the cutting room mirror

ko

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.

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

Œキ- /

Œ키 /

(センタ-テン)

(센터 점)

(ゲンテン)

(원점)

Œ(プレイヤ-)

Œ(플레이어)

(イチアワセ)

(위치조정)

(セッテイ)

(설정)

(キャッカン)

(객관)

ŒポイントNo.

Œ포인트 No.

ガカク

화각(畵角)

ŒNフレ-ム

ŒN프레임

Zカイテン

Z회전

Œモ-ド

Œ모드

Rチュウシン

R중심

Pジカン

P시간

キョリ

Œ거리

Xカイテン

X회전

Yカイテン

Y회전

Œフレ-ム

Œ프레임

Œト-タル

Œ토탈

Œキ-

Œ키

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 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

[41;37mcamera: error: illegal camera ID (%d) !! (%d|%d|%d)

[41;37mcamera: error: illegal camera ID (%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
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../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
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../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
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../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
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../z_scene_table.c
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../z_scene_table.c
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../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()
Œ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   /  
>            >
<            <
<          >
Œ*プレイヤ-*
ŒEモ-ド ソウタイ
ŒEモ-ドゼッタイ
ガメンŒ   デモ
ガメン   フツウ
Pジカン  MAX
Œリンク    キオク
Œリンク     ムシ
*ミテルイチ*
Œ*カメライチ*
DEBUG CAMERA
Œセンタ-/ロック
Œセンタ-/フリ-
DEMO CONTROL
Œメモリガタリマセン
Œメモリパック
Œセーブ
Œロード
Œクリア-
ヲヌカナイデネ
FREE      BYTE
NEED      BYTE
Œ*メモリ-パック*
ヲミツケラレマセン
Œ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
Œ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
ŒE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)
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[41;37m__osFree:確保時と違う方法で解放しようとした (%08x:%08x)
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__osRealloc(%08x, %d)
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アリーナはまだ、いけそうです

message_PAL 문자열#

이 문서는 조사가 더 필요합니다.
아이디어 및 발견한 것들을 토론 페이지에 올려주세요.
상세 정보: 아이템 24는 무엇입니까? 아이템 32-0은 무엇입니까?

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