##Displays text.
##Alias: TEX1
TEXT, 0x07, 8, -game:FE6 -indexMode:8
##The ID of the text to display.
	TextID, 4, 2

##Displays text.
##Alias: TEXT
TEX1, 0x07, 8, -game:FE6 -indexMode:8
##The ID of the text to display.
	TextID, 4, 2

##Continues displaying text without resetting
##the current text bubbles and/or portraits.
MORETEXT, 0x08, 8, -game:FE6 -indexMode:8
##The ID of the text to display.
	TextID, 4, 4



##Displays text.
##Alias: TEX1
TEXT, 0x0D, 8, -game:FE7 -indexMode:8
##The ID of the text to display.
	TextID, 4, 2

##Displays text.
##Alias: TEXT
TEX1, 0x0D, 8, -game:FE7 -indexMode:8
##The ID of the text to display.
	TextID, 4, 2

##Displays text.
TEX2, 0x0E, 8, -game:FE7 -indexMode:8
##The ID of the text to display.
	TextID, 4, 2

##Continues displaying text without resetting
##the current text bubbles and/or portraits.
MORETEXT, 0x11, 8, -game:FE7 -indexMode:8
##The ID of the text to display.
	TextID, 4, 2

##Displays text depending on the current game mode.
TEXTIFEM, 0x0F, 12, -game:FE7 -indexMode:8
##Text to display if Eliwood mode.
	TextID 1, 4, 2
##Text to display if Hector mode.
	TextID 2, 8, 2

##Continues displaying text depending on the mode,
##without resetting text bubbles and/or portraits.
MORETEXTIFEM, 0x12, 12, -game:FE7 -indexMode:8
##Text to display if Eliwood mode.
	TextID 1, 4, 2
##Text to display if Hector mode.
	TextID 2, 8, 2

##Scrolls text.
SCRO, 0x14, 4, -game:FE7 -indexMode:8

##Displays text with a specific text bubble type
##and position on the screen.
TEX6, 0xA7, 12, -game:FE7 -indexMode:8
##The type of text bubble to display.
	BubbleType, 2, 2
##Position at which to display the text bubble.
##Position [0,0] means the center of the screen.
	TextPosition, 4, 4, coordinates:2 -preferredBase:10
##The ID of the text to display.
	TextID, 8, 2

##Displays text on a cutscene screen image.
TEXTCG, 0xCF, 12, -game:FE7 -indexMode:8
##The ID of the text to display.
	TextID, 4, 2
##(Unknown, is usually 1)
	CutsceneID, 8, 1

TEXTCG, 0xCF, 12, -game:FE7 -indexMode:8 -noDisassembly
	TextID, 4, 2
	1, 8, 1, -fixed

##Follows up a previous 'TEXTCG' command,
##to display another text entry without resetting
##the current text bubbles and/or portraits.
MORETEXTCG, 0xD1, 12, -game:FE7 -indexMode:8
##The ID of the text to display.
	TextID, 4, 4
##(Unknown, is usually 1)
	CutsceneID, 8, 4

##Displays text.
TEX8, 0xD7, 12, -game:FE7 -indexMode:8
##The ID of the text to display.
	TextID, 4, 2
##Position at which to display the text.
	TextPosition, 8, 4, coordinates:2 -preferredBase:10

##Displays seperate text depending on whether
##the tactician's gender is male or female.
TEXTIFTACTF, 0x18, 12, -game:FE7 -indexMode:8
##Text to display if tactician is male.
	TextID 1, 4, 2
##Text to display if tactician is female.
	TextID 2, 8, 2

##Follows up a previous 'TEXTIFTACTF' command,
##to display another text entry without resetting
##the current text bubbles and/or portraits.
MORETEXTIFTACTF, 0x19, 12, -game:FE7 -indexMode:8
##Text to display if the tactician is male.
	TextID 1, 4, 2
##Text to display if the tactician is female.
	TextID 2, 8, 2

##Displays text depending on whether the given
##event ID is set as 'used' or not.
TEXTIFEVENTID, 0x1A, 16, -game:FE7 -indexMode:8
##The event ID to check.
	EventID, 4, 1
##Text to display if event ID is 'used'.
	TextID 1, 8, 2
##Text to display if event ID is 'unused'.
	TextID 2, 12, 2

##Follows up a previous 'TEXTIFEVENTID' command,
##to display another text entry without resetting
##the current text bubbles and/or portraits.
MORETEXTIFEVENTID, 0x1B, 16, -game:FE7 -indexMode:8
##The event ID to check.
	EventID, 4, 4
##Text to display if event ID is used.
	TextID 1, 8, 2
##Text to display if event ID is unused.
	TextID 2, 12, 2

##Displays text depending on the return value
##of the given ASM routine.
TEXTIFASM, 0x1C, 16, -game:FE7 -indexMode:8
##The address of the ASM routine to execute.
##The return value determines which text to display.
##Thumb routines must have 1 added to their offset.
	ASM_Pointer, 4, 4, -pointer:ASM
##Text to display if routine returns 0.
	TextID 1, 8, 2
##Text to display if routine returns 1.
	TextID 2, 12, 2

##Follows up a previous 'TEXTIFASM' command,
##to display another text entry without resetting
##the current text bubbles and/or portraits.
MORETEXTIFASM, 0x1D, 16, -game:FE7 -indexMode:8
##The address of the ASM routine to execute.
##The return value determines which text to display.
##Thumb routines must have 1 added to their offset.
	ASM_Pointer, 4, 4, -pointer:ASM
##Text to display if routine returns 0.
	TextID 1, 8, 2
##Text to display if routine returns 1.
	TextID 2, 12, 2


	
##Begins text displaying.
TEXTSTART, 0x1A20, 4, -game:FE8 -indexMode:8

##Displays text, after a 'TEXTSTART' command.
TEXTSHOW, 0x1B20, 4, -game:FE8 -indexMode:8
##The ID of the text to display.
##If this is 0xFFFF, this command will use
##the value in MemorySlot 0x2 as TextID.
	TextID, 2, 2

##Displays text, after a 'TEXTSTART' command.
TEXTSHOW2, 0x1B21, 4, -game:FE8 -indexMode:8
##The ID of the text to display.
##If this is 0xFFFF, this command will use
##the value in MemorySlot 0x2 as TextID.
	TextID, 2, 2

##Displays more text, after a preceding 'TEXTSHOW'.
TEXTCONT, 0x1C20, 4, -game:FE8 -indexMode:8

##Ends text displaying started by 'TEXTSTART'.
TEXTEND, 0x1D20, 4, -game:FE8 -indexMode:8

##Displays a yellow-ish text box used for tutorials.
##The text box will be centered in the middle of the screen
##if this command is preceded by 'SETVAL 0xB 0xFFFFFFFF'.
TUTORIALTEXTBOXSTART, 0x1A23, 4, -game:FE8 -indexMode:8
 
##Displays a text box at specific coordinates
##Set the position with a preceding 'SETVAL 0xB 0xXX00YY',
##where X and Y are the coordinates.
SOLOTEXTBOXSTART, 0x1A24, 4, -game:FE8 -indexMode:8

##Brings up a notification box (like when getting an item),
##on which some text is displayed.
NOTIFY, 0x3A40, 8, -game:FE8 -indexMode:8
##The ID of the text to display.
	TextID, 2, 2
##The sound effect (or music track) to play.
	MusicID, 4, 2
	0, 6, 2, -fixed

##Displays text in a brown text box.
BROWNBOXTEXT, 0x3A41, 8, -game:FE8 -indexMode:8
##The ID of the text to display.
	TextID, 2, 2
##The position at which to display the brown box.
	TextPosition, 4, 4, coordinates:2 -preferredBase:10