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 "”", "\"" ; 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 txsymbol FIRE txsymbol GRASS txsymbol LIGHTNING txsymbol WATER txsymbol FIGHTING txsymbol PSYCHIC txsymbol COLORLESS txsymbol POISONED txsymbol ASLEEP txsymbol CONFUSED txsymbol PARALYZED txsymbol CURSOR_U txsymbol POKEMON txsymbol UNKNOWN_0E txsymbol CURSOR_R txsymbol HP txsymbol Lv txsymbol E txsymbol No txsymbol PLUSPOWER txsymbol DEFENDER txsymbol HP_OK txsymbol HP_NOK txsymbol BOX_TOP_L txsymbol BOX_TOP_R txsymbol BOX_BTM_L txsymbol BOX_BTM_R txsymbol BOX_TOP txsymbol BOX_BOTTOM txsymbol BOX_LEFT txsymbol BOX_RIGHT txsymbol 0 txsymbol 1 txsymbol 2 txsymbol 3 txsymbol 4 txsymbol 5 txsymbol 6 txsymbol 7 txsymbol 8 txsymbol 9 txsymbol DOT txsymbol PLUS txsymbol MINUS txsymbol x txsymbol SLASH txsymbol CURSOR_D txsymbol PRIZE