Item/Trap Graphics: Difference between revisions

m Sprite Slots: remove attr
RRad (talk | contribs)
Sprite Slots: Item sprite #11 (chestnut) might be possible to replace as well, but I'm not 100% sure if the Chestnut Trap uses this
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It is possible to add custom item sprites without interfering with most existing ones. The valid, usable slots are ''italicized''.
It is possible to add custom item sprites without interfering with most existing ones. The valid, usable slots are ''italicized''.


* '''Slots 0 - 62''' are existing floor items
* '''Slots 0 - 62''' are existing floor item sprites
** '''''Slots 9, 45 and 48''', containing the gear, shell and bone sprites, are unused in the vanilla game and can be replaced with new item sprites '''(3)'''''
* '''''Slot 63''' can be given a new item sprite '''(1)'''''
* '''''Slot 63''' can be given a new item sprite '''(1)'''''
* '''Slots 64 - 81''' will always be replaced by the game at runtime with status animation sprites
* '''Slots 64 - 81''' will always be replaced by the game at runtime with status animation sprites
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* '''''Slots 111 - 119''' can be given new item sprites '''(9)'''''
* '''''Slots 111 - 119''' can be given new item sprites '''(9)'''''


Any new entry after that slot (120+) will roll over into the next set of tiles, which will overwrite attack animation sprites. In total, there are '''28 slots''' available for custom item sprites.{{NavSkyTemple}}
Any new entry after that slot (120+) will roll over into the next set of tiles, which will overwrite attack animation sprites. In total, there are '''31 slots''' available for custom item sprites.{{NavSkyTemple}}