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		<title>TP:BMG - Revision history</title>
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		<updated>2026-05-09T07:11:01Z</updated>
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	<entry>
		<id>https://wiki.cloudmodding.com/wzgcn/index.php?title=TP:BMG&amp;diff=346&amp;oldid=prev</id>
		<title>ShimmerFairy: /* Tags */ Add handy index, and document a couple German-exclusive tags.</title>
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				<updated>2025-04-04T06:40:38Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Tags: &lt;/span&gt; Add handy index, and document a couple German-exclusive tags.&lt;/span&gt;&lt;/p&gt;
&lt;a href=&quot;//wiki.cloudmodding.com/wzgcn/index.php?title=TP:BMG&amp;amp;diff=346&amp;amp;oldid=345&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>ShimmerFairy</name></author>	</entry>

	<entry>
		<id>https://wiki.cloudmodding.com/wzgcn/index.php?title=TP:BMG&amp;diff=345&amp;oldid=prev</id>
		<title>ShimmerFairy: /* Tags */ Add information on tags seen for the first time in JP text.</title>
		<link rel="alternate" type="text/html" href="https://wiki.cloudmodding.com/wzgcn/index.php?title=TP:BMG&amp;diff=345&amp;oldid=prev"/>
				<updated>2025-04-02T15:46:10Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Tags: &lt;/span&gt; Add information on tags seen for the first time in JP text.&lt;/span&gt;&lt;/p&gt;
&lt;a href=&quot;//wiki.cloudmodding.com/wzgcn/index.php?title=TP:BMG&amp;amp;diff=345&amp;amp;oldid=344&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>ShimmerFairy</name></author>	</entry>

	<entry>
		<id>https://wiki.cloudmodding.com/wzgcn/index.php?title=TP:BMG&amp;diff=344&amp;oldid=prev</id>
		<title>ShimmerFairy: Reorganized tags section to be far more compact, and easier to follow.</title>
		<link rel="alternate" type="text/html" href="https://wiki.cloudmodding.com/wzgcn/index.php?title=TP:BMG&amp;diff=344&amp;oldid=prev"/>
				<updated>2025-03-26T04:41:57Z</updated>
		
		<summary type="html">&lt;p&gt;Reorganized tags section to be far more compact, and easier to follow.&lt;/p&gt;
&lt;a href=&quot;//wiki.cloudmodding.com/wzgcn/index.php?title=TP:BMG&amp;amp;diff=344&amp;amp;oldid=343&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>ShimmerFairy</name></author>	</entry>

	<entry>
		<id>https://wiki.cloudmodding.com/wzgcn/index.php?title=TP:BMG&amp;diff=343&amp;oldid=prev</id>
		<title>ShimmerFairy: All my notes on TP's messages. Tags could probably be organized in a more ToC-friendly way, but at least the notes are here.</title>
		<link rel="alternate" type="text/html" href="https://wiki.cloudmodding.com/wzgcn/index.php?title=TP:BMG&amp;diff=343&amp;oldid=prev"/>
				<updated>2025-03-23T17:10:25Z</updated>
		
		<summary type="html">&lt;p&gt;All my notes on TP&amp;#039;s messages. Tags could probably be organized in a more ToC-friendly way, but at least the notes are here.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This page details how Twilight Princess extends the BMG format to handle all of its text needs, particularly message attributes and tags. For information on how the BMG file format works in general, see [[BMG|the main page on the subject]].&lt;br /&gt;
&lt;br /&gt;
== Message Attributes ==&lt;br /&gt;
&lt;br /&gt;
{{todo|Figure out more about the message attributes, which likely requires decomp advancements to do sanely. Also more completely catalog how the various style/position attributes interact with each other; they've only been independently tested on &amp;quot;standard&amp;quot; messages so far. And the camera position values.}}&lt;br /&gt;
&lt;br /&gt;
Twilight Princess defines 16 bytes of attribute data for every BMG file ''except'' &amp;lt;code&amp;gt;zel_unit.bmg&amp;lt;/code&amp;gt;, which is used for a different purpose than other BMG files. These attributes are laid out as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Size !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 2 || Message ID, identical to the one it has been assigned in the MID1 section. These two occurrences of the ID must be kept synchronized for correct operation.&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2 || '''Unknown'''&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 1 || Uncertain, seems to affect what sound is played as text is being printed (aka the &amp;quot;blips&amp;quot;), as well as what kind of efforts byte 0x0A is allowed to choose. Additionally, valid values appear to depend on some external context.&lt;br /&gt;
|-&lt;br /&gt;
| 0x05 || 1 || Display Style. Affects broadly how the message is displayed on screen, though some values only have their intended function in specific contexts. Valid values are listed further below.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || 1 || Printing Style. Affects how text is printed on screen, though some values only have their intended function in specific contexts. Valid values are listed further below.&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || 1 || Determines where the message area is positioned on screen. Valid values are listed further below.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || 1 || '''Unknown''', appears to be some kind of item ID, but trying to set an icon for the Get Item message box style through this doesn't work, so some other external context enables the selection of item icons for those messages.&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || 1 || '''Unknown''', set to &amp;lt;code&amp;gt;0x01&amp;lt;/code&amp;gt; for every single Get Item message ''except'' the one for a completely filled Vessel of Light. Additionally set on messages for bugs you've already caught, and rupees you can't fit in your wallet. Otherwise zero.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || 1 || Uncertain, seems to determine what effort (indistinct bit of speech/grunting a character does) plays at the start of printing. Affected by byte 0x04 and other external context.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B || 1 || Determines where the camera is located. Values uncertain.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || 4 || '''Unknown'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Display Style ===&lt;br /&gt;
&lt;br /&gt;
This attribute determines how the message is to be displayed on screen (for example, is it text on a sign, or the place name showing up in the corner of the screen as you enter the area?). Some of these values are set aside to indicate something about appearance in a very specific context, and for &amp;quot;standard&amp;quot; messages — those which appear as character dialogue, the vast majority of messages — they don't have a well-defined effect.&lt;br /&gt;
&lt;br /&gt;
The values for this attribute that Twilight Princess accepts are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Standard dialogue box; dark background, white text, allows for typewriter text.&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || No background behind text, so it's drawn directly on the rendered 3D image.&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || Fullscreen sign board background, forces instant text.&lt;br /&gt;
|-&lt;br /&gt;
| 0x05 || Visually the same as 0x01 for standard messages. Used for the Ordon light spirit's &amp;quot;cutscene&amp;quot; dialogue (spoken over scenes of the world be overrun), the Cannon Manual, as well as one system message, and several voiceless messages.&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || No background, centered text, raised a bit compared to the normal bottom positioning. Used exclusively for credits.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Similar to 0x00, but the glow effect around the text starts out huge around each piece of text printed.&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || Get Item text box. Defaults to the bow icon unless conditions are right for displaying a chosen icon.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B || Looks like standard dialogue box when used in standard messages. Used exclusively on item names and item descriptions.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Header box, positioned at the top left of the screen with a unique font. Used to introduce newly-entered areas and hidden skills demos.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D || Like 0x00, but the default text color is a bright blue. Used for Midna's dialogue.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Like 0x00, but the default text color is a vibrant green. Used for animals when they talk to Wolf Link.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Like 0x00, but text is forced instant, and the box fades in with the text. Seems to only be used with non-modal messages (e.g. &amp;quot;Your hot water has cooled&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Seemingly same as 0x0F. Used for system messages (e.g. &amp;quot;Checking the memory card&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || Wolf song interface. Does nothing, at least when accessed as human. UI text provided by message body in the one message this type is used.&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || No background, centered text, font like 0x0C. Used on messages introducing a boss's name and title.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Printing Style ===&lt;br /&gt;
&lt;br /&gt;
This attribute controls how text is printed on the screen. This includes things like whether the text pops up instantly or typewriter style, and the speed of typing. Acceptable attributes are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Typewriter text by default, can be overridden by display style or tags, player can skip text.&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || Forced instant text, player can skip printing.&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || Like 0x00, but disable print skipping.&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || Like 0x01, but first box's text fades in if not skipped.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Like 0x00, but disables the &amp;lt;code&amp;gt;{instant}&amp;lt;/code&amp;gt; tag (forced instant still possible by display style), disables print skipping.&lt;br /&gt;
|-&lt;br /&gt;
| 0x05 || Like 0x00, but typing is slow (roughly 5x slower).&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || Appears to behave like 0x00 exactly. Only used in one message.&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || Appears to behave like 0x04 exactly. Used on some UI prompt messages. Decomp suggests it tells UI code to emphasize the text.&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || Appears to behave like 0x03 exactly. Used on Ordon spirit &amp;quot;cutscene&amp;quot; messages, and staff credits messages.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Message Area Position ===&lt;br /&gt;
&lt;br /&gt;
This attribute determines where to place the message area on screen, assuming that such at thing can be controlled for this message. For the standard display style at least, the accepted values have the following listed effects, along with notes on where the more unusual options do get used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || At the bottom of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || At the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || In the center of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || Seemingly the same as 0x00. Seems to be used exclusively for message surrounding the Ordon mayor, including sumo wrestling him in particular.&lt;br /&gt;
|-&lt;br /&gt;
| 0x05 || Seemingly the same as 0x00. Used on system and voiceless messages, as well as the Cannon Manual.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
&lt;br /&gt;
This section describes all of the tags that Twilight Princess defines for use in text. Each subsection is devoted to a particular tag, referred to by its tag group and tag number, formatted as &amp;lt;code&amp;gt;tag group/tag number&amp;lt;/code&amp;gt;, with both values implicitly hexadecimal. A descriptive name is given as well, and each section illustrates the tag as if it were a typical C function call, with arguments given standard C types to make their usage clearer. The payload holds the given arguments, if any, in the order written.&lt;br /&gt;
&lt;br /&gt;
=== 00/0000 : link ===&lt;br /&gt;
&lt;br /&gt;
    link()&lt;br /&gt;
&lt;br /&gt;
Simply prints Link's name.&lt;br /&gt;
&lt;br /&gt;
=== 00/0001 : instant ===&lt;br /&gt;
&lt;br /&gt;
    instant()&lt;br /&gt;
&lt;br /&gt;
Switches to instant text mode, if possible.&lt;br /&gt;
&lt;br /&gt;
=== 00/0002 : type ===&lt;br /&gt;
&lt;br /&gt;
    type()&lt;br /&gt;
&lt;br /&gt;
Switches to typewriter text mode, if possible.&lt;br /&gt;
&lt;br /&gt;
=== 00/0004 : autobox ===&lt;br /&gt;
&lt;br /&gt;
    autobox(uint16_t frame_count)&lt;br /&gt;
&lt;br /&gt;
Advance to next box &amp;lt;code&amp;gt;frame_count&amp;lt;/code&amp;gt; frames after the end of printing. Input is disabled, player must wait for the next box.&lt;br /&gt;
&lt;br /&gt;
=== 00/0005 : boxatmost ===&lt;br /&gt;
&lt;br /&gt;
    boxatmost(uint16_t frame_count)&lt;br /&gt;
&lt;br /&gt;
Advance to the next box &amp;lt;code&amp;gt;frame_count&amp;lt;/code&amp;gt; frames after the end of printing. Player may advance the text themselves if desired, meaning this code effectively sets a maximum amount of time the box may be displayed.&lt;br /&gt;
&lt;br /&gt;
=== 00/0007 : pause ===&lt;br /&gt;
&lt;br /&gt;
    pause(uint16_t frame_count)&lt;br /&gt;
&lt;br /&gt;
Wait &amp;lt;code&amp;gt;frame_count&amp;lt;/code&amp;gt; frames before continuing to type out text. If player skips typing, all remaining {pause}s in the box are skipped. Has no effect in instant text.&lt;br /&gt;
&lt;br /&gt;
=== 00/0008 : oneof2 ===&lt;br /&gt;
&lt;br /&gt;
    oneof2(uint8_t choice)&lt;br /&gt;
&lt;br /&gt;
Prefaces the text of an option in a two-choice prompt. Option text starts immediately after this code, and ends at the next {oneof2} or the end of the message. Text before the first {oneof2} in a message is displayed in the main message box as normal, except that preceding text on the same line as the first option is forced instant. The same &amp;lt;code&amp;gt;choice&amp;lt;/code&amp;gt; value may be used in both options. The last option with a &amp;lt;code&amp;gt;choice&amp;lt;/code&amp;gt; value of 01 will be selected by default, otherwise the first option is default. (The &amp;lt;code&amp;gt;choice&amp;lt;/code&amp;gt; argument has no other effect on message display.)&lt;br /&gt;
&lt;br /&gt;
Normally two of these are used to name both options. If more than two {oneof2} codes occur in a message, only the first two are used. If only one is used, the second option is blank. Options are always displayed in the order written.&lt;br /&gt;
&lt;br /&gt;
Can be used interchangeably with {oneof3} to set option texts; which of these two codes is used first determines how many options are available. No other visual effect occurs from using these interchangeably, but other effects on the game are not known.&lt;br /&gt;
&lt;br /&gt;
=== 00/0009 : oneof3 ===&lt;br /&gt;
&lt;br /&gt;
    oneof3(uint8_t choice)&lt;br /&gt;
&lt;br /&gt;
Prefaces the text of an option in a three-choice prompt. Option text starts immediately after this code, and ends at the next {oneof3} or the end of the message. Text before the first {oneof3} in a message is displayed in the main message box as normal, except that preceding text on the same line as the first option is forced instant. The same &amp;lt;code&amp;gt;choice&amp;lt;/code&amp;gt; value may be used in multiple options. The last option with a &amp;lt;code&amp;gt;choice&amp;lt;/code&amp;gt; value of 01 will be selected by default, otherwise the first option is default. (The &amp;lt;code&amp;gt;choice&amp;lt;/code&amp;gt; argument has no other effect on message display.)&lt;br /&gt;
&lt;br /&gt;
Normally three of these are used to name all three options. If more than three {oneof3} codes occur in a message, only the first three are used. If less than three are used, the present options are followed by blank ones. Options are always displayed in the order written.&lt;br /&gt;
&lt;br /&gt;
Can be used interchangeably with {oneof2} to set option texts; which of these two codes is used first determines how many options are available. No other visual effect occurs from using these interchangeably, but other effects on the game are not known.&lt;br /&gt;
&lt;br /&gt;
=== 00/000A : A ===&lt;br /&gt;
&lt;br /&gt;
    A()&lt;br /&gt;
&lt;br /&gt;
GameCube A button&lt;br /&gt;
&lt;br /&gt;
=== 00/000B : B ===&lt;br /&gt;
&lt;br /&gt;
    B()&lt;br /&gt;
&lt;br /&gt;
GameCube B button&lt;br /&gt;
&lt;br /&gt;
=== 00/000C : C ===&lt;br /&gt;
&lt;br /&gt;
    C()&lt;br /&gt;
&lt;br /&gt;
GameCube C stick&lt;br /&gt;
&lt;br /&gt;
=== 00/000D : L ===&lt;br /&gt;
&lt;br /&gt;
    L()&lt;br /&gt;
&lt;br /&gt;
GameCube L button&lt;br /&gt;
&lt;br /&gt;
=== 00/000E : R ===&lt;br /&gt;
&lt;br /&gt;
    R()&lt;br /&gt;
&lt;br /&gt;
GameCube R button&lt;br /&gt;
&lt;br /&gt;
=== 00/000F : X ===&lt;br /&gt;
&lt;br /&gt;
    X()&lt;br /&gt;
&lt;br /&gt;
GameCube X button&lt;br /&gt;
&lt;br /&gt;
=== 00/0010 : Y ===&lt;br /&gt;
&lt;br /&gt;
    Y()&lt;br /&gt;
&lt;br /&gt;
GameCube Y button&lt;br /&gt;
&lt;br /&gt;
=== 00/0011 : Z ===&lt;br /&gt;
&lt;br /&gt;
    Z()&lt;br /&gt;
&lt;br /&gt;
GameCube Z button&lt;br /&gt;
&lt;br /&gt;
=== 00/0012 : D ===&lt;br /&gt;
&lt;br /&gt;
    D()&lt;br /&gt;
&lt;br /&gt;
GameCube D-Pad&lt;br /&gt;
&lt;br /&gt;
=== 00/0013 : AS-cross ===&lt;br /&gt;
&lt;br /&gt;
    AS-cross()&lt;br /&gt;
&lt;br /&gt;
GameCube analog stick, animated movement to four directions&lt;br /&gt;
&lt;br /&gt;
=== 00/0014 : left-arrow ===&lt;br /&gt;
&lt;br /&gt;
    left-arrow()&lt;br /&gt;
&lt;br /&gt;
Left arrow, approx. ⬅&lt;br /&gt;
&lt;br /&gt;
=== 00/0015 : right-arrow ===&lt;br /&gt;
&lt;br /&gt;
    right-arrow()&lt;br /&gt;
&lt;br /&gt;
Right arrow, approx. ➡&lt;br /&gt;
&lt;br /&gt;
=== 00/0016 : up-arrow ===&lt;br /&gt;
&lt;br /&gt;
    up-arrow()&lt;br /&gt;
&lt;br /&gt;
Up arrow, approx. ⬆&lt;br /&gt;
&lt;br /&gt;
=== 00/0017 : down-arrow ===&lt;br /&gt;
&lt;br /&gt;
    down-arrow()&lt;br /&gt;
&lt;br /&gt;
Down arrow, approx. ⬇&lt;br /&gt;
&lt;br /&gt;
=== 00/0018 : AS-up ===&lt;br /&gt;
&lt;br /&gt;
    AS-up()&lt;br /&gt;
&lt;br /&gt;
GameCube analog stick, animated up movement&lt;br /&gt;
&lt;br /&gt;
=== 00/0019 : AS-down ===&lt;br /&gt;
&lt;br /&gt;
    AS-down()&lt;br /&gt;
&lt;br /&gt;
GameCube analog stick, animated down movement&lt;br /&gt;
&lt;br /&gt;
=== 00/001A : AS-left ===&lt;br /&gt;
&lt;br /&gt;
    AS-left()&lt;br /&gt;
&lt;br /&gt;
GameCube analog stick, animated left movement&lt;br /&gt;
&lt;br /&gt;
=== 00/001B : AS-right ===&lt;br /&gt;
&lt;br /&gt;
    AS-right()&lt;br /&gt;
&lt;br /&gt;
GameCube analog stick, animated right movement&lt;br /&gt;
&lt;br /&gt;
=== 00/001C : AS-vertical ===&lt;br /&gt;
&lt;br /&gt;
    AS-vertical()&lt;br /&gt;
&lt;br /&gt;
GameCube analog stick, animated up &amp;amp; down movement&lt;br /&gt;
&lt;br /&gt;
=== 00/001D : AS-horizontal ===&lt;br /&gt;
&lt;br /&gt;
    AS-horizontal()&lt;br /&gt;
&lt;br /&gt;
GameCube analog stick, animated left &amp;amp; right movement&lt;br /&gt;
&lt;br /&gt;
=== 00/001E : inline-two-next ===&lt;br /&gt;
&lt;br /&gt;
    inline-two-next(uint8_t value)&lt;br /&gt;
&lt;br /&gt;
Allocates space for the red right arrow selector for an inline 2-option choice, specifically the non-default option. &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; appears to have no effect on message display (note that it happens to always be 01 in provided messages). See {inline-two-first} for details on functionality.&lt;br /&gt;
&lt;br /&gt;
=== 00/001F : inline-two-first ===&lt;br /&gt;
&lt;br /&gt;
    inline-two-first(uint8_t value)&lt;br /&gt;
&lt;br /&gt;
Allocates space for the red right arrow selector for an inline 2-option choice, specifically the default option. &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; appears to have no effect on message display (and happens to always be set to 00 in provided messages).&lt;br /&gt;
&lt;br /&gt;
This, alongside {inline-two-next}, is used to provide two options for the player to choose from, like {oneof2}, except that the options are presented within the main message box. These two &amp;quot;inline option&amp;quot; control codes only appear to differ for choosing the default option. Otherwise, these two codes are apparently identical when used properly, and are treated as such in the following description.&lt;br /&gt;
&lt;br /&gt;
Lines featuring an inline option control code are centered within the message box, while other lines in the box are unaffected. Unlike {oneof2}, these codes do not take ownership of following text; rather, they only open up a space for a red right arrow to appear in. The player moves the arrow with analog stick left and right (even if the options are on different lines), with left selecting the first written option, and right the second.&lt;br /&gt;
&lt;br /&gt;
If more than two codes are present in a box, then the additional codes have their space for the arrow, but they are not selectable. If only one code is present, then it acts as the first option, with the missing option conceptually to the right of the one present.&lt;br /&gt;
&lt;br /&gt;
If enough additional text occurs in the message to generate more boxes after the one with these option codes, then the player will not be able to choose an option. However, the initial visual appearance of the options will be as expected (including where the arrow defaults to). Subsequent boxes in the message may contain option codes as well, which are treated independently from the other boxes.&lt;br /&gt;
&lt;br /&gt;
Attempting to mix these inline option codes with {oneof2} or {oneof3} causes all text following the first {oneof2} or {oneof3} to be discarded from display, even if they occur before an inline option code, and no {oneof2}/{oneof3} option boxes are drawn.&lt;br /&gt;
&lt;br /&gt;
=== 00/0020 : softnl ===&lt;br /&gt;
&lt;br /&gt;
    softnl()&lt;br /&gt;
&lt;br /&gt;
Acts as a newline unless no text follows. Effect most apparent at the end of a box; a newline after the last line of a box forces another box, even if empty, while this code ensure an empty box won't appear.&lt;br /&gt;
&lt;br /&gt;
In the game, this is only ever used at the end of question messages; since non-inline choices and their prompts are put in separate messages in the game, this code may have been necessary to ensure non-forced-instant text in the prompt, or was otherwise more visually apparent than the alternative plain newline. This code may also have other effects not yet known.&lt;br /&gt;
&lt;br /&gt;
=== 00/0021 : nop000021 ===&lt;br /&gt;
&lt;br /&gt;
    nop000021()&lt;br /&gt;
&lt;br /&gt;
Appears to do nothing? Consistently shows up ahead of ellipses followed by the player's name, but prints nothing and has no obvious effect thus far.&lt;br /&gt;
&lt;br /&gt;
=== 00/0022 : epona ===&lt;br /&gt;
&lt;br /&gt;
    epona()&lt;br /&gt;
&lt;br /&gt;
Simply prints Epona's name.&lt;br /&gt;
&lt;br /&gt;
=== 00/0023 : red-target ===&lt;br /&gt;
&lt;br /&gt;
    red-target()&lt;br /&gt;
&lt;br /&gt;
Animated icon for a selected clawshot/boomerang target.&lt;br /&gt;
&lt;br /&gt;
=== 00/0024 : yellow-target ===&lt;br /&gt;
&lt;br /&gt;
    yellow-target()&lt;br /&gt;
&lt;br /&gt;
Animated icon for a possible clawshot/boomerang target.&lt;br /&gt;
&lt;br /&gt;
=== 00/0025 : payment ===&lt;br /&gt;
&lt;br /&gt;
    payment(uint32_t destination)&lt;br /&gt;
&lt;br /&gt;
Allows the player to pay for something. It's expected to be in the last box of a message; if more boxes appear after the one with this code, then it will immediately advance to the next box, and the player can't interact with the counter in any way, but it will still be visible.&lt;br /&gt;
&lt;br /&gt;
In game, a &amp;lt;code&amp;gt;destination&amp;lt;/code&amp;gt; of zero refers to Trill's shop payment, while a &amp;lt;code&amp;gt;destination&amp;lt;/code&amp;gt; of one is for Malo Mart's donation drives. (You can check on the latter with {mart-goal-left}.)&lt;br /&gt;
&lt;br /&gt;
=== 00/0028 : odd-holdbox ===&lt;br /&gt;
&lt;br /&gt;
    odd-holdbox(uint32_t value)&lt;br /&gt;
&lt;br /&gt;
Works like {holdbox}, but the time held is inconsistent on repeated viewings of the same message (it is, however, affected by the value in &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt;, roughly as a number of frames). Only used in a few messages for the Ordon light spirit, during a cutscene showing scenes of Hyrule being taken over, and always uses the value 0x10E (270, which would be 9 seconds if a frame count).&lt;br /&gt;
&lt;br /&gt;
=== 00/0029 : current-scent ===&lt;br /&gt;
&lt;br /&gt;
    current-scent()&lt;br /&gt;
&lt;br /&gt;
Current learned scent. Prints nothing outside of specific messages.&lt;br /&gt;
&lt;br /&gt;
=== 00/002B : warping-to ===&lt;br /&gt;
&lt;br /&gt;
    warping-to()&lt;br /&gt;
&lt;br /&gt;
Name of chosen warp location. Prints nothing outside of specific messages.&lt;br /&gt;
&lt;br /&gt;
=== 00/002C : warp-point ===&lt;br /&gt;
&lt;br /&gt;
    warp-point()&lt;br /&gt;
&lt;br /&gt;
Warp point map icon.&lt;br /&gt;
&lt;br /&gt;
=== 00/002D : bomb-name ===&lt;br /&gt;
&lt;br /&gt;
    bomb-name()&lt;br /&gt;
&lt;br /&gt;
The name of the chosen bomb to be purchased/sold. Prints nothing outside of certain messages.&lt;br /&gt;
&lt;br /&gt;
=== 00/002E : XorY ===&lt;br /&gt;
&lt;br /&gt;
    XorY()&lt;br /&gt;
&lt;br /&gt;
Seems to indicate which item button an externally-chosen item is set to. Defaults to X.&lt;br /&gt;
&lt;br /&gt;
=== 00/0030 : bomb-bag-icon ===&lt;br /&gt;
&lt;br /&gt;
    bomb-bag-icon(uint8_t bag)&lt;br /&gt;
&lt;br /&gt;
Related to bomb bags, appears to just display a bomb bag icon? &amp;lt;code&amp;gt;bag&amp;lt;/code&amp;gt; values have been observed to be in the range 0..3, but so far no distinction has arisen.&lt;br /&gt;
&lt;br /&gt;
=== 00/0031 : bomb-count ===&lt;br /&gt;
&lt;br /&gt;
    bomb-count()&lt;br /&gt;
&lt;br /&gt;
Displays a count of bombs determined externally, printed as &amp;lt;code&amp;gt;printf(&amp;quot;%d bombs&amp;quot;, i)&amp;lt;/code&amp;gt;, defaults to zero. Used in bomb buy/sell messages.&lt;br /&gt;
&lt;br /&gt;
=== 00/0032 : bomb-price ===&lt;br /&gt;
&lt;br /&gt;
    bomb-price()&lt;br /&gt;
&lt;br /&gt;
Displays total price of chosen bombs, printed as &amp;lt;code&amp;gt;printf(&amp;quot;%d Rupees&amp;quot;, i)&amp;lt;/code&amp;gt;, defaults to zero. Price determined externally.&lt;br /&gt;
&lt;br /&gt;
=== 00/0033 : inline-three-next ===&lt;br /&gt;
&lt;br /&gt;
    inline-three-next(uint8_t value)&lt;br /&gt;
&lt;br /&gt;
Allocates space for the right red arrow used in an inline 3-option choice, specifically a non-default option. The value of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; appears to have no effect on the message display. Otherwise behaves just like its companion code, {inline-three-first}. See its documentation for more details.&lt;br /&gt;
&lt;br /&gt;
=== 00/0034 : inline-three-first ===&lt;br /&gt;
&lt;br /&gt;
    inline-three-first(uint8_t value)&lt;br /&gt;
&lt;br /&gt;
Allocates space for the right red arrow used in an inline 3-option choice, specifically the default option. The value of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; appears to have no effect on message display. Aside from one choosing the default option, this and {inline-three-next} behave identically under normal operation, and the two will be treated as the same in the following description.&lt;br /&gt;
&lt;br /&gt;
Lines on which these inline choice codes appear are centered, while other lines in the box are untouched. These options do not take ownership of the following text (unlike {oneof3} options), merely open up space within the message text for an arrow to appear. Players select an option by moving left and right with the analog stick, even when the options are spread across multiple lines. The first  option is the leftmost, and the last option is the rightmost.&lt;br /&gt;
&lt;br /&gt;
If more than three options are provided, space for an arrow is still given, but players cannot select them. If less than three are provided, the ones that are present represent the first available options, with missing options conceptually to the right of those present.&lt;br /&gt;
&lt;br /&gt;
If additional boxes of text follow in the message, then the player can't interact with the options, though they still appear as described. Subsequent boxes may contain more inline option codes, with each box considered to contain a separate choice.&lt;br /&gt;
&lt;br /&gt;
=== 00/0035 : nop000035 ===&lt;br /&gt;
&lt;br /&gt;
    nop000035()&lt;br /&gt;
&lt;br /&gt;
Only occurs in one message on its own. When used prints nothing. Surrounded by credits and debug(?) messages. In the currently-available decomp, it just cryptically push a word to some stack. (Other, similar codes push more descriptively-named things to the stack, for comparison.)&lt;br /&gt;
&lt;br /&gt;
=== 00/0036 : boxatleast ===&lt;br /&gt;
&lt;br /&gt;
    boxatleast(uint16_t frame_count)&lt;br /&gt;
&lt;br /&gt;
Requires the current box to be displayed for at least &amp;lt;code&amp;gt;frame_count&amp;lt;/code&amp;gt; frames after printing is finished before player can advance. Player may skip typing, but cannot advance beyond this box. Player is required to advance the text afterwards.&lt;br /&gt;
&lt;br /&gt;
=== 00/0037 : bombcap ===&lt;br /&gt;
&lt;br /&gt;
    bombcap(uint8_t type)&lt;br /&gt;
&lt;br /&gt;
Prints bomb capacity for a bomb bag that holds bombs of type &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;. Valid &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;s are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Bomb Type&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Normal&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || Underwater&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || Mobile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 00/0038 : arrowcap ===&lt;br /&gt;
&lt;br /&gt;
    arrowcap()&lt;br /&gt;
&lt;br /&gt;
Prints current quiver capacity.&lt;br /&gt;
&lt;br /&gt;
=== 00/0039 : heart ===&lt;br /&gt;
&lt;br /&gt;
    heart()&lt;br /&gt;
&lt;br /&gt;
Prints a ♥.&lt;br /&gt;
&lt;br /&gt;
=== 00/003B : returned-bug ===&lt;br /&gt;
&lt;br /&gt;
    returned-bug()&lt;br /&gt;
&lt;br /&gt;
Prints the name of the last bug you've returned to Agitha. Prints &amp;quot;♂ beetle&amp;quot; if you haven't turned in any bugs yet (or outside of Agitha messages in general?)&lt;br /&gt;
&lt;br /&gt;
=== 00/003C : letter-sender ===&lt;br /&gt;
&lt;br /&gt;
    letter-sender()&lt;br /&gt;
&lt;br /&gt;
Name of letter sender, only used when mailman has a single letter for you. Outside of that context, prints nothing.&lt;br /&gt;
&lt;br /&gt;
=== 00/003E : current-letter-page ===&lt;br /&gt;
&lt;br /&gt;
    current-letter-page()&lt;br /&gt;
&lt;br /&gt;
Prints the number of the current page of letters you're on. Outside of the normal place it appears, it displays the page you were on when you exited the letters screen. Prints &amp;quot;0&amp;quot; if you haven't looked at the letters screen since booting the game.&lt;br /&gt;
&lt;br /&gt;
=== 00/003F : max-letter-page ===&lt;br /&gt;
&lt;br /&gt;
    max-letter-page()&lt;br /&gt;
&lt;br /&gt;
Prints how many pages of letters you have in the letter screen. Prints &amp;quot;0&amp;quot; if you haven't looked at the letters screen since booting the game.&lt;br /&gt;
&lt;br /&gt;
=== 01/0000 : nop010000 ===&lt;br /&gt;
&lt;br /&gt;
    nop010000()&lt;br /&gt;
&lt;br /&gt;
Only used in a Yeto message. Possibly an effort that only works in certain maps?&lt;br /&gt;
&lt;br /&gt;
=== 01/000A : nop01000A ===&lt;br /&gt;
&lt;br /&gt;
    nop01000A()&lt;br /&gt;
&lt;br /&gt;
Only used in a couple of Shad messages. Possibly an effort that only works in certain maps?&lt;br /&gt;
&lt;br /&gt;
=== 01/0014 : nop010014 ===&lt;br /&gt;
&lt;br /&gt;
    nop010014()&lt;br /&gt;
&lt;br /&gt;
Consistently used before Midna's laughs, specifically where she says &amp;quot;Eee hee&amp;quot; in the text. Possibly a laugh sound, but the ones used in Ordon and Faron have no obvious effect even in their proper places.&lt;br /&gt;
&lt;br /&gt;
=== 03/0000 : wii-divert-to-idx ===&lt;br /&gt;
&lt;br /&gt;
    wii-divert-to-idx(uint32_t idx)&lt;br /&gt;
&lt;br /&gt;
Meaning unclear, but decomp shows that &amp;lt;code&amp;gt;idx&amp;lt;/code&amp;gt; can be understood as an INF1 index into the same BMG file the using message appears in. While it's not certain, it seems to divert certain messages to Wii-specific ones (particularly those describing controls) for the Wii versions of the game.&lt;br /&gt;
&lt;br /&gt;
=== 03/0001 : wiiA ===&lt;br /&gt;
&lt;br /&gt;
    wiiA()&lt;br /&gt;
&lt;br /&gt;
Looks like GameCube A button, but context (including this tag group) suggests it's intended to be the Wii A button.&lt;br /&gt;
&lt;br /&gt;
=== 03/0002 : wiiB ===&lt;br /&gt;
&lt;br /&gt;
    wiiB()&lt;br /&gt;
&lt;br /&gt;
Slightly off Wii B button. (Gray instead of white, but otherwise square like you'd expect for Wii UI.)&lt;br /&gt;
&lt;br /&gt;
=== 03/0003 : wiiHome ===&lt;br /&gt;
&lt;br /&gt;
    wiiHome()&lt;br /&gt;
&lt;br /&gt;
Not actually used in the game. Draws the Wii HOME button.&lt;br /&gt;
&lt;br /&gt;
=== 03/0004 : wiiMinus ===&lt;br /&gt;
&lt;br /&gt;
    wiiMinus()&lt;br /&gt;
&lt;br /&gt;
Wii - button.&lt;br /&gt;
&lt;br /&gt;
=== 03/0005 : wiiPlus ===&lt;br /&gt;
&lt;br /&gt;
    wiiPlus()&lt;br /&gt;
&lt;br /&gt;
Wii + button.&lt;br /&gt;
&lt;br /&gt;
=== 03/0006 : wii1 ===&lt;br /&gt;
&lt;br /&gt;
    wii1()&lt;br /&gt;
&lt;br /&gt;
Wii 1 button.&lt;br /&gt;
&lt;br /&gt;
=== 03/0007 : wii2 ===&lt;br /&gt;
&lt;br /&gt;
    wii2()&lt;br /&gt;
&lt;br /&gt;
Wii 2 button.&lt;br /&gt;
&lt;br /&gt;
=== 03/0008 : wiiD-WES ===&lt;br /&gt;
&lt;br /&gt;
    wiiD-WES()&lt;br /&gt;
&lt;br /&gt;
Wii D-Pad, blinking red marks on West, East, and South directions.&lt;br /&gt;
&lt;br /&gt;
=== 03/0009 : wiiD-N ===&lt;br /&gt;
&lt;br /&gt;
    wiiD-N()&lt;br /&gt;
&lt;br /&gt;
Wii D-Pad, blinking red mark on North direction.&lt;br /&gt;
&lt;br /&gt;
=== 03/000A : wiiD-S ===&lt;br /&gt;
&lt;br /&gt;
    wiiD-S()&lt;br /&gt;
&lt;br /&gt;
Wii D-Pad, blinking red mark on South direction.&lt;br /&gt;
&lt;br /&gt;
=== 03/000B : wiiD-WE ===&lt;br /&gt;
&lt;br /&gt;
    wiiD-WE()&lt;br /&gt;
&lt;br /&gt;
Wii D-Pad, blinking red marks on West and East directions.&lt;br /&gt;
&lt;br /&gt;
=== 03/000C : wiiD-E ===&lt;br /&gt;
&lt;br /&gt;
    wiiD-E()&lt;br /&gt;
&lt;br /&gt;
Wii D-Pad, blinking red mark on East direction.&lt;br /&gt;
&lt;br /&gt;
=== 03/000D : wiiD-W ===&lt;br /&gt;
&lt;br /&gt;
    wiiD-W()&lt;br /&gt;
&lt;br /&gt;
Not actually used in the game. Wii D-Pad, blinking red mark on West direction.&lt;br /&gt;
&lt;br /&gt;
=== 03/000E : wiimote ===&lt;br /&gt;
&lt;br /&gt;
    wiimote()&lt;br /&gt;
&lt;br /&gt;
Wiimote controller (depicting upper half, top-down view). Visually identical to {wiimote2}, but is used way less often.&lt;br /&gt;
&lt;br /&gt;
=== 03/000F : reticule ===&lt;br /&gt;
&lt;br /&gt;
    reticule()&lt;br /&gt;
&lt;br /&gt;
Targeting reticule, seen when using motion controls.&lt;br /&gt;
&lt;br /&gt;
=== 03/0010 : nunchuck ===&lt;br /&gt;
&lt;br /&gt;
    nunchuck()&lt;br /&gt;
&lt;br /&gt;
Nunchuck controller (depicting upper portion, top-down view).&lt;br /&gt;
&lt;br /&gt;
=== 03/0011 : wiimote2 ===&lt;br /&gt;
&lt;br /&gt;
    wiimote2()&lt;br /&gt;
&lt;br /&gt;
Wiimote controller (depicting upper half, top-down view). Visually identical to {wiimote}, but is used way more often.&lt;br /&gt;
&lt;br /&gt;
=== 03/0012 : fairy ===&lt;br /&gt;
&lt;br /&gt;
    fairy()&lt;br /&gt;
&lt;br /&gt;
Not actually used in game. Animated blue fairy, flapping its wings.&lt;br /&gt;
&lt;br /&gt;
=== 03/0013 : wiiC ===&lt;br /&gt;
&lt;br /&gt;
    wiiC()&lt;br /&gt;
&lt;br /&gt;
Looks like GameCube C stick, but from actual usage and the tag group it's in, would appear to be intended as the Wii C button.&lt;br /&gt;
&lt;br /&gt;
=== 03/0014 : wiiZ ===&lt;br /&gt;
&lt;br /&gt;
    wiiZ()&lt;br /&gt;
&lt;br /&gt;
Looks like GameCube Z button, but from actual usage and the tag group it's in, would appear to be intended as the Wii Z button.&lt;br /&gt;
&lt;br /&gt;
=== 05/0000 : timestat ===&lt;br /&gt;
&lt;br /&gt;
    timestat(uint8_t what)&lt;br /&gt;
&lt;br /&gt;
Prints a time statistic. For the sledding and STAR minigames, the only &amp;lt;code&amp;gt;what&amp;lt;/code&amp;gt; value used is 0, and of course prints the time. For goat herding, &amp;lt;code&amp;gt;what&amp;lt;/code&amp;gt; can be either of these values:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Time relative to record (for text like &amp;quot;1:23 slower than usual&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Absolute time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prints nothing outside of specific contexts.&lt;br /&gt;
&lt;br /&gt;
=== 05/0003 : bugstat ===&lt;br /&gt;
&lt;br /&gt;
    bugstat(uint8_t what)&lt;br /&gt;
&lt;br /&gt;
Provides a statistic about Agitha's bug quest. Every option printed as &amp;lt;code&amp;gt;printf(&amp;quot;%d bugs&amp;quot;, i)&amp;lt;/code&amp;gt;. Possible options for &amp;lt;code&amp;gt;what&amp;lt;/code&amp;gt; are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Bugs returned&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Bugs still missing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 05/0007 : river-points ===&lt;br /&gt;
&lt;br /&gt;
    river-points()&lt;br /&gt;
&lt;br /&gt;
Prints number of points earned from the Rapid Ride minigame. Defaults to zero, and prints as &amp;lt;code&amp;gt;printf(&amp;quot;%d points&amp;quot;, i)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== 05/0008 : fish-length ===&lt;br /&gt;
&lt;br /&gt;
    fish-length()&lt;br /&gt;
&lt;br /&gt;
Prints the length of a fish, in the form &amp;lt;code&amp;gt;printf(&amp;quot;%d inches&amp;quot;, i)&amp;lt;/code&amp;gt;. Defaults to zero. Can be used to report the size of the just-caught fish, or the largest fish of a particular type caught, depending on context.&lt;br /&gt;
&lt;br /&gt;
=== 05/0009 : mart-goal-left ===&lt;br /&gt;
&lt;br /&gt;
    mart-goal-left(uint16_t dummy, int16_t goal)&lt;br /&gt;
&lt;br /&gt;
Print money still needed to reach the current Malo Mart donation goal. Text printed is equivalent to &amp;lt;code&amp;gt;printf(&amp;quot;%d Rupees&amp;quot;, goal - total_donated)&amp;lt;/code&amp;gt;. The &amp;lt;code&amp;gt;goal&amp;lt;/code&amp;gt; value is what determines the goal being referenced (and in fact does not need to correspond to an actual Malo Mart goal at all); the game simply chooses different messages to report on the progress towards different goals. &amp;lt;code&amp;gt;dummy&amp;lt;/code&amp;gt; has no effect.&lt;br /&gt;
&lt;br /&gt;
Note that in reality the game takes the tag's argument as a single 32-bit integer, which gets assigned to a signed 16-bit integer. This means that unsigned values larger than 0x7FFF are actually triggering implementation-defined behavior, which in this case appears to be just &amp;quot;always take the lower 16 bits as-is&amp;quot;. The effect is that the single argument can be equivalently understood as two arguments, as described above.&lt;br /&gt;
&lt;br /&gt;
=== 05/000A : letter-count ===&lt;br /&gt;
&lt;br /&gt;
    letter-count()&lt;br /&gt;
&lt;br /&gt;
Number of letters mailman has for you, printed as &amp;lt;code&amp;gt;printf(&amp;quot;%d letters&amp;quot;, i)&amp;lt;/code&amp;gt;. Defaults to zero.&lt;br /&gt;
&lt;br /&gt;
=== 05/000B : poes-needed ===&lt;br /&gt;
&lt;br /&gt;
    poes-needed()&lt;br /&gt;
&lt;br /&gt;
Number of Poe souls Jovani still needs returned, printed as &amp;lt;code&amp;gt;printf(&amp;quot;%d ghosts&amp;quot;, i)&amp;lt;/code&amp;gt;. Set to 20 at the start of the game.&lt;br /&gt;
&lt;br /&gt;
=== 05/000C : balloon-score ===&lt;br /&gt;
&lt;br /&gt;
    balloon-score(uint8_t which)&lt;br /&gt;
&lt;br /&gt;
Reports a Fruit-Pop-Flight minigame score. &amp;lt;code&amp;gt;which&amp;lt;/code&amp;gt; can be one of the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Score from this run.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || High Score.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 05/000D : fish-count ===&lt;br /&gt;
&lt;br /&gt;
    fish-count()&lt;br /&gt;
&lt;br /&gt;
Prints number of fish caught, in the form &amp;lt;code&amp;gt;printf(&amp;quot;%d fish&amp;quot;, i)&amp;lt;/code&amp;gt;. Used only the fishing journal, which reports number of fish caught per type.&lt;br /&gt;
&lt;br /&gt;
=== 05/000E : at-rollgoal ===&lt;br /&gt;
&lt;br /&gt;
    at-rollgoal()&lt;br /&gt;
&lt;br /&gt;
Prints current Rollgoal level, defaults to 0-0.&lt;br /&gt;
&lt;br /&gt;
=== 06/0002 : male ===&lt;br /&gt;
&lt;br /&gt;
    male()&lt;br /&gt;
&lt;br /&gt;
♂ symbol&lt;br /&gt;
&lt;br /&gt;
=== 06/0003 : female ===&lt;br /&gt;
&lt;br /&gt;
    female()&lt;br /&gt;
&lt;br /&gt;
♀ symbol&lt;br /&gt;
&lt;br /&gt;
=== 06/0004 : star ===&lt;br /&gt;
&lt;br /&gt;
    star()&lt;br /&gt;
&lt;br /&gt;
Star, approx. ★&lt;br /&gt;
&lt;br /&gt;
=== 06/0005 : refmark ===&lt;br /&gt;
&lt;br /&gt;
    refmark()&lt;br /&gt;
&lt;br /&gt;
※ symbol&lt;br /&gt;
&lt;br /&gt;
=== 06/0006 : thin-left-arrow ===&lt;br /&gt;
&lt;br /&gt;
    thin-left-arrow()&lt;br /&gt;
&lt;br /&gt;
Thin left arrow, approx. ←&lt;br /&gt;
&lt;br /&gt;
=== 06/0007 : thin-right-arrow ===&lt;br /&gt;
&lt;br /&gt;
    thin-right-arrow()&lt;br /&gt;
&lt;br /&gt;
Not actually used in game. Thin right arrow, approx. →&lt;br /&gt;
&lt;br /&gt;
=== 06/0008 : thin-up-arrow ===&lt;br /&gt;
&lt;br /&gt;
    thin-up-arrow()&lt;br /&gt;
&lt;br /&gt;
Not actually used in game. Thin up arrow, approx. ↑&lt;br /&gt;
&lt;br /&gt;
=== 06/0009 : thin-down-arrow ===&lt;br /&gt;
&lt;br /&gt;
    thin-down-arrow()&lt;br /&gt;
&lt;br /&gt;
Not actually used in game. Thin down arrow, approx. ↓&lt;br /&gt;
&lt;br /&gt;
=== 06/000A : bullet ===&lt;br /&gt;
&lt;br /&gt;
    bullet()&lt;br /&gt;
&lt;br /&gt;
Prints a bullet for introducing a list item, specifically a lozenge (approx. ⧫). Always a black color, used in item descriptions.&lt;br /&gt;
&lt;br /&gt;
=== 06/000B : bullet-space ===&lt;br /&gt;
&lt;br /&gt;
    bullet-space()&lt;br /&gt;
&lt;br /&gt;
Prints horizontal space equivalent to the space a {bullet} takes up. Used to line up subsequent lines of a list item in item descriptions.&lt;br /&gt;
&lt;br /&gt;
=== FF/0000 : color ===&lt;br /&gt;
&lt;br /&gt;
    color(uint8_t hue)&lt;br /&gt;
&lt;br /&gt;
Sets the color to the chosen hue. Color persists until the next {color} or the end of the message, though some control codes may ignore the color or otherwise be unaffected by it. Colors appear to be a variation of Wind Waker's colors. Possible &amp;lt;code&amp;gt;hue&amp;lt;/code&amp;gt; values are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value || Color&lt;br /&gt;
|-&lt;br /&gt;
| 0 || style=&amp;quot;background:#ffffff; color:black;&amp;quot;| Default text color (usually white)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || style=&amp;quot;background:#f07878; color:black;&amp;quot;| Red&lt;br /&gt;
|-&lt;br /&gt;
| 2 || style=&amp;quot;background:#aadc8c; color:black;&amp;quot;| Green&lt;br /&gt;
|-&lt;br /&gt;
| 3 || style=&amp;quot;background:#a0b4dc; color:black;&amp;quot;| Blue&lt;br /&gt;
|-&lt;br /&gt;
| 4 || style=&amp;quot;background:#dcdc82; color:black;&amp;quot;| Yellow&lt;br /&gt;
|-&lt;br /&gt;
| 5 || style=&amp;quot;background:#b4c8e6; color:black;&amp;quot;| Ever-so-slightly lighter blue&lt;br /&gt;
|-&lt;br /&gt;
| 6 || style=&amp;quot;background:#c8a0dc; color:black;&amp;quot;| Lavender&lt;br /&gt;
|-&lt;br /&gt;
| 7 || style=&amp;quot;background:#ffffff; color:black;&amp;quot;| Always white&lt;br /&gt;
|-&lt;br /&gt;
| 8 || style=&amp;quot;background:#dcaa78; color:black;&amp;quot;| Orange&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== FF/0001 : size ===&lt;br /&gt;
&lt;br /&gt;
    size(uint16_t pct)&lt;br /&gt;
&lt;br /&gt;
Scales following text to &amp;lt;code&amp;gt;pct&amp;lt;/code&amp;gt; percent the size of normal text in this type of message box. Scale persists until the next {size} or the end of the message. Pieces of text of different scales on one line are aligned on their centers.&lt;/div&gt;</summary>
		<author><name>ShimmerFairy</name></author>	</entry>

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