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Implement Missing Text Function RESET_FONT
The text printer in Emerald is very versatile and has a lot of control codes. But it seems Game Freak skipped implementing one of the control codes in the release of the game, since it was likely never used. There's a control code that pokeemerald calls the FONT
control code, allowing you to change fonts (and thus font size) mid-text. But there's another control code right after that called the RESET_FONT
control code that does nothing. Here's how to implement it:
Go to gflib/text.c, find the function RenderText
and add the following:
case EXT_CTRL_CODE_FONT:
subStruct->fontId = *textPrinter->printerTemplate.currentChar;
textPrinter->printerTemplate.currentChar++;
return RENDER_REPEAT;
case EXT_CTRL_CODE_RESET_FONT:
+ subStruct->fontId = textPrinter->printerTemplate.fontId;
return RENDER_REPEAT;
Further down the same file, find the function GetStringWidth
and add the following as well:
case EXT_CTRL_CODE_ENG:
isJapanese = 0;
break;
case EXT_CTRL_CODE_RESET_FONT:
+ if (letterSpacing == -1)
+ localLetterSpacing = GetFontAttribute(fontId, FONTATTR_LETTER_SPACING);
+ else
+ localLetterSpacing = letterSpacing;
+ break;
case EXT_CTRL_CODE_PAUSE_UNTIL_PRESS:
Both of these will reset the font to whatever the previous font was when the text printer comes across a RESET_FONT
control code.