ref: c4979d9770bb9b7b01da9aef151dfb83224647a4
parent: 112667e773e10bf9a3d20ed8bcf4d7e7c6da185a
author: mid-kid <[email protected]>
date: Sun Nov 25 18:57:38 EST 2018
Rename "feet and head follow" commands The lot of these were rather misnamed, since they're used to replace part of the player or enemy with objects for several background effects. https://github.com/pret/pokecrystal/pull/578#issuecomment-440996244
--- a/constants/battle_anim_constants.asm
+++ b/constants/battle_anim_constants.asm
@@ -215,10 +215,10 @@
const ANIM_OBJ_ROCK_SMASH
const ANIM_OBJ_FLOWER
const ANIM_OBJ_COTTON
- const ANIM_OBJ_PLAYERFEETFOLLOW
- const ANIM_OBJ_ENEMYFEETFOLLOW
- const ANIM_OBJ_PLAYERHEADFOLLOW
- const ANIM_OBJ_ENEMYHEADFOLLOW
+ const ANIM_OBJ_ENEMYFEET_1ROW
+ const ANIM_OBJ_PLAYERHEAD_1ROW
+ const ANIM_OBJ_ENEMYFEET_2ROW
+ const ANIM_OBJ_PLAYERHEAD_2ROW
; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm)
const_def
@@ -728,8 +728,8 @@
const ANIM_BG_WHIRLPOOL
const ANIM_BG_TELEPORT
const ANIM_BG_NIGHT_SHADE
- const ANIM_BG_FEET_FOLLOW
- const ANIM_BG_HEAD_FOLLOW
+ const ANIM_BG_BATTLEROBJ_1ROW
+ const ANIM_BG_BATTLEROBJ_2ROW
const ANIM_BG_DOUBLE_TEAM
const ANIM_BG_ACID_ARMOR
const ANIM_BG_RAPID_FLASH
@@ -807,8 +807,8 @@
const ANIM_GFX_ANGELS
const ANIM_GFX_WAVE
const ANIM_GFX_AEROBLAST
- const ANIM_GFX_PLAYER
- const ANIM_GFX_ENEMY
+ const ANIM_GFX_PLAYERHEAD
+ const ANIM_GFX_ENEMYFEET
; battle_bg_effect struct members (see macros/wram.asm)
const_def
--- a/data/battle_anims/objects.asm
+++ b/data/battle_anims/objects.asm
@@ -202,7 +202,7 @@
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ROCK_SMASH
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_FLOWER
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_COTTON
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERFEETFOLLOW
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYFEETFOLLOW
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERHEADFOLLOW
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYHEADFOLLOW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_1ROW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_1ROW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD ; ANIM_OBJ_ENEMYFEET_2ROW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ; ANIM_OBJ_PLAYERHEAD_2ROW
--- a/data/moves/animations.asm
+++ b/data/moves/animations.asm
@@ -415,7 +415,7 @@
anim_if_param_equal $1, .Shiny
anim_if_param_equal $2, .Unknown
anim_1gfx ANIM_GFX_SMOKE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_2B, $0, $1, $0
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_1B, 48, 96, $0
@@ -427,7 +427,7 @@
.Unknown:
anim_1gfx ANIM_GFX_SMOKE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_2A, $0, $1, $0
anim_wait 1
anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
@@ -619,7 +619,7 @@
anim_ret
BattleAnim_EnemyStatDown:
- anim_call BattleAnim_FollowEnemyFeet_1
+ anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0
anim_wait 40
anim_call BattleAnim_ShowMon_1
@@ -627,7 +627,7 @@
anim_ret
BattleAnim_PlayerStatDown:
- anim_call BattleAnim_FollowEnemyFeet_1
+ anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0
anim_wait 40
anim_call BattleAnim_ShowMon_1
@@ -1056,7 +1056,7 @@
anim_clearobjs
anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_wait 1
- anim_call BattleAnim_FollowPlayerHead_1
+ anim_call BattleAnim_UserObj_2Row
anim_bgeffect ANIM_BG_31, $1c, $0, $0
anim_wait 19
anim_call BattleAnim_ShowMon_1
@@ -1067,7 +1067,7 @@
BattleAnim_WaterGun:
anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_1gfx ANIM_GFX_WATER
- anim_call BattleAnim_FollowPlayerHead_1
+ anim_call BattleAnim_UserObj_2Row
anim_sound 16, 2, SFX_WATER_GUN
anim_obj ANIM_OBJ_WATER_GUN, 64, 88, $0
anim_wait 8
@@ -1089,7 +1089,7 @@
BattleAnim_HydroPump:
anim_bgeffect ANIM_BG_30, $0, $0, $0
anim_1gfx ANIM_GFX_WATER
- anim_call BattleAnim_FollowPlayerHead_1
+ anim_call BattleAnim_UserObj_2Row
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 108, 72, $0
anim_bgeffect ANIM_BG_31, $1c, $0, $0
@@ -1578,7 +1578,7 @@
BattleAnim_Teleport:
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0
anim_wait 32
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
@@ -1611,7 +1611,7 @@
anim_ret
BattleAnim_DoubleTeam:
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0
anim_wait 96
@@ -1623,7 +1623,7 @@
BattleAnim_Recover:
anim_1gfx ANIM_GFX_BUBBLE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_FULL_HEAL
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_RECOVER, 44, 88, $30
@@ -1658,7 +1658,7 @@
BattleAnim_MegaDrain:
anim_1gfx ANIM_GFX_CHARGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1C, $0, $0, $10
anim_setvar $0
.loop
@@ -1707,7 +1707,7 @@
BattleAnim_Softboiled:
anim_2gfx ANIM_GFX_EGG, ANIM_GFX_BUBBLE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SWITCH_POKEMON
anim_obj ANIM_OBJ_EGG, 44, 104, $6
anim_wait 128
@@ -1730,7 +1730,7 @@
BattleAnim_SkullBash_branch_c9fb5:
BattleAnim_SkyAttack_branch_c9fb5:
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_16, $0, $1, $40
anim_bgeffect ANIM_BG_06, $0, $2, $0
.loop
@@ -1758,7 +1758,7 @@
BattleAnim_Bide:
anim_if_param_equal $0, BattleAnim_Bide_branch_c9651
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_ESCAPE_ROPE
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_wait 72
@@ -1800,7 +1800,7 @@
BattleAnim_Confusion:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_1
+ anim_call BattleAnim_UserObj_2Row
anim_sound 0, 1, SFX_PSYCHIC
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
anim_wait 128
@@ -1840,7 +1840,7 @@
BattleAnim_Growl:
anim_1gfx ANIM_GFX_NOISE
- anim_enemyfeetobj
+ anim_battlergfx_2row
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_cry $0
.loop
@@ -1848,7 +1848,7 @@
anim_wait 16
anim_loop 3, .loop
anim_wait 9
- anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
anim_wait 8
anim_bgeffect ANIM_BG_19, $0, $0, $40
anim_wait 64
@@ -1997,7 +1997,7 @@
BattleAnim_AcidArmor:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8
anim_sound 0, 0, SFX_MEGA_PUNCH
anim_wait 64
@@ -2008,7 +2008,7 @@
BattleAnim_Splash:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_VICEGRIP
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
anim_wait 96
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
@@ -2019,7 +2019,7 @@
anim_2gfx ANIM_GFX_SAND, ANIM_GFX_HIT
anim_if_param_equal $0, .hit
anim_if_param_equal $2, .fail
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_DIG, $0, $1, $1
anim_obj ANIM_OBJ_57, 72, 104, $0
.loop
@@ -2075,7 +2075,7 @@
anim_1gfx ANIM_GFX_HIT
anim_bgeffect ANIM_BG_1F, $14, $2, $0
anim_wait 32
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_HEADBUTT
@@ -2086,7 +2086,7 @@
BattleAnim_Tackle:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
@@ -2097,7 +2097,7 @@
BattleAnim_BodySlam:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
anim_wait 32
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
@@ -2115,7 +2115,7 @@
BattleAnim_TakeDown:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
@@ -2131,7 +2131,7 @@
BattleAnim_DoubleEdge:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 3
@@ -2146,7 +2146,7 @@
BattleAnim_Submission:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_1
+ anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_26, $0, $0, $0
anim_sound 0, 1, SFX_SUBMISSION
anim_wait 32
@@ -2347,7 +2347,7 @@
BattleAnim_Transform:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_transform
anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
@@ -2456,7 +2456,7 @@
anim_1gfx ANIM_GFX_HIT
anim_bgeffect ANIM_BG_1F, $14, $2, $0
anim_wait 32
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
@@ -2591,7 +2591,7 @@
BattleAnim_Minimize:
anim_sound 0, 0, SFX_SURF
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_minimize
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
anim_wait 48
@@ -2625,7 +2625,7 @@
anim_bgp $1b
anim_obp1 $1b
anim_wait 32
- anim_call BattleAnim_FollowPlayerHead_1
+ anim_call BattleAnim_UserObj_2Row
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
anim_sound 0, 1, SFX_PSYCHIC
anim_wait 96
@@ -2654,7 +2654,7 @@
BattleAnim_Withdraw:
anim_1gfx ANIM_GFX_REFLECT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50
anim_wait 48
anim_sound 0, 0, SFX_SHINE
@@ -2699,7 +2699,7 @@
BattleAnim_Harden:
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_Harden_branch_cbc43
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2838,7 +2838,7 @@
BattleAnim_Meditate:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
anim_wait 48
@@ -2850,7 +2850,7 @@
BattleAnim_Sharpen:
anim_1gfx ANIM_GFX_SHAPES
anim_obp0 $e4
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SHARPEN
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0
@@ -2863,7 +2863,7 @@
BattleAnim_DefenseCurl:
anim_1gfx ANIM_GFX_SHAPES
anim_obp0 $e4
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SHARPEN
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0
@@ -2888,7 +2888,7 @@
BattleAnim_Rage:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_RAGE
anim_wait 72
@@ -2908,7 +2908,7 @@
BattleAnim_Agility:
anim_1gfx ANIM_GFX_WIND
anim_obp0 $fc
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_obj ANIM_OBJ_AGILITY, 8, 24, $10
anim_obj ANIM_OBJ_AGILITY, 8, 48, $2
@@ -2937,7 +2937,7 @@
BattleAnim_Barrier:
anim_1gfx ANIM_GFX_REFLECT
- anim_enemyfeetobj
+ anim_battlergfx_2row
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_wait 8
anim_sound 0, 0, SFX_SHINE
@@ -2950,7 +2950,7 @@
BattleAnim_Waterfall:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 16
anim_call BattleAnim_ShowMon_0
@@ -3089,7 +3089,7 @@
BattleAnim_TailWhip:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_sound 0, 0, SFX_TAIL_WHIP
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 32
@@ -3106,7 +3106,7 @@
BattleAnim_Sketch:
anim_1gfx ANIM_GFX_OBJECTS
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_SKETCH
anim_obj ANIM_OBJ_SKETCH, 72, 80, $0
@@ -3145,7 +3145,7 @@
BattleAnim_Thief:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 16
anim_sound 0, 1, SFX_THIEF
@@ -3203,7 +3203,7 @@
anim_wait 6
anim_loop 8, .loop
anim_wait 96
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
@@ -3246,7 +3246,7 @@
.NotGhost:
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_19, $0, $1, $40
anim_sound 0, 0, SFX_SHARPEN
anim_wait 64
@@ -3277,7 +3277,7 @@
BattleAnim_Flail:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SUBMISSION
anim_bgeffect ANIM_BG_2C, $0, $1, $0
anim_wait 8
@@ -3429,7 +3429,7 @@
BattleAnim_FaintAttack:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_CURSE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1D, $0, $1, $80
anim_wait 96
anim_sound 0, 1, SFX_COMET_PUNCH
@@ -3558,7 +3558,7 @@
BattleAnim_Foresight:
anim_1gfx ANIM_GFX_SHINE
- anim_call BattleAnim_FollowEnemyFeet_1
+ anim_call BattleAnim_UserObj_1Row
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 1, SFX_FORESIGHT
anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0
@@ -3607,7 +3607,7 @@
anim_1gfx ANIM_GFX_SPEED
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
- anim_playerheadobj
+ anim_battlergfx_1row
anim_sound 0, 0, SFX_PSYCHIC
.loop
anim_wait 8
@@ -3619,7 +3619,7 @@
anim_wait 8
anim_loop 2, .loop
anim_wait 16
- anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
anim_wait 6
anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
anim_wait 64
@@ -3666,7 +3666,7 @@
BattleAnim_Outrage:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_OUTRAGE
anim_wait 72
@@ -3700,7 +3700,7 @@
BattleAnim_GigaDrain:
anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1C, $0, $0, $10
anim_sound 6, 3, SFX_GIGA_DRAIN
anim_call BattleAnim_GigaDrain_branch_cbab3
@@ -3729,7 +3729,7 @@
BattleAnim_Endure:
anim_1gfx ANIM_GFX_SPEED
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_bgeffect ANIM_BG_07, $0, $2, $0
.loop
@@ -3756,7 +3756,7 @@
BattleAnim_Charm:
anim_1gfx ANIM_GFX_OBJECTS
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_sound 0, 0, SFX_ATTRACT
anim_obj ANIM_OBJ_HEART, 64, 80, $0
@@ -3769,7 +3769,7 @@
BattleAnim_Rollout:
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_SPARK
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_2E, $60, $1, $1
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
@@ -3804,7 +3804,7 @@
BattleAnim_MilkDrink:
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_BUBBLE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_obj ANIM_OBJ_MILK_DRINK, 74, 104, $0
anim_wait 16
anim_bgeffect ANIM_BG_18, $0, $1, $40
@@ -3826,7 +3826,7 @@
anim_wait 24
anim_setobj $1, $3
anim_wait 1
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_sound 0, 0, SFX_SPARK
anim_wait 16
@@ -3859,7 +3859,7 @@
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
anim_sound 0, 0, SFX_RAGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_SteelWing_branch_cbc43
anim_call BattleAnim_ShowMon_0
anim_1gfx ANIM_GFX_HIT
@@ -3941,7 +3941,7 @@
BattleAnim_Return:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
anim_sound 0, 0, SFX_RETURN
anim_wait 64
@@ -3989,7 +3989,7 @@
anim_obj ANIM_OBJ_ANGER, 72, 80, $0
anim_wait 40
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_26, $0, $1, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
@@ -4020,7 +4020,7 @@
BattleAnim_PainSplit:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
@@ -4041,7 +4041,7 @@
anim_wait 8
anim_loop 8, .loop
anim_wait 96
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_EMBER
@@ -4137,7 +4137,7 @@
BattleAnim_Pursuit_branch_cb62b:
anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
anim_wait 4
- anim_call BattleAnim_FollowEnemyFeet_1
+ anim_call BattleAnim_UserObj_1Row
anim_obj ANIM_OBJ_AD, 132, 64, $0
anim_wait 64
anim_obj ANIM_OBJ_AD, 132, 64, $1
@@ -4163,7 +4163,7 @@
anim_wait 2
anim_loop 5, .loop
anim_wait 24
- anim_call BattleAnim_FollowPlayerHead_0
+ anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_25, $0, $1, $0
anim_wait 4
anim_resetobp0
@@ -4195,7 +4195,7 @@
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
anim_sound 0, 0, SFX_RAGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_IronTail_branch_cbc43
anim_wait 4
anim_1gfx ANIM_GFX_HIT
@@ -4213,7 +4213,7 @@
anim_1gfx ANIM_GFX_REFLECT
anim_obp0 $0
anim_sound 0, 0, SFX_RAGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_call BattleAnim_MetalClaw_branch_cbc43
anim_call BattleAnim_ShowMon_0
anim_1gfx ANIM_GFX_CUT
@@ -4227,7 +4227,7 @@
BattleAnim_VitalThrow:
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_2F, $0, $1, $0
anim_wait 16
anim_sound 0, 0, SFX_MENU
@@ -4266,7 +4266,7 @@
BattleAnim_Synthesis:
anim_1gfx ANIM_GFX_SHINE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_18, $0, $1, $40
anim_bgeffect ANIM_BG_07, $0, $0, $0
anim_sound 0, 0, SFX_OUTRAGE
@@ -4319,7 +4319,7 @@
BattleAnim_HiddenPower:
anim_1gfx ANIM_GFX_CHARGE
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_bgeffect ANIM_BG_07, $0, $2, $0
anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0
@@ -4452,7 +4452,7 @@
BattleAnim_PsychUp:
anim_1gfx ANIM_GFX_STATUS
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_1A, $0, $1, $20
anim_sound 0, 0, SFX_PSYBEAM
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0
@@ -4589,7 +4589,7 @@
anim_wait 16
.current_mon
anim_1gfx ANIM_GFX_HIT
- anim_call BattleAnim_FollowEnemyFeet_0
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
anim_wait 4
anim_sound 0, 1, SFX_BEAT_UP
@@ -4814,15 +4814,15 @@
anim_wait 16
anim_ret
-BattleAnim_FollowEnemyFeet_0:
- anim_enemyfeetobj
- anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $0, $0
+BattleAnim_TargetObj_1Row:
+ anim_battlergfx_2row
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $0, $0
anim_wait 6
anim_ret
-BattleAnim_FollowPlayerHead_0:
- anim_playerheadobj
- anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $0, $0
+BattleAnim_TargetObj_2Row:
+ anim_battlergfx_1row
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $0, $0
anim_wait 6
anim_ret
@@ -4834,15 +4834,15 @@
anim_wait 1
anim_ret
-BattleAnim_FollowEnemyFeet_1:
- anim_enemyfeetobj
- anim_bgeffect ANIM_BG_FEET_FOLLOW, $0, $1, $0
+BattleAnim_UserObj_1Row:
+ anim_battlergfx_2row
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
anim_wait 6
anim_ret
-BattleAnim_FollowPlayerHead_1:
- anim_playerheadobj
- anim_bgeffect ANIM_BG_HEAD_FOLLOW, $0, $1, $0
+BattleAnim_UserObj_2Row:
+ anim_battlergfx_1row
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
anim_wait 4
anim_ret
--- a/engine/battle_anims/anim_commands.asm
+++ b/engine/battle_anims/anim_commands.asm
@@ -334,8 +334,8 @@
dw BattleAnimCmd_IncObj
dw BattleAnimCmd_SetObj
dw BattleAnimCmd_IncBGEffect
- dw BattleAnimCmd_EnemyFeetObj
- dw BattleAnimCmd_PlayerHeadObj
+ dw BattleAnimCmd_BattlerGFX_1Row
+ dw BattleAnimCmd_BattlerGFX_2Row
dw BattleAnimCmd_CheckPokeball
dw BattleAnimCmd_Transform
dw BattleAnimCmd_RaiseSub
@@ -681,7 +681,7 @@
ld de, vTiles0 tile BATTLEANIM_BASE_TILE
add hl, de
ld a, [wBattleAnimByte]
- call LoadBattleAnimObj
+ call LoadBattleAnimGFX
ld a, [wBattleAnimTemp0]
add c
ld [wBattleAnimTemp0], a
@@ -767,7 +767,7 @@
ld [hl], a
ret
-BattleAnimCmd_EnemyFeetObj:
+BattleAnimCmd_BattlerGFX_1Row:
ld hl, wBattleAnimTileDict
.loop
ld a, [hl]
@@ -778,11 +778,11 @@
jr .loop
.okay
- ld a, ANIM_GFX_PLAYER
+ ld a, ANIM_GFX_PLAYERHEAD
ld [hli], a
ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE
ld [hli], a
- ld a, ANIM_GFX_ENEMY
+ ld a, ANIM_GFX_ENEMYFEET
ld [hli], a
ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
ld [hl], a
@@ -821,7 +821,7 @@
jr nz, .LoadFeet
ret
-BattleAnimCmd_PlayerHeadObj:
+BattleAnimCmd_BattlerGFX_2Row:
ld hl, wBattleAnimTileDict
.loop
ld a, [hl]
@@ -832,11 +832,11 @@
jr .loop
.okay
- ld a, ANIM_GFX_PLAYER
+ ld a, ANIM_GFX_PLAYERHEAD
ld [hli], a
ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE
ld [hli], a
- ld a, ANIM_GFX_ENEMY
+ ld a, ANIM_GFX_ENEMYFEET
ld [hli], a
ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
ld [hl], a
--- a/engine/battle_anims/bg_effects.asm
+++ b/engine/battle_anims/bg_effects.asm
@@ -96,8 +96,8 @@
dw BattleBGEffect_Whirlpool
dw BattleBGEffect_Teleport
dw BattleBGEffect_NightShade
- dw BattleBGEffect_FeetFollow
- dw BattleBGEffect_HeadFollow
+ dw BattleBGEffect_BattlerObj_1Row
+ dw BattleBGEffect_BattlerObj_2Row
dw BattleBGEffect_DoubleTeam
dw BattleBGEffect_AcidArmor
dw BattleBGEffect_RapidFlash
@@ -403,7 +403,7 @@
db 3, $00, 3
db -1
-BattleBGEffect_FeetFollow:
+BattleBGEffect_BattlerObj_1Row:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -425,14 +425,14 @@
call BattleBGEffects_IncrementJumptable
push bc
call BGEffect_CheckBattleTurn
- jr nz, .player_turn
- ld a, ANIM_OBJ_PLAYERFEETFOLLOW
+ jr nz, .player_side
+ ld a, ANIM_OBJ_ENEMYFEET_1ROW
ld [wBattleObjectTempID], a
ld a, 16 * TILE_WIDTH + 4
jr .okay
-.player_turn
- ld a, ANIM_OBJ_ENEMYFEETFOLLOW
+.player_side
+ ld a, ANIM_OBJ_PLAYERHEAD_1ROW
ld [wBattleObjectTempID], a
ld a, 6 * TILE_WIDTH
.okay
@@ -449,12 +449,12 @@
call BattleBGEffects_IncrementJumptable
push bc
call BGEffect_CheckBattleTurn
- jr nz, .player_turn_2
+ jr nz, .player_side_2
hlcoord 12, 6
lb bc, 1, 7
jr .okay2
-.player_turn_2
+.player_side_2
hlcoord 2, 6
lb bc, 1, 6
.okay2
@@ -470,7 +470,7 @@
call EndBattleBGEffect
ret
-BattleBGEffect_HeadFollow:
+BattleBGEffect_BattlerObj_2Row:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -492,14 +492,14 @@
call BattleBGEffects_IncrementJumptable
push bc
call BGEffect_CheckBattleTurn
- jr nz, .player_turn
- ld a, ANIM_OBJ_PLAYERHEADFOLLOW
+ jr nz, .player_side
+ ld a, ANIM_OBJ_ENEMYFEET_2ROW
ld [wBattleObjectTempID], a
ld a, 16 * TILE_WIDTH + 4
jr .okay
-.player_turn
- ld a, ANIM_OBJ_ENEMYHEADFOLLOW
+.player_side
+ ld a, ANIM_OBJ_PLAYERHEAD_2ROW
ld [wBattleObjectTempID], a
ld a, 6 * TILE_WIDTH
.okay
@@ -516,12 +516,12 @@
call BattleBGEffects_IncrementJumptable
push bc
call BGEffect_CheckBattleTurn
- jr nz, .player_turn_2
+ jr nz, .player_side_2
hlcoord 12, 5
lb bc, 2, 7
jr .okay2
-.player_turn_2
+.player_side_2
hlcoord 2, 6
lb bc, 2, 6
.okay2
--- a/engine/battle_anims/helpers.asm
+++ b/engine/battle_anims/helpers.asm
@@ -100,7 +100,7 @@
add hl, de
ret
-LoadBattleAnimObj:
+LoadBattleAnimGFX:
push hl
ld l, a
ld h, 0
--- a/macros/scripts/battle_anims.asm
+++ b/macros/scripts/battle_anims.asm
@@ -85,12 +85,12 @@
ENDM
enum anim_enemyfeetobj_command ; $d9
-anim_enemyfeetobj: MACRO
+anim_battlergfx_2row: MACRO
db anim_enemyfeetobj_command
ENDM
enum anim_playerheadobj_command ; $da
-anim_playerheadobj: MACRO
+anim_battlergfx_1row: MACRO
db anim_playerheadobj_command
ENDM