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authorRangi <remy.oukaour+rangi42@gmail.com>2019-01-21 12:58:19 -0500
committerRangi <remy.oukaour+rangi42@gmail.com>2019-01-21 12:58:19 -0500
commitaf2e566baba8584f87d56c40718ca02fd041d2f6 (patch)
treee7cb13d5cb023b9f360ceafd7f70e05f98058f30
parent9908c2ca6ca807240899fcd0a93de70e2cd9464f (diff)
Repetition
-rw-r--r--Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md4
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: