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-rw-r--r--Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md2
1 files changed, 1 insertions, 1 deletions
diff --git a/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md b/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md
index 3c3afa5..f642dd6 100644
--- a/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md
+++ b/Allow-tiles-to-have-different-attributes-in-different-blocks-(including-X-and-Y-flip).md
@@ -714,7 +714,7 @@ This has no effect on the ROM itself; it's just so that we can have a clean sepa
The pokecrystal map engine didn't support flipped, recolored, or priority tiles, so of course the tileset graphics were not designed to take advantage of those features. But now you can. And all of those engine features *did* exist in Gen 3, so if you're devamping tiles from R/S/E or FR/LG, they'll benefit from this change.
-Case in point: here's Goldenrod City from [Red++ 3](https://github.com/TheFakeMateo/RedPlusPlus/):
+Case in point: here's Goldenrod City from [Red++ 4](https://github.com/TheFakeMateo/RedPlusPlus/):
[![Screenshot](screenshots/redplusplus-goldenrod-city.png)](screenshots/redplusplus-goldenrod-city.png)