diff --git a/engine/gfx/sprite_oam.asm b/engine/gfx/sprite_oam.asm index 69956a3172..2049002cfd 100644 --- a/engine/gfx/sprite_oam.asm +++ b/engine/gfx/sprite_oam.asm @@ -28,7 +28,7 @@ PrepareOAMData:: inc e inc e ld a, [de] ; [x#SPRITESTATEDATA1_IMAGEINDEX] - ld [wd5cd], a + ld [wSpriteImageIndexTempCopy], a cp $ff ; off-screen (don't draw) jr nz, .visible @@ -98,7 +98,7 @@ PrepareOAMData:: push bc ld b, a - ld a, [wd5cd] ; temp copy of [x#SPRITESTATEDATA1_IMAGEINDEX] + ld a, [wSpriteImageIndexTempCopy] ; temp copy of [x#SPRITESTATEDATA1_IMAGEINDEX] swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs) and $f diff --git a/ram/wram.asm b/ram/wram.asm index 753a967823..c00d5445cb 100644 --- a/ram/wram.asm +++ b/ram/wram.asm @@ -1914,7 +1914,7 @@ wMissableObjectFlagsEnd:: ds 7 ; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim) -wd5cd:: db +wSpriteImageIndexTempCopy:: db ; each entry consists of 2 bytes ; * the sprite ID (depending on the current map)