/Debug
/Debug is a directory in both Super Mario Galaxy games. While empty in the released builds, it most likely contained files up until their removal during these builds' preparation. This directory is not present at all in the Nvidia Shield release or the Super Mario 3D All-Stars build; however, the latter contains two identical archives whose contents are most likely those of the Wii releases' /Debug.
Contents
In the first revision of Super Mario 3D All-Stars, two archives with identical content, DEBUG.arc and DEBUG.zst, exist in /StationedData. These archives contain several files as documented below.
These files are likely the contents of the empty /Debug of the Wii releases. This is not merely an assumption; there are functions listed in the Develop symbol maps that appear to correlate to these files. Furthermore, it is unlikely that these files, given their nature, had any special relevance to the developers of Super Mario 3D All-Stars, whose job was merely to port the game from the Wii to the Nintendo Switch.
Like other files packed into RARCs in SMG1, these files' names are all lowercase. When in /Debug, their names were likely mixed case. The names of the files in the other archives in /StationedData are also all lowercase, despite their names originally being mixed case.
ActorMsgString.bin
ACTMES_PLAYER_ATTACK_START ACTMES_PLAYER_PUNCH ACTMES_PLAYER_TRAMPLE ACTMES_PLAYER_HIP_DROP ACTMES_PLAYER_HIP_DROP_FLOOR ACTMES_PLAYER_UPPER_PUNCH ACTMES_JET_TURTLE_ATTACK ACTMES_FOO_ATTACK ACTMES_FIREBALL_ATTACK ACTMES_SEARCHLIGHT_ATTACK ACTMES_FREEZE_ATTACK ACTMES_INVINCIBLE_ATTACK ACTMES_STAR_PIECE_ATTACK ACTMES_IS_STAR_PIECE_REFLECT ACTMES_IS_LOCKON_STAR_PIECE_SHOOT ACTMES_STAR_PIECE_GIFT ACTMES_STAR_PIECE_GIFT_1 ACTMES_STAR_PIECE_GIFT_2 ACTMES_STAR_PIECE_GIFT_3 ACTMES_STAR_PIECE_GIFT_4 ACTMES_STAR_PIECE_GIFT_5 ACTMES_STAR_PIECE_GIFT_6 ACTMES_STAR_PIECE_GIFT_7 ACTMES_STAR_PIECE_GIFT_8 ACTMES_STAR_PIECE_GIFT_9 ACTMES_STAR_PIECE_GIFT_MAX ACTMES_PLAYER_ATTACK_END ACTMES_IS_PUNCH_ENABLE ACTMES_HITMARK_EMIT ACTMES_INVALID_HIT ACTMES_TAKE ACTMES_TAKEN ACTMES_PUT ACTMES_APART ACTMES_THROW ACTMES_DAMAGEDROP ACTMES_RUSHDROP ACTMES_ATTACKDROP ACTMES_HANG_CANCEL ACTMES_SHAKE_OFF_BEE ACTMES_TAKE_TOUCH ACTMES_PUSH ACTMES_PUSH_FORCE ACTMES_KICK ACTMES_JUMP ACTMES_TOUCHJUMP ACTMES_BILLIARDJUMP ACTMES_AWAYJUMP ACTMES_BODY_ATTACK ACTMES_TORNADO_ATTACK ACTMES_TORNADO_STORM_RANGE ACTMES_SPIN_STORM_RANGE ACTMES_GIANT_ATTACK ACTMES_BALL_TOUCH ACTMES_BALL_TOUCH_WALL ACTMES_BALL_TOUCH_GROUND ACTMES_BALL_DASH ACTMES_BALL_DASH_WALL ACTMES_BALL_DASH_GROUND ACTMES_HAMMER_STAMP ACTMES_BIG_BUBBLE_MERGE ACTMES_BIG_BUBBLE_TOUCH ACTMES_BIG_BUBBLE_ASSIMILATE ACTMES_REFLECT ACTMES_REFLECT_V ACTMES_IS_BROKEN ACTMES_PASS_RING ACTMES_FOUNTAINJUMP ACTMES_TERESA_PLAYER_TOUCH ACTMES_RUSH_PLAYER_TOUCH ACTMES_BOMB_TERESA_TONGUE_TOUCH ACTMES_PUDDLE_TOUCH_GROUND ACTMES_WARP ACTMES_ASK_HIDDEN_BY_SNOW ACTMES_NOTIFY_DISCOVER_SNOW ACTMES_ENEMY_ATTACK_START ACTMES_ENEMY_ATTACK_FLIP_VERYWEAK ACTMES_ENEMY_ATTACK_FLIP_WEAK ACTMES_ENEMY_ATTACK_FLIP_WEAK_JUMP ACTMES_ENEMY_ATTACK_FLIP_JUMP ACTMES_ENEMY_ATTACK_FLIP ACTMES_ENEMY_ATTACK_FLIP_ROT ACTMES_ENEMY_ATTACK_FLIP_MAXIMUM ACTMES_ENEMY_ATTACK ACTMES_ENEMY_ATTACK_STRONG ACTMES_ENEMY_ATTACK_MAXIMUM ACTMES_ENEMY_ATTACK_EXPLOSION ACTMES_ENEMY_ATTACK_FIREBACK ACTMES_ENEMY_ATTACK_FIRERUN ACTMES_ENEMY_ATTACK_FIRERUN_STRONG ACTMES_ENEMY_ATTACK_ELECTRIC ACTMES_ENEMY_ATTACK_HEATBEAM ACTMES_ENEMY_ATTACK_ACID ACTMES_ENEMY_ATTACK_FREEZE ACTMES_ENEMY_ATTACK_CRUSH ACTMES_ENEMY_ATTACK_EXTRA_DAMAGE ACTMES_ENEMY_ATTACK_COUNTER_SPIN ACTMES_ENEMY_ATTACK_COUNTER_HIPDROP ACTMES_TO_ENEMY_ATTACK_BLOW ACTMES_TO_ENEMY_ATTACK_TRAMPLE ACTMES_TO_ENEMY_ATTACK_SHOCK_WAVE ACTMES_ENEMY_ATTACK_END ACTMES_SUCCESS ACTMES_FAILURE ACTMES_GROUP_MOVE_START ACTMES_GROUP_MOVE_STOP ACTMES_GROUP_ATTACK ACTMES_GROUP_SHOW ACTMES_GROUP_HIDE ACTMES_GROUP_LOD_LOW ACTMES_GROUP_LOD_HIGH ACTMES_START_DEMO ACTMES_END_DEMO ACTMES_FORCE_KILL ACTMES_PAUSE_OFF ACTMES_INHALE_BLACK_HOLE ACTMES_START_POWER_STAR_GET ACTMES_RUSH_PUNCH_RIGHT ACTMES_RUSH_PUNCH_LEFT ACTMES_RUSH_KICK_RIGHT ACTMES_RUSH_KICK_LEFT ACTMES_RUSH_THRUST ACTMES_RUSH_CRUSH ACTMES_RUSH_SHOOT_UP ACTMES_RUSH_AIR_STRIKE ACTMES_RUSH_GUARD ACTMES_RUSH_GUARD_RIGHT ACTMES_RUSH_GUARD_LEFT ACTMES_RUSH_LIFT_UP ACTMES_RUSH_ROTATE_SWING ACTMES_RUSH_THROW ACTMES_RUSH_PULL_OUT_SUCCESS ACTMES_RUSH_PULL_OUT_MISS ACTMES_RUSH_FAILURE ACTMES_RUSH_EVEN ACTMES_ITEM_GET ACTMES_IS_PULL_ENABLE ACTMES_ITEM_PULL ACTMES_ITEM_SHOW ACTMES_ITEM_HIDE ACTMES_ITEM_START_MOVE ACTMES_ITEM_END_MOVE ACTMES_OPD_SHOOT ACTMES_IS_OPD_SITE_IN ACTMES_RESET ACTMES_RUSH_BEGIN ACTMES_AUTORUSH_BEGIN ACTMES_RUSH_CANCEL ACTMES_RUSH_FORCE_CANCEL ACTMES_RUSH_DAMAGE_CANCEL ACTMES_RUSH_END ACTMES_IS_RUSH_ENABLE ACTMES_IS_RUSH_TAKEOVER ACTMES_IS_RUSH_REQUEST ACTMES_SLING_SHOOT_START_BIND ACTMES_SLING_SHOOT_ACTOR_HANG_START ACTMES_SLING_SHOOT_ACTOR_HANG_END ACTMES_SLING_SHOOT_ACTOR_APART ACTMES_SLING_SHOOT_ATTACK ACTMES_SLING_SHOOT_PASS_THROUGH_ENABLE ACTMES_SLING_SHOOT_IS_LAST_DAMAGE ACTMES_UPDATE_BASEMTX ACTMES_IS_CAMERA_FIX_POINT ACTMES_BOSSCRAB_SHOOT_DOWN ACTMES_BOSSCRAB_CANNON_BROKEN ACTMES_IKSPIDER_ACTIVE ACTMES_IKSPIDER_CATCH ACTMES_IKSPIDER_LAST_LEG ACTMES_IKSPIDER_RELEASE ACTMES_TRIPODBOSS_LEG_IS_DAMAGE ACTMES_TRIPODBOSS_STARTED ACTMES_DISPERSE_BOMB_TERESA ACTMES_BREAK_POLTA_GROUND_ROCK ACTMES_SPHERE_PLAYER_BINDED ACTMES_SET_UP_JUMP_HOLE ACTMES_SHOOT_JUMP_HOLE ACTMES_END_JUMP_HOLE ACTMES_END_RAIL_DASH ACTMES_END_BALL_RAIL ACTMES_END_BALL_BIND ACTMES_FLOOR_TOUCH ACTMES_WALL_TOUCH ACTMES_CEIL_TOUCH ACTMES_REQUEST_CLAP ACTMES_DINO_PACKUN_PUNCHED_BALL ACTMES_DINO_PACKUN_PULLED_TAIL ACTMES_DINO_PACKUN_BALL_ATTACK ACTMES_TOMB_SPIDER_BATTLE_START ACTMES_TOMB_SPIDER_DEMO_START ACTMES_TOMB_SPIDER_DEMO_END ACTMES_SKELETAL_FISH_BOSS_BATTLE_START ACTMES_SKELETAL_FISH_BOSS_BATTLE_END ACTMES_KOOPA_HIP_DROP_ATTACK ACTMES_KOOPA_PLAYER_DAMAGE ACTMES_KOOPA_PLATE_DAMAGE ACTMES_TICO_RAIL_TOUCH ACTMES_IS_REFLECTION_G_CAPTURE ACTMES_IS_NO_BREAK_G_CAPTURE ACTMES_TURNIP_ATTACK ACTMES_PAKKUN_BALL_ATTACK ACTMES_IS_PUNCH_LEFT ACTMES_IS_PUNCH_CENTER ACTMES_MAPPARTS_ON_PLAYER ACTMES_MAPPARTS_START_ROTATE_AT_POINT ACTMES_MAPPARTS_END_ROTATE_AT_POINT ACTMES_MAPPARTS_START_ROTATE_BETWEEN_POINTS ACTMES_MAPPARTS_BREAK_START ACTMES_MAPPARTS_DISAPPEAR_WITH_BLINK ACTMES_NPC_EVENT_START ACTMES_NPC_EVENT_END ACTMES_NPC_EVENT_TALK_ENABLE ACTMES_NPC_EVENT_TALK_DISABLE ACTMES_NPC_TALK_NEXT ACTMES_MENU_GAME_START ACTMES_MENU_APPEAR_FROM_BLOCK ACTMES_MENU_BLOCK_BREAK ACTMES_MENU_GOAL_POLE_START ACTMES_MENU_GOAL_POLE_END ACTMES_DPD_TOUCH ACTMES_DPD_ATTACK_TARGET_LOCK ACTMES_DPD_ATTACK_TARGET_UNLOCK ACTMES_DPD_TARGET_END ACTMES_DPD_BUTTON_ACTION ACTMES_DPD_SWING_ACTION ACTMES_SPHERE_SELECTOR_SELECT_START ACTMES_SPHERE_SELECTOR_SELECT_END ACTMES_SPHERE_SELECTOR_CONFIRM_START ACTMES_SPHERE_SELECTOR_CONFIRM_CANCEL ACTMES_SPHERE_SELECTOR_CONFIRMED ACTMES_SPHERE_SELECTOR_TARGET_SELECTED ACTMES_TUTORIAL_START ACTMES_TUTORIAL_NEXT ACTMES_TUTORIAL_PREV ACTMES_TUTORIAL_PASS ACTMES_TUTORIAL_END ACTMES_TUTORIAL_OMIT ACTMES_RACE_READY ACTMES_RACE_START ACTMES_RACE_GOAL ACTMES_RACE_RESET ACTMES_HEAVENSDOOR_RUNAWAY_RABBIT_WAIT ACTMES_HEAVENSDOOR_RUNAWAY_RABBIT_START ACTMES_LAUNCHER_BREAKABLE ACTMES_PLANT_GROUP_EMIT_ITEM ACTMES_LAST
actormsgstring.bin (likely originally ActorMsgString.bin) contains names for actor messages, which are normally only seen as integers in the game's code.
The following likely relevant functions are mentioned in the Develop symbol maps:
005d36b8 000008 805da878 005d6a58 4 getActMsgString__12MessageDebugFUl System.a MessageDebug.o 006b00e0 000034 806b72a0 006b3480 4 actMsgToString__2MRFUl Util.a DebugUtil.o
As is easily inferred from their names, these functions likely take an actor message number and return its name from ActorMsgString.bin.
ActorTypeString.bin
ATYPE_PLAYER_START ATYPE_PLAYER ATYPE_PUPPETEER ATYPE_PLAYER_END ATYPE_NPC_START ATYPE_NPC ATYPE_NPC_END ATYPE_ANIMAL ATYPE_RIDE_START ATYPE_RIDE ATYPE_SPHERE_PLAYER ATYPE_SPHERE_PLAYER_HIT ATYPE_SPRING_ATTACKER ATYPE_SPRING_ATTACKER_KINOPIO ATYPE_SPRING_ATTACKER_KINOPIO_BIND ATYPE_JET_TURTLE ATYPE_JET_TURTLE_SLOW ATYPE_SPECIAL_WEAPON ATYPE_RIDE_END ATYPE_ENEMY_START ATYPE_ENEMY ATYPE_ENEMY_SIMPLE ATYPE_ENEMY_ATTACK ATYPE_COCO_NUT ATYPE_WATER_PRESSURE_BULLET ATYPE_BOMBHEI ATYPE_TAKOBO ATYPE_KURIBO ATYPE_KARIKARI ATYPE_BEGOMAN ATYPE_KILLER_TARGET_ENEMY ATYPE_PLAYER_AUTO_JUMP ATYPE_MOGUCCHI_REFUSE_TERRITORY ATYPE_BIG_BUBBLE ATYPE_NOKONOKO ATYPE_PUKUPUKU ATYPE_UNIZO ATYPE_SAMBO_HEAD ATYPE_SAMBO_BODY ATYPE_HOMING_FIRE ATYPE_HOMING_FIRE_SHOOTER ATYPE_HOMING_KILLER ATYPE_ROCK ATYPE_WANWAN ATYPE_TRIPODBOSS_GUARD_WALL ATYPE_TRIPODBOSS_KILLER_GENERATER ATYPE_TOMB_SPIDER_BODY ATYPE_TOMB_SPIDER_EYE ATYPE_TOMB_SPIDER_HIP ATYPE_TOMB_SPIDER_MOUTH ATYPE_TOMB_SPIDER_ATTACKER ATYPE_TOMB_SPIDER_GLAND_FRONT_L ATYPE_TOMB_SPIDER_GLAND_FRONT_L_ATTACKER ATYPE_TOMB_SPIDER_GLAND_FRONT_R ATYPE_TOMB_SPIDER_GLAND_FRONT_R_ATTACKER ATYPE_TOMB_SPIDER_GLAND_REAR_L ATYPE_TOMB_SPIDER_GLAND_REAR_L_ATTACKER ATYPE_TOMB_SPIDER_GLAND_REAR_R ATYPE_TOMB_SPIDER_GLAND_REAR_R_ATTACKER ATYPE_TOMB_SPIDER_VITAL_SPOT_C ATYPE_TOMB_SPIDER_VITAL_SPOT_L ATYPE_TOMB_SPIDER_VITAL_SPOT_R ATYPE_TOMB_SPIDER_COCOON ATYPE_SAND_GOLEM_BLOCK ATYPE_SAND_GOLEM ATYPE_KOOPA_ATTACK ATYPE_KOOPA_FIRE ATYPE_KOOPA_BALL ATYPE_ENEMY_END ATYPE_MAPOBJ_START ATYPE_MAP_OBJ ATYPE_MAP_OBJ_SIMPLE ATYPE_MAP_OBJ_MOVE_COLLISION ATYPE_CLIP_FIELD_MAP_PARTS ATYPE_COIN ATYPE_COIN_RED ATYPE_STAR_PIECE ATYPE_KINOKO_ONEUP ATYPE_COINTHROW ATYPE_SWITCH ATYPE_MORPH_ITEM ATYPE_GOLF_CUP ATYPE_BREAKABLE_CAGE ATYPE_BEE_FLOWER ATYPE_KILLER_TARGET_MAPOBJ ATYPE_PUNCH_BOX ATYPE_WATER_BAZOOKA_CAPSULE ATYPE_ICEJUMP_WALL ATYPE_KEY_SWITCH_AVOID ATYPE_KAMECK_BARRIER ATYPE_KOOPA_PUSH ATYPE_KOOPA_RECEIVER ATYPE_KOOPA_DAMAGE_PLATE ATYPE_KOOPA_COIN_PLATE ATYPE_KOOPA_PLATE ATYPE_MAPOBJ_END ATYPE_AUTO_RUSH_OBJ_START ATYPE_BINDER ATYPE_TRANSFERABLE_BINDER ATYPE_PRIOR_BINDER ATYPE_SPIN_DRIVER_BIND ATYPE_SPIN_CANNON_BIND ATYPE_SPHERE_PLAYER_BIND ATYPE_POWER_STAR_BIND ATYPE_G_CAPTURE_BIND ATYPE_SPRING_ATTACKER_BIND ATYPE_WATER_PRESSURE_BULLET_BIND ATYPE_MARIO_LAUNCHER_BIND ATYPE_QUESTION_COIN_BIND ATYPE_SCENARIO_STARTER_BIND ATYPE_AUTO_RUSH_OBJ_END ATYPE_RUSH_OBJ_START ATYPE_RUSH_ENEMY ATYPE_COCO_NUT_BIND ATYPE_TURNIP_BIND ATYPE_SWITCH_BIND ATYPE_RUSH_OBJ_END ATYPE_PRESS_OBJ_START ATYPE_MAP_OBJ_PRESS ATYPE_PRESS_OBJ_END ATYPE_SPHERE_MOVER_OBJ_START ATYPE_JUMP_HOLE ATYPE_SPHERE_DASH ATYPE_BALL_RAIL ATYPE_SPHERE_MOVER_OBJ_END ATYPE_SPECIAL_START ATYPE_SYSTEM_SENSOR ATYPE_EYE ATYPE_PUSH ATYPE_DEMO ATYPE_SWITCH_MESSENGER ATYPE_MESSAGE_SENSOR ATYPE_RECEIVER ATYPE_SPECIAL_END ATYPE_LAST
actortypestring.bin (likely originally ActorTypeString.bin) is similar to ActorMsgString.bin. It contains names for actor types, which are normally only seen as integers in the game's code.
The following likely relevant functions are mentioned in the Develop symbol maps:
005d36c0 000008 805da880 005d6a60 4 getActorTypeString__12MessageDebugFUl System.a MessageDebug.o 006b0114 000034 806b72d4 006b34b4 4 actTypeToString__2MRFUl Util.a DebugUtil.o
As is easily inferred from their names, these functions likely take an actor type number and return its name from ActorTypeString.bin.
KanjiFontNW4R.szs
kanjifontnw4r.szs (likely originally KanjiFontNW4R.szs) is a BRFNT file. Presumably, it was used to render debug text.
Kanji is one of the three alphabets of Japanese (the native language of the developers). There are about 2,000 characters in Kanji; this large number is due to each character representing an entire word. Therefore, this file was so named as the majority of the characters within are Kanji.
The following likely relevant functions are mentioned in the Develop symbol maps:
005bf348 000080 805c6508 005c26e8 4 getKanjiFontNW4R__15GameSystemDebugCFv System.a GameSystemDebug.o 0067fedc 00000c 8068709c 0068327c 4 getKanjiFontNW4R__2MRFv Util.a SystemUtil.o
LuigiConst.h
#include "StaticAssert.h" struct marioConstTable { // @start "ジャンプ" // @label "ジャンプ関係" // @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado/force[8]" f32 mJumpHeight[9]; // @ 0.000000,100.000000,"跳躍高さ",22.000000,26.000000,34.710000,24.000000,32.000000,15.000000,32.000000,22.000000,1.000000 // @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado[8],force[9],slipup[10],heli[11]" f32 mGravityJumping[12]; // @ 0.000000,100.000000,"跳躍重力",1.600000,1.600000,1.600000,1.600000,1.600000,0.900000,1.600000,2.000000,0.350000,0.900000,1.600000,0.400000 f32 mGravityAirWalk; // @ 0.000000,100.000000,"ふんばり重力",0.100000 f32 mGravityRatioA; // @ 0.000000,100.000000,"上昇中Aボタン重力緩和",0.500000 f32 mJumpFrontSpeed; // @ 0.000000,100.000000,"跳躍時前方速度補正",12.500000 f32 mJumpTornadoSpeed; // @ 0.000000,100.000000,"トルネード時前方速度補正",5.000000 f32 mDropFrontSpeed; // @ 0.000000,100.000000,"落下時前方速度補正",30.000000 s16 mJumpConnectTime; // @ 0,120,"コンボ継続猶予",7 f32 mJumpConnectSpeed; // @ 0.000000,1.000000,"コンボ継続速度",0.600000 f32 mSquatJumpFrontSpeed; // @ 0.000000,100.000000,"幅跳び前方速度",16.500000 f32 mSquatJumpBackSpeed; // @ 0.000000,100.000000,"バック宙後方速度",5.000000 f32 mTurnJumpFrontSpeed; // @ 0.000000,100.000000,"ターンジャンプ時後方速度",5.000000 // @label "通常[0], 特殊[1],特殊[2],ヘリ[3],ハチ[4]" f32 mMaxDropSpeed[5]; // @ 0.000000,100.000000,"空中落下最高速度",35.000000,20.000000,5.000000,6.000000,15.000000 s16 mGrReductionDropTimer; // @ 0,120,"落下後何フレーム目からAホールドによる重力減衰するか",30 s16 mDropWaitTime; // @ 0,60,"即落下防止タイマ",5 f32 mJumpFrontReduction; // @ 0.000000,1.000000,"ジャンプ前方自然減速率",0.980000 s16 mJumpFrontReductionBeginTime; // @ 0,300,"ジャンプ前方自然減速開始タイム",15 f32 mSquatJumpFrontReduction; // @ 0.000000,1.000000,"幅跳び専用前方自然減速率",0.990000 s16 mSquatJumpFrontReductionBTime; // @ 0,300,"幅跳び専用前方自然減速開始タイム",30 f32 mMudFloorJumpWeakRatio; // @ 0.000000,1.000000,"泥(ブレーキ)床からのジャンプ高さ低減",0.500000 // @start "ヒップドロップ" f32 mGravityHipDrop; // @ 0.000000,100.000000,"尻ドロップ重力",12.000000 f32 mLimitSpeedHipDrop; // @ 0.100000,500.000000,"尻ドロップ最大速度",150.000000 f32 mHipDropLimitHeight; // @ 0.000000,500.000000,"尻ドロップ制限高度",100.000000 u16 mHipDropZeroGrTime; // @ 0,120,"尻ドロップ後静止時間",2 s16 mHipDropLimitTimerAfterTornado; // @ 0,120,"トルネード発動直後の尻ドロップ抑制時間",15 // @end // @start "スリップアップ" s16 mSlipUpSpdCtrlTimer; // @ 0,120,"速度調整時間",8 f32 mSlipUpSpdRatio; // @ 0.000000,1.000000,"速度低下比率",0.900000 f32 mSlipUpHeight; // @ 0.000000,100.000000,"スリップアップ高さ",16.000000 f32 mSlipUpFront; // @ 0.000000,100.000000,"スリップアップ前方速度",8.000000 f32 mSlipUpFrontWeak; // @ 0.000000,100.000000,"弱スリップアップ前方速度",3.000000 f32 mSlipUpHeightHang; // @ 0.000000,100.000000,"つかまりスリップアップ高さ",12.000000 f32 mSlipUpFrontHang; // @ 0.000000,100.000000,"つかまりスリップアップ前方速度",5.000000 f32 mSlipUpContinueHeight; // @ 0.000000,500.000000,"連続スリップアップで上れる高さ",150.000000 // @end // @start "空中歩行" u16 mAirWalkTime; // @ 0,1200,"空中歩行可能時間(Fr.)",180 f32 mAirWalkTimerFact1; // @ 0.000000,60.000000,"空中歩行調整1(加速)",3.000000 s16 mAirWalkTimerFact2; // @ 0,1000,"空中歩行調整2(時間影響)",300 f32 mAirWalkTimerFact3; // @ 0.000000,1.000000,"空中歩行落下時調整",0.150000 f32 mMaxJumpSpeed; // @ 0.000000,300.000000,"空中XZ最高速度",32.000000 f32 mAirWalkBackBonus; // @ 0.500000,8.000000,"後方強化",1.300000 f32 mAirWalkSpeedKiller; // @ 0.000000,1.000000,"後方歩行時減速度",0.100000 f32 mMaxBackJumpSpeed; // @ 0.000000,100.000000,"空中後方XZ最高速度",10.000000 f32 mAirWalkBonus; // @ 0.000000,10.000000,"ふんばり空中歩行調整1(加速)",3.000000 // @label "★以下二つは、真上・前方ジャンプ後の後方引き戻しに影響します" s16 mBackJumpLimitFrame; // @ 0,300,"ジャンプ後のバックリミットタイム",60 f32 mBackJumpRatio; // @ 0.000000,10.000000,"ジャンプ後のバック力比率",3.000000 s16 mWaitNeutralTimer; // @ 0,300,"ニュートラル待ちタイマ",15 // @end // @start "着地" f32 mHardLandingHeight; // @ 0.000000,5000.000000,"シビレ着地高度",2500.000000 u16 mHardLandStunTimer; // @ 0,180,"シビレ時間",60 // @end // @start "コードジャンプ" // @label "弱、中、強、 Normal" f32 mCodeJumpPower[4]; // @ 0.000000,100.000000,"ポリゴンコードジャンプ強さ",30.000000,60.000000,100.000000,30.000000 // @end // @start "踏みつけ反動" f32 mTrampleNormal; // @ 0.000000,100.000000,"敵踏みつけ反動(無入力)",19.000000 f32 mTrampleLong; // @ 0.000000,100.000000,"Aボタン入力時の加算量",6.000000 f32 mTrampleNormalTaco; // @ 0.000000,100.000000,"(タコ)敵踏みつけ反動",28.000000 f32 mTrampleBegoma; // @ 0.000000,100.000000,"ベーゴマ踏みつけ反動",40.000000 f32 mTrampleBegomaRotRise; // @ 0.000000,3.000000,"ヘリジャンプ回転(上昇中)",0.600000 f32 mTrampleBegomaRotFall; // @ 0.000000,3.000000,"ヘリジャンプ回転(下降中)",0.250000 u16 mTrampleBegomaOpenTime; // @ 0,300,"ヘリジャンプ減速開始時間",12 // @end // @start "上方アタック反動" f32 mDropUnderPowerMin; // @ 0.000000,100.000000,"跳ね返り力最小",10.000000 f32 mDropUnderPowerMax; // @ 0.000000,100.000000,"跳ね返り力最大",20.000000 // @end // @start "メッセージジャンプ" f32 mMsgJumpGroundPowerXZ; // @ 0.000000,100.000000,"接地時横方向ジャンプ速度",10.000000 f32 mMsgJumpGroundPowerY; // @ 0.000000,100.000000,"接地時タテ方向ジャンプ速度",20.000000 f32 mMsgJumpAirPower; // @ 0.000000,100.000000,"空中時ジャンプ速度",15.000000 f32 mBilliardJumpExtra; // @ 0.000000,10.000000,"ビリヤードジャンプの加算速度",5.000000 // @end // @start "先行ジャンプ入力" s16 mFutureJumpReqLimitTime; // @ 0,30,"先行ジャンプ入力可能な猶予フレーム",4 // @end // @start "ワープポッドジャンプ" f32 mWarpPodJumpX; // @ 0.000000,100.000000,"ワープポッドからの脱出X速度",20.000000 f32 mWarpPodJumpY; // @ 0.000000,100.000000,"ワープポッドからの脱出Y速度",30.000000 // @end // @end // @start "ダメージ" // @start "中ダメージ" f32 mJumpHeightDamage; // @ 0.000000,100.000000,"飛び上がり高さ",15.000000 f32 mJumpDistDamage; // @ 0.000000,100.000000,"飛ばされ速度",9.000000 f32 mGravityDamage; // @ 0.000000,100.000000,"重力",1.000000 // @end // @start "大ダメージ" f32 mJumpHeightLargeDamage; // @ 0.000000,100.000000,"飛び上がり高さ(加算)",25.000000 f32 mJumpDistLargeDamage; // @ 0.000000,100.000000,"飛ばされ速度",20.000000 // @end // @start "小ダメージ" f32 mSlideDistFaint; // @ 0.000000,100.000000,"よろけ速度",15.000000 s16 mFaintTimer1; // @ 1,120,"拘束時間",15 s16 mFaintTimer2; // @ 1,120,"キャンセル時間",15 f32 mFaintFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.900000 f32 mFaintFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.900000 // @end // @start "はねとばされ" f32 mSlideDistFlip; // @ 0.000000,100.000000,"よろけ速度",15.000000 f32 mSlideDistFlipSpin; // @ 0.000000,100.000000,"よろけ速度(スピン時)",7.500000 s16 mFlipTimer1; // @ 1,120,"拘束時間",15 s16 mFlipTimer2; // @ 1,120,"キャンセル時間",15 f32 mFlipFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.980000 f32 mFlipFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.970000 f32 mFlipFriction3; // @ 0.000000,1.000000,"能動ブレーキ摩擦",0.600000 // @end // @start "炎[ラン]ダメージ" u16 mFireRunTimer1; // @ 1,120,"炎をくらってから走りはじめるまでの間",40 u16 mFireRunTimer2; // @ 1,120,"炎をくらってから全速で走っている時間",30 u16 mFireRunTimer3; // @ 1,120,"減速時間",15 f32 mFireRunSpeed; // @ 0.000000,100.000000,"ラン速度",16.000000 f32 mFireRunTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.100000 f32 mFireRunGravity; // @ 0.000000,10.000000,"空中ヒット時の着地重力",5.000000 f32 mFireRunFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",50.000000 // @end // @start "炎[舞踏]ダメージ" f32 mFireDanceTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.200000 f32 mFireDanceGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000 f32 mFireDanceGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000 f32 mFireDanceFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",40.000000 f32 mFireDanceSecondJump; // @ 0.000000,100.000000,"投げ上げ速度",20.000000 f32 mFireDanceMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000 f32 mFireDanceMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000 // @end // @start "ブラックホール" f32 mBlackHoleRadiusRatio; // @ 0.000000,1.000000,"半径引き寄せ率",0.992000 f32 mBlackHoleScaleSpeed; // @ 0.000000,0.100000,"スケール縮小率/fr",0.002000 f32 mBlackHoleScaleLimit; // @ 0.000000,1.000000,"スケール最小値",0.700000 f32 mBlackHoleRotateSpeed; // @ 0.000000,0.100000,"回転加速アングル/fr",0.001800 f32 mBlackHoleRotateLimit; // @ 0.000000,3.140000,"回転最大アングル/fr",0.700000 f32 mBlackHoleFirstRadius; // @ 0.000000,2.000000,"初期半径率",1.000000 u16 mBlackHoleHideTime; // @ 0,300,"マリオが姿を消すフレーム",165 // @end // @start "水上・水中ダメージ" u16 mWaterInnerFaintTime; // @ 1,200,"水上/水中 小ダメージ 飛ばされ時間",60 f32 mSwimFaintSpeed; // @ 0.000000,100.000000,"水上/水中 小ダメージ 速度",10.000000 u16 mWaterInnerDamageTime; // @ 1,200,"水中 中ダメージ 飛ばされ時間",60 f32 mSwimDamageSpeed; // @ 0.000000,100.000000,"水中 中ダメージ 速度",10.000000 f32 mSwimSurfaceDamageSpeed; // @ 0.000000,100.000000,"水上 中ダメージ 速度",5.000000 f32 mWaterSurfaceDamageJump; // @ 0.000000,50.000000,"水上 中ダメージ 飛び上がり量",26.000000 // @label "魚骨ボス専用" u16 mSwimDamageTimerEx1; // @ 0,100,"ボス1ダメージ 時間",90 f32 mSwimDamageSpeedEx1; // @ 0.000000,100.000000,"ボス1ダメージ 速度",35.000000 // @end // @start "ファウンテン" f32 mJumpHeightFlow; // @ 0.000000,100.000000,"飛び上がり高さ",18.000000 f32 mJumpDistFlow; // @ 0.000000,100.000000,"飛ばされ速度",2.000000 f32 mGravityFlow; // @ 0.000000,100.000000,"重力",0.300000 // @end // @end // @start "走歩行" // @label "移動関係" f32 mFlatAngle; // @ 10.000000,90.000000,"水平歩行可能な(上限)角度",45.000000 f32 mSlipAngle; // @ 1.000000,90.000000,"滑り可能な(上限)角度",60.000000 f32 mForceWallAngle; // @ 1.000000,90.000000,"壁プッシュ/絶対立てない角度",85.000000 f32 mDebugMoveSpeed; // @ 0.000000,500.000000,"デバッグ移動速度",120.000000 f32 mWalkSpeed; // @ 0.000000,100.000000,"歩行速度",15.000000 // f32 mInertiaStandard; // @ 0.000000,1.000000,"歩行慣性",0.800000 f32 mInertiaStandardStop; // @ 0.000000,1.000000,"歩行慣性(停止)",0.990000 f32 mInertiaStandardMax; // @ 0.000000,1.000000,"歩行慣性(高速)",0.920000 f32 mInertiaBdash; // @ 0.000000,1.000000,"Bダッシュ慣性",0.980000 f32 mInertiaBdashAfter; // @ 0.000000,1.000000,"Bダッシュ余韻慣性",0.992000 f32 mInertiaStop; // @ 0.000000,1.000000,"停止慣性",0.950000 f32 mInertiaSquat; // @ 0.000000,1.000000,"しゃがみ慣性",0.970000 f32 mInertiaTurnSlip; // @ 0.000000,1.000000,"ターン滑り慣性",0.980000 f32 mInertiaTurning; // @ 0.000000,1.000000,"ターン中慣性",0.900000 f32 mInertiaJumpFinish; // @ 0.000000,1.000000,"ジャンプ終了慣性",0.800000 f32 mInertiaReflectSlip; // @ 0.000000,1.000000,"反射時の慣性",1.000000 f32 mInertiaStartSpin; // @ 0.000000,1.000000,"停止急発進慣性",0.950000 f32 mInertiaOverSpeed; // @ 0.000000,1.000000,"最高速度越え時の減速慣性",0.800000 f32 mTurnAngleSpeed; // @ 0.000000,3.141600,"ターン角速度",0.900000 f32 mTurnAngleSpeed2; // @ 0.000000,3.141600,"ターン角速度(ラン中)",0.150000 f32 mTurnAngleSpeed3; // @ 0.000000,3.141600,"ターン角速度(滑り中)",0.100000 f32 mTurnAngleSpeedSlowWalk; // @ 0.000000,3.141600,"ターン角速度(低速歩行中)",0.040000 f32 mGravityStandard; // @ 0.000000,100.000000,"標準重力係数",30.000000 f32 mGravityGrounding; // @ 0.000000,100.000000,"接地重力係数",20.000000 f32 mDashMultiply; // @ 0.000000,4.000000,"メタルダッシュ倍率",2.000000 f32 mCameraAngleLimit; // @ 0.000000,1.000000,"球状地形移動制限",0.050000 u16 mStartSpinTime; // @ 0,120,"開始ダッシュスリップ時間",30 u16 mDashAfterTime; // @ 0,120,"Bダッシュ余韻時間",40 u16 mAutoBdashTime; // @ 0,10000,"振りBダッシュ継続時間",10000 u16 mSlowStartTime; // @ 0,120,"停止状態からの速度制限時間",20 f32 mStartSpinAnimeRatio; // @ 0.000000,3.000000,"空転アニメーション倍率",1.250000 f32 mSlopeAnimeRatio; // @ 0.000000,2.000000,"坂のぼりアニメ倍率(通常)",0.500000 f32 mSlopeSpinAnimeRatio; // @ 0.000000,3.000000,"坂がんばりアニメ倍率",0.750000 f32 mItemDashRatio; // @ 1.000000,3.000000,"アイテムダッシュ速度倍率",1.500000 u16 mItemDashTimer; // @ 1,600,"アイテムダッシュ時間",180 // @start "氷上" f32 mInertiaIceStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.985000 f32 mInertiaIceStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.995000 f32 mInertiaIceStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.980000 f32 mInertiaIceStop; // @ 0.000000,1.000000,"減速時慣性",0.992000 f32 mInertiaIceTurn; // @ 0.000000,1.000000,"氷上ターン速度",0.200000 // @end // @start "滑り床上" f32 mInertiaSlipStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.980000 f32 mInertiaSlipStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.990000 f32 mInertiaSlipStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.985000 f32 mInertiaSlipStop; // @ 0.000000,1.000000,"減速時慣性",0.980000 f32 mInertiaSlipTurn; // @ 0.000000,1.000000,"ターン時慣性",0.980000 // f32 mInertiaSlipTurn; // @ 0.0,1.0,"氷上ターン速度",0.2 // @end // @start "ターンとスリップとブレーキ" f32 mTurnSlipAngle; // @ 0.000000,3.141600,"ターンアングル",2.600000 u16 mTurnReadyTime; // @ 0,30,"ターン入力待ちタイム",20 f32 mTurnSlipNeutral; // @ 0.000000,1.000000,"ターンニュートラル値",0.700000 f32 mSlipSpeed; // @ 0.000000,2.000000,"ターンスリップ可能最低速度",0.250000 f32 mFastTurnSpeed; // @ 0.000000,3.141600,"高速ターン可能最高速度",0.100000 s16 mTurnSlipTime; // @ 0,120,"ターン中静止タイム(通常床)",6 s16 mTurnSlipTimeB; // @ 0,120,"ターン中静止タイム(滑り床)",60 s16 mTurnJumpInhibitTime; // @ 0,60,"ターンジャンプ阻止タイム",0 f32 mLandTurnHeight; // @ 0.000000,200.000000,"着地ターン先行入力可能高度",120.000000 f32 mInertiaBrake; // @ 0.000000,1.000000,"ブレーキ慣性",0.950000 u16 mStandingTurnTime; // @ 0,120,"静止ターン時間",10 u16 mWeakTurnTime; // @ 0,120,"ラン中弱ターン補正時間",15 u16 mBrakeFirstTimer; // @ 0,120,"ラン状態からのブレーキ発動待ち時間",60 u16 mBrakeSecondTimer; // @ 0,120,"ブレーキ発動時間",60 // @end // @start "スロープ処理" f32 mSlopeSpeedMax; // @ 0.000000,100.000000,"坂くだり最高速度",22.000000 f32 mSlopeAccel; // @ 0.000000,0.100000,"坂滑り加速度",0.010000 f32 mSlopeSpeedMaxBraking; // @ 0.000000,100.000000,"ブレーキ中最高速度",20.000000 f32 mSlopeFinishInertia; // @ 0.000000,1.000000,"水平面での滑り継続慣性",0.950000 f32 mSlopeCancelInertia; // @ 0.000000,1.000000,"スティック入力時継続慣性",0.940000 f32 mSlopeAnimeFinishSpeed; // @ 0.000000,30.000000,"坂アニメを停止する坂速度(slopevec)",15.000000 f32 mSlopeDashAngleFactor; // @ 1.000000,90.000000,"角度に対する増速比率",20.000000 f32 mSlopeDashSpeedFactor; // @ 0.000000,5.000000,"元速度に対する乗算比率",0.100000 f32 mSlopeDashAccelFactor; // @ 0.000000,100.000000,"加算速度倍率(アニメに影響しない)",50.000000 u16 mSlopeDashAccelTime; // @ 1,300,"最高速度に達するまでの時間",75 f32 mSlopeSideMoveInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(入力時)",0.950000 f32 mSlopeSideStopInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(ニュートラル時)",0.980000 f32 mSlopeSideMoveSpeed; // @ 0.000000,50.000000,"横方向移動最高速度",10.000000 f32 mSlopeCurveAssist; // @ 0.000000,1.000000,"坂方向変化時のMAX追従率",0.050000 f32 mSlipMoveTurnAngleRad; // @ 0.000000,1.570000,"スティック移動時の姿勢回転速度/fr[rad]",0.030000 // @end // @start "段差処理" f32 mWalkStepHeight; // @ 0.000000,200.000000,"歩いて上れる段差",50.000000 // @end // @start "アニメ" // @label "走歩行アニメ" f32 mTiltRatio; // @ 0.000000,100.000000,"上半身左右傾きレシオ",40.000000 f32 mLookDownRatio; // @ 0.000000,1.000000,"上半身前後傾きレシオ",0.400000 f32 mSpeedStep[3]; // @ 0.000000,2.000000,"歩行アニメ切り替え速度",0.050000,0.750000,0.950000 f32 mMaxAnmSpeedA; // @ 0.000000,20.000000,"Bダッシュ時最高アニメ速度",6.000000 f32 mMinAnmSpeedA; // @ 0.000000,20.000000,"ダッシュ時最低アニメ速度",2.500000 f32 mMaxAnmSpeedB; // @ 0.000000,20.000000,"ラン時最高アニメ速度",4.000000 f32 mMinAnmSpeedB; // @ 0.000000,20.000000,"ラン時最低アニメ速度",2.500000 f32 mMaxAnmSpeedC; // @ 0.000000,20.000000,"歩き時最高アニメ速度",1.330000 f32 mMinAnmSpeedC; // @ 0.000000,20.000000,"歩き時最低アニメ速度",0.670000 f32 mWeightBlendRatio; // @ 0.000000,1.000000,"歩行アニメーションブレンド変化率",0.200000 f32 mMudFloorSlipRatio; // @ 1.000000,10.000000,"泥(ブレーキ)床での空転倍率",2.000000 // @end // @start "感度" // @label "感度" f32 mStickAngleMargin; // @ 0.000000,0.785000,"スティックの上下左右優先補正角度",0.100000 f32 mStickMarginX; // @ 0.000000,0.900000,"Y入力に対するX無感度範囲",0.250000 f32 mStickMarginY; // @ 0.000000,0.900000,"Y入力に対するY無感度範囲",0.200000 f32 mStickMarginYstart; // @ 0.000000,1.000000,"X無感度開始するY最小値",0.500000 f32 mStickMarginXstart; // @ 0.000000,1.000000,"Y無感度開始するX最小値",0.500000 f32 mStickHeavyMinRatio; // @ 0.000000,1.000000,"重ステ 最重レシオ",0.300000 f32 mStickHeavyMinAngle; // @ 0.000000,3.140000,"重ステ 最重レシオアングル",0.785400 f32 mStickHeavyMaxAngle; // @ 0.000000,3.140000,"重ステ 最軽レシオアングル",1.570800 // @end // @start "しゃがみ歩き" // @label "しゃがみ歩き" f32 mSpeedSquatWalkLower; // @ 0.000000,1.000000,"歩き開始できる速度",0.050000 f32 mSquatWalkStep; // @ 0.000000,10.000000,"歩幅",6.000000 f32 mSquatWalkMaxSpeed; // @ 0.000000,1.000000,"最大速度",0.200000 f32 mSquatWalkMinSpeed; // @ 0.000000,1.000000,"最低速度",0.100000 // @end // @start "風" f32 mWindSlideLimit; // @ 0.000000,100.000000,"横滑り開始風力",1.000000 f32 mWindSlideFriction; // @ 0.000000,10.000000,"押し戻し滑り摩擦",1.200000 f32 mWindForwardFriction; // @ 0.000000,10.000000,"追い風摩擦",0.500000 f32 mWindSlideFrictionAgainst; // @ 0.000000,10.000000,"向い風摩擦",0.800000 f32 mWindJumpingFriction; // @ 0.000000,10.000000,"空中影響度",0.100000 // @end // @end // @start "トルネード" // @label "トルネード" u16 mTornadoTime; // @ 0,600,"地上トルネード時間",45 u16 mTornadoTimeAir; // @ 0,600,"空中トルネード時間",150 u16 mAirWalkTimeTornado; // @ 0,1200,"トルネード中のホバリング可能時間",150 u16 mTornadoRestartTime; // @ 0,300,"強制停止後の、再起動までのインターバル",60 f32 mSpinDifferMargin; // @ 0.000000,3.100000,"1フレームに許される最大変化",1.500000 f32 mSpinGoalAngle; // @ 0.000000,15.000000,"どれだけまわしたら発動?",4.500000 s16 mSpinInputLimitTime; // @ 1,120,"入力受付フレーム",25 s16 mSpinTime; // @ 1,1000,"トルネード発動フレーム",120 f32 mSpinSpeed; // @ 0.000000,3.140000,"回転標準速度",1.800000 f32 mSpinWalkRatio; // @ 1.000000,3.000000,"歩行速度による回転速度オフセット掛率",1.100000 f32 mSpinJumpRatio; // @ 1.000000,3.000000,"ジャンプによる回転速度掛率",1.300000 f32 mSpinWallReboundSpeed; // @ 1.000000,100.000000,"スピンJ中壁ヒット反射速度",2.000000 u16 mSpinFinishTime; // @ 0,120,"速度を落とし始める残り時間",49 f32 mSpinFinishRate; // @ 0.000000,2.000000,"終了前、速度の落ち具合",0.200000 f32 mTornadoMultiply; // @ 0.000000,4.000000,"トルネード中移動最高速度倍率",0.500000 f32 mTurnAngleSpeedTornado; // @ 0.000000,3.141600,"トルネード中ターン角速度",0.100000 f32 mInertiaTornadoAccel; // @ 0.000000,1.000000,"加速トルネード慣性",0.900000 f32 mInertiaTornadoBrake; // @ 0.000000,1.000000,"減速トルネード慣性",0.960000 u16 mTornadoChargeTime; // @ 2,300,"チャージに要する時間",60 u16 mTornadoChargeUpTime; // @ 1,1200,"チャージ有効時間",300 u16 mTornadoZeroGravityTimer; // @ 0,120,"トルネード0G時間",0 f32 mTornadoBoostPower; // @ 0.000000,100.000000,"ブースター初速",0.000100 f32 mTornadoBoostAttn; // @ 0.000000,2.000000,"ブースター加減速",1.532000 u16 mTornadoBoostTimer; // @ 0,120,"ブースター時間",28 f32 mTornadoBoostAttnMini; // @ 0.000000,2.000000,"miniブースター加減速",1.600000 u16 mTornadoBoostTimerMini; // @ 0,120,"miniブースター時間",25 // @label "トルネード傾き処理" f32 mTornadoTiltCancel; // @ 0.000000,1.000000,"ニュートラルに戻る速度",0.960000 f32 mTornadoTiltAngle; // @ 0.000000,1.000000,"傾き具合",0.330000 f32 mTornadoTiltSpeed; // @ 0.000000,1.000000,"傾く速度",0.018000 f32 mTornadoTiltOffSpeed; // @ 0.000000,1.000000,"非トルネード時に戻す速度",0.100000 f32 mTornadoTiltNear; // @ 0.000000,1.000000,"方向転換時の戻り具合",0.400000 // @label "トルネード反射処理" u16 mTornadoReflectTimer; // @ 0,120,"壁反射時の0慣性タイマー",30 f32 mTornadoReflectSpeed; // @ 0.000000,1.000000,"壁反射時の強制速度",1.000000 // @label "スピン(ミニトルネード)" u16 mAirWalkTimeSpin; // @ 0,1200,"スピン(ミニトルネード)中のホバリング可能時間",24 f32 mSpinCoinPullRadius; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ半径",600.000000 f32 mCoinPullAngleSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン回転速度倍率",0.750000 f32 mCoinPullDistSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ速度倍率",0.750000 u16 mSpinJumpCount; // @ 1,8,"スピン回数",2 u16 mSpinIntervalTime; // @ 0,500,"スピン終了後の禁止タイマ",45 f32 mSpinJumpHeight; // @ 0.000000,100.000000,"スピンジャンプ 到達高度",12.35000 f32 mSpinJumpGravity; // @ 0.000000,10.000000,"スピンジャンプ 重力 ",0.450000 // @end // @start "かべ" f32 mWallStickGrHeight; // @ 0.000000,1000.000000,"くっつける最低下方高さ",100.000000 f32 mWallStickFrHeight; // @ 0.000000,1000.000000,"くっつける最低上方高さ",50.000000 f32 mWallStickStepHeight; // @ 0.000000,1000.000000,"くっつける最低段差高低差",325.000000 f32 mWallDropSpeedStop; // @ 0.000000,100.000000,"つかまり中の落下速度",4.000000 f32 mWallDropSpeedNormal; // @ 0.000000,100.000000,"すべり中の落下速度",14.000000 f32 mWallJumpPowerXZ; // @ 0.000000,100.000000,"壁ジャンプXZ",13.000000 f32 mWallJumpPowerY; // @ 0.000000,100.000000,"壁ジャンプY速度",30.000000 f32 mWallBackJumpPowerXZ; // @ 0.000000,100.000000,"後壁ジャンプXZ",6.000000 f32 mWallBackJumpPowerY; // @ 0.000000,100.000000,"後壁ジャンプY速度",10.000000 s16 mWallStickTime; // @ 1,120,"壁にくっついて静止できる時間",15 s16 mWallStickTimeIce; // @ 1,180,"壁にくっついて静止できる時間(アイス壁)",60 s16 mWallReleaseTime; // @ 1,300,"無入力で滑っている時間",180 f32 mWallSideMoveRatio; // @ 0.000000,1.000000,"壁ヨコ移動の減衰率(1/n:n[fr]で0になる)",0.003000 f32 mJumpHeightBlown; // @ 0.000000,100.000000,"壁ヒット飛上り高さ",10.000000 f32 mGravityBlown; // @ 0.000000,100.000000,"壁ヒット落下重力",1.000000 f32 mWallHangGrHeight; // @ 0.000000,1000.000000,"角につかまれる最低下方高さ",225.000000 f32 mWallHangMyHeight; // @ 0.000000,1000.000000,"角までの最大距離",150.000000 s16 mHangBlendTime; // @ 0,120,"角つかまり時ブレンドタイム",10 f32 mWallPushAngleRange; // @ 0.000000,45.000000,"壁プッシュ(開始)許容アングル",20.000000 f32 mWallFrontAngleRange; // @ 0.000000,1.000000,"前方壁とみなすハーフアングル",0.500000 f32 mWallBackAngleRange; // @ 0.000000,1.000000,"後方壁とみなすハーフアングル",0.707000 f32 mWallStickCancelAngle; // @ -1.000000,1.000000,"前回くっついた壁との必要な角度差",0.100000 f32 mWallBackHangStickPower; // @ 0.000000,1.000000,"背面つかまり時のスティック最大許容入力",0.800000 f32 mWallBackHangWalkSpeed; // @ 0.000000,1.000000,"背面つかまり時の最大許容歩行速度",0.500000 f32 mWallTriJumpMargin; // @ 0.000000,1.000000,"三角飛びよりも壁法線を優先する角度差(cos)",0.996000 f32 mWallSpinFlipGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き横速度",5.000000 f32 mWallSpinHopGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き縦速度",12.000000 f32 mWallSpinFlipAirRatio; // @ 0.000000,2.000000,"空中スピン衝突時補正(乗算)",0.750000 // @end // @start "クラップ" u16 mClapCoinTime; // @ 1,30,"コイン1個あたりのウエイトタイム",6 f32 mClapCoinPullRate; // @ 0.000000,1.000000,"引き寄せ率",0.330000 f32 mClapJumpBonusRising; // @ 0.000000,100.000000,"上昇中ボーナスホップ",10.000000 f32 mClapJumpBonusFalling; // @ 0.000000,100.000000,"落下中ボーナスホップ",15.000000 f32 mHopLimit; // @ 0.000000,1000.000000,"ホップ加算リミット速度",10.000000 // @end // @start "水泳" f32 mSwimFrontAcc; // @ 0.000000,10.000000,"連打加速",4.000000 f32 mSwimFrontMaxSpeed; // @ 0.000000,100.000000,"連打最高速",11.500000 f32 mSwimFrontSpinSpeed; // @ 0.000000,100.000000,"スピン最高速",70.000000 f32 mSwimFrontNormalSpeed; // @ 0.000000,100.000000,"押し中定速",7.500000 // f32 mSwimFrontOnWaterAcc; // @ 0.00000,10.0, "連打加速", 5.0 f32 mSwimFrontOnWaterSpeed; // @ 0.000000,10.000000,"水上泳ぎ速度",7.500000 f32 mSwimFrontJetSpeed; // @ 0.000000,100.000000,"ジェット速度(赤い奴)",18.000000 f32 mSwimFrontJetSpeedSlow; // @ 0.000000,100.000000,"ジェット速度(量産型)",14.000000 f32 mSwimAccRatio; // @ 0.010000,10.000000,"(水中)ひと掻きテーブル倍率",1.500000 f32 mSwimAccMinRatio; // @ 0.000000,1.000000,"(水中)ひと掻き最小加速度倍率",0.100000 f32 mSwimFrontIne; // @ 0.000000,1.000000,"定速加速慣性",0.985000 f32 mSwimStopIne; // @ 0.000000,1.000000,"減速慣性(水中)",0.992000 f32 mSwimStopIneSurface; // @ 0.000000,1.000000,"減速慣性(水面)",0.980000 f32 mSwimRotSpeedX; // @ 0.000000,3.000000,"ピッチ回転最高速",0.040000 f32 mSwimRotSpeedZ; // @ 0.000000,3.000000,"旋回最高速",0.012000 f32 mSwimRotSpeedZStop; // @ 0.000000,10.000000,"静止中旋回速度",2.000000 f32 mSwimRotXIne; // @ 0.000000,1.000000,"ピッチ回転慣性",0.500000 f32 mSwimRotZIne; // @ 0.000000,1.000000,"旋回慣性",0.600000 f32 mSwimRotXIneT; // @ 0.000000,1.000000,"(with亀・水中)ピッチ回転慣性",0.500000 f32 mSwimRotZIneT; // @ 0.000000,1.000000,"(with亀・水中)旋回慣性",0.600000 f32 mSwimUpAcc; // @ 0.000000,100.000000,"浮力",0.100000 f32 mSwimUpMaxSpeed; // @ 0.000000,100.000000,"浮上最高速度",1.000000 f32 mWeightBlendRatioSwim; // @ 0.000000,1.000000,"水泳アニメブレンド変化率",0.040000 f32 mWeightBlendRatioSwimB; // @ 0.000000,1.000000,"水泳アニメブレンド変化率(バタ足)",0.200000 f32 mSwimFreeXback; // @ 0.000000,1.000000,"手放し時の戻り力(下〜横)",0.100000 f32 mSwimFreeXback2; // @ 0.000000,1.000000,"手放し時の戻り力(横〜上)",0.040000 f32 mSwimSpdYratio; // @ 0.000000,1.000000,"Y速度の圧力抵抗率",1.000000 f32 mSwimRotSpeedRatioSurface; // @ 0.000000,3.000000,"水上での旋回速度倍率",1.000000 u16 mJumpSinkTimer; // @ 0,120,"ジャンプ落下による浮力無視タイマ",12 u16 mJumpDamageSinkTimer; // @ 0,120,"ダメージ落下による浮力無視タイマ",40 f32 mSwimToWalkSpd; // @ 1.000000,100.000000,"速度を走行速度に引き継ぐ",10.000000 u16 mWaterDecInterval; // @ 1,300,"(酸素切れ後に)何フレームに一個ライフを減らすか",180 u16 mWaterDecSpinAcc; // @ 0,10,"スピンによる余分な酸素消費",0 u16 mOxygenMax; // @ 1,10000,"最大酸素容量(フレーム)",3600 // @start "カメさん" f32 mSwimXJetRotRatio; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ",0.400000 f32 mSwimXJetRotRatioRed; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ【赤】",0.350000 f32 mTurboReductionStream; // @ 0.000000,1.000000,"カメ中の、水流減速率",0.500000 f32 mTurboReductionHitWall; // @ 0.000000,1.000000,"カメ中の、壁ヒット減速",0.100000 f32 mTurboReductionHitFloor; // @ 0.000000,1.000000,"カメ中の、床ヒット減速",0.995000 u16 mSwimJetPeriod1; // @ 0,3000,"亀・初期ダッシュ期間",180 u16 mSwimJetPeriod2; // @ 1,5000,"亀・減速終了期間",600 f32 mSwimJetPeriod1Ratio; // @ 1.000000,5000.000000,"亀・ダッシュ倍率",2.000000 f32 mSwimJetPeriod3Ratio; // @ 1.000000,5000.000000,"亀・最減速倍率",0.500000 // @end // @start "Z沈降" f32 mZsinkAngleX; // @ 0.000000,3.140000,"潜り角度",3.100000 u16 mZsinkMoveTimer; // @ 0,120,"浮力影響を受けないタイマ",15 u16 mZsinkSinkTimer; // @ 0,120,"固定沈降タイマ",50 u16 mZsinkStartTimer; // @ 0,120,"沈降開始フレーム",35 f32 mZsinkFrontSpeed; // @ 0.000000,100.000000,"前方速度",3.000000 // @end // @start "特殊エントリー" // @label "0:hipdrop/飛び込み, 1:/亀jet 2:/spin" u16 mSwimSpecStartTimerA[3]; // @ 0,120,"定速タイマ",30,25,20 u16 mSwimSpecStartTimerB[3]; // @ 0,120,"沈降タイマ",40,30,25 // @end // @start "[水泳]スピン" u16 mSwimSpinReadyTime; // @ 0,300,"スピン準備時間",5 u16 mSwimSpinTime; // @ 0,300,"スピン時間[水中]-アニメ再生時間-",33 u16 mSwimDashTime; // @ 0,300,"スピンダッシュ時間[水中]-攻撃性能時間",30 u16 mSwimSpinFrontTime; // @ 0,300,"スピンダッシュ加速[水中]",24 u16 mSwimSpinYspeedTime; // @ 0,300,"縦回転制限時間[水中]",50 u16 mSwimSpinDownStep; // @ 0,300,"スピン減速開始残時間",30 f32 mSwimSpinSpeed; // @ 0.000000,3.140000,"スピン開始速度",0.000000 f32 mSwimSpinAcc1; // @ 0.000000,2.000000,"スピン減速率(開始後)",0.950000 f32 mSwimSpinAcc2; // @ 0.000000,2.000000,"スピン減速率(終了前)",0.960000 // u16 mSwimSpinOfsTime; // @ 0,120,"スピンため時間",30 u16 mSwimSpinMissOfsTime; // @ 0,120,"ミス時ため時間",30 f32 mSwimSpinAccRatio; // @ 0.100000,10.000000,"(水中)スピン加速テーブル倍率",0.700000 f32 mSwimSpinSurfaceAccRatio; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.700000 f32 mSwimSpinAccRatioR; // @ 0.100000,10.000000,"(水中)スピン減速テーブル倍率",0.100000 f32 mSwimSpinSurfaceAccRatioR; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.100000 // @end // @start "[水泳]リングダッシュ" u16 mSwimRingDashChargeTime; // @ 0,120,"リングダッシュ定速時間",15 u16 mSwimRingDashTime; // @ 0,1200,"リングダッシュタイマ",300 u16 mSwimRingDashFinishTime; // @ 0,1200,"減速開始時間",120 f32 mSwimRingDashSpeedRatio; // @ 1.000000,10.000000,"速度倍率",2.500000 // @end // @start "[水泳]モーション" f32 mSwimSurfaceSpeed; // @ 0.000000,5.000000,"水面泳ぎ速度",1.800000 f32 mSwimWaterSpeed; // @ 0.000000,5.000000,"水中泳ぎ速度",1.600000 f32 mSwimDriftSpeed; // @ 0.000000,5.000000,"水中弛緩速度",1.000000 u16 mSwimConnectIn; // @ 0,120,"手掻きコンボ受付フレーム",35 u16 mSwimConnectOut; // @ 0,120,"手掻きコンボ終了フレーム",60 f32 mSwimTiltZup; // @ 1.000000,100.000000,"静止中上向き見た目補正",5.000000 f32 mSwimTiltZdown; // @ 1.000000,100.000000,"静止中下向き見た目補正",10.000000 f32 mSwimTiltReal; // @ 0.100000,100.000000,"静止中下向き実方向補正",1.500000 f32 mSwimTiltSpd; // @ 0.100000,1.000000,"静止中向き変更速度",0.950000 // @end // @start "[水泳]浮力" f32 mSwimUpSurfaceDist; // @ 0.000000,1000.000000,"水面近くで、浮力が強くなる範囲",100.000000 f32 mSwimUpStrongDist; // @ 0.000000,1000.000000,"水面近くで、浮力が段階的に強くなる範囲",500.000000 f32 mSwimUpStrongRatio; // @ 0.000000,30.000000,"水面近くで、浮力が強くなる倍率",1.500000 f32 mSwimUpWeakDist; // @ 1.000000,3000.000000,"水底近くで、浮力が段階的に弱くなる範囲",600.000000 f32 mSwimUpBottomDist; // @ 1.000000,1000.000000,"水底近くで、浮力が弱くなる範囲",300.000000 f32 mSwimUpWeakRatio; // @ 0.000000,1.000000,"水底近くで、浮力が弱くなる倍率",0.100000 f32 mSwimReverseSinkRatio; // @ 0.000000,30.000000,"逆転沈降レシオ",8.000000 // @end // @end // @start "スライダー" f32 mSliderBrakeIne; // @ 0.000000,1.000000,"ブレーキ慣性",0.900000 f32 mSliderWeightIne; // @ 0.000000,1.000000,"荷重慣性",0.900000 f32 mSliderSlopePow; // @ 0.000000,5.000000,"坂の影響度",0.500000 f32 mSliderWeightPow; // @ 0.000000,5.000000,"ターン影響度",0.900000 f32 mSliderMaxSpeed; // @ 0.000000,100.000000,"最高速度",32.000000 f32 mSliderBrakePow; // @ 0.000000,10.000000,"摩擦力",0.100000 f32 mSliderFrontTurnRatio; // @ 0.000000,1.000000,"前方向き直り速度",0.080000 f32 mSliderHeadRotateRatio; // @ 0.000000,1.000000,"頭方向回転速度",0.080000 f32 mSliderTiltRatio; // @ 0.000000,1.000000,"傾き変化速度",0.300000 // @end // @start "ミツバチ" f32 mBeeFlyRandomFactor; // @ 0.000000,10.000000,"飛行乱高下割合",0.000000 f32 mBeeFlyConstantFactor; // @ 0.000000,30.000000,"飛行定常割合",5.000000 f32 mBeeAirWalkAcc; // @ 0.000000,100.000000,"空中横移動加速度",0.100000 f32 mBeeAirWalkLimit; // @ 0.000000,100.000000,"空中横移動限界速度",8.000000 f32 mBeeAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.050000 f32 mBeeSpeedRotateRatio; // @ 0.000000,1.000000,"速度の姿勢追従率",0.020000 f32 mBeeFreeDropAcc; // @ 0.000000,5.000000,"Aボタンフリー時の下方向加速度",0.100000 f32 mBeeFreeDropMaxSpd; // @ 0.000000,10.000000,"Aボタンフリー時の落下加算速度MAX",5.000000 f32 mBeePushRiseGravityEraser; // @ 0.000000,1.000000,"Aボタン押し時の落下低下低減率",0.900000 f32 mBeeStickJumpPower; // @ 0.000000,100.000000,"壁ジャンプ速度",20.000000 f32 mBeeStickJumpBonus; // @ -100.000000,100.000000,"壁ジャンプ高さ+",0.000000 f32 mBeeStickAngleLimit; // @ 0.000000,1.000000,"くっつける角度範囲",0.300000 f32 mBeeUpSpeedMax; // @ 0.000000,100.000000,"最大上昇速度",5.000000 f32 mBeeUpAccelRatio; // @ 0.000000,10.000000,"上昇時の加速度補正",1.000000 f32 mBeeAccelRatio; // @ 0.000000,1.000000,"A押し時の加速度補正",0.020000 f32 mBeeUpDownKiller; // @ 0.000000,1.000000,"A押し時、落下速度キャンセル率",0.300000 u16 mBeeGravityReviveTime; // @ 0,300,"飛行終了後、通常重力に戻すまでの時間",120 u16 mBeeGravityPowerTime; // @ 0,120,"最大出力に至るまでの時間",60 u16 mBeeAirWalkInhibitTime; // @ 0,120,"ジャンプ後羽ばたけない時間",30 u16 mBeeGravityPowerTimeV; // @ 0,120,"最大出力に至るまでの時間(垂直とび)",120 u16 mBeeAirWalkInhibitTimeV; // @ 0,120,"ジャンプ後羽ばたけない時間(垂直とび)",25 u16 mBeeGravityPowerTimeD; // @ 0,120,"最大出力に至るまでの時間(歩行落下)",60 u16 mBeeAirWalkInhibitTimeD; // @ 0,120,"ジャンプ後羽ばたけない時間(歩行落下)",35 f32 mBeeWallWalkCancelRadius; // @ 0.000000,2000.000000,"壁歩きモードを解除する、壁からの距離",1000.000000 f32 mBeeWallWalkCancelRadiusShort; // @ 0.000000,2000.000000,"上記の、短縮キューブ内における距離",300.000000 // @start "姿勢制御" f32 mBeePoseDelayAngleAir; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.500000 f32 mBeePoseDelayAngleGround; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.130000 f32 mBeePoseDelayAccel; // @ 0.000000,10.000000,"遅れ加速度",1.000000 f32 mBeePoseLimitAngleAir; // @ 0.000000,3.140000,"空中での傾き限界角度",0.500000 f32 mBeePoseLimitAngleGround; // @ 0.000000,3.140000,"地上での傾き限界角度",0.150000 f32 mBeePoseHeadToFootLength; // @ 1.000000,200.000000,"頭から足下までの長さ",120.000000 f32 mBeePoseDelaySpeedLimit; // @ 0.000000,50.000000,"遅延速度リミッター",20.000000 f32 mBeePoseFrictionStop; // @ 0.000000,1.000000,"静止時摩擦係数",0.980000 f32 mBeePoseTransBlendingRatioStop; // @ 0.000000,1.000000,"静止時位置補間係数",0.800000 f32 mBeePoseFrictionMove; // @ 0.000000,1.000000,"動作時摩擦係数",0.950000 f32 mBeePoseTransBlendingRatioMove; // @ 0.000000,1.000000,"動作時位置補間係数",0.900000 // @end // @end // @start "ホッパー" f32 mRabbitTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.080000 f32 mRabbitTurnRatio2; // @ 0.000000,1.000000,"方向転換速度(スーパージャンプ中)",0.200000 f32 mRabbitGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000 f32 mRabbitGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000 f32 mRabbitFirstJump; // @ 0.000000,100.000000,"ホップ/投げ上げ速度",22.000000 f32 mRabbitMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000 f32 mRabbitMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000 f32 mRabbitMoveAcc2; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-上昇中)",0.050000 f32 mRabbitMoveAcc3; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-下降中)",0.250000 f32 mRabbitFirstJump2; // @ 0.000000,100.000000,"ステップ/投げ上げ速度",60.000000 f32 mRabbitGravityRise2; // @ 0.000000,10.000000,"ステップ/重力UP",1.200000 f32 mRabbitGravityDrop2; // @ 0.000000,10.000000,"ステップ/重力DOWN",1.000000 u16 mRabbitChargeTime2; // @ 0,120,"ステップ/ためフレーム",23 u16 mHopperLandingTime; // @ 0,120,"着地フレーム",10 // @end // @start "テレサ" f32 mTeresaHorizontalSpeedMax; // @ 0.000000,10.000000,"水平最高速度",10.000000 f32 mTeresaAlphaLevelMax; // @ 0.000000,9.000000,"αレベルMAX",8.000000 f32 mTeresaAlphaLevelInc; // @ 0.000000,1.000000,"αレベル増加速度",0.500000 f32 mTeresaAlphaLevelDec; // @ 0.000000,1.000000,"αレベル減少速度",0.200000 u16 mTeresaWallThroughTime; // @ 0,120,"α余韻時間",90 f32 mTeresaAngleUp; // @ 0.000000,1.700000,"上昇時傾きMAX",0.500000 f32 mTeresaAngleDown; // @ 0.000000,1.700000,"下降時傾きMAX",0.750000 f32 mTeresaWallReflectPower; // @ 0.000000,50.000000,"反射初速度",10.000000 f32 mTeresaWallReflectReduction; // @ 0.000000,1.000000,"反射減速率",0.950000 u16 mTeresaWallReflectTime; // @ 0,600,"反射操作不能時間",30 f32 mTeresaWaitHeight; // @ 0.000000,1000.000000,"ウエイト高度",50.000000 f32 mTeresaDropDownHeight; // @ 0.000000,1000.000000,"落下速度緩和区間",50.000000 f32 mTeresaBodyRadius; // @ 0.000000,200.000000,"テレサボディ半径",90.000000 f32 mTeresaAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.020000 f32 mTeresaDropSpeedMax; // @ 0.000000,10.000000,"落下最高速度",0.500000 f32 mTeresaRiseSpeedMax; // @ 0.000000,10.000000,"上昇最高速度",0.500000 f32 mTeresaDropBase; // @ 0.000000,100.000000,"落下ベース速度",12.000000 f32 mTeresaUpInertia; // @ 0.000000,100.000000,"上昇ブースト終了後慣性",0.990000 u16 mTeresaAccelTime; // @ 1,120,"連打インターバル時間",10 u16 mTeresaTrgOnPushTime1; // @ 0,50,"ワンプッシュ慣性時間",5 u16 mTeresaTrgOnPushTime2; // @ 0,50,"ワンプッシュ慣性終了時間",2 f32 mTeresaOnePushAccel1; // @ 0.000000,10.000000,"ワンプッシュアクセル",0.050000 f32 mTeresaOnePushAccel2; // @ 0.000000,10.000000,"上昇中アクセル",0.010000 f32 mTeresaNoPushDownRatio; // @ 0.000000,1.000000,"上昇終了後減速",0.990000 f32 mTeresaRisingBrake; // @ 0.000000,1.000000,"上昇中ブレーキ",0.200000 f32 mTeresaWindMovingBrake1; // @ 0.000000,1.000000,"ジャンプ速度アクセルブレーキ",0.900000 f32 mTeresaWindMovingBrake2; // @ 0.000000,1.000000,"ジャンプ速度落下ブレーキ",0.800000 f32 mTeresaWindMovingBrake3; // @ 0.000000,1.000000,"ジャンプ速度定性ブレーキ",0.999000 // @end // @start "描画" f32 mSilhouetteZoffset; // @ -1000.000000,1000.000000,"シルエットオフセット",0.000000 u8 mRibbonColor[4]; // @ 0,255,"リボンカラー(RGBA)",255,255,0,192 u8 mDamageFogLow; // @ 0,255,"ダメージフォグLow",40 u8 mDamageFogHigh; // @ 0,255,"ダメージフォグHigh",192 f32 mStarPieceFogLevel; // @ 0.100000,0.000000,"スターピースゲット明度",0.600000 u8 mStarPieceFogTime; // @ 0,255,"スターピース明滅時間",25 // @start "サーチライト" u8 mSearchLightAlphaLevel; // @ 0,255,"サーチライトα",85 u8 mSearchLightBlurAlpha[3]; // @ 0,255,"加算用α(小→大)",40,20,10 f32 mSearchLightBlurScale[3]; // @ 0.000000,10.000000,"加算用スケール(小→大)",2.000000,3.000000,4.000000 u8 mSearchLightColor[4]; // @ 0,255,"サーチライトスポットカラー",80,80,80,210 // @end // @start "ラスタースクロール" f32 mRasterV; // @ 0.000000,1200.000000,"ラスター縦幅(Pixel)",0.000000 s32 mRasterSpeed; // @ 0,1200,"振動周期(フレーム)",0 f32 mRasterRange; // @ 0.000000,255.000000,"ラスター振幅(Pixel)",0.000000 // @end // @end // @start "ラッシュ" u16 mRacketHoldTime; // @ 1,20000,"ラケット有効フレーム",1200 u16 mTornadoHoldTime; // @ 1,20000,"トルネード有効フレーム",1200 u16 mMetalHoldTime; // @ 1,20000,"メタル(無敵)有効フレーム",1200 u16 mFireModeTime; // @ 1,20000,"ファイア有効フレーム",1200 u16 mIceModeTime; // @ 1,20000,"アイス有効フレーム",1200 // @end // @start "微調整" f32 mHeadAngleFixMargin; // @ 0.000000,3.140000,"頭ベクトルを変化させないマージン",0.010000 f32 mFrontAngleFixMargin; // @ 0.000000,3.140000,"前方ベクトルを変化させないマージン",0.010000 u16 mCameraHeadRotationTimer; // @ 1,60,"カメラに渡す頭方向の回転時間",16 f32 mHeadRotateRatio; // @ 0.000000,1.000000,"通常時の頭方向(見た目)回転速度",0.100000 f32 mVibrationAbsorbAngleF; // @ 0.000000,3.140000,"見た目の振動吸収角度(前方)",0.100000 f32 mVibrationAbsorbAngleH; // @ 0.000000,3.140000,"見た目の振動吸収角度(頭)",0.010000 f32 mVibrationAbsorbAngleS; // @ 0.000000,3.140000,"見た目の振動吸収角度(サイド)",0.200000 f32 mSlopeAnimBlendRatio; // @ 0.000000,1.000000,"坂ウエイトアニメのブレンド速度",0.150000 f32 mRotateHeadVecSpeedByGravityL; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(大変化〜180)",0.500000 f32 mRotateHeadVecSpeedByGravityM; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(通常〜90)",0.100000 f32 mRotateHeadVecSpeedByGravityS; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(微小変化)",0.010000 f32 mLookMaxAngleH; // @ 0.000000,3.140000,"首の水平可動域(±)",0.700000 f32 mLookMaxAngleVP; // @ 0.000000,3.140000,"首の垂直可動域(+)",0.500000 f32 mLookMaxAngleVM; // @ 0.000000,3.140000,"首の垂直可動域(-)",0.100000 f32 mLookShoulderMoveMax; // @ 0.000000,20.000000,"首可動に伴う肩上昇MAX",8.000000 u16 mRushInBlendTimer; // @ 0,16,"ラッシュインタイマ(標準)",4 // @end };
luigiconst.h (likely originally LuigiConst.h) is one of two C++ headers present in /Debug. These are the only two files from Super Mario Galaxy's source tree that we have. Their presence in /Debug is peculiar, as one would expect /Debug to contain only files intended to be read by the game.
MarioConst.h
#include "StaticAssert.h" struct marioConstTable { // @start "ジャンプ" // @label "ジャンプ関係" // @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado/force[8]" f32 mJumpHeight[9]; // @ 0.000000,100.000000,"跳躍高さ",22.000000,26.000000,36.000000,24.000000,32.000000,15.000000,32.000000,22.000000,1.000000 // @label "1st[0],2nd[1],3rd[2],miss[3],turn[4],squat[5],back[6],wall[7],tornado[8],force[9],slipup[10],heli[11]" f32 mGravityJumping[12]; // @ 0.000000,100.000000,"跳躍重力",1.800000,1.800000,1.800000,1.800000,1.800000,0.950000,1.800000,2.200000,0.400000,0.900000,1.800000,0.500000 f32 mGravityAirWalk; // @ 0.000000,100.000000,"ふんばり重力",0.100000 f32 mGravityRatioA; // @ 0.000000,100.000000,"上昇中Aボタン重力緩和",0.500000 f32 mJumpFrontSpeed; // @ 0.000000,100.000000,"跳躍時前方速度補正",12.500000 f32 mJumpTornadoSpeed; // @ 0.000000,100.000000,"トルネード時前方速度補正",5.000000 f32 mDropFrontSpeed; // @ 0.000000,100.000000,"落下時前方速度補正",30.000000 s16 mJumpConnectTime; // @ 0,120,"コンボ継続猶予",7 f32 mJumpConnectSpeed; // @ 0.000000,1.000000,"コンボ継続速度",0.600000 f32 mSquatJumpFrontSpeed; // @ 0.000000,100.000000,"幅跳び前方速度",16.500000 f32 mSquatJumpBackSpeed; // @ 0.000000,100.000000,"バック宙後方速度",5.000000 f32 mTurnJumpFrontSpeed; // @ 0.000000,100.000000,"ターンジャンプ時後方速度",5.000000 // @label "通常[0], 特殊[1],特殊[2],ヘリ[3],ハチ[4]" f32 mMaxDropSpeed[5]; // @ 0.000000,100.000000,"空中落下最高速度",35.000000,20.000000,5.000000,6.000000,15.000000 s16 mGrReductionDropTimer; // @ 0,120,"落下後何フレーム目からAホールドによる重力減衰するか",30 s16 mDropWaitTime; // @ 0,60,"即落下防止タイマ",5 f32 mJumpFrontReduction; // @ 0.000000,1.000000,"ジャンプ前方自然減速率",0.980000 s16 mJumpFrontReductionBeginTime; // @ 0,300,"ジャンプ前方自然減速開始タイム",15 f32 mSquatJumpFrontReduction; // @ 0.000000,1.000000,"幅跳び専用前方自然減速率",0.990000 s16 mSquatJumpFrontReductionBTime; // @ 0,300,"幅跳び専用前方自然減速開始タイム",30 f32 mMudFloorJumpWeakRatio; // @ 0.000000,1.000000,"泥(ブレーキ)床からのジャンプ高さ低減",0.500000 // @start "ヒップドロップ" f32 mGravityHipDrop; // @ 0.000000,100.000000,"尻ドロップ重力",12.000000 f32 mLimitSpeedHipDrop; // @ 0.100000,500.000000,"尻ドロップ最大速度",150.000000 f32 mHipDropLimitHeight; // @ 0.000000,500.000000,"尻ドロップ制限高度",100.000000 u16 mHipDropZeroGrTime; // @ 0,120,"尻ドロップ後静止時間",2 s16 mHipDropLimitTimerAfterTornado; // @ 0,120,"トルネード発動直後の尻ドロップ抑制時間",15 // @end // @start "スリップアップ" s16 mSlipUpSpdCtrlTimer; // @ 0,120,"速度調整時間",8 f32 mSlipUpSpdRatio; // @ 0.000000,1.000000,"速度低下比率",0.900000 f32 mSlipUpHeight; // @ 0.000000,100.000000,"スリップアップ高さ",16.000000 f32 mSlipUpFront; // @ 0.000000,100.000000,"スリップアップ前方速度",8.000000 f32 mSlipUpFrontWeak; // @ 0.000000,100.000000,"弱スリップアップ前方速度",3.000000 f32 mSlipUpHeightHang; // @ 0.000000,100.000000,"つかまりスリップアップ高さ",12.000000 f32 mSlipUpFrontHang; // @ 0.000000,100.000000,"つかまりスリップアップ前方速度",5.000000 f32 mSlipUpContinueHeight; // @ 0.000000,500.000000,"連続スリップアップで上れる高さ",150.000000 // @end // @start "空中歩行" u16 mAirWalkTime; // @ 0,1200,"空中歩行可能時間(Fr.)",180 f32 mAirWalkTimerFact1; // @ 0.000000,60.000000,"空中歩行調整1(加速)",3.000000 s16 mAirWalkTimerFact2; // @ 0,1000,"空中歩行調整2(時間影響)",300 f32 mAirWalkTimerFact3; // @ 0.000000,1.000000,"空中歩行落下時調整",0.150000 f32 mMaxJumpSpeed; // @ 0.000000,300.000000,"空中XZ最高速度",32.000000 f32 mAirWalkBackBonus; // @ 0.500000,8.000000,"後方強化",1.300000 f32 mAirWalkSpeedKiller; // @ 0.000000,1.000000,"後方歩行時減速度",0.100000 f32 mMaxBackJumpSpeed; // @ 0.000000,100.000000,"空中後方XZ最高速度",10.000000 f32 mAirWalkBonus; // @ 0.000000,10.000000,"ふんばり空中歩行調整1(加速)",3.000000 // @label "★以下二つは、真上・前方ジャンプ後の後方引き戻しに影響します" s16 mBackJumpLimitFrame; // @ 0,300,"ジャンプ後のバックリミットタイム",60 f32 mBackJumpRatio; // @ 0.000000,10.000000,"ジャンプ後のバック力比率",3.000000 s16 mWaitNeutralTimer; // @ 0,300,"ニュートラル待ちタイマ",15 // @end // @start "着地" f32 mHardLandingHeight; // @ 0.000000,5000.000000,"シビレ着地高度",2500.000000 u16 mHardLandStunTimer; // @ 0,180,"シビレ時間",60 // @end // @start "コードジャンプ" // @label "弱、中、強、 Normal" f32 mCodeJumpPower[4]; // @ 0.000000,100.000000,"ポリゴンコードジャンプ強さ",30.000000,60.000000,100.000000,30.000000 // @end // @start "踏みつけ反動" f32 mTrampleNormal; // @ 0.000000,100.000000,"敵踏みつけ反動(無入力)",19.000000 f32 mTrampleLong; // @ 0.000000,100.000000,"Aボタン入力時の加算量",4.000000 f32 mTrampleNormalTaco; // @ 0.000000,100.000000,"(タコ)敵踏みつけ反動",28.000000 f32 mTrampleBegoma; // @ 0.000000,100.000000,"ベーゴマ踏みつけ反動",40.000000 f32 mTrampleBegomaRotRise; // @ 0.000000,3.000000,"ヘリジャンプ回転(上昇中)",0.600000 f32 mTrampleBegomaRotFall; // @ 0.000000,3.000000,"ヘリジャンプ回転(下降中)",0.250000 u16 mTrampleBegomaOpenTime; // @ 0,300,"ヘリジャンプ減速開始時間",12 // @end // @start "上方アタック反動" f32 mDropUnderPowerMin; // @ 0.000000,100.000000,"跳ね返り力最小",10.000000 f32 mDropUnderPowerMax; // @ 0.000000,100.000000,"跳ね返り力最大",20.000000 // @end // @start "メッセージジャンプ" f32 mMsgJumpGroundPowerXZ; // @ 0.000000,100.000000,"接地時横方向ジャンプ速度",10.000000 f32 mMsgJumpGroundPowerY; // @ 0.000000,100.000000,"接地時タテ方向ジャンプ速度",20.000000 f32 mMsgJumpAirPower; // @ 0.000000,100.000000,"空中時ジャンプ速度",15.000000 f32 mBilliardJumpExtra; // @ 0.000000,10.000000,"ビリヤードジャンプの加算速度",5.000000 // @end // @start "先行ジャンプ入力" s16 mFutureJumpReqLimitTime; // @ 0,30,"先行ジャンプ入力可能な猶予フレーム",4 // @end // @start "ワープポッドジャンプ" f32 mWarpPodJumpX; // @ 0.000000,100.000000,"ワープポッドからの脱出X速度",20.000000 f32 mWarpPodJumpY; // @ 0.000000,100.000000,"ワープポッドからの脱出Y速度",30.000000 // @end // @end // @start "ダメージ" // @start "中ダメージ" f32 mJumpHeightDamage; // @ 0.000000,100.000000,"飛び上がり高さ",15.000000 f32 mJumpDistDamage; // @ 0.000000,100.000000,"飛ばされ速度",9.000000 f32 mGravityDamage; // @ 0.000000,100.000000,"重力",1.000000 // @end // @start "大ダメージ" f32 mJumpHeightLargeDamage; // @ 0.000000,100.000000,"飛び上がり高さ(加算)",25.000000 f32 mJumpDistLargeDamage; // @ 0.000000,100.000000,"飛ばされ速度",20.000000 // @end // @start "小ダメージ" f32 mSlideDistFaint; // @ 0.000000,100.000000,"よろけ速度",15.000000 s16 mFaintTimer1; // @ 1,120,"拘束時間",15 s16 mFaintTimer2; // @ 1,120,"キャンセル時間",15 f32 mFaintFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.900000 f32 mFaintFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.900000 // @end // @start "はねとばされ" f32 mSlideDistFlip; // @ 0.000000,100.000000,"よろけ速度",15.000000 f32 mSlideDistFlipSpin; // @ 0.000000,100.000000,"よろけ速度(スピン時)",7.500000 s16 mFlipTimer1; // @ 1,120,"拘束時間",15 s16 mFlipTimer2; // @ 1,120,"キャンセル時間",15 f32 mFlipFriction1; // @ 0.000000,1.000000,"拘束中摩擦",0.980000 f32 mFlipFriction2; // @ 0.000000,1.000000,"キャンセル中摩擦",0.970000 f32 mFlipFriction3; // @ 0.000000,1.000000,"能動ブレーキ摩擦",0.600000 // @end // @start "炎[ラン]ダメージ" u16 mFireRunTimer1; // @ 1,120,"炎をくらってから走りはじめるまでの間",40 u16 mFireRunTimer2; // @ 1,120,"炎をくらってから全速で走っている時間",30 u16 mFireRunTimer3; // @ 1,120,"減速時間",15 f32 mFireRunSpeed; // @ 0.000000,100.000000,"ラン速度",16.000000 f32 mFireRunTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.100000 f32 mFireRunGravity; // @ 0.000000,10.000000,"空中ヒット時の着地重力",5.000000 f32 mFireRunFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",50.000000 // @end // @start "炎[舞踏]ダメージ" f32 mFireDanceTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.200000 f32 mFireDanceGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000 f32 mFireDanceGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000 f32 mFireDanceFirstJump; // @ 0.000000,100.000000,"投げ上げ速度",40.000000 f32 mFireDanceSecondJump; // @ 0.000000,100.000000,"投げ上げ速度",20.000000 f32 mFireDanceMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000 f32 mFireDanceMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000 // @end // @start "ブラックホール" f32 mBlackHoleRadiusRatio; // @ 0.000000,1.000000,"半径引き寄せ率",0.992000 f32 mBlackHoleScaleSpeed; // @ 0.000000,0.100000,"スケール縮小率/fr",0.002000 f32 mBlackHoleScaleLimit; // @ 0.000000,1.000000,"スケール最小値",0.700000 f32 mBlackHoleRotateSpeed; // @ 0.000000,0.100000,"回転加速アングル/fr",0.001800 f32 mBlackHoleRotateLimit; // @ 0.000000,3.140000,"回転最大アングル/fr",0.700000 f32 mBlackHoleFirstRadius; // @ 0.000000,2.000000,"初期半径率",1.000000 u16 mBlackHoleHideTime; // @ 0,300,"マリオが姿を消すフレーム",165 // @end // @start "水上・水中ダメージ" u16 mWaterInnerFaintTime; // @ 1,200,"水上/水中 小ダメージ 飛ばされ時間",60 f32 mSwimFaintSpeed; // @ 0.000000,100.000000,"水上/水中 小ダメージ 速度",10.000000 u16 mWaterInnerDamageTime; // @ 1,200,"水中 中ダメージ 飛ばされ時間",60 f32 mSwimDamageSpeed; // @ 0.000000,100.000000,"水中 中ダメージ 速度",10.000000 f32 mSwimSurfaceDamageSpeed; // @ 0.000000,100.000000,"水上 中ダメージ 速度",5.000000 f32 mWaterSurfaceDamageJump; // @ 0.000000,50.000000,"水上 中ダメージ 飛び上がり量",26.000000 // @label "魚骨ボス専用" u16 mSwimDamageTimerEx1; // @ 0,100,"ボス1ダメージ 時間",90 f32 mSwimDamageSpeedEx1; // @ 0.000000,100.000000,"ボス1ダメージ 速度",35.000000 // @end // @start "ファウンテン" f32 mJumpHeightFlow; // @ 0.000000,100.000000,"飛び上がり高さ",18.000000 f32 mJumpDistFlow; // @ 0.000000,100.000000,"飛ばされ速度",2.000000 f32 mGravityFlow; // @ 0.000000,100.000000,"重力",0.300000 // @end // @end // @start "走歩行" // @label "移動関係" f32 mFlatAngle; // @ 10.000000,90.000000,"水平歩行可能な(上限)角度",45.000000 f32 mSlipAngle; // @ 1.000000,90.000000,"滑り可能な(上限)角度",60.000000 f32 mForceWallAngle; // @ 1.000000,90.000000,"壁プッシュ/絶対立てない角度",85.000000 f32 mDebugMoveSpeed; // @ 0.000000,500.000000,"デバッグ移動速度",120.000000 f32 mWalkSpeed; // @ 0.000000,100.000000,"歩行速度",13.000000 // f32 mInertiaStandard; // @ 0.000000,1.000000,"歩行慣性",0.800000 f32 mInertiaStandardStop; // @ 0.000000,1.000000,"歩行慣性(停止)",0.940000 f32 mInertiaStandardMax; // @ 0.000000,1.000000,"歩行慣性(高速)",0.900000 f32 mInertiaBdash; // @ 0.000000,1.000000,"Bダッシュ慣性",0.980000 f32 mInertiaBdashAfter; // @ 0.000000,1.000000,"Bダッシュ余韻慣性",0.992000 f32 mInertiaStop; // @ 0.000000,1.000000,"停止慣性",0.850000 f32 mInertiaSquat; // @ 0.000000,1.000000,"しゃがみ慣性",0.950000 f32 mInertiaTurnSlip; // @ 0.000000,1.000000,"ターン滑り慣性",0.910000 f32 mInertiaTurning; // @ 0.000000,1.000000,"ターン中慣性",0.850000 f32 mInertiaJumpFinish; // @ 0.000000,1.000000,"ジャンプ終了慣性",0.800000 f32 mInertiaReflectSlip; // @ 0.000000,1.000000,"反射時の慣性",1.000000 f32 mInertiaStartSpin; // @ 0.000000,1.000000,"停止急発進慣性",0.950000 f32 mInertiaOverSpeed; // @ 0.000000,1.000000,"最高速度越え時の減速慣性",0.800000 f32 mTurnAngleSpeed; // @ 0.000000,3.141600,"ターン角速度",0.900000 f32 mTurnAngleSpeed2; // @ 0.000000,3.141600,"ターン角速度(ラン中)",0.150000 f32 mTurnAngleSpeed3; // @ 0.000000,3.141600,"ターン角速度(滑り中)",0.100000 f32 mTurnAngleSpeedSlowWalk; // @ 0.000000,3.141600,"ターン角速度(低速歩行中)",0.040000 f32 mGravityStandard; // @ 0.000000,100.000000,"標準重力係数",30.000000 f32 mGravityGrounding; // @ 0.000000,100.000000,"接地重力係数",20.000000 f32 mDashMultiply; // @ 0.000000,4.000000,"メタルダッシュ倍率",2.000000 f32 mCameraAngleLimit; // @ 0.000000,1.000000,"球状地形移動制限",0.050000 u16 mStartSpinTime; // @ 0,120,"開始ダッシュスリップ時間",30 u16 mDashAfterTime; // @ 0,120,"Bダッシュ余韻時間",40 u16 mAutoBdashTime; // @ 0,10000,"振りBダッシュ継続時間",10000 u16 mSlowStartTime; // @ 0,120,"停止状態からの速度制限時間",10 f32 mStartSpinAnimeRatio; // @ 0.000000,3.000000,"空転アニメーション倍率",1.250000 f32 mSlopeAnimeRatio; // @ 0.000000,2.000000,"坂のぼりアニメ倍率(通常)",0.500000 f32 mSlopeSpinAnimeRatio; // @ 0.000000,3.000000,"坂がんばりアニメ倍率",0.750000 f32 mItemDashRatio; // @ 1.000000,3.000000,"アイテムダッシュ速度倍率",1.500000 u16 mItemDashTimer; // @ 1,600,"アイテムダッシュ時間",180 // @start "氷上" f32 mInertiaIceStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.985000 f32 mInertiaIceStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.995000 f32 mInertiaIceStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.980000 f32 mInertiaIceStop; // @ 0.000000,1.000000,"減速時慣性",0.992000 f32 mInertiaIceTurn; // @ 0.000000,1.000000,"氷上ターン速度",0.200000 // @end // @start "滑り床上" f32 mInertiaSlipStandardStop; // @ 0.000000,1.000000,"低速時慣性",0.980000 f32 mInertiaSlipStandardMax; // @ 0.000000,1.000000,"高速時慣性",0.990000 f32 mInertiaSlipStartSpin; // @ 0.000000,1.000000,"滑り出し慣性",0.985000 f32 mInertiaSlipStop; // @ 0.000000,1.000000,"減速時慣性",0.980000 f32 mInertiaSlipTurn; // @ 0.000000,1.000000,"ターン時慣性",0.980000 // f32 mInertiaSlipTurn; // @ 0.0,1.0,"氷上ターン速度",0.2 // @end // @start "ターンとスリップとブレーキ" f32 mTurnSlipAngle; // @ 0.000000,3.141600,"ターンアングル",2.600000 u16 mTurnReadyTime; // @ 0,30,"ターン入力待ちタイム",10 f32 mTurnSlipNeutral; // @ 0.000000,1.000000,"ターンニュートラル値",0.700000 f32 mSlipSpeed; // @ 0.000000,2.000000,"ターンスリップ可能最低速度",0.250000 f32 mFastTurnSpeed; // @ 0.000000,3.141600,"高速ターン可能最高速度",0.100000 s16 mTurnSlipTime; // @ 0,120,"ターン中静止タイム(通常床)",6 s16 mTurnSlipTimeB; // @ 0,120,"ターン中静止タイム(滑り床)",60 s16 mTurnJumpInhibitTime; // @ 0,60,"ターンジャンプ阻止タイム",0 f32 mLandTurnHeight; // @ 0.000000,200.000000,"着地ターン先行入力可能高度",120.000000 f32 mInertiaBrake; // @ 0.000000,1.000000,"ブレーキ慣性",0.850000 u16 mStandingTurnTime; // @ 0,120,"静止ターン時間",10 u16 mWeakTurnTime; // @ 0,120,"ラン中弱ターン補正時間",15 u16 mBrakeFirstTimer; // @ 0,120,"ラン状態からのブレーキ発動待ち時間",15 u16 mBrakeSecondTimer; // @ 0,120,"ブレーキ発動時間",33 // @end // @start "スロープ処理" f32 mSlopeSpeedMax; // @ 0.000000,100.000000,"坂くだり最高速度",22.000000 f32 mSlopeAccel; // @ 0.000000,0.100000,"坂滑り加速度",0.010000 f32 mSlopeSpeedMaxBraking; // @ 0.000000,100.000000,"ブレーキ中最高速度",20.000000 f32 mSlopeFinishInertia; // @ 0.000000,1.000000,"水平面での滑り継続慣性",0.950000 f32 mSlopeCancelInertia; // @ 0.000000,1.000000,"スティック入力時継続慣性",0.940000 f32 mSlopeAnimeFinishSpeed; // @ 0.000000,30.000000,"坂アニメを停止する坂速度(slopevec)",15.000000 f32 mSlopeDashAngleFactor; // @ 1.000000,90.000000,"角度に対する増速比率",20.000000 f32 mSlopeDashSpeedFactor; // @ 0.000000,5.000000,"元速度に対する乗算比率",0.100000 f32 mSlopeDashAccelFactor; // @ 0.000000,100.000000,"加算速度倍率(アニメに影響しない)",50.000000 u16 mSlopeDashAccelTime; // @ 1,300,"最高速度に達するまでの時間",75 f32 mSlopeSideMoveInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(入力時)",0.950000 f32 mSlopeSideStopInertia; // @ 0.000000,1.000000,"横方向移動に対する慣性(ニュートラル時)",0.980000 f32 mSlopeSideMoveSpeed; // @ 0.000000,50.000000,"横方向移動最高速度",10.000000 f32 mSlopeCurveAssist; // @ 0.000000,1.000000,"坂方向変化時のMAX追従率",0.050000 f32 mSlipMoveTurnAngleRad; // @ 0.000000,1.570000,"スティック移動時の姿勢回転速度/fr[rad]",0.030000 // @end // @start "段差処理" f32 mWalkStepHeight; // @ 0.000000,200.000000,"歩いて上れる段差",50.000000 // @end // @start "アニメ" // @label "走歩行アニメ" f32 mTiltRatio; // @ 0.000000,100.000000,"上半身左右傾きレシオ",40.000000 f32 mLookDownRatio; // @ 0.000000,1.000000,"上半身前後傾きレシオ",0.400000 f32 mSpeedStep[3]; // @ 0.000000,2.000000,"歩行アニメ切り替え速度",0.050000,0.750000,0.950000 f32 mMaxAnmSpeedA; // @ 0.000000,20.000000,"Bダッシュ時最高アニメ速度",6.000000 f32 mMinAnmSpeedA; // @ 0.000000,20.000000,"ダッシュ時最低アニメ速度",2.500000 f32 mMaxAnmSpeedB; // @ 0.000000,20.000000,"ラン時最高アニメ速度",4.000000 f32 mMinAnmSpeedB; // @ 0.000000,20.000000,"ラン時最低アニメ速度",2.500000 f32 mMaxAnmSpeedC; // @ 0.000000,20.000000,"歩き時最高アニメ速度",1.330000 f32 mMinAnmSpeedC; // @ 0.000000,20.000000,"歩き時最低アニメ速度",0.670000 f32 mWeightBlendRatio; // @ 0.000000,1.000000,"歩行アニメーションブレンド変化率",0.200000 f32 mMudFloorSlipRatio; // @ 1.000000,10.000000,"泥(ブレーキ)床での空転倍率",2.000000 // @end // @start "感度" // @label "感度" f32 mStickAngleMargin; // @ 0.000000,0.785000,"スティックの上下左右優先補正角度",0.100000 f32 mStickMarginX; // @ 0.000000,0.900000,"Y入力に対するX無感度範囲",0.250000 f32 mStickMarginY; // @ 0.000000,0.900000,"Y入力に対するY無感度範囲",0.200000 f32 mStickMarginYstart; // @ 0.000000,1.000000,"X無感度開始するY最小値",0.500000 f32 mStickMarginXstart; // @ 0.000000,1.000000,"Y無感度開始するX最小値",0.500000 f32 mStickHeavyMinRatio; // @ 0.000000,1.000000,"重ステ 最重レシオ",0.300000 f32 mStickHeavyMinAngle; // @ 0.000000,3.140000,"重ステ 最重レシオアングル",0.785400 f32 mStickHeavyMaxAngle; // @ 0.000000,3.140000,"重ステ 最軽レシオアングル",1.570800 // @end // @start "しゃがみ歩き" // @label "しゃがみ歩き" f32 mSpeedSquatWalkLower; // @ 0.000000,1.000000,"歩き開始できる速度",0.050000 f32 mSquatWalkStep; // @ 0.000000,10.000000,"歩幅",6.000000 f32 mSquatWalkMaxSpeed; // @ 0.000000,1.000000,"最大速度",0.200000 f32 mSquatWalkMinSpeed; // @ 0.000000,1.000000,"最低速度",0.100000 // @end // @start "風" f32 mWindSlideLimit; // @ 0.000000,100.000000,"横滑り開始風力",1.000000 f32 mWindSlideFriction; // @ 0.000000,10.000000,"押し戻し滑り摩擦",1.200000 f32 mWindForwardFriction; // @ 0.000000,10.000000,"追い風摩擦",0.500000 f32 mWindSlideFrictionAgainst; // @ 0.000000,10.000000,"向い風摩擦",0.800000 f32 mWindJumpingFriction; // @ 0.000000,10.000000,"空中影響度",0.100000 // @end // @end // @start "トルネード" // @label "トルネード" u16 mTornadoTime; // @ 0,600,"地上トルネード時間",45 u16 mTornadoTimeAir; // @ 0,600,"空中トルネード時間",150 u16 mAirWalkTimeTornado; // @ 0,1200,"トルネード中のホバリング可能時間",150 u16 mTornadoRestartTime; // @ 0,300,"強制停止後の、再起動までのインターバル",60 f32 mSpinDifferMargin; // @ 0.000000,3.100000,"1フレームに許される最大変化",1.500000 f32 mSpinGoalAngle; // @ 0.000000,15.000000,"どれだけまわしたら発動?",4.500000 s16 mSpinInputLimitTime; // @ 1,120,"入力受付フレーム",25 s16 mSpinTime; // @ 1,1000,"トルネード発動フレーム",120 f32 mSpinSpeed; // @ 0.000000,3.140000,"回転標準速度",1.800000 f32 mSpinWalkRatio; // @ 1.000000,3.000000,"歩行速度による回転速度オフセット掛率",1.100000 f32 mSpinJumpRatio; // @ 1.000000,3.000000,"ジャンプによる回転速度掛率",1.300000 f32 mSpinWallReboundSpeed; // @ 1.000000,100.000000,"スピンJ中壁ヒット反射速度",2.000000 u16 mSpinFinishTime; // @ 0,120,"速度を落とし始める残り時間",49 f32 mSpinFinishRate; // @ 0.000000,2.000000,"終了前、速度の落ち具合",0.200000 f32 mTornadoMultiply; // @ 0.000000,4.000000,"トルネード中移動最高速度倍率",0.500000 f32 mTurnAngleSpeedTornado; // @ 0.000000,3.141600,"トルネード中ターン角速度",0.100000 f32 mInertiaTornadoAccel; // @ 0.000000,1.000000,"加速トルネード慣性",0.900000 f32 mInertiaTornadoBrake; // @ 0.000000,1.000000,"減速トルネード慣性",0.960000 u16 mTornadoChargeTime; // @ 2,300,"チャージに要する時間",60 u16 mTornadoChargeUpTime; // @ 1,1200,"チャージ有効時間",300 u16 mTornadoZeroGravityTimer; // @ 0,120,"トルネード0G時間",0 f32 mTornadoBoostPower; // @ 0.000000,100.000000,"ブースター初速",0.000100 f32 mTornadoBoostAttn; // @ 0.000000,2.000000,"ブースター加減速",1.532000 u16 mTornadoBoostTimer; // @ 0,120,"ブースター時間",28 f32 mTornadoBoostAttnMini; // @ 0.000000,2.000000,"miniブースター加減速",1.600000 u16 mTornadoBoostTimerMini; // @ 0,120,"miniブースター時間",25 // @label "トルネード傾き処理" f32 mTornadoTiltCancel; // @ 0.000000,1.000000,"ニュートラルに戻る速度",0.960000 f32 mTornadoTiltAngle; // @ 0.000000,1.000000,"傾き具合",0.330000 f32 mTornadoTiltSpeed; // @ 0.000000,1.000000,"傾く速度",0.018000 f32 mTornadoTiltOffSpeed; // @ 0.000000,1.000000,"非トルネード時に戻す速度",0.100000 f32 mTornadoTiltNear; // @ 0.000000,1.000000,"方向転換時の戻り具合",0.400000 // @label "トルネード反射処理" u16 mTornadoReflectTimer; // @ 0,120,"壁反射時の0慣性タイマー",30 f32 mTornadoReflectSpeed; // @ 0.000000,1.000000,"壁反射時の強制速度",1.000000 // @label "スピン(ミニトルネード)" u16 mAirWalkTimeSpin; // @ 0,1200,"スピン(ミニトルネード)中のホバリング可能時間",24 f32 mSpinCoinPullRadius; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ半径",600.000000 f32 mCoinPullAngleSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン回転速度倍率",0.750000 f32 mCoinPullDistSpeedRatio; // @ 0.000000,1000.000000,"スピン中のコイン引き寄せ速度倍率",0.750000 u16 mSpinJumpCount; // @ 1,8,"スピン回数",2 u16 mSpinIntervalTime; // @ 0,500,"スピン終了後の禁止タイマ",45 f32 mSpinJumpHeight; // @ 0.000000,100.000000,"スピンジャンプ 到達高度",12.000000 f32 mSpinJumpGravity; // @ 0.000000,10.000000,"スピンジャンプ 重力 ",0.250000 // @end // @start "かべ" f32 mWallStickGrHeight; // @ 0.000000,1000.000000,"くっつける最低下方高さ",100.000000 f32 mWallStickFrHeight; // @ 0.000000,1000.000000,"くっつける最低上方高さ",50.000000 f32 mWallStickStepHeight; // @ 0.000000,1000.000000,"くっつける最低段差高低差",325.000000 f32 mWallDropSpeedStop; // @ 0.000000,100.000000,"つかまり中の落下速度",4.000000 f32 mWallDropSpeedNormal; // @ 0.000000,100.000000,"すべり中の落下速度",14.000000 f32 mWallJumpPowerXZ; // @ 0.000000,100.000000,"壁ジャンプXZ",13.000000 f32 mWallJumpPowerY; // @ 0.000000,100.000000,"壁ジャンプY速度",30.000000 f32 mWallBackJumpPowerXZ; // @ 0.000000,100.000000,"後壁ジャンプXZ",6.000000 f32 mWallBackJumpPowerY; // @ 0.000000,100.000000,"後壁ジャンプY速度",10.000000 s16 mWallStickTime; // @ 1,120,"壁にくっついて静止できる時間",15 s16 mWallStickTimeIce; // @ 1,180,"壁にくっついて静止できる時間(アイス壁)",60 s16 mWallReleaseTime; // @ 1,300,"無入力で滑っている時間",180 f32 mWallSideMoveRatio; // @ 0.000000,1.000000,"壁ヨコ移動の減衰率(1/n:n[fr]で0になる)",0.003000 f32 mJumpHeightBlown; // @ 0.000000,100.000000,"壁ヒット飛上り高さ",10.000000 f32 mGravityBlown; // @ 0.000000,100.000000,"壁ヒット落下重力",1.000000 f32 mWallHangGrHeight; // @ 0.000000,1000.000000,"角につかまれる最低下方高さ",225.000000 f32 mWallHangMyHeight; // @ 0.000000,1000.000000,"角までの最大距離",150.000000 s16 mHangBlendTime; // @ 0,120,"角つかまり時ブレンドタイム",10 f32 mWallPushAngleRange; // @ 0.000000,45.000000,"壁プッシュ(開始)許容アングル",20.000000 f32 mWallFrontAngleRange; // @ 0.000000,1.000000,"前方壁とみなすハーフアングル",0.500000 f32 mWallBackAngleRange; // @ 0.000000,1.000000,"後方壁とみなすハーフアングル",0.707000 f32 mWallStickCancelAngle; // @ -1.000000,1.000000,"前回くっついた壁との必要な角度差",0.100000 f32 mWallBackHangStickPower; // @ 0.000000,1.000000,"背面つかまり時のスティック最大許容入力",0.800000 f32 mWallBackHangWalkSpeed; // @ 0.000000,1.000000,"背面つかまり時の最大許容歩行速度",0.500000 f32 mWallTriJumpMargin; // @ 0.000000,1.000000,"三角飛びよりも壁法線を優先する角度差(cos)",0.996000 f32 mWallSpinFlipGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き横速度",5.000000 f32 mWallSpinHopGround; // @ 0.000000,20.000000,"地上スピン衝突時弾き縦速度",12.000000 f32 mWallSpinFlipAirRatio; // @ 0.000000,2.000000,"空中スピン衝突時補正(乗算)",0.750000 // @end // @start "クラップ" u16 mClapCoinTime; // @ 1,30,"コイン1個あたりのウエイトタイム",6 f32 mClapCoinPullRate; // @ 0.000000,1.000000,"引き寄せ率",0.330000 f32 mClapJumpBonusRising; // @ 0.000000,100.000000,"上昇中ボーナスホップ",10.000000 f32 mClapJumpBonusFalling; // @ 0.000000,100.000000,"落下中ボーナスホップ",15.000000 f32 mHopLimit; // @ 0.000000,1000.000000,"ホップ加算リミット速度",10.000000 // @end // @start "水泳" f32 mSwimFrontAcc; // @ 0.000000,10.000000,"連打加速",4.000000 f32 mSwimFrontMaxSpeed; // @ 0.000000,100.000000,"連打最高速",11.500000 f32 mSwimFrontSpinSpeed; // @ 0.000000,100.000000,"スピン最高速",70.000000 f32 mSwimFrontNormalSpeed; // @ 0.000000,100.000000,"押し中定速",7.500000 // f32 mSwimFrontOnWaterAcc; // @ 0.00000,10.0, "連打加速", 5.0 f32 mSwimFrontOnWaterSpeed; // @ 0.000000,10.000000,"水上泳ぎ速度",7.500000 f32 mSwimFrontJetSpeed; // @ 0.000000,100.000000,"ジェット速度(赤い奴)",18.000000 f32 mSwimFrontJetSpeedSlow; // @ 0.000000,100.000000,"ジェット速度(量産型)",14.000000 f32 mSwimAccRatio; // @ 0.010000,10.000000,"(水中)ひと掻きテーブル倍率",1.500000 f32 mSwimAccMinRatio; // @ 0.000000,1.000000,"(水中)ひと掻き最小加速度倍率",0.100000 f32 mSwimFrontIne; // @ 0.000000,1.000000,"定速加速慣性",0.985000 f32 mSwimStopIne; // @ 0.000000,1.000000,"減速慣性(水中)",0.992000 f32 mSwimStopIneSurface; // @ 0.000000,1.000000,"減速慣性(水面)",0.980000 f32 mSwimRotSpeedX; // @ 0.000000,3.000000,"ピッチ回転最高速",0.040000 f32 mSwimRotSpeedZ; // @ 0.000000,3.000000,"旋回最高速",0.012000 f32 mSwimRotSpeedZStop; // @ 0.000000,10.000000,"静止中旋回速度",2.000000 f32 mSwimRotXIne; // @ 0.000000,1.000000,"ピッチ回転慣性",0.500000 f32 mSwimRotZIne; // @ 0.000000,1.000000,"旋回慣性",0.600000 f32 mSwimRotXIneT; // @ 0.000000,1.000000,"(with亀・水中)ピッチ回転慣性",0.500000 f32 mSwimRotZIneT; // @ 0.000000,1.000000,"(with亀・水中)旋回慣性",0.600000 f32 mSwimUpAcc; // @ 0.000000,100.000000,"浮力",0.100000 f32 mSwimUpMaxSpeed; // @ 0.000000,100.000000,"浮上最高速度",1.000000 f32 mWeightBlendRatioSwim; // @ 0.000000,1.000000,"水泳アニメブレンド変化率",0.040000 f32 mWeightBlendRatioSwimB; // @ 0.000000,1.000000,"水泳アニメブレンド変化率(バタ足)",0.200000 f32 mSwimFreeXback; // @ 0.000000,1.000000,"手放し時の戻り力(下〜横)",0.100000 f32 mSwimFreeXback2; // @ 0.000000,1.000000,"手放し時の戻り力(横〜上)",0.040000 f32 mSwimSpdYratio; // @ 0.000000,1.000000,"Y速度の圧力抵抗率",1.000000 f32 mSwimRotSpeedRatioSurface; // @ 0.000000,3.000000,"水上での旋回速度倍率",1.000000 u16 mJumpSinkTimer; // @ 0,120,"ジャンプ落下による浮力無視タイマ",12 u16 mJumpDamageSinkTimer; // @ 0,120,"ダメージ落下による浮力無視タイマ",40 f32 mSwimToWalkSpd; // @ 1.000000,100.000000,"速度を走行速度に引き継ぐ",10.000000 u16 mWaterDecInterval; // @ 1,300,"(酸素切れ後に)何フレームに一個ライフを減らすか",180 u16 mWaterDecSpinAcc; // @ 0,10,"スピンによる余分な酸素消費",0 u16 mOxygenMax; // @ 1,10000,"最大酸素容量(フレーム)",3600 // @start "カメさん" f32 mSwimXJetRotRatio; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ",0.400000 f32 mSwimXJetRotRatioRed; // @ 0.000000,1.000000,"カメ中のピッチ旋回レシオ【赤】",0.350000 f32 mTurboReductionStream; // @ 0.000000,1.000000,"カメ中の、水流減速率",0.500000 f32 mTurboReductionHitWall; // @ 0.000000,1.000000,"カメ中の、壁ヒット減速",0.100000 f32 mTurboReductionHitFloor; // @ 0.000000,1.000000,"カメ中の、床ヒット減速",0.995000 u16 mSwimJetPeriod1; // @ 0,3000,"亀・初期ダッシュ期間",180 u16 mSwimJetPeriod2; // @ 1,5000,"亀・減速終了期間",600 f32 mSwimJetPeriod1Ratio; // @ 1.000000,5000.000000,"亀・ダッシュ倍率",2.000000 f32 mSwimJetPeriod3Ratio; // @ 1.000000,5000.000000,"亀・最減速倍率",0.500000 // @end // @start "Z沈降" f32 mZsinkAngleX; // @ 0.000000,3.140000,"潜り角度",3.100000 u16 mZsinkMoveTimer; // @ 0,120,"浮力影響を受けないタイマ",15 u16 mZsinkSinkTimer; // @ 0,120,"固定沈降タイマ",50 u16 mZsinkStartTimer; // @ 0,120,"沈降開始フレーム",35 f32 mZsinkFrontSpeed; // @ 0.000000,100.000000,"前方速度",3.000000 // @end // @start "特殊エントリー" // @label "0:hipdrop/飛び込み, 1:/亀jet 2:/spin" u16 mSwimSpecStartTimerA[3]; // @ 0,120,"定速タイマ",30,25,20 u16 mSwimSpecStartTimerB[3]; // @ 0,120,"沈降タイマ",40,30,25 // @end // @start "[水泳]スピン" u16 mSwimSpinReadyTime; // @ 0,300,"スピン準備時間",5 u16 mSwimSpinTime; // @ 0,300,"スピン時間[水中]-アニメ再生時間-",33 u16 mSwimDashTime; // @ 0,300,"スピンダッシュ時間[水中]-攻撃性能時間",30 u16 mSwimSpinFrontTime; // @ 0,300,"スピンダッシュ加速[水中]",24 u16 mSwimSpinYspeedTime; // @ 0,300,"縦回転制限時間[水中]",50 u16 mSwimSpinDownStep; // @ 0,300,"スピン減速開始残時間",30 f32 mSwimSpinSpeed; // @ 0.000000,3.140000,"スピン開始速度",0.000000 f32 mSwimSpinAcc1; // @ 0.000000,2.000000,"スピン減速率(開始後)",0.950000 f32 mSwimSpinAcc2; // @ 0.000000,2.000000,"スピン減速率(終了前)",0.960000 // u16 mSwimSpinOfsTime; // @ 0,120,"スピンため時間",30 u16 mSwimSpinMissOfsTime; // @ 0,120,"ミス時ため時間",30 f32 mSwimSpinAccRatio; // @ 0.100000,10.000000,"(水中)スピン加速テーブル倍率",0.700000 f32 mSwimSpinSurfaceAccRatio; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.700000 f32 mSwimSpinAccRatioR; // @ 0.100000,10.000000,"(水中)スピン減速テーブル倍率",0.100000 f32 mSwimSpinSurfaceAccRatioR; // @ 0.100000,10.000000,"(水面)スピン加速テーブル倍率",0.100000 // @end // @start "[水泳]リングダッシュ" u16 mSwimRingDashChargeTime; // @ 0,120,"リングダッシュ定速時間",15 u16 mSwimRingDashTime; // @ 0,1200,"リングダッシュタイマ",300 u16 mSwimRingDashFinishTime; // @ 0,1200,"減速開始時間",120 f32 mSwimRingDashSpeedRatio; // @ 1.000000,10.000000,"速度倍率",2.500000 // @end // @start "[水泳]モーション" f32 mSwimSurfaceSpeed; // @ 0.000000,5.000000,"水面泳ぎ速度",1.800000 f32 mSwimWaterSpeed; // @ 0.000000,5.000000,"水中泳ぎ速度",1.600000 f32 mSwimDriftSpeed; // @ 0.000000,5.000000,"水中弛緩速度",1.000000 u16 mSwimConnectIn; // @ 0,120,"手掻きコンボ受付フレーム",35 u16 mSwimConnectOut; // @ 0,120,"手掻きコンボ終了フレーム",60 f32 mSwimTiltZup; // @ 1.000000,100.000000,"静止中上向き見た目補正",5.000000 f32 mSwimTiltZdown; // @ 1.000000,100.000000,"静止中下向き見た目補正",10.000000 f32 mSwimTiltReal; // @ 0.100000,100.000000,"静止中下向き実方向補正",1.500000 f32 mSwimTiltSpd; // @ 0.100000,1.000000,"静止中向き変更速度",0.950000 // @end // @start "[水泳]浮力" f32 mSwimUpSurfaceDist; // @ 0.000000,1000.000000,"水面近くで、浮力が強くなる範囲",100.000000 f32 mSwimUpStrongDist; // @ 0.000000,1000.000000,"水面近くで、浮力が段階的に強くなる範囲",500.000000 f32 mSwimUpStrongRatio; // @ 0.000000,30.000000,"水面近くで、浮力が強くなる倍率",1.500000 f32 mSwimUpWeakDist; // @ 1.000000,3000.000000,"水底近くで、浮力が段階的に弱くなる範囲",600.000000 f32 mSwimUpBottomDist; // @ 1.000000,1000.000000,"水底近くで、浮力が弱くなる範囲",300.000000 f32 mSwimUpWeakRatio; // @ 0.000000,1.000000,"水底近くで、浮力が弱くなる倍率",0.100000 f32 mSwimReverseSinkRatio; // @ 0.000000,30.000000,"逆転沈降レシオ",8.000000 // @end // @end // @start "スライダー" f32 mSliderBrakeIne; // @ 0.000000,1.000000,"ブレーキ慣性",0.900000 f32 mSliderWeightIne; // @ 0.000000,1.000000,"荷重慣性",0.900000 f32 mSliderSlopePow; // @ 0.000000,5.000000,"坂の影響度",0.500000 f32 mSliderWeightPow; // @ 0.000000,5.000000,"ターン影響度",0.900000 f32 mSliderMaxSpeed; // @ 0.000000,100.000000,"最高速度",32.000000 f32 mSliderBrakePow; // @ 0.000000,10.000000,"摩擦力",0.100000 f32 mSliderFrontTurnRatio; // @ 0.000000,1.000000,"前方向き直り速度",0.080000 f32 mSliderHeadRotateRatio; // @ 0.000000,1.000000,"頭方向回転速度",0.080000 f32 mSliderTiltRatio; // @ 0.000000,1.000000,"傾き変化速度",0.300000 // @end // @start "ミツバチ" f32 mBeeFlyRandomFactor; // @ 0.000000,10.000000,"飛行乱高下割合",0.000000 f32 mBeeFlyConstantFactor; // @ 0.000000,30.000000,"飛行定常割合",5.000000 f32 mBeeAirWalkAcc; // @ 0.000000,100.000000,"空中横移動加速度",0.100000 f32 mBeeAirWalkLimit; // @ 0.000000,100.000000,"空中横移動限界速度",8.000000 f32 mBeeAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.050000 f32 mBeeSpeedRotateRatio; // @ 0.000000,1.000000,"速度の姿勢追従率",0.020000 f32 mBeeFreeDropAcc; // @ 0.000000,5.000000,"Aボタンフリー時の下方向加速度",0.100000 f32 mBeeFreeDropMaxSpd; // @ 0.000000,10.000000,"Aボタンフリー時の落下加算速度MAX",5.000000 f32 mBeePushRiseGravityEraser; // @ 0.000000,1.000000,"Aボタン押し時の落下低下低減率",0.900000 f32 mBeeStickJumpPower; // @ 0.000000,100.000000,"壁ジャンプ速度",20.000000 f32 mBeeStickJumpBonus; // @ -100.000000,100.000000,"壁ジャンプ高さ+",0.000000 f32 mBeeStickAngleLimit; // @ 0.000000,1.000000,"くっつける角度範囲",0.300000 f32 mBeeUpSpeedMax; // @ 0.000000,100.000000,"最大上昇速度",5.000000 f32 mBeeUpAccelRatio; // @ 0.000000,10.000000,"上昇時の加速度補正",1.000000 f32 mBeeAccelRatio; // @ 0.000000,1.000000,"A押し時の加速度補正",0.020000 f32 mBeeUpDownKiller; // @ 0.000000,1.000000,"A押し時、落下速度キャンセル率",0.300000 u16 mBeeGravityReviveTime; // @ 0,300,"飛行終了後、通常重力に戻すまでの時間",120 u16 mBeeGravityPowerTime; // @ 0,120,"最大出力に至るまでの時間",60 u16 mBeeAirWalkInhibitTime; // @ 0,120,"ジャンプ後羽ばたけない時間",30 u16 mBeeGravityPowerTimeV; // @ 0,120,"最大出力に至るまでの時間(垂直とび)",120 u16 mBeeAirWalkInhibitTimeV; // @ 0,120,"ジャンプ後羽ばたけない時間(垂直とび)",25 u16 mBeeGravityPowerTimeD; // @ 0,120,"最大出力に至るまでの時間(歩行落下)",60 u16 mBeeAirWalkInhibitTimeD; // @ 0,120,"ジャンプ後羽ばたけない時間(歩行落下)",35 f32 mBeeWallWalkCancelRadius; // @ 0.000000,2000.000000,"壁歩きモードを解除する、壁からの距離",1000.000000 f32 mBeeWallWalkCancelRadiusShort; // @ 0.000000,2000.000000,"上記の、短縮キューブ内における距離",300.000000 // @start "姿勢制御" f32 mBeePoseDelayAngleAir; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.500000 f32 mBeePoseDelayAngleGround; // @ 0.000000,3.140000,"空中での遅れ限界角度",0.130000 f32 mBeePoseDelayAccel; // @ 0.000000,10.000000,"遅れ加速度",1.000000 f32 mBeePoseLimitAngleAir; // @ 0.000000,3.140000,"空中での傾き限界角度",0.500000 f32 mBeePoseLimitAngleGround; // @ 0.000000,3.140000,"地上での傾き限界角度",0.150000 f32 mBeePoseHeadToFootLength; // @ 1.000000,200.000000,"頭から足下までの長さ",120.000000 f32 mBeePoseDelaySpeedLimit; // @ 0.000000,50.000000,"遅延速度リミッター",20.000000 f32 mBeePoseFrictionStop; // @ 0.000000,1.000000,"静止時摩擦係数",0.980000 f32 mBeePoseTransBlendingRatioStop; // @ 0.000000,1.000000,"静止時位置補間係数",0.800000 f32 mBeePoseFrictionMove; // @ 0.000000,1.000000,"動作時摩擦係数",0.950000 f32 mBeePoseTransBlendingRatioMove; // @ 0.000000,1.000000,"動作時位置補間係数",0.900000 // @end // @end // @start "ホッパー" f32 mRabbitTurnRatio; // @ 0.000000,1.000000,"方向転換速度",0.080000 f32 mRabbitTurnRatio2; // @ 0.000000,1.000000,"方向転換速度(スーパージャンプ中)",0.200000 f32 mRabbitGravityRise; // @ 0.000000,10.000000,"重力UP",1.000000 f32 mRabbitGravityDrop; // @ 0.000000,10.000000,"重力DOWN",0.750000 f32 mRabbitFirstJump; // @ 0.000000,100.000000,"ホップ/投げ上げ速度",22.000000 f32 mRabbitMoveSpeed; // @ 0.000000,100.000000,"ヨコ移動速度",10.000000 f32 mRabbitMoveAcc; // @ 0.000000,100.000000,"ヨコ移動加速度",0.500000 f32 mRabbitMoveAcc2; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-上昇中)",0.075000 f32 mRabbitMoveAcc3; // @ 0.000000,100.000000,"ヨコ移動加速度(SJ-下降中)",0.250000 f32 mRabbitFirstJump2; // @ 0.000000,100.000000,"ステップ/投げ上げ速度",60.000000 f32 mRabbitGravityRise2; // @ 0.000000,10.000000,"ステップ/重力UP",1.200000 f32 mRabbitGravityDrop2; // @ 0.000000,10.000000,"ステップ/重力DOWN",1.000000 u16 mRabbitChargeTime2; // @ 0,120,"ステップ/ためフレーム",23 u16 mHopperLandingTime; // @ 0,120,"着地フレーム",10 // @end // @start "テレサ" f32 mTeresaHorizontalSpeedMax; // @ 0.000000,100.000000,"水平最高速度",10.000000 f32 mTeresaAlphaLevelMax; // @ 0.000000,9.000000,"αレベルMAX",8.000000 f32 mTeresaAlphaLevelInc; // @ 0.000000,1.000000,"αレベル増加速度",0.500000 f32 mTeresaAlphaLevelDec; // @ 0.000000,1.000000,"αレベル減少速度",0.200000 u16 mTeresaWallThroughTime; // @ 0,120,"α余韻時間",90 f32 mTeresaAngleUp; // @ 0.000000,1.700000,"上昇時傾きMAX",0.500000 f32 mTeresaAngleDown; // @ 0.000000,1.700000,"下降時傾きMAX",0.700000 f32 mTeresaWallReflectPower; // @ 0.000000,50.000000,"反射初速度",0.000000 f32 mTeresaWallReflectReduction; // @ 0.000000,1.000000,"反射減速率",0.980000 u16 mTeresaWallReflectTime; // @ 0,600,"反射操作不能時間",10 f32 mTeresaWaitHeight; // @ 0.000000,1000.000000,"ウエイト高度",50.000000 f32 mTeresaDropDownHeight; // @ 0.000000,1000.000000,"落下速度緩和区間",50.000000 f32 mTeresaBodyRadius; // @ 0.000000,200.000000,"テレサボディ半径",90.000000 f32 mTeresaAirWalkTurnSpd; // @ 0.000000,1.000000,"姿勢Y回転速度",0.080000 f32 mTeresaDropSpeedMax; // @ 0.000000,10.000000,"落下最高速度",0.800000 f32 mTeresaRiseSpeedMax; // @ 0.000000,10.000000,"上昇最高速度",0.800000 f32 mTeresaDropBase; // @ 0.000000,100.000000,"落下ベース速度",8.000000 f32 mTeresaUpInertia; // @ 0.000000,100.000000,"上昇ブースト終了後慣性",0.960000 u16 mTeresaAccelTime; // @ 1,120,"連打インターバル時間",2 u16 mTeresaTrgOnPushTime1; // @ 0,50,"ワンプッシュ慣性時間", 8 u16 mTeresaTrgOnPushTime2; // @ 0,50,"ワンプッシュ慣性終了時間",2 f32 mTeresaOnePushAccel1; // @ 0.000000,10.000000,"ワンプッシュアクセル",0.020000 f32 mTeresaOnePushAccel2; // @ 0.000000,10.000000,"上昇中アクセル",0.005000 f32 mTeresaNoPushDownRatio; // @ 0.000000,1.000000,"上昇終了後減速",0.990000 f32 mTeresaRisingBrake; // @ 0.000000,1.000000,"上昇中ブレーキ",0.200000 f32 mTeresaWindMovingBrake1; // @ 0.000000,1.000000,"ジャンプ速度アクセルブレーキ",0.900000 f32 mTeresaWindMovingBrake2; // @ 0.000000,1.000000,"ジャンプ速度落下ブレーキ",0.800000 f32 mTeresaWindMovingBrake3; // @ 0.000000,1.000000,"ジャンプ速度定性ブレーキ",0.999000 // @end // @start "描画" f32 mSilhouetteZoffset; // @ -1000.000000,1000.000000,"シルエットオフセット",0.000000 u8 mRibbonColor[4]; // @ 0,255,"リボンカラー(RGBA)",255,255,0,192 u8 mDamageFogLow; // @ 0,255,"ダメージフォグLow",40 u8 mDamageFogHigh; // @ 0,255,"ダメージフォグHigh",192 f32 mStarPieceFogLevel; // @ 0.100000,0.000000,"スターピースゲット明度",0.600000 u8 mStarPieceFogTime; // @ 0,255,"スターピース明滅時間",25 // @start "サーチライト" u8 mSearchLightAlphaLevel; // @ 0,255,"サーチライトα",85 u8 mSearchLightBlurAlpha[3]; // @ 0,255,"加算用α(小→大)",40,20,10 f32 mSearchLightBlurScale[3]; // @ 0.000000,10.000000,"加算用スケール(小→大)",2.000000,3.000000,4.000000 u8 mSearchLightColor[4]; // @ 0,255,"サーチライトスポットカラー",80,80,80,210 // @end // @start "ラスタースクロール" f32 mRasterV; // @ 0.000000,1200.000000,"ラスター縦幅(Pixel)",0.000000 s32 mRasterSpeed; // @ 0,1200,"振動周期(フレーム)",0 f32 mRasterRange; // @ 0.000000,255.000000,"ラスター振幅(Pixel)",0.000000 // @end // @end // @start "ラッシュ" u16 mRacketHoldTime; // @ 1,20000,"ラケット有効フレーム",1200 u16 mTornadoHoldTime; // @ 1,20000,"トルネード有効フレーム",1200 u16 mMetalHoldTime; // @ 1,20000,"メタル(無敵)有効フレーム",1200 u16 mFireModeTime; // @ 1,20000,"ファイア有効フレーム",1200 u16 mIceModeTime; // @ 1,20000,"アイス有効フレーム",1200 // @end // @start "微調整" f32 mHeadAngleFixMargin; // @ 0.000000,3.140000,"頭ベクトルを変化させないマージン",0.010000 f32 mFrontAngleFixMargin; // @ 0.000000,3.140000,"前方ベクトルを変化させないマージン",0.010000 u16 mCameraHeadRotationTimer; // @ 1,60,"カメラに渡す頭方向の回転時間",16 f32 mHeadRotateRatio; // @ 0.000000,1.000000,"通常時の頭方向(見た目)回転速度",0.100000 f32 mVibrationAbsorbAngleF; // @ 0.000000,3.140000,"見た目の振動吸収角度(前方)",0.100000 f32 mVibrationAbsorbAngleH; // @ 0.000000,3.140000,"見た目の振動吸収角度(頭)",0.010000 f32 mVibrationAbsorbAngleS; // @ 0.000000,3.140000,"見た目の振動吸収角度(サイド)",0.200000 f32 mSlopeAnimBlendRatio; // @ 0.000000,1.000000,"坂ウエイトアニメのブレンド速度",0.150000 f32 mRotateHeadVecSpeedByGravityL; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(大変化〜180)",0.500000 f32 mRotateHeadVecSpeedByGravityM; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(通常〜90)",0.100000 f32 mRotateHeadVecSpeedByGravityS; // @ 0.000000,1.000000,"重力に頭方向を追従させる速度(微小変化)",0.010000 f32 mLookMaxAngleH; // @ 0.000000,3.140000,"首の水平可動域(±)",0.700000 f32 mLookMaxAngleVP; // @ 0.000000,3.140000,"首の垂直可動域(+)",0.500000 f32 mLookMaxAngleVM; // @ 0.000000,3.140000,"首の垂直可動域(-)",0.100000 f32 mLookShoulderMoveMax; // @ 0.000000,20.000000,"首可動に伴う肩上昇MAX",8.000000 u16 mRushInBlendTimer; // @ 0,16,"ラッシュインタイマ(標準)",4 // @end }; typedef struct marioConstTable MarioConstTable; class MarioConst : public JORReflexible { friend class Mario; friend class MarioActor; private: MarioConstTable *mTable[2]; u32 mCurrentTable; public: MarioConst(); // コンストラクタ。ここで初期化もしてしまう。 MarioConstTable *getConstTable(u32 lv) const { return( mTable[lv]); } // MarioConstTable *getTable() const { return( mTable[0]); } MarioConstTable *getTable() const { return( mTable[mCurrentTable]); } void changeTable(u32 tbl) { mCurrentTable = tbl; } #if MR_IS_DEBUG virtual void genMessage(JORMContext *mc) { genNode(mc); } void genNode(JORMContext* mc); void saveData(); void saveReleaseData(); #endif };
marioconst.h (likely originally MarioConst.h) is the other of the two C++ headers present in /Debug. Unlike LuigiConst.h, MarioConst.h contains a class, and has a corresponding source file, MarioConst.cpp, which can be seen in the symbol maps.
NeoScaleMap.gst
SampleTex.bti
StageSelectMenu.tbl
stageselectmenu.tbl (likely originally StageSelectMenu.tbl) contains information for a stage select menu that exists in the Develop version.
There are numerous symbols in the Develop symbol maps relating to this:
005e7028 000014 805ee1e8 005ea3c8 4 __ct__12JMapInfoIterFRC12JMapInfoIter System.a StageSelectMenu.o 005e703c 000090 805ee1fc 005ea3dc 4 __ct__15StageSelectMenuFPCc System.a StageSelectMenu.o 005e70cc 000790 805ee28c 005ea46c 4 makeHierarchyFromFile__15StageSelectMenuFPCc System.a StageSelectMenu.o 005e785c 00018c 805eea1c 005eabfc 4 onSelected__15StageSelectMenuF12JMapInfoIter System.a StageSelectMenu.o 005e79e8 000014 805eeba8 005ead88 4 __as__19StageSelectMenuItemFRC19StageSelectMenuItem System.a StageSelectMenu.o 005e79fc 000160 805eebbc 005ead9c 4 DestroyElement___Q27JGadget76TVector<19StageSelectMenuItem,Q27JGadget33TAllocator<19StageSelectMenuItem>>FP19StageSelectMenuItemP19StageSelectMenuItem System.a StageSelectMenu.o 005e7b5c 000028 805eed1c 005eaefc 4 size__Q27JGadget76TVector<19StageSelectMenuItem,Q27JGadget33TAllocator<19StageSelectMenuItem>>CFv System.a StageSelectMenu.o 005e7b84 000058 805eed44 005eaf24 4 __dt__Q37JGadget76TVector<19StageSelectMenuItem,Q27JGadget33TAllocator<19StageSelectMenuItem>>23TDestructed_deallocate_Fv System.a StageSelectMenu.o 005e7bdc 000034 805eed9c 005eaf7c 4 uninitialized_copy<19StageSelectMenuItem>__3stdFP19StageSelectMenuItemP19StageSelectMenuItemP19StageSelectMenuItem_P19StageSelectMenuItem System.a StageSelectMenu.o 005e7c10 000040 805eedd0 005eafb0 4 __cl__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter>CFv System.a StageSelectMenu.o 005e7c50 000084 805eee10 005eaff0 4 clone__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter>CFP7JKRHeap System.a StageSelectMenu.o 001be9d8 00000c 80a36ef8 00a330b8 4 @60364 System.a StageSelectMenu.o 001beb0c 000010 80a3702c 00a331ec 4 __vt__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter> System.a StageSelectMenu.o 001beb7c 00000c 80a3709c 00a3325c 4 @55964 System.a StageSelectMenu.o 001beb88 000008 80a370a8 00a33268 4 __RTTI__Q22MR86FunctorV1M<P15StageSelectMenu,M15StageSelectMenuFPCvPv12JMapInfoIter_v,12JMapInfoIter> System.a StageSelectMenu.o 00009568 000004 80bb19e8 00ab9a88 4 DEFAULT_STAGE_TABLE_FILE_PATH__29@unnamed@StageSelectMenu_cpp@ System.a StageSelectMenu.o