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-rwxr-xr-xengine/overworld/map_sprites.asm4
-rw-r--r--engine/overworld/movement.asm8
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: