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Dual Destinies memory.ini

Jun 3rd, 2020
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  1. # このファイルはメモリ設定用のファイルです。
  2. #
  3. # 注意: 開発中にはこのファイルを使っても良いですが、マスターの時に必ずハードコードでやってください。
  4. #
  5. # CTR実機は memory.ini がビルド時に nativeLiteフォルダへコピーされ、そちらを参照します。
  6.  
  7. #
  8. # PCエミュレーション Allocator section.
  9. #
  10. [Allocators: Win32_Develop] # PCでMT_DEVELOP
  11. {
  12. # MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
  13. GLOBAL = MtExHeapAllocator(Global, TYPE_PHYSICAL, 8MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  14. TEMPORARY = MtExHeapAllocator(Temp, TYPE_PHYSICAL, 128MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  15. RESOURCE = MtExHeapAllocator(Resource, TYPE_PHYSICAL, 128MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  16. SOUND_BUF = MtExHeapAllocator(SoundBuffer, TYPE_PHYSICAL, 32MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL); # 音声波形
  17. SYSTEM = MtExHeapAllocator(System, TYPE_PHYSICAL, 10MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  18. #UNIT = MtExHeapAllocator(Unit, TYPE_PHYSICAL, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  19. UNIT = MtExHeapAllocator(Unit, TYPE_PHYSICAL, 1536KB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  20. AREA = MtExHeapAllocator(Area, TYPE_PHYSICAL, 1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  21. ARRAY = MtExHeapAllocator(Array/String, TYPE_PHYSICAL, 16MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  22. COLLISION = MtExHeapAllocator(Collision, TYPE_PHYSICAL, 4MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  23. DEVELOP = MtExHeapAllocator(Develop, TYPE_PHYSICAL, 16MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  24.  
  25. COLLADA = RESOURCE;
  26. DRAW_RESOURCE = RESOURCE;
  27. CUBE_MAP = RESOURCE;
  28. DMPGL = RESOURCE;
  29. NETWORK = SYSTEM;
  30. PHYSICS = SYSTEM;
  31. EFFECT = UNIT;
  32. AI = UNIT;
  33. GUI = UNIT;
  34. STRING = ARRAY;
  35. UI = DEVELOP;
  36.  
  37. UNDEFINED = DEFAULT;
  38. }
  39.  
  40. [Allocators: Win32] # PCデフォルト…
  41. {
  42. # MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
  43. GLOBAL = MtExHeapAllocator(Global, TYPE_PHYSICAL, 8MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
  44. TEMPORARY = MtExHeapAllocator(Temp, TYPE_PHYSICAL, 128MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
  45. RESOURCE = MtExHeapAllocator(Resource, TYPE_PHYSICAL, 128MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
  46. SOUND_BUF = MtExHeapAllocator(SoundBuffer, TYPE_PHYSICAL, 32MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE); # 音声波形
  47. SYSTEM = MtExHeapAllocator(System, TYPE_PHYSICAL, 10MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
  48. UNIT = MtExHeapAllocator(Unit, TYPE_PHYSICAL, 2MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
  49. AREA = MtExHeapAllocator(Area, TYPE_PHYSICAL, 1MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
  50. ARRAY = MtExHeapAllocator(Array/String, TYPE_PHYSICAL, 16MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
  51. COLLISION = MtExHeapAllocator(Collision, TYPE_PHYSICAL, 4MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
  52. DEVELOP = MtExHeapAllocator(Develop, TYPE_PHYSICAL, 16MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
  53.  
  54. DRAW_RESOURCE = RESOURCE;
  55. CUBE_MAP = RESOURCE;
  56. DMPGL = RESOURCE;
  57. NETWORK = SYSTEM;
  58. PHYSICS = SYSTEM;
  59. EFFECT = UNIT;
  60. AI = UNIT;
  61. GUI = UNIT;
  62. STRING = ARRAY;
  63. UI = DEVELOP;
  64. }
  65.  
  66. #
  67. # CTR実機 Allocator section.
  68. #
  69. # main.cppのnninitStartUp()でTYPE_DEVICE, TYPE_HEAPのサイズが決まります。
  70. # ROMの場合  TYPE_DEVICE = 41M, TYPE_HEAP = 64M - 41M - プログラムサイズ(8Mぐらい?) = 15M
  71. # 開発時の場合 TYPE_DEVICE = 48M, TYPE_HEAP = 96M - 48M - プログラムサイズ(8Mぐらい?) = 40M
  72. # サイズ指定に四則演算は使えません。 1M = 1024K
  73.  
  74. [Allocators: CTR_Develop] # CTR MT_DEVELOP
  75. {
  76. # MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
  77. GLOBAL = MtExHeapAllocator(Global, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  78. TEMPORARY = MtExHeapAllocator(Temp, TYPE_DEVICE, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  79. RESOURCE = MtExHeapAllocator(Resource, TYPE_DEVICE, 38MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL); # 描画以外のリソース
  80. #43MB
  81. SYSTEM = MtExHeapAllocator(System, TYPE_HEAP, 5MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  82. UNIT = MtExHeapAllocator(Unit/Area, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  83. ARRAY = MtExHeapAllocator(Array/String, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  84. COLLISION = MtExHeapAllocator(Collision, TYPE_HEAP, 1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  85. #3MB
  86.  
  87. # フィジカルはデバッグ以外のアロケーターを作成した後に作ること
  88. # 4KBアラインの必要があるスレッドのスタックやNEXで使用されます
  89. # 名前、メモリタイプ、サイズ、最大確保数、アロケーターオプション
  90. PHYSICAL = MtPhysicalAllocator(Physical, TYPE_HEAP, 512KB, 128, ATTR_THREADSAFE);
  91.  
  92. # デバッグ用メモリ
  93. DEVELOP = MtExHeapAllocator(Develop, TYPE_DEVICE, 10MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
  94.  
  95. AREA = UNIT;
  96. COLLADA = RESOURCE;
  97. DRAW_RESOURCE = RESOURCE;
  98. SOUND_BUF = RESOURCE;
  99. CUBE_MAP = RESOURCE;
  100. DMPGL = RESOURCE;
  101. NETWORK = SYSTEM;
  102. PHYSICS = SYSTEM;
  103. EFFECT = UNIT;
  104. AI = UNIT;
  105. GUI = UNIT;
  106. STRING = ARRAY;
  107. UI = DEVELOP;
  108.  
  109. UNDEFINED = DEFAULT;
  110. }
  111.  
  112. [Allocators: CTR] # CTR _ROM
  113. {
  114. # MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
  115. GLOBAL = MtExHeapAllocator(Global, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
  116. TEMPORARY = MtExHeapAllocator(Temp, TYPE_DEVICE, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
  117. RESOURCE = MtExHeapAllocator(Resource, TYPE_DEVICE, 38MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE); # 描画以外のリソース
  118.  
  119. SYSTEM = MtExHeapAllocator(System, TYPE_HEAP, 5MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
  120. UNIT = MtExHeapAllocator(Unit/Area, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
  121. ARRAY = MtExHeapAllocator(Array/String, TYPE_HEAP, 2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
  122. COLLISION = MtExHeapAllocator(Collision, TYPE_HEAP, 1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
  123.  
  124. # フィジカルはデバッグ以外のアロケーターを作成した後に作ること
  125. # 4KBアラインの必要があるスレッドのスタックやNEXで使用されます
  126. # 名前、メモリタイプ、サイズ、最大確保数、アロケーターオプション
  127. PHYSICAL = MtPhysicalAllocator(Physical, TYPE_HEAP, 512KB, 128, ATTR_THREADSAFE);
  128.  
  129. # デバッグ用メモリ:デバッグ表示分あれば良い
  130. DEVELOP = MtExHeapAllocator(Develop, TYPE_DEVICE, 1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
  131.  
  132. AREA = UNIT;
  133. DRAW_RESOURCE = RESOURCE;
  134. SOUND_BUF = RESOURCE;
  135. CUBE_MAP = RESOURCE;
  136. DMPGL = RESOURCE;
  137. NETWORK = SYSTEM;
  138. PHYSICS = SYSTEM;
  139. EFFECT = UNIT;
  140. AI = UNIT;
  141. GUI = UNIT;
  142. STRING = ARRAY;
  143. UI = DEVELOP;
  144.  
  145. SCRIPT_ANALYZE = MtScalableAllocator(ScriptAnalyze, TYPE_HEAP, 512KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1);
  146.  
  147. }
  148.  
  149. #
  150. # CAFE実機 Allocator section.
  151. #
  152. # とりあえず、CTRのPCエミュレーションの場合に合わせる。
  153. # 現在使用できるのは、TYPE_MEM2のみ。TYPE_MEM1はグラフィックスライブラリが占有するため使えない。
  154.  
  155. [Allocators: CAFE_Develop] # CAFE MT_DEVELOP
  156. {
  157. GLOBAL = MtScalableAllocator(Global, TYPE_MEM2, 8MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
  158. TEMPORARY = MtScalableAllocator(Temp, TYPE_MEM2, 128MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
  159. RESOURCE = MtScalableAllocator(Resource, TYPE_MEM2, 512MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
  160. SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_MEM2, 32MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1); # 音声波形
  161. SYSTEM = MtScalableAllocator(System, TYPE_MEM2, 96MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1);
  162. UNIT = MtScalableAllocator(Unit, TYPE_MEM2, 2MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
  163. AREA = MtScalableAllocator(Area, TYPE_MEM2, 1MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
  164. ARRAY = MtScalableAllocator(Array/String, TYPE_MEM2, 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
  165. COLLISION = MtScalableAllocator(Collision, TYPE_MEM2, 4MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
  166. DEVELOP = MtScalableAllocator(Develop, TYPE_MEM2, 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_4KB, 1);
  167.  
  168. COLLADA = RESOURCE;
  169. DRAW_RESOURCE = RESOURCE;
  170. CUBE_MAP = RESOURCE;
  171. DMPGL = RESOURCE;
  172. NETWORK = SYSTEM;
  173. PHYSICS = SYSTEM;
  174. EFFECT = UNIT;
  175. AI = UNIT;
  176. GUI = UNIT;
  177. STRING = ARRAY;
  178. UI = DEVELOP;
  179.  
  180. UNDEFINED = DEFAULT;
  181. }
  182.  
  183. [Allocators: CAFE] # CAFE _ROM
  184. {
  185. GLOBAL = MtScalableAllocator(Global, TYPE_MEM2, 8MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
  186. TEMPORARY = MtScalableAllocator(Temp, TYPE_MEM2, 128MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
  187. RESOURCE = MtScalableAllocator(Resource, TYPE_MEM2, 512MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
  188. SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_MEM2, 32MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1); # 音声波形
  189. SYSTEM = MtScalableAllocator(System, TYPE_MEM2, 96MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_NONE, 1);
  190. UNIT = MtScalableAllocator(Unit, TYPE_MEM2, 2MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
  191. AREA = MtScalableAllocator(Area, TYPE_MEM2, 1MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
  192. ARRAY = MtScalableAllocator(Array/String, TYPE_MEM2, 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
  193. COLLISION = MtScalableAllocator(Collision, TYPE_MEM2, 4MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
  194. DEVELOP = MtScalableAllocator(Develop, TYPE_MEM2, 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_4KB, 1);
  195.  
  196. DRAW_RESOURCE = RESOURCE;
  197. CUBE_MAP = RESOURCE;
  198. DMPGL = RESOURCE;
  199. NETWORK = SYSTEM;
  200. PHYSICS = SYSTEM;
  201. EFFECT = UNIT;
  202. AI = UNIT;
  203. GUI = UNIT;
  204. STRING = ARRAY;
  205. UI = DEVELOP;
  206. }
  207.  
  208. #
  209. # Index Section
  210. #
  211.  
  212. [Indices] # Default
  213. {
  214. # ↓--- ここからはMTのインデックスです ---↓---------------------------------------------------
  215.  
  216. # MTデフォルトのインデックス。
  217. MtUI = UI;
  218. MtArray = ARRAY;
  219. MtTree = ARRAY;
  220. MtMap = ARRAY;
  221. MtDtiArray = ARRAY;
  222. MtDtiSelecter = ARRAY;
  223. MtCollada = COLLADA;
  224. MtCollision = COLLISION;
  225. MtGeometry = COLLISION;
  226. MtCollisionGjk = COLLISION;
  227. MtCollisionMpr = COLLISION;
  228. MtCollisionEpa = COLLISION;
  229. MtCollisionUI = UI;
  230. MtCollisionTree = COLLISION;
  231. MtUIGraphics = UI;
  232. MtCollisionUtil = COLLISION;
  233. MtPropertyList = ARRAY;
  234.  
  235. MtAllocator = DEFAULT;
  236. MtAllocationProfiler = DEFAULT;
  237.  
  238. MtStream = GLOBAL;
  239. MtThread = GLOBAL;
  240. MtFile = GLOBAL;
  241. MtHistory = DEVELOP;
  242.  
  243. MtPerformance = GLOBAL;
  244. MtPerformanceCounter = GLOBAL;
  245. MtPerformanceTimer = GLOBAL;
  246.  
  247. # MtFCurve : フェイシャルリソースで使用するため、RESOURCEアロケータに設定
  248. MtFCurve = RESOURCE;
  249.  
  250. MtNetObject = NETWORK;
  251.  
  252. # こちらで入れさせていただきました(大井 2010.11.12)
  253. MtMenuAddonInfo = DEVELOP;
  254. MtPreProcessor = GLOBAL;
  255. MtPreProcessor::Include = GLOBAL;
  256. MtPropertyObject = GLOBAL;
  257. MtRegistry = GLOBAL;
  258.  
  259. # ↑--- ここまではMTのインデックスです ---↑---------------------------------------------------
  260.  
  261. # ↓--- ここからはフレームワークのインデックスです ---↓---------------------------------------
  262.  
  263. cDraw = GLOBAL;
  264.  
  265. # Frameworkデフォルトのインデックス。
  266. cResource = RESOURCE;
  267. cSystem = SYSTEM;
  268. cUnit = UNIT;
  269. cArea = AREA;
  270.  
  271. # sMainとsAppだけはDEFAULTです。
  272. sMain = DEFAULT;
  273. sApp = DEFAULT;
  274. sResource::RemoteInfo = DEFAULT;
  275.  
  276. nDraw = RESOURCE;
  277. nDraw::GpuAllocator = SYSTEM;
  278.  
  279. cPrimObj = SYSTEM;
  280. nPrim::PrimVertex = UNIT;
  281.  
  282. cSwingParameters = RESOURCE;
  283.  
  284. cSwing = UNIT;
  285.  
  286. cInstancingDynamic = UNIT;
  287. cInstancingFromNulls = UNIT;
  288. cInstancingFromMatrices = UNIT;
  289. cSCGPlusInstancing = UNIT;
  290.  
  291. cMMapDrawer = UI;
  292. cGrassPlacer = UNIT;
  293.  
  294. nGraphComponent::Base = RESOURCE;
  295. nPhysics = PHYSICS;
  296.  
  297. cShadowPriorityState = SYSTEM;
  298.  
  299. # cBVHCollision :リソース組み込みを前提とするため、RESOURCEアロケータに設定
  300. # cGridCollision :リソース組み込みを前提とするため、RESOURCEアロケータに設定
  301. # cDynamicBVHCollison :リアルタイム処理に使用することを前提とするクラスであるため、COLLISIONアロケータに設定
  302. # nCollision :リアルタイム処理に使用することを前提とするネームスペースであるため、COLLISIONアロケータに設定
  303. # nCollisionUtil :リアルタイム処理に使用することを前提とするネームスペースであるため、COLLISIONアロケータに設定
  304. sCollision = SYSTEM;
  305. cBVHCollision = RESOURCE;
  306. cGridCollision = RESOURCE;
  307. cDynamicBVHCollision = COLLISION;
  308. nCollision = COLLISION;
  309. nCollisionUtil = COLLISION;
  310. nCollisionUI = UI;
  311.  
  312. cRemoteProcedure = NETWORK;
  313. cRemoteCall = NETWORK;
  314. nNetwork = NETWORK;
  315. cRemoteStatistics = UI;
  316.  
  317. nAI = AI;
  318.  
  319. nAITool = UI;
  320. cReleaseNote = UI;
  321. cAIObject = AI;
  322. cAIResource = RESOURCE;
  323.  
  324. cPropertySearch = DEVELOP;
  325.  
  326. nLua = UNIT;
  327. cLua = UNIT;
  328.  
  329. cResourceData = RESOURCE;
  330. cWind = SYSTEM;
  331.  
  332. cParticleManager = EFFECT;
  333. uBaseEffect = EFFECT;
  334. uEffect2D = EFFECT;
  335. uSimpleEffect = EFFECT;
  336. uEffectEmitter = EFFECT;
  337. uMultiFilter = EFFECT;
  338.  
  339. uSynchroColorCorrectFilter = EFFECT;
  340. uSynchroPointLight = EFFECT;
  341. uSynchroSpotLight = EFFECT;
  342. uSynchroLightShaft = EFFECT;
  343. uSynchroModel = EFFECT;
  344. uSynchroGrassWindPoint = EFFECT;
  345. uSynchroGrassWindDirection = EFFECT;
  346. uSynchroGrassWindLine = EFFECT;
  347. uSynchroAdhesion = EFFECT;
  348.  
  349. sEffect::ResourceSearch = SYSTEM;
  350. sEffect::Profiler::List = UI;
  351.  
  352. rEffectAnimXml::SeqPatEdit = RESOURCE;
  353. rEffectAnimXml::SeqIndexEdit = RESOURCE;
  354.  
  355. EffectStripParts = RESOURCE;
  356. rNullsXml::NullObj = RESOURCE;
  357.  
  358. tResourceSearch::Condition = UI;
  359. tResourceSearch::ResourceInfo = UI;
  360. tResourceSearch::Node = UI;
  361.  
  362. sApp::Item = SYSTEM;
  363.  
  364. nPad = SYSTEM;
  365. nApplet = SYSTEM;
  366. nCec = SYSTEM;
  367.  
  368. # GUI
  369. nGUI = GUI;
  370. uGUI = GUI;
  371. cGUIObject = GUI;
  372. cGUIInstance = GUI;
  373. cGUIVariable = GUI;
  374. cGUIMessageAnalyzer = GUI;
  375. cGUIFontFilter = GUI;
  376. # 開発用
  377. nGUI::Track = DEVELOP;
  378. rGUIIconInfoXml::IconInfo = DEVELOP;
  379. tGUIParamProperty = DEVELOP;
  380. tGUIParamArrayProperty = DEVELOP;
  381. nGUITool::AnimationOptimizer::LogData = DEVELOP;
  382. nGUITool::UIManipulator = DEVELOP;
  383. cGUIMessageError = DEVELOP;
  384. cGUIMessageError::Error = DEVELOP;
  385. cGUIMessageError::PageError = DEVELOP;
  386.  
  387. nZone = RESOURCE;
  388. cZoneListener = UNIT;
  389. cZoneContents = UNIT;
  390. cZoneLayout = SYSTEM;
  391. cZoneDebugDraw = UI;
  392. cMessageCapability = UI;
  393. nZoneUI = UI;
  394.  
  395. sToolBase = DEVELOP;
  396.  
  397. cMetaSetPropertyData = RESOURCE;
  398.  
  399. cGadgetFolder = DEVELOP;
  400. cGadget = DEVELOP;
  401.  
  402. cKeyword = GLOBAL;
  403. cSoundLayoutInfo = RESOURCE;
  404. uSoundZoneBase::cGroupManager = UNIT;
  405.  
  406. nHID = RESOURCE;
  407. nYuv = RESOURCE;
  408. nNgc = SYSTEM;
  409. nDownloadPlay = SYSTEM;
  410.  
  411. # VRAMへのDMA転送用 一時バッファ
  412. nDraw::DMABuffer = RESOURCE;
  413.  
  414. cBlendState = GLOBAL;
  415.  
  416. nProfile = SYSTEM;
  417.  
  418. # 内包しているクラスによって決定してます
  419. cStateMachineBase::StateBase = NETWORK;
  420. cUUID = RESOURCE;
  421.  
  422. # ↑--- ここまではフレームワークのインデックスです ---↑---------------------------------------
  423.  
  424. # ↓--- ここからはスケルトンのインデックスです ---↓-------------------------------------------
  425.  
  426. # ↑--- ここまではスケルトンのインデックスです ---↑-------------------------------------------
  427. }
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