_AnimateTileset:: ; fc000 ; Iterate over a given pointer array of ; animation functions (one per frame). ; Typically in wra1, vra0 ld a, [TilesetAnim] ld e, a ld a, [TilesetAnim + 1] ld d, a ld a, [hTileAnimFrame] ld l, a inc a ld [hTileAnimFrame], a ld h, 0 add hl, hl add hl, hl 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 ; fc01b Tileset0Anim: ; 0xfc01b TilesetJohto2Anim: ; 0xfc01b TilesetKantoAnim: ; 0xfc01b dw vTiles2 tile $14, AnimateWaterTile dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, TileAnimationPalette dw NULL, WaitTileAnimation dw NULL, AnimateFlowerTile dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, StandingTileFrame8 dw NULL, DoneTileAnimation ; 0xfc047 TilesetParkAnim: ; 0xfc047 dw vTiles2 tile $14, AnimateWaterTile dw NULL, WaitTileAnimation dw vTiles2 tile $5f, AnimateFountain dw NULL, WaitTileAnimation dw NULL, TileAnimationPalette dw NULL, WaitTileAnimation dw NULL, AnimateFlowerTile dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, StandingTileFrame8 dw NULL, DoneTileAnimation ; 0xfc073 TilesetIlexForestAnim: ; 0xfc073 dw NULL, ForestTreeLeftAnimation dw NULL, ForestTreeRightAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, ForestTreeLeftAnimation2 dw NULL, ForestTreeRightAnimation2 dw NULL, AnimateFlowerTile dw vTiles2 tile $14, AnimateWaterTile dw NULL, TileAnimationPalette dw NULL, StandingTileFrame8 dw NULL, DoneTileAnimation ; 0xfc0a3 TilesetJohto1Anim: ; 0xfc0a3 dw vTiles2 tile $14, AnimateWaterTile dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, TileAnimationPalette dw NULL, WaitTileAnimation dw NULL, AnimateFlowerTile dw WhirlpoolFrames1, AnimateWhirlpoolTile dw WhirlpoolFrames2, AnimateWhirlpoolTile dw WhirlpoolFrames3, AnimateWhirlpoolTile dw WhirlpoolFrames4, AnimateWhirlpoolTile dw NULL, WaitTileAnimation dw NULL, StandingTileFrame8 dw NULL, DoneTileAnimation ; 0xfc0d7 UnusedTilesetAnim_fc0d7: ; 0xfc0d7 dw vTiles2 tile $03, WriteTileToBuffer dw wTileAnimBuffer, ScrollTileRightLeft dw vTiles2 tile $03, WriteTileFromBuffer dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, AnimateFlowerTile dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, DoneTileAnimation ; 0xfc103 UnusedTilesetAnim_fc103: ; 0xfc103 dw vTiles2 tile $14, WriteTileToBuffer dw wTileAnimBuffer, ScrollTileRightLeft dw vTiles2 tile $14, WriteTileFromBuffer dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, DoneTileAnimation ; 0xfc12f TilesetPortAnim: ; 0xfc12f dw vTiles2 tile $14, AnimateWaterTile dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, TileAnimationPalette dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, StandingTileFrame8 dw NULL, DoneTileAnimation ; 0xfc15f TilesetGym1Anim: ; 0xfc15f dw NULL, LavaBubbleAnim2 dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, LavaBubbleAnim1 dw NULL, WaitTileAnimation dw NULL, StandingTileFrame8 dw NULL, DoneTileAnimation ; 0xfc17f UnusedTilesetAnim_fc17f: ; 0xfc17f dw vTiles2 tile $53, WriteTileToBuffer dw wTileAnimBuffer, ScrollTileDown dw wTileAnimBuffer, ScrollTileDown dw vTiles2 tile $53, WriteTileFromBuffer dw vTiles2 tile $03, WriteTileToBuffer dw wTileAnimBuffer, ScrollTileRightLeft dw vTiles2 tile $03, WriteTileFromBuffer dw vTiles2 tile $53, WriteTileToBuffer dw wTileAnimBuffer, ScrollTileDown dw wTileAnimBuffer, ScrollTileDown dw vTiles2 tile $53, WriteTileFromBuffer dw NULL, DoneTileAnimation ; 0xfc1af UnusedTilesetAnim_fc1af: ; 0xfc1af dw vTiles2 tile $54, WriteTileToBuffer dw wTileAnimBuffer, ScrollTileDown dw wTileAnimBuffer, ScrollTileDown dw vTiles2 tile $54, WriteTileFromBuffer dw NULL, WaitTileAnimation dw vTiles2 tile $03, WriteTileToBuffer dw wTileAnimBuffer, ScrollTileRightLeft dw vTiles2 tile $03, WriteTileFromBuffer dw NULL, WaitTileAnimation dw vTiles2 tile $54, WriteTileToBuffer dw wTileAnimBuffer, ScrollTileDown dw wTileAnimBuffer, ScrollTileDown dw vTiles2 tile $54, WriteTileFromBuffer dw NULL, DoneTileAnimation ; 0xfc1e7 TilesetCaveAnim: ; 0xfc1e7 TilesetWhirlIslandsAnim: ; 0xfc1e7 dw vTiles2 tile $14, WriteTileToBuffer dw NULL, FlickeringCaveEntrancePalette dw wTileAnimBuffer, ScrollTileRightLeft dw NULL, FlickeringCaveEntrancePalette dw vTiles2 tile $14, WriteTileFromBuffer dw NULL, FlickeringCaveEntrancePalette dw NULL, TileAnimationPalette dw NULL, FlickeringCaveEntrancePalette dw vTiles2 tile $40, WriteTileToBuffer dw NULL, FlickeringCaveEntrancePalette dw wTileAnimBuffer, ScrollTileDown dw NULL, FlickeringCaveEntrancePalette dw wTileAnimBuffer, ScrollTileDown dw NULL, FlickeringCaveEntrancePalette dw wTileAnimBuffer, ScrollTileDown dw NULL, FlickeringCaveEntrancePalette dw vTiles2 tile $40, WriteTileFromBuffer dw NULL, FlickeringCaveEntrancePalette dw NULL, DoneTileAnimation ; 0xfc233 TilesetIcePathAnim: ; 0xfc233 dw vTiles2 tile $35, WriteTileToBuffer dw NULL, FlickeringCaveEntrancePalette dw wTileAnimBuffer, ScrollTileRightLeft dw NULL, FlickeringCaveEntrancePalette dw vTiles2 tile $35, WriteTileFromBuffer dw NULL, FlickeringCaveEntrancePalette dw NULL, TileAnimationPalette dw NULL, FlickeringCaveEntrancePalette dw vTiles2 tile $31, WriteTileToBuffer dw NULL, FlickeringCaveEntrancePalette dw wTileAnimBuffer, ScrollTileDown dw NULL, FlickeringCaveEntrancePalette dw wTileAnimBuffer, ScrollTileDown dw NULL, FlickeringCaveEntrancePalette dw wTileAnimBuffer, ScrollTileDown dw NULL, FlickeringCaveEntrancePalette dw vTiles2 tile $31, WriteTileFromBuffer dw NULL, FlickeringCaveEntrancePalette dw NULL, DoneTileAnimation ; 0xfc27f TilesetSproutTowerAnim: ; 0xfc27f dw SproutPillarTilePointer9, AnimateSproutPillarTile dw SproutPillarTilePointer10, AnimateSproutPillarTile dw SproutPillarTilePointer7, AnimateSproutPillarTile dw SproutPillarTilePointer8, AnimateSproutPillarTile dw SproutPillarTilePointer5, AnimateSproutPillarTile dw SproutPillarTilePointer6, AnimateSproutPillarTile dw SproutPillarTilePointer3, AnimateSproutPillarTile dw SproutPillarTilePointer4, AnimateSproutPillarTile dw SproutPillarTilePointer1, AnimateSproutPillarTile dw SproutPillarTilePointer2, AnimateSproutPillarTile dw NULL, StandingTileFrame dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, DoneTileAnimation ; 0xfc2bf UnusedTilesetAnim_fc2bf: ; 0xfc2bf dw vTiles2 tile $4f, WriteTileToBuffer dw wTileAnimBuffer, ScrollTileRightLeft dw vTiles2 tile $4f, WriteTileFromBuffer dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, DoneTileAnimation ; 0xfc2e7 TilesetBattleTowerOutsideAnim: ; 0xfc2e7 TilesetHouse1Anim: ; 0xfc2e7 TilesetPlayersHouseAnim: ; 0xfc2e7 TilesetPokecenterAnim: ; 0xfc2e7 TilesetGateAnim: ; 0xfc2e7 TilesetLabAnim: ; 0xfc2e7 TilesetPowerPlantAnim: ; 0xfc2e7 TilesetMartAnim: ; 0xfc2e7 TilesetCeladonMansionAnim: ; 0xfc2e7 TilesetGameCornerAnim: ; 0xfc2e7 TilesetKurtsHouseAnim: ; 0xfc2e7 TilesetTrainStationAnim: ; 0xfc2e7 TilesetOlivineGymAnim: ; 0xfc2e7 TilesetLighthouseAnim: ; 0xfc2e7 TilesetPlayersHouse2FAnim: ; 0xfc2e7 TilesetPokeComCenterAnim: ; 0xfc2e7 TilesetBattleTowerAnim: ; 0xfc2e7 TilesetRuinsOfAlphAnim: ; 0xfc2e7 TilesetRadioTowerAnim: ; 0xfc2e7 TilesetUndergroundAnim: ; 0xfc2e7 TilesetBetaWordRoomAnim: ; 0xfc2e7 TilesetHoOhWordRoomAnim: ; 0xfc2e7 TilesetKabutoWordRoomAnim: ; 0xfc2e7 TilesetOmanyteWordRoomAnim: ; 0xfc2e7 TilesetAerodactylWordRoomAnim: ; 0xfc2e7 dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, WaitTileAnimation dw NULL, DoneTileAnimation ; 0xfc2fb DoneTileAnimation: ; fc2fb ; Reset the animation command loop. xor a ld [hTileAnimFrame], a WaitTileAnimation: ; fc2fe ; Do nothing this frame. ret ; fc2ff StandingTileFrame8: ; fc2ff ld a, [TileAnimationTimer] inc a and %111 ld [TileAnimationTimer], a ret ; fc309 ScrollTileRightLeft: ; fc309 ; Scroll right for 4 ticks, then left for 4 ticks. ld a, [TileAnimationTimer] inc a and %111 ld [TileAnimationTimer], a and %100 jr nz, ScrollTileLeft jr ScrollTileRight ; fc318 ScrollTileUpDown: ; fc318 ; Scroll up for 4 ticks, then down for 4 ticks. ld a, [TileAnimationTimer] inc a and %111 ld [TileAnimationTimer], a and %100 jr nz, ScrollTileDown jr ScrollTileUp ; fc327 ScrollTileLeft: ; fc327 ld h, d ld l, e ld c, 4 .loop rept 4 ld a, [hl] rlca ld [hli], a endr dec c jr nz, .loop ret ; fc33b ScrollTileRight: ; fc33b ld h, d ld l, e ld c, 4 .loop rept 4 ld a, [hl] rrca ld [hli], a endr dec c jr nz, .loop ret ; fc34f ScrollTileUp: ; fc34f ld h, d ld l, e ld d, [hl] inc hl ld e, [hl] ld bc, TILE_WIDTH * 2 - 2 add hl, bc ld a, TILE_WIDTH / 2 .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 ; fc36a ScrollTileDown: ; fc36a ld h, d ld l, e ld de, TILE_WIDTH * 2 - 2 push hl add hl, de ld d, [hl] inc hl ld e, [hl] pop hl ld a, TILE_WIDTH / 2 .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 ; fc387 AnimateFountain: ; fc387 ld hl, sp+0 ld b, h ld c, l ld hl, .frames ld a, [TileAnimationTimer] and %111 add a add l ld l, a jr nc, .okay inc h .okay 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 .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" ; fc402 AnimateWaterTile: ; fc402 ; Draw a water tile for the current frame in VRAM tile at de. ; Save sp in bc (see WriteTile). ld hl, sp+0 ld b, h ld c, l ld a, [TileAnimationTimer] ; 4 tile graphics, updated every other frame. and %110 ; 2 x 8 = 16 bytes per tile add a add a add a add LOW(WaterTileFrames) ld l, a ld a, 0 adc HIGH(WaterTileFrames) ld h, a ; Stack now points to the start of the tile for this frame. ld sp, hl ld l, e ld h, d jp WriteTile ; fc41c WaterTileFrames: ; fc41c INCBIN "gfx/tilesets/water/water.2bpp" ; fc45c ForestTreeLeftAnimation: ; fc45c ld hl, sp+0 ld b, h ld c, l ; Only during the Celebi event. ld a, [wCelebiEvent] bit 2, a jr nz, .asm_fc46c ld hl, ForestTreeLeftFrames jr .asm_fc47d .asm_fc46c ld a, [TileAnimationTimer] call GetForestTreeFrame add a add a add a add LOW(ForestTreeLeftFrames) ld l, a ld a, 0 adc HIGH(ForestTreeLeftFrames) ld h, a .asm_fc47d ld sp, hl ld hl, vTiles2 tile $0c jp WriteTile ; fc484 ForestTreeLeftFrames: ; fc484 INCBIN "gfx/tilesets/forest-tree/1.2bpp" INCBIN "gfx/tilesets/forest-tree/2.2bpp" ; fc4a4 ForestTreeRightFrames: ; fc4a4 INCBIN "gfx/tilesets/forest-tree/3.2bpp" INCBIN "gfx/tilesets/forest-tree/4.2bpp" ; fc4c4 ForestTreeRightAnimation: ; fc4c4 ld hl, sp+0 ld b, h ld c, l ; Only during the Celebi event. ld a, [wCelebiEvent] bit 2, a jr nz, .asm_fc4d4 ld hl, ForestTreeRightFrames jr .asm_fc4eb .asm_fc4d4 ld a, [TileAnimationTimer] call GetForestTreeFrame add a add a add a add LOW(ForestTreeLeftFrames) ld l, a ld a, 0 adc HIGH(ForestTreeLeftFrames) ld h, a push bc ld bc, ForestTreeRightFrames - ForestTreeLeftFrames add hl, bc pop bc .asm_fc4eb ld sp, hl ld hl, vTiles2 tile $0f jp WriteTile ; fc4f2 ForestTreeLeftAnimation2: ; fc4f2 ld hl, sp+0 ld b, h ld c, l ; Only during the Celebi event. ld a, [wCelebiEvent] bit 2, a jr nz, .asm_fc502 ld hl, ForestTreeLeftFrames jr .asm_fc515 .asm_fc502 ld a, [TileAnimationTimer] call GetForestTreeFrame xor 2 add a add a add a add LOW(ForestTreeLeftFrames) ld l, a ld a, 0 adc HIGH(ForestTreeLeftFrames) ld h, a .asm_fc515 ld sp, hl ld hl, vTiles2 tile $0c jp WriteTile ; fc51c ForestTreeRightAnimation2: ; fc51c ld hl, sp+0 ld b, h ld c, l ; Only during the Celebi event. ld a, [wCelebiEvent] bit 2, a jr nz, .asm_fc52c ld hl, ForestTreeRightFrames jr .asm_fc545 .asm_fc52c ld a, [TileAnimationTimer] call GetForestTreeFrame xor 2 add a add a add a add LOW(ForestTreeLeftFrames) ld l, a ld a, 0 adc HIGH(ForestTreeLeftFrames) ld h, a push bc ld bc, ForestTreeRightFrames - ForestTreeLeftFrames add hl, bc pop bc .asm_fc545 ld sp, hl ld hl, vTiles2 tile $0f jp WriteTile ; fc54c GetForestTreeFrame: ; fc54c ; 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 ; fc56d AnimateFlowerTile: ; fc56d ; No parameters. ; Save sp in bc (see WriteTile). ld hl, sp+0 ld b, h ld c, l ; Alternate tile graphic every other frame ld a, [TileAnimationTimer] and %10 ld e, a ; CGB has different color mappings for flowers. ld a, [hCGB] and 1 add e swap a ld e, a ld d, 0 ld hl, FlowerTileFrames add hl, de ld sp, hl ld hl, vTiles2 tile $03 jp WriteTile ; fc58c FlowerTileFrames: ; fc58c 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" ; fc5cc LavaBubbleAnim1: ; fc5cc ; Splash in the bottom-right corner of the fountain. ld hl, sp+0 ld b, h ld c, l ld a, [TileAnimationTimer] and %110 srl a inc a inc a and %011 swap a ld e, a ld d, 0 ld hl, LavaBubbleFrames add hl, de ld sp, hl ld hl, vTiles2 tile $5b jp WriteTile ; fc5eb LavaBubbleAnim2: ; fc5eb ; Splash in the top-left corner of the fountain. ld hl, sp+0 ld b, h ld c, l ld a, [TileAnimationTimer] and %110 add a add a add a ld e, a ld d, 0 ld hl, LavaBubbleFrames add hl, de ld sp, hl ld hl, vTiles2 tile $38 jp WriteTile ; fc605 LavaBubbleFrames: ; fc605 INCBIN "gfx/tilesets/lava/1.2bpp" INCBIN "gfx/tilesets/lava/2.2bpp" INCBIN "gfx/tilesets/lava/3.2bpp" INCBIN "gfx/tilesets/lava/4.2bpp" ; fc645 AnimateSproutPillarTile: ; fc645 ; Read from struct at de: ; Destination (VRAM) ; Address of the first tile in the frame array ld hl, sp+0 ld b, h ld c, l ld a, [TileAnimationTimer] and %111 ; 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 ; fc673 StandingTileFrame: ; fc673 ld hl, TileAnimationTimer inc [hl] ret ; fc678 AnimateWhirlpoolTile: ; fc678 ; 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 ld b, h ld c, l ; 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. ; Get the tile for this frame. ld a, [TileAnimationTimer] and %11 ; 4 frames x2 swap a ; * 16 bytes per tile add [hl] inc hl ld h, [hl] ld l, a ld a, 0 adc h ld h, a ; Stack now points to the desired frame. ld sp, hl ld l, e ld h, d jr WriteTile ; fc696 WriteTileFromBuffer: ; fc696 ; Write tiledata at wTileAnimBuffer to de. ; wTileAnimBuffer is loaded to sp for WriteTile. ld hl, sp+0 ld b, h ld c, l ld hl, wTileAnimBuffer ld sp, hl ld h, d ld l, e jr WriteTile ; fc6a2 WriteTileToBuffer: ; fc6a2 ; Write tiledata de to wTileAnimBuffer. ; de is loaded to sp for WriteTile. ld hl, sp+0 ld b, h ld c, l ld h, d ld l, e ld sp, hl ld hl, wTileAnimBuffer ; fallthrough WriteTile: ; fc6ac ; 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 rept 7 pop de inc hl ld [hl], e inc hl ld [hl], d endr ; restore sp ld h, b ld l, c ld sp, hl ret ; fc6d7 TileAnimationPalette: ; fc6d7 ; Transition between color values 0-2 for color 0 in palette 3. ; No palette changes on DMG. ld a, [hCGB] and a ret z ; We don't want to mess with non-standard palettes. ld a, [rBGP] ; BGP cp %11100100 ret nz ; Only update on even frames. ld a, [TileAnimationTimer] ld l, a and 1 ; odd ret nz ; Ready for BGPD input... ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_WATER ld [rBGPI], a ld a, [rSVBK] push af ld a, BANK(wBGPals1) ld [rSVBK], a ; Update color 0 in order 0 1 2 1 ld a, l and %110 ; frames 0 2 4 6 jr z, .color0 cp %100 ; frame 4 jr z, .color2 .color1 ld hl, wBGPals1 palette PAL_BG_WATER + 2 ld a, [hli] ld [rBGPD], a ld a, [hli] ld [rBGPD], a jr .end .color0 ld hl, wBGPals1 palette PAL_BG_WATER ld a, [hli] ld [rBGPD], a ld a, [hli] ld [rBGPD], a jr .end .color2 ld hl, wBGPals1 palette PAL_BG_WATER + 4 ld a, [hli] ld [rBGPD], a ld a, [hli] ld [rBGPD], a .end pop af ld [rSVBK], a ret ; fc71e FlickeringCaveEntrancePalette: ; fc71e ; No palette changes on DMG. ld a, [hCGB] and a ret z ; We don't want to mess with non-standard palettes. ld a, [rBGP] cp %11100100 ret nz ; We only want to be here if we're in a dark cave. ld a, [wTimeOfDayPalset] cp %11111111 ; 3,3,3,3 ret nz ld a, [rSVBK] push af ld a, BANK(wBGPals1) ld [rSVBK], a ; Ready for BGPD input... ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_YELLOW ld [rBGPI], a ld a, [hVBlankCounter] and %10 jr nz, .bit1set ld hl, wBGPals1 palette PAL_BG_YELLOW jr .okay .bit1set ld hl, wBGPals1 palette PAL_BG_YELLOW + 2 .okay ld a, [hli] ld [rBGPD], a ld a, [hli] ld [rBGPD], a pop af ld [rSVBK], a ret ; fc750 SproutPillarTilePointer1: dw vTiles2 tile $2d, SproutPillarTile1 SproutPillarTilePointer2: dw vTiles2 tile $2f, SproutPillarTile2 SproutPillarTilePointer3: dw vTiles2 tile $3d, SproutPillarTile3 SproutPillarTilePointer4: dw vTiles2 tile $3f, SproutPillarTile4 SproutPillarTilePointer5: dw vTiles2 tile $3c, SproutPillarTile5 SproutPillarTilePointer6: dw vTiles2 tile $2c, SproutPillarTile6 SproutPillarTilePointer7: dw vTiles2 tile $4d, SproutPillarTile7 SproutPillarTilePointer8: dw vTiles2 tile $4f, SproutPillarTile8 SproutPillarTilePointer9: dw vTiles2 tile $5d, SproutPillarTile9 SproutPillarTilePointer10: dw vTiles2 tile $5f, SproutPillarTile10 SproutPillarTile1: INCBIN "gfx/tilesets/sprout-pillar/1.2bpp" SproutPillarTile2: INCBIN "gfx/tilesets/sprout-pillar/2.2bpp" SproutPillarTile3: INCBIN "gfx/tilesets/sprout-pillar/3.2bpp" SproutPillarTile4: INCBIN "gfx/tilesets/sprout-pillar/4.2bpp" SproutPillarTile5: INCBIN "gfx/tilesets/sprout-pillar/5.2bpp" SproutPillarTile6: INCBIN "gfx/tilesets/sprout-pillar/6.2bpp" SproutPillarTile7: INCBIN "gfx/tilesets/sprout-pillar/7.2bpp" SproutPillarTile8: INCBIN "gfx/tilesets/sprout-pillar/8.2bpp" SproutPillarTile9: INCBIN "gfx/tilesets/sprout-pillar/9.2bpp" SproutPillarTile10: INCBIN "gfx/tilesets/sprout-pillar/10.2bpp" ; fca98 WhirlpoolFrames1: dw vTiles2 tile $32, WhirlpoolTiles1 WhirlpoolFrames2: dw vTiles2 tile $33, WhirlpoolTiles2 WhirlpoolFrames3: dw vTiles2 tile $42, WhirlpoolTiles3 WhirlpoolFrames4: dw vTiles2 tile $43, WhirlpoolTiles4 ; fcaa8 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" ; fcba8