mirror of https://github.com/pret/pokecrystal.git
cave water + park fountain tile animations
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161
main.asm
161
main.asm
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@ -16310,7 +16310,7 @@ Tileset25Anim: ; 0xfc047
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; param, function
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dw $9140, AnimateWaterTile
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dw $0000, WaitTileAnimation
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dw $95f0, $4387
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dw $95f0, AnimateFountain
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dw $0000, WaitTileAnimation
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dw $0000, TileAnimationPalette
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dw $0000, WaitTileAnimation
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@ -16391,7 +16391,7 @@ Tileset30Anim: ; 0xfc1e7
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; param, function
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dw $9140, $46a2
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dw $0000, $471e
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dw $cf41, $4309
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dw $cf41, ScrollTileRightLeft
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dw $0000, $471e
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dw $9140, $4696
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dw $0000, $471e
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@ -16414,7 +16414,7 @@ Tileset29Anim: ; 0xfc233
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; param, function
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dw $9350, $46a2
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dw $0000, $471e
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dw $cf41, $4309
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dw $cf41, ScrollTileRightLeft
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dw $0000, $471e
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dw $9350, $4696
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dw $0000, $471e
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@ -16506,7 +16506,160 @@ NextTileFrame8: ; fc2ff
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ret
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; fc309
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INCBIN "baserom.gbc", $fc309, $fc402 - $fc309
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ScrollTileRightLeft: ; fc309
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; Scroll right for 4 ticks, then left for 4 ticks.
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ld a, [TileAnimationTimer]
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inc a
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and 7
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ld [TileAnimationTimer], a
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and 4
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jr nz, ScrollTileLeft
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jr ScrollTileRight
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; fc318
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ScrollTileUpDown: ; fc318
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; Scroll up for 4 ticks, then down for 4 ticks.
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ld a, [TileAnimationTimer]
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inc a
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and 7
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ld [TileAnimationTimer], a
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and 4
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jr nz, ScrollTileDown
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jr ScrollTileUp
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; fc327
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ScrollTileLeft: ; fc327
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ld h, d
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ld l, e
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ld c, 4
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.loop
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rept 4
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ld a, [hl]
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rlca
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ld [hli], a
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endr
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dec c
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jr nz, .loop
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ret
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; fc33b
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ScrollTileRight: ; fc33b
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ld h, d
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ld l, e
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ld c, 4
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.loop
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rept 4
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ld a, [hl]
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rrca
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ld [hli], a
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endr
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dec c
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jr nz, .loop
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ret
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; fc34f
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ScrollTileUp: ; fc34f
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ld h, d
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ld l, e
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ld d, [hl]
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inc hl
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ld e, [hl]
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ld bc, $e
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add hl, bc
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ld a, 4
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.loop
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ld c, [hl]
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ld [hl], e
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dec hl
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ld b, [hl]
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ld [hl], d
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dec hl
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ld e, [hl]
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ld [hl], c
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dec hl
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ld d, [hl]
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ld [hl], b
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dec hl
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dec a
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jr nz, .loop
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ret
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; fc36a
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ScrollTileDown: ; fc36a
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ld h, d
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ld l, e
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ld de, $e
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push hl
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add hl, de
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ld d, [hl]
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inc hl
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ld e, [hl]
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pop hl
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ld a, 4
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.loop
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ld b, [hl]
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ld [hl], d
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inc hl
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ld c, [hl]
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ld [hl], e
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inc hl
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ld d, [hl]
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ld [hl], b
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inc hl
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ld e, [hl]
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ld [hl], c
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inc hl
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dec a
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jr nz, .loop
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ret
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; fc387
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AnimateFountain: ; fc387
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ld hl, [sp+0]
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ld b, h
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ld c, l
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ld hl, .frames
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ld a, [TileAnimationTimer]
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and 7
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add a
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add l
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ld l, a
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jr nc, .asm_fc399
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inc h
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.asm_fc399
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld sp, hl
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ld l, e
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ld h, d
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jp WriteTile
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.frames
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dw .frame1
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dw .frame2
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dw .frame3
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dw .frame4
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dw .frame3
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dw .frame4
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dw .frame5
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dw .frame1
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.frame1
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INCBIN "gfx/tilesets/fountain/1.2bpp"
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.frame2
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INCBIN "gfx/tilesets/fountain/2.2bpp"
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.frame3
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INCBIN "gfx/tilesets/fountain/3.2bpp"
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.frame4
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INCBIN "gfx/tilesets/fountain/4.2bpp"
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.frame5
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INCBIN "gfx/tilesets/fountain/5.2bpp"
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; fc402
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AnimateWaterTile: ; fc402
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; Draw a water tile for the current frame in VRAM tile at de.
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