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T() macro 8 (#2142)

* T() macro in fault

* T() macro in game.c, gfxprint.c

* T() macro in ucode_disas.c

* T() macro in z_actor.c

* T() macro in z_message.c

* push fault key combo T()

* z_message T: koko -> "here"

* format
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Dragorn421 2024-09-07 04:00:12 +02:00 committed by GitHub
parent a8151899cf
commit 02816c410c
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GPG key ID: B5690EEEBB952194
7 changed files with 166 additions and 184 deletions

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@ -911,8 +911,7 @@ void Actor_Destroy(Actor* actor, PlayState* play) {
overlayEntry = actor->overlayEntry;
name = overlayEntry->name != NULL ? overlayEntry->name : "";
// "No Actor class destruct [%s]"
PRINTF("Actorクラス デストラクトがありません [%s]\n" VT_RST, name);
PRINTF(T("Actorクラス デストラクトがありません [%s]\n", "No Actor class destruct [%s]\n") VT_RST, name);
#endif
}
}
@ -2420,13 +2419,13 @@ void Actor_FaultPrint(Actor* actor, char* command) {
overlayEntry = actor->overlayEntry;
name = overlayEntry->name != NULL ? overlayEntry->name : "";
PRINTF("アクターの名前(%08x:%s)\n", actor, name); // "Actor name (%08x:%s)"
PRINTF(T("アクターの名前(%08x:%s)\n", "Actor name (%08x:%s)\n"), actor, name);
#else
name = "";
#endif
if (command != NULL) {
PRINTF("コメント:%s\n", command); // "Command:%s"
PRINTF(T("コメント:%s\n", "Command: %s\n"), command);
}
Fault_SetCursor(48, 24);
@ -2830,7 +2829,7 @@ void func_80031C3C(ActorContext* actorCtx, PlayState* play) {
}
}
ACTOR_DEBUG_PRINTF("絶対魔法領域解放\n"); // "Absolute magic field deallocation"
ACTOR_DEBUG_PRINTF(T("絶対魔法領域解放\n", "Absolute magic field deallocation\n"));
if (actorCtx->absoluteSpace != NULL) {
ZELDA_ARENA_FREE(actorCtx->absoluteSpace, "../z_actor.c", 6731);
@ -2900,24 +2899,24 @@ void Actor_FreeOverlay(ActorOverlay* actorOverlay) {
PRINTF(VT_FGCOL(CYAN));
if (actorOverlay->numLoaded == 0) {
ACTOR_DEBUG_PRINTF("アクタークライアントが0になりました\n"); // "Actor client is now 0"
ACTOR_DEBUG_PRINTF(T("アクタークライアントが0になりました\n", "Actor clients are now 0\n"));
if (actorOverlay->loadedRamAddr != NULL) {
if (actorOverlay->allocType & ACTOROVL_ALLOC_PERSISTENT) {
ACTOR_DEBUG_PRINTF("オーバーレイ解放しません\n"); // "Overlay will not be deallocated"
ACTOR_DEBUG_PRINTF(T("オーバーレイ解放しません\n", "Overlay will not be deallocated\n"));
} else if (actorOverlay->allocType & ACTOROVL_ALLOC_ABSOLUTE) {
// "Absolute magic field reserved, so deallocation will not occur"
ACTOR_DEBUG_PRINTF("絶対魔法領域確保なので解放しません\n");
ACTOR_DEBUG_PRINTF(T("絶対魔法領域確保なので解放しません\n",
"Absolute magic field reserved, so deallocation will not occur\n"));
actorOverlay->loadedRamAddr = NULL;
} else {
ACTOR_DEBUG_PRINTF("オーバーレイ解放します\n"); // "Overlay deallocated"
ACTOR_DEBUG_PRINTF(T("オーバーレイ解放します\n", "Overlay deallocated\n"));
ZELDA_ARENA_FREE(actorOverlay->loadedRamAddr, "../z_actor.c", 6834);
actorOverlay->loadedRamAddr = NULL;
}
}
} else {
// "%d of actor client remains"
ACTOR_DEBUG_PRINTF("アクタークライアントはあと %d 残っています\n", actorOverlay->numLoaded);
ACTOR_DEBUG_PRINTF(T("アクタークライアントはあと %d 残っています\n", "%d of actor client remaining\n"),
actorOverlay->numLoaded);
}
PRINTF(VT_RST);
@ -2943,32 +2942,31 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
// "Actor class addition [%d:%s]"
ACTOR_DEBUG_PRINTF("アクタークラス追加 [%d:%s]\n", actorId, name);
ACTOR_DEBUG_PRINTF(T("アクタークラス追加 [%d:%s]\n", "Actor class addition [%d:%s]\n"), actorId, name);
if (actorCtx->total > ACTOR_NUMBER_MAX) {
// " set number exceeded"
PRINTF(VT_COL(YELLOW, BLACK) "Actorセット数オーバー\n" VT_RST);
PRINTF(VT_COL(YELLOW, BLACK) T("Actorセット数オーバー\n", "Actor set number exceeded\n") VT_RST);
return NULL;
}
if (overlayEntry->vramStart == NULL) {
ACTOR_DEBUG_PRINTF("オーバーレイではありません\n"); // "Not an overlay"
ACTOR_DEBUG_PRINTF(T("オーバーレイではありません\n", "Not an overlay\n"));
profile = overlayEntry->profile;
} else {
if (overlayEntry->loadedRamAddr != NULL) {
ACTOR_DEBUG_PRINTF("既にロードされています\n"); // "Already loaded"
ACTOR_DEBUG_PRINTF(T("既にロードされています\n", "Already loaded\n"));
} else {
if (overlayEntry->allocType & ACTOROVL_ALLOC_ABSOLUTE) {
ASSERT(overlaySize <= ACTOROVL_ABSOLUTE_SPACE_SIZE, "actor_segsize <= AM_FIELD_SIZE", "../z_actor.c",
6934);
if (actorCtx->absoluteSpace == NULL) {
// "AMF: absolute magic field"
actorCtx->absoluteSpace = ZELDA_ARENA_MALLOC_R(ACTOROVL_ABSOLUTE_SPACE_SIZE, "AMF:絶対魔法領域", 0);
// "Absolute magic field reservation - %d bytes reserved"
ACTOR_DEBUG_PRINTF("絶対魔法領域確保 %d バイト確保\n", ACTOROVL_ABSOLUTE_SPACE_SIZE);
actorCtx->absoluteSpace = ZELDA_ARENA_MALLOC_R(
ACTOROVL_ABSOLUTE_SPACE_SIZE, T("AMF:絶対魔法領域", "AMF: absolute magic field"), 0);
ACTOR_DEBUG_PRINTF(
T("絶対魔法領域確保 %d バイト確保\n", "Absolute magic field allocation %d bytes allocated\n"),
ACTOROVL_ABSOLUTE_SPACE_SIZE);
}
overlayEntry->loadedRamAddr = actorCtx->absoluteSpace;
@ -2979,8 +2977,8 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
}
if (overlayEntry->loadedRamAddr == NULL) {
// "Cannot reserve actor program memory"
PRINTF(VT_COL(RED, WHITE) "Actorプログラムメモリが確保できません\n" VT_RST);
PRINTF(VT_COL(RED, WHITE) T("Actorプログラムメモリが確保できません\n",
"Cannot reserve actor program memory\n") VT_RST);
return NULL;
}
@ -3009,9 +3007,9 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
if ((objectSlot < 0) ||
((profile->category == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num))) {
// "No data bank!! <data bank%d> (profilep->bank=%d)"
PRINTF(VT_COL(RED, WHITE) "データバンク無し!!<データバンク=%d>(profilep->bank=%d)\n" VT_RST, objectSlot,
profile->objectId);
PRINTF(VT_COL(RED, WHITE) T("データバンク無し!!<データバンク=%d>(profilep->bank=%d)\n",
"No data bank!! <data bank=%d> (profilep->bank=%d)\n") VT_RST,
objectSlot, profile->objectId);
Actor_FreeOverlay(overlayEntry);
return NULL;
}
@ -3019,9 +3017,9 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
actor = ZELDA_ARENA_MALLOC(profile->instanceSize, name, 1);
if (actor == NULL) {
// "Actor class cannot be reserved! %s <size%d bytes>"
PRINTF(VT_COL(RED, WHITE) "Actorクラス確保できません! %s <サイズ=%dバイト>\n", VT_RST, name,
profile->instanceSize);
PRINTF(VT_COL(RED, WHITE) T("Actorクラス確保できません! %s <サイズ=%dバイト>\n",
"Actor class cannot be reserved! %s <size=%d bytes>\n"),
VT_RST, name, profile->instanceSize);
Actor_FreeOverlay(overlayEntry);
return NULL;
}
@ -3032,8 +3030,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
if (1) {}
// "Actor client No. %d"
ACTOR_DEBUG_PRINTF("アクタークライアントは %d 個目です\n", overlayEntry->numLoaded);
ACTOR_DEBUG_PRINTF(T("アクタークライアントは %d 個目です\n", "Actor client No. %d\n"), overlayEntry->numLoaded);
Lib_MemSet((u8*)actor, profile->instanceSize, 0);
actor->overlayEntry = overlayEntry;
@ -3135,7 +3132,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
overlayEntry = actor->overlayEntry;
name = overlayEntry->name != NULL ? overlayEntry->name : "";
ACTOR_DEBUG_PRINTF("アクタークラス削除 [%s]\n", name); // "Actor class deleted [%s]"
ACTOR_DEBUG_PRINTF(T("アクタークラス削除 [%s]\n", "Actor class deleted [%s]\n"), name);
if ((player != NULL) && (actor == player->focusActor)) {
func_8008EDF0(player);
@ -3162,7 +3159,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
ZELDA_ARENA_FREE(actor, "../z_actor.c", 7242);
if (overlayEntry->vramStart == NULL) {
ACTOR_DEBUG_PRINTF("オーバーレイではありません\n"); // "Not an overlay"
ACTOR_DEBUG_PRINTF(T("オーバーレイではありません\n", "Not an overlay\n"));
} else {
ASSERT(overlayEntry->loadedRamAddr != NULL, "actor_dlftbl->allocp != NULL", "../z_actor.c", 7251);
ASSERT(overlayEntry->numLoaded > 0, "actor_dlftbl->clients > 0", "../z_actor.c", 7252);