merge master

This commit is contained in:
engineer124
2022-08-15 18:40:51 -04:00
249 changed files with 9407 additions and 4831 deletions
+6 -4
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@@ -834,10 +834,12 @@
<Limb Name="gameplay_keep_Lodlimb_014540" Type="LOD" Offset="0x14540" />
<Skeleton Name="gameplay_keep_Skel_014560" Type="Normal" LimbType="Standard" Offset="0x14560" />
<Texture Name="gameplay_keep_Tex_014570" OutName="tex_014570" Format="rgba32" Width="16" Height="32" Offset="0x14570" />
<Texture Name="gameplay_keep_Tex_014D70" OutName="tex_014D70" Format="ia8" Width="64" Height="64" Offset="0x14D70" />
<DList Name="gameplay_keep_DL_015DB0" Offset="0x15DB0" />
<Texture Name="gameplay_keep_Tex_015E40" OutName="tex_015E40" Format="rgba16" Width="8" Height="8" Offset="0x15E40" />
<DList Name="gameplay_keep_DL_015FA0" Offset="0x15FA0" />
<!-- Bomb -->
<Texture Name="gBombBodyTex" OutName="bomb_body" Format="ia8" Width="64" Height="64" Offset="0x14D70" />
<DList Name="gBombBodyDL" Offset="0x15DB0" />
<Texture Name="gBombCapTex" OutName="bomb_cap" Format="rgba16" Width="8" Height="8" Offset="0x15E40" />
<DList Name="gBombCapDL" Offset="0x15FA0" />
<!-- Bombchu -->
<Texture Name="gBombchuBodyTex" OutName="bombchu_body" Format="rgba16" Width="8" Height="8" Offset="0x16060" />
+34 -24
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@@ -1,28 +1,38 @@
<Root>
<!-- Assets for Real Bombchus -->
<File Name="object_rat" Segment="6">
<Animation Name="object_rat_Anim_000174" Offset="0x174" />
<Animation Name="object_rat_Anim_00026C" Offset="0x26C" />
<DList Name="object_rat_DL_000A50" Offset="0xA50" />
<DList Name="object_rat_DL_000B18" Offset="0xB18" />
<DList Name="object_rat_DL_000BC8" Offset="0xBC8" />
<DList Name="object_rat_DL_000C78" Offset="0xC78" />
<DList Name="object_rat_DL_000D28" Offset="0xD28" />
<DList Name="object_rat_DL_000DD8" Offset="0xDD8" />
<DList Name="object_rat_DL_000E20" Offset="0xE20" />
<DList Name="object_rat_DL_000E90" Offset="0xE90" />
<DList Name="object_rat_DL_000ED8" Offset="0xED8" />
<Texture Name="object_rat_Tex_0011C8" OutName="tex_0011C8" Format="rgba16" Width="16" Height="16" Offset="0x11C8" />
<Texture Name="object_rat_Tex_0013C8" OutName="tex_0013C8" Format="rgba16" Width="16" Height="16" Offset="0x13C8" />
<Texture Name="object_rat_Tex_0015C8" OutName="tex_0015C8" Format="rgba16" Width="16" Height="16" Offset="0x15C8" />
<Limb Name="object_rat_Standardlimb_0017C8" Type="Standard" EnumName="OBJECT_RAT_LIMB_01" Offset="0x17C8" />
<Limb Name="object_rat_Standardlimb_0017D4" Type="Standard" EnumName="OBJECT_RAT_LIMB_02" Offset="0x17D4" />
<Limb Name="object_rat_Standardlimb_0017E0" Type="Standard" EnumName="OBJECT_RAT_LIMB_03" Offset="0x17E0" />
<Limb Name="object_rat_Standardlimb_0017EC" Type="Standard" EnumName="OBJECT_RAT_LIMB_04" Offset="0x17EC" />
<Limb Name="object_rat_Standardlimb_0017F8" Type="Standard" EnumName="OBJECT_RAT_LIMB_05" Offset="0x17F8" />
<Limb Name="object_rat_Standardlimb_001804" Type="Standard" EnumName="OBJECT_RAT_LIMB_06" Offset="0x1804" />
<Limb Name="object_rat_Standardlimb_001810" Type="Standard" EnumName="OBJECT_RAT_LIMB_07" Offset="0x1810" />
<Limb Name="object_rat_Standardlimb_00181C" Type="Standard" EnumName="OBJECT_RAT_LIMB_08" Offset="0x181C" />
<Limb Name="object_rat_Standardlimb_001828" Type="Standard" EnumName="OBJECT_RAT_LIMB_09" Offset="0x1828" />
<Skeleton Name="object_rat_Skel_001858" Type="Flex" LimbType="Standard" LimbNone="OBJECT_RAT_LIMB_NONE" LimbMax="OBJECT_RAT_LIMB_MAX" EnumName="object_rat_Limbs" Offset="0x1858" />
<!-- Real Bombchu Animations -->
<Animation Name="gRealBombchuSpotAnim" Offset="0x174" /> <!-- Original name is "rat_hakken" ("detection") -->
<Animation Name="gRealBombchuRunAnim" Offset="0x26C" /> <!-- Original name is "rat_run" -->
<!-- Real Bombchu Limb DisplayLists -->
<DList Name="gRealBombchuBodyDL" Offset="0xA50" />
<DList Name="gRealBombchuBackRightLegDL" Offset="0xB18" />
<DList Name="gRealBombchuFrontRightLegDL" Offset="0xBC8" />
<DList Name="gRealBombchuBackLeftLegDL" Offset="0xC78" />
<DList Name="gRealBombchuFrontLeftLegDL" Offset="0xD28" />
<DList Name="gRealBombchuTailBaseDL" Offset="0xDD8" />
<DList Name="gRealBombchuTailMiddleDL" Offset="0xE20" />
<DList Name="gRealBombchuTailEndDL" Offset="0xE90" />
<DList Name="gRealBombchuHeadDL" Offset="0xED8" />
<!-- Real Bombchu Textures -->
<Texture Name="gRealBombchuSkinTex" OutName="real_bombchu_skin" Format="rgba16" Width="16" Height="16" Offset="0x11C8" />
<Texture Name="gRealBombchuMouthTex" OutName="real_bombchu_mouth" Format="rgba16" Width="16" Height="16" Offset="0x13C8" />
<Texture Name="gRealBombchuEyeTex" OutName="real_bombchu_eye" Format="rgba16" Width="16" Height="16" Offset="0x15C8" />
<!-- Real Bombchu Limbs -->
<Limb Name="gRealBombchuBodyLimb" Type="Standard" EnumName="REAL_BOMBCHU_LIMB_BODY" Offset="0x17C8" />
<Limb Name="gRealBombchuHeadLimb" Type="Standard" EnumName="REAL_BOMBCHU_LIMB_HEAD" Offset="0x17D4" />
<Limb Name="gRealBombchuTailBaseLimb" Type="Standard" EnumName="REAL_BOMBCHU_LIMB_TAIL_BASE" Offset="0x17E0" />
<Limb Name="gRealBombchuTailMiddleLimb" Type="Standard" EnumName="REAL_BOMBCHU_LIMB_TAIL_MIDDLE" Offset="0x17EC" />
<Limb Name="gRealBombchuTailEndLimb" Type="Standard" EnumName="REAL_BOMBCHU_LIMB_TAIL_END" Offset="0x17F8" />
<Limb Name="gRealBombchuFrontLeftLegLimb" Type="Standard" EnumName="REAL_BOMBCHU_LIMB_FRONT_LEFT_LEG" Offset="0x1804" />
<Limb Name="gRealBombchuBackLeftLegLimb" Type="Standard" EnumName="REAL_BOMBCHU_LIMB_BACK_LEFT_LEG" Offset="0x1810" />
<Limb Name="gRealBombchuFrontRightLegLimb" Type="Standard" EnumName="REAL_BOMBCHU_LIMB_FRONT_RIGHT_LEG" Offset="0x181C" />
<Limb Name="gRealBombchuBackRightLegLimb" Type="Standard" EnumName="REAL_BOMBCHU_LIMB_BACK_RIGHT_LEG" Offset="0x1828" />
<!-- Real Bombchu Skeleton -->
<Skeleton Name="gRealBombchuSkel" Type="Flex" LimbType="Standard" LimbNone="REAL_BOMBCHU_LIMB_NONE" LimbMax="REAL_BOMBCHU_LIMB_MAX" EnumName="RealBombchuLimb" Offset="0x1858" />
</File>
</Root>
+80 -62
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@@ -1,66 +1,84 @@
<Root>
<!-- Assets for Takkuri -->
<File Name="object_thiefbird" Segment="6">
<Animation Name="object_thiefbird_Anim_000088" Offset="0x88" />
<Animation Name="object_thiefbird_Anim_000278" Offset="0x278" />
<Animation Name="object_thiefbird_Anim_000604" Offset="0x604" />
<DList Name="object_thiefbird_DL_0016D0" Offset="0x16D0" />
<DList Name="object_thiefbird_DL_001800" Offset="0x1800" />
<DList Name="object_thiefbird_DL_0018A8" Offset="0x18A8" />
<DList Name="object_thiefbird_DL_0019D0" Offset="0x19D0" />
<DList Name="object_thiefbird_DL_001A18" Offset="0x1A18" />
<DList Name="object_thiefbird_DL_001CF0" Offset="0x1CF0" />
<DList Name="object_thiefbird_DL_001DA8" Offset="0x1DA8" />
<DList Name="object_thiefbird_DL_001FE0" Offset="0x1FE0" />
<DList Name="object_thiefbird_DL_002070" Offset="0x2070" />
<DList Name="object_thiefbird_DL_002100" Offset="0x2100" />
<DList Name="object_thiefbird_DL_0021D0" Offset="0x21D0" />
<DList Name="object_thiefbird_DL_0022C0" Offset="0x22C0" />
<DList Name="object_thiefbird_DL_0023B0" Offset="0x23B0" />
<DList Name="object_thiefbird_DL_0024A0" Offset="0x24A0" />
<DList Name="object_thiefbird_DL_002590" Offset="0x2590" />
<DList Name="object_thiefbird_DL_002680" Offset="0x2680" />
<Texture Name="object_thiefbird_Tex_002770" OutName="tex_002770" Format="rgba16" Width="8" Height="16" Offset="0x2770" />
<Texture Name="object_thiefbird_Tex_002870" OutName="tex_002870" Format="rgba16" Width="16" Height="16" Offset="0x2870" />
<Texture Name="object_thiefbird_Tex_002A70" OutName="tex_002A70" Format="rgba16" Width="16" Height="16" Offset="0x2A70" />
<Texture Name="object_thiefbird_Tex_002C70" OutName="tex_002C70" Format="i8" Width="16" Height="16" Offset="0x2C70" />
<Texture Name="object_thiefbird_Tex_002D70" OutName="tex_002D70" Format="rgba16" Width="8" Height="8" Offset="0x2D70" />
<Texture Name="object_thiefbird_Tex_002DF0" OutName="tex_002DF0" Format="rgba16" Width="4" Height="8" Offset="0x2DF0" />
<Texture Name="object_thiefbird_Tex_002E30" OutName="tex_002E30" Format="rgba16" Width="16" Height="16" Offset="0x2E30" />
<DList Name="object_thiefbird_DL_003060" Offset="0x3060" />
<DList Name="object_thiefbird_DL_0030D8" Offset="0x30D8" />
<Texture Name="object_thiefbird_Tex_0030F0" OutName="tex_0030F0" Format="rgba16" Width="8" Height="16" Offset="0x30F0" />
<DList Name="object_thiefbird_DL_0033B0" Offset="0x33B0" />
<DList Name="object_thiefbird_DL_003D58" Offset="0x3D58" />
<DList Name="object_thiefbird_DL_004348" Offset="0x4348" />
<DList Name="object_thiefbird_DL_004B88" Offset="0x4B88" />
<DList Name="object_thiefbird_DL_0055E0" Offset="0x55E0" />
<Texture Name="object_thiefbird_Tex_0059A0" OutName="tex_0059A0" Format="rgba16" Width="32" Height="8" Offset="0x59A0" />
<Texture Name="object_thiefbird_Tex_005BA0" OutName="tex_005BA0" Format="rgba16" Width="8" Height="8" Offset="0x5BA0" />
<Texture Name="object_thiefbird_Tex_005C20" OutName="tex_005C20" Format="rgba16" Width="8" Height="8" Offset="0x5C20" />
<Texture Name="object_thiefbird_Tex_005CA0" OutName="tex_005CA0" Format="rgba16" Width="8" Height="8" Offset="0x5CA0" />
<Texture Name="object_thiefbird_Tex_005D20" OutName="tex_005D20" Format="i8" Width="8" Height="8" Offset="0x5D20" />
<Texture Name="object_thiefbird_Tex_005D60" OutName="tex_005D60" Format="rgba16" Width="8" Height="16" Offset="0x5D60" />
<Texture Name="object_thiefbird_Tex_005E60" OutName="tex_005E60" Format="rgba16" Width="8" Height="16" Offset="0x5E60" />
<Texture Name="object_thiefbird_Tex_005F60" OutName="tex_005F60" Format="rgba16" Width="8" Height="8" Offset="0x5F60" />
<Texture Name="object_thiefbird_Tex_005FE0" OutName="tex_005FE0" Format="i8" Width="8" Height="8" Offset="0x5FE0" />
<Texture Name="object_thiefbird_Tex_006020" OutName="tex_006020" Format="i4" Width="16" Height="16" Offset="0x6020" />
<Limb Name="object_thiefbird_Standardlimb_0060A0" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_01" Offset="0x60A0" />
<Limb Name="object_thiefbird_Standardlimb_0060AC" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_02" Offset="0x60AC" />
<Limb Name="object_thiefbird_Standardlimb_0060B8" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_03" Offset="0x60B8" />
<Limb Name="object_thiefbird_Standardlimb_0060C4" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_04" Offset="0x60C4" />
<Limb Name="object_thiefbird_Standardlimb_0060D0" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_05" Offset="0x60D0" />
<Limb Name="object_thiefbird_Standardlimb_0060DC" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_06" Offset="0x60DC" />
<Limb Name="object_thiefbird_Standardlimb_0060E8" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_07" Offset="0x60E8" />
<Limb Name="object_thiefbird_Standardlimb_0060F4" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_08" Offset="0x60F4" />
<Limb Name="object_thiefbird_Standardlimb_006100" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_09" Offset="0x6100" />
<Limb Name="object_thiefbird_Standardlimb_00610C" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_0A" Offset="0x610C" />
<Limb Name="object_thiefbird_Standardlimb_006118" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_0B" Offset="0x6118" />
<Limb Name="object_thiefbird_Standardlimb_006124" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_0C" Offset="0x6124" />
<Limb Name="object_thiefbird_Standardlimb_006130" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_0D" Offset="0x6130" />
<Limb Name="object_thiefbird_Standardlimb_00613C" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_0E" Offset="0x613C" />
<Limb Name="object_thiefbird_Standardlimb_006148" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_0F" Offset="0x6148" />
<Limb Name="object_thiefbird_Standardlimb_006154" Type="Standard" EnumName="OBJECT_THIEFBIRD_LIMB_10" Offset="0x6154" />
<Skeleton Name="object_thiefbird_Skel_0061A0" Type="Flex" LimbType="Standard" LimbNone="OBJECT_THIEFBIRD_LIMB_NONE" LimbMax="OBJECT_THIEFBIRD_LIMB_MAX" EnumName="object_thiefbird_Limbs" Offset="0x61A0" />
<Animation Name="object_thiefbird_Anim_0063C4" Offset="0x63C4" />
<!-- Takkuri Animations -->
<Animation Name="gTakkuriDeathAnim" Offset="0x88" /> <!-- Original name is "hnt_damage" -->
<Animation Name="gTakkuriFlyWithItemAnim" Offset="0x278" /> <!-- Original name is "hnt_escape" -->
<Animation Name="gTakkuriFlyAnim" Offset="0x604" /> <!-- Original name is "hnt_fly" -->
<!-- Takkuri Limb DisplayLists -->
<DList Name="gTakkuriBodyDL" Offset="0x16D0" />
<DList Name="gTakkuriLegsDL" Offset="0x1800" />
<DList Name="gTakkuriFeetDL" Offset="0x18A8" />
<DList Name="gTakkuriStolenItemDL" Offset="0x19D0" /> <!-- Renders a single triangle instead of a normal-looking limb -->
<DList Name="gTakkuriHeadDL" Offset="0x1A18" />
<DList Name="gTakkuriEyesDL" Offset="0x1CF0" />
<DList Name="gTakkuriLowerBeakDL" Offset="0x1DA8" />
<DList Name="gTakkuriLeftEarDL" Offset="0x1FE0" />
<DList Name="gTakkuriRightEarDL" Offset="0x2070" />
<DList Name="gTakkuriNeckDL" Offset="0x2100" />
<DList Name="gTakkuriRightWingTipDL" Offset="0x21D0" />
<DList Name="gTakkuriRightWingMiddleDL" Offset="0x22C0" />
<DList Name="gTakkuriRightWingBaseDL" Offset="0x23B0" />
<DList Name="gTakkuriLeftWingTipDL" Offset="0x24A0" />
<DList Name="gTakkuriLeftWingMiddleDL" Offset="0x2590" />
<DList Name="gTakkuriLeftWingBaseDL" Offset="0x2680" />
<!-- Takkuri Textures -->
<Texture Name="gTakkuriFeathersTex" OutName="takkuri_feathers" Format="rgba16" Width="8" Height="16" Offset="0x2770" />
<Texture Name="gTakkuriWingTipTex" OutName="takkuri_wing_tip" Format="rgba16" Width="16" Height="16" Offset="0x2870" />
<Texture Name="gTakkuriEyeTex" OutName="takkuri_eye" Format="rgba16" Width="16" Height="16" Offset="0x2A70" />
<Texture Name="gTakkuriHeadAndNeckTex" OutName="takkuri_head_and_neck" Format="i8" Width="16" Height="16" Offset="0x2C70" />
<Texture Name="gTakkuriBeakAndLegsTex" OutName="takkuri_beak_and_legs" Format="rgba16" Width="8" Height="8" Offset="0x2D70" />
<Texture Name="gTakkuriInnerBeakTex" OutName="takkuri_inner_beak" Format="rgba16" Width="4" Height="8" Offset="0x2DF0" />
<Texture Name="gTakkuriEarTex" OutName="takkuri_ear" Format="rgba16" Width="16" Height="16" Offset="0x2E30" />
<!-- DisplayLists and Texture for Takkuri's feather effect -->
<DList Name="gTakkuriFeatherMaterialDL" Offset="0x3060" />
<DList Name="gTakkuriFeatherModelDL" Offset="0x30D8" />
<Texture Name="gTakkuriFeatherTex" OutName="takkuri_feather" Format="rgba16" Width="8" Height="16" Offset="0x30F0" />
<!-- DisplayLists for stolen items -->
<DList Name="gTakkuriStolenBottleDL" Offset="0x33B0" />
<DList Name="gTakkuriStolenGreatFairySwordDL" Offset="0x3D58" />
<DList Name="gTakkuriStolenKokiriSwordDL" Offset="0x4348" />
<DList Name="gTakkuriStolenRazorSwordDL" Offset="0x4B88" />
<DList Name="gTakkuriStolenGildedSwordDL" Offset="0x55E0" />
<!-- Textures for stolen items -->
<Texture Name="gTakkuriStolenGreatFairySwordCenterAndHiltTex" OutName="takkuri_stolen_great_fairy_sword_center_and_hilt" Format="rgba16" Width="32" Height="8" Offset="0x59A0" />
<Texture Name="gTakkuriStolenKokiriSwordPommelTex" OutName="takkuri_stolen_kokiri_sword_pommel" Format="rgba16" Width="8" Height="8" Offset="0x5BA0" />
<Texture Name="gTakkuriStolenKokiriAndRazorSwordScabbardTex" OutName="takkuri_stolen_kokiri_and_razor_sword_scabbard" Format="rgba16" Width="8" Height="8" Offset="0x5C20" />
<Texture Name="gTakkuriStolenKokiriSwordGuardTex" OutName="takkuri_stolen_kokiri_sword_guard" Format="rgba16" Width="8" Height="8" Offset="0x5CA0" />
<Texture Name="gTakkuriStolenKokiriSwordGripTex" OutName="takkuri_stolen_kokiri_sword_grip" Format="i8" Width="8" Height="8" Offset="0x5D20" />
<Texture Name="gTakkuriStolenRazorSwordHiltAndScabbardTex" OutName="takkuri_stolen_razor_sword_hilt_and_scabbard" Format="rgba16" Width="8" Height="16" Offset="0x5D60" />
<Texture Name="gTakkuriStolenGildedSwordScabbardTex" OutName="takkuri_stolen_gilded_sword_scabbard" Format="rgba16" Width="8" Height="16" Offset="0x5E60" />
<Texture Name="gTakkuriStolenGildedSwordGripAndScabbardTopTex" OutName="takkuri_stolen_gilded_sword_grip_and_scabbard_top" Format="rgba16" Width="8" Height="8" Offset="0x5F60" />
<Texture Name="gTakkuriStolenBottleAndGildedSwordGemTex" OutName="takkuri_stolen_bottle_and_gilded_sword_gem" Format="i8" Width="8" Height="8" Offset="0x5FE0" />
<Texture Name="gTakkuriStolenGreatFairySwordBladeGildedSwordPommelAndGuardTex" OutName="takkuri_stolen_great_fairy_sword_blade_gilded_sword_pommel_and_guard" Format="i4" Width="16" Height="16" Offset="0x6020" />
<!-- Takkuri Limbs -->
<Limb Name="gTakkuriBodyLimb" Type="Standard" EnumName="TAKKURI_LIMB_BODY" Offset="0x60A0" />
<Limb Name="gTakkuriLeftWingBaseLimb" Type="Standard" EnumName="TAKKURI_LIMB_LEFT_WING_BASE" Offset="0x60AC" />
<Limb Name="gTakkuriLeftWingMiddleLimb" Type="Standard" EnumName="TAKKURI_LIMB_LEFT_WING_MIDDLE" Offset="0x60B8" />
<Limb Name="gTakkuriLeftWingTipLimb" Type="Standard" EnumName="TAKKURI_LIMB_LEFT_WING_TIP" Offset="0x60C4" />
<Limb Name="gTakkuriRightWingBaseLimb" Type="Standard" EnumName="TAKKURI_LIMB_RIGHT_WING_BASE" Offset="0x60D0" />
<Limb Name="gTakkuriRightWingMiddleLimb" Type="Standard" EnumName="TAKKURI_LIMB_RIGHT_WING_MIDDLE" Offset="0x60DC" />
<Limb Name="gTakkuriRightWingTipLimb" Type="Standard" EnumName="TAKKURI_LIMB_RIGHT_WING_TIP" Offset="0x60E8" />
<Limb Name="gTakkuriNeckLimb" Type="Standard" EnumName="TAKKURI_LIMB_NECK" Offset="0x60F4" />
<Limb Name="gTakkuriHeadLimb" Type="Standard" EnumName="TAKKURI_LIMB_HEAD" Offset="0x6100" />
<Limb Name="gTakkuriRightEarLimb" Type="Standard" EnumName="TAKKURI_LIMB_RIGHT_EAR" Offset="0x610C" />
<Limb Name="gTakkuriLeftEarLimb" Type="Standard" EnumName="TAKKURI_LIMB_LEFT_EAR" Offset="0x6118" />
<Limb Name="gTakkuriLowerBeakLimb" Type="Standard" EnumName="TAKKURI_LIMB_LOWER_BEAK" Offset="0x6124" />
<Limb Name="gTakkuriEyesLimb" Type="Standard" EnumName="TAKKURI_LIMB_EYES" Offset="0x6130" />
<Limb Name="gTakkuriLegsLimb" Type="Standard" EnumName="TAKKURI_LIMB_LEGS" Offset="0x613C" />
<Limb Name="gTakkuriFeetLimb" Type="Standard" EnumName="TAKKURI_LIMB_FEET" Offset="0x6148" />
<Limb Name="gTakkuriStolenItemLimb" Type="Standard" EnumName="TAKKURI_LIMB_STOLEN_ITEM" Offset="0x6154" />
<!-- Takkuri Skeleton -->
<Skeleton Name="gTakkuriSkel" Type="Flex" LimbType="Standard" LimbNone="TAKKURI_LIMB_NONE" LimbMax="TAKKURI_LIMB_MAX" EnumName="TakkuriLimb" Offset="0x61A0" />
<!-- Takkuri Animation -->
<Animation Name="gTakkuriAttackAnim" Offset="0x63C4" /> <!-- Original name is "hnt_ikaku" ("threat, intimidation") -->
</File>
</Root>
+10
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@@ -0,0 +1,10 @@
<Root>
<File Name="ovl_Oceff_Wipe7" BaseAddress="0x80BCDCB0" RangeStart="0x330" RangeEnd="0xDB8">
<Texture Name="sSongofHealingEffectTex" OutName="song_of_healing_effect" Format="i8" Width="32" Height="32" Offset="0x330"/>
<TextureAnimation Name="sSongofHealingEffectTexAnim" Offset="0xB38" />
<Array Name="sSongofHealingEffectFrustrumVtx" Count="22" Offset="0xB40">
<Vtx/>
</Array>
<DList Name="sSongOfHealingEffectFrustumDL" Offset="0xCA0"/>
</File>
</Root>
+1 -1
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@@ -110,7 +110,7 @@ After naming the animations, the end result will look something like this:
Once again, we can run `./extract_assets.py -s objects/object_dns` to extract the object, and we can update the animation names in `z_en_dns.c` to use our new names like so:
```c
static AnimationInfoS sAnimations[] = {
static AnimationInfoS sAnimationInfo[] = {
{ &gKingsChamberDekuGuardIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
{ &gKingsChamberDekuGuardIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &gKingsChamberDekuGuardWalkAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
+50 -87
View File
@@ -678,8 +678,8 @@ PosRot* Actor_GetWorldPosShapeRot(PosRot* dest, Actor* actor);
s32 func_800B83F8(Actor* actor, Player* player, s32 flag);
s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState);
s32 func_800B8500(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 exchangeItemId);
s32 func_800B85E0(Actor* actor, PlayState* play, f32 radius, s32 exchangeItemId);
s32 func_800B8500(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, PlayerActionParam exchangeItemId);
s32 func_800B85E0(Actor* actor, PlayState* play, f32 radius, PlayerActionParam exchangeItemId);
s32 func_800B8614(Actor* actor, PlayState* play, f32 radius);
s32 func_800B863C(Actor* actor, PlayState* play);
s32 Actor_TextboxIsClosing(Actor* actor, PlayState* play);
@@ -757,7 +757,7 @@ s32 func_800BD2B4(PlayState* play, Actor* actor, s16* arg2, f32 arg3, u16 (*text
void func_800BD888(Actor* actor, struct_800BD888_arg1* arg1, s16 arg2, s16 arg3);
void func_800BD9E0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
void func_800BDAA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
void Actor_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animation, s32 index);
void Actor_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 animIndex);
void Actor_Noop(Actor* actor, PlayState* play);
void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist);
@@ -959,39 +959,7 @@ s32 DynaPolyActor_IsInRidingRotatingState(DynaPolyActor* dynaActor);
s32 DynaPolyActor_IsInSwitchPressedState(DynaPolyActor* dynaActor);
s32 DynaPolyActor_IsInHeavySwitchPressedState(DynaPolyActor* dynaActor);
s32 DynaPolyActor_ValidateMove(PlayState* play, DynaPolyActor* dynaActor, s16 startRadius, s16 endRadius, s16 startHeight);
f32 Camera_fabsf(f32 f);
f32 Camera_LengthVec3f(Vec3f* v);
// void func_800CB270(void);
f32 Camera_Lerpf(f32 b, f32 a, f32 t, f32 minDist);
s16 Camera_Lerps(s16 b, s16 a, f32 t, s16 minDist);
// void func_800CB42C(void);
void Camera_LerpVec3f(Vec3f* b, Vec3f* a, f32 tXZ, f32 tY, f32 minDist);
void func_800CB544(Camera* camera);
// void func_800CB584(void);
// void func_800CB5DC(void);
// void func_800CB60C(void);
// void func_800CB674(void);
// void func_800CB6C8(void);
f32 func_800CB700(Camera* camera);
// void func_800CB780(void);
// void func_800CB7CC(void);
// void func_800CB7F8(void);
// void func_800CB828(void);
// void func_800CB854(void);
// void Camera_IsSwimming(void);
// void func_800CB8C8(void);
// void func_800CB8F4(void);
// void func_800CB924(void);
// void func_800CB950(void);
// void func_800CBA08(void);
// void func_800CBA34(void);
// void func_800CBA7C(void);
// void func_800CBAAC(void);
// void func_800CBAD4(void);
// void func_800CBB58(void);
// void func_800CBB88(void);
// void func_800CBC00(void);
// void func_800CBC30(void);
// void func_800CBC84(void);
// void func_800CBFA4(void);
// void func_800CC000(void);
@@ -2178,8 +2146,8 @@ void Scene_HeaderCmdSetAreaVisitedFlag(PlayState* play, SceneCmd* cmd);
void Scene_HeaderCmdAnimatedMaterials(PlayState* play, SceneCmd* cmd);
void Scene_SetExitFade(PlayState* play);
s32 Scene_ProcessHeader(PlayState* play, SceneCmd* header);
u16 Entrance_CreateIndex(s32 sceneIndex, s32 spawnIndex, s32 sceneSetup);
u16 Entrance_CreateIndexFromSpawn(s32 spawnIndex);
u16 Entrance_Create(s32 scene, s32 spawn, s32 layer);
u16 Entrance_CreateFromSpawn(s32 spawn);
void Scene_ExecuteDrawConfig(PlayState* play);
void Scene_DrawConfigDefault(PlayState* play);
Gfx* AnimatedMat_TexScroll(PlayState* play, AnimatedMatTexScrollParams* params);
@@ -2217,10 +2185,10 @@ void Scene_DrawConfig5(PlayState* play);
void Scene_DrawConfigMatAnimManualStep(PlayState* play);
void Scene_DrawConfigGreatBayTemple(PlayState* play);
EntranceTableEntry* Entrance_GetTableEntry(u16 entrance);
s32 Entrance_GetSceneNum(u16 entranceIndex);
s32 Entrance_GetSceneNumAbsolute(u16 entranceIndex);
s32 Entrance_GetSpawnNum(u16 entranceIndex);
s32 Entrance_GetTransitionFlags(u16 entranceIndex);
s32 Entrance_GetSceneNum(u16 entrance);
s32 Entrance_GetSceneNumAbsolute(u16 entrance);
s32 Entrance_GetSpawnNum(u16 entrance);
s32 Entrance_GetTransitionFlags(u16 entrance);
s32 Schedule_RunScript(PlayState* play, u8* script, ScheduleOutput* output);
void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod);
@@ -2243,7 +2211,7 @@ s16 SkelAnime_GetFrameDataLegacy(LegacyAnimationHeader* animation, s32 frame, Ve
s16 Animation_GetLimbCount2(LegacyAnimationHeader* animation);
s16 Animation_GetLength2(LegacyAnimationHeader* animation);
s16 Animation_GetLastFrame2(LegacyAnimationHeader* animation);
void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* vec2, Vec3s* vec3, f32 unkf);
void SkelAnime_InterpFrameTable(s32 limbCount, Vec3s* dst, Vec3s* start, Vec3s* target, f32 weight);
void AnimationContext_Reset(AnimationContext* animationCtx);
void AnimationContext_SetNextQueue(PlayState* play);
void AnimationContext_DisableQueue(PlayState* play);
@@ -3015,6 +2983,7 @@ void osFlashSectorEraseThrough(u32 pageNum);
s32 osFlashWriteBuffer(OSIoMesg* mb, s32 priority, void* dramAddr, OSMesgQueue* mq);
s32 osFlashWriteArray(u32 pageNum);
s32 osFlashReadArray(OSIoMesg* mb, s32 priority, u32 pageNum, void* dramAddr, u32 pageCount, OSMesgQueue* mq);
// void func_801877D0(void);
// void func_80187B64(void);
// void func_80187BEC(void);
@@ -3057,6 +3026,7 @@ s32 osFlashReadArray(OSIoMesg* mb, s32 priority, u32 pageNum, void* dramAddr, u3
// void func_8018A808(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE4 param_6);
// void func_8018ACC4(void);
// void func_8018AE34(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
void AudioHeap_DiscardFont(s32 fontId);
void* AudioHeap_WritebackDCache(void* addr, size_t size);
void* AudioHeap_AllocAttemptExternal(AudioAllocPool* pool, size_t size);
@@ -3076,6 +3046,7 @@ void* AudioHeap_AllocPermanent(s32 tableType, s32 id, size_t size);
void* AudioHeap_AllocSampleCache(size_t size, s32 sampleBankId, void* sampleAddr, s8 medium, s32 cache);
void AudioHeap_ApplySampleBankCache(s32 sampleBankId);
void AudioHeap_SetReverbData(s32 reverbIndex, u32 dataType, s32 data, s32 flags);
void AudioLoad_DecreaseSampleDmaTtls(void);
void* AudioLoad_DmaSampleData(uintptr_t devAddr, size_t size, s32 arg2, u8* dmaIndexRef, s32 medium);
void AudioLoad_InitSampleDmaBuffers(s32 numNotes);
@@ -3104,6 +3075,7 @@ void AudioLoad_LoadPermanentSamples(void);
void AudioLoad_ScriptLoad(s32 tableType, s32 id, s8* isDone);
void AudioLoad_ProcessScriptLoads(void);
void AudioLoad_InitScriptLoads(void);
AudioTask* func_80192BE0(void);
// void func_80192C00(void);
// void func_8019319C(void);
@@ -3112,10 +3084,10 @@ AudioTask* func_80192BE0(void);
// void func_80193774(void);
// void func_8019380C(void);
// void func_80193858(void);
// void func_8019387C(void);
void Audio_QueueCmdS8(u32 opArgs, s8 data);
void AudioThread_QueueCmdS32(u32 opArgs, s32 data);
void AudioThread_QueueCmdS8(u32 opArgs, s8 data);
// void func_801938D0(void);
// void func_80193900(void);
s32 AudioThread_ScheduleProcessCmds(void);
// void func_80193990(void);
// void func_801939A8(void);
// void func_80193AEC(void);
@@ -3137,11 +3109,14 @@ void Audio_QueueCmdS8(u32 opArgs, s8 data);
// void func_80194528(void);
// void func_80194548(void);
// void func_80194568(void);
u32 Audio_NextRandom(void);
void Audio_InitMesgQueues(void);
u32 AudioThread_NextRandom(void);
void AudioThread_InitMesgQueues(void);
void Audio_InvalDCache(void* buf, size_t size);
void Audio_WritebackDCache(void* buf, size_t size);
s32 osAiSetNextBuffer(void* buf, u32 size);
void AudioPlayback_NoteDisable(Note* note);
void AudioPlayback_ProcessNotes(void);
SoundFontSound* AudioPlayback_InstrumentGetSound(Instrument* instrument, s32 semitone);
@@ -3159,12 +3134,14 @@ void AudioPlayback_NotePoolFill(NotePool* pool, s32 count);
void AudioPlayback_AudioListRemove(AudioListItem* item);
Note* AudioPlayback_AllocNote(SequenceLayer* layer);
void AudioPlayback_NoteInitAll(void);
void AudioEffects_SequencePlayerProcessSound(SequencePlayer* seqPlayer);
void AudioEffects_NoteVibratoUpdate(Note* note);
void AudioEffects_NoteVibratoInit(Note* note);
void AudioEffects_NotePortamentoInit(Note* note);
void AudioEffects_AdsrInit(AdsrState* adsr, EnvelopePoint* envelope, s16* volOut);
f32 AudioEffects_AdsrUpdate(AdsrState* adsr);
void AudioSeq_SequenceChannelDisable(SequenceChannel* channel);
void AudioSeq_SequencePlayerDisableAsFinished(SequencePlayer* seqPlayer);
void AudioSeq_SequencePlayerDisable(SequencePlayer* seqPlayer);
@@ -3175,6 +3152,7 @@ void AudioSeq_SkipForwardSequence(SequencePlayer* seqPlayer);
void AudioSeq_ResetSequencePlayer(SequencePlayer* seqPlayer);
void AudioSeq_InitSequencePlayerChannels(s32 playerIndex);
void AudioSeq_InitSequencePlayers(void);
void func_8019AE40(s32 param_1, s32 param_2, u32 param_3, s32 param_4);
void func_8019AEC0(UNK_PTR param_1, UNK_PTR param_2);
@@ -3197,27 +3175,17 @@ void AudioOcarina_PlayLongScarecrowAfterCredits(void);
void func_8019E014(void);
// void func_8019E110(void);
// void func_8019E14C(void);
// void func_8019E324(void);
// void func_8019E4B0(void);
// void func_8019E634(void);
// void func_8019E864(void);
// void func_8019EA40(void);
// void func_8019EB2C(void);
// void func_8019F024(void);
// void func_8019F05C(void);
void AudioSfx_SetProperties(u8 bankId, u8 entryIndex, u8 channelIndex);
void play_sound(u16 sfxId);
void func_8019F128(u16 sfxId);
void func_8019F170(Vec3f* pos, u16 sfxId);
void Audio_PlaySfxAtPos(Vec3f* pos, u16 sfxId);
void func_8019F208(void); // decide sfx
void func_8019F230(void); // cancel sfx
// void func_8019F258(void);
// void func_8019F300(void);
void func_8019F420(Vec3f* pos, u16 sfxId);
void func_8019F4AC(Vec3f* pos, u16 sfxId);
void func_8019F540(s8 arg0);
void func_8019F570(Vec3f* pos, s8 arg1);
void AudioSfx_LowerSfxSettingsReverb(Vec3f* pos, s8 isReverbLowered);
// void func_8019F5AC(void);
// void func_8019F638(void);
// void func_8019F780(void);
@@ -3249,7 +3217,7 @@ void func_801A0238(s32 arg0, s32 arg1);
// void Audio_UpdateRiverSoundVolumes(void);
// void func_801A0554(void);
// void func_801A05F0(void);
void func_801A0654(Vec3f* arg0, u16 sfxId, s32 arg2);
void AudioSfx_SetChannelIO(Vec3f* pos, u16 sfxId, u8 ioData);
void func_801A0810(Vec3f* arg0, u16 sfxId, u8 arg2);
void func_801A0868(Vec3f* pos, u16 sfxId, u8 val);
// void func_801A09D4(void);
@@ -3331,14 +3299,14 @@ void func_801A479C(Vec3f* arg0, u16 sfxId, s32 arg2);
void func_801A47DC(u8 channelIndexRange, u8 port, u8 val);
// void func_801A48E0(void);
void func_801A4A28(u8 natureSeqId);
// void func_801A4B80(void);
void func_801A4C30(void);
// void func_801A4C54(void);
// void Audio_SetNatureAmbienceRandomBend(void);
void Audio_Init(void);
void func_801A4D00(void);
// void func_801A4D50(void);
// void func_801A4DA4(void);
// void func_801A4DF4(void);
// void func_801A4E64(void);
// void func_801A4EB0(void);
// void func_801A4EB8(void);
// void func_801A4FD8(void);
@@ -3357,29 +3325,24 @@ UNK_TYPE func_801A51F0(UNK_TYPE arg0);
// void func_801A5808(void);
// void func_801A5A10(void);
// void func_801A5A1C(void);
void Audio_SetSfxBanksMute(u16 muteMask);
void Audio_SetFlagForBgmVolumeLow(u8 channelIndex);
void Audio_ClearFlagForBgmVolumeLow(u8 channelIndex);
void Audio_PlaySfxGeneral(u16 sfxId, Vec3f* param_2, u8 param_3, f32* param_4, f32* param_5, s8* param_6);
// void func_801A5DDC(void);
// void func_801A5F7C(void);
// void func_801A6430(void);
// void func_801A65C8(void);
// void func_801A6D0C(void);
void func_801A7084(u8 bankId);
// void func_801A7168(void);
// void func_801A7284(void);
void Audio_StopSfxByPos(Vec3f* pos);
void func_801A7328(Vec3f* pos, u16 sfxId);
// void func_801A7484(void);
void Audio_StopSfxById(u16 sfxId);
// void func_801A7720(void);
void func_801A7794(u32 param_1, u32 param_2, u32 param_3);
// void func_801A7828(void);
// void func_801A787C(void);
u8 Audio_IsSfxPlaying(u32 sfxId);
// void func_801A794C(void);
// void func_801A7B10(void);
void AudioSfx_MuteBanks(u16 muteMask);
void AudioSfx_LowerBgmVolume(u8 channelIndex);
void AudioSfx_RestoreBgmVolume(u8 channelIndex);
void AudioSfx_PlaySfx(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* volume, s8* reverbAdd);
void AudioSfx_ProcessRequest(void);
void AudioSfx_StopByBank(u8 bankId);
void AudioSfx_StopByPosAndBank(u8 bankId, Vec3f* pos);
void AudioSfx_StopByPos(Vec3f* pos);
void AudioSfx_StopByPosAndId(Vec3f* pos, u16 sfxId);
void AudioSfx_StopByTokenAndId(u8 token, u16 sfxId);
void AudioSfx_StopById(u32 sfxId);
void AudioSfx_ProcessRequests(void);
void AudioSfx_ProcessActiveSfx(void);
u8 AudioSfx_IsPlaying(u32 sfxId);
void AudioSfx_Reset(void);
void Audio_StartSequence(u8 playerIndex, u8 seqId, u8 seqArgs, u16 fadeTimer);
// void func_801A7D04(void);
// void func_801A7D84(void);
void Audio_QueueSeqCmd(u32 cmd);
+13
View File
@@ -1,6 +1,19 @@
#ifndef SFX_H
#define SFX_H
/**
* With `SFX_FLAG` on, play the entire sfx audio clip.
* Requesting the sfx while playing will restart the sfx from the beginning.
* i.e. sfx only needs to be requested once.
*
* With `SFX_FLAG` off, play the sfx for only one frame.
* Requesting the sfx while playing will allow the sfx to continue to the next frame.
* i.e. sfx needs to be requested every frame.
*
* By default, `SFX_FLAG` is on.
* Use `- SFX_FLAG` to turn `SFX_FLAG` off.
*/
#define SFX_FLAG_MASK 0xC00
#define SFX_FLAG 0x800
// ------------ PLAYER ------------
+76 -76
View File
@@ -22,12 +22,12 @@
/* 0x3808 */ DEFINE_SFX(NA_SE_EN_MIBOSS_FALL_OLD_OLD, 0x40, 3, 0, 0, 0)
/* 0x3809 */ DEFINE_SFX(NA_SE_EN_MIBOSS_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
/* 0x380A */ DEFINE_SFX(NA_SE_EN_MIBOSS_DASH_OLD, 0x40, 3, 0, 0, 0)
/* 0x380B */ DEFINE_SFX(NA_SE_EN_MIBOSS_DEAD_OLD, 0x68, 3, 0, 0, SFX_FLAG_12)
/* 0x380B */ DEFINE_SFX(NA_SE_EN_MIBOSS_DEAD_OLD, 0x68, 3, 0, 0, SFX_FLAG_REVERB_NO_DIST)
/* 0x380C */ DEFINE_SFX(NA_SE_EN_MIBOSS_GND1_OLD, 0x40, 3, 0, 0, 0)
/* 0x380D */ DEFINE_SFX(NA_SE_EN_GOMA_DOWN, 0x30, 3, 0, 0, 0)
/* 0x380E */ DEFINE_SFX(NA_SE_EN_MIBOSS_GND2_OLD, 0x40, 3, 0, 0, 0)
/* 0x380F */ DEFINE_SFX(NA_SE_EN_MIBOSS_UNARI_OLD, 0x40, 3, 0, 0, 0)
/* 0x3810 */ DEFINE_SFX(NA_SE_EN_MIBOSS_RHYTHM_OLD, 0x54, 3, 0, 0, SFX_FLAG_3)
/* 0x3810 */ DEFINE_SFX(NA_SE_EN_MIBOSS_RHYTHM_OLD, 0x54, 3, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
/* 0x3811 */ DEFINE_SFX(NA_SE_EN_MIBOSS_SWORD_OLD, 0x54, 3, 0, 0, 0)
/* 0x3812 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_ENTRY, 0x30, 3, 0, 0, 0)
/* 0x3813 */ DEFINE_SFX(NA_SE_EN_MIBOSS_JUMP1, 0x40, 3, 0, 0, 0)
@@ -35,7 +35,7 @@
/* 0x3815 */ DEFINE_SFX(NA_SE_EN_MIBOSS_VOICE1_OLD, 0x54, 3, 0, 0, 0)
/* 0x3816 */ DEFINE_SFX(NA_SE_EN_MIBOSS_VOICE2_OLD, 0x54, 3, 0, 0, 0)
/* 0x3817 */ DEFINE_SFX(NA_SE_EN_MIBOSS_VOICE3_OLD, 0x54, 3, 0, 0, 0)
/* 0x3818 */ DEFINE_SFX(NA_SE_EN_INBOSS_SAND_OLD, 0x30, 3, 0, 0, SFX_FLAG_13)
/* 0x3818 */ DEFINE_SFX(NA_SE_EN_INBOSS_SAND_OLD, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3819 */ DEFINE_SFX(NA_SE_EN_INBOSS_ROAR_OLD, 0x50, 3, 0, 0, 0)
/* 0x381A */ DEFINE_SFX(NA_SE_EN_INBOSS_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
/* 0x381B */ DEFINE_SFX(NA_SE_EN_COMMON_WEAKENED, 0x38, 3, 0, 0, 0)
@@ -50,7 +50,7 @@
/* 0x3824 */ DEFINE_SFX(NA_SE_EN_DODO_M_UP, 0x14, 0, 0, 0, 0)
/* 0x3825 */ DEFINE_SFX(NA_SE_EN_MIZUBABA_TRANSFORM, 0x30, 0, 0, 0, 0)
/* 0x3826 */ DEFINE_SFX(NA_SE_EN_DODO_M_EAT, 0x30, 0, 0, 0, 0)
/* 0x3827 */ DEFINE_SFX(NA_SE_EN_MIZUBABA2_WALK, 0x28, 0, 0, 0, SFX_FLAG_14)
/* 0x3827 */ DEFINE_SFX(NA_SE_EN_MIZUBABA2_WALK, 0x28, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3828 */ DEFINE_SFX(NA_SE_EN_BOMCHU_WALK, 0x28, 0, 0, 0, 0)
/* 0x3829 */ DEFINE_SFX(NA_SE_EN_RIZA_CRY, 0x30, 2, 0, 0, 0)
/* 0x382A */ DEFINE_SFX(NA_SE_EN_RIZA_ATTACK, 0x32, 2, 0, 0, 0)
@@ -85,7 +85,7 @@
/* 0x3847 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_DAMAGE, 0x38, 2, 0, 0, 0)
/* 0x3848 */ DEFINE_SFX(NA_SE_EN_AMOS_VOICE, 0x20, 0, 0, 0, 0)
/* 0x3849 */ DEFINE_SFX(NA_SE_EN_KUSAMUSHI_VIBE, 0x18, 0, 0, 0, 0)
/* 0x384A */ DEFINE_SFX(NA_SE_EN_BEE_FLY, 0x40, 7, 0, 0, SFX_FLAG_14)
/* 0x384A */ DEFINE_SFX(NA_SE_EN_BEE_FLY, 0x40, 7, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x384B */ DEFINE_SFX(NA_SE_EN_WOLFOS_DEAD, 0x40, 1, 0, 0, 0)
/* 0x384C */ DEFINE_SFX(NA_SE_EN_COMMON_E_BALL, 0x30, 3, 0, 0, 0)
/* 0x384D */ DEFINE_SFX(NA_SE_EN_COMMON_THUNDER_THR, 0x30, 3, 0, 0, 0)
@@ -155,9 +155,9 @@
/* 0x388D */ DEFINE_SFX(NA_SE_EN_STALWALL_DASH, 0x30, 0, 0, 0, 0)
/* 0x388E */ DEFINE_SFX(NA_SE_EN_TEKU_JUMP_WATER, 0x20, 0, 0, 0, 0)
/* 0x388F */ DEFINE_SFX(NA_SE_EN_TEKU_LAND_WATER2, 0x20, 0, 0, 0, 0)
/* 0x3890 */ DEFINE_SFX(NA_SE_EN_FALL_AIM, 0x38, 0, 0, 0, SFX_FLAG_13)
/* 0x3890 */ DEFINE_SFX(NA_SE_EN_FALL_AIM, 0x38, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3891 */ DEFINE_SFX(NA_SE_EN_FALL_UP, 0x30, 3, 0, 0, 0)
/* 0x3892 */ DEFINE_SFX(NA_SE_EN_FALL_CATCH, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3892 */ DEFINE_SFX(NA_SE_EN_FALL_CATCH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3893 */ DEFINE_SFX(NA_SE_EN_FALL_LAND, 0x30, 0, 0, 0, 0)
/* 0x3894 */ DEFINE_SFX(NA_SE_EN_FALL_WALK, 0x14, 0, 0, 0, 0)
/* 0x3895 */ DEFINE_SFX(NA_SE_EN_FALL_DAMAGE, 0x38, 1, 0, 0, 0)
@@ -183,13 +183,13 @@
/* 0x38A9 */ DEFINE_SFX(NA_SE_EN_WIZ_DAMAGE, 0x38, 3, 0, 0, 0)
/* 0x38AA */ DEFINE_SFX(NA_SE_EN_WIZ_DEAD, 0x40, 3, 0, 0, 0)
/* 0x38AB */ DEFINE_SFX(NA_SE_EN_WIZ_EXP, 0x30, 3, 0, 0, 0)
/* 0x38AC */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DEAD, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x38AC */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DEAD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x38AD */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DEAD2, 0x30, 3, 0, 0, 0)
/* 0x38AE */ DEFINE_SFX(NA_SE_EN_FANTOM_DAMAGE, 0x38, 3, 0, 0, 0)
/* 0x38AF */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DAMAGE, 0x40, 3, 0, 0, 0)
/* 0x38B0 */ DEFINE_SFX(NA_SE_EN_WIZ_LAUGH2, 0x30, 3, 0, 0, 0)
/* 0x38B1 */ DEFINE_SFX(NA_SE_EN_GOLON_SIT_IMT, 0x30, 3, 0, 0, 0)
/* 0x38B2 */ DEFINE_SFX(NA_SE_EN_FANTOM_VOICE, 0x30, 3, 0, 0, SFX_FLAG_10)
/* 0x38B2 */ DEFINE_SFX(NA_SE_EN_FANTOM_VOICE, 0x30, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x38B3 */ DEFINE_SFX(NA_SE_EN_KAICHO_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x38B4 */ DEFINE_SFX(NA_SE_EN_GOLON_COLD, 0x30, 3, 1, 0, 0)
/* 0x38B5 */ DEFINE_SFX(NA_SE_EN_GOLON_JUMP, 0x30, 3, 0, 0, 0)
@@ -228,8 +228,8 @@
/* 0x38D6 */ DEFINE_SFX(NA_SE_EN_FROG_DEAD, 0x48, 3, 0, 0, 0)
/* 0x38D7 */ DEFINE_SFX(NA_SE_EN_UTSUBO_BITE, 0x30, 3, 0, 0, 0)
/* 0x38D8 */ DEFINE_SFX(NA_SE_EN_B_SLIME_REVERSE, 0x34, 3, 0, 0, 0)
/* 0x38D9 */ DEFINE_SFX(NA_SE_EN_SLIME_JUMP1, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x38DA */ DEFINE_SFX(NA_SE_EN_SLIME_JUMP2, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x38D9 */ DEFINE_SFX(NA_SE_EN_SLIME_JUMP1, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x38DA */ DEFINE_SFX(NA_SE_EN_SLIME_JUMP2, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x38DB */ DEFINE_SFX(NA_SE_EN_B_SLIME_BREAK, 0x40, 3, 0, 0, 0)
/* 0x38DC */ DEFINE_SFX(NA_SE_EN_BARI_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x38DD */ DEFINE_SFX(NA_SE_EN_HIPLOOP_LAND, 0x30, 1, 0, 0, 0)
@@ -237,13 +237,13 @@
/* 0x38DF */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_SMJUMP, 0x28, 3, 0, 0, 0)
/* 0x38E0 */ DEFINE_SFX(NA_SE_EN_MONBLIN_GNDWAVE, 0x30, 3, 0, 0, 0)
/* 0x38E1 */ DEFINE_SFX(NA_SE_EN_MONBLIN_HAM_DOWN, 0x30, 3, 0, 0, 0)
/* 0x38E2 */ DEFINE_SFX(NA_SE_EN_MONBLIN_HAM_UP, 0x30, 3, 0, 0, SFX_FLAG_13)
/* 0x38E2 */ DEFINE_SFX(NA_SE_EN_MONBLIN_HAM_UP, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x38E3 */ DEFINE_SFX(NA_SE_EN_BUBLE_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x38E4 */ DEFINE_SFX(NA_SE_EN_REDEAD_CRY, 0x20, 0, 0, 0, 0)
/* 0x38E5 */ DEFINE_SFX(NA_SE_EN_REDEAD_AIM, 0x34, 0, 0, 0, 0)
/* 0x38E6 */ DEFINE_SFX(NA_SE_EN_REDEAD_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x38E7 */ DEFINE_SFX(NA_SE_EN_REDEAD_DEAD, 0x40, 1, 0, 0, 0)
/* 0x38E8 */ DEFINE_SFX(NA_SE_EN_REDEAD_ATTACK, 0x34, 0, 0, 0, SFX_FLAG_13)
/* 0x38E8 */ DEFINE_SFX(NA_SE_EN_REDEAD_ATTACK, 0x34, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x38E9 */ DEFINE_SFX(NA_SE_EN_GOLON_KID_SOB, 0x20, 0, 0, 0, 0)
/* 0x38EA */ DEFINE_SFX(NA_SE_EN_GOLON_KID_CRY, 0x38, 2, 1, 0, 0)
/* 0x38EB */ DEFINE_SFX(NA_SE_EN_KAICHO_DEAD, 0x40, 1, 0, 0, 0)
@@ -273,13 +273,13 @@
/* 0x3903 */ DEFINE_SFX(NA_SE_EN_KOUME_LAUGH, 0x30, 3, 2, 0, 0)
/* 0x3904 */ DEFINE_SFX(NA_SE_EN_KOUME_FLY, 0x38, 3, 0, 0, 0)
/* 0x3905 */ DEFINE_SFX(NA_SE_EN_KOUME_AWAY, 0x18, 3, 0, 0, 0)
/* 0x3906 */ DEFINE_SFX(NA_SE_EN_KOUME_MAGIC, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3906 */ DEFINE_SFX(NA_SE_EN_KOUME_MAGIC, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3907 */ DEFINE_SFX(NA_SE_EN_DAIGOLON_SLEEP2, 0x38, 3, 0, 0, 0)
/* 0x3908 */ DEFINE_SFX(NA_SE_EN_STALKIDS_JUMP, 0x30, 3, 0, 0, 0)
/* 0x3909 */ DEFINE_SFX(NA_SE_EN_STALKIDS_FADEOUT, 0x40, 3, 0, 0, 0)
/* 0x390A */ DEFINE_SFX(NA_SE_EN_STALKIDS_LAUGH, 0x40, 4, 0, 0, SFX_FLAG_13)
/* 0x390A */ DEFINE_SFX(NA_SE_EN_STALKIDS_LAUGH, 0x40, 4, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x390B */ DEFINE_SFX(NA_SE_EN_STALKIDS_SHAKEHEAD, 0x38, 5, 0, 0, 0)
/* 0x390C */ DEFINE_SFX(NA_SE_EN_STALKIDS_ONGND, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x390C */ DEFINE_SFX(NA_SE_EN_STALKIDS_ONGND, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x390D */ DEFINE_SFX(NA_SE_EN_STALKIDS_SURPRISED, 0x30, 3, 0, 0, 0)
/* 0x390E */ DEFINE_SFX(NA_SE_EN_STALKIDS_WALK, 0x30, 0, 2, 0, 0)
/* 0x390F */ DEFINE_SFX(NA_SE_EN_STALKIDS_REVERSE, 0x30, 5, 0, 0, 0)
@@ -290,11 +290,11 @@
/* 0x3914 */ DEFINE_SFX(NA_SE_EN_TWINROBA_CUTBODY, 0x30, 3, 0, 0, 0)
/* 0x3915 */ DEFINE_SFX(NA_SE_EN_STALKIDS_MASK_OFF, 0x30, 4, 2, 0, 0)
/* 0x3916 */ DEFINE_SFX(NA_SE_EN_STALKIDS_RIDE, 0x38, 0, 2, 0, 0)
/* 0x3917 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE, 0x38, 3, 2, 0, SFX_FLAG_14 | SFX_FLAG_13)
/* 0x3918 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE1, 0x38, 3, 2, 0, SFX_FLAG_14 | SFX_FLAG_13)
/* 0x3919 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE2, 0x38, 3, 2, 0, SFX_FLAG_14 | SFX_FLAG_13)
/* 0x391A */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE_BIG, 0x38, 3, 2, 0, SFX_FLAG_14 | SFX_FLAG_13)
/* 0x391B */ DEFINE_SFX(NA_SE_EN_EYEGOLE_BEAM, 0x40, 2, 2, 0, SFX_FLAG_14)
/* 0x3917 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
/* 0x3918 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE1, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
/* 0x3919 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE2, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
/* 0x391A */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE_BIG, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
/* 0x391B */ DEFINE_SFX(NA_SE_EN_EYEGOLE_BEAM, 0x40, 2, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x391C */ DEFINE_SFX(NA_SE_EN_GOLON_EYE_BIG, 0x18, 3, 2, 0, 0)
/* 0x391D */ DEFINE_SFX(NA_SE_EN_GOLON_GOOD_BIG, 0x30, 3, 0, 0, 0)
/* 0x391E */ DEFINE_SFX(NA_SE_EN_STALKIDS_LAUGH_MID, 0x30, 3, 0, 0, 0)
@@ -323,26 +323,26 @@
/* 0x3935 */ DEFINE_SFX(NA_SE_EN_KUSAMUSHI_HIDE, 0x20, 1, 0, 0, 0)
/* 0x3936 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_STICK, 0x38, 3, 0, 0, 0)
/* 0x3937 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_LAND, 0x30, 0, 0, 0, 0)
/* 0x3938 */ DEFINE_SFX(NA_SE_EN_B_SLIME_COMBINE, 0x40, 3, 0, 0, SFX_FLAG_14)
/* 0x3939 */ DEFINE_SFX(NA_SE_EN_B_SLIME_PUNCH_MOVE, 0x30, 3, 0, 0, SFX_FLAG_14)
/* 0x3938 */ DEFINE_SFX(NA_SE_EN_B_SLIME_COMBINE, 0x40, 3, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3939 */ DEFINE_SFX(NA_SE_EN_B_SLIME_PUNCH_MOVE, 0x30, 3, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x393A */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_HIT, 0x38, 3, 0, 0, 0)
/* 0x393B */ DEFINE_SFX(NA_SE_EN_CUTBODY, 0x38, 3, 0, 0, 0)
/* 0x393C */ DEFINE_SFX(NA_SE_EN_LAST1_TRANSFORM, 0x40, 3, 0, 0, 0)
/* 0x393D */ DEFINE_SFX(NA_SE_EN_LAST1_DEMO_BREAK, 0x40, 3, 2, 0, 0)
/* 0x393E */ DEFINE_SFX(NA_SE_EN_LAST1_DEMO_WALL, 0x40, 3, 2, 0, 0)
/* 0x393F */ DEFINE_SFX(NA_SE_EN_B_PAMET_BREAK, 0x40, 3, 0, 0, 0)
/* 0x3940 */ DEFINE_SFX(NA_SE_EN_KONB_DEMO_MOVE_OLD, 0x21, 3, 0, 0, SFX_FLAG_14)
/* 0x3940 */ DEFINE_SFX(NA_SE_EN_KONB_DEMO_MOVE_OLD, 0x21, 3, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3941 */ DEFINE_SFX(NA_SE_EN_KONB_JUMP_OLD, 0x54, 3, 0, 0, 0)
/* 0x3942 */ DEFINE_SFX(NA_SE_EN_KONB_SINK_OLD, 0x54, 3, 0, 0, 0)
/* 0x3943 */ DEFINE_SFX(NA_SE_EN_UTSUBO_EAT, 0x54, 3, 0, 0, 0)
/* 0x3944 */ DEFINE_SFX(NA_SE_EN_YMAJIN_HOLD_SNOW, 0x34, 2, 0, 0, 0)
/* 0x3945 */ DEFINE_SFX(NA_SE_EN_KONB_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
/* 0x3946 */ DEFINE_SFX(NA_SE_EN_KONB_DEAD_OLD, 0x68, 3, 0, 0, 0)
/* 0x3947 */ DEFINE_SFX(NA_SE_EN_KONB_BOUND_OLD, 0x50, 3, 3, 0, SFX_FLAG_14)
/* 0x3947 */ DEFINE_SFX(NA_SE_EN_KONB_BOUND_OLD, 0x50, 3, 3, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3948 */ DEFINE_SFX(NA_SE_EN_AWA_BOUND, 0x14, 0, 0, 0, 0)
/* 0x3949 */ DEFINE_SFX(NA_SE_EN_AWA_BREAK, 0x20, 1, 0, 0, 0)
/* 0x394A */ DEFINE_SFX(NA_SE_EN_ICEB_FOOTSTEP_OLD, 0x48, 0, 2, 0, SFX_FLAG_14)
/* 0x394B */ DEFINE_SFX(NA_SE_EN_COMMON_THUNDER, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x394A */ DEFINE_SFX(NA_SE_EN_ICEB_FOOTSTEP_OLD, 0x48, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x394B */ DEFINE_SFX(NA_SE_EN_COMMON_THUNDER, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x394C */ DEFINE_SFX(NA_SE_EN_ICEB_CRY_OLD, 0x50, 1, 0, 0, 0)
/* 0x394D */ DEFINE_SFX(NA_SE_EN_ICEB_STEAM_LONG_OLD, 0x50, 1, 0, 0, 0)
/* 0x394E */ DEFINE_SFX(NA_SE_EN_ICEB_STEAMS_DEMO_OLD, 0x50, 0, 0, 0, 0)
@@ -358,7 +358,7 @@
/* 0x3958 */ DEFINE_SFX(NA_SE_EN_KONB_BOUND2_OLD, 0x50, 3, 0, 0, 0)
/* 0x3959 */ DEFINE_SFX(NA_SE_EN_KONB_DEAD_JUMP_OLD, 0x50, 3, 0, 0, 0)
/* 0x395A */ DEFINE_SFX(NA_SE_EN_KONB_DEAD_JUMP2_OLD, 0x50, 3, 0, 0, 0)
/* 0x395B */ DEFINE_SFX(NA_SE_EN_FROG_JUMP, 0x40, 3, 2, 0, SFX_FLAG_14)
/* 0x395B */ DEFINE_SFX(NA_SE_EN_FROG_JUMP, 0x40, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x395C */ DEFINE_SFX(NA_SE_EN_FROG_GREET, 0x40, 3, 0, 0, 0)
/* 0x395D */ DEFINE_SFX(NA_SE_EN_FROG_HOLD_SLIME, 0x40, 3, 0, 0, 0)
/* 0x395E */ DEFINE_SFX(NA_SE_EN_FROG_THROW_SLIME, 0x40, 3, 0, 0, 0)
@@ -371,7 +371,7 @@
/* 0x3965 */ DEFINE_SFX(NA_SE_EN_FROG_JUMP_ABOVE, 0x48, 3, 0, 0, 0)
/* 0x3966 */ DEFINE_SFX(NA_SE_EN_FROG_KICK, 0x40, 3, 0, 0, 0)
/* 0x3967 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_HOLD, 0x34, 2, 0, 0, 0)
/* 0x3968 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_THROW, 0x34, 2, 0, 0, SFX_FLAG_13)
/* 0x3968 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_THROW, 0x34, 2, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3969 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MOVE, 0x28, 2, 0, 0, 0)
/* 0x396A */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_MOVE, 0x28, 2, 0, 0, 0)
/* 0x396B */ DEFINE_SFX(NA_SE_EN_YMAJIN_SURFACE, 0x30, 2, 0, 0, 0)
@@ -397,7 +397,7 @@
/* 0x397F */ DEFINE_SFX(NA_SE_EN_HIPLOOP_FOOTSTEP, 0x30, 1, 0, 0, 0)
/* 0x3980 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_WALK, 0x38, 3, 2, 0, 0)
/* 0x3981 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_TURN, 0x30, 3, 0, 0, 0)
/* 0x3982 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_GREET, 0x20, 0, 0, 0, SFX_FLAG_13)
/* 0x3982 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_GREET, 0x20, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3983 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_GREET2, 0x30, 3, 0, 0, 0)
/* 0x3984 */ DEFINE_SFX(NA_SE_EN_PIHAT_SM_FLY, 0x30, 0, 0, 0, 0)
/* 0x3985 */ DEFINE_SFX(NA_SE_EN_PIHAT_SM_DEAD, 0x40, 1, 0, 0, 0)
@@ -406,7 +406,7 @@
/* 0x3988 */ DEFINE_SFX(NA_SE_EN_RIVA_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x3989 */ DEFINE_SFX(NA_SE_EN_RIVA_DEAD, 0x40, 1, 0, 0, 0)
/* 0x398A */ DEFINE_SFX(NA_SE_EN_RIVA_MOVE, 0x30, 0, 0, 0, 0)
/* 0x398B */ DEFINE_SFX(NA_SE_EN_DEKUHIME_VOICE_SAD, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x398B */ DEFINE_SFX(NA_SE_EN_DEKUHIME_VOICE_SAD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x398C */ DEFINE_SFX(NA_SE_EN_DEKUHIME_VOICE_JOY, 0x30, 3, 0, 0, 0)
/* 0x398D */ DEFINE_SFX(NA_SE_EN_NUTS_JUMP, 0x30, 2, 0, 0, 0)
/* 0x398E */ DEFINE_SFX(NA_SE_EN_NUTS_CLOTHES, 0x30, 3, 0, 0, 0)
@@ -422,7 +422,7 @@
/* 0x3998 */ DEFINE_SFX(NA_SE_EN_PIRATE_ATTACK, 0x30, 2, 0, 0, 0)
/* 0x3999 */ DEFINE_SFX(NA_SE_EN_PIRATE_DAMAGE, 0x38, 0, 0, 0, 0)
/* 0x399A */ DEFINE_SFX(NA_SE_EN_PIRATE_DEAD, 0x48, 0, 0, 0, 0)
/* 0x399B */ DEFINE_SFX(NA_SE_EN_MB_MOTH_FLY, 0x28, 4, 0, 0, SFX_FLAG_14)
/* 0x399B */ DEFINE_SFX(NA_SE_EN_MB_MOTH_FLY, 0x28, 4, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x399C */ DEFINE_SFX(NA_SE_EN_MB_MOTH_DEAD, 0x48, 4, 0, 0, 0)
/* 0x399D */ DEFINE_SFX(NA_SE_EN_MB_INSECT_WALK, 0x20, 4, 0, 0, 0)
/* 0x399E */ DEFINE_SFX(NA_SE_EN_B_PAMET_ROLL, 0x25, 3, 0, 0, 0)
@@ -451,8 +451,8 @@
/* 0x39B5 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_WIND3_OLD, 0x34, 3, 0, 0, 0)
/* 0x39B6 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_LIGHTS_OLD, 0x40, 0, 0, 0, 0)
/* 0x39B7 */ DEFINE_SFX(NA_SE_EN_PIRATE_BREATH, 0x30, 3, 0, 0, 0)
/* 0x39B8 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_ROD, 0x40, 0, 0, 0, SFX_FLAG_13)
/* 0x39B9 */ DEFINE_SFX(NA_SE_EN_LAST2_SHOUT, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x39B8 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_ROD, 0x40, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x39B9 */ DEFINE_SFX(NA_SE_EN_LAST2_SHOUT, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x39BA */ DEFINE_SFX(NA_SE_EN_LAST2_PUMP_UP_OLD, 0x30, 0, 3, 0, 0)
/* 0x39BB */ DEFINE_SFX(NA_SE_EN_LAST2_GROW_HEAD_OLD, 0x30, 0, 3, 0, 0)
/* 0x39BC */ DEFINE_SFX(NA_SE_EN_LAST2_HEARTBEAT_OLD, 0x40, 0, 0, 0, 0)
@@ -486,15 +486,15 @@
/* 0x39D8 */ DEFINE_SFX(NA_SE_EN_MGANON_STAND, 0x34, 3, 0, 0, 0)
/* 0x39D9 */ DEFINE_SFX(NA_SE_EN_LAST2_FIRE_OLD, 0x20, 3, 2, 0, 0)
/* 0x39DA */ DEFINE_SFX(NA_SE_EN_STALGOLD_ROLL, 0x30, 4, 0, 0, 0)
/* 0x39DB */ DEFINE_SFX(NA_SE_EN_LAST2_WALK_OLD, 0x30, 2, 1, 0, SFX_FLAG_14)
/* 0x39DC */ DEFINE_SFX(NA_SE_EN_LAST2_WAIT_OLD, 0x40, 2, 1, 0, SFX_FLAG_14)
/* 0x39DB */ DEFINE_SFX(NA_SE_EN_LAST2_WALK_OLD, 0x30, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x39DC */ DEFINE_SFX(NA_SE_EN_LAST2_WAIT_OLD, 0x40, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x39DD */ DEFINE_SFX(NA_SE_EN_LAST2_JUMP_OLD, 0x40, 3, 2, 0, 0)
/* 0x39DE */ DEFINE_SFX(NA_SE_EN_LAST2_BIRD_OLD, 0x30, 2, 1, 0, SFX_FLAG_14)
/* 0x39DF */ DEFINE_SFX(NA_SE_EN_LAST2_BIRD2_OLD, 0x30, 2, 1, 0, SFX_FLAG_14)
/* 0x39DE */ DEFINE_SFX(NA_SE_EN_LAST2_BIRD_OLD, 0x30, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x39DF */ DEFINE_SFX(NA_SE_EN_LAST2_BIRD2_OLD, 0x30, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x39E0 */ DEFINE_SFX(NA_SE_EN_STALTU_WAVE, 0x30, 0, 0, 0, 0)
/* 0x39E1 */ DEFINE_SFX(NA_SE_EN_STALTU_DOWN_SET, 0x30, 0, 0, 0, 0)
/* 0x39E2 */ DEFINE_SFX(NA_SE_EN_DEKU_WAKEUP, 0x30, 1, 0, 0, 0)
/* 0x39E3 */ DEFINE_SFX(NA_SE_EN_LAST2_WALK2_OLD, 0x32, 2, 2, 0, SFX_FLAG_14)
/* 0x39E3 */ DEFINE_SFX(NA_SE_EN_LAST2_WALK2_OLD, 0x32, 2, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x39E4 */ DEFINE_SFX(NA_SE_EN_LAST1_FLOAT_OLD, 0x32, 3, 0, 0, 0)
/* 0x39E5 */ DEFINE_SFX(NA_SE_EN_LAST1_ATTACK_2ND_OLD, 0x54, 1, 0, 0, 0)
/* 0x39E6 */ DEFINE_SFX(NA_SE_EN_LAST1_ROLLING_OLD, 0x52, 0, 0, 0, 0)
@@ -504,9 +504,9 @@
/* 0x39EA */ DEFINE_SFX(NA_SE_EN_STALGOLD_UP_CRY, 0x30, 1, 0, 0, 0)
/* 0x39EB */ DEFINE_SFX(NA_SE_EN_GOLON_CRY, 0x30, 3, 0, 0, 0)
/* 0x39EC */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_SOFT, 0x54, 3, 0, 0, 0)
/* 0x39ED */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_MID_OLD, 0x54, 0, 0, 0, SFX_FLAG_13)
/* 0x39ED */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_MID_OLD, 0x54, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x39EE */ DEFINE_SFX(NA_SE_EN_RIVA_BIG_APPEAR, 0x34, 3, 0, 0, 0)
/* 0x39EF */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_HARD, 0x54, 0, 0, 0, SFX_FLAG_13)
/* 0x39EF */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_HARD, 0x54, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x39F0 */ DEFINE_SFX(NA_SE_EN_MUSI_WALK, 0x08, 0, 0, 0, 0)
/* 0x39F1 */ DEFINE_SFX(NA_SE_EN_LAST3_COIL_ATTACK_OLD, 0x54, 0, 0, 0, 0)
/* 0x39F2 */ DEFINE_SFX(NA_SE_EN_STALWALL_LAUGH, 0x34, 0, 0, 0, 0)
@@ -523,8 +523,8 @@
/* 0x39FD */ DEFINE_SFX(NA_SE_EN_HANDW_RELEASE, 0x30, 0, 0, 0, 0)
/* 0x39FE */ DEFINE_SFX(NA_SE_EN_SLIME_SURFACE, 0x30, 0, 0, 0, 0)
/* 0x39FF */ DEFINE_SFX(NA_SE_EN_KOTAKE_SLEEP, 0x30, 0, 0, 0, 0)
/* 0x3A00 */ DEFINE_SFX(NA_SE_EN_KOTAKE_SURPRISED2, 0x30, 0, 2, SFX_FLAG2_0, 0)
/* 0x3A01 */ DEFINE_SFX(NA_SE_EN_NEMURI_SLEEP, 0x30, 6, 0, SFX_FLAG2_7 | SFX_FLAG2_5 | SFX_FLAG2_4 | SFX_FLAG2_2, 0)
/* 0x3A00 */ DEFINE_SFX(NA_SE_EN_KOTAKE_SURPRISED2, 0x30, 0, 2, SFX_FLAG2_FORCE_RESET, 0)
/* 0x3A01 */ DEFINE_SFX(NA_SE_EN_NEMURI_SLEEP, 0x30, 6, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER | SFX_FLAG2_SURROUND_NO_HIGHPASS_FILTER | SFX_FLAG2_UNUSED4 | SFX_FLAG2_UNUSED2, 0)
/* 0x3A02 */ DEFINE_SFX(NA_SE_EN_LAST1_DEAD_OLD, 0x30, 0, 0, 0, 0)
/* 0x3A03 */ DEFINE_SFX(NA_SE_EN_GOLON_SIRLOIN_ROLL, 0x30, 6, 0, 0, 0)
/* 0x3A04 */ DEFINE_SFX(NA_SE_EN_GOLON_VOICE_EATFULL, 0x30, 3, 2, 0, 0)
@@ -555,15 +555,15 @@
/* 0x3A1D */ DEFINE_SFX(NA_SE_EN_INBOSS_DEAD_OLD, 0x68, 3, 0, 0, 0)
/* 0x3A1E */ DEFINE_SFX(NA_SE_EN_LAST1_BEAM2_OLD, 0x30, 0, 0, 0, 0)
/* 0x3A1F */ DEFINE_SFX(NA_SE_EN_COMMON_EXTINCT_LEV, 0x45, 2, 0, 0, 0)
/* 0x3A20 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_MID, 0x40, 3, 1, 0, SFX_FLAG_14)
/* 0x3A21 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_SHORT, 0x40, 3, 1, 0, SFX_FLAG_14)
/* 0x3A22 */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_MID, 0x30, 3, 1, 0, SFX_FLAG_14)
/* 0x3A23 */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_SHORT, 0x30, 3, 1, 0, SFX_FLAG_14)
/* 0x3A24 */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_MID, 0x30, 3, 1, 0, SFX_FLAG_14)
/* 0x3A25 */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_SHORT, 0x30, 3, 1, 0, SFX_FLAG_14)
/* 0x3A26 */ DEFINE_SFX(NA_SE_EN_BOSU_WALK, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x3A27 */ DEFINE_SFX(NA_SE_EN_DEBU_WALK, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x3A28 */ DEFINE_SFX(NA_SE_EN_YASE_WALK, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x3A20 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_MID, 0x40, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A21 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_SHORT, 0x40, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A22 */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_MID, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A23 */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_SHORT, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A24 */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_MID, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A25 */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_SHORT, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A26 */ DEFINE_SFX(NA_SE_EN_BOSU_WALK, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A27 */ DEFINE_SFX(NA_SE_EN_DEBU_WALK, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A28 */ DEFINE_SFX(NA_SE_EN_YASE_WALK, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A29 */ DEFINE_SFX(NA_SE_EN_BOSU_SIT, 0x50, 3, 0, 0, 0)
/* 0x3A2A */ DEFINE_SFX(NA_SE_EN_BOSU_STAND, 0x30, 3, 0, 0, 0)
/* 0x3A2B */ DEFINE_SFX(NA_SE_EN_BOSU_HAND, 0x30, 3, 0, 0, 0)
@@ -588,10 +588,10 @@
/* 0x3A3E */ DEFINE_SFX(NA_SE_EN_DEBU_DEAD, 0x38, 3, 1, 0, 0)
/* 0x3A3F */ DEFINE_SFX(NA_SE_EN_YASE_DEAD, 0x48, 3, 1, 0, 0)
/* 0x3A40 */ DEFINE_SFX(NA_SE_EN_DEBU_PAUSE_K, 0x34, 3, 2, 0, 0)
/* 0x3A41 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_SHORT_K, 0x34, 3, 1, 0, SFX_FLAG_14)
/* 0x3A42 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_K, 0x34, 3, 1, 0, SFX_FLAG_14)
/* 0x3A41 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_SHORT_K, 0x34, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A42 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_K, 0x34, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A43 */ DEFINE_SFX(NA_SE_EN_YASE_PAUSE_K, 0x34, 3, 2, 0, 0)
/* 0x3A44 */ DEFINE_SFX(NA_SE_EN_YASE_LAUGH_K, 0x34, 3, 1, 0, SFX_FLAG_14)
/* 0x3A44 */ DEFINE_SFX(NA_SE_EN_YASE_LAUGH_K, 0x34, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A45 */ DEFINE_SFX(NA_SE_EN_BOSU_LAUGH_DEMO_K, 0x50, 3, 1, 0, 0)
/* 0x3A46 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_SHORT, 0x34, 3, 1, 0, 0)
/* 0x3A47 */ DEFINE_SFX(NA_SE_EN_BOSU_LAUGH_K, 0x50, 3, 1, 0, 0)
@@ -621,10 +621,10 @@
/* 0x3A5F */ DEFINE_SFX(NA_SE_EN_LAST2_MOONWALK_OLD, 0x50, 3, 0, 0, 0)
/* 0x3A60 */ DEFINE_SFX(NA_SE_EN_SHARP_FLOAT, 0x28, 4, 0, 0, 0)
/* 0x3A61 */ DEFINE_SFX(NA_SE_EN_SHARP_REACTION, 0x34, 2, 0, 0, 0)
/* 0x3A62 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED1, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x3A63 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED_L1, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x3A64 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED2, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x3A65 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED_L2, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x3A62 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED1, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A63 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED_L1, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A64 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED2, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A65 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED_L2, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A66 */ DEFINE_SFX(NA_SE_EN_PIRATE_ONGND, 0x30, 1, 0, 0, 0)
/* 0x3A67 */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_STAY, 0x30, 4, 2, 0, 0)
/* 0x3A68 */ DEFINE_SFX(NA_SE_EN_LAST2_VOICE_BALLET, 0x50, 3, 0, 0, 0)
@@ -652,22 +652,22 @@
/* 0x3A7E */ DEFINE_SFX(NA_SE_EN_STAL10_LAUGH_SHY, 0x34, 0, 0, 0, 0)
/* 0x3A7F */ DEFINE_SFX(NA_SE_EN_STAL11_LAUGH_SHY2, 0x54, 0, 0, 0, 0)
/* 0x3A80 */ DEFINE_SFX(NA_SE_EN_STAL12_LAUGH_KIDLY, 0x34, 0, 0, 0, 0)
/* 0x3A81 */ DEFINE_SFX(NA_SE_EN_STAL20_CALL_MOON, 0x34, 0, 0, 0, SFX_FLAG_13)
/* 0x3A82 */ DEFINE_SFX(NA_SE_EN_STAL20_CALL_MOON2, 0x34, 0, 0, 0, SFX_FLAG_13)
/* 0x3A81 */ DEFINE_SFX(NA_SE_EN_STAL20_CALL_MOON, 0x34, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3A82 */ DEFINE_SFX(NA_SE_EN_STAL20_CALL_MOON2, 0x34, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3A83 */ DEFINE_SFX(NA_SE_EN_STAL21_PSYCHO_VOICE, 0x34, 0, 0, 0, 0)
/* 0x3A84 */ DEFINE_SFX(NA_SE_EN_STALKIDS_DOWN_K, 0x30, 5, 0, 0, 0)
/* 0x3A85 */ DEFINE_SFX(NA_SE_EN_AKINDO_FLY, 0x30, 1, 0, 0, 0)
/* 0x3A86 */ DEFINE_SFX(NA_SE_EN_NPC_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x3A87 */ DEFINE_SFX(NA_SE_EN_NPC_FADEAWAY, 0x30, 0, 0, 0, 0)
/* 0x3A88 */ DEFINE_SFX(NA_SE_EN_DEBU_PAUSEx2, 0x34, 3, 2, 0, SFX_FLAG_14)
/* 0x3A89 */ DEFINE_SFX(NA_SE_EN_YASE_PAUSEx2, 0x34, 3, 2, 0, SFX_FLAG_14)
/* 0x3A8A */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_UP, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x3A8B */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_UP, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x3A88 */ DEFINE_SFX(NA_SE_EN_DEBU_PAUSEx2, 0x34, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A89 */ DEFINE_SFX(NA_SE_EN_YASE_PAUSEx2, 0x34, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A8A */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_UP, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A8B */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_UP, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A8C */ DEFINE_SFX(NA_SE_EN_STAL22_LAUGH_KID_L, 0x34, 0, 0, 0, 0)
/* 0x3A8D */ DEFINE_SFX(NA_SE_EN_EVIL_POWER, 0x30, 0, 0, 0, 0)
/* 0x3A8E */ DEFINE_SFX(NA_SE_NE_STAL23_COLD, 0x34, 3, 2, 0, SFX_FLAG_12)
/* 0x3A8F */ DEFINE_SFX(NA_SE_EN_STALKIDS_GASAGOSO, 0x30, 5, 0, 0, SFX_FLAG_12)
/* 0x3A90 */ DEFINE_SFX(NA_SE_EN_BOSU_TALK, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x3A8E */ DEFINE_SFX(NA_SE_NE_STAL23_COLD, 0x34, 3, 2, 0, SFX_FLAG_REVERB_NO_DIST)
/* 0x3A8F */ DEFINE_SFX(NA_SE_EN_STALKIDS_GASAGOSO, 0x30, 5, 0, 0, SFX_FLAG_REVERB_NO_DIST)
/* 0x3A90 */ DEFINE_SFX(NA_SE_EN_BOSU_TALK, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x3A91 */ DEFINE_SFX(NA_SE_EN_FAMOS_REVERSE1, 0x34, 0, 0, 0, 0)
/* 0x3A92 */ DEFINE_SFX(NA_SE_EN_FAMOS_REVERSE2, 0x34, 0, 0, 0, 0)
/* 0x3A93 */ DEFINE_SFX(NA_SE_EN_FAMOS_FLOAT, 0x30, 6, 0, 0, 0)
@@ -697,8 +697,8 @@
/* 0x3AAB */ DEFINE_SFX(NA_SE_EN_KONB_WAIT_OLD, 0x30, 3, 0, 0, 0)
/* 0x3AAC */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE, 0x54, 5, 0, 0, 0)
/* 0x3AAD */ DEFINE_SFX(NA_SE_EN_DEATH_ROLL, 0x28, 5, 0, 0, 0)
/* 0x3AAE */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE_LEV, 0x78, 0, 0, 0, SFX_FLAG_13)
/* 0x3AAF */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE_ONGND, 0x78, 0, 0, 0, SFX_FLAG_13)
/* 0x3AAE */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE_LEV, 0x78, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3AAF */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE_ONGND, 0x78, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3AB0 */ DEFINE_SFX(NA_SE_EN_DEATH_VOICE, 0x50, 3, 0, 0, 0)
/* 0x3AB1 */ DEFINE_SFX(NA_SE_EN_DEATH_DAMAGE, 0x58, 3, 0, 0, 0)
/* 0x3AB2 */ DEFINE_SFX(NA_SE_EN_DEATH_DEAD, 0x68, 3, 0, 0, 0)
@@ -714,14 +714,14 @@
/* 0x3ABC */ DEFINE_SFX(NA_SE_EN_IWAIGORON_EVERYBODY, 0x30, 0, 0, 0, 0)
/* 0x3ABD */ DEFINE_SFX(NA_SE_EN_IWAIGORON_SOLO, 0x30, 3, 3, 0, 0)
/* 0x3ABE */ DEFINE_SFX(NA_SE_EN_ROMANI_WALK, 0x30, 0, 2, 0, 0)
/* 0x3ABF */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM1, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC0 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM2, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC1 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM3, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC2 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM4, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC3 */ DEFINE_SFX(NA_SE_EN_STALKIDS_HEADACHE, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3ABF */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3AC0 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3AC1 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM3, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3AC2 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM4, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3AC3 */ DEFINE_SFX(NA_SE_EN_STALKIDS_HEADACHE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3AC4 */ DEFINE_SFX(NA_SE_EN_BIGNUTS_WALK, 0x30, 5, 1, 0, 0)
/* 0x3AC5 */ DEFINE_SFX(NA_SE_EN_KITA_PAUSE, 0x60, 2, 0, 0, 0)
/* 0x3AC6 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_LAUGH, 0x70, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC6 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_LAUGH, 0x70, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x3AC7 */ DEFINE_SFX(NA_SE_EN__copy514, 0x30, 0, 2, 0, 0)
/* 0x3AC8 */ DEFINE_SFX(NA_SE_EN__copy515, 0x30, 0, 2, 0, 0)
/* 0x3AC9 */ DEFINE_SFX(NA_SE_EN__copy516, 0x30, 0, 2, 0, 0)
+65 -65
View File
@@ -11,13 +11,13 @@
*
* WARNING: entries must align with the table defined for the environment bank in sequence 0
*/
/* 0x2800 */ DEFINE_SFX(NA_SE_EV_DOOR_OPEN, 0x70, 0, 1, 0, SFX_FLAG_10 | SFX_FLAG_9)
/* 0x2800 */ DEFINE_SFX(NA_SE_EV_DOOR_OPEN, 0x70, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
/* 0x2801 */ DEFINE_SFX(NA_SE_EV_DOOR_CLOSE, 0x80, 0, 1, 0, 0)
/* 0x2802 */ DEFINE_SFX(NA_SE_EV_EXPLOSION, 0x30, 0, 0, 0, 0)
/* 0x2803 */ DEFINE_SFX(NA_SE_EV_HORSE_WALK, 0x60, 0, 1, 0, 0)
/* 0x2804 */ DEFINE_SFX(NA_SE_EV_HORSE_RUN, 0x60, 0, 1, 0, 0)
/* 0x2805 */ DEFINE_SFX(NA_SE_EV_HORSE_NEIGH, 0x70, 0, 1, 0, 0)
/* 0x2806 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM, 0x30, 0, 2, 0, SFX_FLAG_10)
/* 0x2806 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM, 0x30, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x2807 */ DEFINE_SFX(NA_SE_EV_WATER_WALL_BIG, 0x70, 2, 0, 0, 0)
/* 0x2808 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER, 0x30, 0, 1, 0, 0)
/* 0x2809 */ DEFINE_SFX(NA_SE_EV_DIVE_WATER, 0x30, 0, 1, 0, 0)
@@ -44,18 +44,18 @@
/* 0x281E */ DEFINE_SFX(NA_SE_EV_STONE_STATUE_OPEN, 0x30, 3, 1, 0, 0)
/* 0x281F */ DEFINE_SFX(NA_SE_EV_TBOX_UNLOCK, 0x30, 0, 0, 0, 0)
/* 0x2820 */ DEFINE_SFX(NA_SE_EV_TBOX_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2821 */ DEFINE_SFX(NA_SE_SY_TIMER, 0xA0, 0, 0, 0, SFX_FLAG_13 | SFX_FLAG_3)
/* 0x2821 */ DEFINE_SFX(NA_SE_SY_TIMER, 0xA0, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_LOWER_VOLUME_BGM)
/* 0x2822 */ DEFINE_SFX(NA_SE_EV_FLAME_IGNITION, 0x20, 2, 0, 0, 0)
/* 0x2823 */ DEFINE_SFX(NA_SE_EV_SPEAR_HIT, 0x30, 0, 0, 0, 0)
/* 0x2824 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, 0, SFX_FLAG_11)
/* 0x2825 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE, 0x30, 0, 0, 0, SFX_FLAG_15 | SFX_FLAG_11)
/* 0x2826 */ DEFINE_SFX(NA_SE_EV_LINK_WARP, 0x30, 0, 0, 0, SFX_FLAG_15)
/* 0x2824 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x2825 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST | SFX_PARAM_RAND_FREQ_SCALE)
/* 0x2826 */ DEFINE_SFX(NA_SE_EV_LINK_WARP, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x2827 */ DEFINE_SFX(NA_SE_EV_PILLAR_SINK, 0x30, 2, 0, 0, 0)
/* 0x2828 */ DEFINE_SFX(NA_SE_EV_WATER_WALL, 0x30, 0, 0, 0, 0)
/* 0x2829 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_S, 0x30, 0, 0, 0, 0)
/* 0x282A */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_F, 0x30, 0, 0, 0, 0)
/* 0x282B */ DEFINE_SFX(NA_SE_EV_KID_HORSE_LAND2, 0x60, 0, 0, 0, 0)
/* 0x282C */ DEFINE_SFX(NA_SE_EV_KID_HORSE_SANDDUST, 0x60, 0, 0, 0, SFX_FLAG_10)
/* 0x282C */ DEFINE_SFX(NA_SE_EV_KID_HORSE_SANDDUST, 0x60, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x282D */ DEFINE_SFX(NA_SE_EV_DUMMY_45, 0x30, 0, 0, 0, 0)
/* 0x282E */ DEFINE_SFX(NA_SE_EV_LIGHTNING, 0x80, 0, 0, 0, 0)
/* 0x282F */ DEFINE_SFX(NA_SE_EV_BOMB_BOUND, 0x30, 0, 2, 0, 0)
@@ -63,9 +63,9 @@
/* 0x2831 */ DEFINE_SFX(NA_SE_EV_TORCH, 0x10, 0, 0, 0, 0)
/* 0x2832 */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_M, 0xA0, 3, 0, 0, 0)
/* 0x2833 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR, 0x30, 0, 0, 0, SFX_FLAG_8)
/* 0x2834 */ DEFINE_SFX(NA_SE_EV_FIRE_PLATE, 0x30, 0, 0, 0, SFX_FLAG_4)
/* 0x2834 */ DEFINE_SFX(NA_SE_EV_FIRE_PLATE, 0x30, 0, 0, 0, SFX_FLAG_PRIORITY_NO_DIST)
/* 0x2835 */ DEFINE_SFX(NA_SE_EV_BLOCK_BOUND, 0x30, 3, 0, 0, 0)
/* 0x2836 */ DEFINE_SFX(NA_SE_EV_METALDOOR_SLIDE, 0x60, 3, 0, SFX_FLAG2_6, 0)
/* 0x2836 */ DEFINE_SFX(NA_SE_EV_METALDOOR_SLIDE, 0x60, 3, 0, SFX_FLAG2_UNUSED6, 0)
/* 0x2837 */ DEFINE_SFX(NA_SE_EV_METALDOOR_STOP, 0x30, 0, 0, 0, 0)
/* 0x2838 */ DEFINE_SFX(NA_SE_EV_BLOCK_SHAKE, 0x30, 0, 0, 0, 0)
/* 0x2839 */ DEFINE_SFX(NA_SE_EV_BOX_BREAK, 0x30, 2, 0, 0, 0)
@@ -75,16 +75,16 @@
/* 0x283D */ DEFINE_SFX(NA_SE_EV_WATERDROP_GRD, 0x30, 0, 0, 0, 0)
/* 0x283E */ DEFINE_SFX(NA_SE_EV_EXPLSION_LONG, 0x30, 3, 0, 0, 0)
/* 0x283F */ DEFINE_SFX(NA_SE_EV_WATER_WALL_BIG_SILENT, 0x70, 0, 0, 0, 0)
/* 0x2840 */ DEFINE_SFX(NA_SE_EV_DESERT_WARPHOLE, 0x60, 0, 0, 0, SFX_FLAG_15)
/* 0x2841 */ DEFINE_SFX(NA_SE_EV_FOUNTAIN, 0x30, 0, 0, 0, SFX_FLAG_15)
/* 0x2840 */ DEFINE_SFX(NA_SE_EV_DESERT_WARPHOLE, 0x60, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x2841 */ DEFINE_SFX(NA_SE_EV_FOUNTAIN, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x2842 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_WALK, 0x60, 0, 0, 0, 0)
/* 0x2843 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_RUN, 0x60, 0, 0, 0, 0)
/* 0x2844 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_NEIGH, 0x60, 0, 0, 0, 0)
/* 0x2845 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_GROAN, 0x60, 0, 0, 0, 0)
/* 0x2846 */ DEFINE_SFX(NA_SE_EV_S_STONE_FLASH, 0x30, 3, 0, 0, SFX_FLAG_13)
/* 0x2846 */ DEFINE_SFX(NA_SE_EV_S_STONE_FLASH, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2847 */ DEFINE_SFX(NA_SE_EV_LIGHT_GATHER, 0x30, 0, 0, 0, 0)
/* 0x2848 */ DEFINE_SFX(NA_SE_EV_TREE_CUT, 0x30, 0, 0, 0, 0)
/* 0x2849 */ DEFINE_SFX(NA_SE_EV_VOLCANO, 0x30, 0, 0, 0, SFX_FLAG_13 | SFX_FLAG_4)
/* 0x2849 */ DEFINE_SFX(NA_SE_EV_VOLCANO, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_PRIORITY_NO_DIST)
/* 0x284A */ DEFINE_SFX(NA_SE_EV_POSTMAN_WALK, 0x30, 0, 1, 0, 0)
/* 0x284B */ DEFINE_SFX(NA_SE_EV_POSTMACHINE_HIT_OPEN, 0x60, 0, 0, 0, 0)
/* 0x284C */ DEFINE_SFX(NA_SE_EV_POSTMACHINE_OPEN, 0x60, 3, 0, 0, 0)
@@ -104,7 +104,7 @@
/* 0x285A */ DEFINE_SFX(NA_SE_EV_METALDOOR_CLOSE, 0x90, 3, 0, 0, 0)
/* 0x285B */ DEFINE_SFX(NA_SE_EV_BURN_OUT, 0x30, 0, 0, 0, 0)
/* 0x285C */ DEFINE_SFX(NA_SE_EV_BLOCKSINK, 0x30, 2, 0, 0, 0)
/* 0x285D */ DEFINE_SFX(NA_SE_EV_CROWD, 0x30, 0, 0, 0, SFX_FLAG_13 | SFX_FLAG_12 | SFX_FLAG_11)
/* 0x285D */ DEFINE_SFX(NA_SE_EV_CROWD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_REVERB_NO_DIST | SFX_PARAM_RAND_FREQ_SCALE)
/* 0x285E */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN, 0x30, 0, 0, 0, 0)
/* 0x285F */ DEFINE_SFX(NA_SE_EV_NAVY_VANISH, 0x30, 0, 0, 0, 0)
/* 0x2860 */ DEFINE_SFX(NA_SE_EV_STONE_SWITCH_OFF, 0x30, 3, 0, 0, 0)
@@ -120,7 +120,7 @@
/* 0x286A */ DEFINE_SFX(NA_SE_EV_KAKASHI_SWING, 0x30, 0, 0, 0, 0)
/* 0x286B */ DEFINE_SFX(NA_SE_EV_KAKASHI_ROLL, 0x30, 0, 0, 0, 0)
/* 0x286C */ DEFINE_SFX(NA_SE_EV_BOTTLE_CAP_OPEN, 0x30, 3, 0, 0, 0)
/* 0x286D */ DEFINE_SFX(NA_SE_EV_G_STONE_CRUSH, 0x30, 3, 0, 0, SFX_FLAG_11)
/* 0x286D */ DEFINE_SFX(NA_SE_EV_G_STONE_CRUSH, 0x30, 3, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x286E */ DEFINE_SFX(NA_SE_EV_KAKASH_LONGI_ROLL, 0x30, 0, 0, 0, 0)
/* 0x286F */ DEFINE_SFX(NA_SE_EV_SUN_MARK_FLASH, 0x30, 3, 0, 0, 0)
/* 0x2870 */ DEFINE_SFX(NA_SE_EV_FALL_DOWN_DIRT, 0x30, 0, 0, 0, 0)
@@ -131,7 +131,7 @@
/* 0x2875 */ DEFINE_SFX(NA_SE_EV_DROP_FALL, 0x30, 0, 0, 0, 0)
/* 0x2876 */ DEFINE_SFX(NA_SE_EV_WOOD_GEAR, 0x30, 2, 0, 0, 0)
/* 0x2877 */ DEFINE_SFX(NA_SE_EV_TREE_SWING, 0x60, 0, 0, 0, 0)
/* 0x2878 */ DEFINE_SFX(NA_SE_EV_AUTO_DOOR_CLOSE, 0x30, 0, 1, 0, SFX_FLAG_10 | SFX_FLAG_9)
/* 0x2878 */ DEFINE_SFX(NA_SE_EV_AUTO_DOOR_CLOSE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
/* 0x2879 */ DEFINE_SFX(NA_SE_EV_NAVY_FLY_REBIRTH, 0x30, 2, 0, 0, 0)
/* 0x287A */ DEFINE_SFX(NA_SE_EV_CHAINLIFT_STOP, 0x30, 2, 0, 0, 0)
/* 0x287B */ DEFINE_SFX(NA_SE_EV_TRE_BOX_APPEAR, 0x80, 2, 0, 0, 0)
@@ -145,7 +145,7 @@
/* 0x2883 */ DEFINE_SFX(NA_SE_EV_WALL_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2884 */ DEFINE_SFX(NA_SE_EV_TRE_BOX_FLASH, 0x30, 0, 0, 0, 0)
/* 0x2885 */ DEFINE_SFX(NA_SE_EV_WINDMILL_LEVEL, 0x60, 4, 0, 0, 0)
/* 0x2886 */ DEFINE_SFX(NA_SE_EV_GOTO_HEAVEN, 0x30, 0, 0, 0, SFX_FLAG_11)
/* 0x2886 */ DEFINE_SFX(NA_SE_EV_GOTO_HEAVEN, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x2887 */ DEFINE_SFX(NA_SE_EV_POT_BROKEN, 0x30, 0, 1, 0, 0)
/* 0x2888 */ DEFINE_SFX(NA_SE_PL_PUT_DOWN_POT, 0x30, 0, 0, 0, 0)
/* 0x2889 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER, 0x60, 0, 0, 0, 0)
@@ -157,7 +157,7 @@
/* 0x288F */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_RISING, 0x30, 3, 0, 0, 0)
/* 0x2890 */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_FALL, 0x30, 3, 0, 0, 0)
/* 0x2891 */ DEFINE_SFX(NA_SE_EV_MILK_POT_BROKEN, 0x80, 0, 0, 0, 0)
/* 0x2892 */ DEFINE_SFX(NA_SE_EV_CHAIR_ROLL, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2892 */ DEFINE_SFX(NA_SE_EV_CHAIR_ROLL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2893 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_STOP, 0x30, 3, 0, 0, 0)
/* 0x2894 */ DEFINE_SFX(NA_SE_EV_S_STONE_REVIVAL, 0x30, 0, 0, 0, 0)
/* 0x2895 */ DEFINE_SFX(NA_SE_EV_WATER_TANK, 0x30, 0, 0, 0, 0)
@@ -167,8 +167,8 @@
/* 0x2899 */ DEFINE_SFX(NA_SE_EV_SWEEP, 0x30, 0, 0, 0, 0)
/* 0x289A */ DEFINE_SFX(NA_SE_EV_GOD_LIGHTBALL_2, 0x30, 0, 0, 0, 0)
/* 0x289B */ DEFINE_SFX(NA_SE_EV_RUN_AROUND, 0x30, 0, 0, 0, 0)
/* 0x289C */ DEFINE_SFX(NA_SE_EV_CONSENTRATION, 0x30, 0, 0, 0, SFX_FLAG_11)
/* 0x289D */ DEFINE_SFX(NA_SE_EV_TIMETRIP_LIGHT, 0x30, 0, 0, 0, SFX_FLAG_11)
/* 0x289C */ DEFINE_SFX(NA_SE_EV_CONSENTRATION, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x289D */ DEFINE_SFX(NA_SE_EV_TIMETRIP_LIGHT, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x289E */ DEFINE_SFX(NA_SE_EV_DOOR_BELL, 0x30, 2, 0, 0, 0)
/* 0x289F */ DEFINE_SFX(NA_SE_EV_BOUND_ON_MAGMA, 0x30, 3, 0, 0, 0)
/* 0x28A0 */ DEFINE_SFX(NA_SE_EV_HONEYCOMB_FALL, 0x30, 0, 0, 0, 0)
@@ -177,7 +177,7 @@
/* 0x28A3 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR_S, 0x30, 0, 0, 0, 0)
/* 0x28A4 */ DEFINE_SFX(NA_SE_EV_BLOCK_RISING, 0x20, 3, 0, 0, 0)
/* 0x28A5 */ DEFINE_SFX(NA_SE_EV_CHINCLE_SPELL_EFFECT, 0x30, 0, 0, 0, 0)
/* 0x28A6 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_IN, 0x30, 0, 0, 0, SFX_FLAG_15)
/* 0x28A6 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_IN, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x28A7 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_OUT, 0x30, 0, 0, 0, 0)
/* 0x28A8 */ DEFINE_SFX(NA_SE_EV_FIATY_HEAL, 0x30, 0, 0, 0, 0)
/* 0x28A9 */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK_B, 0x30, 0, 0, 0, 0)
@@ -189,12 +189,12 @@
/* 0x28AF */ DEFINE_SFX(NA_SE_EV_JABJAB_HICCUP, 0x30, 0, 0, 0, 0)
/* 0x28B0 */ DEFINE_SFX(NA_SE_EV_STICK_SWING, 0x30, 0, 0, 0, 0)
/* 0x28B1 */ DEFINE_SFX(NA_SE_EV_FROG_JUMP, 0x30, 0, 0, 0, 0)
/* 0x28B2 */ DEFINE_SFX(NA_SE_EV_ICE_FREEZE, 0x30, 3, 0, 0, SFX_FLAG_13)
/* 0x28B2 */ DEFINE_SFX(NA_SE_EV_ICE_FREEZE, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28B3 */ DEFINE_SFX(NA_SE_EV_BURNING, 0x20, 0, 0, 0, 0)
/* 0x28B4 */ DEFINE_SFX(NA_SE_EV_WOODPLATE_BOUND, 0x30, 0, 3, 0, 0)
/* 0x28B5 */ DEFINE_SFX(NA_SE_EV_MOON_CRY, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x28B5 */ DEFINE_SFX(NA_SE_EV_MOON_CRY, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28B6 */ DEFINE_SFX(NA_SE_EV_JABJAB_GROAN, 0x30, 0, 0, 0, 0)
/* 0x28B7 */ DEFINE_SFX(NA_SE_EV_WAVE_S, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x28B7 */ DEFINE_SFX(NA_SE_EV_WAVE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x28B8 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL, 0x30, 0, 0, 0, 0)
/* 0x28B9 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE3, 0x30, 0, 0, 0, 0)
/* 0x28BA */ DEFINE_SFX(NA_SE_EV_DIAMOND_SWITCH, 0x30, 2, 0, 0, 0)
@@ -220,20 +220,20 @@
/* 0x28CE */ DEFINE_SFX(NA_SE_EV_GROUND_GATE_OPEN, 0x30, 3, 0, 0, 0)
/* 0x28CF */ DEFINE_SFX(NA_SE_EV_FACE_BREAKDOWN, 0x30, 3, 0, 0, 0)
/* 0x28D0 */ DEFINE_SFX(NA_SE_EV_TOILET_HAND_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x28D1 */ DEFINE_SFX(NA_SE_EV_TOILET_HAND_VANISH, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x28D1 */ DEFINE_SFX(NA_SE_EV_TOILET_HAND_VANISH, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x28D2 */ DEFINE_SFX(NA_SE_EV_ROUND_TRAP_MOVE, 0x30, 0, 0, 0, 0)
/* 0x28D3 */ DEFINE_SFX(NA_SE_EV_HIT_SOUND, 0x30, 0, 0, 0, 0)
/* 0x28D4 */ DEFINE_SFX(NA_SE_EV_ICE_SWING, 0x30, 0, 0, 0, 0)
/* 0x28D5 */ DEFINE_SFX(NA_SE_EV_DOWN_TO_GROUND, 0x30, 0, 0, 0, 0)
/* 0x28D6 */ DEFINE_SFX(NA_SE_EV_BIG_TORTOISE_SWIM, 0x60, 3, 2, 0, 0)
/* 0x28D7 */ DEFINE_SFX(NA_SE_EV_TORTOISE_WAKE_UP, 0x80, 0, 0, 0, SFX_FLAG_13)
/* 0x28D7 */ DEFINE_SFX(NA_SE_EV_TORTOISE_WAKE_UP, 0x80, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28D8 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_BARK, 0x50, 0, 0, 0, 0)
/* 0x28D9 */ DEFINE_SFX(NA_SE_EV_RUPY_FALL, 0x60, 0, 0, 0, 0)
/* 0x28DA */ DEFINE_SFX(NA_SE_EV_RAIN, 0x90, 0, 0, 0, 0)
/* 0x28DB */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x28DC */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x28DD */ DEFINE_SFX(NA_SE_EV_WHIRLPOOL, 0x30, 0, 0, 0, 0)
/* 0x28DE */ DEFINE_SFX(NA_SE_EV_BIG_TORTOISE_ROLL, 0x60, 0, 0, 0, SFX_FLAG_13)
/* 0x28DE */ DEFINE_SFX(NA_SE_EV_BIG_TORTOISE_ROLL, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28DF */ DEFINE_SFX(NA_SE_EV_COW_CRY, 0x30, 0, 0, 0, 0)
/* 0x28E0 */ DEFINE_SFX(NA_SE_EV_METAL_BOX_BOUND, 0x30, 0, 0, 0, 0)
/* 0x28E1 */ DEFINE_SFX(NA_SE_EV_ELECTRIC_EXPLOSION, 0x30, 3, 0, 0, 0)
@@ -243,7 +243,7 @@
/* 0x28E5 */ DEFINE_SFX(NA_SE_EV_COW_CRY_LV, 0x30, 0, 0, 0, 0)
/* 0x28E6 */ DEFINE_SFX(NA_SE_EV_RONRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x28E7 */ DEFINE_SFX(NA_SE_EV_BUTTERFRY_TO_FAIRY, 0x30, 0, 0, 0, 0)
/* 0x28E8 */ DEFINE_SFX(NA_SE_EV_FIVE_COUNT_LUPY, 0xA0, 0, 0, 0, SFX_FLAG_11)
/* 0x28E8 */ DEFINE_SFX(NA_SE_EV_FIVE_COUNT_LUPY, 0xA0, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x28E9 */ DEFINE_SFX(NA_SE_EV_STONE_GROW_UP, 0x30, 0, 0, 0, 0)
/* 0x28EA */ DEFINE_SFX(NA_SE_EV_STONE_LAUNCH, 0x30, 0, 0, 0, 0)
/* 0x28EB */ DEFINE_SFX(NA_SE_EV_STONE_ROLLING, 0x30, 0, 0, 0, 0)
@@ -253,7 +253,7 @@
/* 0x28EF */ DEFINE_SFX(NA_SE_EV_MONKEY_WALK, 0x20, 0, 0, 0, 0)
/* 0x28F0 */ DEFINE_SFX(NA_SE_EV_KNIGHT_WALK, 0x30, 0, 0, 0, 0)
/* 0x28F1 */ DEFINE_SFX(NA_SE_EV_PILLAR_MOVE_STOP, 0x30, 0, 1, 0, 0)
/* 0x28F2 */ DEFINE_SFX(NA_SE_EV_WAVE, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x28F2 */ DEFINE_SFX(NA_SE_EV_WAVE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x28F3 */ DEFINE_SFX(NA_SE_EV_BIGBELL, 0x30, 2, 0, 0, 0)
/* 0x28F4 */ DEFINE_SFX(NA_SE_EV_NUTS_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x28F5 */ DEFINE_SFX(NA_SE_EV_SNOWBALL_BROKEN, 0x30, 2, 0, 0, 0)
@@ -277,7 +277,7 @@
/* 0x2907 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_SR_3, 0x30, 0, 0, 0, 0)
/* 0x2908 */ DEFINE_SFX(NA_SE_EV_BEAVER_SWIM_MOTOR, 0x68, 2, 0, 0, 0)
/* 0x2909 */ DEFINE_SFX(NA_SE_EV_BEAVER_SWIM_HAND, 0x30, 2, 0, 0, 0)
/* 0x290A */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_CRY, 0x30, 0, 1, 0, SFX_FLAG_14)
/* 0x290A */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_CRY, 0x30, 0, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x290B */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_GROAN, 0x30, 0, 0, 0, 0)
/* 0x290C */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_ATK_BARK, 0x30, 0, 0, 0, 0)
/* 0x290D */ DEFINE_SFX(NA_SE_EV_ICE_PILLAR_RISING, 0x30, 2, 0, 0, 0)
@@ -290,7 +290,7 @@
/* 0x2914 */ DEFINE_SFX(NA_SE_EV_PANIC_IN_HOUSE, 0x80, 0, 0, 0, 0)
/* 0x2915 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BELL, 0x30, 0, 0, 0, 0)
/* 0x2916 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_SECOND_HAND, 0x30, 2, 0, 0, 0)
/* 0x2917 */ DEFINE_SFX(NA_SE_EV_SIGNAL_BIGBELL, 0xA0, 3, 0, 0, SFX_FLAG_15 | SFX_FLAG_13)
/* 0x2917 */ DEFINE_SFX(NA_SE_EV_SIGNAL_BIGBELL, 0xA0, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST | SFX_FLAG_VOLUME_NO_DIST)
/* 0x2918 */ DEFINE_SFX(NA_SE_EV_DUMMY_280, 0x30, 0, 0, 0, 0)
/* 0x2919 */ DEFINE_SFX(NA_SE_EV_BEAVER_VOICE_0, 0x30, 0, 0, 0, 0)
/* 0x291A */ DEFINE_SFX(NA_SE_EV_BEAVER_VOICE_1, 0x30, 0, 0, 0, 0)
@@ -301,12 +301,12 @@
/* 0x291F */ DEFINE_SFX(NA_SE_EV_SECRET_CHEER, 0x30, 0, 0, 0, 0)
/* 0x2920 */ DEFINE_SFX(NA_SE_EV_BOTTLE_WATERING, 0x30, 0, 0, 0, 0)
/* 0x2921 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_SADNESS, 0x30, 0, 0, 0, 0)
/* 0x2922 */ DEFINE_SFX(NA_SE_EV_SNOWSTORM_HARD, 0x60, 0, 0, 0, SFX_FLAG_13)
/* 0x2922 */ DEFINE_SFX(NA_SE_EV_SNOWSTORM_HARD, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2923 */ DEFINE_SFX(NA_SE_EV_UNSKILLFUL_OCARINA, 0x30, 0, 0, 0, 0)
/* 0x2924 */ DEFINE_SFX(NA_SE_EV_BLACK_FAIRY_DASH, 0x30, 0, 1, 0, 0)
/* 0x2925 */ DEFINE_SFX(NA_SE_EV_FAIRY_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x2926 */ DEFINE_SFX(NA_SE_EV_MONDO_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x2927 */ DEFINE_SFX(NA_SE_EV_SPOT_LIGHT_OPEN, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2927 */ DEFINE_SFX(NA_SE_EV_SPOT_LIGHT_OPEN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2928 */ DEFINE_SFX(NA_SE_EV_HOUSE_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x2929 */ DEFINE_SFX(NA_SE_EV_MOON_FALL, 0x30, 3, 0, 0, 0)
/* 0x292A */ DEFINE_SFX(NA_SE_EV_OCARINA_BOUND_0, 0x30, 0, 0, 0, 0)
@@ -326,7 +326,7 @@
/* 0x2938 */ DEFINE_SFX(NA_SE_EV_CHIBI_FAIRY_HEAL_ORG, 0x80, 0, 0, 0, 0)
/* 0x2939 */ DEFINE_SFX(NA_SE_EV_BOMBERS_CLIMB, 0x30, 0, 0, 0, 0)
/* 0x293A */ DEFINE_SFX(NA_SE_EV_WOODPLATE_BROKEN, 0x30, 3, 1, 0, 0)
/* 0x293B */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN_FIX, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x293B */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN_FIX, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x293C */ DEFINE_SFX(NA_SE_EV_HONEYCOMB_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x293D */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_UP, 0x30, 3, 0, 0, 0)
/* 0x293E */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_STOP, 0x30, 3, 0, 0, 0)
@@ -337,17 +337,17 @@
/* 0x2943 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_OPEN_S, 0x30, 0, 0, 0, 0)
/* 0x2944 */ DEFINE_SFX(NA_SE_EV_ICE_MELT_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x2945 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_STAIR_MOVE, 0x30, 3, 0, 0, 0)
/* 0x2946 */ DEFINE_SFX(NA_SE_EV_DUMMY_326, 0xA0, 0, 0, 0, SFX_FLAG_14)
/* 0x2946 */ DEFINE_SFX(NA_SE_EV_DUMMY_326, 0xA0, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x2947 */ DEFINE_SFX(NA_SE_EV_OBJECT_STICK, 0x30, 3, 1, 0, 0)
/* 0x2948 */ DEFINE_SFX(NA_SE_EV_CHICK_TO_CHICKEN, 0x30, 0, 1, 0, 0)
/* 0x2949 */ DEFINE_SFX(NA_SE_EV_MUJURA_BALLOON_BROKEN, 0x60, 2, 0, 0, 0)
/* 0x294A */ DEFINE_SFX(NA_SE_EV_BALLOON_SWELL, 0x30, 0, 0, 0, 0)
/* 0x294B */ DEFINE_SFX(NA_SE_EV_SEAHORSE_OUT_BOTTLE, 0x30, 0, 0, 0, 0)
/* 0x294C */ DEFINE_SFX(NA_SE_EV_KYOJIN_VOICE_SUCCESS, 0x30, 0, 2, 0, SFX_FLAG_13)
/* 0x294D */ DEFINE_SFX(NA_SE_EV_KYOJIN_VOICE_FAIL, 0x30, 0, 2, 0, SFX_FLAG_13)
/* 0x294E */ DEFINE_SFX(NA_SE_EV_KYOJIN_WALK, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x294C */ DEFINE_SFX(NA_SE_EV_KYOJIN_VOICE_SUCCESS, 0x30, 0, 2, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x294D */ DEFINE_SFX(NA_SE_EV_KYOJIN_VOICE_FAIL, 0x30, 0, 2, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x294E */ DEFINE_SFX(NA_SE_EV_KYOJIN_WALK, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x294F */ DEFINE_SFX(NA_SE_EV_MOON_FALL_LAST, 0x30, 0, 0, 0, 0)
/* 0x2950 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE_LAST, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2950 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE_LAST, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2951 */ DEFINE_SFX(NA_SE_EV_SEAHORSE_SWIM, 0x30, 0, 0, 0, 0)
/* 0x2952 */ DEFINE_SFX(NA_SE_EV_OPEN_AMBRELLA, 0x30, 0, 0, 0, 0)
/* 0x2953 */ DEFINE_SFX(NA_SE_EV_BUTLER_FRY, 0x60, 0, 0, 0, 0)
@@ -356,20 +356,20 @@
/* 0x2956 */ DEFINE_SFX(NA_SE_EV_DORA_L, 0x30, 2, 0, 0, 0)
/* 0x2957 */ DEFINE_SFX(NA_SE_EV_LOG_BOUND, 0x30, 0, 2, 0, 0)
/* 0x2958 */ DEFINE_SFX(NA_SE_EV_CART_WHEEL, 0x60, 2, 1, 0, 0)
/* 0x2959 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE_LAST2, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2959 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE_LAST2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x295A */ DEFINE_SFX(NA_SE_EV_DORA_S, 0x30, 0, 0, 0, 0)
/* 0x295B */ DEFINE_SFX(NA_SE_EV_ROCK_FALL, 0x30, 0, 0, 0, 0)
/* 0x295C */ DEFINE_SFX(NA_SE_EV_FREEZE_S, 0x30, 0, 0, 0, 0)
/* 0x295D */ DEFINE_SFX(NA_SE_EV_WOOD_BOUND_S, 0x30, 0, 0, 0, 0)
/* 0x295E */ DEFINE_SFX(NA_SE_EV_CLOSE_AMBRELLA, 0x30, 0, 0, 0, 0)
/* 0x295F */ DEFINE_SFX(NA_SE_EV_OBJECT_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2960 */ DEFINE_SFX(NA_SE_EV_ROLL_AND_FALL, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2961 */ DEFINE_SFX(NA_SE_EV_GORON_BOUND_0, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2962 */ DEFINE_SFX(NA_SE_EV_GORON_BOUND_1, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2960 */ DEFINE_SFX(NA_SE_EV_ROLL_AND_FALL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2961 */ DEFINE_SFX(NA_SE_EV_GORON_BOUND_0, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2962 */ DEFINE_SFX(NA_SE_EV_GORON_BOUND_1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2963 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_DAMAGE, 0x30, 0, 0, 0, 0)
/* 0x2964 */ DEFINE_SFX(NA_SE_EV_FORT_RISING, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2964 */ DEFINE_SFX(NA_SE_EV_FORT_RISING, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2965 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_REWARD, 0x30, 0, 0, 0, 0)
/* 0x2966 */ DEFINE_SFX(NA_SE_EV_WATER_PURIFICATION, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2966 */ DEFINE_SFX(NA_SE_EV_WATER_PURIFICATION, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2967 */ DEFINE_SFX(NA_SE_EV_OWL_WARP_SWITCH_ON, 0x80, 0, 0, 0, 0)
/* 0x2968 */ DEFINE_SFX(NA_SE_EV_BIG_WATER_WHEEL_RR, 0x80, 3, 0, 0, 0)
/* 0x2969 */ DEFINE_SFX(NA_SE_EV_BIG_WATER_WHEEL_LR, 0x80, 3, 0, 0, 0)
@@ -382,8 +382,8 @@
/* 0x2970 */ DEFINE_SFX(NA_SE_EV_ZORA_WALK, 0x30, 2, 1, 0, 0)
/* 0x2971 */ DEFINE_SFX(NA_SE_EV_PIRATE_WALK, 0x30, 2, 1, 0, 0)
/* 0x2972 */ DEFINE_SFX(NA_SE_EV_PILLAR_UP_FAST, 0x30, 3, 1, 0, 0)
/* 0x2973 */ DEFINE_SFX(NA_SE_EV_DUMMY_WATER_WHEEL_RR, 0x60, 0, 0, SFX_FLAG2_7, SFX_FLAG_13)
/* 0x2974 */ DEFINE_SFX(NA_SE_EV_DUMMY_WATER_WHEEL_LR, 0x60, 0, 0, SFX_FLAG2_7, SFX_FLAG_13)
/* 0x2973 */ DEFINE_SFX(NA_SE_EV_DUMMY_WATER_WHEEL_RR, 0x60, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2974 */ DEFINE_SFX(NA_SE_EV_DUMMY_WATER_WHEEL_LR, 0x60, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2975 */ DEFINE_SFX(NA_SE_EV_MUJURA_FOLLOWERS_FLY, 0x30, 0, 0, 0, 0)
/* 0x2976 */ DEFINE_SFX(NA_SE_EV_MAKE_TURRET, 0x30, 0, 0, 0, 0)
/* 0x2977 */ DEFINE_SFX(NA_SE_EV_CHANDELIER_ROLL, 0x30, 3, 0, 0, 0)
@@ -391,18 +391,18 @@
/* 0x2979 */ DEFINE_SFX(NA_SE_EV_SINK_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
/* 0x297A */ DEFINE_SFX(NA_SE_EV_REBOUND_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
/* 0x297B */ DEFINE_SFX(NA_SE_EV_UFO_APPEAR, 0x30, 3, 0, 0, 0)
/* 0x297C */ DEFINE_SFX(NA_SE_EV_UFO_DASH, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x297D */ DEFINE_SFX(NA_SE_EV_TORNADE, 0x80, 0, 0, 0, SFX_FLAG_13)
/* 0x297C */ DEFINE_SFX(NA_SE_EV_UFO_DASH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x297D */ DEFINE_SFX(NA_SE_EV_TORNADE, 0x80, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x297E */ DEFINE_SFX(NA_SE_EV_MILK_POT_DAMAGE, 0x80, 3, 0, 0, 0)
/* 0x297F */ DEFINE_SFX(NA_SE_EV_DUMMY_383, 0x30, 0, 0, 0, 0)
/* 0x2980 */ DEFINE_SFX(NA_SE_EV_KYOJIN_SIGN, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2981 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE0, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2982 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE1, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2983 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE2, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2980 */ DEFINE_SFX(NA_SE_EV_KYOJIN_SIGN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2981 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE0, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2982 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2983 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2984 */ DEFINE_SFX(NA_SE_EV_IKANA_DOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2985 */ DEFINE_SFX(NA_SE_EV_IKANA_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x2986 */ DEFINE_SFX(NA_SE_EV_MOONSTONE_FALL, 0x80, 3, 0, 0, 0)
/* 0x2987 */ DEFINE_SFX(NA_SE_EV_COMING_FIRE, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2987 */ DEFINE_SFX(NA_SE_EV_COMING_FIRE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2988 */ DEFINE_SFX(NA_SE_EV_FAIRY_GROUP_FRY, 0x30, 0, 0, 0, 0)
/* 0x2989 */ DEFINE_SFX(NA_SE_EV_FAIRY_GROUP_HEAL, 0x30, 0, 0, 0, 0)
/* 0x298A */ DEFINE_SFX(NA_SE_EV_WOOD_DOOR_OPEN_SPEEDY, 0x30, 0, 0, 0, 0)
@@ -414,7 +414,7 @@
/* 0x2990 */ DEFINE_SFX(NA_SE_EV_GET_UP_ON_BED, 0x30, 3, 0, 0, 0)
/* 0x2991 */ DEFINE_SFX(NA_SE_EV_LIE_DOWN_ON_BED, 0x30, 3, 0, 0, 0)
/* 0x2992 */ DEFINE_SFX(NA_SE_EV_BANK_MAN_HAND_HIT, 0x30, 0, 0, 0, 0)
/* 0x2993 */ DEFINE_SFX(NA_SE_EV_HANKO, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2993 */ DEFINE_SFX(NA_SE_EV_HANKO, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2994 */ DEFINE_SFX(NA_SE_EV_CHICK_SONG, 0x10, 7, 0, 0, 0)
/* 0x2995 */ DEFINE_SFX(NA_SE_EV_LAND_SAND, 0x30, 0, 0, 0, 0)
/* 0x2996 */ DEFINE_SFX(NA_SE_EV_JUMP_SAND, 0x30, 0, 0, 0, 0)
@@ -423,10 +423,10 @@
/* 0x2999 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WEED, 0x30, 0, 0, 0, 0)
/* 0x299A */ DEFINE_SFX(NA_SE_EV_FAIRY_SHIVER, 0x30, 0, 0, 0, 0)
/* 0x299B */ DEFINE_SFX(NA_SE_EV_MASK_RISING, 0x30, 0, 0, 0, 0)
/* 0x299C */ DEFINE_SFX(NA_SE_EV_MOON_EYE_FLASH, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x299D */ DEFINE_SFX(NA_SE_EV_SLIP_MOON, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x299E */ DEFINE_SFX(NA_SE_EV_FALL_POWER, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x299F */ DEFINE_SFX(NA_SE_EV_BELL_DASH_NORMAL, 0x58, 0, 1, 0, SFX_FLAG_5)
/* 0x299C */ DEFINE_SFX(NA_SE_EV_MOON_EYE_FLASH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x299D */ DEFINE_SFX(NA_SE_EV_SLIP_MOON, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x299E */ DEFINE_SFX(NA_SE_EV_FALL_POWER, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x299F */ DEFINE_SFX(NA_SE_EV_BELL_DASH_NORMAL, 0x58, 0, 1, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x29A0 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_X, 0x60, 3, 0, 0, 0)
/* 0x29A1 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_Z, 0x60, 3, 0, 0, 0)
/* 0x29A2 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_Y, 0x60, 3, 0, 0, 0)
@@ -441,13 +441,13 @@
/* 0x29AB */ DEFINE_SFX(NA_SE_EV_CONVEYOR_SHUTTER_OPEN, 0x60, 0, 0, 0, 0)
/* 0x29AC */ DEFINE_SFX(NA_SE_EV_CONVEYOR_SHUTTER_CLOSE, 0x60, 0, 0, 0, 0)
/* 0x29AD */ DEFINE_SFX(NA_SE_EV_ROOM_CARTAIN, 0x30, 0, 0, 0, 0)
/* 0x29AE */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_BORN, 0x30, 0, 0, SFX_FLAG2_7, 0)
/* 0x29AF */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_0, 0x30, 0, 1, SFX_FLAG2_7, 0)
/* 0x29B0 */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_1, 0x30, 0, 1, SFX_FLAG2_7, 0)
/* 0x29B1 */ DEFINE_SFX(NA_SE_EV_MOON_EXPLOSION, 0x60, 0, 0, 0, SFX_FLAG_13)
/* 0x29B2 */ DEFINE_SFX(NA_SE_EV_RAINBOW, 0x70, 0, 0, 0, SFX_FLAG_13)
/* 0x29AE */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_BORN, 0x30, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
/* 0x29AF */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_0, 0x30, 0, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
/* 0x29B0 */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_1, 0x30, 0, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
/* 0x29B1 */ DEFINE_SFX(NA_SE_EV_MOON_EXPLOSION, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x29B2 */ DEFINE_SFX(NA_SE_EV_RAINBOW, 0x70, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x29B3 */ DEFINE_SFX(NA_SE_EV_OMENYA_WALK, 0x30, 0, 2, 0, 0)
/* 0x29B4 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GROAN, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x29B4 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GROAN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x29B5 */ DEFINE_SFX(NA_SE_EV_UFO_FLY, 0x30, 3, 0, 0, 0)
/* 0x29B6 */ DEFINE_SFX(NA_SE_EV_GRASS_WALL_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x29B7 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE_ENERGY, 0x60, 3, 0, 0, 0)
+22 -22
View File
@@ -11,23 +11,23 @@
*
* WARNING: entries must align with the table defined for the item bank in sequence 0
*/
/* 0x1800 */ DEFINE_SFX(NA_SE_IT_SWORD_IMPACT, 0x30, 0, 1, 0, SFX_FLAG_15)
/* 0x1800 */ DEFINE_SFX(NA_SE_IT_SWORD_IMPACT, 0x30, 0, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x1801 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING, 0x30, 0, 1, 0, 0)
/* 0x1802 */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY, 0x30, 0, 0, 0, 0)
/* 0x1803 */ DEFINE_SFX(NA_SE_IT_SWORD_PICKOUT, 0x30, 0, 0, 0, 0)
/* 0x1804 */ DEFINE_SFX(NA_SE_IT_ARROW_SHOT, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x1805 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_THROW, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x1804 */ DEFINE_SFX(NA_SE_IT_ARROW_SHOT, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1805 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_THROW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1806 */ DEFINE_SFX(NA_SE_IT_SHIELD_BOUND, 0x60, 3, 2, 0, 0)
/* 0x1807 */ DEFINE_SFX(NA_SE_IT_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x1807 */ DEFINE_SFX(NA_SE_IT_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1808 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_SW, 0x80, 3, 1, 0, 0)
/* 0x1809 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_HRAD, 0x30, 0, 0, 0, 0)
/* 0x180A */ DEFINE_SFX(NA_SE_IT_HAMMER_HIT, 0x30, 0, 1, 0, 0)
/* 0x180B */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_CHAIN, 0x38, 0, 0, 0, SFX_FLAG_10)
/* 0x180C */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG, 0x30, 1, 0, 0, SFX_FLAG_10)
/* 0x180B */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_CHAIN, 0x38, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x180C */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG, 0x30, 1, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x180D */ DEFINE_SFX(NA_SE_IT_BOMB_IGNIT, 0x50, 0, 0, 0, SFX_FLAG_8)
/* 0x180E */ DEFINE_SFX(NA_SE_IT_BOMB_EXPLOSION, 0x90, 2, 0, 0, 0)
/* 0x180F */ DEFINE_SFX(NA_SE_IT_BOMB_UNEXPLOSION, 0x50, 2, 0, 0, 0)
/* 0x1810 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1810 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1811 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE, 0x40, 2, 0, 0, 0)
/* 0x1812 */ DEFINE_SFX(NA_SE_IT_HAMMER_SWING, 0x30, 0, 1, 0, 0)
/* 0x1813 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_REFLECT, 0x30, 0, 0, 0, 0)
@@ -43,37 +43,37 @@
/* 0x181D */ DEFINE_SFX(NA_SE_IT_WOODSTICK_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x181E */ DEFINE_SFX(NA_SE_IT_LASH, 0x30, 0, 2, 0, 0)
/* 0x181F */ DEFINE_SFX(NA_SE_IT_SHIELD_SWING, 0x30, 0, 1, 0, 0)
/* 0x1820 */ DEFINE_SFX(NA_SE_IT_SLING_SHOT, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1821 */ DEFINE_SFX(NA_SE_IT_SLING_DRAW, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x1820 */ DEFINE_SFX(NA_SE_IT_SLING_SHOT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1821 */ DEFINE_SFX(NA_SE_IT_SLING_DRAW, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1822 */ DEFINE_SFX(NA_SE_IT_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
/* 0x1823 */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT, 0x30, 0, 0, 0, 0)
/* 0x1824 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE_HARD, 0x30, 0, 0, 0, 0)
/* 0x1825 */ DEFINE_SFX(NA_SE_IT_SLING_REFLECT, 0x30, 0, 0, 0, 0)
/* 0x1826 */ DEFINE_SFX(NA_SE_IT_SHIELD_REMOVE, 0x30, 0, 0, 0, 0)
/* 0x1827 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_READY, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1828 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_RECEIVE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1827 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_READY, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1828 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_RECEIVE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1829 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_STICK_OBJ, 0x60, 3, 1, 0, 0)
/* 0x182A */ DEFINE_SFX(NA_SE_IT_SWORD_REFLECT_MG, 0x30, 1, 0, 0, 0)
/* 0x182B */ DEFINE_SFX(NA_SE_IT_DEKU, 0x30, 1, 0, 0, SFX_FLAG_10)
/* 0x182B */ DEFINE_SFX(NA_SE_IT_DEKU, 0x30, 1, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x182C */ DEFINE_SFX(NA_SE_IT_WALL_HIT_BUYO, 0x30, 0, 0, 0, 0)
/* 0x182D */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY_STN, 0x30, 0, 0, 0, 0)
/* 0x182E */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV1, 0xA0, 2, 0, 0, 0)
/* 0x182F */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV2, 0xA0, 2, 0, 0, 0)
/* 0x1830 */ DEFINE_SFX(NA_SE_IT_BOW_FLICK, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1830 */ DEFINE_SFX(NA_SE_IT_BOW_FLICK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1831 */ DEFINE_SFX(NA_SE_IT_BOMBCHU_MOVE, 0x30, 0, 0, 0, SFX_FLAG_8)
/* 0x1832 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV1, 0x60, 0, 0, 0, 0)
/* 0x1833 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV2, 0x60, 0, 0, 0, 0)
/* 0x1834 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV3, 0x60, 0, 0, 0, 0)
/* 0x1835 */ DEFINE_SFX(NA_SE_IT_SLING_FLICK, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1835 */ DEFINE_SFX(NA_SE_IT_SLING_FLICK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1836 */ DEFINE_SFX(NA_SE_IT_SWORD_STICK_STN, 0x30, 0, 0, 0, 0)
/* 0x1837 */ DEFINE_SFX(NA_SE_IT_REFLECTION_WOOD, 0x60, 1, 2, 0, 0)
/* 0x1838 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG2, 0x30, 0, 0, 0, 0)
/* 0x1839 */ DEFINE_SFX(NA_SE_IT_MAGIC_ARROW_SHOT, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x183A */ DEFINE_SFX(NA_SE_IT_EXPLOSION_FRAME, 0x60, 3, 0, 0, SFX_FLAG_15)
/* 0x183B */ DEFINE_SFX(NA_SE_IT_EXPLOSION_ICE, 0x60, 3, 0, 0, SFX_FLAG_15)
/* 0x183C */ DEFINE_SFX(NA_SE_IT_EXPLOSION_LIGHT, 0x60, 3, 0, 0, SFX_FLAG_15)
/* 0x183D */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_SLOW, 0x30, 0, 0, 0, SFX_FLAG_14)
/* 0x183E */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_HIGH, 0x30, 0, 0, 0, SFX_FLAG_14)
/* 0x1839 */ DEFINE_SFX(NA_SE_IT_MAGIC_ARROW_SHOT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x183A */ DEFINE_SFX(NA_SE_IT_EXPLOSION_FRAME, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x183B */ DEFINE_SFX(NA_SE_IT_EXPLOSION_ICE, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x183C */ DEFINE_SFX(NA_SE_IT_EXPLOSION_LIGHT, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x183D */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_SLOW, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x183E */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_HIGH, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x183F */ DEFINE_SFX(NA_SE_IT_PULL_FISHING_ROD, 0x30, 0, 1, 0, 0)
/* 0x1840 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_PASS, 0x80, 3, 0, 0, 0)
/* 0x1841 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_DASH, 0x80, 3, 0, 0, 0)
@@ -105,12 +105,12 @@
/* 0x185B */ DEFINE_SFX(NA_SE_IT_BIG_BOMB_IGNIT, 0x60, 0, 0, 0, SFX_FLAG_8)
/* 0x185C */ DEFINE_SFX(NA_SE_IT_BIG_BOMB_EXPLOSION, 0x70, 0, 0, 0, 0)
/* 0x185D */ DEFINE_SFX(NA_SE_IT_REFLECTION_SNOW, 0x60, 0, 0, 0, 0)
/* 0x185E */ DEFINE_SFX(NA_SE_IT_GORON_ROLLING_REFLECTION, 0x30, 3, 2, 0, SFX_FLAG_10)
/* 0x185E */ DEFINE_SFX(NA_SE_IT_GORON_ROLLING_REFLECTION, 0x30, 3, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x185F */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_0, 0x30, 0, 1, 0, 0)
/* 0x1860 */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_1, 0x30, 0, 1, 0, 0)
/* 0x1861 */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_SAND, 0x30, 0, 0, 0, 0)
/* 0x1862 */ DEFINE_SFX(NA_SE_IT_REFLECTION_WATER, 0x30, 0, 0, 0, 0)
/* 0x1863 */ DEFINE_SFX(NA_SE_IT_KYOJIN_BEARING, 0x60, 0, 0, 0, SFX_FLAG_13)
/* 0x1863 */ DEFINE_SFX(NA_SE_IT_KYOJIN_BEARING, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x1864 */ DEFINE_SFX(NA_SE_FISHING_REEL_SLOW2, 0x30, 0, 0, 0, 0)
/* 0x1865 */ DEFINE_SFX(NA_SE_IT_LURE_LAND1, 0x30, 0, 0, 0, 0)
/* 0x1866 */ DEFINE_SFX(NA_SE_IT_ROD_THROW, 0x30, 0, 0, 0, 0)
+4 -4
View File
@@ -12,8 +12,8 @@
* WARNING: entries must align with the table defined for the ocarina bank in sequence 0
*/
/* 0x5800 */ DEFINE_SFX(NA_SE_OC_OCARINA, 0x30, 0, 0, 0, 0)
/* 0x5801 */ DEFINE_SFX(NA_SE_OC_ABYSS, 0x30, 0, 0, 0, SFX_FLAG_5)
/* 0x5802 */ DEFINE_SFX(NA_SE_OC_DOOR_OPEN, 0x30, 2, 1, 0, SFX_FLAG_10 | SFX_FLAG_9)
/* 0x5801 */ DEFINE_SFX(NA_SE_OC_ABYSS, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x5802 */ DEFINE_SFX(NA_SE_OC_DOOR_OPEN, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
/* 0x5803 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_IN, 0x30, 0, 0, 0, 0)
/* 0x5804 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_OUT, 0x30, 0, 0, 0, 0)
/* 0x5805 */ DEFINE_SFX(NA_SE_OC_SECRET_HOLE_OUT, 0x30, 0, 0, 0, 0)
@@ -21,8 +21,8 @@
/* 0x5807 */ DEFINE_SFX(NA_SE_OC_TUNAMI, 0x30, 0, 0, 0, 0)
/* 0x5808 */ DEFINE_SFX(NA_SE_OC_TELOP_IMPACT, 0x30, 0, 0, 0, 0)
/* 0x5809 */ DEFINE_SFX(NA_SE_OC_WOOD_GATE_OPEN, 0x30, 0, 0, 0, 0)
/* 0x580A */ DEFINE_SFX(NA_SE_OC_FIREWORKS, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x580B */ DEFINE_SFX(NA_SE_OC_WHITE_OUT_INTO_KYOJIN, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x580A */ DEFINE_SFX(NA_SE_OC_FIREWORKS, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x580B */ DEFINE_SFX(NA_SE_OC_WHITE_OUT_INTO_KYOJIN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x580C */ DEFINE_SFX(NA_SE_OC_12, 0x30, 0, 0, 0, 0)
/* 0x580D */ DEFINE_SFX(NA_SE_OC_13, 0x30, 0, 0, 0, 0)
/* 0x580E */ DEFINE_SFX(NA_SE_OC_14, 0x30, 0, 0, 0, 0)
File diff suppressed because it is too large Load Diff
+5 -5
View File
@@ -13,12 +13,12 @@
*/
/* 0x4800 */ DEFINE_SFX(NA_SE_SY_WIN_OPEN, 0xC0, 0, 0, 0, 0)
/* 0x4801 */ DEFINE_SFX(NA_SE_SY_WIN_CLOSE, 0xC0, 0, 0, 0, 0)
/* 0x4802 */ DEFINE_SFX(NA_SE_SY_CORRECT_CHIME, 0xB0, 0, 0, 0, SFX_FLAG_5)
/* 0x4802 */ DEFINE_SFX(NA_SE_SY_CORRECT_CHIME, 0xB0, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x4803 */ DEFINE_SFX(NA_SE_SY_GET_RUPY, 0x30, 0, 0, 0, 0)
/* 0x4804 */ DEFINE_SFX(NA_SE_SY_MESSAGE_WOMAN, 0x30, 0, 0, 0, 0)
/* 0x4805 */ DEFINE_SFX(NA_SE_SY_MESSAGE_MAN, 0x30, 0, 0, 0, 0)
/* 0x4806 */ DEFINE_SFX(NA_SE_SY_ERROR, 0x50, 0, 0, 0, 0)
/* 0x4807 */ DEFINE_SFX(NA_SE_SY_TRE_BOX_APPEAR, 0x30, 0, 0, 0, SFX_FLAG_5)
/* 0x4807 */ DEFINE_SFX(NA_SE_SY_TRE_BOX_APPEAR, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x4808 */ DEFINE_SFX(NA_SE_SY_DECIDE, 0x30, 0, 0, 0, 0)
/* 0x4809 */ DEFINE_SFX(NA_SE_SY_CURSOR, 0x30, 0, 0, 0, 0)
/* 0x480A */ DEFINE_SFX(NA_SE_SY_CANCEL, 0x30, 0, 0, 0, 0)
@@ -95,7 +95,7 @@
/* 0x4851 */ DEFINE_SFX(NA_SE_SY_STALKIDS_PSYCHO, 0x60, 0, 0, 0, 0)
/* 0x4852 */ DEFINE_SFX(NA_SE_SY_CHICK_JOIN_CHIME, 0x30, 0, 0, 0, 0)
/* 0x4853 */ DEFINE_SFX(NA_SE_SY_HIT_SOUND_L, 0x30, 0, 0, 0, 0)
/* 0x4854 */ DEFINE_SFX(NA_SE_SY_FAIRY_MASK_SUCCESS, 0x30, 0, 0, 0, SFX_FLAG_5)
/* 0x4854 */ DEFINE_SFX(NA_SE_SY_FAIRY_MASK_SUCCESS, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x4855 */ DEFINE_SFX(NA_SE_SY_SCHEDULE_WRITE, 0x60, 0, 0, 0, 0)
/* 0x4856 */ DEFINE_SFX(NA_SE_SY_STOPWATCH_TIMER_3, 0x30, 0, 0, 0, 0)
/* 0x4857 */ DEFINE_SFX(NA_SE_SY_STOPWATCH_TIMER_INF, 0x30, 0, 0, 0, 0)
@@ -104,6 +104,6 @@
/* 0x485A */ DEFINE_SFX(NA_SE_SY_QUIZ_CORRECT, 0x30, 0, 0, 0, 0)
/* 0x485B */ DEFINE_SFX(NA_SE_SY_QUIZ_INCORRECT, 0x30, 0, 0, 0, 0)
/* 0x485C */ DEFINE_SFX(NA_SE_SY_DIZZY_EFFECT, 0x30, 0, 0, 0, 0)
/* 0x485D */ DEFINE_SFX(NA_SE_SY_TIME_CONTROL_SLOW, 0xA0, 0, 0, 0, SFX_FLAG_3)
/* 0x485E */ DEFINE_SFX(NA_SE_SY_TIME_CONTROL_NORMAL, 0xA0, 0, 0, 0, SFX_FLAG_3)
/* 0x485D */ DEFINE_SFX(NA_SE_SY_TIME_CONTROL_SLOW, 0xA0, 0, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
/* 0x485E */ DEFINE_SFX(NA_SE_SY_TIME_CONTROL_NORMAL, 0xA0, 0, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
/* 0x485F */ DEFINE_SFX(NA_SE_SY_SECOM_WARNING, 0x30, 0, 0, 0, 0)
File diff suppressed because it is too large Load Diff
+22 -33
View File
@@ -1585,10 +1585,10 @@ extern UNK_PTR D_801D6000;
// extern UNK_TYPE4 D_801D6190;
// extern UNK_TYPE4 D_801D6194;
// extern UNK_TYPE1 D_801D6200;
// extern UNK_TYPE1 D_801D6600;
// extern UNK_TYPE1 D_801D6608;
// extern UNK_TYPE1 D_801D6610;
// extern UNK_TYPE1 D_801D662C;
extern u8 gIsLargeSfxBank[7];
extern u8 D_801D6608[7];
extern u8 gChannelsPerBank[4][7];
extern u8 gUsedChannelsPerBank[4][7];
// extern UNK_TYPE1 D_801D6648;
// extern UNK_TYPE1 D_801D664C;
// extern UNK_TYPE1 D_801D6650;
@@ -1710,22 +1710,11 @@ extern UNK_PTR D_801D8B24;
// extern UNK_TYPE1 D_801D8E48;
// extern UNK_TYPE1 D_801D8E50;
// extern UNK_TYPE1 D_801D8F70;
// extern SfxParams sEnemyBankParams[];
// extern SfxParams sPlayerBankParams[];
// extern SfxParams sItemBankParams[];
// extern SfxParams sEnvBankParams[];
// extern SfxParams sSystemBankParams[];
// extern SfxParams sOcarinaBankParams[];
// extern SfxParams sVoiceBankParams[];
extern SfxParams* gSfxParams[7];
// extern UNK_TYPE1 D_801DB470;
// extern UNK_TYPE1 D_801DB474;
extern UNK_PTR D_801DB478[7];
// extern UNK_TYPE1 D_801DB494;
// extern UNK_TYPE1 D_801DB49C;
// extern UNK_TYPE2 D_801DB4A0;
extern SfxBankEntry* gSfxBanks[7];
extern u8 gSfxChannelLayout;
extern Vec3f gSfxDefaultPos;
extern f32 D_801DB4B0;
extern f32 gSfxDefaultFreqAndVolScale;
extern s8 gSfxDefaultReverb;
// extern UNK_TYPE1 D_801DB4C0;
// extern UNK_TYPE1 D_801DB4C4;
@@ -3465,21 +3454,21 @@ extern s32 D_801FD120;
// extern UNK_TYPE1 D_801FD5E8;
// extern UNK_TYPE1 D_801FD608;
// extern UNK_TYPE1 D_801FD610;
// extern UNK_TYPE1 D_801FD710;
// extern UNK_TYPE1 D_801FD8C0;
// extern UNK_TYPE1 D_801FDB00;
// extern UNK_TYPE1 D_801FE100;
// extern UNK_TYPE1 D_801FE4C0;
// extern UNK_TYPE1 D_801FE640;
// extern UNK_TYPE1 D_801FE6D0;
extern SoundRequest D_801FE7C0[1];
// extern UNK_TYPE1 D_801FFBC0;
// extern UNK_TYPE1 D_801FFBC8;
// extern UNK_TYPE1 D_801FFBD0;
// extern UNK_TYPE1 D_801FFBD8;
// extern UNK_TYPE1 D_801FFC80;
// extern UNK_TYPE1 D_801FFC84;
// extern UNK_TYPE1 D_801FFC90;
// extern UNK_TYPE1 sSfxPlayerBank;
// extern UNK_TYPE1 sSfxItemBank;
// extern UNK_TYPE1 sSfxEnvironmentBank;
// extern UNK_TYPE1 sSfxEnemyBank;
// extern UNK_TYPE1 sSfxSystemBank;
// extern UNK_TYPE1 sSfxOcarinaBank;
// extern UNK_TYPE1 sSfxVoiceBank;
// extern SfxRequest sSfxRequests[0x100];
// extern UNK_TYPE1 sSfxBankListEnd;
// extern UNK_TYPE1 sSfxBankFreeListStart;
// extern UNK_TYPE1 sSfxBankUnused;
extern ActiveSfx gActiveSfx[7][3];
// extern UNK_TYPE1 sCurSfxPlayerChannelIndex;
// extern UNK_TYPE1 gSfxBankMuted;
// extern UNK_TYPE1 sUnusedBankLerp;
// extern UNK_TYPE1 D_801FFD00;
// extern UNK_TYPE1 D_801FFD34;
// extern UNK_TYPE1 D_801FFD40;
+1 -1
View File
@@ -1218,7 +1218,7 @@ struct PlayState {
/* 0x18875 */ s8 transitionTrigger; // "fade_direction"
/* 0x18876 */ s16 unk_18876;
/* 0x18878 */ s16 bgCoverAlpha;
/* 0x1887A */ u16 nextEntranceIndex;
/* 0x1887A */ u16 nextEntrance;
/* 0x1887C */ s8 unk_1887C; // shootingGalleryStatus?
/* 0x1887D */ s8 unk_1887D;
/* 0x1887E */ s8 unk_1887E;
+91 -78
View File
@@ -28,19 +28,12 @@
#define AIBUF_LEN 0x580
typedef enum {
/* 0 */ AUDIO_FS_STEREO,
/* 1 */ AUDIO_FS_HEADSET,
/* 2 */ AUDIO_FS_SURROUND,
/* 3 */ AUDIO_FS_MONO
} AudioFileSelectOption;
typedef enum {
/* 0 */ AUDIO_MODE_STEREO,
/* 1 */ AUDIO_MODE_HEADSET,
/* 2 */ AUDIO_MODE_UNK,
/* 3 */ AUDIO_MODE_MONO,
/* 4 */ AUDIO_MODE_SURROUND
} AudioSoundMode;
/* 0 */ SOUNDMODE_STEREO,
/* 1 */ SOUNDMODE_HEADSET,
/* 2 */ SOUNDMODE_SURROUND,
/* 3 */ SOUNDMODE_MONO,
/* 4 */ SOUNDMODE_SURROUND_EXTERNAL,
} SoundMode;
typedef enum {
/* 0 */ ADSR_STATE_DISABLED,
@@ -441,7 +434,7 @@ typedef struct SequenceChannel {
/* 0x80 */ AdsrSettings adsr;
/* 0x88 */ NotePool notePool;
/* 0xC8 */ s8 soundScriptIO[8]; // bridge between sound script and audio lib, "io ports"
/* 0xD0 */ u8* sfxState;
/* 0xD0 */ u8* sfxState; // SfxChannelState
/* 0xD4 */ s16* filter;
/* 0xD8 */ Stereo stereo;
/* 0xDC */ s32 unk_DC;
@@ -1080,51 +1073,47 @@ typedef enum {
/* 1 */ SFX_STATE_QUEUED,
/* 2 */ SFX_STATE_READY,
/* 3 */ SFX_STATE_PLAYING_REFRESH,
/* 4 */ SFX_STATE_PLAYING_1,
/* 5 */ SFX_STATE_PLAYING_2
/* 4 */ SFX_STATE_PLAYING,
/* 5 */ SFX_STATE_PLAYING_ONE_FRAME
} SfxState;
typedef struct {
/* 0x00 */ f32* posX;
/* 0x04 */ f32* posY;
/* 0x08 */ f32* posZ;
/* 0x0C */ f32* freqScale;
/* 0x10 */ f32* vol;
/* 0x14 */ s8* reverbAdd;
/* 0x18 */ f32 dist;
/* 0x1C */ u32 priority; // lower is more prioritized
/* 0x20 */ u16 sfxParams;
/* 0x22 */ u16 sfxId;
/* 0x25 */ u8 sfxFlags;
/* 0x24 */ u8 sfxImportance;
/* 0x26 */ u8 state; // uses SfxState enum
/* 0x27 */ u8 freshness;
/* 0x28 */ u8 prev;
/* 0x29 */ u8 next;
/* 0x2A */ u8 channelIdx;
/* 0x2B */ u8 unk_2F;
/* 0x2C */ u8 token;
/* 0x00 */ f32* posX;
/* 0x04 */ f32* posY;
/* 0x08 */ f32* posZ;
/* 0x0C */ f32* freqScale;
/* 0x10 */ f32* volume;
/* 0x14 */ s8* reverbAdd;
/* 0x18 */ f32 dist;
/* 0x1C */ u32 priority; // lower is more prioritized
/* 0x20 */ u16 sfxParams;
/* 0x22 */ u16 sfxId;
/* 0x25 */ u8 sfxFlags;
/* 0x24 */ u8 sfxImportance;
/* 0x26 */ u8 state; // uses SfxState enum
/* 0x27 */ u8 freshness;
/* 0x28 */ u8 prev;
/* 0x29 */ u8 next;
/* 0x2A */ u8 channelIndex;
/* 0x2B */ u8 randFreq;
/* 0x2C */ u8 token;
} SfxBankEntry; // size = 0x30
/*
* SFX IDs
* SfxId:
*
* index 0000000111111111 observed in audio code
* & 200 0000001000000000 single bit
* & 400 0000010000000000 single bit
* & 800 0000100000000000 single bit, what we currently call SFX_FLAG
* & 600 0000011000000000 2 bits
* & A00 0000101000000000 2 bits
* & C00 0000110000000000 2 bits, observed in audio code
* & E00 0000111000000000 all 3 bits
* bank 1111000000000000 observed in audio code
* & 03FF 0000000111111111 index
* & 0400 0000010000000000 unused flag
* & 0800 0000100000000000 SFX_FLAG
* & 0C00 0000110000000000 Flag Mask
* & F000 1111000000000000 observed in audio code
*/
#define SFX_BANK_SHIFT(sfxId) (((sfxId) >> 12) & 0xFF)
#define SFX_BANK_MASK(sfxId) ((sfxId) & 0xF000)
#define SFX_INDEX(sfxId) ((sfxId) & 0x03FF)
#define SFX_INDEX(sfxId) ((sfxId) & 0x3FF)
#define SFX_BANK(sfxId) SFX_BANK_SHIFT(SFX_BANK_MASK(sfxId))
typedef struct {
@@ -1134,34 +1123,67 @@ typedef struct {
// SfxParams bit-packing
#define SFX_PARAM_01_SHIFT 0
#define SFX_PARAM_01_MASK_UPPER (4 << SFX_PARAM_01_SHIFT)
#define SFX_PARAM_01_MASK (7 << SFX_PARAM_01_SHIFT) // Same as OoT, 8 instead of 4
// Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
#define SFX_PARAM_DIST_RANGE_SHIFT 0
#define SFX_PARAM_DIST_RANGE_MASK_UPPER (4 << SFX_PARAM_DIST_RANGE_SHIFT)
#define SFX_PARAM_DIST_RANGE_MASK (7 << SFX_PARAM_DIST_RANGE_SHIFT)
#define SFX_FLAG_3 (1 << 3) // Same as OoT
#define SFX_FLAG_4 (1 << 4) // Same as OoT
#define SFX_FLAG_5 (1 << 5) // Same as OoT
// Lower SEQ_PLAYER_BGM_MAIN and SEQ_PLAYER_BGM_SUB while the sfx is playing
#define SFX_FLAG_LOWER_VOLUME_BGM (1 << 3)
#define SFX_PARAM_67_SHIFT 6
#define SFX_PARAM_67_MASK (3 << SFX_PARAM_67_SHIFT)
// Sfx priority is not raised with distance (making it more likely to be ejected)
#define SFX_FLAG_PRIORITY_NO_DIST (1 << 4)
#define SFX_FLAG_8 (1 << 8) // New to MM
#define SFX_FLAG_9 (1 << 9) // Same as OoT
#define SFX_FLAG_10_SHIFT 10 // Unused
#define SFX_FLAG_10 (1 << SFX_FLAG_10_SHIFT)
#define SFX_FLAG_11 (1 << 11) // Same as OoT
// If a new sfx is requested at both the same position with the same importance,
// Block that new sfx from replacing the current sfx
// Note: Only 1 sfx can be played at a specific position at once
#define SFX_FLAG_BLOCK_EQUAL_IMPORTANCE (1 << 5)
#define SFX_FLAG_12 (1 << 12) // Same as OoT
#define SFX_FLAG_13 (1 << 13) // Same as OoT
#define SFX_FLAG_14 (1 << 14) // Same as OoT
#define SFX_FLAG_15 (1 << 15) // Same as OoT
// Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
#define SFX_PARAM_RAND_FREQ_RAISE_SHIFT 6
#define SFX_PARAM_RAND_FREQ_RAISE_MASK (3 << SFX_PARAM_RAND_FREQ_RAISE_SHIFT)
#define SFX_FLAG2_0 (1 << 0) // OoT SFX_FLAG_2
#define SFX_FLAG2_2 (1 << 2) // Unused
#define SFX_FLAG2_4 (1 << 4) // Unused
#define SFX_FLAG2_5 (1 << 5) // New to MM
#define SFX_FLAG2_6 (1 << 6) // Unused
#define SFX_FLAG2_7 (1 << 7) // New to MM
// Sets a flag to ioPort 5
#define SFX_FLAG_8 (1 << 8)
// Use lowpass filter on surround sound
#define SFX_FLAG_SURROUND_LOWPASS_FILTER (1 << 9)
// Unused remnant of OoT
#define SFX_FLAG_BEHIND_SCREEN_Z_INDEX_SHIFT 10
#define SFX_FLAG_BEHIND_SCREEN_Z_INDEX (1 << SFX_FLAG_BEHIND_SCREEN_Z_INDEX_SHIFT)
// Randomly scale base frequency each frame through mutiplicative offset
#define SFX_PARAM_RAND_FREQ_SCALE (1 << 11)
// Sfx reverb is not raised with distance
#define SFX_FLAG_REVERB_NO_DIST (1 << 12)
// Sfx volume is not lowered with distance
#define SFX_FLAG_VOLUME_NO_DIST (1 << 13)
// SFX_FLAG_VIBRATO
// Randomly lower base frequency each frame through additive offset
#define SFX_PARAM_RAND_FREQ_LOWER (1 << 14)
// Sfx frequency is not raised with distance
#define SFX_FLAG_FREQ_NO_DIST (1 << 15)
// Force the sfx to reset from the beginning when requested again
#define SFX_FLAG2_FORCE_RESET (1 << 0)
// Unused
#define SFX_FLAG2_UNUSED2 (1 << 2)
#define SFX_FLAG2_UNUSED4 (1 << 4)
// Do not use highpass filter on surround sound
#define SFX_FLAG2_SURROUND_NO_HIGHPASS_FILTER (1 << 5)
// Unused
#define SFX_FLAG2_UNUSED6 (1 << 6)
// Apply a low-pass filter with a lowPassCutoff of 4
#define SFX_FLAG2_APPLY_LOWPASS_FILTER (1 << 7)
typedef struct {
/* 0x0 */ u8 importance;
@@ -1169,13 +1191,4 @@ typedef struct {
/* 0x2 */ u16 params;
} SfxParams; // size = 0x4
typedef struct {
/* 0x00 */ u16 sfxId;
/* 0x02 */ u8 token;
/* 0x04 */ s8* reverbAdd;
/* 0x08 */ Vec3f* pos;
/* 0x0C */ f32* freqScale;
/* 0x10 */ f32* vol;
} SoundRequest; // size = 0x14
#endif
+5 -6
View File
@@ -145,13 +145,12 @@ typedef enum {
/* 0x108 */ CS_CMD_UNK_108 = 0x108,
/* 0x109 */ CS_CMD_UNK_109,
/* 0x12C */ CS_CMD_PLAYSEQ = 0x12C,
/* 0x12D */ CS_CMD_UNK_12D,
/* 0x130 */ CS_CMD_130 = 0x130,
/* 0x12D */ CS_CMD_STOPSEQ,
/* 0x12E */ CS_CMD_PLAYAMBIENCE,
/* 0x12F */ CS_CMD_FADEAMBIENCE,
/* 0x130 */ CS_CMD_130,
/* 0x131 */ CS_CMD_131,
/* 0x132 */ CS_CMD_132,
/* 0x133 */ CS_CMD_STOPSEQ,
/* 0x134 */ CS_CMD_PLAYAMBIENCE,
/* 0x135 */ CS_CMD_FADEAMBIENCE,
/* 0x15E */ CS_CMD_TERMINATOR = 0x15E,
/* 0x15F */ CS_CMD_CHOOSE_CREDITS_SCENES,
/* 0x190 */ CS_CMD_RUMBLE = 0x190
@@ -166,7 +165,7 @@ typedef union CutsceneData {
typedef struct {
/* 0x0 */ CutsceneData* segmentedData;
/* 0x4 */ s16 nextEntranceIndex;
/* 0x4 */ s16 nextEntrance;
/* 0x6 */ u8 unk6;
/* 0x7 */ u8 unk7; // a weekEventReg bitpack?
} CutsceneEntry; // size = 0x8
+1 -21
View File
@@ -219,7 +219,7 @@ typedef enum {
/* 0x59 */ ITEM_WALLET_DEFAULT,
/* 0x5A */ ITEM_WALLET_ADULT,
/* 0x5B */ ITEM_WALLET_GIANT,
/* 0x5C */ ITEM_FISHING_POLE,
/* 0x5C */ ITEM_FISHING_ROD,
/* 0x5D */ ITEM_REMAINS_ODOLWA,
/* 0x5E */ ITEM_REMAINS_GOHT,
/* 0x5F */ ITEM_REMAINS_GYORG,
@@ -564,24 +564,4 @@ typedef enum {
/* 0x76 */ GID_MAX
} GetItemDrawID;
// This enum may not be real, and actionparam is just used directly.
// Keep using it for now.
// TODO: fill
typedef enum {
/* -1 */ EXCH_ITEM_MINUS1 = -1, // Unknown usage or function
/* 0x00 */ EXCH_ITEM_NONE,
/* 0x13 */ EXCH_ITEM_PICTO_BOX = 0x13,
/* 0x1E */ EXCH_ITEM_1E = 0x1E, // BOTTLE_MUSHROOM
/* 0x2A */ EXCH_ITEM_MOON_TEAR = 0x2A,
/* 0x2B */ EXCH_ITEM_DEED_LAND,
/* 0x2C */ EXCH_ITEM_ROOM_KEY,
/* 0x2D */ EXCH_ITEM_LETTER_TO_KAFEI,
/* 0x2E */ EXCH_ITEM_2E,
/* 0x2F */ EXCH_ITEM_DEED_SWAMP,
/* 0x30 */ EXCH_ITEM_DEED_MOUNTAIN,
/* 0x31 */ EXCH_ITEM_DEED_OCEAN,
/* 0x32 */ EXCH_ITEM_32,
/* 0x33 */ EXCH_ITEM_LETTER_MAMA
} ExchangeItemID;
#endif
+3 -2
View File
@@ -70,10 +70,11 @@ typedef enum {
/* 0x19 */ PLAYER_MASK_MAX
} PlayerMask;
typedef enum {
typedef enum PlayerActionParam {
/* -1 */ PLAYER_AP_MINUS1 = -1,
/* 0x00 */ PLAYER_AP_NONE,
/* 0x01 */ PLAYER_AP_LAST_USED,
/* 0x02 */ PLAYER_AP_FISHING_POLE,
/* 0x02 */ PLAYER_AP_FISHING_ROD,
/* 0x03 */ PLAYER_AP_SWORD_KOKIRI,
/* 0x04 */ PLAYER_AP_SWORD_RAZOR,
/* 0x05 */ PLAYER_AP_SWORD_GILDED,

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