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authordannye <33dannye@gmail.com>2026-01-17 22:38:33 -0600
committerdannye <33dannye@gmail.com>2026-01-17 22:38:33 -0600
commitbc2354dd6626ce28bb9561547ed2107cfa56c18e (patch)
tree5902d4c3389253c76b7c3351e0d7dfecb551c28d /engine/menus/display_text_id_init.asm
parentIdentify characters in `_OakSpeechText2B` and `Printer_GetMonStats.IDNo` (#144) (diff)
parentUse macros for `WildMonEncounterSlotChances` (#562) (diff)
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Merge branch 'master' of https://github.com/pret/pokered
Diffstat (limited to 'engine/menus/display_text_id_init.asm')
-rw-r--r--engine/menus/display_text_id_init.asm7
1 files changed, 4 insertions, 3 deletions
diff --git a/engine/menus/display_text_id_init.asm b/engine/menus/display_text_id_init.asm
index ca828006..1dda338d 100644
--- a/engine/menus/display_text_id_init.asm
+++ b/engine/menus/display_text_id_init.asm
@@ -40,8 +40,8 @@ DisplayTextIDInit::
; this is done because when you talk to an NPC, they turn to look your way
; the original direction they were facing must be restored after the dialogue is over
ld hl, wSprite01StateData1FacingDirection
- ld c, $0f
- ld de, $10
+ ld c, NUM_SPRITESTATEDATA_STRUCTS - 1
+ ld de, SPRITESTATEDATA1_LENGTH
.spriteFacingDirectionCopyLoop
ld a, [hl] ; x#SPRITESTATEDATA1_FACINGDIRECTION
inc h
@@ -53,7 +53,8 @@ DisplayTextIDInit::
; loop to force all the sprites in the middle of animation to stand still
; (so that they don't like they're frozen mid-step during the dialogue)
ld hl, wSpritePlayerStateData1ImageIndex
- ld de, $10
+ ld de, SPRITESTATEDATA1_LENGTH
+ ASSERT NUM_SPRITESTATEDATA_STRUCTS == SPRITESTATEDATA1_LENGTH
ld c, e
.spriteStandStillLoop
ld a, [hl]