diff options
Diffstat (limited to 'engine/menus/display_text_id_init.asm')
-rw-r--r-- | engine/menus/display_text_id_init.asm | 19 |
1 files changed, 10 insertions, 9 deletions
diff --git a/engine/menus/display_text_id_init.asm b/engine/menus/display_text_id_init.asm index c02e5bbc..6ce76e7f 100644 --- a/engine/menus/display_text_id_init.asm +++ b/engine/menus/display_text_id_init.asm @@ -5,7 +5,7 @@ DisplayTextIDInit:: ld a, [wAutoTextBoxDrawingControl] bit 0, a jr nz, .skipDrawingTextBoxBorder - ld a, [hSpriteIndexOrTextID] ; text ID (or sprite ID) + ldh a, [hSpriteIndexOrTextID] ; text ID (or sprite ID) and a jr nz, .notStartMenu ; if text ID is 0 (i.e. the start menu) @@ -13,18 +13,18 @@ DisplayTextIDInit:: ; below this, so this seems unnecessary. CheckEvent EVENT_GOT_POKEDEX ; start menu with pokedex - coord hl, 10, 0 + hlcoord 10, 0 ld b, $0e ld c, $08 jr nz, .drawTextBoxBorder ; start menu without pokedex - coord hl, 10, 0 + hlcoord 10, 0 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 + hlcoord 0, 12 ld b, $04 ld c, $12 .drawTextBoxBorder @@ -38,16 +38,17 @@ DisplayTextIDInit:: jr nz, .skipMovingSprites call UpdateSprites .skipMovingSprites -; loop to copy C1X9 (direction the sprite is facing) to C2X9 for each sprite +; loop to copy [x#SPRITESTATEDATA1_FACINGDIRECTION] to +; [x#SPRITESTATEDATA2_ORIGFACINGDIRECTION] for each non-player 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, wSprite01StateData1FacingDirection ld c, $0f ld de, $10 .spriteFacingDirectionCopyLoop - ld a, [hl] + ld a, [hl] ; x#SPRITESTATEDATA1_FACINGDIRECTION inc h - ld [hl], a + ld [hl], a ; [x#SPRITESTATEDATA2_ORIGFACINGDIRECTION] dec h add hl, de dec c @@ -71,8 +72,8 @@ DisplayTextIDInit:: 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 + ldh [hWY], a ; put the window on the screen call LoadFontTilePatterns ld a, $01 - ld [hAutoBGTransferEnabled], a ; enable continuous WRAM to VRAM transfer each V-blank + ldh [hAutoBGTransferEnabled], a ; enable continuous WRAM to VRAM transfer each V-blank ret |