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authorRangi <remy.oukaour+rangi42@gmail.com>2020-07-05 17:29:11 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2020-07-05 17:51:29 -0400
commit2b2ed54bbf017943ba2343cd6c1dbe88b8f34a4e (patch)
treea418c4ef57d272e7e2a70337ac8c2a8194545541 /engine/menus/display_text_id_init.asm
parent7ab43f4d17aa63d4ef1050d80560379f19200088 (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.asm4
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