; 9f const BATTLE_ANIM_FRAMESET_ENCORE_HAND ; a0 const BATTLE_ANIM_FRAMESET_ENCORE_HAND_FLIPPED ; a1 const BATTLE_ANIM_FRAMESET_DESTINY_BOND ; a2 const BATTLE_ANIM_FRAMESET_MORNING_SUN ; a3 const BATTLE_ANIM_FRAMESET_GLIMMER ; a4 const BATTLE_ANIM_FRAMESET_MOONLIGHT ; a5 const BATTLE_ANIM_FRAMESET_CROSS_CHOP_1 ; a6 const BATTLE_ANIM_FRAMESET_CROSS_CHOP_2 ; a7 const BATTLE_ANIM_FRAMESET_ZAP_CANNON ; a8 const BATTLE_ANIM_FRAMESET_CURSE_NAIL ; a9 const BATTLE_ANIM_FRAMESET_FORESIGHT_SHINE ; aa const BATTLE_ANIM_FRAMESET_RAPID_SPIN ; ab const BATTLE_ANIM_FRAMESET_SWAGGER ; ac const BATTLE_ANIM_FRAMESET_MEAN_LOOK ; ad const BATTLE_ANIM_FRAMESET_UPSIDE_DOWN_PUNCH ; ae const BATTLE_ANIM_FRAMESET_GROWING_SPARKLE ; af const BATTLE_ANIM_FRAMESET_RAIN ; b0 const BATTLE_ANIM_FRAMESET_PSYCH_UP ; b1 const BATTLE_ANIM_FRAMESET_SPIRAL_UNUSED ; b2 const BATTLE_ANIM_FRAMESET_AEROBLAST ; b3 const BATTLE_ANIM_FRAMESET_SANDSTORM ; b4 const BATTLE_ANIM_FRAMESET_ENEMYFEET_1ROW ; b5 const BATTLE_ANIM_FRAMESET_PLAYERHEAD_1ROW ; b6 const BATTLE_ANIM_FRAMESET_ENEMYFEET_2ROW ; b7 const BATTLE_ANIM_FRAMESET_PLAYERHEAD_2ROW ; b8 DEF NUM_BATTLE_ANIM_FRAMESETS EQU const_value ; BattleAnimOAMData indexes (see data/battle_anims/oam.asm) const_def const BATTLE_ANIM_OAMSET_00 const BATTLE_ANIM_OAMSET_01 const BATTLE_ANIM_OAMSET_02 const BATTLE_ANIM_OAMSET_03 const BATTLE_ANIM_OAMSET_04 const BATTLE_ANIM_OAMSET_05 const BATTLE_ANIM_OAMSET_06 const BATTLE_ANIM_OAMSET_07 const BATTLE_ANIM_OAMSET_08 const BATTLE_ANIM_OAMSET_09 const BATTLE_ANIM_OAMSET_0A const BATTLE_ANIM_OAMSET_0B const BATTLE_ANIM_OAMSET_0C const BATTLE_ANIM_OAMSET_0D const BATTLE_ANIM_OAMSET_0E const BATTLE_ANIM_OAMSET_0F const BATTLE_ANIM_OAMSET_10 const BATTLE_ANIM_OAMSET_11 const BATTLE_ANIM_OAMSET_12 const BATTLE_ANIM_OAMSET_13 const BATTLE_ANIM_OAMSET_14 const BATTLE_ANIM_OAMSET_15 const BATTLE_ANIM_OAMSET_16 const BATTLE_ANIM_OAMSET_17 const BATTLE_ANIM_OAMSET_18 const BATTLE_ANIM_OAMSET_19 const BATTLE_ANIM_OAMSET_1A const BATTLE_ANIM_OAMSET_1B const BATTLE_ANIM_OAMSET_1C const BATTLE_ANIM_OAMSET_1D const BATTLE_ANIM_OAMSET_1E const BATTLE_ANIM_OAMSET_1F const BATTLE_ANIM_OAMSET_20 const BATTLE_ANIM_OAMSET_21 const BATTLE_ANIM_OAMSET_22 const BATTLE_ANIM_OAMSET_23 const BATTLE_ANIM_OAMSET_24 const BATTLE_ANIM_OAMSET_25 const BATTLE_ANIM_OAMSET_26 const BATTLE_ANIM_OAMSET_27 const BATTLE_ANIM_OAMSET_28 const BATTLE_ANIM_OAMSET_29 const BATTLE_ANIM_OAMSET_2A const BATTLE_ANIM_OAMSET_2B const BATTLE_ANIM_OAMSET_2C const BATTLE_ANIM_OAMSET_2D const BATTLE_ANIM_OAMSET_2E const BATTLE_ANIM_OAMSET_2F const BATTLE_ANIM_OAMSET_30 const BATTLE_ANIM_OAMSET_31 const BATTLE_ANIM_OAMSET_32 const BATTLE_ANIM_OAMSET_33 const BATTLE_ANIM_OAMSET_34 const BATTLE_ANIM_OAMSET_35 const BATTLE_ANIM_OAMSET_36 const BATTLE_ANIM_OAMSET_37 const BATTLE_ANIM_OAMSET_38 const BATTLE_ANIM_OAMSET_39 const BATTLE_ANIM_OAMSET_3A const BATTLE_ANIM_OAMSET_3B const BATTLE_ANIM_OAMSET_3C const BATTLE_ANIM_OAMSET_3D const BATTLE_ANIM_OAMSET_3E const BATTLE_ANIM_OAMSET_3F const BATTLE_ANIM_OAMSET_40 const BATTLE_ANIM_OAMSET_41 const BATTLE_ANIM_OAMSET_42 const BATTLE_ANIM_OAMSET_43 const BATTLE_ANIM_OAMSET_44 const BATTLE_ANIM_OAMSET_45 const BATTLE_ANIM_OAMSET_46 const BATTLE_ANIM_OAMSET_47 const BATTLE_ANIM_OAMSET_48 const BATTLE_ANIM_OAMSET_49 const BATTLE_ANIM_OAMSET_4A const BATTLE_ANIM_OAMSET_4B const BATTLE_ANIM_OAMSET_4C const BATTLE_ANIM_OAMSET_4D const BATTLE_ANIM_OAMSET_4E const BATTLE_ANIM_OAMSET_4F const BATTLE_ANIM_OAMSET_50 const BATTLE_ANIM_OAMSET_51 const BATTLE_ANIM_OAMSET_52 const BATTLE_ANIM_OAMSET_53 const BATTLE_ANIM_OAMSET_54 const BATTLE_ANIM_OAMSET_55 const BATTLE_ANIM_OAMSET_56 const BATTLE_ANIM_OAMSET_57 const BATTLE_ANIM_OAMSET_58 const BATTLE_ANIM_OAMSET_59 const BATTLE_ANIM_OAMSET_5A const BATTLE_ANIM_OAMSET_5B const BATTLE_ANIM_OAMSET_5C const BATTLE_ANIM_OAMSET_5D const BATTLE_ANIM_OAMSET_5E const BATTLE_ANIM_OAMSET_5F const BATTLE_ANIM_OAMSET_60 const BATTLE_ANIM_OAMSET_61 const BATTLE_ANIM_OAMSET_62 const BATTLE_ANIM_OAMSET_63 const BATTLE_ANIM_OAMSET_64 const BATTLE_ANIM_OAMSET_65 const BATTLE_ANIM_OAMSET_66 const BATTLE_ANIM_OAMSET_67 const BATTLE_ANIM_OAMSET_68 const BATTLE_ANIM_OAMSET_69 const BATTLE_ANIM_OAMSET_6A const BATTLE_ANIM_OAMSET_6B const BATTLE_ANIM_OAMSET_6C const BATTLE_ANIM_OAMSET_6D const BATTLE_ANIM_OAMSET_6E const BATTLE_ANIM_OAMSET_6F const BATTLE_ANIM_OAMSET_70 const BATTLE_ANIM_OAMSET_71 const BATTLE_ANIM_OAMSET_72 const BATTLE_ANIM_OAMSET_73 const BATTLE_ANIM_OAMSET_74 const BATTLE_ANIM_OAMSET_75 const BATTLE_ANIM_OAMSET_76 const BATTLE_ANIM_OAMSET_77 const BATTLE_ANIM_OAMSET_78 const BATTLE_ANIM_OAMSET_79 const BATTLE_ANIM_OAMSET_7A const BATTLE_ANIM_OAMSET_7B const BATTLE_ANIM_OAMSET_7C const BATTLE_ANIM_OAMSET_7D const BATTLE_ANIM_OAMSET_7E const BATTLE_ANIM_OAMSET_7F const BATTLE_ANIM_OAMSET_80 const BATTLE_ANIM_OAMSET_81 const BATTLE_ANIM_OAMSET_82 const BATTLE_ANIM_OAMSET_83 const BATTLE_ANIM_OAMSET_84 const BATTLE_ANIM_OAMSET_85 const BATTLE_ANIM_OAMSET_86 const BATTLE_ANIM_OAMSET_87 const BATTLE_ANIM_OAMSET_88 const BATTLE_ANIM_OAMSET_89 const BATTLE_ANIM_OAMSET_8A const BATTLE_ANIM_OAMSET_8B const BATTLE_ANIM_OAMSET_8C const BATTLE_ANIM_OAMSET_8D const BATTLE_ANIM_OAMSET_8E const BATTLE_ANIM_OAMSET_8F const BATTLE_ANIM_OAMSET_90 const BATTLE_ANIM_OAMSET_91 const BATTLE_ANIM_OAMSET_92 const BATTLE_ANIM_OAMSET_93 const BATTLE_ANIM_OAMSET_94 const BATTLE_ANIM_OAMSET_95 const BATTLE_ANIM_OAMSET_96 const BATTLE_ANIM_OAMSET_97 const BATTLE_ANIM_OAMSET_98 const BATTLE_ANIM_OAMSET_99 const BATTLE_ANIM_OAMSET_9A const BATTLE_ANIM_OAMSET_9B const BATTLE_ANIM_OAMSET_9C const BATTLE_ANIM_OAMSET_9D const BATTLE_ANIM_OAMSET_9E const BATTLE_ANIM_OAMSET_9F const BATTLE_ANIM_OAMSET_A0 const BATTLE_ANIM_OAMSET_A1 const BATTLE_ANIM_OAMSET_A2 const BATTLE_ANIM_OAMSET_A3 const BATTLE_ANIM_OAMSET_A4 const BATTLE_ANIM_OAMSET_A5 const BATTLE_ANIM_OAMSET_A6 const BATTLE_ANIM_OAMSET_A7 const BATTLE_ANIM_OAMSET_A8 const BATTLE_ANIM_OAMSET_A9 const BATTLE_ANIM_OAMSET_AA const BATTLE_ANIM_OAMSET_AB const BATTLE_ANIM_OAMSET_AC const BATTLE_ANIM_OAMSET_AD const BATTLE_ANIM_OAMSET_AE const BATTLE_ANIM_OAMSET_AF const BATTLE_ANIM_OAMSET_B0 const BATTLE_ANIM_OAMSET_B1 const BATTLE_ANIM_OAMSET_B2 const BATTLE_ANIM_OAMSET_B3 const BATTLE_ANIM_OAMSET_B4 const BATTLE_ANIM_OAMSET_B5 const BATTLE_ANIM_OAMSET_B6 const BATTLE_ANIM_OAMSET_B7 const BATTLE_ANIM_OAMSET_B8 const BATTLE_ANIM_OAMSET_B9 const BATTLE_ANIM_OAMSET_BA const BATTLE_ANIM_OAMSET_BB const BATTLE_ANIM_OAMSET_BC const BATTLE_ANIM_OAMSET_BD const BATTLE_ANIM_OAMSET_BE const BATTLE_ANIM_OAMSET_BF const BATTLE_ANIM_OAMSET_C0 const BATTLE_ANIM_OAMSET_C1 const BATTLE_ANIM_OAMSET_C2 const BATTLE_ANIM_OAMSET_C3 const BATTLE_ANIM_OAMSET_C4 const BATTLE_ANIM_OAMSET_C5 const BATTLE_ANIM_OAMSET_C6 const BATTLE_ANIM_OAMSET_C7 const BATTLE_ANIM_OAMSET_C8 const BATTLE_ANIM_OAMSET_C9 const BATTLE_ANIM_OAMSET_CA const BATTLE_ANIM_OAMSET_CB const BATTLE_ANIM_OAMSET_CC const BATTLE_ANIM_OAMSET_CD const BATTLE_ANIM_OAMSET_CE const BATTLE_ANIM_OAMSET_CF const BATTLE_ANIM_OAMSET_D0 const BATTLE_ANIM_OAMSET_D1 const BATTLE_ANIM_OAMSET_D2 const BATTLE_ANIM_OAMSET_D3 const BATTLE_ANIM_OAMSET_D4 const BATTLE_ANIM_OAMSET_D5 const BATTLE_ANIM_OAMSET_D6 const BATTLE_ANIM_OAMSET_D7 DEF NUM_BATTLE_ANIM_OAMSETS EQU const_value assert NUM_BATTLE_ANIM_OAMSETS <= FIRST_OAM_CMD, \ "BATTLE_ANIM_OAMSET_* constants overlap oam*_command constants" ; BattleBGEffects indexes (see engine/battle_anims/bg_effects.asm) const_def 1 const BATTLE_BG_EFFECT_FLASH_INVERTED ; 01 const BATTLE_BG_EFFECT_FLASH_WHITE ; 02 const BATTLE_BG_EFFECT_WHITE_HUES ; 03 const BATTLE_BG_EFFECT_BLACK_HUES ; 04 const BATTLE_BG_EFFECT_ALTERNATE_HUES ; 05 const BATTLE_BG_EFFECT_CYCLE_OBPALS_GRAY_AND_YELLOW ; 06 const BATTLE_BG_EFFECT_CYCLE_MID_OBPALS_GRAY_AND_YELLOW ; 07 const BATTLE_BG_EFFECT_CYCLE_BGPALS_INVERTED ; 08 const BATTLE_BG_EFFECT_HIDE_MON ; 09 const BATTLE_BG_EFFECT_SHOW_MON ; 0a const BATTLE_BG_EFFECT_ENTER_MON ; 0b const BATTLE_BG_EFFECT_RETURN_MON ; 0c const BATTLE_BG_EFFECT_SURF ; 0d const BATTLE_BG_EFFECT_WHIRLPOOL ; 0e const BATTLE_BG_EFFECT_TELEPORT ; 0f const BATTLE_BG_EFFECT_NIGHT_SHADE ; 10 const BATTLE_BG_EFFECT_BATTLEROBJ_1ROW ; 11 const BATTLE_BG_EFFECT_BATTLEROBJ_2ROW ; 12 const BATTLE_BG_EFFECT_DOUBLE_TEAM ; 13 const BATTLE_BG_EFFECT_ACID_ARMOR ; 14 const BATTLE_BG_EFFECT_RAPID_FLASH ; 15 const BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT ; 16 const BATTLE_BG_EFFECT_FADE_MON_TO_BLACK ; 17 const BATTLE_BG_EFFECT_FADE_MON_TO_LIGHT_REPEATING ; 18 const BATTLE_BG_EFFECT_FADE_MON_TO_BLACK_REPEATING ; 19 const BATTLE_BG_EFFECT_CYCLE_MON_LIGHT_DARK_REPEATING ; 1a const BATTLE_BG_EFFECT_FLASH_MON_REPEATING ; 1b const BATTLE_BG_EFFECT_FADE_MONS_TO_BLACK_REPEATING ; 1c const BATTLE_BG_EFFECT_FADE_MON_TO_WHITE_WAIT_FADE_BACK ; 1d const BATTLE_BG_EFFECT_FADE_MON_FROM_WHITE ; 1e const BATTLE_BG_EFFECT_SHAKE_SCREEN_X ; 1f const BATTLE_BG_EFFECT_SHAKE_SCREEN_Y ; 20 const BATTLE_BG_EFFECT_WITHDRAW ; 21 const BATTLE_BG_EFFECT_BOUNCE_DOWN ; 22 const BATTLE_BG_EFFECT_DIG ; 23 const BATTLE_BG_EFFECT_TACKLE ; 24 const BATTLE_BG_EFFECT_BODY_SLAM ; 25 const BATTLE_BG_EFFECT_WOBBLE_MON ; 26 const BATTLE_BG_EFFECT_REMOVE_MON ; 27 const BATTLE_BG_EFFECT_WAVE_DEFORM_MON ; 28 const BATTLE_BG_EFFECT_PSYCHIC ; 29 const BATTLE_BG_EFFECT_BETA_SEND_OUT_MON1 ; 2a const BATTLE_BG_EFFECT_BETA_SEND_OUT_MON2 ; 2b const BATTLE_BG_EFFECT_FLAIL ; 2c const BATTLE_BG_EFFECT_BETA_PURSUIT ; 2d const BATTLE_BG_EFFECT_ROLLOUT ; 2e const BATTLE_BG_EFFECT_VITAL_THROW ; 2f const BATTLE_BG_EFFECT_START_WATER ; 30 const BATTLE_BG_EFFECT_WATER ; 31 const BATTLE_BG_EFFECT_END_WATER ; 32 const BATTLE_BG_EFFECT_VIBRATE_MON ; 33 const BATTLE_BG_EFFECT_WOBBLE_PLAYER ; 34 const BATTLE_BG_EFFECT_WOBBLE_SCREEN ; 35 DEF NUM_BATTLE_BG_EFFECTS EQU const_value - 1 ; wBattleAnimTileDict keys (see wram.asm) ; AnimObjGFX indexes (see data/battle_anims/object_gfx.asm) const_def 1 const BATTLE_ANIM_GFX_HIT ; 01 const BATTLE_ANIM_GFX_CUT ; 02 const BATTLE_ANIM_GFX_FIRE ; 03 const BATTLE_ANIM_GFX_WATER ; 04 const BATTLE_ANIM_GFX_LIGHTNING ; 05 const BATTLE_ANIM_GFX_PLANT ; 06 const BATTLE_ANIM_GFX_SMOKE ; 07 const BATTLE_ANIM_GFX_EXPLOSION ; 08 const BATTLE_ANIM_GFX_ROCKS ; 09 const BATTLE_ANIM_GFX_ICE ; 0a const BATTLE_ANIM_GFX_POKE_BALL ; 0b const BATTLE_ANIM_GFX_POISON ; 0c const BATTLE_ANIM_GFX_BUBBLE ; 0d const BATTLE_ANIM_GFX_NOISE ; 0e const BATTLE_ANIM_GFX_POWDER ; 0f const BATTLE_ANIM_GFX_BEAM ; 10 const BATTLE_ANIM_GFX_SPEED ; 11 const BATTLE_ANIM_GFX_CHARGE ; 12 const BATTLE_ANIM_GFX_WIND ; 13 const BATTLE_ANIM_GFX_WHIP ; 14 const BATTLE_ANIM_GFX_EGG ; 15 const BATTLE_ANIM_GFX_ROPE ; 16 const BATTLE_ANIM_GFX_PSYCHIC ; 17 const BATTLE_ANIM_GFX_REFLECT ; 18 const BATTLE_ANIM_GFX_STATUS ; 19 const BATTLE_ANIM_GFX_SAND ; 1a const BATTLE_ANIM_GFX_WEB ; 1b const BATTLE_ANIM_GFX_HAZE ; 1c const BATTLE_ANIM_GFX_HORN ; 1d const BATTLE_ANIM_GFX_FLOWER ; 1e const BATTLE_ANIM_GFX_MISC ; 1f const BATTLE_ANIM_GFX_SKY_ATTACK ; 20 const BATTLE_ANIM_GFX_GLOBE ; 21 const BATTLE_ANIM_GFX_SHAPES ; 22 const BATTLE_ANIM_GFX_OBJECTS ; 23 const BATTLE_ANIM_GFX_SHINE ; 24 const BATTLE_ANIM_GFX_ANGELS ; 25 const BATTLE_ANIM_GFX_WAVE ; 26 const BATTLE_ANIM_GFX_AEROBLAST ; 27 const BATTLE_ANIM_GFX_PLAYERHEAD ; 28 const BATTLE_ANIM_GFX_ENEMYFEET ; 29 DEF NUM_BATTLE_ANIM_GFX EQU const_value - 1 ; battle_bg_effect struct members (see macros/ram.asm) rsreset DEF BG_EFFECT_STRUCT_FUNCTION rb DEF BG_EFFECT_STRUCT_JT_INDEX rb DEF BG_EFFECT_STRUCT_BATTLE_TURN rb DEF BG_EFFECT_STRUCT_PARAM rb DEF BG_EFFECT_STRUCT_LENGTH EQU _RS DEF NUM_BG_EFFECTS EQU 5 ; see wActiveBGEffects ; anim_bgeffect battle turn values for some effects const_def const BG_EFFECT_TARGET ; 0 const BG_EFFECT_USER ; 1 ; battle palettes const_def const PAL_BATTLE_BG_PLAYER ; 0 const PAL_BATTLE_BG_ENEMY ; 1 const PAL_BATTLE_BG_ENEMY_HP ; 2 const PAL_BATTLE_BG_PLAYER_HP ; 3 const PAL_BATTLE_BG_EXP ; 4 const PAL_BATTLE_BG_5 ; 5 const PAL_BATTLE_BG_6 ; 6 const PAL_BATTLE_BG_TEXT ; 7 ; animation object palettes const_def const PAL_BATTLE_OB_ENEMY ; 0 const PAL_BATTLE_OB_PLAYER ; 1 const PAL_BATTLE_OB_GRAY ; 2 const PAL_BATTLE_OB_YELLOW ; 3 const PAL_BATTLE_OB_RED ; 4 const PAL_BATTLE_OB_GREEN ; 5 const PAL_BATTLE_OB_BLUE ; 6 const PAL_BATTLE_OB_BROWN ; 7