Gitaroo Man/Development Text/Object Types
This is a sub-page of Gitaroo Man/Development Text.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do:
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In the Japanese and European versions, the executable contains the names of C++ objects and vectors (which are essentially lists).
- Text in bold is only found in the Japanese version.
- Text in italics is only found in the European version.
A list of commands from the Album Definition file. The commands are used to start and move between every menu, movie, and stage:
ixVector<COMMAND, ixIterator<COMMAND>>
ixVector<GM_TEXTURE_IO, ixIterator<GM_TEXTURE_IO>>
Audio-related, judging by the names and when they're called:
ixShortFixed ixStreamBase ixLongStream ixMultiStream ixVector<ixStreamBase *, ixIterator<ixStreamBase *>>
Related to the Xeios graphics engine, judging by the names:
ixDrawTriStripObject ixDrawObjectBase ixDrawBillPolyObject ixDrawSpriteObject ixDrawPolyObject ixDraw3DObject ixVector<XEIOS_ANIMOBJ, ixIterator<XEIOS_ANIMOBJ>> ixVector<VERTEX, ixIterator<VERTEX>> ixXeiosTriStripSetup ixXeiosBase ixXeiosSpriteSetupBase ixXeios3DSpriteYONLY ixXeios3DSetup<ixDraw3DObject, ixXeiosDirectionalLight> ixXeios3DSpriteSetup ixXeios3DSpriteXONLY ixXeios3DSpriteFIXED ixXeios2DSpriteSetupEx ixXeios2DSpriteSetup ixXeiosPointLight ixXeiosLight ixXeiosDirectionalLight ixVector<ixDrawObjectBase *, ixIterator<ixDrawObjectBase *>>
Related to controllers, judging by the names and when they're called:
ixPadDUALSHOCK2 ixPadBase ixPadDUALSHOCK ixVector<unsigned char, ixIterator<unsigned char>> ixVector<ixPadBase *, ixIterator<ixPadBase *>> ixVector<PORT_SLOT, ixIterator<PORT_SLOT>>
Related to file input and output, judging by the names:
FileIOBase ixifstream ixfstream
ifstream and fstream are standard C++ classes for accessing files.
Just a list of integers:
ixVector<int, ixIterator<int>>
In the Save/Load menu, two of these are used to control the position of the file selection cursor. In stages, they are used to control which animations a character should use in various situations.
Objects for song chart parts, judging from the names:
gmChartMulti gmChart gmCross gmPointer gmLineSpecials gmSegmentBase gmLineParts gmLineSpecialCombo gmLineSpecialComboDigit gmSpecialsArrow gmArrowBase gmSpecialsArrowCover gmLineGuards gmLineSegment gmSpecialFragment gmStripFragment gmPartFragment gmGuardFragment gmLineFragment ixVector<TEX_ANIM_IMMEDIATE, ixIterator<TEX_ANIM_IMMEDIATE>> ixVector<gmLineFragment, ixIterator<gmLineFragment>> ixVector<gmPartFragment *, ixIterator<gmPartFragment *>> ixVector<gmGuardFragment, ixIterator<gmGuardFragment>> ixVector<gmSpecialsArrowCover::RAD_AREA, ixIterator<gmSpecialsArrowCover::RAD_AREA>> ixVector<gmSpecialFragment, ixIterator<gmSpecialFragment>> ixVector<gmSpecialsArrow *, ixIterator<gmSpecialsArrow *>> ixVector<gmLineSpecialComboDigit *, ixIterator<gmLineSpecialComboDigit *>> ixVector<gmLineSegment *, ixIterator<gmLineSegment *>> ixVector<gmLineParts *, ixIterator<gmLineParts *>> ixVector<gmLineGuards *, ixIterator<gmLineGuards *>> ixVector<gmLineSpecials *, ixIterator<gmLineSpecials *>> ixVector<gmChart::LINEEVENTS, ixIterator<gmChart::LINEEVENTS>> ixVector<gmChart::PARTEVENTS, ixIterator<gmChart::PARTEVENTS>> ixVector<gmChart::GUARDEVENTS, ixIterator<gmChart::GUARDEVENTS>> ixVector<gmChart::SPECIALEVENTS, ixIterator<gmChart::SPECIALEVENTS>>
(Some of these objects might point to unused functionality. ixVector<TEX_ANIM_IMMEDIATE, ixIterator<TEX_ANIM_IMMEDIATE>> might not belong here.)
Objects for sound effects and song sections/cues, judging from the names:
gmSEMan gmSENode gmSongSection gmSong ixVector<gmSong::SONGPART, ixIterator<gmSong::SONGPART>> ixVector<gmSongSection *, ixIterator<gmSongSection *>> ixVector<gmChartMulti *, ixIterator<gmChartMulti *>> ixVector<GM_GAME_SETUP, ixIterator<GM_GAME_SETUP>> ixVector<GM_TRACK_IO, ixIterator<GM_TRACK_IO>> ixVector<GM_CUE_COND_IO, ixIterator<GM_CUE_COND_IO>> ixVector<gmSongSection::BPMMARKER, ixIterator<gmSongSection::BPMMARKER>> ixVector<SECTION_SEGMENT_PAIR, ixIterator<SECTION_SEGMENT_PAIR>> ixVector<ixShortFixed *, ixIterator<ixShortFixed *>> ixVector<gmSENode *, ixIterator<gmSENode *>>
(These might not all belong together.)
For replay recording and playback, judging by the names:
gmReplayRecorder ixVector<gmReplayRecorder::REPLAY_RECORD, ixIterator<gmReplayRecorder::REPLAY_RECORD>> ixVector<gmReplayRecorder::REPLAY_RECORD4, ixIterator<gmReplayRecorder::REPLAY_RECORD4>> ixVector<PAD_STATUS, ixIterator<PAD_STATUS>> ixVector<gmInterface *, ixIterator<gmInterface *>> ixVector<CHEAT_FLAG, ixIterator<CHEAT_FLAG>>
(Not sure if gmInterface belongs here. CHEAT_FLAG might not belong either; it's hard to determine its purpose because the game never reads back its values and doesn't seem to use it in any way.)
ixVector<GM_TEXIMX_IO, ixIterator<GM_TEXIMX_IO>> ixVector<GM_XGANIMATION_IO, ixIterator<GM_XGANIMATION_IO>>
Maybe for loading files from a resource pack, specifically images?:
ObjectDatabase ixVector<xeImage *, ixIterator<xeImage *>> ixVector<char[16], ixIterator<char[16]>> ixVector<char *, ixIterator<char *>>
ixVector<ixDrawSpriteObject *, ixIterator<ixDrawSpriteObject *>>
ixVector<unsigned int, ixIterator<unsigned int>>
For the Save/Load menu, judging from the names:
gmBankIconsSetup gmMemCardButtons gmMemCardLoadAlbum gmMenuBase gmMemCardSetup gmMemCardSaveAlbum gmMemCardSaveSingle gmMemCardPgmStart ixVector<ixExplodingSprite *, ixIterator<ixExplodingSprite *>> ixVector<gmCardSprite *, ixIterator<gmCardSprite *>> ixVector<ixAnimSpriteObject *, ixIterator<ixAnimSpriteObject *>> ixAnimSpriteObject ixInOutSprite ixSlideFadeIn ixPokingSprite gmSlotSelectSprite gmCardSprite ixExplodingSprite ixVector<TEX_GROUP, ixIterator<TEX_GROUP>> ixVector<DRAW_DST, ixIterator<DRAW_DST>>
(The last couple may not belong here. Could some of these be for other menus?)
Loading screen objects, judging by the names and when they are called:
gmLoadStage gmNLMExpand gmNLMBase gmNLMFly gmNLMFinal
Title screen?:
gmScrollSetup gmScrollObject2
(gmScrollSetup is used on title screen, even though nothing scrolls there. There's scrolling on the title screen of Gitaroo Man One, could this be a leftover? gmScrollObject2 looks unused but is related to gmScrollSetup.)
Probably for the unused Memory Card Test menu and/or unused Save/Load functionality, judging from the names:
gmMCTestSetup gmMCTestFillCard gmMCTestGroup ixVector<gmMCTestGroup *, ixIterator<gmMCTestGroup *>>
Probably for subtitles, judging from the names:
gmSubTitler gm2dBase gm2dFront gmInterface ixVector<gmSoundChannel *, ixIterator<gmSoundChannel *>> ixVector<gmSubTitler::SUBTITLE_KEY, ixIterator<gmSubTitler::SUBTITLE_KEY>>
(Does the gmSoundChannel stuff belong here?)
Multiplayer?:
ixVector<float, ixIterator<float>> ixVector<BEAM_OFFSET, ixIterator<BEAM_OFFSET>> ixVector<FRAME_PAIR, ixIterator<FRAME_PAIR>> ixVector<CAM_DATA, ixIterator<CAM_DATA>> ixVector<gmCross *, ixIterator<gmCross *>>
Stage interface
gmPlayerIcon gmPlayerActiveStatus gmBanner gmSoundChannel gmScore gmSectionStatus gmDangerStatus gmHitStatus gmDirectionalLight gm2DPolyObject gmSpriteObjectBase gmBillSpriteObject gmSpriteObject gmControlWeb gm3dBase gm3dObject gmControlNode gmControlBeam gmControlBillboardsPoly gmControlBillboardsFixed gm3dSpriteSetup gm3dSpriteYONLY gm3dSpriteXONLY gm3dSpriteFIXED gm3dSetup ixXeios3DSetup<gm3dObject, ixXeiosDirectionalLight> gmStage ixVector<GM_XG_IO, ixIterator<GM_XG_IO>> ixVector<GM_FRAME_SECTION_IO, ixIterator<GM_FRAME_SECTION_IO>> ixVector<gmControlWeb *, ixIterator<gmControlWeb *>> ixVector<gmBltTexAnim *, ixIterator<gmBltTexAnim *>> ixVector<X3D_POS, ixIterator<X3D_POS>> ixVector<X3D_QUT, ixIterator<X3D_QUT>> ixVector<X3D_CAM, ixIterator<X3D_CAM>> ixVector<X3D_AMB, ixIterator<X3D_AMB>> ixVector<X3D_ATO, ixIterator<X3D_ATO>> ixVector<X3D_ANIM, ixIterator<X3D_ANIM>> ixVector<X3D_SCL, ixIterator<X3D_SCL>> ixVector<GM_XG_ANIM_NODE_IO, ixIterator<GM_XG_ANIM_NODE_IO>> ixVector<gmControlNode *, ixIterator<gmControlNode *>> ixVector<gmControlBeam *, ixIterator<gmControlBeam *>> ixVector<gmControlBillboardsFixed *, ixIterator<gmControlBillboardsFixed *>> ixVector<gmControlBillboardsPoly *, ixIterator<gmControlBillboardsPoly *>> ixVector<X2D_POS, ixIterator<X2D_POS>> ixVector<X2D_COL, ixIterator<X2D_COL>> ixVector<TEX_ANIM, ixIterator<TEX_ANIM>> ixVector<X3D_DIR, ixIterator<X3D_DIR>> ixVector<X3D_COL, ixIterator<X3D_COL>> ixVector<GM_SPRITE_IO, ixIterator<GM_SPRITE_IO>> ixVector<X2D_ANIM, ixIterator<X2D_ANIM>> ixVector<gmHitStatus *, ixIterator<gmHitStatus *>> ixVector<WEB_NODE, ixIterator<WEB_NODE>>
(Mostly 3D stuff, but there's a lot of other stuff that needs to be sorted out.)
ixVector<TEX_BLT_RECT, ixIterator<TEX_BLT_RECT>> ixVector<TEX_BLT_ANIM, ixIterator<TEX_BLT_ANIM>>
For Collection, judging from the names:
MurakamiCColleSpace::ccSeqCtrl MurakamiCColleSpace::mgSound MurakamiCColleSpace::cc2dObjCtrl MurakamiCColleSpace::cc2DSpriteSetUp ixVector<MurakamiCColleSpace::MG_IMS_IO, ixIterator<MurakamiCColleSpace::MG_IMS_IO>> ixVector<ixDrawObjectBase **, ixIterator<ixDrawObjectBase **>> ixVector<MurakamiCColleSpace::MG_SPR_IO, ixIterator<MurakamiCColleSpace::MG_SPR_IO>>
gmControlSnake
(A stage thing that only gets used in stage 4.)
Objects for the unused particle system, judging by the names:
gmParticleSetup gmParticleObject ParticleComponent ixVector<PTCL_KEY_COMP, ixIterator<PTCL_KEY_COMP>> ixVector<PTCL_KEY_EMIT_DIR, ixIterator<PTCL_KEY_EMIT_DIR>> ixVector<PTCL_KEY_EMIT_POS, ixIterator<PTCL_KEY_EMIT_POS>> ixVector<gmParticleObject *, ixIterator<gmParticleObject *>> Particle_Aura ixVector<PTCL_KEY_FLD_GRV, ixIterator<PTCL_KEY_FLD_GRV>> Particle_Crash ixVector<PTCL_KEY_FLD_BOUND, ixIterator<PTCL_KEY_FLD_BOUND>> Particle_Fire Particle_Star Particle_Vacuum
Objects for the tutorial, judging by the names:
ixVector<xeTexture *, ixIterator<xeTexture *>> gmTutorialHelper gmTutorialGenericAnimation gmTutorialSpriteBase gmTutorialControllerPlate gmTutorialPhrasePlate gmTutorialParaphrase ixVector<gmTutorialGenericAnimation::ANIM_FRAME, ixIterator<gmTutorialGenericAnimation::ANIM_FRAME>> ixVector<gmTutorialGenericAnimation::POS_FRAME, ixIterator<gmTutorialGenericAnimation::POS_FRAME>> ixVector<gmTutorialHelper::CHART_ACTIVE, ixIterator<gmTutorialHelper::CHART_ACTIVE>> ixVector<gmTutorialHelper::CHART_OFFSET, ixIterator<gmTutorialHelper::CHART_OFFSET>> ixVector<gmTutorialHelper::METER_ANIM, ixIterator<gmTutorialHelper::METER_ANIM>>
Multiplayer menu, judging by the names:
MurakamiMultiSelSpace::msSeqCtrl MurakamiMultiSelSpace::msSound MurakamiMultiSelSpace::ms2dObjCtrl MurakamiMultiSelSpace::ms2DSpriteSetUp ixVector<MurakamiMultiSelSpace::MG_IMS_IO, ixIterator<MurakamiMultiSelSpace::MG_IMS_IO>> ixVector<MurakamiMultiSelSpace::MG_SPR_IO, ixIterator<MurakamiMultiSelSpace::MG_SPR_IO>>
Results screen, judging by the names:
gmResults3 gmResults2 gmResultsPod3 gmResultsPod2
Maybe for spinning circle graphics like the main menu's cursor and background, judging by the names and when they're called:
gmSpCircle gmCircleObject gmCircleBase
Stage selection, judging by the names:
gmStageSelect gmStageSelectItem
Theater, judging by the names:
gmTheater gmTheaterItem
Options, judging by the names:
gmOptionSetup gmOptionBgSetup gmOptionGroup gmOptionVolumeGroup gmOptionModeGroup ixVector<ixInOutSprite *, ixIterator<ixInOutSprite *>>
Title screen, judging by when it's called:
ixVector<ixDrawPolyObject *, ixIterator<ixDrawPolyObject *>>
Main Menu, judging by the names:
MurakamiMainMenuSpace::mmSeqCtrl MurakamiMainMenuSpace::mmSound MurakamiMainMenuSpace::mm2dObjCtrl MurakamiMainMenuSpace::mm2DSpriteSetUp ixVector<MurakamiMainMenuSpace::MG_IMS_IO, ixIterator<MurakamiMainMenuSpace::MG_IMS_IO>> ixVector<MurakamiMainMenuSpace::MG_SPR_IO, ixIterator<MurakamiMainMenuSpace::MG_SPR_IO>> ixVector<gm2DPolyObject *, ixIterator<gm2DPolyObject *>> gmMenuLineSetup gmMenuLineObject gmMenuLineBase ixVector<gmMenuLineBase *, ixIterator<gmMenuLineBase *>> ixVector<gmMenuLineObject *, ixIterator<gmMenuLineObject *>>
Language select, judging by the name:
gmLanguageSelect