shithub: pokecrystal

ref: a73c532738d055bb3d28a46b59f7fc87d2c998d4
dir: /engine/tileset_anims.asm/

View raw version
_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
TilesetJohtoModernAnim: ; 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

TilesetForestAnim: ; 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

TilesetJohtoAnim: ; 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

TilesetEliteFourRoomAnim: ; 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
TilesetDarkCaveAnim: ; 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

TilesetTowerAnim: ; 0xfc27f
	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
; 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
TilesetHouseAnim: ; 0xfc2e7
TilesetPlayersHouseAnim: ; 0xfc2e7
TilesetPokecenterAnim: ; 0xfc2e7
TilesetGateAnim: ; 0xfc2e7
TilesetLabAnim: ; 0xfc2e7
TilesetFacilityAnim: ; 0xfc2e7
TilesetMartAnim: ; 0xfc2e7
TilesetMansionAnim: ; 0xfc2e7
TilesetGameCornerAnim: ; 0xfc2e7
TilesetTraditionalHouseAnim: ; 0xfc2e7
TilesetTrainStationAnim: ; 0xfc2e7
TilesetChampionsRoomAnim: ; 0xfc2e7
TilesetLighthouseAnim: ; 0xfc2e7
TilesetPlayersRoomAnim: ; 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 CELEBIEVENT_FOREST_IS_RESTLESS_F, 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 CELEBIEVENT_FOREST_IS_RESTLESS_F, 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 CELEBIEVENT_FOREST_IS_RESTLESS_F, 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 CELEBIEVENT_FOREST_IS_RESTLESS_F, 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


AnimateTowerPillarTile: ; 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 color 1
	ld a, [hli]
	ld [rBGPD], a
	ld a, [hli]
	ld [rBGPD], a
	jr .end

.color0
	ld hl, wBGPals1 palette PAL_BG_WATER color 0
	ld a, [hli]
	ld [rBGPD], a
	ld a, [hli]
	ld [rBGPD], a
	jr .end

.color2
	ld hl, wBGPals1 palette PAL_BG_WATER color 2
	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 color 1

.okay
	ld a, [hli]
	ld [rBGPD], a
	ld a, [hli]
	ld [rBGPD], a

	pop af
	ld [rSVBK], a
	ret
; fc750


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"
; 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