Use more *Coord

also town map code relabelling
YamaArashi just did town map relabelling but oh well
I aleady made the changes and don't feel like redoing it
This commit is contained in:
dannye 2015-07-14 00:21:03 -05:00
parent 822bb2bd21
commit b509b48a7f
32 changed files with 182 additions and 179 deletions

View file

@ -184,17 +184,17 @@ CopyScreenTileBufferToVRAM::
ld c, 6
ld hl, $600 * 0
ld de, wTileMap + 20 * 6 * 0
deCoord 0, 6 * 0
call .setup
call DelayFrame
ld hl, $600 * 1
ld de, wTileMap + 20 * 6 * 1
deCoord 0, 6 * 1
call .setup
call DelayFrame
ld hl, $600 * 2
ld de, wTileMap + 20 * 6 * 2
deCoord 0, 6 * 2
call .setup
jp DelayFrame
@ -217,7 +217,7 @@ ClearScreen::
; for the bg map to update.
ld bc, 20 * 18
inc b
ld hl, wTileMap
hlCoord 0, 0
ld a, $7f
.loop
ld [hli], a

View file

@ -1420,10 +1420,10 @@ LoadCurrentMapView:: ; 0caa (0:0caa)
ld bc,$0002
add hl,bc
.copyToVisibleAreaBuffer
ld de,wTileMap ; base address for the tiles that are directly transfered to VRAM during V-blank
ld b,$12
deCoord 0, 0 ; base address for the tiles that are directly transfered to VRAM during V-blank
ld b, SCREEN_HEIGHT
.rowLoop2
ld c,$14
ld c, SCREEN_WIDTH
.rowInnerLoop2
ld a,[hli]
ld [de],a
@ -2323,7 +2323,7 @@ LoadMapData:: ; 1241 (0:1241)
call LoadTilesetTilePatternData
call LoadCurrentMapView
; copy current map view to VRAM
ld hl,wTileMap
hlCoord 0, 0
ld de,vBGMap0
ld b,18
.vramCopyLoop

View file

@ -207,7 +207,7 @@ MonsterNameCharsCommon:: ; 1a37 (0:1a37)
ld de,wBattleMonNick ; player active monster name
jr FinishDTE
.Enemy ; 1A40
.Enemy
; print “Enemy ”
ld de,Char5AText
call PlaceString