This is the death counter code from Ultimate Weapon. The A2 is the attack ID for Highwind. I used LiBrE to figure out the other details for this attack (such as animation ID, which according to that is 22). Still I get a Data Error.
I would appreciate getting pointed in the right direction with this. Where am I going wrong?
The issue is that the IDs for animations when used as limits and when used as enemy attacks are different.
Animation IDs point to a range of values 255 wide (because that's the maximum width you can express with a single byte), but there are more than 255 animations (a range of 512, in fact). So, for different types of move, the animation IDs refer to different 'areas' in the whole range of animations.
The animation IDs for spells, for example, refer to range that comes before the animation IDs for enemy skills. This means you can give a spell an enemy skill animation by giving it a very high ID, but you can't use spell visuals for blue magic. You can move a little forward, but you can't move backwards.
Unfortunately, enemy animations come later than limit anims. A lot later. In fact, limits come at the very first, and enemy attacks at the very last (except on PC for some reason, where they swap position with summon anims). This means you cannot give an enemy attack a limit animation just by updating the IDs.
If you wanted to use the highwind animation for an enemy animation, you would have to create a second copy of the highwind animation data and mod the game to use that data for an unused enemy animation index. I don't know where that logic is managed; maybe you could search the PSX ISO for a list of filepointers (they should be in the form of LBA + filesize in bytes, in little-endian format). If these pointers are in a compressed file, however, a simple search won't suffice. I don't know if anyone has done any research and could help you.