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authorRangi <35663410+Rangi42@users.noreply.github.com>2018-10-28 11:54:30 -0400
committerRangi <35663410+Rangi42@users.noreply.github.com>2018-10-28 11:54:30 -0400
commit6cac689dc11fa3408c10c5922ec69e6180dbd477 (patch)
treeff8c4f86a7649fe2afc3dc5993afa827fec9bc17
parent4877fe6c9d490be2d0738d9669b89c8ca39336cf (diff)
Updated Improve the outdoor sprite system (markdown)
-rw-r--r--Improve-the-outdoor-sprite-system.md4
1 files changed, 2 insertions, 2 deletions
diff --git a/Improve-the-outdoor-sprite-system.md b/Improve-the-outdoor-sprite-system.md
index f100243..42efdef 100644
--- a/Improve-the-outdoor-sprite-system.md
+++ b/Improve-the-outdoor-sprite-system.md
@@ -456,7 +456,7 @@ This used to be necessary because if there were ten or more walking sprites, you
Now, though, these alternate non-walking sprites are redundant, so you can delete them:
- Remove the `SPRITE_STANDING_YOUNGSTER` and `SPRITE_KURT_OUTSIDE` definitions and data from [constants/sprite_constants.asm](../blob/master/constants/sprite_constants.asm), [data/sprites/sprites.asm](../blob/master/data/sprites/sprites.asm), [gfx/sprites.asm](../blob/master/gfx/sprites.asm), and [gfx/sprites/*.png](../tree/master/gfx/sprites/).
-- Replace `SPRITE_STANDING_YOUNGSTER` and `SPRITE_KURT_OUTSIDE` with `SPRITE_YOUNGSTER` and `SPRITE_KURT` respectively in [maps/*.asm](../tree/master/maps/) and [data/maps/outdoor_sprites.asm](../blob/master/data/maps/outdoor_sprites.asm). Be sure to put them *after* all the walking sprites in their respective outdoor sprite sets, since their walking frames aren't needed.
+- Replace `SPRITE_STANDING_YOUNGSTER` and `SPRITE_KURT_OUTSIDE` with `SPRITE_YOUNGSTER` and `SPRITE_KURT` respectively in [maps/*.asm](../tree/master/maps/) and [data/maps/outdoor_sprites.asm](../blob/master/data/maps/outdoor_sprites.asm). Be sure to put them after all the walking sprites in their respective outdoor sprite sets, since their walking frames aren't needed.
For example, when you replace `SPRITE_STANDING_YOUNGSTER` with `SPRITE_YOUNGSTER` in `OlivineGroupSprites`, its standing frames will get loaded in VRAM bank 0, right where `SPRITE_STANDING_YOUNGSTER` in the previous screenshot; and its walking frames won't interfere with the font graphics.
@@ -478,7 +478,7 @@ It turns out that Crystal doesn't need these variable sprites, but Gold and Silv
Anyway, the point is that we don't need them any more. So you can completely delete those three variable sprites:
- Remove the `SPRITE_WEIRD_TREE`, `SPRITE_AZALEA_ROCKET`, and `SPRITE_OLIVINE_RIVAL` definitions from [constants/sprite_constants.asm](../blob/master/constants/sprite_constants.asm).
-- Remove their respective `variablesprite` commands from `InitializeEventsScript` in [engine/events/std_scripts.asm](../blob/master/engine/events/std_scripts.asm), and their respective scripts in [maps/*.asm](../tree/master/maps/). You can also remove `special LoadUsedSpritesGFX` when it occurs in a map script right after a `variablesprite` command.
+- Remove their `variablesprite` commands from [maps/*.asm](../tree/master/maps/) and `InitializeEventsScript` in [engine/events/std_scripts.asm](../blob/master/engine/events/std_scripts.asm). You can also remove `special LoadUsedSpritesGFX` when it occurs in a map script right after a `variablesprite` command.
- Replace `SPRITE_WEIRD_TREE`, `SPRITE_AZALEA_ROCKET`, and `SPRITE_OLIVINE_RIVAL` with the actual sprites they're supposed to use in [maps/*.asm](../tree/master/maps/) and [data/maps/outdoor_sprites.asm](../blob/master/data/maps/outdoor_sprites.asm). Be sure to put the actual sprites among the first nine list entries, since they all need to walk.
For more information on variable sprites, see [the tutorial to add a new sprite](Add-a-new-overworld-sprite).