This Uberasm code allows you to do manual Exanimations like the Exanimations made by Lunar Magic.

The advantage of this is that you can avoid flickering with Dynamic X sprites because the amount
of data used to do the exanimation is registered by the System. Also this method is a 
lot more flexible.

You can also modify this code to do exanimation with conditions or do more complex things.

To use it you must modify the constants on the ".asm" file:

;Time used to change between 2 poses.
!TimePerPose = $03

;1 tile of 8x8 are $0020 bytes
!DataSend = $0200   

;Number of poses
!NumberOfPoses = $05

;By default is the start of AN2 Buffer of Lunar Magic but you can use
;any resource of Dynamic X too, just check DynamicXDefines.asm
;the zone of resources
!Source = !AN2Buffer2

;This must be the VRAM Address, by default is BG2 Line 0
;But you can use any.
;Some defines with some destinations are in DynamicXDefines.asm
!Destination = !BG2Line0

;Here put the name of the palette file used for your exanimation
!Palette = "SMMArrowPal"
;Here use the start of the palette, in this case starts in palette 7 color 1.
!PaletteDestinarion = $71

Also remember to install your GFX and Palette with Dynamic X.