; 2) get tiles left and right (up to 2 tiles)
+ ; left
+ tile_adjacent_store 0, (-1 * t_size) & 0xFFFF
+ ; right
+ tile_adjacent_store (MAP_W-1), t_size
+
; 3) get tiles below (up to 3 tiles)
+ ; check if y is already MAP_H-1 if so skip
+ ld a, [update_tile_y]
+ cp a, MAP_H-1
+ jp z, @skip_below
+
+ ; down/center tile
+ tile_adjacent_store 0xFF, (t_size * MAP_W)
+ ; down/left tile
+ tile_adjacent_store 0, (t_size * (MAP_W+1))
+ ; down/right tile
+ tile_adjacent_store (MAP_W-1), (t_size * (MAP_W-1))
+@skip_below:
ret