Fixed Volume and Sound Layers

This commit is contained in:
Kiruku
2015-05-21 13:50:03 -04:00
parent 6bb15e0210
commit c1b3e30702
16 changed files with 4027 additions and 4028 deletions

View File

@@ -15,26 +15,26 @@
DrawScene( "si_onikakusi", 1000 );
Wait( 15000 );
DrawScene( "black", 3000 );
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 1000 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
DrawScene( "tyuui", 100 );
DrawScene( "black", 4000 );
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 1000 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
DrawScene( "tyuui2", 100 );
DrawScene( "black", 4000 );
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 1000 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
Wait( 350 );
DrawScene( "black", 50 );
PlaySE( 3, "wa_030", 128, 64 );
PlaySE( 4, "wa__030", 128, 64 );
Wait( 3000 );
PlayBGM( 2, "lsys11", 128, 0 );
@@ -69,9 +69,9 @@
Wait( 2000 );
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
@@ -82,9 +82,9 @@
Wait( 2000 );
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
@@ -96,9 +96,9 @@
Wait( 2000 );
ClearMessage();
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
//locate 0,3
SetDrawingPointOfMessage( 0, 3 );
@@ -116,9 +116,9 @@
OutputLine(NULL, "信じたいのは、認めたくないだけだからだ。",
NULL, "I only wanted to trust her because I refused to accept the truth.", Line_ContinueAfterTyping);
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
@@ -132,9 +132,9 @@
OutputLine(NULL, "そんな涙声が…もうたまらなく馬鹿馬鹿しくて…。",
NULL, "in such a silly... sobbing voice...", Line_ContinueAfterTyping);
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
@@ -535,9 +535,9 @@
//locate 0,4
SetDrawingPointOfMessage( 0, 4 );
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
// 親切が、うれしかった。!w2000
OutputLine(NULL, "親切が、うれしかった。",
@@ -550,9 +550,9 @@
OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
// 愛らしい笑顔がうれしかった。!w2000
OutputLine(NULL, "愛らしい笑顔がうれしかった。",
@@ -565,9 +565,9 @@
OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
// 頭を撫でるのが、好きだった。!w2000
OutputLine(NULL, "頭を撫でるのが、好きだった。",
@@ -580,9 +580,9 @@
OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
// そんな君がはにかむのが、好きだった。!w2000
OutputLine(NULL, "そんな君がはにかむのが、好きだった。",
@@ -592,11 +592,11 @@
Wait( 2000 );
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
Wait( 300 );
PlaySE( 3, "wa_030", 128, 64 );
PlaySE( 4, "wa__030", 128, 64 );
ClearMessage();
@@ -690,7 +690,7 @@
Wait( 3000 );
PlaySE( 3, "wa_015", 128, 64 );
PlaySE( 4, "wa__015", 128, 64 );
Wait( 800 );
ClearMessage();
@@ -699,7 +699,7 @@
//bg $862,0
//setwindow 31,16,22,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479
PlaySE( 3, "wa_017", 128, 64 );
PlaySE( 4, "wa__017", 128, 64 );
DrawBG( "aka1", 25, TRUE );
DrawBustshot( 5, "logo", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 0, TRUE );