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authorRangi <remy.oukaour+rangi42@gmail.com>2018-07-14 15:46:52 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2018-07-14 15:46:52 -0400
commit7858e9bbad1115c17990555975880012fb52bccd (patch)
tree82f511db332319cd9790fd2e1c2bf7d53451e479
parent850b0663f95e902c03bfeea853bf87d0f206384e (diff)
More screenshots
-rw-r--r--Add-a-new-sprite-movement-behavior.md2
-rw-r--r--Increase-Pokémon-sprite-animation-size.md8
-rw-r--r--screenshots/redplusplus-goldenrod-city.pngbin23260 -> 23194 bytes
-rw-r--r--screenshots/swimming.pngbin0 -> 770 bytes
-rw-r--r--screenshots/town-map-palette-vram.pngbin4501 -> 4138 bytes
-rw-r--r--screenshots/trainer-card-palettes-vram.pngbin0 -> 4432 bytes
-rw-r--r--screenshots/trainer-card.pngbin0 -> 2083 bytes
7 files changed, 6 insertions, 4 deletions
diff --git a/Add-a-new-sprite-movement-behavior.md b/Add-a-new-sprite-movement-behavior.md
index d774964..d0eed91 100644
--- a/Add-a-new-sprite-movement-behavior.md
+++ b/Add-a-new-sprite-movement-behavior.md
@@ -92,6 +92,8 @@ One more thing: there happens to be a bug that affects objects which swim and mo
Anyway, that's all! Now you can use `SPRITEMOVEDATA_SWIM_UP_DOWN` for `object_event`s just like the rest.
+![Screenshot](screenshots/swimming.png)
+
TODO: define new `SPRITEMOVEFN_*`, `OBJECT_ACTION_*`, and `FACING_*` data.
TODO: define new `STEP_TYPE_*` and `STEP_*` data.
diff --git a/Increase-Pokémon-sprite-animation-size.md b/Increase-Pokémon-sprite-animation-size.md
index 7b37210..9a9cccd 100644
--- a/Increase-Pokémon-sprite-animation-size.md
+++ b/Increase-Pokémon-sprite-animation-size.md
@@ -25,9 +25,9 @@ But some tiles are incorrect when it plays:
This is because sprite animations have size limits:
-- A 5x5-tile sprite (40x40 pixels) uses 5×5=25 tiles for its first frame, and can use another 25 for its animation tiles, for a total of 50 tiles
-- A 6x6-tile sprite (48x48 pixels) uses 6×6=36 tiles for its first frame, and can use another 36 for its animation tiles, for a total of 72 tiles
-- A 7x7-tile sprite (56x56 pixels) uses 7×7=49 tiles for its first frame, and can use another 49 for its animation tiles, for a total of 98 tiles
+- A 5x5-tile sprite (40x40 pixels) uses 5×5=25 tiles for its first frame, and can use another 25 for its animation tiles, for a total of 50 tiles.
+- A 6x6-tile sprite (48x48 pixels) uses 6×6=36 tiles for its first frame, and can use another 36 for its animation tiles, for a total of 72 tiles.
+- A 7x7-tile sprite (56x56 pixels) uses 7×7=49 tiles for its first frame, and can use another 49 for its animation tiles, for a total of 98 tiles.
What are "animation tiles"? Well, all graphics are composed of 8x8-pixel tiles, and only a few of them change from one frame to the next. So animations are stored in a compressed form: every tile of the first frame is kept, but then there's only one copy of each unique tile for all its animation frames. For example, Haunter's animation gets stored like this:
@@ -45,7 +45,7 @@ To see how this might be solved, let's look at [BGB](http://bgb.bircd.org/)'s VR
The top-left segment of VRAM (video memory) stores tiles for move animations. The middle-left is for text characters. The bottom-left is for the enemy's front sprite, the player's back sprite, and the battle interface. Finally, the bottom-right is for the enemy's animation: its entire first frame, and then the unique animation tiles. The top-right and middle-right segments are unused.
-By studying how the animation graphics are loaded and played, we can use the entire bottom-left and middle-left segments to allow 255-tile animations. (Most of the code for this feature was adapted from Pokémon Prism.)
+By carefully changing how the animation graphics are loaded and played, we can use the entire bottom-left and middle-left segments to allow 255-tile animations. (Most of the code for this feature was adapted from Pokémon Prism.)
## 2. Allocate space in SRAM for animation graphics
diff --git a/screenshots/redplusplus-goldenrod-city.png b/screenshots/redplusplus-goldenrod-city.png
index 27e0bbe..722ddba 100644
--- a/screenshots/redplusplus-goldenrod-city.png
+++ b/screenshots/redplusplus-goldenrod-city.png
Binary files differ
diff --git a/screenshots/swimming.png b/screenshots/swimming.png
new file mode 100644
index 0000000..5f63fbf
--- /dev/null
+++ b/screenshots/swimming.png
Binary files differ
diff --git a/screenshots/town-map-palette-vram.png b/screenshots/town-map-palette-vram.png
index a65f3fe..751411c 100644
--- a/screenshots/town-map-palette-vram.png
+++ b/screenshots/town-map-palette-vram.png
Binary files differ
diff --git a/screenshots/trainer-card-palettes-vram.png b/screenshots/trainer-card-palettes-vram.png
new file mode 100644
index 0000000..c274f7a
--- /dev/null
+++ b/screenshots/trainer-card-palettes-vram.png
Binary files differ
diff --git a/screenshots/trainer-card.png b/screenshots/trainer-card.png
new file mode 100644
index 0000000..aea7f1d
--- /dev/null
+++ b/screenshots/trainer-card.png
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