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Name unknown_16.png
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Before Width: | Height: | Size: 567 B After Width: | Height: | Size: 567 B |
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@ -636,7 +636,7 @@ $(FLDEFFGFXDIR)/tall_grass.4bpp: %.4bpp: %.png
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$(FLDEFFGFXDIR)/tree_disguise.4bpp: %.4bpp: %.png
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$(GFX) $< $@ -mwidth 2 -mheight 4
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$(FLDEFFGFXDIR)/unknown_16.4bpp: %.4bpp: %.png
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$(FLDEFFGFXDIR)/jump_long_grass.4bpp: %.4bpp: %.png
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$(GFX) $< $@ -mwidth 2 -mheight 2
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$(FLDEFFGFXDIR)/unknown_17.4bpp: %.4bpp: %.png
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@ -305,7 +305,7 @@ const u16 gFieldEffectObjectPalette1[] = INCBIN_U16("graphics/field_effects/pale
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const u32 gFieldEffectObjectPic_GroundImpactDust[] = INCBIN_U32("graphics/field_effects/pics/ground_impact_dust.4bpp");
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const u32 gFieldEffectObjectPic_JumpTallGrass[] = INCBIN_U32("graphics/field_effects/pics/jump_tall_grass.4bpp");
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const u32 gUnusedGrass3[] = INCBIN_U32("graphics/field_effects/pics/unused_grass_3.4bpp");
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const u32 gFieldEffectObjectPic_JumpLongGrass[] = INCBIN_U32("graphics/field_effects/pics/unknown_16.4bpp");
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const u32 gFieldEffectObjectPic_JumpLongGrass[] = INCBIN_U32("graphics/field_effects/pics/jump_long_grass.4bpp");
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const u32 gFieldEffectObjectPic_Unknown17[] = INCBIN_U32("graphics/field_effects/pics/unknown_17.4bpp");
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const u32 gFieldEffectObjectPic_UnusedGrass2[] = INCBIN_U32("graphics/field_effects/pics/unused_grass_2.4bpp");
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const u32 gFieldEffectObjectPic_LongGrass[] = INCBIN_U32("graphics/field_effects/pics/long_grass.4bpp");
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@ -487,6 +487,8 @@ void UpdateLongGrassFieldEffect(struct Sprite *sprite)
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#undef sCurrentMap
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#undef sObjectMoved
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// Effectively unused as it's not possible in vanilla to jump onto long grass (no adjacent ledges, and can't ride the Acro Bike in it).
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// The graphics for this effect do not visually correspond to tall grass either. Perhaps these graphics were its original design?
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u32 FldEff_JumpLongGrass(void)
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{
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u8 spriteId;
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