SGB color mode stuff!

dark caves don't currently work correctly, need to look into a fix
This commit is contained in:
Zeta_Null 2024-07-21 16:57:20 -04:00
parent 1ecdf6d1d4
commit 6757a7652a
8 changed files with 102 additions and 14 deletions

View file

@ -717,8 +717,8 @@ AnimateFlowerTile:
; CGB has different tile graphics for flowers
ld e, a
ldh a, [hCGB]
and 1
ld a, [wOptions2]
and 1 << MENU_ACCOUNT
add e
; hl = .FlowerTileFrames + a * 16
@ -738,6 +738,7 @@ AnimateFlowerTile:
INCBIN "gfx/tilesets/flower/cgb_1.2bpp"
INCBIN "gfx/tilesets/flower/dmg_2.2bpp"
INCBIN "gfx/tilesets/flower/cgb_2.2bpp"
AnimateLavaBubbleTile1:
; Save the stack pointer in bc for WriteTile to restore
@ -950,8 +951,8 @@ AnimateWaterPalette:
; Transition between color values 0-2 for color 0 in palette 3.
; Don't update the palette on DMG
ldh a, [hCGB]
and a
ld a, [wOptions2]
and 1 << MENU_ACCOUNT
ret z
; Don't update a non-standard palette order
@ -1013,8 +1014,8 @@ AnimateWaterPalette:
FlickeringCaveEntrancePalette:
; Don't update the palette on DMG
ldh a, [hCGB]
and a
ld a, [wOptions2]
and 1 << MENU_ACCOUNT
ret z
; Don't update a non-standard palette order