Clean up some data, using macros for multiline list entries

This commit is contained in:
Rangi 2020-07-14 10:21:18 -04:00
parent aa97e196dd
commit f37cf959c9
298 changed files with 5274 additions and 5646 deletions

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@ -1,81 +1,47 @@
; Format: Special Effect ID (1 byte), Address (2 bytes)
special_effect: MACRO
db \1
dw \2
ENDM
SpecialEffectPointers:
db SE_DARK_SCREEN_FLASH ; $FE
dw AnimationFlashScreen
db SE_DARK_SCREEN_PALETTE ; $FD
dw AnimationDarkScreenPalette
db SE_RESET_SCREEN_PALETTE ; $FC
dw AnimationResetScreenPalette
db SE_SHAKE_SCREEN ; $FB
dw AnimationShakeScreen
db SE_WATER_DROPLETS_EVERYWHERE ; $FA
dw AnimationWaterDropletsEverywhere
db SE_DARKEN_MON_PALETTE ; $F9
dw AnimationDarkenMonPalette
db SE_FLASH_SCREEN_LONG ; $F8
dw AnimationFlashScreenLong
db SE_SLIDE_MON_UP ; $F7
dw AnimationSlideMonUp
db SE_SLIDE_MON_DOWN ; $F6
dw AnimationSlideMonDown
db SE_FLASH_MON_PIC ; $F5
dw AnimationFlashMonPic
db SE_SLIDE_MON_OFF ; $F4
dw AnimationSlideMonOff
db SE_BLINK_MON ; $F3
dw AnimationBlinkMon
db SE_MOVE_MON_HORIZONTALLY ; $F2
dw AnimationMoveMonHorizontally
db SE_RESET_MON_POSITION ; $F1
dw AnimationResetMonPosition
db SE_LIGHT_SCREEN_PALETTE ; $F0
dw AnimationLightScreenPalette
db SE_HIDE_MON_PIC ; $EF
dw AnimationHideMonPic
db SE_SQUISH_MON_PIC ; $EE
dw AnimationSquishMonPic
db SE_SHOOT_BALLS_UPWARD ; $ED
dw AnimationShootBallsUpward
db SE_SHOOT_MANY_BALLS_UPWARD ; $EC
dw AnimationShootManyBallsUpward
db SE_BOUNCE_UP_AND_DOWN ; $EB
dw AnimationBoundUpAndDown
db SE_MINIMIZE_MON ; $EA
dw AnimationMinimizeMon
db SE_SLIDE_MON_DOWN_AND_HIDE ; $E9
dw AnimationSlideMonDownAndHide
db SE_TRANSFORM_MON ; $E8
dw AnimationTransformMon
db SE_LEAVES_FALLING ; $E7
dw AnimationLeavesFalling
db SE_PETALS_FALLING ; $E6
dw AnimationPetalsFalling
db SE_SLIDE_MON_HALF_OFF ; $E5
dw AnimationSlideMonHalfOff
db SE_SHAKE_ENEMY_HUD ; $E4
dw AnimationShakeEnemyHUD
db SE_SHAKE_ENEMY_HUD_2 ; unused--same pointer as SE_SHAKE_ENEMY_HUD ($E4)
dw AnimationShakeEnemyHUD
db SE_SPIRAL_BALLS_INWARD ; $E2
dw AnimationSpiralBallsInward
db SE_DELAY_ANIMATION_10 ; $E1
dw AnimationDelay10
db SE_FLASH_ENEMY_MON_PIC ; unused--same as SE_FLASH_MON_PIC ($F5), but for the enemy mon
dw AnimationFlashEnemyMonPic
db SE_HIDE_ENEMY_MON_PIC ; $DF
dw AnimationHideEnemyMonPic
db SE_BLINK_ENEMY_MON ; $DE
dw AnimationBlinkEnemyMon
db SE_SHOW_MON_PIC ; $DD
dw AnimationShowMonPic
db SE_SHOW_ENEMY_MON_PIC ; $DC
dw AnimationShowEnemyMonPic
db SE_SLIDE_ENEMY_MON_OFF ; $DB
dw AnimationSlideEnemyMonOff
db SE_SHAKE_BACK_AND_FORTH ; $DA
dw AnimationShakeBackAndForth
db SE_SUBSTITUTE_MON ; $D9
dw AnimationSubstitute
db SE_WAVY_SCREEN ; $D8
dw AnimationWavyScreen
db $FF
; special effect id, effect routine address
special_effect SE_DARK_SCREEN_FLASH, AnimationFlashScreen ; $FE
special_effect SE_DARK_SCREEN_PALETTE, AnimationDarkScreenPalette ; $FD
special_effect SE_RESET_SCREEN_PALETTE, AnimationResetScreenPalette ; $FC
special_effect SE_SHAKE_SCREEN, AnimationShakeScreen ; $FB
special_effect SE_WATER_DROPLETS_EVERYWHERE, AnimationWaterDropletsEverywhere ; $FA
special_effect SE_DARKEN_MON_PALETTE, AnimationDarkenMonPalette ; $F9
special_effect SE_FLASH_SCREEN_LONG, AnimationFlashScreenLong ; $F8
special_effect SE_SLIDE_MON_UP, AnimationSlideMonUp ; $F7
special_effect SE_SLIDE_MON_DOWN, AnimationSlideMonDown ; $F6
special_effect SE_FLASH_MON_PIC, AnimationFlashMonPic ; $F5
special_effect SE_SLIDE_MON_OFF, AnimationSlideMonOff ; $F4
special_effect SE_BLINK_MON, AnimationBlinkMon ; $F3
special_effect SE_MOVE_MON_HORIZONTALLY, AnimationMoveMonHorizontally ; $F2
special_effect SE_RESET_MON_POSITION, AnimationResetMonPosition ; $F1
special_effect SE_LIGHT_SCREEN_PALETTE, AnimationLightScreenPalette ; $F0
special_effect SE_HIDE_MON_PIC, AnimationHideMonPic ; $EF
special_effect SE_SQUISH_MON_PIC, AnimationSquishMonPic ; $EE
special_effect SE_SHOOT_BALLS_UPWARD, AnimationShootBallsUpward ; $ED
special_effect SE_SHOOT_MANY_BALLS_UPWARD, AnimationShootManyBallsUpward ; $EC
special_effect SE_BOUNCE_UP_AND_DOWN, AnimationBoundUpAndDown ; $EB
special_effect SE_MINIMIZE_MON, AnimationMinimizeMon ; $EA
special_effect SE_SLIDE_MON_DOWN_AND_HIDE, AnimationSlideMonDownAndHide ; $E9
special_effect SE_TRANSFORM_MON, AnimationTransformMon ; $E8
special_effect SE_LEAVES_FALLING, AnimationLeavesFalling ; $E7
special_effect SE_PETALS_FALLING, AnimationPetalsFalling ; $E6
special_effect SE_SLIDE_MON_HALF_OFF, AnimationSlideMonHalfOff ; $E5
special_effect SE_SHAKE_ENEMY_HUD, AnimationShakeEnemyHUD ; $E4
special_effect SE_SHAKE_ENEMY_HUD_2, AnimationShakeEnemyHUD ; unused--same pointer as SE_SHAKE_ENEMY_HUD ($E4)
special_effect SE_SPIRAL_BALLS_INWARD, AnimationSpiralBallsInward ; $E2
special_effect SE_DELAY_ANIMATION_10, AnimationDelay10 ; $E1
special_effect SE_FLASH_ENEMY_MON_PIC, AnimationFlashEnemyMonPic ; unused--same as SE_FLASH_MON_PIC ($F5), but for the enemy mon
special_effect SE_HIDE_ENEMY_MON_PIC, AnimationHideEnemyMonPic ; $DF
special_effect SE_BLINK_ENEMY_MON, AnimationBlinkEnemyMon ; $DE
special_effect SE_SHOW_MON_PIC, AnimationShowMonPic ; $DD
special_effect SE_SHOW_ENEMY_MON_PIC, AnimationShowEnemyMonPic ; $DC
special_effect SE_SLIDE_ENEMY_MON_OFF, AnimationSlideEnemyMonOff ; $DB
special_effect SE_SHAKE_BACK_AND_FORTH, AnimationShakeBackAndForth ; $DA
special_effect SE_SUBSTITUTE_MON, AnimationSubstitute ; $D9
special_effect SE_WAVY_SCREEN, AnimationWavyScreen ; $D8
db -1 ; end

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@ -1,75 +1,32 @@
; Format: Animation ID (1 byte), Address (2 bytes)
anim_special_effect: MACRO
db \1
dw \2
ENDM
AnimationIdSpecialEffects:
db MEGA_PUNCH
dw AnimationFlashScreen
db GUILLOTINE
dw AnimationFlashScreen
db MEGA_KICK
dw AnimationFlashScreen
db HEADBUTT
dw AnimationFlashScreen
db TAIL_WHIP
dw TailWhipAnimationUnused
db GROWL
dw DoGrowlSpecialEffects
db DISABLE
dw AnimationFlashScreen
db BLIZZARD
dw DoBlizzardSpecialEffects
db BUBBLEBEAM
dw AnimationFlashScreen
db HYPER_BEAM
dw FlashScreenEveryFourFrameBlocks
db THUNDERBOLT
dw FlashScreenEveryEightFrameBlocks
db REFLECT
dw AnimationFlashScreen
db SELFDESTRUCT
dw DoExplodeSpecialEffects
db SPORE
dw AnimationFlashScreen
db EXPLOSION
dw DoExplodeSpecialEffects
db ROCK_SLIDE
dw DoRockSlideSpecialEffects
db TRADE_BALL_DROP_ANIM
dw TradeHidePokemon
db TRADE_BALL_SHAKE_ANIM
dw TradeShakePokeball
db TRADE_BALL_TILT_ANIM
dw TradeJumpPokeball
db TOSS_ANIM
dw DoBallTossSpecialEffects
db SHAKE_ANIM
dw DoBallShakeSpecialEffects
db POOF_ANIM
dw DoPoofSpecialEffects
db GREATTOSS_ANIM
dw DoBallTossSpecialEffects
db ULTRATOSS_ANIM
dw DoBallTossSpecialEffects
db $FF ; terminator
; animation id, effect routine address
anim_special_effect MEGA_PUNCH, AnimationFlashScreen
anim_special_effect GUILLOTINE, AnimationFlashScreen
anim_special_effect MEGA_KICK, AnimationFlashScreen
anim_special_effect HEADBUTT, AnimationFlashScreen
anim_special_effect TAIL_WHIP, TailWhipAnimationUnused
anim_special_effect GROWL, DoGrowlSpecialEffects
anim_special_effect DISABLE, AnimationFlashScreen
anim_special_effect BLIZZARD, DoBlizzardSpecialEffects
anim_special_effect BUBBLEBEAM, AnimationFlashScreen
anim_special_effect HYPER_BEAM, FlashScreenEveryFourFrameBlocks
anim_special_effect THUNDERBOLT, FlashScreenEveryEightFrameBlocks
anim_special_effect REFLECT, AnimationFlashScreen
anim_special_effect SELFDESTRUCT, DoExplodeSpecialEffects
anim_special_effect SPORE, AnimationFlashScreen
anim_special_effect EXPLOSION, DoExplodeSpecialEffects
anim_special_effect ROCK_SLIDE, DoRockSlideSpecialEffects
anim_special_effect TRADE_BALL_DROP_ANIM, TradeHidePokemon
anim_special_effect TRADE_BALL_SHAKE_ANIM, TradeShakePokeball
anim_special_effect TRADE_BALL_TILT_ANIM, TradeJumpPokeball
anim_special_effect TOSS_ANIM, DoBallTossSpecialEffects
anim_special_effect SHAKE_ANIM, DoBallShakeSpecialEffects
anim_special_effect POOF_ANIM, DoPoofSpecialEffects
anim_special_effect GREATTOSS_ANIM, DoBallTossSpecialEffects
anim_special_effect ULTRATOSS_ANIM, DoBallTossSpecialEffects
db -1 ; end

File diff suppressed because it is too large Load diff

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@ -1,5 +1,5 @@
MoveEffectPointerTable:
dw SleepEffect ; unused effect
dw SleepEffect ; EFFECT_01
dw PoisonEffect ; POISON_SIDE_EFFECT1
dw DrainHPEffect ; DRAIN_HP_EFFECT
dw FreezeBurnParalyzeEffect ; BURN_SIDE_EFFECT1
@ -28,14 +28,14 @@ MoveEffectPointerTable:
dw ThrashPetalDanceEffect ; THRASH_PETAL_DANCE_EFFECT
dw SwitchAndTeleportEffect ; SWITCH_AND_TELEPORT_EFFECT
dw TwoToFiveAttacksEffect ; TWO_TO_FIVE_ATTACKS_EFFECT
dw TwoToFiveAttacksEffect ; unused effect
dw FlinchSideEffect ; FLINCH_SIDE_EFFECT1
dw TwoToFiveAttacksEffect ; EFFECT_1E
dw FlinchSideEffect ; FLINCH_SIDE_EFFECT1
dw SleepEffect ; SLEEP_EFFECT
dw PoisonEffect ; POISON_SIDE_EFFECT2
dw FreezeBurnParalyzeEffect ; BURN_SIDE_EFFECT2
dw FreezeBurnParalyzeEffect ; unused effect
dw FreezeBurnParalyzeEffect ; PARALYZE_SIDE_EFFECT2
dw FlinchSideEffect ; FLINCH_SIDE_EFFECT2
dw FlinchSideEffect ; FLINCH_SIDE_EFFECT2
dw OneHitKOEffect ; OHKO_EFFECT
dw ChargeEffect ; CHARGE_EFFECT
dw NULL ; SUPER_FANG_EFFECT

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@ -1,14 +1,72 @@
ExclamationPointMoveSets:
db SWORDS_DANCE, GROWTH
db $00
db RECOVER, BIDE, SELFDESTRUCT, AMNESIA
db $00
db MEDITATE, AGILITY, TELEPORT, MIMIC, DOUBLE_TEAM, BARRAGE
db $00
db POUND, SCRATCH, VICEGRIP, WING_ATTACK, FLY, BIND, SLAM, HORN_ATTACK, BODY_SLAM
db WRAP, THRASH, TAIL_WHIP, LEER, BITE, GROWL, ROAR, SING, PECK, COUNTER
db STRENGTH, ABSORB, STRING_SHOT, EARTHQUAKE, FISSURE, DIG, TOXIC, SCREECH, HARDEN
db MINIMIZE, WITHDRAW, DEFENSE_CURL, METRONOME, LICK, CLAMP, CONSTRICT, POISON_GAS
db LEECH_LIFE, BUBBLE, FLASH, SPLASH, ACID_ARMOR, FURY_SWIPES, REST, SHARPEN, SLASH, SUBSTITUTE
db $00
db $FF ; terminator
; set 0
db SWORDS_DANCE
db GROWTH
db 0 ; end set
; set 1
db RECOVER
db BIDE
db SELFDESTRUCT
db AMNESIA
db 0 ; end set
; set 2
db MEDITATE
db AGILITY
db TELEPORT
db MIMIC
db DOUBLE_TEAM
db BARRAGE
db 0 ; end set
; set 3
db POUND
db SCRATCH
db VICEGRIP
db WING_ATTACK
db FLY
db BIND
db SLAM
db HORN_ATTACK
db BODY_SLAM
db WRAP
db THRASH
db TAIL_WHIP
db LEER
db BITE
db GROWL
db ROAR
db SING
db PECK
db COUNTER
db STRENGTH
db ABSORB
db STRING_SHOT
db EARTHQUAKE
db FISSURE
db DIG
db TOXIC
db SCREECH
db HARDEN
db MINIMIZE
db WITHDRAW
db DEFENSE_CURL
db METRONOME
db LICK
db CLAMP
db CONSTRICT
db POISON_GAS
db LEECH_LIFE
db BUBBLE
db FLASH
db SPLASH
db ACID_ARMOR
db FURY_SWIPES
db REST
db SHARPEN
db SLASH
db SUBSTITUTE
db 0 ; end set
db -1 ; end

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@ -164,4 +164,3 @@ MoveNames::
db "SLASH@"
db "SUBSTITUTE@"
db "STRUGGLE@"

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@ -1,168 +1,168 @@
MoveSoundTable:
; ID, pitch mod, tempo mod
db SFX_POUND, $00,$80 ; POUND
db SFX_BATTLE_0C, $10,$80 ; KARATE_CHOP
db SFX_DOUBLESLAP, $00,$80 ; DOUBLESLAP
db SFX_BATTLE_0B, $01,$80 ; COMET_PUNCH
db SFX_BATTLE_0D, $00,$40 ; MEGA_PUNCH
db SFX_SILPH_SCOPE, $00,$ff ; PAY_DAY
db SFX_BATTLE_0D, $10,$60 ; FIRE_PUNCH
db SFX_BATTLE_0D, $20,$80 ; ICE_PUNCH
db SFX_BATTLE_0D, $00,$a0 ; THUNDERPUNCH
db SFX_DAMAGE, $00,$80 ; SCRATCH
db SFX_BATTLE_0F, $20,$40 ; VICEGRIP
db SFX_BATTLE_0F, $00,$80 ; GUILLOTINE
db SFX_BATTLE_0E, $00,$a0 ; RAZOR_WIND
db SFX_NOT_VERY_EFFECTIVE,$10,$c0 ; SWORDS_DANCE
db SFX_NOT_VERY_EFFECTIVE,$00,$a0 ; CUT
db SFX_BATTLE_12, $00,$c0 ; GUST
db SFX_BATTLE_12, $10,$a0 ; WING_ATTACK
db SFX_BATTLE_13, $00,$e0 ; WHIRLWIND
db SFX_NOT_VERY_EFFECTIVE,$20,$c0 ; FLY
db SFX_BATTLE_14, $00,$80 ; BIND
db SFX_BATTLE_22, $00,$80 ; SLAM
db SFX_VINE_WHIP, $01,$80 ; VINE_WHIP
db SFX_BATTLE_20, $00,$80 ; STOMP
db SFX_BATTLE_17, $f0,$40 ; DOUBLE_KICK
db SFX_SUPER_EFFECTIVE, $00,$80 ; MEGA_KICK
db SFX_BATTLE_17, $00,$80 ; JUMP_KICK
db SFX_BATTLE_21, $10,$80 ; ROLLING_KICK
db SFX_BATTLE_1B, $01,$a0 ; SAND_ATTACK
db SFX_BATTLE_18, $00,$80 ; HEADBUTT
db SFX_BATTLE_1E, $00,$60 ; HORN_ATTACK
db SFX_BATTLE_1E, $01,$40 ; FURY_ATTACK
db SFX_HORN_DRILL, $00,$a0 ; HORN_DRILL
db SFX_SUPER_EFFECTIVE, $10,$a0 ; TACKLE
db SFX_BATTLE_20, $00,$c0 ; BODY_SLAM
db SFX_BATTLE_14, $10,$60 ; WRAP
db SFX_SUPER_EFFECTIVE, $00,$a0 ; TAKE_DOWN
db SFX_BATTLE_22, $11,$c0 ; THRASH
db SFX_SUPER_EFFECTIVE, $20,$c0 ; DOUBLE_EDGE
db SFX_BATTLE_21, $00,$80 ; TAIL_WHIP
db SFX_BATTLE_1B, $00,$80 ; POISON_STING
db SFX_BATTLE_1B, $20,$c0 ; TWINEEDLE
db SFX_BATTLE_19, $00,$80 ; PIN_MISSILE
db SFX_BATTLE_31, $ff,$40 ; LEER
db SFX_BATTLE_1E, $00,$80 ; BITE
db SFX_BATTLE_0B, $00,$c0 ; GROWL
db SFX_BATTLE_0B, $00,$40 ; ROAR
db SFX_BATTLE_35, $00,$80 ; SING
db SFX_BATTLE_27, $40,$60 ; SUPERSONIC
db SFX_BATTLE_27, $00,$80 ; SONICBOOM
db SFX_BATTLE_27, $ff,$40 ; DISABLE
db SFX_BATTLE_2A, $80,$c0 ; ACID
db SFX_BATTLE_19, $10,$a0 ; EMBER
db SFX_BATTLE_19, $21,$e0 ; FLAMETHROWER
db SFX_BATTLE_29, $00,$80 ; MIST
db SFX_BATTLE_24, $20,$60 ; WATER_GUN
db SFX_BATTLE_2A, $00,$80 ; HYDRO_PUMP
db SFX_BATTLE_2C, $00,$80 ; SURF
db SFX_BATTLE_28, $40,$80 ; ICE_BEAM
db SFX_BATTLE_29, $f0,$e0 ; BLIZZARD
db SFX_PSYBEAM, $00,$80 ; PSYBEAM
db SFX_BATTLE_2A, $f0,$60 ; BUBBLEBEAM
db SFX_BATTLE_28, $00,$80 ; AURORA_BEAM
db SFX_BATTLE_36, $00,$80 ; HYPER_BEAM
db SFX_PECK, $01,$a0 ; PECK
db SFX_BATTLE_13, $f0,$20 ; DRILL_PECK
db SFX_BATTLE_23, $01,$c0 ; SUBMISSION
db SFX_BATTLE_23, $00,$80 ; LOW_KICK
db SFX_SUPER_EFFECTIVE, $00,$e0 ; COUNTER
db SFX_BATTLE_26, $01,$60 ; SEISMIC_TOSS
db SFX_BATTLE_26, $20,$40 ; STRENGTH
db SFX_BATTLE_24, $00,$80 ; ABSORB
db SFX_BATTLE_24, $40,$c0 ; MEGA_DRAIN
db SFX_BATTLE_1B, $03,$60 ; LEECH_SEED
db SFX_BATTLE_25, $11,$e0 ; GROWTH
db SFX_BATTLE_12, $20,$e0 ; RAZOR_LEAF
db SFX_BATTLE_2E, $00,$80 ; SOLARBEAM
db SFX_BATTLE_1C, $00,$80 ; POISONPOWDER
db SFX_BATTLE_1C, $11,$a0 ; STUN_SPORE
db SFX_BATTLE_1C, $01,$c0 ; SLEEP_POWDER
db SFX_BATTLE_13, $14,$c0 ; PETAL_DANCE
db SFX_BATTLE_1B, $02,$a0 ; STRING_SHOT
db SFX_BATTLE_29, $f0,$80 ; DRAGON_RAGE
db SFX_BATTLE_29, $20,$c0 ; FIRE_SPIN
db SFX_BATTLE_2F, $00,$20 ; THUNDERSHOCK
db SFX_BATTLE_2F, $20,$80 ; THUNDERBOLT
db SFX_BATTLE_2E, $12,$60 ; THUNDER_WAVE
db SFX_BATTLE_26, $00,$80 ; THUNDER
db SFX_BATTLE_14, $01,$e0 ; ROCK_THROW
db SFX_BATTLE_29, $0f,$e0 ; EARTHQUAKE
db SFX_BATTLE_29, $11,$20 ; FISSURE
db SFX_DAMAGE, $10,$40 ; DIG
db SFX_BATTLE_0F, $10,$c0 ; TOXIC
db SFX_BATTLE_14, $00,$20 ; CONFUSION
db SFX_PSYCHIC_M, $00,$80 ; PSYCHIC_M
db SFX_BATTLE_35, $11,$18 ; HYPNOSIS
db SFX_BATTLE_09, $20,$c0 ; MEDITATE
db SFX_FAINT_FALL, $20,$c0 ; AGILITY
db SFX_BATTLE_25, $00,$10 ; QUICK_ATTACK
db SFX_BATTLE_26, $f0,$20 ; RAGE
db SFX_BATTLE_33, $f0,$c0 ; TELEPORT
db SFX_NOT_VERY_EFFECTIVE,$f0,$e0 ; NIGHT_SHADE
db SFX_BATTLE_09, $f0,$40 ; MIMIC
db SFX_BATTLE_31, $00,$80 ; SCREECH
db SFX_BATTLE_33, $80,$40 ; DOUBLE_TEAM
db SFX_BATTLE_33, $00,$80 ; RECOVER
db SFX_BATTLE_14, $11,$20 ; HARDEN
db SFX_BATTLE_14, $22,$10 ; MINIMIZE
db SFX_BATTLE_1B, $f1,$ff ; SMOKESCREEN
db SFX_BATTLE_13, $f1,$ff ; CONFUSE_RAY
db SFX_BATTLE_14, $33,$30 ; WITHDRAW
db SFX_BATTLE_32, $40,$c0 ; DEFENSE_CURL
db SFX_BATTLE_0E, $20,$20 ; BARRIER
db SFX_BATTLE_0E, $f0,$10 ; LIGHT_SCREEN
db SFX_BATTLE_0F, $f8,$10 ; HAZE
db SFX_NOT_VERY_EFFECTIVE,$f0,$10 ; REFLECT
db SFX_BATTLE_25, $00,$80 ; FOCUS_ENERGY
db SFX_BATTLE_18, $00,$c0 ; BIDE
db SFX_BATTLE_32, $c0,$ff ; METRONOME
db SFX_BATTLE_09, $f2,$20 ; MIRROR_MOVE
db SFX_BATTLE_34, $00,$80 ; SELFDESTRUCT
db SFX_BATTLE_34, $00,$40 ; EGG_BOMB
db SFX_BATTLE_09, $00,$40 ; LICK
db SFX_NOT_VERY_EFFECTIVE,$10,$ff ; SMOG
db SFX_BATTLE_2A, $20,$20 ; SLUDGE
db SFX_BATTLE_32, $00,$80 ; BONE_CLUB
db SFX_BATTLE_29, $1f,$20 ; FIRE_BLAST
db SFX_BATTLE_25, $2f,$80 ; WATERFALL
db SFX_BATTLE_0F, $1f,$ff ; CLAMP
db SFX_BATTLE_2B, $1f,$60 ; SWIFT
db SFX_BATTLE_26, $1e,$20 ; SKULL_BASH
db SFX_BATTLE_26, $1f,$18 ; SPIKE_CANNON
db SFX_BATTLE_14, $0f,$80 ; CONSTRICT
db SFX_BATTLE_09, $f8,$10 ; AMNESIA
db SFX_FAINT_FALL, $18,$20 ; KINESIS
db SFX_BATTLE_32, $08,$40 ; SOFTBOILED
db SFX_BATTLE_17, $01,$e0 ; HI_JUMP_KICK
db SFX_NOT_VERY_EFFECTIVE,$09,$ff ; GLARE
db SFX_BATTLE_35, $42,$01 ; DREAM_EATER
db SFX_BATTLE_1C, $00,$ff ; POISON_GAS
db SFX_BATTLE_32, $08,$e0 ; BARRAGE
db SFX_BATTLE_24, $00,$80 ; LEECH_LIFE
db SFX_BATTLE_09, $88,$10 ; LOVELY_KISS
db SFX_BATTLE_25, $48,$ff ; SKY_ATTACK
db SFX_FAINT_FALL, $ff,$ff ; TRANSFORM
db SFX_BATTLE_24, $ff,$10 ; BUBBLE
db SFX_FAINT_FALL, $ff,$04 ; DIZZY_PUNCH
db SFX_BATTLE_1C, $01,$ff ; SPORE
db SFX_BATTLE_13, $f8,$ff ; FLASH
db SFX_BATTLE_0C, $f0,$f0 ; PSYWAVE
db SFX_BATTLE_0F, $08,$10 ; SPLASH
db SFX_BATTLE_0D, $f0,$ff ; ACID_ARMOR
db SFX_SUPER_EFFECTIVE, $f0,$ff ; CRABHAMMER
db SFX_BATTLE_34, $10,$ff ; EXPLOSION
db SFX_BATTLE_0E, $f0,$20 ; FURY_SWIPES
db SFX_BATTLE_2B, $f0,$60 ; BONEMERANG
db SFX_BATTLE_21, $12,$10 ; REST
db SFX_BATTLE_36, $f0,$20 ; ROCK_SLIDE
db SFX_BATTLE_1E, $12,$ff ; HYPER_FANG
db SFX_BATTLE_31, $80,$04 ; SHARPEN
db SFX_BATTLE_33, $f0,$10 ; CONVERSION
db SFX_BATTLE_29, $f8,$ff ; TRI_ATTACK
db SFX_BATTLE_26, $f0,$ff ; SUPER_FANG
db SFX_NOT_VERY_EFFECTIVE,$01,$ff ; SLASH
db SFX_BATTLE_2C, $d8,$04 ; SUBSTITUTE
db SFX_BATTLE_0B, $00,$80 ; STRUGGLE
db SFX_BATTLE_0B, $00,$80
db SFX_POUND, $00, $80 ; POUND
db SFX_BATTLE_0C, $10, $80 ; KARATE_CHOP
db SFX_DOUBLESLAP, $00, $80 ; DOUBLESLAP
db SFX_BATTLE_0B, $01, $80 ; COMET_PUNCH
db SFX_BATTLE_0D, $00, $40 ; MEGA_PUNCH
db SFX_SILPH_SCOPE, $00, $ff ; PAY_DAY
db SFX_BATTLE_0D, $10, $60 ; FIRE_PUNCH
db SFX_BATTLE_0D, $20, $80 ; ICE_PUNCH
db SFX_BATTLE_0D, $00, $a0 ; THUNDERPUNCH
db SFX_DAMAGE, $00, $80 ; SCRATCH
db SFX_BATTLE_0F, $20, $40 ; VICEGRIP
db SFX_BATTLE_0F, $00, $80 ; GUILLOTINE
db SFX_BATTLE_0E, $00, $a0 ; RAZOR_WIND
db SFX_NOT_VERY_EFFECTIVE, $10, $c0 ; SWORDS_DANCE
db SFX_NOT_VERY_EFFECTIVE, $00, $a0 ; CUT
db SFX_BATTLE_12, $00, $c0 ; GUST
db SFX_BATTLE_12, $10, $a0 ; WING_ATTACK
db SFX_BATTLE_13, $00, $e0 ; WHIRLWIND
db SFX_NOT_VERY_EFFECTIVE, $20, $c0 ; FLY
db SFX_BATTLE_14, $00, $80 ; BIND
db SFX_BATTLE_22, $00, $80 ; SLAM
db SFX_VINE_WHIP, $01, $80 ; VINE_WHIP
db SFX_BATTLE_20, $00, $80 ; STOMP
db SFX_BATTLE_17, $f0, $40 ; DOUBLE_KICK
db SFX_SUPER_EFFECTIVE, $00, $80 ; MEGA_KICK
db SFX_BATTLE_17, $00, $80 ; JUMP_KICK
db SFX_BATTLE_21, $10, $80 ; ROLLING_KICK
db SFX_BATTLE_1B, $01, $a0 ; SAND_ATTACK
db SFX_BATTLE_18, $00, $80 ; HEADBUTT
db SFX_BATTLE_1E, $00, $60 ; HORN_ATTACK
db SFX_BATTLE_1E, $01, $40 ; FURY_ATTACK
db SFX_HORN_DRILL, $00, $a0 ; HORN_DRILL
db SFX_SUPER_EFFECTIVE, $10, $a0 ; TACKLE
db SFX_BATTLE_20, $00, $c0 ; BODY_SLAM
db SFX_BATTLE_14, $10, $60 ; WRAP
db SFX_SUPER_EFFECTIVE, $00, $a0 ; TAKE_DOWN
db SFX_BATTLE_22, $11, $c0 ; THRASH
db SFX_SUPER_EFFECTIVE, $20, $c0 ; DOUBLE_EDGE
db SFX_BATTLE_21, $00, $80 ; TAIL_WHIP
db SFX_BATTLE_1B, $00, $80 ; POISON_STING
db SFX_BATTLE_1B, $20, $c0 ; TWINEEDLE
db SFX_BATTLE_19, $00, $80 ; PIN_MISSILE
db SFX_BATTLE_31, $ff, $40 ; LEER
db SFX_BATTLE_1E, $00, $80 ; BITE
db SFX_BATTLE_0B, $00, $c0 ; GROWL
db SFX_BATTLE_0B, $00, $40 ; ROAR
db SFX_BATTLE_35, $00, $80 ; SING
db SFX_BATTLE_27, $40, $60 ; SUPERSONIC
db SFX_BATTLE_27, $00, $80 ; SONICBOOM
db SFX_BATTLE_27, $ff, $40 ; DISABLE
db SFX_BATTLE_2A, $80, $c0 ; ACID
db SFX_BATTLE_19, $10, $a0 ; EMBER
db SFX_BATTLE_19, $21, $e0 ; FLAMETHROWER
db SFX_BATTLE_29, $00, $80 ; MIST
db SFX_BATTLE_24, $20, $60 ; WATER_GUN
db SFX_BATTLE_2A, $00, $80 ; HYDRO_PUMP
db SFX_BATTLE_2C, $00, $80 ; SURF
db SFX_BATTLE_28, $40, $80 ; ICE_BEAM
db SFX_BATTLE_29, $f0, $e0 ; BLIZZARD
db SFX_PSYBEAM, $00, $80 ; PSYBEAM
db SFX_BATTLE_2A, $f0, $60 ; BUBBLEBEAM
db SFX_BATTLE_28, $00, $80 ; AURORA_BEAM
db SFX_BATTLE_36, $00, $80 ; HYPER_BEAM
db SFX_PECK, $01, $a0 ; PECK
db SFX_BATTLE_13, $f0, $20 ; DRILL_PECK
db SFX_BATTLE_23, $01, $c0 ; SUBMISSION
db SFX_BATTLE_23, $00, $80 ; LOW_KICK
db SFX_SUPER_EFFECTIVE, $00, $e0 ; COUNTER
db SFX_BATTLE_26, $01, $60 ; SEISMIC_TOSS
db SFX_BATTLE_26, $20, $40 ; STRENGTH
db SFX_BATTLE_24, $00, $80 ; ABSORB
db SFX_BATTLE_24, $40, $c0 ; MEGA_DRAIN
db SFX_BATTLE_1B, $03, $60 ; LEECH_SEED
db SFX_BATTLE_25, $11, $e0 ; GROWTH
db SFX_BATTLE_12, $20, $e0 ; RAZOR_LEAF
db SFX_BATTLE_2E, $00, $80 ; SOLARBEAM
db SFX_BATTLE_1C, $00, $80 ; POISONPOWDER
db SFX_BATTLE_1C, $11, $a0 ; STUN_SPORE
db SFX_BATTLE_1C, $01, $c0 ; SLEEP_POWDER
db SFX_BATTLE_13, $14, $c0 ; PETAL_DANCE
db SFX_BATTLE_1B, $02, $a0 ; STRING_SHOT
db SFX_BATTLE_29, $f0, $80 ; DRAGON_RAGE
db SFX_BATTLE_29, $20, $c0 ; FIRE_SPIN
db SFX_BATTLE_2F, $00, $20 ; THUNDERSHOCK
db SFX_BATTLE_2F, $20, $80 ; THUNDERBOLT
db SFX_BATTLE_2E, $12, $60 ; THUNDER_WAVE
db SFX_BATTLE_26, $00, $80 ; THUNDER
db SFX_BATTLE_14, $01, $e0 ; ROCK_THROW
db SFX_BATTLE_29, $0f, $e0 ; EARTHQUAKE
db SFX_BATTLE_29, $11, $20 ; FISSURE
db SFX_DAMAGE, $10, $40 ; DIG
db SFX_BATTLE_0F, $10, $c0 ; TOXIC
db SFX_BATTLE_14, $00, $20 ; CONFUSION
db SFX_PSYCHIC_M, $00, $80 ; PSYCHIC_M
db SFX_BATTLE_35, $11, $18 ; HYPNOSIS
db SFX_BATTLE_09, $20, $c0 ; MEDITATE
db SFX_FAINT_FALL, $20, $c0 ; AGILITY
db SFX_BATTLE_25, $00, $10 ; QUICK_ATTACK
db SFX_BATTLE_26, $f0, $20 ; RAGE
db SFX_BATTLE_33, $f0, $c0 ; TELEPORT
db SFX_NOT_VERY_EFFECTIVE, $f0, $e0 ; NIGHT_SHADE
db SFX_BATTLE_09, $f0, $40 ; MIMIC
db SFX_BATTLE_31, $00, $80 ; SCREECH
db SFX_BATTLE_33, $80, $40 ; DOUBLE_TEAM
db SFX_BATTLE_33, $00, $80 ; RECOVER
db SFX_BATTLE_14, $11, $20 ; HARDEN
db SFX_BATTLE_14, $22, $10 ; MINIMIZE
db SFX_BATTLE_1B, $f1, $ff ; SMOKESCREEN
db SFX_BATTLE_13, $f1, $ff ; CONFUSE_RAY
db SFX_BATTLE_14, $33, $30 ; WITHDRAW
db SFX_BATTLE_32, $40, $c0 ; DEFENSE_CURL
db SFX_BATTLE_0E, $20, $20 ; BARRIER
db SFX_BATTLE_0E, $f0, $10 ; LIGHT_SCREEN
db SFX_BATTLE_0F, $f8, $10 ; HAZE
db SFX_NOT_VERY_EFFECTIVE, $f0, $10 ; REFLECT
db SFX_BATTLE_25, $00, $80 ; FOCUS_ENERGY
db SFX_BATTLE_18, $00, $c0 ; BIDE
db SFX_BATTLE_32, $c0, $ff ; METRONOME
db SFX_BATTLE_09, $f2, $20 ; MIRROR_MOVE
db SFX_BATTLE_34, $00, $80 ; SELFDESTRUCT
db SFX_BATTLE_34, $00, $40 ; EGG_BOMB
db SFX_BATTLE_09, $00, $40 ; LICK
db SFX_NOT_VERY_EFFECTIVE, $10, $ff ; SMOG
db SFX_BATTLE_2A, $20, $20 ; SLUDGE
db SFX_BATTLE_32, $00, $80 ; BONE_CLUB
db SFX_BATTLE_29, $1f, $20 ; FIRE_BLAST
db SFX_BATTLE_25, $2f, $80 ; WATERFALL
db SFX_BATTLE_0F, $1f, $ff ; CLAMP
db SFX_BATTLE_2B, $1f, $60 ; SWIFT
db SFX_BATTLE_26, $1e, $20 ; SKULL_BASH
db SFX_BATTLE_26, $1f, $18 ; SPIKE_CANNON
db SFX_BATTLE_14, $0f, $80 ; CONSTRICT
db SFX_BATTLE_09, $f8, $10 ; AMNESIA
db SFX_FAINT_FALL, $18, $20 ; KINESIS
db SFX_BATTLE_32, $08, $40 ; SOFTBOILED
db SFX_BATTLE_17, $01, $e0 ; HI_JUMP_KICK
db SFX_NOT_VERY_EFFECTIVE, $09, $ff ; GLARE
db SFX_BATTLE_35, $42, $01 ; DREAM_EATER
db SFX_BATTLE_1C, $00, $ff ; POISON_GAS
db SFX_BATTLE_32, $08, $e0 ; BARRAGE
db SFX_BATTLE_24, $00, $80 ; LEECH_LIFE
db SFX_BATTLE_09, $88, $10 ; LOVELY_KISS
db SFX_BATTLE_25, $48, $ff ; SKY_ATTACK
db SFX_FAINT_FALL, $ff, $ff ; TRANSFORM
db SFX_BATTLE_24, $ff, $10 ; BUBBLE
db SFX_FAINT_FALL, $ff, $04 ; DIZZY_PUNCH
db SFX_BATTLE_1C, $01, $ff ; SPORE
db SFX_BATTLE_13, $f8, $ff ; FLASH
db SFX_BATTLE_0C, $f0, $f0 ; PSYWAVE
db SFX_BATTLE_0F, $08, $10 ; SPLASH
db SFX_BATTLE_0D, $f0, $ff ; ACID_ARMOR
db SFX_SUPER_EFFECTIVE, $f0, $ff ; CRABHAMMER
db SFX_BATTLE_34, $10, $ff ; EXPLOSION
db SFX_BATTLE_0E, $f0, $20 ; FURY_SWIPES
db SFX_BATTLE_2B, $f0, $60 ; BONEMERANG
db SFX_BATTLE_21, $12, $10 ; REST
db SFX_BATTLE_36, $f0, $20 ; ROCK_SLIDE
db SFX_BATTLE_1E, $12, $ff ; HYPER_FANG
db SFX_BATTLE_31, $80, $04 ; SHARPEN
db SFX_BATTLE_33, $f0, $10 ; CONVERSION
db SFX_BATTLE_29, $f8, $ff ; TRI_ATTACK
db SFX_BATTLE_26, $f0, $ff ; SUPER_FANG
db SFX_NOT_VERY_EFFECTIVE, $01, $ff ; SLASH
db SFX_BATTLE_2C, $d8, $04 ; SUBSTITUTE
db SFX_BATTLE_0B, $00, $80 ; STRUGGLE
db SFX_BATTLE_0B, $00, $80