pokecrystal-board/engine/tilesets/tileset_anims.asm

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_AnimateTileset::
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; Iterate over a given pointer array of
; animation functions (one per frame).
; Typically in WRAM bank 1, VRAM bank 0.
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ld a, [wTilesetAnim]
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ld e, a
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ld a, [wTilesetAnim + 1]
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ld d, a
ldh a, [hTileAnimFrame]
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ld l, a
inc a
ldh [hTileAnimFrame], a
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ld h, 0
add hl, hl
add hl, hl
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add hl, de
; 2-byte parameter
; All functions take input de.
ld e, [hl]
inc hl
ld d, [hl]
inc hl
; Function address
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
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Tileset0Anim:
TilesetJohtoModernAnim:
TilesetKantoAnim:
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dw vTiles2 tile $14, AnimateWaterTile
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dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, AnimateWaterPalette
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dw NULL, WaitTileAnimation
dw NULL, AnimateFlowerTile
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
TilesetParkAnim:
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dw vTiles2 tile $14, AnimateWaterTile
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dw NULL, WaitTileAnimation
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dw vTiles2 tile $5f, AnimateFountain
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dw NULL, WaitTileAnimation
dw NULL, AnimateWaterPalette
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dw NULL, WaitTileAnimation
dw NULL, AnimateFlowerTile
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
TilesetForestAnim:
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dw NULL, ForestTreeLeftAnimation
dw NULL, ForestTreeRightAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, ForestTreeLeftAnimation2
dw NULL, ForestTreeRightAnimation2
dw NULL, AnimateFlowerTile
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dw vTiles2 tile $14, AnimateWaterTile
dw NULL, AnimateWaterPalette
dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
TilesetJohtoAnim:
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dw vTiles2 tile $14, AnimateWaterTile
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dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, AnimateWaterPalette
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dw NULL, WaitTileAnimation
dw NULL, AnimateFlowerTile
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dw WhirlpoolFrames1, AnimateWhirlpoolTile
dw WhirlpoolFrames2, AnimateWhirlpoolTile
dw WhirlpoolFrames3, AnimateWhirlpoolTile
dw WhirlpoolFrames4, AnimateWhirlpoolTile
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dw NULL, WaitTileAnimation
dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
UnusedTilesetAnim1: ; unreferenced
; Scrolls tile $03 like water, but also has the standard $03 flower tile.
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dw vTiles2 tile $03, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $03, WriteTileFromBuffer
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dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, AnimateFlowerTile
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, DoneTileAnimation
UnusedTilesetAnim2: ; unreferenced
; Scrolls tile $14 like cave water.
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dw vTiles2 tile $14, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $14, WriteTileFromBuffer
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dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, DoneTileAnimation
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TilesetPortAnim:
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dw vTiles2 tile $14, AnimateWaterTile
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dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, AnimateWaterPalette
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dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
TilesetEliteFourRoomAnim:
dw NULL, LavaBubbleAnim2
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dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, LavaBubbleAnim1
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dw NULL, WaitTileAnimation
dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
UnusedTilesetAnim3: ; unreferenced
; Scrolls tile $53 like a waterfall; scrolls tile $03 like cave water.
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dw vTiles2 tile $53, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileDown
dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $53, WriteTileFromBuffer
dw vTiles2 tile $03, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $03, WriteTileFromBuffer
dw vTiles2 tile $53, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileDown
dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $53, WriteTileFromBuffer
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dw NULL, DoneTileAnimation
UnusedTilesetAnim4: ; unreferenced
; Scrolls tile $54 like a waterfall; scrolls tile $03 like cave water.
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dw vTiles2 tile $54, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileDown
dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $54, WriteTileFromBuffer
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dw NULL, WaitTileAnimation
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dw vTiles2 tile $03, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $03, WriteTileFromBuffer
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dw NULL, WaitTileAnimation
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dw vTiles2 tile $54, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileDown
dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $54, WriteTileFromBuffer
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dw NULL, DoneTileAnimation
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TilesetCaveAnim:
TilesetDarkCaveAnim:
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dw vTiles2 tile $14, WriteTileToBuffer
dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileRightLeft
dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $14, WriteTileFromBuffer
dw NULL, FlickeringCaveEntrancePalette
dw NULL, AnimateWaterPalette
dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $40, WriteTileToBuffer
dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $40, WriteTileFromBuffer
dw NULL, FlickeringCaveEntrancePalette
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dw NULL, DoneTileAnimation
TilesetIcePathAnim:
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dw vTiles2 tile $35, WriteTileToBuffer
dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileRightLeft
dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $35, WriteTileFromBuffer
dw NULL, FlickeringCaveEntrancePalette
dw NULL, AnimateWaterPalette
dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $31, WriteTileToBuffer
dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $31, WriteTileFromBuffer
dw NULL, FlickeringCaveEntrancePalette
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dw NULL, DoneTileAnimation
TilesetTowerAnim:
dw TowerPillarTilePointer9, AnimateTowerPillarTile
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dw TowerPillarTilePointer10, AnimateTowerPillarTile
dw TowerPillarTilePointer7, AnimateTowerPillarTile
dw TowerPillarTilePointer8, AnimateTowerPillarTile
dw TowerPillarTilePointer5, AnimateTowerPillarTile
dw TowerPillarTilePointer6, AnimateTowerPillarTile
dw TowerPillarTilePointer3, AnimateTowerPillarTile
dw TowerPillarTilePointer4, AnimateTowerPillarTile
dw TowerPillarTilePointer1, AnimateTowerPillarTile
dw TowerPillarTilePointer2, AnimateTowerPillarTile
dw NULL, StandingTileFrame
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dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, DoneTileAnimation
UnusedTilesetAnim5: ; unreferenced
; Scrolls tile $4f like cave water.
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dw vTiles2 tile $4f, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $4f, WriteTileFromBuffer
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dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, DoneTileAnimation
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TilesetBattleTowerOutsideAnim:
TilesetHouseAnim:
TilesetPlayersHouseAnim:
TilesetPokecenterAnim:
TilesetGateAnim:
TilesetLabAnim:
TilesetFacilityAnim:
TilesetMartAnim:
TilesetMansionAnim:
TilesetGameCornerAnim:
TilesetTraditionalHouseAnim:
TilesetTrainStationAnim:
TilesetChampionsRoomAnim:
TilesetLighthouseAnim:
TilesetPlayersRoomAnim:
TilesetPokeComCenterAnim:
TilesetBattleTowerInsideAnim:
TilesetRuinsOfAlphAnim:
TilesetRadioTowerAnim:
TilesetUndergroundAnim:
TilesetBetaWordRoomAnim:
TilesetHoOhWordRoomAnim:
TilesetKabutoWordRoomAnim:
TilesetOmanyteWordRoomAnim:
TilesetAerodactylWordRoomAnim:
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dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, DoneTileAnimation
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DoneTileAnimation:
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; Reset the animation command loop.
xor a
ldh [hTileAnimFrame], a
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WaitTileAnimation:
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; Do nothing this frame.
ret
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StandingTileFrame8:
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ld a, [wTileAnimationTimer]
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inc a
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and %111
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ld [wTileAnimationTimer], a
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ret
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ScrollTileRightLeft:
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; Scroll right for 4 ticks, then left for 4 ticks.
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ld a, [wTileAnimationTimer]
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inc a
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and %111
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ld [wTileAnimationTimer], a
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and %100
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jr nz, ScrollTileLeft
jr ScrollTileRight
ScrollTileUpDown: ; unreferenced
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; Scroll up for 4 ticks, then down for 4 ticks.
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ld a, [wTileAnimationTimer]
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inc a
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and %111
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ld [wTileAnimationTimer], a
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and %100
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jr nz, ScrollTileDown
jr ScrollTileUp
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ScrollTileLeft:
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ld h, d
ld l, e
ld c, 4
.loop
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rept 4
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ld a, [hl]
rlca
ld [hli], a
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endr
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dec c
jr nz, .loop
ret
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ScrollTileRight:
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ld h, d
ld l, e
ld c, 4
.loop
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rept 4
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ld a, [hl]
rrca
ld [hli], a
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endr
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dec c
jr nz, .loop
ret
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ScrollTileUp:
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ld h, d
ld l, e
ld d, [hl]
inc hl
ld e, [hl]
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ld bc, TILE_WIDTH * 2 - 2
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add hl, bc
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ld a, TILE_WIDTH / 2
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.loop
ld c, [hl]
ld [hl], e
dec hl
ld b, [hl]
ld [hl], d
dec hl
ld e, [hl]
ld [hl], c
dec hl
ld d, [hl]
ld [hl], b
dec hl
dec a
jr nz, .loop
ret
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ScrollTileDown:
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ld h, d
ld l, e
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ld de, TILE_WIDTH * 2 - 2
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push hl
add hl, de
ld d, [hl]
inc hl
ld e, [hl]
pop hl
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ld a, TILE_WIDTH / 2
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.loop
ld b, [hl]
ld [hl], d
inc hl
ld c, [hl]
ld [hl], e
inc hl
ld d, [hl]
ld [hl], b
inc hl
ld e, [hl]
ld [hl], c
inc hl
dec a
jr nz, .loop
ret
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AnimateFountain:
ld hl, sp+0
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ld b, h
ld c, l
ld hl, .frames
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ld a, [wTileAnimationTimer]
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and %111
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add a
add l
ld l, a
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jr nc, .okay
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inc h
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.okay
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ld a, [hli]
ld h, [hl]
ld l, a
ld sp, hl
ld l, e
ld h, d
jp WriteTile
.frames
dw .frame1
dw .frame2
dw .frame3
dw .frame4
dw .frame3
dw .frame4
dw .frame5
dw .frame1
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.frame1 INCBIN "gfx/tilesets/fountain/1.2bpp"
.frame2 INCBIN "gfx/tilesets/fountain/2.2bpp"
.frame3 INCBIN "gfx/tilesets/fountain/3.2bpp"
.frame4 INCBIN "gfx/tilesets/fountain/4.2bpp"
.frame5 INCBIN "gfx/tilesets/fountain/5.2bpp"
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AnimateWaterTile:
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; Draw a water tile for the current frame in VRAM tile at de.
; Save sp in bc (see WriteTile).
ld hl, sp+0
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ld b, h
ld c, l
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ld a, [wTileAnimationTimer]
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; 4 tile graphics, updated every other frame.
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and %110
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; 2 x 8 = 16 bytes per tile
add a
add a
add a
add LOW(WaterTileFrames)
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ld l, a
ld a, 0
adc HIGH(WaterTileFrames)
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ld h, a
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; The stack now points to the start of the tile for this frame.
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ld sp, hl
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ld l, e
ld h, d
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jp WriteTile
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WaterTileFrames:
INCBIN "gfx/tilesets/water/water.2bpp"
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ForestTreeLeftAnimation:
ld hl, sp+0
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ld b, h
ld c, l
; Only during the Celebi event.
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .do_animation
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ld hl, ForestTreeLeftFrames
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jr .got_frames
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.do_animation
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
add a
add a
add a
add LOW(ForestTreeLeftFrames)
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ld l, a
ld a, 0
adc HIGH(ForestTreeLeftFrames)
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ld h, a
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.got_frames
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ld sp, hl
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ld hl, vTiles2 tile $0c
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jp WriteTile
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ForestTreeLeftFrames:
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INCBIN "gfx/tilesets/forest-tree/1.2bpp"
INCBIN "gfx/tilesets/forest-tree/2.2bpp"
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ForestTreeRightFrames:
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INCBIN "gfx/tilesets/forest-tree/3.2bpp"
INCBIN "gfx/tilesets/forest-tree/4.2bpp"
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ForestTreeRightAnimation:
ld hl, sp+0
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ld b, h
ld c, l
; Only during the Celebi event.
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .do_animation
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ld hl, ForestTreeRightFrames
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jr .got_frames
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.do_animation
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
add a
add a
add a
add LOW(ForestTreeLeftFrames)
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ld l, a
ld a, 0
adc HIGH(ForestTreeLeftFrames)
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ld h, a
push bc
ld bc, ForestTreeRightFrames - ForestTreeLeftFrames
add hl, bc
pop bc
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.got_frames
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ld sp, hl
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ld hl, vTiles2 tile $0f
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jp WriteTile
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ForestTreeLeftAnimation2:
ld hl, sp+0
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ld b, h
ld c, l
; Only during the Celebi event.
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .do_animation
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ld hl, ForestTreeLeftFrames
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jr .got_frames
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.do_animation
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
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xor %10
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add a
add a
add a
add LOW(ForestTreeLeftFrames)
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ld l, a
ld a, 0
adc HIGH(ForestTreeLeftFrames)
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ld h, a
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.got_frames
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ld sp, hl
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ld hl, vTiles2 tile $0c
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jp WriteTile
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ForestTreeRightAnimation2:
ld hl, sp+0
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ld b, h
ld c, l
; Only during the Celebi event.
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .do_animation
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ld hl, ForestTreeRightFrames
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jr .got_frames
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.do_animation
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
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xor %10
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add a
add a
add a
add LOW(ForestTreeLeftFrames)
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ld l, a
ld a, 0
adc HIGH(ForestTreeLeftFrames)
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ld h, a
push bc
ld bc, ForestTreeRightFrames - ForestTreeLeftFrames
add hl, bc
pop bc
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.got_frames
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ld sp, hl
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ld hl, vTiles2 tile $0f
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jp WriteTile
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GetForestTreeFrame:
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; Return 0 if a is even, or 2 if odd.
and a
jr z, .even
cp 1
jr z, .odd
cp 2
jr z, .even
cp 3
jr z, .odd
cp 4
jr z, .even
cp 5
jr z, .odd
cp 6
jr z, .even
.odd
ld a, 2
scf
ret
.even
xor a
ret
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AnimateFlowerTile:
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; No parameters.
; Save sp in bc (see WriteTile).
ld hl, sp+0
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ld b, h
ld c, l
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; Alternate tile graphic every other frame
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ld a, [wTileAnimationTimer]
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and %10
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; CGB has different color mappings for flowers.
ld e, a
ldh a, [hCGB]
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and 1
add e
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swap a
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ld e, a
ld d, 0
ld hl, FlowerTileFrames
add hl, de
ld sp, hl
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ld hl, vTiles2 tile $03
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jp WriteTile
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FlowerTileFrames:
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INCBIN "gfx/tilesets/flower/dmg_1.2bpp"
INCBIN "gfx/tilesets/flower/cgb_1.2bpp"
INCBIN "gfx/tilesets/flower/dmg_2.2bpp"
INCBIN "gfx/tilesets/flower/cgb_2.2bpp"
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LavaBubbleAnim1:
ld hl, sp+0
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ld b, h
ld c, l
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ld a, [wTileAnimationTimer]
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and %110
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srl a
inc a
inc a
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and %011
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swap a
ld e, a
ld d, 0
ld hl, LavaBubbleFrames
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add hl, de
ld sp, hl
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ld hl, vTiles2 tile $5b
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jp WriteTile
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LavaBubbleAnim2:
ld hl, sp+0
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ld b, h
ld c, l
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ld a, [wTileAnimationTimer]
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and %110
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add a
add a
add a
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ld e, a
ld d, 0
ld hl, LavaBubbleFrames
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add hl, de
ld sp, hl
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ld hl, vTiles2 tile $38
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jp WriteTile
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LavaBubbleFrames:
INCBIN "gfx/tilesets/lava/1.2bpp"
INCBIN "gfx/tilesets/lava/2.2bpp"
INCBIN "gfx/tilesets/lava/3.2bpp"
INCBIN "gfx/tilesets/lava/4.2bpp"
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AnimateTowerPillarTile:
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; Read from struct at de:
; Destination (VRAM)
; Address of the first tile in the frame array
ld hl, sp+0
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ld b, h
ld c, l
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ld a, [wTileAnimationTimer]
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and %111
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; Get frame index a
ld hl, .frames
add l
ld l, a
ld a, 0
adc h
ld h, a
ld a, [hl]
; Destination
ld l, e
ld h, d
ld e, [hl]
inc hl
ld d, [hl]
inc hl
; Add the frame index to the starting address
add [hl]
inc hl
ld h, [hl]
ld l, a
ld a, 0
adc h
ld h, a
ld sp, hl
ld l, e
ld h, d
jr WriteTile
.frames
db $00, $10, $20, $30, $40, $30, $20, $10
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StandingTileFrame:
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ld hl, wTileAnimationTimer
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inc [hl]
ret
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AnimateWhirlpoolTile:
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; Update whirlpool tile using struct at de.
; Struct:
; VRAM address
; Address of the first tile
; Only does one of 4 tiles at a time.
; Save sp in bc (see WriteTile).
ld hl, sp+0
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ld b, h
ld c, l
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; de = VRAM address
ld l, e
ld h, d
ld e, [hl]
inc hl
ld d, [hl]
inc hl
; Tile address is now at hl.
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; Get the tile for this frame.
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ld a, [wTileAnimationTimer]
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and %11 ; 4 frames x2
swap a ; * 16 bytes per tile
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add [hl]
inc hl
ld h, [hl]
ld l, a
ld a, 0
adc h
ld h, a
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; The stack now points to the desired frame.
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ld sp, hl
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ld l, e
ld h, d
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jr WriteTile
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WriteTileFromBuffer:
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; Write tiledata at wTileAnimBuffer to de.
; wTileAnimBuffer is loaded to sp for WriteTile.
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ld hl, sp+0
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ld b, h
ld c, l
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ld hl, wTileAnimBuffer
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ld sp, hl
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ld h, d
ld l, e
jr WriteTile
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WriteTileToBuffer:
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; Write tiledata de to wTileAnimBuffer.
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; de is loaded to sp for WriteTile.
ld hl, sp+0
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ld b, h
ld c, l
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ld h, d
ld l, e
ld sp, hl
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ld hl, wTileAnimBuffer
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; fallthrough
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WriteTile:
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; Write one 8x8 tile ($10 bytes) from sp to hl.
; Warning: sp is saved in bc so we can abuse pop.
; sp is restored to address bc. Save sp in bc before calling.
pop de
ld [hl], e
inc hl
ld [hl], d
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rept 7
pop de
inc hl
ld [hl], e
inc hl
ld [hl], d
endr
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; restore sp
ld h, b
ld l, c
ld sp, hl
ret
AnimateWaterPalette:
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; Transition between color values 0-2 for color 0 in palette 3.
; No palette changes on DMG.
ldh a, [hCGB]
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and a
ret z
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; We don't want to mess with non-standard palettes.
ldh a, [rBGP] ; BGP
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cp %11100100
ret nz
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; Only update on even frames.
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ld a, [wTileAnimationTimer]
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ld l, a
and 1 ; odd
ret nz
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; Ready for BGPD input...
ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_WATER
ldh [rBGPI], a
ldh a, [rSVBK]
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push af
ld a, BANK(wBGPals1)
ldh [rSVBK], a
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; Update color 0 in order 0 1 2 1
ld a, l
and %110 ; frames 0 2 4 6
jr z, .color0
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cp %100 ; frame 4
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jr z, .color2
; color1
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ld hl, wBGPals1 palette PAL_BG_WATER color 1
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ld a, [hli]
ldh [rBGPD], a
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ld a, [hli]
ldh [rBGPD], a
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jr .end
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.color0
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ld hl, wBGPals1 palette PAL_BG_WATER color 0
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ld a, [hli]
ldh [rBGPD], a
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ld a, [hli]
ldh [rBGPD], a
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jr .end
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.color2
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ld hl, wBGPals1 palette PAL_BG_WATER color 2
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ld a, [hli]
ldh [rBGPD], a
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ld a, [hli]
ldh [rBGPD], a
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.end
pop af
ldh [rSVBK], a
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ret
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FlickeringCaveEntrancePalette:
; No palette changes on DMG.
ldh a, [hCGB]
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and a
ret z
; We don't want to mess with non-standard palettes.
ldh a, [rBGP]
cp %11100100
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ret nz
; We only want to be here if we're in a dark cave.
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ld a, [wTimeOfDayPalset]
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cp DARKNESS_PALSET
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ret nz
ldh a, [rSVBK]
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push af
ld a, BANK(wBGPals1)
ldh [rSVBK], a
; Ready for BGPD input...
ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_YELLOW
ldh [rBGPI], a
ldh a, [hVBlankCounter]
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and %10
jr nz, .bit1set
ld hl, wBGPals1 palette PAL_BG_YELLOW
jr .okay
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.bit1set
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ld hl, wBGPals1 palette PAL_BG_YELLOW color 1
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.okay
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ld a, [hli]
ldh [rBGPD], a
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ld a, [hli]
ldh [rBGPD], a
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pop af
ldh [rSVBK], a
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ret
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TowerPillarTilePointer1: dw vTiles2 tile $2d, TowerPillarTile1
TowerPillarTilePointer2: dw vTiles2 tile $2f, TowerPillarTile2
TowerPillarTilePointer3: dw vTiles2 tile $3d, TowerPillarTile3
TowerPillarTilePointer4: dw vTiles2 tile $3f, TowerPillarTile4
TowerPillarTilePointer5: dw vTiles2 tile $3c, TowerPillarTile5
TowerPillarTilePointer6: dw vTiles2 tile $2c, TowerPillarTile6
TowerPillarTilePointer7: dw vTiles2 tile $4d, TowerPillarTile7
TowerPillarTilePointer8: dw vTiles2 tile $4f, TowerPillarTile8
TowerPillarTilePointer9: dw vTiles2 tile $5d, TowerPillarTile9
TowerPillarTilePointer10: dw vTiles2 tile $5f, TowerPillarTile10
TowerPillarTile1: INCBIN "gfx/tilesets/tower-pillar/1.2bpp"
TowerPillarTile2: INCBIN "gfx/tilesets/tower-pillar/2.2bpp"
TowerPillarTile3: INCBIN "gfx/tilesets/tower-pillar/3.2bpp"
TowerPillarTile4: INCBIN "gfx/tilesets/tower-pillar/4.2bpp"
TowerPillarTile5: INCBIN "gfx/tilesets/tower-pillar/5.2bpp"
TowerPillarTile6: INCBIN "gfx/tilesets/tower-pillar/6.2bpp"
TowerPillarTile7: INCBIN "gfx/tilesets/tower-pillar/7.2bpp"
TowerPillarTile8: INCBIN "gfx/tilesets/tower-pillar/8.2bpp"
TowerPillarTile9: INCBIN "gfx/tilesets/tower-pillar/9.2bpp"
TowerPillarTile10: INCBIN "gfx/tilesets/tower-pillar/10.2bpp"
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2017-12-28 04:32:33 -08:00
WhirlpoolFrames1: dw vTiles2 tile $32, WhirlpoolTiles1
WhirlpoolFrames2: dw vTiles2 tile $33, WhirlpoolTiles2
WhirlpoolFrames3: dw vTiles2 tile $42, WhirlpoolTiles3
WhirlpoolFrames4: dw vTiles2 tile $43, WhirlpoolTiles4
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2013-12-26 00:21:29 -08:00
WhirlpoolTiles1: INCBIN "gfx/tilesets/whirlpool/1.2bpp"
WhirlpoolTiles2: INCBIN "gfx/tilesets/whirlpool/2.2bpp"
WhirlpoolTiles3: INCBIN "gfx/tilesets/whirlpool/3.2bpp"
WhirlpoolTiles4: INCBIN "gfx/tilesets/whirlpool/4.2bpp"