Save data structure (Generation I): Difference between revisions

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)
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)
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))
Line 154: Line 154:
* 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 active Pokémon's name in battle.
* 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 inactive Pokémon's name in battle. The default value is empty.
* 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.