T() mm2, niw, file_choose, file_nameset, kaleido_equipment, kaleido_item

This commit is contained in:
Dragorn421 2025-05-27 22:07:56 +02:00
parent e991255a45
commit c821947ef1
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GPG Key ID: 381AEBAF3D429335
6 changed files with 68 additions and 50 deletions

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@ -14,6 +14,7 @@
#include "segmented_address.h" #include "segmented_address.h"
#include "sys_matrix.h" #include "sys_matrix.h"
#include "terminal.h" #include "terminal.h"
#include "translation.h"
#include "z_lib.h" #include "z_lib.h"
#include "z64play.h" #include "z64play.h"
#include "z64save.h" #include "z64save.h"
@ -162,7 +163,7 @@ void EnMm2_Init(Actor* thisx, PlayState* play2) {
} }
if (this->actor.params == 1) { if (this->actor.params == 1) {
if (!GET_INFTABLE(INFTABLE_17F) || !GET_EVENTINF(EVENTINF_MARATHON_ACTIVE)) { if (!GET_INFTABLE(INFTABLE_17F) || !GET_EVENTINF(EVENTINF_MARATHON_ACTIVE)) {
PRINTF(VT_FGCOL(CYAN) " マラソン 開始されていない \n" VT_RST "\n"); PRINTF(VT_FGCOL(CYAN) T(" マラソン 開始されていない \n", " Marathon not started \n") VT_RST "\n");
Actor_Kill(&this->actor); Actor_Kill(&this->actor);
} }
} }

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@ -21,6 +21,7 @@
#include "sfx.h" #include "sfx.h"
#include "sys_matrix.h" #include "sys_matrix.h"
#include "terminal.h" #include "terminal.h"
#include "translation.h"
#include "versions.h" #include "versions.h"
#include "z_lib.h" #include "z_lib.h"
#include "z64effect.h" #include "z64effect.h"
@ -153,7 +154,8 @@ void EnNiw_Init(Actor* thisx, PlayState* play) {
if (this->actor.params == 0xB) { if (this->actor.params == 0xB) {
if (sLowerRiverSpawned) { if (sLowerRiverSpawned) {
Actor_Kill(&this->actor); Actor_Kill(&this->actor);
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ もういてる原 Ver.1 ☆☆☆☆☆ \n" VT_RST); PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ もういてる原 Ver.1 ☆☆☆☆☆ \n", "☆☆☆☆☆ Hara is already here Ver.1 ☆☆☆☆☆ \n")
VT_RST);
return; return;
} }
sLowerRiverSpawned = true; sLowerRiverSpawned = true;
@ -164,7 +166,8 @@ void EnNiw_Init(Actor* thisx, PlayState* play) {
if (this->actor.params == 0xC) { if (this->actor.params == 0xC) {
if (sUpperRiverSpawned) { if (sUpperRiverSpawned) {
Actor_Kill(&this->actor); Actor_Kill(&this->actor);
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ もういてる原 Ver.2 ☆☆☆☆☆ \n" VT_RST); PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ もういてる原 Ver.2 ☆☆☆☆☆ \n", "☆☆☆☆☆ Hara is already here Ver.2 ☆☆☆☆☆ \n")
VT_RST);
return; return;
} }
sUpperRiverSpawned = true; sUpperRiverSpawned = true;
@ -181,7 +184,7 @@ void EnNiw_Init(Actor* thisx, PlayState* play) {
if (fabsf(this->actor.world.pos.x - sKakarikoPosList[i].x) < 40.0f && if (fabsf(this->actor.world.pos.x - sKakarikoPosList[i].x) < 40.0f &&
fabsf(this->actor.world.pos.z - sKakarikoPosList[i].z) < 40.0f) { fabsf(this->actor.world.pos.z - sKakarikoPosList[i].z) < 40.0f) {
this->unk_2AA = i; this->unk_2AA = i;
PRINTF(VT_FGCOL(YELLOW) " 通常鶏index %d\n" VT_RST, this->unk_2AA); PRINTF(VT_FGCOL(YELLOW) T(" 通常鶏index %d\n", " Normal chicken index %d\n") VT_RST, this->unk_2AA);
if (gSaveContext.save.info.infTable[INFTABLE_INDEX_199_19A_19B_19C_19D_19E_19F] & if (gSaveContext.save.info.infTable[INFTABLE_INDEX_199_19A_19B_19C_19D_19E_19F] &
sKakarikoFlagList[i]) { sKakarikoFlagList[i]) {
this->actor.world.pos.x = 300.0f; this->actor.world.pos.x = 300.0f;
@ -259,7 +262,8 @@ void EnNiw_Init(Actor* thisx, PlayState* play) {
break; break;
} }
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ どんな奴? ☆☆☆☆☆ %d\n" VT_RST, this->actor.params); PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ どんな奴? ☆☆☆☆☆ %d\n", "☆☆☆☆☆ What kind of guy? ☆☆☆☆☆ %d\n") VT_RST,
this->actor.params);
PRINTF("\n\n"); PRINTF("\n\n");
this->actionFunc = EnNiw_ResetAction; this->actionFunc = EnNiw_ResetAction;
} }
@ -386,7 +390,7 @@ void EnNiw_SpawnAttackCucco(EnNiw* this, PlayState* play) {
this->timer5 = 10; this->timer5 = 10;
} else { } else {
PRINTF("\n\n"); PRINTF("\n\n");
PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 発生できず ☆☆☆☆☆ \n" VT_RST); PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 発生できず ☆☆☆☆☆ \n", " ☆☆☆☆☆ Cannot occur ☆☆☆☆☆ \n") VT_RST);
} }
} }
} }
@ -983,17 +987,21 @@ void EnNiw_Update(Actor* thisx, PlayState* play) {
f32 camResult; f32 camResult;
s32 pad3[10]; s32 pad3[10];
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 上下? ☆☆☆☆☆ %f\n" VT_RST, thisx->floorHeight); PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 上下? ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Up and down? ☆☆☆☆☆ %f\n") VT_RST,
thisx->floorHeight);
cam.x = play->view.at.x - play->view.eye.x; cam.x = play->view.at.x - play->view.eye.x;
cam.y = play->view.at.y - play->view.eye.y; cam.y = play->view.at.y - play->view.eye.y;
cam.z = play->view.at.z - play->view.eye.z; cam.z = play->view.at.z - play->view.eye.z;
camResult = cam.y / sqrtf(SQ(cam.x) + SQ(cam.y) + SQ(cam.z)); camResult = cam.y / sqrtf(SQ(cam.x) + SQ(cam.y) + SQ(cam.z));
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 範囲外X! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.x); PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 範囲外X! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Out of range X! ☆☆☆☆☆ %f\n") VT_RST,
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 範囲外Y! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.y); thisx->world.pos.x);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 範囲外Z! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.z); PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 範囲外Y! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Out of range Y! ☆☆☆☆☆ %f\n") VT_RST,
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ セットX! ☆☆☆☆☆ %f\n" VT_RST, thisx->home.pos.x); thisx->world.pos.y);
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ セットY! ☆☆☆☆☆ %f\n" VT_RST, thisx->home.pos.y); PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 範囲外Z! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Out of range Z! ☆☆☆☆☆ %f\n") VT_RST,
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ セットZ! ☆☆☆☆☆ %f\n" VT_RST, thisx->home.pos.z); thisx->world.pos.z);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ セットX! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Set X! ☆☆☆☆☆ %f\n") VT_RST, thisx->home.pos.x);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ セットY! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Set Y! ☆☆☆☆☆ %f\n") VT_RST, thisx->home.pos.y);
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ セットZ! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Set Z! ☆☆☆☆☆ %f\n") VT_RST, thisx->home.pos.z);
thisx->world.pos.x = thisx->home.pos.x; thisx->world.pos.x = thisx->home.pos.x;
thisx->world.pos.z = thisx->home.pos.z; thisx->world.pos.z = thisx->home.pos.z;
thisx->world.pos.y = ((thisx->home.pos.y + play->view.eye.y) + (camResult * 160.0f)); thisx->world.pos.y = ((thisx->home.pos.y + play->view.eye.y) + (camResult * 160.0f));
@ -1002,9 +1010,12 @@ void EnNiw_Update(Actor* thisx, PlayState* play) {
thisx->world.pos.y = thisx->home.pos.y + 300.0f; thisx->world.pos.y = thisx->home.pos.y + 300.0f;
} }
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 修整後X! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.x); PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 修整後X! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ X after correction! ☆☆☆☆☆ %f\n") VT_RST,
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 修整後Y! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.y); thisx->world.pos.x);
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 修整後Z! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.z); PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 修整後Y! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Y after correction! ☆☆☆☆☆ %f\n") VT_RST,
thisx->world.pos.y);
PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 修整後Z! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Z after correction! ☆☆☆☆☆ %f\n") VT_RST,
thisx->world.pos.z);
PRINTF("\n\n"); PRINTF("\n\n");
thisx->speed = 0.0f; thisx->speed = 0.0f;
thisx->gravity = -2.0f; thisx->gravity = -2.0f;
@ -1045,7 +1056,7 @@ void EnNiw_Update(Actor* thisx, PlayState* play) {
EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 400); EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 400);
this->timer5 = 0; this->timer5 = 0;
PRINTF("\n\n"); PRINTF("\n\n");
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ ぶくぶく ☆☆☆☆☆ \n" VT_RST); PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ ぶくぶく ☆☆☆☆☆ \n", "☆☆☆☆☆ Bubbling ☆☆☆☆☆ \n") VT_RST);
PRINTF("\n\n"); PRINTF("\n\n");
this->actionFunc = func_80AB6F04; this->actionFunc = func_80AB6F04;
return; return;

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@ -22,6 +22,7 @@
#include "sfx.h" #include "sfx.h"
#include "sys_matrix.h" #include "sys_matrix.h"
#include "terminal.h" #include "terminal.h"
#include "translation.h"
#include "versions.h" #include "versions.h"
#include "z_lib.h" #include "z_lib.h"
#include "z64audio.h" #include "z64audio.h"
@ -365,7 +366,7 @@ void FileSelect_InitModeUpdate(GameState* thisx) {
this->nextTitleLabel = FS_TITLE_OPEN_FILE; this->nextTitleLabel = FS_TITLE_OPEN_FILE;
PRINTF(" Start─Load 》》》》》 "); PRINTF(" Start─Load 》》》》》 ");
Sram_VerifyAndLoadAllSaves(this, sramCtx); Sram_VerifyAndLoadAllSaves(this, sramCtx);
PRINTF("終了!!!\n"); PRINTF(T("終了!!!\n", "End!!!\n"));
} }
#else #else
if (this->configMode == CM_FADE_IN_START) { if (this->configMode == CM_FADE_IN_START) {

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@ -12,6 +12,7 @@
#include "sfx.h" #include "sfx.h"
#include "sys_matrix.h" #include "sys_matrix.h"
#include "terminal.h" #include "terminal.h"
#include "translation.h"
#include "versions.h" #include "versions.h"
#include "z64audio.h" #include "z64audio.h"
#include "z64save.h" #include "z64save.h"
@ -1370,7 +1371,7 @@ void FileSelect_UpdateOptionsMenu(GameState* thisx) {
PRINTF("Na_SetSoundOutputMode = %d\n", gSaveContext.soundSetting); PRINTF("Na_SetSoundOutputMode = %d\n", gSaveContext.soundSetting);
PRINTF_RST(); PRINTF_RST();
Audio_SetSoundOutputMode(gSaveContext.soundSetting); Audio_SetSoundOutputMode(gSaveContext.soundSetting);
PRINTF("終了\n"); PRINTF(T("終了\n", "end\n"));
return; return;
} }

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@ -6,6 +6,7 @@
#include "printf.h" #include "printf.h"
#include "regs.h" #include "regs.h"
#include "sfx.h" #include "sfx.h"
#include "translation.h"
#include "z64play.h" #include "z64play.h"
#include "z64player.h" #include "z64player.h"
#include "z64save.h" #include "z64save.h"
@ -481,7 +482,9 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
} else { } else {
cursorItem = ITEM_QUIVER_30 + sUpgradeItemOffsets[pauseCtx->cursorY[PAUSE_EQUIP]] + cursorItem = ITEM_QUIVER_30 + sUpgradeItemOffsets[pauseCtx->cursorY[PAUSE_EQUIP]] +
CUR_UPG_VALUE(pauseCtx->cursorY[PAUSE_EQUIP]) - 1; CUR_UPG_VALUE(pauseCtx->cursorY[PAUSE_EQUIP]) - 1;
PRINTF("大人 H_arrowcase_1 + non_equip_item_table = %d\n", cursorItem); PRINTF(T("大人 H_arrowcase_1 + non_equip_item_table = %d\n",
"Adult H_arrowcase_1 + non_equip_item_table = %d\n"),
cursorItem);
} }
} }
} else { } else {

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@ -7,6 +7,7 @@
#include "printf.h" #include "printf.h"
#include "regs.h" #include "regs.h"
#include "sfx.h" #include "sfx.h"
#include "translation.h"
#include "z64play.h" #include "z64play.h"
#include "z64save.h" #include "z64save.h"
@ -697,19 +698,19 @@ void KaleidoScope_UpdateItemEquip(PlayState* play) {
gSaveContext.save.info.equips.cButtonSlots[0] = pauseCtx->equipTargetSlot; gSaveContext.save.info.equips.cButtonSlots[0] = pauseCtx->equipTargetSlot;
Interface_LoadItemIcon1(play, 1); Interface_LoadItemIcon1(play, 1);
PRINTF("左sl_item_no=%d (1)=%d (2)=%d (3)=%d\n", pauseCtx->equipTargetItem, PRINTF(T("左sl_item_no=%d (1)=%d (2)=%d (3)=%d\n", "C left sl_item_no=%d (1)=%d (2)=%d (3)=%d\n"),
gSaveContext.save.info.equips.buttonItems[1], gSaveContext.save.info.equips.buttonItems[2], pauseCtx->equipTargetItem, gSaveContext.save.info.equips.buttonItems[1],
gSaveContext.save.info.equips.buttonItems[3]); gSaveContext.save.info.equips.buttonItems[2], gSaveContext.save.info.equips.buttonItems[3]);
PRINTF("左sl_number=%d (1)=%d (2)=%d (3)=%d\n", pauseCtx->equipTargetSlot, PRINTF(T("左sl_number=%d (1)=%d (2)=%d (3)=%d\n", "C left sl_number=%d (1)=%d (2)=%d (3)=%d\n"),
gSaveContext.save.info.equips.cButtonSlots[0], gSaveContext.save.info.equips.cButtonSlots[1], pauseCtx->equipTargetSlot, gSaveContext.save.info.equips.cButtonSlots[0],
gSaveContext.save.info.equips.cButtonSlots[2]); gSaveContext.save.info.equips.cButtonSlots[1], gSaveContext.save.info.equips.cButtonSlots[2]);
} else if (pauseCtx->equipTargetCBtn == 1) { } else if (pauseCtx->equipTargetCBtn == 1) {
PRINTF("下sl_item_no=%d (1)=%d (2)=%d (3)=%d\n", pauseCtx->equipTargetItem, PRINTF(T("下sl_item_no=%d (1)=%d (2)=%d (3)=%d\n", "C down sl_item_no=%d (1)=%d (2)=%d (3)=%d\n"),
gSaveContext.save.info.equips.buttonItems[1], gSaveContext.save.info.equips.buttonItems[2], pauseCtx->equipTargetItem, gSaveContext.save.info.equips.buttonItems[1],
gSaveContext.save.info.equips.buttonItems[3]); gSaveContext.save.info.equips.buttonItems[2], gSaveContext.save.info.equips.buttonItems[3]);
PRINTF("下sl_number=%d (1)=%d (2)=%d (3)=%d\n", pauseCtx->equipTargetSlot, PRINTF(T("下sl_number=%d (1)=%d (2)=%d (3)=%d\n", "C down sl_number=%d (1)=%d (2)=%d (3)=%d\n"),
gSaveContext.save.info.equips.cButtonSlots[0], gSaveContext.save.info.equips.cButtonSlots[1], pauseCtx->equipTargetSlot, gSaveContext.save.info.equips.cButtonSlots[0],
gSaveContext.save.info.equips.cButtonSlots[2]); gSaveContext.save.info.equips.cButtonSlots[1], gSaveContext.save.info.equips.cButtonSlots[2]);
if (pauseCtx->equipTargetSlot == gSaveContext.save.info.equips.cButtonSlots[0]) { if (pauseCtx->equipTargetSlot == gSaveContext.save.info.equips.cButtonSlots[0]) {
if (gSaveContext.save.info.equips.buttonItems[2] != ITEM_NONE) { if (gSaveContext.save.info.equips.buttonItems[2] != ITEM_NONE) {
@ -772,19 +773,19 @@ void KaleidoScope_UpdateItemEquip(PlayState* play) {
gSaveContext.save.info.equips.cButtonSlots[1] = pauseCtx->equipTargetSlot; gSaveContext.save.info.equips.cButtonSlots[1] = pauseCtx->equipTargetSlot;
Interface_LoadItemIcon1(play, 2); Interface_LoadItemIcon1(play, 2);
PRINTF("下sl_item_no=%d (1)=%d (2)=%d (3)=%d\n", pauseCtx->equipTargetItem, PRINTF(T("下sl_item_no=%d (1)=%d (2)=%d (3)=%d\n", "C down sl_item_no=%d (1)=%d (2)=%d (3)=%d\n"),
gSaveContext.save.info.equips.buttonItems[1], gSaveContext.save.info.equips.buttonItems[2], pauseCtx->equipTargetItem, gSaveContext.save.info.equips.buttonItems[1],
gSaveContext.save.info.equips.buttonItems[3]); gSaveContext.save.info.equips.buttonItems[2], gSaveContext.save.info.equips.buttonItems[3]);
PRINTF("下sl_number=%d (1)=%d (2)=%d (3)=%d\n", pauseCtx->equipTargetSlot, PRINTF(T("下sl_number=%d (1)=%d (2)=%d (3)=%d\n", "C down sl_number=%d (1)=%d (2)=%d (3)=%d\n"),
gSaveContext.save.info.equips.cButtonSlots[0], gSaveContext.save.info.equips.cButtonSlots[1], pauseCtx->equipTargetSlot, gSaveContext.save.info.equips.cButtonSlots[0],
gSaveContext.save.info.equips.cButtonSlots[2]); gSaveContext.save.info.equips.cButtonSlots[1], gSaveContext.save.info.equips.cButtonSlots[2]);
} else { } else {
PRINTF("右sl_item_no=%d (1)=%d (2)=%d (3)=%d\n", pauseCtx->equipTargetItem, PRINTF(T("右sl_item_no=%d (1)=%d (2)=%d (3)=%d\n", "C right sl_item_no=%d (1)=%d (2)=%d (3)=%d\n"),
gSaveContext.save.info.equips.buttonItems[1], gSaveContext.save.info.equips.buttonItems[2], pauseCtx->equipTargetItem, gSaveContext.save.info.equips.buttonItems[1],
gSaveContext.save.info.equips.buttonItems[3]); gSaveContext.save.info.equips.buttonItems[2], gSaveContext.save.info.equips.buttonItems[3]);
PRINTF("右sl_number=%d (1)=%d (2)=%d (3)=%d\n", pauseCtx->equipTargetSlot, PRINTF(T("右sl_number=%d (1)=%d (2)=%d (3)=%d\n", "C right sl_number=%d (1)=%d (2)=%d (3)=%d\n"),
gSaveContext.save.info.equips.cButtonSlots[0], gSaveContext.save.info.equips.cButtonSlots[1], pauseCtx->equipTargetSlot, gSaveContext.save.info.equips.cButtonSlots[0],
gSaveContext.save.info.equips.cButtonSlots[2]); gSaveContext.save.info.equips.cButtonSlots[1], gSaveContext.save.info.equips.cButtonSlots[2]);
if (pauseCtx->equipTargetSlot == gSaveContext.save.info.equips.cButtonSlots[0]) { if (pauseCtx->equipTargetSlot == gSaveContext.save.info.equips.cButtonSlots[0]) {
if (gSaveContext.save.info.equips.buttonItems[3] != ITEM_NONE) { if (gSaveContext.save.info.equips.buttonItems[3] != ITEM_NONE) {
@ -847,12 +848,12 @@ void KaleidoScope_UpdateItemEquip(PlayState* play) {
gSaveContext.save.info.equips.cButtonSlots[2] = pauseCtx->equipTargetSlot; gSaveContext.save.info.equips.cButtonSlots[2] = pauseCtx->equipTargetSlot;
Interface_LoadItemIcon1(play, 3); Interface_LoadItemIcon1(play, 3);
PRINTF("右sl_item_no=%d (1)=%d (2)=%d (3)=%d\n", pauseCtx->equipTargetItem, PRINTF(T("右sl_item_no=%d (1)=%d (2)=%d (3)=%d\n", "C right sl_item_no=%d (1)=%d (2)=%d (3)=%d\n"),
gSaveContext.save.info.equips.buttonItems[1], gSaveContext.save.info.equips.buttonItems[2], pauseCtx->equipTargetItem, gSaveContext.save.info.equips.buttonItems[1],
gSaveContext.save.info.equips.buttonItems[3]); gSaveContext.save.info.equips.buttonItems[2], gSaveContext.save.info.equips.buttonItems[3]);
PRINTF("右sl_number=%d (1)=%d (2)=%d (3)=%d\n", pauseCtx->equipTargetSlot, PRINTF(T("右sl_number=%d (1)=%d (2)=%d (3)=%d\n", "C right sl_number=%d (1)=%d (2)=%d (3)=%d\n"),
gSaveContext.save.info.equips.cButtonSlots[0], gSaveContext.save.info.equips.cButtonSlots[1], pauseCtx->equipTargetSlot, gSaveContext.save.info.equips.cButtonSlots[0],
gSaveContext.save.info.equips.cButtonSlots[2]); gSaveContext.save.info.equips.cButtonSlots[1], gSaveContext.save.info.equips.cButtonSlots[2]);
} }
pauseCtx->mainState = PAUSE_MAIN_STATE_IDLE; pauseCtx->mainState = PAUSE_MAIN_STATE_IDLE;