japan: matched

This commit is contained in:
Oliver Bell committed 2025-09-13 18:01:12 +01:00
1 parent 884c8c007e
commit 86d9c25cae
5 files changed
+71 -17

No files matched your search

+5 -15
View File
@@ -224,9 +224,8 @@ void Task_MultiplayerSinglePakResultsScreenInit(void)
s->oamFlags = SPRITE_OAM_ORDER(4);
s->graphics.size = 0;
// Non match required for main rom, and collect rings roms
// but not required for the japanese collect rings rom
#if !defined(NON_MATCHING) && (!defined(JAPAN) || !COLLECT_RINGS_ROM)
// Non match required for non japan main rom
#if !defined(NON_MATCHING) && !defined(JAPAN)
#if COLLECT_RINGS_ROM
do
#endif
@@ -247,20 +246,11 @@ void Task_MultiplayerSinglePakResultsScreenInit(void)
s->graphics.anim = SA2_ANIM_MP_SINGLE_PAK_RESULTS_CUMULATIVE;
break;
#endif
case LANG_JAPANESE: {
#if !defined(NON_MATCHING) && COLLECT_RINGS_ROM && defined(JAPAN)
// Hack only required for the japanese collect rings rom build
s32 temp;
s->graphics.anim = temp = SA2_ANIM_MP_SINGLE_PAK_RESULTS_CUMULATIVE;
s->graphics.anim = temp;
#else
case LANG_JAPANESE:
s->graphics.anim = SA2_ANIM_MP_SINGLE_PAK_RESULTS_CUMULATIVE;
#endif
} break;
break;
#ifdef JAPAN
case LANG_ENGLISH:
s->graphics.anim = SA2_ANIM_MP_SINGLE_PAK_RESULTS_ROUND;
break;
#endif
default:
s->graphics.anim = SA2_ANIM_MP_SINGLE_PAK_RESULTS_ROUND;
@@ -381,7 +371,7 @@ void sub_80823FC(void)
switch (gMultiplayerLanguage) {
case 0:
background->unk1E = 0;
#if COLLECT_RINGS_ROM && defined(JAPAN)
#ifdef JAPAN
background->unk20 = 0;
#else
background->unk20 = 4;
+6 -2
View File
@@ -79,10 +79,14 @@ void CreateMultiplayerTeamPlayScreen(void)
lang = gLoadedSaveGame->language;
if (lang > NUM_LANGUAGES) {
#ifndef EUROPE
lang = LANG_JAPANESE;
#ifdef JAPAN
lang = LANG_DEFAULT;
#else
#ifdef EUROPE
lang = LANG_ENGLISH;
#else
lang = LANG_JAPANESE;
#endif
#endif
}
+48
View File
@@ -669,7 +669,11 @@ const struct UNK_080D95E8 sDifficultyMenuTitleText[NUM_LANGUAGES] = {
const struct UNK_080D95E8 sDifficultyMenuControlsText[NUM_LANGUAGES] = {
[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 958, .unk2 = 0, .unk4 = 28 },
[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 1010, .unk2 = 0, .unk4 = 22 },
#ifdef JAPAN
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
#else
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
#endif
[LanguageIndex(LANG_FRENCH)] = { .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
[LanguageIndex(LANG_SPANISH)] = { .unk0 = 1013, .unk2 = 0, .unk4 = 26 },
[LanguageIndex(LANG_ITALIAN)] = { .unk0 = 1014, .unk2 = 0, .unk4 = 28 },
@@ -686,7 +690,11 @@ const struct UNK_080D95E8 sTimeLimitMenuTitleText[NUM_LANGUAGES] = {
const struct UNK_080D95E8 sTimeLimitMenuControlsText[NUM_LANGUAGES] = {
[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 958, .unk2 = 0, .unk4 = 28 },
[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 1010, .unk2 = 0, .unk4 = 22 },
#ifdef JAPAN
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
#else
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
#endif
[LanguageIndex(LANG_FRENCH)] = { .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
[LanguageIndex(LANG_SPANISH)] = { .unk0 = 1013, .unk2 = 0, .unk4 = 26 },
[LanguageIndex(LANG_ITALIAN)] = { .unk0 = 1014, .unk2 = 0, .unk4 = 28 },
@@ -705,13 +713,21 @@ const struct UNK_080D95E8 sButtonConfigTitleAndControlsText[NUM_LANGUAGES][3] =
},
[LanguageIndex(LANG_GERMAN)] = {
{ .unk0 = 981, .unk2 = 3, .unk4 = 38 },
#ifdef JAPAN
{ .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
#else
{ .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
#endif
{ .unk0 = 981, .unk2 = 4, .unk4 = 17 },
},
[LanguageIndex(LANG_FRENCH)] = {
{ .unk0 = 982, .unk2 = 3, .unk4 = 44 },
{ .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
#ifdef JAPAN
{ .unk0 = 982, .unk2 = 4, .unk4 = 23 },
#else
{ .unk0 = 982, .unk2 = 4, .unk4 = 17 },
#endif
},
[LanguageIndex(LANG_SPANISH)] = {
{ .unk0 = 983, .unk2 = 3, .unk4 = 40 },
@@ -773,13 +789,21 @@ const struct UNK_080D95E8 sLanguageScreenTitles[NUM_LANGUAGES] = {
const struct UNK_080D95E8 sLanguageScreenEditControlsText[NUM_LANGUAGES] = {
[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 958, .unk2 = 0, .unk4 = 28 },
[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 1010, .unk2 = 0, .unk4 = 22 },
#ifdef JAPAN
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
#else
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
#endif
[LanguageIndex(LANG_FRENCH)] = { .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
[LanguageIndex(LANG_SPANISH)] = { .unk0 = 1013, .unk2 = 0, .unk4 = 26 },
[LanguageIndex(LANG_ITALIAN)] = { .unk0 = 1014, .unk2 = 0, .unk4 = 28 },
};
const struct UNK_080D95E8 sLanguageScreenNewControlsText[NUM_LANGUAGES] = {
#ifdef JAPAN
[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 953, .unk2 = 13, .unk4 = 28 },
#else
[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 953, .unk2 = 13, .unk4 = 26 },
#endif
[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 995, .unk2 = 1, .unk4 = 20 },
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 995, .unk2 = 1, .unk4 = 20 },
[LanguageIndex(LANG_FRENCH)] = { .unk0 = 995, .unk2 = 1, .unk4 = 20 },
@@ -814,7 +838,11 @@ const struct UNK_080D95E8 sDeleteScreenAbsoluteConfirmTitleText[NUM_LANGUAGES] =
const struct UNK_080D95E8 sDeleteScreenControlsText[NUM_LANGUAGES] = {
[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 958, .unk2 = 0, .unk4 = 28 },
[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 1010, .unk2 = 0, .unk4 = 22 },
#ifdef JAPAN
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
#else
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
#endif
[LanguageIndex(LANG_FRENCH)] = { .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
[LanguageIndex(LANG_SPANISH)] = { .unk0 = 1013, .unk2 = 0, .unk4 = 26 },
[LanguageIndex(LANG_ITALIAN)] = { .unk0 = 1014, .unk2 = 0, .unk4 = 28 },
@@ -857,7 +885,11 @@ const struct UNK_080D95E8 sPlayerDataMenuTitleText[NUM_LANGUAGES] = {
const struct UNK_080D95E8 sPlayerDataMenuControlsText[NUM_LANGUAGES] = {
[LanguageIndex(LANG_JAPANESE)] = { .unk0 = 958, .unk2 = 0, .unk4 = 28 },
[LanguageIndex(LANG_ENGLISH)] = { .unk0 = 1010, .unk2 = 0, .unk4 = 22 },
#ifdef JAPAN
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 39 },
#else
[LanguageIndex(LANG_GERMAN)] = { .unk0 = 1011, .unk2 = 0, .unk4 = 26 },
#endif
[LanguageIndex(LANG_FRENCH)] = { .unk0 = 1012, .unk2 = 0, .unk4 = 26 },
[LanguageIndex(LANG_SPANISH)] = { .unk0 = 1013, .unk2 = 0, .unk4 = 26 },
[LanguageIndex(LANG_ITALIAN)] = { .unk0 = 1014, .unk2 = 0, .unk4 = 28 },
@@ -1196,7 +1228,11 @@ void CreateTimeAttackLevelSelectScreen(bool16 isBossView, s16 selectedCharacter,
timeRecordsScreen->view = TIME_RECORDS_SCREEN_VIEW_TIME_ATTACK;
if (timeRecordsScreen->language > NUM_LANGUAGES - 1) {
#ifdef JAPAN
timeRecordsScreen->language = LanguageIndex(LANG_JAPANESE);
#else
timeRecordsScreen->language = LanguageIndex(LANG_ENGLISH);
#endif
}
memcpy(timeRecordsScreen->timeRecords, &gLoadedSaveGame->timeRecords, sizeof(struct TimeRecords));
@@ -1224,7 +1260,11 @@ void CreateNewProfileScreen(void)
languageScreen->creatingNewProfile = TRUE;
if ((u8)languageScreen->menuCursor >= NUM_LANGUAGES) {
#ifdef JAPAN
languageScreen->menuCursor = LanguageIndex(LANG_JAPANESE);
#else
languageScreen->menuCursor = LanguageIndex(LANG_ENGLISH);
#endif
}
ResetProfileScreensVram();
@@ -1258,7 +1298,11 @@ void CreateNewProfileNameScreen(s16 mode)
}
if (profileNameScreen->language > NUM_LANGUAGES - 1) {
#ifdef JAPAN
profileNameScreen->language = LanguageIndex(LANG_JAPANESE);
#else
profileNameScreen->language = LanguageIndex(LANG_ENGLISH);
#endif
}
for (i = 0; i < MAX_PLAYER_NAME_LENGTH; i++) {
@@ -1318,7 +1362,11 @@ static void ReadProfileData(struct OptionsScreen *optionsScreen)
}
if (optionsScreen->language > NUM_LANGUAGES - 1) {
#ifdef JAPAN
optionsScreen->language = LanguageIndex(LANG_JAPANESE);
#else
optionsScreen->language = LanguageIndex(LANG_ENGLISH);
#endif
}
if (optionsScreen->soundTestUnlocked > 1) {
+8
View File
@@ -195,7 +195,11 @@ static void GenerateNewSaveGame(struct SaveGame *gameState)
gameState->unlockedCharacters = CHARACTER_BIT(CHARACTER_SONIC);
gameState->difficultyLevel = 0;
gameState->timeLimitDisabled = 0;
#ifdef JAPAN
gameState->language = LANG_JAPANESE;
#else
gameState->language = LANG_ENGLISH;
#endif
gameState->playerName[0] = PLAYER_NAME_END_CHAR;
buttonConfig = &gameState->buttonConfig;
@@ -244,7 +248,11 @@ static void InitSaveGameSectorData(struct SaveSectorData *save)
save->header.version = 0;
save->unk8 = 0;
save->playerName[0] = PLAYER_NAME_END_CHAR;
#ifdef JAPAN
save->language = LANG_JAPANESE;
#else
save->language = LANG_ENGLISH;
#endif
save->unlocks = 0;
save->completions = 0;
save->gamePlayOptions = 0;
+4
View File
@@ -560,7 +560,11 @@ static void InitTitleScreenUI(TitleScreen *titleScreen)
// Copyright screen
s->graphics.anim = SA2_ANIM_TITLE_COPYRIGHT;
#ifdef JAPAN
s->variant = SA2_ANIM_VARIANT_COPYRIGHT_2002;
#else
s->variant = SA2_ANIM_VARIANT_COPYRIGHT_2003;
#endif
s->prevVariant = -1;
#if PLATFORM_GBA
s->x = 0;