Rename: emote_headers, sprite_headers, cry_headers, gfx_headers, tileset_headers
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@@ -1,12 +1,10 @@
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; In this game, footprints are stored in a non-continuous manner.
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; Instead, they're stored in a 32x8 grid.
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; Each of the footprints is 16x16, so, since tiles on the GB are 8x8,
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; you get the two top tiles first, while the two bottom tiles are stored
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; on the next row of the image.
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; Footprints are 2x2 tiles each, but are stored as a 16x64-tile image
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; (32 rows of 8 footprints per row).
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; That means there's a row of the top two tiles for eight footprints,
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; then a row of the bottom two tiles for those eight footprints.
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; These macros help extract the first two tiles, and the last two tiles,
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; respectively.
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footprint_top EQUS " 0, 2 * LEN_1BPP_TILE"
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; These macros help extract the first and the last two tiles, respectively.
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footprint_top EQUS "0, 2 * LEN_1BPP_TILE"
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footprint_bottom EQUS "2 * LEN_1BPP_TILE, 2 * LEN_1BPP_TILE"
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; 001-008 top halves
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