#include "global.h" #include "strings.h" #include "battle_pyramid_bag.h" #include "item_menu.h" ALIGNED(4) const u8 gText_ExpandedPlaceholder_Empty[] = _(""); const u8 gText_ExpandedPlaceholder_Kun[] = _(""); const u8 gText_ExpandedPlaceholder_Chan[] = _(""); const u8 gText_ExpandedPlaceholder_Sapphire[] = _("Sapphire"); const u8 gText_ExpandedPlaceholder_Ruby[] = _("Ruby"); const u8 gText_ExpandedPlaceholder_Emerald[] = _("Emerald"); const u8 gText_ExpandedPlaceholder_Aqua[] = _("Aqua"); const u8 gText_ExpandedPlaceholder_Magma[] = _("Magma"); const u8 gText_ExpandedPlaceholder_Archie[] = _("Archie"); const u8 gText_ExpandedPlaceholder_Maxie[] = _("Maxie"); const u8 gText_ExpandedPlaceholder_Kyogre[] = _("Kyogre"); const u8 gText_ExpandedPlaceholder_Groudon[] = _("Groudon"); const u8 gText_ExpandedPlaceholder_Brendan[] = _("Brendan"); const u8 gText_ExpandedPlaceholder_May[] = _("May"); const u8 gText_EggNickname[] = _("Egg"); const u8 gText_Pokemon[] = _("Pokémon"); const u8 gText_ProfBirchMatchCallName[] = _("Prof. Birch"); const u8 gText_MainMenuNewGame[] = _("New Game"); const u8 gText_MainMenuContinue[] = _("Continue"); const u8 gText_MainMenuOption[] = _("Option"); const u8 gText_MainMenuMysteryGift[] = _("Mystery Gift"); const u8 gText_MainMenuMysteryGift2[] = _("Mystery Gift"); const u8 gText_MainMenuMysteryEvents[] = _("Mystery Events"); const u8 gText_WirelessNotConnected[] = _("The Wireless Adapter is not\nconnected."); const u8 gText_MysteryGiftCantUse[] = _("Mystery Gift can't be used while\nthe Wireless Adapter is attached."); const u8 gText_MysteryEventsCantUse[] = _("Mystery Events can't be used while\nthe Wireless Adapter is attached."); const u8 gText_UpdatingSaveExternalData[] = _("Updating save file using external\ndata. Please wait."); // Unused const u8 gText_SaveFileUpdated[] = _("The save file has been updated."); // Unused const u8 gText_SaveFileCorrupted[] = _("The save file is corrupted. The\nprevious save file will be loaded."); const u8 gText_SaveFileErased[] = _("The save file has been erased\ndue to corruption or damage."); const u8 gJPText_No1MSubCircuit[] = _("1Mサブきばんが ささっていません!"); const u8 gText_BatteryRunDry[] = _("The internal battery has run dry.\nThe game can be played.\pHowever, clock-based events will\nno longer occur."); const u8 gText_Player[] = _("Player"); // Unused const u8 gText_Pokedex[] = _("Pokédex"); // Unused const u8 gText_Time[] = _("Time"); const u8 gText_Badges[] = _("Badges"); // Unused const u8 gText_AButton[] = _("A Button"); // Unused const u8 gText_BButton[] = _("B Button"); // Unused const u8 gText_RButton[] = _("R Button"); // Unused const u8 gText_LButton[] = _("L Button"); // Unused const u8 gText_Start[] = _("Start"); // Unused const u8 gText_Select[] = _("Select"); // Unused const u8 gText_ControlPad[] = _("+ Control Pad"); // Unused const u8 gText_LButtonRButton[] = _("L Button R Button"); // Unused const u8 gText_Controls[] = _("Controls"); // Unused ALIGNED(4) const u8 gText_PickOk[] = _("{DPAD_UPDOWN}Pick {A_BUTTON}Ok"); // Unused ALIGNED(4) const u8 gText_Next[] = _("{A_BUTTON}Next"); // Unused ALIGNED(4) const u8 gText_NextBack[] = _("{A_BUTTON}Next {B_BUTTON}Back"); // Unused ALIGNED(4) const u8 gText_PickNextCancel[] = _("{DPAD_UPDOWN}Pick {A_BUTTON}Next {B_BUTTON}Cancel"); ALIGNED(4) const u8 gText_PickCancel[] = _("{DPAD_UPDOWN}Pick {A_BUTTON}{B_BUTTON}Cancel"); ALIGNED(4) const u8 gText_AButtonExit[] = _("{A_BUTTON}Exit"); const u8 gText_BirchBoy[] = _("Boy"); const u8 gText_BirchGirl[] = _("Girl"); const u8 gText_DefaultNameStu[] = _("Stu"); const u8 gText_DefaultNameMilton[] = _("Milton"); const u8 gText_DefaultNameTom[] = _("Tom"); const u8 gText_DefaultNameKenny[] = _("Kenny"); const u8 gText_DefaultNameReid[] = _("Reid"); const u8 gText_DefaultNameJude[] = _("Jude"); const u8 gText_DefaultNameJaxson[] = _("Jaxson"); const u8 gText_DefaultNameEaston[] = _("Easton"); const u8 gText_DefaultNameWalker[] = _("Walker"); const u8 gText_DefaultNameTeru[] = _("Teru"); const u8 gText_DefaultNameJohnny[] = _("Johnny"); const u8 gText_DefaultNameBrett[] = _("Brett"); const u8 gText_DefaultNameSeth[] = _("Seth"); const u8 gText_DefaultNameTerry[] = _("Terry"); const u8 gText_DefaultNameCasey[] = _("Casey"); const u8 gText_DefaultNameDarren[] = _("Darren"); const u8 gText_DefaultNameLandon[] = _("Landon"); const u8 gText_DefaultNameCollin[] = _("Collin"); const u8 gText_DefaultNameStanley[] = _("Stanley"); const u8 gText_DefaultNameQuincy[] = _("Quincy"); const u8 gText_DefaultNameKimmy[] = _("Kimmy"); const u8 gText_DefaultNameTiara[] = _("Tiara"); const u8 gText_DefaultNameBella[] = _("Bella"); const u8 gText_DefaultNameJayla[] = _("Jayla"); const u8 gText_DefaultNameAllie[] = _("Allie"); const u8 gText_DefaultNameLianna[] = _("Lianna"); const u8 gText_DefaultNameSara[] = _("Sara"); const u8 gText_DefaultNameMonica[] = _("Monica"); const u8 gText_DefaultNameCamila[] = _("Camila"); const u8 gText_DefaultNameAubree[] = _("Aubree"); const u8 gText_DefaultNameRuthie[] = _("Ruthie"); const u8 gText_DefaultNameHazel[] = _("Hazel"); const u8 gText_DefaultNameNadine[] = _("Nadine"); const u8 gText_DefaultNameTanja[] = _("Tanja"); const u8 gText_DefaultNameYasmin[] = _("Yasmin"); const u8 gText_DefaultNameNicola[] = _("Nicola"); const u8 gText_DefaultNameLillie[] = _("Lillie"); const u8 gText_DefaultNameTerra[] = _("Terra"); const u8 gText_DefaultNameLucy[] = _("Lucy"); const u8 gText_DefaultNameHalie[] = _("Halie"); const u8 gText_ThisIsAPokemon[] = _("This is what we call a “Pokémon.”{PAUSE 96}\p"); const u8 gText_5MarksPokemon[] = _("????? Pokémon"); const u8 gText_UnkHeight[] = _("{CLEAR_TO 0x0C}??'??”"); const u8 gText_UnkWeight[] = _("????.? lbs."); const u8 gText_EmptyPkmnCategory[] = _(" Pokémon"); // Unused const u8 gText_EmptyHeight[] = _("{CLEAR_TO 0x0C} ' ”"); // Unused const u8 gText_EmptyWeight[] = _(" . lbs."); // Unused const u8 gText_EmptyPokedexInfo1[] = _(""); // Unused const u8 gText_CryOf[] = _("Cry Of"); const u8 gText_EmptyPokedexInfo2[] = _(""); // Unused const u8 gText_SizeComparedTo[] = _("Size Compared To "); const u8 gText_PokedexRegistration[] = _("Pokédex registration completed."); const u8 gText_HTHeight[] = _("HT"); const u8 gText_WTWeight[] = _("WT"); const u8 gText_SearchingPleaseWait[] = _("Searching…\nPlease wait."); const u8 gText_SearchCompleted[] = _("Search completed."); const u8 gText_NoMatchingPkmnWereFound[] = _("No matching Pokémon were found."); const u8 gText_SearchForPkmnBasedOnParameters[] = _("Search for Pokémon based on\nselected parameters."); const u8 gText_SwitchPokedexListings[] = _("Switch Pokédex listings."); const u8 gText_ReturnToPokedex[] = _("Return to the Pokédex."); const u8 gText_SelectPokedexMode[] = _("Select the Pokédex mode."); const u8 gText_SelectPokedexListingMode[] = _("Select the Pokédex listing mode."); const u8 gText_ListByFirstLetter[] = _("List by the first letter in the name.\nSpotted Pokémon only."); const u8 gText_ListByBodyColor[] = _("List by body color.\nSpotted Pokémon only."); const u8 gText_ListByType[] = _("List by type.\nOwned Pokémon only."); const u8 gText_ExecuteSearchSwitch[] = _("Execute search/switch."); const u8 gText_DexHoennTitle[] = _("Hoenn Dex"); const u8 gText_DexNatTitle[] = _("National Dex"); const u8 gText_DexSortNumericalTitle[] = _("Numerical Mode"); const u8 gText_DexSortAtoZTitle[] = _("A To Z Mode"); const u8 gText_DexSortHeaviestTitle[] = _("Heaviest Mode"); const u8 gText_DexSortLightestTitle[] = _("Lightest Mode"); const u8 gText_DexSortTallestTitle[] = _("Tallest Mode"); const u8 gText_DexSortSmallestTitle[] = _("Smallest Mode"); const u8 gText_DexSearchAlphaABC[] = _("Abc"); const u8 gText_DexSearchAlphaDEF[] = _("Def"); const u8 gText_DexSearchAlphaGHI[] = _("Ghi"); const u8 gText_DexSearchAlphaJKL[] = _("Jkl"); const u8 gText_DexSearchAlphaMNO[] = _("Mno"); const u8 gText_DexSearchAlphaPQR[] = _("Pqr"); const u8 gText_DexSearchAlphaSTU[] = _("Stu"); const u8 gText_DexSearchAlphaVWX[] = _("Vwx"); const u8 gText_DexSearchAlphaYZ[] = _("Yz"); const u8 gText_DexSearchColorRed[] = _("Red"); const u8 gText_DexSearchColorBlue[] = _("Blue"); const u8 gText_DexSearchColorYellow[] = _("Yellow"); const u8 gText_DexSearchColorGreen[] = _("Green"); const u8 gText_DexSearchColorBlack[] = _("Black"); const u8 gText_DexSearchColorBrown[] = _("Brown"); const u8 gText_DexSearchColorPurple[] = _("Purple"); const u8 gText_DexSearchColorGray[] = _("Gray"); const u8 gText_DexSearchColorWhite[] = _("White"); const u8 gText_DexSearchColorPink[] = _("Pink"); const u8 gText_DexHoennDescription[] = _("Hoenn region's Pokédex"); const u8 gText_DexNatDescription[] = _("National edition Pokédex"); const u8 gText_DexSortNumericalDescription[] = _("Pokémon are listed according to their\nnumber."); const u8 gText_DexSortAtoZDescription[] = _("Spotted and owned Pokémon are listed\nalphabetically."); const u8 gText_DexSortHeaviestDescription[] = _("Owned Pokémon are listed from the\nheaviest to the lightest."); const u8 gText_DexSortLightestDescription[] = _("Owned Pokémon are listed from the\nlightest to the heaviest."); const u8 gText_DexSortTallestDescription[] = _("Owned Pokémon are listed from the\ntallest to the smallest."); const u8 gText_DexSortSmallestDescription[] = _("Owned Pokémon are listed from the\nsmallest to the tallest."); const u8 gText_DexEmptyString[] = _(""); const u8 gText_DexSearchDontSpecify[] = _("Don't Specify."); const u8 gText_DexSearchTypeNone[] = _("None"); const u8 gText_SelectorArrow[] = _("▶"); const u8 gText_EmptySpace[] = _(" "); // Unused const u8 gText_WelcomeToHOF[] = _("Welcome to the Hall Of Fame!"); const u8 gText_HOFDexRating[] = _("Spotted Pokémon: {STR_VAR_1}!\nOwned Pokémon: {STR_VAR_2}!\pProf. Birch's Pokédex rating!\pProf. Birch: Let's see…\p"); const u8 gText_HOFDexSaving[] = _("Saving…\nDon't Turn Off The Power."); const u8 gText_HOFCorrupted[] = _("The Hall Of Fame data is corrupted."); const u8 gText_HOFNumber[] = _("Hall Of Fame No. {STR_VAR_1}"); const u8 gText_LeagueChamp[] = _("League Champion!\nCongratulations!"); const u8 gText_Number[] = _("No. "); const u8 gText_Level[] = _("Lv. "); const u8 gText_IdNumberSlash[] = _("IDNo. /"); // Unused const u8 gText_Name[] = _("Name"); const u8 gText_IDNumber[] = _("IDNo."); const u8 gText_BirchInTrouble[] = _("Prof. Birch is in trouble!\nRelease a Pokémon and rescue him!"); const u8 gText_ConfirmStarterChoice[] = _("Do you choose this Pokémon?"); const u8 gText_Pokemon4[] = _("Pokémon"); // Unused const u8 gText_FlyToWhere[] = _("Fly to where?"); const u8 gMenuText_Use[] = _("Use"); const u8 gMenuText_Toss[] = _("Toss"); const u8 gMenuText_Register[] = _("Register"); const u8 gMenuText_Give[] = _("Give"); const u8 gMenuText_CheckTag[] = _("Check Tag"); const u8 gMenuText_Confirm[] = _("Confirm"); const u8 gMenuText_Walk[] = _("Walk"); const u8 gText_Cancel[] = _("Cancel"); const u8 gText_Cancel2[] = _("Cancel"); const u8 gMenuText_Show[] = _("Show"); const u8 gText_EmptyString2[] = _(""); const u8 gText_Cancel7[] = _("Cancel"); // Unused const u8 gText_Item[] = _("Item"); const u8 gText_Mail[] = _("Mail"); const u8 gText_Take[] = _("Take"); const u8 gText_Store[] = _("Store"); const u8 gMenuText_Check[] = _("Check"); const u8 gText_None[] = _("None"); const u8 gMenuText_Deselect[] = _("Deselect"); const u8 gText_ThreeMarks[] = _("???"); const u8 gText_FiveMarks[] = _("?????"); const u8 gText_Slash[] = _("/"); const u8 gText_OneDash[] = _("-"); const u8 gText_TwoDashes[] = _("--"); const u8 gText_ThreeDashes[] = _("---"); const u8 gText_MaleSymbol[] = _("♂"); const u8 gText_FemaleSymbol[] = _("♀"); const u8 gText_LevelSymbol[] = _("{LV}"); const u8 gText_NumberClear01[] = _("{NO}{CLEAR 0x01}"); const u8 gText_PlusSymbol[] = _("+"); // Unused const u8 gText_RightArrow[] = _("{RIGHT_ARROW}"); // Unused const u8 gText_IDNumber2[] = _("{ID}{NO}"); const u8 gText_Space[] = _(" "); const u8 gText_SelectorArrow2[] = _("▶"); const u8 gText_GoBackPrevMenu[] = _("Go back to the\nprevious menu."); const u8 gText_WhatWouldYouLike[] = _("What would you like to do?"); const u8 gMenuText_Give2[] = _("Give"); const u8 gText_xVar1[] = _("×{STR_VAR_1}"); const u8 gText_Berry2[] = _(" Berry"); // Unused const u8 gText_Coins[] = _("{STR_VAR_1} Coins"); const u8 gText_CloseBag[] = _("Close Bag"); const u8 gText_Var1IsSelected[] = _("{STR_VAR_1} is\nselected."); const u8 gText_CantWriteMail[] = _("You can't write\nMail here."); const u8 gText_NoPokemon[] = _("There is no\nPokémon."); const u8 gText_MoveVar1Where[] = _("Move the\n{STR_VAR_1}\nwhere?"); const u8 gText_Var1CantBeHeld[] = _("The {STR_VAR_1} can't be held."); const u8 gText_Var1CantBeHeldHere[] = _("The {STR_VAR_1} can't be held\nhere."); const u8 gText_DepositHowManyVar1[] = _("Deposit how many\n{STR_VAR_1}(s)?"); const u8 gText_DepositedVar2Var1s[] = _("Deposited {STR_VAR_2}\n{STR_VAR_1}(s)."); const u8 gText_NoRoomForItems[] = _("There's no room to\nstore items."); const u8 gText_CantStoreImportantItems[] = _("Important items\ncan't be stored in\nthe PC!"); const u8 gText_TooImportantToToss[] = _("That's much too\nimportant to toss\nout!"); const u8 gText_TossHowManyVar1s[] = _("Toss out how many\n{STR_VAR_1}(s)?"); const u8 gText_ThrewAwayVar2Var1s[] = _("Threw away {STR_VAR_2}\n{STR_VAR_1}(s)."); const u8 gText_ConfirmTossItems[] = _("Is it okay to\nthrow away {STR_VAR_2}\n{STR_VAR_1}(s)?"); const u8 gText_DadsAdvice[] = _("Dad's advice…\n{PLAYER}, there's a time and place for\leverything!{PAUSE_UNTIL_PRESS}"); const u8 gText_CantDismountBike[] = _("You can't dismount your Bike here.{PAUSE_UNTIL_PRESS}"); const u8 gText_ItemFinderNearby[] = _("Huh?\nThe Itemfinder's responding!\pThere's an item buried around here!{PAUSE_UNTIL_PRESS}"); const u8 gText_ItemFinderOnTop[] = _("Oh!\nThe Itemfinder's shaking wildly!{PAUSE_UNTIL_PRESS}"); const u8 gText_ItemFinderNothing[] = _("… … … …Nope!\nThere's no response.{PAUSE_UNTIL_PRESS}"); const u8 gText_CoinCase[] = _("Your Coins:\n{STR_VAR_1}{PAUSE_UNTIL_PRESS}"); const u8 gText_BootedUpTM[] = _("Booted up a TM."); const u8 gText_BootedUpHM[] = _("Booted up an HM."); const u8 gText_TMHMContainedVar1[] = _("It contained\n{STR_VAR_1}.\pTeach {STR_VAR_1}\nto a Pokémon?"); const u8 gText_PlayerUsedVar2[] = _("{PLAYER} used the\n{STR_VAR_2}.{PAUSE_UNTIL_PRESS}"); const u8 gText_RepelEffectsLingered[] = _("But the effects of a Repel\nlingered from earlier.{PAUSE_UNTIL_PRESS}"); const u8 gText_UsedVar2WildLured[] = _("{PLAYER} used the\n{STR_VAR_2}.\pWild Pokémon will be lured.{PAUSE_UNTIL_PRESS}"); const u8 gText_UsedVar2WildRepelled[] = _("{PLAYER} used the\n{STR_VAR_2}.\pWild Pokémon will be repelled.{PAUSE_UNTIL_PRESS}"); const u8 gText_BoxFull[] = _("The Box is full.{PAUSE_UNTIL_PRESS}"); const u8 gText_PowderQty[] = _("Powder QTY: {STR_VAR_1}{PAUSE_UNTIL_PRESS}"); const u8 gText_TheField[] = _("the field"); const u8 gText_TheBattle[] = _("the battle"); const u8 gText_ThePokemonList[] = _("the Pokémon List"); const u8 gText_TheShop[] = _("the shop"); const u8 gText_ThePC[] = _("the PC"); const u8 *const gBagMenu_ReturnToStrings[] = { [ITEMMENULOCATION_FIELD] = gText_TheField, [ITEMMENULOCATION_BATTLE] = gText_TheBattle, [ITEMMENULOCATION_PARTY] = gText_ThePokemonList, [ITEMMENULOCATION_SHOP] = gText_TheShop, [ITEMMENULOCATION_BERRY_TREE] = gText_TheField, [ITEMMENULOCATION_BERRY_BLENDER_CRUSH] = gText_TheField, [ITEMMENULOCATION_ITEMPC] = gText_ThePC, [ITEMMENULOCATION_FAVOR_LADY] = gText_TheField, [ITEMMENULOCATION_QUIZ_LADY] = gText_TheField, [ITEMMENULOCATION_APPRENTICE] = gText_TheField, [ITEMMENULOCATION_WALLY] = gText_TheBattle, [ITEMMENULOCATION_PCBOX] = gText_ThePC }; const u8 *const gPyramidBagMenu_ReturnToStrings[] = { [PYRAMIDBAG_LOC_FIELD] = gText_TheField, [PYRAMIDBAG_LOC_BATTLE] = gText_TheBattle, [PYRAMIDBAG_LOC_PARTY] = gText_ThePokemonList, [PYRAMIDBAG_LOC_CHOOSE_TOSS] = gText_TheField }; const u8 gText_ReturnToVar1[] = _("Return to\n{STR_VAR_1}."); const u8 gText_ItemsPocket[] = _("Items"); const u8 gText_PokeBallsPocket[] = _("Poké Balls"); const u8 gText_TMHMPocket[] = _("TMs & HMs"); const u8 gText_BerriesPocket[] = _("Berries"); const u8 gText_KeyItemsPocket[] = _("Key Items"); const u8 *const gPocketNamesStringsTable[] = { [ITEMS_POCKET] = gText_ItemsPocket, [BALLS_POCKET] = gText_PokeBallsPocket, [TMHM_POCKET] = gText_TMHMPocket, [BERRIES_POCKET] = gText_BerriesPocket, [KEYITEMS_POCKET] = gText_KeyItemsPocket }; const u8 gText_NumberItem_TMBerry[] = _("{NO}{STR_VAR_1}{CLEAR 0x07}{STR_VAR_2}"); const u8 gText_NumberItem_HM[] = _("{CLEAR_TO 0x11}{STR_VAR_1}{CLEAR 0x05}{STR_VAR_2}"); const u8 gText_SizeSlash[] = _("Size /"); const u8 gText_FirmSlash[] = _("Firm /"); const u8 gText_Var1DotVar2[] = _("{STR_VAR_1}.{STR_VAR_2}”"); // Berry firmness strings const u8 gBerryFirmnessString_VerySoft[] = _("Very soft"); const u8 gBerryFirmnessString_Soft[] = _("Soft"); const u8 gBerryFirmnessString_Hard[] = _("Hard"); const u8 gBerryFirmnessString_VeryHard[] = _("Very hard"); const u8 gBerryFirmnessString_SuperHard[] = _("Super hard"); const u8 gText_NumberVar1Var2[] = _("{NO}{STR_VAR_1} {STR_VAR_2}"); const u8 gText_BerryTag[] = _("Berry Tag"); const u8 gText_RedPokeblock[] = _("Red {POKEBLOCK}"); const u8 gText_BluePokeblock[] = _("Blue {POKEBLOCK}"); const u8 gText_PinkPokeblock[] = _("Pink {POKEBLOCK}"); const u8 gText_GreenPokeblock[] = _("Green {POKEBLOCK}"); const u8 gText_YellowPokeblock[] = _("Yellow {POKEBLOCK}"); const u8 gText_PurplePokeblock[] = _("Purple {POKEBLOCK}"); const u8 gText_IndigoPokeblock[] = _("Indigo {POKEBLOCK}"); const u8 gText_BrownPokeblock[] = _("Brown {POKEBLOCK}"); const u8 gText_LiteBluePokeblock[] = _("Liteblue {POKEBLOCK}"); const u8 gText_OlivePokeblock[] = _("Olive {POKEBLOCK}"); const u8 gText_GrayPokeblock[] = _("Gray {POKEBLOCK}"); const u8 gText_BlackPokeblock[] = _("Black {POKEBLOCK}"); const u8 gText_WhitePokeblock[] = _("White {POKEBLOCK}"); const u8 gText_GoldPokeblock[] = _("Gold {POKEBLOCK}"); const u8 gText_Spicy[] = _("Spicy"); const u8 gText_Dry[] = _("Dry"); const u8 gText_Sweet[] = _("Sweet"); const u8 gText_Bitter[] = _("Bitter"); const u8 gText_Sour[] = _("Sour"); const u8 gText_Tasty[] = _("Tasty"); // Unused const u8 gText_Feel[] = _("Feel"); // Unused const u8 gText_StowCase[] = _("Stow Case."); const u8 gText_LvVar1[] = _("{LV}{STR_VAR_1}"); const u8 gText_ThrowAwayVar1[] = _("Throw away this\n{STR_VAR_1}?"); const u8 gText_Var1ThrownAway[] = _("The {STR_VAR_1}\nwas thrown away."); const u8 gText_Var1AteTheVar2[] = _("{STR_VAR_1} ate the\n{STR_VAR_2}.{PAUSE_UNTIL_PRESS}"); const u8 gText_Var1HappilyAteVar2[] = _("{STR_VAR_1} happily ate the\n{STR_VAR_2}.{PAUSE_UNTIL_PRESS}"); const u8 gText_Var1DisdainfullyAteVar2[] = _("{STR_VAR_1} disdainfully ate the\n{STR_VAR_2}.{PAUSE_UNTIL_PRESS}"); const u8 gText_ShopBuy[] = _("Buy"); const u8 gText_ShopSell[] = _("Sell"); const u8 gText_ShopQuit[] = _("Quit"); const u8 gText_InBagVar1[] = _("In Bag: {STR_VAR_1}"); const u8 gText_QuitShopping[] = _("Quit shopping."); const u8 gText_Var1CertainlyHowMany[] = _("{STR_VAR_1}? Certainly.\nHow many would you like?"); const u8 gText_Var1CertainlyHowMany2[] = _("{STR_VAR_1}? Certainly.\nHow many would you like?"); const u8 gText_Var1AndYouWantedVar2[] = _("{STR_VAR_1}? And you wanted {STR_VAR_2}?\nThat will be ¥{STR_VAR_3}."); const u8 gText_Var1IsItThatllBeVar2[] = _("{STR_VAR_1}, is it?\nThat'll be ¥{STR_VAR_2}. Do you want it?"); const u8 gText_YouWantedVar1ThatllBeVar2[] = _("You wanted {STR_VAR_1}?\nThat'll be ¥{STR_VAR_2}. Will that be okay?"); const u8 gText_HereYouGoThankYou[] = _("Here you go!\nThank you very much."); const u8 gText_ThankYouIllSendItHome[] = _("Thank you!\nI'll send it to your home PC."); const u8 gText_ThanksIllSendItHome[] = _("Thanks!\nI'll send it to your PC at home."); const u8 gText_YouDontHaveMoney[] = _("You don't have enough money.{PAUSE_UNTIL_PRESS}"); const u8 gText_NoMoreRoomForThis[] = _("You have no more room for this\nitem.{PAUSE_UNTIL_PRESS}"); const u8 gText_YouAlreadyHaveThis[] = _("You already have this item.{PAUSE_UNTIL_PRESS}"); const u8 gText_SpaceForVar1Full[] = _("The space for {STR_VAR_1} is full.{PAUSE_UNTIL_PRESS}"); const u8 gText_AnythingElseICanHelp[] = _("Is there anything else I can help\nyou with?"); const u8 gText_CanIHelpWithAnythingElse[] = _("Can I help you with anything else?"); const u8 gText_ThrowInPremierBall[] = _("I'll throw in a Premier Ball, too.{PAUSE_UNTIL_PRESS}"); const u8 gText_ThrowInPremierBalls[] = _("I'll throw in some Premier Balls, too.{PAUSE_UNTIL_PRESS}"); const u8 gText_CantBuyKeyItem[] = _("{STR_VAR_2}? Oh, no.\nI can't buy that.{PAUSE_UNTIL_PRESS}"); const u8 gText_HowManyToSell[] = _("{STR_VAR_2}?\nHow many would you like to sell?"); const u8 gText_ICanPayVar1[] = _("I can pay ¥{STR_VAR_1}.\nWould that be okay?"); const u8 gText_TurnedOverVar1ForVar2[] = _("Turned over the {STR_VAR_2}\nand received ¥{STR_VAR_1}."); const u8 gText_PokedollarVar1[] = _("¥{STR_VAR_1}"); const u8 gText_Shift[] = _("Shift"); const u8 gText_SendOut[] = _("Send Out"); const u8 gText_Switch2[] = _("Switch"); const u8 gText_Summary5[] = _("Summary"); const u8 gText_Moves[] = _("Moves"); // Unused const u8 gText_Enter[] = _("Enter"); const u8 gText_NoEntry[] = _("No Entry"); const u8 gText_Take2[] = _("Take"); const u8 gText_Read2[] = _("Read"); const u8 gText_Trade4[] = _("Trade"); const u8 gText_HP3[] = _("HP"); const u8 gText_SpAtk3[] = _("Sp. Atk"); const u8 gText_SpDef3[] = _("Sp. Def"); const u8 gText_WontHaveEffect[] = _("It won't have any effect.{PAUSE_UNTIL_PRESS}"); const u8 gText_CantBeUsedOnPkmn[] = _("This can't be used on\nthat Pokémon.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnCantSwitchOut[] = _("{STR_VAR_1} can't be switched\nout!{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnAlreadyInBattle[] = _("{STR_VAR_1} is already\nin battle!{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnAlreadySelected[] = _("{STR_VAR_1} has already been\nselected.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnHasNoEnergy[] = _("{STR_VAR_1} has no energy\nleft to battle!{PAUSE_UNTIL_PRESS}"); const u8 gText_CantSwitchWithAlly[] = _("You can't switch {STR_VAR_1}'s\nPokémon with one of yours!{PAUSE_UNTIL_PRESS}"); const u8 gText_EggCantBattle[] = _("An Egg can't battle!{PAUSE_UNTIL_PRESS}"); const u8 gText_CantUseUntilNewBadge[] = _("This can't be used until a new\nBadge is obtained.{PAUSE_UNTIL_PRESS}"); const u8 gText_NoMoreThanVar1Pkmn[] = _("No more than {STR_VAR_1} Pokémon\nmay enter.{PAUSE_UNTIL_PRESS}"); const u8 gText_SendMailToPC[] = _("Send the removed Mail to\nyour PC?"); const u8 gText_MailSentToPC[] = _("The Mail was sent to your PC.{PAUSE_UNTIL_PRESS}"); const u8 gText_PCMailboxFull[] = _("Your PC's Mailbox is full.{PAUSE_UNTIL_PRESS}"); const u8 gText_MailMessageWillBeLost[] = _("If the Mail is removed, the\nmessage will be lost. Okay?"); const u8 gText_RemoveMailBeforeItem[] = _("Mail must be removed before\nholding an item.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnWasGivenItem[] = _("{STR_VAR_1} was given the\n{STR_VAR_2} to hold.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnAlreadyHoldingItemSwitch[] = _("{STR_VAR_1} is already holding\none {STR_VAR_2}.\pWould you like to switch the\ntwo items?"); const u8 gText_PkmnNotHolding[] = _("{STR_VAR_1} isn't holding\nanything.{PAUSE_UNTIL_PRESS}"); const u8 gText_ReceivedItemFromPkmn[] = _("Received the {STR_VAR_2}\nfrom {STR_VAR_1}.{PAUSE_UNTIL_PRESS}"); const u8 gText_MailTakenFromPkmn[] = _("Mail was taken from the\nPokémon.{PAUSE_UNTIL_PRESS}"); const u8 gText_SwitchedPkmnItem[] = _("The {STR_VAR_2} was taken and\nreplaced with the {STR_VAR_1}.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnHoldingItemCantHoldMail[] = _("This Pokémon is holding an\nitem. It cannot hold Mail.{PAUSE_UNTIL_PRESS}"); const u8 gText_MailTransferredFromMailbox[] = _("Mail was transferred from\nthe Mailbox.{PAUSE_UNTIL_PRESS}"); const u8 gText_BagFullCouldNotRemoveItem[] = _("The Bag is full. The Pokémon's\nitem could not be removed.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnLearnedMove3[] = _("{STR_VAR_1} learned\n{STR_VAR_2}!"); const u8 gText_PkmnCantLearnMove[] = _("{STR_VAR_1} and {STR_VAR_2}\nare not compatible.\p{STR_VAR_2} can't be\nlearned.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnNeedsToReplaceMove[] = _("{STR_VAR_1} wants to learn the\nmove {STR_VAR_2}.\pHowever, {STR_VAR_1} already\nknows four moves.\pShould a move be deleted and\nreplaced with {STR_VAR_2}?"); const u8 gText_StopLearningMove2[] = _("Stop trying to teach\n{STR_VAR_2}?"); const u8 gText_MoveNotLearned[] = _("{STR_VAR_1} did not learn the\nmove {STR_VAR_2}.{PAUSE_UNTIL_PRESS}"); const u8 gText_WhichMoveToForget[] = _("Which move should be forgotten?{PAUSE_UNTIL_PRESS}"); const u8 gText_12PoofForgotMove[] = _("1, {PAUSE 15}2, and{PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}Poof!\p{STR_VAR_1} forgot how to\nuse {STR_VAR_2}.\pAnd…{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnAlreadyKnows[] = _("{STR_VAR_1} already knows\n{STR_VAR_2}.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnHPRestoredByVar2[] = _("{STR_VAR_1}'s HP was restored\nby {STR_VAR_2} point(s).{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnCuredOfPoison[] = _("{STR_VAR_1} was cured of its\npoisoning.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnCuredOfParalysis[] = _("{STR_VAR_1} was cured of\nparalysis.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnWokeUp2[] = _("{STR_VAR_1} woke up.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnBurnHealed[] = _("{STR_VAR_1}'s burn was healed.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnThawedOut[] = _("{STR_VAR_1} was thawed out.{PAUSE_UNTIL_PRESS}"); const u8 gText_PPWasRestored[] = _("PP was restored.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnRegainhedHealth[] = _("{STR_VAR_1} regained health.{PAUSE_UNTIL_PRESS}"); // Unused const u8 gText_PkmnBecameHealthy[] = _("{STR_VAR_1} became healthy.{PAUSE_UNTIL_PRESS}"); const u8 gText_MovesPPIncreased[] = _("{STR_VAR_1}'s PP increased.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnElevatedToLvVar2[] = _("{STR_VAR_1} was elevated to\nLv. {STR_VAR_2}."); const u8 gText_PkmnBaseVar2StatIncreased[] = _("{STR_VAR_1}'s base {STR_VAR_2}\nstat was raised.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnFriendlyBaseVar2Fell[] = _("{STR_VAR_1} turned friendly.\nThe base {STR_VAR_2} fell!{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnAdoresBaseVar2Fell[] = _("{STR_VAR_1} adores you!\nThe base {STR_VAR_2} fell!{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnFriendlyBaseVar2CantFall[] = _("{STR_VAR_1} turned friendly.\nThe base {STR_VAR_2} can't fall!{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnSnappedOutOfConfusion[] = _("{STR_VAR_1} snapped out of its\nconfusion.{PAUSE_UNTIL_PRESS}"); const u8 gText_PkmnGotOverInfatuation[] = _("{STR_VAR_1} got over its\ninfatuation.{PAUSE_UNTIL_PRESS}"); const u8 gText_ThrowAwayItem[] = _("Throw away this\n{STR_VAR_1}?"); const u8 gText_ItemThrownAway[] = _("The {STR_VAR_1}\nwas thrown away.{PAUSE_UNTIL_PRESS}"); const u8 gText_TeachWhichPokemon2[] = _("Teach which Pokémon?"); // Unused const u8 gText_ChoosePokemon[] = _("Choose a Pokémon."); const u8 gText_MoveToWhere[] = _("Move to where?"); const u8 gText_TeachWhichPokemon[] = _("Teach which Pokémon?"); const u8 gText_UseOnWhichPokemon[] = _("Use on which Pokémon?"); const u8 gText_GiveToWhichPokemon[] = _("Give to which Pokémon?"); const u8 gText_DoWhatWithPokemon[] = _("Do what with this {PKMN}?"); const u8 gText_NothingToCut[] = _("There's nothing to Cut."); const u8 gText_CantSurfHere[] = _("You can't Surf here."); const u8 gText_AlreadySurfing[] = _("You're already Surfing."); const u8 gText_CantUseHere[] = _("Can't use that here."); const u8 gText_RestoreWhichMove[] = _("Restore which move?"); const u8 gText_BoostPp[] = _("Boost PP of which move?"); const u8 gText_DoWhatWithItem[] = _("Do what with an item?"); const u8 gText_NoPokemonForBattle[] = _("No Pokémon for battle!"); const u8 gText_ChoosePokemon2[] = _("Choose a Pokémon."); const u8 gText_NotEnoughHp[] = _("Not enough HP…"); const u8 gText_PokemonAreNeeded[] = _("{STR_VAR_1} Pokémon are needed."); const u8 gText_PokemonCantBeSame[] = _("Pokémon can't be the same."); const u8 gText_NoIdenticalHoldItems[] = _("No identical hold items."); const u8 gText_CurrentIsTooFast[] = _("The current is much too fast!"); const u8 gText_DoWhatWithMail[] = _("Do what with the Mail?"); const u8 gText_ChoosePokemonCancel[] = _("Choose Pokémon or Cancel."); const u8 gText_ChoosePokemonConfirm[] = _("Choose Pokémon and confirm."); const u8 gText_EnjoyCycling[] = _("Let's enjoy cycling!"); const u8 gText_InUseAlready_PM[] = _("This is in use already."); const u8 gText_AlreadyHoldingOne[] = _("{STR_VAR_1} is already holding\none {STR_VAR_2}."); const u8 gText_NoUse[] = _("No use."); const u8 gText_Able[] = _("Able"); const u8 gText_First_PM[] = _("First"); const u8 gText_Second_PM[] = _("Second"); const u8 gText_Third_PM[] = _("Third"); const u8 gText_Able2[] = _("Able"); const u8 gText_NotAble[] = _("Not Able"); const u8 gText_Able3[] = _("Able!"); const u8 gText_NotAble2[] = _("Not Able!"); const u8 gText_Learned[] = _("Learned"); const u8 gText_Have[] = _("Have"); const u8 gText_DontHave[] = _("Don't Have"); const u8 gText_Fourth[] = _("Fourth"); const u8 gText_PkmnCantParticipate[] = _("That Pokémon can't participate.{PAUSE_UNTIL_PRESS}"); const u8 gText_CancelParticipation[] = _("Cancel participation?"); const u8 gText_CancelBattle[] = _("Cancel the battle?"); const u8 gText_ReturnToWaitingRoom[] = _("Return to the Waiting Room?"); const u8 gText_CancelChallenge[] = _("Cancel the challenge?"); const u8 gText_EscapeFromHere[] = _("Want to escape from here and return\nto {STR_VAR_1}?"); const u8 gText_ReturnToHealingSpot[] = _("Want to return to the healing spot\nused last in {STR_VAR_1}?"); const u8 gText_PauseUntilPress[] = _("{PAUSE_UNTIL_PRESS}"); const u8 gJPText_AreYouSureYouWantToSpinTradeMon[] = _("{STR_VAR_1}を ぐるぐるこうかんに\nだして よろしいですか?"); ALIGNED(4) const u8 gText_OnlyPkmnForBattle[] = _("That's your only\nPokémon for battle."); ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("That Pokémon can't be traded\nnow."); ALIGNED(4) const u8 gText_EggCantBeTradedNow[] = _("An Egg can't be traded now."); ALIGNED(4) const u8 gText_OtherTrainersPkmnCantBeTraded[] = _("The other Trainer's Pokémon\ncan't be traded now."); ALIGNED(4) const u8 gText_OtherTrainerCantAcceptPkmn[] = _("The other Trainer can't accept\nthat Pokémon now."); ALIGNED(4) const u8 gText_CantTradeWithTrainer[] = _("You can't trade with that\nTrainer now."); ALIGNED(4) const u8 gText_NotPkmnOtherTrainerWants[] = _("That isn't the type of Pokémon\nthat the other Trainer wants."); ALIGNED(4) const u8 gText_ThatIsntAnEgg[] = _("That isn't an Egg."); const u8 gText_Register[] = _("Register"); const u8 gText_Attack3[] = _("Attack"); const u8 gText_Defense3[] = _("Defense"); const u8 gText_SpAtk4[] = _("Sp. Atk"); const u8 gText_SpDef4[] = _("Sp. Def"); const u8 gText_Speed2[] = _("Speed"); const u8 gText_HP4[] = _("HP"); const u8 gText_EmptyString8[] = _(""); // Unused const u8 gText_OTSlash[] = _("OT/"); const u8 gText_RentalPkmn[] = _("Rental Pokémon"); const u8 gText_TypeSlash[] = _("Type/"); const u8 gText_Power[] = _("Power"); const u8 gText_Accuracy2[] = _("Accuracy"); const u8 gText_Appeal[] = _("Appeal"); const u8 gText_Jam[] = _("Jam"); const u8 gText_Status[] = _("Status"); const u8 gText_ExpPoints[] = _("Exp. Points"); const u8 gText_NextLv[] = _("Next Lv."); const u8 gText_RibbonsVar1[] = _("Ribbons: {STR_VAR_1}"); const u8 gText_EmptyString5[] = _(""); const u8 gText_Events[] = _("Events"); // Unused const u8 gText_Switch[] = _("Switch"); const u8 gText_PkmnInfo[] = _("Pokémon Info"); const u8 gText_PkmnSkills[] = _("Pokémon Skills"); const u8 gText_BattleMoves[] = _("Battle Moves"); const u8 gText_ContestMoves[] = _("C0Ntest Moves"); const u8 gText_Info[] = _("Info"); const u8 gText_EggWillTakeALongTime[] = _("It looks like this Egg will\ntake a long time to hatch."); const u8 gText_EggWillTakeSomeTime[] = _("What will hatch from this?\nIt will take some time."); const u8 gText_EggWillHatchSoon[] = _("It moves occasionally.\nIt should hatch soon."); const u8 gText_EggAboutToHatch[] = _("It's making sounds.\nIt's about to hatch!"); const u8 gText_HMMovesCantBeForgotten2[] = _("HM moves can't be\nforgotten now."); const u8 gText_XNatureMetAtYZ[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nmet at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1},\n{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}."); const u8 gText_XNatureHatchedAtYZ[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nhatched at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1},\n{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}."); const u8 gText_XNatureObtainedInTrade[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nobtained in a trade."); const u8 gText_XNatureFatefulEncounter[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nobtained in a fateful\nencounter at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}."); const u8 gText_XNatureProbablyMetAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nprobably met at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1},\n{DYNAMIC 0}{DYNAMIC 4}{DYNAMIC 1}."); const u8 gText_XNature[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature"); const u8 gText_XNatureMetSomewhereAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nmet somewhere at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}."); const u8 gText_XNatureHatchedSomewhereAt[] = _("{DYNAMIC 0}{DYNAMIC 2}{DYNAMIC 1}{DYNAMIC 5} nature,\nhatched somewhere at {LV_2}{DYNAMIC 0}{DYNAMIC 3}{DYNAMIC 1}."); const u8 gText_OddEggFoundByCouple[] = _("An odd Pokémon Egg found\nby the Day Care couple."); const u8 gText_PeculiarEggNicePlace[] = _("A peculiar Pokémon Egg\nobtained at the nice place."); const u8 gText_PeculiarEggTrade[] = _("A peculiar Pokémon Egg\nobtained in a trade."); const u8 gText_EggFromHotSprings[] = _("A Pokémon Egg obtained\nat the hot springs."); const u8 gText_EggFromTraveler[] = _("An odd Pokémon Egg\nobtained from a traveler."); const u8 gText_ApostropheSBase[] = _("'s Base"); const u8 gText_OkayToDeleteFromRegistry[] = _("Is it okay to delete {STR_VAR_1}\nfrom the Registry?"); const u8 gText_RegisteredDataDeleted[] = _("The registered data was deleted.{PAUSE_UNTIL_PRESS}"); const u8 gText_NoRegistry[] = _("There is no Registry.{PAUSE_UNTIL_PRESS}"); const u8 gText_DelRegist[] = _("Del Regist."); const u8 gText_Var3Var1SlashVar2[] = _("{STR_VAR_3}{STR_VAR_1}/{STR_VAR_2}"); // Unused const u8 gText_Decorate[] = _("Decorate"); const u8 gText_PutAway[] = _("Put Away"); const u8 gText_Toss2[] = _("Toss"); const u8 gText_Color161Shadow161[] = _("{COLOR 161}{SHADOW 161}"); const u8 gText_PutOutSelectedDecorItem[] = _("Put out the selected decoration item."); const u8 gText_StoreChosenDecorInPC[] = _("Store the chosen decoration in the PC."); const u8 gText_ThrowAwayUnwantedDecors[] = _("Throw away unwanted decorations."); const u8 gText_NoDecorations[] = _("There are no decorations.{PAUSE_UNTIL_PRESS}"); const u8 gText_Desk[] = _("Desk"); const u8 gText_Chair[] = _("Chair"); const u8 gText_Plant[] = _("Plant"); const u8 gText_Ornament[] = _("Ornament"); const u8 gText_Mat[] = _("Mat"); const u8 gText_Poster[] = _("Poster"); const u8 gText_Doll[] = _("Doll"); const u8 gText_Cushion[] = _("Cushion"); const u8 gText_Gold[] = _("Gold"); const u8 gText_Silver[] = _("Silver"); const u8 gText_PlaceItHere[] = _("Place it here?"); const u8 gText_CantBePlacedHere[] = _("It can't be placed here."); const u8 gText_CancelDecorating[] = _("Cancel decorating?"); const u8 gText_InUseAlready[] = _("This is in use already."); const u8 gText_NoMoreDecorations[] = _("No more decorations can be placed.\nThe most that can be placed are {STR_VAR_1}."); const u8 gText_NoMoreDecorations2[] = _("No more decorations can be placed.\nThe most that can be placed are {STR_VAR_1}."); const u8 gText_MustBePlacedOnDesk[] = _("This can't be placed here.\nIt must be on a Desk, etc."); // Unused const u8 gText_CantPlaceInRoom[] = _("This decoration can't be placed in\nyour own room."); const u8 gText_CantThrowAwayInUse[] = _("This decoration is in use.\nIt can't be thrown away."); const u8 gText_DecorationWillBeDiscarded[] = _("This {STR_VAR_1} will be discarded.\nIs that okay?"); const u8 gText_DecorationThrownAway[] = _("The decoration item was thrown away."); const u8 gText_StopPuttingAwayDecorations[] = _("Stop putting away decorations?"); const u8 gText_NoDecorationHere[] = _("There is no decoration item here."); const u8 gText_ReturnDecorationToPC[] = _("Return this decoration to the PC?"); const u8 gText_DecorationReturnedToPC[] = _("The decoration was returned to the PC."); const u8 gText_NoDecorationsInUse[] = _("There are no decorations in use.{PAUSE_UNTIL_PRESS}"); const u8 gText_Tristan[] = _("Tristan"); const u8 gText_Philip[] = _("Philip"); const u8 gText_Dennis[] = _("Dennis"); const u8 gText_Roberto[] = _("Roberto"); const u8 gText_TurnOff[] = _("Turn Off"); const u8 gText_Decoration[] = _("Decoration"); const u8 gText_ItemStorage[] = _("Item Storage"); const u8 gText_Mailbox[] = _("Mailbox"); const u8 gText_DepositItem[] = _("Deposit Item"); const u8 gText_WithdrawItem[] = _("Withdraw Item"); const u8 gText_TossItem[] = _("Toss Item"); const u8 gText_StoreItemsInPC[] = _("Store items in the PC."); const u8 gText_TakeOutItemsFromPC[] = _("Take out items from the PC."); const u8 gText_ThrowAwayItemsInPC[] = _("Throw away items stored in the PC."); const u8 gText_NoItems[] = _("There are no items.{PAUSE_UNTIL_PRESS}"); const u8 gText_NoRoomInBag[] = _("There is no more\nroom in the Bag."); const u8 gText_WithdrawHowManyItems[] = _("Withdraw how many\n{STR_VAR_1}(s)?"); const u8 gText_WithdrawXItems[] = _("Withdrew {STR_VAR_2}\n{STR_VAR_1}(s)."); const u8 gText_Read[] = _("Read"); const u8 gText_MoveToBag[] = _("Move To Bag"); const u8 gText_Give2[] = _("Give"); const u8 gText_NoMailHere[] = _("There's no Mail here.{PAUSE_UNTIL_PRESS}"); const u8 gText_WhatToDoWithVar1sMail[] = _("What would you like to do with\n{STR_VAR_1}'s Mail?"); const u8 gText_MessageWillBeLost[] = _("The message will be lost.\nIs that okay?"); const u8 gText_BagIsFull[] = _("The Bag is full.{PAUSE_UNTIL_PRESS}"); const u8 gText_MailToBagMessageErased[] = _("The Mail was returned to the Bag\nwith its message erased.{PAUSE_UNTIL_PRESS}"); const u8 gText_Dad[] = _("Dad"); const u8 gText_Mom[] = _("Mom"); const u8 gText_Wallace[] = _("Wallace"); const u8 gText_Steven[] = _("Steven"); const u8 gText_Brawly[] = _("Brawly"); const u8 gText_Winona[] = _("Winona"); const u8 gText_Phoebe[] = _("Phoebe"); const u8 gText_Glacia[] = _("Glacia"); const u8 gText_Petalburg[] = _("Petalburg"); const u8 gText_Slateport[] = _("Slateport"); const u8 gText_Littleroot[] = _("Littleroot"); // Unused. Given the context, Briney may at one point have been able to sail the player here const u8 gText_Lilycove[] = _("Lilycove"); // Unused. Given the context, Briney may at one point have been able to sail the player here const u8 gText_Dewford[] = _("Dewford"); const u8 gText_Enter2[] = _("Enter"); const u8 gText_Info2[] = _("Info"); const u8 gText_WhatsAContest[] = _("What's a Contest?"); const u8 gText_TypesOfContests[] = _("Types of Contests"); const u8 gText_Ranks[] = _("Ranks"); const u8 gText_Judging[] = _("Judging"); //unused const u8 gText_CoolnessContest[] = _("Coolness Contest"); const u8 gText_BeautyContest[] = _("Beauty Contest"); const u8 gText_CutenessContest[] = _("Cuteness Contest"); const u8 gText_SmartnessContest[] = _("Smartness Contest"); const u8 gText_ToughnessContest[] = _("Toughness Contest"); const u8 gText_Decoration2[] = _("Decoration"); const u8 gText_PackUp[] = _("Pack Up"); const u8 gText_Count[] = _("Count"); //unused const u8 gText_Registry[] = _("Registry"); const u8 gText_Information[] = _("Information"); const u8 gText_Mach[] = _("Mach"); const u8 gText_Acro[] = _("Acro"); const u8 gText_Psn[] = _("Psn"); const u8 gText_Par[] = _("Par"); const u8 gText_Slp[] = _("Slp"); const u8 gText_Brn[] = _("Brn"); const u8 gText_Frz[] = _("Frz"); const u8 gText_Toxic[] = _("Toxic"); // Unused const u8 gText_Ok3[] = _("Ok"); // Unused const u8 gText_Quit[] = _("Quit"); // Unused const u8 gText_SawIt[] = _("Saw it"); const u8 gText_NotYet[] = _("Not yet"); const u8 gText_Yes[] = _("Yes"); const u8 gText_No[] = _("No"); const u8 gText_Info4[] = _("Info"); // Unused const u8 gText_SingleBattle[] = _("Single Battle"); const u8 gText_DoubleBattle[] = _("Double Battle"); const u8 gText_MultiBattle[] = _("Multi Battle"); const u8 gText_MrBriney[] = _("Mr. Briney"); // Unused const u8 gText_Challenge[] = _("Challenge"); const u8 gText_Info3[] = _("Info"); const u8 gText_Lv50[] = _("Lv. 50"); const u8 gText_OpenLevel[] = _("Open Level"); const u8 gText_FreshWaterAndPrice[] = _("Fresh Water{CLEAR_TO 0x48}¥200"); const u8 gText_SodaPopAndPrice[] = _("Soda Pop{CLEAR_TO 0x48}¥300"); const u8 gText_LemonadeAndPrice[] = _("Lemonade{CLEAR_TO 0x48}¥350"); const u8 gText_HowToRide[] = _("How To Ride"); const u8 gText_HowToTurn[] = _("How To Turn"); const u8 gText_SandySlopes[] = _("Sandy Slopes"); const u8 gText_Wheelies[] = _("Wheelies"); const u8 gText_BunnyHops[] = _("Bunny-hops"); const u8 gText_Jump[] = _("Jump"); const u8 gText_Satisfied[] = _("Satisfied"); const u8 gText_Dissatisfied[] = _("Dissatisfied"); const u8 gText_DeepSeaTooth[] = _("Deepseatooth"); const u8 gText_DeepSeaScale[] = _("Deepseascale"); const u8 gText_BlueFlute2[] = _("Blue Flute"); const u8 gText_YellowFlute2[] = _("Yellow Flute"); const u8 gText_RedFlute2[] = _("Red Flute"); const u8 gText_WhiteFlute2[] = _("White Flute"); const u8 gText_BlackFlute2[] = _("Black Flute"); const u8 gText_GlassChair[] = _("Glass Chair"); const u8 gText_GlassDesk[] = _("Glass Desk"); const u8 gText_TreeckoDollAndPrice[] = _("Treecko Doll 1,000 Coins"); const u8 gText_TorchicDollAndPrice[] = _("Torchic Doll 1,000 Coins"); const u8 gText_MudkipDollAndPrice[] = _("Mudkip Doll 1,000 Coins"); const u8 gText_50CoinsAndPrice[] = _(" 50 Coins ¥1,000"); const u8 gText_500CoinsAndPrice[] = _("500 Coins ¥10,000"); const u8 gText_Excellent2[] = _("Excellent"); const u8 gText_NotSoGood[] = _("Not so good"); const u8 gText_RedShard[] = _("Red Shard"); const u8 gText_YellowShard[] = _("Yellow Shard"); const u8 gText_BlueShard[] = _("Blue Shard"); const u8 gText_GreenShard[] = _("Green Shard"); const u8 gText_BattleFrontier[] = _("Battle Frontier"); const u8 gText_Right[] = _("Right"); const u8 gText_Left[] = _("Left"); const u8 gText_TM32AndPrice[] = _("TM32{CLEAR_TO 0x48}1,500 Coins"); const u8 gText_TM29AndPrice[] = _("TM29{CLEAR_TO 0x48}3,500 Coins"); const u8 gText_TM35AndPrice[] = _("TM35{CLEAR_TO 0x48}4,000 Coins"); const u8 gText_TM24AndPrice[] = _("TM24{CLEAR_TO 0x48}4,000 Coins"); const u8 gText_TM13AndPrice[] = _("TM13{CLEAR_TO 0x48}4,000 Coins"); const u8 gText_Cool[] = _("Cool"); const u8 gText_Beauty[] = _("Beauty"); const u8 gText_Cute[] = _("Cute"); const u8 gText_Smart[] = _("Smart"); const u8 gText_Tough[] = _("Tough"); const u8 gText_Normal[] = _("Normal"); const u8 gText_Super[] = _("Super"); const u8 gText_Hyper[] = _("Hyper"); const u8 gText_Master[] = _("Master"); const u8 gText_Cool2[] = _("Cool"); const u8 gText_Beauty2[] = _("Beauty"); const u8 gText_Cute2[] = _("Cute"); const u8 gText_Smart2[] = _("Smart"); const u8 gText_Tough2[] = _("Tough"); const u8 gText_Items[] = _("Items"); const u8 gText_Key_Items[] = _("Key Items"); const u8 gText_Poke_Balls[] = _("Poké Balls"); const u8 gText_TMs_Hms[] = _("TMs & HMs"); const u8 gText_Berries2[] = _("Berries"); const u8 gText_SomeonesPC[] = _("Someone's PC"); const u8 gText_LanettesPC[] = _("Lanette's PC"); const u8 gText_PlayersPC[] = _("{PLAYER}'s PC"); const u8 gText_HallOfFame[] = _("Hall Of Fame"); const u8 gText_LogOff[] = _("Log Off"); const u8 gText_Opponent[] = _("Opponent"); const u8 gText_Tourney_Tree[] = _("Tourney Tree"); const u8 gText_ReadyToStart[] = _("Ready To Start"); const u8 gText_NormalRank[] = _("Normal Rank"); const u8 gText_SuperRank[] = _("Super Rank"); const u8 gText_HyperRank[] = _("Hyper Rank"); const u8 gText_MasterRank[] = _("Master Rank"); const u8 gText_Single2[] = _("Single"); const u8 gText_Double2[] = _("Double"); const u8 gText_Multi[] = _("Multi"); const u8 gText_MultiLink[] = _("Multi-link"); const u8 gText_BattleBag[] = _("Battle Bag"); const u8 gText_HeldItem[] = _("Held Item"); const u8 gText_LinkContest[] = _("Link Contest"); const u8 gText_AboutE_Mode[] = _("About E-mode"); const u8 gText_AboutG_Mode[] = _("About G-mode"); const u8 gText_E_Mode[] = _("E-mode"); const u8 gText_G_Mode[] = _("G-mode"); const u8 gText_MenuOptionPokedex[] = _("Pokédex"); const u8 gText_MenuOptionPokemon[] = _("Pokémon"); const u8 gText_MenuOptionBag[] = _("Bag"); const u8 gText_MenuOptionPokenav[] = _("Pokénav"); const u8 gText_Blank[] = _(""); const u8 gText_MenuOptionSave[] = _("Save"); const u8 gText_MenuOptionOption[] = _("Option"); const u8 gText_MenuOptionExit[] = _("Exit"); const u8 gText_5BP[] = _(" 5Bp"); const u8 gText_10BP[] = _("10Bp"); const u8 gText_15BP[] = _("15Bp"); const u8 gText_RedTent[] = _("Red Tent"); const u8 gText_BlueTent[] = _("Blue Tent"); const u8 gText_SouthernIsland[] = _("Southern Island"); const u8 gText_BirthIsland[] = _("Birth Island"); const u8 gText_FarawayIsland[] = _("Faraway Island"); const u8 gText_NavelRock[] = _("Navel Rock"); const u8 gText_ClawFossil[] = _("Claw Fossil"); const u8 gText_RootFossil[] = _("Root Fossil"); const u8 gText_No4[] = _("No"); const u8 gText_IllBattleNow[] = _("I'll battle now!"); const u8 gText_IWon[] = _("I won!"); const u8 gText_ILost[] = _("I lost!"); const u8 gText_IWontTell[] = _("I won't tell."); const u8 gText_NormalTagMatch[] = _("Normal Tag Match"); const u8 gText_VarietyTagMatch[] = _("Variety Tag Match"); const u8 gText_UniqueTagMatch[] = _("Unique Tag Match"); const u8 gText_ExpertTagMatch[] = _("Expert Tag Match"); const u8 gText_TradeCenter[] = _("Trade Center"); const u8 gText_Colosseum[] = _("Colosseum"); const u8 gText_RecordCorner[] = _("Record Corner"); const u8 gText_BerryCrush3[] = _("Berry Crush"); const u8 gText_EmptyLinkService[] = _(""); // Maybe Spin Trade? const u8 gText_PokemonJump[] = _("Pokémon Jump"); const u8 gText_DodrioBerryPicking[] = _("Dodrio Berry-picking"); const u8 gText_BecomeLeader[] = _("Become Leader"); const u8 gText_JoinGroup[] = _("Join Group"); const u8 gText_TwoStyles[] = _("Two Styles"); const u8 gText_Lv50_3[] = _("Lv. 50"); const u8 gText_OpenLevel2[] = _("Open Level"); const u8 gText_MonTypeAndNo[] = _("{PKMN} Type & No."); const u8 gText_HoldItems[] = _("Hold Items"); const u8 gText_Symbols2[] = _("Symbols"); const u8 gText_Record3[] = _("Record"); const u8 gText_BattlePts[] = _("Battle Pts"); const u8 gText_TowerInfo[] = _("Tower Info"); const u8 gText_BattleMon[] = _("Battle {PKMN}"); const u8 gText_BattleSalon[] = _("Battle Salon"); const u8 gText_MultiLink2[] = _("Multi-link"); const u8 gText_BattleRules[] = _("Battle Rules"); const u8 gText_JudgeMind[] = _("Judge: Mind"); const u8 gText_JudgeSkill[] = _("Judge: Skill"); const u8 gText_JudgeBody[] = _("Judge: Body"); const u8 gText_Matchup[] = _("Matchup"); const u8 gText_TourneyTree[] = _("Tourney Tree"); const u8 gText_DoubleKO[] = _("Double KO"); const u8 gText_BasicRules[] = _("Basic Rules"); const u8 gText_SwapPartners[] = _("Swap: Partner"); const u8 gText_SwapNumber[] = _("Swap: Number"); const u8 gText_SwapNotes[] = _("Swap: Notes"); const u8 gText_OpenLevel3[] = _("Open Level"); const u8 gText_BattleBasics[] = _("Battle Basics"); const u8 gText_PokemonNature[] = _("Pokémon Nature"); const u8 gText_PokemonMoves[] = _("Pokémon Moves"); const u8 gText_Underpowered[] = _("Underpowered"); const u8 gText_WhenInDanger[] = _("When In Danger"); const u8 gText_PyramidPokemon[] = _("Pyramid: Pokémon"); const u8 gText_PyramidTrainers[] = _("Pyramid: Trainers"); const u8 gText_PyramidMaze[] = _("Pyramid: Maze"); const u8 gText_BattleBag2[] = _("Battle Bag"); const u8 gText_PokenavAndBag[] = _("Pokénav and Bag"); const u8 gText_HeldItems[] = _("Held Items"); const u8 gText_PokemonOrder[] = _("Pokémon Order"); const u8 gText_BattlePokemon[] = _("Battle Pokémon"); const u8 gText_BattleTrainers[] = _("Battle Trainers"); const u8 gText_GoOn[] = _("Go On"); const u8 gText_Record2[] = _("Record"); const u8 gText_Rest[] = _("Rest"); const u8 gText_Retire[] = _("Retire"); const u8 gText_99TimesPlus[] = _("99 times +"); const u8 gText_1MinutePlus[] = _("1 minute +"); const u8 gText_SpaceSeconds[] = _(" seconds"); const u8 gText_SpaceTimes[] = _(" time(s)"); const u8 gText_Dot[] = _("."); // Unused const u8 gText_BigGuy[] = _("Big guy"); const u8 gText_BigGirl[] = _("Big girl"); const u8 gText_Son[] = _("son"); const u8 gText_Daughter[] = _("daughter"); const u8 gText_BlueFlute[] = _("Blue Flute"); const u8 gText_YellowFlute[] = _("Yellow Flute"); const u8 gText_RedFlute[] = _("Red Flute"); const u8 gText_WhiteFlute[] = _("White Flute"); const u8 gText_BlackFlute[] = _("Black Flute"); const u8 gText_PrettyChair[] = _("Pretty Chair"); const u8 gText_PrettyDesk[] = _("Pretty Desk"); const u8 gText_1F[] = _("1F"); const u8 gText_2F[] = _("2F"); const u8 gText_3F[] = _("3F"); const u8 gText_4F[] = _("4F"); const u8 gText_5F[] = _("5F"); const u8 gText_6F[] = _("6F"); const u8 gText_7F[] = _("7F"); const u8 gText_8F[] = _("8F"); const u8 gText_9F[] = _("9F"); const u8 gText_10F[] = _("10F"); const u8 gText_11F[] = _("11F"); const u8 gText_B1F[] = _("B1F"); const u8 gText_B2F[] = _("B2F"); const u8 gText_B3F[] = _("B3F"); const u8 gText_B4F[] = _("B4F"); const u8 gText_Rooftop[] = _("Rooftop"); const u8 gText_ElevatorNowOn[] = _("Now on:"); const u8 gText_BP[] = _("Bp"); const u8 gText_EnergyPowder50[] = _("Energypowder{CLEAR_TO 114}{FONT_SMALL}50"); const u8 gText_EnergyRoot80[] = _("Energy Root{CLEAR_TO 114}{FONT_SMALL}80"); const u8 gText_HealPowder50[] = _("Heal Powder{CLEAR_TO 114}{FONT_SMALL}50"); const u8 gText_RevivalHerb300[] = _("Revival Herb{CLEAR_TO 108}{FONT_SMALL}300"); const u8 gText_Protein1000[] = _("Protein{CLEAR_TO 99}{FONT_SMALL}1,000"); const u8 gText_Iron1000[] = _("Iron{CLEAR_TO 99}{FONT_SMALL}1,000"); const u8 gText_Carbos1000[] = _("Carbos{CLEAR_TO 99}{FONT_SMALL}1,000"); const u8 gText_Calcium1000[] = _("Calcium{CLEAR_TO 99}{FONT_SMALL}1,000"); const u8 gText_Zinc1000[] = _("Zinc{CLEAR_TO 99}{FONT_SMALL}1,000"); const u8 gText_HPUp1000[] = _("HP Up{CLEAR_TO 99}{FONT_SMALL}1,000"); const u8 gText_PPUp3000[] = _("PP Up{CLEAR_TO 99}{FONT_SMALL}3,000"); const u8 gText_RankingHall[] = _("Ranking Hall"); const u8 gText_ExchangeService[] = _("Exchange Service"); const u8 gText_LilycoveCity[] = _("Lilycove City"); const u8 gText_SlateportCity[] = _("Slateport City"); const u8 gText_CaveOfOrigin[] = _("Cave Of Origin"); const u8 gText_MtPyre[] = _("Mt. Pyre"); const u8 gText_SkyPillar[] = _("Sky Pillar"); const u8 gText_DontRemember[] = _("Don't remember"); const u8 gText_Exit[] = _("Exit"); const u8 gText_ExitFromBox[] = _("Exit from the Box?"); const u8 gText_WhatDoYouWantToDo[] = _("What do you want to do?"); const u8 gText_PleasePickATheme[] = _("Please pick a theme."); const u8 gText_PickTheWallpaper[] = _("Pick the wallpaper."); const u8 gText_PkmnIsSelected[] = _("{DYNAMIC 0} is selected."); const u8 gText_JumpToWhichBox[] = _("Jump to which Box?"); const u8 gText_DepositInWhichBox[] = _("Deposit in which Box?"); const u8 gText_PkmnWasDeposited[] = _("{DYNAMIC 0} was deposited."); const u8 gText_BoxIsFull2[] = _("The Box is full."); const u8 gText_ReleaseThisPokemon[] = _("Release this Pokémon?"); const u8 gText_PkmnWasReleased[] = _("{DYNAMIC 0} was released."); const u8 gText_ByeByePkmn[] = _("Bye-bye, {DYNAMIC 0}!"); const u8 gText_MarkYourPkmn[] = _("Mark your Pokémon."); const u8 gText_ThatsYourLastPkmn[] = _("That's your last Pokémon!"); const u8 gText_YourPartysFull[] = _("Your party's full!"); const u8 gText_YoureHoldingAPkmn[] = _("You're holding a Pokémon!"); const u8 gText_WhichOneWillYouTake[] = _("Which one will you take?"); const u8 gText_YouCantReleaseAnEgg[] = _("You can't release an Egg."); const u8 gText_ContinueBoxOperations[] = _("Continue Box operations?"); const u8 gText_PkmnCameBack[] = _("{DYNAMIC 0} came back!"); const u8 gText_WasItWorriedAboutYou[] = _("Was it worried about you?"); const u8 gText_FourEllipsesExclamation[] = _("… … … … !"); const u8 gText_PleaseRemoveTheMail[] = _("Please remove the Mail."); const u8 gText_GiveToAPkmn[] = _("Give to a Pokémon?"); const u8 gText_PlacedItemInBag[] = _("Placed item in the Bag."); const u8 gText_BagIsFull2[] = _("The Bag is full."); const u8 gText_PutItemInBag[] = _("Put this item in the Bag?"); const u8 gText_ItemIsNowHeld[] = _("{DYNAMIC 0} is now held."); const u8 gText_ChangedToNewItem[] = _("Changed to {DYNAMIC 0}."); const u8 gText_MailCantBeStored[] = _("Mail can't be stored!"); const u8 gPCText_Cancel[] = _("Cancel"); const u8 gPCText_Store[] = _("Store"); const u8 gPCText_Withdraw[] = _("Withdraw"); const u8 gPCText_Shift[] = _("Shift"); const u8 gPCText_Move[] = _("Move"); const u8 gPCText_Place[] = _("Place"); const u8 gPCText_Summary[] = _("Summary"); const u8 gPCText_Release[] = _("Release"); const u8 gPCText_Mark[] = _("Mark"); const u8 gPCText_Name[] = _("Name"); const u8 gPCText_Jump[] = _("Jump"); const u8 gPCText_Wallpaper[] = _("Wallpaper"); const u8 gPCText_Take[] = _("Take"); const u8 gPCText_Give[] = _("Give"); const u8 gPCText_Switch[] = _("Switch"); const u8 gPCText_Bag[] = _("Bag"); const u8 gPCText_Info[] = _("Info"); const u8 gPCText_Scenery1[] = _("Scenery 1"); const u8 gPCText_Scenery2[] = _("Scenery 2"); const u8 gPCText_Scenery3[] = _("Scenery 3"); const u8 gPCText_Etcetera[] = _("Etcetera"); const u8 gPCText_Friends[] = _("Friends"); const u8 gPCText_Forest[] = _("Forest"); const u8 gPCText_City[] = _("City"); const u8 gPCText_Desert[] = _("Desert"); const u8 gPCText_Savanna[] = _("Savanna"); const u8 gPCText_Crag[] = _("Crag"); const u8 gPCText_Volcano[] = _("Volcano"); const u8 gPCText_Snow[] = _("Snow"); const u8 gPCText_Cave[] = _("Cave"); const u8 gPCText_Beach[] = _("Beach"); const u8 gPCText_Seafloor[] = _("Seafloor"); const u8 gPCText_River[] = _("River"); const u8 gPCText_Sky[] = _("Sky"); const u8 gPCText_PolkaDot[] = _("Polka-dot"); const u8 gPCText_Pokecenter[] = _("Pokécenter"); const u8 gPCText_Machine[] = _("Machine"); const u8 gPCText_Simple[] = _("Simple"); const u8 gText_WhatWouldYouLikeToDo[] = _("What would you like to do?"); // Unused const u8 gText_WithdrawPokemon[] = _("Withdraw Pokémon"); const u8 gText_DepositPokemon[] = _("Deposit Pokémon"); const u8 gText_MovePokemon[] = _("Move Pokémon"); const u8 gText_MoveItems[] = _("Move Items"); const u8 gText_SeeYa[] = _("See Ya!"); const u8 gText_WithdrawMonDescription[] = _("Move Pokémon stored in Boxes to\nyour party."); const u8 gText_DepositMonDescription[] = _("Store Pokémon in your party in Boxes."); const u8 gText_MoveMonDescription[] = _("Organize the Pokémon in Boxes and\nin your party."); const u8 gText_MoveItemsDescription[] = _("Move items held by any Pokémon\nin a Box or your party."); const u8 gText_SeeYaDescription[] = _("Return to the previous menu."); const u8 gText_JustOnePkmn[] = _("There is just one Pokémon with you."); const u8 gText_PartyFull[] = _("Your party is full!"); const u8 gText_Box[] = _("Box"); const u8 gText_CheckMapOfHoenn[] = _("Check the map of the Hoenn region."); const u8 gText_CheckPokemonInDetail[] = _("Check Pokémon in detail."); const u8 gText_CallRegisteredTrainer[] = _("Call a registered Trainer."); const u8 gText_CheckObtainedRibbons[] = _("Check obtained Ribbons."); const u8 gText_PutAwayPokenav[] = _("Put away the Pokénav."); const u8 gText_NoRibbonWinners[] = _("There are no Ribbon winners."); const u8 gText_NoTrainersRegistered[] = _("No Trainers are registered."); // Unused const u8 gText_CheckPartyPokemonInDetail[] = _("Check party Pokémon in detail."); const u8 gText_CheckAllPokemonInDetail[] = _("Check all Pokémon in detail."); const u8 gText_ReturnToPokenavMenu[] = _("Return to the Pokénav menu."); const u8 gText_FindCoolPokemon[] = _("Find cool Pokémon."); const u8 gText_FindBeautifulPokemon[] = _("Find beautiful Pokémon."); const u8 gText_FindCutePokemon[] = _("Find cute Pokémon."); const u8 gText_FindSmartPokemon[] = _("Find smart Pokémon."); const u8 gText_FindToughPokemon[] = _("Find tough Pokémon."); const u8 gText_ReturnToConditionMenu[] = _("Return to the Condition menu."); const u8 gText_NumberRegistered[] = _("No. registered"); const u8 gText_NumberOfBattles[] = _("No. of battles"); const u8 gText_Detail[] = _("Detail"); // Unused const u8 gText_Call2[] = _("Call"); // Unused const u8 gText_UnusedExit[] = _("Exit"); // Unused const u8 gText_CantCallOpponentHere[] = _("Can't call opponent here."); // Unused const u8 gText_PokenavMatchCall_Strategy[] = _("Strategy"); const u8 gText_PokenavMatchCall_TrainerPokemon[] = _("Trainer's Pokémon"); const u8 gText_PokenavMatchCall_SelfIntroduction[] = _("Self-introduction"); const u8 gText_Pokenav_ClearButtonList[] = _("{CLEAR 0x80}"); const u8 gText_PokenavMap_ZoomedOutButtons[] = _("{A_BUTTON}Zoom {B_BUTTON}Cancel"); const u8 gText_PokenavMap_ZoomedInButtons[] = _("{A_BUTTON}Full {B_BUTTON}Cancel"); const u8 gText_PokenavCondition_MonListButtons[] = _("{A_BUTTON}Condition {B_BUTTON}Cancel"); const u8 gText_PokenavCondition_MonStatusButtons[] = _("{A_BUTTON}Markings {B_BUTTON}Cancel"); const u8 gText_PokenavCondition_MarkingButtons[] = _("{A_BUTTON}Select Mark {B_BUTTON}Cancel"); const u8 gText_PokenavMatchCall_TrainerListButtons[] = _("{A_BUTTON}Menu {B_BUTTON}Cancel"); const u8 gText_PokenavMatchCall_CallMenuButtons[] = _("{A_BUTTON}Ok {B_BUTTON}Cancel"); const u8 gText_PokenavMatchCall_CheckTrainerButtons[] = _("{B_BUTTON}Cancel"); const u8 gText_PokenavRibbons_MonListButtons[] = _("{A_BUTTON}Ribbons {B_BUTTON}Cancel"); const u8 gText_PokenavRibbons_RibbonListButtons[] = _("{A_BUTTON}Check {B_BUTTON}Cancel"); const u8 gText_PokenavRibbons_RibbonCheckButtons[] = _("{B_BUTTON}Cancel"); const u8 gText_NatureSlash[] = _("Nature/"); const u8 gText_TrainerCloseBy[] = _("That Trainer is close by.\nTalk to the Trainer in person!"); const u8 gText_InParty[] = _("In Party"); const u8 gText_Number2[] = _("No. "); const u8 gText_Ribbons[] = _("Ribbons"); // Unused const u8 gText_PokemonMaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}"); // Unused const u8 gText_PokemonFemaleLv[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}"); // Unused const u8 gText_PokemonNoGenderLv[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}"); // Unused const u8 gText_Unknown[] = _("Unknown"); const u8 gText_Call[] = _("Call"); const u8 gText_Check[] = _("Check"); const u8 gText_Cancel6[] = _("Cancel"); const u8 gText_NumberIndex[] = _("No. {DYNAMIC 0}"); const u8 gText_RibbonsF700[] = _("Ribbons {DYNAMIC 0}"); const u8 gText_PokemonMaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_RED WHITE GREEN}♂{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused const u8 gText_PokemonFemaleLv2[] = _("{DYNAMIC 0}{COLOR_HIGHLIGHT_SHADOW LIGHT_GREEN WHITE BLUE}♀{COLOR_HIGHLIGHT_SHADOW DARK_GRAY WHITE LIGHT_GRAY}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused const u8 gText_PokemonNoGenderLv2[] = _("{DYNAMIC 0}/{LV}{DYNAMIC 1}{DYNAMIC 2}"); // Unused const u8 gText_CombineFourWordsOrPhrases[] = _("Combine four words or phrases"); const u8 gText_AndMakeYourProfile[] = _("and make your profile."); const u8 gText_CombineSixWordsOrPhrases[] = _("Combine six words or phrases"); const u8 gText_AndMakeAMessage[] = _("and make a message."); const u8 gText_FindWordsThatDescribeYour[] = _("Find words that describe your"); const u8 gText_FeelingsRightNow[] = _("feelings right now."); const u8 gText_WithFourPhrases[] = _("With four phrases,"); // Unused const u8 gText_CombineNineWordsOrPhrases[] = _("Combine nine words or phrases"); const u8 gText_AndMakeAMessage2[] = _("and make a message."); const u8 gText_ChangeJustOneWordOrPhrase[] = _("Change just one word or phrase"); const u8 gText_AndImproveTheBardsSong[] = _("and improve the Bard's song."); const u8 gText_YourProfile[] = _("Your profile"); const u8 gText_YourFeelingAtTheBattlesStart[] = _("Your feeling at the battle's start"); const u8 gText_WhatYouSayIfYouWin[] = _("What you say if you win a battle"); const u8 gText_WhatYouSayIfYouLose[] = _("What you say if you lose a battle"); const u8 gText_TheAnswer[] = _("The answer"); const u8 gText_TheMailMessage[] = _("The Mail message"); const u8 gText_TheMailSalutation[] = _("The Mail salutation"); // Unused const u8 gText_TheBardsSong2[] = _("The new song"); const u8 gText_CombineTwoWordsOrPhrases[] = _("Combine two words or phrases"); const u8 gText_AndMakeATrendySaying[] = _("and make a trendy saying."); const u8 gText_TheTrendySaying[] = _("The trendy saying"); const u8 gText_IsAsShownOkay[] = _("is as shown. Okay?"); const u8 gText_CombineTwoWordsOrPhrases2[] = _("Combine two words or phrases"); const u8 gText_ToTeachHerAGoodSaying[] = _("to teach her a good saying."); const u8 gText_FindWordsWhichFit[] = _("Find words which fit"); const u8 gText_TheTrainersImage[] = _("the Trainer's image."); const u8 gText_TheImage[] = _("The image:"); const u8 gText_OutOfTheListedChoices[] = _("Out of the listed choices,"); const u8 gText_SelectTheAnswerToTheQuiz[] = _("select the answer to the quiz!"); const u8 gText_AndCreateAQuiz[] = _("and create a quiz!"); const u8 gText_PickAWordOrPhraseAnd[] = _("Pick a word or phrase and"); const u8 gText_SetTheQuizAnswer[] = _("set the quiz answer."); const u8 gText_TheAnswerColon[] = _("The answer:"); const u8 gText_TheQuizColon[] = _("The quiz:"); // Unused const u8 gText_ApprenticePhrase[] = _("Apprentice's phrase:"); const u8 gText_QuitEditing[] = _("Quit editing?"); const u8 gText_StopGivingPkmnMail[] = _("Stop giving the Pokémon Mail?"); const u8 gText_AndFillOutTheQuestionnaire[] = _("and fill out the questionnaire."); const u8 gText_LetsReplyToTheInterview[] = _("Let's reply to the interview!"); const u8 gText_AllTextBeingEditedWill[] = _("All the text being edited will"); const u8 gText_BeDeletedThatOkay[] = _("be deleted. Is that okay?"); const u8 gText_QuitEditing2[] = _("Quit editing?"); // Unused const u8 gText_EditedTextWillNotBeSaved[] = _("The edited text will not be saved."); // Unused const u8 gText_IsThatOkay[] = _("Is that okay?"); // Unused const u8 gText_PleaseEnterPhraseOrWord[] = _("Please enter a phrase or word."); // Unused const u8 gText_EntireTextCantBeDeleted[] = _("The entire text can't be deleted."); const u8 gText_OnlyOnePhrase[] = _("Only one phrase may be changed."); const u8 gText_OriginalSongWillBeUsed[] = _("The original song will be used."); const u8 gText_ThatsTrendyAlready[] = _("That's trendy already!"); // Unused const u8 gText_CombineTwoWordsOrPhrases3[] = _("Combine two words or phrases."); const u8 gText_QuitGivingInfo[] = _("Quit giving information?"); // Unused const u8 gText_StopGivingPkmnMail2[] = _("Stop giving the Pokémon Mail?"); // Unused const u8 gText_CreateAQuiz2[] = _("Create a quiz!"); // Unused const u8 gText_SetTheAnswer[] = _("Set the answer!"); // Unused const u8 gText_CancelSelection[] = _("Cancel the selection?"); // Unused const u8 gText_Profile[] = _("Profile"); const u8 gText_AtTheBattlesStart[] = _("At the battle's start:"); const u8 gText_UponWinningABattle[] = _("Upon winning a battle:"); const u8 gText_UponLosingABattle[] = _("Upon losing a battle:"); const u8 gText_TheBardsSong[] = _("The Bard's Song"); const u8 gText_WhatsHipAndHappening[] = _("What's hip and happening?"); const u8 gText_Interview[] = _("Interview"); const u8 gText_GoodSaying[] = _("Good saying"); const u8 gText_FansQuestion[] = _("Fan's question"); const u8 gJPText_WhatIsTheQuizAnswer[] = _("クイズの こたえは?"); // Unused const u8 gText_ApprenticesPhrase[] = _("Apprentice's phrase"); const u8 gText_Questionnaire[] = _("Questionnaire"); const u8 gText_YouCannotQuitHere[] = _("You cannot quit here."); const u8 gText_SectionMustBeCompleted[] = _("This section must be completed."); const u8 gText_F700sQuiz[] = _("{DYNAMIC 0}'s quiz"); const u8 gText_Lady[] = _("Lady"); const u8 gText_AfterYouHaveReadTheQuiz[] = _("After you have read the quiz"); const u8 gText_QuestionPressTheAButton[] = _("question, press the A Button."); const u8 gText_TheQuizAnswerIs[] = _("The quiz answer is?"); const u8 gText_LikeToQuitQuiz[] = _("Would you like to quit this quiz"); const u8 gText_ChallengeQuestionMark[] = _("challenge?"); const u8 gText_IsThisQuizOK[] = _("Is this quiz Ok?"); const u8 gText_CreateAQuiz[] = _("Create a quiz!"); const u8 gText_SelectTheAnswer[] = _("Select the answer!"); const u8 gText_LyricsCantBeDeleted[] = _("The lyrics can't be deleted."); const u8 gText_PokemonLeague[] = _("Pokémon League"); const u8 gText_PokemonCenter[] = _("Pokémon Center"); const u8 gText_GetsAPokeBlockQuestion[] = _(" gets a {POKEBLOCK}?"); const u8 gText_Coolness[] = _("Coolness "); const u8 gText_Beauty3[] = _("Beauty "); const u8 gText_Cuteness[] = _("Cuteness "); const u8 gText_Smartness[] = _("Smartness "); const u8 gText_Toughness[] = _("Toughness "); const u8 gText_WasEnhanced[] = _("was enhanced!"); const u8 gText_NothingChanged[] = _("Nothing changed!"); const u8 gText_WontEatAnymore[] = _("It won't eat anymore…"); const u8 gText_SaveFailedCheckingBackup[] = _("Save failed. Checking the backup\nmemory… Please wait.\n{COLOR RED}“Time required: about 1 minute”"); const u8 gText_BackupMemoryDamaged[] = _("The backup memory is damaged, or\nthe internal battery has run dry.\nYou can still play, but not save."); const u8 gText_GamePlayCannotBeContinued[] = _("{COLOR RED}“Game play cannot be continued.\nReturning to the title screen…”"); const u8 gText_CheckCompleted[] = _("Check completed.\nAttempting to save again.\nPlease wait."); const u8 gText_SaveCompleteGameCannotContinue[] = _("Save completed.\n{COLOR RED}“Game play cannot be continued.\nReturning to the title screen.”"); const u8 gText_SaveCompletePressA[] = _("Save completed.\n{COLOR RED}“Please press the A Button.”"); const u8 gText_Ferry[] = _("Ferry"); const u8 gText_SecretBase[] = _("Secret Base"); const u8 gText_Hideout[] = _("Hideout"); const u8 gText_ResetRTCConfirmCancel[] = _("Reset Rtc?\nA: Confirm, B: Cancel"); const u8 gText_PresentTime[] = _("Present time in game"); const u8 gText_PreviousTime[] = _("Previous time in game"); const u8 gText_PleaseResetTime[] = _("Please reset the time."); const u8 gText_ClockHasBeenReset[] = _("The clock has been reset.\nData will be saved. Please wait."); const u8 gText_SaveCompleted[] = _("Save completed."); const u8 gText_SaveFailed[] = _("Save failed…"); const u8 gText_NoSaveFileCantSetTime[] = _("There is no save file, so the time\ncan't be set."); const u8 gText_InGameClockUsable[] = _("The in-game clock adjustment system\nis now useable."); const u8 gText_Slots[] = _("Slots"); const u8 gText_Roulette[] = _("Roulette"); const u8 gText_Good[] = _("Good"); const u8 gText_VeryGood[] = _("Very good"); const u8 gText_Excellent[] = _("Excellent"); const u8 gText_SoSo[] = _("So-so"); const u8 gText_Bad[] = _("Bad"); const u8 gText_TheWorst[] = _("The worst"); const u8 gText_Spicy2[] = _("spicy"); const u8 gText_Dry2[] = _("dry"); const u8 gText_Sweet2[] = _("sweet"); const u8 gText_Bitter2[] = _("bitter"); const u8 gText_Sour2[] = _("sour"); const u8 gText_Single[] = _("Single"); const u8 gText_Double[] = _("Double"); const u8 gText_Jackpot[] = _("jackpot"); const u8 gText_First[] = _("first"); const u8 gText_Second[] = _("second"); const u8 gText_Third[] = _("third"); const u8 gText_0Pts[] = _("0 pts"); const u8 gText_10Pts[] = _("10 pts"); const u8 gText_20Pts[] = _("20 pts"); const u8 gText_30Pts[] = _("30 pts"); const u8 gText_40Pts[] = _("40 pts"); const u8 gText_50Pts[] = _("50 pts"); const u8 gText_60Pts[] = _("60 pts"); const u8 gText_70Pts[] = _("70 pts"); const u8 gText_80Pts[] = _("80 pts"); const u8 gText_90Pts[] = _("90 pts"); const u8 gText_100Pts[] = _("100 pts"); const u8 gText_QuestionMark[] = _("?"); const u8 gText_KissPoster16BP[] = _("Kiss Poster{CLEAR_TO 0x5E}16Bp"); const u8 gText_KissCushion32BP[] = _("Kiss Cushion{CLEAR_TO 0x5E}32Bp"); const u8 gText_SmoochumDoll32BP[] = _("Smoochum Doll{CLEAR_TO 0x5E}32Bp"); const u8 gText_TogepiDoll48BP[] = _("Togepi Doll{CLEAR_TO 0x5E}48Bp"); const u8 gText_MeowthDoll48BP[] = _("Meowth Doll{CLEAR_TO 0x5E}48Bp"); const u8 gText_ClefairyDoll48BP[] = _("Clefairy Doll{CLEAR_TO 0x5E}48Bp"); const u8 gText_DittoDoll48BP[] = _("Ditto Doll{CLEAR_TO 0x5E}48Bp"); const u8 gText_CyndaquilDoll80BP[] = _("Cyndaquil Doll{CLEAR_TO 0x5E}80Bp"); const u8 gText_ChikoritaDoll80BP[] = _("Chikorita Doll{CLEAR_TO 0x5E}80Bp"); const u8 gText_TotodileDoll80BP[] = _("Totodile Doll{CLEAR_TO 0x5E}80Bp"); const u8 gText_LaprasDoll128BP[] = _("Lapras Doll{CLEAR_TO 0x58}128Bp"); const u8 gText_SnorlaxDoll128BP[] = _("Snorlax Doll{CLEAR_TO 0x58}128Bp"); const u8 gText_VenusaurDoll256BP[] = _("Venusaur Doll{CLEAR_TO 0x58}256Bp"); const u8 gText_CharizardDoll256BP[] = _("Charizard Doll{CLEAR_TO 0x58}256Bp"); const u8 gText_BlastoiseDoll256BP[] = _("Blastoise Doll{CLEAR_TO 0x58}256Bp"); const u8 gText_Protein1BP[] = _("Protein{CLEAR_TO 0x64}1Bp"); const u8 gText_Calcium1BP[] = _("Calcium{CLEAR_TO 0x64}1Bp"); const u8 gText_Iron1BP[] = _("Iron{CLEAR_TO 0x64}1Bp"); const u8 gText_Zinc1BP[] = _("Zinc{CLEAR_TO 0x64}1Bp"); const u8 gText_Carbos1BP[] = _("Carbos{CLEAR_TO 0x64}1Bp"); const u8 gText_HpUp1BP[] = _("HP Up{CLEAR_TO 0x64}1Bp"); const u8 gText_Leftovers48BP[] = _("Leftovers{CLEAR_TO 0x5E}48Bp"); const u8 gText_WhiteHerb48BP[] = _("White Herb{CLEAR_TO 0x5E}48Bp"); const u8 gText_QuickClaw48BP[] = _("Quick Claw{CLEAR_TO 0x5E}48Bp"); const u8 gText_MentalHerb48BP[] = _("Mental Herb{CLEAR_TO 0x5E}48Bp"); const u8 gText_BrightPowder64BP[] = _("Brightpowder{CLEAR_TO 0x5E}64Bp"); const u8 gText_ChoiceBand64BP[] = _("Choice Band{CLEAR_TO 0x5E}64Bp"); const u8 gText_KingsRock64BP[] = _("King's Rock{CLEAR_TO 0x5E}64Bp"); const u8 gText_FocusBand64BP[] = _("Focus Band{CLEAR_TO 0x5E}64Bp"); const u8 gText_ScopeLens64BP[] = _("Scope Lens{CLEAR_TO 0x5E}64Bp"); const u8 gText_Softboiled16BP[] = _("Softboiled{CLEAR_TO 0x4E}16Bp"); const u8 gText_SeismicToss24BP[] = _("Seismic Toss{CLEAR_TO 0x4E}24Bp"); const u8 gText_DreamEater24BP[] = _("Dream Eater{CLEAR_TO 0x4E}24Bp"); const u8 gText_MegaPunch24BP[] = _("Mega Punch{CLEAR_TO 0x4E}24Bp"); const u8 gText_MegaKick48BP[] = _("Mega Kick{CLEAR_TO 0x4E}48Bp"); const u8 gText_BodySlam48BP[] = _("Body Slam{CLEAR_TO 0x4E}48Bp"); const u8 gText_RockSlide48BP[] = _("Rock Slide{CLEAR_TO 0x4E}48Bp"); const u8 gText_Counter48BP[] = _("Counter{CLEAR_TO 0x4E}48Bp"); const u8 gText_ThunderWave48BP[] = _("Thunder Wave{CLEAR_TO 0x4E}48Bp"); const u8 gText_SwordsDance48BP[] = _("Swords Dance{CLEAR_TO 0x4E}48Bp"); const u8 gText_DefenseCurl16BP[] = _("Defense Curl{CLEAR_TO 0x4E}16Bp"); const u8 gText_Snore24BP[] = _("Snore{CLEAR_TO 0x4E}24Bp"); const u8 gText_MudSlap24BP[] = _("Mud-Slap{CLEAR_TO 0x4E}24Bp"); const u8 gText_Swift24BP[] = _("Swift{CLEAR_TO 0x4E}24Bp"); const u8 gText_IcyWind24BP[] = _("Icy Wind{CLEAR_TO 0x4E}24Bp"); const u8 gText_Endure48BP[] = _("Endure{CLEAR_TO 0x4E}48Bp"); const u8 gText_PsychUp48BP[] = _("Psych Up{CLEAR_TO 0x4E}48Bp"); const u8 gText_IcePunch48BP[] = _("Ice Punch{CLEAR_TO 0x4E}48Bp"); const u8 gText_ThunderPunch48BP[] = _("Thunderpunch{CLEAR_TO 0x4E}48Bp"); const u8 gText_FirePunch48BP[] = _("Fire Punch{CLEAR_TO 0x4E}48Bp"); const u8 gText_PkmnFainted3[] = _("{STR_VAR_1} fainted…\p\n"); const u8 gText_Marco[] = _("Marco"); const u8 gText_TrainerCardName[] = _("Name: "); const u8 gText_TrainerCardIDNo[] = _("IDNo."); const u8 gText_TrainerCardMoney[] = _("Money"); const u8 gText_PokeDollar[] = _("¥"); // Unused const u8 gText_TrainerCardPokedex[] = _("Pokédex"); const u8 gText_EmptyString6[] = _(""); const u8 gText_Colon2[] = _(":"); const u8 gText_Points[] = _(" points"); // Unused const u8 gText_TrainerCardTime[] = _("Time"); const u8 gJPText_BattlePoints[] = _("ゲ-ムポイント"); // Unused. Name presumed, translation is Game Points const u8 gText_Var1sTrainerCard[] = _("{STR_VAR_1}'s Trainer Card"); const u8 gText_HallOfFameDebut[] = _("Hall Of Fame Debut "); const u8 gText_LinkBattles[] = _("Link Battles"); const u8 gText_LinkCableBattles[] = _("Link Cable Battles"); const u8 gText_WinsLosses[] = _("W:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} L:{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_2}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}"); const u8 gText_PokemonTrades[] = _("Pokémon Trades"); const u8 gText_UnionTradesAndBattles[] = _("Union Trades & Battles"); const u8 gText_BerryCrush[] = _("Berry Crush"); const u8 gText_WaitingTrainerFinishReading[] = _("Waiting for the other Trainer to\nfinish reading your Trainer Card."); const u8 gText_PokeblocksWithFriends[] = _("{POKEBLOCK}S W/friends"); const u8 gText_NumPokeblocks[] = _("{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}"); const u8 gText_WonContestsWFriends[] = _("Won Contests W/friends"); const u8 gText_BattlePtsWon[] = _("Battle Points Won"); const u8 gText_NumBP[] = _("{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}Bp"); const u8 gText_BattleTower[] = _("Battle Tower"); const u8 gText_WinsStraight[] = _("W/{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_1}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY} Straight/{COLOR RED}{SHADOW LIGHT_RED}{STR_VAR_2}"); const u8 gText_BattleTower2[] = _("Battle Tower"); const u8 gText_BattleDome[] = _("Battle Dome"); const u8 gText_BattlePalace[] = _("Battle Palace"); const u8 gText_BattleFactory[] = _("Battle Factory"); const u8 gText_BattleArena[] = _("Battle Arena"); const u8 gText_BattlePike[] = _("Battle Pike"); const u8 gText_BattlePyramid[] = _("Battle Pyramid"); ALIGNED(4) const u8 gText_FacilitySingle[] = _("{STR_VAR_1} Single"); ALIGNED(4) const u8 gText_FacilityDouble[] = _("{STR_VAR_1} Double"); ALIGNED(4) const u8 gText_FacilityMulti[] = _("{STR_VAR_1} Multi"); ALIGNED(4) const u8 gText_FacilityLink[] = _("{STR_VAR_1} Link"); ALIGNED(4) const u8 gText_Facility[] = _("{STR_VAR_1}"); const u8 gText_Give[] = _("Give"); const u8 gText_NoNeed[] = _("No need"); const u8 gText_ColorLightShadowDarkGray[] = _("{COLOR LIGHT_GRAY}{SHADOW DARK_GRAY}"); const u8 gText_ColorBlue[] = _("{COLOR BLUE}"); const u8 gText_ColorTransparent[] = _("{HIGHLIGHT TRANSPARENT}{COLOR TRANSPARENT}"); const u8 gText_CDot[] = _("C."); const u8 gText_BDot[] = _("B."); const u8 gText_AnnouncingResults[] = _("Announcing the results!"); const u8 gText_PreliminaryResults[] = _("The preliminary results!"); const u8 gText_Round2Results[] = _("Round 2 results!"); const u8 gText_ContestantsMonWon[] = _("{STR_VAR_1}'s {STR_VAR_2} won!"); const u8 gText_CommunicationStandby[] = _("Communication standby…"); const u8 gText_ColorDarkGray[] = _("{COLOR DARK_GRAY}"); const u8 gText_ColorDynamic6WhiteDynamic5[] = _("{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR6 WHITE DYNAMIC_COLOR5}"); // Unused const u8 gText_HealthboxNickname[] = _("{HIGHLIGHT DARK_GRAY}"); const u8 gText_EmptySpace2[] = _(" "); // Unused const u8 gText_HealthboxGender_Male[] = _("{COLOR DYNAMIC_COLOR2}♂"); const u8 gText_HealthboxGender_Female[] = _("{COLOR DYNAMIC_COLOR1}♀"); const u8 gText_HealthboxGender_None[] = _("{COLOR DYNAMIC_COLOR2}"); const u8 gText_Upper[] = _("Upper"); const u8 gText_Lower[] = _("lower"); const u8 gText_Others[] = _("Others"); const u8 gText_Symbols[] = _("Symbols"); const u8 gText_Register2[] = _("Register"); const u8 gText_Exit2[] = _("Exit"); const u8 gText_QuitChatting[] = _("Quit chatting?"); const u8 gText_RegisterTextWhere[] = _("Register text where?"); const u8 gText_RegisterTextHere[] = _("Register text here?"); const u8 gText_InputText[] = _("Input text."); const u8 gText_F700JoinedChat[] = _("{DYNAMIC 0} joined the chat!"); const u8 gText_F700LeftChat[] = _("{DYNAMIC 0} left the chat."); const u8 gJPText_PlayersXPokemon[] = _("{DYNAMIC 0}の{DYNAMIC 1}ひきめ:"); // Unused const u8 gJPText_PlayersXPokmonDoesNotExist[] = _("{DYNAMIC 0}の{DYNAMIC 1}ひきめは いません"); // Unused const u8 gText_ExitingChat[] = _("Exiting the chat…"); const u8 gText_LeaderLeftEndingChat[] = _("The Leader, {DYNAMIC 0}, has\nleft, ending the chat."); const u8 gText_RegisteredTextChangedOKToSave[] = _("The registered text has been changed.\nIs it okay to save the game?"); const u8 gText_AlreadySavedFile_Chat[] = _("There is already a saved file.\nIs it okay to overwrite it?"); const u8 gText_SavingDontTurnOff_Chat[] = _("Saving…\nDon't Turn Off The Power."); const u8 gText_PlayerSavedGame_Chat[] = _("{DYNAMIC 0} saved the game."); const u8 gText_IfLeaderLeavesChatEnds[] = _("If the Leader leaves, the chat\nwill end. Is that okay?"); const u8 gText_Hello[] = _("Hello"); const u8 gText_Pokemon2[] = _("Pokémon"); const u8 gText_Trade[] = _("Trade"); const u8 gText_Battle[] = _("Battle"); const u8 gText_Lets[] = _("Let's"); const u8 gText_Ok[] = _("Ok!"); const u8 gText_Sorry[] = _("Sorry"); const u8 gText_YaySmileEmoji[] = _("Yay{EMOJI_BIGSMILE}"); const u8 gText_ThankYou[] = _("Thank You"); const u8 gText_ByeBye[] = _("Bye-bye!"); const u8 gText_MatchCallSteven_Strategy[] = _("Attack the weak points!"); const u8 gText_MatchCallSteven_Pokemon[] = _("Ultimate Steel Pokémon."); const u8 gText_MatchCallSteven_Intro1_BeforeMeteorFallsBattle[] = _("I'd climb even waterfalls"); const u8 gText_MatchCallSteven_Intro2_BeforeMeteorFallsBattle[] = _("to find a rare stone!"); const u8 gText_MatchCallSteven_Intro1_AfterMeteorFallsBattle[] = _("I'm the strongest and most"); const u8 gText_MatchCallSteven_Intro2_AfterMeteorFallsBattle[] = _("energetic after all!"); const u8 gText_MatchCallBrendan_Strategy[] = _("Battle with knowledge!"); const u8 gText_MatchCallBrendan_Pokemon[] = _("I will use various Pokémon."); const u8 gText_MatchCallBrendan_Intro1[] = _("I'll be a better Pokémon"); const u8 gText_MatchCallBrendan_Intro2[] = _("prof than my father is!"); const u8 gText_MatchCallMay_Strategy[] = _("I'm not so good at battles."); const u8 gText_MatchCallMay_Pokemon[] = _("I'll use any Pokémon!"); const u8 gText_MatchCallMay_Intro1[] = _("My Pokémon and I help"); const u8 gText_MatchCallMay_Intro2[] = _("my father's research."); const u8 gText_HatchedFromEgg[] = _("{STR_VAR_1} hatched from the Egg!"); const u8 gText_NicknameHatchPrompt[] = _("Would you like to nickname the newly\nhatched {STR_VAR_1}?"); ALIGNED(4) const u8 gText_ReadyPickBerry[] = _("Are you ready to Berry-crush?\nPlease pick a Berry for use.\p"); ALIGNED(4) const u8 gText_WaitForAllChooseBerry[] = _("Please wait while each member\nchooses a Berry."); ALIGNED(4) const u8 gText_EndedWithXUnitsPowder[] = _("{PAUSE_MUSIC}{PLAY_BGM MUS_LEVEL_UP}You ended up with {STR_VAR_1} units of\nsilky-smooth Berry Powder.{RESUME_MUSIC}\pYour total amount of Berry Powder\nis {STR_VAR_2}.\p"); ALIGNED(4) const u8 gText_RecordingGameResults[] = _("Recording your game results in the\nsave file.\lPlease wait."); ALIGNED(4) const u8 gText_PlayBerryCrushAgain[] = _("Want to play Berry Crush again?"); ALIGNED(4) const u8 gText_YouHaveNoBerries[] = _("You have no Berries.\nThe game will be canceled."); ALIGNED(4) const u8 gText_MemberDroppedOut[] = _("A member dropped out.\nThe game will be canceled."); ALIGNED(4) const u8 gText_TimesUpNoGoodPowder[] = _("Time's up.\pGood Berry Powder could not be\nmade…\p"); ALIGNED(4) const u8 gText_CommunicationStandby2[] = _("Communication standby…"); ALIGNED(4) const u8 gText_1DotBlueF700[] = _("1. {COLOR BLUE}{SHADOW LIGHT_BLUE}{DYNAMIC 0}"); ALIGNED(4) const u8 gText_1DotF700[] = _("1. {DYNAMIC 0}"); ALIGNED(4) const u8 gText_SpaceTimes2[] = _(" time(s)"); ALIGNED(4) const u8 gText_XDotY[] = _("{STR_VAR_1}.{STR_VAR_2}"); ALIGNED(4) const u8 gText_Var1Berry[] = _("{STR_VAR_1} Berry"); ALIGNED(4) const u8 gText_TimeColon[] = _("Time:"); ALIGNED(4) const u8 gText_PressingSpeed[] = _("Pressing Speed:"); ALIGNED(4) const u8 gText_Silkiness[] = _("Silkiness:"); ALIGNED(4) const u8 gText_StrVar1[] = _("{STR_VAR_1}"); ALIGNED(4) const u8 gText_SpaceMin[] = _(" min. "); ALIGNED(4) const u8 gText_XDotY2[] = _("{STR_VAR_1}.{STR_VAR_2}"); ALIGNED(4) const u8 gText_SpaceSec[] = _(" sec."); ALIGNED(4) const u8 gText_XDotY3[] = _("{STR_VAR_1}.{STR_VAR_2}"); ALIGNED(4) const u8 gText_TimesPerSec[] = _(" Times/sec."); ALIGNED(4) const u8 gText_Var1Percent[] = _("{STR_VAR_1}%"); ALIGNED(4) const u8 gText_PressesRankings[] = _("No. of Presses Rankings"); ALIGNED(4) const u8 gText_CrushingResults[] = _("Crushing Results"); ALIGNED(4) const u8 gText_NeatnessRankings[] = _("Neatness Rankings"); ALIGNED(4) const u8 gText_CoopRankings[] = _("Cooperative Rankings"); ALIGNED(4) const u8 gText_PressingPowerRankings[] = _("Pressing-Power Rankings"); const u8 gText_BerryCrush2[] = _("Berry Crush"); const u8 gText_PressingSpeedRankings[] = _("Pressing-Speed Rankings"); const u8 gText_Var1Players[] = _("{STR_VAR_1} Players"); const u8 gText_SymbolsEarned[] = _("Symbols Earned"); const u8 gText_BattleRecord[] = _("Battle Record"); const u8 gText_BattlePoints[] = _("Battle Points"); const u8 gText_UnusedCancel[] = _("Cancel"); // Unused const u8 gText_EmptyString7[] = _(""); const u8 gText_CheckFrontierMap[] = _("Check Battle Frontier Map."); const u8 gText_CheckTrainerCard[] = _("Check Trainer Card."); const u8 gText_ViewRecordedBattle[] = _("View recorded battle."); const u8 gText_PutAwayFrontierPass[] = _("Put away the Frontier Pass."); const u8 gText_CurrentBattlePoints[] = _("Your current Battle Points."); const u8 gText_CollectedSymbols[] = _("Your collected Symbols."); const u8 gText_BattleTowerAbilitySymbol[] = _("Battle Tower - Ability Symbol"); const u8 gText_BattleDomeTacticsSymbol[] = _("Battle Dome - Tactics Symbol"); const u8 gText_BattlePalaceSpiritsSymbol[] = _("Battle Palace - Spirits Symbol"); const u8 gText_BattleArenaGutsSymbol[] = _("Battle Arena - Guts Symbol"); const u8 gText_BattleFactoryKnowledgeSymbol[] = _("Battle Factory - Knowledge Symbol"); const u8 gText_BattlePikeLuckSymbol[] = _("Battle Pike - Luck Symbol"); const u8 gText_BattlePyramidBraveSymbol[] = _("Battle Pyramid - Brave Symbol"); const u8 gText_ThereIsNoBattleRecord[] = _("There is no Battle Record."); const u8 gText_BattleTower3[] = _("Battle Tower"); const u8 gText_BattleDome2[] = _("Battle Dome"); const u8 gText_BattlePalace2[] = _("Battle Palace"); const u8 gText_BattleArena2[] = _("Battle Arena"); const u8 gText_BattleFactory2[] = _("Battle Factory"); const u8 gText_BattlePike2[] = _("Battle Pike"); const u8 gText_BattlePyramid2[] = _("Battle Pyramid"); const u8 gText_BattleTowerDesc[] = _("KO opponents and aim for the top!\nYour ability will be tested."); const u8 gText_BattleDomeDesc[] = _("Keep winning at the tournament!\nYour tactics will be tested."); const u8 gText_BattlePalaceDesc[] = _("Watch your Pokémon battle!\nYour spirit will be tested."); const u8 gText_BattleArenaDesc[] = _("Win battles with teamed-up Pokémon!\nYour guts will be tested."); const u8 gText_BattleFactoryDesc[] = _("Aim for victory using rental Pokémon!\nYour knowledge will be tested."); const u8 gText_BattlePikeDesc[] = _("Select one of three paths to battle!\nYour luck will be tested."); const u8 gText_BattlePyramidDesc[] = _("Aim for the top with exploration!\nYour bravery will be tested."); const u8 gText_ContinueMenuPlayer[] = _("Player"); const u8 gText_ContinueMenuTime[] = _("Time"); const u8 gText_ContinueMenuPokedex[] = _("Pokédex"); const u8 gText_ContinueMenuBadges[] = _("Badges"); const u8 gText_Powder[] = _("Powder"); const u8 gText_BerryPickingRecords[] = _("Dodrio Berry-picking Records"); const u8 gText_BerriesPicked[] = _("Berries picked:"); const u8 gText_BestScore[] = _("Best score:"); const u8 gText_BerriesInRowFivePlayers[] = _("Berries picked in a row with\nfive players:"); const u8 gText_BerryPickingResults[] = _("Announcing Berry-picking results!"); const u8 gText_10P30P50P50P[] = _("{CLEAR_TO 0x03}10P{CLEAR_TO 0x2B}30P{CLEAR_TO 0x53}50P{CLEAR_TO 0x77}{EMOJI_MINUS}50P"); const u8 gText_AnnouncingRankings[] = _("Announcing rankings!"); const u8 gText_AnnouncingPrizes[] = _("Announcing prizes!"); const u8 gText_1Colon[] = _("1:"); const u8 gText_2Colon[] = _("2:"); const u8 gText_3Colon[] = _("3:"); const u8 gText_4Colon[] = _("4:"); const u8 gText_5Colon[] = _("5:"); const u8 gText_FirstPlacePrize[] = _("The first-place winner gets\nthis {DYNAMIC 0}!"); const u8 gText_CantHoldAnyMore[] = _("You can't hold any more!"); const u8 gText_FilledStorageSpace[] = _("It filled its storage space."); const u8 gText_WantToPlayAgain[] = _("Want to play again?"); const u8 gText_SomeoneDroppedOut[] = _("Somebody dropped out.\nThe link will be canceled."); const u8 gText_SpacePoints[] = _(" points"); const u8 gText_CommunicationStandby3[] = _("Communication standby…"); const u8 gText_SpacePoints2[] = _(" points"); const u8 gText_SpaceTimes3[] = _(" time(s)"); const u8 gText_PkmnJumpRecords[] = _("Pokémon Jump Records"); const u8 gText_JumpsInARow[] = _("Jumps in a row:"); const u8 gText_BestScore2[] = _("Best score:"); const u8 gText_ExcellentsInARow[] = _("Excellents in a row:"); const u8 gText_AwesomeWonF701F700[] = _("Awesome score! You've\nwon {DYNAMIC 1} {DYNAMIC 0}!"); const u8 gText_FilledStorageSpace2[] = _("It filled its storage space."); const u8 gText_CantHoldMore[] = _("You can't hold any more!"); const u8 gText_WantToPlayAgain2[] = _("Want to play again?"); const u8 gText_SomeoneDroppedOut2[] = _("Somebody dropped out.\nThe link will be canceled."); const u8 gText_CommunicationStandby4[] = _("Communication standby…"); const u8 gText_LinkContestResults[] = _("{PLAYER}'s Link Contest Results"); const u8 gText_1st[] = _("1st"); const u8 gText_2nd[] = _("2nd"); const u8 gText_3rd[] = _("3rd"); const u8 gText_4th[] = _("4th"); const u8 gText_Friend[] = _("Friend"); const u8 gText_Pokemon3[] = _("POKeMon"); // Unused const u8 gJPText_MysteryGift[] = _("ふしぎなもらいもの"); const u8 gJPText_DecideStop[] = _("{A_BUTTON}けってい {B_BUTTON}やめる"); const u8 gJPText_ReceiveMysteryGiftWithEReader[] = _("カードeリーダー{PLUS} で\nふしぎなもらいものを よみこみます"); const u8 gJPText_SelectConnectFromEReaderMenu[] = _("カードeリーダー{PLUS}の メニューから\n‘つうしん'を えらび"); const u8 gJPText_SelectConnectWithGBA[] = _("‘ゲームボーイアドバンスとつうしん'\nを せんたく してください"); const u8 gJPText_SelectConnectAndPressA[] = _("カードeリーダー{PLUS}の ‘つうしん'を\nえらんで Aボタンを おしてください"); // Unused const u8 gJPText_LinkIsIncorrect[] = _("せつぞくが まちがっています"); const u8 gJPText_CardReadingHasBeenHalted[] = _("カードの よみこみを\nちゅうし しました"); const u8 gJPText_UnableConnectWithEReader[] = _("カードeリーダー{PLUS}と\nつうしん できません"); // Unused const u8 gJPText_Connecting[] = _("つうしん ちゅう です"); const u8 gJPText_ConnectionErrorCheckLink[] = _("つうしん エラーです\nせつぞくを たしかめて ください"); const u8 gJPText_ConnectionErrorTryAgain[] = _("つうしん エラーです\nはじめから やりなおして ください"); // Link error const u8 gJPText_AllowEReaderToLoadCard[] = _("カードeリーダー{PLUS} に\nカードを よみこませて ください"); const u8 gJPText_ConnectionComplete[] = _("つうしん しゅうりょう!"); const u8 gJPText_NewTrainerHasComeToHoenn[] = _("あらたな トレーナーが\nホウエンに やってきた!"); const u8 gJPText_PleaseWaitAMoment[] = _("しばらく おまちください"); const u8 gJPText_WriteErrorUnableToSaveData[] = _("かきこみ エラー です\nデータが ほぞん できませんでした"); const u8 gText_Red[] = _("Red"); const u8 gText_Blue[] = _("Blue"); const u8 gText_3Dashes[] = _("---"); // Unused const u8 gText_SingleBattleRoomResults[] = _("{PLAYER}'s Single Battle Room Results"); const u8 gText_DoubleBattleRoomResults[] = _("{PLAYER}'s Double Battle Room Results"); const u8 gText_MultiBattleRoomResults[] = _("{PLAYER}'s Multi Battle Room Results"); const u8 gText_LinkMultiBattleRoomResults[] = _("{PLAYER}'s Link Multi Battle Room Results"); const u8 gText_SingleBattleTourneyResults[] = _("{PLAYER}'s Single Battle Tourney Results"); const u8 gText_DoubleBattleTourneyResults[] = _("{PLAYER}'s Double Battle Tourney Results"); const u8 gText_SingleBattleHallResults[] = _("{PLAYER}'s Single Battle Hall Results"); const u8 gText_DoubleBattleHallResults[] = _("{PLAYER}'s Double Battle Hall Results"); const u8 gText_BattleChoiceResults[] = _("{PLAYER}'s Battle Choice Results"); const u8 gText_SetKOTourneyResults[] = _("{PLAYER}'s Set KO Tourney Results"); const u8 gText_BattleSwapSingleResults[] = _("{PLAYER}'s Battle Swap Single Results"); const u8 gText_BattleSwapDoubleResults[] = _("{PLAYER}'s Battle Swap Double Results"); const u8 gText_BattleQuestResults[] = _("{PLAYER}'s Battle Quest Results"); const u8 gText_Lv502[] = _("Lv. 50"); const u8 gText_OpenLv[] = _("Open Lv."); const u8 gText_WinStreak[] = _("Win streak: {STR_VAR_1}"); const u8 gText_Current[] = _("Current"); const u8 gText_Record[] = _("Record"); const u8 gText_Prev[] = _("Prev."); const u8 gText_RentalSwap[] = _("Rental/Swap"); const u8 gText_Total[] = _("Total"); const u8 gText_ClearStreak[] = _("Clear streak: {STR_VAR_1}"); const u8 gText_Championships[] = _("Championships: {STR_VAR_1}"); const u8 gText_RoomsCleared[] = _("Rooms cleared: {STR_VAR_1}"); const u8 gText_TimesCleared[] = _("Times cleared:{CLEAR 0x05}{STR_VAR_1}"); const u8 gText_KOsInARow[] = _("KOs in a row: {STR_VAR_1}"); const u8 gText_TimesVar1[] = _("Times: {STR_VAR_1}"); const u8 gText_FloorsCleared[] = _("Floors cleared: {STR_VAR_1}"); ALIGNED(4) const u8 gText_RecordsLv50[] = _("Lv. 50"); ALIGNED(4) const u8 gText_RecordsOpenLevel[] = _("Open Level"); ALIGNED(4) const u8 gText_FrontierFacilityWinStreak[] = _("Win streak: {STR_VAR_2}"); ALIGNED(4) const u8 gText_FrontierFacilityClearStreak[] = _("Clear streak: {STR_VAR_2}"); ALIGNED(4) const u8 gText_FrontierFacilityRoomsCleared[] = _("Rooms cleared: {STR_VAR_2}"); ALIGNED(4) const u8 gText_FrontierFacilityKOsStreak[] = _("KOs in a row: {STR_VAR_2}"); ALIGNED(4) const u8 gText_FrontierFacilityFloorsCleared[] = _("Floors cleared: {STR_VAR_2}"); ALIGNED(4) const u8 gText_123Dot[][3] = {_("1."), _("2."), _("3.")}; const u8 gText_SavingDontTurnOff2[] = _("Saving…\nDon't Turn Off The Power."); const u8 gText_BlenderMaxSpeedRecord[] = _("Berry Blender\nMaximum Speed Record!"); const u8 gText_234Players[] = _("2 Players\n3 Players\n4 Players"); const u8 gText_YesNo[] = _("Yes\nNo"); const u8 gText_SelectorArrow3[] = _("▶"); const u8 gText_Peekaboo[] = _("Peekaboo!"); const u8 gText_CommErrorCheckConnections[] = _("Communication error…\nPlease check all connections,\nthen turn the power Off and On."); const u8 gText_CommErrorEllipsis[] = _("Communication error…"); const u8 gText_MoveCloserToLinkPartner[] = _("Move closer to your link partner(s).\nAvoid obstacles between partners."); const u8 gText_ABtnRegistrationCounter[] = _("A Button: Registration Counter"); const u8 gText_ABtnTitleScreen[] = _("A Button: Title Screen"); const u8 gText_Option[] = _("Option"); const u8 gText_TextSpeed[] = _("Text Speed"); const u8 gText_BattleScene[] = _("Battle Scene"); const u8 gText_BattleStyle[] = _("Battle Style"); const u8 gText_Sound[] = _("Sound"); const u8 gText_Frame[] = _("Frame"); const u8 gText_OptionMenuCancel[] = _("Cancel"); const u8 gText_ButtonMode[] = _("Button Mode"); const u8 gText_TextSpeedSlow[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}Slow"); const u8 gText_TextSpeedMid[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}Mid"); const u8 gText_TextSpeedFast[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}Fast"); const u8 gText_BattleSceneOn[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}On"); const u8 gText_BattleSceneOff[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}Off"); const u8 gText_BattleStyleShift[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}Shift"); const u8 gText_BattleStyleSet[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}Set"); const u8 gText_SoundMono[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}Mono"); const u8 gText_SoundStereo[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}Stereo"); const u8 gText_FrameType[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}Type"); const u8 gText_FrameTypeNumber[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}"); const u8 gText_ButtonTypeNormal[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}Normal"); const u8 gText_ButtonTypeLR[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}LR"); const u8 gText_ButtonTypeLEqualsA[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}L=A"); const u8 gText_NumPlayerLink[] = _("{STR_VAR_1}P Link"); const u8 gText_BronzeCard[] = _("Bronze"); const u8 gText_CopperCard[] = _("Copper"); const u8 gText_SilverCard[] = _("Silver"); const u8 gText_GoldCard[] = _("Gold"); const u8 gText_Day[] = _("Day"); const u8 gText_Colon3[] = _(":"); const u8 gText_Confirm2[] = _("Confirm"); const u8 gText_Days[] = _("Days"); // Unused const u8 gText_TimeColon2[] = _("Time:"); // Unused const u8 gText_GameTime[] = _("Game time"); // Unused const u8 gText_RTCTime[] = _("Rtc time"); // Unused const u8 gText_UpdatedTime[] = _("Updated time"); // Unused const u8 gText_MenuPokedex[] = _("Pokédex"); const u8 gText_MenuPokemon[] = _("Pokémon"); const u8 gText_MenuBag[] = _("Bag"); const u8 gText_MenuPokenav[] = _("Pokénav"); const u8 gText_MenuPlayer[] = _("{PLAYER}"); const u8 gText_MenuSave[] = _("Save"); const u8 gText_MenuOption[] = _("Option"); const u8 gText_MenuExit[] = _("Exit"); const u8 gText_MenuRetire[] = _("Retire"); const u8 gText_MenuRest[] = _("Rest"); const u8 gText_SafariBallStock[] = _("Safari Balls\nStock: {STR_VAR_1}"); const u8 gText_BattlePyramidFloor[] = _("Battle Pyramid\n{STR_VAR_1}"); const u8 gText_Floor1[] = _("Floor 1"); const u8 gText_Floor2[] = _("Floor 2"); const u8 gText_Floor3[] = _("Floor 3"); const u8 gText_Floor4[] = _("Floor 4"); const u8 gText_Floor5[] = _("Floor 5"); const u8 gText_Floor6[] = _("Floor 6"); const u8 gText_Floor7[] = _("Floor 7"); const u8 gText_Peak[] = _("Peak"); const u8 gText_LinkStandby2[] = _("Link standby…\n… … B Button: Cancel"); const u8 gText_PressAToLoadEvent[] = _("Press the A Button to load event.\n… … B Button: Cancel"); const u8 gText_LoadingEvent[] = _("Loading event…"); const u8 gText_DontRemoveCableTurnOff[] = _("Don't remove the Game Link cable.\nDon't turn off the power."); const u8 gText_EventSafelyLoaded[] = _("The event was safely loaded."); const u8 gText_LoadErrorEndingSession[] = _("Loading error.\nEnding session."); const u8 gJPText_Player[] = _("プレイヤー"); // Unused const u8 gJPText_Sama[] = _("さま"); // Unused const u8 gText_DexHoenn[] = _("Hoenn"); const u8 gText_DexNational[] = _("National"); const u8 gText_PokedexDiploma[] = _("Player: {CLEAR 0x10}{COLOR RED}{SHADOW LIGHT_RED}{PLAYER}{COLOR DARK_GRAY}{SHADOW LIGHT_GRAY}\n\nThis document certifies\nthat you have successfully\ncompleted your\n{STR_VAR_1} Pokédex.\n\n{CLEAR_TO 0x42}{COLOR RED}{SHADOW LIGHT_RED}Game Freak"); const u8 gJPText_GameFreak[] = _("{COLOR RED}{SHADOW LIGHT_RED}ゲ-ムフリ-ク"); // Unused const u8 gText_DiplomaEmpty[] = _("{COLOR RED}{SHADOW LIGHT_RED}"); // Unused const u8 gText_Hoenn[] = _("Hoenn"); const u8 gText_OhABite[] = _("Oh! A bite!"); const u8 gText_PokemonOnHook[] = _("A Pokémon's on the hook!{PAUSE_UNTIL_PRESS}"); const u8 gText_NotEvenANibble[] = _("Not even a nibble…{PAUSE_UNTIL_PRESS}"); const u8 gText_ItGotAway[] = _("It got away…{PAUSE_UNTIL_PRESS}"); const u8 gText_XWillBeSentToY[] = _("{STR_VAR_2} will be\nsent to {STR_VAR_1}."); const u8 gText_ByeByeVar1[] = _("Bye-bye, {STR_VAR_2}!"); const u8 gText_XSentOverY[] = _("{STR_VAR_1} sent over {STR_VAR_3}."); const u8 gText_TakeGoodCareOfX[] = _("Take good care of {STR_VAR_3}!"); // Easy chat group names const u8 gEasyChatGroupName_Pokemon[] = _("Pokémon"); const u8 gEasyChatGroupName_Trainer[] = _("Trainer"); const u8 gEasyChatGroupName_Status[] = _("Status"); const u8 gEasyChatGroupName_Battle[] = _("Battle"); const u8 gEasyChatGroupName_Greetings[] = _("Greetings"); const u8 gEasyChatGroupName_People[] = _("People"); const u8 gEasyChatGroupName_Voices[] = _("Voices"); const u8 gEasyChatGroupName_Speech[] = _("Speech"); const u8 gEasyChatGroupName_Endings[] = _("Endings"); const u8 gEasyChatGroupName_Feelings[] = _("Feelings"); const u8 gEasyChatGroupName_Conditions[] = _("Conditions"); const u8 gEasyChatGroupName_Actions[] = _("Actions"); const u8 gEasyChatGroupName_Lifestyle[] = _("Lifestyle"); const u8 gEasyChatGroupName_Hobbies[] = _("Hobbies"); const u8 gEasyChatGroupName_Time[] = _("Time"); const u8 gEasyChatGroupName_Misc[] = _("Misc."); const u8 gEasyChatGroupName_Adjectives[] = _("Adjectives"); const u8 gEasyChatGroupName_Events[] = _("Events"); const u8 gEasyChatGroupName_Move1[] = _("Move 1"); const u8 gEasyChatGroupName_Move2[] = _("Move 2"); const u8 gEasyChatGroupName_TrendySaying[] = _("Trendy Saying"); const u8 gEasyChatGroupName_Pokemon2[] = _("Pokémon2"); const u8 gText_ThreeQuestionMarks[] = _("???"); const u8 gText_MaxHP[] = _("Max. HP"); const u8 gText_Attack[] = _("Attack"); const u8 gText_Defense[] = _("Defense"); const u8 gText_Speed[] = _("Speed"); const u8 gText_SpAtk[] = _("Sp. Atk"); const u8 gText_SpDef[] = _("Sp. Def"); const u8 gText_Plus[] = _("{PLUS}"); const u8 gText_Dash[] = _("-"); const u8 gText_FromSpace[] = _("From "); const u8 gText_MixingRecords[] = _("Mixing records…"); const u8 gText_RecordMixingComplete[] = _("Record mixing completed.\nThank you for waiting."); const u8 gText_YourName[] = _("Your Name?"); const u8 gText_BoxName[] = _("Box Name?"); const u8 gText_PkmnsNickname[] = _("{STR_VAR_1}'s nickname?"); const u8 gText_TellHimTheWords[] = _("Tell him the words."); const u8 gText_MoveOkBack[] = _("{DPAD_NONE}Move {A_BUTTON}Ok {B_BUTTON}Back"); const u8 gText_CallCantBeMadeHere[] = _("A call can't be made from here."); const u8 gText_ContestLady_Handsome[] = _("Handsome"); const u8 gText_ContestLady_Vinny[] = _("Vinny"); const u8 gText_ContestLady_Moreme[] = _("Moreme"); const u8 gText_ContestLady_Ironhard[] = _("Ironhard"); const u8 gText_ContestLady_Muscle[] = _("Muscle"); const u8 gText_ContestLady_Coolness[] = _("coolness"); const u8 gText_ContestLady_Beauty[] = _("beauty"); const u8 gText_ContestLady_Cuteness[] = _("cuteness"); const u8 gText_ContestLady_Smartness[] = _("smartness"); const u8 gText_ContestLady_Toughness[] = _("toughness"); const u8 gText_QuizLady_Lady[] = _("Lady"); const u8 gText_FavorLady_Slippery[] = _("slippery"); const u8 gText_FavorLady_Roundish[] = _("roundish"); const u8 gText_FavorLady_Whamish[] = _("wham-ish"); const u8 gText_FavorLady_Shiny[] = _("shiny"); const u8 gText_FavorLady_Sticky[] = _("sticky"); const u8 gText_FavorLady_Pointy[] = _("pointy"); const u8 gText_RentalPkmn2[] = _("Rental Pokémon"); const u8 gText_SelectFirstPkmn[] = _("Select the first Pokémon."); const u8 gText_SelectSecondPkmn[] = _("Select the second Pokémon."); const u8 gText_SelectThirdPkmn[] = _("Select the third Pokémon."); const u8 gText_Rent[] = _("Rent"); const u8 gText_Summary[] = _("Summary"); const u8 gText_Others2[] = _("Others"); const u8 gText_Deselect[] = _("Deselect"); const u8 gText_TheseThreePkmnOkay[] = _("Are these three Pokémon Ok?"); const u8 gText_Yes2[] = _("Yes"); const u8 gText_No2[] = _("No"); const u8 gText_CantSelectSamePkmn[] = _("Can't select same {PKMN}."); const u8 gText_PkmnSwap[] = _("Pokémon Swap"); const u8 gText_SelectPkmnToSwap[] = _("Select Pokémon to swap."); const u8 gText_SelectPkmnToAccept[] = _("Select Pokémon to accept."); const u8 gText_Swap[] = _("Swap"); const u8 gText_Summary2[] = _("Summary"); const u8 gText_Rechoose[] = _("Rechoose"); const u8 gText_QuitSwapping[] = _("Quit swapping?"); const u8 gText_Yes3[] = _("Yes"); const u8 gText_No3[] = _("No"); const u8 gText_PkmnForSwap[] = _("{PKMN} For Swap"); const u8 gText_Cancel3[] = _("Cancel"); const u8 gText_Swap2[] = _("Swap"); // Unused const u8 gText_Accept[] = _("Accept"); // Unused const u8 gText_AcceptThisPkmn[] = _("Accept this Pokémon?"); const u8 gText_4Spaces[] = _(" "); // Unused const u8 gText_SamePkmnInPartyAlready[] = _("Same {PKMN} in party already."); const u8 gText_DecimalPoint[] = _("."); const u8 gText_SavingPlayer[] = _("Player"); const u8 gText_SavingBadges[] = _("Badges"); const u8 gText_SavingPokedex[] = _("Pokédex"); const u8 gText_SavingTime[] = _("Time"); const u8 gText_WirelessCommStatus[] = _("Wireless Communication Status"); const u8 gText_PeopleTrading[] = _("People trading:"); const u8 gText_PeopleBattling[] = _("People battling:"); const u8 gText_PeopleInUnionRoom[] = _("People in the Union Room:"); const u8 gText_PeopleCommunicating[] = _("People communicating:"); const u8 gText_F700Players[] = _("{DYNAMIC 0} players"); const u8 gText_F701Players[] = _("{DYNAMIC 1} players"); const u8 gText_F702Players[] = _("{DYNAMIC 2} players"); const u8 gText_F703Players[] = _("{DYNAMIC 3} players"); const u8 *const gTextTable_Players[] = { gText_F700Players, gText_F701Players, gText_F702Players, gText_F703Players }; ALIGNED(4) const u8 gText_WonderCards[] = _("Wonder Cards"); ALIGNED(4) const u8 gText_WonderNews[] = _("Wonder News"); ALIGNED(4) const u8 gText_WirelessCommunication[] = _("Wireless Communication"); ALIGNED(4) const u8 gText_Friend2[] = _("Friend"); ALIGNED(4) const u8 gText_Exit3[] = _("Exit"); ALIGNED(4) const u8 gText_Receive[] = _("Receive"); ALIGNED(4) const u8 gText_Send[] = _("Send"); ALIGNED(4) const u8 gText_Toss[] = _("Toss"); ALIGNED(4) const u8 gText_VarietyOfEventsImportedWireless[] = _("A variety of events will be imported\nover Wireless Communication."); ALIGNED(4) const u8 gText_WonderCardsInPossession[] = _("Read the Wonder Cards in your\npossession."); ALIGNED(4) const u8 gText_ReadNewsThatArrived[] = _("Read the News that arrived."); ALIGNED(4) const u8 gText_ReturnToTitle[] = _("Return to the title screen."); ALIGNED(4) const u8 gText_DontHaveCardNewOneInput[] = _("You don't have a Wonder Card,\nso a new Card will be input."); ALIGNED(4) const u8 gText_DontHaveNewsNewOneInput[] = _("You don't have any Wonder News,\nso new News will be input."); ALIGNED(4) const u8 gText_WhereShouldCardBeAccessed[] = _("Where should the Wonder Card\nbe accessed?"); ALIGNED(4) const u8 gText_WhereShouldNewsBeAccessed[] = _("Where should the Wonder News\nbe accessed?"); ALIGNED(4) const u8 gText_CommunicationStandbyBButtonCancel[] = _("Communication standby…\nB Button: Cancel"); // Unused ALIGNED(4) const u8 gText_Communicating[] = _("Communicating…"); ALIGNED(4) const u8 gText_CommunicationCompleted[] = _("Communication completed."); ALIGNED(4) const u8 gText_CommunicationError[] = _("Communication error."); ALIGNED(4) const u8 gText_CommunicationCanceled[] = _("Communication has been canceled."); ALIGNED(4) const u8 gText_ThrowAwayWonderCard[] = _("Throw away the Wonder Card\nand input a new Card?"); ALIGNED(4) const u8 gText_HaventReceivedCardsGift[] = _("You haven't received the Card's gift\nyet. Input a new Card anyway?"); ALIGNED(4) const u8 gText_WonderCardReceivedFrom[] = _("A Wonder Card has been received\nfrom {STR_VAR_1}."); ALIGNED(4) const u8 gText_WonderNewsReceivedFrom[] = _("A Wonder News item has been\nreceived from {STR_VAR_1}."); ALIGNED(4) const u8 gText_WonderCardReceived[] = _("A new Wonder Card has been\nreceived."); ALIGNED(4) const u8 gText_WonderNewsReceived[] = _("A new Wonder News item has been\nreceived."); ALIGNED(4) const u8 gText_NewStampReceived[] = _("A new Stamp has been received."); ALIGNED(4) const u8 gText_NewTrainerReceived[] = _("A new Trainer has arrived."); ALIGNED(4) const u8 gText_AlreadyHadCard[] = _("You already had that\nWonder Card."); ALIGNED(4) const u8 gText_AlreadyHadNews[] = _("You already had that\nWonder News item."); ALIGNED(4) const u8 gText_AlreadyHadStamp[] = _("You already had that\nStamp."); ALIGNED(4) const u8 gText_NoMoreRoomForStamps[] = _("There's no more room for adding\nStamps."); ALIGNED(4) const u8 gText_RecordUploadedViaWireless[] = _("Your record has been uploaded via\nWireless Communication."); ALIGNED(4) const u8 gText_CantAcceptCardFromTrainer[] = _("You can't accept a Wonder Card\nfrom this Trainer."); ALIGNED(4) const u8 gText_CantAcceptNewsFromTrainer[] = _("You can't accept Wonder News\nfrom this Trainer."); ALIGNED(4) const u8 gText_NothingSentOver[] = _("Nothing was sent over…"); ALIGNED(4) const u8 gText_WhatToDoWithCards[] = _("What would you like to do\nwith the Wonder Cards?"); ALIGNED(4) const u8 gText_WhatToDoWithNews[] = _("What would you like to do\nwith the Wonder News?"); ALIGNED(4) const u8 gText_SendingWonderCard[] = _("Sending your Wonder Card…"); ALIGNED(4) const u8 gText_SendingWonderNews[] = _("Sending your Wonder News item…"); ALIGNED(4) const u8 gText_WonderCardSentTo[] = _("Your Wonder Card has been sent\nto {STR_VAR_1}."); ALIGNED(4) const u8 gText_WonderNewsSentTo[] = _("Your Wonder News item has been\nsent to {STR_VAR_1}."); ALIGNED(4) const u8 gText_StampSentTo[] = _("A Stamp has been sent to {STR_VAR_1}."); ALIGNED(4) const u8 gText_GiftSentTo[] = _("A Gift has been sent to {STR_VAR_1}."); ALIGNED(4) const u8 gText_OtherTrainerHasCard[] = _("The other Trainer has the same\nWonder Card already."); ALIGNED(4) const u8 gText_OtherTrainerHasNews[] = _("The other Trainer has the same\nWonder News already."); ALIGNED(4) const u8 gText_OtherTrainerHasStamp[] = _("The other Trainer has the same\nStamp already."); ALIGNED(4) const u8 gText_OtherTrainerCanceled[] = _("The other Trainer canceled\ncommunication."); ALIGNED(4) const u8 gText_CantSendGiftToTrainer[] = _("You can't send a Mystery Gift to\nthis Trainer."); ALIGNED(4) const u8 gText_IfThrowAwayCardEventWontHappen[] = _("If you throw away the Card,\nits event won't happen. Okay?"); ALIGNED(4) const u8 gText_OkayToDiscardNews[] = _("Is it okay to discard this\nNews item?"); ALIGNED(4) const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("You haven't received the\nGift. Is it okay to discard?"); ALIGNED(4) const u8 gText_DataWillBeSaved[] = _("Data will be saved.\nPlease wait."); ALIGNED(4) const u8 gText_SaveCompletedPressA[] = _("Save completed.\nPlease press the A Button."); ALIGNED(4) const u8 gText_WonderCardThrownAway[] = _("The Wonder Card was thrown away."); ALIGNED(4) const u8 gText_WonderNewsThrownAway[] = _("The Wonder News was thrown away."); ALIGNED(4) const u8 gText_MysteryGift[] = _("Mystery Gift"); ALIGNED(4) const u8 gText_PickOKExit[] = _("{DPAD_UPDOWN}Pick {A_BUTTON}Ok {B_BUTTON}Exit"); ALIGNED(4) const u8 gText_PickOKCancel[] = _("{DPAD_UPDOWN}Pick {A_BUTTON}Ok {B_BUTTON}Cancel"); const u8 gText_PlayersBattleResults[] = _("{PLAYER}'s Battle Results"); const u8 gText_TotalRecordWLD[] = _("Total Record W:{STR_VAR_1} L:{STR_VAR_2} D:{STR_VAR_3}"); const u8 gText_WinLoseDraw[] = _("{CLEAR_TO 0x53}Win{CLEAR_TO 0x80}Lose{CLEAR_TO 0xB0}Draw"); const u8 gText_CommunicationStandby5[] = _("Communication standby…"); const u8 gText_QuitTheGame[] = _("Quit the game?"); const u8 gText_YouveGot9999Coins[] = _("You've got 9,999 Coins."); const u8 gText_YouveRunOutOfCoins[] = _("You've run out of Coins.\nGame over!"); const u8 gText_YouDontHaveThreeCoins[] = _("You don't have three Coins."); const u8 gText_ReelTimeHelp[] = _("Reel Time\nHere's your chance to take\naim and nail marks!\nReel Time continues for the\nawarded number of spins.\nIt all ends on a Big Bonus."); const u8 gDaycareText_GetAlongVeryWell[] = _("The two seem to get along\nvery well."); const u8 gDaycareText_GetAlong[] = _("The two seem to get along."); const u8 gDaycareText_DontLikeOther[] = _("The two don't seem to like\neach other much."); const u8 gDaycareText_PlayOther[] = _("The two prefer to play with other\nPokémon than each other."); const u8 gText_NewLine2[] = _("\n"); const u8 gText_Exit4[] = _("Exit"); const u8 gText_Lv[] = _("{LV}"); const u8 gText_TimeBoard[] = _("Time Board"); const u8 gText_TimeCleared[] = _("Time Cleared "); const u8 gText_XMinYDotZSec[] = _("{STR_VAR_1} min. {STR_VAR_2}.{STR_VAR_3} sec."); const u8 gText_TrainerHill1F[] = _("1F"); const u8 gText_TrainerHill2F[] = _("2F"); const u8 gText_TrainerHill3F[] = _("3F"); const u8 gText_TrainerHill4F[] = _("4F"); const u8 gText_TeachWhichMoveToPkmn[] = _("Teach which move to {STR_VAR_1}?"); const u8 gText_MoveRelearnerTeachMoveConfirm[] = _("Teach {STR_VAR_2}?"); const u8 gText_MoveRelearnerPkmnLearnedMove[] = _("{STR_VAR_1} learned\n{STR_VAR_2}!"); const u8 gText_MoveRelearnerPkmnTryingToLearnMove[] = _("{STR_VAR_1} is trying to learn\n{STR_VAR_2}.\pBut {STR_VAR_1} can't learn more\nthan four moves.\pDelete an older move to make\nroom for {STR_VAR_2}?"); const u8 gText_MoveRelearnerStopTryingToTeachMove[] = _("Stop trying to teach\n{STR_VAR_2}?"); const u8 gText_MoveRelearnerAndPoof[] = _("{PAUSE 32}1, {PAUSE 15}2, and {PAUSE 15}… {PAUSE 15}… {PAUSE 15}… {PAUSE 15}{PLAY_SE SE_BALL_BOUNCE_1}Poof!\p"); const u8 gText_MoveRelearnerPkmnForgotMoveAndLearnedNew[] = _("{STR_VAR_1} forgot {STR_VAR_3}.\pAnd…\p{STR_VAR_1} learned {STR_VAR_2}."); const u8 gText_MoveRelearnedPkmnDidNotLearnMove[] = _("{STR_VAR_1} did not learn the\nmove {STR_VAR_2}."); // Unused const u8 gText_MoveRelearnerGiveUp[] = _("Give up trying to teach a new\nmove to {STR_VAR_1}?"); const u8 gText_MoveRelearnerWhichMoveToForget[] = _("Which move should be\nforgotten?\p"); const u8 gText_MoveRelearnerBattleMoves[] = _("Battle Moves"); const u8 gText_MoveRelearnerContestMovesTitle[] = _("Contest Moves"); const u8 gText_MoveRelearnerType[] = _("Type/"); // Unused const u8 gText_MoveRelearnerPP[] = _("PP/"); const u8 gText_MoveRelearnerPower[] = _("Power/"); const u8 gText_MoveRelearnerAccuracy[] = _("Accuracy/"); const u8 gText_MoveRelearnerAppeal[] = _("Appeal"); const u8 gText_MoveRelearnerJam[] = _("Jam"); const u8 gText_Kira[] = _("Kira"); const u8 gText_Amy[] = _("Amy"); const u8 gText_John[] = _("John"); const u8 gText_Roy[] = _("Roy"); const u8 gText_Gabby[] = _("Gabby"); const u8 gText_Anna[] = _("Anna"); const u8 gText_ClearAllSaveData[] = _("Clear all save data areas?"); const u8 gText_ClearingData[] = _("Clearing data…\nPlease wait."); const u8 gText_IsThisTheCorrectTime[] = _("Is this the correct time?"); const u8 gText_Confirm3[] = _("Confirm"); const u8 gText_Cancel4[] = _("Cancel"); const u8 gText_MrStoneMatchCallDesc[] = _("Devon Pres"); const u8 gText_MrStoneMatchCallName[] = _("Mr. Stone"); const u8 gText_StevenMatchCallDesc[] = _("Hard As Rock"); const u8 gText_StevenMatchCallName[] = _("Steven"); const u8 gText_MayBrendanMatchCallDesc[] = _("Rad Neighbor"); const u8 gText_NormanMatchCallDesc[] = _("Reliable One"); const u8 gText_MomMatchCallDesc[] = _("Calm & Kind"); const u8 gText_WallyMatchCallDesc[] = _("{PKMN} Lover"); const u8 gText_NormanMatchCallName[] = _("Dad"); const u8 gText_MomMatchCallName[] = _("Mom"); const u8 gText_ScottMatchCallDesc[] = _("Elusive Eyes"); const u8 gText_ScottMatchCallName[] = _("Scott"); const u8 gText_RoxanneMatchCallDesc[] = _("Rockin' Whiz"); const u8 gText_BrawlyMatchCallDesc[] = _("The Big Hit"); const u8 gText_WattsonMatchCallDesc[] = _("Swell Shock"); const u8 gText_FlanneryMatchCallDesc[] = _("Passion Burn"); const u8 gText_WinonaMatchCallDesc[] = _("Sky Tamer"); const u8 gText_TateLizaMatchCallDesc[] = _("Mystic Duo"); const u8 gText_JuanMatchCallDesc[] = _("Dandy Charm"); const u8 gText_EliteFourMatchCallDesc[] = _("Elite Four"); const u8 gText_ChampionMatchCallDesc[] = _("Champion"); const u8 gText_ProfBirchMatchCallDesc[] = _("{PKMN} Prof."); const u8 gText_CommStandbyAwaitingOtherPlayer[] = _("Communication standby…\nAwaiting another player to choose."); const u8 gText_BattleWasRefused[] = _("The battle was refused.{PAUSE 60}"); const u8 gText_RefusedBattle[] = _("Refused the battle.{PAUSE 60}"); const u8 gText_NoWeather[] = _("No Weather"); // Below are unused debug names for weather types const u8 gText_Sunny[] = _("Sunny"); // Unused const u8 gText_Sunny2[] = _("SUNNY2"); // Unused const u8 gText_Rain[] = _("Rain"); // Unused const u8 gText_Snow[] = _("Snow"); // Unused const u8 gText_Lightning[] = _("Lightning"); // Unused const u8 gText_Fog[] = _("Fog"); // Unused const u8 gText_VolcanoAsh[] = _("Volcano Ash"); // Unused const u8 gText_Sandstorm[] = _("Sandstorm"); // Unused const u8 gText_Fog2[] = _("FOG2"); // Unused const u8 gText_Seafloor[] = _("Seafloor"); // Unused const u8 gText_Cloudy[] = _("Cloudy"); // Unused const u8 gText_Sunny3[] = _("SUNNY3"); // Unused const u8 gText_HeavyRain[] = _("Heavy Rain"); // Unused const u8 gText_Seafloor2[] = _("SEAFLOOR2"); // Unused const u8 gText_DelAll[] = _("Del. All"); const u8 gText_Cancel5[] = _("Cancel"); const u8 gText_Ok2[] = _("Ok"); const u8 gText_Quiz[] = _("Quiz"); const u8 gText_Answer[] = _("Answer"); const u8 gText_PokeBalls[] = _("Poké Balls"); const u8 gText_Berry[] = _("Berry"); const u8 gText_Berries[] = _("Berries");