anchor.diff:                      [reticles.Visible == false]]
   
           override this.Bindings (_, battle, _) =
  -            [battle.SelectEvent =>! InitializeBattle
  -             battle.DeselectEvent =>! FinalizeBattle
  -             battle.OutgoingStartEvent =>! FadeSong
  +            [battle.SelectEvent =>! InitializeBattleCmd
  +             battle.DeselectEvent =>! FinalizeBattleCmd
  +             battle.OutgoingStartEvent =>! FadeSongCmd
                battle.UpdateEvent => Tick] @
                inputBindings 0 @
                inputBindings 1 @
  
positive.code: 
          override this.Message (message, model, _, world) =
              match message with
              | ReadyCharactersM ->
                  let time = World.getTickTime world
                  let model = updateCharacters (fun character -> { character with CharacterAnimationState = (CharacterAnimationState.setCycle (Some time) ReadyCycle) character.CharacterAnimationState }) model
                  just model
              | PoiseCharactersM ->
                  let time = World.getTickTime world
                  let model = updateCharacters (fun character -> { character with CharacterAnimationState = (CharacterAnimationState.setCycle (Some time) PoiseCycle) character.CharacterAnimationState }) model
                  just model
              | CelebrateCharactersM outcome ->
                  let time = World.getTickTime world
                  let model =
                      if outcome
                      then updateAllies (fun character -> { character with CharacterAnimationState = (CharacterAnimationState.setCycle (Some time) CelebrateCycle) character.CharacterAnimationState }) model
                      else updateAllies (fun character -> { character with CharacterAnimationState = (CharacterAnimationState.setCycle (Some time) CelebrateCycle) character.CharacterAnimationState }) model
                  just model
              | AdvanceCharactersM ->
                  let model = updateCharacters (fun character -> { character with ActionTime = character.ActionTime + Constants.Battle.ActionTimeInc }) model
                  just model
              | AttackCharacterM (sourceIndex, targetIndex) ->
                  let time = World.getTickTime world
                  let source = getCharacter sourceIndex model
                  let target = getCharacter targetIndex model
  
negative.code: 
          override this.Command (command, model, battle, world) =
              match command with
              | InitializeBattleCmd ->
                  let world = World.hintRenderPackageUse Assets.BattlePackage world
                  let world = World.hintAudioPackageUse Assets.BattlePackage world
                  let world = World.playSong 0 (1.0f * Constants.Audio.MasterSongVolume) Assets.BattleSong world
                  let world = battle.SetBattleModel { model with BattleState = BattleReady (World.getTickTime world) } world
                  just world
              | FinalizeBattleCmd ->
                  let world = World.hintRenderPackageDisuse Assets.BattlePackage world
                  just (World.hintAudioPackageDisuse Assets.BattlePackage world)
              | ResetCharacterCmd characterIndex ->
                  let character = getCharacter characterIndex model
                  let world =
                      if character.CharacterState.IsAlly then
  