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authorJosh <32826900+ShinyDragonHunter@users.noreply.github.com>2022-03-04 14:32:05 +0000
committerJosh <32826900+ShinyDragonHunter@users.noreply.github.com>2022-03-04 14:32:05 +0000
commit6208aa95b2a5951a44d36eed367beb0b14101288 (patch)
tree116ee0dd34dd46b4d5ffac41439f7d0503b681db
parent906ce748b70fc410ffc91ae8ad59f57670b1ce93 (diff)
Typos
-rw-r--r--Improve-the-Loading-of-Battle-Terrain.md9
1 files changed, 4 insertions, 5 deletions
diff --git a/Improve-the-Loading-of-Battle-Terrain.md b/Improve-the-Loading-of-Battle-Terrain.md
index db12388..839f00e 100644
--- a/Improve-the-Loading-of-Battle-Terrain.md
+++ b/Improve-the-Loading-of-Battle-Terrain.md
@@ -1,7 +1,7 @@
WARNING: a bit of a long tutorial.
When making a ROM hack, it's natural to want to add new battle terrain for battles. Emerald unfortunately handles loading these through big switch statements in functions.
-FRLG on the other hand, has a few a extra functions that handle the loading of these terrain by giving them the required battle terrain ID for example `BATTLE_TERRAIN_PLAIN`
+FRLG on the other hand, has a few extra functions that handle the loading of these terrain by giving them the required battle terrain ID for example `BATTLE_TERRAIN_PLAIN`
at the cost of needing every single battle terrain in `sBattleTerrainTable`. These changes are done in [battle_bg.c](../blob/master/src/battle_bg.c).
This will walk you through porting this behaviour over to Emerald. Firstly, we're going to look at some things from pokefirered.
@@ -70,7 +70,7 @@ static void LoadBattleTerrainEntryGfx(u16 terrain)
// Gets the battle terrain value if conditions are met.
// This could be a specific trainer class, battle type or wild Pokémon.
// If no conditions are met or if the map scene isn't MAP_BATTLE_SCENE_NORMAL,
-// gets the battle terrain mapped to map scenes.
+// use the battle terrain mapped to map scenes.
static u8 GetBattleTerrainOverride(void)
{
u8 battleScene;
@@ -103,7 +103,7 @@ static u8 GetBattleTerrainOverride(void)
}
```
-We will basically taking advantage of these functions to get the battle terrain we are wanted to use. We will need to add some more BATTLE_TERRAIN_* values. In `include/constants/battle.h`,
+We will basically be taking advantage of these functions to get the battle terrain we are wanting to use. We will need to add some more BATTLE_TERRAIN_* values. In `include/constants/battle.h`,
We should see these:
```c
// Battle terrain defines for gBattleTerrain.
@@ -312,8 +312,7 @@ static const struct {
};
```
-`GetBattleTerrainByMapScene`,`LoadBattleTerrainGfx` and `LoadBattleTerrainEntryGfx` mentioned above can be used as is. I recommend putting these below `sMapBattleSceneMapping`, but again,
-up to preference.
+`GetBattleTerrainByMapScene`,`LoadBattleTerrainGfx` and `LoadBattleTerrainEntryGfx` mentioned above can be used as is. I recommend putting these below `sMapBattleSceneMapping`, but again, up to preference.
Now we need to add `GetBattleTerrainOverride` with our changes, this should look like this:
```c