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作詞:Chiquewa 作曲:Chiquewa 編曲:Chiquewa 歌:巡音ルカ 翻譯:yanao 基於相互尊重,請取用翻譯者不要改動我的翻譯,感謝 Too Late For The Sky Oneday 和你度過相同的時間 是否到最後 都一直喜歡你的話 就好了呢? Someday 再度陷入情網心意動搖 試著去 將一切 都遺忘掉 就算獨自消沉 壓抑著心情 也抵達不到的 灰色天空 藏起傷口繼續哭泣著 It s too late Too late, too late ~ 就算試著把頭髮剪短 Too late, too late ~ 也什麼也不會改變 無法改變 就算有所不甘也 Too late Touch Me 碰觸我吧 當孤獨一人時 就好像要輸給了 失去你的寂寞一樣 Take Me 帶我走吧 直到遠方 直到不會被永遠囚禁的 那地方 Too late, too late ~ 被填滿的這份悲傷 Too late, too late ~ 就像是裝滿了的玻璃杯般 Too late, too late ~ 無法抑止的滴落 再度追逐起了幻影 在無法坦率的狀況下
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村山由佳さんの本が大好きで、ほとんど全て読んでいる。 その中でも「翼」が一番のお気に入り。 きっと本の中でも一番かも。 過去に3回くらい読んで、最近数年ぶりにまた読み始めた。 そしたら面白くて止まらない。ストーリー展開も全て知っているにも関わらず・・・。 その副題が「cry for the moon」 翻訳すると「ないものねだり」 「月を取ってと泣きじゃくる」・・・すらわち「無理なことを承知でお願いする」 なるほど。 妙に納得。 インディアンに学ぶこと。忘れている大切なこと。 久々に目の当りにした。 「全てはバランス」 「置かれた環境より、何を受け入れるか」 「答えは自分の心の中」
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Battle for the Last 収録作品:怒首領蜂大復活 SMARTPHONE MODE[iOS/And] 作・編曲者:前山田健一 作詞者:前山田健一(Vocal Version) 歌:ヒャダイン(Vocal Version)、Rico Jones(Vocal Version) 概要 スマートフォン版『怒首領蜂大復活』のSMARTPHONE MODEの『 ]-[|/34<#!』戦で流れる音楽。 ARCADE MODEでは「]-[|/34<#!」という音楽が流れるが、SMARTPHONE MODEではこちらが流れる。 激しく狂ったハードコアテクノの「]-[|/34<#!」に対し、こちらはメロディアスで熱いロック調の曲となっている。 ゲーム中ではインスト版が流れるが、サウンドトラックにはボーカルバージョンも収録されている。 過去ランキング順位 みんなで決めるラストバトルBGMベスト100233位 みんなで決めるダウンロードゲームBGMベスト100103位 収録サウンドトラック 「怒首領蜂大復活」 ORIGINAL SOUND TRACK for iPhone/iPod touch
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mamber Louis Michael vocal Danny Rose guitar Nick "The Quig" Clemente bass Frank Duca drums Rob Mason guitars CDDirty ( The Early Years ) Blame It on Rock and Roll CD Dirty ( The Early Years ) 2014 [ FnA Records ] 1. Where Do We Go From Here / 2. Tomorrow / 3. Place In Your Heart / 4. Three Wishes / 5. Untouchables / 6. No Such Thing As Love / 7. Tears For My Radio ( Version 1 ) / 8. Everyday / 9. Will She / 10. Crazy Dreams / 11. Guilty Conscience / 12. Baby Love / 13. The Other Guy / 14. The Only Way Out ( Is The Way In ) / 15. A Short Shit Story (Johnny Dirt R.I.P ) Blame It on Rock and Roll 2014 [ FnA Records ] 1. All American Washout / 2. Angel Walk / 3. Power of Five / 4. Sinnocence / 5. Blame It on Rock and Roll / 6. Passion Zone / 7. Love On The Western Front / 8. Refugee Heart / 9. Black Sheep / 10. Tears For My Radio / 11. Fantasia Girl / 12. Hostile Heart
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曲名 Set the Controls for the Heart of the Sun 点数 68 備考 ジャングルの中央的空間にささやかなボーカルが延々と続く楽曲。少々退屈に感じるが、激しくないドラムや環境音などのヒーリング要素があるので疲弊した時に聴くのがベスト。 関連ワード 68
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Lecture for intermediate Lecture for intermediate Lecture for those who intend to become intermediate Lecture for those who intend to become intermediate Introduction As you, designers who are familiar to the development of OKEs some degree, may know that clear goals are not exist in this game. You can play it in any direction, and it is free that how far you elaborate. It can be thought that, the goal setting is also a part of the contents of this game already. That is, as you become more familiar, how to enjoy and how to beat becomes more different from each other. For example, there are some people pursue every day how well avoid mines. But next to it, there are some people do everything in their power to assault by destroying all mines. Descriptions satisfy both at the same time is extremely difficult. As you become more familiar, as it becomes finer contents, your own strategy is going to be made. For these reasons, it is difficult to determine what to lecture for intermediate people or what is the definition of intermediate in the first place. So first, for those who intend to become intermediate, I entered from the description of the timing and execution speed of the program that are essential knowledge for creating large programs. For the reaction rate of OKE and scale of the program A CPU that you select in Hardware has parameters of "storage capacity", "execution speed" (and weight). "Execution speed" represents the execution speed of the program and the unit c/s means "(the number of executing) chips per second". The highest execution speed of CPU is 240c/s; you can execute 240 actions or decisions per second. Looks ridiculously large numbers at first glance, but is not really so much. Let s take a closer look. In this game, various judgment of combat takes place on a frame-by-frame basis. Frame is a still image that makes up a video. When you choose "frame advance" of the system menu in combat you can check the status of frame-by-frame. This game is 30fps, 30 pictures will be displayed per second. Therefore, if the CPU is 240c/s, you execute 240 chips per one second (= 30 frames), 8 chips per frame (= 1/30 sec). To pause during the battle actually, you can check the number of executing chips that appears bright. This number will significantly affect the "reaction rate of OKE". OKE runs all the actions as instructed in chips read in that time. Even though you made an excellent program, not only it becomes waste unless it is done when it is needed, but also it may cause trouble when it is executed with unnecessary timing. So let s look at an avoidance decision. There is a branch of “whether there is a bullet around the body” at the beginning of the avoidance decision, perform the avoidance maneuver If this were yes, go to the next process if it was no. What is needed in this case is that the first branch is executed when there is a bullet in the vicinity of the body. For example, if you set the range of around the body radius 100m, it is best to branch to avoidance decision with a margin of distance of 100m. But if the code is longer, for example, what happens if a program executes about 40 chips until return at earliest? Even with the fastest CPU, it takes 5 frames or more to go around once. If there is only once decision per go-around, avoidance maneuver is performed 5 or more frames late when a bullet comes at the worst timing. 5 frames = 5/30 of a second, it is about 0.17 seconds. During this time, AP ammunition flies about 50m; beam and rail gun flies about 80m. That is, then you will get a direct hit with no reaction if it was shot from the distance. Even though you perform reaction, if not even 30m away at that time, it is too late to act. Leaving aside one shot of beam gun, in case of rail gun, even a hit is directly linked to defeat frequently. The avoidance decision was given as an example here, but I can say the same thing to the decision of all of course. As it become a larger-scale program, more complex assessment of the situation and actions can be performed by OKEs but the reaction rate will reliably drop instead. Stack of subtle reduction of reaction rate affect more than a little on combat result. If you create a large program without thinking about the reaction rate, most will weaken comprehensively than small and medium-sized programs. There are mainly two know-hows to maintain the reaction rate when you building a large program, utilizing subroutine and utilizing loop. Utilize subroutine In the CPU with a maximum storage capacity, there are two areas that can be form subroutines of 7× 7 size on the right side. It is possible to run the subroutine from the chips of the “SUB 1” “SUB 2” placed in the main program of the left side. When the executed subroutine is completed, the process proceeds to the next of “SUB” chip which was placed in the main routine. By placing regularly this "SUB" chips in the main routine, it becomes possible to execute programs implemented into the subroutine several times until go around a main routine. For example, implement avoidance decision into a subroutine, when you call the subroutine whenever the main routine proceeds about 10 chips, reaction rate is significantly improved because it began to determine once per about two frames whether it is necessary to avoid. It should be noted that, of course main program is stopped at the place of "SUB" chip while executing subroutine. If there is a long program that is always executed in the subroutine, the rotation of the main program will be dull depending on the number of calls. Although rate of behavior that implemented into the subroutine improves, all other actions are delayed slightly. Therefore, you must be sure to execute subroutines only when necessary. To give avoidance as an example, if the OKE is quick moving or jumping already, it is not needed to execute subroutine. By increasing the rotation speed of the main routine even slightly by reducing unnecessary processing, let s improve the rate of each operation. Utilize loop To tell the truth first, loop may cause a fatal bug in high probability if you are not familiar. What is the loop, about the risk and the usefulness of the loop, I describe a simple example together. Please see the image below. This is avoidance decision of the program that is described in "Lecture for beginners", introduced the missile countermeasure. Missile detection is added before scanning for a high-speed flying object. It is built with the assumption that the behavior " Continue to lie down when a missile is detected to 100m range, then jump to avoid after it approach to 20m" . As long as the missile does not come within 20m, it will continue to run the operation of lie down repeatedly. This portion that is run repeatedly, this is the loop. By looping temporarily here, at the moment the missile enters the 20m range, you will be able to perform reaction immediately. To execute the process that you want to run on certain situations quickly, or in order to run an action timely at the moment the situation has changed, loop processing is quite useful. Now tested the program of the sample image, then it was confirmed that it is possible to avoid opponent’s missile on a one-to-one. So I organized a three-machine team triumphantly, and fought with a team that has missiles, then, OMG! There is an OKE that continues to lie down and does not move at all! Of course playing possum like that definitely not effective to OKEs, they were wiped out within a numerical disadvantage. What on earth was the problem? This sample is the form of, "Detected a missile coming towards in the 100m distance " → "loop until a missile is detected in the 20m range" The problem is that, in the first place, it has formed a loop on the assumption that "missile coming towards" is reach to the location of the OKE reliably. The missile coming towards is aimed at the OKE really? Or there is not an obstacle before it reaches? In such a variety of reasons, if the missile did not come in the 20m range, you will not be able to get out of the loop. In this case, you can solve the problem by modifying like the image below. By only one shifting of the ahead of an arrow, you will leave the loop if the missile does not come to 20m range. In the case also maintaining a bidirectional loop, you can resolve the problem as the image below. When you specify the range, you can be outside the range around your OKE by up and down key while holding down R button. By utilizing this, form a loop of “Continue to lie down if there are one or more missiles between 20m and 100m, proceed to avoidance decision when there are no missiles”. In this way, you can perform jump by avoidance decision when the missile is coming within 20m. In addition, even though the missile towards different direction or disappear, loop is always released. (There are waste and problem still in this example, I set it aside for the time being) It was long, but in short, it is that want you to understand firmly the risk and benefits of loop processing. Because bugs of this kind occur frequently, let s repeat behavior test and thoroughly verify when introducing a loop. If you will master successfully, quick reactions become possible in limited situations and that slight differences lead to great results. [Summary] When building a large program, needs attention to the execution timing of behaviors that require quick responses. The more complex and courteous programs, the more reduced the reaction rate is. Beware treatment of unnecessary processes in many cases. Consider the timing that should be executed and the need for each decision. For example, execute a long thinking process during operation that cannot be canceled, etc. Subroutine and loop are useful, but you should utilize it after a solid understanding of its risk. If the subroutine that will be called each time is long, the main program will not go around quickly. Wrong release condition of the loop leads to defeat very likely. [Supplemental Commentary loop examples] Although I gave the missile countermeasure loop as a reference, in addition, describe an example of a relatively safe loop to be able to make easy.Conducting enter and exit of the loop in accordance with the each state of OKE, it will be safety and quick loop process. For example, because it will not be able to perform the most operations when the OKE is struck and overturning, there is a way to check the situation in the dedicated loop and determine whether activate options or not, take evasive action to avoid additional attack immediately after the state recovered. In opposite, if the target is struck and overturning, it might be interesting to enter the loop for pursuit and additional attack. Because the state recovers automatically, it will be expected a certain effect without causing an infinite loop. Narrow down the processes There are many processes that you want to monitor situation changes constantly such as Scan for Projectiles, Activate Option, and process during overturning, etc. You can easily monitor such processes constantly by putting in places to pass frequently (Top of main and top of sub used frequently). However, in other words, would be referred to as "regardless of need or not, have repeated frequently the same process ", it is a waste of processing power. This will cause delaying the response. For example, in the case of Self-Cooling System of options, you do not have to monitor the amount of heat of body constantly in many cases. Mostly the purpose of starting the cooling is either, prevent thermal damage when it is struck or increase the frequency of fire. If the purpose of preventing thermal damage, it is only necessary to assess once when entering or exiting the process of when be struck or avoiding. If you increase the frequency of fire, it is only necessary to assess when it refrain from attack due to the heat. In this way, it is possible to improve the throughput performance if you stop constantly monitor the processes being monitored constantly. However, by stopping the constant monitoring, it is possible that the case that cannot be monitored occurs. In the case of cooling system, if you assess only when entering or exiting the process of when be struck or avoiding, there is likely to be roasted by "beam from close range (undaunted, cannot detect by Scan for Projectiles)" or "heat generated by the flames of napalm (undaunted, are not projectiles )". Although you should assess elsewhere to avoid this, the mounting area increases in this instance, and eventually you would waste the processing power if you assess too much. It is necessary to narrow down and pinpoint the necessary timing of decision, or if you do not narrow, must be determined after having analyzed trade-off among the mounting area, effect and risk when stopped constant monitoring.
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Go For The Top(激) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Go For The Top U1 overground X3 激15 90-180 473 / 27 STREAM VOLTAGE AIR FREEZE CHAOS 99 105 34 26 109 楽譜面(8) / 踊譜面(11) /激譜面(15) / 鬼譜面(18) 属性 超発狂(地団駄)、渡り、ひねり、カニ歩き、同時踏み、八分滝、ソフラン(減速、加速)、連続停止 譜面 http //eba502.web.fc2.com/fumen/ddr/x3/go4top_8m.html 譜面動画 http //www.youtube.com/watch?v=dAKKfQjGKeY (x2.0, NOTE, Clap) プレイ動画 http //www.youtube.com/watch?v=VqAxgUG3cUU (x2.0, NOTE, 0 00~1 57) 解説 BPM推移 180-(8回停止)-180-(減速)-74-(停止)-409-180 10/15より無条件で解禁。 DDR 2013にて足14→足15へ昇格 -- 名無しさん (2013-04-03 02 03 40) 足15にしては弱いには弱いが、誤魔化しが効かない総合譜面なので一つでも苦手な箇所があるとスコアが伸びにくい。連続停止後から減速に掛けては気持ち早めに踏むと光りやすい。 -- 名無しさん (2014-01-16 21 53 00) 名前 コメント コメント(私的なことや感想はこちら) パラレボ踊と同等の難易度なので足14妥当、と言いたいところだけどヴァルキリー踊やクレラブ激より明らかに強いので足15弱で良い気も… -- 名無しさん (2012-10-16 01 26 14) 結構速めの地団駄やソフランもあるので、足14では強い方か。足15でもいいかと。 -- 名無しさん (2012-10-17 01 30 26) ↑クレラブ激より弱いよ。ヴァルは認めるw -- 名無しさん (2013-07-26 02 38 44) 踏みやすい配置が多くSPよりも断然楽。なのに2013で昇格してしまった。当然、その他足15勢と比べると相当弱い。足15の基準は知らんが足15全クリアしてからやってみるとやっぱ足14でいいんじゃないかと思う。どっちかというとパラレボ(踊)の方が強く感じる始末 -- 名無しさん (2014-01-17 01 12 02) まさかの足14以上初緑フルコン 初AAがこの曲だった。・・・流石にこれは14でいいのでは?? -- 名無しさん (2014-01-22 00 20 13) 名前 コメント
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My Kingdom for the Princess My Kingdom for the Princess 期間 2014/8/21 コメント 名前
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http //www.bulletformyvalentine.com/ http //www.myspace.com/bulletformyvalentine member Matthew Matt Tuck vocal, guitar Michael Padge Padget guitar Jason Jay James bass Michael Moose Thomas drums Fever Fever 2010年4月27日 ( HD ) 1. Your Betrayal / 2. Fever / 3. The Last Fight / 4. Place Where You Belong / 5. Pleasure And Pain / 6. Alone / 7. Breaking Out, Breaking Down / 8. Bittersweet Memories / 9. Dignity / 10. Begging For Mercy / 11. Pretty On The Outside / 12. The Last Fight[ acoustic version ]
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Hiro was ordered to transfer abroad. As a result of confirming the handover materials, there was no manual for the regular inspection which excuted every six months. Therefore, Hiro made a manual about it. After the manual was completed, Hiro reviewed the manual by himself. It was perfect from his point of view. With the check of the creator himself alone, can you say that there is no omission? Creator s own review tends to be subjective. There may be facts that the author himself has overlooked. Improve document quality by getting the review from third party. Hiro asked his colleague Joe to review his manual. Joe has business knowledge about the system. It is possible for Hiro to have a review period for several days. As a result of the review, Joe pointed out the important revision for the manual that Hiro did not notice. In order to execute this pattern it is necessary to Spread of knowledge. In order to reliably reflect objective indications obtained with this pattern, it is important to Quick correspondance for the review and execute Update history. Also, if you can not execute this pattern, you should ensure objectivity by Check by other similar documents.