約 3,768,198 件
https://w.atwiki.jp/moech/pages/48.html
#norelated 赤の廟堂
https://w.atwiki.jp/hmiku/pages/54991.html
【検索用 grEAT journey 登録タグ 2020年 KAITO MEIKO VOCALOID 悪ノP 曲 曲英 鏡音リン 鏡音レン】 + 目次 目次 曲紹介 歌詞 コメント 作詞:悪ノP 作曲:悪ノP 編曲:悪ノP 唄:MEIKO&鏡音リン 鏡音レン&KAITO 曲紹介 曲名:『grEAT journey』 元いた世界に別れを告げ、異空間転移に無事成功したコンチータ一行。種族間衝突により主が肉体を失ってもなお、彼らの遥かなる旅は今日も続く。(詳細はこちらを参照) EP『E.A.T PROLOGUE』への書き下ろし楽曲。 歌詞 (KARENTより転載) どこまで行けば辿りつく? 君の望んだ世界 地図の無い旅の果てに 何を得るのか? 敬い称えよ 我らが偉大な主様を その旅の助けこそが 我らが使命 (混沌を乗り越えて 我らは行こう 身体を造り替え 獣と成り果て 鋭利な爪を持ち 背には黒き羽 主様のため 後悔などない) その思い受け止め 私は今日も進んでゆく 素晴らしい旅路は 始まったばかり 空に浮かぶ映画館 それは城 あるいは船 黒き箱で操るは 仮面の化身 双子兎 黒き鳥 月輪熊に蒼い犬 主に忠誠誓う 旅の仲間たち (屍用人たちよ 今こそ行くのだ 主様のため 食物を探せ 主様のため 生贄を探せ 主様のため オルターエゴを探せ) その思い受け止め 私は次元越えてゆく 新しい出会いが 先に待っている 何を追いかける? 何に追われてる? 悪意の亡霊 純粋過ぎた故 死を認められぬ Maゴースト (時を越え 次元越え 続いてく そうさ まだ 悪の因果は終わらない) その思い受け止め 私は今日も進んでゆく 素晴らしい旅路は 始まったばかり その思い受け止め 私は次元越えてゆく 新しい出会いが 先に待っている コメント バニカ様 -- 名無しさん (2023-12-26 11 37 20) 名前 コメント コメントを書き込む際の注意 コメント欄は匿名で使用できる性質上、荒れやすいので、 以下の条件に該当するようなコメントは削除されることがあります。 コメントする際は、絶対に目を通してください。 暴力的、または卑猥な表現・差別用語(Wiki利用者に著しく不快感を与えるような表現) 特定の個人・団体の宣伝または批判 (曲紹介ページにおいて)歌詞の独自解釈を展開するコメント、いわゆる“解釈コメ” 長すぎるコメント 『歌ってみた』系動画や、歌い手に関する話題 「カラオケで歌えた」「学校で流れた」などの曲に直接関係しない、本来日記に書くようなコメント カラオケ化、カラオケ配信等の話題 同一人物によると判断される連続・大量コメント Wikiの保守管理は有志によって行われています。 Wikiを気持ちよく利用するためにも、上記の注意事項は守って頂くようにお願いします。
https://w.atwiki.jp/ddr_dp/pages/4327.html
Indigo Nocturne(楽) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Indigo Nocturne BEMANI Sound Team "Power Of Nature" A3 楽6 150 169 / 15 いちかのごちゃまぜMix UP!phase2 STREAM VOLTAGE AIR FREEZE CHAOS 27 25 7 41 0 楽譜面(6) / 踊譜面(12) / 激譜面(15) / 鬼譜面(-) 属性 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/d/7/d7973e67.png 譜面動画 https //www.youtube.com/watch?v=9MgY62-Pfow (x2.75, NOTE) 解説 2024/04/04(金筐体)/2024/04/08(他筐体)追加。「いちかのごちゃまぜMix UP!」phase2楽曲。phase1楽曲 全5曲を全解禁状態にするとEXTRA SAVIOR A3に出現。 ノスタルジア楽曲「蒼氷のフラグメント」とpop'n music楽曲「REcorrection」のMix楽曲。 名前 コメント コメント(私的なことや感想はこちら) 名前 コメント
https://w.atwiki.jp/pismonia/pages/210.html
アルバム全曲レビューするスレ 65 名前:月齢15.9 ◆1eBTuIFTBE [sage] 投稿日:2007/07/24(火) 17 34 43 ID AuyzqncJ Can/Future days 総合評価★★★★☆ 1.Future days★★★★★ 妖しげなイントロとから始まりますが、アフリカ音楽の影響濃いパーカッションが加わるとその雰囲気は現代のエレクトロニカを思わす音楽に。 様々な打楽器がジャムバンドのようなリズムを刻みライブエレクトロニカの様 この曲では可愛らしい歌声を披露してるダモ鈴木のボーカルは 非常にポップで実験的な音楽には相応しくない個性を放ってます 2.Spray★★★★★ 様々な打楽器が変則的なリズムを刻んでます これほどまで打楽器を使った音楽は中々見つけられないでしょう しかしその不規則なリズムに合わせたバンド演奏はあまりにもカッコよく 実験的な音楽とは思えない程に聴き入ってしまいます 3.Moonshake★★☆ 前2曲はアフリカ音楽を意識したリズムでしたがこの曲のパーカッションはロックです 間奏では“遊び”を取り入れてます ダモ鈴木のボーカルもカッコいいです 4.Bel air★★★★ 20分近くある大作です。 形式にとらわれない曲の展開、バンド演奏は技術にこだわらずどの音をとってもセンスが有ります アルバム全体に言えることですが環境音楽や民族音楽も取り入れたこのアルバムは この時代で既にアンビエントともとれる世界観を作っており 後の音楽シーンを語る上で彼等は非常に重大なバンドのひとつだと思います
https://w.atwiki.jp/wiibackup/pages/58.html
Counter - yaosm 3.0 Final Quickstart 1. Program your chip with the hex file that match the chip you ve choosed to use. 2. Connect the chip to your Wii. (http //psx-scene.com/forums/wiifree/54303-guide-soldering-troubleshooting-pic12f629-progging-wiikey-install-have-look.html) 3. Make sure the first disc you use is a game from your own region. 4. If you later on want to change any settings, use the configuration disc. Chip compability Hexfiles are included for the following PICs 12F629/12F675 12F635 12F683 16F627/16F627A 16F628/16F628A 16F648A 16F630/16F676 16F636/16F639 16F684 16F87/16F88 Should be portable to any PIC chip that GCBasic supports and has the following requirements. At least 1024 words of program memory (2048 is preferred) 64 bytes of ram A decent amount of hardware stack levels (no 12F509 is NOT a suitable chip) At least 128 bytes of eprom memory for configuration and upgrade data. Internal oscillator (Sure, you can use an external if you really want to but is it worth the trouble?) Installation An excellent guide for opening and modding your wii can be found here http //psx-scene.com/forums/wiifree/54303-guide-soldering-troubleshooting-pic12f629-progging-wiikey-install-have-look.html By default the chip has speedfix and audiofix enabled. This can be changed by modifying the eeprom data before programming your chip or you can change it later with the configuration disc (requires a GC controller). Automatic region detection The region setting will be configured automaticly the first time you insert a disc after programming the chip so make sure that the first game you try is a disc from your own region. Doesn t matter if it is a Wii or a Gamecube disc, backup or original. If you, by mistake, used an import as the first disc then the chip will not play ANY backup or original discs after that and you will need to reprogram the chip or use the configuration disc. Configuration This is an explanation of the configuration bytes byte 0 = Regionpatching 0x00 = JAP, 0x01 = USA, 0x02 = EUR, 0x03 = disabled, 0xFF = auto (default) byte 1 = Default speed setting (only affects Wii backups) 0x00 = slow speed (Gamecube speed) 0x01 = medium speed (Somewhere in between) 0xFF = fast speed (Wii speed) (default) byte 2 = Alternate speed setting (only affects Wii backups) 0x00 = slow speed (Gamecube speed) 0x01 = medium speed (Somewhere in between) 0xFF = fast speed (Wii speed) (default) byte 3 = Chip disable feature (you may want to disable this if you have a LED connected to pin3) 0x00 = Disable the chip disable feature (no weak pull-up on pin3) 0xFF = Enable the chip disable feature (this is the default) byte 4 = Reserved for future features byte 5 = Audiofix on/off 0x00 = Disable the Gamecube audiofix (always off) 0x01 = Disable audiofix by default (when powering up the Wii) and enable it by inserting a Wii disc before running your GC backup. 0x02 = Enable audiofix by default (when powering up the Wii) and disable it by inserting a Wii disc before running your GC backup. 0xFF = Enable the Gamecube audiofix (always on)(default) byte 6 = reserved and used by recovery procedure in case of a bad upgrade. Do NOT change this manually. byte 7 = Always 0xFF, do not change. byte 8 and higher = reserved for upgrade patch data Schematics 12F6xx 16F630/x6/84 16F639 16F62x/64x/8x ---------- __ __ __ __ __ __ __ __ V = 3.3v 1|V G|8 1|V G|14 1|V G|20 1|I O|18 G = Ground 2|L C|7 2|L C|13 2|L C|19 2| C|17 C = Clock 3|D O|6 3|D O|12 3|D O|18 3| L|16 O = Output 4|____I|5 4| I|11 4| I|17 4| |15 I = Input 5| |10 5| |16 5|G V|14 6| |9 6| |15 6|D |13 L = Status LED (optional) 7|_____|8 7| |14 7| |12 D = Disable switch (optional) 8| |13 8| |11 Connect LED like this L +LED- R G 9| |12 9|_____|10 Use 680ohm for R with red LED and 470ohm 10|_____|11 with yellow or green LED. For 12F629, 12F635, 12F675 and 12F683 chips the pinout is identical to WiiFree/OpenWii(PIC version)/Wiinja Here s an attempt of showing the solderpoints on the Wii with ASCII V G * * --- * I C * * * / * O * - * | * * * * | | | * | * * * * * = | |||||||||||||||||||| | / \ | - - | - Panasonic - | - G2C-D2B - | - (or DMS or D2A) - | - - \ NOTE If you lack the solder point that the arrow points at, don t worry, it just means that you have the new circuitboard. The only modchip I know that uses that point is the WiiKey. NOTE2 Late D2B boards have their legs cut off where connection point I, C and O normally connects to the G2C-D2B chip. If this is the case then you may need to grind off plastic from the top of the chip in order to repair that connection. This should ONLY be done by someone who knows what they re doing. Use google to find more information about the D2Bs with cut legs. Status LED (optional) Goes on and off a few times during startup, then stays on but is turned off for a short period when a disc is detected. For some chips there are a 2-LED version where the second LED should be connected to the pin marked as "D" in the schematic above. That also means those versions doesn t come with a chip disable feature. Disable switch (optional) By soldering a wire between pin3 on the chip and the middle "pin" on the Wii reset switch the chip can be disabled by holding the reset button while powering on the Wii. It may be easier and less dangerous to just connect an on/off switch between ground (pin8) and pin3. I do not recommend soldering to the reset switch unless you know what you are doing. At the moment there doesn t seem to be a necessary to ever disable the chip so this feature should be considered as highly optional. If you have a LED attached to pin3 then it will "glow" since the chip configures this pin as an input pin with a weak pull-up (to make sure it is always read as high unless it is connected to ground). If this bothers you then the chip disable feature can be disabled completely by modifying the eprom data before programming the chip or by using the configuration disc. About upgrades and how it works The code on the PIC processors that yaosm supports are NOT upgradeable without an external programmer. So the code on the PIC can not be DVD upgraded. However 99% of the "magic" in yaosm is no longer done with PIC code. It s done with mn102h(the processor architecture of the DMS/D2A/D2B chip) code and the mn102h code is uploaded to the DMS/D2A/D2B controller by the PIC code. The PIC code also contains code that will patch the allready uploaded code with information stored in the eeprom area of the PIC chip. The eeprom area CAN be changed without an external programmer so therefor yaosm can be upgraded. There is a limit though. The PIC chips either has 128 or 256 bytes of eeprom and 8 of those bytes are used for storing the yaosm configuration. This is likely very similar to how the upgrades for Wiinja Deluxe and Wiid works. The normal way to upgrade yaosm is with a GC homebrew that sends the patch data as fake DI commands which the PIC code catches and saves to the eeprom. I believe all current DVD upgradeable Wii chips today uses GC homebrew to do the upgrade except for Wiinja Deluxe and possibly also Wiid. In case future Wii firmware upgrades somehow manage to block GC homebrew this method will no longer work and therefor yaosm supports an alternate upgrade method that doesn t need any homebrew code. The alternate method detects a certain disc and reads the upgrade data directly from the read cache. It s only included in the PIC chips with 2048 words of program area (like for example the 12F683) as it didn t fit into the "smaller" chips. Changes 3.0 Almost all code rewritten to drivecode. Configurable idle LED removed. DVD upgrade support added. 120 bytes of patch data can be stored in the eeprom (248 bytes for 12F683 and other chips with 256 bytes of eeprom) Better dual layer and SSBB support. Supports DVD+R DL and DVD-R DL without using bitsetting. 2.0 Added Gamecube audiostreaming fix. 1.9 Added GameID patch for Action Replay discs, all credit for this goes to Nekokabu. Consider this feature as experimental as it will only work on some AR versions. Added fix for Super Mario Galaxy backups. 1.8 Sacrificed one of the status LED in favour of becoming 100% pin compatible with Wiinja chips which means that the chip can also be disabled by solder a wire between pin3 and the middle pin on the reset switch. Added a configuration byte to control the behaviour of the status LED when the chip is idle. Added a configuration byte to enable/disable the chip disable feature. Added support for dual layer discs. Added GameID overriding for GameIDs starting with W and Y (Makes them usable again on firmware 3.0) Changed GameID for future config discs 1.7 Re-added support for 12F635/16F636/16F639 as it has been fixed (bug in GC basic) Minor code optimizations (saving a couple of bytes) 1.6 Removed support for 12F635/16F636/16F639 since it has never been working. Redesigned the speed patching and made it fully configurable. Enabled the quick 4 flashes on status LED when eprom is updated. Added support for yaosm configuration disc. Removed support for rescue discs (no longer needed). 1.5 Further optimizations to the code and fixed an issue with version 1.4. Version 1.5 hopefully is what version 1.4 should have been. 1.4 Increased the number of loops before giving up while detecting type of game, which resulted in better detection of imports. Optimized the code for speed and size. New code is 22.5% smaller than version 1.3. Added silent mode (Speedfix default off but can be turned on when needed) Enabled support for rescue disc (reset/disable region patching) 1.3 Fixed problem with imported Gamecube promotional and demo discs. Added medium speedfix since it works better for some people. 1.2 Fixed problem with Gamecube original imports. 1.1 Wii Original Imports shouls now work (thanks to the WiiFree team). Also region detection with originals now works. Some minor code optimizations. 1.0 Initial release. Credits The WiiFree team, The OpenWii team, WAB, FuzzyLogic I ve learned a lot from bits and pieces of your code... The Great Cow Basic team Don t let the name fool you. The code is more efficient than you may think and the support is excellent. TheCheekyMonkey Excellent modding guide. Anyone planning to mod their Wii should read it. emu_kidid For the excellent GCOS and for further developing it to support dual layer discs. Team Cyclops Without the Dual Layer checking tool, testing DL support would have been a lot harder. Microchip For their free samples program. I would never have learned PIC programming without it. Erant I ve borrowed code from the DVD tool sources to save time when relocating the mainloop and it certainly saved me some time. And I ve learned a lot from your sources when rewriting everthing to drivecode. The people on the yaosm forums at WiiNews Thanks for helping out with testing, it s really, really appriciated. Special thanks for those who provided the information needed to sort out the SMG problem. All the people in the WiiNewz forums. The feedback given to the different WiiFree version has helped in the past. Question Answers Q My 12F629/12F675/16F630/16F676 doesn t work! A Make sure you read the chip when it is new and write down it s bandgap setting. Make sure you use this bandgap setting when you program the chip. The programming software should preserve your bandgap setting but under some circumstances it may be overwritten and wrong bandgap setting can lead to an unstable or non-working chip. Also make sure you used the correct version. Due to space limitations in these chips (and a few others) there are one version for DMS/D2A and one for D2B. Q I m about to buy a chip, which should I get? A I would go for the 12F683 since it is small, like the other 8-pin chips but has twice the amount of codespace and eeprom space compared to the 12F629/12F675. It also has the capability of running at 8MHz which is twice the speed of the 12F629/12F675 chips. Currently yaosm has come to the point where all features no longer fits into the smaller chips so a 12F683 is the right choice. Q What about Gamecube imports, what s all this talk about GCOS? A With GCOS(Gamecube Operation System) you can boot Gamecube imports by first booting GCOS and then swap to your Gamecybe imports and let GCOS boot it. In fact the yaosm configuration disc doubles as a GCOS boot disc and it can be used to boot your Gamecube imports. I also strongly recommend the GCOS multigame creator that you can find here here http //psx-scene.com/forums/yaosm/55455-gcos-multigame-version-howto.html Apart from making it possible to put several GC backups on the same disc it boots the your imports. Q I m planning to import games from USA and/or Japan and I live in Europe but I ve heard that it can brick my Wii. Is that true? A Yes. Some Wii games contains firmware upgrades and getting a US or JAP upgrade on your PAL console can leave with everthing from a non working Wii to a Wii with duplicate News/Weather channels. Never ever use imported games unless you know what you are doing! To check what games are safe to run this page is a great resource http //wiki.gbatemp.net/index.php?title=Wii_Region_Patcher_Compatibility_List Q Can you port yaosm to insert any non-PIC chip here ? A I don t have enough time to maintain ports on non-PIC chips, however I d love to see ports being made by others. yaosm 2.0 has been ported to work on Cyclowiz (SX28) by uncledim http //www.teamcyclops.com/forum/showthread.php?t=1545 With yaosm 3.0 most of the code is mn102 drivecode so porting yaosm 3.0 should be a LOT easier than previous versions. In fact it should be really easy to modify the OpenWii code to use the drivecode from yaosm and it s very likely that you ll see yaosm@openwii becoming a reality soon. Q What do you mean by "safe" configuration disc? A yaosm detects if the configuration disc has been inserted and only then will it allow changes to the eeprom. Q Why isn t there a DMS version? I only found hex files for D2A and D2B. A The D2A version is also for DMS Wii s. Q Well, my DVD controller is a D2C, can I still use yaosm? A No, the D2C has closed the door for modchips that are designed for DMS/D2A/D2B Wii s however there are at least two commercial chips available for the D2C at the moment. Q How stealthy is yaosm really? A All commercial chips has claimed to be "stealth" but as some of you may know, every single chip (yaosm included) initially refused to run SMG. From a technical point of view the chips were not detected but the it was detected that SMG was run from backup which, to be honest, basicly is the same thing. There is no such thing as a 100% stealth chip because no one can predict what new firmwares and/or games can come up with. If you are concerned about stealth you should disable regionpatching. It s not very stealthy to run a game from a different region on your console. Q I was told the PICs used by yaosm can t be upgraded with a DVD, how come Wiinja Deluxe and now yaosm claims it can be DVD upgraded? A It s very true. The PIC code can not be upgraded. However yaosm 3.0 does most of it s "magic" with mn102h code that is uploaded to the DVD-controller. By using a custom made patch algoritm it is possible to store patch data in the eeprom of the PIC chip and patch the mn102h code. This is of course limited by the size of the eeprom which is why I recommend the 12F683 chip that has twice the amount of eeprom compared to the 12F629/675 chips. Wiinja Deluxe uses a similar method for their upgrades. Q I did a DVD upgrade but now nothing works. I want my money back! A First of all, yaosm is free. I hope you didn t pay for it. Take a deep breath, count to ten, and then read carefully - Power your Wii off. (not to standby, powerled should be red) - Power it on and pull the powerplug about 2 seconds after you powered it on. - Put the plug back and turn the Wii on again. - It should now load without any patchdata that may exist in the PIC eeprom. - Use the config disc to remove the corrupt upgrade from the PIC eeprom. - Power off and on again it should now work like a plain, non-upgraded, yaosm 3.0 again. Q I ve got a Wii, chipped with yaosm 1.x/2.0. How do I use the DVD upgrade to upgrade it to 3.0? A You don t. You ll need an external programmer to reflash your chip to yaosm 3.0.
https://w.atwiki.jp/ddr_dp/pages/3465.html
Yuni's Nocturnal Days(楽) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Yuni's Nocturnal Days かめりあ A20+ 楽6 153 204 / 11 ゴールデンリーグクラス特典 STREAM VOLTAGE AIR FREEZE CHAOS 34 25 9 39 0 楽譜面(6) / 踊譜面(11) / 激譜面(14) / 鬼譜面(18) 属性 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/0/7/07c514b8.png 譜面動画 https //www.youtube.com/watch?v=KGgV6oYiVFU (x2.5, NOTE) プレイ動画 https //www.youtube.com/watch?v=y49OTC3om0s (x2.5, NOTE) 解説 2021/04/14追加。第7回GOLDEN LEAGUE PLUSのゴールデンリーグ特典。 名前 コメント コメント(私的なことや感想はこちら) 赤ノーツとFAだけだが、そこそこ長い滝が何度も来る -- 名無しさん (2021-04-19 10 22 03) 名前 コメント
https://w.atwiki.jp/mousegestures/pages/51.html
readme.txtやindex.htmlにほとんどの内容が書いてありますが、あまり触れられてないかAutohotkeyのヘルプを読むしかない事柄について、補足していきます。 《入力補助》の3番目メニューバーのコマンドを実行「WinMenuSelectItem」について [該当箇所] readme.txt - なし - index.html - なし - Autohotkeyヘルプ WinMenuSelectItemを読む [問題] ヘルプに「特殊な仕様のメニューバーを使用している場合、このコマンドで操作することは出来ない。」とあるように、そもそもWinMenuSelectItemが効くかどうか調べる必要があります。 [手順] MouseGetPos,,, hwnd ptrType = (A_PtrSize 0) ? "Ptr" "UINT" Tooltip, % "標準メニュー" . (DllCall("GetMenu", ptrType, hwnd, ptrType) ? "あり" "なし") Sleep,1000 Tooltip, +出所 12スレ目972 AutoHotkey スレッド part12 http //logsoku.com/thread/hibari.2ch.net/software/1296446228/ 972 名無しさん@お腹いっぱい。 2011/09/21(水) 14 12 10.72 ID Obt0+ITH0 [1/1回発言] 971 「など」と書いたら答えなんぞ出せなくなるぞ WinMenuSelectItem は昔ながらの標準メニューにだけ効果があるので、 自前描画系のものはほぼ全てNG。 一応、判断としては以下のスクリプト動かせば分かるはず。 Pause MouseGetPos,,, hwnd ptrType = (A_PtrSize 0) ? "Ptr" "UINT" Tooltip, % "標準メニュー" . (DllCall("GetMenu", ptrType, hwnd, ptrType) ? "あり" "なし") Return 効かないアプリケーション例 Google Chorome,iTunes Windows7 Explorer.exe, Windows7 MSpaint.exe 名前 コメント
https://w.atwiki.jp/ddr_dp/pages/960.html
ETERNITY(踊) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 ETERNITY ALEKY 148 X2 踊7 218 / 17 STREAM VOLTAGE AIR FREEZE CHAOS 45 43 29 30 7 楽譜面(4) / 踊譜面(7) / 激譜面(11) / 鬼譜面(-) 属性 渡り、ひねり 譜面 http //eba502.web.fc2.com/fumen/ddr/x2mf/eternity_8t.html 解説 序盤と終盤に裏拍トラップ成分が少しあり、ひっかかりやすい。 -- 名無しさん (2010-09-05 16 57 31) ボーカル初めの箇所に4分のみながら左右のみの配置から交差8分3連という難解な配置が存在する。サビなど全体的にビジ8分が目立つ -- 名無しさん (2015-01-21 04 28 58) 名前 コメント コメント(私的なことや感想はこちら) 名前 コメント
https://w.atwiki.jp/sevenscode/pages/50.html
BurningMan アーティスト名 Zpingpong 譜面作成者 井上氏 BPM 170 シンプル カオス Normal Hard Master Normal Hard Master 2 206 3 409 7 690 1 195 3 321 7 647 入手方法(実装日) 初期(2019/10/21)から実装 ショップにて購入(200ダイヤ) 解説 曲や譜面について 参考動画 公式音源 動画リンク
https://w.atwiki.jp/minami-tohoku-jin/pages/23.html
年が明ける前は凍えるような寒さが続く日々だったのに 近頃はてんで寒くない。 会社の昼休みにサッカーなんてやろうもんなら大量の汗をかいてたり・・・。 暖かいことは過ごしやすくとても嬉しいんだけど、こっちはそれなりに覚悟というものをもっているものだから、ひどく拍子抜け。 ユニクロで調達した暖房イクイップメントも出番なしなんだ。 そして夜は、来月のスピンの為にレコード棚をあさる日々。 今日はやっぱり大好きな Moonstar feat.Tash の Movin On Remix をSpinして大盛り上がり! Future Jazz Baby ! 明日あたりUpdate しますか! 会社で東山魁夷の良さに共感してくれる人を見つけてウレシイ。 若し頃の色彩美と晩年の青の美しさが美というものを考えさせてくれる。 この絵は「緑響く」