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-rw-r--r--home.asm10
1 files changed, 5 insertions, 5 deletions
diff --git a/home.asm b/home.asm
index cd2e0fdd..9fee1ed0 100644
--- a/home.asm
+++ b/home.asm
@@ -30,7 +30,7 @@ SECTION "joypad", ROM0 [$60]
reti
-SECTION "Home", ROM0
+SECTION "Home", ROM0 [$61]
DisableLCD::
xor a
@@ -99,7 +99,7 @@ SECTION "Header", ROM0 [$104]
-SECTION "Main", ROM0
+SECTION "Main", ROM0 [$150]
Start::
cp GBC
@@ -208,7 +208,7 @@ DrawHPBar::
and a
jr nz, .fill
- ; If c iz nonzero, draw a pixel anyway.
+ ; If c is nonzero, draw a pixel anyway.
ld a, c
and a
jr z, .done
@@ -2539,7 +2539,7 @@ EngageMapTrainer::
ld a, [hli] ; load trainer class
ld [wEngagedTrainerClass], a
ld a, [hl] ; load trainer mon set
- ld [wEnemyMonAttackMod], a
+ ld [wEngagedTrainerSet], a
jp PlayTrainerMusic
PrintEndBattleText::
@@ -4124,7 +4124,7 @@ EraseMenuCursor::
; The reason is that most functions that call this initialize H_DOWNARROWBLINKCNT1 to 0.
; The effect is that if the tile at hl is initialized with a down arrow,
; this function will toggle that down arrow on and off, but if the tile isn't
-; initliazed with a down arrow, this function does nothing.
+; initialized with a down arrow, this function does nothing.
; That allows this to be called without worrying about if a down arrow should
; be blinking.
HandleDownArrowBlinkTiming::