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Essentially, I bruteforced making it work; made the tiles we desire be warps for us instead. You do this by noting the bottom-left tile of the block for some reason, so tile $30 of forest will be a warp tile even though it really looks like it shouldn't be. As far as I can tell, there are no consequences for this war crime code as long as you don't put a warp where it shouldn't be. |
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| .. | ||
| bike_riding_tilesets.asm | ||
| bookshelf_tile_ids.asm | ||
| collision_tile_ids.asm | ||
| cut_tree_blocks.asm | ||
| door_tile_ids.asm | ||
| dungeon_tilesets.asm | ||
| escape_rope_tilesets.asm | ||
| ledge_tiles.asm | ||
| pair_collision_tile_ids.asm | ||
| spinner_tiles.asm | ||
| tileset_headers.asm | ||
| warp_carpet_tile_ids.asm | ||
| warp_pad_hole_tile_ids.asm | ||
| warp_tile_ids.asm | ||
| water_tilesets.asm | ||