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pret
GitHub Repository: pret/pokered
Path: blob/master/constants/move_animation_constants.asm
1270 views
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; special effects that are part of move animations
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; SpecialEffectPointers associates them with effect routines (see data/battle_anims/special_effect_pointers.asm)
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const_def $C0
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DEF FIRST_SE_ID EQU const_value
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const_skip $18
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const SE_WAVY_SCREEN ; $D8 used in Psywave/Night Shade/Psychic etc.
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const SE_SUBSTITUTE_MON ; $D9 used in Substitute (turns the pokemon into a mini sprite)
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const SE_SHAKE_BACK_AND_FORTH ; $DA used in Double Team
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const SE_SLIDE_ENEMY_MON_OFF ; $DB used in Whirlwind
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const SE_SHOW_ENEMY_MON_PIC ; $DC used in Seismic Toss
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const SE_SHOW_MON_PIC ; $DD used in Low Kick/Quick Attack/Seismic Toss etc.
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const SE_BLINK_ENEMY_MON ; $DE used in Seismic Toss
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const SE_HIDE_ENEMY_MON_PIC ; $DF used in Seismic Toss
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const SE_FLASH_ENEMY_MON_PIC ; $E0 unused
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const SE_DELAY_ANIMATION_10 ; $E1 used in lots of animations
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const SE_SPIRAL_BALLS_INWARD ; $E2 used in Growth/Focus Energy/Hyper Beam etc.
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const SE_SHAKE_ENEMY_HUD_2 ; $E3 unused
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const SE_SHAKE_ENEMY_HUD ; $E4
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const SE_SLIDE_MON_HALF_OFF ; $E5 used in Softboiled
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const SE_PETALS_FALLING ; $E6 used in Petal Dance
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const SE_LEAVES_FALLING ; $E7 used in Razor Leaf
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const SE_TRANSFORM_MON ; $E8 used in Transform
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const SE_SLIDE_MON_DOWN_AND_HIDE ; $E9 used in Acid Armor
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const SE_MINIMIZE_MON ; $EA used in Minimize
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const SE_BOUNCE_UP_AND_DOWN ; $EB used in Splash
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const SE_SHOOT_MANY_BALLS_UPWARD ; $EC used in an unused animation
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const SE_SHOOT_BALLS_UPWARD ; $ED used in Teleport/Sky Attack
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const SE_SQUISH_MON_PIC ; $EE used in Teleport/Sky Attack
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const SE_HIDE_MON_PIC ; $EF
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const SE_LIGHT_SCREEN_PALETTE ; $F0 used in Mist/Double Edge/Absorb/etc.
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const SE_RESET_MON_POSITION ; $F1 used in Tackle/Body Slam/etc.
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const SE_MOVE_MON_HORIZONTALLY ; $F2 used in Tackle/Body Slam/etc.
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const SE_BLINK_MON ; $F3 used in Recover
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const SE_SLIDE_MON_OFF ; $F4 used in Seismic Toss/Low Kick/etc.
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const SE_FLASH_MON_PIC ; $F5
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const SE_SLIDE_MON_DOWN ; $F6 used in Withdraw/Waterfall/fainting
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const SE_SLIDE_MON_UP ; $F7 used in Dig/Waterfall/etc.
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const SE_FLASH_SCREEN_LONG ; $F8 used in Confusion/Psychic/etc.
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const SE_DARKEN_MON_PALETTE ; $F9 used in Smokescreen/Smog/etc.
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const SE_WATER_DROPLETS_EVERYWHERE ; $FA used in Mist/Surf/Toxic/etc.
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const SE_SHAKE_SCREEN ; $FB used in Earthquake/Fissure/etc.
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const SE_RESET_SCREEN_PALETTE ; $FC used in Leer/Thunderpunch/etc.
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const SE_DARK_SCREEN_PALETTE ; $FD used in Hyper Beam/Thunderpunch/etc.
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const SE_DARK_SCREEN_FLASH ; $FE used in Cut/Take Down/etc.
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; subanimations that are part of move animations
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; SubanimationPointers indexes (see data/battle_anims/subanimations.asm)
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; The 0 or 1 in the name of a subanim indicates whether to use tileset 0 or 1 data/moves/animations.asm.
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; "Both" indicates either can be used for different images using the same animation.
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const_def
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const SUBANIM_0_STAR
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const SUBANIM_0_STAR_TWICE
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const SUBANIM_0_STAR_THRICE
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const SUBANIM_0_STAR_DESCENDING
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const SUBANIM_1_STAR_BIG_MOVING
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const SUBANIM_1_STAR_BIG
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const SUBANIM_0_BALL_TOSS_HIGH
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const SUBANIM_0_BALL_TOSS_MIDDLE
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const SUBANIM_0_BALL_TOSS_LOW
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const SUBANIM_0_BALL_SHAKE_ENEMY
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const SUBANIM_0_BALL_POOF_ENEMY
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const SUBANIM_0_BALL_BLOCK
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const SUBANIM_1_FLAME_COLUMN_1
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const SUBANIM_1_FLAME_COLUMN_2
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const SUBANIM_1_FLAME_COLUMN_3
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const SUBANIM_0_SCRATCHES
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const SUBANIM_1_TORNADO
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const SUBANIM_1_FLAMES
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const SUBANIM_0_HEART_1_MUSIC
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const SUBANIM_1_BLOB_TOSS
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const SUBANIM_1_BLOB_DRIP_ENEMY
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const SUBANIM_1_SHOUT
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const SUBANIM_0_SLICE
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const SUBANIM_0_BIRDIES_CIRCLING_ENEMY
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const SUBANIM_1_SWORDS_CIRCLING
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const SUBANIM_1_CLOUD_TOSS
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const SUBANIM_0_WATER_COLUMNS
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const SUBANIM_1_SEED_TOSS
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const SUBANIM_1_SEED_LAND
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const SUBANIM_0_ROCKS_LIFT
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const SUBANIM_0_ROCKS_TOSS
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const SUBANIM_1_FLAME_BEAM
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const SUBANIM_1_FLAME_STAR
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const SUBANIM_0_CIRCLES_1_SQUARES_CENTERING_ENEMY
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const SUBANIM_0_CIRCLE_1_SQUARE_TOSS_BACK
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const SUBANIM_0_BIND
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const SUBANIM_0_STATUS_PARALYZED
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const SUBANIM_0_STATUS_CONFUSED
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const SUBANIM_0_STATUS_CONFUSED_ENEMY
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const SUBANIM_0_STATUS_POISONED
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const SUBANIM_1_SAND
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const SUBANIM_1_LIGHTNING_BALL
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const SUBANIM_0_SLICE_BOTH_SIDES
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const SUBANIM_1_LIGHTNING
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const SUBANIM_0_WATER_DROPLETS
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const SUBANIM_0_CIRCLES_CENTERING
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const SUBANIM_0_BEAM
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const SUBANIM_0_ICE_RISE
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const SUBANIM_0_ROCKS_FALL_ENEMY
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const SUBANIM_0_SOUND_WAVE
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const SUBANIM_0_CIRCLE_1_SQUARE_HALF_TOSS ; unused
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const SUBANIM_1_BARRIER
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const SUBANIM_1_SELFDESTRUCT
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const SUBANIM_0_WATER_BUBBLES
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const SUBANIM_0_CIRCLES_FALLING
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const SUBANIM_0_STRING_SHOT
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const SUBANIM_0_ICE_FALL
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const SUBANIM_0_CIRCLE_1_SQUARE_APPEARS ; unused
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const SUBANIM_0_STATUS_SLEEP
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const SUBANIM_0_STATUS_SLEEP_ENEMY
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const SUBANIM_0_WATER_1_FIRE_BARRIER ; unused
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const SUBANIM_0_WATER_1_FIRE_GEYSER ; unused
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const SUBANIM_1_STAR_BIG_TOSS
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const SUBANIM_1_STARS_SMALL_TOSS
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const SUBANIM_1_MUSIC_CIRCLING_ENEMY
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const SUBANIM_1_CIRCLE_BLACK_TOSS
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const SUBANIM_1_EXPLOSION_SMALL_ENEMY
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const SUBANIM_0_CIRCLE_1_SQUARE_CLOSING
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const SUBANIM_1_LEAVES_TOSS
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const SUBANIM_0_HORN_JAB_TWICE
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const SUBANIM_0_HORN_JAB_THRICE
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const SUBANIM_0_BALL_POOF
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const SUBANIM_2_TRADE_BALL_DROP
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const SUBANIM_2_TRADE_BALL_SHAKE
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const SUBANIM_2_TRADE_BALL_APPEAR
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const SUBANIM_2_TRADE_BALL_POOF
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const SUBANIM_0_EGG_SHAKING
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const SUBANIM_1_TRIANGLE_TOSS
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const SUBANIM_1_SPHERE_BIG
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const SUBANIM_1_SPHERE_BIG_RISE
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const SUBANIM_1_SPHERE_BIG_FALL
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const SUBANIM_0_SHELL
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const SUBANIM_0_COIN_BOUNCE
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const SUBANIM_0_SAFARI_ROCK
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const SUBANIM_0_SAFARI_BAIT
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const SUBANIM_0_STAR_HIGH
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DEF NUM_SUBANIMS EQU const_value
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; types of subanimations
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const_def
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const SUBANIMTYPE_NORMAL
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const SUBANIMTYPE_HVFLIP
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const SUBANIMTYPE_HFLIP
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const SUBANIMTYPE_COORDFLIP
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const SUBANIMTYPE_REVERSE
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const SUBANIMTYPE_ENEMY
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; frame blocks that are part of subanimations
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; FrameBlockPointers indexes (see data/battle_anims/frame_blocks.asm)
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const_def
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const FRAMEBLOCK_00
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const FRAMEBLOCK_01
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const FRAMEBLOCK_02
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const FRAMEBLOCK_03
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const FRAMEBLOCK_04
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const FRAMEBLOCK_05
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const FRAMEBLOCK_06
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const FRAMEBLOCK_07
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const FRAMEBLOCK_08
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const FRAMEBLOCK_09
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const FRAMEBLOCK_0A
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const FRAMEBLOCK_0B
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const FRAMEBLOCK_0C
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const FRAMEBLOCK_0D
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const FRAMEBLOCK_0E
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const FRAMEBLOCK_0F
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const FRAMEBLOCK_10
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const FRAMEBLOCK_11
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const FRAMEBLOCK_12
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const FRAMEBLOCK_13
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const FRAMEBLOCK_14
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const FRAMEBLOCK_15
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const FRAMEBLOCK_16
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const FRAMEBLOCK_17
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const FRAMEBLOCK_18
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const FRAMEBLOCK_19
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const FRAMEBLOCK_1A
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const FRAMEBLOCK_1B
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const FRAMEBLOCK_1C
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const FRAMEBLOCK_1D
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const FRAMEBLOCK_1E
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const FRAMEBLOCK_1F
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const FRAMEBLOCK_20
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const FRAMEBLOCK_21
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const FRAMEBLOCK_22
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const FRAMEBLOCK_23
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const FRAMEBLOCK_24
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const FRAMEBLOCK_25
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const FRAMEBLOCK_26
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const FRAMEBLOCK_27
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const FRAMEBLOCK_28
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const FRAMEBLOCK_29
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const FRAMEBLOCK_2A
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const FRAMEBLOCK_2B
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const FRAMEBLOCK_2C
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const FRAMEBLOCK_2D
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const FRAMEBLOCK_2E
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const FRAMEBLOCK_2F
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const FRAMEBLOCK_30
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const FRAMEBLOCK_31
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const FRAMEBLOCK_32
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const FRAMEBLOCK_33
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const FRAMEBLOCK_34
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const FRAMEBLOCK_35
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const FRAMEBLOCK_36
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const FRAMEBLOCK_37
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const FRAMEBLOCK_38
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const FRAMEBLOCK_39
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const FRAMEBLOCK_3A
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const FRAMEBLOCK_3B
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const FRAMEBLOCK_3C
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const FRAMEBLOCK_3D
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const FRAMEBLOCK_3E
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const FRAMEBLOCK_3F
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const FRAMEBLOCK_40
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const FRAMEBLOCK_41
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const FRAMEBLOCK_42
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const FRAMEBLOCK_43
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const FRAMEBLOCK_44
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const FRAMEBLOCK_45
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const FRAMEBLOCK_46
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const FRAMEBLOCK_47
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const FRAMEBLOCK_SMALL_BLACK_CIRCLE
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const FRAMEBLOCK_LARGE_BLACK_CIRCLE
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const FRAMEBLOCK_4A
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const FRAMEBLOCK_4B
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const FRAMEBLOCK_4C
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const FRAMEBLOCK_4D
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const FRAMEBLOCK_4E
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const FRAMEBLOCK_4F
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const FRAMEBLOCK_50
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const FRAMEBLOCK_51
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const FRAMEBLOCK_52
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const FRAMEBLOCK_53
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const FRAMEBLOCK_54
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const FRAMEBLOCK_55
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const FRAMEBLOCK_56
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const FRAMEBLOCK_57
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const FRAMEBLOCK_58
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const FRAMEBLOCK_59
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const FRAMEBLOCK_5A
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const FRAMEBLOCK_5B
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const FRAMEBLOCK_5C
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const FRAMEBLOCK_5D
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const FRAMEBLOCK_5E
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const FRAMEBLOCK_5F
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const FRAMEBLOCK_60
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const FRAMEBLOCK_61
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const FRAMEBLOCK_62
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const FRAMEBLOCK_63
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const FRAMEBLOCK_64
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const FRAMEBLOCK_65
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const FRAMEBLOCK_66
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const FRAMEBLOCK_67
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const FRAMEBLOCK_68
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const FRAMEBLOCK_69
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const FRAMEBLOCK_6A
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const FRAMEBLOCK_6B
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const FRAMEBLOCK_6C
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const FRAMEBLOCK_6D
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const FRAMEBLOCK_6E
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const FRAMEBLOCK_6F
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const FRAMEBLOCK_70
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const FRAMEBLOCK_71
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const FRAMEBLOCK_72
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const FRAMEBLOCK_73
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const FRAMEBLOCK_74
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const FRAMEBLOCK_75
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const FRAMEBLOCK_76
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const FRAMEBLOCK_77
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const FRAMEBLOCK_78
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const FRAMEBLOCK_79
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DEF NUM_FRAMEBLOCKS EQU const_value
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; base coordinates that are part of subanimations
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; FrameBlockBaseCoords indexes (see data/battle_anims/base_coords.asm)
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const_def
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const BASECOORD_00
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const BASECOORD_01
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const BASECOORD_02
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const BASECOORD_03
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const BASECOORD_04
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const BASECOORD_05
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const BASECOORD_06
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const BASECOORD_07
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const BASECOORD_08
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const BASECOORD_09
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const BASECOORD_0A
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const BASECOORD_0B
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const BASECOORD_0C
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const BASECOORD_0D
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const BASECOORD_0E
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const BASECOORD_0F
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const BASECOORD_10
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const BASECOORD_11
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const BASECOORD_12
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const BASECOORD_13
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const BASECOORD_14
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const BASECOORD_15
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const BASECOORD_16
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const BASECOORD_17
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const BASECOORD_18
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const BASECOORD_19
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const BASECOORD_1A
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const BASECOORD_1B
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const BASECOORD_1C
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const BASECOORD_1D
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const BASECOORD_1E
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const BASECOORD_1F
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const BASECOORD_20
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const BASECOORD_21
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const BASECOORD_22
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const BASECOORD_23
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const BASECOORD_24
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const BASECOORD_25
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const BASECOORD_26
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const BASECOORD_27
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const BASECOORD_28
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const BASECOORD_29
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const BASECOORD_2A
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const BASECOORD_2B
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const BASECOORD_2C
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const BASECOORD_2D
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const BASECOORD_2E
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const BASECOORD_2F
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const BASECOORD_30
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const BASECOORD_31
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const BASECOORD_32
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const BASECOORD_33
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const BASECOORD_34
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const BASECOORD_35
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const BASECOORD_36
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const BASECOORD_37
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const BASECOORD_38
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const BASECOORD_39
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const BASECOORD_3A
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const BASECOORD_3B
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const BASECOORD_3C
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const BASECOORD_3D
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const BASECOORD_3E
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const BASECOORD_3F
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const BASECOORD_40
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const BASECOORD_41
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const BASECOORD_42
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const BASECOORD_43
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const BASECOORD_44
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const BASECOORD_45
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const BASECOORD_46
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const BASECOORD_47
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const BASECOORD_48
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const BASECOORD_49
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const BASECOORD_4A
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const BASECOORD_4B
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const BASECOORD_4C
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const BASECOORD_4D
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const BASECOORD_4E
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const BASECOORD_4F
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const BASECOORD_50
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const BASECOORD_51
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const BASECOORD_52
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const BASECOORD_53
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const BASECOORD_54
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const BASECOORD_55
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const BASECOORD_56
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const BASECOORD_57
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const BASECOORD_58
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const BASECOORD_59
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const BASECOORD_5A
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const BASECOORD_5B
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const BASECOORD_5C
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const BASECOORD_5D
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const BASECOORD_5E
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const BASECOORD_5F
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const BASECOORD_60
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const BASECOORD_61
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const BASECOORD_62
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const BASECOORD_63
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const BASECOORD_64
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const BASECOORD_65
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const BASECOORD_66
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const BASECOORD_67
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const BASECOORD_68
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const BASECOORD_69
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const BASECOORD_6A
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const BASECOORD_6B
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const BASECOORD_6C
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const BASECOORD_6D
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const BASECOORD_6E
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const BASECOORD_6F
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const BASECOORD_70
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const BASECOORD_71
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const BASECOORD_72
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const BASECOORD_73
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const BASECOORD_74
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const BASECOORD_75
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const BASECOORD_76
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const BASECOORD_77
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const BASECOORD_78
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const BASECOORD_79
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const BASECOORD_7A
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const BASECOORD_7B
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const BASECOORD_7C
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const BASECOORD_7D
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const BASECOORD_7E
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const BASECOORD_7F
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const BASECOORD_80
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const BASECOORD_81
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const BASECOORD_82
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const BASECOORD_83
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const BASECOORD_84
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const BASECOORD_85
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const BASECOORD_86
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const BASECOORD_87
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const BASECOORD_88
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const BASECOORD_89
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const BASECOORD_8A
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const BASECOORD_8B
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const BASECOORD_8C
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const BASECOORD_8D
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const BASECOORD_8E
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const BASECOORD_8F
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const BASECOORD_90
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const BASECOORD_91
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const BASECOORD_92
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const BASECOORD_93
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const BASECOORD_94
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const BASECOORD_95
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const BASECOORD_96
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const BASECOORD_97
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const BASECOORD_98
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const BASECOORD_99
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const BASECOORD_9A
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const BASECOORD_9B
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const BASECOORD_9C
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const BASECOORD_9D
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const BASECOORD_9E
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const BASECOORD_9F
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const BASECOORD_A0
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const BASECOORD_A1
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const BASECOORD_A2
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const BASECOORD_A3
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const BASECOORD_A4
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const BASECOORD_A5
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const BASECOORD_A6
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const BASECOORD_A7
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const BASECOORD_A8
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const BASECOORD_A9
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const BASECOORD_AA
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const BASECOORD_AB
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const BASECOORD_AC
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const BASECOORD_AD
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const BASECOORD_AE
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const BASECOORD_AF
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const BASECOORD_B0
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DEF NUM_BASECOORDS EQU const_value
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; frame block modes that are part of subanimations
459
const_def
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const FRAMEBLOCKMODE_00
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const FRAMEBLOCKMODE_01
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const FRAMEBLOCKMODE_02
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const FRAMEBLOCKMODE_03
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const FRAMEBLOCKMODE_04
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