mirror of
https://github.com/Ninjdai1/pokeemerald.git
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c042e5148b
* SetDecorationInventoriesPointers * ClearDecorationInventories * CheckHasDecoration * DecorationAdd * DecorationCheckSpace * DecorationRemove * sub_8161A38 * CountDecorations; Funcion renaming * Disassemble decoration data structs, tilemaps, and descriptions * sub_8126968 * sub_81269D4 * through sub_8126A88 * through sub_8126B2C * sub_8126B80 * sub_8126C08 * sub_8126C48 * sub_8126CA4 * sub_8126D10 * sub_8126E44 * sub_8126E8C * sub_8126F68 * sub_8127058 * sub_8127088 * sub_81270E8 * through sub_8127208 * through sub_8127268 * sub_8127284 * through sub_81272F8 * sub_8127330 * through sub_8127480 * sub_81274A0 * sub_8127500; makefile now tells scaninc to scan headers * Actual real fix to mapfile being in build/emerald instead of wd * through sub_812759C * through sub_812764C * through sub_8127744 * through sub_81277BC * sub_81277E8 * sub_8127814 * through sub_81279C4 * through sub_8127ACC * sub_8127B04 * sub_8127B54 * sub_8127B90 * sub_8127D38 * sub_8127E18 * sub_8127F68 * sub_8128060 * ConfigureCameraObjectForPlacingDecoration * SetUpPlacingDecorationPlayerAvatar * sub_812826C * through sub_8128414 * through sub_81284F4 * sub_812853C * sub_8128950 * through sub_8128AAC * through sub_8128BBC * c1_overworld_prev_quest * sub_8128C64 * sub_8128CD4 * sub_8128D10 * sub_8128DB4 * through sub_8128E18 * through sub_8129068 * sub_8129088 * through sub_81291E8 * sub_812925C * sub_81292D0 * sub_81292E8 * gpu_pal_decompress_alloc_tag_and_upload * AddDecorationIconObjectFromIconTable * GetDecorationIconPicOrPalette * AddDecorationIconObjectFromFieldObject * AddDecorationIconObject * through sub_8129708 * sub_81297F8 * sub_81298EC * SetUpPuttingAwayDecorationPlayerAvatar * sub_8129ABC * sub_8129B34 * sub_8129BCC * through sub_8129C74 * through sub_8129D8C * sub_8129E0C * sub_8129E74 * sub_8129F20 * sub_8129FC8 * sub_812A040 * nonmatching sub_812A0E8 * through sub_812A22C * sub_812A25C * sub_812A2C4 * through sub_812A39C * Remaining fns in decoration.s * Decompile decoration headers * Decompile all remaining decoration data that had already been disassembled * Disassemble two data objects * Suggest structure of list menu template * decompile through decoration list menu template * Disassemble decoration icon graphics table * Rip icon gfx * Decompile deco icon table * Decompile more data related to drawing decorations * Decompile gUnknown_085A7250 structs * Decompile two sprite templates * Decompile remaining data in decoration.s * Decompile decoration ewram * deco -> decor
582 lines
13 KiB
C
582 lines
13 KiB
C
//
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// Created by scott on 10/21/2017.
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//
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#ifndef GUARD_DATA_DECORATION_DESCRIPTION_H
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#define GUARD_DATA_DECORATION_DESCRIPTION_H
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const u8 DecorDesc_SMALL_DESK[] = _(
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"A small desk built\n"
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"for one.");
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const u8 DecorDesc_POKEMON_DESK[] = _(
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"A small desk built in\n"
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"the shape of a POKé\n"
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"BALL.");
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const u8 DecorDesc_HEAVY_DESK[] = _(
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"A large desk made\n"
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"of steel. Put some\n"
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"decorations on it.");
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const u8 DecorDesc_RAGGED_DESK[] = _(
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"A large desk made\n"
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"of wood. Put some\n"
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"decorations on it.");
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const u8 DecorDesc_COMFORT_DESK[] = _(
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"A large desk made\n"
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"of leaves. Put some\n"
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"decorations on it.");
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const u8 DecorDesc_PRETTY_DESK[] = _(
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"A huge desk made\n"
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"of glass. Holds lots\n"
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"of decorations.");
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const u8 DecorDesc_BRICK_DESK[] = _(
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"A huge desk made\n"
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"of brick. Holds lots\n"
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"of decorations.");
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const u8 DecorDesc_CAMP_DESK[] = _(
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"A huge desk made\n"
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"of logs. Put lots of\n"
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"decorations on it.");
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const u8 DecorDesc_HARD_DESK[] = _(
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"A huge desk made\n"
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"of rocks. Holds\n"
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"many decorations.");
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const u8 DecorDesc_SMALL_CHAIR[] = _(
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"A small chair made\n"
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"for one.");
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const u8 DecorDesc_POKEMON_CHAIR[] = _(
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"A small chair built\n"
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"in the shape of a\n"
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"POKé BALL.");
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const u8 DecorDesc_HEAVY_CHAIR[] = _(
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"A small chair made\n"
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"of steel.");
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const u8 DecorDesc_PRETTY_CHAIR[] = _(
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"A small chair made\n"
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"of glass.");
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const u8 DecorDesc_COMFORT_CHAIR[] = _(
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"A small chair made\n"
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"of leaves.");
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const u8 DecorDesc_RAGGED_CHAIR[] = _(
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"A small chair made\n"
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"of wood.");
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const u8 DecorDesc_BRICK_CHAIR[] = _(
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"A small chair made\n"
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"of brick.");
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const u8 DecorDesc_CAMP_CHAIR[] = _(
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"A small chair made\n"
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"of logs.");
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const u8 DecorDesc_HARD_CHAIR[] = _(
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"A small chair made\n"
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"of rock.");
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const u8 DecorDesc_RED_PLANT[] = _(
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"A vivid red potted\n"
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"plant.");
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const u8 DecorDesc_TROPICAL_PLANT[] = _(
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"A flowering tropical\n"
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"plant in a pot.");
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const u8 DecorDesc_PRETTY_FLOWERS[] = _(
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"A pot of cute\n"
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"flowers.");
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const u8 DecorDesc_COLORFUL_PLANT[] = _(
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"A large pot with\n"
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"many colorful\n"
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"flowers.");
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const u8 DecorDesc_BIG_PLANT[] = _(
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"A large, umbrella-\n"
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"shaped plant in a\n"
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"big pot.");
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const u8 DecorDesc_GORGEOUS_PLANT[] = _(
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"A large, impressive\n"
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"plant in a big pot.");
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const u8 DecorDesc_RED_BRICK[] = _(
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"A red-colored brick.\n"
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"Decorations can be\n"
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"placed on top.");
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const u8 DecorDesc_YELLOW_BRICK[] = _(
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"A yellow-colored\n"
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"brick. Put some\n"
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"decorations on top.");
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const u8 DecorDesc_BLUE_BRICK[] = _(
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"A blue-colored\n"
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"brick. Put some\n"
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"decorations on top.");
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const u8 DecorDesc_RED_BALLOON[] = _(
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"A red balloon filled\n"
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"with water. Bursts\n"
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"if stepped on.");
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const u8 DecorDesc_BLUE_BALLOON[] = _(
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"A blue balloon filled\n"
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"with water. Bursts\n"
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"if stepped on.");
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const u8 DecorDesc_YELLOW_BALLOON[] = _(
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"A yellow balloon\n"
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"filled with water.\n"
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"Pops if stepped on.");
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const u8 DecorDesc_RED_TENT[] = _(
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"A large red tent.\n"
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"You can hide inside\n"
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"it.");
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const u8 DecorDesc_BLUE_TENT[] = _(
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"A large blue tent.\n"
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"You can hide inside\n"
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"it.");
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const u8 DecorDesc_SOLID_BOARD[] = _(
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"Place over a hole to\n"
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"cross to the other\n"
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"side.");
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const u8 DecorDesc_SLIDE[] = _(
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"Use to slide down\n"
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"from the platform.");
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const u8 DecorDesc_FENCE_LENGTH[] = _(
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"A small fence that\n"
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"blocks passage.");
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const u8 DecorDesc_FENCE_WIDTH[] = _(
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"A small fence that\n"
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"blocks passage.");
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const u8 DecorDesc_TIRE[] = _(
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"An old large tire.\n"
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"Decorations can be\n"
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"placed on top.");
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const u8 DecorDesc_STAND[] = _(
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"A large pedestal\n"
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"with steps.");
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const u8 DecorDesc_MUD_BALL[] = _(
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"A large ball of mud.\n"
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"Crumbles if stepped\n"
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"on.");
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const u8 DecorDesc_BREAKABLE_DOOR[] = _(
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"A weird door that\n"
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"people can walk\n"
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"right through.");
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const u8 DecorDesc_SAND_ORNAMENT[] = _(
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"An ornament made\n"
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"of sand. Crumbles if\n"
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"touched.");
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const u8 DecorDesc_SILVER_SHIELD[] = _(
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"Awarded for 50\n"
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"straight wins at\n"
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"the BATTLE TOWER.");
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const u8 DecorDesc_GOLD_SHIELD[] = _(
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"Awarded for 100\n"
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"straight wins at\n"
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"the BATTLE TOWER.");
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const u8 DecorDesc_GLASS_ORNAMENT[] = _(
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"A glass replica of\n"
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"a famous sculpture\n"
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"at the ART MUSEUM.");
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const u8 DecorDesc_TV[] = _(
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"A small, gray-\n"
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"colored toy TV.");
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const u8 DecorDesc_ROUND_TV[] = _(
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"A toy TV modeled\n"
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"in the image of a\n"
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"SEEDOT.");
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const u8 DecorDesc_CUTE_TV[] = _(
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"A toy TV modeled\n"
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"in the image of a\n"
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"SKITTY.");
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const u8 DecorDesc_GLITTER_MAT[] = _(
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"An odd mat that\n"
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"glitters if stepped\n"
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"on.");
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const u8 DecorDesc_JUMP_MAT[] = _(
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"A trick mat that\n"
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"jumps when it is\n"
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"stepped on.");
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const u8 DecorDesc_SPIN_MAT[] = _(
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"A trick mat that\n"
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"spins around when\n"
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"stepped on.");
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const u8 DecorDesc_C_LOW_NOTE_MAT[] = _(
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"A mat that plays\n"
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"a low C note when\n"
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"stepped on.");
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const u8 DecorDesc_D_NOTE_MAT[] = _(
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"A mat that plays\n"
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"a D note when\n"
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"stepped on.");
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const u8 DecorDesc_E_NOTE_MAT[] = _(
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"A mat that plays\n"
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"an E note when\n"
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"stepped on.");
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const u8 DecorDesc_F_NOTE_MAT[] = _(
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"A mat that plays\n"
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"an F note when\n"
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"stepped on.");
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const u8 DecorDesc_G_NOTE_MAT[] = _(
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"A mat that plays\n"
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"a G note when\n"
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"stepped on.");
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const u8 DecorDesc_A_NOTE_MAT[] = _(
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"A mat that plays\n"
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"an A note when\n"
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"stepped on.");
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const u8 DecorDesc_B_NOTE_MAT[] = _(
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"A mat that plays\n"
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"a B note when\n"
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"stepped on.");
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const u8 DecorDesc_C_HIGH_NOTE_MAT[] = _(
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"A mat that plays\n"
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"a high C note when\n"
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"stepped on.");
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const u8 DecorDesc_SURF_MAT[] = _(
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"A mat designed with\n"
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"a SURF image.\n"
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"Put items on top.");
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const u8 DecorDesc_THUNDER_MAT[] = _(
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"A mat designed with\n"
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"a THUNDER image.\n"
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"Put items on top.");
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const u8 DecorDesc_FIRE_BLAST_MAT[] = _(
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"A mat designed with\n"
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"a FIRE BLAST image.\n"
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"Put items on top.");
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const u8 DecorDesc_POWDER_SNOW_MAT[] = _(
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"A mat with a POWDER\n"
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"SNOW image design.\n"
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"Put items on top.");
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const u8 DecorDesc_ATTRACT_MAT[] = _(
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"A mat designed with\n"
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"an ATTRACT image.\n"
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"Put items on top.");
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const u8 DecorDesc_FISSURE_MAT[] = _(
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"A mat designed with\n"
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"a FISSURE image.\n"
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"Put items on top.");
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const u8 DecorDesc_SPIKES_MAT[] = _(
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"A mat designed with\n"
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"a SPIKES image.\n"
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"Put items on top.");
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const u8 DecorDesc_BALL_POSTER[] = _(
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"A small poster\n"
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"printed with POKé\n"
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"BALLS.");
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const u8 DecorDesc_GREEN_POSTER[] = _(
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"A small poster with\n"
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"a TREECKO print.");
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const u8 DecorDesc_RED_POSTER[] = _(
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"A small poster with\n"
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"a TORCHIC print.");
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const u8 DecorDesc_BLUE_POSTER[] = _(
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"A small poster with\n"
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"a MUDKIP print.");
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const u8 DecorDesc_CUTE_POSTER[] = _(
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"A small poster with\n"
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"an AZURILL print.");
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const u8 DecorDesc_PIKA_POSTER[] = _(
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"A large poster with\n"
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"a PIKACHU and\n"
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"PICHU print.");
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const u8 DecorDesc_LONG_POSTER[] = _(
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"A large poster with\n"
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"a SEVIPER print.");
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const u8 DecorDesc_SEA_POSTER[] = _(
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"A large poster with\n"
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"a RELICANTH print.");
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const u8 DecorDesc_SKY_POSTER[] = _(
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"A large poster with\n"
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"a WINGULL print.");
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const u8 DecorDesc_KISS_POSTER[] = _(
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"A large poster with\n"
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"a SMOOCHUM print.");
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const u8 DecorDesc_PICHU_DOLL[] = _(
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"A PICHU doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_PIKACHU_DOLL[] = _(
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"A PIKACHU doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_MARILL_DOLL[] = _(
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"A MARILL doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_TOGEPI_DOLL[] = _(
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"A TOGEPI doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_CYNDAQUIL_DOLL[] = _(
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"A CYNDAQUIL doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_CHIKORITA_DOLL[] = _(
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"A CHIKORITA doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_TOTODILE_DOLL[] = _(
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"A TOTODILE doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_JIGGLYPUFF_DOLL[] = _(
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"A JIGGLYPUFF doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_MEOWTH_DOLL[] = _(
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"A MEOWTH doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_CLEFAIRY_DOLL[] = _(
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"A CLEFAIRY doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_DITTO_DOLL[] = _(
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"A DITTO doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_SMOOCHUM_DOLL[] = _(
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"A SMOOCHUM doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_TREECKO_DOLL[] = _(
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"A TREECKO doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_TORCHIC_DOLL[] = _(
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"A TORCHIC doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_MUDKIP_DOLL[] = _(
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"A MUDKIP doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_DUSKULL_DOLL[] = _(
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"A DUSKULL doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_WYNAUT_DOLL[] = _(
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"A WYNAUT doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_BALTOY_DOLL[] = _(
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"A BALTOY doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_KECLEON_DOLL[] = _(
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"A KECLEON doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_AZURILL_DOLL[] = _(
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"An AZURILL doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_SKITTY_DOLL[] = _(
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"A SKITTY doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_SWABLU_DOLL[] = _(
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"A SWABLU doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_GULPIN_DOLL[] = _(
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"A GULPIN doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_LOTAD_DOLL[] = _(
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"A LOTAD doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_SEEDOT_DOLL[] = _(
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"A SEEDOT doll.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_PIKA_CUSHION[] = _(
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"A PIKACHU cushion.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_ROUND_CUSHION[] = _(
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"A MARILL cushion.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_KISS_CUSHION[] = _(
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"A SMOOCHUM\n"
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"cushion. Place it on\n"
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"a mat or a desk.");
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const u8 DecorDesc_ZIGZAG_CUSHION[] = _(
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"A ZIGZAGOON\n"
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"cushion. Place it on\n"
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"a mat or a desk.");
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const u8 DecorDesc_SPIN_CUSHION[] = _(
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"A SPINDA cushion.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_DIAMOND_CUSHION[] = _(
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"A SABLEYE cushion.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_BALL_CUSHION[] = _(
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"A BALL cushion.\n"
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"Place it on a mat\n"
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"or a desk.");
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const u8 DecorDesc_GRASS_CUSHION[] = _(
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"A grass-mark\n"
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|
"cushion. Place it on\n"
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"a mat or a desk.");
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const u8 DecorDesc_FIRE_CUSHION[] = _(
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"A fire-mark\n"
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|
"cushion. Place it on\n"
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"a mat or a desk.");
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const u8 DecorDesc_WATER_CUSHION[] = _(
|
|
"A water-mark\n"
|
|
"cushion. Place it on\n"
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|
"a mat or a desk.");
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const u8 DecorDesc_SNORLAX_DOLL[] = _(
|
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"A large doll.\n"
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|
"Place it on a mat\n"
|
|
"or a desk.");
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const u8 DecorDesc_RHYDON_DOLL[] = _(
|
|
"A large doll.\n"
|
|
"Place it on a mat\n"
|
|
"or a desk.");
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const u8 DecorDesc_LAPRAS_DOLL[] = _(
|
|
"A large doll.\n"
|
|
"Place it on a mat\n"
|
|
"or a desk.");
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const u8 DecorDesc_VENUSAUR_DOLL[] = _(
|
|
"A large doll.\n"
|
|
"Place it on a mat\n"
|
|
"or a desk.");
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const u8 DecorDesc_CHARIZARD_DOLL[] = _(
|
|
"A large doll.\n"
|
|
"Place it on a mat\n"
|
|
"or a desk.");
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const u8 DecorDesc_BLASTOISE_DOLL[] = _(
|
|
"A large doll.\n"
|
|
"Place it on a mat\n"
|
|
"or a desk.");
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const u8 DecorDesc_WAILMER_DOLL[] = _(
|
|
"A large doll.\n"
|
|
"Place it on a mat\n"
|
|
"or a desk.");
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const u8 DecorDesc_REGIROCK_DOLL[] = _(
|
|
"A large doll.\n"
|
|
"Place it on a mat\n"
|
|
"or a desk.");
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const u8 DecorDesc_REGICE_DOLL[] = _(
|
|
"A large doll.\n"
|
|
"Place it on a mat\n"
|
|
"or a desk.");
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const u8 DecorDesc_REGISTEEL_DOLL[] = _(
|
|
"A large doll.\n"
|
|
"Place it on a mat\n"
|
|
"or a desk.");
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#endif //GUARD_DATA_DECORATION_DESCRIPTION_H
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