Dialog text in the game can use special formatting codes to influence timing and position of text. There are some codes available which were never used in the original text.
Ends a dialog message. Automatically added by the inserter at the end of each message if omitted.
Wait for a button press, clear the dialog box, and keep going.
Original Tomato tool had [NEWWIN]. This simply waits for a button press and continues on the next line.
Delays for a period of time based on the hex value XX (00 - FF), then continues on the next line.
Clears the dialog box and continues text.
Starts a new line. Without this, text just continues on the same line. It does not wrap by word.
Turns the teletype ticker off. This makes the following text show immediately.
No-operation. Does nothing.
Like PAUSEBREAK, but without the BREAK. Delays and continues on the same line.
Equivalent to [PAUSE 0F]. Delays for a little and continues on the same line.
Move the x position of the text forward by XX pixels. Not normally used in the game.
Move the x position of the text down by XX pixels. Not normally used in the game.
Not currently known. Sets a flag and appears related to sound effects.
Not currently known. Turns off the flag set by [FF 1A XX].
Draws the following text at double width.
Draws the following text at double height.
Draws the following text at double width and height.
Resets size to normal width and height.
Not currently known. Sets a flag. Doesn't seem to do anything.
Not currently known. Clears the flag set by [FF 20].
Not currently known. Remembers the XX value.
Clears the value set by [FF 22 XX].
Horizontally centers text in the dialog box.
Vertically centers text in the dialog box.
Center vertially and horizontally inside the dialog box.
Display the time spent playing the game, as in 01:23:45.
Set the color to slightly off white, the normal dialog color.
Sets the color to red.
Sets the color to red. This may have originally been intended to set gray or another color.
Like [WAIT] and [CONTINUE] but keeps going on the same line without clearing.
Specifies that the text which follows is for the first option in an upcoming selection.
Specifies that the text which follows is for the next option in an upcoming selection. While often used for only two choices, can define more.
You will almost always want some space before this.
Triggers the choice between [MENU1] and any [MENU2]s. Always shown on the second line, [BREAK] or not.
Shows a number generated by the scripting engine / game code. This could be a Pacifier count, money obtained, price for something (like an inn), or a score on a minigame, etc.
The main character's name.
The second character's name.
The third character's name.
The fourth character's name.
An item, Gimmick, or clothing name. May include a count, i.e. "2x Fruit".