    // Specifies how much y-space to put between a Textbox or Promptbox line.
    //
    void SetV1TextboxYBuffer( int y )

    // Sets how many lines of text a textbox maxes out at (AutoText() ,
    // PromptDirect() , and TextboxDirect()  care mostly about this.  TextBox() ,
    // TextBoxM() , and Prompt()  max out at 3 lines without some abuse or changes.
    //
    void SetV1MaxTextLines( int i )

    // Sets the bounding box for the background box of the v1rpg textbox and
    // promptbox functions.
    //
    void SetV1TextboxBG( int x, int y, int w, int h )

    // Sets the bounding box for the text of the v1rpg textbox and promptbox
    // functions.
    //
    void SetV1TextArea( int x, int y, int w, int h  )

    // Changes the coordinates of the bobby moretext arrow.
    //
    void SetV1MoreTextArrowPos( int x, int y )

    // Sets the Small Font for the v1rpg library.
    //
    void v1_SetSmallFont( int fnt_handle )

    // Restores the Small Font for the v1rpg library to it's original font.
    //
    void v1_RestoreSmallFont()

    // returns the font handle of the v1rpg library's current small font.
    //
    int v1_GetSmallFont()

    // Sets the Large Font for the v1rpg library.
    //
    void v1_SetLargeFont( int fnt_handle )

    // Restores the Large Font for the v1rpg library to it's original font.
    //
    void v1_RestoreLargeFont()

    // returns the font handle of the v1rpg library's current Large font.
    //
    int v1_GetLargeFont()

    // 1 sets Textscrolling on,
    // 0 turns it off.
    void SetTextBoxScroll( int on )

    //returns 1 if text scroll mode is on, 0 if it's off.
    int GetTextBoxScrollMode()

    // Takes a single string of text and does as many TextBoxM() 's and a
    // final TextBox()  as needed.
    //
    // | and/or TAB will force a newline.
    // ~ and/or NEWLINE will force an entirely new box.
    //
    // VERGEDev doesn't advocate the use of Autotext for most cases because it
    // ruins the dramatic effect of well-plotted out textboxes.  Done correctly,
    // your game is awesomely poetic and quotable.  However, having massive boxes
    // of text taht don't have complete thoughts in one screen ruins the
    // illusion.
    //
    // Ask vec for a more in-depth explaination sometime. ;)
    //
    // However, autotext is very useful if you're dynamically resizing your boxes,
    // or pulling dynamic content from somewhere, etc etc, so here's the function anyways.
    //
    void AutoText( int sp, string master_text )

    // The main textbox.  Takes a speech portrait index, and three strings and
    // prints them out,
    void TextBox(int sp, string s1, string s2, string s3)

    // Like Textbox, but makes a little arrow bob up and down in the corner to
    // denote that there will be more text to come.
    //
    void TextBoxM(int sp, string s1, string s2, string s3)

    // Create a promptbox.  Takes a speech portrat and three lines of text and
    // displays a textbox of them.
    //
    // Then takes a |-delineated list and creates a promptbox.
    // Returns the token index of the choice selected.
    // Doesn't allow cancelling at this time.
    //
    // Example:
    // if choices is "Yes|No|Maybe" makes a promptbox with "Yes", "No", and "Maybe"
    // as choosable choices.  If the player chooses "Yes", it returns 0, if the
    // player chooses "No" it returns 1, and if the player chooses "Maybe" it
    // returns 2.
    int Prompt(int sp, string s1, string s2, string s3, string choices)

    // Draws the Speech Portrait.
    //
    void DrawSpeechPortrait( int speech_idx )