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)"