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Notes:Sonic Generations (PlayStation 3, Xbox 360, Windows)

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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
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..\..\..\source\Manager\csdmScene.cpp
..\..\..\source\Platform\csdTexList.cpp
..\..\include\Hedgehog/Base/System/hhAllocator.h
..\..\include\Hedgehog/Base/System/hhPluginable.h
..\..\include\Hedgehog/Database/Platform/D3D9/hhFileReaderCriD3D9.h
..\..\include\Hedgehog/Database/Stream/hhPackedFileReader.h
..\..\include\Hedgehog/Database/System/hhDatabase.h
..\..\include\Hedgehog/Database/System/hhDelayProcess.h
.\Animation\Quantized\hkaQuantizedAnimationCtor.cpp
.\Animation\SplineCompressed\hkaSplineCompressedAnimation.cpp
.\Animation\SplineCompressed\hkaSplineCompressedAnimationCtor.cpp
.\Animation\Util\hkaTrackAnalysis.cpp
.\Attributes\hkxAttributeGroup.cpp
.\Collide\Mopp\Builder\Splitter\hkpMoppDefaultSplitter.cpp
.\Collide\ShapeUtils\CollapseTransform\hkpTransformCollapseUtil.cpp
.\Collide\ShapeUtils\ShapeShrinker\hkpShapeShrinker.cpp
.\Constraint\Bilateral\hkpConstraintUtils.cpp
.\Constraint\Chain\hkpConstraintChainUtil.cpp
.\Constraint\Chain\hkpPoweredChainMapper.cpp
.\Copier\hkObjectCopier.cpp
.\Data\Dict\hkDataObjectDict.cpp
.\Data\Native\hkDataObjectNative.cpp
.\Deprecated\Compat\updates\hkCompat_hk201010r1_Current.cpp
.\Deprecated\Compat\updates\hkCompat_hk450b1_hk450r1.cpp
.\Deprecated\Compat\updates\hkCompat_hk461r1_hk500b1.cpp
.\Deprecated\Compat\updates\hkCompat_hk510r1_hk550b1.cpp
.\Deprecated\Compat\updates\hkCompat_hk700r1_hk710r1.cpp
.\Deprecated\Compat\updates\hkCompat_hk710r1_hk201010r1.cpp
.\Deprecated\Packfile\Binary\hkBinaryPackfileReader.cpp
.\Deprecated\Packfile\hkPackfileReader.cpp
.\Deprecated\Packfile\Xml\hkXmlPackfileReader.cpp
.\Dispatch\hkpCollisionDispatcher.cpp
.\Environment\hkxEnvironment.cpp
.\GeometryProcessing\ConvexHull\hkgpConvexHull.cpp
.\GeometryProcessing\Mesh\hkgpMesh.cpp
.\hkDebugDisplayHandler.cpp
.\KdTree\Build\hkKdTreeBuilder.cpp
.\Mapper\hkaSkeletonMapper.cpp
.\Memory\System\FreeList\hkFreeListMemorySystem.cpp
.\Mesh\hkxMeshSection.cpp
.\Mesh\Utils\VertexBufferUtil\hkMeshVertexBufferUtil.cpp
.\Motion\Default\hkaDefaultAnimatedReferenceFrame.cpp
.\Packfile\hkPackfileWriter.cpp
.\ResourceDatabase\hkResourceHandle.cpp
.\Rig\hkaSkeletonUtils.cpp
.\Serialize\Xml\hkXmlObjectReader.cpp
.\Serialize\Xml\hkXmlObjectWriter.cpp
.\Shape\Convex\ConvexVertices\hkpConvexVerticesShapeConstructor.cpp
.\source\Archive\hhAsyncArchiveLoader.cpp
.\source\Compress\hhDecompressCAB.cpp
.\source\Engine\hhPluginControllerBase.cpp
.\source\Engine\hhStateMachineBase.cpp
.\source\Engine\hhUpdateManager.cpp
.\source\EventTrigger\hhAnimationEventTriggerContainer.cpp
.\source\File\hhFileSystem.cpp
.\source\Handle\hhSoundHandle.cpp
.\source\Handle\hhSoundHandleCri.cpp
.\source\hhAnimationMirrored.cpp
.\source\hhAnimationPose.cpp
.\source\hhAnimationSkeleton.cpp
.\source\hhDebugDraw.cpp
.\source\hhDebugDrawText.cpp
.\source\hhGlitterDataCreator.cpp
.\source\hhGlitterRenderGroup.cpp
.\Source\hhLuanneData.cpp
.\Source\hhLuanneParameter.cpp
.\source\hhSoundCri.cpp
.\source\hhSoundCueSheetStream.cpp
.\source\hhSoundDriver.cpp
.\source\hhSoundListenerManager.cpp
.\source\hhSoundModuleManager.cpp
.\source\hhSoundPlaybackControlObserver.cpp
.\source\hhSoundSystem.cpp
.\source\hhYggDevice.cpp
.\source\hhYggScheduler.cpp
.\source\MakeWithDb\hhMakeWithDb_CLightFieldData.cpp
.\source\MakeWithDb\hhMakeWithDb_CMaterialData.cpp
.\source\MakeWithDb\hhMakeWithDb_CTerrainData.cpp
.\source\Misc\hhCInstanceInfo.cpp
.\source\Misc\hhCRenderFramework.cpp
.\source\Misc\hhRenderUtility.cpp
.\source\Misc\hhTextureSurface.cpp
.\source\PathFinding\hhTotu.cpp
.\source\Platform\Cri\hhCriFsWrapper.cpp
.\source\Platform\Cri\hhFileBinderCri.cpp
.\source\Platform\D3d9\hhParallelJobManagerD3D9.cpp
.\source\Platform\D3d9\hhThreadImpD3D9.cpp
.\source\Renderable\hhCSingleElement.cpp
.\source\Renderable\hhCTerrainRenderable.cpp
.\source\RenderData\hhCMaterialData.cpp
.\source\RenderData\hhCMeshData.cpp
.\source\RenderData\hhCTerrainData.cpp
.\source\Renderer\hhFxPipelineRenderer.cpp
.\source\SceneEffect\hhSceneEffectRenderer.cpp
.\source\Stream\hhPackedFileReader.cpp
.\source\System\hhCSymbol.cpp
.\source\System\hhDatabase.cpp
.\source\System\hhDatabaseLoader.cpp
.\source\System\hhHavokThread.cpp
.\source\System\hhLoadPoolMemory.cpp
.\source\System\LightManager\LightManager.cpp
.\source\System\LightManager\LocalLight.cpp
.\source\System\RenderDirector\RenderDirectorSimpleUtil.cpp
.\source\Terrain\hhTerrainDirector.cpp
.\source\Terrain\hhTerrainModelDynamicLoader.cpp
.\source\Terrain\hhTerrainProcessInfo.cpp
.\source\Thread\hhMTJobThreadFactory.cpp
.\source\Thread\hhMultiRunThread.cpp
.\source\Thread\hhSynchronizedObject.cpp
.\source\Thread\hhThread.cpp
.\System\Error\hkError.cpp
.\System\Io\Socket\Bsd\hkBsdSocket.cpp
.\Tagfile\Binary\hkBinaryTagfileReader.cpp
.\Tagfile\Xml\hkXmlTagfileReader.cpp
.\Utils\hkaRagdollUtils.cpp
.\Util\hkObjectInspector.cpp
.\Util\hkSerializeUtil.cpp
.\Util\hkStructureLayout.cpp
.\Version\hkVersionPatchManager.cpp
.\World\hkpWorld.cpp
.\World\Simulation\Continuous\hkpContinuousSimulation.cpp
.\World\Simulation\Multithreaded\hkpMultithreadedSimulation.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/Camera/BossDeathEggCamera.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/Collision/BossDeathEggCollision.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/State/BossDeathEggState.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/State/BossDeathEggStateBase.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonCamera.cpp
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
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D:\ANV_kogaWork\MAX_DATA\Boss_PerfectCaos_HD\Boss_PerfectChaos_Arm_B.max
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D:\SonicX2\MAX\Obj\HD\c_jumppanel\cmn_obj_c_jumppanel_HD.max
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D:\Sonic_anniv\select_cannon\cmn_obj_SelectCannon_HD_101126motion2.max
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D:\Sonic_anniv\timeeater\max\boss_timeeater_body01_fal_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_body04_spc_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_cockpit01_nrm_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_eye01_spc_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_glass01_dif_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_head01_spc_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_light_ems_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_mouth01_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_mouth01_spc_HD.tga
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D:\Sonic_anniv\timeeater\max\HI_body20110330.max
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D:\Sonic_anniv\timeeater\max\HI_body20110607_brk.max
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D:\Sonic_x2\EggDragoon_Rig\Scenes\Rig_EggDragoon.scn
D:\Sonic_x2\egl_Rig\Scenes\Rig_egl.scn
D:\Sonic_x2\Omochao_Rig\Scenes\Omochao_Rig.scn
D:\Sonic_x2\TimeEater_Rig\Scenes\blb_dm_idle_l_eff_appear.scn
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D:\Sonic_x2\TimeEater_Rig\Scenes\blb_dm_insert_r_eff_hide.scn
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D:\Sonic_x2\XSI\Project\Omochao_Rig\Scenes\omc_shop_air_ground.scn
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D:\Sonic_x2\XSI\Project\Omochao_Rig\Scenes\omc_shop_idle_loop.scn
D:\Sonic_x2\XSI\Project\Omochao_Rig\Scenes\omc_shop_pay.scn
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D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\bpc_damage02.scn
D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\bpc_turn_l.scn
D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\Rig_PerfectChaos.scn
D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\Rig_PerfectChaos_01.scn
D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\Rig_PerfectChaos_Arm.scn
D:\SWA\obj_newshader\springair\cmn_obj_springair05.max
D:\work\18_blb\Blb_CSCroadroller.max
D:\work\18_blb\Blb_CSCSportCar.max
D:\work\SonicAnnivWork\leveldesign\design\16_Bpc\obj\bpc_obj_footholdA.max
D:\work\SonicAnnivWork\leveldesign\design\16_Bpc\obj\bpc_obj_footholdB.max
D:\work\sonicX2\database\ev311\Scenes\bdeb.scn
D:\work\sonicX2\XSI_data\bde_Rig\Scenes\Rig_bde.scn
D:\work\sonicX2\XSI_data\EggDragoon_Rig\Scenes\ev331_bnec_1_pos.scn
D:\work\sonicX2\XSI_data\EggDragoon_Rig\Scenes\ev331_bnec_2_pos.scn
D:\work\sonicX2\XSI_data\EggDragoon_Rig\Scenes\Rig_EggDragoon.scn
D:\work\sonicX2\XSI_data\egl_Rig\Scenes\Rig_egl.scn
D:\work\SONIC_Anniv_local\enemy\eggdragoon\max\enm_bne_eggdragoon194.max
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D:\work\SONIC_Anniv_local\object\bpc\max\bpc_obj_roadB.max
D:\work\SONIC_Anniv_local\object\bpc\max\bpc_obj_roadC.max
D:\work\SONIC_Anniv_local\object\tornado\max\Bpc_obj_tornado45.max
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D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado01_brd.tga
D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado01_nrm.tga
D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado01_ref.tga
D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado01_spc.tga
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D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado03_dif.tga
D:\X2\Omochao_Rig\Scenes\Omochao_Rig.scn
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E:\Sonic_anniv\select_cannon\cmn_obj_scannonring_HD.max
E:\Sonic_anniv\select_cannon\cmn_obj_scannonring_HD_shoot.max
K:\SONIC2010local\enemy\max\02_eggpawn\HD\enm_eggpawn_HD.max