HexManiacAdvance/src/HexManiac.Core/Models/Code/pcsReference.txt
Haven1433 65765e695f Allow Text Macros
* Replace the static PCSString.Convert method with an instance method on a TextConverter that's owned by the Model. The TextConverter can know about different macros depending on which rom is being edited.
* Add macros to pcsReference.txt
2022-06-02 20:53:39 -05:00

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This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

0x00 = " ÀÁÂÇÈÉÊËÌ"
0x0B = "ÎÏÒÓÔ"
0x10 = "ŒÙÚÛÑßàá"
0x19 = "çèéêëì"
0x20 = "îïòóôœùúûñºª"
0x2C = \e
0x2D = &
0x2E = \+
0x34 = \Lv
0x35 = "=;"
0x48 = \r
0x51 = ¿
0x52 = ¡
0x53 = \pk
0x54 = \mn
0x55 = \Po
0x56 = \Ke
0x57 = \Bl
0x58 = \Lo
0x59 = \Ck
0x5A = "Í%()"
0x68 = â
0x6F = í
0x79 = \au # arrow up
0x7A = \ad # arrow down
0x7B = \al # arrow left
0x7C = \ar # arrow right
0x84 = \d
0x85 = \<
0x86 = \>
0xA1 = "0123456789"
0xAB = "!?.-‧"
0xB0 = \. # ellipses
0xB1 = \qo # quote open
0xB2 = \qc # quote close
0xB3 =
0xB4 = '
0xB5 = \sm # symbol male
0xB6 = \sf # symbol female
0xB7 = "$,*/"
0xBB = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
0xD5 = "abcdefghijklmnopqrstuvwxyz"
0xF0 = ":ÄÖÜäöü"
0xF7 = \?
0xF8 = \btn # button escape: next byte is read as a button ID. order is [A, B, L, R, START, SELECT, UP, DOWN, LEFT, RIGHT, UP_DOWN, LEFT_RIGHT, DPAD]
0xF9 = \9
0xFC = \CC # control code, used for lots of stuff, see below
0xFD = \\ # standard escape character: next byte is raw
0xFF = "
0xFE = \n # standard newline
0xFA = \l # line feed: scroll one line once the player hits a button
0xFB = \pn # paragraph feed: clear text once the player hits a button
# different control codes have a different number of byte arguments
# most functions have 1 variable
# functions higher than 0x14 have 0 variables
# anything else is listed here
CC_04 = 3 # text shadow highlight
CC_09 = 0 # pause -> no args
CC_0A = 0 # wait for sound effect -> no args
CC_0B = 2 # play background music
CC_10 = 2 # play sound effects
# macros for colors
@!game(BPRE_BPGE)
[white] FC 01 00
[white2] FC 01 01
[black] FC 01 02
[grey] FC 01 03
[red] FC 01 04
[orange] FC 01 05
[green] FC 01 06
[lightgreen] FC 01 07
[blue] FC 01 08
[lightblue] FC 01 09
[white3] FC 01 0A
[lightblue2] FC 01 0B
[cyan] FC 01 0C
[lightblue3] FC 01 0D
[navyblue] FC 01 0E
[darknavyblue] FC 01 0F
@!game(AXVE_AXPE)
[transp] FC 01 00
[darkgrey] FC 01 01
[red] FC 01 02
[lightgreen] FC 01 03
[blue] FC 01 04
[yellow] FC 01 05
[cyan] FC 01 06
[magenta] FC 01 07
[grey] FC 01 08
[black] FC 01 09
[black2] FC 01 0A
[lightgrey] FC 01 0B
[white] FC 01 0C
[skyblue] FC 01 0D
[darkskyblue] FC 01 0E
[white2] FC 01 0F
@!game(BPEE)
[white] FC 01 00
[white2] FC 01 01
[darkgrey] FC 01 02
[grey] FC 01 03
[red] FC 01 04
[orange] FC 01 05
[green] FC 01 06
[lightgreen] FC 01 07
[blue] FC 01 08
[lightblue] FC 01 09
[white3] FC 01 0A
[grey2] FC 01 0B
[white4] FC 01 0C
[limegreen] FC 01 0D
[aqua] FC 01 0E
[navy] FC 01 0F