From CloudModding OoT Wiki

Overview

Data

Original Translation
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 PREREND0
PREREND1 PREREND1
PREREND3 PREREND3
DOOR0 DOOR0
DOORC DOORC
RAIL3 RAIL3
START0 START0
START1 START1
FREE0 FREE0
FREE2 FREE2
CIRCLE4 CIRCLE4
CIRCLE5 CIRCLE5
DEMO0 CUTSCENE0
DEMO1 CUTSCENE1
MORI1 FOREST1
ITEM0 ITEM0
ITEM1 ITEM1
DEMO3 CUTSCENE3
DEMO4 CUTSCENE4
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 KEEPON
TALK TALK
BATTLE BATTLE
CLIMB CLIMB
SUBJECT SUBJECT
BOWARROW BOWARROW
BOWARROWZ BOWARROWZ
FOOKSHOT FOOKSHOT
BOOMERANG BOOMERANG
PACHINCO PACHINCO
CLIMBZ CLIMBZ
JUMP JUMP
HANG HANG
HANGZ HANGZ
FREEFALL FREEFALL
CHARGE CHARGE
STILL STILL
PUSHPULL PUSHPULL
BOOKEEPON BOOKEEPON
NONE NONE
NORM0() NORM0()
NORM1() NORM1()
NORM2() NORM2()
NORM3() NORM3()
NORM4() NORM4()
PARA0() PARA0()
PARA1() PARA1()
PARA2() PARA2()
PARA3() PARA3()
PARA4() PARA4()
KEEP0() KEEP0()
KEEP1() KEEP1()
KEEP2() KEEP2()
KEEP3() KEEP3()
KEEP4() KEEP4()
SUBJ0() SUBJ0()
SUBJ1() SUBJ1()
SUBJ2() SUBJ2()
SUBJ3() SUBJ3()
SUBJ4() SUBJ4()
JUMP0() JUMP0()
JUMP1() JUMP1()
JUMP2() JUMP2()
JUMP3() JUMP3()
JUMP4() JUMP4()
BATT0() BATT0()
BATT1() BATT1()
BATT2() BATT2()
BATT3() BATT3()
BATT4() BATT4()
FIXD0() FIXD0()
FIXD1() FIXD1()
FIXD2() FIXD2()
FIXD3() FIXD3()
FIXD4() FIXD4()
DATA0() DATA0()
DATA1() DATA1()
DATA2() DATA2()
DATA3() DATA3()
DATA4() DATA4()
UNIQ0() UNIQ0()
UNIQ1() UNIQ1()
UNIQ2() UNIQ2()
UNIQ3() UNIQ3()
UNIQ4() UNIQ4()
UNIQ5() UNIQ5()
UNIQ6() UNIQ6()
UNIQ7() UNIQ7()
UNIQ8() UNIQ8()
UNIQ9() UNIQ9()
DEMO0() CUTSCENE0()
DEMO1() CUTSCENE1()
DEMO2() CUTSCENE2()
DEMO3() CUTSCENE3()
DEMO4() CUTSCENE4()
DEMO5() CUTSCENE5()
DEMO6() CUTSCENE6()
DEMO7() CUTSCENE7()
DEMO8() CUTSCENE8()
DEMO9() CUTSCENE9()
SPEC0() SPEC0()
SPEC1() SPEC1()
SPEC2() SPEC2()
SPEC3() SPEC3()
SPEC4() SPEC4()
SPEC5() SPEC5()
SPEC6() SPEC6()
SPEC7() SPEC7()
SPEC8() SPEC8()
SPEC9() SPEC9()
U+008Cフレ-ム U+008C frame
U+008Cキ- / U+008C key /
U+008D(センタ-テン) U+008D (centerpoint)
U+008D(ゲンテン) U+008D (origin point)
U+008C(プレイヤ-) U+008C (player)
U+008D(イチアワセ) U+008D (alignment)
U+008D(セッテイ) U+008D (settings)
U+008D(キャッカン) U+008D (object)
U+008CポイントNo. U+008C point No.
U+008Dガカク U+008D viewing angle
U+008CNフレ-ム U+008C N frame
U+008DZカイテン U+008D Z rotation
U+008Cモ-ド U+008C mode
RU+008Dチュウシン RU+008D focal point
U+008DPジカン U+008DP time
U+008Dキョリ U+008D range
U+008DXカイテン U+008D X rotation
U+008DYカイテン U+008D Y rotation
d d
U+008Cフレ-ム U+008C frame
U+008Cト-タル U+008C total
U+008Cキ- / U+008C key /
ABZSuldr*+LRudl ABZSuldr*+LRudl
Non Non
Sound Control Sound Control
Spec Info Spec Info
Heap Info Heap Info
Grp Track Info Grp Track Info
Sub Track Info Sub Track Info
Channel Info Channel Info
Interface Info Interface Info
SE Flag Swap SE Flag Swap
Block Change BGM Block Change BGM
Natural Sound Control Natural Sound Control
Ocarina Test Ocarina Test
SE Parameter Change SE Parameter Change
Scroll Print Scroll Print
Free FIELD Free FIELD
PLAYER PLAYER
ITEM ITEM
ENVIROMENT ENVIROMENT
ENEMY ENEMY
SYSTEM SYSTEM
OCARINA OCARINA
VOICE VOICE
W-STEREO W-STEREO
HEADPHONE HEADPHONE
3D SOUND 3D SOUND
MONO MONO
SWAP SWAP
ADD ADD
A A
S S
X X
OFF OFF
ON ON
STBY STBY
SE SE
[41;37m<INAGAKI CHECK> dist over! flag:%04X ptr:%08X pos:%f-%f-%f[m [41;37m<INAGAKI CHECK> dist over! flag:%04X ptr:%08X pos:%f-%f-%f[m
SEQ H SEQ H
L L
../z_en_a_keep.c ../z_en_a_keep.c
../z_en_a_keep.c ../z_en_a_keep.c
../z_en_a_keep.c ../z_en_a_keep.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
../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 ../z_en_item00.c
ブラ─頂点追加処理:テーブルオーバー %d BLUR TOP ADDITION PROCESSING: TABLE EXCEEDED %d
ブラ─空白追加処理:テーブルオーバー %d BLUR NULL ADDITION PROCESSING: TABLE EXCEEDED %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() CANNOT RESERVE TOP.
../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() CANNOT RESERVE TOP.
../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 CAN'T OBTAIN EffectBlureInfo2_disp_makeDisplayList() MATRIX, FORCED TO END
../z_eff_blure.c ../z_eff_blure.c
ブラ─表示:頂点確保できず。強制終了 BLUR DISPLAY: CANNOT RESERVE TOP. FORCED TO END
../z_eff_blure.c ../z_eff_blure.c
ブラ─表示:頂点テーブル確保できず BLUR DISPLAY: TOP - CANNOT RESERVE TABLE
../z_eff_blure.c ../z_eff_blure.c
[31m [31m
EffectShieldParticle_ct():パーティクル数がオーバしてます。 EffectShieldParticle_ct(): PARTICLE NUMBER EXCEEDED.
[m [m
../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 CANNOT BE 0.
table_sizeオーバー table_size EXCEEDED
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(): MEMORY RESERVATION FAILURE 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
E;€ E;€
E;€ E;€
EffectAdd():確保できません。注意してください。Type%d EffectAdd(): CANNOT BE RESERVED. PLEASE BE CAREFUL. Type%d
エフェクト追加せずに終了します。 COMPLETED WITHOUT ADDING EFFECTS.
エフェクト総て解放 TOTAL EFFECT DEALLOCATION
エフェクト総て解放 終了 TOTAL EFFECT DEALLOCATION COMPLETE
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(): NOT AN OVERLAY
../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 EffectSoftSprite2_makeEffect(): %dbyte MEMORY CANNOT BE RESERVED DUE TO zelda_malloc_r().
せん。そのため、プログラムのロードも AS A RESULT, THE PROGRAM CANNOT BE LOADED.
出来ません。ただいま危険な状態です! WHAT A RISKY SITUATION!
もちろん,エフェクトも出ません。 NATURALLY, EFFECTS WILL NOT BE PRODUCED EITHER.
[m [m
[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
[m [m
EffectSoftSprite2_makeEffect():すでにエフェクトはロード済みで EffectSoftSprite2_makeEffect(): EFFECTS HAVE ALREADY BEEN LOADED, BUT
すが,コンストラクターがNULLなので追加をやめます。 THE CONSTRUCTOR IS NULL, SO ADDITION WILL NOT OCCUR.
直してください。(メモリーの無駄) %08x %d PLEASE FIX THIS.(WASTE OF MEMORY) %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(): FOR SOME REASON, THE CONSTRUCTOR HAS FAILED. THE CONSTRUCTOR HAS RETURNED AN ERROR. CEASING EFFECT ADDITION.
[m [m
[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(): THE POSITION IS OUTSIDE THE FIELD, SO IT WILL BE DELETD. EFFECT LABEL No.%d: PLEASE MAKE IT COMPATIBLE WITH THE PROGRAM. RIGHT HERE ==> pos(%f, %f, %f) IS WHERE THE z_effect_soft_sprite_dlftbls.decl LABEL IS LOCATED.
[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。 PLEASE CONSULT IF USING pos FOR SOMETHING ELSE.
[m [m
../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
event_chk_inf[0] event_chk_inf[0]
event_chk_inf[1] event_chk_inf[1]
event_chk_inf[2] event_chk_inf[2]
event_chk_inf[3] event_chk_inf[3]
event_chk_inf[4] event_chk_inf[4]
event_chk_inf[5] event_chk_inf[5]
event_chk_inf[6] event_chk_inf[6]
event_chk_inf[7] event_chk_inf[7]
event_chk_inf[8] event_chk_inf[8]
event_chk_inf[9] event_chk_inf[9]
event_chk_inf[10] event_chk_inf[10]
event_chk_inf[11] event_chk_inf[11]
event_chk_inf[12] event_chk_inf[12]
event_chk_inf[13] event_chk_inf[13]
item_get_inf[0] item_get_inf[0]
item_get_inf[1] item_get_inf[1]
item_get_inf[2] item_get_inf[2]
item_get_inf[3] item_get_inf[3]
inf_table[0] inf_table[0]
inf_table[1] inf_table[1]
inf_table[2] inf_table[2]
inf_table[3] inf_table[3]
inf_table[4] inf_table[4]
inf_table[5] inf_table[5]
inf_table[6] inf_table[6]
inf_table[7] inf_table[7]
inf_table[8] inf_table[8]
inf_table[9] inf_table[9]
inf_table[10] inf_table[10]
inf_table[11] inf_table[11]
inf_table[12] inf_table[12]
inf_table[13] inf_table[13]
inf_table[14] inf_table[14]
inf_table[15] inf_table[15]
inf_table[16] inf_table[16]
inf_table[17] inf_table[17]
inf_table[18] inf_table[18]
inf_table[19] inf_table[19]
inf_table[20] inf_table[20]
inf_table[21] inf_table[21]
inf_table[22] inf_table[22]
inf_table[23] inf_table[23]
inf_table[24] inf_table[24]
inf_table[25] inf_table[25]
inf_table[26] inf_table[26]
inf_table[27] inf_table[27]
inf_table[28] inf_table[28]
inf_table[29] inf_table[29]
event_inf[0] event_inf[0]
event_inf[1] event_inf[1]
event_inf[2] event_inf[2]
event_inf[3] event_inf[3]
../flg_set.c ../flg_set.c
1 1
0 0
../flg_set.c ../flg_set.c
既にリンクされています ALREADY LINKED
ロードに失敗しました LOADING FAILED
[32m [32m
OVL(d):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s OVL(d):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s
[m [m
../z_DLF.c ../z_DLF.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
Actorクラス デストラクトがありません [%s] NO Actor CLASS DESTRUCT [%s]
[m [m
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) ACTOR NAME (%08x:%s)
コメント:%s COMMAND:%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 MAGIC LENS START
魔法のメガネ 見えないActor表示 START MAGIC LENS INVISIBLE ACTOR DISPLAY START
魔法のメガネ 見えないActor表示 MAGIC LENS INVISIBLE ACTOR DISPLAY
魔法のメガネ 見えないActor表示 END MAGIC LENS INVISIBLE ACTOR DISPLAY END
青い眼鏡(外側) BLUE SPECTACLES (EXTERIOR)
青い眼鏡(外側) BLUE SPECTACLES (EXTERIOR)
魔法のメガネ END MAGIC LENS 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 ABSOLUTE MAGIC FIELD DEALLOCATION
../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 ACTOR CLIENT IS NOW 0
オーバーレイ解放しません OVERLAY WILL NOT BE DEALLOCATED
絶対魔法領域確保なので解放しません ABSOLUTE MAGIC FIELD RESERVED, SO DEALLOCATION WILL NOT OCCUR
オーバーレイ解放します OVERLAY DEALLOCATED
../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  %d OF ACTOR CLIENT REMAINS
[m [m
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] ACTOR CLASS ADDITION [%d:%s]
[43;30mActorセット数オーバー [43;30mActorSET NUMBER EXCEEDED
[m [m
オーバーレイではありません NOT AN OVERLAY
既にロードされています ALREADY LOADED
actor_segsize <= AM_FIELD_SIZE actor_segsize <= AM_FIELD_SIZE
../z_actor.c ../z_actor.c
AMF:絶対魔法領域 AMF: ABSOLUTE MAGIC FIELD
絶対魔法領域確保 %d バイト確保 ABSOLUTE MAGIC FIELD RESERVATION - %d BYTES RESERVED
[41;37mActorプログラムメモリが確保できません [41;37m CANNOT RESERVE ACTOR PROGRAM MEMORY
[m [m
[32m [32m
OVL(a):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s OVL(a):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s
[m [m
[41;37mデータバンク無し!!<データバンク=%d>(profilep->bank=%d) [41;37m NO DATA BANK!!<DATA BANK=%d>(profilep->bank=%d)
[m [m
[41;37mActorクラス確保できません! %s <サイズ=%dバイト> [41;37m ACTOR CLASS CANNOT BE RESERVED! %s <SIZE=%d BYTES>
[m [m
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 ACTOR CLIENT No. %d
アクタークラス削除 [%s] ACTOR CLASS DELETED [%s]
../z_actor.c ../z_actor.c
オーバーレイではありません NOT AN OVERLAY
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
Player Player
En_Test En_Test
En_GirlA En_GirlA
En_Part En_Part
En_Light En_Light
En_Door En_Door
En_Box En_Box
Bg_Dy_Yoseizo Bg_Dy_Yoseizo
Bg_Hidan_Firewall Bg_Hidan_Firewall
En_Poh En_Poh
En_Okuta En_Okuta
Bg_Ydan_Sp Bg_Ydan_Sp
En_Bom En_Bom
En_Wallmas En_Wallmas
En_Dodongo En_Dodongo
En_Firefly En_Firefly
En_Horse En_Horse
En_Item00 En_Item00
En_Arrow En_Arrow
En_Elf En_Elf
En_Niw En_Niw
En_Tite En_Tite
En_Reeba En_Reeba
En_Peehat En_Peehat
En_Butte En_Butte
En_Insect En_Insect
En_Fish En_Fish
En_Holl En_Holl
En_Scene_Change En_Scene_Change
En_Zf En_Zf
En_Hata En_Hata
Boss_Dodongo Boss_Dodongo
Boss_Goma Boss_Goma
En_Zl1 En_Zl1
En_Viewer En_Viewer
En_Goma En_Goma
Bg_Pushbox Bg_Pushbox
En_Bubble En_Bubble
Door_Shutter Door_Shutter
En_Dodojr En_Dodojr
En_Bdfire En_Bdfire
En_Boom En_Boom
En_Torch2 En_Torch2
En_Bili En_Bili
En_Tp En_Tp
En_St En_St
En_Bw En_Bw
En_A_Obj En_A_Obj
En_Eiyer En_Eiyer
En_River_Sound En_River_Sound
En_Horse_Normal En_Horse_Normal
En_Ossan En_Ossan
Bg_Treemouth Bg_Treemouth
Bg_Dodoago Bg_Dodoago
Bg_Hidan_Dalm Bg_Hidan_Dalm
Bg_Hidan_Hrock Bg_Hidan_Hrock
En_Horse_Ganon En_Horse_Ganon
Bg_Hidan_Rock Bg_Hidan_Rock
Bg_Hidan_Rsekizou Bg_Hidan_Rsekizou
Bg_Hidan_Sekizou Bg_Hidan_Sekizou
Bg_Hidan_Sima Bg_Hidan_Sima
Bg_Hidan_Syoku Bg_Hidan_Syoku
En_Xc En_Xc
Bg_Hidan_Curtain Bg_Hidan_Curtain
Bg_Spot00_Hanebasi Bg_Spot00_Hanebasi
En_Mb En_Mb
En_Bombf En_Bombf
En_Zl2 En_Zl2
Bg_Hidan_Fslift Bg_Hidan_Fslift
En_OE2 En_OE2
Bg_Ydan_Hasi Bg_Ydan_Hasi
Bg_Ydan_Maruta Bg_Ydan_Maruta
Boss_Ganondrof Boss_Ganondrof
En_Am En_Am
En_Dekubaba En_Dekubaba
En_M_Fire1 En_M_Fire1
En_M_Thunder En_M_Thunder
Bg_Ddan_Jd Bg_Ddan_Jd
Bg_Breakwall Bg_Breakwall
En_Jj En_Jj
En_Horse_Zelda En_Horse_Zelda
Bg_Ddan_Kd Bg_Ddan_Kd
Door_Warp1 Door_Warp1
Obj_Syokudai Obj_Syokudai
Item_B_Heart Item_B_Heart
En_Dekunuts En_Dekunuts
Bg_Menkuri_Kaiten Bg_Menkuri_Kaiten
Bg_Menkuri_Eye Bg_Menkuri_Eye
En_Vali En_Vali
Bg_Mizu_Movebg Bg_Mizu_Movebg
Bg_Mizu_Water Bg_Mizu_Water
Arms_Hook Arms_Hook
En_fHG En_fHG
Bg_Mori_Hineri Bg_Mori_Hineri
En_Bb En_Bb
Bg_Toki_Hikari Bg_Toki_Hikari
En_Yukabyun En_Yukabyun
Bg_Toki_Swd Bg_Toki_Swd
En_Fhg_Fire En_Fhg_Fire
Bg_Mjin Bg_Mjin
Bg_Hidan_Kousi Bg_Hidan_Kousi
Door_Toki Door_Toki
Bg_Hidan_Hamstep Bg_Hidan_Hamstep
En_Bird En_Bird
En_Wood02 En_Wood02
En_Lightbox En_Lightbox
En_Pu_box En_Pu_box
En_Trap En_Trap
En_Arow_Trap En_Arow_Trap
En_Vase En_Vase
En_Ta En_Ta
En_Tk En_Tk
Bg_Mori_Bigst Bg_Mori_Bigst
Bg_Mori_Elevator Bg_Mori_Elevator
Bg_Mori_Kaitenkabe Bg_Mori_Kaitenkabe
Bg_Mori_Rakkatenjo Bg_Mori_Rakkatenjo
En_Vm En_Vm
Demo_Effect Demo_Effect
Demo_Kankyo Demo_Kankyo
Bg_Hidan_Fwbig Bg_Hidan_Fwbig
En_Floormas En_Floormas
En_Heishi1 En_Heishi1
En_Rd En_Rd
En_Po_Sisters En_Po_Sisters
Bg_Heavy_Block Bg_Heavy_Block
Bg_Po_Event Bg_Po_Event
Obj_Mure Obj_Mure
En_Sw En_Sw
Boss_Fd Boss_Fd
Object_Kankyo Object_Kankyo
En_Du En_Du
En_Fd En_Fd
En_Horse_Link_Child En_Horse_Link_Child
Door_Ana Door_Ana
Bg_Spot02_Objects Bg_Spot02_Objects
Bg_Haka Bg_Haka
Magic_Wind Magic_Wind
Magic_Fire Magic_Fire
En_Ru1 En_Ru1
Boss_Fd2 Boss_Fd2
En_Fd_Fire En_Fd_Fire
En_Dh En_Dh
En_Dha En_Dha
En_Rl En_Rl
En_Encount1 En_Encount1
Demo_Du Demo_Du
Demo_Im Demo_Im
Demo_Tre_Lgt Demo_Tre_Lgt
En_Fw En_Fw
Bg_Vb_Sima Bg_Vb_Sima
En_Vb_Ball En_Vb_Ball
Bg_Haka_Megane Bg_Haka_Megane
Bg_Haka_MeganeBG Bg_Haka_MeganeBG
Bg_Haka_Ship Bg_Haka_Ship
Bg_Haka_Sgami Bg_Haka_Sgami
En_Heishi2 En_Heishi2
En_Encount2 En_Encount2
En_Fire_Rock En_Fire_Rock
En_Brob En_Brob
Mir_Ray Mir_Ray
Bg_Spot09_Obj Bg_Spot09_Obj
Bg_Spot18_Obj Bg_Spot18_Obj
Boss_Va Boss_Va
Bg_Haka_Tubo Bg_Haka_Tubo
Bg_Haka_Trap Bg_Haka_Trap
Bg_Haka_Huta Bg_Haka_Huta
Bg_Haka_Zou Bg_Haka_Zou
Bg_Spot17_Funen Bg_Spot17_Funen
En_Syateki_Itm En_Syateki_Itm
En_Syateki_Man En_Syateki_Man
En_Tana En_Tana
En_Nb En_Nb
Boss_Mo Boss_Mo
En_Sb En_Sb
En_Bigokuta En_Bigokuta
En_Karebaba En_Karebaba
Bg_Bdan_Objects Bg_Bdan_Objects
Demo_Sa Demo_Sa
Demo_Go Demo_Go
En_In En_In
En_Tr En_Tr
Bg_Spot16_Bombstone Bg_Spot16_Bombstone
Bg_Hidan_Kowarerukabe Bg_Hidan_Kowarerukabe
Bg_Bombwall Bg_Bombwall
Bg_Spot08_Iceblock Bg_Spot08_Iceblock
En_Ru2 En_Ru2
Obj_Dekujr Obj_Dekujr
Bg_Mizu_Uzu Bg_Mizu_Uzu
Bg_Spot06_Objects Bg_Spot06_Objects
Bg_Ice_Objects Bg_Ice_Objects
Bg_Haka_Water Bg_Haka_Water
En_Ma2 En_Ma2
En_Bom_Chu En_Bom_Chu
En_Horse_Game_Check En_Horse_Game_Check
Boss_Tw Boss_Tw
En_Rr En_Rr
En_Ba En_Ba
En_Bx En_Bx
En_Anubice En_Anubice
En_Anubice_Fire En_Anubice_Fire
Bg_Mori_Hashigo Bg_Mori_Hashigo
Bg_Mori_Hashira4 Bg_Mori_Hashira4
Bg_Mori_Idomizu Bg_Mori_Idomizu
Bg_Spot16_Doughnut Bg_Spot16_Doughnut
Bg_Bdan_Switch Bg_Bdan_Switch
En_Ma1 En_Ma1
Boss_Ganon Boss_Ganon
Boss_Sst Boss_Sst
En_Ny En_Ny
En_Fr En_Fr
Item_Shield Item_Shield
Bg_Ice_Shelter Bg_Ice_Shelter
En_Ice_Hono En_Ice_Hono
Item_Ocarina Item_Ocarina
Magic_Dark Magic_Dark
Demo_6K Demo_6K
En_Anubice_Tag En_Anubice_Tag
Bg_Haka_Gate Bg_Haka_Gate
Bg_Spot15_Saku Bg_Spot15_Saku
Bg_Jya_Goroiwa Bg_Jya_Goroiwa
Bg_Jya_Zurerukabe Bg_Jya_Zurerukabe
Bg_Jya_Cobra Bg_Jya_Cobra
Bg_Jya_Kanaami Bg_Jya_Kanaami
Fishing Fishing
Obj_Oshihiki Obj_Oshihiki
Bg_Gate_Shutter Bg_Gate_Shutter
Eff_Dust Eff_Dust
Bg_Spot01_Fusya Bg_Spot01_Fusya
Bg_Spot01_Idohashira Bg_Spot01_Idohashira
Bg_Spot01_Idomizu Bg_Spot01_Idomizu
Bg_Po_Syokudai Bg_Po_Syokudai
Bg_Ganon_Otyuka Bg_Ganon_Otyuka
Bg_Spot15_Rrbox Bg_Spot15_Rrbox
Bg_Umajump Bg_Umajump
Arrow_Fire Arrow_Fire
Arrow_Ice Arrow_Ice
Arrow_Light Arrow_Light
Item_Etcetera Item_Etcetera
Obj_Kibako Obj_Kibako
Obj_Tsubo Obj_Tsubo
En_Wonder_Item En_Wonder_Item
En_Ik En_Ik
Demo_Ik Demo_Ik
En_Skj En_Skj
En_Skjneedle En_Skjneedle
En_G_Switch En_G_Switch
Demo_Ext Demo_Ext
Demo_Shd Demo_Shd
En_Dns En_Dns
Elf_Msg Elf_Msg
En_Honotrap En_Honotrap
En_Tubo_Trap En_Tubo_Trap
Obj_Ice_Poly Obj_Ice_Poly
Bg_Spot03_Taki Bg_Spot03_Taki
Bg_Spot07_Taki Bg_Spot07_Taki
En_Fz En_Fz
En_Po_Relay En_Po_Relay
Bg_Relay_Objects Bg_Relay_Objects
En_Diving_Game En_Diving_Game
En_Kusa En_Kusa
Obj_Bean Obj_Bean
Obj_Bombiwa Obj_Bombiwa
Obj_Switch Obj_Switch
Obj_Elevator Obj_Elevator
Obj_Lift Obj_Lift
Obj_Hsblock Obj_Hsblock
En_Okarina_Tag En_Okarina_Tag
En_Yabusame_Mark En_Yabusame_Mark
En_Goroiwa En_Goroiwa
En_Ex_Ruppy En_Ex_Ruppy
En_Toryo En_Toryo
En_Daiku En_Daiku
En_Nwc En_Nwc
En_Blkobj En_Blkobj
Item_Inbox Item_Inbox
En_Ge1 En_Ge1
Obj_Blockstop Obj_Blockstop
En_Sda En_Sda
En_Clear_Tag En_Clear_Tag
En_Niw_Lady En_Niw_Lady
En_Gm En_Gm
En_Ms En_Ms
En_Hs En_Hs
Bg_Ingate Bg_Ingate
En_Kanban En_Kanban
En_Heishi3 En_Heishi3
En_Syateki_Niw En_Syateki_Niw
En_Attack_Niw En_Attack_Niw
Bg_Spot01_Idosoko Bg_Spot01_Idosoko
En_Sa En_Sa
En_Wonder_Talk En_Wonder_Talk
Bg_Gjyo_Bridge Bg_Gjyo_Bridge
En_Ds En_Ds
En_Mk En_Mk
En_Bom_Bowl_Man En_Bom_Bowl_Man
En_Bom_Bowl_Pit En_Bom_Bowl_Pit
En_Owl En_Owl
En_Ishi En_Ishi
Obj_Hana Obj_Hana
Obj_Lightswitch Obj_Lightswitch
Obj_Mure2 Obj_Mure2
En_Go En_Go
En_Fu En_Fu
En_Changer En_Changer
Bg_Jya_Megami Bg_Jya_Megami
Bg_Jya_Lift Bg_Jya_Lift
Bg_Jya_Bigmirror Bg_Jya_Bigmirror
Bg_Jya_Bombchuiwa Bg_Jya_Bombchuiwa
Bg_Jya_Amishutter Bg_Jya_Amishutter
Bg_Jya_Bombiwa Bg_Jya_Bombiwa
Bg_Spot18_Basket Bg_Spot18_Basket
En_Ganon_Organ En_Ganon_Organ
En_Siofuki En_Siofuki
En_Stream En_Stream
En_Mm En_Mm
En_Ko En_Ko
En_Kz En_Kz
En_Weather_Tag En_Weather_Tag
Bg_Sst_Floor Bg_Sst_Floor
En_Ani En_Ani
En_Ex_Item En_Ex_Item
Bg_Jya_Ironobj Bg_Jya_Ironobj
En_Js En_Js
En_Jsjutan En_Jsjutan
En_Cs En_Cs
En_Md En_Md
En_Hy En_Hy
En_Ganon_Mant En_Ganon_Mant
En_Okarina_Effect En_Okarina_Effect
En_Mag En_Mag
Door_Gerudo Door_Gerudo
Elf_Msg2 Elf_Msg2
Demo_Gt Demo_Gt
En_Po_Field En_Po_Field
Efc_Erupc Efc_Erupc
Bg_Zg Bg_Zg
En_Heishi4 En_Heishi4
En_Zl3 En_Zl3
Boss_Ganon2 Boss_Ganon2
En_Kakasi En_Kakasi
En_Takara_Man En_Takara_Man
Obj_Makeoshihiki Obj_Makeoshihiki
Oceff_Spot Oceff_Spot
End_Title End_Title
En_Torch En_Torch
Demo_Ec Demo_Ec
Shot_Sun Shot_Sun
En_Dy_Extra En_Dy_Extra
En_Wonder_Talk2 En_Wonder_Talk2
En_Ge2 En_Ge2
Obj_Roomtimer Obj_Roomtimer
En_Ssh En_Ssh
En_Sth En_Sth
Oceff_Wipe Oceff_Wipe
Oceff_Storm Oceff_Storm
En_Weiyer En_Weiyer
Bg_Spot05_Soko Bg_Spot05_Soko
Bg_Jya_1flift Bg_Jya_1flift
Bg_Jya_Haheniron Bg_Jya_Haheniron
Bg_Spot12_Gate Bg_Spot12_Gate
Bg_Spot12_Saku Bg_Spot12_Saku
En_Hintnuts En_Hintnuts
En_Nutsball En_Nutsball
Bg_Spot00_Break Bg_Spot00_Break
En_Shopnuts En_Shopnuts
En_It En_It
En_GeldB En_GeldB
Oceff_Wipe2 Oceff_Wipe2
Oceff_Wipe3 Oceff_Wipe3
En_Niw_Girl En_Niw_Girl
En_Dog En_Dog
En_Si En_Si
Bg_Spot01_Objects2 Bg_Spot01_Objects2
Obj_Comb Obj_Comb
Bg_Spot11_Bakudankabe Bg_Spot11_Bakudankabe
Obj_Kibako2 Obj_Kibako2
En_Dnt_Demo En_Dnt_Demo
En_Dnt_Jiji En_Dnt_Jiji
En_Dnt_Nomal En_Dnt_Nomal
En_Guest En_Guest
Bg_Bom_Guard Bg_Bom_Guard
En_Hs2 En_Hs2
Demo_Kekkai Demo_Kekkai
Bg_Spot08_Bakudankabe Bg_Spot08_Bakudankabe
Bg_Spot17_Bakudankabe Bg_Spot17_Bakudankabe
Obj_Mure3 Obj_Mure3
En_Tg En_Tg
En_Mu En_Mu
En_Go2 En_Go2
En_Wf En_Wf
En_Skb En_Skb
Demo_Gj Demo_Gj
Demo_Geff Demo_Geff
Bg_Gnd_Firemeiro Bg_Gnd_Firemeiro
Bg_Gnd_Darkmeiro Bg_Gnd_Darkmeiro
Bg_Gnd_Soulmeiro Bg_Gnd_Soulmeiro
Bg_Gnd_Nisekabe Bg_Gnd_Nisekabe
Bg_Gnd_Iceblock Bg_Gnd_Iceblock
En_Gb En_Gb
En_Gs En_Gs
Bg_Mizu_Bwall Bg_Mizu_Bwall
Bg_Mizu_Shutter Bg_Mizu_Shutter
En_Daiku_Kakariko En_Daiku_Kakariko
Bg_Bowl_Wall Bg_Bowl_Wall
En_Wall_Tubo En_Wall_Tubo
En_Po_Desert En_Po_Desert
En_Crow En_Crow
Door_Killer Door_Killer
Bg_Spot11_Oasis Bg_Spot11_Oasis
Bg_Spot18_Futa Bg_Spot18_Futa
Bg_Spot18_Shutter Bg_Spot18_Shutter
En_Ma3 En_Ma3
En_Cow En_Cow
Bg_Ice_Turara Bg_Ice_Turara
Bg_Ice_Shutter Bg_Ice_Shutter
En_Kakasi2 En_Kakasi2
En_Kakasi3 En_Kakasi3
Oceff_Wipe4 Oceff_Wipe4
En_Eg En_Eg
Bg_Menkuri_Nisekabe Bg_Menkuri_Nisekabe
En_Zo En_Zo
Obj_Makekinsuta Obj_Makekinsuta
En_Ge3 En_Ge3
Obj_Timeblock Obj_Timeblock
Obj_Hamishi Obj_Hamishi
En_Zl4 En_Zl4
En_Mm2 En_Mm2
Bg_Jya_Block Bg_Jya_Block
Obj_Warp2block Obj_Warp2block
actor_dlftbls %u actor_dlftbls %u
RomStart RomEnd SegStart SegEnd allocp profile segname RomStart RomEnd SegStart SegEnd allocp profile segname
 %08x %08x %08x %08x %08x %08x %s  %08x %08x %08x %08x %08x %08x %s
 ?  ?
actor_dlftbls %u actor_dlftbls %u
No. RamStart- RamEnd cn Name No. RamStart- RamEnd cn Name
 %3d %08x-%08x %3d %s  %3d %08x-%08x %3d %s
[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(): POSITION INVALID. pos (%f,%f,%f) file:%s line:%d
[m [m
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 INADEQUATE FUNCTION. PROCESSING COMPLETE.
[m [m
 !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 BUFFER MEMORY SIZE -------------*/
/* BGCheck LonLonサイズ %dbyte */ /* BGCheck LonLon SIZE %dbyte */
/* BGCheck ミニサイズ %dbyte */ /* BGCheck MINI SIZE %dbyte */
/* BGCheck Spot用サイズ %dbyte */ /* BGCheck Spot SIZE %dbyte */
/* BGCheck ノーマルサイズ %dbyte */ /* BGCheck NORMAL SIZE %dbyte */
../z_bgcheck.c ../z_bgcheck.c
../z_bgcheck.c ../z_bgcheck.c
[32m [32m
/*---結局 BG使用サイズ %dbyte---*/ /*---RESULTING BG USAGE SIZE %dbyte---*/
[m [m
[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(): THAT bg_actor_index IS UNUSED. index=%d
[m [m
../z_bgcheck.c ../z_bgcheck.c
こいつ,pself_actor->name %d THIS ONE, pself_actor->name %d
../z_bgcheck.c ../z_bgcheck.c
../z_bgcheck.c ../z_bgcheck.c
こいつ,pself_actor->name %d THIS ONE, pself_actor->name %d
../z_bgcheck.c ../z_bgcheck.c
こいつ,pself_actor->name %d THIS ONE, pself_actor->name %d
../z_bgcheck.c ../z_bgcheck.c
../z_bgcheck.c ../z_bgcheck.c
こいつ,pself_actor->name %d THIS ONE, pself_actor->name %d
pself_actor == NULLで犯人不明 pself_actor == NULL, CULPRIT UNCLEAR
../z_bgcheck.c ../z_bgcheck.c
こいつ,pself_actor->name %d THIS ONE, 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(): DYNAMIC POLYGON - NO EMPTY INDEX
[m [m
[32m [32m
DynaPolyInfo_setActor():index %d DynaPolyInfo_setActor():index %d
[m [m
[32m [32m
DynaPolyInfo_delReserve():index %d DynaPolyInfo_delReserve():index %d
[m [m
[32m [32m
DynaPolyInfo_delReserve():削除されているはずの(?) DynaPolyInfo_delReserve(): SHOULD BE UNDERGOING DELETION (?)
インデックス(== -1)のため,処理を中止します。 DUE TO INDEX (== -1), PROCESSING WILL BE CANCELLED.
[m [m
[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(): DUE TO AN INABILITY TO DEALLOCATE THE INDEX, OR DUE TO BEING UNRESERVED, PROCESING WILL BE CANCELLED. index == %d
[m [m
[31m [31m
DynaPolyInfo_expandSRT():polygon over %dが%dを越えるとダメ DynaPolyInfo_expandSRT():polygon over %d CANNOT BE OVER %d
[31m [31m
DynaPolyInfo_expandSRT():vertex over %dが%dを越えるとダメ DynaPolyInfo_expandSRT():vertex over %d CANNOT BE OVER %d
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(): DELETED index=%d
[m [m
[32m [32m
DynaPolyInfo_setup():削除 index=%d DynaPolyInfo_setup(): DELETED index=%d
[m [m
 !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
[31m [31m
BGCheckCollection_typicalActorPos():位置が妥当ではありません。 BGCheckCollection_typicalActorPos(): POSITION INVALID.
pos (%f,%f,%f) file:%s line:%d pos (%f,%f,%f) file:%s line:%d
[m [m
[43;30mcamera: foward check: too many layer! [43;30mcamera: foward check: too many layer!
[m [m
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
[m [m
 %f (%f %f %f) %f  %f (%f %f %f) %f
[43;30mcamera: climb: no floor [43;30mcamera: climb: no floor
[m [m
[43;30mcamera: warning: battle: target is not valid, change parallel [43;30mcamera: warning: battle: target is not valid, change parallel
[m [m
camera: battle: target actor name [34m%d[m camera: battle: target actor name [34m%d[m
camera: battle: target actor name [41;37m%d[m camera: battle: target actor name [41;37m%d[m
camera: battle: change target %d -> [34m%d[m camera: battle: change target %d -> [34m%d[m
[43;30mcamera: warning: keepon: target is not valid, change parallel [43;30mcamera: warning: keepon: target is not valid, change parallel
[m [m
[43;30mcamera: warning: talk: target is not valid, change parallel [43;30mcamera: warning: talk: target is not valid, change parallel
[m [m
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
[m [m
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 normal camera
[m [m
camera: position change %d camera: position change %d
chau!chau! chau!chau!
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
[m [m
[43;30mcamera: warning: demo C: actor is not valid [43;30mcamera: warning: demo C: actor is not valid
[m [m
[43;30mcamera: warning: demo C: actor is not valid [43;30mcamera: warning: demo C: actor is not valid
[m [m
[43;30mcamera: warning: demo C: actor is not valid [43;30mcamera: warning: demo C: actor is not valid
[m [m
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:[m camera: spline demo: start %s [1m%06u:[m camera: spline demo: start %s
絶対 ABSOLUTE
相対 RELATIVE
CENTER CENTER
EYE EYE
[41;37mcamera: spline demo: owner dead [41;37mcamera: spline demo: owner dead
[m [m
[43;30mcamera: warning: attention: target is not valid, stop! [43;30mcamera: warning: attention: target is not valid, stop!
[m [m
[43;30mcamera: attention demo: this door is dummy door! [43;30mcamera: attention demo: this door is dummy door!
[m [m
[43;30mcamera: warning: circle: target is not valid, stop! [43;30mcamera: warning: circle: target is not valid, stop!
[m [m
../z_camera.c ../z_camera.c
[34mcamera: create --- allocate %d byte[m [34mcamera: create --- allocate %d byte[m
[41;37mcamera: create: not enough memory [41;37mcamera: create: not enough memory
[m [m
[34mcamera: destroy ---[m [34mcamera: destroy ---[m
../z_camera.c ../z_camera.c
[43;30mcamera: destroy: already cleared [43;30mcamera: destroy: already cleared
[m [m
[34mcamera: initialize --- [m UID %d [34mcamera: initialize --- [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 ---[m [34mcamera: personalize ---[m
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
S: S:
M: M:
F: F:
I: I:
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!!
#ERROR! #ERROR!
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
[m [m
#ERROR! #ERROR!
[41;37mcamera: error: illegal camera set (%d) !!!! [41;37mcamera: error: illegal camera set (%d) !!!!
[m [m
[1m%06u:[m camera: change camera[%d] set %s [1m%06u:[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)
[m [m
.... 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!
[m [m
CollisionBtlTbl_get():インデックスオーバー CollisionBtlTbl_get(): INDEX EXCEEDED
../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(): CANNOT zelda_malloc()
[m [m
../z_collision_check.c ../z_collision_check.c
[31m [31m
ClObjJntSph_set3():zelda_malloc_出来ません。 ClObjJntSph_set3(): CANNOT zelda_malloc_
[m [m
../z_collision_check.c ../z_collision_check.c
[31m [31m
ClObjJntSph_set5():zelda_malloc出来ません ClObjJntSph_set5(): CANNOT zelda_malloc
[m [m
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(): CANNOT zelda_malloc()
[m [m
../z_collision_check.c ../z_collision_check.c
[31m [31m
ClObjTris_set5():zelda_malloc出来ません ClObjTris_set5(): CANNOT zelda_malloc
[m [m
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(): INDEX EXCEEDED, ADDITION IMPOSSIBLE
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(): REGISTERING TO A LARGER AREA THAN TOTAL DATA AMOUNT.
CollisionCheck_setAT():インデックスがオーバーして追加不能 CollisionCheck_setAT(): INDEX EXCEEDED, ADDITION IMPOSSIBLE
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(): INDEX EXCEEDED, ADDITION IMPOSSIBLE
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(): REGISTERING TO A LARGER AREA THAN TOTAL DATA AMOUNT.
CollisionCheck_setAC():インデックスがオーバして追加不能 CollisionCheck_setAC(): INDEX EXCEEDED, ADDITION IMPOSSIBLE
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(): INDEX EXCEEDED, ADDITION IMPOSSIBLE
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(): REGISTERING TO A LARGER AREA THAN TOTAL DATA AMOUNT.
CollisionCheck_setOC():インデックスがオーバして追加不能 CollisionCheck_setOC(): INDEX EXCEEDED, ADDITION IMPOSSIBLE
CollisionCheck_setOCLine():インデックスがオーバして追加不能 CollisionCheck_setOCLine(): INDEX EXCEEDED, ADDITION IMPOSSIBLE
CollisionCheck_OC():未対応 %d, %d CollisionCheck_OC(): INCOMPATIBLE %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(): INCOMPATIBLE %d TYPE
../z_debug.c ../z_debug.c
 %s  %s
 %s%02d%6d  %s%02d%6d
../z_debug.c ../z_debug.c
../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
../z_debug_display.c ../z_debug_display.c
../z_debug_display.c ../z_debug_display.c
../z_debug_display.c ../z_debug_display.c
 %s  %s
FLAME FLAME
 %06d  %06d
 %s  %s
SKIP=(START) or (Cursole Right) SKIP=(START) or (Cursole Right)
デモ開始要求 発令! CUTSCENE START REQUEST ANNOUNCEMENT!
分岐先指定!!=[%d]番 FUTURE FORK DESIGNATION=No. [%d]
../z_demo.c ../z_demo.c
../z_demo.c ../z_demo.c
やっぱりここかいな RIGHT HERE, HUH
game_info.mode=[%d] restart_flag 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 ../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
 ?333../z_elf_message.c  ?333../z_elf_message.c
企画外 条件 = %s UNPLANNED CONDITION = %s
企画外 条件 UNPLANNED CONDITION
0 0
../z_elf_message.c ../z_elf_message.c
../z_elf_message.c ../z_elf_message.c
企画外 条件 = %s UNPLANNED CONDITION = %s
企画外 条件 UNPLANNED CONDITION
0 0
../z_elf_message.c ../z_elf_message.c
../z_fcurve_data_skelanime.c ../z_fcurve_data_skelanime.c
this->now_joint != NULL 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
../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 FcSkeletonInfo_draw_child(): INCOMPATIBLE
../z_fcurve_data_skelanime.c ../z_fcurve_data_skelanime.c
C6 C6
aplayer->ride.actor != NULL aplayer->ride.actor != NULL
../z_horse.c ../z_horse.c
horse_actor != NULL horse_actor != NULL
../z_horse.c ../z_horse.c
馬存在によるセット %d %d %d SET BY EXISTENCE OF HORSE %d %d %d
horse_actor != NULL horse_actor != NULL
../z_horse.c ../z_horse.c
[41;37m [41;37m
Horse_SetNormal():%d セットスポットまずいです。 Horse_SetNormal():%d SET SPOT IS NO GOOD.
[m [m
horse_actor != NULL horse_actor != NULL
../z_horse.c ../z_horse.c
horse_actor != NULL horse_actor != NULL
../z_horse.c ../z_horse.c
player->ride.actor != NULL player->ride.actor != NULL
../z_horse.c ../z_horse.c
player->ride.actor != NULL player->ride.actor != NULL
../z_horse.c ../z_horse.c
player->ride.actor != NULL player->ride.actor != NULL
../z_horse.c ../z_horse.c
player->ride.actor != NULL player->ride.actor != NULL
../z_horse.c ../z_horse.c
[41;37m [41;37m
Horse_Set_Check():%d セットスポットまずいです。 Horse_Set_Check():%d SET SPOT IS NO GOOD.
[m [m
D°U+00A0 D°U+00A0
U+00C5@ U+00C5@
MARKER_SOI MARKER_SOI
MARKER_APP0 %d MARKER_APP0 %d
MARKER_APP1 %d MARKER_APP1 %d
MARKER_APP2 %d MARKER_APP2 %d
MARKER_DQT %d %d %02x MARKER_DQT %d %d %02x
MARKER_DHT %d %d %02x MARKER_DHT %d %d %02x
MARKER_DRI %d 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_SOF  %d ACCURACY %02x VERTICAL %d HORIZONTAL%d compo%02x (1:Y)%d (H0=2,V0=1(422) or 2(420))%02x (QUANTIZATION TABLE)%02x (2:Cb)%d (H1=1,V1=1)%02x (QUANTIZATION TABLE)%02x (3:Cr)%d (H2=1,V2=1)%02x (QUANTIZATION TABLE)%02x
MARKER_SOS %d MARKER_SOS %d
MARKER_EOI MARKER_EOI
マーカー不明 %02x MARKER UNCLEAR %02x
worksize >= sizeof(JPEGWork) + MB_SIZE * (PROC_OF_MBS - 1) worksize >= sizeof(JPEGWork) + MB_SIZE * (PROC_OF_MBS - 1)
../z_jpeg.c ../z_jpeg.c
*** fifoバッファの同期待ち time = %6.3f ms *** *** fifo BUFFER SYNCHRONIZATION WAIT time = %6.3f ms ***
*** 各セグメントのマーカーのチェック time = %6.3f ms *** *** INDIVIDUAL SEGMENT MARKER CHECK time = %6.3f ms ***
*** 量子化テーブル作成 time = %6.3f ms *** *** QUANTIZATION TABLE CREATION 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. 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 *** *** HUFFMAN TABLE CREATION time = %6.3f ms ***
[31m [31m
Error : Can't decode jpeg Error : Can't decode jpeg
[m [m
*** 展開 & 描画 time = %6.3f ms *** *** EXPANSION & DRAW time = %6.3f ms ***
Mode=%d eye.x=%f, eye.z=%f kscp_pos=%d Mode=%d eye.x=%f, eye.z=%f kscp_pos=%d
../z_kanfont.c ../z_kanfont.c
../z_kanfont.c ../z_kanfont.c
../z_kanfont.c ../z_kanfont.c
msg_data=%x, msg_data0=%x jj=%x msg_data=%x, msg_data0=%x jj=%x
ERROR!! エラー!!! error───!!!! ERROR!! ERROR!!! error───!!!!
nes_mes_buf[%d]=%d nes_mes_buf[%d]=%d
../z_kanfont.c ../z_kanfont.c
[43;30m [43;30m
フィールド常駐以外、太陽設定!よって強制解除! SUN SETTINGS OUTSIDE OF STATIONARY FIELD! FORCED TO CANCEL ACCORDINGLY!
[m [m
[41;37m [41;37m
end_frameとstart_frameのフレーム関係がおかしい!!![m FRAME RELATION BETWEEN end_frame AND start_frame IS OFF!!![m
[41;37m [41;37m
by get_parcent_forAccelBrake!!!!!!!!![m by get_parcent_forAccelBrake!!!!!!!!![m
[41;37m [41;37m
環境VRデータ取得失敗! ささきまでご報告を![m FAILURE TO OBTAIN ENVIRONMENT VR DATA! REPORT TO SASAKI![m
../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
[43;30m [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![m WATER COLOURS NOT SET IN WATER POLYGON DATA![m
T%03d T%03d
E%03d E%03d
 %s  %s
ZELDATIME ZELDATIME
 %02d  %02d
 %s  %s
 :  :
 %s  %s
 %02d  %02d
 %s  %s
VRBOXTIME VRBOXTIME
 %02d  %02d
 %s  %s
 :  :
 %s  %s
 %02d  %02d
 %s  %s
YORU YORU
 %s  %s
HIRU HIRU
next_zelda_time=[%x] next_zelda_time=[%x]
../z_kankyo.c ../z_kankyo.c
../z_kankyo.c ../z_kankyo.c
[41;37m [41;37m
カラーパレットの設定がおかしいようです![m LOOKS LIKE THE COLOUR PALETTE SETTINGS ARE OFF![m
[41;37m [41;37m
設定パレット=[%d] 最後パレット番号=[%d] SETTINGS PALETTE=[%d] FINAL PALETTE NUMBER=[%d]
[m [m
[31mカラーパレットがおかしいようです! [31m LOOKS LIKE THE COLOUR PALETTE IS OFF!
[33m設定パレット=[%d] パレット数=[%d] [33m SETTINGS PALETTE=[%d] PALETTE NUMBER=[%d]
[m [m
../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
../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] BGM SETTINGS game_play->sound_info.BGM=[%d] old_bgm=[%d]
----------------- -----------------
強制BGM=[%d] OBLIGATORY BGM=[%d]
BGM=[%d] BGM=[%d]
エンブ=[%d] エンブ=[%d]
status=[%d] status=[%d]
Na_StartMorinigBgm Na_StartMorinigBgm
../z_kankyo.c ../z_kankyo.c
../z_kankyo.c ../z_kankyo.c
../z_kankyo.c ../z_kankyo.c
../z_kankyo.c ../z_kankyo.c
pp=%x data=%f pp=%x data=%f
../z_lifemeter.c ../z_lifemeter.c
../z_lifemeter.c ../z_lifemeter.c
../z_lights.c ../z_lights.c
../z_lights.c ../z_lights.c
../z_lights.c ../z_lights.c
../z_lights.c ../z_lights.c
../z_lights.c ../z_lights.c
 %s: %u バイトの%sに失敗しました  %s: FAILURE AT %u BYTES' %s
 %s: %u バイトの%sに成功しました  %s: SUCCESS AT %u BYTES' %s
zelda_malloc zelda_malloc
確保 RESERVED
zelda_malloc_DEBUG zelda_malloc_DEBUG
確保 RESERVED
zelda_malloc_r zelda_malloc_r
確保 RESERVED
zelda_malloc_r_DEBUG zelda_malloc_r_DEBUG
確保 RESERVED
zelda_realloc zelda_realloc
再確保 RE-RESERVED
zelda_realloc_DEBUG zelda_realloc_DEBUG
再確保 RE-RESERVED
zelda_calloc zelda_calloc
確保 RESERVED
ゼルダヒープ表示 ZELDA HEAP DISPLAY
../z_map_mark.c ../z_map_mark.c
dlftbl->allocp dlftbl->allocp
../z_map_mark.c ../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 [41;37m ROOM NUMBER EXCEEDED, YIKES %d/%d
MapMarkDraw の処理を中断します MapMarkDraw PROCESSING INTERRUPTED
[m [m
../z_map_mark.c ../z_map_mark.c
../z_map_mark.c ../z_map_mark.c
../z_moji.c ../z_moji.c
moji_tlut --> %X moji_tlut --> %X
../z_moji.c ../z_moji.c
../z_moji.c ../z_moji.c
font_ff --> %X font_ff --> %X
../z_moji.c ../z_moji.c
s(%d): xyz_t: %s (%f %f %f) s(%d): xyz_t: %s (%f %f %f)
../z_onepointdemo.c ../z_onepointdemo.c
&cp &cp
[41;37monepointdemo camera: demo number not found !! (%d) [41;37monepointdemo camera: demo number not found !! (%d)
[m [m
[41;37monepoint demo: error: too many cameras ... give up! type=%d [41;37monepoint demo: error: too many cameras ... give up! type=%d
[m [m
[43;30monepointdemo camera[%d]: killed 'coz low priority (%d < %d) [43;30monepointdemo camera[%d]: killed 'coz low priority (%d < %d)
[m [m
onepointdemo camera[%d]: delete timer=%d next=%d onepointdemo camera[%d]: delete timer=%d next=%d
[43;30mactor attention demo camera: canceled by other camera [43;30mactor attention demo camera: canceled by other camera
[m [m
[43;30mactor attention demo camera: change mode BOOKEEPON -> NORMAL [43;30mactor attention demo camera: change mode BOOKEEPON -> NORMAL
[m [m
[43;30mactor attention demo camera: %d: unkown part of actor %d [43;30mactor attention demo camera: %d: unkown part of actor %d
[m [m
[36m%06u:[m actor attention demo camera: request %d [36m%06u:[m actor attention demo camera: request %d
→ [35m×[m (%d) → [35m×[m (%d)
→ [34m○[m (%d) → [34m○[m (%d)
[41;37mactor attention demo: give up! [41;37mactor attention demo: give up!
[m [m
[33m [33m
PALETEセット 【 i=%x : room=%x 】Room_Inf[%d][4]=%x ( map_palete_no = %d ) PALETE SET 【 i=%x : room=%x 】Room_Inf[%d][4]=%x ( map_palete_no = %d )
[m [m
[34m [34m
KKK=%d KKK=%d
[m [m
../z_map_exp.c ../z_map_exp.c
[33m [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 DEKU TREE DUNGEON MAP TEXTURE DMA(%x) scene_id_offset=%d VREG(30)=%d
[m [m
../z_map_exp.c ../z_map_exp.c
MAP 各階ONチェック MAP INDIVIDUAL FLOOR ON CHECK
******* *******
******* *******
room_no=%d (%d)(%d) room_no=%d (%d)(%d)
******* *******
******* *******
ROOM_INF=%d ROOM_INF=%d
[33m [33m
部屋部屋=%d ROOM ROOM=%d
[m [m
../z_map_exp.c ../z_map_exp.c
MAP テクスチャ初期化 scene_data_ID=%d MAP TEXTURE INITIALIZATION scene_data_ID=%d
mapSegment=%x mapSegment=%x
parameter->mapSegment != NULL 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
../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 Game_play_demo_mode_check=%d
../z_map_exp.c ../z_map_exp.c
現在階=%d 現在部屋=%x 部屋数=%d CURRENT FLOOR=%d CURRENT ROOM=%x ROOM NUMBER=%d
[33m [33m
階層切替=%x LAYER CONVERSION=%x
[m [m
ALPHAーTYPE=%d LAST_TIME_TYPE=%d ALPHAーTYPE=%d LAST_TIME_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 DATA SETTINGS RELATED TO BUTTON DISPLAY 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 h_gage=%d, b_button=%d, a_button=%d, c_bottle=%d
c_warasibe=%d, c_hook=%d, c_ocarina=%d, c_warp=%d c_trade=%d, c_hook=%d, c_ocarina=%d, c_warp=%d
c_sunmoon=%d, m_wind=%d, m_magic=%d, another=%d c_sunmoon=%d, m_wind=%d, m_magic=%d, other=%d
[m [m
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
[m [m
[33m [33m
封印 = %x MEDALLION = %x
[m [m
[33m [33m
楽譜 = %x MUSIC SCORE = %x
楽譜 = %x (%x) (%x) MUSIC SCORE = %x (%x) (%x)
[m [m
[33m [33m
精霊石 = %x SPIRITUAL STONE = %x
[m [m
[33m [33m
アイテム = %x ITEM = %x
[m [m
[33m [33m
Nコイン = %x(%d) N COIN = %x(%d)
[m [m
デクの実 %d(%d)=%d BS_count=%d DEKU NUT %d(%d)=%d BS_count=%d
爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 BOMB BOMB BOMB BOMB BOMB BOMB BOMB
 %d本 Item_MaxGet=%d  %d本 Item_MaxGet=%d
回復ハート回復ハート回復ハート RECOVERY HEART RECOVERY HEART RECOVERY HEART
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
[m [m
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 PURGE (%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 USAGE=%d
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
***** 増減=%d (now=%d, max=%d) *** ***** FLUCTUATION=%d (now=%d, max=%d) ***
ハート減少半分!!=%d HEART DECREASE HALVED!!=%d
ライフ=%d ***  %d ****** LIFE=%d ***  %d ******
アイテム = (%d) 数 = (%d + %d) ITEM = (%d) AMOUNT = (%d + %d)
合計 = (%d) TOTAL = (%d)
蓄電 MAGIC_NOW=%d (%d) ENERGY STORAGE 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 RUPEE AMOUNT MAX = %d
[33m [33m
魔法スター─────ト!!!!!!!!! MAGIC STAAAAART!!!!!!!!!
MAGIC_MAX=%d MAGIC_MAX=%d
MAGIC_NOW=%d MAGIC_NOW=%d
Z_MAGIC_NOW_NOW=%d Z_MAGIC_NOW_NOW=%d
Z_MAGIC_NOW_MAX=%d Z_MAGIC_NOW_MAX=%d
../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
../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
[43;30mprenmi_move [43;30mprenmi_move
[m [m
../z_prenmi.c ../z_prenmi.c
(int)volume = %d (int)volume = %d
[43;30mprenmi_draw [43;30mprenmi_draw
[m [m
../z_prenmi.c ../z_prenmi.c
../z_prenmi.c ../z_prenmi.c
[43;30mquake: too many request %d is changed new one !! [43;30mquake: too many request %d is changed new one !!
[m [m
[43;30mquake: stopped! 'coz camera [%d] killed!! [43;30mquake: stopped! 'coz camera [%d] killed!!
[m [m
n != f n != f
../z_rcp.c ../z_rcp.c
n != f 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 ../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
../z_room.c ../z_room.c
../z_room.c ../z_room.c
../z_room.c ../z_room.c
polygon2->num <= SHAPE_SORT_MAX polygon2->num <= SHAPE_SORT_MAX
../z_room.c ../z_room.c
../z_room.c ../z_room.c
JPEGデータを展開します EXPANDING JPEG DATA
JPEGデータアドレス %08x JPEG DATA ADDRESS %08x
ワークバッファアドレス(Zバッファ)%08x WORK BUFFER ADDRESS (Z BUFFER) %08x
成功…だと思う。 time = %6.3f ms SUCCESS... I THINK. 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。 WRITING BACK TO ORIGINAL ADDRESS FROM WORK BUFFER.
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。 IF THE ORIGINAL BUFFER SIZE ISN'T AT LEAST 150KB, IT WILL BE OUT OF CONTROL.
失敗!なんでU+301C FAILURE! WHY IS IT U+301C
../z_room.c ../z_room.c
../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 [41;37mz_room.c: DATA CONSISTENT WITH CAMERA ID DOES NOT EXIST camid=%d
[m [m
../z_room.c ../z_room.c
../z_room.c ../z_room.c
../z_room.c ../z_room.c
../z_room.c ../z_room.c
ROOM%d size=%d ROOM%d size=%d
../z_room.c ../z_room.c
game_play->room_rom_address.num = %d game_play->room_rom_address.num = %d
DOOR%d=<%d> ROOM1=<%d, %d> ROOM2=<%d, %d> DOOR%d=<%d> ROOM1=<%d, %d> ROOM2=<%d, %d>
[33m [33m
部屋バッファサイズ=%08x(%5.1fK) ROOM BUFFER SIZE=%08x(%5.1fK)
../z_room.c ../z_room.c
部屋バッファ開始ポインタ=%08x ROOM BUFFER INITIAL POINTER=%08x
部屋バッファ終了ポインタ=%08x ROOM BUFFER END POINTER=%08x
[m [m
read_room_ID < game_play->room_rom_address.num read_room_ID < game_play->room_rom_address.num
../z_room.c ../z_room.c
../z_room.c ../z_room.c
this->ground_shape->polygon.type < number(Room_Draw_Proc) this->ground_shape->polygon.type < number(Room_Draw_Proc)
../z_room.c ../z_room.c
../z_sample.c ../z_sample.c
../z_sample.c ../z_sample.c
../z_sample.c ../z_sample.c
../z_sample.c ../z_sample.c
E;€ E;€
装備アイテム抹消 = %d zzz=%d EQUIPPED ITEM ERASURE = %d zzz=%d
OBJECT[%d] SIZE %fK SEG=%x OBJECT[%d] SIZE %fK SEG=%x
num=%d adrs=%x end=%x num=%d adrs=%x end=%x
this->num < OBJECT_EXCHANGE_BANK_MAX && (this->status[this->num].Segment + size) < this->endSegment this->num < OBJECT_EXCHANGE_BANK_MAX && (this->status[this->num].Segment + size) < this->endSegment
../z_scene.c ../z_scene.c
../z_scene.c ../z_scene.c
[32m [32m
オブジェクト入れ替えバンク情報 %8.3fKB OBJECT EXCHANGE BANK DATA %8.3fKB
[m [m
../z_scene.c ../z_scene.c
OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x
../z_scene.c ../z_scene.c
OBJECT[%d] SIZE %fK SEG=%x OBJECT[%d] SIZE %fK SEG=%x
num=%d adrs=%x end=%x num=%d adrs=%x end=%x
../z_scene.c ../z_scene.c
OBJECT EXCHANGE NO=%2d BANK=%3d SIZE=%8.3fK OBJECT EXCHANGE NO=%2d BANK=%3d SIZE=%8.3fK
nextptr < this->endSegment nextptr < this->endSegment
../z_scene.c ../z_scene.c
オブジェクト入れ替え空きサイズ=%08x OBJECT EXCHANGE FREE SIZE=%08x
*** Scene_Word = { code=%d, data1=%02x, data2=%04x } *** *** Scene_Word = { code=%d, data1=%02x, data2=%04x } ***
[31m [31m
code の値が異常です code VARIABLE IS ABNORMAL
[m [m
scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX
../z_scene.c ../z_scene.c
[ZU]sceneset age =[%X] [ZU]sceneset age =[%X]
[ZU]sceneset time =[%X] [ZU]sceneset time =[%X]
[ZU]sceneset counter=[%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! げぼはっ! IT'S COOL IF THE DESIGNATED DATA DOESN'T EXIST!
そこで、大人の昼データを使用するでええっす!! IT'S COOL IF YOU USE ADULT DAY DATA THERE!
game_play->demo_play.data=[%x] game_play->demo_play.data=[%x]
000 area_arrival=%x (%d) 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_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 ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
[31m [31m
Si2_Lod_draw():skelがNULLです。 Si2_Lod_draw():skel IS NULL.
[m [m
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
[31m [31m
Si2_Lod_draw_SV():skelがNULLです。 Si2_Lod_draw_SV():skel IS NULL.
[m [m
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
[31m [31m
Si2_draw():skelがNULLです。 Si2_draw():skel IS NULL.
[m [m
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
[31m [31m
Si2_draw_SV():skelがNULLです。 Si2_draw_SV():skel IS NULL.
[m [m
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
out = %08x out = %08x
../z_skelanime.c ../z_skelanime.c
ref_tbl = %08x ref_tbl = %08x
../z_skelanime.c ../z_skelanime.c
frame_tbl = %08x frame_tbl = %08x
../z_skelanime.c ../z_skelanime.c
tbl = %08x tbl = %08x
../z_skelanime.c ../z_skelanime.c
[31m [31m
Si2_draw2():skelがNULLです。NULLを返します。 Si2_draw2():skel IS NULL. RETURNING NULL.
[m [m
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
[31m [31m
Si2_draw2_SV():skelがNULLです。NULLを返します。 Si2_draw2_SV():skel IS NULL. RETURNING NULL.
[m [m
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
joint_buff_num == joint_num joint_buff_num == joint_num
../z_skelanime.c ../z_skelanime.c
[31m [31m
Skeleton_Info_Rom_SV_ct メモリアロケーションエラー Skeleton_Info_Rom_SV_ct MEMORY ALLOCATION ERROR
[m [m
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
joint_buff_num == this->joint_num joint_buff_num == this->joint_num
../z_skelanime.c ../z_skelanime.c
[31m [31m
Skeleton_Info2_ct メモリアロケーションエラー Skeleton_Info2_ct MEMORY ALLOCATION ERROR
[m [m
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
joint_buff_num == this->joint_num joint_buff_num == this->joint_num
../z_skelanime.c ../z_skelanime.c
[31m [31m
Skeleton_Info_Rom_SV_ct メモリアロケーションエラー Skeleton_Info_Rom_SV_ct MEMORY ALLOCATION ERROR
[m [m
../z_skelanime.c ../z_skelanime.c
../z_skelanime.c ../z_skelanime.c
[31m [31m
Skeleton_Info2_skin2_ct メモリアロケーションエラー Skeleton_Info2_skin2_ct MEMORY ALLOCATION ERROR
[m [m
../z_skelanime.c ../z_skelanime.c
now_joint あきまへん!! now_joint WON'T OPEN!!
../z_skelanime.c ../z_skelanime.c
morf_joint あきまへん!! morf_joint WON'T OPEN!!
../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.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 ../z_skin_awb.c
pskin_awb->avb_tbl != NULL pskin_awb->avb_tbl != NULL
../z_skin_awb.c ../z_skin_awb.c
../z_skin_awb.c ../z_skin_awb.c
psavb->buf[0] != NULL psavb->buf[0] != NULL
../z_skin_awb.c ../z_skin_awb.c
../z_skin_awb.c ../z_skin_awb.c
psavb->buf[1] != NULL psavb->buf[1] != NULL
../z_skin_awb.c ../z_skin_awb.c
../z_skin_awb.c ../z_skin_awb.c
../z_skin_awb.c ../z_skin_awb.c
../z_skin_awb.c ../z_skin_awb.c
[43;30m [43;30m
Skin_Matrix_InverseMatrix():逆行列つくれません Skin_Matrix_InverseMatrix(): CANNOT CREATE INVERSE MATRIX
[m [m
Skin_Matrix_to_Mtx_new() 確保失敗:NULLを返して終了 Skin_Matrix_to_Mtx_new() RESERVATION FAILURE: NULL RETURNED, END
 :o  :o
個人File作成 INDIVIDUAL File CREATION
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
[m [m
[34m [34m
#ERROR! #ERROR!
 %d,  %d,
#ERROR! #ERROR!
[m [m
[32m [32m
#ERROR! #ERROR!
 %d,  %d,
#ERROR! #ERROR!
[m [m
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)
#ERROR! #ERROR!
(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
-------------------------------------------------------------- --------------------------------------------------------------
 %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 now_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
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
 %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 now_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
[m [m
../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
It$ It$
It$ It$
../z_view.c ../z_view.c
../z_view.c ../z_view.c
view: initialize --- view: initialize ---
ulx >= 0 ulx >= 0
../z_view.c ../z_view.c
uly >= 0 uly >= 0
../z_view.c ../z_view.c
lrx <= SCREEN_WD lrx <= SCREEN_WD
../z_view.c ../z_view.c
lry <= SCREEN_HT lry <= SCREEN_HT
../z_view.c ../z_view.c
../z_view.c ../z_view.c
../z_view.c ../z_view.c
../z_view.c ../z_view.c
../z_view.c ../z_view.c
vp vp
../z_view.c ../z_view.c
projection projection
../z_view.c ../z_view.c
fovy %f near %f far %f scale %f aspect %f normal %08x fovy %f near %f far %f scale %f aspect %f normal %08x
projection projection
 %f %f %f
viewing viewing
../z_view.c ../z_view.c
viewing viewing
 %f %f %f
../z_view.c ../z_view.c
../z_view.c ../z_view.c
vp vp
../z_view.c ../z_view.c
projection projection
../z_view.c ../z_view.c
../z_view.c ../z_view.c
../z_view.c ../z_view.c
vp vp
../z_view.c ../z_view.c
projection projection
../z_view.c ../z_view.c
../z_view.c ../z_view.c
../z_view.c ../z_view.c
vp vp
../z_view.c ../z_view.c
projection projection
../z_view.c ../z_view.c
viewing viewing
../z_view.c ../z_view.c
../z_view.c ../z_view.c
../z_view.c ../z_view.c
../z_view.c ../z_view.c
vp vp
../z_view.c ../z_view.c
projection projection
../z_view.c ../z_view.c
projection projection
../z_view.c ../z_view.c
viewing viewing
../z_view.c ../z_view.c
[31m [31m
eye が大きすぎます eye=[%8.3f %8.3f %8.3f] error=%d eye IS TOO BIG eye=[%8.3f %8.3f %8.3f] error=%d
[m [m
#ERROR! #ERROR!
N?U+00FC N?U+00FC
FU+0093¨ FU+0093¨
../z_vimode.c ../z_vimode.c
osvimodep = %08x osvimodep = %08x
../z_vimode.c ../z_vimode.c
osvimodep->comRegs.ctrl = %08x osvimodep->comRegs.ctrl = %08x
../z_vimode.c ../z_vimode.c
osvimodep->comRegs.width = %08x osvimodep->comRegs.width = %08x
../z_vimode.c ../z_vimode.c
osvimodep->comRegs.burst = %08x osvimodep->comRegs.burst = %08x
../z_vimode.c ../z_vimode.c
osvimodep->comRegs.vSync = %08x osvimodep->comRegs.vSync = %08x
../z_vimode.c ../z_vimode.c
osvimodep->comRegs.hSync = %08x osvimodep->comRegs.hSync = %08x
../z_vimode.c ../z_vimode.c
osvimodep->comRegs.leap = %08x osvimodep->comRegs.leap = %08x
../z_vimode.c ../z_vimode.c
osvimodep->comRegs.hStart = %08x osvimodep->comRegs.hStart = %08x
../z_vimode.c ../z_vimode.c
osvimodep->comRegs.xScale = %08x osvimodep->comRegs.xScale = %08x
../z_vimode.c ../z_vimode.c
osvimodep->fldRegs[0].vStart = %08x osvimodep->fldRegs[0].vStart = %08x
../z_vimode.c ../z_vimode.c
osvimodep->fldRegs[0].vBurst = %08x osvimodep->fldRegs[0].vBurst = %08x
../z_vimode.c ../z_vimode.c
osvimodep->fldRegs[0].origin = %08x osvimodep->fldRegs[0].origin = %08x
../z_vimode.c ../z_vimode.c
osvimodep->fldRegs[0].yScale = %08x osvimodep->fldRegs[0].yScale = %08x
../z_vimode.c ../z_vimode.c
osvimodep->fldRegs[0].vIntr = %08x osvimodep->fldRegs[0].vIntr = %08x
../z_vimode.c ../z_vimode.c
osvimodep->fldRegs[1].vStart = %08x osvimodep->fldRegs[1].vStart = %08x
../z_vimode.c ../z_vimode.c
osvimodep->fldRegs[1].vBurst = %08x osvimodep->fldRegs[1].vBurst = %08x
../z_vimode.c ../z_vimode.c
osvimodep->fldRegs[1].origin = %08x osvimodep->fldRegs[1].origin = %08x
../z_vimode.c ../z_vimode.c
osvimodep->fldRegs[1].yScale = %08x osvimodep->fldRegs[1].yScale = %08x
../z_vimode.c ../z_vimode.c
osvimodep->fldRegs[1].vIntr = %08x osvimodep->fldRegs[1].vIntr = %08x
osViModePalLan1 osViModePalLan1
osViModeFpalLan1 osViModeFpalLan1
Custom Custom
../z_vismono.c ../z_vismono.c
../z_vismono.c ../z_vismono.c
glistp_end = %08x glistp_end = %08x
../z_vismono.c ../z_vismono.c
mono_dl = %08x mono_dl = %08x
../z_vismono.c ../z_vismono.c
mono_dl + (1+3+1+1+80*(7+2+2+3)+1) = %08x mono_dl + (1+3+1+1+80*(7+2+2+3)+1) = %08x
../z_vismono.c ../z_vismono.c
(1+3+1+1+80*(7+2+2+3)+1) = %08x (1+3+1+1+80*(7+2+2+3)+1) = %08x
glistp_end <= mono_dl + DLSIZE glistp_end <= mono_dl + DLSIZE
../z_vismono.c ../z_vismono.c
../z_vismono.c ../z_vismono.c
../z_vismono.c ../z_vismono.c
glistp_end <= this->mono_dl + DLSIZE glistp_end <= this->mono_dl + DLSIZE
../z_vismono.c ../z_vismono.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[1] != NULL vr_box->vr_box_staticSegment[1] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[1] != NULL vr_box->vr_box_staticSegment[1] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
SIZE = %d SIZE = %d
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[1] != NULL vr_box->vr_box_staticSegment[1] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
SIZE = %d SIZE = %d
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
******************** ********************
TYPE=%d TYPE=%d
******************** ********************
[32m [32m
../z_vr_box.c ../z_vr_box.c
vr_box->dpList != NULL vr_box->dpList != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->roomVtx != NULL vr_box->roomVtx != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->dpList != NULL vr_box->dpList != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->roomVtx != NULL vr_box->roomVtx != NULL
../z_vr_box.c ../z_vr_box.c
../z_vr_box.c ../z_vr_box.c
vr_box->roomVtx != NULL vr_box->roomVtx != NULL
../z_vr_box.c ../z_vr_box.c
[m [m
../z_vr_box_draw.c ../z_vr_box_draw.c
../z_vr_box_draw.c ../z_vr_box_draw.c
../z_vr_box_draw.c ../z_vr_box_draw.c
../z_vr_box_draw.c ../z_vr_box_draw.c
../z_fbdemo.c ../z_fbdemo.c
this->col * (1 + this->row * (1 + 7 + 1)) + 1 + 1 = %d this->col * (1 + this->row * (1 + 7 + 1)) + 1 + 1 = %d
../z_fbdemo.c ../z_fbdemo.c
gp - this->gfxtbl = %d gp - this->gfxtbl = %d
fbdemo_cleanup(%08x) fbdemo_cleanup(%08x)
msleep(100); msleep(100);
../z_fbdemo.c ../z_fbdemo.c
../z_fbdemo.c ../z_fbdemo.c
../z_fbdemo.c ../z_fbdemo.c
../z_fbdemo.c ../z_fbdemo.c
fbdemo_init(%08x, %d, %d) fbdemo_init(%08x, %d, %d)
../z_fbdemo.c ../z_fbdemo.c
../z_fbdemo.c ../z_fbdemo.c
../z_fbdemo.c ../z_fbdemo.c
../z_fbdemo.c ../z_fbdemo.c
fbdemo_init allocation error fbdemo_init allocation error
../z_fbdemo.c ../z_fbdemo.c
../z_fbdemo.c ../z_fbdemo.c
../z_fbdemo.c ../z_fbdemo.c
../z_fbdemo.c ../z_fbdemo.c
rate=%f tx=%f ty=%f rotate=%f rate=%f tx=%f ty=%f rotate=%f
[41;37m0除算! ZCommonGet fade_speed に0がはいってる[m [41;37m 0 DIVISION! THERE'S A 0 IN ZCommonGet fade_speed [m
shrink_window_setval(%d) shrink_window_setval(%d)
shrink_window_setnowval(%d) shrink_window_setnowval(%d)
shrink_window_init() shrink_window_init()
shrink_window_cleanup() shrink_window_cleanup()
 ?キ-フレ-ム?ガ  ?NOT ENOUGH?
 ?タリマセン。  ?KEYFRAMES.
 ?サイセイデキマセン  ?CANNOT PLAYBACK
 ?サイセイシュウリョウ  ?PLAYBACK COMPLETE
 ?サイセイチュウ!  ?PLAYING BACK!
DEMO CAMERA TOOL DEMO CAMERA TOOL
 ?モウハイリマセン  ?DOESN'T FIT
 ?トウロク テンメ  ?REGISTER テンメ
 ?ヘンコウ /  ?EDIT /
> > > >
< < < <
< > < >
 ?*プレイヤ-*  ?*PLAYER*
 ?Eモ-ド? ソウタイ  ?E MODE? RELATIVE
 ?Eモ-ド?ゼッタイ  ?E MODE? ABSOLUTE
 ?ガメン? デモ  ?SCREEN? CUTSCENE
 ?ガメン フツウ  ?SCREEN NORMAL
 ?Pジカン MAX  ?P TIME MAX
 ?リンク? キオク  ?LINK? REMEMBER
 ?リンク? ムシ  ?LINK? IGNORE
 ?*ミテルイチ*  ?*VIEWPOINT*
 ?*カメラ?イチ*  ?*CAMERA?VIEWPOINT*
DEBUG CAMERA DEBUG CAMERA
 ?センタ-/ロック  ?CENTER/LOCK
 ?センタ-/フリ-  ?CENTER/FREE
DEMO CONTROL DEMO CONTROL
 ?メモリ?ガタリマセン  ?MEMORY?INSUFFICIENT
p p
e e
s s
l l
c c
 ?メモリパック  ?MEMORY PAK
 ?セーブ  ?SAVE
 ?ロード  ?LOAD
 ?クリア-  ?CLEAR
 ?ヲヌカナイデネ  ?PLEASE DON'T REMOVE [...]
FREE BYTE FREE BYTE
NEED BYTE NEED BYTE
 ?*メモリ-パック*  ?*MEMORY PAK*
 ?ヲミツケラレマセン  ?CANNOT FIND [...]
 ?ファイル ?ヲ  ?IS IT OK ?TO
 ?シテモイイデスカ?  ?[...] FILE?
 ?ゲンザイヘンシュウチュウノ  ?ゲンザイヘンシュウチュウノ
 ?ファイル?ハハキサレマス  ?ファイル?ハハキサレマス
 ?ハイ  ?YES
 ?イイエ  ?NO
 ?シテイマス  ?シテイマス
 ?ウワガキ  ?ADDRESS
 ?シマシタ  ?COMPLETE
USE BYTE USE BYTE
 ?ニシッパイ  ?FAILED TO [...]
 ?Eモ-ド? コテイ  ?E MODE? FIXED
@@@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 }
@@@ }, @@@ },
@@@}; @@@};
@@@ @@@
@@@%d,%d,%d,%d, @@@%d,%d,%d,%d,
@@@%d,%d, @@@%d,%d,
@@@%d,%d, @@@%d,%d,
@@@ 0,0,0,2,*/ @@@ 0,0,0,2,
@@@ 0,1,*/ @@@ 0,1,
@@@ 0,0,*/ @@@ 0,0,
*/
@@@0,0,*/ @@@0,0,
@@@ @@@
@@@  %d, /* code */ @@@  %d, /* code */
@@@  %d, /* z */ @@@  %d, /* z */
*/
*/
*/
*/
*/
@@@0,0,*/ @@@0,0,
@@@ @@@
@@@ 0,0,0,1, @@@ 0,0,0,1,
@@@ 0,1,*/ @@@ 0,1,
@@@ 0,0,*/ @@@ 0,0,
*/
@@@0,0,*/ @@@0,0,
@@@ @@@
@@@  %d, /* code */ @@@  %d, /* code */
@@@  %d, /* z */ @@@  %d, /* z */
*/
*/
*/
*/
*/
@@@0,0,*/ @@@0,0,
@@@ @@@
@@@ @@@
@@@ @@@
@@@/* *** spline point data ** start here *** */ @@@/* *** spline point data ** start here *** */
@@@ @@@
Lookat Lookat
Position Position
@@@static short nPoints = %d; @@@static short nPoints = %d;
@@@ @@@
@@@static short nFrames = %d; @@@static short nFrames = %d;
@@@ @@@
@@@static short Mode = %d; @@@static short Mode = %d;
@@@ @@@
@@@ @@@
@@@ @@@
@@@/* *** spline point data ** finish! *** */ @@@/* *** spline point data ** finish! *** */
@@@ @@@
../db_camera.c ../db_camera.c
 %s: %d: デバッグカメラ メモリ確保失敗!!  %s: %d: DEBUG CAMERA MEMORY RESERVATION FAILURE!!
../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!!  %s: %d: DEBUG CAMERA MEMORY RESERVATION FAILURE!!
../db_camera.c ../db_camera.c
../db_camera.c ../db_camera.c
../db_camera.c ../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!!  %s: %d: DEBUG CAMERA MEMORY RESERVATION FAILURE!!
../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!!  %s: %d: DEBUG CAMERA MEMORY RESERVATION FAILURE!!
../db_camera.c ../db_camera.c
@@@ @@@
@@@ @@@
@@@/* ****** spline point data ** start here ***** */ @@@/* ****** spline point data ** start here ***** */
@@@ @@@
@@@ @@@
@@@/* ** %d ** */ @@@/* ** %d ** */
@@@ @@@
Lookat Lookat
Position Position
@@@static short nPoints = %d; @@@static short nPoints = %d;
@@@ @@@
@@@static short nFrames = %d; @@@static short nFrames = %d;
@@@ @@@
@@@static short Mode = %d; @@@static short Mode = %d;
@@@ @@@
@@@ @@@
@@@ @@@
@@@/* ****** spline point data ** finish! ***** */ @@@/* ****** spline point data ** finish! ***** */
@@@ @@@
PRESS B BUTTON PRESS B BUTTON
PRESS B BUTTON PRESS B BUTTON
PRESS B BUTTON PRESS B BUTTON
_ _
> >
###%2d:(%c) (%d %d) %d %d %d ###%2d:(%c) (%d %d) %d %d %d
@@@ /* CUT [%d] @@@ /* CUT [%d]
mempak: find '%c' (%d) mempak: find '%c' (%d)
mempak: find '%c' - '%c' %02x mempak: find '%c' - '%c' %02x
mempak: write %d byte '%c' (%d)->%d mempak: write %d byte '%c' (%d)->%d
mempak: read %d byte '%c' (%d)<-%d mempak: read %d byte '%c' (%d)<-%d
mempak: alloc %d byte '%c' (%d) mempak: alloc %d byte '%c' (%d)
mempak: resize %d byte '%c' (%d) mempak: resize %d byte '%c' (%d)
mempak: alloc %d byte '%c' (%d) with search mempak: alloc %d byte '%c' (%d) with search
mempak: delete '%c' (%d) mempak: delete '%c' (%d)
kaleido_scope kaleido_scope
player_actor player_actor
KaleidoFIELD_allocp KaleidoFIELD_allocp
../z_kaleido_manager.c ../z_kaleido_manager.c
[32m [32m
OVL(k):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s OVL(k):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s
[m [m
[32m [32m
KaleidoFIELD の最大サイズは %d バイトを確保します  %d BYTES WILL BE RESERVED FOR KaleidoFIELD MAXIMUM SIZE
[m [m
../z_kaleido_manager.c ../z_kaleido_manager.c
KaleidoFIELD_allocp KaleidoFIELD_allocp
../z_kaleido_manager.c ../z_kaleido_manager.c
[32m [32m
KaleidoFIELD %08x - %08x KaleidoFIELD %08x - %08x
[m [m
異常 異常
[32m [32m
カレイド領域 強制排除 KALEIDO FIELD FORCED EXCLUSION
[m [m
[32m [32m
プレイヤーアクター搬入 PLAYER ACTOR INCORPORATED
[m [m
カレイド・スコープ入れ替え コンストラクト KALEIDO SCOPE EXCHANGE CONSTRUCT
../z_kaleido_scope_call.c ../z_kaleido_scope_call.c
kaleido_scope_move = %08x kaleido_scope_move = %08x
../z_kaleido_scope_call.c ../z_kaleido_scope_call.c
kaleido_scope_move_func = %08x kaleido_scope_move_func = %08x
../z_kaleido_scope_call.c ../z_kaleido_scope_call.c
kaleido_scope_draw = %08x kaleido_scope_draw = %08x
../z_kaleido_scope_call.c ../z_kaleido_scope_call.c
kaleido_scope_draw_func = %08x kaleido_scope_draw_func = %08x
カレイド・スコープ入れ替え デストラクト KALEIDO SCOPE EXCHANGE DESTRUCT
PR_KAREIDOSCOPE_MODE=%d PR_KAREIDOSCOPE_MODE=%d
[32m [32m
カレイド領域 プレイヤー 強制排除 KALEIDO FIELD - PLAYER FORCED EXCLUSION
[m [m
[32m [32m
カレイド領域 カレイドスコープ搬入 KALEIDO FIELD - KALEIDO SCOPE INCORPORATED
[m [m
[32m [32m
カレイド領域 カレイドスコープ排出 KALEIDO FIELD - KALEIDO SCOPE EVACUATED
[m [m
point == 1 || point == 2 point == 1 || point == 2
../z_play.c ../z_play.c
Game_play_shop_pr_vr_switch_set() Game_play_shop_pr_vr_switch_set()
../z_play.c ../z_play.c
SCENE_NO=%d COUNTER=%d SCENE_NO=%d COUNTER=%d
エンディングはじまるよー THE ENDING IS STARTING!
出戻り? 出戻り?
ZELDA ALLOC SIZE=%x ZELDA ALLOC SIZE=%x
../z_play.c ../z_play.c
ゼルダヒープ %08x-%08x ZELDA HEAP %08x-%08x
player has start camera ID ([34m%d[m) player has start camera ID ([34m%d[m)
kawauso_data=[%x] kawauso_data=[%x]
object_exchange_rom_address %u object_exchange_rom_address %u
RomStart RomEnd Size RomStart RomEnd Size
 %08x-%08x %08x(%8.3fKB)  %08x-%08x %08x(%8.3fKB)
fbdemo_init呼出し失敗! fbdemo_init呼出し失敗!
サウンドイニシャル来ました。111 SOUND INITIAL IS HERE. 111
サウンドイニシャル来ました。222 SOUND INITIAL IS HERE. 222
../z_play.c ../z_play.c
来た!!!!!!!!!!!!!!!!!!!!! = %s IT'S HERE!!!!!!!!!!!!!!!!!!!!! = %s
来た!!!!!!!!!!!!!!!!!!!!! IT'S HERE!!!!!!!!!!!!!!!!!!!!!
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
FINISH=%d FINISH=%d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 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 VIEWPOINT CHANGE CEASED ON ACCOUNT OF BEING IN KALEIDOSCOPE
[m [m
[36mデモ中につき視点変更を禁止しております [36m VIEWPOINT CHANGE CEASED ON ACCOUNT OF BEING IN CUTSCENE
[m [m
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
../z_play.c ../z_play.c
../z_play.c ../z_play.c
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
1 = %d 1 = %d
../z_play.c ../z_play.c
../z_play.c ../z_play.c
SCENE SIZE %fK SCENE SIZE %fK
this->sceneSegment != NULL this->sceneSegment != NULL
../z_play.c ../z_play.c
ROOM SIZE=%fK ROOM SIZE=%fK
[41;37mcamera control: error: fulled sub camera system FIELD [41;37mcamera control: error: fulled sub camera system FIELD
[m [m
camera control: [46m [47;34m create new sub camera [%d] [46m [m camera control: [46m [47;34m create new sub camera [%d] [46m [m
[41;37mcamera control: error: never clear camera !! [41;37mcamera control: error: never clear camera !!
[m [m
camera control: [46m [47;34m clear sub camera [%d] [46m [m camera control: [46m [47;34m clear sub camera [%d] [46m [m
[41;37mcamera control: error: camera No.%d already cleared [41;37mcamera control: error: camera No.%d already cleared
[m [m
[41;37mcamera control: error: return to main, other camera left. %d cleared!! [41;37mcamera control: error: return to main, other camera left. %d cleared!!
[m [m
this this
../PreRender.c ../PreRender.c
glistpp glistpp
../PreRender.c ../PreRender.c
glistp glistp
../PreRender.c ../PreRender.c
this this
../PreRender.c ../PreRender.c
glistpp glistpp
../PreRender.c ../PreRender.c
glistp glistp
../PreRender.c ../PreRender.c
this this
../PreRender.c ../PreRender.c
glistpp glistpp
../PreRender.c ../PreRender.c
glistp glistp
../PreRender.c ../PreRender.c
this this
../PreRender.c ../PreRender.c
glistpp glistpp
../PreRender.c ../PreRender.c
glistp glistp
../PreRender.c ../PreRender.c
this->zbuf_save this->zbuf_save
../PreRender.c ../PreRender.c
this->zbuf this->zbuf
../PreRender.c ../PreRender.c
this->fbuf_save this->fbuf_save
../PreRender.c ../PreRender.c
this->fbuf this->fbuf
../PreRender.c ../PreRender.c
this->cvg_save this->cvg_save
../PreRender.c ../PreRender.c
this this
../PreRender.c ../PreRender.c
glistpp glistpp
../PreRender.c ../PreRender.c
glistp glistp
../PreRender.c ../PreRender.c
Error, should not be in here Error, should not be in here
red=%3d %3d %3d %3d grn=%3d %3d %3d %3d blu=%3d %3d %3d %3d 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 AUDIO MANAGER RECEIVED OS_SC_PRE_NMI_MSG
オーディオマネージャスレッド実行開始 AUDIO MANAGER THREAD EXECUTION START
ゼルダ共通データ初期化 ZELDA COMMON DATA INITIALIZED
last_button=%04x last_button=%04x
 %08x  %08x
 %c  %c
../game.c ../game.c
ハイラル滅亡まであと %08x バイト(game_alloc) HYRULE WILL BE DESTROYED IN %08x BYTES (game_alloc)
../game.c ../game.c
../game.c ../game.c
../game.c ../game.c
../game.c ../game.c
../game.c ../game.c
ハイラル確保 サイズ=%u バイト SIZE RESERVED FOR HYRULE=%u BYTES
../game.c ../game.c
ハイラル確保成功 HYRULE RESERVATION SUCCESS
ハイラル確保失敗 HYRULE RESERVATION FAILURE
../game.c ../game.c
ハイラル一時解放!! HYRULE TEMPORARILY DEALLOCATED
 %c  %c
[31m [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 INSUFFICIENT MEMORY. CHANGING HYRULE SIZE TO MAXIMUM VALUE.
(hyral=%08x max=%08x free=%08x alloc=%08x) (hyral=%08x max=%08x free=%08x alloc=%08x)
[m [m
ハイラル再確保 サイズ=%u バイト HYRULE RE-RESERVATION SIZE=%u BYTES
../game.c ../game.c
ハイラル再確保成功 HYRULE RE-RESERVATION SUCCESS
ハイラル再確保失敗 HYRULE RE-RESERVATION FAILURE
../game.c ../game.c
game コンストラクタ開始 game CONSTRUCTOR START
game_set_next_game_null 処理時間 %d us game_set_next_game_null PROCESSING TIME %d us
gamealloc_init 処理時間 %d us gamealloc_init PROCESSING TIME %d us
init 処理時間 %d us init PROCESSING TIME %d us
this->cleanup this->cleanup
../game.c ../game.c
その他初期化 処理時間 %d us OTHER INITIALIZATION PROCESSING TIME %d us
game コンストラクタ終了 game CONSTRUCTOR COMPLETE
game デストラクタ開始 game DESTRUCTOR START
this->cleanup this->cleanup
../game.c ../game.c
game デストラクタ終了 game DESTRUCTOR COMPLETE
ハイラルは滅亡している HYRULE UNDER DESTRUCTION
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) HYRULE IS ON THE VERGE OF DESTRUCTION. NOT EVEN %d BYTES REMAIN.(DESTRUCTION IN %d BYTES)
ハイラルは滅亡してしまった HYRULE DESTROYED
[32m [32m
game_alloc(%08x) %08x-%08x [%s:%d] game_alloc(%08x) %08x-%08x [%s:%d]
[m [m
 ?U?}  ?U?}
this = %08x this = %08x
ptr = %08x size = %d ptr = %08x size = %d
../gamealloc.c ../gamealloc.c
ptr->prev ptr->prev
../gamealloc.c ../gamealloc.c
ptr->next ptr->next
../gamealloc.c ../gamealloc.c
../gamealloc.c ../gamealloc.c
../gamealloc.c ../gamealloc.c
vtx_cnt=%d vtx_cnt=%d
spvtx_cnt=%d spvtx_cnt=%d
tri1_cnt=%d tri1_cnt=%d
tri2_cnt=%d tri2_cnt=%d
quad_cnt=%d quad_cnt=%d
line_cnt=%d line_cnt=%d
sync_err=%d sync_err=%d
loaducode_cnt=%d loaducode_cnt=%d
dl_depth=%d dl_depth=%d
dl_cnt=%d dl_cnt=%d
../graph.c ../graph.c
game_init_func = %08x game_init_func = %08x
[31m [31m
RCPが帰ってきませんでした。 RCP HAS NOT RETURNED.
[m [m
RCP is HUNG UP!! RCP is HUNG UP!!
Oh! MY GOD!! Oh! MY GOD!!
../graph.c ../graph.c
../graph.c ../graph.c
../graph.c ../graph.c
WORK_DISP 開始 WORK_DISP START
POLY_OPA_DISP 開始 POLY_OPA_DISP START
POLY_XLU_DISP 開始 POLY_XLU_DISP START
OVERLAY_DISP 開始 OVERLAY_DISP START
../graph.c ../graph.c
../graph.c ../graph.c
WORK_DISP 終了 WORK_DISP COMPLETE
POLY_OPA_DISP 終了 POLY_OPA_DISP COMPLETE
POLY_XLU_DISP 終了 POLY_XLU_DISP COMPLETE
OVERLAY_DISP 終了 OVERLAY_DISP COMPLETE
../graph.c ../graph.c
../graph.c ../graph.c
../graph.c ../graph.c
do_count_fault do_count_fault
 %c  %c
[41;37mダイナミック領域先頭が破壊されています [41;37m DYNAMIC FIELD BEGINNING UNDER DESTRUCTION
[m [m
../graph.c ../graph.c
 %c  %c
[41;37mダイナミック領域末尾が破壊されています [41;37m DYNAMIC FIELD END UNDER DESTRUCTION
[m [m
../graph.c ../graph.c
 %c  %c
[41;37mゼルダ0は死んでしまった(graph_alloc is empty) [41;37m ZELDA 0 IS DEAD (graph_alloc is empty)
[m [m
 %c  %c
[41;37mゼルダ1は死んでしまった(graph_alloc is empty) [41;37m ZELDA 1 IS DEAD (graph_alloc is empty)
[m [m
 %c  %c
[41;37mゼルダ4は死んでしまった(graph_alloc is empty) [41;37m ZELDA 4 IS DEAD (graph_alloc is empty)
[m [m
[43;30mPRE-NMIによりリセットモードに移行します [43;30m TRANSITIONING TO SET MODE VIA PRE-NMI
[m [m
グラフィックスレッド実行開始 GRAPHIC THREAD EXECUTION START
クラスサイズ=%dバイト CLASS SIZE=%d BYTES
../graph.c ../graph.c
確保失敗 RESERVATION FAILURE
CLASS SIZE= %d bytes CLASS SIZE= %d bytes
GAME CLASS MALLOC FAILED GAME CLASS MALLOC FAILED
../graph.c ../graph.c
グラフィックスレッド実行終了 GRAPHIC THREAD EXECUTION END
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
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
../listalloc.c ../listalloc.c
[32m [32m
システムヒープサイズ %08x(%dKB) 開始アドレス %08x SYSTEM HEAP SIZE %08x(%dKB) START ADDRESS %08x
[m [m
mainproc 実行開始 mainproc EXECUTION START
システムヒープ初期化 %08x-%08x %08x SYSTEM HEAP INITIALIZATION %08x-%08x %08x
../main.c ../main.c
debug_InitArena(%08x, %08x) debug_InitArena(%08x, %08x)
irqmgr irqmgr
タスクスケジューラの初期化 TASK SCHEDULER INITIALIZATION
sched sched
audio audio
padmgr padmgr
graph graph
main.c: リセットされたみたいだよ main.c: LOOKS LIKE IT'S BEEN RESET.
mainproc 後始末 mainproc SETTLED
mainproc 実行終了 mainproc EXECUTION COMPLETE
 %2d %d serialMsgQロック待ち  %08x %08x  %08x  %2d %d serialMsgQ WAITING FOR LOCK  %08x %08x  %08x
 %2d %d serialMsgQをロックしました  %08x  %2d %d serialMsgQ LOCKED  %08x
 %2d %d serialMsgQロック解除します  %08x %08x %08x  %2d %d serialMsgQ LOCK CANCELLED  %08x %08x %08x
 %2d %d serialMsgQロック解除しました %08x %08x %08x  %2d %d serialMsgQ LOCK CANCELLED %08x %08x %08x
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
振動パック ぶるぶるぶるぶる RUMBLE PAK - RUMBLE RUMBLE RUMBLE RUMBLE
[m [m
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
振動パックで通信エラーが発生しました TRANSMISSION ERROR PRODUCED BY RUMBLE PAK
[m [m
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
振動パック 停止 RUMBLE PAK STOP
[m [m
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
振動パックで通信エラーが発生しました TRANSMISSION ERROR PRODUCED BY RUMBLE PAK
[m [m
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
振動パックが抜かれたようです SEEMS LIKE THE RUMBLE PAK HAS BEEN REMOVED
[m [m
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %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 SEEMS LIKE A NON-RUMBLE CONTROLLER PAK HAS BEEN REMOVED
[m [m
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
振動パックを認識しました RUMBLE PAK RECOGNIZED
[m [m
../padmgr.c ../padmgr.c
#ERROR! #ERROR!
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
コントローラパックの通信エラー CONTROLLER PAK TRANSMISSION ERROR
[m [m
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
振動パック 停止 RUMBLE PAK STOP
[m [m
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
認識しました RECOGNIZED
[m [m
../padmgr.c ../padmgr.c
this->Key_switch[i] = %d this->Key_switch[i] = %d
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
オーバーランエラーが発生 OVERRUN ERROR PRODUCED
[m [m
[33m [33m
padmgr: %dコン: %s padmgr: %d CONTROLLER: %s
応答しません NO RESPONSE
[m [m
../padmgr.c ../padmgr.c
padnow1->errno = %x padnow1->errno = %x
../padmgr.c ../padmgr.c
../padmgr.c ../padmgr.c
this->pad_status[i].type = %x 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 UNKNOWN CONTROLLER TYPE CONNECTED
padmgr_HandlePreNMI() padmgr_HandlePreNMI()
コントローラスレッド実行開始 CONTROLLER THREAD EXECUTION START
コントローラスレッドイベント待ち %lld WAITING FOR CONTROLLER THREAD EVENT %lld
msg msg
../padmgr.c ../padmgr.c
padmgr_HandleRetraceMsg START %lld padmgr_HandleRetraceMsg START %lld
padmgr_HandleRetraceMsg END  %lld padmgr_HandleRetraceMsg END  %lld
コントローラスレッド実行終了 CONTROLLER THREAD EXECUTION COMPLETE
パッドマネージャ作成 padmgr_Create() PAD MANAGER CREATION padmgr_Create()
cfbinfo->swapbuffer cfbinfo->swapbuffer
../sched.c ../sched.c
osViSwapBuffer %08x %08x %08x osViSwapBuffer %08x %08x %08x
../sched.c ../sched.c
(((u64)(now - audio_rsp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld (((u64)(now - audio_rsp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld
../sched.c ../sched.c
(((u64)(now - graph_rsp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld (((u64)(now - graph_rsp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld
../sched.c ../sched.c
(((u64)(now - rdp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld (((u64)(now - rdp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld
(type == M_AUDTASK) || (type == M_GFXTASK) || (type == M_NJPEGTASK) || (type == M_NULTASK) (type == M_AUDTASK) || (type == M_GFXTASK) || (type == M_NJPEGTASK) || (type == M_NULTASK)
../sched.c ../sched.c
オーディオタスクをエントリしました ENTERED AUDIO TASK
グラフタスクをエントリしました ENTERED GRAPH TASK
sc->curRSPTask->list.t.type != M_AUDTASK sc->curRSPTask->list.t.type != M_AUDTASK
../sched.c ../sched.c
 %08d:osSpTaskYield  %08d:osSpTaskYield
sc->pending_swapbuffer1 sc->pending_swapbuffer1
../sched.c ../sched.c
sc->pending_swapbuffer2 sc->pending_swapbuffer2
../sched.c ../sched.c
sc->pending_swapbuffer1 sc->pending_swapbuffer1
../sched.c ../sched.c
sc->curRSPTask == NULL sc->curRSPTask == NULL
../sched.c ../sched.c
 %08d:osSpTaskStartGo(%08x) %s  %08d:osSpTaskStartGo(%08x) %s
AUDIO AUDIO
GRAPH GRAPH
OTHER OTHER
[YIELD B] [YIELD B]
EN sc:%08x sp:%08x dp:%08x state:%x EN sc:%08x sp:%08x dp:%08x state:%x
 %08d:scHandleRetrace %08x  %08d:scHandleRetrace %08x
 %08x %08x %08x %d  %08x %08x %08x %d
sc->curRSPTask sc->curRSPTask
../sched.c ../sched.c
RSP DONE %d %d RSP DONE %d %d
[YIELDED] [YIELDED]
[NOT YIELDED] [NOT YIELDED]
SP sc:%08x sp:%08x dp:%08x state:%x SP sc:%08x sp:%08x dp:%08x state:%x
sc->curRDPTask sc->curRDPTask
../sched.c ../sched.c
sc->curRDPTask->list.t.type == M_GFXTASK sc->curRDPTask->list.t.type == M_GFXTASK
../sched.c ../sched.c
DP sc:%08x sp:%08x dp:%08x state:%x DP sc:%08x sp:%08x dp:%08x state:%x
osScKickEntryMsg osScKickEntryMsg
 %08d:待機中  %08d: ON STANDBY
 %08d:ENTRY_MSG  %08d:ENTRY_MSG
 %08d:RSP_DONE_MSG  %08d:RSP_DONE_MSG
 %08d:RDP_DONE_MSG  %08d:RDP_DONE_MSG
this this
../speed_meter.c ../speed_meter.c
../speed_meter.c ../speed_meter.c
../speed_meter.c ../speed_meter.c
[31m [31m
../speed_meter.c ../speed_meter.c
this->maxval = %d this->maxval = %d
[m [m
../speed_meter.c ../speed_meter.c
../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 OVER 8 MB OF MEMORY EQUIPPED
RAM 8M mode (N64DD対応) RAM 8M mode (N64DD COMPATIBLE)
このバージョンのマージンは %dK バイトです THE MARGINS OF THIS VERSION ARE %dK BYTES
RAM4M mode RAM4M mode
../sys_cfb.c ../sys_cfb.c
システムが使用する最終アドレスは %08x です LAST ADDRESS USED BY SYSTEM WAS %08x
フレームバッファのアドレスは %08x と %08x です FRAME BUFFER ADDRESSES ARE %08x AND %08x
[43;30m [43;30m
Math3D_lineVsPosSuisenCross():直線の長さがありません Math3D_lineVsPosSuisenCross(): NO LENGTH FOR STRAIGHT LINE
cross = pos を返します。 cross = pos RETURNED
[m [m
[43;30m [43;30m
Math3DLengthPlaneAndPos():法線size がゼロ近いです%f %f %f Math3DLengthPlaneAndPos(): NORMAL VECTOR size APPROACHING ZERO %f %f %f
[m [m
[43;30m [43;30m
Math3DSignedLengthPlaneAndPos():法線size がゼロ近いです%f %f %f Math3DSignedLengthPlaneAndPos(): NORMAL VECTOR SIZE APPROACHING ZERO %f %f %f
[m [m
../sys_matrix.c ../sys_matrix.c
Matrix_now >= Matrix_stack Matrix_now >= Matrix_stack
../sys_matrix.c ../sys_matrix.c
 %s %d: [%s] =  %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 |
| %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 [31m
**** Freeze!! **** **** Freeze!! ****
[m [m
this this
../irqmgr.c ../irqmgr.c
c c
../irqmgr.c ../irqmgr.c
msgQ msgQ
../irqmgr.c ../irqmgr.c
this this
../irqmgr.c ../irqmgr.c
c c
../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_SendMesgForClient: MESSAGE QUEUE OVERFLOW mq=%08x cnt=%d
[m [m
[41;37mirqmgr_JamMesgForClient:メッセージキューがあふれています mq=%08x cnt=%d [41;37mirqmgr_JamMesgForClient: MESSAGE QUEUE OVERFLOW mq=%08x cnt=%d
[m [m
irqmgr.c: PRENMIから0.5秒経過 irqmgr.c: 0.5 SECONDS SINCE PRENMI
スタックは大丈夫みたいです LOOKS LIKE THE STACK'S ALRIGHT
 %c  %c
[31m [31m
スタックがオーバーフローしたか危険な状態です DANGEROUS SITUATION: STACK OVERFLOW MAY HAVE OCCURRED
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 PLEASE INCREASE THE STACK SIZE QUICKLY, OR BE SURE IT'S NOT CONSUMED
[m [m
osAfterPreNMIが %d を返しました!?  %d RETURNED BY osAfterPreNMI?!
IRQマネージャスレッド実行開始 IRQ MANAGER THREAD EXECUTION START
PRE_NMI_MSG PRE_NMI_MSG
スケジューラ:PRE_NMIメッセージを受信 SCHEDULER:PRE_NMI MESSAGE RECEIVED
PRENMI450_MSG PRENMI450_MSG
スケジューラ:PRENMI450メッセージを受信 SCHEDULER:PRENMI450 MESSAGE RECEIVED
PRENMI480_MSG PRENMI480_MSG
スケジューラ:PRENMI480メッセージを受信 SCHEDULER:PRENMI480 MESSAGE RECEIVED
PRENMI500_MSG PRENMI500_MSG
スケジューラ:PRENMI500メッセージを受信 SCHEDULER:PRENMI500 MESSAGE RECEIVED
irqmgr.c:予期しないメッセージを受け取りました(%08x) irqmgr.c: UNEXPECTED MESSAGE RECEIVED (%08x)
IRQマネージャスレッド実行終了 IRQ MANAGER THREAD EXECUTION COMPLETE
this this
../irqmgr.c ../irqmgr.c
stack stack
../irqmgr.c ../irqmgr.c
 %s: %u バイトの%sに失敗しました  %s: FAILED AT %u BYTES' %s
 %s: %u バイトの%sに成功しました  %s: SUCCEEDED AT %u BYTES' %s
debug_malloc debug_malloc
確保 RESERVED
debug_malloc_DEBUG debug_malloc_DEBUG
確保 RESERVED
debug_malloc_r debug_malloc_r
確保 RESERVED
debug_malloc_r_DEBUG debug_malloc_r_DEBUG
確保 RESERVED
debug_realloc debug_realloc
再確保 RE-RESERVED
debug_realloc_DEBUG debug_realloc_DEBUG
再確保 RE-RESERVED
debug_calloc debug_calloc
確保 RESERVED
ゼルダヒープ表示 ZELDA HEAP DISPLAY
Interrupt Interrupt
TLB modification TLB modification
TLB exception on load TLB exception on load
TLB exception on store TLB exception on store
Address error on load Address error on load
Address error on store Address error on store
Bus error on inst. Bus error on inst.
Bus error on data Bus error on data
System call exception System call exception
Breakpoint exception Breakpoint exception
Reserved instruction Reserved instruction
Coprocessor unusable Coprocessor unusable
Arithmetic overflow Arithmetic overflow
Trap exception Trap exception
Virtual coherency on inst. Virtual coherency on inst.
Floating point exception Floating point exception
Watchpoint exception Watchpoint exception
Virtual coherency on data Virtual coherency on data
Unimplemented operation Unimplemented operation
Invalid operation Invalid operation
Division by zero Division by zero
Overflow Overflow
Underflow Underflow
Inexact operation Inexact operation
[41;37mfault_AddClient: %08x は既にリスト中にある [41;37mfault_AddClient: %08x ALREADY IN LIST
[m [m
[41;37mfault_RemoveClient: %08x リスト不整合です [41;37mfault_RemoveClient: %08x DOES NOT CONFORM TO LIST
[m [m
[41;37mfault_AddressConverterAddClient: %08x は既にリスト中にある [41;37mfault_AddressConverterAddClient: %08x ALREADY IN LIST
[m [m
[41;37mfault_AddressConverterRemoveClient: %08x は既にリスト中にある [41;37mfault_AddressConverterRemoveClient: %08x ALREADY IN LIST
[m [m
F%02d:%14.7e F%02d:%14.7e
F%02d:  %08x(16) F%02d:  %08x(16)
F%02d:%14.7e F%02d:%14.7e
F%02d:  %08x(16) F%02d:  %08x(16)
FPCSR:%08xH FPCSR:%08xH
(%s) (%s)
FPCSR:%08xH FPCSR:%08xH
(%s) (%s)
THREAD:%d (%d:%s) THREAD:%d (%d:%s)
PC:%08xH SR:%08xH VA:%08xH PC:%08xH SR:%08xH VA:%08xH
AT:%08xH V0:%08xH V1:%08xH AT:%08xH V0:%08xH V1:%08xH
A0:%08xH A1:%08xH A2:%08xH A0:%08xH A1:%08xH A2:%08xH
A3:%08xH T0:%08xH T1:%08xH A3:%08xH T0:%08xH T1:%08xH
T2:%08xH T3:%08xH T4:%08xH T2:%08xH T3:%08xH T4:%08xH
T5:%08xH T6:%08xH T7:%08xH T5:%08xH T6:%08xH T7:%08xH
S0:%08xH S1:%08xH S2:%08xH S0:%08xH S1:%08xH S2:%08xH
S3:%08xH S4:%08xH S5:%08xH S3:%08xH S4:%08xH S5:%08xH
S6:%08xH S7:%08xH T8:%08xH S6:%08xH S7:%08xH T8:%08xH
T9:%08xH GP:%08xH SP:%08xH T9:%08xH GP:%08xH SP:%08xH
S8:%08xH RA:%08xH LO:%08xH S8:%08xH RA:%08xH LO:%08xH
THREAD ID:%d (%d:%s) THREAD ID:%d (%d:%s)
PC:%08xH SR:%08xH VA:%08xH PC:%08xH SR:%08xH VA:%08xH
AT:%08xH V0:%08xH V1:%08xH AT:%08xH V0:%08xH V1:%08xH
A0:%08xH A1:%08xH A2:%08xH A0:%08xH A1:%08xH A2:%08xH
A3:%08xH T0:%08xH T1:%08xH A3:%08xH T0:%08xH T1:%08xH
T2:%08xH T3:%08xH T4:%08xH T2:%08xH T3:%08xH T4:%08xH
T5:%08xH T6:%08xH T7:%08xH T5:%08xH T6:%08xH T7:%08xH
S0:%08xH S1:%08xH S2:%08xH S0:%08xH S1:%08xH S2:%08xH
S3:%08xH S4:%08xH S5:%08xH S3:%08xH S4:%08xH S5:%08xH
S6:%08xH S7:%08xH T8:%08xH S6:%08xH S7:%08xH T8:%08xH
T9:%08xH GP:%08xH SP:%08xH T9:%08xH GP:%08xH SP:%08xH
S8:%08xH RA:%08xH LO:%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)[m [37mKeyWaitB (LRZ [37m上[33m下 [33m上[37m下 [37m左[33m左 [33m右[37m右 [32mB[34mA[31mSTART[37m)[m
[37mKeyWaitB'(LR左[33m右 +[31mSTART[37m)[m [37mKeyWaitB'(LR左[33m右 +[31mSTART[37m)[m
 %s %08x  %s %08x
PrintDump PrintDump
 %06x  %06x
 %08x  %08x
Dump Dump
SP PC (VPC) SP PC (VPC)
 %08x %08x  %08x %08x
-> %08x -> %08x
STACK TRACE STACK TRACE
SP PC (VPC) SP PC (VPC)
 %08x %08x  %08x %08x
-> %08x -> %08x
8CallBack (%d) %08x %08x %08x 8CallBack (%d) %08x %08x %08x
7 7
フォルトマネージャ:OS_EVENT_CPU_BREAKを受信しました FAULT MANAGER: OS_EVENT_CPU_BREAK RECEIVED
フォルトマネージャ:OS_EVENT_FAULTを受信しました FAULT MANAGER: OS_EVENT_FAULT RECEIVED
フォルトマネージャ:不明なメッセージを受信しました FAULT MANAGER: UNCLEAR MESSAGE RECEIVED
__osGetCurrFaultedThread()=%08x __osGetCurrFaultedThread()=%08x
FindFaultedThread()=%08x FindFaultedThread()=%08x
STACK TRACE STACK TRACE
CONGRATURATIONS! CONGRATURATIONS!
All Pages are displayed. All Pages are displayed.
THANK YOU! THANK YOU!
You are great debugger! You are great debugger!
fault fault
HungUp on Thread %d HungUp on Thread %d
 %s  %s
(NULL) (NULL)
 %s  %s
(NULL) (NULL)
HungUp on Thread %d HungUp on Thread %d
 %s  %s
(NULL) (NULL)
 %s  %s
(NULL) (NULL)
HungUp %s:%d HungUp %s:%d
[m [m
[3%dm [3%dm
[4%dm [4%dm
[%d;%dH [%d;%dH
[2J [2J
 %c  %c
G_ZBUFFER G_ZBUFFER
G_TEXTURE_ENABLE G_TEXTURE_ENABLE
G_SHADE G_SHADE
G_SHADING_SMOOTH G_SHADING_SMOOTH
G_CULL_FRONT G_CULL_FRONT
G_CULL_BACK G_CULL_BACK
G_FOG G_FOG
G_LIGHTING G_LIGHTING
G_TEXTURE_GEN G_TEXTURE_GEN
G_TEXTURE_GEN_LINEAR G_TEXTURE_GEN_LINEAR
G_LOD G_LOD
G_MTX_PROJECTION G_MTX_PROJECTION
G_MTX_MODELVIEW G_MTX_MODELVIEW
G_MTX_LOAD G_MTX_LOAD
G_MTX_MUL G_MTX_MUL
G_MTX_PUSH G_MTX_PUSH
G_MTX_NOPUSH G_MTX_NOPUSH
 ?  ?
COMBINED COMBINED
TEXEL0 TEXEL0
TEXEL1 TEXEL1
PRIMITIVE PRIMITIVE
SHADE SHADE
ENVIRONMENT ENVIRONMENT
CENTER CENTER
SCALE SCALE
1 1
NOISE NOISE
K4 K4
COMBINED_ALPHA COMBINED_ALPHA
0 0
TEXEL0_ALPHA TEXEL0_ALPHA
TEXEL1_ALPHA TEXEL1_ALPHA
PRIMITIVE_ALPHA PRIMITIVE_ALPHA
SHADE_ALPHA SHADE_ALPHA
ENV_ALPHA ENV_ALPHA
LOD_FRACTION LOD_FRACTION
PRIM_LOD_FRAC PRIM_LOD_FRAC
K5 K5
0 0
0 0
 ?  ?
LOD_FRACTION LOD_FRACTION
COMBINED COMBINED
TEXEL0 TEXEL0
TEXEL1 TEXEL1
PRIMITIVE PRIMITIVE
SHADE SHADE
ENVIRONMENT ENVIRONMENT
PRIM_LOD_FRAC PRIM_LOD_FRAC
1 1
0 0
マイクロコードが一致しなかった MICROCODE DOESN'T MATCH
| |
 %s  %s
AA_EN AA_EN
Z_CMP Z_CMP
Z_UPD Z_UPD
IM_RD IM_RD
CLR_ON_CVG CLR_ON_CVG
CVG_DST_CLAMP CVG_DST_CLAMP
CVG_DST_WRAP CVG_DST_WRAP
CVG_DST_FULL CVG_DST_FULL
CVG_DST_SAVE CVG_DST_SAVE
ZMODE_OPA ZMODE_OPA
ZMODE_INTER ZMODE_INTER
ZMODE_XLU ZMODE_XLU
ZMODE_DEC ZMODE_DEC
CVG_X_ALPHA CVG_X_ALPHA
ALPHA_CVG_SEL ALPHA_CVG_SEL
FORCE_BL FORCE_BL
G_BL_CLR_IN G_BL_CLR_IN
G_BL_CLR_MEM G_BL_CLR_MEM
G_BL_CLR_BL G_BL_CLR_BL
G_BL_CLR_FOG G_BL_CLR_FOG
G_BL_A_IN G_BL_A_IN
G_BL_A_FOG G_BL_A_FOG
G_BL_A_SHADE G_BL_A_SHADE
G_BL_0 G_BL_0
G_BL_CLR_IN G_BL_CLR_IN
G_BL_CLR_MEM G_BL_CLR_MEM
G_BL_CLR_BL G_BL_CLR_BL
G_BL_CLR_FOG G_BL_CLR_FOG
G_BL_1MA G_BL_1MA
G_BL_A_MEM G_BL_A_MEM
G_BL_1 G_BL_1
G_BL_0 G_BL_0
 %s|  %s|
GBL_c1(%s, %s, %s, %s)| GBL_c1(%s, %s, %s, %s)|
GBL_c2(%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}}, /* vc%d */
{{%6d, %6d, %6d, %d, %6d, %6d, %3d, %3d, %3d, %3d}}, /* vn%d */ {{%6d, %6d, %6d, %d, %6d, %6d, %3d, %3d, %3d, %3d}}, /* vn%d */
 %08x:  %08x:
 %08x-%08x:  %08x-%08x:
gsSPNoOp(), gsSPNoOp(),
gsSPDisplayList(0x%08x), gsSPDisplayList(0x%08x),
gsSPBranchList(0x%08x), gsSPBranchList(0x%08x),
RDPHALF_1(0x%08x), RDPHALF_1(0x%08x),
gsSPTextureRectangle(%d,%d,%d,%d,%d,%d,%d,%d,%d), gsSPTextureRectangle(%d,%d,%d,%d,%d,%d,%d,%d,%d),
gsSPLoadUcode(0x%08x, 0x%08x), gsSPLoadUcode(0x%08x, 0x%08x),
gsSPLoadUcodeEx(0x%08x, 0x%08x, 0x%05x), gsSPLoadUcodeEx(0x%08x, 0x%08x, 0x%05x),
gsSPEndDisplayList(), gsSPEndDisplayList(),
gsDPSetTile(%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d), gsDPSetTile(%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d),
### TileSyncが必要です。 ### TileSync NECESSARY.
gsDPLoadTile(%d,%d,%d,%d,%d), gsDPLoadTile(%d,%d,%d,%d,%d),
gsDPLoadBlock(%d,%d,%d,%d,%d), gsDPLoadBlock(%d,%d,%d,%d,%d),
### LoadSyncが必要です。 ### LoadSync NECESSARY.
gsDPSetTileSize(%d,%d,%d,%d,%d), gsDPSetTileSize(%d,%d,%d,%d,%d),
gsDPLoadTLUTCmd(%d,%d), gsDPLoadTLUTCmd(%d,%d),
gsDPSetCombineLERP(%s,%s,%s,%s, %s,%s,%s,%s, %s,%s,%s,%s, %s,%s,%s,%s), gsDPSetCombineLERP(%s,%s,%s,%s, %s,%s,%s,%s, %s,%s,%s,%s, %s,%s,%s,%s),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
SetAlphaDither SetAlphaDither
G_AD_PATTERN G_AD_PATTERN
G_AD_NOTPATTERN G_AD_NOTPATTERN
G_AD_NOISE G_AD_NOISE
G_AD_DISABLE G_AD_DISABLE
SetColorDither SetColorDither
G_CD_MAGICSQ G_CD_MAGICSQ
G_CD_BAYER G_CD_BAYER
G_CD_NOISE G_CD_NOISE
-1 -1
SetCombineKey SetCombineKey
G_CK_NONE G_CK_NONE
G_CK_KEY G_CK_KEY
-1 -1
-1 -1
SetTextureConvert SetTextureConvert
G_TC_CONV G_TC_CONV
G_TC_FILTCONV G_TC_FILTCONV
G_TC_FILT G_TC_FILT
-1 -1
SetTextureFilter SetTextureFilter
G_TF_POINT G_TF_POINT
G_TF_AVERAGE G_TF_AVERAGE
G_TF_BILERP G_TF_BILERP
-1 -1
SetTextureLUT SetTextureLUT
G_TT_NONE G_TT_NONE
G_TT_RGBA16 G_TT_RGBA16
G_TT_IA16 G_TT_IA16
-1 -1
SetTextureLOD SetTextureLOD
G_TL_TILE G_TL_TILE
G_TL_LOD G_TL_LOD
-1 -1
-1 -1
SetTextureDetail SetTextureDetail
G_TD_CLAMP G_TD_CLAMP
G_TD_SHARPEN G_TD_SHARPEN
G_TD_DETAIL G_TD_DETAIL
-1 -1
SetTexturePersp SetTexturePersp
G_TP_PERSP G_TP_PERSP
G_TP_NONE G_TP_NONE
-1 -1
-1 -1
SetCycleType SetCycleType
G_CYC_1CYCLE G_CYC_1CYCLE
G_CYC_2CYCLE G_CYC_2CYCLE
G_CYC_COPY G_CYC_COPY
G_CYC_FILL G_CYC_FILL
SetColorDither SetColorDither
G_CD_MAGICSQ G_CD_MAGICSQ
G_CD_BAYER G_CD_BAYER
G_CD_NOISE G_CD_NOISE
-1 -1
PipelineMode PipelineMode
G_PM_1PRIMITIVE G_PM_1PRIMITIVE
G_PM_NPRIMITIVE G_PM_NPRIMITIVE
-1 -1
-1 -1
gsDP%s(%s), gsDP%s(%s),
gsSPSetOtherModeH(%d, %d, 0x%08x), gsSPSetOtherModeH(%d, %d, 0x%08x),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
gsDPSetAlphaCompare gsDPSetAlphaCompare
G_AC_NONE G_AC_NONE
G_AC_THRESHOLD G_AC_THRESHOLD
G_AC_DITHER G_AC_DITHER
-1 -1
gsDPSetDepthSource gsDPSetDepthSource
G_ZS_PIXEL G_ZS_PIXEL
G_ZS_PRIM G_ZS_PRIM
-1 -1
-1 -1
gsDPSetRenderBlender( gsDPSetRenderBlender(
), ),
gsDP%s(%s), gsDP%s(%s),
gsSPSetOtherModeL(%d, %d, 0x%08x), gsSPSetOtherModeL(%d, %d, 0x%08x),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
gsDPSetOtherMode(0x%08x, 0x%08x), gsDPSetOtherMode(0x%08x, 0x%08x),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
G_SC_NON_INTERLACE G_SC_NON_INTERLACE
G_SC_ODD_INTERLACE G_SC_ODD_INTERLACE
G_SC_EVEN_INTERLACE G_SC_EVEN_INTERLACE
 ???  ???
gsDPSetScissorFrac(%s, %d, %d, %d, %d), gsDPSetScissorFrac(%s, %d, %d, %d, %d),
gsDPSetScissor(%s, %d, %d, %d, %d), gsDPSetScissor(%s, %d, %d, %d, %d),
gsDPFillRectangle(%d, %d, %d, %d), gsDPFillRectangle(%d, %d, %d, %d),
gsDPSetColorImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x) ), gsDPSetColorImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x) ),
RGBA RGBA
YUV YUV
CI CI
IA IA
I I
4b 4b
8b 8b
16b 16b
32b 32b
### PipeSyncが必要です。 ### PipeSync NECESSARY.
gsDPSetDepthImage(0x%08x(0x%08x)), gsDPSetDepthImage(0x%08x(0x%08x)),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
gsDPSetTextureImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x)), gsDPSetTextureImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x)),
RGBA RGBA
YUV YUV
CI CI
IA IA
I I
4b 4b
8b 8b
16b 16b
32b 32b
gsDPSetEnvColor(%d, %d, %d, %d), gsDPSetEnvColor(%d, %d, %d, %d),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
gsDPSetBlendColor(%d, %d, %d, %d), gsDPSetBlendColor(%d, %d, %d, %d),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
gsDPSetFogColor(%d, %d, %d, %d), gsDPSetFogColor(%d, %d, %d, %d),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
gsDPSetFillColor(0x%08x), gsDPSetFillColor(0x%08x),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
gsDPSetPrimDepth(%d, %d), gsDPSetPrimDepth(%d, %d),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
gsDPSetPrimColor(%d, %d, %d, %d, %d, %d), gsDPSetPrimColor(%d, %d, %d, %d, %d, %d),
gsDPFullSync(), gsDPFullSync(),
### PipeSyncが必要です。 ### PipeSync NECESSARY.
gsDPTileSync(), gsDPTileSync(),
gsDPPipeSync(), gsDPPipeSync(),
gsDPLoadSync(), gsDPLoadSync(),
gsDPNoOp(), gsDPNoOp(),
gsDPNoOpTag(%08x), gsDPNoOpTag(%08x),
count_gsDPNoOpHere([%s:%d]), count_gsDPNoOpHere([%s:%d]),
count_gsDPNoOpOpenDisp([%s:%d]), count_gsDPNoOpOpenDisp([%s:%d]),
count_gsDPNoOpCloseDisp([%s:%d]), count_gsDPNoOpCloseDisp([%s:%d]),
count_gsDPNoOpString(%c%s%c, %d), count_gsDPNoOpString(%c%s%c, %d),
count_gsDPNoOpWord(0x%08x, %d), count_gsDPNoOpWord(0x%08x, %d),
count_gsDPNoOpFloat(%8.3f, %d), count_gsDPNoOpFloat(%8.3f, %d),
count_gsDPNoOpQuiet(), count_gsDPNoOpQuiet(),
count_gsDPNoOpVerbose(), count_gsDPNoOpVerbose(),
count_gsDPNoOpCallBack(%08x,%d), count_gsDPNoOpCallBack(%08x,%d),
gsDPNoOpTag3(%02x, %08x, %04x), gsDPNoOpTag3(%02x, %08x, %04x),
gsSPMatrix(0x%08x(%08x), 0 gsSPMatrix(0x%08x(%08x), 0
|%s |%s
), ),
/ %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 |
| %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), gsSPVertex(0x%08x(0x%08x), %d, %d),
gsSPModifyVertex(%d, %s, %08x), gsSPModifyVertex(%d, %s, %08x),
G_MWO_POINT_RGBA G_MWO_POINT_RGBA
G_MWO_POINT_ST G_MWO_POINT_ST
G_MWO_POINT_XYSCREEN G_MWO_POINT_XYSCREEN
G_MWO_POINT_ZSCREEN G_MWO_POINT_ZSCREEN
G_MWO_POINT_???? G_MWO_POINT_????
gsSP1Triangle(%d, %d, %d), gsSP1Triangle(%d, %d, %d),
gsSPLine3D(%d, %d), gsSPLine3D(%d, %d),
gsSPLineW3D(%d, %d, %d), gsSPLineW3D(%d, %d, %d),
gsSP2Triangles(%d, %d, %d, 0, %d, %d, %d, 0), gsSP2Triangles(%d, %d, %d, 0, %d, %d, %d, 0),
gsSP1Quadrangle(%d, %d, %d, %d, 0), gsSP1Quadrangle(%d, %d, %d, %d, 0),
gsSPCullDisplayList(%d, %d), gsSPCullDisplayList(%d, %d),
gsSPBranchLessZraw(0x%08x(0x%08x), %d, 0x%08x), gsSPBranchLessZraw(0x%08x(0x%08x), %d, 0x%08x),
gsSPTexture(%d, %d, %d, %d, %s), gsSPTexture(%d, %d, %d, %d, %s),
G_ON G_ON
G_OFF G_OFF
gsSPTextureL(%d, %d, %d, %d, %d, %s), gsSPTextureL(%d, %d, %d, %d, %d, %s),
G_ON G_ON
G_OFF G_OFF
gsSPPopMatrix(G_MTX_MODELVIEW), gsSPPopMatrix(G_MTX_MODELVIEW),
gsSPPopMatrixN(G_MTX_MODELVIEW, %d), gsSPPopMatrixN(G_MTX_MODELVIEW, %d),
gsSPLoadGeometryMode( gsSPLoadGeometryMode(
), ),
gsSPClearGeometryMode( gsSPClearGeometryMode(
), ),
gsSPSetGeometryMode( gsSPSetGeometryMode(
), ),
gsSPGeometryMode( gsSPGeometryMode(
, ,
), ),
gsSPSegment(%d, 0x%08x), gsSPSegment(%d, 0x%08x),
gsSPClipRatio(FRUSTRATIO_%d), gsSPClipRatio(FRUSTRATIO_%d),
gsSPNumLights(%d), gsSPNumLights(%d),
gsSPLightColor(%d, %d), gsSPLightColor(%d, %d),
gsSPFogFactor(%d, %d), gsSPFogFactor(%d, %d),
gsSPPerspNormalize(%d), gsSPPerspNormalize(%d),
gsMoveWd(%d, %d, %d), gsMoveWd(%d, %d, %d),
gsSPViewport(0x%08x(0x%08x)), gsSPViewport(0x%08x(0x%08x)),
vtrans=[%d %d %d %d] vtrans=[%d %d %d %d]
gsSPForceMatrix(0x%08x), gsSPForceMatrix(0x%08x),
gsSPLookAtX(0x%08x), gsSPLookAtX(0x%08x),
gsSPLookAtY(0x%08x), gsSPLookAtY(0x%08x),
gsSPLight(0x%08x,%d), gsSPLight(0x%08x,%d),
gsMoveMem(0x%08x, %d, %d, %d), gsMoveMem(0x%08x, %d, %d, %d),
AnyDisplayList(), AnyDisplayList(),
gsSPBgRectCopy(0x%08x(0x%08x)), gsSPBgRectCopy(0x%08x(0x%08x)),
gsSPBgRect1Cyc(0x%08x(0x%08x)), gsSPBgRect1Cyc(0x%08x(0x%08x)),
gsSPObjSprite(0x%08x(0x%08x)), gsSPObjSprite(0x%08x(0x%08x)),
gsSPObjRectangle(0x%08x(0x%08x)), gsSPObjRectangle(0x%08x(0x%08x)),
gsSPObjRectangleR(0x%08x(0x%08x)), gsSPObjRectangleR(0x%08x(0x%08x)),
RDPHALF_0(0x%02x, 0x%08x, 0x%04x), RDPHALF_0(0x%02x, 0x%08x, 0x%04x),
gsSPObjMatrix(0x%08x(0x%08x)), gsSPObjMatrix(0x%08x(0x%08x)),
gsSPObjSubMatrix(0x%08x(0x%08x)), gsSPObjSubMatrix(0x%08x(0x%08x)),
gsSPObjLoadTxtr(0x%08x(0x%08x)), gsSPObjLoadTxtr(0x%08x(0x%08x)),
gsSPObjLoadTxSprite(0x%08x(0x%08x)), gsSPObjLoadTxSprite(0x%08x(0x%08x)),
gsSPObjLoadTxRect(0x%08x(0x%08x)), gsSPObjLoadTxRect(0x%08x(0x%08x)),
gsSPObjLoadTxRectR(0x%08x(0x%08x)), gsSPObjLoadTxRectR(0x%08x(0x%08x)),
gsSPSelectDL(0x%08x, %d, 0x%08x, 0x%08x), gsSPSelectDL(0x%08x, %d, 0x%08x, 0x%08x),
gsSPSelectBranchDL(0x%08x, %d, 0x%08x, 0x%08x), gsSPSelectBranchDL(0x%08x, %d, 0x%08x, 0x%08x),
gsSPSegment(%d, 0x%08x), gsSPSegment(%d, 0x%08x),
gsSPSetStatus(0x%08x, 0x%08x), gsSPSetStatus(0x%08x, 0x%08x),
gsMoveWd(%d, %d, %d), gsMoveWd(%d, %d, %d),
gsSPObjRenderMode(0x%08x), gsSPObjRenderMode(0x%08x),
AnyDisplayList(), AnyDisplayList(),
SUPERDMA SUPERDMA
FastCopy FastCopy
FastCopy FastCopy
SLOWCOPY SLOWCOPY
BGCOPY BGCOPY
AUDIO : Ocarina Control Assign Normal AUDIO : Ocarina Control Assign Normal
AUDIO : Ocarina Control Assign Custom AUDIO : Ocarina Control Assign Custom
Presss NA_KEY_D4 %08x Presss NA_KEY_D4 %08x
Presss NA_KEY_F4 %08x Presss NA_KEY_F4 %08x
Presss NA_KEY_A4 %08x Presss NA_KEY_A4 %08x
Presss NA_KEY_B4 %08x Presss NA_KEY_B4 %08x
Presss NA_KEY_D5 %08x Presss NA_KEY_D5 %08x
1 1
Audio Debug Mode Audio Debug Mode
- %s - - %s -
Audio ScrPrt Audio ScrPrt
 %s  %s
 %04X  %04X
BGM CANCEL:%s BGM CANCEL:%s
SE MUTE:%s SE MUTE:%s
PUSH CONT-4 A-BTN PUSH CONT-4 A-BTN
SE HANDLE:%s SE HANDLE:%s
 %02x %04x %02x %08x  %02x %04x %02x %08x
* *
Seq 0  : %2x Seq 0  : %2x
Seq 1  : %2x Seq 1  : %2x
SE HD  : %2x %s SE HD  : %2x %s
SE No. :%3x SE No. :%3x
S-Out  : %2x %s S-Out  : %2x %s
BGM Ent: %2x BGM Ent: %2x
Spec  : %2x Spec  : %2x
Na Snd : %2x Na Snd : %2x
Cam Wt : %s Cam Wt : %s
Lnk Wt : %s Lnk Wt : %s
SE Ent : %2x SE Ent : %2x
 %s <%d>  %s <%d>
 %2X %5d %5d %5d %02X %04X %04X  %2X %5d %5d %5d %02X %04X %04X
FF ----- ----- ----- -- ---- ---- FF ----- ----- ----- -- ---- ----
 %2X %5d %5d %5d %3d %3d %04X  %2X %5d %5d %5d %3d %3d %04X
FF ----- ----- ----- --- --- ---- FF ----- ----- ----- --- --- ----
 %2X %5d %5d %5d %3d %3d %04X  %2X %5d %5d %5d %3d %3d %04X
FF ----- ----- ----- --- --- ---- FF ----- ----- ----- --- --- ----
 %2X %04X  %2X %04X
FF ---- FF ----
* *
Swicth  : %d Swicth  : %d
Lines  : %d Lines  : %d
Color  : %d Color  : %d
 %s  : %d  %s  : %d
 %s  : %d  %s  : %d
ENVRONM : %d ENVRONM : %d
 %s  : %d  %s  : %d
 %s  : %d  %s  : %d
 %s : %d  %s : %d
 %s  : %d  %s  : %d
SEQ ENT : %d SEQ ENT : %d
SWAP OFF SWAP OFF
* *
V V
 %04x %04x %s  %04x %04x %s
Group Track:%d Group Track:%d
Sub Track  :%d Sub Track  :%d
TRK NO. TRK NO.
ENTRY ENTRY
MUTE MUTE
OPENNOTE OPENNOTE
 %1X  %1X
O O
X X
O O
X X
 %1X  %1X
 %2d,%2d  %2d,%2d
VOL VOL
E VOL E VOL
BANK ID BANK ID
PROG PROG
PAN PAN
PANPOW PANPOW
FXMIX FXMIX
PRIO PRIO
VIB PIT VIB PIT
VIB DEP VIB DEP
TUNE TUNE
TUNE TUNE
 %02X  %02X
 %d  %d
 %d  %d
 %X  %X
 %d  %d
 %d  %d
 %d  %d
 %d  %d
 %d  %d
 %d  %d
 %d  %d
 %d  %d
TOTAL  %d TOTAL  %d
DRIVER %05X / %05X DRIVER %05X / %05X
AT-SEQ %02X-%02X (%05X-%05X / %05X) AT-SEQ %02X-%02X (%05X-%05X / %05X)
AT-BNK %02X-%02X (%05X-%05X / %05X) AT-BNK %02X-%02X (%05X-%05X / %05X)
ST-SEQ %02Xseqs (%05X / %06X) ST-SEQ %02Xseqs (%05X / %06X)
 %02x  %02x
ST-BNK %02Xbanks (%05X / %06X) ST-BNK %02Xbanks (%05X / %06X)
 %02x  %02x
E-MEM  %05X / %05X E-MEM  %05X / %05X
BGM No.  %02X BGM No.  %02X
SCENE SET  %02X %s SCENE SET  %02X %s
* *
NEXT SCENE %02X %s NEXT SCENE %02X %s
NOW SCENE  %02X %s NOW SCENE  %02X %s
NOW BLOCK  %02X NOW BLOCK  %02X
PORT PORT
 %02X %02X %02X %02X  %02X %02X %02X %02X
 %02X %02X %02X %02X  %02X %02X %02X %02X
SEQ INFO  : %2d %02x %d SEQ INFO  : %2d %02x %d
PLAY INFO : %2d %02x %d PLAY INFO : %2d %02x %d
8note REC POINTER : %08x 8note REC POINTER : %08x
 %02x  %02x
OCA:%02x SEQ:%04x PLAY:%02x REC:%02x OCA:%02x SEQ:%04x PLAY:%02x REC:%02x
* *
SE HD  : %02x %s SE HD  : %02x %s
SE No. : %02x SE No. : %02x
 : %04x  : %04x
SE SW  %s SE SW  %s
 %s  %s
SE PR  : %02x SE PR  : %02x
env_fx %d code_fx %d SPEC %d env_fx %d code_fx %d SPEC %d
SOUND GAME FRAME NOW %f SOUND GAME FRAME NOW %f
SOUND GAME FRAME MAX %f SOUND GAME FRAME MAX %f
SWITCH BGM MODE %d %d %d (FLAG %d) SWITCH BGM MODE %d %d %d (FLAG %d)
ENEMY DIST %f VOL %3d ENEMY DIST %f VOL %3d
GANON DIST VOL %3d GANON DIST VOL %3d
DEMO FLAG %d DEMO FLAG %d
MARON BGM DIST %f MALON BGM DIST %f
NATURE FAILED %01x NATURE FAILED %01x
SARIA BGM PTR %08x SARIA BGM PTR %08x
POLI %d(%d) POLI %d(%d)
 %d  %d
Middle Boss BGM Start not stack Mini Boss BGM Start not stack
gfxprint_open:2重オープンです gfxprint_open: DOUBLE OPEN
osSpGetStatus=%08x: osSpGetStatus=%08x:
HALT HALT
BROKE BROKE
DMA_BUSY DMA_BUSY
DMA_FULL DMA_FULL
IO_FULL IO_FULL
SSTEP SSTEP
INTR_BREAK INTR_BREAK
YIELD YIELD
YIELDED YIELDED
TASKDONE TASKDONE
SIG3 SIG3
SIG4 SIG4
SIG5 SIG5
SIG6 SIG6
SIG7 SIG7
osDpGetStatus=%08x: osDpGetStatus=%08x:
XBUS_DMEM_DMA XBUS_DMEM_DMA
FREEZE FREEZE
FLUSH FLUSH
START_GCLK START_GCLK
TMEM_BUSY TMEM_BUSY
PIPE_BUSY PIPE_BUSY
CMD_BUSY CMD_BUSY
CBUF_READY CBUF_READY
DMA_BUSY DMA_BUSY
END_VALID END_VALID
START_VALID START_VALID
../loadfragment2.c ../loadfragment2.c
OVL:SPEC(%08x-%08x) REAL(%08x-%08x) OFFSET(%08x) OVL:SPEC(%08x-%08x) REAL(%08x-%08x) OFFSET(%08x)
m1 m1
../mtxuty-cvt.c ../mtxuty-cvt.c
m2 m2
../mtxuty-cvt.c ../mtxuty-cvt.c
m1 m1
../mtxuty-cvt.c ../mtxuty-cvt.c
m2 m2
../mtxuty-cvt.c ../mtxuty-cvt.c
DoRelocation(%08x, %08x, %08x) DoRelocation(%08x, %08x, %08x)
text=%08x, data=%08x, rodata=%08x, bss=%08x text=%08x, data=%08x, rodata=%08x, bss=%08x
 %02d %08x %08x %08x  %02d %08x %08x %08x
 %08x %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 DYNAMIC LINK FUNCTION LOADING START
TEXT,DATA,RODATA+relをDMA転送します(%08x-%08x) TEXT,DATA,RODATA+relをDMA TRANSFERRED (%08x-%08x)
TEXT(%08x), DATA(%08x), RODATA(%08x), BSS(%08x) TEXT(%08x), DATA(%08x), RODATA(%08x), BSS(%08x)
リロケーションします RELOCATING
BSS領域をクリアします(%08x-%08x) BSS FIELD CLEARED (%08x-%08x)
REL領域をクリアします(%08x-%08x) REL FIELD CLEARED (%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 DYNAMIC LINK FUNCTION LOADING COMPLETE
 %s: %u バイトの%sに失敗しました  %s: FAILURE AT %u BYTES' %s
 %s: %u バイトの%sに成功しました  %s: SUCCESS AT %u BYTES' %s
malloc malloc
確保 RESERVED
malloc_DEBUG malloc_DEBUG
確保 RESERVED
malloc_r malloc_r
確保 RESERVED
malloc_r_DEBUG malloc_r_DEBUG
確保 RESERVED
realloc realloc
再確保 RE-RESERVED
realloc_DEBUG realloc_DEBUG
再確保 RE-RESERVED
calloc calloc
確保 RESERVED
システムヒープ表示 SYSTEM HEAP DISPLAY
[41;37m緊急事態!メモリリーク発見! (block=%08x) [41;37m EMERGENCY! MEMORY LEAK DISCOVERED! (block=%08x)
[m [m
[41;37m緊急事態!メモリリーク発見! (block=%08x) [41;37m EMERGENCY! MEMORY LEAK DISCOVERED! (block=%08x)
[m [m
[41;37m緊急事態!メモリリーク検出! (block=%08x s=%08x e=%08x p=%08x) [41;37m EMERGENCY! MEMORY LEAK DETECTED! (block=%08x s=%08x e=%08x p=%08x)
[m [m
[41;37m__osFree:不正解放(%08x) [41;37m__osFree: ILLEGAL DEALLOCATION(%08x)
[m [m
[41;37m__osFree:二重解放(%08x) [41;37m__osFree: DOUBLE DEALLOCATION (%08x)
[m [m
[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: DEALLOCATED VIA A DIFFERENT METHOD THAN WHEN IT WAS RESERVED (%08x:%08x)
[m [m
[41;37m__osFree:不正解放(%08x) [%s:%d ] [41;37m__osFree: ILLEGAL DEALLOCATION (%08x) [%s:%d ]
[m [m
[41;37m__osFree:二重解放(%08x) [%s:%d ] [41;37m__osFree: DOUBLE DEALLOCATION (%08x) [%s:%d ]
[m [m
[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: DEALLOCATED VIA A DIFFERENT METHOD THAN WHEN IT WAS RESERVED (%08x:%08x)
[m [m
__osRealloc(%08x, %d) __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 NO ACTION TAKEN IN ORDER TO PRESERVE MEMORY BLOCK SIZE
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 FREE BLOCKS CURRENTLY EXIST AT THE END OF THE MEMORY BLOCK, SO THEY WILL BE COMBINED.
新たにメモリブロックを確保して内容を移動します CONTENTS MOVED TO RESERVE MEMORY BLOCK AGAIN
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 INCREASED CURRENTLY EXISTING FREE BLOCKS AT THE END OF THE MEMORY BLOCK
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 NO FREE BLOCKS CURRENTLY EXIST AT THE END OF THE MEMORY BLOCK, SO THEY WILL BE PRODUCED.
フリーブロック生成するだけの空きがありません NO SPACE TO CREATE FREE BLOCKS
アリーナは初期化されていません ARENA NOT INITIALIZED
アリーナの内容 (0x%08x) ARENA CONTENTS (0x%08x)
メモリブロック範囲 status サイズ [時刻 s ms us ns: TID:src:行] MEMORY BLOCK RANGE status SIZE [TIME s ms us ns: TID:src:LINE]
 %08x-%08x%c %s %08x  %08x-%08x%c %s %08x
空き FREE
確保 RESERVED
[%016llu:%2d:%s:%d] [%016llu:%2d:%s:%d]
**NULL** **NULL**
 %08x Block Invalid  %08x Block Invalid
確保ブロックサイズの合計 0x%08x バイト TOTAL RESERVED BLOCK SIZE - 0x%08x BYTES
空きブロックサイズの合計 0x%08x バイト TOTAL FREE BLOCK SIZE - 0x%08x BYTES
最大空きブロックサイズ 0x%08x バイト MAXIMUM FREE BLOCK SIZE - 0x%08x BYTES
ARENA INFO (0x%08x) ARENA INFO (0x%08x)
Arena is uninitalized Arena is uninitalized
Memory Block Region status size Memory Block Region status size
 %08x-%08x%c %s %08x  %08x-%08x%c %s %08x
F F
A A
 %08x Block Invalid  %08x Block Invalid
Total Alloc Block Size  %08x Total Alloc Block Size  %08x
Total Free Block Size  %08x Total Free Block Size  %08x
Largest 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) CHECKING ARENA CONTENT... (%08x)
[41;37mおおっと!! (%08x %08x) [41;37m OOPS!! (%08x %08x)
[m [m
アリーナはまだ、いけそうです ARENA STILL SEEMS POSSIBLE
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 INITIALIZED RECORDING INITIALIZED RECORDING INITIALIZED RECORDING INITIALIZED ->
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 CHANNEL RECORDING INITIALIZED 8 CHANNEL RECORDING INITIALIZED 8 CHANNEL RECORDING INITIALIZED ->
8音再生 8音再生 8音再生 -> 8 CHANNEL PLAYBACK 8 CHANNEL PLAYBACK 8 CHANNEL PLAYBACK ->
輪唱開始 輪唱開始 輪唱開始 輪唱開始 -> ROUND INITIALIZED ROUND INITIALIZED ROUND INITIALIZED ROUND INITIALIZED ->
カエルの合唱 カエルの合唱 -> FROG ROUND FROG ROUND ->
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 = 名前 =
 %x  %x
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 # OF GOLD SKULLTULAS = %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 ??????????????????
[m [m
../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 SPEECH BUBBLE TYPE=%d
../z_message_PAL.c ../z_message_PAL.c
[34m [34m
めっせーじ=%x(%d) MESSAGE=%x(%d)
[m [m
[32m [32m
めっせーじ=%x message->msg_data MESSAGE=%x message->msg_data
[m [m
[32m [32m
ocarina_check_bit[%d]=%x ocarina_check_bit[%d]=%x
ocarina_bit = %x ocarina_bit = %x
[m [m
[31m☆☆☆☆☆ オカリナ番号=%d(%d) ☆☆☆☆☆ [31m☆☆☆☆☆ OCARINA NUMBER=%d(%d) ☆☆☆☆☆
[m [m
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 MUSICAL PERFORMANCE INITIALIZED
 ?????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 MUSICAL PERFORMANCE ATOP PEDESTAL
Na_StartOcarinaSinglePlayCheck2( message->ocarina_no ); Na_StartOcarinaSinglePlayCheck2( message->ocarina_no );
演奏チェック=%d MUSICAL PERFORMANCE CHECK=%d
locate=%d onpu_pt=%d locate=%d onpu_pt=%d
Ocarina_Flog 正解模範演奏=%x Ocarina_Frog CORRECT DEMONSTRATION PERFORMANCE=%x
Ocarina_Flog 正解模範演奏=%x Ocarina_Frog CORRECT DEMONSTRATION PERFORMANCE=%x
Ocarina_Free 正解模範演奏=%x Ocarina_Free CORRECT DEMONSTRATION PERFORMANCE=%x
正解模範演奏=%x CORRECT DEMONSTRATION 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();
[m [m
ocarina_no=%d 選曲=%d ocarina_no=%d SONG CHOSEN=%d
模範演奏=%x DEMONSTRATION 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) ☆☆☆
[m [m
→ 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 ACQUIRE MELODY=%d
[m [m
案山子録音 初期化 INITIALIZE SCARECROW RECORDING
onpu_pt=%d, locate=%d onpu_pt=%d, locate=%d
入力ボタン【%d】=%d INPUT BUTTON【%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
#ERROR! #ERROR!
 %d,  %d,
[m [m
#ERROR! #ERROR!
status=%d (%d) status=%d (%d)
bbbbbbbbbbb bbbbbbbbbbb
8音録音OK! 8 CHANNEL RECORDING OK!
[33m [33m
#ERROR! #ERROR!
 %d,  %d,
[m [m
#ERROR! #ERROR!
すでに存在する曲吹いた!!! PLAYED ALREADY EXISTING SONG!!!
cccccccccccc cccccccccccc
輪唱失敗!!!!!!!!! SONG ROUND FAILURE!!!!!!!!!
輪唱成功!!!!!!!!! SONG ROUND SUCCESS!!!!!!!!!
../z_message_PAL.c ../z_message_PAL.c
../z_message_PAL.c ../z_message_PAL.c
 %s  %s
MESSAGE MESSAGE
 %s  %s
#ERROR! #ERROR!
 %x  %x
../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
#ERROR! #ERROR!
[m [m
OCARINA_MODE=%d chk_ocarina_no=%d OCARINA_MODE=%d chk_ocarina_no=%d
常駐PARAMETERセグメント=%x STATIONARY PARAMETER SEGMENT=%x
../z_construct.c ../z_construct.c
parameter->parameterSegment=%x parameter->parameterSegment=%x
parameter->parameterSegment != NULL parameter->parameterSegment != NULL
../z_construct.c ../z_construct.c
../z_construct.c ../z_construct.c
../z_construct.c ../z_construct.c
DOアクション テクスチャ初期=%x DO ACTION TEXTURE INITIAL=%x
parameter->do_actionSegment=%x parameter->do_actionSegment=%x
parameter->do_actionSegment != NULL parameter->do_actionSegment != NULL
../z_construct.c ../z_construct.c
../z_construct.c ../z_construct.c
../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 ICON ITEM TEXTURE INITIAL=%x
parameter->icon_itemSegment=%x parameter->icon_itemSegment=%x
parameter->icon_itemSegment != NULL parameter->icon_itemSegment != NULL
../z_construct.c ../z_construct.c
Register_Item[%x, %x, %x, %x] Register_Item[%x, %x, %x, %x]
../z_construct.c ../z_construct.c
../z_construct.c ../z_construct.c
../z_construct.c ../z_construct.c
../z_construct.c ../z_construct.c
../z_construct.c ../z_construct.c
EVENT=%d EVENT=%d
restart_flag=%d restart_flag=%d
タイマー停止!!!!!!!!!!!!!!!!!!!!! = %d TIMER STOPPED!!!!!!!!!!!!!!!!!!!!! = %d
PARAMETER領域=%x PARAMETER FIELD=%x
../z_construct.c ../z_construct.c
message->fukidashiSegment=%x message->fukidashiSegment=%x
吹き出しgame_alloc=%x SPEECH BUBBLE game_alloc=%x
message->fukidashiSegment != NULL message->fukidashiSegment != NULL
../z_construct.c ../z_construct.c