Sync sprite and battle anim consts/labels (#1055)

* Sync sprite and battle anim consts/labels

* Add `; 00` comments

* Renamed to `SpriteAnimFunc_` and `BattleAnimFunc_`
This commit is contained in:
vulcandth
2023-09-17 13:09:28 -05:00
committed by GitHub
parent b0ddb0758d
commit aba1f14044
37 changed files with 4148 additions and 4148 deletions

View File

@@ -17,382 +17,382 @@ MACRO battleanimobj
ENDM
BattleAnimObjects:
; entries correspond to ANIM_OBJ_* constants
; entries correspond to BATTLE_ANIM_OBJ_* constants
table_width BATTLEANIMOBJ_LENGTH, BattleAnimObjects
; ANIM_OBJ_HIT_BIG_YFIX
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_HIT_BIG, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_HIT_YFIX
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_HIT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_HIT_SMALL_YFIX
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_HIT_SMALL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_HIT_BIG
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_HIT_BIG, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_HIT
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_HIT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_HIT_SMALL
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_HIT_SMALL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_PUNCH
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_PUNCH, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_KICK
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_KICK, BATTLEANIMFUNC_KICK, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_PALM
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_PALM, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_FANG
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_FANG, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_PUNCH_SHAKE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_PUNCH_SHAKE, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_EMBER
battleanimobj RELATIVE_X, $aa, BATTLEANIMFRAMESET_EMBER, BATTLEANIMFUNC_EMBER, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_DRAGON_RAGE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_DRAGON_RAGE, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_FLAMETHROWER
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_FLAMETHROWER, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_FIRE_SPIN
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_EMBER, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_FIRE_BLAST
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_FLAMETHROWER, BATTLEANIMFUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_BURNED
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BURNED, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_BLIZZARD
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BLIZZARD, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE
; ANIM_OBJ_ICE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_ICE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE
; ANIM_OBJ_ICE_BEAM
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_ICE_BEAM, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE
; ANIM_OBJ_RAZOR_LEAF
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_RAZOR_LEAF_1, BATTLEANIMFUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT
; ANIM_OBJ_POKE_BALL
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_POKE_BALL_1, BATTLEANIMFUNC_POKEBALL, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL
; ANIM_OBJ_POKE_BALL_BLOCKED
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_POKE_BALL_1, BATTLEANIMFUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, ANIM_GFX_POKE_BALL
; ANIM_OBJ_EXPLOSION1
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_EXPLOSION, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION
; ANIM_OBJ_EXPLOSION2
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_EXPLOSION, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_RED, ANIM_GFX_EXPLOSION
; ANIM_OBJ_ACID
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_ACID, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON
; ANIM_OBJ_SLUDGE
battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_SLUDGE_BUBBLE, BATTLEANIMFUNC_SLUDGE, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON
; ANIM_OBJ_BETA_BALL_POOF
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BALL_POOF, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE
; ANIM_OBJ_BALL_POOF
battleanimobj RELATIVE_X, $a0, BATTLEANIMFRAMESET_BALL_POOF, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SMOKE
; ANIM_OBJ_BIG_ROCK
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_BIG_ROCK, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS
; ANIM_OBJ_SMALL_ROCK
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_SMALL_ROCK, BATTLEANIMFUNC_DROP, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS
; ANIM_OBJ_STRENGTH
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_STRENGTH, BATTLEANIMFUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS
; ANIM_OBJ_SEISMIC_TOSS
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_SEISMIC_TOSS, BATTLEANIMFUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BLUE, ANIM_GFX_GLOBE
; ANIM_OBJ_BUBBLE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SMALL_BUBBLE, BATTLEANIMFUNC_BUBBLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE
; ANIM_OBJ_SURF
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_SURF, BATTLEANIMFUNC_SURF, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE
; ANIM_OBJ_SING
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_SING, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE
; ANIM_OBJ_WATER_GUN
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_WATER_GUN_1, BATTLEANIMFUNC_WATER_GUN, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER
; ANIM_OBJ_HYDRO_PUMP
battleanimobj RELATIVE_X, $b4, BATTLEANIMFRAMESET_HYDRO_PUMP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_WATER
; ANIM_OBJ_POWDER
battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_POWDER, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GREEN, ANIM_GFX_POWDER
; ANIM_OBJ_BEAM
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_BEAM, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM
; ANIM_OBJ_BEAM_TIP
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_BEAM_TIP, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM
; ANIM_OBJ_ICE_BUILDUP
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_ICE_BUILDUP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE
; ANIM_OBJ_FROZEN
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_FROZEN, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE
; ANIM_OBJ_MASTER_BALL_SPARKLE
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_CIRCLING_SPARKLE, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_BROWN, ANIM_GFX_SPEED
; ANIM_OBJ_RECOVER
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SMALL_BUBBLE, BATTLEANIMFUNC_RECOVER, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BUBBLE
; ANIM_OBJ_THUNDER_CENTER
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_THUNDER_CENTER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDER_LEFT
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_THUNDER_LEFT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDER_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_THUNDER_RIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDER_WAVE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDER_WAVE_DISABLE, BATTLEANIMFUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDERBOLT_SPARKS
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERBOLT_SPARKS, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDERBOLT_CORE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERBOLT_CORE, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION
; ANIM_OBJ_THUNDERSHOCK_SPARKS
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERSHOCK_SPARKS, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_THUNDERSHOCK_CORE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDERSHOCK_CORE, BATTLEANIMFUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION
; ANIM_OBJ_CLAMP
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_CLAMP, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_BITE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BITE_1, BATTLEANIMFUNC_BITE, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_CUT_DOWN_LEFT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_DOWN_LEFT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_CUT_DOWN_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_DOWN_RIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_CUT_UP_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_UP_RIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_CUT_LONG_DOWN_LEFT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_LONG_DOWN_LEFT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_CUT_LONG_DOWN_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CUT_LONG_DOWN_RIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_SOLAR_BEAM_CHARGE
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_CHARGE_ORB_1, BATTLEANIMFUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE
; ANIM_OBJ_ABSORB_CENTER
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_ABSORB_CENTER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE
; ANIM_OBJ_GUST
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_GUST, BATTLEANIMFUNC_GUST, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND
; ANIM_OBJ_VINE_WHIP1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_VINE_WHIP_1, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_VINE_WHIP2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_VINE_WHIP_2, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_RAZOR_WIND1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_RAZOR_WIND_1, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_RAZOR_WIND2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_RAZOR_WIND_2, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_SONICBOOM_JP
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_SONICBOOM_JP, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_WARP
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_WARP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_ABSORB
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_CHARGE_ORB_2, BATTLEANIMFUNC_ABSORB, PAL_BATTLE_OB_GREEN, ANIM_GFX_CHARGE
; ANIM_OBJ_EGG
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_EGG, BATTLEANIMFUNC_EGG, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG
; ANIM_OBJ_FOCUS
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_FOCUS, BATTLEANIMFUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_BIND1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_BIND_1, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE
; ANIM_OBJ_BIND2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_BIND_3, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE
; ANIM_OBJ_LEECH_SEED
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_LEECH_SEED_1, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT
; ANIM_OBJ_SOUND
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SOUND_1, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE
; ANIM_OBJ_WAVE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_WAVE, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC
; ANIM_OBJ_CONFUSE_RAY
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_CONFUSE_RAY_1, BATTLEANIMFUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_LEER
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_LEER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM
; ANIM_OBJ_LEER_TIP
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_BEAM_TIP, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM
; ANIM_OBJ_SCREEN
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_REFLECT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_REFLECT
; ANIM_OBJ_HARDEN
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_REFLECT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT
; ANIM_OBJ_CHICK
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_CHICK_1, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS
; ANIM_OBJ_AMNESIA
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_AMNESIA_1, BATTLEANIMFUNC_AMNESIA, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS
; ANIM_OBJ_ASLEEP
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_ASLEEP, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS
; ANIM_OBJ_SKULL_CROSSBONE
battleanimobj RELATIVE_X, $50, BATTLEANIMFRAMESET_SKULL_CROSSBONE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_POISON
; ANIM_OBJ_DIG_SAND
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_DIG_SAND, BATTLEANIMFUNC_DIG, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND
; ANIM_OBJ_DIG_PILE
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_DIG_PILE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BROWN, ANIM_GFX_SAND
; ANIM_OBJ_SAND
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SAND, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_SAND
; ANIM_OBJ_PARALYZED
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_PARALYZED, BATTLEANIMFUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, ANIM_GFX_STATUS
; ANIM_OBJ_STRING_SHOT
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_STRING_SHOT_1, BATTLEANIMFUNC_STRING, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB
; ANIM_OBJ_HAZE
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
; ANIM_OBJ_MIST
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_MIST, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
; ANIM_OBJ_SMOG
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
; ANIM_OBJ_POISON_GAS
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
; ANIM_OBJ_HORN
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_HORN, BATTLEANIMFUNC_HORN, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN
; ANIM_OBJ_NEEDLE
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_NEEDLE, BATTLEANIMFUNC_NEEDLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_HORN
; ANIM_OBJ_PETAL_DANCE
battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_FLOWER, BATTLEANIMFUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER
; ANIM_OBJ_SLUDGE_BOMB
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG
; ANIM_OBJ_PAY_DAY
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_PAY_DAY, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS
; ANIM_OBJ_SONICBOOM_JP_UNUSED
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SONICBOOM_JP, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_MIMIC
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CIRCLING_SPARKLE, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED
; ANIM_OBJ_ATTRACT
battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_HEART, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS
; ANIM_OBJ_BONEMERANG
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_SPINNING_BONE, BATTLEANIMFUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_BONE_CLUB
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SPINNING_BONE, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_BONE_RUSH
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_SPINNING_BONE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_SWIFT
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_STAR, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS
; ANIM_OBJ_KINESIS
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SPOON, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_FLASH
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_SPARKLE, BATTLEANIMFUNC_SHINY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_SHINY
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_SPARKLE, BATTLEANIMFUNC_SHINY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_SKY_ATTACK
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_SKY_ATTACK, BATTLEANIMFUNC_SKY_ATTACK, PAL_BATTLE_OB_GRAY, ANIM_GFX_SKY_ATTACK
; ANIM_OBJ_LICK
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLEANIMFRAMESET_LICK, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER
; ANIM_OBJ_WITHDRAW
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_WITHDRAW_SHELL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_REFLECT
; ANIM_OBJ_DRAIN
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_SMALL_BUBBLE, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, ANIM_GFX_BUBBLE
; ANIM_OBJ_GROWTH
battleanimobj RELATIVE_X, $b0, BATTLEANIMFRAMESET_SHRINKING_CHARGE_ORB, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_CHARGE
; ANIM_OBJ_CONVERSION2
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CONVERSION, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION
; ANIM_OBJ_SMOKE
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_HAZE, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
; ANIM_OBJ_SMOKESCREEN
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG
; ANIM_OBJ_SWORDS_DANCE
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_SWORD, BATTLEANIMFUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP
; ANIM_OBJ_SPEED_LINE
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_SPEED_LINE_1, BATTLEANIMFUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED
; ANIM_OBJ_SHARPEN
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_SHARPEN, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES
; ANIM_OBJ_DEFENSE_CURL
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_DEFENSE_CURL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHAPES
; ANIM_OBJ_METRONOME_HAND
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_METRONOME_HAND, BATTLEANIMFUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_METRONOME_SPARKLE
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CIRCLING_SPARKLE, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_DISABLE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_THUNDER_WAVE_DISABLE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_AGILITY
battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLEANIMFRAMESET_AGILITY, BATTLEANIMFUNC_AGILITY, PAL_BATTLE_OB_BLUE, ANIM_GFX_WIND
; ANIM_OBJ_HEART
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_HEART, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS
; ANIM_OBJ_FLAME_WHEEL
battleanimobj RELATIVE_X, $98, BATTLEANIMFRAMESET_EMBER, BATTLEANIMFUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_SACRED_FIRE
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_FLAMETHROWER, BATTLEANIMFUNC_SACRED_FIRE, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_COTTON_SPORE
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_COTTON, BATTLEANIMFUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_MILK_DRINK
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLEANIMFRAMESET_MILK_BOTTLE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_ANGER
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_ANGER_VEIN, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_HEAL_BELL
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLEANIMFRAMESET_HEAL_BELL, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_MISC
; ANIM_OBJ_HEAL_BELL_NOTE
battleanimobj RELATIVE_X, $40, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE
; ANIM_OBJ_BATON_PASS
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_BATON_PASS, BATTLEANIMFUNC_BATON_PASS, PAL_BATTLE_OB_RED, ANIM_GFX_MISC
; ANIM_OBJ_LOCK_ON
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_LOCK_ON_1, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_MIND_READER
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLEANIMFRAMESET_MIND_READER_1, BATTLEANIMFUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_SAFEGUARD
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SAFEGUARD, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_PROTECT
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_STAR, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS
; ANIM_OBJ_THIEF
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_ITEM_BAG, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS
; ANIM_OBJ_OCTAZOOKA
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG
; ANIM_OBJ_PRESENT
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_ITEM_BAG, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_STATUS
; ANIM_OBJ_SPIKES
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_SPIKE, BATTLEANIMFUNC_SPIKES, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC
; ANIM_OBJ_POWDER_SNOW
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_POWDER_SNOW, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_ICE
; ANIM_OBJ_DRAGONBREATH
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_BURNED, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE
; ANIM_OBJ_CONVERSION
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_CONVERSION, BATTLEANIMFUNC_CONVERSION, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION
; ANIM_OBJ_SPIDER_WEB
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_SPIDER_WEB, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB
; ANIM_OBJ_CAKE_UNUSED
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_UNUSED_CAKE, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS
; ANIM_OBJ_NIGHTMARE
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_IMP, BATTLEANIMFUNC_DIZZY, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS
; ANIM_OBJ_IN_NIGHTMARE
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_IMP_FLIPPED, BATTLEANIMFUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS
; ANIM_OBJ_LOVELY_KISS
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_IMP, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS
; ANIM_OBJ_SWEET_KISS
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_CHERUB, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_ANGELS
; ANIM_OBJ_SKETCH
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLEANIMFRAMESET_PENCIL, BATTLEANIMFUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_GREEN, ANIM_GFX_OBJECTS
; ANIM_OBJ_ENCORE_HAND
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLEANIMFRAMESET_ENCORE_HAND, BATTLEANIMFUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS
; ANIM_OBJ_ENCORE_STAR
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_STAR, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS
; ANIM_OBJ_DESTINY_BOND
battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLEANIMFRAMESET_DESTINY_BOND, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS
; ANIM_OBJ_MORNING_SUN
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_MORNING_SUN, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE
; ANIM_OBJ_GLIMMER
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_GLIMMER, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE
; ANIM_OBJ_MOONLIGHT
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_MOONLIGHT, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SHINE
; ANIM_OBJ_HIDDEN_POWER
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_CHARGE_ORB_1, BATTLEANIMFUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, ANIM_GFX_CHARGE
; ANIM_OBJ_CROSS_CHOP1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CROSS_CHOP_1, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_CROSS_CHOP2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_CROSS_CHOP_2, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT
; ANIM_OBJ_SANDSTORM
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_SANDSTORM, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER
; ANIM_OBJ_ZAP_CANNON
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_ZAP_CANNON, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING
; ANIM_OBJ_SPITE
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_IMP, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS
; ANIM_OBJ_CURSE
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_CURSE_NAIL, BATTLEANIMFUNC_CURSE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS
; ANIM_OBJ_PERISH_SONG
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_PERISH_SONG, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE
; ANIM_OBJ_FORESIGHT
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_FORESIGHT_SHINE, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_SHINE
; ANIM_OBJ_RAPID_SPIN
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLEANIMFRAMESET_RAPID_SPIN, BATTLEANIMFUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND
; ANIM_OBJ_SWAGGER
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_SWAGGER, BATTLEANIMFUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, ANIM_GFX_WIND
; ANIM_OBJ_BELLY_DRUM_HAND
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_PALM, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_BELLY_DRUM_NOTE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_MUSIC_NOTE_1, BATTLEANIMFUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE
; ANIM_OBJ_MEAN_LOOK
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_MEAN_LOOK, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, ANIM_GFX_PSYCHIC
; ANIM_OBJ_BETA_PURSUIT
battleanimobj RELATIVE_X, $a8, BATTLEANIMFRAMESET_UPSIDE_DOWN_PUNCH, BATTLEANIMFUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, ANIM_GFX_HIT
; ANIM_OBJ_SHOOTING_SPARKLE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_GROWING_SPARKLE, BATTLEANIMFUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED
; ANIM_OBJ_RAIN
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_RAIN, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, ANIM_GFX_WATER
; ANIM_OBJ_B0
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_MIST, BATTLEANIMFUNC_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, ANIM_GFX_HAZE
; ANIM_OBJ_PSYCH_UP
battleanimobj RELATIVE_X, $88, BATTLEANIMFRAMESET_PSYCH_UP, BATTLEANIMFUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS
; ANIM_OBJ_ANCIENTPOWER
battleanimobj RELATIVE_X, $b8, BATTLEANIMFRAMESET_BIG_ROCK, BATTLEANIMFUNC_ANCIENT_POWER, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS
; ANIM_OBJ_AEROBLAST
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_AEROBLAST, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_AEROBLAST
; ANIM_OBJ_SHADOW_BALL
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLEANIMFRAMESET_BARRAGE_BALL, BATTLEANIMFUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_BLUE, ANIM_GFX_EGG
; ANIM_OBJ_ROCK_SMASH
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_BIG_ROCK, BATTLEANIMFUNC_ROCK_SMASH, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS
; ANIM_OBJ_FLOWER
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_FLOWER, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER
; ANIM_OBJ_COTTON
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_COTTON, BATTLEANIMFUNC_COTTON, PAL_BATTLE_OB_RED, ANIM_GFX_MISC
; ANIM_OBJ_ENEMYFEET_1ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_ENEMYFEET_1ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD
; ANIM_OBJ_PLAYERHEAD_1ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_PLAYERHEAD_1ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET
; ANIM_OBJ_ENEMYFEET_2ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_ENEMYFEET_2ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD
; ANIM_OBJ_PLAYERHEAD_2ROW
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_PLAYERHEAD_2ROW, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET
assert_table_length NUM_ANIM_OBJS
; BATTLE_ANIM_OBJ_HIT_BIG_YFIX
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_HIT_BIG, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_HIT_YFIX
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_HIT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_HIT_SMALL_YFIX
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_HIT_SMALL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_HIT_BIG
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_HIT_BIG, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_HIT
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_HIT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_HIT_SMALL
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_HIT_SMALL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_PUNCH
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_PUNCH, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_KICK
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_KICK, BATTLE_ANIM_FUNC_KICK, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_PALM
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_PALM, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_FANG
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_FANG, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_PUNCH_SHAKE
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_PUNCH_SHAKE, BATTLE_ANIM_FUNC_SHAKE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_EMBER
battleanimobj RELATIVE_X, $aa, BATTLE_ANIM_FRAMESET_EMBER, BATTLE_ANIM_FUNC_EMBER, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE
; BATTLE_ANIM_OBJ_DRAGON_RAGE
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_DRAGON_RAGE, BATTLE_ANIM_FUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE
; BATTLE_ANIM_OBJ_FLAMETHROWER
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_FLAMETHROWER, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE
; BATTLE_ANIM_OBJ_FIRE_SPIN
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_EMBER, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE
; BATTLE_ANIM_OBJ_FIRE_BLAST
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_FLAMETHROWER, BATTLE_ANIM_FUNC_FIRE_BLAST, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE
; BATTLE_ANIM_OBJ_BURNED
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BURNED, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE
; BATTLE_ANIM_OBJ_BLIZZARD
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BLIZZARD, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE
; BATTLE_ANIM_OBJ_ICE
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_ICE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE
; BATTLE_ANIM_OBJ_ICE_BEAM
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_ICE_BEAM, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE
; BATTLE_ANIM_OBJ_RAZOR_LEAF
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1, BATTLE_ANIM_FUNC_RAZOR_LEAF, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_PLANT
; BATTLE_ANIM_OBJ_POKE_BALL
battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_POKE_BALL_1, BATTLE_ANIM_FUNC_POKEBALL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_POKE_BALL
; BATTLE_ANIM_OBJ_POKE_BALL_BLOCKED
battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_POKE_BALL_1, BATTLE_ANIM_FUNC_POKEBALL_BLOCKED, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_POKE_BALL
; BATTLE_ANIM_OBJ_EXPLOSION1
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_EXPLOSION, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_EXPLOSION
; BATTLE_ANIM_OBJ_EXPLOSION2
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_EXPLOSION, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_EXPLOSION
; BATTLE_ANIM_OBJ_ACID
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_ACID, BATTLE_ANIM_FUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_POISON
; BATTLE_ANIM_OBJ_SLUDGE
battleanimobj RELATIVE_X, $b4, BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE, BATTLE_ANIM_FUNC_SLUDGE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_POISON
; BATTLE_ANIM_OBJ_BETA_BALL_POOF
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BALL_POOF, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SMOKE
; BATTLE_ANIM_OBJ_BALL_POOF
battleanimobj RELATIVE_X, $a0, BATTLE_ANIM_FRAMESET_BALL_POOF, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SMOKE
; BATTLE_ANIM_OBJ_BIG_ROCK
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_BIG_ROCK, BATTLE_ANIM_FUNC_DROP, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS
; BATTLE_ANIM_OBJ_SMALL_ROCK
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_SMALL_ROCK, BATTLE_ANIM_FUNC_DROP, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS
; BATTLE_ANIM_OBJ_STRENGTH
battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_STRENGTH, BATTLE_ANIM_FUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS
; BATTLE_ANIM_OBJ_SEISMIC_TOSS
battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_SEISMIC_TOSS, BATTLE_ANIM_FUNC_STRENGTH_SEISMIC_TOSS, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_GLOBE
; BATTLE_ANIM_OBJ_BUBBLE
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SMALL_BUBBLE, BATTLE_ANIM_FUNC_BUBBLE, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_BUBBLE
; BATTLE_ANIM_OBJ_SURF
battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_SURF, BATTLE_ANIM_FUNC_SURF, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_BUBBLE
; BATTLE_ANIM_OBJ_SING
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_SING, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE
; BATTLE_ANIM_OBJ_WATER_GUN
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLE_ANIM_FRAMESET_WATER_GUN_1, BATTLE_ANIM_FUNC_WATER_GUN, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_WATER
; BATTLE_ANIM_OBJ_HYDRO_PUMP
battleanimobj RELATIVE_X, $b4, BATTLE_ANIM_FRAMESET_HYDRO_PUMP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_WATER
; BATTLE_ANIM_OBJ_POWDER
battleanimobj RELATIVE_X, $40, BATTLE_ANIM_FRAMESET_POWDER, BATTLE_ANIM_FUNC_POWDER, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_POWDER
; BATTLE_ANIM_OBJ_BEAM
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_BEAM, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM
; BATTLE_ANIM_OBJ_BEAM_TIP
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_BEAM_TIP, BATTLE_ANIM_FUNC_SHAKE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM
; BATTLE_ANIM_OBJ_ICE_BUILDUP
battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_ICE_BUILDUP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE
; BATTLE_ANIM_OBJ_FROZEN
battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_FROZEN, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ICE
; BATTLE_ANIM_OBJ_MASTER_BALL_SPARKLE
battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE, BATTLE_ANIM_FUNC_RECOVER, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_SPEED
; BATTLE_ANIM_OBJ_RECOVER
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SMALL_BUBBLE, BATTLE_ANIM_FUNC_RECOVER, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BUBBLE
; BATTLE_ANIM_OBJ_THUNDER_CENTER
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_THUNDER_CENTER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING
; BATTLE_ANIM_OBJ_THUNDER_LEFT
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_THUNDER_LEFT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING
; BATTLE_ANIM_OBJ_THUNDER_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_THUNDER_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING
; BATTLE_ANIM_OBJ_THUNDER_WAVE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE, BATTLE_ANIM_FUNC_THUNDER_WAVE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING
; BATTLE_ANIM_OBJ_THUNDERBOLT_SPARKS
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERBOLT_SPARKS, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING
; BATTLE_ANIM_OBJ_THUNDERBOLT_CORE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERBOLT_CORE, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION
; BATTLE_ANIM_OBJ_THUNDERSHOCK_SPARKS
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERSHOCK_SPARKS, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING
; BATTLE_ANIM_OBJ_THUNDERSHOCK_CORE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDERSHOCK_CORE, BATTLE_ANIM_FUNC_MOVE_IN_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION
; BATTLE_ANIM_OBJ_CLAMP
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_CLAMP, BATTLE_ANIM_FUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT
; BATTLE_ANIM_OBJ_BITE
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BITE_1, BATTLE_ANIM_FUNC_BITE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT
; BATTLE_ANIM_OBJ_CUT_DOWN_LEFT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_DOWN_LEFT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT
; BATTLE_ANIM_OBJ_CUT_DOWN_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_DOWN_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT
; BATTLE_ANIM_OBJ_CUT_UP_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_UP_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT
; BATTLE_ANIM_OBJ_CUT_LONG_DOWN_LEFT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_LEFT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT
; BATTLE_ANIM_OBJ_CUT_LONG_DOWN_RIGHT
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CUT_LONG_DOWN_RIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT
; BATTLE_ANIM_OBJ_SOLAR_BEAM_CHARGE
battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_CHARGE_ORB_1, BATTLE_ANIM_FUNC_SOLAR_BEAM, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_CHARGE
; BATTLE_ANIM_OBJ_ABSORB_CENTER
battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_ABSORB_CENTER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_CHARGE
; BATTLE_ANIM_OBJ_GUST
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLE_ANIM_FRAMESET_GUST, BATTLE_ANIM_FUNC_GUST, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WIND
; BATTLE_ANIM_OBJ_VINE_WHIP1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_VINE_WHIP_1, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP
; BATTLE_ANIM_OBJ_VINE_WHIP2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_VINE_WHIP_2, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP
; BATTLE_ANIM_OBJ_RAZOR_WIND1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_RAZOR_WIND_1, BATTLE_ANIM_FUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP
; BATTLE_ANIM_OBJ_RAZOR_WIND2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_RAZOR_WIND_2, BATTLE_ANIM_FUNC_RAZOR_WIND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP
; BATTLE_ANIM_OBJ_SONICBOOM_JP
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLE_ANIM_FRAMESET_SONICBOOM_JP, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP
; BATTLE_ANIM_OBJ_WARP
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_WARP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED
; BATTLE_ANIM_OBJ_ABSORB
battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_CHARGE_ORB_2, BATTLE_ANIM_FUNC_ABSORB, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_CHARGE
; BATTLE_ANIM_OBJ_EGG
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_EGG, BATTLE_ANIM_FUNC_EGG, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG
; BATTLE_ANIM_OBJ_FOCUS
battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_FOCUS, BATTLE_ANIM_FUNC_MOVE_UP, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED
; BATTLE_ANIM_OBJ_BIND1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_BIND_1, BATTLE_ANIM_FUNC_WRAP, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_ROPE
; BATTLE_ANIM_OBJ_BIND2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_BIND_3, BATTLE_ANIM_FUNC_WRAP, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_ROPE
; BATTLE_ANIM_OBJ_LEECH_SEED
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLE_ANIM_FRAMESET_LEECH_SEED_1, BATTLE_ANIM_FUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_PLANT
; BATTLE_ANIM_OBJ_SOUND
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SOUND_1, BATTLE_ANIM_FUNC_SOUND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE
; BATTLE_ANIM_OBJ_WAVE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_WAVE, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_PSYCHIC
; BATTLE_ANIM_OBJ_CONFUSE_RAY
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1, BATTLE_ANIM_FUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED
; BATTLE_ANIM_OBJ_LEER
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLE_ANIM_FRAMESET_LEER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM
; BATTLE_ANIM_OBJ_LEER_TIP
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLE_ANIM_FRAMESET_BEAM_TIP, BATTLE_ANIM_FUNC_SHAKE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_BEAM
; BATTLE_ANIM_OBJ_SCREEN
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_REFLECT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_REFLECT
; BATTLE_ANIM_OBJ_HARDEN
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_REFLECT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_REFLECT
; BATTLE_ANIM_OBJ_CHICK
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLE_ANIM_FRAMESET_CHICK_1, BATTLE_ANIM_FUNC_DIZZY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_STATUS
; BATTLE_ANIM_OBJ_AMNESIA
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_AMNESIA_1, BATTLE_ANIM_FUNC_AMNESIA, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS
; BATTLE_ANIM_OBJ_ASLEEP
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_ASLEEP, BATTLE_ANIM_FUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS
; BATTLE_ANIM_OBJ_SKULL_CROSSBONE
battleanimobj RELATIVE_X, $50, BATTLE_ANIM_FRAMESET_SKULL_CROSSBONE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_POISON
; BATTLE_ANIM_OBJ_DIG_SAND
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLE_ANIM_FRAMESET_DIG_SAND, BATTLE_ANIM_FUNC_DIG, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_SAND
; BATTLE_ANIM_OBJ_DIG_PILE
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLE_ANIM_FRAMESET_DIG_PILE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_SAND
; BATTLE_ANIM_OBJ_SAND
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SAND, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SAND
; BATTLE_ANIM_OBJ_PARALYZED
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_PARALYZED, BATTLE_ANIM_FUNC_PARALYZED, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_STATUS
; BATTLE_ANIM_OBJ_STRING_SHOT
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_STRING_SHOT_1, BATTLE_ANIM_FUNC_STRING, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WEB
; BATTLE_ANIM_OBJ_HAZE
battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE
; BATTLE_ANIM_OBJ_MIST
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLE_ANIM_FRAMESET_MIST, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE
; BATTLE_ANIM_OBJ_SMOG
battleanimobj RELATIVE_X | X_FLIP, $48, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE
; BATTLE_ANIM_OBJ_POISON_GAS
battleanimobj RELATIVE_X | X_FLIP, $78, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_POISON_GAS, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE
; BATTLE_ANIM_OBJ_HORN
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLE_ANIM_FRAMESET_HORN, BATTLE_ANIM_FUNC_HORN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HORN
; BATTLE_ANIM_OBJ_NEEDLE
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLE_ANIM_FRAMESET_NEEDLE, BATTLE_ANIM_FUNC_NEEDLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HORN
; BATTLE_ANIM_OBJ_PETAL_DANCE
battleanimobj RELATIVE_X, $48, BATTLE_ANIM_FRAMESET_FLOWER, BATTLE_ANIM_FUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FLOWER
; BATTLE_ANIM_OBJ_SLUDGE_BOMB
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG
; BATTLE_ANIM_OBJ_PAY_DAY
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_PAY_DAY, BATTLE_ANIM_FUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_STATUS
; BATTLE_ANIM_OBJ_SONICBOOM_JP_UNUSED
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SONICBOOM_JP, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP
; BATTLE_ANIM_OBJ_MIMIC
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE, BATTLE_ANIM_FUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SPEED
; BATTLE_ANIM_OBJ_ATTRACT
battleanimobj RELATIVE_X, $78, BATTLE_ANIM_FRAMESET_HEART, BATTLE_ANIM_FUNC_POISON_GAS, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_OBJECTS
; BATTLE_ANIM_OBJ_BONEMERANG
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_SPINNING_BONE, BATTLE_ANIM_FUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_BONE_CLUB
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SPINNING_BONE, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_BONE_RUSH
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_SPINNING_BONE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_SWIFT
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_STAR, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_OBJECTS
; BATTLE_ANIM_OBJ_KINESIS
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SPOON, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_FLASH
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_SPARKLE, BATTLE_ANIM_FUNC_SHINY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED
; BATTLE_ANIM_OBJ_SHINY
battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_SPARKLE, BATTLE_ANIM_FUNC_SHINY, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED
; BATTLE_ANIM_OBJ_SKY_ATTACK
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_SKY_ATTACK, BATTLE_ANIM_FUNC_SKY_ATTACK, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SKY_ATTACK
; BATTLE_ANIM_OBJ_LICK
battleanimobj RELATIVE_X | X_FLIP, $98, BATTLE_ANIM_FRAMESET_LICK, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WATER
; BATTLE_ANIM_OBJ_WITHDRAW
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_WITHDRAW_SHELL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_REFLECT
; BATTLE_ANIM_OBJ_DRAIN
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_SMALL_BUBBLE, BATTLE_ANIM_FUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_BUBBLE
; BATTLE_ANIM_OBJ_GROWTH
battleanimobj RELATIVE_X, $b0, BATTLE_ANIM_FRAMESET_SHRINKING_CHARGE_ORB, BATTLE_ANIM_FUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_CHARGE
; BATTLE_ANIM_OBJ_CONVERSION2
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CONVERSION, BATTLE_ANIM_FUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION
; BATTLE_ANIM_OBJ_SMOKE
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_HAZE, BATTLE_ANIM_FUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HAZE
; BATTLE_ANIM_OBJ_SMOKESCREEN
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG
; BATTLE_ANIM_OBJ_SWORDS_DANCE
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_SWORD, BATTLE_ANIM_FUNC_GROWTH_SWORDS_DANCE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WHIP
; BATTLE_ANIM_OBJ_SPEED_LINE
battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_SPEED_LINE_1, BATTLE_ANIM_FUNC_SPEED_LINE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SPEED
; BATTLE_ANIM_OBJ_SHARPEN
battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_SHARPEN, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHAPES
; BATTLE_ANIM_OBJ_DEFENSE_CURL
battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_DEFENSE_CURL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHAPES
; BATTLE_ANIM_OBJ_METRONOME_HAND
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_METRONOME_HAND, BATTLE_ANIM_FUNC_METRONOME_HAND, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_METRONOME_SPARKLE
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CIRCLING_SPARKLE, BATTLE_ANIM_FUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED
; BATTLE_ANIM_OBJ_DISABLE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_THUNDER_WAVE_DISABLE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING
; BATTLE_ANIM_OBJ_AGILITY
battleanimobj RELATIVE_X | X_FLIP | PRIORITY, $88, BATTLE_ANIM_FRAMESET_AGILITY, BATTLE_ANIM_FUNC_AGILITY, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_WIND
; BATTLE_ANIM_OBJ_HEART
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_HEART, BATTLE_ANIM_FUNC_FLOAT_UP, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_OBJECTS
; BATTLE_ANIM_OBJ_FLAME_WHEEL
battleanimobj RELATIVE_X, $98, BATTLE_ANIM_FRAMESET_EMBER, BATTLE_ANIM_FUNC_SMOKE_FLAME_WHEEL, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE
; BATTLE_ANIM_OBJ_SACRED_FIRE
battleanimobj RELATIVE_X, $a8, BATTLE_ANIM_FRAMESET_FLAMETHROWER, BATTLE_ANIM_FUNC_SACRED_FIRE, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE
; BATTLE_ANIM_OBJ_COTTON_SPORE
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLE_ANIM_FRAMESET_COTTON, BATTLE_ANIM_FUNC_SPIRAL_DESCENT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_MILK_DRINK
battleanimobj RELATIVE_X | X_FLIP, $b0, BATTLE_ANIM_FRAMESET_MILK_BOTTLE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_ANGER
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_ANGER_VEIN, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_HEAL_BELL
battleanimobj RELATIVE_X | X_FLIP, $50, BATTLE_ANIM_FRAMESET_HEAL_BELL, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_HEAL_BELL_NOTE
battleanimobj RELATIVE_X, $40, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_HEAL_BELL_NOTES, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE
; BATTLE_ANIM_OBJ_BATON_PASS
battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLE_ANIM_FRAMESET_BATON_PASS, BATTLE_ANIM_FUNC_BATON_PASS, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_LOCK_ON
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_LOCK_ON_1, BATTLE_ANIM_FUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_MIND_READER
battleanimobj RELATIVE_X | X_FLIP, $88, BATTLE_ANIM_FRAMESET_MIND_READER_1, BATTLE_ANIM_FUNC_LOCK_ON_MIND_READER, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_SAFEGUARD
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SAFEGUARD, BATTLE_ANIM_FUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_PROTECT
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_STAR, BATTLE_ANIM_FUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_OBJECTS
; BATTLE_ANIM_OBJ_THIEF
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_ITEM_BAG, BATTLE_ANIM_FUNC_THIEF_PAYDAY, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS
; BATTLE_ANIM_OBJ_OCTAZOOKA
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EGG
; BATTLE_ANIM_OBJ_PRESENT
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_ITEM_BAG, BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_STATUS
; BATTLE_ANIM_OBJ_SPIKES
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLE_ANIM_FRAMESET_SPIKE, BATTLE_ANIM_FUNC_SPIKES, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_POWDER_SNOW
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_POWDER_SNOW, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ICE
; BATTLE_ANIM_OBJ_DRAGONBREATH
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_BURNED, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FIRE
; BATTLE_ANIM_OBJ_CONVERSION
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_CONVERSION, BATTLE_ANIM_FUNC_CONVERSION, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_EXPLOSION
; BATTLE_ANIM_OBJ_SPIDER_WEB
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_SPIDER_WEB, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WEB
; BATTLE_ANIM_OBJ_CAKE_UNUSED
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLE_ANIM_FRAMESET_UNUSED_CAKE, BATTLE_ANIM_FUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_OBJECTS
; BATTLE_ANIM_OBJ_NIGHTMARE
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_IMP, BATTLE_ANIM_FUNC_DIZZY, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS
; BATTLE_ANIM_OBJ_IN_NIGHTMARE
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_IMP_FLIPPED, BATTLE_ANIM_FUNC_FLOAT_UP, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS
; BATTLE_ANIM_OBJ_LOVELY_KISS
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_IMP, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS
; BATTLE_ANIM_OBJ_SWEET_KISS
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_CHERUB, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_ANGELS
; BATTLE_ANIM_OBJ_SKETCH
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $80, BATTLE_ANIM_FRAMESET_PENCIL, BATTLE_ANIM_FUNC_METRONOME_SPARKLE_SKETCH, PAL_BATTLE_OB_GREEN, BATTLE_ANIM_GFX_OBJECTS
; BATTLE_ANIM_OBJ_ENCORE_HAND
battleanimobj RELATIVE_X | X_FLIP, $80, BATTLE_ANIM_FRAMESET_ENCORE_HAND, BATTLE_ANIM_FUNC_CLAMP_ENCORE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_OBJECTS
; BATTLE_ANIM_OBJ_ENCORE_STAR
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLE_ANIM_FRAMESET_STAR, BATTLE_ANIM_FUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_OBJECTS
; BATTLE_ANIM_OBJ_DESTINY_BOND
battleanimobj RELATIVE_X | X_FLIP, $c0, BATTLE_ANIM_FRAMESET_DESTINY_BOND, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS
; BATTLE_ANIM_OBJ_MORNING_SUN
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLE_ANIM_FRAMESET_MORNING_SUN, BATTLE_ANIM_FUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SHINE
; BATTLE_ANIM_OBJ_GLIMMER
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_GLIMMER, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHINE
; BATTLE_ANIM_OBJ_MOONLIGHT
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_MOONLIGHT, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SHINE
; BATTLE_ANIM_OBJ_HIDDEN_POWER
battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_CHARGE_ORB_1, BATTLE_ANIM_FUNC_HIDDEN_POWER, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_CHARGE
; BATTLE_ANIM_OBJ_CROSS_CHOP1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CROSS_CHOP_1, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT
; BATTLE_ANIM_OBJ_CROSS_CHOP2
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_CROSS_CHOP_2, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_CUT
; BATTLE_ANIM_OBJ_SANDSTORM
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLE_ANIM_FRAMESET_SANDSTORM, BATTLE_ANIM_FUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_POWDER
; BATTLE_ANIM_OBJ_ZAP_CANNON
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_ZAP_CANNON, BATTLE_ANIM_FUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_LIGHTNING
; BATTLE_ANIM_OBJ_SPITE
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLE_ANIM_FRAMESET_IMP, BATTLE_ANIM_FUNC_POWDER, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_ANGELS
; BATTLE_ANIM_OBJ_CURSE
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLE_ANIM_FRAMESET_CURSE_NAIL, BATTLE_ANIM_FUNC_CURSE, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_OBJECTS
; BATTLE_ANIM_OBJ_PERISH_SONG
battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_PERISH_SONG, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE
; BATTLE_ANIM_OBJ_FORESIGHT
battleanimobj RELATIVE_X, $80, BATTLE_ANIM_FRAMESET_FORESIGHT_SHINE, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_SHINE
; BATTLE_ANIM_OBJ_RAPID_SPIN
battleanimobj RELATIVE_X | X_FLIP, $b8, BATTLE_ANIM_FRAMESET_RAPID_SPIN, BATTLE_ANIM_FUNC_RAPID_SPIN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WIND
; BATTLE_ANIM_OBJ_SWAGGER
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_SWAGGER, BATTLE_ANIM_FUNC_SWAGGER_MORNING_SUN, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WIND
; BATTLE_ANIM_OBJ_BELLY_DRUM_HAND
battleanimobj RELATIVE_X, $a8, BATTLE_ANIM_FRAMESET_PALM, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_BELLY_DRUM_NOTE
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1, BATTLE_ANIM_FUNC_ENCORE_BELLY_DRUM, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_NOISE
; BATTLE_ANIM_OBJ_MEAN_LOOK
battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_MEAN_LOOK, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_PSYCHIC
; BATTLE_ANIM_OBJ_BETA_PURSUIT
battleanimobj RELATIVE_X, $a8, BATTLE_ANIM_FRAMESET_UPSIDE_DOWN_PUNCH, BATTLE_ANIM_FUNC_BETA_PURSUIT, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_HIT
; BATTLE_ANIM_OBJ_SHOOTING_SPARKLE
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLE_ANIM_FRAMESET_GROWING_SPARKLE, BATTLE_ANIM_FUNC_USER_TO_TARGET, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_SPEED
; BATTLE_ANIM_OBJ_RAIN
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLE_ANIM_FRAMESET_RAIN, BATTLE_ANIM_FUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_WATER
; BATTLE_ANIM_OBJ_B0
battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_MIST, BATTLE_ANIM_FUNC_BATTLE_ANIM_OBJ_B0, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_HAZE
; BATTLE_ANIM_OBJ_PSYCH_UP
battleanimobj RELATIVE_X, $88, BATTLE_ANIM_FRAMESET_PSYCH_UP, BATTLE_ANIM_FUNC_PSYCH_UP, PAL_BATTLE_OB_GRAY, BATTLE_ANIM_GFX_STATUS
; BATTLE_ANIM_OBJ_ANCIENTPOWER
battleanimobj RELATIVE_X, $b8, BATTLE_ANIM_FRAMESET_BIG_ROCK, BATTLE_ANIM_FUNC_ANCIENT_POWER, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS
; BATTLE_ANIM_OBJ_AEROBLAST
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_AEROBLAST, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_YELLOW, BATTLE_ANIM_GFX_AEROBLAST
; BATTLE_ANIM_OBJ_SHADOW_BALL
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $98, BATTLE_ANIM_FRAMESET_BARRAGE_BALL, BATTLE_ANIM_FUNC_WAVE_TO_TARGET, PAL_BATTLE_OB_BLUE, BATTLE_ANIM_GFX_EGG
; BATTLE_ANIM_OBJ_ROCK_SMASH
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLE_ANIM_FRAMESET_BIG_ROCK, BATTLE_ANIM_FUNC_ROCK_SMASH, PAL_BATTLE_OB_BROWN, BATTLE_ANIM_GFX_ROCKS
; BATTLE_ANIM_OBJ_FLOWER
battleanimobj RELATIVE_X, $90, BATTLE_ANIM_FRAMESET_FLOWER, BATTLE_ANIM_FUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_FLOWER
; BATTLE_ANIM_OBJ_COTTON
battleanimobj RELATIVE_X, $ff, BATTLE_ANIM_FRAMESET_COTTON, BATTLE_ANIM_FUNC_COTTON, PAL_BATTLE_OB_RED, BATTLE_ANIM_GFX_MISC
; BATTLE_ANIM_OBJ_ENEMYFEET_1ROW
battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_ENEMYFEET_1ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_ENEMY, BATTLE_ANIM_GFX_PLAYERHEAD
; BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW
battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_PLAYERHEAD_1ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_PLAYER, BATTLE_ANIM_GFX_ENEMYFEET
; BATTLE_ANIM_OBJ_ENEMYFEET_2ROW
battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_ENEMYFEET_2ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_ENEMY, BATTLE_ANIM_GFX_PLAYERHEAD
; BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW
battleanimobj ABSOLUTE_X, $00, BATTLE_ANIM_FRAMESET_PLAYERHEAD_2ROW, BATTLE_ANIM_FUNC_NULL, PAL_BATTLE_OB_PLAYER, BATTLE_ANIM_GFX_ENEMYFEET
assert_table_length NUM_BATTLE_ANIM_OBJS