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author | Loyyid <50513878+Loyyid@users.noreply.github.com> | 2019-12-05 23:20:29 -0700 |
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committer | Loyyid <50513878+Loyyid@users.noreply.github.com> | 2019-12-05 23:20:29 -0700 |
commit | 3475ae2f38a820ef82e187d258f30a03e2d70bca (patch) | |
tree | 6507cf9ed538ef122b1dc8e039171e7e8eb940eb | |
parent | 201eb985069a7054b6b1f40e15596fa208eafa9e (diff) |
Updated Adding new overworlds (markdown)
-rw-r--r-- | Adding-new-overworlds.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Adding-new-overworlds.md b/Adding-new-overworlds.md index d0880bd..7a2aa8f 100644 --- a/Adding-new-overworlds.md +++ b/Adding-new-overworlds.md @@ -24,7 +24,7 @@ const u32 gEventObjectPic_Example[] = INCBIN_U32("graphics/event_objects/pics/pe ``` If you want your new overworld to use a new palette then add that too. The palette can be generated from the .png so you don’t need to have a separate .pal file. ```c -const u16 gEventObjectPalette_Example[] = INCBIN_U16("graphics/event_objects/pic/people/example.gbapal"); +const u16 gEventObjectPalette_Example[] = INCBIN_U16("graphics/event_objects/pics/people/example.gbapal"); ``` Next you need to specify the build rules for the sprite sheet within **spritesheet_rules.mk**. |