Makes several UI spots reachable for translation mods without forking the
engine. All behavior-neutral for the base game: Strings(x) is the identity
function when no catalog is loaded, and the metric dex fields are opt-in.
- ListMenu: draw the title via Strings() (covers bag/PC/box/fly/move lists)
- Menu / (see follow-up ChoiceBox): grow the box to the widest label so longer
localized labels don't overflow the frame
- OptionsMenu: wrap toggle values (ON/OFF, SET/SHIFT, WIDE/OG, text speed) and
the ruleset display name in Strings()
- Schemas: add optional dexEntry.heightM / weightKg
- DexEntryMenu: render metric height/weight when those fields are present,
otherwise unchanged (ft/in + lb)
Selecting a start-menu row pops the start menu before the submenu is
pushed (Menu's generic A handler), so B in a submenu had no parent to
return to and dropped straight to the overworld. pokered redisplays
the start menu instead (RedisplayStartMenu from the party/item/
trainer-card/option handlers), so give each vanilla submenu an
onCancel that re-opens the start menu; the saved cursor row
(wBattleAndStartSavedMenuItem) restores on re-entry.
- PokedexMenu/BagMenu forward opts.onCancel into their ListMenu
- TrainerCard dismisses back via onCancel on A or B
(WaitForTextScrollButtonPress then RedisplayStartMenu)
- OptionsMenu fires onCancel from both B/START and the CANCEL row
- PlayerPC rows are keepOpen so B in WITHDRAW/DEPOSIT/TOSS returns to
the PC root menu (players_pc.asm), matching the BoxMenu pattern
The SAVE flow is untouched: StartMenu_SaveReset falls through to
HoldTextDisplayOpen and never redisplays the menu. Battle-opened
party/bag screens get no onCancel, so mid-battle cancel behavior is
unchanged.
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
* main menu scrollable when over 8 items
* buggies
* more buggies
* Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win
* more and more bugs