diff options
| author | Tharo <17233964+Thar0@users.noreply.github.com> | 2024-09-15 23:26:27 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-09-15 18:26:27 -0400 |
| commit | dbbeb656f8634c3aec9308eeb9555babd3e3a57d (patch) | |
| tree | bc4de922a94a384ca2f112da92da7f50b0db5569 /include | |
| parent | 03a15027063f643ff238266745aabc707e650608 (diff) | |
[Audio 8/?] Check-in handwritten sequences, build sequences, automate various sfx arrays (#2137)
* [Audio 8/?] Check-in handwritten sequences, build sequences, automate various sfx arrays
* Fix whitespace in aseq.h
* Fix sequence 0 sfx id generator
* Suggested changes, adjust some MML syntax and add more instruction descriptions
* Correct some formatting in aseq.h
* Add the dir of the input .seq file to the list of includes to sequence assembling so that assembler-level includes like .include or .incbin work intuitively
* aseq.h tweaks
* MM review suggestions, aseq.h adjustments
Diffstat (limited to 'include')
| -rw-r--r-- | include/audio/aseq.h | 2344 | ||||
| -rw-r--r-- | include/sequence.h | 127 | ||||
| -rw-r--r-- | include/sfx.h | 2 | ||||
| -rw-r--r-- | include/tables/sequence_table.h | 132 | ||||
| -rw-r--r-- | include/tables/sfx/enemybank_table.h | 1003 | ||||
| -rw-r--r-- | include/tables/sfx/environmentbank_table.h | 503 | ||||
| -rw-r--r-- | include/tables/sfx/itembank_table.h | 165 | ||||
| -rw-r--r-- | include/tables/sfx/ocarinabank_table.h | 19 | ||||
| -rw-r--r-- | include/tables/sfx/playerbank_table.h | 451 | ||||
| -rw-r--r-- | include/tables/sfx/systembank_table.h | 147 | ||||
| -rw-r--r-- | include/tables/sfx/voicebank_table.h | 262 |
11 files changed, 3762 insertions, 1393 deletions
diff --git a/include/audio/aseq.h b/include/audio/aseq.h new file mode 100644 index 000000000..1c66a3a2c --- /dev/null +++ b/include/audio/aseq.h @@ -0,0 +1,2344 @@ +/** + * @file aseq.h + * Zelda64 Music Macro Language (MML) Assembler Definitions + * + * This file implements the assembler for Zelda64 Music Macro Language. MML is an interpreted language that combines + * general MIDI with arithmetic and control flow instructions. + * + * There are multiple distinct sections: + * - .sequence: The top level of the program, this is unique and executes sequentially. + * - .channel: Spawned by the top-level sequence, there can be up to 16 channels active at any time that execute in + * parallel. Channels map directly to MIDI channels, control changes made in channels affect the notes + * in the layers spawned by the channel. + * - .layer: Spawned by channels, up to 4 layers per channel. These execute in parallel. The purpose of layers is + * to allow overlapping notes. + * - .table: Contains dyntable labels. + * - .array: Contains array-like data that can be read using sequence IO instructions. + * - .filter: Contains filter structures. + * - .envelope: Contains envelope scripts. + * - .buffer: Contains arbitrary data. + * + * Execution begins in the sequence section at position 0 of the sequence with no channels or layers initialized. + * + * Execution flows until it blocks on certain commands that induce delays for a fixed number of ticks (it is to be + * understood that ticks in this context refers to seqTicks in code), such as the delay instructions or note + * instructions. If this happens in a channel or layer, the other channels/layers will continue execution until they + * hit their own delays. + * + * Sequences can self-modify. The ldseq, stseq and related instructions can perform loads and stores to any location + * in a sequence, including the executable sections. This can be used to make up for the lack of registers and + * arithmetic instructions by replacing immediate values in the instructions themselves. + * + * The maximum call depth is 4. Call depth applies to both loops and subroutines. Loops are implemented like + * subroutines in that starting a loop pushes a return address onto the call stack and reaching the end of the loop + * decrements the loop counter. If the loop has iterations left, it jumps to the return address. When a loop completes + * all the iterations, or when the break instruction is executed, the return address is popped from the call stack and + * no jump occurs. + * + * In the instruction descriptions, we use a number of conventions for referring to various internal state: + * - PC : The location of the current instruction, within the respective sequence/channel/layer + * - SEQ : The sequence data, viewed as an array of s8/u8 + * - TR : Temporary s8 register + * - TP : Temporary u16 register + * - CIO[15..0][7..0] : Channel IO + * - SIO[7..0] : Sequence IO + * - DYNTBL : Current dyntable, DYNTBL16 and DYNTBL8 are different views into the same memory + * - DYNTBL16 : Current dyntable, viewed as an array of s16/u16 + * - DYNTBL8 : Current dyntable, viewed as an array of s8/u8 + * - CALLDEPTH : The current subroutine nesting level + * - SHORTVELTBL : Current short notes velocity table + * - SHORTGATETBL : Current short notes gate time table + */ +#ifndef ASEQ_H +#define ASEQ_H + +/** + * IO Ports + */ + +#define IO_PORT_0 0 +#define IO_PORT_1 1 +#define IO_PORT_2 2 +#define IO_PORT_3 3 +#define IO_PORT_4 4 +#define IO_PORT_5 5 +#define IO_PORT_6 6 +#define IO_PORT_7 7 + + + +/** + * Parameter Constants + */ + +#define TRUE 1 +#define FALSE 0 + +#define PITCH_A0 0 +#define PITCH_BF0 1 +#define PITCH_B0 2 +#define PITCH_C1 3 +#define PITCH_DF1 4 +#define PITCH_D1 5 +#define PITCH_EF1 6 +#define PITCH_E1 7 +#define PITCH_F1 8 +#define PITCH_GF1 9 +#define PITCH_G1 10 +#define PITCH_AF1 11 +#define PITCH_A1 12 +#define PITCH_BF1 13 +#define PITCH_B1 14 +#define PITCH_C2 15 +#define PITCH_DF2 16 +#define PITCH_D2 17 +#define PITCH_EF2 18 +#define PITCH_E2 19 +#define PITCH_F2 20 +#define PITCH_GF2 21 +#define PITCH_G2 22 +#define PITCH_AF2 23 +#define PITCH_A2 24 +#define PITCH_BF2 25 +#define PITCH_B2 26 +#define PITCH_C3 27 +#define PITCH_DF3 28 +#define PITCH_D3 29 +#define PITCH_EF3 30 +#define PITCH_E3 31 +#define PITCH_F3 32 +#define PITCH_GF3 33 +#define PITCH_G3 34 +#define PITCH_AF3 35 +#define PITCH_A3 36 +#define PITCH_BF3 37 +#define PITCH_B3 38 +#define PITCH_C4 39 +#define PITCH_DF4 40 +#define PITCH_D4 41 +#define PITCH_EF4 42 +#define PITCH_E4 43 +#define PITCH_F4 44 +#define PITCH_GF4 45 +#define PITCH_G4 46 +#define PITCH_AF4 47 +#define PITCH_A4 48 +#define PITCH_BF4 49 +#define PITCH_B4 50 +#define PITCH_C5 51 +#define PITCH_DF5 52 +#define PITCH_D5 53 +#define PITCH_EF5 54 +#define PITCH_E5 55 +#define PITCH_F5 56 +#define PITCH_GF5 57 +#define PITCH_G5 58 +#define PITCH_AF5 59 +#define PITCH_A5 60 +#define PITCH_BF5 61 +#define PITCH_B5 62 +#define PITCH_C6 63 +#define PITCH_DF6 64 +#define PITCH_D6 65 +#define PITCH_EF6 66 +#define PITCH_E6 67 +#define PITCH_F6 68 +#define PITCH_GF6 69 +#define PITCH_G6 70 +#define PITCH_AF6 71 +#define PITCH_A6 72 +#define PITCH_BF6 73 +#define PITCH_B6 74 +#define PITCH_C7 75 +#define PITCH_DF7 76 +#define PITCH_D7 77 +#define PITCH_EF7 78 +#define PITCH_E7 79 +#define PITCH_F7 80 +#define PITCH_GF7 81 +#define PITCH_G7 82 +#define PITCH_AF7 83 +#define PITCH_A7 84 +#define PITCH_BF7 85 +#define PITCH_B7 86 +#define PITCH_C8 87 +#define PITCH_DF8 88 +#define PITCH_D8 89 +#define PITCH_EF8 90 +#define PITCH_E8 91 +#define PITCH_F8 92 +#define PITCH_GF8 93 +#define PITCH_G8 94 +#define PITCH_AF8 95 +#define PITCH_A8 96 +#define PITCH_BF8 97 +#define PITCH_B8 98 +#define PITCH_C9 99 +#define PITCH_DF9 100 +#define PITCH_D9 101 +#define PITCH_EF9 102 +#define PITCH_E9 103 +#define PITCH_F9 104 +#define PITCH_GF9 105 +#define PITCH_G9 106 +#define PITCH_AF9 107 +#define PITCH_A9 108 +#define PITCH_BF9 109 +#define PITCH_B9 110 +#define PITCH_C10 111 +#define PITCH_DF10 112 +#define PITCH_D10 113 +#define PITCH_EF10 114 +#define PITCH_E10 115 +#define PITCH_F10 116 +#define PITCH_BFNEG1 117 +#define PITCH_BNEG1 118 +#define PITCH_C0 119 +#define PITCH_DF0 120 +#define PITCH_D0 121 +#define PITCH_EF0 122 +#define PITCH_E0 123 +#define PITCH_F0 124 +#define PITCH_GF0 125 +#define PITCH_G0 126 +#define PITCH_AF0 127 + +// Hardcoded Instruments +#define FONTANY_INSTR_SFX 126 +#define FONTANY_INSTR_DRUM 127 +// Instruments implemented in gWaveSamples +#define FONTANY_INSTR_SAWTOOTH 128 +#define FONTANY_INSTR_TRIANGLE 129 +#define FONTANY_INSTR_SINE 130 +#define FONTANY_INSTR_SQUARE 131 +#define FONTANY_INSTR_NOISE 132 +#define FONTANY_INSTR_BELL 133 +#define FONTANY_INSTR_8PULSE 134 +#define FONTANY_INSTR_4PULSE 135 +#define FONTANY_INSTR_ASM_NOISE 136 + + + +#ifdef _LANGUAGE_ASEQ + +/** + * MML Version + */ + +#ifndef MML_VERSION + #error "MML version not defined, define MML_VERSION in the cpp invocation" +#endif + +#define MML_VERSION_OOT 0 +#define MML_VERSION_MM 1 + + + +/** + * IDENT + */ + +.ident "Zelda64 Audio Sequence compiled with GNU AS + aseq.h" +#if (MML_VERSION == MML_VERSION_OOT) + .ident "MML VERSION OOT" +#else + .ident "MML VERSION MM" +#endif + + + +/** + * Sequence IDs + */ + +// Some sequence instructions such as runseq would like sequence names for certain arguments. +// This facilitates making the sequence enum names available in sequence assembly files. + +.set __SEQ_ID_CTR, 0 + +#define DEFINE_SEQUENCE(name, seqId, storageMedium, cachePolicy, seqFlags) \ + .internal seqId; \ + .set seqId, __SEQ_ID_CTR; \ + .set __SEQ_ID_CTR, __SEQ_ID_CTR + 1 + +#define DEFINE_SEQUENCE_PTR(seqIdReal, seqId, storageMediumReal, cachePolicyReal, seqFlags) \ + .internal seqId; \ + .set seqId, __SEQ_ID_CTR; \ + .set __SEQ_ID_CTR, __SEQ_ID_CTR + 1 + +#include "tables/sequence_table.h" + +#undef DEFINE_SEQUENCE +#undef DEFINE_SEQUENCE_PTR + +// Mark the counter as internal for the symbol table +.internal __SEQ_ID_CTR + + + +/** + * STSEQ offsets + */ + +#define STSEQ_HERE (. + 1) + +// stores 1 byte (stseq) +#define STSEQ_LOOP_COUNT 1 +#define STSEQ_VOL 1 +#define STSEQ_PAN 1 +#define STSEQ_REVERB 1 +#define STSEQ_UNK_A4 1 +#define STSEQ_FILTER_IDX 1 +#define STSEQ_COMBFILTER_ARG1_HI 2 +#define STSEQ_NOTEDV_OPCODE_PITCH 0 +#define STSEQ_NOTEDV_DELAY 1 +#define STSEQ_NOTEDV_DELAY_HI 1 +#define STSEQ_NOTEDV_DELAY_LO 2 +#define STSEQ_NOTEDV_VELOCITY 3 +#define STSEQ_NOTEDV_VELOCITY_2 2 +#define STSEQ_LDI_IMM 1 +#define STSEQ_TRANSPOSITION 1 +#define STSEQ_PORTAMENTO_MODE 1 +#define STSEQ_PORTAMENTO_PITCH 2 +#define STSEQ_PORTAMENTO_TIME 3 +#define STSEQ_NOTEPAN 1 +#define STSEQ_LDELAY 1 +#define STSEQ_STSEQ_IMM 1 +#define STSEQ_RAND 1 +#define STSEQ_SURROUNDEFFECT 1 +#define STSEQ_GENERAL_OPCODE 0 +#define STSEQ_STEREO 1 +#define STSEQ_BENDFINE 1 +#define STSEQ_NOTEDVG_OPCODE_PITCH 0 +#define STSEQ_NOTEDVG_DELAY_HI 1 +#define STSEQ_NOTEDVG_DELAY_LO 2 +#define STSEQ_NOTEDVG_VELOCITY_LONGDELAY 3 +#define STSEQ_NOTEDVG_DELAY_SHORT 1 +#define STSEQ_NOTEDVG_VELOCITY_SHORTDELAY 2 +#define STSEQ_GAIN 1 +#define STSEQ_INSTR 1 +#define STSEQ_VIBDEPTH 1 +#define STSEQ_SUB_IMM 1 +#define STSEQ_INITCHAN_HI 1 +#define STSEQ_INITCHAN_LO 2 +#define STSEQ_VOLEXP 1 +#define STSEQ_BEND 1 +#define STSEQ_LDSEQ_SEQ_ID 1 + +// stores 2 bytes (stptrtoseq) +#define STSEQ_PTR_DYNTBL 1 +#define STSEQ_PTR_LDLAYER 1 +#define STSEQ_PTR_LDSEQ 1 +#define STSEQ_PTR_STSEQ 2 + +// stores 2 bytes (so should be used with stptrtoseq) +#define STSEQ_ENVELOPE_POINT(n) (2 * (n)) + + + +/** + * Sequence Sections + */ + +.internal ASEQ_MODE_NONE; .set ASEQ_MODE_NONE, 0 +.internal ASEQ_MODE_SEQUENCE; .set ASEQ_MODE_SEQUENCE, 1 +.internal ASEQ_MODE_CHANNEL; .set ASEQ_MODE_CHANNEL, 2 +.internal ASEQ_MODE_LAYER; .set ASEQ_MODE_LAYER, 3 +.internal ASEQ_MODE_TABLE; .set ASEQ_MODE_TABLE, 4 +.internal ASEQ_MODE_ARRAY; .set ASEQ_MODE_ARRAY, 5 +.internal ASEQ_MODE_FILTER; .set ASEQ_MODE_FILTER, 6 +.internal ASEQ_MODE_ENVELOPE; .set ASEQ_MODE_ENVELOPE, 7 +.internal ASEQ_MODE_BUFFER; .set ASEQ_MODE_BUFFER, 8 + + +/* Macros that change structure based on current section */ +.macro _RESET_SECTION + .purgem ldseq + .macro ldseq + .error "Invalid section for `ldseq`" + .endm + + .purgem filter + .macro filter + .error "Invalid section for `filter`" + .endm + + .purgem env + .macro env + .error "Invalid section for `env`" + .endm +.endm + +/* Dummy macro definitions for above so purgem doesn't error on first run */ +.macro ldseq +.endm +.macro filter +.endm +.macro env +.endm + +/* Instantiate above macros */ +_RESET_SECTION + +/** + * Begin a sequence code section. + */ +.macro .sequence name + _RESET_SECTION + + /* `ldseq` changes structure based on current section. */ + .purgem ldseq + .macro ldseq ioPortNum, seqId, label + _wr_cmd_id ldseq, 0xB0,,,,,,,, \ioPortNum, 4 + _wr_u8 \seqId + _wr_lbl \label + .endm + + .set ASEQ_MODE, ASEQ_MODE_SEQUENCE + \name: +.endm + +/** + * Begin a channel code section. + */ +.macro .channel name + _RESET_SECTION + + /* `ldseq` changes structure based on current section. */ + .purgem ldseq + .macro ldseq label + _wr_cmd_id ldseq, ,0xCB,,,,,,, 0, 0 + _wr_lbl \label + .endm + + /* `filter` changes structure based on current section. */ + .purgem filter + .macro filter lowpassCutoff, highpassCutoff + _check_arg_bitwidth_u \lowpassCutoff, 4 + _check_arg_bitwidth_u \highpassCutoff, 4 + + _wr_cmd_id filter, ,0xB3,,,,,,, 0, 0 + _wr_u8 (\lowpassCutoff << 4) | (\highpassCutoff) + .endm + + /* `env` changes structure based on current section. */ + .purgem env + .macro env label + _wr_cmd_id env, ,0xDA,,,,,,, 0, 0 + _wr_lbl \label + .endm + + .set ASEQ_MODE, ASEQ_MODE_CHANNEL + \name: +.endm + +/** + * Begin a layer code section. + */ +.macro .layer name + _RESET_SECTION + + /* `env` changes structure based on current section. */ + .purgem env + .macro env label, arg + _wr_cmd_id env, ,,0xCB,,,,,, 0, 0 + _wr_lbl \label + _wr_u8 \arg + .endm + + .set ASEQ_MODE, ASEQ_MODE_LAYER + \name: +.endm + +/** + * Begin a table section. + */ +.macro .table name + .balign 2 + .table_unaligned \name +.endm + +/** + * Begin a table section at an unaligned offset. + */ +.macro .table_unaligned name + _RESET_SECTION + + .set ASEQ_MODE, ASEQ_MODE_TABLE + \name: +.endm + +/** + * Begin an array section. + */ +.macro .array name + _RESET_SECTION + + .set ASEQ_MODE, ASEQ_MODE_ARRAY + \name: +.endm + +/** + * Begin a filter section. + */ +.macro .filter name + _RESET_SECTION + + /* `filter` changes structure based on current section. */ + .purgem filter + .macro filter a0, a1, a2, a3, a4, a5, a6, a7 + _wr_s16 \a0 + _wr_s16 \a1 + _wr_s16 \a2 + _wr_s16 \a3 + _wr_s16 \a4 + _wr_s16 \a5 + _wr_s16 \a6 + _wr_s16 \a7 + .endm + + .set ASEQ_MODE, ASEQ_MODE_FILTER + .balign 16 + \name: +.endm + +/** + * Begin an envelope section. + */ +.macro .envelope name + _RESET_SECTION + + .set ASEQ_MODE, ASEQ_MODE_ENVELOPE + .balign 2 + \name: +.endm + +/** + * Begin a buffer section. + */ +.macro .buffer name + _RESET_SECTION + + .set ASEQ_MODE, ASEQ_MODE_BUFFER + .balign 16 + \name: +.endm + + +.macro _section_invalid macro_name + .if ASEQ_MODE == ASEQ_MODE_SEQUENCE + .error "Invalid section for `\macro_name`: Sequence" + .elseif ASEQ_MODE == ASEQ_MODE_CHANNEL + .error "Invalid section for `\macro_name`: Channel" + .elseif ASEQ_MODE == ASEQ_MODE_LAYER + .error "Invalid section for `\macro_name`: Layer" + .elseif ASEQ_MODE == ASEQ_MODE_TABLE + .error "Invalid section for `\macro_name`: Table" + .elseif ASEQ_MODE == ASEQ_MODE_ARRAY + .error "Invalid section for `\macro_name`: Array" + .elseif ASEQ_MODE == ASEQ_MODE_FILTER + .error "Invalid section for `\macro_name`: Filter" + .elseif ASEQ_MODE == ASEQ_MODE_ENVELOPE + .error "Invalid section for `\macro_name`: Envelope" + .elseif ASEQ_MODE == ASEQ_MODE_BUFFER + .error "Invalid section for `\macro_name`: Buffer" + .else + .error "Invalid section" + .endif +.endm + + + +/** + * Sequence Start/End + */ + +.macro .startseq name + /* Begin a sequence. */ + + /* Write the sequence name into a special .name section */ + .pushsection .name, "", @note + .asciz "\name" + .balign 4 + .popsection + + /* Reset section and write start symbol. */ + .section .data, "wa", @progbits + .set ASEQ_MODE, ASEQ_MODE_NONE + .balign 16 + .global \name\()_Start + \name\()_Start: + _seq_start: +.endm + +.macro .endseq name + /* End a sequence. Align to 16 bytes, write end and size symbols. */ + .balign 16 + _seq_end: + .global \name\()_End + \name\()_End: + .global \name\()_Size + .set \name\()_Size, _seq_end - _seq_start + /* Mark ASEQ_MODE as an internal symbol at the very end since it is redefined many times */ + .internal ASEQ_MODE +.endm + + + +/** + * Parameters + */ + +.macro _check_arg_bitwidth_u value, num + /* Checks if the unsigned integer `value` fits within `num` bits. */ + .if (\value & ((1 << \num) - 1)) != \value + .error "value \value out of range for unsigned \num\()-bit argument" + .endif +.endm + +.macro _check_arg_bitwidth_s value, num + /* Checks if the signed integer `value` fits within `num` bits. */ + .if (\value & ((1 << (\num - 1)) - 1)) - (\value & (1 << (\num - 1))) != \value + .error "value \value out of range for signed \num\()-bit argument" + .endif +.endm + +/* Long encoded numbers a la MIDI */ +.macro _var_long x + _check_arg_bitwidth_u \x, 15 + + .byte (0x80 | (\x & 0x7f00) >> 8), (\x & 0xff) +.endm + +/* Potentially long encoded numbers, but may not be. */ +.macro _var x + .if (\x >= 0x80) + _var_long \x + .else + _check_arg_bitwidth_u \x, 8 + .byte \x + .endif +.endm + +.macro _wr8 value + /* Write 8 bits */ + .byte (\value) & 0xFF +.endm + +.macro _wr16 value + /* Write 16 bits (big-endian) */ + .byte (\value) >> 8, (\value) & 0xFF +.endm + +.macro _wr_s8 value + /* Ensure the provided arg value fits in 8 bits (signed) */ + _check_arg_bitwidth_s \value, 8 + _wr8 \value +.endm + +.macro _wr_u8 value + /* Ensure the provided arg value fits in 8 bits (unsigned) */ + _check_arg_bitwidth_u \value, 8 + _wr8 \value +.endm + +.macro _wr_s16 value + /* Ensure the provided arg value fits in 16 bits (signed) */ + _check_arg_bitwidth_s \value, 16 + _wr16 \value +.endm + +.macro _wr_u16 value + /* Ensure the provided arg value fits in 16 bits (unsigned) */ + _check_arg_bitwidth_u \value, 16 + _wr16 \value +.endm + +.macro _wr_lbl value + /* Subtract sequence start label to get a numeric offset that can be written at assembling time */ + _wr16 (\value - _seq_start) +.endm + +.macro _wr_16_rel value + /* Turn label into relative offset. + * Can't check encoding, complains about non-constant value.. */ + _wr16 (\value - $reladdr\@) +$reladdr\@: +.endm + +.macro _wr_8_rel value + /* Turn label into relative offset. + * Can't check encoding, complains about non-constant value.. */ + _wr8 (\value - $reladdr\@) +$reladdr\@: +.endm + +.macro _wr_cmd_id cmd_name, seq_id=-1, chan_id=-1, layer_id=-1, tbl_id=-1, arr_id=-1, filt_id=-1, env_id=-1, buf_id=-1, lo_bits, n_lo_bits + /* Helper for writing command ids. Will write the command id appropriate for the current section, optionally + * packing in low-order bits if a command uses them for an argument. */ + _check_arg_bitwidth_u \lo_bits, \n_lo_bits + + .if ASEQ_MODE == ASEQ_MODE_SEQUENCE && \seq_id != -1 + _check_arg_bitwidth_u \seq_id, 8 + .byte (\seq_id & 0xFF) | (\lo_bits) + .elseif ASEQ_MODE == ASEQ_MODE_CHANNEL && \chan_id != -1 + _check_arg_bitwidth_u \chan_id, 8 + .byte (\chan_id & 0xFF) | (\lo_bits) + .elseif ASEQ_MODE == ASEQ_MODE_LAYER && \layer_id != -1 + _check_arg_bitwidth_u \layer_id, 8 + .byte (\layer_id & 0xFF) | (\lo_bits) + .elseif ASEQ_MODE == ASEQ_MODE_TABLE && \tbl_id != -1 + _check_arg_bitwidth_u \tbl_id, 8 + .byte (\tbl_id & 0xFF) | (\lo_bits) + .elseif ASEQ_MODE == ASEQ_MODE_ARRAY && \arr_id != -1 + _check_arg_bitwidth_u \arr_id, 8 + .byte (\arr_id & 0xFF) | (\lo_bits) + .elseif ASEQ_MODE == ASEQ_MODE_FILTER && \filt_id != -1 + _check_arg_bitwidth_u \filt_id, 8 + .byte (\filt_id & 0xFF) | (\lo_bits) + .elseif ASEQ_MODE == ASEQ_MODE_ENVELOPE && \env_id != -1 + _check_arg_bitwidth_u \env_id, 8 + .byte (\env_id & 0xFF) | (\lo_bits) + .elseif ASEQ_MODE == ASEQ_MODE_BUFFER && \buf_id != -1 + _check_arg_bitwidth_u \buf_id, 8 + .byte (\buf_id & 0xFF) | (\lo_bits) + .else + _section_invalid \cmd_name + .endif +.endm + +.macro .ptr value + _wr_lbl \value +.endm + +.macro .ptr_raw value + _wr16 \value +.endm + + + +/** + * Instructions + */ + +/** + * end + * + * Marks the end of an executable section. + * + * If CALLDEPTH is not 0 (that is, execution is currently in a subroutine) + * the current subroutine is exited and execution continues at the saved + * return address. If CALLDEPTH is 0, the current layer/channel/sequence is + * closed. If the sequence is closed, all execution ends. If a channel is + * closed, so are its layers. + */ +.macro end + _wr_cmd_id end, 0xFF,0xFF,0xFF,,,,,, 0, 0 +.endm + +/** + * delay1 + * + * Delays for one tick. + */ +.macro delay1 + _wr_cmd_id delay1, 0xFE,0xFE,,,,,,, 0, 0 +.endm + +/** + * delay <delay:var> + * + * Delays for `delay` ticks. + */ +.macro delay delay + _wr_cmd_id delay, 0xFD,0xFD,,,,,,, 0, 0 + _var \delay +.endm + +/** + * call <label:lbl> + * + * Unconditionally enters a subroutine at `label`. Execution will resume following this instruction once the + * subroutine encounters an `end` instruction. + */ +.macro call label + _wr_cmd_id call, 0xFC,0xFC,0xFC,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * jump <label:lbl> + * + * Branches to `label` unconditionally. + */ +.macro jump label + _wr_cmd_id jump, 0xFB,0xFB,0xFB,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * beqz <label:lbl> + * + * Branches to `label` if TR == 0. + */ +.macro beqz label + _wr_cmd_id beqz, 0xFA,0xFA,0xFA,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * bltz <label:lbl> + * + * Branches to `label` if TR < 0. + */ +.macro bltz label + _wr_cmd_id beqz, 0xF9,0xF9,0xF9,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * loop <num:u8> + * + * Begin a loop for `num` iterations, pushing the address of the next + * instruction to the call stack. + * + * Maximum loop nesting level is 4 - CALLDEPTH, after this the call stack + * becomes full. + */ +.macro loop num + _wr_cmd_id loop, 0xF8,0xF8,0xF8,,,,,, 0, 0 + _wr_u8 \num +.endm + +/** + * loopend + * + * Indicates the end of a loop body. Whenever the instruction is executed + * the loop counter decrements and either branches back to the loop start + * if there are remaining iterations or exits the loop if all iterations + * have been completed. When the loop is to be exited, the top of the call + * stack is popped. + */ +.macro loopend + _wr_cmd_id loopend, 0xF7,0xF7,0xF7,,,,,, 0, 0 +.endm + +/** + * break + * + * Immediately ends the current loop, popping it from the call stack, but + * does not branch to the end of the loop. + * + * Programming Note: Do not allow execution to later flow into loopend, as + * the call stack would be popped twice. + */ +.macro break + _wr_cmd_id break, 0xF6,0xF6,0xF6,,,,,, 0, 0 +.endm + +/** + * bgez <label:lbl> + * + * Branches to `label` if TR >= 0. + */ +.macro bgez label + _wr_cmd_id bgez, 0xF5,0xF5,0xF5,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * rjump <label:lbl> + * + * Branches to `label` unconditionally. + * `label` is a relative offset rather than an absolute offset, making it appropriate + * for use in position-independent code. + * Note that the range is reduced compared to absolute jumps, only labels within a + * signed 8-bit (+/-128) range are reachable. + */ +.macro rjump label + _wr_cmd_id rjump, 0xF4,0xF4,0xF4,,,,,, 0, 0 + _wr_8_rel \label +.endm + +/** + * rbeqz <label:lbl> + * + * Branches to `label` if TR == 0. + * `label` is a relative offset rather than an absolute offset, making it appropriate + * for use in position-independent code. + * Note that the range is reduced compared to absolute branches, only labels within a + * signed 8-bit (+/-128) range are reachable. + */ +.macro rbeqz label + _wr_cmd_id rbeqz, 0xF3,0xF3,0xF3,,,,,, 0, 0 + _wr_8_rel \label +.endm + +/** + * rbltz <label:lbl> + * + * Branches to `label` if TR < 0. + * `label` is a relative offset rather than an absolute offset, making it appropriate + * for use in position-independent code. + * Note that the range is reduced compared to absolute branches, only labels within a + * signed 8-bit (+/-128) range are reachable. + */ +.macro rbltz label + _wr_cmd_id rbltz, 0xF2,0xF2,0xF2,,,,,, 0, 0 + _wr_8_rel \label +.endm + +/** + * allocnotelist <num:u8> + * + * Clears the channel note pool and reallocates it with space for `num` notes. + */ +.macro allocnotelist num + _wr_cmd_id allocnotelist, 0xF1,0xF1,,,,,,, 0, 0 + _wr_u8 \num +.endm + +/** + * freenotelist + * + * Clears the channel note pool. + */ +.macro freenotelist + _wr_cmd_id freenotelist, 0xF0,0xF0,,,,,,, 0, 0 +.endm + +/** + * unk_EF + * + * Has no function. + */ +.macro unk_EF arg1, arg2 + _wr_cmd_id unk_EF, 0xEF,,,,,,,, 0, 0 + _wr_s16 \arg1 + _w_u8 \arg2 +.endm + +/** + * bendfine <amt:s8> + * + * Fine-tunes the pitch bend amount for the channel or layer. + */ +.macro bendfine amt + _wr_cmd_id bendfine, ,0xEE,0xCE,,,,,, 0, 0 + _wr_s8 \amt +.endm + +/** + * gain <value:u8> + * + * Sets the channel gain (multiplicative volume scale factor) to the provided qu4.4 fixed-point value. + */ +.macro gain value + _wr_cmd_id gain, ,0xED,,,,,,, 0, 0 + _wr_u8 \value +.endm + +/** + * vibreset + * + * Resets channel vibrato, filter, gain, sustain, etc. state. + */ +.macro vibreset + _wr_cmd_id vibreset, ,0xEC,,,,,,, 0, 0 +.endm + +/** + * fontinstr <fontId:u8> <instId:u8> + * + * Updates the soundfont and instrument for the channel simultaneously. + */ +.macro fontinstr fontId, instId + _wr_cmd_id fontinstr, ,0xEB,,,,,,, 0, 0 + _wr_u8 \fontId + _wr_u8 \instId +.endm + +/** + * notepri <priority1:u4> <priority2:u4> + * + * Set note priorities. + */ +.macro notepri priority1, priority2 + _check_arg_bitwidth_u \priority1, 4 + _check_arg_bitwidth_u \priority2, 4 + _wr_cmd_id notepri, ,0xE9,,,,,,, 0, 0 + _wr_u8 (\priority1 << 4) | \priority2 +.endm + +/** + * params <muteBhv:u8> <noteAllocPolicy:u8> <channelPriority:u8> <transposition:u8> + * <pan:u8> <panWeight:u8> <reverb:u8> <reverbIndex:u8> + * + * Sets various channel parameters. + */ +.macro params muteBhv, noteAllocPolicy, channelPriority, transposition, pan, panWeight, reverb, reverbIndex + _wr_cmd_id params, ,0xE8,,,,,,, 0, 0 + _wr_u8 \muteBhv + _wr_u8 \noteAllocPolicy + _wr_u8 \channelPriority + _wr_u8 \transposition + _wr_u8 \pan + _wr_u8 \panWeight + _wr_u8 \reverb + _wr_u8 \reverbIndex +.endm + +/** + * ldparams <label:lbl> + * + * Sets various channel parameters by loading them from `label`. The data + * is ordered in the same way as the arguments in `params`. + */ +.macro ldparams label + _wr_cmd_id ldparams, ,0xE7,,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * samplebook <value:u8> + * + * Sets the sample book mode. + */ +.macro samplebook value + _wr_cmd_id samplebook, ,0xE6,,,,,,, 0, 0 + _wr_u8 \value +.endm + +/** + * reverbidx <arg:u8> + * + * Sets the channel reverb. + */ +.macro reverbidx arg + _wr_cmd_id reverbidx, ,0xE5,,,,,,, 0, 0 + _wr_u8 \arg +.endm + +/** + * reverbidx <arg:u8> + * + * Sets the channel vibrato delay. + */ +.macro vibdelay arg + _wr_cmd_id vibdelay, ,0xE3,,,,,,, 0, 0 + _wr_u8 \arg +.endm + +/** + * vibdepthgrad <extentStart:u8> <extentTarget:u8> <extentChangeDelay:u8> + * + * Sets the vibrato extent. + */ +.macro vibdepthgrad arg0, arg1, arg2 + _wr_cmd_id vibdepthgrad, ,0xE2,,,,,,, 0, 0 + _wr_u8 \arg0 + _wr_u8 \arg1 + _wr_u8 \arg2 +.endm + +/** + * vibfreqgrad <rateStart:u8> <rateTarget:u8> <rateChangeDelay:u8> + * + * Sets the vibrato rate. + */ +.macro vibfreqgrad arg0, arg1, arg2 + _wr_cmd_id vibfreqgrad, ,0xE1,,,,,,, 0, 0 + _wr_u8 \arg0 + _wr_u8 \arg1 + _wr_u8 \arg2 +.endm + +/** + * volexp <amt:u8> + * + * Changes the expression amount for the channel. + */ +.macro volexp amt + _wr_cmd_id volexp, ,0xE0,,,,,,, 0, 0 + _wr_u8 \amt +.endm + +/** + * transpose <semitones:s8> + * + * Sets the transposition amount. Transposition shifts all note pitches by the + * provided number of semitones. + */ +.macro transpose semitones + _wr_cmd_id transpose, 0xDF,0xDB,0xC2,,,,,, 0, 0 + _wr_s8 \semitones +.endm + +/** + * rtranspose <semitones:s8> + * + * Adjusts the transposition amount. This is only available at the top sequence level. + */ +.macro rtranspose semitones + _wr_cmd_id rtranspose, 0xDE,,,,,,,, 0, 0 + _wr_s8 \semitones +.endm + +/** + * freqscale <arg:s16> + * + * Sets the freqScale for the current channel. + */ +.macro freqscale arg + _wr_cmd_id freqscale, ,0xDE,,,,,,, 0, 0 + _wr_s16 \arg +.endm + +/** + * tempo <bpm:u8> + * + * Changes the tempo of the sequence. + */ +.macro tempo bpm + _wr_cmd_id tempo, 0xDD,,,,,,,, 0, 0 + _wr_u8 \bpm +.endm + +/** + * tempochg <arg:s8> + * + * Sets the tempoChange for the sequence. + */ +.macro tempochg arg + _wr_cmd_id tempochg, 0xDC,,,,,,,, 0, 0 + _wr_s8 \arg +.endm + +/** + * pan <amt:u8> + * + * Changes the pan amount for a channel. + */ +.macro pan pan + /* pan can only take values in 0..127 */ + _check_arg_bitwidth_u \pan, 7 + _wr_cmd_id pan, ,0xDD,,,,,,, 0, 0 + _wr_u8 \pan +.endm + +/** + * panweight <weight:u8> + * + * Controls how much the final pan value is influenced by the channel pan and layer pan. + * The layer pan is set by the drum instrument pan. + * A value of 0 ignores channel pan, while a value of 127 ignores layer pan. + * + * finalPan = (weight * channelPan + (128 - weight) * layerPan) / 128 + */ +.macro panweight weight + /* weight can only take values in 0..127 */ + _check_arg_bitwidth_u \weight, 7 + _wr_cmd_id panweight, ,0xDC,,,,,,, 0, 0 + _wr_u8 \weight +.endm + +/** + * vol <amt:u8> + * + * Sets the volume amount for this sequence or channel. + */ +.macro vol amt + _wr_cmd_id vol, 0xDB,0xDF,,,,,,, 0, 0 + _wr_u8 \amt +.endm + +/** + * volmode <mode:u8> <fadeTimer:s16> + * + * TODO DESCRIPTION + */ +.macro volmode mode, fadeTimer + _wr_cmd_id volmode, 0xDA,,,,,,,, 0, 0 + _wr_u8 \mode + _wr_u16 \fadeTimer +.endm + +/** + * volscale <arg:u8> + * + * Sets the fadeVolumeScale for the sequence. + */ +.macro volscale arg + _wr_cmd_id volscale, 0xD9,,,,,,,, 0, 0 + _wr_u8 \arg +.endm + +/** + * releaserate <release:u8> + * + * Sets the envelope release rate for this channel or layer. + */ +.macro releaserate release + _wr_cmd_id releaserate, ,0xD9,0xCF,,,,,, 0, 0 + _wr_u8 \release +.endm + +/** + * vibdepth <arg:u8> + * + * Sets the vibrato depth for the channel. + */ +.macro vibdepth arg + _wr_cmd_id vibdepth, ,0xD8,,,,,,, 0, 0 + _wr_u8 \arg +.endm + +/** + * vibfreq <arg:u8> + * + * Sets the vibrato rate for the channel. + */ +.macro vibfreq arg + _wr_cmd_id vibfreq, ,0xD7,,,,,,, 0, 0 + _wr_u8 \arg +.endm + +/** + * initchan <bitmask:u16> + * + * Initializes the channels marked in the provided bitmask. + * + * e.g. initchan 0b1 initializes channel 0. + * initchan 0b101 initializes channels 0 and 2. + */ +.macro initchan bitmask + _wr_cmd_id initchan, 0xD7,,,,,,,, 0, 0 + _wr_u16 \bitmask +.endm + +/** + * freechan <bitmask:u16> + * + * Frees the channels marked in the provided bitmask. + */ +.macro freechan bitmask + _wr_cmd_id freechan, 0xD6,,,,,,,, 0, 0 + _wr_u16 \bitmask +.endm + +/** + * mutescale <arg:s8> + * + * Sets the muteVolumeScale for the sequence. + */ +.macro mutescale arg + _wr_cmd_id mutescale, 0xD5,,,,,,,, 0, 0 + _wr_s8 \arg +.endm + +/** + * mute + * + * Mutes the sequence player. + */ +.macro mute + _wr_cmd_id mute, 0xD4,,,,,,,, 0, 0 +.endm + +/** + * reverb <amt:u8> + * + * Sets the reverb amount for this channel. + */ +.macro reverb amt + _wr_cmd_id reverb, ,0xD4,,,,,,, 0, 0 + _wr_u8 \amt +.endm + +/** + * mutebhv <flags:u8> + * + * Sets mute behavior for this sequence or channel. + */ +.macro mutebhv flags + _wr_cmd_id mutebhv, 0xD3,0xCA,,,,,,, 0, 0 + _wr_u8 \flags +.endm + +/** + * bend <amt:s8> + * + * Sets the pitch bend amount for this channel. + */ +.macro bend amt + _wr_cmd_id bend, ,0xD3,,,,,,, 0, 0 + _wr_s8 \amt +.endm + +/** + * ldshortvelarr <label:lbl> + * + * Sets the location of SHORTVELTBL. + */ +.macro ldshortvelarr label + _wr_cmd_id ldshortvelarr, 0xD2,,,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * sustain <value:u8> + * + * Sets the adsr sustain value for this channel. + */ +.macro sustain value + _wr_cmd_id sustain, ,0xD2,,,,,,, 0, 0 + _wr_u8 \value +.endm + +/** + * ldshortgatearr <label:lbl> + * + * Sets the location of SHORTGATETBL. + */ +.macro ldshortgatearr label + _wr_cmd_id ldshortgatearr, 0xD1,,,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * notealloc <arg:u8> + * + * Sets the noteAllocPolicy for either the sequence or the current channel. + */ +.macro notealloc arg + _wr_cmd_id notealloc, 0xD0,0xD1,,,,,,, 0, 0 + _wr_u8 \arg +.endm + +/** + * effects <headset:bool> <type:b2> <strongR:b1> <strongL:b1> <strongRvrbR:b1> <strongRvrbL:b1> + * + * Sets stereo effects. + */ +.macro effects headset, type, strongR, strongL, strongRvrbR, strongRvrbL + _check_arg_bitwidth_u \headset, 1 + _check_arg_bitwidth_u \type, 2 + _check_arg_bitwidth_u \strongR, 1 + _check_arg_bitwidth_u \strongL, 1 + _check_arg_bitwidth_u \strongRvrbR, 1 + _check_arg_bitwidth_u \strongRvrbL, 1 + + _wr_cmd_id effects, ,0xD0,,,,,,, 0, 0 + _wr_u8 (\headset << 7) | (\type << 4) | (\strongR << 3) | (\strongL << 2) | (\strongRvrbR << 1) | (\strongRvrbL << 0) +.endm + +/** + * stptrtoseq <label:lbl> + * + * Stores TP -> label + */ +.macro stptrtoseq label + _wr_cmd_id stptrtoseq, ,0xCF,,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * ldptr <label:lbl> + * + * Loads label -> TP + */ +.macro ldptr label + _wr_cmd_id ldptr, ,0xCE,,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * ldptr <imm:u16> + * + * Loads imm -> TP + */ +.macro ldptri imm + _wr_cmd_id ldptr, ,0xCE,,,,,,, 0, 0 + _wr_u16 \imm +.endm + +/** + * rand <max:u8> + * + * Stores a random number in the range [0, max) into TR. If max is 0 the range is [0, 255] + */ +.macro rand max + _wr_cmd_id rand, 0xCE,0xB8,,,,,,, 0, 0 + _wr_u8 \max +.endm + +/** + * [sequence] dyncall <table:lbl> + * + * Jumps to table[TR], treating table as a u16 array, pushing the next PC to the call stack + * + * [channel] dyncall + * + * Jumps to DYNTBL16[TR], pushing the next PC to the call stack + */ +.macro dyncall table=-1 + .if \table == -1 + _wr_cmd_id dyncall, ,0xE4,,,,,,, 0, 0 + .else + _wr_cmd_id dyncall, 0xCD,,,,,,,, 0, 0 + _wr_lbl \table + .endif +.endm + +/** + * ldi <imm:u8> + * + * Loads the immediate value `imm` into TR. + */ +.macro ldi imm + _wr_cmd_id ldi, 0xCC,0xCC,,,,,,, 0, 0 + _wr_u8 \imm +.endm + +/** + * and <imm:u8> + * + * Computes TR = TR & imm + */ +.macro and imm + _wr_cmd_id and, 0xC9,0xC9,,,,,,, 0, 0 + _wr_u8 \imm +.endm + +/** + * sub <imm:u8> + * + * Computes TR = TR - imm + */ +.macro sub imm + _wr_cmd_id sub, 0xC8,0xC8,,,,,,, 0, 0 + _wr_u8 \imm +.endm + +/** + * stseq <imm:u8> <label:lbl> + * + * Stores the u8 value `TR + imm` to the location specified by `label`. + */ +.macro stseq imm, label + _wr_cmd_id stseq, 0xC7,0xC7,,,,,,, 0, 0 + _wr_u8 \imm + _wr_lbl \label +.endm + +/** + * stop + * + * Immediately stops the sequence or channel. + */ +.macro stop + _wr_cmd_id stop, 0xC6,0xEA,,,,,,, 0, 0 +.endm + +/** + * font <fontId:u8> + * + * Set the current soundfont for this channel to `fontId`. + */ +.macro font fontId + _wr_cmd_id font, ,0xC6,,,,,,, 0, 0 + _wr_u8 \fontId +.endm + +/** + * scriptctr <arg:u16> + * + * Sets scriptCounter to arg. + * + * scriptCounter usually increments every time the sequence is updated but is otherwise + * never used, so changing it with this instruction has no useful effects. + */ +.macro scriptctr arg + _wr_cmd_id scriptctr, 0xC5,,,,,,,, 0, 0 + _wr_u16 \arg +.endm + +/** + * dyntbllookup + * + * Loads DYNTBL16[TR] -> DYNTBL + * unless TR is -1, in which case nothing happens. + */ +.macro dyntbllookup + _wr_cmd_id dyntbllookup, ,0xC5,,,,,,, 0, 0 +.endm + +/** + * runseq <seqPlayer:u8> <seqId:u8> + * + * Plays the sequence seqId on seqPlayer. + */ +.macro runseq seqPlayer, seqId + _wr_cmd_id runseq, 0xC4,,,,,,,, 0, 0 + _wr_u8 \seqPlayer + _wr_u8 \seqId +.endm + +#if (MML_VERSION == MML_VERSION_MM) + + /** + * mutechan <arg0:s16> + * + * TODO DESCRIPTION + */ + .macro mutechan arg0 + _wr_cmd_id mutechan, 0xC3,,,,,,,, 0, 0 + _wr_s16 \arg0 + .endm + +#endif + +/** + * noshort + * + * Disable short notes encoding. + */ +.macro noshort + _wr_cmd_id noshort, ,0xC4,,,,,,, 0, 0 +.endm + +/** + * short + * + * Enable short notes encoding. + */ +.macro short + _wr_cmd_id short, ,0xC3,,,,,,, 0, 0 +.endm + +/** + * dyntbl <label:lbl> + * + * Loads label -> DYNTBL + */ +.macro dyntbl label + _wr_cmd_id dyntbl, ,0xC2,,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * instr <instNum:u8> + * + * Set instrument `instNum` from the current soundfont as the active instrument for this channel or layer. + */ +.macro instr instNum + _wr_cmd_id instr, ,0xC1,0xC6,,,,,, 0, 0 + _wr_u8 \instNum +.endm + +#if (MML_VERSION == MML_VERSION_MM) + + /** + * unk_BE <arg0:u8> + * + * TODO DESCRIPTION + */ + .macro unk_BE arg0 + _wr_cmd_id unk_BE, ,0xBE,,,,,,, 0, 0 + _wr_u8 \arg0 + .endm + +#endif + +/** + * randptr <range:u16> <offset:u16> + * + * Assigns a random number sampled from [offset,offset+range) -> TP + * + * If range is 0, it is treated as 65536. + */ +.macro randptr range, offset + #if (MML_VERSION == MML_VERSION_OOT) + _wr_cmd_id randptr, ,0xBD,,,,,,, 0, 0 + #else + _wr_cmd_id randptr, ,0xA8,,,,,,, 0, 0 + #endif + _wr_u16 \range + _wr_u16 \offset +.endm + +#if (MML_VERSION == MML_VERSION_MM) + + /** + * samplestart <arg0:u8> + * + * TODO DESCRIPTION + */ + .macro samplestart arg + _wr_cmd_id samplestart, ,0xBD,,,,,,, 0, 0 + _wr_u8 \arg + .endm + + /** + * unk_A7 <arg:u8> + * + * TODO DESCRIPTION + */ + .macro unk_A7 arg + _wr_cmd_id unk_A7, ,0xA7,,,,,,, 0, 0 + _wr_u8 \arg + .endm + + /** + * unk_A6 <arg0:u8> <arg1:s16> + * + * TODO DESCRIPTION + */ + .macro unk_A6 arg0, arg1 + _wr_cmd_id unk_A6, ,0xA6,,,,,,, 0, 0 + _wr_u8 \arg0 + _wr_s16 \arg1 + .endm + + /** + * unk_A5 + * + * TODO DESCRIPTION + */ + .macro unk_A5 + _wr_cmd_id unk_A5, ,0xA5,,,,,,, 0, 0 + .endm + + /** + * unk_A4 <arg:u8> + * + * TODO DESCRIPTION + */ + .macro unk_A4 arg + _wr_cmd_id unk_A4, ,0xA4,,,,,,, 0, 0 + _wr_u8 \arg + .endm + + /** + * unk_A3 + * + * TODO DESCRIPTION + */ + .macro unk_A3 + _wr_cmd_id unk_A3, ,0xA3,,,,,,, 0, 0 + .endm + + /** + * unk_A2 <arg:s16> + * + * TODO DESCRIPTION + */ + .macro unk_A2 arg + _wr_cmd_id unk_A2, ,0xA2,,,,,,, 0, 0 + _wr_s16 \arg + .endm + + /** + * unk_A1 + * + * TODO DESCRIPTION + */ + .macro unk_A1 + _wr_cmd_id unk_A1, ,0xA1,,,,,,, 0, 0 + .endm + + /** + * unk_A0 <arg:s16> + * + * TODO DESCRIPTION + */ + .macro unk_A0 arg + _wr_cmd_id unk_A0, ,0xA0,,,,,,, 0, 0 + _wr_s16 \arg + .endm + +#endif + +/** + * ptradd <value:lbl> + * + * Computes TP += value + */ +.macro ptradd value + _wr_cmd_id ptradd, ,0xBC,,,,,,, 0, 0 + _wr_lbl \value +.endm + +/** + * ptraddi <value:u16> + * + * Like ptradd but for immediates instead of labels + * + * Computes TP += value + */ +.macro ptraddi value + _wr_cmd_id ptradd, ,0xBC,,,,,,, 0, 0 + _wr_u16 \value +.endm + +/** + * combfilter <arg0:u8> <arg1:u16> + * + * Enable comb filter. + * TODO args? arg0=16,arg1=val<<8 maps well to midi chorus + */ +.macro combfilter arg0, arg1 + _wr_cmd_id combfilter, ,0xBB,,,,,,, 0, 0 + _wr_u8 \arg0 + _wr_u16 \arg1 +.endm + +/** + * randgate <range:u8> + * + * Sets the range of random note gateTime fluctuations. + * + * NOTE: This feature is bugged. If this is non-zero it will actually use the range set by randvel. + */ +.macro randgate range + _wr_cmd_id randgate, ,0xBA,,,,,,, 0, 0 + _wr_u8 \range +.endm + +/** + * randvel <range:u8> + * + * Sets the range for random note velocity fluctuations. + */ +.macro randvel range + _wr_cmd_id randvel, ,0xB9,,,,,,, 0, 0 + _wr_u8 \range +.endm + +/** + * rand <max:u16> + * + * Stores a random number in the range [0, max) into TP. If max is 0 the range is [0, 65535] + */ +.macro randtoptr max + _wr_cmd_id randtoptr, ,0xB7,,,,,,, 0, 0 + _wr_u16 \max +.endm + +/** + * dyntblv + * + * Loads DYNTBL8[TR] -> TR + */ +.macro dyntblv + _wr_cmd_id dyntblv, ,0xB6,,,,,,, 0, 0 +.endm + +/** + * dyntbltoptr + * + * Loads DYNTBL16[TR] -> TP + */ +.macro dyntbltoptr + _wr_cmd_id dyntbltoptr, ,0xB5,,,,,,, 0, 0 +.endm + +/** + * ptrtodyntbl + * + * Transfers TP -> DYNTBL + */ +.macro ptrtodyntbl + _wr_cmd_id ptrtodyntbl, ,0xB4,,,,,,, 0, 0 +.endm + +/** + * ldseqtoptr <label:lbl> + * + * Loads SEQ[label + TR * 2] -> TP + * + * Note that TR acts as an index into an array of u16 starting at label. + */ +.macro ldseqtoptr label + _wr_cmd_id ldseqtoptr, ,0xB2,,,,,,, 0, 0 + _wr_lbl \label +.endm + +/** + * freefilter + * + * Invalidates the current active filter buffer. + */ +.macro freefilter + _wr_cmd_id freefilter, ,0xB1,,,,,,, 0, 0 +.endm + +/** + * ldfilter <filter:lbl> + * + * Sets the active filter buffer to the location specified by `filter`. + */ +.macro ldfilter filter + _wr_cmd_id ldfilter, ,0xB0,,,,,,, 0, 0 + _wr_lbl \filter +.endm + +/** + * cdelay <delay:b4> + * + * Short delay encoding for channel sections. + * Delays by `delay` ticks. + */ +.macro cdelay delay + _wr_cmd_id cdelay, ,0x00,,,,,,, \delay, 4 +.endm + +/** + * ldsample <portNum:b3> + * + * Triggers an async load of a sample belonging to either: + * - The Instrument ID in TR, if type is LDSAMPLE_INST. + * - The Sound Effect ID in TP, if type is LDSAMPLE_SFX. + * + * Load status is made available in CIO[CUR_CHANNEL][portNum]. + */ +.macro ldsample type, portNum + .if \type == LDSAMPLE_INST + _wr_cmd_id ldsample, ,0x10,,,,,,, \portNum, 3 + .elif \type == LDSAMPLE_SFX + _wr_cmd_id ldsample, ,0x18,,,,,,, \portNum, 3 + .else + .error "ldsample: invalid type" + .endif +.endm +#define LDSAMPLE_INST 0 +#define LDSAMPLE_SFX 1 + +/** + * stcio <channelNum:b4> <portNum:u8> + * + * Stores the contents of TR into CIO[channelNum][portNum] + */ +.macro stcio channelNum, portNum + _wr_cmd_id stcio, ,0x30,,,,,,, \channelNum, 4 + _wr_u8 \portNum +.endm + +/** + * ldcio <channelNum:b4> <portNum:u8> + * + * Loads the contents of CIO[channelNum][portNum] into TR. + */ +.macro ldcio channelNum, portNum + _wr_cmd_id ldcio, ,0x40,,,,,,, \channelNum, 4 + _wr_u8 \portNum +.endm + +/** + * rldlayer <layerNum:b3> <label:rel_lbl> + * + * Opens the note layer at `label` for index `layerNum`. + * `label` is a relative offset rather than an absolute offset, making it appropriate + * for use in position-independent code. + */ +.macro rldlayer layerNum, label + _wr_cmd_id rldlayer, ,0x78,,,,,,, \layerNum, 3 + _wr_16_rel \label +.endm + +/** + * testlayer <layerNum:b3> + * + * Tests if the layer specified by `layerNum` is finished. + * Stores result to TR: + * - 1 if layer is finished. + * - 0 if layer is not finished. + * - -1 if layer does not exist. + */ +.macro testlayer layerNum + _wr_cmd_id testlayer, ,0x80,,,,,,, \layerNum, 3 +.endm + +/** + * ldlayer <layerNum:b3> <label:lbl> + * + * Opens the note layer at `label` for index `layerNum`. + */ +.macro ldlayer layerNum, label + _wr_cmd_id ldlayer, ,0x88,,,,,,, \layerNum, 3 + _wr_lbl \label +.endm + +/** + * dellayer <layerNum:b3> + * + * Deletes the layer specified by index `layerNum`. + */ +.macro dellayer arg + _wr_cmd_id dellayer, ,0x90,,,,,,, \arg, 3 +.endm + +/** + * dynldlayer <arg:b3> + * + * Allocates a new layer starting at the pointer read from DYNTBL16[TR] + */ +.macro dynldlayer arg + _wr_cmd_id dynldlayer, ,0x98,,,,,,, \arg, 3 +.endm + +/** + * testchan <channelNum:b4> + * + * Tests if the channel specified by index `channelNum` is enabled. + * Stores result to TR: + * - 0 if enabled + * - 1 if disabled + */ +.macro testchan channelNum + _wr_cmd_id testchan, 0x00,,,,,,,, \channelNum, 4 +.endm + +/** + * stopchan <channelNum:b4> + * + * Disables the channel specified by channel `channelNum`. + */ +.macro stopchan channelNum + .if ASEQ_MODE == ASEQ_MODE_SEQUENCE + _wr_cmd_id stopchan, 0x40,,,,,,,, \channelNum, 4 + .else + _wr_cmd_id stopchan, ,0xCD,,,,,,, 0, 0 + _wr_u8 \channelNum + .endif +.endm + +/** + * subio <portNum:b4> + * + * In sequence section: + * Computes TR = TR - SIO[portNum] + * + * In channel section: + * Computes TR = TR - CIO[CUR_CHANNEL][portNum] + */ +.macro subio portNum + _wr_cmd_id subio, 0x50,0x50,,,,,,, \portNum, 4 +.endm + +/** + * ldres <portNum:b4> <resType:u8> <resId:u8> + * + * Load Resource. + * resType (sync with SampleBankTableType) + * - 0 = Sequence + * - 1 = Font + * - 2 = Sample + * + * resId is either a sequence id, soundfont id or samplebank id. + * + * Load status is made available in SIO[portNum]. + */ +.macro ldres portNum, resType, resId + _wr_cmd_id ldres, 0x60,,,,,,,, \portNum, 4 + _wr_u8 \resType + _wr_u8 \resId +.endm + +/** + * Sequence Section: stio <portNum:b4> + * Channel Section: stio <portNum:b3> + * + * Moves the contents of TR to either SIO[portNum] or CIO[CUR_CHANNEL][portNum] + * depending on current section. + */ +.macro stio portNum + .if ASEQ_MODE == ASEQ_MODE_CHANNEL + _wr_cmd_id stio, ,0x70,,,,,,, \portNum, 3 + .else + _wr_cmd_id stio, 0x70,,,,,,,, \portNum, 4 + .endif +.endm + +/** + * ldio <portNum:b4> + * + * Moves the contents of either SIO[portNum] or CIO[CUR_CHANNEL][portNum] to TR + * depending on current section. + */ +.macro ldio portNum + _wr_cmd_id ldio, 0x80,0x60,,,,,,, \portNum, 4 +.endm + +/** + * ldchan <channelNum:b4> <label:lbl> + * + * Opens the sequence channel for index `channelNum` with data beginning at `label`. + */ +.macro ldchan channelNum, label + _wr_cmd_id ldchan, 0x90,0x20,,,,,,, \channelNum, 4 + _wr_lbl \label +.endm + +/** + * rldchan <channelNum:b4> <label:rel_lbl> + * + * Opens the sequence channel for index `channelNum` with data beginning at `label`. + * `label` is a relative offset rather than an absolute offset, making it appropriate + * for use in position-independent code. + */ +.macro rldchan channelNum, label + _wr_cmd_id rldchan, 0xA0,,,,,,,, \channelNum, 4 + _wr_16_rel \label +.endm + +/** + * ldelay <delay:var> + * + * Delay for `delay` ticks. + */ +.macro ldelay delay + _wr_cmd_id ldelay, ,,0xC0,,,,,, 0, 0 + _var \delay +.endm + +/** + * Workaround for bugged delays using a larger encoding than is needed. + * Acts like ldelay but forces a long var encoding even if the arg can fit + * in a smaller encoding. + * Should never be used when not required for matching purposes. + */ +.macro lldelay delay + _wr_cmd_id lldelay, ,0xFD,0xC0,,,,,, 0, 0 + _var_long \delay +.endm + +/** + * shortvel <velocity:u8> + * + * Set velocity used by short notes. + */ +.macro shortvel velocity + _wr_cmd_id shortvel, ,,0xC1,,,,,, 0, 0 + _wr_u8 \velocity +.endm + +/** + * shortdelay <delay:var> + * + * Set delay used by short notes. + */ +.macro shortdelay delay + _wr_cmd_id shortdelay, ,,0xC3,,,,,, 0, 0 + _var \delay +.endm + +/** + * legato + * + * Enables legato on the current layer. + */ +.macro legato + _wr_cmd_id legato, ,,0xC4,,,,,, 0, 0 +.endm + +/** + * nolegato + * + * Disables legato on the current layer. + */ +.macro nolegato + _wr_cmd_id nolegato, ,,0xC5,,,,,, 0, 0 +.endm + +/** + * portamento <mode> <target:u8> <time:u8/var> + * + * The time argument is either a var or a u8 depending on mode + */ +.macro portamento mode, target, time + _wr_cmd_id portamento, ,,0xC7,,,,,, 0, 0 + _wr_u8 \mode + _wr_u8 \target + .if (\mode & 0x80) != 0 + _wr_u8 \time + .else + _var \time + .endif +.endm + +/** + * noportamento + * + * Disables portamento on the current layer. + */ +.macro noportamento + _wr_cmd_id noportamento, ,,0xC8,,,,,, 0, 0 +.endm + +/** + * shortgate <gateTime:u8> + * + * Sets gate time for short notes. + */ +.macro shortgate gateTime + _wr_cmd_id shortgate, ,,0xC9,,,,,, 0, 0 + _wr_u8 \gateTime +.endm + +/** + * notepan <pan:u8> + * + * Sets the pan for this layer. A value of 64 is center. + */ +.macro notepan pan + /* pan can only take values in 0..127 */ + _check_arg_bitwidth_u \pan, 7 + _wr_cmd_id notepan, ,,0xCA,,,,,, 0, 0 + _wr_u8 \pan +.endm + +/** + * nodrumpan + * + * Instructs the layer to ignore the pan value in drum instruments and only + * use pan set in the layer. + */ +.macro nodrumpan + _wr_cmd_id nodrumpan, ,,0xCC,,,,,, 0, 0 +.endm + +/** + * stereo <type:b2> <strongR:b1> <strongL:b1> <strongRvrbR:b1> <strongRvrbL:b1> + * + * TODO DESCRIPTION + */ +#define STEREO_OPCODE 0xCD +.macro stereo type, strongR, strongL, strongRvrbR, strongRvrbL + _check_arg_bitwidth_u \type, 2 + _check_arg_bitwidth_u \strongR, 1 + _check_arg_bitwidth_u \strongL, 1 + _check_arg_bitwidth_u \strongRvrbR, 1 + _check_arg_bitwidth_u \strongRvrbL, 1 + + _wr_cmd_id stereo, ,,STEREO_OPCODE,,,,,, 0, 0 + _wr_u8 (\type << 4) | (\strongR << 3) | (\strongL << 2) | (\strongRvrbR << 1) | (\strongRvrbL << 0) +.endm + +/** + * ldshortvel <velocity:b4> + * + * Sets the velocity used in short notes by reading from SHORTVELTBL[velocity] + */ +.macro ldshortvel velocity + _wr_cmd_id ldshortvel, ,,0xD0,,,,,, \velocity, 4 +.endm + +/** + * ldshortgate <gateTime:b4> + * + * Sets the gate time used in short notes by reading from SHORTGATETBL[gateTime] + */ +.macro ldshortgate gateTime + _wr_cmd_id ldshortgate, ,,0xE0,,,,,, \gateTime, 4 +.endm + +#if (MML_VERSION == MML_VERSION_MM) + + /** + * unk_F0 <arg:s16> + * + * TODO DESCRIPTION + */ + .macro unk_F0 arg + _wr_cmd_id unk_F0, ,,0xF0,,,,,, 0, 0 + _wr_s16 \arg + .endm + + /** + * surroundeffect <arg:u8> + * + * TODO DESCRIPTION + */ + #define SURROUNDEFFECT_OPCODE 0xF1 + .macro surroundeffect arg + _wr_cmd_id surroundeffect, ,,SURROUNDEFFECT_OPCODE,,,,,, 0, 0 + _wr_u8 \arg + .endm + +#endif + +/** + * notedvg <pitch:b6> <delay:var> <velocity:u8> <gateTime:u8> + * + * Plays a note with the current instrument settings for a specified length of time. + * + * pitch : The note to play. Since pitch is only 6 bits it can only hold values 0..63, for access to more values + * use `transpose` first to shift the base pitch. + * delay : The time to play the note for, plus the delay before executing the next instruction. + * velocity : The relative volume. + * gateTime : The proportion of the delay for which the sound does not play. + * + * This instruction must only be used when long notes are enabled with the noshort instruction. + */ +#define NOTEDVG_OPCODE 0x00 +.macro notedvg pitch, delay, velocity, gateTime + _wr_cmd_id notedvg, ,,0x00,,,,,, \pitch, 6 + _var \delay + _wr_u8 \velocity + _wr_u8 \gateTime +.endm + +/** + * notedv <pitch:b6> <delay:var> <velocity:u8> + * + * Like notedvg, but gateTime is fixed to 0 so there is no delay between when the sound stops and the next instruction. + * + * This instruction must only be used when long notes are enabled with the noshort instruction. + */ +#define NOTEDV_OPCODE 0x40 +.macro notedv pitch, delay, velocity + _wr_cmd_id notedv, ,,NOTEDV_OPCODE,,,,,, \pitch, 6 + _var \delay + _wr_u8 \velocity +.endm + +/* Workaround for bugs in vanilla sequences, force long encoding for delay. This should not typically be used. */ +.macro noteldv pitch, delay, velocity + _wr_cmd_id noteldv, ,,0x40,,,,,, \pitch, 6 + _var_long \delay + _wr_u8 \velocity +.endm + +/** + * notevg <pitch:b6> <velocity:u8> <gateTime:u8> + * + * Like notedvg, but delay is assumed to be the same as the delay for a previous note instruction. + * + * This instruction must only be used when long notes are enabled with the noshort instruction. + */ +.macro notevg pitch, velocity, gateTime + _wr_cmd_id notevg, ,,0x80,,,,,, \pitch, 6 + _wr_u8 \velocity + _wr_u8 \gateTime +.endm + +/** + * shortdvg <pitch:b6> <delay:var> + * + * Like notedvg, but encodes shorter by requiring that the velocity and gateTime be specified in advance using the + * shortvel and shortgate instructions. + * + * This instruction must only be used when short notes are enabled with the short instruction. + */ +.macro shortdvg pitch, delay + _wr_cmd_id shortdvg, ,,0x00,,,,,, \pitch, 6 + _var \delay +.endm + +/** + * shortdv <pitch:b6> + * + * Like shortdvg, but gateTime is fixed to 0 so there is no delay between when the sound stops and the next + * instruction. Uses the delay set by shortdelay, and the velocity set by shortvel. + * + * This instruction must only be used when short notes are enabled with the short instruction. + */ +.macro shortdv pitch + _wr_cmd_id shortdv, ,,0x40,,,,,, \pitch, 6 +.endm + +/** + * shortvg <pitch:b6> + * + * Like shortdvg, but delay is assumed to be the same as the delay for a previous note instruction. Uses the velocity + * set by shortvel. + * + * This instruction must only be used when short notes are enabled with the short instruction. + */ +.macro shortvg pitch + _wr_cmd_id shortvg, ,,0x80,,,,,, \pitch, 6 +.endm + +/** + * entry <label:lbl> + * + * For dyntable entries. + */ +.macro entry label + _wr_lbl \label +.endm + +/** + * point <delay:s16> <arg:s16> + * + * Envelope point + */ +.macro point delay, arg + .if ASEQ_MODE != ASEQ_MODE_ENVELOPE + _section_invalid point + .endif + + _wr_s16 \delay + _wr_s16 \arg +.endm + +/** + * disable + * + * Envelope disable + */ +.macro disable + .if ASEQ_MODE != ASEQ_MODE_ENVELOPE + _section_invalid disable + .endif + + _wr_u16 0 + _wr_s16 0 +.endm + +/** + * hang + * + * Envelope hang + */ +.macro hang + .if ASEQ_MODE != ASEQ_MODE_ENVELOPE + _section_invalid hang + .endif + + _wr_u16 0xFFFF // -1 + _wr_s16 0 +.endm + +/** + * goto <index:s16> + * + * Envelope goto + */ +.macro goto index + .if ASEQ_MODE != ASEQ_MODE_ENVELOPE + _section_invalid goto + .endif + + _wr_u16 0xFFFE // -2 + _wr_s16 \index +.endm + +/** + * restart + * + * Envelope restart + */ +.macro restart + .if ASEQ_MODE != ASEQ_MODE_ENVELOPE + _section_invalid restart + .endif + + _wr_u16 0xFFFD // -3 + _wr_s16 0 +.endm + +#endif /* _LANGUAGE_ASEQ */ + +#endif /* ASEQ_H */ diff --git a/include/sequence.h b/include/sequence.h index e994ef357..c895cd980 100644 --- a/include/sequence.h +++ b/include/sequence.h @@ -3,121 +3,18 @@ #include "ultra64.h" -typedef enum SeqId { - /* 0x00 */ NA_BGM_GENERAL_SFX, // General Sound Effects - /* 0x01 */ NA_BGM_NATURE_AMBIENCE, // Environmental nature background sounds - /* 0x02 */ NA_BGM_FIELD_LOGIC, // Hyrule Field - /* 0x03 */ NA_BGM_FIELD_INIT, // Hyrule Field Initial Segment From Loading Area - /* 0x04 */ NA_BGM_FIELD_DEFAULT_1, // Hyrule Field Moving Segment 1 - /* 0x05 */ NA_BGM_FIELD_DEFAULT_2, // Hyrule Field Moving Segment 2 - /* 0x06 */ NA_BGM_FIELD_DEFAULT_3, // Hyrule Field Moving Segment 3 - /* 0x07 */ NA_BGM_FIELD_DEFAULT_4, // Hyrule Field Moving Segment 4 - /* 0x08 */ NA_BGM_FIELD_DEFAULT_5, // Hyrule Field Moving Segment 5 - /* 0x09 */ NA_BGM_FIELD_DEFAULT_6, // Hyrule Field Moving Segment 6 - /* 0x0A */ NA_BGM_FIELD_DEFAULT_7, // Hyrule Field Moving Segment 7 - /* 0x0B */ NA_BGM_FIELD_DEFAULT_8, // Hyrule Field Moving Segment 8 - /* 0x0C */ NA_BGM_FIELD_DEFAULT_9, // Hyrule Field Moving Segment 9 - /* 0x0D */ NA_BGM_FIELD_DEFAULT_A, // Hyrule Field Moving Segment 10 - /* 0x0E */ NA_BGM_FIELD_DEFAULT_B, // Hyrule Field Moving Segment 11 - /* 0x0F */ NA_BGM_FIELD_ENEMY_INIT, // Hyrule Field Enemy Approaches - /* 0x10 */ NA_BGM_FIELD_ENEMY_1, // Hyrule Field Enemy Near Segment 1 - /* 0x11 */ NA_BGM_FIELD_ENEMY_2, // Hyrule Field Enemy Near Segment 2 - /* 0x12 */ NA_BGM_FIELD_ENEMY_3, // Hyrule Field Enemy Near Segment 3 - /* 0x13 */ NA_BGM_FIELD_ENEMY_4, // Hyrule Field Enemy Near Segment 4 - /* 0x14 */ NA_BGM_FIELD_STILL_1, // Hyrule Field Standing Still Segment 1 - /* 0x15 */ NA_BGM_FIELD_STILL_2, // Hyrule Field Standing Still Segment 2 - /* 0x16 */ NA_BGM_FIELD_STILL_3, // Hyrule Field Standing Still Segment 3 - /* 0x17 */ NA_BGM_FIELD_STILL_4, // Hyrule Field Standing Still Segment 4 - /* 0x18 */ NA_BGM_DUNGEON, // Dodongo's Cavern - /* 0x19 */ NA_BGM_KAKARIKO_ADULT, // Kakariko Village (Adult) - /* 0x1A */ NA_BGM_ENEMY, // Battle - /* 0x1B */ NA_BGM_BOSS, // Boss Battle "NA_BGM_BOSS00" - /* 0x1C */ NA_BGM_INSIDE_DEKU_TREE, // Inside the Deku Tree "NA_BGM_FAIRY_DUNGEON" - /* 0x1D */ NA_BGM_MARKET, // Market - /* 0x1E */ NA_BGM_TITLE, // Title Theme - /* 0x1F */ NA_BGM_LINK_HOUSE, // House - /* 0x20 */ NA_BGM_GAME_OVER, // Game Over - /* 0x21 */ NA_BGM_BOSS_CLEAR, // Boss Clear - /* 0x22 */ NA_BGM_ITEM_GET, // Obtain Item - /* 0x23 */ NA_BGM_OPENING_GANON, // Enter Ganondorf - /* 0x24 */ NA_BGM_HEART_GET, // Obtain Heart Container - /* 0x25 */ NA_BGM_OCA_LIGHT, // Prelude of Light - /* 0x26 */ NA_BGM_JABU_JABU, // Inside Jabu-Jabu's Belly "NA_BGM_BUYO_DUNGEON" - /* 0x27 */ NA_BGM_KAKARIKO_KID, // Kakariko Village (Child) - /* 0x28 */ NA_BGM_GREAT_FAIRY, // Great Fairy's Fountain "NA_BGM_GODESS" - /* 0x29 */ NA_BGM_ZELDA_THEME, // Zelda's Theme "NA_BGM_HIME" - /* 0x2A */ NA_BGM_FIRE_TEMPLE, // Fire Temple "NA_BGM_FIRE_DUNGEON" - /* 0x2B */ NA_BGM_OPEN_TRE_BOX, // Open Treasure Chest - /* 0x2C */ NA_BGM_FOREST_TEMPLE, // Forest Temple "NA_BGM_FORST_DUNGEON" - /* 0x2D */ NA_BGM_COURTYARD, // Hyrule Castle Courtyard "NA_BGM_HIRAL_GARDEN" - /* 0x2E */ NA_BGM_GANON_TOWER, // Ganondorf's Theme - /* 0x2F */ NA_BGM_LONLON, // Lon Lon Ranch "NA_BGM_RONRON" - /* 0x30 */ NA_BGM_GORON_CITY, // Goron City "NA_BGM_GORON" - /* 0x31 */ NA_BGM_FIELD_MORNING, // Hyrule Field Morning Theme - /* 0x32 */ NA_BGM_SPIRITUAL_STONE, // Spiritual Stone Get "NA_BGM_SPIRIT_STONE" - /* 0x33 */ NA_BGM_OCA_BOLERO, // Bolero of Fire "NA_BGM_OCA_FLAME" - /* 0x34 */ NA_BGM_OCA_MINUET, // Minuet of Forest "NA_BGM_OCA_WIND" - /* 0x35 */ NA_BGM_OCA_SERENADE, // Serenade of Water "NA_BGM_OCA_WATER" - /* 0x36 */ NA_BGM_OCA_REQUIEM, // Requiem of Spirit "NA_BGM_OCA_SOUL" - /* 0x37 */ NA_BGM_OCA_NOCTURNE, // Nocturne of Shadow "NA_BGM_OCA_DARKNESS" - /* 0x38 */ NA_BGM_MINI_BOSS, // Mini-Boss Battle "NA_BGM_MIDDLE_BOSS" - /* 0x39 */ NA_BGM_SMALL_ITEM_GET, // Obtain Small Item "NA_BGM_S_ITEM_GET" - /* 0x3A */ NA_BGM_TEMPLE_OF_TIME, // Temple of Time "NA_BGM_SHRINE_OF_TIME" - /* 0x3B */ NA_BGM_EVENT_CLEAR, // Escape from Lon Lon Ranch - /* 0x3C */ NA_BGM_KOKIRI, // Kokiri Forest - /* 0x3D */ NA_BGM_OCA_FAIRY_GET, // Obtain Fairy Ocarina "NA_BGM_OCA_YOUSEI" - /* 0x3E */ NA_BGM_SARIA_THEME, // Lost Woods "NA_BGM_MAYOIMORI" - /* 0x3F */ NA_BGM_SPIRIT_TEMPLE, // Spirit Temple "NA_BGM_SOUL_DUNGEON" - /* 0x40 */ NA_BGM_HORSE, // Horse Race - /* 0x41 */ NA_BGM_HORSE_GOAL, // Horse Race Goal - /* 0x42 */ NA_BGM_INGO, // Ingo's Theme - /* 0x43 */ NA_BGM_MEDALLION_GET, // Obtain Medallion "NA_BGM_MEDAL_GET" - /* 0x44 */ NA_BGM_OCA_SARIA, // Ocarina Saria's Song - /* 0x45 */ NA_BGM_OCA_EPONA, // Ocarina Epona's Song - /* 0x46 */ NA_BGM_OCA_ZELDA, // Ocarina Zelda's Lullaby - /* 0x47 */ NA_BGM_OCA_SUNS, // Ocarina Sun's Song "NA_BGM_OCA_SUNMOON" - /* 0x48 */ NA_BGM_OCA_TIME, // Ocarina Song of Time - /* 0x49 */ NA_BGM_OCA_STORM, // Ocarina Song of Storms - /* 0x4A */ NA_BGM_NAVI_OPENING, // Fairy Flying "NA_BGM_NAVI" - /* 0x4B */ NA_BGM_DEKU_TREE_CS, // Deku Tree "NA_BGM_DEKUNOKI" - /* 0x4C */ NA_BGM_WINDMILL, // Windmill Hut "NA_BGM_FUSHA" - /* 0x4D */ NA_BGM_HYRULE_CS, // Legend of Hyrule "NA_BGM_HIRAL_DEMO" - /* 0x4E */ NA_BGM_MINI_GAME, // Shooting Gallery - /* 0x4F */ NA_BGM_SHEIK, // Sheik's Theme "NA_BGM_SEAK" - /* 0x50 */ NA_BGM_ZORA_DOMAIN, // Zora's Domain "NA_BGM_ZORA" - /* 0x51 */ NA_BGM_APPEAR, // Enter Zelda - /* 0x52 */ NA_BGM_ADULT_LINK, // Goodbye to Zelda - /* 0x53 */ NA_BGM_MASTER_SWORD, // Master Sword - /* 0x54 */ NA_BGM_INTRO_GANON, - /* 0x55 */ NA_BGM_SHOP, // Shop - /* 0x56 */ NA_BGM_CHAMBER_OF_SAGES, // Chamber of the Sages "NA_BGM_KENJA" - /* 0x57 */ NA_BGM_FILE_SELECT, // File Select - /* 0x58 */ NA_BGM_ICE_CAVERN, // Ice Cavern "NA_BGM_ICE_DUNGEON" - /* 0x59 */ NA_BGM_DOOR_OF_TIME, // Open Door of Temple of Time "NA_BGM_GATE_OPEN" - /* 0x5A */ NA_BGM_OWL, // Kaepora Gaebora's Theme - /* 0x5B */ NA_BGM_SHADOW_TEMPLE, // Shadow Temple "NA_BGM_DARKNESS_DUNGEON" - /* 0x5C */ NA_BGM_WATER_TEMPLE, // Water Temple "NA_BGM_AQUA_DUNGEON" - /* 0x5D */ NA_BGM_BRIDGE_TO_GANONS, // Ganon's Castle Bridge "NA_BGM_BRIDGE" - /* 0x5E */ NA_BGM_OCARINA_OF_TIME, // Ocarina of Time "NA_BGM_SARIA" - /* 0x5F */ NA_BGM_GERUDO_VALLEY, // Gerudo Valley "NA_BGM_GERUDO" - /* 0x60 */ NA_BGM_POTION_SHOP, // Potion Shop "NA_BGM_DRUGSTORE" - /* 0x61 */ NA_BGM_KOTAKE_KOUME, // Kotake & Koume's Theme - /* 0x62 */ NA_BGM_ESCAPE, // Escape from Ganon's Castle - /* 0x63 */ NA_BGM_UNDERGROUND, // Ganon's Castle Under Ground - /* 0x64 */ NA_BGM_GANONDORF_BOSS, // Ganondorf Battle - /* 0x65 */ NA_BGM_GANON_BOSS, // Ganon Battle - /* 0x66 */ NA_BGM_END_DEMO, // Seal of Six Sages - /* 0x67 */ NA_BGM_STAFF_1, // End Credits I - /* 0x68 */ NA_BGM_STAFF_2, // End Credits II - /* 0x69 */ NA_BGM_STAFF_3, // End Credits III - /* 0x6A */ NA_BGM_STAFF_4, // End Credits IV - /* 0x6B */ NA_BGM_FIRE_BOSS, // King Dodongo & Volvagia Boss Battle "NA_BGM_BOSS01" - /* 0x6C */ NA_BGM_TIMED_MINI_GAME, // Mini-Game - /* 0x6D */ NA_BGM_CUTSCENE_EFFECTS, // A small collection of various cutscene sounds - /* 0x7F */ NA_BGM_NO_MUSIC = 0x7F, // No bgm music is played - /* 0x80 */ NA_BGM_NATURE_SFX_RAIN = 0x80, // Related to rain - /* 0xFFFF */ NA_BGM_DISABLED = 0xFFFF -} SeqId; +#define DEFINE_SEQUENCE(_0, seqId, _2, _3, _4) seqId, +#define DEFINE_SEQUENCE_PTR(_0, seqId, _2, _3, _4) seqId, +typedef enum { +#include "tables/sequence_table.h" + NA_BGM_MAX, + + NA_BGM_NO_MUSIC = 0x7F, + NA_BGM_NATURE_SFX_RAIN = 0x80, + NA_BGM_DISABLED = 0xFFFF +} NA_BGM; +#undef DEFINE_SEQUENCE +#undef DEFINE_SEQUENCE_PTR typedef enum SequencePlayerId { /* 0 */ SEQ_PLAYER_BGM_MAIN, diff --git a/include/sfx.h b/include/sfx.h index 3d028817a..0532109e9 100644 --- a/include/sfx.h +++ b/include/sfx.h @@ -55,7 +55,7 @@ typedef struct SfxBankEntry { * bank 1111000000000000 observed in audio code */ -#define DEFINE_SFX(enum, _1, _2, _3, _4) enum, +#define DEFINE_SFX(_0, enum, _2, _3, _4, _5) enum, typedef enum SfxId { NA_SE_NONE, // Requesting a sfx with this id will play no sound diff --git a/include/tables/sequence_table.h b/include/tables/sequence_table.h new file mode 100644 index 000000000..d813cfb0d --- /dev/null +++ b/include/tables/sequence_table.h @@ -0,0 +1,132 @@ +/** + * Sequence Table + * + * DEFINE_SEQUENCE should be used to define sequences + * - Argument 0: The name of the sequence, as defined by .startseq in the .seq file + * - Argument 1: The sequence id enum name + * - Argument 2: Storage medium for the sequence (SampleMedium) + * - Argument 3: Cache load policy for the sequence (AudioCacheLoadType) + * - Argument 4: Sequence flags + * + * DEFINE_SEQUENCE_PTR should be used to define pointers to sequences + * - Argument 0: The sequence id enum name of the sequence this entry points to + * - Argument 1: The sequence id enum name for this pointer + * - Argument 2: Storage medium for the sequence (SampleMedium) + * - Argument 3: Cache load policy for the sequence (AudioCacheLoadType) + * - Argument 4: Sequence flags + */ +#if PLATFORM_N64 +#define SEQ_0_FLAGS SEQ_FLAG_FANFARE | SEQ_FLAG_ENEMY +#else +#define SEQ_0_FLAGS SEQ_FLAG_FANFARE +#endif +DEFINE_SEQUENCE (Sequence_0, NA_BGM_GENERAL_SFX, MEDIUM_CART, CACHE_LOAD_PERMANENT, SEQ_0_FLAGS ) // general_sfx +DEFINE_SEQUENCE (Sequence_1, NA_BGM_NATURE_AMBIENCE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY ) // nature_ambience +DEFINE_SEQUENCE (Sequence_2, NA_BGM_FIELD_LOGIC, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_logic +DEFINE_SEQUENCE (Sequence_3, NA_BGM_FIELD_INIT, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_init +DEFINE_SEQUENCE (Sequence_4, NA_BGM_FIELD_DEFAULT_1, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_1 +DEFINE_SEQUENCE (Sequence_5, NA_BGM_FIELD_DEFAULT_2, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_2 +DEFINE_SEQUENCE (Sequence_6, NA_BGM_FIELD_DEFAULT_3, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_3 +DEFINE_SEQUENCE (Sequence_7, NA_BGM_FIELD_DEFAULT_4, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_4 +DEFINE_SEQUENCE (Sequence_8, NA_BGM_FIELD_DEFAULT_5, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_5 +DEFINE_SEQUENCE (Sequence_9, NA_BGM_FIELD_DEFAULT_6, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_6 +DEFINE_SEQUENCE (Sequence_10, NA_BGM_FIELD_DEFAULT_7, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_7 +DEFINE_SEQUENCE (Sequence_11, NA_BGM_FIELD_DEFAULT_8, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_8 +DEFINE_SEQUENCE (Sequence_12, NA_BGM_FIELD_DEFAULT_9, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_9 +DEFINE_SEQUENCE (Sequence_13, NA_BGM_FIELD_DEFAULT_A, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_a +DEFINE_SEQUENCE (Sequence_14, NA_BGM_FIELD_DEFAULT_B, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_default_b +DEFINE_SEQUENCE (Sequence_15, NA_BGM_FIELD_ENEMY_INIT, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_enemy_init +DEFINE_SEQUENCE (Sequence_16, NA_BGM_FIELD_ENEMY_1, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_enemy_1 +DEFINE_SEQUENCE (Sequence_17, NA_BGM_FIELD_ENEMY_2, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_enemy_2 +DEFINE_SEQUENCE (Sequence_18, NA_BGM_FIELD_ENEMY_3, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_enemy_3 +DEFINE_SEQUENCE (Sequence_19, NA_BGM_FIELD_ENEMY_4, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_enemy_4 +DEFINE_SEQUENCE (Sequence_20, NA_BGM_FIELD_STILL_1, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_still_1 +DEFINE_SEQUENCE (Sequence_21, NA_BGM_FIELD_STILL_2, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_still_2 +DEFINE_SEQUENCE (Sequence_22, NA_BGM_FIELD_STILL_3, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_still_3 +DEFINE_SEQUENCE (Sequence_23, NA_BGM_FIELD_STILL_4, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_still_4 +DEFINE_SEQUENCE (Sequence_24, NA_BGM_DUNGEON, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV | SEQ_FLAG_ENEMY ) // dungeon +DEFINE_SEQUENCE (Sequence_25, NA_BGM_KAKARIKO_ADULT, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME ) // kakariko_adult +DEFINE_SEQUENCE (Sequence_26, NA_BGM_ENEMY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // enemy +DEFINE_SEQUENCE (Sequence_27, NA_BGM_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_NO_AMBIENCE | SEQ_FLAG_RESTORE) // boss +DEFINE_SEQUENCE (Sequence_28, NA_BGM_INSIDE_DEKU_TREE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY ) // inside_deku_tree +DEFINE_SEQUENCE (Sequence_29, NA_BGM_MARKET, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // market +DEFINE_SEQUENCE (Sequence_30, NA_BGM_TITLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // title +DEFINE_SEQUENCE (Sequence_31, NA_BGM_LINK_HOUSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV ) // link_house +DEFINE_SEQUENCE (Sequence_32, NA_BGM_GAME_OVER, MEDIUM_CART, CACHE_LOAD_PERSISTENT, 0 ) // game_over +DEFINE_SEQUENCE (Sequence_33, NA_BGM_BOSS_CLEAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // boss_clear +DEFINE_SEQUENCE (Sequence_34, NA_BGM_ITEM_GET, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // item_get +DEFINE_SEQUENCE (Sequence_35, NA_BGM_OPENING_GANON, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE_GANON ) // opening_ganon +DEFINE_SEQUENCE (Sequence_36, NA_BGM_HEART_GET, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // heart_get +DEFINE_SEQUENCE (Sequence_37, NA_BGM_OCA_LIGHT, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_light +DEFINE_SEQUENCE (Sequence_38, NA_BGM_JABU_JABU, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY ) // jabu_jabu +DEFINE_SEQUENCE (Sequence_39, NA_BGM_KAKARIKO_KID, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME ) // kakariko_kid +DEFINE_SEQUENCE (Sequence_40, NA_BGM_GREAT_FAIRY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // great_fairy +DEFINE_SEQUENCE (Sequence_41, NA_BGM_ZELDA_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // zelda_theme +DEFINE_SEQUENCE (Sequence_42, NA_BGM_FIRE_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY ) // fire_temple +DEFINE_SEQUENCE (Sequence_43, NA_BGM_OPEN_TRE_BOX, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // open_tre_box +DEFINE_SEQUENCE (Sequence_44, NA_BGM_FOREST_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY ) // forest_temple +DEFINE_SEQUENCE (Sequence_45, NA_BGM_COURTYARD, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // courtyard +DEFINE_SEQUENCE (Sequence_46, NA_BGM_GANON_TOWER, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_NO_AMBIENCE ) // ganon_tower +DEFINE_SEQUENCE (Sequence_47, NA_BGM_LONLON, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // lonlon +DEFINE_SEQUENCE (Sequence_48, NA_BGM_GORON_CITY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_NO_AMBIENCE ) // goron_city +DEFINE_SEQUENCE (Sequence_49, NA_BGM_FIELD_MORNING, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // field_morning +DEFINE_SEQUENCE (Sequence_50, NA_BGM_SPIRITUAL_STONE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // spiritual_stone +DEFINE_SEQUENCE (Sequence_51, NA_BGM_OCA_BOLERO, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_bolero +DEFINE_SEQUENCE (Sequence_52, NA_BGM_OCA_MINUET, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_minuet +DEFINE_SEQUENCE (Sequence_53, NA_BGM_OCA_SERENADE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_serenade +DEFINE_SEQUENCE (Sequence_54, NA_BGM_OCA_REQUIEM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_requiem +DEFINE_SEQUENCE (Sequence_55, NA_BGM_OCA_NOCTURNE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_nocturne +DEFINE_SEQUENCE (Sequence_56, NA_BGM_MINI_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_NO_AMBIENCE | SEQ_FLAG_RESTORE) // mini_boss +DEFINE_SEQUENCE (Sequence_57, NA_BGM_SMALL_ITEM_GET, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // small_item_get +DEFINE_SEQUENCE (Sequence_58, NA_BGM_TEMPLE_OF_TIME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // temple_of_time +DEFINE_SEQUENCE (Sequence_59, NA_BGM_EVENT_CLEAR, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // event_clear +DEFINE_SEQUENCE (Sequence_60, NA_BGM_KOKIRI, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME | SEQ_FLAG_ENEMY ) // kokiri +DEFINE_SEQUENCE (Sequence_61, NA_BGM_OCA_FAIRY_GET, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_fairy_get +DEFINE_SEQUENCE (Sequence_62, NA_BGM_SARIA_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY ) // saria_theme +DEFINE_SEQUENCE (Sequence_63, NA_BGM_SPIRIT_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY ) // spirit_temple +DEFINE_SEQUENCE (Sequence_64, NA_BGM_HORSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // horse +DEFINE_SEQUENCE (Sequence_65, NA_BGM_HORSE_GOAL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // horse_goal +DEFINE_SEQUENCE (Sequence_66, NA_BGM_INGO, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // ingo +DEFINE_SEQUENCE (Sequence_67, NA_BGM_MEDALLION_GET, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // medallion_get +DEFINE_SEQUENCE (Sequence_68, NA_BGM_OCA_SARIA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_saria +DEFINE_SEQUENCE (Sequence_69, NA_BGM_OCA_EPONA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_epona +DEFINE_SEQUENCE (Sequence_70, NA_BGM_OCA_ZELDA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_zelda +DEFINE_SEQUENCE (Sequence_71, NA_BGM_OCA_SUNS, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_suns +DEFINE_SEQUENCE (Sequence_72, NA_BGM_OCA_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_time +DEFINE_SEQUENCE (Sequence_73, NA_BGM_OCA_STORM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // oca_storm +DEFINE_SEQUENCE (Sequence_74, NA_BGM_NAVI_OPENING, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // navi_opening +DEFINE_SEQUENCE (Sequence_75, NA_BGM_DEKU_TREE_CS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // deku_tree_cs +DEFINE_SEQUENCE (Sequence_76, NA_BGM_WINDMILL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // windmill +DEFINE_SEQUENCE (Sequence_77, NA_BGM_HYRULE_CS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // hyrule_cs +DEFINE_SEQUENCE (Sequence_78, NA_BGM_MINI_GAME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV ) // mini_game +DEFINE_SEQUENCE (Sequence_79, NA_BGM_SHEIK, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // sheik +DEFINE_SEQUENCE (Sequence_80, NA_BGM_ZORA_DOMAIN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME ) // zora_domain +DEFINE_SEQUENCE (Sequence_81, NA_BGM_APPEAR, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // appear +DEFINE_SEQUENCE (Sequence_82, NA_BGM_ADULT_LINK, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // adult_link +DEFINE_SEQUENCE (Sequence_83, NA_BGM_MASTER_SWORD, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // master_sword +DEFINE_SEQUENCE (Sequence_84, NA_BGM_INTRO_GANON, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE_GANON ) // intro_ganon +DEFINE_SEQUENCE (Sequence_85, NA_BGM_SHOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV ) // shop +DEFINE_SEQUENCE (Sequence_86, NA_BGM_CHAMBER_OF_SAGES, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_SKIP_HARP_INTRO ) // chamber_of_sages +DEFINE_SEQUENCE_PTR(NA_BGM_GREAT_FAIRY, NA_BGM_FILE_SELECT, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_SKIP_HARP_INTRO ) // file_select +DEFINE_SEQUENCE (Sequence_88, NA_BGM_ICE_CAVERN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY ) // ice_cavern +DEFINE_SEQUENCE (Sequence_89, NA_BGM_DOOR_OF_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // door_of_time +DEFINE_SEQUENCE (Sequence_90, NA_BGM_OWL, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // owl +DEFINE_SEQUENCE (Sequence_91, NA_BGM_SHADOW_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY ) // shadow_temple +DEFINE_SEQUENCE (Sequence_92, NA_BGM_WATER_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY ) // water_temple +DEFINE_SEQUENCE (Sequence_93, NA_BGM_BRIDGE_TO_GANONS, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE ) // bridge_to_ganons +DEFINE_SEQUENCE (Sequence_94, NA_BGM_OCARINA_OF_TIME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // ocarina_of_time +DEFINE_SEQUENCE (Sequence_95, NA_BGM_GERUDO_VALLEY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME | SEQ_FLAG_ENEMY ) // gerudo_valley +DEFINE_SEQUENCE (Sequence_96, NA_BGM_POTION_SHOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // potion_shop +DEFINE_SEQUENCE (Sequence_97, NA_BGM_KOTAKE_KOUME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // kotake_koume +DEFINE_SEQUENCE (Sequence_98, NA_BGM_ESCAPE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_NO_AMBIENCE ) // escape +DEFINE_SEQUENCE (Sequence_99, NA_BGM_UNDERGROUND, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // underground +DEFINE_SEQUENCE (Sequence_100, NA_BGM_GANONDORF_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_NO_AMBIENCE ) // ganondorf_boss +DEFINE_SEQUENCE (Sequence_101, NA_BGM_GANON_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_NO_AMBIENCE ) // ganon_boss +DEFINE_SEQUENCE (Sequence_102, NA_BGM_END_DEMO, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // end_demo +DEFINE_SEQUENCE (Sequence_103, NA_BGM_STAFF_1, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // staff_1 +DEFINE_SEQUENCE (Sequence_104, NA_BGM_STAFF_2, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // staff_2 +DEFINE_SEQUENCE (Sequence_105, NA_BGM_STAFF_3, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // staff_3 +DEFINE_SEQUENCE (Sequence_106, NA_BGM_STAFF_4, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // staff_4 +DEFINE_SEQUENCE (Sequence_107, NA_BGM_FIRE_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // fire_boss +DEFINE_SEQUENCE (Sequence_108, NA_BGM_TIMED_MINI_GAME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE ) // timed_mini_game +DEFINE_SEQUENCE (Sequence_109, NA_BGM_CUTSCENE_EFFECTS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 ) // cutscene_effects diff --git a/include/tables/sfx/enemybank_table.h b/include/tables/sfx/enemybank_table.h index 253a80739..ae2c3b714 100644 --- a/include/tables/sfx/enemybank_table.h +++ b/include/tables/sfx/enemybank_table.h @@ -2,514 +2,513 @@ * Sfx Enemy Bank * * DEFINE_SFX should be used for all sfx define in the enemy bank from sequence 0 + * - Argument 0: Channel name for sequence 0 * - Argument 1: Enum value for this sfx * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance * - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3) * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3) * - Argument 5: Various flags to add properties to the sfx - * - * WARNING: entries must align with the table defined for the enemy bank in sequence 0 */ -/* 0x3800 */ DEFINE_SFX(NA_SE_EN_DODO_J_WALK, 0x18, 0, 0, 0) -/* 0x3801 */ DEFINE_SFX(NA_SE_EN_DODO_J_CRY, 0x30, 0, 0, 0) -/* 0x3802 */ DEFINE_SFX(NA_SE_EN_DODO_J_FIRE, 0x30, 0, 0, 0) -/* 0x3803 */ DEFINE_SFX(NA_SE_EN_DODO_J_DAMAGE, 0x38, 1, 0, 0) -/* 0x3804 */ DEFINE_SFX(NA_SE_EN_DODO_J_DEAD, 0x40, 1, 0, 0) -/* 0x3805 */ DEFINE_SFX(NA_SE_EN_DODO_K_CRY, 0x30, 3, 0, 0) -/* 0x3806 */ DEFINE_SFX(NA_SE_EN_DODO_K_DAMAGE, 0x38, 3, 0, 0) -/* 0x3807 */ DEFINE_SFX(NA_SE_EN_DODO_K_DEAD, 0x40, 3, 0, 0) -/* 0x3808 */ DEFINE_SFX(NA_SE_EN_DODO_K_WALK, 0x30, 2, 0, 0) -/* 0x3809 */ DEFINE_SFX(NA_SE_EN_DODO_K_FIRE, 0x30, 3, 0, 0) -/* 0x380A */ DEFINE_SFX(NA_SE_EN_GOMA_WALK, 0x30, 2, 0, 0) -/* 0x380B */ DEFINE_SFX(NA_SE_EN_GOMA_HIGH, 0x20, 1, 2, 0) -/* 0x380C */ DEFINE_SFX(NA_SE_EN_GOMA_CLIM, 0x30, 3, 0, 0) -/* 0x380D */ DEFINE_SFX(NA_SE_EN_GOMA_DOWN, 0x30, 3, 0, 0) -/* 0x380E */ DEFINE_SFX(NA_SE_EN_GOMA_CRY1, 0x38, 3, 0, 0) -/* 0x380F */ DEFINE_SFX(NA_SE_EN_GOMA_CRY2, 0x30, 3, 0, 0) -/* 0x3810 */ DEFINE_SFX(NA_SE_EN_GOMA_DAM1, 0x30, 3, 0, 0) -/* 0x3811 */ DEFINE_SFX(NA_SE_EN_GOMA_DAM2, 0x38, 3, 0, 0) -/* 0x3812 */ DEFINE_SFX(NA_SE_EN_GOMA_DEAD, 0x40, 3, 0, 0) -/* 0x3813 */ DEFINE_SFX(NA_SE_EN_GOMA_UNARI, 0x20, 0, 0, SFX_FLAG_13) -/* 0x3814 */ DEFINE_SFX(NA_SE_EN_GOMA_BJR_EGG1, 0x28, 3, 0, 0) -/* 0x3815 */ DEFINE_SFX(NA_SE_EN_GOMA_BJR_EGG2, 0x28, 3, 0, 0) -/* 0x3816 */ DEFINE_SFX(NA_SE_EN_GOMA_BJR_WALK, 0x20, 2, 0, 0) -/* 0x3817 */ DEFINE_SFX(NA_SE_EN_GOMA_BJR_CRY, 0x28, 3, 0, 0) -/* 0x3818 */ DEFINE_SFX(NA_SE_EN_GOMA_BJR_DAM1, 0x38, 3, 0, 0) -/* 0x3819 */ DEFINE_SFX(NA_SE_EN_GOMA_BJR_DAM2, 0x30, 3, 0, 0) -/* 0x381A */ DEFINE_SFX(NA_SE_EN_GOMA_BJR_DEAD, 0x40, 3, 0, 0) -/* 0x381B */ DEFINE_SFX(NA_SE_EN_GOMA_DEMO_EYE, 0x30, 3, 0, 0) -/* 0x381C */ DEFINE_SFX(NA_SE_EN_GOMA_LAST, 0x30, 3, 0, 0) -/* 0x381D */ DEFINE_SFX(NA_SE_EN_GOMA_UNARI2, 0x30, 3, 0, 0) -/* 0x381E */ DEFINE_SFX(NA_SE_EN_GOMA_FAINT, 0x30, 3, 0, 0) -/* 0x381F */ DEFINE_SFX(NA_SE_EN_GOMA_BJR_FREEZE, 0x30, 3, 0, 0) -/* 0x3820 */ DEFINE_SFX(NA_SE_EN_DODO_M_CRY, 0x30, 0, 0, 0) -/* 0x3821 */ DEFINE_SFX(NA_SE_EN_DODO_M_DEAD, 0x40, 1, 0, 0) -/* 0x3822 */ DEFINE_SFX(NA_SE_EN_DODO_M_MOVE, 0x18, 0, 0, 0) -/* 0x3823 */ DEFINE_SFX(NA_SE_EN_DODO_M_DOWN, 0x14, 0, 0, 0) -/* 0x3824 */ DEFINE_SFX(NA_SE_EN_DODO_M_UP, 0x14, 0, 0, 0) -/* 0x3825 */ DEFINE_SFX(NA_SE_EN_GANON_THROW_MASIC, 0x30, 3, 0, 0) -/* 0x3826 */ DEFINE_SFX(NA_SE_EN_DODO_M_EAT, 0x30, 0, 0, 0) -/* 0x3827 */ DEFINE_SFX(NA_SE_EN_GANON_DD_THUNDER, 0x44, 3, 0, 0) -/* 0x3828 */ DEFINE_SFX(NA_SE_EN_RIZA_ONGND, 0x18, 0, 0, 0) -/* 0x3829 */ DEFINE_SFX(NA_SE_EN_RIZA_CRY, 0x30, 2, 0, 0) -/* 0x382A */ DEFINE_SFX(NA_SE_EN_RIZA_ATTACK, 0x32, 2, 0, 0) -/* 0x382B */ DEFINE_SFX(NA_SE_EN_RIZA_DAMAGE, 0x38, 1, 0, 0) -/* 0x382C */ DEFINE_SFX(NA_SE_EN_RIZA_WARAU, 0x20, 0, 0, 0) -/* 0x382D */ DEFINE_SFX(NA_SE_EN_RIZA_DEAD, 0x40, 1, 0, 0) -/* 0x382E */ DEFINE_SFX(NA_SE_EN_RIZA_WALK, 0x18, 0, 0, 0) -/* 0x382F */ DEFINE_SFX(NA_SE_EN_RIZA_JUMP, 0x28, 0, 0, 0) -/* 0x3830 */ DEFINE_SFX(NA_SE_EN_STALKID_WALK, 0x18, 0, 0, 0) -/* 0x3831 */ DEFINE_SFX(NA_SE_EN_STALKID_ATTACK, 0x30, 0, 0, 0) -/* 0x3832 */ DEFINE_SFX(NA_SE_EN_STALKID_DAMAGE, 0x38, 1, 0, 0) -/* 0x3833 */ DEFINE_SFX(NA_SE_EN_STALKID_DEAD, 0x40, 1, 0, 0) -/* 0x3834 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SLIDING, 0x14, 0, 0, 0) -/* 0x3835 */ DEFINE_SFX(NA_SE_EN_TEKU_WALK_WATER, 0x18, 0, 2, 0) -/* 0x3836 */ DEFINE_SFX(NA_SE_EN_LIGHT_ARROW_HIT, 0x38, 2, 0, 0) -/* 0x3837 */ DEFINE_SFX(NA_SE_EN_TUBOOCK_FLY, 0x30, 0, 0, 0) -/* 0x3838 */ DEFINE_SFX(NA_SE_EN_STAL_WARAU, 0x28, 1, 0, 0) -/* 0x3839 */ DEFINE_SFX(NA_SE_EN_STAL_SAKEBI, 0x30, 0, 0, 0) -/* 0x383A */ DEFINE_SFX(NA_SE_EN_STAL_DAMAGE, 0x38, 1, 0, 0) -/* 0x383B */ DEFINE_SFX(NA_SE_EN_STAL_DEAD, 0x40, 1, 0, 0) -/* 0x383C */ DEFINE_SFX(NA_SE_EN_WOLFOS_APPEAR, 0x30, 0, 0, 0) -/* 0x383D */ DEFINE_SFX(NA_SE_EN_STAL_WALK, 0x18, 0, 0, 0) -/* 0x383E */ DEFINE_SFX(NA_SE_EN_WOLFOS_CRY, 0x20, 0, 0, 0) -/* 0x383F */ DEFINE_SFX(NA_SE_EN_WOLFOS_ATTACK, 0x30, 0, 0, 0) -/* 0x3840 */ DEFINE_SFX(NA_SE_EN_FFLY_ATTACK, 0x30, 0, 0, 0) -/* 0x3841 */ DEFINE_SFX(NA_SE_EN_FFLY_FLY, 0x20, 1, 0, 0) -/* 0x3842 */ DEFINE_SFX(NA_SE_EN_FFLY_DEAD, 0x40, 1, 0, 0) -/* 0x3843 */ DEFINE_SFX(NA_SE_EN_WOLFOS_DAMAGE, 0x38, 1, 0, 0) -/* 0x3844 */ DEFINE_SFX(NA_SE_EN_AMOS_WALK, 0x30, 0, 0, 0) -/* 0x3845 */ DEFINE_SFX(NA_SE_EN_AMOS_WAVE, 0x30, 0, 0, 0) -/* 0x3846 */ DEFINE_SFX(NA_SE_EN_AMOS_DEAD, 0x40, 1, 0, 0) -/* 0x3847 */ DEFINE_SFX(NA_SE_EN_AMOS_DAMAGE, 0x38, 1, 0, 0) -/* 0x3848 */ DEFINE_SFX(NA_SE_EN_AMOS_VOICE, 0x20, 0, 0, 0) -/* 0x3849 */ DEFINE_SFX(NA_SE_EN_SHELL_MOUTH, 0x30, 0, 0, 0) -/* 0x384A */ DEFINE_SFX(NA_SE_EN_SHELL_DEAD, 0x40, 1, 0, 0) -/* 0x384B */ DEFINE_SFX(NA_SE_EN_WOLFOS_DEAD, 0x40, 1, 0, 0) -/* 0x384C */ DEFINE_SFX(NA_SE_EN_DODO_K_COLI, 0x30, 3, 0, 0) -/* 0x384D */ DEFINE_SFX(NA_SE_EN_DODO_K_COLI2, 0x30, 0, 0, SFX_FLAG_13) -/* 0x384E */ DEFINE_SFX(NA_SE_EN_DODO_K_ROLL, 0x30, 3, 0, 0) -/* 0x384F */ DEFINE_SFX(NA_SE_EN_DODO_K_BREATH, 0x30, 3, 0, 0) -/* 0x3850 */ DEFINE_SFX(NA_SE_EN_DODO_K_DRINK, 0x30, 3, 0, 0) -/* 0x3851 */ DEFINE_SFX(NA_SE_EN_DODO_K_DOWN, 0x30, 3, 0, 0) -/* 0x3852 */ DEFINE_SFX(NA_SE_EN_DODO_K_OTAKEBI, 0x30, 3, 0, 0) -/* 0x3853 */ DEFINE_SFX(NA_SE_EN_DODO_K_END, 0x30, 3, 0, 0) -/* 0x3854 */ DEFINE_SFX(NA_SE_EN_DODO_K_LAST, 0x30, 3, 0, 0) -/* 0x3855 */ DEFINE_SFX(NA_SE_EN_DODO_K_LAVA, 0x30, 3, 0, 0) -/* 0x3856 */ DEFINE_SFX(NA_SE_EN_GANON_FLOAT, 0x18, 3, 0, 0) -/* 0x3857 */ DEFINE_SFX(NA_SE_EN_GANON_DARKWAVE_M, 0x30, 3, 0, 0) -/* 0x3858 */ DEFINE_SFX(NA_SE_EN_DODO_J_BREATH, 0x28, 0, 0, 0) -/* 0x3859 */ DEFINE_SFX(NA_SE_EN_DODO_J_TAIL, 0x30, 0, 0, 0) -/* 0x385A */ DEFINE_SFX(NA_SE_EN_WOLFOS_WALK, 0x18, 0, 0, 0) -/* 0x385B */ DEFINE_SFX(NA_SE_EN_DODO_J_EAT, 0x30, 0, 0, 0) -/* 0x385C */ DEFINE_SFX(NA_SE_EN_DEKU_MOUTH, 0x28, 0, 0, 0) -/* 0x385D */ DEFINE_SFX(NA_SE_EN_DEKU_ATTACK, 0x30, 0, 0, 0) -/* 0x385E */ DEFINE_SFX(NA_SE_EN_DEKU_DAMAGE, 0x38, 1, 0, 0) -/* 0x385F */ DEFINE_SFX(NA_SE_EN_DEKU_DEAD, 0x40, 1, 0, 0) -/* 0x3860 */ DEFINE_SFX(NA_SE_EN_DEKU_JR_MOUTH, 0x28, 0, 0, 0) -/* 0x3861 */ DEFINE_SFX(NA_SE_EN_DEKU_JR_ATTACK, 0x30, 0, 0, 0) -/* 0x3862 */ DEFINE_SFX(NA_SE_EN_DEKU_JR_DEAD, 0x40, 1, 0, 0) -/* 0x3863 */ DEFINE_SFX(NA_SE_EN_DEKU_SCRAPE, 0x14, 0, 0, 0) -/* 0x3864 */ DEFINE_SFX(NA_SE_EN_TAIL_FLY, 0x30, 0, 0, 0) -/* 0x3865 */ DEFINE_SFX(NA_SE_EN_TAIL_CRY, 0x20, 0, 0, 0) -/* 0x3866 */ DEFINE_SFX(NA_SE_EN_TAIL_DEAD, 0x40, 1, 0, 0) -/* 0x3867 */ DEFINE_SFX(NA_SE_EN_GANON_SPARK, 0x30, 3, 0, 0) -/* 0x3868 */ DEFINE_SFX(NA_SE_EN_STALTU_DOWN, 0x30, 0, 0, 0) -/* 0x3869 */ DEFINE_SFX(NA_SE_EN_STALTU_UP, 0x30, 0, 0, 0) -/* 0x386A */ DEFINE_SFX(NA_SE_EN_STALTU_LAUGH, 0x20, 0, 0, 0) -/* 0x386B */ DEFINE_SFX(NA_SE_EN_STALTU_DAMAGE, 0x38, 1, 0, 0) -/* 0x386C */ DEFINE_SFX(NA_SE_EN_STAL_JUMP, 0x20, 0, 0, 0) -/* 0x386D */ DEFINE_SFX(NA_SE_EN_TEKU_DAMAGE, 0x38, 1, 0, 0) -/* 0x386E */ DEFINE_SFX(NA_SE_EN_TEKU_DEAD, 0x40, 1, 0, 0) -/* 0x386F */ DEFINE_SFX(NA_SE_EN_TEKU_WALK, 0x14, 0, 0, 0) -/* 0x3870 */ DEFINE_SFX(NA_SE_EN_PO_KANTERA, 0x30, 3, 0, 0) -/* 0x3871 */ DEFINE_SFX(NA_SE_EN_PO_FLY, 0x20, 1, 0, 0) -/* 0x3872 */ DEFINE_SFX(NA_SE_EN_PO_AWAY, 0x20, 1, 0, 0) -/* 0x3873 */ DEFINE_SFX(NA_SE_EN_PO_APPEAR, 0x30, 2, 0, 0) -/* 0x3874 */ DEFINE_SFX(NA_SE_EN_PO_DISAPPEAR, 0x30, 2, 0, 0) -/* 0x3875 */ DEFINE_SFX(NA_SE_EN_PO_DAMAGE, 0x38, 2, 0, 0) -/* 0x3876 */ DEFINE_SFX(NA_SE_EN_PO_DEAD, 0x40, 2, 0, 0) -/* 0x3877 */ DEFINE_SFX(NA_SE_EN_PO_DEAD2, 0x40, 2, 0, 0) -/* 0x3878 */ DEFINE_SFX(NA_SE_EN_EXTINCT, 0x14, 1, 2, 0) -/* 0x3879 */ DEFINE_SFX(NA_SE_EN_GOLON_LAND_BIG, 0x34, 0, 0, 0) -/* 0x387A */ DEFINE_SFX(NA_SE_EN_RIZA_DOWN, 0x40, 0, 0, 0) -/* 0x387B */ DEFINE_SFX(NA_SE_EN_DODO_M_GND, 0x20, 0, 0, 0) -/* 0x387C */ DEFINE_SFX(NA_SE_EN_NUTS_UP, 0x28, 0, 0, 0) -/* 0x387D */ DEFINE_SFX(NA_SE_EN_NUTS_DOWN, 0x28, 0, 0, 0) -/* 0x387E */ DEFINE_SFX(NA_SE_EN_NUTS_THROW, 0x30, 0, 0, 0) -/* 0x387F */ DEFINE_SFX(NA_SE_EN_NUTS_WALK, 0x14, 0, 0, 0) -/* 0x3880 */ DEFINE_SFX(NA_SE_EN_NUTS_DAMAGE, 0x38, 1, 0, 0) -/* 0x3881 */ DEFINE_SFX(NA_SE_EN_NUTS_DEAD, 0x40, 1, 0, 0) -/* 0x3882 */ DEFINE_SFX(NA_SE_EN_NUTS_FAINT, 0x20, 0, 0, 0) -/* 0x3883 */ DEFINE_SFX(NA_SE_EN_PO_BIG_GET, 0x30, 3, 0, 0) -/* 0x3884 */ DEFINE_SFX(NA_SE_EN_STALTU_ROLL, 0x30, 0, 0, 0) -/* 0x3885 */ DEFINE_SFX(NA_SE_EN_STALWALL_DEAD, 0x40, 1, 0, 0) -/* 0x3886 */ DEFINE_SFX(NA_SE_EN_PO_SISTER_DEAD, 0x40, 3, 0, 0) -/* 0x3887 */ DEFINE_SFX(NA_SE_EN_BARI_SPLIT, 0x40, 1, 0, 0) -/* 0x3888 */ DEFINE_SFX(NA_SE_EN_TEKU_REVERSE, 0x28, 1, 0, 0) -/* 0x3889 */ DEFINE_SFX(NA_SE_EN_VALVAISA_LAND2, 0x30, 3, 0, 0) -/* 0x388A */ DEFINE_SFX(NA_SE_EN_TEKU_LAND_WATER, 0x20, 0, 0, 0) -/* 0x388B */ DEFINE_SFX(NA_SE_EN_LAST_DAMAGE, 0x38, 1, 0, 0) -/* 0x388C */ DEFINE_SFX(NA_SE_EN_STALWALL_ROLL, 0x30, 0, 0, 0) -/* 0x388D */ DEFINE_SFX(NA_SE_EN_STALWALL_DASH, 0x30, 0, 0, 0) -/* 0x388E */ DEFINE_SFX(NA_SE_EN_TEKU_JUMP_WATER, 0x20, 0, 0, 0) -/* 0x388F */ DEFINE_SFX(NA_SE_EN_TEKU_LAND_WATER2, 0x20, 0, 0, 0) -/* 0x3890 */ DEFINE_SFX(NA_SE_EN_FALL_AIM, 0x38, 0, 0, SFX_FLAG_13) -/* 0x3891 */ DEFINE_SFX(NA_SE_EN_FALL_UP, 0x30, 3, 0, 0) -/* 0x3892 */ DEFINE_SFX(NA_SE_EN_FALL_CATCH, 0x30, 0, 0, SFX_FLAG_13) -/* 0x3893 */ DEFINE_SFX(NA_SE_EN_FALL_LAND, 0x30, 0, 0, 0) -/* 0x3894 */ DEFINE_SFX(NA_SE_EN_FALL_WALK, 0x14, 0, 0, 0) -/* 0x3895 */ DEFINE_SFX(NA_SE_EN_FALL_DAMAGE, 0x38, 1, 0, 0) -/* 0x3896 */ DEFINE_SFX(NA_SE_EN_FALL_DEAD, 0x40, 1, 0, 0) -/* 0x3897 */ DEFINE_SFX(NA_SE_EN_KAICHO_FLUTTER, 0x14, 0, 0, 0) -/* 0x3898 */ DEFINE_SFX(NA_SE_EN_BIRI_FLY, 0x20, 0, 0, 0) -/* 0x3899 */ DEFINE_SFX(NA_SE_EN_BIRI_JUMP, 0x20, 0, 0, 0) -/* 0x389A */ DEFINE_SFX(NA_SE_EN_BIRI_SPARK, 0x30, 0, 0, 0) -/* 0x389B */ DEFINE_SFX(NA_SE_EN_BIRI_DEAD, 0x40, 1, 0, 0) -/* 0x389C */ DEFINE_SFX(NA_SE_EN_BIRI_BUBLE, 0x40, 1, 0, 0) -/* 0x389D */ DEFINE_SFX(NA_SE_EN_BARI_ROLL, 0x30, 0, 0, 0) -/* 0x389E */ DEFINE_SFX(NA_SE_EN_GOMA_JR_FREEZE, 0x34, 1, 0, 0) -/* 0x389F */ DEFINE_SFX(NA_SE_EN_BARI_DEAD, 0x40, 1, 0, 0) -/* 0x38A0 */ DEFINE_SFX(NA_SE_EN_GANON_FIRE, 0x30, 3, 0, 0) -/* 0x38A1 */ DEFINE_SFX(NA_SE_EN_FANTOM_TRANSFORM, 0x30, 2, 0, 0) -/* 0x38A2 */ DEFINE_SFX(NA_SE_EN_FANTOM_THUNDER, 0x30, 0, 0, SFX_FLAG_13) -/* 0x38A3 */ DEFINE_SFX(NA_SE_EN_FANTOM_SPARK, 0x20, 3, 1, 0) -/* 0x38A4 */ DEFINE_SFX(NA_SE_EN_FANTOM_FLOAT, 0x20, 2, 0, 0) -/* 0x38A5 */ DEFINE_SFX(NA_SE_EN_FANTOM_MASIC1, 0x30, 3, 0, 0) -/* 0x38A6 */ DEFINE_SFX(NA_SE_EN_FANTOM_MASIC2, 0x30, 3, 0, 0) -/* 0x38A7 */ DEFINE_SFX(NA_SE_EN_FANTOM_FIRE, 0x30, 3, 0, 0) -/* 0x38A8 */ DEFINE_SFX(NA_SE_EN_FANTOM_HIT_THUNDER, 0x38, 3, 0, 0) -/* 0x38A9 */ DEFINE_SFX(NA_SE_EN_FANTOM_ATTACK, 0x30, 0, 0, SFX_FLAG_13) -/* 0x38AA */ DEFINE_SFX(NA_SE_EN_FANTOM_STICK, 0x30, 3, 0, 0) -/* 0x38AB */ DEFINE_SFX(NA_SE_EN_FANTOM_EYE, 0x30, 2, 0, 0) -/* 0x38AC */ DEFINE_SFX(NA_SE_EN_FANTOM_LAST, 0x30, 0, 0, SFX_FLAG_13) -/* 0x38AD */ DEFINE_SFX(NA_SE_EN_FANTOM_THUNDER_GND, 0x30, 3, 0, 0) -/* 0x38AE */ DEFINE_SFX(NA_SE_EN_FANTOM_DAMAGE, 0x38, 3, 0, 0) -/* 0x38AF */ DEFINE_SFX(NA_SE_EN_FANTOM_DEAD, 0x40, 3, 0, 0) -/* 0x38B0 */ DEFINE_SFX(NA_SE_EN_FANTOM_LAUGH, 0x30, 3, 0, 0) -/* 0x38B1 */ DEFINE_SFX(NA_SE_EN_FANTOM_DAMAGE2, 0x30, 3, 0, 0) -/* 0x38B2 */ DEFINE_SFX(NA_SE_EN_FANTOM_VOICE, 0x30, 3, 0, SFX_FLAG_10) -/* 0x38B3 */ DEFINE_SFX(NA_SE_EN_KAICHO_DAMAGE, 0x38, 1, 0, 0) -/* 0x38B4 */ DEFINE_SFX(NA_SE_EN_GANON_ATTACK_DEMO, 0x30, 3, 0, 0) -/* 0x38B5 */ DEFINE_SFX(NA_SE_EN_GANON_FIRE_DEMO, 0x30, 3, 0, 0) -/* 0x38B6 */ DEFINE_SFX(NA_SE_EN_KAICHO_CRY, 0x20, 0, 0, 0) -/* 0x38B7 */ DEFINE_SFX(NA_SE_EN_KAICHO_ATTACK, 0x34, 0, 0, 0) -/* 0x38B8 */ DEFINE_SFX(NA_SE_EN_MORIBLIN_WALK, 0x18, 1, 0, 0) -/* 0x38B9 */ DEFINE_SFX(NA_SE_EN_MORIBLIN_SLIDE, 0x20, 0, 0, SFX_FLAG_13) -/* 0x38BA */ DEFINE_SFX(NA_SE_EN_MORIBLIN_ATTACK, 0x30, 0, 0, SFX_FLAG_13) -/* 0x38BB */ DEFINE_SFX(NA_SE_EN_MORIBLIN_VOICE, 0x14, 3, 0, 0) -/* 0x38BC */ DEFINE_SFX(NA_SE_EN_MORIBLIN_SPEAR_AT, 0x28, 3, 0, 0) -/* 0x38BD */ DEFINE_SFX(NA_SE_EN_MORIBLIN_SPEAR_NORM, 0x28, 3, 0, 0) -/* 0x38BE */ DEFINE_SFX(NA_SE_EN_MORIBLIN_DEAD, 0x40, 3, 0, 0) -/* 0x38BF */ DEFINE_SFX(NA_SE_EN_MORIBLIN_DASH, 0x30, 3, 0, 0) -/* 0x38C0 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_ROCK, 0x20, 0, 0, 0) -/* 0x38C1 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_FLOAT, 0x14, 0, 0, 0) -/* 0x38C2 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_JUMP, 0x30, 0, 0, 0) -/* 0x38C3 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_LAND, 0x30, 0, 0, 0) -/* 0x38C4 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_SINK, 0x28, 0, 0, 0) -/* 0x38C5 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_BUBLE, 0x28, 0, 0, 0) -/* 0x38C6 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_DEAD1, 0x40, 1, 0, 0) -/* 0x38C7 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_DEAD2, 0x40, 1, 0, 0) -/* 0x38C8 */ DEFINE_SFX(NA_SE_EN_BUBLE_WING, 0x20, 0, 0, 0) -/* 0x38C9 */ DEFINE_SFX(NA_SE_EN_BUBLE_MOUTH, 0x20, 0, 0, 0) -/* 0x38CA */ DEFINE_SFX(NA_SE_EN_BUBLE_LAUGH, 0x14, 0, 0, 0) -/* 0x38CB */ DEFINE_SFX(NA_SE_EN_BUBLE_BITE, 0x30, 0, 0, 0) -/* 0x38CC */ DEFINE_SFX(NA_SE_EN_BUBLE_UP, 0x30, 0, 0, 0) -/* 0x38CD */ DEFINE_SFX(NA_SE_EN_BUBLE_DOWN, 0x30, 0, 0, 0) -/* 0x38CE */ DEFINE_SFX(NA_SE_EN_BUBLE_DEAD, 0x40, 1, 0, 0) -/* 0x38CF */ DEFINE_SFX(NA_SE_EN_BUBLEFALL_FIRE, 0x30, 0, 0, 0) -/* 0x38D0 */ DEFINE_SFX(NA_SE_EN_VALVAISA_APPEAR, 0x30, 3, 0, 0) -/* 0x38D1 */ DEFINE_SFX(NA_SE_EN_VALVAISA_ROAR, 0x30, 3, 0, 0) -/* 0x38D2 */ DEFINE_SFX(NA_SE_EN_VALVAISA_MAHI1, 0x30, 3, 0, 0) -/* 0x38D3 */ DEFINE_SFX(NA_SE_EN_VALVAISA_MAHI2, 0x30, 3, 0, 0) -/* 0x38D4 */ DEFINE_SFX(NA_SE_EN_VALVAISA_KNOCKOUT, 0x30, 3, 0, 0) -/* 0x38D5 */ DEFINE_SFX(NA_SE_EN_VALVAISA_DAMAGE1, 0x38, 3, 0, 0) -/* 0x38D6 */ DEFINE_SFX(NA_SE_EN_VALVAISA_DAMAGE2, 0x38, 3, 0, 0) -/* 0x38D7 */ DEFINE_SFX(NA_SE_EN_VALVAISA_ROCK, 0x30, 3, 0, 0) -/* 0x38D8 */ DEFINE_SFX(NA_SE_EN_VALVAISA_SW_NAIL, 0x30, 3, 0, 0) -/* 0x38D9 */ DEFINE_SFX(NA_SE_EN_VALVAISA_DEAD, 0x40, 3, 0, 0) -/* 0x38DA */ DEFINE_SFX(NA_SE_EN_VALVAISA_BURN, 0x30, 3, 0, 0) -/* 0x38DB */ DEFINE_SFX(NA_SE_EN_VALVAISA_FIRE, 0x30, 3, 0, 0) -/* 0x38DC */ DEFINE_SFX(NA_SE_EN_BARI_DAMAGE, 0x38, 1, 0, 0) -/* 0x38DD */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_LAND, 0x28, 3, 0, 0) -/* 0x38DE */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_MOVE_WT, 0x28, 3, 2, 0) -/* 0x38DF */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_SMJUMP, 0x28, 2, 2, 0) -/* 0x38E0 */ DEFINE_SFX(NA_SE_EN_MONBLIN_GNDWAVE, 0x30, 3, 0, 0) -/* 0x38E1 */ DEFINE_SFX(NA_SE_EN_MONBLIN_HAM_DOWN, 0x30, 0, 0, SFX_FLAG_13) -/* 0x38E2 */ DEFINE_SFX(NA_SE_EN_MONBLIN_HAM_UP, 0x30, 0, 0, SFX_FLAG_13) -/* 0x38E3 */ DEFINE_SFX(NA_SE_EN_BUBLE_DAMAGE, 0x38, 1, 0, 0) -/* 0x38E4 */ DEFINE_SFX(NA_SE_EN_REDEAD_CRY, 0x20, 0, 0, 0) -/* 0x38E5 */ DEFINE_SFX(NA_SE_EN_REDEAD_AIM, 0x34, 0, 0, 0) -/* 0x38E6 */ DEFINE_SFX(NA_SE_EN_REDEAD_DAMAGE, 0x38, 1, 0, 0) -/* 0x38E7 */ DEFINE_SFX(NA_SE_EN_REDEAD_DEAD, 0x40, 1, 0, 0) -/* 0x38E8 */ DEFINE_SFX(NA_SE_EN_REDEAD_ATTACK, 0x34, 0, 0, SFX_FLAG_13) -/* 0x38E9 */ DEFINE_SFX(NA_SE_EN_NYU_MOVE, 0x20, 0, 0, 0) -/* 0x38EA */ DEFINE_SFX(NA_SE_EN_NYU_HIT_STOP, 0x38, 0, 0, 0) -/* 0x38EB */ DEFINE_SFX(NA_SE_EN_KAICHO_DEAD, 0x40, 1, 0, 0) -/* 0x38EC */ DEFINE_SFX(NA_SE_EN_PO_LAUGH, 0x30, 3, 0, 0) -/* 0x38ED */ DEFINE_SFX(NA_SE_EN_PO_CRY, 0x30, 2, 0, 0) -/* 0x38EE */ DEFINE_SFX(NA_SE_EN_PO_ROLL, 0x30, 2, 0, 0) -/* 0x38EF */ DEFINE_SFX(NA_SE_EN_PO_LAUGH2, 0x38, 3, 0, 0) -/* 0x38F0 */ DEFINE_SFX(NA_SE_EN_MOFER_APPEAR, 0x30, 3, 0, 0) -/* 0x38F1 */ DEFINE_SFX(NA_SE_EN_MOFER_ATTACK, 0x32, 3, 0, 0) -/* 0x38F2 */ DEFINE_SFX(NA_SE_EN_MOFER_WAVE, 0x34, 3, 0, 0) -/* 0x38F3 */ DEFINE_SFX(NA_SE_EN_MOFER_CATCH, 0x34, 3, 0, 0) -/* 0x38F4 */ DEFINE_SFX(NA_SE_EN_MOFER_CUT, 0x30, 3, 0, 0) -/* 0x38F5 */ DEFINE_SFX(NA_SE_EN_MOFER_MOVE_DEMO, 0x30, 3, 0, 0) -/* 0x38F6 */ DEFINE_SFX(NA_SE_EN_MOFER_BUBLE_DEMO, 0x30, 3, 0, 0) -/* 0x38F7 */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_JUMP, 0x28, 2, 2, 0) -/* 0x38F8 */ DEFINE_SFX(NA_SE_EN_MOFER_DEAD, 0x40, 3, 0, 0) -/* 0x38F9 */ DEFINE_SFX(NA_SE_EN_MOFER_LASTVOICE, 0x40, 3, 0, 0) -/* 0x38FA */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_ROLL, 0x30, 3, 0, 0) -/* 0x38FB */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_FLY, 0x30, 3, 0, 0) -/* 0x38FC */ DEFINE_SFX(NA_SE_EN_GOLON_WAKE_UP, 0x20, 0, 0, 0) -/* 0x38FD */ DEFINE_SFX(NA_SE_EN_GOLON_SIT_DOWN, 0x20, 0, 0, 0) -/* 0x38FE */ DEFINE_SFX(NA_SE_EN_CHICKEN_FLUTTER, 0x30, 0, 0, 0) -/* 0x38FF */ DEFINE_SFX(NA_SE_EN_DEKU_WAKEUP, 0x20, 0, 2, 0) -/* 0x3900 */ DEFINE_SFX(NA_SE_EN_DEADHAND_BITE, 0x30, 3, 0, 0) -/* 0x3901 */ DEFINE_SFX(NA_SE_EN_DEADHAND_WALK, 0x18, 3, 0, 0) -/* 0x3902 */ DEFINE_SFX(NA_SE_EN_DEADHAND_GRIP, 0x34, 3, 0, 0) -/* 0x3903 */ DEFINE_SFX(NA_SE_EN_DEADHAND_HAND_AT, 0x30, 3, 0, 0) -/* 0x3904 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_MAHI, 0x38, 3, 0, 0) -/* 0x3905 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_SPLASH, 0x18, 3, 0, 0) -/* 0x3906 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_VOICE, 0x30, 0, 0, SFX_FLAG_13) -/* 0x3907 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DAMAGE, 0x38, 3, 0, 0) -/* 0x3908 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_SINK, 0x30, 3, 0, 0) -/* 0x3909 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DEAD, 0x40, 3, 0, 0) -/* 0x390A */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DEAD2, 0x40, 0, 0, SFX_FLAG_13) -/* 0x390B */ DEFINE_SFX(NA_SE_EN_GANON_HIT_THUNDER, 0x38, 3, 0, 0) -/* 0x390C */ DEFINE_SFX(NA_SE_EN_TWINROBA_APPEAR_MS, 0x30, 0, 0, SFX_FLAG_13) -/* 0x390D */ DEFINE_SFX(NA_SE_EN_TWINROBA_TRANSFORM, 0x30, 3, 0, 0) -/* 0x390E */ DEFINE_SFX(NA_SE_EN_TWINROBA_MS_FIRE, 0x30, 3, 0, 0) -/* 0x390F */ DEFINE_SFX(NA_SE_EN_TWINROBA_FIRE_EXP, 0x30, 3, 0, 0) -/* 0x3910 */ DEFINE_SFX(NA_SE_EN_TWINROBA_POWERUP, 0x30, 3, 0, 0) -/* 0x3911 */ DEFINE_SFX(NA_SE_EN_TWINROBA_SHOOT_FREEZE, 0x30, 3, 0, 0) -/* 0x3912 */ DEFINE_SFX(NA_SE_EN_TWINROBA_MS_FREEZE, 0x30, 3, 0, 0) -/* 0x3913 */ DEFINE_SFX(NA_SE_EN_TWINROBA_MASIC_SET, 0x30, 2, 0, 0) -/* 0x3914 */ DEFINE_SFX(NA_SE_EN_TWINROBA_CUTBODY, 0x30, 3, 0, 0) -/* 0x3915 */ DEFINE_SFX(NA_SE_EN_GANON_HIT_GND_IMP, 0x30, 3, 0, 0) -/* 0x3916 */ DEFINE_SFX(NA_SE_EN_TWINROBA_DAMAGE_VOICE, 0x38, 0, 0, SFX_FLAG_13) -/* 0x3917 */ DEFINE_SFX(NA_SE_EN_TWINROBA_REFL_FIRE, 0x38, 3, 0, 0) -/* 0x3918 */ DEFINE_SFX(NA_SE_EN_TWINROBA_REFL_FREEZE, 0x38, 3, 0, 0) -/* 0x3919 */ DEFINE_SFX(NA_SE_EN_GANON_CUTBODY, 0x38, 3, 0, 0) -/* 0x391A */ DEFINE_SFX(NA_SE_EN_TWINROBA_YOUNG_DAMAGE, 0x38, 0, 0, SFX_FLAG_13) -/* 0x391B */ DEFINE_SFX(NA_SE_EN_TWINROBA_YOUNG_DEAD, 0x40, 0, 0, SFX_FLAG_13) -/* 0x391C */ DEFINE_SFX(NA_SE_EN_GOLON_EYE_BIG, 0x18, 0, 0, 0) -/* 0x391D */ DEFINE_SFX(NA_SE_EN_GOLON_GOOD_BIG, 0x30, 3, 0, 0) -/* 0x391E */ DEFINE_SFX(NA_SE_EN_TWINROBA_FB_FLY, 0x30, 2, 0, 0) -/* 0x391F */ DEFINE_SFX(NA_SE_EN_TWINROBA_FLY, 0x20, 2, 0, 0) -/* 0x3920 */ DEFINE_SFX(NA_SE_EN_TWINROBA_UNARI, 0x24, 3, 0, 0) -/* 0x3921 */ DEFINE_SFX(NA_SE_EN_TWINROBA_ROLL, 0x28, 3, 0, 0) -/* 0x3922 */ DEFINE_SFX(NA_SE_EN_TWINROBA_SHOOT_FIRE, 0x30, 3, 0, 0) -/* 0x3923 */ DEFINE_SFX(NA_SE_EN_TWINROBA_THROW_MASIC, 0x30, 3, 0, 0) -/* 0x3924 */ DEFINE_SFX(NA_SE_EN_DARUNIA_HIT_BREAST, 0x30, 0, 0, 0) -/* 0x3925 */ DEFINE_SFX(NA_SE_EN_DARUNIA_HIT_LINK, 0x30, 0, 0, 0) -/* 0x3926 */ DEFINE_SFX(NA_SE_EN_OWL_FLUTTER, 0x30, 0, 0, 0) -/* 0x3927 */ DEFINE_SFX(NA_SE_EN_VALVAISA_LAND, 0x30, 3, 0, 0) -/* 0x3928 */ DEFINE_SFX(NA_SE_EN_IRONNACK_WALK, 0x18, 1, 0, 0) -/* 0x3929 */ DEFINE_SFX(NA_SE_EN_IRONNACK_SWING_AXE, 0x34, 3, 0, 0) -/* 0x392A */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_DEMO, 0x30, 3, 0, 0) -/* 0x392B */ DEFINE_SFX(NA_SE_EN_IRONNACK_STAGGER_DEMO, 0x30, 3, 0, 0) -/* 0x392C */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO, 0x34, 3, 0, 0) -/* 0x392D */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_LAND1_DEMO, 0x30, 3, 0, 0) -/* 0x392E */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_LAND2_DEMO, 0x30, 3, 0, 0) -/* 0x392F */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_LAND3_DEMO, 0x30, 3, 0, 0) -/* 0x3930 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_ATTACK, 0x30, 1, 0, 0) -/* 0x3931 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_WALK, 0x14, 0, 0, 0) -/* 0x3932 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_DEAD, 0x40, 1, 0, 0) -/* 0x3933 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_RESTORE, 0x30, 1, 0, 0) -/* 0x3934 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_EXPAND, 0x30, 1, 0, 0) -/* 0x3935 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SPLIT, 0x30, 1, 0, 0) -/* 0x3936 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_STICK, 0x38, 3, 0, 0) -/* 0x3937 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_LAND, 0x30, 0, 0, 0) -/* 0x3938 */ DEFINE_SFX(NA_SE_EN_IRONNACK_WAVE_DEMO, 0x30, 3, 0, 0) -/* 0x3939 */ DEFINE_SFX(NA_SE_EN_IRONNACK_FINGER_DEMO, 0x30, 3, 0, 0) -/* 0x393A */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_HIT, 0x38, 3, 0, 0) -/* 0x393B */ DEFINE_SFX(NA_SE_EN_NUTS_CUTBODY, 0x38, 3, 0, 0) -/* 0x393C */ DEFINE_SFX(NA_SE_EN_BALINADE_LEVEL, 0x30, 2, 0, 0) -/* 0x393D */ DEFINE_SFX(NA_SE_EN_BALINADE_DAMAGE, 0x38, 3, 0, 0) -/* 0x393E */ DEFINE_SFX(NA_SE_EN_BALINADE_FAINT, 0x38, 3, 0, 0) -/* 0x393F */ DEFINE_SFX(NA_SE_EN_BALINADE_BREAK, 0x30, 3, 2, 0) -/* 0x3940 */ DEFINE_SFX(NA_SE_EN_BALINADE_DEAD, 0x38, 3, 0, 0) -/* 0x3941 */ DEFINE_SFX(NA_SE_EN_BALINADE_STICK, 0x30, 3, 0, 0) -/* 0x3942 */ DEFINE_SFX(NA_SE_EN_BALINADE_THUNDER, 0x34, 3, 0, 0) -/* 0x3943 */ DEFINE_SFX(NA_SE_EN_BALINADE_BL_SPARK, 0x20, 2, 0, 0) -/* 0x3944 */ DEFINE_SFX(NA_SE_EN_BALINADE_BL_DEAD, 0x34, 3, 0, 0) +/* 0x3800 */ DEFINE_SFX(CHAN_3544, NA_SE_EN_DODO_J_WALK, 0x18, 0, 0, 0) +/* 0x3801 */ DEFINE_SFX(CHAN_3555, NA_SE_EN_DODO_J_CRY, 0x30, 0, 0, 0) +/* 0x3802 */ DEFINE_SFX(CHAN_355F, NA_SE_EN_DODO_J_FIRE, 0x30, 0, 0, 0) +/* 0x3803 */ DEFINE_SFX(CHAN_356B, NA_SE_EN_DODO_J_DAMAGE, 0x38, 1, 0, 0) +/* 0x3804 */ DEFINE_SFX(CHAN_3583, NA_SE_EN_DODO_J_DEAD, 0x40, 1, 0, 0) +/* 0x3805 */ DEFINE_SFX(CHAN_35A0, NA_SE_EN_DODO_K_CRY, 0x30, 3, 0, 0) +/* 0x3806 */ DEFINE_SFX(CHAN_3E44, NA_SE_EN_DODO_K_DAMAGE, 0x38, 3, 0, 0) +/* 0x3807 */ DEFINE_SFX(CHAN_3D7E, NA_SE_EN_DODO_K_DEAD, 0x40, 3, 0, 0) +/* 0x3808 */ DEFINE_SFX(CHAN_35B6, NA_SE_EN_DODO_K_WALK, 0x30, 2, 0, 0) +/* 0x3809 */ DEFINE_SFX(CHAN_35CE, NA_SE_EN_DODO_K_FIRE, 0x30, 3, 0, 0) +/* 0x380A */ DEFINE_SFX(CHAN_365A, NA_SE_EN_GOMA_WALK, 0x30, 2, 0, 0) +/* 0x380B */ DEFINE_SFX(CHAN_371F, NA_SE_EN_GOMA_HIGH, 0x20, 1, 2, 0) +/* 0x380C */ DEFINE_SFX(CHAN_366D, NA_SE_EN_GOMA_CLIM, 0x30, 3, 0, 0) +/* 0x380D */ DEFINE_SFX(CHAN_35E9, NA_SE_EN_GOMA_DOWN, 0x30, 3, 0, 0) +/* 0x380E */ DEFINE_SFX(CHAN_37FB, NA_SE_EN_GOMA_CRY1, 0x38, 3, 0, 0) +/* 0x380F */ DEFINE_SFX(CHAN_3849, NA_SE_EN_GOMA_CRY2, 0x30, 3, 0, 0) +/* 0x3810 */ DEFINE_SFX(CHAN_381C, NA_SE_EN_GOMA_DAM1, 0x30, 3, 0, 0) +/* 0x3811 */ DEFINE_SFX(CHAN_3732, NA_SE_EN_GOMA_DAM2, 0x38, 3, 0, 0) +/* 0x3812 */ DEFINE_SFX(CHAN_3E7F, NA_SE_EN_GOMA_DEAD, 0x40, 3, 0, 0) +/* 0x3813 */ DEFINE_SFX(CHAN_3680, NA_SE_EN_GOMA_UNARI, 0x20, 0, 0, SFX_FLAG_13) +/* 0x3814 */ DEFINE_SFX(CHAN_3767, NA_SE_EN_GOMA_BJR_EGG1, 0x28, 3, 0, 0) +/* 0x3815 */ DEFINE_SFX(CHAN_35DF, NA_SE_EN_GOMA_BJR_EGG2, 0x28, 3, 0, 0) +/* 0x3816 */ DEFINE_SFX(CHAN_3697, NA_SE_EN_GOMA_BJR_WALK, 0x20, 2, 0, 0) +/* 0x3817 */ DEFINE_SFX(CHAN_36A5, NA_SE_EN_GOMA_BJR_CRY, 0x28, 3, 0, 0) +/* 0x3818 */ DEFINE_SFX(CHAN_36B3, NA_SE_EN_GOMA_BJR_DAM1, 0x38, 3, 0, 0) +/* 0x3819 */ DEFINE_SFX(CHAN_36D2, NA_SE_EN_GOMA_BJR_DAM2, 0x30, 3, 0, 0) +/* 0x381A */ DEFINE_SFX(CHAN_36F9, NA_SE_EN_GOMA_BJR_DEAD, 0x40, 3, 0, 0) +/* 0x381B */ DEFINE_SFX(CHAN_3D68, NA_SE_EN_GOMA_DEMO_EYE, 0x30, 3, 0, 0) +/* 0x381C */ DEFINE_SFX(CHAN_3F3E, NA_SE_EN_GOMA_LAST, 0x30, 3, 0, 0) +/* 0x381D */ DEFINE_SFX(CHAN_402B, NA_SE_EN_GOMA_UNARI2, 0x30, 3, 0, 0) +/* 0x381E */ DEFINE_SFX(CHAN_4906, NA_SE_EN_GOMA_FAINT, 0x30, 3, 0, 0) +/* 0x381F */ DEFINE_SFX(CHAN_4C1B, NA_SE_EN_GOMA_BJR_FREEZE, 0x30, 3, 0, 0) +/* 0x3820 */ DEFINE_SFX(CHAN_37C0, NA_SE_EN_DODO_M_CRY, 0x30, 0, 0, 0) +/* 0x3821 */ DEFINE_SFX(CHAN_37E3, NA_SE_EN_DODO_M_DEAD, 0x40, 1, 0, 0) +/* 0x3822 */ DEFINE_SFX(CHAN_3858, NA_SE_EN_DODO_M_MOVE, 0x18, 0, 0, 0) +/* 0x3823 */ DEFINE_SFX(CHAN_3862, NA_SE_EN_DODO_M_DOWN, 0x14, 0, 0, 0) +/* 0x3824 */ DEFINE_SFX(CHAN_38A2, NA_SE_EN_DODO_M_UP, 0x14, 0, 0, 0) +/* 0x3825 */ DEFINE_SFX(CHAN_5443, NA_SE_EN_GANON_THROW_MASIC, 0x30, 3, 0, 0) +/* 0x3826 */ DEFINE_SFX(CHAN_38C7, NA_SE_EN_DODO_M_EAT, 0x30, 0, 0, 0) +/* 0x3827 */ DEFINE_SFX(CHAN_544A, NA_SE_EN_GANON_DD_THUNDER, 0x44, 3, 0, 0) +/* 0x3828 */ DEFINE_SFX(CHAN_39B9, NA_SE_EN_RIZA_ONGND, 0x18, 0, 0, 0) +/* 0x3829 */ DEFINE_SFX(CHAN_4040, NA_SE_EN_RIZA_CRY, 0x30, 2, 0, 0) +/* 0x382A */ DEFINE_SFX(CHAN_4061, NA_SE_EN_RIZA_ATTACK, 0x32, 2, 0, 0) +/* 0x382B */ DEFINE_SFX(CHAN_38EC, NA_SE_EN_RIZA_DAMAGE, 0x38, 1, 0, 0) +/* 0x382C */ DEFINE_SFX(CHAN_3916, NA_SE_EN_RIZA_WARAU, 0x20, 0, 0, 0) +/* 0x382D */ DEFINE_SFX(CHAN_3924, NA_SE_EN_RIZA_DEAD, 0x40, 1, 0, 0) +/* 0x382E */ DEFINE_SFX(CHAN_39AD, NA_SE_EN_RIZA_WALK, 0x18, 0, 0, 0) +/* 0x382F */ DEFINE_SFX(CHAN_39C8, NA_SE_EN_RIZA_JUMP, 0x28, 0, 0, 0) +/* 0x3830 */ DEFINE_SFX(CHAN_5477, NA_SE_EN_STALKID_WALK, 0x18, 0, 0, 0) +/* 0x3831 */ DEFINE_SFX(CHAN_5481, NA_SE_EN_STALKID_ATTACK, 0x30, 0, 0, 0) +/* 0x3832 */ DEFINE_SFX(CHAN_396B, NA_SE_EN_STALKID_DAMAGE, 0x38, 1, 0, 0) +/* 0x3833 */ DEFINE_SFX(CHAN_39A0, NA_SE_EN_STALKID_DEAD, 0x40, 1, 0, 0) +/* 0x3834 */ DEFINE_SFX(CHAN_4D26, NA_SE_EN_FLOORMASTER_SLIDING, 0x14, 0, 0, 0) +/* 0x3835 */ DEFINE_SFX(CHAN_502F, NA_SE_EN_TEKU_WALK_WATER, 0x18, 0, 2, 0) +/* 0x3836 */ DEFINE_SFX(CHAN_535D, NA_SE_EN_LIGHT_ARROW_HIT, 0x38, 2, 0, 0) +/* 0x3837 */ DEFINE_SFX(CHAN_53EA, NA_SE_EN_TUBOOCK_FLY, 0x30, 0, 0, 0) +/* 0x3838 */ DEFINE_SFX(CHAN_38DF, NA_SE_EN_STAL_WARAU, 0x28, 1, 0, 0) +/* 0x3839 */ DEFINE_SFX(CHAN_3A70, NA_SE_EN_STAL_SAKEBI, 0x30, 0, 0, 0) +/* 0x383A */ DEFINE_SFX(CHAN_394E, NA_SE_EN_STAL_DAMAGE, 0x38, 1, 0, 0) +/* 0x383B */ DEFINE_SFX(CHAN_3974, NA_SE_EN_STAL_DEAD, 0x40, 1, 0, 0) +/* 0x383C */ DEFINE_SFX(CHAN_5529, NA_SE_EN_WOLFOS_APPEAR, 0x30, 0, 0, 0) +/* 0x383D */ DEFINE_SFX(CHAN_38D1, NA_SE_EN_STAL_WALK, 0x18, 0, 0, 0) +/* 0x383E */ DEFINE_SFX(CHAN_5572, NA_SE_EN_WOLFOS_CRY, 0x20, 0, 0, 0) +/* 0x383F */ DEFINE_SFX(CHAN_5537, NA_SE_EN_WOLFOS_ATTACK, 0x30, 0, 0, 0) +/* 0x3840 */ DEFINE_SFX(CHAN_379B, NA_SE_EN_FFLY_ATTACK, 0x30, 0, 0, 0) +/* 0x3841 */ DEFINE_SFX(CHAN_37AB, NA_SE_EN_FFLY_FLY, 0x20, 1, 0, 0) +/* 0x3842 */ DEFINE_SFX(CHAN_3C04, NA_SE_EN_FFLY_DEAD, 0x40, 1, 0, 0) +/* 0x3843 */ DEFINE_SFX(CHAN_5548, NA_SE_EN_WOLFOS_DAMAGE, 0x38, 1, 0, 0) +/* 0x3844 */ DEFINE_SFX(CHAN_39FE, NA_SE_EN_AMOS_WALK, 0x30, 0, 0, 0) +/* 0x3845 */ DEFINE_SFX(CHAN_3A0C, NA_SE_EN_AMOS_WAVE, 0x30, 0, 0, 0) +/* 0x3846 */ DEFINE_SFX(CHAN_3A40, NA_SE_EN_AMOS_DEAD, 0x40, 1, 0, 0) +/* 0x3847 */ DEFINE_SFX(CHAN_3A93, NA_SE_EN_AMOS_DAMAGE, 0x38, 1, 0, 0) +/* 0x3848 */ DEFINE_SFX(CHAN_3A59, NA_SE_EN_AMOS_VOICE, 0x20, 0, 0, 0) +/* 0x3849 */ DEFINE_SFX(CHAN_5451, NA_SE_EN_SHELL_MOUTH, 0x30, 0, 0, 0) +/* 0x384A */ DEFINE_SFX(CHAN_3BAB, NA_SE_EN_SHELL_DEAD, 0x40, 1, 0, 0) +/* 0x384B */ DEFINE_SFX(CHAN_555D, NA_SE_EN_WOLFOS_DEAD, 0x40, 1, 0, 0) +/* 0x384C */ DEFINE_SFX(CHAN_3AA8, NA_SE_EN_DODO_K_COLI, 0x30, 3, 0, 0) +/* 0x384D */ DEFINE_SFX(CHAN_3AD5, NA_SE_EN_DODO_K_COLI2, 0x30, 0, 0, SFX_FLAG_13) +/* 0x384E */ DEFINE_SFX(CHAN_3AF4, NA_SE_EN_DODO_K_ROLL, 0x30, 3, 0, 0) +/* 0x384F */ DEFINE_SFX(CHAN_3B09, NA_SE_EN_DODO_K_BREATH, 0x30, 3, 0, 0) +/* 0x3850 */ DEFINE_SFX(CHAN_3B23, NA_SE_EN_DODO_K_DRINK, 0x30, 3, 0, 0) +/* 0x3851 */ DEFINE_SFX(CHAN_3B34, NA_SE_EN_DODO_K_DOWN, 0x30, 3, 0, 0) +/* 0x3852 */ DEFINE_SFX(CHAN_3D3D, NA_SE_EN_DODO_K_OTAKEBI, 0x30, 3, 0, 0) +/* 0x3853 */ DEFINE_SFX(CHAN_3DCF, NA_SE_EN_DODO_K_END, 0x30, 3, 0, 0) +/* 0x3854 */ DEFINE_SFX(CHAN_3E00, NA_SE_EN_DODO_K_LAST, 0x30, 3, 0, 0) +/* 0x3855 */ DEFINE_SFX(CHAN_3E17, NA_SE_EN_DODO_K_LAVA, 0x30, 3, 0, 0) +/* 0x3856 */ DEFINE_SFX(CHAN_4202, NA_SE_EN_GANON_FLOAT, 0x18, 3, 0, 0) +/* 0x3857 */ DEFINE_SFX(CHAN_53F0, NA_SE_EN_GANON_DARKWAVE_M, 0x30, 3, 0, 0) +/* 0x3858 */ DEFINE_SFX(CHAN_3B50, NA_SE_EN_DODO_J_BREATH, 0x28, 0, 0, 0) +/* 0x3859 */ DEFINE_SFX(CHAN_408D, NA_SE_EN_DODO_J_TAIL, 0x30, 0, 0, 0) +/* 0x385A */ DEFINE_SFX(CHAN_531C, NA_SE_EN_WOLFOS_WALK, 0x18, 0, 0, 0) +/* 0x385B */ DEFINE_SFX(CHAN_38C7, NA_SE_EN_DODO_J_EAT, 0x30, 0, 0, 0) +/* 0x385C */ DEFINE_SFX(CHAN_3B5C, NA_SE_EN_DEKU_MOUTH, 0x28, 0, 0, 0) +/* 0x385D */ DEFINE_SFX(CHAN_3B66, NA_SE_EN_DEKU_ATTACK, 0x30, 0, 0, 0) +/* 0x385E */ DEFINE_SFX(CHAN_3B76, NA_SE_EN_DEKU_DAMAGE, 0x38, 1, 0, 0) +/* 0x385F */ DEFINE_SFX(CHAN_3B8E, NA_SE_EN_DEKU_DEAD, 0x40, 1, 0, 0) +/* 0x3860 */ DEFINE_SFX(CHAN_3BBD, NA_SE_EN_DEKU_JR_MOUTH, 0x28, 0, 0, 0) +/* 0x3861 */ DEFINE_SFX(CHAN_3BC7, NA_SE_EN_DEKU_JR_ATTACK, 0x30, 0, 0, 0) +/* 0x3862 */ DEFINE_SFX(CHAN_3BD7, NA_SE_EN_DEKU_JR_DEAD, 0x40, 1, 0, 0) +/* 0x3863 */ DEFINE_SFX(CHAN_3BF3, NA_SE_EN_DEKU_SCRAPE, 0x14, 0, 0, 0) +/* 0x3864 */ DEFINE_SFX(CHAN_3C1C, NA_SE_EN_TAIL_FLY, 0x30, 0, 0, 0) +/* 0x3865 */ DEFINE_SFX(CHAN_3C2C, NA_SE_EN_TAIL_CRY, 0x20, 0, 0, 0) +/* 0x3866 */ DEFINE_SFX(CHAN_3C3A, NA_SE_EN_TAIL_DEAD, 0x40, 1, 0, 0) +/* 0x3867 */ DEFINE_SFX(CHAN_41F6, NA_SE_EN_GANON_SPARK, 0x30, 3, 0, 0) +/* 0x3868 */ DEFINE_SFX(CHAN_3C71, NA_SE_EN_STALTU_DOWN, 0x30, 0, 0, 0) +/* 0x3869 */ DEFINE_SFX(CHAN_3C56, NA_SE_EN_STALTU_UP, 0x30, 0, 0, 0) +/* 0x386A */ DEFINE_SFX(CHAN_3C8C, NA_SE_EN_STALTU_LAUGH, 0x20, 0, 0, 0) +/* 0x386B */ DEFINE_SFX(CHAN_3FD0, NA_SE_EN_STALTU_DAMAGE, 0x38, 1, 0, 0) +/* 0x386C */ DEFINE_SFX(CHAN_3E6B, NA_SE_EN_STAL_JUMP, 0x20, 0, 0, 0) +/* 0x386D */ DEFINE_SFX(CHAN_3F53, NA_SE_EN_TEKU_DAMAGE, 0x38, 1, 0, 0) +/* 0x386E */ DEFINE_SFX(CHAN_3F6E, NA_SE_EN_TEKU_DEAD, 0x40, 1, 0, 0) +/* 0x386F */ DEFINE_SFX(CHAN_3C9F, NA_SE_EN_TEKU_WALK, 0x14, 0, 0, 0) +/* 0x3870 */ DEFINE_SFX(CHAN_3CA9, NA_SE_EN_PO_KANTERA, 0x30, 3, 0, 0) +/* 0x3871 */ DEFINE_SFX(CHAN_3CBC, NA_SE_EN_PO_FLY, 0x20, 1, 0, 0) +/* 0x3872 */ DEFINE_SFX(CHAN_3CCF, NA_SE_EN_PO_AWAY, 0x20, 1, 0, 0) +/* 0x3873 */ DEFINE_SFX(CHAN_3CF6, NA_SE_EN_PO_APPEAR, 0x30, 2, 0, 0) +/* 0x3874 */ DEFINE_SFX(CHAN_3CE0, NA_SE_EN_PO_DISAPPEAR, 0x30, 2, 0, 0) +/* 0x3875 */ DEFINE_SFX(CHAN_3D09, NA_SE_EN_PO_DAMAGE, 0x38, 2, 0, 0) +/* 0x3876 */ DEFINE_SFX(CHAN_3D23, NA_SE_EN_PO_DEAD, 0x40, 2, 0, 0) +/* 0x3877 */ DEFINE_SFX(CHAN_40A3, NA_SE_EN_PO_DEAD2, 0x40, 2, 0, 0) +/* 0x3878 */ DEFINE_SFX(CHAN_401A, NA_SE_EN_EXTINCT, 0x14, 1, 2, 0) +/* 0x3879 */ DEFINE_SFX(CHAN_3612, NA_SE_EN_GOLON_LAND_BIG, 0x34, 0, 0, 0) +/* 0x387A */ DEFINE_SFX(CHAN_3629, NA_SE_EN_RIZA_DOWN, 0x40, 0, 0, 0) +/* 0x387B */ DEFINE_SFX(CHAN_3648, NA_SE_EN_DODO_M_GND, 0x20, 0, 0, 0) +/* 0x387C */ DEFINE_SFX(CHAN_3ECF, NA_SE_EN_NUTS_UP, 0x28, 0, 0, 0) +/* 0x387D */ DEFINE_SFX(CHAN_3EE2, NA_SE_EN_NUTS_DOWN, 0x28, 0, 0, 0) +/* 0x387E */ DEFINE_SFX(CHAN_3EF5, NA_SE_EN_NUTS_THROW, 0x30, 0, 0, 0) +/* 0x387F */ DEFINE_SFX(CHAN_3F05, NA_SE_EN_NUTS_WALK, 0x14, 0, 0, 0) +/* 0x3880 */ DEFINE_SFX(CHAN_3F12, NA_SE_EN_NUTS_DAMAGE, 0x38, 1, 0, 0) +/* 0x3881 */ DEFINE_SFX(CHAN_3F29, NA_SE_EN_NUTS_DEAD, 0x40, 1, 0, 0) +/* 0x3882 */ DEFINE_SFX(CHAN_4966, NA_SE_EN_NUTS_FAINT, 0x20, 0, 0, 0) +/* 0x3883 */ DEFINE_SFX(CHAN_4C03, NA_SE_EN_PO_BIG_GET, 0x30, 3, 0, 0) +/* 0x3884 */ DEFINE_SFX(CHAN_3FEC, NA_SE_EN_STALTU_ROLL, 0x30, 0, 0, 0) +/* 0x3885 */ DEFINE_SFX(CHAN_4001, NA_SE_EN_STALWALL_DEAD, 0x40, 1, 0, 0) +/* 0x3886 */ DEFINE_SFX(CHAN_4BCE, NA_SE_EN_PO_SISTER_DEAD, 0x40, 3, 0, 0) +/* 0x3887 */ DEFINE_SFX(CHAN_4C53, NA_SE_EN_BARI_SPLIT, 0x40, 1, 0, 0) +/* 0x3888 */ DEFINE_SFX(CHAN_5135, NA_SE_EN_TEKU_REVERSE, 0x28, 1, 0, 0) +/* 0x3889 */ DEFINE_SFX(CHAN_35E9, NA_SE_EN_VALVAISA_LAND2, 0x30, 3, 0, 0) +/* 0x388A */ DEFINE_SFX(CHAN_43EA, NA_SE_EN_TEKU_LAND_WATER, 0x20, 0, 0, 0) +/* 0x388B */ DEFINE_SFX(CHAN_4929, NA_SE_EN_LAST_DAMAGE, 0x38, 1, 0, 0) +/* 0x388C */ DEFINE_SFX(CHAN_497B, NA_SE_EN_STALWALL_ROLL, 0x30, 0, 0, 0) +/* 0x388D */ DEFINE_SFX(CHAN_4996, NA_SE_EN_STALWALL_DASH, 0x30, 0, 0, 0) +/* 0x388E */ DEFINE_SFX(CHAN_5013, NA_SE_EN_TEKU_JUMP_WATER, 0x20, 0, 0, 0) +/* 0x388F */ DEFINE_SFX(CHAN_5021, NA_SE_EN_TEKU_LAND_WATER2, 0x20, 0, 0, 0) +/* 0x3890 */ DEFINE_SFX(CHAN_40B8, NA_SE_EN_FALL_AIM, 0x38, 0, 0, SFX_FLAG_13) +/* 0x3891 */ DEFINE_SFX(CHAN_40C8, NA_SE_EN_FALL_UP, 0x30, 3, 0, 0) +/* 0x3892 */ DEFINE_SFX(CHAN_5089, NA_SE_EN_FALL_CATCH, 0x30, 0, 0, SFX_FLAG_13) +/* 0x3893 */ DEFINE_SFX(CHAN_3767, NA_SE_EN_FALL_LAND, 0x30, 0, 0, 0) +/* 0x3894 */ DEFINE_SFX(CHAN_40DB, NA_SE_EN_FALL_WALK, 0x14, 0, 0, 0) +/* 0x3895 */ DEFINE_SFX(CHAN_40EB, NA_SE_EN_FALL_DAMAGE, 0x38, 1, 0, 0) +/* 0x3896 */ DEFINE_SFX(CHAN_4104, NA_SE_EN_FALL_DEAD, 0x40, 1, 0, 0) +/* 0x3897 */ DEFINE_SFX(CHAN_55D2, NA_SE_EN_KAICHO_FLUTTER, 0x14, 0, 0, 0) +/* 0x3898 */ DEFINE_SFX(CHAN_411D, NA_SE_EN_BIRI_FLY, 0x20, 0, 0, 0) +/* 0x3899 */ DEFINE_SFX(CHAN_4132, NA_SE_EN_BIRI_JUMP, 0x20, 0, 0, 0) +/* 0x389A */ DEFINE_SFX(CHAN_415D, NA_SE_EN_BIRI_SPARK, 0x30, 0, 0, 0) +/* 0x389B */ DEFINE_SFX(CHAN_4184, NA_SE_EN_BIRI_DEAD, 0x40, 1, 0, 0) +/* 0x389C */ DEFINE_SFX(CHAN_41BC, NA_SE_EN_BIRI_BUBLE, 0x40, 1, 0, 0) +/* 0x389D */ DEFINE_SFX(CHAN_4C09, NA_SE_EN_BARI_ROLL, 0x30, 0, 0, 0) +/* 0x389E */ DEFINE_SFX(CHAN_4C1B, NA_SE_EN_GOMA_JR_FREEZE, 0x34, 1, 0, 0) +/* 0x389F */ DEFINE_SFX(CHAN_4C2D, NA_SE_EN_BARI_DEAD, 0x40, 1, 0, 0) +/* 0x38A0 */ DEFINE_SFX(CHAN_4236, NA_SE_EN_GANON_FIRE, 0x30, 3, 0, 0) +/* 0x38A1 */ DEFINE_SFX(CHAN_41CF, NA_SE_EN_FANTOM_TRANSFORM, 0x30, 2, 0, 0) +/* 0x38A2 */ DEFINE_SFX(CHAN_41E9, NA_SE_EN_FANTOM_THUNDER, 0x30, 0, 0, SFX_FLAG_13) +/* 0x38A3 */ DEFINE_SFX(CHAN_41F6, NA_SE_EN_FANTOM_SPARK, 0x20, 3, 1, 0) +/* 0x38A4 */ DEFINE_SFX(CHAN_4202, NA_SE_EN_FANTOM_FLOAT, 0x20, 2, 0, 0) +/* 0x38A5 */ DEFINE_SFX(CHAN_420E, NA_SE_EN_FANTOM_MASIC1, 0x30, 3, 0, 0) +/* 0x38A6 */ DEFINE_SFX(CHAN_421A, NA_SE_EN_FANTOM_MASIC2, 0x30, 3, 0, 0) +/* 0x38A7 */ DEFINE_SFX(CHAN_4236, NA_SE_EN_FANTOM_FIRE, 0x30, 3, 0, 0) +/* 0x38A8 */ DEFINE_SFX(CHAN_425D, NA_SE_EN_FANTOM_HIT_THUNDER, 0x38, 3, 0, 0) +/* 0x38A9 */ DEFINE_SFX(CHAN_4268, NA_SE_EN_FANTOM_ATTACK, 0x30, 0, 0, SFX_FLAG_13) +/* 0x38AA */ DEFINE_SFX(CHAN_4278, NA_SE_EN_FANTOM_STICK, 0x30, 3, 0, 0) +/* 0x38AB */ DEFINE_SFX(CHAN_429B, NA_SE_EN_FANTOM_EYE, 0x30, 2, 0, 0) +/* 0x38AC */ DEFINE_SFX(CHAN_42C0, NA_SE_EN_FANTOM_LAST, 0x30, 0, 0, SFX_FLAG_13) +/* 0x38AD */ DEFINE_SFX(CHAN_42B2, NA_SE_EN_FANTOM_THUNDER_GND, 0x30, 3, 0, 0) +/* 0x38AE */ DEFINE_SFX(CHAN_42F5, NA_SE_EN_FANTOM_DAMAGE, 0x38, 3, 0, 0) +/* 0x38AF */ DEFINE_SFX(CHAN_432C, NA_SE_EN_FANTOM_DEAD, 0x40, 3, 0, 0) +/* 0x38B0 */ DEFINE_SFX(CHAN_4378, NA_SE_EN_FANTOM_LAUGH, 0x30, 3, 0, 0) +/* 0x38B1 */ DEFINE_SFX(CHAN_435E, NA_SE_EN_FANTOM_DAMAGE2, 0x30, 3, 0, 0) +/* 0x38B2 */ DEFINE_SFX(CHAN_4226, NA_SE_EN_FANTOM_VOICE, 0x30, 3, 0, SFX_FLAG_10) +/* 0x38B3 */ DEFINE_SFX(CHAN_557C, NA_SE_EN_KAICHO_DAMAGE, 0x38, 1, 0, 0) +/* 0x38B4 */ DEFINE_SFX(CHAN_4A65, NA_SE_EN_GANON_ATTACK_DEMO, 0x30, 3, 0, 0) +/* 0x38B5 */ DEFINE_SFX(CHAN_4D16, NA_SE_EN_GANON_FIRE_DEMO, 0x30, 3, 0, 0) +/* 0x38B6 */ DEFINE_SFX(CHAN_55A6, NA_SE_EN_KAICHO_CRY, 0x20, 0, 0, 0) +/* 0x38B7 */ DEFINE_SFX(CHAN_55B9, NA_SE_EN_KAICHO_ATTACK, 0x34, 0, 0, 0) +/* 0x38B8 */ DEFINE_SFX(CHAN_4385, NA_SE_EN_MORIBLIN_WALK, 0x18, 1, 0, 0) +/* 0x38B9 */ DEFINE_SFX(CHAN_43A7, NA_SE_EN_MORIBLIN_SLIDE, 0x20, 0, 0, SFX_FLAG_13) +/* 0x38BA */ DEFINE_SFX(CHAN_445B, NA_SE_EN_MORIBLIN_ATTACK, 0x30, 0, 0, SFX_FLAG_13) +/* 0x38BB */ DEFINE_SFX(CHAN_446C, NA_SE_EN_MORIBLIN_VOICE, 0x14, 3, 0, 0) +/* 0x38BC */ DEFINE_SFX(CHAN_4488, NA_SE_EN_MORIBLIN_SPEAR_AT, 0x28, 3, 0, 0) +/* 0x38BD */ DEFINE_SFX(CHAN_447C, NA_SE_EN_MORIBLIN_SPEAR_NORM, 0x28, 3, 0, 0) +/* 0x38BE */ DEFINE_SFX(CHAN_44B2, NA_SE_EN_MORIBLIN_DEAD, 0x40, 3, 0, 0) +/* 0x38BF */ DEFINE_SFX(CHAN_4396, NA_SE_EN_MORIBLIN_DASH, 0x30, 3, 0, 0) +/* 0x38C0 */ DEFINE_SFX(CHAN_43F8, NA_SE_EN_OCTAROCK_ROCK, 0x20, 0, 0, 0) +/* 0x38C1 */ DEFINE_SFX(CHAN_43DC, NA_SE_EN_OCTAROCK_FLOAT, 0x14, 0, 0, 0) +/* 0x38C2 */ DEFINE_SFX(CHAN_43B6, NA_SE_EN_OCTAROCK_JUMP, 0x30, 0, 0, 0) +/* 0x38C3 */ DEFINE_SFX(CHAN_43EA, NA_SE_EN_OCTAROCK_LAND, 0x30, 0, 0, 0) +/* 0x38C4 */ DEFINE_SFX(CHAN_43C4, NA_SE_EN_OCTAROCK_SINK, 0x28, 0, 0, 0) +/* 0x38C5 */ DEFINE_SFX(CHAN_43D2, NA_SE_EN_OCTAROCK_BUBLE, 0x28, 0, 0, 0) +/* 0x38C6 */ DEFINE_SFX(CHAN_46EF, NA_SE_EN_OCTAROCK_DEAD1, 0x40, 1, 0, 0) +/* 0x38C7 */ DEFINE_SFX(CHAN_46D7, NA_SE_EN_OCTAROCK_DEAD2, 0x40, 1, 0, 0) +/* 0x38C8 */ DEFINE_SFX(CHAN_37AB, NA_SE_EN_BUBLE_WING, 0x20, 0, 0, 0) +/* 0x38C9 */ DEFINE_SFX(CHAN_4406, NA_SE_EN_BUBLE_MOUTH, 0x20, 0, 0, 0) +/* 0x38CA */ DEFINE_SFX(CHAN_441B, NA_SE_EN_BUBLE_LAUGH, 0x14, 0, 0, 0) +/* 0x38CB */ DEFINE_SFX(CHAN_4BBC, NA_SE_EN_BUBLE_BITE, 0x30, 0, 0, 0) +/* 0x38CC */ DEFINE_SFX(CHAN_4429, NA_SE_EN_BUBLE_UP, 0x30, 0, 0, 0) +/* 0x38CD */ DEFINE_SFX(CHAN_4442, NA_SE_EN_BUBLE_DOWN, 0x30, 0, 0, 0) +/* 0x38CE */ DEFINE_SFX(CHAN_4B8D, NA_SE_EN_BUBLE_DEAD, 0x40, 1, 0, 0) +/* 0x38CF */ DEFINE_SFX(CHAN_355F, NA_SE_EN_BUBLEFALL_FIRE, 0x30, 0, 0, 0) +/* 0x38D0 */ DEFINE_SFX(CHAN_4593, NA_SE_EN_VALVAISA_APPEAR, 0x30, 3, 0, 0) +/* 0x38D1 */ DEFINE_SFX(CHAN_44DB, NA_SE_EN_VALVAISA_ROAR, 0x30, 3, 0, 0) +/* 0x38D2 */ DEFINE_SFX(CHAN_3732, NA_SE_EN_VALVAISA_MAHI1, 0x30, 3, 0, 0) +/* 0x38D3 */ DEFINE_SFX(CHAN_4517, NA_SE_EN_VALVAISA_MAHI2, 0x30, 3, 0, 0) +/* 0x38D4 */ DEFINE_SFX(CHAN_4541, NA_SE_EN_VALVAISA_KNOCKOUT, 0x30, 3, 0, 0) +/* 0x38D5 */ DEFINE_SFX(CHAN_381C, NA_SE_EN_VALVAISA_DAMAGE1, 0x38, 3, 0, 0) +/* 0x38D6 */ DEFINE_SFX(CHAN_4555, NA_SE_EN_VALVAISA_DAMAGE2, 0x38, 3, 0, 0) +/* 0x38D7 */ DEFINE_SFX(CHAN_44C7, NA_SE_EN_VALVAISA_ROCK, 0x30, 3, 0, 0) +/* 0x38D8 */ DEFINE_SFX(CHAN_45B4, NA_SE_EN_VALVAISA_SW_NAIL, 0x30, 3, 0, 0) +/* 0x38D9 */ DEFINE_SFX(CHAN_3E7F, NA_SE_EN_VALVAISA_DEAD, 0x40, 3, 0, 0) +/* 0x38DA */ DEFINE_SFX(CHAN_3E00, NA_SE_EN_VALVAISA_BURN, 0x30, 3, 0, 0) +/* 0x38DB */ DEFINE_SFX(CHAN_35CE, NA_SE_EN_VALVAISA_FIRE, 0x30, 3, 0, 0) +/* 0x38DC */ DEFINE_SFX(CHAN_4184, NA_SE_EN_BARI_DAMAGE, 0x38, 1, 0, 0) +/* 0x38DD */ DEFINE_SFX(CHAN_3648, NA_SE_EN_MOFER_CORE_LAND, 0x28, 3, 0, 0) +/* 0x38DE */ DEFINE_SFX(CHAN_47BB, NA_SE_EN_MOFER_CORE_MOVE_WT, 0x28, 3, 2, 0) +/* 0x38DF */ DEFINE_SFX(CHAN_502F, NA_SE_EN_MOFER_CORE_SMJUMP, 0x28, 2, 2, 0) +/* 0x38E0 */ DEFINE_SFX(CHAN_522F, NA_SE_EN_MONBLIN_GNDWAVE, 0x30, 3, 0, 0) +/* 0x38E1 */ DEFINE_SFX(CHAN_4496, NA_SE_EN_MONBLIN_HAM_DOWN, 0x30, 0, 0, SFX_FLAG_13) +/* 0x38E2 */ DEFINE_SFX(CHAN_44A4, NA_SE_EN_MONBLIN_HAM_UP, 0x30, 0, 0, SFX_FLAG_13) +/* 0x38E3 */ DEFINE_SFX(CHAN_4BB2, NA_SE_EN_BUBLE_DAMAGE, 0x38, 1, 0, 0) +/* 0x38E4 */ DEFINE_SFX(CHAN_45C2, NA_SE_EN_REDEAD_CRY, 0x20, 0, 0, 0) +/* 0x38E5 */ DEFINE_SFX(CHAN_45D2, NA_SE_EN_REDEAD_AIM, 0x34, 0, 0, 0) +/* 0x38E6 */ DEFINE_SFX(CHAN_45E9, NA_SE_EN_REDEAD_DAMAGE, 0x38, 1, 0, 0) +/* 0x38E7 */ DEFINE_SFX(CHAN_45FF, NA_SE_EN_REDEAD_DEAD, 0x40, 1, 0, 0) +/* 0x38E8 */ DEFINE_SFX(CHAN_463C, NA_SE_EN_REDEAD_ATTACK, 0x34, 0, 0, SFX_FLAG_13) +/* 0x38E9 */ DEFINE_SFX(CHAN_5466, NA_SE_EN_NYU_MOVE, 0x20, 0, 0, 0) +/* 0x38EA */ DEFINE_SFX(CHAN_56A2, NA_SE_EN_NYU_HIT_STOP, 0x38, 0, 0, 0) +/* 0x38EB */ DEFINE_SFX(CHAN_5591, NA_SE_EN_KAICHO_DEAD, 0x40, 1, 0, 0) +/* 0x38EC */ DEFINE_SFX(CHAN_461A, NA_SE_EN_PO_LAUGH, 0x30, 3, 0, 0) +/* 0x38ED */ DEFINE_SFX(CHAN_4673, NA_SE_EN_PO_CRY, 0x30, 2, 0, 0) +/* 0x38EE */ DEFINE_SFX(CHAN_462B, NA_SE_EN_PO_ROLL, 0x30, 2, 0, 0) +/* 0x38EF */ DEFINE_SFX(CHAN_465F, NA_SE_EN_PO_LAUGH2, 0x38, 3, 0, 0) +/* 0x38F0 */ DEFINE_SFX(CHAN_4681, NA_SE_EN_MOFER_APPEAR, 0x30, 3, 0, 0) +/* 0x38F1 */ DEFINE_SFX(CHAN_4695, NA_SE_EN_MOFER_ATTACK, 0x32, 3, 0, 0) +/* 0x38F2 */ DEFINE_SFX(CHAN_46AD, NA_SE_EN_MOFER_WAVE, 0x34, 3, 0, 0) +/* 0x38F3 */ DEFINE_SFX(CHAN_46C7, NA_SE_EN_MOFER_CATCH, 0x34, 3, 0, 0) +/* 0x38F4 */ DEFINE_SFX(CHAN_4734, NA_SE_EN_MOFER_CUT, 0x30, 3, 0, 0) +/* 0x38F5 */ DEFINE_SFX(CHAN_4705, NA_SE_EN_MOFER_MOVE_DEMO, 0x30, 3, 0, 0) +/* 0x38F6 */ DEFINE_SFX(CHAN_471A, NA_SE_EN_MOFER_BUBLE_DEMO, 0x30, 3, 0, 0) +/* 0x38F7 */ DEFINE_SFX(CHAN_5013, NA_SE_EN_MOFER_CORE_JUMP, 0x28, 2, 2, 0) +/* 0x38F8 */ DEFINE_SFX(CHAN_4754, NA_SE_EN_MOFER_DEAD, 0x40, 3, 0, 0) +/* 0x38F9 */ DEFINE_SFX(CHAN_493B, NA_SE_EN_MOFER_LASTVOICE, 0x40, 3, 0, 0) +/* 0x38FA */ DEFINE_SFX(CHAN_47A8, NA_SE_EN_MOFER_CORE_ROLL, 0x30, 3, 0, 0) +/* 0x38FB */ DEFINE_SFX(CHAN_420E, NA_SE_EN_MOFER_CORE_FLY, 0x30, 3, 0, 0) +/* 0x38FC */ DEFINE_SFX(CHAN_47FC, NA_SE_EN_GOLON_WAKE_UP, 0x20, 0, 0, 0) +/* 0x38FD */ DEFINE_SFX(CHAN_4806, NA_SE_EN_GOLON_SIT_DOWN, 0x20, 0, 0, 0) +/* 0x38FE */ DEFINE_SFX(CHAN_56B0, NA_SE_EN_CHICKEN_FLUTTER, 0x30, 0, 0, 0) +/* 0x38FF */ DEFINE_SFX(CHAN_4D08, NA_SE_EN_DEKU_WAKEUP, 0x20, 0, 2, 0) +/* 0x3900 */ DEFINE_SFX(CHAN_47D3, NA_SE_EN_DEADHAND_BITE, 0x30, 3, 0, 0) +/* 0x3901 */ DEFINE_SFX(CHAN_47EC, NA_SE_EN_DEADHAND_WALK, 0x18, 3, 0, 0) +/* 0x3902 */ DEFINE_SFX(CHAN_4813, NA_SE_EN_DEADHAND_GRIP, 0x34, 3, 0, 0) +/* 0x3903 */ DEFINE_SFX(CHAN_4EBC, NA_SE_EN_DEADHAND_HAND_AT, 0x30, 3, 0, 0) +/* 0x3904 */ DEFINE_SFX(CHAN_4839, NA_SE_EN_DAIOCTA_MAHI, 0x38, 3, 0, 0) +/* 0x3905 */ DEFINE_SFX(CHAN_485E, NA_SE_EN_DAIOCTA_SPLASH, 0x18, 3, 0, 0) +/* 0x3906 */ DEFINE_SFX(CHAN_4875, NA_SE_EN_DAIOCTA_VOICE, 0x30, 0, 0, SFX_FLAG_13) +/* 0x3907 */ DEFINE_SFX(CHAN_4886, NA_SE_EN_DAIOCTA_DAMAGE, 0x38, 3, 0, 0) +/* 0x3908 */ DEFINE_SFX(CHAN_48B2, NA_SE_EN_DAIOCTA_SINK, 0x30, 3, 0, 0) +/* 0x3909 */ DEFINE_SFX(CHAN_48D5, NA_SE_EN_DAIOCTA_DEAD, 0x40, 3, 0, 0) +/* 0x390A */ DEFINE_SFX(CHAN_48F2, NA_SE_EN_DAIOCTA_DEAD2, 0x40, 0, 0, SFX_FLAG_13) +/* 0x390B */ DEFINE_SFX(CHAN_41E9, NA_SE_EN_GANON_HIT_THUNDER, 0x38, 3, 0, 0) +/* 0x390C */ DEFINE_SFX(CHAN_49B1, NA_SE_EN_TWINROBA_APPEAR_MS, 0x30, 0, 0, SFX_FLAG_13) +/* 0x390D */ DEFINE_SFX(CHAN_49C8, NA_SE_EN_TWINROBA_TRANSFORM, 0x30, 3, 0, 0) +/* 0x390E */ DEFINE_SFX(CHAN_49E6, NA_SE_EN_TWINROBA_MS_FIRE, 0x30, 3, 0, 0) +/* 0x390F */ DEFINE_SFX(CHAN_49FF, NA_SE_EN_TWINROBA_FIRE_EXP, 0x30, 3, 0, 0) +/* 0x3910 */ DEFINE_SFX(CHAN_4B3E, NA_SE_EN_TWINROBA_POWERUP, 0x30, 3, 0, 0) +/* 0x3911 */ DEFINE_SFX(CHAN_4A22, NA_SE_EN_TWINROBA_SHOOT_FREEZE, 0x30, 3, 0, 0) +/* 0x3912 */ DEFINE_SFX(CHAN_4A4C, NA_SE_EN_TWINROBA_MS_FREEZE, 0x30, 3, 0, 0) +/* 0x3913 */ DEFINE_SFX(CHAN_4AB3, NA_SE_EN_TWINROBA_MASIC_SET, 0x30, 2, 0, 0) +/* 0x3914 */ DEFINE_SFX(CHAN_4826, NA_SE_EN_TWINROBA_CUTBODY, 0x30, 3, 0, 0) +/* 0x3915 */ DEFINE_SFX(CHAN_3AA8, NA_SE_EN_GANON_HIT_GND_IMP, 0x30, 3, 0, 0) +/* 0x3916 */ DEFINE_SFX(CHAN_4AE7, NA_SE_EN_TWINROBA_DAMAGE_VOICE, 0x38, 0, 0, SFX_FLAG_13) +/* 0x3917 */ DEFINE_SFX(CHAN_424B, NA_SE_EN_TWINROBA_REFL_FIRE, 0x38, 3, 0, 0) +/* 0x3918 */ DEFINE_SFX(CHAN_4A39, NA_SE_EN_TWINROBA_REFL_FREEZE, 0x38, 3, 0, 0) +/* 0x3919 */ DEFINE_SFX(CHAN_4826, NA_SE_EN_GANON_CUTBODY, 0x38, 3, 0, 0) +/* 0x391A */ DEFINE_SFX(CHAN_4AF4, NA_SE_EN_TWINROBA_YOUNG_DAMAGE, 0x38, 0, 0, SFX_FLAG_13) +/* 0x391B */ DEFINE_SFX(CHAN_4B01, NA_SE_EN_TWINROBA_YOUNG_DEAD, 0x40, 0, 0, SFX_FLAG_13) +/* 0x391C */ DEFINE_SFX(CHAN_55E0, NA_SE_EN_GOLON_EYE_BIG, 0x18, 0, 0, 0) +/* 0x391D */ DEFINE_SFX(CHAN_55EC, NA_SE_EN_GOLON_GOOD_BIG, 0x30, 3, 0, 0) +/* 0x391E */ DEFINE_SFX(CHAN_4B18, NA_SE_EN_TWINROBA_FB_FLY, 0x30, 2, 0, 0) +/* 0x391F */ DEFINE_SFX(CHAN_4FE8, NA_SE_EN_TWINROBA_FLY, 0x20, 2, 0, 0) +/* 0x3920 */ DEFINE_SFX(CHAN_4FFB, NA_SE_EN_TWINROBA_UNARI, 0x24, 3, 0, 0) +/* 0x3921 */ DEFINE_SFX(CHAN_462B, NA_SE_EN_TWINROBA_ROLL, 0x28, 3, 0, 0) +/* 0x3922 */ DEFINE_SFX(CHAN_4236, NA_SE_EN_TWINROBA_SHOOT_FIRE, 0x30, 3, 0, 0) +/* 0x3923 */ DEFINE_SFX(CHAN_421A, NA_SE_EN_TWINROBA_THROW_MASIC, 0x30, 3, 0, 0) +/* 0x3924 */ DEFINE_SFX(CHAN_4AC3, NA_SE_EN_DARUNIA_HIT_BREAST, 0x30, 0, 0, 0) +/* 0x3925 */ DEFINE_SFX(CHAN_4AD6, NA_SE_EN_DARUNIA_HIT_LINK, 0x30, 0, 0, 0) +/* 0x3926 */ DEFINE_SFX(CHAN_4F7F, NA_SE_EN_OWL_FLUTTER, 0x30, 0, 0, 0) +/* 0x3927 */ DEFINE_SFX(CHAN_3612, NA_SE_EN_VALVAISA_LAND, 0x30, 3, 0, 0) +/* 0x3928 */ DEFINE_SFX(CHAN_4B49, NA_SE_EN_IRONNACK_WALK, 0x18, 1, 0, 0) +/* 0x3929 */ DEFINE_SFX(CHAN_4B67, NA_SE_EN_IRONNACK_SWING_AXE, 0x34, 3, 0, 0) +/* 0x392A */ DEFINE_SFX(CHAN_4C05, NA_SE_EN_IRONNACK_ARMOR_DEMO, 0x30, 3, 0, 0) +/* 0x392B */ DEFINE_SFX(CHAN_4D74, NA_SE_EN_IRONNACK_STAGGER_DEMO, 0x30, 3, 0, 0) +/* 0x392C */ DEFINE_SFX(CHAN_4D8B, NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO, 0x34, 3, 0, 0) +/* 0x392D */ DEFINE_SFX(CHAN_4D57, NA_SE_EN_IRONNACK_ARMOR_LAND1_DEMO, 0x30, 3, 0, 0) +/* 0x392E */ DEFINE_SFX(CHAN_4D34, NA_SE_EN_IRONNACK_ARMOR_LAND2_DEMO, 0x30, 3, 0, 0) +/* 0x392F */ DEFINE_SFX(CHAN_4D53, NA_SE_EN_IRONNACK_ARMOR_LAND3_DEMO, 0x30, 3, 0, 0) +/* 0x3930 */ DEFINE_SFX(CHAN_4C5D, NA_SE_EN_FLOORMASTER_ATTACK, 0x30, 1, 0, 0) +/* 0x3931 */ DEFINE_SFX(CHAN_4C6E, NA_SE_EN_FLOORMASTER_SM_WALK, 0x14, 0, 0, 0) +/* 0x3932 */ DEFINE_SFX(CHAN_4C7C, NA_SE_EN_FLOORMASTER_SM_DEAD, 0x40, 1, 0, 0) +/* 0x3933 */ DEFINE_SFX(CHAN_4C95, NA_SE_EN_FLOORMASTER_RESTORE, 0x30, 1, 0, 0) +/* 0x3934 */ DEFINE_SFX(CHAN_4CA7, NA_SE_EN_FLOORMASTER_EXPAND, 0x30, 1, 0, 0) +/* 0x3935 */ DEFINE_SFX(CHAN_4CBD, NA_SE_EN_FLOORMASTER_SPLIT, 0x30, 1, 0, 0) +/* 0x3936 */ DEFINE_SFX(CHAN_4CC6, NA_SE_EN_FLOORMASTER_SM_STICK, 0x38, 3, 0, 0) +/* 0x3937 */ DEFINE_SFX(CHAN_4CE0, NA_SE_EN_FLOORMASTER_SM_LAND, 0x30, 0, 0, 0) +/* 0x3938 */ DEFINE_SFX(CHAN_4DA4, NA_SE_EN_IRONNACK_WAVE_DEMO, 0x30, 3, 0, 0) +/* 0x3939 */ DEFINE_SFX(CHAN_4DC1, NA_SE_EN_IRONNACK_FINGER_DEMO, 0x30, 3, 0, 0) +/* 0x393A */ DEFINE_SFX(CHAN_53A8, NA_SE_EN_IRONNACK_ARMOR_HIT, 0x38, 3, 0, 0) +/* 0x393B */ DEFINE_SFX(CHAN_4826, NA_SE_EN_NUTS_CUTBODY, 0x38, 3, 0, 0) +/* 0x393C */ DEFINE_SFX(CHAN_4DCD, NA_SE_EN_BALINADE_LEVEL, 0x30, 2, 0, 0) +/* 0x393D */ DEFINE_SFX(CHAN_4DE2, NA_SE_EN_BALINADE_DAMAGE, 0x38, 3, 0, 0) +/* 0x393E */ DEFINE_SFX(CHAN_4E23, NA_SE_EN_BALINADE_FAINT, 0x38, 3, 0, 0) +/* 0x393F */ DEFINE_SFX(CHAN_4E3E, NA_SE_EN_BALINADE_BREAK, 0x30, 3, 2, 0) +/* 0x3940 */ DEFINE_SFX(CHAN_4E59, NA_SE_EN_BALINADE_DEAD, 0x38, 3, 0, 0) +/* 0x3941 */ DEFINE_SFX(CHAN_4E8D, NA_SE_EN_BALINADE_STICK, 0x30, 3, 0, 0) +/* 0x3942 */ DEFINE_SFX(CHAN_4EA8, NA_SE_EN_BALINADE_THUNDER, 0x34, 3, 0, 0) +/* 0x3943 */ DEFINE_SFX(CHAN_415D, NA_SE_EN_BALINADE_BL_SPARK, 0x20, 2, 0, 0) +/* 0x3944 */ DEFINE_SFX(CHAN_4184, NA_SE_EN_BALINADE_BL_DEAD, 0x34, 3, 0, 0) #if PLATFORM_N64 -/* 0x3945 */ DEFINE_SFX(NA_SE_EN_BALINADE_BREAK2, 0x34, 3, 0, 0) +/* 0x3945 */ DEFINE_SFX(CHAN_4E86, NA_SE_EN_BALINADE_BREAK2, 0x34, 3, 0, 0) #else -/* 0x3945 */ DEFINE_SFX(NA_SE_EN_BALINADE_BREAK2, 0x30, 3, 0, 0) +/* 0x3945 */ DEFINE_SFX(CHAN_4E86, NA_SE_EN_BALINADE_BREAK2, 0x30, 3, 0, 0) #endif -/* 0x3946 */ DEFINE_SFX(NA_SE_EN_BALINADE_HIT_RINK, 0x38, 3, 0, 0) -/* 0x3947 */ DEFINE_SFX(NA_SE_EN_GANON_WAVE_GND, 0x20, 3, 0, 0) -/* 0x3948 */ DEFINE_SFX(NA_SE_EN_AWA_BOUND, 0x14, 0, 0, 0) -/* 0x3949 */ DEFINE_SFX(NA_SE_EN_AWA_BREAK, 0x20, 1, 0, 0) -/* 0x394A */ DEFINE_SFX(NA_SE_EN_BROB_WAVE, 0x30, 3, 0, 0) -/* 0x394B */ DEFINE_SFX(NA_SE_EN_NYU_DEAD, 0x40, 1, 0, 0) -/* 0x394C */ DEFINE_SFX(NA_SE_EN_EIER_DAMAGE, 0x38, 1, 0, 0) -/* 0x394D */ DEFINE_SFX(NA_SE_EN_EIER_DEAD, 0x40, 1, 0, 0) -/* 0x394E */ DEFINE_SFX(NA_SE_EN_EIER_FLUTTER, 0x20, 0, 0, 0) -/* 0x394F */ DEFINE_SFX(NA_SE_EN_EIER_FLY, 0x20, 0, 0, 0) -/* 0x3950 */ DEFINE_SFX(NA_SE_EN_SHADEST_TAIKO_LOW, 0x30, 3, 0, 0) -/* 0x3951 */ DEFINE_SFX(NA_SE_EN_SHADEST_TAIKO_HIGH, 0x30, 3, 0, 0) -/* 0x3952 */ DEFINE_SFX(NA_SE_EN_SHADEST_CLAP, 0x30, 3, 0, 0) -/* 0x3953 */ DEFINE_SFX(NA_SE_EN_SHADEST_FLY_ATTACK, 0x30, 3, 0, 0) -/* 0x3954 */ DEFINE_SFX(NA_SE_EN_PIHAT_UP, 0x28, 2, 0, 0) -/* 0x3955 */ DEFINE_SFX(NA_SE_EN_PIHAT_FLY, 0x30, 0, 0, 0) -/* 0x3956 */ DEFINE_SFX(NA_SE_EN_PIHAT_DAMAGE, 0x38, 1, 0, 0) -/* 0x3957 */ DEFINE_SFX(NA_SE_EN_PIHAT_LAND, 0x28, 2, 0, 0) -/* 0x3958 */ DEFINE_SFX(NA_SE_EN_BALINADE_HAND_DOWN, 0x30, 3, 0, 0) -/* 0x3959 */ DEFINE_SFX(NA_SE_EN_BALINADE_HAND_UP, 0x30, 3, 0, 0) -/* 0x395A */ DEFINE_SFX(NA_SE_EN_BALINADE_HAND_DAMAGE, 0x38, 3, 0, 0) -/* 0x395B */ DEFINE_SFX(NA_SE_EN_BALINADE_HAND_DEAD, 0x40, 3, 0, 0) -/* 0x395C */ DEFINE_SFX(NA_SE_EN_GOMA_JR_WALK, 0x14, 0, 0, 0) -/* 0x395D */ DEFINE_SFX(NA_SE_EN_GOMA_JR_CRY, 0x30, 0, 0, 0) -/* 0x395E */ DEFINE_SFX(NA_SE_EN_GOMA_JR_DAM1, 0x38, 1, 0, 0) -/* 0x395F */ DEFINE_SFX(NA_SE_EN_GOMA_JR_DAM2, 0x30, 1, 0, 0) -/* 0x3960 */ DEFINE_SFX(NA_SE_EN_GOMA_JR_DEAD, 0x40, 1, 0, 0) -/* 0x3961 */ DEFINE_SFX(NA_SE_EN_GOMA_EGG1, 0x28, 0, 0, 0) -/* 0x3962 */ DEFINE_SFX(NA_SE_EN_GOMA_EGG2, 0x28, 0, 0, 0) -/* 0x3963 */ DEFINE_SFX(NA_SE_EN_GANON_BODY_SPARK, 0x30, 2, 0, 0) -/* 0x3964 */ DEFINE_SFX(NA_SE_EN_SHADEST_HAND_WAVE, 0x30, 3, 0, 0) -/* 0x3965 */ DEFINE_SFX(NA_SE_EN_SHADEST_CATCH, 0x30, 3, 0, 0) -/* 0x3966 */ DEFINE_SFX(NA_SE_EN_SHADEST_LAND, 0x30, 3, 0, 0) -/* 0x3967 */ DEFINE_SFX(NA_SE_EN_SHADEST_HAND_FLY, 0x30, 3, 0, 0) -/* 0x3968 */ DEFINE_SFX(NA_SE_EN_SHADEST_SHAKEHAND, 0x30, 0, 0, SFX_FLAG_13) -/* 0x3969 */ DEFINE_SFX(NA_SE_EN_SHADEST_DAMAGE, 0x38, 3, 0, 0) -/* 0x396A */ DEFINE_SFX(NA_SE_EN_SHADEST_DAMAGE_HAND, 0x38, 3, 0, 0) -/* 0x396B */ DEFINE_SFX(NA_SE_EN_SHADEST_DISAPPEAR, 0x30, 3, 0, 0) -/* 0x396C */ DEFINE_SFX(NA_SE_EN_GANON_CHARGE_MASIC, 0x30, 3, 0, 0) -/* 0x396D */ DEFINE_SFX(NA_SE_EN_GANON_THROW_BIG, 0x34, 3, 0, 0) -/* 0x396E */ DEFINE_SFX(NA_SE_EN_SHADEST_FREEZE, 0x38, 3, 0, 0) -/* 0x396F */ DEFINE_SFX(NA_SE_EN_SHADEST_DEAD, 0x40, 3, 0, 0) -/* 0x3970 */ DEFINE_SFX(NA_SE_EN_BIMOS_ROLL_HEAD, 0x10, 0, 0, 0) -/* 0x3971 */ DEFINE_SFX(NA_SE_EN_BIMOS_LAZER, 0x34, 0, 0, 0) -/* 0x3972 */ DEFINE_SFX(NA_SE_EN_BIMOS_LAZER_GND, 0x18, 0, 0, 0) -/* 0x3973 */ DEFINE_SFX(NA_SE_EN_BIMOS_AIM, 0x30, 0, 0, 0) -/* 0x3974 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_WALK, 0x14, 0, 0, 0) -/* 0x3975 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_AIM, 0x34, 0, 0, 0) -/* 0x3976 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_REVERSE, 0x28, 1, 0, 0) -/* 0x3977 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_DAMAGE, 0x38, 1, 0, 0) -/* 0x3978 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_DEAD, 0x40, 1, 0, 0) -/* 0x3979 */ DEFINE_SFX(NA_SE_EN_YUKABYUN_FLY, 0x30, 0, 0, 0) -/* 0x397A */ DEFINE_SFX(NA_SE_EN_FLAME_DAMAGE, 0x38, 3, 0, 0) -/* 0x397B */ DEFINE_SFX(NA_SE_EN_TWINROBA_FLY_DEMO, 0x20, 0, 0, 0) -/* 0x397C */ DEFINE_SFX(NA_SE_EN_FLAME_KICK, 0x20, 2, 0, 0) -/* 0x397D */ DEFINE_SFX(NA_SE_EN_FLAME_RUN, 0x30, 2, 0, 0) -/* 0x397E */ DEFINE_SFX(NA_SE_EN_FLAME_ROLL, 0x30, 3, 0, 0) -/* 0x397F */ DEFINE_SFX(NA_SE_EN_FLAME_MAN_RUN, 0x30, 3, 0, 0) -/* 0x3980 */ DEFINE_SFX(NA_SE_EN_FLAME_MAN_DAMAGE, 0x38, 3, 0, 0) -/* 0x3981 */ DEFINE_SFX(NA_SE_EN_FLAME_LAUGH, 0x30, 3, 0, 0) -/* 0x3982 */ DEFINE_SFX(NA_SE_EN_FLAME_MAN_SLIDE, 0x20, 0, 0, SFX_FLAG_13) -/* 0x3983 */ DEFINE_SFX(NA_SE_EN_FLAME_FIRE_ATTACK, 0x30, 3, 0, 0) -/* 0x3984 */ DEFINE_SFX(NA_SE_EN_PIHAT_SM_FLY, 0x30, 0, 0, 0) -/* 0x3985 */ DEFINE_SFX(NA_SE_EN_PIHAT_SM_DEAD, 0x40, 1, 0, 0) -/* 0x3986 */ DEFINE_SFX(NA_SE_EN_RIVA_APPEAR, 0x30, 0, 0, 0) -/* 0x3987 */ DEFINE_SFX(NA_SE_EN_AKINDONUTS_HIDE, 0x20, 0, 0, 0) -/* 0x3988 */ DEFINE_SFX(NA_SE_EN_RIVA_DAMAGE, 0x38, 1, 0, 0) -/* 0x3989 */ DEFINE_SFX(NA_SE_EN_RIVA_DEAD, 0x40, 1, 0, 0) -/* 0x398A */ DEFINE_SFX(NA_SE_EN_RIVA_MOVE, 0x30, 0, 0, 0) -/* 0x398B */ DEFINE_SFX(NA_SE_EN_FLAME_MAN_SURP, 0x30, 0, 0, SFX_FLAG_13) -/* 0x398C */ DEFINE_SFX(NA_SE_EN_SHADEST_LAST, 0x30, 3, 0, 0) -/* 0x398D */ DEFINE_SFX(NA_SE_EN_SHADEST_MOVE, 0x30, 2, 0, 0) -/* 0x398E */ DEFINE_SFX(NA_SE_EN_SHADEST_PRAY, 0x30, 3, 0, 0) -/* 0x398F */ DEFINE_SFX(NA_SE_EN_MGANON_ROAR, 0x30, 3, 0, 0) -/* 0x3990 */ DEFINE_SFX(NA_SE_EN_LIKE_WALK, 0x18, 0, 0, 0) -/* 0x3991 */ DEFINE_SFX(NA_SE_EN_LIKE_UNARI, 0x28, 0, 0, 0) -/* 0x3992 */ DEFINE_SFX(NA_SE_EN_LIKE_DRINK, 0x34, 0, 0, 0) -/* 0x3993 */ DEFINE_SFX(NA_SE_EN_LIKE_EAT, 0x34, 0, 0, 0) -/* 0x3994 */ DEFINE_SFX(NA_SE_EN_LIKE_THROW, 0x34, 0, 0, 0) -/* 0x3995 */ DEFINE_SFX(NA_SE_EN_LIKE_DAMAGE, 0x38, 1, 0, 0) -/* 0x3996 */ DEFINE_SFX(NA_SE_EN_LIKE_DEAD, 0x40, 1, 0, 0) -/* 0x3997 */ DEFINE_SFX(NA_SE_EN_MGANON_SWORD, 0x30, 3, 0, 0) -/* 0x3998 */ DEFINE_SFX(NA_SE_EN_GERUDOFT_ATTACK, 0x30, 0, 0, 0) -/* 0x3999 */ DEFINE_SFX(NA_SE_EN_GERUDOFT_DAMAGE, 0x38, 1, 0, 0) -/* 0x399A */ DEFINE_SFX(NA_SE_EN_GERUDOFT_DEAD, 0x40, 1, 0, 0) -/* 0x399B */ DEFINE_SFX(NA_SE_EN_MGANON_DAMAGE, 0x38, 3, 0, 0) -/* 0x399C */ DEFINE_SFX(NA_SE_EN_ANUBIS_FIRE, 0x30, 0, 0, 0) -/* 0x399D */ DEFINE_SFX(NA_SE_EN_ANUBIS_FIREBOMB, 0x30, 0, 0, 0) -/* 0x399E */ DEFINE_SFX(NA_SE_EN_MGANON_DEAD1, 0x40, 3, 0, 0) -/* 0x399F */ DEFINE_SFX(NA_SE_EN_ANUBIS_DEAD, 0x40, 2, 0, 0) -/* 0x39A0 */ DEFINE_SFX(NA_SE_EN_MUSI_LAND, 0x18, 0, 0, 0) -/* 0x39A1 */ DEFINE_SFX(NA_SE_EN_MGANON_DEAD2, 0x44, 3, 0, 0) -/* 0x39A2 */ DEFINE_SFX(NA_SE_EN_EIER_ATTACK, 0x34, 0, 0, 0) -/* 0x39A3 */ DEFINE_SFX(NA_SE_EN_EIER_CRY, 0x18, 0, 0, 0) -/* 0x39A4 */ DEFINE_SFX(NA_SE_EN_FREEZAD_BREATH, 0x30, 0, 0, 0) -/* 0x39A5 */ DEFINE_SFX(NA_SE_EN_FREEZAD_DAMAGE, 0x38, 1, 0, 0) -/* 0x39A6 */ DEFINE_SFX(NA_SE_EN_FREEZAD_DEAD, 0x40, 1, 0, 0) -/* 0x39A7 */ DEFINE_SFX(NA_SE_EN_DEADHAND_LAUGH, 0x18, 3, 0, 0) -/* 0x39A8 */ DEFINE_SFX(NA_SE_EN_DEADHAND_HIDE, 0x30, 3, 0, 0) -/* 0x39A9 */ DEFINE_SFX(NA_SE_EN_DEADHAND_DAMAGE, 0x38, 3, 0, 0) -/* 0x39AA */ DEFINE_SFX(NA_SE_EN_DEADHAND_HAND_DEAD, 0x38, 3, 0, 0) -/* 0x39AB */ DEFINE_SFX(NA_SE_EN_DEADHAND_DEAD, 0x40, 3, 0, 0) -/* 0x39AC */ DEFINE_SFX(NA_SE_EN_IRONNACK_BREAK_PILLAR2, 0x30, 3, 0, 0) -/* 0x39AD */ DEFINE_SFX(NA_SE_EN_IRONNACK_BREAK_PILLAR, 0x36, 3, 0, 0) -/* 0x39AE */ DEFINE_SFX(NA_SE_EN_IRONNACK_HIT_GND, 0x34, 3, 0, 0) -/* 0x39AF */ DEFINE_SFX(NA_SE_EN_MGANON_BREATH, 0x28, 2, 2, 0) -/* 0x39B0 */ DEFINE_SFX(NA_SE_EN_TWINROBA_LAUGH, 0x30, 3, 0, 0) -/* 0x39B1 */ DEFINE_SFX(NA_SE_EN_TWINROBA_LAUGH2, 0x30, 3, 0, 0) -/* 0x39B2 */ DEFINE_SFX(NA_SE_EN_DUMMY434, 0x30, 0, 0, 0) -/* 0x39B3 */ DEFINE_SFX(NA_SE_EN_TWINROBA_SHOOT_VOICE, 0x30, 3, 0, 0) -/* 0x39B4 */ DEFINE_SFX(NA_SE_EN_TWINROBA_SENSE, 0x30, 3, 0, 0) -/* 0x39B5 */ DEFINE_SFX(NA_SE_EN_TWINROBA_DIE, 0x30, 3, 0, 0) -/* 0x39B6 */ DEFINE_SFX(NA_SE_EN_DUMMY438, 0x30, 0, 0, 0) -/* 0x39B7 */ DEFINE_SFX(NA_SE_EN_TWINROBA_YOUNG_DAMAGE2, 0x30, 0, 0, SFX_FLAG_13) -/* 0x39B8 */ DEFINE_SFX(NA_SE_EN_TWINROBA_YOUNG_SHOOTVC, 0x30, 0, 0, SFX_FLAG_13) -/* 0x39B9 */ DEFINE_SFX(NA_SE_EN_TWINROBA_YOUNG_LAUGH, 0x30, 0, 0, SFX_FLAG_13) -/* 0x39BA */ DEFINE_SFX(NA_SE_EN_DUMMY442, 0x30, 0, 0, 0) -/* 0x39BB */ DEFINE_SFX(NA_SE_EN_TWINROBA_YOUNG_WINK, 0x30, 0, 0, SFX_FLAG_13) -/* 0x39BC */ DEFINE_SFX(NA_SE_EN_DUMMY444, 0x30, 0, 0, 0) -/* 0x39BD */ DEFINE_SFX(NA_SE_EN_DUMMY445, 0x30, 0, 0, 0) -/* 0x39BE */ DEFINE_SFX(NA_SE_EN_IRONNACK_DAMAGE, 0x28, 3, 0, 0) -/* 0x39BF */ DEFINE_SFX(NA_SE_EN_IRONNACK_DASH, 0x30, 3, 0, 0) -/* 0x39C0 */ DEFINE_SFX(NA_SE_EN_IRONNACK_DEAD, 0x40, 3, 0, 0) -/* 0x39C1 */ DEFINE_SFX(NA_SE_EN_IRONNACK_PULLOUT, 0x30, 3, 0, 0) -/* 0x39C2 */ DEFINE_SFX(NA_SE_EN_IRONNACK_WAKEUP, 0x30, 3, 0, 0) -/* 0x39C3 */ DEFINE_SFX(NA_SE_EN_DUMMY451, 0x30, 0, 0, 0) -/* 0x39C4 */ DEFINE_SFX(NA_SE_EN_DUMMY452, 0x30, 0, 0, 0) -/* 0x39C5 */ DEFINE_SFX(NA_SE_EN_DUMMY453, 0x30, 0, 0, 0) -/* 0x39C6 */ DEFINE_SFX(NA_SE_EN_GERUDOFT_BREATH, 0x20, 0, 0, 0) -/* 0x39C7 */ DEFINE_SFX(NA_SE_EN_GANON_LAUGH, 0x20, 3, 0, 0) -/* 0x39C8 */ DEFINE_SFX(NA_SE_EN_GANON_VOICE_DEMO, 0x30, 3, 0, 0) -/* 0x39C9 */ DEFINE_SFX(NA_SE_EN_GANON_THROW, 0x30, 3, 0, 0) -/* 0x39CA */ DEFINE_SFX(NA_SE_EN_GANON_AT_RETURN, 0x30, 3, 0, 0) -/* 0x39CB */ DEFINE_SFX(NA_SE_EN_GANON_HIT_GND, 0x30, 3, 0, 0) -/* 0x39CC */ DEFINE_SFX(NA_SE_EN_GANON_DAMAGE1, 0x38, 3, 0, 0) -/* 0x39CD */ DEFINE_SFX(NA_SE_EN_GANON_DAMAGE2, 0x38, 3, 0, 0) -/* 0x39CE */ DEFINE_SFX(NA_SE_EN_GANON_DOWN, 0x20, 3, 0, 0) -/* 0x39CF */ DEFINE_SFX(NA_SE_EN_GANON_RESTORE, 0x30, 3, 0, 0) -/* 0x39D0 */ DEFINE_SFX(NA_SE_EN_GANON_DEAD, 0x44, 3, 0, 0) -/* 0x39D1 */ DEFINE_SFX(NA_SE_EN_GANON_BREATH, 0x30, 3, 2, 0) -/* 0x39D2 */ DEFINE_SFX(NA_SE_EN_GANON_TOKETU, 0x30, 3, 0, 0) -/* 0x39D3 */ DEFINE_SFX(NA_SE_EN_GANON_CASBREAK, 0x30, 3, 0, 0) -/* 0x39D4 */ DEFINE_SFX(NA_SE_EN_GANON_BIGMASIC, 0x34, 3, 0, 0) -/* 0x39D5 */ DEFINE_SFX(NA_SE_EN_GANON_DARKWAVE, 0x30, 3, 0, 0) -/* 0x39D6 */ DEFINE_SFX(NA_SE_EN_FANTOM_ST_LAUGH, 0x30, 3, 0, 0) -/* 0x39D7 */ DEFINE_SFX(NA_SE_EN_MGANON_WALK, 0x20, 2, 0, 0) -/* 0x39D8 */ DEFINE_SFX(NA_SE_EN_MGANON_STAND, 0x30, 3, 0, 0) -/* 0x39D9 */ DEFINE_SFX(NA_SE_EN_MGANON_UNARI, 0x20, 3, 0, 0) -/* 0x39DA */ DEFINE_SFX(NA_SE_EN_STALGOLD_ROLL, 0x30, 0, 0, 0) -/* 0x39DB */ DEFINE_SFX(NA_SE_EN_KDOOR_WAVE, 0x30, 2, 0, 0) -/* 0x39DC */ DEFINE_SFX(NA_SE_EN_KDOOR_HIT, 0x40, 2, 0, 0) -/* 0x39DD */ DEFINE_SFX(NA_SE_EN_KDOOR_BREAK, 0x40, 3, 0, 0) -/* 0x39DE */ DEFINE_SFX(NA_SE_EN_KDOOR_HIT_GND, 0x34, 2, 0, 0) -/* 0x39DF */ DEFINE_SFX(NA_SE_EN_MGANON_SWDIMP, 0x30, 3, 0, 0) -/* 0x39E0 */ DEFINE_SFX(NA_SE_EN_STALTU_WAVE, 0x30, 0, 0, 0) -/* 0x39E1 */ DEFINE_SFX(NA_SE_EN_STALTU_DOWN_SET, 0x30, 0, 0, 0) -/* 0x39E2 */ DEFINE_SFX(NA_SE_EN_DUMMY482, 0x30, 1, 0, 0) -/* 0x39E3 */ DEFINE_SFX(NA_SE_EN_GOMA_BJR_LAND, 0x34, 3, 0, 0) -/* 0x39E4 */ DEFINE_SFX(NA_SE_EN_GOMA_BJR_LAND2, 0x24, 3, 0, 0) -/* 0x39E5 */ DEFINE_SFX(NA_SE_EN_GOMA_JR_LAND, 0x34, 1, 0, 0) -/* 0x39E6 */ DEFINE_SFX(NA_SE_EN_GOMA_JR_LAND2, 0x20, 0, 0, 0) -/* 0x39E7 */ DEFINE_SFX(NA_SE_EN_TWINROBA_FIGHT, 0x30, 3, 0, 0) -/* 0x39E8 */ DEFINE_SFX(NA_SE_EN_PO_BIG_CRY, 0x30, 0, 0, 0) -/* 0x39E9 */ DEFINE_SFX(NA_SE_EN_MUSI_SINK, 0x08, 1, 0, 0) -/* 0x39EA */ DEFINE_SFX(NA_SE_EN_STALGOLD_UP_CRY, 0x30, 1, 0, 0) -/* 0x39EB */ DEFINE_SFX(NA_SE_EN_GOLON_CRY, 0x30, 3, 0, 0) -/* 0x39EC */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_DAMAGE, 0x38, 3, 0, 0) -/* 0x39ED */ DEFINE_SFX(NA_SE_EN_DAIOCTA_LAND_WATER, 0x20, 0, 0, SFX_FLAG_13) -/* 0x39EE */ DEFINE_SFX(NA_SE_EN_RIVA_BIG_APPEAR, 0x34, 3, 0, 0) -/* 0x39EF */ DEFINE_SFX(NA_SE_EN_MONBLIN_HAM_LAND, 0x34, 0, 0, SFX_FLAG_13) -/* 0x39F0 */ DEFINE_SFX(NA_SE_EN_MUSI_WALK, 0x08, 0, 0, 0) -/* 0x39F1 */ DEFINE_SFX(NA_SE_EN_MIMICK_BREATH, 0x40, 3, 0, 0) -/* 0x39F2 */ DEFINE_SFX(NA_SE_EN_STALWALL_LAUGH, 0x34, 3, 0, 0) +/* 0x3946 */ DEFINE_SFX(CHAN_425D, NA_SE_EN_BALINADE_HIT_RINK, 0x38, 3, 0, 0) +/* 0x3947 */ DEFINE_SFX(CHAN_3AF4, NA_SE_EN_GANON_WAVE_GND, 0x20, 3, 0, 0) +/* 0x3948 */ DEFINE_SFX(CHAN_4F03, NA_SE_EN_AWA_BOUND, 0x14, 0, 0, 0) +/* 0x3949 */ DEFINE_SFX(CHAN_4EE0, NA_SE_EN_AWA_BREAK, 0x20, 1, 0, 0) +/* 0x394A */ DEFINE_SFX(CHAN_503D, NA_SE_EN_BROB_WAVE, 0x30, 3, 0, 0) +/* 0x394B */ DEFINE_SFX(CHAN_43F8, NA_SE_EN_NYU_DEAD, 0x40, 1, 0, 0) +/* 0x394C */ DEFINE_SFX(CHAN_3F9A, NA_SE_EN_EIER_DAMAGE, 0x38, 1, 0, 0) +/* 0x394D */ DEFINE_SFX(CHAN_3FAC, NA_SE_EN_EIER_DEAD, 0x40, 1, 0, 0) +/* 0x394E */ DEFINE_SFX(CHAN_4F17, NA_SE_EN_EIER_FLUTTER, 0x20, 0, 0, 0) +/* 0x394F */ DEFINE_SFX(CHAN_4F28, NA_SE_EN_EIER_FLY, 0x20, 0, 0, 0) +/* 0x3950 */ DEFINE_SFX(CHAN_4F5D, NA_SE_EN_SHADEST_TAIKO_LOW, 0x30, 3, 0, 0) +/* 0x3951 */ DEFINE_SFX(CHAN_4F6E, NA_SE_EN_SHADEST_TAIKO_HIGH, 0x30, 3, 0, 0) +/* 0x3952 */ DEFINE_SFX(CHAN_5055, NA_SE_EN_SHADEST_CLAP, 0x30, 3, 0, 0) +/* 0x3953 */ DEFINE_SFX(CHAN_4EBC, NA_SE_EN_SHADEST_FLY_ATTACK, 0x30, 3, 0, 0) +/* 0x3954 */ DEFINE_SFX(CHAN_4FB5, NA_SE_EN_PIHAT_UP, 0x28, 2, 0, 0) +/* 0x3955 */ DEFINE_SFX(CHAN_4F92, NA_SE_EN_PIHAT_FLY, 0x30, 0, 0, 0) +/* 0x3956 */ DEFINE_SFX(CHAN_4FC3, NA_SE_EN_PIHAT_DAMAGE, 0x38, 1, 0, 0) +/* 0x3957 */ DEFINE_SFX(CHAN_4FAF, NA_SE_EN_PIHAT_LAND, 0x28, 2, 0, 0) +/* 0x3958 */ DEFINE_SFX(CHAN_4EBC, NA_SE_EN_BALINADE_HAND_DOWN, 0x30, 3, 0, 0) +/* 0x3959 */ DEFINE_SFX(CHAN_4ECE, NA_SE_EN_BALINADE_HAND_UP, 0x30, 3, 0, 0) +/* 0x395A */ DEFINE_SFX(CHAN_4FC3, NA_SE_EN_BALINADE_HAND_DAMAGE, 0x38, 3, 0, 0) +/* 0x395B */ DEFINE_SFX(CHAN_4E0E, NA_SE_EN_BALINADE_HAND_DEAD, 0x40, 3, 0, 0) +/* 0x395C */ DEFINE_SFX(CHAN_3697, NA_SE_EN_GOMA_JR_WALK, 0x14, 0, 0, 0) +/* 0x395D */ DEFINE_SFX(CHAN_36A5, NA_SE_EN_GOMA_JR_CRY, 0x30, 0, 0, 0) +/* 0x395E */ DEFINE_SFX(CHAN_36B3, NA_SE_EN_GOMA_JR_DAM1, 0x38, 1, 0, 0) +/* 0x395F */ DEFINE_SFX(CHAN_36D2, NA_SE_EN_GOMA_JR_DAM2, 0x30, 1, 0, 0) +/* 0x3960 */ DEFINE_SFX(CHAN_36F9, NA_SE_EN_GOMA_JR_DEAD, 0x40, 1, 0, 0) +/* 0x3961 */ DEFINE_SFX(CHAN_3767, NA_SE_EN_GOMA_EGG1, 0x28, 0, 0, 0) +/* 0x3962 */ DEFINE_SFX(CHAN_35DF, NA_SE_EN_GOMA_EGG2, 0x28, 0, 0, 0) +/* 0x3963 */ DEFINE_SFX(CHAN_417E, NA_SE_EN_GANON_BODY_SPARK, 0x30, 2, 0, 0) +/* 0x3964 */ DEFINE_SFX(CHAN_5064, NA_SE_EN_SHADEST_HAND_WAVE, 0x30, 3, 0, 0) +/* 0x3965 */ DEFINE_SFX(CHAN_5089, NA_SE_EN_SHADEST_CATCH, 0x30, 3, 0, 0) +/* 0x3966 */ DEFINE_SFX(CHAN_3612, NA_SE_EN_SHADEST_LAND, 0x30, 3, 0, 0) +/* 0x3967 */ DEFINE_SFX(CHAN_5072, NA_SE_EN_SHADEST_HAND_FLY, 0x30, 3, 0, 0) +/* 0x3968 */ DEFINE_SFX(CHAN_50B1, NA_SE_EN_SHADEST_SHAKEHAND, 0x30, 0, 0, SFX_FLAG_13) +/* 0x3969 */ DEFINE_SFX(CHAN_50C2, NA_SE_EN_SHADEST_DAMAGE, 0x38, 3, 0, 0) +/* 0x396A */ DEFINE_SFX(CHAN_50E1, NA_SE_EN_SHADEST_DAMAGE_HAND, 0x38, 3, 0, 0) +/* 0x396B */ DEFINE_SFX(CHAN_50E9, NA_SE_EN_SHADEST_DISAPPEAR, 0x30, 3, 0, 0) +/* 0x396C */ DEFINE_SFX(CHAN_4A65, NA_SE_EN_GANON_CHARGE_MASIC, 0x30, 3, 0, 0) +/* 0x396D */ DEFINE_SFX(CHAN_4EA8, NA_SE_EN_GANON_THROW_BIG, 0x34, 3, 0, 0) +/* 0x396E */ DEFINE_SFX(CHAN_5259, NA_SE_EN_SHADEST_FREEZE, 0x38, 3, 0, 0) +/* 0x396F */ DEFINE_SFX(CHAN_5264, NA_SE_EN_SHADEST_DEAD, 0x40, 3, 0, 0) +/* 0x3970 */ DEFINE_SFX(CHAN_5111, NA_SE_EN_BIMOS_ROLL_HEAD, 0x10, 0, 0, 0) +/* 0x3971 */ DEFINE_SFX(CHAN_5101, NA_SE_EN_BIMOS_LAZER, 0x34, 0, 0, 0) +/* 0x3972 */ DEFINE_SFX(CHAN_5121, NA_SE_EN_BIMOS_LAZER_GND, 0x18, 0, 0, 0) +/* 0x3973 */ DEFINE_SFX(CHAN_512D, NA_SE_EN_BIMOS_AIM, 0x30, 0, 0, 0) +/* 0x3974 */ DEFINE_SFX(CHAN_514F, NA_SE_EN_BUBLEWALK_WALK, 0x14, 0, 0, 0) +/* 0x3975 */ DEFINE_SFX(CHAN_5164, NA_SE_EN_BUBLEWALK_AIM, 0x34, 0, 0, 0) +/* 0x3976 */ DEFINE_SFX(CHAN_5135, NA_SE_EN_BUBLEWALK_REVERSE, 0x28, 1, 0, 0) +/* 0x3977 */ DEFINE_SFX(CHAN_419C, NA_SE_EN_BUBLEWALK_DAMAGE, 0x38, 1, 0, 0) +/* 0x3978 */ DEFINE_SFX(CHAN_517A, NA_SE_EN_BUBLEWALK_DEAD, 0x40, 1, 0, 0) +/* 0x3979 */ DEFINE_SFX(CHAN_5196, NA_SE_EN_YUKABYUN_FLY, 0x30, 0, 0, 0) +/* 0x397A */ DEFINE_SFX(CHAN_5204, NA_SE_EN_FLAME_DAMAGE, 0x38, 3, 0, 0) +/* 0x397B */ DEFINE_SFX(CHAN_4FE8, NA_SE_EN_TWINROBA_FLY_DEMO, 0x20, 0, 0, 0) +/* 0x397C */ DEFINE_SFX(CHAN_51BA, NA_SE_EN_FLAME_KICK, 0x20, 2, 0, 0) +/* 0x397D */ DEFINE_SFX(CHAN_522F, NA_SE_EN_FLAME_RUN, 0x30, 2, 0, 0) +/* 0x397E */ DEFINE_SFX(CHAN_51C4, NA_SE_EN_FLAME_ROLL, 0x30, 3, 0, 0) +/* 0x397F */ DEFINE_SFX(CHAN_51DD, NA_SE_EN_FLAME_MAN_RUN, 0x30, 3, 0, 0) +/* 0x3980 */ DEFINE_SFX(CHAN_51EB, NA_SE_EN_FLAME_MAN_DAMAGE, 0x38, 3, 0, 0) +/* 0x3981 */ DEFINE_SFX(CHAN_5208, NA_SE_EN_FLAME_LAUGH, 0x30, 3, 0, 0) +/* 0x3982 */ DEFINE_SFX(CHAN_3BF3, NA_SE_EN_FLAME_MAN_SLIDE, 0x20, 0, 0, SFX_FLAG_13) +/* 0x3983 */ DEFINE_SFX(CHAN_4593, NA_SE_EN_FLAME_FIRE_ATTACK, 0x30, 3, 0, 0) +/* 0x3984 */ DEFINE_SFX(CHAN_5242, NA_SE_EN_PIHAT_SM_FLY, 0x30, 0, 0, 0) +/* 0x3985 */ DEFINE_SFX(CHAN_3C04, NA_SE_EN_PIHAT_SM_DEAD, 0x40, 1, 0, 0) +/* 0x3986 */ DEFINE_SFX(CHAN_38BA, NA_SE_EN_RIVA_APPEAR, 0x30, 0, 0, 0) +/* 0x3987 */ DEFINE_SFX(CHAN_38AF, NA_SE_EN_AKINDONUTS_HIDE, 0x20, 0, 0, 0) +/* 0x3988 */ DEFINE_SFX(CHAN_381C, NA_SE_EN_RIVA_DAMAGE, 0x38, 1, 0, 0) +/* 0x3989 */ DEFINE_SFX(CHAN_52E7, NA_SE_EN_RIVA_DEAD, 0x40, 1, 0, 0) +/* 0x398A */ DEFINE_SFX(CHAN_503D, NA_SE_EN_RIVA_MOVE, 0x30, 0, 0, 0) +/* 0x398B */ DEFINE_SFX(CHAN_39A9, NA_SE_EN_FLAME_MAN_SURP, 0x30, 0, 0, SFX_FLAG_13) +/* 0x398C */ DEFINE_SFX(CHAN_528C, NA_SE_EN_SHADEST_LAST, 0x30, 3, 0, 0) +/* 0x398D */ DEFINE_SFX(CHAN_52AC, NA_SE_EN_SHADEST_MOVE, 0x30, 2, 0, 0) +/* 0x398E */ DEFINE_SFX(CHAN_52CC, NA_SE_EN_SHADEST_PRAY, 0x30, 3, 0, 0) +/* 0x398F */ DEFINE_SFX(CHAN_44FE, NA_SE_EN_MGANON_ROAR, 0x30, 3, 0, 0) +/* 0x3990 */ DEFINE_SFX(CHAN_514F, NA_SE_EN_LIKE_WALK, 0x18, 0, 0, 0) +/* 0x3991 */ DEFINE_SFX(CHAN_46C7, NA_SE_EN_LIKE_UNARI, 0x28, 0, 0, 0) +/* 0x3992 */ DEFINE_SFX(CHAN_3B23, NA_SE_EN_LIKE_DRINK, 0x34, 0, 0, 0) +/* 0x3993 */ DEFINE_SFX(CHAN_3D68, NA_SE_EN_LIKE_EAT, 0x34, 0, 0, 0) +/* 0x3994 */ DEFINE_SFX(CHAN_3EF5, NA_SE_EN_LIKE_THROW, 0x34, 0, 0, 0) +/* 0x3995 */ DEFINE_SFX(CHAN_381C, NA_SE_EN_LIKE_DAMAGE, 0x38, 1, 0, 0) +/* 0x3996 */ DEFINE_SFX(CHAN_52D9, NA_SE_EN_LIKE_DEAD, 0x40, 1, 0, 0) +/* 0x3997 */ DEFINE_SFX(CHAN_53DD, NA_SE_EN_MGANON_SWORD, 0x30, 3, 0, 0) +/* 0x3998 */ DEFINE_SFX(CHAN_52F5, NA_SE_EN_GERUDOFT_ATTACK, 0x30, 0, 0, 0) +/* 0x3999 */ DEFINE_SFX(CHAN_5302, NA_SE_EN_GERUDOFT_DAMAGE, 0x38, 1, 0, 0) +/* 0x399A */ DEFINE_SFX(CHAN_530F, NA_SE_EN_GERUDOFT_DEAD, 0x40, 1, 0, 0) +/* 0x399B */ DEFINE_SFX(CHAN_4576, NA_SE_EN_MGANON_DAMAGE, 0x38, 3, 0, 0) +/* 0x399C */ DEFINE_SFX(CHAN_355F, NA_SE_EN_ANUBIS_FIRE, 0x30, 0, 0, 0) +/* 0x399D */ DEFINE_SFX(CHAN_534B, NA_SE_EN_ANUBIS_FIREBOMB, 0x30, 0, 0, 0) +/* 0x399E */ DEFINE_SFX(CHAN_550D, NA_SE_EN_MGANON_DEAD1, 0x40, 3, 0, 0) +/* 0x399F */ DEFINE_SFX(CHAN_532A, NA_SE_EN_ANUBIS_DEAD, 0x40, 2, 0, 0) +/* 0x39A0 */ DEFINE_SFX(CHAN_531C, NA_SE_EN_MUSI_LAND, 0x18, 0, 0, 0) +/* 0x39A1 */ DEFINE_SFX(CHAN_54B4, NA_SE_EN_MGANON_DEAD2, 0x44, 3, 0, 0) +/* 0x39A2 */ DEFINE_SFX(CHAN_4F3C, NA_SE_EN_EIER_ATTACK, 0x34, 0, 0, 0) +/* 0x39A3 */ DEFINE_SFX(CHAN_4F4E, NA_SE_EN_EIER_CRY, 0x18, 0, 0, 0) +/* 0x39A4 */ DEFINE_SFX(CHAN_4A22, NA_SE_EN_FREEZAD_BREATH, 0x30, 0, 0, 0) +/* 0x39A5 */ DEFINE_SFX(CHAN_5375, NA_SE_EN_FREEZAD_DAMAGE, 0x38, 1, 0, 0) +/* 0x39A6 */ DEFINE_SFX(CHAN_537F, NA_SE_EN_FREEZAD_DEAD, 0x40, 1, 0, 0) +/* 0x39A7 */ DEFINE_SFX(CHAN_5397, NA_SE_EN_DEADHAND_LAUGH, 0x18, 3, 0, 0) +/* 0x39A8 */ DEFINE_SFX(CHAN_5389, NA_SE_EN_DEADHAND_HIDE, 0x30, 3, 0, 0) +/* 0x39A9 */ DEFINE_SFX(CHAN_4321, NA_SE_EN_DEADHAND_DAMAGE, 0x38, 3, 0, 0) +/* 0x39AA */ DEFINE_SFX(CHAN_3B8E, NA_SE_EN_DEADHAND_HAND_DEAD, 0x38, 3, 0, 0) +/* 0x39AB */ DEFINE_SFX(CHAN_4353, NA_SE_EN_DEADHAND_DEAD, 0x40, 3, 0, 0) +/* 0x39AC */ DEFINE_SFX(CHAN_53D2, NA_SE_EN_IRONNACK_BREAK_PILLAR2, 0x30, 3, 0, 0) +/* 0x39AD */ DEFINE_SFX(CHAN_53B9, NA_SE_EN_IRONNACK_BREAK_PILLAR, 0x36, 3, 0, 0) +/* 0x39AE */ DEFINE_SFX(CHAN_53D6, NA_SE_EN_IRONNACK_HIT_GND, 0x34, 3, 0, 0) +/* 0x39AF */ DEFINE_SFX(CHAN_5490, NA_SE_EN_MGANON_BREATH, 0x28, 2, 2, 0) +/* 0x39B0 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_TWINROBA_LAUGH, 0x30, 3, 0, 0) +/* 0x39B1 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_TWINROBA_LAUGH2, 0x30, 3, 0, 0) +/* 0x39B2 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_DUMMY434, 0x30, 0, 0, 0) +/* 0x39B3 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_TWINROBA_SHOOT_VOICE, 0x30, 3, 0, 0) +/* 0x39B4 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_TWINROBA_SENSE, 0x30, 3, 0, 0) +/* 0x39B5 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_TWINROBA_DIE, 0x30, 3, 0, 0) +/* 0x39B6 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_DUMMY438, 0x30, 0, 0, 0) +/* 0x39B7 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_TWINROBA_YOUNG_DAMAGE2, 0x30, 0, 0, SFX_FLAG_13) +/* 0x39B8 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_TWINROBA_YOUNG_SHOOTVC, 0x30, 0, 0, SFX_FLAG_13) +/* 0x39B9 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_TWINROBA_YOUNG_LAUGH, 0x30, 0, 0, SFX_FLAG_13) +/* 0x39BA */ DEFINE_SFX(CHAN_5403, NA_SE_EN_DUMMY442, 0x30, 0, 0, 0) +/* 0x39BB */ DEFINE_SFX(CHAN_5403, NA_SE_EN_TWINROBA_YOUNG_WINK, 0x30, 0, 0, SFX_FLAG_13) +/* 0x39BC */ DEFINE_SFX(CHAN_5403, NA_SE_EN_DUMMY444, 0x30, 0, 0, 0) +/* 0x39BD */ DEFINE_SFX(CHAN_5403, NA_SE_EN_DUMMY445, 0x30, 0, 0, 0) +/* 0x39BE */ DEFINE_SFX(CHAN_5403, NA_SE_EN_IRONNACK_DAMAGE, 0x28, 3, 0, 0) +/* 0x39BF */ DEFINE_SFX(CHAN_5403, NA_SE_EN_IRONNACK_DASH, 0x30, 3, 0, 0) +/* 0x39C0 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_IRONNACK_DEAD, 0x40, 3, 0, 0) +/* 0x39C1 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_IRONNACK_PULLOUT, 0x30, 3, 0, 0) +/* 0x39C2 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_IRONNACK_WAKEUP, 0x30, 3, 0, 0) +/* 0x39C3 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_DUMMY451, 0x30, 0, 0, 0) +/* 0x39C4 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_DUMMY452, 0x30, 0, 0, 0) +/* 0x39C5 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_DUMMY453, 0x30, 0, 0, 0) +/* 0x39C6 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GERUDOFT_BREATH, 0x20, 0, 0, 0) +/* 0x39C7 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_LAUGH, 0x20, 3, 0, 0) +/* 0x39C8 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_VOICE_DEMO, 0x30, 3, 0, 0) +/* 0x39C9 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_THROW, 0x30, 3, 0, 0) +/* 0x39CA */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_AT_RETURN, 0x30, 3, 0, 0) +/* 0x39CB */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_HIT_GND, 0x30, 3, 0, 0) +/* 0x39CC */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_DAMAGE1, 0x38, 3, 0, 0) +/* 0x39CD */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_DAMAGE2, 0x38, 3, 0, 0) +/* 0x39CE */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_DOWN, 0x20, 3, 0, 0) +/* 0x39CF */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_RESTORE, 0x30, 3, 0, 0) +/* 0x39D0 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_DEAD, 0x44, 3, 0, 0) +/* 0x39D1 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_BREATH, 0x30, 3, 2, 0) +/* 0x39D2 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_TOKETU, 0x30, 3, 0, 0) +/* 0x39D3 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_CASBREAK, 0x30, 3, 0, 0) +/* 0x39D4 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_BIGMASIC, 0x34, 3, 0, 0) +/* 0x39D5 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_GANON_DARKWAVE, 0x30, 3, 0, 0) +/* 0x39D6 */ DEFINE_SFX(CHAN_5403, NA_SE_EN_FANTOM_ST_LAUGH, 0x30, 3, 0, 0) +/* 0x39D7 */ DEFINE_SFX(CHAN_3612, NA_SE_EN_MGANON_WALK, 0x20, 2, 0, 0) +/* 0x39D8 */ DEFINE_SFX(CHAN_5389, NA_SE_EN_MGANON_STAND, 0x30, 3, 0, 0) +/* 0x39D9 */ DEFINE_SFX(CHAN_55FD, NA_SE_EN_MGANON_UNARI, 0x20, 3, 0, 0) +/* 0x39DA */ DEFINE_SFX(CHAN_5615, NA_SE_EN_STALGOLD_ROLL, 0x30, 0, 0, 0) +/* 0x39DB */ DEFINE_SFX(CHAN_503D, NA_SE_EN_KDOOR_WAVE, 0x30, 2, 0, 0) +/* 0x39DC */ DEFINE_SFX(CHAN_39FE, NA_SE_EN_KDOOR_HIT, 0x40, 2, 0, 0) +/* 0x39DD */ DEFINE_SFX(CHAN_53D2, NA_SE_EN_KDOOR_BREAK, 0x40, 3, 0, 0) +/* 0x39DE */ DEFINE_SFX(CHAN_39FE, NA_SE_EN_KDOOR_HIT_GND, 0x34, 2, 0, 0) +/* 0x39DF */ DEFINE_SFX(CHAN_563C, NA_SE_EN_MGANON_SWDIMP, 0x30, 3, 0, 0) +/* 0x39E0 */ DEFINE_SFX(CHAN_4EBC, NA_SE_EN_STALTU_WAVE, 0x30, 0, 0, 0) +/* 0x39E1 */ DEFINE_SFX(CHAN_564F, NA_SE_EN_STALTU_DOWN_SET, 0x30, 0, 0, 0) +/* 0x39E2 */ DEFINE_SFX(CHAN_4CA7, NA_SE_EN_DUMMY482, 0x30, 1, 0, 0) +/* 0x39E3 */ DEFINE_SFX(CHAN_3648, NA_SE_EN_GOMA_BJR_LAND, 0x34, 3, 0, 0) +/* 0x39E4 */ DEFINE_SFX(CHAN_38D1, NA_SE_EN_GOMA_BJR_LAND2, 0x24, 3, 0, 0) +/* 0x39E5 */ DEFINE_SFX(CHAN_3648, NA_SE_EN_GOMA_JR_LAND, 0x34, 1, 0, 0) +/* 0x39E6 */ DEFINE_SFX(CHAN_38D1, NA_SE_EN_GOMA_JR_LAND2, 0x20, 0, 0, 0) +/* 0x39E7 */ DEFINE_SFX(CHAN_5659, NA_SE_EN_TWINROBA_FIGHT, 0x30, 3, 0, 0) +/* 0x39E8 */ DEFINE_SFX(CHAN_567A, NA_SE_EN_PO_BIG_CRY, 0x30, 0, 0, 0) +/* 0x39E9 */ DEFINE_SFX(CHAN_388D, NA_SE_EN_MUSI_SINK, 0x08, 1, 0, 0) +/* 0x39EA */ DEFINE_SFX(CHAN_3FE8, NA_SE_EN_STALGOLD_UP_CRY, 0x30, 1, 0, 0) +/* 0x39EB */ DEFINE_SFX(CHAN_568E, NA_SE_EN_GOLON_CRY, 0x30, 3, 0, 0) +/* 0x39EC */ DEFINE_SFX(CHAN_381C, NA_SE_EN_MOFER_CORE_DAMAGE, 0x38, 3, 0, 0) +/* 0x39ED */ DEFINE_SFX(CHAN_43EA, NA_SE_EN_DAIOCTA_LAND_WATER, 0x20, 0, 0, SFX_FLAG_13) +/* 0x39EE */ DEFINE_SFX(CHAN_5389, NA_SE_EN_RIVA_BIG_APPEAR, 0x34, 3, 0, 0) +/* 0x39EF */ DEFINE_SFX(CHAN_3612, NA_SE_EN_MONBLIN_HAM_LAND, 0x34, 0, 0, SFX_FLAG_13) +/* 0x39F0 */ DEFINE_SFX(CHAN_3895, NA_SE_EN_MUSI_WALK, 0x08, 0, 0, 0) +/* 0x39F1 */ DEFINE_SFX(CHAN_4A22, NA_SE_EN_MIMICK_BREATH, 0x40, 3, 0, 0) +/* 0x39F2 */ DEFINE_SFX(CHAN_3C8C, NA_SE_EN_STALWALL_LAUGH, 0x34, 3, 0, 0) diff --git a/include/tables/sfx/environmentbank_table.h b/include/tables/sfx/environmentbank_table.h index 57d0f3ebd..08bd08de7 100644 --- a/include/tables/sfx/environmentbank_table.h +++ b/include/tables/sfx/environmentbank_table.h @@ -2,267 +2,266 @@ * Sfx Environment Bank * * DEFINE_SFX should be used for all sfx define in the environment bank from sequence 0 + * - Argument 0: Channel name for sequence 0 * - Argument 1: Enum value for this sfx * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance * - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3) * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3) * - Argument 5: Various flags to add properties to the sfx - * - * 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, SFX_FLAG_10 | SFX_FLAG_9) -/* 0x2801 */ DEFINE_SFX(NA_SE_EV_DOOR_CLOSE, 0x80, 0, 1, 0) -/* 0x2802 */ DEFINE_SFX(NA_SE_EV_EXPLOSION, 0x30, 0, 0, 0) -/* 0x2803 */ DEFINE_SFX(NA_SE_EV_HORSE_WALK, 0x30, 0, 1, 0) -/* 0x2804 */ DEFINE_SFX(NA_SE_EV_HORSE_RUN, 0x30, 0, 1, 0) -/* 0x2805 */ DEFINE_SFX(NA_SE_EV_HORSE_NEIGH, 0x40, 0, 1, 0) -/* 0x2806 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM, 0x30, 0, 2, SFX_FLAG_10) -/* 0x2807 */ DEFINE_SFX(NA_SE_EV_WATER_WALL_BIG, 0x38, 2, 0, 0) -/* 0x2808 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER, 0x30, 0, 1, 0) -/* 0x2809 */ DEFINE_SFX(NA_SE_EV_DIVE_WATER, 0x30, 0, 1, 0) -/* 0x280A */ DEFINE_SFX(NA_SE_EV_ROCK_SLIDE, 0x80, 2, 0, 0) -/* 0x280B */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL, 0xA0, 3, 0, 0) -/* 0x280C */ DEFINE_SFX(NA_SE_EV_BRIDGE_OPEN, 0x30, 3, 0, 0) -/* 0x280D */ DEFINE_SFX(NA_SE_EV_BRIDGE_CLOSE, 0x30, 3, 0, 0) -/* 0x280E */ DEFINE_SFX(NA_SE_EV_BRIDGE_OPEN_STOP, 0x30, 3, 0, 0) -/* 0x280F */ DEFINE_SFX(NA_SE_EV_BRIDGE_CLOSE_STOP, 0x30, 3, 0, 0) -/* 0x2810 */ DEFINE_SFX(NA_SE_EV_WALL_BROKEN, 0x30, 2, 0, 0) -/* 0x2811 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_N, 0x30, 0, 1, 0) -/* 0x2812 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_A, 0x30, 0, 1, 0) -/* 0x2813 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_M, 0x30, 0, 0, 0) -/* 0x2814 */ DEFINE_SFX(NA_SE_EV_SLIDE_DOOR_OPEN, 0x60, 0, 0, 0) -/* 0x2815 */ DEFINE_SFX(NA_SE_EV_FOOT_SWITCH, 0x30, 3, 0, 0) -/* 0x2816 */ DEFINE_SFX(NA_SE_EV_HORSE_GROAN, 0x30, 0, 0, 0) -/* 0x2817 */ DEFINE_SFX(NA_SE_EV_BOMB_DROP_WATER, 0x30, 2, 2, 0) -/* 0x2818 */ DEFINE_SFX(NA_SE_EV_HORSE_JUMP, 0x30, 0, 0, 0) -/* 0x2819 */ DEFINE_SFX(NA_SE_EV_HORSE_LAND, 0x40, 0, 0, 0) -/* 0x281A */ DEFINE_SFX(NA_SE_EV_HORSE_SLIP, 0x38, 0, 0, 0) -/* 0x281B */ DEFINE_SFX(NA_SE_EV_FAIRY_DASH, 0x28, 0, 0, 0) -/* 0x281C */ DEFINE_SFX(NA_SE_EV_SLIDE_DOOR_CLOSE, 0x60, 0, 0, 0) -/* 0x281D */ DEFINE_SFX(NA_SE_EV_STONE_BOUND, 0x70, 3, 0, 0) -/* 0x281E */ DEFINE_SFX(NA_SE_EV_STONE_STATUE_OPEN, 0x30, 3, 0, 0) -/* 0x281F */ DEFINE_SFX(NA_SE_EV_TBOX_UNLOCK, 0x30, 0, 0, 0) -/* 0x2820 */ DEFINE_SFX(NA_SE_EV_TBOX_OPEN, 0x30, 0, 0, 0) -/* 0x2821 */ DEFINE_SFX(NA_SE_SY_TIMER, 0xA0, 0, 0, SFX_FLAG_13 | SFX_FLAG_3) +/* 0x2800 */ DEFINE_SFX(CHAN_18CA, NA_SE_EV_DOOR_OPEN, 0x70, 0, 1, SFX_FLAG_10 | SFX_FLAG_9) +/* 0x2801 */ DEFINE_SFX(CHAN_18D9, NA_SE_EV_DOOR_CLOSE, 0x80, 0, 1, 0) +/* 0x2802 */ DEFINE_SFX(CHAN_18E5, NA_SE_EV_EXPLOSION, 0x30, 0, 0, 0) +/* 0x2803 */ DEFINE_SFX(CHAN_18F6, NA_SE_EV_HORSE_WALK, 0x30, 0, 1, 0) +/* 0x2804 */ DEFINE_SFX(CHAN_1900, NA_SE_EV_HORSE_RUN, 0x30, 0, 1, 0) +/* 0x2805 */ DEFINE_SFX(CHAN_190A, NA_SE_EV_HORSE_NEIGH, 0x40, 0, 1, 0) +/* 0x2806 */ DEFINE_SFX(CHAN_1915, NA_SE_EV_RIVER_STREAM, 0x30, 0, 2, SFX_FLAG_10) +/* 0x2807 */ DEFINE_SFX(CHAN_1929, NA_SE_EV_WATER_WALL_BIG, 0x38, 2, 0, 0) +/* 0x2808 */ DEFINE_SFX(CHAN_1945, NA_SE_EV_OUT_OF_WATER, 0x30, 0, 1, 0) +/* 0x2809 */ DEFINE_SFX(CHAN_1959, NA_SE_EV_DIVE_WATER, 0x30, 0, 1, 0) +/* 0x280A */ DEFINE_SFX(CHAN_196B, NA_SE_EV_ROCK_SLIDE, 0x80, 2, 0, 0) +/* 0x280B */ DEFINE_SFX(CHAN_197E, NA_SE_EV_MAGMA_LEVEL, 0xA0, 3, 0, 0) +/* 0x280C */ DEFINE_SFX(CHAN_198F, NA_SE_EV_BRIDGE_OPEN, 0x30, 3, 0, 0) +/* 0x280D */ DEFINE_SFX(CHAN_19C3, NA_SE_EV_BRIDGE_CLOSE, 0x30, 3, 0, 0) +/* 0x280E */ DEFINE_SFX(CHAN_19F7, NA_SE_EV_BRIDGE_OPEN_STOP, 0x30, 3, 0, 0) +/* 0x280F */ DEFINE_SFX(CHAN_1A0E, NA_SE_EV_BRIDGE_CLOSE_STOP, 0x30, 3, 0, 0) +/* 0x2810 */ DEFINE_SFX(CHAN_1A25, NA_SE_EV_WALL_BROKEN, 0x30, 2, 0, 0) +/* 0x2811 */ DEFINE_SFX(CHAN_1A4C, NA_SE_EV_CHICKEN_CRY_N, 0x30, 0, 1, 0) +/* 0x2812 */ DEFINE_SFX(CHAN_1A5B, NA_SE_EV_CHICKEN_CRY_A, 0x30, 0, 1, 0) +/* 0x2813 */ DEFINE_SFX(CHAN_1A73, NA_SE_EV_CHICKEN_CRY_M, 0x30, 0, 0, 0) +/* 0x2814 */ DEFINE_SFX(CHAN_1A7E, NA_SE_EV_SLIDE_DOOR_OPEN, 0x60, 0, 0, 0) +/* 0x2815 */ DEFINE_SFX(CHAN_1A8F, NA_SE_EV_FOOT_SWITCH, 0x30, 3, 0, 0) +/* 0x2816 */ DEFINE_SFX(CHAN_1AB3, NA_SE_EV_HORSE_GROAN, 0x30, 0, 0, 0) +/* 0x2817 */ DEFINE_SFX(CHAN_1ACA, NA_SE_EV_BOMB_DROP_WATER, 0x30, 2, 2, 0) +/* 0x2818 */ DEFINE_SFX(CHAN_1AD6, NA_SE_EV_HORSE_JUMP, 0x30, 0, 0, 0) +/* 0x2819 */ DEFINE_SFX(CHAN_1AE3, NA_SE_EV_HORSE_LAND, 0x40, 0, 0, 0) +/* 0x281A */ DEFINE_SFX(CHAN_1AF0, NA_SE_EV_HORSE_SLIP, 0x38, 0, 0, 0) +/* 0x281B */ DEFINE_SFX(CHAN_1B01, NA_SE_EV_FAIRY_DASH, 0x28, 0, 0, 0) +/* 0x281C */ DEFINE_SFX(CHAN_1B14, NA_SE_EV_SLIDE_DOOR_CLOSE, 0x60, 0, 0, 0) +/* 0x281D */ DEFINE_SFX(CHAN_1B25, NA_SE_EV_STONE_BOUND, 0x70, 3, 0, 0) +/* 0x281E */ DEFINE_SFX(CHAN_1B47, NA_SE_EV_STONE_STATUE_OPEN, 0x30, 3, 0, 0) +/* 0x281F */ DEFINE_SFX(CHAN_1B61, NA_SE_EV_TBOX_UNLOCK, 0x30, 0, 0, 0) +/* 0x2820 */ DEFINE_SFX(CHAN_1B7D, NA_SE_EV_TBOX_OPEN, 0x30, 0, 0, 0) +/* 0x2821 */ DEFINE_SFX(CHAN_1B93, NA_SE_SY_TIMER, 0xA0, 0, 0, SFX_FLAG_13 | SFX_FLAG_3) #if PLATFORM_N64 -/* 0x2822 */ DEFINE_SFX(NA_SE_EV_FLAME_IGNITION, 0x2D, 2, 0, 0) +/* 0x2822 */ DEFINE_SFX(CHAN_1BE9, NA_SE_EV_FLAME_IGNITION, 0x2D, 2, 0, 0) #else -/* 0x2822 */ DEFINE_SFX(NA_SE_EV_FLAME_IGNITION, 0x20, 2, 0, 0) +/* 0x2822 */ DEFINE_SFX(CHAN_1BE9, NA_SE_EV_FLAME_IGNITION, 0x20, 2, 0, 0) #endif -/* 0x2823 */ DEFINE_SFX(NA_SE_EV_SPEAR_HIT, 0x30, 0, 0, 0) -/* 0x2824 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, SFX_FLAG_11) -/* 0x2825 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE, 0x30, 0, 0, SFX_FLAG_15 | SFX_FLAG_11) -/* 0x2826 */ DEFINE_SFX(NA_SE_EV_LINK_WARP, 0x30, 0, 0, SFX_FLAG_15) -/* 0x2827 */ DEFINE_SFX(NA_SE_EV_PILLAR_SINK, 0x30, 2, 0, 0) -/* 0x2828 */ DEFINE_SFX(NA_SE_EV_WATER_WALL, 0x30, 0, 0, 0) -/* 0x2829 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_S, 0x30, 0, 0, 0) -/* 0x282A */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_F, 0x30, 0, 0, 0) -/* 0x282B */ DEFINE_SFX(NA_SE_EV_HORSE_LAND2, 0x30, 0, 0, 0) -/* 0x282C */ DEFINE_SFX(NA_SE_EV_HORSE_SANDDUST, 0x30, 0, 0, SFX_FLAG_10) -/* 0x282D */ DEFINE_SFX(NA_SE_EV_DUMMY45, 0x30, 0, 0, 0) -/* 0x282E */ DEFINE_SFX(NA_SE_EV_LIGHTNING, 0x30, 0, 0, 0) -/* 0x282F */ DEFINE_SFX(NA_SE_EV_BOMB_BOUND, 0x30, 0, 2, 0) -/* 0x2830 */ DEFINE_SFX(NA_SE_EV_WATERDROP, 0x60, 2, 1, 0) -/* 0x2831 */ DEFINE_SFX(NA_SE_EV_TORCH, 0x10, 0, 0, 0) -/* 0x2832 */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_M, 0xA0, 3, 0, 0) -/* 0x2833 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR, 0x30, 0, 0, 0) -/* 0x2834 */ DEFINE_SFX(NA_SE_EV_FIRE_PLATE, 0x30, 0, 0, SFX_FLAG_4) -/* 0x2835 */ DEFINE_SFX(NA_SE_EV_BLOCK_BOUND, 0x30, 3, 0, 0) -/* 0x2836 */ DEFINE_SFX(NA_SE_EV_METALDOOR_SLIDE, 0x30, 0, 0, 0) -/* 0x2837 */ DEFINE_SFX(NA_SE_EV_METALDOOR_STOP, 0x30, 0, 0, 0) -/* 0x2838 */ DEFINE_SFX(NA_SE_EV_BLOCK_SHAKE, 0x30, 0, 0, 0) -/* 0x2839 */ DEFINE_SFX(NA_SE_EV_BOX_BREAK, 0x30, 2, 0, 0) -/* 0x283A */ DEFINE_SFX(NA_SE_EV_HAMMER_SWITCH, 0x30, 0, 0, 0) -/* 0x283B */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_L, 0xA0, 3, 0, 0) -/* 0x283C */ DEFINE_SFX(NA_SE_EV_SPEAR_FENCE, 0x30, 0, 0, 0) -/* 0x283D */ DEFINE_SFX(NA_SE_EV_GANON_HORSE_NEIGH, 0x30, 0, 0, SFX_FLAG_10) -/* 0x283E */ DEFINE_SFX(NA_SE_EV_GANON_HORSE_GROAN, 0x30, 0, 0, SFX_FLAG_10) -/* 0x283F */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_S, 0x70, 3, 0, SFX_FLAG_4) -/* 0x2840 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_L, 0x60, 0, 0, SFX_FLAG_15) -/* 0x2841 */ DEFINE_SFX(NA_SE_EV_FOUNTAIN, 0x30, 0, 0, SFX_FLAG_15) -/* 0x2842 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_WALK, 0x30, 0, 0, 0) -/* 0x2843 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_RUN, 0x30, 0, 0, 0) -/* 0x2844 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_NEIGH, 0x30, 0, 0, 0) -/* 0x2845 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_GROAN, 0x30, 0, 0, 0) -/* 0x2846 */ DEFINE_SFX(NA_SE_EV_WHITE_OUT, 0x30, 3, 0, SFX_FLAG_13) -/* 0x2847 */ DEFINE_SFX(NA_SE_EV_LIGHT_GATHER, 0x30, 0, 0, 0) -/* 0x2848 */ DEFINE_SFX(NA_SE_EV_TREE_CUT, 0x30, 0, 0, 0) -/* 0x2849 */ DEFINE_SFX(NA_SE_EV_VOLCANO, 0x30, 0, 0, SFX_FLAG_13 | SFX_FLAG_4) -/* 0x284A */ DEFINE_SFX(NA_SE_EV_GUILLOTINE_UP, 0x30, 0, 0, 0) -/* 0x284B */ DEFINE_SFX(NA_SE_EV_GUILLOTINE_BOUND, 0x30, 0, 0, 0) -/* 0x284C */ DEFINE_SFX(NA_SE_EV_ROLLCUTTER_MOTOR, 0x30, 0, 0, 0) -/* 0x284D */ DEFINE_SFX(NA_SE_EV_CHINETRAP_DOWN, 0x30, 0, 0, 0) -/* 0x284E */ DEFINE_SFX(NA_SE_EV_PLANT_BROKEN, 0x30, 1, 0, 0) -/* 0x284F */ DEFINE_SFX(NA_SE_EV_SHIP_BELL, 0x30, 0, 0, 0) -/* 0x2850 */ DEFINE_SFX(NA_SE_EV_FLUTTER_FLAG, 0x30, 0, 0, 0) -/* 0x2851 */ DEFINE_SFX(NA_SE_EV_TRAP_BOUND, 0x40, 0, 0, 0) -/* 0x2852 */ DEFINE_SFX(NA_SE_EV_ROCK_BROKEN, 0x30, 2, 3, 0) -/* 0x2853 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_S2, 0x70, 2, 0, 0) -/* 0x2854 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_L2, 0x60, 2, 0, 0) -/* 0x2855 */ DEFINE_SFX(NA_SE_EV_COFFIN_CAP_OPEN, 0x30, 0, 0, 0) -/* 0x2856 */ DEFINE_SFX(NA_SE_EV_COFFIN_CAP_BOUND, 0x60, 1, 0, 0) -/* 0x2857 */ DEFINE_SFX(NA_SE_EV_WIND_TRAP, 0x30, 2, 0, 0) -/* 0x2858 */ DEFINE_SFX(NA_SE_EV_TRAP_OBJ_SLIDE, 0x30, 0, 0, 0) -/* 0x2859 */ DEFINE_SFX(NA_SE_EV_METALDOOR_OPEN, 0x90, 3, 0, 0) -/* 0x285A */ DEFINE_SFX(NA_SE_EV_METALDOOR_CLOSE, 0x90, 3, 0, 0) -/* 0x285B */ DEFINE_SFX(NA_SE_EV_BURN_OUT, 0x30, 0, 0, 0) -/* 0x285C */ DEFINE_SFX(NA_SE_EV_BLOCKSINK, 0x30, 2, 0, 0) -/* 0x285D */ DEFINE_SFX(NA_SE_EV_CROWD, 0x30, 0, 0, SFX_FLAG_13 | SFX_FLAG_12 | SFX_FLAG_11) -/* 0x285E */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN, 0x30, 0, 0, 0) +/* 0x2823 */ DEFINE_SFX(CHAN_1BF9, NA_SE_EV_SPEAR_HIT, 0x30, 0, 0, 0) +/* 0x2824 */ DEFINE_SFX(CHAN_1C14, NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, SFX_FLAG_11) +/* 0x2825 */ DEFINE_SFX(CHAN_1C2E, NA_SE_EV_WARP_HOLE, 0x30, 0, 0, SFX_FLAG_15 | SFX_FLAG_11) +/* 0x2826 */ DEFINE_SFX(CHAN_1C9E, NA_SE_EV_LINK_WARP, 0x30, 0, 0, SFX_FLAG_15) +/* 0x2827 */ DEFINE_SFX(CHAN_1CFE, NA_SE_EV_PILLAR_SINK, 0x30, 2, 0, 0) +/* 0x2828 */ DEFINE_SFX(CHAN_1D77, NA_SE_EV_WATER_WALL, 0x30, 0, 0, 0) +/* 0x2829 */ DEFINE_SFX(CHAN_1D8D, NA_SE_EV_RIVER_STREAM_S, 0x30, 0, 0, 0) +/* 0x282A */ DEFINE_SFX(CHAN_1DA1, NA_SE_EV_RIVER_STREAM_F, 0x30, 0, 0, 0) +/* 0x282B */ DEFINE_SFX(CHAN_1DB5, NA_SE_EV_HORSE_LAND2, 0x30, 0, 0, 0) +/* 0x282C */ DEFINE_SFX(CHAN_1DBF, NA_SE_EV_HORSE_SANDDUST, 0x30, 0, 0, SFX_FLAG_10) +/* 0x282D */ DEFINE_SFX(CHAN_1DD0, NA_SE_EV_DUMMY45, 0x30, 0, 0, 0) +/* 0x282E */ DEFINE_SFX(CHAN_1DEE, NA_SE_EV_LIGHTNING, 0x30, 0, 0, 0) +/* 0x282F */ DEFINE_SFX(CHAN_1E10, NA_SE_EV_BOMB_BOUND, 0x30, 0, 2, 0) +/* 0x2830 */ DEFINE_SFX(CHAN_1E26, NA_SE_EV_WATERDROP, 0x60, 2, 1, 0) +/* 0x2831 */ DEFINE_SFX(CHAN_1EAB, NA_SE_EV_TORCH, 0x10, 0, 0, 0) +/* 0x2832 */ DEFINE_SFX(CHAN_1EBA, NA_SE_EV_MAGMA_LEVEL_M, 0xA0, 3, 0, 0) +/* 0x2833 */ DEFINE_SFX(CHAN_1EEC, NA_SE_EV_FIRE_PILLAR, 0x30, 0, 0, 0) +/* 0x2834 */ DEFINE_SFX(CHAN_1EFF, NA_SE_EV_FIRE_PLATE, 0x30, 0, 0, SFX_FLAG_4) +/* 0x2835 */ DEFINE_SFX(CHAN_1F16, NA_SE_EV_BLOCK_BOUND, 0x30, 3, 0, 0) +/* 0x2836 */ DEFINE_SFX(CHAN_1F27, NA_SE_EV_METALDOOR_SLIDE, 0x30, 0, 0, 0) +/* 0x2837 */ DEFINE_SFX(CHAN_1F3D, NA_SE_EV_METALDOOR_STOP, 0x30, 0, 0, 0) +/* 0x2838 */ DEFINE_SFX(CHAN_1F4B, NA_SE_EV_BLOCK_SHAKE, 0x30, 0, 0, 0) +/* 0x2839 */ DEFINE_SFX(CHAN_1F65, NA_SE_EV_BOX_BREAK, 0x30, 2, 0, 0) +/* 0x283A */ DEFINE_SFX(CHAN_1F91, NA_SE_EV_HAMMER_SWITCH, 0x30, 0, 0, 0) +/* 0x283B */ DEFINE_SFX(CHAN_1FAB, NA_SE_EV_MAGMA_LEVEL_L, 0xA0, 3, 0, 0) +/* 0x283C */ DEFINE_SFX(CHAN_1FDD, NA_SE_EV_SPEAR_FENCE, 0x30, 0, 0, 0) +/* 0x283D */ DEFINE_SFX(CHAN_1FFD, NA_SE_EV_GANON_HORSE_NEIGH, 0x30, 0, 0, SFX_FLAG_10) +/* 0x283E */ DEFINE_SFX(CHAN_200F, NA_SE_EV_GANON_HORSE_GROAN, 0x30, 0, 0, SFX_FLAG_10) +/* 0x283F */ DEFINE_SFX(CHAN_2026, NA_SE_EV_FANTOM_WARP_S, 0x70, 3, 0, SFX_FLAG_4) +/* 0x2840 */ DEFINE_SFX(CHAN_207E, NA_SE_EV_FANTOM_WARP_L, 0x60, 0, 0, SFX_FLAG_15) +/* 0x2841 */ DEFINE_SFX(CHAN_20B5, NA_SE_EV_FOUNTAIN, 0x30, 0, 0, SFX_FLAG_15) +/* 0x2842 */ DEFINE_SFX(CHAN_20CB, NA_SE_EV_KID_HORSE_WALK, 0x30, 0, 0, 0) +/* 0x2843 */ DEFINE_SFX(CHAN_20D7, NA_SE_EV_KID_HORSE_RUN, 0x30, 0, 0, 0) +/* 0x2844 */ DEFINE_SFX(CHAN_20E1, NA_SE_EV_KID_HORSE_NEIGH, 0x30, 0, 0, 0) +/* 0x2845 */ DEFINE_SFX(CHAN_20EC, NA_SE_EV_KID_HORSE_GROAN, 0x30, 0, 0, 0) +/* 0x2846 */ DEFINE_SFX(CHAN_20F5, NA_SE_EV_WHITE_OUT, 0x30, 3, 0, SFX_FLAG_13) +/* 0x2847 */ DEFINE_SFX(CHAN_2118, NA_SE_EV_LIGHT_GATHER, 0x30, 0, 0, 0) +/* 0x2848 */ DEFINE_SFX(CHAN_2156, NA_SE_EV_TREE_CUT, 0x30, 0, 0, 0) +/* 0x2849 */ DEFINE_SFX(CHAN_2177, NA_SE_EV_VOLCANO, 0x30, 0, 0, SFX_FLAG_13 | SFX_FLAG_4) +/* 0x284A */ DEFINE_SFX(CHAN_21C0, NA_SE_EV_GUILLOTINE_UP, 0x30, 0, 0, 0) +/* 0x284B */ DEFINE_SFX(CHAN_21D7, NA_SE_EV_GUILLOTINE_BOUND, 0x30, 0, 0, 0) +/* 0x284C */ DEFINE_SFX(CHAN_21FC, NA_SE_EV_ROLLCUTTER_MOTOR, 0x30, 0, 0, 0) +/* 0x284D */ DEFINE_SFX(CHAN_220D, NA_SE_EV_CHINETRAP_DOWN, 0x30, 0, 0, 0) +/* 0x284E */ DEFINE_SFX(CHAN_2225, NA_SE_EV_PLANT_BROKEN, 0x30, 1, 0, 0) +/* 0x284F */ DEFINE_SFX(CHAN_2240, NA_SE_EV_SHIP_BELL, 0x30, 0, 0, 0) +/* 0x2850 */ DEFINE_SFX(CHAN_2261, NA_SE_EV_FLUTTER_FLAG, 0x30, 0, 0, 0) +/* 0x2851 */ DEFINE_SFX(CHAN_229D, NA_SE_EV_TRAP_BOUND, 0x40, 0, 0, 0) +/* 0x2852 */ DEFINE_SFX(CHAN_22A4, NA_SE_EV_ROCK_BROKEN, 0x30, 2, 3, 0) +/* 0x2853 */ DEFINE_SFX(CHAN_22BC, NA_SE_EV_FANTOM_WARP_S2, 0x70, 2, 0, 0) +/* 0x2854 */ DEFINE_SFX(CHAN_22D0, NA_SE_EV_FANTOM_WARP_L2, 0x60, 2, 0, 0) +/* 0x2855 */ DEFINE_SFX(CHAN_22E6, NA_SE_EV_COFFIN_CAP_OPEN, 0x30, 0, 0, 0) +/* 0x2856 */ DEFINE_SFX(CHAN_22F5, NA_SE_EV_COFFIN_CAP_BOUND, 0x60, 1, 0, 0) +/* 0x2857 */ DEFINE_SFX(CHAN_2302, NA_SE_EV_WIND_TRAP, 0x30, 2, 0, 0) +/* 0x2858 */ DEFINE_SFX(CHAN_231C, NA_SE_EV_TRAP_OBJ_SLIDE, 0x30, 0, 0, 0) +/* 0x2859 */ DEFINE_SFX(CHAN_2332, NA_SE_EV_METALDOOR_OPEN, 0x90, 3, 0, 0) +/* 0x285A */ DEFINE_SFX(CHAN_2340, NA_SE_EV_METALDOOR_CLOSE, 0x90, 3, 0, 0) +/* 0x285B */ DEFINE_SFX(CHAN_234E, NA_SE_EV_BURN_OUT, 0x30, 0, 0, 0) +/* 0x285C */ DEFINE_SFX(CHAN_2374, NA_SE_EV_BLOCKSINK, 0x30, 2, 0, 0) +/* 0x285D */ DEFINE_SFX(CHAN_2389, NA_SE_EV_CROWD, 0x30, 0, 0, SFX_FLAG_13 | SFX_FLAG_12 | SFX_FLAG_11) +/* 0x285E */ DEFINE_SFX(CHAN_23A6, NA_SE_EV_WATER_LEVEL_DOWN, 0x30, 0, 0, 0) #if PLATFORM_N64 -/* 0x285F */ DEFINE_SFX(NA_SE_EV_NAVY_VANISH, 0x2C, 0, 0, 0) +/* 0x285F */ DEFINE_SFX(CHAN_23D5, NA_SE_EV_NAVY_VANISH, 0x2C, 0, 0, 0) #else -/* 0x285F */ DEFINE_SFX(NA_SE_EV_NAVY_VANISH, 0x30, 0, 0, 0) +/* 0x285F */ DEFINE_SFX(CHAN_23D5, NA_SE_EV_NAVY_VANISH, 0x30, 0, 0, 0) #endif -/* 0x2860 */ DEFINE_SFX(NA_SE_EV_LADDER_DOUND, 0x30, 3, 0, 0) -/* 0x2861 */ DEFINE_SFX(NA_SE_EV_WEB_VIBRATION, 0x30, 0, 0, 0) -/* 0x2862 */ DEFINE_SFX(NA_SE_EV_WEB_BROKEN, 0x30, 0, 0, 0) -/* 0x2863 */ DEFINE_SFX(NA_SE_EV_ROLL_STAND, 0x30, 3, 0, 0) -/* 0x2864 */ DEFINE_SFX(NA_SE_EV_BUYODOOR_OPEN, 0x30, 0, 0, 0) -/* 0x2865 */ DEFINE_SFX(NA_SE_EV_BUYODOOR_CLOSE, 0x30, 0, 0, 0) -/* 0x2866 */ DEFINE_SFX(NA_SE_EV_WOODDOOR_OPEN, 0x30, 0, 0, 0) -/* 0x2867 */ DEFINE_SFX(NA_SE_EV_METALGATE_OPEN, 0x30, 0, 0, 0) -/* 0x2868 */ DEFINE_SFX(NA_SE_IT_SCOOP_UP_WATER, 0x30, 0, 0, 0) -/* 0x2869 */ DEFINE_SFX(NA_SE_EV_FISH_LEAP, 0x30, 0, 0, 0) -/* 0x286A */ DEFINE_SFX(NA_SE_EV_KAKASHI_SWING, 0x30, 0, 0, 0) -/* 0x286B */ DEFINE_SFX(NA_SE_EV_KAKASHI_ROLL, 0x30, 0, 0, 0) -/* 0x286C */ DEFINE_SFX(NA_SE_EV_BOTTLE_CAP_OPEN, 0x30, 0, 0, 0) -/* 0x286D */ DEFINE_SFX(NA_SE_EV_JABJAB_BREATHE, 0x30, 3, 0, SFX_FLAG_11) -/* 0x286E */ DEFINE_SFX(NA_SE_EV_SPIRIT_STONE, 0x30, 0, 0, 0) -/* 0x286F */ DEFINE_SFX(NA_SE_EV_TRIFORCE_FLASH, 0x30, 3, 0, 0) -/* 0x2870 */ DEFINE_SFX(NA_SE_EV_FALL_DOWN_DIRT, 0x30, 0, 0, 0) -/* 0x2871 */ DEFINE_SFX(NA_SE_EV_NAVY_FLY, 0x30, 0, 0, 0) -/* 0x2872 */ DEFINE_SFX(NA_SE_EV_NAVY_CRASH, 0x30, 0, 0, 0) -/* 0x2873 */ DEFINE_SFX(NA_SE_EV_WOOD_HIT, 0x30, 0, 0, 0) -/* 0x2874 */ DEFINE_SFX(NA_SE_EV_SCOOPUP_WATER, 0x30, 0, 0, 0) -/* 0x2875 */ DEFINE_SFX(NA_SE_EV_DROP_FALL, 0x30, 0, 0, 0) -/* 0x2876 */ DEFINE_SFX(NA_SE_EV_WOOD_GEAR, 0x30, 2, 0, 0) -/* 0x2877 */ DEFINE_SFX(NA_SE_EV_TREE_SWING, 0x30, 0, 0, 0) -/* 0x2878 */ DEFINE_SFX(NA_SE_EV_HORSE_RUN_LEVEL, 0x30, 0, 0, 0) -/* 0x2879 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE2, 0x30, 2, 0, 0) -/* 0x287A */ DEFINE_SFX(NA_SE_EV_ELEVATOR_STOP, 0x30, 2, 0, 0) -/* 0x287B */ DEFINE_SFX(NA_SE_EV_TRE_BOX_APPEAR, 0x30, 2, 0, 0) -/* 0x287C */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK, 0x40, 0, 0, 0) -/* 0x287D */ DEFINE_SFX(NA_SE_EV_SPINE_TRAP_MOVE, 0x1C, 0, 0, 0) -/* 0x287E */ DEFINE_SFX(NA_SE_EV_HEALING, 0x30, 0, 0, 0) -/* 0x287F */ DEFINE_SFX(NA_SE_EV_GREAT_FAIRY_APPEAR, 0x30, 0, 0, 0) -/* 0x2880 */ DEFINE_SFX(NA_SE_EV_GREAT_FAIRY_VANISH, 0x30, 0, 0, 0) -/* 0x2881 */ DEFINE_SFX(NA_SE_EV_RED_EYE, 0x30, 0, 0, 0) -/* 0x2882 */ DEFINE_SFX(NA_SE_EV_ROLL_STAND_2, 0x30, 0, 0, 0) -/* 0x2883 */ DEFINE_SFX(NA_SE_EV_WALL_SLIDE, 0x30, 0, 0, 0) -/* 0x2884 */ DEFINE_SFX(NA_SE_EV_TRE_BOX_FLASH, 0x30, 0, 0, 0) -/* 0x2885 */ DEFINE_SFX(NA_SE_EV_WINDMILL_LEVEL, 0x60, 0, 0, SFX_FLAG_9) -/* 0x2886 */ DEFINE_SFX(NA_SE_EV_GOTO_HEAVEN, 0x30, 0, 0, SFX_FLAG_11) -/* 0x2887 */ DEFINE_SFX(NA_SE_EV_POT_BROKEN, 0x30, 0, 0, 0) -/* 0x2888 */ DEFINE_SFX(NA_SE_PL_PUT_DOWN_POT, 0x30, 0, 0, 0) -/* 0x2889 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER, 0x30, 0, 0, 0) -/* 0x288A */ DEFINE_SFX(NA_SE_EV_JUMP_OUT_WATER, 0x30, 0, 0, 0) -/* 0x288B */ DEFINE_SFX(NA_SE_EV_GOD_FLYING, 0x30, 3, 0, 0) -/* 0x288C */ DEFINE_SFX(NA_SE_EV_TRIFORCE, 0x30, 0, 0, 0) -/* 0x288D */ DEFINE_SFX(NA_SE_EV_AURORA, 0x30, 0, 0, 0) -/* 0x288E */ DEFINE_SFX(NA_SE_EV_DEKU_DEATH, 0x30, 0, 0, 0) -/* 0x288F */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_RISING, 0x30, 3, 0, 0) -/* 0x2890 */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_FALL, 0x30, 3, 0, 0) -/* 0x2891 */ DEFINE_SFX(NA_SE_EV_BUYOSHUTTER_OPEN, 0x30, 0, 0, SFX_FLAG_13) -/* 0x2892 */ DEFINE_SFX(NA_SE_EV_BUYOSHUTTER_CLOSE, 0x30, 0, 0, SFX_FLAG_13) -/* 0x2893 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_STOP, 0x30, 3, 0, 0) -/* 0x2894 */ DEFINE_SFX(NA_SE_EV_S_STONE_REVIVAL, 0x30, 0, 0, 0) -/* 0x2895 */ DEFINE_SFX(NA_SE_EV_MEDAL_APPEAR_S, 0x30, 0, 0, 0) -/* 0x2896 */ DEFINE_SFX(NA_SE_EV_HUMAN_BOUND, 0x30, 0, 2, 0) -/* 0x2897 */ DEFINE_SFX(NA_SE_EV_MEDAL_APPEAR_L, 0x30, 0, 0, 0) -/* 0x2898 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE, 0x30, 0, 0, 0) -/* 0x2899 */ DEFINE_SFX(NA_SE_EV_SHUT_BY_CRYSTAL, 0x30, 0, 0, 0) -/* 0x289A */ DEFINE_SFX(NA_SE_EV_GOD_LIGHTBALL_2, 0x30, 0, 0, 0) -/* 0x289B */ DEFINE_SFX(NA_SE_EV_RUN_AROUND, 0x30, 0, 0, 0) -/* 0x289C */ DEFINE_SFX(NA_SE_EV_CONSENTRATION, 0x30, 0, 0, SFX_FLAG_11) -/* 0x289D */ DEFINE_SFX(NA_SE_EV_TIMETRIP_LIGHT, 0x30, 0, 0, SFX_FLAG_11) -/* 0x289E */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_STOP_A, 0x30, 2, 0, 0) -/* 0x289F */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_STOP_U, 0x30, 3, 0, 0) -/* 0x28A0 */ DEFINE_SFX(NA_SE_EV_OBJECT_FALL, 0x30, 0, 0, 0) -/* 0x28A1 */ DEFINE_SFX(NA_SE_EV_JUMP_CONC, 0x30, 0, 0, 0) -/* 0x28A2 */ DEFINE_SFX(NA_SE_EV_ICE_MELT, 0x30, 0, 0, 0) -/* 0x28A3 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR_S, 0x30, 0, 0, 0) -/* 0x28A4 */ DEFINE_SFX(NA_SE_EV_BLOCK_RISING, 0x20, 3, 0, 0) -/* 0x28A5 */ DEFINE_SFX(NA_SE_EV_NABALL_VANISH, 0x30, 0, 0, 0) -/* 0x28A6 */ DEFINE_SFX(NA_SE_EV_SARIA_MELODY, 0x30, 0, 0, SFX_FLAG_15) -/* 0x28A7 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_OUT, 0x30, 0, 0, 0) -/* 0x28A8 */ DEFINE_SFX(NA_SE_EV_FIATY_HEAL, 0x30, 0, 0, 0) -/* 0x28A9 */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK_B, 0x30, 0, 0, 0) -/* 0x28AA */ DEFINE_SFX(NA_SE_EV_WOODBOX_BREAK, 0x30, 2, 0, 0) -/* 0x28AB */ DEFINE_SFX(NA_SE_EV_PUT_DOWN_WOODBOX, 0x30, 0, 0, 0) -/* 0x28AC */ DEFINE_SFX(NA_SE_EV_LAND_DIRT, 0x30, 0, 0, 0) -/* 0x28AD */ DEFINE_SFX(NA_SE_EV_FLOOR_ROLLING, 0x30, 0, 0, 0) -/* 0x28AE */ DEFINE_SFX(NA_SE_EV_DOG_CRY_EVENING, 0x30, 0, 0, 0) -/* 0x28AF */ DEFINE_SFX(NA_SE_EV_JABJAB_HICCUP, 0x30, 0, 0, 0) -/* 0x28B0 */ DEFINE_SFX(NA_SE_EV_NALE_MAGIC, 0x30, 0, 0, 0) -/* 0x28B1 */ DEFINE_SFX(NA_SE_EV_FROG_JUMP, 0x30, 0, 0, 0) -/* 0x28B2 */ DEFINE_SFX(NA_SE_EV_ICE_FREEZE, 0x30, 3, 0, 0) -/* 0x28B3 */ DEFINE_SFX(NA_SE_EV_BURNING, 0x60, 3, 0, 0) -/* 0x28B4 */ DEFINE_SFX(NA_SE_EV_WOODPLATE_BOUND, 0x30, 0, 2, 0) -/* 0x28B5 */ DEFINE_SFX(NA_SE_EV_GORON_WATER_DROP, 0x30, 0, 0, SFX_FLAG_13) -/* 0x28B6 */ DEFINE_SFX(NA_SE_EV_JABJAB_GROAN, 0x30, 0, 0, 0) -/* 0x28B7 */ DEFINE_SFX(NA_SE_EV_DARUMA_VANISH, 0x30, 1, 0, 0) -/* 0x28B8 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL, 0x30, 0, 0, 0) -/* 0x28B9 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE3, 0x30, 0, 0, 0) -/* 0x28BA */ DEFINE_SFX(NA_SE_EV_DIAMOND_SWITCH, 0x30, 2, 0, 0) -/* 0x28BB */ DEFINE_SFX(NA_SE_EV_FLAME_OF_FIRE, 0x30, 3, 0, 0) -/* 0x28BC */ DEFINE_SFX(NA_SE_EV_RAINBOW_SHOWER, 0x30, 0, 0, 0) -/* 0x28BD */ DEFINE_SFX(NA_SE_EV_FLYING_AIR, 0x30, 0, 0, 0) -/* 0x28BE */ DEFINE_SFX(NA_SE_EV_PASS_AIR, 0x30, 0, 0, 0) -/* 0x28BF */ DEFINE_SFX(NA_SE_EV_COME_UP_DEKU_JR, 0x30, 0, 0, 0) -/* 0x28C0 */ DEFINE_SFX(NA_SE_EV_SAND_STORM, 0x30, 0, 0, 0) -/* 0x28C1 */ DEFINE_SFX(NA_SE_EV_TRIFORCE_MARK, 0x30, 0, 0, 0) -/* 0x28C2 */ DEFINE_SFX(NA_SE_EV_GRAVE_EXPLOSION, 0xA0, 3, 0, 0) -/* 0x28C3 */ DEFINE_SFX(NA_SE_EV_LURE_MOVE_W, 0x30, 0, 0, 0) -/* 0x28C4 */ DEFINE_SFX(NA_SE_EV_POT_MOVE_START, 0x30, 0, 0, 0) -/* 0x28C5 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER_L, 0x30, 0, 0, 0) -/* 0x28C6 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER_L, 0x30, 0, 0, 0) -/* 0x28C7 */ DEFINE_SFX(NA_SE_EV_GANON_MANTLE, 0x30, 0, 0, 0) -/* 0x28C8 */ DEFINE_SFX(NA_SE_EV_DIG_UP, 0x30, 0, 0, 0) -/* 0x28C9 */ DEFINE_SFX(NA_SE_EV_WOOD_BOUND, 0x30, 0, 0, 0) -/* 0x28CA */ DEFINE_SFX(NA_SE_EV_WATER_BUBBLE, 0x30, 0, 3, 0) -/* 0x28CB */ DEFINE_SFX(NA_SE_EV_ICE_BROKEN, 0x30, 2, 0, 0) -/* 0x28CC */ DEFINE_SFX(NA_SE_EV_FROG_GROW_UP, 0x30, 2, 0, 0) -/* 0x28CD */ DEFINE_SFX(NA_SE_EV_WATER_CONVECTION, 0x30, 0, 0, 0) -/* 0x28CE */ DEFINE_SFX(NA_SE_EV_GROUND_GATE_OPEN, 0x30, 3, 0, 0) -/* 0x28CF */ DEFINE_SFX(NA_SE_EV_FACE_BREAKDOWN, 0x30, 3, 0, 0) -/* 0x28D0 */ DEFINE_SFX(NA_SE_EV_FACE_EXPLOSION, 0x30, 0, 0, 0) -/* 0x28D1 */ DEFINE_SFX(NA_SE_EV_FACE_CRUMBLE_SLOW, 0x30, 3, 2, SFX_FLAG_14) -/* 0x28D2 */ DEFINE_SFX(NA_SE_EV_ROUND_TRAP_MOVE, 0x30, 0, 0, 0) -/* 0x28D3 */ DEFINE_SFX(NA_SE_EV_HIT_SOUND, 0x30, 0, 0, 0) -/* 0x28D4 */ DEFINE_SFX(NA_SE_EV_ICE_SWING, 0x30, 0, 0, 0) -/* 0x28D5 */ DEFINE_SFX(NA_SE_EV_DOWN_TO_GROUND, 0x30, 0, 0, 0) -/* 0x28D6 */ DEFINE_SFX(NA_SE_EV_KENJA_ENVIROMENT_0, 0x30, 0, 0, 0) -/* 0x28D7 */ DEFINE_SFX(NA_SE_EV_KENJA_ENVIROMENT_1, 0x30, 0, 0, 0) -/* 0x28D8 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_BARK, 0x80, 0, 0, 0) -/* 0x28D9 */ DEFINE_SFX(NA_SE_EV_ZELDA_POWER, 0x60, 0, 0, 0) -/* 0x28DA */ DEFINE_SFX(NA_SE_EV_RAIN, 0x90, 0, 0, 0) -/* 0x28DB */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_OPEN, 0x30, 0, 0, 0) -/* 0x28DC */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_CLOSE, 0x30, 0, 0, 0) -/* 0x28DD */ DEFINE_SFX(NA_SE_EV_WHIRLPOOL, 0x30, 0, 0, 0) -/* 0x28DE */ DEFINE_SFX(NA_SE_EV_TOWER_PARTS_BROKEN, 0x60, 3, 3, 0) -/* 0x28DF */ DEFINE_SFX(NA_SE_EV_COW_CRY, 0x30, 0, 0, 0) -/* 0x28E0 */ DEFINE_SFX(NA_SE_EV_METAL_BOX_BOUND, 0x30, 0, 0, 0) -/* 0x28E1 */ DEFINE_SFX(NA_SE_EV_ELECTRIC_EXPLOSION, 0x30, 3, 0, 0) -/* 0x28E2 */ DEFINE_SFX(NA_SE_EV_HEAVY_THROW, 0x30, 3, 0, 0) -/* 0x28E3 */ DEFINE_SFX(NA_SE_EV_FROG_CRY_0, 0x30, 0, 0, 0) -/* 0x28E4 */ DEFINE_SFX(NA_SE_EV_FROG_CRY_1, 0x30, 0, 0, 0) -/* 0x28E5 */ DEFINE_SFX(NA_SE_EV_COW_CRY_LV, 0x30, 0, 0, 0) -/* 0x28E6 */ DEFINE_SFX(NA_SE_EV_RONRON_DOOR_CLOSE, 0x30, 0, 0, 0) -/* 0x28E7 */ DEFINE_SFX(NA_SE_EV_BUTTERFRY_TO_FAIRY, 0x30, 0, 0, 0) -/* 0x28E8 */ DEFINE_SFX(NA_SE_EV_FIVE_COUNT_LUPY, 0xA0, 0, 0, SFX_FLAG_11) -/* 0x28E9 */ DEFINE_SFX(NA_SE_EV_STONE_GROW_UP, 0x30, 0, 0, 0) -/* 0x28EA */ DEFINE_SFX(NA_SE_EV_STONE_LAUNCH, 0x30, 0, 0, 0) -/* 0x28EB */ DEFINE_SFX(NA_SE_EV_STONE_ROLLING, 0x30, 0, 0, 0) -/* 0x28EC */ DEFINE_SFX(NA_SE_EV_TOGE_STICK_ROLLING, 0x30, 2, 0, 0) -/* 0x28ED */ DEFINE_SFX(NA_SE_EV_TOWER_ENERGY, 0x30, 0, 0, 0) -/* 0x28EE */ DEFINE_SFX(NA_SE_EV_TOWER_BARRIER, 0x30, 3, 0, 0) -/* 0x28EF */ DEFINE_SFX(NA_SE_EV_CHIBI_WALK, 0x20, 0, 0, 0) -/* 0x28F0 */ DEFINE_SFX(NA_SE_EV_KNIGHT_WALK, 0x30, 0, 0, 0) -/* 0x28F1 */ DEFINE_SFX(NA_SE_EV_PILLAR_MOVE_STOP, 0x30, 0, 0, 0) -/* 0x28F2 */ DEFINE_SFX(NA_SE_EV_ERUPTION_CLOUD, 0x30, 0, 0, 0) -/* 0x28F3 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_OUT_LV, 0x30, 0, 0, 0) -/* 0x28F4 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_IN, 0x30, 0, 0, 0) -/* 0x28F5 */ DEFINE_SFX(NA_SE_EV_OCARINA_BMELO_0, 0x30, 0, 0, 0) -/* 0x28F6 */ DEFINE_SFX(NA_SE_EV_OCARINA_BMELO_1, 0x30, 0, 0, 0) -/* 0x28F7 */ DEFINE_SFX(NA_SE_EV_EXPLOSION_FOR_RENZOKU, 0x30, 0, 0, 0) +/* 0x2860 */ DEFINE_SFX(CHAN_23EB, NA_SE_EV_LADDER_DOUND, 0x30, 3, 0, 0) +/* 0x2861 */ DEFINE_SFX(CHAN_2401, NA_SE_EV_WEB_VIBRATION, 0x30, 0, 0, 0) +/* 0x2862 */ DEFINE_SFX(CHAN_2416, NA_SE_EV_WEB_BROKEN, 0x30, 0, 0, 0) +/* 0x2863 */ DEFINE_SFX(CHAN_243A, NA_SE_EV_ROLL_STAND, 0x30, 3, 0, 0) +/* 0x2864 */ DEFINE_SFX(CHAN_245F, NA_SE_EV_BUYODOOR_OPEN, 0x30, 0, 0, 0) +/* 0x2865 */ DEFINE_SFX(CHAN_2480, NA_SE_EV_BUYODOOR_CLOSE, 0x30, 0, 0, 0) +/* 0x2866 */ DEFINE_SFX(CHAN_24A1, NA_SE_EV_WOODDOOR_OPEN, 0x30, 0, 0, 0) +/* 0x2867 */ DEFINE_SFX(CHAN_24AD, NA_SE_EV_METALGATE_OPEN, 0x30, 0, 0, 0) +/* 0x2868 */ DEFINE_SFX(CHAN_24BD, NA_SE_IT_SCOOP_UP_WATER, 0x30, 0, 0, 0) +/* 0x2869 */ DEFINE_SFX(CHAN_24CB, NA_SE_EV_FISH_LEAP, 0x30, 0, 0, 0) +/* 0x286A */ DEFINE_SFX(CHAN_24DF, NA_SE_EV_KAKASHI_SWING, 0x30, 0, 0, 0) +/* 0x286B */ DEFINE_SFX(CHAN_24F0, NA_SE_EV_KAKASHI_ROLL, 0x30, 0, 0, 0) +/* 0x286C */ DEFINE_SFX(CHAN_2502, NA_SE_EV_BOTTLE_CAP_OPEN, 0x30, 0, 0, 0) +/* 0x286D */ DEFINE_SFX(CHAN_250E, NA_SE_EV_JABJAB_BREATHE, 0x30, 3, 0, SFX_FLAG_11) +/* 0x286E */ DEFINE_SFX(CHAN_2531, NA_SE_EV_SPIRIT_STONE, 0x30, 0, 0, 0) +/* 0x286F */ DEFINE_SFX(CHAN_2554, NA_SE_EV_TRIFORCE_FLASH, 0x30, 3, 0, 0) +/* 0x2870 */ DEFINE_SFX(CHAN_256B, NA_SE_EV_FALL_DOWN_DIRT, 0x30, 0, 0, 0) +/* 0x2871 */ DEFINE_SFX(CHAN_2582, NA_SE_EV_NAVY_FLY, 0x30, 0, 0, 0) +/* 0x2872 */ DEFINE_SFX(CHAN_2597, NA_SE_EV_NAVY_CRASH, 0x30, 0, 0, 0) +/* 0x2873 */ DEFINE_SFX(CHAN_25C6, NA_SE_EV_WOOD_HIT, 0x30, 0, 0, 0) +/* 0x2874 */ DEFINE_SFX(CHAN_25D4, NA_SE_EV_SCOOPUP_WATER, 0x30, 0, 0, 0) +/* 0x2875 */ DEFINE_SFX(CHAN_25FF, NA_SE_EV_DROP_FALL, 0x30, 0, 0, 0) +/* 0x2876 */ DEFINE_SFX(CHAN_2619, NA_SE_EV_WOOD_GEAR, 0x30, 2, 0, 0) +/* 0x2877 */ DEFINE_SFX(CHAN_262A, NA_SE_EV_TREE_SWING, 0x30, 0, 0, 0) +/* 0x2878 */ DEFINE_SFX(CHAN_264B, NA_SE_EV_HORSE_RUN_LEVEL, 0x30, 0, 0, 0) +/* 0x2879 */ DEFINE_SFX(CHAN_2656, NA_SE_EV_ELEVATOR_MOVE2, 0x30, 2, 0, 0) +/* 0x287A */ DEFINE_SFX(CHAN_2667, NA_SE_EV_ELEVATOR_STOP, 0x30, 2, 0, 0) +/* 0x287B */ DEFINE_SFX(CHAN_2691, NA_SE_EV_TRE_BOX_APPEAR, 0x30, 2, 0, 0) +/* 0x287C */ DEFINE_SFX(CHAN_26CF, NA_SE_EV_CHAIN_KEY_UNLOCK, 0x40, 0, 0, 0) +/* 0x287D */ DEFINE_SFX(CHAN_26E9, NA_SE_EV_SPINE_TRAP_MOVE, 0x1C, 0, 0, 0) +/* 0x287E */ DEFINE_SFX(CHAN_2700, NA_SE_EV_HEALING, 0x30, 0, 0, 0) +/* 0x287F */ DEFINE_SFX(CHAN_272F, NA_SE_EV_GREAT_FAIRY_APPEAR, 0x30, 0, 0, 0) +/* 0x2880 */ DEFINE_SFX(CHAN_274E, NA_SE_EV_GREAT_FAIRY_VANISH, 0x30, 0, 0, 0) +/* 0x2881 */ DEFINE_SFX(CHAN_2752, NA_SE_EV_RED_EYE, 0x30, 0, 0, 0) +/* 0x2882 */ DEFINE_SFX(CHAN_2764, NA_SE_EV_ROLL_STAND_2, 0x30, 0, 0, 0) +/* 0x2883 */ DEFINE_SFX(CHAN_2776, NA_SE_EV_WALL_SLIDE, 0x30, 0, 0, 0) +/* 0x2884 */ DEFINE_SFX(CHAN_278C, NA_SE_EV_TRE_BOX_FLASH, 0x30, 0, 0, 0) +/* 0x2885 */ DEFINE_SFX(CHAN_279F, NA_SE_EV_WINDMILL_LEVEL, 0x60, 0, 0, SFX_FLAG_9) +/* 0x2886 */ DEFINE_SFX(CHAN_27B0, NA_SE_EV_GOTO_HEAVEN, 0x30, 0, 0, SFX_FLAG_11) +/* 0x2887 */ DEFINE_SFX(CHAN_27DD, NA_SE_EV_POT_BROKEN, 0x30, 0, 0, 0) +/* 0x2888 */ DEFINE_SFX(CHAN_27F0, NA_SE_PL_PUT_DOWN_POT, 0x30, 0, 0, 0) +/* 0x2889 */ DEFINE_SFX(CHAN_06CD, NA_SE_EV_DIVE_INTO_WATER, 0x30, 0, 0, 0) +/* 0x288A */ DEFINE_SFX(CHAN_06E1, NA_SE_EV_JUMP_OUT_WATER, 0x30, 0, 0, 0) +/* 0x288B */ DEFINE_SFX(CHAN_27FC, NA_SE_EV_GOD_FLYING, 0x30, 3, 0, 0) +/* 0x288C */ DEFINE_SFX(CHAN_2829, NA_SE_EV_TRIFORCE, 0x30, 0, 0, 0) +/* 0x288D */ DEFINE_SFX(CHAN_2848, NA_SE_EV_AURORA, 0x30, 0, 0, 0) +/* 0x288E */ DEFINE_SFX(CHAN_2862, NA_SE_EV_DEKU_DEATH, 0x30, 0, 0, 0) +/* 0x288F */ DEFINE_SFX(CHAN_288B, NA_SE_EV_BUYOSTAND_RISING, 0x30, 3, 0, 0) +/* 0x2890 */ DEFINE_SFX(CHAN_28B4, NA_SE_EV_BUYOSTAND_FALL, 0x30, 3, 0, 0) +/* 0x2891 */ DEFINE_SFX(CHAN_28BC, NA_SE_EV_BUYOSHUTTER_OPEN, 0x30, 0, 0, SFX_FLAG_13) +/* 0x2892 */ DEFINE_SFX(CHAN_28DC, NA_SE_EV_BUYOSHUTTER_CLOSE, 0x30, 0, 0, SFX_FLAG_13) +/* 0x2893 */ DEFINE_SFX(CHAN_28E0, NA_SE_EV_STONEDOOR_STOP, 0x30, 3, 0, 0) +/* 0x2894 */ DEFINE_SFX(CHAN_28E7, NA_SE_EV_S_STONE_REVIVAL, 0x30, 0, 0, 0) +/* 0x2895 */ DEFINE_SFX(CHAN_2933, NA_SE_EV_MEDAL_APPEAR_S, 0x30, 0, 0, 0) +/* 0x2896 */ DEFINE_SFX(CHAN_2951, NA_SE_EV_HUMAN_BOUND, 0x30, 0, 2, 0) +/* 0x2897 */ DEFINE_SFX(CHAN_296A, NA_SE_EV_MEDAL_APPEAR_L, 0x30, 0, 0, 0) +/* 0x2898 */ DEFINE_SFX(CHAN_298E, NA_SE_EV_EARTHQUAKE, 0x30, 0, 0, 0) +/* 0x2899 */ DEFINE_SFX(CHAN_29C5, NA_SE_EV_SHUT_BY_CRYSTAL, 0x30, 0, 0, 0) +/* 0x289A */ DEFINE_SFX(CHAN_29F0, NA_SE_EV_GOD_LIGHTBALL_2, 0x30, 0, 0, 0) +/* 0x289B */ DEFINE_SFX(CHAN_2A15, NA_SE_EV_RUN_AROUND, 0x30, 0, 0, 0) +/* 0x289C */ DEFINE_SFX(CHAN_2A15, NA_SE_EV_CONSENTRATION, 0x30, 0, 0, SFX_FLAG_11) +/* 0x289D */ DEFINE_SFX(CHAN_2A5C, NA_SE_EV_TIMETRIP_LIGHT, 0x30, 0, 0, SFX_FLAG_11) +/* 0x289E */ DEFINE_SFX(CHAN_2A97, NA_SE_EV_BUYOSTAND_STOP_A, 0x30, 2, 0, 0) +/* 0x289F */ DEFINE_SFX(CHAN_2AB2, NA_SE_EV_BUYOSTAND_STOP_U, 0x30, 3, 0, 0) +/* 0x28A0 */ DEFINE_SFX(CHAN_2ACC, NA_SE_EV_OBJECT_FALL, 0x30, 0, 0, 0) +/* 0x28A1 */ DEFINE_SFX(CHAN_2AE4, NA_SE_EV_JUMP_CONC, 0x30, 0, 0, 0) +/* 0x28A2 */ DEFINE_SFX(CHAN_2AEB, NA_SE_EV_ICE_MELT, 0x30, 0, 0, 0) +/* 0x28A3 */ DEFINE_SFX(CHAN_2B10, NA_SE_EV_FIRE_PILLAR_S, 0x30, 0, 0, 0) +/* 0x28A4 */ DEFINE_SFX(CHAN_2B14, NA_SE_EV_BLOCK_RISING, 0x20, 3, 0, 0) +/* 0x28A5 */ DEFINE_SFX(CHAN_2B2A, NA_SE_EV_NABALL_VANISH, 0x30, 0, 0, 0) +/* 0x28A6 */ DEFINE_SFX(CHAN_2B49, NA_SE_EV_SARIA_MELODY, 0x30, 0, 0, SFX_FLAG_15) +/* 0x28A7 */ DEFINE_SFX(CHAN_2B61, NA_SE_EV_LINK_WARP_OUT, 0x30, 0, 0, 0) +/* 0x28A8 */ DEFINE_SFX(CHAN_2B75, NA_SE_EV_FIATY_HEAL, 0x30, 0, 0, 0) +/* 0x28A9 */ DEFINE_SFX(CHAN_2BB0, NA_SE_EV_CHAIN_KEY_UNLOCK_B, 0x30, 0, 0, 0) +/* 0x28AA */ DEFINE_SFX(CHAN_2BD2, NA_SE_EV_WOODBOX_BREAK, 0x30, 2, 0, 0) +/* 0x28AB */ DEFINE_SFX(CHAN_2BE1, NA_SE_EV_PUT_DOWN_WOODBOX, 0x30, 0, 0, 0) +/* 0x28AC */ DEFINE_SFX(CHAN_2BEE, NA_SE_EV_LAND_DIRT, 0x30, 0, 0, 0) +/* 0x28AD */ DEFINE_SFX(CHAN_2BF5, NA_SE_EV_FLOOR_ROLLING, 0x30, 0, 0, 0) +/* 0x28AE */ DEFINE_SFX(CHAN_2BFE, NA_SE_EV_DOG_CRY_EVENING, 0x30, 0, 0, 0) +/* 0x28AF */ DEFINE_SFX(CHAN_2C0D, NA_SE_EV_JABJAB_HICCUP, 0x30, 0, 0, 0) +/* 0x28B0 */ DEFINE_SFX(CHAN_0F8D, NA_SE_EV_NALE_MAGIC, 0x30, 0, 0, 0) +/* 0x28B1 */ DEFINE_SFX(CHAN_2C19, NA_SE_EV_FROG_JUMP, 0x30, 0, 0, 0) +/* 0x28B2 */ DEFINE_SFX(CHAN_2C38, NA_SE_EV_ICE_FREEZE, 0x30, 3, 0, 0) +/* 0x28B3 */ DEFINE_SFX(CHAN_2C54, NA_SE_EV_BURNING, 0x60, 3, 0, 0) +/* 0x28B4 */ DEFINE_SFX(CHAN_2C75, NA_SE_EV_WOODPLATE_BOUND, 0x30, 0, 2, 0) +/* 0x28B5 */ DEFINE_SFX(CHAN_2C85, NA_SE_EV_GORON_WATER_DROP, 0x30, 0, 0, SFX_FLAG_13) +/* 0x28B6 */ DEFINE_SFX(CHAN_2C99, NA_SE_EV_JABJAB_GROAN, 0x30, 0, 0, 0) +/* 0x28B7 */ DEFINE_SFX(CHAN_2CAF, NA_SE_EV_DARUMA_VANISH, 0x30, 1, 0, 0) +/* 0x28B8 */ DEFINE_SFX(CHAN_2CBB, NA_SE_EV_BIGBALL_ROLL, 0x30, 0, 0, 0) +/* 0x28B9 */ DEFINE_SFX(CHAN_2CD6, NA_SE_EV_ELEVATOR_MOVE3, 0x30, 0, 0, 0) +/* 0x28BA */ DEFINE_SFX(CHAN_2CF0, NA_SE_EV_DIAMOND_SWITCH, 0x30, 2, 0, 0) +/* 0x28BB */ DEFINE_SFX(CHAN_2CF6, NA_SE_EV_FLAME_OF_FIRE, 0x30, 3, 0, 0) +/* 0x28BC */ DEFINE_SFX(CHAN_2CFE, NA_SE_EV_RAINBOW_SHOWER, 0x30, 0, 0, 0) +/* 0x28BD */ DEFINE_SFX(CHAN_2D13, NA_SE_EV_FLYING_AIR, 0x30, 0, 0, 0) +/* 0x28BE */ DEFINE_SFX(CHAN_2D36, NA_SE_EV_PASS_AIR, 0x30, 0, 0, 0) +/* 0x28BF */ DEFINE_SFX(CHAN_2D4E, NA_SE_EV_COME_UP_DEKU_JR, 0x30, 0, 0, 0) +/* 0x28C0 */ DEFINE_SFX(CHAN_2D63, NA_SE_EV_SAND_STORM, 0x30, 0, 0, 0) +/* 0x28C1 */ DEFINE_SFX(CHAN_2D85, NA_SE_EV_TRIFORCE_MARK, 0x30, 0, 0, 0) +/* 0x28C2 */ DEFINE_SFX(CHAN_2D9D, NA_SE_EV_GRAVE_EXPLOSION, 0xA0, 3, 0, 0) +/* 0x28C3 */ DEFINE_SFX(CHAN_06F2, NA_SE_EV_LURE_MOVE_W, 0x30, 0, 0, 0) +/* 0x28C4 */ DEFINE_SFX(CHAN_0989, NA_SE_EV_POT_MOVE_START, 0x30, 0, 0, 0) +/* 0x28C5 */ DEFINE_SFX(CHAN_2DA9, NA_SE_EV_DIVE_INTO_WATER_L, 0x30, 0, 0, 0) +/* 0x28C6 */ DEFINE_SFX(CHAN_2DAD, NA_SE_EV_OUT_OF_WATER_L, 0x30, 0, 0, 0) +/* 0x28C7 */ DEFINE_SFX(CHAN_2DC3, NA_SE_EV_GANON_MANTLE, 0x30, 0, 0, 0) +/* 0x28C8 */ DEFINE_SFX(CHAN_2DD1, NA_SE_EV_DIG_UP, 0x30, 0, 0, 0) +/* 0x28C9 */ DEFINE_SFX(CHAN_2BDE, NA_SE_EV_WOOD_BOUND, 0x30, 0, 0, 0) +/* 0x28CA */ DEFINE_SFX(CHAN_2DD8, NA_SE_EV_WATER_BUBBLE, 0x30, 0, 3, 0) +/* 0x28CB */ DEFINE_SFX(CHAN_2DE4, NA_SE_EV_ICE_BROKEN, 0x30, 2, 0, 0) +/* 0x28CC */ DEFINE_SFX(CHAN_2DFC, NA_SE_EV_FROG_GROW_UP, 0x30, 2, 0, 0) +/* 0x28CD */ DEFINE_SFX(CHAN_2E14, NA_SE_EV_WATER_CONVECTION, 0x30, 0, 0, 0) +/* 0x28CE */ DEFINE_SFX(CHAN_2E1D, NA_SE_EV_GROUND_GATE_OPEN, 0x30, 3, 0, 0) +/* 0x28CF */ DEFINE_SFX(CHAN_2E29, NA_SE_EV_FACE_BREAKDOWN, 0x30, 3, 0, 0) +/* 0x28D0 */ DEFINE_SFX(CHAN_2E30, NA_SE_EV_FACE_EXPLOSION, 0x30, 0, 0, 0) +/* 0x28D1 */ DEFINE_SFX(CHAN_2E37, NA_SE_EV_FACE_CRUMBLE_SLOW, 0x30, 3, 2, SFX_FLAG_14) +/* 0x28D2 */ DEFINE_SFX(CHAN_2E3E, NA_SE_EV_ROUND_TRAP_MOVE, 0x30, 0, 0, 0) +/* 0x28D3 */ DEFINE_SFX(CHAN_5C64, NA_SE_EV_HIT_SOUND, 0x30, 0, 0, 0) +/* 0x28D4 */ DEFINE_SFX(CHAN_2E4F, NA_SE_EV_ICE_SWING, 0x30, 0, 0, 0) +/* 0x28D5 */ DEFINE_SFX(CHAN_2E5B, NA_SE_EV_DOWN_TO_GROUND, 0x30, 0, 0, 0) +/* 0x28D6 */ DEFINE_SFX(CHAN_2E60, NA_SE_EV_KENJA_ENVIROMENT_0, 0x30, 0, 0, 0) +/* 0x28D7 */ DEFINE_SFX(CHAN_2E6E, NA_SE_EV_KENJA_ENVIROMENT_1, 0x30, 0, 0, 0) +/* 0x28D8 */ DEFINE_SFX(CHAN_2E86, NA_SE_EV_SMALL_DOG_BARK, 0x80, 0, 0, 0) +/* 0x28D9 */ DEFINE_SFX(CHAN_2E92, NA_SE_EV_ZELDA_POWER, 0x60, 0, 0, 0) +/* 0x28DA */ DEFINE_SFX(CHAN_2EB6, NA_SE_EV_RAIN, 0x90, 0, 0, 0) +/* 0x28DB */ DEFINE_SFX(CHAN_2ECF, NA_SE_EV_IRON_DOOR_OPEN, 0x30, 0, 0, 0) +/* 0x28DC */ DEFINE_SFX(CHAN_2EDB, NA_SE_EV_IRON_DOOR_CLOSE, 0x30, 0, 0, 0) +/* 0x28DD */ DEFINE_SFX(CHAN_2EE7, NA_SE_EV_WHIRLPOOL, 0x30, 0, 0, 0) +/* 0x28DE */ DEFINE_SFX(CHAN_2EEE, NA_SE_EV_TOWER_PARTS_BROKEN, 0x60, 3, 3, 0) +/* 0x28DF */ DEFINE_SFX(CHAN_2F1A, NA_SE_EV_COW_CRY, 0x30, 0, 0, 0) +/* 0x28E0 */ DEFINE_SFX(CHAN_2F26, NA_SE_EV_METAL_BOX_BOUND, 0x30, 0, 0, 0) +/* 0x28E1 */ DEFINE_SFX(CHAN_2F43, NA_SE_EV_ELECTRIC_EXPLOSION, 0x30, 3, 0, 0) +/* 0x28E2 */ DEFINE_SFX(CHAN_2D4E, NA_SE_EV_HEAVY_THROW, 0x30, 3, 0, 0) +/* 0x28E3 */ DEFINE_SFX(CHAN_2F4A, NA_SE_EV_FROG_CRY_0, 0x30, 0, 0, 0) +/* 0x28E4 */ DEFINE_SFX(CHAN_2F60, NA_SE_EV_FROG_CRY_1, 0x30, 0, 0, 0) +/* 0x28E5 */ DEFINE_SFX(CHAN_2F76, NA_SE_EV_COW_CRY_LV, 0x30, 0, 0, 0) +/* 0x28E6 */ DEFINE_SFX(CHAN_2FB8, NA_SE_EV_RONRON_DOOR_CLOSE, 0x30, 0, 0, 0) +/* 0x28E7 */ DEFINE_SFX(CHAN_2FC5, NA_SE_EV_BUTTERFRY_TO_FAIRY, 0x30, 0, 0, 0) +/* 0x28E8 */ DEFINE_SFX(CHAN_5E6B, NA_SE_EV_FIVE_COUNT_LUPY, 0xA0, 0, 0, SFX_FLAG_11) +/* 0x28E9 */ DEFINE_SFX(CHAN_2FEA, NA_SE_EV_STONE_GROW_UP, 0x30, 0, 0, 0) +/* 0x28EA */ DEFINE_SFX(CHAN_2FFC, NA_SE_EV_STONE_LAUNCH, 0x30, 0, 0, 0) +/* 0x28EB */ DEFINE_SFX(CHAN_1B14, NA_SE_EV_STONE_ROLLING, 0x30, 0, 0, 0) +/* 0x28EC */ DEFINE_SFX(CHAN_3002, NA_SE_EV_TOGE_STICK_ROLLING, 0x30, 2, 0, 0) +/* 0x28ED */ DEFINE_SFX(CHAN_300F, NA_SE_EV_TOWER_ENERGY, 0x30, 0, 0, 0) +/* 0x28EE */ DEFINE_SFX(CHAN_303C, NA_SE_EV_TOWER_BARRIER, 0x30, 3, 0, 0) +/* 0x28EF */ DEFINE_SFX(CHAN_3081, NA_SE_EV_CHIBI_WALK, 0x20, 0, 0, 0) +/* 0x28F0 */ DEFINE_SFX(CHAN_308F, NA_SE_EV_KNIGHT_WALK, 0x30, 0, 0, 0) +/* 0x28F1 */ DEFINE_SFX(CHAN_30AB, NA_SE_EV_PILLAR_MOVE_STOP, 0x30, 0, 0, 0) +/* 0x28F2 */ DEFINE_SFX(CHAN_2D4E, NA_SE_EV_ERUPTION_CLOUD, 0x30, 0, 0, 0) +/* 0x28F3 */ DEFINE_SFX(CHAN_2F4A, NA_SE_EV_LINK_WARP_OUT_LV, 0x30, 0, 0, 0) +/* 0x28F4 */ DEFINE_SFX(CHAN_2F60, NA_SE_EV_LINK_WARP_IN, 0x30, 0, 0, 0) +/* 0x28F5 */ DEFINE_SFX(CHAN_2F76, NA_SE_EV_OCARINA_BMELO_0, 0x30, 0, 0, 0) +/* 0x28F6 */ DEFINE_SFX(CHAN_2FB8, NA_SE_EV_OCARINA_BMELO_1, 0x30, 0, 0, 0) +/* 0x28F7 */ DEFINE_SFX(CHAN_2FC5, NA_SE_EV_EXPLOSION_FOR_RENZOKU, 0x30, 0, 0, 0) diff --git a/include/tables/sfx/itembank_table.h b/include/tables/sfx/itembank_table.h index 64eabe266..53f2ffadb 100644 --- a/include/tables/sfx/itembank_table.h +++ b/include/tables/sfx/itembank_table.h @@ -2,95 +2,94 @@ * Sfx Item Bank * * DEFINE_SFX should be used for all sfx define in the item bank from sequence 0 + * - Argument 0: Channel name for sequence 0 * - Argument 1: Enum value for this sfx * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance * - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3) * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3) * - Argument 5: Various flags to add properties to the sfx - * - * 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, SFX_FLAG_15) -/* 0x1801 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING, 0x30, 0, 1, 0) -/* 0x1802 */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY, 0x30, 0, 0, 0) -/* 0x1803 */ DEFINE_SFX(NA_SE_IT_SWORD_PICKOUT, 0x30, 0, 0, 0) -/* 0x1804 */ DEFINE_SFX(NA_SE_IT_ARROW_SHOT, 0x30, 0, 1, SFX_FLAG_10) -/* 0x1805 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_THROW, 0x30, 0, 1, SFX_FLAG_10) -/* 0x1806 */ DEFINE_SFX(NA_SE_IT_SHIELD_BOUND, 0x60, 3, 2, 0) -/* 0x1807 */ DEFINE_SFX(NA_SE_IT_BOW_DRAW, 0x30, 0, 1, SFX_FLAG_10) -/* 0x1808 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_SW, 0x80, 3, 1, 0) -/* 0x1809 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_HRAD, 0x30, 0, 0, 0) -/* 0x180A */ DEFINE_SFX(NA_SE_IT_HAMMER_HIT, 0x30, 0, 1, 0) -/* 0x180B */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_CHAIN, 0x30, 0, 0, SFX_FLAG_10) -/* 0x180C */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG, 0x30, 1, 0, SFX_FLAG_10) -/* 0x180D */ DEFINE_SFX(NA_SE_IT_BOMB_IGNIT, 0x50, 0, 0, 0) -/* 0x180E */ DEFINE_SFX(NA_SE_IT_BOMB_EXPLOSION, 0x90, 2, 0, 0) -/* 0x180F */ DEFINE_SFX(NA_SE_IT_BOMB_UNEXPLOSION, 0x50, 2, 0, 0) -/* 0x1810 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, SFX_FLAG_10) -/* 0x1811 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE, 0x40, 2, 0, 0) -/* 0x1812 */ DEFINE_SFX(NA_SE_IT_HAMMER_SWING, 0x30, 0, 1, 0) +/* 0x1800 */ DEFINE_SFX(CHAN_0F83, NA_SE_IT_SWORD_IMPACT, 0x30, 0, 1, SFX_FLAG_15) +/* 0x1801 */ DEFINE_SFX(CHAN_0F8D, NA_SE_IT_SWORD_SWING, 0x30, 0, 1, 0) +/* 0x1802 */ DEFINE_SFX(CHAN_0F9B, NA_SE_IT_SWORD_PUTAWAY, 0x30, 0, 0, 0) +/* 0x1803 */ DEFINE_SFX(CHAN_0FA5, NA_SE_IT_SWORD_PICKOUT, 0x30, 0, 0, 0) +/* 0x1804 */ DEFINE_SFX(CHAN_0FAF, NA_SE_IT_ARROW_SHOT, 0x30, 0, 1, SFX_FLAG_10) +/* 0x1805 */ DEFINE_SFX(CHAN_0FB9, NA_SE_IT_BOOMERANG_THROW, 0x30, 0, 1, SFX_FLAG_10) +/* 0x1806 */ DEFINE_SFX(CHAN_0FCB, NA_SE_IT_SHIELD_BOUND, 0x60, 3, 2, 0) +/* 0x1807 */ DEFINE_SFX(CHAN_0FDB, NA_SE_IT_BOW_DRAW, 0x30, 0, 1, SFX_FLAG_10) +/* 0x1808 */ DEFINE_SFX(CHAN_0FE9, NA_SE_IT_SHIELD_REFLECT_SW, 0x80, 3, 1, 0) +/* 0x1809 */ DEFINE_SFX(CHAN_1001, NA_SE_IT_ARROW_STICK_HRAD, 0x30, 0, 0, 0) +/* 0x180A */ DEFINE_SFX(CHAN_100B, NA_SE_IT_HAMMER_HIT, 0x30, 0, 1, 0) +/* 0x180B */ DEFINE_SFX(CHAN_1022, NA_SE_IT_HOOKSHOT_CHAIN, 0x30, 0, 0, SFX_FLAG_10) +/* 0x180C */ DEFINE_SFX(CHAN_103A, NA_SE_IT_SHIELD_REFLECT_MG, 0x30, 1, 0, SFX_FLAG_10) +/* 0x180D */ DEFINE_SFX(CHAN_106A, NA_SE_IT_BOMB_IGNIT, 0x50, 0, 0, 0) +/* 0x180E */ DEFINE_SFX(CHAN_1076, NA_SE_IT_BOMB_EXPLOSION, 0x90, 2, 0, 0) +/* 0x180F */ DEFINE_SFX(CHAN_1085, NA_SE_IT_BOMB_UNEXPLOSION, 0x50, 2, 0, 0) +/* 0x1810 */ DEFINE_SFX(CHAN_10A2, NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, SFX_FLAG_10) +/* 0x1811 */ DEFINE_SFX(CHAN_10D2, NA_SE_IT_SWORD_STRIKE, 0x40, 2, 0, 0) +/* 0x1812 */ DEFINE_SFX(CHAN_10E6, NA_SE_IT_HAMMER_SWING, 0x30, 0, 1, 0) #if PLATFORM_N64 -/* 0x1813 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_REFLECT, 0x20, 0, 0, 0) +/* 0x1813 */ DEFINE_SFX(CHAN_10F4, NA_SE_IT_HOOKSHOT_REFLECT, 0x20, 0, 0, 0) #else -/* 0x1813 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_REFLECT, 0x30, 0, 0, 0) +/* 0x1813 */ DEFINE_SFX(CHAN_10F4, NA_SE_IT_HOOKSHOT_REFLECT, 0x30, 0, 0, 0) #endif -/* 0x1814 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_CRE, 0x30, 0, 0, 0) -/* 0x1815 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_OBJ, 0x34, 0, 0, 0) -/* 0x1816 */ DEFINE_SFX(NA_SE_IT_DUMMY, 0x30, 0, 0, 0) -/* 0x1817 */ DEFINE_SFX(NA_SE_IT_DUMMY2, 0x30, 0, 0, 0) -/* 0x1818 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING_HARD, 0x30, 0, 0, 0) -/* 0x1819 */ DEFINE_SFX(NA_SE_IT_DUMMY3, 0x30, 0, 0, 0) -/* 0x181A */ DEFINE_SFX(NA_SE_IT_WALL_HIT_HARD, 0x40, 0, 0, 0) -/* 0x181B */ DEFINE_SFX(NA_SE_IT_WALL_HIT_SOFT, 0x30, 0, 0, 0) -/* 0x181C */ DEFINE_SFX(NA_SE_IT_STONE_HIT, 0x30, 0, 0, 0) -/* 0x181D */ DEFINE_SFX(NA_SE_IT_WOODSTICK_BROKEN, 0x30, 0, 0, 0) -/* 0x181E */ DEFINE_SFX(NA_SE_IT_LASH, 0x30, 0, 2, 0) -/* 0x181F */ DEFINE_SFX(NA_SE_IT_SHIELD_POSTURE, 0x30, 0, 1, 0) -/* 0x1820 */ DEFINE_SFX(NA_SE_IT_SLING_SHOT, 0x30, 0, 0, SFX_FLAG_10) -/* 0x1821 */ DEFINE_SFX(NA_SE_IT_SLING_DRAW, 0x20, 0, 0, SFX_FLAG_10) -/* 0x1822 */ DEFINE_SFX(NA_SE_IT_SWORD_CHARGE, 0x30, 0, 0, 0) -/* 0x1823 */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT, 0x30, 0, 0, 0) -/* 0x1824 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE_HARD, 0x30, 0, 0, 0) -/* 0x1825 */ DEFINE_SFX(NA_SE_IT_SLING_REFLECT, 0x30, 0, 0, 0) -/* 0x1826 */ DEFINE_SFX(NA_SE_IT_SHIELD_REMOVE, 0x30, 0, 0, 0) -/* 0x1827 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_READY, 0x30, 0, 0, SFX_FLAG_10) -/* 0x1828 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_RECEIVE, 0x30, 0, 0, SFX_FLAG_10) -/* 0x1829 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_STICK_OBJ, 0x60, 3, 1, 0) -/* 0x182A */ DEFINE_SFX(NA_SE_IT_SWORD_REFLECT_MG, 0x30, 1, 0, 0) -/* 0x182B */ DEFINE_SFX(NA_SE_IT_DEKU, 0x30, 1, 0, SFX_FLAG_10) -/* 0x182C */ DEFINE_SFX(NA_SE_IT_WALL_HIT_BUYO, 0x30, 0, 0, 0) -/* 0x182D */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY_STN, 0x30, 0, 0, 0) -/* 0x182E */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV1, 0xA0, 2, 0, 0) -/* 0x182F */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV2, 0xA0, 2, 0, 0) -/* 0x1830 */ DEFINE_SFX(NA_SE_IT_BOW_FLICK, 0x30, 0, 0, SFX_FLAG_10) -/* 0x1831 */ DEFINE_SFX(NA_SE_IT_BOMBCHU_MOVE, 0x30, 0, 0, 0) -/* 0x1832 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV1, 0x60, 0, 0, 0) -/* 0x1833 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV2, 0x60, 0, 0, 0) -/* 0x1834 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV3, 0x60, 0, 0, 0) -/* 0x1835 */ DEFINE_SFX(NA_SE_IT_SLING_FLICK, 0x30, 0, 0, SFX_FLAG_10) -/* 0x1836 */ DEFINE_SFX(NA_SE_IT_SWORD_STICK_STN, 0x30, 0, 0, 0) -/* 0x1837 */ DEFINE_SFX(NA_SE_IT_REFLECTION_WOOD, 0x60, 1, 2, 0) -/* 0x1838 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG2, 0x30, 0, 0, 0) -/* 0x1839 */ DEFINE_SFX(NA_SE_IT_MAGIC_ARROW_SHOT, 0x30, 0, 0, 0) -/* 0x183A */ DEFINE_SFX(NA_SE_IT_EXPLOSION_FRAME, 0x60, 3, 0, SFX_FLAG_15) -/* 0x183B */ DEFINE_SFX(NA_SE_IT_EXPLOSION_ICE, 0x60, 3, 0, SFX_FLAG_15) -/* 0x183C */ DEFINE_SFX(NA_SE_IT_EXPLOSION_LIGHT, 0x60, 3, 0, SFX_FLAG_15) -/* 0x183D */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_SLOW, 0x30, 0, 0, SFX_FLAG_14) -/* 0x183E */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_HIGH, 0x30, 0, 0, SFX_FLAG_14) -/* 0x183F */ DEFINE_SFX(NA_SE_IT_PULL_FISHING_ROD, 0x30, 0, 1, 0) -/* 0x1840 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_PASS, 0x80, 3, 0, 0) -/* 0x1841 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_DASH, 0x80, 3, 0, 0) -/* 0x1842 */ DEFINE_SFX(NA_SE_IT_DM_RING_EXPLOSION, 0x30, 3, 0, 0) -/* 0x1843 */ DEFINE_SFX(NA_SE_IT_DM_RING_GATHER, 0x30, 0, 0, 0) -/* 0x1844 */ DEFINE_SFX(NA_SE_IT_INGO_HORSE_NEIGH, 0x30, 0, 1, 0) -/* 0x1845 */ DEFINE_SFX(NA_SE_IT_EARTHQUAKE, 0x30, 0, 0, 0) -/* 0x1846 */ DEFINE_SFX(NA_SE_IT_DUMMY4, 0x30, 0, 0, 0) -/* 0x1847 */ DEFINE_SFX(NA_SE_IT_KAKASHI_JUMP, 0x30, 0, 0, 0) -/* 0x1848 */ DEFINE_SFX(NA_SE_IT_FLAME, 0x30, 0, 0, 0) -/* 0x1849 */ DEFINE_SFX(NA_SE_IT_SHIELD_BEAM, 0x30, 0, 0, 0) -/* 0x184A */ DEFINE_SFX(NA_SE_IT_FISHING_HIT, 0x30, 0, 0, 0) -/* 0x184B */ DEFINE_SFX(NA_SE_IT_GOODS_APPEAR, 0x30, 0, 0, 0) -/* 0x184C */ DEFINE_SFX(NA_SE_IT_MAJIN_SWORD_BROKEN, 0x80, 0, 0, 0) -/* 0x184D */ DEFINE_SFX(NA_SE_IT_HAND_CLAP, 0x30, 0, 0, 0) -/* 0x184E */ DEFINE_SFX(NA_SE_IT_MASTER_SWORD_SWING, 0x30, 0, 0, 0) -/* 0x184F */ DEFINE_SFX(NA_SE_IT_DUMMY5, 0x30, 0, 0, 0) +/* 0x1814 */ DEFINE_SFX(CHAN_110B, NA_SE_IT_ARROW_STICK_CRE, 0x30, 0, 0, 0) +/* 0x1815 */ DEFINE_SFX(CHAN_1120, NA_SE_IT_ARROW_STICK_OBJ, 0x34, 0, 0, 0) +/* 0x1816 */ DEFINE_SFX(CHAN_1123, NA_SE_IT_DUMMY, 0x30, 0, 0, 0) +/* 0x1817 */ DEFINE_SFX(CHAN_1146, NA_SE_IT_DUMMY2, 0x30, 0, 0, 0) +/* 0x1818 */ DEFINE_SFX(CHAN_1169, NA_SE_IT_SWORD_SWING_HARD, 0x30, 0, 0, 0) +/* 0x1819 */ DEFINE_SFX(CHAN_1E10, NA_SE_IT_DUMMY3, 0x30, 0, 0, 0) +/* 0x181A */ DEFINE_SFX(CHAN_1187, NA_SE_IT_WALL_HIT_HARD, 0x40, 0, 0, 0) +/* 0x181B */ DEFINE_SFX(CHAN_119A, NA_SE_IT_WALL_HIT_SOFT, 0x30, 0, 0, 0) +/* 0x181C */ DEFINE_SFX(CHAN_11B3, NA_SE_IT_STONE_HIT, 0x30, 0, 0, 0) +/* 0x181D */ DEFINE_SFX(CHAN_11C4, NA_SE_IT_WOODSTICK_BROKEN, 0x30, 0, 0, 0) +/* 0x181E */ DEFINE_SFX(CHAN_11D5, NA_SE_IT_LASH, 0x30, 0, 2, 0) +/* 0x181F */ DEFINE_SFX(CHAN_11E8, NA_SE_IT_SHIELD_POSTURE, 0x30, 0, 1, 0) +/* 0x1820 */ DEFINE_SFX(CHAN_1208, NA_SE_IT_SLING_SHOT, 0x30, 0, 0, SFX_FLAG_10) +/* 0x1821 */ DEFINE_SFX(CHAN_1216, NA_SE_IT_SLING_DRAW, 0x20, 0, 0, SFX_FLAG_10) +/* 0x1822 */ DEFINE_SFX(CHAN_1224, NA_SE_IT_SWORD_CHARGE, 0x30, 0, 0, 0) +/* 0x1823 */ DEFINE_SFX(CHAN_125A, NA_SE_IT_ROLLING_CUT, 0x30, 0, 0, 0) +/* 0x1824 */ DEFINE_SFX(CHAN_1271, NA_SE_IT_SWORD_STRIKE_HARD, 0x30, 0, 0, 0) +/* 0x1825 */ DEFINE_SFX(CHAN_128A, NA_SE_IT_SLING_REFLECT, 0x30, 0, 0, 0) +/* 0x1826 */ DEFINE_SFX(CHAN_12A0, NA_SE_IT_SHIELD_REMOVE, 0x30, 0, 0, 0) +/* 0x1827 */ DEFINE_SFX(CHAN_12C0, NA_SE_IT_HOOKSHOT_READY, 0x30, 0, 0, SFX_FLAG_10) +/* 0x1828 */ DEFINE_SFX(CHAN_12DA, NA_SE_IT_HOOKSHOT_RECEIVE, 0x30, 0, 0, SFX_FLAG_10) +/* 0x1829 */ DEFINE_SFX(CHAN_12F4, NA_SE_IT_HOOKSHOT_STICK_OBJ, 0x60, 3, 1, 0) +/* 0x182A */ DEFINE_SFX(CHAN_1316, NA_SE_IT_SWORD_REFLECT_MG, 0x30, 1, 0, 0) +/* 0x182B */ DEFINE_SFX(CHAN_132D, NA_SE_IT_DEKU, 0x30, 1, 0, SFX_FLAG_10) +/* 0x182C */ DEFINE_SFX(CHAN_1350, NA_SE_IT_WALL_HIT_BUYO, 0x30, 0, 0, 0) +/* 0x182D */ DEFINE_SFX(CHAN_1396, NA_SE_IT_SWORD_PUTAWAY_STN, 0x30, 0, 0, 0) +/* 0x182E */ DEFINE_SFX(CHAN_13A7, NA_SE_IT_ROLLING_CUT_LV1, 0xA0, 2, 0, 0) +/* 0x182F */ DEFINE_SFX(CHAN_13CA, NA_SE_IT_ROLLING_CUT_LV2, 0xA0, 2, 0, 0) +/* 0x1830 */ DEFINE_SFX(CHAN_13E8, NA_SE_IT_BOW_FLICK, 0x30, 0, 0, SFX_FLAG_10) +/* 0x1831 */ DEFINE_SFX(CHAN_13FE, NA_SE_IT_BOMBCHU_MOVE, 0x30, 0, 0, 0) +/* 0x1832 */ DEFINE_SFX(CHAN_1411, NA_SE_IT_SHIELD_CHARGE_LV1, 0x60, 0, 0, 0) +/* 0x1833 */ DEFINE_SFX(CHAN_145D, NA_SE_IT_SHIELD_CHARGE_LV2, 0x60, 0, 0, 0) +/* 0x1834 */ DEFINE_SFX(CHAN_1462, NA_SE_IT_SHIELD_CHARGE_LV3, 0x60, 0, 0, 0) +/* 0x1835 */ DEFINE_SFX(CHAN_1467, NA_SE_IT_SLING_FLICK, 0x30, 0, 0, SFX_FLAG_10) +/* 0x1836 */ DEFINE_SFX(CHAN_147C, NA_SE_IT_SWORD_STICK_STN, 0x30, 0, 0, 0) +/* 0x1837 */ DEFINE_SFX(CHAN_1493, NA_SE_IT_REFLECTION_WOOD, 0x60, 1, 2, 0) +/* 0x1838 */ DEFINE_SFX(CHAN_14B0, NA_SE_IT_SHIELD_REFLECT_MG2, 0x30, 0, 0, 0) +/* 0x1839 */ DEFINE_SFX(CHAN_14B9, NA_SE_IT_MAGIC_ARROW_SHOT, 0x30, 0, 0, 0) +/* 0x183A */ DEFINE_SFX(CHAN_14CA, NA_SE_IT_EXPLOSION_FRAME, 0x60, 3, 0, SFX_FLAG_15) +/* 0x183B */ DEFINE_SFX(CHAN_14E5, NA_SE_IT_EXPLOSION_ICE, 0x60, 3, 0, SFX_FLAG_15) +/* 0x183C */ DEFINE_SFX(CHAN_14F6, NA_SE_IT_EXPLOSION_LIGHT, 0x60, 3, 0, SFX_FLAG_15) +/* 0x183D */ DEFINE_SFX(CHAN_1505, NA_SE_IT_FISHING_REEL_SLOW, 0x30, 0, 0, SFX_FLAG_14) +/* 0x183E */ DEFINE_SFX(CHAN_1510, NA_SE_IT_FISHING_REEL_HIGH, 0x30, 0, 0, SFX_FLAG_14) +/* 0x183F */ DEFINE_SFX(CHAN_0FDB, NA_SE_IT_PULL_FISHING_ROD, 0x30, 0, 1, 0) +/* 0x1840 */ DEFINE_SFX(CHAN_151B, NA_SE_IT_DM_FLYING_GOD_PASS, 0x80, 3, 0, 0) +/* 0x1841 */ DEFINE_SFX(CHAN_154A, NA_SE_IT_DM_FLYING_GOD_DASH, 0x80, 3, 0, 0) +/* 0x1842 */ DEFINE_SFX(CHAN_157D, NA_SE_IT_DM_RING_EXPLOSION, 0x30, 3, 0, 0) +/* 0x1843 */ DEFINE_SFX(CHAN_15BB, NA_SE_IT_DM_RING_GATHER, 0x30, 0, 0, 0) +/* 0x1844 */ DEFINE_SFX(CHAN_190A, NA_SE_IT_INGO_HORSE_NEIGH, 0x30, 0, 1, 0) +/* 0x1845 */ DEFINE_SFX(CHAN_15BB, NA_SE_IT_EARTHQUAKE, 0x30, 0, 0, 0) +/* 0x1846 */ DEFINE_SFX(CHAN_15D0, NA_SE_IT_DUMMY4, 0x30, 0, 0, 0) +/* 0x1847 */ DEFINE_SFX(CHAN_15DF, NA_SE_IT_KAKASHI_JUMP, 0x30, 0, 0, 0) +/* 0x1848 */ DEFINE_SFX(CHAN_15F3, NA_SE_IT_FLAME, 0x30, 0, 0, 0) +/* 0x1849 */ DEFINE_SFX(CHAN_2848, NA_SE_IT_SHIELD_BEAM, 0x30, 0, 0, 0) +/* 0x184A */ DEFINE_SFX(CHAN_15FA, NA_SE_IT_FISHING_HIT, 0x30, 0, 0, 0) +/* 0x184B */ DEFINE_SFX(CHAN_1617, NA_SE_IT_GOODS_APPEAR, 0x30, 0, 0, 0) +/* 0x184C */ DEFINE_SFX(CHAN_1624, NA_SE_IT_MAJIN_SWORD_BROKEN, 0x80, 0, 0, 0) +/* 0x184D */ DEFINE_SFX(CHAN_163E, NA_SE_IT_HAND_CLAP, 0x30, 0, 0, 0) +/* 0x184E */ DEFINE_SFX(CHAN_1648, NA_SE_IT_MASTER_SWORD_SWING, 0x30, 0, 0, 0) +/* 0x184F */ DEFINE_SFX(CHAN_1085, NA_SE_IT_DUMMY5, 0x30, 0, 0, 0) diff --git a/include/tables/sfx/ocarinabank_table.h b/include/tables/sfx/ocarinabank_table.h index d10944fab..42448dd9e 100644 --- a/include/tables/sfx/ocarinabank_table.h +++ b/include/tables/sfx/ocarinabank_table.h @@ -2,19 +2,18 @@ * Sfx Ocarina Bank * * DEFINE_SFX should be used for all sfx define in the ocarina bank from sequence 0 + * - Argument 0: Channel name for sequence 0 * - Argument 1: Enum value for this sfx * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance * - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3) * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3) * - Argument 5: Various flags to add properties to the sfx - * - * 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) -/* 0x5801 */ DEFINE_SFX(NA_SE_OC_ABYSS, 0x30, 0, 0, SFX_FLAG_5) -/* 0x5802 */ DEFINE_SFX(NA_SE_OC_DOOR_OPEN, 0x30, 2, 1, SFX_FLAG_10 | SFX_FLAG_9) -/* 0x5803 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_IN, 0x30, 0, 0, 0) -/* 0x5804 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_OUT, 0x30, 0, 0, 0) -/* 0x5805 */ DEFINE_SFX(NA_SE_OC_SECRET_HOLE_OUT, 0x30, 0, 0, 0) -/* 0x5806 */ DEFINE_SFX(NA_SE_OC_REVENGE, 0x30, 0, 0, 0) -/* 0x5807 */ DEFINE_SFX(NA_SE_OC_HINT_MOVIE, 0x30, 0, 0, 0) +/* 0x5800 */ DEFINE_SFX(CHAN_5EF5, NA_SE_OC_OCARINA, 0x30, 0, 0, 0) +/* 0x5801 */ DEFINE_SFX(CHAN_5F69, NA_SE_OC_ABYSS, 0x30, 0, 0, SFX_FLAG_5) +/* 0x5802 */ DEFINE_SFX(CHAN_18C5, NA_SE_OC_DOOR_OPEN, 0x30, 2, 1, SFX_FLAG_10 | SFX_FLAG_9) +/* 0x5803 */ DEFINE_SFX(CHAN_5F65, NA_SE_OC_SECRET_WARP_IN, 0x30, 0, 0, 0) +/* 0x5804 */ DEFINE_SFX(CHAN_5F40, NA_SE_OC_SECRET_WARP_OUT, 0x30, 0, 0, 0) +/* 0x5805 */ DEFINE_SFX(CHAN_27AE, NA_SE_OC_SECRET_HOLE_OUT, 0x30, 0, 0, 0) +/* 0x5806 */ DEFINE_SFX(CHAN_5F96, NA_SE_OC_REVENGE, 0x30, 0, 0, 0) +/* 0x5807 */ DEFINE_SFX(CHAN_5EF5, NA_SE_OC_HINT_MOVIE, 0x30, 0, 0, 0) diff --git a/include/tables/sfx/playerbank_table.h b/include/tables/sfx/playerbank_table.h index 128ba0c48..efe161f90 100644 --- a/include/tables/sfx/playerbank_table.h +++ b/include/tables/sfx/playerbank_table.h @@ -2,235 +2,234 @@ * Sfx Player Bank * * DEFINE_SFX should be used for all sfx define in the player bank from sequence 0 + * - Argument 0: Channel name for sequence 0 * - Argument 1: Enum value for this sfx * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance * - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3) * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3) * - Argument 5: Various flags to add properties to the sfx - * - * WARNING: entries must align with the table defined for the player bank in sequence 0 */ -/* 0x800 */ DEFINE_SFX(NA_SE_PL_WALK_GROUND, 0x20, 0, 2, SFX_FLAG_10) -/* 0x801 */ DEFINE_SFX(NA_SE_PL_WALK_SAND, 0x20, 0, 2, SFX_FLAG_10) -/* 0x802 */ DEFINE_SFX(NA_SE_PL_WALK_CONCRETE, 0x20, 0, 2, SFX_FLAG_10) -/* 0x803 */ DEFINE_SFX(NA_SE_PL_WALK_DIRT, 0x20, 0, 2, SFX_FLAG_10) -/* 0x804 */ DEFINE_SFX(NA_SE_PL_WALK_WATER0, 0x20, 0, 1, SFX_FLAG_10) -/* 0x805 */ DEFINE_SFX(NA_SE_PL_WALK_WATER1, 0x20, 0, 1, SFX_FLAG_10) -/* 0x806 */ DEFINE_SFX(NA_SE_PL_WALK_WATER2, 0x20, 0, 1, SFX_FLAG_10) -/* 0x807 */ DEFINE_SFX(NA_SE_PL_WALK_MAGMA, 0x20, 0, 1, SFX_FLAG_10) -/* 0x808 */ DEFINE_SFX(NA_SE_PL_WALK_GRASS, 0x20, 0, 2, SFX_FLAG_10) -/* 0x809 */ DEFINE_SFX(NA_SE_PL_WALK_IRON, 0x20, 0, 1, SFX_FLAG_10) -/* 0x80A */ DEFINE_SFX(NA_SE_PL_WALK_LADDER, 0x20, 0, 2, SFX_FLAG_10) -/* 0x80B */ DEFINE_SFX(NA_SE_PL_WALK_GLASS, 0x20, 0, 0, SFX_FLAG_10) -/* 0x80C */ DEFINE_SFX(NA_SE_PL_WALK_WALL, 0x20, 0, 0, SFX_FLAG_10) -/* 0x80D */ DEFINE_SFX(NA_SE_PL_WALK_HEAVYBOOTS, 0x20, 0, 0, SFX_FLAG_10) -/* 0x80E */ DEFINE_SFX(NA_SE_PL_DUMMY_14, 0x20, 0, 0, SFX_FLAG_10) -/* 0x80F */ DEFINE_SFX(NA_SE_PL_WALK_ICE, 0x20, 0, 0, SFX_FLAG_10) -/* 0x810 */ DEFINE_SFX(NA_SE_PL_JUMP, 0x30, 0, 0, SFX_FLAG_10) -/* 0x811 */ DEFINE_SFX(NA_SE_PL_JUMP_SAND, 0x30, 0, 0, SFX_FLAG_10) -/* 0x812 */ DEFINE_SFX(NA_SE_PL_JUMP_CONCRETE, 0x30, 0, 0, SFX_FLAG_10) -/* 0x813 */ DEFINE_SFX(NA_SE_PL_JUMP_DIRT, 0x30, 0, 0, SFX_FLAG_10) -/* 0x814 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER0, 0x30, 0, 0, SFX_FLAG_10) -/* 0x815 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER1, 0x30, 0, 0, SFX_FLAG_10) -/* 0x816 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER2, 0x30, 0, 0, SFX_FLAG_10) -/* 0x817 */ DEFINE_SFX(NA_SE_PL_JUMP_MAGMA, 0x30, 0, 0, SFX_FLAG_10) -/* 0x818 */ DEFINE_SFX(NA_SE_PL_JUMP_GRASS, 0x30, 0, 0, SFX_FLAG_10) -/* 0x819 */ DEFINE_SFX(NA_SE_PL_JUMP_IRON, 0x30, 0, 0, SFX_FLAG_10) -/* 0x81A */ DEFINE_SFX(NA_SE_PL_JUMP_LADDER, 0x30, 0, 0, SFX_FLAG_10) -/* 0x81B */ DEFINE_SFX(NA_SE_PL_JUMP_GLASS, 0x30, 0, 0, SFX_FLAG_10) -/* 0x81C */ DEFINE_SFX(NA_SE_PL_DUMMY28, 0x30, 0, 0, SFX_FLAG_10) -/* 0x81D */ DEFINE_SFX(NA_SE_PL_JUMP_HEAVYBOOTS, 0x30, 0, 0, SFX_FLAG_10) -/* 0x81E */ DEFINE_SFX(NA_SE_PL_DUMMY30, 0x30, 0, 0, SFX_FLAG_10) -/* 0x81F */ DEFINE_SFX(NA_SE_PL_JUMP_ICE, 0x30, 0, 0, SFX_FLAG_10) -/* 0x820 */ DEFINE_SFX(NA_SE_PL_LAND, 0x40, 0, 1, SFX_FLAG_10) -/* 0x821 */ DEFINE_SFX(NA_SE_PL_LAND_SAND, 0x40, 0, 1, SFX_FLAG_10) -/* 0x822 */ DEFINE_SFX(NA_SE_PL_LAND_CONCRETE, 0x40, 0, 1, SFX_FLAG_10) -/* 0x823 */ DEFINE_SFX(NA_SE_PL_LAND_DIRT, 0x40, 0, 1, SFX_FLAG_10) -/* 0x824 */ DEFINE_SFX(NA_SE_PL_LAND_WATER0, 0x40, 0, 1, SFX_FLAG_10) -/* 0x825 */ DEFINE_SFX(NA_SE_PL_LAND_WATER1, 0x40, 0, 1, SFX_FLAG_10) -/* 0x826 */ DEFINE_SFX(NA_SE_PL_LAND_WATER2, 0x40, 0, 1, SFX_FLAG_10) -/* 0x827 */ DEFINE_SFX(NA_SE_PL_LAND_MAGMA, 0x40, 0, 1, SFX_FLAG_10) -/* 0x828 */ DEFINE_SFX(NA_SE_PL_LAND_GRASS, 0x40, 0, 1, SFX_FLAG_10) -/* 0x829 */ DEFINE_SFX(NA_SE_PL_LAND_IRON, 0x40, 0, 1, SFX_FLAG_10) -/* 0x82A */ DEFINE_SFX(NA_SE_PL_LAND_LADDER, 0x40, 0, 1, SFX_FLAG_10) -/* 0x82B */ DEFINE_SFX(NA_SE_PL_LAND_GLASS, 0x40, 0, 1, SFX_FLAG_10) -/* 0x82C */ DEFINE_SFX(NA_SE_PL_DUMMY_44, 0x40, 0, 1, SFX_FLAG_10) -/* 0x82D */ DEFINE_SFX(NA_SE_PL_LAND_HEAVYBOOTS, 0x40, 0, 1, SFX_FLAG_10) -/* 0x82E */ DEFINE_SFX(NA_SE_PL_DUMMY_46, 0x40, 0, 1, SFX_FLAG_10) -/* 0x82F */ DEFINE_SFX(NA_SE_PL_LAND_ICE, 0x40, 0, 1, SFX_FLAG_10) -/* 0x830 */ DEFINE_SFX(NA_SE_PL_SLIPDOWN, 0x30, 0, 2, 0) -/* 0x831 */ DEFINE_SFX(NA_SE_PL_CLIMB_CLIFF, 0x30, 0, 0, 0) -/* 0x832 */ DEFINE_SFX(NA_SE_PL_SIT_ON_HORSE, 0x30, 0, 0, 0) -/* 0x833 */ DEFINE_SFX(NA_SE_PL_GET_OFF_HORSE, 0x30, 0, 0, 0) -/* 0x834 */ DEFINE_SFX(NA_SE_PL_TAKE_OUT_SHIELD, 0x30, 0, 0, SFX_FLAG_10) -/* 0x835 */ DEFINE_SFX(NA_SE_PL_CHANGE_ARMS, 0x30, 0, 0, SFX_FLAG_10) -/* 0x836 */ DEFINE_SFX(NA_SE_PL_CATCH_BOOMERANG, 0x30, 0, 0, SFX_FLAG_10) -/* 0x837 */ DEFINE_SFX(NA_SE_PL_DUMMY_55, 0x30, 0, 1, 0) -/* 0x838 */ DEFINE_SFX(NA_SE_PL_DUMMY_56, 0x30, 0, 1, 0) -/* 0x839 */ DEFINE_SFX(NA_SE_PL_SWIM, 0x30, 0, 2, 0) -/* 0x83A */ DEFINE_SFX(NA_SE_PL_THROW, 0x30, 0, 0, SFX_FLAG_10) -/* 0x83B */ DEFINE_SFX(NA_SE_PL_BODY_BOUND, 0x30, 0, 0, SFX_FLAG_10) -/* 0x83C */ DEFINE_SFX(NA_SE_PL_ROLL, 0x40, 0, 0, SFX_FLAG_10) -/* 0x83D */ DEFINE_SFX(NA_SE_PL_SKIP, 0x30, 0, 0, SFX_FLAG_10) -/* 0x83E */ DEFINE_SFX(NA_SE_PL_BODY_HIT, 0x30, 2, 0, SFX_FLAG_10) -/* 0x83F */ DEFINE_SFX(NA_SE_PL_DAMAGE, 0x30, 0, 0, SFX_FLAG_10) -/* 0x840 */ DEFINE_SFX(NA_SE_PL_SLIP, 0x30, 0, 1, 0) -/* 0x841 */ DEFINE_SFX(NA_SE_PL_SLIP_SAND, 0x30, 0, 1, 0) -/* 0x842 */ DEFINE_SFX(NA_SE_PL_SLIP_CONCRETE, 0x30, 0, 1, 0) -/* 0x843 */ DEFINE_SFX(NA_SE_PL_SLIP_DIRT, 0x30, 0, 1, 0) -/* 0x844 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER0, 0x30, 0, 1, 0) -/* 0x845 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER1, 0x30, 0, 1, 0) -/* 0x846 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER2, 0x30, 0, 1, 0) -/* 0x847 */ DEFINE_SFX(NA_SE_PL_SLIP_MAGMA, 0x30, 0, 1, 0) -/* 0x848 */ DEFINE_SFX(NA_SE_PL_SLIP_GRASS, 0x30, 0, 1, 0) -/* 0x849 */ DEFINE_SFX(NA_SE_PL_SLIP_IRON, 0x30, 0, 1, 0) -/* 0x84A */ DEFINE_SFX(NA_SE_PL_SLIP_LADDER, 0x30, 0, 1, 0) -/* 0x84B */ DEFINE_SFX(NA_SE_PL_SLIP_GLASS, 0x30, 0, 1, 0) -/* 0x84C */ DEFINE_SFX(NA_SE_PL_DUMMY76, 0x30, 0, 0, 0) -/* 0x84D */ DEFINE_SFX(NA_SE_PL_SLIP_HEAVYBOOTS, 0x30, 0, 0, 0) -/* 0x84E */ DEFINE_SFX(NA_SE_PL_DUMMY78, 0x30, 0, 0, 0) -/* 0x84F */ DEFINE_SFX(NA_SE_PL_SLIP_ICE, 0x30, 0, 0, 0) -/* 0x850 */ DEFINE_SFX(NA_SE_PL_BOUND, 0x80, 0, 0, 0) -/* 0x851 */ DEFINE_SFX(NA_SE_PL_BOUND_SAND, 0x80, 0, 0, 0) -/* 0x852 */ DEFINE_SFX(NA_SE_PL_BOUND_CONCRETE, 0x80, 0, 0, 0) -/* 0x853 */ DEFINE_SFX(NA_SE_PL_BOUND_DIRT, 0x80, 0, 0, 0) -/* 0x854 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER0, 0x80, 0, 0, 0) -/* 0x855 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER1, 0x80, 0, 0, 0) -/* 0x856 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER2, 0x80, 0, 0, 0) -/* 0x857 */ DEFINE_SFX(NA_SE_PL_BOUND_MAGMA, 0x80, 0, 0, 0) -/* 0x858 */ DEFINE_SFX(NA_SE_PL_BOUND_GRASS, 0x80, 0, 0, 0) -/* 0x859 */ DEFINE_SFX(NA_SE_PL_BOUND_IRON, 0x80, 0, 0, 0) -/* 0x85A */ DEFINE_SFX(NA_SE_PL_BOUND_LADDER, 0x80, 0, 0, 0) -/* 0x85B */ DEFINE_SFX(NA_SE_PL_BOUND_WOOD, 0x80, 0, 0, 0) -/* 0x85C */ DEFINE_SFX(NA_SE_PL_DUMMY_92, 0x80, 0, 0, 0) -/* 0x85D */ DEFINE_SFX(NA_SE_PL_BOUND_HEAVYBOOTS, 0x80, 0, 0, 0) -/* 0x85E */ DEFINE_SFX(NA_SE_PL_DUMMY_94, 0x80, 0, 0, 0) -/* 0x85F */ DEFINE_SFX(NA_SE_PL_BOUND_ICE, 0x80, 0, 0, 0) -/* 0x860 */ DEFINE_SFX(NA_SE_PL_DUMMY_96, 0x30, 0, 0, 0) -/* 0x861 */ DEFINE_SFX(NA_SE_PL_DUMMY_97, 0x30, 0, 0, 0) -/* 0x862 */ DEFINE_SFX(NA_SE_PL_DUMMY_98, 0x30, 0, 0, 0) -/* 0x863 */ DEFINE_SFX(NA_SE_PL_FACE_UP, 0x30, 0, 0, 0) -/* 0x864 */ DEFINE_SFX(NA_SE_PL_DIVE_BUBBLE, 0x30, 0, 0, 0) -/* 0x865 */ DEFINE_SFX(NA_SE_PL_MOVE_BUBBLE, 0x30, 0, 0, 0) -/* 0x866 */ DEFINE_SFX(NA_SE_PL_METALEFFECT_KID, 0x30, 0, 0, SFX_FLAG_10) -/* 0x867 */ DEFINE_SFX(NA_SE_PL_METALEFFECT_ADULT, 0x30, 0, 0, SFX_FLAG_10) -/* 0x868 */ DEFINE_SFX(NA_SE_PL_SPARK, 0x30, 0, 0, 0) -/* 0x869 */ DEFINE_SFX(NA_SE_PL_PULL_UP_PLANT, 0x30, 0, 0, 0) -/* 0x86A */ DEFINE_SFX(NA_SE_PL_PULL_UP_ROCK, 0x30, 0, 0, 0) -/* 0x86B */ DEFINE_SFX(NA_SE_PL_IN_BUBBLE, 0x30, 0, 0, 0) -/* 0x86C */ DEFINE_SFX(NA_SE_PL_PULL_UP_BIGROCK, 0x30, 3, 0, 0) -/* 0x86D */ DEFINE_SFX(NA_SE_PL_SWORD_CHARGE, 0x30, 0, 0, 0) -/* 0x86E */ DEFINE_SFX(NA_SE_PL_FREEZE, 0x30, 0, 0, 0) -/* 0x86F */ DEFINE_SFX(NA_SE_PL_PULL_UP_POT, 0x30, 0, 0, 0) -/* 0x870 */ DEFINE_SFX(NA_SE_PL_KNOCK, 0x30, 0, 0, 0) -/* 0x871 */ DEFINE_SFX(NA_SE_PL_CALM_HIT, 0x30, 0, 2, 0) -/* 0x872 */ DEFINE_SFX(NA_SE_PL_CALM_PAT, 0x30, 0, 0, 0) -/* 0x873 */ DEFINE_SFX(NA_SE_PL_SUBMERGE, 0x30, 0, 0, 0) -/* 0x874 */ DEFINE_SFX(NA_SE_PL_FREEZE_S, 0x30, 3, 0, 0) -/* 0x875 */ DEFINE_SFX(NA_SE_PL_ICE_BROKEN, 0x30, 1, 0, 0) -/* 0x876 */ DEFINE_SFX(NA_SE_PL_SLIP_ICE_LELEL, 0x30, 0, 0, 0) -/* 0x877 */ DEFINE_SFX(NA_SE_PL_PUT_OUT_ITEM, 0x30, 0, 0, 0) -/* 0x878 */ DEFINE_SFX(NA_SE_PL_PULL_UP_WOODBOX, 0x30, 0, 0, 0) -/* 0x879 */ DEFINE_SFX(NA_SE_PL_MAGIC_FIRE, 0x30, 0, 0, 0) -/* 0x87A */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_NORMAL, 0x30, 0, 0, 0) -/* 0x87B */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_WARP, 0x30, 0, 0, SFX_FLAG_13) -/* 0x87C */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_NORMAL, 0x30, 0, 0, SFX_FLAG_11 | SFX_FLAG_10) -/* 0x87D */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_FIRE, 0x30, 0, 0, SFX_FLAG_10) -/* 0x87E */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_ICE, 0x30, 0, 0, SFX_FLAG_10) -/* 0x87F */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_LIGHT, 0x30, 0, 0, SFX_FLAG_10) -/* 0x880 */ DEFINE_SFX(NA_SE_PL_DUMMY_128, 0x20, 0, 2, 0) -/* 0x881 */ DEFINE_SFX(NA_SE_PL_DUMMY_129, 0x20, 0, 2, 0) -/* 0x882 */ DEFINE_SFX(NA_SE_PL_DUMMY_130, 0x20, 0, 2, 0) -/* 0x883 */ DEFINE_SFX(NA_SE_PL_PULL_UP_RUTO, 0x20, 0, 2, 0) -/* 0x884 */ DEFINE_SFX(NA_SE_PL_DUMMY_132, 0x20, 0, 1, 0) -/* 0x885 */ DEFINE_SFX(NA_SE_PL_DUMMY_133, 0x20, 0, 1, 0) -/* 0x886 */ DEFINE_SFX(NA_SE_PL_DUMMY_134, 0x20, 0, 1, 0) -/* 0x887 */ DEFINE_SFX(NA_SE_PL_DUMMY_135, 0x20, 0, 1, 0) -/* 0x888 */ DEFINE_SFX(NA_SE_PL_DUMMY_136, 0x20, 0, 2, 0) -/* 0x889 */ DEFINE_SFX(NA_SE_PL_DUMMY_137, 0x20, 0, 2, 0) -/* 0x88A */ DEFINE_SFX(NA_SE_PL_DUMMY_138, 0x20, 0, 2, 0) -/* 0x88B */ DEFINE_SFX(NA_SE_PL_DUMMY_139, 0x20, 0, 0, 0) -/* 0x88C */ DEFINE_SFX(NA_SE_PL_DUMMY_140, 0x20, 0, 0, 0) -/* 0x88D */ DEFINE_SFX(NA_SE_PL_DUMMY_141, 0x20, 0, 0, 0) -/* 0x88E */ DEFINE_SFX(NA_SE_PL_DUMMY_142, 0x20, 0, 0, 0) -/* 0x88F */ DEFINE_SFX(NA_SE_PL_DUMMY_143, 0x20, 0, 0, 0) -/* 0x890 */ DEFINE_SFX(NA_SE_PL_DUMMY_144, 0x30, 0, 0, 0) -/* 0x891 */ DEFINE_SFX(NA_SE_PL_DUMMY_145, 0x30, 0, 0, 0) -/* 0x892 */ DEFINE_SFX(NA_SE_PL_DUMMY_146, 0x30, 0, 0, 0) -/* 0x893 */ DEFINE_SFX(NA_SE_PL_DUMMY_147, 0x30, 0, 0, 0) -/* 0x894 */ DEFINE_SFX(NA_SE_PL_DUMMY_148, 0x30, 0, 0, 0) -/* 0x895 */ DEFINE_SFX(NA_SE_PL_DUMMY_149, 0x30, 0, 0, 0) -/* 0x896 */ DEFINE_SFX(NA_SE_PL_DUMMY_150, 0x30, 0, 0, 0) -/* 0x897 */ DEFINE_SFX(NA_SE_PL_DUMMY_151, 0x30, 0, 0, 0) -/* 0x898 */ DEFINE_SFX(NA_SE_PL_DUMMY_152, 0x30, 0, 0, 0) -/* 0x899 */ DEFINE_SFX(NA_SE_PL_DUMMY_153, 0x30, 0, 0, 0) -/* 0x89A */ DEFINE_SFX(NA_SE_PL_DUMMY_154, 0x30, 0, 0, 0) -/* 0x89B */ DEFINE_SFX(NA_SE_PL_DUMMY_155, 0x30, 0, 0, 0) -/* 0x89C */ DEFINE_SFX(NA_SE_PL_DUMMY_156, 0x30, 0, 0, 0) -/* 0x89D */ DEFINE_SFX(NA_SE_PL_DUMMY_157, 0x30, 0, 0, 0) -/* 0x89E */ DEFINE_SFX(NA_SE_PL_DUMMY_158, 0x30, 0, 0, 0) -/* 0x89F */ DEFINE_SFX(NA_SE_PL_DUMMY_159, 0x30, 0, 0, 0) -/* 0x8A0 */ DEFINE_SFX(NA_SE_PL_DUMMY_160, 0x40, 0, 0, 0) -/* 0x8A1 */ DEFINE_SFX(NA_SE_PL_DUMMY_161, 0x40, 0, 0, 0) -/* 0x8A2 */ DEFINE_SFX(NA_SE_PL_DUMMY_162, 0x40, 0, 0, 0) -/* 0x8A3 */ DEFINE_SFX(NA_SE_PL_DUMMY_163, 0x40, 0, 0, 0) -/* 0x8A4 */ DEFINE_SFX(NA_SE_PL_DUMMY_164, 0x40, 0, 0, 0) -/* 0x8A5 */ DEFINE_SFX(NA_SE_PL_DUMMY_165, 0x40, 0, 0, 0) -/* 0x8A6 */ DEFINE_SFX(NA_SE_PL_DUMMY_166, 0x40, 0, 0, 0) -/* 0x8A7 */ DEFINE_SFX(NA_SE_PL_DUMMY_167, 0x40, 0, 0, 0) -/* 0x8A8 */ DEFINE_SFX(NA_SE_PL_DUMMY_168, 0x40, 0, 0, 0) -/* 0x8A9 */ DEFINE_SFX(NA_SE_PL_DUMMY_169, 0x40, 0, 0, 0) -/* 0x8AA */ DEFINE_SFX(NA_SE_PL_DUMMY_170, 0x40, 0, 0, 0) -/* 0x8AB */ DEFINE_SFX(NA_SE_PL_DUMMY_171, 0x40, 0, 0, 0) -/* 0x8AC */ DEFINE_SFX(NA_SE_PL_DUMMY_172, 0x40, 0, 0, 0) -/* 0x8AD */ DEFINE_SFX(NA_SE_PL_DUMMY_173, 0x40, 0, 0, 0) -/* 0x8AE */ DEFINE_SFX(NA_SE_PL_DUMMY_174, 0x40, 0, 0, 0) -/* 0x8AF */ DEFINE_SFX(NA_SE_PL_DUMMY_175, 0x40, 0, 0, 0) -/* 0x8B0 */ DEFINE_SFX(NA_SE_PL_CRAWL, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8B1 */ DEFINE_SFX(NA_SE_PL_CRAWL_SAND, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8B2 */ DEFINE_SFX(NA_SE_PL_CRAWL_CONCRETE, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8B3 */ DEFINE_SFX(NA_SE_PL_CRAWL_DIRT, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8B4 */ DEFINE_SFX(NA_SE_PL_CRAWL_WATER0, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8B5 */ DEFINE_SFX(NA_SE_PL_DUMMY_181, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8B6 */ DEFINE_SFX(NA_SE_PL_DUMMY_182, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8B7 */ DEFINE_SFX(NA_SE_PL_DUMMY_183, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8B8 */ DEFINE_SFX(NA_SE_PL_DUMMY_184, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8B9 */ DEFINE_SFX(NA_SE_PL_DUMMY_185, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8BA */ DEFINE_SFX(NA_SE_PL_DUMMY_186, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8BB */ DEFINE_SFX(NA_SE_PL_CRAWL_WOOD, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8BC */ DEFINE_SFX(NA_SE_PL_CRAWL_ICE, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8BD */ DEFINE_SFX(NA_SE_PL_DUMMY_189, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8BE */ DEFINE_SFX(NA_SE_PL_DUMMY_190, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8BF */ DEFINE_SFX(NA_SE_PL_DUMMY_191, 0x30, 0, 1, SFX_FLAG_10) -/* 0x8C0 */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_FLASH, 0x30, 0, 0, SFX_FLAG_11 | SFX_FLAG_10) -/* 0x8C1 */ DEFINE_SFX(NA_SE_PL_ROLL_DUST, 0x30, 0, 2, 0) -/* 0x8C2 */ DEFINE_SFX(NA_SE_PL_DUMMY_192, 0x30, 0, 0, 0) -/* 0x8C3 */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_BALL, 0x30, 0, 0, 0) -/* 0x8C4 */ DEFINE_SFX(NA_SE_PL_SPIRAL_HEAL_BEAM, 0x30, 0, 0, 0) -/* 0x8C5 */ DEFINE_SFX(NA_SE_PL_BOUND_NOWEAPON, 0x30, 0, 0, 0) -/* 0x8C6 */ DEFINE_SFX(NA_SE_PL_PLANT_GROW_UP, 0x30, 0, 0, 0) -/* 0x8C7 */ DEFINE_SFX(NA_SE_PL_PLANT_TALLER, 0x30, 0, 0, 0) -/* 0x8C8 */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_VANISH, 0x60, 2, 0, 0) -/* 0x8C9 */ DEFINE_SFX(NA_SE_PL_HOBBERBOOTS_LV, 0x30, 0, 0, 0) -/* 0x8CA */ DEFINE_SFX(NA_SE_PL_PLANT_MOVE, 0x30, 0, 0, 0) -/* 0x8CB */ DEFINE_SFX(NA_SE_EV_WALL_MOVE_SP, 0x30, 0, 0, SFX_FLAG_11) -/* 0x8CC */ DEFINE_SFX(NA_SE_PL_DUMMY_204, 0x30, 0, 0, 0) -/* 0x8CD */ DEFINE_SFX(NA_SE_PL_DUMMY_205, 0x30, 0, 0, 0) -/* 0x8CE */ DEFINE_SFX(NA_SE_PL_DUMMY_206, 0x30, 0, 0, 0) -/* 0x8CF */ DEFINE_SFX(NA_SE_PL_DUMMY_207, 0x30, 0, 0, 0) -/* 0x8D0 */ DEFINE_SFX(NA_SE_PL_SLIP_LEVEL, 0x30, 0, 0, 0) -/* 0x8D1 */ DEFINE_SFX(NA_SE_PL_SLIP_SAND_LEVEL, 0x30, 0, 0, 0) -/* 0x8D2 */ DEFINE_SFX(NA_SE_PL_SLIP_CONCRETE_LEVEL, 0x30, 0, 0, 0) -/* 0x8D3 */ DEFINE_SFX(NA_SE_PL_SLIP_DIRT_LEVEL, 0x30, 0, 0, 0) -/* 0x8D4 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER0_LEVEL, 0x30, 0, 0, 0) -/* 0x8D5 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER1_LEVEL, 0x30, 0, 0, 0) -/* 0x8D6 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER2_LEVEL, 0x30, 0, 0, 0) -/* 0x8D7 */ DEFINE_SFX(NA_SE_PL_SLIP_MAGMA_LEVEL, 0x30, 0, 0, 0) -/* 0x8D8 */ DEFINE_SFX(NA_SE_PL_SLIP_GRASS_LEVEL, 0x30, 0, 0, 0) -/* 0x8D9 */ DEFINE_SFX(NA_SE_PL_SLIP_IRON_LEVEL, 0x30, 0, 0, 0) -/* 0x8DA */ DEFINE_SFX(NA_SE_PL_SLIP_GLASS_LEVEL, 0x30, 0, 0, 0) -/* 0x8DB */ DEFINE_SFX(NA_SE_PL_SLIP_WOOD_LEVEL, 0x30, 0, 0, 0) -/* 0x8DC */ DEFINE_SFX(NA_SE_PL_DUMMY_220, 0x30, 0, 0, 0) -/* 0x8DD */ DEFINE_SFX(NA_SE_PL_DUMMY_221, 0x30, 0, 0, 0) -/* 0x8DE */ DEFINE_SFX(NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL, 0x30, 0, 0, 0) -/* 0x8DF */ DEFINE_SFX(NA_SE_PL_SLIP_ICE_LEVEL, 0x30, 0, 0, 0) +/* 0x800 */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_WALK_GROUND, 0x20, 0, 2, SFX_FLAG_10) +/* 0x801 */ DEFINE_SFX(CHAN_02BD, NA_SE_PL_WALK_SAND, 0x20, 0, 2, SFX_FLAG_10) +/* 0x802 */ DEFINE_SFX(CHAN_02C9, NA_SE_PL_WALK_CONCRETE, 0x20, 0, 2, SFX_FLAG_10) +/* 0x803 */ DEFINE_SFX(CHAN_02D8, NA_SE_PL_WALK_DIRT, 0x20, 0, 2, SFX_FLAG_10) +/* 0x804 */ DEFINE_SFX(CHAN_02E8, NA_SE_PL_WALK_WATER0, 0x20, 0, 1, SFX_FLAG_10) +/* 0x805 */ DEFINE_SFX(CHAN_02F4, NA_SE_PL_WALK_WATER1, 0x20, 0, 1, SFX_FLAG_10) +/* 0x806 */ DEFINE_SFX(CHAN_0300, NA_SE_PL_WALK_WATER2, 0x20, 0, 1, SFX_FLAG_10) +/* 0x807 */ DEFINE_SFX(CHAN_0313, NA_SE_PL_WALK_MAGMA, 0x20, 0, 1, SFX_FLAG_10) +/* 0x808 */ DEFINE_SFX(CHAN_032D, NA_SE_PL_WALK_GRASS, 0x20, 0, 2, SFX_FLAG_10) +/* 0x809 */ DEFINE_SFX(CHAN_033D, NA_SE_PL_WALK_IRON, 0x20, 0, 1, SFX_FLAG_10) +/* 0x80A */ DEFINE_SFX(CHAN_0349, NA_SE_PL_WALK_LADDER, 0x20, 0, 2, SFX_FLAG_10) +/* 0x80B */ DEFINE_SFX(CHAN_0355, NA_SE_PL_WALK_GLASS, 0x20, 0, 0, SFX_FLAG_10) +/* 0x80C */ DEFINE_SFX(CHAN_0361, NA_SE_PL_WALK_WALL, 0x20, 0, 0, SFX_FLAG_10) +/* 0x80D */ DEFINE_SFX(CHAN_0376, NA_SE_PL_WALK_HEAVYBOOTS, 0x20, 0, 0, SFX_FLAG_10) +/* 0x80E */ DEFINE_SFX(CHAN_0380, NA_SE_PL_DUMMY_14, 0x20, 0, 0, SFX_FLAG_10) +/* 0x80F */ DEFINE_SFX(CHAN_038A, NA_SE_PL_WALK_ICE, 0x20, 0, 0, SFX_FLAG_10) +/* 0x810 */ DEFINE_SFX(CHAN_0396, NA_SE_PL_JUMP, 0x30, 0, 0, SFX_FLAG_10) +/* 0x811 */ DEFINE_SFX(CHAN_03C5, NA_SE_PL_JUMP_SAND, 0x30, 0, 0, SFX_FLAG_10) +/* 0x812 */ DEFINE_SFX(CHAN_03D9, NA_SE_PL_JUMP_CONCRETE, 0x30, 0, 0, SFX_FLAG_10) +/* 0x813 */ DEFINE_SFX(CHAN_03F2, NA_SE_PL_JUMP_DIRT, 0x30, 0, 0, SFX_FLAG_10) +/* 0x814 */ DEFINE_SFX(CHAN_0406, NA_SE_PL_JUMP_WATER0, 0x30, 0, 0, SFX_FLAG_10) +/* 0x815 */ DEFINE_SFX(CHAN_0418, NA_SE_PL_JUMP_WATER1, 0x30, 0, 0, SFX_FLAG_10) +/* 0x816 */ DEFINE_SFX(CHAN_042A, NA_SE_PL_JUMP_WATER2, 0x30, 0, 0, SFX_FLAG_10) +/* 0x817 */ DEFINE_SFX(CHAN_0443, NA_SE_PL_JUMP_MAGMA, 0x30, 0, 0, SFX_FLAG_10) +/* 0x818 */ DEFINE_SFX(CHAN_0465, NA_SE_PL_JUMP_GRASS, 0x30, 0, 0, SFX_FLAG_10) +/* 0x819 */ DEFINE_SFX(CHAN_0479, NA_SE_PL_JUMP_IRON, 0x30, 0, 0, SFX_FLAG_10) +/* 0x81A */ DEFINE_SFX(CHAN_048D, NA_SE_PL_JUMP_LADDER, 0x30, 0, 0, SFX_FLAG_10) +/* 0x81B */ DEFINE_SFX(CHAN_049F, NA_SE_PL_JUMP_GLASS, 0x30, 0, 0, SFX_FLAG_10) +/* 0x81C */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY28, 0x30, 0, 0, SFX_FLAG_10) +/* 0x81D */ DEFINE_SFX(CHAN_04B1, NA_SE_PL_JUMP_HEAVYBOOTS, 0x30, 0, 0, SFX_FLAG_10) +/* 0x81E */ DEFINE_SFX(CHAN_04D8, NA_SE_PL_DUMMY30, 0x30, 0, 0, SFX_FLAG_10) +/* 0x81F */ DEFINE_SFX(CHAN_04EA, NA_SE_PL_JUMP_ICE, 0x30, 0, 0, SFX_FLAG_10) +/* 0x820 */ DEFINE_SFX(CHAN_04FE, NA_SE_PL_LAND, 0x40, 0, 1, SFX_FLAG_10) +/* 0x821 */ DEFINE_SFX(CHAN_052D, NA_SE_PL_LAND_SAND, 0x40, 0, 1, SFX_FLAG_10) +/* 0x822 */ DEFINE_SFX(CHAN_053F, NA_SE_PL_LAND_CONCRETE, 0x40, 0, 1, SFX_FLAG_10) +/* 0x823 */ DEFINE_SFX(CHAN_0558, NA_SE_PL_LAND_DIRT, 0x40, 0, 1, SFX_FLAG_10) +/* 0x824 */ DEFINE_SFX(CHAN_056C, NA_SE_PL_LAND_WATER0, 0x40, 0, 1, SFX_FLAG_10) +/* 0x825 */ DEFINE_SFX(CHAN_057E, NA_SE_PL_LAND_WATER1, 0x40, 0, 1, SFX_FLAG_10) +/* 0x826 */ DEFINE_SFX(CHAN_0590, NA_SE_PL_LAND_WATER2, 0x40, 0, 1, SFX_FLAG_10) +/* 0x827 */ DEFINE_SFX(CHAN_05A9, NA_SE_PL_LAND_MAGMA, 0x40, 0, 1, SFX_FLAG_10) +/* 0x828 */ DEFINE_SFX(CHAN_05C9, NA_SE_PL_LAND_GRASS, 0x40, 0, 1, SFX_FLAG_10) +/* 0x829 */ DEFINE_SFX(CHAN_05DD, NA_SE_PL_LAND_IRON, 0x40, 0, 1, SFX_FLAG_10) +/* 0x82A */ DEFINE_SFX(CHAN_05F1, NA_SE_PL_LAND_LADDER, 0x40, 0, 1, SFX_FLAG_10) +/* 0x82B */ DEFINE_SFX(CHAN_0603, NA_SE_PL_LAND_GLASS, 0x40, 0, 1, SFX_FLAG_10) +/* 0x82C */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_44, 0x40, 0, 1, SFX_FLAG_10) +/* 0x82D */ DEFINE_SFX(CHAN_0615, NA_SE_PL_LAND_HEAVYBOOTS, 0x40, 0, 1, SFX_FLAG_10) +/* 0x82E */ DEFINE_SFX(CHAN_0622, NA_SE_PL_DUMMY_46, 0x40, 0, 1, SFX_FLAG_10) +/* 0x82F */ DEFINE_SFX(CHAN_0632, NA_SE_PL_LAND_ICE, 0x40, 0, 1, SFX_FLAG_10) +/* 0x830 */ DEFINE_SFX(CHAN_0644, NA_SE_PL_SLIPDOWN, 0x30, 0, 2, 0) +/* 0x831 */ DEFINE_SFX(CHAN_0655, NA_SE_PL_CLIMB_CLIFF, 0x30, 0, 0, 0) +/* 0x832 */ DEFINE_SFX(CHAN_0662, NA_SE_PL_SIT_ON_HORSE, 0x30, 0, 0, 0) +/* 0x833 */ DEFINE_SFX(CHAN_066F, NA_SE_PL_GET_OFF_HORSE, 0x30, 0, 0, 0) +/* 0x834 */ DEFINE_SFX(CHAN_0680, NA_SE_PL_TAKE_OUT_SHIELD, 0x30, 0, 0, SFX_FLAG_10) +/* 0x835 */ DEFINE_SFX(CHAN_069D, NA_SE_PL_CHANGE_ARMS, 0x30, 0, 0, SFX_FLAG_10) +/* 0x836 */ DEFINE_SFX(CHAN_06BF, NA_SE_PL_CATCH_BOOMERANG, 0x30, 0, 0, SFX_FLAG_10) +/* 0x837 */ DEFINE_SFX(CHAN_06CD, NA_SE_PL_DUMMY_55, 0x30, 0, 1, 0) +/* 0x838 */ DEFINE_SFX(CHAN_06E1, NA_SE_PL_DUMMY_56, 0x30, 0, 1, 0) +/* 0x839 */ DEFINE_SFX(CHAN_06F2, NA_SE_PL_SWIM, 0x30, 0, 2, 0) +/* 0x83A */ DEFINE_SFX(CHAN_0706, NA_SE_PL_THROW, 0x30, 0, 0, SFX_FLAG_10) +/* 0x83B */ DEFINE_SFX(CHAN_0714, NA_SE_PL_BODY_BOUND, 0x30, 0, 0, SFX_FLAG_10) +/* 0x83C */ DEFINE_SFX(CHAN_0731, NA_SE_PL_ROLL, 0x40, 0, 0, SFX_FLAG_10) +/* 0x83D */ DEFINE_SFX(CHAN_0743, NA_SE_PL_SKIP, 0x30, 0, 0, SFX_FLAG_10) +/* 0x83E */ DEFINE_SFX(CHAN_0753, NA_SE_PL_BODY_HIT, 0x30, 2, 0, SFX_FLAG_10) +/* 0x83F */ DEFINE_SFX(CHAN_076A, NA_SE_PL_DAMAGE, 0x30, 0, 0, SFX_FLAG_10) +/* 0x840 */ DEFINE_SFX(CHAN_0796, NA_SE_PL_SLIP, 0x30, 0, 1, 0) +/* 0x841 */ DEFINE_SFX(CHAN_07A0, NA_SE_PL_SLIP_SAND, 0x30, 0, 1, 0) +/* 0x842 */ DEFINE_SFX(CHAN_07A7, NA_SE_PL_SLIP_CONCRETE, 0x30, 0, 1, 0) +/* 0x843 */ DEFINE_SFX(CHAN_07AE, NA_SE_PL_SLIP_DIRT, 0x30, 0, 1, 0) +/* 0x844 */ DEFINE_SFX(CHAN_07B5, NA_SE_PL_SLIP_WATER0, 0x30, 0, 1, 0) +/* 0x845 */ DEFINE_SFX(CHAN_07BC, NA_SE_PL_SLIP_WATER1, 0x30, 0, 1, 0) +/* 0x846 */ DEFINE_SFX(CHAN_07C3, NA_SE_PL_SLIP_WATER2, 0x30, 0, 1, 0) +/* 0x847 */ DEFINE_SFX(CHAN_07CA, NA_SE_PL_SLIP_MAGMA, 0x30, 0, 1, 0) +/* 0x848 */ DEFINE_SFX(CHAN_07D1, NA_SE_PL_SLIP_GRASS, 0x30, 0, 1, 0) +/* 0x849 */ DEFINE_SFX(CHAN_07D8, NA_SE_PL_SLIP_IRON, 0x30, 0, 1, 0) +/* 0x84A */ DEFINE_SFX(CHAN_07DF, NA_SE_PL_SLIP_LADDER, 0x30, 0, 1, 0) +/* 0x84B */ DEFINE_SFX(CHAN_07E6, NA_SE_PL_SLIP_GLASS, 0x30, 0, 1, 0) +/* 0x84C */ DEFINE_SFX(CHAN_02E8, NA_SE_PL_DUMMY76, 0x30, 0, 0, 0) +/* 0x84D */ DEFINE_SFX(CHAN_07DF, NA_SE_PL_SLIP_HEAVYBOOTS, 0x30, 0, 0, 0) +/* 0x84E */ DEFINE_SFX(CHAN_07ED, NA_SE_PL_DUMMY78, 0x30, 0, 0, 0) +/* 0x84F */ DEFINE_SFX(CHAN_07A7, NA_SE_PL_SLIP_ICE, 0x30, 0, 0, 0) +/* 0x850 */ DEFINE_SFX(CHAN_07F4, NA_SE_PL_BOUND, 0x80, 0, 0, 0) +/* 0x851 */ DEFINE_SFX(CHAN_0811, NA_SE_PL_BOUND_SAND, 0x80, 0, 0, 0) +/* 0x852 */ DEFINE_SFX(CHAN_081B, NA_SE_PL_BOUND_CONCRETE, 0x80, 0, 0, 0) +/* 0x853 */ DEFINE_SFX(CHAN_0825, NA_SE_PL_BOUND_DIRT, 0x80, 0, 0, 0) +/* 0x854 */ DEFINE_SFX(CHAN_082F, NA_SE_PL_BOUND_WATER0, 0x80, 0, 0, 0) +/* 0x855 */ DEFINE_SFX(CHAN_083B, NA_SE_PL_BOUND_WATER1, 0x80, 0, 0, 0) +/* 0x856 */ DEFINE_SFX(CHAN_0845, NA_SE_PL_BOUND_WATER2, 0x80, 0, 0, 0) +/* 0x857 */ DEFINE_SFX(CHAN_084F, NA_SE_PL_BOUND_MAGMA, 0x80, 0, 0, 0) +/* 0x858 */ DEFINE_SFX(CHAN_0859, NA_SE_PL_BOUND_GRASS, 0x80, 0, 0, 0) +/* 0x859 */ DEFINE_SFX(CHAN_0863, NA_SE_PL_BOUND_IRON, 0x80, 0, 0, 0) +/* 0x85A */ DEFINE_SFX(CHAN_086D, NA_SE_PL_BOUND_LADDER, 0x80, 0, 0, 0) +/* 0x85B */ DEFINE_SFX(CHAN_0877, NA_SE_PL_BOUND_WOOD, 0x80, 0, 0, 0) +/* 0x85C */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_92, 0x80, 0, 0, 0) +/* 0x85D */ DEFINE_SFX(CHAN_086D, NA_SE_PL_BOUND_HEAVYBOOTS, 0x80, 0, 0, 0) +/* 0x85E */ DEFINE_SFX(CHAN_0882, NA_SE_PL_DUMMY_94, 0x80, 0, 0, 0) +/* 0x85F */ DEFINE_SFX(CHAN_088D, NA_SE_PL_BOUND_ICE, 0x80, 0, 0, 0) +/* 0x860 */ DEFINE_SFX(CHAN_0376, NA_SE_PL_DUMMY_96, 0x30, 0, 0, 0) +/* 0x861 */ DEFINE_SFX(CHAN_04B1, NA_SE_PL_DUMMY_97, 0x30, 0, 0, 0) +/* 0x862 */ DEFINE_SFX(CHAN_0615, NA_SE_PL_DUMMY_98, 0x30, 0, 0, 0) +/* 0x863 */ DEFINE_SFX(CHAN_0898, NA_SE_PL_FACE_UP, 0x30, 0, 0, 0) +/* 0x864 */ DEFINE_SFX(CHAN_08B7, NA_SE_PL_DIVE_BUBBLE, 0x30, 0, 0, 0) +/* 0x865 */ DEFINE_SFX(CHAN_08CA, NA_SE_PL_MOVE_BUBBLE, 0x30, 0, 0, 0) +/* 0x866 */ DEFINE_SFX(CHAN_08DC, NA_SE_PL_METALEFFECT_KID, 0x30, 0, 0, SFX_FLAG_10) +/* 0x867 */ DEFINE_SFX(CHAN_08E0, NA_SE_PL_METALEFFECT_ADULT, 0x30, 0, 0, SFX_FLAG_10) +/* 0x868 */ DEFINE_SFX(CHAN_08E4, NA_SE_PL_SPARK, 0x30, 0, 0, 0) +/* 0x869 */ DEFINE_SFX(CHAN_090A, NA_SE_PL_PULL_UP_PLANT, 0x30, 0, 0, 0) +/* 0x86A */ DEFINE_SFX(CHAN_091C, NA_SE_PL_PULL_UP_ROCK, 0x30, 0, 0, 0) +/* 0x86B */ DEFINE_SFX(CHAN_0940, NA_SE_PL_IN_BUBBLE, 0x30, 0, 0, 0) +/* 0x86C */ DEFINE_SFX(CHAN_0950, NA_SE_PL_PULL_UP_BIGROCK, 0x30, 3, 0, 0) +/* 0x86D */ DEFINE_SFX(CHAN_0959, NA_SE_PL_SWORD_CHARGE, 0x30, 0, 0, 0) +/* 0x86E */ DEFINE_SFX(CHAN_096A, NA_SE_PL_FREEZE, 0x30, 0, 0, 0) +/* 0x86F */ DEFINE_SFX(CHAN_0989, NA_SE_PL_PULL_UP_POT, 0x30, 0, 0, 0) +/* 0x870 */ DEFINE_SFX(CHAN_09A0, NA_SE_PL_KNOCK, 0x30, 0, 0, 0) +/* 0x871 */ DEFINE_SFX(CHAN_09AE, NA_SE_PL_CALM_HIT, 0x30, 0, 2, 0) +/* 0x872 */ DEFINE_SFX(CHAN_09BC, NA_SE_PL_CALM_PAT, 0x30, 0, 0, 0) +/* 0x873 */ DEFINE_SFX(CHAN_09CA, NA_SE_PL_SUBMERGE, 0x30, 0, 0, 0) +/* 0x874 */ DEFINE_SFX(CHAN_09E9, NA_SE_PL_FREEZE_S, 0x30, 3, 0, 0) +/* 0x875 */ DEFINE_SFX(CHAN_0A06, NA_SE_PL_ICE_BROKEN, 0x30, 1, 0, 0) +/* 0x876 */ DEFINE_SFX(CHAN_0A15, NA_SE_PL_SLIP_ICE_LELEL, 0x30, 0, 0, 0) +/* 0x877 */ DEFINE_SFX(CHAN_0A23, NA_SE_PL_PUT_OUT_ITEM, 0x30, 0, 0, 0) +/* 0x878 */ DEFINE_SFX(CHAN_0A36, NA_SE_PL_PULL_UP_WOODBOX, 0x30, 0, 0, 0) +/* 0x879 */ DEFINE_SFX(CHAN_0A40, NA_SE_PL_MAGIC_FIRE, 0x30, 0, 0, 0) +/* 0x87A */ DEFINE_SFX(CHAN_0A7B, NA_SE_PL_MAGIC_WIND_NORMAL, 0x30, 0, 0, 0) +/* 0x87B */ DEFINE_SFX(CHAN_0ABC, NA_SE_PL_MAGIC_WIND_WARP, 0x30, 0, 0, SFX_FLAG_13) +/* 0x87C */ DEFINE_SFX(CHAN_0AD8, NA_SE_PL_MAGIC_SOUL_NORMAL, 0x30, 0, 0, SFX_FLAG_11 | SFX_FLAG_10) +/* 0x87D */ DEFINE_SFX(CHAN_0B08, NA_SE_PL_ARROW_CHARGE_FIRE, 0x30, 0, 0, SFX_FLAG_10) +/* 0x87E */ DEFINE_SFX(CHAN_0B37, NA_SE_PL_ARROW_CHARGE_ICE, 0x30, 0, 0, SFX_FLAG_10) +/* 0x87F */ DEFINE_SFX(CHAN_0B5D, NA_SE_PL_ARROW_CHARGE_LIGHT, 0x30, 0, 0, SFX_FLAG_10) +/* 0x880 */ DEFINE_SFX(CHAN_0B79, NA_SE_PL_DUMMY_128, 0x20, 0, 2, 0) +/* 0x881 */ DEFINE_SFX(CHAN_0B96, NA_SE_PL_DUMMY_129, 0x20, 0, 2, 0) +/* 0x882 */ DEFINE_SFX(CHAN_0B9A, NA_SE_PL_DUMMY_130, 0x20, 0, 2, 0) +/* 0x883 */ DEFINE_SFX(CHAN_0B9E, NA_SE_PL_PULL_UP_RUTO, 0x20, 0, 2, 0) +/* 0x884 */ DEFINE_SFX(CHAN_0BA2, NA_SE_PL_DUMMY_132, 0x20, 0, 1, 0) +/* 0x885 */ DEFINE_SFX(CHAN_0BA6, NA_SE_PL_DUMMY_133, 0x20, 0, 1, 0) +/* 0x886 */ DEFINE_SFX(CHAN_0BAA, NA_SE_PL_DUMMY_134, 0x20, 0, 1, 0) +/* 0x887 */ DEFINE_SFX(CHAN_0BAE, NA_SE_PL_DUMMY_135, 0x20, 0, 1, 0) +/* 0x888 */ DEFINE_SFX(CHAN_0BB2, NA_SE_PL_DUMMY_136, 0x20, 0, 2, 0) +/* 0x889 */ DEFINE_SFX(CHAN_0BB6, NA_SE_PL_DUMMY_137, 0x20, 0, 2, 0) +/* 0x88A */ DEFINE_SFX(CHAN_0BBA, NA_SE_PL_DUMMY_138, 0x20, 0, 2, 0) +/* 0x88B */ DEFINE_SFX(CHAN_0BBE, NA_SE_PL_DUMMY_139, 0x20, 0, 0, 0) +/* 0x88C */ DEFINE_SFX(CHAN_0BC2, NA_SE_PL_DUMMY_140, 0x20, 0, 0, 0) +/* 0x88D */ DEFINE_SFX(CHAN_0376, NA_SE_PL_DUMMY_141, 0x20, 0, 0, 0) +/* 0x88E */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_142, 0x20, 0, 0, 0) +/* 0x88F */ DEFINE_SFX(CHAN_0BC9, NA_SE_PL_DUMMY_143, 0x20, 0, 0, 0) +/* 0x890 */ DEFINE_SFX(CHAN_0BCD, NA_SE_PL_DUMMY_144, 0x30, 0, 0, 0) +/* 0x891 */ DEFINE_SFX(CHAN_0BED, NA_SE_PL_DUMMY_145, 0x30, 0, 0, 0) +/* 0x892 */ DEFINE_SFX(CHAN_0BF4, NA_SE_PL_DUMMY_146, 0x30, 0, 0, 0) +/* 0x893 */ DEFINE_SFX(CHAN_0BFB, NA_SE_PL_DUMMY_147, 0x30, 0, 0, 0) +/* 0x894 */ DEFINE_SFX(CHAN_0C02, NA_SE_PL_DUMMY_148, 0x30, 0, 0, 0) +/* 0x895 */ DEFINE_SFX(CHAN_0C09, NA_SE_PL_DUMMY_149, 0x30, 0, 0, 0) +/* 0x896 */ DEFINE_SFX(CHAN_0C0D, NA_SE_PL_DUMMY_150, 0x30, 0, 0, 0) +/* 0x897 */ DEFINE_SFX(CHAN_0C14, NA_SE_PL_DUMMY_151, 0x30, 0, 0, 0) +/* 0x898 */ DEFINE_SFX(CHAN_0C1B, NA_SE_PL_DUMMY_152, 0x30, 0, 0, 0) +/* 0x899 */ DEFINE_SFX(CHAN_0C22, NA_SE_PL_DUMMY_153, 0x30, 0, 0, 0) +/* 0x89A */ DEFINE_SFX(CHAN_0C29, NA_SE_PL_DUMMY_154, 0x30, 0, 0, 0) +/* 0x89B */ DEFINE_SFX(CHAN_0C30, NA_SE_PL_DUMMY_155, 0x30, 0, 0, 0) +/* 0x89C */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_156, 0x30, 0, 0, 0) +/* 0x89D */ DEFINE_SFX(CHAN_04B1, NA_SE_PL_DUMMY_157, 0x30, 0, 0, 0) +/* 0x89E */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_158, 0x30, 0, 0, 0) +/* 0x89F */ DEFINE_SFX(CHAN_0C37, NA_SE_PL_DUMMY_159, 0x30, 0, 0, 0) +/* 0x8A0 */ DEFINE_SFX(CHAN_0C3E, NA_SE_PL_DUMMY_160, 0x40, 0, 0, 0) +/* 0x8A1 */ DEFINE_SFX(CHAN_0C5C, NA_SE_PL_DUMMY_161, 0x40, 0, 0, 0) +/* 0x8A2 */ DEFINE_SFX(CHAN_0C63, NA_SE_PL_DUMMY_162, 0x40, 0, 0, 0) +/* 0x8A3 */ DEFINE_SFX(CHAN_0C6A, NA_SE_PL_DUMMY_163, 0x40, 0, 0, 0) +/* 0x8A4 */ DEFINE_SFX(CHAN_0C71, NA_SE_PL_DUMMY_164, 0x40, 0, 0, 0) +/* 0x8A5 */ DEFINE_SFX(CHAN_0C78, NA_SE_PL_DUMMY_165, 0x40, 0, 0, 0) +/* 0x8A6 */ DEFINE_SFX(CHAN_0C7C, NA_SE_PL_DUMMY_166, 0x40, 0, 0, 0) +/* 0x8A7 */ DEFINE_SFX(CHAN_0C83, NA_SE_PL_DUMMY_167, 0x40, 0, 0, 0) +/* 0x8A8 */ DEFINE_SFX(CHAN_0C8A, NA_SE_PL_DUMMY_168, 0x40, 0, 0, 0) +/* 0x8A9 */ DEFINE_SFX(CHAN_0C91, NA_SE_PL_DUMMY_169, 0x40, 0, 0, 0) +/* 0x8AA */ DEFINE_SFX(CHAN_0C98, NA_SE_PL_DUMMY_170, 0x40, 0, 0, 0) +/* 0x8AB */ DEFINE_SFX(CHAN_0C9F, NA_SE_PL_DUMMY_171, 0x40, 0, 0, 0) +/* 0x8AC */ DEFINE_SFX(CHAN_0B79, NA_SE_PL_DUMMY_172, 0x40, 0, 0, 0) +/* 0x8AD */ DEFINE_SFX(CHAN_0615, NA_SE_PL_DUMMY_173, 0x40, 0, 0, 0) +/* 0x8AE */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_174, 0x40, 0, 0, 0) +/* 0x8AF */ DEFINE_SFX(CHAN_0CA6, NA_SE_PL_DUMMY_175, 0x40, 0, 0, 0) +/* 0x8B0 */ DEFINE_SFX(CHAN_0CAD, NA_SE_PL_CRAWL, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8B1 */ DEFINE_SFX(CHAN_0CB8, NA_SE_PL_CRAWL_SAND, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8B2 */ DEFINE_SFX(CHAN_0CC3, NA_SE_PL_CRAWL_CONCRETE, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8B3 */ DEFINE_SFX(CHAN_0CCE, NA_SE_PL_CRAWL_DIRT, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8B4 */ DEFINE_SFX(CHAN_0CD9, NA_SE_PL_CRAWL_WATER0, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8B5 */ DEFINE_SFX(CHAN_0CE4, NA_SE_PL_DUMMY_181, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8B6 */ DEFINE_SFX(CHAN_0CEF, NA_SE_PL_DUMMY_182, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8B7 */ DEFINE_SFX(CHAN_0CFA, NA_SE_PL_DUMMY_183, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8B8 */ DEFINE_SFX(CHAN_0D05, NA_SE_PL_DUMMY_184, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8B9 */ DEFINE_SFX(CHAN_0D10, NA_SE_PL_DUMMY_185, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8BA */ DEFINE_SFX(CHAN_0D1B, NA_SE_PL_DUMMY_186, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8BB */ DEFINE_SFX(CHAN_0D26, NA_SE_PL_CRAWL_WOOD, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8BC */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_CRAWL_ICE, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8BD */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_189, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8BE */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_190, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8BF */ DEFINE_SFX(CHAN_0D31, NA_SE_PL_DUMMY_191, 0x30, 0, 1, SFX_FLAG_10) +/* 0x8C0 */ DEFINE_SFX(CHAN_0D3C, NA_SE_PL_MAGIC_SOUL_FLASH, 0x30, 0, 0, SFX_FLAG_11 | SFX_FLAG_10) +/* 0x8C1 */ DEFINE_SFX(CHAN_0D43, NA_SE_PL_ROLL_DUST, 0x30, 0, 2, 0) +/* 0x8C2 */ DEFINE_SFX(CHAN_0D57, NA_SE_PL_DUMMY_192, 0x30, 0, 0, 0) +/* 0x8C3 */ DEFINE_SFX(CHAN_0D68, NA_SE_PL_MAGIC_SOUL_BALL, 0x30, 0, 0, 0) +/* 0x8C4 */ DEFINE_SFX(CHAN_0D7F, NA_SE_PL_SPIRAL_HEAL_BEAM, 0x30, 0, 0, 0) +/* 0x8C5 */ DEFINE_SFX(CHAN_07FC, NA_SE_PL_BOUND_NOWEAPON, 0x30, 0, 0, 0) +/* 0x8C6 */ DEFINE_SFX(CHAN_0DC9, NA_SE_PL_PLANT_GROW_UP, 0x30, 0, 0, 0) +/* 0x8C7 */ DEFINE_SFX(CHAN_0DA9, NA_SE_PL_PLANT_TALLER, 0x30, 0, 0, 0) +/* 0x8C8 */ DEFINE_SFX(CHAN_0DCE, NA_SE_PL_MAGIC_WIND_VANISH, 0x60, 2, 0, 0) +/* 0x8C9 */ DEFINE_SFX(CHAN_0DE3, NA_SE_PL_HOBBERBOOTS_LV, 0x30, 0, 0, 0) +/* 0x8CA */ DEFINE_SFX(CHAN_0DF9, NA_SE_PL_PLANT_MOVE, 0x30, 0, 0, 0) +/* 0x8CB */ DEFINE_SFX(CHAN_1C14, NA_SE_EV_WALL_MOVE_SP, 0x30, 0, 0, SFX_FLAG_11) +/* 0x8CC */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_204, 0x30, 0, 0, 0) +/* 0x8CD */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_205, 0x30, 0, 0, 0) +/* 0x8CE */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_206, 0x30, 0, 0, 0) +/* 0x8CF */ DEFINE_SFX(CHAN_02A1, NA_SE_PL_DUMMY_207, 0x30, 0, 0, 0) +/* 0x8D0 */ DEFINE_SFX(CHAN_0E08, NA_SE_PL_SLIP_LEVEL, 0x30, 0, 0, 0) +/* 0x8D1 */ DEFINE_SFX(CHAN_0E18, NA_SE_PL_SLIP_SAND_LEVEL, 0x30, 0, 0, 0) +/* 0x8D2 */ DEFINE_SFX(CHAN_0E20, NA_SE_PL_SLIP_CONCRETE_LEVEL, 0x30, 0, 0, 0) +/* 0x8D3 */ DEFINE_SFX(CHAN_0E30, NA_SE_PL_SLIP_DIRT_LEVEL, 0x30, 0, 0, 0) +/* 0x8D4 */ DEFINE_SFX(CHAN_0E30, NA_SE_PL_SLIP_WATER0_LEVEL, 0x30, 0, 0, 0) +/* 0x8D5 */ DEFINE_SFX(CHAN_0E30, NA_SE_PL_SLIP_WATER1_LEVEL, 0x30, 0, 0, 0) +/* 0x8D6 */ DEFINE_SFX(CHAN_0E38, NA_SE_PL_SLIP_WATER2_LEVEL, 0x30, 0, 0, 0) +/* 0x8D7 */ DEFINE_SFX(CHAN_0E30, NA_SE_PL_SLIP_MAGMA_LEVEL, 0x30, 0, 0, 0) +/* 0x8D8 */ DEFINE_SFX(CHAN_0E48, NA_SE_PL_SLIP_GRASS_LEVEL, 0x30, 0, 0, 0) +/* 0x8D9 */ DEFINE_SFX(CHAN_0E08, NA_SE_PL_SLIP_IRON_LEVEL, 0x30, 0, 0, 0) +/* 0x8DA */ DEFINE_SFX(CHAN_0E50, NA_SE_PL_SLIP_GLASS_LEVEL, 0x30, 0, 0, 0) +/* 0x8DB */ DEFINE_SFX(CHAN_0E50, NA_SE_PL_SLIP_WOOD_LEVEL, 0x30, 0, 0, 0) +/* 0x8DC */ DEFINE_SFX(CHAN_02E8, NA_SE_PL_DUMMY_220, 0x30, 0, 0, 0) +/* 0x8DD */ DEFINE_SFX(CHAN_0E50, NA_SE_PL_DUMMY_221, 0x30, 0, 0, 0) +/* 0x8DE */ DEFINE_SFX(CHAN_0E60, NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL, 0x30, 0, 0, 0) +/* 0x8DF */ DEFINE_SFX(CHAN_0E20, NA_SE_PL_SLIP_ICE_LEVEL, 0x30, 0, 0, 0) diff --git a/include/tables/sfx/systembank_table.h b/include/tables/sfx/systembank_table.h index 7792cdd46..b94899ed1 100644 --- a/include/tables/sfx/systembank_table.h +++ b/include/tables/sfx/systembank_table.h @@ -2,83 +2,82 @@ * Sfx System Bank * * DEFINE_SFX should be used for all sfx define in the system bank from sequence 0 + * - Argument 0: Channel name for sequence 0 * - Argument 1: Enum value for this sfx * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance * - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3) * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3) * - Argument 5: Various flags to add properties to the sfx - * - * WARNING: entries must align with the table defined for the system bank in sequence 0 */ -/* 0x4800 */ DEFINE_SFX(NA_SE_SY_WIN_OPEN, 0xC0, 0, 0, 0) -/* 0x4801 */ DEFINE_SFX(NA_SE_SY_WIN_CLOSE, 0xC0, 0, 0, 0) -/* 0x4802 */ DEFINE_SFX(NA_SE_SY_CORRECT_CHIME, 0xB0, 0, 0, SFX_FLAG_5) -/* 0x4803 */ DEFINE_SFX(NA_SE_SY_GET_RUPY, 0x30, 0, 0, 0) -/* 0x4804 */ DEFINE_SFX(NA_SE_SY_MESSAGE_WOMAN, 0x30, 0, 0, 0) -/* 0x4805 */ DEFINE_SFX(NA_SE_SY_MESSAGE_MAN, 0x30, 0, 0, 0) -/* 0x4806 */ DEFINE_SFX(NA_SE_SY_ERROR, 0x50, 0, 0, 0) -/* 0x4807 */ DEFINE_SFX(NA_SE_SY_TRE_BOX_APPEAR, 0x30, 0, 0, SFX_FLAG_5) -/* 0x4808 */ DEFINE_SFX(NA_SE_SY_DECIDE, 0x30, 0, 0, 0) -/* 0x4809 */ DEFINE_SFX(NA_SE_SY_CURSOR, 0x30, 0, 0, 0) -/* 0x480A */ DEFINE_SFX(NA_SE_SY_CANCEL, 0x30, 0, 0, 0) -/* 0x480B */ DEFINE_SFX(NA_SE_SY_HP_RECOVER, 0x30, 0, 0, 0) -/* 0x480C */ DEFINE_SFX(NA_SE_SY_ATTENTION_ON, 0x20, 0, 0, 0) -/* 0x480D */ DEFINE_SFX(NA_SE_SY_DUMMY_13, 0x30, 0, 0, 0) -/* 0x480E */ DEFINE_SFX(NA_SE_SY_DUMMY_14, 0x30, 0, 0, 0) -/* 0x480F */ DEFINE_SFX(NA_SE_SY_LOCK_OFF, 0x30, 0, 0, 0) -/* 0x4810 */ DEFINE_SFX(NA_SE_SY_LOCK_ON_HUMAN, 0x28, 0, 0, 0) -/* 0x4811 */ DEFINE_SFX(NA_SE_SY_DUMMY_17, 0x30, 0, 0, 0) -/* 0x4812 */ DEFINE_SFX(NA_SE_SY_DUMMY_18, 0x30, 0, 0, 0) -/* 0x4813 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_UP, 0x30, 0, 0, 0) -/* 0x4814 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_DOWN, 0x30, 0, 0, 0) -/* 0x4815 */ DEFINE_SFX(NA_SE_SY_DUMMY_21, 0x30, 0, 0, 0) -/* 0x4816 */ DEFINE_SFX(NA_SE_SY_DUMMY_22, 0x30, 0, 0, 0) -/* 0x4817 */ DEFINE_SFX(NA_SE_SY_ATTENTION_ON_OLD, 0x30, 0, 0, 0) -/* 0x4818 */ DEFINE_SFX(NA_SE_SY_MESSAGE_PASS, 0x18, 0, 0, 0) -/* 0x4819 */ DEFINE_SFX(NA_SE_SY_WARNING_COUNT_N, 0x2C, 0, 0, 0) -/* 0x481A */ DEFINE_SFX(NA_SE_SY_WARNING_COUNT_E, 0x2C, 0, 0, 0) -/* 0x481B */ DEFINE_SFX(NA_SE_SY_HITPOINT_ALARM, 0x20, 0, 0, 0) -/* 0x481C */ DEFINE_SFX(NA_SE_SY_DUMMY_28, 0x30, 0, 0, 0) -/* 0x481D */ DEFINE_SFX(NA_SE_SY_DEMO_CUT, 0x30, 0, 0, 0) -/* 0x481E */ DEFINE_SFX(NA_SE_SY_NAVY_CALL, 0x30, 0, 0, 0) -/* 0x481F */ DEFINE_SFX(NA_SE_SY_GAUGE_UP, 0x30, 0, 0, 0) -/* 0x4820 */ DEFINE_SFX(NA_SE_SY_DUMMY_32, 0x30, 0, 0, 0) -/* 0x4821 */ DEFINE_SFX(NA_SE_SY_DUMMY_33, 0x30, 0, 0, 0) -/* 0x4822 */ DEFINE_SFX(NA_SE_SY_DUMMY_34, 0x30, 0, 0, 0) -/* 0x4823 */ DEFINE_SFX(NA_SE_SY_PIECE_OF_HEART, 0x30, 0, 0, 0) -/* 0x4824 */ DEFINE_SFX(NA_SE_SY_GET_ITEM, 0x30, 0, 0, 0) -/* 0x4825 */ DEFINE_SFX(NA_SE_SY_WIN_SCROLL_LEFT, 0x30, 0, 0, 0) -/* 0x4826 */ DEFINE_SFX(NA_SE_SY_WIN_SCROLL_RIGHT, 0x30, 0, 0, 0) -/* 0x4827 */ DEFINE_SFX(NA_SE_SY_OCARINA_ERROR, 0x20, 0, 0, 0) -/* 0x4828 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_UP_2, 0x30, 0, 0, 0) -/* 0x4829 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_DOWN_2, 0x30, 0, 0, 0) -/* 0x482A */ DEFINE_SFX(NA_SE_SY_GLASSMODE_ON, 0x30, 0, 0, 0) -/* 0x482B */ DEFINE_SFX(NA_SE_SY_GLASSMODE_OFF, 0x30, 0, 0, 0) -/* 0x482C */ DEFINE_SFX(NA_SE_SY_FOUND, 0x60, 0, 0, 0) -/* 0x482D */ DEFINE_SFX(NA_SE_SY_HIT_SOUND, 0x30, 0, 0, 0) -/* 0x482E */ DEFINE_SFX(NA_SE_SY_MESSAGE_END, 0x30, 0, 0, 0) -/* 0x482F */ DEFINE_SFX(NA_SE_SY_RUPY_COUNT, 0x30, 0, 0, 0) -/* 0x4830 */ DEFINE_SFX(NA_SE_SY_LOCK_ON, 0x30, 0, 0, 0) -/* 0x4831 */ DEFINE_SFX(NA_SE_SY_GET_BOXITEM, 0x30, 0, 0, 0) -/* 0x4832 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_L, 0x30, 0, 0, 0) -/* 0x4833 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_S, 0x30, 0, 0, 0) -/* 0x4834 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_T, 0x30, 0, 0, 0) -/* 0x4835 */ DEFINE_SFX(NA_SE_SY_START_SHOT, 0x30, 0, 0, 0) -/* 0x4836 */ DEFINE_SFX(NA_SE_SY_METRONOME, 0x30, 0, 0, 0) -/* 0x4837 */ DEFINE_SFX(NA_SE_SY_ATTENTION_URGENCY, 0x30, 0, 0, 0) -/* 0x4838 */ DEFINE_SFX(NA_SE_SY_METRONOME_LV, 0x30, 0, 0, 0) -/* 0x4839 */ DEFINE_SFX(NA_SE_SY_FSEL_CURSOR, 0x30, 0, 0, 0) -/* 0x483A */ DEFINE_SFX(NA_SE_SY_FSEL_DECIDE_S, 0x30, 0, 0, 0) -/* 0x483B */ DEFINE_SFX(NA_SE_SY_FSEL_DECIDE_L, 0x30, 0, 0, 0) -/* 0x483C */ DEFINE_SFX(NA_SE_SY_FSEL_CLOSE, 0x30, 0, 0, 0) -/* 0x483D */ DEFINE_SFX(NA_SE_SY_FSEL_ERROR, 0x30, 0, 0, 0) -/* 0x483E */ DEFINE_SFX(NA_SE_SY_SET_FIRE_ARROW, 0x30, 0, 0, 0) -/* 0x483F */ DEFINE_SFX(NA_SE_SY_SET_ICE_ARROW, 0x30, 0, 0, 0) -/* 0x4840 */ DEFINE_SFX(NA_SE_SY_SET_LIGHT_ARROW, 0x30, 0, 0, 0) -/* 0x4841 */ DEFINE_SFX(NA_SE_SY_SYNTH_MAGIC_ARROW, 0x30, 0, 0, 0) -/* 0x4842 */ DEFINE_SFX(NA_SE_SY_METRONOME_2, 0x30, 0, 0, 0) -/* 0x4843 */ DEFINE_SFX(NA_SE_SY_KINSTA_MARK_APPEAR, 0x30, 0, 0, 0) -/* 0x4844 */ DEFINE_SFX(NA_SE_SY_FIVE_COUNT_LUPY, 0x30, 0, 0, 0) -/* 0x4845 */ DEFINE_SFX(NA_SE_SY_CARROT_RECOVER, 0x30, 0, 0, 0) -/* 0x4846 */ DEFINE_SFX(NA_SE_EV_FAIVE_LUPY_COUNT, 0x30, 0, 0, 0) -/* 0x4847 */ DEFINE_SFX(NA_SE_SY_DUMMY_71, 0x30, 0, 0, 0) +/* 0x4800 */ DEFINE_SFX(CHAN_57B9, NA_SE_SY_WIN_OPEN, 0xC0, 0, 0, 0) +/* 0x4801 */ DEFINE_SFX(CHAN_57F6, NA_SE_SY_WIN_CLOSE, 0xC0, 0, 0, 0) +/* 0x4802 */ DEFINE_SFX(CHAN_5833, NA_SE_SY_CORRECT_CHIME, 0xB0, 0, 0, SFX_FLAG_5) +/* 0x4803 */ DEFINE_SFX(CHAN_5861, NA_SE_SY_GET_RUPY, 0x30, 0, 0, 0) +/* 0x4804 */ DEFINE_SFX(CHAN_5880, NA_SE_SY_MESSAGE_WOMAN, 0x30, 0, 0, 0) +/* 0x4805 */ DEFINE_SFX(CHAN_588E, NA_SE_SY_MESSAGE_MAN, 0x30, 0, 0, 0) +/* 0x4806 */ DEFINE_SFX(CHAN_588E, NA_SE_SY_ERROR, 0x50, 0, 0, 0) +/* 0x4807 */ DEFINE_SFX(CHAN_589F, NA_SE_SY_TRE_BOX_APPEAR, 0x30, 0, 0, SFX_FLAG_5) +/* 0x4808 */ DEFINE_SFX(CHAN_58E9, NA_SE_SY_DECIDE, 0x30, 0, 0, 0) +/* 0x4809 */ DEFINE_SFX(CHAN_5933, NA_SE_SY_CURSOR, 0x30, 0, 0, 0) +/* 0x480A */ DEFINE_SFX(CHAN_5948, NA_SE_SY_CANCEL, 0x30, 0, 0, 0) +/* 0x480B */ DEFINE_SFX(CHAN_596D, NA_SE_SY_HP_RECOVER, 0x30, 0, 0, 0) +/* 0x480C */ DEFINE_SFX(CHAN_598D, NA_SE_SY_ATTENTION_ON, 0x20, 0, 0, 0) +/* 0x480D */ DEFINE_SFX(CHAN_5A02, NA_SE_SY_DUMMY_13, 0x30, 0, 0, 0) +/* 0x480E */ DEFINE_SFX(CHAN_59A9, NA_SE_SY_DUMMY_14, 0x30, 0, 0, 0) +/* 0x480F */ DEFINE_SFX(CHAN_59CB, NA_SE_SY_LOCK_OFF, 0x30, 0, 0, 0) +/* 0x4810 */ DEFINE_SFX(CHAN_59E5, NA_SE_SY_LOCK_ON_HUMAN, 0x28, 0, 0, 0) +/* 0x4811 */ DEFINE_SFX(CHAN_5A02, NA_SE_SY_DUMMY_17, 0x30, 0, 0, 0) +/* 0x4812 */ DEFINE_SFX(CHAN_5A1B, NA_SE_SY_DUMMY_18, 0x30, 0, 0, 0) +/* 0x4813 */ DEFINE_SFX(CHAN_5A34, NA_SE_SY_CAMERA_ZOOM_UP, 0x30, 0, 0, 0) +/* 0x4814 */ DEFINE_SFX(CHAN_5A47, NA_SE_SY_CAMERA_ZOOM_DOWN, 0x30, 0, 0, 0) +/* 0x4815 */ DEFINE_SFX(CHAN_5A34, NA_SE_SY_DUMMY_21, 0x30, 0, 0, 0) +/* 0x4816 */ DEFINE_SFX(CHAN_5A34, NA_SE_SY_DUMMY_22, 0x30, 0, 0, 0) +/* 0x4817 */ DEFINE_SFX(CHAN_5A5A, NA_SE_SY_ATTENTION_ON_OLD, 0x30, 0, 0, 0) +/* 0x4818 */ DEFINE_SFX(CHAN_5A64, NA_SE_SY_MESSAGE_PASS, 0x18, 0, 0, 0) +/* 0x4819 */ DEFINE_SFX(CHAN_5A72, NA_SE_SY_WARNING_COUNT_N, 0x2C, 0, 0, 0) +/* 0x481A */ DEFINE_SFX(CHAN_5A86, NA_SE_SY_WARNING_COUNT_E, 0x2C, 0, 0, 0) +/* 0x481B */ DEFINE_SFX(CHAN_5AA5, NA_SE_SY_HITPOINT_ALARM, 0x20, 0, 0, 0) +/* 0x481C */ DEFINE_SFX(CHAN_5AB7, NA_SE_SY_DUMMY_28, 0x30, 0, 0, 0) +/* 0x481D */ DEFINE_SFX(CHAN_5AB7, NA_SE_SY_DEMO_CUT, 0x30, 0, 0, 0) +/* 0x481E */ DEFINE_SFX(CHAN_5AD8, NA_SE_SY_NAVY_CALL, 0x30, 0, 0, 0) +/* 0x481F */ DEFINE_SFX(CHAN_5AF7, NA_SE_SY_GAUGE_UP, 0x30, 0, 0, 0) +/* 0x4820 */ DEFINE_SFX(CHAN_5B22, NA_SE_SY_DUMMY_32, 0x30, 0, 0, 0) +/* 0x4821 */ DEFINE_SFX(CHAN_5B3C, NA_SE_SY_DUMMY_33, 0x30, 0, 0, 0) +/* 0x4822 */ DEFINE_SFX(CHAN_5B54, NA_SE_SY_DUMMY_34, 0x30, 0, 0, 0) +/* 0x4823 */ DEFINE_SFX(CHAN_5B5B, NA_SE_SY_PIECE_OF_HEART, 0x30, 0, 0, 0) +/* 0x4824 */ DEFINE_SFX(CHAN_5B9C, NA_SE_SY_GET_ITEM, 0x30, 0, 0, 0) +/* 0x4825 */ DEFINE_SFX(CHAN_5BBE, NA_SE_SY_WIN_SCROLL_LEFT, 0x30, 0, 0, 0) +/* 0x4826 */ DEFINE_SFX(CHAN_5BE8, NA_SE_SY_WIN_SCROLL_RIGHT, 0x30, 0, 0, 0) +/* 0x4827 */ DEFINE_SFX(CHAN_5BFA, NA_SE_SY_OCARINA_ERROR, 0x20, 0, 0, 0) +/* 0x4828 */ DEFINE_SFX(CHAN_5C07, NA_SE_SY_CAMERA_ZOOM_UP_2, 0x30, 0, 0, 0) +/* 0x4829 */ DEFINE_SFX(CHAN_5C1E, NA_SE_SY_CAMERA_ZOOM_DOWN_2, 0x30, 0, 0, 0) +/* 0x482A */ DEFINE_SFX(CHAN_5C35, NA_SE_SY_GLASSMODE_ON, 0x30, 0, 0, 0) +/* 0x482B */ DEFINE_SFX(CHAN_5C46, NA_SE_SY_GLASSMODE_OFF, 0x30, 0, 0, 0) +/* 0x482C */ DEFINE_SFX(CHAN_5C57, NA_SE_SY_FOUND, 0x60, 0, 0, 0) +/* 0x482D */ DEFINE_SFX(CHAN_5C64, NA_SE_SY_HIT_SOUND, 0x30, 0, 0, 0) +/* 0x482E */ DEFINE_SFX(CHAN_5C7A, NA_SE_SY_MESSAGE_END, 0x30, 0, 0, 0) +/* 0x482F */ DEFINE_SFX(CHAN_5C94, NA_SE_SY_RUPY_COUNT, 0x30, 0, 0, 0) +/* 0x4830 */ DEFINE_SFX(CHAN_5CAD, NA_SE_SY_LOCK_ON, 0x30, 0, 0, 0) +/* 0x4831 */ DEFINE_SFX(CHAN_5CB9, NA_SE_SY_GET_BOXITEM, 0x30, 0, 0, 0) +/* 0x4832 */ DEFINE_SFX(CHAN_5CD3, NA_SE_SY_WHITE_OUT_L, 0x30, 0, 0, 0) +/* 0x4833 */ DEFINE_SFX(CHAN_5CFC, NA_SE_SY_WHITE_OUT_S, 0x30, 0, 0, 0) +/* 0x4834 */ DEFINE_SFX(CHAN_5D1F, NA_SE_SY_WHITE_OUT_T, 0x30, 0, 0, 0) +/* 0x4835 */ DEFINE_SFX(CHAN_5D40, NA_SE_SY_START_SHOT, 0x30, 0, 0, 0) +/* 0x4836 */ DEFINE_SFX(CHAN_5D57, NA_SE_SY_METRONOME, 0x30, 0, 0, 0) +/* 0x4837 */ DEFINE_SFX(CHAN_5D61, NA_SE_SY_ATTENTION_URGENCY, 0x30, 0, 0, 0) +/* 0x4838 */ DEFINE_SFX(CHAN_5D6B, NA_SE_SY_METRONOME_LV, 0x30, 0, 0, 0) +/* 0x4839 */ DEFINE_SFX(CHAN_5D76, NA_SE_SY_FSEL_CURSOR, 0x30, 0, 0, 0) +/* 0x483A */ DEFINE_SFX(CHAN_5D9E, NA_SE_SY_FSEL_DECIDE_S, 0x30, 0, 0, 0) +/* 0x483B */ DEFINE_SFX(CHAN_5DBB, NA_SE_SY_FSEL_DECIDE_L, 0x30, 0, 0, 0) +/* 0x483C */ DEFINE_SFX(CHAN_5DDB, NA_SE_SY_FSEL_CLOSE, 0x30, 0, 0, 0) +/* 0x483D */ DEFINE_SFX(CHAN_5DF3, NA_SE_SY_FSEL_ERROR, 0x30, 0, 0, 0) +/* 0x483E */ DEFINE_SFX(CHAN_5E0A, NA_SE_SY_SET_FIRE_ARROW, 0x30, 0, 0, 0) +/* 0x483F */ DEFINE_SFX(CHAN_5E14, NA_SE_SY_SET_ICE_ARROW, 0x30, 0, 0, 0) +/* 0x4840 */ DEFINE_SFX(CHAN_5E1E, NA_SE_SY_SET_LIGHT_ARROW, 0x30, 0, 0, 0) +/* 0x4841 */ DEFINE_SFX(CHAN_5E28, NA_SE_SY_SYNTH_MAGIC_ARROW, 0x30, 0, 0, 0) +/* 0x4842 */ DEFINE_SFX(CHAN_5E31, NA_SE_SY_METRONOME_2, 0x30, 0, 0, 0) +/* 0x4843 */ DEFINE_SFX(CHAN_5E3D, NA_SE_SY_KINSTA_MARK_APPEAR, 0x30, 0, 0, 0) +/* 0x4844 */ DEFINE_SFX(CHAN_5E6B, NA_SE_SY_FIVE_COUNT_LUPY, 0x30, 0, 0, 0) +/* 0x4845 */ DEFINE_SFX(CHAN_5E88, NA_SE_SY_CARROT_RECOVER, 0x30, 0, 0, 0) +/* 0x4846 */ DEFINE_SFX(CHAN_5D57, NA_SE_EV_FAIVE_LUPY_COUNT, 0x30, 0, 0, 0) +/* 0x4847 */ DEFINE_SFX(CHAN_5D61, NA_SE_SY_DUMMY_71, 0x30, 0, 0, 0) diff --git a/include/tables/sfx/voicebank_table.h b/include/tables/sfx/voicebank_table.h index b876662b7..d39ebe1ba 100644 --- a/include/tables/sfx/voicebank_table.h +++ b/include/tables/sfx/voicebank_table.h @@ -2,139 +2,141 @@ * Sfx Voice Bank * * DEFINE_SFX should be used for all sfx define in the voice bank from sequence 0 + * - Argument 0: Channel name for sequence 0 * - Argument 1: Enum value for this sfx * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance * - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3) * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3) * - Argument 5: Various flags to add properties to the sfx - * - * WARNING: entries must align with the table defined for the voice bank in sequence 0 */ -/* 0x6800 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_N, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6801 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_L, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6802 */ DEFINE_SFX(NA_SE_VO_LI_LASH, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6803 */ DEFINE_SFX(NA_SE_VO_LI_HANG, 0x20, 2, 0, SFX_FLAG_10) -/* 0x6804 */ DEFINE_SFX(NA_SE_VO_LI_CLIMB_END, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6805 */ DEFINE_SFX(NA_SE_VO_LI_DAMAGE_S, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6806 */ DEFINE_SFX(NA_SE_VO_LI_FREEZE, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6807 */ DEFINE_SFX(NA_SE_VO_LI_FALL_S, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6808 */ DEFINE_SFX(NA_SE_VO_LI_FALL_L, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6809 */ DEFINE_SFX(NA_SE_VO_LI_BREATH_REST, 0x30, 2, 1, SFX_FLAG_10) -/* 0x680A */ DEFINE_SFX(NA_SE_VO_LI_BREATH_DRINK, 0x30, 2, 1, SFX_FLAG_10) -/* 0x680B */ DEFINE_SFX(NA_SE_VO_LI_DOWN, 0x30, 2, 0, SFX_FLAG_10) -/* 0x680C */ DEFINE_SFX(NA_SE_VO_LI_TAKEN_AWAY, 0x30, 2, 0, SFX_FLAG_10) -/* 0x680D */ DEFINE_SFX(NA_SE_VO_LI_HELD, 0x50, 2, 0, SFX_FLAG_10) -/* 0x680E */ DEFINE_SFX(NA_SE_VO_LI_SNEEZE, 0x30, 2, 0, SFX_FLAG_10) -/* 0x680F */ DEFINE_SFX(NA_SE_VO_LI_SWEAT, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6810 */ DEFINE_SFX(NA_SE_VO_LI_DRINK, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6811 */ DEFINE_SFX(NA_SE_VO_LI_RELAX, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6812 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_PUTAWAY, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6813 */ DEFINE_SFX(NA_SE_VO_LI_GROAN, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6814 */ DEFINE_SFX(NA_SE_VO_LI_AUTO_JUMP, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6815 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_NALE, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6816 */ DEFINE_SFX(NA_SE_VO_LI_SURPRISE, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6817 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_FROL, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6818 */ DEFINE_SFX(NA_SE_VO_LI_PUSH, 0x30, 2, 2, SFX_FLAG_10) -/* 0x6819 */ DEFINE_SFX(NA_SE_VO_LI_HOOKSHOT_HANG, 0x30, 2, 0, SFX_FLAG_10) -/* 0x681A */ DEFINE_SFX(NA_SE_VO_LI_LAND_DAMAGE_S, 0x30, 2, 0, SFX_FLAG_10) -/* 0x681B */ DEFINE_SFX(NA_SE_VO_LI_NULL_0x1b, 0x30, 2, 0, SFX_FLAG_10) -/* 0x681C */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_ATTACK, 0x30, 2, 0, SFX_FLAG_10) -/* 0x681D */ DEFINE_SFX(NA_SE_VO_BL_DOWN, 0x80, 2, 0, SFX_FLAG_10) -/* 0x681E */ DEFINE_SFX(NA_SE_VO_LI_DEMO_DAMAGE, 0x30, 2, 0, SFX_FLAG_10) -/* 0x681F */ DEFINE_SFX(NA_SE_VO_LI_ELECTRIC_SHOCK_LV, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6820 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_N_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6821 */ DEFINE_SFX(NA_SE_VO_LI_ROLLING_CUT_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6822 */ DEFINE_SFX(NA_SE_VO_LI_LASH_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6823 */ DEFINE_SFX(NA_SE_VO_LI_HANG_KID, 0x20, 2, 0, SFX_FLAG_10) -/* 0x6824 */ DEFINE_SFX(NA_SE_VO_LI_CLIMB_END_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6825 */ DEFINE_SFX(NA_SE_VO_LI_DAMAGE_S_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6826 */ DEFINE_SFX(NA_SE_VO_LI_FREEZE_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6827 */ DEFINE_SFX(NA_SE_VO_LI_FALL_S_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6828 */ DEFINE_SFX(NA_SE_VO_LI_FALL_L_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6829 */ DEFINE_SFX(NA_SE_VO_LI_BREATH_REST_KID, 0x30, 2, 1, SFX_FLAG_10) -/* 0x682A */ DEFINE_SFX(NA_SE_VO_LI_BREATH_DRINK_KID, 0x30, 2, 1, SFX_FLAG_10) -/* 0x682B */ DEFINE_SFX(NA_SE_VO_LI_DOWN_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x682C */ DEFINE_SFX(NA_SE_VO_LI_TAKEN_AWAY_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x682D */ DEFINE_SFX(NA_SE_VO_LI_HELD_KID, 0x50, 2, 0, SFX_FLAG_10) -/* 0x682E */ DEFINE_SFX(NA_SE_VO_LI_SNEEZE_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x682F */ DEFINE_SFX(NA_SE_VO_LI_SWEAT_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6830 */ DEFINE_SFX(NA_SE_VO_LI_DRINK_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6831 */ DEFINE_SFX(NA_SE_VO_LI_RELAX_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6832 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_PUTAWAY_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6833 */ DEFINE_SFX(NA_SE_VO_LI_GROAN_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6834 */ DEFINE_SFX(NA_SE_VO_LI_AUTO_JUMP_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6835 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_NALE_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6836 */ DEFINE_SFX(NA_SE_VO_LI_SURPRISE_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6837 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_FROL_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6838 */ DEFINE_SFX(NA_SE_VO_LI_PUSH_KID, 0x30, 1, 2, SFX_FLAG_10) -/* 0x6839 */ DEFINE_SFX(NA_SE_VO_LI_HOOKSHOT_HANG_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x683A */ DEFINE_SFX(NA_SE_VO_LI_LAND_DAMAGE_S_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x683B */ DEFINE_SFX(NA_SE_VO_LI_NULL_0x1b_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x683C */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_ATTACK_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x683D */ DEFINE_SFX(NA_SE_VO_BL_DOWN_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x683E */ DEFINE_SFX(NA_SE_VO_LI_DEMO_DAMAGE_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x683F */ DEFINE_SFX(NA_SE_VO_LI_ELECTRIC_SHOCK_LV_KID, 0x30, 2, 0, SFX_FLAG_10) -/* 0x6840 */ DEFINE_SFX(NA_SE_VO_NAVY_ENEMY, 0x60, 0, 0, SFX_FLAG_5) -/* 0x6841 */ DEFINE_SFX(NA_SE_VO_NAVY_HELLO, 0x30, 0, 0, SFX_FLAG_5) -/* 0x6842 */ DEFINE_SFX(NA_SE_VO_NAVY_HEAR, 0x30, 0, 0, SFX_FLAG_5) -/* 0x6843 */ DEFINE_SFX(NA_SE_VO_NAVY_CALL, 0x60, 0, 0, 0) -/* 0x6844 */ DEFINE_SFX(NA_SE_VO_NA_HELLO_3, 0x30, 0, 0, 0) -/* 0x6845 */ DEFINE_SFX(NA_SE_VO_DUMMY_0x45, 0x30, 0, 0, 0) -/* 0x6846 */ DEFINE_SFX(NA_SE_VO_DUMMY_0x46, 0x30, 0, 0, 0) -/* 0x6847 */ DEFINE_SFX(NA_SE_VO_DUMMY_0x47, 0x30, 0, 0, 0) -/* 0x6848 */ DEFINE_SFX(NA_SE_VO_DUMMY_0x48, 0x30, 0, 0, 0) -/* 0x6849 */ DEFINE_SFX(NA_SE_VO_DUMMY_0x49, 0x30, 0, 0, 0) -/* 0x684A */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4a, 0x30, 0, 0, 0) -/* 0x684B */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4b, 0x30, 0, 0, 0) -/* 0x684C */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4c, 0x30, 0, 0, 0) -/* 0x684D */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4d, 0x30, 0, 0, 0) -/* 0x684E */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4e, 0x30, 0, 0, 0) -/* 0x684F */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4f, 0x30, 0, 0, 0) -/* 0x6850 */ DEFINE_SFX(NA_SE_VO_TA_SLEEP, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6851 */ DEFINE_SFX(NA_SE_VO_TA_SURPRISE, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6852 */ DEFINE_SFX(NA_SE_VO_TA_CRY_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6853 */ DEFINE_SFX(NA_SE_VO_TA_CRY_1, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6854 */ DEFINE_SFX(NA_SE_VO_IN_CRY_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6855 */ DEFINE_SFX(NA_SE_VO_IN_LOST, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6856 */ DEFINE_SFX(NA_SE_VO_IN_LASH_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6857 */ DEFINE_SFX(NA_SE_VO_IN_LASH_1, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6858 */ DEFINE_SFX(NA_SE_VO_FR_LAUGH_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6859 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x685A */ DEFINE_SFX(NA_SE_VO_NB_AGONY, 0x30, 1, 1, SFX_FLAG_15) -/* 0x685B */ DEFINE_SFX(NA_SE_VO_NB_CRY_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x685C */ DEFINE_SFX(NA_SE_VO_NB_NOTICE, 0x30, 1, 1, SFX_FLAG_15) -/* 0x685D */ DEFINE_SFX(NA_SE_VO_NA_HELLO_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x685E */ DEFINE_SFX(NA_SE_VO_NA_HELLO_1, 0x30, 1, 1, SFX_FLAG_15) -/* 0x685F */ DEFINE_SFX(NA_SE_VO_NA_HELLO_2, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6860 */ DEFINE_SFX(NA_SE_VO_RT_CRASH, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6861 */ DEFINE_SFX(NA_SE_VO_RT_DISCOVER, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6862 */ DEFINE_SFX(NA_SE_VO_RT_FALL, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6863 */ DEFINE_SFX(NA_SE_VO_RT_LAUGH_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6864 */ DEFINE_SFX(NA_SE_VO_RT_LIFT, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6865 */ DEFINE_SFX(NA_SE_VO_RT_THROW, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6866 */ DEFINE_SFX(NA_SE_VO_RT_UNBALLANCE, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6867 */ DEFINE_SFX(NA_SE_VO_ST_DAMAGE, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6868 */ DEFINE_SFX(NA_SE_VO_ST_ATTACK, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6869 */ DEFINE_SFX(NA_SE_VO_Z0_HURRY, 0x30, 1, 1, SFX_FLAG_15) -/* 0x686A */ DEFINE_SFX(NA_SE_VO_Z0_MEET, 0x30, 1, 1, SFX_FLAG_15) -/* 0x686B */ DEFINE_SFX(NA_SE_VO_Z0_QUESTION, 0x30, 1, 1, SFX_FLAG_15) -/* 0x686C */ DEFINE_SFX(NA_SE_VO_Z0_SIGH_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x686D */ DEFINE_SFX(NA_SE_VO_Z0_SMILE_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x686E */ DEFINE_SFX(NA_SE_VO_Z0_SURPRISE, 0x30, 1, 1, SFX_FLAG_15) -/* 0x686F */ DEFINE_SFX(NA_SE_VO_Z0_THROW, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6870 */ DEFINE_SFX(NA_SE_VO_SK_CRY_0, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6871 */ DEFINE_SFX(NA_SE_VO_SK_CRY_1, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6872 */ DEFINE_SFX(NA_SE_VO_SK_CRASH, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6873 */ DEFINE_SFX(NA_SE_VO_SK_LAUGH, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6874 */ DEFINE_SFX(NA_SE_VO_SK_SHOUT, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6875 */ DEFINE_SFX(NA_SE_VO_Z1_CRY_0, 0x30, 3, 1, SFX_FLAG_15) -/* 0x6876 */ DEFINE_SFX(NA_SE_VO_Z1_CRY_1, 0x30, 3, 1, SFX_FLAG_15) -/* 0x6877 */ DEFINE_SFX(NA_SE_VO_Z1_OPENDOOR, 0x30, 3, 1, SFX_FLAG_15) -/* 0x6878 */ DEFINE_SFX(NA_SE_VO_Z1_SURPRISE, 0x30, 1, 1, SFX_FLAG_15) -/* 0x6879 */ DEFINE_SFX(NA_SE_VO_Z1_PAIN, 0x30, 1, 1, SFX_FLAG_15) -/* 0x687A */ DEFINE_SFX(NA_SE_VO_KZ_MOVE, 0x30, 1, 1, SFX_FLAG_15) -/* 0x687B */ DEFINE_SFX(NA_SE_VO_NB_LAUGH, 0x30, 1, 1, SFX_FLAG_15) -/* 0x687C */ DEFINE_SFX(NA_SE_VO_IN_LAUGH, 0x30, 1, 1, SFX_FLAG_15) -/* 0x687D */ DEFINE_SFX(NA_SE_VO_DUMMY_0x7d, 0x30, 1, 1, SFX_FLAG_15) -/* 0x687E */ DEFINE_SFX(NA_SE_VO_DUMMY_0x7e, 0x30, 1, 1, SFX_FLAG_15) -/* 0x687F */ DEFINE_SFX(NA_SE_VO_DUMMY_0x7f, 0x30, 1, 1, SFX_FLAG_15) +/* Player Voices: Adult Link */ +/* 0x6800 */ DEFINE_SFX(CHAN_615D, NA_SE_VO_LI_SWORD_N, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6801 */ DEFINE_SFX(CHAN_6175, NA_SE_VO_LI_SWORD_L, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6802 */ DEFINE_SFX(CHAN_619B, NA_SE_VO_LI_LASH, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6803 */ DEFINE_SFX(CHAN_61C1, NA_SE_VO_LI_HANG, 0x20, 2, 0, SFX_FLAG_10) +/* 0x6804 */ DEFINE_SFX(CHAN_61D5, NA_SE_VO_LI_CLIMB_END, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6805 */ DEFINE_SFX(CHAN_61EA, NA_SE_VO_LI_DAMAGE_S, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6806 */ DEFINE_SFX(CHAN_6201, NA_SE_VO_LI_FREEZE, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6807 */ DEFINE_SFX(CHAN_6218, NA_SE_VO_LI_FALL_S, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6808 */ DEFINE_SFX(CHAN_622D, NA_SE_VO_LI_FALL_L, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6809 */ DEFINE_SFX(CHAN_6242, NA_SE_VO_LI_BREATH_REST, 0x30, 2, 1, SFX_FLAG_10) +/* 0x680A */ DEFINE_SFX(CHAN_6257, NA_SE_VO_LI_BREATH_DRINK, 0x30, 2, 1, SFX_FLAG_10) +/* 0x680B */ DEFINE_SFX(CHAN_625F, NA_SE_VO_LI_DOWN, 0x30, 2, 0, SFX_FLAG_10) +/* 0x680C */ DEFINE_SFX(CHAN_626F, NA_SE_VO_LI_TAKEN_AWAY, 0x30, 2, 0, SFX_FLAG_10) +/* 0x680D */ DEFINE_SFX(CHAN_6284, NA_SE_VO_LI_HELD, 0x50, 2, 0, SFX_FLAG_10) +/* 0x680E */ DEFINE_SFX(CHAN_6287, NA_SE_VO_LI_SNEEZE, 0x30, 2, 0, SFX_FLAG_10) +/* 0x680F */ DEFINE_SFX(CHAN_6299, NA_SE_VO_LI_SWEAT, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6810 */ DEFINE_SFX(CHAN_62AB, NA_SE_VO_LI_DRINK, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6811 */ DEFINE_SFX(CHAN_62B4, NA_SE_VO_LI_RELAX, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6812 */ DEFINE_SFX(CHAN_62C6, NA_SE_VO_LI_SWORD_PUTAWAY, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6813 */ DEFINE_SFX(CHAN_649B, NA_SE_VO_LI_GROAN, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6814 */ DEFINE_SFX(CHAN_62CE, NA_SE_VO_LI_AUTO_JUMP, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6815 */ DEFINE_SFX(CHAN_62EC, NA_SE_VO_LI_MAGIC_NALE, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6816 */ DEFINE_SFX(CHAN_62F4, NA_SE_VO_LI_SURPRISE, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6817 */ DEFINE_SFX(CHAN_62FE, NA_SE_VO_LI_MAGIC_FROL, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6818 */ DEFINE_SFX(CHAN_6306, NA_SE_VO_LI_PUSH, 0x30, 2, 2, SFX_FLAG_10) +/* 0x6819 */ DEFINE_SFX(CHAN_630E, NA_SE_VO_LI_HOOKSHOT_HANG, 0x30, 2, 0, SFX_FLAG_10) +/* 0x681A */ DEFINE_SFX(CHAN_6316, NA_SE_VO_LI_LAND_DAMAGE_S, 0x30, 2, 0, SFX_FLAG_10) +/* 0x681B */ DEFINE_SFX(CHAN_631E, NA_SE_VO_LI_NULL_0x1b, 0x30, 2, 0, SFX_FLAG_10) +/* 0x681C */ DEFINE_SFX(CHAN_6326, NA_SE_VO_LI_MAGIC_ATTACK, 0x30, 2, 0, SFX_FLAG_10) +/* 0x681D */ DEFINE_SFX(CHAN_622D, NA_SE_VO_BL_DOWN, 0x80, 2, 0, SFX_FLAG_10) +/* 0x681E */ DEFINE_SFX(CHAN_632E, NA_SE_VO_LI_DEMO_DAMAGE, 0x30, 2, 0, SFX_FLAG_10) +/* 0x681F */ DEFINE_SFX(CHAN_615D, NA_SE_VO_LI_ELECTRIC_SHOCK_LV, 0x30, 2, 0, SFX_FLAG_10) +/* Player Voices: Child Link */ +/* 0x6820 */ DEFINE_SFX(CHAN_6336, NA_SE_VO_LI_SWORD_N_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6821 */ DEFINE_SFX(CHAN_634F, NA_SE_VO_LI_ROLLING_CUT_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6822 */ DEFINE_SFX(CHAN_619B, NA_SE_VO_LI_LASH_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6823 */ DEFINE_SFX(CHAN_6376, NA_SE_VO_LI_HANG_KID, 0x20, 2, 0, SFX_FLAG_10) +/* 0x6824 */ DEFINE_SFX(CHAN_639A, NA_SE_VO_LI_CLIMB_END_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6825 */ DEFINE_SFX(CHAN_63AF, NA_SE_VO_LI_DAMAGE_S_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6826 */ DEFINE_SFX(CHAN_63C6, NA_SE_VO_LI_FREEZE_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6827 */ DEFINE_SFX(CHAN_63DD, NA_SE_VO_LI_FALL_S_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6828 */ DEFINE_SFX(CHAN_63F2, NA_SE_VO_LI_FALL_L_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6829 */ DEFINE_SFX(CHAN_6407, NA_SE_VO_LI_BREATH_REST_KID, 0x30, 2, 1, SFX_FLAG_10) +/* 0x682A */ DEFINE_SFX(CHAN_641C, NA_SE_VO_LI_BREATH_DRINK_KID, 0x30, 2, 1, SFX_FLAG_10) +/* 0x682B */ DEFINE_SFX(CHAN_6424, NA_SE_VO_LI_DOWN_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x682C */ DEFINE_SFX(CHAN_6434, NA_SE_VO_LI_TAKEN_AWAY_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x682D */ DEFINE_SFX(CHAN_6449, NA_SE_VO_LI_HELD_KID, 0x50, 2, 0, SFX_FLAG_10) +/* 0x682E */ DEFINE_SFX(CHAN_6451, NA_SE_VO_LI_SNEEZE_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x682F */ DEFINE_SFX(CHAN_6467, NA_SE_VO_LI_SWEAT_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6830 */ DEFINE_SFX(CHAN_6479, NA_SE_VO_LI_DRINK_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6831 */ DEFINE_SFX(CHAN_6482, NA_SE_VO_LI_RELAX_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6832 */ DEFINE_SFX(CHAN_6493, NA_SE_VO_LI_SWORD_PUTAWAY_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6833 */ DEFINE_SFX(CHAN_649B, NA_SE_VO_LI_GROAN_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6834 */ DEFINE_SFX(CHAN_64A5, NA_SE_VO_LI_AUTO_JUMP_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6835 */ DEFINE_SFX(CHAN_64C9, NA_SE_VO_LI_MAGIC_NALE_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6836 */ DEFINE_SFX(CHAN_64D1, NA_SE_VO_LI_SURPRISE_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6837 */ DEFINE_SFX(CHAN_64DB, NA_SE_VO_LI_MAGIC_FROL_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x6838 */ DEFINE_SFX(CHAN_64E3, NA_SE_VO_LI_PUSH_KID, 0x30, 1, 2, SFX_FLAG_10) +/* 0x6839 */ DEFINE_SFX(CHAN_64EB, NA_SE_VO_LI_HOOKSHOT_HANG_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x683A */ DEFINE_SFX(CHAN_64F3, NA_SE_VO_LI_LAND_DAMAGE_S_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x683B */ DEFINE_SFX(CHAN_64FB, NA_SE_VO_LI_NULL_0x1b_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x683C */ DEFINE_SFX(CHAN_6503, NA_SE_VO_LI_MAGIC_ATTACK_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x683D */ DEFINE_SFX(CHAN_63F2, NA_SE_VO_BL_DOWN_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x683E */ DEFINE_SFX(CHAN_650B, NA_SE_VO_LI_DEMO_DAMAGE_KID, 0x30, 2, 0, SFX_FLAG_10) +/* 0x683F */ DEFINE_SFX(CHAN_615D, NA_SE_VO_LI_ELECTRIC_SHOCK_LV_KID, 0x30, 2, 0, SFX_FLAG_10) +/* */ +/* 0x6840 */ DEFINE_SFX(CHAN_612C, NA_SE_VO_NAVY_ENEMY, 0x60, 0, 0, SFX_FLAG_5) +/* 0x6841 */ DEFINE_SFX(CHAN_612C, NA_SE_VO_NAVY_HELLO, 0x30, 0, 0, SFX_FLAG_5) +/* 0x6842 */ DEFINE_SFX(CHAN_612C, NA_SE_VO_NAVY_HEAR, 0x30, 0, 0, SFX_FLAG_5) +/* 0x6843 */ DEFINE_SFX(CHAN_6581, NA_SE_VO_NAVY_CALL, 0x60, 0, 0, 0) +/* 0x6844 */ DEFINE_SFX(CHAN_6513, NA_SE_VO_NA_HELLO_3, 0x30, 0, 0, 0) +/* 0x6845 */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x45, 0x30, 0, 0, 0) +/* 0x6846 */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x46, 0x30, 0, 0, 0) +/* 0x6847 */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x47, 0x30, 0, 0, 0) +/* 0x6848 */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x48, 0x30, 0, 0, 0) +/* 0x6849 */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x49, 0x30, 0, 0, 0) +/* 0x684A */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x4a, 0x30, 0, 0, 0) +/* 0x684B */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x4b, 0x30, 0, 0, 0) +/* 0x684C */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x4c, 0x30, 0, 0, 0) +/* 0x684D */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x4d, 0x30, 0, 0, 0) +/* 0x684E */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x4e, 0x30, 0, 0, 0) +/* 0x684F */ DEFINE_SFX(CHAN_6581, NA_SE_VO_DUMMY_0x4f, 0x30, 0, 0, 0) +/* 0x6850 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_TA_SLEEP, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6851 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_TA_SURPRISE, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6852 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_TA_CRY_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6853 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_TA_CRY_1, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6854 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_IN_CRY_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6855 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_IN_LOST, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6856 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_IN_LASH_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6857 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_IN_LASH_1, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6858 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_FR_LAUGH_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6859 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_FR_SMILE_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x685A */ DEFINE_SFX(CHAN_6520, NA_SE_VO_NB_AGONY, 0x30, 1, 1, SFX_FLAG_15) +/* 0x685B */ DEFINE_SFX(CHAN_6520, NA_SE_VO_NB_CRY_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x685C */ DEFINE_SFX(CHAN_6520, NA_SE_VO_NB_NOTICE, 0x30, 1, 1, SFX_FLAG_15) +/* 0x685D */ DEFINE_SFX(CHAN_6520, NA_SE_VO_NA_HELLO_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x685E */ DEFINE_SFX(CHAN_6520, NA_SE_VO_NA_HELLO_1, 0x30, 1, 1, SFX_FLAG_15) +/* 0x685F */ DEFINE_SFX(CHAN_6520, NA_SE_VO_NA_HELLO_2, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6860 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_RT_CRASH, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6861 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_RT_DISCOVER, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6862 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_RT_FALL, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6863 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_RT_LAUGH_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6864 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_RT_LIFT, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6865 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_RT_THROW, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6866 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_RT_UNBALLANCE, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6867 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_ST_DAMAGE, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6868 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_ST_ATTACK, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6869 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_Z0_HURRY, 0x30, 1, 1, SFX_FLAG_15) +/* 0x686A */ DEFINE_SFX(CHAN_6520, NA_SE_VO_Z0_MEET, 0x30, 1, 1, SFX_FLAG_15) +/* 0x686B */ DEFINE_SFX(CHAN_6520, NA_SE_VO_Z0_QUESTION, 0x30, 1, 1, SFX_FLAG_15) +/* 0x686C */ DEFINE_SFX(CHAN_6520, NA_SE_VO_Z0_SIGH_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x686D */ DEFINE_SFX(CHAN_6520, NA_SE_VO_Z0_SMILE_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x686E */ DEFINE_SFX(CHAN_6520, NA_SE_VO_Z0_SURPRISE, 0x30, 1, 1, SFX_FLAG_15) +/* 0x686F */ DEFINE_SFX(CHAN_6520, NA_SE_VO_Z0_THROW, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6870 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_SK_CRY_0, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6871 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_SK_CRY_1, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6872 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_SK_CRASH, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6873 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_SK_LAUGH, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6874 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_SK_SHOUT, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6875 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_Z1_CRY_0, 0x30, 3, 1, SFX_FLAG_15) +/* 0x6876 */ DEFINE_SFX(CHAN_6520, NA_SE_VO_Z1_CRY_1, 0x30, 3, 1, SFX_FLAG_15) +/* 0x6877 */ DEFINE_SFX(CHAN_6562, NA_SE_VO_Z1_OPENDOOR, 0x30, 3, 1, SFX_FLAG_15) +/* 0x6878 */ DEFINE_SFX(CHAN_6562, NA_SE_VO_Z1_SURPRISE, 0x30, 1, 1, SFX_FLAG_15) +/* 0x6879 */ DEFINE_SFX(CHAN_6562, NA_SE_VO_Z1_PAIN, 0x30, 1, 1, SFX_FLAG_15) +/* 0x687A */ DEFINE_SFX(CHAN_6562, NA_SE_VO_KZ_MOVE, 0x30, 1, 1, SFX_FLAG_15) +/* 0x687B */ DEFINE_SFX(CHAN_6562, NA_SE_VO_NB_LAUGH, 0x30, 1, 1, SFX_FLAG_15) +/* 0x687C */ DEFINE_SFX(CHAN_6562, NA_SE_VO_IN_LAUGH, 0x30, 1, 1, SFX_FLAG_15) +/* 0x687D */ DEFINE_SFX(CHAN_6520, NA_SE_VO_DUMMY_0x7d, 0x30, 1, 1, SFX_FLAG_15) +/* 0x687E */ DEFINE_SFX(CHAN_6520, NA_SE_VO_DUMMY_0x7e, 0x30, 1, 1, SFX_FLAG_15) +/* 0x687F */ DEFINE_SFX(CHAN_6520, NA_SE_VO_DUMMY_0x7f, 0x30, 1, 1, SFX_FLAG_15) |
