ULTIMA8: Fix U8 Japanese menu text

This commit is contained in:
Matthew Duggan 2020-08-29 21:47:30 +09:00
parent 388049b616
commit 6cd9fd93ca
2 changed files with 43 additions and 2 deletions

View File

@ -4,10 +4,34 @@
Give thy name:=名前を入力して下さい
HERE LIES*THE AVATAR*REST IN PEACE=HERE LIES*THE AVATAR*REST IN PEACE%アバタール、安らかに眠る
Quit the game?=ゲームを終了しますか?
1.Intro=.序章
2.Read Diary=.日記を読む
3.Write Diary=.日記を書く
4.Options=.設定
5.Credits=.クレジット
6.Quit=.ゲーム終了
7.Quotes=.ウルティマ語録
8.End Game=.最終章
[gumps]
# quit confirmation is text-only in Japanese game
# quit confirmation and menu are text-only in Japanese game
18,0=0,0
37,0=0,0
37,1=0,0
37,2=0,0
37,3=0,0
37,4=0,0
37,5=0,0
37,6=0,0
37,7=0,0
37,8=0,0
37,9=0,0
37,10=0,0
37,11=0,0
37,12=0,0
37,13=0,0
37,14=0,0
37,15=0,0
[jpfonts]
0=16,0xC0C0FF

View File

@ -103,6 +103,17 @@ static const int gumpShape = 35;
static const int paganShape = 32;
static const int menuEntryShape = 37;
static const char *MENU_TXT[] = {
"1.Intro",
"2.Read Diary",
"3.Write Diary",
"4.Options",
"5.Credits",
"6.Quit",
"7.Quotes",
"8.End Game"
};
void MenuGump::InitGump(Gump *newparent, bool take_focus) {
ModalGump::InitGump(newparent, take_focus);
@ -133,7 +144,13 @@ void MenuGump::InitGump(Gump *newparent, bool take_focus) {
FrameID frame_down(GameData::GUMPS, menuEntryShape, i * 2 + 1);
frame_up = _TL_SHP_(frame_up);
frame_down = _TL_SHP_(frame_down);
Gump *widget = new ButtonWidget(x_, y_, frame_up, frame_down, true);
Gump *widget;
if (frame_up._shapeNum) {
widget = new ButtonWidget(x_, y_, frame_up, frame_down, true);
} else {
// JA U8 has text labels
widget = new ButtonWidget(x_, y_, _TL_(MENU_TXT[i]), true, 0);
}
widget->InitGump(this, false);
widget->SetIndex(i + 1);
}