task ModerateDisplay(x,y,Alpha,R,G,B)//Moderateを表示
{
		let scx=0.8;
		let scy=0.8;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -110, -18);
		ObjEffect_SetVertexXY(obj, 1, 110,  -18);
		ObjEffect_SetVertexXY(obj, 2, 110, 18);
		ObjEffect_SetVertexXY(obj, 3,  -110,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  8,  280);
		ObjEffect_SetVertexUV(obj, 1,  227, 280);
		ObjEffect_SetVertexUV(obj, 2, 227,  317);
		ObjEffect_SetVertexUV(obj, 3, 8, 317);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task MdDisplay(x,y,Alpha,R,G,B)//Mdを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -31, -18);
		ObjEffect_SetVertexXY(obj, 1, 31,  -18);
		ObjEffect_SetVertexXY(obj, 2, 31, 18);
		ObjEffect_SetVertexXY(obj, 3,  -31,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  287,  106);
		ObjEffect_SetVertexUV(obj, 1, 349, 106);
		ObjEffect_SetVertexUV(obj, 2, 349,  143);
		ObjEffect_SetVertexUV(obj, 3, 287, 143);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ExtreamDisplay(x,y,Alpha,R,G,B)//Extreamを表示
{
		let scx=0.8;
		let scy=0.8;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -96, -18);
		ObjEffect_SetVertexXY(obj, 1, 96,  -18);
		ObjEffect_SetVertexXY(obj, 2, 96, 18);
		ObjEffect_SetVertexXY(obj, 3,  -96,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  9,  328);
		ObjEffect_SetVertexUV(obj, 1,  201, 328);
		ObjEffect_SetVertexUV(obj, 2, 201,  364);
		ObjEffect_SetVertexUV(obj, 3, 9, 364);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ExDisplay(x,y,Alpha,R,G,B)//Exを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -25, -18);
		ObjEffect_SetVertexXY(obj, 1, 25,  -18);
		ObjEffect_SetVertexXY(obj, 2, 25, 18);
		ObjEffect_SetVertexXY(obj, 3,  -25,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  9,  54);
		ObjEffect_SetVertexUV(obj, 1,  59, 54);
		ObjEffect_SetVertexUV(obj, 2, 59,  90);
		ObjEffect_SetVertexUV(obj, 3, 9, 90);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ApocalypseDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -135, -22);
		ObjEffect_SetVertexXY(obj, 1, 135,  -22);
		ObjEffect_SetVertexXY(obj, 2,135, 22);
		ObjEffect_SetVertexXY(obj, 3,  -135,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  6,  375);
		ObjEffect_SetVertexUV(obj, 1,  276, 375);
		ObjEffect_SetVertexUV(obj, 2, 276,  421);
		ObjEffect_SetVertexUV(obj, 3, 6, 421);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ApDisplay(x,y,Alpha,R,G,B)//Apを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -30, -22);
		ObjEffect_SetVertexXY(obj, 1, 30,  -22);
		ObjEffect_SetVertexXY(obj, 2,30, 22);
		ObjEffect_SetVertexXY(obj, 3,  -30,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  6,  102);
		ObjEffect_SetVertexUV(obj, 1,  66, 102);
		ObjEffect_SetVertexUV(obj, 2, 66,  147);
		ObjEffect_SetVertexUV(obj, 3, 6, 147);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task GameStartDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -135, -18);
		ObjEffect_SetVertexXY(obj, 1, 135,  -18);
		ObjEffect_SetVertexXY(obj, 2,135, 18);
		ObjEffect_SetVertexXY(obj, 3,  -135,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  4,  155);
		ObjEffect_SetVertexUV(obj, 1,  275, 155);
		ObjEffect_SetVertexUV(obj, 2, 275,  192);
		ObjEffect_SetVertexUV(obj, 3, 4, 192);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task PracticeDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -92, -18);
		ObjEffect_SetVertexXY(obj, 1, 92,  -18);
		ObjEffect_SetVertexXY(obj, 2,92, 18);
		ObjEffect_SetVertexXY(obj, 3,  -92,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  11,  206);
		ObjEffect_SetVertexUV(obj, 1,  194, 206);
		ObjEffect_SetVertexUV(obj, 2, 194, 242);
		ObjEffect_SetVertexUV(obj, 3, 11, 242);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ResultDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -70, -18);
		ObjEffect_SetVertexXY(obj, 1, 70,  -18);
		ObjEffect_SetVertexXY(obj, 2,70, 18);
		ObjEffect_SetVertexXY(obj, 3,  -70,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  11,  251);
		ObjEffect_SetVertexUV(obj, 1,  152, 251);
		ObjEffect_SetVertexUV(obj, 2, 152, 287);
		ObjEffect_SetVertexUV(obj, 3, 11, 287);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task ConfigDisplay(x,y,Alpha,R,G,B)//Configを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -72, -21);
		ObjEffect_SetVertexXY(obj, 1, 72,  -21);
		ObjEffect_SetVertexXY(obj, 2,72, 21);
		ObjEffect_SetVertexXY(obj, 3,  -72,  21);
		
		ObjEffect_SetVertexUV(obj, 0,  9,  297);
		ObjEffect_SetVertexUV(obj, 1,  155, 297);
		ObjEffect_SetVertexUV(obj, 2, 155, 343);
		ObjEffect_SetVertexUV(obj, 3, 9, 343);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task QuitDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -48, -21);
		ObjEffect_SetVertexXY(obj, 1, 48,  -21);
		ObjEffect_SetVertexXY(obj, 2,48, 21);
		ObjEffect_SetVertexXY(obj, 3,  -48,  21);
		
		ObjEffect_SetVertexUV(obj, 0,  211,  225);
		ObjEffect_SetVertexUV(obj, 1,  306, 225);
		ObjEffect_SetVertexUV(obj, 2, 306, 267);
		ObjEffect_SetVertexUV(obj, 3, 211, 267);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task ScoreDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -64, -18);
		ObjEffect_SetVertexXY(obj, 1, 64,  -18);
		ObjEffect_SetVertexXY(obj, 2,64, 18);
		ObjEffect_SetVertexXY(obj, 3,  -64,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  422,  287);
		ObjEffect_SetVertexUV(obj, 1,  550, 287);
		ObjEffect_SetVertexUV(obj, 2, 550, 324);
		ObjEffect_SetVertexUV(obj, 3, 422, 324);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task OthersDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -80, -18);
		ObjEffect_SetVertexXY(obj, 1, 80,  -18);
		ObjEffect_SetVertexXY(obj, 2,80, 18);
		ObjEffect_SetVertexXY(obj, 3,  -80,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  469,  348);
		ObjEffect_SetVertexUV(obj, 1,  629, 348);
		ObjEffect_SetVertexUV(obj, 2, 629, 384);
		ObjEffect_SetVertexUV(obj, 3, 469, 384);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task PlayTimeDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -23);
		ObjEffect_SetVertexXY(obj, 1, 280,  -23);
		ObjEffect_SetVertexXY(obj, 2,280, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  168,  344);
		ObjEffect_SetVertexUV(obj, 1,  448, 344);
		ObjEffect_SetVertexUV(obj, 2, 448, 390);
		ObjEffect_SetVertexUV(obj, 3, 168, 390);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task UpTimeDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -22);
		ObjEffect_SetVertexXY(obj, 1, 232,  -22);
		ObjEffect_SetVertexXY(obj, 2,232, 22);
		ObjEffect_SetVertexXY(obj, 3,  -0,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  168,  284);
		ObjEffect_SetVertexUV(obj, 1,  400, 284);
		ObjEffect_SetVertexUV(obj, 2, 400, 328);
		ObjEffect_SetVertexUV(obj, 3, 168, 328);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task TotalDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1, 106,  -18);
		ObjEffect_SetVertexXY(obj, 2,106, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  331,  228);
		ObjEffect_SetVertexUV(obj, 1,  437, 228);
		ObjEffect_SetVertexUV(obj, 2, 437, 264);
		ObjEffect_SetVertexUV(obj, 3, 331, 264);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task PlayNumDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -23);
		ObjEffect_SetVertexXY(obj, 1, 230,  -23);
		ObjEffect_SetVertexXY(obj, 2,230, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  303,  150);
		ObjEffect_SetVertexUV(obj, 1,  533, 150);
		ObjEffect_SetVertexUV(obj, 2, 533, 196);
		ObjEffect_SetVertexUV(obj, 3, 303, 196);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task MarisaADisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -21);
		ObjEffect_SetVertexXY(obj, 1, 328,  -21);
		ObjEffect_SetVertexXY(obj, 2,328, 21);
		ObjEffect_SetVertexXY(obj, 3,  -0,  21);
		
		ObjEffect_SetVertexUV(obj, 0,  266,  7);
		ObjEffect_SetVertexUV(obj, 1,  592, 7);
		ObjEffect_SetVertexUV(obj, 2, 592, 49);
		ObjEffect_SetVertexUV(obj, 3, 266, 49);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task MarisaBDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -21);
		ObjEffect_SetVertexXY(obj, 1,328,  -21);
		ObjEffect_SetVertexXY(obj, 2,328, 21);
		ObjEffect_SetVertexXY(obj, 3,  -0,  21);
		
		ObjEffect_SetVertexUV(obj, 0,  266,  58);
		ObjEffect_SetVertexUV(obj, 1,  592, 58);
		ObjEffect_SetVertexUV(obj, 2, 592, 100);
		ObjEffect_SetVertexUV(obj, 3, 266, 100);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task MarisaCDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -21);
		ObjEffect_SetVertexXY(obj, 1,285,  -21);
		ObjEffect_SetVertexXY(obj, 2,285, 21);
		ObjEffect_SetVertexXY(obj, 3,  -0,  21);
		
		ObjEffect_SetVertexUV(obj, 0,  266,  58);
		ObjEffect_SetVertexUV(obj, 1,  549, 58);
		ObjEffect_SetVertexUV(obj, 2, 549, 100);
		ObjEffect_SetVertexUV(obj, 3, 266, 100);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		let obj2 = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj2, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj2, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj2, ADD); 
		ObjEffect_CreateVertex(obj2, 4);
		ObjEffect_SetVertexXY(obj2, 0, -0, -16);
		ObjEffect_SetVertexXY(obj2, 1,32,  -16);
		ObjEffect_SetVertexXY(obj2, 2,32, 16);
		ObjEffect_SetVertexXY(obj2, 3,  -0,  16);
		
		ObjEffect_SetVertexUV(obj2, 0,  546,  161);
		ObjEffect_SetVertexUV(obj2, 1,  578, 161);
		ObjEffect_SetVertexUV(obj2, 2, 578, 193);
		ObjEffect_SetVertexUV(obj2, 3, 546, 193);

		ObjEffect_SetVertexColor(obj2,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj2,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj2,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj2,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj2,7);
		Obj_SetPosition(obj2,x+118,y+5);

		ObjEffect_SetScale(obj2, scx,scy);

		yield;
		Obj_Delete(obj);
		Obj_Delete(obj2);
}


task MarisaDDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -21);
		ObjEffect_SetVertexXY(obj, 1,285,  -21);
		ObjEffect_SetVertexXY(obj, 2,285, 21);
		ObjEffect_SetVertexXY(obj, 3,  -0,  21);
		
		ObjEffect_SetVertexUV(obj, 0,  266,  58);
		ObjEffect_SetVertexUV(obj, 1,  549, 58);
		ObjEffect_SetVertexUV(obj, 2, 549, 100);
		ObjEffect_SetVertexUV(obj, 3, 266, 100);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		let obj2 = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj2, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj2, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj2, ADD); 
		ObjEffect_CreateVertex(obj2, 4);
		ObjEffect_SetVertexXY(obj2, 0, -0, -16);
		ObjEffect_SetVertexXY(obj2, 1,30,  -16);
		ObjEffect_SetVertexXY(obj2, 2,30, 16);
		ObjEffect_SetVertexXY(obj2, 3,  -0,  16);
		
		ObjEffect_SetVertexUV(obj2, 0,  594,  161);
		ObjEffect_SetVertexUV(obj2, 1,  624, 161);
		ObjEffect_SetVertexUV(obj2, 2, 624, 193);
		ObjEffect_SetVertexUV(obj2, 3, 594, 193);

		ObjEffect_SetVertexColor(obj2,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj2,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj2,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj2,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj2,7);
		Obj_SetPosition(obj2,x+118,y+5);

		ObjEffect_SetScale(obj2, scx,scy);

		yield;
		Obj_Delete(obj);
		Obj_Delete(obj2);
}

task NoDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1,58,  -18);
		ObjEffect_SetVertexXY(obj, 2,58, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  476,  227);
		ObjEffect_SetVertexUV(obj, 1,  534, 227);
		ObjEffect_SetVertexUV(obj, 2, 534, 263);
		ObjEffect_SetVertexUV(obj, 3, 476, 263);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task StageDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -23);
		ObjEffect_SetVertexXY(obj, 1,132,  -23);
		ObjEffect_SetVertexXY(obj, 2,132, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  608,  8);
		ObjEffect_SetVertexUV(obj, 1,  740, 8);
		ObjEffect_SetVertexUV(obj, 2, 740, 54);
		ObjEffect_SetVertexUV(obj, 3, 608, 54);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ScoreLetterDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1,128,  -18);
		ObjEffect_SetVertexXY(obj, 2,128, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  422,  287);
		ObjEffect_SetVertexUV(obj, 1,  550, 287);
		ObjEffect_SetVertexUV(obj, 2, 550, 324);
		ObjEffect_SetVertexUV(obj, 3, 422, 324);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task AchievementDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -156, -18);
		ObjEffect_SetVertexXY(obj, 1,156,  -18);
		ObjEffect_SetVertexXY(obj, 2,156, 18);
		ObjEffect_SetVertexXY(obj, 3,  -156,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  454);
		ObjEffect_SetVertexUV(obj, 1,  316, 454);
		ObjEffect_SetVertexUV(obj, 2, 316, 491);
		ObjEffect_SetVertexUV(obj, 3, 3, 491);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ZenPlayerDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.35;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -22);
		ObjEffect_SetVertexXY(obj, 1,378,  -22);
		ObjEffect_SetVertexXY(obj, 2,378, 22);
		ObjEffect_SetVertexXY(obj, 3,  -0,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  399);
		ObjEffect_SetVertexUV(obj, 1,  381, 399);
		ObjEffect_SetVertexUV(obj, 2, 381, 444);
		ObjEffect_SetVertexUV(obj, 3, 3, 444);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ALLFragmentDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.4;
		let scy=0.4;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -22);
		ObjEffect_SetVertexXY(obj, 1,422,  -22);
		ObjEffect_SetVertexXY(obj, 2,422, 22);
		ObjEffect_SetVertexXY(obj, 3,  -0,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  337,  449);
		ObjEffect_SetVertexUV(obj, 1,  759, 449);
		ObjEffect_SetVertexUV(obj, 2, 759, 492);
		ObjEffect_SetVertexUV(obj, 3, 337, 492);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task PracticeStageDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -66, -23);
		ObjEffect_SetVertexXY(obj, 1,66,  -23);
		ObjEffect_SetVertexXY(obj, 2,66, 23);
		ObjEffect_SetVertexXY(obj, 3,  -66,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  608,  8);
		ObjEffect_SetVertexUV(obj, 1,  740, 8);
		ObjEffect_SetVertexUV(obj, 2, 740, 54);
		ObjEffect_SetVertexUV(obj, 3, 608, 54);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task PracticeStageNumDisplay(x,y,Alpha,R,G,B,num)//Apocalypseを表示
{
		let scx=0.8;
		let scy=0.8;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -12, -19);
		ObjEffect_SetVertexXY(obj, 1,12,  -19);
		ObjEffect_SetVertexXY(obj, 2,12, 19);
		ObjEffect_SetVertexXY(obj, 3,  -12,  19);
		
		ObjEffect_SetVertexUV(obj, 0,  718+30*num,  9);
		ObjEffect_SetVertexUV(obj, 1,  742+30*num+2, 9);
		ObjEffect_SetVertexUV(obj, 2, 742+30*num+2, 46);
		ObjEffect_SetVertexUV(obj, 3, 718+30*num, 46);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task SelectBer(y)//メニューバーを表示
{
		let scx=1.1;
	//	scx=(GetClipMaxX-GetClipMinX)/30;
		let scy=1.2;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -15, -15);
		ObjEffect_SetVertexXY(obj, 1,15,  -15);
		ObjEffect_SetVertexXY(obj, 2,15, 15);
		ObjEffect_SetVertexXY(obj, 3,  -15,  15);
		
		let X=GetCenterX-GetClipMinX;
		ObjEffect_SetVertexXY(obj, 0, -X, -15);
		ObjEffect_SetVertexXY(obj, 1,X,  -15);
		ObjEffect_SetVertexXY(obj, 2,X, 15);
		ObjEffect_SetVertexXY(obj, 3,  -X,  15);

		ObjEffect_SetVertexUV(obj, 0,  401,  406);
		ObjEffect_SetVertexUV(obj, 1,  431, 406);
		ObjEffect_SetVertexUV(obj, 2, 431, 436);
		ObjEffect_SetVertexUV(obj, 3, 401, 436);

		let Alpha=140;
		let R=255;let G=255; let B=255;

		ObjEffect_SetVertexColor(obj,0,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,1,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,2,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,3,Alpha,255,255,255);

		ObjEffect_SetVertexColor(obj,0,Alpha,20,20,20);
		ObjEffect_SetVertexColor(obj,1,Alpha,20,20,20);
		ObjEffect_SetVertexColor(obj,2,Alpha,255,150,255);
		ObjEffect_SetVertexColor(obj,3,Alpha,150,255,255);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,GetCenterX,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task SelectBerA(y)//メニューバーを表示
{
		let scx=15;
		//scx=(GetClipMaxX-GetClipMinX)/29;
		let scy=0.6;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -15, -15);
		ObjEffect_SetVertexXY(obj, 1,15,  -15);
		ObjEffect_SetVertexXY(obj, 2,15, 15);
		ObjEffect_SetVertexXY(obj, 3,  -15,  15);
		
		ObjEffect_SetVertexUV(obj, 0,  401,  406);
		ObjEffect_SetVertexUV(obj, 1,  431, 406);
		ObjEffect_SetVertexUV(obj, 2, 431, 436);
		ObjEffect_SetVertexUV(obj, 3, 401, 436);

		let Alpha=140;
		let R=255;let G=255; let B=255;

		ObjEffect_SetVertexColor(obj,0,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,1,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,2,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,3,Alpha,255,255,255);

		ObjEffect_SetVertexColor(obj,0,Alpha,20,20,20);
		ObjEffect_SetVertexColor(obj,1,Alpha,20,20,20);
		ObjEffect_SetVertexColor(obj,2,Alpha,255,150,255);
		ObjEffect_SetVertexColor(obj,3,Alpha,150,255,255);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,GetCenterX,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task SelectBerV(x)//メニューバーを表示
{
		let scx=0.6;
		//scx=(GetClipMaxX-GetClipMinX)/29;
		let scy=18;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -15, -15);
		ObjEffect_SetVertexXY(obj, 1,15,  -15);
		ObjEffect_SetVertexXY(obj, 2,15, 15);
		ObjEffect_SetVertexXY(obj, 3,  -15,  15);
		
		ObjEffect_SetVertexUV(obj, 0,  401,  406);
		ObjEffect_SetVertexUV(obj, 1,  431, 406);
		ObjEffect_SetVertexUV(obj, 2, 431, 436);
		ObjEffect_SetVertexUV(obj, 3, 401, 436);

		let Alpha=100;
		let R=255;let G=255; let B=255;

		ObjEffect_SetVertexColor(obj,0,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,1,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,2,Alpha,255,255,255);
		ObjEffect_SetVertexColor(obj,3,Alpha,255,255,255);

		ObjEffect_SetVertexColor(obj,1,Alpha,20,20,20);
		ObjEffect_SetVertexColor(obj,2,Alpha,20,20,20);
		ObjEffect_SetVertexColor(obj,3,Alpha,255,150,255);
		ObjEffect_SetVertexColor(obj,0,Alpha,150,255,255);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,GetCenterY);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigDifficultDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1, 176,  -18);
		ObjEffect_SetVertexXY(obj, 2,176, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  637,  108);
		ObjEffect_SetVertexUV(obj, 1,  813, 108);
		ObjEffect_SetVertexUV(obj, 2, 813,  145);
		ObjEffect_SetVertexUV(obj, 3, 637, 145);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task ConfigStageSelectDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -23);
		ObjEffect_SetVertexXY(obj, 1, 281,  -23);
		ObjEffect_SetVertexXY(obj, 2,281, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  635,  153);
		ObjEffect_SetVertexUV(obj, 1,  916, 153);
		ObjEffect_SetVertexUV(obj, 2, 916,  199);
		ObjEffect_SetVertexUV(obj, 3, 635, 199);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigStagePhaseDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -23);
		ObjEffect_SetVertexXY(obj, 1, 281,  -23);
		ObjEffect_SetVertexXY(obj, 2,281, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  635,  205);
		ObjEffect_SetVertexUV(obj, 1,  910, 205);
		ObjEffect_SetVertexUV(obj, 2, 910,  251);
		ObjEffect_SetVertexUV(obj, 3, 635, 251);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigBurstCounterDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1, 313,  -18);
		ObjEffect_SetVertexXY(obj, 2,313, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  637,  257);
		ObjEffect_SetVertexUV(obj, 1,  950, 257);
		ObjEffect_SetVertexUV(obj, 2, 950,  294);
		ObjEffect_SetVertexUV(obj, 3, 637, 294);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigMagicCounterDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -23);
		ObjEffect_SetVertexXY(obj, 1, 325,  -23);
		ObjEffect_SetVertexXY(obj, 2,325, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  637,  302);
		ObjEffect_SetVertexUV(obj, 1,  962, 302);
		ObjEffect_SetVertexUV(obj, 2, 962,  348);
		ObjEffect_SetVertexUV(obj, 3, 637, 348);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task ConfigBGDrawDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1, 187,  -18);
		ObjEffect_SetVertexXY(obj, 2,187, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  637,  355);
		ObjEffect_SetVertexUV(obj, 1,  824, 355);
		ObjEffect_SetVertexUV(obj, 2, 824,  392);
		ObjEffect_SetVertexUV(obj, 3, 637, 392);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task ConfigLightModeDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -23);
		ObjEffect_SetVertexXY(obj, 1, 242,  -23);
		ObjEffect_SetVertexXY(obj, 2,242, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  637,  399);
		ObjEffect_SetVertexUV(obj, 1,  879, 399);
		ObjEffect_SetVertexUV(obj, 2, 879,  445);
		ObjEffect_SetVertexUV(obj, 3, 637, 445);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigModerateDisplay(x,y,Alpha,R,G,B)//Moderateを表示
{
		let scx=0.5;
		let scy=0.5;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1, 220,  -18);
		ObjEffect_SetVertexXY(obj, 2, 220, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  8,  280);
		ObjEffect_SetVertexUV(obj, 1,  227, 280);
		ObjEffect_SetVertexUV(obj, 2, 227,  317);
		ObjEffect_SetVertexUV(obj, 3, 8, 317);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigSelectDisplay(x,y,Alpha,R,G,B)//Moderateを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1, 143,  -18);
		ObjEffect_SetVertexXY(obj, 2,143, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  773,  153);
		ObjEffect_SetVertexUV(obj, 1,  916, 153);
		ObjEffect_SetVertexUV(obj, 2, 916,  190);
		ObjEffect_SetVertexUV(obj, 3, 773, 190);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigExtreamDisplay(x,y,Alpha,R,G,B)//Extreamを表示
{
		let scx=0.5;
		let scy=0.5;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1, 192,  -18);
		ObjEffect_SetVertexXY(obj, 2, 192, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  9,  328);
		ObjEffect_SetVertexUV(obj, 1,  201, 328);
		ObjEffect_SetVertexUV(obj, 2, 201,  364);
		ObjEffect_SetVertexUV(obj, 3, 9, 364);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigApocalypseDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgStatusLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -22);
		ObjEffect_SetVertexXY(obj, 1, 270,  -22);
		ObjEffect_SetVertexXY(obj, 2,270, 22);
		ObjEffect_SetVertexXY(obj, 3,  -0,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  6,  375);
		ObjEffect_SetVertexUV(obj, 1,  276, 375);
		ObjEffect_SetVertexUV(obj, 2, 276,  421);
		ObjEffect_SetVertexUV(obj, 3, 6, 421);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigNumDisplay(x,y,Alpha,R,G,B,num)//Apocalypseを表示
{

		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -12, -19);
		ObjEffect_SetVertexXY(obj, 1,12,  -19);
		ObjEffect_SetVertexXY(obj, 2,12, 19);
		ObjEffect_SetVertexXY(obj, 3,  -12,  19);
		
		ObjEffect_SetVertexUV(obj, 0,  635+31*num,  61);
		ObjEffect_SetVertexUV(obj, 1,  661+31*num, 61);
		ObjEffect_SetVertexUV(obj, 2, 661+31*num, 98);
		ObjEffect_SetVertexUV(obj, 3, 635+31*num, 98);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
/*
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -12, -19);
		ObjEffect_SetVertexXY(obj, 1,12,  -19);
		ObjEffect_SetVertexXY(obj, 2,12, 19);
		ObjEffect_SetVertexXY(obj, 3,  -12,  19);
		
		if(1<=num && num<6)
		{
		ObjEffect_SetVertexUV(obj, 0,  718+30*num+1,  9);
		ObjEffect_SetVertexUV(obj, 1,  742+30*num+2, 9);
		ObjEffect_SetVertexUV(obj, 2, 742+30*num+2, 46);
		ObjEffect_SetVertexUV(obj, 3, 718+30*num+1, 46);
		}
		else if(6<=num && num<11)
		{
		ObjEffect_SetVertexUV(obj, 0,  718+30*(num-5)+1,  66);
		ObjEffect_SetVertexUV(obj, 1,  742+30*(num-5)+2, 66);
		ObjEffect_SetVertexUV(obj, 2, 742+30*(num-5)+2, 103);
		ObjEffect_SetVertexUV(obj, 3, 718+30*(num-5)+1, 103);
		}

		if(num==0)
		{
		ObjEffect_SetVertexUV(obj, 0,  718+30*5+1,  66);
		ObjEffect_SetVertexUV(obj, 1,  742+30*5+2, 66);
		ObjEffect_SetVertexUV(obj, 2, 742+30*5+2, 103);
		ObjEffect_SetVertexUV(obj, 3, 718+30*5+1, 103);
		}

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
*/
}

task ConfigBurstCounterNumDisplay(x,y,Alpha,R,G,B,number)
{
let num=[];
ascent(let k in 0..11)
{
num = num ~ [k];
}
	num[0]=trunc(number);
	num[1]=trunc(number%10);
	num[2]=trunc(number%100/10);
	num[3]=trunc(number%1000/100);
	num[4]=trunc(number%10000/1000);
	num[5]=trunc(number%100000/10000);
	num[6]=trunc(number%1000000/100000);
	num[7]=trunc(number%10000000/1000000);
	num[8]=trunc(number%100000000/10000000);
	num[9]=trunc(number%1000000000/100000000);
	num[10]=trunc(number%10000000000/1000000000);


	ascent(let i in 1..5)
	{
		ConfigNumDisplay(x-14*i,y,Alpha,R,G,B,num[i]);
	}
}

task ConfigMagicCounterNumDisplay(x,y,Alpha,R,G,B,number)
{
let num=[];
ascent(let k in 0..11)
{
num = num ~ [k];
}
	num[0]=trunc(number);
	num[1]=trunc(number%10);
	num[2]=trunc(number%100/10);
	num[3]=trunc(number%1000/100);
	num[4]=trunc(number%10000/1000);
	num[5]=trunc(number%100000/10000);
	num[6]=trunc(number%1000000/100000);
	num[7]=trunc(number%10000000/1000000);
	num[8]=trunc(number%100000000/10000000);
	num[9]=trunc(number%1000000000/100000000);
	num[10]=trunc(number%10000000000/1000000000);


	ascent(let i in 1..6)
	{
		ConfigNumDisplay(x-14*i,y,Alpha,R,G,B,num[i]);
	}
}

task ConfigRushGaugeNumDisplay(x,y,Alpha,R,G,B,number)
{
let num=[];
ascent(let k in 0..11)
{
num = num ~ [k];
}
	num[0]=trunc(number);
	num[1]=trunc(number%10);
	num[2]=trunc(number%100/10);
	num[3]=trunc(number%1000/100);
	num[4]=trunc(number%10000/1000);
	num[5]=trunc(number%100000/10000);
	num[6]=trunc(number%1000000/100000);
	num[7]=trunc(number%10000000/1000000);
	num[8]=trunc(number%100000000/10000000);
	num[9]=trunc(number%1000000000/100000000);
	num[10]=trunc(number%10000000000/1000000000);

	PlusAndMinusDisplay(x-14*5,y,Alpha,R,G,B,num[5]%2*2-1);

	ascent(let i in 1..5)
	{
		ConfigNumDisplay(x-14*i,y,Alpha,R,G,B,num[i]);
	}
}

task ConfigOnDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1, 61,  -18);
		ObjEffect_SetVertexXY(obj, 2,61, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0, 797,  451);
		ObjEffect_SetVertexUV(obj, 1,  858, 451);
		ObjEffect_SetVertexUV(obj, 2, 858,  488);
		ObjEffect_SetVertexUV(obj, 3, 797, 488);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigOffDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		if(x>500){
		scx=0.6;
		scy=0.6;
		}
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -0, -18);
		ObjEffect_SetVertexXY(obj, 1, 68,  -18);
		ObjEffect_SetVertexXY(obj, 2,68, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0, 880,  451);
		ObjEffect_SetVertexUV(obj, 1,  948, 451);
		ObjEffect_SetVertexUV(obj, 2, 948,  488);
		ObjEffect_SetVertexUV(obj, 3, 880, 488);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,8);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigAutoBombDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, 0, -18);
		ObjEffect_SetVertexXY(obj, 1,247,  -18);
		ObjEffect_SetVertexXY(obj, 2,247, 18);
		ObjEffect_SetVertexXY(obj, 3,  0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  3,  499);
		ObjEffect_SetVertexUV(obj, 1,  250, 499);
		ObjEffect_SetVertexUV(obj, 2, 250, 535);
		ObjEffect_SetVertexUV(obj, 3, 3, 535);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigHalfDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, 0, -18);
		ObjEffect_SetVertexXY(obj, 1,90,  -18);
		ObjEffect_SetVertexXY(obj, 2,90, 18);
		ObjEffect_SetVertexXY(obj, 3,  0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  276,  499);
		ObjEffect_SetVertexUV(obj, 1,  366, 499);
		ObjEffect_SetVertexUV(obj, 2, 366, 535);
		ObjEffect_SetVertexUV(obj, 3, 276, 535);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}


task ConfigDefaultDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, 0, -18);
		ObjEffect_SetVertexXY(obj, 1,168,  -18);
		ObjEffect_SetVertexXY(obj, 2,168, 18);
		ObjEffect_SetVertexXY(obj, 3,  0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  377,  499);
		ObjEffect_SetVertexUV(obj, 1,  545, 499);
		ObjEffect_SetVertexUV(obj, 2, 545, 535);
		ObjEffect_SetVertexUV(obj, 3, 377, 535);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigBurstRankDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, 0, -18);
		ObjEffect_SetVertexXY(obj, 1,255,  -18);
		ObjEffect_SetVertexXY(obj, 2,255, 18);
		ObjEffect_SetVertexXY(obj, 3,  0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  565,  499);
		ObjEffect_SetVertexUV(obj, 1,  820, 499);
		ObjEffect_SetVertexUV(obj, 2, 820, 535);
		ObjEffect_SetVertexUV(obj, 3, 565, 535);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ConfigRushGaugeDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, 0, -23);
		ObjEffect_SetVertexXY(obj, 1,264,  -23);
		ObjEffect_SetVertexXY(obj, 2,264, 23);
		ObjEffect_SetVertexXY(obj, 3,  0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  4,  542);
		ObjEffect_SetVertexUV(obj, 1,  268, 542);
		ObjEffect_SetVertexUV(obj, 2, 268, 588);
		ObjEffect_SetVertexUV(obj, 3, 4, 588);

		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task PlusAndMinusDisplay(x,y,Alpha,R,G,B,num)//Apocalypseを表示
{
		let scx=0.5;
		let scy=0.5;
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
	//	ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -11, -11);
		ObjEffect_SetVertexXY(obj, 1,11,  -11);
		ObjEffect_SetVertexXY(obj, 2,11, 11);
		ObjEffect_SetVertexXY(obj, 3,  -11,  11);

		if(num<0)
		{
		ObjEffect_SetVertexUV(obj, 0,  946, 69);
		ObjEffect_SetVertexUV(obj, 1,  968, 69);
		ObjEffect_SetVertexUV(obj, 2, 968, 91);
		ObjEffect_SetVertexUV(obj, 3, 946, 91);
		}
		else
		{
		ObjEffect_SetVertexUV(obj, 0,  994, 69);
		ObjEffect_SetVertexUV(obj, 1,  1016, 69);
		ObjEffect_SetVertexUV(obj, 2, 1016, 91);
		ObjEffect_SetVertexUV(obj, 3, 994, 91);
		}
		ObjEffect_SetVertexColor(obj,0,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,1,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,2,Alpha,R,G,B);
		ObjEffect_SetVertexColor(obj,3,Alpha,R,G,B);

		ObjEffect_SetLayer(obj,7);
		Obj_SetPosition(obj,x,y+5);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}