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author | Remy Oukaour <remy.oukaour@gmail.com> | 2018-01-26 20:59:37 -0500 |
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committer | Remy Oukaour <remy.oukaour@gmail.com> | 2018-01-26 20:59:37 -0500 |
commit | 279a8212f0607ab1ea5541e868f64a3c567c1e4f (patch) | |
tree | a4bfd6c0e7f0064c015e1fd2e2c46fa9db5dd777 | |
parent | b9523ec9976c5b220c5209c016e8c3514b34caf2 (diff) |
Show bit flags too
-rw-r--r-- | Allow-map-tiles-to-appear-above-sprites.md | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/Allow-map-tiles-to-appear-above-sprites.md b/Allow-map-tiles-to-appear-above-sprites.md index 2b85feb..df58053 100644 --- a/Allow-map-tiles-to-appear-above-sprites.md +++ b/Allow-map-tiles-to-appear-above-sprites.md @@ -3,6 +3,13 @@ Usually on overworld maps, sprites go on top of tiles. But there are exceptions: It's possible to allow *any* tile in a tileset to appear above sprites by extending the palette system. They key is in [constants/hardware_constants.asm](../blob/master/constants/hardware_constants.asm): ```asm +; OAM attribute flags +OAM_TILE_BANK EQU 3 +OAM_OBP_NUM EQU 4 ; non CGB Mode Only +OAM_X_FLIP EQU 5 +OAM_Y_FLIP EQU 6 +OAM_PRIORITY EQU 7 ; 0: OBJ above BG, 1: OBJ behind BG (colors 1-3) + ; BG Map attribute flags PALETTE_MASK EQU %111 VRAM_BANK_1 EQU 1 << OAM_TILE_BANK ; $08 |