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dbg_01

Shyguy
Level: 21


Posts: 14/94
EXP: 47776
For next: 2167

Since: 10-14-14


Since last post: 3.8 years
Last activity: 2.4 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: 70


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EXP: 2871752
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Pronouns: anything works
From: here

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Last activity: 21 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
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Since: 10-14-14


Since last post: 3.8 years
Last activity: 2.4 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)
Peardian

  
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16/3/1: KvSG #479 is up!

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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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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

36 database queries, 10 query cache hits.
Query execution time:  0.151975 seconds
Script execution time:  0.044118 seconds
Total render time:  0.196093 seconds


TidyHTML vomit below
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line 939 column 144 - Warning: <img> lacks "alt" attribute
line 939 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 939 column 187 - Warning: <img> lacks "alt" attribute
line 939 column 230 - Warning: <img> proprietary attribute value "absmiddle"
line 939 column 230 - Warning: <img> lacks "alt" attribute
line 939 column 273 - Warning: <img> proprietary attribute value "absmiddle"
line 939 column 273 - Warning: <img> lacks "alt" attribute
line 939 column 316 - Warning: <img> proprietary attribute value "absmiddle"
line 939 column 316 - Warning: <img> lacks "alt" attribute
line 939 column 359 - Warning: <img> proprietary attribute value "absmiddle"
line 939 column 359 - Warning: <img> lacks "alt" attribute
line 939 column 402 - Warning: <img> proprietary attribute value "absmiddle"
line 939 column 402 - Warning: <img> lacks "alt" attribute
line 940 column 22 - Warning: <img> lacks "alt" attribute
line 940 column 63 - Warning: <img> lacks "alt" attribute
line 940 column 112 - Warning: <img> lacks "alt" attribute
line 940 column 162 - Warning: <img> lacks "alt" attribute
line 941 column 11 - Warning: <img> lacks "alt" attribute
line 951 column 15 - Warning: <img> lacks "alt" attribute
line 966 column 1074 - Warning: <img> proprietary attribute value "absmiddle"
line 966 column 1074 - Warning: <img> lacks "alt" attribute
line 978 column 1839 - Warning: <div> anchor "divxdn" already defined
line 980 column 2156 - Warning: <img> lacks "alt" attribute
line 980 column 2291 - Warning: <img> lacks "alt" attribute
line 990 column 11 - Warning: <img> lacks "alt" attribute
line 991 column 22 - Warning: <img> lacks "alt" attribute
line 991 column 63 - Warning: <img> lacks "alt" attribute
line 991 column 112 - Warning: <img> lacks "alt" attribute
line 991 column 162 - Warning: <img> lacks "alt" attribute
line 992 column 11 - Warning: <img> lacks "alt" attribute
line 1002 column 15 - Warning: <img> lacks "alt" attribute
line 1018 column 11 - Warning: <img> lacks "alt" attribute
line 1019 column 22 - Warning: <img> lacks "alt" attribute
line 1019 column 63 - Warning: <img> lacks "alt" attribute
line 1019 column 112 - Warning: <img> lacks "alt" attribute
line 1019 column 161 - Warning: <img> lacks "alt" attribute
line 1020 column 11 - Warning: <img> lacks "alt" attribute
line 1030 column 15 - Warning: <img> lacks "alt" attribute
line 1043 column 618 - Warning: <img> lacks "alt" attribute
line 1050 column 11 - Warning: <img> lacks "alt" attribute
line 1051 column 22 - Warning: <img> lacks "alt" attribute
line 1051 column 63 - Warning: <img> lacks "alt" attribute
line 1051 column 112 - Warning: <img> lacks "alt" attribute
line 1051 column 162 - Warning: <img> lacks "alt" attribute
line 1052 column 11 - Warning: <img> lacks "alt" attribute
line 1062 column 15 - Warning: <img> lacks "alt" attribute
line 1072 column 306 - Warning: <img> proprietary attribute value "absmiddle"
line 1072 column 306 - Warning: <img> lacks "alt" attribute
line 1080 column 22 - Warning: <img> lacks "alt" attribute
line 1080 column 63 - Warning: <img> lacks "alt" attribute
line 1080 column 112 - Warning: <img> lacks "alt" attribute
line 1080 column 162 - Warning: <img> lacks "alt" attribute
line 1091 column 15 - Warning: <img> lacks "alt" attribute
line 1123 column 22 - Warning: <img> lacks "alt" attribute
line 1123 column 63 - Warning: <img> lacks "alt" attribute
line 1123 column 112 - Warning: <img> lacks "alt" attribute
line 1123 column 161 - Warning: <img> lacks "alt" attribute
line 1134 column 15 - Warning: <img> lacks "alt" attribute
line 1149 column 11 - Warning: <img> lacks "alt" attribute
line 1150 column 22 - Warning: <img> lacks "alt" attribute
line 1150 column 63 - Warning: <img> lacks "alt" attribute
line 1150 column 112 - Warning: <img> lacks "alt" attribute
line 1150 column 162 - Warning: <img> lacks "alt" attribute
line 1151 column 11 - Warning: <img> lacks "alt" attribute
line 1161 column 15 - Warning: <img> lacks "alt" attribute
line 1182 column 22 - Warning: <img> lacks "alt" attribute
line 1182 column 63 - Warning: <img> lacks "alt" attribute
line 1182 column 112 - Warning: <img> lacks "alt" attribute
line 1182 column 162 - Warning: <img> lacks "alt" attribute
line 1193 column 15 - Warning: <img> lacks "alt" attribute
line 1202 column 325 - Warning: <img> proprietary attribute value "absmiddle"
line 1202 column 325 - Warning: <img> lacks "alt" attribute
line 1209 column 11 - Warning: <img> lacks "alt" attribute
line 1210 column 22 - Warning: <img> lacks "alt" attribute
line 1210 column 63 - Warning: <img> lacks "alt" attribute
line 1210 column 112 - Warning: <img> lacks "alt" attribute
line 1210 column 162 - Warning: <img> lacks "alt" attribute
line 1211 column 11 - Warning: <img> lacks "alt" attribute
line 1221 column 15 - Warning: <img> lacks "alt" attribute
line 1230 column 110 - Warning: <img> lacks "alt" attribute
line 1230 column 166 - Warning: <img> lacks "alt" attribute
line 1238 column 22 - Warning: <img> lacks "alt" attribute
line 1238 column 63 - Warning: <img> lacks "alt" attribute
line 1238 column 112 - Warning: <img> lacks "alt" attribute
line 1238 column 162 - Warning: <img> lacks "alt" attribute
line 1239 column 11 - Warning: <img> lacks "alt" attribute
line 1249 column 15 - Warning: <img> lacks "alt" attribute
line 1264 column 22 - Warning: <img> lacks "alt" attribute
line 1264 column 63 - Warning: <img> lacks "alt" attribute
line 1264 column 112 - Warning: <img> lacks "alt" attribute
line 1264 column 162 - Warning: <img> lacks "alt" attribute
line 1265 column 11 - Warning: <img> lacks "alt" attribute
line 1275 column 15 - Warning: <img> lacks "alt" attribute
line 1285 column 217 - Warning: <img> lacks "alt" attribute
line 1295 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 1295 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 1295 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 1304 column 25 - Warning: <img> lacks "alt" attribute
line 1309 column 267 - Warning: <img> lacks "alt" attribute
line 899 column 363 - Warning: trimming empty <font>
line 1289 column 17 - Warning: trimming empty <tr>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 724 column 27 - Warning: <nobr> is not approved by W3C
line 750 column 27 - Warning: <nobr> is not approved by W3C
line 778 column 27 - Warning: <nobr> is not approved by W3C
line 811 column 27 - Warning: <nobr> is not approved by W3C
line 840 column 27 - Warning: <nobr> is not approved by W3C
line 866 column 27 - Warning: <nobr> is not approved by W3C
line 897 column 27 - Warning: <nobr> is not approved by W3C
line 901 column 853 - Warning: <td> proprietary attribute "background"
line 928 column 27 - Warning: <nobr> is not approved by W3C
line 956 column 27 - Warning: <nobr> is not approved by W3C
line 1007 column 27 - Warning: <nobr> is not approved by W3C
line 1035 column 27 - Warning: <nobr> is not approved by W3C
line 1067 column 27 - Warning: <nobr> is not approved by W3C
line 1096 column 27 - Warning: <nobr> is not approved by W3C
line 1139 column 27 - Warning: <nobr> is not approved by W3C
line 1166 column 27 - Warning: <nobr> is not approved by W3C
line 1198 column 27 - Warning: <nobr> is not approved by W3C
line 1226 column 27 - Warning: <nobr> is not approved by W3C
line 1254 column 27 - Warning: <nobr> is not approved by W3C
line 1280 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 383 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md