shithub: pokecrystal

Download patch

ref: bd67691bc35fb56de975b3ab65a08abc1b3b366a
parent: 77be50d26a45cc51fcc2eeb8766142f323d43f5e
parent: c04b455aac4bc89b1f66f0acc0444af30162adbd
author: Rangi <35663410+Rangi42@users.noreply.github.com>
date: Sun Jan 5 10:45:14 EST 2020

Merge pull request #671 from Rangi42/master

Identify "branch" labels in battle animations

--- a/data/moves/animations.asm
+++ b/data/moves/animations.asm
@@ -481,7 +481,7 @@
 
 BattleAnim_ReturnMon:
 	anim_sound 0, 0, SFX_BALL_POOF
-BattleAnim_BatonPass_branch_c9486:
+.anim:
 	anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0
 	anim_wait 32
 	anim_ret
@@ -679,7 +679,7 @@
 
 BattleAnim_Doubleslap:
 	anim_1gfx ANIM_GFX_HIT
-	anim_if_param_equal $1, BattleAnim_Doubleslap_branch_c961b
+	anim_if_param_equal $1, .alternate
 	anim_sound 0, 1, SFX_DOUBLESLAP
 	anim_obj ANIM_OBJ_08, 144, 48, $0
 	anim_wait 6
@@ -687,7 +687,7 @@
 	anim_wait 8
 	anim_ret
 
-BattleAnim_Doubleslap_branch_c961b:
+.alternate:
 	anim_sound 0, 1, SFX_DOUBLESLAP
 	anim_obj ANIM_OBJ_08, 120, 48, $0
 	anim_wait 6
@@ -697,7 +697,7 @@
 
 BattleAnim_CometPunch:
 	anim_1gfx ANIM_GFX_HIT
-	anim_if_param_equal $1, BattleAnim_CometPunch_branch_c9641
+	anim_if_param_equal $1, .alternate
 	anim_sound 0, 1, SFX_COMET_PUNCH
 	anim_obj ANIM_OBJ_06, 144, 48, $0
 	anim_wait 6
@@ -705,7 +705,7 @@
 	anim_wait 8
 	anim_ret
 
-BattleAnim_CometPunch_branch_c9641:
+.alternate:
 	anim_sound 0, 1, SFX_COMET_PUNCH
 	anim_obj ANIM_OBJ_06, 120, 64, $0
 	anim_wait 6
@@ -713,7 +713,6 @@
 	anim_wait 8
 	anim_ret
 
-BattleAnim_Bide_branch_c9651:
 BattleAnim_MegaPunch:
 	anim_1gfx ANIM_GFX_HIT
 	anim_bgeffect ANIM_BG_1F, $40, $2, $0
@@ -750,7 +749,7 @@
 
 BattleAnim_DoubleKick:
 	anim_1gfx ANIM_GFX_HIT
-	anim_if_param_equal $1, BattleAnim_DoubleKick_branch_c96bd
+	anim_if_param_equal $1, .alternate
 	anim_sound 0, 1, SFX_DOUBLE_KICK
 	anim_obj ANIM_OBJ_07, 144, 48, $0
 	anim_wait 6
@@ -758,7 +757,7 @@
 	anim_wait 8
 	anim_ret
 
-BattleAnim_DoubleKick_branch_c96bd:
+.alternate:
 	anim_sound 0, 1, SFX_DOUBLE_KICK
 	anim_obj ANIM_OBJ_07, 120, 64, $0
 	anim_wait 6
@@ -768,7 +767,7 @@
 
 BattleAnim_JumpKick:
 	anim_1gfx ANIM_GFX_HIT
-	anim_if_param_equal $1, BattleAnim_JumpKick_branch_c96f1
+	anim_if_param_equal $1, .alternate
 	anim_sound 0, 1, SFX_JUMP_KICK
 	anim_obj ANIM_OBJ_07, 112, 72, $0
 	anim_obj ANIM_OBJ_07, 100, 60, $0
@@ -780,7 +779,7 @@
 	anim_wait 16
 	anim_ret
 
-BattleAnim_JumpKick_branch_c96f1:
+.alternate:
 	anim_wait 8
 	anim_sound 0, 0, SFX_DOUBLE_KICK
 	anim_obj ANIM_OBJ_04, 44, 88, $0
@@ -790,7 +789,7 @@
 BattleAnim_HiJumpKick:
 	anim_1gfx ANIM_GFX_HIT
 	anim_bgeffect ANIM_BG_1F, $40, $2, $0
-	anim_if_param_equal $1, BattleAnim_HiJumpKick_branch_c971e
+	anim_if_param_equal $1, .alternate
 	anim_wait 32
 	anim_sound 0, 1, SFX_JUMP_KICK
 	anim_obj ANIM_OBJ_07, 112, 72, $0
@@ -801,7 +800,7 @@
 	anim_wait 16
 	anim_ret
 
-BattleAnim_HiJumpKick_branch_c971e:
+.alternate:
 	anim_wait 16
 	anim_sound 0, 0, SFX_DOUBLE_KICK
 	anim_obj ANIM_OBJ_04, 44, 88, $0
@@ -882,7 +881,7 @@
 BattleAnim_FirePunch:
 	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_FIRE
 	anim_obj ANIM_OBJ_0A, 136, 56, $43
-	anim_call BattleAnim_FirePunch_branch_cbbcc
+	anim_call BattleAnimSub_Fire
 	anim_wait 16
 	anim_ret
 
@@ -978,7 +977,7 @@
 BattleAnim_IcePunch:
 	anim_2gfx ANIM_GFX_HIT, ANIM_GFX_ICE
 	anim_obj ANIM_OBJ_0A, 136, 56, $43
-	anim_call BattleAnim_IcePunch_branch_cbbdf
+	anim_call BattleAnimSub_Ice
 	anim_wait 32
 	anim_ret
 
@@ -1231,7 +1230,7 @@
 .FireSolarBeam
 	anim_1gfx ANIM_GFX_BEAM
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
-	anim_call BattleAnim_Solarbeam_branch_cbb39
+	anim_call BattleAnimSub_Beam
 	anim_wait 48
 	anim_ret
 
@@ -1291,7 +1290,7 @@
 	anim_ret
 
 BattleAnim_RazorWind:
-	anim_if_param_equal $1, BattleAnim_RazorWind_branch_c9fb5
+	anim_if_param_equal $1, BattleAnim_FocusEnergy
 	anim_1gfx ANIM_GFX_WHIP
 	anim_bgeffect ANIM_BG_06, $0, $1, $0
 .loop
@@ -1357,12 +1356,12 @@
 	anim_1gfx ANIM_GFX_EXPLOSION
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24
 	anim_if_param_equal $1, .loop
-	anim_call BattleAnim_Selfdestruct_branch_cbb8f
+	anim_call BattleAnimSub_Explosion2
 	anim_wait 16
 	anim_ret
 
 .loop
-	anim_call BattleAnim_Selfdestruct_branch_cbb62
+	anim_call BattleAnimSub_Explosion1
 	anim_wait 5
 	anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
 	anim_loop 2, .loop
@@ -1374,12 +1373,12 @@
 	anim_bgeffect ANIM_BG_1F, $60, $4, $10
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24
 	anim_if_param_equal $1, .loop
-	anim_call BattleAnim_Explosion_branch_cbb8f
+	anim_call BattleAnimSub_Explosion2
 	anim_wait 16
 	anim_ret
 
 .loop
-	anim_call BattleAnim_Explosion_branch_cbb62
+	anim_call BattleAnimSub_Explosion1
 	anim_wait 5
 	anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
 	anim_loop 2, .loop
@@ -1388,7 +1387,7 @@
 
 BattleAnim_Acid:
 	anim_1gfx ANIM_GFX_POISON
-	anim_call BattleAnim_Acid_branch_cbc35
+	anim_call BattleAnimSub_Acid
 	anim_wait 64
 	anim_ret
 
@@ -1483,7 +1482,7 @@
 	anim_bgeffect ANIM_BG_1F, $30, $4, $10
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
-	anim_call BattleAnim_HyperBeam_branch_cbb39
+	anim_call BattleAnimSub_Beam
 	anim_wait 48
 	anim_ret
 
@@ -1492,7 +1491,7 @@
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 	anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
 	anim_wait 64
-	anim_call BattleAnim_AuroraBeam_branch_cbb39
+	anim_call BattleAnimSub_Beam
 	anim_wait 48
 	anim_incobj 5
 	anim_wait 64
@@ -1517,7 +1516,7 @@
 
 BattleAnim_FurySwipes:
 	anim_1gfx ANIM_GFX_CUT
-	anim_if_param_equal $1, BattleAnim_FurySwipes_branch_c9dd9
+	anim_if_param_equal $1, .alternate
 	anim_sound 0, 1, SFX_SCRATCH
 	anim_obj ANIM_OBJ_37, 144, 48, $0
 	anim_obj ANIM_OBJ_37, 140, 44, $0
@@ -1526,7 +1525,7 @@
 	anim_wait 32
 	anim_ret
 
-BattleAnim_FurySwipes_branch_c9dd9:
+.alternate:
 	anim_sound 0, 1, SFX_SCRATCH
 	anim_obj ANIM_OBJ_38, 120, 48, $0
 	anim_obj ANIM_OBJ_38, 124, 44, $0
@@ -1586,27 +1585,27 @@
 	anim_incbgeffect ANIM_BG_TELEPORT
 	anim_call BattleAnim_ShowMon_0
 	anim_bgeffect ANIM_BG_06, $0, $1, $0
-	anim_call BattleAnim_Teleport_branch_cbb12
+	anim_call BattleAnimSub_WarpAway
 	anim_wait 64
 	anim_ret
 
 BattleAnim_Fly:
-	anim_if_param_equal $1, BattleAnim_Fly_branch_c9e89
-	anim_if_param_equal $2, BattleAnim_Fly_branch_c9e82
+	anim_if_param_equal $1, .turn1
+	anim_if_param_equal $2, .miss
 	anim_1gfx ANIM_GFX_HIT
 	anim_sound 0, 1, SFX_WING_ATTACK
 	anim_obj ANIM_OBJ_01, 136, 56, $0
 	anim_wait 32
-BattleAnim_Fly_branch_c9e82:
+.miss:
 	anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
 	anim_wait 32
 	anim_ret
 
-BattleAnim_Fly_branch_c9e89:
+.turn1:
 	anim_1gfx ANIM_GFX_SPEED
 	anim_bgeffect ANIM_BG_06, $0, $1, $0
 	anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
-	anim_call BattleAnim_Fly_branch_cbb12
+	anim_call BattleAnimSub_WarpAway
 	anim_wait 64
 	anim_ret
 
@@ -1726,9 +1725,6 @@
 	anim_ret
 
 BattleAnim_FocusEnergy:
-BattleAnim_RazorWind_branch_c9fb5:
-BattleAnim_SkullBash_branch_c9fb5:
-BattleAnim_SkyAttack_branch_c9fb5:
 	anim_1gfx ANIM_GFX_SPEED
 	anim_call BattleAnim_TargetObj_1Row
 	anim_bgeffect ANIM_BG_16, $0, $1, $40
@@ -1756,7 +1752,7 @@
 	anim_ret
 
 BattleAnim_Bide:
-	anim_if_param_equal $0, BattleAnim_Bide_branch_c9651
+	anim_if_param_equal $0, BattleAnim_MegaPunch
 	anim_1gfx ANIM_GFX_HIT
 	anim_call BattleAnim_TargetObj_1Row
 	anim_sound 0, 0, SFX_ESCAPE_ROPE
@@ -1844,7 +1840,7 @@
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 	anim_cry $0
 .loop
-	anim_call BattleAnim_Growl_branch_cbbbc
+	anim_call BattleAnimSub_Sound
 	anim_wait 16
 	anim_loop 3, .loop
 	anim_wait 9
@@ -1865,7 +1861,7 @@
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
 	anim_cry $1
 .loop
-	anim_call BattleAnim_Roar_branch_cbbbc
+	anim_call BattleAnimSub_Sound
 	anim_wait 16
 	anim_loop 3, .loop
 	anim_wait 16
@@ -1919,7 +1915,7 @@
 BattleAnim_Leer:
 	anim_1gfx ANIM_GFX_BEAM
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
-	anim_call BattleAnim_Leer_branch_cbadc
+	anim_call BattleAnimSub_ShakeEnemy
 	anim_wait 16
 	anim_ret
 
@@ -2045,7 +2041,7 @@
 
 BattleAnim_SandAttack:
 	anim_1gfx ANIM_GFX_SAND
-	anim_call BattleAnim_SandAttack_branch_cbc5b
+	anim_call BattleAnimSub_SandOrMud
 	anim_ret
 
 BattleAnim_StringShot:
@@ -2452,7 +2448,7 @@
 	anim_ret
 
 BattleAnim_SkullBash:
-	anim_if_param_equal $1, BattleAnim_SkullBash_branch_c9fb5
+	anim_if_param_equal $1, BattleAnim_FocusEnergy
 	anim_1gfx ANIM_GFX_HIT
 	anim_bgeffect ANIM_BG_1F, $14, $2, $0
 	anim_wait 32
@@ -2552,9 +2548,9 @@
 
 BattleAnim_Substitute:
 	anim_sound 0, 0, SFX_SURF
-	anim_if_param_equal $3, BattleAnim_Substitute_branch_ca77c
-	anim_if_param_equal $2, BattleAnim_Substitute_branch_ca76e
-	anim_if_param_equal $1, BattleAnim_Substitute_branch_ca760
+	anim_if_param_equal $3, .dropsub2
+	anim_if_param_equal $2, .raisesub
+	anim_if_param_equal $1, .dropsub
 	anim_1gfx ANIM_GFX_SMOKE
 	anim_bgeffect ANIM_BG_27, $0, $1, $0
 	anim_wait 48
@@ -2564,7 +2560,7 @@
 	anim_wait 32
 	anim_ret
 
-BattleAnim_Substitute_branch_ca760:
+.dropsub:
 	anim_bgeffect ANIM_BG_27, $0, $1, $0
 	anim_wait 48
 	anim_dropsub
@@ -2572,7 +2568,7 @@
 	anim_wait 32
 	anim_ret
 
-BattleAnim_Substitute_branch_ca76e:
+.raisesub:
 	anim_bgeffect ANIM_BG_27, $0, $1, $0
 	anim_wait 48
 	anim_raisesub
@@ -2580,7 +2576,7 @@
 	anim_wait 32
 	anim_ret
 
-BattleAnim_Substitute_branch_ca77c:
+.dropsub2:
 	anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
 	anim_wait 48
 	anim_dropsub
@@ -2602,7 +2598,7 @@
 	anim_ret
 
 BattleAnim_SkyAttack:
-	anim_if_param_equal $1, BattleAnim_SkyAttack_branch_c9fb5
+	anim_if_param_equal $1, BattleAnim_FocusEnergy
 	anim_1gfx ANIM_GFX_SKY_ATTACK
 	anim_bgeffect ANIM_BG_27, $0, $1, $0
 	anim_wait 32
@@ -2642,9 +2638,9 @@
 
 BattleAnim_TriAttack:
 	anim_3gfx ANIM_GFX_FIRE, ANIM_GFX_ICE, ANIM_GFX_LIGHTNING
-	anim_call BattleAnim_TriAttack_branch_cbbcc
+	anim_call BattleAnimSub_Fire
 	anim_wait 16
-	anim_call BattleAnim_TriAttack_branch_cbbdf
+	anim_call BattleAnimSub_Ice
 	anim_wait 16
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $4
 	anim_sound 0, 1, SFX_THUNDER
@@ -2683,7 +2679,7 @@
 	anim_bgp $1b
 	anim_obp0 $27
 	anim_sound 6, 3, SFX_WATER_GUN
-	anim_call BattleAnim_DreamEater_branch_cbab3
+	anim_call BattleAnimSub_Drain
 	anim_wait 128
 	anim_wait 48
 	anim_ret
@@ -2691,7 +2687,7 @@
 BattleAnim_LeechLife:
 	anim_1gfx ANIM_GFX_BUBBLE
 	anim_sound 6, 3, SFX_WATER_GUN
-	anim_call BattleAnim_LeechLife_branch_cbab3
+	anim_call BattleAnimSub_Drain
 	anim_wait 128
 	anim_wait 48
 	anim_ret
@@ -2700,7 +2696,7 @@
 	anim_1gfx ANIM_GFX_REFLECT
 	anim_obp0 $0
 	anim_call BattleAnim_TargetObj_1Row
-	anim_call BattleAnim_Harden_branch_cbc43
+	anim_call BattleAnimSub_Metallic
 	anim_call BattleAnim_ShowMon_0
 	anim_ret
 
@@ -2727,7 +2723,7 @@
 	anim_1gfx ANIM_GFX_BEAM
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
-	anim_call BattleAnim_Glare_branch_cbadc
+	anim_call BattleAnimSub_ShakeEnemy
 	anim_wait 16
 	anim_ret
 
@@ -2987,7 +2983,7 @@
 
 BattleAnim_Sludge:
 	anim_1gfx ANIM_GFX_POISON
-	anim_call BattleAnim_Sludge_branch_cbc15
+	anim_call BattleAnimSub_Sludge
 	anim_wait 56
 	anim_ret
 
@@ -2994,9 +2990,9 @@
 BattleAnim_Toxic:
 	anim_1gfx ANIM_GFX_POISON
 	anim_bgeffect ANIM_BG_BLACK_HUES, $0, $8, $0
-	anim_call BattleAnim_Toxic_branch_cbc35
+	anim_call BattleAnimSub_Acid
 	anim_wait 32
-	anim_call BattleAnim_Toxic_branch_cbc15
+	anim_call BattleAnimSub_Sludge
 	anim_wait 64
 	anim_ret
 
@@ -3118,8 +3114,8 @@
 
 BattleAnim_TripleKick:
 	anim_1gfx ANIM_GFX_HIT
-	anim_if_param_equal $1, BattleAnim_TripleKick_branch_cac95
-	anim_if_param_equal $2, BattleAnim_TripleKick_branch_caca5
+	anim_if_param_equal $1, .alternate1
+	anim_if_param_equal $2, .alternate2
 	anim_sound 0, 1, SFX_MEGA_KICK
 	anim_obj ANIM_OBJ_07, 144, 48, $0
 	anim_wait 6
@@ -3127,7 +3123,7 @@
 	anim_wait 8
 	anim_ret
 
-BattleAnim_TripleKick_branch_cac95:
+.alternate1:
 	anim_sound 0, 1, SFX_DOUBLE_KICK
 	anim_obj ANIM_OBJ_07, 120, 64, $0
 	anim_wait 6
@@ -3135,7 +3131,7 @@
 	anim_wait 8
 	anim_ret
 
-BattleAnim_TripleKick_branch_caca5:
+.alternate2:
 	anim_sound 0, 1, SFX_DOUBLE_KICK
 	anim_obj ANIM_OBJ_07, 132, 32, $0
 	anim_wait 6
@@ -3225,7 +3221,7 @@
 	anim_bgeffect ANIM_BG_1F, $60, $2, $0
 	anim_sound 0, 0, SFX_SNORE
 .loop
-	anim_call BattleAnim_Snore_branch_cbbbc
+	anim_call BattleAnimSub_Sound
 	anim_wait 16
 	anim_loop 2, .loop
 	anim_wait 8
@@ -3382,7 +3378,7 @@
 	anim_loop 2, .loop
 	anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0
 	anim_wait 40
-	anim_call BattleAnim_PowderSnow_branch_cbbdf
+	anim_call BattleAnimSub_Ice
 	anim_wait 32
 	anim_ret
 
@@ -3422,7 +3418,7 @@
 	anim_1gfx ANIM_GFX_BEAM
 	anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
 	anim_bgeffect ANIM_BG_06, $0, $2, $0
-	anim_call BattleAnim_ScaryFace_branch_cbadc
+	anim_call BattleAnimSub_ShakeEnemy
 	anim_wait 64
 	anim_ret
 
@@ -3503,7 +3499,7 @@
 	anim_sound 6, 2, SFX_SLUDGE_BOMB
 	anim_obj ANIM_OBJ_SLUDGE_BOMB, 64, 92, $10
 	anim_wait 36
-	anim_call BattleAnim_SludgeBomb_branch_cbc15
+	anim_call BattleAnimSub_Sludge
 	anim_wait 64
 	anim_ret
 
@@ -3510,7 +3506,7 @@
 BattleAnim_MudSlap:
 	anim_1gfx ANIM_GFX_SAND
 	anim_obp0 $fc
-	anim_call BattleAnim_MudSlap_branch_cbc5b
+	anim_call BattleAnimSub_SandOrMud
 	anim_ret
 
 BattleAnim_Octazooka:
@@ -3574,13 +3570,13 @@
 	anim_1gfx ANIM_GFX_ANGELS
 	anim_bgp $1b
 	anim_obp0 $0
-	anim_if_param_equal $1, BattleAnim_DestinyBond_branch_cb104
+	anim_if_param_equal $1, .fainted
 	anim_sound 6, 2, SFX_WHIRLWIND
 	anim_obj ANIM_OBJ_DESTINY_BOND, 44, 120, $2
 	anim_wait 128
 	anim_ret
 
-BattleAnim_DestinyBond_branch_cb104:
+.fainted:
 	anim_obj ANIM_OBJ_DESTINY_BOND, 132, 76, $0
 	anim_sound 0, 1, SFX_KINESIS
 	anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
@@ -3703,7 +3699,7 @@
 	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
+	anim_call BattleAnimSub_Drain
 	anim_wait 48
 	anim_wait 128
 	anim_incbgeffect ANIM_BG_1C
@@ -3860,7 +3856,7 @@
 	anim_obp0 $0
 	anim_sound 0, 0, SFX_RAGE
 	anim_call BattleAnim_TargetObj_1Row
-	anim_call BattleAnim_SteelWing_branch_cbc43
+	anim_call BattleAnimSub_Metallic
 	anim_call BattleAnim_ShowMon_0
 	anim_1gfx ANIM_GFX_HIT
 	anim_resetobp0
@@ -3969,7 +3965,7 @@
 	anim_1gfx ANIM_GFX_EXPLOSION
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
 .loop
-	anim_call BattleAnim_Present_branch_cbb8f
+	anim_call BattleAnimSub_Explosion2
 	anim_wait 16
 	anim_jumpuntil .loop
 	anim_ret
@@ -4080,7 +4076,7 @@
 	anim_obj ANIM_OBJ_0A, 136, 56, $43
 	anim_wait 16
 	anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $12
-	anim_call BattleAnim_Dynamicpunch_branch_cbb8f
+	anim_call BattleAnimSub_Explosion2
 	anim_wait 16
 	anim_ret
 
@@ -4110,7 +4106,7 @@
 	anim_1gfx ANIM_GFX_MISC
 	anim_obj ANIM_OBJ_BATON_PASS, 44, 104, $20
 	anim_sound 0, 0, SFX_BATON_PASS
-	anim_call BattleAnim_BatonPass_branch_c9486
+	anim_call BattleAnim_ReturnMon.anim
 	anim_wait 64
 	anim_ret
 
@@ -4128,13 +4124,13 @@
 
 BattleAnim_Pursuit:
 	anim_1gfx ANIM_GFX_HIT
-	anim_if_param_equal $1, BattleAnim_Pursuit_branch_cb62b
+	anim_if_param_equal $1, .pursued
 	anim_sound 0, 1, SFX_COMET_PUNCH
 	anim_obj ANIM_OBJ_01, 136, 56, $0
 	anim_wait 16
 	anim_ret
 
-BattleAnim_Pursuit_branch_cb62b:
+.pursued:
 	anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
 	anim_wait 4
 	anim_call BattleAnim_UserObj_1Row
@@ -4196,7 +4192,7 @@
 	anim_obp0 $0
 	anim_sound 0, 0, SFX_RAGE
 	anim_call BattleAnim_TargetObj_1Row
-	anim_call BattleAnim_IronTail_branch_cbc43
+	anim_call BattleAnimSub_Metallic
 	anim_wait 4
 	anim_1gfx ANIM_GFX_HIT
 	anim_resetobp0
@@ -4214,7 +4210,7 @@
 	anim_obp0 $0
 	anim_sound 0, 0, SFX_RAGE
 	anim_call BattleAnim_TargetObj_1Row
-	anim_call BattleAnim_MetalClaw_branch_cbc43
+	anim_call BattleAnimSub_Metallic
 	anim_call BattleAnim_ShowMon_0
 	anim_1gfx ANIM_GFX_CUT
 	anim_resetobp0
@@ -4257,11 +4253,11 @@
 	anim_loop 5, .loop
 	anim_wait 32
 	anim_if_param_equal 0, .zero
-	anim_call BattleAnim_MorningSun_branch_cbc6a
+	anim_call BattleAnimSub_Glimmer
 	anim_ret
 
 .zero
-	anim_call BattleAnim_MorningSun_branch_cbc80
+	anim_call BattleAnimSub_Glimmer2
 	anim_ret
 
 BattleAnim_Synthesis:
@@ -4274,11 +4270,11 @@
 	anim_incbgeffect ANIM_BG_18
 	anim_call BattleAnim_ShowMon_0
 	anim_if_param_equal $1, .one
-	anim_call BattleAnim_Synthesis_branch_cbc6a
+	anim_call BattleAnimSub_Glimmer
 	anim_ret
 
 .one
-	anim_call BattleAnim_Synthesis_branch_cbc80
+	anim_call BattleAnimSub_Glimmer2
 	anim_ret
 
 BattleAnim_Crunch:
@@ -4310,11 +4306,11 @@
 	anim_sound 0, 0, SFX_MOONLIGHT
 	anim_wait 63
 	anim_if_param_equal $3, .three
-	anim_call BattleAnim_Moonlight_branch_cbc6a
+	anim_call BattleAnimSub_Glimmer
 	anim_ret
 
 .three
-	anim_call BattleAnim_Moonlight_branch_cbc80
+	anim_call BattleAnimSub_Glimmer2
 	anim_ret
 
 BattleAnim_HiddenPower:
@@ -4598,9 +4594,7 @@
 	anim_call BattleAnim_ShowMon_0
 	anim_ret
 
-BattleAnim_DreamEater_branch_cbab3:
-BattleAnim_GigaDrain_branch_cbab3:
-BattleAnim_LeechLife_branch_cbab3:
+BattleAnimSub_Drain:
 	anim_obj ANIM_OBJ_71, 132, 44, $0
 	anim_obj ANIM_OBJ_71, 132, 44, $8
 	anim_obj ANIM_OBJ_71, 132, 44, $10
@@ -4611,9 +4605,7 @@
 	anim_obj ANIM_OBJ_71, 132, 44, $38
 	anim_ret
 
-BattleAnim_Glare_branch_cbadc:
-BattleAnim_Leer_branch_cbadc:
-BattleAnim_ScaryFace_branch_cbadc:
+BattleAnimSub_ShakeEnemy:
 	anim_sound 6, 2, SFX_LEER
 	anim_obj ANIM_OBJ_4E, 72, 84, $0
 	anim_obj ANIM_OBJ_4E, 64, 80, $0
@@ -4627,8 +4619,7 @@
 	anim_obj ANIM_OBJ_4F, 122, 50, $0
 	anim_ret
 
-BattleAnim_Fly_branch_cbb12:
-BattleAnim_Teleport_branch_cbb12:
+BattleAnimSub_WarpAway:
 	anim_sound 0, 0, SFX_WARP_TO
 	anim_obj ANIM_OBJ_44, 44, 108, $0
 	anim_obj ANIM_OBJ_44, 44, 100, $0
@@ -4639,9 +4630,7 @@
 	anim_obj ANIM_OBJ_44, 44, 60, $0
 	anim_ret
 
-BattleAnim_AuroraBeam_branch_cbb39:
-BattleAnim_HyperBeam_branch_cbb39:
-BattleAnim_Solarbeam_branch_cbb39:
+BattleAnimSub_Beam:
 	anim_sound 0, 0, SFX_HYPER_BEAM
 	anim_obj ANIM_OBJ_27, 64, 92, $0
 	anim_wait 4
@@ -4656,8 +4645,7 @@
 	anim_obj ANIM_OBJ_28, 126, 62, $0
 	anim_ret
 
-BattleAnim_Explosion_branch_cbb62:
-BattleAnim_Selfdestruct_branch_cbb62:
+BattleAnimSub_Explosion1:
 	anim_sound 0, 0, SFX_EGG_BOMB
 	anim_obj ANIM_OBJ_17, 24, 64, $0
 	anim_wait 5
@@ -4674,10 +4662,7 @@
 	anim_obj ANIM_OBJ_17, 40, 84, $0
 	anim_ret
 
-BattleAnim_Dynamicpunch_branch_cbb8f:
-BattleAnim_Explosion_branch_cbb8f:
-BattleAnim_Present_branch_cbb8f:
-BattleAnim_Selfdestruct_branch_cbb8f:
+BattleAnimSub_Explosion2:
 	anim_sound 0, 1, SFX_EGG_BOMB
 	anim_obj ANIM_OBJ_17, 148, 32, $0
 	anim_wait 5
@@ -4694,16 +4679,13 @@
 	anim_obj ANIM_OBJ_17, 132, 52, $0
 	anim_ret
 
-BattleAnim_Growl_branch_cbbbc:
-BattleAnim_Roar_branch_cbbbc:
-BattleAnim_Snore_branch_cbbbc:
+BattleAnimSub_Sound:
 	anim_obj ANIM_OBJ_4B, 64, 76, $0
 	anim_obj ANIM_OBJ_4B, 64, 88, $1
 	anim_obj ANIM_OBJ_4B, 64, 100, $2
 	anim_ret
 
-BattleAnim_FirePunch_branch_cbbcc:
-BattleAnim_TriAttack_branch_cbbcc:
+BattleAnimSub_Fire:
 	anim_sound 0, 1, SFX_EMBER
 .loop
 	anim_obj ANIM_OBJ_BURNED, 136, 56, $10
@@ -4712,9 +4694,7 @@
 	anim_loop 4, .loop
 	anim_ret
 
-BattleAnim_IcePunch_branch_cbbdf:
-BattleAnim_PowderSnow_branch_cbbdf:
-BattleAnim_TriAttack_branch_cbbdf:
+BattleAnimSub_Ice:
 	anim_sound 0, 1, SFX_SHINE
 	anim_obj ANIM_OBJ_12, 128, 42, $0
 	anim_wait 6
@@ -4734,9 +4714,7 @@
 	anim_obj ANIM_OBJ_12, 128, 70, $0
 	anim_ret
 
-BattleAnim_SludgeBomb_branch_cbc15:
-BattleAnim_Sludge_branch_cbc15:
-BattleAnim_Toxic_branch_cbc15:
+BattleAnimSub_Sludge:
 .loop
 	anim_sound 0, 1, SFX_TOXIC
 	anim_obj ANIM_OBJ_1A, 132, 72, $0
@@ -4750,8 +4728,7 @@
 	anim_loop 5, .loop
 	anim_ret
 
-BattleAnim_Acid_branch_cbc35:
-BattleAnim_Toxic_branch_cbc35:
+BattleAnimSub_Acid:
 .loop
 	anim_sound 6, 2, SFX_BUBBLEBEAM
 	anim_obj ANIM_OBJ_19, 64, 92, $10
@@ -4759,10 +4736,7 @@
 	anim_loop 8, .loop
 	anim_ret
 
-BattleAnim_Harden_branch_cbc43:
-BattleAnim_IronTail_branch_cbc43:
-BattleAnim_MetalClaw_branch_cbc43:
-BattleAnim_SteelWing_branch_cbc43:
+BattleAnimSub_Metallic:
 	anim_sound 0, 0, SFX_SHINE
 	anim_bgeffect ANIM_BG_17, $0, $1, $40
 	anim_wait 8
@@ -4773,8 +4747,7 @@
 	anim_incbgeffect ANIM_BG_17
 	anim_ret
 
-BattleAnim_MudSlap_branch_cbc5b:
-BattleAnim_SandAttack_branch_cbc5b:
+BattleAnimSub_SandOrMud:
 .loop
 	anim_sound 6, 2, SFX_MENU
 	anim_obj ANIM_OBJ_58, 64, 92, $4
@@ -4783,9 +4756,7 @@
 	anim_wait 32
 	anim_ret
 
-BattleAnim_Moonlight_branch_cbc6a:
-BattleAnim_MorningSun_branch_cbc6a:
-BattleAnim_Synthesis_branch_cbc6a:
+BattleAnimSub_Glimmer:
 	anim_sound 0, 0, SFX_METRONOME
 	anim_obj ANIM_OBJ_GLIMMER, 44, 64, $0
 	anim_wait 5
@@ -4795,9 +4766,7 @@
 	anim_wait 21
 	anim_ret
 
-BattleAnim_Moonlight_branch_cbc80:
-BattleAnim_MorningSun_branch_cbc80:
-BattleAnim_Synthesis_branch_cbc80:
+BattleAnimSub_Glimmer2:
 	anim_sound 0, 0, SFX_METRONOME
 .loop
 	anim_obj ANIM_OBJ_GLIMMER, 24, 64, $0