#-------------------------------------------------------------------------------
#  `[YJ[͂吷 Xe[WPʐݒ
#-------------------------------------------------------------------------------
#=====================================================================
#  ֘A
#=====================================================================
# -----< DirectShow \[X >-----
#
AVResource{
	# <<< DirectShow ֘A >>>
	# Audio( [Rec] ) = ( '[t@C]' , [JԂw] )
	# Movie( [Rec] ) = ( '[t@C]' , [JԂw] )
	Audio( BGM )		= ( 'Resource/Stage1/BGM.mp3' , TRUE  )	# afl
#	Audio( BGM )		= ( 'Resource/Stage1/02 Strawberry Crisis!.mp3' , TRUE  )	# afl

	# <<< DirectSound ֘A >>>
	# Wav( [Rec] ) = ( '[t@C]' , [Xbg] )
}


#=====================================================================
#  摜֘A
#=====================================================================
# -----< DirectGraphics \[X >-----
#
#	Texture( [eNX`] )		= ( '[t@C]' )
#	TextureForGRP( [eNX`] )	= ( '[t@C]' )
#	Graphics( [OtBbN] )	= ( [eNX`] , [X],[Y],[EX],[EY] )
#	Sprite( [XvCg] )		= ( [eNX`] , [X],[Y],[],[] , [SX],[SY] )
#	Plate( [v[g] )			= ( [eNX`] , [X],[Y],[EX],[EY] , [U],[V],[UV],[UV] )
#	Mesh( [IuWFNg] )		= ( '[t@C]' , [g嗦] )
#	L2Mesh( [IuWFNg] )		= ( '[t@C]' , [g嗦] )
#
DGResource{
	# <<< eNX` >>>
	#
	# wi
	Texture( sky  )		= ( 'Resource/Stage1/sky.bmp' )				# 
	Texture( ground )	= ( 'Resource/Stage1/field.bmp' )			# C

	# o
	Texture( titlecall ) = ( 'Resource/Stage1/titlecall.bmp' )		# ^CgR[

	Texture( FaceSayuki )		= ( 'Resource/Common/FaceSayuki.bmp' )		# tFCX
	Texture( FaceHitomi )		= ( 'Resource/Common/FaceHitomi.bmp' )		# tFCX

	# <<< OtBbN >>>
	#
#	Graphic( Background ) = ( sky      , 0,0,639,479 )				# wiOtBbN

	# <<< XvCg >>>
	Sprite( stage_logo ) = ( titlecall , 0  ,0,282,167 , center,center )	# ̏S
	Sprite( chara_desc ) = ( titlecall , 0,264,345, 54 , center,center )	# ẼLLq
	Sprite( story_summ ) = ( titlecall , 0,182,333, 70 , center,center )	# ̃Xg[[Tv

	Sprite( FaceSayuki ) = ( FaceSayuki ,   0,160,400,352 , 0,0 )			# tFCX
	Sprite( FaceHitomi ) = ( FaceHitomi , 274,140,238,372 , 0,0 )			# tFCX

	# <<< IuWFNg >>>
	# wi
	L2Mesh( BackBall )	= ( 'Resource/Stage1/BackBall.x' , 1.0 )	# wi
#	Plate( Ground )		= ( ground ,  0,0 , 512.0 , 512.0,    0.0 , 0.0 , 1.0 , 1.0 )
#	Plate( Ground )		= ( ground , -256 ,256,256,-256 , 0,0,512,512 )		# CiCʁj
	Plate( Ground )		= ( ground , -128 ,128,128,-128 , 0,0,512,512 )		# CiCʁj

	# G
	Mesh(   Ene01      )	= ( 'Resource/Stage1/PMX-000b.x' , 28.0 )
	Mesh(   Ene02      )	= ( 'Resource/Stage1/RAF-001c.x' , 28.0 )
	Mesh(   Ene03      )	= ( 'Resource/Stage1/MSA-005c.x' , 28.0 )
	Mesh(   Ene04      )	= ( 'Resource/Stage1/APS-002c.x' , 28.0 )
	L2Mesh(   Mine       )	= ( 'Resource/Stage1/Mine.x'     , 28.0 )

	L2Mesh( Middle01  )	= ( 'Resource/Stage1/Middle01.x' , 64.0 )
	Mesh( Middle02 )	= ( 'Resource/Stage1/APS-002c.x' , 64.0 )
	L2Mesh( Middle03  )	= ( 'Resource/Stage1/Middle03.x' , 64.0 )	# 

	# {X
	L2Mesh(   MBoss  )		= ( 'Resource/Stage1/MBoss.x' , 96.0 )
	L2Mesh( MBossMissile )	= ( 'Resource/Stage1/missile.X' , 32.0 )

	# ACe
	L2Mesh( ItemRepair )	= ( 'Resource/Stage1/ItemRepair.x'  ,  20.0 )		# 񕜃ACe
	L2Mesh( ItemPowerUp )	= ( 'Resource/Stage1/ItemPowerUp.x' ,  20.0 )		# p[AbvACe
}


## -----< }bv֘A >-----
##
## <<< IuWFNgɑ΂鑮ݒ >>>
#L2PPartsAttribute{
#	# Attribute( [IuWFNg] ) = []
#	#    <>
#	#		Normal		ʏ`i3D , CeBOj
#	#		UnVisible	s
#	#		BillBoard	r{[hŕ`
#	#		NoLight		CeBOȂ
#	#
#	Attribute( TREE1 )	= ( NoLight )
#	Attribute( TREE2 )	= ( BillBoard , NoLight )
#
#	#Attribute( BG16 )	= ( UnVisible )
#	#Attribute( BG15 )	= ( UnVisible )
#	#Attribute( BG10 )	= ( UnVisible )
#	#Attribute( BG04 )	= ( UnVisible )
#	#Attribute( BG05 )	= ( UnVisible )
#}
#
#
## <<< }bvǂݍ >>>
#L2PMap{
#	# L2PMap( [ʖ] ) = ( '[t@C]' , [XP[OW] )
#	L2PMap( City )	= ( 'city.l3p' , 0.03 )				# }bv`Ɠǂݍݔ{
#}
