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authorRangi <35663410+Rangi42@users.noreply.github.com>2020-07-05 19:58:21 -0400
committerGitHub <noreply@github.com>2020-07-05 19:58:21 -0400
commitc57c93d2b2fb06cadafefda37c0974ba1ec9e6c0 (patch)
tree531d6b30d5a606ae963024825ed6e614843000a6 /engine/menus/display_text_id_init.asm
parent2718c36065e7eb201a149938bcdd51987c4e56b6 (diff)
parent5fe8aab3445cb76d8e1c4be954c0392f40798950 (diff)
Merge pull request #259 from Rangi42/master
Port pokecrystal's formatting of text commands and special characters
Diffstat (limited to 'engine/menus/display_text_id_init.asm')
-rw-r--r--engine/menus/display_text_id_init.asm4
1 files changed, 2 insertions, 2 deletions
diff --git a/engine/menus/display_text_id_init.asm b/engine/menus/display_text_id_init.asm
index 45c76f9c..c02e5bbc 100644
--- a/engine/menus/display_text_id_init.asm
+++ b/engine/menus/display_text_id_init.asm
@@ -41,7 +41,7 @@ DisplayTextIDInit::
; 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 hl, wSprite01StateData1FacingDirection
ld c, $0f
ld de, $10
.spriteFacingDirectionCopyLoop
@@ -54,7 +54,7 @@ DisplayTextIDInit::
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 hl, wSpritePlayerStateData1ImageIndex
ld de, $10
ld c, e
.spriteStandStillLoop