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author | Rangi <35663410+Rangi42@users.noreply.github.com> | 2018-10-28 11:54:30 -0400 |
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committer | Rangi <35663410+Rangi42@users.noreply.github.com> | 2018-10-28 11:54:30 -0400 |
commit | 6cac689dc11fa3408c10c5922ec69e6180dbd477 (patch) | |
tree | ff8c4f86a7649fe2afc3dc5993afa827fec9bc17 | |
parent | 4877fe6c9d490be2d0738d9669b89c8ca39336cf (diff) |
Updated Improve the outdoor sprite system (markdown)
-rw-r--r-- | Improve-the-outdoor-sprite-system.md | 4 |
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). |