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| author | Narishma-gb <194818981+Narishma-gb@users.noreply.github.com> | 2025-11-18 21:17:31 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-11-18 15:17:31 -0500 |
| commit | f3326786259f4e53c06b7565369add7605bea8ba (patch) | |
| tree | 1e09025ed19a6403fa74c408aa195662178cc0ca /engine/menus/display_text_id_init.asm | |
| parent | Add `_vc` patch targets to `.PHONY` (diff) | |
| download | pokeyellow-f3326786259f4e53c06b7565369add7605bea8ba.tar.gz pokeyellow-f3326786259f4e53c06b7565369add7605bea8ba.tar.xz pokeyellow-f3326786259f4e53c06b7565369add7605bea8ba.zip | |
Use more hardware and graphics constants (#532)
- Use `OBJ_SIZE` and `TILE_SIZE` from hardware.inc.
- `SPRITESTATEDATA1_LENGTH`, `NUM_SPRITESTATEDATA_STRUCTS`
and `TILE_1BPP_SIZE` are used in some places.
- Highlight an oversight in `OakSpeech` where several
direct MBC bank switches are requested.
- Remove redundant comments in home/overworld.asm.
- Add unreferenced `FillBgMap` function to avoid a byte
of dead code.
- Some constants added in wram.asm.
- Correctly separate the commented code in `SaveMainData`.
Diffstat (limited to 'engine/menus/display_text_id_init.asm')
| -rw-r--r-- | engine/menus/display_text_id_init.asm | 7 |
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 f8bd6512..7ffdf7c3 100644 --- a/engine/menus/display_text_id_init.asm +++ b/engine/menus/display_text_id_init.asm @@ -43,8 +43,8 @@ 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 @@ -56,7 +56,8 @@ 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] |
