Add more assert cases in the codebase (#1115)
* Add assert for FACING_GRASS_1 and FACING_GRASS_2 * Add more assert cases * Add assert for HP bar colors * Assert LINK_NULL == 0 * Fix assert syntax * Add asserts for WILD_BATTLE == 1 * Add additional WILD assert - I need to sleep more... * Revert asserts for WILD_BATTLE and LINK_NULL * Commit suggested changes * Add more assert cases * Fix syntax error
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@@ -1244,7 +1244,9 @@ BattleAnimFunc_Sing:
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1
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add [hl] ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
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assert BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 \
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&& BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
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add [hl]
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call ReinitBattleAnimFrameset
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.one
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@@ -1510,15 +1512,15 @@ BattleAnimFunc_Clamp_Encore:
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ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
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inc a ; BATTLE_ANIM_FRAMESET_3B (Clamp Flipped)
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; BATTLE_ANIM_FRAMESET_A1 (Hands Flipped)
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assert BATTLE_ANIM_FRAMESET_CLAMP + 1 == BATTLE_ANIM_FRAMESET_CLAMP_FLIPPED
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assert BATTLE_ANIM_FRAMESET_ENCORE_HAND + 1 == BATTLE_ANIM_FRAMESET_ENCORE_HAND_FLIPPED
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inc a
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jr .reinit
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.load_no_inc
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ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl] ; BATTLE_ANIM_FRAMESET_3A (Clamp)
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; BATTLE_ANIM_FRAMESET_A0 (Hands)
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ld a, [hl] ; BATTLE_ANIM_FRAMESET_CLAMP or BATTLE_ANIM_FRAMESET_ENCORE_HAND
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.reinit
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_VAR1
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@@ -1844,8 +1846,10 @@ BattleAnimFunc_Wrap:
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, [hl]
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inc a ; BATTLE_ANIM_FRAMESET_BIND_2
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; BATTLE_ANIM_FRAMESET_BIND_4
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assert BATTLE_ANIM_FRAMESET_BIND_1 + 1 == BATTLE_ANIM_FRAMESET_BIND_2 \
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&& BATTLE_ANIM_FRAMESET_BIND_2 + 1 == BATTLE_ANIM_FRAMESET_BIND_3 \
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&& BATTLE_ANIM_FRAMESET_BIND_3 + 1 == BATTLE_ANIM_FRAMESET_BIND_4
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inc a
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call ReinitBattleAnimFrameset
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call BattleAnim_IncAnonJumptableIndex
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ld hl, BATTLEANIMSTRUCT_VAR1 ; Unused?
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@@ -2344,7 +2348,9 @@ BattleAnimFunc_Sound:
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLE_ANIM_FRAMESET_SOUND_1
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add [hl] ; BATTLE_ANIM_FRAMESET_SOUND_2 BATTLE_ANIM_FRAMESET_SOUND_3
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assert BATTLE_ANIM_FRAMESET_SOUND_1 + 1 == BATTLE_ANIM_FRAMESET_SOUND_2 \
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&& BATTLE_ANIM_FRAMESET_SOUND_2 + 1 == BATTLE_ANIM_FRAMESET_SOUND_3
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add [hl]
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call ReinitBattleAnimFrameset
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ret
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@@ -2420,7 +2426,8 @@ BattleAnimFunc_ConfuseRay:
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and $80
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rlca
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ld [hl], a
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add BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 ; BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2
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assert BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 + 1 == BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2
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add BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1
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call ReinitBattleAnimFrameset
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ret
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@@ -2490,8 +2497,9 @@ BattleAnimFunc_Dizzy:
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rlca
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ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
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add [hl] ; BATTLE_ANIM_FRAMESET_61 BATTLE_ANIM_FRAMESET_62
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; BATTLE_ANIM_FRAMESET_9C BATTLE_ANIM_FRAMESET_9D
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assert BATTLE_ANIM_FRAMESET_CHICK_1 + 1 == BATTLE_ANIM_FRAMESET_CHICK_2
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assert BATTLE_ANIM_FRAMESET_IMP + 1 == BATTLE_ANIM_FRAMESET_IMP_FLIPPED
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add [hl]
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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@@ -2528,15 +2536,15 @@ BattleAnimFunc_Dizzy:
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ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
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ld a, [hl]
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inc a ; BATTLE_ANIM_FRAMESET_62
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; BATTLE_ANIM_FRAMESET_9D
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assert BATTLE_ANIM_FRAMESET_CHICK_1 + 1 == BATTLE_ANIM_FRAMESET_CHICK_2
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assert BATTLE_ANIM_FRAMESET_IMP + 1 == BATTLE_ANIM_FRAMESET_IMP_FLIPPED
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inc a
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jr .got_frameset
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.not_flipped
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ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
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ld a, [hl] ; BATTLE_ANIM_FRAMESET_61
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; BATTLE_ANIM_FRAMESET_9C
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ld a, [hl] ; BATTLE_ANIM_FRAMESET_CHICK_1 or BATTLE_ANIM_FRAMESET_IMP
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.got_frameset
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call ReinitBattleAnimFrameset
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ret
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@@ -2556,7 +2564,9 @@ BattleAnimFunc_Amnesia:
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, [hl]
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add BATTLE_ANIM_FRAMESET_AMNESIA_1 ; BATTLE_ANIM_FRAMESET_AMNESIA_2 BATTLE_ANIM_FRAMESET_AMNESIA_3
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assert BATTLE_ANIM_FRAMESET_AMNESIA_1 + 1 == BATTLE_ANIM_FRAMESET_AMNESIA_2 \
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&& BATTLE_ANIM_FRAMESET_AMNESIA_2 + 1 == BATTLE_ANIM_FRAMESET_AMNESIA_3
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add BATTLE_ANIM_FRAMESET_AMNESIA_1
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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@@ -2644,7 +2654,9 @@ BattleAnimFunc_String:
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add hl, bc
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set OAM_Y_FLIP, [hl]
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.not_param_zero
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add BATTLE_ANIM_FRAMESET_STRING_SHOT_1 ; BATTLE_ANIM_FRAMESET_STRING_SHOT_2 BATTLE_ANIM_FRAMESET_STRING_SHOT_3
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assert BATTLE_ANIM_FRAMESET_STRING_SHOT_1 + 1 == BATTLE_ANIM_FRAMESET_STRING_SHOT_2 \
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&& BATTLE_ANIM_FRAMESET_STRING_SHOT_2 + 1 == BATTLE_ANIM_FRAMESET_STRING_SHOT_3
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add BATTLE_ANIM_FRAMESET_STRING_SHOT_1
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call ReinitBattleAnimFrameset
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.one
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ret
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@@ -3541,7 +3553,9 @@ BattleAnimFunc_SpeedLine:
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add hl, bc
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ld a, [hl]
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and $7f
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add BATTLE_ANIM_FRAMESET_SPEED_LINE_1 ; BATTLE_ANIM_FRAMESET_SPEED_LINE_2 BATTLE_ANIM_FRAMESET_SPEED_LINE_3
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assert BATTLE_ANIM_FRAMESET_SPEED_LINE_1 + 1 == BATTLE_ANIM_FRAMESET_SPEED_LINE_2 \
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&& BATTLE_ANIM_FRAMESET_SPEED_LINE_2 + 1 == BATTLE_ANIM_FRAMESET_SPEED_LINE_3
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add BATTLE_ANIM_FRAMESET_SPEED_LINE_1
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call ReinitBattleAnimFrameset
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.one
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ld hl, BATTLEANIMSTRUCT_PARAM
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@@ -3713,8 +3727,13 @@ BattleAnimFunc_LockOnMindReader:
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and $f
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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add [hl] ; BATTLE_ANIM_FRAMESET_8F BATTLE_ANIM_FRAMESET_90 BATTLE_ANIM_FRAMESET_91
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; BATTLE_ANIM_FRAMESET_93 BATTLE_ANIM_FRAMESET_94 BATTLE_ANIM_FRAMESET_95
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assert BATTLE_ANIM_FRAMESET_LOCK_ON_1 + 1 == BATTLE_ANIM_FRAMESET_LOCK_ON_2 \
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&& BATTLE_ANIM_FRAMESET_LOCK_ON_2 + 1 == BATTLE_ANIM_FRAMESET_LOCK_ON_3 \
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&& BATTLE_ANIM_FRAMESET_LOCK_ON_3 + 1 == BATTLE_ANIM_FRAMESET_LOCK_ON_4
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assert BATTLE_ANIM_FRAMESET_MIND_READER_1 + 1 == BATTLE_ANIM_FRAMESET_MIND_READER_2 \
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&& BATTLE_ANIM_FRAMESET_MIND_READER_2 + 1 == BATTLE_ANIM_FRAMESET_MIND_READER_3 \
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&& BATTLE_ANIM_FRAMESET_MIND_READER_3 + 1 == BATTLE_ANIM_FRAMESET_MIND_READER_4
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add [hl]
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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@@ -3774,7 +3793,9 @@ BattleAnimFunc_HealBellNotes:
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ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1
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add [hl] ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
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assert BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 \
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&& BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
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add [hl]
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call ReinitBattleAnimFrameset
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.one
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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