diff options
author | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-07-05 17:29:11 -0400 |
---|---|---|
committer | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-07-05 17:51:29 -0400 |
commit | 2b2ed54bbf017943ba2343cd6c1dbe88b8f34a4e (patch) | |
tree | a418c4ef57d272e7e2a70337ac8c2a8194545541 /engine/menus/display_text_id_init.asm | |
parent | 7ab43f4d17aa63d4ef1050d80560379f19200088 (diff) |
Identify wSpriteStateData1 and wSpriteStateData2 offsets, like pokeyellow
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 |