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wata_012_02.txt
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void main()
{
//////*Watanagasi_day12_2
//■園崎家
FadeOutBGM( 0, 1000, FALSE );
FadeOutBGM( 1, 1000, FALSE );
FadeOutBGM( 2, 1000, TRUE );
DisableWindow();
DrawScene("black", 1000 );
PlayBGM( 1, "msys17", 56, 0 );
DrawSceneWithMask("background/ie1", "up", 0, 0, 300 );
//gosub *Ch_mi_si
// 車は、いつも魅音と待ち合わせる場所で停まった@
ClearMessage();
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 車は、いつも魅音と待ち合わせる場所で停まった。",
NULL, "Ooishi stopped the car at the place where we always waited for Mion.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// そう言えば...魅音の家には一度も行ったことはない@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " そう言えば…魅音の家には一度も行ったことはない。",
NULL, "Come to think of it... I've never been to Mion's house before.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ...この先をいくとすぐにあるとだけしか聞いたことがない¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …この先をいくとすぐにあるとだけしか聞いたことがない。",
NULL, "...I've only heard that it's right down this road.", Line_Normal);
ClearMessage();
DisableWindow();
DrawSceneWithMask("background/kuruma1", "left", 0, 0, 300 );
//「......お送りできるのはここまでです@情報では、園崎本家は自宅周囲に監視カメラをかなり配置してるらしいんですよ@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 11, "ps3/s02/11/130700385", 256, TRUE);
OutputLine(NULL, "「……お送りできるのはここまでです。",
NULL, "\"...This is as far as I can take you.", Line_WaitForInput);
ModPlayVoiceLS(4, 11, "ps3/s02/11/130700386", 256, TRUE);
OutputLine(NULL, "情報では、園崎本家は自宅周囲に監視カメラをかなり配置してるらしいんですよ。",
NULL, " According to our information, there are quite a few security cameras set up on the premises.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// でもご安心を@何とか死角を突いて、突入できる位置に若いのが何人か待機してます@指向性マイクで中をうかがってますから、お二人が大きな悲鳴をあげてくだされば、すぐにわかりますよ。¥
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 11, "ps3/s02/11/130700387", 256, TRUE);
OutputLine(NULL, " でもご安心を。",
NULL, "Still, don't worry.", Line_WaitForInput);
ModPlayVoiceLS(4, 11, "ps3/s02/11/130700388", 256, TRUE);
OutputLine(NULL, "何とか死角を突いて、突入できる位置に若いのが何人か待機してます。",
NULL, " I've got a bunch of youngsters ready and waiting to slip past them and go in.", Line_WaitForInput);
ModPlayVoiceLS(4, 11, "ps3/s02/11/130700389", 256, TRUE);
OutputLine(NULL, "指向性マイクで中をうかがってますから、お二人が大きな悲鳴をあげてくだされば、すぐにわかりますよ。」",
NULL, " We'll be monitoring the inside with a one-way mic, so if you two give a loud scream, we'll know right away.\"", Line_Normal);
ClearMessage();
//「......絶対に説得しますから、自首を認めてくださいね。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200461", 256, TRUE);
OutputLine(NULL, "「……絶対に説得しますから、自首を認めてくださいね。」",
NULL, "\"...We'll persuade her for sure, so please be ready for her to turn herself in.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ...俺とレナの目に...決意が宿る@......親友の罪をわずかでも軽くする唯一の方法なのだ¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …俺とレナの目に…決意が宿る。",
NULL, "...In both our eyes... was determination.", Line_WaitForInput);
OutputLine(NULL, "……親友の罪をわずかでも軽くする唯一の方法なのだ。",
NULL, " ...It was the only method available to us for lightening the sins of our good friend.", Line_Normal);
ClearMessage();
//「くれぐれも注意して下さい@今さら信じないでしょうが、...できることならあなたたちに犠牲になって欲しくないんですから。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#a59da9>大石</color>", NULL, "<color=#a59da9>Ooishi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 11, "ps3/s02/11/130700390", 256, TRUE);
OutputLine(NULL, "「くれぐれも注意して下さい。",
NULL, "\"Be plenty careful, you hear?", Line_WaitForInput);
ModPlayVoiceLS(4, 11, "ps3/s02/11/130700391", 256, TRUE);
OutputLine(NULL, "今さら信じないでしょうが、…できることならあなたたちに犠牲になって欲しくないんですから。」",
NULL, " You probably don't believe it right now... but I don't want you two being sacrificed if at all possible.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「......本当に今さらだな。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130100990", 256, TRUE);
OutputLine(NULL, "「……本当に今さらだな。」",
NULL, "\"......You're right about that.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 悪態を残し、車外へ出た¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 悪態を残し、車外へ出た。",
NULL, "With that rude response, we left the car.", Line_Normal);
ClearMessage();
DisableWindow();
DrawSceneWithMask("white", "c", 0, 0, 300 );
PlayBGM( 2, "lsys12", 56, 0 );
DrawScene("background/ie1", 400 );
// むわっとした熱気とセミの声が迎える@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " むわっとした熱気とセミの声が迎える。",
NULL, "The clinging humidity and voices of the cicadas greeted us.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ......昨日までと何らかわらないはずの日中だった¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ……昨日までと何らかわらないはずの日中だった。",
NULL, "...I'd never have expected this would be happening today.", Line_Normal);
ClearMessage();
DisableWindow();
ModSetLayerFilter(2, 256, "none");
ModDrawCharacterWithFiltering(2, 2, "sprite/re1a_okoru_a1_", "0", "right", 1, 0, 0, FALSE, 0, 0, 0, 0, 0, 10, 300, TRUE );
//「......行こ@圭一くん。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200462", 256, TRUE);
OutputLine(NULL, "「……行こ。",
NULL, "\"...Let's go,", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200463", 256, TRUE);
OutputLine(NULL, "圭一くん。」",
NULL, " Keiichi-kun.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
DisableWindow();
DrawSceneWithMask("black", "left", 0, 0, 1300 );
DrawSceneWithMask("background/sora", "left", 0, 0, 1300 );
// レナが先頭を切って歩き出す@...それは初めて歩く道だった¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " レナが先頭を切って歩き出す。",
NULL, "Rena took the lead and began to walk...", Line_WaitForInput);
OutputLine(NULL, "…それは初めて歩く道だった。",
NULL, " down the road I'd never been.", Line_Normal);
ClearMessage();
//「レナは、...魅音の家には行ったことがあるんだよな。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130100991", 256, TRUE);
OutputLine(NULL, "「レナは、…魅音の家には行ったことがあるんだよな。」",
NULL, "\"Rena... You've been to Mion's house before, right?\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「うん@何度もあるよ@......とても大きな家でね@お庭なんか、山がまるごと入るくらいあるんだよ@...松茸が取れるとか何とかで、いつもは柵がしてあるんだけどね。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200464", 256, TRUE);
OutputLine(NULL, "「うん。",
NULL, "\"Yeah.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200465", 256, TRUE);
OutputLine(NULL, "何度もあるよ。",
NULL, " A few times.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200466", 256, TRUE);
OutputLine(NULL, "……とても大きな家でね。",
NULL, " ...It's a really big house.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200467", 256, TRUE);
OutputLine(NULL, "お庭なんか、山がまるごと入るくらいあるんだよ。",
NULL, " You could fit a mountain into their backyard, too.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200468", 256, TRUE);
OutputLine(NULL, "…松茸が取れるとか何とかで、いつもは柵がしてあるんだけどね。」",
NULL, " ...You can pick mushrooms and stuff, though there are fences everywhere.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// .........山がまるごと入るくらい...とは...何ともすごい@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ………山がまるごと入るくらい…とは…何ともすごい。",
NULL, "......Big enough to fit a mountain... That was amazing.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
// 雛見沢を牛耳る御三家のひとつで、...園崎一族をまとめるその総本家@...そのくらいのことはあるのかもしれない¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 雛見沢を牛耳る御三家のひとつで、…園崎一族をまとめるその総本家。",
NULL, "One of the Three Families controlling Hinamizawa... and the head family of the Sonozaki clan.", Line_WaitForInput);
OutputLine(NULL, "…そのくらいのことはあるのかもしれない。",
NULL, " ...Perhaps there was something to be said about its magnitude.", Line_Normal);
ClearMessage();
DisableWindow();
DrawSceneWithMask("black", "left", 0, 0, 1300 );
DrawSceneWithMask("background/so3", "left", 0, 0, 1300 );
// 道はたんたんと続く@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 道はたんたんと続く。",
NULL, "The path continued onward, level and uneventful.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 路肩には金網がされ、その向こうはうっそうと木々が茂る森になっていた¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 路肩には金網がされ、その向こうはうっそうと木々が茂る森になっていた。",
NULL, "There were metal fences along its edges, and beyond them were woods with trees growing thickly.", Line_Normal);
ClearMessage();
// 金網は高い@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 金網は高い。",
NULL, "The fences were high.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ...そしてその上で手前側に折り返し、槍のように鋭く伸びていた@さらに、その槍には物騒な有刺鉄線がまき付けてある@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …そしてその上で手前側に折り返し、槍のように鋭く伸びていた。",
NULL, "...The tops of them bent inwards, sticking out like sharp spears.", Line_WaitForInput);
OutputLine(NULL, "さらに、その槍には物騒な有刺鉄線がまき付けてある。",
NULL, " Plus, there was dangerous-looking barbed wire wrapping them.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
// ......見る者を威嚇せずにはいられない¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ……見る者を威嚇せずにはいられない。",
NULL, "...No one could look at them and not feel intimidated.", Line_Normal);
ClearMessage();
// また、金網にはところどころに看板がくくり付けてあった¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " また、金網にはところどころに看板がくくり付けてあった。",
NULL, "In addition, there were signboards hung up here and there along the fence.", Line_Normal);
ClearMessage();
//「園崎家私有地につき立入厳禁!@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, "「園崎家私有地につき立入厳禁!」",
NULL, "'Private property of the Sonozaki family! Entrance forbidden!'", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「毒ヘビ注意!@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, "「毒ヘビ注意!」",
NULL, "'Beware of venomous snakes!'", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「監視カメラ作動中@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, "「監視カメラ作動中。",
NULL, "'Active security cameras.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 侵入者は入山料として金百万円の証文に押印していただきます。¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 侵入者は入山料として金百万円の証文に押印していただきます。」",
NULL, "Intruders will be charged an entry fee of 1,000,000 yen.'", Line_Normal);
ClearMessage();
//「......この森、...いや、山か@...まるまる庭なのか。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130100992", 256, TRUE);
OutputLine(NULL, "「……この森、…いや、山か。",
NULL, "\"...This forest... or should I say, mountain...", Line_WaitForInput);
ModPlayVoiceLS(4, 1, "ps3/s02/01/130100993", 256, TRUE);
OutputLine(NULL, "…まるまる庭なのか。」",
NULL, " ...Is this all their yard?\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
DisableWindow();
ModSetLayerFilter(3, 256, "none");
ModDrawCharacterWithFiltering(3, 2, "sprite/re1a_def_a1_", "0", "right", 1, 160, 0, FALSE, 0, 0, 0, 0, 0, 20, 300, TRUE );
//「庭というか...領地だね@見ての通り、私有地ではあるけど、手入れも何もしてないから@散策ができるような気持ちいい森というわけでもないし...。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200469", 256, TRUE);
OutputLine(NULL, "「庭というか…領地だね。",
NULL, "\"It's more like... their domain.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200470", 256, TRUE);
OutputLine(NULL, "見ての通り、私有地ではあるけど、手入れも何もしてないから。",
NULL, " As you can see, it's private property, but nobody maintains it.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200471", 256, TRUE);
OutputLine(NULL, "散策ができるような気持ちいい森というわけでもないし…。」",
NULL, " The forest isn't really the kind that you can go hiking in...\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 確かに@本当にほったらかしの荒れた森という感じだった@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 確かに。",
NULL, "She could say that again.", Line_WaitForInput);
OutputLine(NULL, "本当にほったらかしの荒れた森という感じだった。",
NULL, " It really did feel like a neglected, savage woodland.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
// 薄暗くてジメッとしていて...確かにあまり好き好んで踏み入りたくなる森じゃない@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 薄暗くてジメッとしていて…確かにあまり好き好んで踏み入りたくなる森じゃない。",
NULL, "It was dark and damp... and certainly not a forest that made you want to go for a nice walk.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ...土地持ちの余らせた土地ってのは、そういうもんなのかもしれないな¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …土地持ちの余らせた土地ってのは、そういうもんなのかもしれないな。",
NULL, "...Maybe that's just what happens when a landowner has too much land.", Line_Normal);
ClearMessage();
// 大石さんの言うとおり、ところどころに監視カメラらしいものがくくりつけてあった@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 大石さんの言うとおり、ところどころに監視カメラらしいものがくくりつけてあった。",
NULL, "Like Ooishi-san said, there were security cameras hung up all over the place.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ...風雨で薄汚れ、機能しているのかは怪しいが¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …風雨で薄汚れ、機能しているのかは怪しいが。",
NULL, "...Though they had been weathered by wind and rain, casting doubt as to whether they were even functional.", Line_Normal);
ClearMessage();
//「......俺たちが来るの、...魅音はあれを通して見てるんだろうか。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130100994", 256, TRUE);
OutputLine(NULL, "「……俺たちが来るの、…魅音はあれを通して見てるんだろうか。」",
NULL, "\"...I wonder if Mion is watching us... as we come to her.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
DisableWindow();
ModDrawCharacter(3, 2, "sprite/re1a_warai_a1_", "2", 160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 20, 200, TRUE );
//「見てないと思うな@...だって魅ぃちゃんの家は、基本的にお婆ちゃんと魅ぃちゃん本人の2人しか住んでないんだもの@カメラを見張ってる人がいないし。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200472", 256, TRUE);
OutputLine(NULL, "「見てないと思うな。",
NULL, "\"I don't think she is.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200473", 256, TRUE);
OutputLine(NULL, "…だって魅ぃちゃんの家は、基本的にお婆ちゃんと魅ぃちゃん本人の2人しか住んでないんだもの。",
NULL, " ...The only people living in Mii-chan's house are generally her and her grandma, after all.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200474", 256, TRUE);
OutputLine(NULL, "カメラを見張ってる人がいないし。」",
NULL, " There's nobody to watch the cameras.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ......そりゃ、何とも無駄な防犯設備だな¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ……そりゃ、何とも無駄な防犯設備だな。",
NULL, "...What a useless security system.", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacter(3, 2, "sprite/re1a_komaru_a2_", "0", 160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 20, 200, TRUE );
//「............魅ぃちゃんのお父さんが、...いろいろ大変な人みたいでね@だから一族がみんなで集まる時にはちゃんと機能しているらしいよ。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200475", 256, TRUE);
OutputLine(NULL, "「…………魅ぃちゃんのお父さんが、…いろいろ大変な人みたいでね。",
NULL, "\".........Well, Mii-chan's father... seems like a pretty tough person to get along with.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200476", 256, TRUE);
OutputLine(NULL, "だから一族がみんなで集まる時にはちゃんと機能しているらしいよ。」",
NULL, " So whenever everyone in the family is getting together, the cameras are apparently working properly.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ...そうだ@魅音の親父って...確かヤクザの大物なんだよな@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …そうだ。",
NULL, "...That's right.", Line_WaitForInput);
OutputLine(NULL, "魅音の親父って…確かヤクザの大物なんだよな。",
NULL, " Mion's father... He was a big-shot yakuza, wasn't he?", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// レナは上手にお茶を濁しながら説明してくれた¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " レナは上手にお茶を濁しながら説明してくれた。",
NULL, "Rena smoothly danced around the answer as she explained.", Line_Normal);
ClearMessage();
DisableWindow();
DrawScene("black", 1000 );
DrawSceneWithMask("background/so1", "left", 0, 0, 300 );
// やがて......、想像を裏切らない、大きな門が現れた@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " やがて……、想像を裏切らない、大きな門が現れた。",
NULL, "At last... a huge gate, as big as I'd imagined, appeared.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// こんな立派な門構えの家に...あいつは婆さんと二人きりで住んでいるのか...¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " こんな立派な門構えの家に…あいつは婆さんと二人きりで住んでいるのか…。",
NULL, "Was she living by herself with her grandmother... in a house with such a grand gateway...?", Line_Normal);
ClearMessage();
//「......いるかな。¥
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130100995", 256, TRUE);
OutputLine(NULL, "「……いるかな。」",
NULL, "\"...I wonder if she's here.\"", Line_Normal);
ClearMessage();
// ビーーーーーーーー@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ビーーーーーーーー。",
NULL, "Beeeeeeep.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 古い作りのブザーが鈍い音を立てる¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 古い作りのブザーが鈍い音を立てる。",
NULL, "The old buzzer made a dull sound.", Line_Normal);
ClearMessage();
// ...途中で断線してて、家の中には伝わってないのでは...@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …途中で断線してて、家の中には伝わってないのでは…?",
NULL, "...Was it cut off in the middle and not getting to the house...?", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// そう思うくらい、しばらくの間、何の反応もなかった¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " そう思うくらい、しばらくの間、何の反応もなかった。",
NULL, "We waited long enough without a response for me to start thinking like that.", Line_Normal);
ClearMessage();
// ......やがて、門の向こうから砂利を踏みしめる足音が聞こえてきた¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ……やがて、門の向こうから砂利を踏みしめる足音が聞こえてきた。",
NULL, "....However, we finally heard footsteps walking through gravel on the other side of the gate.", Line_Normal);
ClearMessage();
// ...緊張に、......手のひらに浮いた汗を握りつぶす@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …緊張に、……手のひらに浮いた汗を握りつぶす。",
NULL, "...I nervously... balled my hands, my palms now sweating, into fists.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ゴトリとカンヌキの開けられる音がして、門が細く開かれた@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ゴトリとカンヌキの開けられる音がして、門が細く開かれた。",
NULL, "There was the clang of a bolt being released, and the gate opened slightly.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
// ......その隙間から覗く人影は......、紛れもなく、...魅音だった¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ……その隙間から覗く人影は……、紛れもなく、…魅音だった。",
NULL, "...The person peeking out of the gap... was none other... than Mion.", Line_Normal);
ClearMessage();
DisableWindow();
FadeOutBGM( 2, 1000, TRUE );
ModSetLayerFilter(1, 256, "none");
ModDrawCharacterWithFiltering(1, 3, "sprite/me2_def_a1_", "0", "right", 1, -160, 0, FALSE, 0, 0, 0, 0, 0, 0, 300, TRUE );
//「...こんな時間に珍しいね@...2人とも学校は?@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300244", 256, TRUE);
OutputLine(NULL, "「…こんな時間に珍しいね。",
NULL, "\"...Well, this is unusual.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300245", 256, TRUE);
OutputLine(NULL, "…2人とも学校は?」",
NULL, " ...Aren't you two going to school?\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 魅音は、午前中という普通じゃない時間の来訪にもそんなに驚いた様子は見せなかった@......むしろ、やって来ることを前もって知っているような余裕さえ感じられた¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 魅音は、午前中という普通じゃない時間の来訪にもそんなに驚いた様子は見せなかった。",
NULL, "Mion didn't seem all that surprised at visitors arriving in the morning, which wasn't a normal time.", Line_WaitForInput);
OutputLine(NULL, "……むしろ、やって来ることを前もって知っているような余裕さえ感じられた。",
NULL, " ...In fact, she almost seemed relaxed, as if she knew we were coming beforehand.", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacterWithFiltering(3, 2, "sprite/re1a_def_a1_", "0", "right", 1, 160, 0, FALSE, 0, 0, 0, 0, 0, 20, 300, TRUE );
//「......学校は、...休んだよ。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200477", 256, TRUE);
OutputLine(NULL, "「……学校は、…休んだよ。」",
NULL, "\"...We... stayed home today.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「...ふぅん@/
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300246", 256, TRUE);
OutputLine(NULL, "「…ふぅん。",
NULL, "\"...Hmm.", Line_WaitForInput);
DisableWindow();
ModDrawCharacter(1, 3, "sprite/me2_warai_a1_", "1", -160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 200, TRUE );
//......圭ちゃんはともかく、レナも@ ...二人とも不良なんだからなぁ。@
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300247", 256, TRUE);
OutputLine(NULL, "……圭ちゃんはともかく、レナも?",
NULL, " ...Kei-chan is one thing, but you too, Rena?", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300248", 256, TRUE);
OutputLine(NULL, " …二人とも不良なんだからなぁ。」",
NULL, " ...You two are such troublemakers.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 魅音は...俺たちがよく知る魅音がよくそうするように、...軽く笑って見せた¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 魅音は…俺たちがよく知る魅音がよくそうするように、…軽く笑って見せた。",
NULL, "Mion... smiled lightly... in the way that the Mion we knew always did.", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacter(1, 3, "sprite/me2_wink_a1_", "2", -160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 200, TRUE );
//「............立ち話もなんでしょ@入りなよ。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300249", 256, TRUE);
OutputLine(NULL, "「…………立ち話もなんでしょ。",
NULL, "\".........Well, let's not just stand here.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300250", 256, TRUE);
OutputLine(NULL, "入りなよ。」",
NULL, " Come on in.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
DisableWindow();
FadeBustshotWithFiltering( 1, "left", 1, FALSE, 0, 0, 300, TRUE );
// 俺たちに付いてくるように身振りで促す@......少しだけ躊躇し、レナの目を見た¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 俺たちに付いてくるように身振りで促す。",
NULL, "She gestured for us to follow her.", Line_WaitForInput);
OutputLine(NULL, "……少しだけ躊躇し、レナの目を見た。",
NULL, " ...I hesitated for a moment, looking at Rena.", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacter(3, 2, "sprite/re1a_warai_a1_", "2", 160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 20, 200, TRUE );
//「行こ。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200478", 256, TRUE);
OutputLine(NULL, "「行こ。」",
NULL, "\"Let's go.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
DisableWindow();
FadeBustshotWithFiltering( 3, "right", 1, FALSE, 0, 0, 300, TRUE );
// 親しい友人の家も門をくぐるように、レナは気さくに笑って門をくぐって見せた@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 親しい友人の家も門をくぐるように、レナは気さくに笑って門をくぐって見せた。",
NULL, "Rena smiled cheerfully, as if she were passing through the gate of a good friend's house, and then did just that.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
// ...俺も意を決し、門をくぐる¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …俺も意を決し、門をくぐる。",
NULL, "...I rally myself and then go through the gate too.", Line_Normal);
ClearMessage();
DisableWindow();
DrawScene("white", 400 );
DrawSceneWithMask("background/so2", "c", 0, 0, 300 );
// 門を抜けると...あまり手入れはされていなかったが、とにかく広い立派な敷地であることがよくわかった@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 門を抜けると…あまり手入れはされていなかったが、とにかく広い立派な敷地であることがよくわかった。",
NULL, "On the other side... It hadn't been maintained very well, but it was clear that the lot was magnificently wide.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ......豪邸というイメージではないが、...とにかく規模が大きいのはわかる¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ……豪邸というイメージではないが、…とにかく規模が大きいのはわかる。",
NULL, "...It wasn't quite what you'd think of when you hear 'mansion'... but it was very clearly a vast place.", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacter(1, 3, "sprite/me2_warai_a1_", "2", -160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 400, TRUE );
//「圭ちゃんは家に来るの、初めてだったっけ?@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300251", 256, TRUE);
OutputLine(NULL, "「圭ちゃんは家に来るの、初めてだったっけ?」",
NULL, "\"Was this the first time you've been here, Kei-chan?\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「あ、......あぁ@...でけぇ家じゃねぇか...。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130100996", 256, TRUE);
OutputLine(NULL, "「あ、……あぁ。",
NULL, "\"Ah... yeah.", Line_WaitForInput);
ModPlayVoiceLS(4, 1, "ps3/s02/01/130100997", 256, TRUE);
OutputLine(NULL, "…でけぇ家じゃねぇか…。」",
NULL, " ...This house is enormous...\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
DisableWindow();
ModDrawCharacter(1, 3, "sprite/me2_def_a1_", "0", -160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 200, TRUE );
//「今どき合掌造りなんて流行らないよ@観光資源にはなるかもしれないけどね@私は早く、ごくごく平均的な鉄筋コンクリートに建て替えて欲しいと思ってるよ。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300252", 256, TRUE);
OutputLine(NULL, "「今どき合掌造りなんて流行らないよ。",
NULL, "\"Steep thatched roofs aren't in fashion anymore.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300253", 256, TRUE);
OutputLine(NULL, "観光資源にはなるかもしれないけどね。",
NULL, " This place could be a tourist attraction.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300254", 256, TRUE);
OutputLine(NULL, "私は早く、ごくごく平均的な鉄筋コンクリートに建て替えて欲しいと思ってるよ。」",
NULL, " I want to rebuild it using totally average and boring reinforced concrete soon.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 魅音は苦笑いしながらそう言うと、門を閉め、重いカンヌキをした¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 魅音は苦笑いしながらそう言うと、門を閉め、重いカンヌキをした。",
NULL, "Mion drily smiled as she said that, then closed the gate and re-locked the heavy bolt.", Line_Normal);
ClearMessage();
//「気にしないで@最近は物騒だからね@日中でもこれくらいはしておかないと。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300255", 256, TRUE);
OutputLine(NULL, "「気にしないで。",
NULL, "\"Don't worry about it.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300256", 256, TRUE);
OutputLine(NULL, "最近は物騒だからね。",
NULL, " Things have been dangerous lately.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300257", 256, TRUE);
OutputLine(NULL, "日中でもこれくらいはしておかないと。」",
NULL, " Gotta do at least this much during the daytime.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「...あぁ、......そうだな...。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130100998", 256, TRUE);
OutputLine(NULL, "「…あぁ、……そうだな…。」",
NULL, "\"...Yeah... You're right...\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 笑いに、わずかな影が差しているように感じるのは、俺が過敏なだけなのか¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 笑いに、わずかな影が差しているように感じるのは、俺が過敏なだけなのか。",
NULL, "Maybe it was my imagination, but I thought I saw the hint of a shadow in her smile.", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacter(1, 3, "sprite/me2_tokui_a1_", "1", -160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 200, TRUE );
//「ではご案内申し上げます@...どうぞこちらへ。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300258", 256, TRUE);
OutputLine(NULL, "「ではご案内申し上げます。",
NULL, "\"Well then, good sir and madam, I shall show you inside.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300259", 256, TRUE);
OutputLine(NULL, "…どうぞこちらへ。」",
NULL, " ...Please, come this way.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// そう言って、魅音は高級ホテルの従業員のようにうやうやしく一礼すると、踵を返し歩き始めた@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " そう言って、魅音は高級ホテルの従業員のようにうやうやしく一礼すると、踵を返し歩き始めた。",
NULL, "Mion bowed to us like a worker at a high-class hotel, then pivoted on her heel and began to walk.", GetGlobalFlag(GLinemodeSp));
DisableWindow();
FadeBustshotWithFiltering( 1, "right", 1, FALSE, 0, 0, 300, TRUE );
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
// 強張りがちな俺の腕を、レナがそっと握る¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 強張りがちな俺の腕を、レナがそっと握る。",
NULL, "Rena gripped my stiffening arm lightly.", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacterWithFiltering(3, 2, "sprite/re1a_def_a1_", "0", "right", 1, 160, 0, FALSE, 0, 0, 0, 0, 0, 20, 300, TRUE );
//「......圭一くん、硬くなり過ぎかな@...私たちは魅ぃちゃんに会いに来たんだよ@ そんなに緊張することはないんだから。¥
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200479", 256, TRUE);
OutputLine(NULL, "「……圭一くん、硬くなり過ぎかな。",
NULL, "\"...Keiichi-kun, you're too tense.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200480", 256, TRUE);
OutputLine(NULL, "…私たちは魅ぃちゃんに会いに来たんだよ?",
NULL, " ...We came to see Mii-chan, remember?", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200481", 256, TRUE);
OutputLine(NULL, " そんなに緊張することはないんだから。」",
NULL, " You don't need to be that nervous.\"", Line_Normal);
ClearMessage();
// ...そうだ@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …そうだ。",
NULL, "...That's right.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 俺は緊張すると考えてることが全部表に出てしまうタイプらしいからな@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 俺は緊張すると考えてることが全部表に出てしまうタイプらしいからな。",
NULL, "When I get nervous, I tend to let everything show on my face.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ......変に構えるのはやめよう@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " ……変に構えるのはやめよう。",
NULL, "...I'll stop tensing up.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ...何かあったってこっちは2人@...それに大石さんの部下が門の外で待っていてくれるんだ@......何も心配はいらない...@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …何かあったってこっちは2人。",
NULL, "...Even if something were to happen, there were two of us.", Line_WaitForInput);
OutputLine(NULL, "…それに大石さんの部下が門の外で待っていてくれるんだ。",
NULL, " ...Ooishi-san's subordinates were waiting outside the gate for us, too.", Line_WaitForInput);
OutputLine(NULL, "……何も心配はいらない…。",
NULL, " ...There was nothing to worry about...", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
// そういう考えの時点で、すでに緊張し切っていることに気付き、自分に苦笑した¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " そういう考えの時点で、すでに緊張し切っていることに気付き、自分に苦笑した。",
NULL, "After thinking about it that much, I realized my nervousness was already gone, and laughed at myself.", Line_Normal);
ClearMessage();
DisableWindow();
DrawScene("black", 1000 );
FadeOutBGM( 1, 1000, TRUE );
FadeOutBGM( 2, 1000, TRUE );
DrawSceneWithMask("background/so_g1", "down", 0, 0, 300 );
PlayBGM( 2, "lsys12", 56, 0 );
//「なんだこりゃ@...魅音、この新聞紙の上においてある漬物石は何だ@ 邪魔だぞ?@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130100999", 256, TRUE);
OutputLine(NULL, "「なんだこりゃ。",
NULL, "\"What's this?", Line_WaitForInput);
ModPlayVoiceLS(4, 1, "ps3/s02/01/130101000", 256, TRUE);
OutputLine(NULL, "…魅音、この新聞紙の上においてある漬物石は何だ?",
NULL, " ...Mion, what's with this stone on top of the newspapers?", Line_WaitForInput);
ModPlayVoiceLS(4, 1, "ps3/s02/01/130101001", 256, TRUE);
OutputLine(NULL, " 邪魔だぞ?」",
NULL, " It's in the way.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 玄関に新聞紙が敷いてあって、その上に大きな石が乗せてあった@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 玄関に新聞紙が敷いてあって、その上に大きな石が乗せてあった。",
NULL, "There was a pile of newspapers on the floor of the entrance, and there was a large rock on top of them.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ...何のためにここに置いてあるのか理解できない¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …何のためにここに置いてあるのか理解できない。",
NULL, "...I didn't understand why something like that was here.", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacterWithFiltering(3, 2, "sprite/re1a_warai_a1_", "2", "right", 1, 160, 0, FALSE, 0, 0, 0, 0, 0, 20, 300, TRUE );
// ...俺が怪訝な顔をしていると、レナがそれに気付き、くすくすと笑った¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …俺が怪訝な顔をしていると、レナがそれに気付き、くすくすと笑った。",
NULL, "...Rena noticed me looking at it questioningly and giggled.", Line_Normal);
ClearMessage();
//「レナは知ってるのか@ こりゃ何だ@何かのおまじないか?@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130101002", 256, TRUE);
OutputLine(NULL, "「レナは知ってるのか?",
NULL, "\"Rena, do you know?", Line_WaitForInput);
ModPlayVoiceLS(4, 1, "ps3/s02/01/130101003", 256, TRUE);
OutputLine(NULL, " こりゃ何だ。",
NULL, " What is this?", Line_WaitForInput);
ModPlayVoiceLS(4, 1, "ps3/s02/01/130101004", 256, TRUE);
OutputLine(NULL, "何かのおまじないか?」",
NULL, " Some kind of good luck charm?\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
DisableWindow();
ModDrawCharacterWithFiltering(1, 3, "sprite/me2_warai_a1_", "1", "left", 1, -160, 0, FALSE, 0, 0, 0, 0, 0, 0, 300, TRUE );
//「あはははは@ 圭ちゃんがよくわからないなら、それをどかしてそこに靴を脱いでもいいんだけど@ あっははははははは!¥
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300260", 256, TRUE);
OutputLine(NULL, "「あはははは!",
NULL, "\"Ahahaha!", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300261", 256, TRUE);
OutputLine(NULL, " 圭ちゃんがよくわからないなら、それをどかしてそこに靴を脱いでもいいんだけど?",
NULL, " If you don't really know, then feel free to move it out of the way and put your shoes there.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300262", 256, TRUE);
OutputLine(NULL, " あっははははははは!」",
NULL, " Ah-hahahahahaha!\"", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacter(3, 2, "sprite/re1b_def_b1_", "0", 160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 20, 200, TRUE );
//「圭一くん、その石の真上にね、ツバメの巣があるの。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200482", 256, TRUE);
OutputLine(NULL, "「圭一くん、その石の真上にね、ツバメの巣があるの。」",
NULL, "\"Keiichi-kun, there's a nest of swallows right above that stone.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「え@ あ、......本当だ。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130101005", 256, TRUE);
OutputLine(NULL, "「え?",
NULL, "\"Huh?", Line_WaitForInput);
ModPlayVoiceLS(4, 1, "ps3/s02/01/130101006", 256, TRUE);
OutputLine(NULL, " あ、……本当だ。」",
NULL, " Oh... You're right.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
DisableWindow();
PlayBGM( 1, "msys06", 56, 0 );
ModDrawCharacter(1, 3, "sprite/me2_wink_a1_", "1", -160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 200, TRUE );
//「人様の家なのに、ツバメが勝手に入ってきて巣を作ってるってわけ@代々語り継いでるのか、季節になると決まってここに巣を作るんだよ@迷惑してるんだけどねぇ。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300263", 256, TRUE);
OutputLine(NULL, "「人様の家なのに、ツバメが勝手に入ってきて巣を作ってるってわけ。",
NULL, "\"This house is for people, but swallows still come in without permission and make nests.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300264", 256, TRUE);
OutputLine(NULL, "代々語り継いでるのか、季節になると決まってここに巣を作るんだよ。",
NULL, " It must be like a tradition for them—whenever spring comes, they always make a nest here.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300265", 256, TRUE);
OutputLine(NULL, "迷惑してるんだけどねぇ。」",
NULL, " It's kind of annoying, though.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
DisableWindow();
ModDrawCharacter(3, 2, "sprite/re1b_warai_b1_", "2", 160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 20, 200, TRUE );
//「つまりね、そこはツバメのフンとかが落ちてきて危ないから靴を脱がないようにって言う、目印なの。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200483", 256, TRUE);
OutputLine(NULL, "「つまりね、そこはツバメのフンとかが落ちてきて危ないから靴を脱がないようにって言う、目印なの。」",
NULL, "\"In other words, it's a sign to not take off your shoes here, because swallow poop could end up in them.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ...何だか滑稽な工夫に思わず笑ってしまう@その笑いは自然に三人に広がった¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …何だか滑稽な工夫に思わず笑ってしまう。",
NULL, "...I couldn't help but laugh at the silly contrivance.", Line_WaitForInput);
OutputLine(NULL, "その笑いは自然に三人に広がった。",
NULL, " My laughter naturally spread to the other two.", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacter(1, 3, "sprite/me2_warai_a1_", "1", -160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 200, TRUE );
//「園崎家も大昔、養蚕とかやってたことがあるらしくてね@ご先祖様はツバメ退治にやっきになったそうだけどね@...それを思うと、これはちょっとバチ当りなのかな@あははははは@ ま、上がって上がって。¥
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300266", 256, TRUE);
OutputLine(NULL, "「園崎家も大昔、養蚕とかやってたことがあるらしくてね。",
NULL, "\"A really long time ago, the Sonozaki family apparently cultivated silkworms.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300267", 256, TRUE);
OutputLine(NULL, "ご先祖様はツバメ退治にやっきになったそうだけどね。",
NULL, " Our ancestors would get all worked up over exterminating the swallows. ", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300268", 256, TRUE);
OutputLine(NULL, "…それを思うと、これはちょっとバチ当りなのかな。",
NULL, "...When you think of it that way, maybe this is our just desserts.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300269", 256, TRUE);
OutputLine(NULL, "あははははは!",
NULL, " Ahahahaha!", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300270", 256, TRUE);
OutputLine(NULL, " ま、上がって上がって。」",
NULL, " Anyway, come on in.\"", Line_Normal);
ClearMessage();
DisableWindow();
DrawSceneWithMask("black", "left", 0, 0, 300 );
FadeOutBGM( 2, 1000, TRUE );
DrawSceneWithMask("background/heya1", "left", 0, 0, 300 );
// 家の中は決して明るくはなかった@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 家の中は決して明るくはなかった。",
NULL, "The inside of the house wasn't very bright at all.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// ...むしろ薄暗いくらいだったが、かえって風情が感じられるから不思議だった@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …むしろ薄暗いくらいだったが、かえって風情が感じられるから不思議だった。",
NULL, "...It was dimly lit, in fact, but mysteriously, I could still feel an elegance to the place.", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping); }
// ...魅音は近代的な建物を望んでるようだけど、...こういう伝統的な住居も悪くはないよなぁ...¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " …魅音は近代的な建物を望んでるようだけど、…こういう伝統的な住居も悪くはないよなぁ…。",
NULL, "...Mion seemed to want a more modern building... but traditional houses like this aren't bad, either...", Line_Normal);
ClearMessage();
DisableWindow();
ModDrawCharacter(2, 3, "sprite/me2_def_a1_", "0", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 400, TRUE );
//「冗談でしょ@隙間風は入るし、冬場は寒いし@ 人の家を勝手に文化財にして改築を妨害しないでもらいたいねー@/
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300271", 256, TRUE);
OutputLine(NULL, "「冗談でしょ。",
NULL, "\"You're kidding, right?", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300272", 256, TRUE);
OutputLine(NULL, "隙間風は入るし、冬場は寒いし!",
NULL, " There's a terrible draft, and the winters are freezing!", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300273", 256, TRUE);
OutputLine(NULL, " 人の家を勝手に文化財にして改築を妨害しないでもらいたいねー。",
NULL, " Don't go making my house into property of cultural significance and getting in the way of renovations, got it? ", GetGlobalFlag(GLinemodeSp));
DisableWindow();
ModDrawCharacter(2, 3, "sprite/me2_akuwarai_a1_", "1", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 10, 200, TRUE );
//...一番の理想は圭ちゃんの家でしょ@あれはうらやましいよなぁ@冬場は暖かそうだし@あ、でも雪下ろしは大変かもね~。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#5ec69a>魅音</color>", NULL, "<color=#5ec69a>Mion</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300274", 256, TRUE);
OutputLine(NULL, "…一番の理想は圭ちゃんの家でしょ。",
NULL, "...What I want most is a house like yours, Kei-chan.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300275", 256, TRUE);
OutputLine(NULL, "あれはうらやましいよなぁ。",
NULL, " I'm pretty jealous of it.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300276", 256, TRUE);
OutputLine(NULL, "冬場は暖かそうだし。",
NULL, " It seems like it would be warm in the winter.", Line_WaitForInput);
ModPlayVoiceLS(4, 3, "ps3/s02/03/130300277", 256, TRUE);
OutputLine(NULL, "あ、でも雪下ろしは大変かもね〜。」",
NULL, " Oh, but snowfall seems like it would be a problem~\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「雪下ろしは大変って@...そんなに雪が降るのか、雛見沢は@...緯度は関東より南なくらいだろ? ここいらって暖かい土地なんじゃないのか?¥
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#956f6e>圭一</color>", NULL, "<color=#956f6e>Keiichi</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 1, "ps3/s02/01/130101007", 256, TRUE);
OutputLine(NULL, "「雪下ろしは大変って。",
NULL, "\"Snowfall's a problem?", Line_WaitForInput);
ModPlayVoiceLS(4, 1, "ps3/s02/01/130101008", 256, TRUE);
OutputLine(NULL, "…そんなに雪が降るのか、雛見沢は。",
NULL, " ...Does Hinamizawa get that much snow?", Line_WaitForInput);
ModPlayVoiceLS(4, 1, "ps3/s02/01/130101009", 256, TRUE);
OutputLine(NULL, "…緯度は関東より南なくらいだろ? ここいらって暖かい土地なんじゃないのか?」",
NULL, " ...Our latitude is south of Kanto, isn't it? Isn't this region warm?\"", Line_Normal);
ClearMessage();
DisableWindow();
FadeBustshotWithFiltering( 2, "left", 1, FALSE, 0, 0, 300, TRUE );
ModDrawCharacterWithFiltering(3, 2, "sprite/re1a_warai_a1_", "2", "right", 1, 160, 0, FALSE, 0, 0, 0, 0, 0, 20, 300, TRUE );
//「あははははは、圭一くん、知らないの@ 雛見沢は豪雪地帯なんだよ@大雪が降ると、みーんな埋まっちゃうの@玄関なんか埋まっちゃう時もあるんだよ。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200484", 256, TRUE);
OutputLine(NULL, "「あははははは、圭一くん、知らないの?",
NULL, "\"Ahahahaha, you don't know, Keiichi-kun?", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200485", 256, TRUE);
OutputLine(NULL, " 雛見沢は豪雪地帯なんだよ。",
NULL, " Hinamizawa is in an area that gets heavy snowfalls.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200486", 256, TRUE);
OutputLine(NULL, "大雪が降ると、みーんな埋まっちゃうの。",
NULL, " When we get a lot, everyone gets buried.", Line_WaitForInput);
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200487", 256, TRUE);
OutputLine(NULL, "玄関なんか埋まっちゃう時もあるんだよ。」",
NULL, " Sometimes you can't even get out of your house.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
//「停めた車が完全に埋まっちゃって、見つからないことだってあるんだから。@
if (GetGlobalFlag(GADVMode)) { OutputLine("<color=#f0953d>レナ</color>", NULL, "<color=#f0953d>Rena</color>", NULL, Line_ContinueAfterTyping); }
ModPlayVoiceLS(4, 2, "ps3/s02/02/130200488", 256, TRUE);
OutputLine(NULL, "「停めた車が完全に埋まっちゃって、見つからないことだってあるんだから。」",
NULL, "\"Sometimes your car gets totally buried too, and you can't find where it is.\"", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// き、聞いてないぞ!@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " き、聞いてないぞ!!",
NULL, "I-I wasn't aware of that!", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 雛見沢って...そんなに冬は厳しい土地だったのか?!?¥
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 雛見沢って…そんなに冬は厳しい土地だったのか?!?!",
NULL, "Hinamizawa... was that bad a place in the winter?!?!", Line_Normal);
ClearMessage();
// 確かに親父...@
if (GetGlobalFlag(GADVMode)) { OutputLineAll("", NULL, Line_ContinueAfterTyping); }
OutputLine(NULL, " 確かに親父…、",
NULL, "Come to think of it, my dad...", GetGlobalFlag(GLinemodeSp));
if (GetGlobalFlag(GADVMode)) { ClearMessage(); } else { OutputLineAll(NULL, "\n", Line_ContinueAfterTyping); }
// 雪がちゃんと降るところだから、冬場はかまくらとかが作れて楽しいぞー...なんて言ってたけど@...玄関が埋まって車が見つからなくなる?@ 降り過ぎだー!!¥