/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef TEENAGENT_RESOURCES_H #define TEENAGENT_RESOURCES_H #include "teenagent/pack.h" #include "teenagent/segment.h" #include "teenagent/font.h" #include "graphics/surface.h" struct ADGameDescription; namespace TeenAgent { // Code Segment Addresses (Read Only) // Intro function : 0x024c const uint16 csAddr_intro = 0x024c; // Pole Climb Fail function : 0x4173 const uint16 csAddr_poleClimbFail = 0x4173; // Move Ego (Mark) To Suspicious Position function : 0x505c const uint16 csAddr_egoSuspiciousPosition = 0x505c; // Guard Drinking function : 0x5189 const uint16 csAddr_guardDrinking = 0x5189; // Move Ego (Mark) To Default Position function : 0x557e const uint16 csAddr_egoDefaultPosition = 0x557e; // Cave NOP function : 0x599b const uint16 csAddr_caveNOP = 0x599b; // Enter Cave function : 0x5a21 const uint16 csAddr_enterCave = 0x5a21; // Ego (Mark) Scared By Spider function : 0x60b5 const uint16 csAddr_egoScaredBySpider = 0x60b5; // Move to Ladder and Leave Cellar function : 0x60d9 const uint16 csAddr_moveToLadderAndLeaveCellar = 0x60d9; // Leave Cellar function : 0x612b const uint16 csAddr_leaveCellar = 0x612b; // Too Dark function : 0x61fe const uint16 csAddr_TooDark = 0x61fe; // Move Ego (Mark) To Bottom-Right or Turn function : 0x6849 const uint16 csAddr_egoBottomRightTurn = 0x6849; // Checking Drawers function : 0x68e6 const uint16 csAddr_checkingDrawers = 0x68e6; // Drawer Open Message function : 0x6b86 const uint16 csAddr_DrawerOpenMessage = 0x6b86; // Is Cook Gone function : 0x70e0 const uint16 csAddr_isCookGone = 0x70e0; // Giving Flower to Old Lady function : 0x88de const uint16 csAddr_givingFlowerToOldLady = 0x88de; // Give Another Flower to Old Lady function : 0x890b const uint16 csAddr_giveAnotherFlowerToOldLady = 0x890b; // Giving Flower to Anne function : 0x8942 const uint16 csAddr_givingFlowerToAnne = 0x8942; // Give Another Flower to Anne function : 0x89aa const uint16 csAddr_giveAnotherFlowerToAnne = 0x89aa; // Putting Rock in Hole function : 0x8d57 const uint16 csAddr_putRockInHole = 0x8d57; // Robot Safe (Mike) Already Unlocked Check function : 0x9166 const uint16 csAddr_robotSafeAlreadyUnlockedCheck = 0x9166; // Robot Safe (Mike) Unlock Check function : 0x9175 const uint16 csAddr_robotSafeUnlockCheck = 0x9175; // Successfully Got Anchor function : 0x99e0 const uint16 csAddr_gotAnchor = 0x99e0; // Get Out of Lake function : 0x9a7a const uint16 csAddr_getOutOfLake = 0x9a7a; // Mansion Intrusion Attempt function : 0x9d45 const uint16 csAddr_mansionIntrusionAttempt = 0x9d45; // Second Mansion Intrusion function : 0x9d90 const uint16 csAddr_secondMansionIntrusion = 0x9d90; // Third Mansion Intrusion function : 0x9de5 const uint16 csAddr_thirdMansionIntrusion = 0x9de5; // Fourth Mansion Intrusion function : 0x9e54 const uint16 csAddr_fourthMansionIntrusion = 0x9e54; // Fifth Mansion Intrusion function : 0x9ec3 const uint16 csAddr_fifthMansionIntrusion = 0x9ec3; // Sixth Mansion Intrusion function : 0x9f3e const uint16 csAddr_sixthMansionIntrusion = 0x9f3e; // Display Message function : 0xa055 const uint16 csAddr_displayMsg = 0xa055; // Reject Message function : 0xa4d6 const uint16 csAddr_rejectMsg = 0xa4d6; // Data Segment Addresses // Cursor Graphic 8*12px : 0x00da to 0x0139 (Read Only) const uint16 dsAddr_cursor = 0x00da; // Reject Message Address Pointers : (4 * 2-byte) = 0x339e to 0x33a5 const uint16 dsAddr_rejectMsgPtr = 0x339e; // Reject Message #0 : 0x33a6 to 0x33c9 const uint16 dsAddr_rejectMsg0 = 0x33a6; // "I have no idea what to do with it" // Reject Message #1 : 0x33ca to 0x33f5 const uint16 dsAddr_rejectMsg1 = 0x33ca; // "I can't imagine what I could do with this" // Reject Message #2 : 0x33f6 to 0x3425 const uint16 dsAddr_rejectMsg2 = 0x33f6; // "I can't figure out what I should do with this" // Reject Message #3 : 0x3426 to 0x344f const uint16 dsAddr_rejectMsg3 = 0x3426; // "I can't find any reason to mess with it" // Object Usage Error Message : 0x3457 to 0x3467 const uint16 dsAddr_objErrorMsg = 0x3457; // "That's no good" // Car Jack Message : 0x3468 to 0x348f const uint16 dsAddr_carJackMsg = 0x3468; // "Wow! There's a car jack inside! Great!" // Spanner Message : 0x3490 to 0x34c6 const uint16 dsAddr_spannerMsg = 0x3490; // "There's something else inside the toolbox! A spanner!" // Last Chance Message : 0x34c7 to 0x34d4 const uint16 dsAddr_lastChanceMsg = 0x34c7; // "Last chance?" // Give Up Message : 0x34d5 to 0x34e0 const uint16 dsAddr_giveUpMsg = 0x34d5; // "I give up" // Avoid Bees Message : 0x34e1 to 0x351e const uint16 dsAddr_avoidBeesMsg = 0x34e1; // "I'm going to stay at least five meters away from these bees!" // Boat Empty Message : 0x351f to 0x3541 const uint16 dsAddr_boatEmptyMsg = 0x351f; // "There's nothing else in the boat" // Too Hard Wood Message : 0x3542 to 0x3562 const uint16 dsAddr_tooHardWoodMsg = 0x3542; // "This wood is too hard to break" // Boo Message : 0x3563 to 0x3569 const uint16 dsAddr_BooMsg = 0x3563; // "Booo!" // Dont Push Luck Message : 0x356a to 0x358f const uint16 dsAddr_dontPushLuckMsg = 0x356a; // "I don't think I should push my luck" // Ordinary Haystack Message : 0x3590 to 0x35b1 const uint16 dsAddr_ordinaryHaystackMsg = 0x3590; // "Just an ordinary hay stack. Now." // Needle Haystack Message : 0x35b2 to 0x35e7 const uint16 dsAddr_needleHaystackMsg = 0x35b2; // "And they say you can't find a needle in a haystack" // No Potatoes Message : 0x35e8 to 0x3604 const uint16 dsAddr_noPotatoMsg = 0x35e8; // "There are no more potatoes" // Trousers Message : 0x3605 to 0x363e const uint16 dsAddr_trousersMsg = 0x3605; // "Good I always asked mum for trousers with BIG pockets" // Life Is Brutal Message : 0x363f to 0x364f const uint16 dsAddr_lifeIsBrutalMsg = 0x363f; // "Life is brutal" // Life Brutal Message : 0x3650 to 0x3667 const uint16 dsAddr_lifeBrutalMsg = 0x3650; // "Life is really brutal" // Tickled Message : 0x3668 to 0x367e const uint16 dsAddr_tickledMsg = 0x3668; // "Something tickled me!" // Its Gone Message : 0x367f to 0x3693 const uint16 dsAddr_itsGoneMsg = 0x367f; // "At least it's gone" // Monsters Message : 0x3694 to 0x36c1 const uint16 dsAddr_monstersMsg = 0x3694; // "Who knows what monsters live in there" // No Hands Message : 0x36c2 to 0x370e const uint16 dsAddr_noHandsMsg = 0x36c2; // "I'd better not put my hands in there..." // Totally Empty Message : 0x370f to 0x372d const uint16 dsAddr_totalEmptyMsg = 0x370f; // "I can see it's totally empty" // One Small Step Message : 0x372e to 0x3765 const uint16 dsAddr_oneSmallStepMsg = 0x372e; // "One small step for man, one big pain in the head" // No Chance Message : 0x3766 to 0x378f const uint16 dsAddr_noChanceMsg = 0x3766; // "I won't take my chances a second time" // Dinosaur Bone Message : 0x3790 to 0x37b7 const uint16 dsAddr_dinoBoneMsg = 0x3790; // "I really hope this is DINOSAUR bone" // Wall Shaken Message : 0x37b8 to 0x37e9 const uint16 dsAddr_wallShakenMsg = 0x37b8; // "Wow! This must have shaken all the nearby walls!" // Kinda Dark Message : 0x37ea to 0x3800 const uint16 dsAddr_kindaDarkMsg = 0x37ea; // "It's kinda dark here" // Not in Dark Message : 0x3801 to 0x3831 const uint16 dsAddr_notInDarkMsg = 0x3801; // "I'm not going to wander here in the dark again" // Shut Valve Message : 0x3832 to 0x387b const uint16 dsAddr_shutValveMsg = 0x3832; // "Shutting the valve shook the dirt from the wall..." // Need Sunglasses Message : 0x387c to 0x38a6 const uint16 dsAddr_needSunglassesMsg = 0x387c; // "Sorry buddy, but I need your sunglasses" // Not Best Place Message : 0x38a7 to 0x38cd const uint16 dsAddr_notBestPlaceMsg = 0x38a7; // "It's not the best place for diving" // Not Here Message : 0x38ce to 0x38da const uint16 dsAddr_notHereMsg = 0x38ce; // "Not here" // Hooked Anchor Message : 0x3989 to 0x39ad const uint16 dsAddr_hookedAnchorMsg = 0x3989; // "I was really hooked on this anchor!" // Seaweed Message : 0x39ae to 0x39f5 const uint16 dsAddr_seaweedMsg = 0x39ae; // "This seaweed is just like the flowers I gave mum on her last birthday" // Fish Boat Message : 0x39f6 to 0x3a27 const uint16 dsAddr_fishBoatMsg = 0x39f6; // "I wonder what fish do inside this boat at night" // Fish Something Message : 0x3a28 to 0x3a59 const uint16 dsAddr_fishSomethingMsg = 0x3a28; // "I think I have to fish out something down there" // Not Red Herring Message : 0x3a85 to 0x3ab6 const uint16 dsAddr_notRedHerringMsg = 0x3a85; // "I hope all this fish stuff is not a red herring" // Nice Down Message : 0x3ab7 to 0x3acd const uint16 dsAddr_niceDownMsg = 0x3ab7; // "It's nice down there" // Hey Let Go Message : 0x3ace to 0x3ae5 const uint16 dsAddr_heyLetGoMsg = 0x3ace; // "Hey, let go, will ya?!" // Aaahhh Message : 0x3ae6 to 0x3afc const uint16 dsAddr_aaahhhMsg = 0x3ae6; // "Aaaaaaaaaaaaahhh!" // Oops Message : 0x3afd to 0x3b03 const uint16 dsAddr_oopsMsg = 0x3afd; // "Oops" // Found Food Message : 0x3b04 to 0x3b2e const uint16 dsAddr_foundFoodMsg = 0x3b04; // "People leave food in unbelievable places" // Come Here Message : 0x3b2f to 0x3b58 const uint16 dsAddr_comeHereMsg = 0x3b2f; // "Come here, I've got something for you" // Cant Catch Message : 0x3b59 to 0x3b6b const uint16 dsAddr_cantCatchMsg = 0x3b59; // "I can't catch it!" // Trapped Mouse Message : 0x3b6c to 0x3b82 const uint16 dsAddr_trappedMouseMsg = 0x3b6c; // "The mouse is trapped!" // Yikes Message : 0x3b83 to 0x3b8a const uint16 dsAddr_yikesMsg = 0x3b83; // "Yikes!" // Mouse Nerve Message : 0x3b8b to 0x3bab const uint16 dsAddr_mouseNerveMsg = 0x3b8b; // "Boy, this mouse has some nerve!" // Drawers Empty Message : 0x3bac to 0x3bd1 const uint16 dsAddr_drawersEmptyMsg = 0x3bac; // "There's nothing else in the drawers" // Rid Bush Message 0x3bd2 to 0x3bf5 const uint16 dsAddr_ridBushMsg = 0x3bd2; // "I must get rid of this bush first" // Mouse Gone Message : 0x3bf6 to 0x3c0a const uint16 dsAddr_mouseGoneMsg = 0x3bf6; // "The mouse has gone!" // Nonsense Message : 0x3c0b to 0x3c15 const uint16 dsAddr_nonsenseMsg = 0x3c0b; // "Nonsense" // Good Doggy Message : 0x3c16 to 0x3c30 const uint16 dsAddr_goodDoggyMsg = 0x3c16; // "I understand. Good doggy" // Here Boy Message : 0x3c31 to 0x3c3c const uint16 dsAddr_hereBoyMsg = 0x3c31; // "Here, boy" // Friends Now Message : 0x3c3d to 0x3c57 const uint16 dsAddr_friendsNowMsg = 0x3c3d; // "I hope we're friends now" // Not Think Right Place Message : 0x3c58 to 0x3c7f const uint16 dsAddr_notThinkRightPlaceMsg = 0x3c58; // "I don't think this is the right place" // Cutscene Message A : 0x3c80 to 0x3c99 const uint16 dsAddr_cutsceneMsgA = 0x3c80; // "Hundred moments later" // Cutscene Message B : 0x3c9a to 0x3cbb const uint16 dsAddr_cutsceneMsgB = 0x3c9a; // "Another hundred moments later" // Found Crude Oil Message : 0x3cbc to 0x3ce9 const uint16 dsAddr_foundCrudeOilMsg = 0x3cbc; // "At least I found crude oil and I'll be rich" // My Life Message : 0x3cea to 0x3cfa const uint16 dsAddr_myLifeMsg = 0x3cea; // "That's my life" // Confusion Message : 0x3cfb to 0x3d00 const uint16 dsAddr_ConfusionMsg = 0x3cfb; // "!?&!" // Grandpa Promise Message : 0x3d01 to 0x3d1f const uint16 dsAddr_grandpaPromiseMsg = 0x3d01; // "But grandpa, you promised!" // Oh Lets Go Message : 0x3d20 to 0x3d39 const uint16 dsAddr_ohLetsGoMsg = 0x3d20; // "Oh all right. Let's go" // Bye Message : 0x3d3a to 0x3d3f const uint16 dsAddr_byeMsg = 0x3d3a; // "Bye." // No Need Message : 0x3d40 to 0x3d58 const uint16 dsAddr_noNeedMsg = 0x3d40; // "No need to do it again" // Girl Talk Message : 0x3d59 to 0x3d85 const uint16 dsAddr_girlTalkMsg = 0x3d59; // "I really don't know how to talk to girls" // Dont Work Purpose Message : 0x3d86 to 0x3dae const uint16 dsAddr_dontWorkPurposeMsg = 0x3d86; // "I usually don't work without a purpose" // Nut Real Message : 0x3daf to 0x3dc5 const uint16 dsAddr_nutRealMsg = 0x3daf; // "Only the nut is real" // Hen Fly Message : 0x3dc6 to 0x3df3 const uint16 dsAddr_henFlyMsg = 0x3dc6; // "I wonder if hens can fly. Come here, baby" // First Test Fail Message : 0x3df4 to 0x3e07 const uint16 dsAddr_firstTestFailMsg = 0x3df4; // "First test failed" // Rid Frustations Message : 0x3e08 to 3e30 const uint16 dsAddr_ridFrustationsMsg = 0x3e08; // "I'd already got rid of my frustrations" // Road Nowhere Message : 0x3e31 to 0x3e4e const uint16 dsAddr_roadNowhereMsg = 0x3e31; // "Nah. It's a road to nowhere" // Open Boot Message 0x3e4f to 0x3e62 const uint16 dsAddr_openBootMsg = 0x3e4f; // "It opens the boot" // Shut Tight Message : 0x3e63 to 0x3e74 const uint16 dsAddr_shutTightMsg = 0x3e63; // "It's shut tight" // Boot Empty Message : 0x3e75 to 0x3e97 const uint16 dsAddr_bootEmptyMsg = 0x3e75; // "There's nothing else in the boot" // Clothes Dry Message : 0x3e98 to 0x3eb1 const uint16 dsAddr_clothesDryMsg = 0x3e98; // "The clothes are dry now." // Crow Kill Message : 0x3eb2 to 0x3ed5 const uint16 dsAddr_crowKillMsg = 0x3eb2; // "I'm sure these crows will kill me" // Not Hungry Message : 0x402e to 0x4046 const uint16 dsAddr_notHungryMsg = 0x402e; // "Thanks, I'm not hungry" // Echo Message : 0x408a to 0x4090 const uint16 dsAddr_echoMsg = 0x408a; // "Echo!" // Loud Echo Message : 0x4091 to 0x4097 const uint16 dsAddr_loudEchoMsg = 0x4091; // "ECHO!" // Who There Message : 0x4098 to 0x40a6 const uint16 dsAddr_whoThereMsg = 0x4098; // "Who's there?!" // Loud Who There Message : 0x40a7 to 0x40b5 const uint16 dsAddr_loudWhoThereMsg = 0x40a7; // "WHO'S THERE?!" // Dont Copy Message : 0x40b6 to 0x40cd const uint16 dsAddr_dontCopyMsg = 0x40b6; // "DON'T COPY ME!" // Loud Dont Copy Message : 0x40ce to 0x40e7 const uint16 dsAddr_loudDontCopyMsg = 0x40ce; // "DON'T COPY ME!!!" // Throw Rock Message : 0x40e8 to 0x410e const uint16 dsAddr_throwRockMsg = 0x40e8; // "OR I WILL THROW A ROCK DOWN THERE!" // Or I Will Message : 0x410f to 0x411c const uint16 dsAddr_orIWillMsg = 0x410f; // "OR I WILL" // Still There Message : 0x411d to 0x4132 const uint16 dsAddr_stillThereMsg = 0x411d; // "Are you still there?" // Hmm Grass Message : 0x417e to 41b0 const uint16 dsAddr_hmmGrassMsg = 0x417e; // "Hmmm. Grass..." // Find Nut Message : 0x41b1 to 0x41ee const uint16 dsAddr_findNutMsg = 0x41b1; // "I won't find the nut just like that. The grass is too dense" // No Fruit Message : 0x4380 to 0x43ab const uint16 dsAddr_noFruitMsg = 0x4380; // "There are no more interesting fruits here" // Mirror Mirror Message : 0x4412 to 0x444e const uint16 dsAddr_mirrorMirrorMsg = 0x4412; // "Mirror, Mirror on the wall...." // Think Too Long Message : 0x444f to 0x446a const uint16 dsAddr_thinkTooLongMsg = 0x444f; // "Hey, don't think too long" // Hint Male Message : 0x446b to 0x4491 const uint16 dsAddr_HintMaleMsg = 0x446b; // "A hint: Someone in this room, a male" // OK Wait Message : 0x4492 to 0x44a6 const uint16 dsAddr_okWaitMsg = 0x4492; // "OK, take your time" // Busy Thinking Message : 0x44a7 to 0x44d5 const uint16 dsAddr_busyThinkingMsg = 0x44a7; // "I'd better not interrupt it's thought process" // No Dentists Message : 0x44d6 to 0x450d const uint16 dsAddr_noDentistsMsg = 0x44d6; // "I don't want to have anything in common with dentists" // Too Heavy Message : 0x450e to 0x4531 const uint16 dsAddr_tooHeavyMsg = 0x450e; // "It's too heavy. Not that I'm wimp" // What Got Message : 0x4532 to 0x4554 const uint16 dsAddr_whatGotMsg = 0x4532; // "Let's look what we've got here" // Strawberry Jam Message : 0x4555 to 0x4567 const uint16 dsAddr_strawberryJamMsg = 0x4555; // "Strawberry jam" // Gooseberry Jam Message : 0x4568 to 0x457a const uint16 dsAddr_gooseberryJamMsg = 0x4568; // "Gooseberry jam" // Blackberry Jam Message : 0x457b to 0x458d const uint16 dsAddr_blackberryJamMsg = 0x457b; // "Blackberry jam" // Bilberry Jam Message : 0x458e to 0x459e const uint16 dsAddr_bilberryJamMsg = 0x458e; // "Bilberry jam" // Get Me Out Jam Message : 0x459f to 0x45b7 const uint16 dsAddr_getMeOutJamMsg = 0x459f; // "Get me out of this jam!" // Rosemary Jam Message : 0x45b8 to 0x45d9 const uint16 dsAddr_rosemaryJamMsg = 0x45b8; // "Oh, and there is Rosemary jam" // Know Rosemary Message : 0x45da to 0x4602 const uint16 dsAddr_knowRosemaryMsg = 0x45da; // "I used to know someone called Rosemary" // Unwanted Jams Message : 0x4603 to 0x461c const uint16 dsAddr_unwantedJamsMsg = 0x4603; // "I don't want those jams" // Too Dark Message : 0x461d to 0x463b const uint16 dsAddr_TooDarkMsg = 0x461d; // "It's too dark to see clearly" // Yeow Message : 0x463c to 0x4649 const uint16 dsAddr_yeowMsg = 0x463c; // "YEEEOOOWWWW!" // Yawn Message : 0x464a to 0x4651 const uint16 dsAddr_yawnMsg = 0x464a; // "(yawn)" // Laughter Message : 0x4652 to 0x465d const uint16 dsAddr_laughterMsg = 0x4652; // "(laughter)" // Bird Attack Message : 0x47e7 to 0x4807 const uint16 dsAddr_birdAttackMsg = 0x47e7; // "Hey You! Wake up! Bird attack!" // No Search Warrant Message : 0x4808 to 0x4827 const uint16 dsAddr_noSearchWarrantMsg = 0x4808; // "I don't have a search-warrant" // Nut Rake Message : 0x4882 to 0x48be const uint16 dsAddr_nutRakeMsg = 0x4882; // "It's pointless, the nut will slip between the rake's teeth" // Bribe Message : 0x49ae to 0x49d0 const uint16 dsAddr_BribeMsg = 0x49ae; // "Here, let's make your pocket fat." // Bank Note Message : 0x49d1 to 0x4a28 const uint16 dsAddr_bankNoteMsg = 0x49d1; // "It's a note from some bank..." // Show Her Money Message : 0x4a29 to 0x4a5a const uint16 dsAddr_showHerMoneyMsg = 0x4a29; // "If I just show her the money, she might take it" // Hundred Bucks Message : 0x4a5b to 0x4a6e const uint16 dsAddr_hundredBucksMsg = 0x4a5b; // "A hundred bucks!!!" // Want Blood Message : 0x4a6f to 0x4a7d const uint16 dsAddr_wantBloodMsg = 0x4a6f; // "I want Blood!" // Dont Leave Mansion Message : 0x4a7e to 0x4aaf const uint16 dsAddr_dontLeaveMansionMsg = 0x4a7e; // "I don't want to leave the mansion, I want blood!" // Wimp Message : 0x4ab0 to 0x4acc const uint16 dsAddr_WimpMsg = 0x4ab0; // "I'm a pathetic little wimp" // Strange Drawer Message : 0x4acd to 0x4b0c const uint16 dsAddr_strangeDrawerMsg = 0x4acd; // "Strange, but the drawer is stuck if the next drawer is open" // Not Ordinary Drawers Message : 0x4b0d to 0x4b38 const uint16 dsAddr_notOrdinaryDrawersMsg = 0x4b0d; // "Maybe these are not just ordinary drawers!" // Drawer Open Message : 0x4b39 to 0x4b6b const uint16 dsAddr_drawerOpenMsg = 0x4b39; // "I cannot open the drawer if the next one is open!" // Blue Interior Message 0x4b6c to 0x4b86 const uint16 dsAddr_blueInteriorMsg = 0x4b6c; // "It's got a blue interior" // Red Interior Message : 0x4b87 to 0x4ba0 const uint16 dsAddr_redInteriorMsg = 0x4b87; // "It's got a red interior" // Grey Interior Message : 0x4ba1 to 0x4bbb const uint16 dsAddr_greyInteriorMsg = 0x4ba1; // "It's got a grey interior" // Green Interior Message : 0x4bbc to 0x4bd7 const uint16 dsAddr_greenInteriorMsg = 0x4bbc; // "It's got a green interior" // Brown Interior Message : 0x4bd8 to 0x4bf3 const uint16 dsAddr_brownInteriorMsg = 0x4bd8; // "It's got a brown interior" // Pink Interior Message : 0x4bf4 to 0x4c0e const uint16 dsAddr_pinkInteriorMsg = 0x4bf4; // "It's got a pink interior" // Dictaphone Inside Message : 0x4c0f to 0x4c31 const uint16 dsAddr_dictaphoneInsideMsg = 0x4c0f; // "Wow! There's a dictaphone inside!" // Found Polaroid Message : 0x4c32 to 0x4c60 const uint16 dsAddr_foundPolaroidMsg = 0x4c32; // "There's a polaroid inside! I might need that" // Book Held Message : 0x4c61 to 0x4c83 const uint16 dsAddr_bookHeldMsg = 0x4c61; // "Something's got hold of the book!" // Secret Compartment Message : 0x4c84 to 0x4c9f const uint16 dsAddr_secretCompartmentMsg = 0x4c84; // "Wow! A secret compartment!" // Dont Mess Message : 0x4ca0 to 0x4cc6 const uint16 dsAddr_dontMessMsg = 0x4ca0; // "I don't need to mess with it anymore" // Full Automatic Message : 0x4cc7 to 0x4cd8 const uint16 dsAddr_fullAutomaticMsg = 0x4cc7; // "Fully Automatic" // No More Sheets Message : 0x4cd9 to 0x4d01 const uint16 dsAddr_noMoreSheetsMsg = 0x4cd9; // "Right now I don't need any more sheets" // No Deprave Message : 0x4d02 to 0x4d29 const uint16 dsAddr_noDepraveMsg = 0x4d02; // "Nah, I don't want to deprave the kids" // No Read Again Message : 0x4d2a to 0x4d5a const uint16 dsAddr_noReadAgainMsg = 0x4d2a; // "I don't want to read it again. I might like it." // TV Off Message : 0x4d5b to 0x4d7f const uint16 dsAddr_tvOffMsg = 0x4d5b; // "I just realised that the TV is off" // Not Happen Message : 0x4d80 to 0x4d92 const uint16 dsAddr_NotHappenMsg = 0x4d80; // "Nothing happened" // Tape Started Message : 0x4d93 to 0x4da5 const uint16 dsAddr_tapeStartedMsg = 0x4d93; // "The tape started!" // Much Better Message : 0x4da6 to 0x4dba const uint16 dsAddr_muchBetterMsg = 0x4da6; // "That's much better" // No Sleep Message : 0x4dbb to 0x4dd2 const uint16 dsAddr_noSleepMsg = 0x4dbb; // "I don't want to sleep" // Just Cork Message : 0x4dd3 to 0x4de5 const uint16 dsAddr_justCorkMsg = 0x4dd3; // "It's just a cork" // Enough Photos Message : 0x4de6 to 0x4e04 const uint16 dsAddr_enoughPhotosMsg = 0x4de6; // "I don't need any more photos" // Record Scare Message : 0x4e05 to 0x4e31 const uint16 dsAddr_recordScareMsg = 0x4e05; // "Yeah, I can record this and scare the cats" // Already Recorded Message : 0x4e32 to 0x4e57 const uint16 dsAddr_alreadyRecordedMsg = 0x4e32; // "I already recorded what I wanted to" // Not Right Moment Message : 0x4ea5 to 0x4ecd const uint16 dsAddr_notRightMomentMsg = 0x4ea5; // "I don't think this is the right moment" // Cook Around Message : 0x4ece to 0x4ef9 const uint16 dsAddr_cookAroundMsg = 0x4ece; // "I can't do anything with this cook around" // Break Flatten Message : 0x4f3d to 0x4f68 const uint16 dsAddr_breakFlattenMsg = 0x4f3d; // "I wanted to break it, not to flatten it!" // What Inside Message : 0x4f69 to 0x4f9a const uint16 dsAddr_whatInsideMsg = 0x4f69; // "I was always curious what's inside these things" // Rest Useless Message : 0x4f9b to 0x4fb0 const uint16 dsAddr_restUselessMsg = 0x4f9b; // "The rest is useless" // Two Batteries Message : 0x4fb1 to 0x4fca const uint16 dsAddr_twoBatteriesMsg = 0x4fb1; // "Wow! Two 1.5V batteries!" // One Taken Message : 0x4fcb to 0x4fe1 const uint16 dsAddr_oneTakenMsg = 0x4fcb; // "This one's taken, OK?" // Slight Mad Message : 0x4fe2 to 0x5009 const uint16 dsAddr_slightMadMsg = 0x4fe2; // "It finally happened. I'm slightly mad" // Paper Burnt Message : 0x500a to 0x502a const uint16 dsAddr_paperBurntMsg = 0x500a; // "The paper burnt out completely!" // Burn Baby Message : 0x502b to 0x503d const uint16 dsAddr_burnBabyMsg = 0x502b; // "Burn, baby, burn!" // Voila Message : 0x503e to 0x5045 const uint16 dsAddr_voilaMsg = 0x503e; // "Voila" // Too Hot Message : 0x5046 to 0x505d const uint16 dsAddr_tooHotMsg = 0x5046; // "It's too hot to touch!" // Frozen Shelf Message : 0x505e to 0x5081 const uint16 dsAddr_frozenShelfMsg = 0x505e; // "It has frozen hard onto the shelf!" // Yummy Message : 0x5082 to 0x5089 const uint16 dsAddr_yummyMsg = 0x5082; // "Yummy" // Dislike Veal Message : 0x508a to 0x50a5 const uint16 dsAddr_dislikeVealMsg = 0x508a; // "I never liked veal anyway" // No Reason Message : 0x50a6 to 0x50c2 const uint16 dsAddr_noReasonMsg = 0x50a6; // "There's no reason to do it" // Fooled Once Message : 0x50c3 to 0x50e0 const uint16 dsAddr_fooledOnceMsg = 0x50c3; // "I'd already fooled him once" // Mike Voice Test Message : 0x50e1 to 0x5100 const uint16 dsAddr_mikeVoiceTestMsg = 0x50e1; // "Mike, activate the voice test" // Not My Voice Message : 0x5101 to 0x5123 const uint16 dsAddr_notMyVoiceMsg = 0x5101; // "I won't cheat Mike with MY voice" // Singing Message : 0x5124 to 0x5137 const uint16 dsAddr_singingMsg = 0x5124; // "siiiiinging!" // Mike Scent Test Message : 0x5138 to 0x5160 const uint16 dsAddr_mikeScentTestMsg = 0x5138; // "Mike, let's get on with the scent test" // Mike View Test Message : 0x5161 to 0x517a const uint16 dsAddr_mikeViewTestMsg = 0x5161; // "Mike, run the view test" // Cutscene Message #0 : 0x517b to 0x51a6 const uint16 dsAddr_cutsceneMsg0 = 0x517b; // "A secret diary of ..." // Cant Hide Message : 0x51a7 to 0x51ba const uint16 dsAddr_cantHideMsg = 0x51a7; // "I can't hide here!" // John Outside Message : 0x51bb to 0x51e6 const uint16 dsAddr_johnOutsideMsg = 0x51bb; // "There's John Noty outside! I can't go out!" // Was Close Message : 0x51e7 to 0x51f7 const uint16 dsAddr_wasCloseMsg = 0x51e7; // "That was close" // Cork In Hole Message : 0x51f8 to 0x5217 const uint16 dsAddr_corkInHoleMsg = 0x51f8; // "The cork is stuck in the hole" // Fits Perfect Message : 0x5218 to 0x522b const uint16 dsAddr_fitsPerfectMsg = 0x5218; // "It fits perfectly!" // Enough Water Message : 0x522c to 0x524e const uint16 dsAddr_enoughWaterMsg = 0x522c; // "There's enough water in the sink" // No Hot Water Message : 0x524f to 0x5271 const uint16 dsAddr_noHotWaterMsg = 0x524f; // "There's no hot water in the sink" // Label Off Message : 0x5272 to 0x528a const uint16 dsAddr_labelOffMsg = 0x5272; // "The label has come off!" // Cork Too Small Message : 0x528b to 0x52a8 const uint16 dsAddr_corkTooSmallMsg = 0x528b; // "The cork is a bit too small" // Not Try Now Message : 0x52a9 to 0x52ca const uint16 dsAddr_notTryNowMsg = 0x52a9; // "There's no need to try them now" // No Salad Message : 0x52cb to 0x52f5 const uint16 dsAddr_noSaladMsg = 0x52cb; // "I don't want to turn myself into a salad" // Nah Message : 0x52f6 to 0x52fd const uint16 dsAddr_nahMsg = 0x52f6; // "Nah" // Vent First Message : 0x52fe to 0x5325 const uint16 dsAddr_ventFirstMsg = 0x52fe; // "I'd better stop this ventilator first" // Catch John First Message : 0x5326 to 0x5348 const uint16 dsAddr_catchJohnFirstMsg = 0x5326; // "I'd better catch John Noty first" // Only Chilli Message : 0x5349 to 0x5371 const uint16 dsAddr_onlyChilliMsg = 0x5349; // "Good this red stuff is only a chilli" // Water Hot Message : 0x5372 to 0x538c const uint16 dsAddr_waterHotMsg = 0x5372; // "The water looks very hot" // Sink Full Message : 0x538d to 0x53ac const uint16 dsAddr_sinkFullMsg = 0x538d; // "The sink is full of hot water" // No Sock Store Message : 0x53ad to 0x53dc const uint16 dsAddr_noSockStoreMsg = 0x53ad; // "I don't have anything to store these socks in" // Show Papers Message : 0x53dd to 0x53f1 const uint16 dsAddr_showPapersMsg = 0x53dd; // "Here are my papers" // Got Permission Message : 0x53f2 to 0x5410 const uint16 dsAddr_gotPermissionMsg = 0x53f2; // "I already got the permission" // Saving Fine Message : 0x5411 to 0x5462 const uint16 dsAddr_SavingFineMsg = 0x5411; // "Saving is a very fine thing..." // Love Captain Message : 0x5463 to 0x5474 const uint16 dsAddr_loveCaptainMsg = 0x5463; // "I love captain" // Soccer Rulz Message : 0x5475 to 0x5483 const uint16 dsAddr_soccerRulzMsg = 0x5475; // "Soccer rulz" // Tree Cut Message : 0x5484 to 0x54c3 const uint16 dsAddr_treeCutMsg = 0x5484; // "Don't cut the trees..." // Visa Accepted Message : 0x54c4 to 0x54d4 const uint16 dsAddr_visaAcceptedMsg = 0x54c4; // "VISA Accepted" // Other Graffiti Message : 0x54d5 to 0x54f6 const uint16 dsAddr_otherGraffitiMsg = 0x54d5; // "The rest of graffiti is obscene" // First Trial Message : 0x54f7 to 0x5510 const uint16 dsAddr_firstTrialMsg = 0x54f7; // "Sir, I'm Mark. A rookie" // Locked Message : 0x5511 to 0x551e const uint16 dsAddr_lockedMsg = 0x5511; // "It's Locked!" // Thanks Message : 0x551f to 0x5527 const uint16 dsAddr_ThanksMsg = 0x551f; // "Thanks." // Unknown Usage Message : 0x5528 to 0x555c const uint16 dsAddr_unkUsageMsg = 0x5528; // "I don't have any idea what to do with it right now" // Idea Message : 0x555d to 0x5576 const uint16 dsAddr_ideaMsg = 0x555d; // "That gives me an idea" // Check Works Message : 0x5577 to 0x5599 const uint16 dsAddr_checkWorksMsg = 0x5577; // "Now I got to check if it works" // Time To Call Message : 0x559a to 0x55bf const uint16 dsAddr_timeToCallMsg = 0x559a; // "I think it is time to call captain" // Meal Finished Message : 0x55c0 to 0x55da const uint16 dsAddr_mealFinishedMsg = 0x55c0; // "Hey! I finished my meal." // Bowl Welded Message : 0x55db to 0x55fe const uint16 dsAddr_bowlWeldedMsg = 0x55db; // "Wow. He got welded to the bowl" // Gotcha Message : 0x55ff to 0x5607 const uint16 dsAddr_gotchaMsg = 0x55ff; // "Gotcha" // No Pocket Message : 0x5608 to 0x5631 const uint16 dsAddr_noPocketMsg = 0x5608; // "I don't want to touch his pockets again." // Does Not Work Message : 0x5632 to 0x5645 const uint16 dsAddr_doesNotWorkMsg = 0x5632; // "That doesn't work" // Message : 0x5646 to 0x5655 const uint16 dsAddr_fnMsg1 = 0x5646; // "Piece of cake" // Message : 0x5656 to 0x5679 const uint16 dsAddr_fnMsg2 = 0x5656; // "And how am I supposed to get back?" // Message : 0x567a to 0x5681 const uint16 dsAddr_fnMsg3 = 0x567a; // "Great" // Message : 0x5682 to 0x5695 const uint16 dsAddr_fnMsg4 = 0x5682; // "Oh, yeah, right" // Pull Object Message #1 : 0x5696 to 0x56ab const uint16 dsAddr_pullObjMsg1 = 0x5696; // "I can't pull it out" // Fence Blocks Message : 0x56da to 0x56f6 const uint16 dsAddr_fenceBlocksMsg = 0x56da; // "The fence blocks the way" // Pull Object Message #2 : 0x570f to 0x5721 const uint16 dsAddr_pullObjMsg2 = 0x570f; // "I can't reach it" // Hello Question Message : 0x5722 to 0x5729 const uint16 dsAddr_helloQMsg = 0x5722; // "Hello?" // Totally Addicted Message : 0x572a to 0x5741 const uint16 dsAddr_totallyAddictedMsg = 0x572a; // "He's totally addicted" // What About Message : 0x5742 to 0x5756 const uint16 dsAddr_whatAboutMsg = 0x5742; // "What about a new" // Hot Off Message : 0x5757 to 0x576f const uint16 dsAddr_hotOffMsg = 0x5757; // "hot off the press" // Full Color Message : 0x5770 to 0x5781 const uint16 dsAddr_fullColorMsg = 0x5770; // "full-color" // Special Edition Message : 0x5782 to 0x5798 const uint16 dsAddr_specialEdMsg = 0x5782; // "special edition" // Soldier News Message : 0x5799 to 0x57b1 const uint16 dsAddr_soldierNewsMsg = 0x5799; // "of Soldier News?!" // Pole Climb Done Message : 0x57b2 to 0x57bf const uint16 dsAddr_poleClimbDoneMsg = 0x57b2; // "Never Again!" // Vac Message : 0x57c0 to 0x57de const uint16 dsAddr_vacMsg = 0x57c0; // "What am I? A vacuum cleaner?!" // Cutscene Message #1 : 0x57df to 0x5809 const uint16 dsAddr_cutsceneMsg1 = 0x57df; // "sixty seven rude words later" // Cutscene Message #2 : 0x580a to 0x5826 const uint16 dsAddr_cutsceneMsg2 = 0x580a; // "Meanwhile in the mansion" // Now Open Message : 0x5827 to 0x5836 const uint16 dsAddr_nowOpenMsg = 0x5827; // "Now it's open" // Cmon Baby Message : 0x5837 to 0x5854 const uint16 dsAddr_cmonBabyMsg = 0x5837; // "C'mon baby, it's all yours!" // Talk Not Now Message : 0x5855 to 0x5882 const uint16 dsAddr_talkNotNowMsg = 0x5855; // "I've got no reason to talk to him right now." // Yeah Right Message : 0x5883 to 0x5893 const uint16 dsAddr_yeahRightMsg = 0x5883; // "Yeah right!" // Barman Too Close Message : 0x5894 to 0x58af const uint16 dsAddr_barmanTooCloseMsg = 0x5894; // "The barman is too close" // Yuck Message : 0x58b0 to 0x58b6 const uint16 dsAddr_yuckMsg = 0x58b0; // "Yuck!" // Food Alive Message : 0x5905 to 0x592e const uint16 dsAddr_foodAliveMsg = 0x5905; // "No, thanks. This food seems still alive" // Door Closed Message : 0x592f to 0x5954 const uint16 dsAddr_doorClosedMsg = 0x592f; // "The door is closed. What a surprise." // Empty Message : 0x5955 to 0x5961 const uint16 dsAddr_emptyMsg = 0x5955; // "It's Empty" // Never Learnt Message : 0x5c60 to 0x5c81 const uint16 dsAddr_neverLearntMsg = 0x5c60; // "I never learnt to how use one" // Cognac Message : 0x5cac to 0x5cda const uint16 dsAddr_cognacMsg = 0x5cac; // "Pfui! The cognac really didn't do any good" // Hey What's The Matter Message : 0x5da8 to 0x5dc1 const uint16 dsAddr_HeyWtmQMsg = 0x5da8; // "Hey! What's the matter?!" // Out Of Order Message : 0x5dce to 0x5de1 const uint16 dsAddr_outOfOrderMsg = 0x5dce; // "It's out of order" // Captain Watching Message : 0x5de2 to 0x5e0a const uint16 dsAddr_captainWatchingMsg = 0x5de2; // "with captain watching? Better not" // First Business Message : 0x5e25 to 0x5e53 const uint16 dsAddr_firstBusinessMsg = 0x5e25; // "First I've got some business to take care of" // Book Color Message Address Pointers : (6 * 2-byte) = 0x5f3c to 0x5f47 const uint16 dsAddr_bookColorMsgPtr = 0x5f3c; // Book Color Message #0 : 0x5f48 to 0x5f60 const uint16 dsAddr_bookColorMsg0 = 0x5f48; // ""The history of blues"" // Book Color Message #1 : 0x5f61 to 0x5f8f const uint16 dsAddr_bookColorMsg1 = 0x5f61; // ""Manchester United, or the Red Devils story"" // Book Color Message #2 : 0x5f90 to 0x5fb5 const uint16 dsAddr_bookColorMsg2 = 0x5f90; // ""Greyhounds and other hunting dogs"" // Book Color Message #3 : 0x5fb6 to 0x5fe6 const uint16 dsAddr_bookColorMsg3 = 0x5fb6; // ""Greenhorn, or my adventures in the Wild West"" // Book Color Message #4 : 0x5fe7 to 0x6008 const uint16 dsAddr_bookColorMsg4 = 0x5fe7; // ""Charlie Brown and his company"" // Book Color Message #5 : 0x6009 to 0x6034 const uint16 dsAddr_bookColorMsg5 = 0x6009; // ""Pink Panther: an unauthorised biography"" // Mansion Intrusion Function Pointers : (5 * 2-byte) = 0x6035 to 0x603e const uint16 dsAddr_MansionIntrusionFnPtr = 0x6035; // Save State Region : 0x6478 to 0xdbf1 const uint16 dsAddr_saveState = 0x6478; const uint16 saveStateSize = 0x777a; // Save Description String (24 bytes) : 0x6478 to 0x648f // Ego (Mark) position in scene : 0x64af to 0x64b2 const uint16 dsAddr_egoX = 0x64af; // 2 bytes const uint16 dsAddr_egoY = 0x64b1; // 2 bytes // Idle Animation List Table : 0x6540 to 0x???? const uint16 dsAddr_idleAnimationListPtr = 0x6540; // Palette Effect Data : 0x6609 to 0x???? const uint16 dsAddr_paletteEffectData = 0x6609; // Scene Fade Table (2 byte address * 42): 0x663e to 0x6691 const uint16 dsAddr_sceneFadeTablePtr = 0x663e; // Scene Walkbox Table (2 byte LE address * 42) : 0x6746 to 0x6799 const uint16 dsAddr_sceneWalkboxTablePtr = 0x6746; // Scene Zoom Table (2 byte address * 42) : 0x70f4 to 0x7147 const uint16 dsAddr_sceneZoomTablePtr = 0x70f4; // Scene Object Table (2 byte address * 42) : 0x7254 to 0x72a7 const uint16 dsAddr_sceneObjectTablePtr = 0x7254; // Current Scene Id : 0xb4f3 const uint16 dsAddr_currentScene = 0xb4f3; // 1 byte // Ons Animation Table (2 byte address * ??) : 0xb4f5 to 0x???? const uint16 dsAddr_onsAnimationTablePtr = 0xb4f5; // Inventory Object Callback Table (3 byte (id, callbackAddr) * 7) : 0xbb72 to 0xbb86 const uint16 dsAddr_objCallbackTablePtr = 0xbb72; // Inventory Object Combining Table (5 byte (id, id, new object id, msgAddr) * 34) : 0xc335 to 0xc3de const uint16 dsAddr_objCombiningTablePtr = 0xc335; // 3 byte null terminator for Combining table 0xc3df to 0xc3e1 // Object Combine Error Message : 0xc3e2 to 0xc41e const uint16 dsAddr_objCombineErrorMsg = 0xc3e2; // "Using these two objects ..." // Inventory (item ids held by Ego) (1 byte * 24) : 0xc48d to 0xc4a4 const uint16 dsAddr_inventory = 0xc48d; // 0xc4a5 is null word alignment byte // Inventory item data address table (2 bytes * 92) : 0xc4a6 to 0xc55d const uint16 dsAddr_inventoryItemDataPtrTable = 0xc4a6; // Lans Animation Table (4 byte * ??) : 0xd89e to 0x???? const uint16 dsAddr_lansAnimationTablePtr = 0xd89e; // Current Music Id Playing : 0xdb90 const uint16 dsAddr_currentMusic = 0xdb90; // 1 byte // Light On Flag : 0xdba4 const uint16 dsAddr_lightOnFlag = 0xdba4; // 1 byte // Captain Drawer State : 0xdbe6 const uint16 dsAddr_captainDrawerState = 0xdbe6; // 1 byte // Counter for Mansion Intrusion Attempts : 0xdbea const uint16 dsAddr_mansionEntryCount = 0xdbea;// 1 byte // Intro Credits #1 : 0xe3c2 to 0xe3e5 (Read Only) const uint16 dsAddr_introCredits1 = 0xe3c2; // "backgrounds ..." // Intro Credits #2 : 0xe3e6 to 0xe3fe (Read Only) const uint16 dsAddr_introCredits2 = 0xe3e6; // "music ..." // Intro Credits #3 : 0xe3ff to 0xe42e (Read Only) const uint16 dsAddr_introCredits3 = 0xe3ff; // "animation..." // Intro Credits #4 : 0xe42f to 0xe45b (Read Only) const uint16 dsAddr_introCredits4 = 0xe42f; // "programming..." // Credits #5 : 0xe45c to 0xe47b (Read Only) const uint16 dsAddr_credits5 = 0xe45c; // "after the tiring journey..." // Final Credits #6 : 0xe47c to 0xe487 (Read Only) const uint16 dsAddr_finalCredits6 = 0xe47c; // "THE END..." // Final Credits #7 : 0xe488 to 0xe782 (Read Only) const uint16 dsAddr_finalCredits7 = 0xe488; // "programming..." // 0xe783 to 0xe78f: 13 null bytes at end of dseg data - segment alignment padding? class Resources { public: Resources(); ~Resources(); bool loadArchives(const ADGameDescription *gd); void loadOff(Graphics::Surface &surface, byte *palette, int id); Common::SeekableReadStream *loadLan(uint32 id) const; Common::SeekableReadStream *loadLan000(uint32 id) const; /* * PSP (as the other sony playstation consoles - to be confirmed and 'ifdef'ed here too) * is very sensitive to the number of simultaneously opened files. * This is an attempt to reduce their number to zero. * TransientFilePack does not keep opened file descriptors and reopens it on each request. */ #ifdef __PSP__ TransientFilePack off, on, ons, lan000, lan500, sam_mmm, sam_sam, mmm, voices; #else FilePack off, on, ons, lan000, lan500, sam_mmm, sam_sam, mmm, voices; #endif Segment cseg, dseg; Font font7, font8; //const byte *getDialog(uint16 dialogNum) { return eseg.ptr(dialogOffsets[dialogNum]); } uint16 getDialogAddr(uint16 dialogNum) { return dialogOffsets[dialogNum]; } Segment eseg; private: void precomputeDialogOffsets(); Common::Array dialogOffsets; }; } // End of namespace TeenAgent #endif