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@ -166,4 +166,4 @@ Updated
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1. The GBA has a maximum of 16 palettes it can load at once (these are the palette slots), and the vanilla overworld palette system has those divided up pretty rigidly: Palette slot 0 is reserved for the player palette, and slot 1 is for the reflection. Palette slots 2, 3, 4, and 5 are shared between nearly all overworld objects, and slots 6, 7, 8, and 9 are for reflections of each of those. Slot 10 and 11 are used for palette and reflection of "special" objects, which include the rival character (ie, the other player palette) and the overworld legendaries; only one of these can be in the same map at the same time, because fighting for that palette will occur otherwise. The remaining 4 slots are generally used as needed for screen effects such as dirt clouds when you hop a ledge, rustling tall grass, or weather effects.
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If you choose to implement the [dynamic overworld palette system](https://github.com/pret/pokeemerald/wiki/Dynamic-overworld-palette-system), all of these rules go away, but the system can come with its own caveats.
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2. By default, there is a limit of 256 overworld graphics objects (0-255) simply due to the graphics id being stored and passed around as a `u8`. This limit can be expanded with some work: [Here is an example of the limit being raised to an effective limit of 512.](https://github.com/pret/pokeemerald/compare/master...ghoulslash:pokeemerald:overworld-expansion)
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2. By default, there is a limit of 256 overworld graphics objects (0-255) simply due to the graphics id being stored and passed around as a `u8`. This limit can be expanded with some work: [Here is an example of the limit being raised to an effective limit of 65536.](https://github.com/pret/pokeemerald/compare/master...ghoulslash:pokeemerald:overworld-expansion)
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