From CloudModding OoT Wiki

Camera Presets I

NONE
NORMAL0
NORMAL1
DUNGEON0
DUNGEON1
NORMAL3
HORSE0
BOSS_GOMA
BOSS_DODO
BOSS_BARI
BOSS_FGANON
BOSS_BAL
BOSS_SHADES
BOSS_MOFA
BOSS_TWIN0
BOSS_TWIN1
BOSS_GANON1
BOSS_GANON2
TOWER0
TOWER1
FIXED0
FIXED1
CIRCLE0
CIRCLE2
CIRCLE3
PREREND0
PREREND1
PREREND3
DOOR0
DOORC
RAIL3
START0
START1
FREE0
FREE2
CIRCLE4
CIRCLE5
DEMO0
DEMO1
MORI1
ITEM0
ITEM1
DEMO3
DEMO4
UFOBEAN
LIFTBEAN
SCENE0
SCENE1
HIDAN1
HIDAN2
MORI2
MORI3
TAKO
SPOT05A
SPOT05B
HIDAN3
ITEM2
CIRCLE6
NORMAL2
FISHING
DEMOC
UO_FIBER
DUNGEON2
TEPPEN
CIRCLE7
NORMAL4
NORMAL
PARALLEL
KEEPON
TALK
BATTLE
CLIMB
SUBJECT
BOWARROW
BOWARROWZ
FOOKSHOT
BOOMERANG
PACHINCO
CLIMBZ
JUMP
HANG
HANGZ
FREEFALL
CHARGE
STILL
PUSHPULL
BOOKEEPON

Camera Presets II

NONE NORM0()
NORM1()NORM2()
NORM3()NORM4()
PARA0()PARA1()
PARA2()PARA3()
PARA4()KEEP0()
KEEP1()KEEP2()
KEEP3()KEEP4()
SUBJ0()SUBJ1()
SUBJ2()SUBJ3()
SUBJ4()JUMP0()
JUMP1()JUMP2()
JUMP3()JUMP4()
BATT0()BATT1()
BATT2()BATT3()
BATT4()FIXD0()
FIXD1()FIXD2()
FIXD3()FIXD4()
DATA0()DATA1()
DATA2()DATA3()
DATA4()UNIQ0()
UNIQ1()UNIQ2()
UNIQ3()UNIQ4()
UNIQ5()UNIQ6()
UNIQ7()UNIQ8()
UNIQ9()DEMO0()
DEMO1()DEMO2()
DEMO3()DEMO4()
DEMO5()DEMO6()
DEMO7()DEMO8()
DEMO9()SPEC0()
SPEC1()SPEC2()
SPEC3()SPEC4()
SPEC5()SPEC6()
SPEC7()SPEC8()
SPEC9()

Save Checksum (Debug)

˜!ZELDA

Save Checksum (Default)

ZELDAZ

Cutscene Editor

Frame
ŒKey / (Centerpoint)

(Origin)

Œ(Player)

(Alignment)

(Settings)

(Object)

ŒPoint No.
Viewing Angle

ŒN Frame

Z Rotation

ŒMode

R Focus
P Time
Distance
X Rotation
Y Rotation

d
ŒFrame
ŒTotal
ŒKey /
€€‹€0

[?]

ABZSuldr*+LRudlr

Inagaki Check

dist over! flag: %04X ptr: %08X pos: %f-%f-%f[m

SEQ H
L


[?]

new

En_A_Keep

../z_en_a_keep.c
../z_en_a_keep.c
../z_en_a_keep.c
€

En_Item_00

../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
€

Eff_Blure

Blur Vertex Addition Processing: Table Too High %d
Blur Space Addition Processing: Table Too High %d
../z_eff_blure.c
../z_eff_blure.c
../z_eff_blure.c

z_eff_blure.c
::SQ_NoInterpolate_disp() Vertex Allocation isn't possible.
../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() Vertex Allocation isn't possible.
../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() Matrix cannot be obtained, so process will be forced to end.
../z_eff_blure.c

Blur Display: Vertex allocation isn't possible. Force End
../z_eff_blure.c

Blur Display: Vertex table allocation isn't possible.
../z_eff_blure.c

Eff_Shield_Particle

[31mEffectShieldParticle_ct(): Particle Count is too high.[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 Too High
EffectSparkInfo_proc(): Spark Pointer is NULL
../z_eff_spark.c

EffectSparkInfo_disp(): Memory Allocation Failure graph_malloc
../z_eff_spark.c

Eff_Ss_Dead

../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

Effect_Soft_Sprite

EffectAdd(): Allocation not possible. Please be careful. Type %d
Ending without adding effect.
Total Effect Deallocation
Total Effect Deallocation End

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(): Not an overlay.
../z_effect_soft_sprite.c


[31mEffectSoftSprite2_makeEffect(): Due to zelda_malloc_r(), %dbyte memory allocation is impossible. As a result, neither is program loading. Things aren't looking good! Needless to say, no effect will be produced. [m
[32mEFFECT SS OVL: SegRom %08x %08x, Seg %08x %08x, RamStart %08x, type: %d[m
EffectSoftSprite2_makeEffect(): The effect is already fully loaded, but the constructor is NULL, so addition will be suspended. Please fix this. (Waste of memory.) %08x %d
[32mEffectSoftSprite2_makeEffect(): Construction failed for some reason. The constructor returned an error. Effect addition will be suspended.[m
[31mEffectSoftSprite2_disp(): Position is out of range, so deletion will occur. Effect Label No. %d: Seeking a response from the program. The label is at z_effect_soft_sprite_dlftbls.decl here  ==> pos(%f, %f, %f).
[32mPlease consult me if the position is being used for something else.[m

Effect_Soft_Sprite_Old_Init

../z_effect_soft_sprite_old_init.c
../z_effect_soft_sprite_old_init.c

Flg_Set

event_chk_inf[0]
event_chk_inf[1]
event_chk_inf[2]
event_chk_inf[3]
event_chk_inf[4]
event_chk_inf[5]
event_chk_inf[6]
event_chk_inf[7]
event_chk_inf[8]
event_chk_inf[9]
event_chk_inf[10]
event_chk_inf[11]
event_chk_inf[12]
event_chk_inf[13]
item_get_inf[0]
item_get_inf[1]
item_get_inf[2]
item_get_inf[3]
inf_table[0]
inf_table[1]
inf_table[2]
inf_table[3]
inf_table[4]
inf_table[5]
inf_table[6]
inf_table[7]
inf_table[8]
inf_table[9]
inf_table[10]
inf_table[11]
inf_table[12]
inf_table[13]
inf_table[14]
inf_table[15]
inf_table[16]
inf_table[17]
inf_table[18]
inf_table[19]
inf_table[20]
inf_table[21]
inf_table[22]
inf_table[23]
inf_table[24]
inf_table[25]
inf_table[26]
inf_table[27]
inf_table[28]
inf_table[29]
event_inf[0]
event_inf[1]
event_inf[2]
event_inf[3]
../flg_set.c

1
0

../flg_set.c

DLF

Already linked.
Loading failed.
[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 class destruct doesn't exist. [%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

Actor Name (%08x: %s)
Comment: %s
ACTOR NAME %08x: %s
Actor_draw
../z_actor.c
../z_actor.c
../z_actor.c
../z_actor.c
../z_actor.c

Magic Lens START
Magic Lens Invisible Actor Display START
Magic Lens Invisible Actor Display
Magic Lens Invisible Actor Display END
Blue Lens ( Exterior )
Blue Lens ( Exterior )
Magic Lens END
../z_actor.c
../z_actor.c


invisible_actor_counter < INVISIBLE_ACTOR_MAX
../z_actor.c
../z_actor.c

Absolute Magic Range Deallocation
../z_actor.c

[36m Actor Client is now 0.
Overlay won't be deallocated.
Absolute magic range is allocated, so it won't be deallocated.
Overlay will be deallocated.
../z_actor.c

%d remain for actor client.[m
profile < ACTOR_DLF_MAX
../z_actor.c


Actor Class Addition [%d: %s]

[43;30m Actor Set Count Too High[m
Not an overlay. Already loaded.
actor_segsize <= AM_FIELD_SIZE
../z_actor.c

AMF: Absolute Magic Range 
Absolute Magic Range Allocation %d Byte Allocation

[41;37m Actor Program Memory が Allocation Not Possible[m
[32mOVL(a): Seg: %08x-%08x Ram: %08x-%08x Off: %08x %s[m
[41;37m Data bank doesn't exist!!< Data Bank=%d>(profilep->bank=%d)[m
[41;37m Actor Class Allocation Not Possible ! %s < Size=%d Byte >[m
actor_dlftbl->clients < 255
../z_actor.c

Actor Client is number %d.
Actor Class Deletion [%s]
../z_actor.c

Not an overlay.
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

../z_cheap_proc.c
../z_cheap_proc.c
../z_cheap_proc.c
../z_cheap_proc.c
../z_cheap_proc.c
../z_cheap_proc.c

Actor List

Player
En_Test
En_GirlA
En_Part
En_Light
En_Door
En_Box
Bg_Dy_Yoseizo
Bg_Hidan_Firewall
En_Poh
En_Okuta
Bg_Ydan_Sp
En_Bom
En_Wallmas
En_Dodongo
En_Firefly
En_Horse
En_Item00
En_Arrow
En_Elf
En_Niw
En_Tite
En_Reeba
En_Peehat
En_Butte
En_Insect
En_Fish
En_Holl
En_Scene_Change
En_Zf
En_Hata
Boss_Dodongo
Boss_Goma
En_Zl1
En_Viewer
En_Goma
Bg_Pushbox
En_Bubble
Door_Shutter
En_Dodojr
En_Bdfire
En_Boom
En_Torch2
En_Bili
En_Tp
En_St
En_Bw
En_A_Obj
En_Eiyer
En_River_Sound
En_Horse_Normal
En_Ossan
Bg_Treemouth
Bg_Dodoago
Bg_Hidan_Dalm
Bg_Hidan_Hrock
En_Horse_Ganon
Bg_Hidan_Rock
Bg_Hidan_Rsekizou
Bg_Hidan_Sekizou
Bg_Hidan_Sima
Bg_Hidan_Syoku
En_Xc
Bg_Hidan_Curtain
Bg_Spot00_Hanebasi
En_Mb
En_Bombf
En_Zl2
Bg_Hidan_Fslift
En_OE2
Bg_Ydan_Hasi
Bg_Ydan_Maruta
Boss_Ganondrof
En_Am
En_Dekubaba
En_M_Fire1
En_M_Thunder
Bg_Ddan_Jd
Bg_Breakwall
En_Jj
En_Horse_Zelda
Bg_Ddan_Kd
Door_Warp1
Obj_Syokudai
Item_B_Heart
En_Dekunuts
Bg_Menkuri_Kaiten
Bg_Menkuri_Eye
En_Vali
Bg_Mizu_Movebg
Bg_Mizu_Water
Arms_Hook
En_fHG
Bg_Mori_Hineri
En_Bb
Bg_Toki_Hikari
En_Yukabyun
Bg_Toki_Swd
En_Fhg_Fire
Bg_Mjin
Bg_Hidan_Kousi
Door_Toki
Bg_Hidan_Hamstep
En_Bird
En_Wood02
En_Lightbox
En_Pu_box
En_Trap
En_Arow_Trap
En_Vase
En_Ta
En_Tk
Bg_Mori_Bigst
Bg_Mori_Elevator
Bg_Mori_Kaitenkabe
Bg_Mori_Rakkatenjo
En_Vm
Demo_Effect
Demo_Kankyo
Bg_Hidan_Fwbig
En_Floormas
En_Heishi1
En_Rd
En_Po_Sisters
Bg_Heavy_Block
Bg_Po_Event
Obj_Mure
En_Sw
Boss_Fd
Object_Kankyo
En_Du
En_Fd
En_Horse_Link_Child
Door_Ana
Bg_Spot02_Objects
Bg_Haka
Magic_Wind
Magic_Fire
En_Ru1
Boss_Fd2
En_Fd_Fire
En_Dh
En_Dha
En_Rl
En_Encount1
Demo_Du
Demo_Im
Demo_Tre_Lgt
En_Fw
Bg_Vb_Sima
En_Vb_Ball
Bg_Haka_Megane
Bg_Haka_MeganeBG
Bg_Haka_Ship
Bg_Haka_Sgami
En_Heishi2
En_Encount2
En_Fire_Rock
En_Brob
Mir_Ray
Bg_Spot09_Obj
Bg_Spot18_Obj
Boss_Va
Bg_Haka_Tubo
Bg_Haka_Trap
Bg_Haka_Huta
Bg_Haka_Zou
Bg_Spot17_Funen
En_Syateki_Itm
En_Syateki_Man
En_TanaEn_Nb
Boss_MoEn_Sb
En_Bigokuta
En_Karebaba
Bg_Bdan_Objects
Demo_Sa
Demo_Go
En_In
En_Tr
Bg_Spot16_Bombstone
Bg_Hidan_Kowarerukabe
Bg_Bombwall
Bg_Spot08_Iceblock
En_Ru2
Obj_Dekujr
Bg_Mizu_Uzu
Bg_Spot06_Objects
Bg_Ice_Objects
Bg_Haka_Water
En_Ma2
En_Bom_Chu
En_Horse_Game_Check
Boss_Tw
En_Rr
En_Ba
En_Bx
En_Anubice
En_Anubice_Fire
Bg_Mori_Hashigo
Bg_Mori_Hashira4
Bg_Mori_Idomizu
Bg_Spot16_Doughnut
Bg_Bdan_Switch
En_Ma1
Boss_Ganon
Boss_Sst
En_Ny
En_Fr
Item_Shield
Bg_Ice_Shelter
En_Ice_Hono
Item_Ocarina
Magic_Dark
Demo_6K
En_Anubice_Tag
Bg_Haka_Gate
Bg_Spot15_Saku
Bg_Jya_Goroiwa
Bg_Jya_Zurerukabe
Bg_Jya_Cobra
Bg_Jya_Kanaami
Fishing
Obj_Oshihiki
Bg_Gate_Shutter
Eff_Dust
Bg_Spot01_Fusya
Bg_Spot01_Idohashira
Bg_Spot01_Idomizu
Bg_Po_Syokudai
Bg_Ganon_Otyuka
Bg_Spot15_Rrbox
Bg_Umajump
Arrow_Fire
Arrow_Ice
Arrow_Light
Item_Etcetera
Obj_Kibako
Obj_Tsubo
En_Wonder_Item
En_Ik
Demo_Ik
En_Skj
En_Skjneedle
En_G_Switch
Demo_Ext
Demo_Shd
En_Dns
Elf_Msg
En_Honotrap
En_Tubo_Trap
Obj_Ice_Poly
Bg_Spot03_Taki
Bg_Spot07_Taki
En_Fz
En_Po_Relay
Bg_Relay_Objects
En_Diving_Game
En_Kusa
Obj_Bean
Obj_Bombiwa
Obj_Switch
Obj_Elevator
Obj_Lift
Obj_Hsblock
En_Okarina_Tag
En_Yabusame_Mark
En_Goroiwa
En_Ex_Ruppy
En_Toryo
En_Daiku
En_Nwc
En_Blkobj
Item_Inbox
En_Ge1
Obj_Blockstop
En_Sda
En_Clear_Tag
En_Niw_Lady
En_Gm
En_Ms
En_Hs
Bg_Ingate
En_Kanban
En_Heishi3
En_Syateki_Niw
En_Attack_Niw
Bg_Spot01_Idosoko
En_Sa
En_Wonder_Talk
Bg_Gjyo_Bridge
En_Ds
En_Mk
En_Bom_Bowl_Man
En_Bom_Bowl_Pit
En_Owl
En_Ishi
Obj_Hana
Obj_Lightswitch
Obj_Mure2
En_Go
En_Fu
En_Changer
Bg_Jya_Megami
Bg_Jya_Lift
Bg_Jya_Bigmirror
Bg_Jya_Bombchuiwa
Bg_Jya_Amishutter
Bg_Jya_Bombiwa
Bg_Spot18_Basket
En_Ganon_Organ
En_Siofuki
En_Stream
En_Mm
En_Ko
En_Kz
En_Weather_Tag
Bg_Sst_Floor
En_Ani
En_Ex_Item
Bg_Jya_Ironobj
En_Js
En_Jsjutan
En_Cs
En_Md
En_Hy
En_Ganon_Mant
En_Okarina_Effect
En_Mag
Door_Gerudo
Elf_Msg2
Demo_Gt
En_Po_Field
Efc_Erupc
Bg_Zg
En_Heishi4
En_Zl3
Boss_Ganon2
En_Kakasi
En_Takara_Man
Obj_Makeoshihiki
Oceff_Spot
End_Title
En_Torch
Demo_Ec
Shot_Sun
En_Dy_Extra
En_Wonder_Talk2
En_Ge2
Obj_Roomtimer
En_Ssh
En_Sth
Oceff_Wipe
Oceff_Storm
En_Weiyer
Bg_Spot05_Soko
Bg_Jya_1flift
Bg_Jya_Haheniron
Bg_Spot12_Gate
Bg_Spot12_Saku
En_Hintnuts
En_Nutsball
Bg_Spot00_Break
En_Shopnuts
En_It
En_GeldB
Oceff_Wipe2
Oceff_Wipe3
En_Niw_Girl
En_Dog
En_Si
Bg_Spot01_Objects2
Obj_Comb
Bg_Spot11_Bakudankabe
Obj_Kibako2
En_Dnt_Demo
En_Dnt_Jiji
En_Dnt_Nomal
En_Guest
Bg_Bom_Guard
En_Hs2
Demo_Kekkai
Bg_Spot08_Bakudankabe
Bg_Spot17_Bakudankabe
Obj_Mure3
En_Tg
En_Mu
En_Go2
En_Wf
En_Skb
Demo_Gj
Demo_Geff
Bg_Gnd_Firemeiro
Bg_Gnd_Darkmeiro
Bg_Gnd_Soulmeiro
Bg_Gnd_Nisekabe
Bg_Gnd_Iceblock
En_Gb
En_Gs
Bg_Mizu_Bwall
Bg_Mizu_Shutter
En_Daiku_Kakariko
Bg_Bowl_Wall
En_Wall_Tubo
En_Po_Desert
En_Crow
Door_Killer
Bg_Spot11_Oasis
Bg_Spot18_Futa
Bg_Spot18_Shutter
En_Ma3
En_Cow
Bg_Ice_Turara
Bg_Ice_Shutter
En_Kakasi2
En_Kakasi3
Oceff_Wipe4
En_Eg
Bg_Menkuri_Nisekabe
En_Zo
Obj_Makekinsuta
En_Ge3
Obj_Timeblock
Obj_Hamishi
En_Zl4
En_Mm2
Bg_Jya_Block
Obj_Warp2block

actor_dlftbls %u
RomStart RomEnd SegStart SegEnd allocp profile segname
%08x %08x %08x %08x %08x %08x %s
?
actor_dlftbls %u
No. RamStart- RamEnd cn Name
%3d %08x-%08x %3d %s

BGcheck

[31mT_BGCheck_PosErrorCheck(): Position invalid. 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 argument is invalid. Processing will now end.[m
!IS_ZERO(ac_size)
../z_bgcheck.c
!IS_ZERO(ac_size)
../z_bgcheck.c
/*---------------- BGCheck Buffer ー Memory Size -------------*/
/* BGCheck LonLon Size %dbyte */
/* BGCheck Mini Size %dbyte */
/* BGCheck Spot Size %dbyte */
/* BGCheck Normal Size %dbyte */
../z_bgcheck.c
../z_bgcheck.c
[32m/*---Final BG Size %dbyte---*/[m
[43;30mT_BGCheck_getBGDataInfo(): That bg_actor_index is not used. index=%d[m
../z_bgcheck.c
this,pself_actor->name %d
../z_bgcheck.c
../z_bgcheck.c
this,pself_actor->name %d
../z_bgcheck.c
this,pself_actor->name %d
../z_bgcheck.c
../z_bgcheck.c
this,pself_actor->name %d
pself_actor == NULL, offender unclear.
../z_bgcheck.c
this,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(): Dynamic polygon free index doesn't exist.[m
[32mDynaPolyInfo_setActor(): index %d[m
[32mDynaPolyInfo_delReserve(): index %d[m
[32mDynaPolyInfo_delReserve(): Due to the fact that index (== -1) should have been deleted (?), processing will be suspended.[m
[31mDynaPolyInfo_delReserve(): Not/couldn't be allocated. Due to the index being deallocated, processing will be suspended. index == %d[m
[31mDynaPolyInfo_expandSRT(): Polygon too high. %d cannot exceed %d.

[31mDynaPolyInfo_expandSRT(): Vertex too high. %d cannot exceed %d.
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(): Deletion index=%d[m
[32mDynaPolyInfo_setup(): Deletion index=%d[m!IS_ZERO(ac_size)
../z_bgcheck.c
!IS_ZERO(ac_size)
../z_bgcheck.c

[31mBGCheckCollection_typicalActorPos(): Position isn't valid. 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
Absolute
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(): Index Too High

../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() not possible.[m
../z_collision_check.c
[31mClObjJntSph_set3(): zelda_malloc_ not possible.[m
../z_collision_check.c
[31mClObjJntSph_set5(): zelda_malloc not possible.[m
pclobj_jntsph->elem_tbl != NULL
../z_collision_check.c
../z_collision_check.c
../z_collision_check.c
[31mClObjTris_set3(): zelda_malloc() not possible.[m
../z_collision_check.c
[31mClObjTris_set5(): zelda_malloc not possible.[m
pclobj_tris->elem_tbl != NULL
../z_collision_check.c
pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c
CollisionCheck_setAT(): Index too high, addition impossible.
pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c
CollisionCheck_setAT_SAC(): Attempting to register to somewhere larger than the total data count.
CollisionCheck_setAT(): Index too high, addition impossible.
pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c
CollisionCheck_setAC(): Index too high, addition impossible.
pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c
CollisionCheck_setAC_SAC(): Attempting to register to somewhere larger than the total data count.
CollisionCheck_setAC(): Index too high, addition impossible.
pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c
CollisionCheck_setOC(): Index too high, addition impossible.
pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c
CollisionCheck_setOC_SAC(): Attempting to register to somewhere larger than the total data count.
CollisionCheck_setOC(): Index too high, addition impossible.
CollisionCheck_setOCLine(): Index too high, addition impossible.
CollisionCheck_OC(): Incompatible %d, %d
pclobj_elem->ac_hit_elem != NULL
../z_collision_check.c
CollisionCheck_generalLineOcCheck(): Incompatible %d Type

Debug

../z_debug.c

%s
%s%02d%6d
../z_debug.c
../z_debug.c

€

Debug_Display

../z_debug_display.c
../z_debug_display.c
../z_debug_display.c
../z_debug_display.c
../z_debug_display.c
../z_debug_display.c

Demo

%s
FLAME
%06d
%s
SKIP=(START) or (Cursole Right)
Cutscene Start Request Announced!
Designated Fork!!=#[%d]
../z_demo.c
../z_demo.c
Here, huh?
game_info.mode=[%d] restart_flag

Draw

../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c

Elf_Message

../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

../z_fcurve_data_skelanime.c

this->now_joint != NULL
../z_fcurve_data_skelanime.c
../z_fcurve_data_skelanime.c
../z_fcurve_data_skelanime.c
../z_fcurve_data_skelanime.c
../z_fcurve_data_skelanime.c
../z_fcurve_data_skelanime.c

FcSkeletonInfo_draw_child(): Incompatible
../z_fcurve_data_skelanime.c

Horse

player->ride.actor != NULL
../z_horse.c

horse_actor != NULL
../z_horse.c

Set by Existence of Horse %d %d %d
horse_actor != NULL
../z_horse.c

[41;37mHorse_SetNormal(): %d set spot is no good.[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 set spot is no good.[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 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_EOI
Marker Unclear %02x
worksize >= sizeof(JPEGWork) + MB_SIZE * (PROC_OF_MBS - 1)
../z_jpeg.c
*** fifo buffer synchronized wait time = %6.3f ms *** *** Check time for each marker segment = %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.
*** Huffman Table Creation time = %6.3f ms ***
[31mError: Can't decode jpeg[m
*** Expand & Draw 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!! Error !!! error───!!!!
nes_mes_buf[%d]=%d
../z_kanfont.c

Kankyo

[43;30m Sun settings outside of Field Static! Forced release will occur![m
[41;37m Something's up with the frames of end_frame and start_frame!!![m
[41;37m by get_parcent_forAccelBrake!!!!!!!!![m
[41;37m Failed to obtain environment VR data! Go tell Sasaki![m
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c

[43;30m Underwater colour isn't set for water polygon data![m
T%03d
E%03d
%s
ZELDATIME
%02d
%s
: 
%s

%02d
%s
VRBOXTIME
%02d
%s
: 
%s

%02d
%s
NIGHT
%s
DAY
next_zelda_time=[%x]
../z_kankyo.c
../z_kankyo.c


[41;37m Something's up with the colour palette settings![m
[41;37m Set Palette=[%d] Last Palette Number=[%d][m

[31m Something's up with the colour palette!

[33m Settings Palette=[%d] Palette Count=[%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 Settings game_play->sound_info.BGM=[%d] old_bgm=[%d]
-----------------
Force BGM=[%d]
BGM=[%d]
ENB=[%d]
status=[%d]
Na_StartMorinigBgm
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
€

[?]

pp=%x data=%f

Lifemeter

../z_lifemeter.c
../z_lifemeter.c

Lights

../z_lights.c
../z_lights.c
../z_lights.c
../z_lights.c
../z_lights.c

Zelda Alloc

%s: %u Byte %s failed.
%s: %u Byte %s succeeded.
zelda_malloc
Allocation
zelda_malloc_DEBUG
Allocation
zelda_malloc_r
Allocation
zelda_malloc_r_DEBUG
Allocation
zelda_realloc
Reallocation
zelda_realloc_DEBUG
Reallocation
zelda_calloc
Allocation
Zelda Heap Display

Map_Mark

../z_map_mark.c
dlftbl->allocp
../z_map_mark.c
[41;37m Room number too high, %d/%d MapMarkDraw process will be interrupted.[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

[33mPALETTE Set 【 i=%x: room=%x 】Room_Inf[%d][4]=%x ( map_palete_no = %d )[m
[34mKKK=%d[m
../z_map_exp.c
[33mDeku Tree Dungeon MAP Texture DMA (%x) scene_id_offset=%d VREG(30)=%d[m
../z_map_exp.c
MAP Floor ON Check
******* ******* room_no=%d (%d)(%d) ******* *******
ROOM_INF=%d
[33m Room Room=%d[m
../z_map_exp.c
MAP Texture Initialization 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
Current Floor=%d Current Room=%x Room Count=%d
[33mLevel Change=%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
Button Display-Related Data Settings 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 Seal = %x[m
[33m Sheet Music = %x
Sheet Music = %x (%x) (%x)[m
[33m Spiritual Stone = %x[m
[33m Item = %x[m
[33m N Coin = %x(%d)[m
Deku Nut %d(%d)=%d BS_count=%d
Bomb Bomb Bomb Bomb Bomb Bomb Bomb
%d Units Item_MaxGet=%d
Recovery Heart Recovery Heart Recovery Heart Item_Pt(1)=%d Item_Pt(2)=%d Item_Pt(3)=%d Empty Bottle=%d Contents=%d
Item_Register(%d)=%d %d
[32mitem_get_non_setting=%d pt=%d z=%x[m Magic Jar Get_Inf_Table( 25, 0x0100)=%d
Item_Register(%d)
Item Delete(%d)
item_no=%x, c_no=%x, Pt=%x Item_Register=%x Fairies Used=%d
../z_parameter.c
../z_parameter.c

***** Fluctuation=%d (now=%d, max=%d) ***
Hearts decreased by half!!=%d Life=%d *** %d ******
Item = (%d) Count = (%d + %d)
Total = (%d)
Charge MAGIC_NOW=%d (%d)
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c
../z_parameter.c

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
Rupee Count MAX = %d
[33m Magic Staaaaaart!!!!!!!!!
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

n != f
../z_rcp.c
n != f
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c

Room

../z_room.c
../z_room.c
../z_room.c
polygon2->num <= SHAPE_SORT_MAX
../z_room.c
../z_room.c
JPEG Data expanding.
JPEG Data Address %08x
Work Buffer Address (Z Buffer )%08x
Successful... I think. time = %6.3f ms
Rewriting to original address from work buffer. If the original buffer size isn't 150 kilobytes, bad things will happen.
Failure! Why~
../z_room.c
../z_room.c
[41;37mz_room.c
: Data corresponding to the camera ID doesn't exist. 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 Room Buffer Size =%08x(%5.1fK)
../z_room.c
Room Buffer Start Pointer =%08x
Room Buffer End Pointer =%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

../z_sample.c
../z_sample.c
../z_sample.c
../z_sample.c

Scene

Equipment Item Deletion = %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 Object Exchange Bank Data %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

Object Exchange Free Size =%08x
*** Scene_Word = { code=%d, data1=%02x, data2=%04x } ***
[31mSomething's up with the code value.[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]
Guhh! The designated data doesn't exist!
Adult (Day) Data will be used instead!! game_play->demo_play.data=[%x]000 area_arrival=%x (%d)

Scene_Table

../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c

Skelanime

../z_skelanime.c
../z_skelanime.c
../z_skelanime.c

[31mSi2_Lod_draw(): skel is NULL.[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 is NULL.[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 is NULL.[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 is NULL.[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 is NULL. NULL will be returned.[m
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c

[31mSi2_draw2_SV(): skel is NULL. NULL will be returned.[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 Memory Allocation Error[m
../z_skelanime.c
../z_skelanime.c

joint_buff_num == this->joint_num
../z_skelanime.c

[31mSkeleton_Info2_ct Memory Allocation Error[m
../z_skelanime.c
../z_skelanime.c

joint_buff_num == this->joint_num
../z_skelanime.c

[31mSkeleton_Info_Rom_SV_ct Memory Allocation Error[m
../z_skelanime.c
../z_skelanime.c

[31mSkeleton_Info2_skin2_ct Memory Allocation Error[m
../z_skelanime.c

now_joint can't be opened!!
../z_skelanime.c

morf_joint can't be opened!!

Skin

../z_skin.c
../z_skin.c
../z_skin.c
../z_skin.c
../z_skin.c
../z_skin.c
../z_skin.c
../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(): Cannot create inverse matrix.[m
Skin_Matrix_to_Mtx_new() Allocation Failure: Returning NULL, process will end.

SRAM

Personal File Creation
Point=%x(%d)
[33mSCENE_DATA_ID = %d SceneNo = %d
scene_no = %d[m
[34m ====================================================================
%d,
====================================================================[m
[32m ====================================================================
%d,
====================================================================[mSRAM START─LOAD
Point=%x(%d) SAVE_MAX=%d
============= S(%d)=============
SAVE Checksum Calculation j=%x mmm=%x
ERROR!!!= %x(%d) ================= BACK─UP ========================
(B)SAVE Checksum Calculation 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
Point=%x(%d+3) check_sum=%x(%x)
Point=%x(%d) check_sum=%x(%x)
SAVE Data 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 Flag=%d
newf=%x,%x,%x,%x,%x,%x
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
%x

Checksum=%x
I=%x no=%d I=%x no=%d
SAVE End
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 End
READ=%d(%x) COPY=%d(%x)
f_64dd[%d]=%d
heart_status[%d]=%d
COPY End
sram_initialize( Game *game, Sram *sram )
SRAM broken!!!!!!
SRAM broken!!!!!!
GOOD!GOOD! Size=%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€ …„€ …€ …œ€ …€ …€ …€ …



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 is too big. 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
< >
< <
< >
Œ*Player*
ŒE Mode Relative
ŒE Mode Absolute
Screen Cutscene
Screen Normal
P Time MAX
ŒLink Flashback
ŒLink Ignore
*View Position*
Œ*Camera Position*
DEBUG CAMERA
ŒCenter/Lock Center/Free
DEMO CONTROL
ŒInadequate Memory
p
e
s
l
c
ŒMemory Pack
ŒSave
ŒLoad
ŒClear
shouldn't be removed.
FREE BYTE
NEED BYTE
Œ*Memory Pack*
cannot be found.
File
OK?
Currently edited
Œファイルハハキサレマス
Yes
No
now.
Overwriting
complete.
USE BYTE
failed.
ŒE Mode Fixed
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,/* action */

0,0,/* Start Frame */
/* End Frame */
0,0,/* Dummy */


%d, /* code */

%d, /* z */
/* speed */
/* zoom */
/* x pos */
/* y pos */
/* z pos */

0,0,/* Dummy*/


0,0,0,1,/* Position Camera */

0,1,/* action */

0,0,/* Start Flame*//* End Flame */

0,0,/* Dummy*/


%d, /* code */

%d, /* z */
/* speed */
/* zoom */
/* x pos */
/* y pos */
/* z pos */

0,0, /* Dummy */



/* *** 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: Debug Camera Memory Allocation Failure !!
../db_camera.c
../db_camera.c
%s: %d: Debug Camera Memory Allocation Failure !!
../db_camera.c
../db_camera.c
../db_camera.c
../db_camera.c
../db_camera.c
%s: %d: Debug Camera Memory Allocation Failure !!
../db_camera.c
../db_camera.c
%s: %d: Debug Camera Memory Allocation Failure !!
../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's max size allocating %d bytes.[m
../z_kaleido_manager.c
KaleidoArea_allocp
../z_kaleido_manager.c
[32mKaleidoArea %08x - %08x[m
Odd

Kaleido_Scope_Call

[32m Kaleido Range Forced Removal[m
[32m Player Actor Call[m
Kaleido ・ Scope Exchange Construct
../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
Kaleido ・ Scope Exchange Destruct
PR_KAREIDOSCOPE_MODE=%d
[32m Kaleido Range Player Forced Removal[m
[32m Kaleido Range Kaleido Scope Call[m
[32m Kaleido Range Kaleido Scope Removal[m

Play

point == 1 || point == 2
../z_play.c
Game_play_shop_pr_vr_switch_set()
../z_play.c
SCENE_NO=%d COUNTER=%d
The ending's gonna start!
Return?
ZELDA ALLOC SIZE=%x
../z_play.c
Zelda Heap %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)

Failed to call fbdemo_init!
Sound initial has arrived. 111
Sound initial has arrived. 222
../z_play.c
"It's here!!!!!!!!!!!!!!!!!!!!!" = %s
It's here!!!!!!!!!!!!!!!!!!!!!
../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 POV cannot be changed while in Kaleido Scope.[m
[36m POV cannot be changed during cutscenes.[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
Audio Manager received OS_SC_PRE_NMI_MSG.
Audio Manager Thread Execution Start


Zelda Common Data Initialization

last_button=%04x
%08x
%c

Game

../game.c

Hyrule's destruction will occur in %08x bytes. (game_alloc)
../game.c
../game.c
../game.c
../game.c
../game.c

Hyrule Allocation Size=%u Bytes
../game.c

Hyrule Allocation Success
Hyrule Allocation Failure
../game.c

Hyrule temporarily deallocated!!
%c
[31m Memory insufficient. Hyrule's size will be adjusted to the largest size possible.
(hyral=%08x max=%08x free=%08x alloc=%08x)[m
Hyrule Reallocation Size=%u Byte
../game.c

Hyrule Reallocation Success
Hyrule Reallocation Failure ../game.c

game Constructor Start
game_set_next_game_null Processing Time %d us gamealloc_init Processing Time %d us
init Processing Time %d us
this->cleanup
../game.c

Other Initialization Processing Time %d us
game Constructor End
game Destructor Start
this->cleanup
../game.c

game Destructor End
Hyrule is being destroyed.
Hyrule is close to destruction! Only %d bytes left.(Destruction will occur in %d bytes.)
Hyrule was destroyed.

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 didn't return.[m
RCP is HUNG UP!!
Oh! MY GOD!!
../graph.c
../graph.c
../graph.c
WORK_DISP Start
POLY_OPA_DISP Start
POLY_XLU_DISP Start
OVERLAY_DISP Start
../graph.c
../graph.c
WORK_DISP End
POLY_OPA_DISP End
POLY_XLU_DISP End
OVERLAY_DISP End
../graph.c
../graph.c
../graph.c
do_count_fault
%c
[41;37mDynamic range head is broken.[m
../graph.c
%c
[41;37mDynamic range tail is broken.[m
../graph.c
%c
[41;37m Zelda 0 has perished. (graph_alloc is empty)[m
%c
[41;37m Zelda 1 has perished. (graph_alloc is empty)[m
%c
[41;37m Zelda 4 has perished. (graph_alloc is empty)[m
[43;30mPRE-NMI switching to reset mode.[m
Graphic Thread Execution Start
Class Size=%d Byte
../graph.c
Allocation Failure
CLASS SIZE= %d bytes
GAME CLASS MALLOC FAILED
../graph.c
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

ListAlloc

../listalloc.c
../listalloc.c
[32mSystem Heap Size %08x(%dKB) Start Address %08x[m

Main

mainproc Execution Start
System Heap Initialization %08x-%08x %08x
../main.c

debug_InitArena(%08x, %08x)
irqmgr
Task Scheduler Initialization
sched
audio
padmgr
graph
main.c
:Looks like it's been reset.
mainproc Cleanup
mainproc Execution End

%2d %d Waiting to Lock serialMsgQ %08x %08x %08x
%2d %d serialMsgQ Locked %08x
%2d %d serialMsgQ Lock Will Be Released %08x %08x %08x
%2d %d serialMsgQ Lock Released %08x %08x %08x

PadMgr

[33mpadmgr: Controller %d: %s Rumble Pack ~Rumble Rumble Rumble~[m
[33mpadmgr: Controller %d: %s Rumble Pack transmission error has occurred.[m
[33mpadmgr: Controller %d: %s Rumble Pack Stop[m
[33mpadmgr: Controller %d: %s Rumble Pack transmission error has occurred.[m
[33mpadmgr: Controller %d: %s Rumble Pack has been removed.[m
[33mpadmgr: Controller %d: %s A non-Rumble Pack controller pack has been removed.[m
[33mpadmgr: Controller %d: %s Rumble Pack recognized.[m
../padmgr.c
++errcnt = %d
[33mpadmgr: Controller %d: %s Controller Pack Transmission Error[m
[33mpadmgr: Controller %d: %s Rumble Pack Stop[m
[33mpadmgr: Controller %d: %s recognized.[m
../padmgr.c
this->Key_switch[i] = %d
[33mpadmgr: Controller %d: %s Too high: Run error occurred.[m
[33mpadmgr: Controller %d: %s isn't responding.[m
../padmgr.c
padnow1->errno = %x
../padmgr.c
../padmgr.c
this->pad_status[i].type = %x
An unknown controller type is connected.
padmgr_HandlePreNMI()
Controller Thread Execution Start
Waiting on Controller Thread Event %lld
msg
../padmgr.c
padmgr_HandleRetraceMsg START %lld
padmgr_HandleRetraceMsg END %lld
Controller Thread Execution End
Pad Manager Creation 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
Audio task entered.
Graph task entered.
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: Standby
%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

Over 8M bytes of memory is equipped.
RAM 8M mode (N64DD Compatible)
The margins of this verison are %dK bytes.
RAM4M mode
../sys_cfb.c

The last address used by the system is %08x.
The frame buffer addresses are %08x and %08x.

[?]

[43;30mMath3D_lineVsPosSuisenCross(): Linear length doesn't exist.
cross = pos will be returned.[m
[43;30mMath3DLengthPlaneAndPos(): Normal vector size is close to zero. %f %f %f[m
[43;30mMath3DSignedLengthPlaneAndPos(): Normal vector size is close to zero. %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: Message queue is full. mq=%08x cnt=%d[m
[41;37mirqmgr_JamMesgForClient: Message queue is full. mq=%08x cnt=%d[m
irqmgr.c
: 0.5 seconds passed since PRENMI
The stack seems alright.
%c
[31mSomething's wrong - Possible stack overflow. Hurry and increase the stack size, or avoid consuming the stack.[m
osAfterPreNMI returned %d?!
IRQ Manager Thread Execution Start
PRE_NMI_MSG
Scheduler:PRE_NMI Message Received
PRENMI450_MSG
Scheduler:PRENMI450 Message Received
PRENMI480_MSG
Scheduler:PRENMI480 Message Received
PRENMI500_MSG
Scheduler:PRENMI500 Message Received
irqmgr.c
: Unexpected message received. (%08x)
IRQ Manager Thread Execution End
this
../irqmgr.c
stack
../irqmgr.c

[?]

%s: %u Bytes %s Failure
%s: %u Bytes %s Success
debug_malloc
Allocation
debug_malloc_DEBUG
Allocation
debug_malloc_r
Allocation
debug_malloc_r_DEBUG
Allocation
debug_realloc
Reallocation
debug_realloc_DEBUGReallocation
debug_calloc
Allocation
Zelda Heap Display

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 is already listed.[m
[41;37mfault_RemoveClient: %08x doesn't match the list.[m
[41;37mfault_AddressConverterAddClient: %08x is already listed.[m
[41;37mfault_AddressConverterRemoveClient: %08x is already listed.[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
[37mUp
[33mDown
[33mUp
[37mDown
[37mLeft
[33mLeft
[33mRight
[37mRight
[32mB
[34mA
[31mSTART
[37m)[m
[37mKeyWaitB'(LR Left
[33mRight +
[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
Fault Manager: OS_EVENT_CPU_BREAK received.
Fault Manager: OS_EVENT_FAULT received.
Fault Manager: Unclear message received.
__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

ˆ[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
Inconsistent microcode.
|
%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 is required.
gsDPLoadTile(%d,%d,%d,%d,%d),
gsDPLoadBlock(%d,%d,%d,%d,%d),
### LoadSync is required.
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 is required.
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 is required.
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 is required.
gsDPSetOtherMode(0x%08x, 0x%08x),
### PipeSync is required.
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 is required.
gsDPSetDepthImage(0x%08x(0x%08x)),
### PipeSync is required.
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 is required.
gsDPSetBlendColor(%d, %d, %d, %d),
### PipeSync is required.
gsDPSetFogColor(%d, %d, %d, %d),
### PipeSync is required.
gsDPSetFillColor(0x%08x),
### PipeSync is required.
gsDPSetPrimDepth(%d, %d),
### PipeSync is required.
gsDPSetPrimColor(%d, %d, %d, %d, %d, %d),
gsDPFullSync(),
### PipeSync is required.
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 layers open.

[?]

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
Dynamic link function loading will begin.
TEXT,DATA,RODATA+rel will undergo DMA transfer. (%08x-%08x)
TEXT(%08x), DATA(%08x), RODATA(%08x), BSS(%08x)
Relocating.
BSSRange will be cleared. (%08x-%08x)
RELRange will be cleared. (%08x-%08x)
Dynamic link function loading will end.

[?]

%s: %u Bytes %s Failure
%s: %u Bytes %s Success
malloc
Allocation
malloc_DEBUG
Allocation
malloc_r
Allocation
malloc_r_DEBUG
Allocation
realloc
Reallocation
realloc_DEBUG
Reallocation
calloc
Allocation
System Heap Display


[41;37mEmergency! Memory leak discovered! (block=%08x)[m
[41;37mEmergency! Memory leak discovered! (block=%08x)[m
[41;37mEmergency! Memory leak detected! (block=%08x s=%08x e=%08x p=%08x)[m
[41;37m__osFree: Improper Deallocation (%08x)[m
[41;37m__osFree: Double Deallocation (%08x)[m
[41;37m__osFree: Allocation 時と違う方法でDeallocationしようとした (%08x: %08x)[m
[41;37m__osFree: Improper Deallocation (%08x) [%s: %d ][m
[41;37m__osFree: Double Deallocation (%08x) [%s: %d ][m
[41;37m__osFree: Allocation 時と違う方法でDeallocationしようとした (%08x: %08x)[m
__osRealloc(%08x, %d)
Memory block size hasn't changed, so nothing will happen.
A free block exists at the end of the current memory block, so linking will occur.
Allocating new memory block and moving data.
The free block at the end of the current memory block has been expanded.
No free block exists at the end of the current memory block, so one will be created.
Not enough space exists to create a free block.
Arena isn't initialized.
Arena Content (0x%08x)
Memory Block Scope Status Size [Time s ms us ns: TID: src: Line]
%08x-%08x%c %s %08x
Free
Allocation
[%016llu: %2d: %s: %d]
**NULL**

%08x Block Invalid
Allocation Block Size Total 0x%08x Bytes
Free Block Size Total 0x%08x Bytes
Max Free Block Size 0x%08x Byte 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
Checking arena content... (%08x)
[41;37mUh oh!! (%08x %08x)[m
Looks like the arena will still be alright.

Message_PAL

Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)
Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)
Message not found!!! = %x
Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x) Recording Start Recording Start Recording Start Recording Start ->
Recording Playback Recording Playback Recording Playback Recording Playback ->
8 Note Recording Start 8 Note Recording Start 8 Note Recording Start ->
8 Note Playback 8 Note Playback 8 Note Playback ->
Musical Round Start Musical Round Start Musical Round Start Musical Round Start ->
Frog Chorus Frog Chorus ->
Ocarina (%d) 000000000000 ->
111111111111 ->
222222222222 ->
msg_mode=%d
Timer (%x) (%x)
Total wct=%x(%d) Sound (SFX)
../z_message_PAL.c
Item 32-0
../z_message_PAL.c
Item 24=%d (%d) {%d}
JJ=%d
NZ_NEXTMSG=%x, %x, %x
Name=
%x
EVENT Timer=
Horseback Archery Score= %d
Gold Skulltula Total Count= %d%x(%x)
Fishing Pond Fish Size=
%x(%x)
Ranking=%d
HI_SCORE( kanfont->mbuff.nes_mes_buf[message->rdp] & 0xff000000 ) = %x
score=%d
Zelda Time=
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
Text Box Type=%d
../z_message_PAL.c
[34mMessage=%x(%d)[m
[32mMessage=%x message->msg_data[m
[32mocarina_check_bit[%d]=%x
ocarina_bit = %x[m
[31m☆☆☆☆☆ Ocarina Number=%d(%d) ☆☆☆☆☆[m
ocarina_set 000000000000000000 = %d
222222222
333333333
Ocarina Mode = %d (%x)
Performance Start
?????Recording Playback Recording Playback Recording Playback Recording Playback ->
Pedestal Performance
Na_StartOcarinaSinglePlayCheck2( message->ocarina_no );
Performance Check =%d
locate=%d onpu_pt=%d
Ocarina_Flog Correct Example Performance=%x
Ocarina_Flog Correct Example Performance=%x
Ocarina_Free Correct Example Performance=%x
Correct Example Performance=%x
KOKOKOKOKOKO
Cancel

[32mNa_StopOcarinaMode();
Na_StopOcarinaMode();
Na_StopOcarinaMode();[m
ocarina_no=%d Song Chosen=%d
Example Performance=%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
Obtained Melody=%d[m
Scarecrow Recording Initialization
onpu_pt=%d, locate=%d
Button Input 【%d】=%d
Recording End !!!!!!!!! message->info->status=%d
aaaaaaaaaaaaaa Recording End !!!!!!!!!Recording End

[33m ====================================================================
%d,[m ====================================================================
status=%d (%d)
bbbbbbbbbbb
8 Note RecordingOK!

[33m ====================================================================
%d,[m
====================================================================
Played an existing song!!!
cccccccccccc
Musical Round Failure !!!!!!!!!
Musical Round Success !!!!!!!!!
../z_message_PAL.c
../z_message_PAL.c
%s
MESSAGE
%s
=
%x
../z_message_PAL.c
../z_message_PAL.c
msgno=%d
Message found!!! = %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

Static PARAMETER Segment =%x
../z_construct.c

parameter->parameterSegment=%x
parameter->parameterSegment != NULL
../z_construct.c
../z_construct.c
../z_construct.c

DO Action Texture Init =%x
parameter->do_actionSegment=%x parameter->do_actionSegment != NULL
../z_construct.c
../z_construct.c
../z_construct.c
../z_construct.c

Icon Item Texture Init =%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
Timer Stop !!!!!!!!!!!!!!!!!!!!! = %d
PARAMETERRange=%x
../z_construct.c

message->fukidashiSegment=%x
Text Box 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.