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@LolHacksRule
Created October 26, 2021 18:50
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Super Mario Party (Base, All Regions) executable + NRO strings
demo_credit::SceneDemo_credit
E:/work/buffet/buffet/Programs/buffet/demo_credit/demo_credit_scene.cpp
SceneDemo_credit
[%d] %s
SetupGame
CleanupGame
demo_end::SceneDemo_end
E:/work/buffet/buffet/Programs/buffet/demo_end/demo_end_scene.cpp
SceneDemo_end
[%d] %s
SetupGame
demo_end
CleanupGame
playerId(%d) charaId(%d) padId(%d)
Reset
endTask
flow/demo_end/script/end.lua
isFinished
isFinishedBySkip
menu_common
cutIdx
cutFrame
c%02d:%02d:%02d:%02d (%05d)
frame
%02d:%02d:%02d (%05d)
demo_jewel::SceneDemo_jewel
E:/work/buffet/buffet/Programs/buffet/demo_jewel/demo_jewel_scene.cpp
SceneDemo_jewel
[%d] %s
demo_jewel
menu_common
SetupGame
CleanupGame
stl
jewelTask
flow/demo_jewel/script/jewel.lua
isFinished
isFinishedBySkip
cutIdx
cutFrame
c%02d:%02d:%02d:%02d (%05d)
frame
%02d:%02d:%02d (%05d)
CameraParam invalid interpolate parameter
E:/work/buffet/buffet/Programs/buffet/exg001/exg001_camera.cpp
interplate
[%d] %s
mainmode/exg001/env/exg001_cam_map01_front_op.fsnb
mainmode/exg001/env/exg001_cam_map01_front_play.fsnb
mainmode/exg001/env/exg001_cam_map01_front_fns.fsnb
mainmode/exg001/env/exg001_cam_map01_top_op.fsnb
mainmode/exg001/env/exg001_cam_map01_top_play.fsnb
mainmode/exg001/env/exg001_cam_map01_top_fns.fsnb
mainmode/exg001/env/exg001_cam_map02_front_op.fsnb
mainmode/exg001/env/exg001_cam_map02_front_play.fsnb
mainmode/exg001/env/exg001_cam_map02_front_fns.fsnb
mainmode/exg001/env/exg001_cam_map02_top_op.fsnb
mainmode/exg001/env/exg001_cam_map02_top_play.fsnb
mainmode/exg001/env/exg001_cam_map02_top_fns.fsnb
mainmode/exg001/env/exg001_cam_map04_left_play.fsnb
mainmode/exg001/env/exg001_cam_map04_left_fns.fsnb
mainmode/exg001/env/exg001_cam_map04_left_result.fsnb
mainmode/exg001/env/exg001_cam_map04_right_play.fsnb
mainmode/exg001/env/exg001_cam_map04_right_fns.fsnb
mainmode/exg001/env/exg001_cam_map04_right_result.fsnb
%d/%d
Initialize
%d : %d-%d-%d p %lf %lf %lf
SaveCameraToCameraParam
exg001::Layout::Impl
LOCAL_NAMESPACE::Layout::Impl
exg001_hook%02d.bflyt
mainmode/exg001/layout.lyt
exg001_guide01.bflyt
exg001_guide00.bflyt
exg001_joycon00.bflyt
x_face00_pc128
idle
exg001_record.bflyt
tlp_start
x_text00
exg001_tlp_04
tlp_stage
exg001_tlp_03
tlp_stage_tatami
name
exg001_name_mario
name_record
x_text02
exg001_tlp_01
exg001_%s.bflyt
x_text_out
exg001_record_00
up
down
exg001_percent_00
reduce
x_t0_hook00
x_hook_guide02
in_window
change_l
change_r
0.00
x_hook_record
x_hook_joycon%02d
long_out
x_hook_tlp
x_hook_stage
x_hook_name
x_hook_name_record
exg001_tlp_05
x_text01
exg001_record_result_01
in
x_t%d_hook%02d
x_t3_hook00
tlp_gr
record00_gr
cursor_l_gr
cursor_r_gr
exg001_%s_00
x_guide
exg001_name_%s
exg001_team_%02d
exg001_record_01
inout
WD_VOI_LOC_SYS_START
out
decision
x_t0_hook01
SM_JIN_EXG001_CLEAR
WD_VOI_LOC_SYS_NEWRECORD
x_text02_shadow
exg001_record_result_00
SQ_SE_EXG001_CT_UP
SQ_SE_EXG001_CT_DOWN
effect
effect.xml
exg001_cursol.bflyt
exg001
PieceCollision%02d_%02d
model
dot00_lgt00.fmdb
dot00_lgt00
SQ_SE_EXG001_PZL_FALL
exg001_dot00_ef00
SQ_SE_EXG001_PZL_LAND
bv_vib_exg001_pzl_land
SQ_SE_EXG001_PZL_LAND_LAST
bv_vib_exg001_pzl_land_last
SQ_SE_EXG001_PZL_MOV
SQ_SE_EXG001_PZL_NOT_MOV
data
%s_div.bmp
%s_dot.bmp
dot00.fmdb
dot00_m
dot00
%s_ptn%02d.bmp
%s:%d:%s:
E:/work/buffet/buffet/Programs/buffet/exg001/exg001_map.cpp
ScanBmpFile
Warning! Index color num %d
SQ_SE_EXG001_PZL_JOIN
SQ_SE_EXG001_PZL_JOIN_COMPLETE
anime.csv
stage.csv
stage_net.csv
hook00.fmdb
hook00_00
hook00_01
hook00_10
hook00_11
bg04_result.fmdb
bg04_result
exg001_map00_ef00
exg001_map01_ef00
exg001_map02_ef00
bg%02d.fmdb
bg%02d
map%02d.fmdb
map04_01.fmdb
map
map%02d_geo.nbmap
h_piece00
h_piece01
exg001_ef_success00
h_block00
SQ_SE_EXG001_PZL_FLY
SQ_SE_EXG001_BTL_CLR_PZL_UP
SQ_SE_EXG001_BTL_CLR_PZL_MOV
SQ_SE_EXG001_PZL_FLASH
bv_vib_exg001_clear
h_block01
h_block02
h_block03
h_block04
h_block05
hook01.fmdb
hook01_00
hook01_01
exg001_ef_success00_00
exg001_ef_success00_01
SQ_SE_EXG001_BTL_CLR_PZL_IN_1
SQ_SE_EXG001_BTL_CLR_PZL_OUT_1
SQ_SE_EXG001_BTL_CLR_PZL_IN_2
h_pc%02d
DummyCollision
mainmode/%s/%s/%s_%s
h_dokan00
h_dokan01
stl
grab piece %d
E:/work/buffet/buffet/Programs/buffet/exg001/exg001_piece_manipulator.cpp
GrabPiece
[%d] %s
MOVE STARTED %d
Update
MOVE FINISHED %d
NOT MOVE START %d
NOT MOVE END %d
REVERSE MOVE START
PostMovePiece
%lf
E:/work/buffet/buffet/Programs/buffet/exg001/exg001_player.cpp
claypipe_exit_collision
claypipe_enter_trigger
claypipe_exit_trigger
Player Awake %d
Awake
IDLE_STAND
Player Sleep %d
Sleep
mainmode/exg001/data/exg001_anim_transit.mpat
IDLE
IDLE_THINK
MOVE
RUN
WALK
GRAB
JOY
OP
TURN_TO_CENTER
GRAB_IDLE
GRAB_IDLE_N
GRAB_IDLE_PUSH
GRAB_IDLE_PULL
GRAB_MOVE
GRAB_CANCEL
ENTER_CLAY_PIPE
MOVE_CLAY_PIPE
EXIT_CLAY_PIPE
vs map radius %lf, vs player radius %lf
InitializeCollision
bv_vib_exg001_pzl_mov
SQ_VOI_DS_PC*_EXG001_ACTION
bv_vib_exg001_pzl_not_mov
Begin grab piece move
BeginGrabPieceMove
drag %s
back
front
UpdateGrabPieceMove
End grab piece move
EndGrabPieceMove
bv_vib_exg001_pzl_grab
bv_vib_exg001_pzl_join_complete
play join
PlayVibrationJoinIfSucceedJoin
bv_vib_exg001_pzl_join
bv_vib_common_dkn_inout
SQ_SE_EXG001_DKN_IN
exg001_in_left00
exg001_in_right00
mainmode/exg001/effect/exg001_effect.xml
SQ_SE_EXG001_DKN_OUT
exg001_out_right00
exg001_out_left00
puzzle_dmg00
machine_sht01
idle00
think00
walk00
run00
dice_idle00
dice_walk00
dice_jump00c
joy00a
joy00b
puzzle_idle00
puzzle_walk00_f
puzzle_walk00_b
puzzle_drag00_f
puzzle_drag00_b
op_act00a
guts_pose00a
guts_pose00b
fight00a
fight00b
GetPlayerNum %d
Impl
PID:%d CID:%d TEAM:%d IsCom %s
true
false
~SingleTerminalPlayRule
E:/work/buffet/buffet/Programs/buffet/exg001/exg001_sequence.cpp
IsRebooted %s
Run
IsRebootedPauseOrRetryChoiceSelectStage %s
IsRebootedPauseOrRetryPlayStage %s
IsClearedFirstStargeOrCourse %s
CanSelectStageMax %d
SelectStage
SQ_SE_SYS_CURSOR
bv_vib_exg001_cursor
SQ_SE_SYS_DECI
bv_vib_exg001_deci
SQ_SE_SYS_WHISTLE
exg001_multi
LOAD STAGE %d-%d(%d)
play course %d
mainmode/exg001/env/exg001_env00.fmdb
mainmode/exg001/env/exg001_env01.fmdb
mainmode/exg001/env/exg001_env02.fmdb
mainmode/exg001/env/exg001_dir_light.fmdb
mainmode/exg001/env/exg001_dir_light1.fmdb
mainmode/exg001/env/exg001_dir_light2.fmdb
dir_light
light_mt
Change Layout Mode %d
ChangeLayout
Change Camera %d %d %d
ChangeCamera
field size %d
Init
PLAY OP BGM
PlayOpBgmIfNotPlaying
SM_BGM_EXG001_OP
PLAY RESULT BGM
PlayResultBgm
SM_BGM_EXG001_RES
RECORD CHECK %d < %d
IsUpdatedStageRecord
FORCE CHANGE %d
ForceChange
PLAY BGM
PlayBgm
SM_BGM_EXG001
enable env %d
EnableOnlyOne
SetupGame
sequence_impl
exg001::SceneExg001
E:/work/buffet/buffet/Programs/buffet/exg001/exg001_scene.cpp
SceneExg001
SCENE_EXIT_REASON_NORMAL
SCENE_EXIT_REASON_CALL_GAME
SCENE_EXIT_REASON_PAUSE_REBOOT
SCENE_EXIT_REASON_RETRY_REBOOT
SCENE_EXIT_REASON_PAUSE_EXIT
SCENE_EXIT_REASON_NET_DISCONNECT
SCENE_EXIT_REASON_MG_TIMEOUT
SCENE_EXIT_REASON_FORCE_EXIT
SCENE_EXIT_REASON_MAX
SCENE_REBOOT_REASON_NONE
SCENE_REBOOT_REASON_SELF
SCENE_REBOOT_REASON_PAUSE
SCENE_REBOOT_REASON_RETRY
SCENE_REBOOT_REASON_MAX
Scene Exit (%s)
PrintExitReasonAndRebootReason
Scene Reboot (%s)
Game Work Reboot (%s)
history scene %s
PreviouseSceneName %s
ResetDisplayedOperationGuideFlagIfBootFromMenu
CurrentSceneName %s
ResetDisplayedOperationGuideFlag
ball
mainmode/exg002/model/exg002_ball00.fmdb
SQ_SE_EXG002_BALL_LAND
SQ_SE_EXG002_BALL_HIT_WALL_OBJ
SQ_SE_EXG002_BALL_OUT
SQ_SE_EXG002_BALL_ROLL
ball next ready
E:/work/buffet/buffet/Programs/buffet/exg002/exg002_ball.cpp
NextReady
[%d] %s
stl
ball_impl
RESULT ANGLE %lf(%lf, %e
E:/work/buffet/buffet/Programs/buffet/exg002/exg002_batter.cpp
CalcRefrectDirection
TIME PER FRAME %lf
HitBall
Hit Time %lf
RATE %lf
HIT POS X %lf(%e)
HIT POS Z %lf(%e)
SQ_SE_EXG002_BALL_HIT_HR
bv_vib_exg002_ball_hit_hr
SQ_SE_EXG002_BALL_HIT
bv_vib_exg002_ball_hit
IDLE
IDLE_FOOT
SWING
SWING_BACK
SWING_AIR
SWING_AIR_OUT
SORROW
Batter::OnSetup %d
OnAssign
[%d] %s
Batter::OnPlay %d
OnPlay
Batter::OnLeave %d
OnLeave
bv_vib_exg002_swing
Swing Strike Count %d
BeginSwing
NextBatter::OnSetup %d
NextBatter PRE IN PLAY
OnPreInPlay
NextBatter On Leave %d
HIT_JOY
HOMEIN_JOY
SWING %lf(%e)
CalcRefrectAngleRad
ACCURACY %lf(%e)
ANGLE %lf(%e)
%d %d %lf %lf
FindSection
insection %d
%lf %lf
ToAngleRad
swing time %lf
OnSwingJudge
Hit Swing %d
SetupSwingHit
pos %lf vel %lf
CalcTimeToArriveBall
Swing Air %d
SetupSwingAir
mainmode/exg002/effect/exg002_effect.xml
exg002_smoke02
exg002_smoke03
exg002_hit00
exg002_hit01
exg002_hit02
exg002_tail02
exg002_tail03
exg002_pitch00
MOVE
FREE_TIME
JOY
COMMON
Fielder::OnSetup %d %p
E:/work/buffet/buffet/Programs/buffet/exg002/exg002_fielder.cpp
param count %d
asset_idx
select
fielder_input
Fielder::OnLeave %d
Fielder::OnPlay %d
bv_vib_exg002_out_stop
BEGIN sorrow
BeginSorrow
END sorrow
EndSorrow
Begin Move
BeginMove
bv_vib_exg002_out_mov
End Move
EndMove
player %d com level %d
FielderComDriver
init wait
InitWaitState
pre follow ball
InitPreFollowBallState
follow ball
InitFollowBallState
init rand move
InitRandomMoveState
exg002::DualLayout
LOCAL_NAMESPACE::DualLayout
exg002::Item
LOCAL_NAMESPACE::Item
exg002::ScoreTelop
LOCAL_NAMESPACE::ScoreTelop
exg002::Telop
LOCAL_NAMESPACE::Telop
exg002::UIPopupHidButtonEx
LOCAL_NAMESPACE::UIPopupHidButtonEx
exg002::Layout::Impl
LOCAL_NAMESPACE::Layout::Impl
bs03_point
bs03_point_base
bs01_score
prt02_score00
x_prt02
x_text_00
exg002_count_00
x_text_01
exg002_count_01
x_prt02_t0_text00
exg002_scr_00
x_prt02_t1_text00
x_prt02_t0_cursor
x_prt02_t1_cursor
in
bs02_count
prt03_count
x_text_00_shadow
x_text_01_shadow
tlp01_ballspeed
mng_cmn_skip
sys_skip_vert
exg002_bs05_vs_face_00.bflyt
exg002_bs05_vs_face_01.bflyt
mainmode/exg002/layout.lyt
x_bs05_text00
exg002_tlp_17
exg002_prt04_vs_face.bflyt
x_prt04_gr00
x_prt04_gr01
x_prt04_face%02d_pc256
x_t%d_hook%02d
prt00_result_%02d
bs00_scoreboard
t0_gr
t1_gr
x_head_rd%d_text
exg002_scrbd_00
x_t0_face_gr00
x_t0_face_gr01
x_t1_face_gr00
x_t1_face_gr01
x
x_head_rd0_text
exg002_tlp_14
t0_total
x_t0_rd0_text
exg002_scrbd_01
t1_total
x_t1_rd0_text
exg002_prt01_scoreboard_ef.bflyt
idle
x_t0_rd1_hook
SQ_VOI_DS_PC*_EXG002_READY
RootPane
out
x_text_main
exg002_tlp_13
x_prt03_t0_icon%02d
x_prt03_t1_icon%02d
t%d_mg%d
x_t%d_rd%d_text
exg002_scrbd_02
exg002_scrbd_03
x_t%d_rd0_text
x_t%d_rd%d_hook
x_baloon
x_btn
exg002_bs04_telop_%02d.bflyt
x_hook00
x_hook01
tlp01_playball
tlp01_gameset
tlp01_strike
tlp01_out
tlp01_strikeout
tlp01_change
tlp01_foul
tlp01_hit_00
tlp01_hit_01
tlp01_hit_02
tlp01_homerun
exg002_tlp_10
exg002_tlp_09
exg002_tlp_00
exg002_tlp_02
exg002_tlp_01
exg002_tlp_03
exg002_tlp_08
exg002_tlp_05
exg002_tlp_06
exg002_tlp_05_01
exg002_tlp_07
exg002_tlp_04
x_text_out
x_text_sub
exg002_%s.bflyt
point_in
point_out
exg002_tlp_15_l
exg002_tlp_15_r
x_tlp00_text00
SQ_SE_EXG002_POINT
tlp00_point_00
tlp00_point_01
exg002_%s_%02d.bflyt
x_bs03_text00
exg002_tlp_16
%s_t%d_face%02d_pc%d
%s_t%d_face02_pc%d
exg002_prt06_guide_pop_lr.bflyt
exg002_prt06_guide_pop_ud.bflyt
x_text00
exg002_guide_00
x_text01
exg002_guide_01
system/layout.lyt
sys_guide_pop.bflyt
x_left
x_top
x_under
x_plus
x_minus
x_l
x_r
x_zl
x_zr
x_sl
x_sr
x_stick
PLAYBALL
GAME_SET
GAMESET
STRIKE
OUT
CHANGE
FOUL
HIT
2BASE_HIT
2BASE
3BASE_HIT
3BASE
HOMERUN
SM_JIN_EXG002_TLP_
WD_VOI_LOC_SYS_
SQ_SE_CHEER_EXG002_
SM_JIN_EXG002_TLP_BATTEROUT
WD_VOI_LOC_SYS_BATTEROUT
exg002::Gate
LOCAL_NAMESPACE::Gate
exg002::Glove
LOCAL_NAMESPACE::Glove
exg002::Map::Impl
LOCAL_NAMESPACE::Map::Impl
h_pitch
h_p_bat_left
h_p_bat_right
h_base01
h_base02
h_base03
h_base00
h_base_run01
h_base_run02
h_base_run03
h_p_bat_next_left
h_p_bat_next_right
h_hr_center
model
hook%02d.fmdb
h_outhall00_00
h_outhall00_01
h_outhall01_00
h_outhall01_01
h_outhall02_00
h_outhall02_01
good%03d
door00
idle00
clap00
joy03
cheer00
cheer01
cheer02
audience%03d
glove_stand00.fmdb
glove_stand00
map01.fmdb
map00.fmdb
map01
map00.fskb
map00.fspb
map00_01.fspb
map
map_geo%02d.nbmap
field
wall
tower
h_p
exg002
mainmode/exg002/%s/%s_%s
outhall%02d.fmdb
glove_geo%02d.nbmap
goodwill00
%s.fmdb
%s_open.fskb
%s_close.fskb
gate
SQ_SE_EXG002_WALL_OPEN
SQ_SE_EXG002_HR_DOOR_OPN
SQ_SE_EXG002_OUT_MOV
SQ_SE_EXG002_OUT_STOP
SQ_SE_EXG002_WALL_CLOSE
foul
1hit
2hit
3hit
hr
under
BALL_COLLISION_RADIUS
BALL_DECELERATION_START_TIME
BALL_TAIL_EFFECT_STOP_TIME
BALL_HIT_STOP_FRAME
BALL_STATIONARY_FRAME
BALL_PHYSICS_MASS
BALL_PHYSICS_RESTITUTION
BALL_PHYSICS_STATIC_FRICTION
BALL_PHYSICS_DYNAMIC_FRICTION
BALL_PHYSICS_LINEAR_DAMP
BALL_PHYSICS_ANGULAR_DAMP
HIT_BALL_PHYSICS_MASS
HIT_BALL_PHYSICS_RESTITUTION
HIT_BALL_PHYSICS_STATIC_FRICTION
HIT_BALL_PHYSICS_DYNAMIC_FRICTION
HIT_BALL_PHYSICS_LINEAR_DAMP
HIT_BALL_PHYSICS_ANGULAR_DAMP
BATTER_MOVE_SPEED
BAT_HIT_FRAME
BAT_SWING_SPEED
FIELDER_MOVE_SPEED
HITTING_INIT_SPEED_MAX
HITTING_INIT_SPEED_MIN
HOMERUN_ALLOWABLE_RANGE_ANGLE
HOMERUN_ANGLE_RANGE_HITBALL
HOMERUN_DISTANCE_FROM_HITBALL_TO_HITBOX_CENTER
HOMERUN_FLY_TIME
HOMERUN_INDIRECT_HIGH_TIME
HOMERUN_INDIRECT_LOW_TIME
HOMERUN_INIT_VEL
HOMERUN_END_VEL
HOMERUN_SHOW_TRACK
PITCHER_MOVE_WIDTH
PITCHING_SPEED_MAX
PITCHING_SPEED_MIN
PITCHING_SPEED_MID_MIN
PITCHING_SPEED_MID_MAX
PITCHING_INPUT_SHOW
PITCHING_INPUT_PLAY
PITCHING_INPUT_LOW_RANGE
PITCHING_INPUT_HIGH_RANGE
PITCHING_INPUT_UPDATE_THRESHOLD
PLAYER_SCALE
RUNNER_MOVE_SPEED
RUNNER_MOVE_ROUNDNESS
RUNNER_SHOW_ROUTE
mainmode/exg002/data/exg002_properties.mppd.csv
Property Out Inserted %s %d %d
Property Out Inserted %s %d %f
Property Out Inserted %s %d %f %f %f
Property Out Inserted %s %d %s
true
false
mainmode/exg002/model/exg002_pitch00
mainmode/exg002/model/exg002_pitch00.fmdb
PITCHING
PITCHING_IDLE
PITCHING_MOVE
PITCHING_MOVE_READY
PITCHING_MOVE_FRONT
PITCHING_MOVE_BACK
PITCHING_FIRING
PITCHING_FIRING_PULL
THROW
OUT_JOY
Pitcher::OnSetup %d %p
E:/work/buffet/buffet/Programs/buffet/exg002/exg002_pitcher.cpp
Pitcher::OnLeave %d
Pitcher::OnPlay %d
ENTER INTEREST %d
OnEnterInterest
LEAVE INTEREST %d
OnLeaveInterest
BEGIN PTICHING IDLE
BeginPitchingIdle
SQ_SE_EXG002_GUN_GRAB
SQ_SE_EXG002_GUN_MOV_END
bv_vib_exg002_gun_mov_end
SQ_SE_EXG002_BALL_SHT
bv_vib_exg002_gun_sht
bv_vib_exg002_gun_mov
SQ_SE_EXG002_GUN_MOV
SQ_SE_EXG002_GUN_PULL_END
SQ_SE_EXG002_GUN_PULL
bv_vib_exg002_gun_pull
mainmode/exg002/model/exg002_hookball00.fmdb
mainmode/exg002/model/exg002_hookball00
mainmode/exg002/data/exg002_hookball00_mfa.csv
SUPLLY_BALL
IDLE_LEVER
PULL_LEVER
RETURN_LEVER
FIRE
FIRED
SUPPLY_BALL
h_ball
Create Com DRIVER
PitcherComDriver
RESET OPERATION
SetupOperationQueue
1
2
-------------------------------
Dump
LongAwayMoveOperation
target pos x = %lf
init pos =%lf
init vel = %lf
final vel = %lf
init once = %s
time= %lf
time max= %lf
Dump:WAIT Operation %lf
NeutralWait:
LeverPullOperation
srce lever = %lf
dst lever = %lf
time = %lf
time max = %lf
MoveOperation
Destroy Com DRIVER
~PitcherComDriver
firing_2_idle %lf
operator()
READY > IDLE
player
run00
joy00a
joy00b
guts_pose00a
guts_pose00b
sorrow00a
sorrow00b
subtle00a
subtle00b
toy_guts00a
toy_guts00b
toy_idle00
toy_joy00
toy_joy01
toy_foot00
toy_foot01
toy_sorrow00a
toy_sorrow00b
toy_swing00a
toy_swing00b
toy_swing00c
toy_swing00d
toy_d_idle00
toy_d_ready00
toy_d_walk00_f
toy_d_walk00_b
toy_d_pull00b
toy_d_sht00
toy_d_joy01a
toy_d_joy01b
toy_d_sorrow01a
toy_d_sorrow01b
mainmode/exg002/data/exg002_fielder_blend.blendgraph
%d %s %s
E:/work/buffet/buffet/Programs/buffet/exg002/exg002_player.cpp
InitializeAnim
mainmode/exg002/data/exg002_anim_transit.mpat
null
pitcher_input
set next from %d to %d
NextAnim
attach_L_hand
player_man
WARNING WARNING
ExecuteAwardBase
JUDGE %d
PlayerJudgeReaction
player_popup_guide
interest_obj_man
mainmode/exg002/model/exg002_bat00.fmdb
speed_gun
player_event
result_p01
result_p02
result_p03
result_p04
PROCEED ORDER T%d Batter%d
ProceedBattingOrder
[%d] %s(%u) %s
kinopio_stand00
kinopio_stand01
kinopio_stand02
NULL
DELAY_EXE
WAIT_AWARD_BASE
AWARD_BASE
HOMERUN_JOY
RUN_AWAY
LOOKAT
kinopio_sit00
kinopio_sit01
kinopio_sit02
joy00
surprise00
sit_surprise00
sit_idle00
cheer03
talk00
talk01
AWARD_BASE_JOY
HitBatterRunner
E:/work/buffet/buffet/Programs/buffet/exg002/exg002_runner.cpp
OnBuildStateMachine
AWARD_BASE_END
runner_collision
SURPRISE
exg002::Sequence::Impl
LOCAL_NAMESPACE::Sequence::Impl
exg002_multi
mainmode/exg002//env/exg002_env00.fmdb
mainmode/exg002//env/exg002_dir_light.fmdb
dir_light
light_mt
mainmode/exg002//env/exg002_dir_light
mainmode/exg002//env/exg002_cam_ready00.fsnb
mainmode/exg002//env/exg002_cam_ready01.fsnb
mainmode/exg002//env/exg002_cam_ready02.fsnb
mainmode/exg002//env/exg002_cam_op00.fsnb
mainmode/exg002//env/exg002_cam_op01.fsnb
mainmode/exg002//env/exg002_cam_op02.fsnb
mainmode/exg002//env/exg002_cam_scoreboard00.fsnb
mainmode/exg002//env/exg002_cam_scoreboard01.fsnb
mainmode/exg002//env/exg002_cam_scoreboard02.fsnb
mainmode/exg002//env/exg002_cam_game10.fsnb
mainmode/exg002//env/exg002_cam_result00.fsnb
mainmode/exg002//env/exg002_cam_batter00.fsnb
mainmode/exg002//env/exg002_cam_batter01.fsnb
mainmode/exg002//env/exg002_cam_batter02.fsnb
mainmode/exg002//env/exg002_cam_batter03.fsnb
mainmode/exg002//env/exg002_cam_batter04.fsnb
mainmode/exg002//env/exg002_cam_batter05.fsnb
mainmode/exg002//env/exg002_cam_pitcher00.fsnb
mainmode/exg002//env/exg002_cam_pitcher01.fsnb
mainmode/exg002//env/exg002_cam_pitcher02.fsnb
mainmode/exg002//env/exg002_cam_runner00.fsnb
mainmode/exg002//env/exg002_cam_game11.fsnb
mainmode/exg002//env/exg002_cam_game20.fsnb
mainmode/exg002//env/exg002_cam_game21.fsnb
mainmode/exg002//env/exg002_cam_game00.fsnb
mainmode/exg002//env/exg002_cam_homerun00.fsnb
mainmode/exg002//env/exg002_cam_homerun01.fsnb
mainmode/exg002//env/exg002_cam_homein00.fsnb
mainmode/exg002//env/exg002_cam_homein01.fsnb
mainmode/exg002//env/exg002_cam_hit01.fsnb
mainmode/exg002//env/exg002_cam_hit02.fsnb
mainmode/exg002//env/exg002_cam_hit02b.fsnb
mainmode/exg002//env/exg002_env00%s
.fmdb
SM_BGM_EXG002_OP
SQ_VOI_DS_PC*_EXG002_TURN
shadowAutoCameraNear
shadowAutoCameraFar
SQ_SE_SYS_SKIP
bv_vib_sys_skip
exg002_inning_select_00
exg002_inning_select_00_v
exg002_inning_select_01
exg002_inning_select_02
exg002_inning_select_03
SQ_VOI_GAYA_EXG002_OPENING
SQ_SE_CHEER_EXG002_OP
SQ_SE_CHEER_EXG002_BALL_HIT_HR
SQ_VOI_GAYA_EXG002_HOMERUNSHOT
SQ_SE_CHEER_EXG002_BALL_HIT
SQ_VOI_GAYA_EXG002_SHOT
hr_scene
SQ_VOI_GAYA_EXG002_HIT
SQ_VOI_GAYA_EXG002_2BASE
SQ_VOI_GAYA_EXG002_3BASE
SQ_VOI_GAYA_EXG002_HOMERUN
SQ_VOI_GAYA_EXG002_OUT
SQ_SE_CHEER_EXG002_HOMEIN
SQ_VOI_GAYA_EXG002_CHANGE
SQ_VOI_GAYA_EXG002_RESULT
SQ_VOI_GAYA_EXG002_RESULT_DRAW
exg002_win_00
SQ_SE_CHEER_EXG002_RESULT
SQ_SE_CHEER_EXG002_RESULT_DRAW
SM_BGM_EXG002_RES
mainmode/exg002/data/exg002_%s_schedule.csv
E:/work/buffet/buffet/Programs/buffet/exg002/exg002_sequence.cpp
EffectScene
[%d]
%s:%d:%s:
Not Found %s
mainmode/exg002/model/exg002_%s_locator.fmdb
exg002::SceneExg002
E:/work/buffet/buffet/Programs/buffet/exg002/exg002_scene.cpp
SceneExg002
SetupGame
CleanupGame
stl
DELAY INVISIBLE COMPLETE
./DRGameObject.h
ApplyTransform
[%d] %s
%s.bflyt
%s_shadow
ufo_idle00
wriggle00
ufo_lever00
win00a
win00b
lose00a
lose00b
SCALING!!
E:/work/buffet/buffet/Programs/buffet/exg003/exg003_actor.cpp
OnCreate
Move
EvadeInvincible
EvadeDeadlock
EvadeBullet
Aim
ROTX = %f %f %f
E:/work/buffet/buffet/Programs/buffet/exg003/exg003_light.cpp
Update
LIGHT DIR = %f %f %f
EVENING PARAM = %f
SetTargetRotY
TANK: DELETE RESPAWN COLOR TEXTURE.
E:/work/buffet/buffet/Programs/buffet/exg003/exg003_main.cpp
CleanUp
mainmode/exg003/effect/Effect.xml
mainmode/exg003/data/map.csv
mainmode/exg003/data/testmap.csv
%s.fmdb
%s_in
%s_out
mainmode/exg003/model/exg003_obj_wall00_line
exg003_bg00_gimmick00
exg003_bg00_gimmick01
mainmode/exg003/model/%s.fmdb
mainmode/exg003/model/%s
exg003_multi
mainmode/exg003/model/textures/exg003_obj_respawn%02d_alb.ftxb
TANK: ALLOC RESPAWN COLOR TEXTURE. %s
OnSetUp
mainmode/exg003/env/exg003_dir_light.fmdb
VS = %f, H = %f
NEW TANK %d
mainmode/exg003/model/exg003_bg00.fmdb
mainmode/exg003/model/exg003_bg01.fmdb
mainmode/exg003/model/exg003_obj_wall00_%dx_%02d.fmdb
wall%02d
pillar00
mainmode/exg003/model/exg003_obj_pillar00
mainmode/exg003/model/exg003_obj_block01.fmdb
mainmode/exg003/model/exg003_obj_block00.fmdb
mainmode/exg003/model/exg003_obj_block00_01.fmdb
mainmode/exg003/model/exg003_obj_block00_02.fmdb
mainmode/exg003/model/exg003_obj_block_shadow.fmdb
mainmode/exg003/model/exg003_obj_block01_shadow.fmdb
mainmode/exg003/model/exg003_dummy_wall.fmdb
mainmode/exg003/model/exg003_obj_block00_collapse.fmdb
mainmode/exg003/model/exg003_obj_block00_01_collapse.fmdb
mainmode/exg003/layout.lyt
exg003_map_connect
P_00/N_00/x_text_00
exg003_in_00
P_00/N_00/x_text_01
exg003_map_select_wait
exg003_map_select_single
exg003_map_select_tatami
x_text_00
exg003_in_01
x_text_01
exg003_in_02
exg003_rule_finger
exg003_guide_frame_00
exg003_guide_frame_01
exg003_guide_frame_02
exg003_map_operation
exg003_in_13
x_text_00_shadow
exg003_in_14
x_text_01_shadow
x_text_02
exg003_in_15
x_text_02_shadow
P_pict_11
P_pict_12
mainmode/exg003/layout/Selectionscreen.lyt
cursor
mainmode/exg003/model/textures/exg003_01A.ftxb
mainmode/exg003/model/textures/exg003_01B.ftxb
mainmode/exg003/model/textures/exg003_02A.ftxb
mainmode/exg003/model/textures/exg003_02B.ftxb
mainmode/exg003/model/textures/exg003_03A.ftxb
mainmode/exg003/model/textures/exg003_03B.ftxb
mainmode/exg003/model/textures/exg003_04A.ftxb
mainmode/exg003/model/textures/exg003_04B.ftxb
mainmode/exg003/model/textures/exg003_05A.ftxb
mainmode/exg003/model/textures/exg003_05B.ftxb
mainmode/exg003/model/textures/exg003_06A.ftxb
mainmode/exg003/model/textures/exg003_06B.ftxb
shadow_hook
INPUT ROOM COLLISION %d %d
CreateMapObject
mainmode/exg003/model/exg003_obj_block%02d.fmdb
mainmode/exg003/model/exg003_stone%02d.fmdb
mainmode/exg003/model/tree00.fmdb
mainmode/exg003/model/exg003_obj_respawn.fmdb
TEX COLOR %d
exg003_obj_respawn_mt
_a0
mainmode/exg003/model/exg003_obj_respawn
mainmode/exg003/model/exg003_obj_respawn01
mainmode/exg003/model/exg003_obj_respawn02
ATTACH TO LEFT PILLAR
AddCollision
ATTACH TO RIGHT PILLAR
ATTACH TO WALL
ATTACH TARGET IS EMPTY
WD_VOI_LOC_SYS_WINNERS
!!!! OperationUI is IN!!!!!
SequenceUpdate
in
normal
SQ_SE_SYS_NX_CONNECTED
CON:%d -> %d %f %f %f
UpdateConnection
ROOM%d = %f %f %f [%f]
STATION_INFO: IN %f %f %f : OUT %d, myEdge = %d, targetEdge = %d, diff = %f
WALL_INFO(%d): LEFT %f : RIGHT %f
NOM %d->%d: %d %d [%d] / CON:%.0f %.0f %.0f
-----------------------
BASE %d : TARGET %d
WALL_SIZE = %f
CHANGE WALL R: ml %d mr %d tl %d tr %d
CHANGE WALL L: ml %d mr %d tl %d tr %d
FROM RIGHT(%d): %f - %f - %f
FROM LEFT(%d): %f + %f - %f
SPECIAL CASE
REVERSE = %d
baserot = %d, targetrot = %f
%%%%%%%%%%%%%%%%%%%%%%%%% BASE IS %d %f
ROOMS[%d] PREV GLOBAL ROTATION = %f
out
!!!! OperationUI is OUT!!!!!
QQINFO (%d) %d %d
SetBezelCollisionOf
SWINFO %f
BOTTOM_HEIGHT(%d) = %f
TOP_HEIGHT(%d) = %f
CREATE %d d[%d %d] :%d %d %d %d: sz[%f %f %f] pos[%f 0, %f]
CreateBlockCollisionOf
COMPLETE %d
mainmode/exg003/model/exg003_obj_block%02d_01.fmdb
mainmode/exg003/model/exg003_obj_block%02d_02.fmdb
mainmode/exg003/model/exg003_obj_block00_01_collapse
exg003_bomb03
SQ_SE_EXG003_BLOCK_HIBI
exg003_bomb02
SQ_SE_EXG003_BLOCK_BLK
mainmode/exg003/model/exg003_obj_block%02d_collapse
REFLECTION! %d
UpdateCollision
exg003_bomb01
WALL STATUS
OpenMyWalls
%s
true
false
OPENWALLS : ERROR!!!!!!!
exg003_sand00
PARSE TAG %d %d %d
GetBlockInfoByTag
SET TAG %d %d %d
SetBlockInfoToTag
RotationEulerY = %f
CommitTankRotation
FRONTXZ OF[%d] = %f %f
GetTankRotation
RESPAWN Y = %d %d %d
GetOppositeTankDirection
NO SPACE = %d [type is %d]
CONNECTION EFFECT IN = %f %f POS = %f %f %f
PlayConnectionEffect
exg003_combine
map_button_%02d
Down
on
PARTS_BASE_POS %f %f
Act
Deadlock ... %d
%s
SM_BGM_EXG003_RES
exg003_result_host_2on2
exg003_result_host
P_rankpanel_%02d
exg003_in_05
exg003_in_06_2nd
exg003_in_07_3rd
exg003_in_08_4th
exg003_rank_panel_2on2_win
P_3Dcharacter
P_3Dcharacter_1
x_count_text
exg003_in_10
x_count_text_shadow
x_count_text_1
x_count_text_shadow_1
x_number_text
exg003_in_09
x_number_text_shadow
x_number_text_1
x_number_text_shadow_1
x_rank_text
exg003_in_2vs2
x_rank_text_shadow
exg003_rank_panel
mainmode/exg003/env/exg003_result_dir_light.fmdb
dir_light
light_mt
mainmode/exg003/model/exg003_result_2on2_pos.fmdb
mainmode/exg003/model/exg003_result_pos.fmdb
result_hook00
result_hook01
result_hook02
result_hook03
mainmode/exg003/env/exg003_cam_result_2on2.fsnb
mainmode/exg003/env/exg003_cam_result.fsnb
exg003_result
NODE MAP CREATION
REG %d %d
X = %d, Z = %d, W = %d, H = %d
INVALID INDEX DETECTED! %d %d
candidates = %d
room0 = %d
room1 = %d
AW %f %f %f
exg003_main
START COUNT DOWN COMPLETED
SM_BGM_EXG003
READY!!!!!!!!!!!!!!
GUIDE SHOW
Query
ALL STATION IS CONNECTED!
bv_vib_exg003_ok_deci
SQ_SE_EXG003_INS_OK
TO TUTORIAL
SQ_SE_SYS_DECI_INP
exg003_okpanel
exg003_in_03
exg003_in_04
off
x_face_pc256
CHARA ID = %d
LoadAndSetReadyIconOf
SET UI POS orig -> %f %f %f lyt -> %f %f %f
P_00/N_00/N_%02d
MOVETO: %d: CURRENT NODE NOT FOUND
MoveTo
SQ_SE_EXG003_OP_TNK_TRN
tankinfo = %f %f %f, F %f %f %f
CommonOpening
posses = %f %f %f, %f %f %f
START AXIS = %f %F %f
RunInternal
END AXIS = %f %f %f
SQ_SE_EXG003_OP_CAM_MOV
POS = %f %f %f
SQ_SE_EXG003_OP_CAM_MOV_2
MPP: 110
SetMaripaPointTo
MPP: 111 [%d]
MPP: 112 [%d]
MPP: 113
END ACHIEVEMENT SETTINGS
Tutorial start!
CURRENT ANIM NAME: %s
exg003_msg%02d
system/model/menu_exg003.fmdb
system/model/menu_exg003_00
system/model/menu_exg003_01
system/model/menu_exg003_02
system/model/menu_exg003_03
system/model/menu_switch_body.fmdb
hook_exg003_00
hook_exg003_01
system/env/menu_env_exg003.fmdb
system/env/menu_dir_light_exg003.fmdb
system/env/menu_cam_exg003_00.fsnb
SQ_SE_EXG003_TUT_CONNECT
SQ_SE_EXG003_TUT_CIR_HOT
SQ_SE_EXG003_TUT_CIR_HIDE
Tutorial ended!
exg003
Vibration/edm-clap-24.bnvib
ERROR: GetTankCountOf: %d %d
./DRNet.h
GetTankCountOf
ERROR: GetConnectionType: %d %d
GetConnectionType
CONSTRUCT TANK %p
E:/work/buffet/buffet/Programs/buffet/exg003/exg003_tank.h
Tank
INVALID STATION ID %d
GetMyStationID
mng_cmn_skip
exg_line00
PLAY BGM %s
E:/work/buffet/buffet/Programs/Libraries/libsb/src\sb_sound.h
PlayBGM
skip vibration because com.
PlayVibration
PLAY VIBRATION %s, %d
PLAY 3D SOUND %s
Play3DSound
skip vibration stop because com.
StopVibration
STOP VIBRATION %d
switch_monitor_mt
Skip Vibration [%d][%d]
E:/work/buffet/buffet/Programs/Libraries/libsb/src\sb_fiber.h
ShouldSkip
bv_vib_sys_skip
SQ_SE_SYS_SKIP
CURSOR: SELECT: %d
operator()
CURSOR ENTER: %d
MultiScreen::Initialize Start
E:/work/buffet/buffet/Programs/buffet/exg003/exg003_multiScreen.cpp
Initialize
MultiScreen::Initialize End
RESULT %d %d %f %f %f
GetRelativeTransform
MultiScreen::Trigger Detected
exg003::Player
SQ_VOI_DS_PC*_ACTION_VAR
PLAY SE LABEL %s
E:/work/buffet/buffet/Programs/buffet/exg003/exg003_player.cpp
PlayActionVoice
SQ_VOI_DS_PC*_READY
PlayOKVoice
FADE IN SHADOW
E:/work/buffet/buffet/Programs/buffet/exg003/exg003_shadows.cpp
CreateShadowInternal
mainmode/exg003/model/exg003_obj_shadow00.fmdb
mainmode/exg003/model/exg003_obj_shadow01.fmdb
mainmode/exg003/model/exg003_obj_shadow03.fmdb
X = %d Y = %d NEW = %d PREV = %d
RefreshShadow
mainmode/exg003/model/exg003_obj_shadow_in
mainmode/exg003/model/exg003_obj_shadow_out
mainmode/exg003/model/exg003_obj_shadow03_in
mainmode/exg003/model/exg003_obj_shadow03_out
mainmode/exg003/model/exg003_ammunition.fmdb
exg003_ammunition_mt
exg003_bomb00
SQ_SE_EXG003_HIT_TANK
SQ_SE_EXG003_HIT_OBJ
SQ_SE_EXG003_REFLECT
chara_hook
chara_hook01
chara_hook02
mainmode/exg003/model/exg003_tank00_upper.fmdb
mainmode/exg003/model/exg003_tank00_lower.fmdb
mainmode/exg003/model/exg003_tank00_caterpillar.fmdb
upper_hook
caterpillar_L_hook
caterpillar_R_hook
mainmode/exg003/model/exg003_tank00_collapse.fmdb
mainmode/exg003/model/exg003_tank00_collapse
mainmode/exg003/model/exg003_tank00_caterpillar
mainmode/exg003/model/exg003_tank00_caterpillar_tire
mainmode/exg003/model/exg003_tank00_cannon.fmdb
cannon_hook
mainmode/exg003/model/exg003_tank00_cannon
mainmode/exg003/model/exg003_tank00_cannon_shrink00
mainmode/exg003/model/exg003_tank00_cannon_shrink01
mainmode/exg003/model/exg003_tank00_handle
mainmode/exg003/model/exg003_tank00_handle.fmdb
handle_L_hook
handle_R_hook
mainmode/exg003/model/textures/exg003_tank%02d_alb.ftxb
TANK: ALLOC BODY TEXTURE.
E:/work/buffet/buffet/Programs/buffet/exg003/exg003_tank.cpp
Start
exg003_tank00_mt
exg003_tank00_cannon_mt
mainmode/exg003/model/textures/exg003_tank%02d_01_alb.ftxb
exg003_tank00_00_mt
START TANK %d
mainmode/exg003/model/exg003_tank00_d_caterpillar.fmdb
bv = %f %f %f : s %f %f %f : v %f %f %f : e %f %f %f
StartPlayerFlying
bv_vib_exg003_hit_tank
SQ_VOI_DS_PC*_EXG003_FALL
REVERT!!!!!!!!!!!!!!
HitWorkOfCannonCollision
ammunition_hook
JUST GETTING INVINCIBLE %d
exg003_shot00
SQ_SE_EXG003_SHT
bv_vib_exg003_sht
****************** Cancel Recoil [%d] *********************
SetRecoil
****************** Start Recoil [%d] *********************
Shot Wheelie [%d][%1.8f]
UpdateRecoil
Shot Wheelie end![%1.8f]
*** Recoil end![%d][%1.8f]
Adjust Pitch to 0
UpdatePosture
Adjust Roll to 0
!!!!!!!!!![To Zero but revert!]!!!!!!!!!!!!!!
!!!!!!!!!![To Zero!][%1.8f][%1.8f]!!!!!!!!!!!!!!
!!!!!!!!!![Up to Y (%1.8f)!]!!!!!!!!!!!!!!
Chnage Pitch & Roll [%1.8f, %1.8f]
!!!!!!!!!![Now Recoiling! canceled!][%d]!!!!!!!!!!!!!!
exg003_disappear
SQ_SE_EXG003_TANK_MOV
bv_vib_exg003_tank_mov
TANK: DESTROY BODY TEXTURE.
~Tank
DESTRUCT TANK %p
exg003_wheelsmoke00
exg003::SceneExg003
E:/work/buffet/buffet/Programs/buffet/exg003/exg003_scene.cpp
SceneExg003
SetupGame
mainmode/exg003/env/exg003_env.fmdb
mainmode/exg003/env/exg003_skybox00.fmdb
TEST... %f %f %f
SetupGame Completed.
SM_BGM_EXG003_OP
ALLOC RETRY MENU
MainLoop
CleanupGame
DELETE RETRY MENU
exg004::SceneExg004
E:/work/buffet/buffet/Programs/buffet/exg004/exg004_scene.cpp
SceneExg004
[%d] %s
SetupGame
mainmode/exg004/layout.lyt
exg004_tutorial_btn.bflyt
x_text_btn
exg004_03_00
exg004_tutorial_guide.bflyt
exg004_tutorial_tlp.bflyt
x_text
exg004_03_01
exg004_start.bflyt
x_text_00
exg004_00_00
x_text_btn_00
exg004_00_02
x_text_btn_01
exg004_00_03
exg004_game.bflyt
exg004_correct.bflyt
exg004_01_04
x_text_00_shadow
x_text_01
exg004_01_05
x_text_01_shadow
x_text_02
exg004_01_06
x_text_02_shadow
exg004_correct_mark.bflyt
exg004_incorrect_mark.bflyt
exg004_result.bflyt
exg004_00_07
exg004_rule_finger.bflyt
exg004_lookhost.bflyt
x_text_shadow
mainmode/exg004/model/exg004_bg_pazzle.fmdb
mainmode/exg004/model/exg004_bg_pazzle
mainmode/exg004/ss/converted/exg004_inst_nx0_00.ftxb
mainmode/exg004/ss/converted/exg004_inst_nx1_00.ftxb
mainmode/exg004/ss/converted/exg004_inst_nx0_01.ftxb
mainmode/exg004/ss/converted/exg004_inst_nx1_01.ftxb
ステーションスロット上書き: %d
exg004_line00
CleanupGame
mainmode/exg004/data/exg004_pattern.json
easy
normal
hard
groups
NX%d
Screen
exg004_00_04
exg004_00_01
exg004_00_05
exg004_00_06
exg004
in
x_Bd_00
N_btn
on
cursor
off
press
x_Bd_01
N_btn_rule
SQ_SE_SYS_DECI_INP
out
SM_BGM_EXG004_MLT
mainmode/exg004/map/exg004_tutorial00.nbmap
mainmode/exg004/map/exg004_map%02d.nbmap
RunRound
map: %s
x_Bd
SQ_SE_SYS_SKIP
マップ番号: %02d
referenceT: (%8.4f, %8.4f), referenceR: %8.4f
currentT: (%8.4f, %8.4f), currentR: %8.4f
%s, %s, %s
t
f
SQ_SE_EXG004_CORRECT
SQ_VOI_DS_PC*_EXG004_JOY
SQ_VOI_DS_PC*_QUESTION
SQ_SE_EXG004_NG
SQ_VOI_DS_PC*_SAD
SM_BGM_EXG004_RES
WD_VOI_LOC_SYS_NEWRECORD
switch_monitor_mt
_a0
SM_BGM_EXG004_OP
exg004_01_00
exg004_01_01
exg004_01_02
exg004_01_03
mainmode/exg004/env/exg004_env_pazzle.fmdb
mainmode/exg004/env/exg004_dir_light_pazzle.fmdb
exg004_dir_light_pazzle
light_mt
mainmode/exg004/env/exg004_env_result.fmdb
mainmode/exg004/env/exg004_dir_light_result.fmdb
exg004_dir_light_result
mainmode/exg004/model/exg004_map0.fmdb
mainmode/exg004/model/exg004_map1.fmdb
mainmode/exg004/model/exg004_sky
mainmode/exg004/model/exg004_shadow.fmdb
mainmode/exg004/model/exg004_shadow
mainmode/exg004/model/exg004_banana_res1.fmdb
mainmode/exg004/model/exg004_banana_res0.fmdb
mainmode/exg004/model/exg004_wood.fmdb
mainmode/exg004/model/exg004_rock.fmdb
pos_pc
pos_dk
exg004_result01
exg004_result00
system/env/menu_env_exg004.fmdb
system/env/menu_dir_light_exg004.fmdb
menu_dir_light_exg004
system/model/menu_exg004.fmdb
system/model/menu_exg004
system/model/menu_switch_body.fmdb
hook_exg004_00
hook_exg004_01
ShowMark
%8.4f, %8.4f, %8.4f, %8.4f
localPos: %8.4f, %8.4f, %8.4f
worldPos: %8.4f, %8.4f, %8.4f
mainmode/exg004/effect/exg004_effect.xml
system/env/menu_cam_exg004_00.fsnb
mainmode/exg004/env/exg004_cam_result.fsnb
stl
joy00a
joy00b
win00a
win00b
E:/work/buffet/buffet/Programs/Libraries/libmp/src/mp_coroutine.h
banana
banana0
exg004_banana0
banana1
exg004_banana1
banana2
exg004_banana2
mgx105::Player
padEnable_
stl
mgx105::Camera
fovy_
z_near_
z_far_
center_[0]
center_[1]
center_[2]
rot_[0]
rot_[1]
rot_[2]
zoom_
minigame/mgx105/env/mgx105_cam00.fsnb
minigame/mgx105/env/mgx105_cam00_op.fsnb
mgx105::Director
カメラ
マップ
minigame/mgx105/effect/effect.xml
mgx105_op_pos00
mgx105_op_pos0%d
mgx105_op_pos07
mgx105_rs_pos%02d
mgx105_rs_pos20
mgx105_rs_pos21
mgx105_rs_pos22
mgx105_rs_pos23
mgx105_rs_pos01
mgx105_rs_pos02
mgx105_rs_pos03
mgx105_rs_pos04
mgx105::Map
minigame/mgx105/env/mgx105_env.fmdb
minigame/mgx105/env/mgx105_dir_light.fmdb
minigame/mgx105/env/mgx105_dir_light_op.fspb
minigame/mgx105/env/mgx105_dir_light_rs.fspb
minigame/mgx105/model/mgx105_map00.fmdb
minigame/mgx105/model/mgx105_map00.fskb
minigame/mgx105/model/mgx105_map00.ftsb
minigame/mgx105/model/mgx105_map01.fmdb
minigame/mgx105/model/mgx105_map01_rs.fskb
minigame/mgx105/model/mgx105_map01_op.fskb
minigame/mgx105/model/mgx105_map01_op.fspb
minigame/mgx105/model/mgx105_map01_rs.fspb
mgx105_dir_light
light_mt
minigame/mgx105/model/mgx105_map00_col.nbmap
minigame/mgx105/model/mgx105_map00_col2.nbmap
mgx105_waterfall
mgx105_map00
Box
Sphere
Sphere1
Sphere2
Sphere3
Sphere4
Sphere5
Sphere6
Sphere7
mgx105::Pengin
mgx105::ActorBase
mgx105::NpcBase
mgx105::NpcPengin::Imp
idle00
joyful00
jump00
run00
slide00a
slide00b
walk00
mgx105::NpcPengin
モーションステート
mgx105_find00
NDcha_pos
SQ_SE_MGX105_SUCCESS
SQ_SE_MGX105_NPC091_SLIP
mgx105::NpcPengin2::Imp
mgx105op00
joyful01
mgx105::NpcPengin2
mgx105_map01_door
SQ_SE_MGX105_OP_DOR_OPN
mgx105::NpcKinopio::Imp
cheer00
cheer01
cheer02
mgx105::NpcKinopio
mgx105::Scene
ゲームディレクタ
SQ_SE_MGX106_SWT_ON
bv_vib_mgx106_button
SQ_SE_MGX106_SWT_OFF
minigame/mgx106/effect/effect.xml
mgx106_button00
mgx106_button01
obstacle-block%d
piece_up00
piece_throw00
piece_catch00
look00
beat_surprise01a
beat_surprise01b
piece_idle00
piece_walk00
piece_run00
minigame/mgx106/data/mgx106_anim_transit.mpat
minigame/mgx106/model/mgx106_piece_idle
minigame/mgx106/model/mgx106_piece_map
minigame/mgx106/model/mgx106_piece_fall
minigame/mgx106/data/mgx106_piece.csv
SQ_SE_MGX106_PCE_UP
SQ_SE_MGX106_PCE_MOV
SQ_SE_MGX106_PCE_LND
mgx106
attach_R_hand
bv_vib_mgx106_panel_get
SQ_SE_PLY_CATCH
SQ_SE_MGX106_WAL_DWN
mgx106_gate00
mgx106_gate01
SQ_SE_MGX106_WAL_UP
mgx106::Scene
minigame\mgx106\model\mgx106_map_outside.fmdb
minigame\mgx106\model\mgx106_door_back.fmdb
minigame\mgx106\model\mgx106_door.fmdb
minigame\mgx106\model\mgx106_door
minigame/mgx106/env/mgx106_env00.fmdb
minigame/mgx106/env/mgx106_dir_light.fmdb
mgx106_dir_light
light_mt
minigame\mgx106\model\mgx106_map00.fmdb
minigame\mgx106\map\map0\new-map-small.nbmap
minigame\mgx106\model\mgx106_map01.fmdb
minigame\mgx106\map\map1\new-map-small.nbmap
minigame\mgx106\model\mgx106_map02.fmdb
minigame\mgx106\map\map2\new-map-small.nbmap
minigame\mgx106\model\mgx106_hook_set.fmdb
minigame\mgx106\model\mgx106_piece.fmdb
minigame\mgx106\model\mgx106_button00.fmdb
minigame\mgx106\model\mgx106_button00_up
minigame\mgx106\model\mgx106_button00_down
minigame\mgx106\model\mgx106_button01.fmdb
minigame\mgx106\model\mgx106_button01_up
minigame\mgx106\model\mgx106_button01_down
minigame\mgx106\model\mgx106_gate00.fmdb
minigame\mgx106\model\mgx106_gate00_up
minigame\mgx106\model\mgx106_gate00_down
minigame\mgx106\model\mgx106_gate01.fmdb
minigame\mgx106\model\mgx106_gate01_up
minigame\mgx106\model\mgx106_gate01_down
minigame/mgx106/env/mgx106_cam_op.fsnb
minigame/mgx106/env/mgx106_cam.fsnb
minigame/mgx106/env/mgx106_cam_ed.fsnb
spawn0
spawn1
spawn2
spawn3
piece%d
button%d
wall%d
mgx106_fire00
hook_ef0%d
mgx106_piece00
mgx106_piece
mgx106_map00
SQ_SE_MGX106_OP_LIGHT
hook_p00
hook_p01
hook_p02
hook_p05
hook_p08
hook_p07
hook_p06
hook_p03
hook_p04
x : %d, y : %d
goal%d
anglei : %f
anglej : %f
mgx106_piece01
SQ_SE_MGX106_DOR_OPN
bv_vib_mgx106_dor_opn
mgx106_map01
minigame/mgx106/env/mgx106_dir_light_result.fmdb
card_up00a
card_up00b
card_turn00a
card_turn00b
card_put00
sorrow00a
sorrow00b
joy00a
joy00b
card_think00
mgx107::Player
padEnable_
SQ_SE_MGX107_CRD_CHO
bv_vib_mgx107_deci
SQ_SE_MGX107_CRD_TAKE
SQ_SE_MGX107_CRD_MEKURU
SQ_SE_MGX107_CRD_PUT
attach_head
stl
mgx107::Camera
fovy_
z_near_
z_far_
center_[0]
center_[1]
center_[2]
rot_[0]
rot_[1]
rot_[2]
zoom_
minigame/mgx107/env/mgx107_cam_game.fsnb
minigame/mgx107/env/mgx107_cam_op.fsnb
mgx107::Card
mgx107_card_a
mgx107_card_b
mgx107_card_c
mgx107_card_d
mgx107_card_e
mgx107_card_f
minigame/mgx107/model/%s.fmdb
minigame/mgx107/model/mgx107_card_turn.fskb
minigame/mgx107/model/mgx107_card_decide.fskb
minigame/mgx107/model/mgx107_card_result.fskb
minigame/mgx107/model/mgx107_card_turn2.fskb
minigame/mgx107/model/mgx107_card_decide.fclb
card_select
minigame/mgx107/effect/effect.xml
mgx107_select
bv_vib_mgx107_cursor
mgx107_flame
ef_success00
mgx107::Director
カメラ
マップ
pos_card_center
pos_card%02d
pos_pc%02d
pos_npc01
SQ_SE_TLP_MGX107_LEARN
SQ_SE_MGX107_CRD_FLY_TN
SQ_SE_MGX107_CRD_SUF
SQ_SE_TLP_MGX107_SELECT
SQ_SE_MGX107_CRD_ALL_ROLL
SQ_SE_SYS_WHISTLE
SQ_SE_MGX107_SUCCESS
SQ_SE_MGX107_MISS
mgx107::NpcKameck::Imp
fly_idle00
fw_idle00
fly_wandup00a
fly_wandup00b
fw_reverse00
fw_shuffle00
fw_shuffle01
head
mgx107_smoke00
mgx107::NpcKameck
minigame/mgx107/model/pos_kamec_move.fmdb
pos_km_%02d
SQ_SE_MGX107_OP_NPC051_APP
SQ_SE_MGX107_CRD_APP
SQ_SE_MGX107_NPC051_MAGIC
SQ_SE_MGX107_NPC051_MAGIC_LTLE
SQ_SE_MGX107_CRD_DIS
mgx107::Map
minigame/mgx107/env/mgx107_env.fmdb
minigame/mgx107/env/mgx107_skybox00.fmdb
minigame/mgx107/env/mgx107_dir_light.fmdb
dir_light
light_mt
minigame/mgx107/model/mgx107_p_light00.fmdb
minigame/mgx107/model/mgx107_p_light01.fmdb
minigame/mgx107/model/mgx107_ground.fmdb
minigame/mgx107/model/mgx107_bg.fmdb
minigame/mgx107/model/mgx107_wall.fmdb
minigame/mgx107/model/mgx107_window.fmdb
minigame/mgx107/model/mgx107_lamp_emi.fmdb
mgx107::CUI
mgx107_tlp_guide.bflyt
mgx107_tlp_guide_a.bflyt
minigame/mgx107/layout.lyt
mng_mgx107_%02d
x_text_main
x_text_main_shadow
mgx107_panel_2miss.bflyt
mgx107_panel.bflyt
T_text_00
mng_mgx107_02
T_text_01
in
out
icon%d
P_pict_01
P_pict_00
P_pict_02
P_pict_03
SQ_SE_MGX107_MISS_LAMP
mgx107::SceneMgx107
ゲームディレクタ
x_num_1_0
x_num_2_0
x_num_2_1
x_num_3_0
x_num_3_1
x_num_3_2
mgx607::CAudience
idle00
cheer00
joy01
flag_wave00
cheer03
cheer01
clap00
sit_idle00
sit_clap00
sit_joy00
mgx607::CCamera
minigame/mgx607/env/mgx607_cam_op_s.fsnb
minigame/mgx607/env/mgx607_cam_op.fsnb
minigame/mgx607/env/mgx607_cam_00.fsnb
system/env/sys_cam_result_team.fsnb
minigame/mgx607/env/mgx607_cam_res_ye0.fsnb
minigame/mgx607/env/mgx607_cam_res_ye1.fsnb
mgx607::CEffect
minigame/mgx607/effect/mgx607_effect.xml
mgx607::CEnv
minigame/mgx607/env/mgx607_env.fmdb
minigame/mgx607/env/mgx607_dir_light.fmdb
mgx607_dir_light
light_mt
mgx607::CFLAG
create flag(%d)
E:/work/buffet/buffet/Programs/buffet/mgx607/mgx607_flag.cpp
CFLAG
[%d] %s
minigame/mgx607/model/mgx607_flag_%dp.fmdb
minigame/mgx607/model/mgx607_flag_%dp
mgx607::CGame
SQ_VOI_GAYA_EXCITE
SQ_SE_MGX607_PULL
SQ_SE_SYS_CHEER_MG_REACTION_FIN
SQ_SE_TLP_MGX607_WIN
out
SQ_SE_TLP_MGX607_DEC_BAT
in
team(%d) order(%d) base_x(%.2f)
E:/work/buffet/buffet/Programs/buffet/mgx607/mgx607_game.cpp
SetGamePlayerBaseInfo
botom(%d:%d):%f
SQ_SE_MGX607_GET
SQ_SE_MGX607_LAND
stl
mgx607::CMap
minigame/mgx607/model/%s.fmdb
minigame/mgx607/model/mgx607_mat01_op.fmdb
minigame/mgx607/model/mgx607_circlemat_op.fmdb
minigame/mgx607/model/mgx607_rope_lift
minigame/mgx607/model/mgx607_rope_swing
minigame/mgx607/model/mgx607_rope_stop
mgx607_map00
CRope
rope
joint_%03d
mgx607::CNPC
attach_R_hand
attach_L_hand
hook_npc
flag_idle00
flag_think00
flag_move_l00
flag_move_r00
flag_up_l00a
flag_up_l00b
flag_up_r00a
flag_up_r00b
flag_up_w00a
flag_up_w00b
flag_draw00a
flag_draw00b
mgx607::CObjectBase
mgx607::CPlayerBase
[create player base]:player(%d) chara(%d) team(%d)
E:/work/buffet/buffet/Programs/buffet/mgx607/mgx607_playerBase.cpp
CPlayerBase
bv_vib_mgx607_rope_pull
mgx607_pc_sweat00
attach_head
walk00
run00
joy00a
joy00b
res_sorrow00a
res_sorrow00b
rope_idle_l00
rope_pull_l00
rope_pull_l01
rope_resist_l00
rope_up00_l
rope_down00_l
rope_idle_r00
rope_pull_r00
rope_pull_r01
rope_resist_r00
rope_up00_r
rope_down00_r
sorrow00a
sorrow00b
mgx607::CPlayerMain
mgx607::CPlayerSupport
mgx607::CProperty
mgx607::CUI
minigame/mgx607/layout.lyt
mgx607_tlp.bflyt
x_01
x_text_00_shadow
mng_mgx607_00
x_text_00
x_00
x_text_01_shadow
mng_mgx607_01
x_text_01
x_baloon
mgx607::CUtility
mgx607::CWork
minigame/mgx607/csv/com.csv
[com param]
E:/work/buffet/buffet/Programs/buffet/mgx607/mgx607_work.cpp
CWork
main %d:base%.2f rand%.2f
support base%.2f rand%.2f
feiled to load of com.csv
mgx607::SceneMgx607
pos_result
hook_npc00
mgx607_floor
mgx607_outwall
mgx607_mirror
mgx607_mat00
mgx607_mat01
mgx607_step00
mgx607_circlemat
mgx607_rope_00
mgx607_hook_set
mgx607_hook_set1
mgx607_pos_result
mgx610::CActorBase
ef_marker0%d
minigame/mgx610/model/mgx610_pc_icon_%c
%s.fmdb
mgx610::CActorField
soccer_walk00
mgx610_pc_run00
NDcha_pos
bv_vib_mgx610_drbl
bv_vib_mgx610_drbl_walk
bv_vib_mgx610_pass
SQ_SE_MGX610_PASS
SQ_SE_MGX610_SHOOT
bv_vib_mgx610_catch
SQ_SE_MGX610_TRAP
bv_vib_mgx610_tackle
SQ_SE_MGX610_TACKLE
mgx610_shoot_kick00
ActionEX4:pose_timer
ActionEX5:pose_timer
bv_vib_mgx610_tackle_hit
bv_vib_mgx610_dmg
SetComCmd:%s
ChoseToExeCmd:%s
UpdateComFree:rad
UpdateComFree:com_.obsPos._v[0]
UpdateComFree:com_.obsPos._v[2]
soccer_idle00
soccer_tackle00
soccer_dmg00
soccer_dmg01
soccer_drbl00
soccer_pass00
soccer_shoot00
joy00a
joy00b
sorrow00a
sorrow00b
walk00
run00
kick00
idle00
mgx610::CActorKeeper
attach_R_hand
mgx610_shoot_catch00
soccer_k_idle00
soccer_k_ball00
soccer_k_walk00_l
soccer_k_walk00_r
soccer_k_jump00_l
soccer_k_jump00_r
soccer_k_catch00
soccer_k_throw00
punch00
mgx610::CAudience
minigame/mgx610/model/mgx607_flag_%dp.fmdb
UpdateNokonoko:p->timer
UpdateNokonoko:p->pModel
UpdateNokonoko:frame
UpdateKinopio:p->timer
UpdateKinopio:p->pModel
UpdateKinopio:frame
cheer00
joy01
flag_wave00
cheer03
cheer01
clap00
mgx610::CBall
minigame/mgx610/model/mgx610_ball.fmdb
mgx610_shoot_ball00
mgx610_ball
SQ_SE_MGX610_BOUND
SQ_SE_MGX610_WALL_HIT
mgx610::CCamera
minigame/mgx610/env/mgx610_cam_op.fsnb
system/env/sys_cam_result_team.fsnb
minigame/mgx610/env/mgx610_cam_res_ye0.fsnb
minigame/mgx610/env/mgx610_cam_res_ye1.fsnb
mgx610::CEffect
minigame/mgx610/effect/mgx610_effect.xml
system/effect/character_effect.xml
mgx610::CEnv
minigame/mgx610/env/mgx610_env.fmdb
minigame/mgx610/env/mgx610_dir_light.fmdb
mgx610_dir_light
light_mt
minigame/mgx610/env/mgx610_dir_light_result.fmdb
mgx610::CGame
SQ_SE_SYS_CHEER_MG_OPENING_MGX610
SQ_VOI_GAYA_EXCITE
SM_BGM_MG036_INTO
SQ_SE_MGX610_DOOR
SQ_SE_MGX610_HL_ST
SQ_SE_SYS_CHEER_MG_START_MGX610
SQ_SE_SYS_CHEER_MG_REACTION_FIN
SQ_SE_MGX610_HL_FIN
SQ_SE_MGX610_HL_GOAL
SQ_SE_SYS_CHEER_MGX610_OWN_GOAL
SQ_VOI_GAYA_SURPRISE
SQ_SE_SYS_CHEER_MG_REACTION
WD_VOI_LOC_SYS_SOCCER_GOAL
mgx610::CMap
minigame/mgx610/model/mgx610_map0.fmdb
minigame/mgx610/model/mgx610_map0
minigame/mgx610/model/mgx610_gate.fmdb
minigame/mgx610/model/mgx610_gate_open
minigame/mgx610/model/mgx610_gate_close.fmdb
minigame/mgx610/model/mgx610_flower_0.fmdb
minigame/mgx610/model/mgx610_flower_0
minigame/mgx610/model/mgx610_flower_1.fmdb
minigame/mgx610/model/mgx610_flower_1
minigame/mgx610/model/mgx610_plant_0.fmdb
minigame/mgx610/model/mgx610_plant_0
minigame/mgx610/model/mgx610_plant_1.fmdb
minigame/mgx610/model/mgx610_plant_1
minigame/mgx610/model/mgx610_hook_set.fmdb
minigame/mgx610/model/mgx610_hook_set_op.fmdb
minigame/mgx610/model/mgx610_hook_set_op
minigame/mgx610/model/mgx610_goal_0.fmdb
minigame/mgx610/model/mgx610_goal_1.fmdb
minigame/mgx610/model/mgx610_goal_left
minigame/mgx610/model/mgx610_goal_right
minigame/mgx610/model/mgx610_goal_top
minigame/mgx610/model/mgx610_goal_center
minigame/mgx610/model/mgx610_goal_left_idle
minigame/mgx610/model/mgx610_goal_right_idle
minigame/mgx610/model/mgx610_goal_top_idle
minigame/mgx610/model/mgx610_goal_center_idle
mgx610_map00
SQ_SE_MGX610_NET
mgx610::CObjectBase
mgx610::CPlayer
[create player main]:player(%d) chara(%d) team(%d) isCom(%d) padId(%d)
E:/work/buffet/buffet/Programs/buffet/mgx610/mgx610_player.cpp
CPlayer
[%d] %s
[create player support]:player(%d) chara(%d) team(%d) supportId(%d) isField(%d)
mgx610::CPlayerGroup
mgx610::CUI
mgx610_00
minigame/mgx610/layout.lyt
mgx610_cursor.bflyt
normal
mgx610_3d_shadow.bflyt
in
out
x_face_pc128
mgx610::CUtility
mgx610::CWork
minigame/mgx610/csv/com.csv
left team(%d)
E:/work/buffet/buffet/Programs/buffet/mgx610/mgx610_work.cpp
CWork
player (%d)
right team(%d)
team(%d) at(%d)
mgx610::SceneMgx610
hook_pc00
KEEP_SHOT_FREE
KEEP_SHOT_RANGE
KEEP_DRI_GOAL
KEEP_DRI_FRONT
KEEP_DRI_SPACE
KEEP_PASS_MAIN
KEEP_PASS_NORMAL
KEEP_PASS_SPACE
FREE_TACKLE
WASTED_RUN
hook_npc00
05
07
09
11
13
15
17
19
00
02
04
06
08
10
12
14
16
18
mgx701::SceneMgx701
mgx701
minigame/mgx701/env/mgx701_env.fmdb
minigame/mgx701/env/mgx701_dir_light.fmdb
mgx701_dir_light
light_mt
minigame/mgx701/model/mgx701_map0.fmdb
minigame/mgx701/model/mgx701_map1.fmdb
minigame/mgx701/model/mgx701_map1
minigame/mgx701/model/mgx701_map2.fmdb
minigame/mgx701/model/mgx701_map2
minigame/mgx701/model/mgx701_map3.fmdb
minigame/mgx701/model/mgx701_door.fmdb
minigame/mgx701/model/mgx701_hook_set.fmdb
minigame/mgx701/map/mgx701_map00.nbmap
t_box_up00
attach_R_hand
idle00
pos_box_%02d
pos_box_r%d
pos_box_g%d
attachedJewelBoxIdx
minigame/mgx701/map/mgx701_jewel_box_col.nbmap
mgx701_jewel_box_col
minigame/mgx701/model/mgx701_box.fmdb
jewelBoxIdx
minigame/mgx701/model/mgx701_acorn.fmdb
jewel
pos_kuribon%02d
attach_head
pos_kuribon01
minigame/mgx701/layout.lyt
mgx701_stat_journey.bflyt
x_text
sys_pts_denm_coop
x_text_shadow
mgx701_stat_journey_pos.bflyt
x_pos
x_pc
x_com
mgx701_stat.bflyt
mgx701_ingame00
in
teamIdx
SQ_SE_MGX701_BOX_SHK
bv_vib_mgx701_treasure
plateIdx
plate
SQ_SE_MGX701_BOX_UP
SQ_SE_MGX701_BOX_LAND
mgx701_acorn%02d
mgx701_box
mgx701_smoke00
SQ_SE_MGX701_DONGR_APP
plus_clear
plus
SQ_SE_MGX701_SMK
SQ_SE_MGX701_DONGR_LAND_KAGO
plate%02d
SQ_SE_MGX701_JUMP
SQ_SE_MGX701_OP_JUMP_ALL
SQ_SE_MGX701_BOX_OP
SQ_SE_MGX701_BOX_CL
pos_kuribon06
mgx701_op00
minigame/mgx701/model/mgx701_res_pos_set%d.fmdb
minigame/mgx701/model/mgx701_res_pos_set%d
pos_acorn_%02d
normal
SM_BGM_MG031_COUNT
out
E:/work/buffet/buffet/Programs/buffet/mgx701/mgx701_scene.cpp
FinishDemoImpl
スコア: %d, %d
minigame/mgx701/model/mgx701_res%d.fmdb
pos_pc00
pos_pc10
pos_pc%d0
win00a
win00b
lose00a
lose00b
subtle00a
subtle00b
x_num_com_00
x_num_00
x_num_com_01
x_num_01
t_box_put00
t_box_shake00
minigame/mgx701/effect/mgx701_effect.xml
minigame/mgx701/env/mgx701_cam.fsnb
minigame/mgx701/env/mgx701_cam_op0.fsnb
minigame/mgx701/env/mgx701_cam_res0.fsnb
minigame/mgx701/env/mgx701_cam_res1.fsnb
minigame/mgx701/env/mgx701_cam_res2.fsnb
minigame/mgx701/env/mgx701_cam_count.fsnb
minigame/mgx701/model/mgx701_door_open
minigame/mgx701/model/mgx701_door_close
t_box_idle00
t_box_walk00
t_box_run00
yeah02a
yeah02b
yeah02c
walk00
guts_pose00a
guts_pose00b
deli_stare00a_l
deli_stare00b_l
deli_stare00a_r
deli_stare00b_r
stl
minigame/mgx701/model/mgx701_box_open
minigame/mgx701/model/mgx701_box_close
jump01
box_idle00
box_walk00
box_jump00
joy00
idle01
E:/work/buffet/buffet/Programs/Libraries/libmp/src/mp_coroutine.h
minigame/mgx701/model/mgx701_hook_donguli.fmdb
minigame/mgx701/model/mgx701_hook_donguli
pos_drop
SQ_SE_MGX701_OP_TR
SQ_SE_MGX701_DONGR_LAND_BOX
minigame/mgx807/env/mgx807_cam_game.fsnb
minigame/mgx807/env/mgx807_cam_op.fsnb
minigame/mgx807/env/mgx807_cam_end.fsnb
mgx807
minigame/mgx807/effect/effect.xml
minigame/mgx807/env/mgx807_env.fmdb
minigame/mgx807/env/mgx807_skybox00.fmdb
minigame/mgx807/env/mgx807_dir_light.fmdb
dir_light
light_mt
minigame/mgx807/model/mgx807_bg00.fmdb
minigame/mgx807/model/mgx807_target.fmdb
pos_target
minigame/mgx807/layout.lyt
mgx807_panel_set.bflyt
mgx807_panel.bflyt
panel_%02d
mgx807_arrow.bflyt
arrow_%02d
minigame/mgx807/model/textures/mgx807_stand%02d_alb.ftxb
mgx807_stand%02d_mt
_a0
mgx807_arrow_%02d
P_pict_00
minigame/mgx807/map/mgx807_target_col.nbmap
minigame/mgx807/model/mgx807_pos_pc_end%02d.fmdb
pos_pc%d_end
in
out
pos_pc%d_start
pos_pc%d
target%02d
========:::[%d]:::======
E:/work/buffet/buffet/Programs/buffet/mgx807/mgx807_director.cpp
HitTarget
[%d] %s
Hit1PVehicle:%f
Hit1PVehicle
stl
Move random!
E:/work/buffet/buffet/Programs/buffet/mgx807/mgx807_player.cpp
MoveRandom
Stop!
StopRandom
minigame/mgx807/model/mgx807_1P_vehicle.fmdb
minigame/mgx807/model/textures/mgx807_vehicle%02d_alb.ftxb
mgx807_1P_mt
minigame/mgx807/model/textures/mgx807_vehicle_seat%02d_alb.ftxb
mgx807_vehicle_seat00_mt
minigame/mgx807/model/mgx807_obj_tire00.fmdb
pos_tire
minigame/mgx807/model/mgx807_obj_tire00.fskb
s
m
l
minigame/mgx807/model/mgx807_vehicle_stand_%s.fmdb
drive_idle00
drive_idle00_l
drive_idle00_r
drive_dmg00
bv_vib_mgx807_dmg
SetVehicleMoveEffect-Start
SetVehicleMoveEffect
bv_vib_mgx807_move
SQ_SE_MGX807_CPS_RUN_LOP
SQ_VOI_DS_PC*_ACTION_VAR
SetVehicleMoveEffect-Stop
Escaping![ThrowingDart]
EscapeThrowingDart
Escaping Aim!
EscapeAim
[
%d
]
== Escape! ========
GotoOpenSpace
Escape[%d][%f,%f][%d]
All direction fixed!
minigame/mgx807/model/textures/mgx807_arrow%02d_alb.ftxb
mgx807_arrow00_mt
minigame/mgx807/model/mgx807_aim.fmdb
minigame/mgx807/data/mgx807_aimcolor.csv
mgx807_aim01_mt
mgx807_aim_mt
mgx807_aim_shadow_mt
darts_idle00
darts_throw00
darts_turn_l00
darts_turn_r00
SQ_SE_MGX807_OP_ARW_APP
SQ_SE_MGX807_ARW_APP
bv_vib_mgx807_shot
Force Throw [%d]:[%d]
UpdateInputCom
To Vehicle!
MoveToVehicle
To Vehicle Behind!
MoveToVehicleBehind
minigame/mgx807/model/mgx807_arrow.fmdb
attach_R_hand
SQ_SE_MGX807_ARW_RE_BND
mgx807_hit01
SQ_SE_MGX807_ARW_HIT_CPS
mgx807_hit00
SQ_SE_MGX807_ARW_HIT_LND
mgx807_smoke00
SQ_SE_MGX807_ARW_DIS
pos_arrow
Same Cross Point!
is_same
mgx807::SceneMgx807
Bad team structure!!! (force PID=0 is Team1, others Team2)
E:/work/buffet/buffet/Programs/buffet/mgx807/mgx807_scene.cpp
BeginGame
minigame/mgx809/env/mgx809_cam_game2.fsnb
minigame/mgx809/env/mgx809_cam_op.fsnb
minigame/mgx809/env/mgx809_cam_end_1P.fsnb
minigame/mgx809/env/mgx809_cam_end_3P.fsnb
minigame/mgx809/env/mgx809_cam_end_draw.fsnb
mgx809
minigame/mgx809/env/mgx809_env.fmdb
minigame/mgx809/env/mgx809_env_end.fmdb
minigame/mgx809/env/mgx809_skybox00.fmdb
minigame/mgx809/env/mgx809_dir_light.fmdb
dir_light
light_mt
minigame/mgx809/model/mgx809_bg04.fmdb
minigame/mgx809/model/mgx809_bg04_light.ftsb
minigame/mgx809/model/mgx809_bg04_light.fmdb
pos_light%02d
minigame/mgx809/model/mgx809_bg04_light_r.fmdb
pos_light_%c%02d
minigame/mgx809/model/mgx809_bg04_light_b.fmdb
minigame/mgx809/model/mgx809_bg04_light_r_end.fmdb
minigame/mgx809/model/mgx809_bg04_light_b_end.fmdb
minigame/mgx809/model/textures/mgx809_punch00_alb.ftxb
minigame/mgx809/model/textures/mgx809_punch01_alb.ftxb
minigame/mgx809/model/textures/mgx809_pillar_r00_emi.ftxb
minigame/mgx809/model/textures/mgx809_pillar_b00_emi.ftxb
pos_punchingmachine%02d
mgx809_punch_ball_mt
_a0
_a1
mgx809_obj_punch00_mt
minigame/mgx809/model/mgx809_pos_npc.fmdb
cheer00
cheer01
cheer02
cheer03
pos_npc%02d
minigame/mgx809/env/mgx809_p_light04.fmdb
pos_p_light%02d
minigame/mgx809/map/mgx809_bg04_col.nbmap
minigame/mgx809/model/mgx809_obj_scoreboard.fmdb
pos_board00
pos_board01
minigame/mgx809/model/mgx809_obj_score_wait.fspb
minigame/mgx809/model/mgx809_obj_score.fspb
minigame/mgx809/model/textures/mgx809_obj_score_r_emi.ftxb
minigame/mgx809/model/textures/mgx809_obj_score_b_emi.ftxb
pos_score_%02d
minigame/mgx809/model/mgx809_obj_score.fmdb
mgx809_board_score_mt
_e0
minigame/mgx809/model/mgx809_bg04_board%02d.fmdb
pos_board_center
minigame/mgx809/model/mgx809_bg04_board%02d_hit00.fspb
minigame/mgx809/model/mgx809_bg04_board%02d_win.fspb
mgx809_bg04_board_%c%02d_mt
minigame/mgx809/model/mgx809_pos_pc_end.fmdb
pos_pc%d_end
pos_light_end%02d
pos_light_%c_end%02d
pos_pc%d
SAME Time!
E:/work/buffet/buffet/Programs/buffet/mgx809/mgx809_director.cpp
Punching
[%d] %s
Mark!
SQ_VOI_GAYA_EXCITE
g
b
p
r
y
chara/npc/npc022_kinopio/model/textures/npc022_%s_body_alb.ftxb
body_m
stl
Action [%d][Wait][%d]
E:/work/buffet/buffet/Programs/buffet/mgx809/mgx809_player.cpp
UpdateAction
Action [%d][Move][%d](%1.8f,%1.8f)
Action [%d][MoveEnd][%d](%1.8f,%1.8f)
Action [%d][MoveEnd][%d][Near]
Action [%d][Rotate][%d]
Action [%d][RotateEnd][%d]
Action [%d][Punch start][%1.8f,%1.8f]
Action [%d][Punch punching!][%1.8f,%1.8f]
bv_vib_mgx809_punch
Action [%d][none?]
[%d]:MoveTo [%d][%1.8f,%1.8f]
PushActionMove
Dead Stop![%1.8f,%1.8f]
UpdateInputCOM
[%d] Collide Other Player!
== To [%d][%d] ======================================
start pos = [%1.8f,%1.8f]
===============================================
Player::PlayVibration[%s]
E:/work/buffet/buffet/Programs/buffet/mgx809/mgx809_player.h
PlayVibration
minigame/mgx809/model/mgx809_obj_punch00.fmdb
minigame/mgx809/model/mgx809_obj_punch00_wait.fspb
minigame/mgx809/model/mgx809_obj_punch00_flash.fspb
minigame/mgx809/model/mgx809_obj_punch00_hit00.fskb
minigame/mgx809/model/mgx809_obj_punch00_hit01.fskb
minigame/mgx809/model/mgx809_obj_punch00_hit02.fskb
minigame/mgx809/model/mgx809_obj_punch00_hit03.fskb
minigame/mgx809/model/mgx809_obj_punch00_hit04.fskb
minigame/mgx809/model/mgx809_obj_punch00_hit05.fskb
minigame/mgx809/model/mgx809_obj_punch00_hit06.fskb
minigame/mgx809/model/mgx809_obj_punch00_hit07.fskb
minigame/mgx809/env/mgx809_p_light00.fmdb
minigame/mgx809/env/mgx809_p_light01.fmdb
pos_p_light
pos_p_light01
SQ_SE_MGX809_LUMP
ef_pc_hit00
SQ_SE_MGX809_PNC_HIT
SQ_SE_MGX809_PNC_HIT_CORCT
bv_vib_mgx809_punch_hit
SQ_SE_MGX809_POINT
PM::PlaySE[%s]
E:/work/buffet/buffet/Programs/buffet/mgx809/mgx809_punchingmachine.h
PlaySE
PM::PlayVibration[%s]
mgx809::SceneMgx809
Bad team structure!!! (force PID=0 is Team1, others Team2)
E:/work/buffet/buffet/Programs/buffet/mgx809/mgx809_scene.cpp
BeginGame
d_box_idle00
d_box_walk00
d_box_run00
d_box_up00
d_box_put00
drone_idle00
drone_walk00
wriggle00
d_box_dmg00
d_box_dmg01
SCALING!!
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_actor.cpp
OnCreate
[%d] %s
attach_R_hand
mgx810
[%p] FIX INDEX %d -> %d
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_actorMoving.cpp
FixProgress
stl
minigame/mgx810/model/mgx810_box.fmdb
SQ_SE_MGX810_BOX_DRP
SOUND ENTRY SQ_SE_MGX810_BOX_DRP %f %f %f
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_baggage.cpp
State_Falling
minigame/mgx810/env/mgx810_cam_op.fsnb
minigame/mgx810/env/mgx810_cam_game.fsnb
minigame/mgx810/env/mgx810_cam_end.fsnb
COLLECTOR %p RECEIVED %d
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_collector.cpp
ReceiveFrom
DESTROY COLOR TEXTURE.
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_Player.h
~Player
SET BUSY
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_deliveryLogic.cpp
HandOverCheckAndDo
NO SET BUSY
minigame/mgx810/env/mgx810_env.fmdb
minigame/mgx810/env/mgx810_dir_light.fmdb
minigame/mgx810/model/mgx810_sky.fmdb
minigame/mgx810/model/mgx810_bg.fmdb
minigame/mgx810/model/mgx810_sky_move
dir_light
light_mt
minigame/mgx810/model/mgx810_ground.fmdb
minigame/mgx810/model/mgx810_ground_op_game
minigame/mgx810/model/mgx810_ground_return
minigame/mgx810/model/mgx810_house.fmdb
TEAMCOLOR = %d, %d
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_director.cpp
Create
pos_drone_start
minigame/mgx810/model/mgx810_drone_controller.fmdb
pos_box_1p
pos_box_3p
pos_pc0_game
pos_pc1_start
pos_pc2_start
pos_pc3_start
pos_pc0_end
pos_pc1_end
pos_pc2_end
pos_pc3_end
bv_vib_mgx810_drone
UNAVAILABLE!
Run
_win
_lose
pos_pc%d_end%s
pos_pc0_op
pos_pc1_op
pos_pc2_op
pos_pc3_op
pos_truck_1p
pos_truck_3p
pos_drone_end
pos_box%02d
pos_box%02d_3p
SEMI AUTO MOVING %d %f %f %d
Input
SQ_SE_MGX810_DR_OPEN
SQ_SE_MGX810_DR_CLOSE
skip vibration because com.
E:/work/buffet/buffet/Programs/Libraries/libsb/src\sb_sound.h
PlayVibration
PLAY VIBRATION %s, %d
PLAY 3D SOUND %s
Play3DSound
mgx810 ~Director completed.
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_director.h
~Director
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_player.h
TRUCK: DESTROY BLUE TEXTURE.
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_truck.h
~Truck
TRUCK: DESTROY BLUE TEXTURE2.
minigame/mgx810/model/mgx810_door00.fmdb
minigame/mgx810/model/mgx810_door00_close
minigame/mgx810/model/mgx810_door00_open
pos_door%d
driver00
idle00
pickup00
walk00
attach_L_hand
minigame/mgx810/model/mgx810_drone.fmdb
minigame/mgx810/model/mgx810_drone
minigame/mgx810/model/mgx810_drone_arm
minigame/mgx810/model/mgx810_drone_start
minigame/mgx810/model/mgx810_drone_end_win
minigame/mgx810/model/mgx810_drone_end_lose
upper
lower
RELEASE DRONE SOUND HANDLE
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_drone.cpp
ReleaseSoundHandle
mgx810_drone
SQ_SE_MGX810_DRONE
START DRONE SOUND!
StartDroneSound
DIFFY = %f, lvy = %f
BeginReceiveFrom
START AUTO MOVING TO %f %f %f -> %f %f %f
RECEIVE DRONE
pos_box
bv_vib_mgx810_get_1p
SQ_SE_MGX810_BOX_CAT
SOUND ENTRY SQ_SE_MGX810_BOX_CAT %f %f %f
VERY STRONG FRICTION (LEFT)
BeginHandOverTo
DRONEX = %f, %f
VERY STRONG FRICTION (RIGHT)
bv_vib_mgx810_put_1p
REASON: %s
NEAR
TIMEOUT
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_droneMoving.cpp
Update
GABON DATA %f %f %f
SetGabonPositions
mgx810::Player
cheer00
bln_release00
bye01
b
y
r
g
p
chara/npc/npc022_kinopio/model/textures/npc022_%s_body_alb.ftxb
body_m
_a0
SET COLOR TO %s
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_player.cpp
SetColor
SQ_VOI_DS_PC*_MGX810_SUCCESS
PLAY SE LABEL %s
PlayActionVoice
bv_vib_mgx810_put_3p
bv_vib_mgx810_robbed
bv_vib_mgx810_get_3p
pos_npc_room%d
l
minigame/mgx810/model/mgx810_stairs_%s.fmdb
bone_s_%s%%d
pos_stairs_l%d
pos_stairs_r%d
minigame/mgx810/model/mgx810_beltconveyor.fmdb
minigame/mgx810/model/mgx810_beltconveyor_belt_%c
minigame/mgx810/model/mgx810_beltconveyor_open_%c
minigame/mgx810/model/mgx810_beltconveyor_close
minigame/mgx810/model/mgx810_truck%s.fmdb
minigame/mgx810/model/mgx810_truck_start_%cp
minigame/mgx810/model/mgx810_truck_game_%cp
minigame/mgx810/model/mgx810_truck_end_1p
minigame/mgx810/model/mgx810_truck_end
pos_truck_%cp
chara_hook
pos_truck_%cp_op
pos_truck_chara
SQ_SE_MGX810_OP
pos_truck_%cp_end
minigame/mgx810/model/textures/mgx810_truck_3p_alb.ftxb
mgx810_truck_mt
Truck: ALLOC BLUE TEXTURE.
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_truck.cpp
SetBlueColor
minigame/mgx810/model/textures/mgx810_beltconveyor_3p_alb.ftxb
mgx810_beltconveyor_belt_mt
mgx810_beltconveyor_mt
Truck: ALLOC BLUE TEXTURE2.
PLAY SE %s
PlaySE
mgx810::SceneMgx810
Bad team structure!!! (force PID=0 is Team1, others Team2)
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_scene.cpp
BeginGame
mgx810: JOURNEY: success = %d, score = %d
SetResultToGamework
NO STAIRS
E:/work/buffet/buffet/Programs/buffet/mgx810/mgx810_cpu.h
GetPriorityScore_0To1
MOVE TO STAIRS
MOVE TO TARGET
HIT LEFT %d
ShouldUseLeftStairs
HIT RIGHT %d
CANCEL STAIRS %d
Start
optional priority = %f
op::SceneOp
E:/work/buffet/buffet/Programs/buffet/op/op_scene.cpp
SceneOp
[%d] %s
SetupGame
op
CleanupGame
opTask
flow/op/script/op.lua
isFinished
isFinishedByCancel
menu_common
cutIdx
cutFrame
c%02d:%02d:%02d:%02d (%05d)
frame
%02d:%02d:%02d (%05d)
sticker::SceneSticker
flow/sticker/layout.lyt
sticker_win_mes.bflyt
x_text
x_icon
in
normal
SQ_SE_SYS_MSG_WIN_OPN
out
SQ_SE_SYS_MSG_WIN_CLS
loading
normal_cursor
%s%sx_dummy
/
%s%sx_dummy_shadow
%s%sx_dummy_kira
x_dummy_shadow
x_dummy_kira
flow/sticker/model/sticker_plane.fmdb
flow/sticker/omake/converted/sticker_omake_%s%s.ftxb
_s
sticker_mt
_a0
E:/work/buffet/buffet/Programs/buffet/sticker/sticker_scene.cpp
Render2
%8.4f, %8.4f, %8.4f, %8.4f
sticker
FinalizeRender
Rendered
flow/sticker/data/sticker_outline_colors.csv
flow/sticker/data/sticker_model.json
motionSets
flow/sticker/data/sticker_omake.json
flow/sticker/data/sticker_bg.json
name
unlockKey
stickerData
modelType
modelName
motionName
animListIndex
skelAnimIndex
skelFrame
matAnimIndex
matFrame
ex0MatAnimIndex
ex0MatFrame
ex1MatAnimIndex
ex1MatFrame
bvAnimIndex
bvFrame
cameraPhi
cameraTheta
outlineColorIndex
localTransforms
attachModelSkelFrame
extendModelTransforms
translation
rotation
isKira
motions
msgLabel
animations
animationLists
matAnimations
matAnimationLists
renderScale
SceneSticker
[%d] %s
flow/sticker/data/sticker_properties.csv
カメラTHETA下限
カメラTHETA上限
カーソル移動速度
カーソル移動可能範囲余白
シールスケールDEFAULT
シールスケールMIN
シールスケールMAX
シール移動速度
シール移動可能範囲余白
SetupGame
sticker_bg.bflyt
sticker_top.bflyt
x_text_title
st_top_title_00
x_text_guide
st_top_guide_00
x_text_guide_shadow
flow/sticker/bg/converted/sticker_welcome.jpg
x_pic
sticker_guide_back.bflyt
st_make_guide_00
sticker_make_00.bflyt
P_btn/P_00/x_num_1
P_btn/P_00/x_num_2
P_btn/P_00/x_num_3
P_btn/P_01/x_num_1
P_btn/P_01/x_num_2
P_btn/P_01/x_num_3
P_btn/P_02/x_num_1
P_btn/P_02/x_num_2
P_btn/P_02/x_num_3
sticker_make_01.bflyt
sticker_make_02.bflyt
P_%02d/x_color
sticker_make_loading.bflyt
sticker_make_3dpos.bflyt
normal_00
sticker_miru_00.bflyt
x_text_num
st_look_count_01
sticker_miru_01.bflyt
x_text_back
st_look_guide_02
sticker_haru_00.bflyt
st_bg_select_00
sticker_haru_bg.bflyt
sticker_haru_titlelogo.bflyt
sticker_haru_01.bflyt
x_text_00
st_stick_guide_00
x_text_00_shadow
x_text_01
st_stick_guide_01
x_text_01_shadow
x_text_02
st_stick_guide_02
x_text_02_shadow
x_text_03
st_stick_guide_05
x_text_03_shadow
sticker_haru_back.bflyt
st_stick_guide_16
x_text_back_shadow
sticker_win_cap.bflyt
st_capture_info_00
sticker_haru_erabu_00.bflyt
x_text_guide_00
st_stick_guide_06
x_text_guide_00_shadow
x_text_guide_01
st_stick_guide_07
x_text_guide_01_shadow
sticker_haru_erabu_01.bflyt
st_stick_guide_08
st_stick_guide_09
sticker_haru_02.bflyt
st_stick_guide_10
st_stick_guide_11
st_stick_guide_12
st_stick_guide_13
sticker_hand.bflyt
sticker_tex.bflyt
sticker_black.bflyt
flow/sticker/env/textures/sticker_rad.ftxb
flow/sticker/env/textures/sticker_irr.ftxb
x_3d
CleanupGame
SM_BGM_SEAL
P_btn/P_00/x_new
P_btn/P_01/x_new
normal_top
P_btn
P_btn/P_%02d/x_text_off
st_top_button_%02d
P_btn/P_%02d/x_text_on
P_btn/P_%02d/x_text_on_shadow
P_btn/P_00
P_btn/P_00/x_Bd_ef
P_btn/P_01
P_btn/P_01/x_Bd_ef
btn_in
on
cursor
off
press
SQ_SE_SYS_CANCEL
ZL: つくる
st_save_alert_00
btn_out
P_btn/x_chara
P_btn/x_motion
lock
P_btn/P_%02d
P_btn/x_scroll
P_btn/x_bar
sticker_btn_make.bflyt
x_text_shadow
x_new
x_Bd_ef
Null_all
SQ_VOI_PC*_STICKER_CHOICE
SQ_VOI_NPC%03d%s_STICKER_CHOICE
B
P_btn/x_text
move
normal_01
move_re
sticker_seal00
smoke
P_sticker
P_%02d
frame_in
frame_out
st_stick_select_03
x_capture
st_look_delete_00
st_look_delete_01
st_look_delete_02
st_stick_top_guide_%02d
normal_haru
x_scroll
x_bar
sticker_btn_haru_bg.bflyt
st_look_lock_00
flow/sticker/bg/converted/%s_s.jpg
x_normal
x_lock
miss
SQ_SE_SYS_ERROR
flow/sticker/bg/converted/%s.jpg
x_bg
st_stick_end_00
st_stick_end2_00
st_stick_end_01
st_stick_end_02
st_stick_save_00
st_stick_save_01
st_stick_save_02
sticker_seal02
SQ_SE_STICKER_SEAL_DEL
action_delete
SQ_SE_STICKER_GUIDE_ON
SQ_SE_STICKER_GUIDE_OFF
x_mes
st_stick_guide_15
SQ_SE_STICKER_SEAL_ACTIVE
SQ_SE_STICKER_SEAL_DECI
action
action_w
st_stick_full_00
SQ_SE_SYS_LIST_OPN
SQ_SE_SYS_LIST_SPREAD
action_00
action_01
SQ_SE_SYS_LIST_SHORTEN
normal_gray
スケール: %8.4f
SQ_SE_STICKER_SEAL_ZOOM_IN
x_dummy
action_haru
SQ_SE_STICKER_SEAL_PUT
sticker_seal01
sticker_btn_miru.bflyt
x_00
x_00_TL
x_00_TR
x_00_BR
x_00_BL
x_01
x_01_TR
x_01_BR
x_01_BL
x_01_TL
SQ_SE_STICKER_LOGO_POS_CHG
sticker_haru_dummy.bflyt
sticker_haru_dummy_shadow.bflyt
sticker_haru_dummy_kira.bflyt
out_2
SQ_SE_SYS_LIST_CLS
%Y_%Om%Od_%H%M%S
DevSave:/sticker_%s_%d_%s.tga
>%s
%s
flow/sticker/model/%s.fmdb
flow/sticker/model/bds001_dice01.fmdb
flow/sticker/model/bds001_dice00.fmdb
dice01_color_mt
dice00_color_mt
num%02d_mt
PlayMotion
motionIndex: %d, animListIdx: %d
%s%s
stl
pc
npc
object
model
dice
omake
attachModel
boneName
animation
useCharacterDefault
useCharacterDice
cameraTarget
cameraDistance
cameraInitialTheta
cameraInitialPhi
captureCenter
captureSize
pelvisMovableRange
isPhysicsEnabled
flow/sticker/effect/sticker_effect.xml
return (require 'BezelEnum.GW_UNLOCK').%s
E:/work/buffet/buffet/Programs/Libraries/libmp/src/mp_coroutine.h
デバッグポーズ中! X: モデルポーズ切り替え
モデルポーズ: %s
有効
無効
P_btn/P_%02d/x_Bd_ef
test_freeplay::SceneTest_freeplay
E:/work/buffet/buffet/Programs/buffet/test_freeplay/test_freeplay_scene.cpp
SceneTest_freeplay
[%d] %s
SetupGame
flow\test_freeplay\layout.lyt
test_freeplay.bflyt
CleanupGame
test_hiroba
test_hiroba::SceneTest_hiroba
E:/work/buffet/buffet/Programs/buffet/test_hiroba/test_hiroba_scene.cpp
SceneTest_hiroba
[%d] %s
SetupGame
flow\test_hiroba\data\propdict.mppd.csv
カメラFOV(カメラ設定0用)
カメラオフセットY(カメラ設定0用)
カメラオフセットZ(カメラ設定0用)
カメラ基準位置Y(カメラ設定0用)
カメラ基準位置Z(カメラ設定0用)
カメラ追従具合(カメラ設定0用)
カメラヘディング追従具合(カメラ設定0用)
flow\test_hiroba\map\test_hiroba.nbmap
flow\test_hiroba\model\test_hiroba.fmdb
flow\test_hiroba\map\test_hiroba_01.nbmap
flow\test_hiroba\model\test_hiroba_01.fmdb
flow\test_hiroba\env\test_hiroba_skybox.fmdb
flow\test_hiroba\env\test_hiroba_env.fmdb
flow\test_hiroba\env\test_hiroba_dir_light_map.fmdb
dir_light
light_mt
flow\test_hiroba\map\stp00_plaza.nbmap
flow\test_hiroba\model\stp00_plaza.fmdb
flow\test_hiroba\model\stp00_cloud
flow\test_hiroba\model\stp00_lm
flow\test_hiroba\model\stp00_open_door
flow\test_hiroba\env\stp00_t00_skybox.fmdb
flow\test_hiroba\env\stp00_t00_env.fmdb
flow\test_hiroba\env\stp00_t00_dir_light_map.fmdb
flow\test_hiroba\env\stp00_t01_skybox.fmdb
flow\test_hiroba\env\stp00_t01_env.fmdb
flow\test_hiroba\env\stp00_t01_dir_light_map.fmdb
flow\test_hiroba\env\stp00_t02_skybox.fmdb
flow\test_hiroba\env\stp00_t02_env.fmdb
flow\test_hiroba\env\stp00_t02_dir_light_map.fmdb
posA01
posA02
posA03
posA04
posB01
posB02
posB03
idle00
flow/test_hiroba/env/test_hiroba_cam_MG00.fsnb
flow/test_hiroba/env/test_hiroba_cam_MG01.fsnb
flow/test_hiroba/env/test_hiroba_cam_MGj00.fsnb
flow/test_hiroba/env/test_hiroba_cam_MGj01.fsnb
flow/test_hiroba/env/test_hiroba_cam_narikiri00.fsnb
flow/test_hiroba/env/test_hiroba_cam_narikiri01.fsnb
flow/test_hiroba/env/test_hiroba_cam_online00.fsnb
flow/test_hiroba/env/test_hiroba_cam_online01.fsnb
flow/test_hiroba/env/test_hiroba_cam_osusowake00.fsnb
flow/test_hiroba/env/test_hiroba_cam_osusowake01.fsnb
flow/test_hiroba/env/test_hiroba_cam_river00.fsnb
flow/test_hiroba/env/test_hiroba_cam_river01.fsnb
flow/test_hiroba/env/test_hiroba_cam_SB00.fsnb
flow/test_hiroba/env/test_hiroba_cam_SB01.fsnb
test_msg_3l_05
test_msg_3l_14
CleanupGame
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