Fixed underscore in sound effects.
This commit is contained in:
@@ -109,6 +109,10 @@ v 1.0
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- For whatever reason, some sound effects had an extra underscore in them. Fixed that.
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- For whatever reason, some sound effects had an extra underscore in them. Fixed that.
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- Changed any instances of bg_045 to bg_044
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- Changed any instances of bg_045 to bg_044
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v 1.01
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- Fixed sound effects in tips (accidentally removed a underscore there)
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- Disabling some voices in Keichii's dick scene in Ch.1 until the voices are found or script is written
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Credits:
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Credits:
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-----------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------
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- TheGuraGuraMan - For making the Sprite/BGM Patch.
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- TheGuraGuraMan - For making the Sprite/BGM Patch.
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@@ -41,7 +41,7 @@
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NULL, " where they are suspected to have assaulted and murdered the site overseer XXXX as a group, dismembering his body and hiding it.", Line_Normal);
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NULL, " where they are suspected to have assaulted and murdered the site overseer XXXX as a group, dismembering his body and hiding it.", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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Wait( 200 );
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Wait( 200 );
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// XX日午前8時頃@鹿骨市内の病院から警察へ、「XXXXさんを殺害したことをほのめかす男性がいる」との通報があり@警察官が駆けつけ事情を聞いたところ、事件を自供@
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// XX日午前8時頃@鹿骨市内の病院から警察へ、「XXXXさんを殺害したことをほのめかす男性がいる」との通報があり@警察官が駆けつけ事情を聞いたところ、事件を自供@
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@@ -59,7 +59,7 @@
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NULL, "Since a portion of the body was recovered at the location he gave, he was arrested that afternoon on suspicion of murder and mutilation of a corpse.", Line_Normal);
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NULL, "Since a portion of the body was recovered at the location he gave, he was arrested that afternoon on suspicion of murder and mutilation of a corpse.", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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Wait( 200 );
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Wait( 200 );
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// 他の容疑者も即日逮捕されたが、主犯格のXXXXは逃亡中@警察は行方を追っている@
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// 他の容疑者も即日逮捕されたが、主犯格のXXXXは逃亡中@警察は行方を追っている@
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@@ -142,7 +142,7 @@
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NULL, " Person A spoke out reluctantly:", Line_Normal);
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NULL, " Person A spoke out reluctantly:", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa027", 128, 64 );
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PlaySE( 4, "wa_027", 128, 64 );
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//「XXは、ひとりひとりに自らの手で遺体を切断するよう命じたのです@彼らは始めは渋りましたが、結局誰も逆らえませんでした。@
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//「XXは、ひとりひとりに自らの手で遺体を切断するよう命じたのです@彼らは始めは渋りましたが、結局誰も逆らえませんでした。@
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OutputLine(NULL, "「XXは、ひとりひとりに自らの手で遺体を切断するよう命じたのです。",
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OutputLine(NULL, "「XXは、ひとりひとりに自らの手で遺体を切断するよう命じたのです。",
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@@ -254,7 +254,7 @@
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NULL, " Could it be that he had returned to hell through the marsh...?", Line_Normal);
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NULL, " Could it be that he had returned to hell through the marsh...?", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa029", 128, 64 );
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PlaySE( 4, "wa_029", 128, 64 );
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PlayBGM( 1, "msys03", 128, 0 );
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PlayBGM( 1, "msys03", 128, 0 );
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// 超運と勝利を招く紫金龍@
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// 超運と勝利を招く紫金龍@
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@@ -299,7 +299,7 @@
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OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
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OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
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PlaySE( 4, "wa029", 128, 64 );
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PlaySE( 4, "wa_029", 128, 64 );
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//「越後屋。¥
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//「越後屋。¥
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PlaySE(3, "S20/01/440100036", 128, 64);
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PlaySE(3, "S20/01/440100036", 128, 64);
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@@ -310,7 +310,7 @@
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DrawScene( "black", 1000 );
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DrawScene( "black", 1000 );
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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PlaySE( 4, "wa020", 128, 64 );
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PlaySE( 4, "wa_020", 128, 64 );
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DrawSceneWithMask( "bg_108", "right", 0, 0, 200 );
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DrawSceneWithMask( "bg_108", "right", 0, 0, 200 );
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// やがてレナが教室に戻ってきた@
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// やがてレナが教室に戻ってきた@
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@@ -432,15 +432,15 @@
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OutputLine(NULL, " こうなっては仕方ない! あとは5人入り乱れての大乱闘…!!!",
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OutputLine(NULL, " こうなっては仕方ない! あとは5人入り乱れての大乱闘…!!!",
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NULL, "Since it's come to this, we have no choice! We'll just have a grand battle with five people...!", Line_ContinueAfterTyping);
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NULL, "Since it's come to this, we have no choice! We'll just have a grand battle with five people...!", Line_ContinueAfterTyping);
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PlaySE( 4, "wa008", 128, 64 );
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PlaySE( 4, "wa_008", 128, 64 );
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Wait( 200 );
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Wait( 200 );
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PlaySE( 4, "wa008", 128, 64 );
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PlaySE( 4, "wa_008", 128, 64 );
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Wait( 200 );
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Wait( 200 );
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PlaySE( 4, "wa005", 128, 64 );
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PlaySE( 4, "wa_005", 128, 64 );
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ShakeScreen( 1, 50, 20, 2, 0, );
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ShakeScreen( 1, 50, 20, 2, 0, );
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PlaySE( 4, "wa008", 128, 64 );
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PlaySE( 4, "wa_008", 128, 64 );
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Wait( 200 );
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Wait( 200 );
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PlaySE( 4, "wa005", 128, 64 );
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PlaySE( 4, "wa_005", 128, 64 );
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ShakeScreen( 0, 50, 20, 2, 0, );
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ShakeScreen( 0, 50, 20, 2, 0, );
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OutputLineAll(NULL, "", Line_WaitForInput);
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OutputLineAll(NULL, "", Line_WaitForInput);
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@@ -448,17 +448,17 @@
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//setwindow 31,16,22,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479
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//setwindow 31,16,22,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479
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DisableWindow();
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DisableWindow();
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PlaySE( 4, "wa008", 128, 64 );
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PlaySE( 4, "wa_008", 128, 64 );
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Wait( 200 );
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Wait( 200 );
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PlaySE( 4, "wa008", 128, 64 );
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PlaySE( 4, "wa_008", 128, 64 );
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DrawScene( "black", 100 );
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DrawScene( "black", 100 );
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DrawBustshot( 5, "Furiker_b", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE );
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DrawBustshot( 5, "Furiker_b", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE );
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PlaySE( 4, "wa005", 128, 64 );
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PlaySE( 4, "wa_005", 128, 64 );
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DrawScene( "black", 50 );
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DrawScene( "black", 50 );
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DrawBustshot( 5, "Furiker_a", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE );
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DrawBustshot( 5, "Furiker_a", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE );
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PlaySE( 4, "wa005", 128, 64 );
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PlaySE( 4, "wa_005", 128, 64 );
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DrawScene( "black", 100 );
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DrawScene( "black", 100 );
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DrawSceneWithMask( "bg_108", "down", 0, 0, 1300 );
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DrawSceneWithMask( "bg_108", "down", 0, 0, 1300 );
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//setwindow 31,16,22,16,26,26,0,2,20,1,1,#999999,0,0,639,479
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//setwindow 31,16,22,16,26,26,0,2,20,1,1,#999999,0,0,639,479
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@@ -493,15 +493,15 @@
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OutputLine(NULL, "旅先でかぁいいものをチョロまかすから。」",
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OutputLine(NULL, "旅先でかぁいいものをチョロまかすから。」",
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NULL, "My destination is decided by where the kyute stuff gathers.\"", Line_ContinueAfterTyping);
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NULL, "My destination is decided by where the kyute stuff gathers.\"", Line_ContinueAfterTyping);
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PlaySE( 4, "wa002", 128, 64 );
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PlaySE( 4, "wa_002", 128, 64 );
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Wait( 200 );
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Wait( 200 );
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PlaySE( 4, "wa002", 128, 64 );
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PlaySE( 4, "wa_002", 128, 64 );
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Wait( 200 );
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Wait( 200 );
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OutputLineAll(NULL, "", Line_WaitForInput);
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OutputLineAll(NULL, "", Line_WaitForInput);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa001", 128, 64 );
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PlaySE( 4, "wa_001", 128, 64 );
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// 振鈴が休み時間の終わりを告げる¥
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// 振鈴が休み時間の終わりを告げる¥
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OutputLine(NULL, " 振鈴が休み時間の終わりを告げる。",
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OutputLine(NULL, " 振鈴が休み時間の終わりを告げる。",
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@@ -41,7 +41,7 @@
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NULL, "I also wish to ask for the assistance of everyone in regards to a few things...", Line_Normal);
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NULL, "I also wish to ask for the assistance of everyone in regards to a few things...", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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@@ -76,7 +76,7 @@
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NULL, "Management: Makino - Tel (X) XXXX", Line_Normal);
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NULL, "Management: Makino - Tel (X) XXXX", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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@@ -104,7 +104,7 @@
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NULL, "Management: Kimiyoshi - Tel (X) XXXX", Line_Normal);
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NULL, "Management: Kimiyoshi - Tel (X) XXXX", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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@@ -131,7 +131,7 @@
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NULL, "Management: Sonozaki - Tel (X) XXXX", Line_Normal);
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NULL, "Management: Sonozaki - Tel (X) XXXX", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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@@ -50,7 +50,7 @@
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NULL, "・The bicycle was found 300 meters away, abandoned at the side of a forest path.", Line_Normal);
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NULL, "・The bicycle was found 300 meters away, abandoned at the side of a forest path.", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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@@ -74,7 +74,7 @@
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NULL, "・Was seen around 9pm by police. Location afterwards unknown.", Line_Normal);
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NULL, "・Was seen around 9pm by police. Location afterwards unknown.", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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@@ -118,7 +118,7 @@
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NULL, " Along the Sobu national railway line?", Line_Normal);
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NULL, " Along the Sobu national railway line?", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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@@ -153,7 +153,7 @@
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NULL, "・Contacting magazines regarding 'Jirou Tomitake'", Line_Normal);
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NULL, "・Contacting magazines regarding 'Jirou Tomitake'", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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// 鷹野みよ(失踪@
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// 鷹野みよ(失踪@
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OutputLine(NULL, " 鷹野みよ(失踪)",
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OutputLine(NULL, " 鷹野みよ(失踪)",
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@@ -189,7 +189,7 @@
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NULL, "・Witnessed accompanying Tomitake on the festival grounds. Currently missing.", Line_Normal);
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NULL, "・Witnessed accompanying Tomitake on the festival grounds. Currently missing.", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa021", 128, 64 );
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PlaySE( 4, "wa_021", 128, 64 );
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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@@ -142,7 +142,7 @@
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NULL, " You might not know this...", Line_WaitForInput);
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NULL, " You might not know this...", Line_WaitForInput);
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PlaySE( 4, "wa_024", 128, 64 );
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PlaySE( 4, "wa__024", 128, 64 );
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//実はあいつ、オヤシロさまの使いなんだよ。@
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//実はあいつ、オヤシロさまの使いなんだよ。@
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PlaySE(3, "S20/03/440300039", 256, 64);
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PlaySE(3, "S20/03/440300039", 256, 64);
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@@ -136,15 +136,15 @@
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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PlaySE( 4, "wa_011", 128, 64 );
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PlaySE( 4, "wa__011", 128, 64 );
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SetValidityOfInput( FALSE );
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SetValidityOfInput( FALSE );
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Wait( 400 );
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Wait( 400 );
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SetValidityOfInput( TRUE );
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SetValidityOfInput( TRUE );
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PlaySE( 4, "wa_010", 128, 64 );
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PlaySE( 4, "wa__010", 128, 64 );
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SetValidityOfInput( FALSE );
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SetValidityOfInput( FALSE );
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Wait( 400 );
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Wait( 400 );
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SetValidityOfInput( TRUE );
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SetValidityOfInput( TRUE );
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PlaySE( 4, "wa_029", 128, 64 );
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PlaySE( 4, "wa__029", 128, 64 );
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//...ですがその前にコマーシャル!!¥
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//...ですがその前にコマーシャル!!¥
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PlaySE(3, "S20/00/repoA44010", 256, 64);
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PlaySE(3, "S20/00/repoA44010", 256, 64);
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@@ -149,7 +149,7 @@
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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PlaySE( 4, "wa023", 128, 64 );
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PlaySE( 4, "wa_023", 128, 64 );
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SetValidityOfWindowDisablingWhenGraphicsControl( FALSE );
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SetValidityOfWindowDisablingWhenGraphicsControl( FALSE );
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DrawFilm( 2, 153, 153, 153, 255, 0, 3000, TRUE );
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DrawFilm( 2, 153, 153, 153, 255, 0, 3000, TRUE );
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////print 42
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////print 42
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@@ -240,7 +240,7 @@
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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PlaySE( 4, "wa025", 128, 64 );
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PlaySE( 4, "wa_025", 128, 64 );
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// その時、ぞくりとして時間の再生を止めた¥
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// その時、ぞくりとして時間の再生を止めた¥
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OutputLine(NULL, " その時、ぞくりとして時間の再生を止めた。",
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OutputLine(NULL, " その時、ぞくりとして時間の再生を止めた。",
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@@ -585,7 +585,7 @@
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NULL, " Follow the rules!!!", Line_Normal);
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NULL, " Follow the rules!!!", Line_Normal);
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ClearMessage();
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ClearMessage();
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PlaySE( 4, "wa026", 128, 64 );
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PlaySE( 4, "wa_026", 128, 64 );
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// ぺた@
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// ぺた@
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OutputLine(NULL, " ぺた。",
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OutputLine(NULL, " ぺた。",
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@@ -756,7 +756,7 @@
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PlaySE( 4, "wa025", 128, 64 );
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PlaySE( 4, "wa_025", 128, 64 );
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//locate 0,5
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//locate 0,5
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Block a user