{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'SmoothCW' 

// ----------------------------------------------
// --- ̃R[hŗ\񂳂Ă郍[Jϐ --- 
// ----------------------------------------------

// ȉ̕ϐ͐΂ɎgpȂłII 

//  0@ : ̓L[̗
//  1@ : ֐ł̂wWꎞۑp 
//  2@ : ֐ł̂xWꎞۑp 
//  3@ : ֐ł̂yWꎞۑp 
//  4@ : ֐ł̊pxꎞۑp
//  5@ : R}hʔԍ
//  6@ : ֐ł̗\pP 
//  7@ : ֐ł̗\pQ 
//  8@ : ֐ł̗\pR 
//  9@ : ֐ł̗\pS 


// 28@ : ėpϐ 
// 29@ : ėpϐiɃǂݏolpj 
// 30@ : v[̐擪AhX
// 31@ : v[ւ̃ANZXp 


// *****************
//      
// *****************  

0@ = -229908 // ͗̃|C^ 
gosub @GetPointer // v[̐擪AhX30@ɑĂ 

19@ = 2.0   // Ctrl Coef
20@ = 0.01  // Tilt Speed
21@ = 0.1   // Front Speed
22@ = 0.1   // Side Speed
23@ = 0.1   // Updown Speed
24@ = 1.0   // Rotate Speed
25@ = 0.002 // Lookupdown Speed
26@ = 0.3   // Lookupdwon Limit
27@ = 0.01  // Fade Acceleration 
 

0A8E: 31@ = 30@ + 0x06C
0A8C: write_memory 31@ size 4 value 0 virtual_protect 0 // NȂ̂ŃXCb`OɂĂ 


// *******************
//     L[͏
// *******************  

:CW_Start
    wait 0 

    if &0(0@,1i) == 0x534D434D // SMCM 
    then 5@ = 1
    end

    // XCb`ĂȂꍇ̓[vɖ߂ 
    if 5@ == 0
    then jump @CW_Start
    else &0(0@,1i) = 0x55484F26 // UHO
    end

    
    // ----------------------------------------
    // --- ȈՃJ[Ns(SMCM) ---
    // ----------------------------------------
    if 5@ == 1
    then
    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058 

        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1052
        0337: set_actor $PLAYER_ACTOR  visibility 0
 
        00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@
        01B4: set_player $PLAYER_CHAR can_move 0
        0619: enable_actor $PLAYER_ACTOR collision_detection 0 

        // ep[^ݒ莞̑I𒆂̃j[ԍ
        0A8E: 31@ = 30@ + 0x000
        0A8C: write_memory 31@ size 4 value 1 virtual_protect 0 

        // lݒ肷
        28@ = 0.0 // vZp 
         6@ = 0.0 // vZp 
         7@ = 0.0 // vZp 
         8@ = 0.0 // AxvZp 
         9@ =   0 // Wait
         
        0A8E: 31@ = 30@ + 0x020
        0A8C: write_memory 31@ size 4 value 0.0 virtual_protect 0 // J̍ɑ΂^[Qbg̍̍(Offset) 


        // ftHgt@CΓǂݏo 

        0A8E: 31@ = 30@ + 0x06C
        0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0

        if 29@ == 0 // NȂ 
        then
            if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Default.dat" mode 0x6272
            then
                0A9D: readfile 29@ size 36 to 19@
                0A9B: closefile 29@
            end
        end

        // Nł͂ȂȂ̂ŁAXCb`ONɂĂ 
        0A8E: 31@ = 30@ + 0x06C
        0A8C: write_memory 31@ size 4 value 1 virtual_protect 0 
        
        :SMCM_Loop
        wait 0

        // ɌX 
        if 0AB0: key_pressed 100 // Num4 
        then
            // Tilt Speedޔ 
            0087: 8@ = 20@

            // ݂Real Tilt Speedǂݍ 
            0A8E: 31@ = 30@ + 0x044
            0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0

            // ōxɉW
            006B: 8@ *= 27@
            
            // EȂAC{͂łQ{̉x 
            if 29@ < 0
            then 8@ *= 2.0
            end
            
            if 0AB0: key_pressed 32 // Space
            then 
                006B: 20@ *= 19@ // Ctrl Coef 
                006B: 8@ *= 19@ // Ctrl Coef
            end 
            
            // Ax߂
            005B: 29@ += 8@
            if 0025: 29@ > 20@
            then 0087: 29@ = 20@
            end
            
            if 0AB0: key_pressed 32 // Space
            then 
                0073: 8@ /= 19@ // Ctrl Coef 
                0073: 20@ /= 19@ // Ctrl Coef 
            end 

            // ݂Tiltl̍XV
            0A8E: 31@ = 30@ + 0x048
            0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0
             
            005B: 28@ += 29@
            if 28@ > 5.0
            then 28@ = 5.0
            end
            0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0

            // ݂Real Tilt Speed 
            0A8E: 31@ = 30@ + 0x044
            0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
        else
            // EɌX 
            if 0AB0: key_pressed 102 // Num6 
            then
                // Tilt Speedޔ 
                0087: 8@ = 20@
    
                // ݂Real Tilt Speedǂݍ 
                0A8E: 31@ = 30@ + 0x044
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                // ōxɉW
                006B: 8@ *= 27@
                8@ *= -1.0
                
                // ȂAC{͂łQ{̉x 
                if 29@ > 0
                then 8@ *= 2.0
                end
                
                if 0AB0: key_pressed 32 // Space
                then 
                    006B: 20@ *= 19@ // Ctrl Coef 
                    006B: 8@ *= 19@ // Ctrl Coef
                end 
            
                // Ax߂
                005B: 29@ += 8@
                29@ *= -1.0
                if 0025: 29@ > 20@
                then 0087: 29@ = 20@
                end
                29@ *= -1.0
                
                if 0AB0: key_pressed 32 // Space
                then 
                    0073: 8@ /= 19@ // Ctrl Coef 
                    0073: 20@ /= 19@ // Ctrl Coef 
                end 
    
                // ݂Tiltl̍XV
                0A8E: 31@ = 30@ + 0x048
                0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0
                 
                005B: 28@ += 29@
                if 28@ < -5.0
                then 28@ = -5.0
                end
                0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0
    
                // ݂Real Tilt Speed 
                0A8E: 31@ = 30@ + 0x044
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
            else
                // Tilt Speedޔ 
                0087: 8@ = 20@
    
                // ݂Real Tilt Speedǂݍ 
                0A8E: 31@ = 30@ + 0x044
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                // ōxɉW
                006B: 8@ *= 27@
                
                // Ax߂
                0A8E: 31@ = 30@ + 0x048
                0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0
                if 29@ > 0.0
                then
                    0063: 29@ -= 8@
                    if 29@ < 0.0
                    then 29@ = 0.0
                    end
                    005B: 28@ += 29@
                else
                    005B: 29@ += 8@
                    if 29@ > 0.0
                    then 29@ = 0.0
                    end
                    005B: 28@ += 29@
                end
                0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0
    
                // ݂Real Tilt Speed 
                0A8E: 31@ = 30@ + 0x044
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
            end 
        end 



        //  
        if 0AB0: key_pressed 97 // Num1 
        then
            0172: 10@ = actor $PLAYER_ACTOR Z_angle 

            // Rotate Speedޔ 
            0087: 8@ = 24@

            // ݂Real Rotate Speedǂݍ 
            0A8E: 31@ = 30@ + 0x030
            0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0

            // ōxɉW
            006B: 8@ *= 27@
            
            // EȂAC{͂łQ{̉x 
            if 29@ < 0
            then 8@ *= 2.0
            end
            
            if 0AB0: key_pressed 32 // Space
            then 
                006B: 24@ *= 19@ // Ctrl Coef 
                006B: 8@ *= 19@ // Ctrl Coef
            end 
            
            // Ax߂
            005B: 29@ += 8@
            if 0025: 29@ > 24@
            then 0087: 29@ = 24@
            end
            
            if 0AB0: key_pressed 32 // Space
            then 
                0073: 8@ /= 19@ // Ctrl Coef 
                0073: 24@ /= 19@ // Ctrl Coef 
            end 

            005B: 10@ += 29@
            if 10@ >= 360.0
            then 10@ -= 360.0
            end

            0173: set_actor $PLAYER_ACTOR Z_angle_to 10@

            // ݂Real Rotate Speed 
            0A8E: 31@ = 30@ + 0x030
            0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
        else
            // E 
            if 0AB0: key_pressed 99 // Num3 
            then
                0172: 10@ = actor $PLAYER_ACTOR Z_angle 

                // Rotate Speedޔ 
                0087: 8@ = 24@
    
                // ݂Real Rotate Speedǂݍ 
                0A8E: 31@ = 30@ + 0x030
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                // ōxɉW            
                006B: 8@ *= 27@
                8@ *= -1.0
                
                if 0AB0: key_pressed 32 // Space
                then 
                    006B: 24@ *= 19@ // Ctrl Coef 
                    006B: 8@ *= 19@ // Ctrl Coef
                end 
            
                // ȂAC{͂łQ{̉x 
                if 29@ > 0
                then 8@ *= 2.0
                end
                
                // Ax߂
                005B: 29@ += 8@
                29@ *= -1.0
                if 0025: 29@ > 24@
                then 0087: 29@ = 24@
                end 
                29@ *= -1.0
    
                if 0AB0: key_pressed 32 // Space
                then 
                    0073: 8@ /= 19@ // Ctrl Coef 
                    0073: 24@ /= 19@ // Ctrl Coef 
                end 

                005B: 10@ += 29@
                if 10@ < 0.0
                then 10@ += 360.0
                end
                
                0173: set_actor $PLAYER_ACTOR Z_angle_to 10@

                // ݂Real Rotate Speed 
                0A8E: 31@ = 30@ + 0x030
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
            else
                0172: 10@ = actor $PLAYER_ACTOR Z_angle 

                // Rotate Speedޔ 
                0087: 8@ = 24@
    
                // ݂Real Rotate Speedǂݍ 
                0A8E: 31@ = 30@ + 0x030
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                006B: 8@ *= 19@ // Ctrl Coef 
            
                // ōxɉW            
                0087: 7@ = 29@
                0073: 7@ /= 24@
                if 7@ < 0.0
                then 7@ *= -1.0
                end
                
                0087: 6@ = 24@
                6@ *= 0.0015

                0087: 28@ = 27@
                28@ *= 100.0
                28@ -= 1.0
                if 28@ > 0.0
                then
                    006B: 28@ *= 28@
                else
                    006B: 28@ *= 28@
                    28@ *= -1.0
                end
                28@ += 1.0
                006B: 6@ *= 28@

                006B: 8@ *= 27@
                006B: 8@ *= 7@
                005B: 8@ += 6@                
                
                // Ax߂
                if 29@ > 0.0
                then
                    0063: 29@ -= 8@
                    if 29@ < 0
                    then 29@ = 0
                    end

                    005B: 10@ += 29@
                    if 10@ >= 360.0
                    then 10@ -= 360.0
                    end

                else
                    005B: 29@ += 8@
                    if 29@ > 0
                    then 29@ = 0
                    end

                    005B: 10@ += 29@
                    if 10@ < 0.0
                    then 10@ += 360.0
                    end
                end

                0173: set_actor $PLAYER_ACTOR Z_angle_to 10@

                // ݂Real Rotate Speed 
                0A8E: 31@ = 30@ + 0x030
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
            end 
        end 



        // Oɐi 
        if 0AB0: key_pressed 87 // v 
        then
            00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@
            0172: 13@ = actor $PLAYER_ACTOR Z_angle 

            // Front Speedޔ 
            0087: 8@ = 21@

            // ݂Real Front Speedǂݍ 
            0A8E: 31@ = 30@ + 0x024
            0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0

            // ōxɉW            
            006B: 8@ *= 27@
            
            // ޒȂAC{͂łQ{̉x 
            if 29@ < 0
            then 8@ *= 2.0
            end
            
            if 0AB0: key_pressed 32 // Space
            then 
                006B: 21@ *= 19@ // Ctrl Coef 
                006B: 8@ *= 19@ // Ctrl Coef
            end 
            
            // Ax߂
            005B: 29@ += 8@
            if 0025: 29@ > 21@
            then 0087: 29@ = 21@
            end 

            if 0AB0: key_pressed 32 // Space
            then 
                0073: 8@ /= 19@ // Ctrl Coef 
                0073: 21@ /= 19@ // Ctrl Coef 
            end 

            02F6: 17@ = cosine 13@ // X
            006B: 17@ *= 29@
            02F7: 18@ = sine 13@ // Y 
            006B: 18@ *= 29@
    
            0063: 10@ -= 17@
            005B: 11@ += 18@
            12@ -= 1.0

            00A1: put_actor $PLAYER_ACTOR at 10@ 11@ 12@

            // ݂Real Front Speed 
            0A8E: 31@ = 30@ + 0x024
            0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0 // Front Speed
        else
            if 0AB0: key_pressed 83 // r
            then
                00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@
                0172: 13@ = actor $PLAYER_ACTOR Z_angle 
    
                // Front Speedޔ 
                0087: 8@ = 21@
    
                // ݂Real Front Speedǂݍ 
                0A8E: 31@ = 30@ + 0x024
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                // ōxɉW            
                006B: 8@ *= 27@
                8@ *= -1.0
                
                if 0AB0: key_pressed 32 // Space
                then 
                    006B: 21@ *= 19@ // Ctrl Coef 
                    006B: 8@ *= 19@ // Ctrl Coef
                end 
            
                // OiȂAC|͂łQ{̉x 
                if 29@ > 0
                then 8@ *= 2.0
                end
            
                // Ax߂
                005B: 29@ += 8@
                29@ *= -1.0
                if 0025: 29@ > 21@
                then 0087: 29@ = 21@
                end
                29@ *= -1.0 
    
                if 0AB0: key_pressed 32 // Space
                then 
                    0073: 8@ /= 19@ // Ctrl Coef 
                    0073: 21@ /= 19@ // Ctrl Coef 
                end 

                02F6: 17@ = cosine 13@ // X
                006B: 17@ *= 29@
                02F7: 18@ = sine 13@ // Y 
                006B: 18@ *= 29@
        
                0063: 10@ -= 17@
                005B: 11@ += 18@
                12@ -= 1.0
    
                00A1: put_actor $PLAYER_ACTOR at 10@ 11@ 12@
    
                // ݂Real Front Speed 
                0A8E: 31@ = 30@ + 0x024
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0 // Front Speed
            else
                00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@
                0172: 13@ = actor $PLAYER_ACTOR Z_angle 
    
                // Front Speedޔ 
                0087: 8@ = 21@
                
                // ݂Real Front Speedǂݍ 
                0A8E: 31@ = 30@ + 0x024
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                006B: 8@ *= 19@ // Ctrl Coef 
            
                // ōxɉW            
                0087: 7@ = 29@
                0073: 7@ /= 21@
                if 7@ < 0.0
                then 7@ *= -1.0
                end
                
                0087: 6@ = 21@
                6@ *= 0.0015

                0087: 28@ = 27@
                28@ *= 100.0
                28@ -= 1.0
                if 28@ > 0.0
                then
                    006B: 28@ *= 28@
                else
                    006B: 28@ *= 28@
                    28@ *= -1.0
                end
                28@ += 1.0
                006B: 6@ *= 28@

                006B: 8@ *= 27@
                006B: 8@ *= 7@
                005B: 8@ += 6@                

                // Ax߂
                if 29@ > 0.0
                then
                    0063: 29@ -= 8@
                    if 29@ < 0
                    then 29@ = 0
                    end
                else
                    005B: 29@ += 8@
                    if 29@ > 0
                    then 29@ = 0
                    end
                end
                
                02F6: 17@ = cosine 13@ // X
                006B: 17@ *= 29@
                02F7: 18@ = sine 13@ // Y 
                006B: 18@ *= 29@
        
                0063: 10@ -= 17@
                005B: 11@ += 18@
                12@ -= 1.0
    
                00A1: put_actor $PLAYER_ACTOR at 10@ 11@ 12@
    
                // ݂Real Front Speed 
                0A8E: 31@ = 30@ + 0x024
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0 // Front Speed
            end
        end 



        // EɈړ 
        if 0AB0: key_pressed 68 // c
        then
            00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@
            0172: 13@ = actor $PLAYER_ACTOR Z_angle


            // Side Speedޔ 
            0087: 8@ = 22@

            // ݂Real Side Speedǂݍ 
            0A8E: 31@ = 30@ + 0x028
            0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0

            // ōxɉW            
            006B: 8@ *= 27@
            
            // ֈړȂAC{͂łQ{̉x 
            if 29@ < 0
            then 8@ *= 2.0
            end
            
            if 0AB0: key_pressed 32 // Space
            then 
                006B: 22@ *= 19@ // Ctrl Coef 
                006B: 8@ *= 19@ // Ctrl Coef
            end 
            
            // Ax߂
            005B: 29@ += 8@
            if 0025: 29@ > 22@
            then 0087: 29@ = 22@
            end 

            if 0AB0: key_pressed 32 // Space
            then 
                0073: 8@ /= 19@ // Ctrl Coef 
                0073: 22@ /= 19@ // Ctrl Coef 
            end 

            13@ -= 90.0
            if 13@ <= 0.0
            then 13@ += 360.0
            end 

            02F6: 17@ = cosine 13@ // X
            006B: 17@ *= 29@
            02F7: 18@ = sine 13@ // Y 
            006B: 18@ *= 29@
    
            0063: 10@ -= 17@
            005B: 11@ += 18@
            12@ -= 1.0

            00A1: put_actor $PLAYER_ACTOR at 10@ 11@ 12@

            // ݂Real Side Speed 
            0A8E: 31@ = 30@ + 0x028
            0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
        else
            // Ɉړ 
            if 0AB0: key_pressed 65 // `
            then
                00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@
                0172: 13@ = actor $PLAYER_ACTOR Z_angle

                // Front Speedޔ 
                0087: 8@ = 22@
    
                // ݂Real Side Speedǂݍ 
                0A8E: 31@ = 30@ + 0x028
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                // ōxɉW            
                006B: 8@ *= 27@
                8@ *= -1.0
                
                // EֈړȂAC|͂łQ{̉x 
                if 29@ > 0
                then 8@ *= 2.0
                end
            
                if 0AB0: key_pressed 32 // Space
                then 
                    006B: 22@ *= 19@ // Ctrl Coef 
                    006B: 8@ *= 19@ // Ctrl Coef
                end 
            
                // Ax߂
                005B: 29@ += 8@
                29@ *= -1.0
                if 0025: 29@ > 22@
                then 0087: 29@ = 22@
                end
                29@ *= -1.0 
    
                if 0AB0: key_pressed 32 // Space
                then 
                    0073: 8@ /= 19@ // Ctrl Coef 
                    0073: 22@ /= 19@ // Ctrl Coef 
                end 

                13@ -= 90.0
                if 13@ <= 0.0
                then 13@ += 360.0
                end 

                02F6: 17@ = cosine 13@ // X
                006B: 17@ *= 29@
                02F7: 18@ = sine 13@ // Y 
                006B: 18@ *= 29@
        
                0063: 10@ -= 17@
                005B: 11@ += 18@
                12@ -= 1.0
    
                00A1: put_actor $PLAYER_ACTOR at 10@ 11@ 12@
    
                // ݂Real Side Speed 
                0A8E: 31@ = 30@ + 0x028
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
            else
                00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@
                0172: 13@ = actor $PLAYER_ACTOR Z_angle 
    
                // Side Speedޔ 
                0087: 8@ = 22@
                
                // ݂Real Side Speedǂݍ 
                0A8E: 31@ = 30@ + 0x028
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                006B: 8@ *= 19@ // Ctrl Coef 
            
                // ōxɉW            
                0087: 7@ = 29@
                0073: 7@ /= 22@
                if 7@ < 0.0
                then 7@ *= -1.0
                end
                
                0087: 6@ = 22@
                6@ *= 0.0015

                0087: 28@ = 27@
                28@ *= 100.0
                28@ -= 1.0
                if 28@ > 0.0
                then
                    006B: 28@ *= 28@
                else
                    006B: 28@ *= 28@
                    28@ *= -1.0
                end
                28@ += 1.0
                006B: 6@ *= 28@

                006B: 8@ *= 27@
                006B: 8@ *= 7@
                005B: 8@ += 6@                
                
                // Ax߂
                if 29@ > 0.0
                then
                    0063: 29@ -= 8@
                    if 29@ < 0
                    then 29@ = 0
                    end

                    13@ -= 90.0
                    if 13@ <= 0.0
                    then 13@ += 360.0
                    end 
                else
                    005B: 29@ += 8@
                    if 29@ > 0
                    then 29@ = 0
                    end

                    13@ -= 90.0
                    if 13@ <= 0.0
                    then 13@ += 360.0
                    end 
                end
                
                02F6: 17@ = cosine 13@ // X
                006B: 17@ *= 29@
                02F7: 18@ = sine 13@ // Y 
                006B: 18@ *= 29@
        
                0063: 10@ -= 17@
                005B: 11@ += 18@
                12@ -= 1.0
    
                00A1: put_actor $PLAYER_ACTOR at 10@ 11@ 12@
    
                // ݂Real Side Speed 
                0A8E: 31@ = 30@ + 0x028
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
            end
        end 

        // ɏオ 
        if 0AB0: key_pressed 13 // Enter 
        then
            00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@

            // Updown Speedޔ 
            0087: 8@ = 23@

            // ݂Real UpDown Speedǂݍ 
            0A8E: 31@ = 30@ + 0x02C
            0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0

            // ōxɉW            
            006B: 8@ *= 27@
            
            // ֈړȂAC{͂łQ{̉x 
            if 29@ < 0
            then 8@ *= 2.0
            end
            
            if 0AB0: key_pressed 32 // Space
            then 
                006B: 23@ *= 19@ // Ctrl Coef 
                006B: 8@ *= 19@ // Ctrl Coef
            end 
            
            // Ax߂
            005B: 29@ += 8@
            if 0025: 29@ > 23@
            then 0087: 29@ = 23@
            end 

            if 0AB0: key_pressed 32 // Space
            then 
                0073: 8@ /= 19@ // Ctrl Coef 
                0073: 23@ /= 19@ // Ctrl Coef 
            end 

            005B: 12@ += 29@
            12@ -= 1.0         

            00A1: put_actor $PLAYER_ACTOR at 10@ 11@ 12@

            // ݂Real Updown Speed 
            0A8E: 31@ = 30@ + 0x02C
            0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
        else
            // ɉ 
            if 0AB0: key_pressed 96 // Num0 
            then
                00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@

                // Updown Speedޔ 
                0087: 8@ = 23@
    
                // ݂Real UpDown Speedǂݍ 
                0A8E: 31@ = 30@ + 0x02C
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                // ōxɉW            
                006B: 8@ *= 27@
                8@ *= -1.0
                
                if 0AB0: key_pressed 32 // Space
                then 
                    006B: 23@ *= 19@ // Ctrl Coef 
                    006B: 8@ *= 19@ // Ctrl Coef
                end 
                
                // ֈړȂAC{͂łQ{̉x 
                if 29@ > 0
                then 8@ *= 2.0
                end
                
                // Ax߂
                005B: 29@ += 8@
                29@ *= -1.0
                if 0025: 29@ > 23@
                then 0087: 29@ = 23@
                end 
                29@ *= -1.0

                if 0AB0: key_pressed 32 // Space
                then 
                    0073: 8@ /= 19@ // Ctrl Coef 
                    0073: 23@ /= 19@ // Ctrl Coef 
                end 

                005B: 12@ += 29@
                12@ -= 1.0         

                00A1: put_actor $PLAYER_ACTOR at 10@ 11@ 12@

                // ݂Real Updown Speed 
                0A8E: 31@ = 30@ + 0x02C
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
            else
                00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@

                // Updown Speedޔ 
                0087: 8@ = 23@
    
                // ݂Real UpDown Speedǂݍ 
                0A8E: 31@ = 30@ + 0x02C
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                006B: 8@ *= 19@ // Ctrl Coef 
            
                // ōxɉW            
                0087: 7@ = 29@
                0073: 7@ /= 23@
                if 7@ < 0.0
                then 7@ *= -1.0
                end
                
                0087: 6@ = 23@
                6@ *= 0.0015

                0087: 28@ = 27@
                28@ *= 100.0
                28@ -= 1.0
                if 28@ > 0.0
                then
                    006B: 28@ *= 28@
                else
                    006B: 28@ *= 28@
                    28@ *= -1.0
                end
                28@ += 1.0
                006B: 6@ *= 28@

                006B: 8@ *= 27@
                006B: 8@ *= 7@
                005B: 8@ += 6@                
                
                
                // Ax߂
                if 29@ > 0.0
                then
                    0063: 29@ -= 8@
                    if 29@ < 0
                    then 29@ = 0
                    end
                else
                    005B: 29@ += 8@
                    if 29@ > 0
                    then 29@ = 0
                    end
                end

                005B: 12@ += 29@
                12@ -= 1.0         

                00A1: put_actor $PLAYER_ACTOR at 10@ 11@ 12@

                // ݂Real Updown Speed 
                0A8E: 31@ = 30@ + 0x02C
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
            end
        end

        //  
        if 0AB0: key_pressed 101 // Num5
        then
            // Lookupdown Speedޔ 
            0087: 8@ = 25@

            // ݂Real Lookupdown Speedǂݍ 
            0A8E: 31@ = 30@ + 0x034
            0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0

            // ōxɉW            
            006B: 8@ *= 27@
            
            // ĂŒȂAC{͂łQ{̉x 
            if 29@ < 0
            then 8@ *= 2.0
            end
            
            if 0AB0: key_pressed 32 // Space
            then 
                006B: 25@ *= 19@ // Ctrl Coef 
                006B: 8@ *= 19@ // Ctrl Coef
            end 
            
            // Ax߂
            005B: 29@ += 8@
            if 0025: 29@ > 25@
            then 0087: 29@ = 25@
            end 

            if 0AB0: key_pressed 32 // Space
            then 
                0073: 8@ /= 19@ // Ctrl Coef 
                0073: 25@ /= 19@ // Ctrl Coef 
            end 

            // J^[Qbg̍ItZbg̍XV 
            0A8E: 31@ = 30@ + 0x020
            0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0
            005B: 28@ += 29@
            if 0025: 28@ > 26@
            then 0087: 28@ = 26@
            end
            0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0
            

            // ݂Real Lookupdown Speed 
            0A8E: 31@ = 30@ + 0x034
            0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
        else
            //  
            if 0AB0: key_pressed 98 // Num2
            then
                // Lookupdown Speedޔ 
                0087: 8@ = 25@
    
                // ݂Real Lookupdown Speedǂݍ 
                0A8E: 31@ = 30@ + 0x034
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                // ōxɉW            
                006B: 8@ *= 27@
                8@ *= -1.0
                
                if 0AB0: key_pressed 32 // Space
                then 
                    006B: 25@ *= 19@ // Ctrl Coef 
                    006B: 8@ *= 19@ // Ctrl Coef
                end 
            
                // ĂŒȂAC{͂łQ{̉x 
                if 29@ > 0
                then 8@ *= 2.0
                end
                
                // Ax߂
                005B: 29@ += 8@
                29@ *= -1.0
                if 0025: 29@ > 25@
                then 0087: 29@ = 25@
                end 
                29@ *= -1.0
    
                if 0AB0: key_pressed 32 // Space
                then 
                    0073: 8@ /= 19@ // Ctrl Coef 
                    0073: 25@ /= 19@ // Ctrl Coef 
                end 

                // J^[Qbg̍ItZbg̍XV 
                0A8E: 31@ = 30@ + 0x020
                0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0
                005B: 28@ += 29@
                28@ *= -1.0
                if 0025: 28@ > 26@
                then 0087: 28@ = 26@
                end
                28@ *= -1.0
                0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0
                
                // ݂Real Lookupdown Speed 
                0A8E: 31@ = 30@ + 0x034
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
            else
                // Lookupdown Speedޔ 
                0087: 8@ = 25@
    
                // ݂Real Lookupdown Speedǂݍ 
                0A8E: 31@ = 30@ + 0x034
                0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
    
                006B: 8@ *= 19@ // Ctrl Coef 
            
                // ōxɉW            
                0087: 7@ = 29@
                0073: 7@ /= 25@
                if 7@ < 0.0
                then 7@ *= -1.0
                end
                
                0087: 6@ = 25@
                6@ *= 0.0015

                0087: 28@ = 27@
                28@ *= 100.0
                28@ -= 1.0
                if 28@ > 0.0
                then
                    006B: 28@ *= 28@
                else
                    006B: 28@ *= 28@
                    28@ *= -1.0
                end
                28@ += 1.0
                006B: 6@ *= 28@

                006B: 8@ *= 27@
                006B: 8@ *= 7@
                005B: 8@ += 6@                
                
                
                // Ax߂
                if 29@ > 0.0
                then
                    0063: 29@ -= 8@
                    if 29@ < 0
                    then 29@ = 0
                    end

                    // J^[Qbg̍ItZbg̍XV 
                    0A8E: 31@ = 30@ + 0x020
                    0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0
                    005B: 28@ += 29@
                    if 0025: 28@ > 26@
                    then 0087: 28@ = 26@
                    end
                    0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0
                else
                    005B: 29@ += 8@
                    if 29@ > 0
                    then 29@ = 0
                    end

                    // J^[Qbg̍ItZbg̍XV 
                    0A8E: 31@ = 30@ + 0x020
                    0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0
                    005B: 28@ += 29@
                    28@ *= -1.0
                    if 0025: 28@ > 26@
                    then 0087: 28@ = 26@
                    end
                    28@ *= -1.0
                    0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0
                end

                // ݂Real Lookupdown Speed 
                0A8E: 31@ = 30@ + 0x034
                0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
            end
        end

        if 0AB0: key_pressed 35 // End 
        then
            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057 
            goto @SMCM_Set
        end

        if 0AB0: key_pressed 8 // BackSpace 
        then
            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058 
            goto @SMCM_Abort
        end

        // t@C̓ǂݏo 
        if and
            0AB0: key_pressed 17 // Ctrl 
            0AB0: key_pressed 82 // R 
        then
            08D4: 29@ = create_panel_with_title 'DUMMY' position 10.0 10.0 width 150.0 columns 1 interactive 1 background 1 alignment 1
            08DB: set_panel 29@ column 0 header 'SMCM_11' data 'SMCM_13' 'SMCM_14' 'SMCM_15' 'SMCM_16' 'SMCM_17' 'SMCM_18' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

            :SMCM_Load_Loop
            wait 0
            if 0AB0: key_pressed 32 // Space 
            jf @SMCM_Load_Loop
            wait 200

            // pl̖߂l擾ăpl
            08D8: 28@ = panel 29@ selected
            08DA: remove_panel 29@

            if 28@ == 0
            then
                if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Save1.dat" mode 0x6272
                then
                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057
                    0A9D: readfile 29@ size 36 from 19@
                    0A9B: closefile 29@
                else
                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                    wait 200
                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                    wait 200
                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                end
            else
                if 28@ == 1
                then
                    if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Save2.dat" mode 0x6272
                    then
                        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057
                        0A9D: readfile 29@ size 36 from 19@
                        0A9B: closefile 29@
                    else
                        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                        wait 200
                        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                        wait 200
                        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                    end
                else
                    if 28@ == 2
                    then
                        if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Save3.dat" mode 0x6272
                        then
                            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057
                            0A9D: readfile 29@ size 36 from 19@
                            0A9B: closefile 29@
                        else
                            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                            wait 200
                            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                            wait 200
                            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                        end
                    else
                        if 28@ == 3
                        then
                            if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Save4.dat" mode 0x6272
                            then
                                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057
                                0A9D: readfile 29@ size 36 from 19@
                                0A9B: closefile 29@
                            else
                                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                                wait 200
                                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                                wait 200
                                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                            end
                        else
                            if 28@ == 4
                            then
                                if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Save5.dat" mode 0x6272
                                then
                                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057
                                    0A9D: readfile 29@ size 36 from 19@
                                    0A9B: closefile 29@
                                else
                                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                                    wait 200
                                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                                    wait 200
                                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                                end
                            else    
                                goto @SMCM_Load_End                            
                            end
                        end
                    end
                end
            end
            :SMCM_Load_End
            wait 200
        end

        // t@C̏ 
        if and
            0AB0: key_pressed 17 // Ctrl 
            0AB0: key_pressed 83 // S 
        then
            08D4: 29@ = create_panel_with_title 'DUMMY' position 10.0 10.0 width 150.0 columns 1 interactive 1 background 1 alignment 1
            08DB: set_panel 29@ column 0 header 'SMCM_12' data 'SMCM_13' 'SMCM_14' 'SMCM_15' 'SMCM_16' 'SMCM_17' 'SMCM_18' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

            :SMCM_Save_Loop
            wait 0
            if 0AB0: key_pressed 32 // Space 
            jf @SMCM_Save_Loop
            wait 200

            // pl̖߂l擾ăpl
            08D8: 28@ = panel 29@ selected
            08DA: remove_panel 29@

            if 28@ == 0
            then
                if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Save1.dat" mode 0x6277
                then
                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057
                    0A9E: writefile 29@ size 36 from 19@
                    0A9B: closefile 29@
                else
                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                    wait 200
                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                    wait 200
                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                end
            else
                if 28@ == 1
                then
                    if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Save2.dat" mode 0x6277
                    then
                        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057
                        0A9E: writefile 29@ size 36 from 19@
                        0A9B: closefile 29@
                    else
                        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                        wait 200
                        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                        wait 200
                        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                    end
                else
                    if 28@ == 2
                    then
                        if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Save3.dat" mode 0x6277
                        then
                            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057
                            0A9E: writefile 29@ size 36 from 19@
                            0A9B: closefile 29@
                        else
                            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                            wait 200
                            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                            wait 200
                            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                        end
                    else
                        if 28@ == 3
                        then
                            if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Save4.dat" mode 0x6277
                            then
                                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057
                                0A9E: writefile 29@ size 36 from 19@
                                0A9B: closefile 29@
                            else
                                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                                wait 200
                                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                                wait 200
                                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                            end
                        else
                            if 28@ == 4
                            then
                                if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Save5.dat" mode 0x6277
                                then
                                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1057
                                    0A9E: writefile 29@ size 36 from 19@
                                    0A9B: closefile 29@
                                else
                                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                                    wait 200
                                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                                    wait 200
                                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                                end
                            else
                                goto @SMCM_Save_End
                            end
                        end
                    end
                end
            end
            :SMCM_Save_End
            wait 200
        end

        // ftHgƂĕۑ 
        if and
            0AB0: key_pressed 17 // Ctrl 
            0AB0: key_pressed 68 // D 
        then
            if 0A9A: 29@ = openfile "cleo\cleo_saves\SCW_Default.dat" mode 0x6277
            then
                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1136
                0A9E: writefile 29@ size 36 from 19@
                0A9B: closefile 29@
            else
                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                wait 200
                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
                wait 200
                097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
            end
            wait 200
        end

        // XƃAI 
        if 0AB0: key_pressed 36 // Home
        then
            0A8E: 31@ = 30@ + 0x048 
            0A8C: write_memory 31@ size 4 value 0.0 virtual_protect 0

            0A8E: 31@ = 30@ + 0x020 
            0A8C: write_memory 31@ size 4 value 0.0 virtual_protect 0

            097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058
            wait 200
        end


        // p[^ݒ胂[hɓ 
        if 0AB0: key_pressed 115 // F4 
        then
            wait 200
            08D4: 29@ = create_panel_with_title 'DUMMY' position 10.0 10.0 width 220.0 columns 1 interactive 0 background 1 alignment -1
            08DB: set_panel 29@ column 0 header 'DUMMY' data 'SMCM_10' 'SMCM_10' 'SMCM_10' 'SMCM_10' 'SMCM_10' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

            // \plȂ̂ŁAnhɏł 
            0A8E: 31@ = 30@ + 0x004
            0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0

            // ݒlɏł 
            0A8E: 31@ = 30@ + 0x04C
            0A8C: write_memory 31@ size 4 value 21@ virtual_protect 0 // Front Speed
            0A8E: 31@ = 30@ + 0x050
            0A8C: write_memory 31@ size 4 value 22@ virtual_protect 0 // Side Speed  
            0A8E: 31@ = 30@ + 0x054
            0A8C: write_memory 31@ size 4 value 23@ virtual_protect 0 // Updown Speed 
            0A8E: 31@ = 30@ + 0x058
            0A8C: write_memory 31@ size 4 value 24@ virtual_protect 0 // Rotate Speed 
            0A8E: 31@ = 30@ + 0x05C
            0A8C: write_memory 31@ size 4 value 25@ virtual_protect 0 // Lookupdown Speed 
            0A8E: 31@ = 30@ + 0x060
            0A8C: write_memory 31@ size 4 value 26@ virtual_protect 0 // Lookupdown Limit 
            0A8E: 31@ = 30@ + 0x064
            0A8C: write_memory 31@ size 4 value 20@ virtual_protect 0 // Tilt Speed 
            0A8E: 31@ = 30@ + 0x068
            0A8C: write_memory 31@ size 4 value 27@ virtual_protect 0 // Fade Acceleration
            0A8E: 31@ = 30@ + 0x070
            0A8C: write_memory 31@ size 4 value 19@ virtual_protect 0 // Ctrl Coef

            :SMCM_MenuLoop
            wait 0            

            if 001D: 32@ > 9@
            then 9@ = 0
            end
    
            if 9@ == 0
            then
            
                if and
                    0AB0: key_pressed  16 // Shift 
                    0AB0: key_pressed 107 // { 
                then
                    0A8E: 31@ = 30@ + 0x000
                    0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0 // ݑI𒆂̃j[ 
    
                    if 29@ == 1 // Front Speed
                    then
                        21@ += 0.02
                        9@ = 100
                        32@ = 0
    
                    else
                        if 29@ == 2 // Side Speed  
                        then
                            22@ += 0.02
                            9@ = 100
                            32@ = 0
                        else
                            if 29@ == 3 // Updown Speed 
                            then
                                23@ += 0.02
                                9@ = 100
                                32@ = 0
                            else
                                if 29@ == 4 //  Rotate Speed 
                                then
                                    24@ += 0.1
                                    9@ = 100
                                    32@ = 0
                                else
                                    if 29@ == 5 // Lookupdown Speed 
                                    then
                                        25@ += 0.0002
                                        9@ = 100
                                        32@ = 0
                                    else
                                        if 29@ == 6 // Lookupdown Limit 
                                        then
                                            26@ += 0.1
                                            9@ = 100
                                            32@ = 0
                                        else
                                            if 29@ == 7 // Tilt Speed
                                            then
                                                20@ += 0.01
                                                9@ = 100
                                                32@ = 0
                                            else
                                                if 29@ == 8 // Fade Acceleration
                                                then
                                                    27@ += 0.01
                                                    9@ = 100
                                                    32@ = 0
                                                end
                                            end
                                        end
                                    end
                                end
                            end
                        end
                    end
                end 
            
                if and
                    0AB0: key_pressed  16 // Shift 
                    0AB0: key_pressed 109 // | 
                then
                    0A8E: 31@ = 30@ + 0x000
                    0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0 // ݑI𒆂̃j[ 
    
                    if 29@ == 1 // Front Speed
                    then
                        21@ -= 0.02
                        9@ = 100
                        32@ = 0
                        
                        if 21@ < 0.002
                        then 21@ = 0.002
                        end
                    else
                        if 29@ == 2 // Side Speed  
                        then
                            22@ -= 0.02
                            9@ = 100
                            32@ = 0

                            if 22@ < 0.002
                            then 22@ = 0.002
                            end
                        else
                            if 29@ == 3 // Updown Speed 
                            then
                                23@ -= 0.02
                                9@ = 100
                                32@ = 0

                                if 23@ < 0.002
                                then 23@ = 0.002
                                end
                            else
                                if 29@ == 4 //  Rotate Speed 
                                then
                                    24@ -= 0.1
                                    9@ = 100
                                    32@ = 0

                                    if 24@ < 0.01
                                    then 24@ = 0.01
                                    end
                                else
                                    if 29@ == 5 // Lookupdown Speed 
                                    then
                                        25@ -= 0.0002
                                        9@ = 100
                                        32@ = 0

                                        if 25@ < 0.00002
                                        then 25@ = 0.00002
                                        end
                                    else
                                        if 29@ == 6 // Lookupdown Limit 
                                        then
                                            26@ -= 0.1
                                            9@ = 100
                                            32@ = 0

                                            if 26@ < 0.01
                                            then 26@ = 0.01
                                            end
                                        else
                                            if 29@ == 7 // Tilt Speed
                                            then
                                                20@ -= 0.01
                                                9@ = 100
                                                32@ = 0

                                                if 20@ < 0.001
                                                then 20@ = 0.001
                                                end
                                            else
                                                if 29@ == 8 // Fade Acceleration
                                                then
                                                    27@ -= 0.01
                                                    9@ = 100
                                                    32@ = 0
    
                                                    if 27@ < 0.001
                                                    then 27@ = 0.001
                                                    end
                                                end
                                            end
                                        end
                                    end
                                end
                            end
                        end
                    end
                end

                if 0AB0: key_pressed 107 // {
                then
                    0A8E: 31@ = 30@ + 0x000
                    0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0 // ݑI𒆂̃j[ 
    
                    if 29@ == 1 // Front Speed
                    then
                        21@ += 0.002
                        9@ = 100
                        32@ = 0
    
                    else
                        if 29@ == 2 // Side Speed  
                        then
                            22@ += 0.002
                            9@ = 100
                            32@ = 0
                        else
                            if 29@ == 3 // Updown Speed 
                            then
                                23@ += 0.002
                                9@ = 100
                                32@ = 0
                            else
                                if 29@ == 4 //  Rotate Speed 
                                then
                                    24@ += 0.01
                                    9@ = 100
                                    32@ = 0
                                else
                                    if 29@ == 5 // Lookupdown Speed 
                                    then
                                        25@ += 0.00002
                                        9@ = 100
                                        32@ = 0
                                    else
                                        if 29@ == 6 // Lookupdown Limit 
                                        then
                                            26@ += 0.01
                                            9@ = 100
                                            32@ = 0
                                        else
                                            if 29@ == 7 // Tilt Speed
                                            then
                                                20@ += 0.001
                                                9@ = 100
                                                32@ = 0
                                            else
                                                if 29@ == 8 // Fade Acceleration
                                                then
                                                    27@ += 0.001
                                                    9@ = 100
                                                    32@ = 0
                                                else
                                                    if 29@ == 9 // Ctrl Coef
                                                    then
                                                        19@ += 0.1
                                                        9@ = 100
                                                        32@ = 0
                                                    end
                                                end
                                            end
                                        end
                                    end
                                end
                            end
                        end
                    end
                end 
            
                if 0AB0: key_pressed 109 // | 
                then
                    0A8E: 31@ = 30@ + 0x000
                    0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0 // ݑI𒆂̃j[ 
    
                    if 29@ == 1 // Front Speed
                    then
                        21@ -= 0.002
                        9@ = 100
                        32@ = 0
                        
                        if 21@ < 0.002
                        then 21@ = 0.002
                        end
                    else
                        if 29@ == 2 // Side Speed  
                        then
                            22@ -= 0.002
                            9@ = 100
                            32@ = 0

                            if 22@ < 0.002
                            then 22@ = 0.002
                            end
                        else
                            if 29@ == 3 // Updown Speed 
                            then
                                23@ -= 0.002
                                9@ = 100
                                32@ = 0

                                if 23@ < 0.002
                                then 23@ = 0.002
                                end
                            else
                                if 29@ == 4 //  Rotate Speed 
                                then
                                    24@ -= 0.01
                                    9@ = 100
                                    32@ = 0

                                    if 24@ < 0.01
                                    then 24@ = 0.01
                                    end
                                else
                                    if 29@ == 5 // Lookupdown Speed 
                                    then
                                        25@ -= 0.00002
                                        9@ = 100
                                        32@ = 0

                                        if 25@ < 0.00002
                                        then 25@ = 0.00002
                                        end
                                    else
                                        if 29@ == 6 // Lookupdown Limit 
                                        then
                                            26@ -= 0.01
                                            9@ = 100
                                            32@ = 0

                                            if 26@ < 0.01
                                            then 26@ = 0.01
                                            end
                                        else
                                            if 29@ == 7 // Tilt Speed
                                            then
                                                20@ -= 0.001
                                                9@ = 100
                                                32@ = 0

                                                if 20@ < 0.001
                                                then 20@ = 0.001
                                                end
                                            else
                                                if 29@ == 8 // Fade Acceleration
                                                then
                                                    27@ -= 0.001
                                                    9@ = 100
                                                    32@ = 0
    
                                                    if 27@ < 0.001
                                                    then 27@ = 0.001
                                                    end
                                                else
                                                    if 29@ == 9 // Ctrl Coef
                                                    then
                                                        19@ -= 0.1
                                                        if 19@ < 0.1
                                                        then 19@ = 0.1
                                                        end
                                                        9@ = 100
                                                        32@ = 0
                                                    end
                                                end
                                            end
                                        end
                                    end
                                end
                            end
                        end
                    end
                end
                :SMCM_ValueChange_End 

                // J[\ɓ 
                if 0AB0: key_pressed 38 //  
                then
                    0A8E: 31@ = 30@ + 0x000
                    0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0 // ݑI𒆂̃j[ 
    
                    29@ -= 1
                    if 29@ == 0
                    then 29@ = 1
                    else
                        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1052
                        32@ = 0
                        9@ = 100
                    end
                    // ύXl 
                    0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
                end 
            
                // J[\ɓ 
                if 0AB0: key_pressed 40 //  
                then
                    0A8E: 31@ = 30@ + 0x000
                    0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0 // ݑI𒆂̃j[ 
    
                    29@ += 1
                    if 29@ == 10
                    then
                        29@ = 9
                    else
                        097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1052
                        32@ = 0
                        9@ = 100
                    end
                    // ύXl 
                    0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0
                end 
    
    
                if 0AB0: key_pressed 115 // F4 
                then
                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1052 
                    goto @SMCM_Menu_Set
                end
        
                if 0AB0: key_pressed 8 // BackSpace 
                then
                    097A: play_sound_at_3D_coord 0.0 0.0 0.0 reference 1058 
                    goto @SMCM_Menu_Abort
                end
            end
        
            0A8E: 31@ = 30@ + 0x000
            0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0 // ݑI𒆂̃j[ 
    
            if 29@ == 1
            then 28@ = 20.0
            else
                if 29@ == 2
                then 28@ = 32.0
                else
                    if 29@ == 3
                    then 28@ = 44.0
                    else
                        if 29@ == 4
                        then 28@ = 56.0
                        else
                            if 29@ == 5
                            then 28@ = 68.0
                            else
                                if 29@ == 6
                                then 28@ = 80.0
                                else
                                    if 29@ == 7
                                    then 28@ = 92.0
                                    else
                                        if 29@ == 8
                                        then 28@ = 104.0
                                        else
                                            if 29@ == 9
                                            then 28@ = 116.0
                                            end
                                        end
                                    end
                                end
                            end
                        end
                    end
                end
            end
    
            // \ 
            03F0: enable_text_draw 1
            033F: set_text_draw_letter_size totalsize 0.5 Height 1.5 
            033E: set_draw_text_position 15.0 28@ GXT 'SMCM_09'  // =>
            033F: set_text_draw_letter_size totalsize 0.5 Height 1.5 
            033E: set_draw_text_position 40.0 20.0 GXT 'SMCM_01'  // Front Speed
            033F: set_text_draw_letter_size totalsize 0.5 Height 1.5 
            033E: set_draw_text_position 40.0 32.0 GXT 'SMCM_02'  // Side Speed 
            033F: set_text_draw_letter_size totalsize 0.5 Height 1.5 
            033E: set_draw_text_position 40.0 44.0 GXT 'SMCM_03'  // Updown Speed 
            033F: set_text_draw_letter_size totalsize 0.5 Height 1.5 
            033E: set_draw_text_position 40.0 56.0 GXT 'SMCM_04'  // Rotate Speed 
            033F: set_text_draw_letter_size totalsize 0.5 Height 1.5 
            033E: set_draw_text_position 40.0 68.0 GXT 'SMCM_05'  // Lookupdown Speed 
            033F: set_text_draw_letter_size totalsize 0.5 Height 1.5 
            033E: set_draw_text_position 40.0 80.0 GXT 'SMCM_06'  // Lookupdown Limit 
            033F: set_text_draw_letter_size totalsize 0.5 Height 1.5 
            033E: set_draw_text_position 40.0 92.0 GXT 'SMCM_19'  // Tilt Speed 
            033F: set_text_draw_letter_size totalsize 0.5 Height 1.5 
            033E: set_draw_text_position 40.0 104.0 GXT 'SMCM_08'  // Fade Acceleration
            033F: set_text_draw_letter_size totalsize 0.5 Height 1.5 
            033E: set_draw_text_position 40.0 116.0 GXT 'SMCM_20'  // Ctrl Coef

            0087: 29@ = 21@
            29@ *= 1000.0 
            0092: 29@ = float 29@ to_integer 
            045A: draw_text_1number 180.0 21.0 GXT 'NUMBER' number 29@ // Front Speed
    
            0087: 29@ = 22@
            29@ *= 1000.0 
            0092: 29@ = float 29@ to_integer 
            045A: draw_text_1number 180.0 33.0 GXT 'NUMBER' number 29@ // Side Speed 
    
            0087: 29@ = 23@
            29@ *= 1000.0 
            0092: 29@ = float 29@ to_integer 
            045A: draw_text_1number 180.0 45.0 GXT 'NUMBER' number 29@ // Updown Speed  
    
            0087: 29@ = 24@
            29@ *= 100.0 
            0092: 29@ = float 29@ to_integer 
            045A: draw_text_1number 180.0 57.0 GXT 'NUMBER' number 29@ // Rotate Speed 
    
            0087: 29@ = 25@
            29@ *= 100000.0 
            0092: 29@ = float 29@ to_integer 
            045A: draw_text_1number 180.0 69.0 GXT 'NUMBER' number 29@ // Lookupdown Speed 
    
            0087: 29@ = 26@
            29@ *= 100.0 
            0092: 29@ = float 29@ to_integer 
            045A: draw_text_1number 180.0 81.0 GXT 'NUMBER' number 29@ // Lookupdown Limit 
    
            0087: 29@ = 20@
            29@ *= 1000.0 
            0092: 29@ = float 29@ to_integer 
            045A: draw_text_1number 180.0 93.0 GXT 'NUMBER' number 29@ // Tilt Speed 
    
            0087: 29@ = 27@
            29@ *= 1000.0 
            0092: 29@ = float 29@ to_integer 
            045A: draw_text_1number 180.0 105.0 GXT 'NUMBER' number 29@ // Fade Acceleration
            
            0087: 29@ = 19@
            29@ *= 10.0 
            0092: 29@ = float 29@ to_integer 
            045A: draw_text_1number 180.0 117.0 GXT 'NUMBER' number 29@ // Ctrl Coef
            
            01B4: set_player $PLAYER_CHAR can_move 0

            goto @SMCM_MenuLoop
            
            
            :SMCM_Menu_Abort
            
            // ύXO̒lǂݏo 
            0A8E: 31@ = 30@ + 0x04C
            0A8D: 21@ = read_memory 31@ size 4 virtual_protect 0 // Front Speed
            0A8E: 31@ = 30@ + 0x050
            0A8D: 22@ = read_memory 31@ size 4 virtual_protect 0 // Side Speed 
            0A8E: 31@ = 30@ + 0x054
            0A8D: 23@ = read_memory 31@ size 4 virtual_protect 0 // Updown Speed 
            0A8E: 31@ = 30@ + 0x058
            0A8D: 24@ = read_memory 31@ size 4 virtual_protect 0 // Rotate Speed 
            0A8E: 31@ = 30@ + 0x05C
            0A8D: 25@ = read_memory 31@ size 4 virtual_protect 0 // Lookupdown Speed 
            0A8E: 31@ = 30@ + 0x060
            0A8D: 26@ = read_memory 31@ size 4 virtual_protect 0 // Lookupdown Limit 
            0A8E: 31@ = 30@ + 0x064
            0A8D: 20@ = read_memory 31@ size 4 virtual_protect 0 // Tilt Speed 
            0A8E: 31@ = 30@ + 0x068
            0A8D: 27@ = read_memory 31@ size 4 virtual_protect 0 // Fade Acceleration
            0A8E: 31@ = 30@ + 0x070
            0A8D: 19@ = read_memory 31@ size 4 virtual_protect 0 // Ctrl Coef

            :SMCM_Menu_Set
            
            0A8E: 31@ = 30@ + 0x004
            0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0 // pl̃nh
            08DA: remove_panel 29@ 
            
            wait 200 
        end


        // CJ̖ڐ݈̌ʒu擾        
        00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@
        12@ += 0.8

        0A8E: 31@ = 30@ + 0x008
        0A8C: write_memory 31@ size 4 value 10@ virtual_protect 0
        0A8E: 31@ = 30@ + 0x00C
        0A8C: write_memory 31@ size 4 value 11@ virtual_protect 0
        0A8E: 31@ = 30@ + 0x010
        0A8C: write_memory 31@ size 4 value 12@ virtual_protect 0

        0172: 29@ = actor $PLAYER_ACTOR Z_angle 

        // CJ̖ڐ10cm̈ʒuvZ
        02F6: 28@ = cosine 29@ // X
        28@ *= 0.2
        0A8E: 31@ = 30@ + 0x018
        0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0
        
        02F7: 28@ = sine 29@ // Y 
        28@ *= 0.2
        0A8E: 31@ = 30@ + 0x01C
        0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0

        0A8E: 31@ = 30@ + 0x048 
        0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0 // ݂Tiltlǂݍ 
        Camera.SetPosition(10@, 11@, 12@, 29@, 0.0, 0.0)

        0A8E: 31@ = 30@ + 0x018 
        0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
        0063: 10@ -= 29@ // J^[QbgXW 
        
        0A8E: 31@ = 30@ + 0x01C
        0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
        005B: 11@ += 29@ // J^[QbgYW 

        0A8E: 31@ = 30@ + 0x020
        0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
        005B: 12@ += 29@ // J^[QbgZW
         
        Camera.PointAt(10@, 11@, 12@, 2)
        
        goto @SMCM_Loop

        // GXP[vꍇ̓Jʒuɖ߂ 
        :SMCM_Abort
        Camera.SetBehindPlayer
        Camera.Restore_WithJumpCut
        015A: restore_camera_to_default
        0931: lock_camera_zoom 0 
        099C: jiggle_camera type 1 duration 0.0 intensity 0.0

        0337: set_actor $PLAYER_ACTOR visibility 1
        01B4: set_player $PLAYER_CHAR can_move 1

        if 80DF: actor $PLAYER_ACTOR not driving
        then 0619: enable_actor $PLAYER_ACTOR collision_detection 1
        end
        
        // Ō̑x̂܂܂ڂ
        0A8E: 31@ = 30@ + 0x024
        0A8D: 10@ = read_memory 31@ size 4 virtual_protect 0 // Real Front Speed 
        0A8E: 31@ = 30@ + 0x028
        0A8D: 11@ = read_memory 31@ size 4 virtual_protect 0 // Read Side Speed

        // Xx̌vZ 
        0172: 29@ = actor $PLAYER_ACTOR Z_angle 
        02F6: 29@ = sine 29@   // FrontXxP  
        006B: 29@ *= 10@       // FrontXx
        29@ *= -1.0    

        0172: 28@ = actor $PLAYER_ACTOR Z_angle 
        02F7: 28@ = cosine 28@ // SideXxP  
        006B: 28@ *= 11@       // SideXx

        005B: 29@ += 28@
        0A8E: 31@ = 30@ + 0x038
        0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0


        // Yx̌vZ 
        0172: 29@ = actor $PLAYER_ACTOR Z_angle 
        29@ -= 90.0
        if 29@ < 0.0
        then 29@ += 360.0
        end
        02F6: 29@ = sine 29@   // FrontYxP  
        006B: 29@ *= 10@       // FrontYx
        29@ *= -1.0    
        0172: 28@ = actor $PLAYER_ACTOR Z_angle 
        28@ -= 90.0
        if 28@ < 0.0
        then 28@ += 360.0
        end
        02F7: 28@ = cosine 28@ // SideYxP  
        006B: 28@ *= 11@       // SideYx
        
        005B: 29@ += 28@
        0A8E: 31@ = 30@ + 0x03C
        0A8C: write_memory 31@ size 4 value 29@ virtual_protect 0


        // 肵x߂ēǂݏo
        0A8E: 31@ = 30@ + 0x038
        0A8D: 10@ = read_memory 31@ size 4 virtual_protect 0 
        0A8E: 31@ = 30@ + 0x03C
        0A8D: 11@ = read_memory 31@ size 4 virtual_protect 0 
        0A8E: 31@ = 30@ + 0x02C
        0A8D: 12@ = read_memory 31@ size 4 virtual_protect 0 // Read Updown Speed 
        
        10@ *= 80.0
        11@ *= 80.0
        12@ *= 80.0

        083C: set_char $PLAYER_ACTOR velocity_in_direction_XYZ 10@ 11@ 12@
         
        goto @SMCM_End

        // Zbgꍇ͂̂܂܂̃J_ɂ        
        :SMCM_Set
        0337: set_actor $PLAYER_ACTOR visibility 0
        01B4: set_player $PLAYER_CHAR can_move 0
        0619: enable_actor $PLAYER_ACTOR collision_detection 0 
        goto @SMCM_End

        :SMCM_End
        // t[Y[hOFFȂt[Y 
        0A8E: 31@ = 30@ + 0x0B8
        0A8D: 29@ = read_memory 31@ size 4 virtual_protect 0
        if 29@ == 0
        then 01B4: set_player $PLAYER_CHAR can_move 1
        end
        
        // Real SpeedOɂĂ 
        0A8E: 31@ = 30@ + 0x024
        0A8C: write_memory 31@ size 4 value 0.0 virtual_protect 0 
        0A8E: 31@ = 30@ + 0x028
        0A8C: write_memory 31@ size 4 value 0.0 virtual_protect 0 
        0A8E: 31@ = 30@ + 0x02C
        0A8C: write_memory 31@ size 4 value 0.0 virtual_protect 0 
        0A8E: 31@ = 30@ + 0x030
        0A8C: write_memory 31@ size 4 value 0.0 virtual_protect 0 
        0A8E: 31@ = 30@ + 0x034
        0A8C: write_memory 31@ size 4 value 0.0 virtual_protect 0 
        0A8E: 31@ = 30@ + 0x044
        0A8C: write_memory 31@ size 4 value 0.0 virtual_protect 0 
        
        wait 200
    end

5@ = 0

jump @CW_Start





// ************************************
//     Jݒ莞̏Jʒu 
// ************************************  

:GetStartCameraPosition

    29@ = Actor.Angle($PLAYER_ACTOR) // ݂CJ̊px擾 

    if and
        0031: 29@ >= 0.0
        0023: 90.0 > 29@
    then
        02F6: 27@ = get_sine_of 29@
        if 0.0 > 27@
        then 27@ *= -1.0
        end
        0013: 27@ *= 2.0
        0A8E: 31@ = 30@ + 0x028        
        0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0 // ݂̃JXW擾 
        005B: 28@ += 27@
        0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0 // XVJXWɏ 

        02F7: 27@ = get_cosine_of 29@
        if 0.0 > 27@
        then 27@ *= -1.0
        end
        0013: 27@ *= 2.0 
        0A8E: 31@ = 30@ + 0x02C        
        0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0 // ݂̃JYW擾 
        0063: 28@ -= 27@
        0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0 // XVJYWɏ 
    end
    
    if and
        0031: 29@ >= 90.0
        0023: 180.0 > 29@
    then
        02F6: 27@ = get_sine_of 29@
        if 0.0 > 27@
        then 27@ *= -1.0
        end
        0013: 27@ *= 2.0
        0A8E: 31@ = 30@ + 0x028        
        0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0 // ݂̃JXW擾 
        005B: 28@ += 27@
        0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0 // XVJXWɏ 

        02F7: 27@ = get_cosine_of 29@
        if 0.0 > 27@
        then 27@ *= -1.0
        end
        0013: 27@ *= 2.0 
        0A8E: 31@ = 30@ + 0x02C        
        0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0 // ݂̃JYW擾 
        005B: 28@ += 27@
        0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0 // XVJYWɏ 
    end
    
    if and
        0031: 29@ >= 180.0
        0023: 270.0 > 29@
    then
        02F6: 27@ = get_sine_of 29@
        if 0.0 > 27@
        then 27@ *= -1.0
        end
        0013: 27@ *= 2.0
        0A8E: 31@ = 30@ + 0x028        
        0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0 // ݂̃JXW擾 
        0063: 28@ -= 27@
        0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0 // XVJXWɏ 

        02F7: 27@ = get_cosine_of 29@
        if 0.0 > 27@
        then 27@ *= -1.0
        end
        0013: 27@ *= 2.0 
        0A8E: 31@ = 30@ + 0x02C        
        0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0 // ݂̃JYW擾 
        005B: 28@ += 27@
        0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0 // XVJYWɏ 
    end

    if and
        0031: 29@ >= 270.0
        0023: 360.0 > 29@
    then
        02F6: 27@ = get_sine_of 29@
        if 0.0 > 27@
        then 27@ *= -1.0
        end
        0013: 27@ *= 2.0
        0A8E: 31@ = 30@ + 0x028        
        0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0 // ݂̃JXW擾 
        0063: 28@ -= 27@
        0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0 // XVJXWɏ 

        02F7: 27@ = get_cosine_of 29@
        if 0.0 > 27@
        then 27@ *= -1.0
        end
        0013: 27@ *= 2.0 
        0A8E: 31@ = 30@ + 0x02C        
        0A8D: 28@ = read_memory 31@ size 4 virtual_protect 0 // ݂̃JYW擾 
        0063: 28@ -= 27@
        0A8C: write_memory 31@ size 4 value 28@ virtual_protect 0 // XVJYWɏ 
    end

return



// ***********************************
//     v[̃|C^擾[` 
// ***********************************  

:GetPointer
    0A9F: 30@ = current_thread_pointer
    000A: 30@ += 0x10
    0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0
    000E: 30@ -= @MemoryPool
    return


// ************************
//     ǉϐ̃v[ 
// ************************  

// QOOpӂ܂ 

:MemoryPool
    hex
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000

    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
    end
