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cv MatからIplImageへの変換 //_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ //変換元画像 cv Mat mat(240, 320, CV_8UC3); //変換先画像 IplImage iplImage = mat; //ポインターではない(実体) IplImage iplImage2 = mat; // 〃 //後始末について //変換先画像を以下のように無理に解放してはいけない。 // IplImage* pIplImage = iplImage; // cvReleaseImage( pIplImage); //_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ IplImageからcv Matへの変換 //_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ //変換元画像 IplImage* iplImage = cvCreateImage(cvSize(320,240), IPL_DEPTH_8S, 3); //変換先画像 cv Mat mat(iplImage); //(1)コピーコンストラクタ cv Mat mat2; mat2 = iplImage; //(2)ポインタの代入 //後始末について cvReleaseImage( iplImage);//元画像は開放すべき /** * 抽出された赤系色イメージを生成する * @param orgImage 元イメージ * @return 生成イメージ */ + (UIImage *)createExtractedRedElementColorImage (UIImage *)orgImage { IplImage *srcIpl = [OpenCVManager createIplImageFromUIImage orgImage]; IplImage *dstIpl = cvCreateImage(cvGetSize(srcIpl), IPL_DEPTH_8U, 3); [self extractColorWithSrcImage srcIpl dstImage dstIpl code CV_BGR2HSV ch1Lower 170 ch1Upper 10 ch2Lower 80 ch2Upper 255 ch3Lower 0 ch3Upper 255]; UIImage *image = [OpenCVManager createUIImageFromIplImage dstIpl]; cvReleaseImage( dstIpl); cvReleaseImage( srcIpl); return image; } /** * 閾値指定(HSV)による色を抽出する * @param src_img 入力画像(8bit3ch) 4chの間違い? * @param dst_img 出力画像(8bit3ch) * @param code 色空間の指定(CV_BGR2HSV,CV_BGR2Labなど) * @param ch1_lower ch1のしきい値(小) * @param ch1_upper ch1のしきい値(大) * @param ch2_lower ch2のしきい値(小) * @param ch2_upper ch2のしきい値(大) * @param ch3_lower ch3のしきい値(小) * @param ch3_upper ch3のしきい値(大) * @remarks lower = upperの場合、lower以上upper以下の範囲を抽出、 * lower upperの場合、upper以下lower以上の範囲を抽出します。 */ + (void)extractColorWithSrcImage (IplImage *)src_img dstImage (IplImage *)dst_img code (int)code ch1Lower (int)ch1_lower ch1Upper (int)ch1_upper ch2Lower (int)ch2_lower ch2Upper (int)ch2_upper ch3Lower (int)ch3_lower ch3Upper (int)ch3_upper { int i, k; IplImage *Color_img; IplImage *ch1_img, *ch2_img, *ch3_img; IplImage *Mask_img; int lower[3]; int upper[3]; int val[3]; CvMat *lut; //codeに基づいたカラー変換 Color_img = cvCreateImage(cvGetSize(src_img), src_img- depth, src_img- nChannels); cvCvtColor(src_img, Color_img, code); //3ChのLUT作成 lut = cvCreateMat(256, 1, CV_8UC3); lower[0] = ch1_lower; lower[1] = ch2_lower; lower[2] = ch3_lower; upper[0] = ch1_upper; upper[1] = ch2_upper; upper[2] = ch3_upper; for (i = 0; i 256; i++){ for (k = 0; k 3; k++){ if (lower[k] = upper[k]){ if ((lower[k] = i) (i = upper[k])){ val[k] = 255; }else{ val[k] = 0; } }else{ if ((i = upper[k]) || (lower[k] = i)){ val[k] = 255; }else{ val[k] = 0; } } } //LUTの設定 cvSet1D(lut, i, cvScalar(val[0], val[1], val[2])); } //3ChごとのLUT変換(各チャンネルごとに2値化処理) cvLUT(Color_img, Color_img, lut); cvReleaseMat( lut); //各チャンネルごとのIplImageを確保する ch1_img = cvCreateImage(cvGetSize(Color_img), Color_img- depth, 1); ch2_img = cvCreateImage(cvGetSize(Color_img), Color_img- depth, 1); ch3_img = cvCreateImage(cvGetSize(Color_img), Color_img- depth, 1); //チャンネルごとに二値化された画像をそれぞれのチャンネルに分解する cvSplit(Color_img, ch1_img, ch2_img, ch3_img, NULL); //3Ch全てのANDを取り、マスク画像を作成する。 Mask_img = cvCreateImage(cvGetSize(Color_img), Color_img- depth, 1); cvAnd(ch1_img, ch2_img, Mask_img); cvAnd(Mask_img, ch3_img, Mask_img); //入力画像(src_img)のマスク領域を出力画像(dst_img)へコピーする cvZero(dst_img); cvCopy(src_img, dst_img, Mask_img); //解放 cvReleaseImage( Color_img); cvReleaseImage( ch1_img); cvReleaseImage( ch2_img); cvReleaseImage( ch3_img); cvReleaseImage( Mask_img); } #if TRUE // 外接矩形(回転なし)を描画する cv Rect brect = cv boundingRect(cv Mat(targetCorners).reshape(2)); p2f[0] = brect.tl(); p2f[1] = cv Point2f(brect.tl().x, brect.br().y); p2f[2] = brect.br(); p2f[3] = cv Point2f(brect.br().x, brect.tl().y); rectangle(orgMat, brect.tl(), brect.br(), Scalar(255, 0, 0), 2, CV_AA); #else // 外接矩形(回転あり)を描画する cv RotatedRect box = cv minAreaRect(cv Mat(targetCorners).reshape(2)); box.points(p2f); for (int i = 0; i 4; i++) { cv line(orgMat, p2f[i], p2f[i 3?i+1 0], cv Scalar(255, 0, 0), 2, CV_AA); } #endif
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公式サイトAndroid版 概要 推奨環境 更新履歴 公式サイト http //www.arts-union.ru/node/23 Android版 https //play.google.com/store/apps/details?id=ru.vastness.altmer.real3doplayer 概要 FreeDOをベースにバグ修正されたエミュレータで市販ソフトが動作する。 メニューがすべてロシア語のキリル文字。 Windows版、Linux版、Android版がある。 Compatibility 3DO 100%?! Compatibility ColecoVision ~ 98%. Sega Master System compatibility ~ 99%. Compatibility Atari Jaguar ~ 95%. 推奨環境 pixel shader 2.0、1.6GHz以上のCPU 更新履歴 Google翻訳にてロシア語から英語に翻訳 Version 2.8.JAG (Changes concern only Atari Jaguar) Fixes in the object processor (earned by Rebooteroids) Fixed a blitter in the inner loop part (a number of hangs was removed) RISC processors reproduced a hardware error with writing to the flag register (compatibility is improved) Fixed prefetching of commands in DSP Added support for increased horizontal screen resolution The scan is corrected (unnecessary parts of the screen are removed) Alignment adjusted so that Protector SE works Added options for emulating RISC processors in separate streams General optimization performed Version 2.8.J Not very fast, not very high quality, but emulated by Atari Jaguar! Support for PAL BIOS with disabled RSA in 3DO Conversion (option via File menu) Jaguar ROM without title and incorrect 3DO ISO Profiling access to CD-ROM in 3DO Version 2.8 Highly refined emulation SMS (99% compatibility) Optimized original software renderer 3DO Improved MARIA mode CEL-Engine (D, Samurai Shawdow, ...?) Fixed an order of operations over the second source in the pixel processor 3DO (Crash n Burn) Fixed loading workers CEL registers (Wiked 18 other golf) Option drawing CCB-list at the end of the allotted time (helps in Phoenix 3) A more accurate picture peg to Scanline in 3DO Fixed interception SPORT in the hardware renderer 3DO (BC Racers) Implemented a more efficient multi-threading for CEL Improved accounting CEL-Engine cycles (for Jurasic Park, select "100% + is the frame") AngelScript updated to the latest version, the standard scaler textures improved, but requires optimization Generate a list of compatibility on the basis of the annotation Reduced latency management In the context of the library menu allows you to massively delete duplicates Call for abstracts editor Ctrl + A (in the screenshot will be automatically inserted into the game) Locked logging (left only in the debug build, as affect performance on slower machines) Added the option of accelerated emulation (for the test run, so you can evaluate the performance of your system in terms of emulation) Fixed a memory access error in the memory mapping structures (could cause a random crash when 3DO emulation and debug all platforms) Mass undetected removal of dumps from the list ZEXALL test runs without errors (possibly corrected all errors Z80 emulation) Fixed an error in weight due TMS9918A VDPTEST (left some timings for HClock, but judging by the testing, no matter what they do not affect) 3D games through SMS displayed frame Made mapper for Pack 4 All Actions Support rooms and SG-1000 Sega Game Gear within SMS Implemented Korean mappers SMS Added support for SMS-dump up to 4 megabytes Emulating the Start button in the SMS (yes, I forgot the whole button! =) The SMS added support Codemasters mapper and mapper without page register Added option to bypass restrictions on TMS9918A rendering sprites Support modes 224 and 240 lines, as well as scan for PAL SMS Formed games base to bind to the mapper to SMS Mass of small changes Version 2.7 emulating ARM Processor Optimization (decreased requirements for emulation 3DO) Fixed a crash when using the emulator 3DO-DSP in a separate thread Added autosave and resave in the top slot to F4 Fixed bug emulation Z80 (instruction halt, earned many games ColecoVision) Fixed 2 TMS99XXA mode (graphical errors corrected in a number of ColecoVision games) Improved input settings (now you can play together in the arms of interactive shooting ranges) Added preliminary support for Sega Master System (terribly buggy 99% do not work =) Many minor fixes Version 2.6 Added emulation of consoles ColecoVision Videos passes (you can boot from the frame rewrite the record end - rewind and continue recording) Setting the video compression is done through the period of the keyframe (more often - the more space is required) Fixed a bug in kvikseyvah leads to incorrect determination of 3DO-disk size after recovery Redesigned main application cycle (should improve the synchronization of audio and video series) Improved sight (sight on the game screen, instead of the cursor, and for the sights from the input setting is disabled skipping frames) Expansion of the background color beyond the frame (can be disabled) Curbs according sweep (can be disabled) Version 2.5 Involved AngleScript for texture filtering (you can make your own filters) Added logging of errors for scripts and shaders (near samismi scripts will appear LOG-files) Settings are made more intuitive, non-active elements are blocked Now you can customize the interface style (skin folder, remove it, if you do not like it) Added support for the emulator interface transfers (file translation.xml) Setting the emulated CD-drive speed Checks for OpenGL (if falls emulator at startup - watch opengl.log) Setting per cent is accounted for traffic CEL-Engine in the quota of time Improved auto-commit axes when setting the joystick Fixed addition management (now possible to easily assign multiple controls on the console control, and vice versa) Removed binding assignable keyboard keys to the current layout (in some cases, management may need to reconfigure) Fixed loading saves with disabled optional rumami Update content when resizing windows and other events of context damage Interrupt Handling during operation CEL-Engine Many improvements to the debugger, which will further improve the emulator (debug version) Made reversinzhenerig gun and its support is implemented protocol (including machines with games) Made reversinzhenerig protocol service fee OrbAtak and implemented its support Made reversinzhenerig Flightstick Pro protocol Added the option of hiding the cursor in full screen mode Version 2.4 Multithreading (DSP and CEL in separate threads) Fixed a graphical bug in Alone in the Dark II A large-scale code optimization Added random seed for Random Shaders are now available for editing - you can mock picture =) Version 2.3.4 Fixed work with files in Unicode (Windows) Fixed problem with compressed images (Linux) Version 2.3.1 Fixed record attributes in the XML-configuration file Version 2.3 Support for images with exotic sector size (2353, 2368, 2448, 2449, etc.) Copy to Clipboard information about the selected titles (+ layout control information) Check the original signatures for integrity monitoring images 64-bit assembly It changes the composition of the subsidiary libraries to be less dependent on Qt Caching in the CD-ROM drive (not stutters Sailor Moon) Shortcuts in Full Screen mode Fixed pixel processor (palette Crash n Burn) Version 2.2 Fixed record is in the original frame rendering software Prohibited tessellation kvadropoligonov mono color (add speed in the same Wolfe) Fixed a bug with loading saves (no longer necessary to rename the exchange saves) Integrated converter for images of curves Highlighting contours textures (debug version) Implemented dostur to map graphics (debug version) Deleted LibJIT (buggy and prevents porting later compensate static patterns) Undo / Redo and tracking conversions in the debugger (debug version) The mass memory dump and resources (debug version) Image operations are performed as a background task Scaling CEL (the similarity 2xSAI) Version 2.1 The ability to set the frequency multiplier ARM Incrementing the position corrected in the original rendering software Fixed PBUS Added support exploding textures (only software rendering) Adjusted comparison shots in VDLP Added traffic profiling CLIO A more accurate calculation cycles ARM (ceased to rattle videos in WC3, and perhaps in other games) Improved noise generator (hang Daedalus Encounter) Version 2.0 Separate settings for dynamic recompilation ARM and PPROC Protection against accidental deletion of annotations Automatic snap axis joysticks Fixed DMA-Channels Fixed the random number generator Refined interrupt XBUS Exhibited the correct order of the stereo channels by default Restored support font ROM Annotations are changed after the current element in the collection Version 1.9 Restored Crash n Burn Fixed race thread Improved texture mapping with respect to the memory (texture RAM size of most console led to crash when hardware rendering) Remove restrictions on the size of the list draw Fixed interrupt XBUS Annotations Editor Fixed a bug in the hardware renderer by SPORT (falling Alone in the dark) Added memory bus load records from the CEL-Engine Fictitious FPS added to the profiler Version 1.8 Fixed static tools (error with the flag of the transfer) An refactoring Added the ability to search the list of dumps Optimization of constant calculations in recompiler ARM Fixed a reset CPU Adjusted emulation CD-ROM for the future support of Audio-CD or Play-sheet Picked up a white noise generator Added annotations editor Version 1.7 Optimized Triangulation quad texture Control aspect ratio of the screen in the hardware rendering mode Added zoom feature Restored Crush n Burn Texture caching LR-Cel non bitmaps Fixed duplication when adding images to the "#" symbol in the title Changes in the library dumps the status bar shows the checksums and the real size, duplicates are highlighted, you can delete the dumps with the file The DSP recompile two new tools Dynamic recompilation Version 1.6.3 Full support chip Anvil Implemented support for PAL consoles and custom screen resolutions (for launch in PAL mode needs an appropriate system BIOS) Optimized generation and loading textures Version 1.6 Optional bitmap optimization shipments (adds speed Virtuoso, ShockWawe 2 and other games due to a small loss of accuracy) Monitoring palette VDLP (in game Casper figures were dark-savers instead of gradually appear and disappear) SPORT Rewrote implementation in hardware rendering for better compatibility Fixed clipping (glitch with the panel in Return Fire in the hardware rendering) Adjusted for working with the list of CCB (background Samurai Shodown) Changed cycle DSP to avoid deadlocks with endless tools (As for Sailor Moon) The DSP-decompiler tool adds support for multiple entry points (improves performance) Fixed decompilation conditional jumps in DSP-tools (heals scratches at the start of video) Refactor code emulator core classes Version 1.5 Change active dumps by changing the current archive preserving and maintaining the current game An issue of backward compatibility and load the saved state when juggling supply Disassembler Command list VDLP Fixed DSP-decompilation tools in local procedure call commands Implemented hardware rendering (to control texture filtering has a setting - auto, forced to turn on or off, the resolution of the hardware renderer is adjusted scale factor FBO) Fixed size bitmaps decoder (DinoPark Tycoon) Profiler added to the Control Panel and is divided into two parts - general and the extended Version 1.4 Introduced video modes (for this 3DO 320x240 - for weak machines, 640x480 - is more correct, especially when mixing different frames) Written shader for rendering software interpolation (acts like 2xSAI and other filters to improve resolution) Framed tab video settings (all settings are transferred to the image) Added option to display an image without filtering (good old pixels) Fixed a bug with the measures in the DSP (zavisonam led to hex in specific areas and possibly some other problems) Static recompilation DSP-tools (significantly reduced requirements for emulation) The profiler added information about current DSP-tools Dobavlno sound settings menu Enter 3 emulation DSP (fast (statically recompiled tools), and normal instruction cycle (the slowest and most accurate)) Disassembler memory DSP Version 1.3 The system display Unicode fonts (for subtitles and other messages over the screen) Integrated profiler The new software to render caching (50-200% smarter than the old one, but DOOM 50% slower - in this game software rendering to texture, and therefore they are constantly rekeshiruyutsya) Control aspect ratio of the screen Fixed auto-update position sprites when rendering fonts Fixed handling of CCB-list Fixed loading PIP-words in the table PLUT Version 1.2 Improved mouse support It has a function to save and load states (delta encoding saves for further implementation of the debugger functions reverse step in the instructions) Resource Manager now supports navigating the file system ROMs The manager added a new type of BIOS (FMV - video BIOS module for 3DO, while you can only delve into its contents) Ability to take screenshots Full screen mode Version 1.1 Added support for image compression (integrated data logger) Improved support for joysticks (analog input) Added support for the mouse (not tested) Version 1.0 New frontend New core architecture emulator Integrated Resource Manager Temporarily do not support hardware rendering Version 0.8.6 Fixed Lost Iden Minor changes in the registers CLIO Added profiling cycle emulation (possible to learn - some emulation subsystem consumes the greatest amount of resources) Changes in DSP (should pay attention to the sound - I m not entirely sure of the changes) Added the ability to dump code and DSP (menu Debug) Version 0.8.5 Fixed custom error refresh in the optimized software rendering Fixed a bug with palette in Lucienne s Quest Improved interception SPORT (hle) Fixed-version Crush n Burn Version 0.8.4 Added control of the proportions of the screen in the hardware rendering Fixed twitching image after optimization otrisoki software (version 0.8.2 and 0.8.3) The window title adds information about the selected game To change the status bar The status bar is aligned Expanded Format VTR = percentage of video traffic (the ratio of the transmitted video card to the raster of frame). It is very indicative figure, in most cases it determines the speed of the emulation of a game (less - better). Progressive optimization software output buffer Version 0.8.3 Introduced Election rendering FBO considering modification of their content (extra team 3DO Graphics Folio ignored) Optimization software rendering and interpolator Version 0.8.2 Support for bios Anvil and original dump Japanese 2-megabyte bios Emulation is reduced to a single stream Optimized hardware rendering function Optimized software rendering Fixed interpolation at the edges of the framebuffer Fixed order of scanning lines VDLP Version 0.8.1 Change the way that the joints between the textures Fixed pixel decoder (level health Po ed) Small fixes pixel processor Version 0.8.0 Corrections emulate ARM, instruction STR Small code optimization ARM emulation Fixed emulation DSP (Killing Time saver and Blade Force) Improved interlocking functions of software and hardware rendering. Optimized cycle emulation Added files display debug messages and kprint Added saving the settings window Version 0.7.9 Fixed delete multiple textures (version 0.7.8 - is falling in a number of games are not recommended for use) The mechanism of monitoring the number of textures with the relevant (is fixed - texture 1024) Version 0.7.8 Added output in the status bar. Format Rendering mode - SW (software) or HW (hardware) TEX [number of texture RAM] FBO [number of frames, RAM] FPS = frames per second SND = percentage load sound buffer Added dropped frames Fixed color decoding operations SPORT (HLE) Adjusted contrast palette (HLE) Improved Intercept textures Version 0.7.7 Improvements menu (informative, autostart, lock, lock directory) A report on the possibilities of the system user (frontend.log) Error messages from the OpenGL (frontend.log) Controlling the volume scroll wheel mouse Version 0.7.6 (relative to the first beta 0.7.5) Fixed disappearing sprites DOOM Removed the limit on the size of the FBO (* 1024 was 512, affects the resolution of the frame) Improved clipping nelitsevyh faces (in HLE mode) Emulation project - "Phoenix" Top Licensing party information source [18+] All rights to published materials belong to these authors, or otherwise to authors site. 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【登録タグ C あさな アリスマエステラ イオシス 曲 東方紫雨天獄】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/japanesehiphop/pages/1545.html
Format Title Artist Label Model Number Release Press 12 UNCIVILIZED AXIS LIBRA RECORDS LIBRAAD-003 2014/10/15 - Side Track Title Produce A 1 WTF?! feat.KM$,BLAHRMY,MC漢 DJ MASH 2 WTF?!(Inst) DJ MASH 3 WTF?!(Acap) DJ MASH B 4 STORY I THE MC(噺家) BAN 5 STORY Ⅱ THE JUNKIE(中毒者) BAN 6 STORY Ⅲ THE FALLEN(堕天使) DADDY VEDA PERTAIN CD AMAZON UNCIVILIZED
https://w.atwiki.jp/michealfeng/pages/12.html
Diaper luggage by designers are now coming in different stylish models. You could oversight their diaper baggage as the normal bags inside the marketplace for girls. Timi and Leslie luggage have revealed lots of versatility paired with stylish elegance. Plus they remained their trademark in creating diaper luggage. They may have developed bags in several hues this sort of as black, brown, bronze, blue, white, silver, pewter, pink, and purple. But not surprisingly, black is the most sought coloration by most women as it is often paired with practically bao bao issey miyake any coloration. It signifies toughness, boldness, and sometimes insolence. You could quickly match black with formal and everyday attires. Allow me to share the various Timi and Leslie diaper baggage in black that you just would certainly really like to get. Newborn Jane Diaper Bag in Black This black diaper bag is manufactured of fake leather. But you can expect to be confident that it is PVC absolutely free. It has significant excellent tailored antique brass components. This bag has quite a few compartments and pockets so that you can provide all of the requirements you will want inside your exercise outside. It has a crucial fob so that you won t ever drop your keys or possess a tough time locating your keys in the bottom of your bag. Identical to every other Timi and Leslie baggage, this bag also features a Pouchette for Mom s necessities these types of as credit history card, mobile devices, pen, and other people. You will also reach use a diaper changing mat and wipes pocket inside this bag. You might easily connect the stroller strap in the event you wish to relieve your shoulders with all the body weight. It s got an insulated bottle holder with clip to maintain the temperature of your respective baby s drinks. Genvieve II Satchel Diaper Bag in Black This smaller shoulder diaper bag is manufactured of light-weight quilted nylon substance. Furthermore, it has customized hardware in antique brass complete. You won t really have to fear a great deal with regards to the space and arranging because it has 6 inside pockets. It s got also a vital fob which means you will issey miyake tote never come across it hard looking for your keys. This Timi and Leslie bag includes a Pouchette in it wherever Mother can place her smaller necessities within. Bundled are also diaper switching mat and pockets to the wipes. You may protected your baby s bottles within their insulated bottle pockets. Hannah Diaper Bag Tote in Black This Timi and Leslie bag is created of faux leather-based that s PVC totally free. It s got custom created components in antique brass complete. You can also make utilization of it roomy six pockets within for additional requirements to be placed inside. It s got a vital fob to protected your keys to ensure it is going to not get lost. It has a matching Pouchette for Mom s smell points these types of as mobile phones, credit score cards, make ups, and lots of extra. It s got a different strap to help you very easily change its shoulder straps into stroller straps. You will not have got a challenging time changing baby s dirty nappy due to the fact it features diaper shifting mat and also a pocket for baby s damp wipes. Baby s bottle will probably be held harmless and warm in the bag s insulated bottle pocket. The Charlie II Tote Diaper Bag by Timi Leslie in Black This bag has lots of features this sort of as it s stroller straps in it, it s insulated bottle holder, change mat, essential holder, it has 6 inside pockets and many some others. This black bag is created of built from fake leather-based and it is actually PVC no cost. It s got Pouchette in it.
https://w.atwiki.jp/thydsh/pages/85.html
弾幕創造主 場所 難易度 この時の曲 進化版 退化版 秋静葉 東方風神録一面中ボス Normal ♪人恋し神様 ~ Romantic Fall - - 弾幕内容 通常攻撃1⇒通常攻撃2 通常攻撃1 通常攻撃2
https://w.atwiki.jp/poketrip/pages/19.html
ポケモンの英名に関しては多言語参照 No.名前英名トリップ トリップキー 003フシギバナ VENUSAUR ◆Venusaur5E#ャ2#.s-Bo 013ビードルWEEDLE ◆WeedleqOgs#5VMSN`*8 014コクーンKAKUNA ◆Kakuna0cNE#gO-k3_N^ 016ポッポ PIDGEY ◆PidgeyuQbs#+^q;k_=? 023アーボ EKANS ◆EkansImwTc#z9IdUF6q 024アーボックARBOK ◆Arbokbio6s#F L-\?eO 026ライチュウRAICHU ◆RaichuzGRY#XmqFuI3, 037ロコン VULPIX ◆VulpixNcII#T,DB3X*{ 041ズバットZUBAT ◆Zubatv0ZCo#M4P}EH~7 042ゴルバットGOLBAT ◆GolbatUyus#k0o*RbZh 043ナゾノクサODDISH ◆OddishE70Y#Nnj2 0\] 044クサイハナGLOOM ◆Gloomv.8B.#jDfWA=-] 046パラス PARAS ◆ParasyKvrc#JGou(3}w 052ニャースMEWOTH ◆MewothpPCE#VphD5~#c 056マンキーMANKEY ◆Mankey9IDk#c!ihtv^6 063ケーシィABRA ◆AbraZt91U.#w`3Te=mB 064ユンゲラーKADABRA ◆KadabraLzo#^qvKkl.h 066ワンリキーMACHOP ◆MachopaMII#rS`!e_,j 067ゴーリキーMACHOKE ◆MachokeR5I#0mU@vn#j 076ゴローニャGOLEM ◆Golemx00Lw#j`e$Ge?( 077ポニータPONYTA ◆Ponyta3MdE#`/0Th3#b 084ドードーDODUO ◆DoduowgNjM#$F_?KGNJ 085ドードリオDODRIO ◆DodrioIJZM#J#f j=PV 086パウワウSEEL ◆Seel3F5O6k#el7=sGw\ 088ベトベターGRIMER ◆GrimerMMC.#C DRz`Rp 089ベトベトンMUK ◆MukGaXLFTw#H7Q%mtmL 092ゴース GASTLY ◆Gastly5p02#;g,J(} X 094ゲンガーGENGAR ◆Gengar8q7g#w Px8up 095イワークONIX ◆OnixhisZy2#+Hm,AM? 097スリーパーHYPNO ◆Hypno80KSM#St? -p#T 098クラブ KRABBY ◆Krabby.vpI#B@p1tv*7 104カラカラCUBONE ◆CuboneRAQo# snxO]ax 112サイドンRHYDON ◆RhydonLw3.#/VRt.8K 114モンジャラTANGELA ◆TangelaWX6#0ENbl0`# 116タッツーHORSEA ◆HorseaVB3g#cqmXa;vT 117シードラSEADRA ◆SeadraLOtE#kG SVduF 120ヒトデマンSTARYU ◆StaryuFVOE#e@NI t $ 124ルージュラJYNX ◆Jynxv59tYk# (TJBrxa 126ブーバーMAGMAR ◆MagmarcBuU#9@sN drj 127カイロスPINSIR ◆Pinsir0rMA#WF9Hr]a. 128ケンタロスTAUROS ◆Taurosdndw#tl03CmiT 131ラプラスLAPRAS ◆Lapras9rS6#1Wo*kQOZ 132メタモンDITTO ◆Ditto.1fV2#86s{O-44 133イーブイEEVEE ◆EeveePqYNk#Sl(X@w?N 135サンダースJOLTEON ◆JolteonbWQ#vZ9aS+6V 140カブト KABUTO ◆Kabuto9T4w#r^6?EPAe 145サンダーZAPDOS ◆ZapdosXcWA#MLmQ`q\b 150ミュウツーMEWTWO ◆Mewtwo1Jzk#KY3hy~?X 151ミュウ MEW ◆Mew./wayG2#K0^.Z,,Q ◆MEWetHf1Mk#*y.シb-Nz ◆MEW1lDs8Oo#sqiD3Xp? 165レディバLEDYBA ◆LedybaiDqg#(=W;l*rS 166レディアン LEDIAN ◆Ledianpiqc#0s^z1a2E 169クロバットCROBAT ◆Crobatp2Zk#M1~VC2)U 172ピチューPICHU ◆PichuEX4Zo#r@p,u1VJ 173ピィ CLEFFA ◆Cleffaem/6#A3NZ4`v/ 175トゲピーTOGEPI ◆TogepiwyKo#a.UGt!@O 177ネイティNATU ◆NatuD0aAPg#oQ[7`Ww7 178ネイティオXATU ◆XatuwifgbY#9}5(j@]! 179メリープMAREEP ◆MareepvFrU#rfgsye%0 183マリル MARILL ◆MarilltAMU#8i?U87PJ 187ハネッコHOPPIP ◆HoppipP5bU#$r!svJ,9 190エイパムAIPOM ◆AipomCF0yo#f?oL?=y4 193ヤンヤンマYANMA ◆YanmaB0ZWo#Uhz\3dh2 194ウパー WOOPER ◆Wooperd.RU#OZ+t5Y#s 196エーフィESPEON ◆Espeon.xlY#8K$bcY1O 201アンノーンUNOWN ◆UnownFvXKw#gO#7V? H 204クヌギダマPINECO ◆PinecoDTUA#XXO $JMq 212ハッサムSCIZOR ◆ScizorB/ns#tY+ox 3) 218マグマッグSLUGMA ◆SlugmaSYUg#M@}$Q2[H 231ゴマゾウPHANPY ◆PhanpyV4ho#;eN[=#5 239エレキッドELEKID ◆ElekidzbR2#34kekZ3i 240ブビィ MAGBY ◆Magbyk/4Ik#r;+M0R-T 243ライコウRAIKOU ◆RaikouyDOM#cLG[6 3* 244エンテイENTEI ◆EnteiBH2O6#Y;vJ.rj! ◆ENTEIusoeI#VgDsfHXX 249ルギア LUGIA ◆LugiaGOO8k#w*,1jme! 251セレビィCELEBI ◆Celebi6pTo#b?tOaPj% 252キモリ TREECKO ◆treecko/6E#-VnvPs3 258ミズゴロウMUDKIP ◆MudkipGuWA#=Bd;ehsl 269ドクケイルDUSTOX ◆DustoxoWR2#M a6nw$? 270ハスボーLOTAD ◆LotadWWTQ2#jRom)2H[ 271ハスブレロLOMBRE ◆LombreVzEU#zR)}DX(z 273タネボーSEEDOT ◆Seedot8k56#,+@myL_l 280ラルトスRALTS ◆RaltsZjLEY#hxa!U}hB 281キルリアKIRLIA ◆Kirlia3yu2#ms6/eMp/ 300エネコ SKITTY ◆SkittycI32#%CR BGS# 304ココドラARON ◆AronIX0B/Y#304@xvP0 305コドラ LAIRON ◆LaironrDTc#Ag _OqY- 306ボスゴドラAGGRON ◆Aggron.CiM# lc-D0PL 312マイナンMINUN ◆MinunuTIJk#Htc ovWA 317マルノームSWALOT ◆SwalotshQQ#wu^/EkO% 322ドンメルNUMEL ◆NumelN9YUw#cH -H=58 325バネブーSPOINK ◆SpoinkM/QA#8kPI wAE 327パッチールSPINDA ◆SpindaH3IM#8O?,H-!0 330フライゴンFLYGON ◆FlygonWkTI#njjサu)np 331サボネアCACNEA ◆ChatotSGhU#BoD {Y-6 333チルットSWABLU ◆SwabludIlA#umiKqN,] 336ハブネークSEVIPER ◆Sevipery6A#JjX@b(rz 343ヤジロンBALTOY ◆Baltoyrr6Q#F}K 2b5k 345リリーラLILEEP ◆LileepAaKE#f*V}hR Z 359アブソルABSOL ◆AbsolIOpx.#w9{}G2z- 360ソーナノWYNAUT ◆WynautfsR2#/VPe9~!Z 363タマザラシSPHEAL ◆SphealiHx6#D8@ #\+- 364トドグラーSEALSO ◆SealeoHwcA#E^CP?Nor 371タツベイBAGON ◆BagonWQDW.#prs=6EPr 374ダンバルBELDUM ◆BeldumW5qw#zrA!dG5= 375メタングMETANG ◆Metanggc0k#rc]pc@\j 378レジアイスREGICE ◆Regice069o#dGR4I#-E 380ラティアスLATIAS ◆LatiashD.w#s1akzznI 382カイオーガKYOGRE ◆KyogreLxfU#+pRYT1Z= 386デオキシスDEOXYS ◆DeoxysH6wo#l[#fa?/- 388ハヤシガメGROTLE ◆GrotleYECY#-;NsK$6Y 393ポッチャマPIPLUP ◆PiplupMpRg#@1x(@9qi 396ムックルSTARLY ◆Starly2Umw#I2eO]eL( 399ビッパ BIDOOF ◆Bidoof9cKY#L!CM[gX1 400ビーダルBIBAREL ◆BibarelPQo#?q[=o(Sn 403コリンクSHINX ◆ShinxO5ZA2#?Px1 8^ 404ルクシオLUXIO ◆LuxioduuTU#AQkP8C[7 405レントラーLUXRAY ◆LuxrayUUwg#a-59w]Ub 406スボミーBUDEW ◆BudewB.Q3E##2u~oL]{ 412ミノムッチBURMY ◆BurmybuUHQ# lazP,I0 415ミツハニーCOMBEE ◆Combee2mlo#9 5j$3 C 418ブイゼルBUIZEL ◆BuizelNwi.#Zef(Kc/B 431ニャルマーGLAMEOW ◆Glameowx8Q#A}T.[pD) 434スカンプーSTUNKY ◆Stunky5QT2#)HO00Xi[ 438ウソハチBONSLY ◆Bonslyog6g#yHIC~`rE 441ぺラップCHATOT ◆ChatotEYIE#91gQSP7X 443フカマルGIBLE ◆GiblerVHko#z Kf9Gca 444ガバイトGABITE ◆GabitesYgs##4i*jB6r 447リオル RIOLU ◆Riolu4Wbsc#}\\gOa%k 456ケイコウオFINNEON ◆Finneon1zo#174gTm w 459ユキカブリSNOVER ◆SnoverEmFg#% 4)SNsZ 479ロトム ROTOM ◆Rotom395Kc#s)whc@%~ 480ユクシーUXIE ◆UxieAoFcNI#N8 G3oF; 482アグノムAZELF ◆AzelfUi1vY#1N$SfT@t 483ディアルガDIALGA ◆DialgaxYiQ#$tAD/;u_ 484パルキアPALKIA ◆Palkiah7Wg#4UjNJ.t; 489フィオネPHIONE ◆Phione8TuU#XBM4SYUZ 493アルセウスARCEUS ◆ArceusZ23U#mYw C6e@ 494タマゴ Egg ◆EggIICoh/k#x4i[=dZM 495ダメタマゴBadEgg ◆BadeggBzoA#}S|\tD7e ◆末尾の特定文字の都合により出ない連中 004 ヒトカゲ CHARMANDER 005 リザード CHARMELEON 039 プリン JIGGLYPUFF 040 プクリン WIGGLYTUFF 069 マダツボミ BELLSPROUT 070 ウツドン WEEPINBELL 071 ウツボット VICTREEBEL 073 ドククラゲ TENTACRUEL 107 エビワラー HITMONCHAN 115 ガルーラ KANGASKHAN 125 エレブー ELECTABUZZ 142 プテラ AERODACTYL 157 バクフーン TYPHLOSION 160 オーダイル FERALIGATR 284 アメモース MASQUERAIN ◆末尾の特定文字の都合により末尾大文字固定 012 バタフリー BUTTERFREE 402 コロトック KRICKETUNE 463 ベロベルト LICKILICKY 466 エレキブル ELECTIVIRE ◆同じく末尾小文字固定 200 ムウマ MISDREAVUS 205 フォレトス FORRETRESS 449 ヒポポタス HIPPOPOTAS ◆そもそも記号でねぇよ(#゚Д゚)ゴルァ 029 ニドラン♀ NIDORAN♀ 032 ニドラン♂ NIDORAN♂ 083 カモネギ FARFETCH D 250 ホウオウ HO-OH 474 ポリゴンZ PORYGON-Z
https://w.atwiki.jp/nkym_memo/pages/70.html
#freeze #norelated 2010-12-11 (土) 00 53 57 - Ubuntu 10.04? 2010-12-04 (土) 21 43 13 - Linux/シェル? 2010-10-20 (水) 16 28 24 - Emacs/バッファとファイル? 2010-10-20 (水) 16 28 02 - Emacs/ウィンドウ操作? 2010-10-16 (土) 16 35 27 - Emacs/Emacs Lisp? 2010-10-15 (金) 06 43 42 - OpenSUSE/KDEでの外観の設定? 2010-10-15 (金) 06 43 39 - OpenSUSE/インストール後の設定? 2010-10-14 (木) 13 38 10 - Ubuntu 10.04/キー配列の変更? 2010-10-14 (木) 13 37 14 - Ubuntu 10.04/デュアルブート? 2010-10-14 (木) 13 24 55 - Ubuntu 10.04/プリンタの設定? 2010-10-14 (木) 13 24 10 - Ubuntu 10.04/インストール後の設定? 2010-10-06 (水) 02 18 35 - Information? 2010-10-02 (土) 01 06 58 - 機械力学/自由振動? 2010-10-02 (土) 01 04 36 - 機械工学/周波数応答 2010-10-02 (土) 01 03 55 - 機械工学/自由振動 2010-10-01 (金) 14 35 59 - OpenMP/導入? 2010-10-01 (金) 14 29 07 - Illustrator CS3/Tips? 2010-09-23 (木) 13 52 35 - 探索/B木/サンプルプログラム? 2010-08-25 (水) 23 34 26 - emacs/コマンド 2010-08-25 (水) 23 33 29 - emacs/.emacs 2010-08-25 (水) 23 31 29 - emacs 2010-07-16 (金) 05 46 17 - コーディング規約/スタイル? 2010-07-07 (水) 01 07 15 - データ構造/順序木? 2010-07-06 (火) 21 25 48 - Illustrator/Tips? 2010-06-28 (月) 21 38 31 - リスト? 2010-06-28 (月) 14 20 07 - 視覚機能/認知機能? 2010-06-26 (土) 11 11 22 - Ubuntu10.04? 2010-06-26 (土) 10 56 18 - FrontPage/OpenGL/GLUT? 2010-06-25 (金) 22 53 37 - MenuBar/OpenGL/GLUT? 2010-06-25 (金) 22 34 50 - FrontPage/Linux? 2010-06-25 (金) 22 34 42 - FrontPage/Linux/emacs/.emacs?
https://w.atwiki.jp/matchmove/pages/134.html
View Menu Reset View CameraViewのリセットです。イメージサイズは拡大縮小(マウススクロールまたは右ドラッグ)可能ですが、ResetViewでイメージがCameraView一杯のイメージサイズに戻ります。 Expand to Fit Reset Viewと同じです。 Reset Time Bar TimeBarのリセット。右ドラッグで移動したTimeBarをリセットします。 (直訳)アクティブフレームレンジを正確に表示可能なエリアいっぱいにします。 Rewind 巻き戻し。現在時刻を最初のアクティブフレームにセットします。 To End 最後フレームへ。現在時刻を最後のアクティブフレームにセットします。 Play in Reverse 逆再生。セットすると、リプレイまたはトラッキングが現在フレームから最初に向かって進みます。 Frame by Frame フレーム毎を可能な限り速く再生します。 Quarter Speed ノーマルスピードの1/4倍速再生です。 Half Speed ノーマルスピードの1/2倍速再生です。 Normal Speed ノーマルスピード(frm/sec値)再生です。必要に応じてフレーム落ちしながらノーマルスピードで再生します。 注:Trackerパネルが選択されているときは、トラッキングでフレームがスキップされてしまうことを避けるため、 再生は常にframe-by-frameです。 Double Speed 2倍速再生です。必要に応じてフレーム落ちします。 Show Image カメラビューの主要なイメージの表示をオン/オフします。 Show Trackers カメラビューでのトラッカー長方形の表示をオン/オフします。 Only Camera01 s trackers 現在選択中のカメラもしくはオブジェクトのトラッカーだけを表示します。 チェックをONすると、他のオブジェクト/カメラのトラッカーが非表示になります。 Shotメニューで現在選択中のカメラ/オブジェクトを変えるたびに、カメラ/オブジェクトの名は変わります。 Show Tracker Trails ONするとトラッカーのテイルが表示されます。未来(赤)過去(青)です。 Show 3-D Points 解析位置マーク(X)の表示をコントロールします。 Show 3-D Seeds SEEDポジションマーク(+)の表示をコントロールします。 Show Seed Paths ONすると「SEED」パスの値と、カメラと移動オブジェクトの視野/焦点距離が表示、編集されます。 「Use Seed Paths」モードと、カメラ制約のために使われます。OFFすると解析値が表示されます。 Show Meshes カメラビューポート内のオブジェクトメッシュの表示をコントロールします。メッシュは3Dビューポート内で常に表示されます。 Solid Meshes ONするとメッシュはカメラビューポート内でメッシュがソリッド表示になりますOFFするとメッシュがワイヤーフレームになります。 Shadows パースペクティブウインドウで地面やオブジェクト上の影を表示します。 This setting is sticky from SynthEyes run to run. Show Lens Grid レンズディストーション(歪み)グリッドの表示です。(レンズコントロールパネルが開いているときのみです) OpenGL Camera View 有効時、OpenGLカメラビューが使用されます。大きなメッシュ(50,000頂点以上)が存在する場合はMAC上で高速です。 複雑なメッシュがない限り、WINDOWS機ではOFFにしてください。 OpenGL 3-D Viewports 有効時、3DビューポートのOpenGLバージョンが使用されます。MACの場合や大きなメッシュ(50,000頂点以上)が存在する場合高速です。 複雑なメッシュがない限り、WINDOWS機ではOFFにしてください。 Double Buffer わずかに遅いが、フリッカーの無いグラフィック。最大の再生速度が必要な時だけ、OFFしてください。 Sort Alphabetic UP/DOWN矢印キーで、トラッカーをアルファベット順にソートします。グラフエディタでセッティングを変えるとき、更新されます。 Sort by Error トラッカーをHIGH ERRORからLOW ERRORへソートします。 Sort by Time トラッカーをショットの始めから後へソートします。 Only Selected Splines チェックすると、Show This Splineの状態に関係なく選択したスプラインだけが表示されます。 Safe Areas 個々にオン/オフすることができる(たとえば、すぐに90%と80%をオンにすることができます)いろいろなsafe areaのためのサブメニューです。safe areaのサイズは、SynthEyesフォルダのsafe08.iniで定められます。 あなた自身の個人のsafe area定義を加えるために、safe08.iniを編集することができます。
https://w.atwiki.jp/drdames/pages/14.html
To Realize! ツクールXP製 公式サイト キャラクター アルシェス:剣と鎧の自称勇者。魔法は使えない。 エーゼル:魔法使い。 マリア:狂信者。槍魔法。 ガブリエル:エルフ。弓魔法。 ※PCはこの4人で固定、シナリオ上一時的に抜けたりはあり 魔法の種類 発現系(赤) 行動時にSPを消費して使う魔法。槍魔法はマリア、弓魔法はガブリエル専用。 迎撃系(青) 最大SPを減らして常時効果を得られる。主に防御効果を補強する。 補助系(緑) 最大SPを減らして常時効果を得られる。主に能力上昇などの効果がある。 武器とキャラクターレベル 武器=本体+補強パーツ キャラクターレベル=本体+補強パーツのレベルの合計 ※アルシェスの防具類はレベルに影響しないため、強力なもの優先でOK 経験値EXPのゲージが貯まってもLvが上がるわけではない。おそらくランダムで能力値が強化される。 パラメータ 攻撃力:与ダメ全般に影響する 防御力=物理系ダメージに影響(物防) 抵抗力=魔法系ダメージに影響(魔防) 物理力(力)=物理系攻撃の威力に影響 魔力(魔力)=魔法系攻撃の威力に影響 器用さ=命中率・待機・チャージに影響 素早さ=ターン回転率・回避率に影響 移動力=移動範囲