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authorSaveState <pgattic@gmail.com>2019-06-06 15:08:27 -0400
committerSaveState <pgattic@gmail.com>2019-06-06 15:08:27 -0400
commit5842be512f6e3991e624bc9d8b311e5509b93aea (patch)
tree2b519adf85049629aeef13572e09929e6558601e
parent37e07f7754e57502951fd154bdc17e9e9a15c4b8 (diff)
Updated Edit the Town Map (markdown)
-rw-r--r--Edit-the-Town-Map.md2
1 files changed, 1 insertions, 1 deletions
diff --git a/Edit-the-Town-Map.md b/Edit-the-Town-Map.md
index d99b31a..ab94fee 100644
--- a/Edit-the-Town-Map.md
+++ b/Edit-the-Town-Map.md
@@ -41,7 +41,7 @@ The GBC screen is 20 tiles wide, so 5 more white tiles would need to be placed a
Now, editing the layout shouldn't be that hard, provided you've been paying attention so far. It might be easier to start with a mockup of your map, and then converting that information into RLE code.
-All you have to do here is take the number of the tile you want to be placed next, then how many of them you want in a row (as a [hexadecimal number](https://www.rapidtables.com/convert/number/decimal-to-hex.html)). Remember, you can only place 15 tiles in a row with one byte. In order to add more, simply use the next byte for the same tile. KEEP IN MIND THAT THE CODE MUST END WITH BYTE $00.
+All you have to do here is take the number of the tile you want to be placed next, then how many of them you want in a row (as a [hexadecimal number](https://www.rapidtables.com/convert/number/decimal-to-hex.html)). Remember, you can only place 15 tiles in a row with one byte. In order to add more, simply use the next byte for the same tile. Also, it is important to note that you should put $00 at the end of this to tell the game that you're done.
The beauty of the disassembly is that the data for the new tile map can be larger than the original, without tedious repointing. If you run out of room, you can simply make the file larger, and it will still compile perfectly.