diff --git a/src/battle_message.c b/src/battle_message.c index e37a4c30cb..3fa3d0563a 100644 --- a/src/battle_message.c +++ b/src/battle_message.c @@ -1324,6 +1324,8 @@ const u8 gText_BattleRecordedOnPass[] = _("{B_PLAYER_NAME}’s battle result was const u8 gText_LinkTrainerWantsToBattlePause[] = _("{B_20}\nwants to battle!{PAUSE 49}"); const u8 gText_TwoLinkTrainersWantToBattlePause[] = _("{B_20} and {B_21}\nwant to battle!{PAUSE 49}"); +// This is four lists of moves which use a different attack string in Japanese +// to the default. See the documentation for sub_814F950 for more detail. static const u16 sUnknownMoveTable[] = { MOVE_SWORDS_DANCE, MOVE_STRENGTH, MOVE_GROWTH, @@ -1338,16 +1340,16 @@ static const u16 sUnknownMoveTable[] = MOVE_TRICK, MOVE_ASSIST, MOVE_INGRAIN, MOVE_KNOCK_OFF, MOVE_CAMOUFLAGE, MOVE_ASTONISH, MOVE_ODOR_SLEUTH, MOVE_GRASS_WHISTLE, MOVE_SHEER_COLD, MOVE_MUDDY_WATER, - MOVE_IRON_DEFENSE, MOVE_BOUNCE, MOVE_NONE, + MOVE_IRON_DEFENSE, MOVE_BOUNCE, 0, MOVE_TELEPORT, MOVE_RECOVER, MOVE_BIDE, MOVE_AMNESIA, - MOVE_FLAIL, MOVE_TAUNT, MOVE_BULK_UP, MOVE_NONE, + MOVE_FLAIL, MOVE_TAUNT, MOVE_BULK_UP, 0, MOVE_MEDITATE, MOVE_AGILITY, MOVE_MIMIC, MOVE_DOUBLE_TEAM, MOVE_BARRAGE, MOVE_TRANSFORM, MOVE_STRUGGLE, MOVE_SCARY_FACE, MOVE_CHARGE, MOVE_WISH, MOVE_BRICK_BREAK, MOVE_YAWN, MOVE_FEATHER_DANCE, MOVE_TEETER_DANCE, MOVE_MUD_SPORT, - MOVE_FAKE_TEARS, MOVE_WATER_SPORT, MOVE_CALM_MIND, MOVE_NONE, + MOVE_FAKE_TEARS, MOVE_WATER_SPORT, MOVE_CALM_MIND, 0, MOVE_POUND, MOVE_SCRATCH, MOVE_VICE_GRIP, MOVE_WING_ATTACK, MOVE_FLY, MOVE_BIND, MOVE_SLAM, @@ -1361,7 +1363,7 @@ static const u16 sUnknownMoveTable[] = MOVE_FORESIGHT, MOVE_CHARM, MOVE_ATTRACT, MOVE_ROCK_SMASH, MOVE_UPROAR, MOVE_SPIT_UP, MOVE_SWALLOW, MOVE_TORMENT, MOVE_FLATTER, MOVE_ROLE_PLAY, MOVE_ENDEAVOR, MOVE_TICKLE, - MOVE_COVET, MOVE_NONE + MOVE_COVET, 0 }; static const u8 sDummyWeirdStatusString[] = {EOS, EOS, EOS, EOS, EOS, EOS, EOS, EOS, 0, 0}; @@ -2330,6 +2332,10 @@ static void ExpandBattleTextBuffPlaceholders(const u8 *src, u8 *dst) } } +// Loads one of two text strings into the provided buffer. This is functionally +// unused, since the value loaded into the buffer is not read; it loaded one of +// two particles (either "は" or "の") which works in tandem with sub_814F950 +// below to effect changes in the meaning of the line. static void sub_814F8F8(u8* textBuff) { s32 counter = 0; @@ -2337,7 +2343,7 @@ static void sub_814F8F8(u8* textBuff) while (counter != 4) { - if (sUnknownMoveTable[i] == MOVE_NONE) + if (sUnknownMoveTable[i] == 0) counter++; if (sUnknownMoveTable[i++] == gStringInfo->currentMove) break; @@ -2352,6 +2358,24 @@ static void sub_814F8F8(u8* textBuff) } } +// Appends "!" to the text buffer `dst`. In the original Japanese this looked +// into the table of moves at sUnknownMoveTable and varied the line accordingly. +// +// gText_ExclamationMark was a plain "!", used for any attack not on the list. +// It resulted in the translation "'s !". +// +// gText_ExclamationMark2 was "を つかった!". This resulted in the translation +// " used !", which was used for all attacks in English. +// +// gText_ExclamationMark3 was "した!". This was used for those moves whose +// names were verbs, such as Recover, and resulted in translations like " +// recovered itself!". +// +// gText_ExclamationMark4 was "を した!" This resulted in a translation of +// " did an !". +// +// gText_ExclamationMark5 was " こうげき!" This resulted in a translation of +// "'s attack!". static void sub_814F950(u8* dst) { s32 counter = 0;