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T() macro in overlays 7 (#2545)
* T() fish, fr, g_switch * T() ge1, ge2, gm, goroiwa * T() heishi1-3 * review
This commit is contained in:
parent
6459f33800
commit
e991255a45
10 changed files with 124 additions and 116 deletions
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@ -13,6 +13,7 @@
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#include "printf.h"
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#include "sfx.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z_lib.h"
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#include "z64item.h"
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#include "z64play.h"
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@ -396,8 +397,8 @@ void EnFish_Dropped_Fall(EnFish* this, PlayState* play) {
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} else if ((this->timer <= 0) && (this->actor.params == FISH_DROPPED) &&
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(this->actor.floorHeight < BGCHECK_Y_MIN + 10.0f)) {
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PRINTF_COLOR_WARNING();
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// "BG missing? Running Actor_delete"
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PRINTF("BG 抜け? Actor_delete します(%s %d)\n", "../z_en_sakana.c", 822);
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PRINTF(T("BG 抜け? Actor_delete します(%s %d)\n", "BG missing? Running Actor_delete (%s %d)\n"),
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"../z_en_sakana.c", 822);
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PRINTF_RST();
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Actor_Kill(&this->actor);
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}
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@ -639,9 +640,9 @@ void EnFish_UpdateCutscene(EnFish* this, PlayState* play) {
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if (play) {}
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if (cue == NULL) {
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// "Warning : DEMO ended without dousa (action) 3 termination being called"
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PRINTF("Warning : dousa 3 消滅 が呼ばれずにデモが終了した(%s %d)(arg_data 0x%04x)\n", "../z_en_sakana.c", 1169,
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this->actor.params);
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PRINTF(T("Warning : dousa 3 消滅 が呼ばれずにデモが終了した(%s %d)(arg_data 0x%04x)\n",
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"Warning : Demo ended without action 3 being called (%s %d)(arg_data 0x%04x)\n"),
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"../z_en_sakana.c", 1169, this->actor.params);
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EnFish_ClearCutsceneData(this);
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Actor_Kill(&this->actor);
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return;
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@ -658,14 +659,13 @@ void EnFish_UpdateCutscene(EnFish* this, PlayState* play) {
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EnFish_Cutscene_WiggleFlyingThroughAir(this, play);
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break;
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case 3:
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// "DEMO fish termination"
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PRINTF("デモ魚消滅\n");
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PRINTF(T("デモ魚消滅\n", "Demo fish disappearance\n"));
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EnFish_ClearCutsceneData(this);
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Actor_Kill(&this->actor);
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return;
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default:
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// "Improper DEMO action"
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PRINTF("不正なデモ動作(%s %d)(arg_data 0x%04x)\n", "../z_en_sakana.c", 1200, this->actor.params);
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PRINTF(T("不正なデモ動作(%s %d)(arg_data 0x%04x)\n", "Incorrect demo behavior (%s %d)(arg_data 0x%04x)\n"),
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"../z_en_sakana.c", 1200, this->actor.params);
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break;
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}
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@ -13,6 +13,7 @@
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z_lib.h"
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#include "z64audio.h"
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#include "z64debug_display.h"
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@ -269,8 +270,8 @@ void EnFr_Init(Actor* thisx, PlayState* play) {
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} else {
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if ((this->actor.params >= 6) || (this->actor.params < 0)) {
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PRINTF_COLOR_ERROR();
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// "The argument is wrong!!"
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PRINTF("%s[%d] : 引数が間違っている!!(%d)\n", "../z_en_fr.c", 370, this->actor.params);
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PRINTF(T("%s[%d] : 引数が間違っている!!(%d)\n", "%s[%d] : The argument is wrong!! (%d)\n"),
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"../z_en_fr.c", 370, this->actor.params);
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PRINTF_RST();
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ASSERT(0, "0", "../z_en_fr.c", 372);
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}
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@ -279,8 +280,7 @@ void EnFr_Init(Actor* thisx, PlayState* play) {
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if (this->requiredObjectSlot < 0) {
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Actor_Kill(&this->actor);
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PRINTF_COLOR_ERROR();
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// "There is no bank!!"
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PRINTF("%s[%d] : バンクが無いよ!!\n", "../z_en_fr.c", 380);
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PRINTF(T("%s[%d] : バンクが無いよ!!\n", "%s[%d] : There is no bank!!\n"), "../z_en_fr.c", 380);
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PRINTF_RST();
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ASSERT(0, "0", "../z_en_fr.c", 382);
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}
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@ -1004,8 +1004,7 @@ void EnFr_Deactivate(EnFr* this, PlayState* play) {
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if (frog == NULL) {
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PRINTF_COLOR_ERROR();
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// "There are no frogs!?"
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PRINTF("%s[%d]カエルがいない!?\n", "../z_en_fr.c", 1604);
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PRINTF(T("%s[%d]カエルがいない!?\n", "%s[%d] There are no frogs!?\n"), "../z_en_fr.c", 1604);
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PRINTF_RST();
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return;
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} else if (frog->isDeactivating != true) {
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@ -1018,8 +1017,7 @@ void EnFr_Deactivate(EnFr* this, PlayState* play) {
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if (frog == NULL) {
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PRINTF_COLOR_ERROR();
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// "There are no frogs!?"
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PRINTF("%s[%d]カエルがいない!?\n", "../z_en_fr.c", 1618);
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PRINTF(T("%s[%d]カエルがいない!?\n", "%s[%d] There are no frogs!?\n"), "../z_en_fr.c", 1618);
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PRINTF_RST();
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return;
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}
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@ -105,22 +105,21 @@ void EnGSwitch_Init(Actor* thisx, PlayState* play) {
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this->type = PARAMS_GET_U(this->actor.params, 12, 4);
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this->switchFlag = PARAMS_GET_U(this->actor.params, 0, 6);
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this->numEffects = EN_GSWITCH_EFFECT_COUNT;
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// "index"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ インデックス ☆☆☆☆☆ %x\n" VT_RST, this->type);
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// "save"
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ セーブ\t ☆☆☆☆☆ %x\n" VT_RST, this->switchFlag);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ インデックス ☆☆☆☆☆ %x\n", "☆☆☆☆☆ Index ☆☆☆☆☆ %x\n") VT_RST, this->type);
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ セーブ\t ☆☆☆☆☆ %x\n", "☆☆☆☆☆ Save\t ☆☆☆☆☆ %x\n") VT_RST, this->switchFlag);
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switch (this->type) {
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case ENGSWITCH_SILVER_TRACKER:
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PRINTF("\n\n");
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// "parent switch spawn"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 親スイッチ発生 ☆☆☆☆☆ %x\n" VT_RST, this->actor.params);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 親スイッチ発生 ☆☆☆☆☆ %x\n", "☆☆☆☆☆ Parent switch spawn ☆☆☆☆☆ %x\n") VT_RST,
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this->actor.params);
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sCollectedCount = 0;
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// Ideally the following two lines would be
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// this->silverCount = PARAMS_GET_U(this->actor.params, 6, 6);
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this->silverCount = PARAMS_GET_NOMASK(this->actor.params, 6);
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this->silverCount &= 0x3F;
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// "maximum number of checks"
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 最大チェック数 ☆☆☆☆☆ %d\n" VT_RST, this->silverCount);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 最大チェック数 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Maximum number of checks ☆☆☆☆☆ %d\n")
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VT_RST,
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this->silverCount);
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PRINTF("\n\n");
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if (Flags_GetSwitch(play, this->switchFlag)) {
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// This is a reference to Hokuto no Ken
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@ -132,8 +131,8 @@ void EnGSwitch_Init(Actor* thisx, PlayState* play) {
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break;
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case ENGSWITCH_SILVER_RUPEE:
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PRINTF("\n\n");
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// "child switch spawn"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 子スイッチ発生 ☆☆☆☆☆ %x\n" VT_RST, this->actor.params);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 子スイッチ発生 ☆☆☆☆☆ %x\n", "☆☆☆☆☆ Child switch spawn ☆☆☆☆☆ %x\n") VT_RST,
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this->actor.params);
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this->colorIdx = 5;
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this->numEffects = 20;
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Collider_InitCylinder(play, &this->collider);
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@ -150,8 +149,8 @@ void EnGSwitch_Init(Actor* thisx, PlayState* play) {
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break;
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case ENGSWITCH_ARCHERY_POT:
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PRINTF("\n\n");
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// "Horseback archery destructible pot"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ やぶさめぶち抜き壷 ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ やぶさめぶち抜き壷 ☆☆☆☆☆ \n",
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"☆☆☆☆☆ Horseback archery destructible pot ☆☆☆☆☆ \n") VT_RST);
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this->actor.gravity = -3.0f;
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this->colorIdx = Rand_ZeroFloat(2.99f);
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Collider_InitCylinder(play, &this->collider);
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@ -165,8 +164,8 @@ void EnGSwitch_Init(Actor* thisx, PlayState* play) {
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if (this->requiredObjectSlot < 0) {
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Actor_Kill(&this->actor);
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PRINTF(VT_FGCOL(MAGENTA) T(" なにみの? %d\n", " What? %d\n") VT_RST "\n", this->requiredObjectSlot);
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// "bank is funny"
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PRINTF(VT_FGCOL(CYAN) " バンクおかしいしぞ!%d\n" VT_RST "\n", this->actor.params);
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PRINTF(VT_FGCOL(CYAN) T(" バンクおかしいしぞ!%d\n", " Bank is weird! %d\n") VT_RST "\n",
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this->actor.params);
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}
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this->collider.dim.radius = 24;
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this->collider.dim.height = 74;
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@ -233,18 +232,18 @@ void EnGSwitch_SilverRupeeTracker(EnGSwitch* this, PlayState* play) {
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if (this->noteIndex < sCollectedCount) {
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if (sCollectedCount < 5) {
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// "sound?"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 音? ☆☆☆☆☆ %d\n" VT_RST, this->noteIndex);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 音? ☆☆☆☆☆ %d\n", "sound?") VT_RST, this->noteIndex);
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Audio_PlaySfxTransposed(&gSfxDefaultPos, NA_SE_EV_FIVE_COUNT_LUPY, majorScale[this->noteIndex]);
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this->noteIndex = sCollectedCount;
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}
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}
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if (sCollectedCount >= this->silverCount) {
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// "It is now the end of the century."
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// This another reference to Hokuto no Ken.
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 時はまさに世紀末〜 ☆☆☆☆☆ %d\n" VT_RST, this->switchFlag);
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// "Last!"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ らすとぉ! ☆☆☆☆☆ \n" VT_RST);
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// This is another reference to Hokuto no Ken.
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 時はまさに世紀末〜 ☆☆☆☆☆ %d\n",
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"☆☆☆☆☆ It is now the end of the century. ☆☆☆☆☆ %d\n") VT_RST,
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this->switchFlag);
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PRINTF(VT_FGCOL(GREEN)
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T("☆☆☆☆☆ らすとぉ! ☆☆☆☆☆ \n", "☆☆☆☆☆ Last! ☆☆☆☆☆ \n") VT_RST);
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if ((play->sceneId == SCENE_GERUDO_TRAINING_GROUND) && (this->actor.room == 2)) {
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Flags_SetTempClear(play, this->actor.room);
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} else {
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@ -367,8 +366,9 @@ void EnGSwitch_GalleryRupee(EnGSwitch* this, PlayState* play) {
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gallery->targetState[this->index] = ENSYATEKIHIT_HIT;
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Sfx_PlaySfxCentered(NA_SE_EV_HIT_SOUND);
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Sfx_PlaySfxCentered(NA_SE_SY_GET_RUPY);
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// "Yeah !"
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ いぇぇーす!HIT!! ☆☆☆☆☆ %d\n" VT_RST, gallery->hitCount);
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ いぇぇーす!HIT!! ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Yeah! HIT!! ☆☆☆☆☆ %d\n")
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VT_RST,
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gallery->hitCount);
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EnGSwitch_Break(this, play);
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this->killTimer = 50;
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this->broken = true;
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@ -14,6 +14,7 @@
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z_lib.h"
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#include "z64face_reaction.h"
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#include "z64horse.h"
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@ -147,8 +148,7 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
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case GE1_TYPE_VALLEY_FLOOR:
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if (LINK_IS_ADULT) {
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// "Valley floor Gerudo withdrawal"
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PRINTF(VT_FGCOL(CYAN) "谷底 ゲルド 撤退 \n" VT_RST);
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PRINTF(VT_FGCOL(CYAN) T("谷底 ゲルド 撤退 \n", "Valley floor Gerudo withdrawal \n") VT_RST);
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Actor_Kill(&this->actor);
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return;
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}
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@ -163,8 +163,9 @@ void EnGe1_Init(Actor* thisx, PlayState* play) {
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}
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this->actor.attentionRangeType = ATTENTION_RANGE_3;
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this->hairstyle = GE1_HAIR_BOB;
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// "Horseback archery Gerudo EVENT_INF(0) ="
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PRINTF(VT_FGCOL(CYAN) "やぶさめ ゲルド EVENT_INF(0) = %x\n" VT_RST, gSaveContext.eventInf[0]);
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PRINTF(VT_FGCOL(CYAN)
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T("やぶさめ ゲルド EVENT_INF(0) = %x\n", "Horseback archery Gerudo EVENT_INF(0) = %x\n") VT_RST,
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gSaveContext.eventInf[0]);
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if (GET_EVENTINF(EVENTINF_HORSES_08)) {
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this->actionFunc = EnGe1_TalkAfterGame_Archery;
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@ -13,6 +13,7 @@
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z_lib.h"
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#include "z64effect.h"
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#include "z64horse.h"
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@ -585,14 +586,12 @@ void EnGe2_Update(Actor* thisx, PlayState* play) {
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this->actionFunc(this, play);
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if (Ge2_DetectPlayerInUpdate(play, this, &this->actor.focus.pos, this->actor.shape.rot.y, this->yDetectRange)) {
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// "Discovered!"
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PRINTF(VT_FGCOL(GREEN) "発見!!!!!!!!!!!!\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("発見!!!!!!!!!!!!\n", "Discovered!!!!!!!!!!!!\n") VT_RST);
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EnGe2_SetupCapturePlayer(this, play);
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}
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if ((PARAMS_GET_S(this->actor.params, 0, 8) == GE2_TYPE_STATIONARY) && (this->actor.xzDistToPlayer < 100.0f)) {
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// "Discovered!"
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PRINTF(VT_FGCOL(GREEN) "発見!!!!!!!!!!!!\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("発見!!!!!!!!!!!!\n", "Discovered!!!!!!!!!!!!\n") VT_RST);
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EnGe2_SetupCapturePlayer(this, play);
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}
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}
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@ -15,6 +15,7 @@
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#include "segmented_address.h"
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#include "sys_matrix.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z64play.h"
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#include "z64player.h"
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#include "z64save.h"
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@ -80,15 +81,14 @@ void EnGm_Init(Actor* thisx, PlayState* play) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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// "Medi Goron"
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PRINTF(VT_FGCOL(GREEN) "%s[%d] : 中ゴロン[%d]" VT_RST "\n", "../z_en_gm.c", 133, this->actor.params);
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PRINTF(VT_FGCOL(GREEN) T("%s[%d] : 中ゴロン[%d]", "%s[%d] : Medi Goron [%d]") VT_RST "\n", "../z_en_gm.c", 133,
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this->actor.params);
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this->gmObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GM);
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if (this->gmObjectSlot < 0) {
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PRINTF_COLOR_ERROR();
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// "There is no model bank! !! (Medi Goron)"
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PRINTF("モデル バンクが無いよ!!(中ゴロン)\n");
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PRINTF(T("モデル バンクが無いよ!!(中ゴロン)\n", "There is no model bank!! (Medi Goron)\n"));
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PRINTF_RST();
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ASSERT(0, "0", "../z_en_gm.c", 145);
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}
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@ -17,6 +17,7 @@
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#include "sys_math3d.h"
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#include "sys_matrix.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z_lib.h"
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#include "z64effect.h"
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#include "z64play.h"
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@ -268,8 +269,7 @@ s32 EnGoroiwa_GetAscendDirection(EnGoroiwa* this, PlayState* play) {
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if (nextPointPos->x == currentPointPos->x && nextPointPos->z == currentPointPos->z) {
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#if DEBUG_FEATURES
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if (nextPointPos->y == currentPointPos->y) {
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// "Error: Invalid path data (points overlap)"
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PRINTF("Error : レールデータ不正(点が重なっている)");
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PRINTF(T("Error : レールデータ不正(点が重なっている)", "Error : Rail data is incorrect (dots overlap)"));
|
||||
PRINTF("(%s %d)(arg_data 0x%04x)\n", "../z_en_gr.c", 559, this->actor.params);
|
||||
}
|
||||
#endif
|
||||
|
@ -564,14 +564,15 @@ void EnGoroiwa_Init(Actor* thisx, PlayState* play) {
|
|||
EnGoroiwa_InitCollider(this, play);
|
||||
pathIdx = PARAMS_GET_U(this->actor.params, 0, 8);
|
||||
if (pathIdx == 0xFF) {
|
||||
// "Error: Invalid arg_data"
|
||||
PRINTF("Error : arg_data が不正(%s %d)(arg_data 0x%04x)\n", "../z_en_gr.c", 1033, this->actor.params);
|
||||
PRINTF(T("Error : arg_data が不正(%s %d)(arg_data 0x%04x)\n",
|
||||
"Error : Invalid arg_data (%s %d)(arg_data 0x%04x)\n"),
|
||||
"../z_en_gr.c", 1033, this->actor.params);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
if (play->pathList[pathIdx].count < 2) {
|
||||
// "Error: Invalid Path Data"
|
||||
PRINTF("Error : レールデータ が不正(%s %d)\n", "../z_en_gr.c", 1043);
|
||||
PRINTF(T("Error : レールデータ が不正(%s %d)\n", "Error : Rail data is invalid (%s %d)\n"), "../z_en_gr.c",
|
||||
1043);
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
@ -585,9 +586,9 @@ void EnGoroiwa_Init(Actor* thisx, PlayState* play) {
|
|||
EnGoroiwa_InitRotation(this);
|
||||
EnGoroiwa_FaceNextWaypoint(this, play);
|
||||
EnGoroiwa_SetupRoll(this);
|
||||
// "(Goroiwa)"
|
||||
PRINTF("(ごろ岩)(arg 0x%04x)(rail %d)(end %d)(bgc %d)(hit %d)\n", this->actor.params,
|
||||
PARAMS_GET_U(this->actor.params, 0, 8), PARAMS_GET_U(this->actor.params, 8, 2),
|
||||
PRINTF(T("(ごろ岩)(arg 0x%04x)(rail %d)(end %d)(bgc %d)(hit %d)\n",
|
||||
"(Goroiwa)(arg 0x%04x)(rail %d)(end %d)(bgc %d)(hit %d)\n"),
|
||||
this->actor.params, PARAMS_GET_U(this->actor.params, 0, 8), PARAMS_GET_U(this->actor.params, 8, 2),
|
||||
PARAMS_GET_U(this->actor.params, 10, 1), this->actor.home.rot.z & 1);
|
||||
}
|
||||
|
||||
|
@ -625,7 +626,7 @@ void EnGoroiwa_Roll(EnGoroiwa* this, PlayState* play) {
|
|||
}
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 0);
|
||||
PRINTF_COLOR_CYAN();
|
||||
PRINTF("Player ぶっ飛ばし\n"); // "Player knocked down"
|
||||
PRINTF(T("Player ぶっ飛ばし\n", "Player knocked down\n"));
|
||||
PRINTF_RST();
|
||||
onHitSetupFuncs[PARAMS_GET_U(this->actor.params, 10, 1)](this);
|
||||
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include "sfx.h"
|
||||
#include "sys_matrix.h"
|
||||
#include "terminal.h"
|
||||
#include "translation.h"
|
||||
#include "z_lib.h"
|
||||
#include "z64debug_display.h"
|
||||
#include "z64effect.h"
|
||||
|
@ -97,27 +98,32 @@ void EnHeishi1_Init(Actor* thisx, PlayState* play2) {
|
|||
this->animParams[i] = sAnimParamsInit[this->type][i];
|
||||
}
|
||||
|
||||
// "type"
|
||||
PRINTF(VT_FGCOL(GREEN) " 種類☆☆☆☆☆☆☆☆☆☆☆☆☆ %d\n" VT_RST, this->type);
|
||||
// "path data"
|
||||
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(MAGENTA) " anime_frame_speed ☆☆☆☆☆☆ %f\n" VT_RST, this->animSpeed);
|
||||
// "interpolation frame"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " 補間フレーム☆☆☆☆☆☆☆☆☆ %f\n" VT_RST, this->animMorphFrames);
|
||||
// "targeted movement speed value between points"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " point間の移動スピード目標値 ☆ %f\n" VT_RST, this->moveSpeedTarget);
|
||||
// "maximum movement speed value between points"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " point間の移動スピード最大 ☆☆ %f\n" VT_RST, this->moveSpeedMax);
|
||||
// "(body) targeted turning angle speed value"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " (体)反転アングルスピード目標値 %f\n" VT_RST, this->bodyTurnSpeedTarget);
|
||||
// "(body) maximum turning angle speed"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " (体)反転アングルスピード最大☆ %f\n" VT_RST, this->bodyTurnSpeedMax);
|
||||
// "(head) targeted turning angle speed value"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " (頭)反転アングルスピード加算値 %f\n" VT_RST, this->headTurnSpeedScale);
|
||||
// "(head) maximum turning angle speed"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " (頭)反転アングルスピード最大☆ %f\n" VT_RST, this->headTurnSpeedMax);
|
||||
PRINTF(VT_FGCOL(GREEN) " 今時間 %d\n" VT_RST, ((void)0, gSaveContext.save.dayTime)); // "current time"
|
||||
PRINTF(VT_FGCOL(YELLOW) " チェック時間 %d\n" VT_RST, CLOCK_TIME(17, 30) - 1); // "check time"
|
||||
PRINTF(VT_FGCOL(MAGENTA) T(" 補間フレーム☆☆☆☆☆☆☆☆☆ %f\n", " interpolation frame ☆☆☆☆☆☆☆☆☆ %f\n") VT_RST,
|
||||
this->animMorphFrames);
|
||||
PRINTF(VT_FGCOL(MAGENTA)
|
||||
T(" point間の移動スピード目標値 ☆ %f\n", " target speed of movement between points ☆ %f\n") VT_RST,
|
||||
this->moveSpeedTarget);
|
||||
PRINTF(VT_FGCOL(MAGENTA)
|
||||
T(" point間の移動スピード最大 ☆☆ %f\n", " maximum speed of movement between points ☆☆ %f\n") VT_RST,
|
||||
this->moveSpeedMax);
|
||||
PRINTF(VT_FGCOL(MAGENTA)
|
||||
T(" (体)反転アングルスピード目標値 %f\n", " (body) reversing angle speed target value %f\n") VT_RST,
|
||||
this->bodyTurnSpeedTarget);
|
||||
PRINTF(VT_FGCOL(MAGENTA)
|
||||
T(" (体)反転アングルスピード最大☆ %f\n", " (body) maximum turning angle speed ☆ %f\n") VT_RST,
|
||||
this->bodyTurnSpeedMax);
|
||||
PRINTF(VT_FGCOL(MAGENTA)
|
||||
T(" (頭)反転アングルスピード加算値 %f\n", " (head) reverse angle speed additional value %f\n") VT_RST,
|
||||
this->headTurnSpeedScale);
|
||||
PRINTF(VT_FGCOL(MAGENTA)
|
||||
T(" (頭)反転アングルスピード最大☆ %f\n", " (head) maximum turning angle speed ☆ %f\n") VT_RST,
|
||||
this->headTurnSpeedMax);
|
||||
PRINTF(VT_FGCOL(GREEN) T(" 今時間 %d\n", " Current time %d\n") VT_RST, ((void)0, gSaveContext.save.dayTime));
|
||||
PRINTF(VT_FGCOL(YELLOW) T(" チェック時間 %d\n", " Check time %d\n") VT_RST, CLOCK_TIME(17, 30) - 1);
|
||||
PRINTF("\n\n");
|
||||
|
||||
if (this->path == 3) {
|
||||
|
@ -389,7 +395,7 @@ void EnHeishi1_WaitNight(EnHeishi1* this, PlayState* play) {
|
|||
if (this->actor.xzDistToPlayer < 100.0f) {
|
||||
Message_StartTextbox(play, 0x702D, &this->actor);
|
||||
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発見! ☆☆☆☆☆ \n", "☆☆☆☆☆ Discovered! ☆☆☆☆☆ \n") VT_RST);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
|
||||
this->actionFunc = EnHeishi1_SetupKick;
|
||||
}
|
||||
|
@ -472,8 +478,8 @@ void EnHeishi1_Update(Actor* thisx, PlayState* play) {
|
|||
// this 60 unit height check is so the player doesn't get caught when on the upper path
|
||||
if (fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 60.0f) {
|
||||
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
|
||||
// "Discovered!"
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発見! ☆☆☆☆☆ \n", "☆☆☆☆☆ Discovered! ☆☆☆☆☆ \n")
|
||||
VT_RST);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
|
||||
sPlayerIsCaught = true;
|
||||
this->actionFunc = EnHeishi1_SetupMoveToLink;
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include "sfx.h"
|
||||
#include "sys_matrix.h"
|
||||
#include "terminal.h"
|
||||
#include "translation.h"
|
||||
#include "z_lib.h"
|
||||
#include "z64face_reaction.h"
|
||||
#include "z64play.h"
|
||||
|
@ -153,8 +154,8 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) {
|
|||
break;
|
||||
case 6:
|
||||
PRINTF("\n\n");
|
||||
// "Peep hole soldier!"
|
||||
PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 覗き穴奥兵士ふぃ〜 ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 覗き穴奥兵士ふぃ〜 ☆☆☆☆☆ \n", " ☆☆☆☆☆ Peep hole soldier ☆☆☆☆☆ \n")
|
||||
VT_RST);
|
||||
Collider_DestroyCylinder(play, collider);
|
||||
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
|
||||
this->actionFunc = EnHeishi_DoNothing2;
|
||||
|
@ -163,12 +164,14 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
this->unk_2F0 = PARAMS_GET_U(this->actor.params, 8, 8);
|
||||
PRINTF("\n\n");
|
||||
// "Soldier Set 2 Completed!"
|
||||
PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 兵士2セット完了! ☆☆☆☆☆ %d\n" VT_RST, this->actor.params);
|
||||
// "Identification Completed!"
|
||||
PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ 識別完了! ☆☆☆☆☆ %d\n" VT_RST, this->type);
|
||||
// "Message completed!"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ メッセージ完了! ☆☆☆☆☆ %x\n\n" VT_RST,
|
||||
PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 兵士2セット完了! ☆☆☆☆☆ %d\n", " ☆☆☆☆☆ Soldier Set 2 Completed! ☆☆☆☆☆ %d\n")
|
||||
VT_RST,
|
||||
this->actor.params);
|
||||
PRINTF(VT_FGCOL(YELLOW) T(" ☆☆☆☆☆ 識別完了! ☆☆☆☆☆ %d\n", " ☆☆☆☆☆ Identification Completed! ☆☆☆☆☆ %d\n")
|
||||
VT_RST,
|
||||
this->type);
|
||||
PRINTF(VT_FGCOL(MAGENTA)
|
||||
T(" ☆☆☆☆☆ メッセージ完了! ☆☆☆☆☆ %x\n\n", " ☆☆☆☆☆ Message completed! ☆☆☆☆☆ %x\n\n") VT_RST,
|
||||
PARAMS_GET_U(this->actor.params, 8, 4));
|
||||
}
|
||||
}
|
||||
|
@ -203,41 +206,39 @@ void func_80A53278(EnHeishi2* this, PlayState* play) {
|
|||
this->unk_300 = TEXT_STATE_DONE;
|
||||
this->actionFunc = func_80A5475C;
|
||||
} else if (GET_EVENTCHKINF(EVENTCHKINF_09) && GET_EVENTCHKINF(EVENTCHKINF_25) && GET_EVENTCHKINF(EVENTCHKINF_37)) {
|
||||
// "Get all spiritual stones!"
|
||||
PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 全部の精霊石GET! ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 全部の精霊石GET! ☆☆☆☆☆ \n", " ☆☆☆☆☆ All the spirit stones GET! ☆☆☆☆☆ \n")
|
||||
VT_RST);
|
||||
this->unk_300 = TEXT_STATE_DONE;
|
||||
this->actor.textId = 0x7006;
|
||||
this->actionFunc = func_80A5475C;
|
||||
} else if (!IS_DAY) {
|
||||
// "Sleep early for children!"
|
||||
PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ 子供ははやくネロ! ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(YELLOW) T(" ☆☆☆☆☆ 子供ははやくネロ! ☆☆☆☆☆ \n", " ☆☆☆☆☆ Sleep early for children! ☆☆☆☆☆ \n")
|
||||
VT_RST);
|
||||
this->unk_300 = TEXT_STATE_DONE;
|
||||
this->actor.textId = 0x7002;
|
||||
this->actionFunc = func_80A5475C;
|
||||
|
||||
} else if (this->unk_30C != 0) {
|
||||
// "Anything passes"
|
||||
PRINTF(VT_FGCOL(BLUE) " ☆☆☆☆☆ なんでも通るよ ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(BLUE) T(" ☆☆☆☆☆ なんでも通るよ ☆☆☆☆☆ \n", " ☆☆☆☆☆ Anything passes ☆☆☆☆☆ \n") VT_RST);
|
||||
this->unk_300 = TEXT_STATE_DONE;
|
||||
this->actor.textId = 0x7099;
|
||||
this->actionFunc = func_80A5475C;
|
||||
} else if (GET_EVENTCHKINF(EVENTCHKINF_RECEIVED_WEIRD_EGG)) {
|
||||
if (this->unk_30E == 0) {
|
||||
// "Start under the first sleeve!"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ 1回目袖の下開始! ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(MAGENTA)
|
||||
T(" ☆☆☆☆☆ 1回目袖の下開始! ☆☆☆☆☆ \n", " ☆☆☆☆☆ Start under the first sleeve! ☆☆☆☆☆ \n") VT_RST);
|
||||
this->actor.textId = 0x7071;
|
||||
this->unk_30E = 1;
|
||||
} else {
|
||||
// "Start under the second sleeve!"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ 2回目袖の下開始! ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(MAGENTA) T(" ☆☆☆☆☆ 2回目袖の下開始! ☆☆☆☆☆ \n",
|
||||
" ☆☆☆☆☆ Start under the second sleeve! ☆☆☆☆☆ \n") VT_RST);
|
||||
this->actor.textId = 0x7072;
|
||||
}
|
||||
this->unk_300 = TEXT_STATE_CHOICE;
|
||||
this->actionFunc = func_80A5475C;
|
||||
|
||||
} else {
|
||||
// "That's okay"
|
||||
PRINTF(VT_FGCOL(CYAN) " ☆☆☆☆☆ それはとおらんよぉ ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(CYAN) T(" ☆☆☆☆☆ それはとおらんよぉ ☆☆☆☆☆ \n", " ☆☆☆☆☆ That won't work ☆☆☆☆☆ \n") VT_RST);
|
||||
this->unk_300 = TEXT_STATE_DONE;
|
||||
this->actor.textId = 0x7029;
|
||||
this->actionFunc = func_80A5475C;
|
||||
|
@ -310,8 +311,9 @@ void func_80A53638(EnHeishi2* this, PlayState* play) {
|
|||
break;
|
||||
}
|
||||
}
|
||||
// "I've come!"
|
||||
PRINTF(VT_FGCOL(MAGENTA) "☆☆☆ きたきたきたぁ! ☆☆☆ %x\n" VT_RST, actor->dyna.actor.next);
|
||||
PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆ きたきたきたぁ! ☆☆☆ %x\n", "☆☆☆ It's here, it's here, it's here! ☆☆☆ %x\n")
|
||||
VT_RST,
|
||||
actor->dyna.actor.next);
|
||||
this->actionFunc = func_80A5372C;
|
||||
}
|
||||
}
|
||||
|
@ -395,8 +397,8 @@ void func_80A5399C(EnHeishi2* this, PlayState* play) {
|
|||
}
|
||||
this->actionFunc = func_80A5475C;
|
||||
} else {
|
||||
// "I don't know"
|
||||
PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ とおしゃしねぇちゅーの ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(MAGENTA) T(" ☆☆☆☆☆ とおしゃしねぇちゅーの ☆☆☆☆☆ \n", " ☆☆☆☆☆ There is no way out ☆☆☆☆☆ \n")
|
||||
VT_RST);
|
||||
this->actionFunc = func_80A53AD4;
|
||||
}
|
||||
}
|
||||
|
@ -477,8 +479,9 @@ void func_80A53D0C(EnHeishi2* this, PlayState* play) {
|
|||
break;
|
||||
}
|
||||
}
|
||||
// "I've come!"
|
||||
PRINTF(VT_FGCOL(MAGENTA) "☆☆☆ きたきたきたぁ! ☆☆☆ %x\n" VT_RST, gate->dyna.actor.next);
|
||||
PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆ きたきたきたぁ! ☆☆☆ %x\n", "☆☆☆ It's here, it's here, it's here! ☆☆☆ %x\n")
|
||||
VT_RST,
|
||||
gate->dyna.actor.next);
|
||||
this->actionFunc = func_80A53DF8;
|
||||
}
|
||||
}
|
||||
|
@ -679,8 +682,7 @@ void func_80A5455C(EnHeishi2* this, PlayState* play) {
|
|||
bomb->actor.velocity.y = Rand_CenteredFloat(5.0f) + 10.0f;
|
||||
}
|
||||
|
||||
// "This is down!"
|
||||
PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ これでダウンだ! ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(YELLOW) T(" ☆☆☆☆☆ これでダウンだ! ☆☆☆☆☆ \n", " ☆☆☆☆☆ This is down! ☆☆☆☆☆ \n") VT_RST);
|
||||
this->actionFunc = func_80A546DC;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
#include "printf.h"
|
||||
#include "sfx.h"
|
||||
#include "terminal.h"
|
||||
#include "translation.h"
|
||||
#include "versions.h"
|
||||
#include "z_lib.h"
|
||||
#include "z64play.h"
|
||||
|
@ -87,8 +88,8 @@ void EnHeishi3_Init(Actor* thisx, PlayState* play) {
|
|||
this->actor.attentionRangeType = ATTENTION_RANGE_6;
|
||||
Collider_InitCylinder(play, &this->collider);
|
||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||
// "Castle Gate Soldier - Power Up"
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 城門兵パワーアップ ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 城門兵パワーアップ ☆☆☆☆☆ \n", "☆☆☆☆☆ Castle gate soldier power-up ☆☆☆☆☆ \n")
|
||||
VT_RST);
|
||||
|
||||
this->actor.gravity = -3.0f;
|
||||
this->actor.focus.pos = this->actor.world.pos;
|
||||
|
@ -143,7 +144,7 @@ void EnHeishi3_StandSentinelInGrounds(EnHeishi3* this, PlayState* play) {
|
|||
sPlayerCaught = 1;
|
||||
Message_StartTextbox(play, 0x702D, &this->actor);
|
||||
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発見! ☆☆☆☆☆ \n", "☆☆☆☆☆ Discovered! ☆☆☆☆☆ \n") VT_RST);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
|
||||
#if OOT_PAL_N64
|
||||
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_UPDATE_CULLING_DISABLED;
|
||||
|
@ -174,7 +175,7 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, PlayState* play) {
|
|||
sPlayerCaught = 1;
|
||||
Message_StartTextbox(play, 0x702D, &this->actor);
|
||||
Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発見! ☆☆☆☆☆ \n", "☆☆☆☆☆ Discovered! ☆☆☆☆☆ \n") VT_RST);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
|
||||
#if OOT_PAL_N64
|
||||
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_UPDATE_CULLING_DISABLED;
|
||||
|
|
Loading…
Add table
Reference in a new issue