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author | Rangi <remy.oukaour+rangi42@gmail.com> | 2018-06-23 19:39:11 -0400 |
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committer | Rangi <remy.oukaour+rangi42@gmail.com> | 2018-06-23 19:39:11 -0400 |
commit | 9e215a10752aaf0c314a4be5bd663580b61c4013 (patch) | |
tree | 82d7270e5238c00230d553ba63be524e3807282d | |
parent | 6dd1eaccc560be0cf4c1b79ec81f6e85fdae25df (diff) |
#
-rw-r--r-- | Expand-tilesets-from-192-tiles-to-249.md | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/Expand-tilesets-from-192-tiles-to-249.md b/Expand-tilesets-from-192-tiles-to-249.md index 08319b8..3d83b10 100644 --- a/Expand-tilesets-from-192-tiles-to-249.md +++ b/Expand-tilesets-from-192-tiles-to-249.md @@ -9,14 +9,14 @@ It's fairly simple to use $E0 to $FF for 32 more map tiles. We can also use $60 ## Contents -- [1. Load tile graphics into three more VRAM rows](#1-load-tile-graphics-into-three-more-vram-rows) -- [2. Update the tilesets' graphics](#2-update-the-tilesets-graphics) -- [3. Update the tilesets' palette maps](#3-update-the-tilesets-palette-maps) -- [4. Change which tiles hide sprites behind them](#4-change-which-tiles-hide-sprites-behind-them) -- [5. Edit the font graphics](#5-edit-the-font-graphics) -- [6. Don't load the deleted font graphics](#6-dont-load-the-deleted-font-graphics) -- [7. Update the character set](#7-update-the-character-set) -- [8. Change some hard-coded tile placements](#8-change-some-hard-coded-tile-placements) +1. [Load tile graphics into three more VRAM rows](#1-load-tile-graphics-into-three-more-vram-rows) +2. [Update the tilesets' graphics](#2-update-the-tilesets-graphics) +3. [Update the tilesets' palette maps](#3-update-the-tilesets-palette-maps) +4. [Change which tiles hide sprites behind them](#4-change-which-tiles-hide-sprites-behind-them) +5. [Edit the font graphics](#5-edit-the-font-graphics) +6. [Don't load the deleted font graphics](#6-dont-load-the-deleted-font-graphics) +7. [Update the character set](#7-update-the-character-set) +8. [Change some hard-coded tile placements](#8-change-some-hard-coded-tile-placements) ## 1. Load tile graphics into three more VRAM rows |