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# Text Commands
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Defined in [macros/scripts/text.asm ](https://github.com/pret/pokecrystal/blob/master/macros/scripts/text.asm ) and [home/text.asm:TextCommands ](https://github.com/pret/pokecrystal/blob/master/home/text.asm ).
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## `$00`: `text_start`
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Start writing text until `"@"` . The text can use [control characters ](#control-characters ).
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## `$01`: <code>text_ram <i>address</i></code>
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Write text from a RAM address.
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## `$02`: <code>text_bcd <i>address</i>, <i>flags</i></code>
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Write [BCD][bcd] from an address, typically RAM.
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[bcd]: https://en.wikipedia.org/wiki/Binary-coded_decimal
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## `$03`: <code>text_move <i>address</i></code>
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Move to a new tile.
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## `$04`: <code>text_box <i>address</i>, <i>height</i>, <i>width</i></code>
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Draw a box.
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## `$05`: `text_low`
Write text at (1, 16).
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## `$06`: `text_promptbutton`
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Wait for button press; show arrow.
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## `$07`: `text_scroll`
Pushes text up two lines and sets the `bc` cursor to the border tile below the
first character column of the text box.
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## `$08`: `text_asm`
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Start interpreting assembly code.
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## `$09`: <code>text_decimal <i>address</i>, <i>bytes</i>, <i>digits</i></code>
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Read *bytes* bytes from *address* and print them as a *digits* -digit number.
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## `$0A`: `text_pause`
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Pause for 30 frames unless A or B is pressed.
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## `$0B`: `sound_dex_fanfare_50_79`
Play `SFX_DEX_FANFARE_50_79` .
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## `$0C`: <code>text_dots <i>n</i></code>
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Print *n* `"…"` s, pausing for 10 frames after each; interrupt if A or B is pressed.
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## `$0D`: `text_waitbutton`
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Wait for button press; don't show arrow.
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## `$0E`: `sound_dex_fanfare_20_49`
Play `SFX_DEX_FANFARE_20_49` .
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## `$0F`: `sound_item`
Play `SFX_ITEM` .
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## `$10`: `sound_caught_mon`
Play `SFX_CAUGHT_MON` .
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## `$11`: `sound_dex_fanfare_80_109`
Play `SFX_DEX_FANFARE_80_109` .
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## `$12`: `sound_fanfare`
Play `SFX_FANFARE` .
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## `$13`: `sound_slot_machine_start`
Play `SFX_SLOT_MACHINE_START` .
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## `$14`: <code>text_buffer <i>id</i></code>
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Write text from one of the following addresses (listed in [data/text_buffers.asm ](https://github.com/pret/pokecrystal/blob/master/data/text_buffers.asm )):
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0. `wStringBuffer3`
1. `wStringBuffer4`
2. `wStringBuffer5`
3. `wStringBuffer2`
4. `wStringBuffer1`
5. `wEnemyMonNickname`
6. `wBattleMonNickname`
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## `$15`: `text_today`
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Print the weekday.
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## `$16`: <code>text_far <i>address</i></code>
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Write text from a different bank.
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## `$50`: `text_end`
Stops processing text commands.
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# Control characters
These get interpreted in the context of printing regular text. Macros exist to conveniently place the control characters.
## `$00`: <code>text <i>text</i></code>
Start writing text until `"@"` . (Not actually a control character, but shorter than `text_start` followed by `db` .)
## `$4E`, `"<NEXT>"`: <code>next <i>text</i></code>
Move a line down.
## `$4F`, `"<LINE>"`: <code>line <i>text</i></code>
Start writing at the bottom line.
## `$50`, `"@"`: <code>page <i>text</i></code>
Start a new Pokédex page.
## `$51`, `"<PARA>"`: <code>para <i>text</i></code>
Start a new paragraph.
## `$55`, `"<CONT>"`: <code>cont <i>text</i></code>
Scroll to the next line.
## `$57`, `"<DONE>"`: `done`
End a text box.
## `$58`, `"<PROMPT>"`: `prompt`
Prompt the player to end a text box (initiating some other event).