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authorRangi <remy.oukaour+rangi42@gmail.com>2018-07-04 12:25:30 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2018-07-04 12:25:30 -0400
commitc4f47abcb8a931b8d7d1fadf0976ce06be3f3a42 (patch)
tree391c64eee2430202d86a9f6c2c2b82af5d33f604
parent8c8082574f7929be1515a35c3c12c9337525a3a1 (diff)
Explain the palettes
-rw-r--r--Edit-the-Town-Map.md16
1 files changed, 12 insertions, 4 deletions
diff --git a/Edit-the-Town-Map.md b/Edit-the-Town-Map.md
index 3d6e120..e01a48f 100644
--- a/Edit-the-Town-Map.md
+++ b/Edit-the-Town-Map.md
@@ -4,8 +4,9 @@ The Town Map is a bit tricky to edit: it's one of the only things in pokecrystal
## Contents
1. [The tileset](#1-the-tileset)
-2. [The Johto and Kanto tilemaps](#2-the-johto-and-kanto-tilemaps)
-3. [The landmarks](#3-the-landmarks)
+2. [The color palettes](#2-the-color-palettes)
+3. [The Johto and Kanto tilemaps](#3-the-johto-and-kanto-tilemaps)
+4. [The landmarks](#4-the-landmarks)
## 1. The tileset
@@ -21,7 +22,14 @@ You can freely edit this image to change the tiles, but you can't make it larger
(For adding more tiles, there *are* those three unused blank ones on the right side of the tileset.)
-## 2. The Johto and Kanto tilemaps
+## 2. The color palettes
+
+The tileset image is grayscale, but it's colorful in-game. The colors are defined in [gfx/pokegear/pokegear.pal](../blob/master/gfx/pokegear/pokegear.pal) and [gfx/pokegear/pokegear_f.pal](../blob/master/gfx/pokegear/pokegear_f.pal). Each file defines six palettes: for the gray border, the green-on-blue earth, the brown-on-green mountains, etc.
+
+[gfx/pokegear/town_map_palette_map.asm](../blob/master/gfx/pokegear/town_map_palette_map.asm) defines the correspondence between tiles and colors. For example, notice how the nine `MOUNTAIN` colors correspond with the nine mountain tiles.
+
+
+## 3. The Johto and Kanto tilemaps
The two regions' maps are actually defined by [gfx/pokegear/johto.bin](../blob/master/gfx/pokegear/johto.bin) and [gfx/pokegear/kanto.bin](../blob/master/gfx/pokegear/kanto.bin). Each of those is a 361-byte binary tilemap: 20x18 bytes covering the entire screen, from top-left to bottom-right, with a $FF at the very end. The bytes are tile IDs, starting at 0. For example, $0A (10 in decimal) is the eleventh tile in the tilemap, the town or city icon. And if you look at where the $0A bytes are in johto.bin and kanto.bin, you'll notice they correspond to the locations of towns and cities.
@@ -38,7 +46,7 @@ Clearly, those bytes represent these Town Maps:
![gfx/pokegear/kanto.bin](screenshots/gfx-pokegear-kanto.png)
-## 3. The landmarks
+## 4. The landmarks
Landmarks are defined in [data/maps/landmarks.asm](../blob/master/data/maps/landmarks.asm). Each one has an X coordinate, Y coordinate, and name. The coordinates are in pixels from the top-left corner, but with 8 added to X and 16 added to Y. For example: