wOAMBuffer -> wShadowOAM (#370)

This commit is contained in:
Colton G. Rushton 2022-07-09 18:18:18 -03:00 committed by GitHub
parent b045ac4f16
commit cc46b0e510
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GPG key ID: 4AEE18F83AFDEB23
29 changed files with 105 additions and 105 deletions

View file

@ -43,7 +43,7 @@ GetAnimationSpeed:
.resetSprites
push bc
ld hl, wMonPartySpritesSavedOAM
ld de, wOAMBuffer
ld de, wShadowOAM
ld bc, $60
call CopyData
pop bc
@ -51,7 +51,7 @@ GetAnimationSpeed:
jr .incTimer
.animateSprite
push bc
ld hl, wOAMBuffer + $02 ; OAM tile id
ld hl, wShadowOAMSprite00TileID
ld bc, $10
ld a, [wCurrentMenuItem]
call AddNTimes
@ -236,7 +236,7 @@ WriteMonPartySpriteOAM:
; make a copy at wMonPartySpritesSavedOAM.
push af
ld c, $10
ld h, HIGH(wOAMBuffer)
ld h, HIGH(wShadowOAM)
ldh a, [hPartyMonIndex]
swap a
ld l, a
@ -252,7 +252,7 @@ WriteMonPartySpriteOAM:
; Make a copy of the OAM buffer with the first animation frame written so that
; we can flip back to it from the second frame by copying it back.
.makeCopy
ld hl, wOAMBuffer
ld hl, wShadowOAM
ld de, wMonPartySpritesSavedOAM
ld bc, $60
jp CopyData

View file

@ -16,7 +16,7 @@ DMARoutine:
LOAD "OAM DMA", HRAM
hDMARoutine::
; initiate DMA
ld a, HIGH(wOAMBuffer)
ld a, HIGH(wShadowOAM)
ldh [rDMA], a
; wait for DMA to finish
ld a, $28

View file

@ -1,6 +1,6 @@
PrepareOAMData::
; Determine OAM data for currently visible
; sprites and write it to wOAMBuffer.
; sprites and write it to wShadowOAM.
ld a, [wUpdateSpritesEnabled]
dec a
@ -79,7 +79,7 @@ PrepareOAMData::
ldh a, [hOAMBufferOffset]
ld e, a
ld d, HIGH(wOAMBuffer)
ld d, HIGH(wShadowOAM)
.tileLoop
ldh a, [hSpriteScreenY] ; temp for sprite Y position
@ -147,7 +147,7 @@ PrepareOAMData::
; Clear unused OAM.
ldh a, [hOAMBufferOffset]
ld l, a
ld h, HIGH(wOAMBuffer)
ld h, HIGH(wShadowOAM)
ld de, $4
ld b, $a0
ld a, [wd736]