shithub: pokecrystal

Download patch

ref: 13c4a93ceae759f1fd5f46b326afb83e4f44aeee
parent: 733664b18fc2db7cc1d68a818335900565230ac9
author: mid-kid <[email protected]>
date: Sat Aug 22 12:22:37 EDT 2020

Fix some constants surrounding sprite animations

Also commented the use of the field surrounding the struct
initialization functions.

SPRITEANIMSTRUCT_0C -> SPRITEANIMSTRUCT_VAR1
SPRITEANIMSTRUCT_0D -> SPRITEANIMSTRUCT_VAR2
SPRITEANIMSTRUCT_0E -> SPRITEANIMSTRUCT_VAR3
SPRITEANIMSTRUCT_0F -> SPRITEANIMSTRUCT_VAR4

BATTLEANIMSTRUCT_01 -> BATTLEANIMSTRUCT_OAMFLAGS
BATTLEANIMSTRUCT_ANON_JT_INDEX -> BATTLEANIMSTRUCT_JUMPTABLE_INDEX
BATTLEANIMSTRUCT_0F -> BATTLEANIMSTRUCT_VAR1
BATTLEANIMSTRUCT_10 -> BATTLEANIMSTRUCT_VAR2

--- a/constants/battle_anim_constants.asm
+++ b/constants/battle_anim_constants.asm
@@ -1,7 +1,7 @@
 ; battle_anim_struct members (see macros/wram.asm)
 	const_def
 	const BATTLEANIMSTRUCT_INDEX
-	const BATTLEANIMSTRUCT_01
+	const BATTLEANIMSTRUCT_OAMFLAGS
 	const BATTLEANIMSTRUCT_02
 	const BATTLEANIMSTRUCT_FRAMESET_ID
 	const BATTLEANIMSTRUCT_FUNCTION
@@ -14,9 +14,9 @@
 	const BATTLEANIMSTRUCT_PARAM
 	const BATTLEANIMSTRUCT_DURATION
 	const BATTLEANIMSTRUCT_FRAME
-	const BATTLEANIMSTRUCT_ANON_JT_INDEX
-	const BATTLEANIMSTRUCT_0F
-	const BATTLEANIMSTRUCT_10
+	const BATTLEANIMSTRUCT_JUMPTABLE_INDEX
+	const BATTLEANIMSTRUCT_VAR1
+	const BATTLEANIMSTRUCT_VAR2
 	const_skip 7
 BATTLEANIMSTRUCT_LENGTH EQU const_value
 NUM_ANIM_OBJECTS EQU 10 ; see wActiveAnimObjects
--- a/constants/sprite_anim_constants.asm
+++ b/constants/sprite_anim_constants.asm
@@ -12,10 +12,10 @@
 	const SPRITEANIMSTRUCT_DURATIONOFFSET  ; 9
 	const SPRITEANIMSTRUCT_FRAME           ; a
 	const SPRITEANIMSTRUCT_JUMPTABLE_INDEX ; b
-	const SPRITEANIMSTRUCT_0C              ; c
-	const SPRITEANIMSTRUCT_0D              ; d
-	const SPRITEANIMSTRUCT_0E              ; e
-	const SPRITEANIMSTRUCT_0F              ; f
+	const SPRITEANIMSTRUCT_VAR1            ; c
+	const SPRITEANIMSTRUCT_VAR2            ; d
+	const SPRITEANIMSTRUCT_VAR3            ; e
+	const SPRITEANIMSTRUCT_VAR4            ; f
 SPRITEANIMSTRUCT_LENGTH EQU const_value
 NUM_SPRITE_ANIM_STRUCTS EQU 10 ; see wSpriteAnimationStructs
 
--- a/engine/battle_anims/anim_commands.asm
+++ b/engine/battle_anims/anim_commands.asm
@@ -319,7 +319,6 @@
 	ld hl, BattleAnimCommands
 	add hl, de
 	add hl, de
-
 	ld a, [hli]
 	ld h, [hl]
 	ld l, a
@@ -714,7 +713,7 @@
 	ret
 
 .found
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	inc [hl]
 	ret
@@ -765,7 +764,7 @@
 
 .found
 	call GetBattleAnimByte
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld [hl], a
 	ret
--- a/engine/battle_anims/core.asm
+++ b/engine/battle_anims/core.asm
@@ -39,42 +39,42 @@
 	ld hl, BATTLEANIMSTRUCT_INDEX
 	add hl, bc
 	ld a, [wLastAnimObjectIndex]
-	ld [hli], a ; Index
+	ld [hli], a ; BATTLEANIMSTRUCT_INDEX
 	ld a, [de]
 	inc de
-	ld [hli], a ; 01
+	ld [hli], a ; BATTLEANIMSTRUCT_OAMFLAGS
 	ld a, [de]
 	inc de
-	ld [hli], a ; 02
+	ld [hli], a ; BATTLEANIMSTRUCT_02
 	ld a, [de]
 	inc de
-	ld [hli], a ; Frameset ID
+	ld [hli], a ; BATTLEANIMSTRUCT_FRAMESET_ID
 	ld a, [de]
 	inc de
-	ld [hli], a ; Function
+	ld [hli], a ; BATTLEANIMSTRUCT_FUNCTION
 	ld a, [de]
 	inc de
-	ld [hli], a ; 05
+	ld [hli], a ; BATTLEANIMSTRUCT_PALETTE
 	ld a, [de]
 	call GetBattleAnimTileOffset
-	ld [hli], a ; Tile ID
+	ld [hli], a ; BATTLEANIMSTRUCT_TILEID
 	ld a, [wBattleObjectTempXCoord]
-	ld [hli], a ; X Coord
+	ld [hli], a ; BATTLEANIMSTRUCT_XCOORD
 	ld a, [wBattleObjectTempYCoord]
-	ld [hli], a ; Y Coord
+	ld [hli], a ; BATTLEANIMSTRUCT_YCOORD
 	xor a
-	ld [hli], a ; X Offset
-	ld [hli], a ; Y Offset
+	ld [hli], a ; BATTLEANIMSTRUCT_XOFFSET
+	ld [hli], a ; BATTLEANIMSTRUCT_YOFFSET
 	ld a, [wBattleObjectTempParam]
-	ld [hli], a ; Param
+	ld [hli], a ; BATTLEANIMSTRUCT_PARAM
 	xor a
-	ld [hli], a ; 0c
+	ld [hli], a ; BATTLEANIMSTRUCT_DURATION
 	dec a
-	ld [hli], a ; 0d
+	ld [hli], a ; BATTLEANIMSTRUCT_FRAME
 	xor a
-	ld [hli], a ; 0e
-	ld [hli], a ; 0f
-	ld [hl], a  ; 10
+	ld [hli], a ; BATTLEANIMSTRUCT_JUMPTABLE_INDEX
+	ld [hli], a ; BATTLEANIMSTRUCT_VAR1
+	ld [hl], a  ; BATTLEANIMSTRUCT_VAR2
 	ret
 
 BattleAnimOAMUpdate:
@@ -199,7 +199,7 @@
 	ret
 
 InitBattleAnimBuffer:
-	ld hl, BATTLEANIMSTRUCT_01
+	ld hl, BATTLEANIMSTRUCT_OAMFLAGS
 	add hl, bc
 	ld a, [hl]
 
@@ -232,7 +232,7 @@
 	and a
 	ret z
 
-	ld hl, BATTLEANIMSTRUCT_01
+	ld hl, BATTLEANIMSTRUCT_OAMFLAGS
 	add hl, bc
 	ld a, [hl]
 	ld [wBattleAnimTempOAMFlags], a
--- a/engine/battle_anims/functions.asm
+++ b/engine/battle_anims/functions.asm
@@ -125,7 +125,7 @@
 	add hl, bc
 	dec [hl]
 	; Decrease ??? and hold onto its previous value (argument of the sine function)
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec [hl]
@@ -157,7 +157,7 @@
 	ld hl, BATTLEANIMSTRUCT_YCOORD
 	add hl, bc
 	dec [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -197,7 +197,7 @@
 	jr z, .asm_cd0f9
 	ld a, $20
 .asm_cd0f9
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -206,7 +206,7 @@
 	and $7f
 	ld [hl], a
 .one
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -224,7 +224,7 @@
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	ret
@@ -305,13 +305,13 @@
 	call BattleAnim_IncAnonJumptableIndex
 	ld a, BATTLEANIMFRAMESET_09
 	call ReinitBattleAnimFrameset
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $0
 	inc hl
 	ld [hl], $10
 .four
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hli]
 	ld d, [hl]
@@ -319,7 +319,7 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec a
@@ -327,7 +327,7 @@
 	and $1f
 	ret nz
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	sub $4
@@ -341,7 +341,7 @@
 .six
 	ld a, BATTLEANIMFRAMESET_0D
 	call ReinitBattleAnimFrameset
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	dec [hl]
 .two
@@ -354,12 +354,12 @@
 	ld a, BATTLEANIMFRAMESET_0A
 	call ReinitBattleAnimFrameset
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], $20
 .eight
 .ten
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hli]
 	ld d, [hl]
@@ -367,7 +367,7 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec a
@@ -465,7 +465,7 @@
 	ld a, [hl]
 	swap a
 	and $f
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld [hl], a
 	ret
@@ -500,13 +500,13 @@
 	dw .one
 .zero
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $30
 	inc hl
 	ld [hl], $48
 .one
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hli]
 	ld d, [hl]
@@ -514,16 +514,16 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	ld a, [hl]
 	and $3f
 	ret nz
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $20
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -531,7 +531,7 @@
 	sub [hl]
 	jr z, .done
 	jr c, .done
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], a
 	ret
@@ -560,16 +560,16 @@
 	call BattleAnim_IncAnonJumptableIndex
 .one
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $0
 .two
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $40
 	jr nc, .loop_back
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld d, $18
@@ -579,7 +579,7 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld d, $18
@@ -591,7 +591,7 @@
 	add hl, bc
 	ld a, [hl]
 	and $f
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	add [hl]
 	ld [hl], a
@@ -609,7 +609,7 @@
 	and $f
 	or d
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	dec [hl]
 	ret
@@ -660,7 +660,7 @@
 	dw .two
 .zero
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $0
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -671,7 +671,7 @@
 	add hl, bc
 	ld [hl], a
 .one
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -685,7 +685,7 @@
 	ld a, [hl]
 	swap a
 	and $f
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
@@ -717,7 +717,7 @@
 	ld hl, BATTLEANIMSTRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld [hl], a
 	cp $7
@@ -744,7 +744,7 @@
 	ld a, BATTLEANIMFRAMESET_10
 	call ReinitBattleAnimFrameset
 .eight
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld d, $10
@@ -760,7 +760,7 @@
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	ret
@@ -810,11 +810,11 @@
 	dw .eight
 .zero
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $40
 .one
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $30
@@ -821,7 +821,7 @@
 	jr nc, .sine_cosine
 	call BattleAnim_IncAnonJumptableIndex
 	xor a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hli], a
 	ld [hl], a
@@ -842,7 +842,7 @@
 	ld a, [hl]
 	and $3f
 	ld d, a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec [hl]
@@ -851,7 +851,7 @@
 	add hl, bc
 	ld [hl], a
 	call Functioncd557
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	ld hl, BATTLEANIMSTRUCT_XCOORD
@@ -864,7 +864,7 @@
 	ld hl, BATTLEANIMSTRUCT_XCOORD
 	add hl, bc
 	ld [hl], d
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], e
 	ret
@@ -879,7 +879,7 @@
 	ret
 
 .sine_cosine_2
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld d, $10
@@ -891,18 +891,18 @@
 	add hl, bc
 	bit 6, [hl]
 	jr nz, .decrease
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	jr .finish
 
 .decrease
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	dec [hl]
 .finish
 	ld de, $80
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
@@ -915,7 +915,7 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], d
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], e
 	ret
@@ -923,7 +923,7 @@
 .three
 	ld a, BATTLEANIMFRAMESET_16
 	call ReinitBattleAnimFrameset
-	ld hl, BATTLEANIMSTRUCT_01
+	ld hl, BATTLEANIMSTRUCT_OAMFLAGS
 	add hl, bc
 	res 5, [hl]
 .four
@@ -998,11 +998,11 @@
 	add hl, bc
 	ld [hl], a
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $40
 .one
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $30
@@ -1016,7 +1016,7 @@
 	ld a, [hl]
 	and $3f
 	ld d, a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec [hl]
@@ -1025,7 +1025,7 @@
 	add hl, bc
 	ld [hl], a
 	call Functioncd557
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	ld hl, BATTLEANIMSTRUCT_XCOORD
@@ -1038,7 +1038,7 @@
 	ld hl, BATTLEANIMSTRUCT_XCOORD
 	add hl, bc
 	ld [hl], d
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], e
 	ret
@@ -1051,11 +1051,11 @@
 	dw .two
 .zero
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $c
 .one
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -1069,7 +1069,7 @@
 
 .next
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $0
 	ld a, BATTLEANIMFRAMESET_22
@@ -1080,7 +1080,7 @@
 	ld a, [hl]
 	cp $98
 	jr nc, .okay
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld hl, BATTLEANIMSTRUCT_XCOORD
@@ -1091,7 +1091,7 @@
 	add hl, de
 	ld e, l
 	ld d, h
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], e
 	ld hl, BATTLEANIMSTRUCT_XCOORD
@@ -1109,7 +1109,7 @@
 	and $f0
 	ld e, a
 	ld d, $ff
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	ld hl, BATTLEANIMSTRUCT_YCOORD
@@ -1119,7 +1119,7 @@
 	add hl, de
 	ld e, l
 	ld d, h
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], e
 	ld hl, BATTLEANIMSTRUCT_YCOORD
@@ -1162,7 +1162,7 @@
 .asm_cd69b
 	dec a
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld d, $10
@@ -1182,7 +1182,7 @@
 	inc a
 	and $7
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	inc [hl]
@@ -1238,7 +1238,7 @@
 .asm_cd704
 	ld a, $2
 	call Functionce70a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec [hl]
@@ -1267,7 +1267,7 @@
 	jr c, .asm_cd747
 	ld a, $2
 	call Functionce70a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec [hl]
@@ -1288,7 +1288,7 @@
 	ld hl, BATTLEANIMSTRUCT_YCOORD
 	add hl, bc
 	ld [hl], $30
-	ld hl, BATTLEANIMSTRUCT_01
+	ld hl, BATTLEANIMSTRUCT_OAMFLAGS
 	add hl, bc
 	ld a, [hl]
 	and $1
@@ -1320,7 +1320,7 @@
 
 .asm_cd784
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld l, [hl]
 	ld h, a
@@ -1328,7 +1328,7 @@
 	add hl, de
 	ld e, l
 	ld d, h
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], e
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
@@ -1353,7 +1353,7 @@
 	add hl, bc
 	ld a, [hl]
 	and $f0
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], a
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -1363,7 +1363,7 @@
 	sla a
 	sla a
 	sla a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -1370,7 +1370,7 @@
 	add hl, bc
 	ld [hl], $1
 Functioncd7d2:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -1379,11 +1379,11 @@
 	ret
 
 .asm_cd7de
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld d, [hl]
 	push af
@@ -1404,7 +1404,7 @@
 	xor $1
 	ld [hl], a
 	ret z
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	dec [hl]
 	ret
@@ -1444,7 +1444,7 @@
 	ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], a
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -1451,13 +1451,13 @@
 	add hl, bc
 	bit 7, [hl]
 	jr nz, .asm_cd852
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $10
 	jr .asm_cd858
 
 .asm_cd852
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $30
 .asm_cd858
@@ -1467,7 +1467,7 @@
 	and $7f
 	ld [hl], a
 Functioncd860:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -1479,7 +1479,7 @@
 	ld [hl], a
 	bit 7, a
 	jr nz, .load_no_inc
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	inc a ; BATTLEANIMFRAMESET_3B
@@ -1487,13 +1487,13 @@
 	jr .reinit
 
 .load_no_inc
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl] ; BATTLEANIMFRAMESET_3A
 	           ; BATTLEANIMFRAMESET_A0
 .reinit
 	call ReinitBattleAnimFrameset
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	ld a, [hl]
@@ -1504,7 +1504,7 @@
 	ret
 
 Functioncd893:
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld [hl], $1
 	ret
@@ -1526,13 +1526,13 @@
 	add hl, bc
 	bit 7, [hl]
 	jr nz, .asm_cd8be
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $10
 	jr .asm_cd8c4
 
 .asm_cd8be
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $30
 .asm_cd8c4
@@ -1543,7 +1543,7 @@
 	ld [hl], a
 
 Functioncd8cc:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -1562,7 +1562,7 @@
 	ld a, BATTLEANIMFRAMESET_3C
 .asm_cd8e8
 	call ReinitBattleAnimFrameset
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	inc [hl]
@@ -1575,7 +1575,7 @@
 	ret
 
 Functioncd8f9:
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld [hl], $1
 	ret
@@ -1588,7 +1588,7 @@
 
 Functioncd907:
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $28
 	inc hl
@@ -1597,7 +1597,7 @@
 	ld hl, BATTLEANIMSTRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld d, [hl]
 	push af
@@ -1612,13 +1612,13 @@
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
 	jr z, .asm_cd950
 	ld d, a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld e, [hl]
 	ld hl, -$80
@@ -1625,10 +1625,10 @@
 	add hl, de
 	ld e, l
 	ld d, h
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], e
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], d
 	ret
@@ -1688,7 +1688,7 @@
 
 Functioncd99a:
 	call Functioncd9f4
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	push af
@@ -1710,7 +1710,7 @@
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	sub $8
@@ -1727,7 +1727,7 @@
 	ld [hl], a
 	and $7
 	ret nz
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	inc [hl]
 	ret
@@ -1734,7 +1734,7 @@
 
 .asm_cd9e2
 	xor a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], a
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -1747,7 +1747,7 @@
 	ret
 
 Functioncd9f4:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld e, [hl]
 	ld d, 0
@@ -1803,7 +1803,7 @@
 	      ; BATTLEANIMFRAMESET_55
 	call ReinitBattleAnimFrameset
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $8
 Functioncda4c:
@@ -1818,13 +1818,13 @@
 	dw .three
 .zero:
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], $40
 	ret
 
 .one:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	cp $20
@@ -1840,7 +1840,7 @@
 	ret
 
 .two:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -1867,7 +1867,7 @@
 	ld a, [hl]
 	add $2
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld e, [hl]
 	ld hl, BATTLEANIMSTRUCT_XCOORD
@@ -1887,13 +1887,13 @@
 	add hl, de
 	ld e, l
 	ld d, h
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], e
 	ld hl, BATTLEANIMSTRUCT_XCOORD
 	add hl, bc
 	ld [hl], d
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	and $1
@@ -1912,13 +1912,13 @@
 
 Functioncdadf:
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], $40
 	ret
 
 Functioncdae9:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	cp $20
@@ -1933,7 +1933,7 @@
 
 BattleAnimFunction_1A:
 	call BattleAnimFunction_03
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	add $f
@@ -1958,7 +1958,7 @@
 	ld a, [hl]
 	cp $30
 	jr c, .asm_cdb24
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld [hl], $0
 	ret
@@ -1976,7 +1976,7 @@
 	ret nc
 	inc [hl]
 	inc [hl]
-	ld hl, BATTLEANIMSTRUCT_01
+	ld hl, BATTLEANIMSTRUCT_OAMFLAGS
 	add hl, bc
 	set 0, [hl]
 	ld hl, BATTLEANIMSTRUCT_02
@@ -1995,7 +1995,7 @@
 
 Functioncdb50:
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $2c
 	ld hl, BATTLEANIMSTRUCT_FRAME
@@ -2012,7 +2012,7 @@
 	ret nc
 	inc [hl]
 	inc [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -2042,7 +2042,7 @@
 	dw Functioncdc74
 
 Functioncdb9f:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $28
 	inc hl
@@ -2050,7 +2050,7 @@
 	ld hl, BATTLEANIMSTRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld [hl], a
 	ret
@@ -2085,7 +2085,7 @@
 	jr nc, .asm_cdbe6
 	and $f
 	jr nz, asm_cdbfa
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], $10
 	call BattleAnim_IncAnonJumptableIndex
@@ -2097,7 +2097,7 @@
 	ret
 
 Functioncdbeb:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -2106,7 +2106,7 @@
 	ret
 
 .asm_cdbf5
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	dec [hl]
 asm_cdbfa:
@@ -2116,7 +2116,7 @@
 	ld hl, BATTLEANIMSTRUCT_YCOORD
 	add hl, bc
 	ld d, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld e, [hl]
 	ld hl, -$80
@@ -2126,7 +2126,7 @@
 	ld hl, BATTLEANIMSTRUCT_YCOORD
 	add hl, bc
 	ld [hl], d
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], e
 	ret
@@ -2142,7 +2142,7 @@
 	ret
 
 Functioncdc27:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -2167,13 +2167,13 @@
 	ld a, BATTLEANIMFRAMESET_4F
 	call ReinitBattleAnimFrameset
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $40
 	ret
 
 Functioncdc57:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld d, $20
@@ -2181,7 +2181,7 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $30
@@ -2195,7 +2195,7 @@
 	ret
 
 Functioncdc75:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hli]
 	ld d, [hl]
@@ -2203,16 +2203,16 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	ld a, [hl]
 	and $3f
 	ret nz
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $20
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	sub $8
@@ -2219,7 +2219,7 @@
 	ld [hl], a
 	ret nz
 	xor a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hli], a
 	ld [hl], a
@@ -2266,7 +2266,7 @@
 	ld [hl], a
 .asm_cdcd9
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $8
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -2277,7 +2277,7 @@
 	ret
 
 Functioncdced:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -2291,7 +2291,7 @@
 	ret
 
 Functioncdcfe:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -2335,7 +2335,7 @@
 	add hl, bc
 	ld a, [hl]
 	and $3f
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], a
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -2354,7 +2354,7 @@
 	ld a, [hl]
 	swap a
 	ld d, a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -2375,7 +2375,7 @@
 	ld a, [hl]
 	cp $80
 	ret nc
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	and $3
@@ -2402,7 +2402,7 @@
 	ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -2410,7 +2410,7 @@
 	ld a, [hl]
 	and $80
 	rlca
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	add [hl] ; BATTLEANIMFRAMESET_61 BATTLEANIMFRAMESET_62
 	         ; BATTLEANIMFRAMESET_9C BATTLEANIMFRAMESET_9D
@@ -2447,7 +2447,7 @@
 	jr z, .asm_cddf0
 	and $1f
 	ret nz
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc a ; BATTLEANIMFRAMESET_62
@@ -2455,7 +2455,7 @@
 	jr .asm_cddf5
 
 .asm_cddf0
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl] ; BATTLEANIMFRAMESET_61
 	           ; BATTLEANIMFRAMESET_9C
@@ -2498,7 +2498,7 @@
 	db $ec, $f8, $00
 
 BattleAnimFunction_25:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -2511,7 +2511,7 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld d, [hl]
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld e, [hl]
 	lb hl, -1, $a0
@@ -2521,13 +2521,13 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], d
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], e
 	ret
 
 BattleAnimFunction_26:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec [hl]
@@ -2555,7 +2555,7 @@
 	ld a, [hl]
 	and a
 	jr nz, .asm_cde83
-	ld hl, BATTLEANIMSTRUCT_01
+	ld hl, BATTLEANIMSTRUCT_OAMFLAGS
 	add hl, bc
 	set 6, [hl]
 .asm_cde83
@@ -2572,7 +2572,7 @@
 
 Functioncde90:
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $0
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -2603,7 +2603,7 @@
 	ret
 
 Functioncdebf:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -2615,7 +2615,7 @@
 	ld hl, BATTLEANIMSTRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
@@ -2627,7 +2627,7 @@
 	ret
 
 BattleAnimFunction_SpiralDescent:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld d, $18
@@ -2637,7 +2637,7 @@
 	sra a
 	sra a
 	sra a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	add [hl]
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
@@ -2649,13 +2649,13 @@
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	ld a, [hl]
 	and $7
 	ret nz
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	cp $28
@@ -2668,7 +2668,7 @@
 	ret
 
 BattleAnimFunction_2D:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld d, $18
@@ -2678,7 +2678,7 @@
 	sra a
 	sra a
 	sra a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	add [hl]
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
@@ -2690,13 +2690,13 @@
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	ld a, [hl]
 	and $3
 	ret nz
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	cp $28
@@ -2721,7 +2721,7 @@
 	cp $84
 	jr nc, .next
 	inc [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -2755,7 +2755,7 @@
 	sra a
 	sra a
 	sra a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	add [hl]
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
@@ -2774,7 +2774,7 @@
 	ld a, [hl]
 	and $7
 	ret nz
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	cp $e8
@@ -2797,7 +2797,7 @@
 	sra a
 	sra a
 	sra a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	add [hl]
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
@@ -2816,7 +2816,7 @@
 	ld a, [hl]
 	and $3
 	ret nz
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	cp $d0
@@ -2838,10 +2838,10 @@
 
 Functionce014:
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $34
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], $10
 Functionce023:
@@ -2855,10 +2855,10 @@
 .asm_ce02d
 	ld a, $2
 	call Functionce70a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld d, [hl]
 	call BattleAnim_Sine
@@ -2870,7 +2870,7 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	sub $4
@@ -2878,7 +2878,7 @@
 	and $1f
 	cp $20
 	ret nz
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	srl [hl]
 	ret
@@ -2898,13 +2898,13 @@
 	ld hl, BATTLEANIMSTRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld [hl], a
 	ld hl, BATTLEANIMSTRUCT_YCOORD
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ret
@@ -2920,7 +2920,7 @@
 	ret
 
 .two:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	cp $20
@@ -2929,7 +2929,7 @@
 	ret
 
 Functionce09e:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	ld d, $8
@@ -2940,13 +2940,13 @@
 	sra a
 	xor $ff
 	inc a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	add [hl]
 	ld hl, BATTLEANIMSTRUCT_YCOORD
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	add $8
@@ -2966,13 +2966,13 @@
 	ld a, [hl]
 	and $f0
 	swap a
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld [hl], a
 	ret
 
 Functionce0dd:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld d, $10
@@ -2983,7 +2983,7 @@
 	jr z, .asm_ce0f0
 	ld [hl], a
 .asm_ce0f0
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	sub $4
@@ -3012,7 +3012,7 @@
 
 Functionce115:
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $28
 	ld hl, BATTLEANIMSTRUCT_YCOORD
@@ -3019,11 +3019,11 @@
 	add hl, bc
 	ld a, [hl]
 	sub $28
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], a
 Functionce12a:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hli]
 	ld d, [hl]
@@ -3031,7 +3031,7 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -3042,13 +3042,13 @@
 	add hl, bc
 	dec [hl]
 .asm_ce149
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	ld a, [hl]
 	and $3f
 	ret nz
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $20
 	inc hl
@@ -3059,7 +3059,7 @@
 	ld hl, BATTLEANIMSTRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld d, [hl]
 	push af
@@ -3096,7 +3096,7 @@
 	ld hl, BATTLEANIMSTRUCT_XCOORD
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	cp $5a
 	jr nc, .asm_ce1aa
@@ -3119,7 +3119,7 @@
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld d, [hl]
 	push af
@@ -3134,11 +3134,11 @@
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	cp $40
 	jr nc, .asm_ce1df
@@ -3164,7 +3164,7 @@
 	ld hl, BATTLEANIMSTRUCT_YCOORD
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], a
 Functionce1fb:
@@ -3173,7 +3173,7 @@
 	ld a, [hl]
 	ld d, $30
 	call BattleAnim_Sine
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	add [hl]
 	ld hl, BATTLEANIMSTRUCT_YCOORD
@@ -3217,7 +3217,7 @@
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], $f
 Functionce254:
@@ -3242,7 +3242,7 @@
 .asm_ce26c
 	ld a, $cc
 .asm_ce26e
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ret
@@ -3278,7 +3278,7 @@
 	ret
 
 Functionce29f:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	and $7
@@ -3297,7 +3297,7 @@
 .asm_ce2b9
 	add hl, de
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	and [hl]
 	ld [wOBP0], a
@@ -3317,7 +3317,7 @@
 	sra a
 	sra a
 	sra a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	add [hl]
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
@@ -3332,7 +3332,7 @@
 	ld hl, BATTLEANIMSTRUCT_XOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	dec [hl]
 	dec [hl]
@@ -3352,7 +3352,7 @@
 	cp $e0
 	jr nz, .asm_ce319
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $2
 	ret
@@ -3359,7 +3359,7 @@
 
 .asm_ce319
 	ld d, a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld e, [hl]
 	ld hl, -$80
@@ -3369,13 +3369,13 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], d
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], e
 	ret
 
 Functionce330:
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -3385,7 +3385,7 @@
 
 .asm_ce33a
 	ld [hl], $4
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	xor $ff
@@ -3450,13 +3450,13 @@
 
 Functionce392:
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $c
 	ret
 
 Functionce39c:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -3475,7 +3475,7 @@
 	ret
 
 BattleAnimFunction_39:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -3577,7 +3577,7 @@
 
 Functionce443:
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $28
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -3596,7 +3596,7 @@
 	or $8
 	ld [hl], a
 Functionce465:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -3625,7 +3625,7 @@
 	ld [hl], $10
 	call BattleAnim_IncAnonJumptableIndex
 Functionce490:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec [hl]
@@ -3654,7 +3654,7 @@
 	cp $38
 	jr nc, .asm_ce4d8
 	inc [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -3684,7 +3684,7 @@
 	and a
 	ret z
 	ld d, a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -3697,7 +3697,7 @@
 	ld hl, BATTLEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and $1f
@@ -3708,7 +3708,7 @@
 	ret
 
 BattleAnimFunction_43:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $10
@@ -3741,7 +3741,7 @@
 	ld hl, BATTLEANIMSTRUCT_PARAM
 	add hl, bc
 	ld e, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld d, [hl]
 	ld a, e
@@ -3783,11 +3783,11 @@
 
 Functionce56e:
 	call BattleAnim_IncAnonJumptableIndex
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $18
 Functionce577:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $80
@@ -3847,7 +3847,7 @@
 	call BattleAnim_Sine
 	sra a
 	sra a
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	add [hl]
 	inc [hl]
@@ -3939,7 +3939,7 @@
 	ld hl, BATTLEANIMSTRUCT_PARAM
 	add hl, bc
 	ld a, [hl]
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld [hl], a
 	call BattleAnim_IncAnonJumptableIndex
@@ -3999,7 +3999,7 @@
 	ld hl, BATTLEANIMSTRUCT_XCOORD
 	add hl, bc
 	ld d, [hl]
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld e, [hl]
 	ld hl, BATTLEANIMSTRUCT_PARAM
@@ -4021,7 +4021,7 @@
 	ld hl, BATTLEANIMSTRUCT_XCOORD
 	add hl, bc
 	ld [hl], d
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], e
 	ret
@@ -4037,7 +4037,7 @@
 
 BattleAnimFunction_4F:
 	ld d, $18
-	ld hl, BATTLEANIMSTRUCT_10
+	ld hl, BATTLEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -4049,7 +4049,7 @@
 	ret
 
 BattleAnimFunction_4D:
-	ld hl, BATTLEANIMSTRUCT_0F
+	ld hl, BATTLEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $20
@@ -4105,7 +4105,7 @@
 
 BattleAnim_AnonJumptable:
 	pop de
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	ld l, [hl]
 	ld h, $0
@@ -4117,7 +4117,7 @@
 	jp hl
 
 BattleAnim_IncAnonJumptableIndex:
-	ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
+	ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	inc [hl]
 	ret
--- a/engine/events/celebi.asm
+++ b/engine/events/celebi.asm
@@ -22,7 +22,7 @@
 	ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
 	add hl, bc
 	ld [hl], SPRITE_ANIM_SEQ_CELEBI
-	ld hl, SPRITEANIMSTRUCT_0F
+	ld hl, SPRITEANIMSTRUCT_VAR4
 	add hl, bc
 	ld a, $80
 	ld [hl], a
@@ -138,7 +138,7 @@
 	ld hl, SPRITEANIMSTRUCT_YCOORD
 	add hl, bc
 	inc [hl]
-	ld hl, SPRITEANIMSTRUCT_0F
+	ld hl, SPRITEANIMSTRUCT_VAR4
 	add hl, bc
 	ld a, [hl]
 	ld d, a
@@ -148,7 +148,7 @@
 	sub $3
 	ld [hl], a
 .skip
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
--- a/engine/events/field_moves.asm
+++ b/engine/events/field_moves.asm
@@ -222,11 +222,11 @@
 	ld hl, SPRITEANIMSTRUCT_TILE_ID
 	add hl, bc
 	ld [hl], FIELDMOVE_GRASS
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	ld [hl], $4
 	pop af
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	pop de
@@ -346,7 +346,7 @@
 	ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
 	add hl, bc
 	ld [hl], SPRITE_ANIM_SEQ_FLY_TO
-	ld hl, SPRITEANIMSTRUCT_0F
+	ld hl, SPRITEANIMSTRUCT_VAR4
 	add hl, bc
 	ld [hl], 11 * 8
 	ld a, 64
--- a/engine/games/dummy_game.asm
+++ b/engine/games/dummy_game.asm
@@ -523,7 +523,7 @@
 	ret
 
 .pressed_a
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc a
@@ -538,7 +538,7 @@
 	ret z
 	sub 1 tiles
 	ld [hl], a
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	dec [hl]
 	ret
@@ -551,7 +551,7 @@
 	ret z
 	add 1 tiles
 	ld [hl], a
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	ret
@@ -564,7 +564,7 @@
 	ret z
 	sub 1 tiles
 	ld [hl], a
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	sub 9
@@ -579,7 +579,7 @@
 	ret z
 	add 1 tiles
 	ld [hl], a
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	add 9
--- a/engine/games/slot_machine.asm
+++ b/engine/games/slot_machine.asm
@@ -1140,7 +1140,7 @@
 	depixel 12, 13
 	ld a, SPRITE_ANIM_INDEX_SLOTS_GOLEM
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	pop af
 	ld [hl], a
@@ -1968,7 +1968,7 @@
 	dw .roll
 
 .init
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -1985,7 +1985,7 @@
 	ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	inc [hl]
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $30
 	ld hl, SPRITEANIMSTRUCT_XOFFSET
@@ -1993,7 +1993,7 @@
 	ld [hl], $0
 
 .fall
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $20
@@ -2012,7 +2012,7 @@
 	ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	inc [hl]
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], $2
 	ld a, 1
@@ -2031,7 +2031,7 @@
 	jr nc, .restart
 	and $3
 	ret nz
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	xor $ff
@@ -2101,11 +2101,11 @@
 	ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	inc [hl]
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $8
 .two
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
--- a/engine/gfx/mon_icons.asm
+++ b/engine/gfx/mon_icons.asm
@@ -194,7 +194,7 @@
 	ld [hl], a
 	rlca
 	rlca
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], a
 	ret
--- a/engine/gfx/sprite_anims.asm
+++ b/engine/gfx/sprite_anims.asm
@@ -74,7 +74,7 @@
 	add hl, bc
 	ld [hl], 8 * 3
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	ld d, a
@@ -82,7 +82,7 @@
 	and $f
 	ret nz
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld e, [hl]
 
@@ -145,7 +145,7 @@
 	add hl, bc
 	ld a, [hl]
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	and $3
 	ld [hl], a
@@ -152,7 +152,7 @@
 	inc [hl]
 	swap a
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 
@@ -163,7 +163,7 @@
 	cp $a4
 	jr nc, .asm_8d356
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	add $4
 
@@ -175,7 +175,7 @@
 	add hl, bc
 	inc [hl]
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	sla a
@@ -182,7 +182,7 @@
 	sla a
 
 	ld d, 2
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	add 3
@@ -199,7 +199,7 @@
 	ret
 
 .GSIntroHoOhLugia
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc a
@@ -225,7 +225,7 @@
 	ret
 
 .GSIntroStar
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -236,7 +236,7 @@
 	and $1f
 	jr nz, .asm_8d395
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	dec [hl]
 .asm_8d395
@@ -258,7 +258,7 @@
 	add hl, bc
 	ld [hl], a
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 
@@ -275,13 +275,13 @@
 	ret
 
 .GSIntroSparkle
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hli]
 	or [hl]
 	jr z, .asm_8d41e
 
-	ld hl, SPRITEANIMSTRUCT_0F
+	ld hl, SPRITEANIMSTRUCT_VAR4
 	add hl, bc
 	ld d, [hl]
 
@@ -303,13 +303,13 @@
 	add hl, bc
 	ld [hl], a
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld e, [hl]
 	inc hl
 	ld d, [hl]
 
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	ld a, [hli]
 	ld h, [hl]
@@ -318,13 +318,13 @@
 	ld e, l
 	ld d, h
 
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	ld [hl], e
 	inc hl
 	ld [hl], d
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hli]
 	ld h, [hl]
@@ -334,7 +334,7 @@
 	ld e, l
 	ld d, h
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], e
 	inc hl
@@ -431,13 +431,13 @@
 	add hl, bc
 	ld [hl], $2
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $20
 	ret
 
 .TradePokeBall_two
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -448,12 +448,12 @@
 .asm_8d4af
 	call .IncrementJumptableIndex
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $40
 
 .TradePokeBall_three
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp 48
@@ -477,17 +477,17 @@
 	add hl, bc
 	ld [hl], $4
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $30
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], $24
 	ret
 
 .TradePokeBall_four
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -494,7 +494,7 @@
 	jr z, .asm_8d51c
 
 	ld d, a
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	call Sprites_Sine
@@ -503,7 +503,7 @@
 	add hl, bc
 	ld [hl], a
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	inc [hl]
 	ld a, [hl]
@@ -510,11 +510,11 @@
 	and $3f
 	ret nz
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $20
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	sub $c
@@ -559,7 +559,7 @@
 	ret
 
 .RevealNewMon:
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $80
@@ -600,7 +600,7 @@
 	ret
 
 .CutLeaves
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld e, [hl]
 	inc hl
@@ -610,13 +610,13 @@
 	ld e, l
 	ld d, h
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], e
 	inc hl
 	ld [hl], d
 
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -645,7 +645,7 @@
 	and a
 	ret z
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -657,7 +657,7 @@
 	dec [hl]
 	dec [hl]
 
-	ld hl, SPRITEANIMSTRUCT_0F
+	ld hl, SPRITEANIMSTRUCT_VAR4
 	add hl, bc
 	ld a, [hl]
 	ld d, a
@@ -666,7 +666,7 @@
 	add $8
 	ld [hl], a
 .skip
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -691,7 +691,7 @@
 	dec [hl]
 
 	ld d, $40
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -718,7 +718,7 @@
 	inc [hl]
 	inc [hl]
 
-	ld hl, SPRITEANIMSTRUCT_0F
+	ld hl, SPRITEANIMSTRUCT_VAR4
 	add hl, bc
 	ld a, [hl]
 	ld d, a
@@ -727,7 +727,7 @@
 	sub $2
 	ld [hl], a
 .asm_8d621
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	ld a, [hl]
 	inc [hl]
@@ -756,7 +756,7 @@
 	add hl, bc
 	ld [hl], $0
 
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	add 2
@@ -774,7 +774,7 @@
 	ret
 
 .IntroPichuWooper
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp 20
@@ -799,7 +799,7 @@
 	inc [hl]
 	inc [hl]
 	inc [hl]
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	push af
--- a/engine/gfx/sprites.asm
+++ b/engine/gfx/sprites.asm
@@ -160,19 +160,19 @@
 	add hl, bc
 ; Load the index.
 	ld a, [wSpriteAnimCount]
-	ld [hli], a
+	ld [hli], a ; SPRITEANIMSTRUCT_INDEX
 ; Copy the table entry to the next two fields.
 	ld a, [de]
-	ld [hli], a
+	ld [hli], a ; SPRITEANIMSTRUCT_FRAMESET_ID
 	inc de
 	ld a, [de]
-	ld [hli], a
+	ld [hli], a ; SPRITEANIMSTRUCT_ANIM_SEQ_ID
 	inc de
 ; Look up the third field from the table in the wSpriteAnimDict array (10x2).
 ; Take the value and load it in
 	ld a, [de]
 	call GetSpriteAnimVTile
-	ld [hli], a
+	ld [hli], a ; SPRITEANIMSTRUCT_TILE_ID
 	pop de
 ; Set hl to field 4 (X coordinate).  Kinda pointless, because we're presumably already here.
 	ld hl, SPRITEANIMSTRUCT_XCOORD
@@ -179,25 +179,26 @@
 	add hl, bc
 ; Load the original value of de into here.
 	ld a, e
-	ld [hli], a
+	ld [hli], a ; SPRITEANIMSTRUCT_XCOORD
 	ld a, d
-	ld [hli], a
+	ld [hli], a ; SPRITEANIMSTRUCT_YCOORD
 ; load 0 into the next four fields
 	xor a
-	ld [hli], a
-	ld [hli], a
+	ld [hli], a ; SPRITEANIMSTRUCT_XOFFSET
+	ld [hli], a ; SPRITEANIMSTRUCT_YOFFSET
 	xor a
-	ld [hli], a
-	ld [hli], a
+	ld [hli], a ; SPRITEANIMSTRUCT_DURATION
+	ld [hli], a ; SPRITEANIMSTRUCT_DURATIONOFFSET
 ; load -1 into the next field
 	dec a
-	ld [hli], a
+	ld [hli], a ; SPRITEANIMSTRUCT_FRAME
 ; load 0 into the last five fields
 	xor a
-rept 4
-	ld [hli], a
-endr
-	ld [hl], a
+	ld [hli], a ; SPRITEANIMSTRUCT_JUMPTABLE_INDEX
+	ld [hli], a ; SPRITEANIMSTRUCT_VAR1
+	ld [hli], a ; SPRITEANIMSTRUCT_VAR2
+	ld [hli], a ; SPRITEANIMSTRUCT_VAR3
+	ld [hl], a  ; SPRITEANIMSTRUCT_VAR4
 ; back up the address of the first field to wSpriteAnimAddrBackup
 	ld a, c
 	ld [wSpriteAnimAddrBackup], a
--- a/engine/menus/naming_screen.asm
+++ b/engine/menus/naming_screen.asm
@@ -385,7 +385,7 @@
 	ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
 	add hl, bc
 	ld a, [hl]
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	ld [hl], a
 	ld hl, wJumptableIndex
@@ -425,10 +425,10 @@
 	ld c, [hl]
 	inc hl
 	ld b, [hl]
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $8
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], $4
 	call NamingScreen_IsTargetBox
@@ -468,7 +468,7 @@
 	ld b, [hl]
 
 NamingScreen_GetCursorPosition:
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	push bc
@@ -480,7 +480,7 @@
 	cp b
 	pop bc
 	jr nz, .not_bottom_row
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $3
@@ -504,7 +504,7 @@
 
 NamingScreen_AnimateCursor:
 	call .GetDPad
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	ld e, a
@@ -524,13 +524,13 @@
 	ld de, .CaseDelEnd
 	ld a, SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR_BIG - SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR ; 1
 .ok2
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	add [hl] ; default SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR
 	ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
 	add hl, bc
 	ld [hl], a
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld l, [hl]
 	ld h, $0
@@ -567,7 +567,7 @@
 	call NamingScreen_GetCursorPosition
 	and a
 	jr nz, .asm_11ab7
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $8
@@ -587,7 +587,7 @@
 	ld e, a
 	add a
 	add e
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ret
@@ -596,7 +596,7 @@
 	call NamingScreen_GetCursorPosition
 	and a
 	jr nz, .asm_11ad8
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -618,13 +618,13 @@
 	ld e, a
 	add a
 	add e
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ret
 
 .down
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	call NamingScreen_IsTargetBox
@@ -645,7 +645,7 @@
 	ret
 
 .up
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -1059,7 +1059,7 @@
 	ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
 	add hl, bc
 	ld a, [hl]
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	ld [hl], a
 	ld hl, wJumptableIndex
@@ -1109,10 +1109,10 @@
 	ld c, [hl]
 	inc hl
 	ld b, [hl]
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $9
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], $5
 	ret
@@ -1155,7 +1155,7 @@
 
 ComposeMail_AnimateCursor:
 	call .GetDPad
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	ld e, a
@@ -1170,13 +1170,13 @@
 	ld de, .CaseDelEnd
 	ld a, 1
 .got_pointer
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	add [hl]
 	ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
 	add hl, bc
 	ld [hl], a
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld l, [hl]
 	ld h, 0
@@ -1213,7 +1213,7 @@
 	call ComposeMail_GetCursorPosition
 	and a
 	jr nz, .case_del_done_right
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $9
@@ -1233,7 +1233,7 @@
 	ld e, a
 	add a
 	add e
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ret
@@ -1242,7 +1242,7 @@
 	call ComposeMail_GetCursorPosition
 	and a
 	jr nz, .caps_del_done_left
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -1264,13 +1264,13 @@
 	ld e, a
 	add a
 	add e
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], a
 	ret
 
 .down
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	cp $5
@@ -1283,7 +1283,7 @@
 	ret
 
 .up
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -1302,12 +1302,12 @@
 	ld b, [hl]
 
 ComposeMail_GetCursorPosition:
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld a, [hl]
 	cp $5
 	jr nz, .letter
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	cp $3
--- a/engine/movie/evolution_animation.asm
+++ b/engine/movie/evolution_animation.asm
@@ -324,7 +324,7 @@
 	ld hl, SPRITEANIMSTRUCT_TILE_ID
 	add hl, bc
 	ld [hl], $0
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $10
 	ret
--- a/engine/movie/intro.asm
+++ b/engine/movie/intro.asm
@@ -1190,7 +1190,7 @@
 	push de
 	ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $8
 	ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_4
@@ -1200,7 +1200,7 @@
 	push de
 	ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $18
 	ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_3
@@ -1210,7 +1210,7 @@
 	push de
 	ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $28
 	ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1
@@ -1219,7 +1219,7 @@
 
 	ld a, SPRITE_ANIM_INDEX_INTRO_UNOWN
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $38
 	ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_2
--- a/engine/movie/splash.asm
+++ b/engine/movie/splash.asm
@@ -94,10 +94,10 @@
 	ld hl, SPRITEANIMSTRUCT_YOFFSET
 	add hl, bc
 	ld [hl], 160
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], 96
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], 48
 	xor a
@@ -231,7 +231,7 @@
 ; Sine offset starts at 48 (32+32/2, or pi+pi/2), so it starts at the maximum
 ; value of the sine wave (i.e. the top of the screen).
 
-	ld hl, SPRITEANIMSTRUCT_0C ; jump height
+	ld hl, SPRITEANIMSTRUCT_VAR1 ; jump height
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -239,7 +239,7 @@
 
 ; Load the sine offset, make sure it doesn't reach the negative part of the wave
 	ld d, a
-	ld hl, SPRITEANIMSTRUCT_0D ; sine offset
+	ld hl, SPRITEANIMSTRUCT_VAR2 ; sine offset
 	add hl, bc
 	ld a, [hl]
 	and $3f ; full circle = 2*pi = 2*32
@@ -255,7 +255,7 @@
 	ld [hl], e
 
 ; Decrement the sine offset
-	ld hl, SPRITEANIMSTRUCT_0D ; sine offset
+	ld hl, SPRITEANIMSTRUCT_VAR2 ; sine offset
 	add hl, bc
 	ld a, [hl]
 	dec [hl]
@@ -263,7 +263,7 @@
 	ret nz
 
 ; If the ditto's reached the ground, decrement the jump height and play the sfx
-	ld hl, SPRITEANIMSTRUCT_0C ; jump height
+	ld hl, SPRITEANIMSTRUCT_VAR1 ; jump height
 	add hl, bc
 	ld a, [hl]
 	sub 48
@@ -276,7 +276,7 @@
 	ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	inc [hl]
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], 0
 	ld de, SFX_DITTO_POP_UP
@@ -285,7 +285,7 @@
 
 GameFreakLogo_Ditto:
 ; Wait a little, then start transforming
-	ld hl, SPRITEANIMSTRUCT_0D ; frame count
+	ld hl, SPRITEANIMSTRUCT_VAR2 ; frame count
 	add hl, bc
 	ld a, [hl]
 	cp 32
@@ -297,7 +297,7 @@
 	ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
 	add hl, bc
 	inc [hl]
-	ld hl, SPRITEANIMSTRUCT_0D
+	ld hl, SPRITEANIMSTRUCT_VAR2
 	add hl, bc
 	ld [hl], 0
 	ld de, SFX_DITTO_TRANSFORM
@@ -305,7 +305,7 @@
 	ret
 
 GameFreakLogo_Transform:
-	ld hl, SPRITEANIMSTRUCT_0D ; frame count
+	ld hl, SPRITEANIMSTRUCT_VAR2 ; frame count
 	add hl, bc
 	ld a, [hl]
 	cp 64
--- a/engine/movie/trade_animation.asm
+++ b/engine/movie/trade_animation.asm
@@ -1084,13 +1084,13 @@
 
 .InitTimer:
 	call .JumptableNext
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $80
 	ret
 
 .WaitTimer1:
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec [hl]
@@ -1148,13 +1148,13 @@
 
 .done_move_left
 	call .JumptableNext
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld [hl], $80
 	ret
 
 .WaitTimer2:
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, [hl]
 	dec [hl]
--- a/mobile/fixed_words.asm
+++ b/mobile/fixed_words.asm
@@ -418,7 +418,7 @@
 
 	ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, $1
 	ld [hl], a
@@ -426,7 +426,7 @@
 	depixel 9, 2, 2, 0
 	ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, $3
 	ld [hl], a
@@ -434,7 +434,7 @@
 	depixel 10, 16
 	ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, $4
 	ld [hl], a
@@ -442,7 +442,7 @@
 	depixel 10, 4
 	ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, $5
 	ld [hl], a
@@ -450,7 +450,7 @@
 	depixel 10, 2
 	ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, $2
 	ld [hl], a
@@ -2453,7 +2453,7 @@
 	ret
 
 AnimateEZChatCursor:
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	jumptable .Jumptable, hl
 
@@ -2820,7 +2820,7 @@
 	ld hl, wcd23
 	and [hl]
 	jr z, .reset_y_offset
-	ld hl, SPRITEANIMSTRUCT_0E
+	ld hl, SPRITEANIMSTRUCT_VAR3
 	add hl, bc
 	ld a, [hl]
 	and a
--- a/mobile/mobile_5c.asm
+++ b/mobile/mobile_5c.asm
@@ -485,7 +485,7 @@
 	depixel 8, 2
 	ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, $8
 	ld [hl], a
@@ -493,7 +493,7 @@
 	depixel 8, 19
 	ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, $9
 	ld [hl], a
@@ -501,7 +501,7 @@
 	depixel 17, 14, 2, 0
 	ld a, SPRITE_ANIM_INDEX_EZCHAT_CURSOR
 	call InitSpriteAnimStruct
-	ld hl, SPRITEANIMSTRUCT_0C
+	ld hl, SPRITEANIMSTRUCT_VAR1
 	add hl, bc
 	ld a, $a
 	ld [hl], a