ref: c7594981690d618309f4854cf7fb7b8f2288813f
parent: 5838eaba1fcde898e0266a0e2c9a067e20bb06b6
parent: 99f9629376bc18c684eae07a297505b9dca50752
author: Clownacy <Clownacy@users.noreply.github.com>
date: Fri Sep 27 11:20:56 EDT 2019
Merge branch 'accurate' into portable
--- 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 @@
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 @@
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 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 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 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 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 @@
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)
@@ -168,24 +184,29 @@
++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;
@@ -192,13 +213,16 @@
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 @@
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 @@
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 @@
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 @@
}
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 @@
{
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 @@
}
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 @@
}
}
+/// 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 @@
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 @@
}
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 @@
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 @@
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 @@
{
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;
@@ -437,43 +489,39 @@
}
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;
@@ -480,7 +528,7 @@
if (gArmsData[gSelectedArms].num < 0)
gArmsData[gSelectedArms].num = 0;
- return TRUE;
+ return TRUE; // Was able to spend ammo
}
BOOL ChargeArmsEnergy(long num)
@@ -487,10 +535,11 @@
{
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 @@
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 @@
int RotationArms()
{
+ // Get amount of weapons
int arms_num = 0;
while (gArmsData[arms_num].code != 0)
++arms_num;
@@ -515,6 +565,7 @@
ResetSpurCharge();
+ // Select next valid weapon
++gSelectedArms;
while (gSelectedArms < arms_num)
@@ -529,7 +580,7 @@
gSelectedArms = 0;
gArmsEnergyX = 32;
- PlaySoundObject(4, 1);
+ PlaySoundObject(SND_SWITCH_WEAPON, 1);
return gArmsData[gSelectedArms].code;
}
@@ -536,6 +587,7 @@
int RotationArmsRev()
{
+ // Get amount of weapons
int arms_num = 0;
while (gArmsData[arms_num].code != 0)
++arms_num;
@@ -545,6 +597,7 @@
ResetSpurCharge();
+ // Select previous valid weapon
if (--gSelectedArms < 0)
gSelectedArms = arms_num - 1;
@@ -557,7 +610,7 @@
}
gArmsEnergyX = 0;
- PlaySoundObject(4, 1);
+ PlaySoundObject(SND_SWITCH_WEAPON, 1);
return gArmsData[gSelectedArms].code;
}
@@ -566,5 +619,5 @@
{
gSelectedArms = 0;
gArmsEnergyX = 32;
- PlaySoundObject(4, 1);
+ PlaySoundObject(SND_SWITCH_WEAPON, 1);
}
--- 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;
};
+
+// Limits for the amount of weapons and items
#define ARMS_MAX 8
-#define ITEM_MAX 32
+#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];
+
+/// Contains data for all the items the character currently has
extern ITEM gItemData[ITEM_MAX];
-extern int gSelectedArms;
-extern int gSelectedItem;
-extern int gCampTitleY;
-extern BOOL gCampActive;
+
+/// 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();
--- 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
{
--- 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;
--- 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,
--- 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", "��"),
- STAGE_ENTRY("Pens", "Pens1", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "�A�[�T�[�̉�"),
- STAGE_ENTRY("Eggs", "Eggs", 1, "bkGreen", "Eggs1", "Ravil", 0, "Egg Corridor", "�^�}�S���L"),
- STAGE_ENTRY("EggX", "EggX", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "�^�}�S No.00"),
- STAGE_ENTRY("EggIn", "Egg6", 4, "bk0", "Eggs1", "0", 0, "Egg No. 06", "�^�}�S No.06"),
- STAGE_ENTRY("Store", "EggR", 4, "bk0", "Eggs1", "0", 0, "Egg Observation Room", "�^�}�S����"),
- STAGE_ENTRY("Weed", "Weed", 1, "bkBlue", "Weed", "0", 0, "Grasstown", "�N�T����"),
- STAGE_ENTRY("Barr", "Santa", 4, "bk0", "Weed", "0", 0, "Santa's House", "�T���^�̉�"),
- STAGE_ENTRY("Barr", "Chako", 1, "bkBlue", "Guest", "0", 0, "Chaco's House", "�`���R�̉�"),
- STAGE_ENTRY("Maze", "MazeI", 4, "bk0", "Maze", "0", 0, "Labyrinth I", "���{�h"),
- STAGE_ENTRY("Sand", "Sand", 1, "bkGreen", "Sand", "Omg", 1, "Sand Zone", "����"),
- STAGE_ENTRY("Mimi", "Mimi", 1, "bkBlue", "Guest", "0", 0, "Mimiga Village", "�~�~�K�[�̑�"),
- STAGE_ENTRY("Cave", "Cave", 4, "bk0", "Cemet", "0", 0, "First Cave", "�ŏ��̓��A"),
- STAGE_ENTRY("Cave", "Start", 4, "bk0", "Cemet", "0", 0, "Start Point", "�X�^�[�g�n�_"),
- STAGE_ENTRY("Mimi", "Barr", 4, "bk0", "Cemet", "Bllg", 0, "Shack", "�o���b�N����"),
- STAGE_ENTRY("Mimi", "Pool", 1, "bkBlue", "Guest", "0", 0, "Reservoir", "�����r"),
- STAGE_ENTRY("Mimi", "Cemet", 4, "bk0", "Cemet", "0", 0, "Graveyard", "�͂���"),
- STAGE_ENTRY("Mimi", "Plant", 1, "bkGreen", "Plant", "0", 0, "Yamashita Farm", "�R���_��"),
- STAGE_ENTRY("Store", "Shelt", 4, "bk0", "Eggs1", "0", 0, "Shelter", "�V�F���^�["),
- STAGE_ENTRY("Pens", "Comu", 1, "bkBlue", "Guest", "0", 0, "Assembly Hall", "�W����"),
- STAGE_ENTRY("Mimi", "MiBox", 4, "bk0", "0", "0", 0, "Save Point", "�Z�[�u�|�C���g"),
- STAGE_ENTRY("Store", "EgEnd1", 4, "bk0", "0", "0", 0, "Side Room", "�^�}�S���L�̌�"),
- STAGE_ENTRY("Store", "Cthu", 4, "bk0", "0", "0", 0, "Cthulhu's Abode", "�N�g�D���[�̏Z��"),
- STAGE_ENTRY("EggIn", "Egg1", 4, "bk0", "Eggs1", "0", 0, "Egg No. 01", "�^�}�S No.01"),
- STAGE_ENTRY("Pens", "Pens2", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "�A�[�T�[�̉�"),
- STAGE_ENTRY("Barr", "Malco", 1, "bkBlue", "Weed", "Bllg", 0, "Power Room", "�d����"),
- STAGE_ENTRY("Barr", "WeedS", 1, "bkBlue", "0", "0", 0, "Save Point", "�Z�[�u�|�C���g"),
- STAGE_ENTRY("Store", "WeedD", 1, "bkBlue", "0", "0", 0, "Execution Chamber", "���Y��"),
- STAGE_ENTRY("Weed", "Frog", 2, "bkGreen", "Weed", "Frog", 2, "Gum", "�K��"),
- STAGE_ENTRY("Sand", "Curly", 4, "bk0", "Sand", "Curly", 0, "Sand Zone Residence", "���撓�ݏ�"),
- STAGE_ENTRY("Pens", "WeedB", 1, "bkBlue", "Ravil", "0", 0, "Grasstown Hut", "�N�T�����̏���"),
- STAGE_ENTRY("River", "Stream", 5, "bkBlue", "Stream", "IronH", 5, "Main Artery", "�哮��"),
- STAGE_ENTRY("Pens", "CurlyS", 4, "bk0", "Sand", "Curly", 0, "Small Room", "������"),
- STAGE_ENTRY("Barr", "Jenka1", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "�W�F���J�̉�"),
- STAGE_ENTRY("Sand", "Dark", 1, "bkBlack", "Sand", "0", 0, "Deserted House", "�p��"),
- STAGE_ENTRY("Gard", "Gard", 1, "bkGard", "Toro", "Bllg", 0, "Sand Zone Storehouse", "�����q��"),
- STAGE_ENTRY("Barr", "Jenka2", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "�W�F���J�̉�"),
- STAGE_ENTRY("Sand", "SandE", 1, "bkGreen", "Sand", "Bllg", 0, "Sand Zone", "����"),
- STAGE_ENTRY("Maze", "MazeH", 4, "bk0", "Maze", "0", 0, "Labyrinth H", "���{�g"),
- STAGE_ENTRY("Maze", "MazeW", 1, "bkMaze", "Maze", "X", 3, "Labyrinth W", "���{�v"),
- STAGE_ENTRY("Maze", "MazeO", 4, "bk0", "Guest", "0", 0, "Camp", "�L�����v"),
- STAGE_ENTRY("Maze", "MazeD", 4, "bk0", "Guest", "Dark", 0, "Clinic Ruins", "�f����"),
- STAGE_ENTRY("Store", "MazeA", 4, "bk0", "Maze", "0", 0, "Labyrinth Shop", "���{�̓X"),
- STAGE_ENTRY("Maze", "MazeB", 1, "bkBlue", "Maze", "0", 0, "Labyrinth B", "���{�a"),
- STAGE_ENTRY("Maze", "MazeS", 2, "bkGray", "Maze", "Bllg", 0, "Boulder Chamber", "���̍ǂ���"),
- STAGE_ENTRY("Maze", "MazeM", 1, "bkRed", "Maze", "0", 0, "Labyrinth M", "���{�l"),
- STAGE_ENTRY("Cave", "Drain", 3, "bkWater", "Cemet", "0", 0, "Dark Place", "����"),
- STAGE_ENTRY("Almond", "Almond", 3, "bkWater", "Cemet", "Almo1", 4, "Core", "�R�A"),
- STAGE_ENTRY("River", "River", 2, "bkGreen", "Weed", "0", 0, "Waterway", "���H"),
- STAGE_ENTRY("Eggs", "Eggs2", 1, "bkGreen", "Eggs2", "0", 0, "Egg Corridor?", "�^�}�S���L�H"),
- STAGE_ENTRY("Store", "Cthu2", 4, "bk0", "Eggs1", "0", 0, "Cthulhu's Abode?", "�N�g�D���[�̏Z���H"),
- STAGE_ENTRY("Store", "EggR2", 4, "bk0", "Eggs1", "TwinD", 6, "Egg Observation Room?", "�^�}�S�����H"),
- STAGE_ENTRY("EggX", "EggX2", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "�^�}�S No.00"),
- STAGE_ENTRY("Oside", "Oside", 6, "bkMoon", "Moon", "0", 0, "Outer Wall", "�O��"),
- STAGE_ENTRY("Store", "EgEnd2", 4, "bk0", "Eggs1", "0", 0, "Side Room", "�^�}�S���L�̌�"),
- STAGE_ENTRY("Store", "Itoh", 2, "bkBlue", "Guest", "0", 0, "Storehouse", "�q��"),
- STAGE_ENTRY("Cent", "Cent", 1, "bkGreen", "Guest", "Cent", 0, "Plantation", "���_��"),
- STAGE_ENTRY("Jail", "Jail1", 4, "bk0", "Guest", "Cent", 0, "Jail No. 1", "���P�S"),
- STAGE_ENTRY("Jail", "Momo", 4, "bk0", "Guest", "0", 0, "Hideout", "�J�N���K"),
- STAGE_ENTRY("Jail", "Lounge", 4, "bk0", "Guest", "0", 0, "Rest Area", "�x�e��"),
- STAGE_ENTRY("Store", "CentW", 4, "bk0", "Guest", "Cent", 0, "Teleporter", "�]����"),
- STAGE_ENTRY("Store", "Jail2", 4, "bk0", "Guest", "Cent", 0, "Jail No. 2", "���Q�S"),
- STAGE_ENTRY("White", "Blcny1", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "�o���R�j�["),
- STAGE_ENTRY("Jail", "Priso1", 4, "bkGray", "Red", "0", 0, "Final Cave", "�Ō��̓��A"),
- STAGE_ENTRY("White", "Ring1", 7, "bkFog", "Guest", "Miza", 0, "Throne Room", "���̋ʍ�"),
- STAGE_ENTRY("White", "Ring2", 7, "bkFog", "Guest", "Dr", 0, "The King's Table", "���̐H��"),
- STAGE_ENTRY("Pens", "Prefa1", 4, "bk0", "0", "0", 0, "Prefab Building", "�v���n�u"),
- STAGE_ENTRY("Jail", "Priso2", 4, "bkGray", "Red", "0", 0, "Last Cave (Hidden)", "�Ō��̓��A�E��"),
- STAGE_ENTRY("White", "Ring3", 4, "bk0", "Miza", "Almo2", 7, "Black Space", "�����L��"),
- STAGE_ENTRY("Pens", "Little", 2, "bkBlue", "Guest", "0", 0, "Little House", "���g����"),
- STAGE_ENTRY("White", "Blcny2", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "�o���R�j�["),
- STAGE_ENTRY("Fall", "Fall", 1, "bkFall", "Guest", "Heri", 0, "Fall", "����"),
- STAGE_ENTRY("White", "Kings", 4, "bk0", "Kings", "0", 0, "u", "u"),
- STAGE_ENTRY("Pens", "Pixel", 1, "bkBlue", "Guest", "0", 0, "Waterway Cabin", "���H�̏�����"),
+ STAGE_ENTRY("0", "0", 4, "bk0", "Guest", "0", 0, "Null", "\x96\xB3"), // 無
+ STAGE_ENTRY("Pens", "Pens1", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "\x83\x41\x81\x5B\x83\x54\x81\x5B\x82\xCC\x89\xC6"), // アーサーの家
+ STAGE_ENTRY("Eggs", "Eggs", 1, "bkGreen", "Eggs1", "Ravil", 0, "Egg Corridor", "\x83\x5E\x83\x7D\x83\x53\x89\xF1\x98\x4C"), // タマゴ回廊
+ STAGE_ENTRY("EggX", "EggX", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x30"), // タマゴ 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"), // タマゴ 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"), // タマゴ監視室
+ STAGE_ENTRY("Weed", "Weed", 1, "bkBlue", "Weed", "0", 0, "Grasstown", "\x83\x4E\x83\x54\x83\x80\x83\x89"), // クサムラ
+ STAGE_ENTRY("Barr", "Santa", 4, "bk0", "Weed", "0", 0, "Santa's House", "\x83\x54\x83\x93\x83\x5E\x82\xCC\x89\xC6"), // サンタの家
+ STAGE_ENTRY("Barr", "Chako", 1, "bkBlue", "Guest", "0", 0, "Chaco's House", "\x83\x60\x83\x83\x83\x52\x82\xCC\x89\xC6"), // チャコの家
+ STAGE_ENTRY("Maze", "MazeI", 4, "bk0", "Maze", "0", 0, "Labyrinth I", "\x96\xC0\x8B\x7B\x82\x68"), // 迷宮I
+ STAGE_ENTRY("Sand", "Sand", 1, "bkGreen", "Sand", "Omg", 1, "Sand Zone", "\x8D\xBB\x8B\xE6"), // 砂区
+ STAGE_ENTRY("Mimi", "Mimi", 1, "bkBlue", "Guest", "0", 0, "Mimiga Village", "\x83\x7E\x83\x7E\x83\x4B\x81\x5B\x82\xCC\x91\xBA"), // ミミガーの村
+ STAGE_ENTRY("Cave", "Cave", 4, "bk0", "Cemet", "0", 0, "First Cave", "\x8D\xC5\x8F\x89\x82\xCC\x93\xB4\x8C\x41"), // 最初の洞窟
+ STAGE_ENTRY("Cave", "Start", 4, "bk0", "Cemet", "0", 0, "Start Point", "\x83\x58\x83\x5E\x81\x5B\x83\x67\x92\x6E\x93\x5F"), // スタート地点
+ STAGE_ENTRY("Mimi", "Barr", 4, "bk0", "Cemet", "Bllg", 0, "Shack", "\x83\x6F\x83\x89\x83\x62\x83\x4E\x8F\xAC\x89\xAE"), // バラック小屋
+ STAGE_ENTRY("Mimi", "Pool", 1, "bkBlue", "Guest", "0", 0, "Reservoir", "\x92\x99\x90\x85\x92\x72"), // 貯水池
+ STAGE_ENTRY("Mimi", "Cemet", 4, "bk0", "Cemet", "0", 0, "Graveyard", "\x82\xCD\x82\xA9\x82\xCE"), // はかば
+ STAGE_ENTRY("Mimi", "Plant", 1, "bkGreen", "Plant", "0", 0, "Yamashita Farm", "\x8E\x52\x89\xBA\x94\x5F\x89\x80"), // 山下農園
+ STAGE_ENTRY("Store", "Shelt", 4, "bk0", "Eggs1", "0", 0, "Shelter", "\x83\x56\x83\x46\x83\x8B\x83\x5E\x81\x5B"), // シェルター
+ STAGE_ENTRY("Pens", "Comu", 1, "bkBlue", "Guest", "0", 0, "Assembly Hall", "\x8F\x57\x89\xEF\x8F\xEA"), // 集会場
+ 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"), // セーブポイント
+ 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"), // タマゴ回廊の個室
+ 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"), // クトゥルーの住処
+ STAGE_ENTRY("EggIn", "Egg1", 4, "bk0", "Eggs1", "0", 0, "Egg No. 01", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x31"), // タマゴ 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"), // アーサーの家
+ STAGE_ENTRY("Barr", "Malco", 1, "bkBlue", "Weed", "Bllg", 0, "Power Room", "\x93\x64\x8C\xB9\x8E\xBA"), // 電源室
+ 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"), // セーブポイント
+ STAGE_ENTRY("Store", "WeedD", 1, "bkBlue", "0", "0", 0, "Execution Chamber", "\x8F\x88\x8C\x59\x8E\xBA"), // 処刑室
+ STAGE_ENTRY("Weed", "Frog", 2, "bkGreen", "Weed", "Frog", 2, "Gum", "\x83\x4B\x83\x80"), // ガム
+ STAGE_ENTRY("Sand", "Curly", 4, "bk0", "Sand", "Curly", 0, "Sand Zone Residence", "\x8D\xBB\x8B\xE6\x92\x93\x8D\xDD\x8F\x8A"), // 砂区駐在所
+ 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"), // クサムラの小屋
+ STAGE_ENTRY("River", "Stream", 5, "bkBlue", "Stream", "IronH", 5, "Main Artery", "\x91\xE5\x93\xAE\x96\xAC"), // 大動脈
+ STAGE_ENTRY("Pens", "CurlyS", 4, "bk0", "Sand", "Curly", 0, "Small Room", "\x8F\xAC\x95\x94\x89\xAE"), // 小部屋
+ STAGE_ENTRY("Barr", "Jenka1", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "\x83\x57\x83\x46\x83\x93\x83\x4A\x82\xCC\x89\xC6"), // ジェンカの家
+ STAGE_ENTRY("Sand", "Dark", 1, "bkBlack", "Sand", "0", 0, "Deserted House", "\x94\x70\x89\xAE"), // 廃屋
+ STAGE_ENTRY("Gard", "Gard", 1, "bkGard", "Toro", "Bllg", 0, "Sand Zone Storehouse", "\x8D\xBB\x8B\xE6\x91\x71\x8C\xC9"), // 砂区倉庫
+ STAGE_ENTRY("Barr", "Jenka2", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "\x83\x57\x83\x46\x83\x93\x83\x4A\x82\xCC\x89\xC6"), // ジェンカの家
+ STAGE_ENTRY("Sand", "SandE", 1, "bkGreen", "Sand", "Bllg", 0, "Sand Zone", "\x8D\xBB\x8B\xE6"), // 砂区
+ STAGE_ENTRY("Maze", "MazeH", 4, "bk0", "Maze", "0", 0, "Labyrinth H", "\x96\xC0\x8B\x7B\x82\x67"), // 迷宮H
+ STAGE_ENTRY("Maze", "MazeW", 1, "bkMaze", "Maze", "X", 3, "Labyrinth W", "\x96\xC0\x8B\x7B\x82\x76"), // 迷宮W
+ STAGE_ENTRY("Maze", "MazeO", 4, "bk0", "Guest", "0", 0, "Camp", "\x83\x4C\x83\x83\x83\x93\x83\x76"), // キャンプ
+ STAGE_ENTRY("Maze", "MazeD", 4, "bk0", "Guest", "Dark", 0, "Clinic Ruins", "\x90\x66\x97\xC3\x8F\x8A\x90\xD5"), // 診療所跡
+ STAGE_ENTRY("Store", "MazeA", 4, "bk0", "Maze", "0", 0, "Labyrinth Shop", "\x96\xC0\x8B\x7B\x82\xCC\x93\x58"), // 迷宮の店
+ STAGE_ENTRY("Maze", "MazeB", 1, "bkBlue", "Maze", "0", 0, "Labyrinth B", "\x96\xC0\x8B\x7B\x82\x61"), // 迷宮B
+ STAGE_ENTRY("Maze", "MazeS", 2, "bkGray", "Maze", "Bllg", 0, "Boulder Chamber", "\x91\xE5\x90\xCE\x82\xCC\x8D\xC7\x82\xAE\x8F\x8A"), // 大石の塞ぐ所
+ STAGE_ENTRY("Maze", "MazeM", 1, "bkRed", "Maze", "0", 0, "Labyrinth M", "\x96\xC0\x8B\x7B\x82\x6C"), // 迷宮M
+ STAGE_ENTRY("Cave", "Drain", 3, "bkWater", "Cemet", "0", 0, "Dark Place", "\x88\xC3\x82\xA2\x8F\x8A"), // 暗い所
+ STAGE_ENTRY("Almond", "Almond", 3, "bkWater", "Cemet", "Almo1", 4, "Core", "\x83\x52\x83\x41"), // コア
+ STAGE_ENTRY("River", "River", 2, "bkGreen", "Weed", "0", 0, "Waterway", "\x90\x85\x98\x48"), // 水路
+ STAGE_ENTRY("Eggs", "Eggs2", 1, "bkGreen", "Eggs2", "0", 0, "Egg Corridor?", "\x83\x5E\x83\x7D\x83\x53\x89\xF1\x98\x4C\x81\x48"), // タマゴ回廊?
+ 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"), // クトゥルーの住処?
+ 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"), // タマゴ監視室?
+ STAGE_ENTRY("EggX", "EggX2", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "\x83\x5E\x83\x7D\x83\x53\x20\x4E\x6F\x2E\x30\x30"), // タマゴ No.00
+ STAGE_ENTRY("Oside", "Oside", 6, "bkMoon", "Moon", "0", 0, "Outer Wall", "\x8A\x4F\x95\xC7"), // 外壁
+ 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"), // タマゴ回廊の個室
+ STAGE_ENTRY("Store", "Itoh", 2, "bkBlue", "Guest", "0", 0, "Storehouse", "\x91\x71\x8C\xC9"), // 倉庫
+ STAGE_ENTRY("Cent", "Cent", 1, "bkGreen", "Guest", "Cent", 0, "Plantation", "\x91\xE5\x94\x5F\x89\x80"), // 大農園
+ STAGE_ENTRY("Jail", "Jail1", 4, "bk0", "Guest", "Cent", 0, "Jail No. 1", "\x91\xE6\x82\x50\x98\x53"), // 第1牢
+ STAGE_ENTRY("Jail", "Momo", 4, "bk0", "Guest", "0", 0, "Hideout", "\x83\x4A\x83\x4E\x83\x8C\x83\x4B"), // カクレガ
+ STAGE_ENTRY("Jail", "Lounge", 4, "bk0", "Guest", "0", 0, "Rest Area", "\x8B\x78\x8C\x65\x8F\x8A"), // 休憩所
+ STAGE_ENTRY("Store", "CentW", 4, "bk0", "Guest", "Cent", 0, "Teleporter", "\x93\x5D\x91\x97\x8E\xBA"), // 転送室
+ STAGE_ENTRY("Store", "Jail2", 4, "bk0", "Guest", "Cent", 0, "Jail No. 2", "\x91\xE6\x82\x51\x98\x53"), // 第2牢
+ STAGE_ENTRY("White", "Blcny1", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "\x83\x6F\x83\x8B\x83\x52\x83\x6A\x81\x5B"), // バルコニー
+ STAGE_ENTRY("Jail", "Priso1", 4, "bkGray", "Red", "0", 0, "Final Cave", "\x8D\xC5\x8C\xE3\x82\xCC\x93\xB4\x8C\x41"), // 最後の洞窟
+ STAGE_ENTRY("White", "Ring1", 7, "bkFog", "Guest", "Miza", 0, "Throne Room", "\x89\xA4\x82\xCC\x8B\xCA\x8D\xC0"), // 王の玉座
+ STAGE_ENTRY("White", "Ring2", 7, "bkFog", "Guest", "Dr", 0, "The King's Table", "\x89\xA4\x82\xCC\x90\x48\x91\xEC"), // 王の食卓
+ STAGE_ENTRY("Pens", "Prefa1", 4, "bk0", "0", "0", 0, "Prefab Building", "\x83\x76\x83\x8C\x83\x6E\x83\x75"), // プレハブ
+ 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"), // 最後の洞窟・裏
+ STAGE_ENTRY("White", "Ring3", 4, "bk0", "Miza", "Almo2", 7, "Black Space", "\x8D\x95\x82\xA2\x8D\x4C\x8A\xD4"), // 黒い広間
+ STAGE_ENTRY("Pens", "Little", 2, "bkBlue", "Guest", "0", 0, "Little House", "\x83\x8A\x83\x67\x83\x8B\x89\xC6"), // リトル家
+ STAGE_ENTRY("White", "Blcny2", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "\x83\x6F\x83\x8B\x83\x52\x83\x6A\x81\x5B"), // バルコニー
+ STAGE_ENTRY("Fall", "Fall", 1, "bkFall", "Guest", "Heri", 0, "Fall", "\x97\x8E\x89\xBA"), // 落下
+ 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"), // 水路の小部屋
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", "�v���n�u"),
- STAGE_ENTRY("Hell", "Hell1", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B1", "�����n���P�K"),
- STAGE_ENTRY("Hell", "Hell2", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B2", "�����n���Q�K"),
- STAGE_ENTRY("Hell", "Hell3", 1, "bkRed", "Hell", "Press", 8, "Sacred Ground - B3", "�����n���R�K"),
- STAGE_ENTRY("Cave", "Mapi", 2, "bk0", "Cemet", "0", 0, "Storage", "���u"),
- STAGE_ENTRY("Hell", "Hell4", 4, "bk0", "Hell", "0", 0, "Passage?", "�ʘH�H"),
- STAGE_ENTRY("Hell", "Hell42", 4, "bk0", "Hell", "Press", 8, "Passage?", "�ʘH�H"),
- STAGE_ENTRY("Hell", "Statue", 1, "bkBlue", "0", "Cent", 0, "Statue Chamber", "�Α��̊�"),
- STAGE_ENTRY("Hell", "Ballo1", 2, "bkBlue", "Priest", "Ballos", 9, "Seal Chamber", "�����̊�"),
- STAGE_ENTRY("White", "Ostep", 7, "bkFog", "0", "0", 0, "Corridor", "�킽���L��"),
+ STAGE_ENTRY("Pens", "Prefa2", 4, "bk0", "0", "0", 0, "Prefab House", "\x83\x76\x83\x8C\x83\x6E\x83\x75"), // プレハブ
+ STAGE_ENTRY("Hell", "Hell1", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B1", "\x90\xB9\x88\xE6\x92\x6E\x89\xBA\x82\x50\x8A\x4B"), // 聖域地下1階
+ STAGE_ENTRY("Hell", "Hell2", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B2", "\x90\xB9\x88\xE6\x92\x6E\x89\xBA\x82\x51\x8A\x4B"), // 聖域地下2階
+ STAGE_ENTRY("Hell", "Hell3", 1, "bkRed", "Hell", "Press", 8, "Sacred Ground - B3", "\x90\xB9\x88\xE6\x92\x6E\x89\xBA\x82\x52\x8A\x4B"), // 聖域地下3階
+ STAGE_ENTRY("Cave", "Mapi", 2, "bk0", "Cemet", "0", 0, "Storage", "\x95\xA8\x92\x75"), // 物置
+ STAGE_ENTRY("Hell", "Hell4", 4, "bk0", "Hell", "0", 0, "Passage?", "\x92\xCA\x98\x48\x81\x48"), // 通路?
+ STAGE_ENTRY("Hell", "Hell42", 4, "bk0", "Hell", "Press", 8, "Passage?", "\x92\xCA\x98\x48\x81\x48"), // 通路?
+ STAGE_ENTRY("Hell", "Statue", 1, "bkBlue", "0", "Cent", 0, "Statue Chamber", "\x90\xCE\x91\x9C\x82\xCC\x8A\xD4"), // 石像の間
+ STAGE_ENTRY("Hell", "Ballo1", 2, "bkBlue", "Priest", "Ballos", 9, "Seal Chamber", "\x95\x95\x88\xF3\x82\xCC\x8A\xD4"), // 封印の間
+ STAGE_ENTRY("White", "Ostep", 7, "bkFog", "0", "0", 0, "Corridor", "\x82\xED\x82\xBD\x82\xE8\x98\x4C\x89\xBA"), // わたり廊下
STAGE_ENTRY("Labo", "e_Labo", 4, "bk0", "Guest", "0", 0, "", ""),
- STAGE_ENTRY("Cave", "Pole", 4, "bk0", "Guest", "0", 0, "Hermit Gunsmith", "�͂����e�b��"),
+ STAGE_ENTRY("Cave", "Pole", 4, "bk0", "Guest", "0", 0, "Hermit Gunsmith", "\x82\xCD\x82\xAE\x82\xEA\x8F\x65\x92\x62\x96\xE8"), // はぐれ銃鍛冶
STAGE_ENTRY("0", "Island", 4, "bk0", "Island", "0", 0, "", ""),
- STAGE_ENTRY("Hell", "Ballo2", 2, "bkBlue", "Priest", "Bllg", 9, "Seal Chamber", "�����̊�"),
+ STAGE_ENTRY("Hell", "Ballo2", 2, "bkBlue", "Priest", "Bllg", 9, "Seal Chamber", "\x95\x95\x88\xF3\x82\xCC\x8A\xD4"), // 封印の間
STAGE_ENTRY("White", "e_Blcn", 7, "bkFog", "Miza", "0", 9, "", ""),
- STAGE_ENTRY("Oside", "Clock", 6, "bkMoon", "Moon", "0", 0, "Clock Room", "���v��"),
+ STAGE_ENTRY("Oside", "Clock", 6, "bkMoon", "Moon", "0", 0, "Clock Room", "\x8E\x9E\x8C\x76\x89\xAE"), // 時計屋
};
BOOL TransferStage(int no, int w, int x, int y)
--
⑨