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authorRangi <remy.oukaour+rangi42@gmail.com>2018-07-05 19:03:26 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2018-07-05 19:03:26 -0400
commitdadf410955abee05d389e6dcc701ea677c444a3b (patch)
tree484f830a146a8002b5446c145045d4e31f7df8de
parente79424037af38de9882d1eb1bbf4a23eaa978992 (diff)
Formatting
-rw-r--r--Add-a-new-tileset.md8
1 files changed, 4 insertions, 4 deletions
diff --git a/Add-a-new-tileset.md b/Add-a-new-tileset.md
index 308d46d..b7bd2b0 100644
--- a/Add-a-new-tileset.md
+++ b/Add-a-new-tileset.md
@@ -57,11 +57,11 @@ The `tileset` macro simultaneously declares pointers to `Tileset*GFX`, `Tileset*
## 3. Design its graphics
-Create **gfx/tilesets/museum.png**:
+Download [gfx/tilesets/gate.png](https://github.com/pret/pokered/blob/master/gfx/tilesets/gate.png) from pokered and save it as **gfx/tilesets/museum.png**:
![gfx/tilesets/museum.png](screenshots/gfx-tilesets-museum.png)
-This file is actually [gfx/tilesets/gate.png](https://github.com/pret/pokered/blob/master/gfx/tilesets/gate.png) from pokered. Despite its name there, it was also used for Pewter Museum.
+(Of course, if this were an original tileset, you would have to create the file.)
Tileset graphics can contain up to 192 tiles, each tile being 8x8 pixels. (Although this limit can be [expanded to 255 tiles](Expand-tilesets-from-192-to-255-tiles).) The graphics are four-color grayscale; we'll assign color palettes to the tiles next.
@@ -70,7 +70,7 @@ Tileset graphics can contain up to 192 tiles, each tile being 8x8 pixels. (Altho
The way the GameBoy hardware works, tileset graphics aren't stored as a colored image. Instead the game has a set of grayscale tile graphics, a set of eight tile color palettes, and a way to assign the palettes to the tiles. In pokecrystal, each tile always has the same palette. (Although [this tutorial](Allow-tiles-to-have-different-attributes-in-different-blocks-\(including-X-and-Y-flip\)) explains how to give the same tile different colors in different places.)
-Rename [gfx/tilesets/unused_museum_palette_map.asm](../blob/master/unused_museum_palette_map.asm) to **gfx/tilesets/museum_palette_map.asm**. (Of course, if this were an original tileset, you would have to create the file.)
+Rename [gfx/tilesets/unused_museum_palette_map.asm](../blob/master/unused_museum_palette_map.asm) to **gfx/tilesets/museum_palette_map.asm**. (Again, create the file if you need to.)
These are its contents:
@@ -117,7 +117,7 @@ There are eight valid tile colors: `GRAY`, `RED`, `GREEN`, `WATER`, `YELLOW`, `B
Anyway, you can see how the colors pair up with the tile graphics, at least at first. Whenever a tile is drawn, the map engine refers to this list to get its color. There are actually more colors than there are tiles. This is harmless, but not necessary; if you're making a new tileset, you only need enough colors for each tile. (All the pokecrystal tilesets have palette data for every tile ID, even though few of them have that many tiles.)
-The `rept 16 db $ff endr` in the middle is skipping over tile IDs $60 to $7F, which are used for text characters instead of map tiles. ([This tutorial](Expand-tilesets-from-192-to-255-tiles) explains how to reorganize things so you can use all 255 tile IDs for maps.)
+The `rept 16 \ db $ff \ endr` in the middle is skipping over tile IDs $60 to $7F, which are used for text characters instead of map tiles. ([This tutorial](Expand-tilesets-from-192-to-255-tiles) explains how to reorganize things so you can use all 255 tile IDs for maps.)
## 5. Design its blocks (aka metatiles)