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authorRangi <remy.oukaour+rangi42@gmail.com>2018-05-18 19:36:11 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2018-05-18 19:36:11 -0400
commit25eb6487033007c9e74ee658231de580a14b32c1 (patch)
treeae870b0af9e31b38d183f18336faf7b874fb6ae8
parent6811451a811434b159deb8a0abceb0b6a62a7d6f (diff)
Fix headings
-rw-r--r--Add-a-new-map.md22
1 files changed, 11 insertions, 11 deletions
diff --git a/Add-a-new-map.md b/Add-a-new-map.md
index 98e9478..2cfc0c7 100644
--- a/Add-a-new-map.md
+++ b/Add-a-new-map.md
@@ -4,16 +4,16 @@ This tutorial is for how to add a new map. As an example, we'll add *two* maps:
## Contents
1. [Plan the map's role in the game](#1-plan-the-maps-role-in-the-game)
-2. [Design the map with Polished Map](#1-design-the-map-with-polished-map)
-3. [Define a map constant](#2-define-a-map-constant)
-4. [Define its group data](#3-define-its-group-data)
+2. [Design the map with Polished Map](#2-design-the-map-with-polished-map)
+3. [Define a map constant](#3-define-a-map-constant)
+4. [Define its group data](#4-define-its-group-data)
- [Roof type](#roof-type)
- [Roof palette](#roof-palette)
- [Outdoor sprite set](#outdoor-sprite-set)
-5. [Define its properties](#4-define-its-properties)
-6. [Define its attributes](#5-define-its-attributes)
-7. [Write its event scripts](#6-write-its-event-scripts)
-8. [Include the block and script data](#11-include-the-block-and-script-data)
+5. [Define its properties](#5-define-its-properties)
+6. [Define its attributes](#6-define-its-attributes)
+7. [Write its event scripts](#7-write-its-event-scripts)
+8. [Include the block and script data](#8-include-the-block-and-script-data)
@@ -103,7 +103,7 @@ The width and height are the size of the map we designed earlier. Now if you ope
Note that there is no constant named just `GLOBAL_TERMINAL_OUTSIDE`! This can confuse people because there *are* constants simply named `GOLDENROD_CITY`, `NEW_BARK_TOWN`, etc. Those are landmark constants, unrelated to map constants. We'll see what those are used for later.
-## 3. Define its group data
+## 4. Define its group data
Every map in a group shares three things: a roof type, roof palette, and outdoor sprite set. We made a new group for the Global Terminal, so we have to define all of those.
@@ -249,7 +249,7 @@ VRAM is divided into six areas, each 128 tiles large. The middle-right area is f
Notice how text characters are in the middle-left area. This is why, if an NPC is using a sprite from the top-left area that doesn't have walking frames, it will glitch and appear as text when it takes a step.
-## 4. Define its properties
+## 5. Define its properties
Edit [data/maps/maps.asm](../blob/master/data/maps/maps.asm):
@@ -287,7 +287,7 @@ The `map` macro defines these different properties:
- **fishing group:** Controls the group of wild Pokémon available by fishing. Valid fishing groups are defined in [constants/map_data_constants.asm](../blob/master/constants/map_data_constants.asm):
-## 5. Define its attributes
+## 6. Define its attributes
Edit [data/maps/attributes.asm](../blob/master/data/maps/attributes.asm):
@@ -323,7 +323,7 @@ The `connection` macro takes six arguments: the direction, map name, map ID, X/Y
Anyway, I can't fully explain how to determine the right values here; try looking at how other maps connect and base your own connections on them. In this case, we made `GLOBAL_TERMINAL_OUTSIDE` the same height as `GOLDENROD_CITY`, 18 blocks, and they'll line up perfectly side by side without any Y offset, so the connection values are easy to set.
-## 6. Write its event scripts
+## 7. Write its event scripts
Create **maps/GlobalTerminalOutside.asm**: