[SetName] sets the speaker’s name on a CG textbox. Put a [NL] after the name. In FE8 it seems you can only do this once per text entry so you’ll need to make separate ones if two characters are speaking over a CG.
[CloseSpeechSlow] closes the active speech bubble, place it after the [A]. There’s also [CloseSpeechFast].
bh:00: End convo/text [X] bh:01: New line [NL] bh:02: Two new lines [2NL] bh:03: Blue arrow (push A to continue) [A] bh:04: Short pause in speech […] bh:05: Longer pause in speech (alltext uses this one) […] bh:06: Longer pause in speech […] bh:07: Long pause in speech […] bh:08: Open speech bubble [OpenFarLeft] bh:09: Open speech bubble [OpenMidLeft] bh:0a: Open speech bubble [OpenLeft] bh:0b: Open speech bubble [OpenRight] bh:0c: Open speech bubble [OpenMidRight] bh:0d: Open speech bubble [OpenFarRight] bh:0e: Open speech bubble [OpenFarFarLeft] bh:0f: Open speech bubble [OpenFarFarRight] bh:10: Character 0x10 sets a portrait with the byte that follows; use Portrait List.txt
to check value labels [LoadFace] bh:11: Clear current speaker’s face [ClearFace] bh:12: Sets text speed to display normally [NormalPrint] (FE 6 only!) bh:13: Sets text speed to display quickly [FastPrint] (FE 6 only!) bh:14: Close speech bubble quickly [CloseSpeechFast] bh:15: Close speech bubble slowly [CloseSpeechSlow] bh:16: Makes characters move their mouth or stop [ToggleMouthMove] bh:17: Makes characters use their smiling frames or cease [ToggleSmile] bh:18: Gives a yes/no prompt (starts on yes) [Yes] bh:19: Gives a yes/no prompt (starts on no) [No] bh:1a: Gives buy/sell prompt (glitches if no shop?) [Buy/Sell] bh:1b: Gives a prompt about whether the player would like to continue with using the shop
[ShopContinue] (FE 8 only!) bh:1c: Sends selected character to back of display [SendToBack] bh:1d: Play text faster for the open speech bubble [FastPrint] (FE 8 only!) bh:1f: Short pause - text printing SFX still play [.]
20-7F: Standard ASCII with 0x20 as a space, etc.
80: Movement flag/extended controls
Types: wh:0480: Load face at overworld map [LoadOverworldFaces] wh:0580: Print monetary amount [G] wh:0a80: Move to far left [MoveFarLeft] wh:0b80: Move to mid left [MoveMidLeft] wh:0c80: Move to left [MoveLeft] wh:0d80: Move to right [MoveRight] wh:0e80: Move to mid right [MoveMidRight] wh:0f80: Move to far right [MoveFarRight] wh:1080: Move to off screen left [MoveFarFarLeft] wh:1180: Move to off screen right [MoveFarFarRight] wh:1680: Enables blinking [EnableBlinking] wh:1880: Delays blinking for a fixed amount of time after the line fills [DelayBlinking] wh:1980: Pauses blinking for a short time; calling repeatedly doesn’t seem to queue pauses
properly [PauseBlinking] wh:1b80: Disables blinking [DisableBlinking] wh:1c80: Open eyes (if closed or half) [OpenEyes] wh:1d80: Close eyes [CloseEyes] wh:1e80: Close eyes halfway [HalfCloseEyes] wh:1f80: Wink (character’s outside eye) [Wink] wh:2080: Say Tactician’s name [Tact] wh:2180: Change text red (if used again, changes text back to black) [ToggleRed] wh:2280: Display name of item that has been loaded [Item] wh:2380: Sets name of speaker with text that appears after until next line break (used for
dialogs that appear over CGs) [SetName] wh:2580: Toggles whether to invert the colors of the dialog box for that creepy ghost voice
effect [ToggleColorInvert]
Using the position a character is already in as a destination causes them to “bounce”. Using a destination that already has a character filling it will cause the characters to switch places. Also, notice the simililarities between the movement types and the “[Open]” commands. Note that there is a 4 character limit for conversations - clear one before loading a fifth each time.