diff options
| -rw-r--r-- | Allow-map-tiles-to-appear-above-sprites.md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Allow-map-tiles-to-appear-above-sprites.md b/Allow-map-tiles-to-appear-above-sprites.md index 3f7d120..5bfb0a8 100644 --- a/Allow-map-tiles-to-appear-above-sprites.md +++ b/Allow-map-tiles-to-appear-above-sprites.md @@ -213,8 +213,8 @@ ScrollBGMapPalettes:: ; 4c03f Notice how `SwapTextboxPalettes` now reuses the loop it shares with `ScrollBGMapPalettes`, and then the whole decision of which nybble to read is no longer necessary because the whole byte defines one tile's attributes. -Anyway—at this point you are done! +Anyway—at this point you are done! Now when you edit a palette_map.asm file, you can use the names `PRIORITY_GRAY`, `PRIORITY_BROWN`, etc., and the corresponding tile will appear above any NPC.  -Now when you edit a palette_map.asm file, you can use the names `PRIORITY_GRAY`, `PRIORITY_BROWN`, etc., and the corresponding tile will appear above any NPC. *However*, the lightest hue (that's white when you're editing the monochrome tileset PNG) will be transparent. That's how tall grass works: you see only the parts of the player sprite that overlap "white" pixels (actually light green, using the standard outdoor color palette). So design your overhead tiles carefully. +*However*, the lightest hue (that's white when you're editing the monochrome tileset PNG) will be transparent. That's how tall grass works: you see only the parts of the player sprite that overlap "white" pixels (actually light green, using the standard outdoor color palette). So design your overhead tiles carefully. |
