mirror of
https://github.com/thornAvery/jep-hack.git
synced 2026-02-20 22:48:43 +13:00
revert 093bda0
093bda0This commit is contained in:
parent
178cfd2f2d
commit
919250bd73
67 changed files with 94 additions and 1035 deletions
|
|
@ -38,7 +38,7 @@ _AnimateTileset::
|
|||
Tileset0Anim:
|
||||
TilesetJohtoModernAnim:
|
||||
dw vTiles2 tile $14, AnimateWaterTile
|
||||
dw vTiles2 tile $5b, AnimateDeepWaterTile
|
||||
dw NULL, WaitTileAnimation
|
||||
dw NULL, WaitTileAnimation
|
||||
dw NULL, WaitTileAnimation
|
||||
dw NULL, AnimateWaterPalette
|
||||
|
|
@ -369,23 +369,6 @@ TilesetNihonMartAnim:
|
|||
dw NULL, WaitTileAnimation
|
||||
dw NULL, DoneTileAnimation
|
||||
|
||||
; Currently unused.
|
||||
; Zeta, you've made your own tileset, but check here and see what you want.
|
||||
; https://github.com/Rangi42/pokecrystal/commit/c21561ea717feef9b2eb3785c2ea112cd0d19ba0#diff-88dbff1eb3920f69b17a3d5f613643e1a41096514706bc09f449e4aa637f20e4R5647
|
||||
TilesetUnderwaterAnim:
|
||||
dw NULL, WaitTileAnimation
|
||||
dw NULL, WaitTileAnimation
|
||||
dw NULL, WaitTileAnimation
|
||||
dw NULL, UnderwaterBubbleTile
|
||||
dw NULL, WaitTileAnimation
|
||||
dw NULL, AnimateSeaweedTile1
|
||||
dw NULL, AnimateSeaweedTile2
|
||||
dw NULL, WaitTileAnimation
|
||||
dw NULL, WaitTileAnimation
|
||||
dw NULL, WaitTileAnimation
|
||||
dw NULL, StandingTileFrame8
|
||||
dw NULL, DoneTileAnimation
|
||||
|
||||
DoneTileAnimation:
|
||||
; Reset the animation command loop.
|
||||
xor a
|
||||
|
|
@ -580,32 +563,6 @@ AnimateWaterTile:
|
|||
.WaterTileFrames:
|
||||
INCBIN "gfx/tilesets/water/water.2bpp"
|
||||
|
||||
AnimateDeepWaterTile:
|
||||
; Draw a deep 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(DeepWaterTileFrames)
|
||||
ld l, a
|
||||
ld a, 0
|
||||
adc HIGH(DeepWaterTileFrames)
|
||||
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
|
||||
DeepWaterTileFrames:
|
||||
INCBIN "gfx/tilesets/water/deep-water.2bpp"
|
||||
|
||||
ForestTreeLeftAnimation:
|
||||
; Save the stack pointer in bc for WriteTile to restore
|
||||
ld hl, sp+0
|
||||
|
|
@ -1179,76 +1136,3 @@ 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"
|
||||
|
||||
UnderwaterBubbleTile:
|
||||
; No parameters.
|
||||
; Save sp in bc (see WriteTile).
|
||||
ld hl, sp+$0
|
||||
ld b, h
|
||||
ld c, l
|
||||
; Alternate tile graphic every frame
|
||||
ld a, [wTileAnimationTimer]
|
||||
and %111 ; 8 frames
|
||||
swap a ; * 16 bytes per tile
|
||||
ld e, a
|
||||
ld d, 0
|
||||
ld hl, UnderwaterBubbleTileFrames
|
||||
add hl, de
|
||||
ld sp, hl
|
||||
ld hl, vTiles2 tile $13 ; index of bubble tile
|
||||
jp WriteTile
|
||||
|
||||
UnderwaterBubbleTileFrames:
|
||||
INCBIN "gfx/tilesets/bubble/1.2bpp"
|
||||
INCBIN "gfx/tilesets/bubble/2.2bpp"
|
||||
INCBIN "gfx/tilesets/bubble/3.2bpp"
|
||||
INCBIN "gfx/tilesets/bubble/4.2bpp"
|
||||
INCBIN "gfx/tilesets/bubble/5.2bpp"
|
||||
INCBIN "gfx/tilesets/bubble/5.2bpp"
|
||||
INCBIN "gfx/tilesets/bubble/5.2bpp"
|
||||
INCBIN "gfx/tilesets/bubble/5.2bpp"
|
||||
|
||||
AnimateSeaweedTile1:
|
||||
; No parameters.
|
||||
; Save sp in bc (see WriteTile).
|
||||
ld hl, sp+$0
|
||||
ld b, h
|
||||
ld c, l
|
||||
; Alternate tile graphic every eighth frame
|
||||
ld a, [wTileAnimationTimer]
|
||||
and %100
|
||||
srl a
|
||||
srl a
|
||||
swap a ; * 16 bytes per tile
|
||||
ld e, a
|
||||
ld d, 0
|
||||
ld hl, SeaweedTileFrames
|
||||
add hl, de
|
||||
ld sp, hl
|
||||
ld hl, vTiles2 tile $03 ; index of seaweed tile 1
|
||||
jp WriteTile
|
||||
|
||||
AnimateSeaweedTile2:
|
||||
; No parameters.
|
||||
; Save sp in bc (see WriteTile).
|
||||
ld hl, sp+$0
|
||||
ld b, h
|
||||
ld c, l
|
||||
; Alternate tile graphic every eighth frame
|
||||
ld a, [wTileAnimationTimer]
|
||||
xor %100 ; invert tile alternation from AnimateSeaweedTile1
|
||||
and %100
|
||||
srl a
|
||||
srl a
|
||||
swap a ; * 16 bytes per tile
|
||||
ld e, a
|
||||
ld d, 0
|
||||
ld hl, SeaweedTileFrames
|
||||
add hl, de
|
||||
ld sp, hl
|
||||
ld hl, vTiles2 tile $04 ; index of seaweed tile 2
|
||||
jp WriteTile
|
||||
|
||||
SeaweedTileFrames:
|
||||
INCBIN "gfx/tilesets/seaweed/1.2bpp"
|
||||
INCBIN "gfx/tilesets/seaweed/2.2bpp"
|
||||
|
|
|
|||
|
|
@ -1,8 +1,3 @@
|
|||
; Zeta, Rangi's Dive code sets something special here.
|
||||
; https://github.com/Rangi42/pokecrystal/commit/c21561ea717feef9b2eb3785c2ea112cd0d19ba0#diff-3f65a383d53b5b6bef93c0cf6b1078db365ec51031b8c9b8cccff1d8b81b77db
|
||||
; Test and see if you like it; do so by adding the changes from the equivalent file.
|
||||
; Requires underwater tileset to exist.
|
||||
|
||||
LoadSpecialMapPalette:
|
||||
ld a, [wMapTileset]
|
||||
cp TILESET_POKECOM_CENTER
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue