From f3326786259f4e53c06b7565369add7605bea8ba Mon Sep 17 00:00:00 2001 From: Narishma-gb <194818981+Narishma-gb@users.noreply.github.com> Date: Tue, 18 Nov 2025 21:17:31 +0100 Subject: 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`. --- engine/menus/display_text_id_init.asm | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'engine/menus/display_text_id_init.asm') 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] -- cgit v1.3.1-sl0p