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T() macro loose ends 3 (#2592)

* Remaining weird T()

* cleanup "発生" as ~"spawn"

* single strings T()

* more single strings T()

* more single strings T() (InitDynaPoly helpers)
This commit is contained in:
Dragorn421 2025-06-05 23:49:09 +02:00 committed by GitHub
parent 57097bf36e
commit d1ac2561b5
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GPG key ID: B5690EEEBB952194
58 changed files with 190 additions and 166 deletions

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@ -519,7 +519,7 @@ void DmaMgr_ThreadEntry(void* arg) {
}
if (0) {
PRINTF(T("DMA登録受付", "DMA registration acceptance") " dmap=%08x\n", req);
PRINTF(T("DMA登録受付 dmap=%08x\n", "DMA registration acceptance dmap=%08x\n"), req);
}
// Process the DMA request

View file

@ -113,8 +113,8 @@ void BgBdanSwitch_InitDynaPoly(BgBdanSwitch* this, PlayState* play, CollisionHea
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_bdan_switch.c", 325, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -209,12 +209,13 @@ void BgBdanSwitch_Init(Actor* thisx, PlayState* play) {
}
break;
default:
PRINTF(T("不正な", "Invalid") " ARG_DATA(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params,
"../z_bg_bdan_switch.c", 454);
PRINTF(T("不正な ARG_DATA(arg_data 0x%04x)(%s %d)\n", "Invalid ARG_DATA(arg_data 0x%04x)(%s %d)\n"),
this->dyna.actor.params, "../z_bg_bdan_switch.c", 454);
Actor_Kill(&this->dyna.actor);
return;
}
PRINTF(T("(巨大魚ダンジョン 専用スイッチ)", "(Giant Fish Dungeon Special Switch)") "(arg_data 0x%04x)\n",
PRINTF(T("(巨大魚ダンジョン 専用スイッチ)(arg_data 0x%04x)\n",
"(Giant Fish Dungeon Special Switch)(arg_data 0x%04x)\n"),
this->dyna.actor.params);
}

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@ -49,7 +49,7 @@ void BgBomGuard_Init(Actor* thisx, PlayState* play) {
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
PRINTF("\n\n");
PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("透明ガード出現", "Transparent guard appears") " ☆☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 透明ガード出現 ☆☆☆☆☆ \n", " ☆☆☆☆☆ Transparent guard appears ☆☆☆☆☆ \n") VT_RST);
thisx->scale.x = 1.0f;
thisx->scale.y = 1.0f;

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@ -156,7 +156,8 @@ void BgBombwall_Init(Actor* thisx, PlayState* play) {
func_8086ED50(this, play);
}
PRINTF("(field keep " T("汎用爆弾壁", "general purpose bomb wall") ")(arg_data 0x%04x)(angY %d)\n",
PRINTF(T("(field keep 汎用爆弾壁)(arg_data 0x%04x)(angY %d)\n",
"(field keep general purpose bomb wall)(arg_data 0x%04x)(angY %d)\n"),
this->dyna.actor.params, this->dyna.actor.shape.rot.y);
}

View file

@ -74,9 +74,9 @@ void BgBowlWall_Init(Actor* thisx, PlayState* play) {
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->initPos = this->dyna.actor.world.pos;
PRINTF("\n\n");
PRINTF(
VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("ボーリングおじゃま壁発生", "Bowling obstacle wall appears") " ☆☆☆☆☆ %d\n" VT_RST,
this->dyna.actor.params);
PRINTF(VT_FGCOL(GREEN)
T(" ☆☆☆☆☆ ボーリングおじゃま壁発生 ☆☆☆☆☆ %d\n", " ☆☆☆☆☆ Bowling obstacle wall spawns ☆☆☆☆☆ %d\n") VT_RST,
this->dyna.actor.params);
this->actionFunc = BgBowlWall_SpawnBullseyes;
this->dyna.actor.scale.x = this->dyna.actor.scale.y = this->dyna.actor.scale.z = 1.0f;
}

View file

@ -104,7 +104,8 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) {
this->actor.focus.pos = this->actor.world.pos;
if (play->sceneId == SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) {
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ " T("大妖精の泉", "Great Fairy Fountain") " ☆☆☆☆☆ %d\n" VT_RST, play->spawn);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 大妖精の泉 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Great Fairy Fountain ☆☆☆☆☆ %d\n") VT_RST,
play->spawn);
SkelAnime_InitFlex(play, &this->skelAnime, &gGreatFairySkel, &gGreatFairySittingTransitionAnim,
this->jointTable, this->morphTable, 28);
#if OOT_VERSION < NTSC_1_1
@ -114,7 +115,8 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) {
}
#endif
} else {
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ " T("石妖精の泉", "Stone Fairy Fountain") " ☆☆☆☆☆ %d\n" VT_RST, play->spawn);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 石妖精の泉 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Stone Fairy Fountain ☆☆☆☆☆ %d\n") VT_RST,
play->spawn);
SkelAnime_InitFlex(play, &this->skelAnime, &gGreatFairySkel, &gGreatFairyLayingDownTransitionAnim,
this->jointTable, this->morphTable, 28);
#if OOT_VERSION < NTSC_1_1
@ -251,7 +253,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
#endif
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ " T("もうど", "Mode") " ☆☆☆☆☆ %d\n" VT_RST, play->msgCtx.ocarinaMode);
PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ もうど ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Mode ☆☆☆☆☆ %d\n") VT_RST, play->msgCtx.ocarinaMode);
givingReward = false;
if (play->sceneId != SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) {
@ -276,22 +278,23 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
switch (this->fountainType) {
case FAIRY_UPGRADE_MAGIC:
if (!gSaveContext.save.info.playerData.isMagicAcquired || BREG(2)) {
PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("回転切り速度UP", "Turning speed UP") " ☆☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 回転切り速度UP ☆☆☆☆☆ \n", " ☆☆☆☆☆ Turning speed UP ☆☆☆☆☆ \n")
VT_RST);
this->givingSpell = true;
givingReward = true;
}
break;
case FAIRY_UPGRADE_DOUBLE_MAGIC:
if (!gSaveContext.save.info.playerData.isDoubleMagicAcquired) {
PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ " T("魔法ゲージメーター倍増",
"Magic Gauge Meter Doubled") " ☆☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(YELLOW) T(" ☆☆☆☆☆ 魔法ゲージメーター倍増 ☆☆☆☆☆ \n",
" ☆☆☆☆☆ Magic Gauge Meter Doubled ☆☆☆☆☆ \n") VT_RST);
this->givingSpell = true;
givingReward = true;
}
break;
case FAIRY_UPGRADE_DOUBLE_DEFENSE:
if (!gSaveContext.save.info.playerData.isDoubleDefenseAcquired) {
PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ " T("ダメージ半減", "Damage halved") " ☆☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(MAGENTA) T(" ☆☆☆☆☆ ダメージ半減 ☆☆☆☆☆ \n", " ☆☆☆☆☆ Damage halved ☆☆☆☆☆ \n") VT_RST);
this->givingSpell = true;
givingReward = true;
}

View file

@ -62,7 +62,7 @@ void BgGateShutter_Init(Actor* thisx, PlayState* play) {
thisx->scale.y = 1.0f;
thisx->scale.z = 1.0f;
PRINTF("\n\n");
PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("柵でたなぁ", "There's a fence") " ☆☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 柵でたなぁ ☆☆☆☆☆ \n", " ☆☆☆☆☆ There's a fence ☆☆☆☆☆ \n") VT_RST);
this->actionFunc = func_8087828C;
}

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@ -87,8 +87,8 @@ void BgHidanCurtain_Init(Actor* thisx, PlayState* play) {
Actor_SetFocus(&this->actor, 20.0f);
this->type = PARAMS_GET_U(thisx->params, 12, 4);
if (this->type > 6) {
PRINTF(T("Error : object のタイプが設定されていない",
"Error : object type is not set") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : object のタイプが設定されていない(%s %d)(arg_data 0x%04x)\n",
"Error : object type is not set (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_hidan_curtain.c", 352, this->actor.params);
Actor_Kill(&this->actor);
return;
@ -100,8 +100,8 @@ void BgHidanCurtain_Init(Actor* thisx, PlayState* play) {
thisx->params &= 0x3F;
if (DEBUG_FEATURES && ((this->actor.params < 0) || (this->actor.params > 0x3F))) {
PRINTF(T("Warning : object のセーブビットが設定されていない",
"Warning : object save bit is not set") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : object のセーブビットが設定されていない(%s %d)(arg_data 0x%04x)\n",
"Warning : object save bit is not set (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_hidan_curtain.c", 373, this->actor.params);
}

View file

@ -131,10 +131,9 @@ void BgHidanKowarerukabe_Init(Actor* thisx, PlayState* play) {
if (PARAMS_GET_U(this->dyna.actor.params, 0, 8) < CRACKED_STONE_FLOOR ||
PARAMS_GET_U(this->dyna.actor.params, 0, 8) > LARGE_BOMBABLE_WALL) {
PRINTF(
T("Error : 炎の神殿 壊れる壁 の arg_data が判別出来ない",
"Error : arg_data for the Fire Temple breakable wall cannot be determined") "(%s %d)(arg_data 0x%04x)\n",
"../z_bg_hidan_kowarerukabe.c", 254, this->dyna.actor.params);
PRINTF(T("Error : 炎の神殿 壊れる壁 の arg_data が判別出来ない(%s %d)(arg_data 0x%04x)\n",
"Error : arg_data for the Fire Temple breakable wall cannot be determined (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_hidan_kowarerukabe.c", 254, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
return;
}
@ -148,8 +147,9 @@ void BgHidanKowarerukabe_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->dyna.actor, 0.1f);
BgHidanKowarerukabe_InitColliderSphere(this, play);
BgHidanKowarerukabe_OffsetActorYPos(this);
PRINTF(T("(hidan 爆弾で壊れる 壁 床)", "(hidan bomb destroys walls and floors)") "(arg_data 0x%04x)\n",
this->dyna.actor.params);
PRINTF(
T("(hidan 爆弾で壊れる 壁 床)(arg_data 0x%04x)\n", "(hidan bomb destroys walls and floors)(arg_data 0x%04x)\n"),
this->dyna.actor.params);
}
void BgHidanKowarerukabe_Destroy(Actor* thisx, PlayState* play) {

View file

@ -137,8 +137,8 @@ void BgIceShelter_InitDynaPoly(BgIceShelter* this, PlayState* play, CollisionHea
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_ice_shelter.c", 362, this->dyna.actor.id, this->dyna.actor.params);
}
#endif

View file

@ -87,8 +87,8 @@ void BgJya1flift_InitDynapoly(BgJya1flift* this, PlayState* play, CollisionHeade
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_jya_1flift.c", 179, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -104,7 +104,8 @@ void BgJya1flift_InitCollision(Actor* thisx, PlayState* play) {
void BgJya1flift_Init(Actor* thisx, PlayState* play) {
BgJya1flift* this = (BgJya1flift*)thisx;
PRINTF(T("(1Fリフト)", "1F lift") "(flag %d)(room %d)\n", sIsSpawned, play->roomCtx.curRoom.num);
PRINTF(T("(1Fリフト)(flag %d)(room %d)\n", "(1F lift)(flag %d)(room %d)\n"), sIsSpawned,
play->roomCtx.curRoom.num);
this->hasInitialized = false;
if (sIsSpawned) {
Actor_Kill(thisx);

View file

@ -62,8 +62,8 @@ void BgJyaAmishutter_InitDynaPoly(BgJyaAmishutter* this, PlayState* play, Collis
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_jya_amishutter.c", 129, this->dyna.actor.id, this->dyna.actor.params);
}
#endif

View file

@ -85,8 +85,8 @@ void BgJyaBigmirror_HandleCobra(Actor* thisx, PlayState* play) {
#if DEBUG_FEATURES
if (curCobraInfo->cobra->dyna.actor.update == NULL) {
PRINTF("Error : " T("コブラ削除された", "Cobra deleted") " (%s %d)\n", "../z_bg_jya_bigmirror.c",
203);
PRINTF(T("Error : コブラ削除された (%s %d)\n", "Error : Cobra deleted (%s %d)\n"),
"../z_bg_jya_bigmirror.c", 203);
}
#endif
} else {
@ -96,7 +96,7 @@ void BgJyaBigmirror_HandleCobra(Actor* thisx, PlayState* play) {
this->actor.child = NULL;
if (curCobraInfo->cobra == NULL) {
PRINTF("Error : " T("コブラ発生失敗", "Cobra generation failed") " (%s %d)\n",
PRINTF(T("Error : コブラ発生失敗 (%s %d)\n", "Error : Cobra failed to spawn (%s %d)\n"),
"../z_bg_jya_bigmirror.c", 221);
}
}
@ -164,7 +164,7 @@ void BgJyaBigmirror_HandleMirRay(Actor* thisx, PlayState* play) {
#if DEBUG_FEATURES
if (this->lightBeams[i] == NULL) {
PRINTF("Error : " T("Mir Ray 発生失敗", "Mir Ray generation failed") " (%s %d)\n",
PRINTF(T("Error : Mir Ray 発生失敗 (%s %d)\n", "Error : Mir Ray failed to spawn (%s %d)\n"),
"../z_bg_jya_bigmirror.c", 310);
}
#endif
@ -196,7 +196,7 @@ void BgJyaBigmirror_Init(Actor* thisx, PlayState* play) {
this->spawned = true;
this->mirRayObjectSlot = -1;
PRINTF("(jya " T("大鏡", "Big mirror") ")(arg_data 0x%04x)\n", this->actor.params);
PRINTF(T("(jya 大鏡)(arg_data 0x%04x)\n", "(jya Big mirror)(arg_data 0x%04x)\n"), this->actor.params);
}
void BgJyaBigmirror_Destroy(Actor* thisx, PlayState* play) {

View file

@ -195,7 +195,8 @@ void BgJyaBombchuiwa_SpawnLightRay(BgJyaBombchuiwa* this, PlayState* play) {
BgJyaBombchuiwa_SetDrawFlags(this, 4);
if (Actor_Spawn(&play->actorCtx, play, ACTOR_MIR_RAY, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 0) == NULL) {
PRINTF(T(" : Mir_Ray 発生失敗", "Error : Mir_Ray failed to occur") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T(" : Mir_Ray 発生失敗(%s %d)(arg_data 0x%04x)\n",
"Error : Mir_Ray failed to spawn (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_jya_bombchuiwa.c", 410, this->actor.params);
}
}

View file

@ -83,8 +83,8 @@ void BgJyaBombiwa_SetupDynaPoly(BgJyaBombiwa* this, PlayState* play, CollisionHe
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_jya_bombiwa.c", 174, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -102,8 +102,8 @@ void BgJyaBombiwa_Init(Actor* thisx, PlayState* play) {
if (PARAMS_GET_U(this->dyna.actor.params, 0, 6) != 0x29) {
PRINTF_COLOR_WARNING();
PRINTF(T(" : Switch Number が変更された",
"Warning : Switch Number has been changed") "(%s %d)(SW %d)\n",
PRINTF(T(" : Switch Number が変更された(%s %d)(SW %d)\n",
"Warning : Switch Number has been changed (%s %d)(SW %d)\n"),
"../z_bg_jya_bombiwa.c", 218, PARAMS_GET_U(this->dyna.actor.params, 0, 6));
PRINTF_RST();
}
@ -114,7 +114,8 @@ void BgJyaBombiwa_Init(Actor* thisx, PlayState* play) {
} else {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
PRINTF(T("(jya 爆弾で破壊岩)", "(jya bomb destroys rocks)") "(arg_data 0x%04x)\n", this->dyna.actor.params);
PRINTF(T("(jya 爆弾で破壊岩)(arg_data 0x%04x)\n", "(jya bomb destroys rocks)(arg_data 0x%04x)\n"),
this->dyna.actor.params);
}
}

View file

@ -145,8 +145,8 @@ void BgJyaCobra_InitDynapoly(BgJyaCobra* this, PlayState* play, CollisionHeader*
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_jya_cobra.c", 247, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -159,7 +159,7 @@ void BgJyaCobra_SpawnRay(BgJyaCobra* this, PlayState* play) {
#if DEBUG_FEATURES
if (this->dyna.actor.child == NULL) {
PRINTF_COLOR_RED();
PRINTF(T(" : Mir Ray 発生失敗", "Error : Mir Ray failed to occur") " (%s %d)\n",
PRINTF(T(" : Mir Ray 発生失敗 (%s %d)\n", "Error : Mir Ray failed to occur (%s %d)\n"),
"../z_bg_jya_cobra.c", 270);
PRINTF_RST();
}
@ -445,8 +445,9 @@ void BgJyaCobra_Init(Actor* thisx, PlayState* play) {
BgJyaCobra_UpdateShadowFromTop(this);
}
PRINTF("(jya " T("コブラ", "cobra") ")(arg_data 0x%04x)(act %x)(txt %x)(txt16 %x)\n", this->dyna.actor.params, this,
&this->shadowTextureBuffer, COBRA_SHADOW_TEX_PTR(this));
PRINTF(T("(jya コブラ)(arg_data 0x%04x)(act %x)(txt %x)(txt16 %x)\n",
"(jya cobra)(arg_data 0x%04x)(act %x)(txt %x)(txt16 %x)\n"),
this->dyna.actor.params, this, &this->shadowTextureBuffer, COBRA_SHADOW_TEX_PTR(this));
}
void BgJyaCobra_Destroy(Actor* thisx, PlayState* play) {

View file

@ -61,8 +61,8 @@ void BgJyaKanaami_InitDynaPoly(BgJyaKanaami* this, PlayState* play, CollisionHea
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_jya_kanaami.c", 145, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -78,7 +78,7 @@ void BgJyaKanaami_Init(Actor* thisx, PlayState* play) {
} else {
func_80899880(this);
}
PRINTF("(jya " T("金網", "wire mesh") ")(arg_data 0x%04x)\n", this->dyna.actor.params);
PRINTF(T("(jya 金網)(arg_data 0x%04x)\n", "(jya wire mesh)(arg_data 0x%04x)\n"), this->dyna.actor.params);
}
void BgJyaKanaami_Destroy(Actor* thisx, PlayState* play) {

View file

@ -81,8 +81,8 @@ void BgJyaZurerukabe_InitDynaPoly(BgJyaZurerukabe* this, PlayState* play, Collis
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_jya_zurerukabe.c", 194, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -137,14 +137,15 @@ void BgJyaZurerukabe_Init(Actor* thisx, PlayState* play) {
if (i == ARRAY_COUNT(D_8089B9F0)) {
PRINTF_COLOR_ERROR();
PRINTF(T("home pos が変更されたみたい", "It seems that the home pos has changed") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("home pos が変更されたみたい(%s %d)(arg_data 0x%04x)\n",
"It seems that the home pos has changed (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_jya_zurerukabe.c", 299, this->dyna.actor.params);
PRINTF_RST();
}
this->unk_16E = D_8089B9F8[this->unk_168];
func_8089B7B4(this);
PRINTF("(jya " T("ずれる壁", "sliding wall") ")(arg_data 0x%04x)\n", this->dyna.actor.params);
PRINTF(T("(jya ずれる壁)(arg_data 0x%04x)\n", "(jya sliding wall)(arg_data 0x%04x)\n"), this->dyna.actor.params);
}
void BgJyaZurerukabe_Destroy(Actor* thisx, PlayState* play) {

View file

@ -211,8 +211,8 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) {
Collider_InitTris(play, &this->collider);
if (!Collider_SetTris(play, &this->collider, &this->dyna.actor, &sTrisInitFloor,
this->colliderElements)) {
PRINTF(T("Error : コリジョンデータセット失敗",
"Error : Collision data set failure") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n",
"Error : Collision data set failure (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_mizu_bwall.c", 484, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
} else {
@ -252,8 +252,8 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) {
Collider_InitTris(play, &this->collider);
if (!Collider_SetTris(play, &this->collider, &this->dyna.actor, &sTrisInitRutoWall,
this->colliderElements)) {
PRINTF(T("Error : コリジョンデータセット失敗",
"Error : Collision data set failure") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n",
"Error : Collision data set failure (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_mizu_bwall.c", 558, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
} else {
@ -293,8 +293,8 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) {
Collider_InitTris(play, &this->collider);
if (!Collider_SetTris(play, &this->collider, &this->dyna.actor, &sTrisInitUnusedWall,
this->colliderElements)) {
PRINTF(T("Error : コリジョンデータセット失敗",
"Error : Collision data set failure") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n",
"Error : Collision data set failure (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_mizu_bwall.c", 638, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
} else {
@ -336,8 +336,8 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) {
Collider_InitTris(play, &this->collider);
if (!Collider_SetTris(play, &this->collider, &this->dyna.actor, &sTrisInitStingerWall,
this->colliderElements)) {
PRINTF(T("Error : コリジョンデータセット失敗",
"Error : Collision data set failure") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n",
"Error : Collision data set failure (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_mizu_bwall.c", 724, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
} else {
@ -379,8 +379,8 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) {
Collider_InitTris(play, &this->collider);
if (!Collider_SetTris(play, &this->collider, &this->dyna.actor, &sTrisInitStingerWall,
this->colliderElements)) {
PRINTF(T("Error : コリジョンデータセット失敗",
"Error : Collision data set failure") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n",
"Error : Collision data set failure (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_mizu_bwall.c", 798, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
} else {

View file

@ -122,7 +122,7 @@ void BgMizuWater_Init(Actor* thisx, PlayState* play) {
switch (this->type) {
case 0:
if (bREG(15) == 0) {
PRINTF(T("<コンストラクト>", "<construct>") "%x %x %x\n",
PRINTF(T("<コンストラクト>%x %x %x\n", "<construct>%x %x %x\n"),
Flags_GetSwitch(play, WATER_TEMPLE_WATER_F1_FLAG),
Flags_GetSwitch(play, WATER_TEMPLE_WATER_F2_FLAG),
Flags_GetSwitch(play, WATER_TEMPLE_WATER_F3_FLAG));

View file

@ -74,8 +74,8 @@ void BgMoriBigst_InitDynapoly(BgMoriBigst* this, PlayState* play, CollisionHeade
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_mori_bigst.c", 190, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -85,8 +85,8 @@ void BgMoriBigst_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgMoriBigst* this = (BgMoriBigst*)thisx;
PRINTF(T("mori (bigST.鍵型天井)",
"mori (bigST. key-shaped ceiling)") "(arg : %04x)(sw %d)(noE %d)(roomC %d)(playerPosY %f)\n",
PRINTF(T("mori (bigST.鍵型天井)(arg : %04x)(sw %d)(noE %d)(roomC %d)(playerPosY %f)\n",
"mori (bigST. key-shaped ceiling)(arg : %04x)(sw %d)(noE %d)(roomC %d)(playerPosY %f)\n"),
this->dyna.actor.params, Flags_GetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 8, 6)),
Flags_GetTempClear(play, this->dyna.actor.room), Flags_GetClear(play, this->dyna.actor.room),
GET_PLAYER(play)->actor.world.pos.y);
@ -151,7 +151,7 @@ void BgMoriBigst_SetupStalfosFight(BgMoriBigst* this, PlayState* play) {
this->dyna.actor.child = NULL;
this->dyna.actor.home.rot.z++;
} else {
PRINTF(T("Warning : 第2スタルフォス発生失敗\n", "Warning : Second Stalfos failed to generate\n"));
PRINTF(T("Warning : 第2スタルフォス発生失敗\n", "Warning : Second Stalfos failed to spawn\n"));
}
Flags_SetClear(play, this->dyna.actor.room);
}
@ -212,7 +212,7 @@ void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, PlayState* play) {
this->dyna.actor.child = NULL;
this->dyna.actor.home.rot.z++;
} else {
PRINTF(T("Warning : 第3-1スタルフォス発生失敗\n", "Warning : 3-1 Stalfos generation failure\n"));
PRINTF(T("Warning : 第3-1スタルフォス発生失敗\n", "Warning : 3-1 Stalfos failed to spawn\n"));
}
stalfos2 = Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_TEST, 170.0f, 827.0f, -3260.0f, 0,
0, 0, 5);
@ -220,7 +220,7 @@ void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, PlayState* play) {
this->dyna.actor.child = NULL;
this->dyna.actor.home.rot.z++;
} else {
PRINTF(T("Warning : 第3-2スタルフォス発生失敗\n", "Warning : 3-2 Stalfos generation failure\n"));
PRINTF(T("Warning : 第3-2スタルフォス発生失敗\n", "Warning : 3-2 Stalfos failed to spawn\n"));
}
Flags_SetClear(play, this->dyna.actor.room);
}

View file

@ -102,8 +102,8 @@ void BgMoriHashigo_InitDynapoly(BgMoriHashigo* this, PlayState* play, CollisionH
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_mori_hashigo.c", 164, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -140,7 +140,8 @@ s32 BgMoriHashigo_SpawnLadder(BgMoriHashigo* this, PlayState* play) {
if (ladder != NULL) {
return true;
} else {
PRINTF("Error : " T("梯子の発生失敗", "Ladder spawn failure") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : 梯子の発生失敗(%s %d)(arg_data 0x%04x)\n",
"Error : Ladder failed to spawn (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_mori_hashigo.c", 220, this->dyna.actor.params);
return false;
}
@ -181,12 +182,13 @@ void BgMoriHashigo_Init(Actor* thisx, PlayState* play) {
}
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) {
PRINTF("Error : " T("バンク危険!", "Bank danger!") "(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params,
"../z_bg_mori_hashigo.c", 312);
PRINTF(T("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", "Error : Bank danger! (arg_data 0x%04x)(%s %d)\n"),
this->dyna.actor.params, "../z_bg_mori_hashigo.c", 312);
Actor_Kill(&this->dyna.actor);
} else {
BgMoriHashigo_SetupWaitForMoriTex(this);
PRINTF(T("(森の神殿 梯子とその留め金)", "(Forest Temple Ladder and its clasp)") "(arg_data 0x%04x)\n",
PRINTF(T("(森の神殿 梯子とその留め金)(arg_data 0x%04x)\n",
"(Forest Temple Ladder and its clasp)(arg_data 0x%04x)\n"),
this->dyna.actor.params);
}
}

View file

@ -72,8 +72,8 @@ void BgMoriHashira4_InitDynaPoly(BgMoriHashira4* this, PlayState* play, Collisio
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_mori_hashira4.c", 155, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -95,8 +95,8 @@ void BgMoriHashira4_Init(Actor* thisx, PlayState* play) {
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) {
Actor_Kill(&this->dyna.actor);
PRINTF("Error : " T("バンク危険!", "Bank danger!") "(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params,
"../z_bg_mori_hashira4.c", 196);
PRINTF(T("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", "Error : Bank danger! (arg_data 0x%04x)(%s %d)\n"),
this->dyna.actor.params, "../z_bg_mori_hashira4.c", 196);
return;
}
if ((this->dyna.actor.params != 0) && Flags_GetSwitch(play, this->switchFlag)) {
@ -105,7 +105,8 @@ void BgMoriHashira4_Init(Actor* thisx, PlayState* play) {
}
Actor_SetFocus(&this->dyna.actor, 50.0f);
BgMoriHashira4_SetupWaitForMoriTex(this);
PRINTF(T("(森の神殿 4本柱)", "Forest Temple 4 Pillars") "(arg_data 0x%04x)\n", this->dyna.actor.params);
PRINTF(T("(森の神殿 4本柱)(arg_data 0x%04x)\n", "(Forest Temple 4 Pillars)(arg_data 0x%04x)\n"),
this->dyna.actor.params);
sUnkTimer = 0;
}

View file

@ -80,15 +80,16 @@ void BgMoriIdomizu_Init(Actor* thisx, PlayState* play) {
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) {
Actor_Kill(&this->actor);
PRINTF("Error : " T("バンク危険!", "Bank danger!") "(arg_data 0x%04x)(%s %d)\n", this->actor.params,
"../z_bg_mori_idomizu.c", 202);
PRINTF(T("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", "Error : Bank danger! (arg_data 0x%04x)(%s %d)\n"),
this->actor.params, "../z_bg_mori_idomizu.c", 202);
return;
}
BgMoriIdomizu_SetupWaitForMoriTex(this);
sIsSpawned = true;
this->isLoaded = true;
this->actor.room = -1;
PRINTF(T("(森の神殿 井戸水)", "(Forest Temple well water)") "(arg_data 0x%04x)\n", this->actor.params);
PRINTF(T("(森の神殿 井戸水)(arg_data 0x%04x)\n", "(Forest Temple well water)(arg_data 0x%04x)\n"),
this->actor.params);
}
void BgMoriIdomizu_Destroy(Actor* thisx, PlayState* play) {

View file

@ -68,7 +68,7 @@ void BgMoriRakkatenjo_Init(Actor* thisx, PlayState* play) {
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
#if DEBUG_FEATURES
PRINTF(T("森の神殿 obj. 落下天井", "Forest Temple obj. Falling Ceiling") " (home posY %f)\n",
PRINTF(T("森の神殿 obj. 落下天井 (home posY %f)\n", "Forest Temple obj. Falling Ceiling (home posY %f)\n"),
this->dyna.actor.home.pos.y);
if ((fabsf(1991.0f - this->dyna.actor.home.pos.x) > 0.001f) ||
(fabsf(683.0f - this->dyna.actor.home.pos.y) > 0.001f) ||

View file

@ -63,8 +63,8 @@ void BgSpot08Iceblock_InitDynaPoly(BgSpot08Iceblock* this, PlayState* play, Coll
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_spot08_iceblock.c", 0xD9, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -77,9 +77,9 @@ void BgSpot08Iceblock_CheckParams(BgSpot08Iceblock* this) {
this->dyna.actor.params = 0x10;
break;
default:
PRINTF(
T("Error : arg_data 設定ミスです。", "Error : arg_data setting error. ") "(%s %d)(arg_data 0x%04x)\n",
"../z_bg_spot08_iceblock.c", 0xF6, this->dyna.actor.params);
PRINTF(T("Error : arg_data 設定ミスです。(%s %d)(arg_data 0x%04x)\n",
"Error : arg_data setting error. (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_spot08_iceblock.c", 0xF6, this->dyna.actor.params);
this->dyna.actor.params = 0x10;
break;
case 1:
@ -300,7 +300,7 @@ void BgSpot08Iceblock_Init(Actor* thisx, PlayState* play) {
BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
CollisionHeader* colHeader;
PRINTF("(spot08 " T("流氷", "ice floe") ")(arg_data 0x%04x)\n", this->dyna.actor.params);
PRINTF(T("(spot08 流氷)(arg_data 0x%04x)\n", "(spot08 ice floe)(arg_data 0x%04x)\n"), this->dyna.actor.params);
BgSpot08Iceblock_CheckParams(this);
switch (PARAMS_GET_NOSHIFT(this->dyna.actor.params, 9, 1)) {

View file

@ -148,12 +148,13 @@ s32 func_808B1D44(BgSpot09Obj* this, PlayState* play) {
void BgSpot09Obj_Init(Actor* thisx, PlayState* play) {
BgSpot09Obj* this = (BgSpot09Obj*)thisx;
PRINTF("Spot09 Object [arg_data : 0x%04x](" T("大工救出フラグ", "Carpenter Rescue Flag") " 0x%x)\n",
PRINTF(T("Spot09 Object [arg_data : 0x%04x](大工救出フラグ 0x%x)\n",
"Spot09 Object [arg_data : 0x%04x](Carpenter Rescue Flag 0x%x)\n"),
this->dyna.actor.params, GET_EVENTCHKINF_CARPENTERS_RESCUED_FLAGS());
this->dyna.actor.params &= 0xFF;
if ((this->dyna.actor.params < 0) || (this->dyna.actor.params >= 5)) {
PRINTF(T("Error : Spot 09 object の arg_data が判別出来ない",
"Error : Spot 09 object arg_data cannot be determined") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : Spot 09 object の arg_data が判別出来ない(%s %d)(arg_data 0x%04x)\n",
"Error : Spot 09 object arg_data cannot be determined (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_spot09_obj.c", 322, this->dyna.actor.params);
}

View file

@ -130,7 +130,7 @@ void BgSpot11Bakudankabe_Init(Actor* thisx, PlayState* play) {
CollisionHeader_GetVirtual(&gDesertColossusBombableWallCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
Actor_SetScale(&this->dyna.actor, 1.0f);
PRINTF("(spot11 " T("爆弾壁", "Bomb Wall") ")(arg_data 0x%04x)\n", this->dyna.actor.params);
PRINTF(T("(spot11 爆弾壁)(arg_data 0x%04x)\n", "(spot11 Bomb Wall)(arg_data 0x%04x)\n"), this->dyna.actor.params);
}
void BgSpot11Bakudankabe_Destroy(Actor* thisx, PlayState* play) {

View file

@ -64,8 +64,8 @@ void BgSpot12Gate_InitDynaPoly(BgSpot12Gate* this, PlayState* play, CollisionHea
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_spot12_gate.c", 145, this->dyna.actor.id, this->dyna.actor.params);
}
#endif

View file

@ -61,8 +61,8 @@ void func_808B3420(BgSpot12Saku* this, PlayState* play, CollisionHeader* collisi
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_spot12_saku.c", 140, this->dyna.actor.id, this->dyna.actor.params);
}
#endif

View file

@ -79,8 +79,8 @@ void func_808B3960(BgSpot15Rrbox* this, PlayState* play, CollisionHeader* collis
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_bg_spot15_rrbox.c", 171, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -146,7 +146,8 @@ void BgSpot15Rrbox_Init(Actor* thisx, PlayState* play) {
} else {
func_808B4084(this, play);
}
PRINTF("(spot15 " T("ロンロン木箱", "Lon Lon Wooden Box") ")(arg_data 0x%04x)\n", this->dyna.actor.params);
PRINTF(T("(spot15 ロンロン木箱)(arg_data 0x%04x)\n", "(spot15 Lon Lon Wooden Box)(arg_data 0x%04x)\n"),
this->dyna.actor.params);
}
void BgSpot15Rrbox_Destroy(Actor* thisx, PlayState* play) {
@ -333,7 +334,8 @@ void func_808B43D0(BgSpot15Rrbox* this, PlayState* play) {
Actor_MoveXZGravity(actor);
if (actor->world.pos.y <= BGCHECK_Y_MIN + 10.0f) {
PRINTF("Warning : " T("ロンロン木箱落ちすぎた", "Lon Lon Wooden Box fell too far") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : ロンロン木箱落ちすぎた(%s %d)(arg_data 0x%04x)\n",
"Warning : Lon Lon Wooden Box fell too far (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_spot15_rrbox.c", 599, actor->params);
Actor_Kill(actor);

View file

@ -240,8 +240,8 @@ s32 func_808B4E58(BgSpot16Bombstone* this, PlayState* play) {
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_BOMBIWA);
if (this->requiredObjectSlot < 0) {
PRINTF("Error : " T("バンク危険!", "Bank danger! ") "(arg_data 0x%04x)(%s %d)\n", actor->params,
"../z_bg_spot16_bombstone.c", 589);
PRINTF(T("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", "Error : Bank danger! (arg_data 0x%04x)(%s %d)\n"),
actor->params, "../z_bg_spot16_bombstone.c", 589);
return false;
}
@ -273,7 +273,8 @@ void BgSpot16Bombstone_Init(Actor* thisx, PlayState* play) {
#if DEBUG_FEATURES
default:
PRINTF(T("Error : arg_data おかしいな", "Error : arg_data is strange") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : arg_data おかしいな(%s %d)(arg_data 0x%04x)\n",
"Error : arg_data is strange (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_spot16_bombstone.c", 668, this->actor.params);
shouldLive = false;
break;
@ -284,8 +285,9 @@ void BgSpot16Bombstone_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
return;
}
PRINTF("Spot16 obj " T("爆弾石", "Bomb Stone") " (scaleX %f)(arg_data 0x%04x)\n", this->actor.scale.x,
this->actor.params);
PRINTF(
T("Spot16 obj 爆弾石 (scaleX %f)(arg_data 0x%04x)\n", "Spot16 obj Bomb Stone (scaleX %f)(arg_data 0x%04x)\n"),
this->actor.scale.x, this->actor.params);
}
void BgSpot16Bombstone_Destroy(Actor* thisx, PlayState* play) {
@ -408,7 +410,8 @@ void func_808B56BC(BgSpot16Bombstone* this, PlayState* play) {
player->actor.world.pos.x += sinValue * this->sinRotation;
player->actor.world.pos.z += sinValue * this->cosRotation;
} else {
PRINTF(T("Error 補正出来ない", "Error Can't correct") "(%s %d)(arg_data 0x%04x)(hosei_angY %x)\n",
PRINTF(T("Error 補正出来ない(%s %d)(arg_data 0x%04x)(hosei_angY %x)\n",
"Error Can't correct (%s %d)(arg_data 0x%04x)(hosei_angY %x)\n"),
"../z_bg_spot16_bombstone.c", 935, this->actor.params, adjustedYawDiff);
}
}

View file

@ -85,7 +85,8 @@ void BgSpot16Doughnut_Init(Actor* thisx, PlayState* play) {
} else {
this->fireFlag |= 1;
}
PRINTF(T("( ドーナツ雲)", "(spot16 Donut Cloud)") "(arg_data 0x%04x)\n", this->actor.params);
PRINTF(T("( ドーナツ雲)(arg_data 0x%04x)\n", "(spot16 Donut Cloud)(arg_data 0x%04x)\n"),
this->actor.params);
}
}

View file

@ -44,7 +44,8 @@ void BgSpot17Funen_Init(Actor* thisx, PlayState* play) {
BgSpot17Funen* this = (BgSpot17Funen*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
PRINTF("spot17 obj. " T("噴煙", "volcanic smoke") " (arg_data 0x%04x)\n", this->actor.params);
PRINTF(T("spot17 obj. 噴煙 (arg_data 0x%04x)\n", "spot17 obj. volcanic smoke (arg_data 0x%04x)\n"),
this->actor.params);
}
void BgSpot17Funen_Destroy(Actor* thisx, PlayState* play) {

View file

@ -171,7 +171,7 @@ void BgSpot18Basket_Init(Actor* thisx, PlayState* play) {
if (this->dyna.actor.child == NULL) {
PRINTF_COLOR_RED();
PRINTF(T(" : 変化壷蓋発生失敗", "Error : Failed to generate the change pot cover") "(%s %d)\n",
PRINTF(T(" : 変化壷蓋発生失敗(%s %d)\n", "Error : Failed to spawn the change pot cover (%s %d)\n"),
"../z_bg_spot18_basket.c", 351);
PRINTF_RST();
Actor_Kill(&this->dyna.actor);

View file

@ -108,7 +108,8 @@ s32 func_808B8910(BgSpot18Obj* this, PlayState* play) {
} else if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
age = 0;
} else {
PRINTF(T("Error : リンク年齢不詳", "Error : Link age unknown") " (%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : リンク年齢不詳 (%s %d)(arg_data 0x%04x)\n",
"Error : Link age unknown (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_spot18_obj.c", 182, this->dyna.actor.params);
return 0;
}
@ -121,12 +122,13 @@ s32 func_808B8910(BgSpot18Obj* this, PlayState* play) {
}
return D_808B90F0[PARAMS_GET_U(this->dyna.actor.params, 0, 4)][age];
case 2:
PRINTF(T("Error : Obj出現判定が設定されていない",
"Error : Obj appearance detection is not set") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : Obj出現判定が設定されていない(%s %d)(arg_data 0x%04x)\n",
"Error : Obj appearance detection is not set (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_spot18_obj.c", 202, this->dyna.actor.params);
return 0;
default:
PRINTF(T("Error : Obj出現判定失敗", "Error : Obj appearance check failed") "(%s %d)(arg_data 0x%04x)\n",
PRINTF(T("Error : Obj出現判定失敗(%s %d)(arg_data 0x%04x)\n",
"Error : Obj appearance check failed (%s %d)(arg_data 0x%04x)\n"),
"../z_bg_spot18_obj.c", 210, this->dyna.actor.params);
}
return 0;

View file

@ -148,7 +148,7 @@ void EnAnubice_Init(Actor* thisx, PlayState* play) {
ANUBICE_LIMB_MAX);
PRINTF("\n\n");
PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ アヌビス発生 ☆☆☆☆☆ \n", "☆☆☆☆☆ Anubis occurrence ☆☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ アヌビス発生 ☆☆☆☆☆ \n", "☆☆☆☆☆ Anubis spawn ☆☆☆☆☆ \n") VT_RST);
this->actor.naviEnemyId = NAVI_ENEMY_ANUBIS;

View file

@ -41,7 +41,7 @@ void EnAnubiceTag_Init(Actor* thisx, PlayState* play) {
EnAnubiceTag* this = (EnAnubiceTag*)thisx;
PRINTF("\n\n");
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ アヌビス制御タグ発生 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Anubis control tag generated ☆☆☆☆☆ %d\n")
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ アヌビス制御タグ発生 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Anubis control tag spawn ☆☆☆☆☆ %d\n")
VT_RST,
this->actor.params);

View file

@ -122,7 +122,7 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA, 20.0f, 20.0f, -2500.0f, 0, 0, 0,
((sTreasureFlags[5] & 0x1F) << 8) + rewardParams);
PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 中央宝発生() ☆☆☆☆☆ %x\n",
"☆☆☆☆☆ Central treasure occurrence (GREAT) ☆☆☆☆☆ %x\n") VT_RST,
"☆☆☆☆☆ Central treasure spawn (GREAT) ☆☆☆☆☆ %x\n") VT_RST,
rewardChestParams);
this->actionFunc = EnChanger_SetHeartPieceFlag;
return;
@ -160,7 +160,7 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
if (this->leftChest != NULL) {
PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 左宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n",
"☆☆☆☆☆ Left treasure generation (what does it contain?) ☆☆☆☆☆ %x\n") VT_RST,
"☆☆☆☆☆ Left treasure spawn (what does it contain?) ☆☆☆☆☆ %x\n") VT_RST,
leftChestParams);
PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 部屋番号は? %x\n", "☆☆☆☆☆ What is the room number? %x\n") VT_RST,
play->roomCtx.curRoom.num);
@ -185,7 +185,7 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
if (this->rightChest != NULL) {
PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ 右宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n",
"☆☆☆☆☆ Right treasure generation (what does it contain?) ☆☆☆☆☆ %x\n") VT_RST,
"☆☆☆☆☆ Right treasure spawn (what does it contain?) ☆☆☆☆☆ %x\n") VT_RST,
rightChestParams);
PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ 部屋番号は? %d\n", "☆☆☆☆☆ What is the room number? %d\n") VT_RST,
play->roomCtx.curRoom.num);

View file

@ -98,8 +98,9 @@ void EnDntDemo_Init(Actor* thisx, PlayState* play2) {
this->scrubPos[i].x, this->scrubPos[i].y, this->scrubPos[i].z,
0, 0, 0, i + ENDNTNOMAL_STAGE);
if (this->scrubs[i] != NULL) {
// "zako zako" [small fries]
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ ザコザコ ☆☆☆☆☆ %x\n" VT_RST, this->scrubs[i]);
// [small fry]
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ ザコザコ ☆☆☆☆☆ %x\n", "☆☆☆☆☆ zako zako ☆☆☆☆☆ %x\n") VT_RST,
this->scrubs[i]);
}
}
@ -161,8 +162,8 @@ void EnDntDemo_Judge(EnDntDemo* this, PlayState* play) {
}
}
if (this->judgeTimer > 40) {
// "gera gera" [onomatopoeia for loud giggling]
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ げらげら ☆☆☆☆☆ \n" VT_RST);
// [onomatopoeia for loud giggling]
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ げらげら ☆☆☆☆☆ \n", "☆☆☆☆☆ gera gera ☆☆☆☆☆ \n") VT_RST);
func_800F436C(&this->actor.projectedPos, NA_SE_EV_CROWD - SFX_FLAG, 2.0f);
}
if (this->judgeTimer < 120) {

View file

@ -249,11 +249,11 @@ void EnEncount2_SpawnRocks(EnEncount2* this, PlayState* play) {
this->numSpawnedRocks++;
return;
}
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't occur! ☆☆☆☆☆\n") VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't occur! ☆☆☆☆☆\n") VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't occur! ☆☆☆☆☆\n") VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't occur! ☆☆☆☆☆\n") VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n\n", "☆☆☆☆☆ Can't occur! ☆☆☆☆☆\n\n") VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't spawn! ☆☆☆☆☆\n") VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't spawn! ☆☆☆☆☆\n") VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't spawn! ☆☆☆☆☆\n") VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't spawn! ☆☆☆☆☆\n") VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n\n", "☆☆☆☆☆ Can't spawn! ☆☆☆☆☆\n\n") VT_RST);
}
}
}

View file

@ -100,7 +100,8 @@ void EnHeishi1_Init(Actor* thisx, PlayState* play2) {
PRINTF(VT_FGCOL(GREEN) T(" 種類☆☆☆☆☆☆☆☆☆☆☆☆☆ %d\n", " type ☆☆☆☆☆☆☆☆☆☆☆☆☆ %d\n") VT_RST,
this->type);
PRINTF(VT_FGCOL(YELLOW) " れえるでぇたぁ☆☆☆☆☆☆☆☆ %d\n" VT_RST, this->path);
PRINTF(VT_FGCOL(YELLOW) T(" れえるでぇたぁ☆☆☆☆☆☆☆☆ %d\n", " rail data ☆☆☆☆☆☆☆☆ %d\n") VT_RST,
this->path);
PRINTF(VT_FGCOL(MAGENTA) " anime_frame_speed ☆☆☆☆☆☆ %f\n" VT_RST, this->animSpeed);
PRINTF(VT_FGCOL(MAGENTA) T(" 補間フレーム☆☆☆☆☆☆☆☆☆ %f\n", " interpolation frame ☆☆☆☆☆☆☆☆☆ %f\n") VT_RST,
this->animMorphFrames);

View file

@ -85,8 +85,7 @@ void EnKakasi3_Init(Actor* thisx, PlayState* play) {
EnKakasi3* this = (EnKakasi3*)thisx;
PRINTF("\n\n");
// "Obonur" -- Related to the name of the scarecrow (Bonooru)
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ おーボヌール ☆☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ おーボヌール ☆☆☆☆☆ \n", "☆☆☆☆☆ Bonooru ☆☆☆☆☆ \n") VT_RST);
this->actor.attentionRangeType = ATTENTION_RANGE_6;
Collider_InitCylinder(play, &this->collider);

View file

@ -390,7 +390,7 @@ void EnNiw_SpawnAttackCucco(EnNiw* this, PlayState* play) {
this->timer5 = 10;
} else {
PRINTF("\n\n");
PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 発生できず ☆☆☆☆☆ \n", " ☆☆☆☆☆ Cannot occur ☆☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 発生できず ☆☆☆☆☆ \n", " ☆☆☆☆☆ Cannot spawn ☆☆☆☆☆ \n") VT_RST);
}
}
}

View file

@ -60,7 +60,7 @@ void EnOkarinaTag_Init(Actor* thisx, PlayState* play) {
EnOkarinaTag* this = (EnOkarinaTag*)thisx;
PRINTF("\n\n");
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ オカリナタグ発生 ☆☆☆☆☆ %x\n", "☆☆☆☆☆ Ocarina tag occurrence ☆☆☆☆☆ %x\n") VT_RST,
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ オカリナタグ発生 ☆☆☆☆☆ %x\n", "☆☆☆☆☆ Ocarina tag spawn ☆☆☆☆☆ %x\n") VT_RST,
this->actor.params);
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->type = PARAMS_GET_U(this->actor.params, 10, 6);

View file

@ -227,8 +227,7 @@ void EnTite_Destroy(Actor* thisx, PlayState* play) {
spawner->curNumSpawn--;
}
PRINTF("\n\n");
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 同時発生数 ☆☆☆☆☆%d\n", "☆☆☆☆☆ Number of simultaneous occurrences ☆☆☆☆☆%d\n")
VT_RST,
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 同時発生数 ☆☆☆☆☆%d\n", "☆☆☆☆☆ Number of simultaneous spawns ☆☆☆☆☆%d\n") VT_RST,
spawner->curNumSpawn);
PRINTF("\n\n");
}

View file

@ -293,7 +293,7 @@ void EnWf_Destroy(Actor* thisx, PlayState* play) {
}
PRINTF("\n\n");
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 同時発生数 ☆☆☆☆☆%d\n", "☆☆☆☆☆ Number of simultaneous occurrences ☆☆☆☆☆%d\n")
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 同時発生数 ☆☆☆☆☆%d\n", "☆☆☆☆☆ Number of simultaneous spawns ☆☆☆☆☆%d\n")
VT_RST,
parent->curNumSpawn);
PRINTF("\n\n");

View file

@ -182,11 +182,11 @@ void MirRay_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
PRINTF(T("反射用 光の発生!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n",
"Generation of reflectable light!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n"));
"Spawn of reflectable light!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n"));
LOG_NUM("this->actor.arg_data", this->actor.params, "../z_mir_ray.c", 518);
if (this->actor.params >= 0xA) {
LOG_STRING_T("反射光 発生失敗", "Reflected light generation failure", "../z_mir_ray.c", 521);
LOG_STRING_T("反射光 発生失敗", "Reflected light failed to spawn", "../z_mir_ray.c", 521);
Actor_Kill(&this->actor);
}

View file

@ -163,8 +163,8 @@ void ObjBean_InitDynaPoly(ObjBean* this, PlayState* play, CollisionHeader* colli
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_obj_bean.c", 374, this->dyna.actor.id, this->dyna.actor.params);
}
#endif

View file

@ -63,8 +63,8 @@ void func_80B92B08(ObjElevator* this, PlayState* play, CollisionHeader* collisio
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_obj_elevator.c", 136, this->dyna.actor.id, this->dyna.actor.params);
}
#endif

View file

@ -75,8 +75,8 @@ void func_80B93B68(ObjHsblock* this, PlayState* play, CollisionHeader* collision
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_obj_hsblock.c", 163, this->dyna.actor.id, this->dyna.actor.params);
}
#endif

View file

@ -84,8 +84,8 @@ void ObjLift_InitDynaPoly(ObjLift* this, PlayState* play, CollisionHeader* colli
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_obj_lift.c", 188, this->dyna.actor.id, this->dyna.actor.params);
}
#endif

View file

@ -205,7 +205,7 @@ void ObjLightswitch_Init(Actor* thisx, PlayState* play) {
(0xFF << 8) | PUSHBLOCK_SMALL_START_ON) == NULL) {
PRINTF_COLOR_ERROR();
PRINTF(T("押引ブロック発生失敗(%s %d)(arg_data 0x%04x)\n",
"Push/pull block failure(%s %d)(arg_data 0x%04x)\n"),
"Push/pull block failed to spawn (%s %d)(arg_data 0x%04x)\n"),
"../z_obj_lightswitch.c", 452, this->actor.params);
PRINTF_RST();
removeSelf = true;

View file

@ -80,7 +80,7 @@ void ObjMakeoshihiki_Init(Actor* thisx, PlayState* play) {
if (Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_OBJ_OSHIHIKI, spawnPos->x, spawnPos->y, spawnPos->z, 0,
block->rotY, 0, ((block->color << 6) & 0xC0) | (block->type & 0xF) | 0xFF00) == NULL) {
PRINTF_COLOR_ERROR();
PRINTF(T(" : 押し引きブロック発生失敗(%s %d)\n", "Error : Push/pull block failure (%s %d)\n"),
PRINTF(T(" : 押し引きブロック発生失敗(%s %d)\n", "Error : Push/pull block failed to spawn (%s %d)\n"),
"../z_obj_makeoshihiki.c", 194);
PRINTF_RST();
Actor_Kill(thisx);

View file

@ -176,7 +176,7 @@ void ObjMure_SpawnActors0(ObjMure* this, PlayState* play) {
this->children[i]->flags |= ACTOR_FLAG_GRASS_DESTROYED;
this->children[i]->room = actor->room;
} else {
PRINTF(T("warning 発生失敗 (%s %d)\n", "warning failed to occur (%s %d)\n"), "../z_obj_mure.c",
PRINTF(T("warning 発生失敗 (%s %d)\n", "warning failed to spawn (%s %d)\n"), "../z_obj_mure.c",
359);
}
break;
@ -188,7 +188,7 @@ void ObjMure_SpawnActors0(ObjMure* this, PlayState* play) {
if (this->children[i] != NULL) {
this->children[i]->room = actor->room;
} else {
PRINTF(T("warning 発生失敗 (%s %d)\n", "warning failed to occur (%s %d)\n"), "../z_obj_mure.c",
PRINTF(T("warning 発生失敗 (%s %d)\n", "warning failed to spawn (%s %d)\n"), "../z_obj_mure.c",
382);
}
break;
@ -221,7 +221,7 @@ void ObjMure_SpawnActors1(ObjMure* this, PlayState* play2) {
this->children[i]->room = actor->room;
} else {
this->childrenStates[i] = OBJMURE_CHILD_STATE_1;
PRINTF(T("warning 発生失敗 (%s %d)\n", "warning failed to occur (%s %d)\n"), "../z_obj_mure.c", 438);
PRINTF(T("warning 発生失敗 (%s %d)\n", "warning failed to spawn (%s %d)\n"), "../z_obj_mure.c", 438);
}
}
}

View file

@ -111,8 +111,8 @@ void ObjOshihiki_InitDynapoly(ObjOshihiki* this, PlayState* play, CollisionHeade
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_obj_oshihiki.c", 280, this->dyna.actor.id, this->dyna.actor.params);
}
#endif

View file

@ -218,8 +218,8 @@ void ObjSwitch_InitDynaPoly(ObjSwitch* this, PlayState* play, CollisionHeader* c
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF(T("Warning : move BG 登録失敗",
"Warning : move BG registration failed") "(%s %d)(name %d)(arg_data 0x%04x)\n",
PRINTF(T("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n",
"Warning : move BG registration failed (%s %d)(name %d)(arg_data 0x%04x)\n"),
"../z_obj_switch.c", 531, this->dyna.actor.id, this->dyna.actor.params);
}
#endif
@ -339,7 +339,7 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) {
if (OBJSWITCH_FROZEN(&this->dyna.actor) && (ObjSwitch_SpawnIce(this, play) == NULL)) {
PRINTF_COLOR_RED();
PRINTF(T("Error : 氷発生失敗 (%s %d)\n", "Error : Ice generation failure (%s %d)\n"), "../z_obj_switch.c", 732);
PRINTF(T("Error : 氷発生失敗 (%s %d)\n", "Error : Ice failed to spawn (%s %d)\n"), "../z_obj_switch.c", 732);
PRINTF_RST();
this->dyna.actor.params &= ~OBJSWITCH_FROZEN_FLAG;
}

View file

@ -78,7 +78,7 @@ void ShotSun_Init(Actor* thisx, PlayState* play) {
ShotSun* this = (ShotSun*)thisx;
s32 params;
PRINTF(T("%d ---- オカリナの秘密発生!!!!!!!!!!!!!\n", "%d ---- Ocarina secret occurrence!!!!!!!!!!!!!\n"),
PRINTF(T("%d ---- オカリナの秘密発生!!!!!!!!!!!!!\n", "%d ---- Ocarina secret spawn!!!!!!!!!!!!!\n"),
this->actor.params);
params = PARAMS_GET_U(this->actor.params, 0, 8);
if (params == 0x40 || params == 0x41) {