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Use overworld textbox in text printing functions, differentiating between 1bpp and 2bpp text (#10)
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@@ -3,6 +3,7 @@
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const PLAYERSHOUSE2F_DOLL_1
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const PLAYERSHOUSE2F_DOLL_2
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const PLAYERSHOUSE2F_BIG_DOLL
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const PLAYERSHOUSE2F_TRAINER
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Level1_Map1_MapScripts:
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def_scene_scripts
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@@ -10,16 +11,26 @@ Level1_Map1_MapScripts:
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def_callbacks
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PlayersHouseDoll1Script::
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describedecoration DECODESC_LEFT_DOLL
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opentext
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pokemart MARTTYPE_STANDARD, MART_AZALEA
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closetext
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end
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; describedecoration DECODESC_LEFT_DOLL
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PlayersHouseDoll2Script:
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describedecoration DECODESC_RIGHT_DOLL
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jumpstd PokecenterNurseScript
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; describedecoration DECODESC_RIGHT_DOLL
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PlayersHouseBigDollScript:
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describedecoration DECODESC_BIG_DOLL
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jumpstd PCScript
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; describedecoration DECODESC_BIG_DOLL
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PlayersHouseGameConsoleScript:
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describedecoration DECODESC_CONSOLE
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randomwildmon
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startbattle
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reloadmapafterbattle
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end
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; describedecoration DECODESC_CONSOLE
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PlayersHousePosterScript:
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describedecoration DECODESC_POSTER
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@@ -67,10 +78,46 @@ PlayersRadioText4:
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line "#MON CHANNEL…"
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done
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TrainerYoungsterMikey:
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trainer YOUNGSTER, MIKEY, EVENT_DECO_BED_1, YoungsterMikeySeenText, YoungsterMikeyBeatenText, 0, .Script
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.Script:
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endifjustbattled
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opentext
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writetext YoungsterMikeyAfterText
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waitbutton
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closetext
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end
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YoungsterMikeySeenText:
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text "You're a #MON"
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line "trainer, right?"
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para "Then you have to"
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line "battle!"
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done
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YoungsterMikeyBeatenText:
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text "That's strange."
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line "I won before."
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done
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YoungsterMikeyAfterText:
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text "Becoming a good"
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line "trainer is really"
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cont "tough."
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para "I'm going to bat-"
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line "tle other people"
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cont "to get better."
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done
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Level1_Map1_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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warp_event 7, 0, LEVEL_1_MAP_1, 1
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def_coord_events
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@@ -84,4 +131,5 @@ Level1_Map1_MapEvents:
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object_event 4, 2, SPRITE_CONSOLE, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, PlayersHouseGameConsoleScript, -1
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object_event 4, 4, SPRITE_DOLL_1, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, PlayersHouseDoll1Script, -1
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object_event 5, 4, SPRITE_DOLL_2, SPRITEMOVEDATA_STILL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, PlayersHouseDoll2Script, -1
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object_event 0, 1, SPRITE_BIG_DOLL, SPRITEMOVEDATA_BIGDOLL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, PlayersHouseBigDollScript, -1
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object_event 0, 1, SPRITE_BIG_DOLL, SPRITEMOVEDATA_BIGDOLL, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, PlayersHouseBigDollScript, -1
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object_event 6, 6, SPRITE_YOUNGSTER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_BLUE, OBJECTTYPE_TRAINER, 1, TrainerYoungsterMikey, -1
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