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authorRangi <remy.oukaour+rangi42@gmail.com>2018-08-01 19:21:22 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2018-08-01 19:21:22 -0400
commit10f80bf833c7eaec2be86ffed1744d765753180a (patch)
treeb5e334114f266837bc398ac5778543177ed2b520
parentb0d3822315c61d945158b571f5e3fb103663cd1f (diff)
Credits
-rw-r--r--Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md2
-rw-r--r--Dive.md2
-rw-r--r--Expand-tilesets-from-192-to-255-tiles.md2
-rw-r--r--Increase-Pokémon-sprite-animation-size.md4
-rw-r--r--Physical-Special-split.md2
-rw-r--r--Puddles-that-splash-when-you-walk.md2
-rw-r--r--Rock-Climb.md2
7 files changed, 14 insertions, 2 deletions
diff --git a/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md b/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md
index 4365c8e..6a79ebe 100644
--- a/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md
+++ b/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md
@@ -6,6 +6,8 @@ For example, here's the `kanto` tileset. The tiles highlighted in fuchsia are ju
This tutorial will show you how to switch from per-tile \*_palette_map.asm files to per-block **\*_attributes.bin** files, which assign full attributes (not just colors) to the individual tiles of each block. By the end, you'll be able to make maps like [this](screenshots/redplusplus-goldenrod-city.png).
+(The code for this feature was adapted from [Pokémon Red++](https://github.com/TheFakeMateo/RedPlusPlus/).)
+
## Contents
diff --git a/Dive.md b/Dive.md
index 8fc9b8c..8dbf05f 100644
--- a/Dive.md
+++ b/Dive.md
@@ -4,7 +4,7 @@ Gen 3 introduced Dive, a field move that can reach the seafloor, as HM08. Fully
## TOC
-[Here](https://github.com/Rangi42/pokecrystal/commit/c21561ea717feef9b2eb3785c2ea112cd0d19ba0) are all the changes needed to implement Dive, applied to a copy of pokecrystal.
+[Here](https://github.com/Rangi42/pokecrystal/commit/c21561ea717feef9b2eb3785c2ea112cd0d19ba0) are all the changes needed to implement Dive, applied to a copy of pokecrystal. You can `clone` [Rangi42/pokecrystal](https://github.com/Rangi42/pokecrystal) and `checkout` the `dive` branch to test it for yourself.
TODO
diff --git a/Expand-tilesets-from-192-to-255-tiles.md b/Expand-tilesets-from-192-to-255-tiles.md
index 0293d3c..4b487fd 100644
--- a/Expand-tilesets-from-192-to-255-tiles.md
+++ b/Expand-tilesets-from-192-to-255-tiles.md
@@ -6,6 +6,8 @@ VRAM is divided into six areas, each 128 tiles large. The bottom-left and bottom
It's fairly simple to use $E0–$FF for 32 more map tiles. We can also use $60–$7E by moving its necessary text tiles into the main font area, leaving only $7F for the space character and allowing 255 map tiles.
+(The code for this feature was adapted from [Pokémon Polished Crystal](https://github.com/Rangi42/polishedcrystal/).)
+
## Contents
diff --git a/Increase-Pokémon-sprite-animation-size.md b/Increase-Pokémon-sprite-animation-size.md
index 2902328..c094286 100644
--- a/Increase-Pokémon-sprite-animation-size.md
+++ b/Increase-Pokémon-sprite-animation-size.md
@@ -1,5 +1,7 @@
By default, Pokémon sprite animations have maximum sizes that limit how creative you can be with them. It's possible to overcome these limits and have animations use up to 255 tiles.
+(The code for this feature was adapted from [Pokémon Prism](http://pokemonprism.com/).)
+
## Contents
@@ -45,7 +47,7 @@ To see how this might be solved, let's look at [BGB](http://bgb.bircd.org/)'s VR
The top-left segment of VRAM (video memory) stores tiles for move animations. The middle-left is for text characters. The bottom-left is for the enemy's front sprite, the player's back sprite, and the battle interface. Finally, the bottom-right is for the enemy's animation: its entire first frame, and then the unique animation tiles. The top-right and middle-right segments are unused.
-By carefully changing how the animation graphics are loaded and played, we can use the entire bottom-left and middle-left segments to allow 255-tile animations. (Most of the code for this feature was adapted from Pokémon Prism.)
+By carefully changing how the animation graphics are loaded and played, we can use the entire bottom-left and middle-left segments to allow 255-tile animations.
## 2. Allocate space in SRAM for animation graphics
diff --git a/Physical-Special-split.md b/Physical-Special-split.md
index 678f83a..4033cf4 100644
--- a/Physical-Special-split.md
+++ b/Physical-Special-split.md
@@ -1,5 +1,7 @@
In Gen 2 (and Gen 3), some types were always physical and some were always special. Here's how to implement the physical/special split from Gen 4 and up.
+(The code for this feature was adapted from [Pokémon Fractal](https://gitgud.io/pfero/axyllagame/) (the Axyllia region).)
+
## Contents
diff --git a/Puddles-that-splash-when-you-walk.md b/Puddles-that-splash-when-you-walk.md
index bfc3649..f6bd50e 100644
--- a/Puddles-that-splash-when-you-walk.md
+++ b/Puddles-that-splash-when-you-walk.md
@@ -1,5 +1,7 @@
Gen 3 introduced all kinds of overworld effects: footprints in sand, rain and lightning, reflections in water, splashing in puddles... Most of those are difficult or impossible with the GameBoy Color hardware, but we can achieve decent splashing puddles, including visible water droplets and a splashing noise. They'll be similar to the tall grass that rustles when you walk on it.
+(The code for this feature was adapted from [Pokémon Polished Crystal](https://github.com/Rangi42/polishedcrystal/).)
+
## Contents
diff --git a/Rock-Climb.md b/Rock-Climb.md
index fb25261..8e57f9a 100644
--- a/Rock-Climb.md
+++ b/Rock-Climb.md
@@ -1,5 +1,7 @@
Gen 4 introduced Rock Climb, a field move that can scale rocky walls, as HM08. Its in-battle effect, to deal damage with a chance of confusion, already exists (for Psybeam); and its field effect is not too complex to implement.
+(The code for this feature was adapted from [Pokémon Orange](https://github.com/PiaCarrot/pokeorange/).)
+
## Contents