Some Translations& Bug fixing

This commit is contained in:
12014 2025-04-10 00:04:08 +09:00
parent c7dd7c32c9
commit 6f3269cb1e
11 changed files with 189 additions and 160 deletions

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@ -1,17 +1,17 @@
gText_ObtainedTheItem::
.string "得到了{STR_VAR_2}$"
.string "{PLAYER}得到了{STR_VAR_2}$"
gText_TheBagIsFull::
.string "背包满了…$"
.string "背包满了………$"
gText_PutItemInPocket::
.string "{PLAYER}把{STR_VAR_2}放进了\n{STR_VAR_3}口袋。$"
.string "{PLAYER}把{STR_VAR_2}放进了\n背包的{STR_VAR_3}口袋。$"
gText_PlayerFoundOneItem::
.string "{PLAYER}发现了{STR_VAR_2}$"
gText_TooBadBagIsFull::
.string "糟糕\n背包满了…$"
.string "真可惜\n背包满了…$"
gText_PlayerPutItemInBag::
.string "{PLAYER}把{STR_VAR_2}\n放进了背包。$"
@ -20,13 +20,13 @@ gText_ObtainedTheDecor::
.string "得到了{STR_VAR_2}$"
gText_NoRoomLeftForAnother::
.string "糟糕!没有空间再放\n一个{STR_VAR_2}了…$"
.string "可惜!没有再放下一个\n{STR_VAR_2}的空间了…$"
gText_TheDecorWasTransferredToThePC::
.string "{STR_VAR_2}传进了\n电脑里。$"
gText_ObtainedTheItems::
.string "获得了 {STR_VAR_1} {STR_VAR_2}!$"
.string "{PLAYER}获得了\n{STR_VAR_1}个{STR_VAR_2}$"
gText_PlayerFoundItems::
.string "{PLAYER}找到了{STR_VAR_1} {STR_VAR_2}!$"
.string "{PLAYER}找到了\n{STR_VAR_1}个{STR_VAR_2}$"

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@ -1,21 +1,33 @@
.align 2
gText_ConfirmSave::
.string "要保存游戏进度吗?$"
.string "要将现在的冒险进度\n"
.string "写到记录中保存起来吗?$"
gText_AlreadySavedFile::
.string "已存在记录数据。\n覆盖原有进度吗?$"
.string "将原来保存的记录,\n"
.string "从头覆盖掉可以吗?$"
gText_SavingDontTurnOff::
.string "保存中…\n请不要关闭电源。$"
.string "正在写记录,请不要切断电源。$"
gText_PlayerSavedGame::
.string "{PLAYER}已保存进度。$"
.string "{PLAYER}将记录保存好了!$"
gText_DifferentSaveFile::
.string "警告!\p检测到另一个数据\n已被保存。\p如果保存进度另一个数据的\n冒险进度,包括物品和宝可梦,\l将会完全丢失。\p你确定要保存游戏进度\n并将原有的数据覆盖吗?$"
.string "注意!!\p"
.string "在“从记录继续”的选项里\n"
.string "已经有了一个先前保存的\l"
.string "冒险进度了!\p"
.string "这样做,先前的冒险进度,\n"
.string "以及已经得到的所有宝可梦和道具\l"
.string "全部都会消失……\p"
.string "真的要将原来的记录\n"
.string "从头覆盖掉吗?$"
gText_SaveError::
.string "保存失败。\p请换成\n备份进度。$"
.string "无法写入记录!\p"
.string "请更换卡带的存档用\n"
.string "记忆电池或电子基板!$"
gText_SavingDontTurnOffPower::
.string "保存中…\n请不要关闭电源。$"
.string "正在写记录,请不要切断电源。$"

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@ -1404,18 +1404,18 @@ const u16 gDamageNonTypesDmgStringIds[] =
[B_MSG_HURT_BY_ROCKS_THROWN] = STRINGID_PKMNHURTBYROCKSTHROWN,
};
const u8 gText_PkmnIsEvolving[] = _("What?\n{STR_VAR_1} is evolving!");
const u8 gText_CongratsPkmnEvolved[] = _("Congratulations! Your {STR_VAR_1}\nevolved into {STR_VAR_2}!{WAIT_SE}\p");
const u8 gText_PkmnStoppedEvolving[] = _("Huh? {STR_VAR_1}\nstopped evolving!\p");
const u8 gText_PkmnIsEvolving[] = _("主人……?\n{STR_VAR_1}的样子……");
const u8 gText_CongratsPkmnEvolved[] = _("恭喜!{STR_VAR_1}\n进化成了{STR_VAR_2}{WAIT_SE}\p");
const u8 gText_PkmnStoppedEvolving[] = _("嗯?\n{STR_VAR_1}的进化好像停止了……\p");
const u8 gText_EllipsisQuestionMark[] = _("……?\p");
const u8 gText_WhatWillPkmnDo[] = _("What will\n{B_BUFF1} do?");
const u8 gText_WhatWillPkmnDo2[] = _("What will\n{B_PLAYER_NAME} do?");
const u8 gText_WhatWillWallyDo[] = _("What will\nWALLY do?");
const u8 gText_LinkStandby[] = _("{PAUSE 16}Link standby");
const u8 gText_BattleMenu[] = _("Battle{CLEAR_TO 56}Bag\nPokémon{CLEAR_TO 56}Run");
const u8 gText_SafariZoneMenu[] = _("Ball{CLEAR_TO 56}{POKEBLOCK}\nGo Near{CLEAR_TO 56}Run");
const u8 gText_WhatWillPkmnDo[] = _("你想让\n{B_BUFF1}做什么?");
const u8 gText_WhatWillPkmnDo2[] = _("{B_PLAYER_NAME}接下来\n要做什么?");
const u8 gText_WhatWillWallyDo[] = _("满充接下来\n要做什么?");
const u8 gText_LinkStandby[] = _("{PAUSE 16}通信待机中…");
const u8 gText_BattleMenu[] = _("战斗{CLEAR_TO 56}背包\n宝可梦{CLEAR_TO 56}逃跑");
const u8 gText_SafariZoneMenu[] = _("扔球{CLEAR_TO 56}宝可方块\n接近{CLEAR_TO 56}逃跑");
const u8 gText_MoveInterfacePP[] = _("PP ");
const u8 gText_MoveInterfaceType[] = _("TYPE/");
const u8 gText_MoveInterfaceType[] = _("属性/");
const u8 gText_MoveInterfacePpType[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}PP\nTYPE/");
const u8 gText_MoveInterfaceDynamicColors[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}");
const u8 gText_WhichMoveToForget4[] = _("{PALETTE 5}{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR4 DYNAMIC_COLOR5 DYNAMIC_COLOR6}Which move should\nbe forgotten?");

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@ -696,21 +696,21 @@ struct
TaskFunc func;
} static const sCursorOptions[MENU_FIELD_MOVES] =
{
[MENU_SUMMARY] = {COMPOUND_STRING("SUMMARY"), CursorCb_Summary},
[MENU_SWITCH] = {COMPOUND_STRING("SWITCH"), CursorCb_Switch},
[MENU_SUMMARY] = {COMPOUND_STRING("查看各强度"), CursorCb_Summary},
[MENU_SWITCH] = {COMPOUND_STRING("交换顺序"), CursorCb_Switch},
[MENU_CANCEL1] = {gText_Cancel2, CursorCb_Cancel1},
[MENU_ITEM] = {COMPOUND_STRING("ITEM"), CursorCb_Item},
[MENU_ITEM] = {COMPOUND_STRING("道具"), CursorCb_Item},
[MENU_GIVE] = {gMenuText_Give, CursorCb_Give},
[MENU_TAKE_ITEM] = {COMPOUND_STRING("TAKE"), CursorCb_TakeItem},
[MENU_MAIL] = {COMPOUND_STRING("MAIL"), CursorCb_Mail},
[MENU_TAKE_MAIL] = {COMPOUND_STRING("TAKE"), CursorCb_TakeMail},
[MENU_READ] = {COMPOUND_STRING("READ"), CursorCb_Read},
[MENU_TAKE_ITEM] = {COMPOUND_STRING("拿出"), CursorCb_TakeItem},
[MENU_MAIL] = {COMPOUND_STRING("邮件"), CursorCb_Mail},
[MENU_TAKE_MAIL] = {COMPOUND_STRING("拿出"), CursorCb_TakeMail},
[MENU_READ] = {COMPOUND_STRING("阅读"), CursorCb_Read},
[MENU_CANCEL2] = {gText_Cancel2, CursorCb_Cancel2},
[MENU_SHIFT] = {COMPOUND_STRING("SHIFT"), CursorCb_SendMon},
[MENU_SEND_OUT] = {COMPOUND_STRING("SEND OUT"), CursorCb_SendMon},
[MENU_SHIFT] = {COMPOUND_STRING("交换入场"), CursorCb_SendMon},
[MENU_SEND_OUT] = {COMPOUND_STRING("派出战斗"), CursorCb_SendMon},
[MENU_ENTER] = {COMPOUND_STRING("ENTER"), CursorCb_Enter},
[MENU_NO_ENTRY] = {COMPOUND_STRING("NO ENTRY"), CursorCb_NoEntry},
[MENU_STORE] = {COMPOUND_STRING("STORE"), CursorCb_Store},
[MENU_STORE] = {COMPOUND_STRING("存放"), CursorCb_Store},
[MENU_REGISTER] = {gText_Register, CursorCb_Register},
[MENU_TRADE1] = {sText_Trade4, CursorCb_Trade1},
[MENU_TRADE2] = {sText_Trade4, CursorCb_Trade2},

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@ -149,14 +149,14 @@ static void BufferFanClubTrainerName_(struct LinkBattleRecords *, u8, u8);
static void BufferFanClubTrainerName_(u8 whichLinkTrainer, u8 whichNPCTrainer);
#endif //FREE_LINK_BATTLE_RECORDS
static const u8 sText_BigGuy[] = _("Big guy");
static const u8 sText_BigGirl[] = _("Big girl");
static const u8 sText_Son[] = _("son");
static const u8 sText_Daughter[] = _("daughter");
static const u8 sText_99TimesPlus[] = _("99 times +");
static const u8 sText_1MinutePlus[] = _("1 minute +");
static const u8 sText_SpaceSeconds[] = _(" seconds");
static const u8 sText_SpaceTimes[] = _(" time(s)");
static const u8 sText_BigGuy[] = _("大哥哥");
static const u8 sText_BigGirl[] = _("大姐姐");
static const u8 sText_Son[] = _("儿子");
static const u8 sText_Daughter[] = _("女儿");
static const u8 sText_99TimesPlus[] = _("99+");
static const u8 sText_1MinutePlus[] = _("1+");
static const u8 sText_SpaceSeconds[] = _("");
static const u8 sText_SpaceTimes[] = _("");
void Special_ShowDiploma(void)
{

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@ -23,8 +23,8 @@
static bool8 CheckPyramidBagHasItem(u16 itemId, u16 count);
static bool8 CheckPyramidBagHasSpace(u16 itemId, u16 count);
static const u8 *ItemId_GetPluralName(u16);
static bool32 DoesItemHavePluralName(u16);
//static const u8 *ItemId_GetPluralName(u16);
//static bool32 DoesItemHavePluralName(u16);
EWRAM_DATA struct BagPocket gBagPockets[POCKETS_COUNT] = {0};
@ -93,11 +93,12 @@ const u8 sText_s[] =_("s");
u8 *CopyItemNameHandlePlural(u16 itemId, u8 *dst, u32 quantity)
{
if (quantity == 1)
{
//修改删去英文中出现于词汇末尾的「s」
//if (quantity == 1)
//{
return StringCopy(dst, ItemId_GetName(itemId));
}
else if (DoesItemHavePluralName(itemId))
//}
/*else if (DoesItemHavePluralName(itemId))
{
return StringCopy(dst, ItemId_GetPluralName(itemId));
}
@ -105,7 +106,7 @@ u8 *CopyItemNameHandlePlural(u16 itemId, u8 *dst, u32 quantity)
{
u8 *end = StringCopy(dst, ItemId_GetName(itemId));
return StringCopy(end, sText_s);
}
}*/
}
bool8 IsBagPocketNonEmpty(u8 pocket)
@ -875,7 +876,7 @@ u32 ItemId_GetPrice(u16 itemId)
return gItemsInfo[SanitizeItemId(itemId)].price;
}
static bool32 DoesItemHavePluralName(u16 itemId)
/*static bool32 DoesItemHavePluralName(u16 itemId)
{
return (gItemsInfo[SanitizeItemId(itemId)].pluralName[0] != '\0');
}
@ -883,7 +884,7 @@ static bool32 DoesItemHavePluralName(u16 itemId)
static const u8 *ItemId_GetPluralName(u16 itemId)
{
return gItemsInfo[SanitizeItemId(itemId)].pluralName;
}
}*/
const u8 *ItemId_GetEffect(u32 itemId)
{

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@ -256,25 +256,27 @@ static const u32 sBirchSpeechShadowGfx[] = INCBIN_U32("graphics/birch_speech/sha
static const u32 sBirchSpeechBgMap[] = INCBIN_U32("graphics/birch_speech/map.bin.lz");
static const u16 sBirchSpeechBgGradientPal[] = INCBIN_U16("graphics/birch_speech/bg2.gbapal");
static const u8 gText_SaveFileCorrupted[] = _("The save file is corrupted. The\nprevious save file will be loaded.");
static const u8 gText_SaveFileErased[] = _("The save file has been erased\ndue to corruption or damage.");
static const u8 gJPText_No1MSubCircuit[] = _("1Mサブきばんが ささっていません");
static const u8 gText_BatteryRunDry[] = _("The internal battery has run dry.\nThe game can be played.\pHowever, clock-based events will\nno longer occur.");
static const u8 gText_SaveFileCorrupted[] = _("因为先前游戏中的记录没有正确保存,\n将读取在那之前保存的那一份记录!");
static const u8 gText_SaveFileErased[] = _("记录的内容消失了!"); //レポートのないようが きえてしまった。
static const u8 gJPText_No1MSubCircuit[] = _("1M的存档用电子基板未安装");
static const u8 gText_BatteryRunDry[] = _("因电池已经没电,\n所以时钟不会走动。\p与时钟相关的所有事件不会发生\n但游戏依然可以继续游玩。");
static const u8 gText_MainMenuNewGame[] = _("NEW GAME");
static const u8 gText_MainMenuContinue[] = _("CONTINUE");
static const u8 gText_MainMenuOption[] = _("OPTION");
static const u8 gText_MainMenuMysteryGift[] = _("MYSTERY GIFT");
static const u8 gText_MainMenuMysteryGift2[] = _("MYSTERY GIFT");
static const u8 gText_MainMenuMysteryEvents[] = _("MYSTERY EVENTS");
static const u8 gText_WirelessNotConnected[] = _("The Wireless Adapter is not\nconnected.");
static const u8 gText_MysteryGiftCantUse[] = _("MYSTERY GIFT can't be used while\nthe Wireless Adapter is attached.");
static const u8 gText_MysteryEventsCantUse[] = _("MYSTERY EVENTS can't be used while\nthe Wireless Adapter is attached.");
static const u8 gText_MainMenuNewGame[] = _("从头开始");
static const u8 gText_MainMenuContinue[] = _("从记录继续");
static const u8 gText_MainMenuOption[] = _("改变设定");
static const u8 gText_MainMenuMysteryGift[] = _("神秘礼物");
static const u8 gText_MainMenuMysteryGift2[] = _("神秘礼物");
static const u8 gText_MainMenuMysteryEvents[] = _("神秘事件");
static const u8 gText_WirelessNotConnected[] = _("没有连接\n无线接收器!");
static const u8 gText_MysteryGiftCantUse[] = _("因为没有连接无线接收器\n不能使用神秘礼物功能!");
static const u8 gText_MysteryEventsCantUse[] = _("因为没有连接无线接收器\n不能使用神秘事件功能!");
static const u8 gText_ContinueMenuPlayer[] = _("PLAYER");
static const u8 gText_ContinueMenuTime[] = _("TIME");
static const u8 gText_ContinueMenuPokedex[] = _("POKéDEX");
static const u8 gText_ContinueMenuBadges[] = _("BADGES");
static const u8 gText_ContinueMenuPlayer[] = _("主人公");
static const u8 gText_ContinueMenuTime[] = _("冒险时间");
static const u8 gText_ContinueMenuPokedex[] = _("宝可梦图鉴");
static const u8 gText_ContinueMenuBadges[] = _("获得徽章");
static const u8 gText_ContinueMenuHiki[] = _(""); //精灵图鉴单位
static const u8 gText_ContinueMenuKo[] = _(""); //徽章单位
#define MENU_LEFT 2
#define MENU_TOP_WIN0 1
@ -473,54 +475,54 @@ static const union AffineAnimCmd *const sSpriteAffineAnimTable_PlayerShrink[] =
};
static const struct MenuAction sMenuActions_Gender[] = {
{COMPOUND_STRING("BOY"), {NULL}},
{COMPOUND_STRING("GIRL"), {NULL}}
{COMPOUND_STRING("男孩"), {NULL}},
{COMPOUND_STRING("女孩"), {NULL}}
};
static const u8 *const sMalePresetNames[] = {
COMPOUND_STRING("STU"),
COMPOUND_STRING("MILTON"),
COMPOUND_STRING("TOM"),
COMPOUND_STRING("KENNY"),
COMPOUND_STRING("REID"),
COMPOUND_STRING("JUDE"),
COMPOUND_STRING("JAXSON"),
COMPOUND_STRING("EASTON"),
COMPOUND_STRING("WALKER"),
COMPOUND_STRING("TERU"),
COMPOUND_STRING("JOHNNY"),
COMPOUND_STRING("BRETT"),
COMPOUND_STRING("SETH"),
COMPOUND_STRING("TERRY"),
COMPOUND_STRING("CASEY"),
COMPOUND_STRING("DARREN"),
COMPOUND_STRING("LANDON"),
COMPOUND_STRING("COLLIN"),
COMPOUND_STRING("STANLEY"),
COMPOUND_STRING("QUINCY")
COMPOUND_STRING("逸雄"), //イツオ 逸男 逸雄
COMPOUND_STRING("阿玉"),//ギョク 玉
COMPOUND_STRING("阿启"),//ケイ 敬 啓
COMPOUND_STRING("秀作"),//シュウサク 修作 秀作
COMPOUND_STRING("清吾"),//セイゴ 清吾 正剛 
COMPOUND_STRING("大策"),//ダイサク 大策 大作
COMPOUND_STRING("隆仁"),//タカヒト 隆仁 貴仁
COMPOUND_STRING("达也"),//タツヤ 達也 龍也 辰也
COMPOUND_STRING("丹尼尔"),//ダニエル Danniel
COMPOUND_STRING("辉树"),//テルキ 輝樹 照紀
COMPOUND_STRING("汤姆"),//トム Tom
COMPOUND_STRING("智也"),//トモヤ 智也 智哉 
COMPOUND_STRING("仁志"),//ヒトシ 仁 仁志
COMPOUND_STRING("弘明"),//ヒロアキ 弘明(海賊版) 宏明
COMPOUND_STRING("幸彦"),//ユキヒコ 幸彦 征彦
COMPOUND_STRING("拉尔德"),//ラルド RaldエメラルドEmerald
COMPOUND_STRING("陆也"),//リクヤ 陸也
COMPOUND_STRING("理查德"),//リチャード Richard
COMPOUND_STRING(""),//リュウ 龍 隆
COMPOUND_STRING("龙太")//リュウタ 龍太 隆太
};
static const u8 *const sFemalePresetNames[] = {
COMPOUND_STRING("KIMMY"),
COMPOUND_STRING("TIARA"),
COMPOUND_STRING("BELLA"),
COMPOUND_STRING("JAYLA"),
COMPOUND_STRING("ALLIE"),
COMPOUND_STRING("LIANNA"),
COMPOUND_STRING("SARA"),
COMPOUND_STRING("MONICA"),
COMPOUND_STRING("CAMILA"),
COMPOUND_STRING("AUBREE"),
COMPOUND_STRING("RUTHIE"),
COMPOUND_STRING("HAZEL"),
COMPOUND_STRING("NADINE"),
COMPOUND_STRING("TANJA"),
COMPOUND_STRING("YASMIN"),
COMPOUND_STRING("NICOLA"),
COMPOUND_STRING("LILLIE"),
COMPOUND_STRING("TERRA"),
COMPOUND_STRING("LUCY"),
COMPOUND_STRING("HALIE")
COMPOUND_STRING("爱子"),//アイコ 愛子
COMPOUND_STRING("绫奈"),//アヤナ 綾波 綾奈
COMPOUND_STRING("小安"),//アン Ann
COMPOUND_STRING("艾米"),//エミィ Emmy 
COMPOUND_STRING("香织"),//カオリ 香里 香織 
COMPOUND_STRING("卡琳"),//カレン (英)
COMPOUND_STRING("京子"),//キョウコ 京子
COMPOUND_STRING("沙枝"),//サエ 紗枝 三枝
COMPOUND_STRING("翠翠"),//スイ 翠 水
COMPOUND_STRING("珠莉"),//ジュリ 寿莉 樹莉 珠莉 ジュエリー Jewelry
COMPOUND_STRING("千惠美"),//チエミ 千恵美 智恵美
COMPOUND_STRING("千代子"),//チヨコ 千代子
COMPOUND_STRING("辉子"),//テルコ 照子 輝子
COMPOUND_STRING("七惠"),//ナナエ 七恵 奈々恵 奈苗 菜々恵
COMPOUND_STRING("日向"),//ヒナ 日向 陽菜
COMPOUND_STRING("真纪子"),//マキコ 真紀子 牧子
COMPOUND_STRING("美佐子"),//ミサコ 美佐子 美沙子
COMPOUND_STRING("睦美"),//ムツミ 睦美(陸美?) 六実
COMPOUND_STRING("莫尼卡"),//モニカ Monica
COMPOUND_STRING("悠芽")//ユウメ 優芽 悠芽 
};
// The number of male vs. female names is assumed to be the same.
@ -2189,6 +2191,8 @@ static void MainMenu_FormatSavegamePokedex(void)
StringExpandPlaceholders(gStringVar4, gText_ContinueMenuPokedex);
AddTextPrinterParameterized3(2, FONT_NORMAL, 0, 33, sTextColor_MenuInfo, TEXT_SKIP_DRAW, gStringVar4);
ConvertIntToDecimalStringN(str, dexCount, STR_CONV_MODE_LEFT_ALIGN, 4);
//修改,增加图鉴单位显示
StringAppend(str, gText_ContinueMenuHiki);
AddTextPrinterParameterized3(2, FONT_NORMAL, GetStringRightAlignXOffset(FONT_NORMAL, str, 100), 33, sTextColor_MenuInfo, TEXT_SKIP_DRAW, str);
}
}
@ -2207,6 +2211,8 @@ static void MainMenu_FormatSavegameBadges(void)
StringExpandPlaceholders(gStringVar4, gText_ContinueMenuBadges);
AddTextPrinterParameterized3(2, FONT_NORMAL, 0x6C, 33, sTextColor_MenuInfo, TEXT_SKIP_DRAW, gStringVar4);
ConvertIntToDecimalStringN(str, badgeCount, STR_CONV_MODE_LEADING_ZEROS, 1);
//修改,增加徽章单位显示
StringAppend(str, gText_ContinueMenuKo);
AddTextPrinterParameterized3(2, FONT_NORMAL, GetStringRightAlignXOffset(FONT_NORMAL, str, 0xD0), 33, sTextColor_MenuInfo, TEXT_SKIP_DRAW, str);
}

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@ -2252,7 +2252,11 @@ void BufferSaveMenuText(u8 textId, u8 *dest, u8 color)
string = ConvertIntToDecimalStringN(string, GetNationalPokedexCount(FLAG_GET_CAUGHT), STR_CONV_MODE_LEFT_ALIGN, 4);
else
string = ConvertIntToDecimalStringN(string, GetHoennPokedexCount(FLAG_GET_CAUGHT), STR_CONV_MODE_LEFT_ALIGN, 3);
*string = EOS;
//*string = EOS;
//修改,增加图鉴单位显示
*string++ = 0x10;
*string++ = 0x8C; //手动写入汉字「只」的编码
*string++ = EOS; //结束
break;
case SAVE_MENU_PLAY_TIME:
string = ConvertIntToDecimalStringN(string, gSaveBlock2Ptr->playTimeHours, STR_CONV_MODE_LEFT_ALIGN, 3);
@ -2263,12 +2267,18 @@ void BufferSaveMenuText(u8 textId, u8 *dest, u8 color)
GetMapNameGeneric(string, gMapHeader.regionMapSectionId);
break;
case SAVE_MENU_BADGES:
for (curFlag = FLAG_BADGE01_GET, flagCount = 0, endOfString = string + 1; curFlag < FLAG_BADGE01_GET + NUM_BADGES; curFlag++)
//for (curFlag = FLAG_BADGE01_GET, flagCount = 0, endOfString = string + 1; curFlag < FLAG_BADGE01_GET + NUM_BADGES; curFlag++)
for (curFlag = FLAG_BADGE01_GET, flagCount = 0, endOfString = string + 3; curFlag < FLAG_BADGE01_GET + NUM_BADGES; curFlag++)
{
if (FlagGet(curFlag))
flagCount++;
}
*string = flagCount + CHAR_0;
string++;
//修改,增加徽章单位显示
*string++ = 0x04;
*string++ = 0x60; //手动写入汉字「个」的编码
//*string++ = EOS; //结束
*endOfString = EOS;
break;
}

View File

@ -848,20 +848,20 @@ static void TilemapUtil_Draw(u8);
void SetMonFormPSS(struct BoxPokemon *boxMon, u32 method);
void UpdateSpeciesSpritePSS(struct BoxPokemon *boxmon);
static const u8 gText_JustOnePkmn[] = _("There is just one POKéMON with you.");
static const u8 gText_PartyFull[] = _("Your party is full!");
static const u8 gText_Box[] = _("BOX");
static const u8 gText_JustOnePkmn[] = _("没有可以战斗的宝可梦了!");
static const u8 gText_PartyFull[] = _("队伍已经满了!");
static const u8 gText_Box[] = _("箱子");
struct {
const u8 *text;
const u8 *desc;
} static const sMainMenuTexts[OPTIONS_COUNT] =
{
[OPTION_WITHDRAW] = {COMPOUND_STRING("WITHDRAW POKéMON"), COMPOUND_STRING("Move POKéMON stored in BOXES to\nyour party.")},
[OPTION_DEPOSIT] = {COMPOUND_STRING("DEPOSIT POKéMON"), COMPOUND_STRING("Store POKéMON in your party in BOXES.")},
[OPTION_MOVE_MONS] = {COMPOUND_STRING("MOVE POKéMON"), COMPOUND_STRING("Organize the POKéMON in BOXES and\nin your party.")},
[OPTION_MOVE_ITEMS] = {COMPOUND_STRING("MOVE ITEMS"), COMPOUND_STRING("Move items held by any POKéMON\nin a BOX or your party.")},
[OPTION_EXIT] = {COMPOUND_STRING("SEE YA!"), COMPOUND_STRING("Return to the previous menu.")}
[OPTION_WITHDRAW] = {COMPOUND_STRING("存放宝可梦"), COMPOUND_STRING("可以将存放在箱子中的宝可梦\n取出并添加到队伍中。")},
[OPTION_DEPOSIT] = {COMPOUND_STRING("取出宝可梦"), COMPOUND_STRING("可以将当前队伍中的宝可梦\n存放到电脑中。")},
[OPTION_MOVE_MONS] = {COMPOUND_STRING("整理宝可梦"), COMPOUND_STRING("可以整理当前队伍以及\n箱子中存放的所有宝可梦。")},
[OPTION_MOVE_ITEMS] = {COMPOUND_STRING("整理道具"), COMPOUND_STRING("可以整理当前所有宝可梦\n所携带的道具。")},
[OPTION_EXIT] = {COMPOUND_STRING("再见!"), COMPOUND_STRING("返回上一个菜单。")}
};
static const struct WindowTemplate sWindowTemplate_MainMenu =
@ -1050,10 +1050,10 @@ static const struct StorageMessage sMessages[] =
[MSG_JUMP_TO_WHICH_BOX] = {COMPOUND_STRING("Jump to which BOX?"), MSG_VAR_NONE},
[MSG_DEPOSIT_IN_WHICH_BOX] = {COMPOUND_STRING("Deposit in which BOX?"), MSG_VAR_NONE},
[MSG_WAS_DEPOSITED] = {COMPOUND_STRING("{DYNAMIC 0} was deposited."), MSG_VAR_MON_NAME_1},
[MSG_BOX_IS_FULL] = {COMPOUND_STRING("The BOX is full."), MSG_VAR_NONE},
[MSG_RELEASE_POKE] = {COMPOUND_STRING("Release this POKéMON?"), MSG_VAR_NONE},
[MSG_WAS_RELEASED] = {COMPOUND_STRING("{DYNAMIC 0} was released."), MSG_VAR_RELEASE_MON_1},
[MSG_BYE_BYE] = {COMPOUND_STRING("Bye-bye, {DYNAMIC 0}!"), MSG_VAR_RELEASE_MON_3},
[MSG_BOX_IS_FULL] = {COMPOUND_STRING("这个箱子已经满了!"), MSG_VAR_NONE},
[MSG_RELEASE_POKE] = {COMPOUND_STRING("真的要放生吗?"), MSG_VAR_NONE},
[MSG_WAS_RELEASED] = {COMPOUND_STRING("把{DYNAMIC 0}放生到外面去了!"), MSG_VAR_RELEASE_MON_1},
[MSG_BYE_BYE] = {COMPOUND_STRING("再见了!{DYNAMIC 0}"), MSG_VAR_RELEASE_MON_3},
[MSG_MARK_POKE] = {COMPOUND_STRING("Mark your POKéMON."), MSG_VAR_NONE},
[MSG_LAST_POKE] = {COMPOUND_STRING("That's your last POKéMON!"), MSG_VAR_NONE},
[MSG_PARTY_FULL] = {gText_YourPartysFull, MSG_VAR_NONE},

View File

@ -22,7 +22,7 @@ const u8 gText_EggNickname[] = _("蛋");
const u8 gText_Pokemon[] = _("宝可梦");
const u8 gText_Player[] = _("玩家"); // Unused
const u8 gText_Pokedex[] = _("图鉴"); // Unused
const u8 gText_Time[] = _("时间");
const u8 gText_Time[] = _("冒险时间");
const u8 gText_Badges[] = _("徽章"); // Unused
const u8 gText_AButton[] = _("A键"); // Unused
const u8 gText_BButton[] = _("B键"); // Unused
@ -53,8 +53,8 @@ const u8 gText_CryOf[] = _("声音");
const u8 gText_EmptyPokedexInfo2[] = _(""); // Unused
const u8 gText_SizeComparedTo[] = _("体型相对于");
const u8 gText_PokedexRegistration[] = _("图鉴登记完毕。");
const u8 gText_HTHeight[] = _("");
const u8 gText_WTWeight[] = _("");
const u8 gText_HTHeight[] = _("");
const u8 gText_WTWeight[] = _("");
const u8 gText_SearchingPleaseWait[] = _("搜索中……\n请稍后。");
const u8 gText_SearchCompleted[] = _("搜索完毕。");
const u8 gText_NoMatchingPkmnWereFound[] = _("没有找到符合条件的宝可梦。");
@ -125,7 +125,7 @@ const u8 gText_FlyToWhere[] = _("要飞到哪里?");
const u8 gMenuText_Use[] = _("USE");
const u8 gMenuText_Toss[] = _("TOSS");
const u8 gMenuText_Register[] = _("REGISTER");
const u8 gMenuText_Give[] = _("GIVE");
const u8 gMenuText_Give[] = _("给予");
const u8 gMenuText_Confirm[] = _("CONFIRM");
const u8 gText_Cancel[] = _("取消");
const u8 gText_Cancel2[] = _("取消");
@ -146,7 +146,7 @@ const u8 gText_Space[] = _("");
const u8 gText_SelectorArrow2[] = _("");
const u8 gText_GoBackPrevMenu[] = _("返回\n上一级菜单。");
const u8 gText_WhatWouldYouLike[] = _("请选择。");
const u8 gMenuText_Give2[] = _("GIVE");
const u8 gMenuText_Give2[] = _("给予");
const u8 gText_xVar1[] = _("×{STR_VAR_1}");
const u8 gText_Berry2[] = _("树果"); // Unused
const u8 gText_Coins[] = _("{STR_VAR_1}枚代币");
@ -195,15 +195,15 @@ const u8 *const gPyramidBagMenu_ReturnToStrings[] =
[PYRAMIDBAG_LOC_CHOOSE_TOSS] = gText_TheField
};
const u8 gText_ReturnToVar1[] = _("Return to\n{STR_VAR_1}.");
const u8 gText_ReturnToVar1[] = _("返回{STR_VAR_1}。");
const u8 *const gPocketNamesStringsTable[] =
{
[ITEMS_POCKET] = COMPOUND_STRING("ITEMS"),
[BALLS_POCKET] = COMPOUND_STRING("POKé BALLS"),
[TMHM_POCKET] = COMPOUND_STRING("TMs & HMs"),
[BERRIES_POCKET] = COMPOUND_STRING("BERRIES"),
[KEYITEMS_POCKET] = COMPOUND_STRING("KEY ITEMS")
[ITEMS_POCKET] = COMPOUND_STRING("道 具"),
[BALLS_POCKET] = COMPOUND_STRING("精 灵 球"),
[TMHM_POCKET] = COMPOUND_STRING("技能机器"),
[BERRIES_POCKET] = COMPOUND_STRING("树 果"),
[KEYITEMS_POCKET] = COMPOUND_STRING("重要物品")
};
const u8 gText_NumberItem_TMBerry[] = _("{NO}{STR_VAR_1}{CLEAR 0x07}{STR_VAR_2}");
@ -770,9 +770,9 @@ const u8 gText_ColorDarkGray[] = _("{COLOR DARK_GRAY}");
const u8 gText_ColorDynamic6WhiteDynamic5[] = _("{COLOR_HIGHLIGHT_SHADOW DYNAMIC_COLOR6 WHITE DYNAMIC_COLOR5}"); // Unused
const u8 gText_HealthboxNickname[] = _("");
const u8 gText_EmptySpace2[] = _(""); // Unused
const u8 gText_HealthboxGender_Male[] = _("{COLOR 14}♂");
const u8 gText_HealthboxGender_Female[] = _("{COLOR 6}♀");
const u8 gText_HealthboxGender_None[] = _("");
const u8 gText_HealthboxGender_Male[] = _("{COLOR DYNAMIC_COLOR2}♂");
const u8 gText_HealthboxGender_Female[] = _("{COLOR DYNAMIC_COLOR1}♀");
const u8 gText_HealthboxGender_None[] = _("{COLOR DYNAMIC_COLOR2}"); //修改,修正精灵性别颜色显示
const u8 gText_Upper[] = _("上升");
const u8 gText_Lower[] = _("下降");
const u8 gText_Others[] = _("其他人");
@ -979,28 +979,28 @@ const u8 gText_CommErrorEllipsis[] = _("通信错误……");
const u8 gText_MoveCloserToLinkPartner[] = _("请靠近你的联机朋友,\n避免朋友之间的障碍物。");
const u8 gText_ABtnRegistrationCounter[] = _("A键登记柜台");
const u8 gText_ABtnTitleScreen[] = _("A键标题画面");
const u8 gText_Option[] = _("选项");
const u8 gText_Option[] = _("游戏设定");
const u8 gText_TextSpeed[] = _("文字速度");
const u8 gText_BattleScene[] = _("战斗动画");
const u8 gText_BattleStyle[] = _("战斗类型");
const u8 gText_Sound[] = _("");
const u8 gText_Frame[] = _("边框");
const u8 gText_BattleStyle[] = _("对战方式");
const u8 gText_Sound[] = _("");
const u8 gText_Frame[] = _("边框类型");
const u8 gText_OptionMenuCancel[] = _("取消");
const u8 gText_ButtonMode[] = _("按键模式");
const u8 gText_TextSpeedSlow[] = _("");
const u8 gText_TextSpeedMid[] = _("");
const u8 gText_TextSpeedFast[] = _("");
const u8 gText_BattleSceneOn[] = _("");
const u8 gText_BattleSceneOff[] = _("");
const u8 gText_BattleStyleShift[] = _("接力制");
const u8 gText_BattleStyleSet[] = _("淘汰制");
const u8 gText_SoundMono[] = _("单声道");
const u8 gText_SoundStereo[] = _("立体声");
const u8 gText_FrameType[] = _("样式{STR_VAR_1}");
const u8 gText_FrameTypeNumber[] = _("");
const u8 gText_ButtonTypeNormal[] = _("普通");
const u8 gText_ButtonTypeLR[] = _("LR");
const u8 gText_ButtonTypeLEqualsA[] = _("L=A");
const u8 gText_TextSpeedSlow[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}");
const u8 gText_TextSpeedMid[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}");
const u8 gText_TextSpeedFast[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}");
const u8 gText_BattleSceneOn[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}");
const u8 gText_BattleSceneOff[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}");
const u8 gText_BattleStyleShift[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}接力制");
const u8 gText_BattleStyleSet[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}淘汰制");
const u8 gText_SoundMono[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}单声道");
const u8 gText_SoundStereo[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}立体声");
const u8 gText_FrameType[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}类型");
const u8 gText_FrameTypeNumber[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}");
const u8 gText_ButtonTypeNormal[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}一般");
const u8 gText_ButtonTypeLR[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}LR");
const u8 gText_ButtonTypeLEqualsA[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}L同A");
const u8 gText_NumPlayerLink[] = _("{STR_VAR_1}P连接");
const u8 gText_BronzeCard[] = _("青铜");
const u8 gText_CopperCard[] = _("");
@ -1024,7 +1024,7 @@ const u8 gText_MenuOption[] = _("设置");
const u8 gText_MenuExit[] = _("退出");
const u8 gText_MenuRetire[] = _("撤退");
const u8 gText_MenuRest[] = _("重置");
const u8 gText_MenuDexNav[] = _("DEXNAV");
const u8 gText_MenuDexNav[] = _("图鉴导航");
const u8 gText_SafariBallStock[] = _("原野球\n还有:{STR_VAR_1}");
const u8 gText_BattlePyramidFloor[] = _("对战金字塔\n{STR_VAR_1}");
const u8 gText_Floor1[] = _("1F");
@ -1041,7 +1041,7 @@ const u8 gText_LoadingEvent[] = _("加载事件中…");
const u8 gText_DontRemoveCableTurnOff[] = _("请不要拔除GBA连接线。\n请不要关闭电源。");
const u8 gText_EventSafelyLoaded[] = _("事件已成功加载。");
const u8 gText_LoadErrorEndingSession[] = _("加载错误。\n结束进程。");
const u8 gJPText_Player[] = _("プレイヤー"); // Unused
const u8 gJPText_Player[] = _("玩家"); // Unused
const u8 gJPText_Sama[] = _("さま"); // Unused
const u8 gText_DexHoenn[] = _("丰缘");
const u8 gText_DexNational[] = _("全国");
@ -1128,10 +1128,10 @@ const u8 gText_AcceptThisPkmn[] = _("接受这个宝可梦?");
const u8 gText_4Spaces[] = _(""); // Unused
const u8 gText_SamePkmnInPartyAlready[] = _("同样的宝可梦已在队伍中。");
const u8 gText_DecimalPoint[] = _(".");
const u8 gText_SavingPlayer[] = _("玩家");
const u8 gText_SavingPlayer[] = _("主人公");
const u8 gText_SavingBadges[] = _("徽章");
const u8 gText_SavingPokedex[] = _("图鉴");
const u8 gText_SavingTime[] = _("时间");
const u8 gText_SavingTime[] = _("冒险时间");
const u8 gText_WirelessCommStatus[] = _("无线通信状态");
const u8 gText_PeopleTrading[] = _("在交换的人们:");
const u8 gText_PeopleBattling[] = _("在对战的人们:");