NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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sjis_constants.h
1#pragma once
2
3// [This file must be edited in Shift JIS encoding]
4
5// [Translation: Heap that each process can have individually (fBase_c::mHeap)]
6#define F_BASE_HEAP_NAME "各プロセスが個別で持てるヒープ(fBase_c::mHeap)"
7
8// [Translation: Others (non-actors inheriting dBase_c)]
9#define D_BASE_KIND_STRING "その他(dBase_c継承の非アクター)"
10
11// [Translation: Actor]
12#define D_ACTOR_KIND_STRING "アクター"
13
14// [Translation: 2D display heap (m2d::create)]
15#define M2D_HEAP_NAME "2D表示用ヒープ(m2d::create)"
16
17// [Translation: Animation switching allocator (m3d::banm_c::m_heap)]
18#define M3D_BANM_HEAP_NAME "アニメ切り替え用アロケータ(m3d::banm_c::m_heap)"
19
20// [Translation: 2D resource heap (d2d::ResAccMultLoader_c::create)]
21#define D2D_HEAP_NAME "2Dリソース用ヒープ(d2d::ResAccMultLoader_c::create)"
22
23// [Translation: General-purpose file reading heap (mHeap::archiveHeap)]
24#define ARCHIVE_HEAP_NAME "汎用ファイル読み込み用ヒープ(mHeap::archiveHeap)"
25
26// [Translation: DVD read command heap (mHeap::commandHeap)]
27#define COMMAND_HEAP_NAME "DVD読み込みコマンド用ヒープ(mHeap::commandHeap)"
28
29// [Translation: Dynamic linking heap (mHeap::dylinkHeap)]
30#define DYLINK_HEAP_NAME "ダイナミックリンク用ヒープ(mHeap::dylinkHeap)"
31
32// [Translation: General-purpose heap for games 1(mHeap::gameHeaps[1])]
33#define GAME_HEAP_1_NAME "ゲーム用汎用ヒープ1(mHeap::gameHeaps[1])"
34
35// [Translation: General-purpose heap for games 2(mHeap::gameHeaps[2])]
36#define GAME_HEAP_2_NAME "ゲーム用汎用ヒープ2(mHeap::gameHeaps[2])"
37
38// [Translation: Assert Heap (mHeap::assertHeap)]
39#define ASSERT_HEAP_NAME "アサートヒープ(mHeap::assertHeap)"
40
41// [Translation: Effect manager]
42#define EFFECT_HEAP_1_NAME "エフェクト管理"
43
44// [Translation: Effect resources]
45#define EFFECT_HEAP_2_NAME "エフェクトリソース"
46
47// [Translation: Font manager]
48#define FONT_MANAGER_HEAP_NAME "フォント管理"
49
50// [Translation: Message manager]
51#define MESSAGE_MANAGER_HEAP_NAME "メッセージ管理"
52
53// [Translation: Heap for dynamic link control (dDyl::cCc_frmHeap)]
54#define DYL_FRM_HEAP_NAME "ダイナミックリンク制御用ヒープ(dDyl::cCc_frmHeap)"
55
56// [Translation: Road]
57#define CSV_ACTION_ROAD "道"
58
59// [Translation: Sand]
60#define CSV_ACTION_SAND "砂"
61
62// [Translation: Wood]
63#define CSV_ACTION_WOOD "木"
64
65// [Translation: Jump]
66#define CSV_ACTION_JUMP "ジャンプ"
67
68// [Translation: Ladder]
69#define CSV_ACTION_LADDER "はしご"
70
71// [Translation: Vine]
72#define CSV_ACTION_VINE "ツタ"
73
74// [Translation: Slope]
75#define CSV_ACTION_SLOPE "坂"
76
77// [Translation: Icey slope]
78#define CSV_ACTION_ICE_SLOPE "氷坂"
79
80// [Translation: Switch block]
81#define CSV_ACTION_SWITCH_BLOCK "スイッチブロック"
82
83// [Translation: Quicksand]
84#define CSV_ACTION_QUICKSAND "流砂"
85
86// [Translation: Snow]
87#define CSV_ACTION_SNOW "雪"
88
89// [Translation: Ice]
90#define CSV_ACTION_ICE "氷"
91
92// [Translation: Cloud]
93#define CSV_ACTION_CLOUD "雲"
94
95// [Translation: Water]
96#define CSV_ACTION_WATER "水"
97
98// [Translation: Right ladder]
99#define CSV_ACTION_RIGHT_LADDER "はしご右"
100
101// [Translation: Left ladder]
102#define CSV_ACTION_LEFT_LADDER "はしご左"
103
104// [Translation: Rock ladder]
105#define CSV_ACTION_ROCK_LADDER "はしご岩"
106
107// [Translation: Rope ladder]
108#define CSV_ACTION_ROPE_LADDER "はしご縄"
109
110// [Translation: Dirt]
111#define CSV_ACTION_DIRT "土"