diff --git a/src/overlays/actors/ovl_En_Zl2/z_en_zl2.c b/src/overlays/actors/ovl_En_Zl2/z_en_zl2.c index c00790e02c..8d937cba88 100644 --- a/src/overlays/actors/ovl_En_Zl2/z_en_zl2.c +++ b/src/overlays/actors/ovl_En_Zl2/z_en_zl2.c @@ -1603,7 +1603,8 @@ void func_80B52114(EnZl2* this, PlayState* play) { break; #endif default: - PRINTF(VT_FGCOL(RED) " En_Oa2 の arg_data がおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST); + PRINTF(VT_FGCOL(RED) T(" En_Oa2 の arg_data がおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n", + " En_Oa2 arg_data is wrong!!!!!!!!!!!!!!!!!!!!!!!!!\n") VT_RST); func_80B4FD90(this, play); } } @@ -1616,7 +1617,8 @@ void func_80B521A0(EnZl2* this, PlayState* play) { #if DEBUG_FEATURES if (objectSlot < 0) { - PRINTF(VT_FGCOL(RED) "En_Zl2_main_bankアニメーションのバンクを読めない!!!!!!!!!!!!\n" VT_RST); + PRINTF(VT_FGCOL(RED) T("En_Zl2_main_bankアニメーションのバンクを読めない!!!!!!!!!!!!\n", + "En_Zl2_main_bank Can't read animation bank!!!!!!!!!!!!\n") VT_RST); return; } #endif @@ -1665,7 +1667,8 @@ s32 EnZl2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p if (this->overrideLimbDrawConfig < 0 || this->overrideLimbDrawConfig > 0 || sOverrideLimbDrawFuncs[this->overrideLimbDrawConfig] == NULL) { - PRINTF(VT_FGCOL(RED) "描画前処理モードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST); + PRINTF(VT_FGCOL(RED) T("描画前処理モードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n", + "The pre-drawing mode is wrong!!!!!!!!!!!!!!!!!!!!!!!!!\n") VT_RST); return 0; } return sOverrideLimbDrawFuncs[this->overrideLimbDrawConfig](play, limbIndex, dList, pos, rot, thisx, gfx); diff --git a/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c b/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c index 7977dfbe55..a73e7f3203 100644 --- a/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c +++ b/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c @@ -813,7 +813,8 @@ void func_80B54F18(EnZl3* this, PlayState* play) { } void func_80B54FB4(EnZl3* this, PlayState* play) { - PRINTF("ゼルダ姫のEn_Zl3_Actor_inFinal_Init通すよ!!!!!!!!!!!!!!!!!!!!!!!!!\n"); + PRINTF(T("ゼルダ姫のEn_Zl3_Actor_inFinal_Init通すよ!!!!!!!!!!!!!!!!!!!!!!!!!\n", + "I'm going through Princess Zelda's En_Zl3_Actor_inFinal_Init!!!!!!!!!!!!!!!!!!!!!!!!!\n")); func_80B54E14(this, &gZelda2Anime2Anim_008AD0, 0, 0.0f, 0); EnZl3_setEyeIndex(this, 4); EnZl3_setMouthIndex(this, 2); @@ -823,7 +824,8 @@ void func_80B54FB4(EnZl3* this, PlayState* play) { this->actor.shape.rot.z = 0; this->unk_3C4 = this->actor.world.rot.z; this->actor.world.rot.z = this->actor.shape.rot.z; - PRINTF("ゼルダ姫のEn_Zl3_Actor_inFinal_Initは通った!!!!!!!!!!!!!!!!!!!!!!!!!\n"); + PRINTF(T("ゼルダ姫のEn_Zl3_Actor_inFinal_Initは通った!!!!!!!!!!!!!!!!!!!!!!!!!\n", + "Princess Zelda's En_Zl3_Actor_inFinal_Init passed!!!!!!!!!!!!!!!!!!!!!!!!!\n")); } void func_80B55054(EnZl3* this) { @@ -1028,11 +1030,13 @@ void func_80B5572C(EnZl3* this, PlayState* play) { } void func_80B55780(EnZl3* this, PlayState* play) { - PRINTF("ゼルダ姫のEn_Zl3_Actor_inFinal2_Init通すよ!!!!!!!!!!!!!!!!!!!!!!!!!\n"); + PRINTF(T("ゼルダ姫のEn_Zl3_Actor_inFinal2_Init通すよ!!!!!!!!!!!!!!!!!!!!!!!!!\n", + "I'm going through Princess Zelda's En_Zl3_Actor_inFinal2_Init!!!!!!!!!!!!!!!!!!!!!!!!!\n")); func_80B54E14(this, &gZelda2Anime2Anim_005A0C, 0, 0.0f, 0); this->action = 7; this->drawConfig = 1; - PRINTF("ゼルダ姫のEn_Zl3_Actor_inFinal2_Initは通った!!!!!!!!!!!!!!!!!!!!!!!!!\n"); + PRINTF(T("ゼルダ姫のEn_Zl3_Actor_inFinal2_Initは通った!!!!!!!!!!!!!!!!!!!!!!!!!\n", + "Princess Zelda's En_Zl3_Actor_inFinal2_Init passed!!!!!!!!!!!!!!!!!!!!!!!!!\n")); EnZl3_setMouthIndex(this, 1); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } @@ -2660,7 +2664,8 @@ void func_80B59B6C(EnZl3* this, PlayState* play) { func_80B59828(this, play); break; default: - PRINTF(VT_FGCOL(RED) " En_Oa3 の arg_data がおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST); + PRINTF(VT_FGCOL(RED) T(" En_Oa3 の arg_data がおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n", + " En_Oa3 arg_data is wrong!!!!!!!!!!!!!!!!!!!!!!!!!\n") VT_RST); Actor_Kill(&this->actor); } } @@ -2673,7 +2678,8 @@ void func_80B59DB8(EnZl3* this, PlayState* play) { #if DEBUG_FEATURES if (objectSlot < 0) { - PRINTF(VT_FGCOL(RED) "En_Zl3_main_bankアニメーションのバンクを読めない!!!!!!!!!!!!\n" VT_RST); + PRINTF(VT_FGCOL(RED) T("En_Zl3_main_bankアニメーションのバンクを読めない!!!!!!!!!!!!\n", + "En_Zl3_main_bank Can't read animation bank!!!!!!!!!!!!\n") VT_RST); return; } #endif @@ -2710,7 +2716,8 @@ void EnZl3_Init(Actor* thisx, PlayState* play) { ActorShape* shape = &this->actor.shape; s32 pad; - PRINTF("ゼルダ姫のEn_Zl3_Actor_ct通すよ!!!!!!!!!!!!!!!!!!!!!!!!!\n"); + PRINTF(T("ゼルダ姫のEn_Zl3_Actor_ct通すよ!!!!!!!!!!!!!!!!!!!!!!!!!\n", + "I'm going through Princess Zelda's En_Zl3_Actor_ct!!!!!!!!!!!!!!!!!!!!!!!!!\n")); ActorShape_Init(shape, 0.0f, ActorShadow_DrawCircle, 30.0f); shape->shadowAlpha = 0; func_80B533B0(thisx, play); @@ -2725,7 +2732,8 @@ void EnZl3_Init(Actor* thisx, PlayState* play) { break; } - PRINTF("ゼルダ姫のEn_Zl3_Actor_ctは通った!!!!!!!!!!!!!!!!!!!!!!!!!\n"); + PRINTF(T("ゼルダ姫のEn_Zl3_Actor_ctは通った!!!!!!!!!!!!!!!!!!!!!!!!!\n", + "Princess Zelda's En_Zl3_Actor_ct passed!!!!!!!!!!!!!!!!!!!!!!!!!\n")); } static OverrideLimbDraw sOverrideLimbDrawFuncs[] = { @@ -2739,7 +2747,8 @@ s32 EnZl3_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p if (this->unk_308 < 0 || this->unk_308 >= ARRAY_COUNT(sOverrideLimbDrawFuncs) || sOverrideLimbDrawFuncs[this->unk_308] == NULL) { - PRINTF(VT_FGCOL(RED) "描画前処理モードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST); + PRINTF(VT_FGCOL(RED) T("描画前処理モードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n", + "The pre-drawing mode is wrong!!!!!!!!!!!!!!!!!!!!!!!!!\n") VT_RST); return 0; } return sOverrideLimbDrawFuncs[this->unk_308](play, limbIndex, dList, pos, rot, thisx, gfx);