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authorZetogit <66174658+Zetogit@users.noreply.github.com>2021-01-26 17:11:29 +0100
committerZetogit <66174658+Zetogit@users.noreply.github.com>2021-01-26 17:11:29 +0100
commit384ef17b47a94b33677ab20873a3e5b9fa2c40ce (patch)
tree026163f9efe5ae2029799aac449edb21d4dad455
parent78807f78478ba8f547bd056f47c29b9a5981a823 (diff)
Fixed wrong IDs for free font tiles
-rw-r--r--Attack-animation-tiles.md2
1 files changed, 1 insertions, 1 deletions
diff --git a/Attack-animation-tiles.md b/Attack-animation-tiles.md
index ac211c7..43a693c 100644
--- a/Attack-animation-tiles.md
+++ b/Attack-animation-tiles.md
@@ -19,7 +19,7 @@ From this point, it's a bit complicated to explain but I will do my best, the ex
So, after moving your tiles, change the tile IDs in the frameblocks so that the animations find the new location of the moved tiles. Otherwise, the attacks using these tiles will not find them (they would use the new replaced tiles and that's not what we want). Just change data/battle_anims/frame_blocks.asm.
You need to do a little bit of investigation for that, I mean you need to find which specific frameblock(s) use the tile. Make sure the tile ID in the frameblock matches the place of the tile in the tileset, and make sure that the animation using the frameblock uses the good tileset too. Then set the tile ID in the frameblock to the new ID (in the font tileset).
Important to know: the font tileset can be used along with attack_anim_1 or attack_anim_2 (and even attack_anim_3 if you add a 3rd tileset).
-The tile IDs in the free slots of the font tileset go from 0x90 to 0xAF.
+The tile IDs in the free slots of the font tileset go from 0x8F to 0xAE.
## **3. An example with the question mark tiles**
Let's make all this clear with an example. The question mark tiles in attack_anim_1 are fully black, then you can move them to the font tileset. Now, put your new custom tiles where the question mark is in attack_anim_1.