Debug Text/code
From CloudModding OoT Wiki
Contents
- 1 Camera Presets I
- 2 Camera Presets II
- 3 Save Checksum (Debug)
- 4 Save Checksum (Default)
- 5 Cutscene Editor
- 6 [?]
- 7 Audio Editor
- 8 Inagaki Check
- 9 En_A_Keep
- 10 En_Item_00
- 11 Eff_Blure
- 12 Eff_Shield_Particle
- 13 Eff_Spark
- 14 Eff_Ss_Dead
- 15 Effect_Soft_Sprite
- 16 Effect_Soft_Sprite_Old_Init
- 17 Flg_Set
- 18 DLF
- 19 Actor
- 20 Cheap_Proc
- 21 Actor List
- 22 BGcheck
- 23 Camera
- 24 Collision_Check
- 25 Debug
- 26 Debug_Display
- 27 Demo
- 28 Draw
- 29 Elf_Message
- 30 Fcurve_Data_Skelanime
- 31 Horse
- 32 JPEG
- 33 Kanfont
- 34 Kankyo
- 35 [?]
- 36 Lifemeter
- 37 Lights
- 38 Zelda Alloc
- 39 Map_Mark
- 40 Moji
- 41 OnePointDemo
- 42 Map_EXP
- 43 Parameter
- 44 PreNMI
- 45 RCP
- 46 Room
- 47 Sample
- 48 Scene
- 49 Scene_Table
- 50 Skelanime
- 51 Skin
- 52 Skin_AWB
- 53 SRAM
- 54 View
- 55 ViMode
- 56 ViMono
- 57 VR_Box
- 58 FBDemo
- 59 DB_Camera
- 60 Kaleido_Manager
- 61 Kaleido_Scope_Call
- 62 Play
- 63 PreRender
- 64 Game
- 65 Game_Alloc
- 66 Graph
- 67 ListAlloc
- 68 Main
- 69 PadMgr
- 70 Sched
- 71 Speed_Meter
- 72 Sys_CFB
- 73 [?]
- 74 Sys_Matrix
- 75 IRQMgr
- 76 [?]
- 77 Crash Debugger
- 78 Microcode
- 79 [?]
- 80 Audio Debugger
- 81 [?]
- 82 [?]
- 83 LoadFragment2
- 84 MtxUty-Cvt
- 85 [?]
- 86 Message_PAL
- 87 Construct
- 88 F3DZEX
- 89 S2DEX
Camera Presets I
80119F8C NONE 80119F98 NORMAL0 80119FA4 NORMAL1 80119FB0 DUNGEON0 80119FBC DUNGEON1 80119FC8 NORMAL3 80119FD4 HORSE0 80119FE0 BOSS_GOMA 80119FEC BOSS_DODO 80119FF8 BOSS_BARI 8011A004 BOSS_FGANON 8011A010 BOSS_BAL 8011A01C BOSS_SHADES 8011A028 BOSS_MOFA 8011A034 BOSS_TWIN0 8011A040 BOSS_TWIN1 8011A04C BOSS_GANON1 8011A058 BOSS_GANON2 8011A064 TOWER0 8011A070 TOWER1 8011A07C FIXED0 8011A088 FIXED1 8011A094 CIRCLE0 8011A0A0 CIRCLE2 8011A0AC CIRCLE3 8011A0B8 PREREND0 8011A0C4 PREREND1 8011A0D0 PREREND3 8011A0DC DOOR0 8011A0E8 DOORC 8011A0F4 RAIL3 8011A100 START0 8011A10C START1 8011A118 FREE0 8011A124 FREE2 8011A130 CIRCLE4 8011A13C CIRCLE5 8011A148 DEMO0 8011A154 DEMO1 8011A160 MORI1 8011A16C ITEM0 8011A178 ITEM1 8011A184 DEMO3 8011A190 DEMO4 8011A19C UFOBEAN 8011A1A8 LIFTBEAN 8011A1B4 SCENE0 8011A1C0 SCENE1 8011A1CC HIDAN1 8011A1D8 HIDAN2 8011A1E4 MORI2 8011A1F0 MORI3 8011A1FC TAKO 8011A208 SPOT05A 8011A214 SPOT05B 8011A220 HIDAN3 8011A22C ITEM2 8011A238 CIRCLE6 8011A244 NORMAL2 8011A250 FISHING 8011A25C DEMOC 8011A268 UO_FIBER 8011A274 DUNGEON2 8011A280 TEPPEN 8011A28C CIRCLE7 8011A298 NORMAL4 8011A2A4 NORMAL 8011A2B0 PARALLEL 8011A2BC KEEPON 8011A2C8 TALK 8011A2D4 BATTLE 8011A2E0 CLIMB 8011A2EC SUBJECT 8011A2F8 BOWARROW 8011A304 BOWARROWZ 8011A310 FOOKSHOT 8011A31C BOOMERANG 8011A328 PACHINCO 8011A334 CLIMBZ 8011A340 JUMP 8011A34C HANG 8011A358 HANGZ 8011A364 FREEFALL 8011A370 CHARGE 8011A37C STILL 8011A388 PUSHPULL 8011A394 BOOKEEPON
Camera Presets II
8011D3F8 NONE 8011D400 NORM0() 8011D408 NORM1() 8011D410 NORM2() 8011D418 NORM3() 8011D420 NORM4() 8011D428 PARA0() 8011D430 PARA1() 8011D438 PARA2() 8011D440 PARA3() 8011D448 PARA4() 8011D450 KEEP0() 8011D458 KEEP1() 8011D460 KEEP2() 8011D468 KEEP3() 8011D470 KEEP4() 8011D478 SUBJ0() 8011D480 SUBJ1() 8011D488 SUBJ2() 8011D490 SUBJ3() 8011D498 SUBJ4() 8011D4A0 JUMP0() 8011D4A8 JUMP1() 8011D4B0 JUMP2() 8011D4B8 JUMP3() 8011D4C0 JUMP4() 8011D4C8 BATT0() 8011D4D0 BATT1() 8011D4D8 BATT2() 8011D4E0 BATT3() 8011D4E8 BATT4() 8011D4F0 FIXD0() 8011D4F8 FIXD1() 8011D500 FIXD2() 8011D508 FIXD3() 8011D510 FIXD4() 8011D518 DATA0() 8011D520 DATA1() 8011D528 DATA2() 8011D530 DATA3() 8011D538 DATA4() 8011D540 UNIQ0() 8011D548 UNIQ1() 8011D550 UNIQ2() 8011D558 UNIQ3() 8011D560 UNIQ4() 8011D568 UNIQ5() 8011D570 UNIQ6() 8011D578 UNIQ7() 8011D580 UNIQ8() 8011D588 UNIQ9() 8011D590 DEMO0() 8011D598 DEMO1() 8011D5A0 DEMO2() 8011D5A8 DEMO3() 8011D5B0 DEMO4() 8011D5B8 DEMO5() 8011D5C0 DEMO6() 8011D5C8 DEMO7() 8011D5D0 DEMO8() 8011D5D8 DEMO9() 8011D5E0 SPEC0() 8011D5E8 SPEC1() 8011D5F0 SPEC2() 8011D5F8 SPEC3() 8011D600 SPEC4() 8011D608 SPEC5() 8011D610 SPEC6() 8011D618 SPEC7() 8011D620 SPEC8() 8011D628 SPEC9()
Save Checksum (Debug)
8012A4F2 !ZELDA
Save Checksum (Default)
8012A5B4 ZELDAZ
Cutscene Editor
フレ-ム キ- / (センタ-テン) (ゲンテン) (プレイヤ-) (イチアワセ) (セッテイ) (キャッカン) ポイントNo. ガカク Nフレ-ム Zカイテン モ-ド Rチュウシン Pジカン キョリ Xカイテン Yカイテン d フレ-ム ト-タル キ- / 0
[?]
8012D210 ABZSuldr*+LRudlr
Audio Editor
To Do: Check if you missed any text here. |
80131CC3 Sound Control 80131CDA Spec Info 80131CF1 Heap Info 80131D08 Grp Track Info 80131D1F Sub Track Info 80131D36 Channel Info 80131D4D Interface Info 80131D64 SE Flag Swap 80131D7B Block Change BGM 80131D92 Natural Sound Control 80131DA9 Ocarina Test 80131DC0 SE Parameter Change 80131DD7 Scroll Print 80131DEE Free Area 80131E38 PLAYER 80131E43 ITEM 80131E4E ENVIROMENT 80131E59 ENEMY 80131E64 SYSTEM 80131E6F OCARINA 80131E7A VOICE 80131E88 W-STEREO 80131E92 HEADPHONE 80131E9C 3D SOUND 80131EA6 MONO 80131F0C SWAP 80131F5E STBY
Inagaki Check
80133345 [41;37m<INAGAKI CHECK> dist over! flag:%04X ptr:%08X pos:%f-%f-%f 80133390 SEQ H 80133398 L
En_A_Keep
80134D30 ../z_en_a_keep.c 80134D44 ../z_en_a_keep.c 80134D58 ../z_en_a_keep.c
En_Item_00
80134DC0 ../z_en_item00.c 80134DD4 ../z_en_item00.c 80134DE8 ../z_en_item00.c 80134DFC ../z_en_item00.c 80134E10 ../z_en_item00.c 80134E24 ../z_en_item00.c 80134E38 ../z_en_item00.c 80134E4C ../z_en_item00.c 80134E60 ../z_en_item00.c 80134E74 ../z_en_item00.c 80134E88 ../z_en_item00.c 80134E9C ../z_en_item00.c 80134EB0 ../z_en_item00.c
Eff_Blure
ブラ─頂点追加処理:テーブルオーバー %d ブラ─空白追加処理:テーブルオーバー %d ../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 ../z_eff_blure.c index - 1 >= 0 ../z_eff_blure.c index + 2 < this2->now_edge_num ../z_eff_blure.c z_eff_blure.c ::SQ_HermiteInterpolate_disp() 頂点確保できず。 ../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 ../z_eff_blure.c ブラ─表示:頂点確保できず。強制終了 ../z_eff_blure.c ブラ─表示:頂点テーブル確保できず ../z_eff_blure.c
Eff_Shield_Particle
[31mEffectShieldParticle_ct():パーティクル数がオーバしてます。 [m ../z_eff_shield_particle.c ../z_eff_shield_particle.c
Eff_Spark
spark():u_div,v_div 0では困る。 table_sizeオーバー EffectSparkInfo_proc():Spark Pointer is NULL ../z_eff_spark.c EffectSparkInfo_disp():メモリー確保失敗 graph_malloc ../z_eff_spark.c
Eff_Ss_Dead
801355C0 ../z_eff_ss_dead.c 801355D4 ../z_eff_ss_dead.c 801355E8 ../z_eff_ss_dead.c 801355FC ../z_eff_ss_dead.c 80135610 ../z_eff_ss_dead.c 80135624 ../z_eff_ss_dead.c 80135638 ../z_eff_ss_dead.c 8013564C ../z_eff_ss_dead.c 80135660 ../z_eff_ss_dead.c 80135674 ../z_eff_ss_dead.c 80135688 ../z_eff_ss_dead.c 8013569C ../z_eff_ss_dead.c
Effect_Soft_Sprite
EffectAdd():確保できません。注意してください。Type%d エフェクト追加せずに終了します。 エフェクト総て解放 エフェクト総て解放 終了 effect index %3d:size=%6dbyte romsize=%6dbyte ../z_effect_soft_sprite.c EffectSS2Info.data_table != NULL ../z_effect_soft_sprite.c ../z_effect_soft_sprite.c type < EFFECT_SS2_TYPE_LAST_LABEL ../z_effect_soft_sprite.c EffectSoftSprite2_makeEffect():オーバーレイではありません。 ../z_effect_soft_sprite.c [31mEffectSoftSprite2_makeEffect():zelda_malloc_r()により,%dbyteのメモリ確保ができま せん。そのため、プログラムのロードも 出来ません。ただいま危険な状態です! もちろん,エフェクトも出ません。 [m [32mEFFECT SS OVL:SegRom %08x %08x, Seg %08x %08x, RamStart %08x, type: %d [m EffectSoftSprite2_makeEffect():すでにエフェクトはロード済みで すが,コンストラクターがNULLなので追加をやめます。 直してください。(メモリーの無駄) %08x %d [32mEffectSoftSprite2_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。 [m [31mEffectSoftSprite2_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。 [32mもし、posを別のことに使っている場合相談に応じます。 [m
Effect_Soft_Sprite_Old_Init
80135C00 ../z_effect_soft_sprite_old_init.c 80135C24 ../z_effect_soft_sprite_old_init.c
Flg_Set
80135C60 event_chk_inf[0] 80135C74 event_chk_inf[1] 80135C88 event_chk_inf[2] 80135C9C event_chk_inf[3] 80135CB0 event_chk_inf[4] 80135CC4 event_chk_inf[5] 80135CD8 event_chk_inf[6] 80135CEC event_chk_inf[7] 80135D00 event_chk_inf[8] 80135D14 event_chk_inf[9] 80135D28 event_chk_inf[10] 80135D3C event_chk_inf[11] 80135D50 event_chk_inf[12] 80135D64 event_chk_inf[13] 80135D78 item_get_inf[0] 80135D88 item_get_inf[1] 80135D98 item_get_inf[2] 80135DA8 item_get_inf[3] 80135DB8 inf_table[0] 80135DC8 inf_table[1] 80135DD8 inf_table[2] 80135DE8 inf_table[3] 80135DF8 inf_table[4] 80135E08 inf_table[5] 80135E18 inf_table[6] 80135E28 inf_table[7] 80135E38 inf_table[8] 80135E48 inf_table[9] 80135E58 inf_table[10] 80135E68 inf_table[11] 80135E78 inf_table[12] 80135E88 inf_table[13] 80135E98 inf_table[14] 80135EA8 inf_table[15] 80135EB8 inf_table[16] 80135EC8 inf_table[17] 80135ED8 inf_table[18] 80135EE8 inf_table[19] 80135EF8 inf_table[20] 80135F08 inf_table[21] 80135F18 inf_table[22] 80135F28 inf_table[23] 80135F38 inf_table[24] 80135F48 inf_table[25] 80135F58 inf_table[26] 80135F68 inf_table[27] 80135F78 inf_table[28] 80135F88 inf_table[29] 80135F98 event_inf[0] 80135FA8 event_inf[1] 80135FB8 event_inf[2] 80135FC8 event_inf[3] ../flg_set.c 1 0 ../flg_set.c
DLF
既にリンクされています ロードに失敗しました [32mOVL(d):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s [m ../z_DLF.c
Actor
../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] [m 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 3637 game_play->view.eye=[%f(%f) %f %f] ../z_actor.c ../z_actor.c ../z_actor.c ../z_actor.c ../z_actor.c -------- DISPLAY Y=%f ../z_actor.c ../z_actor.c ../z_actor.c MaxProfile == ACTOR_DLF_MAX ../z_actor.c ACTOR NAME is NULL アクターの名前(%08x:%s) コメント:%s ACTOR NAME %08x:%s Actor_draw ../z_actor.c ../z_actor.c ../z_actor.c ../z_actor.c ../z_actor.c 魔法のメガネ START 魔法のメガネ 見えないActor表示 START 魔法のメガネ 見えないActor表示 魔法のメガネ 見えないActor表示 END 青い眼鏡(外側) 青い眼鏡(外側) 魔法のメガネ END ../z_actor.c ../z_actor.c invisible_actor_counter < INVISIBLE_ACTOR_MAX ../z_actor.c ../z_actor.c 絶対魔法領域解放 ../z_actor.c [36mアクタークライアントが0になりました オーバーレイ解放しません 絶対魔法領域確保なので解放しません オーバーレイ解放します ../z_actor.c アクタークライアントはあと %d 残っています [m profile < ACTOR_DLF_MAX ../z_actor.c アクタークラス追加 [%d:%s] [43;30mActorセット数オーバー [m オーバーレイではありません 既にロードされています actor_segsize <= AM_FIELD_SIZE ../z_actor.c AMF:絶対魔法領域 絶対魔法領域確保 %d バイト確保 [41;37mActorプログラムメモリが確保できません [m [32mOVL(a):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s [m [41;37mデータバンク無し!!<データバンク=%d>(profilep->bank=%d) [m [41;37mActorクラス確保できません! %s <サイズ=%dバイト> [m actor_dlftbl->clients < 255 ../z_actor.c アクタークライアントは %d 個目です アクタークラス削除 [%s] ../z_actor.c オーバーレイではありません actor_dlftbl->allocp != NULL ../z_actor.c 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
Cheap_Proc
80136A54 ../z_cheap_proc.c 80136A68 ../z_cheap_proc.c 80136A7C ../z_cheap_proc.c 80136A90 ../z_cheap_proc.c 80136AA4 ../z_cheap_proc.c 80136AB8 ../z_cheap_proc.c
Actor List
80137040 Player 80137048 En_Test 80137050 En_GirlA 8013705C En_Part 80137064 En_Light 80137070 En_Door 80137078 En_Box 80137080 Bg_Dy_Yoseizo 80137090 Bg_Hidan_Firewall 801370A4 En_Poh 801370AC En_Okuta 801370B8 Bg_Ydan_Sp 801370C4 En_Bom 801370CC En_Wallmas 801370D8 En_Dodongo 801370E4 En_Firefly 801370F0 En_Horse 801370FC En_Item00 80137108 En_Arrow 80137114 En_Elf 8013711C En_Niw 80137124 En_Tite 8013712C En_Reeba 80137138 En_Peehat 80137144 En_Butte 80137150 En_Insect 8013715C En_Fish 80137164 En_Holl 8013716C En_Scene_Change 8013717C En_Zf 80137184 En_Hata 8013718C Boss_Dodongo 8013719C Boss_Goma 801371A8 En_Zl1 801371B0 En_Viewer 801371BC En_Goma 801371C4 Bg_Pushbox 801371D0 En_Bubble 801371DC Door_Shutter 801371EC En_Dodojr 801371F8 En_Bdfire 80137204 En_Boom 8013720C En_Torch2 80137218 En_Bili 80137220 En_Tp 80137228 En_St 80137230 En_Bw 80137238 En_A_Obj 80137244 En_Eiyer 80137250 En_River_Sound 80137260 En_Horse_Normal 80137270 En_Ossan 8013727C Bg_Treemouth 8013728C Bg_Dodoago 80137298 Bg_Hidan_Dalm 801372A8 Bg_Hidan_Hrock 801372B8 En_Horse_Ganon 801372C8 Bg_Hidan_Rock 801372D8 Bg_Hidan_Rsekizou 801372EC Bg_Hidan_Sekizou 80137300 Bg_Hidan_Sima 80137310 Bg_Hidan_Syoku 80137320 En_Xc 80137328 Bg_Hidan_Curtain 8013733C Bg_Spot00_Hanebasi 80137350 En_Mb 80137358 En_Bombf 80137364 En_Zl2 8013736C Bg_Hidan_Fslift 8013737C En_OE2 80137384 Bg_Ydan_Hasi 80137394 Bg_Ydan_Maruta 801373A4 Boss_Ganondrof 801373B4 En_Am 801373BC En_Dekubaba 801373C8 En_M_Fire1 801373D4 En_M_Thunder 801373E4 Bg_Ddan_Jd 801373F0 Bg_Breakwall 80137400 En_Jj 80137408 En_Horse_Zelda 80137418 Bg_Ddan_Kd 80137424 Door_Warp1 80137430 Obj_Syokudai 80137440 Item_B_Heart 80137450 En_Dekunuts 8013745C Bg_Menkuri_Kaiten 80137470 Bg_Menkuri_Eye 80137480 En_Vali 80137488 Bg_Mizu_Movebg 80137498 Bg_Mizu_Water 801374A8 Arms_Hook 801374B4 En_fHG 801374BC Bg_Mori_Hineri 801374CC En_Bb 801374D4 Bg_Toki_Hikari 801374E4 En_Yukabyun 801374F0 Bg_Toki_Swd 801374FC En_Fhg_Fire 80137508 Bg_Mjin 80137510 Bg_Hidan_Kousi 80137520 Door_Toki 8013752C Bg_Hidan_Hamstep 80137540 En_Bird 80137548 En_Wood02 80137554 En_Lightbox 80137560 En_Pu_box 8013756C En_Trap 80137574 En_Arow_Trap 80137584 En_Vase 8013758C En_Ta 80137594 En_Tk 8013759C Bg_Mori_Bigst 801375AC Bg_Mori_Elevator 801375C0 Bg_Mori_Kaitenkabe 801375D4 Bg_Mori_Rakkatenjo 801375E8 En_Vm 801375F0 Demo_Effect 801375FC Demo_Kankyo 80137608 Bg_Hidan_Fwbig 80137618 En_Floormas 80137624 En_Heishi1 80137630 En_Rd 80137638 En_Po_Sisters 80137648 Bg_Heavy_Block 80137658 Bg_Po_Event 80137664 Obj_Mure 80137670 En_Sw 80137678 Boss_Fd 80137680 Object_Kankyo 80137690 En_Du 80137698 En_Fd 801376A0 En_Horse_Link_Child 801376B4 Door_Ana 801376C0 Bg_Spot02_Objects 801376D4 Bg_Haka 801376DC Magic_Wind 801376E8 Magic_Fire 801376F4 En_Ru1 801376FC Boss_Fd2 80137708 En_Fd_Fire 80137714 En_Dh 8013771C En_Dha 80137724 En_Rl 8013772C En_Encount1 80137738 Demo_Du 80137740 Demo_Im 80137748 Demo_Tre_Lgt 80137758 En_Fw 80137760 Bg_Vb_Sima 8013776C En_Vb_Ball 80137778 Bg_Haka_Megane 80137788 Bg_Haka_MeganeBG 8013779C Bg_Haka_Ship 801377AC Bg_Haka_Sgami 801377BC En_Heishi2 801377C8 En_Encount2 801377D4 En_Fire_Rock 801377E4 En_Brob 801377EC Mir_Ray 801377F4 Bg_Spot09_Obj 80137804 Bg_Spot18_Obj 80137814 Boss_Va 8013781C Bg_Haka_Tubo 8013782C Bg_Haka_Trap 8013783C Bg_Haka_Huta 8013784C Bg_Haka_Zou 80137858 Bg_Spot17_Funen 80137868 En_Syateki_Itm 80137878 En_Syateki_Man 80137888 En_Tana 80137890 En_Nb 80137898 Boss_Mo 801378A0 En_Sb 801378A8 En_Bigokuta 801378B4 En_Karebaba 801378C0 Bg_Bdan_Objects 801378D0 Demo_Sa 801378D8 Demo_Go 801378E0 En_In 801378E8 En_Tr 801378F0 Bg_Spot16_Bombstone 80137904 Bg_Hidan_Kowarerukabe 8013791C Bg_Bombwall 80137928 Bg_Spot08_Iceblock 8013793C En_Ru2 80137944 Obj_Dekujr 80137950 Bg_Mizu_Uzu 8013795C Bg_Spot06_Objects 80137970 Bg_Ice_Objects 80137980 Bg_Haka_Water 80137990 En_Ma2 80137998 En_Bom_Chu 801379A4 En_Horse_Game_Check 801379B8 Boss_Tw 801379C0 En_Rr 801379C8 En_Ba 801379D0 En_Bx 801379D8 En_Anubice 801379E4 En_Anubice_Fire 801379F4 Bg_Mori_Hashigo 80137A04 Bg_Mori_Hashira4 80137A18 Bg_Mori_Idomizu 80137A28 Bg_Spot16_Doughnut 80137A3C Bg_Bdan_Switch 80137A4C En_Ma1 80137A54 Boss_Ganon 80137A60 Boss_Sst 80137A6C En_Ny 80137A74 En_Fr 80137A7C Item_Shield 80137A88 Bg_Ice_Shelter 80137A98 En_Ice_Hono 80137AA4 Item_Ocarina 80137AB4 Magic_Dark 80137AC0 Demo_6K 80137AC8 En_Anubice_Tag 80137AD8 Bg_Haka_Gate 80137AE8 Bg_Spot15_Saku 80137AF8 Bg_Jya_Goroiwa 80137B08 Bg_Jya_Zurerukabe 80137B1C Bg_Jya_Cobra 80137B2C Bg_Jya_Kanaami 80137B3C Fishing 80137B44 Obj_Oshihiki 80137B54 Bg_Gate_Shutter 80137B64 Eff_Dust 80137B70 Bg_Spot01_Fusya 80137B80 Bg_Spot01_Idohashira 80137B98 Bg_Spot01_Idomizu 80137BAC Bg_Po_Syokudai 80137BBC Bg_Ganon_Otyuka 80137BCC Bg_Spot15_Rrbox 80137BDC Bg_Umajump 80137BE8 Arrow_Fire 80137BF4 Arrow_Ice 80137C00 Arrow_Light 80137C0C Item_Etcetera 80137C1C Obj_Kibako 80137C28 Obj_Tsubo 80137C34 En_Wonder_Item 80137C44 En_Ik 80137C4C Demo_Ik 80137C54 En_Skj 80137C5C En_Skjneedle 80137C6C En_G_Switch 80137C78 Demo_Ext 80137C84 Demo_Shd 80137C90 En_Dns 80137C98 Elf_Msg 80137CA0 En_Honotrap 80137CAC En_Tubo_Trap 80137CBC Obj_Ice_Poly 80137CCC Bg_Spot03_Taki 80137CDC Bg_Spot07_Taki 80137CEC En_Fz 80137CF4 En_Po_Relay 80137D00 Bg_Relay_Objects 80137D14 En_Diving_Game 80137D24 En_Kusa 80137D2C Obj_Bean 80137D38 Obj_Bombiwa 80137D44 Obj_Switch 80137D50 Obj_Elevator 80137D60 Obj_Lift 80137D6C Obj_Hsblock 80137D78 En_Okarina_Tag 80137D88 En_Yabusame_Mark 80137D9C En_Goroiwa 80137DA8 En_Ex_Ruppy 80137DB4 En_Toryo 80137DC0 En_Daiku 80137DCC En_Nwc 80137DD4 En_Blkobj 80137DE0 Item_Inbox 80137DEC En_Ge1 80137DF4 Obj_Blockstop 80137E04 En_Sda 80137E0C En_Clear_Tag 80137E1C En_Niw_Lady 80137E28 En_Gm 80137E30 En_Ms 80137E38 En_Hs 80137E40 Bg_Ingate 80137E4C En_Kanban 80137E58 En_Heishi3 80137E64 En_Syateki_Niw 80137E74 En_Attack_Niw 80137E84 Bg_Spot01_Idosoko 80137E98 En_Sa 80137EA0 En_Wonder_Talk 80137EB0 Bg_Gjyo_Bridge 80137EC0 En_Ds 80137EC8 En_Mk 80137ED0 En_Bom_Bowl_Man 80137EE0 En_Bom_Bowl_Pit 80137EF0 En_Owl 80137EF8 En_Ishi 80137F00 Obj_Hana 80137F0C Obj_Lightswitch 80137F1C Obj_Mure2 80137F28 En_Go 80137F30 En_Fu 80137F38 En_Changer 80137F44 Bg_Jya_Megami 80137F54 Bg_Jya_Lift 80137F60 Bg_Jya_Bigmirror 80137F74 Bg_Jya_Bombchuiwa 80137F88 Bg_Jya_Amishutter 80137F9C Bg_Jya_Bombiwa 80137FAC Bg_Spot18_Basket 80137FC0 En_Ganon_Organ 80137FD0 En_Siofuki 80137FDC En_Stream 80137FE8 En_Mm 80137FF0 En_Ko 80137FF8 En_Kz 80138000 En_Weather_Tag 80138010 Bg_Sst_Floor 80138020 En_Ani 80138028 En_Ex_Item 80138034 Bg_Jya_Ironobj 80138044 En_Js 8013804C En_Jsjutan 80138058 En_Cs 80138060 En_Md 80138068 En_Hy 80138070 En_Ganon_Mant 80138080 En_Okarina_Effect 80138094 En_Mag 8013809C Door_Gerudo 801380A8 Elf_Msg2 801380B4 Demo_Gt 801380BC En_Po_Field 801380C8 Efc_Erupc 801380D4 Bg_Zg 801380DC En_Heishi4 801380E8 En_Zl3 801380F0 Boss_Ganon2 801380FC En_Kakasi 80138108 En_Takara_Man 80138118 Obj_Makeoshihiki 8013812C Oceff_Spot 80138138 End_Title 80138144 En_Torch 80138150 Demo_Ec 80138158 Shot_Sun 80138164 En_Dy_Extra 80138170 En_Wonder_Talk2 80138180 En_Ge2 80138188 Obj_Roomtimer 80138198 En_Ssh 801381A0 En_Sth 801381A8 Oceff_Wipe 801381B4 Oceff_Storm 801381C0 En_Weiyer 801381CC Bg_Spot05_Soko 801381DC Bg_Jya_1flift 801381EC Bg_Jya_Haheniron 80138200 Bg_Spot12_Gate 80138210 Bg_Spot12_Saku 80138220 En_Hintnuts 8013822C En_Nutsball 80138238 Bg_Spot00_Break 80138248 En_Shopnuts 80138254 En_It 8013825C En_GeldB 80138268 Oceff_Wipe2 80138274 Oceff_Wipe3 80138280 En_Niw_Girl 8013828C En_Dog 80138294 En_Si 8013829C Bg_Spot01_Objects2 801382B0 Obj_Comb 801382BC Bg_Spot11_Bakudankabe 801382D4 Obj_Kibako2 801382E0 En_Dnt_Demo 801382EC En_Dnt_Jiji 801382F8 En_Dnt_Nomal 80138308 En_Guest 80138314 Bg_Bom_Guard 80138324 En_Hs2 8013832C Demo_Kekkai 80138338 Bg_Spot08_Bakudankabe 80138350 Bg_Spot17_Bakudankabe 80138368 Obj_Mure3 80138374 En_Tg 8013837C En_Mu 80138384 En_Go2 8013838C En_Wf 80138394 En_Skb 8013839C Demo_Gj 801383A4 Demo_Geff 801383B0 Bg_Gnd_Firemeiro 801383C4 Bg_Gnd_Darkmeiro 801383D8 Bg_Gnd_Soulmeiro 801383EC Bg_Gnd_Nisekabe 801383FC Bg_Gnd_Iceblock 8013840C En_Gb 80138414 En_Gs 8013841C Bg_Mizu_Bwall 8013842C Bg_Mizu_Shutter 8013843C En_Daiku_Kakariko 80138450 Bg_Bowl_Wall 80138460 En_Wall_Tubo 80138470 En_Po_Desert 80138480 En_Crow 80138488 Door_Killer 80138494 Bg_Spot11_Oasis 801384A4 Bg_Spot18_Futa 801384B4 Bg_Spot18_Shutter 801384C8 En_Ma3 801384D0 En_Cow 801384D8 Bg_Ice_Turara 801384E8 Bg_Ice_Shutter 801384F8 En_Kakasi2 80138504 En_Kakasi3 80138510 Oceff_Wipe4 8013851C En_Eg 80138524 Bg_Menkuri_Nisekabe 80138538 En_Zo 80138540 Obj_Makekinsuta 80138550 En_Ge3 80138558 Obj_Timeblock 80138568 Obj_Hamishi 80138574 En_Zl4 8013857C En_Mm2 80138584 Bg_Jya_Block 80138594 Obj_Warp2block 801385A4 actor_dlftbls %u 801385B8 RomStart RomEnd SegStart SegEnd allocp profile segname 801385F8 %08x %08x %08x %08x %08x %08x %s 80138620 actor_dlftbls %u 80138634 No. RamStart- RamEnd cn Name 80138654 %3d %08x-%08x %3d %s
BGcheck
[31mT_BGCheck_PosErrorCheck():位置が妥当ではありません。pos (%f,%f,%f) file:%s line:%d [m new_node != SS_NULL ../z_bgcheck.c psst->tbl != NULL ../z_bgcheck.c [41;37mT_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。 [m !IS_ZERO(ac_size) ../z_bgcheck.c !IS_ZERO(ac_size) ../z_bgcheck.c /*---------------- BGCheck バッファーメモリサイズ -------------*/ /* BGCheck LonLonサイズ %dbyte */ /* BGCheck ミニサイズ %dbyte */ /* BGCheck Spot用サイズ %dbyte */ /* BGCheck ノーマルサイズ %dbyte */ ../z_bgcheck.c ../z_bgcheck.c [32m/*---結局 BG使用サイズ %dbyte---*/ [m [43;30mT_BGCheck_getBGDataInfo():そのbg_actor_indexは使われておりません。index=%d [m ../z_bgcheck.c こいつ,pself_actor->name %d ../z_bgcheck.c ../z_bgcheck.c こいつ,pself_actor->name %d ../z_bgcheck.c こいつ,pself_actor->name %d ../z_bgcheck.c ../z_bgcheck.c こいつ,pself_actor->name %d pself_actor == NULLで犯人不明 ../z_bgcheck.c こいつ,pself_actor->name %d this->short_slist_node_tbl != NULL ../z_bgcheck.c ../z_bgcheck.c this->polygon_check != NULL ../z_bgcheck.c this->short_slist_node_last_index < this->short_slist_node_size ../z_bgcheck.c new_index < this->short_slist_node_size ../z_bgcheck.c ptbl->pbuf != NULL ../z_bgcheck.c ptbl->pbuf != NULL ../z_bgcheck.c [31mDynaPolyInfo_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 [m [32mDynaPolyInfo_setActor():index %d [m [32mDynaPolyInfo_delReserve():index %d [m [32mDynaPolyInfo_delReserve():削除されているはずの(?) インデックス(== -1)のため,処理を中止します。 [m [31mDynaPolyInfo_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 [m [31mDynaPolyInfo_expandSRT():polygon over %dが%dを越えるとダメ [31mDynaPolyInfo_expandSRT():vertex over %dが%dを越えるとダメ pdyna_poly_info->poly_num >= *pstart_poly_index + pbgdata->poly_num ../z_bgcheck.c pdyna_poly_info->vert_num >= *pstart_vert_index + pbgdata->vtx_num ../z_bgcheck.c [32mDynaPolyInfo_setup():削除 index=%d [m [32mDynaPolyInfo_setup():削除 index=%d [m!IS_ZERO(ac_size) ../z_bgcheck.c !IS_ZERO(ac_size) ../z_bgcheck.c [31mBGCheckCollection_typicalActorPos():位置が妥当ではありません。 pos (%f,%f,%f) file:%s line:%d [m
Camera
[43;30mcamera: foward check: too many layer! [m camera: res: stat (%d/%d/%d) camera: res: PREG(%02d) = %d camera: res: %d = PREG(%02d) [43;30mcamera: corner check no cross point %x %x [m %f (%f %f %f) %f [43;30mcamera: climb: no floor [m [43;30mcamera: warning: battle: target is not valid, change parallel [m camera: battle: target actor name [34m%d[m camera: battle: target actor name [41;37m%d[m camera: battle: change target %d -> [34m%d[m [43;30mcamera: warning: keepon: target is not valid, change parallel [m [43;30mcamera: warning: talk: target is not valid, change parallel [m camera: talk: BG&collision check %d time(s) [43;30mcamera: item: item type changed %d -> %d [m camera: item: type %d camera: item: BG&collision check %d time(s) [43;30mcamera: warning: talk: target is not valid, change normal camera [m camera: position change %d chau!chau! camera: demo: player demo set WAIT camera: demo: player demo set %d [43;30mcamera: warning: demo C: actor is not valid [m [43;30mcamera: warning: demo C: actor is not valid [m [43;30mcamera: warning: demo C: actor is not valid [m [43;30mcamera: warning: demo C: actor is not valid [m static SplinedatZ %s[] = { /* key frame %2d */ { /* code */ %d, /* z */ %d, /* T */ %d, /* zoom */ %f, /* pos */ { %d, %d, %d } }, }; [1m%06u:[m camera: spline demo: start %s 絶対 相対 CENTER EYE [41;37mcamera: spline demo: owner dead [m [43;30mcamera: warning: attention: target is not valid, stop! [m [43;30mcamera: attention demo: this door is dummy door! [m [43;30mcamera: warning: circle: target is not valid, stop! [m ../z_camera.c [34mcamera: create --- allocate %d byte[m [41;37mcamera: create: not enough memory [m [34mcamera: destroy ---[m ../z_camera.c [43;30mcamera: destroy: already cleared [m [34mcamera: initialize --- [m UID %d camera: room type: default set field camera: room type: default set etc (%d) camera: room type: prerender [34mcamera: personalize ---[m camera: change camera status: cond %c%c camera: res: stat (%d/%d/%d) camera: change camera status: PREG(%02d) = %d S: M: F: I: camera: water: off kankyo changed water, sound on kankyo changed water off, sound off attention sound URGENCY attention sound NORMAL camera: force change SET to %s! camera: in %x camera: cut out %x camera: wait out %x camera: engine (%d %d %d) %04x camera: shrink_and_bitem %x(%d) camera: engine (%s(%d) %s(%d) %s(%d)) ok! camera: debug out dir (%d) %d(%f) %d(%f) 0(0) real (%d) %d(%f) %d(%f) 0(0) camera: out (%f %f %f) (%f %f %f) camera: dir (%f %d(%f) %d(%f)) (%f) camera: foot(%f %f %f) dist (%f) camera: player demo end!! +=+(%d)+=+ recive request -> %s camera: error sound [43;30mcamera: change camera mode: force NORMAL: %s %s refused [m +=+=+=+ recive asking -> %s (%s) [41;37mcamera: error: illegal camera set (%d) !!!! [m [1m%06u:[m camera: change camera[%d] set %s [41;37mcamera: error: illegal camera ID (%d) !! (%d|%d|%d) [m.... change default door camera (set %d) ....change door camera ID %d (set %d) [41;37mcamera: setCameraData: last argument not alive! [m
Collision_Check
CollisionBtlTbl_get():インデックスオーバー ../z_collision_check.c vtx_tbl != NULL ../z_collision_check.c ../z_collision_check.c ../z_collision_check.c ../z_collision_check.c [31mClObjJntSph_set():zelda_malloc()出来ません。 [m ../z_collision_check.c [31mClObjJntSph_set3():zelda_malloc_出来ません。 [m ../z_collision_check.c [31mClObjJntSph_set5():zelda_malloc出来ません [m pclobj_jntsph->elem_tbl != NULL ../z_collision_check.c ../z_collision_check.c ../z_collision_check.c [31mClObjTris_set3():zelda_malloc()出来ません [m ../z_collision_check.c [31mClObjTris_set5():zelda_malloc出来ません [m pclobj_tris->elem_tbl != NULL ../z_collision_check.c pcl_obj->data_type <= CL_DATA_LBL_SWRD ../z_collision_check.c CollisionCheck_setAT():インデックスがオーバーして追加不能 pcl_obj->data_type <= CL_DATA_LBL_SWRD ../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():インデックスがオーバーして追加不能 pcl_obj->data_type <= CL_DATA_LBL_SWRD ../z_collision_check.c CollisionCheck_setAC():インデックスがオーバして追加不能 pcl_obj->data_type <= CL_DATA_LBL_SWRD ../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():インデックスがオーバして追加不能 pcl_obj->data_type <= CL_DATA_LBL_SWRD ../z_collision_check.c CollisionCheck_setOC():インデックスがオーバして追加不能 pcl_obj->data_type <= CL_DATA_LBL_SWRD ../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():インデックスがオーバして追加不能 CollisionCheck_setOCLine():インデックスがオーバして追加不能 CollisionCheck_OC():未対応 %d, %d pclobj_elem->ac_hit_elem != NULL ../z_collision_check.c CollisionCheck_generalLineOcCheck():未対応 %dタイプ
Debug
../z_debug.c %s %s%02d%6d ../z_debug.c ../z_debug.c
Debug_Display
8013ADA0 ../z_debug_display.c 8013ADB8 ../z_debug_display.c 8013ADD0 ../z_debug_display.c 8013ADE8 ../z_debug_display.c 8013AE00 ../z_debug_display.c 8013AE18 ../z_debug_display.c
Demo
%s FLAME %06d %s SKIP=(START) or (Cursole Right) デモ開始要求 発令! 分岐先指定!!=[%d]番 ../z_demo.c ../z_demo.c やっぱりここかいな game_info.mode=[%d] restart_flag
Draw
8013B3D0 ../z_draw.c 8013B3DC ../z_draw.c 8013B3E8 ../z_draw.c 8013B3F4 ../z_draw.c 8013B400 ../z_draw.c 8013B40C ../z_draw.c 8013B418 ../z_draw.c 8013B424 ../z_draw.c 8013B430 ../z_draw.c 8013B43C ../z_draw.c 8013B448 ../z_draw.c 8013B454 ../z_draw.c 8013B460 ../z_draw.c 8013B46C ../z_draw.c 8013B478 ../z_draw.c 8013B484 ../z_draw.c 8013B490 ../z_draw.c 8013B49C ../z_draw.c 8013B4A8 ../z_draw.c 8013B4B4 ../z_draw.c 8013B4C0 ../z_draw.c 8013B4CC ../z_draw.c 8013B4D8 ../z_draw.c 8013B4E4 ../z_draw.c 8013B4F0 ../z_draw.c 8013B4FC ../z_draw.c 8013B508 ../z_draw.c 8013B514 ../z_draw.c 8013B520 ../z_draw.c 8013B52C ../z_draw.c 8013B538 ../z_draw.c 8013B544 ../z_draw.c 8013B550 ../z_draw.c 8013B55C ../z_draw.c 8013B568 ../z_draw.c 8013B574 ../z_draw.c 8013B580 ../z_draw.c 8013B58C ../z_draw.c 8013B598 ../z_draw.c 8013B5A4 ../z_draw.c 8013B5B0 ../z_draw.c 8013B5BC ../z_draw.c 8013B5C8 ../z_draw.c 8013B5D4 ../z_draw.c 8013B5E0 ../z_draw.c 8013B5EC ../z_draw.c 8013B5F8 ../z_draw.c 8013B604 ../z_draw.c 8013B610 ../z_draw.c 8013B61C ../z_draw.c 8013B628 ../z_draw.c 8013B634 ../z_draw.c 8013B640 ../z_draw.c 8013B64C ../z_draw.c 8013B658 ../z_draw.c 8013B664 ../z_draw.c 8013B670 ../z_draw.c 8013B67C ../z_draw.c 8013B688 ../z_draw.c 8013B694 ../z_draw.c 8013B6A0 ../z_draw.c 8013B6AC ../z_draw.c 8013B6B8 ../z_draw.c 8013B6C4 ../z_draw.c 8013B6D0 ../z_draw.c 8013B6DC ../z_draw.c 8013B6E8 ../z_draw.c 8013B6F4 ../z_draw.c 8013B700 ../z_draw.c 8013B70C ../z_draw.c 8013B718 ../z_draw.c 8013B724 ../z_draw.c 8013B730 ../z_draw.c 8013B73C ../z_draw.c 8013B748 ../z_draw.c 8013B754 ../z_draw.c 8013B760 ../z_draw.c 8013B76C ../z_draw.c 8013B778 ../z_draw.c 8013B784 ../z_draw.c 8013B790 ../z_draw.c 8013B79C ../z_draw.c 8013B7A8 ../z_draw.c 8013B7B4 ../z_draw.c 8013B7C0 ../z_draw.c 8013B7CC ../z_draw.c 8013B7D8 ../z_draw.c 8013B7E4 ../z_draw.c 8013B7F0 ../z_draw.c 8013B7FC ../z_draw.c 8013B808 ../z_draw.c 8013B814 ../z_draw.c 8013B820 ../z_draw.c
Elf_Message
../z_elf_message.c "企画外 条件" = %s 企画外 条件 0 ../z_elf_message.c ../z_elf_message.c "企画外 条件" = %s 企画外 条件0 ../z_elf_message.c
Fcurve_Data_Skelanime
8013B9E0 ../z_fcurve_data_skelanime.c 8013BA00 this->now_joint != NULL 8013BA18 ../z_fcurve_data_skelanime.c 8013BA38 ../z_fcurve_data_skelanime.c 8013BA58 ../z_fcurve_data_skelanime.c 8013BA78 ../z_fcurve_data_skelanime.c 8013BA98 ../z_fcurve_data_skelanime.c 8013BAB8 ../z_fcurve_data_skelanime.c 8013BAD8 FcSkeletonInfo_draw_child():未対応 8013BAFC ../z_fcurve_data_skelanime.c
Horse
player->ride.actor != NULL ../z_horse.c horse_actor != NULL ../z_horse.c 馬存在によるセット %d %d %d horse_actor != NULL ../z_horse.c [41;37mHorse_SetNormal():%d セットスポットまずいです。 [m horse_actor != NULL ../z_horse.c horse_actor != NULL ../z_horse.c player->ride.actor != NULL ../z_horse.c player->ride.actor != NULL ../z_horse.c player->ride.actor != NULL ../z_horse.c player->ride.actor != NULL ../z_horse.c [41;37mHorse_Set_Check():%d セットスポットまずいです。 [m
JPEG
MARKER_SOI MARKER_APP0 %d MARKER_APP1 %d MARKER_APP2 %d MARKER_DQT %d %d %02x MARKER_DHT %d %d %02x MARKER_DRI %d MARKER_SOF %d 精度%02x 垂直%d 水平%d compo%02x (1:Y)%d (H0=2,V0=1(422) or 2(420))%02x (量子化テーブル)%02x (2:Cb)%d (H1=1,V1=1)%02x (量子化テーブル)%02x (3:Cr)%d (H2=1,V2=1)%02x (量子化テーブル)%02x MARKER_SOS %d MARKER_EOI マーカー不明 %02x worksize >= sizeof(JPEGWork) + MB_SIZE * (PROC_OF_MBS - 1) ../z_jpeg.c *** fifoバッファの同期待ち time = %6.3f ms *** *** 各セグメントのマーカーのチェック time = %6.3f ms *** *** 量子化テーブル作成 time = %6.3f ms *** Error : Cant' make huffman table. Error : Cant' make huffman table. Error : Cant' make huffman table. Error : Cant' make huffman table. Error : Cant' make huffman table. *** ハフマンテーブル作成 time = %6.3f ms *** [31mError : Can't decode jpeg [m *** 展開 & 描画 time = %6.3f ms ***
Kanfont
Mode=%d eye.x=%f, eye.z=%f kscp_pos=%d ../z_kanfont.c ../z_kanfont.c ../z_kanfont.c msg_data=%x, msg_data0=%x jj=%x ERROR!! エラー!!! error───!!!! nes_mes_buf[%d]=%d ../z_kanfont.c
Kankyo
[43;30m フィールド常駐以外、太陽設定!よって強制解除! [m [41;37m end_frameとstart_frameのフレーム関係がおかしい!!![m [41;37m by get_parcent_forAccelBrake!!!!!!!!![m [41;37m 環境VRデータ取得失敗! ささきまでご報告を![m ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c [43;30m 水ポリゴンデータに水中カラーが設定されておりません![m T%03d E%03d %s ZELDATIME %02d %s : %s %02d %s VRBOXTIME %02d %s : %s %02d %s YORU %s HIRU next_zelda_time=[%x] ../z_kankyo.c ../z_kankyo.c [41;37m カラーパレットの設定がおかしいようです![m [41;37m 設定パレット=[%d] 最後パレット番号=[%d] [m [31mカラーパレットがおかしいようです! [33m設定パレット=[%d] パレット数=[%d] [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 BGM設定game_play->sound_info.BGM=[%d] old_bgm=[%d] ----------------- 強制BGM=[%d] BGM=[%d] エンブ=[%d] status=[%d] Na_StartMorinigBgm ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c ../z_kankyo.c
[?]
8013C840 pp=%x data=%f
Lifemeter
8013C860 ../z_lifemeter.c 8013C874 ../z_lifemeter.c
Lights
8013C8A0 ../z_lights.c 8013C8B0 ../z_lights.c 8013C8C0 ../z_lights.c 8013C8D0 ../z_lights.c 8013C8E0 ../z_lights.c
Zelda Alloc
%s: %u バイトの%sに失敗しました %s: %u バイトの%sに成功しました zelda_malloc 確保 zelda_malloc_DEBUG 確保 zelda_malloc_r 確保 zelda_malloc_r_DEBUG 確保 zelda_realloc 再確保 zelda_realloc_DEBUG再確保 zelda_calloc 確保 ゼルダヒープ表示
Map_Mark
../z_map_mark.c dlftbl->allocp ../z_map_mark.c [41;37m部屋番号がオーバーしてるで,ヤバイで %d/%d MapMarkDraw の処理を中断します [m ../z_map_mark.c ../z_map_mark.c
Moji
../z_moji.c moji_tlut --> %X ../z_moji.c ../z_moji.c font_ff --> %X ../z_moji.c
OnePointDemo
%s(%d): xyz_t: %s (%f %f %f) ../z_onepointdemo.c [41;37monepointdemo camera: demo number not found !! (%d) [m [41;37monepoint demo: error: too many cameras ... give up! type=%d [m [43;30monepointdemo camera[%d]: killed 'coz low priority (%d < %d) [m onepointdemo camera[%d]: delete timer=%d next=%d [43;30mactor attention demo camera: canceled by other camera [m [43;30mactor attention demo camera: change mode BOOKEEPON -> NORMAL [m [43;30mactor attention demo camera: %d: unkown part of actor %d [m [36m%06u:[m actor attention demo camera: request %d → [35m×[m (%d) → [34m○[m (%d) [41;37mactor attention demo: give up! [m
Map_EXP
[33mPALETEセット 【 i=%x : room=%x 】Room_Inf[%d][4]=%x ( map_palete_no = %d ) [m [34mKKK=%d [m ../z_map_exp.c [33mデクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d [m ../z_map_exp.c MAP 各階ONチェック ******* ******* room_no=%d (%d)(%d) ******* ******* ROOM_INF=%d [33m部屋部屋=%d [m ../z_map_exp.c MAP テクスチャ初期化 scene_data_ID=%d mapSegment=%x parameter->mapSegment != NULL ../z_map_exp.c ../z_map_exp.c ../z_map_exp.c ../z_map_exp.c ../z_map_exp.c ../z_map_exp.c Game_play_demo_mode_check=%d ../z_map_exp.c 現在階=%d 現在部屋=%x 部屋数=%d [33m階層切替=%x [m
Parameter
ALPHAーTYPE=%d LAST_TIME_TYPE=%d a_alpha=%d, c_alpha=%d → a_alpha=%d, c_alpha=%d ***(i=%d)*** ???????? alpha_change( 50 ); ????? 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 [33mparameter->button_status = %x,%x,%x 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_sunmoon=%d, m_wind=%d, m_magic=%d, another=%d [m Register_Item_Pt(%d)=%d Register_Item_Pt(%d)=%d ../z_parameter.c ../z_parameter.c [33mitem_get_setting=%d pt=%d z=%x [m [33m封印 = %x [m [33m楽譜 = %x 楽譜 = %x (%x) (%x) [m [33m精霊石 = %x [m [33mアイテム = %x [m [33mNコイン = %x(%d) [m デクの実 %d(%d)=%d BS_count=%d 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 %d本 Item_MaxGet=%d 回復ハート回復ハート回復ハート Item_Pt(1)=%d Item_Pt(2)=%d Item_Pt(3)=%d 空瓶=%d 中味=%d Item_Register(%d)=%d %d [32mitem_get_non_setting=%d pt=%d z=%x [m魔法の壷 Get_Inf_Table( 25, 0x0100)=%d Item_Register(%d) アイテム消去(%d) item_no=%x, c_no=%x, Pt=%x Item_Register=%x 妖精使用=%d ../z_parameter.c ../z_parameter.c ***** 増減=%d (now=%d, max=%d) *** ハート減少半分!!=%d ライフ=%d *** %d ****** アイテム = (%d) 数 = (%d + %d) 合計 = (%d) 蓄電 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 EVENT_INF=%x event_xp[1]=%d, event_yp[1]=%d TOTAL_EVENT_TM=%d TOTAL_EVENT_TM=%d ../z_parameter.c J_N=%x J_N=%x J_N=%x J_N=%x J_N=%x J_N=%x case 50 : alpha=%d alpha1=%d now_life=%d max_life=%d S_Private.now_life=%d S_Private.max_life=%d ルピー数MAX = %d [33m魔法スター─────ト!!!!!!!!! MAGIC_MAX=%d MAGIC_NOW=%d Z_MAGIC_NOW_NOW=%d Z_MAGIC_NOW_MAX=%d [m
PreNMI
[43;30mprenmi_move [m ../z_prenmi.c (int)volume = %d [43;30mprenmi_draw [m ../z_prenmi.c ../z_prenmi.c [43;30mquake: too many request %d is changed new one !! [m [43;30mquake: stopped! 'coz camera [%d] killed!! [m
RCP
8013EAE0 n != f 8013EAE8 ../z_rcp.c 8013EAF4 n != f 8013EAFC ../z_rcp.c 8013EB08 ../z_rcp.c 8013EB14 ../z_rcp.c 8013EB20 ../z_rcp.c 8013EB2C ../z_rcp.c 8013EB38 ../z_rcp.c 8013EB44 ../z_rcp.c 8013EB50 ../z_rcp.c 8013EB5C ../z_rcp.c 8013EB68 ../z_rcp.c 8013EB74 ../z_rcp.c 8013EB80 ../z_rcp.c 8013EB8C ../z_rcp.c 8013EB98 ../z_rcp.c 8013EBA4 ../z_rcp.c 8013EBB0 ../z_rcp.c 8013EBBC ../z_rcp.c 8013EBC8 ../z_rcp.c 8013EBD4 ../z_rcp.c 8013EBE0 ../z_rcp.c 8013EBEC ../z_rcp.c 8013EBF8 ../z_rcp.c 8013EC04 ../z_rcp.c 8013EC10 ../z_rcp.c 8013EC1C ../z_rcp.c 8013EC28 ../z_rcp.c 8013EC34 ../z_rcp.c 8013EC40 ../z_rcp.c 8013EC4C ../z_rcp.c 8013EC58 ../z_rcp.c 8013EC64 ../z_rcp.c 8013EC70 ../z_rcp.c 8013EC7C ../z_rcp.c 8013EC88 ../z_rcp.c 8013EC94 ../z_rcp.c 8013ECA0 ../z_rcp.c 8013ECAC ../z_rcp.c 8013ECB8 ../z_rcp.c 8013ECC4 ../z_rcp.c 8013ECD0 ../z_rcp.c 8013ECDC ../z_rcp.c 8013ECE8 ../z_rcp.c 8013ECF4 ../z_rcp.c 8013ED00 ../z_rcp.c 8013ED0C ../z_rcp.c 8013ED18 ../z_rcp.c 8013ED24 ../z_rcp.c 8013ED30 ../z_rcp.c 8013ED3C ../z_rcp.c 8013ED48 ../z_rcp.c 8013ED54 ../z_rcp.c 8013ED60 ../z_rcp.c 8013ED6C ../z_rcp.c 8013ED78 ../z_rcp.c 8013ED84 ../z_rcp.c 8013ED90 ../z_rcp.c 8013ED9C ../z_rcp.c 8013EDA8 ../z_rcp.c 8013EDB4 ../z_rcp.c 8013EDC0 ../z_rcp.c 8013EDCC ../z_rcp.c 8013EDD8 ../z_rcp.c 8013EDE4 ../z_rcp.c 8013EDF0 ../z_rcp.c 8013EDFC ../z_rcp.c 8013EE08 ../z_rcp.c 8013EE14 ../z_rcp.c 8013EE20 ../z_rcp.c 8013EE2C ../z_rcp.c 8013EE38 ../z_rcp.c 8013EE44 ../z_rcp.c 8013EE50 ../z_rcp.c 8013EE5C ../z_rcp.c 8013EE68 ../z_rcp.c 8013EE74 ../z_rcp.c 8013EE80 ../z_rcp.c 8013EE8C ../z_rcp.c 8013EE98 ../z_rcp.c 8013EEA4 ../z_rcp.c 8013EEB0 ../z_rcp.c 8013EEBC ../z_rcp.c 8013EEC8 ../z_rcp.c 8013EED4 ../z_rcp.c 8013EEE0 ../z_rcp.c 8013EEEC ../z_rcp.c 8013EEF8 ../z_rcp.c 8013EF04 ../z_rcp.c 8013EF10 ../z_rcp.c 8013EF1C ../z_rcp.c
Room
../z_room.c ../z_room.c ../z_room.c polygon2->num <= SHAPE_SORT_MAX ../z_room.c ../z_room.c JPEGデータを展開します JPEGデータアドレス %08x ワークバッファアドレス(Zバッファ)%08x 成功…だと思う。 time = %6.3f ms ワークバッファから元のアドレスに書き戻します。 元のバッファのサイズが150キロバイト無いと暴走するでしょう。 失敗!なんで~ ../z_room.c ../z_room.c [41;37mz_room.c :カメラIDに一致するデータが存在しません camid=%d [m ../z_room.c ../z_room.c ../z_room.c ../z_room.c ROOM%d size=%d ../z_room.c game_play->room_rom_address.num = %d DOOR%d=<%d> ROOM1=<%d, %d> ROOM2=<%d, %d> [33m部屋バッファサイズ=%08x(%5.1fK) ../z_room.c 部屋バッファ開始ポインタ=%08x 部屋バッファ終了ポインタ=%08x [m read_room_ID < game_play->room_rom_address.num ../z_room.c ../z_room.c this->ground_shape->polygon.type < number(Room_Draw_Proc) ../z_room.c
Sample
8013F2C0 ../z_sample.c 8013F2D0 ../z_sample.c 8013F2E0 ../z_sample.c 8013F2F0 ../z_sample.c
Scene
装備アイテム抹消 = %d zzz=%d OBJECT[%d] SIZE %fK SEG=%x num=%d adrs=%x end=%x this->num < OBJECT_EXCHANGE_BANK_MAX && (this->status[this->num].Segment + size) < this->endSegment ../z_scene.c ../z_scene.c [32mオブジェクト入れ替えバンク情報 %8.3fKB [m ../z_scene.c OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x ../z_scene.c OBJECT[%d] SIZE %fK SEG=%x num=%d adrs=%x end=%x ../z_scene.c OBJECT EXCHANGE NO=%2d BANK=%3d SIZE=%8.3fK nextptr < this->endSegment ../z_scene.c オブジェクト入れ替え空きサイズ=%08x *** Scene_Word = { code=%d, data1=%02x, data2=%04x } *** [31mcode の値が異常です [m scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX ../z_scene.c [ZU]sceneset age =[%X] [ZU]sceneset time =[%X] [ZU]sceneset counter=[%X] げぼはっ! 指定されたデータがないでええっす! そこで、大人の昼データを使用するでええっす!! game_play->demo_play.data=[%x]000 area_arrival=%x (%d)
Scene_Table
8013F6E0 ../z_scene_table.c 8013F6F4 ../z_scene_table.c 8013F708 ../z_scene_table.c 8013F71C ../z_scene_table.c 8013F730 ../z_scene_table.c 8013F744 ../z_scene_table.c 8013F758 ../z_scene_table.c 8013F76C ../z_scene_table.c 8013F780 ../z_scene_table.c 8013F794 ../z_scene_table.c 8013F7A8 ../z_scene_table.c 8013F7BC ../z_scene_table.c 8013F7D0 ../z_scene_table.c 8013F7E4 ../z_scene_table.c 8013F7F8 ../z_scene_table.c 8013F80C ../z_scene_table.c 8013F820 ../z_scene_table.c 8013F834 ../z_scene_table.c 8013F848 ../z_scene_table.c 8013F85C ../z_scene_table.c 8013F870 ../z_scene_table.c 8013F884 ../z_scene_table.c 8013F898 ../z_scene_table.c 8013F8AC ../z_scene_table.c 8013F8C0 ../z_scene_table.c 8013F8D4 ../z_scene_table.c 8013F8E8 ../z_scene_table.c 8013F8FC ../z_scene_table.c 8013F910 ../z_scene_table.c 8013F924 ../z_scene_table.c 8013F938 ../z_scene_table.c 8013F94C ../z_scene_table.c 8013F960 ../z_scene_table.c 8013F974 ../z_scene_table.c 8013F988 ../z_scene_table.c 8013F99C ../z_scene_table.c 8013F9B0 ../z_scene_table.c 8013F9C4 ../z_scene_table.c 8013F9D8 ../z_scene_table.c 8013F9EC ../z_scene_table.c 8013FA00 ../z_scene_table.c 8013FA14 ../z_scene_table.c 8013FA28 ../z_scene_table.c 8013FA3C ../z_scene_table.c 8013FA50 ../z_scene_table.c 8013FA64 ../z_scene_table.c 8013FA78 ../z_scene_table.c 8013FA8C ../z_scene_table.c 8013FAA0 ../z_scene_table.c 8013FAB4 ../z_scene_table.c 8013FAC8 ../z_scene_table.c 8013FADC ../z_scene_table.c 8013FAF0 ../z_scene_table.c 8013FB04 ../z_scene_table.c 8013FB18 ../z_scene_table.c 8013FB2C ../z_scene_table.c 8013FB40 ../z_scene_table.c 8013FB54 ../z_scene_table.c 8013FB68 ../z_scene_table.c 8013FB7C ../z_scene_table.c 8013FB90 ../z_scene_table.c 8013FBA4 ../z_scene_table.c 8013FBB8 ../z_scene_table.c 8013FBCC ../z_scene_table.c 8013FBE0 ../z_scene_table.c 8013FBF4 ../z_scene_table.c 8013FC08 ../z_scene_table.c 8013FC1C ../z_scene_table.c 8013FC30 ../z_scene_table.c 8013FC44 ../z_scene_table.c 8013FC58 ../z_scene_table.c 8013FC6C ../z_scene_table.c 8013FC80 ../z_scene_table.c 8013FC94 ../z_scene_table.c 8013FCA8 ../z_scene_table.c 8013FCBC ../z_scene_table.c 8013FCD0 ../z_scene_table.c 8013FCE4 ../z_scene_table.c 8013FCF8 ../z_scene_table.c 8013FD0C ../z_scene_table.c 8013FD20 ../z_scene_table.c 8013FD34 ../z_scene_table.c 8013FD48 ../z_scene_table.c 8013FD5C ../z_scene_table.c 8013FD70 ../z_scene_table.c 8013FD84 ../z_scene_table.c 8013FD98 ../z_scene_table.c 8013FDAC ../z_scene_table.c 8013FDC0 ../z_scene_table.c 8013FDD4 ../z_scene_table.c 8013FDE8 ../z_scene_table.c 8013FDFC ../z_scene_table.c 8013FE10 ../z_scene_table.c 8013FE24 ../z_scene_table.c 8013FE38 ../z_scene_table.c 8013FE4C ../z_scene_table.c 8013FE60 ../z_scene_table.c 8013FE74 ../z_scene_table.c 8013FE88 ../z_scene_table.c 8013FE9C ../z_scene_table.c 8013FEB0 ../z_scene_table.c 8013FEC4 ../z_scene_table.c 8013FED8 ../z_scene_table.c 8013FEEC ../z_scene_table.c 8013FF00 ../z_scene_table.c
Skelanime
../z_skelanime.c ../z_skelanime.c ../z_skelanime.c [31mSi2_Lod_draw():skelがNULLです。 [m ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c [31mSi2_Lod_draw_SV():skelがNULLです。 [m ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c [31mSi2_draw():skelがNULLです。 [m ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c [31mSi2_draw_SV():skelがNULLです。 [m ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c out = %08x ../z_skelanime.c ref_tbl = %08x ../z_skelanime.c frame_tbl = %08x ../z_skelanime.c tbl = %08x ../z_skelanime.c [31mSi2_draw2():skelがNULLです。NULLを返します。 [m ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c [31mSi2_draw2_SV():skelがNULLです。NULLを返します。 [m ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c ../z_skelanime.c joint_buff_num == joint_num ../z_skelanime.c [31mSkeleton_Info_Rom_SV_ct メモリアロケーションエラー [m ../z_skelanime.c ../z_skelanime.c joint_buff_num == this->joint_num ../z_skelanime.c [31mSkeleton_Info2_ct メモリアロケーションエラー [m ../z_skelanime.c ../z_skelanime.c joint_buff_num == this->joint_num ../z_skelanime.c [31mSkeleton_Info_Rom_SV_ct メモリアロケーションエラー [m ../z_skelanime.c ../z_skelanime.c [31mSkeleton_Info2_skin2_ct メモリアロケーションエラー [m ../z_skelanime.c now_joint あきまへん!! ../z_skelanime.c morf_joint あきまへん!!
Skin
80140680 ../z_skin.c 8014068C ../z_skin.c 80140698 ../z_skin.c 801406A4 ../z_skin.c 801406B0 ../z_skin.c 801406BC ../z_skin.c 801406C8 ../z_skin.c 801406D4 ../z_skin.c
Skin_AWB
../z_skin_awb.c pskin_awb->avb_tbl != NULL ../z_skin_awb.c ../z_skin_awb.c psavb->buf[0] != NULL ../z_skin_awb.c ../z_skin_awb.c psavb->buf[1] != NULL ../z_skin_awb.c ../z_skin_awb.c ../z_skin_awb.c ../z_skin_awb.c [43;30mSkin_Matrix_InverseMatrix():逆行列つくれません [m Skin_Matrix_to_Mtx_new() 確保失敗:NULLを返して終了
SRAM
個人File作成 ぽいんと=%x(%d) [33mSCENE_DATA_ID = %d SceneNo = %d scene_no = %d [m [34m ==================================================================== %d, ==================================================================== [m [32m ==================================================================== %d, ==================================================================== [mSRAM START─LOAD ぽいんと=%x(%d) SAVE_MAX=%d ============= S(%d) ============= SAVEチェックサム計算 j=%x mmm=%x ERROR!!! = %x(%d) ================= BACK─UP ======================== (B)SAVEチェックサム計算 j=%x mmm=%x ERROR!!! = %x(%d+3) newf=%x,%x,%x,%x,%x,%x -------------------------------------------------------------- %x Check_Sum=%x(%x) ????#%x,%x,%x,%x,%x,%x ぽいんと=%x(%d+3) check_sum=%x(%x) ぽいんと=%x(%d) check_sum=%x(%x) SAVEデータ OK!!!! SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, 64DD=%x, HEART=%x f_64dd=%d, %d, %d heart_status=%d, %d, %d now_life=%d, %d, %d 64DDフラグ=%d newf=%x,%x,%x,%x,%x,%x $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ %x チェックサム=%x I=%x no=%d I=%x no=%d SAVE終了 z_common_data.file_no = %d SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, SAVE_64DD=%x f_64dd[%d]=%d heart_status[%d]=%d now_life[%d]=%d CLEAR終了 READ=%d(%x) COPY=%d(%x) f_64dd[%d]=%d heart_status[%d]=%d COPY終了 sram_initialize( Game *game, Sram *sram ) SRAM破壊!!!!!! SRAM破壊!!!!!! GOOD!GOOD! サイズ=%d + %d = %d [34mNa_SetSoundOutputMode = %d Na_SetSoundOutputMode = %d Na_SetSoundOutputMode = %d [m ../z_sram.c sram->read_buff != NULL ../z_sram.c L L L L L L L L L L L L L L d l x ssSRAMReadWrite:%08x %08x %08x %d
View
../z_view.c ../z_view.c view: initialize --- ulx >= 0 ../z_view.c uly >= 0 ../z_view.c lrx <= SCREEN_WD ../z_view.c lry <= SCREEN_HT ../z_view.c ../z_view.c ../z_view.c ../z_view.c ../z_view.c vp ../z_view.c projection ../z_view.c fovy %f near %f far %f scale %f aspect %f normal %08x projection %f%f%f%f viewing ../z_view.c viewing %f%f%f%f ../z_view.c ../z_view.c vp ../z_view.c projection ../z_view.c ../z_view.c ../z_view.c vp ../z_view.c projection ../z_view.c ../z_view.c ../z_view.c vp ../z_view.c projection ../z_view.c viewing ../z_view.c ../z_view.c ../z_view.c ../z_view.c vp ../z_view.c projection ../z_view.c projection ../z_view.c viewing ../z_view.c [31meye が大きすぎます eye=[%8.3f %8.3f %8.3f] error=%d [m F N?F
ViMode
../z_vimode.c osvimodep = %08x ../z_vimode.c osvimodep->comRegs.c trl = %08x ../z_vimode.c osvimodep->comRegs.width = %08x ../z_vimode.c osvimodep->comRegs.burst = %08x ../z_vimode.c osvimodep->comRegs.vSync = %08x ../z_vimode.c osvimodep->comRegs.hSync = %08x ../z_vimode.c osvimodep->comRegs.leap = %08x ../z_vimode.c osvimodep->comRegs.hStart = %08x ../z_vimode.c osvimodep->comRegs.xScale = %08x ../z_vimode.c osvimodep->fldRegs[0].vStart = %08x ../z_vimode.c osvimodep->fldRegs[0].vBurst = %08x ../z_vimode.c osvimodep->fldRegs[0].origin = %08x ../z_vimode.c osvimodep->fldRegs[0].yScale = %08x ../z_vimode.c osvimodep->fldRegs[0].vIntr = %08x ../z_vimode.c osvimodep->fldRegs[1].vStart = %08x ../z_vimode.c osvimodep->fldRegs[1].vBurst = %08x ../z_vimode.c osvimodep->fldRegs[1].origin = %08x ../z_vimode.c osvimodep->fldRegs[1].yScale = %08x ../z_vimode.c osvimodep->fldRegs[1].vIntr = %08x osViModePalLan1 osViModeFpalLan1 Custom
ViMono
../z_vismono.c ../z_vismono.c glistp_end = %08x ../z_vismono.c mono_dl = %08x ../z_vismono.c mono_dl + (1+3+1+1+80*(7+2+2+3)+1) = %08x ../z_vismono.c (1+3+1+1+80*(7+2+2+3)+1) = %08x glistp_end <= mono_dl + DLSIZE ../z_vismono.c ../z_vismono.c ../z_vismono.c glistp_end <= this->mono_dl + DLSIZE ../z_vismono.c
VR_Box
../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[1] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[1] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c SIZE = %d ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[1] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c SIZE = %d ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[0] != NULL ../z_vr_box.c ../z_vr_box.c ../z_vr_box.c vr_box->vr_box_staticSegment[2] != NULL ../z_vr_box.c ../z_vr_box.c ******************** TYPE=%d ******************** [32m../z_vr_box.c vr_box->dpList != NULL ../z_vr_box.c ../z_vr_box.c vr_box->roomVtx != NULL ../z_vr_box.c ../z_vr_box.c vr_box->dpList != NULL ../z_vr_box.c ../z_vr_box.c vr_box->roomVtx != NULL ../z_vr_box.c ../z_vr_box.c vr_box->roomVtx != NULL ../z_vr_box.c [m
FBDemo
col * (1 + this->row * (1 + 7 + 1)) + 1 + 1 = %d ../z_fbdemo.c gp - this->gfxtbl = %d fbdemo_cleanup(%08x) msleep(100); ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c fbdemo_init(%08x, %d, %d) ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c fbdemo_init allocation error ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c ../z_fbdemo.c
DB_Camera
rate=%f tx=%f ty=%f rotate=%f < > < < < > *プレイヤ-* Eモ-ド ソウタイ Eモ-ドゼッタイ ガメン デモ ガメン フツウ Pジカン MAX リンク キオク リンク ムシ *ミテルイチ* *カメライチ* DEBUG CAMERA センタ-/ロックセンタ-/フリ- DEMO CONTROL メモリガタリマセン p e s l c メモリパック セーブ ロード クリア- ヲヌカナイデネ FREE BYTE NEED BYTE *メモリ-パック* ヲミツケラレマセン ファイル ヲ シテモイイデスカ? ゲンザイヘンシュウチュウノ ファイルハハキサレマス ハイ イイエシテイマス ウワガキ シマシタ USE BYTE ニシッパイ Eモ-ド コテイ static SplinedatZ %s[] = { /* key frame %2d */ { /* code */ %d, /* z */ %d, /* T */ %d, /* zoom */ %f, /* pos */ { %d, %d, %d } }, }; %d,%d,%d,%d, %d,%d, %d,%d, 0,0,0,2,/* Look Camera*/ 0,1,/* dousa*/ 0,0,/* Start Flame*/ /* End Flame*/ 0,0,/* Dammy*/ %d, /* code */ %d, /* z */ /* sokudo*/ /* zoom*/ /* x pos */ /* y pos*/ /* z pos*/ 0,0,/* Dammy*/ 0,0,0,1,/* Position Camera */ 0,1,/* dousa*/ 0,0,/* Start Flame*//* End Flame */ 0,0,/* Dammy*/ %d, /* code */ %d, /* z */ /* sokudo*/ /* zoom*/ /* x pos*/ /* y pos*/ /* z pos*/ 0,0, /* Dammy*/ /* *** spline point data ** start here *** */ Lookat Position static short nPoints = %d; static short nFrames = %d; static short Mode = %d; /* *** spline point data ** finish! *** */ ../db_camera.c %s: %d: デバッグカメラ メモリ確保失敗!! ../db_camera.c ../db_camera.c %s: %d: デバッグカメラ メモリ確保失敗!! ../db_camera.c ../db_camera.c ../db_camera.c ../db_camera.c ../db_camera.c %s: %d: デバッグカメラ メモリ確保失敗!! ../db_camera.c ../db_camera.c %s: %d: デバッグカメラ メモリ確保失敗!! ../db_camera.c /* ****** spline point data ** start here ***** */ /* ** %d ** */ Lookat Position static short nPoints = %d; static short nFrames = %d; static short Mode = %d; /* ****** spline point data ** finish! ***** */ PRESS B BUTTON PRESS B BUTTON PRESS B BUTTON _ > ###%2d:(%c) (%d %d) %d %d %d /* CUT [%d]*/
Kaleido_Manager
mempak: find '%c' (%d) mempak: find '%c' - '%c' %02x mempak: write %d byte '%c' (%d)->%d mempak: read %d byte '%c' (%d)<-%d mempak: alloc %d byte '%c' (%d) mempak: resize %d byte '%c' (%d) mempak: alloc %d byte '%c' (%d) with search mempak: delete '%c' (%d) kaleido_scope player_actor KaleidoArea_allocp ../z_kaleido_manager.c [32mOVL(k):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s [m [32mKaleidoArea の最大サイズは %d バイトを確保します [m ../z_kaleido_manager.c KaleidoArea_allocp ../z_kaleido_manager.c [32mKaleidoArea %08x - %08x [m 異常
Kaleido_Scope_Call
[32mカレイド領域 強制排除 [m [32mプレイヤーアクター搬入 [m カレイド・スコープ入れ替え コンストラクト ../z_kaleido_scope_call.c kaleido_scope_move = %08x ../z_kaleido_scope_call.c kaleido_scope_move_func = %08x ../z_kaleido_scope_call.c kaleido_scope_draw = %08x ../z_kaleido_scope_call.c kaleido_scope_draw_func = %08x カレイド・スコープ入れ替え デストラクト PR_KAREIDOSCOPE_MODE=%d [32mカレイド領域 プレイヤー 強制排除 [m [32mカレイド領域 カレイドスコープ搬入 [m [32mカレイド領域 カレイドスコープ排出 [m
Play
point == 1 || point == 2 ../z_play.c Game_play_shop_pr_vr_switch_set() ../z_play.c SCENE_NO=%d COUNTER=%d エンディングはじまるよー 出戻り? ZELDA ALLOC SIZE=%x ../z_play.c ゼルダヒープ %08x-%08x player has start camera ID ( [34m%d[m) kawauso_data=[%x] object_exchange_rom_address %u RomStart RomEnd Size %08x-%08x %08x(%8.3fKB) fbdemo_init呼出し失敗! サウンドイニシャル来ました。111 サウンドイニシャル来ました。222 ../z_play.c "来た!!!!!!!!!!!!!!!!!!!!!" = %s 来た!!!!!!!!!!!!!!!!!!!!! ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d FINISH=%d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d [36mカレイドスコープ中につき視点変更を禁止しております [m [36mデモ中につき視点変更を禁止しております [m ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c ../z_play.c ../z_play.c ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c 1 = %d ../z_play.c ../z_play.c SCENE SIZE %fK this->sceneSegment != NULL ../z_play.c ROOM SIZE=%fK [41;37mcamera control: error: fulled sub camera system area [m camera control: [46m [47;34m create new sub camera [%d] [46m [m [41;37mcamera control: error: never clear camera !! [m camera control: [46m [47;34m clear sub camera [%d] [46m [m [41;37mcamera control: error: camera No.%d already cleared [m [41;37mcamera control: error: return to main, other camera left. %d cleared!! [m
PreRender
this ../PreRender.c glistpp../PreRender.c glistp ../PreRender.c this ../PreRender.c glistpp ../PreRender.c glistp ../PreRender.c this ../PreRender.c glistpp../PreRender.c glistp ../PreRender.c this ../PreRender.c glistpp ../PreRender.c glistp ../PreRender.c this->zbuf_save../PreRender.c this->zbuf ../PreRender.c this->fbuf_save ../PreRender.c this->fbuf ../PreRender.c this->cvg_save ../PreRender.c this ../PreRender.c glistpp ../PreRender.c glistp ../PreRender.c Error, should not be in here red=%3d %3d %3d %3d grn=%3d %3d %3d %3d blu=%3d %3d %3d %3d オーディオマネージャが OS_SC_PRE_NMI_MSG を受け取りました オーディオマネージャスレッド実行開始 ゼルダ共通データ初期化 last_button=%04x %08x %c
Game
../game.c ハイラル滅亡まであと %08x バイト(game_alloc) ../game.c ../game.c ../game.c ../game.c ../game.c ハイラル確保 サイズ=%u バイト ../game.c ハイラル確保成功 ハイラル確保失敗 ../game.c ハイラル一時解放!! %c [31mメモリが足りません。ハイラルサイズを可能な最大値に変更します (hyral=%08x max=%08x free=%08x alloc=%08x) [m ハイラル再確保 サイズ=%u バイト ../game.c ハイラル再確保成功 ハイラル再確保失敗 ../game.c game コンストラクタ開始 game_set_next_game_null 処理時間 %d us gamealloc_init 処理時間 %d us init 処理時間 %d us this->cleanup ../game.c その他初期化 処理時間 %d us game コンストラクタ終了 game デストラクタ開始 this->cleanup ../game.c game デストラクタ終了 ハイラルは滅亡している 滅亡寸前のハイラルには %d バイトの余力もない(滅亡まであと %d バイト) ハイラルは滅亡してしまった
Game_Alloc
[32mgame_alloc(%08x) %08x-%08x [%s:%d] [m this = %08x ptr = %08x size = %d ../gamealloc.c ptr->prev ../gamealloc.c ptr->next ../gamealloc.c ../gamealloc.c ../gamealloc.c
Graph
vtx_cnt=%d spvtx_cnt=%d tri1_cnt=%d tri2_cnt=%d quad_cnt=%d line_cnt=%d sync_err=%d loaducode_cnt=%d dl_depth=%d dl_cnt=%d ../graph.c game_init_func = %08x [31mRCPが帰ってきませんでした。[m RCP is HUNG UP!! Oh! MY GOD!! ../graph.c ../graph.c ../graph.c WORK_DISP 開始 POLY_OPA_DISP 開始 POLY_XLU_DISP 開始 OVERLAY_DISP 開始 ../graph.c ../graph.c WORK_DISP 終了 POLY_OPA_DISP 終了 POLY_XLU_DISP 終了 OVERLAY_DISP 終了 ../graph.c ../graph.c ../graph.c do_count_fault %c [41;37mダイナミック領域先頭が破壊されています [m ../graph.c %c [41;37mダイナミック領域末尾が破壊されています [m ../graph.c %c [41;37mゼルダ0は死んでしまった(graph_alloc is empty) [m %c [41;37mゼルダ1は死んでしまった(graph_alloc is empty) [m %c [41;37mゼルダ4は死んでしまった(graph_alloc is empty) [m [43;30mPRE-NMIによりリセットモードに移行します [mグラフィックスレッド実行開始 クラスサイズ=%dバイト ../graph.c 確保失敗 CLASS SIZE= %d bytes GAME CLASS MALLOC FAILED ../graph.c グラフィックスレッド実行終了 graph_alloc siz=%d thga size=%08x bufp=%08x head=%08x tail=%08x graph_alloc siz=%d thga size=%08x bufp=%08x head=%08x tail=%08x
ListAlloc
../listalloc.c ../listalloc.c [32mシステムヒープサイズ %08x(%dKB) 開始アドレス %08x [m
Main
mainproc 実行開始 システムヒープ初期化 %08x-%08x %08x ../main.c debug_InitArena(%08x, %08x) irqmgr タスクスケジューラの初期化 sched audio padmgr graph main.c : リセットされたみたいだよ mainproc 後始末 mainproc 実行終了 %2d %d serialMsgQロック待ち %08x %08x %08x %2d %d serialMsgQをロックしました %08x %2d %d serialMsgQロック解除します %08x %08x %08x %2d %d serialMsgQロック解除しました %08x %08x %08x
PadMgr
[33mpadmgr: %dコン: %s 振動パック ぶるぶるぶるぶる[m [33mpadmgr: %dコン: %s 振動パックで通信エラーが発生しました[m [33mpadmgr: %dコン: %s 振動パック 停止[m [33mpadmgr: %dコン: %s 振動パックで通信エラーが発生しました[m [33mpadmgr: %dコン: %s 振動パックが抜かれたようです[m [33mpadmgr: %dコン: %s 振動パックではないコントローラパックが抜かれたようです[m [33mpadmgr: %dコン: %s 振動パックを認識しました[m ../padmgr.c ++errcnt = %d [33mpadmgr: %dコン: %s コントローラパックの通信エラー[m [33mpadmgr: %dコン: %s 振動パック 停止[m [33mpadmgr: %dコン: %s 認識しました[m../padmgr.c this->Key_switch[i] = %d [33mpadmgr: %dコン: %s オーバーランエラーが発生[m [33mpadmgr: %dコン: %s 応答しません[m ../padmgr.c padnow1->errno = %x ../padmgr.c ../padmgr.c this->pad_status[i].type = %x 知らない種類のコントローラが接続されています padmgr_HandlePreNMI() コントローラスレッド実行開始 コントローラスレッドイベント待ち %lld msg ../padmgr.c padmgr_HandleRetraceMsg START %lld padmgr_HandleRetraceMsg END %lld コントローラスレッド実行終了 パッドマネージャ作成 padmgr_Create()
Sched
cfbinfo->swapbuffer ../sched.c osViSwapBuffer %08x %08x %08x ../sched.c (((u64)(now - audio_rsp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld ../sched.c (((u64)(now - graph_rsp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld ../sched.c (((u64)(now - rdp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld (type == M_AUDTASK) || (type == M_GFXTASK) || (type == M_NJPEGTASK) || (type == M_NULTASK) ../sched.c オーディオタスクをエントリしました グラフタスクをエントリしました sc->curRSPTask->list.t.type != M_AUDTASK ../sched.c %08d:osSpTaskYield sc->pending_swapbuffer1 ../sched.c sc->pending_swapbuffer2../sched.c sc->pending_swapbuffer1 ../sched.c sc->curRSPTask == NULL ../sched.c %08d:osSpTaskStartGo(%08x) %s AUDIO GRAPH OTHER [YIELD B] EN sc:%08x sp:%08x dp:%08x state:%x %08d:scHandleRetrace %08x %08x %08x %08x %d sc->curRSPTask ../sched.c RSP DONE %d %d [YIELDED] [NOT YIELDED] SP sc:%08x sp:%08x dp:%08x state:%x sc->curRDPTask ../sched.c sc->curRDPTask->list.t.type == M_GFXTASK ../sched.c DP sc:%08x sp:%08x dp:%08x state:%x osScKickEntryMsg %08d:待機中 %08d:ENTRY_MSG %08d:RSP_DONE_MSG %08d:RDP_DONE_MSG
Speed_Meter
this ../speed_meter.c ../speed_meter.c ../speed_meter.c [31m../speed_meter.c this->maxval = %d [m ../speed_meter.c ../speed_meter.c
Sys_CFB
8Mバイト以上のメモリが搭載されています RAM 8M mode (N64DD対応) このバージョンのマージンは %dK バイトです RAM4M mode ../sys_cfb.c システムが使用する最終アドレスは %08x です フレームバッファのアドレスは %08x と %08x です
[?]
[43;30mMath3D_lineVsPosSuisenCross():直線の長さがありません cross = pos を返します。 [m [43;30mMath3DLengthPlaneAndPos():法線size がゼロ近いです%f %f %f [m [43;30mMath3DSignedLengthPlaneAndPos():法線size がゼロ近いです%f %f %f [m
Sys_Matrix
../sys_matrix.c Matrix_now >= Matrix_stack ../sys_matrix.c %s %d: [%s] = / %12.6f %12.6f %12.6f %12.6f \ | %12.6f %12.6f %12.6f %12.6f | | %12.6f %12.6f %12.6f %12.6f | \ %12.6f %12.6f %12.6f %12.6f /
IRQMgr
[31m **** Freeze!! **** [m this ../irqmgr.c c ../irqmgr.c msgQ ../irqmgr.c this ../irqmgr.c 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 [m [41;37mirqmgr_JamMesgForClient:メッセージキューがあふれています mq=%08x cnt=%d [m irqmgr.c : PRENMIから0.5秒経過 スタックは大丈夫みたいです %c [31mスタックがオーバーフローしたか危険な状態です 早々にスタックサイズを増やすか、スタックを消費しないようにしてください [m osAfterPreNMIが %d を返しました!? IRQマネージャスレッド実行開始 PRE_NMI_MSG スケジューラ:PRE_NMIメッセージを受信 PRENMI450_MSG スケジューラ:PRENMI450メッセージを受信 PRENMI480_MSG スケジューラ:PRENMI480メッセージを受信 PRENMI500_MSG スケジューラ:PRENMI500メッセージを受信 irqmgr.c :予期しないメッセージを受け取りました(%08x) IRQマネージャスレッド実行終了 this ../irqmgr.c stack ../irqmgr.c
[?]
%s: %u バイトの%sに失敗しました %s: %u バイトの%sに成功しました debug_malloc 確保 debug_malloc_DEBUG 確保 debug_malloc_r 確保 debug_malloc_r_DEBUG 確保 debug_realloc 再確保 debug_realloc_DEBUG再確保 debug_calloc 確保 ゼルダヒープ表示
Crash Debugger
Interrupt TLB modification TLB exception on load TLB exception on store Address error on load Address error on store Bus error on inst. Bus error on data System call exception Breakpoint exception Reserved instruction Coprocessor unusable Arithmetic overflow Trap exception Virtual coherency on inst. Floating point exception Watchpoint exception Virtual coherency on data Unimplemented operationInvalid operation Division by zero Overflow Underflow Inexact operation [41;37mfault_AddClient: %08x は既にリスト中にある [m [41;37mfault_RemoveClient: %08x リスト不整合です [m [41;37mfault_AddressConverterAddClient: %08x は既にリスト中にある [m [41;37mfault_AddressConverterRemoveClient: %08x は既にリスト中にある [m F%02d:%14.7e F%02d: %08x(16) F%02d:%14.7e F%02d: %08x(16) FPCSR:%08xH (%s) FPCSR:%08xH (%s) THREAD:%d (%d:%s) PC:%08xH SR:%08xH VA:%08xH AT:%08xH V0:%08xH V1:%08xH A0:%08xH A1:%08xH A2:%08xH A3:%08xH T0:%08xH T1:%08xH T2:%08xH T3:%08xH T4:%08xH T5:%08xH T6:%08xH T7:%08xH S0:%08xH S1:%08xH S2:%08xH S3:%08xH S4:%08xH S5:%08xH S6:%08xH S7:%08xH T8:%08xH T9:%08xH GP:%08xH SP:%08xH S8:%08xH RA:%08xH LO:%08xH THREAD ID:%d (%d:%s) PC:%08xH SR:%08xH VA:%08xH AT:%08xH V0:%08xH V1:%08xH A0:%08xH A1:%08xH A2:%08xH A3:%08xH T0:%08xH T1:%08xH T2:%08xH T3:%08xH T4:%08xH T5:%08xH T6:%08xH T7:%08xH S0:%08xH S1:%08xH S2:%08xH S3:%08xH S4:%08xH S5:%08xH S6:%08xH S7:%08xH T8:%08xH T9:%08xH GP:%08xH SP:%08xH S8:%08xH RA:%08xH LO:%08xH [37mKeyWaitB (LRZ [37m上 [33m下 [33m上 [37m下 [37m左 [33m左 [33m右 [37m右 [32mB [34mA [31mSTART [37m)[m [37mKeyWaitB'(LR左 [33m右 + [31mSTART [37m)[m %s %08x PrintDump %06x %08x Dump SP PC (VPC) %08x %08x -> %08x STACK TRACE SP PC (VPC) %08x %08x -> %08x 8CallBack (%d) %08x %08x %08x 7 フォルトマネージャ:OS_EVENT_CPU_BREAKを受信しました フォルトマネージャ:OS_EVENT_FAULTを受信しました フォルトマネージャ:不明なメッセージを受信しました __osGetCurrFaultedThread()=%08x FindFaultedThread()=%08x STACK TRACE CONGRATURATIONS! All Pages are displayed. THANK YOU! You are great debugger! fault HungUp on Thread %d %s (NULL) %s (NULL) HungUp on Thread %d %s (NULL) %s (NULL) HungUp %s:%d T T U U( UD U` U| U U U VH
Microcode
[m [3%dm [4%dm [%d;%dH [2J %c G_ZBUFFER G_TEXTURE_ENABLE G_SHADE G_SHADING_SMOOTH G_CULL_FRONT G_CULL_BACK G_FOG G_LIGHTING G_TEXTURE_GEN G_TEXTURE_GEN_LINEAR G_LOD G_MTX_PROJECTION G_MTX_MODELVIEWG_MTX_LOAD G_MTX_MUL G_MTX_PUSH G_MTX_NOPUSH ? COMBINED TEXEL0 TEXEL1 PRIMITIVE SHADE ENVIRONMENT CENTER SCALE 1 NOISE K4 COMBINED_ALPHA 0 TEXEL0_ALPHA TEXEL1_ALPHA PRIMITIVE_ALPHA SHADE_ALPHA ENV_ALPHA LOD_FRACTION PRIM_LOD_FRAC K5 0 0 ? LOD_FRACTION COMBINED TEXEL0 TEXEL1 PRIMITIVE SHADE ENVIRONMENT PRIM_LOD_FRAC 1 0 マイクロコードが一致しなかった | %s AA_EN Z_CMP Z_UPD IM_RD CLR_ON_CVG CVG_DST_CLAMP CVG_DST_WRAP CVG_DST_FULL CVG_DST_SAVE ZMODE_OPA ZMODE_INTERZMODE_XLU ZMODE_DEC CVG_X_ALPHA ALPHA_CVG_SEL FORCE_BL G_BL_CLR_IN G_BL_CLR_MEM G_BL_CLR_BL G_BL_CLR_FOG G_BL_A_IN G_BL_A_FOG G_BL_A_SHADE G_BL_0 G_BL_CLR_IN G_BL_CLR_MEM G_BL_CLR_BLG_BL_CLR_FOG G_BL_1MA G_BL_A_MEM G_BL_1 G_BL_0 %s| GBL_c1(%s, %s, %s, %s)| GBL_c2(%s, %s, %s, %s) {{%6d, %6d, %6d, %d, %6d, %6d, %3d, %3d, %3d, %3d}}, /* vc%d */ {{%6d, %6d, %6d, %d, %6d, %6d, %3d, %3d, %3d, %3d}}, /* vn%d */ %08x: %08x-%08x: gsSPNoOp(), gsSPDisplayList(0x%08x), gsSPBranchList(0x%08x),RDPHALF_1(0x%08x), gsSPTextureRectangle(%d,%d,%d,%d,%d,%d,%d,%d,%d), gsSPLoadUcode(0x%08x, 0x%08x), gsSPLoadUcodeEx(0x%08x, 0x%08x, 0x%05x), gsSPEndDisplayList(), gsDPSetTile(%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d), ### TileSyncが必要です。 gsDPLoadTile(%d,%d,%d,%d,%d), gsDPLoadBlock(%d,%d,%d,%d,%d), ### LoadSyncが必要です。 gsDPSetTileSize(%d,%d,%d,%d,%d), gsDPLoadTLUTCmd(%d,%d), gsDPSetCombineLERP(%s,%s,%s,%s, %s,%s,%s,%s, %s,%s,%s,%s, %s,%s,%s,%s), ### PipeSyncが必要です。 SetAlphaDither G_AD_PATTERN G_AD_NOTPATTERN G_AD_NOISE G_AD_DISABLE SetColorDither G_CD_MAGICSQ G_CD_BAYER G_CD_NOISE -1 SetCombineKey G_CK_NONE G_CK_KEY -1 -1 SetTextureConvert G_TC_CONV G_TC_FILTCONV G_TC_FILT -1 SetTextureFilter G_TF_POINT G_TF_AVERAGE G_TF_BILERP -1 SetTextureLUT G_TT_NONE G_TT_RGBA16 G_TT_IA16 -1 SetTextureLOD G_TL_TILE G_TL_LOD -1 -1 SetTextureDetail G_TD_CLAMP G_TD_SHARPEN G_TD_DETAIL -1 SetTexturePersp G_TP_PERSP G_TP_NONE -1 -1 SetCycleType G_CYC_1CYCLE G_CYC_2CYCLE G_CYC_COPY G_CYC_FILL SetColorDither G_CD_MAGICSQ G_CD_BAYER G_CD_NOISE -1 PipelineMode G_PM_1PRIMITIVE G_PM_NPRIMITIVE -1 -1 gsDP%s(%s),gsSPSetOtherModeH(%d, %d, 0x%08x), ### PipeSyncが必要です。 gsDPSetAlphaCompare G_AC_NONE G_AC_THRESHOLD G_AC_DITHER -1 gsDPSetDepthSource G_ZS_PIXEL G_ZS_PRIM -1 -1 gsDPSetRenderBlender( ),gsDP%s(%s), gsSPSetOtherModeL(%d, %d, 0x%08x), ### PipeSyncが必要です。 gsDPSetOtherMode(0x%08x, 0x%08x), ### PipeSyncが必要です。 G_SC_NON_INTERLACE G_SC_ODD_INTERLACE G_SC_EVEN_INTERLACE ??? gsDPSetScissorFrac(%s, %d, %d, %d, %d), gsDPSetScissor(%s, %d, %d, %d, %d), gsDPFillRectangle(%d, %d, %d, %d), gsDPSetColorImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x) ), RGBA YUV CI IA I 4b 8b 16b 32b ### PipeSyncが必要です。 gsDPSetDepthImage(0x%08x(0x%08x)), ### PipeSyncが必要です。 gsDPSetTextureImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x)), RGBA YUV CI IA I 4b 8b 16b 32b gsDPSetEnvColor(%d, %d, %d, %d), ### PipeSyncが必要です。 gsDPSetBlendColor(%d, %d, %d, %d), ### PipeSyncが必要です。 gsDPSetFogColor(%d, %d, %d, %d), ### PipeSyncが必要です。 gsDPSetFillColor(0x%08x), ### PipeSyncが必要です。 gsDPSetPrimDepth(%d, %d), ### PipeSyncが必要です。 gsDPSetPrimColor(%d, %d, %d, %d, %d, %d), gsDPFullSync(), ### PipeSyncが必要です。 gsDPTileSync(), gsDPPipeSync(), gsDPLoadSync(), gsDPNoOp(), gsDPNoOpTag(%08x), count_gsDPNoOpHere([%s:%d]), count_gsDPNoOpOpenDisp([%s:%d]), count_gsDPNoOpCloseDisp([%s:%d]), count_gsDPNoOpString(%c%s%c, %d), count_gsDPNoOpWord(0x%08x, %d), count_gsDPNoOpFloat(%8.3f, %d), count_gsDPNoOpQuiet(), count_gsDPNoOpVerbose(), count_gsDPNoOpCallBack(%08x,%d), gsDPNoOpTag3(%02x, %08x, %04x), gsSPMatrix(0x%08x(%08x), 0 |%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 / gsSPVertex(0x%08x(0x%08x), %d, %d), gsSPModifyVertex(%d, %s, %08x), G_MWO_POINT_RGBA G_MWO_POINT_ST G_MWO_POINT_XYSCREEN G_MWO_POINT_ZSCREEN G_MWO_POINT_???? gsSP1Triangle(%d, %d, %d), gsSPLine3D(%d, %d),gsSPLineW3D(%d, %d, %d), gsSP2Triangles(%d, %d, %d, 0, %d, %d, %d, 0), gsSP1Quadrangle(%d, %d, %d, %d, 0),gsSPCullDisplayList(%d, %d), gsSPBranchLessZraw(0x%08x(0x%08x), %d, 0x%08x),gsSPTexture(%d, %d, %d, %d, %s), G_ON G_OFF gsSPTextureL(%d, %d, %d, %d, %d, %s), G_ON G_OFF gsSPPopMatrix(G_MTX_MODELVIEW), gsSPPopMatrixN(G_MTX_MODELVIEW, %d), gsSPLoadGeometryMode(), gsSPClearGeometryMode(), gsSPSetGeometryMode(), gsSPGeometryMode(, ), gsSPSegment(%d, 0x%08x), gsSPClipRatio(FRUSTRATIO_%d), gsSPNumLights(%d), gsSPLightColor(%d, %d), gsSPFogFactor(%d, %d), gsSPPerspNormalize(%d),gsMoveWd(%d, %d, %d), gsSPViewport(0x%08x(0x%08x)), # vscale=[%d %d %d %d], vtrans=[%d %d %d %d] gsSPForceMatrix(0x%08x), gsSPLookAtX(0x%08x), gsSPLookAtY(0x%08x), gsSPLight(0x%08x,%d), gsMoveMem(0x%08x, %d, %d, %d), AnyDisplayList(), gsSPBgRectCopy(0x%08x(0x%08x)), gsSPBgRect1Cyc(0x%08x(0x%08x)), gsSPObjSprite(0x%08x(0x%08x)), gsSPObjRectangle(0x%08x(0x%08x)), gsSPObjRectangleR(0x%08x(0x%08x)), RDPHALF_0(0x%02x, 0x%08x, 0x%04x), gsSPObjMatrix(0x%08x(0x%08x)), gsSPObjSubMatrix(0x%08x(0x%08x)), gsSPObjLoadTxtr(0x%08x(0x%08x)), gsSPObjLoadTxSprite(0x%08x(0x%08x)), gsSPObjLoadTxRect(0x%08x(0x%08x)), gsSPObjLoadTxRectR(0x%08x(0x%08x)), gsSPSelectDL(0x%08x, %d, 0x%08x, 0x%08x), gsSPSelectBranchDL(0x%08x, %d, 0x%08x, 0x%08x), gsSPSegment(%d, 0x%08x), gsSPSetStatus(0x%08x, 0x%08x), gsMoveWd(%d, %d, %d), gsSPObjRenderMode(0x%08x), AnyDisplayList(),
[?]
SUPERDMA FastCopy FastCopy SLOWCOPY BGCOPY
Audio Debugger
AUDIO : Ocarina Control Assign Normal AUDIO : Ocarina Control Assign Custom Presss NA_KEY_D4 %08x Presss NA_KEY_F4 %08x Presss NA_KEY_A4 %08x Presss NA_KEY_B4 %08x Presss NA_KEY_D5 %08x 1 Audio Debug Mode - %s - Audio ScrPrt %s %04X BGM CANCEL:%s SE MUTE:%s PUSH CONT-4 A-BTN SE HANDLE:%s %02x %04x %02x %08x * Seq 0 : %2x Seq 1 : %2x SE HD : %2x %s SE No. :%3x S-Out : %2x %s BGM Ent: %2x Spec : %2x Na Snd : %2x Cam Wt : %s Lnk Wt : %sSE Ent : %2x %s <%d> %2X %5d %5d %5d %02X %04X %04X FF ----- ----- ----- -- ---- ---- %2X %5d %5d %5d %3d %3d %04X FF ----- ----- ----- --- --- ---- %2X %5d %5d %5d %3d %3d %04X FF ----- ----- ----- --- --- ---- %2X %04X FF ---- * Swicth : %d Lines : %d Color : %d %s : %d %s : %d ENVRONM : %d %s : %d %s : %d %s : %d %s : %d SEQ ENT : %d SWAP OFF * V %04x %04x %s Group Track:%d Sub Track :%d TRK NO. ENTRY MUTE OPENNOTE %1X O X O X %1X %2d,%2d VOL E VOL BANK ID PROG PAN PANPOW FXMIX PRIO VIB PIT VIB DEP TUNE TUNE %02X %d %d %X %d %d %d %d %d %d %d %d TOTAL %d DRIVER %05X / %05X AT-SEQ %02X-%02X (%05X-%05X / %05X) AT-BNK %02X-%02X (%05X-%05X / %05X) ST-SEQ %02Xseqs (%05X / %06X) %02x ST-BNK %02Xbanks (%05X / %06X) %02x E-MEM %05X / %05X BGM No. %02XSCENE SET %02X %s * NEXT SCENE %02X %s NOW SCENE %02X %s NOW BLOCK %02XPORT %02X %02X %02X %02X %02X %02X %02X %02XSEQ INFO : %2d %02x %d PLAY INFO : %2d %02x %d8note REC POINTER : %08x %02x OCA:%02x SEQ:%04x PLAY:%02x REC:%02x * SE HD : %02x %s SE No. : %02x : %04x SE SW %s%s SE PR : %02x env_fx %d code_fx %d SPEC %d SOUND GAME FRAME NOW %f SOUND GAME FRAME MAX %f SWITCH BGM MODE %d %d %d (FLAG %d) ENEMY DIST %f VOL %3d GANON DIST VOL %3d DEMO FLAG %d MARON BGM DIST %f NATURE FAILED %01x SARIA BGM PTR %08x POLI %d(%d) %d Middle Boss BGM Start not stack
[?]
gfxprint_open:2重オープンです
[?]
osSpGetStatus=%08x: HALT BROKE DMA_BUSY DMA_FULL IO_FULL SSTEP INTR_BREAK YIELD YIELDED TASKDONE SIG3 SIG4 SIG5 SIG6 SIG7 osDpGetStatus=%08x:XBUS_DMEM_DMA FREEZE FLUSH START_GCLK TMEM_BUSY PIPE_BUSY CMD_BUSY CBUF_READY DMA_BUSY END_VALID START_VALID
LoadFragment2
../loadfragment2.c OVL:SPEC(%08x-%08x) REAL(%08x-%08x) OFFSET(%08x)
MtxUty-Cvt
m1 ../mtxuty-cvt.c m2 ../mtxuty-cvt.c m1 ../mtxuty-cvt.c m2 ../mtxuty-cvt.c DoRelocation(%08x, %08x, %08x) text=%08x, data=%08x, rodata=%08x, bss=%08x %02d %08x %08x %08x %08x %08x %08x %08x ダイナミックリンクファンクションのロードを開始します TEXT,DATA,RODATA+relをDMA転送します(%08x-%08x) TEXT(%08x), DATA(%08x), RODATA(%08x), BSS(%08x) リロケーションします BSS領域をクリアします(%08x-%08x) REL領域をクリアします(%08x-%08x) ダイナミックリンクファンクションのロードを終了します
[?]
%s: %u バイトの%sに失敗しました %s: %u バイトの%sに成功しました malloc 確保 malloc_DEBUG 確保 malloc_r 確保 malloc_r_DEBUG 確保 realloc 再確保 realloc_DEBUG 再確保 calloc 確保 システムヒープ表示 [41;37m緊急事態!メモリリーク発見! (block=%08x) [m [41;37m緊急事態!メモリリーク発見! (block=%08x) [m [41;37m緊急事態!メモリリーク検出! (block=%08x s=%08x e=%08x p=%08x) [m [41;37m__osFree:不正解放(%08x) [m [41;37m__osFree:二重解放(%08x) [m [41;37m__osFree:確保時と違う方法で解放しようとした (%08x:%08x) [m [41;37m__osFree:不正解放(%08x) [%s:%d ] [m [41;37m__osFree:二重解放(%08x) [%s:%d ] [m [41;37m__osFree:確保時と違う方法で解放しようとした (%08x:%08x) [m __osRealloc(%08x, %d) メモリブロックサイズが変わらないためなにもしません 現メモリブロックの後ろにフリーブロックがあるので結合します 新たにメモリブロックを確保して内容を移動します 現メモリブロックの後ろのフリーブロックを大きくしました 現メモリブロックの後ろにフリーブロックがないので生成します フリーブロック生成するだけの空きがありません アリーナは初期化されていません アリーナの内容 (0x%08x) メモリブロック範囲 status サイズ [時刻 s ms us ns: TID:src:行] %08x-%08x%c %s %08x 空き 確保 [%016llu:%2d:%s:%d] **NULL** %08x Block Invalid 確保ブロックサイズの合計 0x%08x バイト 空きブロックサイズの合計 0x%08x バイト 最大空きブロックサイズ 0x%08x バイト ARENA INFO (0x%08x) Arena is uninitalized Memory Block Region status size %08x-%08x%c %s %08x F A %08x Block Invalid Total Alloc Block Size %08x Total Free Block Size %08x Largest Free Block Size %08x アリーナの内容をチェックしています... (%08x) [41;37mおおっと!! (%08x %08x) [m アリーナはまだ、いけそうです
Message_PAL
メッセージが,見つかった!!! = %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) メッセージが,見つからなかった!!! = %x メッセージが,見つかった!!! = %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 -> 録音再生 録音再生 録音再生 録音再生 -> 8音録音開始 8音録音開始 8音録音開始 -> 8音再生 8音再生 8音再生 -> 輪唱開始 輪唱開始 輪唱開始 輪唱開始 -> カエルの合唱 カエルの合唱 -> オカリナ(%d) 000000000000 -> 111111111111 -> 222222222222 -> msg_mode=%d タイマー (%x) (%x) 合計wct=%x(%d) サウンド(SE) ../z_message_PAL.c アイテム32-0 ../z_message_PAL.c アイテム24=%d (%d) {%d} JJ=%d NZ_NEXTMSG=%x, %x, %x 名前 = %x EVENTタイマー = 流鏑馬スコア = %d 金スタ合計数 = %d%x(%x) 釣り堀魚サイズ = %x(%x) ランキング=%d HI_SCORE( kanfont->mbuff.nes_mes_buf[message->rdp] & 0xff000000 ) = %x score=%d ゼルダ時間 = ITEM_NO=(%d) (%d) ../z_message_PAL.c ../z_message_PAL.c NZ_TIMER_END (key_off_flag=%d) NZ_BGM (key_off_flag=%d) [33m???????????????? z_message.c ?????????????????? [m ../z_message_PAL.c ../z_message_PAL.c ../z_message_PAL.c ../z_message_PAL.c 吹き出し種類=%d ../z_message_PAL.c [34mめっせーじ=%x(%d) [m [32mめっせーじ=%x message->msg_data [m [32mocarina_check_bit[%d]=%x ocarina_bit = %x [m [31m☆☆☆☆☆ オカリナ番号=%d(%d) ☆☆☆☆☆ [m ocarina_set 000000000000000000 = %d 222222222 333333333 オカリナモード = %d (%x) 演奏開始 ?????録音再生 録音再生 録音再生 録音再生 -> 台上演奏 Na_StartOcarinaSinglePlayCheck2( message->ocarina_no ); 演奏チェック=%d locate=%d onpu_pt=%d Ocarina_Flog 正解模範演奏=%x Ocarina_Flog 正解模範演奏=%x Ocarina_Free 正解模範演奏=%x 正解模範演奏=%x ここここここ キャンセル [32mNa_StopOcarinaMode(); Na_StopOcarinaMode(); Na_StopOcarinaMode(); [m ocarina_no=%d 選曲=%d 模範演奏=%x [33m☆☆☆ocarina=%d message->ocarina_no=%d [33mOcarina_PC_Wind=%d(%d) ☆☆☆ [32mOcarina_C_Wind=%d(%d) ☆☆☆ [m→ OCARINA_MODE=%d onpu_buff[%d]=%x M_OCARINA20 : ocarina_no=%x status=%x [33mz_message.c 取得メロディ=%d [m 案山子録音 初期化 onpu_pt=%d, locate=%d 入力ボタン【%d】=%d 録音終了!!!!!!!!! message->info->status=%d aaaaaaaaaaaaaa 録音終了!!!!!!!!!録音終了 [33m ==================================================================== %d, [m ==================================================================== status=%d (%d) bbbbbbbbbbb 8音録音OK! [33m ==================================================================== %d, [m ==================================================================== すでに存在する曲吹いた!!! cccccccccccc 輪唱失敗!!!!!!!!! 輪唱成功!!!!!!!!! ../z_message_PAL.c ../z_message_PAL.c %s MESSAGE %s = %x ../z_message_PAL.c ../z_message_PAL.c msgno=%d メッセージが,見つかった!!! = %x dxpos=%d dypos=%d dypos1 dypos2=%d message->msg_disp_type=%x OCARINA_MODE=%d -> InRaceSeq=%d(%d) OCARINA_MODE=%d --> OCARINA_MODE=%d select=%d [32mday_time=%x active_camera=%d === day_time=%x [m OCARINA_MODE=%d chk_ocarina_no=%d
Construct
常駐PARAMETERセグメント=%x ../z_construct.c parameter->parameterSegment=%x parameter->parameterSegment != NULL ../z_construct.c ../z_construct.c ../z_construct.c DOアクション テクスチャ初期=%x parameter->do_actionSegment=%x parameter->do_actionSegment != NULL ../z_construct.c ../z_construct.c ../z_construct.c ../z_construct.c アイコンアイテム テクスチャ初期=%x parameter->icon_itemSegment=%x parameter->icon_itemSegment != NULL ../z_construct.c Register_Item[%x, %x, %x, %x] ../z_construct.c ../z_construct.c ../z_construct.c ../z_construct.c ../z_construct.c EVENT=%d restart_flag=%d タイマー停止!!!!!!!!!!!!!!!!!!!!! = %d PARAMETER領域=%x ../z_construct.c message->fukidashiSegment=%x 吹き出しgame_alloc=%x message->fukidashiSegment != NULL ../z_construct.c
F3DZEX
RSP Gfx ucode F3DZEX.NoN fifo 2.08J Yoshitaka Yasumoto/Kawasedo 1999.
S2DEX
RSP Gfx[Safe] S2DEX fifo 2.05 Yoshitaka Yasumoto 1998 Nintendo.