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authorxCrystal <rgr.crystal@gmail.com>2017-12-30 01:54:27 +0100
committerxCrystal <rgr.crystal@gmail.com>2017-12-30 01:54:27 +0100
commit237aeb8fbdb204948d611830565d4a00c6b0ab70 (patch)
tree94dea41b4af4a3374a1a1e2f56665cff2ea5baa9 /engine/display_text_id_init.asm
parent94b9a86c8b9b6ea29653e98921205056790d6617 (diff)
Add space between arguments in assembly instructions and remove redundant a in instructions like add a, x
Diffstat (limited to 'engine/display_text_id_init.asm')
-rw-r--r--engine/display_text_id_init.asm80
1 files changed, 40 insertions, 40 deletions
diff --git a/engine/display_text_id_init.asm b/engine/display_text_id_init.asm
index 312d6329..59b3a5f8 100644
--- a/engine/display_text_id_init.asm
+++ b/engine/display_text_id_init.asm
@@ -1,78 +1,78 @@
; function that performs initialization for DisplayTextID
DisplayTextIDInit:
xor a
- ld [wListMenuID],a
- ld a,[wAutoTextBoxDrawingControl]
- bit 0,a
- jr nz,.skipDrawingTextBoxBorder
- ld a,[hSpriteIndexOrTextID] ; text ID (or sprite ID)
+ ld [wListMenuID], a
+ ld a, [wAutoTextBoxDrawingControl]
+ bit 0, a
+ jr nz, .skipDrawingTextBoxBorder
+ ld a, [hSpriteIndexOrTextID] ; text ID (or sprite ID)
and a
- jr nz,.notStartMenu
+ jr nz, .notStartMenu
; if text ID is 0 (i.e. the start menu)
; Note that the start menu text border is also drawn in the function directly
; below this, so this seems unnecessary.
CheckEvent EVENT_GOT_POKEDEX
; start menu with pokedex
coord hl, 10, 0
- ld b,$0e
- ld c,$08
- jr nz,.drawTextBoxBorder
+ ld b, $0e
+ ld c, $08
+ jr nz, .drawTextBoxBorder
; start menu without pokedex
coord hl, 10, 0
- ld b,$0c
- ld c,$08
+ ld b, $0c
+ ld c, $08
jr .drawTextBoxBorder
; if text ID is not 0 (i.e. not the start menu) then do a standard dialogue text box
.notStartMenu
coord hl, 0, 12
- ld b,$04
- ld c,$12
+ ld b, $04
+ ld c, $12
.drawTextBoxBorder
call TextBoxBorder
.skipDrawingTextBoxBorder
- ld hl,wFontLoaded
- set 0,[hl]
- ld hl,wFlags_0xcd60
- bit 4,[hl]
- res 4,[hl]
- jr nz,.skipMovingSprites
+ ld hl, wFontLoaded
+ set 0, [hl]
+ ld hl, wFlags_0xcd60
+ bit 4, [hl]
+ res 4, [hl]
+ jr nz, .skipMovingSprites
call UpdateSprites
.skipMovingSprites
; loop to copy C1X9 (direction the sprite is facing) to C2X9 for each sprite
; 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,wSpriteStateData1 + $19
- ld c,$0f
- ld de,$0010
+ ld hl, wSpriteStateData1 + $19
+ ld c, $0f
+ ld de, $0010
.spriteFacingDirectionCopyLoop
- ld a,[hl]
+ ld a, [hl]
inc h
- ld [hl],a
+ ld [hl], a
dec h
- add hl,de
+ add hl, de
dec c
- jr nz,.spriteFacingDirectionCopyLoop
+ jr nz, .spriteFacingDirectionCopyLoop
; 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,wSpriteStateData1 + 2
- ld de,$0010
- ld c,e
+ ld hl, wSpriteStateData1 + 2
+ ld de, $0010
+ ld c, e
.spriteStandStillLoop
- ld a,[hl]
- cp a,$ff ; is the sprite visible?
- jr z,.nextSprite
+ ld a, [hl]
+ cp $ff ; is the sprite visible?
+ jr z, .nextSprite
; if it is visible
- and a,$fc
- ld [hl],a
+ and $fc
+ ld [hl], a
.nextSprite
- add hl,de
+ add hl, de
dec c
- jr nz,.spriteStandStillLoop
- ld b,$9c ; window background address
+ jr nz, .spriteStandStillLoop
+ ld b, $9c ; window background address
call CopyScreenTileBufferToVRAM ; transfer background in WRAM to VRAM
xor a
- ld [hWY],a ; put the window on the screen
+ ld [hWY], a ; put the window on the screen
call LoadFontTilePatterns
- ld a,$01
- ld [H_AUTOBGTRANSFERENABLED],a ; enable continuous WRAM to VRAM transfer each V-blank
+ ld a, $01
+ ld [H_AUTOBGTRANSFERENABLED], a ; enable continuous WRAM to VRAM transfer each V-blank
ret