From 2a9ae6ecefe12e798c15e7a37a77005f5373aa9d Mon Sep 17 00:00:00 2001 From: Rangi Date: Tue, 27 Apr 2021 12:30:04 -0400 Subject: Use {interpolation} to generate sequences of RAM labels This makes the table_width/assert_table_length usages unnecessary, and also keeps the labels automatically up to date if the length constants change. --- engine/battle/core.asm | 2 +- engine/battle_anims/bg_effects.asm | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'engine') diff --git a/engine/battle/core.asm b/engine/battle/core.asm index 3749b421..7e13f89d 100644 --- a/engine/battle/core.asm +++ b/engine/battle/core.asm @@ -6166,7 +6166,7 @@ LoadEnemyMon: and a ret z -; Update enemy nick +; Update enemy nickname ld hl, wStringBuffer1 ld de, wEnemyMonNickname ld bc, MON_NAME_LENGTH diff --git a/engine/battle_anims/bg_effects.asm b/engine/battle_anims/bg_effects.asm index 466310fc..c6699270 100644 --- a/engine/battle_anims/bg_effects.asm +++ b/engine/battle_anims/bg_effects.asm @@ -2255,7 +2255,7 @@ BattleBGEffect_Rollout: ldh [hSCY], a xor $ff inc a - ld [wAnimObject01YOffset], a + ld [wAnimObject1YOffset], a ret BattleBGEffect_ShakeScreenX: -- cgit v1.2.3