Debug Text/code/English
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 Inagaki Check
- 8 [?]
- 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
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 Key / (Centerpoint) (Origin) (Player) (Alignment) (Settings) (Object) Point No. Viewing Angle N Frame Z Rotation Mode R Focus P Time Distance X Rotation Y Rotation d Frame Total Key / 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 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
< >
< <
< >
*Player*
E Mode Relative
E Mode Absolute
Screen Cutscene
Screen Normal
P Time MAX
Link Flashback
Link Ignore
*View Position*
*Camera Position*
DEBUG CAMERA
Center/Lock Center/Free
DEMO CONTROL
Inadequate Memory
p
e
s
l
c
Memory Pack
Save
Load
Clear
shouldn't be removed.
FREE BYTE
NEED BYTE
*Memory Pack*
cannot be found.
File
OK?
Currently edited
ファイルハハキサレマス
Yes
No
now.
Overwriting
complete.
USE BYTE
failed.
E 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
[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.