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<DVDについて> 内容: 全て輸入盤であるため、日本語吹替や日本語字幕はない。 一部に英語字幕が付いているのもあるが、基本的には英語音声のみである。 日本のアニメの場合、海外への輸出盤であれば、外国語の音声以外に、 オリジナルの日本語が原則入っており、外国語字幕が付いている場合が多い。 海外で販売されている日本のアニメは、逆輸入した場合、通常かなり安価である。 なお、海外版にしかDVD boxがないような、日本のアニメもある。 再生: DVD再生機(DVDプレイヤー,DVDドライブ,PS 2)には各国ごとRegion codeがあり、 DVDの持つRegion codeが、それに一致しないと再生できない。 「テスト用のRegion code 0を選べる」ようなDVD再生機(=リージョン・フリー機)では、 全てのregionのDVDを再生可能(ただし、TV方式のNTSCかPALが一致している場合)である。 日本のDVD再生機(PS2含む)は、Region 2,NTSCである。 北米のDVD再生機(PS2含む)は、Region 1,NTSCである。 欧州のDVD再生機は、Region 2,PALである。 豪州のDVD再生機は、Region 4,PALである。 Region all(リージョン・フリー)のDVDは、どの国の再生機でもOKだが、 PC以外では再生機のTV方式を、DVDに応じてNTSCかPALか合わせる必要あり。 なお、ポータブルDVD再生機では、TV方式のNTSC/PAL両用の場合が多い。 PCではTV方式のNTSCかPALかは関係なく、Region codeの一致のみが必要。 PCドライブであっても、日本はRegion 2、北米はRegion 1、欧州はRegion 2に設定されている。 つまり、DVD再生機とDVDメディアの両方で、TV方式とRegion codeが一致していないと再生できない。 購入 DVD輸入時は、オンラインショッピングならば、日本のamazon.co.jp(http //www.amazon.co.jp)や、 海外のamazon.com(http //www.amazon.com)やamazon.co.uk(http //www.amazon.co.uk)を利用する。 ①amazon.co.jp(日本):import,¥(円) ②amazon.com(アメリカ):北米用,$(ドル) →輸入代行サービス(シネマニアック:http //www.play-net.co.jp/movie/)が便利 ③amazon.co.uk(イギリス):欧州用,£(ポンド) →輸入代行サービス(シネマニアック:http //www.play-net.co.jp/movie/)が便利 <DVDのRegion codeの確認法> Nero InfoTool:http //www.nero.com/enu/support-nero8-tools-utilities.html DVDドライブのRegion codeと、DVDメディアのRegion codeを調べるフリーソフト 解説サイト)http //oshiete.goo.ne.jp/qa/4924720.html ダウンロードサイト)http //www.altech-ads.com/product/10001586.htm DVDメディアを実際に確認してみると、北米版はRegion all,NTSCが多く、欧州版はRegion all,PALが多い。 Amazonの情報欄にRegion Codeが書いてあっても、パッケージに明記されてない場合は、ほとんどRegion allのよう。 (Region 1のはずの北米版を、日本のRegion 2のPCのDVDドライブで再生しても、たいがい視聴できてしまう) <洋画紹介> 格闘技・武術や武器・戦争、軍事・兵器に関する海外のドキュメンタリー番組を紹介。 なお、邦題が付いているものは、History ChannelやDiscovery Channelで、日本語吹替の放送あり。 洋画:格闘技・武術 洋画:戦闘術・歴史 洋画:武器・検証 洋画:兵器・軍用機 <主な番組会社> History Channel Discovery Channel National Geographic Spike BBC <Human Weaponの紹介・解説> http //kungfutube.info/3315
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メニュー トップページ -スケジュール スケジュール 2006年 2007年 2008年 -練習 練習 練習メニュー試案 確定 基礎練習キック解説 実戦形式 -メモ書き メモ書き 反省会SP 第二回反省会SP 議事録 -実験室 実験室 実験室分室 実験室分室2 ロゴ決定稿 更新履歴 取得中です。 アクセス 総計: - 今日: - 昨日: - リンク @wiki @wikiご利用ガイド 他のサービス 無料ホームページ作成 無料ブログ作成 無料掲示板レンタル 2ch型掲示板レンタル お絵かきレンタル ここを編集
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《Delif s Cone》 #whisper 1体のクリーチャーによる戦闘ダメージをライフ回復に変えてしまうアーティファクト。 0マナのアーティファクトだけあって、タップと自身の生け贄による使い切り。 自分のコントロールするクリーチャーのみを対象にとるので、相手の攻撃に対してということはできない。 飛行やアンブロッカブルなどのクリーチャーなどと一緒に使おう。 ちなみにこのカード名は、アンティキティーの頃のテストプレイヤーDon Feliceのアナグラム。本当は「Feldon s Ice Cone」というカードにする予定が、例によってドトールで歌っていたMark Tedinが話を聞き違えてConeでなしにCaneを描いてしまったため、Ice Cane(氷の杖)じゃ折れたときにアブナイということで、代わりにフォールン・エンパイアにてこのカードが作られた。なお、その最初の方はカード名を変えてフェルドンの杖/Feldon s Caneとして収録された。 参考 カード個別評価:オールドエキスパンション アナグラム
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Writing Your Own Zillions Game The rules for a game are stored in a Zillions Rules File. These files end with a ".zrf". Zillions loads the ZRF file, and uses it to find out how to run the game. ZRF files have 4 main parts the board, the pieces, the goals of the game, and additional information like help and strategy. You can use any common text editor (like Windows Notepad) to create your new game. Just remember to save your --game with a ".zrf" ending, and make sure you save as text or ASCII. Framework Here is a framework for a game (game ;...players, help and extra information goes here ;...board stuff goes here ;...piece stuff goes here ;...goals of game go here ) There are some important things to note about the overall format. Firstly, you will want to pay careful attention to match parentheses when writing Zillions Rules Files. The parentheses are used to group sections together, so use a ")" for every "(" you type. Notice that some lines begin with a semi-colon (";") character. This indicates that the rest of this line is a comment and will be ignored when Zillions loads this ZRF. It is a good idea to use lots of comments in your ZRF to make it easier to understand. Consistent indentation also makes your program easier to read. Zillions, on the other hand, doesn稚 care. It treats all "white space" equally, from a single space to many tabs and carriage returns. The exception is in a string, delimited with quotation marks, which we値l get to shortly. Help Descriptions OK, let's add a little more to our game (game (title "Tic-Tac-Toe") (description "One side takes X's and the other side takes O's. Players alternate placing their marks on open spots. The object is to get three of your marks in a row horizontally, vertically, or diagonally. If neither side accomplishes this, it's a cat's game (a draw).") (history "Tic-Tac-Toe was an old adaptation of Three Men's Morris to situations where there were no available pieces. You can draw or carve marks and they are never moved. It is played all over the world under various names, such as 'Noughts and Crosses' in England.") (strategy "With perfect play, Tic-Tac-Toe is a draw. Against less than perfect opponents it's an advantage to go first, as having an extra mark on the board never hurts your position. The center is the key square as 4 possible wins go through it. The corners are next best as 3 wins go through each of them. The remaining squares are least valuable, as only 2 wins go through them. Try to get in positions where you can `trap` your opponent by threatening two 3-in-a-rows simultaneously with a single move. To be a good player, you must not only know how to draw as the second player, you must also be able to takes advantage of bad play.") ) You can see we have added several sections which describe the game. The "title" section gives our game a name. All ZRF games need names. A single ZRF can contain multiple games and variants, so don稚 forget to add a title. In this case, we are programming the game "Tic-Tac-Toe". Next, you will see sections on "description", "history" and "strategy". This is extra information for the user, to tell them the object of the game, the history of the game, and suggested strategy to improve his play. The Complete Game OK, now we need to add some more parts (game (title "Tic-Tac-Toe") ; description, history and strategy omitted to save space. (players X O) (turn-order X O) (board (image "images\TicTacToe\TTTbrd.bmp") (grid (start-rectangle 16 16 112 112) ; top-left position (dimensions ;3x3 ("top-/middle-/bottom-" (0 112)) ; rows ("left/middle/right" (112 0))) ; columns (directions (n -1 0) (e 0 1) (nw -1 -1) (ne -1 1)) ) ) (piece (name man) (help "Man drops on any empty square") (image X "images\TicTacToe\TTTX.bmp" O "images\TicTacToe\TTTO.bmp") (drops ((verify empty?) add)) ) (board-setup (X (man off 5)) (O (man off 5)) ) (draw-condition (X O) stalemated) (win-condition (X O) (or (relative-config man n man n man) (relative-config man e man e man) (relative-config man ne man ne man) (relative-config man nw man nw man) ) ) ) The above sample is a complete game. You could cut it out and paste it into a ZRF file, and play it. Let's look at each of the new sections Players (players X O) This line tells Zillions the names of the players. In this case, there are two players named "X" and "O". That was easy! (turn-order X O) This line tells Zillions the turn-order that players move. In this case, "X" will move first, and then "O" will move. After that, the turn order will repeat, so "X" will move again, and so on. OK, we have told Zillions about the players. Let痴 tell the program about the board Board (board (image "images\TicTacToe\TTTbrd.bmp") (grid (start-rectangle 16 16 112 112) ; top-left position (dimensions ;3x3 ("top-/middle-/bottom-" (0 112)) ; rows ("left/middle/right" (112 0))) ; columns (directions (n -1 0) (e 0 1) (nw -1 -1) (ne -1 1)) ) ) Use the "board" statement to tell Zillions about the board. The "image" statement tells Zillions what bitmap file (*.BMP) to use to display the board. In this case, the file in "images\TicTacToe\TTTbrd.bmp" will be used. You can create new board images using a graphics editor, like Windows Paint. The "grid" statement makes it easy for you to specify a regularly spaced set of positions. The "start-rectangle" tells Zillions rectangle of the upper left screen position. In this case, this is from the point 16,16 to the point 112, 112. Points are measured over and down from the upper left corner of the window. The "dimensions" section has information about the placement and name of the positions. The line "("top-/middle-/bottom-" (0 112)) " tells Zillions the rows will be named "top-", "middle-" and "bottom-". To progress downward to the next row, the Y coordinate will have 112 added to it (the X coordinate will remain unchanged, since there is a 0 in that position). The next line has "("left/middle/right" (112 0)))". This specifies the column names and offsets. The "directions" statement indicates the directions linking each position ("n" for north, "e" for "east" and so on). The numbers after these names indicated which way to step for that direction. Use 0 for no change, or "1" or "-1" to got forward or backward. When Zillions reads this "grid" statement, then it will combine all this information to make a three by three grid, with names of positions like "top-left" and "bottom-right". OK, we have a board now, what do we use to specify a piece? Why, the "piece" statement, of course Pieces (piece (name man) (help "Man drops on any empty square") (image X "images\TicTacToe\TTTX.bmp" O "images\TicTacToe\TTTO.bmp") (drops ((verify empty?) add)) ) The "name" section gives this piece a name "man". The "help" section gives the text which Zillions will automatically display in the Status bar when the user points to the piece. You should put information about how the piece moves in this section. The "image" section gives the bitmap names for Zillions to use for each piece and for each player. You can make new piece bitmaps using a graphics editor like Windows Paint. Note that any fully green part of the bitmap will appear as "transparent". The "drops" section tells Zillions that this piece is dropped onto the board when it moves. The "(verify empty?)" section tells Zillions to make sure a position is empty before "add"ing it to the board. Next, we tell Zillions how many pieces there are, and where they are located at the start of the game (board-setup (X (man off 5)) (O (man off 5)) ) The "board-setup" section tells Zillions that there are 5 men for each player off the board at the start of the game. Goals OK, just one more section. How do we tell Zillions the goal(s) of the game? Easy, use "-condition" statements (draw-condition (X O) stalemated) (win-condition (X O) (or (relative-config man n man n man) (relative-config man e man e man) (relative-config man ne man ne man) (relative-config man nw man nw man) ) ) The "draw-condition" statement tells us that if any side is "stalemated" (has no legal moves left), then the game is a draw. The "win-condition" statement is a little more complex, so let's go over it After "(win-condition" we see "(X O)", the names of the players which this condition applies to. Next comes an "(or". This tells Zillions that any of the following conditions indicates a win. In Tic-Tac-Toe, you can win by placing three of your men in a row. They can be vertical (n direction), horizontal (e direction), or along any of the two diagonals (ne and nw directions). The "relative-config" statements tell Zillions that any position where a "man" piece is north of another "man" piece which is north of a third "man" piece indicates a win. This line is repeated for the other three directions. That痴 it. Zillions supplies lots more commands and ways to generate moves, add sound effects and music to your games, and detect more complex winning goals, but you have the basics now. Look through the keywords section to learn more about these and other Zillions commands. And remember, there are a host of examples to look at included with your copy of Zillions of Games. Creating Variants Zillions of Games lets you create game variants with very little work. Let痴 say you wanted to create a variant of Tic-Tac-Toe where the first player to get three-in-a-row loses. The only changes you would need are in the game title, description and the goal of the game. Just add these lines to the sample ZRF file (variant (title "Losing Tic-Tac-Toe") (description "This is the same as normal TicTacToe, except that the object is NOT to get 3-in-a-row.\\ One side takes X's and the other side takes O's. Players alternate placing their marks on open spots. The object is to avoid getting three of your marks in a row horizontally, vertically, or diagonally. If there are no 3-in-a-rows, it's a cat's game (a draw).") (loss-condition (X O) (or (relative-config man n man n man) (relative-config man e man e man) (relative-config man ne man ne man) (relative-config man nw man nw man) ) ) ) You can see that we have changed the title and description to better describe the new variant, plus the win-condition has been changed to a loss-condition. Zillions will use the other sections from the main game description (like the board, pieces and so on) and just substitute the changed sections (title, description and loss-condition in this case). Simple variants can be created in a few minutes. <<Zillions of Games
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