ref: cf26f559857de7317900578c21c2e8727964d36c
parent: fc08ff2c384b09a47c49226c2a3e3d2084adf16c
author: 7Soul <5599828+7Soul@users.noreply.github.com>
date: Tue Oct 6 12:45:09 EDT 2020
Identify battle bg effects functions and constants (#773) Identify battle bg effects functions and constants
--- a/constants/battle_anim_constants.asm
+++ b/constants/battle_anim_constants.asm
@@ -219,7 +219,7 @@
const_def
const BATTLEANIMFUNC_NULL
const BATTLEANIMFUNC_USER_TO_TARGET
- const BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR
+ const BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR
const BATTLEANIMFUNC_MOVE_IN_CIRCLE
const BATTLEANIMFUNC_WAVE_TO_TARGET
const BATTLEANIMFUNC_THROW_TO_TARGET
@@ -712,9 +712,9 @@
const ANIM_BG_WHITE_HUES
const ANIM_BG_BLACK_HUES
const ANIM_BG_ALTERNATE_HUES
- const ANIM_BG_06
- const ANIM_BG_07
- const ANIM_BG_08
+ const ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW
+ const ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW
+ const ANIM_BG_CYCLE_BGPALS_INVERTED
const ANIM_BG_HIDE_MON
const ANIM_BG_SHOW_MON
const ANIM_BG_ENTER_MON
@@ -728,38 +728,38 @@
const ANIM_BG_DOUBLE_TEAM
const ANIM_BG_ACID_ARMOR
const ANIM_BG_RAPID_FLASH
- const ANIM_BG_16
- const ANIM_BG_17
- const ANIM_BG_18
- const ANIM_BG_19
- const ANIM_BG_1A
- const ANIM_BG_1B
- const ANIM_BG_1C
- const ANIM_BG_1D
- const ANIM_BG_1E
- const ANIM_BG_1F
- const ANIM_BG_20
+ const ANIM_BG_FADE_MON_TO_LIGHT
+ const ANIM_BG_FADE_MON_TO_BLACK
+ const ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
+ const ANIM_BG_FADE_MON_TO_BLACK_REPEATING
+ const ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
+ const ANIM_BG_FLASH_MON_REPEATING
+ const ANIM_BG_FADE_MONS_TO_BLACK_REPEATING
+ const ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK
+ const ANIM_BG_FADE_MON_FROM_WHITE
+ const ANIM_BG_SHAKE_SCREEN_X
+ const ANIM_BG_SHAKE_SCREEN_Y
const ANIM_BG_WITHDRAW
const ANIM_BG_BOUNCE_DOWN
const ANIM_BG_DIG
const ANIM_BG_TACKLE
- const ANIM_BG_25
- const ANIM_BG_26
- const ANIM_BG_27
- const ANIM_BG_WAVE_DEFORM_USER
+ const ANIM_BG_BODY_SLAM
+ const ANIM_BG_WOBBLE_MON
+ const ANIM_BG_REMOVE_MON
+ const ANIM_BG_WAVE_DEFORM_MON
const ANIM_BG_PSYCHIC
- const ANIM_BG_2A
- const ANIM_BG_2B
- const ANIM_BG_2C
- const ANIM_BG_2D
- const ANIM_BG_2E
- const ANIM_BG_2F
- const ANIM_BG_30
- const ANIM_BG_31
- const ANIM_BG_32
+ const ANIM_BG_BETA_SEND_OUT_MON1
+ const ANIM_BG_BETA_SEND_OUT_MON2
+ const ANIM_BG_FLAIL
+ const ANIM_BG_BETA_PURSUIT
+ const ANIM_BG_ROLLOUT
+ const ANIM_BG_VITAL_THROW
+ const ANIM_BG_START_WATER
+ const ANIM_BG_WATER
+ const ANIM_BG_END_WATER
const ANIM_BG_VIBRATE_MON
- const ANIM_BG_WOBBLE_MON
- const ANIM_BG_35
+ const ANIM_BG_WOBBLE_PLAYER
+ const ANIM_BG_WOBBLE_SCREEN
; AnimObjGFX indexes (see data/battle_anims/object_gfx.asm)
const_def 1
@@ -813,6 +813,11 @@
const BG_EFFECT_STRUCT_03
BG_EFFECT_STRUCT_LENGTH EQU const_value
NUM_BG_EFFECTS EQU 5 ; see wActiveBGEffects
+
+;
+ const_def
+ const BG_EFFECT_TARGET ; 0
+ const BG_EFFECT_USER ; 1
; battle palettes
const_def
--- a/data/battle_anims/objects.asm
+++ b/data/battle_anims/objects.asm
@@ -94,7 +94,7 @@
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_54, BATTLEANIMFUNC_WRAP, PAL_BATTLE_OB_GREEN, ANIM_GFX_ROPE ; ANIM_OBJ_BIND2
battleanimobj RELATIVE_X | X_FLIP, $68, BATTLEANIMFRAMESET_56, BATTLEANIMFUNC_LEECH_SEED, PAL_BATTLE_OB_GREEN, ANIM_GFX_PLANT ; ANIM_OBJ_LEECH_SEED
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_59, BATTLEANIMFUNC_SOUND, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_SOUND
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_5C, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_PSYCHIC ; ANIM_OBJ_WAVE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_5D, BATTLEANIMFUNC_CONFUSE_RAY, PAL_BATTLE_OB_YELLOW, ANIM_GFX_SPEED ; ANIM_OBJ_CONFUSE_RAY
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_5F, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_LEER
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $88, BATTLEANIMFRAMESET_2D, BATTLEANIMFUNC_SHAKE, PAL_BATTLE_OB_YELLOW, ANIM_GFX_BEAM ; ANIM_OBJ_LEER_TIP
@@ -118,11 +118,11 @@
battleanimobj RELATIVE_X, $48, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_PETAL_DANCE, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_PETAL_DANCE
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_THROW_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_SLUDGE_BOMB
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS ; ANIM_OBJ_PAY_DAY
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP_UNUSED
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_4A, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_WHIP ; ANIM_OBJ_SONICBOOM_JP_UNUSED
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_30, BATTLEANIMFUNC_ABSORB_CIRCLE, PAL_BATTLE_OB_GRAY, ANIM_GFX_SPEED ; ANIM_OBJ_MIMIC
battleanimobj RELATIVE_X, $78, BATTLEANIMFRAMESET_76, BATTLEANIMFUNC_POISON_GAS, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_ATTRACT
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_BONEMERANG, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONEMERANG
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_CLUB
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_CLUB
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_77, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_BONE_RUSH
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_SWIFT
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_79, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_KINESIS
@@ -158,11 +158,11 @@
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_97, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_SAFEGUARD
battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_78, BATTLEANIMFUNC_SAFEGUARD_PROTECT, PAL_BATTLE_OB_YELLOW, ANIM_GFX_OBJECTS ; ANIM_OBJ_PROTECT
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_THIEF_PAYDAY, PAL_BATTLE_OB_GRAY, ANIM_GFX_STATUS ; ANIM_OBJ_THIEF
- battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_OCTAZOOKA
+ battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_74, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_EGG ; ANIM_OBJ_OCTAZOOKA
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_STATUS ; ANIM_OBJ_PRESENT
battleanimobj RELATIVE_X | X_FLIP, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_SPIKES, PAL_BATTLE_OB_GRAY, ANIM_GFX_MISC ; ANIM_OBJ_SPIKES
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_15, BATTLEANIMFUNC_USER_TO_TARGET_SPIN, PAL_BATTLE_OB_GRAY, ANIM_GFX_ICE ; ANIM_OBJ_POWDER_SNOW
- battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH
+ battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_11, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_RED, ANIM_GFX_FIRE ; ANIM_OBJ_DRAGONBREATH
battleanimobj RELATIVE_X, $80, BATTLEANIMFRAMESET_7F, BATTLEANIMFUNC_CONVERSION, PAL_BATTLE_OB_GRAY, ANIM_GFX_EXPLOSION ; ANIM_OBJ_CONVERSION
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_9A, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_WEB ; ANIM_OBJ_SPIDER_WEB
battleanimobj RELATIVE_X | X_FLIP, $a0, BATTLEANIMFRAMESET_9B, BATTLEANIMFUNC_PRESENT_SMOKESCREEN, PAL_BATTLE_OB_RED, ANIM_GFX_OBJECTS ; ANIM_OBJ_CAKE_UNUSED
@@ -181,7 +181,7 @@
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A6, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CROSS_CHOP1
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_A7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_GRAY, ANIM_GFX_CUT ; ANIM_OBJ_CROSS_CHOP2
battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_B4, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BROWN, ANIM_GFX_POWDER ; ANIM_OBJ_SANDSTORM
- battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_USER_TO_TARGET_DISSAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON
+ battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_A8, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_YELLOW, ANIM_GFX_LIGHTNING ; ANIM_OBJ_ZAP_CANNON
battleanimobj RELATIVE_X | X_FLIP, $40, BATTLEANIMFRAMESET_9C, BATTLEANIMFUNC_POWDER, PAL_BATTLE_OB_GRAY, ANIM_GFX_ANGELS ; ANIM_OBJ_SPITE
battleanimobj RELATIVE_X | X_FLIP | Y_FLIP, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_CURSE, PAL_BATTLE_OB_GRAY, ANIM_GFX_OBJECTS ; ANIM_OBJ_CURSE
battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_PERISH_SONG, PAL_BATTLE_OB_GRAY, ANIM_GFX_NOISE ; ANIM_OBJ_PERISH_SONG
--- a/data/moves/animations.asm
+++ b/data/moves/animations.asm
@@ -296,7 +296,7 @@
anim_obj ANIM_OBJ_COTTON, 136, 40, $15
anim_obj ANIM_OBJ_COTTON, 136, 40, $2a
anim_obj ANIM_OBJ_COTTON, 136, 40, $3f
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_wait 128
anim_ret
@@ -375,7 +375,7 @@
anim_obj ANIM_OBJ_MASTER_BALL_SPARKLE, 136, 56, $37
anim_wait 64
.Shake:
- anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 8
anim_incobj 2
anim_wait 16
@@ -406,7 +406,7 @@
anim_sound 0, 1, SFX_BALL_POOF
anim_obj ANIM_OBJ_BALL_POOF, 136, 64, $10
anim_wait 2
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 32
anim_ret
@@ -416,10 +416,10 @@
anim_if_param_equal $2, .Unknown
anim_1gfx ANIM_GFX_SMOKE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_2B, $0, $1, $0
+ anim_bgeffect ANIM_BG_BETA_SEND_OUT_MON2, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0
anim_wait 128
anim_wait 4
anim_call BattleAnim_ShowMon_0
@@ -428,15 +428,15 @@
.Unknown:
anim_1gfx ANIM_GFX_SMOKE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_2A, $0, $1, $0
+ anim_bgeffect ANIM_BG_BETA_SEND_OUT_MON1, $0, BG_EFFECT_USER, $0
anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_BETA_BALL_POOF, 48, 96, $0
- anim_incbgeffect ANIM_BG_2A
+ anim_incbgeffect ANIM_BG_BETA_SEND_OUT_MON1
anim_wait 96
- anim_incbgeffect ANIM_BG_2A
+ anim_incbgeffect ANIM_BG_BETA_SEND_OUT_MON1
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -443,7 +443,7 @@
.Shiny:
anim_1gfx ANIM_GFX_SPEED
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_SHINY, 48, 96, $0
anim_wait 4
@@ -475,7 +475,7 @@
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_BALL_POOF, 44, 96, $0
anim_wait 4
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
@@ -482,7 +482,7 @@
BattleAnim_ReturnMon:
anim_sound 0, 0, SFX_BALL_POOF
.anim:
- anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
@@ -549,7 +549,7 @@
BattleAnim_Par:
anim_1gfx ANIM_GFX_STATUS
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_sound 0, 0, SFX_THUNDERSHOCK
anim_obj ANIM_OBJ_PARALYZED, 20, 88, $42
anim_obj ANIM_OBJ_PARALYZED, 76, 88, $c2
@@ -611,9 +611,9 @@
BattleAnim_EnemyDamage:
.loop
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 5
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 5
anim_loop 3, .loop
anim_ret
@@ -620,7 +620,7 @@
BattleAnim_EnemyStatDown:
anim_call BattleAnim_UserObj_1Row
- anim_bgeffect ANIM_BG_VIBRATE_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_VIBRATE_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 40
anim_call BattleAnim_ShowMon_1
anim_wait 1
@@ -628,7 +628,7 @@
BattleAnim_PlayerStatDown:
anim_call BattleAnim_UserObj_1Row
- anim_bgeffect ANIM_BG_WOBBLE_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_WOBBLE_PLAYER, $0, $0, $0
anim_wait 40
anim_call BattleAnim_ShowMon_1
anim_wait 1
@@ -635,17 +635,17 @@
anim_ret
BattleAnim_PlayerDamage:
- anim_bgeffect ANIM_BG_20, $20, $2, $20
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $20, $2, $20
anim_wait 40
anim_ret
BattleAnim_Wobble:
- anim_bgeffect ANIM_BG_35, $0, $0, $0
+ anim_bgeffect ANIM_BG_WOBBLE_SCREEN, $0, $0, $0
anim_wait 40
anim_ret
BattleAnim_Shake:
- anim_bgeffect ANIM_BG_1F, $20, $2, $40
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $2, $40
anim_wait 40
anim_ret
@@ -715,7 +715,7 @@
BattleAnim_MegaPunch:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
@@ -788,7 +788,7 @@
BattleAnim_HiJumpKick:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_if_param_equal $1, .alternate
anim_wait 32
anim_sound 0, 1, SFX_JUMP_KICK
@@ -819,7 +819,7 @@
BattleAnim_MegaKick:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_wait 67
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
@@ -834,7 +834,7 @@
BattleAnim_HyperFang:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $20, $1, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $1, $0
anim_sound 0, 1, SFX_BITE
anim_obj ANIM_OBJ_FANG, 136, 56, $0
anim_wait 6
@@ -844,7 +844,7 @@
BattleAnim_SuperFang:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
@@ -1053,18 +1053,18 @@
anim_loop 3, .loop
anim_wait 64
anim_clearobjs
- anim_bgeffect ANIM_BG_30, $0, $0, $0
+ anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0
anim_wait 1
anim_call BattleAnim_UserObj_2Row
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $1c, $0, $0
anim_wait 19
anim_call BattleAnim_ShowMon_1
- anim_bgeffect ANIM_BG_32, $0, $0, $0
+ anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0
anim_wait 8
anim_ret
BattleAnim_WaterGun:
- anim_bgeffect ANIM_BG_30, $0, $0, $0
+ anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0
anim_1gfx ANIM_GFX_WATER
anim_call BattleAnim_UserObj_2Row
anim_sound 16, 2, SFX_WATER_GUN
@@ -1074,51 +1074,51 @@
anim_wait 8
anim_obj ANIM_OBJ_WATER_GUN, 64, 82, $0
anim_wait 24
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $1c, $0, $0
anim_wait 8
- anim_bgeffect ANIM_BG_31, $8, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $8, $0, $0
anim_wait 8
- anim_bgeffect ANIM_BG_31, $30, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $30, $0, $0
anim_wait 32
anim_call BattleAnim_ShowMon_1
- anim_bgeffect ANIM_BG_32, $0, $0, $0
+ anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0
anim_wait 16
anim_ret
BattleAnim_HydroPump:
- anim_bgeffect ANIM_BG_30, $0, $0, $0
+ anim_bgeffect ANIM_BG_START_WATER, $0, BG_EFFECT_TARGET, $0
anim_1gfx ANIM_GFX_WATER
anim_call BattleAnim_UserObj_2Row
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 108, 72, $0
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $1c, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 116, 72, $0
- anim_bgeffect ANIM_BG_31, $8, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $8, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0
- anim_bgeffect ANIM_BG_31, $30, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $30, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $1c, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0
- anim_bgeffect ANIM_BG_31, $8, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $8, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 148, 72, $0
- anim_bgeffect ANIM_BG_31, $30, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $30, $0, $0
anim_wait 8
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 156, 72, $0
- anim_bgeffect ANIM_BG_31, $1c, $0, $0
+ anim_bgeffect ANIM_BG_WATER, $1c, $0, $0
anim_wait 32
anim_call BattleAnim_ShowMon_1
- anim_bgeffect ANIM_BG_32, $0, $0, $0
+ anim_bgeffect ANIM_BG_END_WATER, $0, $0, $0
anim_wait 16
anim_ret
@@ -1229,7 +1229,7 @@
.FireSolarBeam
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_call BattleAnimSub_Beam
anim_wait 48
anim_ret
@@ -1292,7 +1292,7 @@
BattleAnim_RazorWind:
anim_if_param_equal $1, BattleAnim_FocusEnergy
anim_1gfx ANIM_GFX_WHIP
- anim_bgeffect ANIM_BG_06, $0, $1, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0
.loop
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_RAZOR_WIND
@@ -1363,7 +1363,7 @@
.loop
anim_call BattleAnimSub_Explosion1
anim_wait 5
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_loop 2, .loop
anim_wait 16
anim_ret
@@ -1370,7 +1370,7 @@
BattleAnim_Explosion:
anim_1gfx ANIM_GFX_EXPLOSION
- anim_bgeffect ANIM_BG_1F, $60, $4, $10
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $10
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $24
anim_if_param_equal $1, .loop
anim_call BattleAnimSub_Explosion2
@@ -1380,7 +1380,7 @@
.loop
anim_call BattleAnimSub_Explosion1
anim_wait 5
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_loop 2, .loop
anim_wait 16
anim_ret
@@ -1393,7 +1393,7 @@
BattleAnim_RockThrow:
anim_1gfx ANIM_GFX_ROCKS
- anim_bgeffect ANIM_BG_1F, $60, $1, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $1, $0
anim_sound 0, 1, SFX_STRENGTH
anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40
anim_wait 2
@@ -1413,7 +1413,7 @@
BattleAnim_RockSlide:
anim_1gfx ANIM_GFX_ROCKS
- anim_bgeffect ANIM_BG_1F, $c0, $1, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $c0, $1, $0
.loop
anim_sound 0, 1, SFX_STRENGTH
anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40
@@ -1479,9 +1479,9 @@
BattleAnim_HyperBeam:
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_1F, $30, $4, $10
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $30, $4, $10
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_call BattleAnimSub_Beam
anim_wait 48
anim_ret
@@ -1488,7 +1488,7 @@
BattleAnim_AuroraBeam:
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_wait 64
anim_call BattleAnimSub_Beam
@@ -1578,13 +1578,13 @@
BattleAnim_Teleport:
anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TELEPORT, $0, $1, $0
+ anim_bgeffect ANIM_BG_TELEPORT, $0, BG_EFFECT_USER, $0
anim_wait 32
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_wait 3
anim_incbgeffect ANIM_BG_TELEPORT
anim_call BattleAnim_ShowMon_0
- anim_bgeffect ANIM_BG_06, $0, $1, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0
anim_call BattleAnimSub_WarpAway
anim_wait 64
anim_ret
@@ -1597,14 +1597,14 @@
anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 32
.miss:
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
.turn1:
anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_06, $0, $1, $0
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_call BattleAnimSub_WarpAway
anim_wait 64
anim_ret
@@ -1612,7 +1612,7 @@
BattleAnim_DoubleTeam:
anim_call BattleAnim_TargetObj_2Row
anim_sound 0, 0, SFX_PSYBEAM
- anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, $1, $0
+ anim_bgeffect ANIM_BG_DOUBLE_TEAM, $0, BG_EFFECT_USER, $0
anim_wait 96
anim_incbgeffect ANIM_BG_DOUBLE_TEAM
anim_wait 24
@@ -1624,7 +1624,7 @@
anim_1gfx ANIM_GFX_BUBBLE
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_FULL_HEAL
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_obj ANIM_OBJ_RECOVER, 44, 88, $30
anim_obj ANIM_OBJ_RECOVER, 44, 88, $31
anim_obj ANIM_OBJ_RECOVER, 44, 88, $32
@@ -1634,7 +1634,7 @@
anim_obj ANIM_OBJ_RECOVER, 44, 88, $36
anim_obj ANIM_OBJ_RECOVER, 44, 88, $37
anim_wait 64
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -1658,7 +1658,7 @@
BattleAnim_MegaDrain:
anim_1gfx ANIM_GFX_CHARGE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1C, $0, $0, $10
+ anim_bgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10
anim_setvar $0
.loop
anim_sound 6, 3, SFX_WATER_GUN
@@ -1681,7 +1681,7 @@
.done
anim_wait 32
- anim_incbgeffect ANIM_BG_1C
+ anim_incbgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -1713,7 +1713,7 @@
anim_incobj 2
anim_obj ANIM_OBJ_EGG, 76, 104, $b
anim_wait 16
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_sound 0, 0, SFX_METRONOME
.loop
anim_obj ANIM_OBJ_RECOVER, 44, 88, $20
@@ -1720,7 +1720,7 @@
anim_wait 8
anim_loop 8, .loop
anim_wait 128
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -1727,8 +1727,8 @@
BattleAnim_FocusEnergy:
anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_16, $0, $1, $40
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_obj ANIM_OBJ_FOCUS, 44, 108, $6
@@ -1747,7 +1747,7 @@
anim_wait 2
anim_loop 3, .loop
anim_wait 8
- anim_incbgeffect ANIM_BG_16
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -1756,9 +1756,9 @@
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_ESCAPE_ROPE
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
anim_wait 72
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -1798,7 +1798,7 @@
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_UserObj_2Row
anim_sound 0, 1, SFX_PSYCHIC
- anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
+ anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8
anim_wait 128
anim_incbgeffect ANIM_BG_NIGHT_SHADE
anim_call BattleAnim_ShowMon_1
@@ -1818,7 +1818,7 @@
anim_ret
BattleAnim_Earthquake:
- anim_bgeffect ANIM_BG_1F, $60, $4, $10
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $10
.loop
anim_sound 0, 1, SFX_EMBER
anim_wait 24
@@ -1827,7 +1827,7 @@
BattleAnim_Fissure:
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $40
- anim_bgeffect ANIM_BG_1F, $60, $4, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $4, $0
.loop
anim_sound 0, 1, SFX_EMBER
anim_wait 24
@@ -1837,7 +1837,7 @@
BattleAnim_Growl:
anim_1gfx ANIM_GFX_NOISE
anim_battlergfx_2row
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_cry $0
.loop
anim_call BattleAnimSub_Sound
@@ -1844,13 +1844,13 @@
anim_wait 16
anim_loop 3, .loop
anim_wait 9
- anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0
anim_wait 8
- anim_bgeffect ANIM_BG_19, $0, $0, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40
anim_wait 64
- anim_incbgeffect ANIM_BG_19
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING
anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 5
anim_incobj 10
anim_wait 8
@@ -1858,7 +1858,7 @@
BattleAnim_Roar:
anim_1gfx ANIM_GFX_NOISE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_cry $1
.loop
anim_call BattleAnimSub_Sound
@@ -1866,7 +1866,7 @@
anim_loop 3, .loop
anim_wait 16
anim_if_param_equal $0, .done
- anim_bgeffect ANIM_BG_27, $0, $0, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 64
.done
anim_ret
@@ -1883,7 +1883,7 @@
BattleAnim_Screech:
anim_1gfx ANIM_GFX_PSYCHIC
- anim_bgeffect ANIM_BG_1F, $8, $1, $20
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $8, $1, $20
anim_sound 6, 2, SFX_SCREECH
.loop
anim_obj ANIM_OBJ_WAVE, 64, 88, $2
@@ -1894,8 +1894,8 @@
BattleAnim_ConfuseRay:
anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_bgeffect ANIM_BG_08, $0, $4, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_BGPALS_INVERTED, $0, $4, $0
anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $0
anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $80
anim_obj ANIM_OBJ_CONFUSE_RAY, 64, 88, $88
@@ -1914,7 +1914,7 @@
BattleAnim_Leer:
anim_1gfx ANIM_GFX_BEAM
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_call BattleAnimSub_EyeBeams
anim_wait 16
anim_ret
@@ -1921,7 +1921,7 @@
BattleAnim_Reflect:
anim_1gfx ANIM_GFX_REFLECT
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
@@ -1934,7 +1934,7 @@
BattleAnim_LightScreen:
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_REFLECT
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_sound 0, 0, SFX_FLASH
anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
anim_wait 4
@@ -1994,7 +1994,7 @@
BattleAnim_AcidArmor:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_ACID_ARMOR, $0, $1, $8
+ anim_bgeffect ANIM_BG_ACID_ARMOR, $0, BG_EFFECT_USER, $8
anim_sound 0, 0, SFX_MEGA_PUNCH
anim_wait 64
anim_incbgeffect ANIM_BG_ACID_ARMOR
@@ -2005,7 +2005,7 @@
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_VICEGRIP
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
+ anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0
anim_wait 96
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
anim_call BattleAnim_ShowMon_0
@@ -2016,7 +2016,7 @@
anim_if_param_equal $0, .hit
anim_if_param_equal $2, .fail
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_DIG, $0, $1, $1
+ anim_bgeffect ANIM_BG_DIG, $0, BG_EFFECT_USER, $1
anim_obj ANIM_OBJ_DIG_PILE, 72, 104, $0
.loop
anim_sound 0, 0, SFX_RAZOR_WIND
@@ -2024,7 +2024,7 @@
anim_wait 16
anim_loop 6, .loop
anim_wait 32
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_wait 8
anim_incbgeffect ANIM_BG_DIG
anim_call BattleAnim_ShowMon_0
@@ -2035,7 +2035,7 @@
anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 32
.fail
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
@@ -2046,7 +2046,7 @@
BattleAnim_StringShot:
anim_1gfx ANIM_GFX_WEB
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_sound 6, 2, SFX_MENU
anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0
anim_wait 4
@@ -2069,10 +2069,10 @@
BattleAnim_Headbutt:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $14, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $14, $2, $0
anim_wait 32
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_HEADBUTT
anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
@@ -2083,7 +2083,7 @@
BattleAnim_Tackle:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0
@@ -2094,11 +2094,11 @@
BattleAnim_BodySlam:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
+ anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
anim_wait 4
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
@@ -2112,7 +2112,7 @@
BattleAnim_TakeDown:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
@@ -2129,7 +2129,7 @@
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $10
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 3
anim_sound 0, 1, SFX_TACKLE
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 128, 48, $0
@@ -2143,7 +2143,7 @@
BattleAnim_Submission:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_UserObj_1Row
- anim_bgeffect ANIM_BG_26, $0, $0, $0
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_TARGET, $0
anim_sound 0, 1, SFX_SUBMISSION
anim_wait 32
anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
@@ -2152,7 +2152,7 @@
anim_wait 32
anim_obj ANIM_OBJ_HIT_YFIX, 136, 52, $0
anim_wait 32
- anim_incbgeffect ANIM_BG_26
+ anim_incbgeffect ANIM_BG_WOBBLE_MON
anim_call BattleAnim_ShowMon_1
anim_ret
@@ -2175,7 +2175,7 @@
anim_sound 16, 2, SFX_WHIRLWIND
anim_wait 128
anim_if_param_equal $0, .done
- anim_bgeffect ANIM_BG_27, $0, $0, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 64
.done
anim_ret
@@ -2346,10 +2346,10 @@
anim_call BattleAnim_TargetObj_2Row
anim_transform
anim_sound 0, 0, SFX_PSYBEAM
- anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
+ anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_updateactorpic
- anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
+ anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON
anim_wait 48
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2406,7 +2406,7 @@
BattleAnim_LovelyKiss:
anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_LOVELY_KISS, 152, 40, $0
anim_wait 32
anim_sound 0, 1, SFX_LICK
@@ -2437,7 +2437,7 @@
BattleAnim_Crabhammer:
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
.loop
@@ -2450,11 +2450,11 @@
BattleAnim_SkullBash:
anim_if_param_equal $1, BattleAnim_FocusEnergy
anim_1gfx ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $14, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $14, $2, $0
anim_wait 32
anim_call BattleAnim_TargetObj_1Row
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
.loop
anim_sound 0, 1, SFX_HEADBUTT
@@ -2466,7 +2466,7 @@
BattleAnim_Kinesis:
anim_2gfx ANIM_GFX_MISC, ANIM_GFX_NOISE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_KINESIS, 80, 76, $0
anim_wait 32
.loop
@@ -2511,7 +2511,7 @@
BattleAnim_Guillotine:
anim_1gfx ANIM_GFX_CUT
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_sound 0, 1, SFX_VICEGRIP
anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 156, 44, $0
anim_obj ANIM_OBJ_CUT_DOWN_LEFT, 152, 40, $0
@@ -2552,35 +2552,35 @@
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_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_raisesub
anim_obj ANIM_OBJ_BALL_POOF, 48, 96, $0
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
.dropsub:
- anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_dropsub
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
.raisesub:
- anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_raisesub
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
.dropsub2:
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_dropsub
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_ret
@@ -2589,10 +2589,10 @@
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
anim_minimize
- anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
+ anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
anim_updateactorpic
- anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
+ anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON
anim_wait 48
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2600,7 +2600,7 @@
BattleAnim_SkyAttack:
anim_if_param_equal $1, BattleAnim_FocusEnergy
anim_1gfx ANIM_GFX_SKY_ATTACK
- anim_bgeffect ANIM_BG_27, $0, $1, $0
+ anim_bgeffect ANIM_BG_REMOVE_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
anim_sound 0, 0, SFX_HYPER_BEAM
anim_obj ANIM_OBJ_SKY_ATTACK, 48, 88, $40
@@ -2612,7 +2612,7 @@
anim_wait 64
anim_incobj 1
anim_wait 32
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_ret
@@ -2622,7 +2622,7 @@
anim_obp1 $1b
anim_wait 32
anim_call BattleAnim_UserObj_2Row
- anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
+ anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8
anim_sound 0, 1, SFX_PSYCHIC
anim_wait 96
anim_incbgeffect ANIM_BG_NIGHT_SHADE
@@ -2651,7 +2651,7 @@
BattleAnim_Withdraw:
anim_1gfx ANIM_GFX_REFLECT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_WITHDRAW, $0, $1, $50
+ anim_bgeffect ANIM_BG_WITHDRAW, $0, BG_EFFECT_USER, $50
anim_wait 48
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_WITHDRAW, 48, 88, $0
@@ -2664,8 +2664,8 @@
BattleAnim_Psybeam:
anim_1gfx ANIM_GFX_PSYCHIC
- anim_bgeffect ANIM_BG_06, $0, $2, $0
- anim_bgeffect ANIM_BG_08, $0, $4, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_BGPALS_INVERTED, $0, $4, $0
.loop
anim_sound 6, 2, SFX_PSYBEAM
anim_obj ANIM_OBJ_WAVE, 64, 88, $4
@@ -2722,7 +2722,7 @@
BattleAnim_Glare:
anim_1gfx ANIM_GFX_BEAM
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $20
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_call BattleAnimSub_EyeBeams
anim_wait 16
anim_ret
@@ -2792,7 +2792,7 @@
BattleAnim_Strength:
anim_2gfx ANIM_GFX_ROCKS, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_20, $10, $1, $20
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $10, $1, $20
anim_sound 0, 0, SFX_STRENGTH
anim_obj ANIM_OBJ_STRENGTH, 64, 104, $1
anim_wait 128
@@ -2817,7 +2817,7 @@
BattleAnim_QuickAttack:
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
anim_sound 0, 0, SFX_MENU
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2
anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1
anim_obj ANIM_OBJ_SPEED_LINE, 40, 88, $0
@@ -2828,7 +2828,7 @@
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_ret
@@ -2836,9 +2836,9 @@
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_PSYBEAM
- anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
+ anim_bgeffect ANIM_BG_WAVE_DEFORM_MON, $0, BG_EFFECT_USER, $0
anim_wait 48
- anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
+ anim_incbgeffect ANIM_BG_WAVE_DEFORM_MON
anim_wait 48
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2848,11 +2848,11 @@
anim_obp0 $e4
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SHARPEN
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_obj ANIM_OBJ_SHARPEN, 48, 88, $0
anim_wait 96
anim_incobj 2
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2861,17 +2861,17 @@
anim_obp0 $e4
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SHARPEN
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_obj ANIM_OBJ_DEFENSE_CURL, 48, 88, $0
anim_wait 96
anim_incobj 2
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
BattleAnim_SeismicToss:
anim_2gfx ANIM_GFX_GLOBE, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_20, $10, $1, $20
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $10, $1, $20
anim_sound 0, 0, SFX_STRENGTH
anim_obj ANIM_OBJ_SEISMIC_TOSS, 64, 104, $1
anim_wait 128
@@ -2885,10 +2885,10 @@
BattleAnim_Rage:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
anim_sound 0, 0, SFX_RAGE
anim_wait 72
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 72, $0
@@ -2905,7 +2905,7 @@
anim_1gfx ANIM_GFX_WIND
anim_obp0 $fc
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_obj ANIM_OBJ_AGILITY, 8, 24, $10
anim_obj ANIM_OBJ_AGILITY, 8, 48, $2
anim_obj ANIM_OBJ_AGILITY, 8, 88, $8
@@ -2918,7 +2918,7 @@
anim_sound 0, 0, SFX_RAZOR_WIND
anim_wait 4
anim_loop 18, .loop
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -2934,7 +2934,7 @@
BattleAnim_Barrier:
anim_1gfx ANIM_GFX_REFLECT
anim_battlergfx_2row
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_wait 8
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
@@ -2947,7 +2947,7 @@
BattleAnim_Waterfall:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_LICK
@@ -3074,7 +3074,7 @@
BattleAnim_Disable:
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_STATUS
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_DISABLE, 132, 56, $0
anim_wait 16
anim_sound 0, 1, SFX_BIND
@@ -3087,9 +3087,9 @@
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
anim_sound 0, 0, SFX_TAIL_WHIP
- anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0
anim_wait 32
- anim_incbgeffect ANIM_BG_26
+ anim_incbgeffect ANIM_BG_WOBBLE_MON
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3103,11 +3103,11 @@
BattleAnim_Sketch:
anim_1gfx ANIM_GFX_OBJECTS
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
anim_sound 0, 0, SFX_SKETCH
anim_obj ANIM_OBJ_SKETCH, 72, 80, $0
anim_wait 80
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_ret
@@ -3142,7 +3142,7 @@
BattleAnim_Thief:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_sound 0, 1, SFX_THIEF
anim_obj ANIM_OBJ_HIT_YFIX, 128, 48, $0
@@ -3157,7 +3157,7 @@
BattleAnim_SpiderWeb:
anim_1gfx ANIM_GFX_WEB
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_SPIDER_WEB, 132, 48, $0
anim_sound 6, 2, SFX_SPIDER_WEB
anim_obj ANIM_OBJ_STRING_SHOT, 64, 80, $0
@@ -3200,7 +3200,7 @@
anim_loop 8, .loop
anim_wait 96
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_sound 0, 1, SFX_EMBER
@@ -3208,7 +3208,7 @@
anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4
anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5
anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 4
anim_incobj 9
anim_wait 8
@@ -3218,7 +3218,7 @@
anim_2gfx ANIM_GFX_STATUS, ANIM_GFX_NOISE
anim_obj ANIM_OBJ_ASLEEP, 64, 80, $0
anim_wait 32
- anim_bgeffect ANIM_BG_1F, $60, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $60, $2, $0
anim_sound 0, 0, SFX_SNORE
.loop
anim_call BattleAnimSub_Sound
@@ -3243,12 +3243,12 @@
.NotGhost:
anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_19, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_USER, $40
anim_sound 0, 0, SFX_SHARPEN
anim_wait 64
- anim_incbgeffect ANIM_BG_19
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING
anim_wait 1
- anim_bgeffect ANIM_BG_16, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT, $0, BG_EFFECT_USER, $40
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_obj ANIM_OBJ_FOCUS, 44, 108, $6
@@ -3267,7 +3267,7 @@
anim_wait 2
anim_loop 3, .loop
anim_wait 8
- anim_incbgeffect ANIM_BG_16
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3275,7 +3275,7 @@
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
anim_sound 0, 0, SFX_SUBMISSION
- anim_bgeffect ANIM_BG_2C, $0, $1, $0
+ anim_bgeffect ANIM_BG_FLAIL, $0, BG_EFFECT_USER, $0
anim_wait 8
anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
anim_wait 8
@@ -3283,7 +3283,7 @@
anim_wait 8
anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 8
- anim_incbgeffect ANIM_BG_2C
+ anim_incbgeffect ANIM_BG_FLAIL
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3305,8 +3305,8 @@
BattleAnim_Aeroblast:
anim_2gfx ANIM_GFX_BEAM, ANIM_GFX_AEROBLAST
anim_bgp $1b
- anim_bgeffect ANIM_BG_1F, $50, $4, $10
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $50, $4, $10
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_sound 0, 0, SFX_AEROBLAST
anim_obj ANIM_OBJ_AEROBLAST, 72, 88, $0
anim_wait 32
@@ -3335,7 +3335,7 @@
BattleAnim_Reversal:
anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_HIT, 112, 64, $0
anim_wait 2
@@ -3384,7 +3384,7 @@
BattleAnim_Protect:
anim_1gfx ANIM_GFX_OBJECTS
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_PROTECT, 80, 80, $0
anim_obj ANIM_OBJ_PROTECT, 80, 80, $d
anim_obj ANIM_OBJ_PROTECT, 80, 80, $1a
@@ -3396,7 +3396,7 @@
BattleAnim_MachPunch:
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2
anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1
@@ -3410,7 +3410,7 @@
anim_wait 6
anim_obj ANIM_OBJ_HIT_YFIX, 136, 56, $0
anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_ret
@@ -3417,7 +3417,7 @@
BattleAnim_ScaryFace:
anim_1gfx ANIM_GFX_BEAM
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_call BattleAnimSub_EyeBeams
anim_wait 64
anim_ret
@@ -3426,7 +3426,7 @@
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_CURSE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1D, $0, $1, $80
+ anim_bgeffect ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK, $0, BG_EFFECT_USER, $80
anim_wait 96
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT, 120, 32, $0
@@ -3437,7 +3437,7 @@
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT, 136, 48, $0
anim_wait 32
- anim_incbgeffect ANIM_BG_1D
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_WHITE_WAIT_FADE_BACK
anim_call BattleAnim_ShowMon_0
anim_wait 4
anim_ret
@@ -3444,7 +3444,7 @@
BattleAnim_SweetKiss:
anim_2gfx ANIM_GFX_OBJECTS, ANIM_GFX_ANGELS
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_SWEET_KISS, 96, 40, $0
anim_sound 0, 1, SFX_SWEET_KISS
anim_wait 32
@@ -3555,13 +3555,13 @@
BattleAnim_Foresight:
anim_1gfx ANIM_GFX_SHINE
anim_call BattleAnim_UserObj_1Row
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 1, SFX_FORESIGHT
anim_obj ANIM_OBJ_FORESIGHT, 132, 40, $0
anim_wait 24
- anim_bgeffect ANIM_BG_19, $0, $0, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $40
anim_wait 64
- anim_incbgeffect ANIM_BG_19
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK_REPEATING
anim_call BattleAnim_ShowMon_1
anim_wait 8
anim_ret
@@ -3579,13 +3579,13 @@
.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
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 32
anim_ret
BattleAnim_PerishSong:
anim_1gfx ANIM_GFX_NOISE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_sound 0, 2, SFX_PERISH_SONG
anim_obj ANIM_OBJ_PERISH_SONG, 88, 0, $0
@@ -3601,7 +3601,7 @@
BattleAnim_IcyWind:
anim_1gfx ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_battlergfx_1row
anim_sound 0, 0, SFX_PSYCHIC
@@ -3615,12 +3615,12 @@
anim_wait 8
anim_loop 2, .loop
anim_wait 16
- anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0
anim_wait 6
- anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, $0, $8
+ anim_bgeffect ANIM_BG_NIGHT_SHADE, $0, BG_EFFECT_TARGET, $8
anim_wait 64
anim_incbgeffect ANIM_BG_NIGHT_SHADE
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_incobj 7
anim_wait 1
@@ -3628,7 +3628,7 @@
BattleAnim_Detect:
anim_1gfx ANIM_GFX_SHINE
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 0, SFX_FORESIGHT
anim_obj ANIM_OBJ_FORESIGHT, 64, 88, $0
anim_wait 24
@@ -3663,10 +3663,10 @@
BattleAnim_Outrage:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
anim_sound 0, 0, SFX_OUTRAGE
anim_wait 72
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_sound 0, 1, SFX_MOVE_PUZZLE_PIECE
@@ -3697,16 +3697,16 @@
BattleAnim_GigaDrain:
anim_2gfx ANIM_GFX_BUBBLE, ANIM_GFX_CHARGE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1C, $0, $0, $10
+ anim_bgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING, $0, BG_EFFECT_TARGET, $10
anim_sound 6, 3, SFX_GIGA_DRAIN
anim_call BattleAnimSub_Drain
anim_wait 48
anim_wait 128
- anim_incbgeffect ANIM_BG_1C
+ anim_incbgeffect ANIM_BG_FADE_MONS_TO_BLACK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_1gfx ANIM_GFX_SHINE
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
.loop
anim_sound 0, 0, SFX_METRONOME
anim_obj ANIM_OBJ_GLIMMER, 24, 64, $0
@@ -3726,8 +3726,8 @@
BattleAnim_Endure:
anim_1gfx ANIM_GFX_SPEED
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_obj ANIM_OBJ_FOCUS, 44, 108, $6
@@ -3746,7 +3746,7 @@
anim_wait 2
anim_loop 5, .loop
anim_wait 8
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3753,11 +3753,11 @@
BattleAnim_Charm:
anim_1gfx ANIM_GFX_OBJECTS
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_ATTRACT
anim_obj ANIM_OBJ_HEART, 64, 80, $0
anim_wait 32
- anim_incbgeffect ANIM_BG_26
+ anim_incbgeffect ANIM_BG_WOBBLE_MON
anim_call BattleAnim_ShowMon_0
anim_wait 4
anim_ret
@@ -3766,8 +3766,8 @@
anim_1gfx ANIM_GFX_HIT
anim_sound 0, 0, SFX_SPARK
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_2E, $60, $1, $1
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_ROLLOUT, $60, $1, $1
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0
@@ -3777,7 +3777,7 @@
BattleAnim_FalseSwipe:
anim_2gfx ANIM_GFX_SHINE, ANIM_GFX_CUT
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 1, SFX_CUT
anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0
anim_wait 4
@@ -3803,7 +3803,7 @@
anim_call BattleAnim_TargetObj_1Row
anim_obj ANIM_OBJ_MILK_DRINK, 74, 104, $0
anim_wait 16
- anim_bgeffect ANIM_BG_18, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
anim_sound 0, 0, SFX_MILK_DRINK
.loop
anim_obj ANIM_OBJ_RECOVER, 44, 88, $20
@@ -3810,7 +3810,7 @@
anim_wait 8
anim_loop 8, .loop
anim_wait 128
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -3823,10 +3823,10 @@
anim_setobj $1, $3
anim_wait 1
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_SPARK
anim_wait 16
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 4
anim_incobj 2
anim_wait 1
@@ -3938,12 +3938,12 @@
BattleAnim_Return:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, $1, $0
+ anim_bgeffect ANIM_BG_BOUNCE_DOWN, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_RETURN
anim_wait 64
anim_incbgeffect ANIM_BG_BOUNCE_DOWN
anim_wait 32
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT_BIG, 136, 40, $0
@@ -3986,7 +3986,7 @@
anim_wait 40
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0
anim_wait 8
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT_YFIX, 120, 48, $0
@@ -3997,7 +3997,7 @@
anim_sound 0, 1, SFX_COMET_PUNCH
anim_obj ANIM_OBJ_HIT_YFIX, 136, 48, $0
anim_wait 8
- anim_incbgeffect ANIM_BG_26
+ anim_incbgeffect ANIM_BG_WOBBLE_MON
anim_wait 1
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -4004,7 +4004,7 @@
BattleAnim_Safeguard:
anim_1gfx ANIM_GFX_MISC
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $0
anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $d
anim_obj ANIM_OBJ_SAFEGUARD, 80, 80, $1a
@@ -4017,7 +4017,7 @@
BattleAnim_PainSplit:
anim_2gfx ANIM_GFX_HIT, ANIM_GFX_OBJECTS
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_TACKLE
anim_obj ANIM_OBJ_HIT, 112, 48, $0
@@ -4029,7 +4029,7 @@
BattleAnim_SacredFire:
anim_1gfx ANIM_GFX_FIRE
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
.loop
anim_sound 0, 0, SFX_EMBER
@@ -4038,7 +4038,7 @@
anim_loop 8, .loop
anim_wait 96
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_EMBER
anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $1
@@ -4045,7 +4045,7 @@
anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $4
anim_obj ANIM_OBJ_FIRE_BLAST, 136, 48, $5
anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 4
anim_incobj 9
anim_wait 8
@@ -4054,7 +4054,7 @@
BattleAnim_Magnitude:
anim_1gfx ANIM_GFX_ROCKS
.loop
- anim_bgeffect ANIM_BG_1F, $e, $4, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $e, $4, $0
anim_sound 0, 1, SFX_STRENGTH
anim_obj ANIM_OBJ_SMALL_ROCK, 128, 64, $40
anim_wait 2
@@ -4082,7 +4082,7 @@
BattleAnim_Megahorn:
anim_2gfx ANIM_GFX_HORN, ANIM_GFX_HIT
- anim_bgeffect ANIM_BG_1F, $40, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $40, $2, $0
anim_wait 48
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $3
anim_obj ANIM_OBJ_HORN, 72, 80, $1
@@ -4131,7 +4131,7 @@
anim_ret
.pursued:
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 4
anim_call BattleAnim_UserObj_1Row
anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $0
@@ -4138,13 +4138,13 @@
anim_wait 64
anim_obj ANIM_OBJ_BETA_PURSUIT, 132, 64, $1
anim_sound 0, 1, SFX_BALL_POOF
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 64
anim_incobj 3
anim_wait 16
anim_sound 0, 1, SFX_MEGA_PUNCH
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 120, 56, $0
- anim_bgeffect ANIM_BG_2D, $0, $0, $0
+ anim_bgeffect ANIM_BG_BETA_PURSUIT, $0, BG_EFFECT_TARGET, $0
anim_wait 16
anim_call BattleAnim_ShowMon_1
anim_wait 1
@@ -4160,13 +4160,13 @@
anim_loop 5, .loop
anim_wait 24
anim_call BattleAnim_TargetObj_2Row
- anim_bgeffect ANIM_BG_25, $0, $1, $0
+ anim_bgeffect ANIM_BG_BODY_SLAM, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_resetobp0
anim_sound 0, 1, SFX_MEGA_KICK
anim_obj ANIM_OBJ_HIT, 136, 40, $0
anim_wait 8
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 4
anim_incobj 6
anim_wait 1
@@ -4196,12 +4196,12 @@
anim_wait 4
anim_1gfx ANIM_GFX_HIT
anim_resetobp0
- anim_bgeffect ANIM_BG_26, $0, $1, $0
+ anim_bgeffect ANIM_BG_WOBBLE_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_sound 0, 1, SFX_MEGA_KICK
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0
anim_wait 16
- anim_incbgeffect ANIM_BG_26
+ anim_incbgeffect ANIM_BG_WOBBLE_MON
anim_call BattleAnim_ShowMon_0
anim_ret
@@ -4224,7 +4224,7 @@
BattleAnim_VitalThrow:
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_2F, $0, $1, $0
+ anim_bgeffect ANIM_BG_VITAL_THROW, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_HIT, 64, 96, $0
@@ -4235,7 +4235,7 @@
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_HIT, 68, 104, $0
anim_wait 8
- anim_incbgeffect ANIM_BG_2F
+ anim_incbgeffect ANIM_BG_VITAL_THROW
anim_wait 16
anim_call BattleAnim_ShowMon_0
anim_sound 0, 1, SFX_MEGA_PUNCH
@@ -4245,7 +4245,7 @@
BattleAnim_MorningSun:
anim_1gfx ANIM_GFX_SHINE
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 0, SFX_MORNING_SUN
.loop
anim_obj ANIM_OBJ_MORNING_SUN, 16, 48, $88
@@ -4263,11 +4263,11 @@
BattleAnim_Synthesis:
anim_1gfx ANIM_GFX_SHINE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_18, $0, $1, $40
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING, $0, BG_EFFECT_USER, $40
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_sound 0, 0, SFX_OUTRAGE
anim_wait 72
- anim_incbgeffect ANIM_BG_18
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_LIGHT_REPEATING
anim_call BattleAnim_ShowMon_0
anim_if_param_equal $1, .one
anim_call BattleAnimSub_Glimmer
@@ -4281,7 +4281,7 @@
anim_2gfx ANIM_GFX_CUT, ANIM_GFX_HIT
anim_bgp $1b
anim_obp0 $c0
- anim_bgeffect ANIM_BG_1F, $20, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $20, $2, $0
anim_obj ANIM_OBJ_BITE, 136, 56, $a8
anim_obj ANIM_OBJ_BITE, 136, 56, $28
anim_wait 8
@@ -4296,7 +4296,7 @@
BattleAnim_Moonlight:
anim_1gfx ANIM_GFX_SHINE
anim_bgp $1b
- anim_bgeffect ANIM_BG_07, $0, $0, $0
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $0, $0
anim_obj ANIM_OBJ_MOONLIGHT, 0, 40, $0
anim_obj ANIM_OBJ_MOONLIGHT, 16, 56, $0
anim_obj ANIM_OBJ_MOONLIGHT, 32, 72, $0
@@ -4316,8 +4316,8 @@
BattleAnim_HiddenPower:
anim_1gfx ANIM_GFX_CHARGE
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
- anim_bgeffect ANIM_BG_07, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
+ anim_bgeffect ANIM_BG_CYCLE_MID_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $0
anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $8
anim_obj ANIM_OBJ_HIDDEN_POWER, 44, 88, $10
@@ -4330,7 +4330,7 @@
anim_sound 0, 0, SFX_SWORDS_DANCE
anim_wait 8
anim_loop 12, .loop
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_wait 1
anim_incobj 2
@@ -4353,7 +4353,7 @@
anim_obj ANIM_OBJ_CROSS_CHOP1, 152, 40, $0
anim_obj ANIM_OBJ_CROSS_CHOP2, 120, 72, $0
anim_wait 8
- anim_bgeffect ANIM_BG_1F, $58, $2, $0
+ anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $58, $2, $0
anim_wait 92
anim_sound 0, 1, SFX_VICEGRIP
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $8, $10
@@ -4430,7 +4430,7 @@
BattleAnim_MirrorCoat:
anim_2gfx ANIM_GFX_REFLECT, ANIM_GFX_SPEED
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
.loop
anim_sound 0, 0, SFX_SHINE
anim_obj ANIM_OBJ_SCREEN, 72, 80, $0
@@ -4449,7 +4449,7 @@
BattleAnim_PsychUp:
anim_1gfx ANIM_GFX_STATUS
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_1A, $0, $1, $20
+ anim_bgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING, $0, BG_EFFECT_USER, $20
anim_sound 0, 0, SFX_PSYBEAM
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $0
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $10
@@ -4456,7 +4456,7 @@
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $20
anim_obj ANIM_OBJ_PSYCH_UP, 44, 88, $30
anim_wait 64
- anim_incbgeffect ANIM_BG_1A
+ anim_incbgeffect ANIM_BG_CYCLE_MON_LIGHT_DARK_REPEATING
anim_call BattleAnim_ShowMon_0
anim_wait 16
anim_ret
@@ -4463,7 +4463,7 @@
BattleAnim_Extremespeed:
anim_2gfx ANIM_GFX_SPEED, ANIM_GFX_CUT
- anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_HIDE_MON, $0, BG_EFFECT_USER, $0
anim_sound 0, 0, SFX_MENU
anim_obj ANIM_OBJ_SPEED_LINE, 24, 88, $2
anim_obj ANIM_OBJ_SPEED_LINE, 32, 88, $1
@@ -4475,7 +4475,7 @@
anim_sound 0, 1, SFX_CUT
anim_obj ANIM_OBJ_CUT_LONG_DOWN_LEFT, 152, 40, $0
anim_wait 32
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_ret
@@ -4519,7 +4519,7 @@
BattleAnim_FutureSight:
anim_1gfx ANIM_GFX_WIND
- anim_bgeffect ANIM_BG_06, $0, $2, $0
+ anim_bgeffect ANIM_BG_CYCLE_OBPALS_GRAY_AND_YELLOW, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_bgeffect ANIM_BG_PSYCHIC, $0, $0, $0
anim_obj ANIM_OBJ_AGILITY, 8, 24, $10
@@ -4577,16 +4577,16 @@
BattleAnim_BeatUp:
anim_if_param_equal $0, .current_mon
anim_sound 0, 0, SFX_BALL_POOF
- anim_bgeffect ANIM_BG_RETURN_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_RETURN_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
anim_beatup
anim_sound 0, 0, SFX_BALL_POOF
- anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_ENTER_MON, $0, BG_EFFECT_USER, $0
anim_wait 16
.current_mon
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_TargetObj_1Row
- anim_bgeffect ANIM_BG_TACKLE, $0, $1, $0
+ anim_bgeffect ANIM_BG_TACKLE, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_sound 0, 1, SFX_BEAT_UP
anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0
@@ -4738,13 +4738,13 @@
BattleAnimSub_Metallic:
anim_sound 0, 0, SFX_SHINE
- anim_bgeffect ANIM_BG_17, $0, $1, $40
+ anim_bgeffect ANIM_BG_FADE_MON_TO_BLACK, $0, BG_EFFECT_USER, $40
anim_wait 8
anim_obj ANIM_OBJ_HARDEN, 48, 84, $0
anim_wait 32
anim_obj ANIM_OBJ_HARDEN, 48, 84, $0
anim_wait 64
- anim_incbgeffect ANIM_BG_17
+ anim_incbgeffect ANIM_BG_FADE_MON_TO_BLACK
anim_ret
BattleAnimSub_SandOrMud:
@@ -4785,19 +4785,19 @@
BattleAnim_TargetObj_1Row:
anim_battlergfx_2row
- anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $0, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_TARGET, $0
anim_wait 6
anim_ret
BattleAnim_TargetObj_2Row:
anim_battlergfx_1row
- anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $0, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_TARGET, $0
anim_wait 6
anim_ret
BattleAnim_ShowMon_0:
anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $0, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_TARGET, $0
anim_wait 5
anim_incobj 1
anim_wait 1
@@ -4805,19 +4805,19 @@
BattleAnim_UserObj_1Row:
anim_battlergfx_2row
- anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_1ROW, $0, BG_EFFECT_USER, $0
anim_wait 6
anim_ret
BattleAnim_UserObj_2Row:
anim_battlergfx_1row
- anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, $1, $0
+ anim_bgeffect ANIM_BG_BATTLEROBJ_2ROW, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_ret
BattleAnim_ShowMon_1:
anim_wait 1
- anim_bgeffect ANIM_BG_SHOW_MON, $0, $1, $0
+ anim_bgeffect ANIM_BG_SHOW_MON, $0, BG_EFFECT_USER, $0
anim_wait 4
anim_incobj 1
anim_wait 1
--- a/engine/battle_anims/anim_commands.asm
+++ b/engine/battle_anims/anim_commands.asm
@@ -112,7 +112,7 @@
cp ROLLOUT
jr nz, .not_rollout
- ld a, ANIM_BG_2E
+ ld a, ANIM_BG_ROLLOUT
ld b, NUM_BG_EFFECTS
ld de, BG_EFFECT_STRUCT_LENGTH
ld hl, wBGEffect1Function
--- a/engine/battle_anims/bg_effects.asm
+++ b/engine/battle_anims/bg_effects.asm
@@ -85,9 +85,9 @@
dw BattleBGEffect_WhiteHues
dw BattleBGEffect_BlackHues
dw BattleBGEffect_AlternateHues
- dw BattleBGEffect_06
- dw BattleBGEffect_07
- dw BattleBGEffect_08
+ dw BattleBGEffect_CycleOBPalsGrayAndYellow
+ dw BattleBGEffect_CycleMidOBPalsGrayAndYellow
+ dw BattleBGEffect_CycleBGPals_Inverted
dw BattleBGEffect_HideMon
dw BattleBGEffect_ShowMon
dw BattleBGEffect_EnterMon
@@ -101,38 +101,38 @@
dw BattleBGEffect_DoubleTeam
dw BattleBGEffect_AcidArmor
dw BattleBGEffect_RapidFlash
- dw BattleBGEffect_16
- dw BattleBGEffect_17
- dw BattleBGEffect_18
- dw BattleBGEffect_19
- dw BattleBGEffect_1a
- dw BattleBGEffect_1b
- dw BattleBGEffect_1c
- dw BattleBGEffect_1d
- dw BattleBGEffect_1e
- dw BattleBGEffect_1f
- dw BattleBGEffect_20
+ dw BattleBGEffect_FadeMonToLight
+ dw BattleBGEffect_FadeMonToBlack
+ dw BattleBGEffect_FadeMonToLightRepeating
+ dw BattleBGEffect_FadeMonToBlackRepeating
+ dw BattleBGEffect_CycleMonLightDarkRepeating
+ dw BattleBGEffect_FlashMonRepeating
+ dw BattleBGEffect_FadeMonsToBlackRepeating
+ dw BattleBGEffect_FadeMonToWhiteWaitFadeBack
+ dw BattleBGEffect_FadeMonFromWhite
+ dw BattleBGEffect_ShakeScreenX
+ dw BattleBGEffect_ShakeScreenY
dw BattleBGEffect_Withdraw
dw BattleBGEffect_BounceDown
dw BattleBGEffect_Dig
dw BattleBGEffect_Tackle
- dw BattleBGEffect_25
- dw BattleBGEffect_26
- dw BattleBGEffect_27
- dw BattleBGEffect_28
+ dw BattleBGEffect_BodySlam
+ dw BattleBGEffect_WobbleMon
+ dw BattleBGEffect_RemoveMon
+ dw BattleBGEffect_WaveDeformMon
dw BattleBGEffect_Psychic
- dw BattleBGEffect_2a
- dw BattleBGEffect_2b
- dw BattleBGEffect_2c
- dw BattleBGEffect_2d
- dw BattleBGEffect_2e
- dw BattleBGEffect_2f
- dw BattleBGEffect_30
- dw BattleBGEffect_31
- dw BattleBGEffect_32
+ dw BattleBGEffect_BetaSendOutMon1
+ dw BattleBGEffect_BetaSendOutMon2
+ dw BattleBGEffect_Flail
+ dw BattleBGEffect_BetaPursuit
+ dw BattleBGEffect_Rollout
+ dw BattleBGEffect_VitalThrow
+ dw BattleBGEffect_StartWater
+ dw BattleBGEffect_Water
+ dw BattleBGEffect_EndWater
dw BattleBGEffect_VibrateMon
- dw BattleBGEffect_WobbleMon
- dw BattleBGEffect_35
+ dw BattleBGEffect_WobblePlayer
+ dw BattleBGEffect_WobbleScreen
BattleBGEffect_End:
call EndBattleBGEffect
@@ -280,7 +280,7 @@
dc 2, 1, 0, 0
db -2
-BattleBGEffect_06:
+BattleBGEffect_CycleOBPalsGrayAndYellow:
call BattleBGEffects_CheckSGB
jr nz, .sgb
ld de, .PalsCGB
@@ -303,7 +303,7 @@
dc 3, 0, 0, 0
db -2
-BattleBGEffect_07:
+BattleBGEffect_CycleMidOBPalsGrayAndYellow:
call BattleBGEffects_CheckSGB
jr nz, .sgb
ld de, .PalsCGB
@@ -326,7 +326,7 @@
dc 3, 0, 3, 0
db -2
-BattleBGEffect_08:
+BattleBGEffect_CycleBGPals_Inverted:
ld de, .Pals
call BattleBGEffect_GetNthDMGPal
ld [wBGP], a
@@ -541,7 +541,8 @@
callfar QueueBattleAnimation
ret
-BattleBGEffect_27:
+BattleBGEffect_RemoveMon:
+; Slides mon out of screen
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -985,7 +986,7 @@
ld a, $5e
ldh [hLYOverrideEnd], a
lb de, 2, 2
- call Functionc8f2e
+ call DeformScreen
ret
.one
@@ -996,7 +997,7 @@
call BattleAnim_ResetLCDStatCustom
ret
-BattleBGEffect_30:
+BattleBGEffect_StartWater:
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCY)
call BattleBGEffect_SetLCDStatCustoms1
@@ -1003,7 +1004,8 @@
call EndBattleBGEffect
ret
-BattleBGEffect_31:
+BattleBGEffect_Water:
+; BG_EFFECT_STRUCT_JT_INDEX: defines Y position of deformation
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
@@ -1029,7 +1031,7 @@
jr nc, .done
inc [hl]
inc [hl]
- call Functionc8f9a
+ call DeformWater
ret
.done
@@ -1037,11 +1039,12 @@
call EndBattleBGEffect
ret
-BattleBGEffect_32:
+BattleBGEffect_EndWater:
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Psychic:
+; Hardcoded to always affect opponent
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -1058,7 +1061,7 @@
ld a, $5f
ldh [hLYOverrideEnd], a
lb de, 6, 5
- call Functionc8f2e
+ call DeformScreen
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld [hl], $0
@@ -1091,7 +1094,7 @@
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms1
lb de, 6, 5
- call Functionc8f2e
+ call DeformScreen
ret
.one
@@ -1118,7 +1121,7 @@
add hl, bc
ld e, [hl]
ld d, 2
- call Functionc8f2e
+ call DeformScreen
ret
.one
@@ -1239,7 +1242,7 @@
add hl, bc
ld e, [hl]
ld d, 2
- call Functionc8f2e
+ call DeformScreen
ld h, HIGH(wLYOverridesBackup)
ldh a, [hLYOverrideEnd]
ld l, a
@@ -1403,11 +1406,14 @@
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
- dw Tackle_BGEffect25_2d_one
- dw Tackle_BGEffect25_2d_two
+ dw Tackle_MoveForward
+ dw Tackle_ReturnMove
dw .three
.zero
+; Prepares mon to move forward (player moves right, enemy moves left)
+; BG_EFFECT_STRUCT_03 will keep track of distance moved, so it's reset to 0 here
+; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target
call BattleBGEffects_IncrementJumptable
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
@@ -1433,15 +1439,18 @@
call BattleAnim_ResetLCDStatCustom
ret
-BattleBGEffect_25:
+BattleBGEffect_BodySlam:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
- dw Tackle_BGEffect25_2d_one
- dw Tackle_BGEffect25_2d_two
+ dw Tackle_MoveForward
+ dw Tackle_ReturnMove
dw .three
.zero
+; Prepares mon to move forward (player moves right, enemy moves left)
+; BG_EFFECT_STRUCT_03 will keep track of distance moved, so it's reset to 0 here
+; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target
call BattleBGEffects_IncrementJumptable
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
@@ -1467,7 +1476,10 @@
call BattleAnim_ResetLCDStatCustom
ret
-Tackle_BGEffect25_2d_one:
+Tackle_MoveForward:
+; Moves user horizontally in a direction that can be positive or negative. When the limit is reached (8 pixels) we move to the next function in the jumptable (Tackle_ReturnMove)
+; BG_EFFECT_STRUCT_BATTLE_TURN: speed and direction
+; BG_EFFECT_STRUCT_03: keeps track of distance moved
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
@@ -1488,14 +1500,17 @@
ld [hl], a
ret
-Tackle_BGEffect25_2d_two:
+Tackle_ReturnMove:
+; Move user horizontally back to initial position. When we back to position 0, we move to the next function in the jumptable
+; BG_EFFECT_STRUCT_BATTLE_TURN: is turned into a negative number (this number is not saved to preserve the initial number)
+; BG_EFFECT_STRUCT_03: keeps track of distance moved
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
and a
- jr nz, .asm_c8893
+ jr nz, .move_back
call BattleBGEffects_IncrementJumptable
-.asm_c8893
+.move_back
call Functionc88a5
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
@@ -1560,12 +1575,12 @@
jr nz, .loop
ret
-BattleBGEffect_2d:
+BattleBGEffect_BetaPursuit: ; unused
call BattleBGEffects_AnonJumptable
.anon_dw
- dw BGEffect2d_2f_zero
- dw Tackle_BGEffect25_2d_one
- dw Tackle_BGEffect25_2d_two
+ dw VitalThrow_MoveBackwards
+ dw Tackle_MoveForward
+ dw Tackle_ReturnMove
dw .three
.three
@@ -1572,7 +1587,9 @@
call BattleAnim_ResetLCDStatCustom
ret
-BGEffect2d_2f_zero:
+VitalThrow_MoveBackwards:
+; Prepares mon to move back back (player moves left, enemy moves right)
+; BG_EFFECT_STRUCT_03: keeps track of distance moved, so it's reset to 0 here
call BattleBGEffects_IncrementJumptable
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
@@ -1594,13 +1611,13 @@
ld [hl], a
ret
-BattleBGEffect_2f:
+BattleBGEffect_VitalThrow:
call BattleBGEffects_AnonJumptable
.anon_dw
- dw BGEffect2d_2f_zero
- dw Tackle_BGEffect25_2d_one
+ dw VitalThrow_MoveBackwards
+ dw Tackle_MoveForward
dw .two
- dw Tackle_BGEffect25_2d_two
+ dw Tackle_ReturnMove
dw .four
.four
@@ -1608,7 +1625,8 @@
.two
ret
-BattleBGEffect_26:
+BattleBGEffect_WobbleMon:
+; Similar to BattleBGEffect_WobblePlayer, except it can affect either side and the sine movement has a radius of 8 instead of 6 and it moves at twice the rate
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -1646,7 +1664,7 @@
call BattleAnim_ResetLCDStatCustom
ret
-BattleBGEffect_2c:
+BattleBGEffect_Flail:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -1700,7 +1718,7 @@
call BattleAnim_ResetLCDStatCustom
ret
-BattleBGEffect_28:
+BattleBGEffect_WaveDeformMon:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -1723,7 +1741,7 @@
inc [hl]
ld d, a
ld e, 4
- call Functionc8f2e
+ call DeformScreen
ret
.two
@@ -1735,7 +1753,7 @@
dec [hl]
ld d, a
ld e, 4
- call Functionc8f2e
+ call DeformScreen
ret
.reset
@@ -1792,7 +1810,7 @@
call BattleAnim_ResetLCDStatCustom
ret
-BattleBGEffect_2a:
+BattleBGEffect_BetaSendOutMon1: ; unused
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -1900,7 +1918,7 @@
db $00, $40, $90, $e4
db -1
-BattleBGEffect_2b:
+BattleBGEffect_BetaSendOutMon2: ; unused
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -1929,7 +1947,7 @@
and $f
ld d, a
ld e, a
- call Functionc8f2e
+ call DeformScreen
ret
.done
@@ -1936,7 +1954,7 @@
call BattleAnim_ResetLCDStatCustom
ret
-BattleBGEffect_1c:
+BattleBGEffect_FadeMonsToBlackRepeating:
ldh a, [hCGB]
and a
jr nz, .cgb
@@ -2094,7 +2112,7 @@
db $40, $fc
db $90, $f8
-BattleBGEffect_RapidFlash:
+BattleBGEffect_RapidFlash: ; unused
ld de, .FlashPals
call BGEffect_RapidCyclePals
ret
@@ -2102,7 +2120,8 @@
.FlashPals:
db $e4, $6c, $fe
-BattleBGEffect_16:
+BattleBGEffect_FadeMonToLight:
+; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
ld de, .Pals
call BGEffect_RapidCyclePals
ret
@@ -2110,7 +2129,8 @@
.Pals:
db $e4, $90, $40, $ff
-BattleBGEffect_17:
+BattleBGEffect_FadeMonToBlack:
+; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
ld de, .Pals
call BGEffect_RapidCyclePals
ret
@@ -2118,7 +2138,8 @@
.Pals:
db $e4, $f8, $fc, $ff
-BattleBGEffect_18:
+BattleBGEffect_FadeMonToLightRepeating:
+; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
ld de, .Pals
call BGEffect_RapidCyclePals
ret
@@ -2126,7 +2147,8 @@
.Pals:
db $e4, $90, $40, $90, $fe
-BattleBGEffect_19:
+BattleBGEffect_FadeMonToBlackRepeating:
+; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
ld de, .Pals
call BGEffect_RapidCyclePals
ret
@@ -2134,7 +2156,8 @@
.Pals:
db $e4, $f8, $fc, $f8, $fe
-BattleBGEffect_1a:
+BattleBGEffect_CycleMonLightDarkRepeating:
+; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
ld de, .Pals
call BGEffect_RapidCyclePals
ret
@@ -2142,7 +2165,8 @@
.Pals:
db $e4, $f8, $fc, $f8, $e4, $90, $40, $90, $fe
-BattleBGEffect_1b:
+BattleBGEffect_FlashMonRepeating: ; unused
+; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
ld de, .Pals
call BGEffect_RapidCyclePals
ret
@@ -2150,7 +2174,8 @@
.Pals:
db $e4, $fc, $e4, $00, $fe
-BattleBGEffect_1d:
+BattleBGEffect_FadeMonToWhiteWaitFadeBack:
+; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
ld de, .Pals
call BGEffect_RapidCyclePals
ret
@@ -2158,7 +2183,8 @@
.Pals:
db $e4, $90, $40, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $40, $90, $e4, $ff
-BattleBGEffect_1e:
+BattleBGEffect_FadeMonFromWhite: ; unused
+; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
ld de, .Pals
call BGEffect_RapidCyclePals
ret
@@ -2167,6 +2193,8 @@
db $00, $40, $90, $e4, $ff
BattleBGEffect_VibrateMon:
+; Moves mon back and forth sideways for $20 frames
+; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -2210,7 +2238,8 @@
call BattleAnim_ResetLCDStatCustom
ret
-BattleBGEffect_WobbleMon:
+BattleBGEffect_WobblePlayer:
+; Always affects the player
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
@@ -2251,7 +2280,7 @@
call BattleAnim_ResetLCDStatCustom
ret
-BattleBGEffect_2e:
+BattleBGEffect_Rollout:
call Functionc8d0b
jr c, .xor_a
bit 7, a
@@ -2268,7 +2297,7 @@
ld [wAnimObject01YOffset], a
ret
-BattleBGEffect_1f:
+BattleBGEffect_ShakeScreenX:
call Functionc8d0b
jr nc, .skip
xor a
@@ -2276,7 +2305,7 @@
ldh [hSCX], a
ret
-BattleBGEffect_20:
+BattleBGEffect_ShakeScreenY:
call Functionc8d0b
jr nc, .skip
xor a
@@ -2322,7 +2351,7 @@
and a
ret
-BattleBGEffect_35:
+BattleBGEffect_WobbleScreen:
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
@@ -2367,6 +2396,7 @@
ret
BGEffect_RapidCyclePals:
+; Last index in DE: $fe signals a loop, $ff signals end
ldh a, [hCGB]
and a
jr nz, .cgb
@@ -2674,7 +2704,11 @@
call BattleBGEffects_ClearLYOverrides
ret
-Functionc8f2e:
+DeformScreen:
+; wBattleAnimTemp0: Progress of the sine wave
+; wBattleAnimTemp1 (e): Distance to skip
+; wBattleAnimTemp2 (d): Size of wave
+; wBattleAnimTemp3: Timer
push bc
xor a
ld [wBattleAnimTemp0], a
@@ -2737,7 +2771,7 @@
pop bc
ret
-Functionc8f9a:
+DeformWater:
push bc
ld [wBattleAnimTemp3], a
ld a, e