TX_END EQU $00 TX_SYMBOL EQU $05 TX_START EQU $06 TX_RAM1 EQU $09 TX_LINE EQU "\n" ; $0a TX_RAM2 EQU $0B TX_RAM3 EQU $0C text EQUS "db TX_START, " line EQUS "db TX_LINE, " done EQUS "db TX_END" charmap "é", "`" charmap "♂", "$" charmap "♀", "%" charmap "”", "\"" ; wFontWidth constants FULL_WIDTH EQU $0 HALF_WIDTH EQU $1 ; non-0 ; TX_SYMBOL (full-tile icons/symbols loaded at the beginning of v0Tiles2) ; TODO: Use symbols in menus (cursor tile number, tile behind cursor), draw text boxes, WriteByteToBGMap0, etc ; If user-defined functions ever become a thing a symbol(*) syntax would probably be preferred over SYM_* charmap "<", TX_SYMBOL const_def txsymbol SPACE ; $00 txsymbol FIRE ; $01 txsymbol GRASS ; $02 txsymbol LIGHTNING ; $03 txsymbol WATER ; $04 txsymbol FIGHTING ; $05 txsymbol PSYCHIC ; $06 txsymbol COLORLESS ; $07 txsymbol POISONED ; $08 txsymbol ASLEEP ; $09 txsymbol CONFUSED ; $0a txsymbol PARALYZED ; $0b txsymbol CURSOR_U ; $0c txsymbol POKEMON ; $0d txsymbol UNKNOWN_0E ; $0e txsymbol CURSOR_R ; $0f txsymbol HP ; $10 txsymbol Lv ; $11 txsymbol E ; $12 txsymbol No ; $13 txsymbol PLUSPOWER ; $14 txsymbol DEFENDER ; $15 txsymbol HP_OK ; $16 txsymbol HP_NOK ; $17 txsymbol BOX_TOP_L ; $18 txsymbol BOX_TOP_R ; $19 txsymbol BOX_BTM_L ; $1a txsymbol BOX_BTM_R ; $1b txsymbol BOX_TOP ; $1c txsymbol BOX_BOTTOM ; $1d txsymbol BOX_LEFT ; $1e txsymbol BOX_RIGHT ; $1f txsymbol 0 ; $20 txsymbol 1 ; $21 txsymbol 2 ; $22 txsymbol 3 ; $23 txsymbol 4 ; $24 txsymbol 5 ; $25 txsymbol 6 ; $26 txsymbol 7 ; $27 txsymbol 8 ; $28 txsymbol 9 ; $29 txsymbol DOT ; $2a txsymbol PLUS ; $2b txsymbol MINUS ; $2c txsymbol x ; $2d txsymbol SLASH ; $2e txsymbol CURSOR_D ; $2f txsymbol PRIZE ; $30