diff options
Diffstat (limited to 'engines/sci/detection.cpp')
| -rw-r--r-- | engines/sci/detection.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/engines/sci/detection.cpp b/engines/sci/detection.cpp index 5270398899..13b3326c08 100644 --- a/engines/sci/detection.cpp +++ b/engines/sci/detection.cpp @@ -648,18 +648,18 @@ const ADGameDescription *SciMetaEngine::fallbackDetect(const FileMap &allFiles, // As far as we know, these games store the messages of each language in separate // resources, and it's not possible to detect that easily // Also look for "%J" which is used in japanese games - Resource *text = resMan.findResource(ResourceId(kResourceTypeText, 0), 0); + Resource *text = resMan.findResource(ResourceId(kResourceTypeText, 0), false); uint seeker = 0; if (text) { - while (seeker < text->size) { - if (text->data[seeker] == '#') { - if (seeker + 1 < text->size) - s_fallbackDesc.language = charToScummVMLanguage(text->data[seeker + 1]); + while (seeker < text->size()) { + if (text->getUint8At(seeker) == '#') { + if (seeker + 1 < text->size()) + s_fallbackDesc.language = charToScummVMLanguage(text->getUint8At(seeker + 1)); break; } - if (text->data[seeker] == '%') { - if ((seeker + 1 < text->size) && (text->data[seeker + 1] == 'J')) { - s_fallbackDesc.language = charToScummVMLanguage(text->data[seeker + 1]); + if (text->getUint8At(seeker) == '%') { + if ((seeker + 1 < text->size()) && (text->getUint8At(seeker + 1) == 'J')) { + s_fallbackDesc.language = charToScummVMLanguage(text->getUint8At(seeker + 1)); break; } } |
