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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>