shithub: pokecrystal

Download patch

ref: 960783cdf4e6bf57be049e5d0cc7fcec6f107711
parent: 0e1148fb2c754c579284b609c4edbfd676c8d044
author: Remy Oukaour <[email protected]>
date: Fri Jan 12 08:47:04 EST 2018

Label more ANIM_OBJ_* constants

--- a/constants/battle_anim_constants.asm
+++ b/constants/battle_anim_constants.asm
@@ -37,13 +37,13 @@
 	const ANIM_OBJ_06
 	const ANIM_OBJ_07
 	const ANIM_OBJ_08
-	const ANIM_OBJ_09
+	const ANIM_OBJ_FANG
 	const ANIM_OBJ_0A
-	const ANIM_OBJ_0B
-	const ANIM_OBJ_0C
-	const ANIM_OBJ_0D
-	const ANIM_OBJ_0E
-	const ANIM_OBJ_0F
+	const ANIM_OBJ_EMBER
+	const ANIM_OBJ_DRAGON_RAGE
+	const ANIM_OBJ_FLAMETHROWER
+	const ANIM_OBJ_FIRE_SPIN
+	const ANIM_OBJ_FIRE_BLAST
 	const ANIM_OBJ_BURNED
 	const ANIM_OBJ_BLIZZARD
 	const ANIM_OBJ_12
@@ -57,32 +57,32 @@
 	const ANIM_OBJ_1A
 	const ANIM_OBJ_1B
 	const ANIM_OBJ_BALL_POOF
-	const ANIM_OBJ_1D
-	const ANIM_OBJ_1E
-	const ANIM_OBJ_1F
-	const ANIM_OBJ_20
+	const ANIM_OBJ_BIG_ROCK
+	const ANIM_OBJ_SMALL_ROCK
+	const ANIM_OBJ_STRENGTH
+	const ANIM_OBJ_SEISMIC_TOSS
 	const ANIM_OBJ_BUBBLE
-	const ANIM_OBJ_22
-	const ANIM_OBJ_23
-	const ANIM_OBJ_24
-	const ANIM_OBJ_25
-	const ANIM_OBJ_26
+	const ANIM_OBJ_SURF
+	const ANIM_OBJ_SING
+	const ANIM_OBJ_WATER_GUN
+	const ANIM_OBJ_HYDRO_PUMP
+	const ANIM_OBJ_POWDER
 	const ANIM_OBJ_27
 	const ANIM_OBJ_28
 	const ANIM_OBJ_ICE_BUILDUP
 	const ANIM_OBJ_FROZEN
 	const ANIM_OBJ_MASTER_BALL_SPARKLE
-	const ANIM_OBJ_2C
+	const ANIM_OBJ_RECOVER
 	const ANIM_OBJ_2D
 	const ANIM_OBJ_2E
 	const ANIM_OBJ_2F
-	const ANIM_OBJ_30
+	const ANIM_OBJ_THUNDER_WAVE
 	const ANIM_OBJ_31
 	const ANIM_OBJ_LIGHTNING_BOLT
 	const ANIM_OBJ_33
 	const ANIM_OBJ_34
-	const ANIM_OBJ_35
-	const ANIM_OBJ_36
+	const ANIM_OBJ_CLAMP
+	const ANIM_OBJ_BITE
 	const ANIM_OBJ_37
 	const ANIM_OBJ_38
 	const ANIM_OBJ_39
@@ -95,30 +95,30 @@
 	const ANIM_OBJ_40
 	const ANIM_OBJ_41
 	const ANIM_OBJ_42
-	const ANIM_OBJ_43
+	const ANIM_OBJ_SONICBOOM_JP
 	const ANIM_OBJ_44
 	const ANIM_OBJ_ABSORB
-	const ANIM_OBJ_46
+	const ANIM_OBJ_EGG
 	const ANIM_OBJ_47
 	const ANIM_OBJ_48
 	const ANIM_OBJ_49
 	const ANIM_OBJ_LEECH_SEED
 	const ANIM_OBJ_4B
-	const ANIM_OBJ_4C
-	const ANIM_OBJ_4D
+	const ANIM_OBJ_WAVE
+	const ANIM_OBJ_CONFUSE_RAY
 	const ANIM_OBJ_4E
 	const ANIM_OBJ_4F
-	const ANIM_OBJ_50
-	const ANIM_OBJ_51
+	const ANIM_OBJ_SCREEN
+	const ANIM_OBJ_HARDEN
 	const ANIM_OBJ_CHICK
-	const ANIM_OBJ_53
-	const ANIM_OBJ_54
+	const ANIM_OBJ_AMNESIA
+	const ANIM_OBJ_ASLEEP
 	const ANIM_OBJ_SKULL
 	const ANIM_OBJ_56
 	const ANIM_OBJ_57
 	const ANIM_OBJ_58
 	const ANIM_OBJ_PARALYZED
-	const ANIM_OBJ_5A
+	const ANIM_OBJ_STRING_SHOT
 	const ANIM_OBJ_HAZE
 	const ANIM_OBJ_MIST
 	const ANIM_OBJ_SMOG
@@ -125,97 +125,97 @@
 	const ANIM_OBJ_POISON_GAS
 	const ANIM_OBJ_HORN
 	const ANIM_OBJ_60
-	const ANIM_OBJ_61
-	const ANIM_OBJ_62
-	const ANIM_OBJ_63
+	const ANIM_OBJ_PETAL_DANCE
+	const ANIM_OBJ_SLUDGE_BOMB
+	const ANIM_OBJ_PAY_DAY
 	const ANIM_OBJ_64
-	const ANIM_OBJ_65
-	const ANIM_OBJ_66
-	const ANIM_OBJ_67
-	const ANIM_OBJ_68
-	const ANIM_OBJ_69
-	const ANIM_OBJ_6A
-	const ANIM_OBJ_6B
-	const ANIM_OBJ_6C
-	const ANIM_OBJ_6D
-	const ANIM_OBJ_SKY_ATTACK_FEAROW
+	const ANIM_OBJ_MIMIC
+	const ANIM_OBJ_ATTRACT
+	const ANIM_OBJ_BONEMERANG
+	const ANIM_OBJ_BONE_CLUB
+	const ANIM_OBJ_BONE_RUSH
+	const ANIM_OBJ_SWIFT
+	const ANIM_OBJ_KINESIS
+	const ANIM_OBJ_FLASH
+	const ANIM_OBJ_SHINY
+	const ANIM_OBJ_SKY_ATTACK
 	const ANIM_OBJ_LICK
 	const ANIM_OBJ_WITHDRAW
 	const ANIM_OBJ_71
-	const ANIM_OBJ_72
-	const ANIM_OBJ_73
-	const ANIM_OBJ_74
-	const ANIM_OBJ_75
-	const ANIM_OBJ_76
-	const ANIM_OBJ_77
-	const ANIM_OBJ_78
-	const ANIM_OBJ_79
+	const ANIM_OBJ_GROWTH
+	const ANIM_OBJ_CONVERSION2
+	const ANIM_OBJ_SMOKE
+	const ANIM_OBJ_SMOKESCREEN
+	const ANIM_OBJ_SWORDS_DANCE
+	const ANIM_OBJ_SPEED_LINE
+	const ANIM_OBJ_SHARPEN
+	const ANIM_OBJ_DEFENSE_CURL
 	const ANIM_OBJ_7A
 	const ANIM_OBJ_7B
-	const ANIM_OBJ_7C
-	const ANIM_OBJ_7D
+	const ANIM_OBJ_DISABLE
+	const ANIM_OBJ_AGILITY
 	const ANIM_OBJ_HEART
-	const ANIM_OBJ_7F
-	const ANIM_OBJ_80
+	const ANIM_OBJ_FLAME_WHEEL
+	const ANIM_OBJ_SACRED_FIRE
 	const ANIM_OBJ_COTTON_SPORE
-	const ANIM_OBJ_82
-	const ANIM_OBJ_83
+	const ANIM_OBJ_MILK_DRINK
+	const ANIM_OBJ_ANGER
 	const ANIM_OBJ_84
 	const ANIM_OBJ_85
-	const ANIM_OBJ_86
-	const ANIM_OBJ_87
-	const ANIM_OBJ_88
-	const ANIM_OBJ_89
-	const ANIM_OBJ_8A
-	const ANIM_OBJ_8B
-	const ANIM_OBJ_8C
-	const ANIM_OBJ_8D
+	const ANIM_OBJ_BATON_PASS
+	const ANIM_OBJ_LOCK_ON
+	const ANIM_OBJ_MIND_READER
+	const ANIM_OBJ_SAFEGUARD
+	const ANIM_OBJ_PROTECT
+	const ANIM_OBJ_THIEF
+	const ANIM_OBJ_OCTAZOOKA
+	const ANIM_OBJ_PRESENT
 	const ANIM_OBJ_SPIKES
-	const ANIM_OBJ_8F
-	const ANIM_OBJ_90
-	const ANIM_OBJ_91
-	const ANIM_OBJ_92
+	const ANIM_OBJ_POWDER_SNOW
+	const ANIM_OBJ_DRAGONBREATH
+	const ANIM_OBJ_CONVERSION
+	const ANIM_OBJ_SPIDER_WEB
 	const ANIM_OBJ_93
-	const ANIM_OBJ_94
-	const ANIM_OBJ_95
-	const ANIM_OBJ_96
-	const ANIM_OBJ_97
-	const ANIM_OBJ_98
+	const ANIM_OBJ_NIGHTMARE
+	const ANIM_OBJ_IN_NIGHTMARE
+	const ANIM_OBJ_LOVELY_KISS
+	const ANIM_OBJ_SWEET_KISS
+	const ANIM_OBJ_SKETCH
 	const ANIM_OBJ_99
 	const ANIM_OBJ_9A
-	const ANIM_OBJ_9B
-	const ANIM_OBJ_9C
-	const ANIM_OBJ_9D
-	const ANIM_OBJ_9E
-	const ANIM_OBJ_9F
+	const ANIM_OBJ_DESTINY_BOND
+	const ANIM_OBJ_MORNING_SUN
+	const ANIM_OBJ_GLIMMER
+	const ANIM_OBJ_MOONLIGHT
+	const ANIM_OBJ_HIDDEN_POWER
 	const ANIM_OBJ_A0
 	const ANIM_OBJ_A1
-	const ANIM_OBJ_A2
-	const ANIM_OBJ_A3
-	const ANIM_OBJ_A4
-	const ANIM_OBJ_A5
+	const ANIM_OBJ_SANDSTORM
+	const ANIM_OBJ_ZAP_CANNON
+	const ANIM_OBJ_SPITE
+	const ANIM_OBJ_CURSE
 	const ANIM_OBJ_PERISH_SONG
-	const ANIM_OBJ_A7
-	const ANIM_OBJ_A8
-	const ANIM_OBJ_A9
+	const ANIM_OBJ_FORESIGHT
+	const ANIM_OBJ_RAPID_SPIN
+	const ANIM_OBJ_SWAGGER
 	const ANIM_OBJ_AA
 	const ANIM_OBJ_AB
-	const ANIM_OBJ_AC
+	const ANIM_OBJ_MEAN_LOOK
 	const ANIM_OBJ_AD
 	const ANIM_OBJ_AE
-	const ANIM_OBJ_AF
+	const ANIM_OBJ_RAIN
 	const ANIM_OBJ_B0
-	const ANIM_OBJ_B1
-	const ANIM_OBJ_B2
-	const ANIM_OBJ_B3
-	const ANIM_OBJ_B4
-	const ANIM_OBJ_B5
+	const ANIM_OBJ_PSYCH_UP
+	const ANIM_OBJ_ANCIENTPOWER
+	const ANIM_OBJ_AEROBLAST
+	const ANIM_OBJ_SHADOW_BALL
+	const ANIM_OBJ_ROCK_SMASH
 	const ANIM_OBJ_FLOWER
 	const ANIM_OBJ_COTTON
 	const ANIM_OBJ_PLAYERFEETFOLLOW
 	const ANIM_OBJ_ENEMYFEETFOLLOW
-	const ANIM_OBJ_BA
-	const ANIM_OBJ_BB
+	const ANIM_OBJ_PLAYERHEADFOLLOW
+	const ANIM_OBJ_ENEMYHEADFOLLOW
 
 ; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
 	const_def
--- a/data/battle_anims/objects.asm
+++ b/data/battle_anims/objects.asm
@@ -27,13 +27,13 @@
 	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_06
 	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_1B, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_07
 	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_08
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_09
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_FANG
 	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_09, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_0A
-	battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_10, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_0B
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_04, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_0C
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_0D
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_0E
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_0A, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_0F
+	battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_10, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_EMBER
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_04, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_DRAGON_RAGE
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FLAMETHROWER
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FIRE_SPIN
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_0A, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FIRE_BLAST
 	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_BURNED
 	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_08, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_BLIZZARD
 	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_12
@@ -47,32 +47,32 @@
 	battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_38, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_1A
 	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $07 ; ANIM_OBJ_1B
 	battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $07 ; ANIM_OBJ_BALL_POOF
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_1D
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_1E
-	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_1B, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_1F
-	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_84, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BLUE, $21 ; ANIM_OBJ_20
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_BIG_ROCK
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_SMALL_ROCK
+	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_1B, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_STRENGTH
+	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_84, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BLUE, $21 ; ANIM_OBJ_SEISMIC_TOSS
 	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_0C, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_BUBBLE
-	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_23, BATTLEANIMFUNC_0D, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_22
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_0E, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_23
-	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_0F, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_24
-	battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_25
-	battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GREEN, $0f ; ANIM_OBJ_26
+	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_23, BATTLEANIMFUNC_0D, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_SURF
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_0E, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_SING
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_0F, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_WATER_GUN
+	battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $04 ; ANIM_OBJ_HYDRO_PUMP
+	battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GREEN, $0f ; ANIM_OBJ_POWDER
 	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_27
 	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_28
 	battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_ICE_BUILDUP
 	battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_FROZEN
 	battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_14, PAL_BATTLE_OB_BROWN, $11 ; ANIM_OBJ_MASTER_BALL_SPARKLE
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_14, PAL_BATTLE_OB_YELLOW, $0d ; ANIM_OBJ_2C
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_14, PAL_BATTLE_OB_YELLOW, $0d ; ANIM_OBJ_RECOVER
 	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2D
 	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2E
 	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_2F
-	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_15, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_30
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_15, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_THUNDER_WAVE
 	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_31
 	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_LIGHTNING_BOLT
 	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_33
 	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_34
-	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_35
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_17, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_36
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_CLAMP
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_17, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_BITE
 	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_37
 	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_38
 	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_39
@@ -85,30 +85,30 @@
 	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_40
 	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_41
 	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_42
-	battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_43
+	battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_SONICBOOM_JP
 	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_44
 	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_1C, PAL_BATTLE_OB_GREEN, $12 ; ANIM_OBJ_ABSORB
-	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_1D, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_46
+	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_1D, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_EGG
 	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_1E, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_47
 	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, $16 ; ANIM_OBJ_48
 	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, $16 ; ANIM_OBJ_49
 	battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, $06 ; ANIM_OBJ_LEECH_SEED
 	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_21, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_4B
-	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $17 ; ANIM_OBJ_4C
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_22, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_4D
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $17 ; ANIM_OBJ_WAVE
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_22, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_CONFUSE_RAY
 	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_4E
 	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, $10 ; ANIM_OBJ_4F
-	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $18 ; ANIM_OBJ_50
-	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $18 ; ANIM_OBJ_51
+	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $18 ; ANIM_OBJ_SCREEN
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $18 ; ANIM_OBJ_HARDEN
 	battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_23, PAL_BATTLE_OB_YELLOW, $19 ; ANIM_OBJ_CHICK
-	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_24, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_53
-	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_54
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_24, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_AMNESIA
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_ASLEEP
 	battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_SKULL
 	battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_26, PAL_BATTLE_OB_BROWN, $1a ; ANIM_OBJ_56
 	battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BROWN, $1a ; ANIM_OBJ_57
 	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $1a ; ANIM_OBJ_58
 	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_28, PAL_BATTLE_OB_YELLOW, $19 ; ANIM_OBJ_PARALYZED
-	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_27, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_5A
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_27, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_STRING_SHOT
 	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_HAZE
 	battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_MIST
 	battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_SMOG
@@ -115,95 +115,95 @@
 	battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_POISON_GAS
 	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, $1d ; ANIM_OBJ_HORN
 	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_2C, PAL_BATTLE_OB_GRAY, $1d ; ANIM_OBJ_60
-	battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_2D, PAL_BATTLE_OB_RED, $1e ; ANIM_OBJ_61
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_62
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_BROWN, $19 ; ANIM_OBJ_63
+	battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_2D, PAL_BATTLE_OB_RED, $1e ; ANIM_OBJ_PETAL_DANCE
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_SLUDGE_BOMB
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_BROWN, $19 ; ANIM_OBJ_PAY_DAY
 	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_64
-	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_65
-	battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_66
-	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_30, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_67
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_68
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_69
-	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_08, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_6A
-	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_6B
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_6C
-	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_6D
-	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, PAL_BATTLE_OB_GRAY, $20 ; ANIM_OBJ_SKY_ATTACK_FEAROW
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_MIMIC
+	battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_ATTRACT
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_30, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONEMERANG
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONE_CLUB
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_BONE_RUSH
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_08, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_SWIFT
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_KINESIS
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_FLASH
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_SHINY
+	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, PAL_BATTLE_OB_GRAY, $20 ; ANIM_OBJ_SKY_ATTACK
 	battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $04 ; ANIM_OBJ_LICK
 	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $18 ; ANIM_OBJ_WITHDRAW
 	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_BLUE, $0d ; ANIM_OBJ_71
-	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_33, PAL_BATTLE_OB_YELLOW, $12 ; ANIM_OBJ_72
-	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_73
-	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_34, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_74
-	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_35, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_75
-	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_80, BATTLEANIMFUNC_33, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_76
-	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_37, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_77
-	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_78
-	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_79
+	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_33, PAL_BATTLE_OB_YELLOW, $12 ; ANIM_OBJ_GROWTH
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_CONVERSION2
+	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_34, PAL_BATTLE_OB_GRAY, $1c ; ANIM_OBJ_SMOKE
+	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_35, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_SMOKESCREEN
+	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_80, BATTLEANIMFUNC_33, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_SWORDS_DANCE
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_37, PAL_BATTLE_OB_GRAY, $11 ; ANIM_OBJ_SPEED_LINE
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_SHARPEN
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $22 ; ANIM_OBJ_DEFENSE_CURL
 	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_39, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_7A
 	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_7B
-	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_7C
-	battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_3B, PAL_BATTLE_OB_BLUE, $13 ; ANIM_OBJ_7D
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_DISABLE
+	battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_3B, PAL_BATTLE_OB_BLUE, $13 ; ANIM_OBJ_AGILITY
 	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_25, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_HEART
-	battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_34, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_7F
-	battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_3C, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_80
+	battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_34, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_FLAME_WHEEL
+	battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_3C, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_SACRED_FIRE
 	battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_COTTON_SPORE
-	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_82
-	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_83
+	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_MILK_DRINK
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_ANGER
 	battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $1f ; ANIM_OBJ_84
 	battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_40, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_85
-	battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_41, PAL_BATTLE_OB_RED, $1f ; ANIM_OBJ_86
-	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_87
-	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_88
-	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_89
-	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_8A
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_8B
-	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_8C
-	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, $19 ; ANIM_OBJ_8D
+	battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_41, PAL_BATTLE_OB_RED, $1f ; ANIM_OBJ_BATON_PASS
+	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_LOCK_ON
+	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_MIND_READER
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_SAFEGUARD
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_PROTECT
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_THIEF
+	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, $15 ; ANIM_OBJ_OCTAZOOKA
+	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, $19 ; ANIM_OBJ_PRESENT
 	battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_3F, PAL_BATTLE_OB_GRAY, $1f ; ANIM_OBJ_SPIKES
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_08, PAL_BATTLE_OB_GRAY, $0a ; ANIM_OBJ_8F
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_02, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_90
-	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_42, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_91
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_92
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_08, PAL_BATTLE_OB_GRAY, $0a ; ANIM_OBJ_POWDER_SNOW
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_02, PAL_BATTLE_OB_RED, $03 ; ANIM_OBJ_DRAGONBREATH
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_42, PAL_BATTLE_OB_GRAY, $08 ; ANIM_OBJ_CONVERSION
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $1b ; ANIM_OBJ_SPIDER_WEB
 	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, $23 ; ANIM_OBJ_93
-	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_23, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_94
-	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_95
-	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_96
-	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $25 ; ANIM_OBJ_97
-	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_GREEN, $23 ; ANIM_OBJ_98
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_23, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_NIGHTMARE
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_IN_NIGHTMARE
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_LOVELY_KISS
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $25 ; ANIM_OBJ_SWEET_KISS
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_GREEN, $23 ; ANIM_OBJ_SKETCH
 	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, $23 ; ANIM_OBJ_99
 	battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_43, PAL_BATTLE_OB_YELLOW, $23 ; ANIM_OBJ_9A
-	battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_9B
-	battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_44, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_9C
-	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_9D
-	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_9E
-	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_45, PAL_BATTLE_OB_RED, $12 ; ANIM_OBJ_9F
+	battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_DESTINY_BOND
+	battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_44, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_MORNING_SUN
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_GLIMMER
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $24 ; ANIM_OBJ_MOONLIGHT
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_45, PAL_BATTLE_OB_RED, $12 ; ANIM_OBJ_HIDDEN_POWER
 	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_A0
 	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_A1
-	battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_BROWN, $0f ; ANIM_OBJ_A2
-	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_02, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_A3
-	battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_A4
-	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, PAL_BATTLE_OB_GRAY, $23 ; ANIM_OBJ_A5
+	battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_BROWN, $0f ; ANIM_OBJ_SANDSTORM
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_02, PAL_BATTLE_OB_YELLOW, $05 ; ANIM_OBJ_ZAP_CANNON
+	battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GRAY, $25 ; ANIM_OBJ_SPITE
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, PAL_BATTLE_OB_GRAY, $23 ; ANIM_OBJ_CURSE
 	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_47, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_PERISH_SONG
-	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_A7
-	battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_48, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_A8
-	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_44, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_A9
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $24 ; ANIM_OBJ_FORESIGHT
+	battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_48, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_RAPID_SPIN
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_44, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_SWAGGER
 	battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_AA
 	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_43, PAL_BATTLE_OB_GRAY, $0e ; ANIM_OBJ_AB
-	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $17 ; ANIM_OBJ_AC
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $17 ; ANIM_OBJ_MEAN_LOOK
 	battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_49, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_AD
 	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_01, PAL_BATTLE_OB_YELLOW, $11 ; ANIM_OBJ_AE
-	battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_GRAY, $04 ; ANIM_OBJ_AF
+	battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_GRAY, $04 ; ANIM_OBJ_RAIN
 	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_4B, PAL_BATTLE_OB_RED, $1c ; ANIM_OBJ_B0
-	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_4C, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_B1
-	battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4D, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_B2
-	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_B3, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $27 ; ANIM_OBJ_B3
-	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_04, PAL_BATTLE_OB_BLUE, $15 ; ANIM_OBJ_B4
-	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_B5
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_4C, PAL_BATTLE_OB_GRAY, $19 ; ANIM_OBJ_PSYCH_UP
+	battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4D, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_ANCIENTPOWER
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_B3, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, $27 ; ANIM_OBJ_AEROBLAST
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_04, PAL_BATTLE_OB_BLUE, $15 ; ANIM_OBJ_SHADOW_BALL
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, $09 ; ANIM_OBJ_ROCK_SMASH
 	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, $1e ; ANIM_OBJ_FLOWER
 	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, $1f ; ANIM_OBJ_COTTON
 	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERFEETFOLLOW
 	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYFEETFOLLOW
-	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_BA
-	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_BB
+	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERHEADFOLLOW
+	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYHEADFOLLOW
 ; ccfbe
--- a/data/moves/animations.asm
+++ b/data/moves/animations.asm
@@ -455,28 +455,28 @@
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_6D, 48, 96, $0
+	anim_obj ANIM_OBJ_SHINY, 48, 96, $0
 	anim_wait 4
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_6D, 48, 96, $8
+	anim_obj ANIM_OBJ_SHINY, 48, 96, $8
 	anim_wait 4
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_6D, 48, 96, $10
+	anim_obj ANIM_OBJ_SHINY, 48, 96, $10
 	anim_wait 4
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_6D, 48, 96, $18
+	anim_obj ANIM_OBJ_SHINY, 48, 96, $18
 	anim_wait 4
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_6D, 48, 96, $20
+	anim_obj ANIM_OBJ_SHINY, 48, 96, $20
 	anim_wait 4
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_6D, 48, 96, $28
+	anim_obj ANIM_OBJ_SHINY, 48, 96, $28
 	anim_wait 4
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_6D, 48, 96, $30
+	anim_obj ANIM_OBJ_SHINY, 48, 96, $30
 	anim_wait 4
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_6D, 48, 96, $38
+	anim_obj ANIM_OBJ_SHINY, 48, 96, $38
 	anim_wait 32
 	anim_ret
 
@@ -512,7 +512,7 @@
 	anim_1gfx ANIM_GFX_STATUS
 	anim_sound 0, 0, SFX_TAIL_WHIP
 .loop
-	anim_obj ANIM_OBJ_54, 64, 80, $0
+	anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0
 	anim_wait 40
 	anim_loop 3, .loop
 	anim_wait 32
@@ -588,11 +588,11 @@
 
 BattleAnim_InSandstorm: ; c9533
 	anim_1gfx ANIM_GFX_POWDER
-	anim_obj ANIM_OBJ_A2, 88, 0, $0
+	anim_obj ANIM_OBJ_SANDSTORM, 88, 0, $0
 	anim_wait 8
-	anim_obj ANIM_OBJ_A2, 72, 0, $1
+	anim_obj ANIM_OBJ_SANDSTORM, 72, 0, $1
 	anim_wait 8
-	anim_obj ANIM_OBJ_A2, 56, 0, $2
+	anim_obj ANIM_OBJ_SANDSTORM, 56, 0, $2
 .loop
 	anim_sound 0, 1, SFX_MENU
 	anim_wait 8
@@ -604,7 +604,7 @@
 BattleAnim_InNightmare: ; c9550
 	anim_1gfx ANIM_GFX_ANGELS
 	anim_sound 0, 0, SFX_BUBBLEBEAM
-	anim_obj ANIM_OBJ_95, 68, 80, $0
+	anim_obj ANIM_OBJ_IN_NIGHTMARE, 68, 80, $0
 	anim_wait 40
 	anim_ret
 ; c955c
@@ -884,7 +884,7 @@
 	anim_1gfx ANIM_GFX_HIT
 	anim_bgeffect ANIM_BG_1F, $20, $1, $0
 	anim_sound 0, 1, SFX_BITE
-	anim_obj ANIM_OBJ_09, 136, 56, $0
+	anim_obj ANIM_OBJ_FANG, 136, 56, $0
 	anim_wait 6
 	anim_obj ANIM_OBJ_01, 136, 56, $0
 	anim_wait 16
@@ -898,10 +898,10 @@
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
 .loop
 	anim_sound 0, 1, SFX_BITE
-	anim_obj ANIM_OBJ_09, 136, 56, $0
+	anim_obj ANIM_OBJ_FANG, 136, 56, $0
 	anim_obj ANIM_OBJ_00, 136, 56, $0
 	anim_wait 6
-	anim_obj ANIM_OBJ_09, 136, 56, $0
+	anim_obj ANIM_OBJ_FANG, 136, 56, $0
 	anim_wait 6
 	anim_loop 3, .loop
 	anim_ret
@@ -910,21 +910,21 @@
 BattleAnim_Ember: ; c97a1
 	anim_1gfx ANIM_GFX_FIRE
 	anim_sound 6, 2, SFX_EMBER
-	anim_obj ANIM_OBJ_0B, 64, 96, $12
+	anim_obj ANIM_OBJ_EMBER, 64, 96, $12
 	anim_wait 4
 	anim_sound 6, 2, SFX_EMBER
-	anim_obj ANIM_OBJ_0B, 64, 100, $14
+	anim_obj ANIM_OBJ_EMBER, 64, 100, $14
 	anim_wait 4
 	anim_sound 6, 2, SFX_EMBER
-	anim_obj ANIM_OBJ_0B, 64, 84, $13
+	anim_obj ANIM_OBJ_EMBER, 64, 84, $13
 	anim_wait 16
 	anim_incobj  1
 	anim_incobj  2
 	anim_incobj  3
 	anim_sound 0, 1, SFX_EMBER
-	anim_obj ANIM_OBJ_0B, 120, 68, $30
-	anim_obj ANIM_OBJ_0B, 132, 68, $30
-	anim_obj ANIM_OBJ_0B, 144, 68, $30
+	anim_obj ANIM_OBJ_EMBER, 120, 68, $30
+	anim_obj ANIM_OBJ_EMBER, 132, 68, $30
+	anim_obj ANIM_OBJ_EMBER, 144, 68, $30
 	anim_wait 32
 	anim_ret
 ; c97d8
@@ -941,16 +941,16 @@
 	anim_1gfx ANIM_GFX_FIRE
 .loop
 	anim_sound 6, 2, SFX_EMBER
-	anim_obj ANIM_OBJ_0E, 64, 88, $4
+	anim_obj ANIM_OBJ_FIRE_SPIN, 64, 88, $4
 	anim_wait 2
 	anim_sound 6, 2, SFX_EMBER
-	anim_obj ANIM_OBJ_0E, 64, 96, $3
+	anim_obj ANIM_OBJ_FIRE_SPIN, 64, 96, $3
 	anim_wait 2
 	anim_sound 6, 2, SFX_EMBER
-	anim_obj ANIM_OBJ_0E, 64, 88, $3
+	anim_obj ANIM_OBJ_FIRE_SPIN, 64, 88, $3
 	anim_wait 2
 	anim_sound 6, 2, SFX_EMBER
-	anim_obj ANIM_OBJ_0E, 64, 96, $4
+	anim_obj ANIM_OBJ_FIRE_SPIN, 64, 96, $4
 	anim_wait 2
 	anim_loop 2, .loop
 	anim_wait 96
@@ -961,7 +961,7 @@
 	anim_1gfx ANIM_GFX_FIRE
 .loop
 	anim_sound 6, 2, SFX_EMBER
-	anim_obj ANIM_OBJ_0C, 64, 92, $0
+	anim_obj ANIM_OBJ_DRAGON_RAGE, 64, 92, $0
 	anim_wait 3
 	anim_loop 16, .loop
 	anim_wait 64
@@ -971,21 +971,21 @@
 BattleAnim_Flamethrower: ; c9822
 	anim_1gfx ANIM_GFX_FIRE
 	anim_sound 6, 2, SFX_EMBER
-	anim_obj ANIM_OBJ_0D, 64, 92, $3
+	anim_obj ANIM_OBJ_FLAMETHROWER, 64, 92, $3
 	anim_wait 2
-	anim_obj ANIM_OBJ_0D, 75, 86, $5
+	anim_obj ANIM_OBJ_FLAMETHROWER, 75, 86, $5
 	anim_wait 2
-	anim_obj ANIM_OBJ_0D, 85, 81, $7
+	anim_obj ANIM_OBJ_FLAMETHROWER, 85, 81, $7
 	anim_wait 2
-	anim_obj ANIM_OBJ_0D, 96, 76, $9
+	anim_obj ANIM_OBJ_FLAMETHROWER, 96, 76, $9
 	anim_wait 2
-	anim_obj ANIM_OBJ_0D, 106, 71, $b
+	anim_obj ANIM_OBJ_FLAMETHROWER, 106, 71, $b
 	anim_wait 2
-	anim_obj ANIM_OBJ_0D, 116, 66, $c
+	anim_obj ANIM_OBJ_FLAMETHROWER, 116, 66, $c
 	anim_wait 2
-	anim_obj ANIM_OBJ_0D, 126, 61, $a
+	anim_obj ANIM_OBJ_FLAMETHROWER, 126, 61, $a
 	anim_wait 2
-	anim_obj ANIM_OBJ_0D, 136, 56, $8
+	anim_obj ANIM_OBJ_FLAMETHROWER, 136, 56, $8
 	anim_wait 16
 .loop
 	anim_sound 0, 1, SFX_EMBER
@@ -999,7 +999,7 @@
 	anim_1gfx ANIM_GFX_FIRE
 .loop1
 	anim_sound 6, 2, SFX_EMBER
-	anim_obj ANIM_OBJ_0F, 64, 92, $7
+	anim_obj ANIM_OBJ_FIRE_BLAST, 64, 92, $7
 	anim_wait 6
 	anim_loop 10, .loop1
 .loop2
@@ -1019,11 +1019,11 @@
 	anim_wait 2
 .loop3
 	anim_sound 0, 1, SFX_EMBER
-	anim_obj ANIM_OBJ_0F, 136, 56, $1
-	anim_obj ANIM_OBJ_0F, 136, 56, $2
-	anim_obj ANIM_OBJ_0F, 136, 56, $3
-	anim_obj ANIM_OBJ_0F, 136, 56, $4
-	anim_obj ANIM_OBJ_0F, 136, 56, $5
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $1
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $2
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $3
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $4
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 56, $5
 	anim_wait 16
 	anim_loop 2, .loop3
 	anim_wait 32
@@ -1129,11 +1129,11 @@
 	anim_1gfx ANIM_GFX_WATER
 	anim_call BattleAnim_FollowPlayerHead_1
 	anim_sound 16, 2, SFX_WATER_GUN
-	anim_obj ANIM_OBJ_24, 64, 88, $0
+	anim_obj ANIM_OBJ_WATER_GUN, 64, 88, $0
 	anim_wait 8
-	anim_obj ANIM_OBJ_24, 64, 76, $0
+	anim_obj ANIM_OBJ_WATER_GUN, 64, 76, $0
 	anim_wait 8
-	anim_obj ANIM_OBJ_24, 64, 82, $0
+	anim_obj ANIM_OBJ_WATER_GUN, 64, 82, $0
 	anim_wait 24
 	anim_bgeffect ANIM_BG_31, $1c, $0, $0
 	anim_wait 8
@@ -1152,31 +1152,31 @@
 	anim_1gfx ANIM_GFX_WATER
 	anim_call BattleAnim_FollowPlayerHead_1
 	anim_sound 0, 1, SFX_HYDRO_PUMP
-	anim_obj ANIM_OBJ_25, 108, 72, $0
+	anim_obj ANIM_OBJ_HYDRO_PUMP, 108, 72, $0
 	anim_bgeffect ANIM_BG_31, $1c, $0, $0
 	anim_wait 8
 	anim_sound 0, 1, SFX_HYDRO_PUMP
-	anim_obj ANIM_OBJ_25, 116, 72, $0
+	anim_obj ANIM_OBJ_HYDRO_PUMP, 116, 72, $0
 	anim_bgeffect ANIM_BG_31, $8, $0, $0
 	anim_wait 8
 	anim_sound 0, 1, SFX_HYDRO_PUMP
-	anim_obj ANIM_OBJ_25, 124, 72, $0
+	anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0
 	anim_bgeffect ANIM_BG_31, $30, $0, $0
 	anim_wait 8
 	anim_sound 0, 1, SFX_HYDRO_PUMP
-	anim_obj ANIM_OBJ_25, 132, 72, $0
+	anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0
 	anim_bgeffect ANIM_BG_31, $1c, $0, $0
 	anim_wait 8
 	anim_sound 0, 1, SFX_HYDRO_PUMP
-	anim_obj ANIM_OBJ_25, 140, 72, $0
+	anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0
 	anim_bgeffect ANIM_BG_31, $8, $0, $0
 	anim_wait 8
 	anim_sound 0, 1, SFX_HYDRO_PUMP
-	anim_obj ANIM_OBJ_25, 148, 72, $0
+	anim_obj ANIM_OBJ_HYDRO_PUMP, 148, 72, $0
 	anim_bgeffect ANIM_BG_31, $30, $0, $0
 	anim_wait 8
 	anim_sound 0, 1, SFX_HYDRO_PUMP
-	anim_obj ANIM_OBJ_25, 156, 72, $0
+	anim_obj ANIM_OBJ_HYDRO_PUMP, 156, 72, $0
 	anim_bgeffect ANIM_BG_31, $1c, $0, $0
 	anim_wait 32
 	anim_call BattleAnim_ShowMon_1
@@ -1188,7 +1188,7 @@
 BattleAnim_Surf: ; c9a2a
 	anim_1gfx ANIM_GFX_BUBBLE
 	anim_bgeffect ANIM_BG_SURF, $0, $0, $0
-	anim_obj ANIM_OBJ_22, 88, 104, $8
+	anim_obj ANIM_OBJ_SURF, 88, 104, $8
 .loop
 	anim_sound 0, 1, SFX_SURF
 	anim_wait 32
@@ -1340,7 +1340,7 @@
 	anim_1gfx ANIM_GFX_LIGHTNING
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
 	anim_sound 0, 1, SFX_THUNDERSHOCK
-	anim_obj ANIM_OBJ_30, 136, 56, $0
+	anim_obj ANIM_OBJ_THUNDER_WAVE, 136, 56, $0
 	anim_wait 20
 	anim_bgp $1b
 	anim_incobj  1
@@ -1393,13 +1393,13 @@
 	anim_2gfx ANIM_GFX_WHIP, ANIM_GFX_HIT
 .loop
 	anim_sound 3, 0, SFX_RAZOR_WIND
-	anim_obj ANIM_OBJ_43, 64, 80, $3
+	anim_obj ANIM_OBJ_SONICBOOM_JP, 64, 80, $3
 	anim_wait 8
 	anim_sound 3, 0, SFX_RAZOR_WIND
-	anim_obj ANIM_OBJ_43, 64, 88, $2
+	anim_obj ANIM_OBJ_SONICBOOM_JP, 64, 88, $2
 	anim_wait 8
 	anim_sound 3, 0, SFX_RAZOR_WIND
-	anim_obj ANIM_OBJ_43, 64, 96, $4
+	anim_obj ANIM_OBJ_SONICBOOM_JP, 64, 96, $4
 	anim_wait 8
 	anim_loop 2, .loop
 	anim_wait 32
@@ -1477,19 +1477,19 @@
 	anim_1gfx ANIM_GFX_ROCKS
 	anim_bgeffect ANIM_BG_1F, $60, $1, $0
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1E, 128, 64, $40
+	anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40
 	anim_wait 2
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1D, 120, 68, $30
+	anim_obj ANIM_OBJ_BIG_ROCK, 120, 68, $30
 	anim_wait 2
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1E, 152, 68, $30
+	anim_obj ANIM_OBJ_SMALL_ROCK, 152, 68, $30
 	anim_wait 2
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1D, 144, 64, $40
+	anim_obj ANIM_OBJ_BIG_ROCK, 144, 64, $40
 	anim_wait 2
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1E, 136, 68, $30
+	anim_obj ANIM_OBJ_SMALL_ROCK, 136, 68, $30
 	anim_wait 96
 	anim_ret
 ; c9cd2
@@ -1499,19 +1499,19 @@
 	anim_bgeffect ANIM_BG_1F, $c0, $1, $0
 .loop
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1E, 128, 64, $40
+	anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40
 	anim_wait 4
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1D, 120, 68, $30
+	anim_obj ANIM_OBJ_BIG_ROCK, 120, 68, $30
 	anim_wait 4
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1E, 152, 68, $30
+	anim_obj ANIM_OBJ_SMALL_ROCK, 152, 68, $30
 	anim_wait 4
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1D, 144, 64, $40
+	anim_obj ANIM_OBJ_BIG_ROCK, 144, 64, $40
 	anim_wait 4
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1E, 136, 68, $30
+	anim_obj ANIM_OBJ_SMALL_ROCK, 136, 68, $30
 	anim_wait 16
 	anim_loop 4, .loop
 	anim_wait 96
@@ -1522,15 +1522,15 @@
 	anim_1gfx ANIM_GFX_NOISE
 	anim_sound 16, 2, SFX_SING
 .loop
-	anim_obj ANIM_OBJ_23, 64, 92, $0
+	anim_obj ANIM_OBJ_SING, 64, 92, $0
 	anim_wait 8
-	anim_obj ANIM_OBJ_23, 64, 92, $1
+	anim_obj ANIM_OBJ_SING, 64, 92, $1
 	anim_wait 8
-	anim_obj ANIM_OBJ_23, 64, 92, $2
+	anim_obj ANIM_OBJ_SING, 64, 92, $2
 	anim_wait 8
-	anim_obj ANIM_OBJ_23, 64, 92, $0
+	anim_obj ANIM_OBJ_SING, 64, 92, $0
 	anim_wait 8
-	anim_obj ANIM_OBJ_23, 64, 92, $2
+	anim_obj ANIM_OBJ_SING, 64, 92, $2
 	anim_wait 8
 	anim_loop 4, .loop
 	anim_wait 64
@@ -1544,19 +1544,19 @@
 	anim_1gfx ANIM_GFX_POWDER
 .loop
 	anim_sound 0, 1, SFX_POWDER
-	anim_obj ANIM_OBJ_26, 104, 16, $0
+	anim_obj ANIM_OBJ_POWDER, 104, 16, $0
 	anim_wait 4
 	anim_sound 0, 1, SFX_POWDER
-	anim_obj ANIM_OBJ_26, 136, 16, $0
+	anim_obj ANIM_OBJ_POWDER, 136, 16, $0
 	anim_wait 4
 	anim_sound 0, 1, SFX_POWDER
-	anim_obj ANIM_OBJ_26, 112, 16, $0
+	anim_obj ANIM_OBJ_POWDER, 112, 16, $0
 	anim_wait 4
 	anim_sound 0, 1, SFX_POWDER
-	anim_obj ANIM_OBJ_26, 128, 16, $0
+	anim_obj ANIM_OBJ_POWDER, 128, 16, $0
 	anim_wait 4
 	anim_sound 0, 1, SFX_POWDER
-	anim_obj ANIM_OBJ_26, 120, 16, $0
+	anim_obj ANIM_OBJ_POWDER, 120, 16, $0
 	anim_wait 4
 	anim_loop 2, .loop
 	anim_wait 96
@@ -1645,8 +1645,8 @@
 
 BattleAnim_Clamp: ; c9e0d
 	anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
-	anim_obj ANIM_OBJ_35, 136, 56, $a0
-	anim_obj ANIM_OBJ_35, 136, 56, $20
+	anim_obj ANIM_OBJ_CLAMP, 136, 56, $a0
+	anim_obj ANIM_OBJ_CLAMP, 136, 56, $20
 	anim_wait 16
 	anim_sound 0, 1, SFX_BITE
 	anim_obj ANIM_OBJ_01, 144, 48, $18
@@ -1659,8 +1659,8 @@
 
 BattleAnim_Bite: ; c9e2e
 	anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
-	anim_obj ANIM_OBJ_36, 136, 56, $98
-	anim_obj ANIM_OBJ_36, 136, 56, $18
+	anim_obj ANIM_OBJ_BITE, 136, 56, $98
+	anim_obj ANIM_OBJ_BITE, 136, 56, $18
 	anim_wait 8
 	anim_sound 0, 1, SFX_BITE
 	anim_obj ANIM_OBJ_01, 144, 48, $18
@@ -1725,14 +1725,14 @@
 	anim_call BattleAnim_FollowEnemyFeet_0
 	anim_sound 0, 0, SFX_FULL_HEAL
 	anim_bgeffect ANIM_BG_18, $0, $1, $40
-	anim_obj ANIM_OBJ_2C, 44, 88, $30
-	anim_obj ANIM_OBJ_2C, 44, 88, $31
-	anim_obj ANIM_OBJ_2C, 44, 88, $32
-	anim_obj ANIM_OBJ_2C, 44, 88, $33
-	anim_obj ANIM_OBJ_2C, 44, 88, $34
-	anim_obj ANIM_OBJ_2C, 44, 88, $35
-	anim_obj ANIM_OBJ_2C, 44, 88, $36
-	anim_obj ANIM_OBJ_2C, 44, 88, $37
+	anim_obj ANIM_OBJ_RECOVER, 44, 88, $30
+	anim_obj ANIM_OBJ_RECOVER, 44, 88, $31
+	anim_obj ANIM_OBJ_RECOVER, 44, 88, $32
+	anim_obj ANIM_OBJ_RECOVER, 44, 88, $33
+	anim_obj ANIM_OBJ_RECOVER, 44, 88, $34
+	anim_obj ANIM_OBJ_RECOVER, 44, 88, $35
+	anim_obj ANIM_OBJ_RECOVER, 44, 88, $36
+	anim_obj ANIM_OBJ_RECOVER, 44, 88, $37
 	anim_wait 64
 	anim_incbgeffect ANIM_BG_18
 	anim_call BattleAnim_ShowMon_0
@@ -1793,7 +1793,7 @@
 BattleAnim_EggBomb: ; c9f55
 	anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION
 	anim_sound 0, 0, SFX_SWITCH_POKEMON
-	anim_obj ANIM_OBJ_46, 44, 104, $1
+	anim_obj ANIM_OBJ_EGG, 44, 104, $1
 	anim_wait 128
 	anim_wait 96
 	anim_incobj  1
@@ -1814,15 +1814,15 @@
 	anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE
 	anim_call BattleAnim_FollowEnemyFeet_0
 	anim_sound 0, 0, SFX_SWITCH_POKEMON
-	anim_obj ANIM_OBJ_46, 44, 104, $6
+	anim_obj ANIM_OBJ_EGG, 44, 104, $6
 	anim_wait 128
 	anim_incobj  2
-	anim_obj ANIM_OBJ_46, 76, 104, $b
+	anim_obj ANIM_OBJ_EGG, 76, 104, $b
 	anim_wait 16
 	anim_bgeffect ANIM_BG_18, $0, $1, $40
 	anim_sound 0, 0, SFX_METRONOME
 .loop
-	anim_obj ANIM_OBJ_2C, 44, 88, $20
+	anim_obj ANIM_OBJ_RECOVER, 44, 88, $20
 	anim_wait 8
 	anim_loop 8, .loop
 	anim_wait 128
@@ -1995,7 +1995,7 @@
 	anim_1gfx ANIM_GFX_PSYCHIC
 .loop
 	anim_sound 6, 2, SFX_SUPERSONIC
-	anim_obj ANIM_OBJ_4C, 64, 88, $2
+	anim_obj ANIM_OBJ_WAVE, 64, 88, $2
 	anim_wait 4
 	anim_loop 10, .loop
 	anim_wait 64
@@ -2007,7 +2007,7 @@
 	anim_bgeffect ANIM_BG_1F, $8, $1, $20
 	anim_sound 6, 2, SFX_SCREECH
 .loop
-	anim_obj ANIM_OBJ_4C, 64, 88, $2
+	anim_obj ANIM_OBJ_WAVE, 64, 88, $2
 	anim_wait 2
 	anim_loop 2, .loop
 	anim_wait 64
@@ -2018,15 +2018,15 @@
 	anim_1gfx ANIM_GFX_SPEED
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 	anim_bgeffect ANIM_BG_08, $0, $4, $0
-	anim_obj ANIM_OBJ_4D, 64, 88, $0
-	anim_obj ANIM_OBJ_4D, 64, 88, $80
-	anim_obj ANIM_OBJ_4D, 64, 88, $88
-	anim_obj ANIM_OBJ_4D, 64, 88, $90
-	anim_obj ANIM_OBJ_4D, 64, 88, $98
-	anim_obj ANIM_OBJ_4D, 64, 88, $a0
-	anim_obj ANIM_OBJ_4D, 64, 88, $a8
-	anim_obj ANIM_OBJ_4D, 64, 88, $b0
-	anim_obj ANIM_OBJ_4D, 64, 88, $b8
+	anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $0
+	anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $80
+	anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $88
+	anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $90
+	anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $98
+	anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $a0
+	anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $a8
+	anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $b0
+	anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $b8
 .loop
 	anim_sound 6, 2, SFX_WHIRLWIND
 	anim_wait 16
@@ -2048,11 +2048,11 @@
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_50, 72, 80, $0
+	anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
 	anim_wait 24
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_50, 72, 80, $0
+	anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
 	anim_wait 64
 	anim_ret
 ; ca18e
@@ -2061,24 +2061,24 @@
 	anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 	anim_sound 0, 0, SFX_FLASH
-	anim_obj ANIM_OBJ_50, 72, 80, $0
+	anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
 	anim_wait 4
-	anim_obj ANIM_OBJ_6D, 72, 80, $0
+	anim_obj ANIM_OBJ_SHINY, 72, 80, $0
 	anim_wait 4
-	anim_obj ANIM_OBJ_6D, 72, 80, $8
+	anim_obj ANIM_OBJ_SHINY, 72, 80, $8
 	anim_wait 4
-	anim_obj ANIM_OBJ_6D, 72, 80, $10
+	anim_obj ANIM_OBJ_SHINY, 72, 80, $10
 	anim_wait 4
-	anim_obj ANIM_OBJ_6D, 72, 80, $18
+	anim_obj ANIM_OBJ_SHINY, 72, 80, $18
 	anim_wait 4
-	anim_obj ANIM_OBJ_50, 72, 80, $0
-	anim_obj ANIM_OBJ_6D, 72, 80, $20
+	anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
+	anim_obj ANIM_OBJ_SHINY, 72, 80, $20
 	anim_wait 4
-	anim_obj ANIM_OBJ_6D, 72, 80, $28
+	anim_obj ANIM_OBJ_SHINY, 72, 80, $28
 	anim_wait 4
-	anim_obj ANIM_OBJ_6D, 72, 80, $30
+	anim_obj ANIM_OBJ_SHINY, 72, 80, $30
 	anim_wait 4
-	anim_obj ANIM_OBJ_6D, 72, 80, $38
+	anim_obj ANIM_OBJ_SHINY, 72, 80, $38
 	anim_wait 64
 	anim_ret
 ; ca1d5
@@ -2086,11 +2086,11 @@
 BattleAnim_Amnesia: ; ca1d5
 	anim_1gfx ANIM_GFX_STATUS
 	anim_sound 0, 0, SFX_LICK
-	anim_obj ANIM_OBJ_53, 64, 80, $2
+	anim_obj ANIM_OBJ_AMNESIA, 64, 80, $2
 	anim_wait 16
-	anim_obj ANIM_OBJ_53, 68, 80, $1
+	anim_obj ANIM_OBJ_AMNESIA, 68, 80, $1
 	anim_wait 16
-	anim_obj ANIM_OBJ_53, 72, 80, $0
+	anim_obj ANIM_OBJ_AMNESIA, 72, 80, $0
 	anim_wait 64
 	anim_ret
 ; ca1ed
@@ -2113,7 +2113,7 @@
 	anim_1gfx ANIM_GFX_STATUS
 	anim_sound 0, 0, SFX_TAIL_WHIP
 .loop
-	anim_obj ANIM_OBJ_54, 64, 80, $0
+	anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0
 	anim_wait 40
 	anim_loop 3, .loop
 	anim_wait 32
@@ -2181,22 +2181,22 @@
 	anim_1gfx ANIM_GFX_WEB
 	anim_bgeffect ANIM_BG_07, $0, $2, $0
 	anim_sound 6, 2, SFX_MENU
-	anim_obj ANIM_OBJ_5A, 64, 80, $0
+	anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0
 	anim_wait 4
 	anim_sound 0, 1, SFX_MENU
-	anim_obj ANIM_OBJ_5A, 132, 48, $1
+	anim_obj ANIM_OBJ_STRING_SHOT, 132, 48, $1
 	anim_wait 4
 	anim_sound 6, 2, SFX_MENU
-	anim_obj ANIM_OBJ_5A, 64, 88, $0
+	anim_obj ANIM_OBJ_STRING_SHOT, 64, 88, $0
 	anim_wait 4
 	anim_sound 0, 1, SFX_MENU
-	anim_obj ANIM_OBJ_5A, 132, 64, $1
+	anim_obj ANIM_OBJ_STRING_SHOT, 132, 64, $1
 	anim_wait 4
 	anim_sound 6, 2, SFX_MENU
-	anim_obj ANIM_OBJ_5A, 64, 84, $0
+	anim_obj ANIM_OBJ_STRING_SHOT, 64, 84, $0
 	anim_wait 4
 	anim_sound 0, 1, SFX_MENU
-	anim_obj ANIM_OBJ_5A, 132, 56, $2
+	anim_obj ANIM_OBJ_STRING_SHOT, 132, 56, $2
 	anim_wait 64
 	anim_ret
 ; ca2d1
@@ -2325,8 +2325,8 @@
 	anim_1gfx ANIM_GFX_PSYCHIC
 .loop
 	anim_sound 6, 2, SFX_SUPERSONIC
-	anim_obj ANIM_OBJ_4C, 64, 88, $2
-	anim_obj ANIM_OBJ_4C, 56, 80, $2
+	anim_obj ANIM_OBJ_WAVE, 64, 88, $2
+	anim_obj ANIM_OBJ_WAVE, 56, 80, $2
 	anim_wait 8
 	anim_loop 3, .loop
 	anim_wait 56
@@ -2512,7 +2512,7 @@
 	anim_sound 0, 0, SFX_MENU
 	anim_2gfx ANIM_GFX_FLOWER, ANIM_GFX_HIT
 .loop
-	anim_obj ANIM_OBJ_61, 48, 56, $0
+	anim_obj ANIM_OBJ_PETAL_DANCE, 48, 56, $0
 	anim_wait 11
 	anim_loop 8, .loop
 	anim_wait 128
@@ -2526,7 +2526,7 @@
 BattleAnim_Barrage: ; ca580
 	anim_2gfx ANIM_GFX_EGG, ANIM_GFX_EXPLOSION
 	anim_sound 6, 2, SFX_THROW_BALL
-	anim_obj ANIM_OBJ_62, 64, 92, $10
+	anim_obj ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10
 	anim_wait 36
 	anim_sound 0, 1, SFX_EGG_BOMB
 	anim_obj ANIM_OBJ_18, 136, 56, $0
@@ -2540,7 +2540,7 @@
 	anim_obj ANIM_OBJ_01, 128, 56, $0
 	anim_wait 16
 	anim_sound 0, 1, SFX_PAY_DAY
-	anim_obj ANIM_OBJ_63, 120, 76, $1
+	anim_obj ANIM_OBJ_PAY_DAY, 120, 76, $1
 	anim_wait 64
 	anim_ret
 ; ca5ac
@@ -2549,14 +2549,14 @@
 	anim_1gfx ANIM_GFX_SPEED
 	anim_obp0 $fc
 	anim_sound 63, 3, SFX_LICK
-	anim_obj ANIM_OBJ_65, 132, 44, $0
-	anim_obj ANIM_OBJ_65, 132, 44, $8
-	anim_obj ANIM_OBJ_65, 132, 44, $10
-	anim_obj ANIM_OBJ_65, 132, 44, $18
-	anim_obj ANIM_OBJ_65, 132, 44, $20
-	anim_obj ANIM_OBJ_65, 132, 44, $28
-	anim_obj ANIM_OBJ_65, 132, 44, $30
-	anim_obj ANIM_OBJ_65, 132, 44, $38
+	anim_obj ANIM_OBJ_MIMIC, 132, 44, $0
+	anim_obj ANIM_OBJ_MIMIC, 132, 44, $8
+	anim_obj ANIM_OBJ_MIMIC, 132, 44, $10
+	anim_obj ANIM_OBJ_MIMIC, 132, 44, $18
+	anim_obj ANIM_OBJ_MIMIC, 132, 44, $20
+	anim_obj ANIM_OBJ_MIMIC, 132, 44, $28
+	anim_obj ANIM_OBJ_MIMIC, 132, 44, $30
+	anim_obj ANIM_OBJ_MIMIC, 132, 44, $38
 	anim_wait 128
 	anim_wait 48
 	anim_ret
@@ -2565,7 +2565,7 @@
 BattleAnim_LovelyKiss: ; ca5de
 	anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
 	anim_bgeffect ANIM_BG_07, $0, $2, $0
-	anim_obj ANIM_OBJ_96, 152, 40, $0
+	anim_obj ANIM_OBJ_LOVELY_KISS, 152, 40, $0
 	anim_wait 32
 	anim_sound 0, 1, SFX_LICK
 	anim_obj ANIM_OBJ_HEART, 128, 40, $0
@@ -2576,7 +2576,7 @@
 BattleAnim_Bonemerang: ; ca5f6
 	anim_2gfx ANIM_GFX_MISC, ANIM_GFX_HIT
 	anim_sound 6, 2, SFX_HYDRO_PUMP
-	anim_obj ANIM_OBJ_67, 88, 56, $1c
+	anim_obj ANIM_OBJ_BONEMERANG, 88, 56, $1c
 	anim_wait 24
 	anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
 	anim_obj ANIM_OBJ_01, 136, 56, $0
@@ -2587,11 +2587,11 @@
 BattleAnim_Swift: ; ca60c
 	anim_1gfx ANIM_GFX_OBJECTS
 	anim_sound 6, 2, SFX_METRONOME
-	anim_obj ANIM_OBJ_6A, 64, 88, $4
+	anim_obj ANIM_OBJ_SWIFT, 64, 88, $4
 	anim_wait 4
-	anim_obj ANIM_OBJ_6A, 64, 72, $4
+	anim_obj ANIM_OBJ_SWIFT, 64, 72, $4
 	anim_wait 4
-	anim_obj ANIM_OBJ_6A, 64, 76, $4
+	anim_obj ANIM_OBJ_SWIFT, 64, 76, $4
 	anim_wait 64
 	anim_ret
 ; ca624
@@ -2630,7 +2630,7 @@
 BattleAnim_Kinesis: ; ca66a
 	anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
-	anim_obj ANIM_OBJ_6B, 80, 76, $0
+	anim_obj ANIM_OBJ_KINESIS, 80, 76, $0
 	anim_wait 32
 .loop
 	anim_sound 0, 0, SFX_KINESIS
@@ -2695,21 +2695,21 @@
 	anim_sound 0, 1, SFX_FLASH
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $6, $20
 	anim_wait 4
-	anim_obj ANIM_OBJ_6C, 136, 56, $0
+	anim_obj ANIM_OBJ_FLASH, 136, 56, $0
 	anim_wait 4
-	anim_obj ANIM_OBJ_6C, 136, 56, $8
+	anim_obj ANIM_OBJ_FLASH, 136, 56, $8
 	anim_wait 4
-	anim_obj ANIM_OBJ_6C, 136, 56, $10
+	anim_obj ANIM_OBJ_FLASH, 136, 56, $10
 	anim_wait 4
-	anim_obj ANIM_OBJ_6C, 136, 56, $18
+	anim_obj ANIM_OBJ_FLASH, 136, 56, $18
 	anim_wait 4
-	anim_obj ANIM_OBJ_6C, 136, 56, $20
+	anim_obj ANIM_OBJ_FLASH, 136, 56, $20
 	anim_wait 4
-	anim_obj ANIM_OBJ_6C, 136, 56, $28
+	anim_obj ANIM_OBJ_FLASH, 136, 56, $28
 	anim_wait 4
-	anim_obj ANIM_OBJ_6C, 136, 56, $30
+	anim_obj ANIM_OBJ_FLASH, 136, 56, $30
 	anim_wait 4
-	anim_obj ANIM_OBJ_6C, 136, 56, $38
+	anim_obj ANIM_OBJ_FLASH, 136, 56, $38
 	anim_wait 32
 	anim_ret
 ; ca73c
@@ -2776,7 +2776,7 @@
 	anim_bgeffect ANIM_BG_27, $0, $1, $0
 	anim_wait 32
 	anim_sound 0, 0, SFX_HYPER_BEAM
-	anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 48, 88, $40
+	anim_obj ANIM_OBJ_SKY_ATTACK, 48, 88, $40
 	anim_wait 64
 	anim_incobj  1
 	anim_wait 21
@@ -2846,7 +2846,7 @@
 	anim_bgeffect ANIM_BG_08, $0, $4, $0
 .loop
 	anim_sound 6, 2, SFX_PSYBEAM
-	anim_obj ANIM_OBJ_4C, 64, 88, $4
+	anim_obj ANIM_OBJ_WAVE, 64, 88, $4
 	anim_wait 4
 	anim_loop 10, .loop
 	anim_wait 48
@@ -2887,13 +2887,13 @@
 	anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
 .loop
 	anim_sound 6, 2, SFX_PSYCHIC
-	anim_obj ANIM_OBJ_4C, 64, 80, $2
+	anim_obj ANIM_OBJ_WAVE, 64, 80, $2
 	anim_wait 8
 	anim_sound 6, 2, SFX_PSYCHIC
-	anim_obj ANIM_OBJ_4C, 64, 88, $3
+	anim_obj ANIM_OBJ_WAVE, 64, 88, $3
 	anim_wait 8
 	anim_sound 6, 2, SFX_PSYCHIC
-	anim_obj ANIM_OBJ_4C, 64, 96, $4
+	anim_obj ANIM_OBJ_WAVE, 64, 96, $4
 	anim_wait 8
 	anim_loop 3, .loop
 	anim_wait 32
@@ -2932,14 +2932,14 @@
 	anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
 	anim_1gfx ANIM_GFX_CHARGE
 	anim_sound 0, 0, SFX_SWORDS_DANCE
-	anim_obj ANIM_OBJ_72, 48, 108, $0
-	anim_obj ANIM_OBJ_72, 48, 108, $8
-	anim_obj ANIM_OBJ_72, 48, 108, $10
-	anim_obj ANIM_OBJ_72, 48, 108, $18
-	anim_obj ANIM_OBJ_72, 48, 108, $20
-	anim_obj ANIM_OBJ_72, 48, 108, $28
-	anim_obj ANIM_OBJ_72, 48, 108, $30
-	anim_obj ANIM_OBJ_72, 48, 108, $38
+	anim_obj ANIM_OBJ_GROWTH, 48, 108, $0
+	anim_obj ANIM_OBJ_GROWTH, 48, 108, $8
+	anim_obj ANIM_OBJ_GROWTH, 48, 108, $10
+	anim_obj ANIM_OBJ_GROWTH, 48, 108, $18
+	anim_obj ANIM_OBJ_GROWTH, 48, 108, $20
+	anim_obj ANIM_OBJ_GROWTH, 48, 108, $28
+	anim_obj ANIM_OBJ_GROWTH, 48, 108, $30
+	anim_obj ANIM_OBJ_GROWTH, 48, 108, $38
 	anim_wait 64
 	anim_ret
 ; ca909
@@ -2947,14 +2947,14 @@
 BattleAnim_Conversion2: ; ca909
 	anim_1gfx ANIM_GFX_EXPLOSION
 	anim_sound 63, 3, SFX_SHARPEN
-	anim_obj ANIM_OBJ_73, 132, 44, $0
-	anim_obj ANIM_OBJ_73, 132, 44, $8
-	anim_obj ANIM_OBJ_73, 132, 44, $10
-	anim_obj ANIM_OBJ_73, 132, 44, $18
-	anim_obj ANIM_OBJ_73, 132, 44, $20
-	anim_obj ANIM_OBJ_73, 132, 44, $28
-	anim_obj ANIM_OBJ_73, 132, 44, $30
-	anim_obj ANIM_OBJ_73, 132, 44, $38
+	anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $0
+	anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $8
+	anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $10
+	anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $18
+	anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $20
+	anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $28
+	anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $30
+	anim_obj ANIM_OBJ_CONVERSION2, 132, 44, $38
 	anim_wait 128
 	anim_wait 48
 	anim_ret
@@ -2963,7 +2963,7 @@
 BattleAnim_Smokescreen: ; ca939
 	anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE
 	anim_sound 6, 2, SFX_THROW_BALL
-	anim_obj ANIM_OBJ_75, 64, 92, $6c
+	anim_obj ANIM_OBJ_SMOKESCREEN, 64, 92, $6c
 	anim_wait 24
 	anim_incobj  1
 	anim_sound 0, 1, SFX_BALL_POOF
@@ -2971,7 +2971,7 @@
 	anim_wait 8
 .loop
 	anim_sound 0, 1, SFX_MENU
-	anim_obj ANIM_OBJ_74, 132, 60, $20
+	anim_obj ANIM_OBJ_SMOKE, 132, 60, $20
 	anim_wait 8
 	anim_loop 5, .loop
 	anim_wait 128
@@ -2982,7 +2982,7 @@
 	anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
 	anim_bgeffect ANIM_BG_20, $10, $1, $20
 	anim_sound 0, 0, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1F, 64, 104, $1
+	anim_obj ANIM_OBJ_STRENGTH, 64, 104, $1
 	anim_wait 128
 	anim_incobj  1
 	anim_wait 20
@@ -2995,11 +2995,11 @@
 BattleAnim_SwordsDance: ; ca97e
 	anim_1gfx ANIM_GFX_WHIP
 	anim_sound 0, 0, SFX_SWORDS_DANCE
-	anim_obj ANIM_OBJ_76, 48, 108, $0
-	anim_obj ANIM_OBJ_76, 48, 108, $d
-	anim_obj ANIM_OBJ_76, 48, 108, $1a
-	anim_obj ANIM_OBJ_76, 48, 108, $27
-	anim_obj ANIM_OBJ_76, 48, 108, $34
+	anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $0
+	anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $d
+	anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $1a
+	anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $27
+	anim_obj ANIM_OBJ_SWORDS_DANCE, 48, 108, $34
 	anim_wait 56
 	anim_ret
 ; ca99e
@@ -3008,12 +3008,12 @@
 	anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
 	anim_sound 0, 0, SFX_MENU
 	anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
-	anim_obj ANIM_OBJ_77, 24, 88, $2
-	anim_obj ANIM_OBJ_77, 32, 88, $1
-	anim_obj ANIM_OBJ_77, 40, 88, $0
-	anim_obj ANIM_OBJ_77, 48, 88, $80
-	anim_obj ANIM_OBJ_77, 56, 88, $81
-	anim_obj ANIM_OBJ_77, 64, 88, $82
+	anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2
+	anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1
+	anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0
+	anim_obj ANIM_OBJ_SPEED_LINE, 48, 88, $80
+	anim_obj ANIM_OBJ_SPEED_LINE, 56, 88, $81
+	anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82
 	anim_wait 12
 	anim_sound 0, 1, SFX_COMET_PUNCH
 	anim_obj ANIM_OBJ_01, 136, 56, $0
@@ -3041,7 +3041,7 @@
 	anim_call BattleAnim_FollowEnemyFeet_0
 	anim_sound 0, 0, SFX_SHARPEN
 	anim_bgeffect ANIM_BG_18, $0, $1, $40
-	anim_obj ANIM_OBJ_78, 48, 88, $0
+	anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0
 	anim_wait 96
 	anim_incobj  2
 	anim_incbgeffect ANIM_BG_18
@@ -3055,7 +3055,7 @@
 	anim_call BattleAnim_FollowEnemyFeet_0
 	anim_sound 0, 0, SFX_SHARPEN
 	anim_bgeffect ANIM_BG_18, $0, $1, $40
-	anim_obj ANIM_OBJ_79, 48, 88, $0
+	anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0
 	anim_wait 96
 	anim_incobj  2
 	anim_incbgeffect ANIM_BG_18
@@ -3067,7 +3067,7 @@
 	anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT
 	anim_bgeffect ANIM_BG_20, $10, $1, $20
 	anim_sound 0, 0, SFX_STRENGTH
-	anim_obj ANIM_OBJ_20, 64, 104, $1
+	anim_obj ANIM_OBJ_SEISMIC_TOSS, 64, 104, $1
 	anim_wait 128
 	anim_incobj  1
 	anim_wait 20
@@ -3102,14 +3102,14 @@
 	anim_obp0 $fc
 	anim_call BattleAnim_FollowEnemyFeet_0
 	anim_bgeffect ANIM_BG_18, $0, $1, $40
-	anim_obj ANIM_OBJ_7D, 8, 24, $10
-	anim_obj ANIM_OBJ_7D, 8, 48, $2
-	anim_obj ANIM_OBJ_7D, 8, 88, $8
+	anim_obj ANIM_OBJ_AGILITY, 8, 24, $10
+	anim_obj ANIM_OBJ_AGILITY, 8, 48, $2
+	anim_obj ANIM_OBJ_AGILITY, 8, 88, $8
 	anim_wait 4
-	anim_obj ANIM_OBJ_7D, 8, 32, $6
-	anim_obj ANIM_OBJ_7D, 8, 56, $c
-	anim_obj ANIM_OBJ_7D, 8, 80, $4
-	anim_obj ANIM_OBJ_7D, 8, 104, $e
+	anim_obj ANIM_OBJ_AGILITY, 8, 32, $6
+	anim_obj ANIM_OBJ_AGILITY, 8, 56, $c
+	anim_obj ANIM_OBJ_AGILITY, 8, 80, $4
+	anim_obj ANIM_OBJ_AGILITY, 8, 104, $e
 .loop
 	anim_sound 0, 0, SFX_RAZOR_WIND
 	anim_wait 4
@@ -3121,7 +3121,7 @@
 
 BattleAnim_BoneClub: ; caab2
 	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC
-	anim_obj ANIM_OBJ_68, 64, 88, $2
+	anim_obj ANIM_OBJ_BONE_CLUB, 64, 88, $2
 	anim_wait 32
 	anim_sound 0, 1, SFX_BONE_CLUB
 	anim_obj ANIM_OBJ_01, 136, 56, $0
@@ -3135,10 +3135,10 @@
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 	anim_wait 8
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_50, 72, 80, $0
+	anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
 	anim_wait 32
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_50, 72, 80, $0
+	anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
 	anim_wait 32
 	anim_ret
 ; caae1
@@ -3173,7 +3173,7 @@
 	anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
 .loop
 	anim_sound 6, 2, SFX_PSYCHIC
-	anim_obj ANIM_OBJ_4C, 64, 88, $2
+	anim_obj ANIM_OBJ_WAVE, 64, 88, $2
 	anim_wait 8
 	anim_loop 8, .loop
 	anim_wait 96
@@ -3283,7 +3283,7 @@
 BattleAnim_Disable: ; cac24
 	anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
-	anim_obj ANIM_OBJ_7C, 132, 56, $0
+	anim_obj ANIM_OBJ_DISABLE, 132, 56, $0
 	anim_wait 16
 	anim_sound 0, 1, SFX_BIND
 	anim_obj ANIM_OBJ_PARALYZED, 104, 56, $42
@@ -3316,7 +3316,7 @@
 	anim_call BattleAnim_FollowEnemyFeet_0
 	anim_bgeffect ANIM_BG_1A, $0, $1, $20
 	anim_sound 0, 0, SFX_SKETCH
-	anim_obj ANIM_OBJ_98, 72, 80, $0
+	anim_obj ANIM_OBJ_SKETCH, 72, 80, $0
 	anim_wait 80
 	anim_incbgeffect ANIM_BG_1A
 	anim_call BattleAnim_ShowMon_0
@@ -3366,7 +3366,7 @@
 	anim_wait 1
 	anim_1gfx ANIM_GFX_STATUS
 	anim_sound 0, 1, SFX_THIEF_2
-	anim_obj ANIM_OBJ_8B, 120, 76, $1
+	anim_obj ANIM_OBJ_THIEF, 120, 76, $1
 	anim_wait 64
 	anim_ret
 ; cacd9
@@ -3374,13 +3374,13 @@
 BattleAnim_SpiderWeb: ; cacd9
 	anim_1gfx ANIM_GFX_WEB
 	anim_bgeffect ANIM_BG_07, $0, $2, $0
-	anim_obj ANIM_OBJ_92, 132, 48, $0
+	anim_obj ANIM_OBJ_SPIDER_WEB, 132, 48, $0
 	anim_sound 6, 2, SFX_SPIDER_WEB
-	anim_obj ANIM_OBJ_5A, 64, 80, $0
+	anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0
 	anim_wait 4
-	anim_obj ANIM_OBJ_5A, 64, 88, $0
+	anim_obj ANIM_OBJ_STRING_SHOT, 64, 88, $0
 	anim_wait 4
-	anim_obj ANIM_OBJ_5A, 64, 84, $0
+	anim_obj ANIM_OBJ_STRING_SHOT, 64, 84, $0
 	anim_wait 64
 	anim_ret
 ; cacfb
@@ -3389,10 +3389,10 @@
 	anim_1gfx ANIM_GFX_MISC
 	anim_sound 0, 1, SFX_MIND_READER
 .loop
-	anim_obj ANIM_OBJ_88, 132, 48, $3
-	anim_obj ANIM_OBJ_88, 132, 48, $12
-	anim_obj ANIM_OBJ_88, 132, 48, $20
-	anim_obj ANIM_OBJ_88, 132, 48, $31
+	anim_obj ANIM_OBJ_MIND_READER, 132, 48, $3
+	anim_obj ANIM_OBJ_MIND_READER, 132, 48, $12
+	anim_obj ANIM_OBJ_MIND_READER, 132, 48, $20
+	anim_obj ANIM_OBJ_MIND_READER, 132, 48, $31
 	anim_wait 16
 	anim_loop 2, .loop
 	anim_wait 32
@@ -3403,8 +3403,8 @@
 	anim_1gfx ANIM_GFX_ANGELS
 	anim_bgp $1b
 	anim_obp0 $f
-	anim_obj ANIM_OBJ_94, 132, 40, $0
-	anim_obj ANIM_OBJ_94, 132, 40, $a0
+	anim_obj ANIM_OBJ_NIGHTMARE, 132, 40, $0
+	anim_obj ANIM_OBJ_NIGHTMARE, 132, 40, $a0
 	anim_sound 0, 1, SFX_NIGHTMARE
 	anim_wait 96
 	anim_ret
@@ -3414,7 +3414,7 @@
 	anim_1gfx ANIM_GFX_FIRE
 .loop
 	anim_sound 0, 0, SFX_EMBER
-	anim_obj ANIM_OBJ_7F, 48, 96, $0
+	anim_obj ANIM_OBJ_FLAME_WHEEL, 48, 96, $0
 	anim_wait 6
 	anim_loop 8, .loop
 	anim_wait 96
@@ -3423,9 +3423,9 @@
 	anim_wait 4
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
 	anim_sound 0, 1, SFX_EMBER
-	anim_obj ANIM_OBJ_0F, 136, 48, $1
-	anim_obj ANIM_OBJ_0F, 136, 48, $4
-	anim_obj ANIM_OBJ_0F, 136, 48, $5
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $1
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5
 	anim_wait 8
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
 	anim_wait 4
@@ -3436,7 +3436,7 @@
 
 BattleAnim_Snore: ; cad6b
 	anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE
-	anim_obj ANIM_OBJ_54, 64, 80, $0
+	anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0
 	anim_wait 32
 	anim_bgeffect ANIM_BG_1F, $60, $2, $0
 	anim_sound 0, 0, SFX_SNORE
@@ -3451,7 +3451,7 @@
 BattleAnim_Curse: ; cad86
 	anim_if_param_equal $1, .NotGhost
 	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
-	anim_obj ANIM_OBJ_A5, 68, 72, $0
+	anim_obj ANIM_OBJ_CURSE, 68, 72, $0
 	anim_sound 0, 0, SFX_CURSE
 	anim_wait 32
 	anim_incobj  1
@@ -3515,14 +3515,14 @@
 	anim_1gfx ANIM_GFX_EXPLOSION
 	anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
 	anim_sound 63, 3, SFX_SHARPEN
-	anim_obj ANIM_OBJ_91, 48, 88, $0
-	anim_obj ANIM_OBJ_91, 48, 88, $8
-	anim_obj ANIM_OBJ_91, 48, 88, $10
-	anim_obj ANIM_OBJ_91, 48, 88, $18
-	anim_obj ANIM_OBJ_91, 48, 88, $20
-	anim_obj ANIM_OBJ_91, 48, 88, $28
-	anim_obj ANIM_OBJ_91, 48, 88, $30
-	anim_obj ANIM_OBJ_91, 48, 88, $38
+	anim_obj ANIM_OBJ_CONVERSION, 48, 88, $0
+	anim_obj ANIM_OBJ_CONVERSION, 48, 88, $8
+	anim_obj ANIM_OBJ_CONVERSION, 48, 88, $10
+	anim_obj ANIM_OBJ_CONVERSION, 48, 88, $18
+	anim_obj ANIM_OBJ_CONVERSION, 48, 88, $20
+	anim_obj ANIM_OBJ_CONVERSION, 48, 88, $28
+	anim_obj ANIM_OBJ_CONVERSION, 48, 88, $30
+	anim_obj ANIM_OBJ_CONVERSION, 48, 88, $38
 	anim_wait 128
 	anim_ret
 ; cae4b
@@ -3533,7 +3533,7 @@
 	anim_bgeffect ANIM_BG_1F, $50, $4, $10
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 	anim_sound 0, 0, SFX_AEROBLAST
-	anim_obj ANIM_OBJ_B3, 72, 88, $0
+	anim_obj ANIM_OBJ_AEROBLAST, 72, 88, $0
 	anim_wait 32
 	anim_sound 0, 0, SFX_HYPER_BEAM
 	anim_obj ANIM_OBJ_27, 80, 84, $0
@@ -3567,19 +3567,19 @@
 	anim_obj ANIM_OBJ_04, 112, 64, $0
 	anim_wait 2
 	anim_sound 0, 1, SFX_SHINE
-	anim_obj ANIM_OBJ_A7, 120, 56, $0
+	anim_obj ANIM_OBJ_FORESIGHT, 120, 56, $0
 	anim_wait 2
 	anim_sound 0, 1, SFX_MEGA_PUNCH
 	anim_obj ANIM_OBJ_04, 128, 56, $0
 	anim_wait 2
 	anim_sound 0, 1, SFX_SHINE
-	anim_obj ANIM_OBJ_A7, 136, 48, $0
+	anim_obj ANIM_OBJ_FORESIGHT, 136, 48, $0
 	anim_wait 2
 	anim_sound 0, 1, SFX_MEGA_PUNCH
 	anim_obj ANIM_OBJ_04, 144, 48, $0
 	anim_wait 2
 	anim_sound 0, 1, SFX_SHINE
-	anim_obj ANIM_OBJ_A7, 152, 40, $0
+	anim_obj ANIM_OBJ_FORESIGHT, 152, 40, $0
 	anim_wait 24
 	anim_ret
 ; caed6
@@ -3586,7 +3586,7 @@
 
 BattleAnim_Spite: ; caed6
 	anim_1gfx ANIM_GFX_ANGELS
-	anim_obj ANIM_OBJ_A4, 132, 16, $0
+	anim_obj ANIM_OBJ_SPITE, 132, 16, $0
 	anim_sound 0, 1, SFX_SPITE
 	anim_wait 96
 	anim_ret
@@ -3596,13 +3596,13 @@
 	anim_1gfx ANIM_GFX_ICE
 .loop ; caee4
 	anim_sound 6, 2, SFX_SHINE
-	anim_obj ANIM_OBJ_8F, 64, 88, $23
+	anim_obj ANIM_OBJ_POWDER_SNOW, 64, 88, $23
 	anim_wait 2
 	anim_sound 6, 2, SFX_SHINE
-	anim_obj ANIM_OBJ_8F, 64, 80, $24
+	anim_obj ANIM_OBJ_POWDER_SNOW, 64, 80, $24
 	anim_wait 2
 	anim_sound 6, 2, SFX_SHINE
-	anim_obj ANIM_OBJ_8F, 64, 96, $23
+	anim_obj ANIM_OBJ_POWDER_SNOW, 64, 96, $23
 	anim_wait 2
 	anim_loop 2, .loop
 	anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
@@ -3615,11 +3615,11 @@
 BattleAnim_Protect: ; caf0e
 	anim_1gfx ANIM_GFX_OBJECTS
 	anim_bgeffect ANIM_BG_07, $0, $2, $0
-	anim_obj ANIM_OBJ_8A, 80, 80, $0
-	anim_obj ANIM_OBJ_8A, 80, 80, $d
-	anim_obj ANIM_OBJ_8A, 80, 80, $1a
-	anim_obj ANIM_OBJ_8A, 80, 80, $27
-	anim_obj ANIM_OBJ_8A, 80, 80, $34
+	anim_obj ANIM_OBJ_PROTECT, 80, 80, $0
+	anim_obj ANIM_OBJ_PROTECT, 80, 80, $d
+	anim_obj ANIM_OBJ_PROTECT, 80, 80, $1a
+	anim_obj ANIM_OBJ_PROTECT, 80, 80, $27
+	anim_obj ANIM_OBJ_PROTECT, 80, 80, $34
 	anim_sound 0, 0, SFX_PROTECT
 	anim_wait 96
 	anim_ret
@@ -3629,12 +3629,12 @@
 	anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
 	anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
 	anim_sound 0, 0, SFX_MENU
-	anim_obj ANIM_OBJ_77, 24, 88, $2
-	anim_obj ANIM_OBJ_77, 32, 88, $1
-	anim_obj ANIM_OBJ_77, 40, 88, $0
-	anim_obj ANIM_OBJ_77, 48, 88, $80
-	anim_obj ANIM_OBJ_77, 56, 88, $81
-	anim_obj ANIM_OBJ_77, 64, 88, $82
+	anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2
+	anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1
+	anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0
+	anim_obj ANIM_OBJ_SPEED_LINE, 48, 88, $80
+	anim_obj ANIM_OBJ_SPEED_LINE, 56, 88, $81
+	anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82
 	anim_wait 12
 	anim_sound 0, 1, SFX_MEGA_PUNCH
 	anim_obj ANIM_OBJ_06, 136, 56, $0
@@ -3679,7 +3679,7 @@
 BattleAnim_SweetKiss: ; cafb4
 	anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
 	anim_bgeffect ANIM_BG_07, $0, $2, $0
-	anim_obj ANIM_OBJ_97, 96, 40, $0
+	anim_obj ANIM_OBJ_SWEET_KISS, 96, 40, $0
 	anim_sound 0, 1, SFX_SWEET_KISS
 	anim_wait 32
 	anim_sound 0, 1, SFX_SWEET_KISS_2
@@ -3733,7 +3733,7 @@
 	anim_2gfx ANIM_GFX_EGG, ANIM_GFX_POISON
 	anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0
 	anim_sound 6, 2, SFX_SLUDGE_BOMB
-	anim_obj ANIM_OBJ_62, 64, 92, $10
+	anim_obj ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10
 	anim_wait 36
 	anim_call BattleAnim_SludgeBomb_branch_cbc15
 	anim_wait 64
@@ -3750,13 +3750,13 @@
 BattleAnim_Octazooka: ; cb06f
 	anim_3gfx ANIM_GFX_HAZE, ANIM_GFX_EGG, ANIM_GFX_SMOKE
 	anim_sound 6, 2, SFX_SLUDGE_BOMB
-	anim_obj ANIM_OBJ_8C, 64, 92, $4
+	anim_obj ANIM_OBJ_OCTAZOOKA, 64, 92, $4
 	anim_wait 16
 	anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10
 	anim_wait 8
 	anim_if_param_equal $0, .done
 .loop
-	anim_obj ANIM_OBJ_74, 132, 60, $20
+	anim_obj ANIM_OBJ_SMOKE, 132, 60, $20
 	anim_wait 8
 	anim_loop 5, .loop
 	anim_wait 128
@@ -3783,7 +3783,7 @@
 	anim_bgp $1b
 	anim_obp0 $30
 	anim_sound 6, 2, SFX_ZAP_CANNON
-	anim_obj ANIM_OBJ_A3, 64, 92, $2
+	anim_obj ANIM_OBJ_ZAP_CANNON, 64, 92, $2
 	anim_wait 40
 	anim_sound 0, 1, SFX_THUNDERSHOCK
 	anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2
@@ -3798,7 +3798,7 @@
 	anim_call BattleAnim_FollowEnemyFeet_1
 	anim_bgeffect ANIM_BG_07, $0, $0, $0
 	anim_sound 0, 1, SFX_FORESIGHT
-	anim_obj ANIM_OBJ_A7, 132, 40, $0
+	anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0
 	anim_wait 24
 	anim_bgeffect ANIM_BG_19, $0, $0, $40
 	anim_wait 64
@@ -3814,13 +3814,13 @@
 	anim_obp0 $0
 	anim_if_param_equal $1, BattleAnim_DestinyBond_branch_cb104
 	anim_sound 6, 2, SFX_WHIRLWIND
-	anim_obj ANIM_OBJ_9B, 44, 120, $2
+	anim_obj ANIM_OBJ_DESTINY_BOND, 44, 120, $2
 	anim_wait 128
 	anim_ret
 ; cb104
 
 BattleAnim_DestinyBond_branch_cb104: ; cb104
-	anim_obj ANIM_OBJ_9B, 132, 76, $0
+	anim_obj ANIM_OBJ_DESTINY_BOND, 132, 76, $0
 	anim_sound 0, 1, SFX_KINESIS
 	anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
 	anim_wait 32
@@ -3876,7 +3876,7 @@
 	anim_1gfx ANIM_GFX_SHINE
 	anim_bgeffect ANIM_BG_07, $0, $0, $0
 	anim_sound 0, 0, SFX_FORESIGHT
-	anim_obj ANIM_OBJ_A7, 64, 88, $0
+	anim_obj ANIM_OBJ_FORESIGHT, 64, 88, $0
 	anim_wait 24
 	anim_ret
 ; cb19d
@@ -3884,7 +3884,7 @@
 BattleAnim_BoneRush: ; cb19d
 	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_MISC
 	anim_sound 0, 1, SFX_BONE_CLUB
-	anim_obj ANIM_OBJ_69, 132, 56, $2
+	anim_obj ANIM_OBJ_BONE_RUSH, 132, 56, $2
 	anim_wait 16
 	anim_sound 0, 1, SFX_COMET_PUNCH
 	anim_obj ANIM_OBJ_01, 120, 48, $0
@@ -3899,10 +3899,10 @@
 	anim_1gfx ANIM_GFX_MISC
 	anim_sound 0, 1, SFX_MIND_READER
 .loop
-	anim_obj ANIM_OBJ_87, 132, 48, $3
-	anim_obj ANIM_OBJ_87, 132, 48, $12
-	anim_obj ANIM_OBJ_87, 132, 48, $20
-	anim_obj ANIM_OBJ_87, 132, 48, $31
+	anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $3
+	anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $12
+	anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $20
+	anim_obj ANIM_OBJ_LOCK_ON, 132, 48, $31
 	anim_wait 16
 	anim_loop 2, .loop
 	anim_wait 32
@@ -3932,11 +3932,11 @@
 
 BattleAnim_Sandstorm: ; cb210
 	anim_1gfx ANIM_GFX_POWDER
-	anim_obj ANIM_OBJ_A2, 88, 0, $0
+	anim_obj ANIM_OBJ_SANDSTORM, 88, 0, $0
 	anim_wait 8
-	anim_obj ANIM_OBJ_A2, 72, 0, $1
+	anim_obj ANIM_OBJ_SANDSTORM, 72, 0, $1
 	anim_wait 8
-	anim_obj ANIM_OBJ_A2, 56, 0, $2
+	anim_obj ANIM_OBJ_SANDSTORM, 56, 0, $2
 .loop
 	anim_sound 0, 1, SFX_MENU
 	anim_wait 8
@@ -3960,15 +3960,15 @@
 	anim_bgeffect ANIM_BG_07, $0, $0, $0
 .loop
 	anim_sound 0, 0, SFX_METRONOME
-	anim_obj ANIM_OBJ_9D, 24, 64, $0
+	anim_obj ANIM_OBJ_GLIMMER, 24, 64, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_9D, 56, 104, $0
+	anim_obj ANIM_OBJ_GLIMMER, 56, 104, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_9D, 24, 104, $0
+	anim_obj ANIM_OBJ_GLIMMER, 24, 104, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_9D, 56, 64, $0
+	anim_obj ANIM_OBJ_GLIMMER, 56, 64, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_9D, 40, 84, $0
+	anim_obj ANIM_OBJ_GLIMMER, 40, 84, $0
 	anim_wait 5
 	anim_loop 2, .loop
 	anim_wait 32
@@ -4036,7 +4036,7 @@
 	anim_sound 0, 1, SFX_CUT
 	anim_obj ANIM_OBJ_3A, 152, 40, $0
 	anim_wait 4
-	anim_obj ANIM_OBJ_9D, 136, 40, $0
+	anim_obj ANIM_OBJ_GLIMMER, 136, 40, $0
 	anim_wait 32
 	anim_ret
 ; cb30d
@@ -4045,12 +4045,12 @@
 	anim_2gfx ANIM_GFX_MISC, ANIM_GFX_WIND
 .loop
 	anim_sound 0, 0, SFX_MENU
-	anim_obj ANIM_OBJ_A9, 72, 88, $44
+	anim_obj ANIM_OBJ_SWAGGER, 72, 88, $44
 	anim_wait 32
 	anim_loop 2, .loop
 	anim_wait 32
 	anim_sound 0, 1, SFX_KINESIS_2
-	anim_obj ANIM_OBJ_83, 104, 40, $0
+	anim_obj ANIM_OBJ_ANGER, 104, 40, $0
 	anim_wait 40
 	anim_ret
 ; cb328
@@ -4058,12 +4058,12 @@
 BattleAnim_MilkDrink: ; cb328
 	anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE
 	anim_call BattleAnim_FollowEnemyFeet_0
-	anim_obj ANIM_OBJ_82, 74, 104, $0
+	anim_obj ANIM_OBJ_MILK_DRINK, 74, 104, $0
 	anim_wait 16
 	anim_bgeffect ANIM_BG_18, $0, $1, $40
 	anim_sound 0, 0, SFX_MILK_DRINK
 .loop
-	anim_obj ANIM_OBJ_2C, 44, 88, $20
+	anim_obj ANIM_OBJ_RECOVER, 44, 88, $20
 	anim_wait 8
 	anim_loop 8, .loop
 	anim_wait 128
@@ -4076,7 +4076,7 @@
 	anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
 	anim_sound 0, 0, SFX_ZAP_CANNON
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
-	anim_obj ANIM_OBJ_30, 48, 92, $0
+	anim_obj ANIM_OBJ_THUNDER_WAVE, 48, 92, $0
 	anim_wait 24
 	anim_setobj $1, $3
 	anim_wait 1
@@ -4139,15 +4139,15 @@
 	anim_1gfx ANIM_GFX_PSYCHIC
 	anim_obp0 $e0
 	anim_sound 0, 1, SFX_MEAN_LOOK
-	anim_obj ANIM_OBJ_AC, 148, 32, $0
+	anim_obj ANIM_OBJ_MEAN_LOOK, 148, 32, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_AC, 116, 64, $0
+	anim_obj ANIM_OBJ_MEAN_LOOK, 116, 64, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_AC, 148, 64, $0
+	anim_obj ANIM_OBJ_MEAN_LOOK, 148, 64, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_AC, 116, 32, $0
+	anim_obj ANIM_OBJ_MEAN_LOOK, 116, 32, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_AC, 132, 48, $0
+	anim_obj ANIM_OBJ_MEAN_LOOK, 132, 48, $0
 	anim_wait 128
 	anim_ret
 ; cb405
@@ -4156,7 +4156,7 @@
 	anim_1gfx ANIM_GFX_OBJECTS
 .loop
 	anim_sound 0, 0, SFX_ATTRACT
-	anim_obj ANIM_OBJ_66, 44, 80, $2
+	anim_obj ANIM_OBJ_ATTRACT, 44, 80, $2
 	anim_wait 8
 	anim_loop 5, .loop
 	anim_wait 128
@@ -4168,7 +4168,7 @@
 	anim_1gfx ANIM_GFX_STATUS
 .loop
 	anim_sound 0, 0, SFX_STRENGTH
-	anim_obj ANIM_OBJ_54, 64, 80, $0
+	anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0
 	anim_wait 40
 	anim_loop 2, .loop
 	anim_wait 32
@@ -4220,9 +4220,9 @@
 BattleAnim_Present: ; cb488
 	anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_BUBBLE
 	anim_sound 0, 1, SFX_PRESENT
-	anim_obj ANIM_OBJ_8D, 64, 88, $6c
+	anim_obj ANIM_OBJ_PRESENT, 64, 88, $6c
 	anim_wait 56
-	anim_obj ANIM_OBJ_53, 104, 48, $0
+	anim_obj ANIM_OBJ_AMNESIA, 104, 48, $0
 	anim_wait 48
 	anim_incobj  2
 	anim_if_param_equal $3, .heal
@@ -4239,7 +4239,7 @@
 .heal
 	anim_sound 0, 1, SFX_METRONOME
 .loop2
-	anim_obj ANIM_OBJ_2C, 132, 48, $24
+	anim_obj ANIM_OBJ_RECOVER, 132, 48, $24
 	anim_wait 8
 	anim_loop 8, .loop2
 	anim_wait 128
@@ -4249,7 +4249,7 @@
 BattleAnim_Frustration: ; cb4c1
 	anim_1gfx ANIM_GFX_MISC
 	anim_sound 0, 0, SFX_KINESIS_2
-	anim_obj ANIM_OBJ_83, 72, 80, $0
+	anim_obj ANIM_OBJ_ANGER, 72, 80, $0
 	anim_wait 40
 	anim_1gfx ANIM_GFX_HIT
 	anim_call BattleAnim_FollowEnemyFeet_0
@@ -4273,11 +4273,11 @@
 BattleAnim_Safeguard: ; cb4f9
 	anim_1gfx ANIM_GFX_MISC
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
-	anim_obj ANIM_OBJ_89, 80, 80, $0
-	anim_obj ANIM_OBJ_89, 80, 80, $d
-	anim_obj ANIM_OBJ_89, 80, 80, $1a
-	anim_obj ANIM_OBJ_89, 80, 80, $27
-	anim_obj ANIM_OBJ_89, 80, 80, $34
+	anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $0
+	anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $d
+	anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $1a
+	anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $27
+	anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $34
 	anim_sound 0, 0, SFX_PROTECT
 	anim_wait 96
 	anim_ret
@@ -4303,7 +4303,7 @@
 	anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
 .loop
 	anim_sound 0, 0, SFX_EMBER
-	anim_obj ANIM_OBJ_80, 48, 104, $0
+	anim_obj ANIM_OBJ_SACRED_FIRE, 48, 104, $0
 	anim_wait 8
 	anim_loop 8, .loop
 	anim_wait 96
@@ -4311,9 +4311,9 @@
 	anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
 	anim_wait 4
 	anim_sound 0, 1, SFX_EMBER
-	anim_obj ANIM_OBJ_0F, 136, 48, $1
-	anim_obj ANIM_OBJ_0F, 136, 48, $4
-	anim_obj ANIM_OBJ_0F, 136, 48, $5
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $1
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4
+	anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5
 	anim_wait 8
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
 	anim_wait 4
@@ -4327,15 +4327,15 @@
 .loop
 	anim_bgeffect ANIM_BG_1F, $e, $4, $0
 	anim_sound 0, 1, SFX_STRENGTH
-	anim_obj ANIM_OBJ_1E, 128, 64, $40
+	anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40
 	anim_wait 2
-	anim_obj ANIM_OBJ_1E, 120, 68, $30
+	anim_obj ANIM_OBJ_SMALL_ROCK, 120, 68, $30
 	anim_wait 2
-	anim_obj ANIM_OBJ_1E, 152, 68, $30
+	anim_obj ANIM_OBJ_SMALL_ROCK, 152, 68, $30
 	anim_wait 2
-	anim_obj ANIM_OBJ_1E, 144, 64, $40
+	anim_obj ANIM_OBJ_SMALL_ROCK, 144, 64, $40
 	anim_wait 2
-	anim_obj ANIM_OBJ_1E, 136, 68, $30
+	anim_obj ANIM_OBJ_SMALL_ROCK, 136, 68, $30
 	anim_wait 2
 	anim_jumpuntil .loop
 	anim_wait 96
@@ -4370,7 +4370,7 @@
 	anim_1gfx ANIM_GFX_FIRE
 	anim_sound 6, 2, SFX_EMBER
 .loop
-	anim_obj ANIM_OBJ_90, 64, 92, $4
+	anim_obj ANIM_OBJ_DRAGONBREATH, 64, 92, $4
 	anim_wait 4
 	anim_loop 10, .loop
 	anim_wait 64
@@ -4379,7 +4379,7 @@
 
 BattleAnim_BatonPass: ; cb5ef
 	anim_1gfx ANIM_GFX_MISC
-	anim_obj ANIM_OBJ_86, 44, 104, $20
+	anim_obj ANIM_OBJ_BATON_PASS, 44, 104, $20
 	anim_sound 0, 0, SFX_BATON_PASS
 	anim_call BattleAnim_BatonPass_branch_c9486
 	anim_wait 64
@@ -4434,7 +4434,7 @@
 	anim_obp0 $e4
 .loop
 	anim_sound 0, 0, SFX_MENU
-	anim_obj ANIM_OBJ_A8, 44, 112, $0
+	anim_obj ANIM_OBJ_RAPID_SPIN, 44, 112, $0
 	anim_wait 2
 	anim_loop 5, .loop
 	anim_wait 24
@@ -4532,7 +4532,7 @@
 	anim_bgeffect ANIM_BG_07, $0, $0, $0
 	anim_sound 0, 0, SFX_MORNING_SUN
 .loop
-	anim_obj ANIM_OBJ_9C, 16, 48, $88
+	anim_obj ANIM_OBJ_MORNING_SUN, 16, 48, $88
 	anim_wait 6
 	anim_loop 5, .loop
 	anim_wait 32
@@ -4570,8 +4570,8 @@
 	anim_bgp $1b
 	anim_obp0 $c0
 	anim_bgeffect ANIM_BG_1F, $20, $2, $0
-	anim_obj ANIM_OBJ_36, 136, 56, $a8
-	anim_obj ANIM_OBJ_36, 136, 56, $28
+	anim_obj ANIM_OBJ_BITE, 136, 56, $a8
+	anim_obj ANIM_OBJ_BITE, 136, 56, $28
 	anim_wait 8
 	anim_sound 0, 1, SFX_BITE
 	anim_obj ANIM_OBJ_00, 144, 48, $18
@@ -4586,11 +4586,11 @@
 	anim_1gfx ANIM_GFX_SHINE
 	anim_bgp $1b
 	anim_bgeffect ANIM_BG_07, $0, $0, $0
-	anim_obj ANIM_OBJ_9E, 0, 40, $0
-	anim_obj ANIM_OBJ_9E, 16, 56, $0
-	anim_obj ANIM_OBJ_9E, 32, 72, $0
-	anim_obj ANIM_OBJ_9E, 48, 88, $0
-	anim_obj ANIM_OBJ_9E, 64, 104, $0
+	anim_obj ANIM_OBJ_MOONLIGHT, 0, 40, $0
+	anim_obj ANIM_OBJ_MOONLIGHT, 16, 56, $0
+	anim_obj ANIM_OBJ_MOONLIGHT, 32, 72, $0
+	anim_obj ANIM_OBJ_MOONLIGHT, 48, 88, $0
+	anim_obj ANIM_OBJ_MOONLIGHT, 64, 104, $0
 	anim_wait 1
 	anim_sound 0, 0, SFX_MOONLIGHT
 	anim_wait 63
@@ -4608,14 +4608,14 @@
 	anim_call BattleAnim_FollowEnemyFeet_0
 	anim_bgeffect ANIM_BG_1A, $0, $1, $20
 	anim_bgeffect ANIM_BG_07, $0, $2, $0
-	anim_obj ANIM_OBJ_9F, 44, 88, $0
-	anim_obj ANIM_OBJ_9F, 44, 88, $8
-	anim_obj ANIM_OBJ_9F, 44, 88, $10
-	anim_obj ANIM_OBJ_9F, 44, 88, $18
-	anim_obj ANIM_OBJ_9F, 44, 88, $20
-	anim_obj ANIM_OBJ_9F, 44, 88, $28
-	anim_obj ANIM_OBJ_9F, 44, 88, $30
-	anim_obj ANIM_OBJ_9F, 44, 88, $38
+	anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0
+	anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $8
+	anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $10
+	anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $18
+	anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $20
+	anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $28
+	anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $30
+	anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $38
 .loop
 	anim_sound 0, 0, SFX_SWORDS_DANCE
 	anim_wait 8
@@ -4701,11 +4701,11 @@
 	anim_bgp $f8
 	anim_obp0 $7c
 	anim_sound 0, 1, SFX_RAIN_DANCE
-	anim_obj ANIM_OBJ_AF, 88, 0, $0
+	anim_obj ANIM_OBJ_RAIN, 88, 0, $0
 	anim_wait 8
-	anim_obj ANIM_OBJ_AF, 88, 0, $1
+	anim_obj ANIM_OBJ_RAIN, 88, 0, $1
 	anim_wait 8
-	anim_obj ANIM_OBJ_AF, 88, 0, $2
+	anim_obj ANIM_OBJ_RAIN, 88, 0, $2
 	anim_wait 128
 	anim_ret
 ; cb8cf
@@ -4714,11 +4714,11 @@
 	anim_1gfx ANIM_GFX_WATER
 	anim_bgp $90
 	anim_sound 0, 1, SFX_MORNING_SUN
-	anim_obj ANIM_OBJ_AF, 88, 0, $2
+	anim_obj ANIM_OBJ_RAIN, 88, 0, $2
 	anim_wait 8
-	anim_obj ANIM_OBJ_AF, 88, 0, $2
+	anim_obj ANIM_OBJ_RAIN, 88, 0, $2
 	anim_wait 8
-	anim_obj ANIM_OBJ_AF, 88, 0, $2
+	anim_obj ANIM_OBJ_RAIN, 88, 0, $2
 	anim_wait 128
 	anim_ret
 ; cb8e9
@@ -4728,7 +4728,7 @@
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 .loop
 	anim_sound 0, 0, SFX_SHINE
-	anim_obj ANIM_OBJ_50, 72, 80, $0
+	anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
 	anim_obj ANIM_OBJ_AE, 64, 72, $4
 	anim_wait 8
 	anim_obj ANIM_OBJ_AE, 64, 88, $4
@@ -4747,10 +4747,10 @@
 	anim_call BattleAnim_FollowEnemyFeet_0
 	anim_bgeffect ANIM_BG_1A, $0, $1, $20
 	anim_sound 0, 0, SFX_PSYBEAM
-	anim_obj ANIM_OBJ_B1, 44, 88, $0
-	anim_obj ANIM_OBJ_B1, 44, 88, $10
-	anim_obj ANIM_OBJ_B1, 44, 88, $20
-	anim_obj ANIM_OBJ_B1, 44, 88, $30
+	anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0
+	anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $10
+	anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $20
+	anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $30
 	anim_wait 64
 	anim_incbgeffect ANIM_BG_1A
 	anim_call BattleAnim_ShowMon_0
@@ -4762,12 +4762,12 @@
 	anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT
 	anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
 	anim_sound 0, 0, SFX_MENU
-	anim_obj ANIM_OBJ_77, 24, 88, $2
-	anim_obj ANIM_OBJ_77, 32, 88, $1
-	anim_obj ANIM_OBJ_77, 40, 88, $0
-	anim_obj ANIM_OBJ_77, 48, 88, $80
-	anim_obj ANIM_OBJ_77, 56, 88, $81
-	anim_obj ANIM_OBJ_77, 64, 88, $82
+	anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2
+	anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1
+	anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0
+	anim_obj ANIM_OBJ_SPEED_LINE, 48, 88, $80
+	anim_obj ANIM_OBJ_SPEED_LINE, 56, 88, $81
+	anim_obj ANIM_OBJ_SPEED_LINE, 64, 88, $82
 	anim_wait 12
 	anim_sound 0, 1, SFX_CUT
 	anim_obj ANIM_OBJ_3A, 152, 40, $0
@@ -4780,25 +4780,25 @@
 BattleAnim_Ancientpower: ; cb97a
 	anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
 	anim_sound 0, 0, SFX_SPARK
-	anim_obj ANIM_OBJ_B2, 64, 108, $20
+	anim_obj ANIM_OBJ_ANCIENTPOWER, 64, 108, $20
 	anim_wait 8
 	anim_sound 0, 0, SFX_SPARK
-	anim_obj ANIM_OBJ_B2, 75, 102, $20
+	anim_obj ANIM_OBJ_ANCIENTPOWER, 75, 102, $20
 	anim_wait 8
 	anim_sound 0, 0, SFX_SPARK
-	anim_obj ANIM_OBJ_B2, 85, 97, $20
+	anim_obj ANIM_OBJ_ANCIENTPOWER, 85, 97, $20
 	anim_wait 8
 	anim_sound 0, 0, SFX_SPARK
-	anim_obj ANIM_OBJ_B2, 96, 92, $20
+	anim_obj ANIM_OBJ_ANCIENTPOWER, 96, 92, $20
 	anim_wait 8
 	anim_sound 0, 1, SFX_SPARK
-	anim_obj ANIM_OBJ_B2, 106, 87, $20
+	anim_obj ANIM_OBJ_ANCIENTPOWER, 106, 87, $20
 	anim_wait 8
 	anim_sound 0, 1, SFX_SPARK
-	anim_obj ANIM_OBJ_B2, 116, 82, $20
+	anim_obj ANIM_OBJ_ANCIENTPOWER, 116, 82, $20
 	anim_wait 8
 	anim_sound 0, 1, SFX_SPARK
-	anim_obj ANIM_OBJ_B2, 126, 77, $20
+	anim_obj ANIM_OBJ_ANCIENTPOWER, 126, 77, $20
 	anim_wait 8
 	anim_sound 0, 1, SFX_SPARK
 	anim_obj ANIM_OBJ_00, 136, 56, $0
@@ -4810,7 +4810,7 @@
 	anim_2gfx ANIM_GFX_EGG, ANIM_GFX_SMOKE
 	anim_bgp $1b
 	anim_sound 6, 2, SFX_SLUDGE_BOMB
-	anim_obj ANIM_OBJ_B4, 64, 92, $2
+	anim_obj ANIM_OBJ_SHADOW_BALL, 64, 92, $2
 	anim_wait 32
 	anim_obj ANIM_OBJ_BALL_POOF, 132, 56, $10
 	anim_wait 24
@@ -4822,14 +4822,14 @@
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 	anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
 	anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
-	anim_obj ANIM_OBJ_7D, 8, 24, $10
-	anim_obj ANIM_OBJ_7D, 8, 48, $2
-	anim_obj ANIM_OBJ_7D, 8, 88, $8
+	anim_obj ANIM_OBJ_AGILITY, 8, 24, $10
+	anim_obj ANIM_OBJ_AGILITY, 8, 48, $2
+	anim_obj ANIM_OBJ_AGILITY, 8, 88, $8
 	anim_wait 4
-	anim_obj ANIM_OBJ_7D, 8, 32, $6
-	anim_obj ANIM_OBJ_7D, 8, 56, $c
-	anim_obj ANIM_OBJ_7D, 8, 80, $4
-	anim_obj ANIM_OBJ_7D, 8, 104, $e
+	anim_obj ANIM_OBJ_AGILITY, 8, 32, $6
+	anim_obj ANIM_OBJ_AGILITY, 8, 56, $c
+	anim_obj ANIM_OBJ_AGILITY, 8, 80, $4
+	anim_obj ANIM_OBJ_AGILITY, 8, 104, $e
 .loop
 	anim_sound 0, 0, SFX_THROW_BALL
 	anim_wait 16
@@ -4843,21 +4843,21 @@
 	anim_sound 0, 1, SFX_SPARK
 	anim_obj ANIM_OBJ_01, 128, 56, $0
 	anim_sound 0, 1, SFX_SPARK
-	anim_obj ANIM_OBJ_B5, 128, 64, $28
-	anim_obj ANIM_OBJ_B5, 128, 64, $5c
+	anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $28
+	anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $5c
 	anim_sound 0, 1, SFX_SPARK
-	anim_obj ANIM_OBJ_B5, 128, 64, $10
-	anim_obj ANIM_OBJ_B5, 128, 64, $e8
+	anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $10
+	anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $e8
 	anim_sound 0, 1, SFX_SPARK
-	anim_obj ANIM_OBJ_B5, 128, 64, $9c
-	anim_obj ANIM_OBJ_B5, 128, 64, $d0
+	anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $9c
+	anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $d0
 	anim_wait 6
 	anim_sound 0, 1, SFX_SPARK
-	anim_obj ANIM_OBJ_B5, 128, 64, $1c
-	anim_obj ANIM_OBJ_B5, 128, 64, $50
+	anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $1c
+	anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $50
 	anim_sound 0, 1, SFX_SPARK
-	anim_obj ANIM_OBJ_B5, 128, 64, $dc
-	anim_obj ANIM_OBJ_B5, 128, 64, $90
+	anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $dc
+	anim_obj ANIM_OBJ_ROCK_SMASH, 128, 64, $90
 	anim_wait 32
 	anim_ret
 ; cba6a
@@ -5077,9 +5077,9 @@
 	anim_sound 0, 0, SFX_SHINE
 	anim_bgeffect ANIM_BG_17, $0, $1, $40
 	anim_wait 8
-	anim_obj ANIM_OBJ_51, 48, 84, $0
+	anim_obj ANIM_OBJ_HARDEN, 48, 84, $0
 	anim_wait 32
-	anim_obj ANIM_OBJ_51, 48, 84, $0
+	anim_obj ANIM_OBJ_HARDEN, 48, 84, $0
 	anim_wait 64
 	anim_incbgeffect ANIM_BG_17
 	anim_ret
@@ -5100,11 +5100,11 @@
 BattleAnim_MorningSun_branch_cbc6a: ; cbc6a
 BattleAnim_Synthesis_branch_cbc6a: ; cbc6a
 	anim_sound 0, 0, SFX_METRONOME
-	anim_obj ANIM_OBJ_9D, 44, 64, $0
+	anim_obj ANIM_OBJ_GLIMMER, 44, 64, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_9D, 24, 96, $0
+	anim_obj ANIM_OBJ_GLIMMER, 24, 96, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_9D, 56, 104, $0
+	anim_obj ANIM_OBJ_GLIMMER, 56, 104, $0
 	anim_wait 21
 	anim_ret
 ; cbc80
@@ -5114,15 +5114,15 @@
 BattleAnim_Synthesis_branch_cbc80: ; cbc80
 	anim_sound 0, 0, SFX_METRONOME
 .loop
-	anim_obj ANIM_OBJ_9D, 24, 64, $0
+	anim_obj ANIM_OBJ_GLIMMER, 24, 64, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_9D, 56, 104, $0
+	anim_obj ANIM_OBJ_GLIMMER, 56, 104, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_9D, 24, 104, $0
+	anim_obj ANIM_OBJ_GLIMMER, 24, 104, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_9D, 56, 64, $0
+	anim_obj ANIM_OBJ_GLIMMER, 56, 64, $0
 	anim_wait 5
-	anim_obj ANIM_OBJ_9D, 40, 84, $0
+	anim_obj ANIM_OBJ_GLIMMER, 40, 84, $0
 	anim_wait 5
 	anim_loop 2, .loop
 	anim_wait 16
--- a/engine/battle_anims/bg_effects.asm
+++ b/engine/battle_anims/bg_effects.asm
@@ -506,13 +506,13 @@
 	push bc
 	call BGEffect_CheckBattleTurn
 	jr nz, .player_turn
-	ld a, ANIM_OBJ_BA
+	ld a, ANIM_OBJ_PLAYERHEADFOLLOW
 	ld [wBattleAnimTemp0], a
 	ld a, 16 * 8 + 4
 	jr .okay
 
 .player_turn
-	ld a, ANIM_OBJ_BB
+	ld a, ANIM_OBJ_ENEMYHEADFOLLOW
 	ld [wBattleAnimTemp0], a
 	ld a, 6 * 8
 .okay