Defined in macros/scripts/text.asm and home/text.asm:TextCommands.
Start writing text until "@"
. The text can use control characters.
Write text from a RAM address.
Write BCD from an address, typically RAM.
Move to a new tile.
Draw a box.
Write text at (1, 16).
Wait for button press; show arrow.
Pushes text up two lines and sets the bc
cursor to the border tile below the
first character column of the text box.
Start interpreting assembly code.
Read bytes bytes from address and print them as a digits-digit number.
Pause for 30 frames unless A or B is pressed.
Play SFX_DEX_FANFARE_50_79
.
Print n "…"
s, pausing for 10 frames after each; interrupt if A or B is pressed.
Wait for button press; show arrow.
Play SFX_DEX_FANFARE_20_49
.
Play SFX_ITEM
.
Play SFX_CAUGHT_MON
.
Play SFX_DEX_FANFARE_80_109
.
Play SFX_FANFARE
.
Play SFX_SLOT_MACHINE_START
.
Write text from one of the following addresses (listed in data/text_buffers.asm):
StringBuffer3
StringBuffer4
StringBuffer5
StringBuffer2
StringBuffer1
EnemyMonNick
BattleMonNick
Print the weekday.
Write text from a different bank.
Stops processing text commands.
These get interpreted in the context of printing regular text. Macros exist to conveniently place the control characters.
Start writing text until "@"
. (Not actually a control character, but shorter than text_start
followed by db
.)
Move a line down.
Start writing at the bottom line.
Start a new Pokédex page.
Start a new paragraph.
Scroll to the next line.
End a text box.
Prompt the player to end a text box (initiating some other event).