Applied Kasen's documentation improvements (#7104)

Co-authored-by: Hedara <hedara90@gmail.com>
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hedara90 2025-06-16 13:38:49 +02:00 committed by GitHub
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@ -28,7 +28,8 @@ A: Making lamps glow is not part of the tileset itself. Instead, place certain
These object events should use `OBJ_EVENT_GFX_LIGHT_SPRITE` and then as their `trainer_sight_or_berry_tree_id` (called Sight Radius/Berry Tree ID in porymap), use `LIGHT_TYPE_BALL` for round lights (such as candles or gas lamps), `LIGHT_TYPE_PKMN_CENTER_SIGN` over a Pok&eacute;mon Center sign, or `LIGHT_TYPE_POKE_MART_SIGN` over a Pok&eacute;mart sign.
### Q: How do I mark certain colors in a palette as light-blended?
A: Create a `.pla` file in the same folder as the `.pal` with the same name. This can be done on any kind of palette; the commit to revert listed up above only applies it to tilesets, but you could easily do it for object events as well. Of note, there is a [commit reverted for being out of scope](https://github.com/rh-hideout/pokeemerald-expansion/pull/6562/commits/348f5967ac8d383c827b415e1040234a3f28626f) to make a follower Ampharos's tail glow.
A: Create a `.pla` file in the same folder as the `.pal` with the same name. This can be done on any kind of palette, except for palette 0, which is skipped over.
The commit to revert listed up above only applies it to tilesets, but you could easily do it for object events as well. Of note, there is a [commit reverted for being out of scope](https://github.com/rh-hideout/pokeemerald-expansion/pull/6562/commits/348f5967ac8d383c827b415e1040234a3f28626f) to make a follower Ampharos's tail glow. Do note that in order to light-blend the object, a proper `.pal` file is required. Generating a `.gbapal` directly from the image is not enough.
In this file you can enter color indices [0,15]
on separate lines to mark those colors as being light-blended, i.e:
@ -60,3 +61,6 @@ Any other graphical error should be reported.
### Q: How do I disable shadows for certain locations?
A: Shadows can be disabled for certain locations by modifying the `CurrentMapHasShadows` function in `src/overworld.c`.
### Q: How do I change the default light-blend color?
A: The default color is handled by the `#define DEFAULT_LIGHT_COLOR` in `src/palette.c`.