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diff --git a/engine/healmachineanim.asm b/engine/healmachineanim.asm
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+HealMachineAnim: ; 12324
+ ; If you have no Pokemon, don't change the buffer. This can lead to some glitchy effects if you have no Pokemon.
+ ld a, [PartyCount]
+ and a
+ ret z
+ ; The location of the healing machine relative to the player is stored in ScriptVar.
+ ; 0: Up and left (Pokemon Center)
+ ; 1: Left (Elm's Lab)
+ ; 2: Up (Hall of Fame)
+ ld a, [ScriptVar]
+ ld [Buffer1], a
+ ld a, [rOBP1]
+ ld [Buffer2], a
+ call .DoJumptableFunctions
+ ld a, [Buffer2]
+ call Functiond24
+ ret
+; 1233e
+
+.DoJumptableFunctions: ; 1233e
+ xor a
+ ld [wd1ec], a
+.jumpable_loop
+ ld a, [Buffer1]
+ ld e, a
+ ld d, 0
+ ld hl, .Pointers
+rept 2
+ add hl, de
+endr
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld a, [wd1ec]
+ ld e, a
+ inc a
+ ld [wd1ec], a
+ add hl, de
+ ld a, [hl]
+ cp 5
+ jr z, .finish
+ ld hl, .Jumptable
+ rst JumpTable
+ jr .jumpable_loop
+
+.finish
+ ret
+; 12365
+
+.Pointers: ; 12365
+ dw .Pokecenter
+ dw .ElmLab
+ dw .HallOfFame
+; 1236b
+
+.Pokecenter: ; 1236b
+ db 0, 1, 3, 5
+.ElmLab: ; 1236f
+ db 0, 1, 3, 5
+.HallOfFame: ; 12373
+ db 0, 2, 4, 5
+; 12377
+
+.Jumptable: ; 12377
+ dw .LoadGFX
+ dw .PC_LoadBallsOntoMachine
+ dw .HOF_LoadBallsOntoMachine
+ dw .PlayHealMusic
+ dw .HOF_PlaySFX
+ dw .dummy_5 ; never encountered
+; 12383
+
+.LoadGFX: ; 12383
+ call .LoadPalettes
+ ld de, .HealMachineGFX
+ ld hl, VTiles0 tile $7c
+ lb bc, BANK(.HealMachineGFX), $2
+ call Request2bpp
+ ret
+; 12393
+
+.PC_LoadBallsOntoMachine: ; 12393
+ ld hl, Sprites + $80
+ ld de, .PC_ElmsLab_TileMap
+ call .PlaceHealingMachineTile
+ call .PlaceHealingMachineTile
+ jr .LoadBallsOntoMachine
+
+.HOF_LoadBallsOntoMachine: ; 123a1
+ ld hl, Sprites + $80
+ ld de, .HOF_TileMap
+
+.LoadBallsOntoMachine: ; 123a7
+ ld a, [PartyCount]
+ ld b, a
+.party_loop
+ call .PlaceHealingMachineTile
+ push de
+ ld de, SFX_SECOND_PART_OF_ITEMFINDER
+ call PlaySFX
+ pop de
+ ld c, 30
+ call DelayFrames
+ dec b
+ jr nz, .party_loop
+ ret
+; 123bf
+
+.PlayHealMusic: ; 123bf
+ ld de, MUSIC_HEAL
+ call PlayMusic
+ jp .FlashPalettes8Times
+; 123c8
+
+.HOF_PlaySFX: ; 123c8
+ ld de, SFX_GAME_FREAK_LOGO_GS
+ call PlaySFX
+ call .FlashPalettes8Times
+ call WaitSFX
+ ld de, SFX_BOOT_PC
+ call PlaySFX
+ ret
+; 123db
+
+.dummy_5: ; 123db
+ ret
+; 123dc
+
+.PC_ElmsLab_TileMap: ; 123dc
+ db $20, $22, $7c, $16
+ db $20, $26, $7c, $16
+ db $26, $20, $7d, $16
+ db $26, $28, $7d, $36
+ db $2b, $20, $7d, $16
+ db $2b, $28, $7d, $36
+ db $30, $20, $7d, $16
+ db $30, $28, $7d, $36
+; 123fc
+
+.HealMachineGFX: ; 123fc
+INCBIN "gfx/unknown/0123fc.2bpp"
+; 1241c
+
+.HOF_TileMap: ; 1241c
+ db $3c, $51, $7d, $16
+ db $3c, $56, $7d, $16
+ db $3b, $4d, $7d, $16
+ db $3b, $5a, $7d, $16
+ db $39, $49, $7d, $16
+ db $39, $5d, $7d, $16
+; 12434
+
+.LoadPalettes: ; 12434
+ call IsCGB
+ jr nz, .cgb
+ ld a, %11100000
+ ld [rOBP1], a
+ ret
+
+.cgb
+ ld hl, .palettes
+ ld de, OBPals + 8 * 6
+ ld bc, 8
+ ld a, $5
+ call FarCopyWRAM
+ ld a, $1
+ ld [hCGBPalUpdate], a
+ ret
+; 12451
+
+.palettes: ; 12451
+ RGB 31, 31, 31
+ RGB 31, 19, 10
+ RGB 31, 07, 01
+ RGB 00, 00, 00
+; 12459
+
+.FlashPalettes8Times: ; 12459
+ ld c, $8
+.palette_loop
+ push bc
+ call .FlashPalettes
+ ld c, 10
+ call DelayFrames
+ pop bc
+ dec c
+ jr nz, .palette_loop
+ ret
+; 12469
+
+.FlashPalettes: ; 12469
+ call IsCGB
+ jr nz, .go
+ ld a, [rOBP1]
+ xor %00101000
+ ld [rOBP1], a
+ ret
+
+.go
+ ld a, [rSVBK]
+ push af
+ ld a, $5
+ ld [rSVBK], a
+
+ ld hl, OBPals + 8 * 6
+ ld a, [hli]
+ ld e, a
+ ld a, [hli]
+ ld d, a
+ push de
+ ld c, $3
+.palette_loop_2
+ ld a, [hli]
+ ld e, a
+ ld a, [hld]
+ ld d, a
+ dec hl
+ ld a, d
+ ld [hld], a
+ ld a, e
+ ld [hli], a
+rept 3
+ inc hl
+endr
+ dec c
+ jr nz, .palette_loop_2
+ pop de
+ dec hl
+ ld a, d
+ ld [hld], a
+ ld a, e
+ ld [hl], a
+
+ pop af
+ ld [rSVBK], a
+ ld a, $1
+ ld [hCGBPalUpdate], a
+ ret
+; 124a3
+
+.PlaceHealingMachineTile: ; 124a3
+ push bc
+ ld a, [Buffer1]
+ lb bc, $10, $20
+ cp $1 ; ElmsLab
+ jr z, .okay
+ lb bc, $00, $00
+
+.okay
+ ld a, [de]
+ add c
+ inc de
+ ld [hli], a
+ ld a, [de]
+ add b
+ inc de
+ ld [hli], a
+ ld a, [de]
+ inc de
+ ld [hli], a
+ ld a, [de]
+ inc de
+ ld [hli], a
+ pop bc
+ ret
+; 124c1