pokecrystal/constants/battle_anim_constants.asm

859 lines
37 KiB
NASM

; 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
DEF BATTLEANIMSTRUCT_OAMFLAGS_FIX_COORDS_F EQU 0
; 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