Notes:Sonic Generations (PlayStation 3, Xbox 360, Windows)
This page contains notes for the game Sonic Generations (PlayStation 3, Xbox 360, Windows).
Unleashed Renderer and Shader Tables
Note: The offsets are for the latest v1.0.0.5 of Sonic Generations, make sure that's what you have.
- 1. back up your SonicGenerations.exe
- 2. open SonicGenerations.exe in a hex editor (HxD used as an example)
- 3. go to offset 12E1094 and make a selection of length 7C hex (Ctrl+E, then verify values in status bar)
- 4. copy selected bytes (Ctrl+C)
- 5. go to offset 12E1164 and make a selection of length 7C hex (Ctrl+E again)
- 6. paste (Ctrl+V)
- 7. save
Congratulations, now the game uses the Unleashed renderer.
To get light shafts, you have to do some more work, namely edit the SceneEffect.prm.xml in the #xxx.ar.00 files (e.g. #ghz200.ar.00). Find the <LightShaft> section and change "<ms_IsEnable>false</ms_IsEnable>" to "<ms_IsEnable>true</ms_IsEnable>". You can use MainMemory's editor to unpack and repack .ar files, or you can do this simple change with a hex editor. Be aware that the value has to be "true", not "true " (no leading or trailing spaces). So if you use a hex editor, I suggest replacing "<ms_IsEnable>false" with " <ms_IsEnable>true" (leading space before the xml tag, not inside the value). For directional shadows, change ms_IsEnableVerticalShadow to false in the same way
ObjectDefine.obc.xml
- The following XML is from disk/bb.cpk/#SystemCommon.ar.00/ObjectDefine.obc.xml.
- Note: Everything between <!-- and --> is a rough translation of object name, which didn't exist in the original file.
<?xml version="1.0" encoding="utf-8" standalone="yes"?> <XmlData> <ObjectCategory> <Category> <Name>■移動ギミック(汎用)</Name> <!-- Movement Gimmicks (Generic) --> <Object> <ID>ClassicDashPanel</ID> <ObjName>クラシックダッシュパネル</ObjName> <!-- Classic Dash Panel --> <DataPath>object/common/DashPanelClassic</DataPath> </Object> <Object> <ID>DashPanel</ID> <ObjName>ジェネリックダッシュパネル</ObjName> <!-- Generic Dash Panel --> <DataPath>object/common/DashPanel</DataPath> </Object> <Object> <ID>GrindDashPanel</ID> <ObjName>グラインドブースター</ObjName> <!-- Grind Booster [The green thing on rails] --> <DataPath>object/common/GrindDash</DataPath> </Object> <Object> <ID>SpringClassic</ID> <ObjName>クラシックバネ</ObjName> <!-- Classic Spring --> <DataPath>object/common/SpringClassic</DataPath> <DataPath>object/common/Spring</DataPath> <DataPath>object/common/treasuresearch</DataPath> </Object> <Object> <ID>Spring</ID> <ObjName>ジェネリックバネ</ObjName> <!-- Generic Spring --> <DataPath>object/common/Spring</DataPath> <DataPath>object/common/SpringSide</DataPath> </Object> <Object> <ID>WideSpring</ID> <ObjName>3連バネ</ObjName> <!-- Set of 3 Springs --> <DataPath>object/common/WideSpring</DataPath> </Object> <Object> <ID>AirSpring</ID> <ObjName>空中バネ</ObjName> <!-- Airborne Spring --> <DataPath>object/common/AirSpring</DataPath> </Object> <Object> <ID>SpringFake</ID> <ObjName>ニセバネ</ObjName> <!-- Fake Spring [Eggman spring] --> <DataPath>object/common/SpringFake</DataPath> </Object> <Object> <ID>ClassicJumpBoard</ID> <ObjName>クラシックジャンプ台</ObjName> <!-- Classic Ramp --> <DataPath>object/common/JumpPanelClassic</DataPath> </Object> <Object> <ID>JumpBoard</ID> <ObjName>ジャンプ台2D</ObjName> <!-- 2D Ramp --> <DataPath>object/common/JumpPanel</DataPath> </Object> <Object> <ID>JumpBoard3D</ID> <ObjName>ジャンプ台3D</ObjName> <!-- 3D Ramp --> <DataPath>object/common/JumpPanel</DataPath> </Object> <Object> <ID>AdlibTrickJump</ID> <ObjName>アドリブトリック台</ObjName> <!-- Trick Ramp --> <DataPath>object/common/AdlibTrickPanel</DataPath> </Object> <Object> <ID>DashRing</ID> <ObjName>ダッシュリング</ObjName> <!-- Dash Ring --> <DataPath>object/common/DashRing</DataPath> </Object> <Object> <ID>RainbowRing</ID> <ObjName>レインボーリング</ObjName> <!-- Rainbow Ring --> <DataPath>object/common/RainbowRing</DataPath> </Object> <Object> <ID>WallJumpBlock</ID> <ObjName>三角飛び用壁</ObjName> <!-- Wall for Wall Jumping --> <DataPath>object/common/WallJumpBlock</DataPath> </Object> <Object> <ID>JumpPole</ID> <ObjName>スプリングポール</ObjName> <!-- Spring Pole --> <DataPath>object/common/SpringPole</DataPath> </Object> <Object> <ID>UpReel</ID> <ObjName>アップリール</ObjName> <!-- Up Reel --> <DataPath>object/common/UpReel</DataPath> </Object> <Object> <ID>Fan</ID> <ObjName>ファン</ObjName> <!-- Fan --> <DataPath>object/common/Fan</DataPath> </Object> <Object> <ID>Cannon</ID> <ObjName>大砲</ObjName> <!-- Cannon [from Sonic Heroes] --> <DataPath>object/Common/Cannon</DataPath> </Object> <Object> <ID>Cannon_ChangeParam</ID> <ObjName>大砲:パラメータチェンジャー</ObjName> <!-- Cannon: Parameter Changer --> </Object> <Object> <ID>SelectCanon</ID> <ObjName>セレクトカノン</ObjName> <!-- Select Cannon --> <DataPath>object/common/SelectCannon</DataPath> </Object> <Object> <ID>Pulley</ID> <ObjName>滑車</ObjName> <!-- Pulley --> <DataPath>object/common/Pulley</DataPath> </Object> <Object> <ID>Balloon</ID> <ObjName>風船</ObjName> <!-- Balloon --> <DataPath>object/common/Balloon</DataPath> </Object> <Object> <ID>Switch</ID> <ObjName>スイッチ</ObjName> <!-- Switch --> <DataPath>object/common/switch</DataPath> </Object> <Object> <ID>IronPole2D</ID> <ObjName>鉄棒( side view )</ObjName> <!-- Iron Pole (side view) --> <DataPath>object/common/IronPole</DataPath> </Object> <Object> <ID>IronPole3D</ID> <ObjName>鉄棒( forward view )</ObjName> <!-- Iron Pole (forward view) --> <DataPath>object/common/IronPole</DataPath> </Object> </Category> <Category> <Name>■ダメージギミック(汎用)</Name> <!-- Damage Gimmicks (Generic) --> <Object> <ID>DirectionalThorn</ID> <ObjName>トゲパネル</ObjName> <!-- Spike Panel --> <DataPath>object/common/ThornPanel</DataPath> </Object> <Object> <ID>ThornBall</ID> <ObjName>トゲボール</ObjName> <!-- Spike Ball --> <DataPath>object/common/ThornBall</DataPath> </Object> <Object> <ID>MovingThorn</ID> <ObjName>移動トゲボール</ObjName> <!-- Moving Spike Ball --> <DataPath>object/common/ThornBall</DataPath> </Object> <Object> <ID>AppearThorn</ID> <ObjName>出現トゲボール</ObjName> <!-- Appearing Spike Ball --> <DataPath>object/common/ThornBall</DataPath> </Object> <Object> <ID>Bomb</ID> <ObjName>爆弾</ObjName> <!-- Bomb --> <DataPath>object/common/Bomb</DataPath> </Object> <Object> <ID>GrindThorn</ID> <ObjName>グラインドトゲ</ObjName> <!-- Grind Spikes --> <DataPath>object/common/ThornGrind</DataPath> </Object> <Object> <ID>RollingSaw</ID> <ObjName>回転ノコギリ</ObjName> <!-- Rotating Saw [used mostly in Rooftop Run and Planet Wisp] --> <DataPath>object/common/RollingSaw</DataPath> </Object> <Object> <ID>Flame</ID> <ObjName>属性ダメージ炎</ObjName> <!-- Elemental Damage - Fire --> <DataPath>object/common/flame</DataPath> </Object> <Object> <ID>Electric</ID> <ObjName>属性ダメージ電気</ObjName> <!-- Elemental Damage - Electric --> <DataPath>object/common/electric</DataPath> </Object> </Category> <Category> <Name>■アイテム・ゴールなど</Name> <!-- Items, Goals, Etc. --> <Object> <ID>ClassicItemBox</ID> <ObjName>クラシックアイテムボックス</ObjName> <!-- Classic Item Box --> <DataPath>object/common/ItemBoxClassic</DataPath> <DataPath>object/common/treasuresearch</DataPath> </Object> <Object> <ID>Item</ID> <ObjName>ジェネリックアイテム(今は1UPのみ)</ObjName> <!-- Generic Item (only 1-up for now) --> <DataPath>object/common/item</DataPath> </Object> <Object> <ID>Ring</ID> <ObjName>リング</ObjName> <!-- Ring --> <DataPath>object/common/Ring</DataPath> <DataPath>object/common/treasuresearch</DataPath> </Object> <Object> <ID>SuperRing</ID> <ObjName>スーパーリング</ObjName> <!-- Super Ring --> <DataPath>object/common/SuperRing</DataPath> </Object> <Object> <ID>PointMarker</ID> <ObjName>ポイントマーカー</ObjName> <!-- Point Marker [Checkpoint] --> <DataPath>object/common/PointMarker</DataPath> </Object> <Object> <ID>GoalSignboard</ID> <ObjName>ゴール看板</ObjName> <!-- Goal Signpost [Classic Goal] --> <DataPath>object/common/GoalPlate</DataPath> </Object> <Object> <ID>GoalRing</ID> <ObjName>ゴールリング</ObjName> <!-- Goal Ring [Modern Goal] --> <DataPath>object/common/GoalRing</DataPath> </Object> <Object> <ID>RedMedal</ID> <ObjName>スペシャルリング</ObjName> <!-- Special Ring [Red Star Ring] --> <DataPath>object/common/SpecialRing</DataPath> </Object> <Object> <ID>Omochao</ID> <ObjName>オモチャオ</ObjName> <!-- Omochao --> <DataPath>character/npc/omochao</DataPath> <DataPath>object/common/omochao</DataPath> </Object> </Category> <Category> <Name>■カメラ</Name> <!-- Camera --> <Object> <ID>ChangeVolumeCamera</ID> <ObjName></ObjName> </Object> <Object> <ID>CameraCollisionBoard</ID> <ObjName></ObjName> </Object> <Object> <ID>CameraOffsetBoard</ID> <ObjName></ObjName> </Object> <Object> <ID>CameraOffsetReset</ID> <ObjName></ObjName> </Object> <Object> <ID>CameraOffsetBox</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeNormalCameraParam</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraNormal</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraFix</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPan</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPoint</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPanVertical</ID> <ObjName>ObjCameraPanVertical</ObjName> </Object> <Object> <ID>ObjCameraVertical</ID> <ObjName>ObjCameraPointVertical</ObjName> </Object> <Object> <ID>ObjCameraParallel</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPathTarget</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPathLook</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraPathParallel</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraCrossRail</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraObjectLook</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraBlend</ID> <ObjName></ObjName> </Object> <Object> <ID>ObjCameraTube</ID> <ObjName></ObjName> </Object> <Object> <ID>CameraShakeCollision</ID> <ObjName>カメラ振動コリジョン</ObjName> <!-- Camera Shake Collision --> </Object> <Object> <ID>ObjCameraPathPath</ID> <ObjName></ObjName> </Object> </Category> <Category> <Name>■システム系</Name> <!-- System --> <Object> <ID>Grouper</ID> <ObjName>グループ化</ObjName> <!-- Grouper --> </Object> <Object> <ID>EventSetter</ID> <ObjName>イベントセッター</ObjName> <!-- Event Setter --> </Object> <Object> <ID>EventCollision</ID> <ObjName>イベントコリジョン</ObjName> <!-- Event Collision --> </Object> <Object> <ID>EventCollision2</ID> <ObjName>イベントコリジョンON_OFF版</ObjName> <!-- Event Collision ON/OFF Version --> </Object> <Object> <ID>IntervalTriggerCollision</ID> <ObjName>定期実行イベントコリジョン</ObjName> <!-- Interval-Triggered Event Collision --> </Object> <Object> <ID>StopPeopleObject</ID> <ObjName>活動一時停止オブジェクト</ObjName> <!-- Action Pause Object --> </Object> <Object> <ID>LayerChangeCollision</ID> <ObjName>レイヤー切替コリジョン(箱)</ObjName> <!-- Layer Switch Collision (Box) --> </Object> <Object> <ID>LayerChangeCollisionFlat</ID> <ObjName>レイヤー切替コリジョン(フラット)</ObjName> <!-- Layer Switch Collision (Flat) --> </Object> <Object> <ID>LayerChange</ID> <ObjName>レイヤー切替(メッセージ用)</ObjName> <!-- Layer Switch (For Messages) --> </Object> <Object> <ID>ChangeCamera2D_Begin</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeCamera2D_End</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeVolumeCamera2D</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeToneMapVolume</ID> <ObjName>トーンマップ変更コリジョン</ObjName> <!-- Tone Map Change Collision --> </Object> <Object> <ID>WarpPoint</ID> <ObjName>ワープポイント</ObjName> <!-- Warp Point --> </Object> <Object> <ID>TerrainInstanceSubsetRenderCollision</ID> <ObjName>地形グループ表示コリジョン</ObjName> <!-- Terrain Group Display Collision --> </Object> <Object> <ID>TerrainInstanceSubsetRenderCollision2</ID> <ObjName>地形グループ表示コリジョン2</ObjName> <!-- Terrain Group Display Collision 2 --> </Object> <Object> <ID>TerrainInstanceSubsetRenderCollisionVolume</ID> <ObjName>地形グループ表示ボリュームコリジョン</ObjName> <!-- Terrain Group Display Volume Collision --> </Object> <Object> <ID>TerrainGroupSubsetLoadCollision</ID> <ObjName>地形グループロードコリジョン</ObjName> <!-- Terrain Group Load Collision --> </Object> <Object> <ID>TerrainGroupSubsetLoadCollision2</ID> <ObjName>地形グループロードコリジョン2</ObjName> <!-- Terrain Group Load Collision 2 --> </Object> <Object> <ID>TerrainGroupSubsetLoadCollisionVolume</ID> <ObjName>地形グループロードボリュームコリジョン</ObjName> <!-- Terrain Group Load Volume Collision --> </Object> <Object> <ID>TerrainParameterChangerCollision</ID> <ObjName>地形のパラメータ変更コリジョン</ObjName> <!-- Terrain Parameter Change Collision --> </Object> <Object> <ID>TerrainIntegerParameterChangerCollision</ID> <ObjName>地形の整数パラメータ変更コリジョン</ObjName> <!-- Terrain Integer Parameter Change Collision --> </Object> <Object> <ID>TerrainFloatParameterChangerCollision</ID> <ObjName>地形の小数パラメータ変更コリジョン</ObjName> <!-- Terrain Decimal Parameter Change Collision --> </Object> <Object> <ID>TerrainBooleanParameterChangerCollision</ID> <ObjName>地形のBooleanパラメータ変更コリジョン</ObjName> <!-- Terrain Boolean Parameter Change Collision --> </Object> <Object> <ID>StartDynamicPreloadingCollision</ID> <ObjName>先読み開始コリジョン</ObjName> <!-- Start Preloading Collision --> </Object> <Object> <ID>EndDynamicPreloadingCollision</ID> <ObjName>先読み終了コリジョン</ObjName> <!-- End Preloading Collision --> </Object> <Object> <ID>SetRigidBody</ID> <ObjName>SetRigidBody</ObjName> </Object> <Object> <ID>StopPeopleObject</ID> <ObjName>活動一時停止コリジョン</ObjName> <!-- Pause Action Collision --> </Object> <Object> <ID>VirtualMirror</ID> <ObjName>仮想ミラー</ObjName> <!-- Virtual Mirror --> </Object> <Object> <ID>AutoDrawCullingCollision</ID> <ObjName>モーション地形カリングコリジョン</ObjName> <!-- Motion Terrain Culling Collision --> </Object> <Object> <ID>ChangeBGMCollision</ID> <ObjName>BGM変更コリジョン</ObjName> <!-- Music Change Collision --> </Object> <Object> <ID>ChangeSkyCollision</ID> <ObjName>天球切り替えコリジョン</ObjName> <!-- Skybox Change Collision --> </Object> <Object> <ID>ChangeSkyProxy</ID> <ObjName>天球切り替え中継機</ObjName> <!-- Skybox Change Relay --> </Object> <Object> <ID>TerrainDynamicLoadOffsetChangerCollsion</ID> <ObjName>動的ロードの注視点へ近づける距離切り替えコリジョン</ObjName> <!-- Distance-Switching Collision Approaching Dynamic Loading Observation Point --> </Object> <Object> <ID>ChangeLightScatteringVolume</ID> <ObjName>(箱)LightScatteringパラメータ変更コリジョン</ObjName> <!-- (Box) LightScattering Parameter Change Collision --> </Object> <Object> <ID>SetParticleVolume</ID> <ObjName>セットパーティクルコリジョン</ObjName> <!-- Set Particle Collision --> </Object> <Object> <ID>SetParticle</ID> <ObjName>セットパーティクル(Loopエフェクト)</ObjName> <!-- Set Particle (Loop Effect) --> </Object> <Object> <ID>ObjFlowCollision</ID> <ObjName>Flow箱</ObjName> <!-- Flow Box --> </Object> <Object> <ID>ObjFlowPlane</ID> <ObjName>Flow板</ObjName> <!-- Flow Plane --> </Object> <Object> <ID>ObjFlowManager</ID> <ObjName>Flow管理</ObjName> <!-- Flow Manager --> <DataPath>object/common/flow</DataPath> </Object> <Object> <ID>ChangeShadowMapVolume</ID> <ObjName>(箱)シャドウマップパラメータ切り替えコリジョン</ObjName> <!-- (Box) Shadow Map Parameter Switch Collision --> </Object> <Object> <ID>ChangeShadowMapPlane</ID> <ObjName>(板)シャドウマップパラメータ切り替えコリジョン</ObjName> <!-- (Plane) Shadow Map Parameter Switch Collision --> </Object> <Object> <ID>ChangeViewCullingParamCollision</ID> <ObjName>可視カリングパラメータ変更コリジョン</ObjName> <!-- Visible Culling Parameter Change Collision --> </Object> <Object> <ID>ChangeReflectionMapPlane</ID> <ObjName>(板)リフレクションマップ切り替えコリジョン</ObjName> <!-- (Plane) Reflection Map Switch Collision --> </Object> <Object> <ID>ChangeLightPlane</ID> <ObjName>(板)カメラライトパラメータ変更コリジョン</ObjName> <!-- (Plane) Camera Light Parameter Change Collision --> </Object> <Object> <ID>ChangeLightVolume</ID> <ObjName>(箱)カメラライトパラメータ変更コリジョン</ObjName> <!-- (Box) Camera Light Parameter Change Collision --> </Object> </Category> <Category> <Name>■プレイヤーシステム</Name> <!-- Player System --> <Object> <ID>ChangeMode_3Dto2D</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeMode_3DtoForward</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeMode_2DtoForward</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangeMode_3DtoDash</ID> <ObjName></ObjName> </Object> <Object> <ID>ChangePathCollision</ID> <ObjName>パス切り替えコリジョン</ObjName> <!-- Path Switch Collision --> </Object> <Object> <ID>FallDeadCollision</ID> <ObjName>死亡コリジョン</ObjName> <!-- Death Collision --> </Object> <Object> <ID>SonicStopCollision</ID> <ObjName>逆走防止コリジョン(ソニック用)</ObjName> <!-- Prevent Turnaround Collision (For Sonic) --> </Object> <Object> <ID>ChangeDiveBegin</ID> <ObjName>ダイビングモード開始</ObjName> <!-- Start Diving Mode --> </Object> <Object> <ID>ChangeDiveEnd</ID> <ObjName>ダイビングモード終了(イベントあり)</ObjName> <!-- End Diving Mode (With Event) --> </Object> <Object> <ID>ChangeDiveEndNoEvent</ID> <ObjName>ダイビングモード終了(イベントなし)</ObjName> <!-- End Diving Mode (No Event) --> </Object> <Object> <ID>SlidingCollision</ID> <ObjName>スライディングコリジョン</ObjName> <!-- Sliding Collision --> </Object> <Object> <ID>StumbleCollision</ID> <ObjName>つまづきコリジョン</ObjName> <!-- Stumble Collision --> </Object> <Object> <ID>JumpCollision</ID> <ObjName>ジャンプコリジョン</ObjName> <!-- Jump Collision --> </Object> <Object> <ID>AutorunStartSimpleCollision</ID> <ObjName>オートラン開始コリジョン</ObjName> <!-- Start Autorun Collision --> </Object> <Object> <ID>AutorunFinishSimpleCollision</ID> <ObjName>オートラン終了コリジョン</ObjName> <!-- End Autorun Collision --> </Object> <Object> <ID>AutorunStartCollision</ID> <ObjName>パス上オートラン開始コリジョン</ObjName> <!-- Start Autorun on Path Collision --> </Object> <Object> <ID>AutorunFinishCollision</ID> <ObjName>パス上オートラン終了コリジョン</ObjName> <!-- End Autorun on Path Collision --> </Object> <Object> <ID>GravityChangeCollision</ID> <ObjName>重力変化コリジョン</ObjName> <!-- Change Gravity Collision --> </Object> <Object> <ID>LaunchSpinCollision</ID> <ObjName>スピン打ち出しコリジョン</ObjName> <!-- Spin Launch Collision --> </Object> <Object> <ID>Paraloop</ID> <ObjName>パラループ コリジョン</ObjName> <!-- Paraloop Collision --> </Object> <Object> <ID>ChangeVelocity</ID> <ObjName>速度変化コリジョン</ObjName> <!-- Change Speed Collision --> </Object> <Object> <ID>SpeedDownCollision</ID> <ObjName>スピード低下コリジョン</ObjName> <!-- Lower Speed Collision --> </Object> <Object> <ID>ChangeVelocityMax</ID> <ObjName>速度変更コリジョン 坂道で加速しないversion</ObjName> <!-- Speed Change Collision, No Acceleration on Hills --> </Object> <Object> <ID>WallWalkEnableCollision</ID> <ObjName>壁走り可否 変更コリジョン</ObjName> <!-- Wall Running On/Off Flip Collision --> </Object> <Object> <ID>OnewayFloor</ID> <ObjName>下からすりぬける床コリジョン</ObjName> <!-- Floor Passable from Below Collision --> </Object> <Object> <ID>ScriptEventCollision</ID> <ObjName>スクリプトイベントコリジョン</ObjName> <!-- Script Event Collision --> </Object> <Object> <ID>EventPathHolding</ID> <ObjName></ObjName> </Object> <Object> <ID>EventPathHoldingStart</ID> <ObjName></ObjName> </Object> <Object> <ID>EventPathHoldingFinish</ID> <ObjName></ObjName> </Object> <Object> <ID>WalkOnCeilingCollision</ID> <ObjName>天井走り開始コリジョン</ObjName> <!-- Start Ceiling Run Collision --> </Object> <Object> <ID>FixedMoveCollision</ID> <ObjName>FixedMoveCollision</ObjName> </Object> <Object> <ID>BeltConveyorCollision</ID> <ObjName>ベルトコンベアコリジョン</ObjName> <!-- Conveyor Belt Collision --> </Object> <Object> <ID>BoardGetOnOffCollision</ID> <ObjName>スケボー乗り降りコリジョン</ObjName> <!-- Get On/Off Skateboard Collision --> </Object> <Object> <ID>ConstantFrame</ID> <ObjName>固定フレームコリジョン</ObjName> <!-- Fixed Frame Collision --> </Object> </Category> <Category> <Name>■エネミー</Name> <!-- Enemies --> <Object> <ID>EnemyMotora2D</ID> <ObjName>モトラ[2D]</ObjName> <!-- Moto Bug (2D) --> </Object> <Object> <ID>EnemyMotora3D</ID> <ObjName>モトラ[3D]</ObjName> <!-- Moto Bug (3D) --> </Object> <Object> <ID>EnemyBeeton2D</ID> <ObjName>ビートン[2D]</ObjName> <!-- Buzz Bomber (2D) --> </Object> <Object> <ID>EnemyBeeton3D</ID> <ObjName>ビートン[3D]</ObjName> <!-- Buzz Bomber (3D) --> </Object> <Object> <ID>EnemyBatabata2D</ID> <ObjName>バタバタ[2D]</ObjName> <!-- Chopper (2D) --> </Object> <Object> <ID>EnemyBatabata3D</ID> <ObjName>バタバタ[3D]</ObjName> <!-- Chopper (3D) --> </Object> <Object> <ID>EnemyGanigani2D</ID> <ObjName>ガニガニ[2D]</ObjName> <!-- Crabmeat (2D) --> </Object> <Object> <ID>EnemyGanigani3D</ID> <ObjName>ガニガニ[3D]</ObjName> <!-- Crabmeat (3D) --> </Object> <Object> <ID>EnemyLander2D</ID> <ObjName>ランダー[2D]</ObjName> <!-- Spiny (2D) --> </Object> <Object> <ID>EnemyLander3D</ID> <ObjName>ランダー[3D]</ObjName> <!-- Spiny (3D) --> </Object> <Object> <ID>EnemyGrabber2D</ID> <ObjName>グラバー[2D]</ObjName> <!-- Grabber (2D) --> </Object> <Object> <ID>EnemyGrabber3D</ID> <ObjName>グラバー[3D]</ObjName> <!-- Grabber (3D) --> </Object> <Object> <ID>EnemyEggRobo2D</ID> <ObjName>エッグロボ[2D]</ObjName> <!-- EggRobo (2D) --> </Object> <Object> <ID>EnemyEggRobo3D</ID> <ObjName>エッグロボ[3D]</ObjName> <!-- EggRobo (3D) --> </Object> <Object> <ID>EnemySpinner2D</ID> <ObjName>スピナ[2D]</ObjName> <!-- Spinner (2D) --> </Object> <Object> <ID>EnemySpinner</ID> <ObjName>スピナ[3D]</ObjName> <!-- Spinner (3D) --> </Object> <Object> <ID>EnemySpanner2D</ID> <ObjName>スパナ[2D]</ObjName> <!-- Electro Spinner (2D) --> </Object> <Object> <ID>EnemySpanner</ID> <ObjName>スパナ[3D]</ObjName> <!-- Electro Spinner (3D) --> </Object> <Object> <ID>EnemyCopSpeeder2D</ID> <ObjName>コップスピーダー[2D]</ObjName> <!-- Cop Speeder (2D) --> </Object> <Object> <ID>EnemyCopSpeeder3D</ID> <ObjName>コップスピーダー[3D]</ObjName> <!-- Cop Speeder (3D) --> </Object> <Object> <ID>EnemyCopSpeeder3DCreator</ID> <ObjName>コップスピーダー:自動生成</ObjName> <!-- Cop Speeder: Spawner --> </Object> <Object> <ID>EnemyCopSpeederWallRun</ID> <ObjName>コップスピーダー:壁下り</ObjName> <!-- Cop Speeder: Down Wall --> </Object> <Object> <ID>EnemyPathMover</ID> <ObjName>エネミー:パス移動テスト</ObjName> <!-- Enemy: Path Movement Test --> </Object> <Object> <ID>EnemyMonoBeetle2D</ID> <ObjName>モノビートル2D</ObjName> <!-- Mono Beetle (2D) --> </Object> <Object> <ID>EnemyMonoBeetle3D</ID> <ObjName>モノビートル3D</ObjName> <!-- Mono Beetle (3D) --> </Object> <Object> <ID>EnemyGunBeetle2D</ID> <ObjName>ガンビートル2D</ObjName> <!-- GUN Beetle (2D) --> </Object> <Object> <ID>EnemyGunBeetle3D</ID> <ObjName>ガンビートル3D</ObjName> <!-- GUN Beetle (3D) --> </Object> <Object> <ID>EnemyGunHunter2D</ID> <ObjName>ガンハンター2D</ObjName> <!-- GUN Hunter (2D) --> </Object> <Object> <ID>EnemyGunHunter3D</ID> <ObjName>ガンハンター3D</ObjName> <!-- GUN Hunter (3D) --> </Object> <Object> <ID>EnemyPawn2D</ID> <ObjName>ポーン2D</ObjName> <!-- Egg Pawn (2D) --> </Object> <Object> <ID>EnemyPawn3D</ID> <ObjName>ポーン3D</ObjName> <!-- Egg Pawn (3D) --> </Object> <Object> <ID>EnemyPawnLance2D</ID> <ObjName>ポーン2D(槍)</ObjName> <!-- Egg Pawn Lance (2D) --> </Object> <Object> <ID>EnemyPawnLance3D</ID> <ObjName>ポーン3D(槍)</ObjName> <!-- Egg Pawn Lance (3D) --> </Object> <Object> <ID>EnemyPawnGun2D</ID> <ObjName>ポーン2D(銃)</ObjName> <!-- Egg Pawn Gun (2D) --> </Object> <Object> <ID>EnemyPawnGun3D</ID> <ObjName>ポーン3D(銃)</ObjName> <!-- Egg Pawn Gun (3D) --> </Object> <Object> <ID>EnemyTaker2D</ID> <ObjName>テイカー2D</ObjName> <!-- Iblis Taker (2D) --> <DataPath>object/stage/crisiscity/spikeshot</DataPath> </Object> <Object> <ID>EnemyTaker3D</ID> <ObjName>テイカー3D</ObjName> <!-- Iblis Taker (3D) --> <DataPath>object/stage/crisiscity/spikeshot</DataPath> </Object> <Object> <ID>EnemyCrawler2D</ID> <ObjName>クロウラー2D</ObjName> <!-- Iblis Worm (2D) --> <DataPath>object/stage/crisiscity/spikeshot</DataPath> </Object> <Object> <ID>EnemyCrawler3D</ID> <ObjName>クロウラー3D</ObjName> <!-- Iblis Worm (3D) --> <DataPath>object/stage/crisiscity/spikeshot</DataPath> </Object> <Object> <ID>EnemyBiter2D</ID> <ObjName>バイター2D</ObjName> <!-- Iblis Biter (2D) --> </Object> <Object> <ID>EnemyBiter3D</ID> <ObjName>バイター3D</ObjName> <!-- Iblis Biter (3D) --> </Object> <Object> <ID>EnemyEFighter2D</ID> <ObjName>エッグファイター[2D]</ObjName> <!-- Egg Fighter (2D) --> </Object> <Object> <ID>EnemyEFighter3D</ID> <ObjName>エッグファイター[3D]</ObjName> <!-- Egg Fighter (3D) --> </Object> <Object> <ID>EnemyEFighterSword2D</ID> <ObjName>エッグファイター剣[2D]</ObjName> <!-- Egg Fighter Sword (2D) --> </Object> <Object> <ID>EnemyEFighterSword3D</ID> <ObjName>エッグファイター剣[3D]</ObjName> <!-- Egg Fighter Sword (3D) --> </Object> <Object> <ID>EnemyELauncher2D</ID> <ObjName>エッグランチャー[2D]</ObjName> <!-- Egg Launcher (2D) --> </Object> <Object> <ID>EnemyELauncher3D</ID> <ObjName>エッグランチャー[3D]</ObjName> <!-- Egg Launcher (3D) --> </Object> <Object> <ID>EnemyAeroCannon</ID> <ObjName>エアキャノン</ObjName> <!-- Aero-Cannon --> </Object> <Object> <ID>EnemyEChaserManager</ID> <ObjName>エッグチェイサーマネージャ</ObjName> <!-- Aero Chaser Manager --> </Object> <Object> <ID>EnemyNal2D</ID> <ObjName>ナール2D</ObjName> <!-- Sandworm (2D) --> </Object> <Object> <ID>EnemyNal3D</ID> <ObjName>ナール3D</ObjName> <!-- Sandworm (3D) --> </Object> <Object> <ID>EnemyPawnPla3D</ID> <ObjName>ポーン3D(ウィスプ面)</ObjName> <!-- Egg Pawn for Planet Wisp (3D) --> </Object> <Object> <ID>EnemyPawnPla2D</ID> <ObjName>ポーン2D(ウィスプ面)</ObjName> <!-- Egg Pawn for Planet Wisp (2D) --> </Object> <Object> <ID>EnemyEChaserSV</ID> <ObjName>エッグチェイサーSV</ObjName> <!-- Aero Chaser SV [SideView] --> </Object> </Category> <Category> <Name>■サウンド系</Name> <!-- Sound --> <Object> <ID>EchoCollision</ID> <ObjName>エコー</ObjName> <!-- Echo --> </Object> <Object> <ID>SoundPoint</ID> <ObjName>環境音</ObjName> <!-- Environmental Sound--> </Object> <Object> <ID>SoundLine</ID> <ObjName>環境音_線</ObjName> <!-- Environmental Sound - Line--> </Object> <Object> <ID>WindNoiseCollision</ID> <ObjName>風切り音オブジェクト</ObjName> <!-- Wind Sound Object --> </Object> <Object> <ID>SoundLinePlayableMenu</ID> <ObjName>プレイアブルメニュー用環境音_線</ObjName> <!-- Environmental Sound for Playable Menu - Line --> </Object> </Category> <Category> <Name>■足場</Name> <!-- Platforms --> <Object> <ID>GeneralFloor</ID> <ObjName>共通足場</ObjName> <!-- Generic Platform --> </Object> <Object> <ID>PointFloor_DarkCollision</ID> <ObjName>回転足場用:暗い部分指定コリジョン</ObjName> <!-- For Spinning Platform: Set Dark Are Collision --> </Object> <Object> <ID>GeneralFloorCustom</ID> <ObjName>共通足場2</ObjName> <!-- Generic Platform 2 --> </Object> </Category> <Category> <Name>■壊れ物</Name> <!-- Breakables --> <Object> <ID>ObjectPhysics</ID> <ObjName>壊れオブジェクト</ObjName> <!-- Breakable Object --> </Object> </Category> <Category> <Name>■プレイアブルメニュー</Name> <!-- Playable Menu --> <Object> <ID>PlayableMenuRestorePoint</ID> <ObjName>復元ポイント</ObjName> <!-- Restore point --> </Object> <Object> <ID>StageGate</ID> <ObjName>ステージゲート</ObjName> <!-- Stage gate --> <DataPath>object/common/specialring</DataPath> <DataPath>object/stage/playablemenu/bigredstarring</DataPath> <DataPath>object/stage/playablemenu/hideredstarring</DataPath> </Object> <Object> <ID>PlayableMenuNPCUnit</ID> <ObjName>NPC</ObjName> </Object> <Object> <ID>PlayableMenuSpecialNPCPlace</ID> <ObjName>ビッグ出現位置</ObjName> <!-- Big Appearance Point [Big the Cat cameo?] --> </Object> <Object> <ID>MissionGate</ID> <ObjName>ミッションゲート</ObjName> <!-- Mission Gate --> <DataPath>object/stage/playablemenu/missiongate</DataPath> </Object> <Object> <ID>BossGate</ID> <ObjName>ボスゲート</ObjName> <!-- Boss Gate --> <DataPath>object/stage/playablemenu/bossgate</DataPath> </Object> <Object> <ID>PlayableMenuSoundPiece</ID> <ObjName>サウンドピース</ObjName> <!-- Sound Piece --> <DataPath>object/stage/playablemenu/soundpiece</DataPath> </Object> <Object> <ID>PlayableSpringClassic</ID> <ObjName>クラシックバネ(PAM)</ObjName> <!-- Classic Spring (PAM) [PAM means PlayAbleMenu] --> <DataPath>object/common/springclassic</DataPath> </Object> <Object> <ID>MegaDrivePlayer</ID> <ObjName>メガドライブ(本体)</ObjName> <!-- Mega Drive/Genesis (Main) [Unused in PC port] --> <DataPath>object/stage/playablemenu/megadrive</DataPath> </Object> <Object> <ID>MegaDriveController</ID> <ObjName>メガドライブ(コントローラー)</ObjName> <!-- Mega Drive/Genesis (Controller) [Unused in PC port] --> <DataPath>object/stage/playablemenu/megadrive</DataPath> </Object> <Object> <ID>InformationPod</ID> <ObjName>インフォメーションポッド</ObjName> <!-- Information Pod --> <DataPath>object/stage/playablemenu/informationpod</DataPath> </Object> <Object> <ID>PinballGate</ID> <ObjName>ピンボール台</ObjName> <!-- Pinball Table [Casino Night DLC entrance] --> <DataPath>object/stage/playablemenu/pinballgate</DataPath> </Object> <Object> <ID>PamFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/pam</DataPath> </Object> <Object> <ID>BossKey</ID> <ObjName>ボスゲート鍵</ObjName> <!-- Boss Gate Key --> </Object> <Object> <ID>StageName</ID> <ObjName>ステージ名ロゴ</ObjName> <!-- Stage name logo --> <DataPath>object/stage/playablemenu/stagename</DataPath> </Object> <Object> <ID>ShopGate</ID> <ObjName>ショップ入り口</ObjName> <!-- Shop Entrance --> <DataPath>character/npc/omochao</DataPath> </Object> <Object> <ID>LastBossGate</ID> <ObjName>ラスボスゲート</ObjName> <!-- Final Boss Gate --> <DataPath>object/stage/playablemenu/lastbossgate</DataPath> </Object> <Object> <ID>StageGateOrca</ID> <ObjName>シャチ</ObjName> <!-- Orca [Decoration for Seaside Hill entrance] --> <DataPath>object/stage/playablemenu/orca</DataPath> </Object> <Object> <ID>ChaosEmeraldPlayableMenu</ID> <ObjName>カオスエメラルド</ObjName> <!-- Chaos Emerald --> <DataPath>object/stage/playablemenu/chaosemerald</DataPath> </Object> <Object> <ID>LastBossGear</ID> <ObjName>ラスボス前歯車</ObjName> <!-- Final Boss Front Gears --> <DataPath>object/stage/playablemenu/lastbossgear</DataPath> <DataPath>object/stage/playablemenu/lastbossgearfloor</DataPath> </Object> <Object> <ID>ObjStatueCollision</ID> <ObjName>スタチュー部屋脱出コリジョン</ObjName> <!-- Statue Room Escape Collision --> </Object> <Object> <ID>CollectionRoomItem</ID> <ObjName>コレクションルーム項目</ObjName> <!-- Collection Room Item --> </Object> <Object> <ID>CollectionRoomEntry</ID> <ObjName>コレクションルーム入口</ObjName> <!-- Collection Room Entrance --> <DataPath>object/stage/playablemenu/collectionroomentry</DataPath> </Object> <Object> <ID>GeneralMessageEventCollision</ID> <ObjName>汎用メッセージ表示コリジョン</ObjName> <!-- Generic Message Display Collision --> </Object> <Object> <ID>SeamlessBGMCollision</ID> <ObjName>特殊BGM切り替えコリジョン</ObjName> <!-- Special Music Switch Collision --> </Object> <Object> <ID>ObjPamFloor</ID> <ObjName>PAM足場</ObjName> <!-- PAM Platform --> <DataPath>object/stage/playablemenu/pamfloor</DataPath> </Object> <Object> <ID>DebugTextMessageChecker</ID> <ObjName></ObjName> </Object> </Category> <Category> <Name>■グリーンヒル固有</Name> <!-- Green Hill Specific --> <Object> <ID>GhSwingFloor</ID> <ObjName>ブランコ</ObjName> <!-- Swing --> <DataPath>object/stage/GreenHill/SwingFloor</DataPath> </Object> <Object> <ID>GhWoodBridge</ID> <ObjName>崩れ桟橋</ObjName> <!-- Collapsing Bridge --> <DataPath>object/stage/GreenHill/WoodBridge</DataPath> </Object> <Object> <ID>GhBreakCriff</ID> <ObjName>崩れ崖</ObjName> <!-- Collapsing Cliff --> <DataPath>object/stage/GreenHill/BreakCriff</DataPath> </Object> <Object> <ID>HitEffectCollision</ID> <ObjName>滝壺突入コリジョン(プロト用)</ObjName> <!-- Waterfall Cave Entrance Collision (For Proto) --> </Object> </Category> <Category> <Name>■ケミカルプラント固有</Name> <!-- Chemical Plant Specific --> <Object> <ID>CpzSewageTrap</ID> <ObjName>汚染トラップ</ObjName> <!-- Pollution Trap --> <DataPath>object/stage/ChemicalPlant/SewageTrap</DataPath> </Object> <Object> <ID>CpzRotateBlocks</ID> <ObjName>回転ブロック</ObjName> <!-- Rotating Blocks --> <DataPath>object/stage/ChemicalPlant/RotateBlock</DataPath> </Object> <Object> <ID>CpzBigCrane</ID> <ObjName>巨大クレーン</ObjName> <!-- Giant Crane --> <DataPath>object/stage/ChemicalPlant/BigCrane</DataPath> </Object> <Object> <ID>CpzWaterCollision</ID> <ObjName>水中モードコリジョン</ObjName> <!-- Underwater Mode Collision --> <DataPath>object/stage/ChemicalPlant/WaterCollision</DataPath> </Object> <Object> <ID>CpzPipeEnterCollision</ID> <ObjName>パイプ進入コリジョン</ObjName> <!-- Pipe Entry Collision --> </Object> <Object> <ID>CpzPipeCap</ID> <ObjName>パイプ出口の蓋</ObjName> <!-- Pipe Exit Lid --> <DataPath>object/stage/ChemicalPlant/PipeCap</DataPath> </Object> <Object> <ID>CpzPipe</ID> <ObjName>パイプ</ObjName> <!-- Pipe --> <DataPath>object/stage/chemicalplant/pipe</DataPath> </Object> <Object> <ID>CpzPipeSwitch</ID> <ObjName>切り替えスイッチ</ObjName> <!-- Conversion Switch --> <DataPath>object/stage/chemicalplant/pipeswitch</DataPath> </Object> <Object> <ID>CpzBubble</ID> <ObjName>水泡</ObjName> <!-- Bubble --> <DataPath>object/common/Bubble</DataPath> </Object> <Object> <ID>CpzWaterStopCollision</ID> <ObjName>水停止コリジョン</ObjName> <!-- Stop Water Collision --> </Object> <Object> <ID>CpzAlarm</ID> <ObjName>警告ライト</ObjName> <!-- Warning Light --> <DataPath>object/stage/chemicalplant/alarm</DataPath> </Object> <Object> <ID>CpzSewageTrapSignal</ID> <ObjName>汚水トラップ予兆</ObjName> <!-- Sewage Trap Signal --> <DataPath>object/stage/chemicalplant/sewagetrapsignal</DataPath> </Object> </Category> <Category> <Name>■スピードハイウェイ固有</Name> <!-- Speed Highway Specific --> <Object> <ID>SphRollingLift</ID> <ObjName>回転リフト</ObjName> <!-- Rotating Lift --> <DataPath>object/stage/SpeedHighway/RollingLift</DataPath> </Object> <Object> <ID>SphRocket</ID> <ObjName>ロケット</ObjName> <!-- Rocket --> <DataPath>object/stage/SpeedHighway/Rocket</DataPath> </Object> <Object> <ID>SphRocket_ChangeSpeed</ID> <ObjName>ロケットの速度変更コリジョン</ObjName> <!-- Change Rocket Speed Collision --> </Object> <Object> <ID>SphRocket_ReleasePlayer</ID> <ObjName>ロケットの強制離脱コリジョン</ObjName> <!-- Force Rocket Release Collision --> </Object> <Object> <ID>SphHelicopter</ID> <ObjName>ヘリコプター</ObjName> <!-- Helicopter --> <DataPath>object/stage/SpeedHighway/Helicopter</DataPath> </Object> <Object> <ID>SphGlassPillar</ID> <ObjName>鏡の柱</ObjName> <!-- Mirror Pillar --> <DataPath>object/stage/SpeedHighway/GlassPillar</DataPath> </Object> <Object> <ID>SphGlassPillar_Multi</ID> <ObjName>鏡の柱:マルチ</ObjName> <!-- Mirror Pillar: Multi --> <DataPath>object/stage/SpeedHighway/GlassPillar</DataPath> </Object> <Object> <ID>SphBell</ID> <ObjName>釣鐘</ObjName> <!-- Hanging Bell --> <DataPath>object/stage/SpeedHighway/Bell</DataPath> </Object> <Object> <ID>SphSearchLight</ID> <ObjName>サーチライト</ObjName> <!-- Searchlight --> <DataPath>object/stage/SpeedHighway/SearchLight</DataPath> </Object> <Object> <ID>SphLightBox</ID> <ObjName>ライトボックス</ObjName> <!-- Light Box --> </Object> <Object> <ID>SphHighWayCar</ID> <ObjName>ハイウェイカー</ObjName> <!-- Highway Car --> <DataPath>object/stage/SpeedHighway/HighWayCar</DataPath> </Object> </Category> <Category> <Name>■スカイサンクチュアリ固有</Name> <!-- Sky Sanctuary Specific --> <Object> <ID>SszCloud</ID> <ObjName>跳ねる雲</ObjName> <!-- Bouncy Cloud --> <DataPath>object/stage/SkySanctuary/Cloud</DataPath> </Object> <Object> <ID>SszRollingFloor</ID> <ObjName>回転床[ジェネリック]</ObjName> <!-- Rotating Platform (Generic) --> <DataPath>object/stage/skysanctuary/rollingfloor</DataPath> </Object> <Object> <ID>SszRollingFloorClassic</ID> <ObjName>回転床[クラシック]</ObjName> <!-- Rotating Platform (Classic) --> <DataPath>object/stage/skysanctuary/rollingfloor</DataPath> </Object> <Object> <ID>SszRollingTop</ID> <ObjName>回転独楽</ObjName> <!-- Rotating Top --> <DataPath>object/stage/SkySanctuary/RollingTop</DataPath> </Object> <Object> <ID>SszUpDownPole</ID> <ObjName>上下する棒</ObjName> <!-- Vertically Moving Pole --> <DataPath>object/stage/SkySanctuary/UpDownPole</DataPath> </Object> <Object> <ID>SszWarpStart</ID> <ObjName>ワープ装置[開始]</ObjName> <!-- Teleporter (Start) --> <DataPath>object/stage/SkySanctuary/Warp</DataPath> </Object> <Object> <ID>SszWarpFinish</ID> <ObjName>ワープ装置[終了]</ObjName> <!-- Teleporter (End) --> <DataPath>object/stage/skysanctuary/warp</DataPath> </Object> <Object> <ID>SszUpDownPoleStand</ID> <ObjName>上下する棒の支え台</ObjName> <!-- Vertically Moving Pole Support --> <DataPath>object/stage/skysanctuary/updownpole</DataPath> </Object> <Object> <ID>SszAnimal</ID> <ObjName>演出用動物(鳥類を除く)</ObjName> <!-- Animals for Staging (Excluding Birds) --> </Object> <Object> <ID>SszCollapseTower</ID> <ObjName>崩落する塔</ObjName> <!-- Collapsing Tower --> <DataPath>object/stage/skysanctuary/collapsetower</DataPath> </Object> <Object> <ID>SszCollapseRoad</ID> <ObjName>崩落するスロープ(クラシック)</ObjName> <!-- Collapsing Slope (Classic) --> <DataPath>object/stage/skysanctuary/collapseroad</DataPath> </Object> <Object> <ID>SszCollapseDashPanelClassic</ID> <ObjName>崩落ダッシュパネル</ObjName> <!-- Collapsing Dash Panel --> </Object> <Object> <ID>SszBird</ID> <ObjName>オウム(演出用鳥)</ObjName> <!-- Parrot (Bird for Staging) --> <DataPath>object/stage/skysanctuary/bird</DataPath> </Object> <Object> <ID>SszBreakFloor</ID> <ObjName>3連壊れ足場</ObjName> <!-- Triple Breakable Platform --> <DataPath>object/stage/skysanctuary/breakfloor</DataPath> </Object> <Object> <ID>SszCameraShaker</ID> <ObjName>画面の揺れ</ObjName> <!-- Screen Shake --> </Object> <Object> <ID>SszBridge</ID> <ObjName>出現する足場</ObjName> <!-- Appaering Platform --> <DataPath>object/stage/skysanctuary/bridge</DataPath> </Object> <Object> <ID>SszDeathEggStar</ID> <ObjName>デスエッグスター</ObjName> <!-- Death Egg Star --> <DataPath>object/stage/skysanctuary/deatheggstar</DataPath> </Object> <Object> <ID>SszDeathEggControlCollision</ID> <ObjName>デスエッグ操作コリジョン</ObjName> <!-- Death Egg Management Collision--> </Object> <Object> <ID>SszCap</ID> <ObjName>塔のふた</ObjName> <!-- Tower Cap --> <DataPath>object/stage/skysanctuary/cap</DataPath> </Object> <Object> <ID>SszCollapseControlCollision</ID> <ObjName>崩落コントロールコリジョン</ObjName> <!-- Collapse Control Collision --> </Object> <Object> <ID>SszCollapseRoadGeneric</ID> <ObjName>崩落する足場(ジェネリック)</ObjName> <!-- Collapsing Platform (Generic) --> <DataPath>object/stage/skysanctuary/collapseroadgeneric</DataPath> </Object> <Object> <ID>SszUpDownPoleNight</ID> <ObjName>上下する棒(夜)</ObjName> <!-- Vertically Moving Pole (Night) --> <DataPath>object/stage/skysanctuary/updownpole</DataPath> </Object> <Object> <ID>SszUpDownPoleStandNight</ID> <ObjName>上下する棒の支え台(夜)</ObjName> <!-- Vertically Moving Pole Support (Night) --> <DataPath>object/stage/skysanctuary/updownpole</DataPath> </Object> </Category> <Category> <Name>■シーサイドヒル固有</Name> <!-- Seaside Hill Specific --> <Object> <ID>SshRuinFloor</ID> <ObjName>動く遺跡足場</ObjName> <DataPath>object/stage/SeasideHill/RuinFloor</DataPath> <!-- Moving Ruins Platform --> </Object> <Object> <ID>SshGiantRock</ID> <ObjName>巨大岩</ObjName> <DataPath>object/stage/SeasideHill/GiantRock</DataPath> <!-- Giant Rock --> </Object> <Object> <ID>SshGiantRock_Collision</ID> <ObjName>巨大岩:速度設定コリジョン</ObjName> <!-- Giant Rock: Set Speed Collision --> </Object> <Object> <ID>SshGiantRock_Loop</ID> <ObjName>巨大岩:ハーフパイプ用</ObjName> <!-- Giant Rock: For Half-Pipe --> <DataPath>object/stage/SeasideHill/GiantRock</DataPath> </Object> <Object> <ID>SshGiantRock_Create</ID> <ObjName>巨大岩:バウンド横切り用</ObjName> <!-- Giant Rock: For Bouncing Across --> <DataPath>object/stage/SeasideHill/GiantRock</DataPath> </Object> <Object> <ID>SshSignal</ID> <ObjName>信号</ObjName> <!-- Traffic Light [Turtle/Kart path selector] --> <DataPath>object/stage/SeasideHill/Signal</DataPath> </Object> <Object> <ID>SshBobsleigh</ID> <ObjName>ボブスレー</ObjName> <!-- Bobsleigh [Kart] --> <DataPath>object/stage/SeasideHill/Bobsleigh</DataPath> </Object> <Object> <ID>SshBobsleigh_EndBox</ID> <ObjName>ボブスレー:終了ボックス</ObjName> <!-- Bobsleigh: End Box --> <DataPath>object/stage/SeasideHill/Bobsleigh</DataPath> </Object> <Object> <ID>SshBobsleigh_ReleaseCollision</ID> <ObjName>ボブスレー:分離コリジョン</ObjName> <!-- Bobsleigh: Release Collision --> </Object> <Object> <ID>SshWaterStream</ID> <ObjName>水流</ObjName> <!-- Water Current --> <DataPath>object/common/Fan</DataPath> </Object> <Object> <ID>SshPoleInWater</ID> <ObjName>壊れ棒</ObjName> <!-- Breakable [Underwater] Pole --> <DataPath>object/stage/SeasideHill/BrokenPole</DataPath> </Object> <Object> <ID>SshCircusOrca</ID> <ObjName>サーカスシャチ</ObjName> <!-- Circus Orca --> <DataPath>object/Common/Cannon</DataPath> <DataPath>object/stage/SeasideHill/Orca</DataPath> </Object> <Object> <ID>SshOrca</ID> <ObjName>飾りシャチ</ObjName> <!-- Decorative Orca --> <DataPath>object/stage/SeasideHill/Orca</DataPath> </Object> <Object> <ID>SshRescueOrca</ID> <ObjName>救済シャチ</ObjName> <!-- Rescue Orca --> <DataPath>object/stage/SeasideHill/Orca</DataPath> </Object> <Object> <ID>SshDontSwimBatabata</ID> <ObjName>遊泳禁止バタバタ</ObjName> <!-- No-Swimming Mega Chopper --> <DataPath>object/stage/GreenHill/GiantBatabata</DataPath> </Object> <Object> <ID>SshTurtle</ID> <ObjName>カメ</ObjName> <!-- Turtle --> <DataPath>object/stage/SeasideHill/Turtle</DataPath> </Object> <Object> <ID>SshWaterCollision</ID> <ObjName>水中モードコリジョン</ObjName> <!-- Underwater Mode Collision --> <DataPath>object/stage/ChemicalPlant/WaterCollision</DataPath> </Object> <Object> <ID>SshBubble</ID> <ObjName>水泡</ObjName> <!-- Bubble --> <DataPath>object/common/Bubble</DataPath> </Object> <Object> <ID>SshWaterStopCollision</ID> <ObjName>水停止コリジョン</ObjName> <!-- Water Stop Collision--> </Object> <Object> <ID>SshBuoy</ID> <ObjName>ブイ(飾り)</ObjName> <!-- Buoy (Decoration) --> <DataPath>object/stage/seasidehill/buoy</DataPath> </Object> </Category> <Category> <Name>■シティーエスケープ固有</Name> <!-- City Escape Specific --> <Object> <ID>CteHexagonFloor</ID> <ObjName>六角形足場</ObjName> <!-- Hexagon Platform --> <DataPath>object/stage/cityescape/hexagonfloor</DataPath> </Object> <Object> <ID>CteGunTruck200</ID> <ObjName>GunTruck200</ObjName> <DataPath>object/stage/cityescape/guntruck/200</DataPath> </Object> <Object> <ID>CteTrickJumpSkateBoard</ID> <ObjName>トリックジャンプ台</ObjName> <!-- Trick Ramp [for skateboard] --> <DataPath>object/stage/cityescape/trickjumpskateboard</DataPath> </Object> <Object> <ID>CteSteelFrame</ID> <ObjName>鉄骨足場</ObjName> <!-- Girder Platform --> <DataPath>object/stage/cityescape/steelframe</DataPath> </Object> <Object> <ID>CteGunTruck100</ID> <ObjName>GunTruck100</ObjName> <DataPath>object/stage/cityescape/guntruck/100</DataPath> </Object> <Object> <ID>CteGunTruck100ChangeVelocityCollision</ID> <ObjName>GunTruck100 速度変更コリジョン</ObjName> <!-- GunTruck100 Change Speed Collision --> </Object> <Object> <ID>CteGunTruck100JumpCollision</ID> <ObjName>GunTruck100 ジャンプコリジョン</ObjName> <!-- GunTruck100 Jump collision --> </Object> <Object> <ID>CteGunTruck100GunHunterShotCollision</ID> <ObjName>GunTruck100 ガンハンター射出コリジョン</ObjName> <!-- GunTruck100 GUN Hunter Shot Collision --> </Object> <Object> <ID>CteGunTruck100SendDamageCollision</ID> <ObjName>guntruck100 周辺オブジェクト破壊コリジョン</ObjName> <!-- guntruck100 Destroy Surrounding Objects Collision --> </Object> <Object> <ID>CteGunTruck100SteelFrameFallCollision</ID> <ObjName>guntruck100 足場落下リクエストコリジョン</ObjName> <!-- guntruck100 Request Platform Drop Collision --> </Object> <Object> <ID>CtePhysicsCar</ID> <ObjName>にぎやかし車</ObjName> <!-- Excitement Car --> <DataPath>object/stage/cityescape/physicscar</DataPath> </Object> <Object> <ID>CteGunTruck200AttackRequestCollision</ID> <ObjName>GunTruck200 攻撃リクエストコリジョン</ObjName> <!-- GunTruck200 Request Attack Collision --> </Object> <Object> <ID>CteGunTruck200JumpCollision</ID> <ObjName>guntruck200 ジャンプコリジョン</ObjName> <!-- guntruck200 Jump Collision --> </Object> <Object> <ID>CteGunTruck100DriftStartCollision</ID> <ObjName>guntruck100 ドリフト開始コリジョン</ObjName> <!-- guntruck100 Start Drifting Collision --> </Object> <Object> <ID>CteGunTruck200DriftStartCollision</ID> <ObjName>guntruck200 ドリフト開始コリジョン</ObjName> <!-- guntruck200 Start Drifting Collision --> </Object> <Object> <ID>CteGunTruck200WallRunStartCollision</ID> <ObjName>guntruck200 壁走り開始コリジョン</ObjName> <!-- guntruck200 Start Wall Run Collision --> </Object> <Object> <ID>CteGunTruck200DeathCollision</ID> <ObjName>guntruck200 トラック爆破コリジョン</ObjName> <!-- guntruck200 Truck Explosion Collision --> </Object> <Object> <ID>CteGunTruck100ChangeEnableAttackCollision</ID> <ObjName>guntruck100 トラック攻撃判定切り替えコリジョン</ObjName> <!-- guntruck100 Truck Attack Hitbox Switch Collision --> </Object> <Object> <ID>CteGunTruck100ChangeApplyImplusCollision</ID> <ObjName>guntruck100 吹き飛ばし切り替えコリジョン</ObjName> <!-- guntruck100 Blow-Away Switch Collision --> </Object> <Object> <ID>CteGunTruck100EventStartCollision</ID> <ObjName>guntruck100 イベント再生コリジョン</ObjName> <!-- guntruck100 Event Playback Collision --> </Object> <Object> <ID>CteGunTruck200CrashEffectCollision</ID> <ObjName>guntruck200 挟まりエフェクト発生コリジョン</ObjName> <!-- guntruck200 Stuck Effect Collision --> </Object> <Object> <ID>CteGunTruck200SummonCollision</ID> <ObjName>guntruck200 トラック召喚コリジョン</ObjName> <!-- guntruck200 Summon Truck Collision --> </Object> <Object> <ID>CteGunTruck100SmokeEffectChangeCollision</ID> <ObjName>guntruck100 煙突の煙表示切り替えコリジョン</ObjName> <!-- guntruck100 Smokestack Fume Effect Switch Collision --> </Object> <Object> <ID>CteBreakableDeathCollision</ID> <ObjName>車消滅コリジョン</ObjName> <!-- Car Disapperance Collision--> </Object> <Object> <ID>CteGunTruck200AttackEndCollision</ID> <ObjName>guntruck200 攻撃終了コリジョン</ObjName> <!-- guntruck200 End Attack Collision --> </Object> <Object> <ID>CteGunTruck200ChangeCutterPostureCollision</ID> <ObjName>guntruck200 カッター中の移動速度切り替えコリジョン</ObjName> <!-- guntruck200 Switch Movement Speed During Cutter Attack Collision --> </Object> <Object> <ID>CteGunTruck100IdleCollision</ID> <ObjName>guntruck100 なにもしないコリジョン</ObjName> <!-- guntruck100 Do Nothing Collision --> </Object> </Category> <Category> <Name>■クライシスシティ固有</Name> <!-- Crisis City Specific --> <Object> <ID>CscFloatFloor</ID> <ObjName>浮遊足場</ObjName> <!-- Floating Platform --> <DataPath>object/stage/crisiscity/floatfloor</DataPath> <DataPath>object/stage/crisiscity/commoncar</DataPath> </Object> <Object> <ID>CscIgnition</ID> <ObjName>起爆装置</ObjName> <!-- Detonator --> <DataPath>object/stage/crisiscity/ignition</DataPath> </Object> <Object> <ID>CscLavaRide</ID> <ObjName>溶岩乗り</ObjName> <!-- Lava Ride --> <DataPath>object/stage/crisiscity/lavaride</DataPath> </Object> <Object> <ID>CscClassicTornado</ID> <ObjName>クラシック竜巻</ObjName> <!-- Classic Tornado --> <DataPath>object/stage/crisiscity/classictornado</DataPath> <DataPath>object/stage/crisiscity/tornado</DataPath> </Object> <Object> <ID>CscGenericTornado</ID> <ObjName>ジェネリック竜巻</ObjName> <!-- Generic Tornado --> <DataPath>object/stage/crisiscity/generictornado</DataPath> <DataPath>object/stage/crisiscity/commoncar</DataPath> <DataPath>object/stage/crisiscity/tornado</DataPath> </Object> <Object> <ID>CscTornadoSwitch</ID> <ObjName>竜巻攻撃スイッチ</ObjName> <!-- Tornado Attack Switch --> </Object> <Object> <ID>CscBreakRoad</ID> <ObjName>崩れる道路</ObjName> <!-- Collapsing Road --> <DataPath>object/stage/crisiscity/breakroad</DataPath> </Object> <Object> <ID>CscClassicTornadoEventCollision</ID> <ObjName>クラシック竜巻イベントコリジョン</ObjName> <!-- Classic Tornado Event Collision --> </Object> <Object> <ID>CscWindow</ID> <ObjName>爆発する窓</ObjName> <!-- Exploding Window --> <DataPath>object/stage/crisiscity/window</DataPath> </Object> <Object> <ID>CscWind</ID> <ObjName>風</ObjName> <!-- Wind --> <DataPath>object/stage/crisiscity/wind</DataPath> </Object> <Object> <ID>CscChangeSpeedCollision</ID> <ObjName>テイカースピード変更コリ</ObjName> <!-- Iblis Taker Speed Change Colli[sion] --> </Object> </Category> <Category> <Name>■ルーフトップラン固有</Name> <!-- Rooftop Run Specific --> <Object> <ID>EucGuillotine</ID> <ObjName>ギロチン</ObjName> <!-- Guillotine --> <DataPath>object/stage/rooftoprun/guillotine</DataPath> </Object> <Object> <ID>EucRollingBarrelCreater</ID> <ObjName>転がるタル生成機</ObjName> <!-- Rolling Barrel Generator --> <DataPath>object/stage/rooftoprun/rollingbarrel</DataPath> </Object> <Object> <ID>EucRollingBarrelDeleter</ID> <ObjName>転がるタル削除コリジョン</ObjName> <!-- Delete Rolling Barrels Collision --> </Object> <Object> <ID>EucPressThorn</ID> <ObjName>プレストゲ</ObjName> <!-- Spike Press --> <DataPath>object/stage/rooftoprun/pressthorn</DataPath> </Object> <Object> <ID>EucBigBarrel</ID> <ObjName>転がる大タル</ObjName> <!-- Big Rolling Barrel --> <DataPath>object/stage/rooftoprun/bigbarrel</DataPath> </Object> <Object> <ID>EucBigBarrelDeleter</ID> <ObjName>転がる大タル削除コリジョン</ObjName> <!-- Delete Big Rolling Barrel Collision --> </Object> <Object> <ID>EucGondola</ID> <ObjName>ゴンドラ</ObjName> <!-- Gondola --> <DataPath>object/stage/rooftoprun/gondola</DataPath> </Object> <Object> <ID>EucClockTower</ID> <ObjName>時計塔</ObjName> <!-- Clock Tower --> <DataPath>object/stage/rooftoprun/clocktower</DataPath> </Object> <Object> <ID>EucAirShip</ID> <ObjName>飛行船(演出)</ObjName> <!-- Airship (Staging) --> <DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall</DataPath> </Object> <Object> <ID>EucAirShipChaser</ID> <ObjName>飛行船(チェイサー)</ObjName> <!-- Airship (Chaser) --> <DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airship_hd</DataPath> <DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airshiplaser_hd</DataPath> </Object> <Object> <ID>EucAirShipBarrel</ID> <ObjName>飛行船(タル)</ObjName> <!-- Airship (Barrels) --> <DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airship_hd</DataPath> <DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airshipbarrel_hd</DataPath> </Object> <Object> <ID>EucAdballoon</ID> <ObjName>アドバルーン</ObjName> <!-- Advertising Balloon --> <DataPath>object/stage/rooftoprun/adballoon</DataPath> </Object> <Object> <ID>EucAirShipChaserAttackCollision</ID> <ObjName>飛行船(チェイサー)攻撃コリジョン</ObjName> <!-- Airship (Chaser) Attack Collision --> </Object> <Object> <ID>EucSideDoor</ID> <ObjName>SV用ドア</ObjName> <!-- Side View Door --> <DataPath>object/stage/rooftoprun/sidedoor</DataPath> </Object> <Object> <ID>EucAirShipBG</ID> <ObjName>地形になる飛行船</ObjName> <!-- Terrain Airship --> <DataPath>object/stage/rooftoprun/bgairship</DataPath> </Object> <Object> <ID>EucAirShipSpeedControlCollision</ID> <ObjName>飛行船(演出)速度設定コリジョン</ObjName> <!-- Set Airship (Staging) Speed collision --> </Object> <Object> <ID>EucAirShipMissionFailedCollision</ID> <ObjName>飛行船(演出)ミッション失敗コリジョン</ObjName> <!-- Airship (Effects) Mission Failed Collision --> </Object> <Object> <ID>EucBird</ID> <ObjName>ハト(演出用鳥)</ObjName> <!-- Pigeon (Bird for Staging) --> <DataPath>object/stage/rooftoprun/pigeon</DataPath> </Object> <Object> <ID>EucFireBalloon</ID> <ObjName>熱気球(飾り)</ObjName> <!-- Hot-Air Balloon (Decoration) --> <DataPath>object/stage/rooftoprun/fireballoon</DataPath> </Object> <Object> <ID>EucBigBarrelEffecter</ID> <ObjName>転がる大タル振動コリジョン</ObjName> <!-- Big Rolling Barrel Shape Collision --> </Object> <Object> <ID>EucAirShipChaserEscapeCollision</ID> <ObjName>飛行船(チェイサー)撤退コリジョン</ObjName> <!-- Airship (Chaser) Retreat Collision --> </Object> <Object> <ID>EucAirShipChaserSetFlyHeightCollision</ID> <ObjName>飛行船(チェイサー)高度設定コリジョン</ObjName> <!-- Set Airship (Chaser) Altitude Collision --> </Object> </Category> <Category> <Name>■プラネットウィスプ固有</Name> <!-- Planet Wisp Specific --> <Object> <ID>PlaReleaseBox</ID> <ObjName>ウィスプカプセル</ObjName> <!-- Wisp Capsule --> <DataPath>object/stage/planetwisp/releasebox</DataPath> <DataPath>object/stage/planetwisp/wisprocket</DataPath> <DataPath>object/stage/planetwisp/wispspike</DataPath> </Object> <Object> <ID>PlaMissile</ID> <ObjName>ミサイル</ObjName> <!-- Missile --> <DataPath>object/stage/planetwisp/missile</DataPath> </Object> <Object> <ID>PlaHideFloor</ID> <ObjName>壁引っ込み足場</ObjName> <!-- Retractable Platform --> <DataPath>object/stage/planetwisp/hidefloor</DataPath> </Object> <Object> <ID>PlaTramCar</ID> <ObjName>トロッコ</ObjName> <!-- Mine Cart --> <DataPath>object/stage/planetwisp/tramcar</DataPath> </Object> <Object> <ID>PlaCutterArm</ID> <ObjName>カッターアーム</ObjName> <!-- Cutter Arm --> <DataPath>object/stage/planetwisp/cutterarm</DataPath> </Object> <Object> <ID>PlaBrokenCeling</ID> <ObjName>壊れ天井</ObjName> <!-- Breakable Ceiling --> <DataPath>object/stage/planetwisp/brokenceiling</DataPath> </Object> <Object> <ID>PlaFallBlock</ID> <ObjName>落下ブロック</ObjName> <!-- Falling Block --> <DataPath>object/stage/planetwisp/fallblock</DataPath> </Object> <Object> <ID>PlaRotTerrain</ID> <ObjName>回転地形</ObjName> <!-- Rotating Terrain --> <DataPath>object/stage/planetwisp/rotationterrain</DataPath> </Object> <Object> <ID>PlaGearFloor</ID> <ObjName>歯車足場</ObjName> <!-- Gear Platform --> <DataPath>object/stage/planetwisp/gearfloor</DataPath> </Object> <Object> <ID>PlaGearSwitch</ID> <ObjName>歯車スイッチ</ObjName> <!-- Gear Switch --> <DataPath>object/stage/planetwisp/gearfloor</DataPath> </Object> <Object> <ID>PlaTramCarJumpCollision</ID> <ObjName>トロッコパス乗り換えコリジョン</ObjName> <!-- Mine Cart Path Transfer Collision --> </Object> <Object> <ID>PlaPhantomCancelVolume</ID> <ObjName>ファントム解除コリジョン</ObjName> <!-- Cancel Phantom Collision [NOTE: "Phantom" is the internal name for Wisps] --> </Object> <Object> <ID>PlaShutter</ID> <ObjName>シャッター</ObjName> <!-- Shutter --> <DataPath>object/stage/planetwisp/shutter</DataPath> </Object> <Object> <ID>PlaBigPressCeling</ID> <ObjName>巨大プレス天井</ObjName> <!-- Giant Press Ceiling --> <DataPath>object/stage/planetwisp/bigpressceling</DataPath> </Object> <Object> <ID>PlaBigPressCoordinator</ID> <ObjName>巨大プレス天井コーディネータ</ObjName> <!-- Giant Press Ceiling Coordinator --> </Object> <Object> <ID>PlaBrokenCelingController</ID> <ObjName>壊れ天井コントローラ</ObjName> <!-- Breakable Ceiling Controller --> </Object> <Object> <ID>PlaSetWisp</ID> <ObjName>セットウィスプ</ObjName> <!-- Set Wisp [Decoration Wisp] --> <DataPath>object/stage/planetwisp/wispstandard</DataPath> </Object> <Object> <ID>PlaBgPawn</ID> <ObjName>背景置き用ポーン</ObjName> <!-- Egg Pawn for Background Placement --> </Object> </Category> <Category> <Name>■ピンボール固有</Name> <!-- Pinball [Casino Night DLC] Specific --> <Object> <ID>CnzBall</ID> <ObjName>ボール</ObjName> <!-- Ball --> <DataPath>object/common/Bomb</DataPath> </Object> <Object> <ID>CnzBumper</ID> <ObjName>バンパー</ObjName> <!-- Bumper --> <DataPath>object/stage/casinonight/bumper</DataPath> </Object> <Object> <ID>CnzFlipper</ID> <ObjName>フリッパー</ObjName> <!-- Flipper --> <DataPath>object/stage/casinonight/flipper</DataPath> </Object> <Object> <ID>CnzSlingshot</ID> <ObjName>スリングショット</ObjName> <!-- Slingshot --> <DataPath>object/stage/casinonight/slingshot</DataPath> </Object> <Object> <ID>CnzPlunger</ID> <ObjName>プランジャー</ObjName> <!-- Plunger --> <DataPath>object/stage/casinonight/plunger</DataPath> </Object> <Object> <ID>CnzSpotTarget</ID> <ObjName>スポットターゲット</ObjName> <!-- Spot Target --> <DataPath>object/stage/casinonight/spottarget</DataPath> </Object> <Object> <ID>CnzDropTarget</ID> <ObjName>ドロップターゲット</ObjName> <!-- Drop Target --> <DataPath>object/stage/casinonight/droptarget</DataPath> </Object> <Object> <ID>CnzKickBack</ID> <ObjName>キックバック</ObjName> <!-- Kickback --> <DataPath>object/stage/casinonight/kickback/kickback</DataPath> </Object> <Object> <ID>CnzKickBackSwitch</ID> <ObjName>キックバックスイッチ</ObjName> <!-- Kickback Switch --> <DataPath>object/stage/casinonight/kickback/kickbackswitch</DataPath> </Object> <Object> <ID>CnzDiceBridge</ID> <ObjName>サイコロ橋</ObjName> <!-- Dice Bridge --> <DataPath>object/stage/casinonight/dicebridge</DataPath> </Object> <Object> <ID>CnzJackpotMedal</ID> <ObjName>ジャックポットメダル</ObjName> <!-- Jackpot Medal --> <DataPath>object/stage/casinonight/jackpotmedal</DataPath> </Object> <Object> <ID>CnzJumpPoint</ID> <ObjName>ジャンプポイント</ObjName> <!-- Jump Point --> <DataPath>object/stage/casinonight/jumppoint</DataPath> </Object> <Object> <ID>CnzLoopGate</ID> <ObjName>ループゲート</ObjName> <!-- Loop Gate --> <DataPath>object/stage/casinonight/loopgate</DataPath> </Object> <Object> <ID>CnzPopupBumper</ID> <ObjName>飛び出すバンパー</ObjName> <!-- Pop-Out Bumper --> <DataPath>object/stage/casinonight/popupbamper</DataPath> </Object> <Object> <ID>CnzRolloverButton</ID> <ObjName>ロールオーバーボタン</ObjName> <!-- Rollover Button --> <DataPath>object/stage/casinonight/rolloverbutton</DataPath> </Object> <Object> <ID>CnzJackpot</ID> <ObjName>ジャックポット</ObjName> <!-- Jackpot --> </Object> <Object> <ID>CnzSlot</ID> <ObjName>スロット</ObjName> <!-- Slots --> <DataPath>object/stage/casinonight/slot</DataPath> </Object> <Object> <ID>CnzLane</ID> <ObjName>レーン</ObjName> <!-- Lane --> <DataPath>object/stage/casinonight/lane</DataPath> </Object> <Object> <ID>CnzGetupLoop</ID> <ObjName>ゲットアップループ</ObjName> <!-- Get-Up Loop --> <DataPath>object/stage/casinonight/getuploop</DataPath> </Object> <Object> <ID>CnzKeepSpeed</ID> <ObjName>速度維持</ObjName> <!-- Maintain Speed --> </Object> <Object> <ID>CnzValve</ID> <ObjName>逆走防止</ObjName> <!-- Prevent Turnaround --> </Object> <Object> <ID>CnzSpeedDown</ID> <ObjName>減速コリジョン</ObjName> <!-- Decelerate Collision --> </Object> <Object> <ID>CnzScore</ID> <ObjName>得点加算</ObjName> <!-- Add Points --> </Object> <Object> <ID>CnzEmerald</ID> <ObjName>エメラルド</ObjName> <!-- Emerald --> <DataPath>object/stage/casinonight/emerald</DataPath> </Object> <Object> <ID>CnzSpinArea</ID> <!-- Spin Dash Enabled Area --> <ObjName>スピンダッシュ出来るエリア</ObjName> </Object> <Object> <ID>CnzMapObject</ID> <ObjName>マップオブジェクト</ObjName> <!-- Map object --> <DataPath>object/stage/casinonight/mapobject</DataPath> </Object> <Object> <ID>CnzForceGlass</ID> <ObjName>強制ガラスコリジョン</ObjName> <!-- Forced Glass Collision --> </Object> </Category> <Category> <Name>■テスト</Name> <!-- Test --> <Object> <ID>TestPlaneFloor</ID> <ObjName></ObjName> </Object> <Object> <ID>TestBoxFloor</ID> <ObjName></ObjName> </Object> <Object> <ID>TestDamage</ID> <ObjName></ObjName> </Object> </Category> <Category> <Name>■大型仕掛け</Name> <!-- Large-Scale Events --> <Object> <ID>GhzGiantBatabata_First</ID> <ObjName>巨大バタバタ:チラ見せ[GHZ200]</ObjName> <!-- Mega Chopper: Sneak Peek (GHZ200) --> <DataPath>object/stage/GreenHill/GiantBatabata</DataPath> </Object> <Object> <ID>GhzGiantBatabata</ID> <ObjName>巨大バタバタ:メイン[GHZ200]</ObjName> <!-- Mega Chopper: Main (GHZ200) --> <DataPath>object/stage/GreenHill/GiantBatabata</DataPath> </Object> <Object> <ID>GhzGiantBatabata_Collision</ID> <ObjName>巨大バタバタ:設定コリジョン[GHZ200]</ObjName> <!-- Mega Chopper: Set Collision (GHZ200) --> </Object> <Object> <ID>GhzBreakGrind</ID> <ObjName>壊れグラインド[GHZ200]</ObjName> <!-- Breakable Grind Rail (GHZ200) --> <DataPath>object/stage/GreenHill/BreakGrind</DataPath> </Object> </Category> <Category> <Name>■ボス/ライバル</Name> <!-- Bosses/Rivals --> <Object> <ID>RivalMetalSonic</ID> <ObjName>メタルソニック</ObjName> <!-- Metal Sonic --> </Object> <Object> <ID>RivalMetalSonicObjLamp</ID> <ObjName>壊れ街灯</ObjName> <!-- Breakable Street Light [Metal Sonic] --> </Object> <Object> <ID>RivalShadow</ID> <ObjName>シャドウ</ObjName> <!-- Shadow --> </Object> <Object> <ID>BossDeathEgg</ID> <ObjName>デスエッグ</ObjName> <!-- Death Egg Robot --> </Object> <Object> <ID>BdeFloor</ID> <ObjName>デスエッグステージ床</ObjName> <!-- Death Egg Robot Stage Floor [Death Egg Robot] --> </Object> <Object> <ID>RivalShadowObjEnergyCoreCreateCollision</ID> <ObjName>エネルギーコア生成コリジョン</ObjName> <!-- Spawn Energy Core Collision [Shadow] --> </Object> <Object> <ID>RivalShadowObjEnergyCoreClearCollision</ID> <ObjName>エネルギーコア消去コリジョン</ObjName> <!-- Delete Energy Core Collision [Shadow] --> </Object> <Object> <ID>RivalShadowObjAimSpot</ID> <ObjName>目標地点設定コリジョン</ObjName> <!-- Set Target Point Collision [Shadow] --> </Object> <Object> <ID>RivalShadowObjFixRoot</ID> <ObjName>シャドウ移動ルート固定コリジョン</ObjName> <!-- Fix Shadow Movement Route Collision [Shadow] --> </Object> <Object> <ID>RivalShadowObjEndFinalArea</ID> <ObjName>ファイナルアタック終了コリジョン</ObjName> <!-- End Final Attack Collision [Shadow] --> </Object> <Object> <ID>RivalShadowObjJumpCollision</ID> <ObjName>シャドウ ジャンプ指示コリジョン</ObjName> <!-- Shadow Jump Instruction Collision [Shadow] --> </Object> <Object> <ID>BdeElevatorReference</ID> <ObjName>エレベータ参照ポイント</ObjName> <!-- Elevator Reference Point [Death Egg Robot] --> </Object> <Object> <ID>RivalMetalSonicObjFloor</ID> <ObjName>FA足場</ObjName> <!-- FA [Final Attack] Platform [Metal Sonic] --> </Object> <Object> <ID>RivalMetalSonicObjFloorCreate</ID> <ObjName>FA足場生成コリジョン</ObjName> <!-- Spawn FA Platform Collision [Metal Sonic] --> </Object> <Object> <ID>RivalSilver</ID> <ObjName>シルバー</ObjName> <!-- Silver --> </Object> <Object> <ID>RivalSilverObjThrowDown</ID> <ObjName>シルバー投擲壊れOBJ</ObjName> <!-- Silver Breakable Throwing Object [Silver] --> </Object> <Object> <ID>BpcTestBeam</ID> <ObjName>パーフェクトカオス・ビーム</ObjName> <!-- Perfect Chaos - Beam [Perfect Chaos] --> </Object> <Object> <ID>BpcTestBreath</ID> <ObjName>パーフェクトカオス・ブレス</ObjName> <!-- Perfect Chaos - Breath [Perfect Chaos] --> </Object> <Object> <ID>BpcSetStartPoint</ID> <ObjName>スタートポイント</ObjName> <!-- Start Point [Perfect Chaos] --> </Object> <Object> <ID>BpcPlayerWarpTest</ID> <ObjName>プレイヤーワープコリジョン</ObjName> <!-- Player Warp Collision [Perfect Chaos] --> </Object> <Object> <ID>BpcDummyCore</ID> <ObjName>ダミーのコア</ObjName> <!-- Dummy Core [Perfect Chaos] --> </Object> <Object> <ID>BpcTornade</ID> <ObjName>竜巻</ObjName> <!-- Waterspout [Perfect Chaos] --> </Object> <Object> <ID>RivalSilverObjBarricade</ID> <ObjName>障害物</ObjName> <!-- Obstacle [Silver] --> </Object> <Object> <ID>BpcFloor</ID> <ObjName>足場</ObjName> <!-- Platform [Perfect Chaos] --> <DataPath>object/common/floor/cte</DataPath> </Object> <Object> <ID>BossTimeEater</ID> <ObjName>ラスボス</ObjName> <!-- Final Boss [Time Eater] --> </Object> <Object> <ID>RivalShadowObjBreakMeteor</ID> <ObjName>ダメージ隕石</ObjName> <!-- Damage Meteorite [Shadow] --> </Object> <Object> <ID>BpcArmTest</ID> <ObjName></ObjName> </Object> <Object> <ID>BossPerfectChaos</ID> <ObjName>パーフェクトカオス</ObjName> <!-- Perfect Chaos --> </Object> <Object> <ID>BossEggDragoon</ID> <ObjName>エッグドラグーン</ObjName> <!-- Egg Dragoon --> </Object> <Object> <ID>BpcControlCollision</ID> <ObjName>Bpcコントロールコリジョン</ObjName> <!-- Bpc Control Collision [Perfect Chaos] --> </Object> <Object> <ID>BossEggDragoonSeparateCollision</ID> <ObjName>EggDragoon 分離リクエストコリジョン</ObjName> <!-- EggDragoon Request Release Collision [Egg Dragoon] --> </Object> <Object> <ID>BossEggDragoonAttackRequestCollision</ID> <ObjName>EggDragoon 攻撃リクエストコリジョン</ObjName> <!-- EggDragoon Request Attack Collision [Egg Dragoon] --> </Object> <Object> <ID>ObjectPhysicsBlb</ID> <ObjName>Blb障害物</ObjName> <!-- Blb Obstacle [Time Eater] --> </Object> <Object> <ID>BpcArmWait</ID> <ObjName></ObjName> </Object> <Object> <ID>BneShutter</ID> <ObjName>EggDragoon 開閉シャッター</ObjName> <!-- EggDragoon: Opening/Closing Shutter [Egg Dragoon] --> </Object> <Object> <ID>BpcControlZoneCollision</ID> <ObjName>Bpcコントロールコリジョン(範囲)</ObjName> <!-- Bpc Control Collision (Range) [Perfect Chaos] --> </Object> <Object> <ID>RivalShadowObjEnergyMeteor</ID> <ObjName>エネルギー隕石</ObjName> <!-- Energy Meteorite [Shadow] --> </Object> <Object> <ID>BpcCameraChain</ID> <ObjName>カメラチェーン</ObjName> <!-- Camera Chain [Perfect Chaos] --> </Object> <Object> <ID>BpcCameraChainTrigger</ID> <ObjName>カメラチェーントリガー</ObjName> <!-- Camera Chain Trigger [Perfect Chaos] --> </Object> </Category> <Category> <Name>■ミッション</Name> <!-- Missions --> <Object> <ID>MissionNpc_Appear</ID> <ObjName>ミッションNPC登場演出OBJ</ObjName> <!-- Mission NPC Appearance Staging Object --> <DataPath>object/mission/npc/Common</DataPath> </Object> <Object> <ID>MissionNpcC_Amy</ID> <ObjName>クラシック:エミー</ObjName> <!-- Classic: Amy --> <DataPath>character/npc/amy/common</DataPath> <DataPath>object/stage/SkySanctuary/RollingTop</DataPath> </Object> <Object> <ID>MissionNpcC_AmyRecoverPoint</ID> <ObjName>クラシック:エミー用復帰ポイント</ObjName> <!-- Classic: Return Point for Amy --> <DataPath>object/stage/SkySanctuary/RollingTop</DataPath> </Object> <Object> <ID>MissionNpcC_Blaze</ID> <ObjName>クラシック:ブレイズ</ObjName> <!-- Classic: Blaze --> <DataPath>character/npc/blaze/common</DataPath> </Object> <Object> <ID>MissionNpcC_BlazeBomb</ID> <ObjName>クラシック:ブレイズ用ボム</ObjName> <!-- Classic: Bomb for Blaze --> <DataPath>object/mission/Bomb</DataPath> </Object> <Object> <ID>MissionNpcC_BlazeCollisionRest</ID> <ObjName>クラシック:ブレイズ休憩コリジョン</ObjName> <!-- Classic: Blaze Rest Collision --> </Object> <Object> <ID>MissionNpcC_Charmy</ID> <ObjName>クラシック:チャーミー</ObjName> <!-- Classic: Charmy --> <DataPath>character/npc/charmy/common</DataPath> </Object> <Object> <ID>MissionNpcC_CharmyAttackCollision</ID> <ObjName>クラシック:チャーミー攻撃コリジョン</ObjName> <!-- Classic: Charmy Attack Collision --> </Object> <Object> <ID>MissionNpcC_CharmySeekCollision</ID> <ObjName>クラシック:チャーミー挙動指示コリジョン</ObjName> <!-- Classic: Charmy Behavior Instruction Collision --> </Object> <Object> <ID>MissionNpcC_Cream</ID> <ObjName>クラシック:クリーム</ObjName> <!-- Classic: Cream --> <DataPath>character/npc/cream/common</DataPath> </Object> <Object> <ID>MissionNpcC_CreamChao</ID> <ObjName>クラシック:クリーム用チャオ</ObjName> <!-- Classic: Chao for Cream --> <DataPath>object/mission/npc/mchao</DataPath> </Object> <Object> <ID>MissionNpcC_Espio</ID> <ObjName>クラシック:エスピオ</ObjName> <!-- Classic: Espio --> <DataPath>character/npc/espio/common</DataPath> </Object> <Object> <ID>MissionNpcC_EspioFook</ID> <ObjName>クラシック:エスピオ用フック</ObjName> <!-- Classic: Hook for Espio --> <DataPath>object/mission/Hook</DataPath> </Object> <Object> <ID>MissionNpcC_Knuckles</ID> <ObjName>クラシック:ナックルズ</ObjName> <!-- Classic: Knuckles --> <DataPath>character/npc/knuckles/common</DataPath> </Object> <Object> <ID>MissionNpcC_KnucklesDigPoint</ID> <!-- Classic: Dig Collision for Knuckles --> <ObjName>クラシック:ナックルズ用掘りコリジョン</ObjName> </Object> <Object> <ID>MissionNpcC_Rouge</ID> <ObjName>クラシック:ルージュ</ObjName> <!-- Classic: Rouge --> <DataPath>character/npc/rouge/common</DataPath> <DataPath>object/mission/heartbomb</DataPath> </Object> <Object> <ID>MissionNpcC_RougeEventCollision</ID> <!-- Classic: Event Collision for Rouge --> <ObjName>クラシック:ルージュ用イベントコリジョン</ObjName> </Object> <Object> <ID>MissionNpcC_RougeAttackCollision</ID> <!-- Classic: Attack Collision for Rouge --> <ObjName>クラシック:ルージュ用攻撃コリジョン</ObjName> </Object> <Object> <ID>MissionNpcC_RougeFlame</ID> <ObjName>クラシック:ルージュ用属性ダメーイ炎</ObjName> <!-- Classic: Elemental Damage - Fire for Rouge --> <DataPath>object/common/flame</DataPath> </Object> <Object> <ID>MissionNpcC_Tails</ID> <ObjName>クラシック:テイルス</ObjName> <!-- Classic: Tails --> <DataPath>character/npc/classic_tails/common</DataPath> </Object> <Object> <ID>MissionNpcC_Vector</ID> <ObjName>クラシック:ベクター</ObjName> <!-- Classic: Vector --> <DataPath>character/npc/vector/common</DataPath> </Object> <Object> <ID>MissionNpcC_VectorBobbin</ID> <ObjName>クラシック:ベクター用ボビン</ObjName> <!-- Classic: Bobbin for Vector --> <DataPath>object/mission/Bobbin</DataPath> </Object> <Object> <ID>MissionNpcC_VectorCameraCollision</ID> <ObjName>クラシック:ベクター用カメラコリジョン</ObjName> <!-- Classic: Camera Collision for Vector --> </Object> <Object> <ID>MissionNpcG_Amy</ID> <ObjName>ジェネリック:エミー</ObjName> <!-- Generic: Amy --> <DataPath>character/npc/amy/common</DataPath> </Object> <Object> <ID>MissionNpcG_Blaze</ID> <ObjName>ジェネリック:ブレイズ</ObjName> <!-- Generic: Blaze --> <DataPath>character/npc/blaze/common</DataPath> <DataPath>object/mission/flamewall</DataPath> </Object> <Object> <ID>MissionNpcG_BlazeFlame</ID> <ObjName>ジェネリック:ブレイズ用炎の壁</ObjName> <!-- Generic: Fire Wall for Blaze --> <DataPath>object/stage/crisiscity/ignition</DataPath> </Object> <Object> <ID>MissionNpcG_Charmy</ID> <ObjName>ジェネリック:チャーミー</ObjName> <!-- Generic: Charmy --> <DataPath>character/npc/charmy/common</DataPath> </Object> <Object> <ID>MissionNpcG_Cream</ID> <ObjName>ジェネリック:クリーム</ObjName> <!-- Generic: Cream --> <DataPath>character/npc/cream/common</DataPath> <DataPath>object/mission/npc/mchao</DataPath> </Object> <Object> <ID>MissionNpcG_CreamFinCollision</ID> <ObjName>ジェネリック:クリーム:終了コリジョン</ObjName> <!-- Generic: Cream: End Collision --> <DataPath>object/mission/time</DataPath> </Object> <Object> <ID>MissionNpcG_Espio</ID> <ObjName>ジェネリック:エスピオ</ObjName> <!-- Generic: Espio --> <DataPath>character/npc/espio/common</DataPath> </Object> <Object> <ID>MissionNpcG_EspioWarpPoint</ID> <ObjName>ジェネリック:エスピオのワープ位置</ObjName> <!-- Generic: Espio's Warp Position --> </Object> <Object> <ID>MissionNpcG_EspioSpotLight</ID> <ObjName>ジェネリック:エスピオ用スポットライト</ObjName> <!-- Generic: Spotlight for Espio --> <DataPath>object/mission/SpotLight</DataPath> </Object> <Object> <ID>MissionNpcG_Knuckles</ID> <ObjName>ジェネリック:ナックルズ</ObjName> <!-- Generic: Knuckles --> <DataPath>character/npc/knuckles/common</DataPath> <DataPath>object/mission/soil</DataPath> </Object> <Object> <ID>MissionNpcG_KnucklesCollision</ID> <ObjName>穴掘りコリジョン(メダル)</ObjName> <!-- Dig Collision (Medal) [Knuckles] --> <DataPath>object/mission/medal</DataPath> <DataPath>object/mission/arrow</DataPath> <DataPath>object/mission/sign</DataPath> </Object> <Object> <ID>MissionNpcG_KnucklesCollisionTime</ID> <ObjName>穴掘りコリジョン(タイム)</ObjName> <!-- Dig Collision (Time) [Knuckles] --> <DataPath>object/mission/time</DataPath> <DataPath>object/mission/sign</DataPath> </Object> <Object> <ID>MissionNpcG_Rouge</ID> <ObjName>ジェネリック:ルージュ</ObjName> <!-- Generic: Rouge --> <DataPath>character/npc/rouge/common</DataPath> <DataPath>object/mission/HeartEffect</DataPath> </Object> <Object> <ID>MissionNpcG_Tails</ID> <ObjName>ジェネリック:テイルス</ObjName> <!-- Generic: Tails --> <DataPath>character/npc/tails/common</DataPath> <DataPath>object/mission/Tornado</DataPath> </Object> <Object> <ID>MissionNpcG_Vector</ID> <ObjName>ジェネリック:ベクター</ObjName> <!-- Generic: Vector --> <DataPath>character/npc/vector/common</DataPath> <DataPath>object/mission/Onpu</DataPath> </Object> <Object> <ID>MissionNpcG_VectorPoint</ID> <ObjName>ジェネリック:ベクター用着弾ポイント</ObjName> <!-- Generic: Impact Point for Vector --> </Object> <Object> <ID>MissionNpcG_VectorLobPoint</ID> <ObjName>ジェネリック:ベクター用ロブポイント</ObjName> <!-- Generic: Lob Point for Vector --> </Object> <Object> <ID>MissionRingPhysics</ID> <ObjName>量産オブジェクト(リング)</ObjName> <!-- Mass-Produced Object (Ring) --> </Object> <Object> <ID>MissionNumberDashRing</ID> <ObjName>順番ダッシュリング</ObjName> <!-- Sequential Dash Ring --> <DataPath>object/common/RainbowRing</DataPath> </Object> <Object> <ID>MissionAnimalsCapsule</ID> <ObjName>ミッション解放ボックス</ObjName> <!-- Unlock Mission Box [Animal Capsule] --> <DataPath>object/mission/AnimalsCapsule</DataPath> <DataPath>character/npc/animal</DataPath> </Object> <Object> <ID>MissionJugglingBoard</ID> <ObjName>リフティング看板</ObjName> <!-- Goal Post Juggle --> <DataPath>object/common/GoalPlate</DataPath> </Object> <Object> <ID>MissionJugglingBoard_GoalCollision</ID> <ObjName>リフティング看板:ゴール</ObjName> <!-- Goal Post Juggle: Goal --> <DataPath>object/mission/JugglingGoal</DataPath> </Object> <Object> <ID>MissionJugglingBoard_RestrainCollision</ID> <ObjName>リフティング看板:落下抑制コリジョン</ObjName> <!-- Goal Post Juggle: Prevent Fall Collision --> </Object> <Object> <ID>MissionSprinkler</ID> <ObjName>スプリンクラー:本体</ObjName> <!-- Sprinkler: Main --> <DataPath>object/common/Bomb</DataPath> <DataPath>object/mission/sprinkler</DataPath> </Object> <Object> <ID>MissionSprinkler_Point</ID> <ObjName>スプリンクラー:移動ポイント</ObjName> <!-- Sprinkler: Movement Point --> </Object> <Object> <ID>MissionOpenBlock</ID> <ObjName>スイッチオープンブロック</ObjName> <!-- Switch Open Block --> <DataPath>object/mission/openblock</DataPath> </Object> <Object> <ID>MissionOpenBlock_New</ID> <ObjName>スイッチオープンブロック(New)</ObjName> <!-- Switch Open Block (New) --> <DataPath>object/mission/OpenBlock</DataPath> </Object> <Object> <ID>MissionTime</ID> <ObjName>タイム</ObjName> <!-- Time [the clock item] --> <DataPath>object/mission/time</DataPath> </Object> <Object> <ID>MissionRollFloor</ID> <ObjName>転がる足場</ObjName> <!-- Rolling Platform --> <DataPath>object/mission/cylindricalfloor</DataPath> </Object> <Object> <ID>MissionPropeller</ID> <ObjName>プロペラユニット</ObjName> <!-- Propeller Unit --> <DataPath>object/mission/propeller</DataPath> </Object> <Object> <ID>MissionChainFloor</ID> <ObjName>回転足場</ObjName> <!-- Rotating Platform --> <DataPath>object/mission/rolling</DataPath> </Object> <Object> <ID>MissionChainThornBall</ID> <ObjName>回転トゲ鉄球</ObjName> <!-- Rotating Spike Ball --> <DataPath>object/mission/rolling</DataPath> </Object> <Object> <ID>MissionSeesaw</ID> <ObjName>シーソー</ObjName> <!-- Seesaw --> <DataPath>object/mission/seesaw</DataPath> </Object> <Object> <ID>MissionPawnSheild2D</ID> <ObjName>ポーン2D(盾)</ObjName> <!-- Shielded Egg Pawn (2D) --> <DataPath>object/mission/pawnhearteye</DataPath> </Object> <Object> <ID>MissionPawnSheild3D</ID> <ObjName>ポーン3D(盾)</ObjName> <!-- Shielded Egg Pawn (3D) --> <DataPath>object/mission/pawnhearteye</DataPath> </Object> <Object> <ID>MissionLaserSV</ID> <ObjName>レーザーSV用</ObjName> <!-- Laser for SV [Side View] --> <DataPath>object/mission/laser</DataPath> </Object> <Object> <ID>MissionLaserFV</ID> <ObjName>レーザーFV用</ObjName> <!-- Laser for FV [Forward View] --> <DataPath>object/mission/laser</DataPath> </Object> <Object> <ID>MissionBarrelShooter</ID> <ObjName>タル射出機</ObjName> <!-- Barrel Shooter --> <DataPath>object/stage/rooftoprun/rollingbarrel</DataPath> <DataPath>object/mission/barrelmachine</DataPath> </Object> <Object> <ID>MissionSpiracle</ID> <ObjName>噴気孔</ObjName> <!-- Fumarole --> <DataPath>object/mission/fumarole</DataPath> </Object> <Object> <ID>MissionBigBeeton</ID> <ObjName>巨大ビートン</ObjName> <!-- Giant Buzz Bomber --> <DataPath>character/enemy/enemybigbeeton</DataPath> </Object> <Object> <ID>MissionBigMotora</ID> <ObjName>巨大モトラ</ObjName> <!-- Giant Moto Bug --> <DataPath>character/enemy/enemybigmotora</DataPath> </Object> <Object> <ID>MissionTailsDashRing</ID> <ObjName>テイルスダッシュリング</ObjName> <!-- Tails Dash Ring --> <DataPath>object/mission/tailsdashring</DataPath> </Object> </Category> <Category> <Name>■アクションナビ</Name> <!-- Action Nav --> <Object> <ID>NavigationCollision</ID> <ObjName>ナビゲーションコリジョン</ObjName> <!-- Navigation Collision --> </Object> <Object> <ID>FallSignalSV</ID> <ObjName>落下警告看板SV用</ObjName> <!-- Fall Warning Sign for SV [Side View] --> <DataPath>object/common/fallsignal</DataPath> </Object> <Object> <ID>FallSignalFV</ID> <ObjName>落下警告看板FV用</ObjName> <!-- Fall Warning Sign for FV [Forward View] --> <DataPath>object/common/fallsignal</DataPath> </Object> </Category> <Category> <Name>■ネットワーク</Name> <!-- Network --> <Object> <ID>NetSignBoard</ID> <ObjName>30秒看板(セット禁止)</ObjName> <!-- 30-Second Signpost (Don't Set) --> <DataPath>object/network/signboard</DataPath> </Object> </Category> <Category> <Name>■使用不可(旧足場)</Name> <!-- Don't Use (Old Platforms) --> <Object> <ID>SpringClassicYellow</ID> <ObjName>クラシックバネ(黄)</ObjName> <!-- Classic Spring (Yellow) --> <DataPath>object/common/SpringClassic</DataPath> </Object> <Object> <ID>GreenHillFloorA_3M</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorA</DataPath> </Object> <Object> <ID>GreenHillFloorA_5M</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorA</DataPath> </Object> <Object> <ID>GreenHillFloor_3X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_5X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_7X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_9X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_3XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_5XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_7XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>GreenHillFloor_9XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/ghz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloorA_3C</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_tn1_floora</DataPath> </Object> <Object> <ID>ChemicalPlantFloorA_5C</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_tn1_floora</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_3X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_5X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_7X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_9X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_3XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_5XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_7XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>ChemicalPlantFloor_9XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloorA_3M</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_pointfloorA</DataPath> </Object> <Object> <ID>SpeedHighwayFloorA_5M</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_pointfloorA</DataPath> </Object> <Object> <ID>SpeedHighwayFloorA_7M</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_pointfloorA</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_2X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_4X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_6X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_8X</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_2XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_4XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_6XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SpeedHighwayFloor_8XP</ID> <ObjName></ObjName> <DataPath>object/common/Floor/sph_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloorA_2B</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floora</DataPath> </Object> <Object> <ID>SkySanctuaryFloorA_3B</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floora</DataPath> </Object> <Object> <ID>SkySanctuaryFloorA_5B</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floora</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_3X</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_5X</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_7X</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_9X</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_3XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_5XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_7XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloor_9XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_3X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_5X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_7X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_9X</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_3XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_5XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_7XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>CityEscapeFloor_9XP</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte_obj_floorx</DataPath> </Object> <Object> <ID>SkySanctuaryFloorA_7B</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz_obj_floora</DataPath> </Object> <Object> <ID>CrisisCityFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/csc</DataPath> </Object> <Object> <ID>PlanetWispFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/pla</DataPath> </Object> <Object> <ID>SkySanctuaryZoneFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssz</DataPath> </Object> <Object> <ID>CityEscape</ID> <ObjName></ObjName> <DataPath>object/common/floor/cte</DataPath> </Object> <Object> <ID>SpeedHighwayFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/sph</DataPath> </Object> <Object> <ID>SeaSideHillFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/ssh</DataPath> </Object> <Object> <ID>GreenHillZoneFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/ghz</DataPath> </Object> <Object> <ID>ChemicalPlantFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/cpz</DataPath> </Object> <Object> <ID>RoofTopRunFloor</ID> <ObjName></ObjName> <DataPath>object/common/floor/euc</DataPath> </Object> </Category> <Category> <Name>■使用不可(SWAから廃止など)</Name> <!-- Don't Use (Deleted from SWA, Etc.) [Sonic World Adventure, aka Sonic Unleashed] --> </Category> </ObjectCategory> </XmlData>
Source Code List
- The following is the list of source code filenames dumped from SonicGenerations.exe.
- This list excludes the duplicates (such as hhMessage.h, which is repeated many times in the exe file)
- Some of the files came from Xerces-C++ XML Parser.
..\..\..\..\src\xercesc/dom/impl/DOMDeepNodeListPool.c ..\..\..\..\src\xercesc/internal/XSerializeEngine.hpp ..\..\..\..\src\xercesc/util/BaseRefVectorOf.c ..\..\..\..\src\xercesc/util/NameIdPool.c ..\..\..\..\src\xercesc/util/RefArrayOf.c ..\..\..\..\src\xercesc/util/RefArrayVectorOf.c ..\..\..\..\src\xercesc/util/RefHash2KeysTableOf.c ..\..\..\..\src\xercesc/util/RefHash3KeysIdPool.c ..\..\..\..\src\xercesc/util/RefHashTableOf.c ..\..\..\..\src\xercesc/util/RefStackOf.c ..\..\..\..\src\xercesc/util/regx/ConditionToken.hpp ..\..\..\..\src\xercesc/util/regx/Match.hpp ..\..\..\..\src\xercesc/util/regx/Token.hpp ..\..\..\..\src\xercesc/util/StringPool.hpp ..\..\..\..\src\xercesc/util/ValueHashTableOf.c ..\..\..\..\src\xercesc/util/ValueStackOf.c ..\..\..\..\src\xercesc/util/ValueVectorOf.c ..\..\..\..\src\xercesc/util/XMLDateTime.hpp ..\..\..\..\src\xercesc/util/XMLUTF8Transcoder.hpp ..\..\..\..\src\xercesc/validators/common/CMStateSet.hpp ..\..\..\..\src\xercesc/validators/common/DFAContentModel.hpp ..\..\..\..\src\xercesc\dom\impl\DOMNodeIDMap.cpp ..\..\..\..\src\xercesc\framework\LocalFileFormatTarget.cpp ..\..\..\..\src\xercesc\framework\Wrapper4DOMInputSource.cpp ..\..\..\..\src\xercesc\framework\XMLAttDef.cpp ..\..\..\..\src\xercesc\framework\XMLBuffer.cpp ..\..\..\..\src\xercesc\framework\XMLBufferMgr.cpp ..\..\..\..\src\xercesc\framework\XMLFormatter.cpp ..\..\..\..\src\xercesc\framework\XMLRecognizer.cpp ..\..\..\..\src\xercesc\internal\DGXMLScanner.cpp ..\..\..\..\src\xercesc\internal\ElemStack.cpp ..\..\..\..\src\xercesc\internal\IGXMLScanner.cpp ..\..\..\..\src\xercesc\internal\IGXMLScanner2.cpp ..\..\..\..\src\xercesc\internal\ReaderMgr.cpp ..\..\..\..\src\xercesc\internal\SGXMLScanner.cpp ..\..\..\..\src\xercesc\internal\ValidationContextImpl.cpp ..\..\..\..\src\xercesc\internal\WFXMLScanner.cpp ..\..\..\..\src\xercesc\internal\XMLGrammarPoolImpl.cpp ..\..\..\..\src\xercesc\internal\XMLReader.cpp ..\..\..\..\src\xercesc\internal\XMLScanner.cpp ..\..\..\..\src\xercesc\internal\XProtoType.cpp ..\..\..\..\src\xercesc\internal\XSAXMLScanner.cpp ..\..\..\..\src\xercesc\internal\XSerializeEngine.cpp ..\..\..\..\src\xercesc\parsers\AbstractDOMParser.cpp ..\..\..\..\src\xercesc\parsers\DOMBuilderImpl.cpp ..\..\..\..\src\xercesc\util\NetAccessors\WinSock\BinHTTPURLInputStream.cpp ..\..\..\..\src\xercesc\util\NetAccessors\WinSock\WinSockNetAccessor.cpp ..\..\..\..\src\xercesc\util\Platforms\Win32\Win32PlatformUtils.cpp ..\..\..\..\src\xercesc\util\regx\Op.cpp ..\..\..\..\src\xercesc\util\regx\ParserForXMLSchema.cpp ..\..\..\..\src\xercesc\util\regx\RangeToken.cpp ..\..\..\..\src\xercesc\util\regx\RangeTokenMap.cpp ..\..\..\..\src\xercesc\util\regx\RegularExpression.cpp ..\..\..\..\src\xercesc\util\regx\RegxParser.cpp ..\..\..\..\src\xercesc\util\Transcoders\Win32\Win32TransService.cpp ..\..\..\..\src\xercesc\util\XML256TableTranscoder.cpp ..\..\..\..\src\xercesc\util\XML88591Transcoder.cpp ..\..\..\..\src\xercesc\util\XMLAbstractDoubleFloat.cpp ..\..\..\..\src\xercesc\util\XMLASCIITranscoder.cpp ..\..\..\..\src\xercesc\util\XMLBigDecimal.cpp ..\..\..\..\src\xercesc\util\XMLBigInteger.cpp ..\..\..\..\src\xercesc\util\XMLDateTime.cpp ..\..\..\..\src\xercesc\util\XMLString.cpp ..\..\..\..\src\xercesc\util\XMLUCSTranscoder.cpp ..\..\..\..\src\xercesc\util\XMLUri.cpp ..\..\..\..\src\xercesc\util\XMLURL.cpp ..\..\..\..\src\xercesc\util\XMLUTF8Transcoder.cpp ..\..\..\..\src\xercesc\validators\common\AllContentModel.cpp ..\..\..\..\src\xercesc\validators\common\CMAny.cpp ..\..\..\..\src\xercesc\validators\common\CMBinaryOp.cpp ..\..\..\..\src\xercesc\validators\common\CMUnaryOp.cpp ..\..\..\..\src\xercesc\validators\common\ContentLeafNameTypeVector.cpp ..\..\..\..\src\xercesc\validators\common\DFAContentModel.cpp ..\..\..\..\src\xercesc\validators\common\MixedContentModel.cpp ..\..\..\..\src\xercesc\validators\common\SimpleContentModel.cpp ..\..\..\..\src\xercesc\validators\datatype\AbstractNumericFacetValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\AbstractNumericValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\AbstractStringValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\AnySimpleTypeDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\AnyURIDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\Base64BinaryDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\BooleanDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\DateTimeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\DecimalDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\DoubleDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\ENTITYDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\FloatDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\HexBinaryDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\IDDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\IDREFDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\ListDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\NameDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\NCNameDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\NOTATIONDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\QNameDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\StringDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\UnionDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\DTD\DTDAttDefList.cpp ..\..\..\..\src\xercesc\validators\DTD\DTDElementDecl.cpp ..\..\..\..\src\xercesc\validators\DTD\DTDScanner.cpp ..\..\..\..\src\xercesc\validators\DTD\DTDValidator.cpp ..\..\..\..\src\xercesc\validators\schema\ComplexTypeInfo.cpp ..\..\..\..\src\xercesc\validators\schema\identity\XercesXPath.cpp ..\..\..\..\src\xercesc\validators\schema\identity\XPathMatcher.cpp ..\..\..\..\src\xercesc\validators\schema\NamespaceScope.cpp ..\..\..\..\src\xercesc\validators\schema\SchemaAttDefList.cpp ..\..\..\..\src\xercesc\validators\schema\SchemaElementDecl.cpp ..\..\..\..\src\xercesc\validators\schema\SchemaValidator.cpp ..\..\..\..\src\xercesc\validators\schema\SubstitutionGroupComparator.cpp ..\..\..\..\src\xercesc\validators\schema\TraverseSchema.cpp ..\..\..\source\Core\csdAccess.cpp ..\..\..\source\Core\csdLoader.cpp ..\..\..\source\Core\csdMatrix.cpp ..\..\..\source\Core\csdMotionPalette.cpp ..\..\..\source\Main\Achievement\AchievementManager.cpp ..\..\..\source\Main\Animation\AnimationControl.cpp ..\..\..\source\Main\Animation\AnimationStateMachine.cpp ..\..\..\source\Main\Animation\EventTrigger\AnimationEventTrigger.cpp ..\..\..\source\Main\Animation\EventTrigger\AnimationEventTriggerCallback.cpp ..\..\..\source\Main\Animation\EventTrigger\AnimationEventTriggerParticle.cpp ..\..\..\source\Main\Animation\EventTrigger\AnimationEventTriggerSound.cpp ..\..\..\source\Main\Animation\State\AnimationStateBlend.cpp ..\..\..\source\Main\Animation\State\AnimationStateSquareBlend.cpp ..\..\..\source\Main\Animation\State\AnimationStateVelocityLink.cpp ..\..\..\source\Main\BinaryXML\BMLType.cpp ..\..\..\source\Main\BinaryXML\BMLUtility.cpp ..\..\..\source\Main\Camera\Camera.cpp ..\..\..\source\Main\Camera\Controller\BlendCameraController.cpp ..\..\..\source\Main\Camera\Controller\Player2DNormalCamera.cpp ..\..\..\source\Main\Camera\Controller\Player3DDeadCamera.cpp ..\..\..\source\Main\Camera\Controller\Player3DForwardCamera.cpp ..\..\..\source\Main\Camera\Controller\Player3DNormalCamera.cpp ..\..\..\source\Main\Camera\Controller\SetEditorCamera.cpp ..\..\..\source\Main\Camera\Plugin\BoostCameraPlugin.cpp ..\..\..\source\Main\Camera\SetCamera\Controller\MultipurposeCamera.cpp ..\..\..\source\Main\Camera\SetCamera\Position\CameraPositionPathRatio.cpp ..\..\..\source\Main\Camera\SetCamera\Target\CameraTargetPathRatio.cpp ..\..\..\source\Main\Camera\SetCamera\Target\CameraTargetTargetAndTangent.cpp ..\..\..\source\Main\Caption\CaptionBase.cpp ..\..\..\source\Main\Caption\EventCaption.cpp ..\..\..\source\Main\Caption\HintCaption.cpp ..\..\..\source\Main\Caption\LastBossCaption.cpp ..\..\..\source\Main\CharacterUtility\CharacterProxy.cpp ..\..\..\source\Main\Character\Boss\BossBase.cpp ..\..\..\source\Main\Character\Boss\BossDeathEgg\BossDeathEgg.cpp ..\..\..\source\Main\Character\Boss\BossDeathEgg\BossDeathEggStageManager.cpp ..\..\..\source\Main\Character\Boss\BossDeathEgg\Object\ObjBdeBomb.cpp ..\..\..\source\Main\Character\Boss\BossDeathEgg\Object\ObjBdeBombManager.cpp ..\..\..\source\Main\Character\Boss\BossDeathEgg\Object\ObjBdeElevator.cpp ..\..\..\source\Main\Character\Boss\BossDeathEgg\Object\ObjBdeElevatorReference.cpp ..\..\..\source\Main\Character\Boss\BossDeathEgg\Object\ObjBdeFloor.cpp ..\..\..\source\Main\Character\Boss\BossEggDragoon\BossEggDragoon.cpp ..\..\..\source\Main\Character\Boss\BossEggDragoon\BossEggDragoonStageManager.cpp ..\..\..\source\Main\Character\Boss\BossEggDragoon\Object\BossEggDragoonEventCollision.cpp ..\..\..\source\Main\Character\Boss\BossEggDragoon\Object\ObjBneShutter.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\BossPerfectChaos.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\BossPerfectChaosCamera.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\BossPerfectChaosStageManager.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\BossPerfectChaosUtility.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcArm.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcBeam.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcCameraChain.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcControlCollision.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcFloor.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcSetStartPoint.cpp ..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcTornade.cpp ..\..\..\source\Main\Character\Boss\BossTimeEater\BossTimeEater.cpp ..\..\..\source\Main\Character\Boss\BossTimeEater\BossTimeEaterBehaviorState.cpp ..\..\..\source\Main\Character\Boss\BossTimeEater\BossTimeEaterObject.cpp ..\..\..\source\Main\Character\Boss\BossTimeEater\BossTimeEaterPostureState.cpp ..\..\..\source\Main\Character\Boss\BossTimeEater\BossTimeEaterStageManager.cpp ..\..\..\source\Main\Character\Enemy\Collision\EnemyAttackCollision.cpp ..\..\..\source\Main\Character\Enemy\EnemyBase.cpp ..\..\..\source\Main\Character\Enemy\EnemyDebris.cpp ..\..\..\source\Main\Character\Enemy\EnemyDef.cpp 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d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonCollision.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonShoot.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonState.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonStateBase.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossPerfectChaos/BossPerfectChaosCommon.h d:\Generations\BlueBlur\soft\BB\source\Main\Character/Enemy/EnemyBase.h d:\Generations\BlueBlur\soft\BB\source\Main\Character/Rival/RivalBase.h d:\Generations\BlueBlur\soft\BB\source\Main\Character/Rival/RivalShadow/RivalShadowCamera.h d:\generations\blueblur\soft\bb\source\main\character\enemy\EnemyBase.h d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemybigmotora\EnemyBigMotoraState.hpp d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemyechaser\side\EnemyEChaserSVState.hpp d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemyefighter\EnemyEFighterState.hpp d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemyelauncher\EnemyELauncherState.hpp d:\generations\blueblur\soft\bb\source\main\character\missionnpc\classic\charmy\MissionClaNPC_CharmyState.hpp d:\generations\blueblur\soft\bb\source\main\fxpipeline\FxScheduler.h d:\generations\blueblur\soft\bb\source\main\hud\gatemenu\HudGateMenuInformationPodForm.hpp d:\generations\blueblur\soft\bb\source\main\hud\gatemenu\HudGateMenuInformationPodState.hpp d:\generations\blueblur\soft\bb\source\main\hud\pause\newskillcustom\NewSkillCustom_CustomizeStage.h d:\generations\blueblur\soft\bb\source\main\hud\pause\newskillcustom\NewSkillCustom_NameSetStage.h d:\generations\blueblur\soft\bb\source\main\hud\pause\newskillcustom\NewSkillCustom_SkillListStage.h d:\generations\blueblur\soft\bb\source\main\hud\shop\HudShopMainWindow.h d:\generations\blueblur\soft\bb\source\main\hud\shop\HudShopMainWindow_Options.h d:\Generations\BlueBlur\soft\BB\source\Main\Object/Stage/CityEscape/GunTruck/ObjCteGunTruck200AttackCollision.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Object/Stage/CityEscape/GunTruck/ObjCteGunTruck200Camera.cpp d:\Generations\BlueBlur\soft\BB\source\Main\Object/Stage/PlanetWisp/BigPressCeling/ObjPlaBigPressCelingCoordinator.h d:\Generations\BlueBlur\soft\BB\source\Main\ObjectSystem/ObjectUtility/ObjectUtility.h d:\Generations\BlueBlur\soft\BB\source\Main\ObjectSystem/ParameterBank/ParameterBank.h d:\Generations\BlueBlur\soft\BB\source\Main\ObjectSystem/Utility/CollapseDecorator.h d:\generations\blueblur\soft\bb\source\main\platform\pc\FileReaderPC_DLC.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Sonic/Posture/SonicPostureDiving.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Sonic/Posture/SonicPostureFreeze.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/SonicClassic/Posture/SonicClassicPostureFreeze.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPostureBrake.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPosturePushing.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPostureShoesSliding.h d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPostureStop.h d:\Generations\BlueBlur\soft\BB\source\Main\Sequence/SequenceModeBase.h d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/PlayableMenu/Object/PlayableMenuPlayabledDecorator.h d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/PlayableMenu/PlayableMenuCommon.h d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/Title/Option/TitleOption.h d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/Title/Option/TitleOptionState.hpp d:\Generations\BlueBlur\soft\BB\source\Main\System/StringBitFlags/String32BitFlags.h d:\generations\blueblur\soft\bb\source\main\system\gamemode\playablemenu\object\PlayableMenuPlayabledDecorator.h d:\generations\blueblur\soft\bb\source\main\system\gamemode\playablemenu\PlayableMenuCommon.h d:\Generations\BlueBlur\soft\library\csd\include\Manager/csdmProject.h d:\Generations\BlueBlur\soft\library\CSD\include\Manager/csdmRCObject.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Base/System/hhAllocator.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Base/System/hhPluginable.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Database/System/hhDatabase.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Database/System/hhDelayProcess.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhMessage.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhPluginControllerBase.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhStateMachineBase.h D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhTinyStateMachine.h D:\Generations\HedgehogRoot\Libraries\xerces\xerces_2_8\src\xercesc/util/BaseRefVectorOf.c D:\Generations\HedgehogRoot\Libraries\xerces\xerces_2_8\src\xercesc/util/RefArrayVectorOf.c y:\Build\20101110_200000_StandardPackages\Source\Common/Internal/Collide/Gsk/hkGsk.h y:\Build\20101110_200000_StandardPackages\Source\Common/Internal/GeometryProcessing/ConvexHull/hkgpConvexHullInternals.h y:\Build\20101110_200000_StandardPackages\Source\Common/Internal/GeometryProcessing/Mesh/hkgpMesh.h
- Below is a list of directories to various game assets, which can be found in most of the games archive files. This contains various internal names for Sonic Generations, such as "Sonic_X2" and "Sonic_anniv". Interestingly, one directory mentions "Sonic2010", the internal name of Sonic Colors.
C:\Users\Ohyama_Takateru\Desktop\cte_obj_carA.max C:\Users\Ohyama_Takateru\Desktop\cte_obj_carB.max C:\Users\Ohyama_Takateru\Desktop\cte_obj_carD.max C:\work\SWA\DebugArrow\DebugArrow.sscn D:\2011\Bne\from_neverland\20110204\bne\bne_obj_shutter.max D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl1_floor003_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl1_floor003_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl1_floor003_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl2_lightwall01_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl2_lightwall01_env.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl2_lightwall01_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl2_lightwall01_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanA_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanA_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanA_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanB_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanB_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanB_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanC_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanC_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanC_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanD_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanD_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanD_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanE_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanE_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanE_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_lightA_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_lightB_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_lightB_env.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_lightB_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_lightB_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeA_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeA_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeA_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeB_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeB_env.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeB_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeB_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeC_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeC_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeC_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallA_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallA_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallA_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallB_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallB_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallB_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2A_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2A_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2A_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2C_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2C_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2C_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl5_hole2d_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2D_env.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2D_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2D_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2E_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2E_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2E_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2F_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2F_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2F_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2G_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2G_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2G_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2H_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2H_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2H_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl5_hole2i_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2I_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2I_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl5_hole2j_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2J_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2J_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2K_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2K_env.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2K_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2K_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2L_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2L_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2L_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2M_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2M_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2M_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2N_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2N_env.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2N_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2N_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA02_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA02_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA02_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA03_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA03_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA03_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA04_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA04_env.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA04_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA04_pow.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA05_dif.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA05_nrm.tga D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA05_pow.tga D:\ANV_kogaWork\MAX_DATA\ANV_egglauncher\enm_egglauncher.max D:\ANV_kogaWork\MAX_DATA\Boss_PerfectCaos_HD\Boss_PerfectChaos_Arm_A.max D:\ANV_kogaWork\MAX_DATA\Boss_PerfectCaos_HD\Boss_PerfectChaos_Arm_B.max D:\PROJECT_WORK\X2\animal\max\cmn_obj_animals.max D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_cookieA_body_dif_HD.tga D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_eye_dif_HD.tga D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_eye_ref_HD.tga D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_eye_spc_HD.tga D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_flickyA_body_dif_HD.tga D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_peckyA_body_dif_HD.tga D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_pickyA_body_dif_HD.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\Boss_DeathEgg_HD_brk_110412.max D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_black_dif.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_black_nrm.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_black_spe.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_eng_dif.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_eng_ems.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_gimmick_dif.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_gimmick_nrm.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_gimmick_spe.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_dif.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_ems.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_in_dif.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_in_nrm.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_in_spe.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_out_nrm.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_spe.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_red_dif.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_red_fal.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_red_nrm.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_red_spc.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_ref.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_tana_ems.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\enm_cmn_pieces_dif_HD.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\enm_cmn_pieces_fal_HD.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\enm_cmn_pieces_nrm_HD.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\enm_cmn_pieces_ref_HD.tga D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\enm_cmn_pieces_spc_HD.tga D:\PROJECT_WORK\X2\boss\PerfectChaos\Boss_PerfectCaos_110505.max D:\PROJECT_WORK\X2\character\3Ddata\classic_sonic\HD\tex\chr_classic_sonic_board_dif_HD.tga D:\PROJECT_WORK\X2\character\3Ddata\classic_sonic\HD\tex\chr_classic_sonic_board_nrm_HD.tga D:\PROJECT_WORK\X2\character\3Ddata\classic_sonic\HD\tex\chr_classic_sonic_board_ref_HD.tga D:\PROJECT_WORK\X2\character\3Ddata\classic_sonic\HD\tex\chr_classic_sonic_board_spc_HD.tga D:\PROJECT_WORK\X2\character\3Ddata\eggman\HD\chr_Eggman_low_HD_110507.max D:\PROJECT_WORK\X2\object\001_pointmarker\cmn_obj_pointmarker_HD.max D:\PROJECT_WORK\X2\object\003_switchsink\cmn_obj_switch_HD.max D:\PROJECT_WORK\X2\object\006_springred\cmn_obj_springred_HD.max D:\PROJECT_WORK\X2\object\007_springair\cmn_obj_springair_HD.max D:\PROJECT_WORK\X2\object\008_springegg\cmn_obj_springegg_HD.max D:\PROJECT_WORK\X2\object\020_springpole\cmn_obj_springpole_HD.max D:\PROJECT_WORK\X2\object\max\c_itembox\cmn_obj_c_item_004.max D:\PROJECT_WORK\X2\object\max\c_itembox\cmn_obj_c_item_110610.max D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_aqua_ref.tga D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_c_item_dif.tga D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_c_item_ems.tga D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_c_item_ref.tga D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_c_item_spc.tga D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_fire_ref.tga D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_oneup01_dif_HD.tga 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