summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authortustin2121 <tustin2121@gmail.com>2020-09-18 12:01:26 -0400
committertustin2121 <tustin2121@gmail.com>2020-09-18 12:01:26 -0400
commit0dd0cf26f099d069e389d3347580432c08420c9d (patch)
tree445ad69b879c399b8faa2138c057acaffe968212
parent6be51292a66404f2ac8b97b6e1eebcec632e86bd (diff)
Formatting
-rw-r--r--Adding-new-overworlds.md8
1 files changed, 5 insertions, 3 deletions
diff --git a/Adding-new-overworlds.md b/Adding-new-overworlds.md
index 5ac4c2d..9bdac1e 100644
--- a/Adding-new-overworlds.md
+++ b/Adding-new-overworlds.md
@@ -10,6 +10,7 @@ This tutorial is for adding a new overworld sprite. We'll be using the following
4. [Adding a new pic table](#4-adding-a-new-pic-table)
5. [Adding a new ObjectEventGraphicsInfo entry](#5-adding-a-new-objecteventgraphicsinfo-entry)
6. [Adding a define for your overworld](#6-adding-a-define-for-your-overworld)
+7. [Caveats](#caveats)
## 1. Formatting your image
Your image should be saved as a .png with a bit depth of 4, allowing for a maximum palette of 16 colours. The first colour within the palette will be transparent in game, so ensure that your background colour is in that first slot. The width and height should be a multiple of 8 (16, 32, 64 for example) and the poses should be ordered like the sprite sheet above in order to avoid having to make changes to the animation tables, although if desired making custom animations should be somewhat simple.
@@ -157,11 +158,12 @@ Updated
#define NUM_OBJ_EVENT_GFX 240
```
-(See [Caveat #2](#caveats) when it comes to more than 255 overworld objects.)
+(See [Caveat #2](#caveats) when it comes to more than 256 overworld objects.)
## Caveats
<img align="right" src="https://user-images.githubusercontent.com/794812/93617350-dbbfff80-f9a3-11ea-82f9-d5fd7b444e0c.png">
-1. The GBA has a maximum of 16 palettes it can load at once (these are the palette slots), and the vanilla overworld palette system has those divided up pretty rigidly: Palette slot 0 is reserved for the player palette, and slot 1 is for the reflection. Palette slots 2, 3, 4, and 5 are shared between nearly all overworld objects, and slots 6, 7, 8, and 9 are for reflections of each of those. Slot 10 and 11 are used for palette and reflection of "special" objects, which include the rival character (ie, the other player palette) and the overworld legendaries; only one of these can be in the same map at the same time, because fighting for that palette will occur otherwise. The remaining 4 slots are generally used as needed for screen effects such as dirt clouds when you hop a ledge, rustling tall grass, or weather effects. If you choose to implement the [dynamic overworld palette system](https://github.com/pret/pokeemerald/wiki/Dynamic-overworld-palette-system), all of these rules go away, but the system can come with its own caveats.
+1. The GBA has a maximum of 16 palettes it can load at once (these are the palette slots), and the vanilla overworld palette system has those divided up pretty rigidly: Palette slot 0 is reserved for the player palette, and slot 1 is for the reflection. Palette slots 2, 3, 4, and 5 are shared between nearly all overworld objects, and slots 6, 7, 8, and 9 are for reflections of each of those. Slot 10 and 11 are used for palette and reflection of "special" objects, which include the rival character (ie, the other player palette) and the overworld legendaries; only one of these can be in the same map at the same time, because fighting for that palette will occur otherwise. The remaining 4 slots are generally used as needed for screen effects such as dirt clouds when you hop a ledge, rustling tall grass, or weather effects.
+If you choose to implement the [dynamic overworld palette system](https://github.com/pret/pokeemerald/wiki/Dynamic-overworld-palette-system), all of these rules go away, but the system can come with its own caveats.
-2. By default, there is a limit of 256 overworlds (0-255), but it can be expanded with some work. [Here is an example of the limit being raised to an effective limit of 512.](https://github.com/tustin2121/trihard-emerald/commit/e54c965c123848116740ee8335a1bec3223513e6) \ No newline at end of file
+2. By default, there is a limit of 256 overworld graphics objects (0-255) simply due to the graphics id being stored and passed around as a `u8`. This limit can be expanded with some work: [Here is an example of the limit being raised to an effective limit of 512.](https://github.com/tustin2121/trihard-emerald/commit/e54c965c123848116740ee8335a1bec3223513e6) \ No newline at end of file