Use {interpolation} to generate sequences of RAM labels

This makes the table_width/assert_table_length usages unnecessary, and also keeps the labels automatically up to date if the length constants change.
This commit is contained in:
Rangi
2021-04-27 12:11:39 -04:00
committed by GitHub
parent c5f9e25cc4
commit efd1006917
9 changed files with 183 additions and 364 deletions

View File

@@ -6392,7 +6392,7 @@ LoadEnemyMon:
and a
ret z
; Update enemy nick
; Update enemy nickname
ld hl, wStringBuffer1
ld de, wEnemyMonNickname
ld bc, MON_NAME_LENGTH

View File

@@ -2294,7 +2294,7 @@ BattleBGEffect_Rollout:
ldh [hSCY], a
xor $ff
inc a
ld [wAnimObject01YOffset], a
ld [wAnimObject1YOffset], a
ret
BattleBGEffect_ShakeScreenX:

View File

@@ -309,9 +309,9 @@ ReadBTTrainerParty:
.skip_mon_3
; Add the terminator character to each of these names
ld a, "@"
ld [wBT_OTTempMon1NameEnd - 1], a
ld [wBT_OTTempMon2NameEnd - 1], a
ld [wBT_OTTempMon3NameEnd - 1], a
ld [wBT_OTTempMon1Name + MON_NAME_LENGTH - 1], a
ld [wBT_OTTempMon2Name + MON_NAME_LENGTH - 1], a
ld [wBT_OTTempMon3Name + MON_NAME_LENGTH - 1], a
; Fix errors in the movesets
call CheckBTMonMovesForErrors
; Repair the trainer name if needed, then copy it to wOTPlayerName