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authorRangi <remy.oukaour+rangi42@gmail.com>2020-07-03 19:59:41 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2020-07-03 19:59:41 -0400
commit35deb771130a9012ee4494b1db097761f2fe2919 (patch)
treef47b099cdb4a165dc0a5b0e85f2e24780629680f /engine/overworld
parent55bb99580eeccc92106437c4ad86edb8ca89ecda (diff)
H_CONSTANTNAMES -> hConstantNames
Diffstat (limited to 'engine/overworld')
-rwxr-xr-xengine/overworld/auto_movement.asm4
-rw-r--r--engine/overworld/clear_variables.asm2
-rw-r--r--engine/overworld/missable_objects.asm14
-rw-r--r--engine/overworld/movement.asm84
-rw-r--r--engine/overworld/push_boulder.asm2
-rw-r--r--engine/overworld/sprite_collisions.asm12
-rwxr-xr-xengine/overworld/trainer_sight.asm12
-rwxr-xr-xengine/overworld/turn_sprite.asm6
-rw-r--r--engine/overworld/update_map.asm6
9 files changed, 71 insertions, 71 deletions
diff --git a/engine/overworld/auto_movement.asm b/engine/overworld/auto_movement.asm
index e478c9ad..421e3180 100755
--- a/engine/overworld/auto_movement.asm
+++ b/engine/overworld/auto_movement.asm
@@ -66,7 +66,7 @@ PalletMovementScript_OakMoveLeft:
call FillMemory
ld [hl], $ff
ld a, [wSpriteIndex]
- ld [H_SPRITEINDEX], a
+ ld [hSpriteIndex], a
ld de, wNPCMovementDirections2
call MoveSprite
ld a, $1
@@ -282,7 +282,7 @@ FreezeEnemyTrainerSprite::
jr .loop
.notRival
ld a, [wSpriteIndex]
- ld [H_SPRITEINDEX], a
+ ld [hSpriteIndex], a
jp SetSpriteMovementBytesToFF
RivalIDs:
diff --git a/engine/overworld/clear_variables.asm b/engine/overworld/clear_variables.asm
index 32dc85cd..b5a1f4a0 100644
--- a/engine/overworld/clear_variables.asm
+++ b/engine/overworld/clear_variables.asm
@@ -3,7 +3,7 @@ ClearVariablesOnEnterMap::
ld [hWY], a
ld [rWY], a
xor a
- ld [H_AUTOBGTRANSFERENABLED], a
+ ld [hAutoBGTransferEnabled], a
ld [wStepCounter], a
ld [wLoneAttackNo], a
ld [hJoyPressed], a
diff --git a/engine/overworld/missable_objects.asm b/engine/overworld/missable_objects.asm
index 7d6de545..6d365715 100644
--- a/engine/overworld/missable_objects.asm
+++ b/engine/overworld/missable_objects.asm
@@ -31,19 +31,19 @@ LoadMissableObjects:
sub d
ld h, a
ld a, h
- ld [H_DIVIDEND], a
+ ld [hDividend], a
ld a, l
- ld [H_DIVIDEND+1], a
+ ld [hDividend+1], a
xor a
- ld [H_DIVIDEND+2], a
- ld [H_DIVIDEND+3], a
+ ld [hDividend+2], a
+ ld [hDividend+3], a
ld a, $3
- ld [H_DIVISOR], a
+ ld [hDivisor], a
ld b, $2
call Divide ; divide difference by 3, resulting in the global offset (number of missable items before ours)
ld a, [wCurMap]
ld b, a
- ld a, [H_DIVIDEND+3]
+ ld a, [hDividend+3]
ld c, a ; store global offset in c
ld de, wMissableObjectList
pop hl
@@ -99,7 +99,7 @@ InitializeMissableObjectsFlags:
; tests if current sprite is a missable object that is hidden/has been removed
IsObjectHidden:
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
swap a
ld b, a
ld hl, wMissableObjectList
diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm
index f272f497..432ae5ca 100644
--- a/engine/overworld/movement.asm
+++ b/engine/overworld/movement.asm
@@ -63,7 +63,7 @@ UpdatePlayerSprite:
ld a, [wd736]
bit 7, a ; is the player sprite spinning due to a spin tile?
jr nz, .skipSpriteAnim
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $7
ld l, a
ld a, [hl]
@@ -103,7 +103,7 @@ UpdatePlayerSprite:
UnusedReadSpriteDataFunction:
push bc
push af
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
ld c, a
pop af
add c
@@ -112,7 +112,7 @@ UnusedReadSpriteDataFunction:
ret
UpdateNPCSprite:
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
swap a
dec a
add a
@@ -122,7 +122,7 @@ UpdateNPCSprite:
ld a, [hl] ; read movement byte 2
ld [wCurSpriteMovement2], a
ld h, $c1
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
ld l, a
inc l
ld a, [hl] ; c1x1
@@ -131,7 +131,7 @@ UpdateNPCSprite:
call CheckSpriteAvailability
ret c ; if sprite is invisible, on tile >=MAP_TILESET_SIZE, in grass or player is currently walking
ld h, $c1
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
ld l, a
inc l
ld a, [hl] ; c1x1
@@ -151,7 +151,7 @@ UpdateNPCSprite:
ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
call InitializeSpriteScreenPosition
ld h, $c2
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; c2x6: movement byte 1
@@ -264,11 +264,11 @@ ChangeFacingDirection:
TryWalking:
push hl
ld h, $c1
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $9
ld l, a
ld [hl], c ; c1x9 (update facing direction)
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $3
ld l, a
ld [hl], d ; c1x3 (update Y movement delta)
@@ -282,7 +282,7 @@ TryWalking:
pop de
ret c ; cannot walk there (reinitialization of delay values already done)
ld h, $c2
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $4
ld l, a
ld a, [hl] ; c2x4: Y position
@@ -291,7 +291,7 @@ TryWalking:
ld a, [hl] ; c2x5: X position
add e
ld [hl], a ; update X position
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
ld l, a
ld [hl], $10 ; c2x0=16: walk animation counter
dec h
@@ -301,7 +301,7 @@ TryWalking:
; update the walking animation parameters for a sprite that is currently walking
UpdateSpriteInWalkingAnimation:
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $7
ld l, a
ld a, [hl] ; c1x7 (counter until next walk animation frame)
@@ -317,7 +317,7 @@ UpdateSpriteInWalkingAnimation:
and $3
ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step)
.noNextAnimationFrame
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $3
ld l, a
ld a, [hli] ; c1x3 (movement Y delta)
@@ -330,7 +330,7 @@ UpdateSpriteInWalkingAnimation:
ld a, [hl] ; c1x6 (screen X position)
add b
ld [hl], a ; update screen X position
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
ld l, a
inc h
ld a, [hl] ; c2x0 (walk animation counter)
@@ -343,7 +343,7 @@ UpdateSpriteInWalkingAnimation:
ld a, [hl] ; c2x6 (movement byte 1)
cp $fe
jr nc, .initNextMovementCounter ; values $fe and $ff
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
inc a
ld l, a
dec h
@@ -351,14 +351,14 @@ UpdateSpriteInWalkingAnimation:
ret
.initNextMovementCounter
call Random
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $8
ld l, a
ld a, [hRandomAdd]
and $7f
ld [hl], a ; c2x8: set next movement delay to a random value in [0,$7f]
dec h ; note that value 0 actually makes the delay $100 (bug?)
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
inc a
ld l, a
ld [hl], $2 ; c1x1 = 2 (movement status)
@@ -375,7 +375,7 @@ UpdateSpriteInWalkingAnimation:
; update delay value (c2x8) for sprites in the delayed state (c1x1)
UpdateSpriteMovementDelay:
ld h, $c2
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; c2x6: movement byte 1
@@ -390,13 +390,13 @@ UpdateSpriteMovementDelay:
jr nz, notYetMoving
.moving
dec h
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
inc a
ld l, a
ld [hl], $1 ; c1x1 = 1 (mark as ready to move)
notYetMoving:
ld h, wSpriteStateData1 / $100
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $8
ld l, a
ld [hl], $0 ; c1x8 = 0 (walk animation frame)
@@ -429,7 +429,7 @@ MakeNPCFacePlayer:
.notFacingRight
ld c, SPRITE_FACING_LEFT
.facingDirectionDetermined
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $9
ld l, a
ld [hl], c ; c1x9: set facing direction
@@ -440,7 +440,7 @@ InitializeSpriteStatus:
inc l
ld [hl], $ff ; $c1x2: set sprite image to $ff (invisible/off screen)
inc h
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $2
ld l, a
ld a, $8
@@ -451,7 +451,7 @@ InitializeSpriteStatus:
; calculates the sprite's screen position form its map position and the player position
InitializeSpriteScreenPosition:
ld h, wSpriteStateData2 / $100
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $4
ld l, a
ld a, [wYCoord]
@@ -479,13 +479,13 @@ CheckSpriteAvailability:
and a
jp nz, .spriteInvisible
ld h, wSpriteStateData2 / $100
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; c2x6: movement byte 1
cp $fe
jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted)
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $4
ld l, a
ld b, [hl] ; c2x4: Y pos (+4)
@@ -527,7 +527,7 @@ CheckSpriteAvailability:
jr c, .spriteVisible ; standing on tile with ID >=MAP_TILESET_SIZE (top right tile)
.spriteInvisible
ld h, wSpriteStateData1 / $100
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $2
ld l, a
ld [hl], $ff ; c1x2
@@ -540,7 +540,7 @@ CheckSpriteAvailability:
jr nz, .done ; if player is currently walking, we're done
call UpdateSpriteImage
inc h
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $7
ld l, a
ld a, [wGrassTile]
@@ -556,7 +556,7 @@ CheckSpriteAvailability:
UpdateSpriteImage:
ld h, $c1
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $8
ld l, a
ld a, [hli] ; c1x8: walk animation frame
@@ -567,7 +567,7 @@ UpdateSpriteImage:
ld a, [$ff93] ; current sprite offset
add b
ld b, a
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $2
ld l, a
ld [hl], b ; c1x2: sprite to display
@@ -581,7 +581,7 @@ UpdateSpriteImage:
; set carry on failure, clears carry on success
CanWalkOntoTile:
ld h, wSpriteStateData2 / $100
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; c2x6 (movement byte 1)
@@ -602,14 +602,14 @@ CanWalkOntoTile:
cp c
jr nz, .tilePassableLoop
ld h, $c2
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; $c2x6 (movement byte 1)
inc a
jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
ld h, wSpriteStateData1 / $100
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $4
ld l, a
ld a, [hli] ; c1x4 (screen Y pos)
@@ -628,14 +628,14 @@ CanWalkOntoTile:
pop bc
pop de
ld h, wSpriteStateData1 / $100
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $c
ld l, a
ld a, [hl] ; c1xc (directions in which sprite collision would occur)
and b ; check against chosen direction (1,2,4 or 8)
jr nz, .impassable ; collision between sprites, don't go there
ld h, wSpriteStateData2 / $100
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $2
ld l, a
ld a, [hli] ; c2x2 (sprite Y displacement, initialized at $8, keep track of where a sprite did go)
@@ -666,7 +666,7 @@ CanWalkOntoTile:
ret
.impassable
ld h, $c1
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
inc a
ld l, a
ld [hl], $2 ; c1x1 = 2 (set movement status to delayed)
@@ -677,7 +677,7 @@ CanWalkOntoTile:
inc l
ld [hl], a ; c1x5 = 0 (clear X movement delta)
inc h
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $8
ld l, a
call Random
@@ -692,7 +692,7 @@ CanWalkOntoTile:
; hl: output pointer
GetTileSpriteStandsOn:
ld h, wSpriteStateData1 / $100
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $4
ld l, a
ld a, [hli] ; c1x4: screen Y position
@@ -784,7 +784,7 @@ DoScriptedNPCMovement:
ld a, [hl]
add b
ld [hl], a
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $9
ld l, a
ld a, c
@@ -817,7 +817,7 @@ GetSpriteScreenXPointer:
GetSpriteScreenXYPointerCommon:
ld hl, wSpriteStateData1
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add l
add b
ld l, a
@@ -825,7 +825,7 @@ GetSpriteScreenXYPointerCommon:
AnimScriptedNPCMovement:
ld hl, wSpriteStateData2
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $e
ld l, a
ld a, [hl] ; VRAM slot
@@ -833,7 +833,7 @@ AnimScriptedNPCMovement:
swap a
ld b, a
ld hl, wSpriteStateData1
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $9
ld l, a
ld a, [hl] ; facing direction
@@ -852,7 +852,7 @@ AnimScriptedNPCMovement:
ld [hSpriteVRAMSlotAndFacing], a
call AdvanceScriptedNPCAnimFrameCounter
ld hl, wSpriteStateData1
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $2
ld l, a
ld a, [hSpriteVRAMSlotAndFacing]
@@ -863,7 +863,7 @@ AnimScriptedNPCMovement:
ret
AdvanceScriptedNPCAnimFrameCounter:
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $7
ld l, a
ld a, [hl] ; intra-animation frame counter
diff --git a/engine/overworld/push_boulder.asm b/engine/overworld/push_boulder.asm
index c45554f1..e4dd91cf 100644
--- a/engine/overworld/push_boulder.asm
+++ b/engine/overworld/push_boulder.asm
@@ -92,7 +92,7 @@ DoBoulderDustAnimation::
call ResetBoulderPushFlags
set 7, [hl]
ld a, [wBoulderSpriteIndex]
- ld [H_SPRITEINDEX], a
+ ld [hSpriteIndex], a
call GetSpriteMovementByte2Pointer
ld [hl], $10
ld a, SFX_CUT
diff --git a/engine/overworld/sprite_collisions.asm b/engine/overworld/sprite_collisions.asm
index 0e6b2d06..43d1759c 100644
--- a/engine/overworld/sprite_collisions.asm
+++ b/engine/overworld/sprite_collisions.asm
@@ -6,7 +6,7 @@ _UpdateSprites::
ld l, a
sub $e
ld c, a
- ld [H_CURRENTSPRITEOFFSET], a
+ ld [hCurrentSpriteOffset], a
ld a, [hl]
and a
jr z, .skipSprite ; tests $c2Xe
@@ -34,14 +34,14 @@ UpdateNonPlayerSprite:
ld [$ff93], a ; $10 * sprite#
ld a, [wNPCMovementScriptSpriteOffset] ; some sprite offset?
ld b, a
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
cp b
jr nz, .unequal
jp DoScriptedNPCMovement
.unequal
jp UpdateNPCSprite
-; This detects if the current sprite (whose offset is at H_CURRENTSPRITEOFFSET)
+; This detects if the current sprite (whose offset is at hCurrentSpriteOffset)
; is going to collide with another sprite by looping over the other sprites.
; The current sprite's offset will be labelled with i (e.g. $c1i0).
; The loop sprite's offset will labelled with j (e.g. $c1j0).
@@ -54,7 +54,7 @@ DetectCollisionBetweenSprites:
nop
ld h, wSpriteStateData1 / $100
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add wSpriteStateData1 % $100
ld l, a
@@ -113,7 +113,7 @@ DetectCollisionBetweenSprites:
ld [$ff8f], a ; store loop counter
swap a
ld e, a
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
cp e ; does the loop sprite match the current sprite?
jp z, .next ; go to the next sprite if they match
@@ -128,7 +128,7 @@ DetectCollisionBetweenSprites:
inc a
jp z, .next ; go the next sprite if offscreen
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add 10
ld l, a
diff --git a/engine/overworld/trainer_sight.asm b/engine/overworld/trainer_sight.asm
index 5a68b627..f0ea7266 100755
--- a/engine/overworld/trainer_sight.asm
+++ b/engine/overworld/trainer_sight.asm
@@ -2,7 +2,7 @@ _GetSpritePosition1::
ld hl, wSpriteStateData1
ld de, $4
ld a, [wSpriteIndex]
- ld [H_SPRITEINDEX], a
+ ld [hSpriteIndex], a
call GetSpriteDataPointer
ld a, [hli] ; c1x4 (screen Y pos)
ld [$ffeb], a
@@ -21,7 +21,7 @@ _GetSpritePosition2::
ld hl, wSpriteStateData1
ld de, $4
ld a, [wSpriteIndex]
- ld [H_SPRITEINDEX], a
+ ld [hSpriteIndex], a
call GetSpriteDataPointer
ld a, [hli] ; c1x4 (screen Y pos)
ld [wSavedSpriteScreenY], a
@@ -40,7 +40,7 @@ _SetSpritePosition1::
ld hl, wSpriteStateData1
ld de, $4
ld a, [wSpriteIndex]
- ld [H_SPRITEINDEX], a
+ ld [hSpriteIndex], a
call GetSpriteDataPointer
ld a, [$ffeb] ; c1x4 (screen Y pos)
ld [hli], a
@@ -59,7 +59,7 @@ _SetSpritePosition2::
ld hl, wSpriteStateData1
ld de, 4
ld a, [wSpriteIndex]
- ld [H_SPRITEINDEX], a
+ ld [hSpriteIndex], a
call GetSpriteDataPointer
ld a, [wSavedSpriteScreenY]
ld [hli], a ; c1x4 (screen Y pos)
@@ -144,7 +144,7 @@ TrainerWalkUpToPlayer::
call FillMemory ; write the necessary steps to reach player
ld [hl], $ff ; write end of list sentinel
ld a, [wSpriteIndex]
- ld [H_SPRITEINDEX], a
+ ld [hSpriteIndex], a
jp MoveSprite_
; input: de = offset within sprite entry
@@ -152,7 +152,7 @@ TrainerWalkUpToPlayer::
GetSpriteDataPointer:
push de
add hl, de
- ld a, [H_SPRITEINDEX]
+ ld a, [hSpriteIndex]
swap a
ld d, $0
ld e, a
diff --git a/engine/overworld/turn_sprite.asm b/engine/overworld/turn_sprite.asm
index c7f7712b..bef26537 100755
--- a/engine/overworld/turn_sprite.asm
+++ b/engine/overworld/turn_sprite.asm
@@ -1,12 +1,12 @@
UpdateSpriteFacingOffsetAndDelayMovement::
ld h, $c2
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $8
ld l, a
ld a, $7f ; maximum movement delay
ld [hl], a ; c2x8 (movement delay)
dec h
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $9
ld l, a
ld a, [hld] ; c1x9 (facing direction)
@@ -14,7 +14,7 @@ UpdateSpriteFacingOffsetAndDelayMovement::
xor a
ld [hld], a
ld [hl], a ; c1x8 (walk animation frame)
- ld a, [H_CURRENTSPRITEOFFSET]
+ ld a, [hCurrentSpriteOffset]
add $2
ld l, a
ld a, [hl] ; c1x2 (facing and animation table offset)
diff --git a/engine/overworld/update_map.asm b/engine/overworld/update_map.asm
index 8577b9e7..c494065c 100644
--- a/engine/overworld/update_map.asm
+++ b/engine/overworld/update_map.asm
@@ -50,12 +50,12 @@ RedrawMapView:
ld a, [wIsInBattle]
inc a
ret z
- ld a, [H_AUTOBGTRANSFERENABLED]
+ ld a, [hAutoBGTransferEnabled]
push af
ld a, [hTilesetType]
push af
xor a
- ld [H_AUTOBGTRANSFERENABLED], a
+ ld [hAutoBGTransferEnabled], a
ld [hTilesetType], a ; no flower/water BG tile animations
call LoadCurrentMapView
call RunDefaultPaletteCommand
@@ -114,7 +114,7 @@ RedrawMapView:
pop af
ld [hTilesetType], a
pop af
- ld [H_AUTOBGTRANSFERENABLED], a
+ ld [hAutoBGTransferEnabled], a
ret
CompareHLWithBC: