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Diffstat (limited to 'src/data/battle_strings_en.h')
-rw-r--r--src/data/battle_strings_en.h258
1 files changed, 129 insertions, 129 deletions
diff --git a/src/data/battle_strings_en.h b/src/data/battle_strings_en.h
index 7ae5467dd..951807252 100644
--- a/src/data/battle_strings_en.h
+++ b/src/data/battle_strings_en.h
@@ -362,58 +362,58 @@ const u8 BattleText_BoostedExp[] = _(" a boosted");
const u8 BattleText_GrewLevel[] = _("{STRING 0} grew to\nLV. {STRING 1}!{UNKNOWN_A}\p");
const u8 BattleText_LearnedMove[] = _("{STRING 0} learned\n{STRING 1}!{UNKNOWN_A}\p");
const u8 BattleText_TryingToLearnMove[] = _("{STRING 0} is trying to\nlearn {STRING 1}.\p");
-const u8 BattleText_CantLearnMore[] = _("But, {STRING 0} can’t learn\nmore than four moves.\p");
+const u8 BattleText_CantLearnMore[] = _("But, {STRING 0} can't learn\nmore than four moves.\p");
const u8 BattleText_DeleteMove[] = _("Delete a move to make\nroom for {STRING 1}?");
const u8 BattleText_DeletedMove[] = _("{STRING 0} forgot\n{STRING 1}.\p");
const u8 BattleText_StopLearning[] = _("{PAUSE 32}Stop learning\n{STRING 1}?");
const u8 BattleText_DidNotLearn[] = _("{STRING 0} did not learn\n{STRING 1}.\p");
const u8 BattleText_UseNext[] = _("Use next POKéMON?");
-const u8 BattleText_AttackMissed[] = _("{ATTACKING_MON}’s\nattack missed!");
+const u8 BattleText_AttackMissed[] = _("{ATTACKING_MON}'s\nattack missed!");
const u8 BattleText_ProtectedItself[] = _("{DEFENDING_MON}\nprotected itself!");
const u8 BattleText_AvoidedDamage[] = _("{DEFENDING_MON} avoided\ndamage with {STRING 22}!");
const u8 BattleText_GroundMoveNegate[] = _("{DEFENDING_MON} makes GROUND\nmoves miss with {STRING 22}!");
const u8 BattleText_AvoidedAttack[] = _("{DEFENDING_MON} avoided\nthe attack!");
-const u8 BattleText_DoesntAffect[] = _("It doesn’t affect\n{DEFENDING_MON}...");
+const u8 BattleText_DoesntAffect[] = _("It doesn't affect\n{DEFENDING_MON}...");
const u8 BattleText_AttackingFainted[] = _("{ATTACKING_MON}\nfainted!\p");
const u8 BattleText_DefendingFainted[] = _("{DEFENDING_MON}\nfainted!\p");
const u8 BattleText_WinningPrize[] = _("{STRING 32} got ¥{STRING 0}\nfor winning!\p");
const u8 BattleText_OutOfUsablePoke[] = _("{STRING 32} is out of\nuseable POKéMON!\p");
const u8 BattleText_WhitedOut[] = _("{STRING 32} whited out!{PAUSE_UNTIL_PRESS}");
const u8 BattleText_PreventEscape[] = _("{STRING 16} prevents\nescape with {STRING 23}!\p");
-const u8 BattleText_CantEscape[] = _("Can’t escape!\p");
-const u8 BattleText_AttackingCantEscape[] = _("{ATTACKING_MON}\ncan’t escape!");
+const u8 BattleText_CantEscape[] = _("Can't escape!\p");
+const u8 BattleText_AttackingCantEscape[] = _("{ATTACKING_MON}\ncan't escape!");
const u8 BattleText_HitMulti[] = _("Hit {STRING 0} time(s)!");
const u8 BattleText_FellAsleep[] = _("{STRING 14}\nfell asleep!");
-const u8 BattleText_MadeAsleep[] = _("{STRING 16}’s {STRING 23}\nmade {STRING 14} sleep!");
+const u8 BattleText_MadeAsleep[] = _("{STRING 16}'s {STRING 23}\nmade {STRING 14} sleep!");
const u8 BattleText_DefendingAsleep[] = _("{DEFENDING_MON} is\nalready asleep!");
const u8 BattleText_AttackingAsleep[] = _("{ATTACKING_MON} is\nalready asleep!");
-const u8 BattleText_WasntAffected[] = _("{DEFENDING_MON}\nwasn’t affected!");
+const u8 BattleText_WasntAffected[] = _("{DEFENDING_MON}\nwasn't affected!");
const u8 BattleText_Poisoned[] = _("{STRING 14}\nwas poisoned!");
-const u8 BattleText_Poisoned2[] = _("{STRING 16}’s {STRING 23}\npoisoned {STRING 14}!");
+const u8 BattleText_Poisoned2[] = _("{STRING 16}'s {STRING 23}\npoisoned {STRING 14}!");
const u8 BattleText_PoisonHurt[] = _("{ATTACKING_MON} is hurt\nby poison!");
const u8 BattleText_AlreadyPoisoned[] = _("{DEFENDING_MON} is already\npoisoned.");
const u8 BattleText_BadlyPoisoned[] = _("{STRING 14} is badly\npoisoned!");
const u8 BattleText_EnergyDrained[] = _("{DEFENDING_MON} had its\nenergy drained!");
const u8 BattleText_Burned[] = _("{STRING 14} was burned!");
-const u8 BattleText_Burned2[] = _("{STRING 16}’s {STRING 23}\nburned {STRING 14}!");
+const u8 BattleText_Burned2[] = _("{STRING 16}'s {STRING 23}\nburned {STRING 14}!");
const u8 BattleText_BurnHurt[] = _("{ATTACKING_MON} is hurt\nby its burn!");
const u8 BattleText_AlreadyBurned[] = _("{DEFENDING_MON} already\nhas a burn.");
const u8 BattleText_Frozen[] = _("{STRING 14} was\nfrozen solid!");
-const u8 BattleText_Frozen2[] = _("{STRING 16}’s {STRING 23}\nfroze {STRING 14} solid!");
+const u8 BattleText_Frozen2[] = _("{STRING 16}'s {STRING 23}\nfroze {STRING 14} solid!");
const u8 BattleText_FrozenSolid[] = _("{ATTACKING_MON} is\nfrozen solid!");
const u8 BattleText_DefendingDefrosted[] = _("{DEFENDING_MON} was\ndefrosted!");
const u8 BattleText_AttackingDefrosted[] = _("{ATTACKING_MON} was\ndefrosted!");
const u8 BattleText_Defrosted[] = _("{ATTACKING_MON} was\ndefrosted by {STRING 17}!");
const u8 BattleText_Paralyzed[] = _("{STRING 14} is paralyzed!\nIt may be unable to move!");
-const u8 BattleText_Paralyzed2[] = _("{STRING 16}’s {STRING 23}\nparalyzed {STRING 14}!\lIt may be unable to move!");
-const u8 BattleText_Paralyzed3[] = _("{ATTACKING_MON} is paralyzed!\nIt can’t move!");
+const u8 BattleText_Paralyzed2[] = _("{STRING 16}'s {STRING 23}\nparalyzed {STRING 14}!\lIt may be unable to move!");
+const u8 BattleText_Paralyzed3[] = _("{ATTACKING_MON} is paralyzed!\nIt can't move!");
const u8 BattleText_AlreadyParalyzed[] = _("{DEFENDING_MON} is\nalready paralyzed!");
const u8 BattleText_ParalysisHealed[] = _("{DEFENDING_MON} was\nhealed of paralysis!");
-const u8 BattleText_DreamEaten[] = _("{DEFENDING_MON}’s\ndream was eaten!");
-const u8 BattleText_AttackingStatNoHigher[] = _("{ATTACKING_MON}’s {STRING 0}\nwon’t go higher!");
-const u8 BattleText_DefendingStatNoHigher[] = _("{DEFENDING_MON}’s {STRING 0}\nwon’t go lower!");
-const u8 BattleText_StoppedWorking[] = _("Your team’s {STRING 0}\nstopped working!");
-const u8 BattleText_StoppedWorking2[] = _("The foe’s {STRING 0}\nstopped working!");
+const u8 BattleText_DreamEaten[] = _("{DEFENDING_MON}'s\ndream was eaten!");
+const u8 BattleText_AttackingStatNoHigher[] = _("{ATTACKING_MON}'s {STRING 0}\nwon't go higher!");
+const u8 BattleText_DefendingStatNoHigher[] = _("{DEFENDING_MON}'s {STRING 0}\nwon't go lower!");
+const u8 BattleText_StoppedWorking[] = _("Your team's {STRING 0}\nstopped working!");
+const u8 BattleText_StoppedWorking2[] = _("The foe's {STRING 0}\nstopped working!");
const u8 BattleText_Confused[] = _("{ATTACKING_MON} is\nconfused!");
const u8 BattleText_ConfusionSnapOut[] = _("{ATTACKING_MON} snapped\nout of confusion!");
const u8 BattleText_BecameConfused[] = _("{STRING 14} became\nconfused!");
@@ -425,14 +425,14 @@ const u8 BattleText_BlownAway[] = _("{DEFENDING_MON} was\nblown away!");
const u8 BattleText_TypeTransform[] = _("{ATTACKING_MON} transformed\ninto the {STRING 0} type!");
const u8 BattleText_Flinched[] = _("{ATTACKING_MON} flinched!");
const u8 BattleText_RegainedHealth[] = _("{DEFENDING_MON} regained\nhealth!");
-const u8 BattleText_HPFull[] = _("{DEFENDING_MON}’s\nHP is full!");
-const u8 BattleText_RaisedSpDef[] = _("{STRING 38}’s {STRING 17}\nraised SP. DEF!");
-const u8 BattleText_RaisedSpDefLittle[] = _("{STRING 38}’s {STRING 17}\nraised SP. DEF a little!");
-const u8 BattleText_RaisedDefense[] = _("{STRING 38}’s {STRING 17}\nraised DEFENSE!");
-const u8 BattleText_RaisedDefenseLittle[] = _("{STRING 38}’s {STRING 17}\nraised DEFENSE a little!");
+const u8 BattleText_HPFull[] = _("{DEFENDING_MON}'s\nHP is full!");
+const u8 BattleText_RaisedSpDef[] = _("{STRING 38}'s {STRING 17}\nraised SP. DEF!");
+const u8 BattleText_RaisedSpDefLittle[] = _("{STRING 38}'s {STRING 17}\nraised SP. DEF a little!");
+const u8 BattleText_RaisedDefense[] = _("{STRING 38}'s {STRING 17}\nraised DEFENSE!");
+const u8 BattleText_RaisedDefenseLittle[] = _("{STRING 38}'s {STRING 17}\nraised DEFENSE a little!");
const u8 BattleText_CoveredVeil[] = _("{STRING 38} is covered\nby a veil!");
const u8 BattleText_SafeguardActive[] = _("{DEFENDING_MON} is protected\nby SAFEGUARD!");
-const u8 BattleText_SafeguardFaded[] = _("{STRING 40}’s SAFEGUARD\nfaded!");
+const u8 BattleText_SafeguardFaded[] = _("{STRING 40}'s SAFEGUARD\nfaded!");
const u8 BattleText_WentToSleep[] = _("{ATTACKING_MON} went\nto sleep!");
const u8 BattleText_SpeltHealthy[] = _("{ATTACKING_MON} slept and\nbecame healthy!");
const u8 BattleText_WhipWhirlwind[] = _("{ATTACKING_MON} whipped\nup a whirlwind!");
@@ -443,7 +443,7 @@ const u8 BattleText_FlewHigh[] = _("{ATTACKING_MON} flew\nup high!");
const u8 BattleText_DugHole[] = _("{ATTACKING_MON} dug a hole!");
const u8 BattleText_HidUnderwater[] = _("{ATTACKING_MON} hid\nunderwater!");
const u8 BattleText_SprangUp[] = _("{ATTACKING_MON} sprang up!");
-const u8 BattleText_SqueezedBind[] = _("{DEFENDING_MON} was squeezed by\n{ATTACKING_MON}’s BIND!");
+const u8 BattleText_SqueezedBind[] = _("{DEFENDING_MON} was squeezed by\n{ATTACKING_MON}'s BIND!");
const u8 BattleText_TrappedVortex[] = _("{DEFENDING_MON} was trapped\nin the vortex!");
const u8 BattleText_SandTombTrapped[] = _("{DEFENDING_MON} was trapped\nby SAND TOMB!");
const u8 BattleText_Wrapped[] = _("{DEFENDING_MON} was WRAPPED by\n{ATTACKING_MON}!");
@@ -458,21 +458,21 @@ const u8 BattleText_HitRecoil[] = _("{ATTACKING_MON} is hit\nwith recoil!");
const u8 BattleText_ProtectedItself2[] = _("{ATTACKING_MON} protected\nitself!");
const u8 BattleText_SandBuffeted[] = _("{ATTACKING_MON} is buffeted\nby the sandstorm!");
const u8 BattleText_HailStricken[] = _("{ATTACKING_MON} is stricken\nby HAIL!");
-const u8 BattleText_WoreOff[] = _("{STRING 36}’s {STRING 0}\nwore off!");
+const u8 BattleText_WoreOff[] = _("{STRING 36}'s {STRING 0}\nwore off!");
const u8 BattleText_WasSeeded[] = _("{DEFENDING_MON} was seeded!");
const u8 BattleText_EvadedAttack[] = _("{DEFENDING_MON} evaded\nthe attack!");
-const u8 BattleText_HealthSapped[] = _("{ATTACKING_MON}’s health is\nsapped by LEECH SEED!");
+const u8 BattleText_HealthSapped[] = _("{ATTACKING_MON}'s health is\nsapped by LEECH SEED!");
const u8 BattleText_FastAsleep[] = _("{ATTACKING_MON} is fast\nasleep.");
const u8 BattleText_WokeUp[] = _("{ATTACKING_MON} woke up!");
-const u8 BattleText_UproarAwake[] = _("But {STRING 16}’s UPROAR\nkept it awake!");
+const u8 BattleText_UproarAwake[] = _("But {STRING 16}'s UPROAR\nkept it awake!");
const u8 BattleText_UproarWoke[] = _("{ATTACKING_MON} woke up\nin the UPROAR!");
const u8 BattleText_UproarCaused[] = _("{ATTACKING_MON} caused\nan UPROAR!");
const u8 BattleText_UproarMaking[] = _("{ATTACKING_MON} is making\nan UPROAR!");
const u8 BattleText_CalmedDown[] = _("{ATTACKING_MON} calmed down.");
-const u8 BattleText_UproarCantSleep[] = _("But {DEFENDING_MON} can’t\nsleep in an UPROAR!");
+const u8 BattleText_UproarCantSleep[] = _("But {DEFENDING_MON} can't\nsleep in an UPROAR!");
const u8 BattleText_Stockpiled[] = _("{ATTACKING_MON} STOCKPILED\n{STRING 0}!");
-const u8 BattleText_StockpiledCant[] = _("{ATTACKING_MON} can’t\nSTOCKPILE any more!");
-const u8 BattleText_UproarCantSleep2[] = _("But {DEFENDING_MON} can’t\nsleep in an UPROAR!");
+const u8 BattleText_StockpiledCant[] = _("{ATTACKING_MON} can't\nSTOCKPILE any more!");
+const u8 BattleText_UproarCantSleep2[] = _("But {DEFENDING_MON} can't\nsleep in an UPROAR!");
const u8 BattleText_UproarKeptAwake[] = _("But the UPROAR kept\n{DEFENDING_MON} awake!");
const u8 BattleText_StayedAwake[] = _("{DEFENDING_MON} stayed awake\nusing its {STRING 22}!");
const u8 BattleText_StoringEnergy[] = _("{ATTACKING_MON} is storing\nenergy!");
@@ -484,20 +484,20 @@ const u8 BattleText_Transformed[] = _("{ATTACKING_MON} transformed\ninto {STRING
const u8 BattleText_SubMade[] = _("{ATTACKING_MON} made\na SUBSTITUTE!");
const u8 BattleText_SubAlready[] = _("{ATTACKING_MON} already\nhas a SUBSTITUTE!");
const u8 BattleText_SubTookDamage[] = _("The SUBSTITUTE took damage\nfor {DEFENDING_MON}!\p");
-const u8 BattleText_SubFaded[] = _("{DEFENDING_MON}’s\nSUBSTITUTE faded!\p");
+const u8 BattleText_SubFaded[] = _("{DEFENDING_MON}'s\nSUBSTITUTE faded!\p");
const u8 BattleText_MustRecharge[] = _("{ATTACKING_MON} must\nrecharge!");
-const u8 BattleText_RageBuilding[] = _("{DEFENDING_MON}’s RAGE\nis building!");
-const u8 BattleText_MoveWasDisabled[] = _("{DEFENDING_MON}’s {STRING 0}\nwas disabled!");
+const u8 BattleText_RageBuilding[] = _("{DEFENDING_MON}'s RAGE\nis building!");
+const u8 BattleText_MoveWasDisabled[] = _("{DEFENDING_MON}'s {STRING 0}\nwas disabled!");
const u8 BattleText_DisabledNoMore[] = _("{ATTACKING_MON} is disabled\nno more!");
const u8 BattleText_EncoreGot[] = _("{DEFENDING_MON} got\nan ENCORE!");
-const u8 BattleText_EncoreEnded[] = _("{ATTACKING_MON}’s ENCORE\nended!");
+const u8 BattleText_EncoreEnded[] = _("{ATTACKING_MON}'s ENCORE\nended!");
const u8 BattleText_TookAim[] = _("{ATTACKING_MON} took aim\nat {DEFENDING_MON}!");
const u8 BattleText_SketchedMove[] = _("{ATTACKING_MON} SKETCHED\n{STRING 0}!");
const u8 BattleText_DestinyBondTake[] = _("{ATTACKING_MON} is trying\nto take its foe with it!");
const u8 BattleText_DestinyBondTaken[] = _("{DEFENDING_MON} took\n{ATTACKING_MON} with it!");
-const u8 BattleText_ReducedBy[] = _("Reduced {DEFENDING_MON}’s\n{STRING 0} by {STRING 1}!");
-const u8 BattleText_StoleSomething[] = _("{ATTACKING_MON} stole\n{DEFENDING_MON}’s {STRING 19}!");
-const u8 BattleText_CantEscapeNow[] = _("{DEFENDING_MON} can’t\nescape now!");
+const u8 BattleText_ReducedBy[] = _("Reduced {DEFENDING_MON}'s\n{STRING 0} by {STRING 1}!");
+const u8 BattleText_StoleSomething[] = _("{ATTACKING_MON} stole\n{DEFENDING_MON}'s {STRING 19}!");
+const u8 BattleText_CantEscapeNow[] = _("{DEFENDING_MON} can't\nescape now!");
const u8 BattleText_NightmareStart[] = _("{DEFENDING_MON} fell into\na NIGHTMARE!");
const u8 BattleText_NightmareLock[] = _("{ATTACKING_MON} is locked\nin a NIGHTMARE!");
const u8 BattleText_CurseLay[] = _("{ATTACKING_MON} cut its own HP\nand laid a CURSE on\l{DEFENDING_MON}!");
@@ -505,24 +505,24 @@ const u8 BattleText_CurseAfflict[] = _("{ATTACKING_MON} is afflicted\nby the CUR
const u8 BattleText_SpikesScattered[] = _("{STRING 37} POKéMON team had SPIKES\nscattered around it!");
const u8 BattleText_SpikesHurt[] = _("{STRING 16} is hurt\nby SPIKES!");
const u8 BattleText_IdentifiedPoke[] = _("{ATTACKING_MON} identified\n{DEFENDING_MON}!");
-const u8 BattleText_PerishSongFell[] = _("{ATTACKING_MON}’s PERISH count\nfell to {STRING 0}!");
+const u8 BattleText_PerishSongFell[] = _("{ATTACKING_MON}'s PERISH count\nfell to {STRING 0}!");
const u8 BattleText_BracedItself[] = _("{ATTACKING_MON} braced\nitself!");
const u8 BattleText_EnduredHit[] = _("{DEFENDING_MON} ENDURED\nthe hit!");
const u8 BattleText_MagnitudeCount[] = _("MAGNITUDE {STRING 0}!");
const u8 BattleText_CutHPMaxATK[] = _("{ATTACKING_MON} cut its own HP\nand maximized ATTACK!");
-const u8 BattleText_CopyStatChanges[] = _("{ATTACKING_MON} copied\n{DEFENDING_MON}’s stat changes!");
-const u8 BattleText_GotFreeFrom[] = _("{ATTACKING_MON} got free of\n{DEFENDING_MON}’s {STRING 0}!");
+const u8 BattleText_CopyStatChanges[] = _("{ATTACKING_MON} copied\n{DEFENDING_MON}'s stat changes!");
+const u8 BattleText_GotFreeFrom[] = _("{ATTACKING_MON} got free of\n{DEFENDING_MON}'s {STRING 0}!");
const u8 BattleText_LeechShed[] = _("{ATTACKING_MON} shed\nLEECH SEED!");
const u8 BattleText_SpikesBlownAway[] = _("{ATTACKING_MON} blew away\nSPIKES!");
const u8 BattleText_FledBattle[] = _("{ATTACKING_MON} fled from\nbattle!");
const u8 BattleText_ForesawAttack[] = _("{ATTACKING_MON} foresaw\nan attack!");
-const u8 BattleText_TookAttack[] = _("{DEFENDING_MON} took\n{STRING 0}’s attack!");
+const u8 BattleText_TookAttack[] = _("{DEFENDING_MON} took\n{STRING 0}'s attack!");
const u8 BattleText_ChoseDestiny[] = _("{ATTACKING_MON} chose\n{STRING 17} as its destiny!");
-const u8 BattleText_PokeAttack[] = _("{STRING 0}’s attack!");
+const u8 BattleText_PokeAttack[] = _("{STRING 0}'s attack!");
const u8 BattleText_CenterAttention[] = _("{ATTACKING_MON} became the\ncenter of attention!");
const u8 BattleText_ChargingPower[] = _("{ATTACKING_MON} began\ncharging power!");
const u8 BattleText_NaturePower[] = _("NATURE POWER turned into\n{STRING 17}!");
-const u8 BattleText_StatusNormal[] = _("{ATTACKING_MON}’s status\nreturned to normal!");
+const u8 BattleText_StatusNormal[] = _("{ATTACKING_MON}'s status\nreturned to normal!");
const u8 BattleText_TormentSubject[] = _("{DEFENDING_MON} was subjected\nto TORMENT!");
const u8 BattleText_TightenFocus[] = _("{ATTACKING_MON} is tightening\nits focus!");
const u8 BattleText_TauntFell[] = _("{DEFENDING_MON} fell for\nthe TAUNT!");
@@ -531,93 +531,93 @@ const u8 BattleText_SwitchedItems[] = _("{ATTACKING_MON} switched\nitems with it
const u8 BattleText_Obtained1[] = _("{ATTACKING_MON} obtained\n{STRING 0}.");
const u8 BattleText_Obtained2[] = _("{DEFENDING_MON} obtained\n{STRING 1}.");
const u8 BattleText_Obtained3[] = _("{ATTACKING_MON} obtained\n{STRING 0}.\p{DEFENDING_MON} obtained\n{STRING 1}.");
-const u8 BattleText_CopiedObject[] = _("{ATTACKING_MON} copied\n{DEFENDING_MON}’s {STRING 22}!");
+const u8 BattleText_CopiedObject[] = _("{ATTACKING_MON} copied\n{DEFENDING_MON}'s {STRING 22}!");
const u8 BattleText_WishMade[] = _("{ATTACKING_MON} made a WISH!");
-const u8 BattleText_WishTrue[] = _("{STRING 0}’s WISH\ncame true!");
+const u8 BattleText_WishTrue[] = _("{STRING 0}'s WISH\ncame true!");
const u8 BattleText_PlantedRoots[] = _("{ATTACKING_MON} planted its roots!");
const u8 BattleText_AbsorbNutrients[] = _("{ATTACKING_MON} absorbed\nnutrients with its roots!");
const u8 BattleText_AnchoredItself[] = _("{DEFENDING_MON} anchored\nitself with its roots!");
const u8 BattleText_DrowsyMade[] = _("{ATTACKING_MON} made\n{DEFENDING_MON} drowsy!");
-const u8 BattleText_KnockedOffItem[] = _("{ATTACKING_MON} knocked off\n{DEFENDING_MON}’s {STRING 19}!");
+const u8 BattleText_KnockedOffItem[] = _("{ATTACKING_MON} knocked off\n{DEFENDING_MON}'s {STRING 19}!");
const u8 BattleText_AbilitySwap[] = _("{ATTACKING_MON} swapped abilities\nwith its opponent!");
-const u8 BattleText_SealedMove[] = _("{ATTACKING_MON} sealed the\nopponent’s move(s)!");
+const u8 BattleText_SealedMove[] = _("{ATTACKING_MON} sealed the\nopponent's move(s)!");
const u8 BattleText_GrudgeBear[] = _("{ATTACKING_MON} wants the\nopponent to bear a GRUDGE!");
-const u8 BattleText_GrudgeLosePP[] = _("{ATTACKING_MON}’s {STRING 0}\nlost all its PP due to\lthe GRUDGE!");
+const u8 BattleText_GrudgeLosePP[] = _("{ATTACKING_MON}'s {STRING 0}\nlost all its PP due to\lthe GRUDGE!");
const u8 BattleText_ShroudedItself[] = _("{ATTACKING_MON} shrouded\nitself in {STRING 17}!");
-const u8 BattleText_MagicCoatBounce[] = _("{ATTACKING_MON}’s {STRING 17}\nwas bounced back by MAGIC COAT!");
+const u8 BattleText_MagicCoatBounce[] = _("{ATTACKING_MON}'s {STRING 17}\nwas bounced back by MAGIC COAT!");
const u8 BattleText_AwaitMove[] = _("{ATTACKING_MON} awaits its foe\nto make a move!");
-const u8 BattleText_SnatchedMove[] = _("{DEFENDING_MON} SNATCHED\n{STRING 16}’s move!");
-const u8 BattleText_ElecWeakened[] = _("Electricity’s power was\nweakened!");
-const u8 BattleText_FireWeakened[] = _("Fire’s power was\nweakened!");
+const u8 BattleText_SnatchedMove[] = _("{DEFENDING_MON} SNATCHED\n{STRING 16}'s move!");
+const u8 BattleText_ElecWeakened[] = _("Electricity's power was\nweakened!");
+const u8 BattleText_FireWeakened[] = _("Fire's power was\nweakened!");
const u8 BattleText_FoundOne[] = _("{ATTACKING_MON} found\none {STRING 19}!");
const u8 BattleText_SoothingAroma[] = _("A soothing aroma wafted\nthrough the area!");
-const u8 BattleText_CantUseItems[] = _("Items can’t be used now.{PAUSE 64}");
+const u8 BattleText_CantUseItems[] = _("Items can't be used now.{PAUSE 64}");
const u8 BattleText_UnknownString2[] = _("For {STRING 16},\n{STRING 19} {STRING 0}");
const u8 BattleText_HustleUse[] = _("{STRING 16} used\n{STRING 19} to hustle!");
-const u8 BattleText_LostFocus[] = _("{ATTACKING_MON} lost its\nfocus and couldn’t move!");
+const u8 BattleText_LostFocus[] = _("{ATTACKING_MON} lost its\nfocus and couldn't move!");
const u8 BattleText_DraggedOut[] = _("{DEFENDING_MON} was\ndragged out!\p");
const u8 BattleText_BrokeWall[] = _("The wall shattered!");
const u8 BattleText_NoEffect[] = _("But it had no effect!");
const u8 BattleText_NoMovesLeft[] = _("{STRING 15} has no\nmoves left!\p");
-const u8 BattleText_MoveIsDisabled[] = _("{STRING 15}’s {STRING 17}\nis disabled!\p");
-const u8 BattleText_TormentNoUse[] = _("{STRING 15} can’t use the same\nmove twice in a row due to the TORMENT!\p");
-const u8 BattleText_TauntNoUse[] = _("{STRING 15} can’t use\n{STRING 17} after the TAUNT!\p");
-const u8 BattleText_SealedNoUse[] = _("{STRING 15} can’t use the\nsealed {STRING 17}!\p");
-const u8 BattleText_RainMade[] = _("{STRING 16}’s {STRING 23}\nmade it rain!");
-const u8 BattleText_SpeedRisen[] = _("{STRING 16}’s {STRING 23}\nraised its SPEED!");
+const u8 BattleText_MoveIsDisabled[] = _("{STRING 15}'s {STRING 17}\nis disabled!\p");
+const u8 BattleText_TormentNoUse[] = _("{STRING 15} can't use the same\nmove twice in a row due to the TORMENT!\p");
+const u8 BattleText_TauntNoUse[] = _("{STRING 15} can't use\n{STRING 17} after the TAUNT!\p");
+const u8 BattleText_SealedNoUse[] = _("{STRING 15} can't use the\nsealed {STRING 17}!\p");
+const u8 BattleText_RainMade[] = _("{STRING 16}'s {STRING 23}\nmade it rain!");
+const u8 BattleText_SpeedRisen[] = _("{STRING 16}'s {STRING 23}\nraised its SPEED!");
const u8 BattleText_ProtectedBy[] = _("{DEFENDING_MON} was protected\nby {STRING 22}!");
-const u8 BattleText_PreventedBy[] = _("{DEFENDING_MON}’s {STRING 22}\nprevents {ATTACKING_MON}\lfrom using {STRING 17}!");
+const u8 BattleText_PreventedBy[] = _("{DEFENDING_MON}'s {STRING 22}\nprevents {ATTACKING_MON}\lfrom using {STRING 17}!");
const u8 BattleText_HPRestoredUsing[] = _("{DEFENDING_MON} restored HP\nusing its {STRING 22}!");
-const u8 BattleText_MadeUseless[] = _("{DEFENDING_MON}’s {STRING 22}\nmade {STRING 17} useless!");
-const u8 BattleText_MadeType[] = _("{DEFENDING_MON}’s {STRING 22}\nmade it the {STRING 0} type!");
-const u8 BattleText_PreventedPara[] = _("{STRING 14}’s {STRING 22}\nprevents paralysis!");
-const u8 BattleText_PreventedRomance[] = _("{DEFENDING_MON}’s {STRING 22}\nprevents romance!");
-const u8 BattleText_PreventedPoison[] = _("{STRING 14}’s {STRING 22}\nprevents poisoning!");
-const u8 BattleText_PreventedConfusion[] = _("{DEFENDING_MON}’s {STRING 22}\nprevents confusion!");
-const u8 BattleText_RaisedFirePower[] = _("{DEFENDING_MON}’s {STRING 22}\nraised its FIRE power!");
+const u8 BattleText_MadeUseless[] = _("{DEFENDING_MON}'s {STRING 22}\nmade {STRING 17} useless!");
+const u8 BattleText_MadeType[] = _("{DEFENDING_MON}'s {STRING 22}\nmade it the {STRING 0} type!");
+const u8 BattleText_PreventedPara[] = _("{STRING 14}'s {STRING 22}\nprevents paralysis!");
+const u8 BattleText_PreventedRomance[] = _("{DEFENDING_MON}'s {STRING 22}\nprevents romance!");
+const u8 BattleText_PreventedPoison[] = _("{STRING 14}'s {STRING 22}\nprevents poisoning!");
+const u8 BattleText_PreventedConfusion[] = _("{DEFENDING_MON}'s {STRING 22}\nprevents confusion!");
+const u8 BattleText_RaisedFirePower[] = _("{DEFENDING_MON}'s {STRING 22}\nraised its FIRE power!");
const u8 BattleText_AnchorsItself[] = _("{DEFENDING_MON} anchors\nitself with {STRING 22}!");
-const u8 BattleText_CutsAttack[] = _("{STRING 16}’s {STRING 23}\ncuts {DEFENDING_MON}’s ATTACK!");
-const u8 BattleText_PreventedStatLoss[] = _("{STRING 16}’s {STRING 23}\nprevents stat loss!");
-const u8 BattleText_HurtOther[] = _("{DEFENDING_MON}’s {STRING 22}\nhurt {ATTACKING_MON}!");
-const u8 BattleText_Traced[] = _("{STRING 16} TRACED\n{STRING 0}’s {STRING 1}!");
-const u8 BattleText_PreventedBurn[] = _("{STRING 14}’s {STRING 24}\nprevents burns!");
-const u8 BattleText_BlocksOther[] = _("{DEFENDING_MON}’s {STRING 22}\nblocks {STRING 17}!");
-const u8 BattleText_BlocksOther2[] = _("{STRING 16}’s {STRING 23}\nblocks {STRING 17}!");
-const u8 BattleText_RestoredHPByItem[] = _("{ATTACKING_MON}’s {STRING 21}\nrestored some HP!");
-const u8 BattleText_WhipSandstorm[] = _("{STRING 16}’s {STRING 23}\nwhipped up a sandstorm!");
-const u8 BattleText_SunIntensified[] = _("{STRING 16}’s {STRING 23}\nintensified the sun’s rays!");
-const u8 BattleText_PreventedLoss[] = _("{STRING 16}’s {STRING 23}\nprevents {STRING 0} loss!");
-const u8 BattleText_InfatuatedPoke[] = _("{DEFENDING_MON}’s {STRING 22}\ninfatuated {ATTACKING_MON}!");
-const u8 BattleText_MadeIneffective[] = _("{DEFENDING_MON}’s {STRING 22}\nmade {STRING 17} ineffective!");
-const u8 BattleText_CuredProblem[] = _("{STRING 16}’s {STRING 23}\ncured its {STRING 0} problem!");
+const u8 BattleText_CutsAttack[] = _("{STRING 16}'s {STRING 23}\ncuts {DEFENDING_MON}'s ATTACK!");
+const u8 BattleText_PreventedStatLoss[] = _("{STRING 16}'s {STRING 23}\nprevents stat loss!");
+const u8 BattleText_HurtOther[] = _("{DEFENDING_MON}'s {STRING 22}\nhurt {ATTACKING_MON}!");
+const u8 BattleText_Traced[] = _("{STRING 16} TRACED\n{STRING 0}'s {STRING 1}!");
+const u8 BattleText_PreventedBurn[] = _("{STRING 14}'s {STRING 24}\nprevents burns!");
+const u8 BattleText_BlocksOther[] = _("{DEFENDING_MON}'s {STRING 22}\nblocks {STRING 17}!");
+const u8 BattleText_BlocksOther2[] = _("{STRING 16}'s {STRING 23}\nblocks {STRING 17}!");
+const u8 BattleText_RestoredHPByItem[] = _("{ATTACKING_MON}'s {STRING 21}\nrestored some HP!");
+const u8 BattleText_WhipSandstorm[] = _("{STRING 16}'s {STRING 23}\nwhipped up a sandstorm!");
+const u8 BattleText_SunIntensified[] = _("{STRING 16}'s {STRING 23}\nintensified the sun's rays!");
+const u8 BattleText_PreventedLoss[] = _("{STRING 16}'s {STRING 23}\nprevents {STRING 0} loss!");
+const u8 BattleText_InfatuatedPoke[] = _("{DEFENDING_MON}'s {STRING 22}\ninfatuated {ATTACKING_MON}!");
+const u8 BattleText_MadeIneffective[] = _("{DEFENDING_MON}'s {STRING 22}\nmade {STRING 17} ineffective!");
+const u8 BattleText_CuredProblem[] = _("{STRING 16}'s {STRING 23}\ncured its {STRING 0} problem!");
const u8 BattleText_OozeSuckup[] = _("It sucked up the\nLIQUID OOZE!");
const u8 BattleText_Transformed2[] = _("{STRING 16} transformed!");
-const u8 BattleText_TookAttack2[] = _("{DEFENDING_MON}’s {STRING 22}\ntook the attack!");
-const u8 BattleText_PreventedSwitch[] = _("{STRING 0}’s {STRING 20}\nprevents switching!\p");
-const u8 BattleText_PreventedOther[] = _("{DEFENDING_MON}’s {STRING 22}\nprevented {STRING 16}’s\l{STRING 0} from working!");
-const u8 BattleText_MadeIneffective2[] = _("{STRING 16}’s {STRING 23}\nmade it ineffective!");
-const u8 BattleText_PreventedFlinching[] = _("{STRING 14}’s {STRING 24}\nprevents flinching!");
-const u8 BattleText_PreventedOther2[] = _("{ATTACKING_MON}’s {STRING 21}\nprevents {DEFENDING_MON}’s\l{STRING 22} from working!");
-const u8 BattleText_CuredOfProblem[] = _("{STRING 16}’s {STRING 23}\ncured its {STRING 0} problem!");
-const u8 BattleText_NoEffectOn[] = _("{STRING 16}’s {STRING 23}\nhad no effect on {STRING 14}!");
+const u8 BattleText_TookAttack2[] = _("{DEFENDING_MON}'s {STRING 22}\ntook the attack!");
+const u8 BattleText_PreventedSwitch[] = _("{STRING 0}'s {STRING 20}\nprevents switching!\p");
+const u8 BattleText_PreventedOther[] = _("{DEFENDING_MON}'s {STRING 22}\nprevented {STRING 16}'s\l{STRING 0} from working!");
+const u8 BattleText_MadeIneffective2[] = _("{STRING 16}'s {STRING 23}\nmade it ineffective!");
+const u8 BattleText_PreventedFlinching[] = _("{STRING 14}'s {STRING 24}\nprevents flinching!");
+const u8 BattleText_PreventedOther2[] = _("{ATTACKING_MON}'s {STRING 21}\nprevents {DEFENDING_MON}'s\l{STRING 22} from working!");
+const u8 BattleText_CuredOfProblem[] = _("{STRING 16}'s {STRING 23}\ncured its {STRING 0} problem!");
+const u8 BattleText_NoEffectOn[] = _("{STRING 16}'s {STRING 23}\nhad no effect on {STRING 14}!");
const u8 BattleText_Sharply[] = _("sharply ");
const u8 BattleText_Rose[] = _("rose!");
const u8 BattleText_Harshly[] = _("harshly ");
const u8 BattleText_Fell[] = _("fell!");
-const u8 BattleText_UnknownString7[] = _("{ATTACKING_MON}’s {STRING 0}\n{STRING 1}");
-const u8 BattleText_UnknownString3[] = _("{DEFENDING_MON}’s {STRING 0}\n{STRING 1}");
+const u8 BattleText_UnknownString7[] = _("{ATTACKING_MON}'s {STRING 0}\n{STRING 1}");
+const u8 BattleText_UnknownString3[] = _("{DEFENDING_MON}'s {STRING 0}\n{STRING 1}");
const u8 BattleText_UnknownString4[] = _("Using {STRING 19}, the {STRING 0}\nof {STRING 16} {STRING 1}");
-const u8 BattleText_UnknownString5[] = _("{ATTACKING_MON}’s {STRING 0}\n{STRING 1}");
-const u8 BattleText_UnknownString6[] = _("{DEFENDING_MON}’s {STRING 0}\n{STRING 1}");
-const u8 BattleText_StatNoHigher[] = _("{ATTACKING_MON}’s stats won’t\ngo any higher!");
-const u8 BattleText_StatNoLower[] = _("{DEFENDING_MON}’s stats won’t\ngo any lower!");
+const u8 BattleText_UnknownString5[] = _("{ATTACKING_MON}'s {STRING 0}\n{STRING 1}");
+const u8 BattleText_UnknownString6[] = _("{DEFENDING_MON}'s {STRING 0}\n{STRING 1}");
+const u8 BattleText_StatNoHigher[] = _("{ATTACKING_MON}'s stats won't\ngo any higher!");
+const u8 BattleText_StatNoLower[] = _("{DEFENDING_MON}'s stats won't\ngo any lower!");
const u8 BattleText_Critical[] = _("A critical hit!");
-const u8 BattleText_GrandSlam[] = _("It’s a one-hit KO!");
+const u8 BattleText_GrandSlam[] = _("It's a one-hit KO!");
const u8 BattleText_MoveForget123[] = _("{PAUSE 32}1, {PAUSE 15}2 and...{PAUSE 15} ...{PAUSE 15} ...{PAUSE 15}\n{PAUSE 15}{PLAY_SE SE_KON}Poof!\p");
const u8 BattleText_MoveForgetAnd[] = _("And...\p");
-const u8 BattleText_CantForgetHM[] = _("HM moves can’t be\nforgotten now.\p");
-const u8 BattleText_NotEffective[] = _("It’s not very effective...");
-const u8 BattleText_SuperEffective[] = _("It’s super effective!");
+const u8 BattleText_CantForgetHM[] = _("HM moves can't be\nforgotten now.\p");
+const u8 BattleText_NotEffective[] = _("It's not very effective...");
+const u8 BattleText_SuperEffective[] = _("It's super effective!");
const u8 BattleText_GotAwaySafely[] = _("{PLAY_SE SE_NIGERU}Got away safely!\p");
const u8 BattleText_FledUsingItem[] = _("{PLAY_SE SE_NIGERU}{ATTACKING_MON} fled\nusing its {STRING 19}!\p");
const u8 BattleText_FledUsingOther[] = _("{PLAY_SE SE_NIGERU}{ATTACKING_MON} fled\nusing {STRING 21}!\p");
@@ -630,9 +630,9 @@ const u8 BattleText_PlayerTiedTrainer[] = _("Player tied against\n{STRING 29}!")
const u8 BattleText_PlayerTiedTrainers[] = _("Player tied against {STRING 30}\nand {STRING 29}!");
const u8 BattleText_FledSingle[] = _("{PLAY_SE SE_NIGERU}{STRING 29} fled!");
const u8 BattleText_FledDouble[] = _("{PLAY_SE SE_NIGERU}{STRING 29} and\n{STRING 30} fled!");
-const u8 BattleText_NoRunning[] = _("No! There’s no running\nfrom a TRAINER battle!\p");
-const u8 BattleText_CantEscape2[] = _("Can’t escape!\p");
-const u8 BattleText_BirchDontLeaveMe[] = _("PROF. BIRCH: D-don’t leave\nme here like this!\p");
+const u8 BattleText_NoRunning[] = _("No! There's no running\nfrom a TRAINER battle!\p");
+const u8 BattleText_CantEscape2[] = _("Can't escape!\p");
+const u8 BattleText_BirchDontLeaveMe[] = _("PROF. BIRCH: D-don't leave\nme here like this!\p");
const u8 BattleText_Nothing[] = _("But nothing happened!");
const u8 BattleText_Failed[] = _("But it failed!");
const u8 BattleText_HurtItself[] = _("It hurt itself in its\nconfusion!");
@@ -660,26 +660,26 @@ const u8 BattleText_SubWeak[] = _("It was too weak to make\na SUBSTITUTE!");
const u8 BattleText_PainSplit[] = _("The battlers shared\ntheir pain!");
const u8 BattleText_BellChime[] = _("A bell chimed!");
const u8 BattleText_PerishSong[] = _("All affected POKéMON will\nfaint in 3 turns!");
-const u8 BattleText_NoPP1[] = _("There’s no PP left for\nthis move!\p");
+const u8 BattleText_NoPP1[] = _("There's no PP left for\nthis move!\p");
const u8 BattleText_NoPP2[] = _("But there was no PP left\nfor the move!");
const u8 BattleText_IgnoredOrdersSLP[] = _("{ATTACKING_MON} ignored\norders while asleep!");
const u8 BattleText_IgnoredOrders[] = _("{ATTACKING_MON} ignored\norders!");
const u8 BattleText_BeganNap[] = _("{ATTACKING_MON} began to nap!");
const u8 BattleText_LoafingAround[] = _("{ATTACKING_MON} is\nloafing around!");
-const u8 BattleText_WontObey[] = _("{ATTACKING_MON} won’t\nobey!");
+const u8 BattleText_WontObey[] = _("{ATTACKING_MON} won't\nobey!");
const u8 BattleText_TurnedAway[] = _("{ATTACKING_MON} turned away!");
const u8 BattleText_NotNotice[] = _("{ATTACKING_MON} pretended\nto not notice!");
const u8 BattleText_WillSwitch[] = _("{STRING 25} {STRING 26} is\nabout to use {STRING 1}.\pWill {STRING 32} change\nPOKéMON?");
const u8 BattleText_LearnedMove2[] = _("{ATTACKING_MON} learned\n{STRING 0}!");
const u8 BattleText_PlayerDefeatedTrainer2[] = _("Player defeated\n{STRING 25} {STRING 26}!\p");
const u8 BattleText_CreptCloser[] = _("{STRING 32} crept closer to\n{STRING 3}!");
-const u8 BattleText_CantGetCloser[] = _("{STRING 32} can’t get any closer!");
+const u8 BattleText_CantGetCloser[] = _("{STRING 32} can't get any closer!");
const u8 BattleText_WatchingCarefully[] = _("{STRING 3} is watching\ncarefully!");
const u8 BattleText_CuriousAbout[] = _("{STRING 3} is curious about\nthe {STRING 0}!");
const u8 BattleText_EnthralledBy[] = _("{STRING 3} is enthralled by\nthe {STRING 0}!");
const u8 BattleText_IgnoredThing[] = _("{STRING 3} completely ignored\nthe {STRING 0}!");
const u8 BattleText_ThrewBlock[] = _("{STRING 32} threw a {POKEBLOCK}\nat the {STRING 3}!");
-const u8 BattleText_SafariOver[] = _("{PLAY_SE SE_PINPON}ANNOUNCER: You’re out of\nSAFARI BALLS! Game over!\p");
+const u8 BattleText_SafariOver[] = _("{PLAY_SE SE_PINPON}ANNOUNCER: You're out of\nSAFARI BALLS! Game over!\p");
const u8 BattleText_WildAppeared1[] = _("Wild {STRING 3} appeared!\p");
const u8 BattleText_WildAppeared2[] = _("Wild {STRING 3} appeared!\p");
const u8 BattleText_WildAppeared3[] = _("Wild {STRING 3} appeared!{PAUSE 127}");
@@ -700,9 +700,9 @@ const u8 BattleText_SentOutDouble4[] = _("Go! {STRING 2} and\n{STRING 4}!");
const u8 BattleText_SentOutSingle7[] = _("Go! {STRING 0}!");
const u8 BattleText_SentOutSingle8[] = _("Do it! {STRING 0}!");
const u8 BattleText_SentOutSingle9[] = _("Go for it, {STRING 0}!");
-const u8 BattleText_SentOutSingle10[] = _("Your foe’s weak!\nGet’m, {STRING 0}!");
+const u8 BattleText_SentOutSingle10[] = _("Your foe's weak!\nGet'm, {STRING 0}!");
const u8 BattleText_SentOutSingle11[] = _("{STRING 28} sent out\n{STRING 8}!\pGo! {STRING 6}!");
-const u8 BattleText_ComeBackSingle1[] = _("{STRING 0}, that’s enough!\nCome back!");
+const u8 BattleText_ComeBackSingle1[] = _("{STRING 0}, that's enough!\nCome back!");
const u8 BattleText_ComeBackSingle2[] = _("{STRING 0}, come back!");
const u8 BattleText_ComeBackSingle3[] = _("{STRING 0}, OK!\nCome back!");
const u8 BattleText_ComeBackSingle4[] = _("{STRING 0}, good!\nCome back!");
@@ -740,8 +740,8 @@ const u8 BattleText_Used1[] = _("{STRING 32} used\n{STRING 19}!");
const u8 BattleText_TutorialUsed[] = _("WALLY used\n{STRING 19}!");
const u8 BattleText_Used2[] = _("{STRING 25} {STRING 26}\nused {STRING 19}!");
const u8 BattleText_BlockBall[] = _("The TRAINER blocked the BALL!");
-const u8 BattleText_DontBeAThief[] = _("Don’t be a thief!");
-const u8 BattleText_DodgeBall[] = _("It dodged the thrown BALL!\nThis POKéMON can’t be caught!");
+const u8 BattleText_DontBeAThief[] = _("Don't be a thief!");
+const u8 BattleText_DodgeBall[] = _("It dodged the thrown BALL!\nThis POKéMON can't be caught!");
const u8 BattleText_MissPoke[] = _("You missed the POKéMON!");
const u8 BattleText_BallBrokeOhNo[] = _("Oh, no!\nThe POKéMON broke free!");
const u8 BattleText_BallBrokeAppeared[] = _("Aww!\nIt appeared to be caught!");
@@ -751,30 +751,30 @@ const u8 BattleText_BallCaught1[] = _("Gotcha!\n{STRING 3} was caught!{UNKNOWN_A
const u8 BattleText_BallCaught2[] = _("Gotcha!\n{STRING 3} was caught!{UNKNOWN_A}{PLAY_BGM MUS_KACHI22}{PAUSE 127}");
const u8 BattleText_GiveNickname[] = _("Give a nickname to the\ncaptured {STRING 3}?");
const u8 BattleText_SentToPC[] = _("{STRING 3} was sent to\n{STRING 35} PC.");
-const u8 BattleText_Someone[] = _("someone’s");
-const u8 BattleText_Lanette[] = _("LANETTE’s");
-const u8 BattleText_AddedToDex[] = _("{STRING 3}’s data was\nadded to the POKéDEX.\p");
+const u8 BattleText_Someone[] = _("someone's");
+const u8 BattleText_Lanette[] = _("LANETTE's");
+const u8 BattleText_AddedToDex[] = _("{STRING 3}'s data was\nadded to the POKéDEX.\p");
const u8 BattleText_Raining[] = _("It is raining.");
const u8 BattleText_Sandstorm[] = _("A sandstorm is raging.");
-const u8 BattleText_BoxFull[] = _("The BOX is full!\nYou can’t catch any more!\p");
+const u8 BattleText_BoxFull[] = _("The BOX is full!\nYou can't catch any more!\p");
const u8 BattleText_EnigmaBerry[] = _("ENIGMA BERRY");
const u8 BattleText_Berry[] = _(" BERRY");
-const u8 BattleText_CuredParalysis[] = _("{STRING 16}’s {STRING 19}\ncured paralysis!");
-const u8 BattleText_CuredPoison[] = _("{STRING 16}’s {STRING 19}\ncured poison!");
-const u8 BattleText_CuredBurn[] = _("{STRING 16}’s {STRING 19}\nhealed its burn!");
-const u8 BattleText_CuredFreeze[] = _("{STRING 16}’s {STRING 19}\ndefrosted it!");
-const u8 BattleText_CuredSleep[] = _("{STRING 16}’s {STRING 19}\nwoke it from its sleep!");
-const u8 BattleText_CuredConfusion[] = _("{STRING 16}’s {STRING 19}\nsnapped it out of confusion!");
-const u8 BattleText_CuredStatus[] = _("{STRING 16}’s {STRING 19}\ncured its {STRING 0} problem!");
-const u8 BattleText_NormalizedStatus[] = _("{STRING 16}’s {STRING 19}\nnormalized its status!");
-const u8 BattleText_RestoredHealth[] = _("{STRING 16}’s {STRING 19}\nrestored health!");
-const u8 BattleText_RestoredPP[] = _("{STRING 16}’s {STRING 19}\nrestored {STRING 0}’s PP!");
-const u8 BattleText_RestoredStatus[] = _("{STRING 16}’s {STRING 19}\nrestored its status!");
-const u8 BattleText_RestoredHPLittle[] = _("{STRING 16}’s {STRING 19}\nrestored its HP a little!");
+const u8 BattleText_CuredParalysis[] = _("{STRING 16}'s {STRING 19}\ncured paralysis!");
+const u8 BattleText_CuredPoison[] = _("{STRING 16}'s {STRING 19}\ncured poison!");
+const u8 BattleText_CuredBurn[] = _("{STRING 16}'s {STRING 19}\nhealed its burn!");
+const u8 BattleText_CuredFreeze[] = _("{STRING 16}'s {STRING 19}\ndefrosted it!");
+const u8 BattleText_CuredSleep[] = _("{STRING 16}'s {STRING 19}\nwoke it from its sleep!");
+const u8 BattleText_CuredConfusion[] = _("{STRING 16}'s {STRING 19}\nsnapped it out of confusion!");
+const u8 BattleText_CuredStatus[] = _("{STRING 16}'s {STRING 19}\ncured its {STRING 0} problem!");
+const u8 BattleText_NormalizedStatus[] = _("{STRING 16}'s {STRING 19}\nnormalized its status!");
+const u8 BattleText_RestoredHealth[] = _("{STRING 16}'s {STRING 19}\nrestored health!");
+const u8 BattleText_RestoredPP[] = _("{STRING 16}'s {STRING 19}\nrestored {STRING 0}'s PP!");
+const u8 BattleText_RestoredStatus[] = _("{STRING 16}'s {STRING 19}\nrestored its status!");
+const u8 BattleText_RestoredHPLittle[] = _("{STRING 16}'s {STRING 19}\nrestored its HP a little!");
const u8 BattleText_ChoiceBand[] = _("{STRING 19} allows the\nuse of only {STRING 17}!\p");
const u8 BattleText_FocusSash[] = _("{DEFENDING_MON} hung on\nusing its {STRING 19}!");
const u8 BattleText_Terminator2[] = _("");
-const u8 BattleText_WallyBall[] = _("You throw a BALL now, right?\nI... I’ll do my best!");
+const u8 BattleText_WallyBall[] = _("You throw a BALL now, right?\nI... I'll do my best!");
const u8 BattleText_StartEvo[] = _("What?\n{STRING 2} is evolving!");
const u8 BattleText_FinishEvo[] = _("Congratulations! Your {STRING 2}\nevolved into {STRING 3}!{UNKNOWN_A}\p");
const u8 BattleText_StopEvo[] = _("Huh? {STRING 2}\nstopped evolving!\p");
@@ -821,7 +821,7 @@ const u8 BattleText_Win[] = _("{HIGHLIGHT TRANSPARENT}Win"); // 8400E48
const u8 BattleText_Loss[] = _("{HIGHLIGHT TRANSPARENT}Loss"); // 8400E4F
const u8 BattleText_Tie[] = _("{HIGHLIGHT TRANSPARENT}Tie"); // 8400E57
const u8 BattleText_Format10[] = _(" is");
-const u8 BattleText_Format11[] = _("’s");
+const u8 BattleText_Format11[] = _("'s");
const u8 BattleText_Normal[] = _("a NORMAL move");
const u8 BattleText_Fighting[] = _("a FIGHTING move");
const u8 BattleText_Flying[] = _("a FLYING move");