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author | tustin2121 <tustin2121@gmail.com> | 2020-09-18 11:34:01 -0400 |
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committer | tustin2121 <tustin2121@gmail.com> | 2020-09-18 11:34:01 -0400 |
commit | 3363ac0e05ff23f55a8aebd2a6809f2426d35b64 (patch) | |
tree | 165b42ff6f25a9a84322e72386d508fb87f73d9f | |
parent | d3667e5cff6b07a60d8827be7c3f13459538b1b1 (diff) |
I was told this tutorial is very out of date. It still needs to be updated, but here's a stopgap.
-rw-r--r-- | Dynamic-overworld-palette-system.md | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/Dynamic-overworld-palette-system.md b/Dynamic-overworld-palette-system.md index af9b280..ef46f67 100644 --- a/Dynamic-overworld-palette-system.md +++ b/Dynamic-overworld-palette-system.md @@ -1,3 +1,9 @@ +***NOTE: This tutorial is out of date:*** The most up to date code at time of writing can be found [on this fork by Xhyzi](https://github.com/pret/pokeemerald/compare/master...Xhyzi:dynamic-overworld-palettes). This code also fixes some of the problems with the below system, like broken reflections and berry trees. + +TODO: Update this tutorial. + +---- + For this tutorial we will be editing one function within `src/overworld.c` and three functions within `src/event_object_movement.c` to make it easier when adding new overworlds, with new palettes. The current implementation breaks the reflection palette system, though for ease of adding new overworlds that should be adapted so it is dynamic as well, rather than requiring explicit reflection palettes. |