diff options
-rw-r--r-- | Improve-the-outdoor-sprite-system.md | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Improve-the-outdoor-sprite-system.md b/Improve-the-outdoor-sprite-system.md index c0786e4..8fdb152 100644 --- a/Improve-the-outdoor-sprite-system.md +++ b/Improve-the-outdoor-sprite-system.md @@ -405,7 +405,7 @@ Edit [data/maps/outdoor_sprites.asm](../blob/master/data/maps/outdoor_sprites.as + db 0 ; end ``` -Now we're done! These new sets are easier to define and debug than before. For example, here's the one for Olivine City's map group: +Now it works! These new sets are easier to define and debug than before. For example, here's the one for Olivine City's map group: ``` ; OlivineCity and Route40 are connected @@ -446,8 +446,8 @@ Some things to note about the new system: Two sprites are just copies of other sprites, but with the walking frames removed: -- `SPRITE_STANDING_YOUNGSTER` is a non-walking version of `SPRITE_YOUNGSTER` used by `OlivineGroupSprites` and `CianwoodGroupSprites` -- `SPRITE_KURT_OUTSIDE` is a non-walking version of `SPRITE_KURT` used by `AzaleaGroupSprites` +- `SPRITE_STANDING_YOUNGSTER` is a non-walking version of `SPRITE_YOUNGSTER` used by `OlivineGroupSprites` and `CianwoodGroupSprites`. +- `SPRITE_KURT_OUTSIDE` is a non-walking version of `SPRITE_KURT` used by `AzaleaGroupSprites`. This used to be necessary because if there were ten or more walking sprites, you couldn't control which nine would be loaded first and have their walking frames available; it was up to `LoadAndSortSprites`. |