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author | pikalaxalt <PikalaxALT@gmail.com> | 2016-03-08 20:02:30 -0500 |
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committer | pikalaxalt <PikalaxALT@gmail.com> | 2016-03-08 20:02:30 -0500 |
commit | 5b9ba5d921c7d389edc0a72a520df09d8d3ec3a1 (patch) | |
tree | 4c7cc38fd3e5b236972f02a8f9c94dc935813d44 | |
parent | 08e6009e61487a38b1e30c52252122b5ec7f9188 (diff) |
Fix comment on HP bar bug
-rwxr-xr-x | engine/anim_hp_bar.asm | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/engine/anim_hp_bar.asm b/engine/anim_hp_bar.asm index 43bf2396d..404e6cbc3 100755 --- a/engine/anim_hp_bar.asm +++ b/engine/anim_hp_bar.asm @@ -189,12 +189,13 @@ LongAnim_UpdateVariables: ; d6f5 ; This routine is buggy. The result from ComputeHPBarPixels is stored ; in e. However, the pop de opcode deletes this result before it is even ; used. The game then proceeds as though it never deleted that output. - ; To fix, move the line "ld a, e" to here. + ; To fix, uncomment the line below. call ComputeHPBarPixels + ; ld a, e pop bc pop de pop hl - ld a, e + ld a, e ; Comment or delete this line to fix the above bug. ld hl, wCurHPBarPixels cp [hl] jr z, .loop |