NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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sjis_constants.h
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#pragma once
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// [This file must be edited in Shift JIS encoding]
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// [Translation: Heap that each process can have individually (fBase_c::mHeap)]
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#define F_BASE_HEAP_NAME "各プロセスが個別で持てるヒープ(fBase_c::mHeap)"
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// [Translation: Others (non-actors inheriting dBase_c)]
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#define D_BASE_KIND_STRING "その他(dBase_c継承の非アクター)"
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// [Translation: Actor]
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#define D_ACTOR_KIND_STRING "アクター"
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// [Translation: 2D display heap (m2d::create)]
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#define M2D_HEAP_NAME "2D表示用ヒープ(m2d::create)"
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// [Translation: Animation switching allocator (m3d::banm_c::m_heap)]
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#define M3D_BANM_HEAP_NAME "アニメ切り替え用アロケータ(m3d::banm_c::m_heap)"
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// [Translation: 2D resource heap (d2d::ResAccMultLoader_c::create)]
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#define D2D_HEAP_NAME "2Dリソース用ヒープ(d2d::ResAccMultLoader_c::create)"
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// [Translation: General-purpose file reading heap (mHeap::archiveHeap)]
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#define ARCHIVE_HEAP_NAME "汎用ファイル読み込み用ヒープ(mHeap::archiveHeap)"
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// [Translation: DVD read command heap (mHeap::commandHeap)]
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#define COMMAND_HEAP_NAME "DVD読み込みコマンド用ヒープ(mHeap::commandHeap)"
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// [Translation: Dynamic linking heap (mHeap::dylinkHeap)]
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#define DYLINK_HEAP_NAME "ダイナミックリンク用ヒープ(mHeap::dylinkHeap)"
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// [Translation: General-purpose heap for games 1(mHeap::gameHeaps[1])]
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#define GAME_HEAP_1_NAME "ゲーム用汎用ヒープ1(mHeap::gameHeaps[1])"
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// [Translation: General-purpose heap for games 2(mHeap::gameHeaps[2])]
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#define GAME_HEAP_2_NAME "ゲーム用汎用ヒープ2(mHeap::gameHeaps[2])"
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// [Translation: Assert Heap (mHeap::assertHeap)]
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#define ASSERT_HEAP_NAME "アサートヒープ(mHeap::assertHeap)"
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// [Translation: Effect manager]
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#define EFFECT_HEAP_1_NAME "エフェクト管理"
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// [Translation: Effect resources]
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#define EFFECT_HEAP_2_NAME "エフェクトリソース"
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// [Translation: Font manager]
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#define FONT_MANAGER_HEAP_NAME "フォント管理"
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// [Translation: Message manager]
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#define MESSAGE_MANAGER_HEAP_NAME "メッセージ管理"
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// [Translation: Heap for dynamic link control (dDyl::cCc_frmHeap)]
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#define DYL_FRM_HEAP_NAME "ダイナミックリンク制御用ヒープ(dDyl::cCc_frmHeap)"
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// [Translation: Road]
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#define CSV_ACTION_ROAD "道"
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// [Translation: Sand]
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#define CSV_ACTION_SAND "砂"
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// [Translation: Wood]
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#define CSV_ACTION_WOOD "木"
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// [Translation: Jump]
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#define CSV_ACTION_JUMP "ジャンプ"
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// [Translation: Ladder]
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#define CSV_ACTION_LADDER "はしご"
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// [Translation: Vine]
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#define CSV_ACTION_VINE "ツタ"
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// [Translation: Slope]
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#define CSV_ACTION_SLOPE "坂"
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// [Translation: Icey slope]
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#define CSV_ACTION_ICE_SLOPE "氷坂"
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// [Translation: Switch block]
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#define CSV_ACTION_SWITCH_BLOCK "スイッチブロック"
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// [Translation: Quicksand]
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#define CSV_ACTION_QUICKSAND "流砂"
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// [Translation: Snow]
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#define CSV_ACTION_SNOW "雪"
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// [Translation: Ice]
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#define CSV_ACTION_ICE "氷"
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// [Translation: Cloud]
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#define CSV_ACTION_CLOUD "雲"
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// [Translation: Water]
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#define CSV_ACTION_WATER "水"
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// [Translation: Right ladder]
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#define CSV_ACTION_RIGHT_LADDER "はしご右"
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// [Translation: Left ladder]
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#define CSV_ACTION_LEFT_LADDER "はしご左"
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// [Translation: Rock ladder]
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#define CSV_ACTION_ROCK_LADDER "はしご岩"
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// [Translation: Rope ladder]
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#define CSV_ACTION_ROPE_LADDER "はしご縄"
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// [Translation: Dirt]
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#define CSV_ACTION_DIRT "土"
include
constants
sjis_constants.h
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