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There are several parts to Oak's text which you can find at 0x1C5C78, 0x1C5D06, 0x1C5D12, 0x1C5D4B, 0x1C5DBD, 0x1C59D5, 0x1C5DEA, 0x1C5E13, 0x1C5E2E, 0x1C5EB5, 0x1C5EC5 and 0x1C5EF4. These pure text strings are split into multiple segments as it obviously doesn't take place during normal gameplay so there's a lot of ASM that's doing things like loading sprites and naming characters etc.
The third gen games don't use ASCII except for the BPRE header that you've found. They use a custom character table to display all of their in-game characters as there are characters such as [PK] [MN] and [.] (in XSE) that don't correspond to anything in ASCII. You can get an idea of which characters are assigned to which hexadecimal value by downloading XSE 1.1.1's source code and opening the 'modTextSapp.bas' file or checking out diegoiseawesome's XSE tutorial as he has most (but not all) of the hex values listed.
As far as I know, there's no source code for A-Text as it was made super long ago. Here in the Pokemon hacking community, open source tools only really became a thing in the early 2010's so I think you're straight out of luck.
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