List of battle animations by index number in Generation I

This is the list of Pokémon battle animations by index number in Generation I games.
==List==
These are the available battle animations:
* From 0x00 (0) to 0x55 (85), there are some new objects created for the purposes of each animation (such as fire, water, electricity, etc.) Almost all of them are in black and white, except the Poké Ball-related ones.
* From 0xD8 (216) to 0xFE (254), there are some special effects that are applied to either or both Pokémon in battle, or to the whole screen. They often share the same color palettes as the Pokémon affected (for instance, a blue Pokémon uses blue effects).
===From 0x00 (0) to 0x0F (15)===
Index # 	Description 	Used on
0x00 (0) 	Hit target once 	
0x01 (1) 	Hit target twice 	
0x02 (2) 	Hit target three times as a triangle 	
0x03 (3) 	Hit target four times 	
0x04 (4) 	Hit target three times as a diagonal line	
0x05 (5) 	Hit target once(large size) 	
0x06 (6) 	Player throws slow Poké Ball 	
 (regular)
0x07 (7) 	Player throws fast Poké Ball 	
Great Ball or Safari Ball
0x08 (8) 	Player throws fast spinning Poké Ball 	
Ultra Ball or Master Ball
0x09 (9) 	Poké Ball shaking 	
Waiting for a wild Pokémon to be caught or escape the Poké Ball.
0x0A (10)	Poké Ball breaks in pieces 	Also used when a wild Pokémon escapes the Poké Ball.
0x0B (11)	Poké Ball blocked 	Attempting to catch the opposing Trainer's Pokémon.
0x0C (12)	Target is burned by single flame 	
0x0D (13)	Target is burned by two-flame pillar 	
0x0E (14)	Target is burned by three-flame pillar 	
0x0F (15)	Target is slashed three times at once 	
===From 0x10 (16) to 0x1F (31)===
Index # 	Description 	Used on
0x10 (16)	Tornado from user to target 	
0x11 (17)	Target is burned from below 	
0x12 (18)	Musical notes from user to target 	
0x13 (19)	Black substance from user to target 	
0x14 (20)	Black substance dripping from target 	
0x15 (21)	Sound waves from user 	
0x16 (22)	Target is slashed once 	
0x17 (23)	Bird hits target 	
0x18 (24)	Swords 	
0x19 (25)	Cloud from user to target 	
0x1A (26)	Target hit by jets of water from below	
0x1B (27)	Seeds from user to target 	
0x1C (28)	Three seedlings on target 	
0x1D (29)	User lifts rocks 	
0x1E (30)	Rocks from user to target 	
0x1F (31)	Fire from user to target 	
===From 0x20 (32) to 0x2F (47)===
Index # 	Description 	Used on
0x20 (32)	Target is burned by (bonfire in the shape of kanji 大) 	
0x21 (33)	Tileset 0: Four white circle pieces form a whole circle on the targetTileset 1: Four black square pieces form a whole square on the target	
0x22 (34)	Tileset 0: White circle from target to userTileset 1: Black square from target to user 	
0x23 (35)	Waves at the sides of target 	
0x24 (36)	? 	Pokémon is .
0x25 (37)	Question marks 	Also used when Pokémon is .
0x26 (38)	Question marks 	Used when opponent's Pokémon is confused?
0x27 (39)	Skulls 	
Pokémon is .
0x28 (40)	Dust from user to target 	
0x29 (41)	Target is shocked by a ball of electricity 	
0x2A (42)	Target is slashed diagonally from two sides at once 	
0x2B (43)	Target is hit by a thunderbolt, then some electricity jumps to the sides 	
0x2C (44)	Target is hit by water from the sky 	
0x2D (45)	Four white circle pieces form a whole circle on the user 	
0x2E (46)	Energy beam from user to target 	
0x2F (47)	Target is hit by ice from below 	
===From 0x30 (48) to 0x3F (63)===
Index # 	Description 	Used on 	
0x30 (48)	Target is hit by rocks 	 	
0x31 (49)	Waves from user to target 	 	
0x32 (50)	? 	Unused 	
0x33 (51)	User is protected by a blinking barrier 	 	
0x34 (52)	User explodes 	 	
0x35 (53)	Bubbles from user to target 	 	
0x36 (54)	Powder falls on target 	 	
0x37 (55)	String from user to target 	 	
0x38 (56)	Target is hit by falling ice shards 	 	
0x39 (57)	? 	Unused 	
0x3A (58)	"Zzz" text 	This animation is also used when a Pokémon is .	
0x3B (59)	"Zzz" text 	Used when the opponent Pokémon is sleeping? 	
0x3C (60)	? 	Unused 	
0x3D (61)	? 	Unused 	
0x3E (62)	Blinking hit balloon from user to target	 	
0x3F (63)	Stars from user to target 	 	
===From 0x40 (64) to 0x55 (86)===
Index # 	Description 	Used on
0x40 (64)	Musical note floating near target 	
0x41 (65)	Black circle from user to target 	
0x42 (66)	Black circle explosion on target 	
0x43 (67)	Tileset 0: A circle shrinking on the userTileset 1: A square shrinking on the user	
0x44 (68)	Leaves from user to target 	
0x45 (69)	Spike moving near user(slower version) 	
0x46 (70)	Spike moving near user(faster version) 	
0x47 (71)	User breaks out of Poké Ball 	
0x48 (72)	Poké Ball drops 	Used in trades.
0x49 (73)	Poké Ball pieces form an entire Poké Ball 	Used in trades.
0x4A (74)	Poké Ball appears 	Used in trades.
0x4B (75)	Poké Ball disappears 	Used in trades.
0x4C (76)	Egg shaking 	
0x4D (77)	Triangle from user to target 	
0x4E (78)	Black ball appears in place of target 	
0x4F (79)	Black ball goes up 	
0x50 (80)	Black ball goes down 	
0x51 (81)	Shell blinks in place of user 	
0x52 (82)	Coins from user to target 	
0x53 (84)	Player throws rock 	Throw rock in the
0x54 (85)	Player throws bait 	Throw bait in the
0x55 (86)	Target is hit once 	
===From 0xD8 (216) to 0xEF (239)===
Index # 	Description 	Used on
0xD8 (216)	Screen waves 	
0xD9 (217)	User is replaced by Substitute sprite 	
0xDA (218)	User shakes back and forth 	
0xDB (219)	Target slides off 	
0xDC (220)	Reset target sprite 	
0xDD (221)	Reset user sprite 	
0xDE (222)	Blink target 	
0xDF (223)	Hide target 	
0xE0 (224)	? 	Unused
0xE1 (225)	Delay 10 frames 	Used in several moves, as a delay between two visual effects, or as a delay at the end of the move animation. This is often used multiple times at once for a longer delay.
0xE2 (226)	Balls spiral inwards(this has the same color palette as the user) 	
0xE3 (227)	? 	Unused
0xE4 (228)	? 	Unused
0xE5 (229)	User slides back and stops halfway 	
0xE6 (230)	Petals fall 	
0xE7 (231)	Leaves fall 	
0xE8 (232)	User transforms into target 	
0xE9 (233)	User slides down and disappears(it remains invisible until fainted or switched out)	
0xEA (234)	User is replaced by Minimize sprite 	
0xEB (235)	User bounces 	
0xEC (236)	? 	Unused
0xED (237)	Balls shoot upwards(this has the same color palette as the user) 	
0xEE (238)	User is squished 	
0xEF (239)	Hide user 	Used as a part of several battle animations.
===From 0xF0 (240) to 0xFE (254)===
Index # 	Description 	Used on
0xF0 (240)	Brighten all color palettes(black is completely removed and white becomes more common; specifically, the colors 0, 1, 2, 3 respectively become 1, 2, 3, 3)	
0xF1 (241)	Reset user position 	
0xF2 (242)	User moves horizontally 	
0xF3 (243)	User blinks 	
0xF4 (244)	User slides back 	
0xF5 (245)	Target blinks quickly 	Used when the target is hit by a damaging move with no side effect.
0xF6 (246)	User slides down 	This is also used when a Pokémon faints.
0xF7 (247)	User slides up 	
0xF8 (248)	Quickly flashes a dark palette 3 times 	
0xF9 (249)	Both Pokémon are darkned, and both HP bars become black 	
0xFA (250)	Water droplets 	
0xFB (251)	Screen shakes 	
0xFC (252)	Reset color palettes 	Used in several moves to restore the original color palettes after they were changed.
0xFD (253)	Darken screen(white disappears and black becomes more common; specifically, the colors 0, 1, 2, 3 respectively become 2, 1, 0, 0) 	
0xFE (254)	Darken screen by reversing colors(specifically, the colors 0, 1, 2, 3 respectively become 3, 2, 1, 0) 	
Category:Game mechanics
Category:Lists