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https://w.atwiki.jp/cocoareferencejp/pages/91.html
Tags Performance ガイド 完成 Cocoa トップ ガイド Performance Cocoaのメモリ管理プログラミングガイド Cocoaのメモリ管理プログラミングガイド このページは外部に翻訳サイトが既にあります。 目次 Cocoaメモリ管理プログラミングガイド(外部サイト) この資料の最終更新:2009-03-04 ADCの最終更新:2009-10-21
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oath sign URL http //www.nicovideo.jp/watch/sm15907851 譜面情報 BPM 出典 Notes 作者名 投稿日 152 アニメ「Fate/Zero」OP 473 すいれん 11/10/17 作者による作品説明 前作が単押し多めだったので、適宜同時押しを混ぜ込む練習。 Level 選択肢 投票 10 (2) 9 (0) 8 (3) 7 (0) 6 (0) 5 (0) 1~4 (2) ちょもらんま (1) コメント欄 名前 コメント
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まずはworkの部分 int gr_mpsk_receiver_cc general_work (int noutput_items, gr_vector_int ninput_items, gr_vector_const_void_star input_items, gr_vector_void_star output_items) { const gr_complex *in = (const gr_complex *) input_items[0]; gr_complex *out = (gr_complex *) output_items[0]; int i=0, o=0; while((o noutput_items) (i ninput_items[0])) { while((d_mu 1) (i ninput_items[0])) { mm_sampler(in[i]); // puts symbols into a buffer and adjusts d_mu i++; } if(i ninput_items[0]) { gr_complex interp_sample = d_interp- interpolate( d_dl[d_dl_idx], d_mu); mm_error_tracking(interp_sample); // corrects M M sample time phase_error_tracking(interp_sample); // corrects phase and frequency offsets out[o++] = interp_sample; } } #if 0 printf("ninput_items %d noutput_items %d consuming %d returning %d\n", ninput_items[0], noutput_items, i, o); #endif consume_each(i); return o; } //コンストラクタ /*! * \brief Constructor to synchronize incoming M-PSK symbols * * \param M modulation order of the M-PSK modulation * \param thetaany constant phase rotation from the real axis of the constellation * \param alphagain parameter to adjust the phase in the Costas loop (~0.01) * \param beta gain parameter to adjust the frequency in the Costas loop (~alpha^2/4) * \param fmin minimum normalized frequency value the loop can achieve * \param fmax maximum normalized frequency value the loop can achieve * \param mu initial parameter for the interpolator [0,1] * \param gain_mu gain parameter of the M M error signal to adjust mu (~0.05) * \param omega initial value for the number of symbols between samples (~number of samples/symbol) * \param gain_omega gain parameter to adjust omega based on the error (~omega^2/4) * \param omega_rel sets the maximum (omega*(1+omega_rel)) and minimum (omega*(1+omega_rel)) omega (~0.005) * * The constructor also chooses which phase detector and decision maker to use in the work loop based on the * value of M. */ gr_mpsk_receiver_cc gr_mpsk_receiver_cc (unsigned int M, float theta, float alpha, float beta, float fmin, float fmax, float mu, float gain_mu, float omega, float gain_omega, float omega_rel) gr_block ("mpsk_receiver_cc", gr_make_io_signature (1, 1, sizeof (gr_complex)), gr_make_io_signature (1, 1, sizeof (gr_complex))), d_M(M), d_theta(theta), d_alpha(alpha), d_beta(beta), d_freq(0), d_max_freq(fmax), d_min_freq(fmin), d_phase(0), d_current_const_point(0), d_mu(mu), d_gain_mu(gain_mu), d_gain_omega(gain_omega), d_omega_rel(omega_rel), d_max_omega(0), d_min_omega(0), d_p_2T(0), d_p_1T(0), d_p_0T(0), d_c_2T(0), d_c_1T(0), d_c_0T(0) { //補間サンプルを計算 d_interp = new gri_mmse_fir_interpolator_cc();//Compute intermediate samples between signal samples x(k*Ts) d_dl_idx = 0; //omega(interpolation.クロックレート.サンプル間にいくつのシンボルが入っているかを示す.最大値はsamples/symbol)をセットする. set_omega(omega); // \param omega\ initial value for the number of symbols between samples (~number of samples/symbol) if (omega = 0.0) //omegaは0より大きくないとだめ throw std out_of_range ("clock rate must be 0"); if (gain_mu 0 || gain_omega 0) throw std out_of_range ("Gains must be non-negative"); assert(d_interp- ntaps() = DLLEN); //DLLEN(=8)はdelay line lengthらしい。。 // zero double length delay line. for (unsigned int i = 0; i 2 * DLLEN; i++) d_dl[i] = gr_complex(0.0,0.0); //d_dlはDDLENの二倍確保 // build the constellation vector from M make_constellation(); // Select a phase detector and a decision maker for the modulation order switch(d_M) { case 2 // optimized algorithms for BPSK /*! * \brief Phase error detector for BPSK modulation. * \param sample the I Q sample from which to determine the phase error * This function determines the phase error using a simple BPSK phase error detector by multiplying the real * and imaginary (the error signal) components together. As the imaginary part goes to 0, so does this error. * \returns the approximated phase error. */ //float phase_error_detector_bpsk(gr_complex sample) const;位相誤り検波 d_phase_error_detector = gr_mpsk_receiver_cc phase_error_detector_bpsk; d_decision = gr_mpsk_receiver_cc decision_bpsk; //bpsk用のスライサー(0以上or0以下).エラーを最小化するコンスタレーションを返す。 break; case 4 // optimized algorithms for QPSK d_phase_error_detector = gr_mpsk_receiver_cc phase_error_detector_qpsk; //qpsk; d_decision = gr_mpsk_receiver_cc decision_qpsk; break; default // generic algorithms for any M (power of 2?) but not pretty d_phase_error_detector = gr_mpsk_receiver_cc phase_error_detector_generic; d_decision = gr_mpsk_receiver_cc decision_generic; break; } } //シンボル一つずつをバッファーに入れてd_muを調節する。muは少数部分遅延 void gr_mpsk_receiver_cc mm_sampler(const gr_complex symbol) { gr_complex sample, nco; d_mu--; // skip a number of symbols between sampling d_phase += d_freq; // increment the phase based on the frequency of the rotation // Keep phase clamped and not walk to infinity while(d_phase M_TWOPI) d_phase -= M_TWOPI; while(d_phase -M_TWOPI) d_phase += M_TWOPI; nco = gr_expj(d_phase+d_theta); // get the NCO value for derotating the current sample sample = nco*symbol; // get the downconverted symbol // Fill up the delay line for the interpolator //バッファにダウンコーバートしたシンボルを入れる d_dl[d_dl_idx] = sample; //オーバーフロウのためバッファの後半部にこいつを入れる。 d_dl[(d_dl_idx + DLLEN)] = sample; // put this in the second half of the buffer for overflows //境界で遅延ラインインデックスをキープする d_dl_idx = (d_dl_idx+1) % DLLEN; // Keep the delay line index in bounds }
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Straight Oath(鬼) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Straight Oath 矢鴇つかさ feat. 三澤秋 2013 鬼16 182 549 / 30 STREAM VOLTAGE AIR FREEZE CHAOS 106 106 30 50 94 楽譜面(8) / 踊譜面(11) / 激譜面(14) / 鬼譜面(16) 属性 超発狂(地団駄)、左右振り、渡り、遠配置、ひねり、交互難、同時踏み、体力 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/b/1/b143ff9e.png 譜面動画 http //www.nicovideo.jp/watch/sm22157925 https //www.nicovideo.jp/watch/sm22157925 (x2.5, NOTE) 1 59~ プレイ動画 https //www.youtube.com/watch?v=kQ2I2op6jnE (x3.0, NOTE) https //www.youtube.com/watch?v=1DG20FutlPg (x2.5, NOTE, REVERSE) http //www.nicovideo.jp/watch/sm24900596 https //www.nicovideo.jp/watch/sm24900596 (x2.0, NOTE) 解説 激に引き続きSPは仮の姿かつ詐称枠。同時解禁の美夢鬼を強化したような譜面で、8分はところどころ遠く逆含めて交差渡りが頻発し、SPと変わらない16分密度を誇り、更に序盤と終盤の16分3連地団駄>同足始動16分軸滝>16分2連スキップなどは独自要素を含み凶悪。Xスペに16分を追加したような譜面で、相当なDPスキルと発狂耐性が必要 -- 名無しさん (2015-02-03 5 00 28) A20にて足15→足16に昇格。 名前 コメント コメント(私的なことや感想はこちら) 個人的に渚とどっこいどっこいの危険譜面 -- 名無しさん (2013-11-02 21 15 28) ヤバい。最近の足15は上下が激しいよ。侍下げてスタライ足16に上げるべき -- 名無しさん (2013-11-03 00 04 26) かなりきつい配置、渚と同じに同意 -- 名無しさん (2013-11-05 00 29 50) Straight Oath-XSpecal- と脳内変換するとしっくりくる。 -- 名無しさん (2013-11-05 03 31 27) ↑天才ここにあらわる。本当にXspecialだよこれ。。。 -- 名無しさん (2013-11-05 20 12 45) Xって言うより2013specialだね。 -- 名無しさん (2013-11-09 13 37 36) 個人的に小悪魔よりもキツイ -- 名無しさん (2014-12-25 20 26 21) Xスペのような変則的な8分でバランス崩したところに16分の滝が来るのでガチでコケる可能性があり注意。少なくとも16が半分以上埋まる程度の技術がないと挑戦しないほうがいいと思われる。 -- 名無しさん (2015-06-02 08 44 48) クリアだけではなくスコアも16相当。というか自分は下手な16よりスコアが出ない。譜面自体は超発狂の練習に使えるのでレベルが16になれば全て解決する気がする。15適正者が選ぶのは大変危険。 -- 名無しさん (2016-07-05 22 59 33) 適正の人にとっては、何が起こってるか分からないというレベル。無理に踏む必要はないと思われ -- 名無しさん (2016-09-29 13 43 09) 地団駄に慣れると、15卒業譜面かな、と思えるくらいになった。アクロスやらこの子、SPのMAX300やニーソ等、いろいろなBPMで地団駄をみっちり練習し、体勢を崩さずPfメインで拾えるようにする。8分滝も配置がかなりきつく、足16の非発狂地帯レベル。なので、足16にある程度太刀打ちできるくらいの地力をつける。ここまでやってようやく、ある程度スコアが狙って行けるレベルになる、という印象。 -- 名無しさん (2017-01-26 11 28 16) サビの配置が最大の難関。SP的な地団駄混じりのひねり→交差渡りからのアフロ踏み→16分11連→交差折り返し、という難解で疲れる配置が2セット -- 名無しさん (2017-10-10 21 10 33) 名前 コメント
https://w.atwiki.jp/infinityengine/pages/21.html
index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
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Oath 心跳回忆 Girl s Side 4th Heart的ED曲。 在告白结局之后的STAFF表展现时间内播出。 歌曲信息 作詞/作曲:lull 編曲:佐々木聡作 演唱:大多和孝治 歌词 何回も見てきた 君のその瞳(め)が どんな日より懐かしく見えるんだ そっと握りしめた その小さな手の ぬくもりがまだ残ってるから 近くにいれば触れればいい 離れた時は瞳(め)を閉じれば 僕らの想いはそこで引き合って 何度もキセキが起こったんだ 君と二人歩いてゆける 10年後も100年経ってもこの愛を誓うよ キスをしたり喧嘩したりさ ずっとずっと大切にするよ 約束する ‘’ときめき‘’をいつまでも君へ贈るよ 晴れた日には何処かへ行こう 雨降る日には話をしよう お互いのカケラが2つ重なって 新しい思い出が生まれたんだ 君と二人歩いていこう 今日の僕もこれからの僕も君だけを見てるよ 笑って泣いて 同じ日々はない どんな君も特別な君さ 約束する “ときめき”は変わらずに輝いてるよ 君と二人歩いてゆける 10年後も100年経ってもこの愛を誓うよ キスをしたり喧嘩したりさ ずっとずっと大切にするよ 約束する “ときめき”をいつまでも “ときめき”をいつまでも君へ贈るよ la la la…… 收录CD 心跳回忆 Girl s Side 4th Heart Original Soundtrack (2022/02/16) 相关页面 心跳回忆 Girl s Side 4th Heart 音乐
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