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