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dbg_01

Shyguy
Level: 21


Posts: 14/94
EXP: 44904
For next: 5039

Since: 10-14-14


Since last post: 3.0 years
Last activity: 1.5 years

Posted on 02-03-15 05:00:55 PM (last edited by dbg_01 at 02-03-15 05:14:04 PM) Link | Quote
Resident Evil: Revelations - Pilot Demo

memory.ini

# このファイルはメモリ設定用のファイルです。

#
# 注意: 開発中にはこのファイルを使っても良いですが、マスターの時に必ずハードコードでやってください。
#
# CTR実機は memory.ini がビルド時に nativeLiteフォルダへコピーされ、そちらを参照します。

#
# PCエミュレーション Allocator section.
#
[Allocators: Win32_Develop] # PCでMT_DEVELOP
{
GLOBAL = MtScalableAllocator(Global, TYPE_PHYSICAL, 8MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
TEMPORARY = MtScalableAllocator(Temp, TYPE_PHYSICAL, 128MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
RESOURCE = MtScalableAllocator(Resource, TYPE_PHYSICAL, 128MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_PHYSICAL, 56MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1) # 音声波形
SOUND = MtScalableAllocator(Sound, TYPE_PHYSICAL, 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
SYSTEM = MtScalableAllocator(System, TYPE_PHYSICAL, 10MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
UNIT = MtScalableAllocator(Unit, TYPE_PHYSICAL, 7MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
AREA = MtScalableAllocator(Area, TYPE_PHYSICAL, 1MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
ARRAY = MtScalableAllocator(Array/String, TYPE_PHYSICAL, 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
COLLISION = MtScalableAllocator(Collision, TYPE_PHYSICAL, 4MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
DMPGL = MtScalableAllocator(DMPGL, TYPE_PHYSICAL, 2MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1) # DMPGLのヘッダ等
DEVELOP = MtScalableAllocator(Develop, TYPE_PHYSICAL, 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)

COLLADA = RESOURCE;
DRAW_RESOURCE = RESOURCE;
CUBE_MAP = RESOURCE;
NETWORK = SYSTEM;
PHYSICS = SYSTEM;
EFFECT = UNIT;
AI = UNIT;
GUI = UNIT;
STRING = ARRAY;
UI = DEVELOP;

UNDEFINED = DEFAULT;
}

[Allocators: Win32] # PCデフォルト…
{
GLOBAL = MtScalableAllocator(Global, TYPE_PHYSICAL, 8MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
TEMPORARY = MtScalableAllocator(Temp, TYPE_PHYSICAL, 128MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
RESOURCE = MtScalableAllocator(Resource, TYPE_PHYSICAL, 128MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_PHYSICAL, 56MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1) # 音声波形
SOUND = MtScalableAllocator(Sound, TYPE_PHYSICAL, 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1) # 音声波形
SYSTEM = MtScalableAllocator(System, TYPE_PHYSICAL, 10MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
UNIT = MtScalableAllocator(Unit, TYPE_PHYSICAL, 7MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
AREA = MtScalableAllocator(Area, TYPE_PHYSICAL, 1MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
ARRAY = MtScalableAllocator(Array/String, TYPE_PHYSICAL, 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
COLLISION = MtScalableAllocator(Collision, TYPE_PHYSICAL, 4MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
DMPGL = MtScalableAllocator(DMPGL, TYPE_PHYSICAL, 2MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1) # DMPGLのヘッダ等
DEVELOP = MtScalableAllocator(Develop, TYPE_PHYSICAL, 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)

DRAW_RESOURCE = RESOURCE;
CUBE_MAP = RESOURCE;
NETWORK = SYSTEM;
PHYSICS = SYSTEM;
EFFECT = UNIT;
AI = UNIT;
GUI = UNIT;
STRING = ARRAY;
UI = DEVELOP;
}

#
# 実機 Allocator section.
#
# main.cppのnninitStartUp()でTYPE_DEVICE, TYPE_HEAPのサイズが決まります。
# ROMの場合  TYPE_DEVICE = 41M, TYPE_HEAP = 64M - 41M - プログラムサイズ(8Mぐらい?) = 15M
# 開発時の場合 TYPE_DEVICE = 48M, TYPE_HEAP = 96M - 48M - プログラムサイズ(8Mぐらい?) = 40M
# サイズ指定に四則演算は使えません。 1M = 1024K

[Allocators: CTR_Develop] # CTR MT_DEVELOP
{
GLOBAL = MtScalableAllocator(Global, TYPE_HEAP, 768KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
TEMPORARY = MtScalableAllocator(Temp, TYPE_DEVICE, 1792KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
RESOURCE = MtScalableAllocator(Resource, TYPE_DEVICE, 37632KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1) # 描画以外のリソース
SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_DEVICE, 256KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
SOUND = MtScalableAllocator(Sound, TYPE_DEVICE, 2560KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
#43MB
SYSTEM = MtScalableAllocator(System, TYPE_HEAP, 2240KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
UNIT = MtScalableAllocator(Unit/Area, TYPE_HEAP, 4864KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
ARRAY = MtScalableAllocator(Array/String, TYPE_HEAP, 1024KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
COLLISION = MtScalableAllocator(Collision, TYPE_HEAP, 896KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
#10MB
DMPGL = MtScalableAllocator(DMPGL, TYPE_HEAP, 1472KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1) # DMPGLのヘッダ等
#3MB
NEX = MtScalableAllocator(Nex, TYPE_HEAP, 768KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
# デバッグ用メモリ
DEVELOP = MtScalableAllocator(Develop, TYPE_DEVICE, 4480KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)

AREA = UNIT;
COLLADA = RESOURCE;
DRAW_RESOURCE = RESOURCE;
CUBE_MAP = RESOURCE;
NETWORK = SYSTEM;
PHYSICS = SYSTEM;
EFFECT = UNIT;
AI = UNIT;
GUI = UNIT;
STRING = ARRAY;
UI = DEVELOP;

UNDEFINED = DEFAULT;
}

[Allocators: CTR] # CTR _ROM
{
GLOBAL = MtScalableAllocator(Global, TYPE_HEAP, 768KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
TEMPORARY = MtScalableAllocator(Temp, TYPE_DEVICE, 1792KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
RESOURCE = MtScalableAllocator(Resource, TYPE_DEVICE, 37632KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1) # 描画以外のリソース
SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_DEVICE, 256KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
SOUND = MtScalableAllocator(Sound, TYPE_DEVICE, 2560KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)

SYSTEM = MtScalableAllocator(System, TYPE_HEAP, 2240KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
UNIT = MtScalableAllocator(Unit/Area, TYPE_HEAP, 4864KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
ARRAY = MtScalableAllocator(Array/String, TYPE_HEAP, 1024KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
COLLISION = MtScalableAllocator(Collision, TYPE_HEAP, 896KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)

DMPGL = MtScalableAllocator(DMPGL, TYPE_HEAP, 1472KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1) # DMPGLのヘッダ等
NEX = MtScalableAllocator(Nex, TYPE_HEAP, 768KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)

# デバッグ用メモリ:デバッグ表示分あれば良い
DEVELOP = MtScalableAllocator(Develop, TYPE_DEVICE, 384KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)

AREA = UNIT;
DRAW_RESOURCE = RESOURCE;
CUBE_MAP = RESOURCE;
NETWORK = SYSTEM;
PHYSICS = SYSTEM;
EFFECT = UNIT;
AI = UNIT;
GUI = UNIT;
STRING = ARRAY;
UI = DEVELOP;
}

#
# Index Section
#

[Indices] # Default
{
# ↓--- ここからはMTのインデックスです ---↓---------------------------------------------------

# MTデフォルトのインデックス。
MtUI = UI;
MtArray = ARRAY;
MtTree = ARRAY;
MtMap = ARRAY;
MtDtiArray = ARRAY;
MtDtiSelecter = ARRAY;
MtCollada = COLLADA;
MtCollision = COLLISION;
MtGeometry = COLLISION;
MtCollisionGjk = COLLISION;
MtCollisionMpr = COLLISION;
MtCollisionEpa = COLLISION;
MtCollisionUI = UI;
MtCollisionTree = COLLISION;
MtUIGraphics = UI;
MtCollisionUtil = COLLISION;
MtPropertyList = ARRAY;

MtAllocator = DEFAULT;
MtAllocationProfiler = DEFAULT;

MtStream = GLOBAL;
MtThread = GLOBAL;
MtFile = GLOBAL;
MtHistory = DEVELOP;

MtPerformance = GLOBAL;
MtPerformanceCounter = GLOBAL;
MtPerformanceTimer = GLOBAL;

# MtFCurve : フェイシャルリソースで使用するため、RESOURCEアロケータに設定
MtFCurve = RESOURCE;

MtNetObject = NETWORK;

# こちらで入れさせていただきました(大井 2010.11.12)
MtMenuAddonInfo = DEVELOP;
MtPreProcessor = GLOBAL;
MtPreProcessor::Include = GLOBAL;
MtPropertyObject = GLOBAL;
MtRegistry = GLOBAL;

# ↑--- ここまではMTのインデックスです ---↑---------------------------------------------------

# ↓--- ここからはフレームワークのインデックスです ---↓---------------------------------------

cDraw = GLOBAL;

# Frameworkデフォルトのインデックス。
cResource = RESOURCE;
cSystem = SYSTEM;
cUnit = UNIT;
cArea = AREA;

# sMainとsAppだけはDEFAULTです。
sMain = DEFAULT;
sApp = DEFAULT;
sResource::RemoteInfo = DEFAULT;

nDraw = RESOURCE;
nDraw::GpuAllocator = SYSTEM;

cPrimObj = SYSTEM;
nPrim::PrimVertex = UNIT;

cSwingParameters = RESOURCE;

cSwing = UNIT;

cInstancingDynamic = UNIT;
cInstancingFromNulls = UNIT;
cInstancingFromMatrices = UNIT;
cSCGPlusInstancing = UNIT;

cMMapDrawer = UI;
cGrassPlacer = UNIT;

nGraphComponent::Base = RESOURCE;
nPhysics = PHYSICS;

cShadowPriorityState = SYSTEM;

# cBVHCollision :リソース組み込みを前提とするため、RESOURCEアロケータに設定
# cGridCollision :リソース組み込みを前提とするため、RESOURCEアロケータに設定
# cDynamicBVHCollison :リアルタイム処理に使用することを前提とするクラスであるため、COLLISIONアロケータに設定
# nCollision :リアルタイム処理に使用することを前提とするネームスペースであるため、COLLISIONアロケータに設定
# nCollisionUtil :リアルタイム処理に使用することを前提とするネームスペースであるため、COLLISIONアロケータに設定
sCollision = SYSTEM;
cBVHCollision = RESOURCE;
cGridCollision = RESOURCE;
cDynamicBVHCollision = COLLISION;
nCollision = COLLISION;
nCollisionUtil = COLLISION;
nCollisionUI = UI;

cRemoteProcedure = NETWORK;
cRemoteCall = NETWORK;
nNetwork = NETWORK;
cRemoteStatistics = UI;

nAI = AI;

nAITool = UI;
cAIObject = AI;
cAIResource = RESOURCE;

nLua = UNIT;
cLua = UNIT;

cResourceData = RESOURCE;
cWind = SYSTEM;

cParticleManager = EFFECT;
uBaseEffect = EFFECT;
uEffect2D = EFFECT;
uSimpleEffect = EFFECT;
uEffectEmitter = EFFECT;
uMultiFilter = EFFECT;

uSynchroColorCorrectFilter = EFFECT;
uSynchroPointLight = EFFECT;
uSynchroSpotLight = EFFECT;
uSynchroLightShaft = EFFECT;
uSynchroModel = EFFECT;
uSynchroGrassWindPoint = EFFECT;
uSynchroGrassWindDirection = EFFECT;
uSynchroGrassWindLine = EFFECT;
uSynchroAdhesion = EFFECT;

sEffect::ResourceSearch = SYSTEM;
sEffect::Profiler::List = UI;

rEffectAnimXml::SeqPatEdit = RESOURCE;
rEffectAnimXml::SeqIndexEdit = RESOURCE;

EffectStripParts = RESOURCE;
rNullsXml::NullObj = RESOURCE;

tResourceSearch::Condition = UI;
tResourceSearch::ResourceInfo = UI;
tResourceSearch::Node = UI;

sApp::Item = SYSTEM;

nPad = SYSTEM;
nApplet = SYSTEM;
nCec = SYSTEM;

nGUI = GUI;
uGUI = GUI;
cGUIObject = GUI;
cGUIMessageAnalyzer = GUI;
cGUIInstance = GUI;
cGUIVariable = GUI;
cGUIFontFilter = GUI;
rGUIIconInfoXml::IconInfo = RESOURCE;
tGUIParamProperty = GUI;
tGUIParamArrayProperty = GUI;
nGUITool::AnimationOptimizer::LogData = DEVELOP;

nZone = RESOURCE;
cZoneListener = UNIT;
cZoneContents = UNIT;
cZoneLayout = SYSTEM;
cZoneDebugDraw = UI;
cMessageCapability = UI;
nZoneUI = UI;

sToolBase = DEVELOP;

cMetaSetPropertyData = RESOURCE;

cGadgetFolder = DEVELOP;
cGadget = DEVELOP;

cKeyword = GLOBAL;
cSoundLayoutInfo = RESOURCE;
uSoundZoneBase::cGroupManager = UNIT;

nHID = RESOURCE;
nYuv = RESOURCE;

# VRAMへのDMA転送用 一時バッファ
nDraw::DMABuffer = RESOURCE;

cBlendState = GLOBAL;

# こちらで入れさせていただきました(大井 2010.11.12)
# DirectXのクラスを継承
BlendState = DEFAULT;
SamplerState = DEFAULT;
# ちょっと内容がわからないのでDEFAULTから変更しません
Draw = DEFAULT;
Language = DEFAULT;
# 内包しているクラスによって決定してます
cStateMachineBase::StateBase = NETWORK;
cUUID = RESOURCE;

# ↑--- ここまではフレームワークのインデックスです ---↑---------------------------------------

# ↓--- ここからはスケルトンのインデックスです ---↓-------------------------------------------

# ↑--- ここまではスケルトンのインデックスです ---↑-------------------------------------------

# サウンド用リソース
rLtSoundBank = SOUND;
rLtSoundRequest = SOUND;
rLtSoundSource = SOUND;
rLtSoundStreamRequest = SOUND;
rSoundCurveSet = SOUND;
rSoundDirectionalSet = SOUND;
rSoundSequence = SOUND;
rSoundAttributeSe = SOUND;
rSoundEngine = SOUND;
rSoundEngineValue = SOUND;
rSoundMotionSe = SOUND;
rSoundSeGenerator = SOUND;
rSoundSequenceSe = SOUND;
rSoundSubMixer = SOUND;
rSoundSubMixerMultiStack = SOUND;
rSoundZoneGroupUI = DEVELOP;


#=======================================================
# アプリクラスの設定。
#=======================================================

# リソース系。
cUnitVisibility = RESOURCE;
cPlaneVisibility = RESOURCE;
cSwitchParam = RESOURCE;
cSkillEffect = RESOURCE;


# システム系。
cArrangeInfoBase = SYSTEM;
cArrangeListParam = SYSTEM;
cFsmAction = SYSTEM;
cScopedResource<T> = SYSTEM;
cScopedResource<cResource> = SYSTEM;
cGameFlags<System> = SYSTEM;
cGameFlags<Common> = SYSTEM;
cGameFlags<Player> = SYSTEM;
cGameFlags<Enemy> = SYSTEM;
cGameFlags<Mission> = SYSTEM;
cGameFlags<Event> = SYSTEM;
cGameFlags<Positive> = SYSTEM;
cSkillEffect = SYSTEM;
cKillCount = SYSTEM;
cActionCommand = SYSTEM;
cBioItemPack = SYSTEM;
cSkillManager = SYSTEM;
cSkillPack = SYSTEM;
cDyingControl = SYSTEM;


# ユニット系。
cCharaStateManager = UNIT;
cObjectAdjust = UNIT;
cStageAdjust = UNIT;
cFightCollision = UNIT;
cHitInfoPool = UNIT;
cAttackParam = UNIT;
cSwitchParts = UNIT;
cSkipModel = UNIT;
cCharaEffect = UNIT;
cZoneUser = UNIT;
cCameraCumberControl = UNIT;
cCharaStateBase = UNIT;
cMtObjectHolder = UNIT;
cPlMtObjectHolder = UNIT;
cRecoilProperty = UNIT;
cCameraBase = UNIT;
cNeckControl = UNIT;
cPlayerActionOffset = UNIT;
cMajiniStateBaseNet = UNIT;
cMajiniStateSideMoveBaseNet = UNIT;
cMajiniStateDamageBaseNet = UNIT;
cMajiniStateGeoMoveBaseNet = UNIT;
cMerceBuiKichwaStateBaseNet = UNIT;
cMerceChainSawStateBaseNet = UNIT;
cMerceChainSawStateDamageNet = UNIT;
cMerceChickenStateBaseNet = UNIT;
cMerceGarradorStateBaseNet = UNIT;
cMerceGatlinggunStateBaseNet = UNIT;
cMercePopokarimuStateNet = UNIT;
cMercePunisherStateBaseNet = UNIT;
cVitalControl = UNIT;
OM_NetParam = UNIT;
cNetInterpMove = UNIT;
MoveActionParam = UNIT;
ActionCommandParam = UNIT;


cEventCollision = COLLISION;
cCollisionListParam = COLLISION;
cCollisionTree = COLLISION;

# エリア系。
cFlowStateBase = AREA;
cFlowStateParam = AREA;


# デバッグ系。
cDebugDisplay = DEVELOP;
cDebugStage = DEVELOP;
cDebugCollision = DEVELOP;
cDebugPlayer = DEVELOP;
cDebugEnemy = DEVELOP;
cDebugItem = DEVELOP;
cDebugNav = DEVELOP;
cDebugDeath = DEVELOP;
cDebugFsm = DEVELOP;
cDebugMission = DEVELOP;
cDebugObj = DEVELOP;
cDebugGui = DEVELOP;
cLocalProfiler = DEVELOP;
cDebugMenuFlag = DEVELOP;
cDebugMenuCamera = DEVELOP;
cDebugMenuPlayer = DEVELOP;
cDebugMenuEnemy = DEVELOP;
cDebugMenuGoTitle = DEVELOP;
cDebugMenuMission = DEVELOP;
cDebugMenuMission::cParameter = DEVELOP;
cDebugMenuCollision = DEVELOP;
cDebugMenuArrange = DEVELOP;
cDebugMenuNetwork = DEVELOP;
cDebugMenuUnlock = DEVELOP;
cDebugMenuAchievement = DEVELOP;
cDebugMenuSample = DEVELOP;
cDebugMenuMissionJump = DEVELOP;
cDebugMenuSceneJump = DEVELOP;
}




msgCommon_eng



MAIN_TITLE
SUB_TITLE
PRESS_START
test_msg
opening_msg
pcs_00
seach_00
seach_01
seach_02
seach_03
seach_04
seach_05
seach_06
now_loading
RESIDENT EVIL
REVELATIONS
PRESS START
Invalid Message
9:13 PM The Mediterranean Sea
Jill Valentine
A man bound to a chair? I can't
tell if he's breathing from here.
It's locked.
The wiring has been chewed up
pretty badly.
Hmm, a dead end.
What a horrible smell. Looks like
this has been neglected for
quite some time.
Something's blocking the door.
I can't open it.
This was violently torn apart
by a powerful force.
Nothing of use here.
NOW LOADING...

2Tie

Rumours of my death have been greatly exaggerated.
Level: 68


Posts: 603/1209
EXP: 2698978
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Pronouns: whatever you want
From: here

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Last activity: 13 hours

Posted on 02-03-15 05:14:51 PM Link | Quote
UESCTerm 802.11 (remote override)
044 05.10.2337
Oooh nice, the Pilot Demo is the one that is included with Mercenaries 3D, right?

____________________
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Press A to Acknowledge
dbg_01

Shyguy
Level: 21


Posts: 15/94
EXP: 44904
For next: 5039

Since: 10-14-14


Since last post: 3.0 years
Last activity: 1.5 years

Posted on 02-03-15 05:20:47 PM Link | Quote
Originally posted by 2Tie
Oooh nice, the Pilot Demo is the one that is included with Mercenaries 3D, right?


Yeah, also it is identical to e3 demo
dbg_01

Shyguy
Level: 21


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Posted on 02-03-15 06:18:24 PM (last edited by dbg_01 at 02-03-15 06:33:42 PM) Link | Quote
I need help with textures. I can not get the correct image

example:
test_dead_eng_ID_HQ.tex
http://www.datafilehost.com/d/da890f1c


einstein95
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Posted on 02-03-15 08:19:35 PM Link | Quote
Originally posted by dbg_01
Resident Evil: Revelations - Pilot Demo

memory.ini

Not really that notable as it's in all of Capcom's 3DS games

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Foxhack
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Posted on 02-03-15 08:46:16 PM Link | Quote
It could be a common ini file used in MT Framework games.

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Posted on 02-03-15 09:15:36 PM (last edited by dbg_01 at 02-03-15 09:16:00 PM) Link | Quote
dead or alive dimensions (3ds)

menu_icon.bclim (e3 demo)

menu_icon.bclim (final)
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Posted on 02-04-15 03:11:46 AM (last edited by Peardian at 02-04-15 05:34:04 PM) Link | Quote
The texture for Skull Kid in SSB for Wii U has texturing for a flute, which normally only the generic Skull Kids in Ocarina of Time played...

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Posted on 02-04-15 02:51:37 PM Link | Quote
In the Version 14 2003 Gamecube disk, there's a password protected zip file called "rubysab-timerfix-1219-10-eng.zip". I haven't been successful in cracking the password for the archive though...

You can grab it here. Anyone want to give it a try?
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Posted on 02-04-15 06:53:48 PM (last edited by xdaniel at 02-04-15 07:13:25 PM) Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Originally posted by koolaidman
In the Version 14 2003 Gamecube disk, there's a password protected zip file called "rubysab-timerfix-1219-10-eng.zip". I haven't been successful in cracking the password for the archive though...

You can grab it here. Anyone want to give it a try?

"pokemon"

Haven't tried the files out yet in any way, but considering the archive's filename and the text "pokemon ruby sapphire timer bugfix 2003.1208" in both of the files, I guess it's related to the Ruby/Sapphire berry glitch.

Edit, the .tgc can be converted to .gcm and started in Dolphin, however Dolphin just shows a black screen. The above text is the ISO name, game ID is RELS01, apploader date is 2003/09/16. Details from the banner are (extracted via hex editor as Dolphin doesn't render the Shift-JIS text properly on my end, even using Applocale):

ジラーチ配布ディスク
(c)2003 Nintendo
ジラーチ配布ディスク2003年6月
(c)2003 Nintendo Co, Ltd.
新ポケモン ジラーチが君の手に!



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Posted on 02-04-15 07:33:49 PM (last edited by dbg_01 at 02-04-15 07:36:19 PM) Link | Quote
Princess Maker 4 DS - Special Edition ROM contains the source code!

http://www.datafilehost.com/d/4ff3d132
divingkataetheweirdo

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Posted on 02-04-15 07:52:48 PM (last edited by divingkataetheweirdo at 02-04-15 07:55:54 PM) Link | Quote
Originally posted by xdaniel

Haven't tried the files out yet in any way, but considering the archive's filename and the text "pokemon ruby sapphire timer bugfix 2003.1208" in both of the files, I guess it's related to the Ruby/Sapphire berry glitch.



Indeed, it is. It's one of the demo discs that patches the glitch for those two games.

@dbg_01 We mentioned this already on the wiki, but it's nice to see the files themselves.

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Posted on 02-04-15 07:59:33 PM Link | Quote
Originally posted by divingkataetheweirdo

@dbg_01 We mentioned this already on the wiki, but it's nice to see the files themselves.


Oh crap, I didn't see it
einstein95
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Posted on 02-04-15 10:23:47 PM Link | Quote
Originally posted by xdaniel
Haven't tried the files out yet in any way, but considering the archive's filename and the text "pokemon ruby sapphire timer bugfix 2003.1208" in both of the files, I guess it's related to the Ruby/Sapphire berry glitch.

Yep, the .tpl textures all say so.


Originally posted by xdaniel

The above text is the ISO name, game ID is RELS01, apploader date is 2003/09/16. Details from the banner are (extracted via hex editor as Dolphin doesn't render the Shift-JIS text properly on my end, even using Applocale):

ジラーチ配布ディスク
(c)2003 Nintendo
ジラーチ配布ディスク2003年6月
(c)2003 Nintendo Co, Ltd.
新ポケモン ジラーチが君の手に!


This is left over from a Celebi distribution disc that is earlier than the Berry bugfix. Guess it worked for patching and just changed the pictures and patch file.

On a side note, on another demo disc is "ruby.tgc", which identical in all but some error messages. It seems as though rubysap-timerfix-1219-10-eng.tgc comes later, even though it's just text spacing differences so a "Nin-[new line]tendo" got put all on the same line.

client.bin seems to be the GBA-side code.

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Posted on 02-05-15 04:45:02 AM Link | Quote
It was leftover from a Celebi distribution?
But the Japanese text says Jirachi.
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Posted on 02-05-15 06:06:17 AM (last edited by dbg_01 at 02-05-15 06:15:53 AM) Link | Quote
biohazard mercenaries + revelations pilot demo decrypted romfs
https://mega.co.nz/#!mF8T1aLZ!4jFaRxqU0Tilq3f31wrOnM7pNEcC3UYcOatSAK1hkfY

decrypted exefs
http://www.datafilehost.com/d/6729ab17

for those people who asked for it
einstein95
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Posted on 02-05-15 06:54:27 AM Link | Quote
Originally posted by KingMike
It was leftover from a Celebi distribution?
But the Japanese text says Jirachi.

Oh, whoops, I was just working from memory and got my Pokemon confused

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Posted on 02-05-15 04:36:27 PM Link | Quote
dementium 2 (ds), test level

Foxhack
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Posted on 02-05-15 10:34:05 PM Link | Quote
I wonder if the PC port still has that.

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Posted on 02-05-15 10:40:27 PM Link | Quote
Originally posted by dbg_01
dead or alive dimensions (3ds)

menu_icon.bclim (e3 demo)


These are actually labelled for NOE, so I assumed they were for the Nintendo of Europe translation team.
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