diff options
Diffstat (limited to 'engine/display_text_id_init.asm')
-rw-r--r-- | engine/display_text_id_init.asm | 80 |
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 |