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

View file

@ -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

View file

@ -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

View file

@ -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]

View file

@ -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