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authorFredrik Ljungdahl <fredde1994@gmail.com>2019-03-16 23:46:51 +0100
committerFredrik Ljungdahl <fredde1994@gmail.com>2019-03-16 23:46:51 +0100
commit226ba6e2287f9aedf3c7c67d211476da13cfe680 (patch)
treea648774b713ab26d9b8c6877d9e7b2d1dc2875fb
parent7c1a6b17a5ee7a0d69de7a3c46d26ec6235186ec (diff)
Red++ v4, not v3
-rw-r--r--Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md2
1 files changed, 1 insertions, 1 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 3c3afa5..f642dd6 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
@@ -714,7 +714,7 @@ This has no effect on the ROM itself; it's just so that we can have a clean sepa
The pokecrystal map engine didn't support flipped, recolored, or priority tiles, so of course the tileset graphics were not designed to take advantage of those features. But now you can. And all of those engine features *did* exist in Gen 3, so if you're devamping tiles from R/S/E or FR/LG, they'll benefit from this change.
-Case in point: here's Goldenrod City from [Red++ 3](https://github.com/TheFakeMateo/RedPlusPlus/):
+Case in point: here's Goldenrod City from [Red++ 4](https://github.com/TheFakeMateo/RedPlusPlus/):
[![Screenshot](screenshots/redplusplus-goldenrod-city.png)](screenshots/redplusplus-goldenrod-city.png)