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common_1.asm
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common_1.asm
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_FruitBearingTreeText::
text "It's a fruit-"
line "bearing tree."
done
_HeyItsFruitText::
text "Hey! It's"
line "@"
text_ram wStringBuffer3
text "!"
done
_ObtainedFruitText::
text "Obtained"
line "@"
text_ram wStringBuffer3
text "!"
done
_FruitPackIsFullText::
text "But the PACK is"
line "full…"
done
_NothingHereText::
text "There's nothing"
line "here…"
done
_WhichApricornText::
text "Which APRICORN"
line "should I use?"
done
_HowManyShouldIMakeText::
text "How many should I"
line "make?"
done
_RecoveredSomeHPText::
text_ram wStringBuffer1
text_start
line "recovered @"
text_decimal wCurHPAnimDeltaHP, 2, 3
text "HP!"
done
_CuredOfPoisonText::
text_ram wStringBuffer1
text "'s"
line "cured of poison."
done
_RidOfParalysisText::
text_ram wStringBuffer1
text "'s"
line "rid of paralysis."
done
_BurnWasHealedText::
text_ram wStringBuffer1
text "'s"
line "burn was healed."
done
_WasDefrostedText::
text_ram wStringBuffer1
text_start
line "was defrosted."
done
_WokeUpText::
text_ram wStringBuffer1
text_start
line "woke up."
done
_HealthReturnedText::
text_ram wStringBuffer1
text "'s"
line "health returned."
done
_RevitalizedText::
text_ram wStringBuffer1
text_start
line "is revitalized."
done
_GrewToLevelText::
text_ram wStringBuffer1
text " grew to"
line "level @"
text_decimal wCurPartyLevel, 1, 3
text "!@"
sound_dex_fanfare_50_79 ; plays SFX_DEX_FANFARE_50_79, identical to SFX_LEVEL_UP
text_promptbutton
text_end
text_end ; unreferenced
_CameToItsSensesText::
text_ram wStringBuffer1
text " came"
line "to its senses."
done
_EnterNewPasscodeText::
text "Please enter any"
line "four-digit number."
done
_ConfirmPasscodeText::
text "Enter the same"
line "number to confirm."
done
_PasscodesNotSameText::
text "That's not the"
line "same number."
done
_PasscodeSetText::
text "Your PASSCODE has"
line "been set."
para "Enter this number"
line "next time to open"
cont "the CARD FOLDER."
para ""
done
_FourZerosInvalidText::
text "0000 is invalid!"
para ""
done
_EnterPasscodeText::
text "Enter the CARD"
next "FOLDER PASSCODE."
done
_IncorrectPasscodeText::
text "Incorrect"
line "PASSCODE!"
para ""
done
_CardFolderOpenText::
text "CARD FOLDER open.@"
text_end
_OakTimeWokeUpText::
text "<……><……><……><……><……><……>"
line "<……><……><……><……><……><……>"
para "Zzz… Hm? Wha…?"
line "You woke me up!"
para "Will you check the"
line "clock for me?"
prompt
_OakTimeWhatTimeIsItText::
text "What time is it?"
done
_OakTimeWhatHoursText::
text "What?@"
text_end
_OakTimeHoursQuestionMarkText::
text "?"
done
_OakTimeHowManyMinutesText::
text "How many minutes?"
done
_OakTimeWhoaMinutesText::
text "Whoa!@"
text_end
_OakTimeMinutesQuestionMarkText::
text "?"
done
_OakTimeOversleptText::
text "!"
line "I overslept!"
done
_OakTimeYikesText::
text "!"
line "Yikes! I over-"
cont "slept!"
done
_OakTimeSoDarkText::
text "!"
line "No wonder it's so"
cont "dark!"
done
_OakTimeWhatDayIsItText::
text "What day is it?"
done
_OakTimeIsItText::
text ", is it?"
done
; Mobile Adapter
_ThereIsNothingConnectedText:: ; unreferenced
text "There is nothing"
line "connected."
done
_CheckCellPhoneAdapterText:: ; unreferenced
text "Check cell phone"
line "adapter."
done
_CheckCDMAAdapterText:: ; unreferenced
text "Check CDMA"
line "adapter."
done
_CheckDOCOMOPHSAdapterText:: ; unreferenced
text "Check DOCOMO PHS"
line "adapter."
done
_CheckDDIPHSAdapterText:: ; unreferenced
text "Check DDI PHS"
line "adapter."
done
_CheckMobileAdapterText:: ; unreferenced
text "Check unlimited"
line "battle mobile"
cont "adapter."
done
; Mobile Adapter End
_ThePasswordIsText:: ; unreferenced
text "The password is:"
line ""
done
_IsThisOKText:: ; unreferenced
text "Is this OK?"
done
_EnterTheIDNoText:: ; unreferenced
text "Enter the"
line "ID no."
done
_EnterTheAmountText:: ; unreferenced
text "Enter the"
line "amount."
done
_NothingToChooseText::
text "There's nothing to"
line "choose."
prompt
_WhichSidePutOnText::
text "Which side do you"
line "want to put it on?"
done
_WhichSidePutAwayText::
text "Which side do you"
line "want to put away?"
done
_PutAwayTheDecoText::
text "Put away the"
line "@"
text_ram wStringBuffer3
text "."
prompt
_NothingToPutAwayText::
text "There's nothing to"
line "put away."
prompt
_SetUpTheDecoText::
text "Set up the"
line "@"
text_ram wStringBuffer3
text "."
prompt
_PutAwayAndSetUpText::
text "Put away the"
line "@"
text_ram wStringBuffer3
text_start
para "and set up the"
line "@"
text_ram wStringBuffer4
text "."
prompt
_AlreadySetUpText::
text "That's already set"
line "up."
prompt
_LookTownMapText::
text "It's the TOWN MAP."
done
_LookPikachuPosterText::
text "It's a poster of a"
line "cute PIKACHU."
done
_LookClefairyPosterText::
text "It's a poster of a"
line "cute CLEFAIRY."
done
_LookJigglypuffPosterText::
text "It's a poster of a"
line "cute JIGGLYPUFF."
done
_LookAdorableDecoText::
text "It's an adorable"
line "@"
text_ram wStringBuffer3
text "."
done
_LookGiantDecoText::
text "A giant doll! It's"
line "fluffy and cuddly."
done
_MomHiHowAreYouText::
text "Hi, <PLAYER>!"
line "How are you?"
prompt
_MomFoundAnItemText::
text "I found a useful"
line "item shopping, so"
prompt
_MomBoughtWithYourMoneyText::
text "I bought it with"
line "your money. Sorry!"
prompt
_MomItsInPCText::
text "It's in your PC."
line "You'll like it!"
done
_MomFoundADollText::
text "While shopping"
line "today, I saw this"
cont "adorable doll, so"
prompt
_MomItsInYourRoomText::
text "It's in your room."
line "You'll love it!"
done
_MonWasSentToText::
text_ram wPlayerTrademonSpeciesName
text " was"
line "sent to @"
text_ram wOTTrademonSenderName
text "."
done
_MonNameSentToText::
text_start
done
_BidsFarewellToMonText::
text_ram wOTTrademonSenderName
text " bids"
line "farewell to"
done
_MonNameBidsFarewellText::
text_ram wOTTrademonSpeciesName
text "."
done
_TakeGoodCareOfMonText::
text "Take good care of"
line "@"
text_ram wOTTrademonSpeciesName
text "."
done
_ForYourMonSendsText::
text "For @"
text_ram wPlayerTrademonSenderName
text "'s"
line "@"
text_ram wPlayerTrademonSpeciesName
text ","
done
_OTSendsText::
text_ram wOTTrademonSenderName
text " sends"
line "@"
text_ram wOTTrademonSpeciesName
text "."
done
_WillTradeText::
text_ram wOTTrademonSenderName
text " will"
line "trade @"
text_ram wOTTrademonSpeciesName
text_end
text_end ; unreferenced
_ForYourMonWillTradeText::
text "for @"
text_ram wPlayerTrademonSenderName
text "'s"
line "@"
text_ram wPlayerTrademonSpeciesName
text "."
done
_MobilePlayerWillTradeMonText::
text_ram wPlayerTrademonSenderName
text " will"
line "trade @"
text_ram wPlayerTrademonSpeciesName
text_end
text_end ; unreferenced
_MobileForPartnersMonText::
text "for @"
text_ram wOTTrademonSenderName
text "'s"
line "@"
text_ram wOTTrademonSpeciesName
text "."
done
_MobilePlayersMonTradeText::
text_ram wPlayerTrademonSenderName
text "'s"
line "@"
text_ram wPlayerTrademonSpeciesName
text " trade…"
done
_MobileTakeGoodCareOfMonText::
text "Take good care of"
line "@"
text_ram wOTTrademonSpeciesName
text "."
done
_MobilePlayersMonTrade2Text::
text_ram wPlayerTrademonSenderName
text "'s"
line "@"
text_ram wPlayerTrademonSpeciesName
text " trade…"
done
_MobileTakeGoodCareOfText::
text "Take good care of"
line "@"
text_ram wOTTrademonSpeciesName
text "."
done
_MobileTradeCameBackText::
text_ram wOTTrademonSpeciesName
text " came"
line "back!"
done
; Oak's Pokémon Talk
_OPT_IntroText1::
text_start
line "MARY: PROF.OAK'S"
done
_OPT_IntroText2::
text_start
line "#MON TALK!"
done
_OPT_IntroText3::
text_start
line "With me, MARY!"
done
_OPT_OakText1::
text_start
line "OAK: @"
text_ram wMonOrItemNameBuffer
text_end
text_end ; unreferenced
_OPT_OakText2::
text_start
line "may be seen around"
done
_OPT_OakText3::
text_start
line "@"
text_ram wStringBuffer1
text "."
done
_OPT_MaryText1::
text_start
line "MARY: @"
text_ram wStringBuffer1
text "'s"
done
_OPT_SweetAdorablyText::
text_start
line "sweet and adorably"
done
_OPT_WigglySlicklyText::
text_start
line "wiggly and slickly"
done
_OPT_AptlyNamedText::
text_start
line "aptly named and"
done
_OPT_UndeniablyKindOfText::
text_start
line "undeniably kind of"
done
_OPT_UnbearablyText::
text_start
line "so, so unbearably"
done
_OPT_WowImpressivelyText::
text_start
line "wow, impressively"
done
_OPT_AlmostPoisonouslyText::
text_start
line "almost poisonously"
done
_OPT_SensuallyText::
text_start
line "ooh, so sensually"
done
_OPT_MischievouslyText::
text_start
line "so mischievously"
done
_OPT_TopicallyText::
text_start
line "so very topically"
done
_OPT_AddictivelyText::
text_start
line "sure addictively"
done
_OPT_LooksInWaterText::
text_start
line "looks in water is"
done
_OPT_EvolutionMustBeText::
text_start
line "evolution must be"
done
_OPT_ProvocativelyText::
text_start
line "provocatively"
done
_OPT_FlippedOutText::
text_start
line "so flipped out and"
done
_OPT_HeartMeltinglyText::
text_start
line "heart-meltingly"
done
_OPT_CuteText::
text_start
line "cute."
done
_OPT_WeirdText::
text_start
line "weird."
done
_OPT_PleasantText::
text_start
line "pleasant."
done
_OPT_BoldSortOfText::
text_start
line "bold, sort of."
done
_OPT_FrighteningText::
text_start
line "frightening."
done
_OPT_SuaveDebonairText::
text_start
line "suave & debonair!"
done
_OPT_PowerfulText::
text_start
line "powerful."
done
_OPT_ExcitingText::
text_start
line "exciting."
done
_OPT_GroovyText::
text_start
line "groovy!"
done
_OPT_InspiringText::
text_start
line "inspiring."
done
_OPT_FriendlyText::
text_start
line "friendly."
done
_OPT_HotHotHotText::
text_start
line "hot, hot, hot!"
done
_OPT_StimulatingText::
text_start
line "stimulating."
done
_OPT_GuardedText::
text_start
line "guarded."
done
_OPT_LovelyText::
text_start
line "lovely."
done
_OPT_SpeedyText::
text_start
line "speedy."
done
_OPT_PokemonChannelText::
text "#MON"
done
_PokedexShowText::
text_start
line "@"
text_ram wStringBuffer1
text_end
text_end ; unreferenced
; Pokémon Music Channel / Pokémusic
_BenIntroText1::
text_start
line "BEN: #MON MUSIC"
done
_BenIntroText2::
text_start
line "CHANNEL!"
done
_BenIntroText3::
text_start
line "It's me, DJ BEN!"
done
_FernIntroText1::
text_start
line "FERN: #MUSIC!"
done
_FernIntroText2::
text_start
line "With DJ FERN!"
done
_BenFernText1::
text_start
line "Today's @"
text_today
text ","
done
_BenFernText2A::
text_start
line "so let us jam to"
done
_BenFernText2B::
text_start
line "so chill out to"
done
_BenFernText3A::
text_start
line "#MON March!"
done
_BenFernText3B::
text_start
line "#MON Lullaby!"
done
; Lucky Channel
_LC_Text1::
text_start
line "REED: Yeehaw! How"
done
_LC_Text2::
text_start
line "y'all doin' now?"
done
_LC_Text3::
text_start
line "Whether you're up"
done
_LC_Text4::
text_start
line "or way down low,"
done
_LC_Text5::
text_start
line "don't you miss the"
done
_LC_Text6::
text_start
line "LUCKY NUMBER SHOW!"
done
_LC_Text7::
text_start
line "This week's Lucky"
done
_LC_Text8::
text_start
line "Number is @"
text_pause
text_ram wStringBuffer1
text "!"
done
_LC_Text9::
text_start
line "I'll repeat that!"
done
_LC_Text10::
text_start
line "Match it and go to"
done
_LC_Text11::
text_start
line "the RADIO TOWER!"
done
_LC_DragText1::
text_start
line "…Repeating myself"
done
_LC_DragText2::
text_start
line "gets to be a drag…"
done
; Places and People
_PnP_Text1::
text_start
line "PLACES AND PEOPLE!"
done
_PnP_Text2::
text_start
line "Brought to you by"
done
_PnP_Text3::
text_start
line "me, DJ LILY!"
done
_PnP_Text4::
text_start
line "@"
text_ram wStringBuffer2
text " @"
text_ram wStringBuffer1
text_end
text_end ; unreferenced
_PnP_CuteText::
text_start
line "is cute."
done
_PnP_LazyText::
text_start
line "is sort of lazy."
done
_PnP_HappyText::
text_start
line "is always happy."
done
_PnP_NoisyText::
text_start
line "is quite noisy."
done
_PnP_PrecociousText::
text_start
line "is precocious."
done
_PnP_BoldText::
text_start
line "is somewhat bold."
done
_PnP_PickyText::
text_start
line "is too picky!"
done
_PnP_SortOfOKText::
text_start
line "is sort of OK."
done
_PnP_SoSoText::
text_start
line "is just so-so."
done
_PnP_GreatText::
text_start
line "is actually great."
done
_PnP_MyTypeText::
text_start
line "is just my type."
done
_PnP_CoolText::
text_start
line "is so cool, no?"
done
_PnP_InspiringText::
text_start
line "is inspiring!"
done
_PnP_WeirdText::
text_start
line "is kind of weird."
done
_PnP_RightForMeText::
text_start
line "is right for me?"
done
_PnP_OddText::
text_start
line "is definitely odd!"
done
_PnP_Text5::
text_start
line "@"
text_ram wStringBuffer1
text_end
text_end ; unreferenced
_RocketRadioText1::
text_start
line "… …Ahem, we are"
done
_RocketRadioText2::
text_start
line "TEAM ROCKET!"
done
_RocketRadioText3::
text_start
line "After three years"
done
_RocketRadioText4::
text_start
line "of preparation, we"
done
_RocketRadioText5::
text_start
line "have risen again"
done
_RocketRadioText6::
text_start
line "from the ashes!"
done
_RocketRadioText7::
text_start
line "GIOVANNI! @"
text_pause
text "Can you"
done
_RocketRadioText8::
text_start
line "hear?@"
text_pause
text " We did it!"
done