約 6,353,976 件
https://w.atwiki.jp/hand_simulator/pages/2.html
メニュー トップページ イベント よくある質問 プレイ情報 基本操作等 マルチの基本情報 マルチの参加可能人数 詳細不明な点 VRモードについて 配信者向けtips シングル専用 Horror. Merry Christmas MILKMAID Shooting Range Spinners マルチ Afganistan Anonymous Club Artillery Battle Battle Royale Bloody Conference Bomb Bottle Shooting Cockroaches COOKIES Crossbow Battle Drag Racing Fishing Grenade Spam Gunfighter Karting MAFIA. Mexican Standoff POP IT RPG-7 Subway Shootout Snipers Sport Bar Surgery Tanks The Last Hero Vikings Wild West 削除・統合されたモード 削除Night Scum Dead by Momo 統合(Sport Bar)Billiards Chess & Checkers Fast Food Jenga 関連作品 SURVIVALサバイバルガイド 無人島生活の基本 長期滞在者のメモ HORROR(NEW)英語メッセージ一覧 アップデート情報 Rendezvous ALIENSゲームの流れ マップ情報 タスク情報 コミュニティ 雑談・質問・要望 フレンド交換 Discord HandSimulator学会 その他 Tea Party Simulator 2015 Surgeon Simulator Cart Racer Fighting Robots (Robots88) Vojna 関連サイト 今日 - 昨日 - 当ページ計 - 全ページ計 - ここを編集
https://w.atwiki.jp/simai/pages/1003.html
What is simai's Notation? Location of Note Numbers Chart Definition and Ending Definition of BPM Length of NotesHow to Define the BPM How to Define the Length Divider TAP HOLD SLIDE (Basics Shapes) SLIDE (Multiple Chaining)Multiple SLIDE Chaining SLIDE TOUCH, TOUCH HOLD, Firework EffectTOUCH TOUCH HOLD Firework Effect EACH EX Notes Other NotationsChange Normal TAP to Star-shaped TAP Change Star-shaped TAP to Normal TAP Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Pseudo EACH SLIDE without Star-shaped TAP ※BREAK's notation is summarized in the description of TAP, HOLD, and SLIDE. What is simai's Notation? simai's notation was created by Celeca in 2013 for denoting the various types of notes appeared in maimai in plain text. By using combinations of half-width alphanumeric characters according to the rules explained below, any maimai charts can be accurately denoted using only plain text theoretically. This notation was first used in simai, a chart simulator for maimai which was first released on February 5, 2013, by Celeca. Since then, various simulators inspired by maimai have been created by volunteers, and the simai's notation has often been used as their chart notation. While Celeca will be closing simai to the public on February 5, 2023, there are still a certain number of users who use simai's notation, which is why Celeca decided to create this page. Although some simulators may have extended/further developed simai's notation in their implementation, only the notation rules officially defined as "simai's notation" are listed here. For those who want to create a simulator supporting simai's notation, it is recommended to make the simulator able to handle the notation rules on this page. Also, if you make such a simulator, Celeca would appreciate it if you could inform Celeca, who has the rights to the simai's notation. Although it is not necessary to inform, Celeca would be glad to hear from you. Location of Note Numbers First, please look at the image below. ⑧① ⑦ ② ⑥ ③ ⑤④ This shows the numbered location of maimai's buttons and sensor areas. They are numbered 1 to 8 in clockwise order. For sensor areas, each numbered location is further divided into 4 alphabet-numbered sensor areas as explained later. These numbers are used to represent notes' position, so be sure to remember this. Chart Definition and Ending A chart in simai's notation is composed by a series of commas and note notations. Every comma occupies a certain length of time. For example, when a comma has a length of 1 second and there are 10 commas in the chart, the chart will have a total length of (10 × 1s =) 10 seconds. In this case, 【1,1,1,1,1,1,1,1,1,1,1,1,1,】 represents a chart with 10 TAP notes at BUTTON-1, in the density of 1 note per second. Once the chart definition has begun, the chart can be defined using commas and note notations. However, for dealing with songs beginning with a fade-in section, a large number of commas would be needed. To save the efforts, there is a parameter which determines how many seconds should pass since the music begins playing when the chart begins at the first comma of the chart. In simai, this is determined by the parameter "first". Since the timing of the beginning of the chart should be determined precisely and accurately, a number with decimal places such as 1.234 seconds is usually used. If "first" is 1.234 seconds, then the same 【1,1,1,1,1,1,1,1,1,1,1,】 chart will have 10 TAP notes at BUTTON-1 at 1.234, 2.234, 3.234, ..., and 10.234 seconds, respectively, after the music begins playing. Just as a real sheet music has an ending notation, an ending should be defined in simai's notation, otherwise the music may continue playing endlessly. ※In simai, when the chart definition is longer than the length of the MP3, the chart still ends when the MP3 is played to the end The end of a chart is denoted by an "E". If "first" is 1.234 seconds and the chart definition is 【1,1,1,1,1,1,1,1,1,1,1,1,1,E】, the chart progresses until 10.234 seconds, as described above, and since the last comma also has a length of 1 second, the chart ends at 11.234 seconds. A chart definition in simai's notation is a long string with a large number of commas and note notations and then an "E" at the end. Line breaks, spaces, and tabs can be inserted in the middle of this string for better readability. These characters are ignored when the chart definition is being parsed. Definition of BPM Length of Notes In the previous examples, a comma has the length of 1 second. Although the following example has a BPM which make the calculation difficult on purpose, the length of a 16th note at 174 BPM is 0.08620689655 seconds. If such length is assigned to every comma, notes with the length of a 16th note at BPM 174 can be placed correctly. However, it would be troublesome to calculate this manually every time. The per-comma length can be changed by adjusting the BPM and/or the length divider by using the following notations. How to Define the BPM (120) Input the BPM value and enclose it in a pair of round brackets. Since the BPM value should be accurate, a number with decimal places can be used. How to Define the Length Divider {2} Input the dividing value and enclose it in a pair of curly brackets. E.g., "{4}" specifies the per-comma length to be a quarter note, "{8}" to be an 8th note, and "{1}" to be the whole note. A number with decimal places can be used but should be avoided because it may cause confusions. The BPM must be defined before the length divider. Because the length of notes cannot be calculated unless the BPM value is defined, when these two parameters are defined together, the length divider should come after the BPM. E.g., 【(120){2}】 specifies the per-comma length to be a half note at 120 BPM (exactly 1 second). If the BPM value is B and the length divider is T, the per-comma length can be calculated using the following formula Per-comma length = 240 / B / T (seconds). Depending on the music, there might be cases where charting to a special sound effect or so with unknown BPM is attempted or matching the vocals precisely is desired. In these cases, 【{#0.35}】, for example, can be used, and the per-comma length after this will become 0.35 seconds. When this notation is used, the per-comma length is already determined, so there is no need to specify the length divider. These two parameters can be defined anywhere when necessary. TAP From here on, note notations which can be added before a comma will be explained. TAP is the most basic note type in maimai. TAP's notation is very simple and is denoted by a button number followed by a comma. TAP that occurs at BUTTON-1 ... 【1,】 TAP that occurs at BUTTON-5 ... 【5,】 To change a TAP into a BREAK TAP, add a "b" before the comma, e.g., 【1b,】, 【5b,】. HOLD To place a HOLD, in addition to the button number, how long the button should be held down should also be specified. For example, for a hold to be held down for the length of a half note at 174 BPM, its held-down length would be 0.68965517241...... seconds. However, as with the BPM example above, this is also troublesome to calculate manually every time. If the current BPM is 174, then 【(174)】 has already been placed before. What is missing is the length divider, 【one half note】. The held-down length is written as 【[2 1]】 in simai's notation. The number before the colon denotes the length divider (half note), and the number after colon denotes the multiplier of the length divider (1×). Hence the total held-down length of such HOLD note is (1 × half note =) one half note. This way of denoting the length parameter is used in both HOLD and SLIDE. In the actual notation, a button number is specified, an "h" is specified after the button number to make it clear that the note is a HOLD, and then the held-down length is be specified after both of them. HOLD that occurs at BUTTON-5 with the held-down length of one half note ... 【5h[2 1],】 This is the basic notation. However, there might be cases where it is more convenient to specify the held-down length to be an exact number of seconds. HOLD that occurs at BUTTON-4 with a held-down length of 5.678 seconds ... 【4h[#5.678],】 HOLD that occurs at BUTTON-4 with a held-down length of one half note at 150 BPM ... 【4h[150#2 1],】 To change a HOLD into a BREAK HOLD, add a "b" after the "h" like 【5hb[2 1],】. It does not matter whether the "h" and the "b" are swapped, as in 【5bh[2 1],】. SLIDE (Basics Shapes) To place a SLIDE, many parameters should be specified, such as the starting and ending button numbers, how they are to be connected with the arrow track, and how long the tracing star is to move. Although SLIDE has gone through remarkable development in the history of maimai, and many features have been implemented to it, this section only describes the basic notation and the shapes of SLIDE. The format of SLIDE's basic notation is a combination of 【starting point, shape of track, ending point, and tracing length】. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 8th notes ... 【1-4[8 3],】 The 【[8 3]】 part at the end of the notation is specified using the same concept as the held-down length described for HOLD. For SLIDE, there is a waiting time after the approaching star-shaped TAP reaches the judgment line and before the tracing star actually begins to move. Specifically, it is one beat at the current BPM. The tracing length of the SLIDE and the waiting time for the tracing star to start moving can be directly specified in seconds as follows Status ... BUTTON-1 to BUTTON-4, straight shape, 120 BPM Waiting time is one beat at 160 BPM, tracing length is three 8th notes at 160 BPM ... 【1-4[160#8 3],】 Waiting time is one beat at 160 BPM, tracing length is 2 seconds ... 【1-4[160#2],】 Waiting time is 3 seconds, tracing length is 1.5 seconds ... 【1-4[3##1.5],】 Waiting time is 3 seconds, tracing length is three 8th notes at current BPM ... 【1-4[3##8 3],】 Waiting time is 3 seconds, tracing length is three 8th notes at 160 BPM ... 【1-4[3##160#8 3],】 The arrow track of a SLIDE has many possible shapes. "-" ... Straight shape Connects the start to the end in a straight line. " ", " ", "^" ... Arc shape Connects the start to the end along the circled judgment line. If the direction of travel is to the right, use " ". If left, use " ". If the distance is shorter than half the circle, "^" can be used and thinking of the direction is thus not needed. "v" ... v-shape Connects the start to the end through the screen center as the turning point in two straight lines. "p", "q" ... p-shape, q-shape Connects the start to the end while curving around the screen center. "s", "z" ... Thunderbolt shape Connects the start to the end with three short lines in the shape of a thunderbolt symbol (⚡). "pp", "qq" ... Grand p-shape, Grand q-shape Connects the start to the end while curving along an imaginary circle which is tangent to both the screen center and the circled judgment line. "V" ... Grand v-shape Connects the start to the end through a middle turning point in two straight lines. The line connecting the start to the middle turning point is always a short straight line. "w" ... Fan shape Connects the start to three ends in an expanding track in a shape similar to a folding hand fan. Three tracing stars going to each end are spawn for this SLIDE shape. For the "V" SLIDEs, the middle turning point is specified by an extra button number in addition to the button numbers of the starting and ending points. Starting point is BUTTON-1, turning point is BUTTON-3, ending point is BUTTON-5 ... 【1V35】 Every SLIDE has a constant tracing speed from the start to the end. To change the track of a SLIDE into a BREAK SLIDE, add a "b" after the "]" like 【1-4[8 3]b,】. The allowed positions of the ending point relative to the starting point are restricted by the shape of the SLIDE. The following table lists the possible combinations of starting and ending points of each SLIDE shape where the arrow track of the SLIDE can be drawn normally. SLIDE (Multiple Chaining) Multiple SLIDE Multiple SLIDE refers to a SLIDE note with two or more arrow tracks stating from a single star-shaped TAP. Each SLIDE arrow track is specified with its own set of parameters, since every set of parameters may be different for each SLIDE arrow track, except that the starting point is the same. The tracing speed can be different for each SLIDE arrow track, but these SLIDE arrow tracks are treated as EACH because their tracing stars begin to move at the same time. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 4th notes, plus BUTTON-1 to BUTTON-6, arc shape, tracing length of 5 8th notes ... 【1-4[4 3]*-6[8 5],】 After the starting button number at the beginning of the note notation, there is no need to repeat that button number. An "*" can be added after the second SLIDE arrow track to specify the third arrow track and so on. Chaining SLIDE Chaining SLIDE is a SLIDE note which composes of multiple SLIDE arrow tracks with their starting and ending points joined together and is treated as a single SLIDE arrow track. For example, the 【1V75】 arrow track is internally two SLIDE arrow tracks (【1-7】 and 【7-5】) combined into one. However, the combination is not limited to the grand V-shapes but can be any shape and two or more SLIDE arrow tracks joined together. No matter how long the chaining SLIDE is, the tracing speed is calculated from the tracing length to be a constant from the start to the end of tracing. BUTTON-1 to BUTTON-4 with straight shape, BUTTON-4 to BUTTON-7 with q-shape, BUTTON-7 to BUTTON-2 with straight shape, tracing length of two whole notes ... 【1-4q7-2[1 2],】 Specify a series of button numbers and SLIDE shapes and then specify the tracing length at the end. In the case of this SLIDE, the tracing star continues tracing at a constant speed from BUTTON-1 until it reaches BUTTON-2. However, there might be cases where different tracing lengths are desired for some of the SLIDE arrow tracks. In such cases, the tracing length for each SLIDE arrow track can be specified like 【1-4[2 1]q7[2 1]-2[1 1],】. However, be sure to specify the tracing speed for all individual SLIDE arrow tracks. Otherwise, an error may occur. To change it to BREAK SLIDE, add a "b" after the "]", which the same as for regular SLIDE. It is not possible to make only a section of chaining SLIDE into BREAK SLIDE. A chaining SLIDE note can only be either a normal SLIDE or a complete BREAK SLIDE. Therefore, even when different tracing speeds can be specified for some of the SLIDE arrow tracks, the "b" can be added only after the last "]". TOUCH, TOUCH HOLD, Firework Effect TOUCH In maimai DX series, there are 34 sensor areas on the screen which the player can touch. All of these can handle contact events, and SLIDEs require the contact events to be made in a specific order. Since maimai DX, there have been new types of notes that require directly touching the sensor. They are TOUCH and TOUCH HOLD. The sensor areas are also divided into five major groups Group A, located adjacent to the buttons; Group B, located between Group A and the center of screen; Group C, which is in charge of the center; Group D, which fills the space between the areas of Group A; and Group E, located slightly inward from Group D and adjacent to Group B. Group C is in the center and has 2 sensor areas, while each of the other groups has 8 sensor areas which are numbered in clockwise order. The following diagram shows the approximate location and positioning of the sensors. To place a TOUCH, the sensor number of the desired location is denoted in the same way as TAP. TOUCH that occurs at SENSOR-B1 ... 【B1,】 TOUCH that occurs at SENSOR-D4 ... 【D4,】 The sensor in the center is divided into two areas, C1 and C2. However, no TOUCHes appear separately for each of them, instead a TOUCH appears in the middle of the areas. Therefore, a TOUCH that occurs in the center can be denoted as 【C,】 without numbering. Denoting this as either 【C1,】 or 【C2,】 causes no errors and is treated the same as 【C,】. TOUCH HOLD TOUCH HOLD is a note that requires the sensor to be pressed and held. It is counted as "HOLD" in the play result. The awarded score is also the same as HOLD. This notation is a direct combination of TOUCH and HOLD. Just simply replace the button number of a HOLD with a sensor number. TOUCH HOLD that occurs at SENSOR-C with held-down length of 3 4th notes ... 【Ch[4 3],】 While TOUCH has appeared in all 34 sensor areas since DX FESTiVAL, TOUCH HOLD has only appeared on the C sensor since DX classic, at least until DX UNiVERSE PLUS. However, in simai's notation, TOUCH HOLD can appear anywhere if the sensor number is specified to be not C. Firework Effect Firework effect refers to the rainbow-colored radial effect that appears as if fireworks are spreading from a certain location when a specific TOUCH is touched. Since there was no official name for this effect at the time DX classic was launched, 3simai used the name "firework effect" for convenience. To enable firework effect, add an "f" after the sensor number. TOUCH that occurs at SENSOR-B7 with firework effect ... 【B7f,】 TOUCH HOLD that occurs at SENSOR-C with held-down length of two whole notes with firework effect ... 【Chf[1 2],】 In the case of TOUCH HOLD, when "h" for HOLD and "f" for FIREWORK effect are specified together, either "hf" or "fh" is fine. EACH If two or more notes occur at exactly the same time, they are treated as an EACH (BOTH). In the case of SLIDEs, even if their tracing length are different, they are still considered to be an EACH if their tracing stars begin to move at the same time. The notes treated as part of an EACH change their color to yellow, except for BREAK notes. An EACH is denoted by placing each composing note and separating each of them with a "/". TAP at BUTTON-1 and HOLD at BUTTON-8 with held-down length of one half note ... 【1/8h[2 1],】 Their order does not matter, so the notation 【8h[2 1]/1,】 works fine. However, for SLIDEs, for example, in 【1-4[8 1]/2-6[8 1],】, 【1-4[8 1]】 will be displayed as if it occurred before 【2-6[8 1]】. In other words, the SLIDE defined earlier will be displayed as if it occurred earlier. Three or more elements are also treated as an EACH and can be denoted as note A / note B / note C ... Only EACHes composing of only non-BREAK TAPs can be denoted like 【12】 without the "/". The "/" between each note cannot be omitted even if there is only a single non-TAP or BREAK note within the EACH. EX Notes TAP, HOLD, and BREAK can be specified as EX notes. EX notes are judged to be CRITICAL PERFECT if they are hit within the timing window of GOOD or better. Simulators that support only the autoplay mode always hit notes within the timing window of CRITICAL PERFECT regardless of the notes' EX setting. However, Celeca have defined the notation because demands are expected for the needs of reproducing official charts and/or charting for simulators that react to player's input. To change a note into an EX note, add an "x" in the similar manner for changing the notes into BREAKs. EX-TAP at BUTTON-1 ... 【1x,】 EX-HOLD at BUTTON-3 ... 【3hx[α β],】 EX-BREAK at BUTTON-5 ... 【5bx,】 EX-BREAK HOLD at BUTTON-7 ... 【7bxh[α β],】 When two or more of "x", "h", and "b" characters are specified together, they can be specified in any order. Other Notations The notations listed below allow charters to create special charts more easily, such as the UTAGE charts appeared in MURASAKi version. Change Normal TAP to Star-shaped TAP A BUTTON-1 TAP is denoted as 【1,】. But if a "$" is appended and denoted as 【1$,】, it changes into a star-shaped TAP that would appear if a SLIDE were placed. This can be used in conjunction with a BREAK TAP or an EX-TAP. When two or more of "$", "b", and "x" characters are specified together, they can be specified in any order. Also, if two "$" are stacked to form "$$", the star-shaped TAP rotates. Currently, the rotation speed of the star-shaped TAP is a pre-defined constant. Change Star-shaped TAP to Normal TAP When a SLIDE is described as 【1-5[8 1],】, the BUTTON-1 TAP automatically changes into a star-shaped TAP, but if a "@" is appended to the star-shaped TAP as in 【1@-5[8 1],】, this star-shaped TAP changes back into a normal TAP. The SLIDE is processed as usual, so the SLIDE arrow track appears to start from the normal TAP. This can be used in conjunction with a BREAK TAP or an EX-TAP too. When two or more of "@", "b", and "x" characters are specified together, they can be specified in any order. Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Assuming there is a HOLD denoted by 【3h[1 1],】, if its held-down length is shortened to the limit, the required held-down length becomes instant, and the visual length of the HOLD shrinks as well, giving it the appearance of a hexagonal TAP. Although such a HOLD can be denoted like 【3h[1000 1],】, it can be easily denoted by removing the held-down length notation like 【3h,】. The same notation can be used for TOUCH HOLD. For example, a TOUCH HOLD denoted as 【Ch,】 gives a judgment instantly when hit. This can be used to denote a pseudo TAP or pseudo TOUCH. Note that this notation is treated internally as if 【[1280 1]】 were specified. It is because the held-down length of such notes is implied to be set to the length of a 1280th note in the official fan book sold by SEGA. Pseudo EACH When denoting two TAPs that are almost but not exactly simultaneous, the notes in the nearby section would needed be very fine-tuned in this way {96} 1,2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, {8} ~~~~~~ In the above example, the 96th note length divider was used for the timing gap, and specifying the notes to be closer to each other would be even harder. When strictly reproducing an official chart, this made it infeasible, and when creating a fan-made chart, this could be troublesome. In this case, 【1`2,】 can be used. It makes the BUTTON-2 TAP placed only slightly later than the BUTTON-1 TAP but still almost simultaneous. The BUTTON-2 TAP is processed internally as a TAP that is 1 millisecond later than the BUTTON-1 TAP. Since they are not exactly simultaneous to become a part of an EACH, the two TAPs do not turn yellow and do not count as an EACH on the play result. For example, in 【1`2`3/4,】, a BUTTON-2 TAP is placed 1 millisecond after the BUTTON-1 TAP, and an EACH composing of a BUTTON-3 TAP and a BUTTON-4 TAP is placed another 1 millisecond after the BUTTON-2 TAP. Note that, the "`" symbol can be entered by holding down Shift and pressing the "@" key right to the "P" key on a JIS layout keyboard and also by directly pressing the "`" key left to the "1" key on a US or UK layout keyboard. SLIDE without Star-shaped TAP When a SLIDE is placed, a star-shaped TAP normally always appears and approaches to the SLIDE's starting point, but this approaching star-shaped TAP can be eliminated. Assume that there is a SLIDE denoted by 【1-5[2 1],】. The tracing star fades in before starting to move ... 【1?-5[2 1],】 The tracing star does not fade in and suddenly appears when it begins to move ... 【1!-5[2 1],】 In both cases, the SLIDE arrow track fades in and the approaching star-shaped TAP does not appear. For creating a chart that letters, symbols, etc. are drawn using SLIDEs, it is recommended to use "?" to make it clear where to start tracing. For creating a chart with single-stroke SLIDEs, using "!" is recommended to avoid displaying extra stars on the screen. [pseudoEach] backtick (`) is located to the left of "1" on a US/UK layout keyboard. Its Alt code is 96. Alternatively you can copy and paste... -- cubruce1103 (2023-02-13 02 35 50) 名前 コメント
https://w.atwiki.jp/wurm_online/pages/55.html
農耕スキル。 種を植えて作物を収穫する。 必要道具 Rake くま手 Scythe 大鎌 収穫できるもの Wheat 小麦 Barley 大麦 Oat オート麦 Rye ライ麦 Corn とうもろこし Potato じゃがいも Onion たまねぎ Pampkin かぼちゃ Cotton 綿花 Wemp 麻 Garlic にんにく Strawberry イチゴ Reed アシ Kelp 昆布 方法 土地をなるべく平坦な状態にし(傾斜が8以内)、すべてのタイルをdirt状態にしておく。 植えたい種をアクティブにして、dirtタイルを右クリックしsowを選択する。 植えるとグラフィックが変わり、畑の状態になり、それからリアル時間で3~5日間で作物は収穫時期を迎える。 収穫する際、上記収穫物のうちWheat、Barley、Oat、RyeはScytheをアクティブにする必要がある。 その他の収穫物は何もアクティブにする必要はない。 スキル10で畑タイルをexamineすると植えられている作物の名前がわかる。 スキル15で畑タイルにカーソルを合わせると植えられている作物の名前がわかり、また1タイル離れた畑が手入れされているか否かがわかる。 スキル20で作物の生育状態がわかる。 スキル30で2タイル離れた畑の手入れ具合がわかり、カーソルを合わせると作物の生育状態がわかる。 スキルが10あがるごとに生育状態の確認できる距離が1タイルずつのびる。 スキル上げヒント Wurmのスキル上昇率は、その行動にかかる時間が長ければ長いほど高くなります。 なので使用する道具はなるべくQLの低いものにしましょう。 あとはこまめに畑をrakeで手入れすることと、収穫するときも素手ではなくRakeを使うといいでしょう。
https://w.atwiki.jp/xboxonescore/pages/837.html
PC Building Simulator 項目数:51 総ポイント:1000 難易度: ~1000:★★★★★(リアルで他にトライしてみては?) Crysisを起動できるか? $10,000以上の価格を持つパーツでPCを構築し、デスクトップを起動する。 10 それはやめろ フルタワーケース、AIOクーラー、最低1つのRGBファン、マザーボードがサポートする最大RAM、いずれかの1080Ti(SLIにしてもいい)、ただしCeleronを使ってPCを作る。 10 1回目に失敗したら… PCにオーバークロックで10回ブルースクリーンを出現させる。 10 1920x1080 Threadripper 1920xとGTX 1080またはGTX 1080tiをインストールする。 10 病欠 7日連続で仕事をスキップする。 10 もうダメだ、おじさん! 借金が$3000に達する。 10 過電圧 CPUを壊す。 10 ビルドは安くない! $2500の借金から抜け出す。 10 2つの世界のいいとこ取り AMD CPUとNVDIA GPUを組み合わせる。 10 完璧 要求された3DMarkスコアにピッタリあった値を得る。 10 貯蔵好き 入手可能なパーツをすべて在庫に持つ。 10 黒字経営 銀行に$1,000ある。 5 金稼ぎは得意 銀行に$10,000ある。 15 君最高だね! 銀行に$100,000ある。 30 リアルで他にトライしてみては? 銀行に$1,000,000ある。 60 そうこなくっちゃ! 仕事を10件完了する。 5 すごーい! 仕事を30件完了する。 10 仕事はきっちり 仕事を100件完了する。 15 仕事の倫理初歩 仕事を200件完了する。 20 本当にPCが好きなんだ 仕事を500件完了する。 30 顧客は満足 星4の評価を獲得する。 20 何事も一所懸命 星4.5の評価を獲得する。 30 顧客はつねに正義 星5の評価を獲得する。 60 翼を手に入れる 「PCの構築について」モードを完了する。 10 自分にごほうび - GPU 自分の事務所のマシンにGTX 1080Tiをインストールする。 20 自分にごほうび - CPU 自分の事務所のマシンにThreadripper CPUをインストールする。 20 自分にごほうび - RAM 自分の事務所のマシンに128GBのRAMをインストールする。 20 みんなに自慢 自分の事務所のマシンで3DMarkスコアを5000獲得する。 10 みんなのお手本 自分の事務所のマシンで3DMarkスコアを10000獲得する。 20 みんなびっくり 自分の事務所のマシンで3DMarkスコアを20000獲得する。 30 自分の足元はびっしょびしょ 自分の事務所のマシンをカスタム水冷式クーラーで冷却する。 20 キラキラしようぜ! 自分の事務所のマシンに各種のライティングを入れる。 15 紫づくしにスチュアート・モートン賞 自分の事務所のマシンを可能な限り紫にする。 25 筆頭株主 ティムおじから企業の株を51%購入する。 30 オーナー ティムおじから企業の株をすべて購入する。 60 ルーピーと呼ばれたい ラジエータを5個以上つかったループの水冷式クーラーを作る。 30 値段が高いのは君のせいだ! 在庫にGPUを100個持つ。 10 忘れっぽい CPUにサーマルグリスを塗り忘れる。 10 ささやかな始まり レベル6に到達する。 5 すべてはこともなし レベル12に到達する。 10 勢いのあるビルド屋 レベル18に到達する。 15 ビッグビジネスマン レベル24に到達する。 30 ミスター・ビッグ レベル30に到達する。 60 トラブル2倍 2つ目の作業台を購入する。 15 脅威3倍 3つ目の作業台を購入する 15 整理整頓 ストレージカップボードを購入する。 15 秘密の実績 PC構築の凄ワザ HBPC(PCの構築について)モードを240秒以内に終わらせる。 15 札束の上に キャリアモードで$200,000の価値がある在庫を抱える。 20 ちゃんと繋げないと… PCに繋がないままモニターを使ってみる。 10 地獄で会おうぜ、ベイビー。 2029に到達する。 30 アマゾン好き 1度の配送で50個以上のアイテムを手に入れる。 20 ゲーム自体の難易度は☆1相当。一部の実績が解除困難で、コンプリートは現実的とは言いがたい。 特に『リアルで他にトライしてみては?』はこれといって救済措置もないので、苦行の域を超えている。 レベル30まで150時間程度だが、それまでに所持金が6万を超えたことはない。なので10万ですら高い壁である。 累積系の実績(『すごーい!』や『ささやかな始まり』など)でカウントが止まってしまう現象を確認。 システム上は解除されているがプロフィールに反映されず、通知が来ていないだけの場合がある。 より上位の実績を解除した際にまとめてプロフィールに反映される可能性があるので、セーブは消さないほうがよい。 (筆者の場合、『仕事はきっちり』解除時に『すごーい!』など他の実績も反映された) キラキラしようぜ! 「各種のライティング」とは以下の6つのパーツ。 CPU冷却装置 マザーボード メモリ グラフィックカード ケース ケースファン このうちケースファンとメモリは装着可能な最大数を装着しなければならない模様。 そのせいか、さほど難しい条件ではないのに解除率が妙に低い実績になっている。
https://w.atwiki.jp/farfalla/pages/44.html
Maple Simulator(Banned Story)の使い方 アバターシミュレータ MapleSimulator(英語):JavaScript必須 はじめ方 サイトに行き,下の画像をクリック Startをクリック キャラをいじるだけの場合デフォルト(下の画像)のままで問題ない 必要に応じてチェックを入れる ロードされ、下のような画面が出てくるのを待つ キャラのいじり方 まずは下の画像のように,上にあるタブから Window→Thumbnail Gallery をクリック 下のようなウィンドウが出てくるので Character Items をクリック 下のように部位が分かれているのでそれぞれ好きなアバターを選ぶBody Items:肌、顔、髪型 Accessories:顔装備、目装備、耳装備 Equipment:防具 Weapons:武器 完成! コツとか 下の画面の Character Properties で,細かい部分を設定することができます 頭装備などで髪型がつぶれてしまった場合:Auto Flat Hair のチェックを外す 片手武器、両手武器の持ち方切り替え:Stateを変更するStanding 1:片手武器 Standing 2:両手武器 ※わからない点があったら聞いてください 名前 コメント
https://w.atwiki.jp/hand_simulator/pages/54.html
概要 モードの一つのようにタイトル画面に鎮座しているが、別作品となる。 ハンドシミュの操作性と、軽い謎解きホラーゲームのようなテイスト。 マルチだとより楽しめるので、自分で買ってフレンドにもギフト爆撃しよう。 3部作セットのバンドルで購入すると安いのでオススメ。 【Hand Simulator Horror】https //store.steampowered.com/app/1027820/Hand_Simulator_Horror/ 【Hand Simulator Collection】https //store.steampowered.com/bundle/18445/Hand_Simulator_Collection/ 謎解きを伴う初プレイはそこそこ時間がかかるが、内容が分かれば短時間でクリア可能。 1プレイが短いので気軽にRTAに挑戦できる。 【SPEEDRUN.COM→Hand Simulator Horror】 【発売時の公式情報】 Hand Simulator Horror - Game Preview Trailer ゲーム説明 ハンドシミュの操作性をもって、不気味な家で謎解きをするゲーム。 落ちてる部品を集めたり、鍵を扉に挿して回したり、動物と戦ったりして生き残ろう。 【英語メッセージ一覧】 すぐに消えて読めない英文の一覧、翻訳付き。軽いヒント集として使えます。 【アップデート情報】 アプデで割と大きな変化があったため、内容をまとめています。 【詳細攻略】 そのうち作ります。メッセージ一覧が程よいヒントになってるのでいらない説がある。 ホラー要素はオマケ程度なので怖いのが苦手の人も安心。 謎解きを伴う初プレイそこそこ時間がかかるが、内容が分かれば短時間でクリア可能。 1プレイが短いので気軽にRTAに挑戦できる。 【SPEEDRUN.COM→Hand Simulator Horror】 操作方法等 お手手モード [左シフト] - 手の左右切り替え [左クリック] - 握る [マウス移動 + ホイール] - 手を動かす [右クリック + マウス移動] - 手首の回転 [Z/X/C/V/Space] - 指の個別操作 [左Ctrl] - 手を下げる、しゃがむ [R] - 手を上げる、立つ、腕位置のリセット 移動モード [W/A/S/D] - 移動 [マウス移動] - 体の向き、視点の向きを変える [左シフト + W] - 走る [ホイールクリック] - 主観モード、ボイスチャット(押しながら喋る) [E] - 食べる(オプションに存在するが、食べ物が無い) ほぼサバイバルと同様。 右ドラッグによる手首回しが本家とちょっと違うのも同じ。 ほとんどの物で重量を無視しているので、物を運びやすくなっている。 操作難易度的には本家ホラーやボムより低いので、本家勢ならクリアは容易いでしょう。 ほどよい長さなのでRTAに挑戦しようね。 【SPEEDRUN.COM→Hand Simulator Horror】 参考動画 ※他のハンドシミュと違って、謎解きゲームなのでネタバレ注意! 【RTA】ハンドシミュレーター ホラー バグ無し 9分6秒66(ニコニコ動画) 【RTA】ハンドシミュレーター ホラー バグあり 5分45秒46【WR】(ニコニコ動画) 【RTA】ハンドシミュレーター ホラー 4人プレイバグ無し 7分7秒(ニコニコ動画) このページに関するコメント 注意事項は雑談・質問に準じます。 wikiに掲載されている内容が【最新とは限りません】。気づいた点があれば、編集するか、コメント欄に情報をお願いします。 名前
https://w.atwiki.jp/nyanmage1967/pages/281.html
Microsoft Flight Simulator 95 Microsoft Flight Simulator 98 Microsoft Flight Simulator 2000 Microsoft Flight Simulator 2002 Microsoft Flight Simulator 2004、Microsoft Flight Simulator 2004 翼の創世紀 Microsoft Flight Simulator X、Microsoft Flight Simulator X 栄光の翼 Microsoft Flight Simulator Prepar 3D 「フライト・シミュレータ」 へ戻る 「ゲームソフト攻略サイト まとめwiki」TOP へ戻る
https://w.atwiki.jp/appwiki/pages/54.html
Unable to run app in Simulator エラーの対応方法 xCodeで開発していた際に以下のエラーアラートが出力された Unable to run app in Simulator An error was encountered while running (Domain = FBSOpenApplicationErrorDomain, Code = 4) というわけで解決方法をメモ iOSシミュレータのコンテンツをリセット iOSシミュレータの下記メニューからコンテンツをリセットする。 [iOS Simulator] → [Rest Contents and Settings...] → [Reset]
https://w.atwiki.jp/j-simulator/pages/15.html
J-Simulator Developer s Site (1)一般人向け(主としてネットサーフィンでホームページに到達する一般の方々)(オープン環境) J-simulatorってなに J-simulatorの構造 J-simulatorの構想、将来 J-simulatorのスケジュール J-simulatorのサンプルの可視化画像(宣伝) J-simulatorの参加者名簿 J-simulatorの論文リスト J-simulatorの関連リンク (2)J-Simulatorユーザ向け(オープン環境でよい?) User s guide サンプル計算結果ファイル 可視化画像など (3)J-Simulator開発者向け(ID パスワード管理、クローズ環境) SVNマニュアル モジュール仕様 運用マニュアル ディスカッションページ(blog形式) 観測データセットページ(後々整備)
https://w.atwiki.jp/j-simulator/pages/33.html
J-Simulatorのサンプル可視化画像 IR simulation by the J-simulator using NICAM data CPR Lidar simulation by the J-simulator using NICAM data edit