This is a sub-page of Gitaroo Man/Development Text.
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In the Japanese and European versions, the executable contains the names of C++ objects and vectors (which are essentially lists).
- Text in bold is only found in the Japanese version.
- Text in italics is only found in the European version.
A list of commands from the Album Definition file. The commands are used to start and move between every menu, movie, and stage:
ixVector<COMMAND, ixIterator<COMMAND>>
ixVector<GM_TEXTURE_IO, ixIterator<GM_TEXTURE_IO>>
Audio-related, judging by the names and when they're called:
ixShortFixed
ixStreamBase
ixLongStream
ixMultiStream
ixVector<ixStreamBase *, ixIterator<ixStreamBase *>>
Related to the Xeios graphics engine, judging by the names:
ixDrawTriStripObject
ixDrawObjectBase
ixDrawBillPolyObject
ixDrawSpriteObject
ixDrawPolyObject
ixDraw3DObject
ixVector<XEIOS_ANIMOBJ, ixIterator<XEIOS_ANIMOBJ>>
ixVector<VERTEX, ixIterator<VERTEX>>
ixXeiosTriStripSetup
ixXeiosBase
ixXeiosSpriteSetupBase
ixXeios3DSpriteYONLY
ixXeios3DSetup<ixDraw3DObject, ixXeiosDirectionalLight>
ixXeios3DSpriteSetup
ixXeios3DSpriteXONLY
ixXeios3DSpriteFIXED
ixXeios2DSpriteSetupEx
ixXeios2DSpriteSetup
ixXeiosPointLight
ixXeiosLight
ixXeiosDirectionalLight
ixVector<ixDrawObjectBase *, ixIterator<ixDrawObjectBase *>>
Related to controllers, judging by the names and when they're called:
ixPadDUALSHOCK2
ixPadBase
ixPadDUALSHOCK
ixVector<unsigned char, ixIterator<unsigned char>>
ixVector<ixPadBase *, ixIterator<ixPadBase *>>
ixVector<PORT_SLOT, ixIterator<PORT_SLOT>>
Related to file input and output, judging by the names:
FileIOBase
ixifstream
ixfstream
ifstream and fstream are standard C++ classes for accessing files.
Just a list of integers:
ixVector<int, ixIterator<int>>
In the Save/Load menu, two of these are used to control the position of the file selection cursor. In stages, they are used to control which animations a character should use in various situations.
Objects for song chart parts, judging from the names:
gmChartMulti
gmChart
gmCross
gmPointer
gmLineSpecials
gmSegmentBase
gmLineParts
gmLineSpecialCombo
gmLineSpecialComboDigit
gmSpecialsArrow
gmArrowBase
gmSpecialsArrowCover
gmLineGuards
gmLineSegment
gmSpecialFragment
gmStripFragment
gmPartFragment
gmGuardFragment
gmLineFragment
ixVector<TEX_ANIM_IMMEDIATE, ixIterator<TEX_ANIM_IMMEDIATE>>
ixVector<gmLineFragment, ixIterator<gmLineFragment>>
ixVector<gmPartFragment *, ixIterator<gmPartFragment *>>
ixVector<gmGuardFragment, ixIterator<gmGuardFragment>>
ixVector<gmSpecialsArrowCover::RAD_AREA, ixIterator<gmSpecialsArrowCover::RAD_AREA>>
ixVector<gmSpecialFragment, ixIterator<gmSpecialFragment>>
ixVector<gmSpecialsArrow *, ixIterator<gmSpecialsArrow *>>
ixVector<gmLineSpecialComboDigit *, ixIterator<gmLineSpecialComboDigit *>>
ixVector<gmLineSegment *, ixIterator<gmLineSegment *>>
ixVector<gmLineParts *, ixIterator<gmLineParts *>>
ixVector<gmLineGuards *, ixIterator<gmLineGuards *>>
ixVector<gmLineSpecials *, ixIterator<gmLineSpecials *>>
ixVector<gmChart::LINEEVENTS, ixIterator<gmChart::LINEEVENTS>>
ixVector<gmChart::PARTEVENTS, ixIterator<gmChart::PARTEVENTS>>
ixVector<gmChart::GUARDEVENTS, ixIterator<gmChart::GUARDEVENTS>>
ixVector<gmChart::SPECIALEVENTS, ixIterator<gmChart::SPECIALEVENTS>>
(Some of these objects might point to unused functionality. ixVector<TEX_ANIM_IMMEDIATE, ixIterator<TEX_ANIM_IMMEDIATE>> might not belong here.)
Objects for sound effects and song sections/cues, judging from the names:
gmSEMan
gmSENode
gmSongSection
gmSong
ixVector<gmSong::SONGPART, ixIterator<gmSong::SONGPART>>
ixVector<gmSongSection *, ixIterator<gmSongSection *>>
ixVector<gmChartMulti *, ixIterator<gmChartMulti *>>
ixVector<GM_GAME_SETUP, ixIterator<GM_GAME_SETUP>>
ixVector<GM_TRACK_IO, ixIterator<GM_TRACK_IO>>
ixVector<GM_CUE_COND_IO, ixIterator<GM_CUE_COND_IO>>
ixVector<gmSongSection::BPMMARKER, ixIterator<gmSongSection::BPMMARKER>>
ixVector<SECTION_SEGMENT_PAIR, ixIterator<SECTION_SEGMENT_PAIR>>
ixVector<ixShortFixed *, ixIterator<ixShortFixed *>>
ixVector<gmSENode *, ixIterator<gmSENode *>>
(These might not all belong together.)
For replay recording and playback, judging by the names:
gmReplayRecorder
ixVector<gmReplayRecorder::REPLAY_RECORD, ixIterator<gmReplayRecorder::REPLAY_RECORD>>
ixVector<gmReplayRecorder::REPLAY_RECORD4, ixIterator<gmReplayRecorder::REPLAY_RECORD4>>
ixVector<PAD_STATUS, ixIterator<PAD_STATUS>>
ixVector<gmInterface *, ixIterator<gmInterface *>>
ixVector<CHEAT_FLAG, ixIterator<CHEAT_FLAG>>
(Not sure if gmInterface belongs here. CHEAT_FLAG might not belong either; it's hard to determine its purpose because the game never reads back its values and doesn't seem to use it in any way.)
ixVector<GM_TEXIMX_IO, ixIterator<GM_TEXIMX_IO>>
ixVector<GM_XGANIMATION_IO, ixIterator<GM_XGANIMATION_IO>>
Maybe for loading files from a resource pack, specifically images?:
ObjectDatabase
ixVector<xeImage *, ixIterator<xeImage *>>
ixVector<char[16], ixIterator<char[16]>>
ixVector<char *, ixIterator<char *>>
ixVector<ixDrawSpriteObject *, ixIterator<ixDrawSpriteObject *>>
ixVector<unsigned int, ixIterator<unsigned int>>
For the Save/Load menu, judging from the names:
gmBankIconsSetup
gmMemCardButtons
gmMemCardLoadAlbum
gmMenuBase
gmMemCardSetup
gmMemCardSaveAlbum
gmMemCardSaveSingle
gmMemCardPgmStart
ixVector<ixExplodingSprite *, ixIterator<ixExplodingSprite *>>
ixVector<gmCardSprite *, ixIterator<gmCardSprite *>>
ixVector<ixAnimSpriteObject *, ixIterator<ixAnimSpriteObject *>>
ixAnimSpriteObject
ixInOutSprite
ixSlideFadeIn
ixPokingSprite
gmSlotSelectSprite
gmCardSprite
ixExplodingSprite
ixVector<TEX_GROUP, ixIterator<TEX_GROUP>>
ixVector<DRAW_DST, ixIterator<DRAW_DST>>
(The last couple may not belong here. Could some of these be for other menus?)
Loading screen objects, judging by the names and when they are called:
gmLoadStage
gmNLMExpand
gmNLMBase
gmNLMFly
gmNLMFinal
Title screen?:
gmScrollSetup
gmScrollObject2
(gmScrollSetup is used on title screen, even though nothing scrolls there. There's scrolling on the title screen of Gitaroo Man One, could this be a leftover? gmScrollObject2 looks unused but is related to gmScrollSetup.)
Probably for the unused Memory Card Test menu and/or unused Save/Load functionality, judging from the names:
gmMCTestSetup
gmMCTestFillCard
gmMCTestGroup
ixVector<gmMCTestGroup *, ixIterator<gmMCTestGroup *>>
Probably for subtitles, judging from the names:
gmSubTitler
gm2dBase
gm2dFront
gmInterface
ixVector<gmSoundChannel *, ixIterator<gmSoundChannel *>>
ixVector<gmSubTitler::SUBTITLE_KEY, ixIterator<gmSubTitler::SUBTITLE_KEY>>
(Does the gmSoundChannel stuff belong here?)
Multiplayer?:
ixVector<float, ixIterator<float>>
ixVector<BEAM_OFFSET, ixIterator<BEAM_OFFSET>>
ixVector<FRAME_PAIR, ixIterator<FRAME_PAIR>>
ixVector<CAM_DATA, ixIterator<CAM_DATA>>
ixVector<gmCross *, ixIterator<gmCross *>>
Stage interface
gmPlayerIcon
gmPlayerActiveStatus
gmBanner
gmSoundChannel
gmScore
gmSectionStatus
gmDangerStatus
gmHitStatus
gmDirectionalLight
gm2DPolyObject
gmSpriteObjectBase
gmBillSpriteObject
gmSpriteObject
gmControlWeb
gm3dBase
gm3dObject
gmControlNode
gmControlBeam
gmControlBillboardsPoly
gmControlBillboardsFixed
gm3dSpriteSetup
gm3dSpriteYONLY
gm3dSpriteXONLY
gm3dSpriteFIXED
gm3dSetup
ixXeios3DSetup<gm3dObject, ixXeiosDirectionalLight>
gmStage
ixVector<GM_XG_IO, ixIterator<GM_XG_IO>>
ixVector<GM_FRAME_SECTION_IO, ixIterator<GM_FRAME_SECTION_IO>>
ixVector<gmControlWeb *, ixIterator<gmControlWeb *>>
ixVector<gmBltTexAnim *, ixIterator<gmBltTexAnim *>>
ixVector<X3D_POS, ixIterator<X3D_POS>>
ixVector<X3D_QUT, ixIterator<X3D_QUT>>
ixVector<X3D_CAM, ixIterator<X3D_CAM>>
ixVector<X3D_AMB, ixIterator<X3D_AMB>>
ixVector<X3D_ATO, ixIterator<X3D_ATO>>
ixVector<X3D_ANIM, ixIterator<X3D_ANIM>>
ixVector<X3D_SCL, ixIterator<X3D_SCL>>
ixVector<GM_XG_ANIM_NODE_IO, ixIterator<GM_XG_ANIM_NODE_IO>>
ixVector<gmControlNode *, ixIterator<gmControlNode *>>
ixVector<gmControlBeam *, ixIterator<gmControlBeam *>>
ixVector<gmControlBillboardsFixed *, ixIterator<gmControlBillboardsFixed *>>
ixVector<gmControlBillboardsPoly *, ixIterator<gmControlBillboardsPoly *>>
ixVector<X2D_POS, ixIterator<X2D_POS>>
ixVector<X2D_COL, ixIterator<X2D_COL>>
ixVector<TEX_ANIM, ixIterator<TEX_ANIM>>
ixVector<X3D_DIR, ixIterator<X3D_DIR>>
ixVector<X3D_COL, ixIterator<X3D_COL>>
ixVector<GM_SPRITE_IO, ixIterator<GM_SPRITE_IO>>
ixVector<X2D_ANIM, ixIterator<X2D_ANIM>>
ixVector<gmHitStatus *, ixIterator<gmHitStatus *>>
ixVector<WEB_NODE, ixIterator<WEB_NODE>>
(Mostly 3D stuff, but there's a lot of other stuff that needs to be sorted out.)
ixVector<TEX_BLT_RECT, ixIterator<TEX_BLT_RECT>>
ixVector<TEX_BLT_ANIM, ixIterator<TEX_BLT_ANIM>>
For Collection, judging from the names:
MurakamiCColleSpace::ccSeqCtrl
MurakamiCColleSpace::mgSound
MurakamiCColleSpace::cc2dObjCtrl
MurakamiCColleSpace::cc2DSpriteSetUp
ixVector<MurakamiCColleSpace::MG_IMS_IO, ixIterator<MurakamiCColleSpace::MG_IMS_IO>>
ixVector<ixDrawObjectBase **, ixIterator<ixDrawObjectBase **>>
ixVector<MurakamiCColleSpace::MG_SPR_IO, ixIterator<MurakamiCColleSpace::MG_SPR_IO>>
gmControlSnake
(A stage thing that only gets used in stage 4.)
Objects for the unused particle system, judging by the names:
gmParticleSetup
gmParticleObject
ParticleComponent
ixVector<PTCL_KEY_COMP, ixIterator<PTCL_KEY_COMP>>
ixVector<PTCL_KEY_EMIT_DIR, ixIterator<PTCL_KEY_EMIT_DIR>>
ixVector<PTCL_KEY_EMIT_POS, ixIterator<PTCL_KEY_EMIT_POS>>
ixVector<gmParticleObject *, ixIterator<gmParticleObject *>>
Particle_Aura
ixVector<PTCL_KEY_FLD_GRV, ixIterator<PTCL_KEY_FLD_GRV>>
Particle_Crash
ixVector<PTCL_KEY_FLD_BOUND, ixIterator<PTCL_KEY_FLD_BOUND>>
Particle_Fire
Particle_Star
Particle_Vacuum
Objects for the tutorial, judging by the names:
ixVector<xeTexture *, ixIterator<xeTexture *>>
gmTutorialHelper
gmTutorialGenericAnimation
gmTutorialSpriteBase
gmTutorialControllerPlate
gmTutorialPhrasePlate
gmTutorialParaphrase
ixVector<gmTutorialGenericAnimation::ANIM_FRAME, ixIterator<gmTutorialGenericAnimation::ANIM_FRAME>>
ixVector<gmTutorialGenericAnimation::POS_FRAME, ixIterator<gmTutorialGenericAnimation::POS_FRAME>>
ixVector<gmTutorialHelper::CHART_ACTIVE, ixIterator<gmTutorialHelper::CHART_ACTIVE>>
ixVector<gmTutorialHelper::CHART_OFFSET, ixIterator<gmTutorialHelper::CHART_OFFSET>>
ixVector<gmTutorialHelper::METER_ANIM, ixIterator<gmTutorialHelper::METER_ANIM>>
Multiplayer menu, judging by the names:
MurakamiMultiSelSpace::msSeqCtrl
MurakamiMultiSelSpace::msSound
MurakamiMultiSelSpace::ms2dObjCtrl
MurakamiMultiSelSpace::ms2DSpriteSetUp
ixVector<MurakamiMultiSelSpace::MG_IMS_IO, ixIterator<MurakamiMultiSelSpace::MG_IMS_IO>>
ixVector<MurakamiMultiSelSpace::MG_SPR_IO, ixIterator<MurakamiMultiSelSpace::MG_SPR_IO>>
Results screen, judging by the names:
gmResults3
gmResults2
gmResultsPod3
gmResultsPod2
Maybe for spinning circle graphics like the main menu's cursor and background, judging by the names and when they're called:
gmSpCircle
gmCircleObject
gmCircleBase
Stage selection, judging by the names:
gmStageSelect
gmStageSelectItem
Theater, judging by the names:
gmTheater
gmTheaterItem
Options, judging by the names:
gmOptionSetup
gmOptionBgSetup
gmOptionGroup
gmOptionVolumeGroup
gmOptionModeGroup
ixVector<ixInOutSprite *, ixIterator<ixInOutSprite *>>
Title screen, judging by when it's called:
ixVector<ixDrawPolyObject *, ixIterator<ixDrawPolyObject *>>
Main Menu, judging by the names:
MurakamiMainMenuSpace::mmSeqCtrl
MurakamiMainMenuSpace::mmSound
MurakamiMainMenuSpace::mm2dObjCtrl
MurakamiMainMenuSpace::mm2DSpriteSetUp
ixVector<MurakamiMainMenuSpace::MG_IMS_IO, ixIterator<MurakamiMainMenuSpace::MG_IMS_IO>>
ixVector<MurakamiMainMenuSpace::MG_SPR_IO, ixIterator<MurakamiMainMenuSpace::MG_SPR_IO>>
ixVector<gm2DPolyObject *, ixIterator<gm2DPolyObject *>>
gmMenuLineSetup
gmMenuLineObject
gmMenuLineBase
ixVector<gmMenuLineBase *, ixIterator<gmMenuLineBase *>>
ixVector<gmMenuLineObject *, ixIterator<gmMenuLineObject *>>
Language select, judging by the name:
gmLanguageSelect