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authortustin2121 <tustin2121@gmail.com>2020-09-18 11:26:55 -0400
committertustin2121 <tustin2121@gmail.com>2020-09-18 11:26:55 -0400
commitd3667e5cff6b07a60d8827be7c3f13459538b1b1 (patch)
tree35a0cdb3fcf0826f044b75255d3e1831630cfa5e
parent30850cd7a58e0b3a5be97543fd2bfac9872bb1ee (diff)
Fixing internal links
-rw-r--r--Adding-new-overworlds.md6
1 files changed, 3 insertions, 3 deletions
diff --git a/Adding-new-overworlds.md b/Adding-new-overworlds.md
index 3208e5a..f1af207 100644
--- a/Adding-new-overworlds.md
+++ b/Adding-new-overworlds.md
@@ -60,7 +60,7 @@ const struct SpritePalette sObjectEventSpritePalettes[] = {
{NULL, 0x0000},
};
```
-(See [Caveat #1](#-caveats) when it comes to adding palettes.)
+(See [Caveat #1](#caveats) when it comes to adding palettes.)
## 4. Adding a new pic table
Within **src/data/object_events/object_event_pic_tables.h**, add a new pic table for your overworld.
@@ -111,7 +111,7 @@ const struct ObjectEventGraphicsInfo gObjectEventGraphicsInfo_Example = {
- `.size` refers to the size in bytes of 1 frame of your overworld. It can be calculated by multiplying the width by height by bit depth (in this case 32x32x4) to get the size in bits, then divide by 8 to convert it into bytes.
- `.width` is the width in pixels of one frame of your sprite sheet.
- `.height` is the height in pixels of one frame of your sprite sheet.
-- `.paletteSlot`: There are 16 available palette slots. Slot 0 is used by the main character you play as, and slot 10 is used by special NPCs such as the cable car or invisible Kecleon. Note that whilst slot 0 is used by the main character, there are duplicate ObjectEventGraphicsInfo entries for your rival, which uses slot 10 instead so as not to load the wrong palette when both Brendan and May are on screen. (See [Caveat #1](#-caveats) for more details.)
+- `.paletteSlot`: There are 16 available palette slots. Slot 0 is used by the main character you play as, and slot 10 is used by special NPCs such as the cable car or invisible Kecleon. Note that whilst slot 0 is used by the main character, there are duplicate ObjectEventGraphicsInfo entries for your rival, which uses slot 10 instead so as not to load the wrong palette when both Brendan and May are on screen. (See [Caveat #1](#caveats) for more details.)
- `.shadowSize` When a movement taken by an NPC creates a shadow (e.g. jumping over a ledge), this determines what shadow sprite will be drawn under it.
- `.inanimate` If set to TRUE then your overworld won't be animated, used for NPCs such as the dolls or cushions.
- `.disableReflectionPaletteLoad` disables loading a reflection palette, e.g. for surfing or underwater overworlds.
@@ -157,7 +157,7 @@ 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 255 overworld objects.)
## 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, amd 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.