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authorMoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com>2021-06-30 18:24:59 -0400
committerMoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com>2021-06-30 18:24:59 -0400
commitc489cc6c3d4513c1fe42a7cde73955d10540596e (patch)
treec69d743667140e18c6fcccaba414a819ae7c6f73
parent6bd343d03053a2c29f7ca7a9109aa26720ec8fe5 (diff)
Fixed to work with newer builds. Included the main fix as a new step since it doesn't exactly fit anywhere.
-rw-r--r--Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md24
1 files changed, 22 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 95fafec..4996675 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
@@ -249,7 +249,7 @@ Edit [gfx/tilesets.asm](../blob/master/gfx/tilesets.asm):
+TilesetPokeComCenterAttr::
+INCBIN "data/tilesets/pokecom_center_attributes.bin"
+
-+TilesetBattleTowerAttr::
++TilesetBattleTowerInsideAttr::
+INCBIN "data/tilesets/battle_tower_attributes.bin"
+
+TilesetTowerAttr::
@@ -710,6 +710,26 @@ It will rename every \*.blk file to \*.ablk. (If you're not using Git, then just
This has no effect on the ROM itself; it's just so that we can have a clean separation of .blk files associated with Polished Map, and .ablk associated with Polished Map++.
+## 10. Fix TILESET_LENGTH
+
+If you try to build now, you'll most likely notice an error looking something like this:
+
+`Assertion failed: Tilesets: expected 37 entries, each 15 bytes`
+
+to fix this, just edit [constants/tileset_constants.asm](../blob/master/constants/tileset_constants.asm):
+
+```diff
+ const TILESET_OMANYTE_WORD_ROOM ; 23
+ const TILESET_AERODACTYL_WORD_ROOM ; 24
+NUM_TILESETS EQU const_value - 1
+
+; wTileset struct size
+-TILESET_LENGTH EQU 15
++TILESET_LENGTH EQU 14
+
+; roof length (see gfx/tilesets/roofs)
+```
+
*Now* we're done! `make` works, and all the maps look the same as before—but now they're capable of looking very different.
The pokecrystal map engine didn't support flipped, recolored, or priority tiles, so of course the tileset graphics were not designed to take advantage of those features. But now you can. And all of those engine features *did* exist in Gen 3, so if you're devamping tiles from RSE or FRLG, they'll benefit from this change.
@@ -739,7 +759,7 @@ And the tileset itself is a colorless image:
Note that Polished Map++ assumes you have also [expanded the tilesets to 255 tiles](Expand-tilesets-from-192-to-255-tiles). If you don't apply that tutorial, your maps will look incorrect.
-## 10. Use up to 512 tiles in a tileset
+## 11. Use up to 512 tiles in a tileset
If you were paying attention during the review of how VRAM works, you'll have noticed that technically a map can use 512 different tiles. The tile ID goes from 0 to 255, and the bank bit is 0 or 1; 256 × 2 = 512.