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Improve new constants and comment based on feedback
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@ -11,6 +11,6 @@ MAP_BORDER EQU 3
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; flower and water tile animations
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; flower and water tile animations
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const_def
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const_def
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const STATIC_FLOWERS_WATER ; 0
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const TILEANIM_NONE ; 0
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const STATIC_FLOWERS_ANIMATED_WATER ; 1
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const TILEANIM_WATER ; 1
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const ANIMATED_FLOWERS_WATER ; 2
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const TILEANIM_WATER_FLOWER ; 2
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@ -8,27 +8,27 @@ ENDM
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Tilesets:
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Tilesets:
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; block, gfx, coll, 3 counter tiles, grass tile, permission
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; block, gfx, coll, 3 counter tiles, grass tile, permission
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tileset Overworld_Block, Overworld_GFX, Overworld_Coll, $FF,$FF,$FF, $52, ANIMATED_FLOWERS_WATER
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tileset Overworld_Block, Overworld_GFX, Overworld_Coll, $FF,$FF,$FF, $52, TILEANIM_WATER_FLOWER
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tileset RedsHouse1_Block, RedsHouse1_GFX, RedsHouse1_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
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tileset RedsHouse1_Block, RedsHouse1_GFX, RedsHouse1_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
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tileset Mart_Block, Mart_GFX, Mart_Coll, $18,$19,$1E, $FF, STATIC_FLOWERS_WATER
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tileset Mart_Block, Mart_GFX, Mart_Coll, $18,$19,$1E, $FF, TILEANIM_NONE
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tileset Forest_Block, Forest_GFX, Forest_Coll, $FF,$FF,$FF, $20, STATIC_FLOWERS_ANIMATED_WATER
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tileset Forest_Block, Forest_GFX, Forest_Coll, $FF,$FF,$FF, $20, TILEANIM_WATER
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tileset RedsHouse2_Block, RedsHouse2_GFX, RedsHouse2_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
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tileset RedsHouse2_Block, RedsHouse2_GFX, RedsHouse2_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
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tileset Dojo_Block, Dojo_GFX, Dojo_Coll, $3A,$FF,$FF, $FF, ANIMATED_FLOWERS_WATER
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tileset Dojo_Block, Dojo_GFX, Dojo_Coll, $3A,$FF,$FF, $FF, TILEANIM_WATER_FLOWER
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tileset Pokecenter_Block, Pokecenter_GFX, Pokecenter_Coll, $18,$19,$1E, $FF, STATIC_FLOWERS_WATER
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tileset Pokecenter_Block, Pokecenter_GFX, Pokecenter_Coll, $18,$19,$1E, $FF, TILEANIM_NONE
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tileset Gym_Block, Gym_GFX, Gym_Coll, $3A,$FF,$FF, $FF, ANIMATED_FLOWERS_WATER
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tileset Gym_Block, Gym_GFX, Gym_Coll, $3A,$FF,$FF, $FF, TILEANIM_WATER_FLOWER
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tileset House_Block, House_GFX, House_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
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tileset House_Block, House_GFX, House_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
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tileset ForestGate_Block, ForestGate_GFX, ForestGate_Coll, $17,$32,$FF, $FF, STATIC_FLOWERS_WATER
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tileset ForestGate_Block, ForestGate_GFX, ForestGate_Coll, $17,$32,$FF, $FF, TILEANIM_NONE
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tileset Museum_Block, Museum_GFX, Museum_Coll, $17,$32,$FF, $FF, STATIC_FLOWERS_WATER
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tileset Museum_Block, Museum_GFX, Museum_Coll, $17,$32,$FF, $FF, TILEANIM_NONE
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tileset Underground_Block, Underground_GFX, Underground_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
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tileset Underground_Block, Underground_GFX, Underground_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
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tileset Gate_Block, Gate_GFX, Gate_Coll, $17,$32,$FF, $FF, STATIC_FLOWERS_WATER
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tileset Gate_Block, Gate_GFX, Gate_Coll, $17,$32,$FF, $FF, TILEANIM_NONE
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tileset Ship_Block, Ship_GFX, Ship_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
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tileset Ship_Block, Ship_GFX, Ship_Coll, $FF,$FF,$FF, $FF, TILEANIM_WATER
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tileset ShipPort_Block, ShipPort_GFX, ShipPort_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
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tileset ShipPort_Block, ShipPort_GFX, ShipPort_Coll, $FF,$FF,$FF, $FF, TILEANIM_WATER
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tileset Cemetery_Block, Cemetery_GFX, Cemetery_Coll, $12,$FF,$FF, $FF, STATIC_FLOWERS_WATER
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tileset Cemetery_Block, Cemetery_GFX, Cemetery_Coll, $12,$FF,$FF, $FF, TILEANIM_NONE
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tileset Interior_Block, Interior_GFX, Interior_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
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tileset Interior_Block, Interior_GFX, Interior_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
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tileset Cavern_Block, Cavern_GFX, Cavern_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
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tileset Cavern_Block, Cavern_GFX, Cavern_Coll, $FF,$FF,$FF, $FF, TILEANIM_WATER
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tileset Lobby_Block, Lobby_GFX, Lobby_Coll, $15,$36,$FF, $FF, STATIC_FLOWERS_WATER
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tileset Lobby_Block, Lobby_GFX, Lobby_Coll, $15,$36,$FF, $FF, TILEANIM_NONE
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tileset Mansion_Block, Mansion_GFX, Mansion_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
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tileset Mansion_Block, Mansion_GFX, Mansion_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
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tileset Lab_Block, Lab_GFX, Lab_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
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tileset Lab_Block, Lab_GFX, Lab_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
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tileset Club_Block, Club_GFX, Club_Coll, $07,$17,$FF, $FF, STATIC_FLOWERS_WATER
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tileset Club_Block, Club_GFX, Club_Coll, $07,$17,$FF, $FF, TILEANIM_NONE
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tileset Facility_Block, Facility_GFX, Facility_Coll, $12,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
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tileset Facility_Block, Facility_GFX, Facility_Coll, $12,$FF,$FF, $FF, TILEANIM_WATER
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tileset Plateau_Block, Plateau_GFX, Plateau_Coll, $FF,$FF,$FF, $45, STATIC_FLOWERS_ANIMATED_WATER
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tileset Plateau_Block, Plateau_GFX, Plateau_Coll, $FF,$FF,$FF, $45, TILEANIM_WATER
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8
hram.asm
8
hram.asm
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@ -277,10 +277,10 @@ hFrameCounter:: db ; decremented every V-blank (used for delays)
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; you can detect that the V-blank handler has run since then.
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; you can detect that the V-blank handler has run since then.
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hVBlankOccurred:: db
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hVBlankOccurred:: db
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; Controls whether flower and water tiles are animated.
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; Controls which tiles are animated.
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; 00 = flowers and water are static (breaks Surf)
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; 0 = no animations (breaks Surf)
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; 01 = flowers are static, water is animated
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; 1 = water tile $14 is animated
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; 02 = flowers and water are animated
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; 2 = water tile $14 and flower tile $03 are animated
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hTileAnimations:: db
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hTileAnimations:: db
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hMovingBGTilesCounter1:: db
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hMovingBGTilesCounter1:: db
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