/* 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 Scare Timeout function : 0x516d const uint16 csAddr_guardScareTimeout = 0x516d; // 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; // Mouse Out Of Hole Timeout function : 0x8d79 const uint16 csAddr_mouseOutOfHoleTimeout = 0x8d79; // 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; // Open Full Toolbox function : 0x98fa const uint16 csAddr_openFullToolbox = 0x98fa; // Open Half Empty Toolbox function : 0x9910 const uint16 csAddr_openHalfEmptyToolbox = 0x9910; // Use Diving Equipment function : 0x9921 const uint16 csAddr_useDivingEquipment = 0x9921; // Successfully Got Anchor function : 0x99e0 const uint16 csAddr_gotAnchor = 0x99e0; // No Anchor Timeout function : 0x9a1d const uint16 csAddr_noAnchorTimeout = 0x9a1d; // Get Out of Lake function : 0x9a7a const uint16 csAddr_getOutOfLake = 0x9a7a; // Dig Under Mansion Wall function : 0x9aca const uint16 csAddr_digMansionWall = 0x9aca; // Too Dark Here function : 0x9c66 const uint16 csAddr_tooDarkHere = 0x9c66; // Examine Banknote function : 0x9c6d const uint16 csAddr_examineBanknote = 0x9c6d; // Use Time Pills function : 0x9c79 const uint16 csAddr_useTimePills = 0x9c79; // 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 // Timed Callback State Variable : 0x0000 const uint16 dsAddr_timedCallbackState = 0x0000; // 1 byte // 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" // Cool Message : 0x3450 to 0x3456 const uint16 dsAddr_coolMsg = 0x3450; // "Cool." // 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" // Can't Talk Underwater Message : 0x38db to 0x38fe const uint16 dsAddr_cantTalkUnderwaterMsg = 0x38db; // "I really can't talk underwater!" // Not Swimming There Message : 0x38ff to 0x3931 const uint16 dsAddr_notSwimmingThereMsg = 0x38ff; // "I don't think swimming there is worth the effort" // Too Little Air Message : 0x3932 to 0x3988 const uint16 dsAddr_tooLittleAirMsg = 0x3932; // "If I want to get this anchor I have to swim there when I have more air in my lungs" // 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" // Fish Don't Worry Message : 0x3a5a to 0x3a84 const uint16 dsAddr_fishDontWorryMsg = 0x3a5a; // "At least fish don't worry about the rain" // 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" // Get Rid Of Guard First Message : 0x3ed6 to 0x3f29 const uint16 dsAddr_getRidOfGuardFirstMsg = 0x3ed6; // "If I want to get inside I must get rid of this guard first..." // Wall Too Smooth Message : 0x3f2a to 0x3f53 const uint16 dsAddr_wallTooSmoothMsg = 0x3f2a; // "The wall surface is too smooth to climb" // Too Much Resin To Climb Message : 0x3f54 to 0x3f84 const uint16 dsAddr_tooMuchResinToClimbMsg = 0x3f54; // "I could climb it if there wasn't so much resin" // Only Green Rect Message : 0x3f85 to 0x3feb const uint16 dsAddr_onlyGreenRectMsg = 0x3f85; // "The only green stuff that I like is that rectangular piece of paper with..." // Don't Wanna Touch Hedgehog Message : 0x3fec to 0x402d const uint16 dsAddr_dontWannaTouchHedgehogMsg = 0x3fec; // "I don't wanna touch it. Its spines could hurt my delicate hands" // Not Hungry Message : 0x402e to 0x4046 const uint16 dsAddr_notHungryMsg = 0x402e; // "Thanks, I'm not hungry" // No Long Hands Message : 0x4047 to 0x406c const uint16 dsAddr_noLongHandsMsg = 0x4047; // "I really don't have such long hands" // Too Far To Swim Message : 0x406d to 0x4089 const uint16 dsAddr_tooFarToSwimMsg = 0x406d; // "It's too far to swim there" // 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?" // No Bucket Message : 0x4133 to 0x4163 const uint16 dsAddr_noBucketMsg = 0x4133; // "It's not a barrel-organ. And there's no bucket." // Dont Need To Open Message : 0x4164 to 0x417d const uint16 dsAddr_dontNeedToOpenMsg = 0x4164; // "I don't need to open it" // 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" // Not Horny Message : 0x41ef to 0x41fe const uint16 dsAddr_notHornyMsg = 0x41ef; // "I'm not horny" // Can't Jump So High Message : 0x41ff to 0x423e const uint16 dsAddr_CantJumpMsg = 0x41ff; // "No way I can jump so high, cause, err, white men can't jump" // Don't Need It Message : 0x423f to 0x4250 const uint16 dsAddr_dontNeedItMsg = 0x423f; // "I don't need it" // Not Santa Claus Message : 0x4251 to 0x4266 const uint16 dsAddr_notSantaClausMsg = 0x4251; // "I'm not Santa Claus" // No Plastic Imitations Message : 0x4267 to 0x4288 const uint16 dsAddr_noPlasticImitationsMsg = 0x4267; // "I don't need plastic imitations" // Too Fragile Message : 0x4289 to 0x42ab const uint16 dsAddr_tooFragileMsg = 0x4289; // "It's too fragile to carry around" // Keep It Open Message : 0x42ac to 0x42c6 const uint16 dsAddr_keepItOpenMsg = 0x42ac; // "I'd like to keep it open" // Not Taking Socks Message : 0x42c7 to 0x4305 const uint16 dsAddr_notTakingSocksMsg = 0x42c7; // "I really don't want to walk around with someone else's socks" // Not Tired Message : 0x4306 to 0x431d const uint16 dsAddr_notTiredMsg = 0x4306; // "Thanks, I'm not tired" // Too Big Message : 0x431e to 0x434d const uint16 dsAddr_tooBigMsg = 0x431e; // "It's too big and I doubt if I'll ever need it" // No Secret Passage Message : 0x434e to 0x437f const uint16 dsAddr_noSecretPassageMsg = 0x434e; // "I don't think there's any secret passage inside" // No Fruit Message : 0x4380 to 0x43ab const uint16 dsAddr_noFruitMsg = 0x4380; // "There are no more interesting fruits here" // Jug Me Message : 0x43ac to 0x43cd const uint16 dsAddr_jugMeMsg = 0x43ac; // "They can jug me if I steal this" // Leave Flowers Alone Message : 0x43ce to 0x4411 const uint16 dsAddr_leaveFlowersAloneMsg = 0x43ce; // "I'd better leave it. Women are really oversensitive about flowers." // 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)" // No Hands Sharp Thorns Message : 0x465e to 0x46a0 const uint16 dsAddr_noHandsSharpThornsMsg = 0x465e; // "I can't remove it with my hands. these thorns look really sharp" // No Chainsaw Fuel Message : 0x46a1 to 0x46c2 const uint16 dsAddr_noChainsawFuelMsg = 0x46a1; // "There's no fuel in the chainsaw" // Thorns Too Thin Message : 0x46c3 to 0x46f6 const uint16 dsAddr_thornsTooThinMsg = 0x46c3; // "Thorns are too thin, the chainsaw is useless here" // Rock Walking Gee Message : 0x46f7 to 0x473c const uint16 dsAddr_rockWalkingGeeMsg = 0x46f7; // "Yeah, great idea. Let's take this rock and walk around a bit. Gee..." // Butterfly Message : 0x473d to 0x477a const uint16 dsAddr_butterflyMsg = 0x473d; // "I'd better leave them alone, they make this place beautiful" // Not Sure If Alive Message : 0x477b to 0x4797 const uint16 dsAddr_notSureIfAliveMsg = 0x477b; // "I'm not sure if it's alive" // FIXME - Unknown where this is used.. Talking to SOMETHING... // Unknown Language Message : 0x4798 to 0x47be const uint16 dsAddr_unknownLanguageMsg = 0x4798; // "I don't know what language it speaks" // Hole Too Narrow Message : 0x47bf to 0x47e6 const uint16 dsAddr_holeTooNarrowMsg = 0x47bf; // "The hole is too narrow to fit my hand" // 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" // Uninteresting Haystack Message : 0x4828 to 0x485f const uint16 dsAddr_uninterestingHaystackMsg = 0x4828; // "I don't see anything interesting about this haystack" // More Complicated Message : 0x4860 to 0x4881 const uint16 dsAddr_moreComplicatedMsg = 0x4860; // "It's more complicated than that" // Nut Rake Message : 0x4882 to 0x48be const uint16 dsAddr_nutRakeMsg = 0x4882; // "It's pointless, the nut will slip between the rake's teeth" // Paddle Broken Message : 0x48bf to 0x48d5 const uint16 dsAddr_paddleBrokenMsg = 0x48bf; // "The paddle is BROKEN" // Branch Not Paddle Message : 0x48d6 to 0x4912 const uint16 dsAddr_branchNotPaddleMsg = 0x48d6; // "This branch is not a paddle. It doesn't even look like one" // Try Somewhere Else Message : 0x4913 to 0x495b const uint16 dsAddr_trySomewhereElseMsg = 0x4913; // "I'd better try somewhere else - I suppose this side is heavily guarded" // Sharpen Not Pulverize Message : 0x495c to 0x4983 const uint16 dsAddr_sharpenNotPulverizeMsg = 0x495c; // "I needed to sharpen it, not pulverize" // Can't Do Anything Too Dark Message : 0x4984 to 0x49ad const uint16 dsAddr_cantDoTooDarkMsg = 0x4984; // "I can't do anything here, it's too dark" // 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 realized 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" // Can't Record No Batteries Message : 0x4e58 to 0x4e8d const uint16 dsAddr_cantRecordNoBatteriesMsg = 0x4e58; // "I can't record anything until I find some batteries" // FIXME - Not sure how to get this message. Dictaphone with no batteries somewhere? Radio? // No Batteries No Fun Message : 0x4e8e to 0x4ea4 const uint16 dsAddr_NoBatteriesNoFunMsg = 0x4e8e; // "No batteries, no fun" // 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" // Same Bottle Message : 0x4efa to 0x4f3c const uint16 dsAddr_sameBottleMsg = 0x4efa; // "The bottle's the same, but I doubt if it's enough to fool anyone" // 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" // Dont Want To Touch Message : 0x56ac to 0x56d9 const uint16 dsAddr_dontWantToTouchMsg = 0x56ac; // "I don't want to touch it - I might get hurt" // Fence Blocks Message : 0x56da to 0x56f6 const uint16 dsAddr_fenceBlocksMsg = 0x56da; // "The fence blocks the way" // Not Want To Sleep Message : 0x56f7 to 0x570e const uint16 dsAddr_notWantToSleepMsg = 0x56f7; // "I don't want to sleep" // 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!" // Prefer Water Message : 0x58b7 to 0x58c7 const uint16 dsAddr_preferWaterMsg = 0x58b7; // "I prefer water" // Too Weak To Climb Message : 0x58c8 to 0x58e2 const uint16 dsAddr_tooWeakToClimbMsg = 0x58c8; // "I'm too weak to climb it" // Spring Prick Message : 0x58e3 to 0x5904 const uint16 dsAddr_springPrickMsg = 0x58e3; // "The springs would prick my back" // 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" // Geography Class Message : 0x5962 to 0x599c const uint16 dsAddr_geographyClassMsg = 0x5962; // "I should have paid more attention in geography classes." // Don't Need Mess Message : 0x599d to 0x59b5 const uint16 dsAddr_dontNeedMessMsg = 0x599d; // "I don't need this mess" // Seen Softer Rocks Message : 0x59b6 to 0x59da const uint16 dsAddr_seenSofterRocksMsg = 0x59b6; // "Thanks, but I've seen softer rocks" // Too Blunt Message : 0x59db to 0x5a00 const uint16 dsAddr_tooBluntMsg = 0x59db; // "They are too blunt to be of any use" // Useless Models Message : 0x5a01 to 0x5a1f const uint16 dsAddr_uselessModelsMsg = 0x5a01; // "What's the use of the models?" // Barman Will Notice Message : 0x5a20 to 0x5a50 const uint16 dsAddr_barmanWillNoticeMsg = 0x5a20; // "The barman will surely notice its disappearing" // Too Much To Drink Message : 0x5a51 to 0x5a95 const uint16 dsAddr_tooMuchToDrinkMsg = 0x5a51; // "It'd take too much time to drink it..." // 0x5a96 to 0x5a97 : 2 extra null bytes (padding?) // Not Thief Message : 0x5a98 to 0x5ac5 const uint16 dsAddr_notThiefMsg = 0x5a98; // "I'm not a thief. And it's empty, by the way." // Too Many To Search Message : 0x5ac6 to 0x5aec const uint16 dsAddr_tooManyToSearchMsg = 0x5ac6; // "There are too many of them to search" // Captain Would Not Fit Message : 0x5aed to 0x5b26 const uint16 dsAddr_captainWouldNotFitMsg = 0x5aed; // "Captain surely wouldn't fit them. I must look elsewhere" // Chickening Never Message : 0x5b27 to 0x5b3e const uint16 dsAddr_chickenNeverMsg = 0x5b27; // "Chickening? Me? Never!" // Can't Open It Message : 0x5b3f to 0x5b50 const uint16 dsAddr_cantOpenItMsg = 0x5b3f; // "I can't open it" // Don't Need Them Message : 0x5b51 to 0x5b64 const uint16 dsAddr_dontNeedThemMsg = 0x5b51; // "I don't need them" // Peeping Tom Message : 0x5b65 to 0x5b7f const uint16 dsAddr_peepingTomMsg = 0x5b65; // "What am I? A Peeping Tom?" // Big Pockets Message : 0x5b80 to 0x5baa const uint16 dsAddr_bigPocketsMsg = 0x5b80; // "I have big pockets, but there are limits" // Trouble With Stairs Message : 0x5bab to 0x5be6 const uint16 dsAddr_troubleWithStairsMsg = 0x5bab; // "If I put it on I might have trouble walking up the stairs" // 9 Lives To Read Message : 0x5be7 to 0x5c0a const uint16 dsAddr_9LivesToReadMsg = 0x5be7; // "I'd need 9 lives to read them all" // Thanks Not Tired Message : 0x5c0b to 0x5c25 const uint16 dsAddr_thanksNotTiredMsg = 0x5c0b; // "Thanks, I'm not so tired" // No Need To Turn On Message : 0x5c26 to 0x5c45 const uint16 dsAddr_noNeedToTurnOnMsg = 0x5c26; // "There's no need to turn it on" // Won't Bear Weight Message : 0x5c46 to 0x5c5f const uint16 dsAddr_wontBearWeightMsg = 0x5c46; // "It won't bear my weight" // Never Learnt Message : 0x5c60 to 0x5c81 const uint16 dsAddr_neverLearntMsg = 0x5c60; // "I never learnt to how use one" // So Sharp Message : 0x5c82 to 0x5cab const uint16 dsAddr_soSharpMsg = 0x5c82; // "They're so sharp they'd rip my trousers!" // Cognac Message : 0x5cac to 0x5cda const uint16 dsAddr_cognacMsg = 0x5cac; // "Pfui! The cognac really didn't do any good" // No Time For Pleasures Message : 0x5cdb to 0x5cfc const uint16 dsAddr_noTimeForPleasuresMsg = 0x5cdb; // "I don't have time for pleasures" // Not Socks With Bare Hands Message : 0x5cfd to 0x5d2b const uint16 dsAddr_notSocksWithBareHandsMsg = 0x5cfd; // "I won't touch these socks with my bare hands!" // Not Halloween Message : 0x5d2c to 0x5d40 const uint16 dsAddr_notHalloweenMsg = 0x5d2c; // "It's not Halloween" // Not Manual Message : 0x5d41 to 0x5d6d const uint16 dsAddr_NotManualMsg = 0x5d41; // "It can't be controlled manually! I hate it!" // Nothing To Play Message : 0x5d6e to 0x5d86 const uint16 dsAddr_nothingToPlayMsg = 0x5d6e; // "I have nothing to play" // Not Mine Message : 0x5d87 to 0x5da7 const uint16 dsAddr_notMineMsg = 0x5d87; // "I can't take it. It's not mine." // Hey What's The Matter Message : 0x5da8 to 0x5dc1 const uint16 dsAddr_HeyWtmQMsg = 0x5da8; // "Hey! What's the matter?!" // Its Open Message : 0x5dc2 to 0x5dcd const uint16 dsAddr_ItsOpenMsg = 0x5dc2; // "It's Open!" // 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" // Blunt Sickle Message : 0x5e0b to 0x5e24 const uint16 dsAddr_bluntSickleMsg = 0x5e0b; // "The sickle is too blunt" // First Business Message : 0x5e25 to 0x5e53 const uint16 dsAddr_firstBusinessMsg = 0x5e25; // "First I've got some business to take care of" // No Digging Knife Message : 0x5e54 to 0x5e8e const uint16 dsAddr_noDiggingKnifeMsg = 0x5e54; // "Digging it out with the knife could take a hundred years" // FIXME - Where is this message used?! Unused? // No Mess On Table Message : 0x5e8f to 0x5ebd const uint16 dsAddr_noMessOnTableMsg = 0x5e8f; // "I don't want to make more mess on this table" // Throw Crumbs To Bird Question Message : 0x5ebe to 0x5ee5 const uint16 dsAddr_throwCrumbsToBirdQMsg = 0x5ebe; // "Should I throw the crumbs to the bird?" // Don't Waste Crumbs Message : 0x5ee6 to 0x5f10 const uint16 dsAddr_dontWasteCrumbs = 0x5ee6; // "I don't want to waste these tasty crumbs" // Might Slip Fall In Message : 0x5f11 to 0x5f3b const uint16 dsAddr_mightSlipFallInMsg = 0x5f11; // "Better not... I might slip and fall in..." // 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; // Scene Object Name : Sonny or whatever : 0x92e5 to 0x92f6 const uint16 dsAddr_scnObjNameSonny = 0x92e5; // "Sonny or whatever" // Scene Object Name - Anne : 0x9820 to 0x9824 const uint16 dsAddr_scnObjNameAnne = 0x9820; // "Anne" // Scene Object Name - Mike : 0xaa94 to 0xaa98 const uint16 dsAddr_scnObjNameMike = 0xaa94; // "Mike" // 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; // Examine Object Callback Table (2 byte LE address * ??) : 0xb5ce to 0x???? const uint16 dsAddr_objExamineCallbackTablePtr = 0xb5ce; // Use Object Callback Table (2 byte LE address * ??) : 0xb89c to 0x???? const uint16 dsAddr_objUseCallbackTablePtr = 0xb89c; // Inventory Object Callback Table (3 byte (id, callbackAddr) * 7) : 0xbb72 to 0xbb86 const uint16 dsAddr_objCallbackTablePtr = 0xbb72; // invItemToolboxFull = csAddr_openFullToolbox // invItemToolboxHalfEmpty = csAddr_openHalfEmptyToolbox // invItemDiveEquipment = csAddr_useDivingEquipment // invItemShovelAct2 = csAddr_digMansionWall // 0xff = csAddr_tooDarkHere // TODO: No object has id 0xff - Callback Disabled? // invItemBanknote = csAddr_examineBanknote // invItemTimePills = csAddr_useTimePills // Scene Hotspots Table (2 byte LE address * ??) : 0xbb87 to 0x???? const uint16 dsAddr_sceneHotspotsPtr = 0xbb87; // 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; // Spoken With Mansion Guard Flag : 0xda96 // FIXME - This is probably unecessary as although this location is set, it // doesn't now appear to be read. const uint16 dsAddr_spokenWithMansionGuardFlag = 0xda96; // 1 byte // Have Not Spoken With Mansion Guard Flag : 0xda97 // FIXME - This is probably unecessary as although this location is set, it // doesn't now appear to be read. const uint16 dsAddr_haveNotSpokenWithMansionGuardFlag = 0xda97; // 1 byte // Dialog Stack - Pleading with Mansion Guard : 0xdaa6 to 0xdab1 const uint16 dsAddr_dialogStackPleadingToMansionGuard = 0xdaa6; // Dialog Stack - Mansion Guard Drinking : 0xdab2 to 0xdab9 // FIXME - Can't find where this is used... const uint16 dsAddr_dialogStackMansionGuardDrinking = 0xdab2; // Dialog Stack - Talking To Sonny : 0xdaba to 0xdac3 const uint16 dsAddr_dialogStackSonny = 0xdaba; // Dialog Stack - Talking To Grandpa : 0xdac4 to 0xdacd const uint16 dsAddr_dialogStackGrandpa = 0xdac4; // Cave Thorns Cut Down Flag : 0xdaca // FIXME - Cave Thorns Flag overlap with dsAddr_dialogStackGrandpa. Bug or typo? const uint16 dsAddr_caveThornsCutDownFlag = 0xdaca; // 1 byte // Dialog Stack - Trying To Borrow Shotgun From Grandpa : 0xdace to 0xdad3 const uint16 dsAddr_dialogStackGrandpaShotgun = 0xdace; // Dialog Stack - Trying To Borrow Fan From Grandpa : 0xdad4 to 0xdad9 const uint16 dsAddr_dialogStackGrandpaFan = 0xdad4; // Dialog Stack - Ask Old Lady if OK : 0xdada to 0xdaef const uint16 dsAddr_dialogStackAskOldLadyOK = 0xdada; // Dialog Stack - Talking To Old Lady : 0xdaf0 to 0xdaf5 const uint16 dsAddr_dialogStackOldLady = 0xdaf0; // Dialog Stack - Borrow Duster From Old Lady : 0xdaf6 to 0xdafb const uint16 dsAddr_dialogStackBorrowDusterFromOldLady = 0xdaf6; // Dialog Stack - Get Old Lady's Apple : 0xdafc to 0xdb01 const uint16 dsAddr_dialogStackGetAppleOldLady = 0xdafc; // Dialog Stack - Giving Another Flower To Anne : 0xdb02 to 0xdb07 const uint16 dsAddr_dialogStackAnotherFlowerToAnne = 0xdb02; // Dialog Stack - Talking To Squirrel : 0xdb08 to 0xdb13 const uint16 dsAddr_dialogStackSquirrel = 0xdb08; // Dialog Stack - Talking To Dog : 0xdb14 to 0xdb1d const uint16 dsAddr_dialogStackDog = 0xdb14; // Dialog Stack - Take Axe : 0xdb1e to 0xdb23 const uint16 dsAddr_dialogStackTakeAxe = 0xdb1e; // Dialog Stack - Talking To Busy Cook : 0xdb24 to 0xdb2d const uint16 dsAddr_dialogStackBusyCook = 0xdb24; // Dialog Stack - Talking To Mike the Robot Safe : 0xdb2e to 0xdb35 const uint16 dsAddr_dialogStackRobotSafe = 0xdb2e; // Dialog Stack - Talking To John Noty At Endgame : 0xdb36 to 0xdb3f const uint16 dsAddr_dialogStackJohnNotyEndgame = 0xdb36; // Dialog Stack - Camp Guard Waiting For Documents : 0xdb40 to 0xdb4b const uint16 dsAddr_dialogStackCampGuardWantsDocuments = 0xdb40; // Dialog Stack - Camp Guard Reading Soldier News : 0xdb4c to 0xdb55 const uint16 dsAddr_dialogStackCampGuardReadingNews = 0xdb4c; // Dialog Stack - Camp Guard Show Pass : 0xdb56 to 0xdb5b const uint16 dsAddr_dialogStackCampGuardShowPass = 0xdb56; // Dialog Stack - Jail Door Grates : 0xdb5c to 0xdb67 const uint16 dsAddr_dialogStackJailDoorGrates = 0xdb5c; // Dialog Stack - Talking to Barman : 0xdb68 to 0xdb71 const uint16 dsAddr_dialogStackBarman = 0xdb68; // Dialog Stack - Fall Into Mudpool : 0xdb72 to 0xdb79 const uint16 dsAddr_dialogStackFallIntoMudpool = 0xdb72; // Dialog Stack - Talking To Mudpool Bird : 0xdb7a to 0xdb81 const uint16 dsAddr_dialogStackMudpoolBird = 0xdb7a; // Dialog Stack - Interrogate Captain : 0xdb82 to 0xdb89 const uint16 dsAddr_dialogStackInterrogateCaptain = 0xdb82; // Dialog Stack - Bar Cellar Door : 0xdb8a to 0xdb8f const uint16 dsAddr_dialogStackBarCellarDoor = 0xdb8a; // Current Music Id Playing : 0xdb90 const uint16 dsAddr_currentMusic = 0xdb90; // 1 byte // Unused Byte : 0xdb91 // Already Adjusted Hoop Pole Flag : 0xdb92 const uint16 dsAddr_alreadyAdjustedHoopPoleFlag = 0xdb92; // 1 byte // Already Kicked Hen Flag : 0xdb93 const uint16 dsAddr_alreadyKickedHenFlag = 0xdb93; // 1 byte // Already Pulled Trunk Release Lever Flag : 0xdb94 const uint16 dsAddr_alreadyPulledTrunkReleaseLeverFlag = 0xdb94; // 1 byte // Car Trunk Empty Flag : 0xdb95 const uint16 dsAddr_carTrunkEmptyFlag = 0xdb95; // 1 byte // Birds Gone From Scarecrow Flag : 0xdb96 const uint16 dsAddr_birdsGoneFromScarecrowFlag = 0xdb96; // 1 byte // Already Spoken To Anne Flag : 0xdb97 const uint16 dsAddr_alreadySpokenToAnneFlag = 0xdb97; // 1 byte // Flower Isle in Lake State (0 = Both Flowers Present, 1 = One Flower Taken, 2+ = Both Flowers Taken): 0xdb98 const uint16 dsAddr_flowerIsleState = 0xdb98; // 1 byte // Already Got Broken Paddle Flag : 0xdb99 const uint16 dsAddr_alreadyGotBrokenPaddleFlag = 0xdb99; // 1 byte // Given Flower To OldLady Already Flag : 0xdb9a const uint16 dsAddr_givenFlowerToOldLadyAlreadyFlag = 0xdb9a; // 1 byte // Given Flower To Anne Already Flag : 0xdb9b const uint16 dsAddr_givenFlowerToAnneAlreadyFlag = 0xdb9b; // 1 byte // Scared Guard Already Flag : 0xdb9c const uint16 dsAddr_scaredGuardAlreadyFlag = 0xdb9c; // 1 byte // Got Needle Already Flag : 0xdb9d const uint16 dsAddr_gotNeedleAlreadyFlag = 0xdb9d; // 1 byte // Got Potato Already Flag : 0xdb9e const uint16 dsAddr_gotPotatoAlreadyFlag = 0xdb9e; // 1 byte // Bees Gone Flag : 0xdb9f const uint16 dsAddr_beesGoneFlag = 0xdb9f; // 1 byte // Mansion Already Been Through Tunnel Flag : 0xdba0 const uint16 dsAddr_mansionTunnelDoneFlag = 0xdba0; // 1 byte // Mansion Tree Hollow Empty Flag : 0xdba1 const uint16 dsAddr_mansionTreeHollowEmptyFlag = 0xdba1; // 1 byte // Climbed Mansion Tree Already Flag : 0xdba2 const uint16 dsAddr_climbedMansionTreeAlreadyFlag = 0xdba2; // 1 byte // Cellar Door Open Flag : 0xdba3 const uint16 dsAddr_cellarDoorOpenFlag = 0xdba3; // 1 byte // Cellar Light On Flag : 0xdba4 const uint16 dsAddr_lightOnFlag = 0xdba4; // 1 byte // Laundry State (0 = Wet on Line, 1 = Dry on Line, 2 = Not Present): 0xdba5 const uint16 dsAddr_laundryState = 0xdba5; // 1 byte // Lake Diving Exit Message (0 to 5+) : 0xdba6 const uint16 dsAddr_lakeDivingExitMessage = 0xdba6; // 1 byte // Searched Grandpa Drawers Flag : 0xdba7 const uint16 dsAddr_SearchedGrandpaDrawersFlag = 0xdba7; // 1 byte // Hankerchief in Mousehole Flag : 0xdba8 const uint16 dsAddr_HankerchiefInMouseholeFlag = 0xdba8; // 1 byte // Mouse Hole State : 0xdba9, 0 = Mouse Gone, 1 = Mouse Trapped, 2 = Mouse Success(?) const uint16 dsAddr_mouseHoleState = 0xdba9; // 1 byte // Mouse Nerve Message Said Flag : 0xdbaa const uint16 dsAddr_mouseNerveMsgSaidFlag = 0xdbaa; // 1 byte // Mouse Already Got Gold Nugget Flag : 0xdbab const uint16 dsAddr_mouseGotGoldNuggetFlag = 0xdbab; // 1 byte // Unused Byte : 0xdbac // Dog Has Bone Flag : 0xdbad const uint16 dsAddr_dogHasBoneFlag = 0xdbad; // 1 byte // Ego Already Scared By Spider Flag : 0xdbae const uint16 dsAddr_egoAlreadyScaredBySpiderFlag = 0xdbae; // 1 byte // Already Said That Anne is Beautiful Flag : 0xdbaf const uint16 dsAddr_alreadySaidAnneBeautifulFlag = 0xdbaf; // 1 byte // Squirrel's Nut State (0 = Nut in Tree, 1 = Nut in Grass, 2 = Nut Found with Rake) : 0xdbb0 const uint16 dsAddr_squirrelNutState = 0xdbb0; // 1 byte // Nut Swapped For Apple in Fruit Bowl Flag : 0xdbb1 const uint16 dsAddr_nutSwappedForAppleFlag = 0xdbb1; // 1 byte // Spoken To Man In Well Flag : 0xdbb2 const uint16 dsAddr_spokenToManInWellFlag = 0xdbb2; // 1 byte // Spoken To Mirror Flag : 0xdbb3 const uint16 dsAddr_spokenToMirrorFlag = 0xdbb3; // 1 byte // Cellar Shelves Examine Count (0 to 2(clamped))) : 0xdbb4 const uint16 dsAddr_cellarShelfExamineCount = 0xdbb4; // 1 byte // Examined Bank Note Flag : 0xdbb5 const uint16 dsAddr_examinedBanknoteFlag = 0xdbb5; // 1 byte // VGA Artist Quip Already Said Flag : 0xdbb6 const uint16 dsAddr_vgaArtistQuipAlreadySaidFlag = 0xdbb6; // 1 byte // Mansion Desk Blue Drawer Open Flag : 0xdbb7 const uint16 dsAddr_blueDrawerOpenFlag = 0xdbb7; // 1 byte // Mansion Desk Red Drawer Open Flag : 0xdbb8 const uint16 dsAddr_redDrawerOpenFlag = 0xdbb8; // 1 byte // Mansion Desk Grey Drawer Open Flag : 0xdbb9 const uint16 dsAddr_greyDrawerOpenFlag = 0xdbb9; // 1 byte // Mansion Desk Green Drawer Open Flag : 0xdbba const uint16 dsAddr_greenDrawerOpenFlag = 0xdbba; // 1 byte // Mansion Desk Brown Drawer Open Flag : 0xdbbb const uint16 dsAddr_brownDrawerOpenFlag = 0xdbbb; // 1 byte // Mansion Desk Pink Drawer Open Flag : 0xdbbc const uint16 dsAddr_pinkDrawerOpenFlag = 0xdbbc; // 1 byte // Mansion Colored Drawer Puzzle Hint Message Given Flag : 0xdbbd const uint16 dsAddr_drawerPuzzleHintGivenFlag = 0xdbbd; // 1 byte // Mansion Colored Drawer Got Dictaphone Flag : 0xdbbe const uint16 dsAddr_drawerGotDictaphoneFlag = 0xdbbe; // 1 byte // Mansion Colored Drawer Got Polaroid Flag : 0xdbbf const uint16 dsAddr_drawerGotPolaroidFlag = 0xdbbf; // 1 byte // Mansion Colored Drawer Puzzle Book Message Flag : 0xdbc0 const uint16 dsAddr_drawerPuzzleBookMessageFlag = 0xdbc0; // 1 byte // Mansion Colored Drawer Puzzle - Random Book Color Value (0 = No Book, 1 to 6 = Books) : 0xdbc1 const uint16 dsAddr_drawerPuzzleBookValue = 0xdbc1; // 1 byte // Mansion Colored Drawer Puzzle Solved Flag : 0xdbc2 const uint16 dsAddr_drawerPuzzleSolvedFlag = 0xdbc2; // 1 byte // Mansion Trashcan Searched Flag : 0xdbc3 const uint16 dsAddr_mansionTrashcanSearchedFlag = 0xdbc3; // 1 byte // Mansion Read Newspaper Flag : 0xdbc4 const uint16 dsAddr_mansionReadNewspaperFlag = 0xdbc4; // 1 byte // Mansion TV On Flag : 0xdbc5 const uint16 dsAddr_mansionTVOnFlag = 0xdbc5; // 1 byte // Mansion VCR Playing Tape Flag : 0xdbc6 const uint16 dsAddr_mansionVCRPlayingTapeFlag = 0xdbc6; // 1 byte // Mansion VCR Played Tape Before Flag : 0xdbc7 const uint16 dsAddr_mansionVCRPlayedTapeBeforeFlag = 0xdbc7; // 1 byte // Mansion VCR Tape Loaded Flag : 0xdbc8 const uint16 dsAddr_mansionVCRTapeLoadedFlag = 0xdbc8; // 1 byte // Mansion Examined Couch Before Flag : 0xdbc9 const uint16 dsAddr_mansionExaminedCouchBeforeFlag = 0xdbc9; // 1 byte // Mansion Used Polaroid on TV Flag : 0xdbca const uint16 dsAddr_usedPolaroidOnTVFlag = 0xdbca; // 1 byte // Mansion Used Dictaphone on TV Flag : 0xdbcb const uint16 dsAddr_usedDictaphoneOnTVFlag = 0xdbcb; // 1 byte // Mansion Cook Gone Flag : 0xdbcc const uint16 dsAddr_MansionCookGoneFlag = 0xdbcc; // 1 byte // Mansion Radio Broken Flag : 0xdbcd const uint16 dsAddr_MansionRadioBrokenFlag = 0xdbcd; // 1 byte // Mansion Got Radio Batteries Flag : 0xdbce const uint16 dsAddr_MansionGotRadioBatteriesFlag = 0xdbce; // 1 byte // Mansion Have Opened Fridge Before Flag : 0xdbcf const uint16 dsAddr_MansionHaveOpenedFridgeBeforeFlag = 0xdbcf; // 1 byte // Mansion Put Burning Paper In Fridge Flag : 0xdbd0 const uint16 dsAddr_MansionPutBurningPaperInFridgeFlag = 0xdbd0; // 1 byte // Mansion Robot Safe Unlocked Flag : 0xdbd1 const uint16 dsAddr_MansionRobotSafeUnlockedFlag = 0xdbd1; // 1 byte // Mansion Robot Safe Voice Test Passed Flag : 0xdbd2 const uint16 dsAddr_MansionRobotSafeVoiceTestPassedFlag = 0xdbd2; // 1 byte // Mansion Robot Safe Scent Test Passed Flag : 0xdbd3 const uint16 dsAddr_MansionRobotSafeScentTestPassedFlag = 0xdbd3; // 1 byte // Mansion Robot Safe View Test Passed Flag : 0xdbd4 const uint16 dsAddr_MansionRobotSafeViewTestPassedFlag = 0xdbd4; // 1 byte // Mansion John Noty Outside Bathroom Flag : 0xdbd5 const uint16 dsAddr_MansionJohnNotyOutsideBathroomFlag = 0xdbd5; // 1 byte // Mansion Sink State (0 - No Plug, Sink Empty, 1 - Plug, Sink Empty, 2 - Plug, Sink Full) : 0xdbd6 const uint16 dsAddr_MansionSinkState = 0xdbd6; // 1 byte // Mansion Through Fan By Time Pill Flag : 0xdbd7 const uint16 dsAddr_MansionThruFanByTimePillFlag = 0xdbd7; // 1 byte // Mansion Ventilator Fan Stopped Flag : 0xdbd8 const uint16 dsAddr_MansionVentFanStoppedFlag = 0xdbd8; // 1 byte // Mansion John Noty Escaping Flag : 0xdbd9 const uint16 dsAddr_MansionJohnNotyEscapingFlag = 0xdbd9; // 1 byte // Shown Pass To Guard Flag : 0xdbda const uint16 dsAddr_ShownPassToGuardFlag = 0xdbda; // 1 byte // Graffiti Message Id (0 to 6) : 0xdbdb const uint16 dsAddr_graffitiMsgId = 0xdbdb; // 1 byte // Got Food Bowl in Jail Flag : 0xdbdc const uint16 dsAddr_GotFoodBowlInJailFlag = 0xdbdc; // 1 byte // Jail Cable and Bowl State (0 = Cable not in Bowl, 1 = Cable in Bowl, 2 = Bowl Electrified 3 = Captain Shocked) : 0xdbdd const uint16 dsAddr_JailCableAndBowlState = 0xdbdd; // 1 byte // Got Jail Key Flag : 0xdbde const uint16 dsAddr_GotJailKeyFlag = 0xdbde; // 1 byte // First Act Trial State (0 = Before First Trial, 1 to 3 = Trial 1st to 3rd) : 0xdbdf const uint16 dsAddr_FirstActTrialState = 0xdbdf; // 1 byte // Already Tickled Captain Flag : 0xdbe0 const uint16 dsAddr_AlreadyTickledCaptainFlag = 0xdbe0; // 1 byte // Cut Fence Flag : 0xdbe1 const uint16 dsAddr_cutFenceFlag = 0xdbe1; // 1 byte // Act 1 Guard State (0 = Normal, 1 = With Kaleidoscope & Grenade, 2 = Kaleidoscope & No Grenade) : 0xdbe2 const uint16 dsAddr_act1GuardState = 0xdbe2; // 1 byte // Spoken to Barman About Third Trial Flag : 0xdbe3 const uint16 dsAddr_spokeToBarmanAboutThirdTrialFlag = 0xdbe3; // 1 byte // Got Mug Of Mud Flag : 0xdbe4 const uint16 dsAddr_gotMugOfMudFlag = 0xdbe4; // 1 byte // Got Rope In Act 1 Flag : 0xdbe5 const uint16 dsAddr_gotRopeAct1Flag = 0xdbe5; // 1 byte // Captain Drawer State : 0xdbe6 const uint16 dsAddr_captainDrawerState = 0xdbe6; // 1 byte // Bird on Bar Radio Antenna Flag : 0xdbe7 const uint16 dsAddr_birdOnBarRadioAntennaFlag = 0xdbe7; // 1 byte // Swapped Barman Mug Flag : 0xdbe8 const uint16 dsAddr_swappedBarmanMugFlag = 0xdbe8; // 1 byte // Barman Passed Out Flag : 0xdbe9 const uint16 dsAddr_barmanPassedOutFlag = 0xdbe9; // 1 byte // Counter for Mansion Intrusion Attempts : 0xdbea const uint16 dsAddr_mansionEntryCount = 0xdbea;// 1 byte // Unused Byte : 0xdbeb // John Noty Outside Mansion Door Flag : 0xdbec const uint16 dsAddr_johnNotyOutsideMansionDoorFlag = 0xdbec; // 1 byte // Unused Byte : 0xdbed // Lovestruck By Anne Flag : 0xdbee const uint16 dsAddr_lovestruckByAnneFlag = 0xdbee;// 1 byte // Mansion Handle in Door Hole Flag : 0xdbef const uint16 dsAddr_mansionHandleInDoorHoleFlag = 0xdbef;// 1 byte // Got Password Need to Speak To Barman Flag : 0xdbf0 const uint16 dsAddr_gotPasswordNeedSpeakBarmanFlag = 0xdbf0; // 1 byte // Mansion Already Used Time Pills Flag : 0xdbf1 const uint16 dsAddr_mansionAlreadyUsedTimePillsFlag = 0xdbf1; // 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 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