Specify the ldh instruction, don't turn ld into ldh

This commit is contained in:
Rangi 2020-07-06 19:03:05 -04:00
parent c480632d54
commit 772fcc7588
219 changed files with 2556 additions and 2556 deletions

View file

@ -31,19 +31,19 @@ LoadMissableObjects:
sub d
ld h, a
ld a, h
ld [hDividend], a
ldh [hDividend], a
ld a, l
ld [hDividend+1], a
ldh [hDividend+1], a
xor a
ld [hDividend+2], a
ld [hDividend+3], a
ldh [hDividend+2], a
ldh [hDividend+3], a
ld a, $3
ld [hDivisor], a
ldh [hDivisor], a
ld b, $2
call Divide ; divide difference by 3, resulting in the global offset (number of missable items before ours)
ld a, [wCurMap]
ld b, a
ld a, [hDividend+3]
ldh a, [hDividend+3]
ld c, a ; store global offset in c
ld de, wMissableObjectList
pop hl
@ -99,7 +99,7 @@ InitializeMissableObjectsFlags:
; tests if current sprite is a missable object that is hidden/has been removed
IsObjectHidden:
ld a, [hCurrentSpriteOffset]
ldh a, [hCurrentSpriteOffset]
swap a
ld b, a
ld hl, wMissableObjectList
@ -120,7 +120,7 @@ IsObjectHidden:
.notHidden
xor a
.hidden
ld [hIsHiddenMissableObject], a
ldh [hIsHiddenMissableObject], a
ret
; adds missable object (items, leg. pokemon, etc.) to the map