diff options
Diffstat (limited to 'engine/overworld')
-rwxr-xr-x | engine/overworld/map_sprites.asm | 4 | ||||
-rw-r--r-- | engine/overworld/movement.asm | 8 |
2 files changed, 6 insertions, 6 deletions
diff --git a/engine/overworld/map_sprites.asm b/engine/overworld/map_sprites.asm index 05588321..2a221c7e 100755 --- a/engine/overworld/map_sprites.asm +++ b/engine/overworld/map_sprites.asm @@ -7,7 +7,7 @@ ; $C1X* and $C2X* are used to denote wSpriteStateData1-wSpriteStateData1 + $ff and wSpriteStateData2 + $00-wSpriteStateData2 + $ff sprite slot ; fields, respectively, within loops. The X is the loop index. ; If there is an inner loop, Y is the inner loop index, i.e. $C1Y* and $C2Y* -; denote fields of the sprite slots interated over in the inner loop. +; denote fields of the sprite slots iterated over in the inner loop. InitMapSprites: call InitOutsideMapSprites ret c ; return if the map is an outside map (already handled by above call) @@ -192,7 +192,7 @@ LoadMapSpriteTilePatterns: pop de call FarCopyData2 ; load tile pattern data for sprite when walking jr .skipSecondLoad -; When reloading the upper half of tile patterns after diplaying text, the LCD +; When reloading the upper half of tile patterns after displaying text, the LCD ; will be on, so CopyVideoData (which writes to VRAM only during V-blank) must ; be used instead of FarCopyData2. .loadWhileLCDOn diff --git a/engine/overworld/movement.asm b/engine/overworld/movement.asm index 6d05859e..bbfbbc39 100644 --- a/engine/overworld/movement.asm +++ b/engine/overworld/movement.asm @@ -331,9 +331,9 @@ UpdateSpriteInWalkingAnimation: ld a, [H_CURRENTSPRITEOFFSET] ld l, a inc h - ld a, [hl] ; c2x0 (walk animantion counter) + ld a, [hl] ; c2x0 (walk animation counter) dec a - ld [hl], a ; update walk animantion counter + ld [hl], a ; update walk animation counter ret nz ld a, $6 ; walking finished, update state add l @@ -446,7 +446,7 @@ InitializeSpriteStatus: ld [hl], a ; $c2x3: set X displacement to 8 ret -; calculates the spprite's scrren position form its map position and the player position +; calculates the sprite's screen position form its map position and the player position InitializeSpriteScreenPosition: ld h, wSpriteStateData2 / $100 ld a, [H_CURRENTSPRITEOFFSET] @@ -685,7 +685,7 @@ CanWalkOntoTile: scf ; set carry (marking failure to walk) ret -; calculates the tile pointer pointing to the tile the current sprite stancs on +; calculates the tile pointer pointing to the tile the current sprite stands on ; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to ; hl: output pointer GetTileSpriteStandsOn: |