Macros for the various control codes and non-printable bytes used in the Majora's Mask text encoding. More...
Macros | |
#define | EZTR_CC_COLOR_DEFAULT "\x00" |
Following Text Color: Default. | |
#define | EZTR_CC_COLOR_RED "\x01" |
Following Text Color: Red. | |
#define | EZTR_CC_COLOR_GREEN "\x02" |
Following Text Color: Green. | |
#define | EZTR_CC_COLOR_BLUE "\x03" |
Following Text Color: Blue. | |
#define | EZTR_CC_COLOR_YELLOW "\x04" |
Following Text Color: Yellow. | |
#define | EZTR_CC_COLOR_LIGHTBLUE "\x05" |
Following Text Color: Turquoise. | |
#define | EZTR_CC_COLOR_PINK "\x06" |
Following Text Color: Pink. | |
#define | EZTR_CC_COLOR_SILVER "\x07" |
Following Text Color: Silver. | |
#define | EZTR_CC_COLOR_ORANGE "\x08" |
Following Text Color: Orange. | |
#define | EZTR_CC_TEXT_SPEED "\x0a" |
Slows down text (not used) | |
#define | EZTR_CC_HS_BOAT_ARCHERY "\x0b" |
Print: Hits Required to Win Jungle Cruise Reward. | |
#define | EZTR_CC_STRAY_FAIRIES "\x0c" |
Print: Stray Fairies Collected in Current Dungeon. | |
#define | EZTR_CC_TOKENS "\x0d" |
Print: Gold Skulltulas Collected in Current Spider House. | |
#define | EZTR_CC_POINTS_TENS "\x0e" |
Print: 0. | |
#define | EZTR_CC_POINTS_THOUSANDS "\x0f" |
Print: 0. | |
#define | EZTR_CC_BOX_BREAK "\x10" |
Box Break I. | |
#define | EZTR_CC_NEWLINE "\x11" |
Line Break. | |
#define | EZTR_CC_BOX_BREAK2 "\x12" |
Box Break II. | |
#define | EZTR_CC_CARRIAGE_RETURN "\x13" |
Reset Cursor Position to Start of Current Line. | |
#define | EZTR_CC_SHIFT "\x14" |
Print: xx Spaces. | |
#define | EZTR_CC_SHIFT_ARGC "\x14%c" |
Print: c Spaces. | |
#define | EZTR_CC_CONTINUE "\x15" |
Disable Text Skip I. | |
#define | EZTR_CC_NAME "\x16" |
Print: Player Name. | |
#define | EZTR_CC_QUICKTEXT_ENABLE "\x17" |
Enable: Instantaneous Text. | |
#define | EZTR_CC_QUICKTEXT_DISABLE "\x18" |
Disable: Instantaneous Text. | |
#define | EZTR_CC_EVENT "\x19" |
Disable Text Skip II. | |
#define | EZTR_CC_PERSISTENT "\x1a" |
Disable Text Box Close. | |
#define | EZTR_CC_BOX_BREAK_DELAYED "\x1b" |
Delay for xxxx Before Printing Remaining Text. | |
#define | EZTR_CC_BOX_BREAK_DELAYED_ARGW "\x1b%w" |
Delay for xxxx Before Printing Remaining Text. | |
#define | EZTR_CC_FADE "\x1c" |
Keep Text on Screen for xxxx Before Closing. | |
#define | EZTR_CC_FADE_ARGW "\x1c%w" |
Keep Text on Screen for xxxx Before Closing. | |
#define | EZTR_CC_FADE_SKIPPABLE "\x1d" |
Delay for xxxx Before Ending Conversation. | |
#define | EZTR_CC_FADE_SKIPPABLE_ARGW "\x1d%w" |
Delay for xxxx Before Ending Conversation. | |
#define | EZTR_CC_SFX "\x1e" |
Play Sound Effect xxxx. | |
#define | EZTR_CC_SFX_ARGW "\x1e%w" |
Play Sound Effect xxxx. | |
#define | EZTR_CC_DELAY "\x1f" |
Delay for xxxx Before Resuming Text Flow. | |
#define | EZTR_CC_DELAY_ARGW "\x1f%w" |
Delay for xxxx Before Resuming Text Flow. | |
#define | EZTR_CC_BTN_A "\xb0" |
Displays the A Button icon. | |
#define | EZTR_CC_BTN_B "\xb1" |
Displays the B button icon. | |
#define | EZTR_CC_BTN_C "\xb2" |
Displays the C buttons icon. | |
#define | EZTR_CC_BTN_L "\xb3" |
Displays the L button icon. | |
#define | EZTR_CC_BTN_R "\xb4" |
Displays the R button icon. | |
#define | EZTR_CC_BTN_Z "\xb5" |
Displays the Z button icon. | |
#define | EZTR_CC_BTN_CUP "\xb6" |
Displays the C-up button icon. | |
#define | EZTR_CC_BTN_CDOWN "\xb7" |
Displays the C-down button icon. | |
#define | EZTR_CC_BTN_CLEFT "\xb8" |
Displays the C-left button icon. | |
#define | EZTR_CC_BTN_CRIGHT "\xb9" |
Displays the C-right button icon. | |
#define | EZTR_CC_Z_TARGET "\xba" |
DDisplays the Z targeting icon. | |
#define | EZTR_CC_CONTROL_PAD "\xbb" |
Displays the Control Pad icon. | |
#define | EZTR_CC_END "\xbf" |
Message End Marker. | |
#define | EZTR_CC_BACKGROUND "\xc1" |
Ocarina Song Failure. | |
#define | EZTR_CC_TWO_CHOICE "\xc2" |
Initialize Selection: Two Choices. | |
#define | EZTR_CC_THREE_CHOICE "\xc3" |
Initialize Selection: Three Choices. | |
#define | EZTR_CC_TIMER_POSTMAN "\xc4" |
Print: Postman's Counting Game Results. | |
#define | EZTR_CC_TIMER_MINIGAME_1 "\xc5" |
Timer Value. | |
#define | EZTR_CC_TIMER_2 "\xc6" |
Timer Value. | |
#define | EZTR_CC_TIMER_MOON_CRASH "\xc7" |
Print: Remaining Time Till Moon Falls (Clock Tower Roof) | |
#define | EZTR_CC_TIMER_MINIGAME_2 "\xc8" |
Print: Deku Scrub Playground Results. | |
#define | EZTR_CC_TIMER_ENV_HAZARD "\xc9" |
Timer Value. | |
#define | EZTR_CC_TIME "\xca" |
Timer Value. | |
#define | EZTR_CC_CHEST_FLAGS "\xcb" |
Print: Shooting Gallery Minigame Results. | |
#define | EZTR_CC_INPUT_BANK "\xcc" |
Display Prompt: Withdraw or Deposit Rupees. | |
#define | EZTR_CC_RUPEES_SELECTED "\xcd" |
Print: Number of Rupees Entered or Bet. | |
#define | EZTR_CC_RUPEES_TOTAL "\xce" |
Print: Total Rupees in Bank or Won by Betting. | |
#define | EZTR_CC_TIME_UNTIL_MOON_CRASH "\xcf" |
Print: Time Remaining in Hours & Minutes. | |
#define | EZTR_CC_INPUT_DOGGY_RACETRACK_BET "\xd0" |
Display Prompt: Rupees to Bet. | |
#define | EZTR_CC_INPUT_BOMBER_CODE "\xd1" |
Display Prompt: Bombers' Code. | |
#define | EZTR_CC_PAUSE_MENU "\xd2" |
Item Prompt. | |
#define | EZTR_CC_TIME_SPEED "\xd3" |
[?] | |
#define | EZTR_CC_OWL_WARP "\xd4" |
Print: Song of Soaring Destination. | |
#define | EZTR_CC_INPUT_LOTTERY_CODE "\xd5" |
Display Prompt: Lottery Number. | |
#define | EZTR_CC_SPIDER_HOUSE_MASK_CODE "\xd6" |
Print: 123456. | |
#define | EZTR_CC_STRAY_FAIRIES_LEFT_WOODFALL "\xd7" |
Print: Remaining Stray Fairies in Woodfall Temple. | |
#define | EZTR_CC_STRAY_FAIRIES_LEFT_SNOWHEAD "\xd8" |
Print: Remaining Stray Fairies in Snowhead Temple. | |
#define | EZTR_CC_STRAY_FAIRIES_LEFT_GREAT_BAY "\xd9" |
Print: Remaining Stray Fairies in Great Bay Temple. | |
#define | EZTR_CC_STRAY_FAIRIES_LEFT_STONE_TOWER "\xda" |
Print: Remaining Stray Fairies in Stone Tower Temple. | |
#define | EZTR_CC_POINTS_BOAT_ARCHERY "\xdb" |
Print: Jungle Cruise Minigame Results. | |
#define | EZTR_CC_LOTTERY_CODE "\xdc" |
Print: Winning Lottery Numbers. | |
#define | EZTR_CC_LOTTERY_CODE_GUESS "\xdd" |
Print: Player's Lottery Numbers. | |
#define | EZTR_CC_HELD_ITEM_PRICE "\xde" |
Print: Item Value in Rupees. | |
#define | EZTR_CC_BOMBER_CODE "\xdf" |
Print: Bombers' Code. | |
#define | EZTR_CC_EVENT2 "\xe0" |
End Conversation. | |
#define | EZTR_CC_SPIDER_HOUSE_MASK_CODE_1 "\xe1" |
Print: Color of Oceanside Spider House Mask 1. | |
#define | EZTR_CC_SPIDER_HOUSE_MASK_CODE_2 "\xe2" |
Print: Color of Oceanside Spider House Mask 2. | |
#define | EZTR_CC_SPIDER_HOUSE_MASK_CODE_3 "\xe3" |
Print: Color of Oceanside Spider House Mask 3. | |
#define | EZTR_CC_SPIDER_HOUSE_MASK_CODE_4 "\xe4" |
Print: Color of Oceanside Spider House Mask 4. | |
#define | EZTR_CC_SPIDER_HOUSE_MASK_CODE_5 "\xe5" |
Print: Color of Oceanside Spider House Mask 5. | |
#define | EZTR_CC_SPIDER_HOUSE_MASK_CODE_6 "\xe6" |
Print: Color of Oceanside Spider House Mask 6. | |
#define | EZTR_CC_HOURS_UNTIL_MOON_CRASH "\xe7" |
Print: Remaining Time Till Moon Falls. | |
#define | EZTR_CC_TIME_UNTIL_NEW_DAY "\xe8" |
Print: Remaining Time Till Morning in Hours & Minutes. | |
#define | EZTR_CC_HS_POINTS_BANK_RUPEES "\xf0" |
Print: Total Rupees in Bank. | |
#define | EZTR_CC_HS_POINTS_UNK_1 "\xf1" |
Print: 0. | |
#define | EZTR_CC_HS_POINTS_FISHING "\xf2" |
Print: 0. | |
#define | EZTR_CC_HS_TIME_BOAT_ARCHERY "\xf3" |
Print: 0"10'. | |
#define | EZTR_CC_HS_TIME_HORSE_BACK_BALLOON "\xf4" |
Print: :0"00'. | |
#define | EZTR_CC_HS_TIME_LOTTERY_GUESS "\xf5" |
Print: Timer or Highscore in 00"00' Format [?]. | |
#define | EZTR_CC_HS_TOWN_SHOOTING_GALLERY "\xf6" |
Print: Town Shooting Gallery Highscore. | |
#define | EZTR_CC_HS_UNK_1 "\xf7" |
Print: 00'00"00. | |
#define | EZTR_CC_HS_UNK_3_LOWER "\xf8" |
Print: Magic Bean Price. | |
#define | EZTR_CC_HS_HORSE_BACK_BALLOON "\xf9" |
Print: Epona Balloon Archery Highscore I. | |
#define | EZTR_CC_HS_DEKU_PLAYGROUND_DAY_1 "\xfa" |
Print: Deku Scrub Playground Highscore (Day 1) | |
#define | EZTR_CC_HS_DEKU_PLAYGROUND_DAY_2 "\xfb" |
Print: Deku Scrub Playground Highscore (Day 2) | |
#define | EZTR_CC_HS_DEKU_PLAYGROUND_DAY_3 "\xfc" |
Print: Deku Scrub Playground Highscore (Day 3) | |
#define | EZTR_CC_DEKU_PLAYGROUND_NAME_DAY_1 "\xfd" |
Print: Broken Character [?]. | |
#define | EZTR_CC_DEKU_PLAYGROUND_NAME_DAY_2 "\xfe" |
[?] | |
#define | EZTR_CC_DEKU_PLAYGROUND_NAME_DAY_3 "\xff" |
[?] | |
Macros for the various control codes and non-printable bytes used in the Majora's Mask text encoding.
Most of this information was pulled from the CloudModding wiki.
#define EZTR_CC_BACKGROUND "\xc1" |
Ocarina Song Failure.
Draws red X across the text box on the screen & centers text vertically/pushes it out.
#define EZTR_CC_BOX_BREAK "\x10" |
Box Break I.
Used when four lines of text have been printed, but can technically be used anywhere. More robust than 12/000B? [?]
#define EZTR_CC_BOX_BREAK2 "\x12" |
Box Break II.
Used when three lines of text have been printed. Usually preceded by a 13/000C character.
#define EZTR_CC_BOX_BREAK_DELAYED "\x1b" |
Delay for xxxx Before Printing Remaining Text.
The next two bytes determine the length of the delay.
#define EZTR_CC_BOX_BREAK_DELAYED_ARGW "\x1b%w" |
Delay for xxxx Before Printing Remaining Text.
The next two bytes determine the length of the delay. This macro adds a %w
flag after the control code, enabling you to set the argument bytes using EZTR's printf handling.
See EZTR Printf Functions for more information on EZTR's custom printf behavior.
#define EZTR_CC_CARRIAGE_RETURN "\x13" |
Reset Cursor Position to Start of Current Line.
Used as a filler when there are fewer than four lines of text. Usually preceded by a newline when two lines of text have been printed.
#define EZTR_CC_COLOR_DEFAULT "\x00" |
Following Text Color: Default.
Default is usually white, but may be black (ie: for notebook updates).
#define EZTR_CC_CONTINUE "\x15" |
Disable Text Skip I.
Triangle box. Does not play sound.
#define EZTR_CC_DELAY "\x1f" |
Delay for xxxx Before Resuming Text Flow.
The next two bytes determine the length of the delay.
#define EZTR_CC_DELAY_ARGW "\x1f%w" |
Delay for xxxx Before Resuming Text Flow.
The next two bytes determine the length of the delay. This macro adds a %w
flag after the control code, enabling you to set the argument bytes using EZTR's printf handling.
See EZTR Printf Functions for more information on EZTR's custom printf behavior.
#define EZTR_CC_END "\xbf" |
Message End Marker.
This is the termination character for message content.
#define EZTR_CC_EVENT "\x19" |
Disable Text Skip II.
Triangle box. Plays "Text Finished" sound.
#define EZTR_CC_EVENT2 "\xe0" |
End Conversation.
Used exclusively for NPCs. Usually followed by a BF/0500 command.
#define EZTR_CC_FADE "\x1c" |
Keep Text on Screen for xxxx Before Closing.
The next two bytes determine the length of the delay.
Player can move around while text is displayed.
#define EZTR_CC_FADE_ARGW "\x1c%w" |
Keep Text on Screen for xxxx Before Closing.
The next two bytes determine the length of the delay. This macro adds a %w
flag after the control code, enabling you to set the argument bytes using EZTR's printf handling.
See EZTR Printf Functions for more information on EZTR's custom printf behavior.
Player can move around while text is displayed.
#define EZTR_CC_FADE_SKIPPABLE "\x1d" |
Delay for xxxx Before Ending Conversation.
The next two bytes determine the length of the delay.
#define EZTR_CC_FADE_SKIPPABLE_ARGW "\x1d%w" |
Delay for xxxx Before Ending Conversation.
The next two bytes determine the length of the delay. This macro adds a %w
flag after the control code, enabling you to set the argument bytes using EZTR's printf handling.
See EZTR Printf Functions for more information on EZTR's custom printf behavior.
#define EZTR_CC_HELD_ITEM_PRICE "\xde" |
Print: Item Value in Rupees.
Default: 51 Rupees
#define EZTR_CC_HS_TIME_LOTTERY_GUESS "\xf5" |
Print: Timer or Highscore in 00"00' Format [?].
SRAM Offset: 0xEF2
#define EZTR_CC_PAUSE_MENU "\xd2" |
Item Prompt.
Delays closing the text box.
#define EZTR_CC_PERSISTENT "\x1a" |
Disable Text Box Close.
Used for shop item descriptions.
#define EZTR_CC_SFX "\x1e" |
Play Sound Effect xxxx.
The next two bytes will be the ID of the sound effect. The ID values are the same as the ones used with Audio_PlaySfx
.
#define EZTR_CC_SFX_ARGW "\x1e%w" |
Play Sound Effect xxxx.
The next two bytes will be the ID of the sound effect. The ID values are the same as the ones used with Audio_PlaySfx
. This macro adds a %w
flag after the control code, enabling you to set the argument bytes using EZTR's printf handling.
See EZTR Printf Functions for more information on EZTR's custom printf behavior.
#define EZTR_CC_SHIFT "\x14" |
Print: xx Spaces.
The value of the next byte will control how many spaces to print.
#define EZTR_CC_SHIFT_ARGC "\x14%c" |
Print: c Spaces.
The value of the next byte will control how many spaces to print. This macro adds a %c
flag after the control code, enabling you to set the argument byte using EZTR's printf handling.
See EZTR Printf Functions for more information on EZTR's custom printf behavior.
#define EZTR_CC_SPIDER_HOUSE_MASK_CODE "\xd6" |
Print: 123456.
Each number's color is indicative of the Spider House mask code.
#define EZTR_CC_TEXT_SPEED "\x0a" |
Slows down text (not used)
Text normally prints 2 letters at a time. 0A acts as a null character. So 0A0A prints nothing not even a space when normally 2 letters are printed.