Fixed underscore in sound effects

This commit is contained in:
Kiruku
2015-05-21 16:44:03 -04:00
parent 22019bee7f
commit 317405333f
6 changed files with 123 additions and 123 deletions

View File

@@ -83,7 +83,7 @@
DisableWindow();
DrawSceneWithMask( "black", "left", 0, 0, 1300 );
PlaySE( 4, "wa__020", 128, 64 );
PlaySE( 4, "wa_020", 128, 64 );
SetValidityOfInput( FALSE );
Wait( 1000 );
SetValidityOfInput( TRUE );
@@ -92,7 +92,7 @@
OutputLine(NULL, " みんなで談笑しながら教室に入ろうと足を踏み入れると、",
NULL, "Still chatting happily, we entered the classroom. But the moment I stepped into the room...", Line_ContinueAfterTyping);
PlaySE( 4, "wa__029", 128, 64 );
PlaySE( 4, "wa_029", 128, 64 );
SetValidityOfInput( FALSE );
Wait( 300 );
SetValidityOfInput( TRUE );
@@ -242,7 +242,7 @@
DisableWindow();
DrawSceneWithMask( "black", "right", 0, 0, 1300 );
PlaySE( 4, "wa__020", 128, 64 );
PlaySE( 4, "wa_020", 128, 64 );
SetValidityOfInput( FALSE );
Wait( 1000 );
SetValidityOfInput( TRUE );
@@ -361,7 +361,7 @@
SetValidityOfInput( FALSE );
Wait( 1000 );
SetValidityOfInput( TRUE );
PlaySE( 4, "wa__001", 128, 64 );
PlaySE( 4, "wa_001", 128, 64 );
SetValidityOfInput( FALSE );
Wait( 1000 );
SetValidityOfInput( TRUE );
@@ -1110,13 +1110,13 @@
OutputLine(NULL, " ……むッ!",
NULL, "...Hm!", Line_ContinueAfterTyping);
DisableWindow();
PlaySE( 4, "wa__010", 128, 64 );
PlaySE( 4, "wa_010", 128, 64 );
DrawScene( "white", 50 );
SetValidityOfInput( FALSE );
Wait( 200 );
SetValidityOfInput( TRUE );
DrawScene( "black", 50 );
PlaySE( 4, "wa__010", 128, 64 );
PlaySE( 4, "wa_010", 128, 64 );
// 閃いたぜ!!¥
OutputLine(NULL, " 閃いたぜ!!!",
@@ -1164,7 +1164,7 @@
DisableWindow();
PlaySE( 4, "wa__020", 128, 64 );
PlaySE( 4, "wa_020", 128, 64 );
DrawSceneWithMask( "black", "left", 7, 0, 200 );
DrawSceneWithMask( "bg_019", "left", 7, 0, 200 );
@@ -2115,7 +2115,7 @@
PlaySE( 4, "wa__026", 128, 64 );
PlaySE( 4, "wa_026", 128, 64 );
//「その写真の男性は昨晩、お亡くなりになりました。」!w5000
PlaySE(3, "S01/11/120700027", 256, 64);
@@ -2209,7 +2209,7 @@
PlaySE( 4, "wa__024", 128, 64 );
PlaySE( 4, "wa_024", 128, 64 );
//「…特異なんですよ@雛見沢の方にはちょっと刺激の強い。@
PlaySE(3, "S01/11/120700033", 256, 64);
@@ -2300,7 +2300,7 @@
NULL, "But when the officer checked so see if he was still alive, he quickly noticed something abnormal.", Line_WaitForInput);
FadeOutBGM( 1, 1000, TRUE );
PlaySE( 4, "wa__027", 128, 64 );
PlaySE( 4, "wa_027", 128, 64 );
//…喉がね、引き裂かれていたんですよ。@
PlaySE(3, "S01/11/120700041", 256, 64);
@@ -2408,7 +2408,7 @@
Wait( 1000 );
SetValidityOfInput( TRUE );
DisableWindow();
PlaySE( 4, "wa__025", 128, 64 );
PlaySE( 4, "wa_025", 128, 64 );
DrawSceneWithMask( "ryuuketu1", "aa", 0, 0, 300 );
@@ -2821,7 +2821,7 @@
FadeOutBGM( 1, 1000, TRUE );
PlaySE( 4, "wa__026", 128, 64 );
PlaySE( 4, "wa_026", 128, 64 );
//「モノでもヒトでもウワサでも@何でも結構です@不確かなもので構いませんから@……これ、私の電話番号です。不在でしたら出た者に伝言して下されば結構です。@
PlaySE(3, "S01/11/120700069", 256, 64);
@@ -3195,7 +3195,7 @@
PlaySE( 4, "wa__023", 128, 64 );
PlaySE( 4, "wa_023", 128, 64 );
//「それってどういう……、@
PlaySE(3, "S01/01/120100131", 256, 64);
@@ -3685,7 +3685,7 @@
ClearMessage();
DisableWindow();
PlaySE( 4, "wa__020", 128, 64 );
PlaySE( 4, "wa_020", 128, 64 );
DrawSceneWithMask( "bg_108", "left", 0, 0, 200 );
FadeOutBGM( 1, 1000, TRUE );
FadeOutBGM( 2, 1000, TRUE );

View File

@@ -292,7 +292,7 @@
OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
PlaySE( 4, "wa__024", 128, 64 );
PlaySE( 4, "wa_024", 128, 64 );
//「もう次の日にはいなかったって@……綿流しの晩に失踪したらしいよ。@
PlaySE(3, "S01/03/120300060", 256, 64);
@@ -738,7 +738,7 @@
PlaySE( 4, "wa__001", 128, 64 );
PlaySE( 4, "wa_001", 128, 64 );
// 遠くで午後の授業の始まりの振鈴の音がする@……げ! ほとんど寝れなかった¥
OutputLine(NULL, " 遠くで午後の授業の始まりの振鈴の音がする。",
NULL, "In the distance, I could hear the ring of the handbell signaling the start of afternoon classes.", Line_WaitForInput);
@@ -759,7 +759,7 @@
// 背もたれに背中を押し付けた瞬間、
OutputLine(NULL, " 背もたれに背中を押し付けた瞬間、",
NULL, "It was in that moment, when I leaned against the back of my seat...", Line_ContinueAfterTyping);
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreen( 1, 100, 20, 5, 0, );
//「痛ぇえぇッ?!?!@
PlaySE(3, "S01/01/120100163", 256, 64);
@@ -811,7 +811,7 @@
NULL, "I furiously jumped up from my seat!!", Line_WaitForInput);
ChangeScene( "black", 8, 200, );
PlaySE( 4, "wa__002", 128, 64 );
PlaySE( 4, "wa_002", 128, 64 );
// と、俺は足をもつれさせ転んでしまう@
OutputLine(NULL, " と、俺は足をもつれさせ転んでしまう。",
@@ -1446,11 +1446,11 @@
ClearMessage();
PlaySE( 4, "wa__002", 128, 64 );
PlaySE( 4, "wa_002", 128, 64 );
ShakeScreen( 1, 50, 20, 3, 0, );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreen( 0, 50, 20, 3, 0, );
PlaySE( 4, "wa__002", 128, 64 );
PlaySE( 4, "wa_002", 128, 64 );
ShakeScreen( 1, 50, 20, 3, 0, );
// ふぅ@…取り合えずうっぷんは晴らせたので良しとするか¥
@@ -2623,7 +2623,7 @@
DisableWindow();
FadeOutBGM( 1, 1000, TRUE );
DrawBustshot( 2, "re_se_hii_a1", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );
PlaySE( 4, "wa__027", 128, 64 );
PlaySE( 4, "wa_027", 128, 64 );
//「嘘だッ!!!@
PlaySE(3, "S01/02/120200139A", 256, 64);
@@ -3225,7 +3225,7 @@
PlaySE( 4, "wa__024", 128, 64 );
PlaySE( 4, "wa_024", 128, 64 );
//「う~ん、というよりは人食い鬼ですなぁ@里に降りてきて人をさらって食い散らかしてしまう、なぁんて怖ぁい昔話があるんですよ。@
PlaySE(3, "S01/11/120700139", 256, 64);
@@ -3783,7 +3783,7 @@
PlaySE( 4, "wa__023", 128, 64 );
PlaySE( 4, "wa_023", 128, 64 );
// じゃあ……俺が座ってる席は!s800……!sd鬼隠しにあって!s800……!sd失踪した男の席なんだ
OutputLine(NULL, " じゃあ……俺が座ってる席は",
@@ -4275,7 +4275,7 @@
NULL, " She was here, wasn't she?", Line_WaitForInput);
FadeOutBGM( 1, 1000, TRUE );
PlaySE( 4, "wa__022", 128, 64 );
PlaySE( 4, "wa_022", 128, 64 );
//レナちゃんが。」!w3000@
PlaySE(3, "S01/00/122600009", 256, 64);
@@ -4429,7 +4429,7 @@
ClearMessage();
PlaySE( 4, "wa__023", 128, 64 );
PlaySE( 4, "wa_023", 128, 64 );
// じゃ……じゃあ、…階段を上がってから…帰るまで……レナは…どこに居たんだよ…?!w3000
OutputLine(NULL, " じゃ……じゃあ、…階段を上がってから…帰るまで……レナは…どこに居たんだよ…?",
NULL, "Th... Then... after she came upstairs... and until she left... where was... Rena...?", Line_ContinueAfterTyping);

View File

@@ -166,7 +166,7 @@ void main()
NULL, "If I took some medicine and got a good day of rest... I might be able to greet everyone with a smile tomorrow.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__028", 128, 64 );
PlaySE( 4, "wa_028", 128, 64 );
// ピンポーン…!!w2000
OutputLine(NULL, " ピンポーン…!",
NULL, "Ding dong...!", Line_ContinueAfterTyping);
@@ -1925,7 +1925,7 @@ void main()
DrawScene( "bg_165", 400 );
DrawBustshot( 3, "oi_si_ma_a1", 160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 20, 200, TRUE );
PlaySE( 4, "wa__023", 128, 64 );
PlaySE( 4, "wa_023", 128, 64 );
//「被害者たちはなぜか、あなたのお友達グループに全てつながるのです。」!w2000
PlaySE(3, "S01/11/120700275", 256, 64);
OutputLine(NULL, "「被害者たちはなぜか、あなたのお友達グループに全てつながるのです。」",
@@ -2123,7 +2123,7 @@ void main()
NULL, "\"She mentioned...", Line_WaitForInput);
PlaySE( 4, "wa__026", 128, 64 );
PlaySE( 4, "wa_026", 128, 64 );
//オヤシロさまって単語が。」!w5000@
PlaySE(3, "S01/11/120700288", 256, 64);
OutputLine(NULL, "オヤシロさまって単語が。」",
@@ -2194,7 +2194,7 @@ void main()
PlaySE( 4, "wa__022", 128, 64 );
PlaySE( 4, "wa_022", 128, 64 );
//「住民票でわかったんですが、竜宮一家は元は雛見沢の住人です@レナさんがちょうど小学校に上がるときに茨城へ引っ越されたんです。¥
PlaySE(3, "S01/11/120700294", 256, 64);
@@ -3030,7 +3030,7 @@ void main()
DisableWindow();
DrawSceneWithMask( "black", "right", 0, 0, 3000 );
PlaySE( 4, "wa__028", 128, 64 );
PlaySE( 4, "wa_028", 128, 64 );
SetValidityOfInput( FALSE );
Wait( 2000 );
SetValidityOfInput( TRUE );
@@ -3419,7 +3419,7 @@ void main()
NULL, " ...Who was he?\"", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__002", 128, 64 );
PlaySE( 4, "wa_002", 128, 64 );
// どさり@
OutputLine(NULL, " どさり。",
@@ -3658,7 +3658,7 @@ void main()
NULL, " ...As if I couldn't move until the door was completely closed.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__027", 128, 64 );
PlaySE( 4, "wa_027", 128, 64 );
// その閉じかけた扉がぐいっ!と開けられ、俺の心臓がもう一度跳ね上がった@
OutputLine(NULL, " その閉じかけた扉がぐいっ!と開けられ、俺の心臓がもう一度跳ね上がった。",
@@ -4540,7 +4540,7 @@ void main()
Wait( 1000 );
SetValidityOfInput( TRUE );
PlaySE( 4, "wa__022", 128, 64 );
PlaySE( 4, "wa_022", 128, 64 );
//…なんだ?!w4000
OutputLine(NULL, "…なんだ?",
NULL, " ...What was this?", Line_ContinueAfterTyping);
@@ -4551,7 +4551,7 @@ void main()
OutputLineAll(NULL, "", Line_WaitForInput);
ClearMessage();
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
// それが何かを頭が理解する前に、俺は食べかけのおはぎごと、それを力いっぱい投げ付けた!!@
OutputLine(NULL, " それが何かを頭が理解する前に、俺は食べかけのおはぎごと、それを力いっぱい投げ付けた!!!",
@@ -4748,7 +4748,7 @@ void main()
NULL, "Before I could think of the correct word, my hands were already on the move.", Line_WaitForInput);
OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 100 );
// どしゃッ@/
@@ -4756,14 +4756,14 @@ void main()
NULL, "*Splat*", Line_WaitForInput);
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 100 );
// びたッ!@/
OutputLine(NULL, " びたッ!!",
NULL, " *Plop*", Line_WaitForInput);
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 100 );
// べしゃッ!!@

View File

@@ -87,7 +87,7 @@ void main()
DrawSceneWithMask( "white", "c", 0, 0, 300 );
DrawScene( "bg_080", 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 1, 1, );
//「うわぁあぁあぁあぁああぁあッ!!!!@
PlaySE(3, "S01/01/120100353", 256, 64);
@@ -630,7 +630,7 @@ void main()
ClearMessage();
PlaySE( 4, "wa__028", 128, 64 );
PlaySE( 4, "wa_028", 128, 64 );
SetValidityOfInput( FALSE );
Wait( 1000 );
SetValidityOfInput( TRUE );
@@ -1465,9 +1465,9 @@ void main()
NULL, "Just imagine going through your own school breaking the windows with a bat.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
// ガラスを力任せに1枚2枚。砕け散る破片をものともせず…@
@@ -1501,7 +1501,7 @@ void main()
OutputLine(NULL, " 割って、",
NULL, "*Smash*", Line_ContinueAfterTyping);
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
//歩いて、!d500振り上げて。/
@@ -1511,14 +1511,14 @@ void main()
OutputLine(NULL, "振り上げて。",
NULL, " Wind up...", Line_ContinueAfterTyping);
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 500 );
//割って、/
OutputLine(NULL, "割って、",
NULL, " *Smash*", Line_ContinueAfterTyping);
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
//歩いて、!d500振り上げて。/
@@ -1528,11 +1528,11 @@ void main()
OutputLine(NULL, "振り上げて。",
NULL, " Wind up...", Line_ContinueAfterTyping);
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 500 );
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
OutputLineAll(NULL, "", Line_WaitForInput);
@@ -1556,16 +1556,16 @@ void main()
NULL, "...Impossible because it was unimaginable... that naive way of thinking no longer worked.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
// ガラスが砕け散る不穏極まりない音を立て、じゃりじゃりとその破片を踏みつけながら、まっすぐにこちらに向かってくるレナ¥
OutputLine(NULL, " ガラスが砕け散る不穏極まりない音を立て、じゃりじゃりとその破片を踏みつけながら、まっすぐにこちらに向かってくるレナ。",
NULL, "The unpleasant, piercing sound of shattered glass, the crunching noise as Rena treads across the broken shards, walking towards me.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
// ……真っ青になって息をすることも忘れてしまったクラスメートたち@
@@ -1606,11 +1606,11 @@ void main()
NULL, "Probably none of those.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 1000 );
// 鬼気せまるその様子で、次々にガラスを誅していくレナに……黙って道を空けることしか出来なかったに違いない@
@@ -1657,7 +1657,7 @@ void main()
NULL, " ...She would have undoubtedly acted according to her whims.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__009", 128, 64 );
PlaySE( 4, "wa_009", 128, 64 );
Wait( 500 );
// …つまり、自分が、…俺が次のガラスにされてしまうのだ¥
@@ -1678,17 +1678,17 @@ void main()
ClearMessage();
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 1, 2, );
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 0, 2, );
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 1, 2, );
// そしてレナは、他のガラスと同様に自分をバットで何度も殴打する@
@@ -1707,13 +1707,13 @@ void main()
NULL, " Zealously, she hits me again and again.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 1, 2, );
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 0, 2, );
// レナはどんな表情でこの行為を繰り返しているんだろう@
@@ -1745,21 +1745,21 @@ void main()
NULL, "It's because no matter how many times she struck me, I didn't make as pleasant a sound as the other windows.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 1, 2, );
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 1, 2, );
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 0, 2, );
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 1, 2, );
// 何度も何度も@叩き続ける@レナの期待するような音は出ない@周りのクラスメートたちも止めない@次のガラスになりたくないから@
@@ -1792,11 +1792,11 @@ void main()
NULL, " ...They'd gain nothing from saving a cram school try-hard like me...", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__008", 128, 64 );
PlaySE( 4, "wa_008", 128, 64 );
Wait( 200 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreen( 1, 50, 20, 3, 0, );
PlaySE( 4, "wa__030", 128, 64 );
PlaySE( 4, "wa_030", 128, 64 );
//setwindow 8,16,23,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479
@@ -1858,7 +1858,7 @@ void main()
OutputLine(NULL, "「出てくるんですよ。",
NULL, "\"She mentioned...", Line_WaitForInput);
PlaySE( 4, "wa__022", 128, 64 );
PlaySE( 4, "wa_022", 128, 64 );
//オヤシロさまって単語が。¥
PlaySE(3, "S01/11/120700288", 256, 64);
@@ -2148,13 +2148,13 @@ void main()
FadeOutBGM( 2, 1000, TRUE );
DisableWindow();
DrawSceneWithMask( "black", "down", 0, 0, 1300 );
PlaySE( 4, "wa__020", 128, 64 );
PlaySE( 4, "wa_020", 128, 64 );
DrawSceneWithMask( "bg_108", "left", 0, 0, 200 );
SetValidityOfInput( FALSE );
Wait( 1500 );
SetValidityOfInput( TRUE );
PlaySE( 4, "wa__029", 128, 64 );
PlaySE( 4, "wa_029", 128, 64 );
DrawScene( "white", 200 );
DrawScene( "bg_108", 50 );
@@ -2422,7 +2422,7 @@ void main()
NULL, "They acted in a way that, regardless of whatever happened to Keiichi Maebara, no one would ever suspect them... That fact had me terrified.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__001", 128, 64 );
PlaySE( 4, "wa_001", 128, 64 );
// やがて先生がやってきた@
OutputLine(NULL, " やがて先生がやってきた。",
NULL, "Soon the teacher came.", Line_WaitForInput);
@@ -2698,7 +2698,7 @@ void main()
DisableWindow();
DrawScene( "bg_108", 50 );
PlaySE( 4, "wa__027", 128, 64 );
PlaySE( 4, "wa_027", 128, 64 );
//「いい加減にしろよ前原圭一。お前、命を狙われてるって自覚、あるのかよ?!¥
PlaySE(3, "S01/01/120100372", 256, 64);
@@ -2825,7 +2825,7 @@ void main()
ClearMessage();
PlaySE( 4, "wa__001", 128, 64 );
PlaySE( 4, "wa_001", 128, 64 );
// そう決意したとき、終業の鐘の音が聞こえてきた¥
OutputLine(NULL, " そう決意したとき、終業の鐘の音が聞こえてきた。",
@@ -3104,7 +3104,7 @@ void main()
DisableWindow();
PlaySE( 4, "wa__020", 128, 64 );
PlaySE( 4, "wa_020", 128, 64 );
DrawSceneWithMask( "bg_019", "left", 0, 0, 200 );
PlayBGM( 1, "msys12", 128, 0 );

View File

@@ -497,7 +497,7 @@
ClearMessage();
DisableWindow();
DrawScene( "bg_049", 400 );
PlaySE( 4, "wa__025", 125, 64 );
PlaySE( 4, "wa_025", 125, 64 );
// 眼前に迫ったその巨体@……俺は「轢かれる」ッ?!?@
OutputLine(NULL, " 眼前に迫ったその巨体。",
@@ -574,7 +574,7 @@
NULL, "The side mirror struck my shoulder, sending me spinning off through the air like a top, locked in my contorted position...!!", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
// ドッパーン!!!/
OutputLine(NULL, " ドッパーン!!!",
@@ -700,7 +700,7 @@
FadeOutBGM( 1, 1000, TRUE );
FadeOutBGM( 2, 1000, TRUE );
PlaySE( 4, "wa__026", 125, 64 );
PlaySE( 4, "wa_026", 125, 64 );
// 轢き逃げとかそういうのじゃなくて!s100……!sd今の車、!w1000……俺をはねようとしてたんじゃないのか…¥
OutputLine(NULL, " 轢き逃げとかそういうのじゃなくて……",
@@ -1349,7 +1349,7 @@
NULL, "Amongst them I could make out Rika-chan and Satoko.", Line_Normal);
ClearMessage();
DisableWindow();
PlaySE( 4, "wa__020", 125, 64 );
PlaySE( 4, "wa_020", 125, 64 );
PlayBGM( 1, "msysSa", 128, 0 );
DrawBustshotWithFiltering( 1, "ri_se_de_a1", "left", 1, -160, 0, FALSE, 0, 0, 0, 0, 0, 0, 1300, TRUE );
@@ -1647,7 +1647,7 @@
OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
Wait( 800 );
// …手ごたえは決して軽くない@
@@ -1683,11 +1683,11 @@
ClearMessage();
DisableWindow();
DrawBustshot( 5, "black", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 1000, TRUE );
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
Wait( 800 );
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
Wait( 800 );
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
Wait( 800 );
DrawBustshot( 1, "me_se_th_a1", -160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 0, FALSE );
DrawBustshot( 3, "re_se_bi_a1", 160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 20, 0, FALSE );
@@ -1858,7 +1858,7 @@
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
//「………くそッ!!@ 何笑ってんだよ、俺ッ!!!@
@@ -1872,10 +1872,10 @@
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
Wait( 1000 );
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
// 何度も何度も地面を殴りつける@…その度にがつんがつんと伝わる振動が痛かった¥
@@ -1963,7 +1963,7 @@
OutputLine(NULL, "「…甘えるんじゃねえぇえぇええぇッ!!!!」",
NULL, "\"...Stop being so sooooooft!!!!\"", Line_ContinueAfterTyping);
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 0, );
OutputLineAll(NULL, "", Line_WaitForInput);
@@ -1984,7 +1984,7 @@
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
// 殴る@忘れろ@/
@@ -1993,7 +1993,7 @@
OutputLine(NULL, "忘れろ。",
NULL, " Forget.", Line_WaitForInput);
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
//殴る@甘えるな@/
@@ -2002,7 +2002,7 @@
OutputLine(NULL, "甘えるな。",
NULL, " Don't be soft.", Line_WaitForInput);
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
//殴る@敵を知れ@/
@@ -2012,7 +2012,7 @@
NULL, " Know your enemy.", Line_WaitForInput);
PlaySE( 4, "wa__005", 125, 64 );
PlaySE( 4, "wa_005", 125, 64 );
ShakeScreenSx( 1, 1, );
//殴る@殺されてたまるか@
@@ -2021,7 +2021,7 @@
OutputLine(NULL, "殺されてたまるか。",
NULL, " Like hell I'd let them kill me.", Line_WaitForInput);
PlaySE( 4, "wa__001", 125, 64 );
PlaySE( 4, "wa_001", 125, 64 );
OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
@@ -2043,7 +2043,7 @@
//■下校へ
DisableWindow();
PlaySE( 4, "wa__001", 125, 64 );
PlaySE( 4, "wa_001", 125, 64 );
SetValidityOfInput( FALSE );
Wait( 1500 );
SetValidityOfInput( TRUE );
@@ -2279,7 +2279,7 @@
ClearMessage();
DisableWindow();
PlaySE( 4, "wa__020", 125, 64 );
PlaySE( 4, "wa_020", 125, 64 );
DrawSceneWithMask( "black", "right", 0, 0, 200 );
FadeOutBGM( 1, 1000, TRUE );
@@ -2742,7 +2742,7 @@
OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
// 俺は道を開けるとバットを乱暴に振り、レナに前を歩くよう促した@
OutputLine(NULL, " 俺は道を開けるとバットを乱暴に振り、レナに前を歩くよう促した。",
@@ -2819,7 +2819,7 @@
OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
PlaySE( 4, "wa__015", 125, 64 );
PlaySE( 4, "wa_015", 125, 64 );
// バットを振り、先を歩くよう改めて促す@
OutputLine(NULL, " バットを振り、先を歩くよう改めて促す。",
@@ -3304,7 +3304,7 @@
ClearMessage();
// FadeOutBGM( 2, 1000, TRUE );
PlaySE( 4, "wa__022", 125, 64 );
PlaySE( 4, "wa_022", 125, 64 );
//「な、なんでバットまで同じなのッ?!?!@
PlaySE(3, "S01/02/120200235", 256, 64);
@@ -3440,7 +3440,7 @@
NULL, "...Could it be...?", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__023", 125, 64 );
PlaySE( 4, "wa_023", 125, 64 );
//"北条悟史"!w2000
OutputLine(NULL, "“北条悟史”",
@@ -3853,7 +3853,7 @@
OutputLine(NULL, "「悟史くんはね、…",
NULL, "\"Satoshi-kun, you see...", Line_ContinueAfterTyping);
PlaySE( 4, "wa__023", 125, 64 );
PlaySE( 4, "wa_023", 125, 64 );
//"!s100転校!sd"しちゃったの。@

View File

@@ -142,7 +142,7 @@ void main()
OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
PlaySE( 4, "wa__024", 128, 64 );
PlaySE( 4, "wa_024", 128, 64 );
// 玄関の扉を、俺にぴったりくっついて入ってきたヤツがいるからだ¥
OutputLine(NULL, " 玄関の扉を、俺にぴったりくっついて入ってきたヤツがいるからだ。",
@@ -485,7 +485,7 @@ void main()
SetSpeedOfMessage( FALSE, 0, );
ClearMessage();
PlaySE( 4, "wa__015", 128, 64 );
PlaySE( 4, "wa_015", 128, 64 );
// 気合一閃@
OutputLine(NULL, " 気合一閃。",
NULL, "I brandished my will to fight.", Line_WaitForInput);
@@ -499,7 +499,7 @@ void main()
ClearMessage();
PlayBGM( 1, "msys08", 128, 0 );
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
ShakeScreenSx( 0, 0, );
// バットは右の壁に激突し、凄まじい反発力で先端を跳ね返した@
@@ -514,7 +514,7 @@ void main()
NULL, "...Very calmly, I transferred the force of the rebound into a sweep to the left.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__018", 128, 64 );
PlaySE( 4, "wa_018", 128, 64 );
ShakeScreenSx( 1, 0, );
// 靴箱の扉をぶち割った@
@@ -567,7 +567,7 @@ void main()
ClearMessage();
FadeOutBGM( 2, 1000, TRUE );
PlaySE( 4, "wa__018", 128, 64 );
PlaySE( 4, "wa_018", 128, 64 );
ShakeScreenSx( 1, 0, );
// バッカーーーーーンッ!!!¥
@@ -2544,7 +2544,7 @@ void main()
NULL, "I had never felt as much resentment towards my father's artistic temperament and the fact that he had this house built in such a remote location as I did right now...", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__028", 128, 64 );
PlaySE( 4, "wa_028", 128, 64 );
// ......はたして明日の朝、...俺はまだここにいるのだろうか......
OutputLine(NULL, " ……はたして明日の朝、…俺はまだここにいるのだろうか……。",
NULL, "...I wondered if I would still be here by tomorrow morning...", Line_WaitForInput);
@@ -2561,7 +2561,7 @@ void main()
NULL, " Because I had no idea when the next chance would come.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__028", 128, 64 );
PlaySE( 4, "wa_028", 128, 64 );
//「あの、...大石さん、聞きたいことがあるんです@......隠さないで下さいね。@
PlaySE(3, "S01/01/120100518", 256, 64);
@@ -2616,7 +2616,7 @@ void main()
FadeOutBGM( 1, 1000, TRUE );
PlaySE( 4, "wa__028", 128, 64 );
PlaySE( 4, "wa_028", 128, 64 );
SetValidityOfInput( FALSE );
Wait( 1000 );
SetValidityOfInput( TRUE );
@@ -2666,7 +2666,7 @@ void main()
NULL, "I need to answer the door.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__028", 128, 64 );
PlaySE( 4, "wa_028", 128, 64 );
//「......もしもし? 前原さん?@
PlaySE(3, "S01/11/120700376", 256, 64);
@@ -2719,7 +2719,7 @@ void main()
NULL, "\"...It's fine. I don't mind.\"", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__028", 128, 64 );
PlaySE( 4, "wa_028", 128, 64 );
// 受話器を布団の上に投げ出し、玄関へ走っていく@
OutputLine(NULL, " 受話器を布団の上に投げ出し、玄関へ走っていく。",
@@ -2756,7 +2756,7 @@ void main()
ClearMessage();
DisableWindow();
DrawSceneWithMask( "black", "left", 0, 0, 1300 );
PlaySE( 4, "wa__028", 128, 64 );
PlaySE( 4, "wa_028", 128, 64 );
DrawSceneWithMask( "bg_022", "left", 0, 0, 1300 );
// まさか具合が悪くて早寝したのを起こせとは普通言うまい@
@@ -4110,7 +4110,7 @@ void main()
FadeOutBGM( 1, 1000, TRUE );
FadeOutBGM( 2, 1000, TRUE );
PlaySE( 4, "wa__022", 128, 64 );
PlaySE( 4, "wa_022", 128, 64 );
//「...豚骨ショウガ味。¥
PlaySE(3, "S01/02/120200304", 256, 64);
@@ -4255,7 +4255,7 @@ void main()
PlaySE( 4, "wa__026", 128, 64 );
PlaySE( 4, "wa_026", 128, 64 );
//「......圭一くんの後ろ、ずっとくっついてたから。@
PlaySE(3, "S01/02/120200310", 256, 64);
@@ -4519,7 +4519,7 @@ void main()
NULL, "No smoldering—it just exploded.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__005", 128, 64 );
PlaySE( 4, "wa_005", 128, 64 );
PlayBGM( 1, "msys08", 128, 0 );
ShakeScreen( 0, 50, 20, 3, 0, );
@@ -4571,7 +4571,7 @@ void main()
NULL, "I could feel a tiny, disturbing bit of resistance keeping the door from closing.", Line_Normal);
ClearMessage();
PlaySE( 4, "wa__025", 128, 64 );
PlaySE( 4, "wa_025", 128, 64 );
// それは...レナの指だった@
OutputLine(NULL, " それは…レナの指だった。",
@@ -5909,7 +5909,7 @@ void main()
FadeOutBGM( 1, 1000, TRUE );
FadeOutBGM( 2, 1000, TRUE );
PlaySE( 4, "wa__032", 128, 64 );
PlaySE( 4, "wa_032", 128, 64 );
PlayBGM( 2, "lsys23", 128, 0 );
// その時、遠雷と共に突然強い雨が降り出した@