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

@ -1,7 +1,7 @@
; this function is used to display sign messages, sprite dialog, etc.
; INPUT: [hSpriteIndexOrTextID] = sprite ID or text ID
DisplayTextID::
ld a, [hLoadedROMBank]
ldh a, [hLoadedROMBank]
push af
callba DisplayTextIDInit ; initialization
ld hl, wTextPredefFlag
@ -12,13 +12,13 @@ DisplayTextID::
call SwitchToMapRomBank
.skipSwitchToMapBank
ld a, 30 ; half a second
ld [hFrameCounter], a ; used as joypad poll timer
ldh [hFrameCounter], a ; used as joypad poll timer
ld hl, wMapTextPtr
ld a, [hli]
ld h, [hl]
ld l, a ; hl = map text pointer
ld d, $00
ld a, [hSpriteIndexOrTextID] ; text ID
ldh a, [hSpriteIndexOrTextID] ; text ID
ld [wSpriteIndex], a
dict TEXT_START_MENU, DisplayStartMenu
@ -29,7 +29,7 @@ DisplayTextID::
ld a, [wNumSprites]
ld e, a
ld a, [hSpriteIndexOrTextID] ; sprite ID
ldh a, [hSpriteIndexOrTextID] ; sprite ID
cp e
jr z, .spriteHandling
jr nc, .skipSpriteHandling
@ -42,7 +42,7 @@ DisplayTextID::
pop bc
pop de
ld hl, wMapSpriteData ; NPC text entries
ld a, [hSpriteIndexOrTextID]
ldh a, [hSpriteIndexOrTextID]
dec a
add a
add l
@ -97,7 +97,7 @@ AfterDisplayingTextID::
; loop to hold the dialogue box open as long as the player keeps holding down the A button
HoldTextDisplayOpen::
call Joypad
ld a, [hJoyHeld]
ldh a, [hJoyHeld]
bit 0, a ; is the A button being pressed?
jr nz, HoldTextDisplayOpen
@ -105,11 +105,11 @@ CloseTextDisplay::
ld a, [wCurMap]
call SwitchToMapRomBank
ld a, $90
ld [hWY], a ; move the window off the screen
ldh [hWY], a ; move the window off the screen
call DelayFrame
call LoadGBPal
xor a
ld [hAutoBGTransferEnabled], a ; disable continuous WRAM to VRAM transfer each V-blank
ldh [hAutoBGTransferEnabled], a ; disable continuous WRAM to VRAM transfer each V-blank
; loop to make sprites face the directions they originally faced before the dialogue
ld hl, wSprite01StateData2 + 9 ; should be wSprite01StateData1FacingDirection?
ld c, $0f
@ -123,7 +123,7 @@ CloseTextDisplay::
dec c
jr nz, .restoreSpriteFacingDirectionLoop
ld a, BANK(InitMapSprites)
ld [hLoadedROMBank], a
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
call InitMapSprites ; reload sprite tile pattern data (since it was partially overwritten by text tile patterns)
ld hl, wFontLoaded
@ -133,7 +133,7 @@ CloseTextDisplay::
call z, LoadPlayerSpriteGraphics
call LoadCurrentMapView
pop af
ld [hLoadedROMBank], a
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
jp UpdateSprites
@ -146,14 +146,14 @@ DisplayPokemartDialogue::
call LoadItemList
ld a, PRICEDITEMLISTMENU
ld [wListMenuID], a
ld a, [hLoadedROMBank]
ldh a, [hLoadedROMBank]
push af
ld a, BANK(DisplayPokemartDialogue_)
ld [hLoadedROMBank], a
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
call DisplayPokemartDialogue_
pop af
ld [hLoadedROMBank], a
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
jp AfterDisplayingTextID
@ -180,19 +180,19 @@ LoadItemList::
DisplayPokemonCenterDialogue::
; zeroing these doesn't appear to serve any purpose
xor a
ld [hItemPrice], a
ld [hItemPrice + 1], a
ld [hItemPrice + 2], a
ldh [hItemPrice], a
ldh [hItemPrice + 1], a
ldh [hItemPrice + 2], a
inc hl
ld a, [hLoadedROMBank]
ldh a, [hLoadedROMBank]
push af
ld a, BANK(DisplayPokemonCenterDialogue_)
ld [hLoadedROMBank], a
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
call DisplayPokemonCenterDialogue_
pop af
ld [hLoadedROMBank], a
ldh [hLoadedROMBank], a
ld [MBC1RomBank], a
jp AfterDisplayingTextID