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Notes:Sonic Generations (Windows)
This page contains notes for the game Sonic Generations (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> <!-- Mobility gimmicks (Common) -->
<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> <!-- Air 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> <!-- Ramp 2D -->
<DataPath>object/common/JumpPanel</DataPath>
</Object>
<Object>
<ID>JumpBoard3D</ID>
<ObjName>ジャンプ台3D</ObjName> <!-- Ramp 3D -->
<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 jump -->
<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 [form 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 (Common) -->
<Object>
<ID>DirectionalThorn</ID>
<ObjName>トゲパネル</ObjName> <!-- Spiked 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> <!-- Appear 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 spike -->
<DataPath>object/common/ThornGrind</DataPath>
</Object>
<Object>
<ID>RollingSaw</ID>
<ObjName>回転ノコギリ</ObjName> <!-- Rolling 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 (1UP only 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 sign post [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 Event Collision -->
</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 changer 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 changer 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 float parameter changer 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 changer collision -->
</Object>
<Object>
<ID>StartDynamicPreloadingCollision</ID>
<ObjName>先読み開始コリジョン</ObjName> <!-- Preload start collision -->
</Object>
<Object>
<ID>EndDynamicPreloadingCollision</ID>
<ObjName>先読み終了コリジョン</ObjName> <!-- Preload end 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> <!-- Action pause 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> <!-- BGM 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 proxy -->
</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> <!-- A collision that changes the distance of dynamic load point of regard -->
</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 reversal collision (For Sonic) -->
</Object>
<Object>
<ID>ChangeDiveBegin</ID>
<ObjName>ダイビングモード開始</ObjName> <!-- Diving mode start -->
</Object>
<Object>
<ID>ChangeDiveEnd</ID>
<ObjName>ダイビングモード終了(イベントあり)</ObjName> <!-- Diving mode end (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> <!-- Diving mode end (without 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> <!-- Autorun start collision -->
</Object>
<Object>
<ID>AutorunFinishSimpleCollision</ID>
<ObjName>オートラン終了コリジョン</ObjName> <!-- Autorun end collision -->
</Object>
<Object>
<ID>AutorunStartCollision</ID>
<ObjName>パス上オートラン開始コリジョン</ObjName> <!-- Autorun-on-path start collision -->
</Object>
<Object>
<ID>AutorunFinishCollision</ID>
<ObjName>パス上オートラン終了コリジョン</ObjName> <!-- Autorun-on-path end collision -->
</Object>
<Object>
<ID>GravityChangeCollision</ID>
<ObjName>重力変化コリジョン</ObjName> <!-- Gravity change 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> <!-- Speed change collision -->
</Object>
<Object>
<ID>SpeedDownCollision</ID>
<ObjName>スピード低下コリジョン</ObjName> <!-- Speed down 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, 'do not accel in slope' version -->
</Object>
<Object>
<ID>WallWalkEnableCollision</ID>
<ObjName>壁走り可否 変更コリジョン</ObjName> <!-- Wall running enable/disable collision -->
</Object>
<Object>
<ID>OnewayFloor</ID>
<ObjName>下からすりぬける床コリジョン</ObjName> <!-- Jump-from-below floor 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> <!-- Ceiling ruuning start 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 collision -->
</Object>
<Object>
<ID>BoardGetOnOffCollision</ID>
<ObjName>スケボー乗り降りコリジョン</ObjName> <!-- Skateboard get on/get off collision -->
</Object>
<Object>
<ID>ConstantFrame</ID>
<ObjName>固定フレームコリジョン</ObjName> <!-- Constant 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: Auto generate -->
</Object>
<Object>
<ID>EnemyCopSpeederWallRun</ID>
<ObjName>コップスピーダー:壁下り</ObjName> <!-- Cop Speeder: Wall run -->
</Object>
<Object>
<ID>EnemyPathMover</ID>
<ObjName>エネミー:パス移動テスト</ObjName> <!-- Enemy: Path move 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 noise 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 line for playable menu -->
</Object>
</Category>
<Category>
<Name>■足場</Name> <!-- Platforms -->
<Object>
<ID>GeneralFloor</ID>
<ObjName>共通足場</ObjName> <!-- Common 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: Dark area set collision -->
</Object>
<Object>
<ID>GeneralFloorCustom</ID>
<ObjName>共通足場2</ObjName> <!-- Common 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 appear 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> <!-- MegaDrive/Genesis [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> <!-- MegaDrive/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 [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 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> <!-- Common message display collision -->
</Object>
<Object>
<ID>SeamlessBGMCollision</ID>
<ObjName>特殊BGM切り替えコリジョン</ObjName> <!-- Special BGM 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> <!-- Breakable Bridge -->
<DataPath>object/stage/GreenHill/WoodBridge</DataPath>
</Object>
<Object>
<ID>GhBreakCriff</ID>
<ObjName>崩れ崖</ObjName> <!-- Breakable Criff -->
<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> <!-- Sewage 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> <!-- Big Crane -->
<DataPath>object/stage/ChemicalPlant/BigCrane</DataPath>
</Object>
<Object>
<ID>CpzWaterCollision</ID>
<ObjName>水中モードコリジョン</ObjName> <!-- Water 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 enter collision -->
</Object>
<Object>
<ID>CpzPipeCap</ID>
<ObjName>パイプ出口の蓋</ObjName> <!-- Pipe exit cap -->
<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> <!-- Pipe 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> <!-- Water stop collision -->
</Object>
<Object>
<ID>CpzAlarm</ID>
<ObjName>警告ライト</ObjName> <!-- Alarm 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> <!-- Rolling 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> <!-- Rocket speed change collision -->
</Object>
<Object>
<ID>SphRocket_ReleasePlayer</ID>
<ObjName>ロケットの強制離脱コリジョン</ObjName> <!-- Rocket forced 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> <!-- Glass Pillar -->
<DataPath>object/stage/SpeedHighway/GlassPillar</DataPath>
</Object>
<Object>
<ID>SphGlassPillar_Multi</ID>
<ObjName>鏡の柱:マルチ</ObjName> <!-- Glass Pillar: Multiple -->
<DataPath>object/stage/SpeedHighway/GlassPillar</DataPath>
</Object>
<Object>
<ID>SphBell</ID>
<ObjName>釣鐘</ObjName> <!-- Bell -->
<DataPath>object/stage/SpeedHighway/Bell</DataPath>
</Object>
<Object>
<ID>SphSearchLight</ID>
<ObjName>サーチライト</ObjName> <!-- Search Light -->
<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> <!-- Bouncing Cloud -->
<DataPath>object/stage/SkySanctuary/Cloud</DataPath>
</Object>
<Object>
<ID>SszRollingFloor</ID>
<ObjName>回転床[ジェネリック]</ObjName> <!-- Rotation platform (Generic) -->
<DataPath>object/stage/skysanctuary/rollingfloor</DataPath>
</Object>
<Object>
<ID>SszRollingFloorClassic</ID>
<ObjName>回転床[クラシック]</ObjName> <!-- Rotation platform (Classic) -->
<DataPath>object/stage/skysanctuary/rollingfloor</DataPath>
</Object>
<Object>
<ID>SszRollingTop</ID>
<ObjName>回転独楽</ObjName> <!-- Rotation platform 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 (Finish) -->
<DataPath>object/stage/skysanctuary/warp</DataPath>
</Object>
<Object>
<ID>SszUpDownPoleStand</ID>
<ObjName>上下する棒の支え台</ObjName> <!-- Stand for vertically moving pole -->
<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 background effects (excludes 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> <!-- Cockatoo (Bird for background effects) -->
<DataPath>object/stage/skysanctuary/bird</DataPath>
</Object>
<Object>
<ID>SszBreakFloor</ID>
<ObjName>3連壊れ足場</ObjName> <!-- Set of 3 breakable floors -->
<DataPath>object/stage/skysanctuary/breakfloor</DataPath>
</Object>
<Object>
<ID>SszCameraShaker</ID>
<ObjName>画面の揺れ</ObjName> <!-- Camera Shaker -->
</Object>
<Object>
<ID>SszBridge</ID>
<ObjName>出現する足場</ObjName> <!-- Switch-activated Platform -->
<DataPath>object/stage/skysanctuary/bridge</DataPath>
</Object>
<Object>
<ID>SszDeathEggStar</ID>
<ObjName>デスエッグスター</ObjName> <!-- Death Egg -->
<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 control 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 Floor (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> <!-- Stand for vertically moving pole (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: Speed setting 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 bound cross -->
<DataPath>object/stage/SeasideHill/GiantRock</DataPath>
</Object>
<Object>
<ID>SshSignal</ID>
<ObjName>信号</ObjName> <!-- Signal [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 stream -->
<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> <!-- Decoration 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> <!-- Border Patrol 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> <!-- Water 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> <!-- Steel frame 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 Speed change 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 Surround object break collision -->
</Object>
<Object>
<ID>CteGunTruck100SteelFrameFallCollision</ID>
<ObjName>guntruck100 足場落下リクエストコリジョン</ObjName> <!-- guntruck100 Platform fall request collision -->
</Object>
<Object>
<ID>CtePhysicsCar</ID>
<ObjName>にぎやかし車</ObjName> <!-- Busy 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 Attack request 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 Drift start collision -->
</Object>
<Object>
<ID>CteGunTruck200DriftStartCollision</ID>
<ObjName>guntruck200 ドリフト開始コリジョン</ObjName> <!-- guntruck200 Drift start collision -->
</Object>
<Object>
<ID>CteGunTruck200WallRunStartCollision</ID>
<ObjName>guntruck200 壁走り開始コリジョン</ObjName> <!-- guntruck200 Wall run start collision -->
</Object>
<Object>
<ID>CteGunTruck200DeathCollision</ID>
<ObjName>guntruck200 トラック爆破コリジョン</ObjName> <!-- guntruck200 Truck explode 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 play 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 Truck summon 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 Chimney smoke 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 Attack end 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 Move speed during cutter attack switch 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> <!-- Breakable 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> <!-- Explosive 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> <!-- Roottop Run specifc -->
<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> <!-- Rolling Barrel Delete Collision -->
</Object>
<Object>
<ID>EucPressThorn</ID>
<ObjName>プレストゲ</ObjName> <!-- Press Thorn -->
<DataPath>object/stage/rooftoprun/pressthorn</DataPath>
</Object>
<Object>
<ID>EucBigBarrel</ID>
<ObjName>転がる大タル</ObjName> <!-- Rolling big 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> <!-- Rolling big barrel delete 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 (Effects) -->
<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> <!-- Adballoon -->
<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> <!-- SideView Door -->
<DataPath>object/stage/rooftoprun/sidedoor</DataPath>
</Object>
<Object>
<ID>EucAirShipBG</ID>
<ObjName>地形になる飛行船</ObjName> <!-- Terrain-able 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> <!-- Airship (Effects) Speed setting 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 -->
<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> <!-- Rolling big barrel shake 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) Escape 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> <!-- Airship (Chaser) Fly height setting 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> <!-- Wall-hide platform -->
<DataPath>object/stage/planetwisp/hidefloor</DataPath>
</Object>
<Object>
<ID>PlaTramCar</ID>
<ObjName>トロッコ</ObjName> <!-- Tram Car -->
<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> <!-- Broken Ceiling -->
<DataPath>object/stage/planetwisp/brokenceiling</DataPath>
</Object>
<Object>
<ID>PlaFallBlock</ID>
<ObjName>落下ブロック</ObjName> <!-- Fall 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> <!-- Tram Car path change collision -->
</Object>
<Object>
<ID>PlaPhantomCancelVolume</ID>
<ObjName>ファントム解除コリジョン</ObjName> <!-- Phantom cancel collision [NOTE:Phantom is internal name of 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> <!-- Big 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> <!-- Big press ceiling coordinator -->
</Object>
<Object>
<ID>PlaBrokenCelingController</ID>
<ObjName>壊れ天井コントローラ</ObjName> <!-- Broken 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> <!-- Pawn for background -->
</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> <!-- Kick Back -->
<DataPath>object/stage/casinonight/kickback/kickback</DataPath>
</Object>
<Object>
<ID>CnzKickBackSwitch</ID>
<ObjName>キックバックスイッチ</ObjName> <!-- Kick Back 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> <!-- Popup 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> <!-- Slot -->
<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> <!-- Keep Speed -->
</Object>
<Object>
<ID>CnzValve</ID>
<ObjName>逆走防止</ObjName> <!-- Prevent Reversal -->
</Object>
<Object>
<ID>CnzSpeedDown</ID>
<ObjName>減速コリジョン</ObjName> <!-- Speed down 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 permitted 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> <!-- Giant 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: Setting 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 Lamp [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 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> <!-- Energy core generate collision [Shadow] -->
</Object>
<Object>
<ID>RivalShadowObjEnergyCoreClearCollision</ID>
<ObjName>エネルギーコア消去コリジョン</ObjName> <!-- Energy core delete collision [Shadow] -->
</Object>
<Object>
<ID>RivalShadowObjAimSpot</ID>
<ObjName>目標地点設定コリジョン</ObjName> <!-- Aim spot setting 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> <!-- Shadow's move route lock 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> <!-- Final attack end 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> <!-- FA Platform Generate 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's throwable/breakable 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> <!-- Tornado [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 Meteor [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 separate request collision [Egg Dragoon] -->
</Object>
<Object>
<ID>BossEggDragoonAttackRequestCollision</ID>
<ObjName>EggDragoon 攻撃リクエストコリジョン</ObjName> <!-- EggDragoon attack request 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: A shutter which can be opened and closed [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 (Region) [Perfect Chaos] -->
</Object>
<Object>
<ID>RivalShadowObjEnergyMeteor</ID>
<ObjName>エネルギー隕石</ObjName> <!-- Energy Meteor [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> <!-- Mission -->
<Object>
<ID>MissionNpc_Appear</ID>
<ObjName>ミッションNPC登場演出OBJ</ObjName> <!-- Mission NPC appearance cutscene 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: Amy's recover point -->
<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: Blaze bomb -->
<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's behavior control 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: Flame 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 point -->
</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: Spot light 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: Vector's impact point -->
</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: Vector's lob point -->
</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> <!-- Ordered 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> <!-- Mission unlock 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: Fall prevent collision -->
</Object>
<Object>
<ID>MissionSprinkler</ID>
<ObjName>スプリンクラー:本体</ObjName> <!-- Sprinkler: Body -->
<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: Move 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 Floor -->
<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 floor -->
<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> <!-- Sheilded Egg Pawn (2D) -->
<DataPath>object/mission/pawnhearteye</DataPath>
</Object>
<Object>
<ID>MissionPawnSheild3D</ID>
<ObjName>ポーン3D(盾)</ObjName> <!-- Sheilded Egg Pawn (3D) -->
<DataPath>object/mission/pawnhearteye</DataPath>
</Object>
<Object>
<ID>MissionLaserSV</ID>
<ObjName>レーザーSV用</ObjName> <!-- Laser for SV [SideView] -->
<DataPath>object/mission/laser</DataPath>
</Object>
<Object>
<ID>MissionLaserFV</ID>
<ObjName>レーザーFV用</ObjName> <!-- Laser for FV [ForwardView] -->
<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 Navi -->
<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> <!-- Bottomless pit warning sign for SV [SideView] -->
<DataPath>object/common/fallsignal</DataPath>
</Object>
<Object>
<ID>FallSignalFV</ID>
<ObjName>落下警告看板FV用</ObjName> <!-- Bottomless pit warning sign for FV [ForwardView] -->
<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> <!-- 30sec. signpost (Don't use it) -->
<DataPath>object/network/signboard</DataPath>
</Object>
</Category>
<Category>
<Name>■使用不可(旧足場)</Name> <!-- Can't be used (Obsoleted 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> <!-- Can't be used (Deleted objects from SWA) [Sonic World Adventure, aka Sonic Unleashed] -->
</Category>
</ObjectCategory>
</XmlData>
Source Code List
- The following is the list of source code filenames dumped from SonicGenerations.exe.
- This list excludes the duplicates (such as hhMessage.h, which is repeated many times in the exe file)
- Some of the files came from Xerces-C++ XML Parser.
..\..\..\..\src\xercesc/dom/impl/DOMDeepNodeListPool.c ..\..\..\..\src\xercesc/internal/XSerializeEngine.hpp ..\..\..\..\src\xercesc/util/BaseRefVectorOf.c ..\..\..\..\src\xercesc/util/NameIdPool.c ..\..\..\..\src\xercesc/util/RefArrayOf.c ..\..\..\..\src\xercesc/util/RefArrayVectorOf.c ..\..\..\..\src\xercesc/util/RefHash2KeysTableOf.c ..\..\..\..\src\xercesc/util/RefHash3KeysIdPool.c ..\..\..\..\src\xercesc/util/RefHashTableOf.c ..\..\..\..\src\xercesc/util/RefStackOf.c ..\..\..\..\src\xercesc/util/regx/ConditionToken.hpp ..\..\..\..\src\xercesc/util/regx/Match.hpp ..\..\..\..\src\xercesc/util/regx/Token.hpp ..\..\..\..\src\xercesc/util/StringPool.hpp ..\..\..\..\src\xercesc/util/ValueHashTableOf.c ..\..\..\..\src\xercesc/util/ValueStackOf.c ..\..\..\..\src\xercesc/util/ValueVectorOf.c ..\..\..\..\src\xercesc/util/XMLDateTime.hpp ..\..\..\..\src\xercesc/util/XMLUTF8Transcoder.hpp ..\..\..\..\src\xercesc/validators/common/CMStateSet.hpp ..\..\..\..\src\xercesc/validators/common/DFAContentModel.hpp ..\..\..\..\src\xercesc\dom\impl\DOMNodeIDMap.cpp ..\..\..\..\src\xercesc\framework\LocalFileFormatTarget.cpp ..\..\..\..\src\xercesc\framework\Wrapper4DOMInputSource.cpp ..\..\..\..\src\xercesc\framework\XMLAttDef.cpp ..\..\..\..\src\xercesc\framework\XMLBuffer.cpp ..\..\..\..\src\xercesc\framework\XMLBufferMgr.cpp ..\..\..\..\src\xercesc\framework\XMLFormatter.cpp ..\..\..\..\src\xercesc\framework\XMLRecognizer.cpp ..\..\..\..\src\xercesc\internal\DGXMLScanner.cpp ..\..\..\..\src\xercesc\internal\ElemStack.cpp ..\..\..\..\src\xercesc\internal\IGXMLScanner.cpp ..\..\..\..\src\xercesc\internal\IGXMLScanner2.cpp ..\..\..\..\src\xercesc\internal\ReaderMgr.cpp ..\..\..\..\src\xercesc\internal\SGXMLScanner.cpp ..\..\..\..\src\xercesc\internal\ValidationContextImpl.cpp ..\..\..\..\src\xercesc\internal\WFXMLScanner.cpp ..\..\..\..\src\xercesc\internal\XMLGrammarPoolImpl.cpp ..\..\..\..\src\xercesc\internal\XMLReader.cpp ..\..\..\..\src\xercesc\internal\XMLScanner.cpp ..\..\..\..\src\xercesc\internal\XProtoType.cpp ..\..\..\..\src\xercesc\internal\XSAXMLScanner.cpp ..\..\..\..\src\xercesc\internal\XSerializeEngine.cpp ..\..\..\..\src\xercesc\parsers\AbstractDOMParser.cpp ..\..\..\..\src\xercesc\parsers\DOMBuilderImpl.cpp ..\..\..\..\src\xercesc\util\NetAccessors\WinSock\BinHTTPURLInputStream.cpp ..\..\..\..\src\xercesc\util\NetAccessors\WinSock\WinSockNetAccessor.cpp ..\..\..\..\src\xercesc\util\Platforms\Win32\Win32PlatformUtils.cpp ..\..\..\..\src\xercesc\util\regx\Op.cpp ..\..\..\..\src\xercesc\util\regx\ParserForXMLSchema.cpp ..\..\..\..\src\xercesc\util\regx\RangeToken.cpp ..\..\..\..\src\xercesc\util\regx\RangeTokenMap.cpp ..\..\..\..\src\xercesc\util\regx\RegularExpression.cpp ..\..\..\..\src\xercesc\util\regx\RegxParser.cpp ..\..\..\..\src\xercesc\util\Transcoders\Win32\Win32TransService.cpp ..\..\..\..\src\xercesc\util\XML256TableTranscoder.cpp ..\..\..\..\src\xercesc\util\XML88591Transcoder.cpp ..\..\..\..\src\xercesc\util\XMLAbstractDoubleFloat.cpp ..\..\..\..\src\xercesc\util\XMLASCIITranscoder.cpp ..\..\..\..\src\xercesc\util\XMLBigDecimal.cpp ..\..\..\..\src\xercesc\util\XMLBigInteger.cpp ..\..\..\..\src\xercesc\util\XMLDateTime.cpp ..\..\..\..\src\xercesc\util\XMLString.cpp ..\..\..\..\src\xercesc\util\XMLUCSTranscoder.cpp ..\..\..\..\src\xercesc\util\XMLUri.cpp ..\..\..\..\src\xercesc\util\XMLURL.cpp ..\..\..\..\src\xercesc\util\XMLUTF8Transcoder.cpp ..\..\..\..\src\xercesc\validators\common\AllContentModel.cpp ..\..\..\..\src\xercesc\validators\common\CMAny.cpp ..\..\..\..\src\xercesc\validators\common\CMBinaryOp.cpp ..\..\..\..\src\xercesc\validators\common\CMUnaryOp.cpp ..\..\..\..\src\xercesc\validators\common\ContentLeafNameTypeVector.cpp ..\..\..\..\src\xercesc\validators\common\DFAContentModel.cpp ..\..\..\..\src\xercesc\validators\common\MixedContentModel.cpp ..\..\..\..\src\xercesc\validators\common\SimpleContentModel.cpp ..\..\..\..\src\xercesc\validators\datatype\AbstractNumericFacetValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\AbstractNumericValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\AbstractStringValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\AnySimpleTypeDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\AnyURIDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\Base64BinaryDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\BooleanDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\DateTimeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\DecimalDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\DoubleDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\ENTITYDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\FloatDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\HexBinaryDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\IDDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\IDREFDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\ListDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\NameDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\NCNameDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\NOTATIONDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\QNameDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\StringDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\datatype\UnionDatatypeValidator.cpp ..\..\..\..\src\xercesc\validators\DTD\DTDAttDefList.cpp ..\..\..\..\src\xercesc\validators\DTD\DTDElementDecl.cpp ..\..\..\..\src\xercesc\validators\DTD\DTDScanner.cpp ..\..\..\..\src\xercesc\validators\DTD\DTDValidator.cpp ..\..\..\..\src\xercesc\validators\schema\ComplexTypeInfo.cpp ..\..\..\..\src\xercesc\validators\schema\identity\XercesXPath.cpp ..\..\..\..\src\xercesc\validators\schema\identity\XPathMatcher.cpp ..\..\..\..\src\xercesc\validators\schema\NamespaceScope.cpp ..\..\..\..\src\xercesc\validators\schema\SchemaAttDefList.cpp ..\..\..\..\src\xercesc\validators\schema\SchemaElementDecl.cpp ..\..\..\..\src\xercesc\validators\schema\SchemaValidator.cpp ..\..\..\..\src\xercesc\validators\schema\SubstitutionGroupComparator.cpp ..\..\..\..\src\xercesc\validators\schema\TraverseSchema.cpp ..\..\..\source\Core\csdAccess.cpp ..\..\..\source\Core\csdLoader.cpp ..\..\..\source\Core\csdMatrix.cpp ..\..\..\source\Core\csdMotionPalette.cpp ..\..\..\source\Main\Achievement\AchievementManager.cpp ..\..\..\source\Main\Animation\AnimationControl.cpp ..\..\..\source\Main\Animation\AnimationStateMachine.cpp ..\..\..\source\Main\Animation\EventTrigger\AnimationEventTrigger.cpp ..\..\..\source\Main\Animation\EventTrigger\AnimationEventTriggerCallback.cpp ..\..\..\source\Main\Animation\EventTrigger\AnimationEventTriggerParticle.cpp ..\..\..\source\Main\Animation\EventTrigger\AnimationEventTriggerSound.cpp ..\..\..\source\Main\Animation\State\AnimationStateBlend.cpp ..\..\..\source\Main\Animation\State\AnimationStateSquareBlend.cpp ..\..\..\source\Main\Animation\State\AnimationStateVelocityLink.cpp ..\..\..\source\Main\BinaryXML\BMLType.cpp ..\..\..\source\Main\BinaryXML\BMLUtility.cpp ..\..\..\source\Main\Camera\Camera.cpp ..\..\..\source\Main\Camera\Controller\BlendCameraController.cpp ..\..\..\source\Main\Camera\Controller\Player2DNormalCamera.cpp ..\..\..\source\Main\Camera\Controller\Player3DDeadCamera.cpp ..\..\..\source\Main\Camera\Controller\Player3DForwardCamera.cpp ..\..\..\source\Main\Camera\Controller\Player3DNormalCamera.cpp ..\..\..\source\Main\Camera\Controller\SetEditorCamera.cpp ..\..\..\source\Main\Camera\Plugin\BoostCameraPlugin.cpp ..\..\..\source\Main\Camera\SetCamera\Controller\MultipurposeCamera.cpp 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