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author | Rangi <remy.oukaour+rangi42@gmail.com> | 2018-05-18 19:36:11 -0400 |
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committer | Rangi <remy.oukaour+rangi42@gmail.com> | 2018-05-18 19:36:11 -0400 |
commit | 25eb6487033007c9e74ee658231de580a14b32c1 (patch) | |
tree | ae870b0af9e31b38d183f18336faf7b874fb6ae8 | |
parent | 6811451a811434b159deb8a0abceb0b6a62a7d6f (diff) |
Fix headings
-rw-r--r-- | Add-a-new-map.md | 22 |
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**: |