From e9e6db003c964d510f2e8451891825a35a3072c4 Mon Sep 17 00:00:00 2001 From: DavidJCobb <831497+DavidJCobb@users.noreply.github.com> Date: Thu, 16 Nov 2023 02:10:15 +0100 Subject: [PATCH] Updated Implementing Catch EXP (markdown) --- Implementing-Catch-EXP.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Implementing-Catch-EXP.md b/Implementing-Catch-EXP.md index 59ebbb7..fa9d603 100644 --- a/Implementing-Catch-EXP.md +++ b/Implementing-Catch-EXP.md @@ -246,10 +246,10 @@ The music issue is solved! However, there's another subtle problem that we see w Okay, this one would actually be a lot harder to find, because it would require that you dig through the Pokédex user interface, which is one of *the* most complex UIs in the entire game, so I'm going to give you the short version. -* UIs in this game define **paint windows**, just called "windows" by Game Freak, which reserve portions of the GBA's VRAM for graphics data. -* Game Freak has a **text printer** system that is designed to draw text onto those paint windows. +* UIs in this game define **windows**, which reserve portions of the GBA's VRAM for graphics data. +* Game Freak has a **text printer** system that is designed to draw text onto those windows. * The Game Boy Advance divides graphics into four "background" ("BG") layers that use 8-by-8-pixel tiles, and an "object" ("OBJ") layer for sprites. -* Paint windows only use background tiles, and each window can only exist on a single layer. +* Windows only use background tiles, and each window can only exist on a single layer. If you're testing with mGBA, then you should be able to go to the **Tools** menu, navigate to **Game state views**, and choose to **View map**. This will let us look at each of the background layers. We can see that the Pokédex text is all on layer 2, and the visual parts of the UI (minus Wurmple's sprite) are on layer 3.