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author | Rangi <remy.oukaour+rangi42@gmail.com> | 2019-01-21 12:58:19 -0500 |
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committer | Rangi <remy.oukaour+rangi42@gmail.com> | 2019-01-21 12:58:19 -0500 |
commit | af2e566baba8584f87d56c40718ca02fd041d2f6 (patch) | |
tree | e7cb13d5cb023b9f360ceafd7f70e05f98058f30 | |
parent | 9908c2ca6ca807240899fcd0a93de70e2cd9464f (diff) |
Repetition
-rw-r--r-- | Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md b/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md index bf34f1b..7e93d14 100644 --- a/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md +++ b/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md @@ -69,9 +69,9 @@ But here's how pokecrystal's data works: ## 2. Create \*_attributes.bin files from \*_palette_map.asm and \*_metatiles.bin files -To start with, let's change the tileset data files to work like the GBC hardware. We'll create **data/tilesets/\*_attributes.bin** files that assign attributes to the blocks, just like how \*_metatiles.bin assign tile IDs. We'll change the \*_metatiles.bin files to only use IDs from $00 to $7F; any tiles that were using $80 to $FF will instead have their bank bit set to 1 in the corresponding \*_attributes.bin file. +To start with, let's change the tileset data files to work like the GBC hardware. We'll create **data/tilesets/\*_attributes.bin** files that assign attributes to the blocks, just like how \*_metatiles.bin assign tile IDs. We'll also change the \*_metatiles.bin files to only use IDs from $00 to $7F; any tiles that were using $80 to $FF will instead have their bank bit set to 1 in the corresponding \*_attributes.bin file. -We'll generate \*_attributes.bin and modify \*_metatiles.bin by automatically correlating the \*_palette_map.asm and \*_metatiles.bin files. The end result will *not* take advantage of X/Y flip or eliminate redundant tiles; it will just enable you to do that manually. +We can generate \*_attributes.bin and modify \*_metatiles.bin by automatically correlating the \*_palette_map.asm and \*_metatiles.bin files. The end result will *not* take advantage of X/Y flip or eliminate redundant tiles; it will just enable you to do that manually. Save this as **palmap2attr.py** in the same directory as main.asm: |