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authormid-kid <esteve.varela@gmail.com>2018-08-22 10:58:51 +0000
committermid-kid <esteve.varela@gmail.com>2018-08-22 10:58:51 +0000
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parent3110d73947366deb44c1b09f31c4cef9ae88946e (diff)
Updated Allow tiles to have different attributes in different blocks (including X and Y flip) (markdown)
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+**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).)