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SGB color mode stuff!
dark caves don't currently work correctly, need to look into a fix
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1ecdf6d1d4
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8 changed files with 102 additions and 14 deletions
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@ -717,8 +717,8 @@ AnimateFlowerTile:
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; CGB has different tile graphics for flowers
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ld e, a
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ldh a, [hCGB]
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and 1
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ld a, [wOptions2]
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and 1 << MENU_ACCOUNT
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add e
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; hl = .FlowerTileFrames + a * 16
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@ -738,6 +738,7 @@ AnimateFlowerTile:
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INCBIN "gfx/tilesets/flower/cgb_1.2bpp"
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INCBIN "gfx/tilesets/flower/dmg_2.2bpp"
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INCBIN "gfx/tilesets/flower/cgb_2.2bpp"
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AnimateLavaBubbleTile1:
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; Save the stack pointer in bc for WriteTile to restore
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@ -950,8 +951,8 @@ AnimateWaterPalette:
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; Transition between color values 0-2 for color 0 in palette 3.
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; Don't update the palette on DMG
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ldh a, [hCGB]
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and a
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ld a, [wOptions2]
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and 1 << MENU_ACCOUNT
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ret z
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; Don't update a non-standard palette order
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@ -1013,8 +1014,8 @@ AnimateWaterPalette:
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FlickeringCaveEntrancePalette:
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; Don't update the palette on DMG
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ldh a, [hCGB]
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and a
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ld a, [wOptions2]
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and 1 << MENU_ACCOUNT
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ret z
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; Don't update a non-standard palette order
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