This page contains notes for the game Sonic Generations (PlayStation 3, Xbox 360, Windows).
Unleashed Renderer and Shader Tables#
Note: The offsets are for the latest v1.0.0.5 of Sonic Generations, make sure that's what you have.
- 1. back up your SonicGenerations.exe
- 2. open SonicGenerations.exe in a hex editor (HxD used as an example)
- 3. go to offset 12E1094 and make a selection of length 7C hex (Ctrl+E, then verify values in status bar)
- 4. copy selected bytes (Ctrl+C)
- 5. go to offset 12E1164 and make a selection of length 7C hex (Ctrl+E again)
- 6. paste (Ctrl+V)
- 7. save
Congratulations, now the game uses the Unleashed renderer.
To get light shafts, you have to do some more work, namely edit the SceneEffect.prm.xml in the #xxx.ar.00 files (e.g. #ghz200.ar.00). Find the
ObjectDefine.obc.xml#
- The following XML is from disk/bb.cpk/#SystemCommon.ar.00/ObjectDefine.obc.xml.
- Note: Everything between <!-- and --> is a rough translation of object name, which didn't exist in the original file.
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<XmlData>
<ObjectCategory>
<Category>
<Name>■移動ギミック(汎用)</Name> <!-- Movement Gimmicks (Generic) -->
<Object>
<ID>ClassicDashPanel</ID>
<ObjName>クラシックダッシュパネル</ObjName> <!-- Classic Dash Panel -->
<DataPath>object/common/DashPanelClassic</DataPath>
</Object>
<Object>
<ID>DashPanel</ID>
<ObjName>ジェネリックダッシュパネル</ObjName> <!-- Generic Dash Panel -->
<DataPath>object/common/DashPanel</DataPath>
</Object>
<Object>
<ID>GrindDashPanel</ID>
<ObjName>グラインドブースター</ObjName> <!-- Grind Booster [The green thing on rails] -->
<DataPath>object/common/GrindDash</DataPath>
</Object>
<Object>
<ID>SpringClassic</ID>
<ObjName>クラシックバネ</ObjName> <!-- Classic Spring -->
<DataPath>object/common/SpringClassic</DataPath>
<DataPath>object/common/Spring</DataPath>
<DataPath>object/common/treasuresearch</DataPath>
</Object>
<Object>
<ID>Spring</ID>
<ObjName>ジェネリックバネ</ObjName> <!-- Generic Spring -->
<DataPath>object/common/Spring</DataPath>
<DataPath>object/common/SpringSide</DataPath>
</Object>
<Object>
<ID>WideSpring</ID>
<ObjName>3連バネ</ObjName> <!-- Set of 3 Springs -->
<DataPath>object/common/WideSpring</DataPath>
</Object>
<Object>
<ID>AirSpring</ID>
<ObjName>空中バネ</ObjName> <!-- Airborne Spring -->
<DataPath>object/common/AirSpring</DataPath>
</Object>
<Object>
<ID>SpringFake</ID>
<ObjName>ニセバネ</ObjName> <!-- Fake Spring [Eggman spring] -->
<DataPath>object/common/SpringFake</DataPath>
</Object>
<Object>
<ID>ClassicJumpBoard</ID>
<ObjName>クラシックジャンプ台</ObjName> <!-- Classic Ramp -->
<DataPath>object/common/JumpPanelClassic</DataPath>
</Object>
<Object>
<ID>JumpBoard</ID>
<ObjName>ジャンプ台2D</ObjName> <!-- 2D Ramp -->
<DataPath>object/common/JumpPanel</DataPath>
</Object>
<Object>
<ID>JumpBoard3D</ID>
<ObjName>ジャンプ台3D</ObjName> <!-- 3D Ramp -->
<DataPath>object/common/JumpPanel</DataPath>
</Object>
<Object>
<ID>AdlibTrickJump</ID>
<ObjName>アドリブトリック台</ObjName> <!-- Trick Ramp -->
<DataPath>object/common/AdlibTrickPanel</DataPath>
</Object>
<Object>
<ID>DashRing</ID>
<ObjName>ダッシュリング</ObjName> <!-- Dash Ring -->
<DataPath>object/common/DashRing</DataPath>
</Object>
<Object>
<ID>RainbowRing</ID>
<ObjName>レインボーリング</ObjName> <!-- Rainbow Ring -->
<DataPath>object/common/RainbowRing</DataPath>
</Object>
<Object>
<ID>WallJumpBlock</ID>
<ObjName>三角飛び用壁</ObjName> <!-- Wall for Wall Jumping -->
<DataPath>object/common/WallJumpBlock</DataPath>
</Object>
<Object>
<ID>JumpPole</ID>
<ObjName>スプリングポール</ObjName> <!-- Spring Pole -->
<DataPath>object/common/SpringPole</DataPath>
</Object>
<Object>
<ID>UpReel</ID>
<ObjName>アップリール</ObjName> <!-- Up Reel -->
<DataPath>object/common/UpReel</DataPath>
</Object>
<Object>
<ID>Fan</ID>
<ObjName>ファン</ObjName> <!-- Fan -->
<DataPath>object/common/Fan</DataPath>
</Object>
<Object>
<ID>Cannon</ID>
<ObjName>大砲</ObjName> <!-- Cannon [from Sonic Heroes] -->
<DataPath>object/Common/Cannon</DataPath>
</Object>
<Object>
<ID>Cannon_ChangeParam</ID>
<ObjName>大砲:パラメータチェンジャー</ObjName> <!-- Cannon: Parameter Changer -->
</Object>
<Object>
<ID>SelectCanon</ID>
<ObjName>セレクトカノン</ObjName> <!-- Select Cannon -->
<DataPath>object/common/SelectCannon</DataPath>
</Object>
<Object>
<ID>Pulley</ID>
<ObjName>滑車</ObjName> <!-- Pulley -->
<DataPath>object/common/Pulley</DataPath>
</Object>
<Object>
<ID>Balloon</ID>
<ObjName>風船</ObjName> <!-- Balloon -->
<DataPath>object/common/Balloon</DataPath>
</Object>
<Object>
<ID>Switch</ID>
<ObjName>スイッチ</ObjName> <!-- Switch -->
<DataPath>object/common/switch</DataPath>
</Object>
<Object>
<ID>IronPole2D</ID>
<ObjName>鉄棒( side view )</ObjName> <!-- Iron Pole (side view) -->
<DataPath>object/common/IronPole</DataPath>
</Object>
<Object>
<ID>IronPole3D</ID>
<ObjName>鉄棒( forward view )</ObjName> <!-- Iron Pole (forward view) -->
<DataPath>object/common/IronPole</DataPath>
</Object>
</Category>
<Category>
<Name>■ダメージギミック(汎用)</Name> <!-- Damage Gimmicks (Generic) -->
<Object>
<ID>DirectionalThorn</ID>
<ObjName>トゲパネル</ObjName> <!-- Spike Panel -->
<DataPath>object/common/ThornPanel</DataPath>
</Object>
<Object>
<ID>ThornBall</ID>
<ObjName>トゲボール</ObjName> <!-- Spike Ball -->
<DataPath>object/common/ThornBall</DataPath>
</Object>
<Object>
<ID>MovingThorn</ID>
<ObjName>移動トゲボール</ObjName> <!-- Moving Spike Ball -->
<DataPath>object/common/ThornBall</DataPath>
</Object>
<Object>
<ID>AppearThorn</ID>
<ObjName>出現トゲボール</ObjName> <!-- Appearing Spike Ball -->
<DataPath>object/common/ThornBall</DataPath>
</Object>
<Object>
<ID>Bomb</ID>
<ObjName>爆弾</ObjName> <!-- Bomb -->
<DataPath>object/common/Bomb</DataPath>
</Object>
<Object>
<ID>GrindThorn</ID>
<ObjName>グラインドトゲ</ObjName> <!-- Grind Spikes -->
<DataPath>object/common/ThornGrind</DataPath>
</Object>
<Object>
<ID>RollingSaw</ID>
<ObjName>回転ノコギリ</ObjName> <!-- Rotating Saw [used mostly in Rooftop Run and Planet Wisp] -->
<DataPath>object/common/RollingSaw</DataPath>
</Object>
<Object>
<ID>Flame</ID>
<ObjName>属性ダメージ炎</ObjName> <!-- Elemental Damage - Fire -->
<DataPath>object/common/flame</DataPath>
</Object>
<Object>
<ID>Electric</ID>
<ObjName>属性ダメージ電気</ObjName> <!-- Elemental Damage - Electric -->
<DataPath>object/common/electric</DataPath>
</Object>
</Category>
<Category>
<Name>■アイテム・ゴールなど</Name> <!-- Items, Goals, Etc. -->
<Object>
<ID>ClassicItemBox</ID>
<ObjName>クラシックアイテムボックス</ObjName> <!-- Classic Item Box -->
<DataPath>object/common/ItemBoxClassic</DataPath>
<DataPath>object/common/treasuresearch</DataPath>
</Object>
<Object>
<ID>Item</ID>
<ObjName>ジェネリックアイテム(今は1UPのみ)</ObjName> <!-- Generic Item (only 1-up for now) -->
<DataPath>object/common/item</DataPath>
</Object>
<Object>
<ID>Ring</ID>
<ObjName>リング</ObjName> <!-- Ring -->
<DataPath>object/common/Ring</DataPath>
<DataPath>object/common/treasuresearch</DataPath>
</Object>
<Object>
<ID>SuperRing</ID>
<ObjName>スーパーリング</ObjName> <!-- Super Ring -->
<DataPath>object/common/SuperRing</DataPath>
</Object>
<Object>
<ID>PointMarker</ID>
<ObjName>ポイントマーカー</ObjName> <!-- Point Marker [Checkpoint] -->
<DataPath>object/common/PointMarker</DataPath>
</Object>
<Object>
<ID>GoalSignboard</ID>
<ObjName>ゴール看板</ObjName> <!-- Goal Signpost [Classic Goal] -->
<DataPath>object/common/GoalPlate</DataPath>
</Object>
<Object>
<ID>GoalRing</ID>
<ObjName>ゴールリング</ObjName> <!-- Goal Ring [Modern Goal] -->
<DataPath>object/common/GoalRing</DataPath>
</Object>
<Object>
<ID>RedMedal</ID>
<ObjName>スペシャルリング</ObjName> <!-- Special Ring [Red Star Ring] -->
<DataPath>object/common/SpecialRing</DataPath>
</Object>
<Object>
<ID>Omochao</ID>
<ObjName>オモチャオ</ObjName> <!-- Omochao -->
<DataPath>character/npc/omochao</DataPath>
<DataPath>object/common/omochao</DataPath>
</Object>
</Category>
<Category>
<Name>■カメラ</Name> <!-- Camera -->
<Object>
<ID>ChangeVolumeCamera</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>CameraCollisionBoard</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>CameraOffsetBoard</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>CameraOffsetReset</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>CameraOffsetBox</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ChangeNormalCameraParam</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraNormal</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraFix</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraPan</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraPoint</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraPanVertical</ID>
<ObjName>ObjCameraPanVertical</ObjName>
</Object>
<Object>
<ID>ObjCameraVertical</ID>
<ObjName>ObjCameraPointVertical</ObjName>
</Object>
<Object>
<ID>ObjCameraParallel</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraPathTarget</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraPathLook</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraPathParallel</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraCrossRail</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraObjectLook</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraBlend</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ObjCameraTube</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>CameraShakeCollision</ID>
<ObjName>カメラ振動コリジョン</ObjName> <!-- Camera Shake Collision -->
</Object>
<Object>
<ID>ObjCameraPathPath</ID>
<ObjName></ObjName>
</Object>
</Category>
<Category>
<Name>■システム系</Name> <!-- System -->
<Object>
<ID>Grouper</ID>
<ObjName>グループ化</ObjName> <!-- Grouper -->
</Object>
<Object>
<ID>EventSetter</ID>
<ObjName>イベントセッター</ObjName> <!-- Event Setter -->
</Object>
<Object>
<ID>EventCollision</ID>
<ObjName>イベントコリジョン</ObjName> <!-- Event Collision -->
</Object>
<Object>
<ID>EventCollision2</ID>
<ObjName>イベントコリジョンON_OFF版</ObjName> <!-- Event Collision ON/OFF Version -->
</Object>
<Object>
<ID>IntervalTriggerCollision</ID>
<ObjName>定期実行イベントコリジョン</ObjName> <!-- Interval-Triggered Event Collision -->
</Object>
<Object>
<ID>StopPeopleObject</ID>
<ObjName>活動一時停止オブジェクト</ObjName> <!-- Action Pause Object -->
</Object>
<Object>
<ID>LayerChangeCollision</ID>
<ObjName>レイヤー切替コリジョン(箱)</ObjName> <!-- Layer Switch Collision (Box) -->
</Object>
<Object>
<ID>LayerChangeCollisionFlat</ID>
<ObjName>レイヤー切替コリジョン(フラット)</ObjName> <!-- Layer Switch Collision (Flat) -->
</Object>
<Object>
<ID>LayerChange</ID>
<ObjName>レイヤー切替(メッセージ用)</ObjName> <!-- Layer Switch (For Messages) -->
</Object>
<Object>
<ID>ChangeCamera2D_Begin</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ChangeCamera2D_End</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ChangeVolumeCamera2D</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ChangeToneMapVolume</ID>
<ObjName>トーンマップ変更コリジョン</ObjName> <!-- Tone Map Change Collision -->
</Object>
<Object>
<ID>WarpPoint</ID>
<ObjName>ワープポイント</ObjName> <!-- Warp Point -->
</Object>
<Object>
<ID>TerrainInstanceSubsetRenderCollision</ID>
<ObjName>地形グループ表示コリジョン</ObjName> <!-- Terrain Group Display Collision -->
</Object>
<Object>
<ID>TerrainInstanceSubsetRenderCollision2</ID>
<ObjName>地形グループ表示コリジョン2</ObjName> <!-- Terrain Group Display Collision 2 -->
</Object>
<Object>
<ID>TerrainInstanceSubsetRenderCollisionVolume</ID>
<ObjName>地形グループ表示ボリュームコリジョン</ObjName> <!-- Terrain Group Display Volume Collision -->
</Object>
<Object>
<ID>TerrainGroupSubsetLoadCollision</ID>
<ObjName>地形グループロードコリジョン</ObjName> <!-- Terrain Group Load Collision -->
</Object>
<Object>
<ID>TerrainGroupSubsetLoadCollision2</ID>
<ObjName>地形グループロードコリジョン2</ObjName> <!-- Terrain Group Load Collision 2 -->
</Object>
<Object>
<ID>TerrainGroupSubsetLoadCollisionVolume</ID>
<ObjName>地形グループロードボリュームコリジョン</ObjName> <!-- Terrain Group Load Volume Collision -->
</Object>
<Object>
<ID>TerrainParameterChangerCollision</ID>
<ObjName>地形のパラメータ変更コリジョン</ObjName> <!-- Terrain Parameter Change Collision -->
</Object>
<Object>
<ID>TerrainIntegerParameterChangerCollision</ID>
<ObjName>地形の整数パラメータ変更コリジョン</ObjName> <!-- Terrain Integer Parameter Change Collision -->
</Object>
<Object>
<ID>TerrainFloatParameterChangerCollision</ID>
<ObjName>地形の小数パラメータ変更コリジョン</ObjName> <!-- Terrain Decimal Parameter Change Collision -->
</Object>
<Object>
<ID>TerrainBooleanParameterChangerCollision</ID>
<ObjName>地形のBooleanパラメータ変更コリジョン</ObjName> <!-- Terrain Boolean Parameter Change Collision -->
</Object>
<Object>
<ID>StartDynamicPreloadingCollision</ID>
<ObjName>先読み開始コリジョン</ObjName> <!-- Start Preloading Collision -->
</Object>
<Object>
<ID>EndDynamicPreloadingCollision</ID>
<ObjName>先読み終了コリジョン</ObjName> <!-- End Preloading Collision -->
</Object>
<Object>
<ID>SetRigidBody</ID>
<ObjName>SetRigidBody</ObjName>
</Object>
<Object>
<ID>StopPeopleObject</ID>
<ObjName>活動一時停止コリジョン</ObjName> <!-- Pause Action Collision -->
</Object>
<Object>
<ID>VirtualMirror</ID>
<ObjName>仮想ミラー</ObjName> <!-- Virtual Mirror -->
</Object>
<Object>
<ID>AutoDrawCullingCollision</ID>
<ObjName>モーション地形カリングコリジョン</ObjName> <!-- Motion Terrain Culling Collision -->
</Object>
<Object>
<ID>ChangeBGMCollision</ID>
<ObjName>BGM変更コリジョン</ObjName> <!-- Music Change Collision -->
</Object>
<Object>
<ID>ChangeSkyCollision</ID>
<ObjName>天球切り替えコリジョン</ObjName> <!-- Skybox Change Collision -->
</Object>
<Object>
<ID>ChangeSkyProxy</ID>
<ObjName>天球切り替え中継機</ObjName> <!-- Skybox Change Relay -->
</Object>
<Object>
<ID>TerrainDynamicLoadOffsetChangerCollsion</ID>
<ObjName>動的ロードの注視点へ近づける距離切り替えコリジョン</ObjName> <!-- Distance-Switching Collision Approaching Dynamic Loading Observation Point -->
</Object>
<Object>
<ID>ChangeLightScatteringVolume</ID>
<ObjName>(箱)LightScatteringパラメータ変更コリジョン</ObjName> <!-- (Box) LightScattering Parameter Change Collision -->
</Object>
<Object>
<ID>SetParticleVolume</ID>
<ObjName>セットパーティクルコリジョン</ObjName> <!-- Set Particle Collision -->
</Object>
<Object>
<ID>SetParticle</ID>
<ObjName>セットパーティクル(Loopエフェクト)</ObjName> <!-- Set Particle (Loop Effect) -->
</Object>
<Object>
<ID>ObjFlowCollision</ID>
<ObjName>Flow箱</ObjName> <!-- Flow Box -->
</Object>
<Object>
<ID>ObjFlowPlane</ID>
<ObjName>Flow板</ObjName> <!-- Flow Plane -->
</Object>
<Object>
<ID>ObjFlowManager</ID>
<ObjName>Flow管理</ObjName> <!-- Flow Manager -->
<DataPath>object/common/flow</DataPath>
</Object>
<Object>
<ID>ChangeShadowMapVolume</ID>
<ObjName>(箱)シャドウマップパラメータ切り替えコリジョン</ObjName> <!-- (Box) Shadow Map Parameter Switch Collision -->
</Object>
<Object>
<ID>ChangeShadowMapPlane</ID>
<ObjName>(板)シャドウマップパラメータ切り替えコリジョン</ObjName> <!-- (Plane) Shadow Map Parameter Switch Collision -->
</Object>
<Object>
<ID>ChangeViewCullingParamCollision</ID>
<ObjName>可視カリングパラメータ変更コリジョン</ObjName> <!-- Visible Culling Parameter Change Collision -->
</Object>
<Object>
<ID>ChangeReflectionMapPlane</ID>
<ObjName>(板)リフレクションマップ切り替えコリジョン</ObjName> <!-- (Plane) Reflection Map Switch Collision -->
</Object>
<Object>
<ID>ChangeLightPlane</ID>
<ObjName>(板)カメラライトパラメータ変更コリジョン</ObjName> <!-- (Plane) Camera Light Parameter Change Collision -->
</Object>
<Object>
<ID>ChangeLightVolume</ID>
<ObjName>(箱)カメラライトパラメータ変更コリジョン</ObjName> <!-- (Box) Camera Light Parameter Change Collision -->
</Object>
</Category>
<Category>
<Name>■プレイヤーシステム</Name> <!-- Player System -->
<Object>
<ID>ChangeMode_3Dto2D</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ChangeMode_3DtoForward</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ChangeMode_2DtoForward</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ChangeMode_3DtoDash</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>ChangePathCollision</ID>
<ObjName>パス切り替えコリジョン</ObjName> <!-- Path Switch Collision -->
</Object>
<Object>
<ID>FallDeadCollision</ID>
<ObjName>死亡コリジョン</ObjName> <!-- Death Collision -->
</Object>
<Object>
<ID>SonicStopCollision</ID>
<ObjName>逆走防止コリジョン(ソニック用)</ObjName> <!-- Prevent Turnaround Collision (For Sonic) -->
</Object>
<Object>
<ID>ChangeDiveBegin</ID>
<ObjName>ダイビングモード開始</ObjName> <!-- Start Diving Mode -->
</Object>
<Object>
<ID>ChangeDiveEnd</ID>
<ObjName>ダイビングモード終了(イベントあり)</ObjName> <!-- End Diving Mode (With Event) -->
</Object>
<Object>
<ID>ChangeDiveEndNoEvent</ID>
<ObjName>ダイビングモード終了(イベントなし)</ObjName> <!-- End Diving Mode (No Event) -->
</Object>
<Object>
<ID>SlidingCollision</ID>
<ObjName>スライディングコリジョン</ObjName> <!-- Sliding Collision -->
</Object>
<Object>
<ID>StumbleCollision</ID>
<ObjName>つまづきコリジョン</ObjName> <!-- Stumble Collision -->
</Object>
<Object>
<ID>JumpCollision</ID>
<ObjName>ジャンプコリジョン</ObjName> <!-- Jump Collision -->
</Object>
<Object>
<ID>AutorunStartSimpleCollision</ID>
<ObjName>オートラン開始コリジョン</ObjName> <!-- Start Autorun Collision -->
</Object>
<Object>
<ID>AutorunFinishSimpleCollision</ID>
<ObjName>オートラン終了コリジョン</ObjName> <!-- End Autorun Collision -->
</Object>
<Object>
<ID>AutorunStartCollision</ID>
<ObjName>パス上オートラン開始コリジョン</ObjName> <!-- Start Autorun on Path Collision -->
</Object>
<Object>
<ID>AutorunFinishCollision</ID>
<ObjName>パス上オートラン終了コリジョン</ObjName> <!-- End Autorun on Path Collision -->
</Object>
<Object>
<ID>GravityChangeCollision</ID>
<ObjName>重力変化コリジョン</ObjName> <!-- Change Gravity Collision -->
</Object>
<Object>
<ID>LaunchSpinCollision</ID>
<ObjName>スピン打ち出しコリジョン</ObjName> <!-- Spin Launch Collision -->
</Object>
<Object>
<ID>Paraloop</ID>
<ObjName>パラループ コリジョン</ObjName> <!-- Paraloop Collision -->
</Object>
<Object>
<ID>ChangeVelocity</ID>
<ObjName>速度変化コリジョン</ObjName> <!-- Change Speed Collision -->
</Object>
<Object>
<ID>SpeedDownCollision</ID>
<ObjName>スピード低下コリジョン</ObjName> <!-- Lower Speed Collision -->
</Object>
<Object>
<ID>ChangeVelocityMax</ID>
<ObjName>速度変更コリジョン 坂道で加速しないversion</ObjName> <!-- Speed Change Collision, No Acceleration on Hills -->
</Object>
<Object>
<ID>WallWalkEnableCollision</ID>
<ObjName>壁走り可否 変更コリジョン</ObjName> <!-- Wall Running On/Off Flip Collision -->
</Object>
<Object>
<ID>OnewayFloor</ID>
<ObjName>下からすりぬける床コリジョン</ObjName> <!-- Floor Passable from Below Collision -->
</Object>
<Object>
<ID>ScriptEventCollision</ID>
<ObjName>スクリプトイベントコリジョン</ObjName> <!-- Script Event Collision -->
</Object>
<Object>
<ID>EventPathHolding</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>EventPathHoldingStart</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>EventPathHoldingFinish</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>WalkOnCeilingCollision</ID>
<ObjName>天井走り開始コリジョン</ObjName> <!-- Start Ceiling Run Collision -->
</Object>
<Object>
<ID>FixedMoveCollision</ID>
<ObjName>FixedMoveCollision</ObjName>
</Object>
<Object>
<ID>BeltConveyorCollision</ID>
<ObjName>ベルトコンベアコリジョン</ObjName> <!-- Conveyor Belt Collision -->
</Object>
<Object>
<ID>BoardGetOnOffCollision</ID>
<ObjName>スケボー乗り降りコリジョン</ObjName> <!-- Get On/Off Skateboard Collision -->
</Object>
<Object>
<ID>ConstantFrame</ID>
<ObjName>固定フレームコリジョン</ObjName> <!-- Fixed Frame Collision -->
</Object>
</Category>
<Category>
<Name>■エネミー</Name> <!-- Enemies -->
<Object>
<ID>EnemyMotora2D</ID>
<ObjName>モトラ[2D]</ObjName> <!-- Moto Bug (2D) -->
</Object>
<Object>
<ID>EnemyMotora3D</ID>
<ObjName>モトラ[3D]</ObjName> <!-- Moto Bug (3D) -->
</Object>
<Object>
<ID>EnemyBeeton2D</ID>
<ObjName>ビートン[2D]</ObjName> <!-- Buzz Bomber (2D) -->
</Object>
<Object>
<ID>EnemyBeeton3D</ID>
<ObjName>ビートン[3D]</ObjName> <!-- Buzz Bomber (3D) -->
</Object>
<Object>
<ID>EnemyBatabata2D</ID>
<ObjName>バタバタ[2D]</ObjName> <!-- Chopper (2D) -->
</Object>
<Object>
<ID>EnemyBatabata3D</ID>
<ObjName>バタバタ[3D]</ObjName> <!-- Chopper (3D) -->
</Object>
<Object>
<ID>EnemyGanigani2D</ID>
<ObjName>ガニガニ[2D]</ObjName> <!-- Crabmeat (2D) -->
</Object>
<Object>
<ID>EnemyGanigani3D</ID>
<ObjName>ガニガニ[3D]</ObjName> <!-- Crabmeat (3D) -->
</Object>
<Object>
<ID>EnemyLander2D</ID>
<ObjName>ランダー[2D]</ObjName> <!-- Spiny (2D) -->
</Object>
<Object>
<ID>EnemyLander3D</ID>
<ObjName>ランダー[3D]</ObjName> <!-- Spiny (3D) -->
</Object>
<Object>
<ID>EnemyGrabber2D</ID>
<ObjName>グラバー[2D]</ObjName> <!-- Grabber (2D) -->
</Object>
<Object>
<ID>EnemyGrabber3D</ID>
<ObjName>グラバー[3D]</ObjName> <!-- Grabber (3D) -->
</Object>
<Object>
<ID>EnemyEggRobo2D</ID>
<ObjName>エッグロボ[2D]</ObjName> <!-- EggRobo (2D) -->
</Object>
<Object>
<ID>EnemyEggRobo3D</ID>
<ObjName>エッグロボ[3D]</ObjName> <!-- EggRobo (3D) -->
</Object>
<Object>
<ID>EnemySpinner2D</ID>
<ObjName>スピナ[2D]</ObjName> <!-- Spinner (2D) -->
</Object>
<Object>
<ID>EnemySpinner</ID>
<ObjName>スピナ[3D]</ObjName> <!-- Spinner (3D) -->
</Object>
<Object>
<ID>EnemySpanner2D</ID>
<ObjName>スパナ[2D]</ObjName> <!-- Electro Spinner (2D) -->
</Object>
<Object>
<ID>EnemySpanner</ID>
<ObjName>スパナ[3D]</ObjName> <!-- Electro Spinner (3D) -->
</Object>
<Object>
<ID>EnemyCopSpeeder2D</ID>
<ObjName>コップスピーダー[2D]</ObjName> <!-- Cop Speeder (2D) -->
</Object>
<Object>
<ID>EnemyCopSpeeder3D</ID>
<ObjName>コップスピーダー[3D]</ObjName> <!-- Cop Speeder (3D) -->
</Object>
<Object>
<ID>EnemyCopSpeeder3DCreator</ID>
<ObjName>コップスピーダー:自動生成</ObjName> <!-- Cop Speeder: Spawner -->
</Object>
<Object>
<ID>EnemyCopSpeederWallRun</ID>
<ObjName>コップスピーダー:壁下り</ObjName> <!-- Cop Speeder: Down Wall -->
</Object>
<Object>
<ID>EnemyPathMover</ID>
<ObjName>エネミー:パス移動テスト</ObjName> <!-- Enemy: Path Movement Test -->
</Object>
<Object>
<ID>EnemyMonoBeetle2D</ID>
<ObjName>モノビートル2D</ObjName> <!-- Mono Beetle (2D) -->
</Object>
<Object>
<ID>EnemyMonoBeetle3D</ID>
<ObjName>モノビートル3D</ObjName> <!-- Mono Beetle (3D) -->
</Object>
<Object>
<ID>EnemyGunBeetle2D</ID>
<ObjName>ガンビートル2D</ObjName> <!-- GUN Beetle (2D) -->
</Object>
<Object>
<ID>EnemyGunBeetle3D</ID>
<ObjName>ガンビートル3D</ObjName> <!-- GUN Beetle (3D) -->
</Object>
<Object>
<ID>EnemyGunHunter2D</ID>
<ObjName>ガンハンター2D</ObjName> <!-- GUN Hunter (2D) -->
</Object>
<Object>
<ID>EnemyGunHunter3D</ID>
<ObjName>ガンハンター3D</ObjName> <!-- GUN Hunter (3D) -->
</Object>
<Object>
<ID>EnemyPawn2D</ID>
<ObjName>ポーン2D</ObjName> <!-- Egg Pawn (2D) -->
</Object>
<Object>
<ID>EnemyPawn3D</ID>
<ObjName>ポーン3D</ObjName> <!-- Egg Pawn (3D) -->
</Object>
<Object>
<ID>EnemyPawnLance2D</ID>
<ObjName>ポーン2D(槍)</ObjName> <!-- Egg Pawn Lance (2D) -->
</Object>
<Object>
<ID>EnemyPawnLance3D</ID>
<ObjName>ポーン3D(槍)</ObjName> <!-- Egg Pawn Lance (3D) -->
</Object>
<Object>
<ID>EnemyPawnGun2D</ID>
<ObjName>ポーン2D(銃)</ObjName> <!-- Egg Pawn Gun (2D) -->
</Object>
<Object>
<ID>EnemyPawnGun3D</ID>
<ObjName>ポーン3D(銃)</ObjName> <!-- Egg Pawn Gun (3D) -->
</Object>
<Object>
<ID>EnemyTaker2D</ID>
<ObjName>テイカー2D</ObjName> <!-- Iblis Taker (2D) -->
<DataPath>object/stage/crisiscity/spikeshot</DataPath>
</Object>
<Object>
<ID>EnemyTaker3D</ID>
<ObjName>テイカー3D</ObjName> <!-- Iblis Taker (3D) -->
<DataPath>object/stage/crisiscity/spikeshot</DataPath>
</Object>
<Object>
<ID>EnemyCrawler2D</ID>
<ObjName>クロウラー2D</ObjName> <!-- Iblis Worm (2D) -->
<DataPath>object/stage/crisiscity/spikeshot</DataPath>
</Object>
<Object>
<ID>EnemyCrawler3D</ID>
<ObjName>クロウラー3D</ObjName> <!-- Iblis Worm (3D) -->
<DataPath>object/stage/crisiscity/spikeshot</DataPath>
</Object>
<Object>
<ID>EnemyBiter2D</ID>
<ObjName>バイター2D</ObjName> <!-- Iblis Biter (2D) -->
</Object>
<Object>
<ID>EnemyBiter3D</ID>
<ObjName>バイター3D</ObjName> <!-- Iblis Biter (3D) -->
</Object>
<Object>
<ID>EnemyEFighter2D</ID>
<ObjName>エッグファイター[2D]</ObjName> <!-- Egg Fighter (2D) -->
</Object>
<Object>
<ID>EnemyEFighter3D</ID>
<ObjName>エッグファイター[3D]</ObjName> <!-- Egg Fighter (3D) -->
</Object>
<Object>
<ID>EnemyEFighterSword2D</ID>
<ObjName>エッグファイター剣[2D]</ObjName> <!-- Egg Fighter Sword (2D) -->
</Object>
<Object>
<ID>EnemyEFighterSword3D</ID>
<ObjName>エッグファイター剣[3D]</ObjName> <!-- Egg Fighter Sword (3D) -->
</Object>
<Object>
<ID>EnemyELauncher2D</ID>
<ObjName>エッグランチャー[2D]</ObjName> <!-- Egg Launcher (2D) -->
</Object>
<Object>
<ID>EnemyELauncher3D</ID>
<ObjName>エッグランチャー[3D]</ObjName> <!-- Egg Launcher (3D) -->
</Object>
<Object>
<ID>EnemyAeroCannon</ID>
<ObjName>エアキャノン</ObjName> <!-- Aero-Cannon -->
</Object>
<Object>
<ID>EnemyEChaserManager</ID>
<ObjName>エッグチェイサーマネージャ</ObjName> <!-- Aero Chaser Manager -->
</Object>
<Object>
<ID>EnemyNal2D</ID>
<ObjName>ナール2D</ObjName> <!-- Sandworm (2D) -->
</Object>
<Object>
<ID>EnemyNal3D</ID>
<ObjName>ナール3D</ObjName> <!-- Sandworm (3D) -->
</Object>
<Object>
<ID>EnemyPawnPla3D</ID>
<ObjName>ポーン3D(ウィスプ面)</ObjName> <!-- Egg Pawn for Planet Wisp (3D) -->
</Object>
<Object>
<ID>EnemyPawnPla2D</ID>
<ObjName>ポーン2D(ウィスプ面)</ObjName> <!-- Egg Pawn for Planet Wisp (2D) -->
</Object>
<Object>
<ID>EnemyEChaserSV</ID>
<ObjName>エッグチェイサーSV</ObjName> <!-- Aero Chaser SV [SideView] -->
</Object>
</Category>
<Category>
<Name>■サウンド系</Name> <!-- Sound -->
<Object>
<ID>EchoCollision</ID>
<ObjName>エコー</ObjName> <!-- Echo -->
</Object>
<Object>
<ID>SoundPoint</ID>
<ObjName>環境音</ObjName> <!-- Environmental Sound-->
</Object>
<Object>
<ID>SoundLine</ID>
<ObjName>環境音_線</ObjName> <!-- Environmental Sound - Line-->
</Object>
<Object>
<ID>WindNoiseCollision</ID>
<ObjName>風切り音オブジェクト</ObjName> <!-- Wind Sound Object -->
</Object>
<Object>
<ID>SoundLinePlayableMenu</ID>
<ObjName>プレイアブルメニュー用環境音_線</ObjName> <!-- Environmental Sound for Playable Menu - Line -->
</Object>
</Category>
<Category>
<Name>■足場</Name> <!-- Platforms -->
<Object>
<ID>GeneralFloor</ID>
<ObjName>共通足場</ObjName> <!-- Generic Platform -->
</Object>
<Object>
<ID>PointFloor_DarkCollision</ID>
<ObjName>回転足場用:暗い部分指定コリジョン</ObjName> <!-- For Spinning Platform: Set Dark Are Collision -->
</Object>
<Object>
<ID>GeneralFloorCustom</ID>
<ObjName>共通足場2</ObjName> <!-- Generic Platform 2 -->
</Object>
</Category>
<Category>
<Name>■壊れ物</Name> <!-- Breakables -->
<Object>
<ID>ObjectPhysics</ID>
<ObjName>壊れオブジェクト</ObjName> <!-- Breakable Object -->
</Object>
</Category>
<Category>
<Name>■プレイアブルメニュー</Name> <!-- Playable Menu -->
<Object>
<ID>PlayableMenuRestorePoint</ID>
<ObjName>復元ポイント</ObjName> <!-- Restore point -->
</Object>
<Object>
<ID>StageGate</ID>
<ObjName>ステージゲート</ObjName> <!-- Stage gate -->
<DataPath>object/common/specialring</DataPath>
<DataPath>object/stage/playablemenu/bigredstarring</DataPath>
<DataPath>object/stage/playablemenu/hideredstarring</DataPath>
</Object>
<Object>
<ID>PlayableMenuNPCUnit</ID>
<ObjName>NPC</ObjName>
</Object>
<Object>
<ID>PlayableMenuSpecialNPCPlace</ID>
<ObjName>ビッグ出現位置</ObjName> <!-- Big Appearance Point [Big the Cat cameo?] -->
</Object>
<Object>
<ID>MissionGate</ID>
<ObjName>ミッションゲート</ObjName> <!-- Mission Gate -->
<DataPath>object/stage/playablemenu/missiongate</DataPath>
</Object>
<Object>
<ID>BossGate</ID>
<ObjName>ボスゲート</ObjName> <!-- Boss Gate -->
<DataPath>object/stage/playablemenu/bossgate</DataPath>
</Object>
<Object>
<ID>PlayableMenuSoundPiece</ID>
<ObjName>サウンドピース</ObjName> <!-- Sound Piece -->
<DataPath>object/stage/playablemenu/soundpiece</DataPath>
</Object>
<Object>
<ID>PlayableSpringClassic</ID>
<ObjName>クラシックバネ(PAM)</ObjName> <!-- Classic Spring (PAM) [PAM means PlayAbleMenu] -->
<DataPath>object/common/springclassic</DataPath>
</Object>
<Object>
<ID>MegaDrivePlayer</ID>
<ObjName>メガドライブ(本体)</ObjName> <!-- Mega Drive/Genesis (Main) [Unused in PC port] -->
<DataPath>object/stage/playablemenu/megadrive</DataPath>
</Object>
<Object>
<ID>MegaDriveController</ID>
<ObjName>メガドライブ(コントローラー)</ObjName> <!-- Mega Drive/Genesis (Controller) [Unused in PC port] -->
<DataPath>object/stage/playablemenu/megadrive</DataPath>
</Object>
<Object>
<ID>InformationPod</ID>
<ObjName>インフォメーションポッド</ObjName> <!-- Information Pod -->
<DataPath>object/stage/playablemenu/informationpod</DataPath>
</Object>
<Object>
<ID>PinballGate</ID>
<ObjName>ピンボール台</ObjName> <!-- Pinball Table [Casino Night DLC entrance] -->
<DataPath>object/stage/playablemenu/pinballgate</DataPath>
</Object>
<Object>
<ID>PamFloor</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/pam</DataPath>
</Object>
<Object>
<ID>BossKey</ID>
<ObjName>ボスゲート鍵</ObjName> <!-- Boss Gate Key -->
</Object>
<Object>
<ID>StageName</ID>
<ObjName>ステージ名ロゴ</ObjName> <!-- Stage name logo -->
<DataPath>object/stage/playablemenu/stagename</DataPath>
</Object>
<Object>
<ID>ShopGate</ID>
<ObjName>ショップ入り口</ObjName> <!-- Shop Entrance -->
<DataPath>character/npc/omochao</DataPath>
</Object>
<Object>
<ID>LastBossGate</ID>
<ObjName>ラスボスゲート</ObjName> <!-- Final Boss Gate -->
<DataPath>object/stage/playablemenu/lastbossgate</DataPath>
</Object>
<Object>
<ID>StageGateOrca</ID>
<ObjName>シャチ</ObjName> <!-- Orca [Decoration for Seaside Hill entrance] -->
<DataPath>object/stage/playablemenu/orca</DataPath>
</Object>
<Object>
<ID>ChaosEmeraldPlayableMenu</ID>
<ObjName>カオスエメラルド</ObjName> <!-- Chaos Emerald -->
<DataPath>object/stage/playablemenu/chaosemerald</DataPath>
</Object>
<Object>
<ID>LastBossGear</ID>
<ObjName>ラスボス前歯車</ObjName> <!-- Final Boss Front Gears -->
<DataPath>object/stage/playablemenu/lastbossgear</DataPath>
<DataPath>object/stage/playablemenu/lastbossgearfloor</DataPath>
</Object>
<Object>
<ID>ObjStatueCollision</ID>
<ObjName>スタチュー部屋脱出コリジョン</ObjName> <!-- Statue Room Escape Collision -->
</Object>
<Object>
<ID>CollectionRoomItem</ID>
<ObjName>コレクションルーム項目</ObjName> <!-- Collection Room Item -->
</Object>
<Object>
<ID>CollectionRoomEntry</ID>
<ObjName>コレクションルーム入口</ObjName> <!-- Collection Room Entrance -->
<DataPath>object/stage/playablemenu/collectionroomentry</DataPath>
</Object>
<Object>
<ID>GeneralMessageEventCollision</ID>
<ObjName>汎用メッセージ表示コリジョン</ObjName> <!-- Generic Message Display Collision -->
</Object>
<Object>
<ID>SeamlessBGMCollision</ID>
<ObjName>特殊BGM切り替えコリジョン</ObjName> <!-- Special Music Switch Collision -->
</Object>
<Object>
<ID>ObjPamFloor</ID>
<ObjName>PAM足場</ObjName> <!-- PAM Platform -->
<DataPath>object/stage/playablemenu/pamfloor</DataPath>
</Object>
<Object>
<ID>DebugTextMessageChecker</ID>
<ObjName></ObjName>
</Object>
</Category>
<Category>
<Name>■グリーンヒル固有</Name> <!-- Green Hill Specific -->
<Object>
<ID>GhSwingFloor</ID>
<ObjName>ブランコ</ObjName> <!-- Swing -->
<DataPath>object/stage/GreenHill/SwingFloor</DataPath>
</Object>
<Object>
<ID>GhWoodBridge</ID>
<ObjName>崩れ桟橋</ObjName> <!-- Collapsing Bridge -->
<DataPath>object/stage/GreenHill/WoodBridge</DataPath>
</Object>
<Object>
<ID>GhBreakCriff</ID>
<ObjName>崩れ崖</ObjName> <!-- Collapsing Cliff -->
<DataPath>object/stage/GreenHill/BreakCriff</DataPath>
</Object>
<Object>
<ID>HitEffectCollision</ID>
<ObjName>滝壺突入コリジョン(プロト用)</ObjName> <!-- Waterfall Cave Entrance Collision (For Proto) -->
</Object>
</Category>
<Category>
<Name>■ケミカルプラント固有</Name> <!-- Chemical Plant Specific -->
<Object>
<ID>CpzSewageTrap</ID>
<ObjName>汚染トラップ</ObjName> <!-- Pollution Trap -->
<DataPath>object/stage/ChemicalPlant/SewageTrap</DataPath>
</Object>
<Object>
<ID>CpzRotateBlocks</ID>
<ObjName>回転ブロック</ObjName> <!-- Rotating Blocks -->
<DataPath>object/stage/ChemicalPlant/RotateBlock</DataPath>
</Object>
<Object>
<ID>CpzBigCrane</ID>
<ObjName>巨大クレーン</ObjName> <!-- Giant Crane -->
<DataPath>object/stage/ChemicalPlant/BigCrane</DataPath>
</Object>
<Object>
<ID>CpzWaterCollision</ID>
<ObjName>水中モードコリジョン</ObjName> <!-- Underwater Mode Collision -->
<DataPath>object/stage/ChemicalPlant/WaterCollision</DataPath>
</Object>
<Object>
<ID>CpzPipeEnterCollision</ID>
<ObjName>パイプ進入コリジョン</ObjName> <!-- Pipe Entry Collision -->
</Object>
<Object>
<ID>CpzPipeCap</ID>
<ObjName>パイプ出口の蓋</ObjName> <!-- Pipe Exit Lid -->
<DataPath>object/stage/ChemicalPlant/PipeCap</DataPath>
</Object>
<Object>
<ID>CpzPipe</ID>
<ObjName>パイプ</ObjName> <!-- Pipe -->
<DataPath>object/stage/chemicalplant/pipe</DataPath>
</Object>
<Object>
<ID>CpzPipeSwitch</ID>
<ObjName>切り替えスイッチ</ObjName> <!-- Conversion Switch -->
<DataPath>object/stage/chemicalplant/pipeswitch</DataPath>
</Object>
<Object>
<ID>CpzBubble</ID>
<ObjName>水泡</ObjName> <!-- Bubble -->
<DataPath>object/common/Bubble</DataPath>
</Object>
<Object>
<ID>CpzWaterStopCollision</ID>
<ObjName>水停止コリジョン</ObjName> <!-- Stop Water Collision -->
</Object>
<Object>
<ID>CpzAlarm</ID>
<ObjName>警告ライト</ObjName> <!-- Warning Light -->
<DataPath>object/stage/chemicalplant/alarm</DataPath>
</Object>
<Object>
<ID>CpzSewageTrapSignal</ID>
<ObjName>汚水トラップ予兆</ObjName> <!-- Sewage Trap Signal -->
<DataPath>object/stage/chemicalplant/sewagetrapsignal</DataPath>
</Object>
</Category>
<Category>
<Name>■スピードハイウェイ固有</Name> <!-- Speed Highway Specific -->
<Object>
<ID>SphRollingLift</ID>
<ObjName>回転リフト</ObjName> <!-- Rotating Lift -->
<DataPath>object/stage/SpeedHighway/RollingLift</DataPath>
</Object>
<Object>
<ID>SphRocket</ID>
<ObjName>ロケット</ObjName> <!-- Rocket -->
<DataPath>object/stage/SpeedHighway/Rocket</DataPath>
</Object>
<Object>
<ID>SphRocket_ChangeSpeed</ID>
<ObjName>ロケットの速度変更コリジョン</ObjName> <!-- Change Rocket Speed Collision -->
</Object>
<Object>
<ID>SphRocket_ReleasePlayer</ID>
<ObjName>ロケットの強制離脱コリジョン</ObjName> <!-- Force Rocket Release Collision -->
</Object>
<Object>
<ID>SphHelicopter</ID>
<ObjName>ヘリコプター</ObjName> <!-- Helicopter -->
<DataPath>object/stage/SpeedHighway/Helicopter</DataPath>
</Object>
<Object>
<ID>SphGlassPillar</ID>
<ObjName>鏡の柱</ObjName> <!-- Mirror Pillar -->
<DataPath>object/stage/SpeedHighway/GlassPillar</DataPath>
</Object>
<Object>
<ID>SphGlassPillar_Multi</ID>
<ObjName>鏡の柱:マルチ</ObjName> <!-- Mirror Pillar: Multi -->
<DataPath>object/stage/SpeedHighway/GlassPillar</DataPath>
</Object>
<Object>
<ID>SphBell</ID>
<ObjName>釣鐘</ObjName> <!-- Hanging Bell -->
<DataPath>object/stage/SpeedHighway/Bell</DataPath>
</Object>
<Object>
<ID>SphSearchLight</ID>
<ObjName>サーチライト</ObjName> <!-- Searchlight -->
<DataPath>object/stage/SpeedHighway/SearchLight</DataPath>
</Object>
<Object>
<ID>SphLightBox</ID>
<ObjName>ライトボックス</ObjName> <!-- Light Box -->
</Object>
<Object>
<ID>SphHighWayCar</ID>
<ObjName>ハイウェイカー</ObjName> <!-- Highway Car -->
<DataPath>object/stage/SpeedHighway/HighWayCar</DataPath>
</Object>
</Category>
<Category>
<Name>■スカイサンクチュアリ固有</Name> <!-- Sky Sanctuary Specific -->
<Object>
<ID>SszCloud</ID>
<ObjName>跳ねる雲</ObjName> <!-- Bouncy Cloud -->
<DataPath>object/stage/SkySanctuary/Cloud</DataPath>
</Object>
<Object>
<ID>SszRollingFloor</ID>
<ObjName>回転床[ジェネリック]</ObjName> <!-- Rotating Platform (Generic) -->
<DataPath>object/stage/skysanctuary/rollingfloor</DataPath>
</Object>
<Object>
<ID>SszRollingFloorClassic</ID>
<ObjName>回転床[クラシック]</ObjName> <!-- Rotating Platform (Classic) -->
<DataPath>object/stage/skysanctuary/rollingfloor</DataPath>
</Object>
<Object>
<ID>SszRollingTop</ID>
<ObjName>回転独楽</ObjName> <!-- Rotating Top -->
<DataPath>object/stage/SkySanctuary/RollingTop</DataPath>
</Object>
<Object>
<ID>SszUpDownPole</ID>
<ObjName>上下する棒</ObjName> <!-- Vertically Moving Pole -->
<DataPath>object/stage/SkySanctuary/UpDownPole</DataPath>
</Object>
<Object>
<ID>SszWarpStart</ID>
<ObjName>ワープ装置[開始]</ObjName> <!-- Teleporter (Start) -->
<DataPath>object/stage/SkySanctuary/Warp</DataPath>
</Object>
<Object>
<ID>SszWarpFinish</ID>
<ObjName>ワープ装置[終了]</ObjName> <!-- Teleporter (End) -->
<DataPath>object/stage/skysanctuary/warp</DataPath>
</Object>
<Object>
<ID>SszUpDownPoleStand</ID>
<ObjName>上下する棒の支え台</ObjName> <!-- Vertically Moving Pole Support -->
<DataPath>object/stage/skysanctuary/updownpole</DataPath>
</Object>
<Object>
<ID>SszAnimal</ID>
<ObjName>演出用動物(鳥類を除く)</ObjName> <!-- Animals for Staging (Excluding Birds) -->
</Object>
<Object>
<ID>SszCollapseTower</ID>
<ObjName>崩落する塔</ObjName> <!-- Collapsing Tower -->
<DataPath>object/stage/skysanctuary/collapsetower</DataPath>
</Object>
<Object>
<ID>SszCollapseRoad</ID>
<ObjName>崩落するスロープ(クラシック)</ObjName> <!-- Collapsing Slope (Classic) -->
<DataPath>object/stage/skysanctuary/collapseroad</DataPath>
</Object>
<Object>
<ID>SszCollapseDashPanelClassic</ID>
<ObjName>崩落ダッシュパネル</ObjName> <!-- Collapsing Dash Panel -->
</Object>
<Object>
<ID>SszBird</ID>
<ObjName>オウム(演出用鳥)</ObjName> <!-- Parrot (Bird for Staging) -->
<DataPath>object/stage/skysanctuary/bird</DataPath>
</Object>
<Object>
<ID>SszBreakFloor</ID>
<ObjName>3連壊れ足場</ObjName> <!-- Triple Breakable Platform -->
<DataPath>object/stage/skysanctuary/breakfloor</DataPath>
</Object>
<Object>
<ID>SszCameraShaker</ID>
<ObjName>画面の揺れ</ObjName> <!-- Screen Shake -->
</Object>
<Object>
<ID>SszBridge</ID>
<ObjName>出現する足場</ObjName> <!-- Appaering Platform -->
<DataPath>object/stage/skysanctuary/bridge</DataPath>
</Object>
<Object>
<ID>SszDeathEggStar</ID>
<ObjName>デスエッグスター</ObjName> <!-- Death Egg Star -->
<DataPath>object/stage/skysanctuary/deatheggstar</DataPath>
</Object>
<Object>
<ID>SszDeathEggControlCollision</ID>
<ObjName>デスエッグ操作コリジョン</ObjName> <!-- Death Egg Management Collision-->
</Object>
<Object>
<ID>SszCap</ID>
<ObjName>塔のふた</ObjName> <!-- Tower Cap -->
<DataPath>object/stage/skysanctuary/cap</DataPath>
</Object>
<Object>
<ID>SszCollapseControlCollision</ID>
<ObjName>崩落コントロールコリジョン</ObjName> <!-- Collapse Control Collision -->
</Object>
<Object>
<ID>SszCollapseRoadGeneric</ID>
<ObjName>崩落する足場(ジェネリック)</ObjName> <!-- Collapsing Platform (Generic) -->
<DataPath>object/stage/skysanctuary/collapseroadgeneric</DataPath>
</Object>
<Object>
<ID>SszUpDownPoleNight</ID>
<ObjName>上下する棒(夜)</ObjName> <!-- Vertically Moving Pole (Night) -->
<DataPath>object/stage/skysanctuary/updownpole</DataPath>
</Object>
<Object>
<ID>SszUpDownPoleStandNight</ID>
<ObjName>上下する棒の支え台(夜)</ObjName> <!-- Vertically Moving Pole Support (Night) -->
<DataPath>object/stage/skysanctuary/updownpole</DataPath>
</Object>
</Category>
<Category>
<Name>■シーサイドヒル固有</Name> <!-- Seaside Hill Specific -->
<Object>
<ID>SshRuinFloor</ID>
<ObjName>動く遺跡足場</ObjName>
<DataPath>object/stage/SeasideHill/RuinFloor</DataPath> <!-- Moving Ruins Platform -->
</Object>
<Object>
<ID>SshGiantRock</ID>
<ObjName>巨大岩</ObjName>
<DataPath>object/stage/SeasideHill/GiantRock</DataPath> <!-- Giant Rock -->
</Object>
<Object>
<ID>SshGiantRock_Collision</ID>
<ObjName>巨大岩:速度設定コリジョン</ObjName> <!-- Giant Rock: Set Speed Collision -->
</Object>
<Object>
<ID>SshGiantRock_Loop</ID>
<ObjName>巨大岩:ハーフパイプ用</ObjName> <!-- Giant Rock: For Half-Pipe -->
<DataPath>object/stage/SeasideHill/GiantRock</DataPath>
</Object>
<Object>
<ID>SshGiantRock_Create</ID>
<ObjName>巨大岩:バウンド横切り用</ObjName> <!-- Giant Rock: For Bouncing Across -->
<DataPath>object/stage/SeasideHill/GiantRock</DataPath>
</Object>
<Object>
<ID>SshSignal</ID>
<ObjName>信号</ObjName> <!-- Traffic Light [Turtle/Kart path selector] -->
<DataPath>object/stage/SeasideHill/Signal</DataPath>
</Object>
<Object>
<ID>SshBobsleigh</ID>
<ObjName>ボブスレー</ObjName> <!-- Bobsleigh [Kart] -->
<DataPath>object/stage/SeasideHill/Bobsleigh</DataPath>
</Object>
<Object>
<ID>SshBobsleigh_EndBox</ID>
<ObjName>ボブスレー:終了ボックス</ObjName> <!-- Bobsleigh: End Box -->
<DataPath>object/stage/SeasideHill/Bobsleigh</DataPath>
</Object>
<Object>
<ID>SshBobsleigh_ReleaseCollision</ID>
<ObjName>ボブスレー:分離コリジョン</ObjName> <!-- Bobsleigh: Release Collision -->
</Object>
<Object>
<ID>SshWaterStream</ID>
<ObjName>水流</ObjName> <!-- Water Current -->
<DataPath>object/common/Fan</DataPath>
</Object>
<Object>
<ID>SshPoleInWater</ID>
<ObjName>壊れ棒</ObjName> <!-- Breakable [Underwater] Pole -->
<DataPath>object/stage/SeasideHill/BrokenPole</DataPath>
</Object>
<Object>
<ID>SshCircusOrca</ID>
<ObjName>サーカスシャチ</ObjName> <!-- Circus Orca -->
<DataPath>object/Common/Cannon</DataPath>
<DataPath>object/stage/SeasideHill/Orca</DataPath>
</Object>
<Object>
<ID>SshOrca</ID>
<ObjName>飾りシャチ</ObjName> <!-- Decorative Orca -->
<DataPath>object/stage/SeasideHill/Orca</DataPath>
</Object>
<Object>
<ID>SshRescueOrca</ID>
<ObjName>救済シャチ</ObjName> <!-- Rescue Orca -->
<DataPath>object/stage/SeasideHill/Orca</DataPath>
</Object>
<Object>
<ID>SshDontSwimBatabata</ID>
<ObjName>遊泳禁止バタバタ</ObjName> <!-- No-Swimming Mega Chopper -->
<DataPath>object/stage/GreenHill/GiantBatabata</DataPath>
</Object>
<Object>
<ID>SshTurtle</ID>
<ObjName>カメ</ObjName> <!-- Turtle -->
<DataPath>object/stage/SeasideHill/Turtle</DataPath>
</Object>
<Object>
<ID>SshWaterCollision</ID>
<ObjName>水中モードコリジョン</ObjName> <!-- Underwater Mode Collision -->
<DataPath>object/stage/ChemicalPlant/WaterCollision</DataPath>
</Object>
<Object>
<ID>SshBubble</ID>
<ObjName>水泡</ObjName> <!-- Bubble -->
<DataPath>object/common/Bubble</DataPath>
</Object>
<Object>
<ID>SshWaterStopCollision</ID>
<ObjName>水停止コリジョン</ObjName> <!-- Water Stop Collision-->
</Object>
<Object>
<ID>SshBuoy</ID>
<ObjName>ブイ(飾り)</ObjName> <!-- Buoy (Decoration) -->
<DataPath>object/stage/seasidehill/buoy</DataPath>
</Object>
</Category>
<Category>
<Name>■シティーエスケープ固有</Name> <!-- City Escape Specific -->
<Object>
<ID>CteHexagonFloor</ID>
<ObjName>六角形足場</ObjName> <!-- Hexagon Platform -->
<DataPath>object/stage/cityescape/hexagonfloor</DataPath>
</Object>
<Object>
<ID>CteGunTruck200</ID>
<ObjName>GunTruck200</ObjName>
<DataPath>object/stage/cityescape/guntruck/200</DataPath>
</Object>
<Object>
<ID>CteTrickJumpSkateBoard</ID>
<ObjName>トリックジャンプ台</ObjName> <!-- Trick Ramp [for skateboard] -->
<DataPath>object/stage/cityescape/trickjumpskateboard</DataPath>
</Object>
<Object>
<ID>CteSteelFrame</ID>
<ObjName>鉄骨足場</ObjName> <!-- Girder Platform -->
<DataPath>object/stage/cityescape/steelframe</DataPath>
</Object>
<Object>
<ID>CteGunTruck100</ID>
<ObjName>GunTruck100</ObjName>
<DataPath>object/stage/cityescape/guntruck/100</DataPath>
</Object>
<Object>
<ID>CteGunTruck100ChangeVelocityCollision</ID>
<ObjName>GunTruck100 速度変更コリジョン</ObjName> <!-- GunTruck100 Change Speed Collision -->
</Object>
<Object>
<ID>CteGunTruck100JumpCollision</ID>
<ObjName>GunTruck100 ジャンプコリジョン</ObjName> <!-- GunTruck100 Jump collision -->
</Object>
<Object>
<ID>CteGunTruck100GunHunterShotCollision</ID>
<ObjName>GunTruck100 ガンハンター射出コリジョン</ObjName> <!-- GunTruck100 GUN Hunter Shot Collision -->
</Object>
<Object>
<ID>CteGunTruck100SendDamageCollision</ID>
<ObjName>guntruck100 周辺オブジェクト破壊コリジョン</ObjName> <!-- guntruck100 Destroy Surrounding Objects Collision -->
</Object>
<Object>
<ID>CteGunTruck100SteelFrameFallCollision</ID>
<ObjName>guntruck100 足場落下リクエストコリジョン</ObjName> <!-- guntruck100 Request Platform Drop Collision -->
</Object>
<Object>
<ID>CtePhysicsCar</ID>
<ObjName>にぎやかし車</ObjName> <!-- Excitement Car -->
<DataPath>object/stage/cityescape/physicscar</DataPath>
</Object>
<Object>
<ID>CteGunTruck200AttackRequestCollision</ID>
<ObjName>GunTruck200 攻撃リクエストコリジョン</ObjName> <!-- GunTruck200 Request Attack Collision -->
</Object>
<Object>
<ID>CteGunTruck200JumpCollision</ID>
<ObjName>guntruck200 ジャンプコリジョン</ObjName> <!-- guntruck200 Jump Collision -->
</Object>
<Object>
<ID>CteGunTruck100DriftStartCollision</ID>
<ObjName>guntruck100 ドリフト開始コリジョン</ObjName> <!-- guntruck100 Start Drifting Collision -->
</Object>
<Object>
<ID>CteGunTruck200DriftStartCollision</ID>
<ObjName>guntruck200 ドリフト開始コリジョン</ObjName> <!-- guntruck200 Start Drifting Collision -->
</Object>
<Object>
<ID>CteGunTruck200WallRunStartCollision</ID>
<ObjName>guntruck200 壁走り開始コリジョン</ObjName> <!-- guntruck200 Start Wall Run Collision -->
</Object>
<Object>
<ID>CteGunTruck200DeathCollision</ID>
<ObjName>guntruck200 トラック爆破コリジョン</ObjName> <!-- guntruck200 Truck Explosion Collision -->
</Object>
<Object>
<ID>CteGunTruck100ChangeEnableAttackCollision</ID>
<ObjName>guntruck100 トラック攻撃判定切り替えコリジョン</ObjName> <!-- guntruck100 Truck Attack Hitbox Switch Collision -->
</Object>
<Object>
<ID>CteGunTruck100ChangeApplyImplusCollision</ID>
<ObjName>guntruck100 吹き飛ばし切り替えコリジョン</ObjName> <!-- guntruck100 Blow-Away Switch Collision -->
</Object>
<Object>
<ID>CteGunTruck100EventStartCollision</ID>
<ObjName>guntruck100 イベント再生コリジョン</ObjName> <!-- guntruck100 Event Playback Collision -->
</Object>
<Object>
<ID>CteGunTruck200CrashEffectCollision</ID>
<ObjName>guntruck200 挟まりエフェクト発生コリジョン</ObjName> <!-- guntruck200 Stuck Effect Collision -->
</Object>
<Object>
<ID>CteGunTruck200SummonCollision</ID>
<ObjName>guntruck200 トラック召喚コリジョン</ObjName> <!-- guntruck200 Summon Truck Collision -->
</Object>
<Object>
<ID>CteGunTruck100SmokeEffectChangeCollision</ID>
<ObjName>guntruck100 煙突の煙表示切り替えコリジョン</ObjName> <!-- guntruck100 Smokestack Fume Effect Switch Collision -->
</Object>
<Object>
<ID>CteBreakableDeathCollision</ID>
<ObjName>車消滅コリジョン</ObjName> <!-- Car Disapperance Collision-->
</Object>
<Object>
<ID>CteGunTruck200AttackEndCollision</ID>
<ObjName>guntruck200 攻撃終了コリジョン</ObjName> <!-- guntruck200 End Attack Collision -->
</Object>
<Object>
<ID>CteGunTruck200ChangeCutterPostureCollision</ID>
<ObjName>guntruck200 カッター中の移動速度切り替えコリジョン</ObjName> <!-- guntruck200 Switch Movement Speed During Cutter Attack Collision -->
</Object>
<Object>
<ID>CteGunTruck100IdleCollision</ID>
<ObjName>guntruck100 なにもしないコリジョン</ObjName> <!-- guntruck100 Do Nothing Collision -->
</Object>
</Category>
<Category>
<Name>■クライシスシティ固有</Name> <!-- Crisis City Specific -->
<Object>
<ID>CscFloatFloor</ID>
<ObjName>浮遊足場</ObjName> <!-- Floating Platform -->
<DataPath>object/stage/crisiscity/floatfloor</DataPath>
<DataPath>object/stage/crisiscity/commoncar</DataPath>
</Object>
<Object>
<ID>CscIgnition</ID>
<ObjName>起爆装置</ObjName> <!-- Detonator -->
<DataPath>object/stage/crisiscity/ignition</DataPath>
</Object>
<Object>
<ID>CscLavaRide</ID>
<ObjName>溶岩乗り</ObjName> <!-- Lava Ride -->
<DataPath>object/stage/crisiscity/lavaride</DataPath>
</Object>
<Object>
<ID>CscClassicTornado</ID>
<ObjName>クラシック竜巻</ObjName> <!-- Classic Tornado -->
<DataPath>object/stage/crisiscity/classictornado</DataPath>
<DataPath>object/stage/crisiscity/tornado</DataPath>
</Object>
<Object>
<ID>CscGenericTornado</ID>
<ObjName>ジェネリック竜巻</ObjName> <!-- Generic Tornado -->
<DataPath>object/stage/crisiscity/generictornado</DataPath>
<DataPath>object/stage/crisiscity/commoncar</DataPath>
<DataPath>object/stage/crisiscity/tornado</DataPath>
</Object>
<Object>
<ID>CscTornadoSwitch</ID>
<ObjName>竜巻攻撃スイッチ</ObjName> <!-- Tornado Attack Switch -->
</Object>
<Object>
<ID>CscBreakRoad</ID>
<ObjName>崩れる道路</ObjName> <!-- Collapsing Road -->
<DataPath>object/stage/crisiscity/breakroad</DataPath>
</Object>
<Object>
<ID>CscClassicTornadoEventCollision</ID>
<ObjName>クラシック竜巻イベントコリジョン</ObjName> <!-- Classic Tornado Event Collision -->
</Object>
<Object>
<ID>CscWindow</ID>
<ObjName>爆発する窓</ObjName> <!-- Exploding Window -->
<DataPath>object/stage/crisiscity/window</DataPath>
</Object>
<Object>
<ID>CscWind</ID>
<ObjName>風</ObjName> <!-- Wind -->
<DataPath>object/stage/crisiscity/wind</DataPath>
</Object>
<Object>
<ID>CscChangeSpeedCollision</ID>
<ObjName>テイカースピード変更コリ</ObjName> <!-- Iblis Taker Speed Change Colli[sion] -->
</Object>
</Category>
<Category>
<Name>■ルーフトップラン固有</Name> <!-- Rooftop Run Specific -->
<Object>
<ID>EucGuillotine</ID>
<ObjName>ギロチン</ObjName> <!-- Guillotine -->
<DataPath>object/stage/rooftoprun/guillotine</DataPath>
</Object>
<Object>
<ID>EucRollingBarrelCreater</ID>
<ObjName>転がるタル生成機</ObjName> <!-- Rolling Barrel Generator -->
<DataPath>object/stage/rooftoprun/rollingbarrel</DataPath>
</Object>
<Object>
<ID>EucRollingBarrelDeleter</ID>
<ObjName>転がるタル削除コリジョン</ObjName> <!-- Delete Rolling Barrels Collision -->
</Object>
<Object>
<ID>EucPressThorn</ID>
<ObjName>プレストゲ</ObjName> <!-- Spike Press -->
<DataPath>object/stage/rooftoprun/pressthorn</DataPath>
</Object>
<Object>
<ID>EucBigBarrel</ID>
<ObjName>転がる大タル</ObjName> <!-- Big Rolling Barrel -->
<DataPath>object/stage/rooftoprun/bigbarrel</DataPath>
</Object>
<Object>
<ID>EucBigBarrelDeleter</ID>
<ObjName>転がる大タル削除コリジョン</ObjName> <!-- Delete Big Rolling Barrel Collision -->
</Object>
<Object>
<ID>EucGondola</ID>
<ObjName>ゴンドラ</ObjName> <!-- Gondola -->
<DataPath>object/stage/rooftoprun/gondola</DataPath>
</Object>
<Object>
<ID>EucClockTower</ID>
<ObjName>時計塔</ObjName> <!-- Clock Tower -->
<DataPath>object/stage/rooftoprun/clocktower</DataPath>
</Object>
<Object>
<ID>EucAirShip</ID>
<ObjName>飛行船(演出)</ObjName> <!-- Airship (Staging) -->
<DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall</DataPath>
</Object>
<Object>
<ID>EucAirShipChaser</ID>
<ObjName>飛行船(チェイサー)</ObjName> <!-- Airship (Chaser) -->
<DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airship_hd</DataPath>
<DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airshiplaser_hd</DataPath>
</Object>
<Object>
<ID>EucAirShipBarrel</ID>
<ObjName>飛行船(タル)</ObjName> <!-- Airship (Barrels) -->
<DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airship_hd</DataPath>
<DataPath>object/stage/rooftoprun/airship/euc_obj_airshipall/euc_obj_airshipbarrel_hd</DataPath>
</Object>
<Object>
<ID>EucAdballoon</ID>
<ObjName>アドバルーン</ObjName> <!-- Advertising Balloon -->
<DataPath>object/stage/rooftoprun/adballoon</DataPath>
</Object>
<Object>
<ID>EucAirShipChaserAttackCollision</ID>
<ObjName>飛行船(チェイサー)攻撃コリジョン</ObjName> <!-- Airship (Chaser) Attack Collision -->
</Object>
<Object>
<ID>EucSideDoor</ID>
<ObjName>SV用ドア</ObjName> <!-- Side View Door -->
<DataPath>object/stage/rooftoprun/sidedoor</DataPath>
</Object>
<Object>
<ID>EucAirShipBG</ID>
<ObjName>地形になる飛行船</ObjName> <!-- Terrain Airship -->
<DataPath>object/stage/rooftoprun/bgairship</DataPath>
</Object>
<Object>
<ID>EucAirShipSpeedControlCollision</ID>
<ObjName>飛行船(演出)速度設定コリジョン</ObjName> <!-- Set Airship (Staging) Speed collision -->
</Object>
<Object>
<ID>EucAirShipMissionFailedCollision</ID>
<ObjName>飛行船(演出)ミッション失敗コリジョン</ObjName> <!-- Airship (Effects) Mission Failed Collision -->
</Object>
<Object>
<ID>EucBird</ID>
<ObjName>ハト(演出用鳥)</ObjName> <!-- Pigeon (Bird for Staging) -->
<DataPath>object/stage/rooftoprun/pigeon</DataPath>
</Object>
<Object>
<ID>EucFireBalloon</ID>
<ObjName>熱気球(飾り)</ObjName> <!-- Hot-Air Balloon (Decoration) -->
<DataPath>object/stage/rooftoprun/fireballoon</DataPath>
</Object>
<Object>
<ID>EucBigBarrelEffecter</ID>
<ObjName>転がる大タル振動コリジョン</ObjName> <!-- Big Rolling Barrel Shape Collision -->
</Object>
<Object>
<ID>EucAirShipChaserEscapeCollision</ID>
<ObjName>飛行船(チェイサー)撤退コリジョン</ObjName> <!-- Airship (Chaser) Retreat Collision -->
</Object>
<Object>
<ID>EucAirShipChaserSetFlyHeightCollision</ID>
<ObjName>飛行船(チェイサー)高度設定コリジョン</ObjName> <!-- Set Airship (Chaser) Altitude Collision -->
</Object>
</Category>
<Category>
<Name>■プラネットウィスプ固有</Name> <!-- Planet Wisp Specific -->
<Object>
<ID>PlaReleaseBox</ID>
<ObjName>ウィスプカプセル</ObjName> <!-- Wisp Capsule -->
<DataPath>object/stage/planetwisp/releasebox</DataPath>
<DataPath>object/stage/planetwisp/wisprocket</DataPath>
<DataPath>object/stage/planetwisp/wispspike</DataPath>
</Object>
<Object>
<ID>PlaMissile</ID>
<ObjName>ミサイル</ObjName> <!-- Missile -->
<DataPath>object/stage/planetwisp/missile</DataPath>
</Object>
<Object>
<ID>PlaHideFloor</ID>
<ObjName>壁引っ込み足場</ObjName> <!-- Retractable Platform -->
<DataPath>object/stage/planetwisp/hidefloor</DataPath>
</Object>
<Object>
<ID>PlaTramCar</ID>
<ObjName>トロッコ</ObjName> <!-- Mine Cart -->
<DataPath>object/stage/planetwisp/tramcar</DataPath>
</Object>
<Object>
<ID>PlaCutterArm</ID>
<ObjName>カッターアーム</ObjName> <!-- Cutter Arm -->
<DataPath>object/stage/planetwisp/cutterarm</DataPath>
</Object>
<Object>
<ID>PlaBrokenCeling</ID>
<ObjName>壊れ天井</ObjName> <!-- Breakable Ceiling -->
<DataPath>object/stage/planetwisp/brokenceiling</DataPath>
</Object>
<Object>
<ID>PlaFallBlock</ID>
<ObjName>落下ブロック</ObjName> <!-- Falling Block -->
<DataPath>object/stage/planetwisp/fallblock</DataPath>
</Object>
<Object>
<ID>PlaRotTerrain</ID>
<ObjName>回転地形</ObjName> <!-- Rotating Terrain -->
<DataPath>object/stage/planetwisp/rotationterrain</DataPath>
</Object>
<Object>
<ID>PlaGearFloor</ID>
<ObjName>歯車足場</ObjName> <!-- Gear Platform -->
<DataPath>object/stage/planetwisp/gearfloor</DataPath>
</Object>
<Object>
<ID>PlaGearSwitch</ID>
<ObjName>歯車スイッチ</ObjName> <!-- Gear Switch -->
<DataPath>object/stage/planetwisp/gearfloor</DataPath>
</Object>
<Object>
<ID>PlaTramCarJumpCollision</ID>
<ObjName>トロッコパス乗り換えコリジョン</ObjName> <!-- Mine Cart Path Transfer Collision -->
</Object>
<Object>
<ID>PlaPhantomCancelVolume</ID>
<ObjName>ファントム解除コリジョン</ObjName> <!-- Cancel Phantom Collision [NOTE: "Phantom" is the internal name for Wisps] -->
</Object>
<Object>
<ID>PlaShutter</ID>
<ObjName>シャッター</ObjName> <!-- Shutter -->
<DataPath>object/stage/planetwisp/shutter</DataPath>
</Object>
<Object>
<ID>PlaBigPressCeling</ID>
<ObjName>巨大プレス天井</ObjName> <!-- Giant Press Ceiling -->
<DataPath>object/stage/planetwisp/bigpressceling</DataPath>
</Object>
<Object>
<ID>PlaBigPressCoordinator</ID>
<ObjName>巨大プレス天井コーディネータ</ObjName> <!-- Giant Press Ceiling Coordinator -->
</Object>
<Object>
<ID>PlaBrokenCelingController</ID>
<ObjName>壊れ天井コントローラ</ObjName> <!-- Breakable Ceiling Controller -->
</Object>
<Object>
<ID>PlaSetWisp</ID>
<ObjName>セットウィスプ</ObjName> <!-- Set Wisp [Decoration Wisp] -->
<DataPath>object/stage/planetwisp/wispstandard</DataPath>
</Object>
<Object>
<ID>PlaBgPawn</ID>
<ObjName>背景置き用ポーン</ObjName> <!-- Egg Pawn for Background Placement -->
</Object>
</Category>
<Category>
<Name>■ピンボール固有</Name> <!-- Pinball [Casino Night DLC] Specific -->
<Object>
<ID>CnzBall</ID>
<ObjName>ボール</ObjName> <!-- Ball -->
<DataPath>object/common/Bomb</DataPath>
</Object>
<Object>
<ID>CnzBumper</ID>
<ObjName>バンパー</ObjName> <!-- Bumper -->
<DataPath>object/stage/casinonight/bumper</DataPath>
</Object>
<Object>
<ID>CnzFlipper</ID>
<ObjName>フリッパー</ObjName> <!-- Flipper -->
<DataPath>object/stage/casinonight/flipper</DataPath>
</Object>
<Object>
<ID>CnzSlingshot</ID>
<ObjName>スリングショット</ObjName> <!-- Slingshot -->
<DataPath>object/stage/casinonight/slingshot</DataPath>
</Object>
<Object>
<ID>CnzPlunger</ID>
<ObjName>プランジャー</ObjName> <!-- Plunger -->
<DataPath>object/stage/casinonight/plunger</DataPath>
</Object>
<Object>
<ID>CnzSpotTarget</ID>
<ObjName>スポットターゲット</ObjName> <!-- Spot Target -->
<DataPath>object/stage/casinonight/spottarget</DataPath>
</Object>
<Object>
<ID>CnzDropTarget</ID>
<ObjName>ドロップターゲット</ObjName> <!-- Drop Target -->
<DataPath>object/stage/casinonight/droptarget</DataPath>
</Object>
<Object>
<ID>CnzKickBack</ID>
<ObjName>キックバック</ObjName> <!-- Kickback -->
<DataPath>object/stage/casinonight/kickback/kickback</DataPath>
</Object>
<Object>
<ID>CnzKickBackSwitch</ID>
<ObjName>キックバックスイッチ</ObjName> <!-- Kickback Switch -->
<DataPath>object/stage/casinonight/kickback/kickbackswitch</DataPath>
</Object>
<Object>
<ID>CnzDiceBridge</ID>
<ObjName>サイコロ橋</ObjName> <!-- Dice Bridge -->
<DataPath>object/stage/casinonight/dicebridge</DataPath>
</Object>
<Object>
<ID>CnzJackpotMedal</ID>
<ObjName>ジャックポットメダル</ObjName> <!-- Jackpot Medal -->
<DataPath>object/stage/casinonight/jackpotmedal</DataPath>
</Object>
<Object>
<ID>CnzJumpPoint</ID>
<ObjName>ジャンプポイント</ObjName> <!-- Jump Point -->
<DataPath>object/stage/casinonight/jumppoint</DataPath>
</Object>
<Object>
<ID>CnzLoopGate</ID>
<ObjName>ループゲート</ObjName> <!-- Loop Gate -->
<DataPath>object/stage/casinonight/loopgate</DataPath>
</Object>
<Object>
<ID>CnzPopupBumper</ID>
<ObjName>飛び出すバンパー</ObjName> <!-- Pop-Out Bumper -->
<DataPath>object/stage/casinonight/popupbamper</DataPath>
</Object>
<Object>
<ID>CnzRolloverButton</ID>
<ObjName>ロールオーバーボタン</ObjName> <!-- Rollover Button -->
<DataPath>object/stage/casinonight/rolloverbutton</DataPath>
</Object>
<Object>
<ID>CnzJackpot</ID>
<ObjName>ジャックポット</ObjName> <!-- Jackpot -->
</Object>
<Object>
<ID>CnzSlot</ID>
<ObjName>スロット</ObjName> <!-- Slots -->
<DataPath>object/stage/casinonight/slot</DataPath>
</Object>
<Object>
<ID>CnzLane</ID>
<ObjName>レーン</ObjName> <!-- Lane -->
<DataPath>object/stage/casinonight/lane</DataPath>
</Object>
<Object>
<ID>CnzGetupLoop</ID>
<ObjName>ゲットアップループ</ObjName> <!-- Get-Up Loop -->
<DataPath>object/stage/casinonight/getuploop</DataPath>
</Object>
<Object>
<ID>CnzKeepSpeed</ID>
<ObjName>速度維持</ObjName> <!-- Maintain Speed -->
</Object>
<Object>
<ID>CnzValve</ID>
<ObjName>逆走防止</ObjName> <!-- Prevent Turnaround -->
</Object>
<Object>
<ID>CnzSpeedDown</ID>
<ObjName>減速コリジョン</ObjName> <!-- Decelerate Collision -->
</Object>
<Object>
<ID>CnzScore</ID>
<ObjName>得点加算</ObjName> <!-- Add Points -->
</Object>
<Object>
<ID>CnzEmerald</ID>
<ObjName>エメラルド</ObjName> <!-- Emerald -->
<DataPath>object/stage/casinonight/emerald</DataPath>
</Object>
<Object>
<ID>CnzSpinArea</ID> <!-- Spin Dash Enabled Area -->
<ObjName>スピンダッシュ出来るエリア</ObjName>
</Object>
<Object>
<ID>CnzMapObject</ID>
<ObjName>マップオブジェクト</ObjName> <!-- Map object -->
<DataPath>object/stage/casinonight/mapobject</DataPath>
</Object>
<Object>
<ID>CnzForceGlass</ID>
<ObjName>強制ガラスコリジョン</ObjName> <!-- Forced Glass Collision -->
</Object>
</Category>
<Category>
<Name>■テスト</Name> <!-- Test -->
<Object>
<ID>TestPlaneFloor</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>TestBoxFloor</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>TestDamage</ID>
<ObjName></ObjName>
</Object>
</Category>
<Category>
<Name>■大型仕掛け</Name> <!-- Large-Scale Events -->
<Object>
<ID>GhzGiantBatabata_First</ID>
<ObjName>巨大バタバタ:チラ見せ[GHZ200]</ObjName> <!-- Mega Chopper: Sneak Peek (GHZ200) -->
<DataPath>object/stage/GreenHill/GiantBatabata</DataPath>
</Object>
<Object>
<ID>GhzGiantBatabata</ID>
<ObjName>巨大バタバタ:メイン[GHZ200]</ObjName> <!-- Mega Chopper: Main (GHZ200) -->
<DataPath>object/stage/GreenHill/GiantBatabata</DataPath>
</Object>
<Object>
<ID>GhzGiantBatabata_Collision</ID>
<ObjName>巨大バタバタ:設定コリジョン[GHZ200]</ObjName> <!-- Mega Chopper: Set Collision (GHZ200) -->
</Object>
<Object>
<ID>GhzBreakGrind</ID>
<ObjName>壊れグラインド[GHZ200]</ObjName> <!-- Breakable Grind Rail (GHZ200) -->
<DataPath>object/stage/GreenHill/BreakGrind</DataPath>
</Object>
</Category>
<Category>
<Name>■ボス/ライバル</Name> <!-- Bosses/Rivals -->
<Object>
<ID>RivalMetalSonic</ID>
<ObjName>メタルソニック</ObjName> <!-- Metal Sonic -->
</Object>
<Object>
<ID>RivalMetalSonicObjLamp</ID>
<ObjName>壊れ街灯</ObjName> <!-- Breakable Street Light [Metal Sonic] -->
</Object>
<Object>
<ID>RivalShadow</ID>
<ObjName>シャドウ</ObjName> <!-- Shadow -->
</Object>
<Object>
<ID>BossDeathEgg</ID>
<ObjName>デスエッグ</ObjName> <!-- Death Egg Robot -->
</Object>
<Object>
<ID>BdeFloor</ID>
<ObjName>デスエッグステージ床</ObjName> <!-- Death Egg Robot Stage Floor [Death Egg Robot] -->
</Object>
<Object>
<ID>RivalShadowObjEnergyCoreCreateCollision</ID>
<ObjName>エネルギーコア生成コリジョン</ObjName> <!-- Spawn Energy Core Collision [Shadow] -->
</Object>
<Object>
<ID>RivalShadowObjEnergyCoreClearCollision</ID>
<ObjName>エネルギーコア消去コリジョン</ObjName> <!-- Delete Energy Core Collision [Shadow] -->
</Object>
<Object>
<ID>RivalShadowObjAimSpot</ID>
<ObjName>目標地点設定コリジョン</ObjName> <!-- Set Target Point Collision [Shadow] -->
</Object>
<Object>
<ID>RivalShadowObjFixRoot</ID>
<ObjName>シャドウ移動ルート固定コリジョン</ObjName> <!-- Fix Shadow Movement Route Collision [Shadow] -->
</Object>
<Object>
<ID>RivalShadowObjEndFinalArea</ID>
<ObjName>ファイナルアタック終了コリジョン</ObjName> <!-- End Final Attack Collision [Shadow] -->
</Object>
<Object>
<ID>RivalShadowObjJumpCollision</ID>
<ObjName>シャドウ ジャンプ指示コリジョン</ObjName> <!-- Shadow Jump Instruction Collision [Shadow] -->
</Object>
<Object>
<ID>BdeElevatorReference</ID>
<ObjName>エレベータ参照ポイント</ObjName> <!-- Elevator Reference Point [Death Egg Robot] -->
</Object>
<Object>
<ID>RivalMetalSonicObjFloor</ID>
<ObjName>FA足場</ObjName> <!-- FA [Final Attack] Platform [Metal Sonic] -->
</Object>
<Object>
<ID>RivalMetalSonicObjFloorCreate</ID>
<ObjName>FA足場生成コリジョン</ObjName> <!-- Spawn FA Platform Collision [Metal Sonic] -->
</Object>
<Object>
<ID>RivalSilver</ID>
<ObjName>シルバー</ObjName> <!-- Silver -->
</Object>
<Object>
<ID>RivalSilverObjThrowDown</ID>
<ObjName>シルバー投擲壊れOBJ</ObjName> <!-- Silver Breakable Throwing Object [Silver] -->
</Object>
<Object>
<ID>BpcTestBeam</ID>
<ObjName>パーフェクトカオス・ビーム</ObjName> <!-- Perfect Chaos - Beam [Perfect Chaos] -->
</Object>
<Object>
<ID>BpcTestBreath</ID>
<ObjName>パーフェクトカオス・ブレス</ObjName> <!-- Perfect Chaos - Breath [Perfect Chaos] -->
</Object>
<Object>
<ID>BpcSetStartPoint</ID>
<ObjName>スタートポイント</ObjName> <!-- Start Point [Perfect Chaos] -->
</Object>
<Object>
<ID>BpcPlayerWarpTest</ID>
<ObjName>プレイヤーワープコリジョン</ObjName> <!-- Player Warp Collision [Perfect Chaos] -->
</Object>
<Object>
<ID>BpcDummyCore</ID>
<ObjName>ダミーのコア</ObjName> <!-- Dummy Core [Perfect Chaos] -->
</Object>
<Object>
<ID>BpcTornade</ID>
<ObjName>竜巻</ObjName> <!-- Waterspout [Perfect Chaos] -->
</Object>
<Object>
<ID>RivalSilverObjBarricade</ID>
<ObjName>障害物</ObjName> <!-- Obstacle [Silver] -->
</Object>
<Object>
<ID>BpcFloor</ID>
<ObjName>足場</ObjName> <!-- Platform [Perfect Chaos] -->
<DataPath>object/common/floor/cte</DataPath>
</Object>
<Object>
<ID>BossTimeEater</ID>
<ObjName>ラスボス</ObjName> <!-- Final Boss [Time Eater] -->
</Object>
<Object>
<ID>RivalShadowObjBreakMeteor</ID>
<ObjName>ダメージ隕石</ObjName> <!-- Damage Meteorite [Shadow] -->
</Object>
<Object>
<ID>BpcArmTest</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>BossPerfectChaos</ID>
<ObjName>パーフェクトカオス</ObjName> <!-- Perfect Chaos -->
</Object>
<Object>
<ID>BossEggDragoon</ID>
<ObjName>エッグドラグーン</ObjName> <!-- Egg Dragoon -->
</Object>
<Object>
<ID>BpcControlCollision</ID>
<ObjName>Bpcコントロールコリジョン</ObjName> <!-- Bpc Control Collision [Perfect Chaos] -->
</Object>
<Object>
<ID>BossEggDragoonSeparateCollision</ID>
<ObjName>EggDragoon 分離リクエストコリジョン</ObjName> <!-- EggDragoon Request Release Collision [Egg Dragoon] -->
</Object>
<Object>
<ID>BossEggDragoonAttackRequestCollision</ID>
<ObjName>EggDragoon 攻撃リクエストコリジョン</ObjName> <!-- EggDragoon Request Attack Collision [Egg Dragoon] -->
</Object>
<Object>
<ID>ObjectPhysicsBlb</ID>
<ObjName>Blb障害物</ObjName> <!-- Blb Obstacle [Time Eater] -->
</Object>
<Object>
<ID>BpcArmWait</ID>
<ObjName></ObjName>
</Object>
<Object>
<ID>BneShutter</ID>
<ObjName>EggDragoon 開閉シャッター</ObjName> <!-- EggDragoon: Opening/Closing Shutter [Egg Dragoon] -->
</Object>
<Object>
<ID>BpcControlZoneCollision</ID>
<ObjName>Bpcコントロールコリジョン(範囲)</ObjName> <!-- Bpc Control Collision (Range) [Perfect Chaos] -->
</Object>
<Object>
<ID>RivalShadowObjEnergyMeteor</ID>
<ObjName>エネルギー隕石</ObjName> <!-- Energy Meteorite [Shadow] -->
</Object>
<Object>
<ID>BpcCameraChain</ID>
<ObjName>カメラチェーン</ObjName> <!-- Camera Chain [Perfect Chaos] -->
</Object>
<Object>
<ID>BpcCameraChainTrigger</ID>
<ObjName>カメラチェーントリガー</ObjName> <!-- Camera Chain Trigger [Perfect Chaos] -->
</Object>
</Category>
<Category>
<Name>■ミッション</Name> <!-- Missions -->
<Object>
<ID>MissionNpc_Appear</ID>
<ObjName>ミッションNPC登場演出OBJ</ObjName> <!-- Mission NPC Appearance Staging Object -->
<DataPath>object/mission/npc/Common</DataPath>
</Object>
<Object>
<ID>MissionNpcC_Amy</ID>
<ObjName>クラシック:エミー</ObjName> <!-- Classic: Amy -->
<DataPath>character/npc/amy/common</DataPath>
<DataPath>object/stage/SkySanctuary/RollingTop</DataPath>
</Object>
<Object>
<ID>MissionNpcC_AmyRecoverPoint</ID>
<ObjName>クラシック:エミー用復帰ポイント</ObjName> <!-- Classic: Return Point for Amy -->
<DataPath>object/stage/SkySanctuary/RollingTop</DataPath>
</Object>
<Object>
<ID>MissionNpcC_Blaze</ID>
<ObjName>クラシック:ブレイズ</ObjName> <!-- Classic: Blaze -->
<DataPath>character/npc/blaze/common</DataPath>
</Object>
<Object>
<ID>MissionNpcC_BlazeBomb</ID>
<ObjName>クラシック:ブレイズ用ボム</ObjName> <!-- Classic: Bomb for Blaze -->
<DataPath>object/mission/Bomb</DataPath>
</Object>
<Object>
<ID>MissionNpcC_BlazeCollisionRest</ID>
<ObjName>クラシック:ブレイズ休憩コリジョン</ObjName> <!-- Classic: Blaze Rest Collision -->
</Object>
<Object>
<ID>MissionNpcC_Charmy</ID>
<ObjName>クラシック:チャーミー</ObjName> <!-- Classic: Charmy -->
<DataPath>character/npc/charmy/common</DataPath>
</Object>
<Object>
<ID>MissionNpcC_CharmyAttackCollision</ID>
<ObjName>クラシック:チャーミー攻撃コリジョン</ObjName> <!-- Classic: Charmy Attack Collision -->
</Object>
<Object>
<ID>MissionNpcC_CharmySeekCollision</ID>
<ObjName>クラシック:チャーミー挙動指示コリジョン</ObjName> <!-- Classic: Charmy Behavior Instruction Collision -->
</Object>
<Object>
<ID>MissionNpcC_Cream</ID>
<ObjName>クラシック:クリーム</ObjName> <!-- Classic: Cream -->
<DataPath>character/npc/cream/common</DataPath>
</Object>
<Object>
<ID>MissionNpcC_CreamChao</ID>
<ObjName>クラシック:クリーム用チャオ</ObjName> <!-- Classic: Chao for Cream -->
<DataPath>object/mission/npc/mchao</DataPath>
</Object>
<Object>
<ID>MissionNpcC_Espio</ID>
<ObjName>クラシック:エスピオ</ObjName> <!-- Classic: Espio -->
<DataPath>character/npc/espio/common</DataPath>
</Object>
<Object>
<ID>MissionNpcC_EspioFook</ID>
<ObjName>クラシック:エスピオ用フック</ObjName> <!-- Classic: Hook for Espio -->
<DataPath>object/mission/Hook</DataPath>
</Object>
<Object>
<ID>MissionNpcC_Knuckles</ID>
<ObjName>クラシック:ナックルズ</ObjName> <!-- Classic: Knuckles -->
<DataPath>character/npc/knuckles/common</DataPath>
</Object>
<Object>
<ID>MissionNpcC_KnucklesDigPoint</ID> <!-- Classic: Dig Collision for Knuckles -->
<ObjName>クラシック:ナックルズ用掘りコリジョン</ObjName>
</Object>
<Object>
<ID>MissionNpcC_Rouge</ID>
<ObjName>クラシック:ルージュ</ObjName> <!-- Classic: Rouge -->
<DataPath>character/npc/rouge/common</DataPath>
<DataPath>object/mission/heartbomb</DataPath>
</Object>
<Object>
<ID>MissionNpcC_RougeEventCollision</ID> <!-- Classic: Event Collision for Rouge -->
<ObjName>クラシック:ルージュ用イベントコリジョン</ObjName>
</Object>
<Object>
<ID>MissionNpcC_RougeAttackCollision</ID> <!-- Classic: Attack Collision for Rouge -->
<ObjName>クラシック:ルージュ用攻撃コリジョン</ObjName>
</Object>
<Object>
<ID>MissionNpcC_RougeFlame</ID>
<ObjName>クラシック:ルージュ用属性ダメーイ炎</ObjName> <!-- Classic: Elemental Damage - Fire for Rouge -->
<DataPath>object/common/flame</DataPath>
</Object>
<Object>
<ID>MissionNpcC_Tails</ID>
<ObjName>クラシック:テイルス</ObjName> <!-- Classic: Tails -->
<DataPath>character/npc/classic_tails/common</DataPath>
</Object>
<Object>
<ID>MissionNpcC_Vector</ID>
<ObjName>クラシック:ベクター</ObjName> <!-- Classic: Vector -->
<DataPath>character/npc/vector/common</DataPath>
</Object>
<Object>
<ID>MissionNpcC_VectorBobbin</ID>
<ObjName>クラシック:ベクター用ボビン</ObjName> <!-- Classic: Bobbin for Vector -->
<DataPath>object/mission/Bobbin</DataPath>
</Object>
<Object>
<ID>MissionNpcC_VectorCameraCollision</ID>
<ObjName>クラシック:ベクター用カメラコリジョン</ObjName> <!-- Classic: Camera Collision for Vector -->
</Object>
<Object>
<ID>MissionNpcG_Amy</ID>
<ObjName>ジェネリック:エミー</ObjName> <!-- Generic: Amy -->
<DataPath>character/npc/amy/common</DataPath>
</Object>
<Object>
<ID>MissionNpcG_Blaze</ID>
<ObjName>ジェネリック:ブレイズ</ObjName> <!-- Generic: Blaze -->
<DataPath>character/npc/blaze/common</DataPath>
<DataPath>object/mission/flamewall</DataPath>
</Object>
<Object>
<ID>MissionNpcG_BlazeFlame</ID>
<ObjName>ジェネリック:ブレイズ用炎の壁</ObjName> <!-- Generic: Fire Wall for Blaze -->
<DataPath>object/stage/crisiscity/ignition</DataPath>
</Object>
<Object>
<ID>MissionNpcG_Charmy</ID>
<ObjName>ジェネリック:チャーミー</ObjName> <!-- Generic: Charmy -->
<DataPath>character/npc/charmy/common</DataPath>
</Object>
<Object>
<ID>MissionNpcG_Cream</ID>
<ObjName>ジェネリック:クリーム</ObjName> <!-- Generic: Cream -->
<DataPath>character/npc/cream/common</DataPath>
<DataPath>object/mission/npc/mchao</DataPath>
</Object>
<Object>
<ID>MissionNpcG_CreamFinCollision</ID>
<ObjName>ジェネリック:クリーム:終了コリジョン</ObjName> <!-- Generic: Cream: End Collision -->
<DataPath>object/mission/time</DataPath>
</Object>
<Object>
<ID>MissionNpcG_Espio</ID>
<ObjName>ジェネリック:エスピオ</ObjName> <!-- Generic: Espio -->
<DataPath>character/npc/espio/common</DataPath>
</Object>
<Object>
<ID>MissionNpcG_EspioWarpPoint</ID>
<ObjName>ジェネリック:エスピオのワープ位置</ObjName> <!-- Generic: Espio's Warp Position -->
</Object>
<Object>
<ID>MissionNpcG_EspioSpotLight</ID>
<ObjName>ジェネリック:エスピオ用スポットライト</ObjName> <!-- Generic: Spotlight for Espio -->
<DataPath>object/mission/SpotLight</DataPath>
</Object>
<Object>
<ID>MissionNpcG_Knuckles</ID>
<ObjName>ジェネリック:ナックルズ</ObjName> <!-- Generic: Knuckles -->
<DataPath>character/npc/knuckles/common</DataPath>
<DataPath>object/mission/soil</DataPath>
</Object>
<Object>
<ID>MissionNpcG_KnucklesCollision</ID>
<ObjName>穴掘りコリジョン(メダル)</ObjName> <!-- Dig Collision (Medal) [Knuckles] -->
<DataPath>object/mission/medal</DataPath>
<DataPath>object/mission/arrow</DataPath>
<DataPath>object/mission/sign</DataPath>
</Object>
<Object>
<ID>MissionNpcG_KnucklesCollisionTime</ID>
<ObjName>穴掘りコリジョン(タイム)</ObjName> <!-- Dig Collision (Time) [Knuckles] -->
<DataPath>object/mission/time</DataPath>
<DataPath>object/mission/sign</DataPath>
</Object>
<Object>
<ID>MissionNpcG_Rouge</ID>
<ObjName>ジェネリック:ルージュ</ObjName> <!-- Generic: Rouge -->
<DataPath>character/npc/rouge/common</DataPath>
<DataPath>object/mission/HeartEffect</DataPath>
</Object>
<Object>
<ID>MissionNpcG_Tails</ID>
<ObjName>ジェネリック:テイルス</ObjName> <!-- Generic: Tails -->
<DataPath>character/npc/tails/common</DataPath>
<DataPath>object/mission/Tornado</DataPath>
</Object>
<Object>
<ID>MissionNpcG_Vector</ID>
<ObjName>ジェネリック:ベクター</ObjName> <!-- Generic: Vector -->
<DataPath>character/npc/vector/common</DataPath>
<DataPath>object/mission/Onpu</DataPath>
</Object>
<Object>
<ID>MissionNpcG_VectorPoint</ID>
<ObjName>ジェネリック:ベクター用着弾ポイント</ObjName> <!-- Generic: Impact Point for Vector -->
</Object>
<Object>
<ID>MissionNpcG_VectorLobPoint</ID>
<ObjName>ジェネリック:ベクター用ロブポイント</ObjName> <!-- Generic: Lob Point for Vector -->
</Object>
<Object>
<ID>MissionRingPhysics</ID>
<ObjName>量産オブジェクト(リング)</ObjName> <!-- Mass-Produced Object (Ring) -->
</Object>
<Object>
<ID>MissionNumberDashRing</ID>
<ObjName>順番ダッシュリング</ObjName> <!-- Sequential Dash Ring -->
<DataPath>object/common/RainbowRing</DataPath>
</Object>
<Object>
<ID>MissionAnimalsCapsule</ID>
<ObjName>ミッション解放ボックス</ObjName> <!-- Unlock Mission Box [Animal Capsule] -->
<DataPath>object/mission/AnimalsCapsule</DataPath>
<DataPath>character/npc/animal</DataPath>
</Object>
<Object>
<ID>MissionJugglingBoard</ID>
<ObjName>リフティング看板</ObjName> <!-- Goal Post Juggle -->
<DataPath>object/common/GoalPlate</DataPath>
</Object>
<Object>
<ID>MissionJugglingBoard_GoalCollision</ID>
<ObjName>リフティング看板:ゴール</ObjName> <!-- Goal Post Juggle: Goal -->
<DataPath>object/mission/JugglingGoal</DataPath>
</Object>
<Object>
<ID>MissionJugglingBoard_RestrainCollision</ID>
<ObjName>リフティング看板:落下抑制コリジョン</ObjName> <!-- Goal Post Juggle: Prevent Fall Collision -->
</Object>
<Object>
<ID>MissionSprinkler</ID>
<ObjName>スプリンクラー:本体</ObjName> <!-- Sprinkler: Main -->
<DataPath>object/common/Bomb</DataPath>
<DataPath>object/mission/sprinkler</DataPath>
</Object>
<Object>
<ID>MissionSprinkler_Point</ID>
<ObjName>スプリンクラー:移動ポイント</ObjName> <!-- Sprinkler: Movement Point -->
</Object>
<Object>
<ID>MissionOpenBlock</ID>
<ObjName>スイッチオープンブロック</ObjName> <!-- Switch Open Block -->
<DataPath>object/mission/openblock</DataPath>
</Object>
<Object>
<ID>MissionOpenBlock_New</ID>
<ObjName>スイッチオープンブロック(New)</ObjName> <!-- Switch Open Block (New) -->
<DataPath>object/mission/OpenBlock</DataPath>
</Object>
<Object>
<ID>MissionTime</ID>
<ObjName>タイム</ObjName> <!-- Time [the clock item] -->
<DataPath>object/mission/time</DataPath>
</Object>
<Object>
<ID>MissionRollFloor</ID>
<ObjName>転がる足場</ObjName> <!-- Rolling Platform -->
<DataPath>object/mission/cylindricalfloor</DataPath>
</Object>
<Object>
<ID>MissionPropeller</ID>
<ObjName>プロペラユニット</ObjName> <!-- Propeller Unit -->
<DataPath>object/mission/propeller</DataPath>
</Object>
<Object>
<ID>MissionChainFloor</ID>
<ObjName>回転足場</ObjName> <!-- Rotating Platform -->
<DataPath>object/mission/rolling</DataPath>
</Object>
<Object>
<ID>MissionChainThornBall</ID>
<ObjName>回転トゲ鉄球</ObjName> <!-- Rotating Spike Ball -->
<DataPath>object/mission/rolling</DataPath>
</Object>
<Object>
<ID>MissionSeesaw</ID>
<ObjName>シーソー</ObjName> <!-- Seesaw -->
<DataPath>object/mission/seesaw</DataPath>
</Object>
<Object>
<ID>MissionPawnSheild2D</ID>
<ObjName>ポーン2D(盾)</ObjName> <!-- Shielded Egg Pawn (2D) -->
<DataPath>object/mission/pawnhearteye</DataPath>
</Object>
<Object>
<ID>MissionPawnSheild3D</ID>
<ObjName>ポーン3D(盾)</ObjName> <!-- Shielded Egg Pawn (3D) -->
<DataPath>object/mission/pawnhearteye</DataPath>
</Object>
<Object>
<ID>MissionLaserSV</ID>
<ObjName>レーザーSV用</ObjName> <!-- Laser for SV [Side View] -->
<DataPath>object/mission/laser</DataPath>
</Object>
<Object>
<ID>MissionLaserFV</ID>
<ObjName>レーザーFV用</ObjName> <!-- Laser for FV [Forward View] -->
<DataPath>object/mission/laser</DataPath>
</Object>
<Object>
<ID>MissionBarrelShooter</ID>
<ObjName>タル射出機</ObjName> <!-- Barrel Shooter -->
<DataPath>object/stage/rooftoprun/rollingbarrel</DataPath>
<DataPath>object/mission/barrelmachine</DataPath>
</Object>
<Object>
<ID>MissionSpiracle</ID>
<ObjName>噴気孔</ObjName> <!-- Fumarole -->
<DataPath>object/mission/fumarole</DataPath>
</Object>
<Object>
<ID>MissionBigBeeton</ID>
<ObjName>巨大ビートン</ObjName> <!-- Giant Buzz Bomber -->
<DataPath>character/enemy/enemybigbeeton</DataPath>
</Object>
<Object>
<ID>MissionBigMotora</ID>
<ObjName>巨大モトラ</ObjName> <!-- Giant Moto Bug -->
<DataPath>character/enemy/enemybigmotora</DataPath>
</Object>
<Object>
<ID>MissionTailsDashRing</ID>
<ObjName>テイルスダッシュリング</ObjName> <!-- Tails Dash Ring -->
<DataPath>object/mission/tailsdashring</DataPath>
</Object>
</Category>
<Category>
<Name>■アクションナビ</Name> <!-- Action Nav -->
<Object>
<ID>NavigationCollision</ID>
<ObjName>ナビゲーションコリジョン</ObjName> <!-- Navigation Collision -->
</Object>
<Object>
<ID>FallSignalSV</ID>
<ObjName>落下警告看板SV用</ObjName> <!-- Fall Warning Sign for SV [Side View] -->
<DataPath>object/common/fallsignal</DataPath>
</Object>
<Object>
<ID>FallSignalFV</ID>
<ObjName>落下警告看板FV用</ObjName> <!-- Fall Warning Sign for FV [Forward View] -->
<DataPath>object/common/fallsignal</DataPath>
</Object>
</Category>
<Category>
<Name>■ネットワーク</Name> <!-- Network -->
<Object>
<ID>NetSignBoard</ID>
<ObjName>30秒看板(セット禁止)</ObjName> <!-- 30-Second Signpost (Don't Set) -->
<DataPath>object/network/signboard</DataPath>
</Object>
</Category>
<Category>
<Name>■使用不可(旧足場)</Name> <!-- Don't Use (Old Platforms) -->
<Object>
<ID>SpringClassicYellow</ID>
<ObjName>クラシックバネ(黄)</ObjName> <!-- Classic Spring (Yellow) -->
<DataPath>object/common/SpringClassic</DataPath>
</Object>
<Object>
<ID>GreenHillFloorA_3M</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/ghz_obj_floorA</DataPath>
</Object>
<Object>
<ID>GreenHillFloorA_5M</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/ghz_obj_floorA</DataPath>
</Object>
<Object>
<ID>GreenHillFloor_3X</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/ghz_obj_floorx</DataPath>
</Object>
<Object>
<ID>GreenHillFloor_5X</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/ghz_obj_floorx</DataPath>
</Object>
<Object>
<ID>GreenHillFloor_7X</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/ghz_obj_floorx</DataPath>
</Object>
<Object>
<ID>GreenHillFloor_9X</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/ghz_obj_floorx</DataPath>
</Object>
<Object>
<ID>GreenHillFloor_3XP</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/ghz_obj_floorx</DataPath>
</Object>
<Object>
<ID>GreenHillFloor_5XP</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/ghz_obj_floorx</DataPath>
</Object>
<Object>
<ID>GreenHillFloor_7XP</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/ghz_obj_floorx</DataPath>
</Object>
<Object>
<ID>GreenHillFloor_9XP</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/ghz_obj_floorx</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloorA_3C</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz_obj_tn1_floora</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloorA_5C</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz_obj_tn1_floora</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloor_3X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz_obj_floorx</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloor_5X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz_obj_floorx</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloor_7X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz_obj_floorx</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloor_9X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz_obj_floorx</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloor_3XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz_obj_floorx</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloor_5XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz_obj_floorx</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloor_7XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz_obj_floorx</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloor_9XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz_obj_floorx</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloorA_3M</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_pointfloorA</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloorA_5M</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_pointfloorA</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloorA_7M</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_pointfloorA</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloor_2X</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_floorx</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloor_4X</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_floorx</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloor_6X</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_floorx</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloor_8X</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_floorx</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloor_2XP</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_floorx</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloor_4XP</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_floorx</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloor_6XP</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_floorx</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloor_8XP</ID>
<ObjName></ObjName>
<DataPath>object/common/Floor/sph_obj_floorx</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloorA_2B</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floora</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloorA_3B</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floora</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloorA_5B</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floora</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloor_3X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floorx</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloor_5X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floorx</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloor_7X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floorx</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloor_9X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floorx</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloor_3XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floorx</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloor_5XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floorx</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloor_7XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floorx</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloor_9XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floorx</DataPath>
</Object>
<Object>
<ID>CityEscapeFloor_3X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cte_obj_floorx</DataPath>
</Object>
<Object>
<ID>CityEscapeFloor_5X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cte_obj_floorx</DataPath>
</Object>
<Object>
<ID>CityEscapeFloor_7X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cte_obj_floorx</DataPath>
</Object>
<Object>
<ID>CityEscapeFloor_9X</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cte_obj_floorx</DataPath>
</Object>
<Object>
<ID>CityEscapeFloor_3XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cte_obj_floorx</DataPath>
</Object>
<Object>
<ID>CityEscapeFloor_5XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cte_obj_floorx</DataPath>
</Object>
<Object>
<ID>CityEscapeFloor_7XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cte_obj_floorx</DataPath>
</Object>
<Object>
<ID>CityEscapeFloor_9XP</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cte_obj_floorx</DataPath>
</Object>
<Object>
<ID>SkySanctuaryFloorA_7B</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz_obj_floora</DataPath>
</Object>
<Object>
<ID>CrisisCityFloor</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/csc</DataPath>
</Object>
<Object>
<ID>PlanetWispFloor</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/pla</DataPath>
</Object>
<Object>
<ID>SkySanctuaryZoneFloor</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssz</DataPath>
</Object>
<Object>
<ID>CityEscape</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cte</DataPath>
</Object>
<Object>
<ID>SpeedHighwayFloor</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/sph</DataPath>
</Object>
<Object>
<ID>SeaSideHillFloor</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ssh</DataPath>
</Object>
<Object>
<ID>GreenHillZoneFloor</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/ghz</DataPath>
</Object>
<Object>
<ID>ChemicalPlantFloor</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/cpz</DataPath>
</Object>
<Object>
<ID>RoofTopRunFloor</ID>
<ObjName></ObjName>
<DataPath>object/common/floor/euc</DataPath>
</Object>
</Category>
<Category>
<Name>■使用不可(SWAから廃止など)</Name> <!-- Don't Use (Deleted from SWA, Etc.) [Sonic World Adventure, aka Sonic Unleashed] -->
</Category>
</ObjectCategory>
</XmlData>
Source Code List#
- The following is the list of source code filenames dumped from SonicGenerations.exe.
- This list excludes the duplicates (such as hhMessage.h, which is repeated many times in the exe file)
- Some of the files came from Xerces-C++ XML Parser.
..\..\..\..\src\xercesc/dom/impl/DOMDeepNodeListPool.c
..\..\..\..\src\xercesc/internal/XSerializeEngine.hpp
..\..\..\..\src\xercesc/util/BaseRefVectorOf.c
..\..\..\..\src\xercesc/util/NameIdPool.c
..\..\..\..\src\xercesc/util/RefArrayOf.c
..\..\..\..\src\xercesc/util/RefArrayVectorOf.c
..\..\..\..\src\xercesc/util/RefHash2KeysTableOf.c
..\..\..\..\src\xercesc/util/RefHash3KeysIdPool.c
..\..\..\..\src\xercesc/util/RefHashTableOf.c
..\..\..\..\src\xercesc/util/RefStackOf.c
..\..\..\..\src\xercesc/util/regx/ConditionToken.hpp
..\..\..\..\src\xercesc/util/regx/Match.hpp
..\..\..\..\src\xercesc/util/regx/Token.hpp
..\..\..\..\src\xercesc/util/StringPool.hpp
..\..\..\..\src\xercesc/util/ValueHashTableOf.c
..\..\..\..\src\xercesc/util/ValueStackOf.c
..\..\..\..\src\xercesc/util/ValueVectorOf.c
..\..\..\..\src\xercesc/util/XMLDateTime.hpp
..\..\..\..\src\xercesc/util/XMLUTF8Transcoder.hpp
..\..\..\..\src\xercesc/validators/common/CMStateSet.hpp
..\..\..\..\src\xercesc/validators/common/DFAContentModel.hpp
..\..\..\..\src\xercesc\dom\impl\DOMNodeIDMap.cpp
..\..\..\..\src\xercesc\framework\LocalFileFormatTarget.cpp
..\..\..\..\src\xercesc\framework\Wrapper4DOMInputSource.cpp
..\..\..\..\src\xercesc\framework\XMLAttDef.cpp
..\..\..\..\src\xercesc\framework\XMLBuffer.cpp
..\..\..\..\src\xercesc\framework\XMLBufferMgr.cpp
..\..\..\..\src\xercesc\framework\XMLFormatter.cpp
..\..\..\..\src\xercesc\framework\XMLRecognizer.cpp
..\..\..\..\src\xercesc\internal\DGXMLScanner.cpp
..\..\..\..\src\xercesc\internal\ElemStack.cpp
..\..\..\..\src\xercesc\internal\IGXMLScanner.cpp
..\..\..\..\src\xercesc\internal\IGXMLScanner2.cpp
..\..\..\..\src\xercesc\internal\ReaderMgr.cpp
..\..\..\..\src\xercesc\internal\SGXMLScanner.cpp
..\..\..\..\src\xercesc\internal\ValidationContextImpl.cpp
..\..\..\..\src\xercesc\internal\WFXMLScanner.cpp
..\..\..\..\src\xercesc\internal\XMLGrammarPoolImpl.cpp
..\..\..\..\src\xercesc\internal\XMLReader.cpp
..\..\..\..\src\xercesc\internal\XMLScanner.cpp
..\..\..\..\src\xercesc\internal\XProtoType.cpp
..\..\..\..\src\xercesc\internal\XSAXMLScanner.cpp
..\..\..\..\src\xercesc\internal\XSerializeEngine.cpp
..\..\..\..\src\xercesc\parsers\AbstractDOMParser.cpp
..\..\..\..\src\xercesc\parsers\DOMBuilderImpl.cpp
..\..\..\..\src\xercesc\util\NetAccessors\WinSock\BinHTTPURLInputStream.cpp
..\..\..\..\src\xercesc\util\NetAccessors\WinSock\WinSockNetAccessor.cpp
..\..\..\..\src\xercesc\util\Platforms\Win32\Win32PlatformUtils.cpp
..\..\..\..\src\xercesc\util\regx\Op.cpp
..\..\..\..\src\xercesc\util\regx\ParserForXMLSchema.cpp
..\..\..\..\src\xercesc\util\regx\RangeToken.cpp
..\..\..\..\src\xercesc\util\regx\RangeTokenMap.cpp
..\..\..\..\src\xercesc\util\regx\RegularExpression.cpp
..\..\..\..\src\xercesc\util\regx\RegxParser.cpp
..\..\..\..\src\xercesc\util\Transcoders\Win32\Win32TransService.cpp
..\..\..\..\src\xercesc\util\XML256TableTranscoder.cpp
..\..\..\..\src\xercesc\util\XML88591Transcoder.cpp
..\..\..\..\src\xercesc\util\XMLAbstractDoubleFloat.cpp
..\..\..\..\src\xercesc\util\XMLASCIITranscoder.cpp
..\..\..\..\src\xercesc\util\XMLBigDecimal.cpp
..\..\..\..\src\xercesc\util\XMLBigInteger.cpp
..\..\..\..\src\xercesc\util\XMLDateTime.cpp
..\..\..\..\src\xercesc\util\XMLString.cpp
..\..\..\..\src\xercesc\util\XMLUCSTranscoder.cpp
..\..\..\..\src\xercesc\util\XMLUri.cpp
..\..\..\..\src\xercesc\util\XMLURL.cpp
..\..\..\..\src\xercesc\util\XMLUTF8Transcoder.cpp
..\..\..\..\src\xercesc\validators\common\AllContentModel.cpp
..\..\..\..\src\xercesc\validators\common\CMAny.cpp
..\..\..\..\src\xercesc\validators\common\CMBinaryOp.cpp
..\..\..\..\src\xercesc\validators\common\CMUnaryOp.cpp
..\..\..\..\src\xercesc\validators\common\ContentLeafNameTypeVector.cpp
..\..\..\..\src\xercesc\validators\common\DFAContentModel.cpp
..\..\..\..\src\xercesc\validators\common\MixedContentModel.cpp
..\..\..\..\src\xercesc\validators\common\SimpleContentModel.cpp
..\..\..\..\src\xercesc\validators\datatype\AbstractNumericFacetValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\AbstractNumericValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\AbstractStringValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\AnySimpleTypeDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\AnyURIDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\Base64BinaryDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\BooleanDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\DateTimeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\DecimalDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\DoubleDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\ENTITYDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\FloatDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\HexBinaryDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\IDDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\IDREFDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\ListDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\NameDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\NCNameDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\NOTATIONDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\QNameDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\StringDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\datatype\UnionDatatypeValidator.cpp
..\..\..\..\src\xercesc\validators\DTD\DTDAttDefList.cpp
..\..\..\..\src\xercesc\validators\DTD\DTDElementDecl.cpp
..\..\..\..\src\xercesc\validators\DTD\DTDScanner.cpp
..\..\..\..\src\xercesc\validators\DTD\DTDValidator.cpp
..\..\..\..\src\xercesc\validators\schema\ComplexTypeInfo.cpp
..\..\..\..\src\xercesc\validators\schema\identity\XercesXPath.cpp
..\..\..\..\src\xercesc\validators\schema\identity\XPathMatcher.cpp
..\..\..\..\src\xercesc\validators\schema\NamespaceScope.cpp
..\..\..\..\src\xercesc\validators\schema\SchemaAttDefList.cpp
..\..\..\..\src\xercesc\validators\schema\SchemaElementDecl.cpp
..\..\..\..\src\xercesc\validators\schema\SchemaValidator.cpp
..\..\..\..\src\xercesc\validators\schema\SubstitutionGroupComparator.cpp
..\..\..\..\src\xercesc\validators\schema\TraverseSchema.cpp
..\..\..\source\Core\csdAccess.cpp
..\..\..\source\Core\csdLoader.cpp
..\..\..\source\Core\csdMatrix.cpp
..\..\..\source\Core\csdMotionPalette.cpp
..\..\..\source\Main\Achievement\AchievementManager.cpp
..\..\..\source\Main\Animation\AnimationControl.cpp
..\..\..\source\Main\Animation\AnimationStateMachine.cpp
..\..\..\source\Main\Animation\EventTrigger\AnimationEventTrigger.cpp
..\..\..\source\Main\Animation\EventTrigger\AnimationEventTriggerCallback.cpp
..\..\..\source\Main\Animation\EventTrigger\AnimationEventTriggerParticle.cpp
..\..\..\source\Main\Animation\EventTrigger\AnimationEventTriggerSound.cpp
..\..\..\source\Main\Animation\State\AnimationStateBlend.cpp
..\..\..\source\Main\Animation\State\AnimationStateSquareBlend.cpp
..\..\..\source\Main\Animation\State\AnimationStateVelocityLink.cpp
..\..\..\source\Main\BinaryXML\BMLType.cpp
..\..\..\source\Main\BinaryXML\BMLUtility.cpp
..\..\..\source\Main\Camera\Camera.cpp
..\..\..\source\Main\Camera\Controller\BlendCameraController.cpp
..\..\..\source\Main\Camera\Controller\Player2DNormalCamera.cpp
..\..\..\source\Main\Camera\Controller\Player3DDeadCamera.cpp
..\..\..\source\Main\Camera\Controller\Player3DForwardCamera.cpp
..\..\..\source\Main\Camera\Controller\Player3DNormalCamera.cpp
..\..\..\source\Main\Camera\Controller\SetEditorCamera.cpp
..\..\..\source\Main\Camera\Plugin\BoostCameraPlugin.cpp
..\..\..\source\Main\Camera\SetCamera\Controller\MultipurposeCamera.cpp
..\..\..\source\Main\Camera\SetCamera\Position\CameraPositionPathRatio.cpp
..\..\..\source\Main\Camera\SetCamera\Target\CameraTargetPathRatio.cpp
..\..\..\source\Main\Camera\SetCamera\Target\CameraTargetTargetAndTangent.cpp
..\..\..\source\Main\Caption\CaptionBase.cpp
..\..\..\source\Main\Caption\EventCaption.cpp
..\..\..\source\Main\Caption\HintCaption.cpp
..\..\..\source\Main\Caption\LastBossCaption.cpp
..\..\..\source\Main\CharacterUtility\CharacterProxy.cpp
..\..\..\source\Main\Character\Boss\BossBase.cpp
..\..\..\source\Main\Character\Boss\BossDeathEgg\BossDeathEgg.cpp
..\..\..\source\Main\Character\Boss\BossDeathEgg\BossDeathEggStageManager.cpp
..\..\..\source\Main\Character\Boss\BossDeathEgg\Object\ObjBdeBomb.cpp
..\..\..\source\Main\Character\Boss\BossDeathEgg\Object\ObjBdeBombManager.cpp
..\..\..\source\Main\Character\Boss\BossDeathEgg\Object\ObjBdeElevator.cpp
..\..\..\source\Main\Character\Boss\BossDeathEgg\Object\ObjBdeElevatorReference.cpp
..\..\..\source\Main\Character\Boss\BossDeathEgg\Object\ObjBdeFloor.cpp
..\..\..\source\Main\Character\Boss\BossEggDragoon\BossEggDragoon.cpp
..\..\..\source\Main\Character\Boss\BossEggDragoon\BossEggDragoonStageManager.cpp
..\..\..\source\Main\Character\Boss\BossEggDragoon\Object\BossEggDragoonEventCollision.cpp
..\..\..\source\Main\Character\Boss\BossEggDragoon\Object\ObjBneShutter.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\BossPerfectChaos.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\BossPerfectChaosCamera.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\BossPerfectChaosStageManager.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\BossPerfectChaosUtility.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcArm.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcBeam.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcCameraChain.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcControlCollision.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcFloor.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcSetStartPoint.cpp
..\..\..\source\Main\Character\Boss\BossPerfectChaos\Object\ObjBpcTornade.cpp
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d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/Collision/BossDeathEggCollision.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/State/BossDeathEggState.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossDeathEgg/State/BossDeathEggStateBase.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonCamera.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonCollision.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonShoot.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonState.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossEggDragoon/BossEggDragoonStateBase.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Boss/BossPerfectChaos/BossPerfectChaosCommon.h
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Enemy/EnemyBase.h
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Rival/RivalBase.h
d:\Generations\BlueBlur\soft\BB\source\Main\Character/Rival/RivalShadow/RivalShadowCamera.h
d:\generations\blueblur\soft\bb\source\main\character\enemy\EnemyBase.h
d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemybigmotora\EnemyBigMotoraState.hpp
d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemyechaser\side\EnemyEChaserSVState.hpp
d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemyefighter\EnemyEFighterState.hpp
d:\generations\blueblur\soft\bb\source\main\character\enemy\enemylist\enemyelauncher\EnemyELauncherState.hpp
d:\generations\blueblur\soft\bb\source\main\character\missionnpc\classic\charmy\MissionClaNPC_CharmyState.hpp
d:\generations\blueblur\soft\bb\source\main\fxpipeline\FxScheduler.h
d:\generations\blueblur\soft\bb\source\main\hud\gatemenu\HudGateMenuInformationPodForm.hpp
d:\generations\blueblur\soft\bb\source\main\hud\gatemenu\HudGateMenuInformationPodState.hpp
d:\generations\blueblur\soft\bb\source\main\hud\pause\newskillcustom\NewSkillCustom_CustomizeStage.h
d:\generations\blueblur\soft\bb\source\main\hud\pause\newskillcustom\NewSkillCustom_NameSetStage.h
d:\generations\blueblur\soft\bb\source\main\hud\pause\newskillcustom\NewSkillCustom_SkillListStage.h
d:\generations\blueblur\soft\bb\source\main\hud\shop\HudShopMainWindow.h
d:\generations\blueblur\soft\bb\source\main\hud\shop\HudShopMainWindow_Options.h
d:\Generations\BlueBlur\soft\BB\source\Main\Object/Stage/CityEscape/GunTruck/ObjCteGunTruck200AttackCollision.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Object/Stage/CityEscape/GunTruck/ObjCteGunTruck200Camera.cpp
d:\Generations\BlueBlur\soft\BB\source\Main\Object/Stage/PlanetWisp/BigPressCeling/ObjPlaBigPressCelingCoordinator.h
d:\Generations\BlueBlur\soft\BB\source\Main\ObjectSystem/ObjectUtility/ObjectUtility.h
d:\Generations\BlueBlur\soft\BB\source\Main\ObjectSystem/ParameterBank/ParameterBank.h
d:\Generations\BlueBlur\soft\BB\source\Main\ObjectSystem/Utility/CollapseDecorator.h
d:\generations\blueblur\soft\bb\source\main\platform\pc\FileReaderPC_DLC.h
d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Sonic/Posture/SonicPostureDiving.h
d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Sonic/Posture/SonicPostureFreeze.h
d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/SonicClassic/Posture/SonicClassicPostureFreeze.h
d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPostureBrake.h
d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPosturePushing.h
d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPostureShoesSliding.h
d:\Generations\BlueBlur\soft\BB\source\Main\Player/Character/Speed/Posture/PlayerSpeedPostureStop.h
d:\Generations\BlueBlur\soft\BB\source\Main\Sequence/SequenceModeBase.h
d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/PlayableMenu/Object/PlayableMenuPlayabledDecorator.h
d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/PlayableMenu/PlayableMenuCommon.h
d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/Title/Option/TitleOption.h
d:\Generations\BlueBlur\soft\BB\source\Main\System/GameMode/Title/Option/TitleOptionState.hpp
d:\Generations\BlueBlur\soft\BB\source\Main\System/StringBitFlags/String32BitFlags.h
d:\generations\blueblur\soft\bb\source\main\system\gamemode\playablemenu\object\PlayableMenuPlayabledDecorator.h
d:\generations\blueblur\soft\bb\source\main\system\gamemode\playablemenu\PlayableMenuCommon.h
d:\Generations\BlueBlur\soft\library\csd\include\Manager/csdmProject.h
d:\Generations\BlueBlur\soft\library\CSD\include\Manager/csdmRCObject.h
D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Base/System/hhAllocator.h
D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Base/System/hhPluginable.h
D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Database/System/hhDatabase.h
D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Database/System/hhDelayProcess.h
D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhMessage.h
D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhPluginControllerBase.h
D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhStateMachineBase.h
D:\Generations\HedgehogRoot\Hedgehog\include\Hedgehog/Universe/Engine/hhTinyStateMachine.h
D:\Generations\HedgehogRoot\Libraries\xerces\xerces_2_8\src\xercesc/util/BaseRefVectorOf.c
D:\Generations\HedgehogRoot\Libraries\xerces\xerces_2_8\src\xercesc/util/RefArrayVectorOf.c
y:\Build\20101110_200000_StandardPackages\Source\Common/Internal/Collide/Gsk/hkGsk.h
y:\Build\20101110_200000_StandardPackages\Source\Common/Internal/GeometryProcessing/ConvexHull/hkgpConvexHullInternals.h
y:\Build\20101110_200000_StandardPackages\Source\Common/Internal/GeometryProcessing/Mesh/hkgpMesh.h
- Below is a list of directories to various game assets, which can be found in most of the games archive files. This contains various internal names for Sonic Generations, such as "Sonic_X2" and "Sonic_anniv". Interestingly, one directory mentions "Sonic2010", the internal name of Sonic Colors.
C:\Users\Ohyama_Takateru\Desktop\cte_obj_carA.max
C:\Users\Ohyama_Takateru\Desktop\cte_obj_carB.max
C:\Users\Ohyama_Takateru\Desktop\cte_obj_carD.max
C:\work\SWA\DebugArrow\DebugArrow.sscn
D:\2011\Bne\from_neverland\20110204\bne\bne_obj_shutter.max
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl1_floor003_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl1_floor003_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl1_floor003_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl2_lightwall01_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl2_lightwall01_env.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl2_lightwall01_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl2_lightwall01_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanA_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanA_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanA_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanB_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanB_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanB_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanC_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanC_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanC_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanD_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanD_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanD_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanE_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanE_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_fanE_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_lightA_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_lightB_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_lightB_env.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_lightB_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_lightB_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeA_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeA_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeA_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeB_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeB_env.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeB_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeB_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeC_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeC_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_pipeC_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallA_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallA_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallA_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallB_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallB_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl4_wallB_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2A_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2A_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2A_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2C_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2C_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2C_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl5_hole2d_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2D_env.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2D_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2D_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2E_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2E_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2E_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2F_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2F_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2F_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2G_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2G_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2G_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2H_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2H_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2H_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl5_hole2i_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2I_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2I_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\bne_metal_nl5_hole2j_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2J_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2J_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2K_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2K_env.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2K_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2K_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2L_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2L_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2L_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2M_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2M_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2M_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2N_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2N_env.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2N_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_hole2N_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA02_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA02_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA02_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA03_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA03_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA03_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA04_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA04_env.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA04_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA04_pow.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA05_dif.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA05_nrm.tga
D:\2011\Bne\from_neverland\20110204\bne\tex\Bne_metal_nl5_pillarA05_pow.tga
D:\ANV_kogaWork\MAX_DATA\ANV_egglauncher\enm_egglauncher.max
D:\ANV_kogaWork\MAX_DATA\Boss_PerfectCaos_HD\Boss_PerfectChaos_Arm_A.max
D:\ANV_kogaWork\MAX_DATA\Boss_PerfectCaos_HD\Boss_PerfectChaos_Arm_B.max
D:\PROJECT_WORK\X2\animal\max\cmn_obj_animals.max
D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_cookieA_body_dif_HD.tga
D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_eye_dif_HD.tga
D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_eye_ref_HD.tga
D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_eye_spc_HD.tga
D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_flickyA_body_dif_HD.tga
D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_peckyA_body_dif_HD.tga
D:\PROJECT_WORK\X2\animal\max\tex\cmn_obj_ani_pickyA_body_dif_HD.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\Boss_DeathEgg_HD_brk_110412.max
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_black_dif.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_black_nrm.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_black_spe.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_eng_dif.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_eng_ems.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_gimmick_dif.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_gimmick_nrm.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_gimmick_spe.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_dif.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_ems.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_in_dif.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_in_nrm.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_in_spe.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_out_nrm.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_lens_spe.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_red_dif.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_red_fal.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_red_nrm.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_red_spc.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_ref.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\boss_deathegg_HD_tana_ems.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\enm_cmn_pieces_dif_HD.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\enm_cmn_pieces_fal_HD.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\enm_cmn_pieces_nrm_HD.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\enm_cmn_pieces_ref_HD.tga
D:\PROJECT_WORK\X2\boss\DeathEgg\3Ddata\tex\enm_cmn_pieces_spc_HD.tga
D:\PROJECT_WORK\X2\boss\PerfectChaos\Boss_PerfectCaos_110505.max
D:\PROJECT_WORK\X2\character\3Ddata\classic_sonic\HD\tex\chr_classic_sonic_board_dif_HD.tga
D:\PROJECT_WORK\X2\character\3Ddata\classic_sonic\HD\tex\chr_classic_sonic_board_nrm_HD.tga
D:\PROJECT_WORK\X2\character\3Ddata\classic_sonic\HD\tex\chr_classic_sonic_board_ref_HD.tga
D:\PROJECT_WORK\X2\character\3Ddata\classic_sonic\HD\tex\chr_classic_sonic_board_spc_HD.tga
D:\PROJECT_WORK\X2\character\3Ddata\eggman\HD\chr_Eggman_low_HD_110507.max
D:\PROJECT_WORK\X2\object\001_pointmarker\cmn_obj_pointmarker_HD.max
D:\PROJECT_WORK\X2\object\003_switchsink\cmn_obj_switch_HD.max
D:\PROJECT_WORK\X2\object\006_springred\cmn_obj_springred_HD.max
D:\PROJECT_WORK\X2\object\007_springair\cmn_obj_springair_HD.max
D:\PROJECT_WORK\X2\object\008_springegg\cmn_obj_springegg_HD.max
D:\PROJECT_WORK\X2\object\020_springpole\cmn_obj_springpole_HD.max
D:\PROJECT_WORK\X2\object\max\c_itembox\cmn_obj_c_item_004.max
D:\PROJECT_WORK\X2\object\max\c_itembox\cmn_obj_c_item_110610.max
D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_aqua_ref.tga
D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_c_item_dif.tga
D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_c_item_ems.tga
D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_c_item_ref.tga
D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_c_item_spc.tga
D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_fire_ref.tga
D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_oneup01_dif_HD.tga
D:\PROJECT_WORK\X2\object\max\c_itembox\tex\cmn_obj_oneup01_spc_HD.tga
D:\PROJECT_WORK\X2\object\thorngrind\cmn_obj_thorngrind_HD.max
D:\PROJECT_WORK\X2\object_stage\max\Bde_obj_bomb\Bde_obj_switch_floorA.max
D:\PROJECT_WORK\X2\object_stage\max\Bde_obj_bomb\Bde_obj_switch_floorA_motion.max
D:\PROJECT_WORK\X2\object_stage\max\Bde_obj_bomb\Bde_obj_timebomb_countdown_101204.max
D:\SonicAnnivWork\leveldesign\design\18_Blb\Blb300\blb300_terrain_all.max
D:\SonicX2\MAX\Chara\omochao\HD\chr_omochao_HD_110129.max
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_body_dif_HD.tga
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_body_fall_HD.tga
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_body_nrm_HD.tga
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_body_ref_HD.tga
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_body_spc_HD.tga
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_eye_dif_HD.tga
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_eye_ems_HD.tga
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_eye_nrm_HD.tga
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_eye_spc_HD.tga
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_glass_ref_HD.tga
D:\SonicX2\MAX\Chara\omochao\HD\tex\chr_omochao_mouth_ems01_HD.tga
D:\SonicX2\MAX\Obj\HD\c_dashpanel\cmn_obj_c_dashpanel_HD.max
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D:\SonicX2\MAX\Obj\HD\c_goalplate\tex\cmn_obj_c_goal_e_glassref_nrm_HD.tga
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D:\SonicX2\MAX\Obj\HD\c_goalplate\tex\cmn_obj_c_goal_s_body_spc_HD.tga
D:\SonicX2\MAX\Obj\HD\c_goalplate\tex\cmn_obj_c_goal_s_eye_dif_HD.tga
D:\SonicX2\MAX\Obj\HD\c_goalplate\tex\cmn_obj_line01_ref_HD.tga
D:\SonicX2\MAX\Obj\HD\c_jumppanel\cmn_obj_c_jumppanel_HD.max
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D:\Sonic_anniv\pointmarker\cmn_obj_pointmarker_HD_20110415.max
D:\Sonic_anniv\select_cannon\cmn_obj_SelectCannon_HD_101126motion1.max
D:\Sonic_anniv\select_cannon\cmn_obj_SelectCannon_HD_101126motion2.max
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D:\Sonic_anniv\timeeater\max\boss_timeeater_arm01_nrm_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_arm01_spc_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_blue_ref_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body01_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body01_fal_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body01_ind_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body01_nrm_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body01_spc_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body02_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body02_fal_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body02_nrm_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body02_spc_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_body03_fal_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body03_nrm_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body03_spc_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_body04_nrm_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_body04_spc_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_cockpit01_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_cockpit01_nrm_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_core01_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_core01_ref_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_core02_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_core03_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_eye01_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_eye01_ref_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_eye01_spc_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_glass01_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_glass01_nrm_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_glass01_spc_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_gold_ref_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_head01_ble_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_head01_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_head01_nrm_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_head01_ref_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_head01_spc_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_lens00_ems_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_lens00_nrm_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_lens01_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_lens01_ems_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_lens01_nrm_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_lens01_spc_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_lens02_ems_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_lens02_nrm_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_lens03_ems_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_lens03_nrm_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_light_ems_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_low01_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_mouth01_dif_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_mouth01_spc_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_thd01_add_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_thd02_add_HD.tga
D:\Sonic_anniv\timeeater\max\boss_timeeater_wing01_add_HD.tga
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D:\Sonic_anniv\timeeater\max\boss_timeeater_wing02_add_HD.tga
D:\Sonic_anniv\timeeater\max\HI_body20110330.max
D:\Sonic_anniv\timeeater\max\HI_body20110401.max
D:\Sonic_anniv\timeeater\max\HI_body20110607_brk.max
D:\Sonic_anniv\timeeater\restrainttrap\Boss_TE_RestraintTrap_HD20110513_motion.max
D:\Sonic_anniv\timeeater\sun\Boss_TimeEaterSun_HD20110420.max
D:\Sonic_anniv\timeeater\sun\Boss_TimeEaterSun_Light_HD20110531.max
D:\Sonic_anniv\timeeater\timeeater_effect\Boss_TE_Arm_Effect_HD20110510.max
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D:\Sonic_x2\EggDragoon_Rig\Scenes\Rig_EggDragoon.scn
D:\Sonic_x2\egl_Rig\Scenes\Rig_egl.scn
D:\Sonic_x2\Omochao_Rig\Scenes\Omochao_Rig.scn
D:\Sonic_x2\TimeEater_Rig\Scenes\blb_dm_idle_l_eff_appear.scn
D:\Sonic_x2\TimeEater_Rig\Scenes\blb_dm_idle_l_eff_hide.scn
D:\Sonic_x2\TimeEater_Rig\Scenes\blb_dm_idle_r_eff_appear.scn
D:\Sonic_x2\TimeEater_Rig\Scenes\blb_dm_idle_r_eff_hide.scn
D:\Sonic_x2\TimeEater_Rig\Scenes\blb_dm_insert_l_eff_appear.scn
D:\Sonic_x2\TimeEater_Rig\Scenes\blb_dm_insert_l_eff_hide.scn
D:\Sonic_x2\TimeEater_Rig\Scenes\blb_dm_insert_r_eff_appear.scn
D:\Sonic_x2\TimeEater_Rig\Scenes\blb_dm_insert_r_eff_hide.scn
D:\Sonic_x2\XSI\Project\Eggman_Rig\Scenes\egl_seat_loop.scn
D:\Sonic_x2\XSI\Project\Omochao_Rig\Scenes\omc_shop_air_ground.scn
D:\Sonic_x2\XSI\Project\Omochao_Rig\Scenes\omc_shop_ground_air.scn
D:\Sonic_x2\XSI\Project\Omochao_Rig\Scenes\omc_shop_idle00.scn
D:\Sonic_x2\XSI\Project\Omochao_Rig\Scenes\omc_shop_idle01.scn
D:\Sonic_x2\XSI\Project\Omochao_Rig\Scenes\omc_shop_idle_loop.scn
D:\Sonic_x2\XSI\Project\Omochao_Rig\Scenes\omc_shop_pay.scn
D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\bpc_damage01.scn
D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\bpc_damage02.scn
D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\bpc_turn_l.scn
D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\Rig_PerfectChaos.scn
D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\Rig_PerfectChaos_01.scn
D:\Sonic_x2\XSI\Project\PerfectChaos_Rig\Scenes\Rig_PerfectChaos_Arm.scn
D:\SWA\obj_newshader\springair\cmn_obj_springair05.max
D:\work\18_blb\Blb_CSCroadroller.max
D:\work\18_blb\Blb_CSCSportCar.max
D:\work\SonicAnnivWork\leveldesign\design\16_Bpc\obj\bpc_obj_footholdA.max
D:\work\SonicAnnivWork\leveldesign\design\16_Bpc\obj\bpc_obj_footholdB.max
D:\work\sonicX2\database\ev311\Scenes\bdeb.scn
D:\work\sonicX2\XSI_data\bde_Rig\Scenes\Rig_bde.scn
D:\work\sonicX2\XSI_data\EggDragoon_Rig\Scenes\ev331_bnec_1_pos.scn
D:\work\sonicX2\XSI_data\EggDragoon_Rig\Scenes\ev331_bnec_2_pos.scn
D:\work\sonicX2\XSI_data\EggDragoon_Rig\Scenes\Rig_EggDragoon.scn
D:\work\sonicX2\XSI_data\egl_Rig\Scenes\Rig_egl.scn
D:\work\SONIC_Anniv_local\enemy\eggdragoon\max\enm_bne_eggdragoon194.max
D:\work\SONIC_Anniv_local\object\bpc\max\bpc_obj_roadA.max
D:\work\SONIC_Anniv_local\object\bpc\max\bpc_obj_roadB.max
D:\work\SONIC_Anniv_local\object\bpc\max\bpc_obj_roadC.max
D:\work\SONIC_Anniv_local\object\tornado\max\Bpc_obj_tornado45.max
D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado01_dif.tga
D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado01_brd.tga
D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado01_nrm.tga
D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado01_ref.tga
D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado01_spc.tga
D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado02_dif.tga
D:\work\SONIC_Anniv_local\object\tornado\tex\bpc_obj_yr1_tornado03_dif.tga
D:\X2\Omochao_Rig\Scenes\Omochao_Rig.scn
E:\Sonic_anniv\select_cannon\cmn_obj_scannon_HD.max
E:\Sonic_anniv\select_cannon\cmn_obj_scannonring_HD.max
E:\Sonic_anniv\select_cannon\cmn_obj_scannonring_HD_shoot.max
K:\SONIC2010local\enemy\max\02_eggpawn\HD\enm_eggpawn_HD.max