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-rwxr-xr-xengine/battle/animations.asm8
1 files changed, 4 insertions, 4 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm
index 98d85e02..64bdaa00 100755
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -1327,7 +1327,7 @@ BattleAnimWriteOAMEntry:
; Y coordinate = e (increased by 8 each call, before the write to OAM)
; X coordinate = [wBaseCoordX]
; tile = d
-; attributes = variable (dependant on coords)
+; attributes = variable (depending on coords)
ld a, $1
ld [wdef5], a
ld a, e
@@ -1402,7 +1402,7 @@ AdjustOAMBlockYPos2:
ret
AnimationBlinkEnemyMon:
- ; Make the enemy mon's sprite blink on and off for a second or two
+; Make the enemy mon's sprite blink on and off for a second or two
ld hl, AnimationBlinkMon
jp CallWithTurnFlipped
@@ -1880,7 +1880,7 @@ _AnimationSlideMonOff:
jr nz, .slideLoop
ret
-; Since mon pic tile numbers go from top to bottom, left to right in order,
+; Since mon pic tile numbers go from top to bottom, left to right in order,
; adding the height of the mon pic in tiles to a tile number gives the tile
; number of the tile one column to the right (and thus subtracting the height
; gives the reverse). If the next tile would be past the edge of the pic, the 2
@@ -2246,7 +2246,7 @@ ClearMonPicFromTileMap:
ret
; puts the tile map destination address of a mon sprite in hl, given the row count in b
-; The usual row count is 7, but it may be smaller when sliding a mon sprite in/out,
+; The usual row count is 7, but it may be smaller when sliding a mon sprite in/out,
; in order to show only a portion of the mon sprite.
GetMonSpriteTileMapPointerFromRowCount:
push de