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T() macro 3 (#2083)

* T() in z_camera.c

* T() in z_parameter.c

* T() in z_room.c

* T() in z_kaleido_scope_call.c

* T() in z_map_exp.c
This commit is contained in:
Dragorn421 2024-08-24 17:47:45 +02:00 committed by GitHub
parent ea40688e4a
commit b1b8b8c426
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GPG key ID: B5690EEEBB952194
5 changed files with 75 additions and 87 deletions

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@ -28,9 +28,10 @@ void Map_SetPaletteData(PlayState* play, s16 room) {
}
PRINTF(VT_FGCOL(YELLOW));
// "PALETE Set"
PRINTF("PALETEセット 【 i=%x : room=%x 】Room_Inf[%d][4]=%x ( map_palete_no = %d )\n", paletteIndex, room,
mapIndex, gSaveContext.save.info.sceneFlags[mapIndex].rooms, interfaceCtx->mapPaletteIndex);
PRINTF(T("PALETEセット 【 i=%x : room=%x 】Room_Inf[%d][4]=%x ( map_palete_no = %d )\n",
"PALETE Set 【 i=%x : room=%x 】Room_Inf[%d][4]=%x ( map_palete_no = %d )\n"),
paletteIndex, room, mapIndex, gSaveContext.save.info.sceneFlags[mapIndex].rooms,
interfaceCtx->mapPaletteIndex);
PRINTF(VT_RST);
interfaceCtx->mapPalette[paletteIndex * 2] = 2;
@ -155,9 +156,9 @@ void Map_InitData(PlayState* play, s16 room) {
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
PRINTF(VT_FGCOL(YELLOW));
// "Deku Tree Dungeon MAP Texture DMA"
PRINTF("デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d\n", room, mapIndex,
VREG(30));
PRINTF(T("デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d\n",
"Deku Tree Dungeon MAP Texture DMA(%x) scene_id_offset=%d VREG(30)=%d\n"),
room, mapIndex, VREG(30));
PRINTF(VT_RST);
DMA_REQUEST_SYNC(play->interfaceCtx.mapSegment,
(uintptr_t)_map_i_staticSegmentRomStart +
@ -166,7 +167,7 @@ void Map_InitData(PlayState* play, s16 room) {
R_COMPASS_OFFSET_X = gMapData->roomCompassOffsetX[mapIndex][room];
R_COMPASS_OFFSET_Y = gMapData->roomCompassOffsetY[mapIndex][room];
Map_SetFloorPalettesData(play, VREG(30));
PRINTF(" 各階ONチェック\n"); // "MAP Individual Floor ON Check"
PRINTF(T(" 各階ONチェック\n", "MAP Individual Floor ON Check\n"));
break;
}
}
@ -204,7 +205,7 @@ void Map_InitRoomData(PlayState* play, s16 room) {
interfaceCtx->unk_25A = mapIndex;
Map_SetPaletteData(play, room);
PRINTF(VT_FGCOL(YELLOW));
PRINTF("部屋部屋=%d\n", room); // "Room Room = %d"
PRINTF(T("部屋部屋=%d\n", "Room Room = %d\n"), room);
PRINTF(VT_RST);
Map_InitData(play, room);
break;
@ -233,9 +234,9 @@ void Map_Init(PlayState* play) {
interfaceCtx->unk_25A = -1;
interfaceCtx->mapSegment = GAME_STATE_ALLOC(&play->state, 0x1000, "../z_map_exp.c", 457);
// " texture initialization scene_data_ID=%d mapSegment=%x"
PRINTF("\n\n\n テクスチャ初期化 scene_data_ID=%d\nmapSegment=%x\n\n", play->sceneId,
interfaceCtx->mapSegment);
PRINTF(T("\n\n\n テクスチャ初期化 scene_data_ID=%d\nmapSegment=%x\n\n",
"\n\n\nMAP texture initialization scene_data_ID=%d\nmapSegment=%x\n\n"),
play->sceneId, interfaceCtx->mapSegment);
ASSERT(interfaceCtx->mapSegment != NULL, "parameter->mapSegment != NULL", "../z_map_exp.c", 459);
switch (play->sceneId) {
@ -555,9 +556,9 @@ void Map_Update(PlayState* play) {
}
if (interfaceCtx->mapRoomNum != sLastRoomNum) {
// "Current floor = %d Current room = %x Number of rooms = %d"
PRINTF("現在階=%d 現在部屋=%x 部屋数=%d\n", floor, interfaceCtx->mapRoomNum,
gMapData->switchEntryCount[mapIndex]);
PRINTF(T("現在階=%d 現在部屋=%x 部屋数=%d\n",
"Current floor = %d Current room = %x Number of rooms = %d\n"),
floor, interfaceCtx->mapRoomNum, gMapData->switchEntryCount[mapIndex]);
sLastRoomNum = interfaceCtx->mapRoomNum;
}
@ -566,8 +567,7 @@ void Map_Update(PlayState* play) {
(floor == gMapData->switchFromFloor[mapIndex][i])) {
interfaceCtx->mapRoomNum = gMapData->switchToRoom[mapIndex][i];
PRINTF(VT_FGCOL(YELLOW));
// "Layer switching = %x"
PRINTF("階層切替=%x\n", interfaceCtx->mapRoomNum);
PRINTF(T("階層切替=%x\n", "Layer switching = %x\n"), interfaceCtx->mapRoomNum);
PRINTF(VT_RST);
Map_InitData(play, interfaceCtx->mapRoomNum);
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;