約 2,982,427 件
https://w.atwiki.jp/kakis/pages/5348.html
filf /// / 雉、きじ、キジ \ lakta 「長い尾(翼)のもの」 \
https://w.atwiki.jp/wiki6_lau/pages/11.html
Pre-Tomb Team Build クラス構成 1Warrior, 1Nencromancer, 3Attacker, 3Monk コンセプト NecromancerによるEnchantment除去に合わせたFocus サンプル W/E W/R N/E E/Me E/Me Mo/Me(Heal) Mo/Me(Heal) Mo/Me(Prot) W/E Eviscerate* Executiners Strike Penetrating Blow Swift Chop Wild Blow Shock Sprint Resurrection Signet W/R Bull s Charge* Penetrating Blow Swift Chop "Watch Yourself!" Sprint Dodge Tiger s Fury Resurrection Signet N/E Lingering Curse* Malign Intervention Necrotic Traversal Rend Enchantments Rigor Mortis Well of Suffering Ward Againt Melee Resurrection Signet E/Me Elemental Attunement* Deep Freeze Ice Spear Ice Spikes Shard Storm Drain Enchantment Water Attunement Resurrection Signet E/Me Fireball Immorate Mind Burn Meteor Energy Tap Drain Enchantment Fire Attunement Resurrection Signet Mo/Me(Heal) Word of Healing* Dwayna s Kiss Healing Touch Healing Seed Orison of Healing Channeling Inspired Hex Resurrection Signet Mo/Me(Heal) Word of Healing* Dwayna s Kiss Healing Touch Healing Seed Orison of Healing Channeling Inspired Hex Resurrection Signet Mo/Me(Prot) Restore Condition* Guardian Protective Spirit Reversal of Fortune Shielding Hands Channeling Inspired Hex Resurrection Signet
https://w.atwiki.jp/bambooflow/pages/258.html
テクスチャマッピングコード テクスチャマッピングについてメモします。 OpenGL3.1(GLSL1.4)以上 テクスチャマッピング 平面に対して2x2のRGBAデータを貼り付け。 コード simple.vert #version 140 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; in vec3 a_vertex; in vec3 a_normal; in vec2 a_texcoord; out vec3 v_normal; out vec2 v_texcoord; void main(void) { mat4 modelViewMatrix = viewMatrix*modelMatrix; v_normal = (viewMatrix*modelMatrix*vec4(a_normal, 0.0)).xyz; v_texcoord = a_texcoord; gl_Position = projectionMatrix*modelViewMatrix*vec4(a_vertex.xyz, 1.0); } simple.frag #version 140 uniform sampler2D texture0; in vec3 v_normal; in vec2 v_texcoord; out vec4 fragColor; void main(void) { float intensity; intensity = max(dot(v_normal, vec3(0.0,0.0,1.0)),0.0); fragColor = texture2D(texture0, v_texcoord) * intensity; //fragColor = texture2D(texture0, v_texcoord); } ソースコード #include iostream #include fstream #include cstdlib #include GL/glew.h #include GL/glut.h #include "Transform.h" GLuint programObject; GLuint vertexShader; GLuint fragmentShader; GLint modelLocation; GLint viewLocation; GLint projectionLocation; GLfloat viewMatrix[16]; GLfloat projectionMatrix[16]; class Plane { private GLuint vid[4]; // vertex, normal, texcoord, index GLint vertexLocation; GLint normalLocation; GLint texCoordLocation; GLuint texId[1]; GLint textureLocation; GLuint numIndices; GLfloat matrix[16]; public void setup(GLuint programObj) { // 平面作成 GLuint numVertices; numVertices = 4; numIndices = 6; const GLfloat vertices[] = { -1.0f, 0.0f, -1.0f, +1.0f, 0.0f, -1.0f, +1.0f, 0.0f, +1.0f, -1.0f, 0.0f, +1.0f }; const GLfloat normals[] = { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; const GLfloat texCoords[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f }; const GLfloat indices[] = { 0, 2, 1, 0, 3, 2 }; //////////////////////////////////////////////////////////////// // in(attribute)変数への関連付け vertexLocation = glGetAttribLocation(programObj, "a_vertex"); normalLocation = glGetAttribLocation(programObj, "a_normal"); texCoordLocation = glGetAttribLocation(programObj, "a_texcoord"); // uniform変数への関連付け textureLocation = glGetUniformLocation(programObj, "texture0"); glGenBuffers(4, vid); // 頂点データをGPUメモリ側へ転送 glBindBuffer(GL_ARRAY_BUFFER, vid[0]); glBufferData(GL_ARRAY_BUFFER, 3*numVertices*sizeof(GLfloat), vertices, GL_STATIC_DRAW); // 法線データをGPUメモリ側へ転送 glBindBuffer(GL_ARRAY_BUFFER, vid[1]); glBufferData(GL_ARRAY_BUFFER, 3*numVertices*sizeof(GLfloat), normals, GL_STATIC_DRAW); // テクスチャ座標データをGPUメモリ側へ転送 glBindBuffer(GL_ARRAY_BUFFER, vid[2]); glBufferData(GL_ARRAY_BUFFER, 2*numVertices*sizeof(GLfloat), texCoords, GL_STATIC_DRAW); // 頂点番号データをGPUメモリ側へ転送 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vid[3]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices*sizeof(GLuint), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); //////////////////////////////////////////////////////////////// // texture const GLubyte imageData[] = { // RGBA 255, 0, 0, 255, // Red 0, 255, 0, 255, // Green 0, 0, 255, 255, // Blue 255, 255, 0, 255, // Yellow }; glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // 1データを1バイトごと // テクスチャデータをGPUメモリ側へ転送 glGenTextures(1, texId); glActiveTexture(GL_TEXTURE0); // テクスチャユニット番号 0 glBindTexture(GL_TEXTURE_2D, texId[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); //////////////////////////////////////////////////////////////// angle = 0.0; } void render() { // vertex glBindBuffer(GL_ARRAY_BUFFER, vid[0]); glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(vertexLocation); // normal glBindBuffer(GL_ARRAY_BUFFER, vid[1]); glVertexAttribPointer(normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(normalLocation); // texcoord glBindBuffer(GL_ARRAY_BUFFER, vid[2]); glVertexAttribPointer(texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(texCoordLocation); // texture glUniform1i(textureLocation, 0); // テクスチャユニット番号 0 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texId[0]); // index glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vid[3]); // draw glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0); } float angle; void update() { sl_LoadIdentityf(matrix); sl_Scalef(matrix, 2.0f, 2.0f, 2.0f); // 2倍にする //sl_Translatef(matrix, 0.0f, 0.0f, 0.0f); //sl_Rotatef(matrix, angle, 1.0f, 0.0f, 0.0f); //angle += 1.0f; //if (angle 360.0f) angle = 0.0f; } GLfloat* m() { return matrix; } }; Plane plane; // prototype void display(); void reshape(int w, int h); void timer(int t); void init(); bool initGlsl(); void setupParams(); GLuint LoadShader(GLenum type, const char *fileName); void display() { plane.update(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programObject); // transform glUniformMatrix4fv(viewLocation, 1, GL_FALSE, viewMatrix); glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, projectionMatrix); glUniformMatrix4fv(modelLocation, 1, GL_FALSE, plane.m()); plane.render(); glUseProgram(0); glutSwapBuffers(); } void reshape(int w, int h) { glViewport(0, 0, w, h); sl_LoadIdentityf(projectionMatrix); sl_Perspectivef(projectionMatrix, 30, (GLfloat)w/(GLfloat)h, 1.0f, 100.0f); } void timer(int t) { glutPostRedisplay(); glutTimerFunc(t, timer, 17); } void init() { glClearColor(0.5, 0.5, 0.5, 1.0); glClearDepth(1.0f); sl_LoadIdentityf(viewMatrix); sl_LookAtf(viewMatrix, 3.0f, 4.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); } bool initGlsl() { programObject = glCreateProgram(); if (programObject == 0) return false; vertexShader = LoadShader(GL_VERTEX_SHADER, "simple.vert"); glAttachShader(programObject, vertexShader); fragmentShader = LoadShader(GL_FRAGMENT_SHADER, "simple.frag"); glAttachShader(programObject, fragmentShader); GLint linked; glLinkProgram(programObject); glGetProgramiv(programObject, GL_LINK_STATUS, linked); if (!linked) { GLint infoLen = 0; glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, infoLen); if (infoLen 1) { char *infoLog = new char[sizeof(char)*infoLen]; glGetProgramInfoLog(programObject, infoLen, NULL, infoLog); std cerr "Error linking program \n" infoLog "\n"; delete [] infoLog; } glDeleteProgram(programObject); return false; } return true; } void setupParams() { // Fragment data glBindFragDataLocation(programObject, 0, "fragColor"); // Transform Matrix modelLocation = glGetUniformLocation(programObject, "modelMatrix"); viewLocation = glGetUniformLocation(programObject, "viewMatrix"); projectionLocation = glGetUniformLocation(programObject, "projectionMatrix"); // objects plane.setup(programObject); } GLuint LoadShader(GLenum type, const char *fileName) { GLuint shader; GLint compiled; std fstream inputFile(fileName); std istreambuf_iterator char dataBegin(inputFile); std istreambuf_iterator char dataEnd; std string fileData(dataBegin, dataEnd); const char *file = fileData.c_str(); shader = glCreateShader(type); if (shader == 0) return 0; glShaderSource(shader, 1, file, NULL); glCompileShader(shader); glGetShaderiv(shader, GL_COMPILE_STATUS, compiled); if (!compiled) { GLint infoLen = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, infoLen); if (infoLen 1) { char* infoLog = new char[sizeof(char)*infoLen]; glGetShaderInfoLog(shader, infoLen, NULL, infoLog); std cerr "Error compiling shader " fileName "\n" infoLog "\n"; delete [] infoLog; } glDeleteShader(shader); return 0; } return shader; } int main(int argc, char *argv[]) { glutInit( argc, argv); glutInitWindowSize(600, 400); glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("test"); glutDisplayFunc(display); glutReshapeFunc(reshape); glutTimerFunc(100, timer, 17); GLenum err; glewExperimental = GL_TRUE; err = glewInit(); if (err != GLEW_OK) { std cerr "GLEW error " glewGetErrorString(err) "\n"; std exit(1); } init(); initGlsl(); setupParams(); glutMainLoop(); return 0; }
https://w.atwiki.jp/imperionjp/pages/28.html
現在このページは工事中です 軍事関係(Military buildings) +Shipyard Shipyard 効果:武装船を建造する 建設条件:施設 Fleet base level 1 建設条件:施設 Building yard level 1 詳細:戦闘用の船や戦闘サポートの船を作る施設。 Level EP 時間% 1 1380 930 690 0 33 20 20 2 100 2 1766 1190 883 0 47 40 26 2 95 3 2260 1523 1130 1 04 37 33 3 90 4 2894 1950 1447 1 24 54 41 3 85 5 3704 2496 1852 1 49 29 50 4 80 6 4741 3195 2370 2 19 32 62 5 75 7 6069 4090 3034 2 56 36 75 6 70 8 7768 5235 3884 3 42 39 91 7 65 9 9943 6701 4971 4 40 12 110 9 60 10 12728 8577 6364 5 52 27 133 10 55 11 16292 10979 8146 7 23 32 161 12 50 12 20853 14053 10426 9 18 43 195 15 45 13 26693 17988 13346 11 44 46 235 18 40 14 34167 23025 17083 14 50 18 285 21 35 15 43733 29472 21866 18 46 23 345 26 30 16 55979 37725 27989 23 47 10 417 31 25 17 71653 48288 35826 30 10 46 506 37 20 18 91716 61809 45858 38 20 23 613 44 19 117397 79115 58698 48 45 41 744 53 20 150268 101268 75134 62 04 41 903 64 +Arms factory Arms factory 効果:防衛システムを建造する 建設条件:施設 Research facility level 1 詳細:多少コスト的に良い防衛専用システムを建造する。 一度作成した場合隠したり移動させたりはできない。 Level EP 時間% 1 740 505 555 0 25 00 16 2 100 2 947 646 710 0 37 00 21 2 95 3 1212 827 909 0 50 58 27 3 90 4 1551 1059 1163 1 07 26 34 3 85 5 1986 1355 1489 1 27 07 41 4 80 6 2542 1735 1906 1 50 54 51 5 75 7 3254 2221 2440 2 19 57 62 6 70 8 4165 2842 3124 2 55 44 75 7 65 9 5332 3638 3999 3 40 09 91 9 60 10 6825 4657 5118 4 35 35 109 10 55 11 8736 5961 6552 5 45 09 132 12 50 12 11182 7631 8386 7 12 47 159 15 45 13 14313 9768 10735 9 03 34 192 18 40 14 18321 12503 13741 11 23 58 232 21 35 15 23451 16004 17588 14 22 17 280 26 30 16 30017 20485 22513 18 09 07 338 31 17 38422 26221 28817 22 58 04 409 37 18 49181 33563 36886 29 06 32 496 44 19 62952 42960 47214 36 56 46 601 53 20 80578 54989 60434 46 57 16 728 64 +Rocket silo Rocket silo 効果:ロケット台を建造する 建設条件:施設 Arms factory level 10 詳細:戦闘補助のロケットを建造できる。 Level EP 容量 時間% 1 1620 1620 1260 0 36 40 17 2 100 2 2073 2073 1612 0 51 56 22 2 95 3 2654 2654 2064 1 10 04 28 3 90 4 3397 3397 2642 1 31 54 35 3 49 85 5 4348 4348 3382 1 58 26 44 4 64 80 6 5566 5566 4329 2 30 59 53 5 80 75 7 7124 7124 5541 3 11 16 65 6 97 70 8 9119 9119 7093 4 01 25 79 7 115 65 9 11673 11673 9079 5 04 13 95 9 10 14941 14941 11621 6 23 11 115 10 11 19125 19125 14875 8 02 53 139 12 12 24480 24480 19040 10 09 05 168 15 13 31335 31335 24371 12 49 14 203 18 14 40109 40109 31196 16 12 49 245 21 15 51339 51339 39930 20 32 01 296 26 16 65715 65715 51111 26 02 23 358 31 17 84115 84115 65422 33 03 51 433 37 18 107667 107667 83741 42 01 55 525 44 19 137814 137814 107188 53 29 15 636 53 20 176402 176402 137201 68 07 39 772 64 +Fleet base Fleet base 効果:発射台を建造する 詳細:船を出発させるために必要。 拡張することで同時に出発させる艦隊数が増える。 建設場所固定。 Level EP 艦隊数 1 470 150 380 0 11 07 8 3 1 2 658 210 532 0 19 14 11 4 2 3 921 293 744 0 28 13 15 4 3 4 1289 411 1042 0 38 19 19 5 4 5 1805 576 1459 0 49 50 24 6 5 6 2527 806 2043 1 03 12 29 7 6 7 3538 1129 2861 1 18 53 35 9 7 8 4954 1581 4005 1 37 35 43 11 8 9 6936 2213 5607 2 00 06 51 13 9 10 9710 3099 7851 2 27 32 61 15 10 11 13594 4338 10991 3 01 15 73 19 11 12 19032 6074 15388 3 42 59 88 22 12 13 26646 8504 21543 4 35 02 105 27 13 14 37304 11905 30161 5 40 14 126 32 14 15 52226 16668 42225 7 02 18 150 39 15 16 73117 23335 59115 8 45 57 180 46 16 17 102363 32669 82762 10 57 13 217 55 17 18 143309 45737 115867 13 43 50 261 67 18 19 200633 64031 162213 17 15 42 314 80 19 20 280886 89644 227099 21 45 30 378 96 20 +Impulse scanner Impulse scanner(未実装) 効果: 建設条件:施設 Fleet base level 10 Level EP 1 1850 1550 1600 1 06 40 30 2 2 2257 1891 1952 1 30 20 38 2 3 2753 2307 2381 1 59 14 48 3 4 3359 2814 2905 2 34 49 59 3 5 4098 3433 3544 3 18 57 72 4 6 5000 4189 4324 4 14 04 89 5 7 6100 5110 5275 5 23 12 108 6 8 7442 6235 6436 6 50 18 131 7 9 9079 7606 7852 8 40 23 159 9 10 11076 9280 9579 10 59 53 193 10 11 13513 11322 11687 13 57 04 234 12 12 16486 13813 14258 17 42 26 284 15 13 20113 16851 17395 22 29 31 344 18 14 24538 20559 21222 28 35 35 417 21 15 29937 25082 25891 36 22 45 506 26 16 36523 30600 31587 46 19 19 615 31 17 44558 37332 38536 59 01 32 747 37 18 54361 45545 47015 75 15 46 907 44 19 66320 55565 57358 96 01 22 1102 53 20 80911 67790 69977 122 34 21 1341 64 +Hangar Hangar 効果:格納庫を建造する 建設条件:施設 Fleet base level 1 詳細:戦闘に参加しない船を格納することで攻められても破壊されずにすむ。 Level EP 格納量 1 420 395 385 0 13 20 9 1 10 2 537 505 492 0 22 04 12 1 15 3 688 647 630 0 31 51 16 1 25 4 880 828 807 0 42 58 21 2 60 5 1127 1060 1033 0 55 47 26 2 100 6 1443 1357 1322 1 10 49 32 2 145 7 1847 1737 1693 1 28 38 39 3 200 8 2364 2223 2167 1 50 04 47 4 270 9 3026 2846 2774 2 16 05 56 4 370 10 3873 3643 3550 2 47 59 67 5 500 11 4958 4663 4545 3 27 25 81 6 650 12 6346 5969 5817 4 16 29 97 7 850 13 8123 7640 7446 5 17 54 116 9 1125 14 10398 9779 9532 6 35 07 139 11 1500 15 13310 12518 12201 8 12 33 167 13 2000 16 17037 16023 15617 10 15 52 200 15 2500 17 21807 20509 19990 12 52 18 241 18 3000 18 27913 26252 25587 16 11 09 290 22 3500 19 35729 33602 32752 20 24 16 350 27 4000 20 45733 43011 41922 25 46 52 422 32 5000
https://w.atwiki.jp/mekameka/pages/3768.html
みんなのGOLF 5 メーカー SCE 発売日 2007/7/26 対応機種 PS3 ゴルフゲームみんなのGOLFシリーズ??の5作目 1コースDLに800円課金するのがアマゾンレヴューで不満の声としてあがっていた みんなのGOLF 5 PlayStation3 the Best 2011年9月8日 PS3(MOVE.3D対応) 2008年にも廉価晩は発売されたが、 2011年7月までのアップデートデータも搭載し、MOVEにあわせて再廉価版が発売された 又、MOVE同梱の「PlayStation Move みんなのGOLF 5 ビギナーズパック」も発売されてた ま行 プレイステーション3 PR [429] Client error `POST https //webservices.amazon.co.jp/paapi5/getitems` resulted in a `429 Too Many Requests` response { __type com.amazon.paapi5#TooManyRequestsException , Errors [{ Code TooManyRequests , Message The request was de (truncated...)
https://w.atwiki.jp/eguzaremu/pages/21.html
OverWolfはTS3との連携によりクランでのコミュニケーションをより便利にすることができます。
https://w.atwiki.jp/asigami/pages/384.html
曲名 アーティスト フォルダ 難易度 BPM NOTES/FREEZE(SHOCK) Butterfly (2008 X-edit) SMiLE.dk X 激11 135 316/14 譜面 http //eba502.web.fc2.com/fumen/ddr/x/b_fly_x_4m.html 動画 http //www.youtube.com/watch?v=MMVSK2jq9sw (x2.0,NOTE) 解説 音合わせの16分踏み譜面。2回スキップ配置あり。 サビ部分やラストなど時折交互難の配置が見られる。回転やスライド等自分が出来る踏み方で対応しよう。 DDRを代表する初代の名曲。サビの「アイヤイヤー」は非常に有名だろう。 名前 コメント コメント(感想など) 最新の10件を表示しています。コメント過去ログ ダンサーが専用の振り付けを踊る曲の一つ。アップになるシーンがあるのだが身長の低いキャラだと映らないという残念なことに…。 -- 名無しさん (2012-05-11 20 37 16) エクストラで「どれトレーニングでも」と矢印の赴くまま踏んでいると足がこんがらがってしまったよ。無理せずスライドで安定する場所はスライドで -- 名無しさん (2012-11-24 22 35 14) DDR初期からパフォの定番曲なので、回転を意図した譜面作りになっているんだと思う。できればスライドではなく回転を使ってクリアして欲しい。 -- 名無しさん (2014-05-16 11 07 17)
https://w.atwiki.jp/kakis/pages/10482.html
galf /// / 銀河、ギャラクシー \ 16 seren klel gal/ifa \ [ ova ] \ 広大な銀河
https://w.atwiki.jp/balisongnotes/pages/19.html
u/thecanedis tutorial list (latest) Tutorials Tricks Basic\Intermediate\Advanced balisong https //www.reddit.com/r/balisong/comments/61s0uz/tutorials_tricks_basicintermediateadvanced/ Basic Basic Twirl http //www.youtube.com/watch?v=BZ0VdRyLEOE Basic Horizontal https //www.youtube.com/watch?v=SrX2xw_2p1E t=68s Backhand Screwdriver https //www.youtube.com/watch?v=GKro38MJiGY app=desktop Backhand Twirl https //www.youtube.com/watch?v=q0up8y8XnUU list Basic Aerial https //www.youtube.com/watch?v=lC2wMATxiqA Fast Draw https //www.youtube.com/watch?v=5d1RMpm3vDc Fanning https //www.youtube.com/watch?v=RczBJJBrAMY Figure 8 https //www.youtube.com/watch?v=Gf-O3nYtqu8 Houdini https //www.youtube.com/watch?v=xwEHL17A374 Half Twirl https //www.youtube.com/watch?v=RH5EH14XTO0 Ice Pick Spin https //www.youtube.com/watch?v=S8sAu2lHbk8 t Latch Drop https //www.youtube.com/watch?v=AOkMTBKB1yQ Modified Basic Twirl http //www.youtube.com/watch?v=3cXwQ9zRANY Swirl https //www.youtube.com/watch?v=KACqTBl36dk Thumb Roll https //www.youtube.com/watch?v=8qPYy2XOzD0 index=11 Tabletop https //www.youtube.com/watch?v=hjycBlmdbrw t Triple Flip http //www.youtube.com/watch?v=J7BhMc1d-eA Transpose https //www.youtube.com/watch?v=hPdw7BVsu5g t Wrist Pass https //www.youtube.com/watch?v=MwOEcJBCOBg t Y2k Rollover https //www.youtube.com/watch?v=Cb7OKgkGSxA t intermediate Around The World https //www.youtube.com/watch?v=doEKZCCqfDY Aerial to Chaplin http //www.youtube.com/watch?v=GzAeDusuCUI Blender https //www.youtube.com/watch?v=TxIJcDSBIqE Black Pearl https //www.youtube.com/watch?v=KOTMnRrGbn0 t=6m41s Blade Job https //www.youtube.com/watch?v=hcr4-u1vxxI Behind The 8 Ball https //m.youtube.com/watch?v=GTFzQizOFQ8 Chaplin https //www.youtube.com/watch?v=iz23my__q-M t Counterspin Air https //www.youtube.com/watch?v=NsKudlnq4kM t Corkscrew http //www.youtube.com/watch?v=3KSRNGXFWDM Double Index Rollover https //www.youtube.com/watch?v=NANS2OUvDoo Fanning Opening https //m.youtube.com/watch?v=RioaaIYE8lQ Fan Rollover https //www.youtube.com/watch?v=oAXKGX9FveU Full Twirl https //www.youtube.com/watch?v=6d6AQSyxbNY Flail https //www.youtube.com/watch?v=9tLqHZaSE1E Helix http //www.youtube.com/watch?v=FyoHPbo6KMQ Helix Aerial http //www.youtube.com/watch?v=fEZnKj7ZtDE hyper aerials http //www.youtube.com/watch?v=w51h7N8En9g Index Rollover http //www.youtube.com/watch?v=vZxyw34-7_w Index to Thumb Rollover http //www.youtube.com/watch?v=2cmNT4tBq1Q Ice Pick Air https //www.youtube.com/watch?v=W0EkGeLd1Bw Jacob s Ladder https //www.youtube.com/watch?v=TChlf81Eekg t Knuckle Duster https //www.youtube.com/watch?v=wd5TY3yYEd4 t Lock Roll https //www.youtube.com/watch?v=AxIWnUg-OgU Orbit https //www.youtube.com/watch?v=dHx2zvDUkd4 Oscar https //www.youtube.com/watch?v=KOTMnRrGbn0 t=1m10s Open Flip https //www.youtube.com/watch?v=_oCfKsLB-9g index=42 Power Ariels https //m.youtube.com/watch?v=6-pdAB8vi0Q Palm Spin https //m.youtube.com/watch?v=PUKqIuvDdks Reverse Grip Fanning https //m.youtube.com/watch?v=0wzF_CsSdpI Suicide Drop https //www.youtube.com/watch?v=KOTMnRrGbn0 t=3m17s Snap Aerial http //www.youtube.com/watch?v=WCJsi9ynK4o Snatch http //www.youtube.com/watch?v=Rg9rWfvptvo Swipe2K http //www.youtube.com/watch?v=17UJu5pX1mE Transfers https //m.youtube.com/watch?v=PdGvqzQyn_g Twirl Aerial https //m.youtube.com/watch?v=ykZ4s6bWCg4 Twirl Ladder https //www.youtube.com/watch?v=mY9pNG3v_cc Whip Rollover https //www.youtube.com/watch?v=wD8rum2m7Jk Y2K Bounce http //www.youtube.com/watch?v=97cPlTXS4Ls Y3K Rollover https //www.youtube.com/watch?v=R4G-UeDL8Pk t Zen Rollover https //www.youtube.com/watch?v=qwh38qUlvMo t Combo Cutlerylover combo #1 http //www.youtube.com/watch?v=YAkxkDyN9gs Cutlerylover combo #2 http //www.youtube.com/watch?v=ADbq0ldncQg Cutlerylover combo #3 http //www.youtube.com/watch?v=rog9yE0Rqmo CN Combo #2 http //www.youtube.com/watch?v=vktbQEoEfEE BalisongAddict BA Combo #1 https //www.youtube.com/watch?v=Wym88klDaho BalisongAddict BA Combo #2 https //www.youtube.com/watch?v=RS9db5WoEE4 advanced Bender http //www.youtube.com/watch?v=8a74KiHqXe0 Choker Fan https //www.youtube.com/watch?v=va_oJTLX8zY Cherry Picker https //www.youtube.com/watch?v=PkFHaxDbZuo Bigspin https //www.youtube.com/watch?v=COipD8A6TIk Double scissor https //www.youtube.com/watch?v=oVA8j2xhaBU Foot Stall http //www.youtube.com/watch?v=OsAVj9_6cGg Firestarter https //m.youtube.com/watch?v=6_eJcivNfxk Hell behind the bend http //www.youtube.com/watch?v=VEmgwLeNvCc Hellbent https //www.youtube.com/watch?v=Gw426fE9EtY t Hellish http //www.youtube.com/watch?v=8a74KiHqXe0 Horizontal Y0K Aerial http //www.youtube.com/watch?v=2bRBd7L-tO8 Joker https //www.youtube.com/watch?v=EytygPPwZbo t Kiss Goodbye http //www.youtube.com/watch?v=JFoKeCRIXTQ Murnax Ladder https //youtu.be/_RWLGFDAATI Middle Index https //www.youtube.com/watch?v=FWM-SteM4Oo Multi Aerial Combo http //www.youtube.com/watch?v=Uu2_DZU_jUo Middle of Hell https //www.youtube.com/watch?v=BXyS6bHsFJg Over Under https //youtu.be/vjmA9MV9WsM Power Aerial Combo http //www.youtube.com/watch?v=6-pdAB8vi0Q Reversewheel http //www.youtube.com/watch?v=jxuhXQQAZyE Reverse Behind The 8 Ball https //www.youtube.com/watch?v=AIFyiJp9bBk t Reverse Helix https //www.youtube.com/watch?v=1ADm9dZ1xuE app=desktop Samsara http //www.youtube.com/watch?v=Jvecx61Rg1w Shortstop https //www.youtube.com/watch?v=eYzbGqcv5so Sunrise Transfer http //www.youtube.com/watch?v=VZ4S01wI7cY Scissoring https //www.youtube.com/watch?v=MuqStbo9fIg Sinister s roll http //www.youtube.com/watch?v=e4mawqysrjE Undertwist http //www.youtube.com/watch?v=2w45WOqpAaU Van Gogh http //www.youtube.com/watch?v=0FULRpKGQSM Windback http //www.youtube.com/watch?v=yGHyvsMZ2ZU Y0K http //www.youtube.com/watch?v=HW7u2MsdCtU Zero gravity chaplin https //www.youtube.com/watch?v=CkOyc03IlZg Z Chocker https //www.youtube.com/watch?v=0QaVXW1u9ao Zero g Ladder http //www.youtube.com/watch?v=pP77x9D6pcg Combo CN Combo #3 http //www.youtube.com/watch?v=Lv5ha1vWl8Y CN Combo #4 http //www.youtube.com/watch?v=nqmZEcMuVJo CN Combo #5 http //www.youtube.com/watch?v=9ZD7SMmjgQI CN Combo #6 http //www.youtube.com/watch?v=laUESz7Y210 CN Combo #8 http //www.youtube.com/watch?v=MTFJvj4Loxw CN Combo #11 http //www.youtube.com/watch?v=ZQ417ni7Jto CN Combo #12 http //www.youtube.com/watch?v=b1WDjumBb-0 Combo_9 http //www.youtube.com/watch?v=WhXiQjMqoKw Combo_22 http //www.youtube.com/watch?v=cfexDb7UBns Combo_99 http //www.youtube.com/watch?v=-U_pYkvE8HU Nardath Combo #1 http //www.youtube.com/watch?v=8d2iQ3xSkpM Chanel Youtube Big Flips https //www.youtube.com/channel/UCENVhsspXOOBYbpJC7Lr2RQ/ 50 Blades of Grey https //www.youtube.com/channel/UCfWz_XnMQDy1SfHd0x2pSfA BalisongAddict https //www.youtube.com/user/BalisongAddict Bitehandle https //www.youtube.com/user/Bitehandle CalviNNation https //www.youtube.com/user/CalviNNation CaptainAmericYang https //www.youtube.com/channel/UCBJ3ZrB13723-dXc-izCDEw Cutlerylover https //www.youtube.com/user/cutlerylover Nardath https //www.youtube.com/watch?v=eMA5yDd_V7M list=PLA1B2B01E0F7D4B2C
https://w.atwiki.jp/pocketplanes/pages/145.html
BELFAST [ベルファスト] BELFAST は EUROPE に位置する人口約 0.64 millionの都市。 BELFAST Airportは Class 1 の空港。 “IN THE 20TH CENTURY BELFAST WAS THE BIGGEST AND MOST PRODUCTIVE SHIPYARD IN THE WORLD, AND WAS THE BIRTHPLACE OF THE RMS TITANIC.” OPEN(coins) 4210coins 宣伝(coins) 14210coins レベル1 レベル2 レベル3 アップグレードコスト(coins) - 8420 12630 LAYOVERS 5 10 15 CLOSE時の払戻(coins) 2105 6315 12630 空港 一覧 AFRICA [アフリカ] AL FASHIR・ALGIERS・BAMAKO・BEIRA・BENGHAZI・CAIRO・CAPE TOWN・CASABLANCA・DAKAR・DJIBOUTI・DURBAN・HARARE・IN SALAH・JOHANNESBURG・JUBA・KADUNA・KAMPALA・KANANGA・KHARTOUM・KINSHASA・KISANGANI・LAGOS・LILONGWE・LIVINGSTONE・LOBITO・MAHAJANGA・MOGADISHU・MOMBASA・MONROVIA・NAIROBI・PORT ELIZABETH・PORT SUDAN・TIMBUKTU・TRIPOLI・WINDHOEK・ZANZIBAR ASIA [アジア] ADEN・AHMEDABAD・ANADYR・BAGHDAD・BANGALORE・BANGKOK・BEIJING・BUTWAL・CEBU・CHENGDU・DELHI・DHAKA・GUANGZHOU・HANOI・HARBIN・HONG KONG・HYDERABAD・ISTANBUL・JAKARTA・JERUSALEM・KABUL・KANDAHAR・KARACHI・KOLKATA・KUCHING・KUWAIT CITY・LHASA・MAGADAN・MANILA・MUMBAI・MUSCAT・NAGASAKI・NANPING・NORILSK・NOVOSIBIRSK・OSAKA・PADANG・PALU・PEVEK・PORT MORESBY・RANGOON・RIYADH・SAPPORO・SENDAI・SEOUL・SHANGHAI・SHENYANG・SINGAPORE・TAIPEI・TEHRAN・TIKSI・TOKYO・ULAN BATOR・URUMQI・VLADIVOSTOK・XI AN・XINING・YAKUTSK・YINCHUAN EUROPE [ヨーロッパ] AMSTERDAM・ATHENS・BARCELONA・BEIRUT・BELFAST・BELGRADE・BERGEN・BERLIN・BERN・BORDEAUX・BRUSSELS・BUCHAREST・COPENHAGEN・CORDOBA(SPAIN)・GLASGOW・HAMMERFEST・HELSINKI・KIEV・LISBON・LONDON・LULEA・LYON・MADRID・MANCHESTER・MINSK・MOSCOW・MUNICH・MURMANSK・NAPLES・OSLO・OULU・PARIS・PERM・PRAGUE・REYKJAVIK・RIGA・ROME・ST.PETERSBURG・STOCKHOLM・TBILISI・TRONDHEIM・VENICE・VIENNA・VOLGOGRAD・WARSAW NORTH AMERICA [北アメリカ] ANCHORAGE・ATLANTA・BARROW・BISMARCK・BOSTON・CALGARY・CANCUN・CHARLESTON・CHICAGO・CHIHUAHUA・CINCINNATI・DALLAS・DENVER・DETROIT・EDMONTON・FAIRBANKS・GOOSE BAY・GUATEMALA・HAVANA・HILO・HONOLULU・HOUSTON・INUVIK・IQALUIT・JUNEAU・KANSAS CITY・KETCHIKAN・LAS VEGAS・LOS ANGELES・MEXICO CITY・MIAMI・MINNEAPOLIS・MONTERREY・MONTREAL・NEW ORLEANS・NEW YORK・NOME・NUUK・OAXACA・ORLANDO・OTTAWA・PANAMA CITY・PHILADELPHIA・PHOENIX・PORTLAND・QUEBEC・SALT LAKE CITY・SAN DIEGO・SAN FRANCISCO・SAN JOSE・SANTO DOMINGO・SASKATOON・SEATTLE・SPOKANE・ST.LOUIS・THUNDER BAY・TORONTO・VANCOUVER・WASHINGTON DC・WHITEHORSE・WINNIPEG・YELLOWKNIFE SOUTH AMERICA [南アメリカ] ARAGUAINA・ASUNCION・BARILOCHE・BELEM・BOGOTA・BRASILIA・BUENOS AIRES・CAMPO GRANDE・CARACAS・CORDOBA(ARGENTINA)・CUIABA・CUZCO・EASTER ISLAND・FORTALEZA・GEORGETOWN・IQUITOS・LA PAZ・LIMA・MANAUS・PORTO VELHO・PUNTA ARENAS・QUITO・RECIFE・RIO DE JANEIRO・SALVADOR・SANTIAGO・SAO PAULO・TERESINA OCEANIA [オセアニア] ADELAIDE・ALICE SPRINGS・AUCKLAND・BRISBANE・BROKEN HILL・BROOME・CAIRNS・CHRISTCHURCH・DARWIN・GERALDTON・HOBART・KALGOORLIE・KATHERINE・MELBOURNE・MOUNT ISA・NEWMAN・PERTH・PORT HEDLAND・ROCKHAMPTON・SYDNEY・WELLINGTON