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author | Remy Oukaour <remy.oukaour@gmail.com> | 2017-12-26 12:50:32 -0500 |
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committer | Remy Oukaour <remy.oukaour@gmail.com> | 2017-12-26 12:50:32 -0500 |
commit | 24f0e7d04501ddb000dfc1d06e716efca387bce8 (patch) | |
tree | bfa176d5634f0211ffcf7f313a7ec2078e3b612d /gfx/footprints.asm | |
parent | b5a8e3b3b32b2734d8fc642c77d96a0d4ef9c6d1 (diff) |
Rename: emote_headers, sprite_headers, cry_headers, gfx_headers, tileset_headers
Diffstat (limited to 'gfx/footprints.asm')
-rw-r--r-- | gfx/footprints.asm | 14 |
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 |