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-rw-r--r--Add-a-new-Pokémon.md4
-rw-r--r--Add-a-new-trainer-class.md4
2 files changed, 4 insertions, 4 deletions
diff --git a/Add-a-new-Pokémon.md b/Add-a-new-Pokémon.md
index 076d3ea..cefc1c8 100644
--- a/Add-a-new-Pokémon.md
+++ b/Add-a-new-Pokémon.md
@@ -495,7 +495,7 @@ Edit [data/pokemon/pic_pointers.asm](../blob/master/data/pokemon/pic_pointers.as
dbw -1, -1 ; unused
```
-We have to use `dba_pic` here instead of a standard `dba`—declaring the bank and address of `MunchlaxFrontpic` and `MunchlaxBackpic`—because of [another design flaw](../blob/master/docs/design_flaws.md#pic-banks-are-offset-by-pics_fix). I strongly recommend removing the whole `FixPicBank` routine from [engine/gfx/load_pics.asm](../blob/master/engine/gfx/load_pics.asm), including both calls to it in that file, and just using `dba` here; then you'll be able to `INCBIN` sprites in arbitrary banks.
+We have to use `dba_pic` here instead of a standard `dba`—declaring the bank and address of `MunchlaxFrontpic` and `MunchlaxBackpic`—because of [another design flaw](../blob/master/docs/design_flaws.md#pic-banks-are-offset-by-pics_fix). I strongly recommend removing the whole `FixPicBank` routine from [engine/gfx/load_pics.asm](../blob/master/engine/gfx/load_pics.asm), including all four calls to it in that file, and just using `dba` here; then you'll be able to `INCBIN` sprites in arbitrary banks.
Edit [gfx/pics.asm](../blob/master/gfx/pics.asm):
@@ -511,7 +511,7 @@ Edit [gfx/pics.asm](../blob/master/gfx/pics.asm):
+MunchlaxBackpic: INCBIN "gfx/pokemon/munchlax/back.2bpp.lz"
```
-(If you *don't* fix the `dba_pic` design flaw, you'll have to put your sprites in the "Pics" sections, which are compatible with `dba_pic`. "Pics 19" isn't used for anything useful—all its contents are unused duplicates of "Pics 18"—so it's the easiest place to start adding new sprites. But if you have a lot of new sprites to add, you risk overflowing the banks, and it's hard to fit sprites within fixed bank limits. By using just `dba`, you can create new `SECTION`s with a few sprites each, that will automatically be placed wherever they can fit in the ROM.)
+(If you *don't* fix the `dba_pic` design flaw, you'll have to put your sprites in the "Pics *N*" sections, which are compatible with `dba_pic`. "Pics 19" isn't used for anything useful—all its contents are unused duplicates of "Pics 18"—and it has a whole bank to itself, so it's the easiest place to start adding new sprites. (The other sections, includng "Pics 20" through "Pics 24", have limited remaining space since they already contain some sprites and/or share their banks with other sections.) But if you have a lot of new sprites to add, you risk overflowing the banks, and it's hard to fit sprites within fixed bank limits. By using just `dba`, you can create new sections with a few sprites each, that will automatically be placed wherever they can fit in the ROM.)
Anyway, edit [data/pokemon/palettes.asm](../blob/master/data/pokemon/palettes.asm):
diff --git a/Add-a-new-trainer-class.md b/Add-a-new-trainer-class.md
index eb8ce70..78e22d6 100644
--- a/Add-a-new-trainer-class.md
+++ b/Add-a-new-trainer-class.md
@@ -202,7 +202,7 @@ Next edit [data/trainers/pic_pointers.asm](../blob/master/data/trainers/pic_poin
+ dba_pic ParasolLadyPic
```
-We have to use `dba_pic` here instead of a standard `dba`—declaring the bank and address of `ParasolLadyPic`—because of [this design flaw](../blob/master/docs/design_flaws.md#pic-banks-are-offset-by-pics_fix). I strongly recommend removing the whole `FixPicBank` routine from [engine/gfx/load_pics.asm](../blob/master/engine/gfx/load_pics.asm), including both calls to it in that file, and just using `dba` here; then you'll be able to `INCBIN` sprites in arbitrary banks.
+We have to use `dba_pic` here instead of a standard `dba`—declaring the bank and address of `ParasolLadyPic`—because of [this design flaw](../blob/master/docs/design_flaws.md#pic-banks-are-offset-by-pics_fix). I strongly recommend removing the whole `FixPicBank` routine from [engine/gfx/load_pics.asm](../blob/master/engine/gfx/load_pics.asm), including all four calls to it in that file, and just using `dba` here; then you'll be able to `INCBIN` sprites in arbitrary banks.
Edit [gfx/pics.asm](../blob/master/gfx/pics.asm):
@@ -217,7 +217,7 @@ Edit [gfx/pics.asm](../blob/master/gfx/pics.asm):
+ParasolLadyPic: INCBIN "gfx/trainers/parasol_lady.2bpp.lz"
```
-(If you *don't* fix the `dba_pic` design flaw, you'll have to put your sprites in the "Pics" sections, which are compatible with `dba_pic`. "Pics 19" isn't used for anything useful—all its contents are unused duplicates of "Pics 18"—so it's the easiest place to start adding new sprites. But if you have a lot of new sprites to add, you risk overflowing the banks, and it's hard to fit sprites within fixed bank limits. By using just `dba`, you can create new `SECTION`s with a few sprites each, that will automatically be placed wherever they can fit in the ROM.)
+(If you *don't* fix the `dba_pic` design flaw, you'll have to put your sprites in the "Pics *N*" sections, which are compatible with `dba_pic`. "Pics 19" isn't used for anything useful—all its contents are unused duplicates of "Pics 18"—and it has a whole bank to itself, so it's the easiest place to start adding new sprites. (The other sections, includng "Pics 20" through "Pics 24", have limited remaining space since they already contain some sprites and/or share their banks with other sections.) But if you have a lot of new sprites to add, you risk overflowing the banks, and it's hard to fit sprites within fixed bank limits. By using just `dba`, you can create new sections with a few sprites each, that will automatically be placed wherever they can fit in the ROM.)
Anyway, edit [data/trainers/palettes.asm](../blob/master/data/trainers/palettes.asm):