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Use 'tile' and 'tiles' macros
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30 changed files with 188 additions and 303 deletions
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@ -80,23 +80,23 @@ InitCutAnimOAM:
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cp $52
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jr z, .grass
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; tree
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ld de, Overworld_GFX + $2d0 ; cuttable tree sprite top row
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ld hl, vChars1 + $7c0
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lb bc, BANK(Overworld_GFX), $02
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ld de, Overworld_GFX tile $2d ; cuttable tree sprite top row
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ld hl, vChars1 tile $7c
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lb bc, BANK(Overworld_GFX), 2
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call CopyVideoData
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ld de, Overworld_GFX + $3d0 ; cuttable tree sprite bottom row
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ld hl, vChars1 + $7e0
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lb bc, BANK(Overworld_GFX), $02
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ld de, Overworld_GFX tile $3d ; cuttable tree sprite bottom row
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ld hl, vChars1 tile $7e
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lb bc, BANK(Overworld_GFX), 2
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call CopyVideoData
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jr WriteCutOrBoulderDustAnimationOAMBlock
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.grass
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ld hl, vChars1 + $7c0
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ld hl, vChars1 tile $7c
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call LoadCutGrassAnimationTilePattern
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ld hl, vChars1 + $7d0
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ld hl, vChars1 tile $7d
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call LoadCutGrassAnimationTilePattern
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ld hl, vChars1 + $7e0
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ld hl, vChars1 tile $7e
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call LoadCutGrassAnimationTilePattern
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ld hl, vChars1 + $7f0
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ld hl, vChars1 tile $7f
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call LoadCutGrassAnimationTilePattern
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call WriteCutOrBoulderDustAnimationOAMBlock
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ld hl, wOAMBuffer + $93
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@ -112,8 +112,8 @@ InitCutAnimOAM:
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ret
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LoadCutGrassAnimationTilePattern:
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ld de, AnimationTileset2 + $60 ; tile depicting a leaf
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lb bc, BANK(AnimationTileset2), $01
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ld de, AnimationTileset2 tile 6 ; tile depicting a leaf
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lb bc, BANK(AnimationTileset2), 1
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jp CopyVideoData
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WriteCutOrBoulderDustAnimationOAMBlock:
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