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author | Carl Miller, Jr <19718484+halian@users.noreply.github.com> | 2021-12-23 14:03:37 -0500 |
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committer | Carl Miller, Jr <19718484+halian@users.noreply.github.com> | 2021-12-23 14:03:37 -0500 |
commit | 4ffef604b4d71c97930548a53f4ffe5db522243e (patch) | |
tree | e20611d9470d5a6845874024aafd9e785c4bd71f | |
parent | ce9752c6c23ef2f1cbdb1cfdbf723069686fba39 (diff) |
remove link to Red++ 4 since repo has been made private
-rw-r--r-- | Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md | 2 |
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 e5e8ca6..80c0e72 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 @@ -724,7 +724,7 @@ 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 RSE or FRLG, they'll benefit from this change. -Case in point: here's Goldenrod City from [Red++ 4](https://github.com/TheFakeMateo/RedPlusPlus/): +Case in point: here's Goldenrod City from Red++ 4: [](screenshots/redplusplus-goldenrod-city.png) |