Replace hardware_constants.asm with the community-standard hardware.inc 5.0 (#1186)
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@@ -1533,7 +1533,7 @@ To select a move in battle, you have to press and release the Up or Down buttons
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pop af
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ldh [hVBlank], a
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pop af
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ldh [rSVBK], a
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ldh [rWBK], a
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```
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The `[hInMenu]` value determines this button behavior. However, the battle moves menu doesn't actually set `[hInMenu]` to anything, so either behavior *may* have been intentional. The default 0 prevents continuous scrolling; a value of 1 allows it. (The Japanese release sets it to 0.)
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@@ -2749,7 +2749,7 @@ If `IsInArray` returns `nc`, data at `bc` will be executed as code.
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ld a, 1
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.bank_loop
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push af
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ldh [rSVBK], a
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ldh [rWBK], a
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xor a
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ld hl, STARTOF(WRAMX)
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ld bc, SIZEOF(WRAMX)
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@@ -149,12 +149,12 @@ In [gfx/footprints.asm](https://github.com/pret/pokecrystal/blob/master/gfx/foot
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; then a row of the bottom two tiles for those eight footprints.
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; These macros help extract the first and the last two tiles, respectively.
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DEF footprint_top EQUS "0, 2 * LEN_1BPP_TILE"
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DEF footprint_bottom EQUS "2 * LEN_1BPP_TILE, 2 * LEN_1BPP_TILE"
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DEF footprint_top EQUS "0, 2 * TILE_1BPP_SIZE"
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DEF footprint_bottom EQUS "2 * TILE_1BPP_SIZE, 2 * TILE_1BPP_SIZE"
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Footprints:
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; Entries correspond to Pokémon species, two apiece, 8 tops then 8 bottoms
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table_width LEN_1BPP_TILE * 4
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table_width TILE_1BPP_SIZE * 4
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; 001-008 top halves
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INCBIN "gfx/footprints/bulbasaur.1bpp", footprint_top
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@@ -186,7 +186,7 @@ Store footprints contiguously:
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```asm
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Footprints:
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table_width LEN_1BPP_TILE * 4
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table_width TILE_1BPP_SIZE * 4
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INCBIN "gfx/footprints/bulbasaur.1bpp"
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INCBIN "gfx/footprints/ivysaur.1bpp"
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