mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-06 15:45:24 +13:00
Clean up some data, using macros for multiline list entries
This commit is contained in:
parent
aa97e196dd
commit
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298 changed files with 5274 additions and 5646 deletions
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@ -1,81 +1,47 @@
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; Format: Special Effect ID (1 byte), Address (2 bytes)
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special_effect: MACRO
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db \1
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dw \2
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ENDM
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SpecialEffectPointers:
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db SE_DARK_SCREEN_FLASH ; $FE
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dw AnimationFlashScreen
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db SE_DARK_SCREEN_PALETTE ; $FD
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dw AnimationDarkScreenPalette
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db SE_RESET_SCREEN_PALETTE ; $FC
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dw AnimationResetScreenPalette
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db SE_SHAKE_SCREEN ; $FB
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dw AnimationShakeScreen
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db SE_WATER_DROPLETS_EVERYWHERE ; $FA
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dw AnimationWaterDropletsEverywhere
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db SE_DARKEN_MON_PALETTE ; $F9
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dw AnimationDarkenMonPalette
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db SE_FLASH_SCREEN_LONG ; $F8
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dw AnimationFlashScreenLong
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db SE_SLIDE_MON_UP ; $F7
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dw AnimationSlideMonUp
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db SE_SLIDE_MON_DOWN ; $F6
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dw AnimationSlideMonDown
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db SE_FLASH_MON_PIC ; $F5
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dw AnimationFlashMonPic
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db SE_SLIDE_MON_OFF ; $F4
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dw AnimationSlideMonOff
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db SE_BLINK_MON ; $F3
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dw AnimationBlinkMon
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db SE_MOVE_MON_HORIZONTALLY ; $F2
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dw AnimationMoveMonHorizontally
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db SE_RESET_MON_POSITION ; $F1
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dw AnimationResetMonPosition
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db SE_LIGHT_SCREEN_PALETTE ; $F0
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dw AnimationLightScreenPalette
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db SE_HIDE_MON_PIC ; $EF
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dw AnimationHideMonPic
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db SE_SQUISH_MON_PIC ; $EE
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dw AnimationSquishMonPic
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db SE_SHOOT_BALLS_UPWARD ; $ED
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dw AnimationShootBallsUpward
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db SE_SHOOT_MANY_BALLS_UPWARD ; $EC
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dw AnimationShootManyBallsUpward
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db SE_BOUNCE_UP_AND_DOWN ; $EB
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dw AnimationBoundUpAndDown
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db SE_MINIMIZE_MON ; $EA
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dw AnimationMinimizeMon
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db SE_SLIDE_MON_DOWN_AND_HIDE ; $E9
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dw AnimationSlideMonDownAndHide
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db SE_TRANSFORM_MON ; $E8
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dw AnimationTransformMon
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db SE_LEAVES_FALLING ; $E7
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dw AnimationLeavesFalling
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db SE_PETALS_FALLING ; $E6
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dw AnimationPetalsFalling
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db SE_SLIDE_MON_HALF_OFF ; $E5
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dw AnimationSlideMonHalfOff
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db SE_SHAKE_ENEMY_HUD ; $E4
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dw AnimationShakeEnemyHUD
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db SE_SHAKE_ENEMY_HUD_2 ; unused--same pointer as SE_SHAKE_ENEMY_HUD ($E4)
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dw AnimationShakeEnemyHUD
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db SE_SPIRAL_BALLS_INWARD ; $E2
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dw AnimationSpiralBallsInward
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db SE_DELAY_ANIMATION_10 ; $E1
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dw AnimationDelay10
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db SE_FLASH_ENEMY_MON_PIC ; unused--same as SE_FLASH_MON_PIC ($F5), but for the enemy mon
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dw AnimationFlashEnemyMonPic
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db SE_HIDE_ENEMY_MON_PIC ; $DF
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dw AnimationHideEnemyMonPic
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db SE_BLINK_ENEMY_MON ; $DE
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dw AnimationBlinkEnemyMon
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db SE_SHOW_MON_PIC ; $DD
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dw AnimationShowMonPic
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db SE_SHOW_ENEMY_MON_PIC ; $DC
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dw AnimationShowEnemyMonPic
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db SE_SLIDE_ENEMY_MON_OFF ; $DB
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dw AnimationSlideEnemyMonOff
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db SE_SHAKE_BACK_AND_FORTH ; $DA
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dw AnimationShakeBackAndForth
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db SE_SUBSTITUTE_MON ; $D9
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dw AnimationSubstitute
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db SE_WAVY_SCREEN ; $D8
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dw AnimationWavyScreen
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db $FF
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; special effect id, effect routine address
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special_effect SE_DARK_SCREEN_FLASH, AnimationFlashScreen ; $FE
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special_effect SE_DARK_SCREEN_PALETTE, AnimationDarkScreenPalette ; $FD
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special_effect SE_RESET_SCREEN_PALETTE, AnimationResetScreenPalette ; $FC
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special_effect SE_SHAKE_SCREEN, AnimationShakeScreen ; $FB
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special_effect SE_WATER_DROPLETS_EVERYWHERE, AnimationWaterDropletsEverywhere ; $FA
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special_effect SE_DARKEN_MON_PALETTE, AnimationDarkenMonPalette ; $F9
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special_effect SE_FLASH_SCREEN_LONG, AnimationFlashScreenLong ; $F8
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special_effect SE_SLIDE_MON_UP, AnimationSlideMonUp ; $F7
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special_effect SE_SLIDE_MON_DOWN, AnimationSlideMonDown ; $F6
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special_effect SE_FLASH_MON_PIC, AnimationFlashMonPic ; $F5
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special_effect SE_SLIDE_MON_OFF, AnimationSlideMonOff ; $F4
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special_effect SE_BLINK_MON, AnimationBlinkMon ; $F3
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special_effect SE_MOVE_MON_HORIZONTALLY, AnimationMoveMonHorizontally ; $F2
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special_effect SE_RESET_MON_POSITION, AnimationResetMonPosition ; $F1
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special_effect SE_LIGHT_SCREEN_PALETTE, AnimationLightScreenPalette ; $F0
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special_effect SE_HIDE_MON_PIC, AnimationHideMonPic ; $EF
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special_effect SE_SQUISH_MON_PIC, AnimationSquishMonPic ; $EE
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special_effect SE_SHOOT_BALLS_UPWARD, AnimationShootBallsUpward ; $ED
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special_effect SE_SHOOT_MANY_BALLS_UPWARD, AnimationShootManyBallsUpward ; $EC
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special_effect SE_BOUNCE_UP_AND_DOWN, AnimationBoundUpAndDown ; $EB
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special_effect SE_MINIMIZE_MON, AnimationMinimizeMon ; $EA
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special_effect SE_SLIDE_MON_DOWN_AND_HIDE, AnimationSlideMonDownAndHide ; $E9
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special_effect SE_TRANSFORM_MON, AnimationTransformMon ; $E8
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special_effect SE_LEAVES_FALLING, AnimationLeavesFalling ; $E7
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special_effect SE_PETALS_FALLING, AnimationPetalsFalling ; $E6
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special_effect SE_SLIDE_MON_HALF_OFF, AnimationSlideMonHalfOff ; $E5
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special_effect SE_SHAKE_ENEMY_HUD, AnimationShakeEnemyHUD ; $E4
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special_effect SE_SHAKE_ENEMY_HUD_2, AnimationShakeEnemyHUD ; unused--same pointer as SE_SHAKE_ENEMY_HUD ($E4)
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special_effect SE_SPIRAL_BALLS_INWARD, AnimationSpiralBallsInward ; $E2
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special_effect SE_DELAY_ANIMATION_10, AnimationDelay10 ; $E1
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special_effect SE_FLASH_ENEMY_MON_PIC, AnimationFlashEnemyMonPic ; unused--same as SE_FLASH_MON_PIC ($F5), but for the enemy mon
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special_effect SE_HIDE_ENEMY_MON_PIC, AnimationHideEnemyMonPic ; $DF
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special_effect SE_BLINK_ENEMY_MON, AnimationBlinkEnemyMon ; $DE
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special_effect SE_SHOW_MON_PIC, AnimationShowMonPic ; $DD
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special_effect SE_SHOW_ENEMY_MON_PIC, AnimationShowEnemyMonPic ; $DC
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special_effect SE_SLIDE_ENEMY_MON_OFF, AnimationSlideEnemyMonOff ; $DB
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special_effect SE_SHAKE_BACK_AND_FORTH, AnimationShakeBackAndForth ; $DA
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special_effect SE_SUBSTITUTE_MON, AnimationSubstitute ; $D9
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special_effect SE_WAVY_SCREEN, AnimationWavyScreen ; $D8
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db -1 ; end
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@ -1,75 +1,32 @@
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; Format: Animation ID (1 byte), Address (2 bytes)
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anim_special_effect: MACRO
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db \1
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dw \2
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ENDM
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AnimationIdSpecialEffects:
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db MEGA_PUNCH
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dw AnimationFlashScreen
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db GUILLOTINE
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dw AnimationFlashScreen
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db MEGA_KICK
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dw AnimationFlashScreen
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db HEADBUTT
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dw AnimationFlashScreen
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db TAIL_WHIP
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dw TailWhipAnimationUnused
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db GROWL
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dw DoGrowlSpecialEffects
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db DISABLE
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dw AnimationFlashScreen
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db BLIZZARD
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dw DoBlizzardSpecialEffects
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db BUBBLEBEAM
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dw AnimationFlashScreen
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db HYPER_BEAM
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dw FlashScreenEveryFourFrameBlocks
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db THUNDERBOLT
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dw FlashScreenEveryEightFrameBlocks
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db REFLECT
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dw AnimationFlashScreen
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db SELFDESTRUCT
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dw DoExplodeSpecialEffects
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db SPORE
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dw AnimationFlashScreen
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db EXPLOSION
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dw DoExplodeSpecialEffects
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db ROCK_SLIDE
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dw DoRockSlideSpecialEffects
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db TRADE_BALL_DROP_ANIM
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dw TradeHidePokemon
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db TRADE_BALL_SHAKE_ANIM
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dw TradeShakePokeball
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db TRADE_BALL_TILT_ANIM
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dw TradeJumpPokeball
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db TOSS_ANIM
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dw DoBallTossSpecialEffects
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db SHAKE_ANIM
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dw DoBallShakeSpecialEffects
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db POOF_ANIM
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dw DoPoofSpecialEffects
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db GREATTOSS_ANIM
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dw DoBallTossSpecialEffects
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db ULTRATOSS_ANIM
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dw DoBallTossSpecialEffects
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db $FF ; terminator
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; animation id, effect routine address
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anim_special_effect MEGA_PUNCH, AnimationFlashScreen
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anim_special_effect GUILLOTINE, AnimationFlashScreen
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anim_special_effect MEGA_KICK, AnimationFlashScreen
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anim_special_effect HEADBUTT, AnimationFlashScreen
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anim_special_effect TAIL_WHIP, TailWhipAnimationUnused
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anim_special_effect GROWL, DoGrowlSpecialEffects
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anim_special_effect DISABLE, AnimationFlashScreen
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anim_special_effect BLIZZARD, DoBlizzardSpecialEffects
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anim_special_effect BUBBLEBEAM, AnimationFlashScreen
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anim_special_effect HYPER_BEAM, FlashScreenEveryFourFrameBlocks
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anim_special_effect THUNDERBOLT, FlashScreenEveryEightFrameBlocks
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anim_special_effect REFLECT, AnimationFlashScreen
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anim_special_effect SELFDESTRUCT, DoExplodeSpecialEffects
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anim_special_effect SPORE, AnimationFlashScreen
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anim_special_effect EXPLOSION, DoExplodeSpecialEffects
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anim_special_effect ROCK_SLIDE, DoRockSlideSpecialEffects
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anim_special_effect TRADE_BALL_DROP_ANIM, TradeHidePokemon
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anim_special_effect TRADE_BALL_SHAKE_ANIM, TradeShakePokeball
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anim_special_effect TRADE_BALL_TILT_ANIM, TradeJumpPokeball
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anim_special_effect TOSS_ANIM, DoBallTossSpecialEffects
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anim_special_effect SHAKE_ANIM, DoBallShakeSpecialEffects
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anim_special_effect POOF_ANIM, DoPoofSpecialEffects
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anim_special_effect GREATTOSS_ANIM, DoBallTossSpecialEffects
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anim_special_effect ULTRATOSS_ANIM, DoBallTossSpecialEffects
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db -1 ; end
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File diff suppressed because it is too large
Load diff
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@ -1,5 +1,5 @@
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MoveEffectPointerTable:
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dw SleepEffect ; unused effect
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dw SleepEffect ; EFFECT_01
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dw PoisonEffect ; POISON_SIDE_EFFECT1
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dw DrainHPEffect ; DRAIN_HP_EFFECT
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dw FreezeBurnParalyzeEffect ; BURN_SIDE_EFFECT1
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@ -28,14 +28,14 @@ MoveEffectPointerTable:
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dw ThrashPetalDanceEffect ; THRASH_PETAL_DANCE_EFFECT
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dw SwitchAndTeleportEffect ; SWITCH_AND_TELEPORT_EFFECT
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dw TwoToFiveAttacksEffect ; TWO_TO_FIVE_ATTACKS_EFFECT
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dw TwoToFiveAttacksEffect ; unused effect
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dw FlinchSideEffect ; FLINCH_SIDE_EFFECT1
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dw TwoToFiveAttacksEffect ; EFFECT_1E
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dw FlinchSideEffect ; FLINCH_SIDE_EFFECT1
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dw SleepEffect ; SLEEP_EFFECT
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dw PoisonEffect ; POISON_SIDE_EFFECT2
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dw FreezeBurnParalyzeEffect ; BURN_SIDE_EFFECT2
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dw FreezeBurnParalyzeEffect ; unused effect
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dw FreezeBurnParalyzeEffect ; PARALYZE_SIDE_EFFECT2
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dw FlinchSideEffect ; FLINCH_SIDE_EFFECT2
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dw FlinchSideEffect ; FLINCH_SIDE_EFFECT2
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dw OneHitKOEffect ; OHKO_EFFECT
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dw ChargeEffect ; CHARGE_EFFECT
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dw NULL ; SUPER_FANG_EFFECT
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@ -1,14 +1,72 @@
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ExclamationPointMoveSets:
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db SWORDS_DANCE, GROWTH
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db $00
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db RECOVER, BIDE, SELFDESTRUCT, AMNESIA
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db $00
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db MEDITATE, AGILITY, TELEPORT, MIMIC, DOUBLE_TEAM, BARRAGE
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db $00
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db POUND, SCRATCH, VICEGRIP, WING_ATTACK, FLY, BIND, SLAM, HORN_ATTACK, BODY_SLAM
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db WRAP, THRASH, TAIL_WHIP, LEER, BITE, GROWL, ROAR, SING, PECK, COUNTER
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db STRENGTH, ABSORB, STRING_SHOT, EARTHQUAKE, FISSURE, DIG, TOXIC, SCREECH, HARDEN
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db MINIMIZE, WITHDRAW, DEFENSE_CURL, METRONOME, LICK, CLAMP, CONSTRICT, POISON_GAS
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db LEECH_LIFE, BUBBLE, FLASH, SPLASH, ACID_ARMOR, FURY_SWIPES, REST, SHARPEN, SLASH, SUBSTITUTE
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db $00
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db $FF ; terminator
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; set 0
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db SWORDS_DANCE
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db GROWTH
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db 0 ; end set
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; set 1
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db RECOVER
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db BIDE
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db SELFDESTRUCT
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db AMNESIA
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db 0 ; end set
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; set 2
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db MEDITATE
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db AGILITY
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db TELEPORT
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db MIMIC
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db DOUBLE_TEAM
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db BARRAGE
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db 0 ; end set
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; set 3
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db POUND
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db SCRATCH
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db VICEGRIP
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db WING_ATTACK
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db FLY
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db BIND
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db SLAM
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db HORN_ATTACK
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db BODY_SLAM
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db WRAP
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db THRASH
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db TAIL_WHIP
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db LEER
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db BITE
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db GROWL
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db ROAR
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db SING
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db PECK
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db COUNTER
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db STRENGTH
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db ABSORB
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db STRING_SHOT
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db EARTHQUAKE
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db FISSURE
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db DIG
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db TOXIC
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db SCREECH
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db HARDEN
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db MINIMIZE
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db WITHDRAW
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db DEFENSE_CURL
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db METRONOME
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db LICK
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db CLAMP
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db CONSTRICT
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db POISON_GAS
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db LEECH_LIFE
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db BUBBLE
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db FLASH
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db SPLASH
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db ACID_ARMOR
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db FURY_SWIPES
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db REST
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db SHARPEN
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db SLASH
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db SUBSTITUTE
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db 0 ; end set
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db -1 ; end
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@ -164,4 +164,3 @@ MoveNames::
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db "SLASH@"
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db "SUBSTITUTE@"
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db "STRUGGLE@"
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@ -1,168 +1,168 @@
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MoveSoundTable:
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; ID, pitch mod, tempo mod
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db SFX_POUND, $00,$80 ; POUND
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db SFX_BATTLE_0C, $10,$80 ; KARATE_CHOP
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db SFX_DOUBLESLAP, $00,$80 ; DOUBLESLAP
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db SFX_BATTLE_0B, $01,$80 ; COMET_PUNCH
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db SFX_BATTLE_0D, $00,$40 ; MEGA_PUNCH
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db SFX_SILPH_SCOPE, $00,$ff ; PAY_DAY
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db SFX_BATTLE_0D, $10,$60 ; FIRE_PUNCH
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db SFX_BATTLE_0D, $20,$80 ; ICE_PUNCH
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db SFX_BATTLE_0D, $00,$a0 ; THUNDERPUNCH
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db SFX_DAMAGE, $00,$80 ; SCRATCH
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db SFX_BATTLE_0F, $20,$40 ; VICEGRIP
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db SFX_BATTLE_0F, $00,$80 ; GUILLOTINE
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db SFX_BATTLE_0E, $00,$a0 ; RAZOR_WIND
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db SFX_NOT_VERY_EFFECTIVE,$10,$c0 ; SWORDS_DANCE
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db SFX_NOT_VERY_EFFECTIVE,$00,$a0 ; CUT
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db SFX_BATTLE_12, $00,$c0 ; GUST
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db SFX_BATTLE_12, $10,$a0 ; WING_ATTACK
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db SFX_BATTLE_13, $00,$e0 ; WHIRLWIND
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db SFX_NOT_VERY_EFFECTIVE,$20,$c0 ; FLY
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db SFX_BATTLE_14, $00,$80 ; BIND
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db SFX_BATTLE_22, $00,$80 ; SLAM
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db SFX_VINE_WHIP, $01,$80 ; VINE_WHIP
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db SFX_BATTLE_20, $00,$80 ; STOMP
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db SFX_BATTLE_17, $f0,$40 ; DOUBLE_KICK
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db SFX_SUPER_EFFECTIVE, $00,$80 ; MEGA_KICK
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db SFX_BATTLE_17, $00,$80 ; JUMP_KICK
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db SFX_BATTLE_21, $10,$80 ; ROLLING_KICK
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db SFX_BATTLE_1B, $01,$a0 ; SAND_ATTACK
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db SFX_BATTLE_18, $00,$80 ; HEADBUTT
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db SFX_BATTLE_1E, $00,$60 ; HORN_ATTACK
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db SFX_BATTLE_1E, $01,$40 ; FURY_ATTACK
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db SFX_HORN_DRILL, $00,$a0 ; HORN_DRILL
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db SFX_SUPER_EFFECTIVE, $10,$a0 ; TACKLE
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db SFX_BATTLE_20, $00,$c0 ; BODY_SLAM
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db SFX_BATTLE_14, $10,$60 ; WRAP
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db SFX_SUPER_EFFECTIVE, $00,$a0 ; TAKE_DOWN
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db SFX_BATTLE_22, $11,$c0 ; THRASH
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db SFX_SUPER_EFFECTIVE, $20,$c0 ; DOUBLE_EDGE
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db SFX_BATTLE_21, $00,$80 ; TAIL_WHIP
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db SFX_BATTLE_1B, $00,$80 ; POISON_STING
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db SFX_BATTLE_1B, $20,$c0 ; TWINEEDLE
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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
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db SFX_BATTLE_0E, $f0, $20 ; FURY_SWIPES
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db SFX_BATTLE_2B, $f0, $60 ; BONEMERANG
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db SFX_BATTLE_21, $12, $10 ; REST
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db SFX_BATTLE_36, $f0, $20 ; ROCK_SLIDE
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db SFX_BATTLE_1E, $12, $ff ; HYPER_FANG
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db SFX_BATTLE_31, $80, $04 ; SHARPEN
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db SFX_BATTLE_33, $f0, $10 ; CONVERSION
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db SFX_BATTLE_29, $f8, $ff ; TRI_ATTACK
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db SFX_BATTLE_26, $f0, $ff ; SUPER_FANG
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db SFX_NOT_VERY_EFFECTIVE, $01, $ff ; SLASH
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db SFX_BATTLE_2C, $d8, $04 ; SUBSTITUTE
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db SFX_BATTLE_0B, $00, $80 ; STRUGGLE
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db SFX_BATTLE_0B, $00, $80
|
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|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue