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Add T macro for translated debug strings (#2064)
* Add T macro for translated debug strings * Hyral -> Hyrule * put some more care into z_std_dma
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bdfa56e72d
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14 changed files with 163 additions and 157 deletions
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@ -184,7 +184,7 @@ void Graph_TaskSet00(GraphicsContext* gfxCtx) {
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if (msg == (OSMesg)666) {
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#if OOT_DEBUG
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PRINTF(VT_FGCOL(RED));
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PRINTF("RCPが帰ってきませんでした。"); // "RCP did not return."
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PRINTF(T("RCPが帰ってきませんでした。", "RCP did not return."));
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PRINTF(VT_RST);
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LogUtils_LogHexDump((void*)PHYS_TO_K1(SP_BASE_REG), 0x20);
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@ -364,8 +364,8 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
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if (pool->headMagic != GFXPOOL_HEAD_MAGIC) {
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//! @bug (?) : "problem = true;" may be missing
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PRINTF("%c", BEL);
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// "Dynamic area head is destroyed"
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PRINTF(VT_COL(RED, WHITE) "ダイナミック領域先頭が破壊されています\n" VT_RST);
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PRINTF(VT_COL(RED, WHITE) T("ダイナミック領域先頭が破壊されています\n", "Dynamic area head is destroyed\n")
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VT_RST);
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#if PLATFORM_N64
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Fault_AddHungupAndCrash("../graph.c", 951);
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#else
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@ -375,8 +375,8 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
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if (pool->tailMagic != GFXPOOL_TAIL_MAGIC) {
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problem = true;
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PRINTF("%c", BEL);
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// "Dynamic region tail is destroyed"
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PRINTF(VT_COL(RED, WHITE) "ダイナミック領域末尾が破壊されています\n" VT_RST);
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PRINTF(VT_COL(RED, WHITE)
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T("ダイナミック領域末尾が破壊されています\n", "Dynamic region tail is destroyed\n") VT_RST);
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#if PLATFORM_N64
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Fault_AddHungupAndCrash("../graph.c", 957);
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#else
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@ -388,20 +388,20 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
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if (THGA_IsCrash(&gfxCtx->polyOpa)) {
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problem = true;
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PRINTF("%c", BEL);
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// "Zelda 0 is dead"
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PRINTF(VT_COL(RED, WHITE) "ゼルダ0は死んでしまった(graph_alloc is empty)\n" VT_RST);
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PRINTF(VT_COL(RED, WHITE) T("ゼルダ0は死んでしまった(graph_alloc is empty)\n",
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"Zelda 0 is dead (graph_alloc is empty)\n") VT_RST);
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}
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if (THGA_IsCrash(&gfxCtx->polyXlu)) {
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problem = true;
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PRINTF("%c", BEL);
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// "Zelda 1 is dead"
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PRINTF(VT_COL(RED, WHITE) "ゼルダ1は死んでしまった(graph_alloc is empty)\n" VT_RST);
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PRINTF(VT_COL(RED, WHITE) T("ゼルダ1は死んでしまった(graph_alloc is empty)\n",
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"Zelda 1 is dead (graph_alloc is empty)\n") VT_RST);
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}
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if (THGA_IsCrash(&gfxCtx->overlay)) {
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problem = true;
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PRINTF("%c", BEL);
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// "Zelda 4 is dead"
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PRINTF(VT_COL(RED, WHITE) "ゼルダ4は死んでしまった(graph_alloc is empty)\n" VT_RST);
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PRINTF(VT_COL(RED, WHITE) T("ゼルダ4は死んでしまった(graph_alloc is empty)\n",
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"Zelda 4 is dead (graph_alloc is empty)\n") VT_RST);
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}
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if (!problem) {
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@ -438,8 +438,8 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
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}
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if (gIsCtrlr2Valid && PreNmiBuff_IsResetting(gAppNmiBufferPtr) && !gameState->inPreNMIState) {
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// "To reset mode"
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PRINTF(VT_COL(YELLOW, BLACK) "PRE-NMIによりリセットモードに移行します\n" VT_RST);
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PRINTF(VT_COL(YELLOW, BLACK) T("PRE-NMIによりリセットモードに移行します\n",
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"PRE-NMI causes the system to transition to reset mode\n") VT_RST);
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SET_NEXT_GAMESTATE(gameState, PreNMI_Init, PreNMIState);
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gameState->running = false;
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}
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@ -453,7 +453,7 @@ void Graph_ThreadEntry(void* arg0) {
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GameStateOverlay* nextOvl = &gGameStateOverlayTable[GAMESTATE_SETUP];
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GameStateOverlay* ovl;
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PRINTF("グラフィックスレッド実行開始\n"); // "Start graphic thread execution"
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PRINTF(T("グラフィックスレッド実行開始\n", "Start graphic thread execution\n"));
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Graph_Init(&gfxCtx);
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while (nextOvl != NULL) {
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@ -461,7 +461,7 @@ void Graph_ThreadEntry(void* arg0) {
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Overlay_LoadGameState(ovl);
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size = ovl->instanceSize;
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PRINTF("クラスサイズ=%dバイト\n", size); // "Class size = %d bytes"
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PRINTF(T("クラスサイズ=%dバイト\n", "Class size = %d bytes\n"), size);
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gameState = SYSTEM_ARENA_MALLOC(size, "../graph.c", 1196);
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@ -469,7 +469,7 @@ void Graph_ThreadEntry(void* arg0) {
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#if OOT_DEBUG
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char faultMsg[0x50];
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PRINTF("確保失敗\n"); // "Failure to secure"
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PRINTF(T("確保失敗\n", "Failure to secure\n"));
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sprintf(faultMsg, "CLASS SIZE= %d bytes", size);
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Fault_AddHungupAndCrashImpl("GAME CLASS MALLOC FAILED", faultMsg);
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@ -492,7 +492,7 @@ void Graph_ThreadEntry(void* arg0) {
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Overlay_FreeGameState(ovl);
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}
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Graph_Destroy(&gfxCtx);
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PRINTF("グラフィックスレッド実行終了\n"); // "End of graphic thread execution"
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PRINTF(T("グラフィックスレッド実行終了\n", "End of graphic thread execution\n"));
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}
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void* Graph_Alloc(GraphicsContext* gfxCtx, size_t size) {
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