T() macro in overlays 10 (#2553)

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

* T() girla, ossan, xc

* review
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Dragorn421 2025-06-01 15:37:42 +02:00 committed by GitHub
parent 66a7720dcd
commit f4028e49b9
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9 changed files with 85 additions and 70 deletions

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@ -387,12 +387,13 @@ s32 EnGirlA_TryChangeShopItem(EnGirlA* this) {
void EnGirlA_InitItem(EnGirlA* this, PlayState* play) {
s16 params = this->actor.params;
PRINTF("%s(%2d)初期設定\n", sShopItemDescriptions[params], params);
PRINTF(T("%s(%2d)初期設定\n", "%s(%2d) Initial setup\n"), sShopItemDescriptions[params], params);
if ((params >= SI_MAX) && (params < 0)) {
Actor_Kill(&this->actor);
PRINTF_COLOR_ERROR();
PRINTF("引数がおかしいよ(arg_data=%d)\n", this->actor.params);
PRINTF(T("引数がおかしいよ(arg_data=%d)\n", "The arguments are strange (arg_data=%d)!!\n"),
this->actor.params);
PRINTF_RST();
ASSERT(0, "0", "../z_en_girlA.c", 1421);
return;
@ -418,7 +419,8 @@ void EnGirlA_Init(Actor* thisx, PlayState* play) {
EnGirlA_TryChangeShopItem(this);
EnGirlA_InitItem(this, play);
PRINTF("%s(%2d)初期設定\n", sShopItemDescriptions[this->actor.params], this->actor.params);
PRINTF(T("%s(%2d)初期設定\n", "%s(%2d) Initial setup\n"), sShopItemDescriptions[this->actor.params],
this->actor.params);
}
void EnGirlA_Destroy(Actor* thisx, PlayState* play) {

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@ -14,6 +14,7 @@
#include "segmented_address.h"
#include "sys_matrix.h"
#include "terminal.h"
#include "translation.h"
#include "z_lib.h"
#include "z64play.h"
#include "z64save.h"
@ -162,7 +163,7 @@ void EnMm2_Init(Actor* thisx, PlayState* play2) {
}
if (this->actor.params == 1) {
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);
}
}

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@ -21,6 +21,7 @@
#include "sfx.h"
#include "sys_matrix.h"
#include "terminal.h"
#include "translation.h"
#include "versions.h"
#include "z_lib.h"
#include "z64effect.h"
@ -153,7 +154,8 @@ void EnNiw_Init(Actor* thisx, PlayState* play) {
if (this->actor.params == 0xB) {
if (sLowerRiverSpawned) {
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", "☆☆☆☆☆ Original is already here Ver.1 ☆☆☆☆☆ \n") VT_RST);
return;
}
sLowerRiverSpawned = true;
@ -164,7 +166,8 @@ void EnNiw_Init(Actor* thisx, PlayState* play) {
if (this->actor.params == 0xC) {
if (sUpperRiverSpawned) {
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", "☆☆☆☆☆ Original is already here Ver.2 ☆☆☆☆☆ \n") VT_RST);
return;
}
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 &&
fabsf(this->actor.world.pos.z - sKakarikoPosList[i].z) < 40.0f) {
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] &
sKakarikoFlagList[i]) {
this->actor.world.pos.x = 300.0f;
@ -259,7 +262,8 @@ void EnNiw_Init(Actor* thisx, PlayState* play) {
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");
this->actionFunc = EnNiw_ResetAction;
}
@ -386,7 +390,7 @@ void EnNiw_SpawnAttackCucco(EnNiw* this, PlayState* play) {
this->timer5 = 10;
} else {
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;
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.y = play->view.at.y - play->view.eye.y;
cam.z = play->view.at.z - play->view.eye.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) "☆☆☆☆☆ 範囲外Y! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.y);
PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 範囲外Z! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.z);
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ セットX! ☆☆☆☆☆ %f\n" VT_RST, thisx->home.pos.x);
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ セットY! ☆☆☆☆☆ %f\n" VT_RST, thisx->home.pos.y);
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ セットZ! ☆☆☆☆☆ %f\n" VT_RST, thisx->home.pos.z);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 範囲外X! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ X out of range! ☆☆☆☆☆ %f\n") VT_RST,
thisx->world.pos.x);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 範囲外Y! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Y out of range! ☆☆☆☆☆ %f\n") VT_RST,
thisx->world.pos.y);
PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 範囲外Z! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Z out of range! ☆☆☆☆☆ %f\n") VT_RST,
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.z = thisx->home.pos.z;
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;
}
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 修整後X! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.x);
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 修整後Y! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.y);
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 修整後Z! ☆☆☆☆☆ %f\n" VT_RST, thisx->world.pos.z);
PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 修整後X! ☆☆☆☆☆ %f\n", "☆☆☆☆☆ X after correction! ☆☆☆☆☆ %f\n") VT_RST,
thisx->world.pos.x);
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");
thisx->speed = 0.0f;
thisx->gravity = -2.0f;
@ -1045,7 +1056,7 @@ void EnNiw_Update(Actor* thisx, PlayState* play) {
EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 400);
this->timer5 = 0;
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");
this->actionFunc = func_80AB6F04;
return;

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@ -173,17 +173,10 @@ static s16 D_80AC8904[] = { 0x001E, 0x001F, 0x0020, 0x0021, 0x0022, 0x0023, 0x00
#if DEBUG_FEATURES
static char* sShopkeeperPrintName[] = {
"コキリの店 ", // "Kokiri Shop"
"薬屋 ", // "Potion Shop"
"夜の店 ", // "Night Shop"
"路地裏の店 ", // "Back Alley Shop"
"盾の店 ", // "Shield Shop"
"大人の店 ", // "Adult Shop"
"タロンの店 ", // "Talon Shop"
"ゾーラの店 ", // "Zora Shop"
"ゴロン夜の店", // "Goron Night Shop"
"インゴーの店", // "Ingo Store"
"お面屋 ", // "Mask Shop"
T("コキリの店 ", "Kokiri Shop"), T("薬屋 ", "Potion Shop"), T("夜の店 ", "Night Shop"),
T("路地裏の店 ", "Back Alley Shop"), T("盾の店 ", "Shield Shop"), T("大人の店 ", "Adult Shop"),
T("タロンの店 ", "Talon Shop"), T("ゾーラの店 ", "Zora Shop"), T("ゴロン夜の店", "Goron Night Shop"),
T("インゴーの店", "Ingo Store"), T("お面屋 ", "Mask Shop"),
};
#endif
@ -612,7 +605,8 @@ void EnOssan_Init(Actor* thisx, PlayState* play) {
if (this->actor.params > OSSAN_TYPE_MASK && this->actor.params < OSSAN_TYPE_KOKIRI) {
Actor_Kill(&this->actor);
PRINTF_COLOR_ERROR();
PRINTF("引数がおかしいよ(arg_data=%d)\n", this->actor.params);
PRINTF(T("引数がおかしいよ(arg_data=%d)\n", "The arguments are strange (arg_data=%d)!!\n"),
this->actor.params);
PRINTF_RST();
ASSERT(0, "0", "../z_en_oB1.c", 1246);
return;

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@ -376,10 +376,10 @@ void EnXc_SetupSerenadeAction(EnXc* this, PlayState* play) {
s32 pad;
this->action = SHEIK_ACTION_SERENADE;
PRINTF("水のセレナーデ シーク誕生!!!!!!!!!!!!!!!!!!\n");
PRINTF(T("水のセレナーデ シーク誕生!!!!!!!!!!!!!!!!!!\n", "Water serenade Sheik's birth!!!!!!!!!!!!!!!!!!\n"));
} else {
Actor_Kill(&this->actor);
PRINTF("水のセレナーデ シーク消滅!!!!!!!!!!!!!!!!!!\n");
PRINTF(T("水のセレナーデ シーク消滅!!!!!!!!!!!!!!!!!!\n", "Water serenade Sheik vanishes!!!!!!!!!!!!!!!!!!\n"));
}
}
@ -396,10 +396,10 @@ s32 EnXc_SerenadeCS(EnXc* this, PlayState* play) {
gSaveContext.cutsceneTrigger = 1;
SET_EVENTCHKINF(EVENTCHKINF_52); // Learned Serenade of Water Flag
Item_Give(play, ITEM_SONG_SERENADE);
PRINTF("ブーツを取った!!!!!!!!!!!!!!!!!!\n");
PRINTF(T("ブーツを取った!!!!!!!!!!!!!!!!!!\n", "I took the boots!!!!!!!!!!!!!!!!!!\n"));
return true;
} else {
PRINTF("はやくブーツを取るべし!!!!!!!!!!!!!!!!!!\n");
PRINTF(T("はやくブーツを取るべし!!!!!!!!!!!!!!!!!!\n", "Quickly get your boots!!!!!!!!!!!!!!!!!!\n"));
return false;
}
}
@ -2402,7 +2402,8 @@ void EnXc_Init(Actor* thisx, 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);
EnXc_DoNothing(this, play);
}
}

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

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

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@ -6,6 +6,7 @@
#include "printf.h"
#include "regs.h"
#include "sfx.h"
#include "translation.h"
#include "z64play.h"
#include "z64player.h"
#include "z64save.h"
@ -481,7 +482,9 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
} else {
cursorItem = ITEM_QUIVER_30 + sUpgradeItemOffsets[pauseCtx->cursorY[PAUSE_EQUIP]] +
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 {

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