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-rw-r--r-- | Improve-the-outdoor-sprite-system.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Improve-the-outdoor-sprite-system.md b/Improve-the-outdoor-sprite-system.md index 8fdb152..ba812bf 100644 --- a/Improve-the-outdoor-sprite-system.md +++ b/Improve-the-outdoor-sprite-system.md @@ -466,7 +466,7 @@ Three sprites are actually variable sprites: At first glance, it makes sense why these variable sprites exist. They're a neat way to have ten or more walking sprites: if you know that only nine will be needed at a time, then a variable sprite can look like one now and another later. -...Except, all three of those are used in outdoor sprite sets with enough room for more walking sprites! `VioletGroupSprites` and `EcruteakGroupSprites` only use 8 of max 9; `AzaleaGroupSprites` uses 6 of max 9; and `OlivineGroupSprites` and `CianwoodGroupSprites` use 8 of max 9. +...Except, all three of those are used in outdoor sprite sets with enough room for more walking sprites! Out of a maximum 9 walking sprites, `VioletGroupSprites` and `EcruteakGroupSprites` only use 8; `AzaleaGroupSprites` uses 6; and `OlivineGroupSprites` and `CianwoodGroupSprites` use 8. It turns out that Crystal doesn't need these variable sprites, but Gold and Silver did. Crystal is exclusive to the GameBoy Color, so it has twice as much VRAM, and it's able to load walking frames for every sprite in bank 1 while still having room for standing-still sprites in bank 0. But Gold and Silver supported the Super GameBoy, which only had one VRAM bank; so still sprites like `SPRITE_POKE_BALL` and `SPRITE_SLOWPOKE` used up the same space budget as walking sprites. |