more T() in Zl2, Zl3

This commit is contained in:
Dragorn421 2025-06-01 18:48:57 +02:00
parent a67662a9f1
commit b9cfac2649
No known key found for this signature in database
GPG Key ID: 381AEBAF3D429335
2 changed files with 24 additions and 12 deletions

View File

@ -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);

View File

@ -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);