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authorRemy Oukaour <remy.oukaour@gmail.com>2017-12-26 12:50:32 -0500
committerRemy Oukaour <remy.oukaour@gmail.com>2017-12-26 12:50:32 -0500
commit24f0e7d04501ddb000dfc1d06e716efca387bce8 (patch)
treebfa176d5634f0211ffcf7f313a7ec2078e3b612d /gfx/footprints.asm
parentb5a8e3b3b32b2734d8fc642c77d96a0d4ef9c6d1 (diff)
Rename: emote_headers, sprite_headers, cry_headers, gfx_headers, tileset_headers
Diffstat (limited to 'gfx/footprints.asm')
-rw-r--r--gfx/footprints.asm14
1 files changed, 6 insertions, 8 deletions
diff --git a/gfx/footprints.asm b/gfx/footprints.asm
index 44ca9bef2..cfcdc0c09 100644
--- a/gfx/footprints.asm
+++ b/gfx/footprints.asm
@@ -1,12 +1,10 @@
-; In this game, footprints are stored in a non-continuous manner.
-; Instead, they're stored in a 32x8 grid.
-; Each of the footprints is 16x16, so, since tiles on the GB are 8x8,
-; you get the two top tiles first, while the two bottom tiles are stored
-; on the next row of the image.
+; Footprints are 2x2 tiles each, but are stored as a 16x64-tile image
+; (32 rows of 8 footprints per row).
+; That means there's a row of the top two tiles for eight footprints,
+; then a row of the bottom two tiles for those eight footprints.
-; These macros help extract the first two tiles, and the last two tiles,
-; respectively.
-footprint_top EQUS " 0, 2 * LEN_1BPP_TILE"
+; These macros help extract the first and the last two tiles, respectively.
+footprint_top EQUS "0, 2 * LEN_1BPP_TILE"
footprint_bottom EQUS "2 * LEN_1BPP_TILE, 2 * LEN_1BPP_TILE"
; 001-008 top halves