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프로토타입:젤다의 전설 시간의 오카리나 마스터 퀘스트/디버그 텍스트/파일 0028 (코드)
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이 페이지는 프로토타입:젤다의 전설 시간의 오카리나 마스터 퀘스트/디버그 텍스트의 서브페이지입니다.
※ 1. 영어 원문에 별도로 번역되어있는 것과, 일본어로 되어있는 부분만 한국어로 번역했습니다(변수명은 그대로 유지).
※ 2. 괄호([], () 및 {})가 완전히 닫히지 않으면 번역문 저장이 안되는 관계로, 닫히지 않은 괄호는 전각문자([], (), {})로 대체했습니다.
Contents
- 1 카메라 화면 문자열
- 2 카메라 편집기 문자열
- 3 오디오 디버거 문자열
- 4 알 수 없음
- 5 플래그 세트 문자열
- 6 DLF 문자열
- 7 actor 문자열
- 8 bgcheck 문자열
- 9 카메라 각도 문자열
- 10 collision_check 문자열
- 11 debug 문자열
- 12 demo 문자열
- 13 draw 문자열
- 14 elf_message 문자열
- 15 fcurve_data_skelanime 문자열
- 16 horse 문자열
- 17 JPEG 문자열
- 18 Kanfont 문자열
- 19 kankyo 문자열
- 20 lifemeter 문자열
- 21 lights 문자열
- 22 map_mark 문자열
- 23 Moji(문자) 문자열
- 24 기타
- 25 map_exp 문자열
- 26 parameter 문자열
- 27 player_lib 문자열
- 28 prenmi 문자열
- 29 RCP 문자열
- 30 room 문자열
- 31 기타
- 32 skin 문자열
- 33 SRAM 문자열
- 34 view 문자열
- 35 vimode 문자열
- 36 vr_box 문자열
- 37 fbdemo 문자열
- 38 데모 카메라 문자열
- 39 kaleido_scope 문자열
- 40 play 문자열
- 41 PreRender 문자열
- 42 game 문자열
- 43 graph 문자열
- 44 main 문자열
- 45 padmgr 문자열
- 46 sched 문자열
- 47 speed_meter 문자열
- 48 기타
- 49 오디오 디버거 문자열
- 50 기타
- 51 message_PAL 문자열
- 52 construct 문자열
카메라 화면 문자열
원문 | 영역(英譯) |
---|---|
NONE | NONE |
NORMAL0 | NORMAL0 |
NORMAL1 | NORMAL1 |
DUNGEON0 | DUNGEON0 |
DUNGEON1 | DUNGEON1 |
NORMAL3 | NORMAL3 |
HORSE0 | HORSE0 |
BOSS_GOMA | BOSS_GOHMA |
BOSS_DODO | BOSS_DODONGO |
BOSS_BARI | BOSS_BARINADE |
BOSS_FGANON | BOSS_PHANTOMGANON |
BOSS_BAL | BOSS_VOLVAGIA |
BOSS_SHADES | BOSS_BONGOBONGO |
BOSS_MOFA | BOSS_MORPHA |
BOSS_TWIN0 | BOSS_TWINROVA0 |
BOSS_TWIN1 | BOSS_TWINROVA1 |
BOSS_GANON1 | BOSS_GANON1 |
BOSS_GANON2 | BOSS_GANON2 |
TOWER0 | TOWER0 |
TOWER1 | TOWER1 |
FIXED0 | FIXED0 |
FIXED1 | FIXED1 |
CIRCLE0 | CIRCLE0 |
CIRCLE2 | CIRCLE2 |
CIRCLE3 | CIRCLE3 |
PREREND0 | PRERENDER0 |
PREREND1 | PRERENDER1 |
PREREND3 | PRERENDER3 |
DOOR0 | DOOR0 |
DOORC | DOORC |
RAIL3 | PATH3 |
START0 | START0 |
START1 | START1 |
FREE0 | FREE0 |
FREE2 | FREE2 |
CIRCLE4 | CIRCLE4 |
CIRCLE5 | CIRCLE5 |
DEMO0 | DEMO0 |
DEMO1 | DEMO1 |
MORI1 | FOREST1 |
ITEM0 | ITEM0 |
ITEM1 | ITEM1 |
DEMO3 | DEMO3 |
DEMO4 | DEMO4 |
UFOBEAN | UFOBEAN |
LIFTBEAN | LIFTBEAN |
SCENE0 | SCENE0 |
SCENE1 | SCENE1 |
HIDAN1 | FIREDUNGEON1 |
HIDAN2 | FIREDUNGEON2 |
MORI2 | FOREST2 |
MORI3 | FOREST3 |
TAKO | OCTOPUS |
SPOT05A | SPOT05A |
SPOT05B | SPOT05B |
HIDAN3 | FIREDUNGEON3 |
ITEM2 | ITEM2 |
CIRCLE6 | CIRCLE6 |
NORMAL2 | NORMAL2 |
FISHING | FISHING |
DEMOC | DEMOC |
UO_FIBER | UO_FIBER |
DUNGEON2 | DUNGEON2 |
TEPPEN | SUMMIT |
CIRCLE7 | CIRCLE7 |
NORMAL4 | NORMAL4 |
NORMAL | NORMAL |
PARALLEL | PARALLEL |
KEEPON | LOCKON |
TALK | TALK |
BATTLE | BATTLE |
CLIMB | CLIMB |
SUBJECT | SUBJECT |
BOWARROW | BOWARROW |
BOWARROWZ | BOWARROW+Z |
FOOKSHOT | HOOKSHOT |
BOOMERANG | BOOMERANG |
PACHINCO | SLINGSHOT |
CLIMBZ | CLIMB+Z |
JUMP | JUMP |
HANG | HANG |
HANGZ | HANG+Z |
FREEFALL | FREEFALL |
CHARGE | CHARGE |
STILL | STILL |
PUSHPULL | PUSHPULL |
BOOKEEPON | BOWLOCKON |
NONE | NONE |
NORM0() | NORM0() |
NORM1() | NORM1() |
NORM2() | NORM2() |
NORM3() | NORM3() |
NORM4() | NORM4() |
PARA0() | PARA0() |
PARA1() | PARA1() |
PARA2() | PARA2() |
PARA3() | PARA3() |
PARA4() | PARA4() |
KEEP0() | LOCK0() |
KEEP1() | LOCK1() |
KEEP2() | LOCK2() |
KEEP3() | LOCK3() |
KEEP4() | LOCK4() |
SUBJ0() | SUBJECT0() |
SUBJ1() | SUBJECT1() |
SUBJ2() | SUBJECT2() |
SUBJ3() | SUBJECT3() |
SUBJ4() | SUBJECT4() |
JUMP0() | JUMP0() |
JUMP1() | JUMP1() |
JUMP2() | JUMP2() |
JUMP3() | JUMP3() |
JUMP4() | JUMP4() |
BATT0() | BATTLE0() |
BATT1() | BATTLE1() |
BATT2() | BATTLE2() |
BATT3() | BATTLE3() |
BATT4() | BATTLE4() |
FIXD0() | FIXED0() |
FIXD1() | FIXED1() |
FIXD2() | FIXED2() |
FIXD3() | FIXED3() |
FIXD4() | FIXED4() |
DATA0() | DATA0() |
DATA1() | DATA1() |
DATA2() | DATA2() |
DATA3() | DATA3() |
DATA4() | DATA4() |
UNIQ0() | UNIQUE0() |
UNIQ1() | UNIQUE1() |
UNIQ2() | UNIQUE2() |
UNIQ3() | UNIQUE3() |
UNIQ4() | UNIQUE4() |
UNIQ5() | UNIQUE5() |
UNIQ6() | UNIQUE6() |
UNIQ7() | UNIQUE7() |
UNIQ8() | UNIQUE8() |
UNIQ9() | UNIQUE9() |
DEMO0() | DEMO0() |
DEMO1() | DEMO1() |
DEMO2() | DEMO2() |
DEMO3() | DEMO3() |
DEMO4() | DEMO4() |
DEMO5() | DEMO5() |
DEMO6() | DEMO6() |
DEMO7() | DEMO7() |
DEMO8() | DEMO8() |
DEMO9() | DEMO9() |
SPEC0() | SPECIAL0() |
SPEC1() | SPECIAL1() |
SPEC2() | SPECIAL2() |
SPEC3() | SPECIAL3() |
SPEC4() | SPECIAL4() |
SPEC5() | SPECIAL5() |
SPEC6() | SPECIAL6() |
SPEC7() | SPECIAL7() |
SPEC8() | SPECIAL8() |
SPEC9() | SPECIAL9() |
카메라 편집기 문자열
원문 | 번역 |
---|---|
フレ-ム | 프레임 |
キ- / | 키 / |
(センタ-テン) | (센터 점) |
(ゲンテン) | (원점) |
(プレイヤ-) | (플레이어) |
(イチアワセ) | (위치조정) |
(セッテイ) | (설정) |
(キャッカン) | (객관) |
ポイントNo. | 포인트 No. |
ガカク | 화각(畵角) |
Nフレ-ム | N프레임 |
Zカイテン | Z회전 |
モ-ド | 모드 |
Rチュウシン | R중심 |
Pジカン | P시간 |
キョリ | 거리 |
Xカイテン | X회전 |
Yカイテン | Y회전 |
フレ-ム | 프레임 |
ト-タル | 토탈 |
キ- | 키 |
오디오 디버거 문자열
원문 |
---|
Sound Control |
Spec Info |
Heap Info |
Grp Track Info |
Sub Track Info |
Channel Info |
Interface Info |
SE Flag Swap |
Block Change BGM |
Natural Sound Control |
Ocarina Test |
SE Parameter Change |
Scroll Print |
Free Area |
PLAYER |
ITEM |
ENVIROMENT |
ENEMY |
SYSTEM |
OCARINA |
VOICE |
W-STEREO |
HEADPHONE |
3D SOUND |
MONO |
SWAP |
STBY |
[41;37m<INAGAKI CHECK> dist over! flag:%04X ptr:%08X pos:%f-%f-%f |
SEQ H |
L |
알 수 없음
원문 |
---|
../z_en_a_keep.c |
../z_en_a_keep.c |
../z_en_a_keep.c |
원문 |
---|
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
../z_en_item00.c |
원문 | 번역 |
---|---|
ブラ─頂点追加処理:テーブルオーバー %d | 블러 정점추가처리:테이블 오버 %d |
ブラ─空白追加処理:テーブルオーバー %d | 블러 공백추가처리:테이블 오버 %d |
../z_eff_blure.c | ../z_eff_blure.c |
../z_eff_blure.c | ../z_eff_blure.c |
../z_eff_blure.c | ../z_eff_blure.c |
z_eff_blure.c::SQ_NoInterpolate_disp() 頂点確保できず。 | z_eff_blure.c::SQ_NoInterpolate_disp() 정점확보 안됨. |
../z_eff_blure.c | ../z_eff_blure.c |
../z_eff_blure.c | ../z_eff_blure.c |
index - 1 >= 0 | index - 1 >= 0 |
../z_eff_blure.c | ../z_eff_blure.c |
index + 2 < this2->now_edge_num | index + 2 < this2->now_edge_num |
../z_eff_blure.c | ../z_eff_blure.c |
z_eff_blure.c::SQ_HermiteInterpolate_disp() 頂点確保できず。 | z_eff_blure.c::SQ_HermiteInterpolate_disp() 정점확보 안됨. |
../z_eff_blure.c | ../z_eff_blure.c |
../z_eff_blure.c | ../z_eff_blure.c |
../z_eff_blure.c | ../z_eff_blure.c |
../z_eff_blure.c | ../z_eff_blure.c |
../z_eff_blure.c | ../z_eff_blure.c |
../z_eff_blure.c | ../z_eff_blure.c |
../z_eff_blure.c | ../z_eff_blure.c |
../z_eff_blure.c | ../z_eff_blure.c |
EffectBlureInfo2_disp_makeDisplayList()マトリックス取れないので,強制終了 | EffectBlureInfo2_disp_makeDisplayList() 매트릭스 얻을 수 없어서, 강제종료 |
../z_eff_blure.c | ../z_eff_blure.c |
ブラ─表示:頂点確保できず。強制終了 | 블러 표시:정점확보 안됨. 강제종료 |
../z_eff_blure.c | ../z_eff_blure.c |
ブラ─表示:頂点テーブル確保できず | 블러 표시:정점 테이블 확보 안됨. |
../z_eff_blure.c | ../z_eff_blure.c |
원문 | 번역 |
---|---|
[31m | [31m |
EffectShieldParticle_ct():パーティクル数がオーバしてます。 | EffectShieldParticle_ct():파티클 수가 오버됩니다. |
../z_eff_shield_particle.c | ../z_eff_shield_particle.c |
../z_eff_shield_particle.c | ../z_eff_shield_particle.c |
spark():u_div,v_div 0では困る。 | spark():u_div,v_div 0로는 곤란하다. |
table_sizeオーバー | table_size 오버 |
EffectSparkInfo_proc():Spark Pointer is NULL | EffectSparkInfo_proc():Spark Pointer is NULL |
../z_eff_spark.c | ../z_eff_spark.c |
EffectSparkInfo_disp():メモリー確保失敗 graph_malloc | EffectSparkInfo_disp():메모리 확보실패 graph_malloc |
../z_eff_spark.c | ../z_eff_spark.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
../z_eff_ss_dead.c | ../z_eff_ss_dead.c |
EffectAdd():確保できません。注意してください。Type%d | EffectAdd():확보할 수 없습니다. 주의해주세요. Type%d |
エフェクト追加せずに終了します。 | 이펙트 추가 없이 종료합니다. |
エフェクト総て解放 | 이펙트 모두 풀기 |
エフェクト総て解放 終了 | 이펙트 모두 풀기 종료 |
effect index %3d:size=%6dbyte romsize=%6dbyte | effect index %3d:size=%6dbyte romsize=%6dbyte |
../z_effect_soft_sprite.c | ../z_effect_soft_sprite.c |
EffectSS2Info.data_table != NULL | EffectSS2Info.data_table != NULL |
../z_effect_soft_sprite.c | ../z_effect_soft_sprite.c |
../z_effect_soft_sprite.c | ../z_effect_soft_sprite.c |
type < EFFECT_SS2_TYPE_LAST_LABEL | type < EFFECT_SS2_TYPE_LAST_LABEL |
../z_effect_soft_sprite.c | ../z_effect_soft_sprite.c |
EffectSoftSprite2_makeEffect():オーバーレイではありません。 | EffectSoftSprite2_makeEffect():오버레이가 없습니다. |
../z_effect_soft_sprite.c | ../z_effect_soft_sprite.c |
[31m | [31m |
EffectSoftSprite2_makeEffect():zelda_malloc_r()により,%dbyteのメモリ確保ができません。そのため、プログラムのロードも出来ません。ただいま危険な状態です!もちろん,エフェクトも出ません。 | EffectSoftSprite2_makeEffect():zelda_malloc_r()에 의해, %dbyte의 메모리 확보가 안됩니다. 그 때문에, 프로그램 로드도 안됩니다. 지금 위험한 상태입니다! 물론, 이펙트도 안나옵니다. |
[32m | [32m |
EFFECT SS OVL:SegRom %08x %08x, Seg %08x %08x, RamStart %08x, type: %d | EFFECT SS OVL:SegRom %08x %08x, Seg %08x %08x, RamStart %08x, type: %d |
EffectSoftSprite2_makeEffect():すでにエフェクトはロード済みですが,コンストラクターがNULLなので追加をやめます。直してください。(メモリーの無駄) %08x %d | EffectSoftSprite2_makeEffect():이미 이펙트는 로드 완료했습니다만, 콘스트럭터가 NULL이라서 추가를 그만둡니다. 고쳐주세요.(메모리 낭비) %08x %d |
[32m | [32m |
EffectSoftSprite2_makeEffect():何らかの理由でコンストラクト失敗。コンストラクターがエラーを返しました。エフェクトの追加を中止します。 | EffectSoftSprite2_makeEffect():어떠한 이유로 콘스트럭터 실패. 콘스트럭터가 에러를 띄웠습니다. 이펙트 추가를 중지합니다. |
[31m | [31m |
EffectSoftSprite2_disp():位置が領域外のため 削除します。エフェクトラベルNo.%d:プログラムの方で対応をお願いします。ここです ==> pos(%f, %f, %f)で、ラベルはz_effect_soft_sprite_dlftbls.declにあります。 | EffectSoftSprite2_disp():위치가 영역 밖이므로 삭제합니다. 이펙트 레이블 No.%d:프로그램 쪽의 조치를 부탁합니다. 이곳입니다 ==> pos(%f, %f, %f)에서, 레이블은 z_effect_soft_sprite_dlftbls.decl입니다. |
[32m | [32m |
もし、posを別のことに使っている場合相談に応じます。 | 만약, pos를 다른 곳에 쓸 때 상담 받습니다. |
../z_effect_soft_sprite_old_init.c | ../z_effect_soft_sprite_old_init.c |
../z_effect_soft_sprite_old_init.c | ../z_effect_soft_sprite_old_init.c |
플래그 세트 문자열
원문 |
---|
event_chk_inf[0] |
event_chk_inf[1] |
event_chk_inf[2] |
event_chk_inf[3] |
event_chk_inf[4] |
event_chk_inf[5] |
event_chk_inf[6] |
event_chk_inf[7] |
event_chk_inf[8] |
event_chk_inf[9] |
event_chk_inf[10] |
event_chk_inf[11] |
event_chk_inf[12] |
event_chk_inf[13] |
item_get_inf[0] |
item_get_inf[1] |
item_get_inf[2] |
item_get_inf[3] |
inf_table[0] |
inf_table[1] |
inf_table[2] |
inf_table[3] |
inf_table[4] |
inf_table[5] |
inf_table[6] |
inf_table[7] |
inf_table[8] |
inf_table[9] |
inf_table[10] |
inf_table[11] |
inf_table[12] |
inf_table[13] |
inf_table[14] |
inf_table[15] |
inf_table[16] |
inf_table[17] |
inf_table[18] |
inf_table[19] |
inf_table[20] |
inf_table[21] |
inf_table[22] |
inf_table[23] |
inf_table[24] |
inf_table[25] |
inf_table[26] |
inf_table[27] |
inf_table[28] |
inf_table[29] |
event_inf[0] |
event_inf[1] |
event_inf[2] |
event_inf[3] |
../flg_set.c |
../flg_set.c |
DLF 문자열
원문 | 번역 |
---|---|
既にリンクされています | 이미 링크되어 있습니다 |
ロードに失敗しました | 로드에 실패했습니다 |
[32m | [32m |
OVL(d):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s | OVL(d):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s |
../z_DLF.c | ../z_DLF.c |
actor 문자열
원문 | 번역 |
---|---|
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
Actorクラス デストラクトがありません [%s] | 액터 클래스 디스트럭트가 없습니다 [%s] |
z_actor.c 3529 eye=[%f(%f) %f %f] object=[%f %f %f] light_direction=[%f %f %f] | z_actor.c 3529 eye=[%f(%f) %f %f] object=[%f %f %f] light_direction=[%f %f %f] |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
z_actor.c 3637 game_play->view.eye=[%f(%f) %f %f] | z_actor.c 3637 game_play->view.eye=[%f(%f) %f %f] |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
-------- DISPLAY Y=%f | -------- DISPLAY Y=%f |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
MaxProfile == ACTOR_DLF_MAX | MaxProfile == ACTOR_DLF_MAX |
../z_actor.c | ../z_actor.c |
ACTOR NAME is NULL | ACTOR NAME is NULL |
アクターの名前(%08x:%s) | 액터 이름(%08x:%s) |
コメント:%s | 코멘트: %s |
ACTOR NAME %08x:%s | ACTOR NAME %08x:%s |
Actor_draw | Actor_draw |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
魔法のメガネ START | 마법 안경 시작 |
魔法のメガネ 見えないActor表示 START | 마법 안경 안보이는 액터 표시 시작 |
魔法のメガネ 見えないActor表示 | 마법 안경 안보이는 액터 표시 |
魔法のメガネ 見えないActor表示 END | 마법 안경 안보이는 액터 표시 끝 |
青い眼鏡(外側) | 파란 안경(외부) |
青い眼鏡(外側) | 파란 안경(외부) |
魔法のメガネ END | 마법 안경 END |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
invisible_actor_counter < INVISIBLE_ACTOR_MAX | invisible_actor_counter < INVISIBLE_ACTOR_MAX |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
絶対魔法領域解放 | 절대마법영역 풀기 |
../z_actor.c | ../z_actor.c |
[36m | [36m |
アクタークライアントが0になりました | 액터 클라이언트가 0이 되었습니다 |
オーバーレイ解放しません | 오버레이 풀리지 않습니다 |
絶対魔法領域確保なので解放しません | 절대마법영역보호라서 풀지 않습니다 |
オーバーレイ解放します | 오버레이 풉니다 |
../z_actor.c | ../z_actor.c |
アクタークライアントはあと %d 残っています | 액터 클라이언트는 앞으로 %d 남아있습니다 |
profile < ACTOR_DLF_MAX | profile < ACTOR_DLF_MAX |
../z_actor.c | ../z_actor.c |
アクタークラス追加 [%d:%s] | 액터 클래스 추가 [%d:%s] |
[43;30mActorセット数オーバー | [43;30m액터 세트 수 오버 |
オーバーレイではありません | 오버레이가 아닙니다 |
既にロードされています | 이미 로드되어 있습니다 |
actor_segsize <= AM_FIELD_SIZE | actor_segsize <= AM_FIELD_SIZE |
../z_actor.c | ../z_actor.c |
AMF:絶対魔法領域 | AMF:절대마법영역 |
絶対魔法領域確保 %d バイト確保 | 절대마법영역보호 %d 바이트 확보 |
[41;37mActorプログラムメモリが確保できません | [41;37m액터 프로그램 메모리를 확보할 수 없습니다 |
[32m | [32m |
OVL(a):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s | OVL(a):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s |
[41;37mデータバンク無し!!<データバンク=%d>(profilep->bank=%d) | [41;37m데이터 뱅크 없음!!<데이터 뱅크=%d>(profilep->bank=%d) |
[41;37mActorクラス確保できません! %s <サイズ=%dバイト> | [41;37m액터 클래스 확보할 수 없습니다! %s <사이즈=%d 바이트> |
actor_dlftbl->clients < 255 | actor_dlftbl->clients < 255 |
../z_actor.c | ../z_actor.c |
アクタークライアントは %d 個目です | 액터 클라이언트는 %d 개째입니다 |
アクタークラス削除 [%s] | 액터 클래스 삭제 [%s] |
../z_actor.c | ../z_actor.c |
オーバーレイではありません | 오버레이가 아닙니다 |
actor_dlftbl->allocp != NULL | actor_dlftbl->allocp != NULL |
../z_actor.c | ../z_actor.c |
actor_dlftbl->clients > 0 | actor_dlftbl->clients > 0 |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_actor.c | ../z_actor.c |
../z_cheap_proc.c | ../z_cheap_proc.c |
../z_cheap_proc.c | ../z_cheap_proc.c |
../z_cheap_proc.c | ../z_cheap_proc.c |
../z_cheap_proc.c | ../z_cheap_proc.c |
../z_cheap_proc.c | ../z_cheap_proc.c |
../z_cheap_proc.c | ../z_cheap_proc.c |
원문 |
---|
Player |
En_Test |
En_GirlA |
En_Part |
En_Light |
En_Door |
En_Box |
Bg_Dy_Yoseizo |
Bg_Hidan_Firewall |
En_Poh |
En_Okuta |
Bg_Ydan_Sp |
En_Bom |
En_Wallmas |
En_Dodongo |
En_Firefly |
En_Horse |
En_Item00 |
En_Arrow |
En_Elf |
En_Niw |
En_Tite |
En_Reeba |
En_Peehat |
En_Butte |
En_Insect |
En_Fish |
En_Holl |
En_Scene_Change |
En_Zf |
En_Hata |
Boss_Dodongo |
Boss_Goma |
En_Zl1 |
En_Viewer |
En_Goma |
Bg_Pushbox |
En_Bubble |
Door_Shutter |
En_Dodojr |
En_Bdfire |
En_Boom |
En_Torch2 |
En_Bili |
En_Tp |
En_St |
En_Bw |
En_A_Obj |
En_Eiyer |
En_River_Sound |
En_Horse_Normal |
En_Ossan |
Bg_Treemouth |
Bg_Dodoago |
Bg_Hidan_Dalm |
Bg_Hidan_Hrock |
En_Horse_Ganon |
Bg_Hidan_Rock |
Bg_Hidan_Rsekizou |
Bg_Hidan_Sekizou |
Bg_Hidan_Sima |
Bg_Hidan_Syoku |
En_Xc |
Bg_Hidan_Curtain |
Bg_Spot00_Hanebasi |
En_Mb |
En_Bombf |
En_Zl2 |
Bg_Hidan_Fslift |
En_OE2 |
Bg_Ydan_Hasi |
Bg_Ydan_Maruta |
Boss_Ganondrof |
En_Am |
En_Dekubaba |
En_M_Fire1 |
En_M_Thunder |
Bg_Ddan_Jd |
Bg_Breakwall |
En_Jj |
En_Horse_Zelda |
Bg_Ddan_Kd |
Door_Warp1 |
Obj_Syokudai |
Item_B_Heart |
En_Dekunuts |
Bg_Menkuri_Kaiten |
Bg_Menkuri_Eye |
En_Vali |
Bg_Mizu_Movebg |
Bg_Mizu_Water |
Arms_Hook |
En_fHG |
Bg_Mori_Hineri |
En_Bb |
Bg_Toki_Hikari |
En_Yukabyun |
Bg_Toki_Swd |
En_Fhg_Fire |
Bg_Mjin |
Bg_Hidan_Kousi |
Door_Toki |
Bg_Hidan_Hamstep |
En_Bird |
En_Wood02 |
En_Lightbox |
En_Pu_box |
En_Trap |
En_Arow_Trap |
En_Vase |
En_Ta |
En_Tk |
Bg_Mori_Bigst |
Bg_Mori_Elevator |
Bg_Mori_Kaitenkabe |
Bg_Mori_Rakkatenjo |
En_Vm |
Demo_Effect |
Demo_Kankyo |
Bg_Hidan_Fwbig |
En_Floormas |
En_Heishi1 |
En_Rd |
En_Po_Sisters |
Bg_Heavy_Block |
Bg_Po_Event |
Obj_Mure |
En_Sw |
Boss_Fd |
Object_Kankyo |
En_Du |
En_Fd |
En_Horse_Link_Child |
Door_Ana |
Bg_Spot02_Objects |
Bg_Haka |
Magic_Wind |
Magic_Fire |
En_Ru1 |
Boss_Fd2 |
En_Fd_Fire |
En_Dh |
En_Dha |
En_Rl |
En_Encount1 |
Demo_Du |
Demo_Im |
Demo_Tre_Lgt |
En_Fw |
Bg_Vb_Sima |
En_Vb_Ball |
Bg_Haka_Megane |
Bg_Haka_MeganeBG |
Bg_Haka_Ship |
Bg_Haka_Sgami |
En_Heishi2 |
En_Encount2 |
En_Fire_Rock |
En_Brob |
Mir_Ray |
Bg_Spot09_Obj |
Bg_Spot18_Obj |
Boss_Va |
Bg_Haka_Tubo |
Bg_Haka_Trap |
Bg_Haka_Huta |
Bg_Haka_Zou |
Bg_Spot17_Funen |
En_Syateki_Itm |
En_Syateki_Man |
En_Tana |
En_Nb |
Boss_Mo |
En_Sb |
En_Bigokuta |
En_Karebaba |
Bg_Bdan_Objects |
Demo_Sa |
Demo_Go |
En_In |
En_Tr |
Bg_Spot16_Bombstone |
Bg_Hidan_Kowarerukabe |
Bg_Bombwall |
Bg_Spot08_Iceblock |
En_Ru2 |
Obj_Dekujr |
Bg_Mizu_Uzu |
Bg_Spot06_Objects |
Bg_Ice_Objects |
Bg_Haka_Water |
En_Ma2 |
En_Bom_Chu |
En_Horse_Game_Check |
Boss_Tw |
En_Rr |
En_Ba |
En_Bx |
En_Anubice |
En_Anubice_Fire |
Bg_Mori_Hashigo |
Bg_Mori_Hashira4 |
Bg_Mori_Idomizu |
Bg_Spot16_Doughnut |
Bg_Bdan_Switch |
En_Ma1 |
Boss_Ganon |
Boss_Sst |
En_Ny |
En_Fr |
Item_Shield |
Bg_Ice_Shelter |
En_Ice_Hono |
Item_Ocarina |
Magic_Dark |
Demo_6K |
En_Anubice_Tag |
Bg_Haka_Gate |
Bg_Spot15_Saku |
Bg_Jya_Goroiwa |
Bg_Jya_Zurerukabe |
Bg_Jya_Cobra |
Bg_Jya_Kanaami |
Fishing |
Obj_Oshihiki |
Bg_Gate_Shutter |
Eff_Dust |
Bg_Spot01_Fusya |
Bg_Spot01_Idohashira |
Bg_Spot01_Idomizu |
Bg_Po_Syokudai |
Bg_Ganon_Otyuka |
Bg_Spot15_Rrbox |
Bg_Umajump |
Arrow_Fire |
Arrow_Ice |
Arrow_Light |
Item_Etcetera |
Obj_Kibako |
Obj_Tsubo |
En_Wonder_Item |
En_Ik |
Demo_Ik |
En_Skj |
En_Skjneedle |
En_G_Switch |
Demo_Ext |
Demo_Shd |
En_Dns |
Elf_Msg |
En_Honotrap |
En_Tubo_Trap |
Obj_Ice_Poly |
Bg_Spot03_Taki |
Bg_Spot07_Taki |
En_Fz |
En_Po_Relay |
Bg_Relay_Objects |
En_Diving_Game |
En_Kusa |
Obj_Bean |
Obj_Bombiwa |
Obj_Switch |
Obj_Elevator |
Obj_Lift |
Obj_Hsblock |
En_Okarina_Tag |
En_Yabusame_Mark |
En_Goroiwa |
En_Ex_Ruppy |
En_Toryo |
En_Daiku |
En_Nwc |
En_Blkobj |
Item_Inbox |
En_Ge1 |
Obj_Blockstop |
En_Sda |
En_Clear_Tag |
En_Niw_Lady |
En_Gm |
En_Ms |
En_Hs |
Bg_Ingate |
En_Kanban |
En_Heishi3 |
En_Syateki_Niw |
En_Attack_Niw |
Bg_Spot01_Idosoko |
En_Sa |
En_Wonder_Talk |
Bg_Gjyo_Bridge |
En_Ds |
En_Mk |
En_Bom_Bowl_Man |
En_Bom_Bowl_Pit |
En_Owl |
En_Ishi |
Obj_Hana |
Obj_Lightswitch |
Obj_Mure2 |
En_Go |
En_Fu |
En_Changer |
Bg_Jya_Megami |
Bg_Jya_Lift |
Bg_Jya_Bigmirror |
Bg_Jya_Bombchuiwa |
Bg_Jya_Amishutter |
Bg_Jya_Bombiwa |
Bg_Spot18_Basket |
En_Ganon_Organ |
En_Siofuki |
En_Stream |
En_Mm |
En_Ko |
En_Kz |
En_Weather_Tag |
Bg_Sst_Floor |
En_Ani |
En_Ex_Item |
Bg_Jya_Ironobj |
En_Js |
En_Jsjutan |
En_Cs |
En_Md |
En_Hy |
En_Ganon_Mant |
En_Okarina_Effect |
En_Mag |
Door_Gerudo |
Elf_Msg2 |
Demo_Gt |
En_Po_Field |
Efc_Erupc |
Bg_Zg |
En_Heishi4 |
En_Zl3 |
Boss_Ganon2 |
En_Kakasi |
En_Takara_Man |
Obj_Makeoshihiki |
Oceff_Spot |
End_Title |
En_Torch |
Demo_Ec |
Shot_Sun |
En_Dy_Extra |
En_Wonder_Talk2 |
En_Ge2 |
Obj_Roomtimer |
En_Ssh |
En_Sth |
Oceff_Wipe |
Oceff_Storm |
En_Weiyer |
Bg_Spot05_Soko |
Bg_Jya_1flift |
Bg_Jya_Haheniron |
Bg_Spot12_Gate |
Bg_Spot12_Saku |
En_Hintnuts |
En_Nutsball |
Bg_Spot00_Break |
En_Shopnuts |
En_It |
En_GeldB |
Oceff_Wipe2 |
Oceff_Wipe3 |
En_Niw_Girl |
En_Dog |
En_Si |
Bg_Spot01_Objects2 |
Obj_Comb |
Bg_Spot11_Bakudankabe |
Obj_Kibako2 |
En_Dnt_Demo |
En_Dnt_Jiji |
En_Dnt_Nomal |
En_Guest |
Bg_Bom_Guard |
En_Hs2 |
Demo_Kekkai |
Bg_Spot08_Bakudankabe |
Bg_Spot17_Bakudankabe |
Obj_Mure3 |
En_Tg |
En_Mu |
En_Go2 |
En_Wf |
En_Skb |
Demo_Gj |
Demo_Geff |
Bg_Gnd_Firemeiro |
Bg_Gnd_Darkmeiro |
Bg_Gnd_Soulmeiro |
Bg_Gnd_Nisekabe |
Bg_Gnd_Iceblock |
En_Gb |
En_Gs |
Bg_Mizu_Bwall |
Bg_Mizu_Shutter |
En_Daiku_Kakariko |
Bg_Bowl_Wall |
En_Wall_Tubo |
En_Po_Desert |
En_Crow |
Door_Killer |
Bg_Spot11_Oasis |
Bg_Spot18_Futa |
Bg_Spot18_Shutter |
En_Ma3 |
En_Cow |
Bg_Ice_Turara |
Bg_Ice_Shutter |
En_Kakasi2 |
En_Kakasi3 |
Oceff_Wipe4 |
En_Eg |
Bg_Menkuri_Nisekabe |
En_Zo |
Obj_Makekinsuta |
En_Ge3 |
Obj_Timeblock |
Obj_Hamishi |
En_Zl4 |
En_Mm2 |
Bg_Jya_Block |
Obj_Warp2block |
actor_dlftbls %u |
RomStart RomEnd SegStart SegEnd allocp profile segname |
%08x %08x %08x %08x %08x %08x %s |
actor_dlftbls %u |
No. RamStart- RamEnd cn Name |
%3d %08x-%08x %3d %s |
bgcheck 문자열
원문 | 번역 |
---|---|
[31m | [31m |
T_BGCheck_PosErrorCheck():位置が妥当ではありません。pos (%f,%f,%f) file:%s line:%d | T_BGCheck_PosErrorCheck():위치가 타당하지 않습니다. pos (%f,%f,%f) file:%s line:%d |
new_node != SS_NULL | new_node != SS_NULL |
../z_bgcheck.c | ../z_bgcheck.c |
psst->tbl != NULL | psst->tbl != NULL |
../z_bgcheck.c | ../z_bgcheck.c |
[41;37m | [41;37m |
T_Polygon_GetVertex_bg_ai(): Error %d %d %d 引数が適切ではありません。処理を終了します。 | T_Polygon_GetVertex_bg_ai(): Error %d %d %d 인수가 적절하지 않습니다. 처리를 종료합니다. |
!IS_ZERO(ac_size) | !IS_ZERO(ac_size) |
../z_bgcheck.c | ../z_bgcheck.c |
!IS_ZERO(ac_size) | !IS_ZERO(ac_size) |
../z_bgcheck.c | ../z_bgcheck.c |
/*---------------- BGCheck バッファーメモリサイズ -------------*/ | /*---------------- BGCheck 버퍼 메모리 사이즈 -------------*/ |
/* BGCheck LonLonサイズ %dbyte */ | /* BGCheck LonLon사이즈 %dbyte */ |
/* BGCheck ミニサイズ %dbyte */ | /* BGCheck 미니 사이즈 %dbyte */ |
/* BGCheck Spot用サイズ %dbyte */ | /* BGCheck 지점용 사이즈 %dbyte */ |
/* BGCheck ノーマルサイズ %dbyte */ | /* BGCheck 노멀 사이즈 %dbyte */ |
../z_bgcheck.c | ../z_bgcheck.c |
../z_bgcheck.c | ../z_bgcheck.c |
[32m | [32m |
/*---結局 BG使用サイズ %dbyte---*/ | /*---최종 BG사용 사이즈 %dbyte---*/ |
[43;30m | [43;30m |
T_BGCheck_getBGDataInfo():そのbg_actor_indexは使われておりません。index=%d | T_BGCheck_getBGDataInfo():그 bg_actor_index는 사용되지 않았습니다.index=%d |
../z_bgcheck.c | ../z_bgcheck.c |
こいつ,pself_actor->name %d | 이녀석, pself_actor->name %d |
../z_bgcheck.c | ../z_bgcheck.c |
../z_bgcheck.c | ../z_bgcheck.c |
こいつ,pself_actor->name %d | 이녀석, pself_actor->name %d |
../z_bgcheck.c | ../z_bgcheck.c |
こいつ,pself_actor->name %d | 이녀석, pself_actor->name %d |
../z_bgcheck.c | ../z_bgcheck.c |
../z_bgcheck.c | ../z_bgcheck.c |
こいつ,pself_actor->name %d | 이녀석, pself_actor->name %d |
pself_actor == NULLで犯人不明 | pself_actor == NULL로 범인 불명 |
../z_bgcheck.c | ../z_bgcheck.c |
こいつ,pself_actor->name %d | 이녀석, pself_actor->name %d |
this->short_slist_node_tbl != NULL | this->short_slist_node_tbl != NULL |
../z_bgcheck.c | ../z_bgcheck.c |
../z_bgcheck.c | ../z_bgcheck.c |
this->polygon_check != NULL | this->polygon_check != NULL |
../z_bgcheck.c | ../z_bgcheck.c |
this->short_slist_node_last_index < this->short_slist_node_size | this->short_slist_node_last_index < this->short_slist_node_size |
../z_bgcheck.c | ../z_bgcheck.c |
new_index < this->short_slist_node_size | new_index < this->short_slist_node_size |
../z_bgcheck.c | ../z_bgcheck.c |
ptbl->pbuf != NULL | ptbl->pbuf != NULL |
../z_bgcheck.c | ../z_bgcheck.c |
ptbl->pbuf != NULL | ptbl->pbuf != NULL |
../z_bgcheck.c | ../z_bgcheck.c |
[31m | [31m |
DynaPolyInfo_setActor():ダイナミックポリゴン 空きインデックスはありません | DynaPolyInfo_setActor():다이나믹 폴리곤 빈 인덱스는 없습니다 |
[32m | [32m |
DynaPolyInfo_setActor():index %d | DynaPolyInfo_setActor():index %d |
[32m | [32m |
DynaPolyInfo_delReserve():index %d | DynaPolyInfo_delReserve():index %d |
[32m | [32m |
DynaPolyInfo_delReserve():削除されているはずの(?) | DynaPolyInfo_delReserve():삭제되어야 했을(?) |
インデックス(== -1)のため,処理を中止します。 | 인덱스 (== -1) 때문에, 처리를 중지합니다. |
[31m | [31m |
DynaPolyInfo_delReserve():確保していない/出来なかったインデックスの解放のため、処理を中止します。index == %d | DynaPolyInfo_delReserve():확보하지 않은/못한 인덱스의 풀기 때문에, 처리를 중지합니다. index == %d |
[31m | [31m |
DynaPolyInfo_expandSRT():polygon over %dが%dを越えるとダメ | DynaPolyInfo_expandSRT():polygon over %d가 %d를 넘으면 안됨 |
[31m | [31m |
DynaPolyInfo_expandSRT():vertex over %dが%dを越えるとダメ | DynaPolyInfo_expandSRT():vertex over %d가 %d를 넘으면 안됨 |
pdyna_poly_info->poly_num >= *pstart_poly_index + pbgdata->poly_num | pdyna_poly_info->poly_num >= *pstart_poly_index + pbgdata->poly_num |
../z_bgcheck.c | ../z_bgcheck.c |
pdyna_poly_info->vert_num >= *pstart_vert_index + pbgdata->vtx_num | pdyna_poly_info->vert_num >= *pstart_vert_index + pbgdata->vtx_num |
../z_bgcheck.c | ../z_bgcheck.c |
[32m | [32m |
DynaPolyInfo_setup():削除 index=%d | DynaPolyInfo_setup():삭제 index=%d |
[32m | [32m |
DynaPolyInfo_setup():削除 index=%d | DynaPolyInfo_setup():삭제 index=%d |
!IS_ZERO(ac_size) | !IS_ZERO(ac_size) |
../z_bgcheck.c | ../z_bgcheck.c |
!IS_ZERO(ac_size) | !IS_ZERO(ac_size) |
../z_bgcheck.c | ../z_bgcheck.c |
카메라 각도 문자열
원문 | 번역 |
---|---|
[31m | [31m |
BGCheckCollection_typicalActorPos():位置が妥当ではありません。 | BGCheckCollection_typicalActorPos():위치가 타당하지 않습니다. |
pos (%f,%f,%f) file:%s line:%d | pos (%f,%f,%f) file:%s line:%d |
[43;30mcamera: foward check: too many layer! | [43;30mcamera: forward check: too many layers! |
camera: res: stat (%d/%d/%d) | camera: res: stat (%d/%d/%d) |
camera: res: PREG(%02d) = %d | camera: res: PREG(%02d) = %d |
camera: res: %d = PREG(%02d) | camera: res: %d = PREG(%02d) |
[43;30mcamera: corner check no cross point %x %x | [43;30mcamera: corner check no cross point %x %x |
%f (%f %f %f) %f | %f (%f %f %f) %f |
[43;30mcamera: climb: no floor | [43;30mcamera: climb: no floor |
[43;30mcamera: warning: battle: target is not valid, change parallel | [43;30mcamera: warning: battle: target is not valid, change to parallel |
camera: battle: target actor name | camera: battle: target actor name |
[34m%d | [34m%d |
camera: battle: target actor name | camera: battle: target actor name |
[41;37m%d | [41;37m%d |
camera: battle: change target %d -> | camera: battle: change target %d -> |
[34m%d | [34m%d |
[43;30mcamera: warning: keepon: target is not valid, change parallel | [43;30mcamera: warning: lock-on: target is not valid, change to parallel |
[43;30mcamera: warning: talk: target is not valid, change parallel | [43;30mcamera: warning: talk: target is not valid, change to parallel |
camera: talk: BG&collision check %d time(s) | camera: talk: BG&collision check %d time(s) |
[43;30mcamera: item: item type changed %d -> %d | [43;30mcamera: item: item type changed %d -> %d |
camera: item: type %d | camera: item: type %d |
camera: item: BG&collision check %d time(s) | camera: item: BG&collision check %d time(s) |
[43;30mcamera: warning: talk: target is not valid, change normal camera | [43;30mcamera: warning: talk: target is not valid, change to normal camera |
camera: position change %d | camera: position change %d |
chau!chau! | 안돼! 안돼! |
camera: demo: player demo set WAIT | camera: demo: player demo set WAIT |
camera: demo: player demo set %d | camera: demo: player demo set %d |
[43;30mcamera: warning: demo C: actor is not valid | [43;30mcamera: warning: demo C: actor is not valid |
[43;30mcamera: warning: demo C: actor is not valid | [43;30mcamera: warning: demo C: actor is not valid |
[43;30mcamera: warning: demo C: actor is not valid | [43;30mcamera: warning: demo C: actor is not valid |
[43;30mcamera: warning: demo C: actor is not valid | [43;30mcamera: warning: demo C: actor is not valid |
static SplinedatZ %s[] = { | static SplinedatZ %s[] = { |
/* key frame %2d */ { | /* key frame %2d */ { |
/* code */ %d, | /* code */ %d, |
/* z */ %d, | /* z */ %d, |
/* T */ %d, | /* T */ %d, |
/* zoom */ %f, | /* zoom */ %f, |
/* pos */ { %d, %d, %d } | /* pos */ { %d, %d, %d } |
}, | }, |
[1m%06u: | [1m%06u: |
[m camera: spline demo: start %s | [m camera: spline demo: start %s |
絶対 | 절대 |
相対 | 상대 |
CENTER | CENTER |
EYE | EYE |
[41;37mcamera: spline demo: owner dead | [41;37mcamera: spline demo: owner dead |
[43;30mcamera: warning: attention: target is not valid, stop! | [43;30mcamera: warning: attention: target is not valid, stop! |
[43;30mcamera: attention demo: this door is dummy door! | [43;30mcamera: attention demo: this door is a dummy door! |
[43;30mcamera: warning: circle: target is not valid, stop! | [43;30mcamera: warning: circle: target is not valid, stop! |
../z_camera.c | ../z_camera.c |
[34mcamera: create --- allocate %d byte | [34mcamera: create --- allocate %d byte |
[41;37mcamera: create: not enough memory | [41;37mcamera: create: not enough memory |
[34mcamera: destroy --- | [34mcamera: destroy --- |
../z_camera.c | ../z_camera.c |
[43;30mcamera: destroy: already cleared | [43;30mcamera: destroy: already cleared |
[34mcamera: initialize --- | [34mcamera: initialize --- |
[m UID %d | [m UID %d |
camera: room type: default set field | camera: room type: default set field |
camera: room type: default set etc (%d) | camera: room type: default set etc (%d) |
camera: room type: prerender | camera: room type: prerender |
[34mcamera: personalize --- | [34mcamera: personalize --- |
camera: change camera status: cond %c%c | camera: change camera status: cond %c%c |
camera: res: stat (%d/%d/%d) | camera: res: stat (%d/%d/%d) |
camera: change camera status: PREG(%02d) = %d | camera: change camera status: PREG(%02d) = %d |
camera: water: off | camera: water: off |
kankyo changed water, sound on | environment changed water, sound on |
kankyo changed water off, sound off | environment changed water off, sound off |
attention sound URGENCY | attention sound URGENCY |
attention sound NORMAL | attention sound NORMAL |
camera: force change SET to %s! | camera: force change SET to %s! |
camera: in %x | camera: in %x |
camera: cut out %x | camera: cut out %x |
camera: wait out %x | camera: wait out %x |
camera: engine (%d %d %d) %04x | camera: engine (%d %d %d) %04x |
camera: shrink_and_bitem %x(%d) | camera: shrink_and_bitem %x(%d) |
camera: engine (%s(%d) %s(%d) %s(%d)) ok! | camera: engine (%s(%d) %s(%d) %s(%d)) ok! |
camera: debug out | camera: debug out |
dir (%d) %d(%f) %d(%f) 0(0) | dir (%d) %d(%f) %d(%f) 0(0) |
real (%d) %d(%f) %d(%f) 0(0) | real (%d) %d(%f) %d(%f) 0(0) |
camera: out (%f %f %f) (%f %f %f) | camera: out (%f %f %f) (%f %f %f) |
camera: dir (%f %d(%f) %d(%f)) (%f) | camera: dir (%f %d(%f) %d(%f)) (%f) |
camera: foot(%f %f %f) dist (%f) | camera: foot(%f %f %f) dist (%f) |
camera: player demo end!! | camera: player demo end!! |
=+=+(%d)+=+ recive request -> %s | =+=+(%d)+=+ recive request -> %s |
camera: error sound | camera: error sound |
[43;30mcamera: change camera mode: force NORMAL: %s %s refused | [43;30mcamera: change camera mode: force NORMAL: %s %s refused |
=+=+=+=+ recive asking -> %s (%s) | =+=+=+=+ receive asking -> %s (%s) |
[41;37mcamera: error: illegal camera set (%d) !!!! | [41;37mcamera: error: illegal camera set (%d) !!!! |
[1m%06u: | [1m%06u: |
[m camera: change camera[%d] set %s | [m camera: change camera[%d] set %s |
%d|%d) | %d|%d) |
.... change default door camera (set %d) | .... change default door camera (set %d) |
....change door camera ID %d (set %d) | ....change door camera ID %d (set %d) |
[41;37mcamera: setCameraData: last argument not alive! | [41;37mcamera: setCameraData: last argument not alive! |
collision_check 문자열
원문 | 번역 |
---|---|
CollisionBtlTbl_get():インデックスオーバー | CollisionBtlTbl_get():인덱스 오버 |
../z_collision_check.c | ../z_collision_check.c |
vtx_tbl != NULL | vtx_tbl != NULL |
../z_collision_check.c | ../z_collision_check.c |
../z_collision_check.c | ../z_collision_check.c |
../z_collision_check.c | ../z_collision_check.c |
../z_collision_check.c | ../z_collision_check.c |
[31m | [31m |
ClObjJntSph_set():zelda_malloc()出来ません。 | ClObjJntSph_set():zelda_malloc()할 수 없습니다. |
../z_collision_check.c | ../z_collision_check.c |
[31m | [31m |
ClObjJntSph_set3():zelda_malloc_出来ません。 | ClObjJntSph_set3():zelda_malloc_할 수 없습니다. |
../z_collision_check.c | ../z_collision_check.c |
[31m | [31m |
ClObjJntSph_set5():zelda_malloc出来ません | ClObjJntSph_set5():zelda_malloc할 수 없습니다 |
pclobj_jntsph->elem_tbl != NULL | pclobj_jntsph->elem_tbl != NULL |
../z_collision_check.c | ../z_collision_check.c |
../z_collision_check.c | ../z_collision_check.c |
../z_collision_check.c | ../z_collision_check.c |
[31m | [31m |
ClObjTris_set3():zelda_malloc()出来ません | ClObjTris_set3():zelda_malloc()할 수 없습니다 |
../z_collision_check.c | ../z_collision_check.c |
[31m | [31m |
ClObjTris_set5():zelda_malloc出来ません | ClObjTris_set5(): zelda_malloc impossible. |
pclobj_tris->elem_tbl != NULL | pclobj_tris->elem_tbl != NULL |
../z_collision_check.c | ../z_collision_check.c |
pcl_obj->data_type <= CL_DATA_LBL_SWRD | pcl_obj->data_type <= CL_DATA_LBL_SWRD |
../z_collision_check.c | ../z_collision_check.c |
CollisionCheck_setAT():インデックスがオーバーして追加不能 | CollisionCheck_setAT():인덱스가 오버되어 추가 불가능 |
pcl_obj->data_type <= CL_DATA_LBL_SWRD | pcl_obj->data_type <= CL_DATA_LBL_SWRD |
../z_collision_check.c | ../z_collision_check.c |
CollisionCheck_setAT_SAC():全データ数より大きいところに登録しようとしている。 | CollisionCheck_setAT_SAC():모든 데이터 수보다 큰 곳에 등록하려고 함. |
CollisionCheck_setAT():インデックスがオーバーして追加不能 | CollisionCheck_setAT():인덱스가 오버되어 추가 불가능 |
pcl_obj->data_type <= CL_DATA_LBL_SWRD | pcl_obj->data_type <= CL_DATA_LBL_SWRD |
../z_collision_check.c | ../z_collision_check.c |
CollisionCheck_setAC():インデックスがオーバして追加不能 | CollisionCheck_setAC():인덱스가 오버되어 추가 불가능 |
pcl_obj->data_type <= CL_DATA_LBL_SWRD | pcl_obj->data_type <= CL_DATA_LBL_SWRD |
../z_collision_check.c | ../z_collision_check.c |
CollisionCheck_setAC_SAC():全データ数より大きいところに登録しようとしている。 | CollisionCheck_setAC_SAC():모든 데이터 수보다 큰 곳에 등록하려고 함. |
CollisionCheck_setAC():インデックスがオーバして追加不能 | CollisionCheck_setAC():인덱스가 오버되어 추가 불가능 |
pcl_obj->data_type <= CL_DATA_LBL_SWRD | pcl_obj->data_type <= CL_DATA_LBL_SWRD |
../z_collision_check.c | ../z_collision_check.c |
CollisionCheck_setOC():インデックスがオーバして追加不能 | CollisionCheck_setOC():인덱스가 오버되어 추가 불가능 |
pcl_obj->data_type <= CL_DATA_LBL_SWRD | pcl_obj->data_type <= CL_DATA_LBL_SWRD |
../z_collision_check.c | ../z_collision_check.c |
CollisionCheck_setOC_SAC():全データ数より大きいところに登録しようとしている。 | CollisionCheck_setOC_SAC():모든 데이터 수보다 큰 곳에 등록하려고 함. |
CollisionCheck_setOC():インデックスがオーバして追加不能 | CollisionCheck_setOC():인덱스가 오버되어 추가 불가능 |
CollisionCheck_setOCLine():インデックスがオーバして追加不能 | CollisionCheck_setOCLine():인덱스가 오버되어 추가 불가능 |
CollisionCheck_OC():未対応 %d, %d | CollisionCheck_OC():미지원 %d, %d |
pclobj_elem->ac_hit_elem != NULL | pclobj_elem->ac_hit_elem != NULL |
../z_collision_check.c | ../z_collision_check.c |
CollisionCheck_generalLineOcCheck():未対応 %dタイプ | CollisionCheck_generalLineOcCheck():미지원 %d 타입 |
debug 문자열
../z_debug.c %s%02d%6d ../z_debug.c ../z_debug.c ../z_debug_display.c ../z_debug_display.c ../z_debug_display.c ../z_debug_display.c ../z_debug_display.c ../z_debug_display.c
demo 문자열
FLAME %06d SKIP=(START) or (Cursole Right) デモ開始要求 発令! 分岐先指定!!=[%d]番 ../z_demo.c ../z_demo.c
draw 문자열
やっぱりここかいな game_info.mode=[%d] restart_flag ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c ../z_draw.c
elf_message 문자열
../z_elf_message.c "企画外 条件" = %s 企画外 条件 ../z_elf_message.c ../z_elf_message.c "企画外 条件" = %s 企画外 条件 ../z_elf_message.c
fcurve_data_skelanime 문자열
../z_fcurve_data_skelanime.c this->now_joint != NULL ../z_fcurve_data_skelanime.c ../z_fcurve_data_skelanime.c ../z_fcurve_data_skelanime.c ../z_fcurve_data_skelanime.c ../z_fcurve_data_skelanime.c ../z_fcurve_data_skelanime.c FcSkeletonInfo_draw_child():未対応 ../z_fcurve_data_skelanime.c
horse 문자열
aplayer->ride.actor != NULL ../z_horse.c horse_actor != NULL ../z_horse.c 馬存在によるセット %d %d %d horse_actor != NULL ../z_horse.c [41;37m Horse_SetNormal():%d セットスポットまずいです。 horse_actor != NULL ../z_horse.c horse_actor != NULL ../z_horse.c player->ride.actor != NULL ../z_horse.c player->ride.actor != NULL ../z_horse.c player->ride.actor != NULL ../z_horse.c player->ride.actor != NULL ../z_horse.c [41;37m Horse_Set_Check():%d セットスポットまずいです。
JPEG 문자열
MARKER_SOI MARKER_APP0 %d MARKER_APP1 %d MARKER_APP2 %d MARKER_DQT %d %d %02x MARKER_DHT %d %d %02x MARKER_DRI %d MARKER_SOF %d 精度%02x 垂直%d 水平%d compo%02x (1:Y)%d (H0=2,V0=1(422) or 2(420))%02x (量子化テーブル)%02x (2:Cb)%d (H1=1,V1=1)%02x (量子化テーブル)%02x (3:Cr)%d (H2=1,V2=1)%02x (量子化テーブル)%02x MARKER_SOS %d MARKER_EOI マーカー不明 %02x worksize >= sizeof(JPEGWork) + MB_SIZE * (PROC_OF_MBS - 1) ../z_jpeg.c *** fifoバッファの同期待ち time = %6.3f ms *** *** 各セグメントのマーカーのチェック time = %6.3f ms *** *** 量子化テーブル作成 time = %6.3f ms *** Error : Cant' make huffman table. Error : Cant' make huffman table. Error : Cant' make huffman table. Error : Cant' make huffman table. Error : Cant' make huffman table. *** ハフマンテーブル作成 time = %6.3f ms *** [31m Error : Can't decode jpeg *** 展開 & 描画 time = %6.3f ms *** Mode=%d eye.x=%f, eye.z=%f kscp_pos=%d
Kanfont 문자열
../z_kanfont.c ../z_kanfont.c ../z_kanfont.c msg_data=%x, msg_data0=%x jj=%x ERROR!! エラー!!! error───!!!! nes_mes_buf[%d]=%d ../z_kanfont.c
kankyo 문자열
[43;30m フィールド常駐以外、太陽設定!よって強制解除! [41;37m end_frameとstart_frameのフレーム関係がおかしい!!! [41;37m by get_parcent_forAccelBrake!!!!!!!!! [41;37m 環境VRデータ取得失敗! ささきまでご報告を! ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c [43;30m 水ポリゴンデータに水中カラーが設定されておりません! T%03d E%03d ZELDATIME %02d %02d VRBOXTIME %02d %02d YORU HIRU next_zelda_time=[%x] ../z_kankyo.c ../z_kankyo.c [41;37m カラーパレットの設定がおかしいようです! [41;37m 設定パレット=[%d] 最後パレット番号=[%d] [31mカラーパレットがおかしいようです! [33m設定パレット=[%d] パレット数=[%d] ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c BGM設定game_play->sound_info.BGM=[%d] old_bgm=[%d] ----------------- 強制BGM=[%d] BGM=[%d] エンブ=[%d] status=[%d] Na_StartMorinigBgm ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c
lifemeter 문자열
pp=%x data=%f ../z_lifemeter.c ../z_lifemeter.c
lights 문자열
../z_lights.c ../z_lights.c ../z_lights.c ../z_lights.c ../z_lights.c
map_mark 문자열
%s: %u バイトの%sに失敗しました %s: %u バイトの%sに成功しました zelda_malloc 確保 zelda_malloc_DEBUG 確保 zelda_malloc_r 確保 zelda_malloc_r_DEBUG 確保 zelda_realloc 再確保 zelda_realloc_DEBUG 再確保 zelda_calloc 確保 ゼルダヒープ表示 ../z_map_mark.c dlftbl->allocp ../z_map_mark.c [41;37m部屋番号がオーバーしてるで,ヤバイで %d/%d MapMarkDraw の処理を中断します ../z_map_mark.c ../z_map_mark.c
Moji(문자) 문자열
../z_moji.c moji_tlut --> %X ../z_moji.c ../z_moji.c font_ff --> %X ../z_moji.c
기타
%s(%d): xyz_t: %s (%f %f %f) ../z_onepointdemo.c [41;37monepointdemo camera: demo number not found !! (%d) [41;37monepoint demo: error: too many cameras ... give up! type=%d [43;30monepointdemo camera[%d]: killed 'coz low priority (%d < %d) onepointdemo camera[%d]: delete timer=%d next=%d [43;30mactor attention demo camera: canceled by other camera [43;30mactor attention demo camera: change mode BOOKEEPON -> NORMAL [43;30mactor attention demo camera: %d: unkown part of actor %d [36m%06u: [m actor attention demo camera: request %d [35m× [m (%d) [34m○ [m (%d) [41;37mactor attention demo: give up!
map_exp 문자열
[33m PALETEセット 【 i=%x : room=%x 】Room_Inf[%d][4]=%x ( map_palete_no = %d ) [34m KKK=%d ../z_map_exp.c [33m デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d ../z_map_exp.c MAP 各階ONチェック ******* ******* room_no=%d (%d)(%d) ******* ******* ROOM_INF=%d [33m 部屋部屋=%d ../z_map_exp.c MAP テクスチャ初期化 scene_data_ID=%d mapSegment=%x parameter->mapSegment != NULL ../z_map_exp.c ../z_map_exp.c ../z_map_exp.c ../z_map_exp.c ../z_map_exp.c ../z_map_exp.c Game_play_demo_mode_check=%d ../z_map_exp.c 現在階=%d 現在部屋=%x 部屋数=%d [33m 階層切替=%x
parameter 문자열
일본어 | 영어 | 비고 |
---|---|---|
%\ALPHAーTYPE=%d LAST_TIME_TYPE=%d | %\ALPHAーTYPE=%d PREVIOUS_TYPE=%d | |
a_alpha=%d, c_alpha=%d → | a_alpha=%d, c_alpha=%d → | |
a_alpha=%d, c_alpha=%d | a_alpha=%d, c_alpha=%d | |
***(i=%d)*** | ***(i=%d)*** | |
???????? alpha_change( 50 ); ????? | ???????? alpha_change( 50 ); ????? | |
game_play->fade_direction || game_play->fbdemo_wipe_modem | game_play->fade_direction || game_play->fbdemo_wipe_modem | |
ボタン表示関係データ設定 scene_data_ID=%d | Button Display-Related Data Settings scene_data_ID=%d | |
[33m | [33m | |
parameter->button_status = %x,%x,%x | parameter->button_status = %x,%x,%x | |
h_gage=%d, b_button=%d, a_button=%d, c_bottle=%d | health_gage=%d, b_button=%d, a_button=%d, c_bottle=%d | |
c_warasibe=%d, c_hook=%d, c_ocarina=%d, c_warp=%d | c_trading=%d, c_hook=%d, c_ocarina=%d, c_warp=%d | |
c_sunmoon=%d, m_wind=%d, m_magic=%d, another=%d | c_daynight=%d, m_wind=%d, m_magic=%d, other=%d | |
Register_Item_Pt(%d)=%d | Register_Item_Pt(%d)=%d | |
Register_Item_Pt(%d)=%d | Register_Item_Pt(%d)=%d | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
[33m | [33m | |
item_get_setting=%d pt=%d z=%x | item_get_setting=%d pt=%d z=%x | |
[33m | [33m | |
封印 = %x | Medallions = %x | 메달(Medallions)은 일본어에서 실(Seal)이라고 부른다. |
[33m | [33m | |
楽譜 = %x | Sheet Music = %x | |
楽譜 = %x (%x) (%x) | Sheet Music = %x (%x) (%x) | |
[33m | [33m | |
精霊石 = %x | Spiritual Stones = %x | |
[33m | [33m | |
アイテム = %x | Items = %x | |
[33m | [33m | |
Nコイン = %x(%d) | N Coins = %x(%d) | N 코인 수는 황금 스탈튤라의 증표 수를 따른다. |
デクの実 %d(%d)=%d BS_count=%d | Deku Nuts %d(%d)=%d BS_count=%d | |
爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 | Bombs Bombs Bombs Bombs Bombs Bombs Bombs | |
%d本 Item_MaxGet=%d | %d Units Item_MaxGet=%d | |
回復ハート回復ハート回復ハート | Recovery Hearts Recovery Hearts Recovery Hearts | |
Item_Pt(1)=%d Item_Pt(2)=%d Item_Pt(3)=%d 空瓶=%d 中味=%d | Item_Pt(1)=%d Item_Pt(2)=%d Item_Pt(3)=%d Empty Bottle=%d Contents=%d | |
Item_Register(%d)=%d %d | Item_Register(%d)=%d %d | |
[32m | [32m | |
item_get_non_setting=%d pt=%d z=%x | item_get_non_setting=%d pt=%d z=%x | |
魔法の壷 Get_Inf_Table( 25, 0x0100)=%d | Magic Jar Get_Inf_Table( 25, 0x0100)=%d | |
Item_Register(%d) | Item_Register(%d) | |
アイテム消去(%d) | Item Elimination (%d) | |
item_no=%x, c_no=%x, Pt=%x Item_Register=%x | item_no=%x, c_no=%x, Pt=%x Item_Register=%x | |
妖精使用=%d | Fairy Use=%d | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
***** 増減=%d (now=%d, max=%d) *** | ***** Increase/Decrease=%d (now=%d, max=%d) *** | |
ハート減少半分!!=%d | Defense Doubled!!=%d | |
ライフ=%d *** %d ****** | Life=%d *** %d ****** | |
アイテム = (%d) 数 = (%d + %d) | Item = (%d) Number = (%d + %d) | |
合計 = (%d) | Total = (%d) | |
蓄電 MAGIC_NOW=%d (%d) | Charge MAGIC_NOW=%d (%d) | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
../z_parameter.c | ../z_parameter.c | |
EVENT_INF=%x | EVENT_INF=%x | |
event_xp[1]=%d, event_yp[1]=%d TOTAL_EVENT_TM=%d | event_xp[1]=%d, event_yp[1]=%d TOTAL_EVENT_TM=%d | |
TOTAL_EVENT_TM=%d | TOTAL_EVENT_TM=%d | |
../z_parameter.c | ../z_parameter.c | |
J_N=%x J_N=%x | J_N=%x J_N=%x | |
J_N=%x J_N=%x | J_N=%x J_N=%x | |
J_N=%x J_N=%x | J_N=%x J_N=%x | |
case 50 : alpha=%d alpha1=%d | case 50 : alpha=%d alpha1=%d | |
now_life=%d max_life=%d | now_life=%d max_life=%d | |
S_Private.now_life=%d S_Private.max_life=%d | S_Private.now_life=%d S_Private.max_life=%d | |
ルピー数MAX = %d | MAX Rupees = %d | |
[33m | [33m | |
魔法スター─────ト!!!!!!!!! | Magic Staaaaaaart!!!!!!!!! | |
MAGIC_MAX=%d | MAX_MAGIC=%d | |
MAGIC_NOW=%d | CURRENT_MAGIC=%d | |
Z_MAGIC_NOW_NOW=%d | Z_CURRENT_CURRENT_MAGIC=%d | |
Z_MAGIC_NOW_MAX=%d | Z_MAX_CURRENT_MAGIC=%d |
player_lib 문자열
../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c ../z_player_lib.c
prenmi 문자열
[43;30mprenmi_move ../z_prenmi.c (int)volume = %d [43;30mprenmi_draw ../z_prenmi.c ../z_prenmi.c [43;30mquake: too many request %d is changed new one !! [43;30mquake: stopped! 'coz camera [%d] killed!!
RCP 문자열
n != f ../z_rcp.c n != f ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c ../z_rcp.c
room 문자열
../z_room.c ../z_room.c ../z_room.c polygon2->num <= SHAPE_SORT_MAX ../z_room.c ../z_room.c JPEGデータを展開します JPEGデータアドレス %08x ワークバッファアドレス(Zバッファ)%08x 成功…だと思う。 time = %6.3f ms ワークバッファから元のアドレスに書き戻します。 元のバッファのサイズが150キロバイト無いと暴走するでしょう。 失敗!なんで〜 ../z_room.c ../z_room.c [41;37mz_room.c:カメラIDに一致するデータが存在しません camid=%d ../z_room.c ../z_room.c ../z_room.c ../z_room.c ROOM%d size=%d ../z_room.c game_play->room_rom_address.num = %d DOOR%d=<%d> ROOM1=<%d, %d> ROOM2=<%d, %d> [33m 部屋バッファサイズ=%08x(%5.1fK) ../z_room.c 部屋バッファ開始ポインタ=%08x 部屋バッファ終了ポインタ=%08x read_room_ID < game_play->room_rom_address.num ../z_room.c ../z_room.c this->ground_shape->polygon.type < number(Room_Draw_Proc) ../z_room.c
기타
../z_sample.c ../z_sample.c ../z_sample.c ../z_sample.c 装備アイテム抹消 = %d zzz=%d OBJECT[%d] SIZE %fK SEG=%x num=%d adrs=%x end=%x this->num < OBJECT_EXCHANGE_BANK_MAX && (this->status[this->num].Segment + size) < this->endSegment ../z_scene.c ../z_scene.c [32m オブジェクト入れ替えバンク情報 %8.3fKB ../z_scene.c OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x ../z_scene.c OBJECT[%d] SIZE %fK SEG=%x num=%d adrs=%x end=%x ../z_scene.c OBJECT EXCHANGE NO=%2d BANK=%3d SIZE=%8.3fK nextptr < this->endSegment ../z_scene.c オブジェクト入れ替え空きサイズ=%08x *** Scene_Word = { code=%d, data1=%02x, data2=%04x } *** [31m code の値が異常です scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX ../z_scene.c [ZU]sceneset age =[%X] [ZU]sceneset time =[%X] [ZU]sceneset counter=[%X] げぼはっ! 指定されたデータがないでええっす! そこで、大人の昼データを使用するでええっす!! game_play->demo_play.data=[%x] 000 area_arrival=%x (%d) ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c ../z_scene_table.c
../z_skelanime.c ../z_skelanime.c ../z_skelanime.c [31m Si2_Lod_draw():skelがNULLです。 ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c [31m Si2_Lod_draw_SV():skelがNULLです。 ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c [31m Si2_draw():skelがNULLです。 ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c [31m Si2_draw_SV():skelがNULLです。 ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c out = %08x ../z_skelanime.c ref_tbl = %08x ../z_skelanime.c frame_tbl = %08x ../z_skelanime.c tbl = %08x ../z_skelanime.c [31m Si2_draw2():skelがNULLです。NULLを返します。 ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c [31m Si2_draw2_SV():skelがNULLです。NULLを返します。 ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c joint_buff_num == joint_num ../z_skelanime.c [31m Skeleton_Info_Rom_SV_ct メモリアロケーションエラー ../z_skelanime.c ../z_skelanime.c joint_buff_num == this->joint_num ../z_skelanime.c [31m Skeleton_Info2_ct メモリアロケーションエラー ../z_skelanime.c ../z_skelanime.c joint_buff_num == this->joint_num ../z_skelanime.c [31m Skeleton_Info_Rom_SV_ct メモリアロケーションエラー ../z_skelanime.c ../z_skelanime.c [31m Skeleton_Info2_skin2_ct メモリアロケーションエラー ../z_skelanime.c now_joint あきまへん!! ../z_skelanime.c morf_joint あきまへん!!
skin 문자열
../z_skin.c ../z_skin.c ../z_skin.c ../z_skin.c ../z_skin.c ../z_skin.c ../z_skin.c ../z_skin.c ../z_skin_awb.c pskin_awb->avb_tbl != NULL ../z_skin_awb.c ../z_skin_awb.c psavb->buf[0] != NULL ../z_skin_awb.c ../z_skin_awb.c psavb->buf[1] != NULL ../z_skin_awb.c ../z_skin_awb.c ../z_skin_awb.c ../z_skin_awb.c [43;30m Skin_Matrix_InverseMatrix():逆行列つくれません Skin_Matrix_to_Mtx_new() 確保失敗:NULLを返して終了
SRAM 문자열
일본어 | 영어 |
---|---|
個人File作成 | Creating Personal File |
ぽいんと=%x(%d) | Point=%x(%d) |
[33m | [33m |
SCENE_DATA_ID = %d SceneNo = %d | SCENE_DATA_ID = %d SceneNo = %d |
scene_no = %d | scene_no = %d |
[34m | [34m |
============================================== | ============================================== |
%d, | %d, |
============================================== | ============================================== |
[32m | [32m |
============================================== | ============================================== |
%d, | %d, |
============================================== | ============================================== |
SRAM START─LOAD | SRAM START─LOAD |
ぽいんと=%x(%d) SAVE_MAX=%d | Point=%x(%d) SAVE_MAX=%d |
========= S(%d) ========= | ========= S(%d) ========= |
SAVEチェックサム計算 j=%x mmm=%x | SAVE Checksum Calculation j=%x mmm=%x |
ERROR!!! = %x(%d) | ERROR!!! = %x(%d) |
============ BACK─UP ================ | ============ BACK─UP ================ |
(B)SAVEチェックサム計算 j=%x mmm=%x | (B)SAVE Checksum Calculation j=%x mmm=%x |
ERROR!!! = %x(%d+3) | ERROR!!! = %x(%d+3) |
newf=%x,%x,%x,%x,%x,%x | newf=%x,%x,%x,%x,%x,%x |
-------------------------------------------------------------- | -------------------------------------------------------------- |
Check_Sum=%x(%x) | Check_Sum=%x(%x) |
????#%x,%x,%x,%x,%x,%x | ????#%x,%x,%x,%x,%x,%x |
ぽいんと=%x(%d+3) check_sum=%x(%x) | Point=%x(%d+3) check_sum=%x(%x) |
ぽいんと=%x(%d) check_sum=%x(%x) | Point=%x(%d) check_sum=%x(%x) |
SAVEデータ OK!!!! | SAVE DATA OK!!!! |
SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, 64DD=%x, HEART=%x | SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, 64DD=%x, HEART=%x |
f_64dd=%d, %d, %d | f_64dd=%d, %d, %d |
heart_status=%d, %d, %d | heart_status=%d, %d, %d |
now_life=%d, %d, %d | current_life=%d, %d, %d |
64DDフラグ=%d | 64DD Flag=%d |
newf=%x,%x,%x,%x,%x,%x | newf=%x,%x,%x,%x,%x,%x |
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ | $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ |
チェックサム=%x | Checksum=%x |
I=%x no=%d | I=%x no=%d |
I=%x no=%d | I=%x no=%d |
SAVE終了 | SAVE COMPLETE |
z_common_data.file_no = %d | z_common_data.file_no = %d |
SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, SAVE_64DD=%x | SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, SAVE_64DD=%x |
f_64dd[%d]=%d | f_64dd[%d]=%d |
heart_status[%d]=%d | heart_status[%d]=%d |
now_life[%d]=%d | current_life[%d]=%d |
CLEAR終了 | CLEAR COMPLETE |
READ=%d(%x) COPY=%d(%x) | READ=%d(%x) COPY=%d(%x) |
f_64dd[%d]=%d | f_64dd[%d]=%d |
heart_status[%d]=%d | heart_status[%d]=%d |
COPY終了 | COPY COMPLETE |
sram_initialize( Game *game, Sram *sram ) | sram_initialize( Game *game, Sram *sram ) |
SRAM破壊!!!!!! | SRAM CRASH!!!!!! |
SRAM破壊!!!!!! | SRAM CRASH!!!!!! |
GOOD!GOOD! サイズ=%d + %d = %d | GOOD!GOOD! Size=%d + %d = %d |
[34m | [34m |
Na_SetSoundOutputMode = %d | Na_SetSoundOutputMode = %d |
Na_SetSoundOutputMode = %d | Na_SetSoundOutputMode = %d |
Na_SetSoundOutputMode = %d | Na_SetSoundOutputMode = %d |
../z_sram.c | ../z_sram.c |
sram->read_buff != NULL | sram->read_buff != NULL |
../z_sram.c | ../z_sram.c |
ssSRAMReadWrite:%08x %08x %08x %d | ssSRAMReadWrite:%08x %08x %08x %d |
view 문자열
../z_view.c ../z_view.c view: initialize --- ulx >= 0 ../z_view.c uly >= 0 ../z_view.c lrx <= SCREEN_WD ../z_view.c lry <= SCREEN_HT ../z_view.c ../z_view.c ../z_view.c ../z_view.c ../z_view.c ../z_view.c projection ../z_view.c fovy %f near %f far %f scale %f aspect %f normal %08x projection %f %f %f %f viewing ../z_view.c viewing %f %f %f %f ../z_view.c ../z_view.c ../z_view.c projection ../z_view.c ../z_view.c ../z_view.c ../z_view.c projection ../z_view.c ../z_view.c ../z_view.c ../z_view.c projection ../z_view.c viewing ../z_view.c ../z_view.c ../z_view.c ../z_view.c ../z_view.c projection ../z_view.c projection ../z_view.c viewing ../z_view.c [31m eye が大きすぎます eye=[%8.3f %8.3f %8.3f] error=%d
vimode 문자열
../z_vimode.c osvimodep = %08x ../z_vimode.c osvimodep->comRegs.ctrl = %08x ../z_vimode.c osvimodep->comRegs.width = %08x ../z_vimode.c osvimodep->comRegs.burst = %08x ../z_vimode.c osvimodep->comRegs.vSync = %08x ../z_vimode.c osvimodep->comRegs.hSync = %08x ../z_vimode.c osvimodep->comRegs.leap = %08x ../z_vimode.c osvimodep->comRegs.hStart = %08x ../z_vimode.c osvimodep->comRegs.xScale = %08x ../z_vimode.c osvimodep->fldRegs[0].vStart = %08x ../z_vimode.c osvimodep->fldRegs[0].vBurst = %08x ../z_vimode.c osvimodep->fldRegs[0].origin = %08x ../z_vimode.c osvimodep->fldRegs[0].yScale = %08x ../z_vimode.c osvimodep->fldRegs[0].vIntr = %08x ../z_vimode.c osvimodep->fldRegs[1].vStart = %08x ../z_vimode.c osvimodep->fldRegs[1].vBurst = %08x ../z_vimode.c osvimodep->fldRegs[1].origin = %08x ../z_vimode.c osvimodep->fldRegs[1].yScale = %08x ../z_vimode.c osvimodep->fldRegs[1].vIntr = %08x osViModePalLan1 osViModeFpalLan1 Custom ../z_vismono.c ../z_vismono.c glistp_end = %08x ../z_vismono.c mono_dl = %08x ../z_vismono.c mono_dl + (1+3+1+1+80*(7+2+2+3)+1) = %08x ../z_vismono.c (1+3+1+1+80*(7+2+2+3)+1) = %08x glistp_end <= mono_dl + DLSIZE ../z_vismono.c ../z_vismono.c ../z_vismono.c glistp_end <= this->mono_dl + DLSIZE ../z_vismono.c
vr_box 문자열
../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[1] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[1] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c SIZE = %d ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[1] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c SIZE = %d ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ******************** TYPE=%d ******************** [32m ../z_vr_box.c vr_box->dpList != NULL ../z_vr_box.c ../z_vr_box.c vr_box->roomVtx != NULL ../z_vr_box.c ../z_vr_box.c vr_box->dpList != NULL ../z_vr_box.c ../z_vr_box.c vr_box->roomVtx != NULL ../z_vr_box.c ../z_vr_box.c vr_box->roomVtx != NULL ../z_vr_box.c ../z_vr_box_draw.c ../z_vr_box_draw.c ../z_vr_box_draw.c ../z_vr_box_draw.c
fbdemo 문자열
../z_fbdemo.c this->col * (1 + this->row * (1 + 7 + 1)) + 1 + 1 = %d ../z_fbdemo.c gp - this->gfxtbl = %d fbdemo_cleanup(%08x) msleep(100); ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c fbdemo_init(%08x, %d, %d) ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c fbdemo_init allocation error ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c rate=%f tx=%f ty=%f rotate=%f
데모 카메라 문자열
[41;37m0除算! ZCommonGet fade_speed に0がはいってる shrink_window_setval(%d) shrink_window_setnowval(%d) shrink_window_init() shrink_window_cleanup() キ-フレ-ムガ タリマセン。 サイセイデキマセン サイセイシュウリョウ サイセイチュウ! DEMO CAMERA TOOL モウハイリマセン トウロク テンメ ヘンコウ / > > < < < > *プレイヤ-* Eモ-ド ソウタイ Eモ-ドゼッタイ ガメン デモ ガメン フツウ Pジカン MAX リンク キオク リンク ムシ *ミテルイチ* *カメライチ* DEBUG CAMERA センタ-/ロック センタ-/フリ- DEMO CONTROL メモリガタリマセン メモリパック セーブ ロード クリア- ヲヌカナイデネ FREE BYTE NEED BYTE *メモリ-パック* ヲミツケラレマセン ファイル ヲ シテモイイデスカ? ゲンザイヘンシュウチュウノ ファイルハハキサレマス ハイ イイエ シテイマス ウワガキ シマシタ USE BYTE ニシッパイ Eモ-ド コテイ @@@static SplinedatZ %s[] = { @@@ /* key frame %2d */ { @@@ /* code */ %d, @@@ /* z */ %d, @@@ /* T */ %d, @@@ /* zoom */ %f, @@@ /* pos */ { %d, %d, %d } @@@ }, @@@}; @@@%d,%d,%d,%d, @@@%d,%d, @@@%d,%d, @@@ 0,0,0,2, /* Look Camera */ @@@ 0,1, /* dousa */ @@@ 0,0, /* Start Flame */ /* End Flame */ @@@0,0, /* Dammy */ @@@ @@@ %d, /* code */ @@@ %d, /* z */ /* sokudo */ /* zoom */ /* x pos */ /* y pos */ /* z pos */ @@@0,0, /* Dammy */ @@@ @@@ 0,0,0,1, /* Position Camera */ @@@ 0,1, /* dousa */ @@@ 0,0, /* Start Flame */ /* End Flame */ @@@0,0, /* Dammy */ @@@ @@@ %d, /* code */ @@@ %d, /* z */ /* sokudo */ /* zoom */ /* x pos */ /* y pos */ /* z pos */ @@@0,0, /* Dammy */ @@@ @@@/* *** spline point data ** start here *** */ Lookat Position @@@static short nPoints = %d; @@@static short nFrames = %d; @@@static short Mode = %d; @@@/* *** spline point data ** finish! *** */ ../db_camera.c %s: %d: デバッグカメラ メモリ確保失敗!! ../db_camera.c ../db_camera.c %s: %d: デバッグカメラ メモリ確保失敗!! ../db_camera.c ../db_camera.c ../db_camera.c ../db_camera.c ../db_camera.c %s: %d: デバッグカメラ メモリ確保失敗!! ../db_camera.c ../db_camera.c %s: %d: デバッグカメラ メモリ確保失敗!! ../db_camera.c @@@/* ****** spline point data ** start here ***** */ @@@/* ** %d ** */ Lookat Position @@@static short nPoints = %d; @@@static short nFrames = %d; @@@static short Mode = %d; @@@/* ****** spline point data ** finish! ***** */ PRESS B BUTTON PRESS B BUTTON PRESS B BUTTON ###%2d:(%c) (%d %d) %d %d %d @@@ /* CUT [%d] */
kaleido_scope 문자열
mempak: find '%c' (%d) mempak: find '%c' - '%c' %02x mempak: write %d byte '%c' (%d)->%d mempak: read %d byte '%c' (%d)<-%d mempak: alloc %d byte '%c' (%d) mempak: resize %d byte '%c' (%d) mempak: alloc %d byte '%c' (%d) with search mempak: delete '%c' (%d) kaleido_scope player_actor KaleidoArea_allocp ../z_kaleido_manager.c [32m OVL(k):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s [32m KaleidoArea の最大サイズは %d バイトを確保します ../z_kaleido_manager.c KaleidoArea_allocp ../z_kaleido_manager.c [32m KaleidoArea %08x - %08x 異常 [32m カレイド領域 強制排除 [32m プレイヤーアクター搬入 カレイド・スコープ入れ替え コンストラクト ../z_kaleido_scope_call.c kaleido_scope_move = %08x ../z_kaleido_scope_call.c kaleido_scope_move_func = %08x ../z_kaleido_scope_call.c kaleido_scope_draw = %08x ../z_kaleido_scope_call.c kaleido_scope_draw_func = %08x カレイド・スコープ入れ替え デストラクト PR_KAREIDOSCOPE_MODE=%d [32m カレイド領域 プレイヤー 強制排除 [32m カレイド領域 カレイドスコープ搬入 [32m カレイド領域 カレイドスコープ排出 point == 1 || point == 2
play 문자열
../z_play.c Game_play_shop_pr_vr_switch_set() ../z_play.c SCENE_NO=%d COUNTER=%d エンディングはじまるよー 出戻り? ZELDA ALLOC SIZE=%x ../z_play.c ゼルダヒープ %08x-%08x player has start camera ID ( [34m%d kawauso_data=[%x] object_exchange_rom_address %u RomStart RomEnd Size %08x-%08x %08x(%8.3fKB) fbdemo_init呼出し失敗! サウンドイニシャル来ました。111 サウンドイニシャル来ました。222 ../z_play.c "来た!!!!!!!!!!!!!!!!!!!!!" = %s 来た!!!!!!!!!!!!!!!!!!!!! ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d FINISH=%d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d [36mカレイドスコープ中につき視点変更を禁止しております [36mデモ中につき視点変更を禁止しております ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c ../z_play.c ../z_play.c ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c ../z_play.c SCENE SIZE %fK this->sceneSegment != NULL ../z_play.c ROOM SIZE=%fK
PreRender 문자열
[41;37mcamera control: error: fulled sub camera system area camera control: [46m [47;34m create new sub camera [%d] [46m [41;37mcamera control: error: never clear camera !! camera control: [46m [47;34m clear sub camera [%d] [46m [41;37mcamera control: error: camera No.%d already cleared [41;37mcamera control: error: return to main, other camera left. %d cleared!! this ../PreRender.c glistpp ../PreRender.c glistp ../PreRender.c this ../PreRender.c glistpp ../PreRender.c glistp ../PreRender.c this ../PreRender.c glistpp ../PreRender.c glistp ../PreRender.c this ../PreRender.c glistpp ../PreRender.c glistp ../PreRender.c this->zbuf_save ../PreRender.c this->zbuf ../PreRender.c this->fbuf_save ../PreRender.c this->fbuf ../PreRender.c this->cvg_save ../PreRender.c this ../PreRender.c glistpp ../PreRender.c glistp ../PreRender.c Error, should not be in here red=%3d %3d %3d %3d grn=%3d %3d %3d %3d blu=%3d %3d %3d %3d オーディオマネージャが OS_SC_PRE_NMI_MSG を受け取りました オーディオマネージャスレッド実行開始 ゼルダ共通データ初期化 last_button=%04x %08x
game 문자열
../game.c ハイラル滅亡まであと %08x バイト(game_alloc) ../game.c ../game.c ../game.c ../game.c ../game.c ハイラル確保 サイズ=%u バイト ../game.c ハイラル確保成功 ハイラル確保失敗 ../game.c ハイラル一時解放!! [31m メモリが足りません。ハイラルサイズを可能な最大値に変更します (hyral=%08x max=%08x free=%08x alloc=%08x) ハイラル再確保 サイズ=%u バイト ../game.c ハイラル再確保成功 ハイラル再確保失敗 ../game.c game コンストラクタ開始 game_set_next_game_null 処理時間 %d us gamealloc_init 処理時間 %d us init 処理時間 %d us this->cleanup ../game.c その他初期化 処理時間 %d us game コンストラクタ終了 game デストラクタ開始 this->cleanup ../game.c game デストラクタ終了 ハイラルは滅亡している 滅亡寸前のハイラルには %d バイトの余力もない(滅亡まであと %d バイト) ハイラルは滅亡してしまった [32m game_alloc(%08x) %08x-%08x [%s:%d] ?U?} this = %08x ptr = %08x size = %d ../gamealloc.c ptr->prev ../gamealloc.c ptr->next ../gamealloc.c ../gamealloc.c ../gamealloc.c vtx_cnt=%d spvtx_cnt=%d tri1_cnt=%d tri2_cnt=%d quad_cnt=%d line_cnt=%d sync_err=%d loaducode_cnt=%d dl_depth=%d dl_cnt=%d
graph 문자열
../graph.c game_init_func = %08x [31m RCPが帰ってきませんでした。 RCP is HUNG UP!! Oh! MY GOD!! ../graph.c ../graph.c ../graph.c WORK_DISP 開始 POLY_OPA_DISP 開始 POLY_XLU_DISP 開始 OVERLAY_DISP 開始 ../graph.c ../graph.c WORK_DISP 終了 POLY_OPA_DISP 終了 POLY_XLU_DISP 終了 OVERLAY_DISP 終了 ../graph.c ../graph.c ../graph.c do_count_fault [41;37mダイナミック領域先頭が破壊されています ../graph.c [41;37mダイナミック領域末尾が破壊されています ../graph.c [41;37mゼルダ0は死んでしまった(graph_alloc is empty) [41;37mゼルダ1は死んでしまった(graph_alloc is empty) [41;37mゼルダ4は死んでしまった(graph_alloc is empty) [43;30mPRE-NMIによりリセットモードに移行します グラフィックスレッド実行開始 クラスサイズ=%dバイト ../graph.c 確保失敗 CLASS SIZE= %d bytes GAME CLASS MALLOC FAILED ../graph.c グラフィックスレッド実行終了 graph_alloc siz=%d thga size=%08x bufp=%08x head=%08x tail=%08x graph_alloc siz=%d thga size=%08x bufp=%08x head=%08x tail=%08x ../listalloc.c ../listalloc.c
main 문자열
[32m システムヒープサイズ %08x(%dKB) 開始アドレス %08x mainproc 実行開始 システムヒープ初期化 %08x-%08x %08x ../main.c debug_InitArena(%08x, %08x) irqmgr タスクスケジューラの初期化 sched audio padmgr graph main.c: リセットされたみたいだよ mainproc 後始末 mainproc 実行終了
padmgr 문자열
%2d %d serialMsgQロック待ち %08x %08x %08x %2d %d serialMsgQをロックしました %08x %2d %d serialMsgQロック解除します %08x %08x %08x %2d %d serialMsgQロック解除しました %08x %08x %08x [33m padmgr: %dコン: %s 振動パック ぶるぶるぶるぶる [33m padmgr: %dコン: %s 振動パックで通信エラーが発生しました [33m padmgr: %dコン: %s 振動パック 停止 [33m padmgr: %dコン: %s 振動パックで通信エラーが発生しました [33m padmgr: %dコン: %s 振動パックが抜かれたようです [33m padmgr: %dコン: %s 振動パックではないコントローラパックが抜かれたようです [33m padmgr: %dコン: %s 振動パックを認識しました ../padmgr.c ++errcnt = %d [33m padmgr: %dコン: %s コントローラパックの通信エラー [33m padmgr: %dコン: %s 振動パック 停止 [33m padmgr: %dコン: %s 認識しました ../padmgr.c this->Key_switch[i] = %d [33m padmgr: %dコン: %s オーバーランエラーが発生 [33m padmgr: %dコン: %s 応答しません ../padmgr.c padnow1->errno = %x ../padmgr.c ../padmgr.c this->pad_status[i].type = %x 知らない種類のコントローラが接続されています padmgr_HandlePreNMI() コントローラスレッド実行開始 コントローラスレッドイベント待ち %lld ../padmgr.c padmgr_HandleRetraceMsg START %lld padmgr_HandleRetraceMsg END %lld コントローラスレッド実行終了 パッドマネージャ作成 padmgr_Create() cfbinfo->swapbuffer
sched 문자열
../sched.c osViSwapBuffer %08x %08x %08x ../sched.c (((u64)(now - audio_rsp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld ../sched.c (((u64)(now - graph_rsp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld ../sched.c (((u64)(now - rdp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld (type == M_AUDTASK) || (type == M_GFXTASK) || (type == M_NJPEGTASK) || (type == M_NULTASK) ../sched.c オーディオタスクをエントリしました グラフタスクをエントリしました sc->curRSPTask->list.t.type != M_AUDTASK ../sched.c %08d:osSpTaskYield sc->pending_swapbuffer1 ../sched.c sc->pending_swapbuffer2 ../sched.c sc->pending_swapbuffer1 ../sched.c sc->curRSPTask == NULL ../sched.c %08d:osSpTaskStartGo(%08x) %s AUDIO GRAPH OTHER [YIELD B] EN sc:%08x sp:%08x dp:%08x state:%x %08d:scHandleRetrace %08x %08x %08x %08x %d sc->curRSPTask ../sched.c RSP DONE %d %d [YIELDED] [NOT YIELDED] SP sc:%08x sp:%08x dp:%08x state:%x sc->curRDPTask ../sched.c sc->curRDPTask->list.t.type == M_GFXTASK ../sched.c DP sc:%08x sp:%08x dp:%08x state:%x osScKickEntryMsg %08d:待機中 %08d:ENTRY_MSG %08d:RSP_DONE_MSG %08d:RDP_DONE_MSG this
speed_meter 문자열
../speed_meter.c ../speed_meter.c ../speed_meter.c [31m ../speed_meter.c this->maxval = %d ../speed_meter.c ../speed_meter.c 8Mバイト以上のメモリが搭載されています RAM 8M mode (N64DD対応) このバージョンのマージンは %dK バイトです RAM4M mode ../sys_cfb.c システムが使用する最終アドレスは %08x です フレームバッファのアドレスは %08x と %08x です
기타
[43;30m Math3D_lineVsPosSuisenCross():直線の長さがありません cross = pos を返します。 [43;30m Math3DLengthPlaneAndPos():法線size がゼロ近いです%f %f %f [43;30m Math3DSignedLengthPlaneAndPos():法線size がゼロ近いです%f %f %f oF
../sys_matrix.c Matrix_now >= Matrix_stack ../sys_matrix.c %s %d: [%s] = / %12.6f %12.6f %12.6f %12.6f \ | %12.6f %12.6f %12.6f %12.6f | | %12.6f %12.6f %12.6f %12.6f | \ %12.6f %12.6f %12.6f %12.6f /
[31m **** Freeze!! **** this ../irqmgr.c ../irqmgr.c msgQ ../irqmgr.c this ../irqmgr.c ../irqmgr.c [41;37mirqmgr_SendMesgForClient:メッセージキューがあふれています mq=%08x cnt=%d [41;37mirqmgr_JamMesgForClient:メッセージキューがあふれています mq=%08x cnt=%d irqmgr.c: PRENMIから0.5秒経過 スタックは大丈夫みたいです [31m スタックがオーバーフローしたか危険な状態です 早々にスタックサイズを増やすか、スタックを消費しないようにしてください osAfterPreNMIが %d を返しました!? IRQマネージャスレッド実行開始 PRE_NMI_MSG スケジューラ:PRE_NMIメッセージを受信 PRENMI450_MSG スケジューラ:PRENMI450メッセージを受信 PRENMI480_MSG スケジューラ:PRENMI480メッセージを受信 PRENMI500_MSG スケジューラ:PRENMI500メッセージを受信 irqmgr.c:予期しないメッセージを受け取りました(%08x) IRQマネージャスレッド実行終了 this ../irqmgr.c stack ../irqmgr.c %s: %u バイトの%sに失敗しました %s: %u バイトの%sに成功しました debug_malloc 確保 debug_malloc_DEBUG 確保 debug_malloc_r 確保 debug_malloc_r_DEBUG 確保 debug_realloc 再確保 debug_realloc_DEBUG 再確保 debug_calloc 確保 ゼルダヒープ表示 Interrupt TLB modification TLB exception on load TLB exception on store Address error on load Address error on store Bus error on inst. Bus error on data System call exception Breakpoint exception Reserved instruction Coprocessor unusable Arithmetic overflow Trap exception Virtual coherency on inst. Floating point exception Watchpoint exception Virtual coherency on data Unimplemented operation Invalid operation Division by zero Overflow Underflow Inexact operation [41;37mfault_AddClient: %08x は既にリスト中にある [41;37mfault_RemoveClient: %08x リスト不整合です [41;37mfault_AddressConverterAddClient: %08x は既にリスト中にある [41;37mfault_AddressConverterRemoveClient: %08x は既にリスト中にある F%02d:%14.7e F%02d: %08x(16) F%02d:%14.7e F%02d: %08x(16) FPCSR:%08xH (%s) FPCSR:%08xH (%s) THREAD:%d (%d:%s) PC:%08xH SR:%08xH VA:%08xH AT:%08xH V0:%08xH V1:%08xH A0:%08xH A1:%08xH A2:%08xH A3:%08xH T0:%08xH T1:%08xH T2:%08xH T3:%08xH T4:%08xH T5:%08xH T6:%08xH T7:%08xH S0:%08xH S1:%08xH S2:%08xH S3:%08xH S4:%08xH S5:%08xH S6:%08xH S7:%08xH T8:%08xH T9:%08xH GP:%08xH SP:%08xH S8:%08xH RA:%08xH LO:%08xH THREAD ID:%d (%d:%s) PC:%08xH SR:%08xH VA:%08xH AT:%08xH V0:%08xH V1:%08xH A0:%08xH A1:%08xH A2:%08xH A3:%08xH T0:%08xH T1:%08xH T2:%08xH T3:%08xH T4:%08xH T5:%08xH T6:%08xH T7:%08xH S0:%08xH S1:%08xH S2:%08xH S3:%08xH S4:%08xH S5:%08xH S6:%08xH S7:%08xH T8:%08xH T9:%08xH GP:%08xH SP:%08xH S8:%08xH RA:%08xH LO:%08xH [37mKeyWaitB (LRZ [37m上 [33m下 [33m上 [37m下 [37m左 [33m左 [33m右 [37m右 [32mB [34mA [31mSTART [37m) [37mKeyWaitB'(LR左 [33m右 + [31mSTART [37m) %s %08x PrintDump %06x %08x Dump SP PC (VPC) %08x %08x -> %08x STACK TRACE SP PC (VPC) %08x %08x -> %08x 8CallBack (%d) %08x %08x %08x フォルトマネージャ:OS_EVENT_CPU_BREAKを受信しました フォルトマネージャ:OS_EVENT_FAULTを受信しました フォルトマネージャ:不明なメッセージを受信しました __osGetCurrFaultedThread()=%08x FindFaultedThread()=%08x STACK TRACE CONGRATURATIONS! All Pages are displayed. THANK YOU! You are great debugger! fault HungUp on Thread %d (NULL) (NULL) HungUp on Thread %d (NULL) (NULL) HungUp %s:%d
[3%dm [4%dm [%d;%dH G_ZBUFFER G_TEXTURE_ENABLE G_SHADE G_SHADING_SMOOTH G_CULL_FRONT G_CULL_BACK G_FOG G_LIGHTING G_TEXTURE_GEN G_TEXTURE_GEN_LINEAR G_LOD G_MTX_PROJECTION G_MTX_MODELVIEW G_MTX_LOAD G_MTX_MUL G_MTX_PUSH G_MTX_NOPUSH COMBINED TEXEL0 TEXEL1 PRIMITIVE SHADE ENVIRONMENT CENTER SCALE NOISE COMBINED_ALPHA TEXEL0_ALPHA TEXEL1_ALPHA PRIMITIVE_ALPHA SHADE_ALPHA ENV_ALPHA LOD_FRACTION PRIM_LOD_FRAC LOD_FRACTION COMBINED TEXEL0 TEXEL1 PRIMITIVE SHADE ENVIRONMENT PRIM_LOD_FRAC マイクロコードが一致しなかった AA_EN Z_CMP Z_UPD IM_RD CLR_ON_CVG CVG_DST_CLAMP CVG_DST_WRAP CVG_DST_FULL CVG_DST_SAVE ZMODE_OPA ZMODE_INTER ZMODE_XLU ZMODE_DEC CVG_X_ALPHA ALPHA_CVG_SEL FORCE_BL G_BL_CLR_IN G_BL_CLR_MEM G_BL_CLR_BL G_BL_CLR_FOG G_BL_A_IN G_BL_A_FOG G_BL_A_SHADE G_BL_0 G_BL_CLR_IN G_BL_CLR_MEM G_BL_CLR_BL G_BL_CLR_FOG G_BL_1MA G_BL_A_MEM G_BL_1 G_BL_0 GBL_c1(%s, %s, %s, %s)| GBL_c2(%s, %s, %s, %s) {{%6d, %6d, %6d, %d, %6d, %6d, %3d, %3d, %3d, %3d}}, /* vc%d */ {{%6d, %6d, %6d, %d, %6d, %6d, %3d, %3d, %3d, %3d}}, /* vn%d */ %08x: %08x-%08x: gsSPNoOp(), gsSPDisplayList(0x%08x), gsSPBranchList(0x%08x), RDPHALF_1(0x%08x), gsSPTextureRectangle(%d,%d,%d,%d,%d,%d,%d,%d,%d), gsSPLoadUcode(0x%08x, 0x%08x), gsSPLoadUcodeEx(0x%08x, 0x%08x, 0x%05x), gsSPEndDisplayList(), gsDPSetTile(%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d), ### TileSyncが必要です。 gsDPLoadTile(%d,%d,%d,%d,%d), gsDPLoadBlock(%d,%d,%d,%d,%d), ### LoadSyncが必要です。 gsDPSetTileSize(%d,%d,%d,%d,%d), gsDPLoadTLUTCmd(%d,%d), gsDPSetCombineLERP(%s,%s,%s,%s, %s,%s,%s,%s, %s,%s,%s,%s, %s,%s,%s,%s), ### PipeSyncが必要です。 SetAlphaDither G_AD_PATTERN G_AD_NOTPATTERN G_AD_NOISE G_AD_DISABLE SetColorDither G_CD_MAGICSQ G_CD_BAYER G_CD_NOISE SetCombineKey G_CK_NONE G_CK_KEY SetTextureConvert G_TC_CONV G_TC_FILTCONV G_TC_FILT SetTextureFilter G_TF_POINT G_TF_AVERAGE G_TF_BILERP SetTextureLUT G_TT_NONE G_TT_RGBA16 G_TT_IA16 SetTextureLOD G_TL_TILE G_TL_LOD SetTextureDetail G_TD_CLAMP G_TD_SHARPEN G_TD_DETAIL SetTexturePersp G_TP_PERSP G_TP_NONE SetCycleType G_CYC_1CYCLE G_CYC_2CYCLE G_CYC_COPY G_CYC_FILL SetColorDither G_CD_MAGICSQ G_CD_BAYER G_CD_NOISE PipelineMode G_PM_1PRIMITIVE G_PM_NPRIMITIVE gsDP%s(%s), gsSPSetOtherModeH(%d, %d, 0x%08x), ### PipeSyncが必要です。 gsDPSetAlphaCompare G_AC_NONE G_AC_THRESHOLD G_AC_DITHER gsDPSetDepthSource G_ZS_PIXEL G_ZS_PRIM gsDPSetRenderBlender( gsDP%s(%s), gsSPSetOtherModeL(%d, %d, 0x%08x), ### PipeSyncが必要です。 gsDPSetOtherMode(0x%08x, 0x%08x), ### PipeSyncが必要です。 G_SC_NON_INTERLACE G_SC_ODD_INTERLACE G_SC_EVEN_INTERLACE gsDPSetScissorFrac(%s, %d, %d, %d, %d), gsDPSetScissor(%s, %d, %d, %d, %d), gsDPFillRectangle(%d, %d, %d, %d), gsDPSetColorImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x) ), RGBA ### PipeSyncが必要です。 gsDPSetDepthImage(0x%08x(0x%08x)), ### PipeSyncが必要です。 gsDPSetTextureImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x)), RGBA gsDPSetEnvColor(%d, %d, %d, %d), ### PipeSyncが必要です。 gsDPSetBlendColor(%d, %d, %d, %d), ### PipeSyncが必要です。 gsDPSetFogColor(%d, %d, %d, %d), ### PipeSyncが必要です。 gsDPSetFillColor(0x%08x), ### PipeSyncが必要です。 gsDPSetPrimDepth(%d, %d), ### PipeSyncが必要です。 gsDPSetPrimColor(%d, %d, %d, %d, %d, %d), gsDPFullSync(), ### PipeSyncが必要です。 gsDPTileSync(), gsDPPipeSync(), gsDPLoadSync(), gsDPNoOp(), gsDPNoOpTag(%08x), count_gsDPNoOpHere([%s:%d]), count_gsDPNoOpOpenDisp([%s:%d]), count_gsDPNoOpCloseDisp([%s:%d]), count_gsDPNoOpString(%c%s%c, %d), count_gsDPNoOpWord(0x%08x, %d), count_gsDPNoOpFloat(%8.3f, %d), count_gsDPNoOpQuiet(), count_gsDPNoOpVerbose(), count_gsDPNoOpCallBack(%08x,%d), gsDPNoOpTag3(%02x, %08x, %04x), gsSPMatrix(0x%08x(%08x), 0 / %04x.%04x %04x.%04x %04x.%04x %.04x.%04x \/ %12.6f %12.6f %12.6f %12.6f \ | %04x.%04x %04x.%04x %04x.%04x %.04x.%04x || %12.6f %12.6f %12.6f %12.6f | | %04x.%04x %04x.%04x %04x.%04x %.04x.%04x || %12.6f %12.6f %12.6f %12.6f | \ %04x.%04x %04x.%04x %04x.%04x %.04x.%04x /\ %12.6f %12.6f %12.6f %12.6f / gsSPVertex(0x%08x(0x%08x), %d, %d), gsSPModifyVertex(%d, %s, %08x), G_MWO_POINT_RGBA G_MWO_POINT_ST G_MWO_POINT_XYSCREEN G_MWO_POINT_ZSCREEN G_MWO_POINT_???? gsSP1Triangle(%d, %d, %d), gsSPLine3D(%d, %d), gsSPLineW3D(%d, %d, %d), gsSP2Triangles(%d, %d, %d, 0, %d, %d, %d, 0), gsSP1Quadrangle(%d, %d, %d, %d, 0), gsSPCullDisplayList(%d, %d), gsSPBranchLessZraw(0x%08x(0x%08x), %d, 0x%08x), gsSPTexture(%d, %d, %d, %d, %s), G_ON G_OFF gsSPTextureL(%d, %d, %d, %d, %d, %s), G_ON G_OFF gsSPPopMatrix(G_MTX_MODELVIEW), gsSPPopMatrixN(G_MTX_MODELVIEW, %d), gsSPLoadGeometryMode( gsSPClearGeometryMode( gsSPSetGeometryMode( gsSPGeometryMode( gsSPSegment(%d, 0x%08x), gsSPClipRatio(FRUSTRATIO_%d), gsSPNumLights(%d), gsSPLightColor(%d, %d), gsSPFogFactor(%d, %d), gsSPPerspNormalize(%d), gsMoveWd(%d, %d, %d), gsSPViewport(0x%08x(0x%08x)), # vscale=[%d %d %d %d], vtrans=[%d %d %d %d] gsSPForceMatrix(0x%08x), gsSPLookAtX(0x%08x), gsSPLookAtY(0x%08x), gsSPLight(0x%08x,%d), gsMoveMem(0x%08x, %d, %d, %d), AnyDisplayList(), gsSPBgRectCopy(0x%08x(0x%08x)), gsSPBgRect1Cyc(0x%08x(0x%08x)), gsSPObjSprite(0x%08x(0x%08x)), gsSPObjRectangle(0x%08x(0x%08x)), gsSPObjRectangleR(0x%08x(0x%08x)), RDPHALF_0(0x%02x, 0x%08x, 0x%04x), gsSPObjMatrix(0x%08x(0x%08x)), gsSPObjSubMatrix(0x%08x(0x%08x)), gsSPObjLoadTxtr(0x%08x(0x%08x)), gsSPObjLoadTxSprite(0x%08x(0x%08x)), gsSPObjLoadTxRect(0x%08x(0x%08x)), gsSPObjLoadTxRectR(0x%08x(0x%08x)), gsSPSelectDL(0x%08x, %d, 0x%08x, 0x%08x), gsSPSelectBranchDL(0x%08x, %d, 0x%08x, 0x%08x), gsSPSegment(%d, 0x%08x), gsSPSetStatus(0x%08x, 0x%08x), gsMoveWd(%d, %d, %d), gsSPObjRenderMode(0x%08x), AnyDisplayList(), SUPERDMA FastCopy FastCopy SLOWCOPY BGCOPY
오디오 디버거 문자열
AUDIO : Ocarina Control Assign Normal AUDIO : Ocarina Control Assign Custom Presss NA_KEY_D4 %08x Presss NA_KEY_F4 %08x Presss NA_KEY_A4 %08x Presss NA_KEY_B4 %08x Presss NA_KEY_D5 %08x Audio Debug Mode - %s - Audio ScrPrt %04X BGM CANCEL:%s SE MUTE:%s PUSH CONT-4 A-BTN SE HANDLE:%s %02x %04x %02x %08x Seq 0 : %2x Seq 1 : %2x SE HD : %2x %s SE No. :%3x S-Out : %2x %s BGM Ent: %2x Spec : %2x Na Snd : %2x Cam Wt : %s Lnk Wt : %s SE Ent : %2x %s <%d> %2X %5d %5d %5d %02X %04X %04X FF ----- ----- ----- -- ---- ---- %2X %5d %5d %5d %3d %3d %04X FF ----- ----- ----- --- --- ---- %2X %5d %5d %5d %3d %3d %04X FF ----- ----- ----- --- --- ---- %2X %04X FF ---- Swicth : %d Lines : %d Color : %d %s : %d %s : %d ENVRONM : %d %s : %d %s : %d %s : %d %s : %d SEQ ENT : %d SWAP OFF %04x %04x %s Group Track:%d Sub Track :%d TRK NO. ENTRY MUTE OPENNOTE %2d,%2d VOL E VOL BANK ID PROG PAN PANPOW FXMIX PRIO VIB PIT VIB DEP TUNE TUNE %02X TOTAL %d DRIVER %05X / %05X AT-SEQ %02X-%02X (%05X-%05X / %05X) AT-BNK %02X-%02X (%05X-%05X / %05X) ST-SEQ %02Xseqs (%05X / %06X) %02x ST-BNK %02Xbanks (%05X / %06X) %02x E-MEM %05X / %05X BGM No. %02X SCENE SET %02X %s NEXT SCENE %02X %s NOW SCENE %02X %s NOW BLOCK %02X PORT %02X %02X %02X %02X %02X %02X %02X %02X SEQ INFO : %2d %02x %d PLAY INFO : %2d %02x %d 8note REC POINTER : %08x %02x OCA:%02x SEQ:%04x PLAY:%02x REC:%02x SE HD : %02x %s SE No. : %02x : %04x SE SW %s SE PR : %02x env_fx %d code_fx %d SPEC %d SOUND GAME FRAME NOW %f SOUND GAME FRAME MAX %f SWITCH BGM MODE %d %d %d (FLAG %d) ENEMY DIST %f VOL %3d GANON DIST VOL %3d DEMO FLAG %d MARON BGM DIST %f NATURE FAILED %01x SARIA BGM PTR %08x POLI %d(%d) Middle Boss BGM Start not stack
기타
gfxprint_open:2重オープンです osSpGetStatus=%08x: HALT BROKE DMA_BUSY DMA_FULL IO_FULL SSTEP INTR_BREAK YIELD YIELDED TASKDONE SIG3 SIG4 SIG5 SIG6 SIG7 osDpGetStatus=%08x: XBUS_DMEM_DMA FREEZE FLUSH START_GCLK TMEM_BUSY PIPE_BUSY CMD_BUSY CBUF_READY DMA_BUSY END_VALID START_VALID ../loadfragment2.c OVL:SPEC(%08x-%08x) REAL(%08x-%08x) OFFSET(%08x) ../mtxuty-cvt.c ../mtxuty-cvt.c ../mtxuty-cvt.c ../mtxuty-cvt.c DoRelocation(%08x, %08x, %08x) text=%08x, data=%08x, rodata=%08x, bss=%08x %02d %08x %08x %08x %08x %08x %08x %08x ダイナミックリンクファンクションのロードを開始します TEXT,DATA,RODATA+relをDMA転送します(%08x-%08x) TEXT(%08x), DATA(%08x), RODATA(%08x), BSS(%08x) リロケーションします BSS領域をクリアします(%08x-%08x) REL領域をクリアします(%08x-%08x) ダイナミックリンクファンクションのロードを終了します
%s: %u バイトの%sに失敗しました %s: %u バイトの%sに成功しました malloc 確保 malloc_DEBUG 確保 malloc_r 確保 malloc_r_DEBUG 確保 realloc 再確保 realloc_DEBUG 再確保 calloc 確保 システムヒープ表示 [41;37m緊急事態!メモリリーク発見! (block=%08x) [41;37m緊急事態!メモリリーク発見! (block=%08x) [41;37m緊急事態!メモリリーク検出! (block=%08x s=%08x e=%08x p=%08x) [41;37m__osFree:不正解放(%08x) [41;37m__osFree:二重解放(%08x) [41;37m__osFree:確保時と違う方法で解放しようとした (%08x:%08x) [41;37m__osFree:不正解放(%08x) [%s:%d ] [41;37m__osFree:二重解放(%08x) [%s:%d ] [41;37m__osFree:確保時と違う方法で解放しようとした (%08x:%08x) __osRealloc(%08x, %d) メモリブロックサイズが変わらないためなにもしません 現メモリブロックの後ろにフリーブロックがあるので結合します 新たにメモリブロックを確保して内容を移動します 現メモリブロックの後ろのフリーブロックを大きくしました 現メモリブロックの後ろにフリーブロックがないので生成します フリーブロック生成するだけの空きがありません アリーナは初期化されていません アリーナの内容 (0x%08x) メモリブロック範囲 status サイズ [時刻 s ms us ns: TID:src:行] %08x-%08x%c %s %08x 空き 確保 [%016llu:%2d:%s:%d] **NULL** %08x Block Invalid 確保ブロックサイズの合計 0x%08x バイト 空きブロックサイズの合計 0x%08x バイト 最大空きブロックサイズ 0x%08x バイト ARENA INFO (0x%08x) Arena is uninitalized Memory Block Region status size %08x-%08x%c %s %08x %08x Block Invalid Total Alloc Block Size %08x Total Free Block Size %08x Largest Free Block Size %08x アリーナの内容をチェックしています... (%08x) [41;37mおおっと!! (%08x %08x) アリーナはまだ、いけそうです
message_PAL 문자열
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일본어 | 영어 | 비고 |
---|---|---|
メッセージが,見つかった!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x) | Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x) | |
メッセージが,見つかった!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x) | Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x) | |
メッセージが,見つからなかった!!! = %x | Message not found!!! = %x | |
メッセージが,見つかった!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x) | Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x) | |
録音開始 録音開始 録音開始 録音開始 -> | Recording Start / Recording Start / Recording Start / Recording Start -> | |
録音再生 録音再生 録音再生 録音再生 -> | Recording Playback / Recording Playback / Recording Playback / Recording Playback -> | |
8音録音開始 8音録音開始 8音録音開始 -> | 8 Note Recording Start / 8 Note Recording Start / 8 Note Recording Start -> | |
8音再生 8音再生 8音再生 -> | 8 Note Playback / 8 Note Playback / 8 Note Playback -> | |
輪唱開始 輪唱開始 輪唱開始 輪唱開始 -> | Musical Round Start / Musical Round Start / Musical Round Start / Musical Round Start -> | |
カエルの合唱 カエルの合唱 -> | Frog Chorus / Frog Chorus -> | |
オカリナ(%d) | Ocarina(%d) | |
000000000000 -> | 000000000000 -> | |
111111111111 -> | 111111111111 -> | |
222222222222 -> | 222222222222 -> | |
msg_mode=%d | msg_mode=%d | |
タイマー (%x) (%x) | Timer (%x) (%x) | |
合計wct=%x(%d) | Total wct=%x(%d) | |
サウンド(SE) | Sound (SFX) | |
../z_message_PAL.c | ../z_message_PAL.c | |
アイテム32-0 | Item 32-0 | |
../z_message_PAL.c | ../z_message_PAL.c | |
アイテム24=%d (%d) {%d} | Item 24=%d (%d) {%d} | |
JJ=%d | JJ=%d | |
NZ_NEXTMSG=%x, %x, %x | NZ_NEXTMSG=%x, %x, %x | |
名前 = | Name = | |
EVENTタイマー = | EVENT TIMER = | |
流鏑馬スコア = %d | Horseback Archery Score = %d | |
金スタ合計数 = %d | Total Gold Skulltula Tokens = %d | |
%x(%x) | %x(%x) | |
釣り堀魚サイズ = | Fishing Pond Fish Size = | |
%x(%x) | %x(%x) | |
ランキング=%d | Ranking=%d | |
HI_SCORE( kanfont->mbuff.nes_mes_buf[message->rdp] & 0xff000000 ) = %x | HI_SCORE( kanfont->mbuff.nes_mes_buf[message->rdp] & 0xff000000 ) = %x | |
score=%d | score=%d | |
ゼルダ時間 = | Zelda Time = | |
ITEM_NO=(%d) (%d) | ITEM_NO=(%d) (%d) | |
../z_message_PAL.c | ../z_message_PAL.c | |
../z_message_PAL.c | ../z_message_PAL.c | |
NZ_TIMER_END (key_off_flag=%d) | NZ_TIMER_END (key_off_flag=%d) | |
NZ_BGM (key_off_flag=%d) | NZ_BGM (key_off_flag=%d) | |
[33m | [33m | |
???????????????? z_message.c ?????????????????? | ???????????????? z_message.c ?????????????????? | |
../z_message_PAL.c | ../z_message_PAL.c | |
../z_message_PAL.c | ../z_message_PAL.c | |
../z_message_PAL.c | ../z_message_PAL.c | |
../z_message_PAL.c | ../z_message_PAL.c | |
吹き出し種類=%d | Text Box Type=%d | |
../z_message_PAL.c | ../z_message_PAL.c | |
[34m | [34m | |
めっせーじ=%x(%d) | Message=%x(%d) | |
[32m | [32m | |
めっせーじ=%x message->msg_data | Message=%x message->msg_data | |
[32m | [32m | |
ocarina_check_bit[%d]=%x | ocarina_check_bit[%d]=%x | |
ocarina_bit = %x | ocarina_bit = %x | |
[31m☆☆☆☆☆ オカリナ番号=%d(%d) ☆☆☆☆☆ | [31m☆☆☆☆☆ Ocarina Number=%d(%d) ☆☆☆☆☆ | |
ocarina_set 000000000000000000 = %d | ocarina_set 000000000000000000 = %d | |
222222222 | 222222222 | |
333333333 | 333333333 | |
オカリナモード = %d (%x) | Ocarina Mode = %d (%x) | |
演奏開始 | Music Performance Start | |
?????録音再生 録音再生 録音再生 録音再生 -> | ?????Recording Playback / Recording Playback / Recording Playback / Recording Playback -> | |
台上演奏 | On Stage Performance | |
Na_StartOcarinaSinglePlayCheck2( message->ocarina_no ); | Na_StartOcarinaSinglePlayCheck2( message->ocarina_no ); | |
演奏チェック=%d | Performance Check=%d | |
locate=%d onpu_pt=%d | locate=%d note_pt=%d | |
Ocarina_Flog 正解模範演奏=%x | Ocarina_Frog Correct Example Performance=%x | |
Ocarina_Flog 正解模範演奏=%x | Ocarina_Frog Correct Example Performance=%x | |
Ocarina_Free 正解模範演奏=%x | Ocarina_Free Correct Example Performance=%x | |
正解模範演奏=%x | Correct Example Performance=%x | |
ここここここ | kokokokokoko | |
キャンセル | Cancel | |
[32m | [32m | |
Na_StopOcarinaMode(); | Na_StopOcarinaMode(); | |
Na_StopOcarinaMode(); | Na_StopOcarinaMode(); | |
Na_StopOcarinaMode(); | Na_StopOcarinaMode(); | |
ocarina_no=%d 選曲=%d | ocarina_no=%d Song Chosen=%d | |
模範演奏=%x | Example Performance=%x | |
[33m | [33m | |
☆☆☆ocarina=%d message->ocarina_no=%d | ☆☆☆ocarina=%d message->ocarina_no=%d | |
[33m | [33m | |
Ocarina_PC_Wind=%d(%d) ☆☆☆ | Ocarina_PC_Wind=%d(%d) ☆☆☆ | |
[32m | [32m | |
Ocarina_C_Wind=%d(%d) ☆☆☆ | Ocarina_C_Wind=%d(%d) ☆☆☆ | |
→ OCARINA_MODE=%d | → OCARINA_MODE=%d | |
onpu_buff[%d]=%x | note_buff[%d]=%x | |
M_OCARINA20 : ocarina_no=%x status=%x | M_OCARINA20 : ocarina_no=%x status=%x | |
[33m | [33m | |
z_message.c 取得メロディ=%d | z_message.c Melody Acquired=%d | |
案山子録音 初期化 | Scarecrow Recording Initialization | |
onpu_pt=%d, locate=%d | note_pt=%d, locate=%d | |
入力ボタン【%d】=%d | Button Entered【%d】=%d | |
録音終了!!!!!!!!! message->info->status=%d | Recording complete!!!!!!!!! message->info->status=%d | |
aaaaaaaaaaaaaa | aaaaaaaaaaaaaa | |
録音終了!!!!!!!!!録音終了 | Recording complete!!!!!!!!!Recording Complete | |
[33m | [33m | |
============================================== | ============================================== | |
%d, | %d, | |
============================================== | ============================================== | |
status=%d (%d) | status=%d (%d) | |
bbbbbbbbbbb | bbbbbbbbbbb | |
8音録音OK! | 8 Note Recording OK! | |
[33m | [33m | |
============================================== | ============================================== | |
%d, | %d, | |
============================================== | ============================================== | |
すでに存在する曲吹いた!!! | Played an existing song!!! | |
cccccccccccc | cccccccccccc | |
輪唱失敗!!!!!!!!! | Musical round failed!!!!!!!!! | |
輪唱成功!!!!!!!!! | Musical round succeeded!!!!!!!!! | |
../z_message_PAL.c | ../z_message_PAL.c | |
../z_message_PAL.c | ../z_message_PAL.c | |
MESSAGE | MESSAGE | |
../z_message_PAL.c | ../z_message_PAL.c | |
../z_message_PAL.c | ../z_message_PAL.c | |
msgno=%d | msgno=%d | |
メッセージが,見つかった!!! = %x | Message found!!! = %x | |
dxpos=%d dypos=%d dypos1 dypos2=%d | dxpos=%d dypos=%d dypos1 dypos2=%d | |
message->msg_disp_type=%x | message->msg_disp_type=%x | |
OCARINA_MODE=%d -> | OCARINA_MODE=%d -> | |
InRaceSeq=%d(%d) OCARINA_MODE=%d --> | InRaceSeq=%d(%d) OCARINA_MODE=%d --> | |
OCARINA_MODE=%d | OCARINA_MODE=%d | |
select=%d | select=%d | |
[32m | [32m | |
day_time=%x active_camera=%d | day_time=%x active_camera=%d | |
== day_time=%x | == day_time=%x | |
OCARINA_MODE=%d chk_ocarina_no=%d | OCARINA_MODE=%d chk_ocarina_no=%d |
construct 문자열
常駐PARAMETERセグメント=%x ../z_construct.c parameter->parameterSegment=%x parameter->parameterSegment != NULL ../z_construct.c ../z_construct.c ../z_construct.c DOアクション テクスチャ初期=%x parameter->do_actionSegment=%x parameter->do_actionSegment != NULL ../z_construct.c ../z_construct.c ../z_construct.c ../z_construct.c アイコンアイテム テクスチャ初期=%x parameter->icon_itemSegment=%x parameter->icon_itemSegment != NULL ../z_construct.c Register_Item[%x, %x, %x, %x] ../z_construct.c ../z_construct.c ../z_construct.c ../z_construct.c ../z_construct.c EVENT=%d restart_flag=%d タイマー停止!!!!!!!!!!!!!!!!!!!!! = %d PARAMETER領域=%x ../z_construct.c message->fukidashiSegment=%x 吹き出しgame_alloc=%x message->fukidashiSegment != NULL ../z_construct.c