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th09.msgm
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106 lines (96 loc) · 1.84 KB
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!msgmap
# mappings from zero318
!ins_names
0 msg_delete
1 portrait_anm_script
2 portrait_anm_sprite
3 text_dialogue
4 wait
5 anm_interrupt
6 ecl_resume
7 music
8 text_intro
9 stage_results
10 msg_halt
11 stage_end
12 music_fade_out
13 msg_flag_wait_skippable
14 __screen_fade
15 portrait_configure_all
16 text_speaker_dialogue
17 portrait_configure
18 msg_flag_textbox_visible
#19 nop19
#20 nop20
#21 nop21
#22 nop22
23 __unknown_player_A
24 __unknown_timer_set_1_A
25 __unknown_gui_anm_A
26 text_speaker_color
#27 nop27
28 std_interrupt
!ins_signatures
0
1 s(enum="PortraitIndex")--
2 s(enum="PortraitIndex")s(enum="AnmSprite")
3 s(enum="TextColor")s(enum="TextLine")z(bs=4;mask=0x77,7,16)
4 S
5 s(enum="InterruptTarget")b-
6
7 S(enum="MusicIndex")
8
9 S
10
11
12
13 b(enum="bool")---
14
15 S(enum="PortraitFocusIndex")nn
16 z(bs=4;mask=0x77,7,16)
17 S(enum="PortraitIndex")n
18 b(enum="bool")---
23 S(enum="ScreenSide")
24
25
26 b(enum="TextColor")
28 S
!enum(name="PortraitIndex")
0 Portrait0
1 Portrait1
## The game engine specifically checks for these values, so it's not just out-of-bounds array shenanigans.
## These don't seem to go through player side lookup?
2 Portrait2
3 Portrait3
!enum(name="PortraitFocusIndex")
-1 None
0 Portrait0
1 Portrait1
2 Portrait2
3 Portrait3
!enum(name="TextLine")
0 TopLine
1 BottomLine
!enum(name="TextColor")
0 PaleBlue
1 PalePurple
2 LightPurple
3 LightCyan
!enum(name="InterruptTarget")
0 Portrait0
1 Portrait1
2 Portrait2
3 Portrait3
## The specific check for these values has been removed with IN,
## but out-of-bounds indexing would still function and I've included
## them for the sake of compatibility.
4 TextLines
!enum(name="MusicIndex")
-1 Disable
## No idea if there are additional values that do anything.
## MIDI related data is still in the code?
0 Music0
!enum(name="ScreenSide")
0 LeftSide
1 RightSide
2 SystemSide