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

@ -24,7 +24,7 @@ PalletTownScript0:
cp 1 ; is player near north exit?
ret nz
xor a
ld [hJoyHeld], a
ldh [hJoyHeld], a
ld a, PLAYER_DIR_DOWN
ld [wPlayerMovingDirection], a
ld a, SFX_STOP_ALL_MUSIC
@ -46,7 +46,7 @@ PalletTownScript1:
xor a
ld [wcf0d], a
ld a, 1
ld [hSpriteIndexOrTextID], a
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
ld a, $FF
ld [wJoyIgnore], a
@ -61,25 +61,25 @@ PalletTownScript1:
PalletTownScript2:
ld a, 1
ld [hSpriteIndex], a
ldh [hSpriteIndex], a
ld a, SPRITE_FACING_UP
ld [hSpriteFacingDirection], a
ldh [hSpriteFacingDirection], a
call SetSpriteFacingDirectionAndDelay
call Delay3
ld a, 1
ld [wYCoord], a
ld a, 1
ld [hNPCPlayerRelativePosPerspective], a
ldh [hNPCPlayerRelativePosPerspective], a
ld a, 1
swap a
ld [hNPCSpriteOffset], a
ldh [hNPCSpriteOffset], a
predef CalcPositionOfPlayerRelativeToNPC
ld hl, hNPCPlayerYDistance
dec [hl]
predef FindPathToPlayer ; load Oaks movement into wNPCMovementDirections2
ld de, wNPCMovementDirections2
ld a, 1 ; oak
ld [hSpriteIndex], a
ldh [hSpriteIndex], a
call MoveSprite
ld a, $FF
ld [wJoyIgnore], a
@ -100,7 +100,7 @@ PalletTownScript3:
ld a, $FC
ld [wJoyIgnore], a
ld a, 1
ld [hSpriteIndexOrTextID], a
ldh [hSpriteIndexOrTextID], a
call DisplayTextID
; set up movement script that causes the player to follow Oak to his lab
ld a, $FF
@ -111,7 +111,7 @@ PalletTownScript3:
ld [wNPCMovementScriptFunctionNum], a
ld a, 1
ld [wNPCMovementScriptPointerTableNum], a
ld a, [hLoadedROMBank]
ldh a, [hLoadedROMBank]
ld [wNPCMovementScriptBank], a
; trigger the next script