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10. 衝突検出210.7. Geometry Classes10.7.1. Sphere Class 10.7.2. Box Class 10.7.3. Plane Class 10.7.4. Capped Cylinder Class 10.7.5. Ray Class 10.7.6. Triangle Mesh Class 10.7.7. Geometry Transform Class 10.8. User defined classes 10. 衝突検出2 10.7. Geometry Classes 10.7.1. Sphere Class dGeomID dCreateSphere (dSpaceID space, dReal radius); Create a sphere geom of the given radius, and return its ID. If space is nonzero, insert it into that space. The point of reference for a sphere is its center. 与えられたradiusの球体geomを生成し、そのIDを返す。 spaceがゼロでない場合、スペースに挿入する。参照ポイントはその球体の中心である。 void dGeomSphereSetRadius (dGeomID sphere, dReal radius); Set the radius of the given sphere. 与えられた球体の半径を設定する。 dReal dGeomSphereGetRadius (dGeomID sphere); Return the radius of the given sphere. 与えられた球体の半径を返す。 dReal dGeomSpherePointDepth (dGeomID sphere, dReal x, dReal y, dReal z); Return the depth of the point (x,y,z) in the given sphere. Points inside the geom will have positive depth, points outside it will have negative depth, and points on the surface will have zero depth. 10.7.2. Box Class dGeomID dCreateBox (dSpaceID space, dReal lx, dReal ly, dReal lz); Create a box geom of the given x/y/z side lengths (lx,ly,lz), and return its ID. If space is nonzero, insert it into that space. The point of reference for a box is its center. 与えられたx/y/zの側面の長さ( lx, ly, lz )のgeomボックスを生成し、そのIDを返す。splaceがゼロでない場合、スペースに挿入する。参照ポイントはそのボックスの中心である。 void dGeomBoxSetLengths (dGeomID box, dReal lx, dReal ly, dReal lz); Set the side lengths of the given box. 与えられたboxの側面を設定する。 void dGeomBoxGetLengths (dGeomID box, dVector3 result); Return in result the side lengths of the given box. 与えられたboxの側面をresultとして返す。 dReal dGeomBoxPointDepth (dGeomID box, dReal x, dReal y, dReal z); Return the depth of the point (x,y,z) in the given box. Points inside the geom will have positive depth, points outside it will have negative depth, and points on the surface will have zero depth. 10.7.3. Plane Class dGeomID dCreatePlane (dSpaceID space, dReal a, dReal b, dReal c, dReal d); Create a plane geom of the given parameters, and return its ID. If space is nonzero, insert it into that space. The plane equation is a*x+b*y+c*z = d The plane's normal vector is (a,b,c), and it must have length 1. Planes are non-placeable geoms. This means that, unlike placeable geoms, planes do not have an assigned position and rotation. This means that the parameters (a,b,c,d) are always in global coordinates. In other words it is assumed that the plane is always part of the static environment and not tied to any movable object. void dGeomPlaneSetParams (dGeomID plane, dReal a, dReal b, dReal c, dReal d); Set the parameters of the given plane. 与えられたplaneのパラメータを設定する。 void dGeomPlaneGetParams (dGeomID plane, dVector4 result); Return in result the parameters of the given plane. 与えられたplaneのパラメータをresultとして返す。 dReal dGeomPlanePointDepth (dGeomID plane, dReal x, dReal y, dReal z); Return the depth of the point (x,y,z) in the given plane. Points inside the geom will have positive depth, points outside it will have negative depth, and points on the surface will have zero depth. 10.7.4. Capped Cylinder Class dGeomID dCreateCCylinder (dSpaceID space, dReal radius, dReal length); Create a capped cylinder geom of the given parameters, and return its ID. If space is nonzero, insert it into that space. A capped cylinder is like a normal cylinder except it has half-sphere caps at its ends. This feature makes the internal collision detection code particularly fast and accurate. The cylinder's length, not counting the caps, is given by length. The cylinder is aligned along the geom's local Z axis. The radius of the caps, and of the cylinder itself, is given by radius. void dGeomCCylinderSetParams (dGeomID ccylinder, dReal radius, dReal length); Set the parameters of the given capped cylinder. void dGeomCCylinderGetParams (dGeomID ccylinder, dReal *radius, dReal *length); Return in radius and length the parameters of the given capped cylinder. dReal dGeomCCylinderPointDepth (dGeomID ccylinder, dReal x, dReal y, dReal z); Return the depth of the point (x,y,z) in the given capped cylinder. Points inside the geom will have positive depth, points outside it will have negative depth, and points on the surface will have zero depth. 10.7.5. Ray Class A ray is different from all the other geom classes in that it does not represent a solid object. It is an infinitely thin line that starts from the geom's position and extends in the direction of the geom's local Z-axis. rayは固体を表さないので他のすべてのgeomクラスとは異なる。 geomの位置からスタートし、geomのローカルのZ軸の方向に伸びる無限に薄いラインである。 Calling dCollide between a ray and another geom will result in at most one contact point. Rays have their own conventions for the contact information in the dContactGeom structure (thus it is not useful to create contact joints from this information) 線と別のgeomの間のdCollideを呼ぶことは、大部分で1つの 接触ポイントで終わる。線はdContactGeom構造体に接触情報の条約を持つ(したがって、この情報から接触ジョイントを生成のために用いられな い): pos - This is the point at which the ray intersects the surface of the other geom, regardless of whether the ray starts from inside or outside the geom. normal - This is the surface normal of the other geom at the contact point. if dCollide is passed the ray as its first geom then the normal will be oriented correctly for ray reflection from that surface (otherwise it will have the opposite sign). depth - This is the distance from the start of the ray to the contact point. Rays are useful for things like visibility testing, determining the path of projectiles or light rays, and for object placement. dGeomID dCreateRay (dSpaceID space, dReal length); Create a ray geom of the given length, and return its ID. If space is nonzero, insert it into that space. void dGeomRaySetLength (dGeomID ray, dReal length); Set the length of the given ray. 与えられたrayの長さを設定する。 dReal dGeomRayGetLength (dGeomID ray); Get the length of the given ray. 与えられたrayの長さを取得する。 void dGeomRaySet (dGeomID ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz); Set the starting position (px,py,pz) and direction (dx,dy,dz) of the given ray. The ray's rotation matrix will be adjusted so that the local Z-axis is aligned with the direction. Note that this does not adjust the ray's length. void dGeomRayGet (dGeomID ray, dVector3 start, dVector3 dir); Get the starting position (start) and direction (dir) of the ray. The returned direction will be a unit length vector. 10.7.6. Triangle Mesh Class A triangle mesh (TriMesh) represents an arbitrary collection of triangles. The triangle mesh collision system has the following features 三角形メッシュ(TriMesh)は、三角形の任意のコレクションを表 す。三角形メッシュ衝突システムは次の特徴を持つ: Any triangle ``soup'' can be represented --- i.e. the triangles are not required to have any particular strip, fan or grid structure. どんな三角形"スープ"は表すことができる---つまり、三角 形はどんな特殊な一片(ファンか格子構造)も持つことは要求されない。 Triangle meshes can interact with spheres, boxes, rays and other triangle meshes. 三角形メッシュは球体、箱、線、他の三角形メッシュなどと作用 することができる。 It works well for relatively large triangles. 比較的大きな三角形にうまく働く。 It uses temporal coherence to speed up collision tests. When a geom has its collision checked with a trimesh once, data is stored inside the trimesh. This data can be cleared with the dGeomTriMeshClearTCCache function. In the future it will be possible to disable this functionality. それは、衝突試験をスピードを上げるために一時的に結合する。 geomが一度trimeshとの衝突を確認した場合、データはtrimeshの内部で格納される。このデータは dGeomTriMeshClearTCCache関数で取り除くことができる。今後、この機能性を無効にすることは可能である。 Trimesh/Trimesh collisions, perform quite well, but there are three minor caveats The stepsize you use will, in general, have to be reduced for accurate collision resolution. Non-convex shape collision is much more dependent on the collision geometry than primitive collisions. Further, the local contact geometry will change more rapidly (and in a more complex fashion) for non-convex polytopes than it does for simple, convex polytopes such as spheres and cubes. In order to efficiently resolve collisions, dCollideTTL needs the positions of the colliding trimeshes in the previous timestep. This is used to calculate an estimated velocity of each colliding triangle, which is used to find the direction of impact, contact normals, etc. This requires the user to update these variables at every timestep. This update is performed outside of ODE, so it is not included in ODE itself. The code to do this looks something like this const double *DoubleArrayPtr = Bodies[BodyIndex].TransformationMatrix- GetArray(); dGeomTriMeshDataSet( TriMeshData, TRIMESH_LAST_TRANSFORMATION, (void *) DoubleArrayPtr ); The transformation matrix is the standard 4x4 homogeneous transform matrix, and the "DoubleArray" is the standard flattened array of the 16 matrix values. NOTE The triangle mesh class is not final, so in the future API changes might be expected. dTriMeshDataID dGeomTriMeshDataCreate(); void dGeomTriMeshDataDestroy (dTriMeshDataID g); Creates and destroys a dTriMeshData object which is used to store mesh data. void dGeomTriMeshDataBuild (dTriMeshDataID g, const void* Vertices, int VertexStride, int VertexCount, const void* Indices, int IndexCount, int TriStride, const void* Normals); Used for filling a dTriMeshData object with data. No data is copied here, so the pointers passed into this function must remain valid. This is how the strided data works struct StridedVertex { dVector3 Vertex; // 4th component can be left out, reducing memory usage // Userdata }; int VertexStride = sizeof (StridedVertex); struct StridedTri { int Indices[3]; // Userdata }; int TriStride = sizeof (StridedTri); The Normals argument is optional the normals of the faces of each trimesh object. For example, dTriMeshDataID TriMeshData; TriMeshData = dGeomTriMeshGetTriMeshDataID ( Bodies[BodyIndex].GeomID); // as long as dReal == floats dGeomTriMeshDataBuildSingle (TriMeshData, // Vertices Bodies[BodyIndex].VertexPositions, 3*sizeof(dReal), (int) numVertices, // Faces Bodies[BodyIndex].TriangleIndices, (int) NumTriangles, 3*sizeof(unsigned int), // Normals Bodies[BodyIndex].FaceNormals); This pre-calculation saves some time during evaluation of the contacts, but isn't necessary. If you don't want to calculate the face normals before construction (or if you have enormous trimeshes and know that only very few faces will be touching and want to save time), just pass a "NULL" for the Normals argument, and dCollideTTL will take care of the normal calculations itself. void dGeomTriMeshDataBuildSimple (dTriMeshDataID g, const dVector3*Vertices, int VertexCount, const int* Indices, int IndexCount); Simple build function provided for convenience. typedef int dTriCallback (dGeomID TriMesh, dGeomID RefObject, int TriangleIndex); void dGeomTriMeshSetCallback (dGeomID g, dTriCallback *Callback); dTriCallback* dGeomTriMeshGetCallback (dGeomID g); Optional per triangle callback. Allows the user to say if collision with a particular triangle is wanted. If the return value is zero no contact will be generated. typedef void dTriArrayCallback (dGeomID TriMesh, dGeomID RefObject, const int* TriIndices, int TriCount); void dGeomTriMeshSetArrayCallback (dGeomID g, dTriArrayCallback* ArrayCallback); dTriArrayCallback *dGeomTriMeshGetArrayCallback (dGeomID g); Optional per geom callback. Allows the user to get the list of all intersecting triangles in one shot. typedef int dTriRayCallback (dGeomID TriMesh, dGeomID Ray, int TriangleIndex, dReal u, dReal v); void dGeomTriMeshSetRayCallback (dGeomID g, dTriRayCallback* Callback); dTriRayCallback *dGeomTriMeshGetRayCallback (dGeomID g); Optional Ray callback. Allows the user to determine if a ray collides with a triangle based on the barycentric coordinates of an intersection. The user can for example sample a bitmap to determine if a collision should occur. dGeomID dCreateTriMesh (dSpaceID space, dTriMeshDataID Data, dTriCallback *Callback, dTriArrayCallback * ArrayCallback, dTriRayCallback* RayCallback); Constructor. The Data member defines the vertex data the newly created triangle mesh will use. void dGeomTriMeshSetData (dGeomID g, dTriMeshDataID Data); Replaces the current data. void dGeomTriMeshClearTCCache (dGeomID g); Clears the internal temporal coherence caches. void dGeomTriMeshGetTriangle (dGeomID g, int Index, dVector3 *v0, dVector3 *v1, dVector3 *v2); Retrieves a triangle in object space. The v0, v1 and v2 arguments are optional. void dGeomTriMeshGetPoint (dGeomID g, int Index, dReal u, dReal v, dVector3 Out); Retrieves a position in object space based on the incoming data. void dGeomTriMeshEnableTC(dGeomID g, int geomClass, int enable); int dGeomTriMeshIsTCEnabled(dGeomID g, int geomClass); These functions can be used to enable/disable the use of temporal coherence during tri-mesh collision checks. Temporal coherence can be enabled/disabled per tri-mesh instance/geom class pair, currently it works for spheres and boxes. The default for spheres and boxes is 'false'. The 'enable' param should be 1 for true, 0 for false. Temporal coherence is optional because allowing it can cause subtle efficiency problems in situations where a tri-mesh may collide with many different geoms during its lifespan. If you enable temporal coherence on a tri-mesh then these problems can be eased by intermittently calling dGeomTriMeshClearTCCache for it. 10.7.7. Geometry Transform Class A geometry transform `T' is a geom that encapsulates another geom `E', allowing E to be positioned and rotated arbitrarily with respect to its point of reference. 形状変形’T’は別のgeom’E’をカプセルに入れるgeomで、E が参照ポイントに関して任意に位置し回転することを可能にする。 Most placeable geoms (like the sphere and box) have their point of reference corresponding to their center of mass, allowing them to be easily connected to dynamics objects. Transform objects give you more flexibility - for example, you can offset the center of a sphere, or rotate a cylinder so that its axis is something other than the default. もっとも配置できるgeom(球体やボックスのような)は、それらの質 量中心に対応する参照ポイントを持ち、力学オブジェクトに容易に接続が可能である。変形オブジェクトは弾力性が与えられる。例えば、球体の中心を補正でき たり、または軸がデフォルトでないようなシリンダの回転を補正できる。 T mimics the object E that it encapsulates T is inserted into a space and attached to a body as though it was E. E itself must not be inserted into a space or attached to a body. E's position and rotation are set to constant values that say how it is transformed relative to T. If E's position and rotation are left at their default values, T will behave exactly like E would have if you had used it directly. Tはカプセル化されたEオブジェクトに似た構造である:Tはスペースに 挿入され、Eのような剛体に繋がれる。E自体はスペースに挿入または、剛体に繋がれてはいけない。Eの位置と回転は、Tに関係したものを変形させた一定値 に設定される。Eの位置と回転がデフォルト値で残された場合、それを直接使用していたならば、Eが持つように、Tは正確に作用するだろう。 dGeomID dCreateGeomTransform (dSpaceID space); Create a new geometry transform object, and return its ID. If space is nonzero, insert it into that space. On creation the encapsulated geometry is set to 0. 新しい形状変形したオブジェクトを生成し、そのIDを返す。space が非ゼロである場合は、そのspaceに挿入する。生成においては、カプセルに入れられた幾何学は0に設定される。 void dGeomTransformSetGeom (dGeomID g, dGeomID obj); Set the geom that the geometry transform g encapsulates. The object obj must not be inserted into any space, and must not be associated with any body. カプセルに入った形状変形したgのgeomを設定する。objオブジェ クトは任意のスペースに挿入されてはならない、そして任意の剛体に関係していてはいけない。 If g has its clean-up mode turned on, and it already encapsulates an object, the old object will be destroyed before it is replaced with the new one. gがクリーンアップ・モードで付けているとき、それが既にオブジェクト をカプセルに入れる場合、新しいものと取り替えられる前に、古いオブジェクトが破棄される。 dGeomID dGeomTransformGetGeom (dGeomID g); Get the geom that the geometry transform g encapsulates. カプセル化された幾何学トランスフォームのgであるgeomを取得す る。 void dGeomTransformSetCleanup (dGeomID g, int mode); int dGeomTransformGetCleanup (dGeomID g); Set and get the clean-up mode of geometry transform g. If the clean-up mode is 1, then the encapsulated object will be destroyed when the geometry transform is destroyed. If the clean-up mode is 0 this does not happen. The default clean-up mode is 0. 形状変形gのクリーンアップモードの設定取得を行う。クリーンアップ モードが1の場合、カプセル化されたオブジェクトは形状変形が破棄されたとき破棄される。クリーンアップモードが0の場合、なにも起こらない。デフォルト のクリーンアップモードは0である。 void dGeomTransformSetInfo (dGeomID g, int mode); int dGeomTransformGetInfo (dGeomID g); Set and get the "information" mode of geometry transform g. The mode can be 0 or 1. The default mode is 0. With mode 0, when a transform object is collided with another object (using dCollide (tx_geom,other_geom,...)), the g1 field of the dContactGeom structure is set to the geom that is encapsulated by the transform object. This value of g1 allows the caller to interrogate the type of the geom that is transformed, but it does not allow the caller to determine the position in global coordinates or the associated body, as both of these properties are used differently for encapsulated geoms. With mode 1, the g1 field of the dContactGeom structure is set to the transform object itself. This makes the object appear just like any other kind of geom, as dGeomGetBody will return the attached body, and dGeomGetPosition will return the global position. To get the actual type of the encapsulated geom in this case, dGeomTransformGetGeom must be used. 10.8. User defined classes ODE's geometry classes are implemented internally as C++ classes. If you want to define your own geometry classes you can do this in two ways Use the C functions in this section. This has the advantage of providing a clean separation between your code and ODE. Add the classes directly to ODE's source code. This has the advantage that you can use C++ so the implementation will potentially be a bit cleaner. This is also the preferred method if your collision class is generally useful and you want to contribute it to the public source base. What follows is the C API for user defined geometry classes. Every user defined geometry class has a unique integer number. A new geometry class (call it `X') must provide the following to ODE Functions that will handle collision detection and contact generation between X and one or more other classes. These functions must be of type dColliderFn, which is defined as typedef int dColliderFn (dGeomID o1, dGeomID o2, int flags, dContactGeom *contact, int skip); This has exactly the same interface as dCollide. Each function will handle a specific collision case, where o1 has type X and o2 has some other known type. A "selector" function, of type dGetColliderFnFn, which is defined as typedef dColliderFn * dGetColliderFnFn (int num); This function takes a class number (num), and returns the collider function that can handle colliding X with class num. It should return 0 if X does not know how to collide with class num. Note that if classes X and Y are to collide, only one needs to provide a function to collide with the other. This function is called infrequently - the return values are cached and reused. A function that will compute the axis aligned bounding box (AABB) of instances of this class. This function must be of type dGetAABBFn, which is defined as typedef void dGetAABBFn (dGeomID g, dReal aabb[6]); This function is given g, which has type X, and returns the axis-aligned bounding box for g. The aabb array has elements (minx, maxx,miny,maxy,minz,maxz). If you don't want to compute tight bounds for the AABB, you can just supply a pointer to dInfiniteAABB, which returns +/- infinity in each direction. The number of bytes of "class data" that instances of this class need. For example a sphere stores its radius in the class data area, and a box stores its side lengths there. The following things are optional for a geometry class A function that will destroy the class data. Most classes will not need this function, but some will want to deallocate heap memory or release other resources. This function must be of type dGeomDtorFn, which is defined as typedef void dGeomDtorFn (dGeomID o); The argument o has type X. A function that will test whether a given AABB intersects with an instance of X. This is used as an early-exit test in the space collision functions. This function must be of type dAABBTestFn, which is defined as typedef int dAABBTestFn (dGeomID o1, dGeomID o2, dReal aabb2[6]); The argument o1 has type X. If this function is provided it is called by dSpaceCollide when o1 intersects geom o2, which has an AABB given by aabb2. It returns 1 if aabb2 intersects o1, or 0 if it does not. This is useful, for example, for large terrains. Terrains typically have very large AABBs, which
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Warfront Factions The Black Garden o [[Defiant]] - The Moribund o Guardian - Caretakers Whitefall Steppes o Defiant - Eldritch Seekers o Guardian - Whitefall Brigade The Codex o Defiant - The Storm Guard o Guardian - The Unspoken The Battle for Port Scion o Defiant - Eldritch Vanguard o Guardian - Noble Guard Ally Factions Rank Neutral(0)- Friendly(5K)- Decorated(10K)- Honored(20K)- Revered(35K)- Glorified(60K)- Venerated(90K) Quicksilver College o Zones - Silverwood o MAX = Honored Freemarch Wardens o Defiant - Freemarch o MAX = Honored Gloamwood Waykeepers o Zones - Gloamwood o MAX = Honored Granite Falls o Zones - Stonefield o MAX = Honored Red Scar Iron Claw Trappers o Zones - Scarwood Reach o MAX = Revered Icewatch o Zones - Iron Pine Peak o MAX = Glorified Quarry Rats o Zones - Scarlet Gorge o MAX = Decorated The Runeguard o Zones - Moonshade Highlands o MAX = Glorified Arcane Hand o Zones - Droughtlands o MAX = Revered Dragonslayer Covenant o Zones - Shimmersand o MAX = Revered? Order of Mathos o Zones - Stillmoor o MAX = ? The Keepers o Zones - Ember Isle o MAX = ? Empyreal Alliance o Zones - ? o MAX = Glorified Hailol o Zones - ? o MAX = Glorified Kelari Expedition o Zones - ? o MAX = ? Necropolis Caretakers o Zones - ? o MAX = Glorified The Achyati o Zones - ? o MAX = Glorified The Qaijiri o Zones - Ashora? o MAX = Glorified Rift Factions Water Plane o Defiant - Mercurial Savants o Guardian - Order of Purity Death Plane o Defiant - The Grim Disciples o Guardian - Order of Death Serpent Fire Plane o Defiant - Ember Scholars o Guardian - Order of the Flame Earth Plane o Defiant - The Shale Collegiate o Guardian - Mendicant Order Air Plane o Defiant - Zephyrian Collective o Guardian - The Storm Inquisition Life Plane o Defiant - Students of the Vale o Guardian - Order of Life Serene Torvan Hunters o MAX = Venerated The Lycini o MAX = Venerated Raid Rifts Stillmoor - Death Life Shimmersand - Air Iron Pine Peaks - Water Water Plane Freemarch Moonshade Highlands Iron Pine Peak Death Plane Freemarch Stonefield Gloamwood Scarlet Gorge Scarwood Reach Moonshade Highlands Iron Pine Peak Stillmoor Fire Plane Silverwood Gloamwood Scarlet Gorge Droughtlands Shimmersand Earth Plane Stonefield Gloamwood Scarlet Gorge Droughtlands Shimmersand Air Plane Droughtlands Iron Pine Peak Shimmersand Life Plane Silverwood Scarwood Reach Moonshade Highlands Stillmoor
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Xperia Z5 Xperia™ Z5 | ソニーモバイルコミュニケーションズ http //www.sonymobile.co.jp/xperia/softbank/z5/ Xperia™ Z5 - ソフトバンク http //www.softbank.jp/mobile/products/list/xperia-z5/ ケース ソリッドバンパー これで角の強度がとても増す。 ただでさえ大きいサイズがこれをつけることによって、さらに大く感じる。 しかし、落下時に少しだけ安心感がある。 ギルドデザイン Xperia Z5 ソリッドバンパー アルミスマホケース(注文:2016年4月5日(火)) http //www.gilddesign.com/goods-xperiaz5.html システムUI調整ツール 歯車ボタン長押しで、隠しメニューが表示される。 https //plus.google.com/101141784043406101803 Android6.0の隠し設定 1.クイック設定を開いて歯車を回るまで(約2秒)長押しする。 2.「システムUI調整ツールを設定に追加しました」と出たら設定の「システムUI調整ツール」を開く 3.「内蔵電池の割合を表示」をオンにする これで充電していないときは電池残量が%で表示されるようになる。 強制リブート・シャットダウン方法 20160329 いまのところ固まったことはありませんが、知っておかないと意外と困るのでメモしました。 強制リブート ボリュームアップボタン + 電源ボタンを 30 秒間押す 強制シャットダウン ボリュームアップ + 電源ボタンを3秒間押す(3回振動)。 または、 SIMカードトレイの脇にある赤い小さなボタンを3秒間押す。 または、 SIMトレイを抜く。 Fastboot Fastbootモード ボリュームアップを押したまま USB ケーブルを接続。 PC Companion や FlashTool 利用 ボリュームダウンを押しながら USB ケーブルを接続。 無効にしたアプリリスト ・アニメ放題(SoftBank) ・Yahoo JAPANショートカット ・とく放題(SoftBank) 2016/01/24 ・Netflix(SoftBank) 2016/01/24 ・パ・LIVE(SoftBank) 2016/03/12 特に説明はなかったが、このサービスがパケット5G以上のプラン契約で使用可なのかな 2016年03月16日(水)にサービス終了とのこと。 2016年03月17日(木)からスポナビライブ(3000円または500円)が別途開始されるとのこと。 アンインストール(2016/03/12) スマホ安心サービス、のアプリ 2016/01/24 サービスを利用していないため削除。 無効にしたかったができなかったアプリリスト(無効が無効になっている) ・ブック放題(SoftBank) そのうち無効予定アプリリスト ・App Pass(SoftBank) 特に説明はなかったが、このサービスは月々割に加入してると実質無料になるのかな、来月の様子を見る(2016/01/24) サポートセンタへ問い合わせた結果、 App Passの料金370円は月月割に含まれるとのこと。 具体的には、月月割の-1760円のところが、-1390円になるとのこと。 よって放置、ただ月月割が終わる24ヵ月分放置かな(2016/03/12) ・スマトピ(SoftBank) ・File Commander ・OfficeSuite 機種変更時に勝手に月額課金サービスへ加入させられていたもの 恐ろしいことに勝手に加入されていた。 電話やネットで解約。 ・ウェブルートセキュリティコンプリート 540円 http //wbrt.jp ・スマート・チェッカー 378円 https //mypermi.com/withdraw ・スマート補償 594円 株式会社Hi‐Bit http //smart-hosho.jp/s/ 電話での解約(解除)しかできないらしい。 スマート補償(S)のご契約・ご解約に関するお問い合わせ 0120-201-038 受付時間 10:00〜18:00 年中無休(年末年始除く) ところで TMというマークがついているが、意味は以下、 http //www.jazy-ip.com/dictionary/word_other.html 『TMマークとは、Trademarkの略語であって、単に「商標」を意味するに過ぎません。よって、登録していない商標、例えば、出願前の商標や、出願中の商標についてもTMマークを付することができます。』、とのこと Micro SD card 2016年10月24日(月)にアマゾンで200GBのMicro SDカードを注文。
https://w.atwiki.jp/vocaloidenglishlyric/pages/406.html
【Tags Miku Toma Tooma tB B】 Original Music title バビロン English music title Babylon Romaji music title Babiron Music Lyrics written, Voice edition by トーマ(Tooma) Music arranged by トーマ(Tooma) Singer(s) 初音ミク (Hatsune Miku) Click here for the original Japanese Lyrics English Lyrics (translated by animeyay): Its shopping district in the sky is congested, and its borders consolidated with pastel. Flutter oscillation, driving force, and theories of aestheticism are being misused legally by the wonderlanders. Even the nuns prayers are turning into drugs, while laughter of gamblers with rolls of money can be heard everywhere. Packs of stray dogs are walking a parade of triumphant return, with their barking voices scattering the applauding hands of the audience. Everything is covered with lies, everyone is deceiving everyone, emotions are gained and lost, and nothing can be spared. People s hearts are being targeted by rubber band guns. Telling the gangsta-wannabes about the world, you attach serial numbers to them and gamble gamble! People are born and raised on these perfectly level streets, so they have cast away their ordinary life. Residential buildings are also used as shipyards, covered with blimps crash remains. In this nation of entertainment, even the official language has become fuzzy. Here s a merry-go-round capable of centrifugation, and there s a Ferris wheel in the corner of a shrine. At the decayed markets are clusters of slum dwellers. The intoxicated lovey-dovey couples present such an unsightly stereo image, and who is that girl who just gave me a middle finger?! "Wait, honey, darling!" This kind of mediocre welcome has gotten really tiring. To the part-time movie stars, who have lost their cheers from the audience, you have sold your pride, and indulged in psychedelic trips. Staring up at steel towers that have electric lines growing out of them, you frolic in the shady back valleys. Within the flowing waves and waves of people, a mask dealer is on his stomach and soliciting for the baby held in your arms, who, usually a source of distress, has stopped crying at the chime of the bell. Lalala... It s a shallow song about the shallow you. On a hot and humid night, you cry to the rock star in your mixed living quarter; filled with listlessness before the war, you attempt love suicide for a third time. Smile evasively at the rows of soldiers, and take off your tengu mask already. Telling the gangsta-wannabes about the world, you attach serial numbers to them and gamble gamble! Bidding goodbye to this pitch black street, I guess, uh, see you tomorrow then. Romaji lyrics (transliterated by animeyay): kuuchuu hankagai no zattou kokkyou wa PASUTERU-gatame FURATTA shindou gendouryoku tanbiron gouhou WANDARANDA ran you SHISUTAA no inori mo DORAGGU ni satsutaba no kakeru waraigoe mure o nashita suteinu no gaisen PAREEDO hoechirasu koe kanshu no te uso-mamire damashiai sontoku kanjou shinra-banshou neratta shinzou GOMU-teppou sekai o kataru HARIBOTE GYANGUSUTA ni renban naranda GUANGURI tobaku mattaira na kono machi de sodatte atarimae o suteta juutaku no yousai zousenjo fuyuusen no tsuiraku-ato goraku minzoku kouyougo mo kondou enshin-bunri MERII-GOO-RAN kanransha wa jinja no katasumi kouhai shijou satta SURAMU hinmin yotte RAVI-DAVI sanzan na onzou nakayubi tateta shoujo wa dare? "matte, HANII, DAARIN!" bon you na kangei ni akireta kassai nakushita hiyatoi MUUBII SUTAA ni utta PURAIDO kanjou TORIPPU densen hayashita tettou miage rojiura de odoru nagare nagareru hito no umi harabai de nedaru o-men ya kane no ne de nakiyamu akago sono te ni dakareta urei o RARARA... asai KIMI no uta nettaiya ni naku zakkyo BIRU ROKKU SUTAA ni senzen no taida sandome no shinjuu heitai no retsu ukiyo ni waratte tengu no men hazushite yo sekai o kataru HARIBOTE GYANGUSUTA ni renban naranda GUANGURI tobaku makkura na kono machi to o-wakare hora jaa mata ashita. [Toma, Tooma]
https://w.atwiki.jp/cacwar/pages/35.html
PL・RLBな方々 PhantomLoad Pri 名前 レベル(大体) クラン名 備考 ピーフォ 70+ ΨPhantomLoadΨ Kni 名前 レベル(大体) 備考 紊 70+ 棗(なつめ)じゃなくて紊(びん)でした本人のブログより。梵の別 ティエフ 80+ COI Vorzer 80+ りぼんぱんだ 80+ COI(控えめ) のーざん 70+ 腐女子7 XkiritoX COI まろじ ノーザン COI DE 名前 レベル(大体) 備考 リトア 80+ COI T9B 80+ チビメロン 75+ COI ぷく太郎 不明 殺されると顔真っ赤 あんちこ 80+ COI 萬福丸 Drk 名前 レベル(大体) 備考 飛露 80+ リブレット 不明 COI 凶暴モモンガ IL 名前 レベル(大体) 備考 混沌丸 不明 WhiteDiamond 75+ エルフ 名前 レベル(大体) 備考 結真 80+ バインダー 夢魔 80+ 火 藍那 80+ イレキャン 火 桜花ちゃん 80+ 菜龍 75+ 不明 愛唯 COI 不明 クレイフォー 不明 NB えめりん 75+ NB Holy-Elf 不明 NB Wiz 名前 レベル(大体) 備考 ぽんぽんまる 不明 鈴江 80+ GarnetStar DarkChildren 後衛 RedLionBlood Pri 名前 レベル(大体) クラン名 備考 赤き獅子 55+ RedLionBlood Kni 名前 レベル(大体) 備考 EGYS 80+ COI グリンツ 不明 DE 名前 レベル(大体) 備考 連打が遅い グリッパー ふかん マーサ Drk 名前 レベル(大体) 備考 IL 名前 レベル(大体) 備考 エルフ 名前 レベル(大体) 備考 ニックセン 75+ 不明 はるかな COI NB Wiz 名前 レベル(大体) 備考 エルノワ 星輩 COD GillesDeRais 職業不明 名前 レベル(大体) 備考 Pirokon
https://w.atwiki.jp/uo88/pages/269.html
概要 通称 ミノタウロス 生息地 Labyrinth 関連生物 minotaur captain, minotaur scout, tormented minotaur 名声 11000 カルマ -11000 戦利品 400-500 gold, Lv3 Treasure Map 解体 2 生のあばら肉(Raw Ribs) アビリティ ハイド暴き 特効 ウシ類 テイム可能値 - バード難度 87.6 ステータス ステータス HP スタミナ マナ STR DEX INT 最小 301 91 31 301 91 31 最大 340 110 50 325 110 50 抵抗 抵抗 物 炎 冷 毒 エ 最小 55 25 30 30 30 最大 65 35 40 40 40 ダメージ DMG 物 炎 冷 毒 エ 11-20(xx-xx) 100 スキル スキル 格闘 戦術 耐性 解剖学 毒 魔法 評価 瞑想 最小 86.5 81.4 55.8 0 - - - - 最大 92.1 97.8 64 0 - - - - コメント 名前 コメント
https://w.atwiki.jp/period0/pages/44.html
参加イラストレーター一覧 公式サイトで掲載されているイラストレーターの一覧です。 Webサイト、Twitterがある場合、編集が出来る方は不足情報の補完をお願いします。 誤ったサイトのリンクがあった場合は、コメントへご連絡お願いします。 ※敬称略 ※現在実装されているカードに名前の載っていない方が多数存在します。今後実装予定のカードで参加されるか、もしくは携帯版の時に参加されていた可能性があります。 イラストレーター名 公式サイト/Twitter あさぎり http //asgr01.tumblr.com/ 安倍吉俊 https //twitter.com/abfly?lang=ja 文倉十 https //twitter.com/haino?lang=ja 安里 イシバシヨウスケ https //twitter.com/ishibashiyosuke 板鼻利幸(SQEX) https //twitter.com/itabee イトウ ヨウイチ http //www.geocities.jp/sohh_666/ いのまたむつみ http //ameblo.jp/inomata-mutsumi/ ウスダヒロ http //hirousuda.weebly.com/ 開田裕治 http //home.att.ne.jp/green/kaida/ 風間雷太 http //apocrypha.cside.com/ 加藤直之 http //naokatoh.cocolog-nifty.com/blog/ コタニ トモユキ http //styleos.blog.shinobi.jp/ しゅう スズキゴロウ http //gaialot.com/ 高橋武久 http //www.alternas-union.com/ タカヤマトシアキ http //t-com.moo.jp/ タケダサナ http //www.sanatakeda.com/ 立川虫麻呂 http //mushimaro.com/ 塚本陽子 http //yokotyo.sub.jp/ 帝国少年 http //tksn.sakura.ne.jp/ 寺田克也 http //cacazan.com/ といく 戸橋ことみ http //www.geocities.jp/tobashi_rj/ 中井覚 凪良 http //www.sec.or.tv/ 那知上 陽子 http //www.ne.jp/asahi/hp/nac/ 猫犬人間 http //nekoinu.sakura.ne.jp/top.html ※同名の別イラストレーターさんの可能性有 ねなし http //usitora.com/wp/ 春乃壱 http //mannaz.moo.jp/ 久方綜司 http //www.esorasekai.com/ ぽぽるちゃ http //www001.upp.so-net.ne.jp/poporucha1/top.html まつしまかずお http //playlandom.com/ マルオユキヒロ http //mirukasi.jorougumo.com/ 御影石材 http //karen.saiin.net/~sekizai/ モレシャン http //morechand.tumblr.com/ 山×2 https //twitter.com/yamakakeru2 やまだ裕次郎 活動休止中、見つからず 山中虎鉄 http //www.cotetsu.org/ 山宗 http //fweb.midi.co.jp/~heavenlybody/ 山本章史 http //yam.edisc.jp/dagaro/ るろお http //bwg.style.coocan.jp/blog/ 安達洋介 http //quista.jugem.jp/ 伊藤サトシ https //twitter.com/munimunidenchi 伊藤龍馬(SQEX) 一徳 http //members.jcom.home.ne.jp/ittoku01/hp/index.html 音楽ナスカ http //ongakunasca.client.jp/ 加藤龍勇 吉岡英嗣 吉田明彦 宮武知也 http //park14.wakwak.com/~tom/ 匡吉 http //masamasaworld.nobody.jp/ 金子鉄一 http //www.moon.sannet.ne.jp/sisizan/index.html 吟 http //otowa.ciao.jp/ 甲壱 http //05184462.at.webry.info/ 高田明美 http //www.takada-akemi.net/ 高梨かりた http //bccraft.in.coocan.jp/ 哉ヰ涼 http //fweb.midi.co.jp/~flowlish/ 咲嶋らく http //freiz.relias.jp/ 三好載克 http //www.ne.jp/asahi/plasma/jungle/ 三崎 礫 http //hemisufia.hannnari.com/ 山崎太郎 http //www.h2.dion.ne.jp/~y_taro/ 士基 軽太 http //ka95.jp/ 姉崎ダイナミック http //dynamic00.blog56.fc2.com/ 志緒野 博 http //shionohiro.sblo.jp/ 七片 藍 http //nanahira.com/ 柴乃櫂人 http //kr3.oops.jp/ 緒方剛志 http //ogatakouji.minibird.jp/Public/index.html 小林智美 http //www.kobayashi-tomomi.com/ 上田夢人 http //www.genocidekiss.com/ 須田彩加 http //as-em.serio.jp/ 杉浦善夫 http //www.big.or.jp/~yoshio/ 正子公也 http //www.suiko108.com/index.html 西村キヌ https //twitter.com/nishi_katsu?lang=ja 青木梨恵 仙田聡 http //xianren.jp/ 前河悠一 http //www014.upp.so-net.ne.jp/kuroichigo/ 前田ヒロユキ http //honeybones.cocolog-nifty.com/blog/ 蒼井龍一 村山竜大 http //ovopack.tumblr.com/ 村瀬倫太郎 https //twitter.com/rin_murase 池田宗隆 http //www.ikedamunetaka.com/ 中川 悠京 http //www007.upp.so-net.ne.jp/uk888/ 中北晃二 https //twitter.com/bing_chang 中野友和 http //backyardbuilt.blog118.fc2.com/ 長澤 真 http //www.jasonworks.net/index.html 直良有祐(SQEX) 槻城ゆう子 http //akashicflower.jp/ 添田一平 http //soedaippei.o.oo7.jp/ 島崎麻里 http //shimaco777.blog6.fc2.com/ 藤ちょこ http //www.fuzichoco.com/ 日暮 央 http //nakaba-attic.jp/ 萩谷 薫 http //www3.kcn.ne.jp/~sasuke-s/ 白亜右月 http //yellowtag.blog57.fc2.com/ 晩杯あきら http //yatsukame.blog.fc2.com/ 緋原 ヨウ http //hemisufia.hannnari.com/ 美樹本晴彦 http //www.mikimotoharuhiko.com/ 米田仁士 http //members.jcom.home.ne.jp/zarathustra/ 碧風羽 http //www.geocities.jp/foomidori/ 木下勇樹 http //kino13.com/ 有田満弘 http //mitsuhiroarita.com/ 夕仁 http //p-girl.sakura.ne.jp/ 緑川美帆 http //ldra.net/ 連(muraji) 六七質 http //www.geocities.jp/syk_3276771/ DAISUKE IZUKA(okome) http //www.kcc.zaq.ne.jp/d-trench/ hippo https //twitter.com/handstandhippo Juu. koji kyo http //www8.plala.or.jp/kyo_/ MASAKI http //backfire.jp/ miogrobin http //miogrobin.mgb.hacca.jp/ NAKAGAWA http //nakagawa.hamazo.tv/ RAREENGINE http //rareengine.blogspot.jp/ Ryo-ta. H http //rakugakijikan.ninja-web.net/ S.of.L sime http //sime.daa.jp/ TANA http //tana00.sakura.ne.jp/ Tomatika http //tomatika.daa.jp/ wolfina http //wolfina.com/snake-heart/ Yocky http //www.yocky.biz/ --- URL --- URL --- URL --- URL コメント 名前 コメント すべてのコメントを見る ここを編集
https://w.atwiki.jp/japaneseartist/pages/10.html
Ryota Matsumoto is one of the most prominent philosophers of postdigital theory and visual artist known for the hybrid art. He is a principal and founder of an award-winning interdisciplinary design office, Ryota Matsumoto Studio based in New York and Tokyo. Biography Born in Tokyo, he was raised in Hong Kong and Japan. He received a Master of Architecture degree from University of Pennsylvania in 2007 after his studies at Architectural Association in London and Mackintosh School of Architecture, Glasgow School of Art in early 90’s. Matsumoto has previously collaborated with a cofounder of the Metabolist Movement, Kisho Kurokawa, and with Arata Isozaki, Peter Christopherson, Cesar Pelli and MIT Media Lab before establishing his office. As a designer and consultant of Nihon Seikei Inc. and Japanese railway, he has worked on high-profile projects including Kyushu University Ito Campus masterplan(2003-2005), Shinjuku redevelopment project in Tokyo(2009-2012), Bach Mai hospital in Hanoi(2000) and Qingdao mixed-use development in China(2011). He has presented his work on posthumanism, digital design and bio art at the 5th symposium of the Imaginaries of the Future at Cornell University, the Espaciocenter workshop at TEA Tenerife Espacio de las Artes, Oslo National Academy of the Arts, UCI Claire Trevor School of the Arts and NTT InterCommunication Center as a visual artist. As a video producer, he has worked with Peter Christopherson for Japanese Nike commercial and contributed to the promotional projects for his first solo album as Threshold Houseboys Choir. His academic career started as a teaching assistant for architectural historian, Vincent Joseph Scully Jr. and his seminar, the Natural and Manmade in 1993. During his visiting fellowship at the Glasgow school of Art, he has been engaged in research on the process of integrated urban regeneration under the guidance of Giancarlo De Carlo and Isi Metzstein. He continued his pursuit in urban studies and participated in seminal research projects with MIT Media Lab and KieranTimberlake exploring high-rise modular housing, sustainability and design interventions for Dhaka, Bangladesh in 2005. He has served as an MFA advisor of Transart institute, University of Plymouth and teaches at Asagaya Institute of Art and Design as a professor of practice. He is a research associate at the New Centre of Research Practice found by Mohammad Salemy, Jason Adams and Reza Negarestani. Matsumoto is the recipient of Visual Art Open First Prize, FILE (Electronic Language International Festival) Prix Lux Finalist, Florence Biennale Mixed Media 2nd Place Award, Premio Ora Prize Italy 5th Edition, Premio Ora Prize Spain 1st Edition, Donkey Art Prize III Edition Finalist, Best of Show IGOA Toronto, Art Kudos Best of Show Award, Lynx International Prize Be Art Builder Award, Lumen Prize Finalist and Western Bureau Art Prize Honorable Mention. He was awarded the Gold Artist Prize from ArtAscent Journal, the 1st Place Prize from Exhibeo Art Magazine and the Award of Excellence from the Creative Quarterly Journal of Art and Design in 2015 and 2016. His work is part of the permanent collection of University of Texas at Tyler. His work, writings, and interviews were published in Kalubrt Magazine, University of North Carolina Wilmington Journal Palaver, Furtherfield.org, The Journal of Wild Culture, Studio Visit Magazine, Fresh Paint Magazine, H+ Magazine, International Artist Magazine, Made In Mind Magazine, Arizona State University Journal Superstition Review, Creative Review, Next Nature Network, Rhizome.org, Carbon Culture Review, KooZA/rch, Supersonic Art, Component Design (Winka Dubbeldam ed.), Post Digital Aethetics (Berry and Dieter ed.), Drawing Discourse (University of North Carolina Asheville), Highlike(SEPI-SP editors) and Drawing Futures (The Bartlett UCL) among others. Matsumoto s multidisciplinary projects have been exhibited recently at Meadows Gallery University of Texas at Tyler, S. Tucker Cooke Gallery University of North Carolina Asheville, Sebastopol Center for the Arts, National Museum of Korea, Van Der Plas Gallery, ArtHelix Gallery, Caelum Gallery, Limner Gallery, the Cello Factory, University of the District of Columbia, Lux Art Gallery, Studio Montclair, Manifest Gallery, Tenerife Espacio de las Artes, Art Basel Miami, ISEA International, FILE Sao Paulo, Nook Gllery and Arts and Heritage Centre Altrincham. He also had solo exhibitions at Transylvania University (2015), Los Angeles Center of Digital Art (2016) and Alviani ArtSpace, Pescara (2017). Links The Official Website https //www.ryotamatsumoto.com The New Centre Profile https //thenewcentre.org/people/ryota-matsumoto Prabook https //prabook.com/web/ryota.matsumoto/619708 Facebook https //www.facebook.com/ryota.matsumoto.718 Instagram https //www.instagram.com/ryt.matsumoto Enpedia https //enpedia.rxy.jp/wiki/松本良多 LinkedIn https //www.linkedin.com/in/ryota-matsumoto-68746080 Discogs https //www.discogs.com/ja/artist/5796857-Ryota-Matsumoto Muck Rack Journalist Profile https //muckrack.com/ryota-matsumoto
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PEGORINO'S PRIDE ~Philから電話~ Phil Niko, I told Jimmy P about you. He wants to meet ya. Niko、Jimmy Pにお前のことを話しといたぜ。会いたいそうだ。 Niko Has he got work? 仕事かい? Phil Yeah, he's got stuff that needs doing. Head over to his house off of Beaverhead in Westdyke. ああ、片付けなきゃならんごたごたがある。WestdykeのBeaverheadにある彼の家に来てくれ。 ~Philからメール~ Niko, wear some respectable clothes - suit, tie, shoes, all that shit - for the meet with Jimmy. Niko、礼儀正しい服装で来い。スーツ、ネクタイ、靴、その手のものだ。Jimmyに会うにはな。 ~Pegorino宅~ Jimmy's wife Yeah? 何? Niko I'm here to see Mr. Pegorino... ミスター・Pegorinoに会いにきたのですが。 Jimmy's wife Well, I didn't think you were here to sell me insurance. まあ保険を売り込みにきたとは思ってないけどさ。 Jimmy's wife So you here to work for him, shoot him, or arrest him? Or maybe all three? で、夫のために働くんだか夫を撃つんだか逮捕するんだかをしにきたってわけかい。それとも全部かい? Anthony Its okay, Mrs. P, I'll deal with this. いいんです、奥さん。私が面倒を見ますから。 Jimmy's wife Yeah, I'm in life threatening situation and I'm having a conversation here. ああそうだねえ。私はここで命の危険にさらされながら応対してるわけさ。 Jimmy's wife He could have killed me. You're useless. コイツ(Niko)に殺されてたかもしれないってのに。役立たずだわ。 Jimmy's wife Organized crime, my ass. なにが組織犯罪だか! Jimmy's wife With guys like you, no wonder this 'organization' is doing so wonderfully.(その場から立ち去る) あんたみたいなまぬけな奴ばっかりだから「組織犯罪」がこんなに儲かるわけね。 Anthony You Nick? Come on. お前がNickか?来い。 Anthony Peg. Peg。 Jimmy What? 何だ。 Anthony Someone for you. 客です。 Jimmy Oh, yeah, yeah, yeah, yeah. ああ、そうそう、そうだった。 Jimmy So... were you followed? それで…つけられてないだろうな? Niko I don't think so. つけられてはいないと思うが。 Niko Oh... いや… Niko I mean, who knows. わからねえ。 Jimmy Exactly... I mean, we can pretty much guarantee you were followed. その通り…まあ、お前さんがつけられてたことは間違いなく保証する。 Jimmy The question is "did you know about it?". 問題は「お前がそれに気づいていたか?」だ。 Jimmy And right now, I don't know the answer to that question. 今時点でその答えは知らん。 Jimmy But to be honest, I don't really care neither. しかし正直なところ、どっちだろうがどうでもいい。 Jimmy I know enough about you, your cousin, your friends... 俺はお前についてもお前のいとこについても、友達についても十分に知っとる。 Jimmy I know a lot of people around you end up in jail. そのほとんどの連中がいずれ牢屋にぶち込まれるだろうってこともな。 Niko Some maybe. まあ、いくらかはそうかもな。 Jimmy But that's the same all over town. This is a dying game. だがこの街じゃ全て同じようなもんだ。商売も傾きかけてる。 Niko I don't understand. わからねえな。 Jimmy I mean I'm going to ask you to deal with a problem, 言いたいのは、俺はお前に問題を処理してくれと頼もうとしているってことだ。 Jimmy and you're going to deal with it, そしてお前は問題を処理する。 Jimmy or you're not going to deal with it, and you're going to be a problem that somebody else has to deal with. お前は問題を処理しないのなら、おまえ自身が誰かに処理される問題になる。 Jimmy But me? I ain't doing nothing. 俺はどうかって?俺は何もしない。 Niko Yes, okay. So what's the problem? あぁ、わかった。それで問題は何だ。 Jimmy We'll get to that. すぐ分かる。 Jimmy Anthony! Anthony! Anthony Yo! はい! Jimmy Did Phil call? Philから電話は? Anthony Not yet, boss. Ray called. まだありません、ボス。Rayからはありました。 Jimmy Oh course he did. またアイツか。 Jimmy I wonder... is it better to have a talented snake, 俺は迷っている…才能豊かなヘビを飼うのがいいのか、 Jimmy or a stoical lion, who's gonna be cut down in his prime? 無欲なライオンがいいのか。誰がその働き盛りに切り捨てられることになるのか? Jimmy I don't know. What do you think? 俺にはわからん。お前はどう思う? Niko I don't understand what you're talking about. 俺にはあんたが何を言っているのかわからねえ。 Jimmy You do, but I ain't going to push. いや、お前は分かっとる。だが無理強いはすまい。 Jimmy Anthony, get in here! Anthony、入ってこい! Anthony Boss? 何でしょう? Jimmy Where's Big Pete and Marco? Big PeteとMarcoはどこだ? Anthony On their way. 今向かっています。 Jimmy Listen to me... here's what the plan is. よく聞け…計画はこうだ。 Jimmy Me and two of my guys gonna meet with a couple of boys from the Pavano family. 俺と二人がPavano一家の二人と会うことになっている。 Jimmy I need these guys if we're ever gonna be taken serious... 俺たちが一目置かれるには奴らが必要なのだ… Jimmy you know, get on the Commission. つまりだ、コミッションに加わる。 Jimmy Now the thing is, these guys ain't, shall we say... 今までのところ、実際には、奴らは、何と言うかつまり… Jimmy shown us the appropriate respect in the past. しかるべき敬意を見せてこなかった。 Jimmy I want you... to run security. お前には…護衛をやってもらいたい。 Jimmy Keep an eye on things, 'cause they won't be looking out for you. ちゃんと成り行きに目を光らせておけ、お前は見つからんだろうがな。 Jimmy Ah, here they are, it's either them or the cops. ああ、あいつらが来たか。でなけりゃ警察だ。 Anthony It's them, they're outside. Looks like Ray's here too. アイツらです。外にいます。Rayもいるようですが。 Jimmy I know it's them. God, give me strength... そんなことはわかっとる。神よ、力を… Jimmy I'll be out in a minute. Look after Ray 'til I get back. 俺もすぐに行く。それまでRayの面倒を見てろ。 Ray Hey, Tone. よう、Tone。 Anthony Hey, Ray. やあ、Ray。 Ray I need to speak with Pegorino.(Rayが強引にJimmyの部屋に入る) Pegorinoと話がある。 Anthony Hey, what, what ya doing? He's busy. おい、な、何をするんだ。ボスは忙しいんだ。 Ray Hey, Niko, huh. ほう、Niko。 Ray Oh, boss - salve. ああ、ボス。どうも。 Jimmy Get up. 頭をあげろ。 Anthony I'm sorry boss. すみません、ボス。 Ray This guy's everywhere, like a friggin' cockroach or something, ha? この男はどこにでもいますな。いまいましいゴキブリか何かみたいに。 Ray In a good way. いい意味で。 Anthony Ray, you and me is gonna talk. The boss has got business. Ray、あんたはこっちに来てくれ。ボスには仕事がある。 Ray Yeah, uh boss, I got you this, because I care. ああ。あの、ボス。これは私からの気持ちです。お受け取りを。 Jimmy You boys have fun. まあ遊んで来い。 ~外~ Get in Pegorino's car. Pegorinoの車に乗れ。 Niko Jimmy's on his way. Jimmyは今こっちに向かってる。 Big Pete or Marco Niko, right? Skipper said you'd be driving. Nikoだな?船長(*ボスの意)はお前が運転と言ってた。 Big Pete or Marco The sit down's over at the old refinery in the Acter Industrial Park. 話し合いはActer Industrial Parkの古い製油所である。 Jimmy What are yous waiting for? Hit it, let's go. 何を待っている?さっさと出せ、行くぞ。 Drive to the old refinery. 古い製油所まで運転しろ。 ~移動中~ Jimmy You guys all friends now? Nice. You best hope you made a good first impression on Niko, boys. お前たち、もう仲良くなったか?Nikoにいい印象を持ってもらうようにしておけよ、坊主ども。 Jimmy He's gonna be the one looking out for you during this meet. この面会中にお前らの面倒を見てくれるただ一人の人間だからな。 Jimmy Well, he's being paid to look out for me so saving you guy's asses would be overtime. いや、彼は俺の面倒を見ることで金をもらうんだから、お前らのケツを拭くのは残業ってことになるな。 Marco That's just if the shit goes down, right boss? The Pavanos wouldn't fuck with you. それはヤバい状況になったらの話ですよね、ボス?Pavanoの奴らもボスをコケにはせんでしょう。 Jimmy Wake up you fucking mook. Everybody is trying to fuck everybody. 目を覚ませ、この馬鹿もんが。皆、誰かをコケにしようとしてんだ。 Jimmy We just hoping they got the manners to smile to our faces before they do it. 俺たちが期待していいのは、やつらがそうする前に俺たちに笑顔を向けるだけのマナーを知ってることぐらいだ。 Marco You giving them a nice little offering though, skip. けどあなたはそいつらにちょっとした素敵な贈り物をしようとしてなさるわけで、船長。 Marco They ain't gonna turn up their noses at that. それを鼻であしらったりはせんでしょう。 Jimmy God give me strength. It's like I'm dealing with children here. ああ神よ力を。まるで俺は子供の世話でもしてるみたいだ。 Jimmy No wonder I ain't on the Commission when my muscle is this stupid! 俺の手足がこんな馬鹿どもだとコミッションに参加できるわけがない! Niko If the Pavanos is a Liberty City family, what are they doing coming out to Alderney for this meet? Pavano一家がリバティー・シティの一家なら、Alderneyのこの面会には何をしにやって来るんだ? Jimmy I let them operate out here from time to time. 俺はちょくちょく、奴らがここで仕事をするままにさせておいた。 Jimmy Pavanos work a little shy business in this side of the West River. Pavanoの連中はちょっとした目立たないビジネスをWest Riverのこちら側でやっている。 Jimmy They also control a few bookies. 多少の賭博も開いとる。 Jimmy I don't mind 'em taking a bite. I don't even make 'em give me a taste. 一口二口かじる程度のことをわしは気にはせん。ショバ代払えとさえ言ったことはない。 Jimmy Hopefully they gonna respect that when it comes time to ask them for a favor. 俺がものを頼むことになったとき、そのことを思い出してくれるといいがな。 Niko You can't be too confident if you got me here? 俺までよこすってことはまだ安心できないコトでもあるのか? Jimmy You're insurance. I'm the captain of this ship because I look at every possibility. お前は保険だ。そして俺はこの船の船長だ。俺はすべての可能性を見張るからな。 Jimmy Check to make sure my ass is covered in each situation. どういう状況でも確実に俺が安全なようにしてるわけだ。 Jimmy I think about what's gonna happen if this guy screws me, if this one turns state's, and so on. 奴らが俺をコケにしようとしたり、誰かが裏切ったり、そうしたいろいろが起きたらどうなるかを俺は考える。 Pete That's why you're the boss, boss. だからボスがボスなんすね。 Jimmy Shut up, Jesus. You're worse than my mother. 黙れ、アホが。お袋よりタチが悪いぜ。 Jimmy Anyways, that's why Ray ain't ever gonna make it to the level he wants to reach. とにかく、Rayが望みの地位にのし上がれねぇのはそのへんの理由だ。 Jimmy He's too busy thinking about himself. 奴は自分のことで精一杯だ。 Jimmy That diamond fuck up is case in point. I'm like a fucking chess player. あのダイヤモンドの失敗がまさにそうだ。俺はチェスプレイヤーみたいなもんだ。 Jimmy You're covering me for six moves ahead お前は6手先を読んで俺を守れ。 Jimmy when me and the Pavanos is just putting our first pawns out there on the checkerboard. 俺とPavanoが第1手でポーンを動かす間にな。 Marco I like what you did there, skip. Real clever. すんごいですね、船長。マジで賢い。 Jimmy Can you do me a favor? Can you just shoot yourself to save me the trouble of doing it? 俺の頼みを聞いてくれるか?面倒が起こる前に自分で頭をブチ抜いてくれねぇか? Jimmy Can ya, Marco? Jesus. どうだMarco?まったく。 ~目的地に到着~ Jimmy Give him the rifle, Marco. Marco、ライフルをNikoに渡せ。 Jimmy You expect him to start throwing empty cans from up there if this thing kicks off? まさかの時に空き缶でも投げさせる気でいるのか? Marco No way, Skip. Here you go.(Nikoにライフルを渡す) まさか、船長。ほらよ。 Jimmy Niko, go up into that building. There should be a spot where you can see over the meet. Niko、あのビルに登れ。会合全体を見張れる場所があるはずだ。 Jimmy Don't start shooting unless they attack us. I didn't want this thing screwing up for no good reason. 奴らが攻撃を始めるまで撃っちゃダメだ。まともな理由もなくこれを失敗させるわけにはいかんのだ。 Go to the vantage point and watch over the meet. 眺めの良い位置へ行き、会談を見張れ。 ~指定場所で待機~ Keep a guard over Pegorino. Pegorinoを見守れ。 (銃撃戦が始まる) Protect Pegorino from the Pavanos. Pavano一家からPegorinoを守れ。 (狙撃終了後、再び銃撃戦が始まる) Rescue Pegorino. Pegorinoを救出しろ。 ~Jimmyを救出~ Jimmy The fucking Pavanos. If the rest of the Commission knew they did this... Pavanoの野郎ども!コミッションの他の奴らがこれを知ったら… Niko I'm sure the whole city will be up in arms. 街が戦争状態になるのは確かだな。 Jimmy The motherfuckers, trying to whack me at a sit down... クソったれどもめ、取引の場で俺を殺そうとするとは… (車で逃走するPavanos) Jimmy They trying to make off with my tribute! The fucking nerve. 俺の手みやげを持ち逃げしようとしてやがる!いかれた神経だ! Jimmy We're gonna ice those fucks Niko! クソどもを皆殺しにするぞ、Niko! Get Pegorinos offering back from the Pavanos. Pegorinoの手土産をPavano一家から取り戻せ。 ~追走中~ Jimmy Alright, let's get these slimeball bastards. People like that give Italians a bad name. よし、あのクソどもを始末するぞ。ああいう奴がイタリア人の評判を下げるんだ。 Jimmy Whatever happened to the honored society and all that shit? 誇るべきイタリア人社会や文化とかはどうなる? Niko Can't say I know. 俺にはなんとも言えないね。 Jimmy They didn't even send a fucking Capo. 奴らは幹部クラスさえよこさなかった。 Jimmy This is a declaration of war. The Pegorinos and the Pavanos are hitting the mattresses. これは宣戦布告だ。Pegorino一家とPavano一家の戦争になるぞ。 Jimmy You heard it here first. お前も聞いてただろ。 Niko I saw it through the scope on that rifle. ライフルのスコープで見ていたよ。 Jimmy We gonna get that gift back and make this crew pay for their disrespect. Come on. 手土産を取り戻して、ナメた真似をしやがった報いを受けさせるぞ。来い。 (追い詰められたPavanosが車を乗り捨て逃走) Get Pegorino's offering back from the Pavanos. Pegorinoの贈り物をPavano一家から取り戻せ。 Jimmy The dumb fucks have crashed. Go get my gift and make the fuckers pay. 間抜けどもが、事故りやがった。手土産を取り戻してこい。クソどもに報いを。 Jimmy I ain't leaving this car with these injuries. 俺は怪我があるからここにいる。 (敵を一掃) Go get Pegorino's offering. Pegorinoの手土産を手に入れろ。 (バッグを入手) Get back in Pegorino's car with the offering. 手土産を持ってPegorinoの車に戻れ。 ~Jimmyと合流~ Niko Here you go. ほら、これだろ。 Jimmy You're a good earner, Niko. Take me back to my place. 良い腕した稼ぎ屋だ、Niko。家まで連れて帰ってくれ。 Take Pegorino back to his place. Pegorinoを家に連れて帰れ。 ~移動中~ Jimmy I can't believe Pavanos would treat me like this. The Pegorino name should mean something to them. Pavanoどもが俺にこんな真似をするとは信じられん。Pegorinoの名前は奴らにも浸透していると思ってたが。 Jimmy It means something in Alderney even if it don't in Algonquin. 仮にAlgonquinではそうでないとしても、Alderneyでは浸透してんだ。 Jimmy They better not think of crossing that West River and not looking over their shoulders. 奴らがWest Riverを渡ろうもんなら常に後ろを気にしなければならんようにしてやる。 Niko Too bad about Marco and Pete. MarcoとPeteには気の毒なことだった。 Jimmy Marco and Pete? Oh yeah, those guys didn't make it, did they? Well, too fucking bad. MarcoとPeteだと?おお、そうだ。あいつらは駄目だったのか?ああ、そりゃお気の毒だ。 Jimmy They knew what they was signed on for. Weren't complaining on the way out, were they? この世界に足を踏み入れたときからココがどういうものか分かっていた。行く時も文句は言ってなかったろ? Jimmy No they weren't. Happy to be on board with the skipper. ああ。船長の船に乗れて幸せだったろう。 Niko Yeah, well, they seemed like good kids. ああ、そうだな、無邪気な子供みたいだった。 Jimmy Ah these kids come and go. It ain't worth paying attention to them until they prove they can survive. ああいうガキは現れては消えていく。生き残れるって証明できるまでは目をかけても無駄ってもんだ。 Jimmy I just move on and hire some wannabe wiseguys off the street. 俺はただ街からワルになりたがる連中をまた雇ってくるだけだ。 Niko It's that simple? そんな単純な話なのか? Jimmy Has to be. I only start paying attention to my crew when they start putting me in an awkward position. そうでなけりゃならん。俺は部下が俺を抜き差しならん立場に追い込もうとするときだけ部下に注意を向ける。 Jimmy Either because they know too much and might rat. 知りすぎている裏切ろうとするネズミ部下か、 Jimmy Or because they got too much power and they're too smart to get themselves clipped. いらねぇ力と知恵を持ったばかりに、いつまでもこの世にはびこるような部下だ。 Jimmy Ray was nothing to me until he started earning big and sticking his nose in places it didn't belong. Rayにしたってでっかく突き出した鼻をあちこちに突っ込んで回り始めるまでは、俺にとってはなんでもない奴だった。 Niko Rats seems to get everywhere you don't want them to be. ネズミってのは居てほしくないところにばかりいるもんさ。 Jimmy Only way you know is by finding their shit all over the place in the morning. 朝になってそこらじゅうがフンまみれになってるのを見て初めて気がつくんだ。 Jimmy Phil's different. He's been my man for a while. Philは違う。長い間俺の仲間だ。 Jimmy Only, how much can I do with a guy who ain't a full Italian? だが、100%イタリア人じゃない奴とどれだけ仕事ができるかだ。 Jimmy He's 90% Irish. あいつは90%はアイルランド人なんだ。 Jimmy It don't do too well for the reputation of us Pegorinos having St Patrick that high up in our organization. 組織の幹部クラスに聖パトリックがいるってのは、Pegorino一家の評判にとってはよくねぇ。 Jimmy You see the respect we're getting out on the street. Jesus. 今この状態になってるのをみれば払われている敬意は分かる。まったく。 ~Pegorino宅に到着~ Jimmy You did good, kid. Kept your head when everyone else was losing theirs. 小僧、お前は良くやってくれた。誰もが脳味噌をなくしちまったときにお前だけはしっかり持っていた。 Jimmy Sometimes literally. We're gonna need your skills again soon. Arrivederci. 文字通り、時々な。すぐにまたお前の手を借りることになるだろう。じゃあな。
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Subjects-Professional&Technical-Engineering-General Subjects-Sports-IndividualSports-Cycling-BikeRepair? Subjects-Sports-IndividualSports-Cycling-General? Subjects-Sports-IndividualSports-Cycling-MountainBiking? Subjects-Sports-Mountaineering-General? Subjects-Sports-Mountaineering-MountainClimbing? Subjects-Sports-General? Outdoor Optics Lyons Pr? Leif J. Robinson? LyonsPr? LeifJ.Robinson? ユーズドブック(洋書)-Engineering ユーズドブック(洋書)-Outdoors&Nature Substores-UnknownASINs-35 Subjects-Engineering-General? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-Manufacturing? Subjects-Outdoors&Nature-Ecology-General? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-Manufacturing? Subjects-Professional&Technical-Engineering-General Subjects-Science-Nature&Ecology-General? Subjects-Science-Physics-General? Subjects-Science-Astronomy-Astronomy? Biological Invasions (Ecological Studies) Springer-Verlag? Wolfgang Nentwig? Springer-Verlag? WolfgangNentwig? ユーズドブック(洋書)-Engineering ユーズドブック(洋書)-History? ユーズドブック(洋書)-Nonfiction? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Professional&Technical? ユーズドブック(洋書)-Science? Subjects-Engineering-Civil-Environmental-Planning&Management? Subjects-History-Military-General? Subjects-History-Military-Weapons&Warfare-Biological&Chemical? Subjects-Nonfiction-Politics-Freedom&Security-Terrorism? Subjects-Outdoors&Nature-Flora-General? Subjects-Professional&Technical-Engineering-Civil-Environmental-Planning&Management? Subjects-Professional&Technical-ProfessionalScience-BiologicalSciences-Ecology? Subjects-Science-EarthSciences-Ecology-General? Subjects-Science-Nature&Ecology-Plants-General? The Versatile Fly Tyer Lyons Pr? Dick Talleur? LyonsPr? DickTalleur? ユーズドブック(洋書)-Engineering ユーズドブック(洋書)-Home&Garden? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Sports? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-Manufacturing? Subjects-Home&Garden-Antiques&Collectibles? Subjects-Outdoors&Nature-Ecology-LivingontheLand-Hunting&Fishing-Fishing-FlyFishing-FlyTying? Subjects-Outdoors&Nature-Ecology-LivingontheLand-Hunting&Fishing-Fishing-FlyFishing-General? Subjects-Outdoors&Nature-Ecology-LivingontheLand-Hunting&Fishing-Fishing-General? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-Manufacturing? Subjects-Sports-General? Subjects-Sports-Hunting&Fishing-Fishing-FlyFishing-FlyTying? Subjects-Sports-Hunting&Fishing-Fishing-FlyFishing-General? Subjects-Sports-Hunting&Fishing-Fishing-General? Acoustic Mimo Signal Processing (Signals and Communication Technology) Springer-Verlag? Yiteng Arden Huang? Jacob Benesty? Jingdong Chen? Springer-Verlag? YitengArdenHuang? JacobBenesty? JingdongChen? ユーズドブック(洋書)-Computers&Internet? ユーズドブック(洋書)-Engineering ユーズドブック(洋書)-Professional&Technical? ユーズドブック(洋書)-Science? Subjects-Computers&Internet-ComputerScience-Circuitry-Communication&SignalProcessing? Subjects-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-ProfessionalScience-Mathematics-Applied-General? Subjects-Science-General Subjects-Science-Mathematics-Applied-General? Bows and Arrows of the Native Americans Lyons & Burford Publishers, US? Jim Hamm? Lyons&BurfordPublishers,US? JimHamm? ユーズドブック(洋書)-Engineering ユーズドブック(洋書)-History? ユーズドブック(洋書)-Home&Garden? Subjects-Engineering-Industrial,Manufacturing&OperationalSystems-Manufacturing? Subjects-History? Subjects-Home&Garden-Antiques&Collectibles? Subjects-Professional&Technical-Engineering-Industrial,Manufacturing&OperationalSystems-Manufacturing? Subjects-Science-History&Philosophy-HistoryofTechnology? ユーズドブック(洋書)-Engineering 洋書