diff options
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 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] |
