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-rw-r--r--home/overworld.asm16
1 files changed, 8 insertions, 8 deletions
diff --git a/home/overworld.asm b/home/overworld.asm
index af2a79b2..acc108c7 100644
--- a/home/overworld.asm
+++ b/home/overworld.asm
@@ -678,7 +678,7 @@ CheckMapConnections::
ld b, SET_PAL_OVERWORLD
call RunPaletteCommand
; Since the sprite set shouldn't change, this will just update VRAM slots at
-; $C2XE without loading any tile patterns.
+; x#SPRITESTATEDATA2_IMAGEBASEOFFSET without loading any tile patterns.
farcall InitMapSprites
call LoadTileBlockMap
jp OverworldLoopLessDelay
@@ -1210,7 +1210,7 @@ IsSpriteInFrontOfPlayer2::
ld a, l
and $f0
inc a
- ld l, a ; hl = $c1x1
+ ld l, a ; hl = x#SPRITESTATEDATA1_MOVEMENTSTATUS
set 7, [hl] ; set flag to make the sprite face the player
ld a, e
ldh [hSpriteIndexOrTextID], a
@@ -2167,7 +2167,7 @@ LoadMapHeader::
ld a, [hli]
ld [wNumSprites], a ; save the number of sprites
push hl
-; zero C110-C1FF and C210-C2FF
+; zero out sprite state data for sprites 01-15
ld hl, wSprite01StateData1
ld de, wSprite01StateData2
xor a
@@ -2178,7 +2178,7 @@ LoadMapHeader::
inc e
dec b
jr nz, .zeroSpriteDataLoop
-; initialize all C100-C1FF sprite entries to disabled (other than player's)
+; disable SPRITESTATEDATA1_IMAGEINDEX (set to $ff) for sprites 01-15
ld hl, wSprite01StateData1ImageIndex
ld de, $10
ld c, $0f
@@ -2196,19 +2196,19 @@ LoadMapHeader::
ld c, $00
.loadSpriteLoop
ld a, [hli]
- ld [de], a ; store picture ID at C1X0
+ ld [de], a ; x#SPRITESTATEDATA1_PICTUREID
inc d
ld a, $04
add e
ld e, a
ld a, [hli]
- ld [de], a ; store Y position at C2X4
+ ld [de], a ; x#SPRITESTATEDATA2_MAPY
inc e
ld a, [hli]
- ld [de], a ; store X position at C2X5
+ ld [de], a ; x#SPRITESTATEDATA2_MAPX
inc e
ld a, [hli]
- ld [de], a ; store movement byte 1 at C2X6
+ ld [de], a ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
ld a, [hli]
ldh [hLoadSpriteTemp1], a ; save movement byte 2
ld a, [hli]