summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorRangi <remy.oukaour+rangi42@gmail.com>2018-06-23 19:51:49 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2018-06-23 19:51:49 -0400
commitd2202aee6fbef3ff5a322eccf13fcddf58228eae (patch)
tree2b9a1a0b9656423bc7d5b5437c0df5abdfed16a0
parente63d349249f108bb1b6fc4ecf068cb605defb4bc (diff)
Tweaks
-rw-r--r--Expand-tilesets-from-192-tiles-to-249.md32
1 files changed, 17 insertions, 15 deletions
diff --git a/Expand-tilesets-from-192-tiles-to-249.md b/Expand-tilesets-from-192-tiles-to-249.md
index 2442d87..a338313 100644
--- a/Expand-tilesets-from-192-tiles-to-249.md
+++ b/Expand-tilesets-from-192-tiles-to-249.md
@@ -14,7 +14,7 @@ It's fairly simple to use $E0 to $FF for 32 more map tiles. We can also use $60
3. [Update the tilesets' palette maps](#3-update-the-tilesets-palette-maps)
4. [Change which tiles hide sprites behind them](#4-change-which-tiles-hide-sprites-behind-them)
5. [Edit the font graphics](#5-edit-the-font-graphics)
-6. [Don't load the deleted font graphics](#6-dont-load-the-deleted-font-graphics)
+6. [Delete the unused font graphics](#6-delete-the-unused-font-graphics)
7. [Update the character set](#7-update-the-character-set)
8. [Change some hard-coded tile placements](#8-change-some-hard-coded-tile-placements)
@@ -72,7 +72,7 @@ Edit all the [gfx/tilesets/\*.png](../tree/master/gfx/tilesets/) files with more
## 3. Update the tilesets' palette maps
-Edit all 37 [gfx/tilesets/\*_palette_map.asm](../tree/master/gfx/tilesets/) files. In each case, we need to replace the 16 `$ff` bytes that were placeholders for $60–$7F to be four `tilepal` lines. The `GRAY` values are for tiles $60–$78, which can be used for maps, and the `TEXT` values are for $79–$7F, which are still text tiles (the textbox frames and space character).
+Edit all 37 [gfx/tilesets/\*_palette_map.asm](../tree/master/gfx/tilesets/) files. In each case, we need to replace the 16 `$ff` bytes that were placeholders for $60–$7F to be four `tilepal` lines.
Here's one example, [gfx/tilesets/johto_modern_palette_map.asm](../blob/master/gfx/tilesets/johto_modern_palette_map.asm):
@@ -93,11 +93,11 @@ Here's one example, [gfx/tilesets/johto_modern_palette_map.asm](../blob/master/g
-rept 16
- db $ff
-endr
+-
+ tilepal 0, GRAY, GRAY, GRAY, GRAY, GRAY, GRAY, GRAY, GRAY
+ tilepal 0, GRAY, GRAY, GRAY, GRAY, GRAY, GRAY, GRAY, GRAY
+ tilepal 0, GRAY, GRAY, GRAY, GRAY, GRAY, GRAY, GRAY, GRAY
+ tilepal 0, GRAY, TEXT, TEXT, TEXT, TEXT, TEXT, TEXT, TEXT
--
tilepal 1, GRAY, BROWN, BROWN, RED, GREEN, GREEN, GRAY, ROOF
tilepal 1, RED, RED, ROOF, ROOF, ROOF, ROOF, ROOF, ROOF
tilepal 1, ROOF, ROOF, ROOF, GREEN, WATER, GREEN, BROWN, ROOF
@@ -112,6 +112,8 @@ Here's one example, [gfx/tilesets/johto_modern_palette_map.asm](../blob/master/g
tilepal 1, YELLOW, ROOF, ROOF, ROOF, ROOF, ROOF, RED, ROOF
```
+The `GRAY` values are for tiles $60–$78, which can be used for maps, and the `TEXT` values are for $79–$7F, which are still text tiles (the textbox frames and space character).
+
## 4. Change which tiles hide sprites behind them
@@ -173,13 +175,12 @@ And [gfx/font/overworld.png](../blob/master/gfx/font/overworld.png):
![gfx/font/overworld.png](screenshots/249-tiles_gfx-font-overworld.png)
-Then edit [gfx/font/font_extra.png](../blob/master/gfx/font/font_extra.png):
-![gfx/font/overworld.png](screenshots/249-tiles_gfx-font-font_extra.png)
+## 6. Delete the unused font graphics
-And delete [gfx/font/font_extra.png](../blob/master/gfx/font/font_extra.png), [gfx/font/black.png](../blob/master/gfx/font/black.png), [gfx/font/up_arrow.png](../blob/master/gfx/font/up_arrow.png), and [gfx/font/phone_icon.png](../blob/master/gfx/font/phone_icon.png).
+Delete [gfx/font/font_extra.png](../blob/master/gfx/font/font_extra.png), [gfx/font/phone_icon.png](../blob/master/gfx/font/phone_icon.png), [gfx/font/black.png](../blob/master/gfx/font/black.png), and [gfx/font/up_arrow.png](../blob/master/gfx/font/up_arrow.png).
-Finally, edit [gfx/font.asm](../blob/master/gfx/font.asm):
+Edit [gfx/font.asm](../blob/master/gfx/font.asm):
```diff
-FontExtra:
@@ -204,9 +205,6 @@ Finally, edit [gfx/font.asm](../blob/master/gfx/font.asm):
-; f9434
```
-
-## 6. Don't load the deleted font graphics
-
Edit [engine/gfx/load_font.asm](../blob/master/engine/gfx/load_font.asm):
```diff
@@ -236,7 +234,7 @@ _LoadFontsExtra2:: ; fb4b0
; fb4be
```
-Edit [mobile/mobile_41.asm](../blob/master/mobile/mobile_41.asm):
+And edit [mobile/mobile_41.asm](../blob/master/mobile/mobile_41.asm):
```diff
Function106464:: ; 106464
@@ -434,7 +432,7 @@ Edit [engine/events/magikarp.asm](../blob/master/engine/events/magikarp.asm):
; fbbbb
```
-Edit [engine/events/halloffame.asm](../blob/master/engine/events/halloffame.asm):
+And edit [engine/events/halloffame.asm](../blob/master/engine/events/halloffame.asm):
```diff
-HALLOFFAME_COLON EQU $63
@@ -447,6 +445,10 @@ Edit [engine/events/halloffame.asm](../blob/master/engine/events/halloffame.asm)
- ld de, FontExtra + 13 tiles ; "<COLON>"
- lb bc, BANK(FontExtra), 1
- call Request2bpp
+ hlcoord 0, 0
+ ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
+ ld a, " "
+ call ByteFill
...
- ld [hl], HALLOFFAME_COLON
+ ld [hl], "<COLON>"
@@ -457,7 +459,7 @@ Now the game will work just like before:
![Screenshot](screenshots/249-tiles-overworld.png)
-...except the VRAM now looks something like this, with three more rows available to use for map tiles:
+...except the VRAM now looks something like this, with 57 more tiles available to use for maps:
![Screenshot](screenshots/249-tiles-vram.png)
@@ -465,6 +467,6 @@ Furthermore, Polished Map with the 256 Tiles option checked will correctly load,
![Screenshot](screenshots/249-tiles-polished-map.png)
-Note how the seven `TEXT`-colored tiles are reserved for the textbox frames and space character. So don't place any map tiles there, because they'll be overwritten in VRAM.
+Note how the seven `TEXT`-colored tiles are reserved for the textbox frames and space character. So don't place any map tiles there.
-It's technically possible to move the textbox frame tiles into the main font graphic, allowing 255 map tiles. It is so far not possible to do the same with the space character, because it's used as a more general-purpose "filler/background" tile in many different places.
+It's technically possible to move the textbox frame tiles into the main font graphic, allowing 255 map tiles. (It is so far not possible to do the same with the space character, because it's used as a more general-purpose "filler/background" tile in many different places.) However, there are some complications with doing so.