Fix Names On Custom Message (#5278)
* Fix Names On Custom Message * Display Blank Name * format
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@@ -1685,7 +1685,8 @@ bool Message_DecodeName(PlayState* play, s16* decodedBufPosPtr, s32* charTexIdxP
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}
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}
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if (ResourceMgr_GetGameRegion(0) == GAME_REGION_PAL && gSaveContext.language != LANGUAGE_JPN) {
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if (ResourceMgr_GetGameRegion(0) == GAME_REGION_PAL &&
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(gSaveContext.language != LANGUAGE_JPN || sDisplayNextMessageAsEnglish)) {
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if (gSaveContext.ship.filenameLanguage == NAME_LANGUAGE_PAL) {
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for (i = 0; i < playerNameLen; i++) {
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curChar2 = gSaveContext.playerName[i];
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@@ -1740,7 +1741,7 @@ bool Message_DecodeName(PlayState* play, s16* decodedBufPosPtr, s32* charTexIdxP
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msgCtx->msgBufDecoded[(*decodedBufPosPtr)] = curChar2;
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(*decodedBufPosPtr)++;
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}
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} else {
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} else { // NAME_LANGUAGE_NTSC_JPN
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for (i = 0; i < playerNameLen; i++) {
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curChar2 = gSaveContext.playerName[i];
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@@ -1780,7 +1781,7 @@ bool Message_DecodeName(PlayState* play, s16* decodedBufPosPtr, s32* charTexIdxP
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} else { // GAME_REGION_NTSC
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if (gSaveContext.ship.filenameLanguage == NAME_LANGUAGE_NTSC_JPN) {
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if (gSaveContext.language == LANGUAGE_JPN) {
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if (gSaveContext.language == LANGUAGE_JPN && !sDisplayNextMessageAsEnglish) {
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for (i = 0; i < playerNameLen; i++) {
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curChar2 = gSaveContext.playerName[i];
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u8* fontBuf = &font->fontBuf[(curChar2 * 32) << 2];
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@@ -1808,7 +1809,7 @@ bool Message_DecodeName(PlayState* play, s16* decodedBufPosPtr, s32* charTexIdxP
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}
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}
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} else if (gSaveContext.ship.filenameLanguage == NAME_LANGUAGE_NTSC_ENG) {
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if (gSaveContext.language == LANGUAGE_JPN) {
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if (gSaveContext.language == LANGUAGE_JPN && !sDisplayNextMessageAsEnglish) {
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for (i = 0; i < playerNameLen; i++) {
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curChar2 = gSaveContext.playerName[i];
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u8* fontBuf = &font->fontBuf[(curChar2 * 32) << 2];
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@@ -1850,7 +1851,7 @@ bool Message_DecodeName(PlayState* play, s16* decodedBufPosPtr, s32* charTexIdxP
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}
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}
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} else if (gSaveContext.ship.filenameLanguage == NAME_LANGUAGE_PAL) {
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if (gSaveContext.language == LANGUAGE_JPN) {
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if (gSaveContext.language == LANGUAGE_JPN && !sDisplayNextMessageAsEnglish) {
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for (i = 0; i < playerNameLen; i++) {
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curChar2 = gSaveContext.playerName[i];
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