shithub: pokecrystal

Download patch

ref: e025ab9db0b85cadb42e9b72ac408a58f8133672
parent: cbf4c663611d4b7d07f3fc8d43f0be756ccc19ed
parent: fd1fa78ffe78c9101c0ae5a1ca299d4282462ecd
author: Rangi <[email protected]>
date: Sun Dec 9 12:44:09 EST 2018

Merge pull request #578 from mid-kid/master

Fixes in the animation subsystem.

--- a/INSTALL.md
+++ b/INSTALL.md
@@ -90,7 +90,7 @@
 To install **rgbds**:
 
 ```bash
-sudo apt-get install bison libpng-dev
+sudo apt-get install pkg-config flex bison libpng-dev
 git clone --depth=1 https://github.com/rednex/rgbds
 sudo make -C rgbds CFLAGS=-O2 install
 ```
@@ -106,7 +106,7 @@
 To install **rgbds**:
 
 ```bash
-sudo zypper install bison libpng16-devel
+sudo zypper install pkg-config flex bison libpng16-devel
 git clone --depth=1 https://github.com/rednex/rgbds
 sudo make -C rgbds CFLAGS=-O2 install
 ```
@@ -119,10 +119,12 @@
 sudo pacman -S make gcc git
 ```
 
-To install **rgbds**:
+**rgbds** is available on the [AUR](https://aur.archlinux.org/packages/rgbds/).
 
+Alternatively, to install **rgbds** manually:
+
 ```bash
-sudo pacman -S bison libpng
+sudo pacman -S pkg-config flex bison libpng
 git clone --depth=1 https://github.com/rednex/rgbds
 sudo make -C rgbds CFLAGS=-O2 install
 ```
@@ -152,6 +154,8 @@
 
 If `rgbds` is not available, you'll also need these:
 
+- `pkg-config`
+- `flex`
 - `bison`
 - `libpng` (and the development headers)
 
--- a/audio/engine.asm
+++ b/audio/engine.asm
@@ -1105,7 +1105,7 @@
 	ld a, [de]
 	inc de
 
-	cp $ff
+	cp endchannel_cmd
 	jr z, .quit
 
 	and $f
@@ -1136,9 +1136,9 @@
 ParseMusic:
 ; parses until a note is read or the song is ended
 	call GetMusicByte ; store next byte in a
-	cp $ff ; is the song over?
+	cp endchannel_cmd
 	jr z, .endchannel
-	cp $d0 ; is it a note?
+	cp first_music_cmd
 	jr c, .readnote
 	; then it's a command
 .readcommand
@@ -1350,7 +1350,7 @@
 	; reload command
 	ld a, [wCurMusicByte]
 	; get command #
-	sub $d0 ; first command
+	sub first_music_cmd
 	ld e, a
 	ld d, 0
 	; seek command pointer
@@ -1613,7 +1613,7 @@
 	ld [hl], d
 	ret
 
-MusicEE
+MusicEE:
 ; conditional jump
 ; checks a byte in ram corresponding to the current channel
 ; doesn't seem to be set by any commands
--- a/constants/audio_constants.asm
+++ b/constants/audio_constants.asm
@@ -24,11 +24,11 @@
 	const CHAN3 ; 2
 	const CHAN4 ; 3
 NUM_MUSIC_CHANS EQU const_value
-NUM_NOISE_CHANS EQU const_value
 	const CHAN5 ; 4
 	const CHAN6 ; 5
 	const CHAN7 ; 6
 	const CHAN8 ; 7
+NUM_NOISE_CHANS EQU const_value - NUM_MUSIC_CHANS
 NUM_CHANNELS EQU const_value
 
 ; channel_struct members (see macros/wram.asm)
--- a/constants/battle_anim_constants.asm
+++ b/constants/battle_anim_constants.asm
@@ -26,6 +26,9 @@
 	const BATTLEANIMSTRUCT_17
 BATTLEANIMSTRUCT_LENGTH EQU const_value
 
+; Start tile for battle animation graphics
+BATTLEANIM_BASE_TILE EQU 7 * 7  ; Maximum size of a pokemon picture
+
 ; BattleAnimObjects indexes (see data/battle_anims/objects.asm)
 	const_def
 	const ANIM_OBJ_00
@@ -212,10 +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
@@ -725,8 +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
@@ -804,6 +807,8 @@
 	const ANIM_GFX_ANGELS
 	const ANIM_GFX_WAVE
 	const ANIM_GFX_AEROBLAST
+	const ANIM_GFX_PLAYERHEAD
+	const ANIM_GFX_ENEMYFEET
 
 ; battle_bg_effect struct members (see macros/wram.asm)
 	const_def
--- a/constants/misc_constants.asm
+++ b/constants/misc_constants.asm
@@ -7,9 +7,10 @@
 FEMALE EQU 1
 
 ; FlagAction arguments (see home/flag.asm)
-RESET_FLAG EQU 0
-SET_FLAG   EQU 1
-CHECK_FLAG EQU 2
+	const_def
+	const RESET_FLAG
+	const SET_FLAG
+	const CHECK_FLAG
 
 ; G/S version ID: 0 = Gold, 1 = Silver (used by checkver)
 GS_VERSION EQU 0
--- a/data/battle/stat_multipliers.asm
+++ b/data/battle/stat_multipliers.asm
@@ -2,7 +2,7 @@
 ; (except accuracy, see data/battle/accuracy_multipliers.asm).
 
 ; This table is identical to data/battle/stat_multipliers_2.asm.
-; This one is used by CalcStats.
+; This one is used by CalcBattleStats.
 
 StatLevelMultipliers:
 	db  25, 100 ; -6 =  25%
--- a/data/battle_anims/objects.asm
+++ b/data/battle_anims/objects.asm
@@ -18,191 +18,191 @@
 
 BattleAnimObjects:
 ; entries correspond to ANIM_OBJ_* constants
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_00
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_01
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_02
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_03
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_04
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $01 ; ANIM_OBJ_05
-	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_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_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
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_01, PAL_BATTLE_OB_BLUE, $0a ; ANIM_OBJ_ICE_BEAM
-	battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, $06 ; ANIM_OBJ_RAZOR_LEAF
-	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_12, PAL_BATTLE_OB_RED, $0b ; ANIM_OBJ_POKE_BALL
-	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_13, PAL_BATTLE_OB_RED, $0b ; ANIM_OBJ_POKE_BALL_BLOCKED
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, $08 ; ANIM_OBJ_17
-	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, $08 ; ANIM_OBJ_18
-	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, $0c ; ANIM_OBJ_19
-	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_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_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_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_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_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
-	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_3A
-	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $02 ; ANIM_OBJ_3B
-	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_18, PAL_BATTLE_OB_GREEN, $12 ; ANIM_OBJ_3C
-	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GREEN, $12 ; ANIM_OBJ_3D
-	battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_19, PAL_BATTLE_OB_GRAY, $13 ; ANIM_OBJ_GUST
-	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, $14 ; ANIM_OBJ_3F
-	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_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_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_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_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_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_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
-	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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_PLAYERHEADFOLLOW
-	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYHEADFOLLOW
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_00
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_01
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_02
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_00, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_03
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_01, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_04
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_02, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_05
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_03, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_06
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_04, BATTLEANIMFUNC_1B, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_07
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_08
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_06, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_FANG
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_07, BATTLEANIMFUNC_09, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_0A
+	battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_10, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_EMBER
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0E, BATTLEANIMFUNC_04, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGON_RAGE
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FLAMETHROWER
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FIRE_SPIN
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_0A, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FIRE_BLAST
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_03, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_BURNED
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_12, BATTLEANIMFUNC_08, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_BLIZZARD
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_13, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_12
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_14, BATTLEANIMFUNC_01, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BEAM
+	battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_16, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_RAZOR_LEAF
+	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_12, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL
+	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_09, BATTLEANIMFUNC_13, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL ; ANIM_OBJ_POKE_BALL_BLOCKED
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_17
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_18, BATTLEANIMFUNC_00, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION ; ANIM_OBJ_18
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_1D, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_19
+	battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_1F, BATTLEANIMFUNC_38, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_1A
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_1B
+	battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_08, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE ; ANIM_OBJ_BALL_POOF
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_BIG_ROCK
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_1A, BATTLEANIMFUNC_07, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_SMALL_ROCK
+	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_1B, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_STRENGTH
+	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_84, BATTLEANIMFUNC_36, PAL_BATTLE_OB_BLUE, ANIM_GFX_GLOBE ; ANIM_OBJ_SEISMIC_TOSS
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_0C, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_BUBBLE
+	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_23, BATTLEANIMFUNC_0D, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_SURF
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_0E, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_SING
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_27, BATTLEANIMFUNC_0F, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_WATER_GUN
+	battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_2A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER ; ANIM_OBJ_HYDRO_PUMP
+	battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_2B, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER ; ANIM_OBJ_POWDER
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_27
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_28
+	battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_ICE_BUILDUP
+	battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_2F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE ; ANIM_OBJ_FROZEN
+	battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_14, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED ; ANIM_OBJ_MASTER_BALL_SPARKLE
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_14, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE ; ANIM_OBJ_RECOVER
+	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_31, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2D
+	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_32, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2E
+	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_33, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_2F
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_15, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_THUNDER_WAVE
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_31
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_LIGHTNING_BOLT
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_38, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_33
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_39, BATTLEANIMFUNC_03, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_34
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_3A, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CLAMP
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_3C, BATTLEANIMFUNC_17, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_BITE
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_37
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_3F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_38
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_40, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_39
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_41, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3A
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_42, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_3B
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_18, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3C
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_44, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_3D
+	battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_45, BATTLEANIMFUNC_19, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_GUST
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_46, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_3F
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_47, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_40
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_48, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_41
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_49, BATTLEANIMFUNC_1A, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_42
+	battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_4B, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_44
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_4C, BATTLEANIMFUNC_1C, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE ; ANIM_OBJ_ABSORB
+	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_4D, BATTLEANIMFUNC_1D, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_EGG
+	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_51, BATTLEANIMFUNC_1E, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_47
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_52, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_48
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_1F, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_49
+	battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_LEECH_SEED
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_21, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_4B
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_22, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_CONFUSE_RAY
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4E
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_09, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_4F
+	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT ; ANIM_OBJ_SCREEN
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_60, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_HARDEN
+	battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_61, BATTLEANIMFUNC_23, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_CHICK
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_63, BATTLEANIMFUNC_24, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_AMNESIA
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_66, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_ASLEEP
+	battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_1C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON ; ANIM_OBJ_SKULL
+	battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_26, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_56
+	battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND ; ANIM_OBJ_57
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_69, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND ; ANIM_OBJ_58
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6D, BATTLEANIMFUNC_28, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS ; ANIM_OBJ_PARALYZED
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_6A, BATTLEANIMFUNC_27, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_STRING_SHOT
+	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_HAZE
+	battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_MIST
+	battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOG
+	battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_POISON_GAS
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_71, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_HORN
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_72, BATTLEANIMFUNC_2C, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN ; ANIM_OBJ_60
+	battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_2D, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_PETAL_DANCE
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_06, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SLUDGE_BOMB
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS ; ANIM_OBJ_PAY_DAY
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_64
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_MIMIC
+	battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_ATTRACT
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_30, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONEMERANG
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_CLUB
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_RUSH
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_08, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_SWIFT
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_KINESIS
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_FLASH
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_SHINY
+	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, PAL_BATTLE_OB_GRAY, ANIM_GFX_SKY_ATTACK ; ANIM_OBJ_SKY_ATTACK
+	battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_LICK
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_7D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT ; ANIM_OBJ_WITHDRAW
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_21, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE ; ANIM_OBJ_71
+	battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_7E, BATTLEANIMFUNC_33, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE ; ANIM_OBJ_GROWTH
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_2F, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION2
+	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_6F, BATTLEANIMFUNC_34, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE ; ANIM_OBJ_SMOKE
+	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_35, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SMOKESCREEN
+	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_80, BATTLEANIMFUNC_33, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SWORDS_DANCE
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_81, BATTLEANIMFUNC_37, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_SPEED_LINE
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_85, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_SHARPEN
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_86, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES ; ANIM_OBJ_DEFENSE_CURL
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_87, BATTLEANIMFUNC_39, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_7A
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_7B
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_34, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_DISABLE
+	battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_88, BATTLEANIMFUNC_3B, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND ; ANIM_OBJ_AGILITY
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_25, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_HEART
+	battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_10, BATTLEANIMFUNC_34, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_FLAME_WHEEL
+	battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_0F, BATTLEANIMFUNC_3C, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_SACRED_FIRE
+	battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_SPRIAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_COTTON_SPORE
+	battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_8A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MILK_DRINK
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_8C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_ANGER
+	battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_8D, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC ; ANIM_OBJ_84
+	battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_40, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_85
+	battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_8E, BATTLEANIMFUNC_41, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_BATON_PASS
+	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_8F, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_LOCK_ON
+	battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_93, BATTLEANIMFUNC_3E, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_MIND_READER
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_SAFEGUARD
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_3D, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_PROTECT
+	battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_2E, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_THIEF
+	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_02, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_OCTAZOOKA
+	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, ANIM_GFX_STATUS ; ANIM_OBJ_PRESENT
+	battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_3F, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_SPIKES
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_08, PAL_BATTLE_OB_GRAY, ANIM_GFX_ICE ; ANIM_OBJ_POWDER_SNOW
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_02, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_42, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_SPIDER_WEB
+	battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_35, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_93
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_23, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_NIGHTMARE
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9D, BATTLEANIMFUNC_25, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_IN_NIGHTMARE
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_LOVELY_KISS
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_9E, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS ; ANIM_OBJ_SWEET_KISS
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_9F, BATTLEANIMFUNC_3A, PAL_BATTLE_OB_GREEN, ANIM_GFX_OBJECTS ; ANIM_OBJ_SKETCH
+	battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_A0, BATTLEANIMFUNC_16, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_99
+	battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_43, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_9A
+	battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_A2, BATTLEANIMFUNC_01, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_DESTINY_BOND
+	battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_A3, BATTLEANIMFUNC_44, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MORNING_SUN
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A4, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_GLIMMER
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_A5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE ; ANIM_OBJ_MOONLIGHT
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_43, BATTLEANIMFUNC_45, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE ; ANIM_OBJ_HIDDEN_POWER
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A0
+	battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_A1
+	battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER ; ANIM_OBJ_SANDSTORM
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_02, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON
+	battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_11, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_SPITE
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_CURSE
+	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_47, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_PERISH_SONG
+	battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AA, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE ; ANIM_OBJ_FORESIGHT
+	battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_AB, BATTLEANIMFUNC_48, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_RAPID_SPIN
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AC, BATTLEANIMFUNC_44, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND ; ANIM_OBJ_SWAGGER
+	battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_05, BATTLEANIMFUNC_00, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AA
+	battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_43, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_AB
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_AD, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC ; ANIM_OBJ_MEAN_LOOK
+	battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_AE, BATTLEANIMFUNC_49, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT ; ANIM_OBJ_AD
+	battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_AF, BATTLEANIMFUNC_01, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_AE
+	battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B0, BATTLEANIMFUNC_4A, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER ; ANIM_OBJ_RAIN
+	battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_70, BATTLEANIMFUNC_4B, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE ; ANIM_OBJ_B0
+	battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_B1, BATTLEANIMFUNC_4C, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_PSYCH_UP
+	battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4D, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ANCIENTPOWER
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_B3, BATTLEANIMFUNC_00, PAL_BATTLE_OB_YELLOW, ANIM_GFX_AEROBLAST ; ANIM_OBJ_AEROBLAST
+	battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_04, PAL_BATTLE_OB_BLUE, ANIM_GFX_EGG ; ANIM_OBJ_SHADOW_BALL
+	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_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
@@ -377,10 +377,10 @@
 .Shake:
 	anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
 	anim_wait 8
-	anim_incobj  2
+	anim_incobj 2
 	anim_wait 16
 	anim_sound 0, 1, SFX_CHANGE_DEX_MODE
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 32
 	anim_sound 0, 1, SFX_BALL_BOUNCE
 	anim_wait 32
@@ -393,7 +393,7 @@
 	anim_checkpokeball
 	anim_if_var_equal $1, .Click
 	anim_if_var_equal $2, .BreakFree
-	anim_incobj  1
+	anim_incobj 1
 	anim_sound 0, 1, SFX_BALL_WOBBLE
 	anim_jump .Loop
 
@@ -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
@@ -869,9 +869,9 @@
 	anim_sound 6, 2, SFX_EMBER
 	anim_obj ANIM_OBJ_EMBER, 64, 84, $13
 	anim_wait 16
-	anim_incobj  1
-	anim_incobj  2
-	anim_incobj  3
+	anim_incobj 1
+	anim_incobj 2
+	anim_incobj 3
 	anim_sound 0, 1, SFX_EMBER
 	anim_obj ANIM_OBJ_EMBER, 120, 68, $30
 	anim_obj ANIM_OBJ_EMBER, 132, 68, $30
@@ -952,15 +952,15 @@
 	anim_sound 0, 1, SFX_EMBER
 	anim_wait 8
 	anim_loop 10, .loop2
-	anim_incobj  1
-	anim_incobj  2
-	anim_incobj  3
-	anim_incobj  4
-	anim_incobj  5
-	anim_incobj  6
-	anim_incobj  7
-	anim_incobj  8
-	anim_incobj  9
+	anim_incobj 1
+	anim_incobj 2
+	anim_incobj 3
+	anim_incobj 4
+	anim_incobj 5
+	anim_incobj 6
+	anim_incobj 7
+	anim_incobj 8
+	anim_incobj 9
 	anim_incobj 10
 	anim_wait 2
 .loop3
@@ -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
@@ -1131,7 +1131,7 @@
 	anim_sound 0, 1, SFX_SURF
 	anim_wait 32
 	anim_loop 4, .loop
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 56
 	anim_ret
 
@@ -1143,7 +1143,7 @@
 	anim_sound 0, 1, SFX_VINE_WHIP
 	anim_obj ANIM_OBJ_3F, 128, 60, $0
 	anim_wait 4
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 4
 	anim_ret
 
@@ -1178,31 +1178,31 @@
 	anim_obj ANIM_OBJ_RAZOR_LEAF, 48, 80, $90
 	anim_wait 80
 	anim_sound 16, 2, SFX_VINE_WHIP
-	anim_incobj  3
+	anim_incobj 3
 	anim_wait 2
 	anim_sound 16, 2, SFX_VINE_WHIP
-	anim_incobj  5
+	anim_incobj 5
 	anim_wait 2
 	anim_sound 16, 2, SFX_VINE_WHIP
-	anim_incobj  7
+	anim_incobj 7
 	anim_wait 2
 	anim_sound 16, 2, SFX_VINE_WHIP
-	anim_incobj  9
+	anim_incobj 9
 	anim_wait 2
 	anim_sound 16, 2, SFX_VINE_WHIP
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 2
 	anim_sound 16, 2, SFX_VINE_WHIP
-	anim_incobj  2
+	anim_incobj 2
 	anim_wait 2
 	anim_sound 16, 2, SFX_VINE_WHIP
-	anim_incobj  4
+	anim_incobj 4
 	anim_wait 2
 	anim_sound 16, 2, SFX_VINE_WHIP
-	anim_incobj  6
+	anim_incobj 6
 	anim_wait 2
 	anim_sound 16, 2, SFX_VINE_WHIP
-	anim_incobj  8
+	anim_incobj 8
 	anim_wait 2
 	anim_sound 16, 2, SFX_VINE_WHIP
 	anim_incobj 10
@@ -1272,7 +1272,7 @@
 	anim_obj ANIM_OBJ_THUNDER_WAVE, 136, 56, $0
 	anim_wait 20
 	anim_bgp $1b
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 96
 	anim_ret
 
@@ -1329,12 +1329,12 @@
 	anim_wait 8
 	anim_loop 2, .loop
 	anim_wait 32
-	anim_incobj  1
-	anim_incobj  2
-	anim_incobj  3
-	anim_incobj  4
-	anim_incobj  5
-	anim_incobj  6
+	anim_incobj 1
+	anim_incobj 2
+	anim_incobj 3
+	anim_incobj 4
+	anim_incobj 5
+	anim_incobj 6
 	anim_obj ANIM_OBJ_01, 136, 56, $0
 	anim_wait 16
 	anim_ret
@@ -1494,7 +1494,7 @@
 	anim_wait 64
 	anim_call BattleAnim_AuroraBeam_branch_cbb39
 	anim_wait 48
-	anim_incobj  5
+	anim_incobj 5
 	anim_wait 64
 	anim_ret
 
@@ -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
@@ -1692,7 +1692,7 @@
 	anim_obj ANIM_OBJ_EGG, 44, 104, $1
 	anim_wait 128
 	anim_wait 96
-	anim_incobj  1
+	anim_incobj 1
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
 	anim_sound 0, 1, SFX_EGG_BOMB
 	anim_obj ANIM_OBJ_18, 128, 64, $0
@@ -1707,11 +1707,11 @@
 
 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
-	anim_incobj  2
+	anim_incobj 2
 	anim_obj ANIM_OBJ_EGG, 76, 104, $b
 	anim_wait 16
 	anim_bgeffect ANIM_BG_18, $0, $1, $40
@@ -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
@@ -1776,9 +1776,9 @@
 	anim_obj ANIM_OBJ_48, 132, 48, $0
 	anim_wait 64
 	anim_sound 0, 1, SFX_BIND
-	anim_incobj  1
-	anim_incobj  2
-	anim_incobj  3
+	anim_incobj 1
+	anim_incobj 2
+	anim_incobj 3
 	anim_wait 96
 	anim_ret
 
@@ -1792,15 +1792,15 @@
 	anim_obj ANIM_OBJ_48, 132, 48, $0
 	anim_wait 64
 	anim_sound 0, 1, SFX_BIND
-	anim_incobj  1
-	anim_incobj  2
-	anim_incobj  3
+	anim_incobj 1
+	anim_incobj 2
+	anim_incobj 3
 	anim_wait 96
 	anim_ret
 
 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
@@ -2167,15 +2167,15 @@
 	anim_obj ANIM_OBJ_GUST, 64, 112, $0
 	anim_wait 6
 	anim_loop 9, .loop
-	anim_incobj  1
-	anim_incobj  2
-	anim_incobj  3
-	anim_incobj  4
-	anim_incobj  5
-	anim_incobj  6
-	anim_incobj  7
-	anim_incobj  8
-	anim_incobj  9
+	anim_incobj 1
+	anim_incobj 2
+	anim_incobj 3
+	anim_incobj 4
+	anim_incobj 5
+	anim_incobj 6
+	anim_incobj 7
+	anim_incobj 8
+	anim_incobj 9
 	anim_sound 16, 2, SFX_WHIRLWIND
 	anim_wait 128
 	anim_if_param_equal $0, .done
@@ -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
@@ -2609,12 +2609,12 @@
 	anim_sound 0, 0, SFX_HYPER_BEAM
 	anim_obj ANIM_OBJ_SKY_ATTACK, 48, 88, $40
 	anim_wait 64
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 21
 	anim_sound 0, 1, SFX_HYPER_BEAM
 	anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
 	anim_wait 64
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 32
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
 	anim_wait 16
@@ -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
@@ -2654,13 +2654,13 @@
 
 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
 	anim_obj ANIM_OBJ_WITHDRAW, 48, 88, $0
 	anim_wait 64
-	anim_incobj  2
+	anim_incobj 2
 	anim_wait 1
 	anim_incbgeffect ANIM_BG_WITHDRAW
 	anim_call BattleAnim_ShowMon_0
@@ -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
@@ -2782,7 +2782,7 @@
 	anim_sound 6, 2, SFX_THROW_BALL
 	anim_obj ANIM_OBJ_SMOKESCREEN, 64, 92, $6c
 	anim_wait 24
-	anim_incobj  1
+	anim_incobj 1
 	anim_sound 0, 1, SFX_BALL_POOF
 	anim_obj ANIM_OBJ_BALL_POOF, 108, 70, $10
 	anim_wait 8
@@ -2800,7 +2800,7 @@
 	anim_sound 0, 0, SFX_STRENGTH
 	anim_obj ANIM_OBJ_STRENGTH, 64, 104, $1
 	anim_wait 128
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 20
 	anim_sound 0, 1, SFX_MEGA_PUNCH
 	anim_obj ANIM_OBJ_00, 132, 40, $0
@@ -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
@@ -2850,12 +2850,12 @@
 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
 	anim_wait 96
-	anim_incobj  2
+	anim_incobj 2
 	anim_incbgeffect ANIM_BG_18
 	anim_call BattleAnim_ShowMon_0
 	anim_ret
@@ -2863,12 +2863,12 @@
 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
 	anim_wait 96
-	anim_incobj  2
+	anim_incobj 2
 	anim_incbgeffect ANIM_BG_18
 	anim_call BattleAnim_ShowMon_0
 	anim_ret
@@ -2879,7 +2879,7 @@
 	anim_sound 0, 0, SFX_STRENGTH
 	anim_obj ANIM_OBJ_SEISMIC_TOSS, 64, 104, $1
 	anim_wait 128
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 20
 	anim_sound 0, 1, SFX_MEGA_PUNCH
 	anim_obj ANIM_OBJ_00, 132, 40, $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
@@ -3214,7 +3214,7 @@
 	anim_wait 8
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
 	anim_wait 4
-	anim_incobj  9
+	anim_incobj 9
 	anim_wait 8
 	anim_ret
 
@@ -3237,7 +3237,7 @@
 	anim_obj ANIM_OBJ_CURSE, 68, 72, $0
 	anim_sound 0, 0, SFX_CURSE
 	anim_wait 32
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 12
 	anim_sound 0, 0, SFX_POISON_STING
 	anim_obj ANIM_OBJ_04, 44, 96, $0
@@ -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
@@ -3626,7 +3626,7 @@
 	anim_incbgeffect ANIM_BG_NIGHT_SHADE
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
 	anim_wait 4
-	anim_incobj  7
+	anim_incobj 7
 	anim_wait 1
 	anim_ret
 
@@ -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
@@ -3826,13 +3826,13 @@
 	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
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
 	anim_wait 4
-	anim_incobj  2
+	anim_incobj 2
 	anim_wait 1
 	anim_sound 0, 1, SFX_THUNDERSHOCK
 	anim_obj ANIM_OBJ_LIGHTNING_BOLT, 136, 56, $2
@@ -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
@@ -3962,9 +3962,9 @@
 	anim_wait 56
 	anim_obj ANIM_OBJ_AMNESIA, 104, 48, $0
 	anim_wait 48
-	anim_incobj  2
+	anim_incobj 2
 	anim_if_param_equal $3, .heal
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 1
 	anim_1gfx ANIM_GFX_EXPLOSION
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
@@ -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
@@ -4051,7 +4051,7 @@
 	anim_wait 8
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
 	anim_wait 4
-	anim_incobj  9
+	anim_incobj 9
 	anim_wait 8
 	anim_ret
 
@@ -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
@@ -4144,7 +4144,7 @@
 	anim_sound 0, 1, SFX_BALL_POOF
 	anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
 	anim_wait 64
-	anim_incobj  3
+	anim_incobj 3
 	anim_wait 16
 	anim_sound 0, 1, SFX_MEGA_PUNCH
 	anim_obj ANIM_OBJ_00, 120, 56, $0
@@ -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
@@ -4172,7 +4172,7 @@
 	anim_wait 8
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
 	anim_wait 4
-	anim_incobj  6
+	anim_incobj 6
 	anim_wait 1
 	anim_ret
 
@@ -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
@@ -4337,14 +4337,14 @@
 	anim_incbgeffect ANIM_BG_1A
 	anim_call BattleAnim_ShowMon_0
 	anim_wait 1
-	anim_incobj  2
-	anim_incobj  3
-	anim_incobj  4
-	anim_incobj  5
-	anim_incobj  6
-	anim_incobj  7
-	anim_incobj  8
-	anim_incobj  9
+	anim_incobj 2
+	anim_incobj 3
+	anim_incobj 4
+	anim_incobj 5
+	anim_incobj 6
+	anim_incobj 7
+	anim_incobj 8
+	anim_incobj 9
 	anim_wait 16
 	anim_1gfx ANIM_GFX_HIT
 	anim_obj ANIM_OBJ_00, 136, 56, $0
@@ -4375,15 +4375,15 @@
 	anim_sound 0, 0, SFX_RAZOR_WIND
 	anim_wait 8
 	anim_loop 8, .loop2
-	anim_incobj  1
-	anim_incobj  2
-	anim_incobj  3
-	anim_incobj  4
-	anim_incobj  5
-	anim_incobj  6
-	anim_incobj  7
-	anim_incobj  8
-	anim_incobj  9
+	anim_incobj 1
+	anim_incobj 2
+	anim_incobj 3
+	anim_incobj 4
+	anim_incobj 5
+	anim_incobj 6
+	anim_incobj 7
+	anim_incobj 8
+	anim_incobj 9
 	anim_wait 64
 	anim_obj ANIM_OBJ_01, 144, 64, $18
 .loop3
@@ -4395,15 +4395,15 @@
 	anim_sound 0, 1, SFX_RAZOR_WIND
 	anim_wait 8
 	anim_loop 4, .loop4
-	anim_incobj  1
-	anim_incobj  2
-	anim_incobj  3
-	anim_incobj  4
-	anim_incobj  5
-	anim_incobj  6
-	anim_incobj  7
-	anim_incobj  8
-	anim_incobj  9
+	anim_incobj 1
+	anim_incobj 2
+	anim_incobj 3
+	anim_incobj 4
+	anim_incobj 5
+	anim_incobj 6
+	anim_incobj 7
+	anim_incobj 8
+	anim_incobj 9
 	anim_wait 32
 	anim_ret
 
@@ -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
 
@@ -4830,19 +4830,19 @@
 	anim_wait 1
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
 	anim_wait 5
-	anim_incobj  1
+	anim_incobj 1
 	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
 
@@ -4850,6 +4850,6 @@
 	anim_wait 1
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
 	anim_wait 4
-	anim_incobj  1
+	anim_incobj 1
 	anim_wait 1
 	anim_ret
--- a/docs/battle_anim_commands.md
+++ b/docs/battle_anim_commands.md
@@ -47,7 +47,10 @@
 
 - *gfx*: `ANIM_GFX` constants (see [constants/battle_anim_constants.asm](/constants/battle_anim_constants.asm))
 
+Caveats:
+- These will override any currently-loaded GFX.
 
+
 ## `$D6`: <code>anim_incobj <i>object_id</i></code>
 
 Increments an object's state.
@@ -76,15 +79,17 @@
 Since there can't be two of the same bg effect, the effect type is used. This is distinct from `anim_incobj`.
 
 
-## `$D9`: `anim_enemyfeetobj`
+## `$D9`: `anim_battlergfx_2row`
 
-Temporarily creates sprites from the bottom row of the enemy frontpic, so that the player backpic can be moved around without corrupting the enemy frontpic.
 
+## `$DA`: `anim_battlergfx_1row`
 
-## `$DA`: `anim_playerheadobj`
+Loads animation graphics for the bottom one or two rows of the enemy pokemon and the top one or two rows of the player's.  
+These graphics are identified through `ANIM_GFX_ENEMYFEET` and `ANIM_GFX_PLAYERHEAD`.
 
-Temporarily creates sprites from the top row of the player backpic, so that the enemy frontpic can be moved around without corrupting the player backpic.
-
+Caveats:
+- Doesn't work with `anim_4gfx` and `anim_5gfx`.
+- This overwrites previously loaded animation graphics if you've loaded more than 53 tiles (2row) or 66 tiles (1row).
 
 ## `$DB`: `anim_checkpokeball`
 
--- a/docs/bugs_and_glitches.md
+++ b/docs/bugs_and_glitches.md
@@ -183,7 +183,9 @@
  	callfar CheckUserHasEnoughHP
  	jr nc, .failed
 +
++	push bc
 +	call BattleCommand_AttackUp2
++	pop bc
 +	ld a, [wAttackMissed]
 +	and a
 +	jr nz, .failed
--- a/engine/battle/effect_commands.asm
+++ b/engine/battle/effect_commands.asm
@@ -4854,7 +4854,7 @@
 	ld bc, wBattleMonAttack
 
 	ld a, 5
-	call CalcStats
+	call CalcBattleStats
 
 	ld hl, BadgeStatBoosts
 	call CallBattleCore
@@ -4875,7 +4875,7 @@
 	ld bc, wEnemyMonAttack
 
 	ld a, 5
-	call CalcStats
+	call CalcBattleStats
 
 	call BattleCommand_SwitchTurn
 
@@ -4887,7 +4887,7 @@
 
 	jp BattleCommand_SwitchTurn
 
-CalcStats:
+CalcBattleStats:
 .loop
 	push af
 	ld a, [hli]
@@ -6220,21 +6220,6 @@
 	jp StdBattleTextBox
 
 INCLUDE "engine/battle/move_effects/transform.asm"
-
-BattleSideCopy:
-; Copy bc bytes from hl to de if it's the player's turn.
-; Copy bc bytes from de to hl if it's the enemy's turn.
-	ldh a, [hBattleTurn]
-	and a
-	jr z, .copy
-
-; Swap hl and de
-	push hl
-	ld h, d
-	ld l, e
-	pop de
-.copy
-	jp CopyBytes
 
 BattleEffect_ButItFailed:
 	call AnimateFailedMove
--- a/engine/battle/move_effects/transform.asm
+++ b/engine/battle/move_effects/transform.asm
@@ -1,4 +1,3 @@
-
 BattleCommand_Transform:
 ; transform
 
@@ -137,3 +136,18 @@
 	call nz, LoadAnim
 	ld hl, TransformedText
 	jp StdBattleTextBox
+
+BattleSideCopy:
+; Copy bc bytes from hl to de if it's the player's turn.
+; Copy bc bytes from de to hl if it's the enemy's turn.
+	ldh a, [hBattleTurn]
+	and a
+	jr z, .copy
+
+; Swap hl and de
+	push hl
+	ld h, d
+	ld l, e
+	pop de
+.copy
+	jp CopyBytes
--- 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
@@ -595,13 +595,13 @@
 BattleAnimCmd_Obj:
 ; index, x, y, param
 	call GetBattleAnimByte
-	ld [wBattleAnimTemp0], a
+	ld [wBattleObjectTempID], a
 	call GetBattleAnimByte
-	ld [wBattleAnimTemp1], a
+	ld [wBattleObjectTempXCoord], a
 	call GetBattleAnimByte
-	ld [wBattleAnimTemp2], a
+	ld [wBattleObjectTempYCoord], a
 	call GetBattleAnimByte
-	ld [wBattleAnimTemp3], a
+	ld [wBattleObjectTemp0b], a
 	call QueueBattleAnimation
 	ret
 
@@ -665,7 +665,7 @@
 	ld [wBattleAnimTemp0], a
 .loop
 	ld a, [wBattleAnimTemp0]
-	cp (vTiles1 - vTiles0) / $10 - $31
+	cp (vTiles1 - vTiles0) / LEN_2BPP_TILE - BATTLEANIM_BASE_TILE
 	ret nc
 	call GetBattleAnimByte
 	ld [hli], a
@@ -678,10 +678,10 @@
 rept 4
 	add hl, hl
 endr
-	ld de, vTiles0 tile $31
+	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]
@@ -778,33 +778,33 @@
 	jr .loop
 
 .okay
-	ld a, $28
+	ld a, ANIM_GFX_PLAYERHEAD
 	ld [hli], a
-	ld a, $42
+	ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE
 	ld [hli], a
-	ld a, $29
+	ld a, ANIM_GFX_ENEMYFEET
 	ld [hli], a
-	ld a, $49
+	ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
 	ld [hl], a
 
-	ld hl, vTiles0 tile $73
-	ld de, vTiles2 tile $06
-	ld a, $70
+	ld hl, vTiles0 tile ($80 - 6 - 7)
+	ld de, vTiles2 tile $06 ; Enemy feet start tile
+	ld a, 7 tiles ; Enemy pic height
 	ld [wBattleAnimTemp0], a
-	ld a, $7
-	call .LoadFootprint
-	ld de, vTiles2 tile $31
-	ld a, $60
+	ld a, 7 ; Copy 7x1 tiles
+	call .LoadFeet
+	ld de, vTiles2 tile $31 ; Player head start tile
+	ld a, 6 tiles ; Player pic height
 	ld [wBattleAnimTemp0], a
-	ld a, $6
-	call .LoadFootprint
+	ld a, 6 ; Copy 6x1 tiles
+	call .LoadFeet
 	ret
 
-.LoadFootprint:
+.LoadFeet:
 	push af
 	push hl
 	push de
-	lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 1
+	lb bc, BANK(@), 1
 	call Request2bpp
 	pop de
 	ld a, [wBattleAnimTemp0]
@@ -818,10 +818,10 @@
 	add hl, bc
 	pop af
 	dec a
-	jr nz, .LoadFootprint
+	jr nz, .LoadFeet
 	ret
 
-BattleAnimCmd_PlayerHeadObj:
+BattleAnimCmd_BattlerGFX_2Row:
 	ld hl, wBattleAnimTileDict
 .loop
 	ld a, [hl]
@@ -832,25 +832,25 @@
 	jr .loop
 
 .okay
-	ld a, $28
+	ld a, ANIM_GFX_PLAYERHEAD
 	ld [hli], a
-	ld a, $35
+	ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE
 	ld [hli], a
-	ld a, $29
+	ld a, ANIM_GFX_ENEMYFEET
 	ld [hli], a
-	ld a, $43
+	ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
 	ld [hl], a
 
-	ld hl, vTiles0 tile $66
-	ld de, vTiles2 tile $05
-	ld a, $70
+	ld hl, vTiles0 tile ($80 - 6 * 2 - 7 * 2)
+	ld de, vTiles2 tile $05 ; Enemy feet start tile
+	ld a, 7 tiles ; Enemy pic height
 	ld [wBattleAnimTemp0], a
-	ld a, $7
+	ld a, 7 ; Copy 7x2 tiles
 	call .LoadHead
-	ld de, vTiles2 tile $31
-	ld a, $60
+	ld de, vTiles2 tile $31 ; Player head start tile
+	ld a, 6 tiles ; Player pic height
 	ld [wBattleAnimTemp0], a
-	ld a, $6
+	ld a, 6 ; Copy 6x2 tiles
 	call .LoadHead
 	ret
 
@@ -858,7 +858,7 @@
 	push af
 	push hl
 	push de
-	lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 2
+	lb bc, BANK(@), 2
 	call Request2bpp
 	pop de
 	ld a, [wBattleAnimTemp0]
@@ -927,7 +927,7 @@
 
 	ld hl, vTiles2 tile $00
 	ld b, 0
-	ld c, $31
+	ld c, 7 * 7
 	call Request2bpp
 	ret
 
@@ -934,7 +934,7 @@
 .player
 	ld hl, vTiles2 tile $31
 	ld b, 0
-	ld c, $24
+	ld c, 6 * 6
 	call Request2bpp
 	ret
 
@@ -1028,7 +1028,7 @@
 
 GetMinimizePic:
 	ld hl, sScratch
-	ld bc, $31 tiles
+	ld bc, (7 * 7) tiles
 .loop
 	xor a
 	ld [hli], 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
@@ -425,22 +425,22 @@
 	call BattleBGEffects_IncrementJumptable
 	push bc
 	call BGEffect_CheckBattleTurn
-	jr nz, .player_turn
-	ld a, ANIM_OBJ_PLAYERFEETFOLLOW
-	ld [wBattleAnimTemp0], a
-	ld a, 16 * 8 + 4
+	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
-	ld [wBattleAnimTemp0], a
-	ld a, 6 * 8
+.player_side
+	ld a, ANIM_OBJ_PLAYERHEAD_1ROW
+	ld [wBattleObjectTempID], a
+	ld a, 6 * TILE_WIDTH
 .okay
-	ld [wBattleAnimTemp1], a
-	ld a, 8 * 8
-	ld [wBattleAnimTemp2], a
+	ld [wBattleObjectTempXCoord], a
+	ld a, 8 * TILE_WIDTH
+	ld [wBattleObjectTempYCoord], a
 	xor a
-	ld [wBattleAnimTemp3], a
+	ld [wBattleObjectTemp0b], a
 	call _QueueBattleAnimation
 	pop bc
 	ret
@@ -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
@@ -492,22 +492,22 @@
 	call BattleBGEffects_IncrementJumptable
 	push bc
 	call BGEffect_CheckBattleTurn
-	jr nz, .player_turn
-	ld a, ANIM_OBJ_PLAYERHEADFOLLOW
-	ld [wBattleAnimTemp0], a
-	ld a, 16 * 8 + 4
+	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
-	ld [wBattleAnimTemp0], a
-	ld a, 6 * 8
+.player_side
+	ld a, ANIM_OBJ_PLAYERHEAD_2ROW
+	ld [wBattleObjectTempID], a
+	ld a, 6 * TILE_WIDTH
 .okay
-	ld [wBattleAnimTemp1], a
-	ld a, 8 * 8
-	ld [wBattleAnimTemp2], a
+	ld [wBattleObjectTempXCoord], a
+	ld a, 8 * TILE_WIDTH
+	ld [wBattleObjectTempYCoord], a
 	xor a
-	ld [wBattleAnimTemp3], a
+	ld [wBattleObjectTemp0b], a
 	call _QueueBattleAnimation
 	pop bc
 	ret
@@ -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/core.asm
+++ b/engine/battle_anims/core.asm
@@ -27,7 +27,7 @@
 	ret
 
 InitBattleAnimation:
-	ld a, [wBattleAnimTemp0]
+	ld a, [wBattleObjectTempID]
 	ld e, a
 	ld d, 0
 	ld hl, BattleAnimObjects
@@ -58,14 +58,14 @@
 	ld a, [de]
 	call GetBattleAnimTileOffset
 	ld [hli], a ; Tile ID
-	ld a, [wBattleAnimTemp1]
+	ld a, [wBattleObjectTempXCoord]
 	ld [hli], a ; X Coord
-	ld a, [wBattleAnimTemp2]
+	ld a, [wBattleObjectTempYCoord]
 	ld [hli], a ; Y Coord
 	xor a
 	ld [hli], a ; X Offset
 	ld [hli], a ; Y Offset
-	ld a, [wBattleAnimTemp3]
+	ld a, [wBattleObjectTemp0b]
 	ld [hli], a ; 0b
 	xor a
 	ld [hli], a ; 0c
@@ -147,7 +147,7 @@
 	inc hl
 	inc de
 	ld a, [wBattleAnimTempTileID]
-	add $31
+	add BATTLEANIM_BASE_TILE
 	add [hl]
 	ld [de], a
 	inc hl
--- 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/home/flag.asm
+++ b/home/flag.asm
@@ -45,12 +45,10 @@
 	and 7
 
 	; shift de right by three bits (get the index within memory)
+rept 3
 	srl d
 	rr e
-	srl d
-	rr e
-	srl d
-	rr e
+endr
 	add hl, de
 
 	; implement a decoder
--- a/macros/data.asm
+++ b/macros/data.asm
@@ -97,7 +97,7 @@
 ENDM
 
 dsprite: MACRO
-; y tile, y pxl, x tile, x pxl, vtile offset, flags, attributes
+; y tile, y pxl, x tile, x pxl, vtile offset, attributes
 	db (\1 * 8) % $100 + \2, (\3 * 8) % $100 + \4, \5, \6
 ENDM
 
--- a/macros/scripts/audio.asm
+++ b/macros/scripts/audio.asm
@@ -21,12 +21,13 @@
 
 ; MusicCommands indexes (see audio/engine.asm)
 	enum_start $d8
+first_music_cmd EQU __enum__ + -8
 
-	enum notetype_cmd ; $d8
 octave: MACRO
-	db notetype_cmd - (\1)
+	db first_music_cmd + 8 - (\1)
 ENDM
 
+	enum notetype_cmd ; $d8
 notetype: MACRO
 	db notetype_cmd
 	db \1 ; note_length
@@ -68,11 +69,11 @@
 	enum sound_duty_cmd ; $de
 sound_duty: MACRO
 	db sound_duty_cmd
-	if _NARG == 4
+if _NARG == 4
 	db \1 | (\2 << 2) | (\3 << 4) | (\4 << 6) ; duty sequence
-	else
+else
 	db \1 ; LEGACY: Support for one-byte duty value
-	endc
+endc
 ENDM
 
 	enum togglesfx_cmd ; $df
--- a/macros/scripts/battle_anims.asm
+++ b/macros/scripts/battle_anims.asm
@@ -17,6 +17,7 @@
 	db \3 ; y
 	db \4 ; param
 else
+; LEGACY: Support the tile+offset format
 	db \1 ; object
 	db (\2) * 8 + (\3) ; x_tile, x
 	db (\4) * 8 + (\5) ; y_tile, y
@@ -84,12 +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
 
--- a/wram.asm
+++ b/wram.asm
@@ -3058,6 +3058,12 @@
 wBattleAnimTemp3:: db
 
 NEXTU ; d419
+wBattleObjectTempID:: db
+wBattleObjectTempXCoord:: db
+wBattleObjectTempYCoord:: db
+wBattleObjectTemp0b:: db
+
+NEXTU ; d419
 wBattleAnimTempOAMFlags:: db
 wBattleAnimTempField02:: db
 wBattleAnimTempTileID:: db