task ModerateDisplay(x,y,Alpha,R,G,B)//Moderate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, -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,  6);
		ObjEffect_SetVertexUV(obj, 1,  228, 6);
		ObjEffect_SetVertexUV(obj, 2, 228,  43);
		ObjEffect_SetVertexUV(obj, 3, 8, 43);

		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;
		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, -95, -18);
		ObjEffect_SetVertexXY(obj, 1, 95,  -18);
		ObjEffect_SetVertexXY(obj, 2, 95, 18);
		ObjEffect_SetVertexXY(obj, 3,  -95,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  9,  54);
		ObjEffect_SetVertexUV(obj, 1,  199, 54);
		ObjEffect_SetVertexUV(obj, 2, 199,  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,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;
		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, -122, -18);
		ObjEffect_SetVertexXY(obj, 1, 122,  -18);
		ObjEffect_SetVertexXY(obj, 2,122, 18);
		ObjEffect_SetVertexXY(obj, 3,  -122,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  12,  102);
		ObjEffect_SetVertexUV(obj, 1,  255, 102);
		ObjEffect_SetVertexUV(obj, 2, 255,  139);
		ObjEffect_SetVertexUV(obj, 3, 12, 139);

		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, -27, -18);
		ObjEffect_SetVertexXY(obj, 1, 27,  -18);
		ObjEffect_SetVertexXY(obj, 2,27, 18);
		ObjEffect_SetVertexXY(obj, 3,  -27,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  776,  874);
		ObjEffect_SetVertexUV(obj, 1,  831, 874);
		ObjEffect_SetVertexUV(obj, 2, 831,  909);
		ObjEffect_SetVertexUV(obj, 3, 776, 909);

		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+5-2);

		ObjEffect_SetScale(obj, scx,scy);

		yield;
		Obj_Delete(obj);
}

task ArrangeDisplay(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, -94, -23);
		ObjEffect_SetVertexXY(obj, 1, 94,  -23);
		ObjEffect_SetVertexXY(obj, 2,94, 23);
		ObjEffect_SetVertexXY(obj, 3,  -94,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  347,  602);
		ObjEffect_SetVertexUV(obj, 1,  535, 602);
		ObjEffect_SetVertexUV(obj, 2, 535,  648);
		ObjEffect_SetVertexUV(obj, 3, 347, 648);

		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 ArDisplay(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, -26, -23);
		ObjEffect_SetVertexXY(obj, 1, 26,  -23);
		ObjEffect_SetVertexXY(obj, 2,26, 23);
		ObjEffect_SetVertexXY(obj, 3,  -26,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  347,  602);
		ObjEffect_SetVertexUV(obj, 1,  399, 602);
		ObjEffect_SetVertexUV(obj, 2, 399,  648);
		ObjEffect_SetVertexUV(obj, 3, 347, 648);

		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=0.5;
		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, 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 OtherPlayersDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.45;
		let scy=0.45;
		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, 1,306,  -23);
		ObjEffect_SetVertexXY(obj, 2,306, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  331,  655);
		ObjEffect_SetVertexUV(obj, 1,  637, 655);
		ObjEffect_SetVertexUV(obj, 2, 637, 701);
		ObjEffect_SetVertexUV(obj, 3, 331, 701);

		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 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 ALLScoreDisplay(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, 1,280,  -22);
		ObjEffect_SetVertexXY(obj, 2,280, 22);
		ObjEffect_SetVertexXY(obj, 3,  -0,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  414,  711);
		ObjEffect_SetVertexUV(obj, 1,  694, 711);
		ObjEffect_SetVertexUV(obj, 2, 694, 755);
		ObjEffect_SetVertexUV(obj, 3, 414, 755);

		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 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, -16);
		ObjEffect_SetVertexXY(obj, 1,15,  -16);
		ObjEffect_SetVertexXY(obj, 2,15, 16);
		ObjEffect_SetVertexXY(obj, 3,  -15,  16);
		
		let X=GetCenterX-GetClipMinX;
		X=192;
		ObjEffect_SetVertexXY(obj, 0, -X, -22);
		ObjEffect_SetVertexXY(obj, 1,X,  -22);
		ObjEffect_SetVertexXY(obj, 2,X, 22);
		ObjEffect_SetVertexXY(obj, 3,  -X,  22);

		ObjEffect_SetVertexUV(obj, 0,  334,  717);
		ObjEffect_SetVertexUV(obj, 1,  398, 717);
		ObjEffect_SetVertexUV(obj, 2, 398, 781);
		ObjEffect_SetVertexUV(obj, 3, 334, 781);

		let Alpha=255;
		let R=50;let G=50; let B=255;

		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,GetCenterX,y+5);

		let BAlpha=50;
		if(SelectBerY<y)
		{
			if(y-SelectBerY<1)
			{
				SelectBerY+=y-SelectBerY;
				BAlpha=0;
			}
			else if(y-SelectBerY<100)
			{
				SelectBerY+=(y-SelectBerY)/15;
				BAlpha=(y-SelectBerY)/1;
			}
			else
			{
				SelectBerY+=(y-SelectBerY)/15;
				BAlpha=(y-SelectBerY)/2;
			}
		}
		else
		{
			if(SelectBerY-y<1)
			{
				SelectBerY-=SelectBerY-y;
				BAlpha=0;
			}
			else if(SelectBerY-y<100)
			{
				SelectBerY-=(SelectBerY-y)/15;
				BAlpha=(SelectBerY-y)/1;
			}
			else
			{
				SelectBerY-=(SelectBerY-y)/15;
				BAlpha=(SelectBerY-y)/2;
			}
		}
		SelectBerBlur(SelectBerY,BAlpha);
		yield;
		Obj_Delete(obj);

}

task SelectBerBlur(y,Alpha)//メニューバーを表示
{
		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, -18);
		ObjEffect_SetVertexXY(obj, 1,15,  -18);
		ObjEffect_SetVertexXY(obj, 2,15, 18);
		ObjEffect_SetVertexXY(obj, 3,  -15,  18);
		
		let X=GetCenterX-GetClipMinX;
		X=192;
		ObjEffect_SetVertexXY(obj, 0, -X, -22);
		ObjEffect_SetVertexXY(obj, 1,X,  -22);
		ObjEffect_SetVertexXY(obj, 2,X, 22);
		ObjEffect_SetVertexXY(obj, 3,  -X,  22);

		ObjEffect_SetVertexUV(obj, 0,  334,  719-2);
		ObjEffect_SetVertexUV(obj, 1,  398, 719-2);
		ObjEffect_SetVertexUV(obj, 2, 398, 779+2);
		ObjEffect_SetVertexUV(obj, 3, 334, 779+2);

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

		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,GetCenterX,y+5);

		loop(5)
		{
		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);
		Alpha-=AlphaMax/5;
		yield;
		}
		Obj_Delete(obj);
}
//しおり
task SelectBerA(y)//メニューバーを表示
{
		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, -9);
		ObjEffect_SetVertexXY(obj, 1,15,  -9);
		ObjEffect_SetVertexXY(obj, 2,15, 9);
		ObjEffect_SetVertexXY(obj, 3,  -15,  16);
		
		let X=GetCenterX-GetClipMinX;
		X=192;
		ObjEffect_SetVertexXY(obj, 0, -X, -14);
		ObjEffect_SetVertexXY(obj, 1,X,  -14);
		ObjEffect_SetVertexXY(obj, 2,X, 14);
		ObjEffect_SetVertexXY(obj, 3,  -X,  14);

		ObjEffect_SetVertexUV(obj, 0,  334,  717);
		ObjEffect_SetVertexUV(obj, 1,  398, 717);
		ObjEffect_SetVertexUV(obj, 2, 398, 781);
		ObjEffect_SetVertexUV(obj, 3, 334, 781);

		let Alpha=255;
		let R=50;let G=50; let B=255;

		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,GetCenterX,y+5);

		let BAlpha=50;
		if(SelectBerY<y)
		{
			if(y-SelectBerY<1)
			{
				SelectBerY+=y-SelectBerY;
				BAlpha=0;
			}
			else if(y-SelectBerY<100)
			{
				SelectBerY+=(y-SelectBerY)/15;
				BAlpha=(y-SelectBerY)/1;
			}
			else
			{
				SelectBerY+=(y-SelectBerY)/15;
				BAlpha=(y-SelectBerY)/2;
			}
		}
		else
		{
			if(SelectBerY-y<1)
			{
				SelectBerY-=SelectBerY-y;
				BAlpha=0;
			}
			else if(SelectBerY-y<100)
			{
				SelectBerY-=(SelectBerY-y)/15;
				BAlpha=(SelectBerY-y)/1;
			}
			else
			{
				SelectBerY-=(SelectBerY-y)/15;
				BAlpha=(SelectBerY-y)/2;
			}
		}
		SelectBerABlur(SelectBerY,BAlpha);
		yield;
		Obj_Delete(obj);

}

task SelectBerABlur(y,Alpha)//メニューバーを表示
{
		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, -18);
		ObjEffect_SetVertexXY(obj, 1,15,  -18);
		ObjEffect_SetVertexXY(obj, 2,15, 18);
		ObjEffect_SetVertexXY(obj, 3,  -15,  18);
		
		let X=GetCenterX-GetClipMinX;
		X=192;
		ObjEffect_SetVertexXY(obj, 0, -X, -14);
		ObjEffect_SetVertexXY(obj, 1,X,  -14);
		ObjEffect_SetVertexXY(obj, 2,X, 14);
		ObjEffect_SetVertexXY(obj, 3,  -X,  14);

		ObjEffect_SetVertexUV(obj, 0,  334,  719-2);
		ObjEffect_SetVertexUV(obj, 1,  398, 719-2);
		ObjEffect_SetVertexUV(obj, 2, 398, 779+2);
		ObjEffect_SetVertexUV(obj, 3, 334, 779+2);

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

		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,GetCenterX,y+5);

		loop(5)
		{
		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);
		Alpha-=AlphaMax/5;
		yield;
		}
		Obj_Delete(obj);
}


task SelectBerV(x)//メニューバーを表示
{
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);

		let Y=GetCenterY-GetClipMinY;

		ObjEffect_SetVertexXY(obj, 0, -Y, -8);
		ObjEffect_SetVertexXY(obj, 1,Y,  -8);
		ObjEffect_SetVertexXY(obj, 2,Y, 8);
		ObjEffect_SetVertexXY(obj, 3,  -Y,  8);

		ObjEffect_SetVertexUV(obj, 0,  334,  717);
		ObjEffect_SetVertexUV(obj, 1,  398, 717);
		ObjEffect_SetVertexUV(obj, 2, 398, 781);
		ObjEffect_SetVertexUV(obj, 3, 334, 781);

		let Alpha=255;
		let R=50;let G=50; let B=255;

		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-2.0,GetCenterY);

		ObjEffect_SetAngle(obj,0,0,90);

		let BAlpha=50;
		if(SelectBerX<x)
		{
			if(x-SelectBerX<1)
			{
				SelectBerX+=x-SelectBerX;
				BAlpha=0;
			}
			else if(x-SelectBerX<100)
			{
				SelectBerX+=(x-SelectBerX)/15;
				BAlpha=(x-SelectBerX)/1;
			}
			else
			{
				SelectBerX+=(x-SelectBerX)/15;
				BAlpha=(x-SelectBerX)/2;
			}
		}
		else
		{
			if(SelectBerX-x<1)
			{
				SelectBerX-=SelectBerX-x;
				BAlpha=0;
			}
			else if(SelectBerX-x<100)
			{
				SelectBerX-=(SelectBerX-x)/15;
				BAlpha=(SelectBerX-x)/1;
			}
			else
			{
				SelectBerX-=(SelectBerX-x)/15;
				BAlpha=(SelectBerX-x)/2;
			}
		}

		SelectBerVBlur(SelectBerX,BAlpha);
		yield;
		Obj_Delete(obj);
}

task SelectBerVBlur(x,Alpha)//メニューバーを表示
{
		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgMenuLetter);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);

		let Y=GetCenterY-GetClipMinY;

		ObjEffect_SetVertexXY(obj, 0, -Y, -8);
		ObjEffect_SetVertexXY(obj, 1,Y,  -8);
		ObjEffect_SetVertexXY(obj, 2,Y, 8);
		ObjEffect_SetVertexXY(obj, 3,  -Y,  8);
		
		ObjEffect_SetVertexUV(obj, 0,  401,  406);
		ObjEffect_SetVertexUV(obj, 1,  431, 406);
		ObjEffect_SetVertexUV(obj, 2, 431, 436);
		ObjEffect_SetVertexUV(obj, 3, 401, 436);

		ObjEffect_SetVertexUV(obj, 0,  334,  717);
		ObjEffect_SetVertexUV(obj, 1,  398, 717);
		ObjEffect_SetVertexUV(obj, 2, 398, 781);
		ObjEffect_SetVertexUV(obj, 3, 334, 781);

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

		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-2.0,GetCenterY);

		ObjEffect_SetAngle(obj,0,0,90);

		loop(5)
		{
		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);
		Alpha-=AlphaMax/5;
		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;
		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, 220,  -18);
		ObjEffect_SetVertexXY(obj, 2, 220, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  8,  6);
		ObjEffect_SetVertexUV(obj, 1,  228, 6);
		ObjEffect_SetVertexUV(obj, 2, 228,  43);
		ObjEffect_SetVertexUV(obj, 3, 8, 43);

		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;
		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, 190,  -18);
		ObjEffect_SetVertexXY(obj, 2, 190, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  9,  54);
		ObjEffect_SetVertexUV(obj, 1,  199, 54);
		ObjEffect_SetVertexUV(obj, 2, 199,  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,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;
		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, 270,  -23);
		ObjEffect_SetVertexXY(obj, 2,270, 23);
		ObjEffect_SetVertexXY(obj, 3,  0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  6,  101);
		ObjEffect_SetVertexUV(obj, 1,  276, 101);
		ObjEffect_SetVertexUV(obj, 2, 276,  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,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);
}

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..7)
	{
		ConfigNumDisplay(x-14*i,y,Alpha,R,G,B,num[i]);
	}
}

task ConfigBurstRankNumDisplay(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);

		ascent(i in 0..4)
		{
		ObjEffect_SetVertexColor(obj,i,Alpha,R,G,B-155);
		}

		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);

		ascent(i in 0..4)
		{
		ObjEffect_SetVertexColor(obj,i,Alpha,R,G-155,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);
}

task LightConfigDisplay(x,y,Alpha,R,G,B)//Moderate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, -0, -21);
		ObjEffect_SetVertexXY(obj, 1, 277,  -21);
		ObjEffect_SetVertexXY(obj, 2,277, 21);
		ObjEffect_SetVertexXY(obj, 3,  -0,  21);
		
		ObjEffect_SetVertexUV(obj, 0,  284,  546);
		ObjEffect_SetVertexUV(obj, 1,  561, 546);
		ObjEffect_SetVertexUV(obj, 2, 561,  592);
		ObjEffect_SetVertexUV(obj, 3, 284, 592);

		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 LightConfigBGDrawDisplay(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 LightConfigLightModeDisplay(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 LightConfigHiScoreDrawDisplay(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, 296,  -18);
		ObjEffect_SetVertexXY(obj, 2,296, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  4,  596);
		ObjEffect_SetVertexUV(obj, 1,  300, 596);
		ObjEffect_SetVertexUV(obj, 2, 300,  633);
		ObjEffect_SetVertexUV(obj, 3, 4, 633);

		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 LightConfigPlayerIntervalEffectDisplay(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, 313,  -23);
		ObjEffect_SetVertexXY(obj, 2,313, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  4,  643);
		ObjEffect_SetVertexUV(obj, 1,  317, 643);
		ObjEffect_SetVertexUV(obj, 2, 317,  689);
		ObjEffect_SetVertexUV(obj, 3, 4, 689);

		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 LightConfigShotEffectDisplay(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, 250,  -18);
		ObjEffect_SetVertexXY(obj, 2,250, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  4,  697);
		ObjEffect_SetVertexUV(obj, 1,  254, 697);
		ObjEffect_SetVertexUV(obj, 2, 254,  734);
		ObjEffect_SetVertexUV(obj, 3, 4, 734);

		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 LightConfigBombEffectDisplay(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, 280,  -18);
		ObjEffect_SetVertexXY(obj, 2,280, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  4, 744);
		ObjEffect_SetVertexUV(obj, 1,  284, 744);
		ObjEffect_SetVertexUV(obj, 2, 284,  781);
		ObjEffect_SetVertexUV(obj, 3, 4, 781);

		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 LightConfigPlayerBlurDisplay(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, 1,342,  -23);
		ObjEffect_SetVertexXY(obj, 2,342, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  4, 790);
		ObjEffect_SetVertexUV(obj, 1,  346, 790);
		ObjEffect_SetVertexUV(obj, 2, 346,  836);
		ObjEffect_SetVertexUV(obj, 3, 4, 836);

		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 LightConfigBossBlurDisplay(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, 342,  -18);
		ObjEffect_SetVertexXY(obj, 2,342, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  4, 843);
		ObjEffect_SetVertexUV(obj, 1,  346, 843);
		ObjEffect_SetVertexUV(obj, 2, 346,  880);
		ObjEffect_SetVertexUV(obj, 3, 4, 880);

		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 LightConfigElementalBlurDisplay(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, 342,  -18);
		ObjEffect_SetVertexXY(obj, 2,342, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  4, 886);
		ObjEffect_SetVertexUV(obj, 1,  346, 886);
		ObjEffect_SetVertexUV(obj, 2, 346,  923);
		ObjEffect_SetVertexUV(obj, 3, 4, 923);

		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 LightConfigSpecialEffectDisplay(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, 342,  -23);
		ObjEffect_SetVertexXY(obj, 2,342, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  4, 934);
		ObjEffect_SetVertexUV(obj, 1,  346, 934);
		ObjEffect_SetVertexUV(obj, 2, 346,  980);
		ObjEffect_SetVertexUV(obj, 3, 4, 980);

		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 LightConfigBreakEffectDisplay(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, 462,  -18);
		ObjEffect_SetVertexXY(obj, 2,462, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  4, 983);
		ObjEffect_SetVertexUV(obj, 1,  466, 983);
		ObjEffect_SetVertexUV(obj, 2, 466,  1020);
		ObjEffect_SetVertexUV(obj, 3, 4, 1020);

		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 ConfigInitialLifeDisplay(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, 250,  -18);
		ObjEffect_SetVertexXY(obj, 2,250, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  579, 549);
		ObjEffect_SetVertexUV(obj, 1,  829, 549);
		ObjEffect_SetVertexUV(obj, 2, 829,  586);
		ObjEffect_SetVertexUV(obj, 3, 579, 586);

		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 ConfigInitialBombDisplay(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, 277,  -18);
		ObjEffect_SetVertexXY(obj, 2,277, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  579, 606);
		ObjEffect_SetVertexUV(obj, 1,  856, 606);
		ObjEffect_SetVertexUV(obj, 2, 856,  643);
		ObjEffect_SetVertexUV(obj, 3, 579, 643);

		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 LightConfigFullDisplay(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, 71,  -18);
		ObjEffect_SetVertexXY(obj, 2,71, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  665, 657);
		ObjEffect_SetVertexUV(obj, 1,  736, 657);
		ObjEffect_SetVertexUV(obj, 2, 736,  694);
		ObjEffect_SetVertexUV(obj, 3, 665, 694);

		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 NameDisplay(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, 135,  -18);
		ObjEffect_SetVertexXY(obj, 2,135, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  851, 499);
		ObjEffect_SetVertexUV(obj, 1,  986, 499);
		ObjEffect_SetVertexUV(obj, 2, 986,  535);
		ObjEffect_SetVertexUV(obj, 3, 851, 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 PageDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.6;
		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, -0, -23);
		ObjEffect_SetVertexXY(obj, 1, 110,  -23);
		ObjEffect_SetVertexXY(obj, 2,110, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  850, 550);
		ObjEffect_SetVertexUV(obj, 1,  960, 550);
		ObjEffect_SetVertexUV(obj, 2, 960,  596);
		ObjEffect_SetVertexUV(obj, 3, 850, 596);

		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 SlashDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.6;
		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, -0, -20);
		ObjEffect_SetVertexXY(obj, 1, 18,  -20);
		ObjEffect_SetVertexXY(obj, 2,18, 20);
		ObjEffect_SetVertexXY(obj, 3,  -0,  20);
		
		ObjEffect_SetVertexUV(obj, 0,  980, 550);
		ObjEffect_SetVertexUV(obj, 1,  998, 550);
		ObjEffect_SetVertexUV(obj, 2, 998,  589);
		ObjEffect_SetVertexUV(obj, 3, 980, 589);

		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 MemoryDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.6;
		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, -0, -22);
		ObjEffect_SetVertexXY(obj, 1, 332,  -22);
		ObjEffect_SetVertexXY(obj, 2,332, 22);
		ObjEffect_SetVertexXY(obj, 3,  -0,  22);
		
		ObjEffect_SetVertexUV(obj, 0,  412, 814);
		ObjEffect_SetVertexUV(obj, 1,  744,814);
		ObjEffect_SetVertexUV(obj, 2, 744,  858);
		ObjEffect_SetVertexUV(obj, 3, 412, 858);

		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 PlayerHistoryDisplay(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, 332,  -23);
		ObjEffect_SetVertexXY(obj, 2,332, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  412, 764);
		ObjEffect_SetVertexUV(obj, 1,  744,764);
		ObjEffect_SetVertexUV(obj, 2, 744,  810);
		ObjEffect_SetVertexUV(obj, 3, 412, 810);

		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 PlayerScoreDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.75;
		let scy=0.75;
		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, 332,  -23);
		ObjEffect_SetVertexXY(obj, 2,332, 23);
		ObjEffect_SetVertexXY(obj, 3,  -0,  23);
		
		ObjEffect_SetVertexUV(obj, 0,  412, 870);
		ObjEffect_SetVertexUV(obj, 1,  744,870);
		ObjEffect_SetVertexUV(obj, 2, 744,  916);
		ObjEffect_SetVertexUV(obj, 3, 412, 916);

		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 ToStageHiScoreDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.75;
		let scy=0.75;
		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, -11);
		ObjEffect_SetVertexXY(obj, 1, 476,  -11);
		ObjEffect_SetVertexXY(obj, 2,476, 11);
		ObjEffect_SetVertexXY(obj, 3,  -0,  11);
		
		ObjEffect_SetVertexUV(obj, 0,  413, 932);
		ObjEffect_SetVertexUV(obj, 1,  889,932);
		ObjEffect_SetVertexUV(obj, 2, 889,  954);
		ObjEffect_SetVertexUV(obj, 3, 413, 954);

		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 ToHiScoreDisplay(x,y,Alpha,R,G,B)//Apocalypseを表示
{
		let scx=0.75;
		let scy=0.75;
		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, -11);
		ObjEffect_SetVertexXY(obj, 1, 476,  -11);
		ObjEffect_SetVertexXY(obj, 2,476, 11);
		ObjEffect_SetVertexXY(obj, 3,  -0,  11);
		
		ObjEffect_SetVertexUV(obj, 0,  413, 957);
		ObjEffect_SetVertexUV(obj, 1,  889,957);
		ObjEffect_SetVertexUV(obj, 2, 889,  979);
		ObjEffect_SetVertexUV(obj, 3, 413, 979);

		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 ConfigPreLoadDisplay(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, 182,  -18);
		ObjEffect_SetVertexXY(obj, 2,182, 18);
		ObjEffect_SetVertexXY(obj, 3,  -0,  18);
		
		ObjEffect_SetVertexUV(obj, 0,  770, 658);
		ObjEffect_SetVertexUV(obj, 1,  952,658);
		ObjEffect_SetVertexUV(obj, 2, 952,  695);
		ObjEffect_SetVertexUV(obj, 3, 770, 695);

		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);
}