Show Japanese GC games in Japanese when using TitleDatabase
Because the GC language setting cannot be set to Japanese, we need a special condition for Japanese GC games. I accidentally removed it in PR 7816, but here it is again in a new form. We could do the same thing with Korean GC games if we want to (which we couldn't do before PR 7816), but due to how spotty GameTDB is with having Korean names for Korean GC releases, things will be more consistent if we just use English for them.
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@ -680,7 +680,7 @@ void SConfig::LoadJitDebugSettings(IniFile& ini)
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void SConfig::ResetRunningGameMetadata()
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{
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SetRunningGameMetadata("00000000", "", 0, 0);
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SetRunningGameMetadata("00000000", "", 0, 0, DiscIO::Country::Unknown);
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}
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void SConfig::SetRunningGameMetadata(const DiscIO::Volume& volume,
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@ -689,13 +689,14 @@ void SConfig::SetRunningGameMetadata(const DiscIO::Volume& volume,
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if (partition == volume.GetGamePartition())
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{
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SetRunningGameMetadata(volume.GetGameID(), volume.GetGameTDBID(),
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volume.GetTitleID().value_or(0), volume.GetRevision().value_or(0));
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volume.GetTitleID().value_or(0), volume.GetRevision().value_or(0),
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volume.GetCountry());
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}
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else
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{
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SetRunningGameMetadata(volume.GetGameID(partition), volume.GetGameTDBID(),
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volume.GetTitleID(partition).value_or(0),
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volume.GetRevision(partition).value_or(0));
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volume.GetRevision(partition).value_or(0), volume.GetCountry());
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}
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}
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@ -710,13 +711,16 @@ void SConfig::SetRunningGameMetadata(const IOS::ES::TMDReader& tmd)
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if (!DVDInterface::UpdateRunningGameMetadata(tmd_title_id))
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{
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// If not launching a disc game, just read everything from the TMD.
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SetRunningGameMetadata(tmd.GetGameID(), tmd.GetGameTDBID(), tmd_title_id,
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tmd.GetTitleVersion());
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const DiscIO::Country country =
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DiscIO::CountryCodeToCountry(static_cast<u8>(tmd_title_id), DiscIO::Platform::WiiWAD,
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tmd.GetRegion(), tmd.GetTitleVersion());
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SetRunningGameMetadata(tmd.GetGameID(), tmd.GetGameTDBID(), tmd_title_id, tmd.GetTitleVersion(),
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country);
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}
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}
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void SConfig::SetRunningGameMetadata(const std::string& game_id, const std::string& gametdb_id,
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u64 title_id, u16 revision)
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u64 title_id, u16 revision, DiscIO::Country country)
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{
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const bool was_changed = m_game_id != game_id || m_gametdb_id != gametdb_id ||
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m_title_id != title_id || m_revision != revision;
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@ -749,7 +753,10 @@ void SConfig::SetRunningGameMetadata(const std::string& game_id, const std::stri
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}
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const Core::TitleDatabase title_database;
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m_title_description = title_database.Describe(m_gametdb_id, GetCurrentLanguage(bWii));
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const DiscIO::Language language = !bWii && country == DiscIO::Country::Japan ?
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DiscIO::Language::Japanese :
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GetCurrentLanguage(bWii);
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m_title_description = title_database.Describe(m_gametdb_id, language);
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NOTICE_LOG(CORE, "Active title: %s", m_title_description.c_str());
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Config::AddLayer(ConfigLoaders::GenerateGlobalGameConfigLoader(game_id, revision));
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@ -18,6 +18,7 @@
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namespace DiscIO
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{
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enum class Country;
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enum class Language;
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enum class Region;
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struct Partition;
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@ -368,7 +369,7 @@ private:
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void LoadJitDebugSettings(IniFile& ini);
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void SetRunningGameMetadata(const std::string& game_id, const std::string& gametdb_id,
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u64 title_id, u16 revision);
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u64 title_id, u16 revision, DiscIO::Country country);
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static SConfig* m_Instance;
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@ -60,6 +60,9 @@ static bool UseGameCovers()
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DiscIO::Language GameFile::GetConfigLanguage() const
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{
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if (m_platform == DiscIO::Platform::GameCubeDisc && m_country == DiscIO::Country::Japan)
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return DiscIO::Language::Japanese;
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#ifdef ANDROID
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// TODO: Make the Android app load the config at app start instead of emulation start
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// so that we can access the user's preference here
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