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#include "stdafx.h"
#include "debug.h"
#include "common/util.h"
void SwordDebug::interpretScript(uint32 id, uint32 level, uint32 script, uint32 pc) {
debug(8, "\nInterpreting %d@%d: script %X from %X", id, level, script, pc);
}
void SwordDebug::callMCode(uint32 mcodeNum, uint32 paramCount, int32 a, int32 b, int32 c, int32 d, int32 e, int32 f) {
debug(9, "mcode: %s(%d, %d, %d, %d, %d, %d) [%d]", _mCodeNames[mcodeNum], a, b, c, d, e, f, paramCount);
}
const char SwordDebug::_mCodeNames[100][35] = {
"fnBackground",
"fnForeground",
"fnSort",
"fnNoSprite",
"fnMegaSet",
"fnAnim",
"fnSetFrame",
"fnFullAnim",
"fnFullSetFrame",
"fnFadeDown",
"fnFadeUp",
"fnCheckFade",
"fnSetSpritePalette",
"fnSetWholePalette",
"fnSetFadeTargetPalette",
"fnSetPaletteToFade",
"fnSetPaletteToCut",
"fnPlaySequence",
"fnIdle",
"fnPause",
"fnPauseSeconds",
"fnQuit",
"fnKillId",
"fnSuicide",
"fnNewScript",
"fnSubScript",
"fnRestartScript",
"fnSetBookmark",
"fnGotoBookmark",
"fnSendSync",
"fnWaitSync",
"cfnClickInteract",
"cfnSetScript",
"cfnPresetScript",
"fnInteract",
"fnIssueEvent",
"fnCheckForEvent",
"fnWipeHands",
"fnISpeak",
"fnTheyDo",
"fnTheyDoWeWait",
"fnWeWait",
"fnChangeSpeechText",
"fnTalkError",
"fnStartTalk",
"fnCheckForTextLine",
"fnAddTalkWaitStatusBit",
"fnRemoveTalkWaitStatusBit",
"fnNoHuman",
"fnAddHuman",
"fnBlankMouse",
"fnNormalMouse",
"fnLockMouse",
"fnUnlockMouse",
"fnSetMousePointer",
"fnSetMouseLuggage",
"fnMouseOn",
"fnMouseOff",
"fnChooser",
"fnEndChooser",
"fnStartMenu",
"fnEndMenu",
"cfnReleaseMenu",
"fnAddSubject",
"fnAddObject",
"fnRemoveObject",
"fnEnterSection",
"fnLeaveSection",
"fnChangeFloor",
"fnWalk",
"fnTurn",
"fnStand",
"fnStandAt",
"fnFace",
"fnFaceXy",
"fnIsFacing",
"fnGetTo",
"fnGetToError",
"fnGetPos",
"fnGetGamepadXy",
"fnPlayFx",
"fnStopFx",
"fnPlayMusic",
"fnStopMusic",
"fnInnerSpace",
"fnRandom",
"fnSetScreen",
"fnPreload",
"fnCheckCD",
"fnRestartGame",
"fnQuitGame",
"fnDeathScreen",
"fnSetParallax",
"fnTdebug",
"fnRedFlash",
"fnBlueFlash",
"fnYellow",
"fnGreen",
"fnPurple",
"fnBlack"
};
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