EZ Text Replacer for Zelda64Recompiled 2.2.0
 
Loading...
Searching...
No Matches
Control_Code_Macros

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"
 [?]
 

Detailed Description

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.

Macro Definition Documentation

◆ EZTR_CC_BACKGROUND

#define EZTR_CC_BACKGROUND   "\xc1"

Ocarina Song Failure.

Draws red X across the text box on the screen & centers text vertically/pushes it out.

◆ EZTR_CC_BOX_BREAK

#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? [?]

◆ EZTR_CC_BOX_BREAK2

#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.

◆ EZTR_CC_BOX_BREAK_DELAYED

#define EZTR_CC_BOX_BREAK_DELAYED   "\x1b"

Delay for xxxx Before Printing Remaining Text.

The next two bytes determine the length of the delay.

◆ EZTR_CC_BOX_BREAK_DELAYED_ARGW

#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.

◆ EZTR_CC_CARRIAGE_RETURN

#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.

◆ EZTR_CC_COLOR_DEFAULT

#define EZTR_CC_COLOR_DEFAULT   "\x00"

Following Text Color: Default.

Default is usually white, but may be black (ie: for notebook updates).

◆ EZTR_CC_CONTINUE

#define EZTR_CC_CONTINUE   "\x15"

Disable Text Skip I.

Triangle box. Does not play sound.

◆ EZTR_CC_DELAY

#define EZTR_CC_DELAY   "\x1f"

Delay for xxxx Before Resuming Text Flow.

The next two bytes determine the length of the delay.

◆ EZTR_CC_DELAY_ARGW

#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.

◆ EZTR_CC_END

#define EZTR_CC_END   "\xbf"

Message End Marker.

This is the termination character for message content.

◆ EZTR_CC_EVENT

#define EZTR_CC_EVENT   "\x19"

Disable Text Skip II.

Triangle box. Plays "Text Finished" sound.

◆ EZTR_CC_EVENT2

#define EZTR_CC_EVENT2   "\xe0"

End Conversation.

Used exclusively for NPCs. Usually followed by a BF/0500 command.

◆ EZTR_CC_FADE

#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.

◆ EZTR_CC_FADE_ARGW

#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.

◆ EZTR_CC_FADE_SKIPPABLE

#define EZTR_CC_FADE_SKIPPABLE   "\x1d"

Delay for xxxx Before Ending Conversation.

The next two bytes determine the length of the delay.

◆ EZTR_CC_FADE_SKIPPABLE_ARGW

#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.

◆ EZTR_CC_HELD_ITEM_PRICE

#define EZTR_CC_HELD_ITEM_PRICE   "\xde"

Print: Item Value in Rupees.

Default: 51 Rupees

◆ EZTR_CC_HS_TIME_LOTTERY_GUESS

#define EZTR_CC_HS_TIME_LOTTERY_GUESS   "\xf5"

Print: Timer or Highscore in 00"00' Format [?].

SRAM Offset: 0xEF2

◆ EZTR_CC_PAUSE_MENU

#define EZTR_CC_PAUSE_MENU   "\xd2"

Item Prompt.

Delays closing the text box.

◆ EZTR_CC_PERSISTENT

#define EZTR_CC_PERSISTENT   "\x1a"

Disable Text Box Close.

Used for shop item descriptions.

◆ EZTR_CC_SFX

#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.

◆ EZTR_CC_SFX_ARGW

#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.

◆ EZTR_CC_SHIFT

#define EZTR_CC_SHIFT   "\x14"

Print: xx Spaces.

The value of the next byte will control how many spaces to print.

◆ EZTR_CC_SHIFT_ARGC

#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.

◆ EZTR_CC_SPIDER_HOUSE_MASK_CODE

#define EZTR_CC_SPIDER_HOUSE_MASK_CODE   "\xd6"

Print: 123456.

Each number's color is indicative of the Spider House mask code.

◆ EZTR_CC_TEXT_SPEED

#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.