single strings T()

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Dragorn421 2025-06-04 19:54:32 +02:00
parent d11004d1d7
commit 12de3a9264
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GPG Key ID: 381AEBAF3D429335
19 changed files with 59 additions and 45 deletions

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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); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
PRINTF("\n\n"); 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.x = 1.0f;
thisx->scale.y = 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); 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); this->dyna.actor.params, this->dyna.actor.shape.rot.y);
} }

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

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@ -104,7 +104,8 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) {
this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos = this->actor.world.pos;
if (play->sceneId == SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) { 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, SkelAnime_InitFlex(play, &this->skelAnime, &gGreatFairySkel, &gGreatFairySittingTransitionAnim,
this->jointTable, this->morphTable, 28); this->jointTable, this->morphTable, 28);
#if OOT_VERSION < NTSC_1_1 #if OOT_VERSION < NTSC_1_1
@ -114,7 +115,8 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) {
} }
#endif #endif
} else { } 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, SkelAnime_InitFlex(play, &this->skelAnime, &gGreatFairySkel, &gGreatFairyLayingDownTransitionAnim,
this->jointTable, this->morphTable, 28); this->jointTable, this->morphTable, 28);
#if OOT_VERSION < NTSC_1_1 #if OOT_VERSION < NTSC_1_1
@ -251,7 +253,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
#endif #endif
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1); 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; givingReward = false;
if (play->sceneId != SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) { if (play->sceneId != SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) {
@ -276,22 +278,23 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
switch (this->fountainType) { switch (this->fountainType) {
case FAIRY_UPGRADE_MAGIC: case FAIRY_UPGRADE_MAGIC:
if (!gSaveContext.save.info.playerData.isMagicAcquired || BREG(2)) { 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; this->givingSpell = true;
givingReward = true; givingReward = true;
} }
break; break;
case FAIRY_UPGRADE_DOUBLE_MAGIC: case FAIRY_UPGRADE_DOUBLE_MAGIC:
if (!gSaveContext.save.info.playerData.isDoubleMagicAcquired) { if (!gSaveContext.save.info.playerData.isDoubleMagicAcquired) {
PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ " T("魔法ゲージメーター倍増", PRINTF(VT_FGCOL(YELLOW) T(" ☆☆☆☆☆ 魔法ゲージメーター倍増 ☆☆☆☆☆ \n",
"Magic Gauge Meter Doubled") " ☆☆☆☆☆ \n" VT_RST); " ☆☆☆☆☆ Magic Gauge Meter Doubled ☆☆☆☆☆ \n") VT_RST);
this->givingSpell = true; this->givingSpell = true;
givingReward = true; givingReward = true;
} }
break; break;
case FAIRY_UPGRADE_DOUBLE_DEFENSE: case FAIRY_UPGRADE_DOUBLE_DEFENSE:
if (!gSaveContext.save.info.playerData.isDoubleDefenseAcquired) { 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; this->givingSpell = true;
givingReward = true; givingReward = true;
} }

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@ -62,7 +62,7 @@ void BgGateShutter_Init(Actor* thisx, PlayState* play) {
thisx->scale.y = 1.0f; thisx->scale.y = 1.0f;
thisx->scale.z = 1.0f; thisx->scale.z = 1.0f;
PRINTF("\n\n"); 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; this->actionFunc = func_8087828C;
} }

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

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@ -445,8 +445,9 @@ void BgJyaCobra_Init(Actor* thisx, PlayState* play) {
BgJyaCobra_UpdateShadowFromTop(this); 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, PRINTF(T("(jya コブラ)(arg_data 0x%04x)(act %x)(txt %x)(txt16 %x)\n",
&this->shadowTextureBuffer, COBRA_SHADOW_TEX_PTR(this)); "(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) { void BgJyaCobra_Destroy(Actor* thisx, PlayState* play) {

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@ -78,7 +78,7 @@ void BgJyaKanaami_Init(Actor* thisx, PlayState* play) {
} else { } else {
func_80899880(this); 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) { void BgJyaKanaami_Destroy(Actor* thisx, PlayState* play) {

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@ -137,14 +137,15 @@ void BgJyaZurerukabe_Init(Actor* thisx, PlayState* play) {
if (i == ARRAY_COUNT(D_8089B9F0)) { if (i == ARRAY_COUNT(D_8089B9F0)) {
PRINTF_COLOR_ERROR(); 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); "../z_bg_jya_zurerukabe.c", 299, this->dyna.actor.params);
PRINTF_RST(); PRINTF_RST();
} }
this->unk_16E = D_8089B9F8[this->unk_168]; this->unk_16E = D_8089B9F8[this->unk_168];
func_8089B7B4(this); 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) { void BgJyaZurerukabe_Destroy(Actor* thisx, PlayState* play) {

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@ -182,12 +182,13 @@ void BgMoriHashigo_Init(Actor* thisx, PlayState* play) {
} }
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX); this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) { 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, 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"),
"../z_bg_mori_hashigo.c", 312); this->dyna.actor.params, "../z_bg_mori_hashigo.c", 312);
Actor_Kill(&this->dyna.actor); Actor_Kill(&this->dyna.actor);
} else { } else {
BgMoriHashigo_SetupWaitForMoriTex(this); 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); this->dyna.actor.params);
} }
} }

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@ -95,8 +95,8 @@ void BgMoriHashira4_Init(Actor* thisx, PlayState* play) {
this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX); this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjectSlot < 0) { if (this->moriTexObjectSlot < 0) {
Actor_Kill(&this->dyna.actor); 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, 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"),
"../z_bg_mori_hashira4.c", 196); this->dyna.actor.params, "../z_bg_mori_hashira4.c", 196);
return; return;
} }
if ((this->dyna.actor.params != 0) && Flags_GetSwitch(play, this->switchFlag)) { 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); Actor_SetFocus(&this->dyna.actor, 50.0f);
BgMoriHashira4_SetupWaitForMoriTex(this); 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; sUnkTimer = 0;
} }

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

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@ -300,7 +300,7 @@ void BgSpot08Iceblock_Init(Actor* thisx, PlayState* play) {
BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx; BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
CollisionHeader* colHeader; 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); BgSpot08Iceblock_CheckParams(this);
switch (PARAMS_GET_NOSHIFT(this->dyna.actor.params, 9, 1)) { switch (PARAMS_GET_NOSHIFT(this->dyna.actor.params, 9, 1)) {

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@ -148,7 +148,8 @@ s32 func_808B1D44(BgSpot09Obj* this, PlayState* play) {
void BgSpot09Obj_Init(Actor* thisx, PlayState* play) { void BgSpot09Obj_Init(Actor* thisx, PlayState* play) {
BgSpot09Obj* this = (BgSpot09Obj*)thisx; 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, GET_EVENTCHKINF_CARPENTERS_RESCUED_FLAGS());
this->dyna.actor.params &= 0xFF; this->dyna.actor.params &= 0xFF;
if ((this->dyna.actor.params < 0) || (this->dyna.actor.params >= 5)) { if ((this->dyna.actor.params < 0) || (this->dyna.actor.params >= 5)) {

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@ -130,7 +130,7 @@ void BgSpot11Bakudankabe_Init(Actor* thisx, PlayState* play) {
CollisionHeader_GetVirtual(&gDesertColossusBombableWallCol, &colHeader); CollisionHeader_GetVirtual(&gDesertColossusBombableWallCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
Actor_SetScale(&this->dyna.actor, 1.0f); 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) { void BgSpot11Bakudankabe_Destroy(Actor* thisx, PlayState* play) {

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@ -146,7 +146,8 @@ void BgSpot15Rrbox_Init(Actor* thisx, PlayState* play) {
} else { } else {
func_808B4084(this, play); 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) { void BgSpot15Rrbox_Destroy(Actor* thisx, PlayState* play) {
@ -333,7 +334,8 @@ void func_808B43D0(BgSpot15Rrbox* this, PlayState* play) {
Actor_MoveXZGravity(actor); Actor_MoveXZGravity(actor);
if (actor->world.pos.y <= BGCHECK_Y_MIN + 10.0f) { 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); "../z_bg_spot15_rrbox.c", 599, actor->params);
Actor_Kill(actor); Actor_Kill(actor);

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@ -240,8 +240,8 @@ s32 func_808B4E58(BgSpot16Bombstone* this, PlayState* play) {
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_BOMBIWA); this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_BOMBIWA);
if (this->requiredObjectSlot < 0) { if (this->requiredObjectSlot < 0) {
PRINTF("Error : " T("バンク危険!", "Bank danger! ") "(arg_data 0x%04x)(%s %d)\n", actor->params, 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"),
"../z_bg_spot16_bombstone.c", 589); actor->params, "../z_bg_spot16_bombstone.c", 589);
return false; return false;
} }
@ -273,7 +273,8 @@ void BgSpot16Bombstone_Init(Actor* thisx, PlayState* play) {
#if DEBUG_FEATURES #if DEBUG_FEATURES
default: 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); "../z_bg_spot16_bombstone.c", 668, this->actor.params);
shouldLive = false; shouldLive = false;
break; break;
@ -284,8 +285,9 @@ void BgSpot16Bombstone_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor); Actor_Kill(&this->actor);
return; return;
} }
PRINTF("Spot16 obj " T("爆弾石", "Bomb Stone") " (scaleX %f)(arg_data 0x%04x)\n", this->actor.scale.x, PRINTF(
this->actor.params); 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) { void BgSpot16Bombstone_Destroy(Actor* thisx, PlayState* play) {

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@ -44,7 +44,8 @@ void BgSpot17Funen_Init(Actor* thisx, PlayState* play) {
BgSpot17Funen* this = (BgSpot17Funen*)thisx; BgSpot17Funen* this = (BgSpot17Funen*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain); 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) { void BgSpot17Funen_Destroy(Actor* thisx, PlayState* play) {

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