diff --git a/src/ArmsItem.cpp b/src/ArmsItem.cpp index 62d84c86..2b9d0f7a 100644 --- a/src/ArmsItem.cpp +++ b/src/ArmsItem.cpp @@ -16,15 +16,21 @@ int gArmsEnergyX = 16; -ARMS gArmsData[ARMS_MAX]; -ITEM gItemData[ITEM_MAX]; int gSelectedArms; int gSelectedItem; -int gCampTitleY; -BOOL gCampActive; + +ARMS gArmsData[ARMS_MAX]; +ITEM gItemData[ITEM_MAX]; + +/// True if we're in the items section of the inventory (not in the weapons section) (only relevant when the inventory is open) +static BOOL gCampActive; +static int gCampTitleY; void ClearArmsData() { +#ifdef FIX_BUGS + gSelectedArms = 0; // Should probably be done in order to avoid potential problems with the selected weapon being invalid (like is done in SubArmsData) +#endif gArmsEnergyX = 32; memset(gArmsData, 0, sizeof(gArmsData)); } @@ -36,23 +42,25 @@ void ClearItemData() BOOL AddArmsData(long code, long max_num) { + // Search for code int i = 0; while (i < ARMS_MAX) { if (gArmsData[i].code == code) - break; + break; // Found identical if (gArmsData[i].code == 0) - break; + break; // Found free slot ++i; } if (i == ARMS_MAX) - return FALSE; + return FALSE; // No space left if (gArmsData[i].code == 0) { + // Initialize new weapon memset(&gArmsData[i], 0, sizeof(ARMS)); gArmsData[i].level = 1; } @@ -62,6 +70,7 @@ BOOL AddArmsData(long code, long max_num) gArmsData[i].max_num += max_num; gArmsData[i].num += max_num; + // Cap the amount of current ammo to the maximum amount of ammo if (gArmsData[i].num > gArmsData[i].max_num) gArmsData[i].num = gArmsData[i].max_num; @@ -70,17 +79,18 @@ BOOL AddArmsData(long code, long max_num) BOOL SubArmsData(long code) { + // Search for code int i; for (i = 0; i < ARMS_MAX; ++i) if (gArmsData[i].code == code) - break; + break; // Found #ifdef FIX_BUGS if (i == ARMS_MAX) #else - if (i == ITEM_MAX) // Oops + if (i == ITEM_MAX) // Wrong #endif - return FALSE; + return FALSE; // Not found // Shift all arms from the right to the left for (++i; i < ARMS_MAX; ++i) @@ -95,18 +105,20 @@ BOOL SubArmsData(long code) BOOL TradeArms(long code1, long code2, long max_num) { + // Search for code1 int i = 0; while (i < ARMS_MAX) { if (gArmsData[i].code == code1) - break; + break; // Found identical ++i; } if (i == ARMS_MAX) - return FALSE; + return FALSE; // Not found + // Initialize new weapon replacing old one, but adding the maximum ammunition to that of the old weapon. gArmsData[i].level = 1; gArmsData[i].code = code2; gArmsData[i].max_num += max_num; @@ -118,20 +130,21 @@ BOOL TradeArms(long code1, long code2, long max_num) BOOL AddItemData(long code) { + // Search for code int i = 0; while (i < ITEM_MAX) { if (gItemData[i].code == code) - break; + break; // Found identical if (gItemData[i].code == 0) - break; + break; // Found free slot ++i; } if (i == ITEM_MAX) - return FALSE; + return FALSE; // Not found gItemData[i].code = code; @@ -140,13 +153,14 @@ BOOL AddItemData(long code) BOOL SubItemData(long code) { + // Search for code int i; for (i = 0; i < ITEM_MAX; ++i) if (gItemData[i].code == code) - break; + break; // Found if (i == ITEM_MAX) - return FALSE; + return FALSE; // Not found // Shift all items from the right to the left for (++i; i < ITEM_MAX; ++i) @@ -158,8 +172,10 @@ BOOL SubItemData(long code) return TRUE; } +/// Update the inventory cursor void MoveCampCursor() { + // Compute the current amount of weapons and items int arms_num = 0; int item_num = 0; while (gArmsData[arms_num].code != 0) @@ -168,37 +184,45 @@ void MoveCampCursor() ++item_num; if (arms_num == 0 && item_num == 0) - return; + return; // Empty inventory + /// True if we're currently changing cursor position BOOL bChange = FALSE; if (gCampActive == FALSE) { + // Handle selected weapon if (gKeyTrg & gKeyLeft) { --gSelectedArms; bChange = TRUE; } + if (gKeyTrg & gKeyRight) { ++gSelectedArms; bChange = TRUE; } + if (gKeyTrg & (gKeyUp | gKeyDown)) { + // If there are any items, we're changing to the items section, since the weapons section has only 1 row if (item_num) gCampActive = TRUE; bChange = TRUE; } + // Loop around gSelectedArms if needed if (gSelectedArms < 0) gSelectedArms = arms_num - 1; + if (gSelectedArms > arms_num - 1) gSelectedArms = 0; } else { + // Handle selected item if (gKeyTrg & gKeyLeft) { if (gSelectedItem % 6 == 0) @@ -212,9 +236,9 @@ void MoveCampCursor() if (gKeyTrg & gKeyRight) { if (gSelectedItem == item_num - 1) - gSelectedItem = 6 * (gSelectedItem / 6); + gSelectedItem = 6 * (gSelectedItem / 6); // Round down to multiple of 6 else if (gSelectedItem % 6 == 5) - gSelectedItem -= 5; + gSelectedItem -= 5; // Loop around row else ++gSelectedItem; @@ -224,7 +248,7 @@ void MoveCampCursor() if (gKeyTrg & gKeyUp) { if (gSelectedItem / 6 == 0) - gCampActive = FALSE; + gCampActive = FALSE; // We're on the first row, transition to weapons else gSelectedItem -= 6; @@ -234,7 +258,7 @@ void MoveCampCursor() if (gKeyTrg & gKeyDown) { if (gSelectedItem / 6 == (item_num - 1) / 6) - gCampActive = FALSE; + gCampActive = FALSE; // We're on the last row, transition to weapons else gSelectedItem += 6; @@ -242,7 +266,7 @@ void MoveCampCursor() } if (gSelectedItem >= item_num) - gSelectedItem = item_num - 1; + gSelectedItem = item_num - 1; // Don't allow selecting a non-existing item if (gCampActive && gKeyTrg & gKeyOk) StartTextScript(gItemData[gSelectedItem].code + 6000); @@ -252,7 +276,8 @@ void MoveCampCursor() { if (gCampActive == FALSE) { - PlaySoundObject(4, 1); + // Switch to a weapon + PlaySoundObject(SND_SWITCH_WEAPON, 1); if (arms_num) StartTextScript(gArmsData[gSelectedArms].code + 1000); @@ -261,7 +286,8 @@ void MoveCampCursor() } else { - PlaySoundObject(1, 1); + // Switch to an item + PlaySoundObject(SND_YES_NO_CHANGE_CHOICE, 1); if (item_num) StartTextScript(gItemData[gSelectedItem].code + 5000); @@ -271,19 +297,35 @@ void MoveCampCursor() } } +/// Draw the inventory void PutCampObject() { int i; + + /// Rect for the current weapon RECT rcArms; + + /// Rect for the current item RECT rcItem; - // Get rects + /// Probably the rect for the slash RECT rcPer = {72, 48, 80, 56}; + + /// Rect for when there is no ammo (double dashes) RECT rcNone = {80, 48, 96, 56}; + + /// Rect for the "Lv" text! RECT rcLv = {80, 80, 96, 88}; + + /// Final rect drawn on the screen RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; + + /// Cursor rect array for weapons, element [1] being for when the cursor is flashing RECT rcCur1[2] = {{0, 88, 40, 128}, {40, 88, 80, 128}}; + + /// Cursor rect array for items, element [1] being for when the cursor is flashing RECT rcCur2[2] = {{80, 88, 112, 104}, {80, 104, 112, 120}}; + RECT rcTitle1 = {80, 48, 144, 56}; RECT rcTitle2 = {80, 56, 144, 64}; RECT rcBoxTop = {0, 0, 244, 8}; @@ -313,17 +355,19 @@ void PutCampObject() else PutBitmap3(&rcView, 40 * gSelectedArms + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT / 2) - 96, &rcCur1[1], SURFACE_ID_TEXT_BOX); - // Draw arms + // Draw weapons for (i = 0; i < ARMS_MAX; ++i) { if (gArmsData[i].code == 0) - break; + break; // Invalid weapon - rcArms.left = 16 * (gArmsData[i].code % 16); + // Get icon rect for next weapon + rcArms.left = (gArmsData[i].code % 16) * 16; rcArms.right = rcArms.left + 16; - rcArms.top = 16 * (gArmsData[i].code / 16); + rcArms.top = ((gArmsData[i].code) / 16) * 16; rcArms.bottom = rcArms.top + 16; + // Draw the icon, slash and "Lv" PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 192) / 2, &rcArms, SURFACE_ID_ARMS_IMAGE); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 128) / 2, &rcPer, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 224) / 2, (WINDOW_HEIGHT - 160) / 2, &rcLv, SURFACE_ID_TEXT_BOX); @@ -337,6 +381,7 @@ void PutCampObject() } else { + // Weapon doesn't use ammunition PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 144) / 2, &rcNone, SURFACE_ID_TEXT_BOX); PutBitmap3(&rcView, 40 * i + (WINDOW_WIDTH - 192) / 2, (WINDOW_HEIGHT - 128) / 2, &rcNone, SURFACE_ID_TEXT_BOX); } @@ -351,8 +396,9 @@ void PutCampObject() for (i = 0; i < ITEM_MAX; ++i) { if (gItemData[i].code == 0) - break; + break; // Invalid item + // Get rect for next item rcItem.left = 32 * (gItemData[i].code % 8); rcItem.right = rcItem.left + 32; rcItem.top = 16 * (gItemData[i].code / 8); @@ -369,16 +415,19 @@ int CampLoop() RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; - // Load the inventory script + // Save the current script path (to restore it when we get out of the inventory) GetTextScriptPath(old_script_path); + // Load the inventory script LoadTextScript2("ArmsItem.tsc"); gCampTitleY = (WINDOW_HEIGHT - 192) / 2; + + // Put the cursor on the first weapon gCampActive = FALSE; gSelectedItem = 0; - // Run script + // Compute current amount of weapons arms_num = 0; while (gArmsData[arms_num].code != 0) ++arms_num; @@ -392,36 +441,39 @@ int CampLoop() { GetTrg(); + // Handle ESC if (gKeyTrg & KEY_ESCAPE) { switch (Call_Escape()) { case 0: - return 0; + return 0; // Quit game case 2: - return 2; + return 2; // Go to game intro } } - if (g_GameFlags & 2) + if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED) MoveCampCursor(); switch (TextScriptProc()) { case 0: - return 0; + return 0; // Quit game case 2: - return 2; + return 2; // Go to game intro } + // Get currently displayed image PutBitmap4(&rcView, 0, 0, &rcView, SURFACE_ID_SCREEN_GRAB); PutCampObject(); PutTextScript(); PutFramePerSecound(); + // Check whether we're getting out of the loop if (gCampActive) { - if (g_GameFlags & 2 && gKeyTrg & (gKeyCancel | gKeyItem)) + if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED && gKeyTrg & (gKeyCancel | gKeyItem)) { StopTextScript(); break; @@ -437,60 +489,57 @@ int CampLoop() } if (!Flip_SystemTask()) - return 0; + return 0; // Quit game } // Resume original script LoadTextScript_Stage(old_script_path); - gArmsEnergyX = 32; - return 1; + gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed + return 1; // Go to game } BOOL CheckItem(long a) { for (int i = 0; i < ITEM_MAX; ++i) - { if (gItemData[i].code == a) - return TRUE; - } + return TRUE; // Found - return FALSE; + return FALSE; // Not found } BOOL CheckArms(long a) { for (int i = 0; i < ARMS_MAX; ++i) - { if (gArmsData[i].code == a) - return TRUE; - } + return TRUE; // Found - return FALSE; + return FALSE; // Not found } BOOL UseArmsEnergy(long num) { if (gArmsData[gSelectedArms].max_num == 0) - return TRUE; + return TRUE; // No ammo needed if (gArmsData[gSelectedArms].num == 0) - return FALSE; + return FALSE; // No ammo left gArmsData[gSelectedArms].num -= num; if (gArmsData[gSelectedArms].num < 0) gArmsData[gSelectedArms].num = 0; - return TRUE; + return TRUE; // Was able to spend ammo } BOOL ChargeArmsEnergy(long num) { gArmsData[gSelectedArms].num += num; + // Cap the ammo to the maximum ammunition if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num) gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num; - return TRUE; + return TRUE; // Always successfull } void FullArmsEnergy() @@ -498,7 +547,7 @@ void FullArmsEnergy() for (int a = 0; a < ARMS_MAX; a++) { if (gArmsData[a].code == 0) - continue; + continue; // Don't change empty weapons gArmsData[a].num = gArmsData[a].max_num; } @@ -506,6 +555,7 @@ void FullArmsEnergy() int RotationArms() { + // Get amount of weapons int arms_num = 0; while (gArmsData[arms_num].code != 0) ++arms_num; @@ -515,6 +565,7 @@ int RotationArms() ResetSpurCharge(); + // Select next valid weapon ++gSelectedArms; while (gSelectedArms < arms_num) @@ -529,13 +580,14 @@ int RotationArms() gSelectedArms = 0; gArmsEnergyX = 32; - PlaySoundObject(4, 1); + PlaySoundObject(SND_SWITCH_WEAPON, 1); return gArmsData[gSelectedArms].code; } int RotationArmsRev() { + // Get amount of weapons int arms_num = 0; while (gArmsData[arms_num].code != 0) ++arms_num; @@ -545,6 +597,7 @@ int RotationArmsRev() ResetSpurCharge(); + // Select previous valid weapon if (--gSelectedArms < 0) gSelectedArms = arms_num - 1; @@ -557,7 +610,7 @@ int RotationArmsRev() } gArmsEnergyX = 0; - PlaySoundObject(4, 1); + PlaySoundObject(SND_SWITCH_WEAPON, 1); return gArmsData[gSelectedArms].code; } @@ -566,5 +619,5 @@ void ChangeToFirstArms() { gSelectedArms = 0; gArmsEnergyX = 32; - PlaySoundObject(4, 1); + PlaySoundObject(SND_SWITCH_WEAPON, 1); } diff --git a/src/ArmsItem.h b/src/ArmsItem.h index bc4bf01d..811a1b05 100644 --- a/src/ArmsItem.h +++ b/src/ArmsItem.h @@ -2,48 +2,111 @@ #include "WindowsWrapper.h" +// "Arms" is a synonym of "weapon" here +// "Code" means "ID" here +// "Num" often means "ammo" here + +/// Weapon struct struct ARMS { + /// ID of the weapon int code; + + /// Current level of the weapon int level; + + /// Current EXP of the weapon. It is counted from the current level (it's reset to 0 at each level up) int exp; + + /// Maximum ammunition int max_num; + + /// Current ammunition int num; }; struct ITEM { + /// ID of the item int code; }; -#define ARMS_MAX 8 -#define ITEM_MAX 32 +// Limits for the amount of weapons and items +#define ARMS_MAX 8 +#define ITEM_MAX 0x20 + + +/// X coordinate for the weapons HUD section. Set it to 32 for the forward weapon rotation "animation", 0 for the reverse weapon rotation "animation" and 16 to immobilise it extern int gArmsEnergyX; + +/// Currently selected weapon extern int gSelectedArms; + +// Currently selected item extern int gSelectedItem; +/// Contains data for all the weapons the character currently has extern ARMS gArmsData[ARMS_MAX]; -extern ITEM gItemData[ITEM_MAX]; -extern int gSelectedArms; -extern int gSelectedItem; -extern int gCampTitleY; -extern BOOL gCampActive; +/// Contains data for all the items the character currently has +extern ITEM gItemData[ITEM_MAX]; + + +/// Clear the weapons array, reverting it to the default state (no weapons) and adjust variables (initialize weapons basically) void ClearArmsData(); + +/// Clear the item array, reverting it to the default state (no items) (initialize items basically) void ClearItemData(); + + +/// Add code to the weapons, setting max_num as the max ammo, or find code and add max_num to its ammo. Fails if no space is available and the weapon isn't +/// already present BOOL AddArmsData(long code, long max_num); + +/// Remove code from the weapons. Fails if code is not found BOOL SubArmsData(long code); + +/// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found BOOL TradeArms(long code1, long code2, long max_num); + + +/// Add code to the items. Fails if no space is left BOOL AddItemData(long code); + +/// Remove code from the items. Fails if code is not found BOOL SubItemData(long code); + + +/// Inventory loop. Returns mode. int CampLoop(); + + +/// Search for a in the items. Returns whether a was found BOOL CheckItem(long a); + +/// Search for a in the weapons. Returns whether a was found BOOL CheckArms(long a); + + +/// Remove num ammo from the currently selected weapon. Returns whether there was any ammo left to fire BOOL UseArmsEnergy(long num); + +/// Add num ammo to the currently selected weapon (capped at the maximum ammunition). Returns true BOOL ChargeArmsEnergy(long num); + +/// Set every weapons ammunition to its maximum ammunition void FullArmsEnergy(); + + +// "Rotation" means "Weapons currently owned by the player (present in the weapons array)" + +/// Change the current weapon to the next one in the rotation. Returns the ID of the newly selected weapon int RotationArms(); + +/// Change the current weapon to the previous one in the rotation. Returns the ID of the newly selected weapon int RotationArmsRev(); + +/// Change the current weapon to be the first one and play the usual rotation animation void ChangeToFirstArms(); diff --git a/src/CommonDefines.h b/src/CommonDefines.h index 1393bccc..e57af2f5 100644 --- a/src/CommonDefines.h +++ b/src/CommonDefines.h @@ -3,15 +3,15 @@ #define WINDOW_WIDTH 320 #define WINDOW_HEIGHT 240 -#define TILES_TO_PIXELS(x) ((x) * 0x10) -#define PIXELS_TO_TILES(x) ((x) / 0x10) -#define PIXELS_TO_UNITS(x) ((x) * 0x200) -#define UNITS_TO_PIXELS(x) ((x) / 0x200) -#define TILES_TO_UNITS(x) ((x) * (0x200 * 0x10)) -#define UNITS_TO_TILES(x) ((x) / (0x200 * 0x10)) +#define TILES_TO_PIXELS(x) ((int)((x) * 0x10)) +#define PIXELS_TO_TILES(x) ((int)((x) / 0x10)) +#define PIXELS_TO_UNITS(x) ((int)((x) * 0x200)) +#define UNITS_TO_PIXELS(x) ((int)((x) / 0x200)) +#define TILES_TO_UNITS(x) ((int)((x) * (0x200 * 0x10))) +#define UNITS_TO_TILES(x) ((int)((x) / (0x200 * 0x10))) -#define SECONDS_TO_FRAMES(x) ((x) * 50) -#define FRAMES_TO_SECONDS(x) ((x) / 50) +#define SECONDS_TO_FRAMES(x) ((int)((x) * 50)) +#define FRAMES_TO_SECONDS(x) ((int)((x) / 50)) enum Collisions { diff --git a/src/Game.h b/src/Game.h index 0341de0b..727a511f 100644 --- a/src/Game.h +++ b/src/Game.h @@ -2,6 +2,30 @@ #include "WindowsWrapper.h" +enum GameFlagsValues +{ + // To be continued + + /** + * While this bit is NOT set, the game will : + * - Disable manual movement of the character + * - Disable shooting bullets + * - Disable shooting Curly's nemesis + * - Disable changing weapons + * - Disable speeding up the display of text in TSC scripts + * - Disable damage of the character + * - Not display the HUD (Life, EXP, air, weapons) + * - Disable animation of the character + * - Disable movement of the inventory cursor + * - Disable getting out of the inventory while on the item section + * - Create a bullet if some other conditions are fullfilled while iterating over the stars in ActStar (If you have any idea of how that actually works, you may + * want to replace this line with a better explanation) + */ + GAME_FLAG_IS_CONTROL_ENABLED = 2, + + // To be continued +}; + extern int g_GameFlags; extern int gCounter; diff --git a/src/Sound.h b/src/Sound.h index 3f4e61a8..7240c171 100644 --- a/src/Sound.h +++ b/src/Sound.h @@ -11,6 +11,11 @@ enum SoundEffectNames { + SND_YES_NO_CHANGE_CHOICE = 1, + SND_MESSAGE_TYPING = 2, + SND_QUOTE_BUMP_HEAD = 3, + SND_SWITCH_WEAPON = 4, + SND_YES_NO_PROMPT = 5, // To be continued SND_SILLY_EXPLOSION = 25, SND_LARGE_OBJECT_HIT_GROUND = 26, diff --git a/src/Stage.cpp b/src/Stage.cpp index 794764c4..fcdebc80 100644 --- a/src/Stage.cpp +++ b/src/Stage.cpp @@ -29,101 +29,101 @@ int gStageNo; const STAGE_TABLE gTMT[95] = { - STAGE_ENTRY("0", "0", 4, "bk0", "Guest", "0", 0, "Null", "無"), - STAGE_ENTRY("Pens", "Pens1", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "アーサーの家"), - STAGE_ENTRY("Eggs", "Eggs", 1, "bkGreen", "Eggs1", "Ravil", 0, "Egg Corridor", "タマゴ回廊"), - STAGE_ENTRY("EggX", "EggX", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "タマゴ No.00"), - STAGE_ENTRY("EggIn", "Egg6", 4, "bk0", "Eggs1", "0", 0, "Egg No. 06", "タマゴ No.06"), - STAGE_ENTRY("Store", "EggR", 4, "bk0", "Eggs1", "0", 0, "Egg Observation Room", "タマゴ監視室"), - STAGE_ENTRY("Weed", "Weed", 1, "bkBlue", "Weed", "0", 0, "Grasstown", "クサムラ"), - STAGE_ENTRY("Barr", "Santa", 4, "bk0", "Weed", "0", 0, "Santa's House", "サンタの家"), - STAGE_ENTRY("Barr", "Chako", 1, "bkBlue", "Guest", "0", 0, "Chaco's House", "チャコの家"), - STAGE_ENTRY("Maze", "MazeI", 4, "bk0", "Maze", "0", 0, "Labyrinth I", "迷宮I"), - STAGE_ENTRY("Sand", "Sand", 1, "bkGreen", "Sand", "Omg", 1, "Sand Zone", "砂区"), - STAGE_ENTRY("Mimi", "Mimi", 1, "bkBlue", "Guest", "0", 0, "Mimiga Village", "ミミガーの村"), - STAGE_ENTRY("Cave", "Cave", 4, "bk0", "Cemet", "0", 0, "First Cave", "最初の洞窟"), - STAGE_ENTRY("Cave", "Start", 4, "bk0", "Cemet", "0", 0, "Start Point", "スタート地点"), - STAGE_ENTRY("Mimi", "Barr", 4, "bk0", "Cemet", "Bllg", 0, "Shack", "バラック小屋"), - STAGE_ENTRY("Mimi", "Pool", 1, "bkBlue", "Guest", "0", 0, "Reservoir", "貯水池"), - STAGE_ENTRY("Mimi", "Cemet", 4, "bk0", "Cemet", "0", 0, "Graveyard", "はかば"), - STAGE_ENTRY("Mimi", "Plant", 1, "bkGreen", "Plant", "0", 0, "Yamashita Farm", "山下農園"), - STAGE_ENTRY("Store", "Shelt", 4, "bk0", "Eggs1", "0", 0, "Shelter", "シェルター"), - STAGE_ENTRY("Pens", "Comu", 1, "bkBlue", "Guest", "0", 0, "Assembly Hall", "集会場"), - STAGE_ENTRY("Mimi", "MiBox", 4, "bk0", "0", "0", 0, "Save Point", "セーブポイント"), - STAGE_ENTRY("Store", "EgEnd1", 4, "bk0", "0", "0", 0, "Side Room", "タマゴ回廊の個室"), - STAGE_ENTRY("Store", "Cthu", 4, "bk0", "0", "0", 0, "Cthulhu's Abode", "クトゥルーの住処"), - STAGE_ENTRY("EggIn", "Egg1", 4, "bk0", "Eggs1", "0", 0, "Egg No. 01", "タマゴ No.01"), - STAGE_ENTRY("Pens", "Pens2", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "アーサーの家"), - STAGE_ENTRY("Barr", "Malco", 1, "bkBlue", "Weed", "Bllg", 0, "Power Room", "電源室"), - STAGE_ENTRY("Barr", "WeedS", 1, "bkBlue", "0", "0", 0, "Save Point", "セーブポイント"), - STAGE_ENTRY("Store", "WeedD", 1, "bkBlue", "0", "0", 0, "Execution Chamber", "処刑室"), - STAGE_ENTRY("Weed", "Frog", 2, "bkGreen", "Weed", "Frog", 2, "Gum", "ガム"), - STAGE_ENTRY("Sand", "Curly", 4, "bk0", "Sand", "Curly", 0, "Sand Zone Residence", "砂区駐在所"), - STAGE_ENTRY("Pens", "WeedB", 1, "bkBlue", "Ravil", "0", 0, "Grasstown Hut", "クサムラの小屋"), - STAGE_ENTRY("River", "Stream", 5, "bkBlue", "Stream", "IronH", 5, "Main Artery", "大動脈"), - STAGE_ENTRY("Pens", "CurlyS", 4, "bk0", "Sand", "Curly", 0, "Small Room", "小部屋"), - STAGE_ENTRY("Barr", "Jenka1", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "ジェンカの家"), - STAGE_ENTRY("Sand", "Dark", 1, "bkBlack", "Sand", "0", 0, "Deserted House", "廃屋"), - STAGE_ENTRY("Gard", "Gard", 1, "bkGard", "Toro", "Bllg", 0, "Sand Zone Storehouse", "砂区倉庫"), - STAGE_ENTRY("Barr", "Jenka2", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "ジェンカの家"), - STAGE_ENTRY("Sand", "SandE", 1, "bkGreen", "Sand", "Bllg", 0, "Sand Zone", "砂区"), - STAGE_ENTRY("Maze", "MazeH", 4, "bk0", "Maze", "0", 0, "Labyrinth H", "迷宮H"), - STAGE_ENTRY("Maze", "MazeW", 1, "bkMaze", "Maze", "X", 3, "Labyrinth W", "迷宮W"), - STAGE_ENTRY("Maze", "MazeO", 4, "bk0", "Guest", "0", 0, "Camp", "キャンプ"), - STAGE_ENTRY("Maze", "MazeD", 4, "bk0", "Guest", "Dark", 0, "Clinic Ruins", "診療所跡"), - STAGE_ENTRY("Store", "MazeA", 4, "bk0", "Maze", "0", 0, "Labyrinth Shop", "迷宮の店"), - STAGE_ENTRY("Maze", "MazeB", 1, "bkBlue", "Maze", "0", 0, "Labyrinth B", "迷宮B"), - STAGE_ENTRY("Maze", "MazeS", 2, "bkGray", "Maze", "Bllg", 0, "Boulder Chamber", "大石の塞ぐ所"), - STAGE_ENTRY("Maze", "MazeM", 1, "bkRed", "Maze", "0", 0, "Labyrinth M", "迷宮M"), - STAGE_ENTRY("Cave", "Drain", 3, "bkWater", "Cemet", "0", 0, "Dark Place", "暗い所"), - STAGE_ENTRY("Almond", "Almond", 3, "bkWater", "Cemet", "Almo1", 4, "Core", "コア"), - STAGE_ENTRY("River", "River", 2, "bkGreen", "Weed", "0", 0, "Waterway", "水路"), - STAGE_ENTRY("Eggs", "Eggs2", 1, "bkGreen", "Eggs2", "0", 0, "Egg Corridor?", "タマゴ回廊?"), - STAGE_ENTRY("Store", "Cthu2", 4, "bk0", "Eggs1", "0", 0, "Cthulhu's Abode?", "クトゥルーの住処?"), - STAGE_ENTRY("Store", "EggR2", 4, "bk0", "Eggs1", "TwinD", 6, "Egg Observation Room?", "タマゴ監視室?"), - STAGE_ENTRY("EggX", "EggX2", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "タマゴ No.00"), - STAGE_ENTRY("Oside", "Oside", 6, "bkMoon", "Moon", "0", 0, "Outer Wall", "外壁"), - STAGE_ENTRY("Store", "EgEnd2", 4, "bk0", "Eggs1", "0", 0, "Side Room", "タマゴ回廊の個室"), - STAGE_ENTRY("Store", "Itoh", 2, "bkBlue", "Guest", "0", 0, "Storehouse", "倉庫"), - STAGE_ENTRY("Cent", "Cent", 1, "bkGreen", "Guest", "Cent", 0, "Plantation", "大農園"), - STAGE_ENTRY("Jail", "Jail1", 4, "bk0", "Guest", "Cent", 0, "Jail No. 1", "第1牢"), - STAGE_ENTRY("Jail", "Momo", 4, "bk0", "Guest", "0", 0, "Hideout", "カクレガ"), - STAGE_ENTRY("Jail", "Lounge", 4, "bk0", "Guest", "0", 0, "Rest Area", "休憩所"), - STAGE_ENTRY("Store", "CentW", 4, "bk0", "Guest", "Cent", 0, "Teleporter", "転送室"), - STAGE_ENTRY("Store", "Jail2", 4, "bk0", "Guest", "Cent", 0, "Jail No. 2", "第2牢"), - STAGE_ENTRY("White", "Blcny1", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "バルコニー"), - STAGE_ENTRY("Jail", "Priso1", 4, "bkGray", "Red", "0", 0, "Final Cave", "最後の洞窟"), - STAGE_ENTRY("White", "Ring1", 7, "bkFog", "Guest", "Miza", 0, "Throne Room", "王の玉座"), - STAGE_ENTRY("White", "Ring2", 7, "bkFog", "Guest", "Dr", 0, "The King's Table", "王の食卓"), - STAGE_ENTRY("Pens", "Prefa1", 4, "bk0", "0", "0", 0, "Prefab Building", "プレハブ"), - STAGE_ENTRY("Jail", "Priso2", 4, "bkGray", "Red", "0", 0, "Last Cave (Hidden)", "最後の洞窟・裏"), - STAGE_ENTRY("White", "Ring3", 4, "bk0", "Miza", "Almo2", 7, "Black Space", "黒い広間"), - STAGE_ENTRY("Pens", "Little", 2, "bkBlue", "Guest", "0", 0, "Little House", "リトル家"), - STAGE_ENTRY("White", "Blcny2", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "バルコニー"), - STAGE_ENTRY("Fall", "Fall", 1, "bkFall", "Guest", "Heri", 0, "Fall", "落下"), - STAGE_ENTRY("White", "Kings", 4, "bk0", "Kings", "0", 0, "u", "u"), - STAGE_ENTRY("Pens", "Pixel", 1, "bkBlue", "Guest", "0", 0, "Waterway Cabin", "水路の小部屋"), + STAGE_ENTRY("0", "0", 4, "bk0", "Guest", "0", 0, "Null", "\x96\xB3"), // 辟。 + STAGE_ENTRY("Pens", "Pens1", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "\x83\x41\x81\x5B\x83\x54\x81\x5B\x82\xCC\x89\xC6"), // 繧「繝シ繧オ繝シ縺ョ螳カ + STAGE_ENTRY("Eggs", "Eggs", 1, "bkGreen", "Eggs1", "Ravil", 0, "Egg Corridor", "\x83\x5E\x83\x7D\x83\x53\x89\xF1\x98\x4C"), // 繧ソ繝槭ざ蝗槫サ + STAGE_ENTRY("EggX", "EggX", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x30"), // 繧ソ繝槭ざ No.00 + STAGE_ENTRY("EggIn", "Egg6", 4, "bk0", "Eggs1", "0", 0, "Egg No. 06", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x36"), // 繧ソ繝槭ざ No.06 + STAGE_ENTRY("Store", "EggR", 4, "bk0", "Eggs1", "0", 0, "Egg Observation Room", "\x83\x5E\x83\x7D\x83\x53\x8A\xC4\x8E\x8B\x8E\xBA"), // 繧ソ繝槭ざ逶」隕門ョ、 + STAGE_ENTRY("Weed", "Weed", 1, "bkBlue", "Weed", "0", 0, "Grasstown", "\x83\x4E\x83\x54\x83\x80\x83\x89"), // 繧ッ繧オ繝繝ゥ + STAGE_ENTRY("Barr", "Santa", 4, "bk0", "Weed", "0", 0, "Santa's House", "\x83\x54\x83\x93\x83\x5E\x82\xCC\x89\xC6"), // 繧オ繝ウ繧ソ縺ョ螳カ + STAGE_ENTRY("Barr", "Chako", 1, "bkBlue", "Guest", "0", 0, "Chaco's House", "\x83\x60\x83\x83\x83\x52\x82\xCC\x89\xC6"), // 繝√Ε繧ウ縺ョ螳カ + STAGE_ENTRY("Maze", "MazeI", 4, "bk0", "Maze", "0", 0, "Labyrinth I", "\x96\xC0\x8B\x7B\x82\x68"), // 霑キ螳ョシゥ + STAGE_ENTRY("Sand", "Sand", 1, "bkGreen", "Sand", "Omg", 1, "Sand Zone", "\x8D\xBB\x8B\xE6"), // 遐ょ玄 + STAGE_ENTRY("Mimi", "Mimi", 1, "bkBlue", "Guest", "0", 0, "Mimiga Village", "\x83\x7E\x83\x7E\x83\x4B\x81\x5B\x82\xCC\x91\xBA"), // 繝溘Α繧ャ繝シ縺ョ譚 + STAGE_ENTRY("Cave", "Cave", 4, "bk0", "Cemet", "0", 0, "First Cave", "\x8D\xC5\x8F\x89\x82\xCC\x93\xB4\x8C\x41"), // 譛蛻昴ョ豢樒ェ + STAGE_ENTRY("Cave", "Start", 4, "bk0", "Cemet", "0", 0, "Start Point", "\x83\x58\x83\x5E\x81\x5B\x83\x67\x92\x6E\x93\x5F"), // 繧ケ繧ソ繝シ繝亥慍轤ケ + STAGE_ENTRY("Mimi", "Barr", 4, "bk0", "Cemet", "Bllg", 0, "Shack", "\x83\x6F\x83\x89\x83\x62\x83\x4E\x8F\xAC\x89\xAE"), // 繝舌Λ繝繧ッ蟆丞ア + STAGE_ENTRY("Mimi", "Pool", 1, "bkBlue", "Guest", "0", 0, "Reservoir", "\x92\x99\x90\x85\x92\x72"), // 雋ッ豌エ豎 + STAGE_ENTRY("Mimi", "Cemet", 4, "bk0", "Cemet", "0", 0, "Graveyard", "\x82\xCD\x82\xA9\x82\xCE"), // 縺ッ縺九ー + STAGE_ENTRY("Mimi", "Plant", 1, "bkGreen", "Plant", "0", 0, "Yamashita Farm", "\x8E\x52\x89\xBA\x94\x5F\x89\x80"), // 螻ア荳玖セイ蝨 + STAGE_ENTRY("Store", "Shelt", 4, "bk0", "Eggs1", "0", 0, "Shelter", "\x83\x56\x83\x46\x83\x8B\x83\x5E\x81\x5B"), // 繧キ繧ァ繝ォ繧ソ繝シ + STAGE_ENTRY("Pens", "Comu", 1, "bkBlue", "Guest", "0", 0, "Assembly Hall", "\x8F\x57\x89\xEF\x8F\xEA"), // 髮莨壼エ + STAGE_ENTRY("Mimi", "MiBox", 4, "bk0", "0", "0", 0, "Save Point", "\x83\x5A\x81\x5B\x83\x75\x83\x7C\x83\x43\x83\x93\x83\x67"), // 繧サ繝シ繝悶昴う繝ウ繝 + STAGE_ENTRY("Store", "EgEnd1", 4, "bk0", "0", "0", 0, "Side Room", "\x83\x5E\x83\x7D\x83\x53\x89\xF1\x98\x4C\x82\xCC\x8C\xC2\x8E\xBA"), // 繧ソ繝槭ざ蝗槫サ翫ョ蛟句ョ、 + STAGE_ENTRY("Store", "Cthu", 4, "bk0", "0", "0", 0, "Cthulhu's Abode", "\x83\x4E\x83\x67\x83\x44\x83\x8B\x81\x5B\x82\xCC\x8F\x5A\x8F\x88"), // 繧ッ繝医ぇ繝ォ繝シ縺ョ菴丞ヲ + STAGE_ENTRY("EggIn", "Egg1", 4, "bk0", "Eggs1", "0", 0, "Egg No. 01", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x31"), // 繧ソ繝槭ざ No.01 + STAGE_ENTRY("Pens", "Pens2", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "\x83\x41\x81\x5B\x83\x54\x81\x5B\x82\xCC\x89\xC6"), // 繧「繝シ繧オ繝シ縺ョ螳カ + STAGE_ENTRY("Barr", "Malco", 1, "bkBlue", "Weed", "Bllg", 0, "Power Room", "\x93\x64\x8C\xB9\x8E\xBA"), // 髮サ貅仙ョ、 + STAGE_ENTRY("Barr", "WeedS", 1, "bkBlue", "0", "0", 0, "Save Point", "\x83\x5A\x81\x5B\x83\x75\x83\x7C\x83\x43\x83\x93\x83\x67"), // 繧サ繝シ繝悶昴う繝ウ繝 + STAGE_ENTRY("Store", "WeedD", 1, "bkBlue", "0", "0", 0, "Execution Chamber", "\x8F\x88\x8C\x59\x8E\xBA"), // 蜃ヲ蛻大ョ、 + STAGE_ENTRY("Weed", "Frog", 2, "bkGreen", "Weed", "Frog", 2, "Gum", "\x83\x4B\x83\x80"), // 繧ャ繝 + STAGE_ENTRY("Sand", "Curly", 4, "bk0", "Sand", "Curly", 0, "Sand Zone Residence", "\x8D\xBB\x8B\xE6\x92\x93\x8D\xDD\x8F\x8A"), // 遐ょ玄鬧仙惠謇 + STAGE_ENTRY("Pens", "WeedB", 1, "bkBlue", "Ravil", "0", 0, "Grasstown Hut", "\x83\x4E\x83\x54\x83\x80\x83\x89\x82\xCC\x8F\xAC\x89\xAE"), // 繧ッ繧オ繝繝ゥ縺ョ蟆丞ア + STAGE_ENTRY("River", "Stream", 5, "bkBlue", "Stream", "IronH", 5, "Main Artery", "\x91\xE5\x93\xAE\x96\xAC"), // 螟ァ蜍戊ц + STAGE_ENTRY("Pens", "CurlyS", 4, "bk0", "Sand", "Curly", 0, "Small Room", "\x8F\xAC\x95\x94\x89\xAE"), // 蟆城Κ螻 + STAGE_ENTRY("Barr", "Jenka1", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "\x83\x57\x83\x46\x83\x93\x83\x4A\x82\xCC\x89\xC6"), // 繧ク繧ァ繝ウ繧ォ縺ョ螳カ + STAGE_ENTRY("Sand", "Dark", 1, "bkBlack", "Sand", "0", 0, "Deserted House", "\x94\x70\x89\xAE"), // 蟒螻 + STAGE_ENTRY("Gard", "Gard", 1, "bkGard", "Toro", "Bllg", 0, "Sand Zone Storehouse", "\x8D\xBB\x8B\xE6\x91\x71\x8C\xC9"), // 遐ょ玄蛟牙コォ + STAGE_ENTRY("Barr", "Jenka2", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "\x83\x57\x83\x46\x83\x93\x83\x4A\x82\xCC\x89\xC6"), // 繧ク繧ァ繝ウ繧ォ縺ョ螳カ + STAGE_ENTRY("Sand", "SandE", 1, "bkGreen", "Sand", "Bllg", 0, "Sand Zone", "\x8D\xBB\x8B\xE6"), // 遐ょ玄 + STAGE_ENTRY("Maze", "MazeH", 4, "bk0", "Maze", "0", 0, "Labyrinth H", "\x96\xC0\x8B\x7B\x82\x67"), // 霑キ螳ョシィ + STAGE_ENTRY("Maze", "MazeW", 1, "bkMaze", "Maze", "X", 3, "Labyrinth W", "\x96\xC0\x8B\x7B\x82\x76"), // 霑キ螳ョシキ + STAGE_ENTRY("Maze", "MazeO", 4, "bk0", "Guest", "0", 0, "Camp", "\x83\x4C\x83\x83\x83\x93\x83\x76"), // 繧ュ繝」繝ウ繝 + STAGE_ENTRY("Maze", "MazeD", 4, "bk0", "Guest", "Dark", 0, "Clinic Ruins", "\x90\x66\x97\xC3\x8F\x8A\x90\xD5"), // 險コ逋よ園霍。 + STAGE_ENTRY("Store", "MazeA", 4, "bk0", "Maze", "0", 0, "Labyrinth Shop", "\x96\xC0\x8B\x7B\x82\xCC\x93\x58"), // 霑キ螳ョ縺ョ蠎 + STAGE_ENTRY("Maze", "MazeB", 1, "bkBlue", "Maze", "0", 0, "Labyrinth B", "\x96\xC0\x8B\x7B\x82\x61"), // 霑キ螳ョシ「 + STAGE_ENTRY("Maze", "MazeS", 2, "bkGray", "Maze", "Bllg", 0, "Boulder Chamber", "\x91\xE5\x90\xCE\x82\xCC\x8D\xC7\x82\xAE\x8F\x8A"), // 螟ァ遏ウ縺ョ蝪槭$謇 + STAGE_ENTRY("Maze", "MazeM", 1, "bkRed", "Maze", "0", 0, "Labyrinth M", "\x96\xC0\x8B\x7B\x82\x6C"), // 霑キ螳ョシュ + STAGE_ENTRY("Cave", "Drain", 3, "bkWater", "Cemet", "0", 0, "Dark Place", "\x88\xC3\x82\xA2\x8F\x8A"), // 證励>謇 + STAGE_ENTRY("Almond", "Almond", 3, "bkWater", "Cemet", "Almo1", 4, "Core", "\x83\x52\x83\x41"), // 繧ウ繧「 + STAGE_ENTRY("River", "River", 2, "bkGreen", "Weed", "0", 0, "Waterway", "\x90\x85\x98\x48"), // 豌エ霍ッ + STAGE_ENTRY("Eggs", "Eggs2", 1, "bkGreen", "Eggs2", "0", 0, "Egg Corridor?", "\x83\x5E\x83\x7D\x83\x53\x89\xF1\x98\x4C\x81\x48"), // 繧ソ繝槭ざ蝗槫サ奇シ + STAGE_ENTRY("Store", "Cthu2", 4, "bk0", "Eggs1", "0", 0, "Cthulhu's Abode?", "\x83\x4E\x83\x67\x83\x44\x83\x8B\x81\x5B\x82\xCC\x8F\x5A\x8F\x88\x81\x48"), // 繧ッ繝医ぇ繝ォ繝シ縺ョ菴丞ヲシ + STAGE_ENTRY("Store", "EggR2", 4, "bk0", "Eggs1", "TwinD", 6, "Egg Observation Room?", "\x83\x5E\x83\x7D\x83\x53\x8A\xC4\x8E\x8B\x8E\xBA\x81\x48"), // 繧ソ繝槭ざ逶」隕門ョ、シ + STAGE_ENTRY("EggX", "EggX2", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x30"), // 繧ソ繝槭ざ No.00 + STAGE_ENTRY("Oside", "Oside", 6, "bkMoon", "Moon", "0", 0, "Outer Wall", "\x8A\x4F\x95\xC7"), // 螟門」 + STAGE_ENTRY("Store", "EgEnd2", 4, "bk0", "Eggs1", "0", 0, "Side Room", "\x83\x5E\x83\x7D\x83\x53\x89\xF1\x98\x4C\x82\xCC\x8C\xC2\x8E\xBA"), // 繧ソ繝槭ざ蝗槫サ翫ョ蛟句ョ、 + STAGE_ENTRY("Store", "Itoh", 2, "bkBlue", "Guest", "0", 0, "Storehouse", "\x91\x71\x8C\xC9"), // 蛟牙コォ + STAGE_ENTRY("Cent", "Cent", 1, "bkGreen", "Guest", "Cent", 0, "Plantation", "\x91\xE5\x94\x5F\x89\x80"), // 螟ァ霎イ蝨 + STAGE_ENTRY("Jail", "Jail1", 4, "bk0", "Guest", "Cent", 0, "Jail No. 1", "\x91\xE6\x82\x50\x98\x53"), // 隨ャシ醍欧 + STAGE_ENTRY("Jail", "Momo", 4, "bk0", "Guest", "0", 0, "Hideout", "\x83\x4A\x83\x4E\x83\x8C\x83\x4B"), // 繧ォ繧ッ繝ャ繧ャ + STAGE_ENTRY("Jail", "Lounge", 4, "bk0", "Guest", "0", 0, "Rest Area", "\x8B\x78\x8C\x65\x8F\x8A"), // 莨第ゥ謇 + STAGE_ENTRY("Store", "CentW", 4, "bk0", "Guest", "Cent", 0, "Teleporter", "\x93\x5D\x91\x97\x8E\xBA"), // 霆「騾∝ョ、 + STAGE_ENTRY("Store", "Jail2", 4, "bk0", "Guest", "Cent", 0, "Jail No. 2", "\x91\xE6\x82\x51\x98\x53"), // 隨ャシ堤欧 + STAGE_ENTRY("White", "Blcny1", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "\x83\x6F\x83\x8B\x83\x52\x83\x6A\x81\x5B"), // 繝舌Ν繧ウ繝九シ + STAGE_ENTRY("Jail", "Priso1", 4, "bkGray", "Red", "0", 0, "Final Cave", "\x8D\xC5\x8C\xE3\x82\xCC\x93\xB4\x8C\x41"), // 譛蠕後ョ豢樒ェ + STAGE_ENTRY("White", "Ring1", 7, "bkFog", "Guest", "Miza", 0, "Throne Room", "\x89\xA4\x82\xCC\x8B\xCA\x8D\xC0"), // 邇九ョ邇牙コァ + STAGE_ENTRY("White", "Ring2", 7, "bkFog", "Guest", "Dr", 0, "The King's Table", "\x89\xA4\x82\xCC\x90\x48\x91\xEC"), // 邇九ョ鬟溷酷 + STAGE_ENTRY("Pens", "Prefa1", 4, "bk0", "0", "0", 0, "Prefab Building", "\x83\x76\x83\x8C\x83\x6E\x83\x75"), // 繝励Ξ繝上ヶ + STAGE_ENTRY("Jail", "Priso2", 4, "bkGray", "Red", "0", 0, "Last Cave (Hidden)", "\x8D\xC5\x8C\xE3\x82\xCC\x93\xB4\x8C\x41\x81\x45\x97\xA0"), // 譛蠕後ョ豢樒ェ溘サ陬 + STAGE_ENTRY("White", "Ring3", 4, "bk0", "Miza", "Almo2", 7, "Black Space", "\x8D\x95\x82\xA2\x8D\x4C\x8A\xD4"), // 鮟偵>蠎髢 + STAGE_ENTRY("Pens", "Little", 2, "bkBlue", "Guest", "0", 0, "Little House", "\x83\x8A\x83\x67\x83\x8B\x89\xC6"), // 繝ェ繝医Ν螳カ + STAGE_ENTRY("White", "Blcny2", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "\x83\x6F\x83\x8B\x83\x52\x83\x6A\x81\x5B"), // 繝舌Ν繧ウ繝九シ + STAGE_ENTRY("Fall", "Fall", 1, "bkFall", "Guest", "Heri", 0, "Fall", "\x97\x8E\x89\xBA"), // 關ス荳 + STAGE_ENTRY("White", "Kings", 4, "bk0", "Kings", "0", 0, "u", "\x75"), // u + STAGE_ENTRY("Pens", "Pixel", 1, "bkBlue", "Guest", "0", 0, "Waterway Cabin", "\x90\x85\x98\x48\x82\xCC\x8F\xAC\x95\x94\x89\xAE"), // 豌エ霍ッ縺ョ蟆城Κ螻 STAGE_ENTRY("Maze", "e_Maze", 1, "bkMaze", "Guest", "Maze", 3, "", ""), STAGE_ENTRY("Barr", "e_Jenk", 4, "bk0", "Sand", "Bllg", 0, "", ""), STAGE_ENTRY("Barr", "e_Malc", 1, "bkBlue", "Weed", "Bllg", 0, "", ""), STAGE_ENTRY("Mimi", "e_Ceme", 4, "bk0", "Plant", "0", 0, "", ""), STAGE_ENTRY("Fall", "e_Sky", 1, "bkFall", "Guest", "Heri", 0, "", ""), - STAGE_ENTRY("Pens", "Prefa2", 4, "bk0", "0", "0", 0, "Prefab House", "プレハブ"), - STAGE_ENTRY("Hell", "Hell1", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B1", "聖域地下1階"), - STAGE_ENTRY("Hell", "Hell2", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B2", "聖域地下2階"), - STAGE_ENTRY("Hell", "Hell3", 1, "bkRed", "Hell", "Press", 8, "Sacred Ground - B3", "聖域地下3階"), - STAGE_ENTRY("Cave", "Mapi", 2, "bk0", "Cemet", "0", 0, "Storage", "物置"), - STAGE_ENTRY("Hell", "Hell4", 4, "bk0", "Hell", "0", 0, "Passage?", "通路?"), - STAGE_ENTRY("Hell", "Hell42", 4, "bk0", "Hell", "Press", 8, "Passage?", "通路?"), - STAGE_ENTRY("Hell", "Statue", 1, "bkBlue", "0", "Cent", 0, "Statue Chamber", "石像の間"), - STAGE_ENTRY("Hell", "Ballo1", 2, "bkBlue", "Priest", "Ballos", 9, "Seal Chamber", "封印の間"), - STAGE_ENTRY("White", "Ostep", 7, "bkFog", "0", "0", 0, "Corridor", "わたり廊下"), + STAGE_ENTRY("Pens", "Prefa2", 4, "bk0", "0", "0", 0, "Prefab House", "\x83\x76\x83\x8C\x83\x6E\x83\x75"), // 繝励Ξ繝上ヶ + STAGE_ENTRY("Hell", "Hell1", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B1", "\x90\xB9\x88\xE6\x92\x6E\x89\xBA\x82\x50\x8A\x4B"), // 閨門沺蝨ー荳具シ鷹嚴 + STAGE_ENTRY("Hell", "Hell2", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B2", "\x90\xB9\x88\xE6\x92\x6E\x89\xBA\x82\x51\x8A\x4B"), // 閨門沺蝨ー荳具シ帝嚴 + STAGE_ENTRY("Hell", "Hell3", 1, "bkRed", "Hell", "Press", 8, "Sacred Ground - B3", "\x90\xB9\x88\xE6\x92\x6E\x89\xBA\x82\x52\x8A\x4B"), // 閨門沺蝨ー荳具シ馴嚴 + STAGE_ENTRY("Cave", "Mapi", 2, "bk0", "Cemet", "0", 0, "Storage", "\x95\xA8\x92\x75"), // 迚ゥ鄂ョ + STAGE_ENTRY("Hell", "Hell4", 4, "bk0", "Hell", "0", 0, "Passage?", "\x92\xCA\x98\x48\x81\x48"), // 騾夊キッシ + STAGE_ENTRY("Hell", "Hell42", 4, "bk0", "Hell", "Press", 8, "Passage?", "\x92\xCA\x98\x48\x81\x48"), // 騾夊キッシ + STAGE_ENTRY("Hell", "Statue", 1, "bkBlue", "0", "Cent", 0, "Statue Chamber", "\x90\xCE\x91\x9C\x82\xCC\x8A\xD4"), // 遏ウ蜒上ョ髢 + STAGE_ENTRY("Hell", "Ballo1", 2, "bkBlue", "Priest", "Ballos", 9, "Seal Chamber", "\x95\x95\x88\xF3\x82\xCC\x8A\xD4"), // 蟆∝魂縺ョ髢 + STAGE_ENTRY("White", "Ostep", 7, "bkFog", "0", "0", 0, "Corridor", "\x82\xED\x82\xBD\x82\xE8\x98\x4C\x89\xBA"), // 繧上◆繧雁サ贋ク STAGE_ENTRY("Labo", "e_Labo", 4, "bk0", "Guest", "0", 0, "", ""), - STAGE_ENTRY("Cave", "Pole", 4, "bk0", "Guest", "0", 0, "Hermit Gunsmith", "はぐれ銃鍛冶"), + STAGE_ENTRY("Cave", "Pole", 4, "bk0", "Guest", "0", 0, "Hermit Gunsmith", "\x82\xCD\x82\xAE\x82\xEA\x8F\x65\x92\x62\x96\xE8"), // 縺ッ縺舌l驫骰帛カ STAGE_ENTRY("0", "Island", 4, "bk0", "Island", "0", 0, "", ""), - STAGE_ENTRY("Hell", "Ballo2", 2, "bkBlue", "Priest", "Bllg", 9, "Seal Chamber", "封印の間"), + STAGE_ENTRY("Hell", "Ballo2", 2, "bkBlue", "Priest", "Bllg", 9, "Seal Chamber", "\x95\x95\x88\xF3\x82\xCC\x8A\xD4"), // 蟆∝魂縺ョ髢 STAGE_ENTRY("White", "e_Blcn", 7, "bkFog", "Miza", "0", 9, "", ""), - STAGE_ENTRY("Oside", "Clock", 6, "bkMoon", "Moon", "0", 0, "Clock Room", "時計屋"), + STAGE_ENTRY("Oside", "Clock", 6, "bkMoon", "Moon", "0", 0, "Clock Room", "\x8E\x9E\x8C\x76\x89\xAE"), // 譎りィ亥ア }; BOOL TransferStage(int no, int w, int x, int y)