📄 log.txt
字号:
# If this log is to be used for incremental obfuscation / patch generation,
# add any '.class', '.method', '.field' and '.attribute' restrictions here:
#-DO-NOT-EDIT-BELOW-THIS-LINE------------------DO-NOT-EDIT-BELOW-THIS-LINE--
#
# RetroGuard Bytecode Obfuscator, v1.1.13, a product of Retrologic Systems - www.retrologic.com
#
# Logfile created on Sat Apr 29 10:56:55 CST 2006
#
# Jar file to be obfuscated: Game.jar
# Target Jar file for obfuscated code: Game.jar
# RetroGuard Script file used: Game.rgs
#
#
# Memory in use after class data structure built: 425744 bytes
# Total memory available : 2031616 bytes
#
#
# Obfuscated name overloading frequency:
# 'a' used 48 times (15%)
# 'if' used 28 times (8%)
# 'do' used 18 times (5%)
# 'for' used 13 times (4%)
# 'int' used 12 times (3%)
# 'new' used 11 times (3%)
# 'byte' used 10 times (3%)
# 'try' used 10 times (3%)
# 'b' used 8 times (2%)
# 'case' used 8 times (2%)
# 'c' used 7 times (2%)
# 'char' used 7 times (2%)
# 'else' used 7 times (2%)
# 'd' used 6 times (1%)
# 'e' used 5 times (1%)
# 'f' used 5 times (1%)
# 'g' used 5 times (1%)
# 'long' used 5 times (1%)
# 'goto' used 5 times (1%)
# 'void' used 5 times (1%)
# 'null' used 5 times (1%)
# Other names (each used in <1% of mappings) used a total of 85 times (38%)
#
#
# Names reserved from obfuscation:
#
.class game/GameMIDP
#
#
# Obfuscated name mappings (some of these may be unchanged due to polymorphism constraints):
#
.class_map game/GameHandle$Posit a
.field_map game/GameHandle$Posit/this$0 this$0
.field_map game/GameHandle$Posit/cIndex a
.field_map game/GameHandle$Posit/rIndex if
.class_map game/GameHandle a
.field_map game/GameHandle/nTouchWay a
.field_map game/GameHandle/temp if
.field_map game/GameHandle/affairsMsg do
.field_map game/GameHandle/canvas for
.field_map game/GameHandle/behaviorMsg int
.field_map game/GameHandle/bIsPopMove new
.field_map game/GameHandle/bIsOverlap try
.field_map game/GameHandle/boobPosit byte
.method_map game/GameHandle/PaopHandleProcess (Lgame/Role;Lgame/Role;Lgame/Role;Lgame/Map;)V a
.method_map game/GameHandle/drawBackground (Lgame/Role;Lgame/Role;Lgame/Map;)V a
.method_map game/GameHandle/paint (Ljavax/microedition/lcdui/Graphics;)V paint
.method_map game/GameHandle/superBlastEnd (Lgame/Role;Lgame/Map;)V a
.method_map game/GameHandle/OperBlastEnd (ILgame/Role;Lgame/Map;)V a
.method_map game/GameHandle/TouchCheck (ILgame/Role;Lgame/Map;)Z if
.method_map game/GameHandle/paintRank (Lgame/Role;Lgame/Role;Lgame/Map;Z)V a
.method_map game/GameHandle/SetDead (Lgame/Role;Lgame/Map;)V if
.method_map game/GameHandle/UpdataBlastPosit (ILgame/Role;Lgame/Role;Lgame/Role;Lgame/Map;)V a
.method_map game/GameHandle/InitBoobPosit ()V a
.method_map game/GameHandle/RoleHandleProcess (ILgame/Role;Lgame/Role;Lgame/Role;Lgame/Map;)V if
.method_map game/GameHandle/isOverlap (Lgame/Role;Lgame/Role;Lgame/Map;)Z if
.method_map game/GameHandle/getPutPaopRow (Lgame/Role;Lgame/Map;)I do
.method_map game/GameHandle/drawBlast (ILgame/Role;Lgame/Role;Lgame/Role;Lgame/Map;)V do
.method_map game/GameHandle/isSuperBlast (Lgame/Role;)Z a
.method_map game/GameHandle/getPutPaopCol (Lgame/Role;Lgame/Map;)I for
.method_map game/GameHandle/checkPopMove (Lgame/Role;Lgame/Map;)V int
.method_map game/GameHandle/DrawLine ()V if
.method_map game/GameHandle/SuperBlast (Lgame/Role;Lgame/Role;Lgame/Role;Lgame/Map;)V if
.method_map game/GameHandle/popMove ()V do
.method_map game/GameHandle/drawSwell (ILgame/Role;Lgame/Map;)V do
.method_map game/GameHandle/checkDeath (Lgame/Role;Lgame/Map;II)V a
.class_map game/Map$Posit a
.field_map game/Map$Posit/iy a
.field_map game/Map$Posit/ix if
.field_map game/Map$Posit/byFloor do
.field_map game/Map$Posit/byBuild for
.class_map game/Map b
.field_map game/Map/nFloorCurrentFrame a
.field_map game/Map/byFloor if
.field_map game/Map/nScreenWidth do
.field_map game/Map/byMapRows for
.field_map game/Map/byMapCols int
.field_map game/Map/sMapPath new
.field_map game/Map/xStartPosit try
.field_map game/Map/nImgWidth byte
.field_map game/Map/byScreenRows case
.field_map game/Map/byScreenCols char
.field_map game/Map/yStartPosit else
.field_map game/Map/sMapPath2 goto
.field_map game/Map/nScreenHeight long
.field_map game/Map/mapPosit null
.field_map game/Map/imgMap void
.field_map game/Map/imgMap2 b
.field_map game/Map/byBuild c
.field_map game/Map/nImgHeight d
.field_map game/Map/byImgRows e
.field_map game/Map/byImgCols f
.field_map game/Map/nBuildCurrentFrame g
.method_map game/Map/paint (Ljavax/microedition/lcdui/Graphics;)V paint
.method_map game/Map/paintAllFloor (Ljavax/microedition/lcdui/Graphics;)V a
.method_map game/Map/getImgYIndex ([[BII)I a
.method_map game/Map/setLayer (IIB)V a
.method_map game/Map/getImgXIndex ([[BII)I if
.method_map game/Map/paintBuild (Ljavax/microedition/lcdui/Graphics;II)V a
.method_map game/Map/paintAllBuild (Ljavax/microedition/lcdui/Graphics;)V if
.method_map game/Map/paintFloor (Ljavax/microedition/lcdui/Graphics;II)V if
.method_map game/Map/paintAllMap (Ljavax/microedition/lcdui/Graphics;)V do
.method_map game/Map/initPosit ()V a
.field_map game/GameMIDP/instance a
.field_map game/GameMIDP/display if
.method_map game/GameMIDP/quitApp ()V a
.method_map game/GameMIDP/pauseApp ()V pauseApp
.method_map game/GameMIDP/destroyApp (Z)V destroyApp
.method_map game/GameMIDP/startApp ()V startApp
.class_map game/Bomb$AnimationModule a
.field_map game/Bomb$AnimationModule/iIntervalTime a
.field_map game/Bomb$AnimationModule/iExistTime if
.field_map game/Bomb$AnimationModule/btCurrentRow do
.field_map game/Bomb$AnimationModule/btAtCol for
.field_map game/Bomb$AnimationModule/iy int
.field_map game/Bomb$AnimationModule/btCurrentIndex new
.field_map game/Bomb$AnimationModule/ix try
.field_map game/Bomb$AnimationModule/btCurrentCol byte
.field_map game/Bomb$AnimationModule/iRunTime case
.field_map game/Bomb$AnimationModule/btCurrentFrame char
.field_map game/Bomb$AnimationModule/btAtRow else
.class_map game/Bomb$Pop b
.field_map game/Bomb$Pop/MSG_END a
.field_map game/Bomb$Pop/amBlast if
.field_map game/Bomb$Pop/MSG_BLAST do
.field_map game/Bomb$Pop/MSG_CLEAR for
.field_map game/Bomb$Pop/MSG_DEAD int
.field_map game/Bomb$Pop/btCurrentMsg new
.field_map game/Bomb$Pop/MSG_SWELL try
.field_map game/Bomb$Pop/amSwell byte
.field_map game/Bomb$Pop/MSG_NOTHING case
.field_map game/Bomb$Pop/iTest char
.field_map game/Bomb$Pop/amDeath else
.class_map game/Bomb c
.field_map game/Bomb/btSwellTotalFrame a
.field_map game/Bomb/arr_btBalstAnimationFrame if
.field_map game/Bomb/btBalstTotalRow do
.field_map game/Bomb/nBlastImgHeight for
.field_map game/Bomb/nBombNum int
.field_map game/Bomb/nBlastNum new
.field_map game/Bomb/nBalstImgWidth try
.field_map game/Bomb/imgDeath byte
.field_map game/Bomb/arr_btSwellAnimationFrame case
.field_map game/Bomb/MSG_END char
.field_map game/Bomb/MSG_NOTHING else
.field_map game/Bomb/nBombImgWidth goto
.field_map game/Bomb/btDeathTotalFrame long
.field_map game/Bomb/sBlastImgPath null
.field_map game/Bomb/nDeathImgHeight void
.field_map game/Bomb/sSwellImgPath b
.field_map game/Bomb/nSwellImgHeight c
.field_map game/Bomb/MSG_DOING d
.field_map game/Bomb/imgSwell e
.field_map game/Bomb/nMight f
.field_map game/Bomb/btBalstTotalFrame g
.field_map game/Bomb/popQueue h
.field_map game/Bomb/nRunTime i
.field_map game/Bomb/btDeathTotalCol j
.field_map game/Bomb/btSwellTotalCol k
.field_map game/Bomb/bStart l
.field_map game/Bomb/nBombTotal m
.field_map game/Bomb/arr_btDeathAnimationFrame n
.field_map game/Bomb/btDeathTotalRow o
.field_map game/Bomb/btSwellTotalRow p
.field_map game/Bomb/iCurrentMsg q
.field_map game/Bomb/btBalstTotalCol r
.field_map game/Bomb/imgBlast s
.field_map game/Bomb/bIsDead t
.field_map game/Bomb/sDeathImgPath u
.field_map game/Bomb/nDeathImgWidth v
.method_map game/Bomb/createPopQueue (Lgame/Bomb$Pop;)V a
.method_map game/Bomb/paintImage (Ljavax/microedition/lcdui/Graphics;IILjavax/microedition/lcdui/Image;III)V a
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