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Fix typos in comments
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23 changed files with 49 additions and 49 deletions
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@ -7,7 +7,7 @@
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; $C1X* and $C2X* are used to denote wSpriteStateData1-wSpriteStateData1 + $ff and wSpriteStateData2 + $00-wSpriteStateData2 + $ff sprite slot
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; fields, respectively, within loops. The X is the loop index.
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; If there is an inner loop, Y is the inner loop index, i.e. $C1Y* and $C2Y*
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; denote fields of the sprite slots interated over in the inner loop.
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; denote fields of the sprite slots iterated over in the inner loop.
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InitMapSprites:
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call InitOutsideMapSprites
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ret c ; return if the map is an outside map (already handled by above call)
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@ -192,7 +192,7 @@ LoadMapSpriteTilePatterns:
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pop de
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call FarCopyData2 ; load tile pattern data for sprite when walking
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jr .skipSecondLoad
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; When reloading the upper half of tile patterns after diplaying text, the LCD
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; When reloading the upper half of tile patterns after displaying text, the LCD
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; will be on, so CopyVideoData (which writes to VRAM only during V-blank) must
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; be used instead of FarCopyData2.
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.loadWhileLCDOn
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@ -331,9 +331,9 @@ UpdateSpriteInWalkingAnimation:
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ld a, [H_CURRENTSPRITEOFFSET]
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ld l, a
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inc h
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ld a, [hl] ; c2x0 (walk animantion counter)
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ld a, [hl] ; c2x0 (walk animation counter)
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dec a
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ld [hl], a ; update walk animantion counter
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ld [hl], a ; update walk animation counter
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ret nz
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ld a, $6 ; walking finished, update state
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add l
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@ -446,7 +446,7 @@ InitializeSpriteStatus:
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ld [hl], a ; $c2x3: set X displacement to 8
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ret
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; calculates the spprite's scrren position form its map position and the player position
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; calculates the sprite's screen position form its map position and the player position
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InitializeSpriteScreenPosition:
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ld h, wSpriteStateData2 / $100
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ld a, [H_CURRENTSPRITEOFFSET]
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@ -685,7 +685,7 @@ CanWalkOntoTile:
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scf ; set carry (marking failure to walk)
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ret
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; calculates the tile pointer pointing to the tile the current sprite stancs on
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; calculates the tile pointer pointing to the tile the current sprite stands on
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; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
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; hl: output pointer
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GetTileSpriteStandsOn:
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