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 |
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 |
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
../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#
|
|
이 문서는 조사가 더 필요합니다. |
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