How to animate the water as seen in Zelda DX By Marc Gale marc@sbirmc.ac.uk The way I've done it uses the following: 1. Four seperate animation tiles which will cycle around happily. In other words, displaying tile 1, 2, 3, 4, 1 will look good. 2. A byte in RAM somewhere for the frame counter 3. Use a specific single tile number for all water 4. A byte in RAM somewhere for the water animation delay 5. A byte in RAM somewhere for the water animation count What I did was to ensure that the specified tile number was used for all water on the map. Then, in the V-Blank interrupt, copy the appropriate frames' tile from ROM to the tile data area, and then update the frame counter. Of course, checking to see if we're ready for the animation first. A pseudo code for the interrupt follows: VBlank_Int: grab the animation counter increase it by one put it back compare the counter to the animation delay value if we haven't reached the delay value, return reset the animation counter grab the frame number increase the frame number, resetting it if neccessary copy the appropriate tile data from rom into the specified tile to be used for water fin: Or something like that. When I have some replacement graphics for my project, I'll release the full source code (any volunteers?) as I can't release the project whilst it still uses Zelda's graphics.