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pokepinballrs/data
Cyphgirl b4e8a6d36e Extract the wailmer water and hatch machine tiles
AnimateRotatingBackground cycles three frames over four rows of 2, 4, 3
and 3 tiles - the water turning under the wailmer. Every tail past the
DMA length is zero, so the whole family becomes .space.

The board's BG0 tilemap draws that block at x=21 three times over, once
per brightness zone, on banks 15/14, 3 and 1; bank 3 is the one whose
fronds are gold the way the board shows them.

gHatchMachineDrawSegment is ten targets, each with an idle and a hit
state split into two halves of 2 tiles, all of them copied whole - so
these 38 need no tails at all. Bank 6, the machine's red and green.

Both families had address-suffixed labels; they now say which segment,
frame and state they are.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 19:20:14 -04:00
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2026-06-01 03:54:58 -05:00
2026-07-04 00:10:52 -05:00