diff --git a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c index 5c03ab9632..a37aae8954 100644 --- a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c +++ b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c @@ -17,6 +17,7 @@ #include "sfx.h" #include "sys_matrix.h" #include "terminal.h" +#include "translation.h" #include "z_en_item00.h" #include "z_lib.h" #include "z64effect.h" @@ -147,8 +148,7 @@ void EnAnubice_Init(Actor* thisx, PlayState* play) { ANUBICE_LIMB_MAX); PRINTF("\n\n"); - // "☆☆☆☆☆ Anubis occurence ☆☆☆☆☆" - PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ アヌビス発生 ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ アヌビス発生 ☆☆☆☆☆ \n", "☆☆☆☆☆ Anubis occurrence ☆☆☆☆☆ \n") VT_RST); this->actor.naviEnemyId = NAVI_ENEMY_ANUBIS; @@ -196,9 +196,9 @@ void EnAnubice_FindFlameCircles(EnAnubice* this, PlayState* play) { currentProp = currentProp->next; } else { this->flameCircles[flameCirclesFound] = (BgHidanCurtain*)currentProp; - // "☆☆☆☆☆ How many fires? ☆☆☆☆☆" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %d\n" VT_RST, flameCirclesFound); - PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %x\n" VT_RST, + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %d\n", "☆☆☆☆☆ How many fires? ☆☆☆☆☆ %d\n") VT_RST, + flameCirclesFound); + PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %x\n", "☆☆☆☆☆ How many fires? ☆☆☆☆☆ %x\n") VT_RST, this->flameCircles[flameCirclesFound]); if (flameCirclesFound < ARRAY_COUNT(this->flameCircles) - 1) { flameCirclesFound++; diff --git a/src/overlays/actors/ovl_En_Anubice_Tag/z_en_anubice_tag.c b/src/overlays/actors/ovl_En_Anubice_Tag/z_en_anubice_tag.c index 4163b5d24f..2e05395897 100644 --- a/src/overlays/actors/ovl_En_Anubice_Tag/z_en_anubice_tag.c +++ b/src/overlays/actors/ovl_En_Anubice_Tag/z_en_anubice_tag.c @@ -10,6 +10,7 @@ #include "printf.h" #include "regs.h" #include "terminal.h" +#include "translation.h" #include "z_lib.h" #include "z64debug_display.h" #include "z64play.h" @@ -40,8 +41,9 @@ void EnAnubiceTag_Init(Actor* thisx, PlayState* play) { EnAnubiceTag* this = (EnAnubiceTag*)thisx; PRINTF("\n\n"); - // "Anubis control tag generated" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ アヌビス制御タグ発生 ☆☆☆☆☆ %d\n" VT_RST, this->actor.params); + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ アヌビス制御タグ発生 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Anubis control tag generated ☆☆☆☆☆ %d\n") + VT_RST, + this->actor.params); if (this->actor.params < -1) { this->actor.params = 0; diff --git a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c index 1bbc6bbb7c..435b0d4838 100644 --- a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c +++ b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c @@ -10,6 +10,7 @@ #include "segmented_address.h" #include "sfx.h" #include "terminal.h" +#include "translation.h" #include "z64effect.h" #include "z64play.h" #include "z64player.h" @@ -73,10 +74,10 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f); SkelAnime_InitFlex(play, &this->skelAnime, &gChuGirlSkel, &gChuGirlNoddingOffAnim, this->jointTable, this->morphTable, 11); - // "☆ Man, my shoulders hurt~ ☆" - PRINTF(VT_FGCOL(GREEN) "☆ もー 肩こっちゃうよねぇ〜 \t\t ☆ \n" VT_RST); - // "☆ Isn't there some sort of job that will pay better and be more relaxing? ☆ %d" - PRINTF(VT_FGCOL(GREEN) "☆ もっとラクしてもうかるバイトないかしら? ☆ %d\n" VT_RST, play->bombchuBowlingStatus); + PRINTF(VT_FGCOL(GREEN) T("☆ もー 肩こっちゃうよねぇ〜 \t\t ☆ \n", "☆ Man, my shoulders hurt~ \t\t ☆ \n") VT_RST); + PRINTF(VT_FGCOL(GREEN) T("☆ もっとラクしてもうかるバイトないかしら? ☆ %d\n", + "☆ Isn't there some sort of job that will pay better and be more relaxing? ☆ %d\n") VT_RST, + play->bombchuBowlingStatus); this->posCopy = this->actor.world.pos; this->actor.shape.yOffset = -60.0f; Actor_SetScale(&this->actor, 0.013f); @@ -233,12 +234,12 @@ void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play) { if (BREG(3)) { PRINTF(VT_FGCOL(RED) "☆ game_play->bomchu_game_flag ☆ %d\n" VT_RST, play->bombchuBowlingStatus); - // "HOW'S THE FIRST WALL DOING?" - PRINTF(VT_FGCOL(RED) "☆ 壁1の状態どう? ☆ %d\n" VT_RST, this->wallStatus[0]); - // "HOW'S THE SECOND WALL DOING?" - PRINTF(VT_FGCOL(RED) "☆ 壁2の状態どう? ☆ %d\n" VT_RST, this->wallStatus[1]); - // "HOLE INFORMATION" - PRINTF(VT_FGCOL(RED) "☆ 穴情報\t ☆ %d\n" VT_RST, this->bowlPit->status); + PRINTF(VT_FGCOL(RED) T("☆ 壁1の状態どう? ☆ %d\n", "☆ What's the state of wall 1? ☆ %d\n") VT_RST, + this->wallStatus[0]); + PRINTF(VT_FGCOL(RED) T("☆ 壁2の状態どう? ☆ %d\n", "☆ What's the state of wall 2? ☆ %d\n") VT_RST, + this->wallStatus[1]); + PRINTF(VT_FGCOL(RED) T("☆ 穴情報\t ☆ %d\n", "☆ Hole Information\t ☆ %d\n") VT_RST, + this->bowlPit->status); PRINTF("\n\n"); } @@ -248,15 +249,13 @@ void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play) { if ((this->wallStatus[0] != 1) && (this->wallStatus[1] != 1) && (this->bowlPit->status == 2)) { this->gameResult = 1; // Won this->bowlPit->status = 0; - // "Center HIT!" - PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 中央HIT!!!! ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 中央HIT!!!! ☆☆☆☆☆ \n", "☆☆☆☆☆ Center HIT!!!! ☆☆☆☆☆ \n") VT_RST); } if ((play->bombchuBowlingStatus == -1) && (play->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].length == 0) && (this->bowlPit->status == 0) && (this->wallStatus[0] != 1) && (this->wallStatus[1] != 1)) { this->gameResult = 2; // Lost - // "Bombchu lost" - PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ ボムチュウ消化 ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ ボムチュウ消化 ☆☆☆☆☆ \n", "☆☆☆☆☆ Bombchu digestion ☆☆☆☆☆ \n") VT_RST); } } @@ -470,8 +469,7 @@ void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play) { BREG(2) = 0; } - // "Wow" - PRINTF(VT_FGCOL(YELLOW) "☆ わー ☆ %d\n" VT_RST, play->bombchuBowlingStatus); + PRINTF(VT_FGCOL(YELLOW) T("☆ わー ☆ %d\n", "☆ Wow ☆ %d\n") VT_RST, play->bombchuBowlingStatus); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7); this->actionFunc = EnBomBowlMan_SetupRunGame; } diff --git a/src/overlays/actors/ovl_En_Bom_Bowl_Pit/z_en_bom_bowl_pit.c b/src/overlays/actors/ovl_En_Bom_Bowl_Pit/z_en_bom_bowl_pit.c index a911548df0..74d7ef5292 100644 --- a/src/overlays/actors/ovl_En_Bom_Bowl_Pit/z_en_bom_bowl_pit.c +++ b/src/overlays/actors/ovl_En_Bom_Bowl_Pit/z_en_bom_bowl_pit.c @@ -5,6 +5,7 @@ #include "regs.h" #include "sfx.h" #include "terminal.h" +#include "translation.h" #include "z_lib.h" #include "z64play.h" #include "z64player.h" @@ -208,12 +209,10 @@ void EnBomBowlPit_WaitTillPrizeGiven(EnBomBowlPit* this, PlayState* play) { void EnBomBowlPit_Reset(EnBomBowlPit* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) { - // "Normal termination"/"completion" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n", "☆☆☆☆☆ Normal termination ☆☆☆☆☆ \n") VT_RST); if (this->getItemId == GI_HEART_PIECE) { gSaveContext.healthAccumulator = 0x140; - // "Ah recovery!" (?) - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ あぁ回復! ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ あぁ回復! ☆☆☆☆☆ \n", "☆☆☆☆☆ Ah recovery! ☆☆☆☆☆ \n") VT_RST); } this->exItemDone = 0; this->status = 2; diff --git a/src/overlays/actors/ovl_En_Butte/z_en_butte.c b/src/overlays/actors/ovl_En_Butte/z_en_butte.c index c206adfbf5..ea580c6539 100644 --- a/src/overlays/actors/ovl_En_Butte/z_en_butte.c +++ b/src/overlays/actors/ovl_En_Butte/z_en_butte.c @@ -16,6 +16,7 @@ #include "sfx.h" #include "sys_math3d.h" #include "sys_matrix.h" +#include "translation.h" #include "z_lib.h" #include "z64play.h" #include "z64player.h" @@ -182,8 +183,8 @@ void EnButte_Init(Actor* thisx, PlayState* play) { EnButte_SetupFlyAround(this); this->actor.shape.rot.x -= 0x2320; this->drawSkelAnime = true; - // "field keep butterfly" - PRINTF("(field keep 蝶)(%x)(arg_data 0x%04x)\n", this, this->actor.params); + PRINTF(T("(field keep 蝶)(%x)(arg_data 0x%04x)\n", "(field keep butterfly)(%x)(arg_data 0x%04x)\n"), this, + this->actor.params); } void EnButte_Destroy(Actor* thisx, PlayState* play2) { diff --git a/src/overlays/actors/ovl_En_Changer/z_en_changer.c b/src/overlays/actors/ovl_En_Changer/z_en_changer.c index 95debf0273..a0b1e03921 100644 --- a/src/overlays/actors/ovl_En_Changer/z_en_changer.c +++ b/src/overlays/actors/ovl_En_Changer/z_en_changer.c @@ -13,6 +13,7 @@ #include "rand.h" #include "regs.h" #include "terminal.h" +#include "translation.h" #include "z64debug_display.h" #include "z64play.h" #include "z64save.h" @@ -92,14 +93,14 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) { } PRINTF("\n\n"); - // "Treasure generation (which room is it?)" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 宝発生(部屋はどれ?) %d\n" VT_RST, play->roomCtx.curRoom.num); - // "How is the Bit?" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ ビットは? \t %x\n" VT_RST, play->actorCtx.flags.chest); - // "How is the Save BIT?" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ セーブBITは? %x\n" VT_RST, sTreasureFlags[minigameRoomNum]); - // "Is it already a zombie?" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ もう、ゾンビ?\t %d\n" VT_RST, this->roomChestsOpened); + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 宝発生(部屋はどれ?) %d\n", "☆☆☆☆☆ Treasure found (which room?) %d\n") VT_RST, + play->roomCtx.curRoom.num); + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ ビットは? \t %x\n", "☆☆☆☆☆ What about bits? \t %x\n") VT_RST, + play->actorCtx.flags.chest); + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ セーブBITは? %x\n", "☆☆☆☆☆ What is the save BIT? %x\n") VT_RST, + sTreasureFlags[minigameRoomNum]); + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ もう、ゾンビ?\t %d\n", "☆☆☆☆☆ Already a zombie?\t %d\n") VT_RST, + this->roomChestsOpened); PRINTF("\n\n"); minigameRoomNum *= 2; @@ -120,8 +121,9 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) { 0xFF; Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA, 20.0f, 20.0f, -2500.0f, 0, 0, 0, ((sTreasureFlags[5] & 0x1F) << 8) + rewardParams); - // "Central treasure instance/occurrence (GREAT)" - PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 中央宝発生(GREAT) ☆☆☆☆☆ %x\n" VT_RST, rewardChestParams); + PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 中央宝発生(GREAT) ☆☆☆☆☆ %x\n", + "☆☆☆☆☆ Central treasure occurrence (GREAT) ☆☆☆☆☆ %x\n") VT_RST, + rewardChestParams); this->actionFunc = EnChanger_SetHeartPieceFlag; return; } @@ -157,14 +159,15 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) { leftChestParams); if (this->leftChest != NULL) { - // "Left treasure generation (what does it contain?)" - PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 左宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n" VT_RST, leftChestParams); - // "What is the room number?" - PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 部屋番号は? %x\n" VT_RST, play->roomCtx.curRoom.num); - // "What is the bit?" - PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ ビットはなぁに? %x\n" VT_RST, this->rightChestNum); + PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 左宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n", + "☆☆☆☆☆ Left treasure generation (what does it contain?) ☆☆☆☆☆ %x\n") VT_RST, + leftChestParams); + PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 部屋番号は? %x\n", "☆☆☆☆☆ What is the room number? %x\n") VT_RST, + play->roomCtx.curRoom.num); + PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ ビットはなぁに? %x\n", "☆☆☆☆☆ What is the bit? %x\n") VT_RST, + this->rightChestNum); // "Sukesuke-kun" (something to do with being invisible) - PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ すけすけ君? %x\n" VT_RST, rightChestItem); + PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ すけすけ君? %x\n", "☆☆☆☆☆ See-through guy? %x\n") VT_RST, rightChestItem); PRINTF("\n\n"); if (this->roomChestsOpened) { Flags_SetTreasure(play, this->leftChestNum & 0x1F); @@ -181,14 +184,15 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) { rightChestParams); if (this->rightChest != NULL) { - // "Right treasure generation (what does it contain?)" - PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ 右宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n" VT_RST, rightChestParams); - // "What is the room number?" - PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ 部屋番号は? %d\n" VT_RST, play->roomCtx.curRoom.num); - // "What is the bit?" - PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ ビットはなぁに? %x\n" VT_RST, this->leftChestNum); + PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ 右宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n", + "☆☆☆☆☆ Right treasure generation (what does it contain?) ☆☆☆☆☆ %x\n") VT_RST, + rightChestParams); + PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ 部屋番号は? %d\n", "☆☆☆☆☆ What is the room number? %d\n") VT_RST, + play->roomCtx.curRoom.num); + PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ ビットはなぁに? %x\n", "☆☆☆☆☆ What is the bit? %x\n") VT_RST, + this->leftChestNum); // "Sukesuke-kun" (something to do with being invisible) - PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ すけすけ君? %x\n" VT_RST, leftChestItem); + PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ すけすけ君? %x\n", "☆☆☆☆☆ See-through guy? %x\n") VT_RST, leftChestItem); PRINTF("\n\n"); if (this->roomChestsOpened) { @@ -249,8 +253,9 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) { } else { unopenedChestItemType = (s16)(this->rightChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_GREEN_RUPEE_CHEST; - // "Open right treasure (chest)" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n" VT_RST, unopenedChestItemType); + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Right treasure open ☆☆☆☆☆ %d\n") + VT_RST, + unopenedChestItemType); Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, unopenedChestItemType); } @@ -267,8 +272,8 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) { } else { unopenedChestItemType = (s16)(this->leftChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_GREEN_RUPEE_CHEST; - // "Open left treasure (chest)" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n" VT_RST, unopenedChestItemType); + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Left treasure open ☆☆☆☆☆ %d\n") VT_RST, + unopenedChestItemType); Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, unopenedChestItemType); } diff --git a/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c b/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c index a946c33bf2..8cb2f45151 100644 --- a/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c +++ b/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c @@ -17,6 +17,7 @@ #include "sequence.h" #include "sfx.h" #include "terminal.h" +#include "translation.h" #include "z_lib.h" #include "z64audio.h" #include "z64effect.h" @@ -497,8 +498,7 @@ void func_809EEA90(EnDivingGame* this, PlayState* play) { void func_809EEAF8(EnDivingGame* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (Message_GetState(&play->msgCtx) == TEXT_STATE_DONE && Message_ShouldAdvance(play)) { - // "Successful completion" - PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n" VT_RST); + PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n", "☆☆☆☆☆ Normal termination ☆☆☆☆☆ \n") VT_RST); this->allRupeesThrown = this->state = this->phase = this->unk_2A2 = this->grabbedRupeesCounter = 0; SET_EVENTCHKINF(EVENTCHKINF_38); this->actionFunc = func_809EDCB0;