diff options
-rw-r--r-- | Increase-Pokémon-sprite-animation-size.md | 18 |
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: |