From 05faab33f12b6be2f4bd8e71175f055c70a0f183 Mon Sep 17 00:00:00 2001 From: Dragorn421 Date: Wed, 26 Mar 2025 19:15:06 +0100 Subject: [PATCH] T() macro in overlays 1 (#2486) * More T() * More T(), up to (including) z_bg_mori* * home pos~~e~~ --- src/code/z_kankyo.c | 4 +-- .../ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c | 8 ++++-- .../ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c | 6 +++-- .../actors/ovl_Bg_Bom_Guard/z_bg_bom_guard.c | 2 +- .../actors/ovl_Bg_Bombwall/z_bg_bombwall.c | 4 +-- .../actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.c | 4 ++- .../ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c | 19 ++++++-------- .../ovl_Bg_Gate_Shutter/z_bg_gate_shutter.c | 2 +- .../actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c | 2 +- .../ovl_Bg_Heavy_Block/z_bg_heavy_block.c | 3 +-- .../ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c | 12 ++++----- .../ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c | 11 ++++---- .../ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c | 7 +++--- .../z_bg_hidan_kowarerukabe.c | 11 ++++---- .../ovl_Bg_Jya_1flift/z_bg_jya_1flift.c | 3 +-- .../ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.c | 15 ++++++----- .../z_bg_jya_bombchuiwa.c | 5 ++-- .../ovl_Bg_Jya_Bombiwa/z_bg_jya_bombiwa.c | 10 +++----- .../actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.c | 7 +++--- .../ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c | 6 +++-- .../ovl_Bg_Jya_Kanaami/z_bg_jya_kanaami.c | 2 +- .../actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c | 6 ++--- .../z_bg_jya_zurerukabe.c | 6 ++--- .../ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c | 25 +++++++++++-------- .../ovl_Bg_Mizu_Water/z_bg_mizu_water.c | 3 ++- .../ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c | 18 ++++++------- .../ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c | 20 ++++++++------- .../ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c | 14 +++++------ .../ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.c | 8 +++--- .../ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.c | 7 +++--- .../z_bg_mori_kaitenkabe.c | 9 ++++--- .../z_bg_mori_rakkatenjo.c | 17 +++++++------ 32 files changed, 137 insertions(+), 139 deletions(-) diff --git a/src/code/z_kankyo.c b/src/code/z_kankyo.c index ff23bbebc2..0bdc048eed 100644 --- a/src/code/z_kankyo.c +++ b/src/code/z_kankyo.c @@ -903,9 +903,9 @@ void Environment_PrintDebugInfo(PlayState* play, Gfx** gfx) { GfxPrint_SetPos(&printer, 22, 6); if (!IS_DAY) { - GfxPrint_Printf(&printer, "%s", "YORU"); // "night" + GfxPrint_Printf(&printer, "%s", T("YORU", "NIGHT")); } else { - GfxPrint_Printf(&printer, "%s", "HIRU"); // "day" + GfxPrint_Printf(&printer, "%s", T("HIRU", "DAY")); } *gfx = GfxPrint_Close(&printer); diff --git a/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c b/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c index c927465569..48c637d284 100644 --- a/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c +++ b/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c @@ -107,7 +107,9 @@ s32 BgBdanObjects_GetProperty(BgBdanObjects* this, s32 arg1) { case JABU_OBJECTS_GET_PROP_CAM_SETTING_DUNGEON1: return this->cameraSetting == CAM_SET_DUNGEON1; default: - PRINTF("Bg_Bdan_Objects_Get_Contact_Ru1\nそんな受信モードは無い%d!!!!!!!!\n", arg1); + PRINTF(T("Bg_Bdan_Objects_Get_Contact_Ru1\nそんな受信モードは無い%d!!!!!!!!\n", + "Bg_Bdan_Objects_Get_Contact_Ru1\nThere is no such receiving mode %d!!!!!!!!\n"), + arg1); return -1; } } @@ -124,7 +126,9 @@ void BgBdanObjects_SetProperty(BgBdanObjects* this, s32 arg1) { SET_INFTABLE(INFTABLE_146); break; default: - PRINTF("Bg_Bdan_Objects_Set_Contact_Ru1\nそんな送信モードは無い%d!!!!!!!!\n", arg1); + PRINTF(T("Bg_Bdan_Objects_Set_Contact_Ru1\nそんな送信モードは無い%d!!!!!!!!\n", + "Bg_Bdan_Objects_Set_Contact_Ru1\nThere is no such transmission mode %d!!!!!!!!\n"), + arg1); } } diff --git a/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c b/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c index 4fdf0d7dea..8f05add955 100644 --- a/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c +++ b/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.c @@ -206,11 +206,13 @@ void BgBdanSwitch_Init(Actor* thisx, PlayState* play) { } break; default: - PRINTF("不正な ARG_DATA(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params, "../z_bg_bdan_switch.c", 454); + 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); Actor_Kill(&this->dyna.actor); return; } - PRINTF("(巨大魚ダンジョン 専用スイッチ)(arg_data 0x%04x)\n", this->dyna.actor.params); + 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", + this->dyna.actor.params); } void BgBdanSwitch_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Bom_Guard/z_bg_bom_guard.c b/src/overlays/actors/ovl_Bg_Bom_Guard/z_bg_bom_guard.c index ae816120b4..fda95eba83 100644 --- a/src/overlays/actors/ovl_Bg_Bom_Guard/z_bg_bom_guard.c +++ b/src/overlays/actors/ovl_Bg_Bom_Guard/z_bg_bom_guard.c @@ -47,7 +47,7 @@ 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) " ☆☆☆☆☆ 透明ガード出現 ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("透明ガード出現", "Transparent guard appears") " ☆☆☆☆☆ \n" VT_RST); thisx->scale.x = 1.0f; thisx->scale.y = 1.0f; diff --git a/src/overlays/actors/ovl_Bg_Bombwall/z_bg_bombwall.c b/src/overlays/actors/ovl_Bg_Bombwall/z_bg_bombwall.c index b97d4c80bc..6e612a8ed4 100644 --- a/src/overlays/actors/ovl_Bg_Bombwall/z_bg_bombwall.c +++ b/src/overlays/actors/ovl_Bg_Bombwall/z_bg_bombwall.c @@ -155,8 +155,8 @@ void BgBombwall_Init(Actor* thisx, PlayState* play) { func_8086ED50(this, play); } - PRINTF("(field keep 汎用爆弾壁)(arg_data 0x%04x)(angY %d)\n", this->dyna.actor.params, - this->dyna.actor.shape.rot.y); + PRINTF("(field keep " T("汎用爆弾壁", "general purpose bomb wall") ")(arg_data 0x%04x)(angY %d)\n", + this->dyna.actor.params, this->dyna.actor.shape.rot.y); } void BgBombwall_DestroyCollision(BgBombwall* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.c b/src/overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.c index 377efc13e8..f02f399f3f 100644 --- a/src/overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.c +++ b/src/overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.c @@ -72,7 +72,9 @@ 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) " ☆☆☆☆☆ ボーリングおじゃま壁発生 ☆☆☆☆☆ %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", "Bowling obstacle wall appears") " ☆☆☆☆☆ %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; } diff --git a/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c b/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c index eb35f52494..39fd920893 100644 --- a/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c +++ b/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c @@ -102,8 +102,7 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) { this->actor.focus.pos = this->actor.world.pos; if (play->sceneId == SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) { - // "Great Fairy Fountain" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 大妖精の泉 ☆☆☆☆☆ %d\n" VT_RST, play->spawn); + PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ " T("大妖精の泉", "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 @@ -113,8 +112,7 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) { } #endif } else { - // "Stone/Jewel Fairy Fountain" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 石妖精の泉 ☆☆☆☆☆ %d\n" VT_RST, play->spawn); + PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ " T("石妖精の泉", "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 @@ -251,8 +249,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) { #endif Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1); - // "Mode" - PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ もうど ☆☆☆☆☆ %d\n" VT_RST, play->msgCtx.ocarinaMode); + PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ " T("もうど", "Mode") " ☆☆☆☆☆ %d\n" VT_RST, play->msgCtx.ocarinaMode); givingReward = false; if (play->sceneId != SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) { @@ -277,24 +274,22 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) { switch (this->fountainType) { case FAIRY_UPGRADE_MAGIC: if (!gSaveContext.save.info.playerData.isMagicAcquired || BREG(2)) { - // "Spin Attack speed UP" - PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 回転切り速度UP ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("回転切り速度UP", "Turning speed UP") " ☆☆☆☆☆ \n" VT_RST); this->givingSpell = true; givingReward = true; } break; case FAIRY_UPGRADE_DOUBLE_MAGIC: if (!gSaveContext.save.info.playerData.isDoubleMagicAcquired) { - // "Magic Meter doubled" - PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ 魔法ゲージメーター倍増 ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ " T("魔法ゲージメーター倍増", + "Magic Gauge Meter Doubled") " ☆☆☆☆☆ \n" VT_RST); this->givingSpell = true; givingReward = true; } break; case FAIRY_UPGRADE_DOUBLE_DEFENSE: if (!gSaveContext.save.info.playerData.isDoubleDefenseAcquired) { - // "Damage halved" - PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ ダメージ半減 ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ " T("ダメージ半減", "Damage halved") " ☆☆☆☆☆ \n" VT_RST); this->givingSpell = true; givingReward = true; } diff --git a/src/overlays/actors/ovl_Bg_Gate_Shutter/z_bg_gate_shutter.c b/src/overlays/actors/ovl_Bg_Gate_Shutter/z_bg_gate_shutter.c index 9385ed95bf..b18437bfc6 100644 --- a/src/overlays/actors/ovl_Bg_Gate_Shutter/z_bg_gate_shutter.c +++ b/src/overlays/actors/ovl_Bg_Gate_Shutter/z_bg_gate_shutter.c @@ -60,7 +60,7 @@ void BgGateShutter_Init(Actor* thisx, PlayState* play) { thisx->scale.y = 1.0f; thisx->scale.z = 1.0f; PRINTF("\n\n"); - PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 柵でたなぁ ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("柵でたなぁ", "There's a fence") " ☆☆☆☆☆ \n" VT_RST); this->actionFunc = func_8087828C; } diff --git a/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c b/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c index b28c155edd..f4e67de5a2 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c +++ b/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c @@ -104,7 +104,7 @@ void BgHakaShip_WaitForSong(BgHakaShip* this, PlayState* play) { if (this->counter == 0) { this->counter = 130; this->actionFunc = BgHakaShip_CutsceneStationary; - PRINTF("シーン 外輪船 ... アァクション!!\n"); + PRINTF(T("シーン 外輪船 ... アァクション!!\n", "Scene paddle steamer... action!!\n")); OnePointCutscene_Init(play, 3390, 999, &this->dyna.actor, CAM_ID_MAIN); } } diff --git a/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c b/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c index ba6d3f526a..7ac4c02ca4 100644 --- a/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c +++ b/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c @@ -162,8 +162,7 @@ void BgHeavyBlock_Init(Actor* thisx, PlayState* play) { this->actionFunc = BgHeavyBlock_Wait; break; } - // "Largest Block Save Bit %x" - PRINTF(VT_FGCOL(CYAN) " 最大 ブロック セーブビット %x\n" VT_RST, thisx->params); + PRINTF(VT_FGCOL(CYAN) T(" 最大 ブロック セーブビット %x\n", " Largest Block Save Bit %x\n") VT_RST, thisx->params); } void BgHeavyBlock_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c b/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c index a20a0a0421..989ac74f57 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c @@ -85,9 +85,9 @@ 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) { - // "Type is not set" - PRINTF("Error : object のタイプが設定されていない(%s %d)(arg_data 0x%04x)\n", "../z_bg_hidan_curtain.c", 352, - this->actor.params); + 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", + "../z_bg_hidan_curtain.c", 352, this->actor.params); Actor_Kill(&this->actor); return; } @@ -98,9 +98,9 @@ void BgHidanCurtain_Init(Actor* thisx, PlayState* play) { thisx->params &= 0x3F; if (DEBUG_FEATURES && ((this->actor.params < 0) || (this->actor.params > 0x3F))) { - // "Save bit is not set" - PRINTF("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", "../z_bg_hidan_curtain.c", - 373, this->actor.params); + 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", + "../z_bg_hidan_curtain.c", 373, this->actor.params); } Actor_SetScale(&this->actor, hcParams->scale); diff --git a/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c b/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c index 92ba5dd5b0..e433e89843 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c @@ -192,13 +192,11 @@ void BgHidanHamstep_Init(Actor* thisx, PlayState* play) { this->dyna.actor.minVelocityY = -12.0f; if (PARAMS_GET_U(this->dyna.actor.params, 0, 8) == 0) { - // "Fire Temple Object [Hammer Step] appears" - PRINTF("◯◯◯炎の神殿オブジェクト【ハンマーステップ】出現\n"); + PRINTF(T("◯◯◯炎の神殿オブジェクト【ハンマーステップ】出現\n", "◯◯◯Fire Temple object [Hammer Step] appears\n")); if (BgHidanHamstep_SpawnChildren(this, play) == 0) { step = this; - // "[Hammer Step] I can't create a step!" - PRINTF("【ハンマーステップ】 足場産れない!!\n"); + PRINTF(T("【ハンマーステップ】 足場産れない!!\n", "[Hammer Step] I can't create a step!!\n")); PRINTF("%s %d\n", "../z_bg_hidan_hamstep.c", 425); while (step != NULL) { @@ -362,8 +360,9 @@ void func_80888A58(BgHidanHamstep* this, PlayState* play) { #if DEBUG_FEATURES if (PARAMS_GET_U(this->dyna.actor.params, 0, 8) <= 0 || PARAMS_GET_U(this->dyna.actor.params, 0, 8) >= 6) { - // "[Hammer Step] arg_data strange (arg_data = %d)" - PRINTF("【ハンマーステップ】 arg_data おかしい (arg_data = %d)", this->dyna.actor.params); + PRINTF(T("【ハンマーステップ】 arg_data おかしい (arg_data = %d)", + "[Hammer Step] arg_data strange (arg_data = %d)"), + this->dyna.actor.params); PRINTF("%s %d\n", "../z_bg_hidan_hamstep.c", 696); } #endif diff --git a/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c b/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c index bce57124eb..90068065cb 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c @@ -79,14 +79,15 @@ void BgHidanKousi_Init(Actor* thisx, PlayState* play) { DynaPolyActor_Init(&this->dyna, 0); Actor_SetFocus(thisx, 50.0f); - PRINTF("◯◯◯炎の神殿オブジェクト【格子(arg_data : %0x)】出現 (%d %d)\n", thisx->params, - PARAMS_GET_U(thisx->params, 0, 8), PARAMS_GET_U((s32)thisx->params, 8, 8)); + PRINTF(T("◯◯◯炎の神殿オブジェクト【格子(arg_data : %0x)】出現 (%d %d)\n", + "◯◯◯ Fire Temple object [lattice (arg_data : %0x)] appeared (%d %d)\n"), + thisx->params, PARAMS_GET_U(thisx->params, 0, 8), PARAMS_GET_U((s32)thisx->params, 8, 8)); Actor_ProcessInitChain(thisx, sInitChain); #if DEBUG_FEATURES if (PARAMS_GET_U(thisx->params, 0, 8) < 0 || PARAMS_GET_U(thisx->params, 0, 8) >= 3) { - PRINTF("arg_data おかしい 【格子】\n"); + PRINTF(T("arg_data おかしい 【格子】\n", "arg_data is strange [lattice]\n")); } #endif diff --git a/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.c b/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.c index 27312b4fae..bf97dee411 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.c @@ -129,9 +129,10 @@ 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) { - // "Error: Fire Temple Breakable Walls. arg_data I can't determine the (%s %d)(arg_data 0x%04x)" - PRINTF("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", - "../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", + "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; } @@ -145,8 +146,8 @@ void BgHidanKowarerukabe_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->dyna.actor, 0.1f); BgHidanKowarerukabe_InitColliderSphere(this, play); BgHidanKowarerukabe_OffsetActorYPos(this); - // "(fire walls, floors, destroyed by bombs)(arg_data 0x%04x)" - PRINTF("(hidan 爆弾で壊れる 壁 床)(arg_data 0x%04x)\n", this->dyna.actor.params); + 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); } void BgHidanKowarerukabe_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Jya_1flift/z_bg_jya_1flift.c b/src/overlays/actors/ovl_Bg_Jya_1flift/z_bg_jya_1flift.c index 94fd0883d4..a75bb17d68 100644 --- a/src/overlays/actors/ovl_Bg_Jya_1flift/z_bg_jya_1flift.c +++ b/src/overlays/actors/ovl_Bg_Jya_1flift/z_bg_jya_1flift.c @@ -102,8 +102,7 @@ void BgJya1flift_InitCollision(Actor* thisx, PlayState* play) { void BgJya1flift_Init(Actor* thisx, PlayState* play) { BgJya1flift* this = (BgJya1flift*)thisx; - // "1 F lift" - PRINTF("(1Fリフト)(flag %d)(room %d)\n", sIsSpawned, play->roomCtx.curRoom.num); + PRINTF(T("(1Fリフト)", "1F lift") "(flag %d)(room %d)\n", sIsSpawned, play->roomCtx.curRoom.num); this->hasInitialized = false; if (sIsSpawned) { Actor_Kill(thisx); diff --git a/src/overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.c b/src/overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.c index 7a3606213a..185d11c575 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.c +++ b/src/overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.c @@ -83,8 +83,8 @@ void BgJyaBigmirror_HandleCobra(Actor* thisx, PlayState* play) { #if DEBUG_FEATURES if (curCobraInfo->cobra->dyna.actor.update == NULL) { - // "Cobra deleted" - PRINTF("Error : コブラ削除された (%s %d)\n", "../z_bg_jya_bigmirror.c", 203); + PRINTF("Error : " T("コブラ削除された", "Cobra deleted") " (%s %d)\n", "../z_bg_jya_bigmirror.c", + 203); } #endif } else { @@ -94,8 +94,8 @@ void BgJyaBigmirror_HandleCobra(Actor* thisx, PlayState* play) { this->actor.child = NULL; if (curCobraInfo->cobra == NULL) { - // "Cobra generation failed" - PRINTF("Error : コブラ発生失敗 (%s %d)\n", "../z_bg_jya_bigmirror.c", 221); + PRINTF("Error : " T("コブラ発生失敗", "Cobra generation failed") " (%s %d)\n", + "../z_bg_jya_bigmirror.c", 221); } } } @@ -162,8 +162,8 @@ void BgJyaBigmirror_HandleMirRay(Actor* thisx, PlayState* play) { #if DEBUG_FEATURES if (this->lightBeams[i] == NULL) { - // "Mir Ray generation failed" - PRINTF("Error : Mir Ray 発生失敗 (%s %d)\n", "../z_bg_jya_bigmirror.c", 310); + PRINTF("Error : " T("Mir Ray 発生失敗", "Mir Ray generation failed") " (%s %d)\n", + "../z_bg_jya_bigmirror.c", 310); } #endif } @@ -194,8 +194,7 @@ void BgJyaBigmirror_Init(Actor* thisx, PlayState* play) { this->spawned = true; this->mirRayObjectSlot = -1; - // "jya Bigmirror" - PRINTF("(jya 大鏡)(arg_data 0x%04x)\n", this->actor.params); + PRINTF("(jya " T("大鏡", "Big mirror") ")(arg_data 0x%04x)\n", this->actor.params); } void BgJyaBigmirror_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c b/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c index 5b1c869eac..2491cb5d42 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c +++ b/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c @@ -193,9 +193,8 @@ 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) { - // "Occurrence failure" - PRINTF("Error : Mir_Ray 発生失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_jya_bombchuiwa.c", 410, - this->actor.params); + PRINTF(T("Error : Mir_Ray 発生失敗", "Error : Mir_Ray failed to occur") "(%s %d)(arg_data 0x%04x)\n", + "../z_bg_jya_bombchuiwa.c", 410, this->actor.params); } } diff --git a/src/overlays/actors/ovl_Bg_Jya_Bombiwa/z_bg_jya_bombiwa.c b/src/overlays/actors/ovl_Bg_Jya_Bombiwa/z_bg_jya_bombiwa.c index ea2dd59eb2..ae8f1cd940 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Bombiwa/z_bg_jya_bombiwa.c +++ b/src/overlays/actors/ovl_Bg_Jya_Bombiwa/z_bg_jya_bombiwa.c @@ -100,10 +100,9 @@ void BgJyaBombiwa_Init(Actor* thisx, PlayState* play) { if (PARAMS_GET_U(this->dyna.actor.params, 0, 6) != 0x29) { PRINTF_COLOR_WARNING(); - - // "Warning: Switch Number changed (%s %d)(SW %d)" - PRINTF("Warning : Switch Number が変更された(%s %d)(SW %d)\n", "../z_bg_jya_bombiwa.c", 218, - PARAMS_GET_U(this->dyna.actor.params, 0, 6)); + PRINTF(T("Warning : Switch Number が変更された", + "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(); } BgJyaBombiwa_SetupDynaPoly(this, play, &gBombiwaCol, 0); @@ -113,8 +112,7 @@ void BgJyaBombiwa_Init(Actor* thisx, PlayState* play) { } else { Actor_ProcessInitChain(&this->dyna.actor, sInitChain); - // "Rock destroyed by jya bomb" - PRINTF("(jya 爆弾で破壊岩)(arg_data 0x%04x)\n", this->dyna.actor.params); + PRINTF(T("(jya 爆弾で破壊岩)", "(jya bomb destroys rocks)") "(arg_data 0x%04x)\n", this->dyna.actor.params); } } diff --git a/src/overlays/actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.c b/src/overlays/actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.c index 6380e0cf6a..c9a1c9e6dd 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.c +++ b/src/overlays/actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.c @@ -151,8 +151,8 @@ void BgJyaCobra_SpawnRay(BgJyaCobra* this, PlayState* play) { #if DEBUG_FEATURES if (this->dyna.actor.child == NULL) { PRINTF_COLOR_RED(); - // "Error : Mir Ray occurrence failure" - PRINTF("Error : Mir Ray 発生失敗 (%s %d)\n", "../z_bg_jya_cobra.c", 270); + PRINTF(T("Error : Mir Ray 発生失敗", "Error : Mir Ray failed to occur") " (%s %d)\n", + "../z_bg_jya_cobra.c", 270); PRINTF_RST(); } #endif @@ -437,8 +437,7 @@ void BgJyaCobra_Init(Actor* thisx, PlayState* play) { BgJyaCobra_UpdateShadowFromTop(this); } - // "(jya cobra)" - PRINTF("(jya コブラ)(arg_data 0x%04x)(act %x)(txt %x)(txt16 %x)\n", this->dyna.actor.params, 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)); } diff --git a/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c b/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c index 3ecb0cb2f8..ead84b2fc0 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c +++ b/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c @@ -117,7 +117,8 @@ void BgJyaIronobj_SpawnPillarParticles(BgJyaIronobj* this, PlayState* play, EnIk #if DEBUG_FEATURES if (enIk->unk_2FF <= 0 || enIk->unk_2FF >= 4) { - PRINTF("Error 攻撃方法が分からない(%s %d)\n", "../z_bg_jya_ironobj.c", 233); + PRINTF(T("Error 攻撃方法が分からない(%s %d)\n", "Error I don't know how to attack(%s %d)\n"), + "../z_bg_jya_ironobj.c", 233); return; } #endif @@ -183,7 +184,8 @@ void BgJyaIronobj_SpawnThroneParticles(BgJyaIronobj* this, PlayState* play, EnIk #if DEBUG_FEATURES if (enIk->unk_2FF <= 0 || enIk->unk_2FF >= 4) { - PRINTF("Error 攻撃方法が分からない(%s %d)\n", "../z_bg_jya_ironobj.c", 362); + PRINTF(T("Error 攻撃方法が分からない(%s %d)\n", "Error I don't know how to attack(%s %d)\n"), + "../z_bg_jya_ironobj.c", 362); return; } #endif diff --git a/src/overlays/actors/ovl_Bg_Jya_Kanaami/z_bg_jya_kanaami.c b/src/overlays/actors/ovl_Bg_Jya_Kanaami/z_bg_jya_kanaami.c index 7aead74061..fe15e5df57 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Kanaami/z_bg_jya_kanaami.c +++ b/src/overlays/actors/ovl_Bg_Jya_Kanaami/z_bg_jya_kanaami.c @@ -75,7 +75,7 @@ void BgJyaKanaami_Init(Actor* thisx, PlayState* play) { } else { func_80899880(this); } - PRINTF("(jya 金網)(arg_data 0x%04x)\n", this->dyna.actor.params); + PRINTF("(jya " T("金網", "wire mesh") ")(arg_data 0x%04x)\n", this->dyna.actor.params); } void BgJyaKanaami_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c b/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c index 50571f8ac5..d11b694b86 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c +++ b/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c @@ -66,8 +66,7 @@ void BgJyaLift_Init(Actor* thisx, PlayState* play) { return; } - // "Goddess lift CT" - PRINTF("女神リフト CT\n"); + PRINTF(T("女神リフト CT\n", "Goddess lift CT\n")); BgJyaLift_InitDynapoly(this, play, &gLiftCol, 0); Actor_ProcessInitChain(thisx, sInitChain); if (Flags_GetSwitch(play, PARAMS_GET_U(thisx->params, 0, 6))) { @@ -85,8 +84,7 @@ void BgJyaLift_Destroy(Actor* thisx, PlayState* play) { if (this->isSpawned) { - // "Goddess Lift DT" - PRINTF("女神リフト DT\n"); + PRINTF(T("女神リフト DT\n", "Goddess lift DT\n")); sIsSpawned = false; DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); } diff --git a/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/z_bg_jya_zurerukabe.c b/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/z_bg_jya_zurerukabe.c index 4dea268824..338f269d8e 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/z_bg_jya_zurerukabe.c +++ b/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/z_bg_jya_zurerukabe.c @@ -133,14 +133,14 @@ void BgJyaZurerukabe_Init(Actor* thisx, PlayState* play) { if (i == ARRAY_COUNT(D_8089B9F0)) { PRINTF_COLOR_ERROR(); - PRINTF("home pos が変更されたみたい(%s %d)(arg_data 0x%04x)\n", "../z_bg_jya_zurerukabe.c", 299, - this->dyna.actor.params); + 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", + "../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 ずれる壁)(arg_data 0x%04x)\n", this->dyna.actor.params); + PRINTF("(jya " T("ずれる壁", "sliding wall") ")(arg_data 0x%04x)\n", this->dyna.actor.params); } void BgJyaZurerukabe_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c b/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c index 787739822f..56c1dae9e6 100644 --- a/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c +++ b/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c @@ -208,8 +208,9 @@ 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("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mizu_bwall.c", 484, - this->dyna.actor.params); + 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", + "../z_bg_mizu_bwall.c", 484, this->dyna.actor.params); Actor_Kill(&this->dyna.actor); } else { sin = Math_SinS(this->dyna.actor.shape.rot.y); @@ -248,8 +249,9 @@ 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("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mizu_bwall.c", 558, - this->dyna.actor.params); + 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", + "../z_bg_mizu_bwall.c", 558, this->dyna.actor.params); Actor_Kill(&this->dyna.actor); } else { sin = Math_SinS(this->dyna.actor.shape.rot.y); @@ -288,8 +290,9 @@ 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("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mizu_bwall.c", 638, - this->dyna.actor.params); + 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", + "../z_bg_mizu_bwall.c", 638, this->dyna.actor.params); Actor_Kill(&this->dyna.actor); } else { sin = Math_SinS(this->dyna.actor.shape.rot.y); @@ -330,8 +333,9 @@ 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("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mizu_bwall.c", 724, - this->dyna.actor.params); + 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", + "../z_bg_mizu_bwall.c", 724, this->dyna.actor.params); Actor_Kill(&this->dyna.actor); } else { sin = Math_SinS(this->dyna.actor.shape.rot.y); @@ -372,8 +376,9 @@ 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("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mizu_bwall.c", 798, - this->dyna.actor.params); + 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", + "../z_bg_mizu_bwall.c", 798, this->dyna.actor.params); Actor_Kill(&this->dyna.actor); } else { sin = Math_SinS(this->dyna.actor.shape.rot.y); diff --git a/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c b/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c index 5a59ddd683..ab3ef48c64 100644 --- a/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c +++ b/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c @@ -120,7 +120,8 @@ void BgMizuWater_Init(Actor* thisx, PlayState* play) { switch (this->type) { case 0: if (bREG(15) == 0) { - PRINTF("<コンストラクト>%x %x %x\n", Flags_GetSwitch(play, WATER_TEMPLE_WATER_F1_FLAG), + PRINTF(T("<コンストラクト>", "") "%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)); } diff --git a/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c b/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c index 9bc16b1fe4..966529e371 100644 --- a/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c +++ b/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c @@ -83,17 +83,16 @@ void BgMoriBigst_Init(Actor* thisx, PlayState* play) { s32 pad; BgMoriBigst* this = (BgMoriBigst*)thisx; - // "mori (bigST.keyceiling)" - PRINTF("mori (bigST.鍵型天井)(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)), + PRINTF(T("mori (bigST.鍵型天井)", + "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); BgMoriBigst_InitDynapoly(this, play, &gMoriBigstCol, 0); Actor_ProcessInitChain(&this->dyna.actor, sInitChain); this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX); if (this->moriTexObjectSlot < 0) { - // "【Big Stalfos key ceiling】 bank danger!" - PRINTF("【ビッグスタルフォス鍵型天井】 バンク危険!\n"); + PRINTF(T("【ビッグスタルフォス鍵型天井】 バンク危険!\n", "[Big Stalfos Key-shaped Ceiling] Bank danger!\n")); PRINTF("%s %d\n", "../z_bg_mori_bigst.c", 234); Actor_Kill(&this->dyna.actor); return; @@ -150,8 +149,7 @@ void BgMoriBigst_SetupStalfosFight(BgMoriBigst* this, PlayState* play) { this->dyna.actor.child = NULL; this->dyna.actor.home.rot.z++; } else { - // "Second Stalfos failure" - PRINTF("Warning : 第2スタルフォス発生失敗\n"); + PRINTF(T("Warning : 第2スタルフォス発生失敗\n", "Warning : Second Stalfos failed to generate\n")); } Flags_SetClear(play, this->dyna.actor.room); } @@ -212,8 +210,7 @@ void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, PlayState* play) { this->dyna.actor.child = NULL; this->dyna.actor.home.rot.z++; } else { - // "Warning: 3-1 Stalfos failure" - PRINTF("Warning : 第3-1スタルフォス発生失敗\n"); + PRINTF(T("Warning : 第3-1スタルフォス発生失敗\n", "Warning : 3-1 Stalfos generation failure\n")); } stalfos2 = Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_TEST, 170.0f, 827.0f, -3260.0f, 0, 0, 0, 5); @@ -221,8 +218,7 @@ void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, PlayState* play) { this->dyna.actor.child = NULL; this->dyna.actor.home.rot.z++; } else { - // "Warning: 3-2 Stalfos failure" - PRINTF("Warning : 第3-2スタルフォス発生失敗\n"); + PRINTF(T("Warning : 第3-2スタルフォス発生失敗\n", "Warning : 3-2 Stalfos generation failure\n")); } Flags_SetClear(play, this->dyna.actor.room); } diff --git a/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c b/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c index 53206ecf72..5a27f36ffe 100644 --- a/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c +++ b/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c @@ -103,16 +103,16 @@ void BgMoriElevator_Init(Actor* thisx, PlayState* play) { #if DEBUG_FEATURES if (this->moriTexObjectSlot < 0) { Actor_Kill(thisx); - // "Forest Temple obj elevator Bank Danger!" - PRINTF("Error : 森の神殿 obj elevator バンク危険!(%s %d)\n", "../z_bg_mori_elevator.c", 277); + PRINTF(T("Error : 森の神殿 obj elevator バンク危険!(%s %d)\n", + "Error : Forest Temple obj elevator bank danger! (%s %d)\n"), + "../z_bg_mori_elevator.c", 277); return; } #endif switch (sIsSpawned) { case false: - // "Forest Temple elevator CT" - PRINTF("森の神殿 elevator CT\n"); + PRINTF(T("森の神殿 elevator CT\n", "Forest Temple elevator CT\n")); sIsSpawned = true; this->dyna.actor.room = -1; Actor_ProcessInitChain(&this->dyna.actor, sInitChain); @@ -131,8 +131,7 @@ void BgMoriElevator_Destroy(Actor* thisx, PlayState* play) { BgMoriElevator* this = (BgMoriElevator*)thisx; if (this->unk_172 == 0) { - // "Forest Temple elevator DT" - PRINTF("森の神殿 elevator DT\n"); + PRINTF(T("森の神殿 elevator DT\n", "Forest Temple elevator DT\n")); DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); sIsSpawned = false; } @@ -155,8 +154,9 @@ void BgMoriElevator_WaitAfterInit(BgMoriElevator* this, PlayState* play) { this->dyna.actor.world.pos.y = 73.0f; BgMoriElevator_SetupSetPosition(this); } else { - // "Error: Forest Temple obj elevator Room setting is dangerous" - PRINTF("Error : 森の神殿 obj elevator 部屋設定が危険(%s %d)\n", "../z_bg_mori_elevator.c", 371); + PRINTF(T("Error : 森の神殿 obj elevator 部屋設定が危険(%s %d)\n", + "Error : Forest Temple obj elevator room setting is dangerous(%s %d)\n"), + "../z_bg_mori_elevator.c", 371); } } else { BgMoriElevator_SetupSetPosition(this); @@ -217,7 +217,9 @@ void BgMoriElevator_SetPosition(BgMoriElevator* this, PlayState* play) { BgMoriElevator_StopMovement(this); } else { // "Error:Forest Temple obj elevator Room setting is dangerous(%s %d)" - PRINTF("Error : 森の神殿 obj elevator 部屋設定が危険(%s %d)\n", "../z_bg_mori_elevator.c", 479); + PRINTF(T("Error : 森の神殿 obj elevator 部屋設定が危険(%s %d)\n", + "Error : Forest Temple obj elevator room setting is dangerous(%s %d)\n"), + "../z_bg_mori_elevator.c", 479); } } else if ((play->roomCtx.curRoom.num == 2) && (this->dyna.actor.world.pos.y < -275.0f)) { this->targetY = 233.0f; diff --git a/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c b/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c index b75117adca..f2e5b5d626 100644 --- a/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c +++ b/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c @@ -137,9 +137,8 @@ s32 BgMoriHashigo_SpawnLadder(BgMoriHashigo* this, PlayState* play) { if (ladder != NULL) { return true; } else { - // "Ladder failure" - PRINTF("Error : 梯子の発生失敗(%s %d)(arg_data 0x%04x)\n", "../z_bg_mori_hashigo.c", 220, - this->dyna.actor.params); + PRINTF("Error : " T("梯子の発生失敗", "Ladder spawn failure") "(%s %d)(arg_data 0x%04x)\n", + "../z_bg_mori_hashigo.c", 220, this->dyna.actor.params); return false; } } @@ -179,14 +178,13 @@ void BgMoriHashigo_Init(Actor* thisx, PlayState* play) { } this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX); if (this->moriTexObjectSlot < 0) { - // "Bank danger!" - PRINTF("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params, "../z_bg_mori_hashigo.c", - 312); + 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); Actor_Kill(&this->dyna.actor); } else { BgMoriHashigo_SetupWaitForMoriTex(this); - // "(Forest Temple Ladder and its clasp)" - PRINTF("(森の神殿 梯子とその留め金)(arg_data 0x%04x)\n", this->dyna.actor.params); + 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", + this->dyna.actor.params); } } diff --git a/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.c b/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.c index 9f3b50dadb..0113da83cf 100644 --- a/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.c +++ b/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.c @@ -93,9 +93,8 @@ 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); - // "Bank danger!" - PRINTF("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params, "../z_bg_mori_hashira4.c", - 196); + 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); return; } if ((this->dyna.actor.params != 0) && Flags_GetSwitch(play, this->switchFlag)) { @@ -104,8 +103,7 @@ void BgMoriHashira4_Init(Actor* thisx, PlayState* play) { } Actor_SetFocus(&this->dyna.actor, 50.0f); BgMoriHashira4_SetupWaitForMoriTex(this); - // "(4 pillars of the Forest Temple) Bank danger" - PRINTF("(森の神殿 4本柱)(arg_data 0x%04x)\n", this->dyna.actor.params); + PRINTF(T("(森の神殿 4本柱)", "Forest Temple 4 Pillars") "(arg_data 0x%04x)\n", this->dyna.actor.params); sUnkTimer = 0; } diff --git a/src/overlays/actors/ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.c b/src/overlays/actors/ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.c index 051e7c6874..875f177aba 100644 --- a/src/overlays/actors/ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.c +++ b/src/overlays/actors/ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.c @@ -78,16 +78,15 @@ void BgMoriIdomizu_Init(Actor* thisx, PlayState* play) { this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX); if (this->moriTexObjectSlot < 0) { Actor_Kill(&this->actor); - // "Bank danger!" - PRINTF("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", this->actor.params, "../z_bg_mori_idomizu.c", 202); + 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); return; } BgMoriIdomizu_SetupWaitForMoriTex(this); sIsSpawned = true; this->isLoaded = true; this->actor.room = -1; - // "Forest Temple well water" - PRINTF("(森の神殿 井戸水)(arg_data 0x%04x)\n", this->actor.params); + PRINTF(T("(森の神殿 井戸水)", "(Forest Temple well water)") "(arg_data 0x%04x)\n", this->actor.params); } void BgMoriIdomizu_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/z_bg_mori_kaitenkabe.c b/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/z_bg_mori_kaitenkabe.c index 8bf43c9a18..9572a1b4e3 100644 --- a/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/z_bg_mori_kaitenkabe.c +++ b/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/z_bg_mori_kaitenkabe.c @@ -60,8 +60,9 @@ void BgMoriKaitenkabe_Init(Actor* thisx, PlayState* play) { BgMoriKaitenkabe* this = (BgMoriKaitenkabe*)thisx; CollisionHeader* colHeader = NULL; - // "Forest Temple object 【Rotating Wall (arg_data: 0x% 04x)】 appears" - PRINTF("◯◯◯森の神殿オブジェクト【回転壁(arg_data : 0x%04x)】出現 \n", this->dyna.actor.params); + PRINTF(T("◯◯◯森の神殿オブジェクト【回転壁(arg_data : 0x%04x)】出現 \n", + "◯◯◯Forest Temple object [Rotating wall(arg_data : 0x%04x)] appears \n"), + this->dyna.actor.params); Actor_ProcessInitChain(&this->dyna.actor, sInitChain); DynaPolyActor_Init(&this->dyna, 0); CollisionHeader_GetVirtual(&gMoriKaitenkabeCol, &colHeader); @@ -69,8 +70,8 @@ void BgMoriKaitenkabe_Init(Actor* thisx, PlayState* play) { this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX); if (this->moriTexObjectSlot < 0) { Actor_Kill(&this->dyna.actor); - // "【Rotating wall】 Bank danger!" - PRINTF("【回転壁】 バンク危険!(%s %d)\n", "../z_bg_mori_kaitenkabe.c", 176); + PRINTF(T("【回転壁】 バンク危険!(%s %d)\n", "[Rotating wall] Bank danger! (%s %d)\n"), + "../z_bg_mori_kaitenkabe.c", 176); } else { this->actionFunc = BgMoriKaitenkabe_WaitForMoriTex; } diff --git a/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c b/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c index b331b15b27..4b04436968 100644 --- a/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c +++ b/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c @@ -65,24 +65,25 @@ void BgMoriRakkatenjo_Init(Actor* thisx, PlayState* play) { DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS); #if DEBUG_FEATURES - // "Forest Temple obj. Falling Ceiling" - PRINTF("森の神殿 obj. 落下天井 (home posY %f)\n", this->dyna.actor.home.pos.y); + PRINTF(T("森の神殿 obj. 落下天井", "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) || (fabsf(-2520.0f - this->dyna.actor.home.pos.z) > 0.001f)) { - // "The set position has been changed. Let's fix the program." - PRINTF("Warning : セット位置が変更されています。プログラムを修正しましょう。\n"); + PRINTF(T("Warning : セット位置が変更されています。プログラムを修正しましょう。\n", + "Warning : The set position has been changed. Let's fix the program.\n")); } if (this->dyna.actor.home.rot.y != 0x8000) { - // "The set Angle has changed. Let's fix the program." - PRINTF("Warning : セット Angle が変更されています。プログラムを修正しましょう。\n"); + PRINTF(T("Warning : セット Angle が変更されています。プログラムを修正しましょう。\n", + "Warning : The set Angle has changed. Let's fix the program.\n")); } #endif this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX); if (this->moriTexObjectSlot < 0) { - // "Forest Temple obj Falling Ceiling Bank Danger!" - PRINTF("Error : 森の神殿 obj 落下天井 バンク危険!(%s %d)\n", "../z_bg_mori_rakkatenjo.c", 205); + PRINTF(T("Error : 森の神殿 obj 落下天井 バンク危険!(%s %d)\n", + "Error : Forest Temple obj Falling Ceiling Bank danger! (%s %d)\n"), + "../z_bg_mori_rakkatenjo.c", 205); Actor_Kill(&this->dyna.actor); return; }