T() ru1, sb, sth, syateki_itm

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Dragorn421 2025-05-27 20:39:22 +02:00
parent 4424cbecda
commit c5fb201b35
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GPG Key ID: 381AEBAF3D429335
4 changed files with 29 additions and 35 deletions

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@ -322,8 +322,8 @@ BgBdanObjects* EnRu1_FindSwitch(PlayState* play) {
}
actorIt = actorIt->next;
}
// "There is no stand"
PRINTF(VT_FGCOL(RED) "お立ち台が無い!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
PRINTF(VT_FGCOL(RED) T("お立ち台が無い!!!!!!!!!!!!!!!!!!!!!!!!!\n", "There is no stand!!!!!!!!!!!!!!!!!!!!!!!!!\n")
VT_RST);
return NULL;
}
@ -2246,11 +2246,9 @@ void func_80AEFF94(EnRu1* this, PlayState* play) {
this->roomNum1 = actorRoom;
this->roomNum3 = actorRoom;
this->roomNum2 = actorRoom;
// "Ruto switch set"
PRINTF("スイッチルトセット!!!!!!!!!!!!!!!!!!!!!!\n");
PRINTF(T("スイッチルトセット!!!!!!!!!!!!!!!!!!!!!!\n", "Ruto switch set!!!!!!!!!!!!!!!!!!!!!!\n"));
} else {
// "Ruto switch not set"
PRINTF("スイッチルトセットしない!!!!!!!!!!!!!!!!!!!!!!\n");
PRINTF(T("スイッチルトセットしない!!!!!!!!!!!!!!!!!!!!!!\n", "Ruto switch not set!!!!!!!!!!!!!!!!!!!!!!\n"));
Actor_Kill(&this->actor);
}
}
@ -2313,8 +2311,7 @@ void EnRu1_Init(Actor* thisx, PlayState* play) {
#endif
default:
Actor_Kill(&this->actor);
// "Relevant arge_data = %d unacceptable"
PRINTF("該当 arge_data = %d 無し\n", func_80AEADF0(this));
PRINTF(T("該当 arge_data = %d 無し\n", "Relevant arge_data = %d unacceptable\n"), func_80AEADF0(this));
break;
}
}
@ -2340,8 +2337,8 @@ s32 EnRu1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
EnRu1* this = (EnRu1*)thisx;
if ((this->unk_290 < 0) || (this->unk_290 > 0) || (*sPreLimbDrawFuncs[this->unk_290] == NULL)) {
// "Neck rotation mode is improper!"
PRINTF(VT_FGCOL(RED) "首回しモードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
PRINTF(VT_FGCOL(RED) T("首回しモードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n",
"Neck rotation mode is improper!!!!!!!!!!!!!!!!!!!!!!!!!\n") VT_RST);
} else {
sPreLimbDrawFuncs[this->unk_290](this, play, limbIndex, rot);
}

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@ -12,6 +12,7 @@
#include "rand.h"
#include "sfx.h"
#include "terminal.h"
#include "translation.h"
#include "z_en_item00.h"
#include "z_lib.h"
#include "z64effect.h"
@ -277,8 +278,7 @@ void EnSb_TurnAround(EnSb* this, PlayState* play) {
EnSb_SpawnBubbles(play, this);
this->bouncesLeft = 3;
EnSb_SetupLunge(this);
// "Attack!!"
PRINTF("アタァ〜ック!!\n");
PRINTF(T("アタァ〜ック!!\n", "Attack!!\n"));
}
}
@ -322,7 +322,7 @@ void EnSb_Bounce(EnSb* this, PlayState* play) {
this->actor.speed = 0.0f;
this->timer = 1;
EnSb_SetupWaitClosed(this);
PRINTF(VT_FGCOL(RED) "攻撃終了!!" VT_RST "\n"); // "Attack Complete!"
PRINTF(VT_FGCOL(RED) T("攻撃終了!!", "Attack complete!!") VT_RST "\n");
}
}
}

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@ -12,6 +12,7 @@
#include "segmented_address.h"
#include "sys_matrix.h"
#include "terminal.h"
#include "translation.h"
#include "z_lib.h"
#include "z64play.h"
#include "z64save.h"
@ -107,18 +108,17 @@ void EnSth_Init(Actor* thisx, PlayState* play) {
s32 params = this->actor.params;
s32 objectSlot;
PRINTF(VT_FGCOL(BLUE) "金スタル屋 no = %d\n" VT_RST, params); // "Gold Skulltula Shop"
PRINTF(VT_FGCOL(BLUE) T("金スタル屋 no = %d\n", "Gold Skulltula Shop no = %d\n") VT_RST, params);
if (this->actor.params == 0) {
if (gSaveContext.save.info.inventory.gsTokens < 100) {
Actor_Kill(&this->actor);
// "Gold Skulltula Shop I still can't be a human"
PRINTF("金スタル屋 まだ 人間に戻れない \n");
PRINTF(T("金スタル屋 まだ 人間に戻れない \n", "Gold Skulltula Shop I still can't be a human \n"));
return;
}
} else if (gSaveContext.save.info.inventory.gsTokens < (this->actor.params * 10)) {
Actor_Kill(&this->actor);
// "Gold Skulltula Shop I still can't be a human"
PRINTF(VT_FGCOL(BLUE) "金スタル屋 まだ 人間に戻れない \n" VT_RST);
PRINTF(VT_FGCOL(BLUE) T("金スタル屋 まだ 人間に戻れない \n", "Gold Skulltula Shop I still can't be a human \n")
VT_RST);
return;
}

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@ -8,6 +8,7 @@
#include "regs.h"
#include "sfx.h"
#include "terminal.h"
#include "translation.h"
#include "z_lib.h"
#include "z64debug_display.h"
#include "z64play.h"
@ -85,8 +86,7 @@ void EnSyatekiItm_Init(Actor* thisx, PlayState* play2) {
this->man = (EnSyatekiMan*)Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_SYATEKI_MAN, 140.0f,
0.0f, 255.0f, 0, -0x4000, 0, 0);
if (this->man == NULL) {
// "Spawn error"
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ エラー原 ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ エラー原 ☆☆☆☆ \n", "☆☆☆☆☆ Spawn error ☆☆☆☆ \n") VT_RST);
Actor_Kill(&this->actor);
return;
}
@ -94,8 +94,7 @@ void EnSyatekiItm_Init(Actor* thisx, PlayState* play2) {
this->markers[i] = (EnExRuppy*)Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_EX_RUPPY,
sRupeePos[i].x, sRupeePos[i].y, sRupeePos[i].z, 0, 0, 0, 4);
if (this->markers[i] == NULL) {
// "Second spawn error"
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ エラー原セカンド ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ エラー原セカンド ☆☆☆☆ \n", "☆☆☆☆☆ Second spawn error ☆☆☆☆ \n") VT_RST);
Actor_Kill(&this->actor);
return;
}
@ -246,8 +245,7 @@ void EnSyatekiItm_SpawnTargets(EnSyatekiItm* this, PlayState* play) {
&play->actorCtx, &this->actor, play, ACTOR_EN_G_SWITCH, this->targetHome[i].x, this->targetHome[i].y,
this->targetHome[i].z, 0, 0, 0, (ENGSWITCH_TARGET_RUPEE << 0xC) | 0x3F);
if (this->targets[i] == NULL) {
// "Rupee spawn error"
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ ルピーでエラー原 ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ ルピーでエラー原 ☆☆☆☆ \n", "☆☆☆☆☆ Rupee spawn error ☆☆☆☆ \n") VT_RST);
Actor_Kill(&this->actor);
return;
}
@ -324,17 +322,16 @@ void EnSyatekiItm_EndGame(EnSyatekiItm* this, PlayState* play) {
this->actionFunc = EnSyatekiItm_Idle;
}
if (this->signal == ENSYATEKI_START) {
// "1 frame attack and defense!"
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
this->signal = ENSYATEKI_NONE;
this->actionFunc = EnSyatekiItm_Idle;
}