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-rw-r--r-- | Adding-new-overworlds.md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Adding-new-overworlds.md b/Adding-new-overworlds.md index 438e343..b4b63d3 100644 --- a/Adding-new-overworlds.md +++ b/Adding-new-overworlds.md @@ -20,11 +20,11 @@ The overworld, or event object graphics are located in **graphics/event_objects/ Within **src/data/field_event_obj/event_object_graphics.h** add a label for your image: ```c -const u32 gEventObjectPic_Example[] = INCBIN_U32(“graphics/event_objects/pic/people/example.4bpp”); +const u32 gEventObjectPic_Example[] = INCBIN_U32("graphics/event_objects/pic/people/example.4bpp"); ``` 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/pic/people/example.gbapal"); ``` Next you need to specify the build rules for the sprite sheet within **spritesheet_rules.mk**. |