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authorNarishma-gb <194818981+Narishma-gb@users.noreply.github.com>2025-11-18 21:17:31 +0100
committerGitHub <noreply@github.com>2025-11-18 15:17:31 -0500
commitf3326786259f4e53c06b7565369add7605bea8ba (patch)
tree1e09025ed19a6403fa74c408aa195662178cc0ca /engine/menus/display_text_id_init.asm
parentAdd `_vc` patch targets to `.PHONY` (diff)
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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.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 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]