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GBXへ戻る 007 - The World is Not Enough (U) [C][!] 10-Pin Bowling (U) [C][!] 100000 Boys (PD) [C] 102 Dalmatians - Puppies to the Rescue (U) [C][!] 102 Dalmatiens a la Rescousse (F) [C][!] 102 Dalmatiner (G) [C][!] 16 Threads Demo by DarkFader (PD) [C] 16-in-1 Super Card (Unl) [b1] 16-in-1 Super Card (Unl) [b2] 16-in-1 Super Card (Unl) [b3] 175 Sprite Parallax Starfield Demo (PD) [C] 1942 (U) [C][!] 1942 (U) [C][b1] 1942 (U) [C][T+Gre] 1942 (U) [C][t1] 1993 Collection 128-in-1 (Unl) [b1] 2560 Colors Demo (PD) [C] 2nd BNG Demo - Sonic Knuckles (PD) [C] 2nd Space (Sachen 4-in-1 Vol. 6) (Unl) [!] 3 Choume no Tama - Tama and Friends - 3 Choume Obake Panic!! 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(J) [S][!] APA Demo (PD) [C] APA Demo 2 (PD) [C] Apache (PD) [C] Apocalypse Now Demo (PD) [a1] Apocalypse Now Demo (PD) Apple Demo (PD) Aqualife (J) [C][!] Aqualife (J) [C][b1] Aqueous Demo (PD) [C] Aretha (J) [o1] Aretha (J) [o2] Aretha (J) Aretha II (J) Aretha III (J) [b1] Aretha III (J) [b2] Aretha III (J) [b3] Aretha III (J) Arkanoid (PD) [C] Arle no Bouken - Mahou no Jewel (J) [C][!] Arle no Bouken - Mahou no Jewel (J) [C][b1] Arle no Bouken - Mahou no Jewel (J) [C][T+Eng0.1_DBTrans] Arle no Bouken - Mahou no Jewel (J) [C][T+Eng1.0_Vida] Armada - FX Racers (U) [C][!] Armageddon Video Trailer (GBTK Video) (PD) [a1] Armageddon Video Trailer (GBTK Video) (PD) Armorines - Project S.W.A.R.M. (E) (M2) [C][!] Army Men (U) (M3) [C][!] Army Men (U) (M3) [C][b1] Army Men (U) (M3) [C][t1] Army Men - Air Combat (U) (M3) [C][!] Army Men - Sarge's Heroes 2 (U) (M3) [C][!] Army Men 2 (U) (M3) [C][!] Arthur's Absolutely Fun Day! (U) [C][!] Artic Zone (Sachen 4-in-1 Vol. 5) (Unl) [!] ArtROM #1 V1.0 (PD) [C] ASCII Wars V1.1 (PD) Ash Demo (PD) Asterix (UE) (M5) [!] Asterix (UE) (M5) [b1] Asterix (UE) (M5) [t1] Asterix - Search for Dogmatix (E) (M6) [C][!] Asterix - Search for Dogmatix (E) (M6) [C][t1] Asteroids Missile Command (U) [S][!] Asteroids Missile Command (U) [S][b1] Asteroids Missile Command (U) [S][b2] Asteroids Missile Command (U) [S][t1] Asteroids (U) [b1] Asteroids (U) [C][!] Asteroids (U) [t1] Asteroids (U) Astro Rabby (J) [t1] Astro Rabby (J) Asukatti Slide Show (PD) Atari 2600 Boxing (PD) ATC - Air Traffic Control Simulation (PD) [C] Athena no Hatena (J) Atlantis - The Lost Empire (U) [C][!] Atomic Punk (U) [!] Atomic Punk (U) [b1] Atomic Punk (U) [b2] Atomic Punk (U) [b3] Atomic Punk (U) [b4] Atomic Punk (U) [b5] Atomic Punk (U) [t1] Atsumete Asobu Kuma no Pooh-san - Mori no Takaramono (J) [C][!] Attack of the Killer Tomatoes (J) Attack of the Killer Tomatoes (U) [!] Austin Powers - Oh, Behave! (E) (M5) [C][!] Austin Powers - Oh, Behave! (U) [C][!] Austin Powers - Welcome to My Underground Lair! (E) (M5) [C][!] Austin Powers - Welcome to My Underground Lair! (U) [C][!] Avenging Spirit (U) [b1] Avenging Spirit (U) Ayakashi no Shiro (J) [!] Ayakashi no Shiro (J) [b1] Ayakashi no Shiro (J) [t1] Azure Dreams (E) (M3) [C][!] Azure Dreams (U) [C][!] B-Daman Bakugaiden - Victory heno Michi (J) [C][!] B-Daman Bakugaiden - Victory heno Michi (J) [C][b1] B-Daman Bakugaiden - Victory heno Michi (J) [C][b2] B-Daman Bakugaiden V - Final Mega Tune (J) [C][!] B-Daman Bakugaiden V - Final Mega Tune (J) [C][b1] B.C. Kid 2 (E) [S][b1] B.C. Kid 2 (E) [S][b2] B.C. Kid 2 (E) [S][BF] B.C. Kid 2 (E) [S][h1] B.C. Kid 2 (E) [S] Babe and Friends (U) [C][!] Babe and Friends (U) [C][t1] Baby Felix - Halloween (E) (M6) [C][!] Baby T-Rex (UE) [!] Baby T-Rex (UE) [b1] Back to Earth 3D (PD) [C] Backgammon (E) (M4) [C][!] Backgammon (E) (M4) [C][hI] Backgammon (J) [C][!] Backwards XXX (PD) [C] Bajki i Przypowiesci by Ignacy Krasicki (PD) [C] Bakenou TV '94 (J) [S] Bakenou V3 (J) Bakukyuu Renpatsu!! Super B-Daman - Gekitan! Rising Valkyre!! (J) [C][!] Bakusou Dekotora Densetsu GB Special - Otoko Dokyou no Tenka Touitsu (J) [C][!] Bakusou Senki Metal Walker GB - Koutetsu no Yuujou (J) [C][!] Bakusou Senki Metal Walker GB - Koutetsu no Yuujou (J) [C][b1] Bakusou Senki Metal Walker GB - Koutetsu no Yuujou (J) [C][p1][T+Chi] Bakuten Shoot Beyblade (J) [C] Ball (PD) [C] Ballgame DX Demo (PD) [C] Ballgame DX Demo for Bung (PD) [C] Ballistic (U) [C][!] Ballistic (U) [C][t1] Balloon Balloon (PD) [C] Balloon Fight GB (J) [C][!] Balloon Kid (JUE) [!] Balloon Kid (JUE) [b1] Balloon Kid (JUE) [BF] Balloon Man (PD) Ballpark Title Screen (PD) [C] BALLYHOO (PD) [a1] BALLYHOO (PD) [a2] BALLYHOO (PD) [a3] BALLYHOO (PD) [a4] BALLYHOO (PD) [C][a1] BALLYHOO (PD) [C] BALLYHOO (PD) Bamse (Sw) Banishing Racer (J) [t1] Banishing Racer (J) Barbie - Chasse au Tresor Sous-marine (F) [C][!] Barbie - Fashion Pack Games (U) [C][!] Barbie - Game Girl (U) [b1] Barbie - Game Girl (U) [b2] Barbie - Game Girl (U) [b3] Barbie - Game Girl (U) [t1] Barbie - Game Girl (U) Barbie - Magic Genie Adventure (U) [C][!] Barbie - Magic Genie Adventure (U) [C][p1][T+Chi][!] Barbie - Meeresabenteuer (G) [C][!] Barbie - Ocean Discovery (E) [C][!] Barbie - Ocean Discovery (U) [C][!] Barbie - Pet Rescue (U) [C][!] Barca Total 2000 (E) (M7) [C][!] Barcode Taisen Bardigun (J) [C][!] Barcode Taisen Bardigun (J) [C][b1] Barcode Taisen Bardigun (J) [C][b2] Barcode Taisen Bardigun (J) [C][b3] Barcode Taisen Bardigun (J) [C][b4] Baseball (JU) [!] Baseball Kids (J) [b1] Baseball Kids (J) [b2] Baseball Kids (J) Bases Loaded (U) [!] Bases Loaded (U) [b1] Bases Loaded (U) [b2] Bass Masters Classic (U) [C][!] Batman (JU) [!] Batman (JU) [b1] Batman (JU) [b2] Batman (JU) [t1] Batman - Return of the Joker (J) [b1] Batman - Return of the Joker (J) [b2] Batman - Return of the Joker (J) [b3] Batman - Return of the Joker (J) Batman - Return of the Joker (U) [!] Batman - Return of the Joker (U) [T+Rus] Batman - The Animated Series (U) [BF] Batman - The Animated Series (U) Batman Beyond - Return of the Joker (U) [C][!] Batman Beyond - Return of the Joker (U) [C][t1] Batman Forever (J) Batman Forever (U) [!] Batman Forever (U) [b1] Batman Forever (U) [b2] Batman Forever (U) [BF] Batman of the Future - Return of the Joker (E) (M3) [C][!] Batman of the Future - Return of the Joker (E) (M3) [C][T+Pol] Battle Arena Toshinden (E) [S] Battle Arena Toshinden (J) [S][h1] Battle Arena Toshinden (J) [S] Battle Arena Toshinden (U) [S][!] Battle Bull (E) [!] Battle Bull (J) [b1] Battle Bull (J) Battle Crusher (J) [S][b1] Battle Crusher (J) [S][b2] Battle Crusher (J) [S][b3] Battle Crusher (J) [S] Battle Dodge Ball (J) Battle Fishers (J) [C][!] Battle of Kingdom (J) [b1] Battle of Kingdom (J) Battle of Olympus, The (UE) (M5) [b1] Battle of Olympus, The (UE) (M5) [b2] Battle of Olympus, The (UE) (M5) [b3] Battle of Olympus, The (UE) (M5) [b4] Battle of Olympus, The (UE) (M5) Battle Pingpong (J) Battle Space (J) Battle Tanx (U) [C][!] Battle Tanx (U) [C][t1] Battle Unit Zeoth (J) [b1] Battle Unit Zeoth (J) Battle Unit Zeoth (U) [!] Battle Unit Zeoth (U) [b1] Battle Unit Zeoth (U) [T+Ita0.9_Dull] Battle Zone Super Breakout (U) [S] BattleCity (J) [!] BattleCity (J) [t1] Battleship (U) [C][!] Battleship (U) [M][!] Battleship (U) [M][o1] Battleship (U) [M][o2] Battletoads (J) Battletoads (U) [!] Battletoads Double Dragon - The Ultimate Team (E) [!] Battletoads Double Dragon - The Ultimate Team (E) [b1] Battletoads Double Dragon - The Ultimate Team (E) [b2] Battletoads Double Dragon - The Ultimate Team (E) [b3] Battletoads Double Dragon - The Ultimate Team (U) Battletoads in Ragnarok's World (E) [!] Battletoads in Ragnarok's World (U) BBS Demo (PD) Beach (PD) [C] Beach Volleyball (J) [S][b1] Beach Volleyball (J) [S][b2] Beach Volleyball (J) [S] Beach'n Ball (E) (M5) [C][!] Bear in the Big Blue House (U) (M7) [C][hIR] Bear in the Big Blue House (U) (M7) [C][hI] Beatmania GB (J) [C][!] Beatmania GB (J) [C][b1] Beatmania GB (J) [C][b2] Beatmania GB (J) [C][b3] Beatmania GB 2 (J) [C][!] Beatmania GB 2 (J) [C][b1] Beatmania GB 2 (J) [C][b2] Beatmania GB Gotcha Mix 2 (J) [C][!] Beauty and the Beast - A Board Game Adventure (E) (M5) [C][!] Beauty and the Beast - A Board Game Adventure (U) [C][!] Beauty and the Beast - A Board Game Adventure (U) [C][b1] Beauty Girls Volume 1 - Anna Kurnikova V1.0 (PD) [C] Beauty Girls Volume 1 - Anna Kurnikova V1.01 (PD) [C] Beavis and Butthead (U) [!] Beethoven's 2nd (U) [S][b1] Beethoven's 2nd (U) [S][b2] Beethoven's 2nd (U) [S][BF] Beethoven's 2nd (U) [S] Beetlejuice (U) [b1] Beetlejuice (U) [b2] Beetlejuice (U) [t1] Beetlejuice (U) Ben Hur (Polish) (PD) [C] Benjamin Bluemchen - Ein Verrueckter Tag im Zoo (G) [C][!] Berlin-Hotball-Paranoid 50 Levels Preview by Aleksi Eeben (PD) [C] Berlin-Hotball-Paranoid Preview 1 by Aleksi Eeben (PD) [C] Berlin-Hotball-Paranoid Preview 2 by Aleksi Eeben (PD) [C] Berlin-Hotball-Paranoid Preview 3 by Aleksi Eeben (PD) [C] Berlin-Hotball-Paranoid Preview 4 by Aleksi Eeben (PD) [C] Berlin-Hotball-Paranoid Preview 5 by Aleksi Eeben (PD) [C] Berlitz French Language Translator (U) Berlitz Spanish Language Translator (U) Berutomo Kurabu (J) [S][!] Berzerk Legends (PD) [C] Best of the Best - Championship Karate (U) [!] Best of the Best - Championship Karate (U) [b1] Best of the Best - Championship Karate (U) [b2] Best of the Best - Championship Karate (U) [b3] Best of the Best - Championship Karate (U) [o1] Best of the Best - Championship Karate (U) [o2] Beyblade - Tournament Fighting (J) [C][!] BG Put0 Demo (PD) BHGOS - Multicart Menu (PD) [C] BHGOS - Overclocked Combo (PD) [C] BHGOS - Y2Kode Combo (PD) [C] Bibi Blocksberg - Im Bann der Hexenkugel (G) [C][!] Bible, The - New Testament Books (Polish) (PD) [C] Bible, The - Old Testament Books 01-08 (Polish) (PD) [C] Bible, The - Old Testament Books 09-18 (Polish) (PD) [C] Bible, The - Old Testament Books 19-23 (Polish) (PD) [C] Bible, The - Old Testament Books 24-39 (Polish) (PD) [C] Big Scroller Demo (PD) Bikkuri Nekketsu Shinkiroku! - Dokodemo Kin Medal (J) Bikkuriman 2000 - Charging Card GB (J) [C][!] Bill Ted's Excellent Gameboy Adventure (UE) [!] Bill Ted's Excellent Gameboy Adventure (UE) [b1] Bill Ted's Excellent Gameboy Adventure (UE) [b2] Bill Ted's Excellent Gameboy Adventure (UE) [b3] Bill Ted's Excellent Gameboy Adventure (UE) [t1] Bill Elliott's NASCAR Fast Tracks (U) Billy Bob's Huntin' 'n' Fishin' (U) [C][!] Billy Bob's Huntin' 'n' Fishin' (U) [C][b1] Binary Chaos (PD) [C] Bionic Battler (U) Bionic Commando (J) [b1] Bionic Commando (J) [h1C] Bionic Commando (J) [t1] Bionic Commando (J) Bionic Commando (U) [!] Bionic Commando (U) [b1] Bionic Commando (U) [b2] Bionic Commando (U) [b3] Bionic Commando (U) [b4] Bionic Commando (U) [b5] Bionic Commando (U) [b6] Bionic Commando (U) [b7] Bionic Commando (U) [b8] Bionic Commando (U) [b9] Bionic Commando - Elite Forces (U) [C][!] Bionic Commando - Elite Forces (U) [C][t1] Bishoujo Senshi Sailor Moon (J) [T+Eng0.95_SomeGoodShit] Bishoujo Senshi Sailor Moon (J) [T-EngBeta_SomeGoodShit] Bishoujo Senshi Sailor Moon (J) Bishoujo Senshi Sailor Moon R (J) [b1] Bishoujo Senshi Sailor Moon R (J) [b2] Bishoujo Senshi Sailor Moon R (J) Bitte 8 Bit Demo by HITMEN (PD) [C] Black Bass - Lure Fishing (U) [C][!] Black Bass - Lure Fishing (U) [C][f1] Black Bass - Lure Fishing (U) [M][!] Black Forest Tale (Sachen 4-in-1 Vol. 6) (Unl) [!] Black Onyx, The (J) [C][!] BlackJack (PD) [C] Blade (U) [C][!] Blades of Steel (E) [M][!] Blades of Steel (U) [M][!] Blades of Steel (U) [M][b1] Blades of Steel (U) [M][o1] Blades of Steel (U) [M][t1] Blastah (PD) [C] Blastah for Bung (PD) [C] Blaster Master - Enemy Below (U) [C][!] Blaster Master Boy (U) [b1] Blaster Master Boy (U) Blaster Master Jr. (E) Blastroids (PD) BLEM! (PD) Blobz (PD) [C][b1] Blobz (PD) [C] Block Badger (PD) [C] Block Kuzushi GB (J) [S][BF] Block Kuzushi GB (J) [S][h1C] Block Kuzushi GB (J) [S] Blodia (J) [b1] Blodia (J) [b2] Blodia (J) Blue's Clues - Blue's Alphabet Book (U) [C][!] Blues Brothers, The (U) [!] Blues Brothers, The (U) [b1] Blues Brothers, The (U) [b2] Blues Brothers, The - Jukebox Adventure (U) BNG Demo (PD) [C][b1] BNG Demo (PD) [C] Bo Jackson Hit and Run (U) [!] Boarder Zone (U) [C][!] Bob the Builder - Fix It Fun! (E) (M5) [C][!] Bob the Builder - Fix It Fun! (U) [C][!] Boggle Plus (U) [!] Bokemob V2.2 (Pokemon Blue Hack) Bokemob V2.5 (Pokemon Blue Hack) Boku no Camp-jou (J) [C][!] Bokujou Monogatari GB (J) (V1.0) [S][BF] Bokujou Monogatari GB (J) (V1.0) [S] Bokujou Monogatari GB (J) (V1.1) [S] Bokujou Monogatari GB2 (J) [C][!] Bokujou Monogatari GB2 (J) [C][p1][T+Chi][!] Bokujou Monogatari GB2 (J) [C][p1][T+Chi][b1] Bokujou Monogatari GB2 (J) [C][T+Eng0.1] Bokujou Monogatari GB3 - Boy Meets Girl (J) [C][!] Bokujou Monogatari GB3 - Boy Meets Girl (J) [C][p1][T+Chi][BF] Bokujou Monogatari GB3 - Boy Meets Girl (J) [C][p1][T+Chi][h1C] Bokujou Monogatari GB3 - Boy Meets Girl (J) [C][p1][T+Chi] Bomb Disposer (Sachen 4-in-1 Vol. 6) (Unl) [!] Bomb Jack (U) [b1] Bomb Jack (U) [b2] Bomb Jack (U) [o1] Bomb Jack (U) [T+Por] Bomb Jack (U) [t1] Bomb Jack (U) Bomber (PD) [C] Bomber Boy (J) [b1] Bomber Boy (J) [b2] Bomber Boy (J) [b3] Bomber Boy (J) [b4] Bomber Boy (J) [t1] Bomber Boy (J) Bomber King - Scenario 2 (J) [b1] Bomber King - Scenario 2 (J) [b2] Bomber King - Scenario 2 (J) [b3] Bomber King - Scenario 2 (J) [b4] Bomber King - Scenario 2 (J) Bomberman Collection (J) [S] Bomberman GB (J) [S][b1] Bomberman GB (J) [S][b2] Bomberman GB (J) [S][b3] Bomberman GB (J) [S][b4] Bomberman GB (J) [S][BF1] Bomberman GB (J) [S][BF2] Bomberman GB (J) [S][o1] Bomberman GB (J) [S][o2] Bomberman GB (J) [S] Bomberman GB (U) [S][!] Bomberman GB (U) [S][b1] Bomberman GB (U) [S][b2] Bomberman GB (U) [S][b3] Bomberman GB (U) [S][b4] Bomberman GB (U) [S][b5] Bomberman GB (U) [S][BF] Bomberman GB 2 (J) [S][b1] Bomberman GB 2 (J) [S] Bomberman GB 3 (J) [S][b1] Bomberman GB 3 (J) [S][b2] Bomberman GB 3 (J) [S][BF] Bomberman GB 3 (J) [S][T+Eng1.00_MakoKnight] Bomberman GB 3 (J) [S] Bomberman Max - Ain Version (J) [C][!] Bomberman Max - Blue Champion (U) [C][!] Bomberman Max - Blue Champion (U) [C][b1] Bomberman Max - Blue Champion (U) [C][t1] Bomberman Max - Hikari no Yuusha (J) [C][!] Bomberman Max - Hikari no Yuusha (J) [C][t1] Bomberman Max - Red Challenger (U) [C][!] Bomberman Max - Red Challenger (U) [C][t1] Bomberman Max - Yami no Senshi (J) [C][!] Bomberman Max - Yami no Senshi (J) [C][t1] Bomberman Quest (E) (M3) [C][!] Bomberman Quest (J) [C][!] Bomberman Quest (J) [C][b1] Bomberman Quest (J) [C][b2] Bomberman Quest (J) [C][b3] Bomberman Quest (U) [C][!] Bomberman Quest (U) [C][BF] Bombermon by Colosseum Translations (Pokemon Blue Hack) Bonk's Adventure (U) [!] Bonk's Adventure (U) [b1][t1] Bonk's Adventure (U) [b1] Bonk's Adventure (U) [b2] Bonk's Adventure (U) [b3] Bonk's Adventure (U) [BF] Bonk's Revenge (U) [S][!] Booby Boys (J) [b1] Booby Boys (J) [b2] Booby Boys (J) [b3] Booby Boys (J) Books of the Bible (Freedom GB2001) (PD) Boomer's Adventure in ASMIK World (J) [b1] Boomer's Adventure in ASMIK World (J) [h1C] Boomer's Adventure in ASMIK World (J) Boomer's Adventure in ASMIK World (U) [!] Boomer's Adventure in ASMIK World (U) [b1] Boomer's Adventure in ASMIK World (U) [b2] Boomer's Adventure in ASMIK World (U) [h1C] Boomer's Adventure in ASMIK World (U) [h2C] Boomer's Adventure in ASMIK World 2 (J) [h1C] Boomer's Adventure in ASMIK World 2 (J) Boulder Dash (J) [!] Boulder Dash (PD) [C] Boulder Dash (U) [!] Boulder Dash (U) [b1] Boulder Dash (U) [t1] Boulder Dash DX by DarkFader (PD) [C] Boulder Dash DX for Bung by DarkFader (PD) [C] Bounce by Jarvik7 (PD) [b1] Bounce by Jarvik7 (PD) Bounce! by Issac Rounds (PD) Boxes (PD) Boxes for Bung (PD) Boxing (J) [b1] Boxing (J) [b2] Boxing (J) Boxxle (U) (V1.1) [!] Boxxle 2 (U) Boy and His Blob, A - The Rescue of Princess Blobette (E) [!] Boy and His Blob, A - The Rescue of Princess Blobette (E) [b1] Boy and His Blob, A - The Rescue of Princess Blobette (U) [!] Boy and His Blob, A - The Rescue of Princess Blobette (U) [BF] Boy and His Blob, A - The Rescue of Princess Blobette (U) [h1C] Brain Drain (E) [S][b1] Brain Drain (E) [S] Brain Drain (J) [S] Brain Drain (U) [S][!] Brainbender (U) [!] Bram Stoker's Dracula (U) [!] Brave Saga - Shinshou Astaria (J) [C][!] Breakout (PD) [C] Breakout Demo (PD) [C][b1] Breakout Demo (PD) [C] BreakThru! 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(U) Brick Breaker DX (PD) [C] Brickster (PD) [C] Britany Spears - Flowers by Titney (PD) [C] Britany Spears - Hammock by Titney (PD) [C] Britany Spears - Sitting by Titney (PD) [C] Britany Spears - Sultry by Titney (PD) [C] Bubble Bobble (E) [C][!] Bubble Bobble (E) [C][t1] Bubble Bobble (J) [b1] Bubble Bobble (J) [C][!] Bubble Bobble (J) Bubble Bobble (U) [C][!] Bubble Bobble (U) [M][!] Bubble Bobble (U) [M][b1] Bubble Bobble Jr. (J) [b1] Bubble Bobble Jr. (J) Bubble Bobble Part 2 (U) [!] Bubble Bobble Part 2 (U) [b1] Bubble Bobble Part 2 (U) [b2] Bubble Bobble Part 2 (U) [o1] Bubble Bobble Part 2 (U) [o2] Bubble Bobble Part 2 (U) [t1] Bubble Ghost (J) Bubble Ghost (U) [!] Bubble Ghost (U) [b1] Bubble Ghost (U) [b2] Bubbles (PD) [C] Bubsy 2 (E) [b1] Bubsy 2 (E) [t1][f1] Bubsy 2 (E) [t1] Bubsy 2 (E) Bubsy 2 (U) [!] Buffy the Vampire Slayer (U) [C][!] Buffy the Vampire Slayer (U) [C][b1] Bug's Life, A (E) [C][!] Bug's Life, A (E) [C][b1] Bug's Life, A (E) [C][t1] Bug's Life, A (U) [C][!] Bug's Life, A (U) [C][b1] Bug's Life, A (U) [C][t1] Bugs Bunny Lola Bunny - Carrot Crazy (U) (M3) [C][!] Bugs Bunny Lola Bunny - Operation Carrots (E) (M6) [C][!] Bugs Bunny Lola Bunny - Operation Carrots (E) (M6) [C][b1] Bugs Bunny Lola Bunny - Operation Carrots (E) (M6) [C][b2] Bugs Bunny Lola Bunny - Operation Carrots (E) (M6) [C][t1] Bugs Bunny (U) [!] Bugs Bunny (U) [b1] Bugs Bunny (U) [b2] Bugs Bunny (U) [b3] Bugs Bunny (U) [h1] Bugs Bunny (U) [T+Por] Bugs Bunny - Crazy Castle 3 (J) [C][!] Bugs Bunny - Crazy Castle 3 (J) [C][b1] Bugs Bunny - Crazy Castle 3 (J) [C][b2] Bugs Bunny - Crazy Castle 3 (J) [C][b3] Bugs Bunny - Crazy Castle 3 (J) [C][b4] Bugs Bunny - Crazy Castle 3 (J) [C][f1] Bugs Bunny - Crazy Castle 3 (J) [C][t1] Bugs Bunny - Crazy Castle 3 (J) [C][t2] Bugs Bunny - Crazy Castle 3 (J) [C][t3] Bugs Bunny - Crazy Castle 3 (U) [C][!] Bugs Bunny - Crazy Castle 3 (U) [C][t1] Bugs Bunny - Crazy Castle 4 (E) [C][!] Bugs Bunny - Crazy Castle 4 (E) [C][t1] Bugs Bunny - Crazy Castle 4 (J) [C][!] Bugs Bunny - Crazy Castle 4 (J) [C][t1] Bugs Bunny - Crazy Castle 4 (U) [C][!] Bugs Bunny - Crazy Castle II (U) [!] Bugs Bunny - Crazy Castle II (U) [b1] Bugs Bunny Collection (J) (V1.0) [S] Bugs Bunny Collection (J) (V1.1) [S] Bump Demo (PD) [C] Bundesliga Stars 2001 (G) [C][!] Bung Cart Slideshow (PD) Bung Trivia (PD) Bung Trivia - Revised (PD) Burai Fighter Color (J) [C][!] Burai Fighter Color (J) [C][BF] Burai Fighter Color (J) [C][t1] Burai Fighter Deluxe (J) Burai Fighter Deluxe (UE) [!] Burger Burger Pocket (J) [C][!] Burger Paradise (J) [C][!] Burger Paradise (J) [C][b1] Burger Time Deluxe (JU) [!] Burger Time Deluxe (JU) [b1] Burger Time Deluxe (JU) [t1] Burning Paper (J) Bust-A-Move 2 - Arcade Edition (U) [t1] Bust-A-Move 2 - Arcade Edition (U) [t2] Bust-A-Move 2 - Arcade Edition (U) Bust-A-Move 3 DX (U) Bust-A-Move 4 (UE) [C][!] Bust-A-Move 4 (UE) [C][h1] (Mono) Bust-A-Move 4 (UE) [C][t1] Bust-A-Move Millennium (U) [C][!] Buster Brothers (U) Buzz Lightyear of Star Command (G) [C][!] Buzz Lightyear of Star Command (U) [C][!] Buzz Lightyear of Star Command (U) [C][t1] GBXへ戻る Copyright 2004 BOB All Rights Reserved.
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Function 関数として呼出される Function コンストラクタ Function がコンストラクタとしてではなく関数として呼出される場合、それは新しい Function オブジェクトを作成し初期化する。したがって、関数呼び出し Function(…) は、同じ引数をとるオブジェクト生成式 new Function(…) と等価である。 Function (p1, p2, … , pn, body) Function 関数がある引数 p1, p2, …, pn, body (n が 0、つまり、"p" 引数がないかもしれず、 body も提供されないかもしれない) で呼出される場合、次のステップが取られる Function コンストラクタが同じ引数で呼出されたかのように(new Function (p1, p2, … , pn, body))、新しい Function オブジェクトを作成して返す。 Function コンストラクタ Function が new 式の一部で呼出されるとき、それはコンストラクタである それは新たに生成されたオブジェクトを初期化する。 new Function (p1, p2, … , pn, body) 最後の引数は、関数の本文(実行可能なコード)を指定する; 先行する引数は仮引数を指定する。Function コンストラクタががある引数 p1, p2, …, pn, body (n が 0、つまり、"p" 引数がないかもしれず、 body も提供されないかもしれない) で呼出される場合、次のステップが取られる prototype プロパティは、関数がコンストラクタとして使用される可能性に備え、すべての関数に自動的に作成される。 NOTE 指定される各仮引数のために 1 引数を持つのは許容されるが、必須ではない。 例えば、次の 3 つの表現はすべて同じ結果を生む new Function("a", "b", "c", "return a+b+c") new Function("a, b, c", "return a+b+c") new Function("a,b", "c", "return a+b+c") Function コンストラクタのプロパティ Function コンストラクタの内部 Prototype プロパティは Function プロトタイプオブジェクト(Function プロトタイプオブジェクトのプロパティ)である。 内部プロパティと length プロパティ (値は1) の他に、 Function コンストラクタは次のプロパティを持つ Function.prototype Function.prototype の初期値は Function プロトタイプオブジェクト(Functionプロトタイプオブジェクトのプロパティ)である。 このプロパティは属性 { DontEnum, DontDelete, ReadOnly } である。 Function プロトタイプオブジェクトのプロパティ Function プロトタイプオブジェクトはそれ自体が Function オブジェクトであり (その Class が "Function" である)、起動された時、どんな引数も受け付け、undefined を返す。 Function プロトタイプオブジェクトの内部 Prototype プロパティの値は、Object プロトタイプオブジェクトnew Function (p1, p2, … , pn, body)である。 それは "空の本文" をもつファンクションである; 呼び出されれば、単に undefined を返す。 Function プロトタイプオブジェクトは、自分自身の valueOf プロパティを持たない; だが、Object プロトタイプオブジェクトの valueOf プロパティを継承する。 Function.prototype.constructor Function.prototype.constructor の初期値は、組込み Function コンストラクタである。 Function.prototype.toString ( ) 関数の実装依存の表現が返される。この表現は FunctionDeclaration の構文を持つ。表現文字列内の空白、行終端子、セミコロンの使用及び配置は実装依存であることに特に注意。 toString 関数は汎用的ではない; その this 値が Function オブジェクトでなければ、例外 TypeError を投げる。それゆえ、メソッドとして他の種類のオブジェクトに転用できない。 Function.prototype.apply (thisArg, argArray) apply メソッドは 2 つの引数、 thisArg および argArray をとり、オブジェクトの Call プロパティを使用して、関数呼出しを実行する。オブジェクトが Call プロパティを持っていない場合、例外 TypeError が投げられる。 thisArg が null または undefined の場合、呼出された関数は this 値としてグローバルオブジェクトを渡される。そうでなければ、呼出された関数は this 値として ToObject(thisArg) を渡される。 argArray が null または undefined の場合、呼出された関数は引数を渡されない。そうでなければ、 argArray が配列でも arguments オブジェクト(実行コンテキスト)でもない場合、例外 TypeError が投げられる。 argArrayが 配列または arugments オブジェクトのいずれかである場合、関数は (ToUint32(argArray.length)) 個の引数argArray[0], argArray[1], ... argArray[ToUint32(argArray.length)-1] を渡される。 apply メソッドの length プロパティは 2 である。 Function.prototype.call (thisArg [ , arg1 [ , arg2, … ] ] ) call メソッドは 1 つ以上の引数を取り、thisArg および(選択的に) arg1, arg2, ... をとり、オブジェクトのCall プロパティを使用して、関数呼び出しを実行する。オブジェクトが Call プロパティを持っていない場合、TypeError 例外が投げられる。呼出された関数は、引数として arg1、arg2 などを渡される。 thisArg が null または undefined の場合、呼出された関数は this 値としてグローバルオブジェクトを渡される。そうでなければ、呼出された関数は this 値として ToObject(thisArg) を渡される。 call メソッドの length プロパティは 1 である。 Function インスタンスのプロパティ 必須の内部プロパティに加えて、各ファンクション実体は Call プロパティ、 Construct プロパティ、 Scope プロパティ(型、関数、オブジェクトの生成)を持つ。Class プロパティの値は "Function" である。 length length プロパティの値は通常、関数に期待される "典型的な" 引数の数を示す整数\である。だが、言語はそれ以外の数の引数\で関数が呼び出されることを許す。length プロパティによって指定される以外の数の引数\で呼び出された時の関数の振舞いは、関数に依存する。このプロパティは属性 { DontDelete, ReadOnly, DontEnum } である。 prototype prototype プロパティの値は、Function オブジェクトがコンストラクタとして呼出される前に、新しく作成されるオブジェクトの内部 prototype プロパティの初期化に使用される。このプロパティは属性 { DontDelete } である。 HasInstance (V) F を Function オブジェクトと仮定する。F の HasInstance メソッドが値 V で呼出されるとき、次のステップが取られる:
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Lecture for beginners About this article Built-in lectures of this game are very detailed, so you can learn types of basic movements by analyzing and improving sample answers for lectures. I think a big problem that face beginners is that it is difficult to start creating new OKE from the very beginning, because it is hard to think “How to start?” or “How to organize the whole OKE?” in front of a completely blank CPU. After you get used to this game, you may feel that rather than fine logics, those “overall flow” are interesting and full of originality of each players. So, this way of organization of software I will explain below is NOT absolute basis BUT just one example. Please remember that this lesson is just for encouraging people a little who are eager to create their own OKE, but are finding some difficulties doing so. What to do first? Build your favorite Hardware (body, weapons and options). Whatever you like is OK. Let’s postpone trivial adjustment. After you paint your OKE and make your own emblem, you will be motivated much by those decorations. Speaking of CPU, choose one that has the biggest storage capacity. EMP is scary? Also postpone that kind of adverse effect of big CPU. My Hardware is ready. Then, how about Software? First of all, think about “What does your OKE decide” and the order of it. For example, 1.Assess current state of the OKE 2.Examine whether it is able to attack or not 3.Assess current location 4.Scan for attack from the opponents 5.Search for the opponents For example, you can place chips in this way and make these chips the backbone of your program. [Start] ↓ [Status Assessment durability lower than 50%] ↓NO [Status Assessment heat capacity higher than 90%] ↓NO [Lock-On polar coordinates, 800m, nearest] ↓ [Start Reticle] ↓ [Assess Target Loc. polar coordinates, 90°, 200~0m ahead] ↓ [Assess Battle Area polar coordinates, 360°, 30~0m ahead] ↓NO [Scan for Projectiles polar coordinates, 360°, 100~0m ahead, more than 1 high-speed flying objects exists] ↓NO [Assess Target Loc. polar coordinates, 30°, 800~0m ahead] ↓ [Return] Postpone thinking about the destination of each branches, place all the necessary chips of conditional branch at once. You may want to determine other various things actually, but the method does not change. Because moving or editing chips after assemble is easy, making a backbone first by connecting steadily conditional branch chips along the flow, is easy way. This is an example of a backbone of the program. I have extracted from the program for commentary from now. You may feel unexpectedly short if you look at the overall view of the upper right. Seen in this light, all the parts that look complicated are destination of the "branches", you will find that the backbone is very simple. Well, many parts have been omitted in the example above, so adding fine parts here, let's touch to the destination of the branches. 1. Assess current state of the OKE First, I brought this to the beginning. The reason is, it is most frequently referred to. “Return” at the end of the program has always connected to “Start”. Even through any complex branch route, always it goes through just after "Start". It is recommended to put what you want to check most frequently. Subroutine? Let's postpone thinking about it for the time being. Well, in the first place, the purpose of assessing current state is that because you want to activate various options primarily. Representative examples are Self-Repair System and Self-Cooling System. 1. Assess current state of the OKE HP has decreased? Yes → Activate option 1 → Proceed to assessment of the amount of heat. Amount of heat is too high? Yes → Activate option 2 → To the next decision (whether attackable) By connecting the chips in this way, it would be a good idea to activate options automatically. It is not so much as noted, but you should make it proceed to the next flow even when it is not able to activate options. If somewhere in the HP assessment is No, proceed to assessment of the amount of heat. Go to the next if somewhere in the assessment of the amount of heat is No. During option is activated, duration is displayed, and never activate same number option twice. You need to equip the same option to another number if you want to increase the effect in duplicate using of the same option. Note In order to shoot on a single screen as much as possible, in the following reference images, chips are connected unreasonably while stretching in the transverse direction. Also they are not complete from the viewpoint of function. When you actually create, let's incorporate the necessary function while connecting as you like. 2. Examine whether it is able to attack or not Purpose is to attack of course, but actually, there are many things you need to check before. For example, if the opponent is in close range much capable of fighting, give priority to firing away if the body is swift; perform melee fighting if the body is slow-footed, etc., action selection also changes. Anyway, without the distance assessment here, let's try from the normal shooting. 2 Examine whether it is able to attack or not Lock-On polar coordinates, 360 ° 800m, nearest. Start Reticle of the weapon you want to use. ↓ Amount of heat of the body is below a constant value? No→ To the next decision (standing position) ↓ Yes Some obstruction exists in the line of fire to the target? Yes → To the next decision. ↓No Target exists within front 200m (range of weapon)? No→ To the next decision. ↓ Yes Is there one or more ammos? No→ Try next weapon, switch to fighting, etc. ↓ Yes Attack by weapon you have started → To the next decision. Depending on weapons, shooting mode and shooting instruction, shooting position and range are required to adjust. Because the example above is only an example, let’s devise the need and order of each decision to suit your OKEs. In the reference image above, check in order from weapon 1, in one-shot shooting state it will head to the next decision if it is possible to shoot it. If the ammos are depleted, repeat after switching to the next weapon. Exit from the bottom left when there are no ammo of all weapons (= Fighting is selected). In addition, chips are connected unreasonably in order to fit on a screen, functions are also not enough. For example, actually it is better to switch weapon depending on situations for effective attack. By this attack decision, OKE performs the act of "attack" actually. Here I supplement a brief description about execution mode for each operation (Pass / Stop processing) of OKEs. When you execute Move after instructed the pass mode shooting, it is possible to move while shooting. The reverse is also true, when you execute Shoot after instructed the pass mode movement, it is possible to fire while moving.That is, when you connect decisions of avoidance and location after the shooting, both of them also work well. As taught in the lecture, melee fighting behavior would cancel move operations, but if you can also utilize it, interesting program might be possible to construct. [Summary of the points] Execution of shooting and moving are in pass mode basically. Utilize stop mode only in special circumstances when you want to perform just move, just shoot, and the like. Or, execute "last action" of behavior that you want to combine in stop mode. Execution of melee fighting is in stop mode basically. With time adjustment using Halt chip,execute in pass mode only when you want to break fighting motion and perform moving, shooting, other fighting motion or the like. 3. Assess current location The purpose is mainly, to Control of maneuver in the field end. If this is not previous process of the control of avoidance, it will continue hitting the wall by the avoidance maneuver. There is also a little more complicated technique called wall switch, to reverse the direction of avoidance maneuver when it approaches the wall. Tentatively assume avoidance direction as random; let's try a simple avoidance of area end here. 3. Assess current location Outside of area exists within a radius of 30m? NO → To the next decision ↓ YES Outside of area exists in the right direction 30 °, within 30m? YES → Jump left (in the case of hover, etc., perform left Quick Movement) → RETURN ↓ NO Outside of area exists in the left direction, 30 °, within 30m? YES → Jump right→ RETURN ↓ NO Outside of area exists in the backward direction, 30 °, within 30m? YES → Jump forward→ RETURN ↓ NO Rotate (pass) → jump backward → RETURN Now it is possible to combat while avoiding acting in the area end. If it has became a state of shooting by attack decision, Jump in here will be "jump + shooting". The same is true in the avoidance decision after this. 4. Scan for attack from the opponents The purpose is mainly, avoiding opponent bullets. First, attacks are divided into fighting and shooting, in addition, types of projectiles to be shot are many. But roughly, they can be divided into three categories normal, guided, placed. Let’s try avoiding normal projectiles here. Basically, move in a vertical direction to the line of fire as much as possible. That’s all. Using this opportunity, let’s avoid friends in front of. 4 Scan for attack from the opponents The polar coordinate system within 100m radius,high speed projectile exists? ↓YES NO→ Friend exists in front of? ↓YES NO→ To the next decision The orthogonal coordinate system, centered on the body, high-speed projectile exists in width 50m lengths 200m range? ↓NO YES→ Jump to the left or right with a probability of 50% → To the next decision Jump to the forward or backward with a probability of 50% (in the case of hover, etc., perform Quick Movement) → To the next decision Determination by the orthogonal coordinate is capable of quick decision and space saving by one chip. However, since the detection range may be generated in the transverse direction of the body, it is better to perform decision in front and back in polar coordinate system if you're optimizing the accuracy. Chips in this image are also connected unreasonably. Only in this, it performs a decent avoidance maneuver for normal shooting from all directions. It is possible to instruct maneuver in oblique directions, so even better avoidance maneuver can be created easily. If you want to add responses to the other categories of projectiles, for example, there is a way to branch as follows. Missile is present within a certain distance? YES → Missile countermeasure ↓ NO High speed projectile is present within a certain distance? YES → For example, as described above, Normal shooting measures ↓ NO Projectile of all kinds is present within a certain distance? YES →Placed weapon countermeasure ↓ NO To the next decision It should be noted that, the adjustment of reaction distance according to the moving speed of the body and bullet speed of opponents’ weapons, is required. Also in order to accelerate the reaction even a little, it would be good to enter the loop processing temporarily, or connect to RETURN immediately after avoiding to go around processes quickly. 5. Search for the opponents The purpose is mainly tracking the target. There are two methods to explore the opponents, using information obtained by Lock-On and Scan for OKE in the specified range. For now, let's try using the target information here. 5 Search for the opponents Target is present within forward 30°, 800m? YES → Halt Rotate → Obstacle is present in front of? NO Move forward YES Move right → RETURN ↓ NO Target is present within right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Rotate left → RETURN When you execute Rotate infinitely in pass mode here, you have to execute Halt Rotate in somewhere. By executing Lock-On, it become possible to adjust direction of the body automatically, and various decisions by “Assess Target” chips become available. You can lock on an OKE in radar range only. Normally, radar range with a radius 500m is wide enough. However, when Jamming Fog has been sprayed, the radar range becomes narrower and lock on in long distance will be impossible. As this occurs, all of the decisions by Assess Target chips become unusable. Incidentally, when Jamming Fog is the highest density, radar range is radius 50m. It will continue to recover little by little over time. In order to cope with this situation, you have to create logics assuming situations that lock-on is not possible. In the example above, Rotate is instructed on the assumption that lock-on is always possible. To improve behavior, it's a good idea to add a branch if there is no target, for example, execute Move, lay mines, or activate Rader Enhancement. ↓ NO Target is present within the right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Target is present within the left direction 180°, 800m? YES → Rotate left → RETURN ↓ NO Routines when lock-on is not possible (It is also good idea to determine using Action Assessment chip) In addition, as previously mentioned, there is also a way to use "Scan for OKE" to explore the opponents without using target information. Even though you use "Scan for OKE", it detects only OKEs in radar range if you have specified attribute of troops "enemy" or "friend". But in the case the attribute of troops is "unspecified " or "unknown", the discovery of the OKEs outside of radar range is possible. “Unspecified” also functions in radar range. It will branch to YES if there are any OKEs. "Unknown" will always branch to NO in radar range. The determination by "body type" also works outside of radar range. That is, the appearance of OKEs would be seen. [Summary of the points] Basically, you should utilize decisions based on target information. There are many useful things in the target information obtained by Lock-On and “Assess Target” chips. Lock-on is also essential to tactics using Counters. In the radar unusable situations, let's take advantage of “Scan for OKE”. In the case that the attribute of troops is "unknown", the discovery of the OKEs outside of radar range is possible. You can identify the OKEs in some extent by "body type". So, what should I do? 1. Let's decide the general "flow". 2. Along the "flow", let's make a backbone by connecting conditional branches. 3. Let's make up action from each branch. 4. Let's test. 5. More quickly? More powerful? More reliably? More beautiful? Anything is good. Let's aim at a program that you envision.
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*********************************************************************************** マルチジャンル・ホラーRPG インセイン 『 Room-0- 』 *********************************************************************************** 【開催日】 10月以降で擦り合わせ 【開催時間】 総計6~8時間前後 【会場】 お借りしてきます。 GM:(・ω・っ)3 PL:(・ヮ・)(´▽`) 【トレーラー】 目が覚めるとそこは出口のない真っ白い部屋。 耳慣れたパソコンの機動音と、目の前のあなた。 どうして私はここにいるんだっけ。 ………ああ、そうか、そうだった。 ------------------------インセイン「Room-0-」 はやくココからでなくては。 【スペック】 タイプ:特殊型 リミット:4 プレイヤー人数:2人 セッティング:少し先の未来 【背景】 あなたたち二人は同じ研究室に居る同僚です。 この研究室では電子工学を専門としており、日々知覚情報基盤などの研究(アンドロイドの研究)をしている。 あなた方は同じ時期にこの研究室に入り、自然と仲良くなっていったでしょう。 互いの向上の為に、共に同じ未来を目指し研究を重ねていました。 あなた方二人は自分たちの研究が、この先の未来に大いに役に立つと信じている。 【PC1/2共通ハンドアウト】 あなたは電子工学の研究者です。 気が付いたらこの閉ざされた研究室で目を覚ましました。 あなたの使命は「ここから無事に脱出する事」です。 【逢魔人へのお願い】 基本ルールブックを参考にキャラクターシートを作成してください。 ★職業の自作も許可しています。 自作される場合、職業の特技として何を選んだかわかるようにご記入ください。 ☆アビリティは、どどんとふでの再現が難しい『錯覚』のみ使用不可といたします。 それ以外は自由に取得して頂いて構いません。 以上のご用意ができましたら、以下のサイトにご入力の上、 URLをGMにお知らせください。 【https //character-sheets.appspot.com/insane/edit.html】 立絵やコマ絵の使用は任意です。あると楽しいでしょう。 【GMより】 この度はお誘いに乗って頂きありがとうございます。 へっぽこGMですが、楽しんで頂けるよう頑張ります! 当卓に関してご質問等がありましたら、 GMのツイッターアカウントへリプライかDMにてお寄せください。 →(https//twitter.com/cocw_akkshm)
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MARVEL HEROES 1.3 This game update brings Luke Cage, the Hero Synergy System, the Prestige system, new items, and much more to Marvel Heroes (including a complete rework of Iron Man). In the coming weeks, we ll be focusing on buffing heroes who need it and adjusting tuning based on feedback. As usual, please post your feedback in the forums. PRESTIGE MODE A new prestige system has been added to the game allowing heroes to start again at level one (along with a name color change). Visit Clea to buy the “Ancient Gourd of Prestige”. It will allow a level 60 character to restart at level 1. All of your items will be retained and unequipped. All quests may be repeated, but power rewards will not be given again. You will retain all synergy bonuses. Five colors of Iron Buddy pets are available from Clea - only for players of the appropriate prestige level. (Green, Blue, Purple, Orange and Red) HERO SYNERGY SYSTEM The Hero Synergy System has been added to Marvel Heroes. Press V to see open the achievements pane, which inclueds Hero Synergies. A full achievement system is coming this Fall. Adjust and “Apply Changes” in hub or training room. No cooldown or cost to change. LEGENDARY QUESTS The Legendary Quests of Odin have been added to Marvel Heroes! These quests have you travelling throughout the Marvel Universe in order to fulfill particular tasks for Odin, All-Father of Asgard. Though Odin cannot assist you directly due to pressing matters in Asgard, he will supply you with special blessings for your artifacts in order to assist you in combating the effect of the Cosmic Cube. Available starting at level 20. Press L to see them at the top of the mission log. These quests will provide the best experience rate in the game. Provides the only way of earning Legendary Marks of Odin. These are used in crafting recipes in the “Legendary Blessings” section of the crafter. Legendary Blessings A Legendary Blessings tab has been added to your crafter which allows you to craft the following blessings to your artifacts Legendary Blessing of Baldur Legendary Blessing of Fandral Legendary Blessing of Frigga Legendary Blessing of Heimdall Legendary Blessing of Hela Legendary Blessing of Hogun Legendary Blessing of Loki Legendary Blessing of Odin Legendary Blessing of Sif Legendary Blessing of Volstagg These Blessings are the only way to modify your artifacts. Each requires 100 Odin Marks. ZONES X-Defense is still active as a public beta. Data is being collected. Tuning and design adjustments underway, please continue posting feedback on our forums. Midtown adjusted to feel appropriately dangerous. Cow level fixed – Brevik has returned from his short vacation. EXPERIENCE Experience has been buffed in certain story areas (and Midtown) to help normal mode progression. Completing a Legendary Quest will grant an extremely large experience reward and should be the best way for players to level up from an experience perspective. TENACITY Mobs and heroes should have fully functioning tenacity. Tenacity will now be an extremely powerful stat for reducing crowd control times and therefore increasing overall damage. Tuning will most definitely need to occur for tenacity on heroes and enemies over the next week. ITEMS Added a new artifact, Hand of Doom, which drops from Red Tier 4 Doctor Doom only. Added many new unique items to the game, approximately 40 in total. Good hunting out there! You can now purchase a one-time use Bovine Sector Portal from Clea for 500,000 credits. Six new artifacts have been added to the game! Many existing artifacts have been buffed. Added new Advanced Artifacts to the game! These are high level versions of other artifacts that will allow players to chase down new versions of their favorite artifacts. There are 19 artifacts Advanced artifacts in all, with more coming! Corrected a defect from patch 1.2 where bonus critical damage bonus on some items was still being calculated twice. All remaining items should now be fixed. Most medallions in the game have been significantly buffed and adjusted to be competitive. We did a large analysis pass of which medallions were being used by players and buffed the bottom 75% of medallions in popularity, some extremely. Added a recipe to upgrade a purple item to a cosmic item. Requires level 20 crafter. It will retain all of its attributes and item level, but gets +1 to all skills and a random cosmic affix (it becomes a full cosmic item). This recipe is extremely expensive and is intended to allow players to find a “great roll” on a purple and be able to turn it into a late-game powerful cosmic. Uniques now have a confirmation box when attempting to donate to a vendor. Credits are now a light green color, medikits are now a bandage color, Eternity Splinters are orange. Item powers can no longer proc effects. Item effects no longer benefit from damage rating. Changed costume core crafting to cost 1000 credits per level instead of 1 credit per level. TEAM INSIGNIAS A new item type is now in the game Team Insignias. They have a dedicated item slot. They are allowed to be worn by any hero who has been a member of the team in the past, including “honorary members”. S.H.I.E.L.D. team insignias may be worn by any hero. Every insignia provides an aura. Blue and purple insignias have an additional 1 or 2 random affixes, respectively. Test Center Note These items are still undergoing tuning and testing. Many more recipes are coming in the near future associated with blue, purple, comic and unique items. USER INTERFACE The experience bar is now green. Chat channels (such as social chat) can now hold up to 500 players. Floating Healing Numbers only appear when you have less than 100% health. Some UI improvements to the launcher system. PERFORMANCE IMPROVEMENTS Sped up loading screens in many areas of the game. Reduced stuttering for some low-end video cards. Many small fixes to hero power functionality from a performance standpoint. Improvement to back end AI of loot entities will greatly speed up low-end systems when piles of loot are present. HEROES Luke Cage Luke Cage has been added to Marvel Heroes! With his super strength, unbreakable skin, and ability to summon Heroes for Hire team mates, Luke Cage is an exciting addition to the Marvel Heroes roster! Iron Man Rework Iron Man has had his powers completely reworked, with new powers, improved options, and some AWESOME new animations! For details, see the post at the end of the patch notes. Black Panther Updated Panther Leap to be faster and more responsive. Black Widow Updated Acrobatic Assault to be faster and more responsive. Captain America Shield Block (when used with Avenging Sentinel) now reflects a flat amount of damage to attackers rather than percentage. Captain America s Defensive Prowess now properly increases the projectile reflection chance while using Shield Block. The reflection angle now matches the damage resistance angle (180 degrees). Captain America s Shield Toss and Shield Ricochet tooltips now display the correct damage of the power. Colossus Metallic Warrior now increases damage rating to all powers, rather than fighting powers. All of Colossus damaging powers are already fighting powers - this change is to clear up unnecessary confusion and allow the bonus to display on the character sheet. Cyclops Rallying Command can now be used when not under the effects of crowd control. Cyclops Optic Explosion now properly deals damage equal to the damage indicated on the tooltip. Cyclops Channeled Blast no longer has variance on damage. As with most DoT powers, it deals the same damage at all times. Human Torch Human Torch s Homing Flares now properly trigger the delay of spirit regeneration when using the power. The power s tooltip now has the Spark tag. Human Torch’s Protective Flames no longer toggles off when you have zero spirit Ms. Marvel Ms. Marvel s Photonic Regeneration will no longer cause her to lose her current target. Ms. Marvel s Stellar Flare now delivers its damage in one packet rather than two. This will cause the tooltip damage to increase accordingly. A bug has been resolved that was causing Stellar Flare s area of effect radius to be reduced. Spider-Man Reflective Web Shield now reflects a flat amount of damage to attackers rather than percentage. Spider-Man s Reflective Web Shield now properly reflects projectiles while active. The damage negation amount now scales correctly with ranks in Protective Web Shield. Both shields now have the proper damage negation values (as listed in 1.2 patch notes). The reflection angle now matches the damage resistance angle (180 degrees). Spider-Man’s Leaping Assault now has a very short cooldown. Spider-Man’s Web Splat now has an increased amount of damage vulnerability Thor Hammer Punch s health-shredding has been increased to 1.2% (from 0.8%), and scales with power points. Thor s Storm Strike chain lightning portion no longer has a damage synergy with basic powers. All heroes have received a free respec for this patch. All channeled powers now have their DPS increased. Black Panther s Panther Leap, Black Widow s Acrobatic Assault, and Deadpool s Stabby Flip will no longer fail to fire their secondary attack upon landing if the target is out of reach. Tooltips for pets now properly indicate what type of damage the pet deals. Bounce powers (such as Storm Strike, Chain Lightning and Reflective Blast) now should be dealing full tooltip damage to the first targets hit. Subsequent targets hit by the same bounce power take less damage as intended. The scaling of damage powers has been changed. Powers will now scale higher with power points based on their unlock level, up to rank 20, then scale at a rate equal to other powers from ranks 21 through 40. This will result in powers that unlock early on in a hero’s power tree will be more powerful and more viable in hero builds. The bonus from pet damage , pet health , and pet duration affixes will now properly display on tooltips. Several bugs relate to these affixes not functioning for certain powers have been resolved. Heroes with spirit regeneration powers will no longer regenerate spirit within seconds of using a spirit spending power. To compensate, their spirit regen has been increased. Many of the heroes affecting by this on top priority for buffs/reworks. MISSION CHANGES Midtown Reduced spawn time of super villains in Midtown Reduced maximum number of enemies that can be present for a particular ambush in Midtown; heroes who are defeating enemies very quickly will not notice this change, while heroes having more trouble will not be quite as overwhelmed. Slightly reduced number of possible ambush points to ease up on overlapping ambushes in Midtown. Slightly increased time between enemy reinforcements within each wave in Midtown so as to make Midtown more manageable for solo players. We will be watching metrics closer and expect to be adjusting overall difficulty - as opposed to density - of Midtown by level range. Enemy Changes Heals When Injured affix has been removed from bosses. Electro s Lightning Storm AoE no longer stacks damage if he casts multiple in the same spot Lavamen’s puddles upon defeat can no longer stack. Rhino’s charge arrow is now much more prominent. Pyro’s Rain of Fire warning is much more prominent. Doop should now be easier to target. IRON MAN REWORK Energy Beams Hovering- After continuously walking for a short period of time, Iron Man will activate his jet boots and hover along the ground. This will persist until you stop moving or attack. In the future, this new hover feature will be implemented on other heroes who have a long history of hovering rather than walking across the battlefield. Iron Man s power trees have been rearranged with new powers. All powers have received adjustments in regards to tuning values. Repulsor Ray- Now deals 25% additional damage if you have a Force Shield active. The visuals have been improved to be more beam-like. Unibeam- Iron Man now diverts a portion of his shield s energy to his arc reactor, powering up the Unibeam even further. You can still use the power with no Force Shield. The Unibeam s charge time has been set to a flat 1 second, to resolve player confusion around the charge time and make the tooltip damage more clear. Repulsor Barrage- Power points now increase Repulsor Barrage s base rate of fire. Freon Ray - This power has been removed, and Coolant Blast has taken its place (see below). Pulse Bolt– Pulse Bolt now pierces through targets and pulses stunning blasts as it travels. The AoE radius of Pulse Bolt has been significantly increased. Arc Reactor Enhancement (formerly Reserve Power)- No longer provides passive defense (moved to another power). Now provides a minimap radar tracking passive, and increases the damage of beam powers based on your maximum spirit. The power now resides in the Energy Beams tree. Disruptor Beam- The visuals have been improved to be more beam-like. Laser Devastation- A new power for Iron Man s Energy Beams tree. I ll let you guys see this one for yourselves... I think you should lead with this next time. Iron Man s Defense Shields tree is now Defense Systems , and contains both defensive Shield powers, and Iron Man s melee/close range powers. Force Shield- Force Shield is now the only shield power available to Iron Man (Reflective, Kinetic, and Energy Shields have been removed). While active, the shield increases your defense. The maximum amount of shields per point has been increased. Hyper-Velocity Charge- Now increases Iron Man s attack and movement speed for a short duration after charging. Now resides in the Defense Systems tree. Shield Shutdown- This power has been removed, and its functionality has been merged into Shield Overload (spirit regen) and Force Shield (defense with shields). **Shield Overload **- Now restores a percentage of your maximum spirit when detonating the shield, and consumes only a portion of your maximum shield reserve. The bonus damage is no longer based on how much damage your shields have taken, but based on the amount of shields it consumed instead. The area of effect radius and the visuals have been increased, and the power now has a brief cooldown. Overloading also clears Iron Man of any crowd control effects. Voltaic Punch- A new basic power for Iron Man s Defense Systems tree. Iron Man goes toe to toe with an enemy, throwing heavy punches that deal increased critical damage. Jet-Assisted Slam - The area of effect radius has been increased. Now resides in the Defense Systems tree. Coolant Blast- A new power for Iron Man, which has replaced Freon Ray. Iron Man channels a chilling spray of his internal coolant systems at enemies in front of him. Enemies who stand in the blast for too long will be frozen. In addition, Iron Man s melee powers deal double damage against frozen enemies. Adaptive Defenses (formerly Shield Recharge)- The thorns component of Reflective Shield has been combined into Adaptive Defenses. While your Force Shield is active, enemies that strike you in melee combat will take damage. The power still restores your shields over time. Death From Above - Now has scaling knockdown duration with power points. Now resides in the Defense Systems tree. Tech Gadgets Wrist Rocket- A new power for Iron Man s Tech Gadgets tree, which has replaced Missile Salvo. Iron Man fires a small rocket from a wrist-mounted launcher, which explodes on targets and ignites them, dealing damage over time. Missile Salvo- Has been replaced with Wrist Rocket, and an improved MicroMissiles. MicroMissiles now functions more similarly to Salvo, but has more targeting options. Micromissiles- Micromissiles now fire in a much quicker burst, and can be used on single targets for a burst of damage, or against no target and the missiles will seek out and track targets on their own. Micromissiles now hit targets in a small AoE, similar to the splash damage formerly provided by Missile Salvo. The power now has a brief cooldown, but fires more missiles in one burst. Missile Control System (formerly Automated Missiles)- This power has been redesigned. It is now a passive which increases the critical rating of your missiles, and has a chance when firing any power to launch a missile. System Reboot- A new power for Iron Man s Tech Gadgets tree. This passive will engage Iron Man s self-preservation systems when Tony is reduced to zero health, resuscitating his vitals and dealing damage to his attackers. Passively increases Iron Man s defense, which formerly was attached to Reserve Power. Deployable Medic- A new power for Iron Man s Tech Gadgets tree. Iron Man throws a device to a target location, which deploys a combat medic drone. The drone heals anyone who stands in its area of effect. Jericho Bombardment- A new power for Iron Man s Tech Gadgets tree. Iron Man paints a target area for satellite missile bombardment, raining missiles down on anyone who stands in the blast radius. House Party (Ultimate Power)- The drone suits summoned by House Party have been enhanced with AI. They will now follow Iron Man and pursue targets on their own. The Shotgun armor has been refitted with the new Coolant Blast, rather than Missile Salvo. http //forums.marvelheroes.com/discussion/28527/marvel-heroes-1-3-patch-notes Loot and Experience (Original new post) Loot Notes Almost every medallion has been buffed, some radically buffed. The rate of purples, cosmics and uniques has been increased from normal enemies in all zones. Killing the normal trash mob enemies in a zone is a very good idea. Approximately 20 artifacts now have a Advanced version and will drop at high levels (including level 60). There is a recipe to upgrade a purple to a cosmic (includes a random cosmic effect and +1 to all skills and yellow name - keeps all affixes). There are many new unique items, including a unique torso slot item for every hero. Items with grant ranks in a power will be much stronger. Experience Notes Legendary Quests now award significant experience rewards upon completion. The goal of these is to make them an extremely efficient and enjoyable method of leveling a hero. Experience in midtown increased. (approximately 10-20% depending on level band) Experience in story mode zones increased by the same. (When combined with Legendary Quests that often take heroes to story modes, this should result in very strong experience).
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NEGATIVE(ネガティブ) 公式サイト(日本語対応) 公認ファンサイト myspace フィンランドのバンド。 【メンバー】 Larry Love / ラリー・ラヴ (g) Jay Slammer / ジェイ・スラマー (ds) Jonne Aaron / ヨンネ・アーロン (vo) Mr. Snack / ミスター・スナック (key) Antti Anatomy / アンティ・アナトミー (b) 【動画】 Won't Let Go 【当日のセットリスト】 Won t Let Go
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ゼーガペインADP INFOMATION 10周年記念 長編アニメーション 公開期間 2016.10.15~2016.10.28 2週間限定 ZEGAPAIN PROJECT REUNIONの一環で再上映決定。 上映館 東京 新宿ピカデリー 千葉 シネマイクスピアリ 神奈川 横浜ブルク13 埼玉 MOVIXさいたま 愛知 ミッドランドスクエアシネマ 大阪 なんばパークスシネマ 北海道 札幌シネマフロンティア 福岡 福岡中洲大洋 スタッフ 原作 原作 矢立 肇 伊東 岳彦 監督 下田 正美 ダイアローグ監修 関島 眞頼 キャラクターデザイン 山下 明彦 田頭 真理恵 デザインディレクター ハタイケ ヒロユキ メカニックデザイン 中原 れい 神宮司 訓之 やまだ たかひろ 福島 秀機 色彩設計 柴田 亜紀子 音響監督 明田川 仁 濱野 高年 音楽 大塚 彩子 アニメーション制作 サンライズ 配給 松竹メディア事業部 TOPICS Anime Japan 2016内の10周年記念イベントで発表された。 ルーパや、ガルズオルム勢力の新キャラなど、新要素や新展開が多い新解釈版。 TV版の枠を大きく超えており、新作と言っても問題はなかった。 10周年イベント映像、朗読劇のシナリオなどが付いた豪華特典仕様のZEGAPAIN ADP PREMIUM EDITIONが、劇場とBVCにて限定発売された。 STORY 千葉県の舞浜南高校に通う「ソゴル・キョウ」は、幼なじみのGF「カミナギ・リョーコ」やケンカ仲間の悪友たちに囲まれて、たったひとりの水泳部を再興する為に奮闘していた。日々の生活に小さな不思議がいくつも重なり、やがてキョウは世界の秘密に気付いてゆく。くり返される日常――――それはまさにループする世界だった。 実験場として世界を改変しようとするガルズオルムと、永遠の夏に閉じ込められた人類の戦いはたったひとつの希望、光の鎧ゼーガペインと「ミサキ・シズノ」の微笑みによって大きく変化してゆく。 ADPとは Advanced projectのほか、Adaptationなどの意味がこめられている。 直前特番 TVシリーズの中盤で構成された特別編集版「ZEGAPAIN memories in the shell」と、「ZEGAPAIN ADP」の冒頭約5分を放送 放送日程 BS11 2016.10.12 20:00~21:51 TOKYO MX 2016.10.08 19:00~20:45 コメント 名前 コメント
https://w.atwiki.jp/fns1556/pages/79.html
ActiveDirectory 1.1 ActiveDirectory Metadata ActiveDirectoryのデータ(サブドメインのサーバーオブジェクト)をGUIで削除できない場合 NTDSUTILコマンドによるメタデータの削除を行うことで、サーバーオブジェクトの削除が可能になる。(2008R2でテスト済み) 以下のコマンドを実行 ntdsutil metadata cleanup connections connect to server サーバー名 quit select operation target list domains select domain ドメイン番号 list sites select site サイト番号 list servers in site select server サーバー番号 quit remove selected server GUIで確認メッセージがでるのでOKをクリック! 削除したオフジェクとサブドメインの最後のドメイン コントローラーのため、ADSIEditでtrustedDomainオブジェクトを削除する。 adsiedit.msc 対象のtrustedDomainを削除! 最後に、Active Directoryサイトとサービスより対象の消せなかったSitesを削除する。 参考 1.2 ActiveDirectory Secure Channel セキュアチャネルの状態確認は「NLTEST」コマンドにて確認可能 C \Windows\system32 nltest /sc_verify win.home フラグ b0 HAS_IP HAS_TIMESERV 信頼された DC 名 \\sv01.win.home 信頼された DC 接続状態 Status = 0 0x0 NERR_Success 信頼の確認 Status = 0 0x0 NERR_Success コマンドは正常に完了しました ドメインにログオンできない ~ セキュア チャネルの破損 ~ 1.3 ActiveDirectory スキーマ スキーマMMCスナップインの追加 コマンドプロンプト(PowerShell)を管理者権限で実行する。 regsvr32 schmmgmt.dll 登録後、MMCよりスナップインの追加でスキーマスナップインが一覧に追加される。
https://w.atwiki.jp/cohstatsjp/pages/274.html
Vehicle Panzer IV Contents 1 Panzer IV Veterancy 2 Tactics 3 History 4 Built From 4.1 Panzer Command 5 Doctrinal Abilities 5.1 Blitzkrieg 6 Vehicle Abilities 6.1 Vehicle Cover 7 Vehicle Weapons 7.1 75mm Panzer 7.2 MG42 Coaxial MG 7.3 MG42 Hull MG 7.4 MG42 Turret Panzer IV Health 600 Max Speed 5 Sight 35 Cost 41070 Acceleration 1.2 Detection 0/0 Time 55 Deceleration 3 Hotkey Z Population 8 Rotation 35 Target Type armour_panzer Upkeep 10.752 Crush Human true Critical Type armour Crush Mode crush_medium Rear Damage Enabled true Panzer IV Veterancy [Expand][Hide] Received Damage 0.85 MG42 Gunner Add-on Panzer IV Armored Skirts Add-on Tactics The Panzer IV is a good all-round tank capable of taking on most Allied armour and infantry. Kite enemy infantry in order to avoid better enemy infantry AT accuracy against the PIV. Veterancy gives the Panzer IV a big increase in usefulness against Infantry. Its increased armour plates makes it less vulnerable to light AT like Bazookas and the added MG on top is more effective than the hull-MG. Vet3 PIVs are a good alternative to Ostwinds. History What started as an infantry support tank at the beginning of the war, with the early Panzer IV models, soon was up-armored and up-armed to an effective medium tank. The Panzer IV G and H tanks were effective and reliable, capable of defeating other medium tanks at range, and well-suited to any armored battle. It s 7.5cm KwK40 was better than the US and British 75mm guns on their Shermans and Cromwells, and it was not plagued with mechanical break-downs like the Panther. Its chassis was used as the basis for other vehicles, like the Wirbelwind, Ostwind, and StuG IV. The Panzer IV in Company of Heroes is a late G or H model, though H models always left the factory with spaced armored skirts to protect the running gear and turret sides from anti-tank rifles. Built From Panzer Command [Expand][Hide] Health 775 Target Type building Cost 26050 Critical Type building Time 165 Hotkey P Effects Deploys the most powerful Units in the Axis Army. Panther tanks, Panzer IV tanks, Ostwind Flak tanks, and Knights Cross Holders. ESee Structure Panzer Command for details. Doctrinal Abilities Blitzkrieg [Expand][Hide] Cost 150 Activation timed Duration 30 Target tp_any Recharge 60 Hotkey Effects All Tanks and Armored Vehicles move more quickly, crush everything in their path, and fire more frequently. Infantry sprint to keep pace. ESee Ability Blitzkrieg for details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESee Ability Vehicle Cover for details. Vehicle Weapons 75mm Panzer [Expand][Hide] Weapon 75mm Panzer See Weapon 75mm Panzer for details. MG42 Coaxial MG [Expand][Hide] Weapon MG42 Coaxial MG See Weapon MG42 Coaxial MG for details. MG42 Hull MG [Expand][Hide] Weapon MG42 Hull MG See Weapon MG42 Hull MG for details. MG42 Turret [Expand][Hide] Weapon MG42 Turret See Weapon MG42 Turret for details. Retrieved from http //coh-stats.com/Vehicle Panzer_IV