diff --git a/soh/src/code/z_message_PAL.c b/soh/src/code/z_message_PAL.c index 8faff5f10..fc63f96c8 100644 --- a/soh/src/code/z_message_PAL.c +++ b/soh/src/code/z_message_PAL.c @@ -1685,7 +1685,8 @@ bool Message_DecodeName(PlayState* play, s16* decodedBufPosPtr, s32* charTexIdxP } } - if (ResourceMgr_GetGameRegion(0) == GAME_REGION_PAL && gSaveContext.language != LANGUAGE_JPN) { + if (ResourceMgr_GetGameRegion(0) == GAME_REGION_PAL && + (gSaveContext.language != LANGUAGE_JPN || sDisplayNextMessageAsEnglish)) { if (gSaveContext.ship.filenameLanguage == NAME_LANGUAGE_PAL) { for (i = 0; i < playerNameLen; i++) { curChar2 = gSaveContext.playerName[i]; @@ -1740,7 +1741,7 @@ bool Message_DecodeName(PlayState* play, s16* decodedBufPosPtr, s32* charTexIdxP msgCtx->msgBufDecoded[(*decodedBufPosPtr)] = curChar2; (*decodedBufPosPtr)++; } - } else { + } else { // NAME_LANGUAGE_NTSC_JPN for (i = 0; i < playerNameLen; i++) { curChar2 = gSaveContext.playerName[i]; @@ -1780,7 +1781,7 @@ bool Message_DecodeName(PlayState* play, s16* decodedBufPosPtr, s32* charTexIdxP } else { // GAME_REGION_NTSC if (gSaveContext.ship.filenameLanguage == NAME_LANGUAGE_NTSC_JPN) { - if (gSaveContext.language == LANGUAGE_JPN) { + if (gSaveContext.language == LANGUAGE_JPN && !sDisplayNextMessageAsEnglish) { for (i = 0; i < playerNameLen; i++) { curChar2 = gSaveContext.playerName[i]; u8* fontBuf = &font->fontBuf[(curChar2 * 32) << 2]; @@ -1808,7 +1809,7 @@ bool Message_DecodeName(PlayState* play, s16* decodedBufPosPtr, s32* charTexIdxP } } } else if (gSaveContext.ship.filenameLanguage == NAME_LANGUAGE_NTSC_ENG) { - if (gSaveContext.language == LANGUAGE_JPN) { + if (gSaveContext.language == LANGUAGE_JPN && !sDisplayNextMessageAsEnglish) { for (i = 0; i < playerNameLen; i++) { curChar2 = gSaveContext.playerName[i]; u8* fontBuf = &font->fontBuf[(curChar2 * 32) << 2]; @@ -1850,7 +1851,7 @@ bool Message_DecodeName(PlayState* play, s16* decodedBufPosPtr, s32* charTexIdxP } } } else if (gSaveContext.ship.filenameLanguage == NAME_LANGUAGE_PAL) { - if (gSaveContext.language == LANGUAGE_JPN) { + if (gSaveContext.language == LANGUAGE_JPN && !sDisplayNextMessageAsEnglish) { for (i = 0; i < playerNameLen; i++) { curChar2 = gSaveContext.playerName[i];