; special effects that are part of move animations ; SpecialEffectPointers associates them with effect routines (see data/battle_anims/special_effect_pointers.asm) const_def $C0 DEF FIRST_SE_ID EQU const_value const_skip $18 const SE_WAVY_SCREEN ; $D8 used in Psywave/Night Shade/Psychic etc. const SE_SUBSTITUTE_MON ; $D9 used in Substitute (turns the pokemon into a mini sprite) const SE_SHAKE_BACK_AND_FORTH ; $DA used in Double Team const SE_SLIDE_ENEMY_MON_OFF ; $DB used in Whirlwind const SE_SHOW_ENEMY_MON_PIC ; $DC used in Seismic Toss const SE_SHOW_MON_PIC ; $DD used in Low Kick/Quick Attack/Seismic Toss etc. const SE_BLINK_ENEMY_MON ; $DE used in Seismic Toss const SE_HIDE_ENEMY_MON_PIC ; $DF used in Seismic Toss const SE_FLASH_ENEMY_MON_PIC ; $E0 unused const SE_DELAY_ANIMATION_10 ; $E1 used in lots of animations const SE_SPIRAL_BALLS_INWARD ; $E2 used in Growth/Focus Energy/Hyper Beam etc. const SE_SHAKE_ENEMY_HUD_2 ; $E3 unused const SE_SHAKE_ENEMY_HUD ; $E4 const SE_SLIDE_MON_HALF_OFF ; $E5 used in Softboiled const SE_PETALS_FALLING ; $E6 used in Petal Dance const SE_LEAVES_FALLING ; $E7 used in Razor Leaf const SE_TRANSFORM_MON ; $E8 used in Transform const SE_SLIDE_MON_DOWN_AND_HIDE ; $E9 used in Acid Armor const SE_MINIMIZE_MON ; $EA used in Minimize const SE_BOUNCE_UP_AND_DOWN ; $EB used in Splash const SE_SHOOT_MANY_BALLS_UPWARD ; $EC used in an unused animation const SE_SHOOT_BALLS_UPWARD ; $ED used in Teleport/Sky Attack const SE_SQUISH_MON_PIC ; $EE used in Teleport/Sky Attack const SE_HIDE_MON_PIC ; $EF const SE_LIGHT_SCREEN_PALETTE ; $F0 used in Mist/Double Edge/Absorb/etc. const SE_RESET_MON_POSITION ; $F1 used in Tackle/Body Slam/etc. const SE_MOVE_MON_HORIZONTALLY ; $F2 used in Tackle/Body Slam/etc. const SE_BLINK_MON ; $F3 used in Recover const SE_SLIDE_MON_OFF ; $F4 used in Seismic Toss/Low Kick/etc. const SE_FLASH_MON_PIC ; $F5 const SE_SLIDE_MON_DOWN ; $F6 used in Withdraw/Waterfall/fainting const SE_SLIDE_MON_UP ; $F7 used in Dig/Waterfall/etc. const SE_FLASH_SCREEN_LONG ; $F8 used in Confusion/Psychic/etc. const SE_DARKEN_MON_PALETTE ; $F9 used in Smokescreen/Smog/etc. const SE_WATER_DROPLETS_EVERYWHERE ; $FA used in Mist/Surf/Toxic/etc. const SE_SHAKE_SCREEN ; $FB used in Earthquake/Fissure/etc. const SE_RESET_SCREEN_PALETTE ; $FC used in Leer/Thunderpunch/etc. const SE_DARK_SCREEN_PALETTE ; $FD used in Hyper Beam/Thunderpunch/etc. const SE_DARK_SCREEN_FLASH ; $FE used in Cut/Take Down/etc. ; subanimations that are part of move animations ; SubanimationPointers indexes (see data/battle_anims/subanimations.asm) ; The 0 or 1 in the name of a subanim indicates whether to use tileset 0 or 1 data/moves/animations.asm. ; "Both" indicates either can be used for different images using the same animation. const_def const SUBANIM_0_STAR const SUBANIM_0_STAR_TWICE const SUBANIM_0_STAR_THRICE const SUBANIM_0_STAR_DESCENDING const SUBANIM_1_STAR_BIG_MOVING const SUBANIM_1_STAR_BIG const SUBANIM_0_BALL_TOSS_HIGH const SUBANIM_0_BALL_TOSS_MIDDLE const SUBANIM_0_BALL_TOSS_LOW const SUBANIM_0_BALL_SHAKE_ENEMY const SUBANIM_0_BALL_POOF_ENEMY const SUBANIM_0_BALL_BLOCK const SUBANIM_1_FLAME_COLUMN_1 const SUBANIM_1_FLAME_COLUMN_2 const SUBANIM_1_FLAME_COLUMN_3 const SUBANIM_0_SCRATCHES const SUBANIM_1_TORNADO const SUBANIM_1_FLAMES const SUBANIM_0_HEART_1_MUSIC const SUBANIM_1_BLOB_TOSS const SUBANIM_1_BLOB_DRIP_ENEMY const SUBANIM_1_SHOUT const SUBANIM_0_SLICE const SUBANIM_0_BIRDIES_CIRCLING_ENEMY const SUBANIM_1_SWORDS_CIRCLING const SUBANIM_1_CLOUD_TOSS const SUBANIM_0_WATER_COLUMNS const SUBANIM_1_SEED_TOSS const SUBANIM_1_SEED_LAND const SUBANIM_0_ROCKS_LIFT const SUBANIM_0_ROCKS_TOSS const SUBANIM_1_FLAME_BEAM const SUBANIM_1_FLAME_STAR const SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY const SUBANIM_0_CIRCLE_1_SQUARE_TOSS_BACK const SUBANIM_0_BIND const SUBANIM_0_STATUS_PARALYZED const SUBANIM_0_STATUS_CONFUSED const SUBANIM_0_STATUS_CONFUSED_ENEMY const SUBANIM_0_STATUS_POISONED const SUBANIM_1_SAND const SUBANIM_1_LIGHTNING_BALL const SUBANIM_0_SLICE_BOTH_SIDES const SUBANIM_1_LIGHTNING const SUBANIM_0_WATER_DROPLETS const SUBANIM_0_CIRCLES_CENTERING const SUBANIM_0_BEAM const SUBANIM_0_ICE_RISE const SUBANIM_0_ROCKS_FALL_ENEMY const SUBANIM_0_SOUND_WAVE const SUBANIM_0_CIRCLE_1_SQUARE_HALF_TOSS ; unused const SUBANIM_1_BARRIER const SUBANIM_1_SELFDESTRUCT const SUBANIM_0_WATER_BUBBLES const SUBANIM_0_CIRCLES_FALLING const SUBANIM_0_STRING_SHOT const SUBANIM_0_ICE_FALL const SUBANIM_0_CIRCLE_1_SQUARE_APPEARS ; unused const SUBANIM_0_STATUS_SLEEP const SUBANIM_0_STATUS_SLEEP_ENEMY const SUBANIM_0_WATER_1_FIRE_BARRIER ; unused const SUBANIM_0_WATER_1_FIRE_GEYSER ; unused const SUBANIM_1_STAR_BIG_TOSS const SUBANIM_1_STARS_SMALL_TOSS const SUBANIM_1_MUSIC_CIRCLING_ENEMY const SUBANIM_1_CIRCLE_BLACK_TOSS const SUBANIM_1_EXPLOSION_SMALL_ENEMY const SUBANIM_0_CIRCLE_1_SQUARE_CLOSING const SUBANIM_1_LEAVES_TOSS const SUBANIM_0_HORN_JAB_TWICE const SUBANIM_0_HORN_JAB_THRICE const SUBANIM_0_BALL_POOF const SUBANIM_2_TRADE_BALL_DROP const SUBANIM_2_TRADE_BALL_SHAKE const SUBANIM_2_TRADE_BALL_APPEAR const SUBANIM_2_TRADE_BALL_POOF const SUBANIM_0_EGG_SHAKING const SUBANIM_1_TRIANGLE_TOSS const SUBANIM_1_SPHERE_BIG const SUBANIM_1_SPHERE_BIG_RISE const SUBANIM_1_SPHERE_BIG_FALL const SUBANIM_0_SHELL const SUBANIM_0_COIN_BOUNCE const SUBANIM_0_SAFARI_ROCK const SUBANIM_0_SAFARI_BAIT const SUBANIM_0_STAR_HIGH DEF NUM_SUBANIMS EQU const_value ; types of subanimations const_def const SUBANIMTYPE_NORMAL const SUBANIMTYPE_HVFLIP const SUBANIMTYPE_HFLIP const SUBANIMTYPE_COORDFLIP const SUBANIMTYPE_REVERSE const SUBANIMTYPE_ENEMY ; frame blocks that are part of subanimations ; FrameBlockPointers indexes (see data/battle_anims/frame_blocks.asm) const_def const FRAMEBLOCK_00 const FRAMEBLOCK_01 const FRAMEBLOCK_02 const FRAMEBLOCK_03 const FRAMEBLOCK_04 const FRAMEBLOCK_05 const FRAMEBLOCK_06 const FRAMEBLOCK_07 const FRAMEBLOCK_08 const FRAMEBLOCK_09 const FRAMEBLOCK_0A const FRAMEBLOCK_0B const FRAMEBLOCK_0C const FRAMEBLOCK_0D const FRAMEBLOCK_0E const FRAMEBLOCK_0F const FRAMEBLOCK_10 const FRAMEBLOCK_11 const FRAMEBLOCK_12 const FRAMEBLOCK_13 const FRAMEBLOCK_14 const FRAMEBLOCK_15 const FRAMEBLOCK_16 const FRAMEBLOCK_17 const FRAMEBLOCK_18 const FRAMEBLOCK_19 const FRAMEBLOCK_1A const FRAMEBLOCK_1B const FRAMEBLOCK_1C const FRAMEBLOCK_1D const FRAMEBLOCK_1E const FRAMEBLOCK_1F const FRAMEBLOCK_20 const FRAMEBLOCK_21 const FRAMEBLOCK_22 const FRAMEBLOCK_23 const FRAMEBLOCK_24 const FRAMEBLOCK_25 const FRAMEBLOCK_26 const FRAMEBLOCK_27 const FRAMEBLOCK_28 const FRAMEBLOCK_29 const FRAMEBLOCK_2A const FRAMEBLOCK_2B const FRAMEBLOCK_2C const FRAMEBLOCK_2D const FRAMEBLOCK_2E const FRAMEBLOCK_2F const FRAMEBLOCK_30 const FRAMEBLOCK_31 const FRAMEBLOCK_32 const FRAMEBLOCK_33 const FRAMEBLOCK_34 const FRAMEBLOCK_35 const FRAMEBLOCK_36 const FRAMEBLOCK_37 const FRAMEBLOCK_38 const FRAMEBLOCK_39 const FRAMEBLOCK_3A const FRAMEBLOCK_3B const FRAMEBLOCK_3C const FRAMEBLOCK_3D const FRAMEBLOCK_3E const FRAMEBLOCK_3F const FRAMEBLOCK_40 const FRAMEBLOCK_41 const FRAMEBLOCK_42 const FRAMEBLOCK_43 const FRAMEBLOCK_44 const FRAMEBLOCK_45 const FRAMEBLOCK_46 const FRAMEBLOCK_47 const FRAMEBLOCK_SMALL_BLACK_CIRCLE const FRAMEBLOCK_LARGE_BLACK_CIRCLE const FRAMEBLOCK_4A const FRAMEBLOCK_4B const FRAMEBLOCK_4C const FRAMEBLOCK_4D const FRAMEBLOCK_4E const FRAMEBLOCK_4F const FRAMEBLOCK_50 const FRAMEBLOCK_51 const FRAMEBLOCK_52 const FRAMEBLOCK_53 const FRAMEBLOCK_54 const FRAMEBLOCK_55 const FRAMEBLOCK_56 const FRAMEBLOCK_57 const FRAMEBLOCK_58 const FRAMEBLOCK_59 const FRAMEBLOCK_5A const FRAMEBLOCK_5B const FRAMEBLOCK_5C const FRAMEBLOCK_5D const FRAMEBLOCK_5E const FRAMEBLOCK_5F const FRAMEBLOCK_60 const FRAMEBLOCK_61 const FRAMEBLOCK_62 const FRAMEBLOCK_63 const FRAMEBLOCK_64 const FRAMEBLOCK_65 const FRAMEBLOCK_66 const FRAMEBLOCK_67 const FRAMEBLOCK_68 const FRAMEBLOCK_69 const FRAMEBLOCK_6A const FRAMEBLOCK_6B const FRAMEBLOCK_6C const FRAMEBLOCK_6D const FRAMEBLOCK_6E const FRAMEBLOCK_6F const FRAMEBLOCK_70 const FRAMEBLOCK_71 const FRAMEBLOCK_72 const FRAMEBLOCK_73 const FRAMEBLOCK_74 const FRAMEBLOCK_75 const FRAMEBLOCK_76 const FRAMEBLOCK_77 const FRAMEBLOCK_78 const FRAMEBLOCK_79 DEF NUM_FRAMEBLOCKS EQU const_value ; base coordinates that are part of subanimations ; FrameBlockBaseCoords indexes (see data/battle_anims/base_coords.asm) const_def const BASECOORD_00 const BASECOORD_01 const BASECOORD_02 const BASECOORD_03 const BASECOORD_04 const BASECOORD_05 const BASECOORD_06 const BASECOORD_07 const BASECOORD_08 const BASECOORD_09 const BASECOORD_0A const BASECOORD_0B const BASECOORD_0C const BASECOORD_0D const BASECOORD_0E const BASECOORD_0F const BASECOORD_10 const BASECOORD_11 const BASECOORD_12 const BASECOORD_13 const BASECOORD_14 const BASECOORD_15 const BASECOORD_16 const BASECOORD_17 const BASECOORD_18 const BASECOORD_19 const BASECOORD_1A const BASECOORD_1B const BASECOORD_1C const BASECOORD_1D const BASECOORD_1E const BASECOORD_1F const BASECOORD_20 const BASECOORD_21 const BASECOORD_22 const BASECOORD_23 const BASECOORD_24 const BASECOORD_25 const BASECOORD_26 const BASECOORD_27 const BASECOORD_28 const BASECOORD_29 const BASECOORD_2A const BASECOORD_2B const BASECOORD_2C const BASECOORD_2D const BASECOORD_2E const BASECOORD_2F const BASECOORD_30 const BASECOORD_31 const BASECOORD_32 const BASECOORD_33 const BASECOORD_34 const BASECOORD_35 const BASECOORD_36 const BASECOORD_37 const BASECOORD_38 const BASECOORD_39 const BASECOORD_3A const BASECOORD_3B const BASECOORD_3C const BASECOORD_3D const BASECOORD_3E const BASECOORD_3F const BASECOORD_40 const BASECOORD_41 const BASECOORD_42 const BASECOORD_43 const BASECOORD_44 const BASECOORD_45 const BASECOORD_46 const BASECOORD_47 const BASECOORD_48 const BASECOORD_49 const BASECOORD_4A const BASECOORD_4B const BASECOORD_4C const BASECOORD_4D const BASECOORD_4E const BASECOORD_4F const BASECOORD_50 const BASECOORD_51 const BASECOORD_52 const BASECOORD_53 const BASECOORD_54 const BASECOORD_55 const BASECOORD_56 const BASECOORD_57 const BASECOORD_58 const BASECOORD_59 const BASECOORD_5A const BASECOORD_5B const BASECOORD_5C const BASECOORD_5D const BASECOORD_5E const BASECOORD_5F const BASECOORD_60 const BASECOORD_61 const BASECOORD_62 const BASECOORD_63 const BASECOORD_64 const BASECOORD_65 const BASECOORD_66 const BASECOORD_67 const BASECOORD_68 const BASECOORD_69 const BASECOORD_6A const BASECOORD_6B const BASECOORD_6C const BASECOORD_6D const BASECOORD_6E const BASECOORD_6F const BASECOORD_70 const BASECOORD_71 const BASECOORD_72 const BASECOORD_73 const BASECOORD_74 const BASECOORD_75 const BASECOORD_76 const BASECOORD_77 const BASECOORD_78 const BASECOORD_79 const BASECOORD_7A const BASECOORD_7B const BASECOORD_7C const BASECOORD_7D const BASECOORD_7E const BASECOORD_7F const BASECOORD_80 const BASECOORD_81 const BASECOORD_82 const BASECOORD_83 const BASECOORD_84 const BASECOORD_85 const BASECOORD_86 const BASECOORD_87 const BASECOORD_88 const BASECOORD_89 const BASECOORD_8A const BASECOORD_8B const BASECOORD_8C const BASECOORD_8D const BASECOORD_8E const BASECOORD_8F const BASECOORD_90 const BASECOORD_91 const BASECOORD_92 const BASECOORD_93 const BASECOORD_94 const BASECOORD_95 const BASECOORD_96 const BASECOORD_97 const BASECOORD_98 const BASECOORD_99 const BASECOORD_9A const BASECOORD_9B const BASECOORD_9C const BASECOORD_9D const BASECOORD_9E const BASECOORD_9F const BASECOORD_A0 const BASECOORD_A1 const BASECOORD_A2 const BASECOORD_A3 const BASECOORD_A4 const BASECOORD_A5 const BASECOORD_A6 const BASECOORD_A7 const BASECOORD_A8 const BASECOORD_A9 const BASECOORD_AA const BASECOORD_AB const BASECOORD_AC const BASECOORD_AD const BASECOORD_AE const BASECOORD_AF const BASECOORD_B0 DEF NUM_BASECOORDS EQU const_value ; frame block modes that are part of subanimations const_def const FRAMEBLOCKMODE_00 const FRAMEBLOCKMODE_01 const FRAMEBLOCKMODE_02 const FRAMEBLOCKMODE_03 const FRAMEBLOCKMODE_04