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Treasure of Dun Ordha カードタイプ:Treasures エキスパンション:Root of Corruption(Advance) 英語版 Card Name Number Class Gold Weight Light VP Text Golden Hammer 1 Treasure・Weapon・Blunt・Magic・Light 1 5 1 1 Battle Add Health equal to the highest gold value on a card present. Physical Attack +3Village Gain gold equal to the gold value of all monsters in the hall. Immolation Orb 1 Treasure・Item・Magic 2 1 Battle Destroy 1 hero of level 1 or lower. Discard all level 0 heroes. Village/Dungeon Draw 6 cards. Destroy 6 cards. Magic Shield 2 Treasure・Item・Magic 2 2 Battle Add Health +3. Dungeon Ignore 1 effect that requires you to destroy or discard cards this turn. Wands of Fear 2 Treasure・Item・Magic 2 2 Battle Discard all but the highest level heroes. Dungeon Place 1 monster in the hall on the bottom of the dungeon deck. Refill the hall. 日本語版(仮訳) カード名 枚数 分類 金貨値 重量 明かり 勝利点 テキスト ゴールデン・ハンマー 1 宝物・武器・打撃・魔法・明かり 1 5 1 1 戦闘:公開されているカードが持つ最も高い金貨値と同じヘルスを加える。 物理攻撃+3村:ホールにいる全てのモンスターの金貨値に等しい金貨値を得る。 犠牲のオーブ 1 宝物・アイテム・魔法 2 1 戦闘:レベル1以下の英雄1枚を廃棄する。レベル0の英雄を全て捨てる。 村/ダンジョン:カード6枚を引く。カード6枚を廃棄する。 魔法の盾 2 宝物・アイテム・魔法 2 2 戦闘:ヘルス+3を加える。 ダンジョン:この手番、あなたにカードを廃棄させるか、捨てさせる効果一つを無視する。 恐怖のワンド 2 宝物・アイテム・魔法 2 2 戦闘:最もレベルの高い英雄以外の英雄を全て捨てる。 ダンジョン:ホールのモンスター1枚をダンジョンの山札の一番下に置く。ホールを補充する。 カード解説/CARD GLOSSARY カード分析 所感 アドバンスにおけるTreasure/宝物の第二弾。ルール的な扱いはTreasure of Caliginを参照。また、Treasure of Dun Ordhaというグループ名はやはりランダマイザにしか記載されていない。 Golden hammerは攻撃+3に明かり1で重量5と旧Flaming Sword/フレイムソードとほぼ同クラスの性能。また村能力は(バラつきはあるものの)多額の金貨値をもたらしてくれる。これがあるならLV2、LV3英雄の直接購入も十分現実的なので意識しておこう。モンスターに与える戦闘効果は追加ヘルス。手札のカードで最も高い金貨値と同値なので、LongspearやTorchがひっかかりがちであることを考えると大抵は+2、状況によっては+3程度。十分な攻撃力さえ確保出来ていれば突破可能なのでそこまで厄介ではない。 Immolation Orbは驚異の6枚ドロー 6枚廃棄。6枚ドローによる爆発力もさることながらより影響が大きいのは6枚廃棄の方で、デックの圧縮が一気に進む。2回も起動すれば初期デックに相当する枚数が削れるわけで、それ以上となると有用カードが犠牲になる可能性が一気に増す。序盤に入手出来れば超強力な圧縮能力によりかなりの優位を築けると思われるが、RegularとLV1英雄を寄せ付けない戦闘効果により序盤にこれを相手取るのはかなり困難。Debased Wizardなど戦闘効果をキャンセルするカードがあるか、あるいは既にMagic Shieldを入手出来ているなら狙ってみるのも面白い。 Magic Shieldはディスカードや廃棄をキャンセルするカード。Bracers of Defenceと似ているが、対象が英雄以外にも及ぶこと、キャンセルするのは効果だけであること、トロフィーではなくダンジョン能力なので任意起動であることなど違いは多い。Bracers of Defenceの持つレベルアップによる英雄廃棄の置換のような大技はなく純粋な防御用カードなので、役に立つかどうかはモンスターの構成次第。火力にならないのでお荷物になるケースも多いが、勝利点が2点なのは救い。モンスターに与える効果はヘルス+3。増強の度合いが大きく中々厄介。 Wands of FearはTuathの持つモンスター退去能力と同じ性能。使いどころはなくもないが、戦闘自体には役に立たないので正直あまり魅力的なカードではない。やはり勝利点が2点ついているのが救い。 シナジー アンチシナジー 得意なモンスター 苦手なモンスター クラシック版カード使用時
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Keep Ur Dreams/Mac Nobuka Slow down, it s a long road We can find it If we want it most Pieces of the puzzle Come together We are there almost Sometimes Life is about what We will find along the way Sometimes We don t know what to do, There is nothing to lose ☆Keep your dreams Or just forget it No use breaking down Life can kick you if you let it Turn yourself around Repeat☆
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Shader "Nature/Tree Soft Occlusion Bark" { Properties { _Color ("Main Color", Color) = (1,1,1,0) _MainTex ("Main Texture", 2D) = "white" {} _BaseLight ("Base Light", Range(0, 1)) = 0.35 _AO ("Amb. Occlusion", Range(0, 10)) = 2.4 // These are here only to provide default values _Scale ("Scale", Vector) = (1,1,1,1) _SquashAmount ("Squash", Float) = 1 } SubShader { Tags { "IgnoreProjector"="True" "RenderType" = "TreeOpaque" } Pass { Lighting On CGPROGRAM #pragma vertex bark #pragma fragment frag #pragma glsl_no_auto_normalization #include "SH_Vertex.cginc" sampler2D _MainTex; fixed4 frag(v2f input) COLOR { fixed4 col = input.color; col.rgb *= 2.0f * tex2D( _MainTex, input.uv.xy).rgb; return col; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } Fog {Mode Off} ZWrite On ZTest LEqual Cull Off Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma glsl_no_auto_normalization #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { V2F_SHADOW_CASTER; }; struct appdata { float4 vertex POSITION; fixed4 color COLOR; }; v2f vert( appdata v ) { v2f o; TerrainAnimateTree(v.vertex, v.color.w); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag( v2f i ) COLOR { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } SubShader { Tags { "IgnoreProjector"="True" "RenderType" = "TreeOpaque" } Pass { CGPROGRAM #pragma exclude_renderers shaderonly #pragma vertex bark #include "SH_Vertex.cginc" ENDCG Lighting On SetTexture [_MainTex] { combine primary * texture DOUBLE, constant } } } SubShader { Tags { "IgnoreProjector"="True" "RenderType" = "Opaque" } Pass { Tags { "LightMode" = "Vertex" } Lighting On Material { Diffuse [_Color] Ambient [_Color] } SetTexture [_MainTex] { combine primary * texture DOUBLE, constant } } } Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Bark Rendertex" Fallback Off }
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製作者 phj9894 DL先↓ http //www.mediafire.com/download/9c980a2wmz950q0/I+WANNA+HAVE+AN+ADVENTURE+IN+FUTURE.zip
https://w.atwiki.jp/yowaiclan/pages/37.html
Turney SS 紹介 【ニックネーム】 タニオ、ツーニー 【役職】 雑用係→そろそろ雑用係引退を・・・ 【メイン武器】 ちんこ 【好きな武器】 Gカップ 【嫌いな武器】 Aカップ 【得意マップ】 顔面騎乗位 【苦手マップ】 貧乳 【マウス感度】 ちんこの感度はMAXです 【IN率】 奥までINしないと気が済まない 【芋率】 俺のちんこはさつまいも並だぜ 【FPS歴】 童貞です 【年齢】 ロリから熟女までいけます 【好きなAV女優】Rio、麻美ゆま、初音みのり、とにかく爆乳 スペック OS Windows Vista CPU Core 2 Duo E6320 メモリ 3GB グラボ GeForce GT 220 マウス 付属品やで マウスパッド 100円均一のものやで キーボード 付属品やで ヘッドセット ELECOM HS-EP02U メッセージ 平成のエロ伝道師とは俺のことだよ 小3の女の子を犯しちゃってさ このまえ刑務所からでてきたんだ 精力もりもりだぜ!!!!!
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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/mths2017chaser/pages/22.html
ReturnNumber調整とは... GetReadyやlook、searchといった動作をした際に必ずしも9マス分の値が返ってくるとは限らない(場外は値が返ってこないため)ので、そのような場合も考慮し、適切なmap座標に記憶させるよう調整させることである。このReturnNumber調整でミスがあると、あらゆる動作に影響が生じるので注意すること。 解説前に覚えておきたい言葉 ReturnNumber・・・取得した値を格納している配列。 count・・・取得した値の個数。 MyAtai・・・自分自身のクライアントの値。 ReturnNumber調整の仕組み ここでは、GetReadyを例に「ReturnNumber調整」について説明していきます。 0 1 2 3 4 5 6 7 8 GetReadyのReturnNumberはこのように取得されますが、これはあくまで9マス分のmap情報が取得できた場合です。 例えばこのような場合はどうでしょうか? # # # # C # (#は場外を表しています。) 場外は値を取得することが出来ないので、ReturnNumberはこのように取得されます。 # # # # 0 1 # 2 3 場外である#の部分にはmapから値が取得出来ない代わりに「-1」という値を代入させています。 この調整を実際のソースコードにするとこうなります。 //画面四隅の場合 if(count==4) { //左上時 //■■■ //■C //■ if(returnNumber[0]==MyAtai) { returnNumberX[0] = -1; returnNumberX[1] = -1; returnNumberX[2] = -1; returnNumberX[3] = -1; returnNumberX[4] = returnNumber[0]; returnNumberX[5] = returnNumber[1]; returnNumberX[6] = -1; returnNumberX[7] = returnNumber[2]; returnNumberX[8] = returnNumber[3]; } 軽くどのような処理をしているか解説していきます。 //画面四隅の場合 if(count==4) { countが「4」のとき、つまり取得した値が4個の場合。 if(returnNumber[0]==MyAtai) { returnNumberX[0] = -1; returnNumberX[1] = -1; returnNumberX[2] = -1; returnNumberX[3] = -1; returnNumberX[4] = returnNumber[0]; returnNumberX[5] = returnNumber[1]; returnNumberX[6] = -1; returnNumberX[7] = returnNumber[2]; returnNumberX[8] = returnNumber[3]; } 自分自身のクライアントがReturnNumberの「0」の座標にいるとき、つまり左上の隅にいるなら、調整された値を代入します。図のように代入されます。([0]はreturnNumber[0]を表しています。) -1 -1 -1 -1 [0] [1] -1 [2] [3] あとがき 今回はGetReadyの一部分の調整を例に解説しましたが、他の場合でも同じようにReturnNumber調整をしなければなりません。もちろん、GetReadyだけではなく、lookやsearchについても同じことが言えます。マップ情報を取得するようなコマンドを使用した際は必ずこの処理をしなければならないので気を付けてください。
https://w.atwiki.jp/bemani2sp/pages/3989.html
GENRE TITLE ARTIST bpm notes CLEAR RATE HYPER TECHNO Burning Flame AJURIKA feat.SAK. 165 1470 n%(yyyy/mm/dd) 攻略・コメント 序盤に急に不規則な皿が来るので注意 -- 名無しさん (2021-01-29 16 45 53) 難以上は前半の皿地帯に注意、中盤以降はいたって普通の☆11 -- 名無しさん (2021-01-29 18 51 24) 皿地帯は鍵盤がほとんど無いが、終わり際に急に35トリルが出てくるのでゲージがギリギリだとトドメを刺されるかも -- 名無しさん (2021-02-01 20 57 21) エクハは前半の皿地帯よりもその後に来る皿複合地帯に注意 -- 名無しさん (2021-02-05 18 56 21) R乱でフルコン。連皿地帯の35トリルを非皿側に寄せると楽。開幕が13皿→5なので当たり判別も簡単 -- 名無しさん (2021-02-11 16 57 43) 穴クエや青雨はできても、これはマジで出来ない -- 名無しさん (2023-10-14 05 31 00) ↑譜面属性違うのにAround The Galaxy穴でも同じこと書いてたけど何がしたいの? -- 名無しさん (2023-10-14 18 46 36) とりあえず正規系ど安定。stylusが近いからそれとかで練習しては。 -- 名無しさん (2023-10-15 07 41 50) 九段では弱すぎる、八段ボスでも弱い。 -- 名無しさん (2023-10-15 14 24 37) 名前 コメント
https://w.atwiki.jp/asakuriseries/pages/167.html
Benjamin Hornigold(ベンジャミン・ホーニゴールド) Benjamin Hornigold (1685-1719) had a relatively short career as a pirate before turning his back on his former comrades to become a pirate hunter on behalf of the Governor of the Bahamas. ベンジャミン・ホーニゴールド(1685-1719)は、バハマの総督に代わって海賊ハンターとなり、彼の元仲間に背を向ける前、海賊としての比較的短い経歴を持っていた。 Much of Hornigold s life is unrecorded, although it is believed he was born in Norfolk, England. He was an early pirate, with his first activity recorded in 1713-14, which makes it likely that he was a privateer. His second-in-command was Edward Thatch, who would later be better known as Blackbeard. 彼は、イギリスのノーフォークで生まれたとされているが、ホーニゴールドの生涯の多くは記録されていない。彼が私掠船員となったのがおそらくは1713年から1714年にかけてと記録されており、彼の最初期の海賊行為だったと思われる。彼の第二補佐として知られていたのがエドワード・サッチであり、後に黒髭の名で知られることとなる。 For a short time, Hornigold was based in Nassau, where he became involved in pirates to create a free republic of pirates. Although he was a skilled sailor and strategist, many felt that he wasn t ruthless enough to succeed as a true pirate. 短期間ではあったが、ホーニゴールドが海賊の自由共和国建国に海賊として関わっていたのがナッソーであった。彼は熟練した船乗りであり、戦略家であったが、真の海賊として成功できなかった理由の多くは、海賊に必要な冷酷さに欠けたためである。 ▲Page Top
https://w.atwiki.jp/black_pepper/pages/20.html
Resourcesフォルダ向けのテクスチャー(主に空と海)を上げていくページ。 †使い方 ダウンロードしたファイルを解凍後、フォルダの中味全てを現在使用しているRigidChipsのResourcesフォルダの中に上書きコピーしてください。 ※バックアップをお忘れなく。 †no.10「火炎弾」 flame_bullet_c 着弾エフェクトを修正。 ガガガッと気持ちよくなりたい人向け。 着弾エフェクト付き。 †no.09「V-JET」 v-jet とあるゲームを参考にして作ったジェットの炎。 半透明の調整が難しかったです。 †no.08「真・月と宇宙」 new moon and universe 月と宇宙の新バージョンです。 色々とパワーアップした分、ややヘビーです。 でも、これくらいじゃなきゃ宇宙という感じがしません。 †no.07「熱核ジェット」 nuclear thermal jet_e 更に微修正。 jetの炎用テクスチャー。 陽電子ビームにマッチするジェットが欲しくて制作。 ポリゴン数が多めなので少し重くなるかもしれません。 †no.06「陽電子ビーム」 positron beam_c 着弾エフェクトを追加。 armの弾用のテクスチャーです。 気分を変えたい時などにどうぞ。 出来る事なら、これと対となる黒いビームも作りたかったです。 †no.05「新空」 new sky_d skyboxの修正。 従来の空よりポリゴン数がとても多くなってます。 もしかするとRCの動作が重くなるかもしれません。 ただ、そのお陰で空の編集がファイル一つで済むという利点があります。 個人的にかなりありがたい利点です。 †no.04「月夜」 moonlit night_c skyboxの改良。テクスチャーの画像形式をpngに変更。 空の形状(skybox.x)をいじってます。 今後もそうしていくかもしれません。 †no.03「月と宇宙」 moon and universe_c 地球の位置を修正。 ずっと前から欲しかった宇宙。人類の夢。 †no.02「成層圏」 stratosphere 初期バージョン stratosphere_c 微修正その2 つい先日できた、某フライトSTGの公式ページから閃きを受け作成。 写真じゃ見えないけど、角が目立つんだよなぁ・・(^_^; †no.01「no image」 no image_c ちょい修正 仮想空間風。 スタートレックのホログラムデッキを思い浮かべつつ作成。 †関連ツール 『Picture Viewer PV32』 ddsファイルの読み込みと編集&dds形式での保存が可能。