Rename some labels

This commit is contained in:
YamaArashi 2015-02-08 18:40:08 -08:00
parent 3870f5e10a
commit 7b7c563c93
8 changed files with 17 additions and 15 deletions

View File

@ -55,7 +55,7 @@ PrintBeginningBattleText: ; 58d99 (16:4d99)
ld hl, UnveiledGhostText
call PrintText
callab LoadEnemyMonData
callab DoGhostMarowakRevelationAnimation
callab MarowakAnim
ld hl, WildMonAppearedText
call PrintText

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@ -1,4 +1,5 @@
DoGhostMarowakRevelationAnimation: ; 708ca (1c:48ca)
MarowakAnim: ; 708ca (1c:48ca)
; animate the ghost being unveiled as a Marowak
ld a, $e4
ld [rOBP1], a
call CopyMonPicFromBGToSpriteVRAM ; cover the BG ghost pic with a sprite ghost pic that looks the same

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@ -578,7 +578,7 @@ TradeCenter_SelectMon:
ReturnToCableClubRoom: ; 577d (1:577d)
call GBPalWhiteOutWithDelay3
ld hl, wCharRAMInUseForText
ld hl, wFontLoaded
ld a, [hl]
push af
push hl

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@ -159,7 +159,7 @@ LoadMapSpriteTilePatterns: ; 17871 (5:7871)
ld l,e
pop de
ld b,a
ld a,[wCharRAMInUseForText]
ld a,[wFontLoaded]
bit 0,a ; reloading upper half of tile patterns after displaying text?
jr nz,.skipFirstLoad ; if so, skip loading data into the lower half
ld a,b
@ -180,7 +180,7 @@ LoadMapSpriteTilePatterns: ; 17871 (5:7871)
jr nc,.noCarry3
inc d
.noCarry3
ld a,[wCharRAMInUseForText]
ld a,[wFontLoaded]
bit 0,a ; reloading upper half of tile patterns after displaying text?
jr nz,.loadWhileLCDOn
pop af
@ -264,7 +264,7 @@ InitOutsideMapSprites: ; 1797b (5:797b)
cp a,$f0 ; does the map have 2 sprite sets?
call nc,GetSplitMapSpriteSetID ; if so, choose the appropriate one
ld b,a ; b = spriteSetID
ld a,[wCharRAMInUseForText]
ld a,[wFontLoaded]
bit 0,a ; reloading upper half of tile patterns after displaying text?
jr nz,.loadSpriteSet ; if so, forcibly reload the sprite set
ld a,[W_SPRITESETID]

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@ -52,7 +52,7 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
jr .asm_4eab
.asm_4e86
ld [wSpriteStateData1 + 9], a
ld a, [wCharRAMInUseForText]
ld a, [wFontLoaded]
bit 0, a
jr nz, .asm_4e7d
.asm_4e90
@ -130,7 +130,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
bit 7, a
jp nz, InitializeSpriteFacingDirection ; c1x1 >= $80
ld b, a
ld a, [wCharRAMInUseForText]
ld a, [wFontLoaded]
bit 0, a
jp nz, notYetMoving
ld a, b

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@ -1183,7 +1183,7 @@ CloseTextDisplay:: ; 29e8 (0:29e8)
ld [H_LOADEDROMBANK],a
ld [$2000],a
call InitMapSprites ; reload sprite tile pattern data (since it was partially overwritten by text tile patterns)
ld hl,wCharRAMInUseForText
ld hl,wFontLoaded
res 0,[hl]
ld a,[wd732]
bit 3,a ; used fly warp
@ -4540,7 +4540,7 @@ GetHealthBarColor::
; Copy the current map's sprites' tile patterns to VRAM again after they have
; been overwritten by other tile patterns.
ReloadMapSpriteTilePatterns:: ; 3e08 (0:3e08)
ld hl, wCharRAMInUseForText
ld hl, wFontLoaded
ld a, [hl]
push af
res 0, [hl]

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@ -1022,7 +1022,7 @@ DisplayTextIDInit: ; 7096 (1:7096)
.drawTextBoxBorder
call TextBoxBorder
.skipDrawingTextBoxBorder
ld hl,wCharRAMInUseForText
ld hl,wFontLoaded
set 0,[hl]
ld hl,wFlags_0xcd60
bit 4,[hl]

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@ -820,10 +820,11 @@ wcf97:: ds 1
; LoadMonData copies mon data here
wLoadedMon:: party_struct wLoadedMon ; cf98
wCharRAMInUseForText:: ; cfc4
; bit 0: the space in VRAM that is used to store walking tile patterns for
; the player and NPCs is in use for text tile patterns. this means
; that movement must be disabled.
wFontLoaded:: ; cfc4
; bit 0: The space in VRAM that is used to store walk animation tile patterns
; for the player and NPCs is in use for font tile patterns.
; This means that NPC movement must be disabled.
; The other bits are unused.
ds 1
wWalkCounter:: ; cfc5