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★ 3ちゃんねるからのお知らせ https //hayabusa4.3chan.jp/test/read.cgi/livegalileo/9241801463/11 11 3ちゃんねる★:2023/01/27(金) 06 36 03.02 ID ???9* ● ERROR CAPTCHAを記入する必要があります 2chブラウザなどreCAPTCHAに非対応のブラウザでのBBS_RAWIP_CHECK=checkedの板・スレッドでの書き込みや、特定の環境においては、1日ごとにCAPTCHAを記入する必要があります 以下のURLよりお好きな認証用トリップ(3byte以上20byte未満)を記入し、認証成功後は名前欄に認証用トリップを入れてお使いください 他人と被るとその分だけ規制に巻き込まれやすくなりますから、被らないようなものを推奨します 環境によってはCAPTCHAが表示されない場合もありますが、エラーがでなければ、正常に処理されています 日付が変わると、再度こちらで認証する必要がありますからご注意ください https //hayabusa6.3chan.jp/auth/ 認証用トリップは、スレッドでは非表示となります 記入方法は、名前欄に !#認証用トリップ または !#認証用トリップ#通常トリップ となります 認証用トリップと通常のトリップが同じ場合、通常のトリップのみでも自動的に認証されます
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30 years of wrestlemania modeとは 俗にいう、ストーリモード。お題をクリアする事で隠し要素がアンロックされていく仕様になっている テイカー(レトロ)とゲレロ以外はレッスルマニアモードを進めていけばアンロックできます ゲレロは、難易度をレジェンドにして、会場をNO WAY OUT にして対戦相手をレスナー(レトロではダメだったと思います)で勝利すればアンロックできます エディーの出し方は難易度をレジェンドにして、会場をNO WAY OUT、対戦相手をレスナー(レトロでは出ないと思われます)で勝利するとアンロックが外れます 海外WIKIより攻略 Matches Confirmed Hulkamania Runs Wild Era 1試合目 Andre The Giant vs. Big John Studd 1.Win the match in under 6 minutes ↓ 6分未満の中に試合に勝つ WrestleMania 2 Hulk Hogan vs. King Kong Bundy 1.Body Slam Bundy (Critical) 2.Escape over the cage wall ↓ 1ボディースラムをBundyにやる 2籠壁にわたって逃れる WrestleMania III "Macho Man" Randy Savage vs. Ricky "The Dragon" Steamboat 1.Complete the WrestleMania Moment 2.Get Randy Savage to Critical damage 3.Win with a Leverage Pin (Right analogue stick on Stunned OPP.) ↓ WrestleManiaモーメントを完成する クリティカルな損害をRandy Savageに至らせる レバレッジ・ピンとともに勝つ【スタンされたOPPの上のまさにアナログの棒】 WrestleMania III Hulk Hogan vs. Andre the Giant 1.Grapple Andre (Light) by the ring steps 2.Irish Whip Andre (Critical) in the ring 3.Complete the WrestleMania Moment 4.Hit a Leg Drop on Andre ↓ リング・ステップによってアンドレ(光)をつかんでください アイリッシュウィップで投げる(フルボッコにした後) WrestleManiaモーメントを完成する アンドレにレッグドロップをぶつけてください WrestleMania IV "Macho Man" Randy Savage vs. "The Million Dollar Man" Ted DiBiase 1.Grapple DiBiase (Moderate) standing in the ring 2.Hit Ted DiBiase with a Top Rope Elbow in the ring 3.Win by Pinfall ↓ リングに立っているDiBiase(穏やかな)をつかんでください リングにトップのロープ・エルボーに対する大当たり ピンフォールによる勝利 WrestleMania V "Macho Man" Randy Savage vs. Hulk Hogan 1.Get Randy Savage to Critical damage 2.Kick out after taking a Tope Rope Elbow 3.Hit Randy Savage with the Leg Drop 4.Win by Pinfall ↓ クリティカルな損害にRandy Savageを至らせる トープ・ロープ・エルボーをキックアウトする レッグドロップをRandy Savageに決める ピンフォールによる勝利 WrestleMania VI Hulk Hogan vs. The Ultimate Warrior 不明 WrestleMania VII Sgt. Slaughter vs. Hulk Hogan 1.Hit the Big Boot 2.Hit the Leg Drop 3.Win by Pinfall ↓ ビッグブートを当てる レッグドロップを当てる ピンフォールによる勝利 WrestleMania VIII Ric Flair vs. "Macho Man" Randy Savage 1.Hit Savage s Finisher Elbow Drop Pin Flair in 10 seconds 2.Escape the Figure Four Leg Lock 3.Win with a Leverage Pin (Right analogue stick on Stunned OPP.) ↓ 10秒でサヴェッジのフィニッシャー・エルボードロップとピン・センスを打ってください Ric Flairの4足ロックを逃れてください レバレッジ・ピンとともに勝つ【スタンされたOPPの上のまさにアナログの棒】 WrestleMania IX Bret "Hitman" Hart vs. Yokozuna 1.Hit a Super Kick (A on Stunned Opp.) 2.Irish Whip Bret Hart (Moderate) in the ring 3.Win by Pinfall 4.Hit the Leg Drop on Yokozuna 5.Defeat Yokozuna via Pinfall ↓ 素晴らしいキック(載ってびっくりする反対)を打ってください アイリッシュウィップで投げる ピンフォールによる勝利 Yokozunaにレッグドロップをぶつけてください ピンフォール経由の敗北横綱 WrestleMania IX Yokozuna vs. Hulk Hogan 不明 New Generation Era 次の人に移動 ?WrestleMania X Razor Ramon vs. Shawn Michaels 1.Get HBK to Moderate damage in the ring. 2.Get HBK to Critical damage in the ring. 3.Attack HBK with the ladder. 4.Irish Whip HBK into a Ladder propped in the ring corner. ↓ リングで中程度の損傷にHBKを得てください。 リングで臨界痛手にHBKを得てください。 はしごでHBKを攻撃してください。 HBKをリング角で支えられるはしごにします WrestleMania X Yokozuna vs. Bret "The Hitman" Hart 1.Get Yokozuna to Critical damage 2.Perform a Top Rope move on a standing Yokozuna in the ring 3.Pin Yokozuna in 10 seconds ↓ クリティカルな損害に横綱を至らせる リングに立った横綱の上にトップのロープ動きを演じる 10秒の間のピン横綱 WrestleMania XI The Undertaker vs. King Kong Bundy 1.Hit an Old School Signature move on Bundy 2.Body Slam Bundy 3.Win by Pinfall ↓ Bundyのシグニチャーな動きに当たる ボディースラムをやる ピンフォールによる勝利 WrestleMania XII The Undertaker vs. Diesel 1.Hit a Chokeslam on Diesel 2.Hit a Tombstone on Diesel 3.Win by Pinfall ↓ Dieselにチョークスラムをぶつけてください Dieselにトゥームストーンをぶつけてください ピンフォールによる勝利 WrestleMania XII Bret "The Hitman" Hart vs. Shawn Michaels 1.Complete the WrestleMania Moment 2.Irish Whip Bret Hart (Moderate) into the ropes 3.Irish Whip Bret Hart (Critical) into a turnbuckle 4.Go into sudden death with the score tied 0-0 5.Hit 2 Finishers on Bret Hart during overtime (Y button on Standing Opp.) ↓ WrestleMania瞬間を完成してください Irish Whipでロープにぶつける Irish Whipでターンバックルぶつける 0-0のまま試合維持 時間外の間、ブレット・ハートに2つのフィニッシャーをぶつけてください WrestleMania XIII Bret "The Hitman" Hart vs. "Stone Cold" Steve Austin 1.Get Austin to Light damage outside of the ring within 2 minutes 2.Irish Whip Austin (Moderate) into a turnbuckle 3.Use the ring bell on Austin 4.Get Austin s legs to Critical damage 5.Win with a Sharpshooter ↓ 2分以内に小さい損害に連れて行ってください 中程度の損害を与えた後、ターンバックルになげる 場外の画面右下のベルリング【凶器のゴング】で殴る 臨界痛手にオースティンの足をする シャープシューターとともに勝つ Attitude Era 次のキャラに移動 ?WrestleMania XIV The Undertaker vs. Kane 1.Perform a Chokeslam 2.Perform 3 Tombstone Piledrivers 3.Win by Pinfall ↓ チョークスラムを実行してください 3回のトゥームストーンパイルドライバーを実行してください ピンフォールによる勝利 WrestleMania XV The Rock vs. Stone Cold Steve Austin 1.Get The Rock to Moderate damage and lure him to the Entrance 2.Lean The Rock against the Announce Table and Grapple him 3.Perform a Finisher on The Rock Pin him in 10 seconds (Y button on Standing Opp.) 4.Complete the WrestleMania Moment ↓ The Rockを中程度の損傷に連れて行って、彼を入口に誘い込んでください テーブルとグラップルに彼を発表することに対するリーン The Rockの上でフィニッシャーを実行して、10秒で彼をピンフォールしてください WrestleManiaモニュメントを完成してください WrestleMania 2000 Triple H vs. The Rock vs. Big Show vs. Mick Foley 1.Eliminate Big Show 2.Grapple The Rock near the Announce Table 3.Eliminate Mick Foley 4.Grapple The Rock (Moderate) near the Ring Steps 5.Graple The Rock (Critical) near the Announce Table ↓ Big Showを退ける テーブルの近くにThe Rockを引っ掛ける ミック・フォーリーを排除してください リング・ステップの近くでThe Rockをつかんでください テーブルを発表することの近くにGrapleのロック(クリティカルな) WrestleMania X-Seven The Rock vs. "Stone Cold" Steve Austin 1.Attack Rock with the ring bell at ringside 2.Irish Whip The Rock (Moderate) in the ring 3.Rock Bottom The Rock 4.Knock down The Rock, then pick up up a chair in the ring 5.Win by Pinfall ↓ リングサイド【外にある】のリングベル【凶器】とともに攻撃する。相手=ロック Irish Whipで投げる ロックボトムを決める ロックをはねて、そしてリングで椅子の上で上向いてください ピンフォールで勝つ Ruthless Aggression ERA 次の人に行く ?WrestleMania X-8 The Rock vs. "Hollywood" Hulk Hogan 1.Put Hogan in the Sharpshooter 2.Succeed at the WrestleMania Moment 3.Win by Pinfall ↓ シャープシューターをHulk Hoganに入れる(ダウン足側) WrestleManiaモニュメントに成功してください ピンフォールによる勝利 WrestleMania X-8 Chris Jericho vs. Triple H 1.Apply the Figure Four to Jericho (Light) in the ring 2.Lean jeriho(Moderate) on the Announce Tebie 3.Perform a Pedigree win by pinfall in 10 seconds ↓ 1.リングにジェリコ(ライト)にフィギュア4を充てる【足に×長押し】 2.実況席テーブルに投げてつかむ【ダーメジ(Moderate)並で】 3.決めワザをやって、10秒以内にピンフォールする WrestleMania XIX Shawn Michaels vs. Chris Jericho 1.Get Y2J to Critical damage 2.Irish Whip Y2J in the ring 3.Hit with the Sweet Chin Music on Y2j 4.Win by Pinfall ↓ 1.相手【ジェリコ】をフルボッコ 2.アイリッシュウイップで投げ 3.決め技を決める 4.ピンフォール勝ち WrestleMania XIX The Rock vs. "Stone Cold" Steve Austin 1.Complete the WrestleMania Moment 2.Hit Austin with a People s Elbow 3.Complete the 2nd WrestleMania Moment 4.Hit a Rock Bottom win by pinfall within 10 seconds ↓ 1.入力【WrestleMania Moment】に成功する 2.People s Elbow【決め技】を決める 3.2回目のWrestleMania Momentを完成してください 4.ロックボトム【決め技】を決めて、10秒以内にピンフォールによって勝ってください WrestleMania XX John Cena vs. Big Show 1.Get Big Show to Critical damage, AA and Pin him 2.AA Big Show win by pinfall in 10 seconds ↓ Big Showを臨界痛手(AA)に連れて行って、彼をピンフォールしてください AA大きいBig Showと10秒間のピンフォールによる勝利 WrestleMania XX Goldberg vs. Brock Lesnar 1.Win by Pinfall or Submission 2.Stunner Goldberg and Lesnar in the ring ↓ ピンフォールまたはサブミッションによる勝利 リングの中の気絶させるものGoldbergとLesnar WrestleMania 21 John "Bradshaw" Layfield vs. John Cena 1.Hit the AA on JBL 2.Win by Pinfall ↓ JBLにAAをぶつけてください ピンフォールによる勝利 WrestleMania 22 Edge (W/ Lita) vs. Mick Foley 1.Irish Whip Foley (Light) into the ropes 2 3 4 ↓ Irish Whipでぶつける WrestleMania XXIII Batista vs. The Undertaker 1.Perform The Last Ride 2.Perform Chokeslam 3.Hit Batista with OMG Dlie 4.Hit a Tomdstone win by PINfall 10 seconds ↓ 最後のドライブを実行してください チョークスラムを実行してください バチスタをエプロンロープに引っ掛けてOMG【L2+R2でエプロンロープに運んで△】 WrestleMania XXIII John Cena vs. Shawn Michaels 1.Irish Whip HBK (Light) into the Announce Table 2.Complete the WrestleMania Moment 3.Win with an STF ↓ 実況席テーブルに投げる WrestleManiaモニュメントを完成してください STFによる勝利 WrestleMania XXIV Shawn Michaels vs. Ric Flair 1.Lean Flair (Light) against the Announce Table. 2.Use a Figure on Four(Hold× at feet of downed Opp) 3.Superkick Flair twice in the ring 4.Hit a Sweet Chin Music 5.Win by Pinfall. ↓ リックフレアーを実況席に投げる リックフレアーにフィギュア4レッグを決める 2回技を決める? 決め技を当てる ピンフォール勝ちする WrestleMania XXIV Randy Orton vs. Triple H vs. John Cena 1.Hit Triple H with the WWE Title 2.Perform Orton s Stomp on Cena and Triple H 3.Succeed at the WrestleMania Moment 4.Perform a Punt kick Win by PIN 10 seconds ↓ トリプルHにベルトで殴ってください(リング外の右下隅っこ) CenaとTriple Hの上で、Perform Ortonのストンプを実行してください WrestleMania瞬間に成功してください 決め技【相手ダウン・自分コーナー】をやってから10秒以内にピンフォールする Universe Era 次の人に移動 ?WrestleMania XXV Edge vs. John Cena vs. Big Show 1.Double Team Big Show 2.Perform a Five Knuckle Shuffle on Edge 3.Hit three standing Grapple Moves to BigShow in the ring 4.Attempt to AA BigShow (Critical) in the ring 5.Defeat Bigshow via Pinfall ↓ ビッグショーに2プラトン投げ エッジに「見えっこねぇ!」を決める ビッグショーに決め技をやる【相手フルボッコで】 ビッグショーをピンフォールする WrestleMania XXV Randy Orton vs. Triple H 1.Perform a Spinebuster (Signature) 2.Perform 2 Pedigrees (Finisher) ↓ Spinebuster(シグニチャーな)を演じる 2つのペディグリーズ(フィニッシャー)を演じる 決め技をやったあと10秒以内にピン WrestleMania XXVI Chris Jericho vs. Edge 1.Taunt while Edge is out of the ring 2.Perform a Liontamer 3.Perform a Codebreaker PIN 10second ↓ エッジをリング外に出して挑発 決め技をする【関節技】 決め技やって、10秒ピン WrestleMania XXVI Batista vs. John Cena 1.Hit a Diving Five Knuckle Shuffle on Batista 2.Submit Batista with the STF ↓ バチスタに決め技【ダイビング】をやる STFでバチスタを倒す WrestleMania XXVI The Undertaker vs. Shawn Michaels 1.Perform a Tombstone Piledriver outside of the ring 2.Grapple HBK (Moderate) at the Announce Table 3.Use a Tombstone/Pin combo on HBK (Critcal) in the ring ↓ リングの外でトゥームストーンを演じる HBKを実況テーブルにぶつける トゥームストーンからのピンをする【2回】 WrestleMania XXVII Edge vs Del Rio 1.Hit using the Outside Dive 2.Perform a Wake-UP Taunt in thg ring ↓ WrestleMania XXVII The Miz vs. John Cena 1.Succeed at the WrestleMania Moment ↓ WrestleMania瞬間に成功してください WrestleMania XXVIII Triple H vs. The Undertaker 勝て WrestleMania XXVIII CM Punk vs. Chris Jericho 1.Hit a Top Rope Elbow to Y2J at ringside 2.Hit a GTS on Y2J (Critical) ↓ リングサイドでY2Jへトップのロープ・エルボーを打つ Y2J(重要な)に、GTSをぶつけてください WrestleMania XXVIII The Rock vs. John Cena 1.Hit a Signature Spinebuster on Cena 2.Hit the Sharpshooter on Cena ↓ CenaのところでシグニチャーなSpinebusterに当たる Cenaのところでシャープシューターに当たる WrestleMania XXIX CM Punk vs. Undertaker 1.Hit an Apron Leg Drop 2.Use Hell s Gate on CM Punk 3.Get Punk to Moderate damage ↓ エプロン・レッグドロップを打ってください CMパンクの上で地獄の門を使ってください 中程度の損傷にパンクを得てください WrestleMania XXIX Brock Lesnar vs. Triple H 1.Get Lesnar to Critical damage 2.Hidden Objective 3.Hidden Objective 4.Win by Pinfall ↓ 臨界痛手にLesnarを得てください WrestleMania XXIX The Rock vs. John Cena 1.Escape the Sharpshooter 2.Hit a Five Knuckle Shuffle 3.Hit 2 AA s ↓ シャープシューターを逃れる 5のナックル・シャッフルを打つ 2のAAの所を打つ
https://w.atwiki.jp/installmaniax3/pages/82.html
WorkerRole.cs using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Net; using System.Text; using System.Threading; using Microsoft.WindowsAzure.Diagnostics; using Microsoft.WindowsAzure.ServiceRuntime; using System.IO; using System.Xml; namespace Tomcat { public class WorkerRole RoleEntryPoint { /// summary /// Run method to start tomcat process in the worker role instances /// /summary public override void Run() { string tomcatLocation = RoleEnvironment.GetLocalResource("TomcatLocation").RootPath; string phpLocation = RoleEnvironment.GetLocalResource("TomcatLocation").RootPath; // Initalising RunTomcat RunTomcat runTomcat = new RunTomcat(); // Calling StartTomcat method to start the tomcat process runTomcat.StartTomcat(RoleEnvironment.GetLocalResource("TomcatLocation").RootPath ,RoleEnvironment.CurrentRoleInstance.InstanceEndpoints["Tomcat"].IPEndpoint.Port.ToString()); // Initalising RunPhp,RunMySQL RunPhp runPhp = new RunPhp(); RunMySql runMySql = new RunMySql(); // Calling StartTomcat method to start the tomcat process // runPhp.StartPhp(RoleEnvironment.GetLocalResource("TomcatLocation").RootPath // , RoleEnvironment.CurrentRoleInstance.InstanceEndpoints["Phpcgi"].IPEndpoint.Port.ToString()); runPhp.StartPhp(RoleEnvironment.GetLocalResource("TomcatLocation").RootPath, "6666"); runMySql.StartMySql(RoleEnvironment.GetLocalResource("TomcatLocation").RootPath, "3306"); runTomcat.StartTomcatProcess(RoleEnvironment.GetLocalResource("TomcatLocation").RootPath); while (true) { Thread.Sleep(10000); Trace.WriteLine("Working", "Information"); } } /// summary /// OnStart() which will start the DiagnosticMonitor /// /summary /// returns /returns public override bool OnStart() { // Set the maximum number of concurrent connections ServicePointManager.DefaultConnectionLimit = 12; DiagnosticMonitor.Start("DiagnosticsConnectionString"); // For information on handling configuration changes // see the MSDN topic at http //go.microsoft.com/fwlink/?LinkId=166357. RoleEnvironment.Changing += RoleEnvironmentChanging; return base.OnStart(); } /// summary /// This method is to restart the role instance when a configuration setting is changing /// /summary /// param name="sender" /param /// param name="e" /param private void RoleEnvironmentChanging(object sender, RoleEnvironmentChangingEventArgs e) { // If a configuration setting is changing if (e.Changes.Any(change = change is RoleEnvironmentConfigurationSettingChange)) { // Set e.Cancel to true to restart this role instance e.Cancel = true; } } } }
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CHAPTER XII UP CHAPTER XIV CHAPTER XIII The Delights of Anticipation "It s time Anne was in to do her sewing," said Marilla, glancing at the clock and then out into the yellow August afternoon where everything drowsed in the heat. "She stayed playing with Diana more than half an hour more n I gave her leave to; and now she s perched out there on the woodpile talking to Matthew, nineteen to the dozen, when she knows perfectly well she ought to be at her work. And of course he s listening to her like a perfect ninny. I never saw such an infatuated man. The more she talks and the odder the things she says, the more he s delighted evidently. Anne Shirley, you come right in here this minute, do you hear me!" A series of staccato taps on the west window brought Anne flying in from the yard, eyes shining, cheeks faintly flushed with pink, unbraided hair streaming behind her in a torrent of brightness. "Oh, Marilla," she exclaimed breathlessly, "there s going to be a Sunday-school picnic next week--in Mr. Harmon Andrews s field, right near the lake of Shining Waters. And Mrs. Superintendent Bell and Mrs. Rachel Lynde are going to make ice cream--think of it, Marilla--ICE CREAM! And, oh, Marilla, can I go to it?" "Just look at the clock, if you please, Anne. What time did I tell you to come in?" "Two o clock--but isn t it splendid about the picnic, Marilla? Please can I go? Oh, I ve never been to a picnic--I ve dreamed of picnics, but I ve never--" "Yes, I told you to come at two o clock. And it s a quarter to three. I d like to know why you didn t obey me, Anne." "Why, I meant to, Marilla, as much as could be. But you have no idea how fascinating Idlewild is. And then, of course, I had to tell Matthew about the picnic. Matthew is such a sympathetic listener. Please can I go?" "You ll have to learn to resist the fascination of Idlewhatever- you-call-it. When I tell you to come in at a certain time I mean that time and not half an hour later. And you needn t stop to discourse with sympathetic listeners on your way, either. As for the picnic, of course you can go. You re a Sunday-school scholar, and it s not likely I d refuse to let you go when all the other little girls are going." "But--but," faltered Anne, "Diana says that everybody must take a basket of things to eat. I can t cook, as you know, Marilla, and--and--I don t mind going to a picnic without puffed sleeves so much, but I d feel terribly humiliated if I had to go without a basket. It s been preying on my mind ever since Diana told me." "Well, it needn t prey any longer. I ll bake you a basket." "Oh, you dear good Marilla. Oh, you are so kind to me. Oh, I m so much obliged to you." Getting through with her "ohs" Anne cast herself into Marilla s arms and rapturously kissed her sallow cheek. It was the first time in her whole life that childish lips had voluntarily touched Marilla s face. Again that sudden sensation of startling sweetness thrilled her. She was secretly vastly pleased at Anne s impulsive caress, which was probably the reason why she said brusquely "There, there, never mind your kissing nonsense. I d sooner see you doing strictly as you re told. As for cooking, I mean to begin giving you lessons in that some of these days. But you re so featherbrained, Anne, I ve been waiting to see if you d sober down a little and learn to be steady before I begin. You ve got to keep your wits about you in cooking and not stop in the middle of things to let your thoughts rove all over creation. Now, get out your patchwork and have your square done before teatime." "I do NOT like patchwork," said Anne dolefully, hunting out her workbasket and sitting down before a little heap of red and white diamonds with a sigh. "I think some kinds of sewing would be nice; but there s no scope for imagination in patchwork. It s just one little seam after another and you never seem to be getting anywhere. But of course I d rather be Anne of Green Gables sewing patchwork than Anne of any other place with nothing to do but play. I wish time went as quick sewing patches as it does when I m playing with Diana, though. Oh, we do have such elegant times, Marilla. I have to furnish most of the imagination, but I m well able to do that. Diana is simply perfect in every other way. You know that little piece of land across the brook that runs up between our farm and Mr. Barry s. It belongs to Mr. William Bell, and right in the corner there is a little ring of white birch trees--the most romantic spot, Marilla. Diana and I have our playhouse there. We call it Idlewild. Isn t that a poetical name? I assure you it took me some time to think it out. I stayed awake nearly a whole night before I invented it. Then, just as I was dropping off to sleep, it came like an inspiration. Diana was ENRAPTURED when she heard it. We have got our house fixed up elegantly. You must come and see it, Marilla--won t you? We have great big stones, all covered with moss, for seats, and boards from tree to tree for shelves. And we have all our dishes on them. Of course, they re all broken but it s the easiest thing in the world to imagine that they are whole. There s a piece of a plate with a spray of red and yellow ivy on it that is especially beautiful. We keep it in the parlor and we have the fairy glass there, too. The fairy glass is as lovely as a dream. Diana found it out in the woods behind their chicken house. It s all full of rainbows--just little young rainbows that haven t grown big yet--and Diana s mother told her it was broken off a hanging lamp they once had. But it s nice to imagine the fairies lost it one night when they had a ball, so we call it the fairy glass. Matthew is going to make us a table. Oh, we have named that little round pool over in Mr. Barry s field Willowmere. I got that name out of the book Diana lent me. That was a thrilling book, Marilla. The heroine had five lovers. I d be satisfied with one, wouldn t you? She was very handsome and she went through great tribulations. She could faint as easy as anything. I d love to be able to faint, wouldn t you, Marilla? It s so romantic. But I m really very healthy for all I m so thin. I believe I m getting fatter, though. Don t you think I am? I look at my elbows every morning when I get up to see if any dimples are coming. Diana is having a new dress made with elbow sleeves. She is going to wear it to the picnic. Oh, I do hope it will be fine next Wednesday. I don t feel that I could endure the disappointment if anything happened to prevent me from getting to the picnic. I suppose I d live through it, but I m certain it would be a lifelong sorrow. It wouldn t matter if I got to a hundred picnics in after years; they wouldn t make up for missing this one. They re going to have boats on the Lake of Shining Waters--and ice cream, as I told you. I have never tasted ice cream. Diana tried to explain what it was like, but I guess ice cream is one of those things that are beyond imagination." "Anne, you have talked even on for ten minutes by the clock," said Marilla. "Now, just for curiosity s sake, see if you can hold your tongue for the same length of time." Anne held her tongue as desired. But for the rest of the week she talked picnic and thought picnic and dreamed picnic. On Saturday it rained and she worked herself up into such a frantic state lest it should keep on raining until and over Wednesday that Marilla made her sew an extra patchwork square by way of steadying her nerves. On Sunday Anne confided to Marilla on the way home from church that she grew actually cold all over with excitement when the minister announced the picnic from the pulpit. "Such a thrill as went up and down my back, Marilla! I don t think I d ever really believed until then that there was honestly going to be a picnic. I couldn t help fearing I d only imagined it. But when a minister says a thing in the pulpit you just have to believe it." "You set your heart too much on things, Anne," said Marilla, with a sigh. "I m afraid there ll be a great many disappointments in store for you through life." "Oh, Marilla, looking forward to things is half the pleasure of them," exclaimed Anne. "You mayn t get the things themselves; but nothing can prevent you from having the fun of looking forward to them. Mrs. Lynde says, `Blessed are they who expect nothing for they shall not be disappointed. But I think it would be worse to expect nothing than to be disappointed." Marilla wore her amethyst brooch to church that day as usual. Marilla always wore her amethyst brooch to church. She would have thought it rather sacrilegious to leave it off--as bad as forgetting her Bible or her collection dime. That amethyst brooch was Marilla s most treasured possession. A seafaring uncle had given it to her mother who in turn had bequeathed it to Marilla. It was an old-fashioned oval, containing a braid of her mother s hair, surrounded by a border of very fine amethysts. Marilla knew too little about precious stones to realize how fine the amethysts actually were; but she thought them very beautiful and was always pleasantly conscious of their violet shimmer at her throat, above her good brown satin dress, even although she could not see it. Anne had been smitten with delighted admiration when she first saw that brooch. "Oh, Marilla, it s a perfectly elegant brooch. I don t know how you can pay attention to the sermon or the prayers when you have it on. I couldn t, I know. I think amethysts are just sweet. They are what I used to think diamonds were like. Long ago, before I had ever seen a diamond, I read about them and I tried to imagine what they would be like. I thought they would be lovely glimmering purple stones. When I saw a real diamond in a lady s ring one day I was so disappointed I cried. Of course, it was very lovely but it wasn t my idea of a diamond. Will you let me hold the brooch for one minute, Marilla? Do you think amethysts can be the souls of good violets?" CHAPTER XII UP CHAPTER XIV 今日 - | 昨日 - | Total - since 05 June 2007 last update 2007-06-05 01 25 25 (Tue)
https://w.atwiki.jp/sm4wiki_mix/pages/130.html
ここは? Lunar Magicのページが長くなってきたので、LunarMagicのバージョン情報を独立ページにしてみました。 どれ使えばいいの? 日本語化パッチがあるver1.65、ver1.71、ver2.01がお勧め? 2.43 (2016/12/25公開) 本体:lm243.zip + 更新点(英文) added a new keyboard shortcut of F3 to the palette editors to allow copying the color of any pixel on the computer screen to the windows clipboard. Note however that the palette editor must have the window focus, and it may not work on all windows or protected media. enabled undo/redo keyboard shortcuts in palette editors. updated filter in Add Objects window for extended object 7F (skull and crossbones) for ghost houses. Thanks goes out to imamelia for reporting this. adjusted the appearance of sprite 0x7A (fireworks) in the editor to match the game. Thanks goes out to Footsteps_of_Coins for reporting this. made it so that if you attempt to go past the min/max level in the level editor, it won t bother with bringing up the save dialog. Thanks goes out to Erik557 for noticing this. saving level 0 or 100 to a different level number will no longer mark half the available secondary entrances as used if the "transfer secondary entrances" option was on. tweaked some code to workaround coordinate rounding issues in Microsoft s DPI virtualization code that can occasionally violate ClipCursor functionality. added "System DPI Aware" option to general options, to avoid DPI virtualization done by Windows Vista and later when possible. + 作者の説明 This release of Lunar Magic just has a few minor tweaks, though it also adds the ability to copy the color of any pixel under the mouse to the clipboard in the palette editors. Check the "What s New" section of the help file for more info. Merry Christmas! 2.42 (2016/02/09公開) 本体:lm242.zip 2.40の背景レイヤー2エディタで特定の状況下で発生する可能性があるクラッシュバグを修正。 「AddObjects / Spriteswindows」のプレビューアイコンツールチップを追加。 「AddObjects」リストに見落とされていた2つの森林タイルセットの特定の棚(?)の縁のサブオブジェクトを追加。 可能な最大DM16サイズを考慮するために、オブジェクトごとにトラッキングタイル限度を増加。 2.41からのスーパーFX RAMのリマップの残りの部分を有効化。 + 更新点(英文) fixed a crash bug from 2.40 that could occur under certaincircumstances with the Background Layer 2 Editor. Thanks goes outto Luks for reporting this. added tooltips for the preview icons in the Add Objects/Spriteswindows. added 2 forest tileset specific ledge edge subobjects to the "AddObjects" list that had been overlooked. Thanks goes out toyoshifanatic for reporting this. increased the tile tracking limit per object to account for largestpossible DM16 size. Thanks goes out to yoshifanatic for reportingthis. enabled rest of SuperFX RAM remap from 2.41. + 作者の説明 This is another minor release of Lunar Magic that fixes a crash issue from 2.40 that could occur under certain circumstances and has a few other adjustments. The "What s New" section of the help file has the details. 2.40 (2015/09/24公開) 本体:lm240.zip Overworld Editerに拡張アニメーション機能を追加また、8x8タイルの塗りつぶしが出来るようになった。 ズーム機能を強化。 レベルエディタで、Z位置に関するコマンドを改善。 などなど・・・ + What s New 翻訳中 + 作者の説明 This release of Lunar Magic adds support for ExAnimation on the overworld, more overworld exit path indexes, .palmask files to specify which colors in the palette should be imported into your level, more zoom levels, 8x8 tile fill in the overworld editor, improved Z-order related commands in the level editor, and other small changes and features. Check the "What s New" section of the help file for the full list. Note that this version also adds an option that scans the user area of the ROM for nested RATs on Full Restore Point creation. This can sometimes help detect corruption caused by third party tools and patches soon after it happens, rather than having it go unnoticed for long periods of time. If you d rather not get this notification, you can turn it off in the restore options. By the way, today is the 15th anniversary of the day Lunar Magic was first released! It also happens to be the 40th release of Lunar Magic. Hard to believe it s been so long, but I m pretty happy with how the program has turned out over that time. Anyway, have fun! 2.32 (2015/01/01公開) 本体:lm232.zip ROMのロックが正常に作動していなかったバグを修正。他細かな修正。 + 更新点(原文) fixed a bug from 2.30 where ROM locking wasn t working correctly. Thanks goes out to S.R.H. for reporting this. fixed a minor issue that s been around forever with other windows being activated when closing windows from the toolbar. Thanks goes out to Ruberjig for pointing this out. + 詳細 This is a minor release of Lunar Magic to fix an issue with locking that appeared in 2.30. Anyway, merry Christmas and happy new year! 2.31 (2014/10/31公開) 本体:lm231.zip + 更新点(原文) fixed a bug from 2.30 where the flying switch blocks on the overworld that appear when you pass a switch palace would temporarily corrupt part of the overworld s animated tile GFX in the game as the RAM they use overlapped with the extra space that the new 4bpp tiles take up. The fix will be installed when the GFX/ExGFX are inserted. Thanks goes out to 33953YoShI for reporting this. fixed a bug from 2.30 with the M16-7k dialog, where it wouldn t draw/behave correctly. fixed a minor issue from 2.30 where the layer 3 CGADSUB checkbox would not always be disabled when it should be. Thanks goes out to Hinalyte for reporting this. fixed a minor issue from 2.30 where if x2 zoom was already enabled in the Add Object/Sprite windows when the program was started, the list height was shorter than it should be. Thanks goes out to Underway for reporting this. fixed a minor issue from 2.30 where closing the Add Objects/Sprites windows would not let you use the level history mouse gestures without having to hold down the Shift key. Thanks goes out to Wiimeiser for reporting this. added the ability to set custom sprite appearances and tooltips in the editor based on the last 1, 2, 3, or 4 bits of the sprite s X and/or Y position. Check the help file for more info. expanded the Map16 space for custom sprites in the editor from 8 to 0x10 pages. tweaked the "Insert all Slots" button of the "Edit ExAnimated Frames" dialogs so that it will insert starting at the currently selected slot instead of always from the start. + 詳細 This release of Lunar Magic mainly just fixes a few small issues from 2.30, one of which could result in some corrupt animated tiles being temporarily shown on the overworld. Check the "What s New" section of the help file for more details. 2.30 (2014/09/24公開) 本体:lm230.zip + 更新点(原文) made it possible for the level editor to display layer 3. made it possible for the overworld editor to edit layer 3 tilemaps for levels and submaps and store them in an ExGFX file (check the file menu). added a new ASM hack to allow layer 3 GFX and tilemap bypassing on a per level and per submap basis. Note that if you have already used a third party ASM hack for bypassing layer 3 GFX, it should be removed prior to using this version to avoid compatibility issues. added a new "Change Layer 3 Settings" dialog, which can modify layer 3 scrolling and some other advanced options. Also moved the Layer 3 Priority option from the "Change Properties in header" dialog and the Layer 3 Options setting from the "Change Other Properties" dialog into this new one. for anyone using only 3bpp tiles (which is probably nobody, but anyway) the ExGFX file range of E00-FFF has now been set aside for files to be inserted/extracted "as is" so they can be excluded from 3bpp/4bpp conversions. This range should be used only for layer 3 GFX and tilemap files, and for files intended for slot AN2 in the level editor. If you already have other files in that range, you should move them prior to using this version. But those that are using 4bpp tiles (likely everyone) can disregard this and continue using any file as they wish. added a new ASM hack for the overworld to allow setting the sprite GFX slots and the animated AN2 slot on a per submap basis. You can also now access all the ExGFX files for use on the overworld, not just the ones from 80-FF. added a new ASM hack for the overworld to reload the overworld (which includes the GFX) when swapping players that aren t on the same submap. added a new ASM hack for the overworld to reload all the GFX when using an exit tile. You must insert the GFX as 4bpp using this version then save the overworld for the hack to be enabled. added a new ASM hack for the overworld that allows merging GFX slots FG1 and FG2 into SP3 and SP4 to create room for 2 more FG slots. This option is off by default, but can be turned on in the "Extra Options" dialog of the overworld menu. added a new ASM hack for the overworld to remove the 3bpp limit on the overworld animated tiles, so they can now be 4bpp. added a new ASM hack for the overworld so that silent layer 2 event steps can appear below regular steps of higher event numbers. While Lunar Magic had always displayed it this way, apparently the original game couldn t quite do it as it would place layer 2 silent steps above all regular steps once the overworld map had been refreshed. Thanks goes out to Falconpunch for drawing attention to this. made a couple minor optimizations to smkdan s VRAM patch. made a couple minor optimizations to LM s block gameplay ASM, which will be installed when you save the Map16. added undo and redo buttons to the level editor and overworld editor windows. Since this can affect the amount of RAM the program uses, you can change the max number of undo operations in the "General Options" dialog. replaced the "Add Objects" and "Add Sprites" windows with new ones that include a separate find text field and options for x2 zoom, displaying preview icons beside each item, hiding objects/sprites based on tileset/GFX files loaded, turning the preview area on/off, and horizontal/vertical layouts. The window can also now be resized both vertically and horizontally. made it possible to delete entries from the "Custom Collections of Sprites" list in the "Add Sprites" window, and to move entries by holding down shift and using the arrow keys. replaced the "Background Tile Map Editor" window with a new one that includes x2 zoom, undo/redo, and uses a regular window instead of the tool window in previous versions so it can be maximized/minimized as well as resized. moved the "Change Background Map16 Bank", "Remap Background Tiles", and "Copy Background Image" menu items from the level menu of the level editor to buttons in the new Background Editor window. added a new fill operation that can be used with control+shift right click to fill an enclosed area of the level with Direct Map16 tiles from the Add Objects window. This can be useful for quickly filling in non-rectangular areas within ledges built with Direct Map16. You can also add the alt key to do it from the Map16 editor instead (which can be skipped if the Add Objects window is closed or isn t in the Direct Map16 Access list). made it possible to use control+alt right click in the level editor to copy FG tiles from the Map16 editor. You can also just use a right click if the Map16 editor is open and the Add Objects window is closed. made it possible to copy FG tiles from the Map16 editor into the level editor through the windows clipboard. made it possible to copy tiles from the Background Editor into the Map16 editor through the windows clipboard. made it possible to copy tiles between the Background Editor and the overworld editor through the windows clipboard when the latter is in a compatible mode that supports it. made it possible to copy tiles between the Map16 editor and the overworld editor through the windows clipboard when both are in compatible modes that support it. This was already possible if the Map16 editor was in 8x8 mode, but it has now been expanded to include 16x16 mode. added windows clipboard support to the layer 1 editing mode of the overworld editor. added "Auto-Deselect on Editor Select" options to the main level editor, Background Editor, and Map16 Editor. made it so that double clicking a tile in the Background Editor to select it in the Map16 editor will also open the Map16 editor if it isn t already open. added a new "Edit Reveal Tile List" menu item to the overworld editor, which allows changing which layer 1 tiles are revealed into another tile when you pass an event. This was used in DW TLC for creating red star levels. marked a few "Mario Path" tiles in the overworld editor with a black X, to indicate that Mario cannot enter them as levels even though he can stop there. fixed a display issue in the overworld editor that s been around forever where all sprites would always be shown with the palette of the main map without special world passed. made it so that loading the title screen in the overworld editor will use the layer 3 GFX files of the title screen level. modified the overworld editor s "Edit Level Names" dialog to use x2 zoomed tiles, DPI scaling, and added a new control for selecting which submap Layer 3 GFX and colors to use to display the preview. modified the overworld editor s "Edit Message Box Text" dialog to use x2 zoomed tiles, DPI scaling, and added a new option for using the Layer 3 GFX and colors of the currently loaded level in the level editor to display the preview. modified the overworld editor s "Edit Boss Sequence Text" dialog to use x2 zoomed tiles, DPI scaling, and to use the correct colors. added the ability to export a level to a PNG image file. made it possible to use Snes9x savestates for recording title screen moves. changed the "Export Title Moves Playback Data" menu command to create a fake ZSNES savestate rather than having it require an existing savestate to save into. added the ability for programs launched from LM to make requests to LM to reload the current level or ROM. Check the help file for more info. fixed an issue from 2.20 where saving to a different level number would not update the displayed secondary entrance sprites in the currently loaded level to reflect possible changes. Thanks goes out to Hinalyte for reporting this. adjusted the auto-set number of screens feature so it ignores entrances, as it did before 2.20. adjusted the exit scan option so that for "clear the original level data area" and "import multiple levels from file" operations, it will no longer give a warning for screen exits that are explicitly set to level 0/100. Thanks goes out to Wiimeiser for bringing this up. made it possible to change the Mario sprite tile arrangement displayed in LM for level entrances, using the same method as with custom sprites. Check the help file for more info. added the mouse gestures for back/forward to the list of function commands for custom user toolbars. fixed a couple issues that have been around forever with trying to use the "Copy BG" function with the TEST levels. Thanks goes out to Sokobansolver for bringing this up. fixed a bug that s probably been around since 1.70, where if LM ever tried to save a BG to a particular address the save would be aborted and a warning message saying "Could not save BG data in a bank-appropriate area" would be displayed. Thanks goes out to Mini-Tech for helping to identify this issue. + 詳細 This release of Lunar Magic adds support for displaying and editing layer 3 tilemaps, bypassing layer 3 graphics and tilemaps, replacement "Add Object" and "Add Sprite" windows, a new background editor with x2 zoom and undo/redo, undo and redo buttons for the level and overworld editor, an option for the overworld that allows merging GFX slots FG1 and FG2 into SP3 and SP4 to create room for 2 more FG slots, graphics reloading on the overworld for exit tiles and player swapping, and several other minor changes and features. Check the "What s New" section of the help file for a full list. Note that if you have already used third party ASM code for bypassing layer 3 GFX, it should be removed prior to using this version to avoid compatibility issues. Today is also the 14th anniversary of the day Lunar Magic was first released! 2.22 (2014/02/09公開) 本体:lm222.zip スタート地点と中間地点の座標が自由になった! + 更新点(原文) fixed a bug from 1.70 in smkdan s VRAM patch where sprite 49 (growing/shrinking pipe end) could cause a few pixels of some tiles to be corrupted if the sprite was near enough to the entrance to be processed during fade in. Thanks goes out to WhiteYoshiEgg for reporting this. fixed a potential bug that s been around forever where if your overworld had no silent events at all and was not yet using the new format, LM would create a single entry for the table as required by the game s original ASM, but the contents weren t specified so it could end up holding something invalid/harmful. Note that while LM now sets it to "no event" and recognizes that as valid, the entry created by previous versions still has a chance to trigger the new "silent event corruption" warning added in 2.21. In that case simply resaving the overworld in this version will remove the offending entry. Thanks goes out to Wiimeiser for reporting about this. fixed an issue from 2.20 where opening a level from the "Open Level Address" menu would result in the main and midway entrance not being displayed although the labels still were. corrected the "Mario Path" displayed for overworld layer 1 tile 0x36, which is actually a water version of tile 0x1C. Thanks goes out to Wiimeiser and mariofreak4500 for drawing attention to this. increased the allowed number of sprites for the sprite count warning to 255 if Vitor Vilela s RAM remap for SA-1 ROMs has been used. added some code to prevent attempts at opening a second overworld window under certain conditions. Thanks goes out to Hinalyte for reporting this. made a minor tweak to the optimized LZ2 and LZ3 ASM code to not attempt decompression if the GFX file has not been inserted, to aid with ASM debugging. Will only take effect once you switch compression formats with this version. moved most of the options in the options menu to their own "General Options" dialog. removed the "Highlight Mouse Cursor in BG Editor" option, as it doesn t seem likely that many people turn it off anyway. added a new "Check if Vertical Fireball has Buoyancy" option to the general options dialog, at Alcaro s suggestion. + 詳細 This release of Lunar Magic has a few more minor tweaks and fixes, the most significant of which is to remove a small bug in the VRAM patch and a reoccurring warning message in the overworld editor. The "What s New" section of the help file has more details. 2.21 (2013/12/25公開) 本体:lm221.zip + 更新点(原文) fixed a bug from 2.20 where the new "view sprite data" menu item in the overworld editor would display black squares for the sprite data text if the editor had not yet loaded an overworld that wasn t using a custom palette. Thanks goes out to Wiimeiser for helping to figure this out. fixed a bug from 1.40 (which became more noticeable in 2.10) where changes to the last 8 entries in LM s "Destroy Level Tile Settings" dialog could cause Ghost House/Castle/etc tiles to no longer give the player a save prompt when the event had already been cleared. This is partly due to a mistake in Nintendo s code, as it treats the list as 0x18 bytes long when it s really only 0x10 bytes. This version of LM relocates the table so it can safely have all 0x18 entries, and repairs the other 8 bytes that may have been changed in previous versions. Thanks goes out to Wiimeiser for helping to figure this out. fixed a minor entrance label display positioning issue from 2.20 when switching between vertical/horizontal level layouts. Thanks goes out to Koopster for pointing this out. fixed a small bug that s been around forever, where if the save prompt for castle/ghost house/etc tiles was disabled and the player passed a level using one of those tiles, the player would move off the level even if the event had already been passed. added a new ASM hack to fix a timing issue in Nintendo s code, where there was a chance that the game could turn the screen on a frame too early during black screen transitions, resulting in a brief full screen flash of color. disabled some Nintendo ASM that apparently served no purpose, which was preventing ExGFX from being used in tiles 4A-4F and 5A-5F of SP1. This also now makes these tiles 4bpp. added some filtering and warning messages to detect and remove bad event data in the overworld in case people corrupt it with external tools/patching. made it so that pressing Page-Up in the overworld editor in event editor mode while on event 0x77 will cause the event to be shown as passed, so you don t have to advance through each step with Home/End for that event. Thanks goes out to Everest for bringing this up. added a small bypass warning in the old GFX bypass dialogs and the tileset change dialog when Super GFX Bypass is enabled, at Alcaro s suggestion. + 詳細 This release of Lunar Magic only has a few minor tweaks and fixes this time. As usual, check the "What s New" section of the help file for details. And Merry Christmas! 2.20 (2013/09/24公開) 本体:lm220.zip スプライト編集モードでスーパーマリオの位置を変えられるようになったので、スタート地点やルーム移動先の座標を設定しやすくなった。 + 更新点(原文) made the previously unofficial support for the SA-1 ROM map official, and added 6 8 MB expansion menu items for SA-1 ROMs (see the help file on emulator compatibility with large SA-1 ROMs). added support for Vitor Vilela s RAM remap for SA-1 ROMs. made it possible to drag/copy/delete/alt-right click level entrances as part of sprite editing mode. Dragging an entrance automatically updates its FG/BG init position (except for the BG init position in vertical levels), copying an entrance creates a new secondary entrance in a free slot, deleting a secondary entrance clears the slot, and alt-right click lets you modify the entrance properties and change which slot a secondary entrance should use. changed the "Add/Modify/Delete Screen Exits" dialog so that changes to the current entry aren t lost when you switch which screen you want to edit, and renamed it to "Modify Screen Exits". added a "Clear All Screens" button to the "Modify Screen Exits" dialog and renamed the "Delete" button to "Clear Screen". the "Modify Screen Exits" dialog now displays information about exits that have been set for each screen. changed the definition of a "free" secondary exit slot to be more than just an exit that points to level 0 or 100. If you have secondary entrance slots that you manually cleared in the past by only changing the level destination, you will need to use the "Clear Slot" button or delete them so they ll show up as unused again. level entrances are now displayed using the player graphics from the game. replaced the mostly redundant "Screen Boundaries" item in the view menu with a new "Game View Screen" option. This creates a draggable SNES-sized screen that you can use when designing levels to figure out what will be visible on the screen. It also optionally has highlighted areas for locations Mario will be during scrolling in different directions, to aid in determining where the screen will be during gameplay. made it possible to have Lunar Magic load external files in place of GFX32.bin and GFX33.bin for display purposes in the editor. Just place files called ExternalGFX32.bin and ExternalGFX33.bin in the Graphics folder for your ROM. added a new ASM hack where you can set the midway level entrance to coordinates separate from the main level entrance. added a new ASM hack where a screen exit can go to a level s midway entrance if it s using the new separate coordinates option. fixed an issue in Nintendo s original code, where if the midway entrance was set to screen 0 the game would not record obtaining the midway point for that level. adjusted the control+delete keyboard shortcut to also delete all secondary entrances in the current level. added the ability to set the Koopa Kid teleport locations in the overworld editor, and a menu item to view them (check the help file for more info on the Koopa Kid sprites). Thanks goes out to Wiimeiser for providing the test patch to examine these. added the ability to view sprite data to the overworld s view menu, as it helps in showing which slot and subslot a sprite on the overworld belongs to. set LM to pause the internal emulator if viewing animations is turned off. Thanks goes out to MarioFanGamer659 for reporting on this. added tile/page jump in place of text search for the Direct Map16 list in the Add Objects window. Thanks goes out to telinc1 for bringing this up. made conditional Direct Map16 objects appear translucent in the editor if the "Other Invisible Objects" view menu option is on and "Conditional Direct Map16 On" option is off. Translucency will not be applied to objects using the +100 option. adjusted tiles used for sprite 4D (Monty Mole) in LM so it will appear the same way in the editor as it will in the game. Thanks goes out to Wiimeiser for pointing this out. changed the name of the "Cloud Ledge" for ghost houses to remove the "Ledge" bit as you can t stand on it. Thanks goes out to Wiimeiser for pointing this out. + 詳細 This release of Lunar Magic adds support for Vitor Vilela s SMW RAM remap for SA-1 ROMs, makes it possible to drag/copy/delete/alt-right click level entrances as part of sprite editing mode, adds a few new ASM hacks that allows screen exits to target midway entrances and allows midway entrances to have settings separate from the main entrance, and a few other minor changes. Check the "What s New" section of the help file for more details. Today also marks the 13th anniversary of the day Lunar Magic was first released. The years just keep on rolling... Edit There was a minor issue with the file, so if you re one of the handful that downloaded it within the first couple hours of release, just redownload. 2.12 (2013/02/16公開) 本体:lm212.zip 2.11のメッセージボックスのメッセージ、ボスを倒したときにでるメッセージ、およびステージ名を編集すると、メインマップのGFXのリストが変更されてしまうバグが修正されたようです。 + 詳細 This release of Lunar Magic is to fix a bug that appeared in 2.11 where using the "Edit Boss Sequence Text", "Edit Message Box Text", or "Edit Level Names" dialogs in the overworld editor would cause the GFX list for the main overworld map to be changed. 2.11 (2013/02/09公開) 2.10からですが、マップを拡大して編集できます。 ワールドマップも拡大して編集できます。 8×8 Overworld Tile Selector/Tools が、強化されました。 + 詳細 This version of Lunar Magic fixes a couple of minor issues in the new 8x8 tile selector for the overworld editor. For a complete list of changes, check the "What s New" section of the help file. 2.10 (2012/12/25公開) + 詳細 This version of Lunar Magic contains mostly overworld editor updates, such as the ability to use x2 zoom and a new 8x8 tile selector that allows for multiple tile selection and controls similar to the new Map16 editor. For a complete list of changes, check the "What s New" section of the help file. Merry Christmas! 2.01 (2012/05/20公開) 本体:lm201.zip 日本語化パッチ:http //www21.atpages.jp/nonoshimu/src/smw_0325.zip VIPマリオ6用です。 + 詳細 This version of Lunar Magic fixes a crash bug that could occur in certain situations with the internal emulator in the last release along with a few other minor fixes. You can find the full list in the "What s New" section of the help file. 2.00 (2012/05/05公開) 本体:lm200.zip + 詳細 This version of Lunar Magic adds the ability to load a DLL from Alcaro which allows using an emulator to play levels within LM itself (downloaded separately). It also adds an optional user defined second toolbar to the main window, which can be used to launch external applications or activate internal Lunar Magic functions. It also allows for assigning keyboard shortcuts which can replace Lunar Magic s existing keyboard shortcuts (check the technical info section of the help file for more details). There s also a few other minor tweaks and fixes included (no ASM changes this time), which you can find listed in the "What s New" section of the help file. 1.91 (2011/12/25公開) 本体:lm191.zip + 詳細 This version of Lunar Magic has a couple fixes submitted by smkdan for his VRAM patch, which was added to LM in version 1.70. There are also a few other minor tweaks and additions to the program, which you can find listed in the "What s New" section of the help file. Merry Christmas! 1.90 (2011/09/24公開) 本体:lm190.zip + 詳細 This version of Lunar Magic replaces the extremely old Map16 editor (originally from an editor made before LM) with a new easier to use one that features multiple tile selection, reload/save and undo/redo buttons, 2x zoom, 8x8 and palette remapping capabilities, an 8x8 mode with an 8x8 tile selector, a new .map16 format, etc. There are also some minor bug fixes, and a few ASM additions. Check the "What s New" section of the help file for more details. Today is also the 11th anniversary of the day Lunar Magic was first released. That year seemed to go by rather fast... 1.82 (2010/10/31公開) 本体:lm182.zip + 詳細 This version of Lunar Magic fixes an end of the game crash bug from 1.81, a few SMAS+W issues, and adds a couple compression options for graphics. As usual, check the "What s New" section of the help file for more details. 1.81 (2010/09/24公開) 本体:lm181.zip 1.80のバグ修正版です。 OW周りの問題などが解消され、アニメーションタイル設定も、従来の物を使うか1.70からの物を使うか選択できます。 + 詳細 Errrr, yeah... oops. The 1.80 release doesn t actually install the Direct Map16 ASM upgrade due to a change that was made a week ago that wasn t caught. Anyway, here you go, sorry about that. 1.80 (2010/09/24公開) 本体:lm180.zip + 詳細 While this release of Lunar Magic isn t as major a release as 1.70 was, the highlights of this version include a new restore feature that tracks changes and lets you return your ROM to previous states, upgraded Direct Map16 Access which enables pasting multiple tiles as one object, conversion to FastROM for the original game based on the address list from Ersanio s FastROM patch, and custom overworld palettes. Check the "What s New" section of the help file for more details. Today also marks the 10th anniversary of Lunar Magic s first release!! Yeah, I can t entirely believe it either... a whole decade? Has it seriously been that long? I can still remember when I first posted back on Challenge Game s forum a few days before the release to announce it, which is when most of the community first learned it even existed. And the days later spent at Acmlm s... fun times. I also recall those first few days of looking at the stat counter I was using and being a bit startled to see hits from Nintendo and Sony. In fact, while I was typing this I remembered I had saved the page back then, so after spending some time digging around in my files I managed to turn up this, which is kind of cool. And speaking of digging up history, since the file is already online due to a request by Smallhacker some time ago, you can take a look for yourself what version 1.00 of Lunar Magic was actually like! (Warning do NOT play around with that old version on any file you actually care about!) But anyway, enough with the nostalgia. Have fun with the new release! ^^ 1.71 (2010/04/17公開) 本体:lm171.zip 1.70のバグ修正版です。 1.65以前のROMで使用する際は必ずROMのバックアップを作成し、何が起こっても自己責任で。 + 詳細 This version of Lunar Magic mostly just fixes a couple minor display glitches from 1.70, along with a bug that wouldn t allow a user to initialize the new Manual Frame Triggers 1-F without crashing the game. 非公式日本語化パッチ LM1.71をちょっとだけ日本語化v0.2 メニューやほとんどのダイアログは日本語化されていますが、各種メッセージはまだそのままです。 追記 旧Uploaderが閉鎖して消えてしまったので→でここ 非公式日本語化パッチの更新内容(0.2) オブジェクトとスプライトの一覧とツールチップ バイナリ弄り少し開始 1.70 (2010/04/01公開) 本体:lm170.zip 1.70はいろいろな機能が拡張されていますが、過去の改造支援パッチなどとの互換性はほとんどありません。まだベータ版という感じです。 1.65以前のROMで使用する際は必ずROMのバックアップを作成し、何が起こっても自己責任で。 更新点(「マリオワールド改造しようぜ! World74」の46より抜粋)[#cea3d854] 1つのマップにおいて、オブジェクト用に使えるGFXファイルが4ファイル→6ファイルの1.5倍に 背景が高さ512ピクセルまで設定可能に。背景が縦スクロールしすぎてバグる心配が無くなった 16x16タイルの容量が4倍のに 今までは、16xタイルの2ページ目は、グラフィックのインデックスの設定で変化してたが、これを、オプションで変化するかしないかを選択出来るように 今までは、1つのレベルの背景に使える16xタイルは1ページ分のみだったが、64ページの中から選んだ16ページ分の16xタイルを、1つのレベルの背景に使えるように 拡張アニメーションの機能や性能を色々とパワーアップ FastROMに対応 ゴール時に全てのパレットが黒くなるように修正 オリジナルのマップデータを削除するメニューを増やし、実質的にROMの空き容量を増やした ワールドマップで選択出来るOWスプライトの種類を10個から255個に(カスタムOWスプライト用?) VRAM関連の更新が多い + 詳細 This version of Lunar Magic has smkdan s VRAM modification patch integrated, which gives an extra 2 GFX slots to use for levels. It also introduces 4x Map16 space, 512 height backgrounds, and completely rewritten ExAnimation code along with other enhancements. And as an added bonus, it comes complete with a mind control module, the perfect way to design those hard-to-express levels, the perfect ASM hack, and persuade herds of cats to attack your mortal enemies!1 Check the "What s New" section of the help file for more details. Note that it s been a while since a new version of LM has been released with significant ASM changes. In that time, a lot of people have made their own custom ASM hacks. Therefore it s highly recommended that you backup your existing hack before using the new version of LM on it, in case you have incompatible 3rd party ASM hacks installed. 1 - Neural interface for mind control module sold separately. Export restrictions apply, check with your local government for details. Sorry, we don t currently offer shipping to earth. 1.65 (2009/10/01公開) 本体:lm165.zip + 詳細 This version of Lunar Magic fixes a couple of issues saving to MWL files that a few people noticed in the last version. Also, you may want to check that other SMW editing programs you use support RATs crossing bank boundaries, which LM now uses fairly often (for example, SpriteTool 1.35 doesn t appear to, but the unofficial 1.40 version apparently does). 1.65用日本語化パッチ(2009/12/05更新、日本語化バージョン0.20) 1.65本体 日本語化パッチはここからダウソできます。(注意 リンク切れ) 解凍して出てきたファイルをLunar Magicがあるフォルダに移動させる。 実行ファイルを実行。 注意:日本語の表現や動作がおかしな所があれば、バシバシ指摘してください。 まだまだ不完全なので、待ちきれない人は過去のバージョンを使ってください。 更新内容(0.20) [#r098f248] バイナリ弄り開始 ヘルプの目次とか訳したのを付けてみる 後は本文の単純作業 日本語化進行状況(中の人の進行状況-気まぐれ更新-うpは更に気まぐれです) [#a258ab41] リソースハッカーの範囲 → 完了 ヘルプの目次 → 完了 バイナリ弄り 9B527/B004E ワールドマップ編集の日本語化がほぼ完了 8×8タイルマップエディタと16×16タイルマップエディタの日本語化がほぼ完了 1.64 (2009/09/24公開) 本体:lm164.zip おそらく日本語化は未来永劫に出ることは無いでしょう。きっと。 + 更新点(本スレより抜粋) 前バージョンまでのシステムバグ(メモリリーク、一部のマウスジェスチャー、拡張アニメーションを1Fまで使うとおかしくなるetc)の修正 slopeバグへの対応 ドッスン・コトンのグラフィック、OWの波アニメの修正 8 MB ExLoROMを読み込んだ時にタイトルエディタがおかしくなるバグを修正 カスタムスプライトの配置に対応 OWのパレットエディタで、自動グラデーションセットのコマンドを、Ctl右クリから、ALT右クリへ OWエディタで、マップ間移動タイルをレベルタイルに直接繋いだ時に挙動がおかしくなるバグを修正 OWエディタで、移動タイル、土管、ワープスターのペアどうしの連結を、Alt左クリで簡単に出来るように レベル24マップで、コインや時間によってワープ先が変わるか変わらないかを、オプションで切り替えられるように オリジナルのボステレサのように、(コクッパなどの)ボスを倒した時に隠しゴール扱いに出来るかどうか設定出来るように 1.62以前に既に完成してた、縦スクロールマップのカスタムブロックがスプライトで動作する処理をなぜかずっと入れ忘れてたので、今回改めて導入した。 マリオがカスタムブロックの角に触れてる時、顔がカスタムブロックの中にいる時、体がカスタムブロックの中にいるときはブロックが動作しないバグを、これも入れ忘れてたので導入した mw0, mw1,…への関連づけを止めた ヘッダが無いROMにヘッダを付けられるように スプライトのMap16データを拡張し、2つのファイルに分けた。 これによってカスタムスプライトは専用のファイルを使えるように。使い方はヘルプを見ろ ↑どういう意味だろ?実際に使ってみないと分からない。 WinXPで、ルナマジの16x16アイコンがおかしくなるバグを修正 admin権限以外やVistaで、mwlがおかしくなるバグを修正 性能が悪いRATsタグの付加処理を、LunarCompressでも使われてる性能がよいものに変更 FG Map16データを保存する際は、RATsタグで保護するように ヘルプファイルをHTML形式に ↑日本語化中の人的には非常にありがたくない修正です(´・ω・`) + 詳細 This version of Lunar Magic mostly contains minor fixes, but also a few small updates such as support for customizing the display of custom sprites in the editor. Check the readme.txt file or the help file for a full list of changes. Today also marks the 9th anniversary of the day Lunar Magic was first released. Happy birthday LM. ;) 1.63 (2005/09/24公開) 本体:lm163.zip 日本語化パッチ:lm163_jp.zip(1.63専用) 1.62 (2004/04/11公開) 本体:lm162.zip 日本語化パッチ:lm162_jp.zip(1.62専用)(Lufia3.net中の人作成) 1.62の日本語化はソースレベルでいじられているようです。 + 詳細 This is a bug fix update for a few minor things, although one bug in particular involving the "Count Sprites" option introduced in version 1.60 may be more serious. If the maximum sprites exceeded warning message was displayed, it could cause various issues. Read the help file or the update list in the readme.txt file for more information. 1.61 (2003/12/25公開) + 詳細 This release is mostly just to fix a few minor bugs. But it also has one or two new features, such as a few Opera-style mouse gestures. Merry Christmas! ^^ 1.60 (2003/09/24公開) + 詳細 Lunar Magic version 1.60 has been released! This version includes the new tile and palette animation features used in DWTLC, a new sprite editing mode for the overworld editor, and several other various updates and fixes. You can download the new version here. Today marks LM s third birthday, not including the months before the first release. The program has gone far beyond what I had originally planned, and consequently I ve worked on it far longer than I would of expected when starting out. But with the overworld editor complete, I m hoping that this will be the last major version of Lunar Magic, except for possible bug fix releases. So I d just like to thank everyone who s contributed over the past few years to Lunar Magic s development by pointing out bugs, giving suggestions, etc. Especially the Acmlm SMW forum members, for their support and... umm, patience... (Ok guys, it s released. You can stop reloading the page now. -_^) And of course a big thank you goes to Acmlm for providing the forum that gave birth to the SMW community. With that said, I now intend to take a break and do a few things that have been put off for the last couple of months due to working on DWTLC and LM. Then after that... well, who knows? ^^ 1.51 (2002/09/24公開) 本体:lm151.zip + 詳細 This version of Lunar Magic fixes the crashing problem on startup for WinNT based systems. Gomen nasai... 1.50 (2002/09/24公開) + 詳細 On this day exactly two years ago, Lunar Magic version 1.00 was released for the first time. So to celebrate LM s 2nd year anniversary, I ve released a new version of the program. ^^ Probably the most noticable change in this version is the new tool bar, which should make saving levels to the ROM less time consuming. The background editor has also been updated to include multiple tile selection and drag/drop support, which is something that s been overdue for a while now. And there s the usual minor bug fix and update here and there... check the "What s new" section of the help file or readme file for the whole list. 1.43 (2002/06/15公開) + 詳細 This is a relatively minor update that fixes a few things here and there. There are a couple new features though, such as dumping a level to a bitmap file and the addition of a recently used files list in the file menu. And the Easter egg for support of SMW in the Mario All Stars + World ROM has been turned into a standard feature. In other news, I ve updated the Lunar Compress documentation, since apparently Lufia 1 uses the same compression format as Lufia 2. While I was at it I rearranged some of the comments in the header file to make them a bit easier to read. 1.42 (2002/01/09公開) + 詳細 This release should fix the few remaining bugs left over from version 1.40, and adds level name and message box text editing support to the overworld editor. As usual, check the "What s New" section of the help file for more details. 1.41 (2002/01/01公開) 本体:lm141.zip + 詳細 This release fixes a few bugs that found their way into version 1.40, such as the old style secondary exits not behaving properly. It also corrects a couple bugs that can affect saving the overworld. Check the "What s New" section of the help file for more details. Happy new year! ^^ Note I ve been informed that F2S is pulling the plug on all their free accounts at the end of February. This means FuSoYa s Niche will once again have to find a new home... So if you haven t bookmarked the fusoya.cjb.net URL redirect address, now may be a good time to do so, just in case. 1.40 (2001/12/25公開) + 詳細 The main focus of this release is the new layer 1 editing modes of the overworld editor, which now make it possible to alter both the level layout and the paths mario can walk on. You can also control which events are activated by passing each level, when levels are revealed, when castles/switch palaces/fortresses are destroyed, etc. You can even shut off things like using Start-Select to exit passed levels. Check the "What s New" section of the help file for more details. I ve also gone and updated the screen shots page, to show off the new animated tile feature that you can see below. Merry Christmas, everyone! ^_^ 1.31 (2001/10/01公開) 本体:lm131.zip + 詳細 There s a rather nasty bug in Lunar Magic Version 1.30 that can potentially erase modified non-level data (such as BG Map16 data and overworld data) when saving a level. Version 1.31 fixes this, as well as a few other smaller bugs... check the "What s new" section of the help file for more details. 1.30 (2001/09/24公開) + 詳細 n this day exactly one year ago, Lunar Magic version 1.00 was released for the first time. So to celebrate its 1st year anniversary, I ve released a new version of the program. ^^ The most notable change in this version is the newly added support for the Japanese version of the SMW ROM. Additionally, both the FG and BG Map16 data areas have been expanded to 16 pages each (up from Nintendo s limit of 2 pages each). There have also been several other minor bug fixes and enhancements...as usual, check the "What s new" section of the help file or readme file for more details. Update There was a small mistake in the help file involving the Page Up/Down and Arrow Up/Down keys for the 16x16 and 8x8 editors, which has been corrected and updated in the zip file. 1.20 (2001/05/20公開) + 詳細 This versions adds clipboard support, an optional ASM enhancement to extend the animated tile area, and various other minor fixes. It also adds partial support for SNES layering and color addition so that interesting translucent level modes like 1E and 1F will now show up correctly in the editor. Check the readme.txt file for more details on the updates. Since the program documentation is now included in a standard windows help file, the online documentation has been taken down. Warning Crosswinds is having problems, as usual. If you try to download the zip file and the server doesn t respond or it kills the connection before it s finished (leaving you with an incomplete/invalid zip file), just try downloading it again. Update Crosswinds is getting even worse, and it apparently isn t serving the file at all now. An alternative download link for LM 1.20 has been provided, curtesy of Emuz (thanks! ^^). 1.11 (2001/02/09公開) + 詳細 Version 1.11 of Lunar Magic is out! This version has a couple minor fixes and changes a few cosmetic things. I also left the "Open Level from Address" menu in there from the debug version, for anyone that wants to play with it. And since today happens to be a special day for me, I ve included a small "Yoshi egg" in the program this time around. See if you can find it! ^^ 1.10 (2000/12/25公開) + 詳細 Well, it s finally out! I actually ended up doing a few more 65816 ASM enhancements to Super Mario World, in addition to the background and palette editor updates... you now have the option of custom palettes for each level, the ability to insert the graphics as 4bpp tiles instead of 3bpp, and support for inserting 0x80 additional graphics files into the ROM for level use (called ExGFX). And of course the documentation section for Lunar Magic has been updated accordingly. Merry Christmas! ^^ 1.03 (2000/10/28公開) + 詳細 This update just fixes a bug that DarKnight13 noticed in the "Sprite Header" menu dialog. You can get it from the Lunar Magic download section. 1.02 (2000/10/10公開) + 詳細 This version fixes a nasty overlapping level bug, and also has a new level management option to make life a bit easier. Check the readme.txt file for details. And to all fellow Canadians....Happy Thanksgiving! (even though I m a day late ^^) 1.01 (2000/10/02公開) 本体:lm101.zip + 詳細 This is just a small update to fix a couple things and include a few more options. Check the readme.txt file for details on the changes in this version. The online documentation has also been updated accordingly. Till next time... 1.00 (2000/09/24公開) 本体:lm100.zip + 詳細 The Super Mario World Level Editor is finally out! Be sure to read the "More Information" section for descriptions of the menus and operations, which I just updated to correct a few mistakes. And thus ends my unusual frenzy of updates. For now. ^^ 過去バージョンはこちらから拝借させて頂きました→http //www.smwcentral.net/?p=section a=details id=9531
https://w.atwiki.jp/mihoyowikiunofficial/pages/58.html
目次 性能ステータス スキル1 0713 入手方法 説明 関連項目 性能 ステータス No. 名前 795 Error Code 小分類 シリーズ ☆ 神格覚醒 拳銃・単発 異彩 5 属性 攻撃力 射速 残弾数 物理 1943 2 31
https://w.atwiki.jp/eagleeye/pages/26.html
Firmware Update Procedures Note The EagleEye Converter (EEC) currently does not support the firmware update procedure for Windows 64-bit operating systems. We apologize in advance for any inconvenience, we don’t like it either. In short, the EEC chip is just not compatible with a 64-bit OS. Firmware update 2.0 is a one time only procedure. This means that once you update your EEC with the new program, you don’t have to do it again…until the next firmware update. If you happen to have a 64-bit Windows OS, you’d have to find a 32-bit OS PC to perform your update. Again, this is a one time only procedure. We’re sure there are other ways besides running to your friends and ‘borrowing’ their 32-bit for a few minutes. If you know another way, feel free to share it with everyone and post it on our forum. Let’s begin… In order to update to Firmware 2.0, you must first download the Firmware 2.0 BETA update pack (Beta 10.15.2010). Save the folder to a location you desire. Please follow both steps 1 and 2 below. Step 1 - Eagle Eye Windows Driver Installation 1. Turn the switch on the back of your EEC to "PROGRAM." 2. Plug your EEC in the USB port of your PC. - Windows will detect the EEC as a new hardware and ask you for permission to search for software. Select “No, not this time” and click “Next ” to continue. Go through with the windows Hardware Wizard. DO NOT let Windows scan for the driver. Instead, search for the driver in the "Drivers" folder located at /EEC20/EEC Firmware 2.0/Drivers/ If you get a ‘Hardware Installation’ caution message, click “Continue Anyway” To make sure the driver is installed properly, you should see “Cypress USB EZ-OTG Device” in the Device Manager under “Universal Serial Bus controllers. If you see a question mark beside the Cypress USB item, then the driver is not yet installed. To view the Device Manager click Start Control Panel System Hardware Device Manager.(For Windows XP) Step 2 - Firmware Installation 1. Locate the Sub-Folder (EEC Firmware 2.0) in your EEC20 Folder 2. Double Click on the file (bash_env1.bat). 3. Switch EEC to "PLAY" 4. Type in the following exactly as it appears qtui2c eagle1007.bin f 注意!! FW2.0finalの場合は qtui2c eagle1111.bin f を入力 Then press Enter 5. You’ll be asked to wait; it should take about 30-90 seconds to complete. Once completed, you will see this Congratulations! You have now completed the Firmware Update. How to Perform In-Game Advance Calibration Function After completing the firmware update, your EEC will be equipped with the Advance Calibration Function to adjust the Deadzone and Sensitivity for your mouse. Tuning Mode commands F1 Enters X-axis deadzone tuning mode. (range 1-30) F2 Enters X-axis sensitivity tuning mode. (range 1-100) F3 Enters Y-axis deadzone tuning mode. (range 1-30) F4 Enters Y-axis sensitivity tuning mode. (range 1-100) F5 Save settings on Eagle Eye s EEPROM F6 Reverts back to default calibration. In Tuning Mode, use the mouse wheel to adjust the deadzone and sensitivity levels. Scroll UP to increase, DOWN decrease. Each ratchet equals one increment. During Tuning Mode, the original functions of the wheel are disabled until you press F5(save), which returns to Play mode. You will no longer be able to map F1-F6 to your PS3 controller in Eagle Edit Software. To enable the Tuning Mode, you must be in-game. Be sure to ‘feel’ the mouse movement as you adjust. Once you are in-game, follow these steps (assuming you are using Key Map 1) Step 1 Press F2 to enter Tuning Mode for the x-axis sensitivity. Scroll UP to increase the sensitivity for the x-axis. Scroll DOWN to decrease the sensitivity. Step 2 Press F4 to enter Tuning Mode for the y-axis sensitivity. Scroll UP to increase the sensitivity for the y-axis. Scroll DOWN to decrease the sensitivity. Step 3 Press F1 to enter Tuning Mode for the x-axis deadzone. Scroll UP to increase adjustment. Scroll DOWN to decrease. Step 4 Press F3 to enter Tuning Mode for the y-axis deadzone. Scroll UP to increase adjustment. Scroll DOWN to decrease. Step 5 Once you’re comfortable with the mouse movement, press F5 to save your adjustment settings. Note To calibrate the mouse for Key Map 2, you must first store the calibration into the EEC for Key Map 1. To do this; unplug the EEC from your PS3, wait 3 seconds, then plug it back in. Now switch your EEC to Key Map 2 and repeat steps 1-5 for the calibration adjustment process. Tips 1) If you are using a mouse with a DPI of 3200 or higher, try to keep the sensitivity at 10 or lower. 2) If applicable Disable all macro and/or keyboard-simulate functions on your mouse before use with the EEC. 3) For a smoother mouse movement Start off by adjusting the Sensitivity. Then, set the Deadzone increment by a multiple of your sensitivity. Example If X/Y sensitivity is 8, set X/Y deadzone to 16, 24, 32, 40, 48, etc. If X/Y sensitivity is 5, set X/Y deadzone to 10, 15, 20, 25, 30, you get the point. Original factory default setting for firmware 1.0 is the following X/Y sensitivity is set to 8, X/Y deadzone is set to 48. 4) Lower all attributes to 1 to start the calibration by pressing F1 and scrolling repeatedly downwards. Repeat the same for F2-F4. Slowly increase the sensitivity (F2 and F4 equally) first to a desired speed. Then move on to the deadzones (F1 and F3) and increase the deadzone to your desired gaming performance. New in Eagle Edit 2.0 and Steps to Synchronize your In-game Advance Calibration Settings New in Eagle Edit 2.0 Software 1. Allow you to synchronize in-game advance calibration. Click File Synchronization to load your saved calibration. 2. Pressing Send to Device will prompt you to choose between Key Map 1 or Key Map 2 memory slot. Previously, the selection was done before you press Send to Device. 3. New deadzone and sensitivity adjustments could be done in Eagle Edit 2.0 software. 4. Can now map up to 9 mouse buttons. 5. F1-F6 is now reserved for in-game Advance Calibration and could no longer be used to map to PS3 buttons. Synchronize Your In-game Advance Calibration Setting Step 1 Pause the game and unplug the EEC from your PS3. Step 2 Unplug the keyboard and mouse from your PS3. Step 3 Plug the EEC into your PC and open Eagle_Edit 2.0. Step 4 Click File Synchronization to load your saved calibration. At this point, you can save your calibration settings into the Save file. Accumulate and organize your different mapping schemes and calibrations to each specific game. Updated October 25th, 2010 Eagle Firmware 2.0 Beta with DeadZone Naturalization Bug Fixes (Updated 10.25.2010) To update to the new Firmware 2.0 Beta with Deadzone Neutralization function and fixes below, please download the new "Eagle Firmware 2.0 Beta with Deadzone Neutralization..." update above and follow the "Firmware Update Procedures" 1-4 above. Instead of typing qtui2c eagle1007.bin f at step 4, please type qtui2c eagle1025.bin f in the DOS prompt. Bug Fixes and Improvements 1. Fixed issues where F11-F12 previously could not be mapped. 2. Auto Tab no longer occurs in Eagle Edit 2.0, F8 skipping error eliminated. 3. Fixed spelling errors in Eagle Edit 2.0. 4. Refresh Rate reset to Eagle 1.0 Level – Results in firmware 1.0 mouse movement. 5. Fixed Eagle Edit 2.0 Horizontal bar scrolling issue. 6. Implemented jagged edges reduction. 7. Added Deadzone Neutralization function. Deadzone Neutralization The new version of Eagle Edit 2.0 Beta now contains a Deadzone Neutralization function. Please see following instructions 1. When you are in-game, press F1(X-axis Deadzone) and scroll your mouse wheel up several times until you see the crosshair automatically move to the right. 2. Start scrolling down slowly, 1-2 mouse clicks at a time until you see the crosshair COMPLETELY stops. We suggest you zoom-in and carefully look at the crosshair s micro movements during this stage to get the most accurate results. 3. When you come to a complete stop, you have successfully neutralized your X-axis Deadzone. 4. Press F3(Y-axis Deadzone) and repeat steps to neutralize the Y-axis Deadzone. You ll see the crosshair automatically move up 5. Once completed, adjust your sensitivity. You might notice for some games that the x-axis is more sensitive than the y, or vise versa. You may want to increase the sensitivity of the slower axis in that case. 6. Press F5 to Save your new X/Y Deadzone and sensitivity. More tips on adjusting your deadzones and sensitivity 1. Adjust the Deadzones first before you adjust the Sensitivity within the Eagle Eye. 2. If you feel that you have to adjust the Sensitivity of your mouse, tweak it as best as you can in-game, meaning tweak your game s sensitivity first. Then, use the EEC s Sensitivity function to fine-tune your mouse movements. Pending Issues We noticed an occasional mouse hiccup in the new firmware. This requires further investigation. Revert back to the original Eagle Eye firmware 1.0 eagle.bin If you wish to revert back to firmware version 1.0, please download the firmware 1.0 software eagle.bin above. Save the eagle.bin file to your EEC Firmware 2.0 Folder and follow procedures 1-4 above. Instead of typing qtui2c eagle1007.bin f at step 4 above, please type qtui2c eagle.bin f in the DOS prompt.
https://w.atwiki.jp/piyo12/pages/28.html
Get Money 利用方法+実際どれくらいか 登録方法 ポイント還元 Get Money 2009/07/01 サイトがリニューアル クリック、ゲーム、メールでのポイント、検索などでポイントがたまります。 サイトから登録などでもポイントがたまります。 ポイントは現金に換えることができます。 また毎日1000円あたる抽選も行っています。 サイトは見やすくてわかりやすいので決行好きです。 6/10に5連荘で運試しがあたり10p,20p,40p,80p,160pまで行きました。 320pは失敗。ずっと左でやりました。 利用方法+実際どれくらいか 10p/1円 20p/1日ぐらい メールで5p~10p 検索で2p~10p BINGOゲームで10p/週 毎日アクセスするとどっちが大きいゲームで0p~10p ※あたると次の日は2倍 1000円抽選で0円か1000円 ということで1日2~3円ぐらいかな? 紹介制度ありです。 ※このページのリンクも紹介制度でのリンクです なので気に入らない人はクッキー削除してyahooなどから検索して登録してください 登録方法 こちらから get_money 都道府県住所、名前など普通のことが聞かれて そのまま入力して無料会員登録 登録メールが届くので本登録で完了 携帯アドレスまで登録すると1000p(100円)もらえるなどあります ポイント還元 10p/1円 イーバンク:5000p/500円から ジャパネット銀行:10000p/1000円から その他金融:10000p/1000円から ビットキャッシュ:5000p/500円から ウェブマネー:5000p/500円から PeX:5000p/500円から 名前 コメント
https://w.atwiki.jp/diablo3story/pages/118.html
【編集の注意事項】 ・意訳を推奨しています。明らかに翻訳内容が間違っている時を除き、他者が翻訳した内容は消さないで下さい。 ・より良い翻訳を思いついた場合は、翻訳文を並べて記述してください。(既存の翻訳を削除しない)ですが、自信があれば上書きしても構いません。 ・併記された文章は折を見て管理人により1文に減少・修正され、全体の統一感を図ります。(2012/9/20追加) ・間違いや足りない会話があった場合、編集をお願いいたします。もしくは内容の一部(会話の1文)などを、下部コメントにてご連絡下さい。 【ACT 2-2】アルカナスへの道程(THE ROAD TO ALCARNUS) ▼ここから1ページ目[編集] [話を終えて] NEW ![ ]Cross the Black Canyon Bridge (黒き峡谷の橋を渡る) [橋を渡る] COMPLETE ![〆]Cross the Black Canyon Bridge (黒き峡谷の橋を渡る) NEW ![ ]Find Khasim Outpost (カシーム前哨地(ぜんしょうち)を見つける) 一度野営地へ戻る(会話のため) 離れの野営地《HIDDEN CAMP》 【選択肢】Changes in the City (街の変わり様) +... DemonHunter Is Caldeum still the city you remembered? カルデウムは今もあんたの記憶のままか? Monk Is the city much as you remember it? 街は今も記憶にあるままか? WitchDoctor Have these lands changed much since you were here last? この土地はあなたが最後に居たときから大きく変わったか? Wizard Have things changed much in Caldeum since you ve been gone? あんたが去って以来、カルデウムは大きく変わったか? Barbalian Has Caldeum changed much since you were last here? カルデウムはあんたが最後に居たときから大きく変わったか? Haedrig Eamon Last time I passed through here was soon after meeting Mira. She wanted to stop and see the city, but I convinced her to travel on. 最後にここを通ったのはミラにあったすぐ後だったな。彼女はここに留まって街を見たがったが、俺は旅を続けるよう彼女を説得したんだ。 Haedrig Eamon My good memories of Caldeum feel like I m watching someone else s life. I ll be glad for us to be gone. カルデウムでの良い思い出なんて、何だか他人ごとのように思えてしまうんだ。できることなら、さっさとおさらばしたいよ。 戻り、橋を渡る 黒き渓谷の採掘場《BLACK CANYON MINES》 Barbalian Now to find the Khasim Outpost. 次はカシム前哨基地を探すんだったな。 DemonHunter The Khasim Outpost can t be far. カシーム前哨地は近い。 Monk Now to the Khasim Outpost. 次はカシム前哨基地だ。 WitchDoctor Now to find the Khasim Outpost. 次はカシム前哨基地を探すんだったな。 Wizard Now to find the Khasim Outpost. 次はカシム前哨基地を探すんだったな。 [フォロワーを連れていると] Scoundrel And hopefully there will be some scantily clad women there to welcome us. 半裸の女たちが歓迎してくれるといいんだがな Enchantress You will find it to the north, though it is still some distance away. まだ結構距離があるけれど、北に向えば見つかるわ。 +小イベント 砂まみれの地下室《DESERTED CELLAR》 Refugee Help me! I don t want to die! 助けてくれ!まだ死にたくない! [中央の信者、ネームド化] カシーム前哨地《KHASIM OUTPOST》 COMPLETE ![〆]Find Khasim Outpost (カシム前哨地(ぜんしょうち)を見つける) NEW ![ ]Talk to Lieutenant Vachem (Lieutenant Vachemと話をする) [フォロワーを連れていると] Templar There s something odd about those guards. 衛兵が妙な感じだな。 Scoundrel The Khasim Outpost! Known for... just about nothing really. カシーム前哨地!有名な...ところなんてまるでないな。 Enchantress It is too quiet. 静か過ぎるわね。 Barbalian Open the gate. I must get to Alcarnus. 門を開けろ。アルカナスに着かなければならない。 DemonHunter I need to reach Alcarnus. Please open the gate. アルカナスに用があるんだ。門を開けてくれないか。 Monk I am going to Alcarnus. Open the gate. アルカナスに行く。門を開けなさい。 WitchDoctor You must open the gate. I need to go to Alcarnus. 門を開けなきゃならん。アルカナスに行きたいんだ。 Wizard I need you to open the gate. I must reach Alcarnus. 門を開けて欲しいんだが。アルカナス大事な用があるんだ。 Lieutenant Vachem You must be mad! But if you re intent on rushing headlong to your death, talk to Captain Davyd down in the command post. He s got the gate key. 正気か!どうしても死に急ぎたいというなら司令室へ降りてダビデ隊長と話をしてくれ。門の鍵を持ってかれちまったんだ。 COMPLETE ![〆]Talk to Lieutenant Vachem (Lieutenant Vachemと話をする) NEW ![ ]Enter the Command Post (司令室へ入る) 司令室《COMMAND POST》 MaghdaMaghda Here you are, delivered unto me as a sacrifice! A gift from Lord Belial! よくぞ来られた、私への生け贄だ!ベリアル様からの贈り物だ。 Barbalian It is you who are the sacrifice... He set you here as bait to lure me away from his treachery in Caldeum. 生贄なのはお前だ...彼はカルデウムでの謀から遠ざける餌としてお前をここにやったんだ。 DemonHunter Really, Maghda? Or did Belial send you here as bait to lure me away from Caldeum? I will kill you, you know. それはどうかな、マグダ。奴はカルデウムから私を誘き出す餌にするためにお前をここに送ったんじゃないのか?分かってると思うが、私はお前を殺すぞ。 Monk You are the sacrifice, Maghda. Belial set you here as bait to lure me away from his treachery in Caldeum. 生贄はお前だよ、マグダ。ベリアルはカルデウムでの謀から私を誘い出す餌としてお前をここに遣ったんだ。 WitchDoctor There is a sacrifice here, but it is not I. Your master set you to this place as bait to take me from Caldeum. 生贄は確かにここにいるが、私じゃない。お前の主人、私をカルデウムから追い出す餌としてお前をここに遣った。 Wizard Sacrifice? Me? Belial set you here as bait to lure me away from his treachery in Caldeum. 生贄?私が?ベリアルはカルデウムでの謀から私を誘い出す餌としてお前をここに遣ったんだ。 [戦闘開始] COMPLETE ![〆]Enter the Command Post (司令室へ入る) NEW ![ ]Kill the demons in the Command Post (司令室の魔物を掃討する) NEW ![ ]Open the Locked Cage (檻の錠前を開ける) MaghdaMaghda No. He would never betray me! いや。主が私を裏切るはずがない MaghdaMaghda Strike her/him down! 奴を打ち倒せ! Barbalian Belial is the Lord of Lies, Maghda. But here is the truth you were dead the minute you killed Cain. ベリアルは嘘の王だ、マグダ。それが意味する事は、ケインを殺したお前は死ぬと言う事だ。 DemonHunter Belial is the Lord of Lies, Maghda. The truth is... you were dead the minute you killed Cain. ベリアルは虚飾の王だ、マグダ。それ故に...ケインを殺したお前には死が相応しい。 Monk Belial is the Lord of Lies, Maghda. It matters not. You were dead the minute you killed Cain. ベリアルは虚飾の王だ、マグダ。いずれにせよ、ケインを殺した瞬間にお前の死は決まったんだ。 WitchDoctor Your master is the Lord of Lies. You matter not to him. おまえの主は虚飾の王だ。奴はお前のことなどどうでも良いんだよ。 Wizard Belial is the Lord of Lies, Maghda. The truth is... you were dead the minute you killed Cain. ベリアルは虚飾の王だ、マグダ。この事実は... ケインを殺した瞬間にお前の死は決まったと言う事だ。 [掃討] COMPLETE ![〆]Kill the demons in the Command Post (司令室の魔物を掃討する) [開ける] Captain Davyd Not a moment too soon. They planned to sacrifice us to Belial. いいところにきてくれた。奴らは俺達をベリアルへの生贄にする相談をしてたんだ。 Captain Davyd Iron Wolves, take back the town! 鋼狼隊よ、ここを取り返すぞ! COMPLETE ![〆]Open the Locked Cage (檻の錠前を開ける) NEW ![ ]Kill the disguised demons in Khasim Outpost (カシーム前哨地の偽装していた魔物を倒す) カシーム前哨地《KHASIM OUTPOST》 [掃討後] Player共通 Has Maghda reached Alcarnus? マグダは既にアルカヌスなのか? Captain Davyd Yes. We ve heard rumors of a horrible slaughter there. ああ。あそこでの恐ろしい虐殺の噂を聞いている。 Barbalian Then the sooner you open this gate, the sooner justice will be done. では一刻も早く正義を成すために、一刻も早く門を開けるんだ。 DemonHunter Then I cannot delay any longer. Open the gate. ではぐずぐずしている暇はない。門を開けろ。 Monk Open the gate. I will put an end to Maghda s evil. 門を開けなさい。マグダの悪業に終止符を打とう。 WitchDoctor Then you must open this gate. I must save who I can. なら門を開けなさい。助けられるものは助けなくては。 Wizard Then please open the gate. It is well past time for Maghda to die. では門を開けて下さい。マグダは早々に死ぬべきだ。 次のクエスト 鮮血の町(CITY OF BLOOD) へ続く 【コメント注意事項】 ・既存の翻訳文章への指摘は、可能なら代替案(翻訳)を考えて当該の翻訳文章に並べて直接ページの編集をお願いいたします。 (既存の翻訳を削除せず、ご自分の翻訳を2行目に追加してください。管理人が後に良いと判断した翻訳のみ表示するように変更します) ・代替案が思い浮かばない場合は、翻訳者に失礼のならないよう、優しい文章で指摘してください。 ・ご指摘の際は、対象の箇所が特定できる原文の一部を記載下さい。 ・このコメント内で議論をしないで下さい。ご指摘、ご意見のみご報告下さい。 ・良識が欠けていたり、意義の無いコメントは削除させていただきます。 冒険者名 コメント すべてのコメントを見る スマホから編集してくれたのですか!翻訳状況確認しました、ありがとうございます>< 併記した文章はこちらで判断して1つにしておきました。お疲れ様でした^^ (微細な翻訳の確認は全ての原文作業の終了後に行う予定です) -- (管理人) 2012-07-02 07 52 02 Act2-2埋まったはず。やたら短いな。スマホから編集は面倒だった。二度とやるまい。 -- (名無しさん) 2012-07-01 06 46 09