diff options
-rw-r--r-- | Expand-tilesets-from-192-to-255-tiles.md | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/Expand-tilesets-from-192-to-255-tiles.md b/Expand-tilesets-from-192-to-255-tiles.md index 90bb571..f4812b3 100644 --- a/Expand-tilesets-from-192-to-255-tiles.md +++ b/Expand-tilesets-from-192-to-255-tiles.md @@ -468,7 +468,9 @@ Edit [engine/overworld/map_objects.asm](../blob/master/engine/overworld/map_obje ## 9. Change some hard-coded tile placements -Some parts of the code use "<code>vTiles2 tile <i>N</i></code>" to hard-code the data for a tile from $00 to $7F. When such a tile is moved to the range $80–$FF, the offset is invalid, so it has to become "<code>vTiles0 tile <i>N</i></code>". (If it's unclear to you why, take a look at the VRAM screenshot again, noting that `Tiles0` is the top-left sixth, `vTiles1` is the middle-left, and `vTiles2` is the bottom-left, with all three being sequential in memory.) +Some parts of the code use "<code>vTiles2 tile <i>N</i></code>" to hard-code the data for a tile from $00 to $7F. When such a tile is moved to the range $80–$FF, the offset is invalid, so it has to become "<code>vTiles0 tile <i>N</i></code>". (We already did this in [step 2](#2-load-the-updated-font-graphics) for `LoadFrame` and `Function10649b`.) + +(If it's unclear to you why, take a look at the VRAM screenshot again, noting that `Tiles0` is the top-left sixth, `vTiles1` is the middle-left, and `vTiles2` is the bottom-left, with all three being sequential in memory.) Edit [engine/menus/naming_screen.asm](../blob/master/engine/menus/naming_screen.asm): @@ -631,6 +633,6 @@ Furthermore, [Polished Map](https://github.com/Rangi42/polished-map) (with the * Remember, tile $7F is reserved for the space character, so don't use it for a map tile. -This entire change is compatible with [adding `PRIORITY` colors so NPCs can walk behind tiles](Allow-map-tiles-to-appear-above-sprites-\(so-NPCs-can-walk-behind-tiles\)-with-PRIORITY-colors); in [step 3](#3-update-the-tilesets-palette-maps-to-not-skip-607f), you'll just be removing a `rept 32` instead of a `rept 16`. +This entire change is compatible with [adding `PRIORITY` colors so NPCs can walk behind tiles](Allow-map-tiles-to-appear-above-sprites-\(so-NPCs-can-walk-behind-tiles\)-with-PRIORITY-colors); in [step 7](#7-update-the-tilesets-palette-maps-to-not-skip-607f), you'll just be removing a `rept 32` instead of a `rept 16`. Note that tiles $C0–$CD are blank in the font graphics, but get overwritten by the popup map name sign tiles. It's still okay to use them for your own text characters ("É", "¿", "♪", "♥", etc), just don't use those tiles in any map names. Tiles $CE and $CF are completely unused. You can also replace some existing characters: the semicolon ";", \[brackets], and “curly quotes” are only used for nicknames (see [data/text/name_input_chars.asm](../blob/master/data/text/name_input_chars.asm) and [data/text/mail_input_chars.asm](../blob/master/data/text/mail_input_chars.asm)), and "`<COLON>`", "`<BOLD_V>`", and "`<BOLD_S>`" wouldn't be missed if replaced by plain ":", "V", and "S". |