Clean up aligned variables in src/

This commit is contained in:
nullableVoidPtr 2018-11-27 19:37:29 +08:00
parent 977e0bc345
commit 556bdd52e1
3 changed files with 121 additions and 355 deletions

View File

@ -192,8 +192,8 @@ struct EventObject
struct __attribute__((packed)) {
u8 x:4;
u8 y:4;
} __attribute__((aligned (1))) as_nybbles;
} __attribute__((aligned (1))) range;
} ALIGNED(1) as_nybbles;
} ALIGNED(1) range;
/*0x1A*/ u8 fieldEffectSpriteId;
/*0x1B*/ u8 warpArrowSpriteId;
/*0x1C*/ u8 movementActionId;

View File

@ -798,8 +798,7 @@ static const u8 gUnknown_0855D2B8[] = _("{NO}000");
static const u8 gUnknown_0855D2BE[] = INCBIN_U8("graphics/pokedex/caught_ball.4bpp");
static const u8 sText_TenDashes[] = _("----------");
asm(".align 2");
static const u8 gUnknown_0855D30C[] = _("");
ALIGNED(4) static const u8 gExpandedPlaceholder_PokedexDescription[] = _("");
#include "data/pokemon/pokedex_text.h"
#include "data/pokemon/pokedex_entries.h"
@ -3919,7 +3918,7 @@ void sub_80C020C(u32 num, u32 value, u32 c, u32 d)
if (c)
text3 = gPokedexEntries[num].description;
else
text3 = gUnknown_0855D30C;
text3 = gExpandedPlaceholder_PokedexDescription;
sub_80BE8DC(text3, GetStringCenterAlignXOffset(1, text3, 0xF0), 0x5F);
}

View File

@ -1,9 +1,7 @@
#include "global.h"
#include "strings.h"
// Yes, all the aligns are absolutely necessary.
// Until someone can come up with a better way to align byte arrays in C, this is what we're doing.
asm(".align 2");
ALIGNED(4)
const u8 gExpandedPlaceholder_Empty[] = _("");
const u8 gExpandedPlaceholder_Kun[] = _("");
const u8 gExpandedPlaceholder_Chan[] = _("");
@ -49,24 +47,12 @@ const u8 gUnknown_085E8504[] = _("SELECT");
const u8 gUnknown_085E850B[] = _("+ Control Pad");
const u8 gUnknown_085E8519[] = _("L Button R Button");
const u8 gUnknown_085E852C[] = _("CONTROLS");
asm(".align 2");
const u8 gUnknown_085E8538[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}OK");
asm(".align 2");
const u8 gUnknown_085E8544[] = _("{A_BUTTON}NEXT");
asm(".align 2");
const u8 gUnknown_085E854C[] = _("{A_BUTTON}NEXT {B_BUTTON}BACK");
asm(".align 2");
const u8 gText_PickNextCancel[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}NEXT {B_BUTTON}CANCEL");
asm(".align 2");
const u8 gText_PickCancel[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}{B_BUTTON}CANCEL");
asm(".align 2");
const u8 gText_UnkCtrlF800Exit[] = _("{A_BUTTON}EXIT");
ALIGNED(4) const u8 gUnknown_085E8538[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}OK");
ALIGNED(4) const u8 gUnknown_085E8544[] = _("{A_BUTTON}NEXT");
ALIGNED(4) const u8 gUnknown_085E854C[] = _("{A_BUTTON}NEXT {B_BUTTON}BACK");
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_UnkCtrlF800Exit[] = _("{A_BUTTON}EXIT");
const u8 gText_BirchBoy[] = _("BOY");
const u8 gText_BirchGirl[] = _("GIRL");
const u8 gText_DefaultNameStu[] = _("STU");
@ -486,30 +472,14 @@ const u8 gText_EscapeFromHere[] = _("Want to escape from here and return\nto {ST
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_PutVar1IntoSpinner[] = _("{STR_VAR_1}を ぐるぐるこうかんに\nだして よろしいですか?");
asm(".align 2");
const u8 gText_OnlyPkmnForBattle[] = _("Thats your only\nPOKéMON for battle.");
asm(".align 2");
const u8 gText_PkmnCantBeTradedNow[] = _("That POKéMON cant be traded\nnow.");
asm(".align 2");
const u8 gText_EggCantBeTradedNow[] = _("An EGG cant be traded now.");
asm(".align 2");
const u8 gText_OtherTrainersPkmnCantBeTraded[] = _("The other TRAINERs POKéMON\ncant be traded now.");
asm(".align 2");
const u8 gText_OtherTrainerCantAcceptPkmn[] = _("The other TRAINER cant accept\nthat POKéMON now.");
asm(".align 2");
const u8 gText_CantTradeWithTrainer[] = _("You cant trade with that\nTRAINER now.");
asm(".align 2");
const u8 gText_NotPkmnOtherTrainerWants[] = _("That isnt the type of POKéMON\nthat the other TRAINER wants.");
asm(".align 2");
const u8 gText_ThatIsntAnEgg[] = _("That isnt an EGG.");
ALIGNED(4) const u8 gText_OnlyPkmnForBattle[] = _("Thats your only\nPOKéMON for battle.");
ALIGNED(4) const u8 gText_PkmnCantBeTradedNow[] = _("That POKéMON cant be traded\nnow.");
ALIGNED(4) const u8 gText_EggCantBeTradedNow[] = _("An EGG cant be traded now.");
ALIGNED(4) const u8 gText_OtherTrainersPkmnCantBeTraded[] = _("The other TRAINERs POKéMON\ncant be traded now.");
ALIGNED(4) const u8 gText_OtherTrainerCantAcceptPkmn[] = _("The other TRAINER cant accept\nthat POKéMON now.");
ALIGNED(4) const u8 gText_CantTradeWithTrainer[] = _("You cant trade with that\nTRAINER now.");
ALIGNED(4) const u8 gText_NotPkmnOtherTrainerWants[] = _("That isnt the type of POKéMON\nthat the other TRAINER wants.");
ALIGNED(4) const u8 gText_ThatIsntAnEgg[] = _("That isnt an EGG.");
const u8 gText_Register[] = _("REGISTER");
const u8 gText_Attack3[] = _("ATTACK");
const u8 gText_Defense3[] = _("DEFENSE");
@ -1250,21 +1220,11 @@ const u8 gText_BattleFactory[] = _("BATTLE FACTORY");
const u8 gText_BattleArena[] = _("BATTLE ARENA");
const u8 gText_BattlePike[] = _("BATTLE PIKE");
const u8 gText_BattlePyramid[] = _("BATTLE PYRAMID");
asm(".align 2");
const u8 gUnknown_085ED164[] = _("{STR_VAR_1} SINGLE");
asm(".align 2");
const u8 gUnknown_085ED170[] = _("{STR_VAR_1} DOUBLE");
asm(".align 2");
const u8 gUnknown_085ED17C[] = _("{STR_VAR_1} MULTI");
asm(".align 2");
const u8 gUnknown_085ED188[] = _("{STR_VAR_1} LINK");
asm(".align 2");
const u8 gUnknown_085ED190[] = _("{STR_VAR_1}");
ALIGNED(4) const u8 gUnknown_085ED164[] = _("{STR_VAR_1} SINGLE");
ALIGNED(4) const u8 gUnknown_085ED170[] = _("{STR_VAR_1} DOUBLE");
ALIGNED(4) const u8 gUnknown_085ED17C[] = _("{STR_VAR_1} MULTI");
ALIGNED(4) const u8 gUnknown_085ED188[] = _("{STR_VAR_1} LINK");
ALIGNED(4) const u8 gUnknown_085ED190[] = _("{STR_VAR_1}");
const u8 gText_Give[] = _("Give");
const u8 gText_NoNeed[] = _("No need");
const u8 gText_ColorLightShadowDarkGrey[] = _("{COLOR LIGHT_GREY}{SHADOW DARK_GREY}");
@ -1331,93 +1291,35 @@ const u8 gMatchCall_MaySelfIntroductionText_Line1[] = _("My POKéMON and I help"
const u8 gMatchCall_MaySelfIntroductionText_Line2[] = _("my fathers research.");
const u8 gText_HatchedFromEgg[] = _("{STR_VAR_1} hatched from the EGG!");
const u8 gText_NickHatchPrompt[] = _("Would you like to nickname the newly\nhatched {STR_VAR_1}?");
asm(".align 2");
const u8 gText_ReadyToBerryCrush[] = _("Are you ready to BERRY-CRUSH?\nPlease pick a BERRY for use.\p");
asm(".align 2");
const u8 gText_WaitForAllChooseBerry[] = _("Please wait while each member\nchooses a BERRY.");
asm(".align 2");
const u8 gText_EndedWithXUnitsPowder[] = _("{PAUSE_MUSIC}{PLAY_BGM MUS_FANFA1}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");
asm(".align 2");
const u8 gText_RecordingGameResults[] = _("Recording your game results in the\nsave file.\lPlease wait.");
asm(".align 2");
const u8 gText_PlayBerryCrushAgain[] = _("Want to play BERRY CRUSH again?");
asm(".align 2");
const u8 gText_YouHaveNoBerries[] = _("You have no BERRIES.\nThe game will be canceled.");
asm(".align 2");
const u8 gText_MemberDroppedOut[] = _("A member dropped out.\nThe game will be canceled.");
asm(".align 2");
const u8 gText_TimesUpNoGoodPowder[] = _("Times up.\pGood BERRY POWDER could not be\nmade…\p");
asm(".align 2");
const u8 gText_CommunicationStandby2[] = _("Communication standby…");
asm(".align 2");
const u8 gText_1DotBlueF700[] = _("1. {COLOR BLUE}{SHADOW LIGHT_BLUE}{SPECIAL_F7 0x00}");
asm(".align 2");
const u8 gText_1DotF700[] = _("1. {SPECIAL_F7 0x00}");
asm(".align 2");
const u8 gText_SpaceTimes2[] = _(" time(s)");
asm(".align 2");
const u8 gText_XDotY[] = _("{STR_VAR_1}.{STR_VAR_2}");
asm(".align 2");
const u8 gText_Var1Berry[] = _("{STR_VAR_1} BERRY");
asm(".align 2");
const u8 gText_TimeColon[] = _("Time:");
asm(".align 2");
const u8 gText_PressingSpeed[] = _("Pressing Speed:");
asm(".align 2");
const u8 gText_Silkiness[] = _("Silkiness:");
asm(".align 2");
const u8 gText_StrVar1[] = _("{STR_VAR_1}");
asm(".align 2");
const u8 gText_SpaceMin[] = _(" min. ");
asm(".align 2");
const u8 gText_XDotY2[] = _("{STR_VAR_1}.{STR_VAR_2}");
asm(".align 2");
const u8 gText_SpaceSec[] = _(" sec.");
asm(".align 2");
const u8 gText_XDotY3[] = _("{STR_VAR_1}.{STR_VAR_2}");
asm(".align 2");
const u8 gText_TimesPerSec[] = _(" Times/sec.");
asm(".align 2");
const u8 gText_Var1Percent[] = _("{STR_VAR_1}%");
asm(".align 2");
const u8 gText_PressesRankings[] = _("No. of Presses Rankings");
asm(".align 2");
const u8 gText_CrushingResults[] = _("Crushing Results");
asm(".align 2");
const u8 gText_NeatnessRankings[] = _("Neatness Rankings");
asm(".align 2");
const u8 gText_CoopRankings[] = _("Cooperative Rankings");
asm(".align 2");
const u8 gText_PressingPowerRankings[] = _("Pressing-Power Rankings");
ALIGNED(4) const u8 gText_ReadyToBerryCrush[] = _("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_FANFA1}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[] = _("Times 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}{SPECIAL_F7 0x00}");
ALIGNED(4) const u8 gText_1DotF700[] = _("1. {SPECIAL_F7 0x00}");
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");
@ -1546,30 +1448,14 @@ 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}");
asm(".align 2");
const u8 gUnknown_085EE3B0[] = _("LV. 50");
asm(".align 2");
const u8 gUnknown_085EE3B8[] = _("OPEN LEVEL");
asm(".align 2");
const u8 gUnknown_085EE3C4[] = _("Win streak: {STR_VAR_2}");
asm(".align 2");
const u8 gUnknown_085EE3D4[] = _("Clear streak: {STR_VAR_2}");
asm(".align 2");
const u8 gUnknown_085EE3E8[] = _("Rooms cleared: {STR_VAR_2}");
asm(".align 2");
const u8 gUnknown_085EE3FC[] = _("KOs in a row: {STR_VAR_2}");
asm(".align 2");
const u8 gUnknown_085EE410[] = _("Floors cleared: {STR_VAR_2}");
asm(".align 2");
const u8 gText_123Dot[][3] = {_("1."), _("2."), _("3.")};
ALIGNED(4) const u8 gUnknown_085EE3B0[] = _("LV. 50");
ALIGNED(4) const u8 gUnknown_085EE3B8[] = _("OPEN LEVEL");
ALIGNED(4) const u8 gUnknown_085EE3C4[] = _("Win streak: {STR_VAR_2}");
ALIGNED(4) const u8 gUnknown_085EE3D4[] = _("Clear streak: {STR_VAR_2}");
ALIGNED(4) const u8 gUnknown_085EE3E8[] = _("Rooms cleared: {STR_VAR_2}");
ALIGNED(4) const u8 gUnknown_085EE3FC[] = _("KOs in a row: {STR_VAR_2}");
ALIGNED(4) const u8 gUnknown_085EE410[] = _("Floors cleared: {STR_VAR_2}");
ALIGNED(4) const u8 gText_123Dot[][3] = {_("1."), _("2."), _("3.")};
const u8 gText_SavingDontTurnOff2[] = _("SAVING…\nDONT TURN OFF THE POWER.");
const u8 gText_BlenderMaxSpeedRecord[] = _("BERRY BLENDER\nMAXIMUM SPEED RECORD!");
const u8 gText_234Players[] = _("2 PLAYERS\n3 PLAYERS\n4 PLAYERS");
@ -1768,185 +1654,66 @@ const u8 *const gTextTable_Players[] = {
gText_F703Players
};
asm(".align 2");
const u8 gText_WonderCards[] = _("WONDER CARDS");
asm(".align 2");
const u8 gText_WonderNews[] = _("WONDER NEWS");
asm(".align 2");
const u8 gText_WirelessCommunication[] = _("WIRELESS COMMUNICATION");
asm(".align 2");
const u8 gText_Friend2[] = _("FRIEND");
asm(".align 2");
const u8 gText_Exit3[] = _("EXIT");
asm(".align 2");
const u8 gText_Receive[] = _("RECEIVE");
asm(".align 2");
const u8 gText_Send[] = _("SEND");
asm(".align 2");
const u8 gText_Toss[] = _("TOSS");
asm(".align 2");
const u8 gText_VarietyOfEventsImportedWireless[] = _("A variety of events will be imported\nover Wireless Communication.");
asm(".align 2");
const u8 gText_WonderCardsInPossession[] = _("Read the WONDER CARDS in your\npossession.");
asm(".align 2");
const u8 gText_ReadNewsThatArrived[] = _("Read the NEWS that arrived.");
asm(".align 2");
const u8 gText_ReturnToTitle[] = _("Return to the title screen.");
asm(".align 2");
const u8 gText_DontHaveCardNewOneInput[] = _("You dont have a WONDER CARD,\nso a new CARD will be input.");
asm(".align 2");
const u8 gText_DontHaveNewsNewOneInput[] = _("You dont have any WONDER NEWS,\nso new NEWS will be input.");
asm(".align 2");
const u8 gText_WhereShouldCardBeAccessed[] = _("Where should the WONDER CARD\nbe accessed?");
asm(".align 2");
const u8 gText_WhereShouldNewsBeAccessed[] = _("Where should the WONDER NEWS\nbe accessed?");
asm(".align 2");
const u8 gUnknown_085EEFC0[] = _("Communication standby…\nB Button: Cancel");
asm(".align 2");
const u8 gText_Communicating[] = _("Communicating…");
asm(".align 2");
const u8 gText_CommunicationCompleted[] = _("Communication completed.");
asm(".align 2");
const u8 gText_CommunicationError[] = _("Communication error.");
asm(".align 2");
const u8 gText_CommunicationCanceled[] = _("Communication has been canceled.");
asm(".align 2");
const u8 gText_ThrowAwayWonderCard[] = _("Throw away the WONDER CARD\nand input a new CARD?");
asm(".align 2");
const u8 gText_HaventReceivedCardsGift[] = _("You havent received the CARDs gift\nyet. Input a new CARD anyway?");
asm(".align 2");
const u8 gText_WonderCardReceivedFrom[] = _("A WONDER CARD has been received\nfrom {STR_VAR_1}.");
asm(".align 2");
const u8 gText_WonderNewsReceivedFrom[] = _("A WONDER NEWS item has been\nreceived from {STR_VAR_1}.");
asm(".align 2");
const u8 gText_WonderCardReceived[] = _("A new WONDER CARD has been\nreceived.");
asm(".align 2");
const u8 gText_WonderNewsReceived[] = _("A new WONDER NEWS item has been\nreceived.");
asm(".align 2");
const u8 gText_NewStampReceived[] = _("A new STAMP has been received.");
asm(".align 2");
const u8 gText_NewTrainerReceived[] = _("A new TRAINER has arrived.");
asm(".align 2");
const u8 gText_AlreadyHadCard[] = _("You already had that\nWONDER CARD.");
asm(".align 2");
const u8 gText_AlreadyHadNews[] = _("You already had that\nWONDER NEWS item.");
asm(".align 2");
const u8 gText_AlreadyHadStamp[] = _("You already had that\nSTAMP.");
asm(".align 2");
const u8 gText_NoMoreRoomForStamps[] = _("Theres no more room for adding\nSTAMPS.");
asm(".align 2");
const u8 gText_RecordUploadedViaWireless[] = _("Your record has been uploaded via\nWIRELESS COMMUNICATION.");
asm(".align 2");
const u8 gText_CantAcceptCardFromTrainer[] = _("You cant accept a WONDER CARD\nfrom this TRAINER.");
asm(".align 2");
const u8 gText_CantAcceptNewsFromTrainer[] = _("You cant accept WONDER NEWS\nfrom this TRAINER.");
asm(".align 2");
const u8 gText_NothingSentOver[] = _("Nothing was sent over…");
asm(".align 2");
const u8 gText_WhatToDoWithCards[] = _("What would you like to do\nwith the WONDER CARDS?");
asm(".align 2");
const u8 gText_WhatToDoWithNews[] = _("What would you like to do\nwith the WONDER NEWS?");
asm(".align 2");
const u8 gText_SendingWonderCard[] = _("Sending your WONDER CARD…");
asm(".align 2");
const u8 gText_SendingWonderNews[] = _("Sending your WONDER NEWS item…");
asm(".align 2");
const u8 gText_WonderCardSentTo[] = _("Your WONDER CARD has been sent\nto {STR_VAR_1}.");
asm(".align 2");
const u8 gText_WonderNewsSentTo[] = _("Your WONDER NEWS item has been\nsent to {STR_VAR_1}.");
asm(".align 2");
const u8 gText_StampSentTo[] = _("A STAMP has been sent to {STR_VAR_1}.");
asm(".align 2");
const u8 gText_GiftSentTo[] = _("A GIFT has been sent to {STR_VAR_1}.");
asm(".align 2");
const u8 gText_OtherTrainerHasCard[] = _("The other TRAINER has the same\nWONDER CARD already.");
asm(".align 2");
const u8 gText_OtherTrainerHasNews[] = _("The other TRAINER has the same\nWONDER NEWS already.");
asm(".align 2");
const u8 gText_OtherTrainerHasStamp[] = _("The other TRAINER has the same\nSTAMP already.");
asm(".align 2");
const u8 gText_OtherTrainerCanceled[] = _("The other TRAINER canceled\ncommunication.");
asm(".align 2");
const u8 gText_CantSendGiftToTrainer[] = _("You cant send a MYSTERY GIFT to\nthis TRAINER.");
asm(".align 2");
const u8 gText_IfThrowAwayCardEventWontHappen[] = _("If you throw away the CARD,\nits event wont happen. Okay?");
asm(".align 2");
const u8 gText_OkayToDiscardNews[] = _("Is it okay to discard this\nNEWS item?");
asm(".align 2");
const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("You havent received the\nGIFT. Is it okay to discard?");
asm(".align 2");
const u8 gText_DataWillBeSaved[] = _("Data will be saved.\nPlease wait.");
asm(".align 2");
const u8 gText_SaveCompletedPressA[] = _("Save completed.\nPlease press the A Button.");
asm(".align 2");
const u8 gText_WonderCardThrownAway[] = _("The WONDER CARD was thrown away.");
asm(".align 2");
const u8 gText_WonderNewsThrownAway[] = _("The WONDER NEWS was thrown away.");
asm(".align 2");
const u8 gText_MysteryGift[] = _("MYSTERY GIFT");
asm(".align 2");
const u8 gText_PickOKExit[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}OK {B_BUTTON}EXIT");
asm(".align 2");
const u8 gText_PickOKCancel[] = _("{DPAD_UPDOWN}PICK {A_BUTTON}OK {B_BUTTON}CANCEL");
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 dont have a WONDER CARD,\nso a new CARD will be input.");
ALIGNED(4) const u8 gText_DontHaveNewsNewOneInput[] = _("You dont 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 gUnknown_085EEFC0[] = _("Communication standby…\nB Button: Cancel");
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 havent received the CARDs 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[] = _("Theres 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 cant accept a WONDER CARD\nfrom this TRAINER.");
ALIGNED(4) const u8 gText_CantAcceptNewsFromTrainer[] = _("You cant 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 cant send a MYSTERY GIFT to\nthis TRAINER.");
ALIGNED(4) const u8 gText_IfThrowAwayCardEventWontHappen[] = _("If you throw away the CARD,\nits event wont happen. Okay?");
ALIGNED(4) const u8 gText_OkayToDiscardNews[] = _("Is it okay to discard this\nNEWS item?");
ALIGNED(4) const u8 gText_HaventReceivedGiftOkayToDiscard[] = _("You havent 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");