30,354
edits
Tiddlywinks (talk | contribs) m (→Japanese: By deduction, it seems that all those diacritic'd characters are actually control characters. It's got to do with tiles, which I may try to explain adequately at some point) |
Tiddlywinks (talk | contribs) m (→Control characters: Argh, it looks like I got these mixed up... The game may "cheat" a switch in some instances, though (such as Rage)) |
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* 0x57: Marks the end of dialogue, without a visual prompt to the player. | * 0x57: Marks the end of dialogue, without a visual prompt to the player. | ||
* 0x58: Marks the end of dialogue, with a visual prompt to the player. | * 0x58: Marks the end of dialogue, with a visual prompt to the player. | ||
* 0x59: Prints the | * 0x59: Prints the inactive Pokémon's name in battle. (In specific circumstances<!--E.g., Rage-->, the game may "pretend" that the inactive Pokémon is actually active and vice versa.) | ||
** The default value is <code>Enemy </code> in English games and <code>てきの </code> in Japanese games. | ** The default value is <code>Enemy </code> in English games and <code>てきの </code> in Japanese games. | ||
* 0x5A: Prints the | * 0x5A: Prints the active Pokémon's name in battle. The default value is empty. (In specific circumstances, the game may "pretend" that the active Pokémon is actually inactive and vice versa.) | ||
* 0x5B: Prints <code>PC</code> in English games and <code>パソコン</code> in Japanese games. | * 0x5B: Prints <code>PC</code> in English games and <code>パソコン</code> in Japanese games. | ||
* 0x5C: Prints <code>TM</code> in English games and <code>わざマシン</code> in Japanese games. | * 0x5C: Prints <code>TM</code> in English games and <code>わざマシン</code> in Japanese games. |