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authorRangi <remy.oukaour+rangi42@gmail.com>2019-01-21 15:13:43 -0500
committerRangi <remy.oukaour+rangi42@gmail.com>2019-01-21 15:13:43 -0500
commit364e4196c624e1c1b95f28c25b5ebe9a17637cdd (patch)
treec2945f53c0602b0254bcf279c33c43211e3684f2
parent702c26db101b783cff85e7579790da99ec8a2b62 (diff)
Beginners can just use Polished Map++
-rw-r--r--Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md2
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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
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--- 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
@@ -1,5 +1,3 @@
-**Disclaimer:** This guide is meant for experienced pokecrystal users. Don't copy/paste things if you don't know how they work!
-
Maps in pokecrystal are designed with blocks, not tiles, where each block (aka "metatile") is a 4x4 square of tiles. Each 8x8-pixel tile always has the same appearance in every block. But the GameBoy hardware is capable of more. The same tile graphic can be reused with different attributes—not just color, but X and Y flip, as well as "priority" to appear above sprites.
For example, here's the `kanto` tileset. The tiles highlighted in fuchsia are just flipped or recolored copies of the ones highlighted in cyan, so by following this tutorial, you can eliminate all those tiles. And with the priority attribute, you can (for instance) let NPCs walk behind the roof tiles highlighted in yellow. (Although if that's all you want to do, just follow [the `PRIORITY` color tutorial](Allow-map-tiles-to-appear-above-sprites-\(so-NPCs-can-walk-behind-tiles\)-with-PRIORITY-colors).)