ACCESS: Support Amazon Spanish in access.dat R/W
I assume we want to use stable language codes in access/resources.cpp even if language.h keeps changing, so I've used language code "23" for ES_ESP since this was the enum value in language.h the last time access.dat was generated. Note: we still need access.dat to be regenerated for the game to work, but create_access should now be able to extract the needed info from the Spanish version of AMAZON.EXE and the game should run fine afterwards.
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2 changed files with 26 additions and 1 deletions
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@ -231,7 +231,7 @@ bool processExecutable(int exeIdx, const char *name) {
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const char *const *itemNames;
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const int *comboTable;
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byte gameId = 0, discType = 0, demoType = 0;
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byte language = Common::EN_ANY;
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byte language = 5; //old Common::EN_ANY;
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// Open up the file for access
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File exeFile;
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@ -268,6 +268,28 @@ bool processExecutable(int exeIdx, const char *name) {
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comboTable = &Amazon::COMBO_TABLE[0][0];
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break;
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case 12012:
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// Amazon Spanish floppy
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language = 23; //old Common::ES_ESP;
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gameId = 1;
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dataSegmentOffset = 0xC8C0;
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filenamesOffset = dataSegmentOffset + 0x3628 + 0x128;
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numFilenames = 100;
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charsStart = dataSegmentOffset + 0x4234 + 0x128;
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charsEnd = dataSegmentOffset + 0x49c6 + 0x128;
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roomsStart = dataSegmentOffset + 0x35a8 + 0x128;
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roomsEnd = dataSegmentOffset + 0x4234 + 0x128;
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travelPosOffset = dataSegmentOffset + 0x5ff7 + 0x128 + 0x2b;
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numRooms = 64;
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roomDescs = &Amazon::ROOM_DESCR[0];
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deathScreens = Amazon::DEATH_SCREENS_ENG;
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deathText = &Amazon::DEATH_TEXT_ENG[0];
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numDeaths = sizeof(Amazon::DEATH_SCREENS_ENG);
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numItems = 85;
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itemNames = &Amazon::INVENTORY_NAMES_ENG[0];
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comboTable = &Amazon::COMBO_TABLE[0][0];
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break;
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case 12360:
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// Amazon CD English
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gameId = 1;
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