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-rw-r--r--Increase-Pokémon-sprite-animation-size.md18
1 files changed, 10 insertions, 8 deletions
diff --git a/Increase-Pokémon-sprite-animation-size.md b/Increase-Pokémon-sprite-animation-size.md
index da1e672..a586306 100644
--- a/Increase-Pokémon-sprite-animation-size.md
+++ b/Increase-Pokémon-sprite-animation-size.md
@@ -4,9 +4,9 @@ By default, Pokémon sprite animations have maximum sizes that limit how creativ
## Contents
- [1. Understanding the problem](#1-understanding-the-problem)
-- [2. Edit wram.asm and sram.asm](#2-edit-wramasm-and-sramasm)
-- [3. Edit engine/gfx/load_pics.asm](#3-edit-enginegfxload_picsasm)
-- [4. Edit engine/gfx/pic_animation.asm](#4-edit-enginegfxpic_animationasm)
+- [2. Allocate space in SRAM for animation graphics](#2-allocate-space-in-sram-for-animation-graphics)
+- [3. Change how animations are loaded](#3-change-how-animations-are-loaded)
+- [4. Don't use tile $7F](#4-dont-use-tile-7f)
## 1. Understanding the problem
@@ -45,10 +45,10 @@ To see how this might be solved, let's look at [BGB](http://bgb.bircd.org/)'s VR
The top-left segment of VRAM (video memory) stores tiles for move animations. The middle-left is for text characters. The bottom-left is for the enemy's front sprite, the player's back sprite, and the battle interface. Finally, the bottom-right is for the enemy's animation: its entire first frame, and then the unique animation tiles. The top-right and middle-right segments are unused.
-By studying how the animation graphics are loaded and played, we can use the entire bottom-left and middle-left segments to allow 255-tile animations.
+By studying how the animation graphics are loaded and played, we can use the entire bottom-left and middle-left segments to allow 255-tile animations. (Most of the code for this feature was adapted from Pokémon Prism.)
-## 2. Edit wram.asm and sram.asm
+## 2. Allocate space in SRAM for animation graphics
Edit [wram.asm](../blob/master/wram.asm):
@@ -84,9 +84,9 @@ Edit [sram.asm](../blob/master/sram.asm):
TODO: Explain changes.
-## 3. Edit engine/gfx/load_pics.asm
+## 3. Change how animations are loaded
-Most of the code and idea was taken from Pokémon Prism.
+Edit [engine/gfx/load_pics.asm](../blob/master/engine/gfx/load_pics.asm):
```diff
GetMonFrontpic:
@@ -269,7 +269,9 @@ Most of the code and idea was taken from Pokémon Prism.
TODO: Explain changes.
-## 4. Edit engine/gfx/pic_animation.asm
+## 4. Don't use tile $7F
+
+Edit [engine/gfx/pic_animation.asm](../blob/master/engine/gfx/pic_animation.asm):
```diff
PokeAnim_ConvertAndApplyBitmask: