;------------------------------------------------------;
; TAG  CPL  Height  Width  BPP  REAL_WIDTH  TileFormat ;
;------------------------------------------------------;
.FORMAT 34   8       8      1    8           0 0 0 0

;----------------------------------------------------;
; Can start the project displaying Ascii text Window ;
;----------------------------------------------------;
.OffsetWindow show

;----------------------------------------------------;
; Can start the project displaying Ascii text Window ;
;----------------------------------------------------;
.TextWindow show

;--------------------------------------------------;
; Can start the project displaying Kana text dump  ;
;--------------------------------------------------;
.KanaWindow show

;--------------------------------------------------;
; Can start the project displaying Kana Hex dump   ;
;--------------------------------------------------;
.HexWindow hide

;-----------------------------------;
; This is inactive for this project ;
;-----------------------------------;
.vwf off

;--------------------------------------------;
; Can start the project with controls hidden ;
;--------------------------------------------;
.controlcodes show

;--------------------------------------------------;
; Can start the project displaying translated text ;
;--------------------------------------------------;
.TransText hide

;------------------------------------------------;
; Select a color to use ".green, .red, or .blue" ;
;------------------------------------------------;
.textbox.color.green

;------------------------------------------------;
; Select a background style ".gradient or .solid ;
;------------------------------------------------;
.textbox.gradient


;-------------------------------;
; Location of  game's font data ;   
;-------------------------------;
.font 28810


;--------------------------------------------;
; Text block data                            ;
; TAG   POINTER_TABLE   TEXT_START  TEXT_MAX ;
;--------------------------------------------;
.BLOCK   00000012        0000030C   0000400A // TextBlock1
.BLOCK   00004012        000042DC   00007FFE // TextBlock2
.BLOCK   00008012        00008314   0000C00F // TextBlock2
.BLOCK   0005AA12        0005AAD6   0005C00F // 
.BLOCK   000618F3        000619CB   000620FF // Battle Text

.BLOCK   00062135        000621C1   0006265C // 
.BLOCK   00062C55        00062C6F   00062CB9 // 
.BLOCK   00065EB4        00065F14   000660C8 // Intro Text
.BLOCK   0006A5ED        0006A625   0006AF58 // 

.BLOCK   0007874C        00078778   000787E9 // 
.BLOCK   00078A65        00078ACB   00078C48 // 
.BLOCK   00078E0B        00078E21   00078E8D // 
.BLOCK   00078F8D        00078FD1   00079048 // 

.BLOCK   00079215        00079231   0007927B // 
.BLOCK   0007952C        00079542   00079584 // 
.BLOCK   00079987        000799A1   000799D2 // 
.BLOCK   00079B7B        00079B91   00079BBB // 

;-------------------------------------------------------------;
; External table file                                         ;
;   IF the Table value is not assigned a string               ;
;   but you wish for it NOT to be hidden when                 ;
;   "Hide control codes" is checked in the menu               ;
;   then assign a NULL string to the code.                    ;
;   EX: "FE=" with nothing after the "=".                     ;
;   This will print [$FE] and won't be hidden                 ;
;   Also, if you wish to do this for a range of values        ;
;   Simply do this. ".NULL {$00, 0x00, 0} - {$FF, 0xFF, 255}  ;
;   EX: ".NULL 0x00 - 255" will support 3 number formats      ;
;   If you wish to support 16-Bit values then...              ;
;   EX: ".NULL16 $0 - $FFF"                                   ;
;-------------------------------------------------------------;
.TABLE
00=O
01=P
02=Q
03=R
04=S
05=T
06=U
07=V
08=W
09=X
0A=E
0B=I
0C=H
0D=u
0E=\
0F=z
10=
11=
12=
1276=AsE
13=
14=
15=
16=
17=
18=
19=
1A=
1B=
1C=
1D=
1E=
1F=
20=
21=
22=
23=
24=
25=
26=
27=
28=
29=
2A=
2B=
2C=
2D=
2E=
2F=
30=
31=
32=
33=
34=
35=
36=
37=
38=
39=
3A=
3B=
3C=
3D=
3E=
3F=
40=
41=
44=B
45=A
46=C
47=E
48=G
49=I
4A=J
4B=L
4C=N
4D=R
4E=T
4F=V
50=X
51=Z
52=\
53=^
54=c
55=e
56=g
57=i
58=j
59=
5A=n
5B=q
5C=t
5D=`
5E=}
5F=~
60=
61=
62=
63=
64=
65=
66=
67=
68=
69=
6A=
6B=
6C=
6D=@
6E=B
6F=P
70=F
71=H
72=b
7F=@
80=
81=
82=
83=
84=
85=
86=
87=
88=
89=
8A=
8B=
8C=
8D=
8E=
8F=
90=
91=
92=
93=
94=
95=
96=
97=
98=
99=K
9A=M
9B=O
9C=S
9D=U
9E=W
9F=Y
A0=[
A1=]
A2=_
A3=d
A4=f
A5=h
A6=o
A7=r
A8=u
A9={
AA=p
AB=s
AC=v
AD=|
AE=
AF=Q
BC=[ItemReceived]
BD=[Next_Lev]
C7=[Attribute]
C8=[EXPGain]
C9=[GoldGain]
CC=[Player]
CD=[Defender]
CE=[Attacker]
D3=[Number]
D5=[Item]
DE=[P_Def]
E0=[P_Atk]
E1=[P_Spd]
E2=[P_Int]
E3=[P_Dex]
E4=[P_Str]
E5=[P_Exp]
E6=[P_Max_MP]
E7=[P_MP]
E8=[P_Max_HP]
E9=[P_HP]
EA=[P_Level]
EB=[p_class]
F5=[Cur_Player]
FA=[Cur_Gold]
FB=[ClrScr]
FD=[Key]\r\n
FE=[MenuCall]\r\n
FEFD=[MenuCall][Key]\r\n

CA=
.NULL $cf - $d1
D4=
D6=

.ENDTABLE

;--------------------------------------------;
; In order to select a color to use for all  ; 
; unassigned values ( .NULL $xx - $xx, XX= ) ;
; do so like this...                         ;
; .NULL={$XX, 0xXX, XXX}.                    ;
; .NULL16={$XX, 0xXX, XXX}.                  ;
; All colors are from                        ;
; standard DOS 256 color mode                ;
;--------------------------------------------; 
.COLOR
.Null=0x28
.Null16=13
BC=14 //[ItemReceived]
BD=14 //[Next_Lev]
C7=14 //[Attribute]
C8=14 //[EXPGain]
C9=14 //[GoldGain]

CC=10 //[player]
CD=14 //[defender]
CE=14 //[attacker]



D3=14 //[number]

D5=14 //[item]

DE=14 //[p_def]
E0=14 //[p_atk]
E1=14 //[p_spd]
E2=14 //[p_int]
E3=14 //[p_dex]
E4=14 //[p_str]
E5=14 //[p_Exp]
E6=14 //[p_max_MP]
E7=14 //[p_MP]
E8=14 //[p_max_HP]
E9=14 //[p_HP]
EA=14 //[p_level]
F5=14 //[cur_player]
FA=14 //[cur_gold]
FB=$2f //[ClrScr]
FD=13 //[key]
FE=11 //[MenuCall]
FEFD=$42 //[MenuCall][Key]\xfc
.ENDCOLOR