diff options
-rw-r--r-- | Expand-tilesets-from-192-to-255-tiles.md | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/Expand-tilesets-from-192-to-255-tiles.md b/Expand-tilesets-from-192-to-255-tiles.md index 85c5e74..3798b38 100644 --- a/Expand-tilesets-from-192-to-255-tiles.md +++ b/Expand-tilesets-from-192-to-255-tiles.md @@ -9,17 +9,17 @@ It's fairly simple to use $E0 to $FF for 32 more map tiles. We can also use $60 ## Contents -1. [Load tile graphics into four more VRAM rows](#1-load-tile-graphics-into-four-more-vram-rows) -2. [Update the tilesets' graphics to not skip tiles $60–$7F](#2-update-the-tilesets-graphics-to-not-skip-tiles-607f) -3. [Update the tilesets' palette maps to not skip tiles $60–$7F](#3-update-the-tilesets-palette-maps-to-not-skip-tiles-607f) -4. [Don't hide sprites behind tiles tiles $60–$7F or $E0–$FF](#4-dont-hide-sprites-behind-tiles-tiles-607f-or-e0ff) +1. [Load tile graphics into $60–$7F and $E0–$FF](#1-load-tile-graphics-into-607f-and-e0ff) +2. [Update the tilesets' graphics to not skip $60–$7F](#2-update-the-tilesets-graphics-to-not-skip-607f) +3. [Update the tilesets' palette maps to not skip $60–$7F](#3-update-the-tilesets-palette-maps-to-not-skip-607f) +4. [Don't hide sprites behind $60–$7F or $E0–$FF](#4-dont-hide-sprites-behind-607f-or-e0ff) 5. [Move necessary text tiles to the main font graphics](#5-move-necessary-text-tiles-to-the-main-font-graphics) 6. [Delete the unused font graphics](#6-delete-the-unused-font-graphics) 7. [Update the character set](#7-update-the-character-set) 8. [Change some hard-coded tile placements](#8-change-some-hard-coded-tile-placements) -## 1. Load tile graphics into four more VRAM rows +## 1. Load tile graphics into $60–$7F and $E0–$FF Edit [home/map.asm](../blob/master/home/map.asm). @@ -63,14 +63,14 @@ Edit [home/map.asm](../blob/master/home/map.asm). Now instead of loading tileset graphics into tiles $00–$5F and $80–$DF, they'll be loaded into $00–$7E and $80–$FF. That's nearly four more rows, or 63 more tiles, usable for maps. (Note that only the first $7F tiles are loaded instead of the full $80; tile $7F, is not loaded because the space character goes there.) -## 2. Update the tilesets' graphics to not skip tiles $60–$7F +## 2. Update the tilesets' graphics to not skip $60–$7F Edit all the [gfx/tilesets/\*.png](../tree/master/gfx/tilesets/) files with more than six rows of tiles. In each case, we need to add two rows of blank tiles for the $60–$7F range (that is, the seventh and eighth rows). Here's one example, [gfx/tilesets/johto_modern.png](../blob/master/gfx/tilesets/johto_modern.png):  -## 3. Update the tilesets' palette maps to not skip tiles $60–$7F +## 3. Update the tilesets' palette maps to not skip $60–$7F Edit all 37 [gfx/tilesets/\*_palette_map.asm](../tree/master/gfx/tilesets/) files. In each case, we need to replace the 16 `$ff` bytes that were placeholders for $60–$7F to be four `tilepal` lines. @@ -115,7 +115,7 @@ Here's one example, [gfx/tilesets/johto_modern_palette_map.asm](../blob/master/g The `ROOF` values are for tiles $60–$7E, which can be used for maps, and the `TEXT` value is for $7F, the space character. -## 4. Don't hide sprites behind tiles tiles $60–$7F or $E0–$FF +## 4. Don't hide sprites behind $60–$7F or $E0–$FF By default, sprites will disappear when they're behind (on top of) tiles $60–$6F or $D0–$FF, as well as the regular font tiles. This is so they won't appear on top of textboxes. We need to change this to hide sprites behind *any* text tile, instead of assuming certain IDs are always for text. |