/Debug

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/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.png

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