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-rw-r--r--Allow-map-tiles-to-appear-above-sprites.md4
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.
![Screenshot](screenshots/tile-priority.png)
-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.