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Dual Destinies memory.ini

NWPlayer123 | PRO | 06/03/20 09:26:38 PM UTC | 0 ⭐ | 553 👁️ | Never ⏰ | []
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# このファイルはメモリ設定用のファイルです。
#
# 注意: 開発中にはこのファイルを使っても良いですが、マスターの時に必ずハードコードでやってください。
#
# CTR実機は memory.ini がビルド時に nativeLiteフォルダへコピーされ、そちらを参照します。
 # 
# PCエミュレーション Allocator section.
#
[Allocators: Win32_Develop] # PCでMT_DEVELOP
{
	# MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
	GLOBAL		= MtExHeapAllocator(Global,			TYPE_PHYSICAL,	  8MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	TEMPORARY	= MtExHeapAllocator(Temp,			TYPE_PHYSICAL,	128MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	RESOURCE	= MtExHeapAllocator(Resource,		TYPE_PHYSICAL,	128MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	SOUND_BUF	= MtExHeapAllocator(SoundBuffer,	TYPE_PHYSICAL,	 32MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);	# 音声波形
	SYSTEM		= MtExHeapAllocator(System,			TYPE_PHYSICAL,	 10MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	#UNIT		= MtExHeapAllocator(Unit,			TYPE_PHYSICAL,	  2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	UNIT		= MtExHeapAllocator(Unit,			TYPE_PHYSICAL, 1536KB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	AREA		= MtExHeapAllocator(Area,			TYPE_PHYSICAL,	  1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	ARRAY		= MtExHeapAllocator(Array/String,	TYPE_PHYSICAL,	 16MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	COLLISION	= MtExHeapAllocator(Collision,		TYPE_PHYSICAL,	  4MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	DEVELOP		= MtExHeapAllocator(Develop,		TYPE_PHYSICAL,	 16MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
 	COLLADA			= RESOURCE;
	DRAW_RESOURCE	= RESOURCE;
	CUBE_MAP		= RESOURCE;
	DMPGL			= RESOURCE;
	NETWORK			= SYSTEM;
	PHYSICS			= SYSTEM;
	EFFECT			= UNIT;
	AI				= UNIT;
	GUI				= UNIT;
	STRING			= ARRAY;
	UI				= DEVELOP;
 	UNDEFINED		= DEFAULT;
}
 [Allocators: Win32] # PCデフォルト…
{
	# MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
	GLOBAL		= MtExHeapAllocator(Global,			TYPE_PHYSICAL,	  8MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
	TEMPORARY	= MtExHeapAllocator(Temp,			TYPE_PHYSICAL,	128MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
	RESOURCE	= MtExHeapAllocator(Resource,		TYPE_PHYSICAL,	128MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
	SOUND_BUF	= MtExHeapAllocator(SoundBuffer,	TYPE_PHYSICAL,	 32MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);	# 音声波形
	SYSTEM		= MtExHeapAllocator(System,			TYPE_PHYSICAL,	 10MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
	UNIT		= MtExHeapAllocator(Unit,			TYPE_PHYSICAL,	  2MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
	AREA		= MtExHeapAllocator(Area,			TYPE_PHYSICAL,	  1MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
	ARRAY		= MtExHeapAllocator(Array/String,	TYPE_PHYSICAL,	 16MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
	COLLISION	= MtExHeapAllocator(Collision,		TYPE_PHYSICAL,	  4MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
	DEVELOP		= MtExHeapAllocator(Develop,		TYPE_PHYSICAL,	 16MB, 0, ATTR_JOBSAFE | ATTR_THREADSAFE);
 	DRAW_RESOURCE	= RESOURCE;
	CUBE_MAP		= RESOURCE;
	DMPGL			= RESOURCE;
	NETWORK			= SYSTEM;
	PHYSICS			= SYSTEM;
	EFFECT			= UNIT;
	AI				= UNIT;
	GUI				= UNIT;
	STRING			= ARRAY;
	UI				= DEVELOP;
}
 # 
# CTR実機 Allocator section.
#
# main.cppのnninitStartUp()でTYPE_DEVICE, TYPE_HEAPのサイズが決まります。
# ROMの場合    TYPE_DEVICE = 41M, TYPE_HEAP = 64M - 41M - プログラムサイズ(8Mぐらい?) = 15M
# 開発時の場合 TYPE_DEVICE = 48M, TYPE_HEAP = 96M - 48M - プログラムサイズ(8Mぐらい?) = 40M
# サイズ指定に四則演算は使えません。 1M = 1024K
 [Allocators: CTR_Develop] # CTR MT_DEVELOP
{
	# MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
	GLOBAL			= MtExHeapAllocator(Global,			TYPE_HEAP,		  2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	TEMPORARY		= MtExHeapAllocator(Temp,			TYPE_DEVICE,	  2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	RESOURCE		= MtExHeapAllocator(Resource,		TYPE_DEVICE,	 38MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);	# 描画以外のリソース
#43MB
	SYSTEM			= MtExHeapAllocator(System,			TYPE_HEAP,		  5MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	UNIT			= MtExHeapAllocator(Unit/Area,		TYPE_HEAP,		  2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	ARRAY			= MtExHeapAllocator(Array/String,	TYPE_HEAP,		  2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
	COLLISION		= MtExHeapAllocator(Collision,		TYPE_HEAP,		  1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
#3MB
 	# フィジカルはデバッグ以外のアロケーターを作成した後に作ること
	# 4KBアラインの必要があるスレッドのスタックやNEXで使用されます
	# 名前、メモリタイプ、サイズ、最大確保数、アロケーターオプション
	PHYSICAL		= MtPhysicalAllocator(Physical,		TYPE_HEAP,		512KB, 128, ATTR_THREADSAFE);
 	# デバッグ用メモリ
	DEVELOP			= MtExHeapAllocator(Develop,		TYPE_DEVICE,	 10MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_MEMORYFILL);
 	AREA			= UNIT;
	COLLADA			= RESOURCE;
	DRAW_RESOURCE	= RESOURCE;
	SOUND_BUF		= RESOURCE;
	CUBE_MAP		= RESOURCE;
	DMPGL			= RESOURCE;
	NETWORK			= SYSTEM;
	PHYSICS			= SYSTEM;
	EFFECT			= UNIT;
	AI				= UNIT;
	GUI				= UNIT;
	STRING			= ARRAY;
	UI				= DEVELOP;
 	UNDEFINED		= DEFAULT;
}
 [Allocators: CTR] # CTR _ROM
{
	# MtExHeapAllocator(アロケーター名, メモリタイプ, メモリサイズ, 予約ヒープ管理数[0:未使用], アロケーター属性
	GLOBAL			= MtExHeapAllocator(Global,			TYPE_HEAP,		  2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
	TEMPORARY		= MtExHeapAllocator(Temp,			TYPE_DEVICE,	  2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
	RESOURCE		= MtExHeapAllocator(Resource,		TYPE_DEVICE,	 38MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);	# 描画以外のリソース
 	SYSTEM			= MtExHeapAllocator(System,			TYPE_HEAP,		  5MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
	UNIT			= MtExHeapAllocator(Unit/Area,		TYPE_HEAP,		  2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
	ARRAY			= MtExHeapAllocator(Array/String,	TYPE_HEAP,	      2MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
	COLLISION		= MtExHeapAllocator(Collision,		TYPE_HEAP,		  1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
 	# フィジカルはデバッグ以外のアロケーターを作成した後に作ること
	# 4KBアラインの必要があるスレッドのスタックやNEXで使用されます
	# 名前、メモリタイプ、サイズ、最大確保数、アロケーターオプション
	PHYSICAL		= MtPhysicalAllocator(Physical,		TYPE_HEAP,		512KB, 128, ATTR_THREADSAFE);
 	# デバッグ用メモリ:デバッグ表示分あれば良い
	DEVELOP			= MtExHeapAllocator(Develop,		TYPE_DEVICE,	  1MB, 0, ATTR_THREADSAFE | ATTR_JOBSAFE);
 	AREA			= UNIT;
	DRAW_RESOURCE	= RESOURCE;
	SOUND_BUF		= RESOURCE;
	CUBE_MAP		= RESOURCE;
	DMPGL			= RESOURCE;
	NETWORK			= SYSTEM;
	PHYSICS			= SYSTEM;
	EFFECT			= UNIT;
	AI				= UNIT;
	GUI				= UNIT;
	STRING			= ARRAY;
	UI				= DEVELOP;
 	SCRIPT_ANALYZE  = MtScalableAllocator(ScriptAnalyze, TYPE_HEAP, 512KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1);
 }
 # 
# CAFE実機 Allocator section.
#
# とりあえず、CTRのPCエミュレーションの場合に合わせる。
# 現在使用できるのは、TYPE_MEM2のみ。TYPE_MEM1はグラフィックスライブラリが占有するため使えない。
 [Allocators: CAFE_Develop] # CAFE MT_DEVELOP
{
	GLOBAL		= MtScalableAllocator(Global,		TYPE_MEM2,	  8MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
	TEMPORARY	= MtScalableAllocator(Temp,			TYPE_MEM2,	128MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
	RESOURCE	= MtScalableAllocator(Resource,		TYPE_MEM2,	512MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
	SOUND_BUF	= MtScalableAllocator(SoundBuffer,	TYPE_MEM2,	 32MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);	# 音声波形
	SYSTEM		= MtScalableAllocator(System,		TYPE_MEM2,	 96MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1);
	UNIT		= MtScalableAllocator(Unit,			TYPE_MEM2,	  2MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
	AREA		= MtScalableAllocator(Area,			TYPE_MEM2,	  1MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
	ARRAY		= MtScalableAllocator(Array/String,	TYPE_MEM2,	 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
	COLLISION	= MtScalableAllocator(Collision,	TYPE_MEM2,	  4MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1);
	DEVELOP		= MtScalableAllocator(Develop,		TYPE_MEM2,	 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_4KB, 1);
 	COLLADA			= RESOURCE;
	DRAW_RESOURCE	= RESOURCE;
	CUBE_MAP		= RESOURCE;
	DMPGL			= RESOURCE;
	NETWORK			= SYSTEM;
	PHYSICS			= SYSTEM;
	EFFECT			= UNIT;
	AI				= UNIT;
	GUI				= UNIT;
	STRING			= ARRAY;
	UI				= DEVELOP;
 	UNDEFINED		= DEFAULT;
}
 [Allocators: CAFE] # CAFE _ROM
{
	GLOBAL		= MtScalableAllocator(Global,		TYPE_MEM2,	  8MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
	TEMPORARY	= MtScalableAllocator(Temp,			TYPE_MEM2,	128MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
	RESOURCE	= MtScalableAllocator(Resource,		TYPE_MEM2,	512MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
	SOUND_BUF	= MtScalableAllocator(SoundBuffer,	TYPE_MEM2,	 32MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);	# 音声波形
	SYSTEM		= MtScalableAllocator(System,		TYPE_MEM2,	 96MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_NONE, 1);
	UNIT		= MtScalableAllocator(Unit,			TYPE_MEM2,	  2MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
	AREA		= MtScalableAllocator(Area,			TYPE_MEM2,	  1MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
	ARRAY		= MtScalableAllocator(Array/String,	TYPE_MEM2,	 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
	COLLISION	= MtScalableAllocator(Collision,	TYPE_MEM2,	  4MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1);
	DEVELOP		= MtScalableAllocator(Develop,		TYPE_MEM2,	 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_4KB, 1);
 	DRAW_RESOURCE	= RESOURCE;
	CUBE_MAP		= RESOURCE;
	DMPGL			= RESOURCE;
	NETWORK			= SYSTEM;
	PHYSICS			= SYSTEM;
	EFFECT			= UNIT;
	AI				= UNIT;
	GUI				= UNIT;
	STRING			= ARRAY;
	UI				= DEVELOP;
}
 #
# Index Section
#
 [Indices] # Default
{
	# ↓--- ここからはMTのインデックスです ---↓---------------------------------------------------
 	# MTデフォルトのインデックス。
	MtUI					= UI;
	MtArray					= ARRAY;
	MtTree					= ARRAY;
	MtMap					= ARRAY;
	MtDtiArray				= ARRAY;
	MtDtiSelecter			= ARRAY;
	MtCollada				= COLLADA;
	MtCollision				= COLLISION;
	MtGeometry				= COLLISION;
	MtCollisionGjk			= COLLISION;
	MtCollisionMpr			= COLLISION;
	MtCollisionEpa			= COLLISION;
	MtCollisionUI			= UI;
	MtCollisionTree			= COLLISION;
	MtUIGraphics			= UI;
	MtCollisionUtil			= COLLISION;
	MtPropertyList =        ARRAY;
 	MtAllocator				= DEFAULT;
	MtAllocationProfiler	= DEFAULT;
 	MtStream				= GLOBAL;
	MtThread				= GLOBAL;
	MtFile					= GLOBAL;
	MtHistory				= DEVELOP;
 	MtPerformance =		GLOBAL;
	MtPerformanceCounter = GLOBAL;
	MtPerformanceTimer = GLOBAL;
 	# MtFCurve           : フェイシャルリソースで使用するため、RESOURCEアロケータに設定
	MtFCurve				= RESOURCE;
 	MtNetObject				= NETWORK;
 	#	こちらで入れさせていただきました(大井 2010.11.12)
	MtMenuAddonInfo =	DEVELOP;
	MtPreProcessor =	GLOBAL;
	MtPreProcessor::Include =	GLOBAL;
	MtPropertyObject =	GLOBAL;
	MtRegistry =		GLOBAL;
 	# ↑--- ここまではMTのインデックスです ---↑---------------------------------------------------
 	# ↓--- ここからはフレームワークのインデックスです ---↓---------------------------------------
 	cDraw					= GLOBAL;
 	# Frameworkデフォルトのインデックス。
	cResource				= RESOURCE;
	cSystem					= SYSTEM;
	cUnit					= UNIT;
	cArea					= AREA;
 	# sMainとsAppだけはDEFAULTです。
	sMain					= DEFAULT;
	sApp					= DEFAULT;
	sResource::RemoteInfo	= DEFAULT;
 	nDraw					= RESOURCE;
	nDraw::GpuAllocator		= SYSTEM;
 	cPrimObj				= SYSTEM;
	nPrim::PrimVertex		= UNIT;
 	cSwingParameters		= RESOURCE;
 	cSwing					= UNIT;
 	cInstancingDynamic		= UNIT;
	cInstancingFromNulls	= UNIT;
	cInstancingFromMatrices	= UNIT;
	cSCGPlusInstancing		= UNIT;
 	cMMapDrawer				= UI;
	cGrassPlacer			= UNIT;
 	nGraphComponent::Base	= RESOURCE;
	nPhysics				= PHYSICS;
 	cShadowPriorityState	= SYSTEM;
 	# cBVHCollision       :リソース組み込みを前提とするため、RESOURCEアロケータに設定
	# cGridCollision      :リソース組み込みを前提とするため、RESOURCEアロケータに設定
	# cDynamicBVHCollison :リアルタイム処理に使用することを前提とするクラスであるため、COLLISIONアロケータに設定
	# nCollision          :リアルタイム処理に使用することを前提とするネームスペースであるため、COLLISIONアロケータに設定
	# nCollisionUtil      :リアルタイム処理に使用することを前提とするネームスペースであるため、COLLISIONアロケータに設定
	sCollision				= SYSTEM;
	cBVHCollision			= RESOURCE;
	cGridCollision			= RESOURCE;
	cDynamicBVHCollision	= COLLISION;
	nCollision				= COLLISION;
	nCollisionUtil			= COLLISION;
	nCollisionUI			= UI;
 	cRemoteProcedure		= NETWORK;
	cRemoteCall				= NETWORK;
	nNetwork				= NETWORK;
	cRemoteStatistics		= UI;
 	nAI						= AI;
 	nAITool					= UI;
	cReleaseNote				= UI;
	cAIObject				= AI;
	cAIResource				= RESOURCE;
 	cPropertySearch 		=	DEVELOP;
 	nLua					= UNIT;
	cLua					= UNIT;
 	cResourceData			= RESOURCE;
	cWind					= SYSTEM;
 	cParticleManager		= EFFECT;
	uBaseEffect				= EFFECT;
	uEffect2D				= EFFECT;
	uSimpleEffect			= EFFECT;
	uEffectEmitter			= EFFECT;
	uMultiFilter			= EFFECT;
 	uSynchroColorCorrectFilter	= EFFECT;
	uSynchroPointLight			= EFFECT;
	uSynchroSpotLight			= EFFECT;
	uSynchroLightShaft			= EFFECT;
	uSynchroModel				= EFFECT;
	uSynchroGrassWindPoint		= EFFECT;
	uSynchroGrassWindDirection	= EFFECT;
	uSynchroGrassWindLine		= EFFECT;
	uSynchroAdhesion			= EFFECT;
 	sEffect::ResourceSearch	= SYSTEM;
	sEffect::Profiler::List = UI;
 	rEffectAnimXml::SeqPatEdit		= RESOURCE;
	rEffectAnimXml::SeqIndexEdit	= RESOURCE;
 	EffectStripParts		= RESOURCE;
	rNullsXml::NullObj		= RESOURCE;
 	tResourceSearch::Condition		= UI;
	tResourceSearch::ResourceInfo	= UI;
	tResourceSearch::Node			= UI;
 	sApp::Item	= SYSTEM;
 	nPad		= SYSTEM;
	nApplet		= SYSTEM;
	nCec		= SYSTEM;
 	#	GUI
	nGUI =					GUI;
	uGUI =					GUI;
	cGUIObject =			GUI;
	cGUIInstance =			GUI;
	cGUIVariable =			GUI;
	cGUIMessageAnalyzer =	GUI;
	cGUIFontFilter =		GUI;
	#	開発用
	nGUI::Track =			DEVELOP;
	rGUIIconInfoXml::IconInfo =	DEVELOP;
	tGUIParamProperty =		DEVELOP;
	tGUIParamArrayProperty = DEVELOP;
	nGUITool::AnimationOptimizer::LogData = DEVELOP;
	nGUITool::UIManipulator = DEVELOP;
	cGUIMessageError = DEVELOP;
	cGUIMessageError::Error = DEVELOP;
	cGUIMessageError::PageError = DEVELOP;
 	nZone			= RESOURCE;
	cZoneListener		= UNIT;
	cZoneContents		= UNIT;
	cZoneLayout		= SYSTEM;
	cZoneDebugDraw		= UI;
	cMessageCapability	= UI;
	nZoneUI			= UI;
 	sToolBase		= DEVELOP;
 	cMetaSetPropertyData	= RESOURCE;
 	cGadgetFolder		= DEVELOP;
	cGadget			= DEVELOP;
 	cKeyword	= GLOBAL;
	cSoundLayoutInfo = RESOURCE;
	uSoundZoneBase::cGroupManager =	UNIT;
 	nHID = RESOURCE;
	nYuv = RESOURCE;
	nNgc = SYSTEM;
	nDownloadPlay = SYSTEM;
 	# VRAMへのDMA転送用 一時バッファ
	nDraw::DMABuffer = RESOURCE;
 	cBlendState = GLOBAL;
     nProfile = SYSTEM;
 	#	内包しているクラスによって決定してます
	cStateMachineBase::StateBase =	NETWORK;
	cUUID =				RESOURCE;
 	# ↑--- ここまではフレームワークのインデックスです ---↑---------------------------------------
 	# ↓--- ここからはスケルトンのインデックスです ---↓-------------------------------------------
 	# ↑--- ここまではスケルトンのインデックスです ---↑-------------------------------------------
}

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