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text EQUS "db TX_START," ; Start writing text.
next EQUS "db \"<NEXT>\"," ; Move a line down.
line EQUS "db \"<LINE>\"," ; Start writing at the bottom line.
para EQUS "db \"<PARA>\"," ; Start a new paragraph.
cont EQUS "db \"<CONT>\"," ; Scroll to the next line.
done EQUS "db \"<DONE>\"" ; End a text box.
prompt EQUS "db \"<PROMPT>\"" ; Prompt the player to end a text box (initiating some other event).
page EQUS "db \"<PAGE>\"," ; Start a new Pokédex page.
dex EQUS "db \"@\", \"@\"" ; End a Pokédex entry.
; TextCommandJumpTable indexes (see home/text.asm)
const_def
const TX_START ; $00
text_start: MACRO
db TX_START
ENDM
const TX_RAM ; $01
text_ram: MACRO
db TX_RAM
dw \1 ; address to read from
ENDM
const TX_BCD ; $02
text_bcd: MACRO
db TX_BCD
dw \1 ; address to read from
db \2 ; number of bytes + print flags
ENDM
const TX_MOVE ; $03
text_move: MACRO
db TX_MOVE
dw \1 ; address of the new location
ENDM
const TX_BOX ; $04
text_box: MACRO
; draw box
db TX_BOX
dw \1 ; address of upper left corner
db \2, \3 ; height, width
ENDM
const TX_LOW ; $05
text_low: MACRO
db TX_LOW
ENDM
const TX_PROMPT_BUTTON ; $06
text_promptbutton: MACRO
db TX_PROMPT_BUTTON
ENDM
const TX_SCROLL ; $07
text_scroll: MACRO
db TX_SCROLL
ENDM
const TX_START_ASM ; $08
text_asm: MACRO
db TX_START_ASM
ENDM
const TX_NUM ; $09
text_decimal: MACRO
; print a big-endian decimal number.
db TX_NUM
dw \1 ; address to read from
dn \2, \3 ; number of bytes to read, number of digits to display
ENDM
const TX_PAUSE ; $0a
text_pause: MACRO
db TX_PAUSE
ENDM
const TX_SOUND_GET_ITEM_1 ; $0b
sound_get_item_1: MACRO
db TX_SOUND_GET_ITEM_1
ENDM
TX_SOUND_LEVEL_UP EQU TX_SOUND_GET_ITEM_1
sound_level_up EQUS "sound_get_item_1"
const TX_DOTS ; $0c
text_dots: MACRO
db TX_DOTS
db \1 ; number of ellipses to draw
ENDM
const TX_WAIT_BUTTON ; $0d
text_waitbutton: MACRO
db TX_WAIT_BUTTON
ENDM
const TX_SOUND_POKEDEX_RATING ; $0e
sound_pokedex_rating: MACRO
db TX_SOUND_POKEDEX_RATING
ENDM
const TX_SOUND_GET_ITEM_1_DUPLICATE ; $0f
sound_get_item_1_duplicate: MACRO
db TX_SOUND_GET_ITEM_1_DUPLICATE
ENDM
const TX_SOUND_GET_ITEM_2 ; $10
sound_get_item_2: MACRO
db TX_SOUND_GET_ITEM_2
ENDM
const TX_SOUND_GET_KEY_ITEM ; $11
sound_get_key_item: MACRO
db TX_SOUND_GET_KEY_ITEM
ENDM
const TX_SOUND_CAUGHT_MON ; $12
sound_caught_mon: MACRO
db TX_SOUND_CAUGHT_MON
ENDM
const TX_SOUND_DEX_PAGE_ADDED ; $13
sound_dex_page_added: MACRO
db TX_SOUND_DEX_PAGE_ADDED
ENDM
const TX_SOUND_CRY_NIDORINA ; $14
sound_cry_nidorina: MACRO
db TX_SOUND_CRY_NIDORINA
ENDM
const TX_SOUND_CRY_PIDGEOT ; $15
sound_cry_pidgeot: MACRO
db TX_SOUND_CRY_PIDGEOT
ENDM
const TX_SOUND_CRY_DEWGONG ; $16
sound_cry_dewgong: MACRO
db TX_SOUND_CRY_DEWGONG
ENDM
const TX_FAR ; $17
text_far: MACRO
db TX_FAR
dab \1 ; address of text commands
ENDM
const_next $50
const TX_END ; $50
text_end: MACRO
db TX_END
ENDM
; Text script IDs (see home/text_script.asm)
const_def -1, -1
const TX_SCRIPT_POKECENTER_NURSE ; $ff
script_pokecenter_nurse: MACRO
db TX_SCRIPT_POKECENTER_NURSE
ENDM
const TX_SCRIPT_MART ; $fe
script_mart: MACRO
db TX_SCRIPT_MART
db _NARG ; number of items
REPT _NARG
db \1 ; item id
SHIFT
ENDR
db -1 ; end
ENDM
const TX_SCRIPT_BILLS_PC ; $fd
script_bills_pc: MACRO
db TX_SCRIPT_BILLS_PC
ENDM
const TX_SCRIPT_PLAYERS_PC ; $fc
script_players_pc: MACRO
db TX_SCRIPT_PLAYERS_PC
ENDM
const_skip ; $fb
const_skip ; $fa
const TX_SCRIPT_POKECENTER_PC ; $f9
script_pokecenter_pc: MACRO
db TX_SCRIPT_POKECENTER_PC
ENDM
const_skip ; $f8
const TX_SCRIPT_PRIZE_VENDOR ; $f7
script_prize_vendor: MACRO
db TX_SCRIPT_PRIZE_VENDOR
ENDM
const TX_SCRIPT_CABLE_CLUB_RECEPTIONIST ; $f6
script_cable_club_receptionist: MACRO
db TX_SCRIPT_CABLE_CLUB_RECEPTIONIST
ENDM
const TX_SCRIPT_VENDING_MACHINE ; $f5
script_vending_machine: MACRO
db TX_SCRIPT_VENDING_MACHINE
ENDM
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