diff options
Diffstat (limited to 'engine/battle/animations.asm')
-rwxr-xr-x | engine/battle/animations.asm | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm index 3b0fd4ec..4110e8b6 100755 --- a/engine/battle/animations.asm +++ b/engine/battle/animations.asm @@ -57,7 +57,7 @@ DrawFrameBlock: inc hl inc de ld a, [hli] - add a, $31 ; base tile ID for battle animations + add $31 ; base tile ID for battle animations ld [de], a ; store tile ID inc de ld a, [hli] @@ -91,7 +91,7 @@ DrawFrameBlock: inc hl inc de ld a, [hli] - add a, $31 ; base tile ID for battle animations + add $31 ; base tile ID for battle animations ld [de], a ; store tile ID inc de ; toggle horizontal and vertical flip @@ -99,10 +99,10 @@ DrawFrameBlock: and a ld b, OAM_VFLIP | OAM_HFLIP jr z, .storeFlags1 - cp a, OAM_HFLIP + cp OAM_HFLIP ld b, OAM_VFLIP jr z, .storeFlags1 - cp a, OAM_VFLIP + cp OAM_VFLIP ld b, OAM_HFLIP jr z, .storeFlags1 ld b, 0 @@ -160,7 +160,7 @@ DrawFrameBlock: .afterDrawingTiles ld a, [wFBMode] cp FRAMEBLOCKMODE_02 - jr z, .advanceFrameBlockDestAddr; skip delay and don't clean OAM buffer + jr z, .advanceFrameBlockDestAddr ; skip delay and don't clean OAM buffer ld a, [wSubAnimFrameDelay] ld c, a call DelayFrames @@ -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 |