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author | Rangi <35663410+Rangi42@users.noreply.github.com> | 2020-07-05 19:58:21 -0400 |
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committer | GitHub <noreply@github.com> | 2020-07-05 19:58:21 -0400 |
commit | c57c93d2b2fb06cadafefda37c0974ba1ec9e6c0 (patch) | |
tree | 531d6b30d5a606ae963024825ed6e614843000a6 /engine/menus/display_text_id_init.asm | |
parent | 2718c36065e7eb201a149938bcdd51987c4e56b6 (diff) | |
parent | 5fe8aab3445cb76d8e1c4be954c0392f40798950 (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.asm | 4 |
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 |