Move lots of data tables into individual data/ files
(This is not expected to be their final location, but it makes them easier to relocate when necessary, and easier for users to edit until the whole project's file structure is finalized.)
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@@ -551,98 +551,7 @@ BrokenGetStdGraphics: ; 8d1ac
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; 8d1c4
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SpriteAnimSeqData: ; 8d1c4
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; entries correspond to SPRITE_ANIM_INDEX_* constants
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; frameset sequence, tile
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; SPRITE_ANIM_INDEX_PARTY_MON
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db SPRITE_ANIM_FRAMESET_PARTY_MON, SPRITE_ANIM_SEQ_PARTY_MON, $00
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; SPRITE_ANIM_INDEX_01
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db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00
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; SPRITE_ANIM_INDEX_NAMING_SCREEN_CURSOR
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db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_NAMING_SCREEN_CURSOR, $05
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; SPRITE_ANIM_INDEX_GAMEFREAK_LOGO
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db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_SEQ_GAMEFREAK_LOGO, $00
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; SPRITE_ANIM_INDEX_GS_INTRO_STAR
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db SPRITE_ANIM_FRAMESET_GS_INTRO_STAR, SPRITE_ANIM_SEQ_GS_INTRO_STAR, $06
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; SPRITE_ANIM_INDEX_GS_INTRO_SPARKLE
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db SPRITE_ANIM_FRAMESET_GS_INTRO_SPARKLE, SPRITE_ANIM_SEQ_GS_INTRO_SPARKLE, $06
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; SPRITE_ANIM_INDEX_SLOTS_GOLEM
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db SPRITE_ANIM_FRAMESET_SLOTS_GOLEM, SPRITE_ANIM_SEQ_SLOTS_GOLEM, $07
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; SPRITE_ANIM_INDEX_SLOTS_CHANSEY
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db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07
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; SPRITE_ANIM_INDEX_SLOTS_EGG
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db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07
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; SPRITE_ANIM_INDEX_COMPOSE_MAIL_CURSOR
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db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_MAIL_CURSOR, $05
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; SPRITE_ANIM_INDEX_RED_WALK
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db SPRITE_ANIM_FRAMESET_RED_WALK, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_0B
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db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0D, $08
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; SPRITE_ANIM_INDEX_DUMMY_GAME
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db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0E, $08
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; SPRITE_ANIM_INDEX_0D
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db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0F, $08
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; SPRITE_ANIM_INDEX_TRADE_POKE_BALL
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db SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL, SPRITE_ANIM_SEQ_TRADE_POKE_BALL, $00
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; SPRITE_ANIM_INDEX_TRADE_POOF
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db SPRITE_ANIM_FRAMESET_TRADE_POOF, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_TRADE_TUBE_BULGE
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db SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE, SPRITE_ANIM_SEQ_TRADE_TUBE_BULGE, $00
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; SPRITE_ANIM_INDEX_TRADEMON_ICON
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db SPRITE_ANIM_FRAMESET_TRADEMON_ICON, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00
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; SPRITE_ANIM_INDEX_TRADEMON_BUBBLE
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db SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00
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; SPRITE_ANIM_INDEX_EVOLUTION_BALL_OF_LIGHT
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db SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT, SPRITE_ANIM_SEQ_REVEAL_NEW_MON, $00
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; SPRITE_ANIM_INDEX_RADIO_TUNING_KNOB
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db SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB, SPRITE_ANIM_SEQ_RADIO_TUNING_KNOB, $00
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; SPRITE_ANIM_INDEX_MAGNET_TRAIN_RED
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db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_LEAF
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db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_CUT_LEAVES, $00
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; SPRITE_ANIM_INDEX_CUT_TREE
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db SPRITE_ANIM_FRAMESET_CUT_TREE, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_FLY_LEAF
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db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_FLY_LEAF, $00
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; SPRITE_ANIM_INDEX_EGG_CRACK
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db SPRITE_ANIM_FRAMESET_EGG_CRACK, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_1A
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db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00
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; SPRITE_ANIM_INDEX_HEADBUTT
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db SPRITE_ANIM_FRAMESET_HEADBUTT, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_EGG_HATCH
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db SPRITE_ANIM_FRAMESET_EGG_HATCH, SPRITE_ANIM_SEQ_REVEAL_NEW_MON, $00
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; SPRITE_ANIM_INDEX_1D
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db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00
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; SPRITE_ANIM_INDEX_BLUE_WALK
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db SPRITE_ANIM_FRAMESET_BLUE_WALK, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_MAGNET_TRAIN_BLUE
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db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_BLUE, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_20
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db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_21
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db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_22
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db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_23
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db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00
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; SPRITE_ANIM_INDEX_24
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db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00
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; SPRITE_ANIM_INDEX_25
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db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_NULL, $00
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; SPRITE_ANIM_INDEX_INTRO_SUICUNE
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db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE, SPRITE_ANIM_SEQ_INTRO_SUICUNE, $00
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; SPRITE_ANIM_INDEX_INTRO_PICHU
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db SPRITE_ANIM_FRAMESET_INTRO_PICHU, SPRITE_ANIM_SEQ_INTRO_PICHU_WOOPER, $00
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; SPRITE_ANIM_INDEX_INTRO_WOOPER
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db SPRITE_ANIM_FRAMESET_INTRO_WOOPER, SPRITE_ANIM_SEQ_INTRO_PICHU_WOOPER, $00
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; SPRITE_ANIM_INDEX_INTRO_UNOWN
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db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1, SPRITE_ANIM_SEQ_INTRO_UNOWN, $00
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; SPRITE_ANIM_INDEX_INTRO_UNOWN_F
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db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F, SPRITE_ANIM_SEQ_INTRO_UNOWN_F, $00
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; SPRITE_ANIM_INDEX_INTRO_SUICUNE_AWAY
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db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_AWAY, SPRITE_ANIM_SEQ_INTRO_SUICUNE_AWAY, $00
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; SPRITE_ANIM_INDEX_CELEBI
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db SPRITE_ANIM_FRAMESET_CELEBI_LEFT, SPRITE_ANIM_SEQ_NULL, $00 ; 2c
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INCLUDE "data/sprite_anim_seqs.asm"
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; 8d24b
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INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame
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