diff --git a/battle/effect_commands.asm b/battle/effect_commands.asm index 1892717ce..ea6ee17f1 100644 --- a/battle/effect_commands.asm +++ b/battle/effect_commands.asm @@ -285,7 +285,7 @@ CheckPlayerTurn: cp $80 jr nc, .not_confused - ; clear confussion-dependent substatus + ; clear confusion-dependent substatus ld hl, PlayerSubStatus3 ld a, [hl] and 1 << SUBSTATUS_CONFUSED diff --git a/macros/event.asm b/macros/event.asm index f2ab6fae5..56028bf6a 100644 --- a/macros/event.asm +++ b/macros/event.asm @@ -1039,7 +1039,7 @@ name: macro db name_command db \1 ; type db \2 ; id - db \3 ; mempry + db \3 ; memory endm enum wait_command diff --git a/main.asm b/main.asm index 38a45827d..5b6c18c9b 100644 --- a/main.asm +++ b/main.asm @@ -1887,10 +1887,9 @@ CheckNickErrors:: ; 669f ; 66cf .textcommands ; 66cf -; table definining which characters -; are actually text commands +; table defining which characters are actually text commands ; format: -; >= < + ; ≥ < db $00, $05 db $14, $19 db $1d, $26 @@ -36819,7 +36818,7 @@ endr ld hl, TrainerClassAttributes + 3 ; If we have a battle in BattleTower just load the Attributes of the first TrainerClass (Falkner) - ; so we have always the same AI, regardless of the loaded cass of trainer + ; so we have always the same AI, regardless of the loaded class of trainer ld a, [InBattleTowerBattle] bit 0, a jr nz, .asm_4412f @@ -83115,7 +83114,7 @@ StringOptions: ; e4241 GetOptionPointer: ; e42d6 - ld a, [wcf63] ;load the cusror position to a + ld a, [wcf63] ;load the cursor position to a ld e, a ;copy it to de ld d, 0 ld hl, .Pointers