// Script buffer pointer. The segment part also doubles as the base pointer to // the allocated dialog buffer for later dialog_free() calls, and therefore // must not be changed while running the script – hence the explicit `far`. extern unsigned char far *dialog_p; // Loads a dialog script from the file with the given name. `near` in this // game, as it's only used internally. void pascal near dialog_load(const char *fn); // Loads the dialog script after defeating Stage 5 Yuuka with continues or on // Easy mode, shown before the Bad Ending. void dialog_load_yuuka5_defeat_bad(void); // Loads the dialog script for the current player character and stage. void near dialog_load(void); // Frees any previously loaded dialog script. void near dialog_free(void);