pokecrystal-board/engine/tilesets/tileset_anims.asm

993 lines
19 KiB
NASM

_AnimateTileset::
; Iterate over a given pointer array of
; animation functions (one per frame).
; Typically in WRAM bank 1, VRAM bank 0.
ld a, [wTilesetAnim]
ld e, a
ld a, [wTilesetAnim + 1]
ld d, a
ldh a, [hTileAnimFrame]
ld l, a
inc a
ldh [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
Tileset0Anim:
TilesetJohtoModernAnim:
TilesetKantoAnim:
dw vTiles2 tile $14, AnimateWaterTile
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, AnimateWaterPalette
dw NULL, WaitTileAnimation
dw NULL, AnimateFlowerTile
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, StandingTileFrame8
dw NULL, DoneTileAnimation
TilesetParkAnim:
dw vTiles2 tile $14, AnimateWaterTile
dw NULL, WaitTileAnimation
dw vTiles2 tile $5f, AnimateFountain
dw NULL, WaitTileAnimation
dw NULL, AnimateWaterPalette
dw NULL, WaitTileAnimation
dw NULL, AnimateFlowerTile
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, StandingTileFrame8
dw NULL, DoneTileAnimation
TilesetForestAnim:
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, AnimateWaterPalette
dw NULL, StandingTileFrame8
dw NULL, DoneTileAnimation
TilesetJohtoAnim:
dw vTiles2 tile $14, AnimateWaterTile
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, AnimateWaterPalette
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
UnusedTilesetAnim1: ; unreferenced
; Scrolls tile $03 like water, but also has the standard $03 flower tile.
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
UnusedTilesetAnim2: ; unreferenced
; Scrolls tile $14 like cave water.
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
TilesetPortAnim:
dw vTiles2 tile $14, AnimateWaterTile
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, AnimateWaterPalette
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, StandingTileFrame8
dw NULL, DoneTileAnimation
TilesetEliteFourRoomAnim:
dw NULL, LavaBubbleAnim2
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, LavaBubbleAnim1
dw NULL, WaitTileAnimation
dw NULL, StandingTileFrame8
dw NULL, DoneTileAnimation
UnusedTilesetAnim3: ; unreferenced
; Scrolls tile $53 like a waterfall; scrolls tile $03 like cave water.
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
UnusedTilesetAnim4: ; unreferenced
; Scrolls tile $54 like a waterfall; scrolls tile $03 like cave water.
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
TilesetCaveAnim:
TilesetDarkCaveAnim:
dw vTiles2 tile $14, WriteTileToBuffer
dw NULL, FlickeringCaveEntrancePalette
dw wTileAnimBuffer, ScrollTileRightLeft
dw NULL, FlickeringCaveEntrancePalette
dw vTiles2 tile $14, WriteTileFromBuffer
dw NULL, FlickeringCaveEntrancePalette
dw NULL, AnimateWaterPalette
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
TilesetIcePathAnim:
dw vTiles2 tile $35, WriteTileToBuffer
dw NULL, FlickeringCaveEntrancePalette
dw wTileAnimBuffer, ScrollTileRightLeft
dw NULL, FlickeringCaveEntrancePalette
dw vTiles2 tile $35, WriteTileFromBuffer
dw NULL, FlickeringCaveEntrancePalette
dw NULL, AnimateWaterPalette
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
TilesetTowerAnim:
dw TowerPillarTilePointer9, AnimateTowerPillarTile
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
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, DoneTileAnimation
UnusedTilesetAnim5: ; unreferenced
; Scrolls tile $4f like cave water.
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
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:
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, WaitTileAnimation
dw NULL, DoneTileAnimation
DoneTileAnimation:
; Reset the animation command loop.
xor a
ldh [hTileAnimFrame], a
WaitTileAnimation:
; Do nothing this frame.
ret
StandingTileFrame8:
ld a, [wTileAnimationTimer]
inc a
and %111
ld [wTileAnimationTimer], a
ret
ScrollTileRightLeft:
; Scroll right for 4 ticks, then left for 4 ticks.
ld a, [wTileAnimationTimer]
inc a
and %111
ld [wTileAnimationTimer], a
and %100
jr nz, ScrollTileLeft
jr ScrollTileRight
ScrollTileUpDown: ; unreferenced
; Scroll up for 4 ticks, then down for 4 ticks.
ld a, [wTileAnimationTimer]
inc a
and %111
ld [wTileAnimationTimer], a
and %100
jr nz, ScrollTileDown
jr ScrollTileUp
ScrollTileLeft:
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
ScrollTileRight:
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
ScrollTileUp:
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
ScrollTileDown:
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
AnimateFountain:
ld hl, sp+0
ld b, h
ld c, l
ld hl, .frames
ld a, [wTileAnimationTimer]
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"
AnimateWaterTile:
; 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, [wTileAnimationTimer]
; 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
; The stack now points to the start of the tile for this frame.
ld sp, hl
ld l, e
ld h, d
jp WriteTile
WaterTileFrames:
INCBIN "gfx/tilesets/water/water.2bpp"
ForestTreeLeftAnimation:
ld hl, sp+0
ld b, h
ld c, l
; Only during the Celebi event.
ld a, [wCelebiEvent]
bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
jr nz, .asm_fc46c
ld hl, ForestTreeLeftFrames
jr .asm_fc47d
.asm_fc46c
ld a, [wTileAnimationTimer]
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
ForestTreeLeftFrames:
INCBIN "gfx/tilesets/forest-tree/1.2bpp"
INCBIN "gfx/tilesets/forest-tree/2.2bpp"
ForestTreeRightFrames:
INCBIN "gfx/tilesets/forest-tree/3.2bpp"
INCBIN "gfx/tilesets/forest-tree/4.2bpp"
ForestTreeRightAnimation:
ld hl, sp+0
ld b, h
ld c, l
; Only during the Celebi event.
ld a, [wCelebiEvent]
bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
jr nz, .asm_fc4d4
ld hl, ForestTreeRightFrames
jr .asm_fc4eb
.asm_fc4d4
ld a, [wTileAnimationTimer]
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
ForestTreeLeftAnimation2:
ld hl, sp+0
ld b, h
ld c, l
; Only during the Celebi event.
ld a, [wCelebiEvent]
bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
jr nz, .asm_fc502
ld hl, ForestTreeLeftFrames
jr .asm_fc515
.asm_fc502
ld a, [wTileAnimationTimer]
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
ForestTreeRightAnimation2:
ld hl, sp+0
ld b, h
ld c, l
; Only during the Celebi event.
ld a, [wCelebiEvent]
bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
jr nz, .asm_fc52c
ld hl, ForestTreeRightFrames
jr .asm_fc545
.asm_fc52c
ld a, [wTileAnimationTimer]
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
GetForestTreeFrame:
; 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
AnimateFlowerTile:
; 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, [wTileAnimationTimer]
and %10
; CGB has different color mappings for flowers.
ld e, a
ldh 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
FlowerTileFrames:
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"
LavaBubbleAnim1:
ld hl, sp+0
ld b, h
ld c, l
ld a, [wTileAnimationTimer]
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
LavaBubbleAnim2:
ld hl, sp+0
ld b, h
ld c, l
ld a, [wTileAnimationTimer]
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
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"
AnimateTowerPillarTile:
; 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, [wTileAnimationTimer]
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
StandingTileFrame:
ld hl, wTileAnimationTimer
inc [hl]
ret
AnimateWhirlpoolTile:
; 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, [wTileAnimationTimer]
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
; The stack now points to the desired frame.
ld sp, hl
ld l, e
ld h, d
jr WriteTile
WriteTileFromBuffer:
; 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
WriteTileToBuffer:
; 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:
; 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
AnimateWaterPalette:
; Transition between color values 0-2 for color 0 in palette 3.
; No palette changes on DMG.
ldh a, [hCGB]
and a
ret z
; We don't want to mess with non-standard palettes.
ldh a, [rBGP] ; BGP
cp %11100100
ret nz
; Only update on even frames.
ld a, [wTileAnimationTimer]
ld l, a
and 1 ; odd
ret nz
; Ready for BGPD input...
ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_WATER
ldh [rBGPI], a
ldh a, [rSVBK]
push af
ld a, BANK(wBGPals1)
ldh [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 color 1
ld a, [hli]
ldh [rBGPD], a
ld a, [hli]
ldh [rBGPD], a
jr .end
.color0
ld hl, wBGPals1 palette PAL_BG_WATER color 0
ld a, [hli]
ldh [rBGPD], a
ld a, [hli]
ldh [rBGPD], a
jr .end
.color2
ld hl, wBGPals1 palette PAL_BG_WATER color 2
ld a, [hli]
ldh [rBGPD], a
ld a, [hli]
ldh [rBGPD], a
.end
pop af
ldh [rSVBK], a
ret
FlickeringCaveEntrancePalette:
; No palette changes on DMG.
ldh a, [hCGB]
and a
ret z
; We don't want to mess with non-standard palettes.
ldh a, [rBGP]
cp %11100100
ret nz
; We only want to be here if we're in a dark cave.
ld a, [wTimeOfDayPalset]
cp DARKNESS_PALSET
ret nz
ldh a, [rSVBK]
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]
and %10
jr nz, .bit1set
ld hl, wBGPals1 palette PAL_BG_YELLOW
jr .okay
.bit1set
ld hl, wBGPals1 palette PAL_BG_YELLOW color 1
.okay
ld a, [hli]
ldh [rBGPD], a
ld a, [hli]
ldh [rBGPD], a
pop af
ldh [rSVBK], a
ret
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"
WhirlpoolFrames1: dw vTiles2 tile $32, WhirlpoolTiles1
WhirlpoolFrames2: dw vTiles2 tile $33, WhirlpoolTiles2
WhirlpoolFrames3: dw vTiles2 tile $42, WhirlpoolTiles3
WhirlpoolFrames4: dw vTiles2 tile $43, WhirlpoolTiles4
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"