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T() macro 4 (#2084)
* T() in z_kankyo.c * T() in z_demo.c * T() in z_effect.c * remaining T() in z_sram.c * T() in z_en_encount1.c * T() in z_en_owl.c * T() in z_en_wonder_item.c * fix forgot T * Demonstration -> Demo
This commit is contained in:
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20b93a6488
commit
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7 changed files with 79 additions and 79 deletions
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@ -202,7 +202,7 @@ void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
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}
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if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_IDLE)) {
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PRINTF("\nデモ開始要求 発令!"); // "Cutscene start request announcement!"
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PRINTF(T("\nデモ開始要求 発令!", "\nDemo start request issued!"));
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gSaveContext.save.cutsceneIndex = 0xFFFD;
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gSaveContext.cutsceneTrigger = 1;
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}
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@ -577,7 +577,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
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Audio_SetCutsceneFlag(0);
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gSaveContext.cutsceneTransitionControl = 1;
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PRINTF("\n分岐先指定!!=[%d]番", cmd->destination); // "Future fork designation=No. [%d]"
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PRINTF(T("\n分岐先指定!!=[%d]番", "\nBranch destination specified!!=[%d]"), cmd->destination);
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// `forceRisingButtonAlphas` has a secondary purpose, which is to signal to the title screen actor
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// that it should display immediately. This occurs when a title screen cutscene that is not the main
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@ -2257,7 +2257,7 @@ void CutsceneHandler_StopScript(PlayState* play, CutsceneContext* csCtx) {
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csCtx->actorCues[i] = NULL;
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}
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PRINTF("\n\n\n\n\nやっぱりここかいな"); // "Right here, huh"
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PRINTF(T("\n\n\n\n\nやっぱりここかいな", "\n\n\n\n\nThis is it after all"));
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gSaveContext.save.cutsceneIndex = 0;
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gSaveContext.gameMode = GAMEMODE_NORMAL;
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@ -146,9 +146,10 @@ void Effect_Add(PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void*
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}
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if (!slotFound) {
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// "EffectAdd(): I cannot secure it. Be careful. Type %d"
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PRINTF("EffectAdd():確保できません。注意してください。Type%d\n", type);
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PRINTF("エフェクト追加せずに終了します。\n"); // "Exit without adding the effect."
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PRINTF(T("EffectAdd():確保できません。注意してください。Type%d\n",
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"EffectAdd(): I cannot secure it. Be careful. Type %d\n"),
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type);
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PRINTF(T("エフェクト追加せずに終了します。\n", "Exit without adding the effect.\n"));
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} else {
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sEffectInfoTable[type].init(effect, initParams);
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status->unk_02 = arg3;
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@ -240,7 +241,7 @@ void Effect_Delete(PlayState* play, s32 index) {
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void Effect_DeleteAll(PlayState* play) {
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s32 i;
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PRINTF("エフェクト総て解放\n"); // "All effect release"
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PRINTF(T("エフェクト総て解放\n", "All effects release\n"));
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for (i = 0; i < SPARK_COUNT; i++) {
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sEffectContext.sparks[i].status.active = false;
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@ -257,5 +258,5 @@ void Effect_DeleteAll(PlayState* play) {
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sEffectInfoTable[EFFECT_SHIELD_PARTICLE].destroy(&sEffectContext.shieldParticles[i].effect);
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}
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PRINTF("エフェクト総て解放 終了\n"); // "All effects release End"
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PRINTF(T("エフェクト総て解放 終了\n", "All effects release End\n"));
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}
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@ -450,8 +450,8 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
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if (Object_GetSlot(&play->objectCtx, OBJECT_GAMEPLAY_FIELD_KEEP) < 0 && !play->envCtx.sunMoonDisabled) {
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play->envCtx.sunMoonDisabled = true;
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// "Sun setting other than field keep! So forced release!"
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PRINTF(VT_COL(YELLOW, BLACK) "\n\nフィールド常駐以外、太陽設定!よって強制解除!\n" VT_RST);
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PRINTF(VT_COL(YELLOW, BLACK) T("\n\nフィールド常駐以外、太陽設定!よって強制解除!\n",
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"\n\nSun setting other than field keep! So forced release!\n") VT_RST);
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}
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gCustomLensFlareOn = false;
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@ -568,8 +568,8 @@ f32 Environment_LerpWeightAccelDecel(u16 endFrame, u16 startFrame, u16 curFrame,
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decelDurationF = (s32)decelDuration;
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if ((startFrameF >= endFrameF) || (accelDurationF + decelDurationF > totalFrames)) {
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// "The frame relation between end_frame and start_frame is wrong!!!"
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PRINTF(VT_COL(RED, WHITE) "\nend_frameとstart_frameのフレーム関係がおかしい!!!" VT_RST);
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PRINTF(VT_COL(RED, WHITE) T("\nend_frameとstart_frameのフレーム関係がおかしい!!!",
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"\nThe frame relation between end_frame and start_frame is wrong!!!") VT_RST);
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PRINTF(VT_COL(RED, WHITE) "\nby get_parcent_forAccelBrake!!!!!!!!!" VT_RST);
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return 0.0f;
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@ -717,8 +717,8 @@ void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, SkyboxCon
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#if OOT_DEBUG
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if (newSkybox1Index == 0xFF) {
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// "Environment VR data acquisition failed! Report to Sasaki!"
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PRINTF(VT_COL(RED, WHITE) "\n環境VRデータ取得失敗! ささきまでご報告を!" VT_RST);
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PRINTF(VT_COL(RED, WHITE) T("\n環境VRデータ取得失敗! ささきまでご報告を!",
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"\nEnvironment VR data acquisition failed! Report to Sasaki!") VT_RST);
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}
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#endif
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@ -804,8 +804,8 @@ void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, SkyboxCon
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void Environment_EnableUnderwaterLights(PlayState* play, s32 waterLightsIndex) {
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if (waterLightsIndex == WATERBOX_LIGHT_INDEX_NONE) {
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waterLightsIndex = 0;
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// "Underwater color is not set in the water poly data!"
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PRINTF(VT_COL(YELLOW, BLACK) "\n水ポリゴンデータに水中カラーが設定されておりません!" VT_RST);
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PRINTF(VT_COL(YELLOW, BLACK) T("\n水ポリゴンデータに水中カラーが設定されておりません!",
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"\nUnderwater color is not set in the water poly data!") VT_RST);
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}
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if (play->envCtx.lightMode == LIGHT_MODE_TIME) {
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@ -1140,11 +1140,11 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
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#if OOT_DEBUG
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if (sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].nextLightSetting >=
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envCtx->numLightSettings) {
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// "The color palette setting seems to be wrong!"
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PRINTF(VT_COL(RED, WHITE) "\nカラーパレットの設定がおかしいようです!" VT_RST);
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PRINTF(VT_COL(RED, WHITE) T("\nカラーパレットの設定がおかしいようです!",
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"\nThe color palette setting seems to be wrong!") VT_RST);
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// "Palette setting = [] Last palette number = []"
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PRINTF(VT_COL(RED, WHITE) "\n設定パレット=[%d] 最後パレット番号=[%d]\n" VT_RST,
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PRINTF(VT_COL(RED, WHITE) T("\n設定パレット=[%d] 最後パレット番号=[%d]\n",
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"\nPalette setting = [%d] Last palette number = [%d]\n") VT_RST,
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sTimeBasedLightConfigs[envCtx->changeLightNextConfig][i].nextLightSetting,
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envCtx->numLightSettings - 1);
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}
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@ -1219,12 +1219,12 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
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#if OOT_DEBUG
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if (envCtx->lightSetting >= envCtx->numLightSettings) {
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// "The color palette seems to be wrong!"
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PRINTF("\n" VT_FGCOL(RED) "カラーパレットがおかしいようです!");
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PRINTF("\n" VT_FGCOL(RED)
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T("カラーパレットがおかしいようです!", "The color palette seems to be wrong!"));
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// "Palette setting = [] Last palette number = []"
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PRINTF("\n" VT_FGCOL(YELLOW) "設定パレット=[%d] パレット数=[%d]\n" VT_RST, envCtx->lightSetting,
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envCtx->numLightSettings);
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PRINTF("\n" VT_FGCOL(YELLOW) T("設定パレット=[%d] パレット数=[%d]\n",
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"Palette setting = [%d] Last palette number = [%d]\n") VT_RST,
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envCtx->lightSetting, envCtx->numLightSettings);
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}
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#endif
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}
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@ -2073,9 +2073,9 @@ void Environment_PlaySceneSequence(PlayState* play) {
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Audio_PlayNatureAmbienceSequence(play->sceneSequences.natureAmbienceId);
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}
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} else if (play->sceneSequences.natureAmbienceId == NATURE_ID_NONE) {
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// "BGM Configuration"
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PRINTF("\n\n\nBGM設定game_play->sound_info.BGM=[%d] old_bgm=[%d]\n\n", play->sceneSequences.seqId,
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((void)0, gSaveContext.seqId));
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PRINTF(T("\n\n\nBGM設定game_play->sound_info.BGM=[%d] old_bgm=[%d]\n\n",
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"\n\n\nBGM Configuration game_play->sound_info.BGM=[%d] old_bgm=[%d]\n\n"),
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play->sceneSequences.seqId, ((void)0, gSaveContext.seqId));
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if (((void)0, gSaveContext.seqId) != play->sceneSequences.seqId) {
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Audio_PlaySceneSequence(play->sceneSequences.seqId);
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}
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@ -2103,9 +2103,9 @@ void Environment_PlaySceneSequence(PlayState* play) {
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}
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PRINTF("\n-----------------\n", ((void)0, gSaveContext.forcedSeqId));
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PRINTF("\n 強制BGM=[%d]", ((void)0, gSaveContext.forcedSeqId)); // "Forced BGM"
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PRINTF(T("\n 強制BGM=[%d]", "\n Forced BGM=[%d]"), ((void)0, gSaveContext.forcedSeqId));
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PRINTF("\n BGM=[%d]", play->sceneSequences.seqId);
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PRINTF("\n エンブ=[%d]", play->sceneSequences.natureAmbienceId);
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PRINTF(T("\n エンブ=[%d]", "\n Embed=[%d]"), play->sceneSequences.natureAmbienceId);
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PRINTF("\n status=[%d]", play->envCtx.timeSeqState);
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Audio_SetEnvReverb(play->roomCtx.curRoom.echo);
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@ -593,7 +593,8 @@ void Sram_VerifyAndLoadAllSaves(FileSelectState* fileSelect, SramContext* sramCt
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for (slotNum = 0; slotNum < 3; slotNum++) {
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offset = gSramSlotOffsets[slotNum];
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PRINTF("ぽいんと=%x(%d) SAVE_MAX=%d\n", offset, gSaveContext.fileNum, sizeof(Save));
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PRINTF(T("ぽいんと=%x(%d) SAVE_MAX=%d\n", "Point=%x(%d) SAVE_MAX=%d\n"), offset, gSaveContext.fileNum,
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sizeof(Save));
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MemCpy(&gSaveContext, sramCtx->readBuff + offset, sizeof(Save));
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oldChecksum = gSaveContext.save.info.checksum;
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@ -782,7 +783,7 @@ void Sram_InitSave(FileSelectState* fileSelect, SramContext* sramCtx) {
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gSaveContext.save.info.playerData.newf[5] = 'Z';
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gSaveContext.save.info.playerData.n64ddFlag = fileSelect->n64ddFlag;
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PRINTF("64DDフラグ=%d\n", fileSelect->n64ddFlag);
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PRINTF(T("64DDフラグ=%d\n", "64DD flags=%d\n"), fileSelect->n64ddFlag);
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PRINTF("newf=%x,%x,%x,%x,%x,%x\n", gSaveContext.save.info.playerData.newf[0],
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gSaveContext.save.info.playerData.newf[1], gSaveContext.save.info.playerData.newf[2],
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gSaveContext.save.info.playerData.newf[3], gSaveContext.save.info.playerData.newf[4],
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@ -856,7 +857,7 @@ void Sram_EraseSave(FileSelectState* fileSelect, SramContext* sramCtx) {
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MemCpy(sramCtx->readBuff + offset, &gSaveContext, sizeof(Save));
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SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000) + offset, &gSaveContext, SLOT_SIZE, OS_WRITE);
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PRINTF("CLEAR終了\n");
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PRINTF(T("CLEAR終了\n", "CLEAR END\n"));
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}
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void Sram_CopySave(FileSelectState* fileSelect, SramContext* sramCtx) {
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@ -33,12 +33,11 @@ void EnEncount1_Init(Actor* thisx, PlayState* play) {
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if (this->actor.params <= 0) {
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PRINTF("\n\n");
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// "Input error death!"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n", "☆☆☆☆☆ Input error death! ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n", "☆☆☆☆☆ Input error death! ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n", "☆☆☆☆☆ Input error death! ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n", "☆☆☆☆☆ Input error death! ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n", "☆☆☆☆☆ Input error death! ☆☆☆☆☆ \n") VT_RST);
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PRINTF("\n\n");
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Actor_Kill(&this->actor);
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return;
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@ -54,16 +53,17 @@ void EnEncount1_Init(Actor* thisx, PlayState* play) {
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if (1) {}
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PRINTF("\n\n");
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// "It's an enemy spawner!"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 敵発生ゾーンでた! ☆☆☆☆☆ %x\n" VT_RST, this->actor.params);
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// "Type"
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 種類\t\t ☆☆☆☆☆ %d\n" VT_RST, this->spawnType);
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// "Maximum number of simultaneous spawns"
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 最大同時発生数 ☆☆☆☆☆ %d\n" VT_RST, this->maxCurSpawns);
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// "Maximum number of spawns"
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PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ 最大発生数 \t ☆☆☆☆☆ %d\n" VT_RST, this->maxTotalSpawns);
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// "Spawn check range"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生チェック範囲 ☆☆☆☆☆ %f\n" VT_RST, this->spawnRange);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 敵発生ゾーンでた! ☆☆☆☆☆ %x\n", "☆☆☆☆☆ It's an enemy spawner! ☆☆☆☆☆ %x\n") VT_RST,
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this->actor.params);
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 種類\t\t ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Type\t\t ☆☆☆☆☆ %d\n") VT_RST, this->spawnType);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 最大同時発生数 ☆☆☆☆☆ %d\n",
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"☆☆☆☆☆ Maximum number of simultaneous spawns ☆☆☆☆☆ %d\n") VT_RST,
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this->maxCurSpawns);
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PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ 最大発生数 \t ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Maximum number of spawns \t ☆☆☆☆☆ %d\n")
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VT_RST,
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this->maxTotalSpawns);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生チェック範囲 ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Spawn check range ☆☆☆☆☆ %f\n") VT_RST,
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this->spawnRange);
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PRINTF("\n\n");
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this->actor.flags &= ~ACTOR_FLAG_0;
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@ -165,10 +165,9 @@ void EnEncount1_SpawnLeevers(EnEncount1* this, PlayState* play) {
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this->maxCurSpawns = (s16)Rand_ZeroFloat(2.99f) + 1;
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}
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} else {
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// "Cannot spawn!"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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break;
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}
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}
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@ -204,10 +203,9 @@ void EnEncount1_SpawnTektites(EnEncount1* this, PlayState* play) {
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this->curNumSpawn++;
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this->totalNumSpawn++;
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} else {
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// "Cannot spawn!"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -304,10 +302,9 @@ void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, PlayState* play) {
|
|||
this->totalNumSpawn++;
|
||||
}
|
||||
} else {
|
||||
// "Cannot spawn!"
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -131,11 +131,11 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
|
|||
owlType = OWL_OUTSIDE_KOKIRI;
|
||||
switchFlag = 0x20;
|
||||
}
|
||||
// "conversation owl %4x no = %d, sv = %d"
|
||||
PRINTF(VT_FGCOL(CYAN) " 会話フクロウ %4x no = %d, sv = %d\n" VT_RST, this->actor.params, owlType, switchFlag);
|
||||
PRINTF(VT_FGCOL(CYAN) T(" 会話フクロウ %4x no = %d, sv = %d\n", " conversation owl %4x no = %d, sv = %d\n") VT_RST,
|
||||
this->actor.params, owlType, switchFlag);
|
||||
|
||||
if ((owlType != OWL_DEFAULT) && (switchFlag < 0x20) && Flags_GetSwitch(play, switchFlag)) {
|
||||
PRINTF("savebitでフクロウ退避\n"); // "Save owl with savebit"
|
||||
PRINTF(T("savebitでフクロウ退避\n", "Save owl with savebit\n"));
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
@ -160,7 +160,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
|
|||
case OWL_KAKARIKO:
|
||||
if (GET_EVENTCHKINF(EVENTCHKINF_40)) {
|
||||
// has zelda's letter
|
||||
PRINTF("フクロウ退避\n"); // "Owl evacuation"
|
||||
PRINTF(T("フクロウ退避\n", "Owl evacuation\n"));
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
@ -170,7 +170,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
|
|||
case OWL_HYLIA_GERUDO:
|
||||
if (GET_EVENTCHKINF(EVENTCHKINF_43)) {
|
||||
// has ocarina of time
|
||||
PRINTF("フクロウ退避\n"); // "Owl evacuation"
|
||||
PRINTF(T("フクロウ退避\n", "Owl evacuation\n"));
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
@ -182,7 +182,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
|
|||
case OWL_ZORA_RIVER:
|
||||
if (GET_EVENTCHKINF(EVENTCHKINF_39) || !GET_EVENTCHKINF(EVENTCHKINF_40)) {
|
||||
// opened zora's domain or has zelda's letter
|
||||
PRINTF("フクロウ退避\n"); // "Owl evacuation"
|
||||
PRINTF(T("フクロウ退避\n", "Owl evacuation\n"));
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
@ -204,7 +204,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
|
|||
break;
|
||||
case OWL_LOST_WOODS_PRESARIA:
|
||||
if (!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY)) {
|
||||
PRINTF("フクロウ退避\n"); // "Owl evacuation"
|
||||
PRINTF(T("フクロウ退避\n", "Owl evacuation\n"));
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
@ -212,7 +212,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
|
|||
break;
|
||||
case OWL_LOST_WOODS_POSTSARIA:
|
||||
if (!CHECK_QUEST_ITEM(QUEST_SONG_SARIA)) {
|
||||
PRINTF("フクロウ退避\n"); // "Owl evacuation"
|
||||
PRINTF(T("フクロウ退避\n", "Owl evacuation\n"));
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
@ -222,8 +222,8 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
|
|||
// Outside kokiri forest
|
||||
PRINTF(VT_FGCOL(CYAN));
|
||||
PRINTF("no = %d \n", owlType);
|
||||
// "Unfinished owl unfinished owl unfinished owl"
|
||||
PRINTF("未完成のフクロウ未完成のフクロウ未完成のフクロウ\n");
|
||||
PRINTF(T("未完成のフクロウ未完成のフクロウ未完成のフクロウ\n",
|
||||
"Unfinished owl unfinished owl unfinished owl\n"));
|
||||
PRINTF(VT_RST);
|
||||
this->actionFlags |= 2;
|
||||
this->unk_3EE = 0x20;
|
||||
|
@ -928,12 +928,12 @@ void func_80ACC00C(EnOwl* this, PlayState* play) {
|
|||
if (!Play_InCsMode(play)) {
|
||||
owlType = PARAMS_GET_S(this->actor.params, 6, 6);
|
||||
PRINTF(VT_FGCOL(CYAN));
|
||||
PRINTF("%dのフクロウ\n", owlType); // "%d owl"
|
||||
PRINTF(T("%dのフクロウ\n", "%d owl\n"), owlType);
|
||||
PRINTF(VT_RST);
|
||||
switch (owlType) {
|
||||
case 7:
|
||||
PRINTF(VT_FGCOL(CYAN));
|
||||
PRINTF("SPOT 06 の デモがはしった\n"); // "Demo of SPOT 06 has been completed"
|
||||
PRINTF(T("SPOT 06 の デモがはしった\n", "Demo of SPOT 06 has been completed\n"));
|
||||
PRINTF(VT_RST);
|
||||
play->csCtx.script = SEGMENTED_TO_VIRTUAL(gLakeHyliaOwlCs);
|
||||
this->actor.draw = NULL;
|
||||
|
@ -1084,8 +1084,8 @@ void EnOwl_Update(Actor* thisx, PlayState* play) {
|
|||
this->actionFlags &= ~8;
|
||||
this->actionFunc(this, play);
|
||||
if (this->actor.update == NULL) {
|
||||
// "Owl disappears"
|
||||
PRINTF("フクロウ消滅!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n");
|
||||
PRINTF(T("フクロウ消滅!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n",
|
||||
"Owl disappears!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n"));
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -120,8 +120,9 @@ void EnWonderItem_Init(Actor* thisx, PlayState* play) {
|
|||
s16 tagIndex;
|
||||
|
||||
PRINTF("\n\n");
|
||||
// "Mysterious mystery, very mysterious"
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 不思議不思議まか不思議 \t ☆☆☆☆☆ %x\n" VT_RST, this->actor.params);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 不思議不思議まか不思議 \t ☆☆☆☆☆ %x\n",
|
||||
"☆☆☆☆☆ Mysterious mystery, very mysterious \t ☆☆☆☆☆ %x\n") VT_RST,
|
||||
this->actor.params);
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
|
||||
this->wonderMode = PARAMS_GET_U(this->actor.params, 11, 5);
|
||||
|
@ -328,8 +329,8 @@ void EnWonderItem_BombSoldier(EnWonderItem* this, PlayState* play) {
|
|||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HEISHI2, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, this->actor.yawTowardsPlayer, 0, 9) != NULL) {
|
||||
// "Careless soldier spawned"
|
||||
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ うっかり兵セット完了 ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ うっかり兵セット完了 ☆☆☆☆☆ \n", "☆☆☆☆☆ Careless soldier spawned ☆☆☆☆☆ \n")
|
||||
VT_RST);
|
||||
}
|
||||
if (this->switchFlag >= 0) {
|
||||
Flags_SetSwitch(play, this->switchFlag);
|
||||
|
|
Loading…
Reference in a new issue